556 lines
10 KiB
C++
556 lines
10 KiB
C++
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK.
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//
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// The original code belongs to Daisuke "Pixel" Amaya.
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//
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// Modifications and custom code are under the MIT licence.
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// See LICENCE.txt for details.
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#include "BossTwinD.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Boss.h"
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#include "Flash.h"
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#include "Game.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Sound.h"
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#include "Triangle.h"
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static void ActBossCharT_DragonBody(NPCHAR *npc)
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{
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unsigned char deg;
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RECT rcLeft[3] = {
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{0, 0, 40, 40},
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{40, 0, 80, 40},
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{80, 0, 120, 40},
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};
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RECT rcRight[3] = {
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{0, 40, 40, 80},
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{40, 40, 80, 80},
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{80, 40, 120, 80},
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};
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switch (npc->act_no)
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{
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case 0:
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deg = ((npc->pNpc->count1 / 4) + npc->count1) % 0x100;
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npc->act_no = 10;
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npc->x += npc->pNpc->x + (GetCos(deg) * npc->pNpc->tgt_x);
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npc->y += npc->pNpc->y + (GetSin(deg) * npc->pNpc->tgt_y);
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// Fallthrough
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case 10:
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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break;
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case 100:
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deg = ((npc->pNpc->count1 / 4) + npc->count1) % 0x100;
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npc->tgt_x = npc->pNpc->x + (GetCos(deg) * npc->pNpc->tgt_x);
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npc->tgt_y = npc->pNpc->y + (GetSin(deg) * npc->pNpc->tgt_y);
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npc->x += (npc->tgt_x - npc->x) / 8;
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npc->y += (npc->tgt_y - npc->y) / 8;
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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break;
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case 1000:
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npc->act_no = 1001;
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npc->bits &= ~NPC_SHOOTABLE;
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// Fallthrough
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case 1001:
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deg = ((npc->pNpc->count1 / 4) + npc->count1) % 0x100;
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npc->tgt_x = npc->pNpc->x + (GetCos(deg) * npc->pNpc->tgt_x);
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npc->tgt_y = npc->pNpc->y + (GetSin(deg) * npc->pNpc->tgt_y);
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npc->x += (npc->tgt_x - npc->x) / 8;
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npc->y += (npc->tgt_y - npc->y) / 8;
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if (npc->x > npc->pNpc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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break;
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}
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if (++npc->ani_wait > 2)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 2)
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npc->ani_no = 0;
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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static void ActBossCharT_DragonHead(NPCHAR *npc)
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{
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unsigned char deg;
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int xm, ym;
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RECT rcLeft[4] = {
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{0, 80, 40, 112},
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{40, 80, 80, 112},
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{80, 80, 120, 112},
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{120, 80, 160, 112},
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};
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RECT rcRight[4] = {
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{0, 112, 40, 144},
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{40, 112, 80, 144},
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{80, 112, 120, 144},
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{120, 112, 160, 144},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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break;
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case 100:
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npc->act_no = 200;
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// Fallthrough
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case 200:
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npc->bits &= ~NPC_SHOOTABLE;
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npc->ani_no = 0;
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npc->hit.front = 16 * 0x200;
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npc->act_no = 201;
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npc->count1 = Random(100, 200);
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// Fallthrough
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case 201:
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if (npc->count1 != 0)
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{
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--npc->count1;
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}
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else
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{
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npc->act_no = 210;
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npc->act_wait = 0;
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npc->count2 = 0;
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}
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break;
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case 210:
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++npc->act_wait;
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if (npc->act_wait == 3)
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npc->ani_no = 1;
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if (npc->act_wait == 6)
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{
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npc->ani_no = 2;
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npc->hit.front = 8 * 0x200;
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npc->bits |= NPC_SHOOTABLE;
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npc->count2 = 0;
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}
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if (npc->act_wait > 150)
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{
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npc->act_no = 220;
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npc->act_wait = 0;
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}
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if (npc->shock != 0)
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++npc->count2;
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if (npc->count2 > 10)
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{
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PlaySoundObject(51, SOUND_MODE_PLAY);
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
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npc->act_no = 300;
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npc->act_wait = 0;
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npc->ani_no = 3;
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npc->hit.front = 16 * 0x200;
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}
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break;
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case 220:
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++npc->act_wait;
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if (npc->act_wait % 8 == 1)
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{
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deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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deg += (unsigned char)Random(-6, 6);
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ym = GetSin(deg);
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xm = GetCos(deg);
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if (npc->direct == 0)
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SetNpChar(202, npc->x - (8 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
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else
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SetNpChar(202, npc->x + (8 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
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PlaySoundObject(33, SOUND_MODE_PLAY);
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}
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if (npc->act_wait > 50)
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npc->act_no = 200;
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break;
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case 300:
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++npc->act_wait;
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if (npc->act_wait > 100)
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npc->act_no = 200;
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break;
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case 400:
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npc->act_no = 401;
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npc->act_wait = 0;
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npc->ani_no = 0;
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npc->hit.front = 16 * 0x200;
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npc->bits &= ~NPC_SHOOTABLE;
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// Fallthrough
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case 401:
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++npc->act_wait;
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if (npc->act_wait == 3)
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npc->ani_no = 1;
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if (npc->act_wait == 6)
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{
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npc->ani_no = 2;
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npc->hit.front = 8 * 0x200;
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npc->bits |= NPC_SHOOTABLE;
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npc->count2 = 0;
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}
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if (npc->act_wait > 20 && npc->act_wait % 32 == 1)
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{
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deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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deg += (unsigned char)Random(-6, 6);
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ym = GetSin(deg);
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xm = GetCos(deg);
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if (npc->direct == 0)
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SetNpChar(202, npc->x - (8 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
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else
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SetNpChar(202, npc->x + (8 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
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PlaySoundObject(33, SOUND_MODE_PLAY);
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}
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break;
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case 1000:
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npc->bits &= ~NPC_SHOOTABLE;
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npc->ani_no = 3;
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break;
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}
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npc->direct = npc->pNpc->direct;
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if (npc->direct == 0)
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npc->x = npc->pNpc->x - (4 * 0x200);
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else
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npc->x = npc->pNpc->x + (4 * 0x200);
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npc->y = npc->pNpc->y - (8 * 0x200);
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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void ActBossChar_Twin(void)
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{
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NPCHAR *npc = gBoss;
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switch (npc->act_no)
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{
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case 0:
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npc->cond = 0x80;
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npc->direct = 0;
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npc->act_no = 10;
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npc->exp = 0;
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npc->x = 160 * 0x200;
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npc->y = 128 * 0x200;
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npc->view.front = 8 * 0x200;
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npc->view.top = 8 * 0x200;
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npc->view.back = 128 * 0x200;
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npc->view.bottom = 8 * 0x200;
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npc->hit_voice = 54;
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npc->hit.front = 8 * 0x200;
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npc->hit.top = 8 * 0x200;
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npc->hit.back = 8 * 0x200;
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npc->hit.bottom = 8 * 0x200;
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npc->bits = NPC_IGNORE_SOLIDITY;
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npc->bits |= NPC_EVENT_WHEN_KILLED;
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npc->size = 3;
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npc->damage = 0;
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npc->code_event = 1000;
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npc->life = 500;
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npc->count2 = Random(700, 1200);
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npc->tgt_x = 180;
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npc->tgt_y = 61;
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gBoss[2].cond = 0x80;
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gBoss[2].view.back = 20 * 0x200;
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gBoss[2].view.front = 20 * 0x200;
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gBoss[2].view.top = 16 * 0x200;
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gBoss[2].view.bottom = 16 * 0x200;
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gBoss[2].hit.back = 12 * 0x200;
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gBoss[2].hit.front = 12 * 0x200;
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gBoss[2].hit.top = 10 * 0x200;
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gBoss[2].hit.bottom = 10 * 0x200;
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gBoss[2].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
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gBoss[2].pNpc = &gBoss[3];
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gBoss[2].cond |= 0x10;
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gBoss[2].damage = 10;
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gBoss[3].cond = 0x80;
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gBoss[3].view.back = 20 * 0x200;
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gBoss[3].view.front = 20 * 0x200;
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gBoss[3].view.top = 20 * 0x200;
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gBoss[3].view.bottom = 20 * 0x200;
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gBoss[3].hit.back = 12 * 0x200;
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gBoss[3].hit.front = 12 * 0x200;
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gBoss[3].hit.top = 2 * 0x200;
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gBoss[3].hit.bottom = 16 * 0x200;
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gBoss[3].bits = NPC_IGNORE_SOLIDITY;
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gBoss[3].pNpc = npc;
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gBoss[3].damage = 10;
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gBoss[4] = gBoss[2];
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gBoss[4].pNpc = &gBoss[5];
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gBoss[5] = gBoss[3];
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gBoss[5].count1 = 128;
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break;
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case 20:
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if (--npc->tgt_x <= 0x70)
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{
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npc->act_no = 100;
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npc->act_wait = 0;
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gBoss[2].act_no = 100;
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gBoss[4].act_no = 100;
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gBoss[3].act_no = 100;
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gBoss[5].act_no = 100;
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}
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break;
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case 100:
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++npc->act_wait;
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if (npc->act_wait < 100)
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{
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npc->count1 += 1;
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}
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else if (npc->act_wait < 120)
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{
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npc->count1 += 2;
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}
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else if (npc->act_wait < npc->count2)
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{
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npc->count1 += 4;
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}
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else if (npc->act_wait < npc->count2 + 40)
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{
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npc->count1 += 2;
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}
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else if (npc->act_wait < npc->count2 + 60)
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{
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npc->count1 += 1;
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}
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else
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{
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npc->act_wait = 0;
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npc->act_no = 110;
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npc->count2 = Random(400, 700);
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break;
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}
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if (npc->count1 > 0x3FF)
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npc->count1 -= 0x400;
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break;
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case 110:
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++npc->act_wait;
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if (npc->act_wait < 20)
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{
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npc->count1 -= 1;
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}
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else if (npc->act_wait < 60)
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{
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npc->count1 -= 2;
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}
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else if (npc->act_wait < npc->count2)
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{
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npc->count1 -= 4;
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}
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else if (npc->act_wait < npc->count2 + 40)
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{
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npc->count1 -= 2;
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}
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else if (npc->act_wait < npc->count2 + 60)
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{
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npc->count1 -= 1;
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}
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else
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{
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if (npc->life < 300)
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{
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npc->act_wait = 0;
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npc->act_no = 400;
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gBoss[2].act_no = 400;
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gBoss[4].act_no = 400;
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}
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else
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{
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npc->act_wait = 0;
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npc->act_no = 100;
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npc->count2 = Random(400, 700);
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}
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break;
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}
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if (npc->count1 <= 0)
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npc->count1 += 0x400;
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break;
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case 400:
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++npc->act_wait;
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if (npc->act_wait > 100)
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{
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npc->act_wait = 0;
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npc->act_no = 401;
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}
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break;
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case 401:
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++npc->act_wait;
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if (npc->act_wait < 100)
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{
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npc->count1 += 1;
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}
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else if (npc->act_wait < 120)
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{
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npc->count1 += 2;
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}
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else if (npc->act_wait < 500)
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{
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npc->count1 += 4;
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}
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else if (npc->act_wait < 540)
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{
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npc->count1 += 2;
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}
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else if (npc->act_wait < 560)
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{
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npc->count1 += 1;
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}
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else
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{
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npc->act_no = 100;
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npc->act_wait = 0;
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gBoss[2].act_no = 100;
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gBoss[4].act_no = 100;
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break;
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}
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if (npc->count1 > 0x3FF)
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npc->count1 -= 0x400;
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break;
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case 1000:
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npc->act_no = 1001;
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npc->act_wait = 0;
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gBoss[2].act_no = 1000;
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gBoss[3].act_no = 1000;
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gBoss[4].act_no = 1000;
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gBoss[5].act_no = 1000;
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 40);
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// Fallthrough
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case 1001:
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++npc->act_wait;
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if (npc->act_wait > 100)
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npc->act_no = 1010;
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SetNpChar(4, npc->x + (Random(-0x80, 0x80) * 0x200), npc->y + (Random(-70, 70) * 0x200), 0, 0, 0, NULL, 0x100);
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break;
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case 1010:
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npc->count1 += 4;
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if (npc->count1 > 0x3FF)
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npc->count1 -= 0x400;
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if (npc->tgt_x > 8)
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--npc->tgt_x;
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if (npc->tgt_y > 0)
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--npc->tgt_y;
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if (npc->tgt_x < -8)
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++npc->tgt_x;
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if (npc->tgt_y < 0)
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++npc->tgt_y;
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if (npc->tgt_y == 0)
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{
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npc->act_no = 1020;
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npc->act_wait = 0;
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SetFlash(gBoss[0].x, gBoss[0].y, FLASH_MODE_EXPLOSION);
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PlaySoundObject(35, SOUND_MODE_PLAY);
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}
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break;
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case 1020:
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if (++gBoss[0].act_wait > 50)
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{
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DeleteNpCharCode(211, TRUE);
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gBoss[0].cond = 0;
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gBoss[1].cond = 0;
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gBoss[2].cond = 0;
|
|
gBoss[3].cond = 0;
|
|
gBoss[4].cond = 0;
|
|
gBoss[5].cond = 0;
|
|
gBoss[0].act_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
ActBossCharT_DragonHead(&gBoss[2]);
|
|
ActBossCharT_DragonBody(&gBoss[3]);
|
|
ActBossCharT_DragonHead(&gBoss[4]);
|
|
ActBossCharT_DragonBody(&gBoss[5]);
|
|
|
|
RECT rc = {0, 0, 0, 0};
|
|
npc->rect = rc;
|
|
}
|