207 lines
No EOL
4.4 KiB
C++
207 lines
No EOL
4.4 KiB
C++
#include "BossIronH.h"
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#include "Boss.h"
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#include "Frame.h"
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#include "Game.h"
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#include "MyChar.h"
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#include "Sound.h"
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#include "WindowsWrapper.h"
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void ActBossChar_Ironhead(void)
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{
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switch (gBoss[0].act_no)
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{
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case 0:
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gBoss[0].cond = 0x80;
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gBoss[0].exp = 1;
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gBoss[0].direct = 2;
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gBoss[0].act_no = 100;
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gBoss[0].x = 0x14000;
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gBoss[0].y = 0x10000;
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gBoss[0].view.front = 0x5000;
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gBoss[0].view.top = 0x1800;
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gBoss[0].view.back = 0x3000;
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gBoss[0].view.bottom = 0x1800;
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gBoss[0].hit_voice = 54;
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gBoss[0].hit.front = 0x2000;
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gBoss[0].hit.top = 0x1400;
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gBoss[0].hit.back = 0x2000;
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gBoss[0].hit.bottom = 0x1400;
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gBoss[0].bits = 0x8228;
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gBoss[0].size = 3;
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gBoss[0].damage = 10;
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gBoss[0].code_event = 1000;
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gBoss[0].life = 400;
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break;
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case 100:
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gBoss[0].act_no = 101;
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gBoss[0].bits &= ~0x20;
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gBoss[0].act_wait = 0;
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// Fallthrough
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case 101:
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if (++gBoss[0].act_wait > 50)
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{
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gBoss[0].act_no = 250;
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gBoss[0].act_wait = 0;
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}
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if (gBoss[0].act_wait % 4 == 0)
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SetNpChar(197, Random(15, 18) * 0x2000, Random(2, 13) * 0x2000, 0, 0, 0, 0, 0x100);
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break;
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case 250:
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gBoss[0].act_no = 251;
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if (gBoss[0].direct == 2)
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{
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gBoss[0].x = 0x1E000;
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gBoss[0].y = gMC.y;
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}
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else
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{
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gBoss[0].x = 0x5A000;
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gBoss[0].y = Random(2, 13) * 0x2000;
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}
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gBoss[0].tgt_x = gBoss[0].x;
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gBoss[0].tgt_y = gBoss[0].y;
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gBoss[0].ym = Random(-0x200, 0x200);
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gBoss[0].xm = Random(-0x200, 0x200);
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gBoss[0].bits |= 0x20;
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// Fallthrough
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case 251:
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if (gBoss[0].direct == 2)
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{
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gBoss[0].tgt_x += 0x400;
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}
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else
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{
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gBoss[0].tgt_x -= 0x200;
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if (gMC.y > gBoss[0].tgt_y)
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gBoss[0].tgt_y += 0x200;
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else
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gBoss[0].tgt_y -= 0x200;
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}
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if (gBoss[0].tgt_x > gBoss[0].x)
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gBoss[0].xm += 8;
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else
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gBoss[0].xm -= 8;
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if (gBoss[0].tgt_y > gBoss[0].y)
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gBoss[0].ym += 8;
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else
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gBoss[0].ym -= 8;
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if (gBoss[0].ym > 0x200)
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gBoss[0].ym = 0x200;
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if (gBoss[0].ym < -0x200)
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gBoss[0].ym = -0x200;
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gBoss[0].x += gBoss[0].xm;
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gBoss[0].y += gBoss[0].ym;
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if (gBoss[0].direct == 2)
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{
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if (gBoss[0].x > 0x5A000)
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{
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gBoss[0].direct = 0;
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gBoss[0].act_no = 100;
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}
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}
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else
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{
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if (gBoss[0].x < 0x22000)
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{
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gBoss[0].direct = 2;
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gBoss[0].act_no = 100;
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}
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}
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if (gBoss[0].direct == 0 && (++gBoss[0].act_wait == 300 || gBoss[0].act_wait == 310 || gBoss[0].act_wait == 320))
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{
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PlaySoundObject(39, 1);
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SetNpChar(198, gBoss[0].x + 0x1400, gBoss[0].y + 0x200, Random(-3, 0) * 0x200, Random(-3, 3) * 0x200, 2, 0, 0x100);
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}
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if (++gBoss[0].ani_wait > 2)
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{
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gBoss[0].ani_wait = 0;
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++gBoss[0].ani_no;
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}
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if (gBoss[0].ani_no > 7)
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gBoss[0].ani_no = 0;
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break;
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case 1000:
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gBoss[0].bits &= ~0x20;
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gBoss[0].ani_no = 8;
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gBoss[0].damage = 0;
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gBoss[0].act_no = 1001;
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gBoss[0].tgt_x = gBoss[0].x;
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gBoss[0].tgt_y = gBoss[0].y;
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SetQuake(20);
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for (int i = 0; i < 0x20; ++i)
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SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
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DeleteNpCharCode(197, 1);
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DeleteNpCharCode(271, 1);
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DeleteNpCharCode(272, 1);
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// Fallthrough
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case 1001:
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gBoss[0].tgt_x -= 0x200;
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gBoss[0].x = gBoss[0].tgt_x + (Random(-1, 1) * 0x200);
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gBoss[0].y = gBoss[0].tgt_y + (Random(-1, 1) * 0x200);
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if (++gBoss[0].act_wait % 4 == 0)
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SetNpChar(4, gBoss[0].x + (Random(-0x80u, 0x80) * 0x200), gBoss[0].y + (Random(-0x40u, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
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break;
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}
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RECT rc[9];
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RECT rcDamage[9];
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rc[0] = {0, 0, 64, 24};
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rc[1] = {64, 0, 128, 24};
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rc[2] = {128, 0, 192, 24};
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rc[3] = {64, 0, 128, 24};
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rc[4] = {0, 0, 64, 24};
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rc[5] = {192, 0, 256, 24};
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rc[6] = {256, 0, 320, 24};
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rc[7] = {192, 0, 256, 24};
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rc[8] = {256, 48, 320, 72};
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rcDamage[0] = {0, 24, 64, 48};
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rcDamage[1] = {64, 24, 128, 48};
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rcDamage[2] = {128, 24, 192, 48};
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rcDamage[3] = {64, 24, 128, 48};
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rcDamage[4] = {0, 24, 64, 48};
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rcDamage[5] = {192, 24, 256, 48};
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rcDamage[6] = {256, 24, 320, 48};
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rcDamage[7] = {192, 24, 256, 48};
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rcDamage[8] = {256, 48, 320, 72};
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if (gBoss[0].shock)
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{
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static unsigned char flash;
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if ((++flash >> 1) % 2)
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gBoss[0].rect = rc[gBoss[0].ani_no];
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else
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gBoss[0].rect = rcDamage[gBoss[0].ani_no];
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}
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else
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{
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gBoss[0].rect = rc[gBoss[0].ani_no];
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}
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} |