610 lines
11 KiB
C++
610 lines
11 KiB
C++
#include "BossAlmo1.h"
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#include "WindowsWrapper.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 "Map.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 ActBossChar_Core_Face(NPCHAR *npc)
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{
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RECT rect[4] = {
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{0, 0, 72, 112},
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{0, 112, 72, 224},
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{160, 0, 232, 112},
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{0, 0, 0, 0},
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};
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switch (npc->act_no)
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{
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case 10:
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npc->act_no = 11;
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npc->ani_no = 2;
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npc->bits = 8;
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npc->view.front = 0x4800;
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npc->view.top = 0x7000;
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// Fallthrough
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case 11:
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npc->x = gBoss[0].x - 0x4800;
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npc->y = gBoss[0].y;
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break;
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case 50:
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npc->act_no = 51;
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npc->act_wait = 112;
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// Fallthrough
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case 51:
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if (--npc->act_wait == 0)
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{
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npc->act_no = 100;
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npc->ani_no = 3;
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}
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npc->x = gBoss[0].x - 0x4800;
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npc->y = gBoss[0].y;
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break;
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case 100:
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npc->ani_no = 3;
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break;
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}
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npc->rect = rect[npc->ani_no];
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if (npc->act_no == 51)
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npc->rect.bottom = npc->act_wait + npc->rect.top;
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}
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static void ActBossChar_Core_Tail(NPCHAR *npc)
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{
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RECT rect[3] = {
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{72, 0, 160, 112},
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{72, 112, 160, 224},
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{0, 0, 0, 0},
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};
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switch (npc->act_no)
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{
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case 10:
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npc->act_no = 11;
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npc->ani_no = 0;
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npc->bits = 8;
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npc->view.front = 0x5800;
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npc->view.top = 0x7000;
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// Fallthrough
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case 11:
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npc->x = gBoss[0].x + 0x5800;
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npc->y = gBoss[0].y;
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break;
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case 50:
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npc->act_no = 51;
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npc->act_wait = 112;
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// Fallthrough
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case 51:
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if (--npc->act_wait == 0)
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{
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npc->act_no = 100;
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npc->ani_no = 2;
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}
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npc->x = gBoss[0].x + 0x5800;
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npc->y = gBoss[0].y;
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break;
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case 100:
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npc->ani_no = 2;
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break;
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}
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npc->rect = rect[npc->ani_no];
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if (npc->act_no == 51)
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npc->rect.bottom = npc->rect.top + npc->act_wait;
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}
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static void ActBossChar_Core_Mini(NPCHAR *npc)
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{
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unsigned char deg;
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int ym;
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int xm;
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RECT rect[3] = {
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{256, 0, 320, 40},
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{256, 40, 320, 80},
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{256, 80, 320, 120},
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};
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npc->life = 1000;
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switch (npc->act_no)
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{
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case 10:
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npc->ani_no = 2;
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npc->bits &= ~0x20;
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break;
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case 100:
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npc->act_no = 101;
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npc->ani_no = 2;
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npc->act_wait = 0;
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npc->tgt_x = gBoss[0].x + (Random(-0x80, 0x20) * 0x200);
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npc->tgt_y = gBoss[0].y + (Random(-0x40, 0x40) * 0x200);
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npc->bits |= 0x20;
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// Fallthrough
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case 101:
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npc->x += (npc->tgt_x - npc->x) / 16;
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npc->y += (npc->tgt_y - npc->y) / 16;
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if (++npc->act_wait > 50)
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npc->ani_no = 0;
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break;
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case 120:
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npc->act_no = 121;
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npc->act_wait = 0;
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// Fallthrough
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case 121:
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if (++npc->act_wait / 2 % 2)
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npc->ani_no = 0;
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else
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npc->ani_no = 1;
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if (npc->act_wait > 20)
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npc->act_no = 130;
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break;
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case 130:
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npc->act_no = 131;
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npc->ani_no = 2;
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npc->act_wait = 0;
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npc->tgt_x = npc->x + (Random(0x18, 0x30) * 0x200);
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npc->tgt_y = npc->y + (Random(-4, 4) * 0x200);
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// Fallthrough
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case 131:
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npc->x += (npc->tgt_x - npc->x) / 16;
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npc->y += (npc->tgt_y - npc->y) / 16;
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if (++npc->act_wait > 50)
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{
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npc->act_no = 140;
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npc->ani_no = 0;
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}
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if (npc->act_wait == 1 || npc->act_wait == 3)
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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(-2, 2);
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ym = 2 * GetSin(deg);
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xm = 2 * GetCos(deg);
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SetNpChar(178, npc->x, npc->y, xm, ym, 0, 0, 0x100);
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PlaySoundObject(39, 1);
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}
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break;
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case 140:
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npc->x += (npc->tgt_x - npc->x) / 16;
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npc->y += (npc->tgt_y - npc->y) / 16;
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break;
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case 200:
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npc->act_no = 201;
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npc->ani_no = 2;
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npc->xm = 0;
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npc->ym = 0;
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// Fallthrough
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case 201:
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npc->xm += 0x20;
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npc->x += npc->xm;
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if (npc->x > (gMap.width * 0x200 * 0x10) + (2 * 0x200 * 0x10))
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npc->cond = 0;
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break;
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}
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if (npc->shock)
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npc->tgt_x += 0x400;
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npc->rect = rect[npc->ani_no];
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}
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static void ActBossChar_Core_Hit(NPCHAR *npc)
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{
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switch (npc->count1)
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{
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case 0:
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y - 0x4000;
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break;
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case 1:
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npc->x = gBoss[0].x + 0x3800;
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npc->y = gBoss[0].y;
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break;
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case 2:
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npc->x = gBoss[0].x + 0x800;
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npc->y = gBoss[0].y + 0x4000;
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break;
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case 3:
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npc->x = gBoss[0].x - 0x3800;
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npc->y = gBoss[0].y + 0x800;
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break;
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}
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}
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void ActBossChar_Core(void)
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{
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unsigned char deg;
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int ym;
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int xm;
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int i;
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static unsigned char flash;
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NPCHAR *npc = gBoss;
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BOOL bShock = FALSE;
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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 = 10;
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npc->exp = 1;
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npc->cond = 0x80;
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npc->bits = 0x800C;
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npc->life = 650;
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npc->hit_voice = 114;
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npc->x = 0x9A000;
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npc->y = 0x1C000;
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npc->xm = 0;
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npc->ym = 0;
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npc->code_event = 1000;
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npc->bits |= 0x200;
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gBoss[4].cond = 0x80;
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gBoss[4].act_no = 10;
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gBoss[5].cond = 0x80;
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gBoss[5].act_no = 10;
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gBoss[8].cond = 0x80;
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gBoss[8].bits = 12;
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gBoss[8].view.front = 0;
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gBoss[8].view.top = 0;
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gBoss[8].hit.back = 0x5000;
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gBoss[8].hit.top = 0x2000;
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gBoss[8].hit.bottom = 0x2000;
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gBoss[8].count1 = 0;
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gBoss[9] = gBoss[8];
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gBoss[9].hit.back = 0x4800;
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gBoss[9].hit.top = 0x3000;
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gBoss[9].hit.bottom = 0x3000;
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gBoss[9].count1 = 1;
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gBoss[10] = gBoss[8];
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gBoss[10].hit.back = 0x5800;
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gBoss[10].hit.top = 0x1000;
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gBoss[10].hit.bottom = 0x1000;
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gBoss[10].count1 = 2;
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gBoss[11] = gBoss[8];
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gBoss[11].cond |= 0x10;
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gBoss[11].hit.back = 0x2800;
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gBoss[11].hit.top = 0x2800;
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gBoss[11].hit.bottom = 0x2800;
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gBoss[11].count1 = 3;
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gBoss[1].cond = 0x80;
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gBoss[1].act_no = 10;
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gBoss[1].bits = 44;
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gBoss[1].life = 1000;
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gBoss[1].hit_voice = 54;
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gBoss[1].hit.back = 0x3000;
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gBoss[1].hit.top = 0x2000;
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gBoss[1].hit.bottom = 0x2000;
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gBoss[1].view.front = 0x4000;
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gBoss[1].view.top = 0x2800;
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gBoss[1].x = npc->x - 0x1000;
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gBoss[1].y = npc->y - 0x8000;
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gBoss[2] = gBoss[1];
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gBoss[2].x = npc->x + 0x2000;
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gBoss[2].y = npc->y;
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gBoss[3] = gBoss[1];
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gBoss[3].x = npc->x - 0x1000;
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gBoss[3].y = npc->y + 0x8000;
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gBoss[6] = gBoss[1];
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gBoss[6].x = npc->x - 0x6000;
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gBoss[6].y = npc->y - 0x4000;
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gBoss[7] = gBoss[1];
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gBoss[7].x = npc->x - 0x6000;
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gBoss[7].y = npc->y + 0x4000;
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break;
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case 200:
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npc->act_no = 201;
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npc->act_wait = 0;
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gBoss[11].bits &= ~0x20;
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gSuperYpos = 0;
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CutNoise();
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// Fallthrough
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case 201:
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y;
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if (++npc->act_wait > 400)
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{
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++npc->count1;
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PlaySoundObject(115, 1);
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if (npc->count1 > 3)
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{
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npc->count1 = 0;
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npc->act_no = 220;
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gBoss[4].ani_no = 0;
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gBoss[5].ani_no = 0;
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bShock = TRUE;
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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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gBoss[4].ani_no = 0;
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gBoss[5].ani_no = 0;
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bShock = TRUE;
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}
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}
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break;
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case 210:
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npc->act_no = 211;
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npc->act_wait = 0;
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npc->count2 = npc->life;
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gBoss[11].bits |= 0x20;
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// Fallthrough
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case 211:
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y;
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if (npc->shock)
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{
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if (++flash / 2 % 2)
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{
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gBoss[4].ani_no = 0;
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gBoss[5].ani_no = 0;
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}
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else
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{
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gBoss[4].ani_no = 1;
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gBoss[5].ani_no = 1;
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}
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}
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else
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{
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gBoss[4].ani_no = 0;
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gBoss[5].ani_no = 0;
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}
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if (++npc->act_wait % 100 == 1)
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{
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gCurlyShoot_wait = Random(80, 100);
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gCurlyShoot_x = gBoss[11].x;
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gCurlyShoot_y = gBoss[11].y;
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}
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if (npc->act_wait < 200 && npc->act_wait % 20 == 1)
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SetNpChar(179, npc->x + (Random(-0x30, -0x10) * 0x200), npc->y + (Random(-0x40, 0x40) * 0x200), 0, 0, 0, 0, 0x100);
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if (npc->act_wait > 400 || npc->life < npc->count2 - 200)
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{
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npc->act_no = 200;
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gBoss[4].ani_no = 2;
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gBoss[5].ani_no = 0;
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bShock = TRUE;
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}
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break;
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case 220:
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npc->act_no = 221;
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npc->act_wait = 0;
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gSuperYpos = 1;
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gBoss[11].bits |= 0x20u;
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SetQuake(100);
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SetNoise(1, 1000);
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// Fallthrough
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case 221:
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++npc->act_wait;
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SetNpChar(199, gMC.x + (Random(-50, 150) * 0x200 * 2), gMC.y + (Random(-0xA0, 0xA0) * 0x200), 0, 0, 0, 0, 0x100);
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gMC.xm -= 0x20;
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gMC.cond |= 0x20;
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if (npc->shock)
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{
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if (++flash / 2 % 2)
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{
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gBoss[4].ani_no = 0;
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gBoss[5].ani_no = 0;
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}
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else
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{
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gBoss[4].ani_no = 1;
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gBoss[5].ani_no = 1;
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}
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}
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else
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{
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gBoss[4].ani_no = 0;
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gBoss[5].ani_no = 0;
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}
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if (npc->act_wait == 300 || npc->act_wait == 350 || npc->act_wait == 400)
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{
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deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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ym = 3 * GetSin(deg);
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xm = 3 * GetCos(deg);
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SetNpChar(218, npc->x - 0x5000, npc->y, xm, ym, 0, 0, 0x100);
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PlaySoundObject(101, 1);
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}
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if (npc->act_wait > 400)
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{
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npc->act_no = 200;
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gBoss[4].ani_no = 2;
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gBoss[5].ani_no = 0;
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bShock = TRUE;
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}
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break;
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case 500:
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CutNoise();
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npc->act_no = 501;
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npc->act_wait = 0;
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npc->xm = 0;
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npc->ym = 0;
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gBoss[4].ani_no = 2;
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gBoss[5].ani_no = 0;
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gBoss[1].act_no = 200;
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gBoss[2].act_no = 200;
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gBoss[3].act_no = 200;
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gBoss[6].act_no = 200;
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gBoss[7].act_no = 200;
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SetQuake(20);
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for (i = 0; i < 0x20; ++i)
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SetNpChar(4, npc->x + (Random(-0x80, 0x80) * 0x200), npc->y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
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for (i = 0; i < 12; ++i)
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gBoss[i].bits &= ~0x24;
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// Fallthrough
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case 501:
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if (++npc->act_wait % 16)
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SetNpChar(4, npc->x + (Random(-0x40, 0x40) * 0x200), npc->y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
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if (npc->act_wait / 2 % 2)
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npc->x -= 0x200;
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else
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npc->x += 0x200;
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if (npc->x < 0x7E000)
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npc->x += 0x80;
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else
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npc->x -= 0x80;
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if (npc->y < 0x16000)
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npc->y += 0x80;
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else
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npc->y -= 0x80;
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break;
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case 600:
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npc->act_no = 601;
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gBoss[4].act_no = 50;
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gBoss[5].act_no = 50;
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gBoss[8].bits &= ~4;
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gBoss[9].bits &= ~4;
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gBoss[10].bits &= ~4;
|
|
gBoss[11].bits &= ~4;
|
|
// Fallthrough
|
|
case 601:
|
|
if (++npc->act_wait / 2 % 2)
|
|
npc->x -= 0x800;
|
|
else
|
|
npc->x += 0x800;
|
|
|
|
break;
|
|
}
|
|
|
|
if (bShock)
|
|
{
|
|
SetQuake(20);
|
|
|
|
gBoss[1].act_no = 100;
|
|
gBoss[2].act_no = 100;
|
|
gBoss[3].act_no = 100;
|
|
gBoss[6].act_no = 100;
|
|
gBoss[7].act_no = 100;
|
|
|
|
PlaySoundObject(26, 1);
|
|
|
|
for (i = 0; i < 8; ++i)
|
|
SetNpChar(4, gBoss[4].x + (Random(-0x20, 0x10) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, 0, 0x100);
|
|
}
|
|
|
|
if (npc->act_no >= 200 && npc->act_no < 300)
|
|
{
|
|
switch (npc->act_wait)
|
|
{
|
|
case 80:
|
|
gBoss[1].act_no = 120;
|
|
break;
|
|
case 110:
|
|
gBoss[2].act_no = 120;
|
|
break;
|
|
case 140:
|
|
gBoss[3].act_no = 120;
|
|
break;
|
|
case 170:
|
|
gBoss[6].act_no = 120;
|
|
break;
|
|
case 200:
|
|
gBoss[7].act_no = 120;
|
|
break;
|
|
}
|
|
|
|
if (npc->x < npc->tgt_x + 0x14000)
|
|
npc->xm += 4;
|
|
if (npc->x > npc->tgt_x + 0x14000)
|
|
npc->xm -= 4;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 4;
|
|
if (npc->y > npc->tgt_y)
|
|
npc->ym -= 4;
|
|
}
|
|
|
|
if (npc->xm > 0x80)
|
|
npc->xm = 0x80;
|
|
if (npc->xm < -0x80)
|
|
npc->xm = -0x80;
|
|
|
|
if (npc->ym > 0x80)
|
|
npc->ym = 0x80;
|
|
if (npc->ym < -0x80)
|
|
npc->ym = -0x80;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
ActBossChar_Core_Face(&gBoss[4]);
|
|
|
|
ActBossChar_Core_Tail(&gBoss[5]);
|
|
|
|
ActBossChar_Core_Mini(&gBoss[1]);
|
|
ActBossChar_Core_Mini(&gBoss[2]);
|
|
ActBossChar_Core_Mini(&gBoss[3]);
|
|
ActBossChar_Core_Mini(&gBoss[6]);
|
|
ActBossChar_Core_Mini(&gBoss[7]);
|
|
|
|
ActBossChar_Core_Hit(&gBoss[8]);
|
|
ActBossChar_Core_Hit(&gBoss[9]);
|
|
ActBossChar_Core_Hit(&gBoss[10]);
|
|
ActBossChar_Core_Hit(&gBoss[11]);
|
|
}
|