523 lines
9.6 KiB
C++
523 lines
9.6 KiB
C++
#include "BossOhm.h"
|
|
|
|
#include <string.h>
|
|
|
|
#include "WindowsWrapper.h"
|
|
|
|
#include "Boss.h"
|
|
#include "Bullet.h"
|
|
#include "Flash.h"
|
|
#include "Frame.h"
|
|
#include "Game.h"
|
|
#include "MyChar.h"
|
|
#include "NpChar.h"
|
|
#include "Sound.h"
|
|
|
|
static void ActBoss01_12(void)
|
|
{
|
|
int i;
|
|
|
|
RECT rcLeft[1] = {
|
|
{80, 56, 104, 72}
|
|
};
|
|
|
|
RECT rcRight[1] = {
|
|
{104, 56, 128, 72}
|
|
};
|
|
|
|
for (i = 1; i < 3; ++i)
|
|
{
|
|
gBoss[i].y = (gBoss[0].y + gBoss[i + 2].y - (8 * 0x200)) / 2;
|
|
|
|
if (gBoss[i].direct == 0)
|
|
{
|
|
gBoss[i].x = gBoss[0].x - (16 * 0x200);
|
|
gBoss[i].rect = rcLeft[gBoss[i].ani_no];
|
|
}
|
|
else
|
|
{
|
|
gBoss[i].rect = rcRight[gBoss[i].ani_no];
|
|
gBoss[i].x = gBoss[0].x + (16 * 0x200);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ActBoss01_34(void)
|
|
{
|
|
int i;
|
|
|
|
RECT rcLeft[2] = {
|
|
{0, 56, 40, 88},
|
|
{40, 56, 80, 88},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{0, 88, 40, 120},
|
|
{40, 88, 80, 120},
|
|
};
|
|
|
|
for (i = 3; i < 5; ++i)
|
|
{
|
|
switch (gBoss[i].act_no)
|
|
{
|
|
case 0:
|
|
gBoss[i].act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
gBoss[i].y = gBoss[0].y;
|
|
|
|
if (i == 3)
|
|
gBoss[i].x = gBoss[0].x - (16 * 0x200);
|
|
if (i == 4)
|
|
gBoss[i].x = gBoss[0].x + (16 * 0x200);
|
|
|
|
break;
|
|
|
|
case 3:
|
|
gBoss[i].tgt_y = gBoss[0].y + (24 * 0x200);
|
|
|
|
if (i == 3)
|
|
gBoss[i].x = gBoss[0].x - (16 * 0x200);
|
|
if (i == 4)
|
|
gBoss[i].x = gBoss[0].x + (16 * 0x200);
|
|
|
|
gBoss[i].y += (gBoss[i].tgt_y - gBoss[i].y) / 2;
|
|
break;
|
|
}
|
|
|
|
if (gBoss[i].flag & 8 || gBoss[i].y <= gBoss[i].tgt_y)
|
|
gBoss[i].ani_no = 0;
|
|
else
|
|
gBoss[i].ani_no = 1;
|
|
|
|
if (gBoss[i].direct == 0)
|
|
gBoss[i].rect = rcLeft[gBoss[i].ani_no];
|
|
else
|
|
gBoss[i].rect = rcRight[gBoss[i].ani_no];
|
|
}
|
|
}
|
|
|
|
static void ActBoss01_5(void)
|
|
{
|
|
switch (gBoss[5].act_no)
|
|
{
|
|
case 0:
|
|
gBoss[5].bits |= (NPC_SOLID_SOFT | NPC_IGNORE_SOLIDITY);
|
|
|
|
gBoss[5].hit.front = 20 * 0x200;
|
|
gBoss[5].hit.top = 36 * 0x200;
|
|
gBoss[5].hit.back = 20 * 0x200;
|
|
gBoss[5].hit.bottom = 16 * 0x200;
|
|
|
|
gBoss[5].act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
gBoss[5].x = gBoss[0].x;
|
|
gBoss[5].y = gBoss[0].y;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void ActBossChar_Omega(void)
|
|
{
|
|
switch (gBoss[0].act_no)
|
|
{
|
|
case 0:
|
|
gBoss[0].x = 219 * 0x10 * 0x200;
|
|
gBoss[0].y = 16 * 0x10 * 0x200;
|
|
|
|
gBoss[0].view.front = 40 * 0x200;
|
|
gBoss[0].view.top = 40 * 0x200;
|
|
gBoss[0].view.back = 40 * 0x200;
|
|
gBoss[0].view.bottom = 16 * 0x200;
|
|
|
|
gBoss[0].tgt_x = gBoss[0].x;
|
|
gBoss[0].tgt_y = gBoss[0].y;
|
|
|
|
gBoss[0].hit_voice = 52;
|
|
|
|
gBoss[0].hit.front = 8 * 0x200;
|
|
gBoss[0].hit.top = 24 * 0x200;
|
|
gBoss[0].hit.back = 8 * 0x200;
|
|
gBoss[0].hit.bottom = 16 * 0x200;
|
|
|
|
gBoss[0].bits = (NPC_IGNORE_SOLIDITY | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
|
|
gBoss[0].size = 3;
|
|
gBoss[0].exp = 1;
|
|
gBoss[0].code_event = 210;
|
|
gBoss[0].life = 400;
|
|
|
|
gBoss[1].cond = 0x80;
|
|
|
|
gBoss[1].view.front = 12 * 0x200;
|
|
gBoss[1].view.top = 8 * 0x200;
|
|
gBoss[1].view.back = 12 * 0x200;
|
|
gBoss[1].view.bottom = 8 * 0x200;
|
|
|
|
gBoss[1].bits = NPC_IGNORE_SOLIDITY;
|
|
|
|
gBoss[2] = gBoss[1];
|
|
|
|
gBoss[1].direct = 0;
|
|
gBoss[2].direct = 2;
|
|
|
|
gBoss[3].cond = 0x80;
|
|
|
|
gBoss[3].view.front = 24 * 0x200;
|
|
gBoss[3].view.top = 16 * 0x200;
|
|
gBoss[3].view.back = 16 * 0x200;
|
|
gBoss[3].view.bottom = 16 * 0x200;
|
|
|
|
gBoss[3].hit_voice = 52;
|
|
|
|
gBoss[3].hit.front = 8 * 0x200;
|
|
gBoss[3].hit.top = 8 * 0x200;
|
|
gBoss[3].hit.back = 8 * 0x200;
|
|
gBoss[3].hit.bottom = 8 * 0x200;
|
|
|
|
gBoss[3].bits = NPC_IGNORE_SOLIDITY;
|
|
|
|
gBoss[3].x = gBoss[0].x - (16 * 0x200);
|
|
gBoss[3].y = gBoss[0].y;
|
|
gBoss[3].direct = 0;
|
|
|
|
gBoss[4] = gBoss[3];
|
|
|
|
gBoss[4].direct = 2;
|
|
gBoss[3].x = gBoss[0].x + (16 * 0x200);
|
|
gBoss[5].cond = 0x80;
|
|
break;
|
|
|
|
case 20: // Rising out of the ground
|
|
gBoss[0].act_no = 30;
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].ani_no = 0;
|
|
// Fallthrough
|
|
case 30:
|
|
SetQuake(2);
|
|
gBoss[0].y -= 1 * 0x200;
|
|
|
|
if (++gBoss[0].act_wait % 4 == 0)
|
|
PlaySoundObject(26, 1);
|
|
|
|
if (gBoss[0].act_wait == 48)
|
|
{
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].act_no = 40;
|
|
|
|
if (gBoss[0].life > 280)
|
|
break;
|
|
|
|
gBoss[0].act_no = 110;
|
|
|
|
gBoss[0].bits |= NPC_SHOOTABLE;
|
|
gBoss[0].bits &= ~NPC_IGNORE_SOLIDITY;
|
|
gBoss[3].bits &= ~NPC_IGNORE_SOLIDITY;
|
|
gBoss[4].bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
gBoss[3].act_no = 3;
|
|
gBoss[4].act_no = 3;
|
|
gBoss[5].hit.top = 16 * 0x200;
|
|
}
|
|
|
|
break;
|
|
|
|
case 40:
|
|
++gBoss[0].act_wait;
|
|
|
|
if (gBoss[0].act_wait == 48)
|
|
{
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].act_no = 50;
|
|
gBoss[0].count1 = 0;
|
|
gBoss[5].hit.top = 16 * 0x200;
|
|
PlaySoundObject(102, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 50: // Open mouth
|
|
++gBoss[0].count1;
|
|
|
|
if (gBoss[0].count1 > 2)
|
|
{
|
|
gBoss[0].count1 = 0;
|
|
++gBoss[0].count2;
|
|
}
|
|
|
|
if (gBoss[0].count2 == 3)
|
|
{
|
|
gBoss[0].act_no = 60;
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].bits |= NPC_SHOOTABLE;
|
|
gBoss[0].hit.front = 16 * 0x200;
|
|
gBoss[0].hit.back = 16 * 0x200;
|
|
}
|
|
|
|
break;
|
|
|
|
case 60: // Shoot out of mouth
|
|
++gBoss[0].act_wait;
|
|
|
|
if (gBoss[0].act_wait > 20 && gBoss[0].act_wait < 80 && !(gBoss[0].act_wait % 3))
|
|
{
|
|
if (Random(0, 9) < 8)
|
|
SetNpChar(48, gBoss[0].x, gBoss[0].y - (16 * 0x200), Random(-0x100, 0x100), -0x333, 0, NULL, 0x100);
|
|
else
|
|
SetNpChar(48, gBoss[0].x, gBoss[0].y - (16 * 0x200), Random(-0x100, 0x100), -0x333, 2, NULL, 0x100);
|
|
|
|
PlaySoundObject(39, 1);
|
|
}
|
|
|
|
if (gBoss[0].act_wait == 200 || CountArmsBullet(6))
|
|
{
|
|
gBoss[0].count1 = 0;
|
|
gBoss[0].act_no = 70;
|
|
PlaySoundObject(102, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 70: // Close mouth
|
|
++gBoss[0].count1;
|
|
|
|
if (gBoss[0].count1 > 2)
|
|
{
|
|
gBoss[0].count1 = 0;
|
|
--gBoss[0].count2;
|
|
}
|
|
|
|
if (gBoss[0].count2 == 1)
|
|
gBoss[0].damage = 20;
|
|
|
|
if (gBoss[0].count2 == 0)
|
|
{
|
|
PlaySoundObject(102, 0);
|
|
PlaySoundObject(12, 1);
|
|
|
|
gBoss[0].act_no = 80;
|
|
gBoss[0].act_wait = 0;
|
|
|
|
gBoss[0].bits &= ~NPC_SHOOTABLE;
|
|
|
|
gBoss[0].hit.front = 24 * 0x200;
|
|
gBoss[0].hit.back = 24 * 0x200;
|
|
gBoss[5].hit.top = 36 * 0x200;
|
|
|
|
gBoss[0].damage = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 80:
|
|
++gBoss[0].act_wait;
|
|
|
|
if (gBoss[0].act_wait == 48)
|
|
{
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].act_no = 90;
|
|
}
|
|
|
|
break;
|
|
|
|
case 90: // Go back into the ground
|
|
SetQuake(2);
|
|
gBoss[0].y += 1 * 0x200;
|
|
|
|
++gBoss[0].act_wait;
|
|
|
|
if (gBoss[0].act_wait % 4 == 0)
|
|
PlaySoundObject(26, 1);
|
|
|
|
if (gBoss[0].act_wait == 48)
|
|
{
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].act_no = 100;
|
|
}
|
|
|
|
break;
|
|
|
|
case 100: // Move to proper position for coming out of the ground
|
|
++gBoss[0].act_wait;
|
|
|
|
if (gBoss[0].act_wait == 120)
|
|
{
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].act_no = 30;
|
|
|
|
gBoss[0].x = gBoss[0].tgt_x + (Random(-64, 64) * 0x200);
|
|
gBoss[0].y = gBoss[0].tgt_y;
|
|
}
|
|
|
|
break;
|
|
|
|
case 110:
|
|
++gBoss[0].count1;
|
|
|
|
if (gBoss[0].count1 > 2)
|
|
{
|
|
gBoss[0].count1 = 0;
|
|
++gBoss[0].count2;
|
|
}
|
|
|
|
if (gBoss[0].count2 == 3)
|
|
{
|
|
gBoss[0].act_no = 120;
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].hit.front = 16 * 0x200;
|
|
gBoss[0].hit.back = 16 * 0x200;
|
|
}
|
|
|
|
break;
|
|
|
|
case 120:
|
|
++gBoss[0].act_wait;
|
|
|
|
if (gBoss[0].act_wait == 50 || CountArmsBullet(6))
|
|
{
|
|
gBoss[0].act_no = 130;
|
|
PlaySoundObject(102, 1);
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].count1 = 0;
|
|
}
|
|
|
|
if (gBoss[0].act_wait < 30 && !(gBoss[0].act_wait % 5))
|
|
{
|
|
SetNpChar(48, gBoss[0].x, gBoss[0].y - (16 * 0x200), Random(-341, 341), -0x333, 0, NULL, 0x100);
|
|
PlaySoundObject(39, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 130:
|
|
++gBoss[0].count1;
|
|
|
|
if (gBoss[0].count1 > 2)
|
|
{
|
|
gBoss[0].count1 = 0;
|
|
--gBoss[0].count2;
|
|
}
|
|
|
|
if (gBoss[0].count2 == 1)
|
|
gBoss[0].damage = 20;
|
|
|
|
if (gBoss[0].count2 == 0)
|
|
{
|
|
gBoss[0].act_no = 140;
|
|
gBoss[0].bits |= NPC_SHOOTABLE;
|
|
|
|
gBoss[0].hit.front = 16 * 0x200;
|
|
gBoss[0].hit.back = 16 * 0x200;
|
|
|
|
gBoss[0].ym = -0x5FF;
|
|
|
|
PlaySoundObject(102, 0);
|
|
PlaySoundObject(12, 1);
|
|
PlaySoundObject(25, 1);
|
|
|
|
if (gBoss[0].x < gMC.x)
|
|
gBoss[0].xm = 0x100;
|
|
if (gBoss[0].x > gMC.x)
|
|
gBoss[0].xm = -0x100;
|
|
|
|
gBoss[0].damage = 0;
|
|
gBoss[5].hit.top = 36 * 0x200;
|
|
}
|
|
|
|
break;
|
|
|
|
case 140:
|
|
if (gMC.flag & 8 && gBoss[0].ym > 0)
|
|
gBoss[5].damage = 20;
|
|
else
|
|
gBoss[5].damage = 0;
|
|
|
|
gBoss[0].ym += 0x24;
|
|
if (gBoss[0].ym > 0x5FF)
|
|
gBoss[0].ym = 0x5FF;
|
|
|
|
gBoss[0].x += gBoss[0].xm;
|
|
gBoss[0].y += gBoss[0].ym;
|
|
|
|
if (gBoss[0].flag & 8)
|
|
{
|
|
gBoss[0].act_no = 110;
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].count1 = 0;
|
|
|
|
gBoss[5].hit.top = 16 * 0x200;
|
|
gBoss[5].damage = 0;
|
|
|
|
PlaySoundObject(26, 1);
|
|
PlaySoundObject(12, 1);
|
|
|
|
SetQuake(30);
|
|
}
|
|
|
|
break;
|
|
|
|
case 150:
|
|
SetQuake(2);
|
|
|
|
++gBoss[0].act_wait;
|
|
|
|
if (gBoss[0].act_wait % 12 == 0)
|
|
PlaySoundObject(52, 1);
|
|
|
|
SetDestroyNpChar(gBoss[0].x + (Random(-0x30, 0x30) * 0x200), gBoss[0].y + (Random(-0x30, 0x18) * 0x200), 1, 1);
|
|
|
|
if (gBoss[0].act_wait > 100)
|
|
{
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].act_no = 160;
|
|
SetFlash(gBoss[0].x, gBoss[0].y, 1);
|
|
PlaySoundObject(35, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 160:
|
|
SetQuake(40);
|
|
|
|
++gBoss[0].act_wait;
|
|
|
|
if (gBoss[0].act_wait > 50)
|
|
{
|
|
gBoss[0].cond = 0;
|
|
gBoss[1].cond = 0;
|
|
gBoss[2].cond = 0;
|
|
gBoss[3].cond = 0;
|
|
gBoss[4].cond = 0;
|
|
gBoss[5].cond = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
RECT rect[4] = {
|
|
{0, 0, 80, 56},
|
|
{80, 0, 160, 56},
|
|
{160, 0, 240, 56},
|
|
{80, 0, 160, 56},
|
|
};
|
|
|
|
gBoss[0].rect = rect[gBoss[0].count2];
|
|
|
|
gBoss[1].shock = gBoss[0].shock;
|
|
gBoss[2].shock = gBoss[0].shock;
|
|
gBoss[3].shock = gBoss[0].shock;
|
|
gBoss[4].shock = gBoss[0].shock;
|
|
|
|
ActBoss01_34();
|
|
ActBoss01_12();
|
|
ActBoss01_5();
|
|
|
|
if (gBoss[0].life == 0 && gBoss[0].act_no < 150)
|
|
{
|
|
gBoss[0].act_no = 150;
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].damage = 0;
|
|
gBoss[5].damage = 0;
|
|
DeleteNpCharCode(48, 1);
|
|
}
|
|
}
|