673 lines
No EOL
13 KiB
C++
673 lines
No EOL
13 KiB
C++
#include "BossBallos.h"
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#include "Boss.h"
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#include "Flash.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 "MycParam.h"
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#include "NpChar.h"
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#include "Sound.h"
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static void ActBossChar_Eye(NPCHAR *npc)
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{
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RECT rcLeft[5];
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RECT rcRight[5];
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rcLeft[0] = {272, 0, 296, 16};
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rcLeft[1] = {272, 16, 296, 32};
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rcLeft[2] = {272, 32, 296, 48};
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rcLeft[3] = {0, 0, 0, 0};
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rcLeft[4] = {240, 16, 264, 32};
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rcRight[0] = {296, 0, 320, 16};
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rcRight[1] = {296, 16, 320, 32};
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rcRight[2] = {296, 32, 320, 48};
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rcRight[3] = {0, 0, 0, 0};
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rcRight[4] = {240, 32, 264, 48};
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switch (npc->act_no)
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{
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case 100:
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npc->act_no = 101;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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// Fallthrough
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case 101:
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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->act_no = 102;
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break;
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case 102:
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npc->ani_no = 3;
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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 = 3;
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npc->ani_wait = 0;
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// Fallthrough
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case 201:
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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 <= 0 )
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npc->act_no = 202;
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break;
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case 300:
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npc->act_no = 301;
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npc->ani_no = 4;
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if (npc->direct == 0)
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SetDestroyNpChar(npc->x - 0x800, npc->y, 0x800, 10);
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else
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SetDestroyNpChar(npc->x + 0x800, npc->y, 0x800, 10);
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break;
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}
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if (npc->direct == 0)
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npc->x = gBoss[0].x - 0x3000;
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else
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npc->x = gBoss[0].x + 0x3000;
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npc->y = gBoss[0].y - 0x4800;
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if (npc->act_no >= 0 && npc->act_no < 300)
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{
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if (npc->ani_no == 3)
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npc->bits |= 0x20;
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else
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npc->bits &= ~0x20;
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}
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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 ActBossChar_Body(NPCHAR *npc)
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{
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RECT rc[4];
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rc[0] = {0, 0, 120, 120};
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rc[1] = {120, 0, 240, 120};
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rc[2] = {0, 120, 120, 240};
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rc[3] = {120, 120, 240, 240};
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y;
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npc->rect = rc[npc->ani_no];
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}
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static void ActBossChar_HITAI(NPCHAR *npc)
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{
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y - 0x5800;
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}
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static void ActBossChar_HARA(NPCHAR *npc)
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{
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y;
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}
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void ActBossChar_Ballos(void)
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{
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static unsigned char flash;
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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].act_no = 1;
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gBoss[0].cond = 0x80;
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gBoss[0].exp = 1;
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gBoss[0].direct = 0;
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gBoss[0].x = 0x28000;
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gBoss[0].y = -0x8000;
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gBoss[0].hit_voice = 54;
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gBoss[0].hit.front = 0x4000;
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gBoss[0].hit.top = 0x6000;
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gBoss[0].hit.back = 0x4000;
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gBoss[0].hit.bottom = 0x6000;
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gBoss[0].bits = 0x8248;
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gBoss[0].size = 3;
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gBoss[0].damage = 0;
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gBoss[0].code_event = 1000;
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gBoss[0].life = 800;
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gBoss[1].cond = 0x90;
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gBoss[1].direct = 0;
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gBoss[1].bits = 8;
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gBoss[1].life = 10000;
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gBoss[1].view.front = 0x1800;
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gBoss[1].view.top = 0;
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gBoss[1].view.back = 0x1800;
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gBoss[1].view.bottom = 0x2000;
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gBoss[1].hit.front = 0x1800;
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gBoss[1].hit.top = 0;
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gBoss[1].hit.back = 0x1800;
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gBoss[1].hit.bottom = 0x2000;
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gBoss[2] = gBoss[1];
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gBoss[2].direct = 2;
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gBoss[3].cond = 0x90;
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gBoss[3].bits = 0xD;
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gBoss[3].view.front = 0x7800;
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gBoss[3].view.top = 0x7800;
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gBoss[3].view.back = 0x7800;
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gBoss[3].view.bottom = 0x7800;
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gBoss[3].hit.front = 0x6000;
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gBoss[3].hit.top = 0x3000;
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gBoss[3].hit.back = 0x6000;
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gBoss[3].hit.bottom = 0x4000;
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gBoss[4].cond = 0x90;
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gBoss[4].bits = 0xD;
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gBoss[4].hit.front = 0x4000;
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gBoss[4].hit.top = 0x1000;
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gBoss[4].hit.back = 0x4000;
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gBoss[4].hit.bottom = 0x1000;
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gBoss[5].cond = 0x90;
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gBoss[5].bits = 0x4C;
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gBoss[5].hit.front = 0x4000;
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gBoss[5].hit.top = 0;
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gBoss[5].hit.back = 0x4000;
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gBoss[5].hit.bottom = 0x6000;
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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].ani_no = 0;
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gBoss[0].x = gMC.x;
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SetNpChar(333, gMC.x, 0x26000, 0, 0, 2, 0, 0x100);
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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 > 30)
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gBoss[0].act_no = 102;
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break;
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case 102:
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gBoss[0].ym += 0x40;
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if (gBoss[0].ym > 0xC00)
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gBoss[0].ym = 0xC00;
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gBoss[0].y += gBoss[0].ym;
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if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom)
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{
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gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
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gBoss[0].ym = 0;
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gBoss[0].act_no = 103;
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gBoss[0].act_wait = 0;
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SetQuake2(30);
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PlaySoundObject(44, 1);
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if ( gMC.y > gBoss[0].y + 0x6000 && gMC.x < gBoss[0].x + 0x3000 && gMC.x > gBoss[0].x - 0x3000 )
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DamageMyChar(16);
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for (int i = 0; i < 0x10; ++i)
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SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
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if (gMC.flag & 8)
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gMC.ym = -0x200;
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}
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break;
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case 103:
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if (++gBoss[0].act_wait == 50)
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{
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gBoss[0].act_no = 104;
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gBoss[1].act_no = 100;
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gBoss[2].act_no = 100;
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}
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break;
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case 200:
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gBoss[0].act_no = 201;
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gBoss[0].count1 = 0;
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// Fallthrough
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case 201:
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gBoss[0].act_no = 203;
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gBoss[0].xm = 0;
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++gBoss[0].count1;
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gBoss[0].hit.bottom = 0x6000;
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gBoss[0].damage = 0;
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if (gBoss[0].count1 % 3)
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gBoss[0].act_wait = 50;
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else
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gBoss[0].act_wait = 150;
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// Fallthrough
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case 203:
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if (--gBoss[0].act_wait <= 0)
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{
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gBoss[0].act_no = 204;
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gBoss[0].ym = -0xC00;
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if (gMC.x > gBoss[0].x)
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gBoss[0].xm = 0x200;
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else
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gBoss[0].xm = -0x200;
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}
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break;
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case 204:
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if (gBoss[0].x < 0xA000)
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gBoss[0].xm = 0x200;
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if (gBoss[0].x > 0x44000)
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gBoss[0].xm = -0x200;
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gBoss[0].ym += 0x55;
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if (gBoss[0].ym > 0xC00)
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gBoss[0].ym = 0xC00;
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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].y > 0x26000 - gBoss[0].hit.bottom)
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{
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gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
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gBoss[0].ym = 0;
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gBoss[0].act_no = 201;
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gBoss[0].act_wait = 0;
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if (gMC.y > gBoss[0].y + 0x7000)
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DamageMyChar(16);
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if (gMC.flag & 8)
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gMC.ym = -0x200;
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SetQuake2(30);
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PlaySoundObject(26, 1);
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SetNpChar(332, gBoss[0].x - 0x1800, gBoss[0].y + 0x6800, 0, 0, 0, 0, 0x100);
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SetNpChar(332, gBoss[0].x + 0x1800, gBoss[0].y + 0x6800, 0, 0, 2, 0, 0x100);
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PlaySoundObject(44, 1);
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for (int i = 0; i < 0x10; ++i)
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SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
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}
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break;
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case 220:
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gBoss[0].act_no = 221;
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gBoss[0].life = 1200;
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gBoss[1].act_no = 200;
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gBoss[2].act_no = 200;
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gBoss[0].xm = 0;
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gBoss[0].ani_no = 0;
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gBoss[0].shock = 0;
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flash = 0;
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// Fallthrough
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case 221:
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gBoss[0].ym += 0x40;
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if (gBoss[0].ym > 0xC00)
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gBoss[0].ym = 0xC00;
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gBoss[0].y += gBoss[0].ym;
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if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom)
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{
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gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
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gBoss[0].ym = 0;
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gBoss[0].act_no = 222;
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gBoss[0].act_wait = 0;
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SetQuake2(30);
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PlaySoundObject(26, 1);
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for (int i = 0; i < 0x10; ++i)
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SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
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if (gMC.flag & 8)
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gMC.ym = -0x200;
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}
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break;
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case 300:
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gBoss[0].act_no = 301;
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gBoss[0].act_wait = 0;
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for (int i = 0; i < 0x100; i += 0x40)
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{
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SetNpChar(342, gBoss[0].x, gBoss[0].y, 0, 0, i, gBoss, 0x5A);
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SetNpChar(342, gBoss[0].x, gBoss[0].y, 0, 0, i + 544, gBoss, 0x5A);
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}
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SetNpChar(343, gBoss[0].x, gBoss[0].y, 0, 0, 0, gBoss, 0x18);
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SetNpChar(344, gBoss[0].x - 0x3000, gBoss[0].y - 0x4800, 0, 0, 0, gBoss, 0x20);
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SetNpChar(344, gBoss[0].x + 0x3000, gBoss[0].y - 0x4800, 0, 0, 2, gBoss, 0x20);
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// Fallthrough
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case 301:
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gBoss[0].y += (0x1C200 - gBoss[0].y) / 8;
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if (++gBoss[0].act_wait > 50)
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{
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gBoss[0].act_no = 310;
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gBoss[0].act_wait = 0;
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}
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break;
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case 311:
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gBoss[0].direct = 0;
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gBoss[0].xm = -0x3AA;
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gBoss[0].ym = 0;
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gBoss[0].x += gBoss[0].xm;
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if (gBoss[0].x < 0xDE00)
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{
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gBoss[0].x = 0xDE00;
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gBoss[0].act_no = 312;
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}
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break;
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case 312:
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gBoss[0].direct = 1;
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gBoss[0].ym = -0x3AA;
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gBoss[0].xm = 0;
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gBoss[0].y += gBoss[0].ym;
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if (gBoss[0].y < 0xDE00)
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{
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gBoss[0].y = 0xDE00;
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gBoss[0].act_no = 313;
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}
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break;
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case 313:
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gBoss[0].direct = 2;
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gBoss[0].xm = 0x3AA;
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gBoss[0].ym = 0;
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gBoss[0].x += gBoss[0].xm;
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if (gBoss[0].x > 0x40200)
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{
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gBoss[0].x = 0x40200;
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gBoss[0].act_no = 314;
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}
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if (gBoss[0].count1)
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--gBoss[0].count1;
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if (gBoss[0].count1 == 0 && gBoss[0].x > 0x26000 && gBoss[0].x < 0x2A000)
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gBoss[0].act_no = 400;
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break;
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case 314:
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gBoss[0].direct = 3;
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gBoss[0].ym = 0x3AA;
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gBoss[0].xm = 0;
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gBoss[0].y += gBoss[0].ym;
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if (gBoss[0].y > 0x1C200)
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{
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gBoss[0].y = 0x1C200;
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gBoss[0].act_no = 311;
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}
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break;
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case 400:
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gBoss[0].act_no = 401;
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gBoss[0].act_wait = 0;
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gBoss[0].xm = 0;
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gBoss[0].ym = 0;
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DeleteNpCharCode(339, 0);
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// Fallthrough
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case 401:
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gBoss[0].y += (0x13E00 - gBoss[0].y) / 8;
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if (++gBoss[0].act_wait > 50)
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{
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gBoss[0].act_wait = 0;
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gBoss[0].act_no = 410;
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for (int i = 0; i < 0x100; i += 0x20)
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SetNpChar(346, gBoss[0].x, gBoss[0].y, 0, 0, i, gBoss, 0x50);
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SetNpChar(343, gBoss[0].x, gBoss[0].y, 0, 0, 0, gBoss, 0x18);
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SetNpChar(344, gBoss[0].x - 0x3000, gBoss[0].y - 0x4800, 0, 0, 0, gBoss, 0x20);
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SetNpChar(344, gBoss[0].x + 0x3000, gBoss[0].y - 0x4800, 0, 0, 2, gBoss, 0x20);
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}
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break;
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case 410:
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if (++gBoss[0].act_wait > 50)
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{
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gBoss[0].act_wait = 0;
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gBoss[0].act_no = 411;
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}
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break;
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case 411:
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if (++gBoss[0].act_wait % 30 == 1)
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SetNpChar(348, (2 * (gBoss[0].act_wait / 30) + 2) << 13, 0x2A000, 0, 0, 0, 0, 0x180);
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if (gBoss[0].act_wait / 3 & 1)
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PlaySoundObject(26, 1);
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if (gBoss[0].act_wait > 540)
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gBoss[0].act_no = 420;
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break;
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case 420:
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gBoss[0].act_no = 421;
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gBoss[0].act_wait = 0;
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gBoss[0].ani_wait = 0;
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SetQuake2(30);
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PlaySoundObject(35, 1);
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gBoss[1].act_no = 102;
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gBoss[2].act_no = 102;
|
|
|
|
for (int i = 0; i < 0x100; ++i)
|
|
SetNpChar(4, gBoss[0].x + (Random(-60, 60) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 0, 0, 0, 0, 0);
|
|
// Fallthrough
|
|
case 421:
|
|
if (++gBoss[0].ani_wait > 500)
|
|
{
|
|
gBoss[0].ani_wait = 0;
|
|
gBoss[0].act_no = 422;
|
|
}
|
|
|
|
break;
|
|
|
|
case 422:
|
|
if (++gBoss[0].ani_wait > 200)
|
|
{
|
|
gBoss[0].ani_wait = 0;
|
|
gBoss[0].act_no = 423;
|
|
}
|
|
|
|
break;
|
|
|
|
case 423:
|
|
if (++gBoss[0].ani_wait > 20)
|
|
{
|
|
gBoss[0].ani_wait = 0;
|
|
gBoss[0].act_no = 424;
|
|
}
|
|
|
|
break;
|
|
|
|
case 424:
|
|
if (++gBoss[0].ani_wait > 200)
|
|
{
|
|
gBoss[0].ani_wait = 0;
|
|
gBoss[0].act_no = 425;
|
|
}
|
|
|
|
break;
|
|
|
|
case 425:
|
|
if (++gBoss[0].ani_wait > 500)
|
|
{
|
|
gBoss[0].ani_wait = 0;
|
|
gBoss[0].act_no = 426;
|
|
}
|
|
|
|
break;
|
|
|
|
case 426:
|
|
if (++gBoss[0].ani_wait > 200)
|
|
{
|
|
gBoss[0].ani_wait = 0;
|
|
gBoss[0].act_no = 427;
|
|
}
|
|
|
|
break;
|
|
|
|
case 427:
|
|
if (++gBoss[0].ani_wait > 20)
|
|
{
|
|
gBoss[0].ani_wait = 0;
|
|
gBoss[0].act_no = 428;
|
|
}
|
|
|
|
break;
|
|
|
|
case 428:
|
|
if (++gBoss[0].ani_wait > 200)
|
|
{
|
|
gBoss[0].ani_wait = 0;
|
|
gBoss[0].act_no = 421;
|
|
}
|
|
|
|
break;
|
|
|
|
case 1000:
|
|
gBoss[0].act_no = 1001;
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[1].act_no = 300;
|
|
gBoss[2].act_no = 300;
|
|
gBoss[0].bits &= ~0x41;
|
|
gBoss[3].bits &= ~0x41;
|
|
gBoss[4].bits &= ~0x41;
|
|
gBoss[5].bits &= ~0x41;
|
|
// Fallthrough
|
|
case 1001:
|
|
if (++gBoss[0].act_wait % 12 == 0)
|
|
PlaySoundObject(44, 1);
|
|
|
|
SetDestroyNpChar(gBoss[0].x + (Random(-60, 60) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 1, 1);
|
|
|
|
if (gBoss[0].act_wait > 150)
|
|
{
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].act_no = 1002;
|
|
SetFlash(gBoss[0].x, gBoss[0].y, 1);
|
|
PlaySoundObject(35, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 1002:
|
|
SetQuake2(40);
|
|
|
|
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;
|
|
DeleteNpCharCode(350, 1);
|
|
DeleteNpCharCode(348, 1);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (gBoss[0].act_no > 420 && gBoss[0].act_no < 500)
|
|
{
|
|
gBoss[3].bits |= 0x20;
|
|
gBoss[4].bits |= 0x20;
|
|
gBoss[5].bits |= 0x20;
|
|
|
|
if (++gBoss[0].act_wait > 300)
|
|
{
|
|
gBoss[0].act_wait = 0;
|
|
|
|
if (gMC.x > gBoss[0].x)
|
|
{
|
|
for (int i = 0; i < 8; ++i)
|
|
SetNpChar(350, ((Random(-4, 4) + 156) * 0x2000) / 4, (Random(8, 68) * 0x2000) / 4, 0, 0, 0, 0, 0x100);
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < 8; ++i)
|
|
SetNpChar(350, (Random(-4, 4) * 0x2000) / 4, (Random(8, 68) * 0x2000) / 4, 0, 0, 2, 0, 0x100);
|
|
}
|
|
}
|
|
|
|
if (gBoss[0].act_wait == 270 || gBoss[0].act_wait == 280 || gBoss[0].act_wait == 290)
|
|
{
|
|
SetNpChar(353, gBoss[0].x, gBoss[0].y - 0x6800, 0, 0, 1, 0, 0x100);
|
|
PlaySoundObject(39, 1);
|
|
|
|
for (int i = 0; i < 4; ++i)
|
|
SetNpChar(4, gBoss[0].x, gBoss[0].y - 0x6800, 0, 0, 0, 0, 0x100);
|
|
}
|
|
|
|
if (gBoss[0].life > 500)
|
|
{
|
|
if (Random(0, 10) == 2)
|
|
SetNpChar(270, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(0, 40) * 0x200), 0, 0, 3, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
if (Random(0, 4) == 2)
|
|
SetNpChar(270, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(0, 40) * 0x200), 0, 0, 3, 0, 0);
|
|
}
|
|
}
|
|
|
|
if (gBoss[0].shock)
|
|
{
|
|
if ((++flash >> 1) & 1)
|
|
gBoss[3].ani_no = 0;
|
|
else
|
|
gBoss[3].ani_no = 1;
|
|
}
|
|
else
|
|
{
|
|
gBoss[3].ani_no = 0;
|
|
}
|
|
|
|
if (gBoss[0].act_no > 420)
|
|
gBoss[3].ani_no += 2;
|
|
|
|
ActBossChar_Eye(&gBoss[1]);
|
|
ActBossChar_Eye(&gBoss[2]);
|
|
ActBossChar_Body(&gBoss[3]);
|
|
ActBossChar_HITAI(&gBoss[4]);
|
|
ActBossChar_HARA(&gBoss[5]);
|
|
} |