224 lines
No EOL
4.6 KiB
C++
224 lines
No EOL
4.6 KiB
C++
#include "BossPress.h"
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#include "WindowsWrapper.h"
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#include "Boss.h"
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#include "Game.h"
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#include "Map.h"
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#include "Sound.h"
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void ActBossChar_Press(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].act_no = 10;
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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].x = 0;
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gBoss[0].y = 0;
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gBoss[0].view.front = 0x5000;
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gBoss[0].view.top = 0x7800;
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gBoss[0].view.back = 0x5000;
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gBoss[0].view.bottom = 0x7800;
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gBoss[0].hit_voice = 54;
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gBoss[0].hit.front = 0x6200;
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gBoss[0].hit.top = 0x7800;
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gBoss[0].hit.back = 0x5000;
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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 = 10;
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gBoss[0].code_event = 1000;
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gBoss[0].life = 700;
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break;
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case 5:
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gBoss[0].act_no = 6;
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gBoss[0].x = 0;
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gBoss[0].y = 0;
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gBoss[1].cond = 0;
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gBoss[2].cond = 0;
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break;
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case 10:
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gBoss[0].act_no = 11;
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gBoss[0].x = 0x14000;
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gBoss[0].y = 0x9400;
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break;
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case 20:
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gBoss[0].damage = 0;
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gBoss[0].act_no = 21;
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gBoss[0].x = 0x14000;
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gBoss[0].y = 0x33A00;
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gBoss[0].bits &= ~0x40;
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gBoss[1].cond = 0;
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gBoss[2].cond = 0;
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// Fallthrough
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case 21:
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if ((++gBoss[0].act_wait & 0xF) == 0)
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SetDestroyNpChar(gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 1, 1);
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break;
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case 30:
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gBoss[0].act_no = 31;
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gBoss[0].ani_no = 2;
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gBoss[0].x = 81920;
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gBoss[0].y = 0x8000;
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// Fallthrough
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case 31:
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gBoss[0].y += 0x800;
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if (gBoss[0].y >= 0x33A00)
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{
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gBoss[0].y = 0x33A00;
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gBoss[0].ani_no = 0;
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gBoss[0].act_no = 20;
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PlaySoundObject(44, 1);
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for (int i = 0; i < 5; ++i)
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SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x7800, 0, 0, 0, 0, 0x100);
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}
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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].count2 = 9;
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gBoss[0].act_wait = -100;
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gBoss[1].cond = 0x80;
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gBoss[1].hit.front = 0x1C00;
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gBoss[1].hit.back = 0x1C00;
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gBoss[1].hit.top = 0x1000;
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gBoss[1].hit.bottom = 0x1000;
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gBoss[1].bits = 12;
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gBoss[2] = gBoss[1];
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gBoss[3].cond = 0x90;
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gBoss[3].bits |= 0x20;
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gBoss[3].hit.front = 0xC00;
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gBoss[3].hit.back = 0xC00;
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gBoss[3].hit.top = 0x1000;
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gBoss[3].hit.bottom = 0x1000;
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SetNpChar(325, gBoss[0].x, gBoss[0].y + 0x7800, 0, 0, 0, 0, 0x100);
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// Fallthrough
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case 101:
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if (gBoss[0].count2 > 1 && gBoss[0].life < 70 * gBoss[0].count2)
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{
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--gBoss[0].count2;
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for (int i = 0; i < 5; ++i)
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{
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ChangeMapParts(i + 8, gBoss[0].count2, 0);
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SetDestroyNpChar((i + 8) * 0x2000, gBoss[0].count2 * 0x2000, 0, 4);
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PlaySoundObject(12, 1);
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}
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}
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if (++gBoss[0].act_wait == 81 || gBoss[0].act_wait == 241)
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SetNpChar(323, 0x6000, 0x1E000, 0, 0, 1, 0, 0x100);
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if (gBoss[0].act_wait == 1 || gBoss[0].act_wait == 161)
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SetNpChar(323, 0x22000, 0x1E000, 0, 0, 1, 0, 0x100);
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if (gBoss[0].act_wait >= 300)
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{
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gBoss[0].act_wait = 0;
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SetNpChar(325, gBoss[0].x, gBoss[0].y + 0x7800, 0, 0, 0, 0, 0x100);
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}
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break;
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case 500:
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gBoss[3].bits &= ~0x20;
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gBoss[0].act_no = 501;
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gBoss[0].act_wait = 0;
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gBoss[0].count1 = 0;
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DeleteNpCharCode(325, 1);
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DeleteNpCharCode(330, 1);
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// Fallthrough
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case 501:
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if ((++gBoss[0].act_wait & 0xF) == 0)
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{
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PlaySoundObject(12, 1);
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SetDestroyNpChar(gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 1, 1);
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}
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if (gBoss[0].act_wait == 95)
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gBoss[0].ani_no = 1;
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if (gBoss[0].act_wait == 98)
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gBoss[0].ani_no = 2;
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if (gBoss[0].act_wait > 100)
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gBoss[0].act_no = 510;
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break;
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case 510:
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gBoss[0].ym += 0x40;
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gBoss[0].damage = 0x7F;
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gBoss[0].y += gBoss[0].ym;
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if (gBoss[0].count1 == 0 && gBoss[0].y > 0x14000)
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{
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gBoss[0].count1 = 1;
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gBoss[0].ym = -0x200;
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gBoss[0].damage = 0;
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for (int i = 0; i < 7; ++i)
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{
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ChangeMapParts(i + 7, 14, 0);
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SetDestroyNpChar((i + 7) * 0x2000, 0x1C000, 0, 0);
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PlaySoundObject(12, 1);
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}
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}
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if (gBoss[0].y > 0x3C000)
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gBoss[0].act_no = 520;
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break;
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}
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gBoss[1].x = gBoss[0].x - 0x3000;
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gBoss[1].y = gBoss[0].y + 0x6800;
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gBoss[2].x = gBoss[0].x + 0x3000;
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gBoss[2].y = gBoss[0].y + 0x6800;
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gBoss[3].x = gBoss[0].x;
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gBoss[3].y = gBoss[0].y + 0x5000;
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RECT rc[3] = {
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{0, 0, 80, 120},
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{80, 0, 160, 120},
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{160, 0, 240, 120},
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};
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RECT rcDamage[3] = {
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{0, 120, 80, 240},
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{80, 120, 160, 240},
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{160, 120, 240, 240},
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};
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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 / 2) % 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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} |