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