ref: 378be5ae8610e54ae20a62d35a6e5c6cf6a4ba92
parent: 1bdbaa589e9236aa2e8d12a90d4cec2ad800059e
parent: 545dcdf18da36eeef06465ba8c073d6191eb5e12
author: Cucky <44537737+cuckydev@users.noreply.github.com>
date: Sat Feb 9 14:45:46 EST 2019
Merge pull request #48 from Clownacy/master Finished the damn game
--- a/Makefile
+++ b/Makefile
@@ -45,10 +45,12 @@
Boss \
BossAlmo1 \
BossAlmo2 \
+ BossBallos \
BossFrog \
BossIronH \
BossLife \
BossOhm \
+ BossPress \
BossTwinD \
BossX \
BulHit \
--- a/src/Boss.cpp
+++ b/src/Boss.cpp
@@ -6,9 +6,11 @@
#include "Boss.h"
#include "BossAlmo1.h"
#include "BossAlmo2.h"
+#include "BossBallos.h"
#include "BossFrog.h"
#include "BossIronH.h"
#include "BossOhm.h"
+#include "BossPress.h"
#include "BossTwinD.h"
#include "BossX.h"
#include "NpChar.h"
@@ -198,8 +200,8 @@
ActBossChar_Ironhead,
ActBossChar_Twin,
ActBossChar_Undead,
- nullptr, //ActBossChar_Press,
- nullptr, //ActBossChar_Ballos
+ ActBossChar_Press,
+ ActBossChar_Ballos
};
void ActBossChar()
--- /dev/null
+++ b/src/BossBallos.cpp
@@ -1,0 +1,673 @@
+#include "BossBallos.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];
+ RECT rcRight[5];
+
+ rcLeft[0] = {272, 0, 296, 16};
+ rcLeft[1] = {272, 16, 296, 32};
+ rcLeft[2] = {272, 32, 296, 48};
+ rcLeft[3] = {0, 0, 0, 0};
+ rcLeft[4] = {240, 16, 264, 32};
+
+ rcRight[0] = {296, 0, 320, 16};
+ rcRight[1] = {296, 16, 320, 32};
+ rcRight[2] = {296, 32, 320, 48};
+ rcRight[3] = {0, 0, 0, 0};
+ rcRight[4] = {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];
+
+ rc[0] = {0, 0, 120, 120};
+ rc[1] = {120, 0, 240, 120};
+ rc[2] = {0, 120, 120, 240};
+ rc[3] = {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;
+
+ switch (gBoss[0].act_no)
+ {
+ case 0:
+ gBoss[0].act_no = 1;
+ gBoss[0].cond = 0x80;
+ gBoss[0].exp = 1;
+ gBoss[0].direct = 0;
+ gBoss[0].x = 0x28000;
+ gBoss[0].y = -0x8000;
+ gBoss[0].hit_voice = 54;
+ gBoss[0].hit.front = 0x4000;
+ gBoss[0].hit.top = 0x6000;
+ gBoss[0].hit.back = 0x4000;
+ gBoss[0].hit.bottom = 0x6000;
+ gBoss[0].bits = 0x8248;
+ gBoss[0].size = 3;
+ gBoss[0].damage = 0;
+ gBoss[0].code_event = 1000;
+ gBoss[0].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:
+ gBoss[0].act_no = 101;
+ gBoss[0].ani_no = 0;
+ gBoss[0].x = gMC.x;
+ SetNpChar(333, gMC.x, 0x26000, 0, 0, 2, 0, 0x100);
+ gBoss[0].act_wait = 0;
+ // Fallthrough
+ case 101:
+ if (++gBoss[0].act_wait > 30)
+ gBoss[0].act_no = 102;
+
+ break;
+
+ case 102:
+ gBoss[0].ym += 0x40;
+ if (gBoss[0].ym > 0xC00)
+ gBoss[0].ym = 0xC00;
+
+ gBoss[0].y += gBoss[0].ym;
+
+ if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom)
+ {
+ gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
+ gBoss[0].ym = 0;
+ gBoss[0].act_no = 103;
+ gBoss[0].act_wait = 0;
+ SetQuake2(30);
+ PlaySoundObject(44, 1);
+
+ if ( gMC.y > gBoss[0].y + 0x6000 && gMC.x < gBoss[0].x + 0x3000 && gMC.x > gBoss[0].x - 0x3000 )
+ DamageMyChar(16);
+
+ for (int i = 0; i < 0x10; ++i)
+ SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
+
+ if (gMC.flag & 8)
+ gMC.ym = -0x200;
+ }
+
+ break;
+
+ case 103:
+ if (++gBoss[0].act_wait == 50)
+ {
+ gBoss[0].act_no = 104;
+ gBoss[1].act_no = 100;
+ gBoss[2].act_no = 100;
+ }
+
+ break;
+
+ case 200:
+ gBoss[0].act_no = 201;
+ gBoss[0].count1 = 0;
+ // Fallthrough
+ case 201:
+ gBoss[0].act_no = 203;
+ gBoss[0].xm = 0;
+ ++gBoss[0].count1;
+ gBoss[0].hit.bottom = 0x6000;
+ gBoss[0].damage = 0;
+
+ if (gBoss[0].count1 % 3)
+ gBoss[0].act_wait = 50;
+ else
+ gBoss[0].act_wait = 150;
+ // Fallthrough
+ case 203:
+ if (--gBoss[0].act_wait <= 0)
+ {
+ gBoss[0].act_no = 204;
+ gBoss[0].ym = -0xC00;
+
+ if (gMC.x > gBoss[0].x)
+ gBoss[0].xm = 0x200;
+ else
+ gBoss[0].xm = -0x200;
+ }
+
+ break;
+
+ case 204:
+ if (gBoss[0].x < 0xA000)
+ gBoss[0].xm = 0x200;
+ if (gBoss[0].x > 0x44000)
+ gBoss[0].xm = -0x200;
+
+ gBoss[0].ym += 0x55;
+ if (gBoss[0].ym > 0xC00)
+ gBoss[0].ym = 0xC00;
+
+ gBoss[0].x += gBoss[0].xm;
+ gBoss[0].y += gBoss[0].ym;
+
+ if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom)
+ {
+ gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
+ gBoss[0].ym = 0;
+ gBoss[0].act_no = 201;
+ gBoss[0].act_wait = 0;
+
+ if (gMC.y > gBoss[0].y + 0x7000)
+ DamageMyChar(16);
+
+ if (gMC.flag & 8)
+ gMC.ym = -0x200;
+
+ SetQuake2(30);
+ PlaySoundObject(26, 1);
+ SetNpChar(332, gBoss[0].x - 0x1800, gBoss[0].y + 0x6800, 0, 0, 0, 0, 0x100);
+ SetNpChar(332, gBoss[0].x + 0x1800, gBoss[0].y + 0x6800, 0, 0, 2, 0, 0x100);
+ PlaySoundObject(44, 1);
+
+ for (int i = 0; i < 0x10; ++i)
+ SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
+ }
+
+ break;
+
+ case 220:
+ gBoss[0].act_no = 221;
+ gBoss[0].life = 1200;
+ gBoss[1].act_no = 200;
+ gBoss[2].act_no = 200;
+ gBoss[0].xm = 0;
+ gBoss[0].ani_no = 0;
+ gBoss[0].shock = 0;
+ flash = 0;
+ // Fallthrough
+ case 221:
+ gBoss[0].ym += 0x40;
+ if (gBoss[0].ym > 0xC00)
+ gBoss[0].ym = 0xC00;
+
+ gBoss[0].y += gBoss[0].ym;
+
+ if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom)
+ {
+ gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
+ gBoss[0].ym = 0;
+ gBoss[0].act_no = 222;
+ gBoss[0].act_wait = 0;
+ SetQuake2(30);
+ PlaySoundObject(26, 1);
+
+ for (int i = 0; i < 0x10; ++i)
+ SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
+
+ if (gMC.flag & 8)
+ gMC.ym = -0x200;
+ }
+
+ break;
+
+ case 300:
+ gBoss[0].act_no = 301;
+ gBoss[0].act_wait = 0;
+
+ for (int i = 0; i < 0x100; i += 0x40)
+ {
+ SetNpChar(342, gBoss[0].x, gBoss[0].y, 0, 0, i, gBoss, 0x5A);
+ SetNpChar(342, gBoss[0].x, gBoss[0].y, 0, 0, i + 544, gBoss, 0x5A);
+ }
+
+ SetNpChar(343, gBoss[0].x, gBoss[0].y, 0, 0, 0, gBoss, 0x18);
+ SetNpChar(344, gBoss[0].x - 0x3000, gBoss[0].y - 0x4800, 0, 0, 0, gBoss, 0x20);
+ SetNpChar(344, gBoss[0].x + 0x3000, gBoss[0].y - 0x4800, 0, 0, 2, gBoss, 0x20);
+ // Fallthrough
+ case 301:
+ gBoss[0].y += (0x1C200 - gBoss[0].y) / 8;
+
+ if (++gBoss[0].act_wait > 50)
+ {
+ gBoss[0].act_no = 310;
+ gBoss[0].act_wait = 0;
+ }
+
+ break;
+
+ case 311:
+ gBoss[0].direct = 0;
+ gBoss[0].xm = -0x3AA;
+ gBoss[0].ym = 0;
+ gBoss[0].x += gBoss[0].xm;
+
+ if (gBoss[0].x < 0xDE00)
+ {
+ gBoss[0].x = 0xDE00;
+ gBoss[0].act_no = 312;
+ }
+
+ break;
+
+ case 312:
+ gBoss[0].direct = 1;
+ gBoss[0].ym = -0x3AA;
+ gBoss[0].xm = 0;
+ gBoss[0].y += gBoss[0].ym;
+
+ if (gBoss[0].y < 0xDE00)
+ {
+ gBoss[0].y = 0xDE00;
+ gBoss[0].act_no = 313;
+ }
+
+ break;
+
+ case 313:
+ gBoss[0].direct = 2;
+ gBoss[0].xm = 0x3AA;
+ gBoss[0].ym = 0;
+ gBoss[0].x += gBoss[0].xm;
+
+ if (gBoss[0].x > 0x40200)
+ {
+ gBoss[0].x = 0x40200;
+ gBoss[0].act_no = 314;
+ }
+
+ if (gBoss[0].count1)
+ --gBoss[0].count1;
+
+ if (gBoss[0].count1 == 0 && gBoss[0].x > 0x26000 && gBoss[0].x < 0x2A000)
+ gBoss[0].act_no = 400;
+
+ break;
+
+ case 314:
+ gBoss[0].direct = 3;
+ gBoss[0].ym = 0x3AA;
+ gBoss[0].xm = 0;
+ gBoss[0].y += gBoss[0].ym;
+
+ if (gBoss[0].y > 0x1C200)
+ {
+ gBoss[0].y = 0x1C200;
+ gBoss[0].act_no = 311;
+ }
+
+ break;
+
+ case 400:
+ gBoss[0].act_no = 401;
+ gBoss[0].act_wait = 0;
+ gBoss[0].xm = 0;
+ gBoss[0].ym = 0;
+ DeleteNpCharCode(339, 0);
+ // Fallthrough
+ case 401:
+ gBoss[0].y += (0x13E00 - gBoss[0].y) / 8;
+
+ if (++gBoss[0].act_wait > 50)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 410;
+
+ for (int i = 0; i < 0x100; i += 0x20)
+ SetNpChar(346, gBoss[0].x, gBoss[0].y, 0, 0, i, gBoss, 0x50);
+
+ SetNpChar(343, gBoss[0].x, gBoss[0].y, 0, 0, 0, gBoss, 0x18);
+ SetNpChar(344, gBoss[0].x - 0x3000, gBoss[0].y - 0x4800, 0, 0, 0, gBoss, 0x20);
+ SetNpChar(344, gBoss[0].x + 0x3000, gBoss[0].y - 0x4800, 0, 0, 2, gBoss, 0x20);
+ }
+
+ break;
+
+ case 410:
+ if (++gBoss[0].act_wait > 50)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 411;
+ }
+
+ break;
+
+ case 411:
+ if (++gBoss[0].act_wait % 30 == 1)
+ SetNpChar(348, (2 * (gBoss[0].act_wait / 30) + 2) << 13, 0x2A000, 0, 0, 0, 0, 0x180);
+
+ if (gBoss[0].act_wait / 3 & 1)
+ PlaySoundObject(26, 1);
+
+ if (gBoss[0].act_wait > 540)
+ gBoss[0].act_no = 420;
+
+ break;
+
+ case 420:
+ gBoss[0].act_no = 421;
+ gBoss[0].act_wait = 0;
+ gBoss[0].ani_wait = 0;
+ SetQuake2(30);
+ PlaySoundObject(35, 1);
+ gBoss[1].act_no = 102;
+ 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]);
+}
\ No newline at end of file
--- /dev/null
+++ b/src/BossBallos.h
@@ -1,0 +1,3 @@
+#pragma once
+
+void ActBossChar_Ballos(void);
--- /dev/null
+++ b/src/BossPress.cpp
@@ -1,0 +1,222 @@
+#include "BossPress.h"
+
+#include "Boss.h"
+#include "Game.h"
+#include "Map.h"
+#include "Sound.h"
+#include "WindowsWrapper.h"
+
+void ActBossChar_Press(void)
+{
+ switch (gBoss[0].act_no)
+ {
+ case 0:
+ gBoss[0].act_no = 10;
+ gBoss[0].cond = 0x80;
+ gBoss[0].exp = 1;
+ gBoss[0].direct = 2;
+ gBoss[0].x = 0;
+ gBoss[0].y = 0;
+ gBoss[0].view.front = 0x5000;
+ gBoss[0].view.top = 0x7800;
+ gBoss[0].view.back = 0x5000;
+ gBoss[0].view.bottom = 0x7800;
+ gBoss[0].hit_voice = 54;
+ gBoss[0].hit.front = 0x6200;
+ gBoss[0].hit.top = 0x7800;
+ gBoss[0].hit.back = 0x5000;
+ gBoss[0].hit.bottom = 0x6000;
+ gBoss[0].bits = 0x8248;
+ gBoss[0].size = 3;
+ gBoss[0].damage = 10;
+ gBoss[0].code_event = 1000;
+ gBoss[0].life = 700;
+ break;
+
+ case 5:
+ gBoss[0].act_no = 6;
+ gBoss[0].x = 0;
+ gBoss[0].y = 0;
+ gBoss[1].cond = 0;
+ gBoss[2].cond = 0;
+ break;
+
+ case 10:
+ gBoss[0].act_no = 11;
+ gBoss[0].x = 0x14000;
+ gBoss[0].y = 0x9400;
+ break;
+
+ case 20:
+ gBoss[0].damage = 0;
+ gBoss[0].act_no = 21;
+ gBoss[0].x = 0x14000;
+ gBoss[0].y = 0x33A00;
+ gBoss[0].bits &= ~0x40;
+ gBoss[1].cond = 0;
+ gBoss[2].cond = 0;
+ // Fallthrough
+ case 21:
+ if ((++gBoss[0].act_wait & 0xF) == 0)
+ SetDestroyNpChar(gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 1, 1);
+
+ break;
+
+ case 30:
+ gBoss[0].act_no = 31;
+ gBoss[0].ani_no = 2;
+ gBoss[0].x = 81920;
+ gBoss[0].y = 0x8000;
+ // Fallthrough
+ case 31:
+ gBoss[0].y += 0x800;
+
+ if (gBoss[0].y >= 0x33A00)
+ {
+ gBoss[0].y = 0x33A00;
+ gBoss[0].ani_no = 0;
+ gBoss[0].act_no = 20;
+ PlaySoundObject(44, 1);
+
+ for (int i = 0; i < 5; ++i)
+ SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x7800, 0, 0, 0, 0, 0x100);
+
+ }
+
+ break;
+
+ case 100:
+ gBoss[0].act_no = 101;
+ gBoss[0].count2 = 9;
+ gBoss[0].act_wait = -100;
+
+ gBoss[1].cond = 0x80;
+ gBoss[1].hit.front = 0x1C00;
+ gBoss[1].hit.back = 0x1C00;
+ gBoss[1].hit.top = 0x1000;
+ gBoss[1].hit.bottom = 0x1000;
+ gBoss[1].bits = 12;
+
+ gBoss[2] = gBoss[1];
+
+ gBoss[3].cond = 0x90;
+ gBoss[3].bits |= 0x20;
+ gBoss[3].hit.front = 0xC00;
+ gBoss[3].hit.back = 0xC00;
+ gBoss[3].hit.top = 0x1000;
+ gBoss[3].hit.bottom = 0x1000;
+
+ SetNpChar(325, gBoss[0].x, gBoss[0].y + 0x7800, 0, 0, 0, 0, 0x100);
+ // Fallthrough
+ case 101:
+ if (gBoss[0].count2 > 1 && gBoss[0].life < 70 * gBoss[0].count2)
+ {
+ --gBoss[0].count2;
+
+ for (int i = 0; i < 5; ++i)
+ {
+ ChangeMapParts(i + 8, gBoss[0].count2, 0);
+ SetDestroyNpChar((i + 8) * 0x2000, gBoss[0].count2 * 0x2000, 0, 4);
+ PlaySoundObject(12, 1);
+ }
+ }
+
+ if (++gBoss[0].act_wait == 81 || gBoss[0].act_wait == 241)
+ SetNpChar(323, 0x6000, 0x1E000, 0, 0, 1, 0, 0x100);
+
+ if (gBoss[0].act_wait == 1 || gBoss[0].act_wait == 161)
+ SetNpChar(323, 0x22000, 0x1E000, 0, 0, 1, 0, 0x100);
+
+ if (gBoss[0].act_wait >= 300)
+ {
+ gBoss[0].act_wait = 0;
+ SetNpChar(325, gBoss[0].x, gBoss[0].y + 0x7800, 0, 0, 0, 0, 0x100);
+ }
+
+ break;
+
+ case 500:
+ gBoss[3].bits &= ~0x20;
+
+ gBoss[0].act_no = 501;
+ gBoss[0].act_wait = 0;
+ gBoss[0].count1 = 0;
+
+ DeleteNpCharCode(325, 1);
+ DeleteNpCharCode(330, 1);
+ // Fallthrough
+ case 501:
+ if ((++gBoss[0].act_wait & 0xF) == 0)
+ {
+ PlaySoundObject(12, 1);
+ SetDestroyNpChar(gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 1, 1);
+ }
+
+ if (gBoss[0].act_wait == 95)
+ gBoss[0].ani_no = 1;
+ if (gBoss[0].act_wait == 98)
+ gBoss[0].ani_no = 2;
+
+ if (gBoss[0].act_wait > 100)
+ gBoss[0].act_no = 510;
+ break;
+
+ case 510:
+ gBoss[0].ym += 0x40;
+ gBoss[0].damage = 0x7F;
+ gBoss[0].y += gBoss[0].ym;
+
+ if (gBoss[0].count1 == 0 && gBoss[0].y > 0x14000)
+ {
+ gBoss[0].count1 = 1;
+ gBoss[0].ym = -0x200;
+ gBoss[0].damage = 0;
+
+ for (int i = 0; i < 7; ++i)
+ {
+ ChangeMapParts(i + 7, 14, 0);
+ SetDestroyNpChar((i + 7) * 0x2000, 0x1C000, 0, 0);
+ PlaySoundObject(12, 1);
+ }
+ }
+
+ if (gBoss[0].y > 0x3C000)
+ gBoss[0].act_no = 520;
+
+ break;
+ }
+
+ gBoss[1].x = gBoss[0].x - 0x3000;
+ gBoss[1].y = gBoss[0].y + 0x6800;
+
+ gBoss[2].x = gBoss[0].x + 0x3000;
+ gBoss[2].y = gBoss[0].y + 0x6800;
+
+ gBoss[3].x = gBoss[0].x;
+ gBoss[3].y = gBoss[0].y + 0x5000;
+
+ RECT rc[3];
+ RECT rcDamage[3];
+
+ rc[0] = {0, 0, 80, 120};
+ rc[1] = {80, 0, 160, 120};
+ rc[2] = {160, 0, 240, 120};
+
+ rcDamage[0] = {0, 120, 80, 240};
+ rcDamage[1] = {80, 120, 160, 240};
+ rcDamage[2] = {160, 120, 240, 240};
+
+ if (gBoss[0].shock)
+ {
+ static unsigned char flash;
+
+ if ((++flash >> 1) & 1)
+ gBoss[0].rect = rc[gBoss[0].ani_no];
+ else
+ gBoss[0].rect = rcDamage[gBoss[0].ani_no];
+ }
+ else
+ {
+ gBoss[0].rect = rc[gBoss[0].ani_no];
+ }
+}
\ No newline at end of file
--- /dev/null
+++ b/src/BossPress.h
@@ -1,0 +1,3 @@
+#pragma once
+
+void ActBossChar_Press(void);
--- a/src/NpcAct280.cpp
+++ b/src/NpcAct280.cpp
@@ -1507,10 +1507,10 @@
npc->view.back = 0x2800;
npc->view.front = 0x2800;
break;
- default:
- break;
}
- //Fallthrough
+
+ break;
+
case 1:
npc->x += npc->xm;
npc->y += npc->ym;
@@ -1530,7 +1530,7 @@
if (++npc->act_wait > 16)
{
npc->act_wait = Random(0, 16);
- int dir = Random(0, 100) % 4;
+ int dir = Random(0, 100) & 3;
int pri;
if (npc->direct)
@@ -1551,7 +1551,7 @@
break;
}
- SetNpChar(295, npc->x, npc->y + (Random(-7, 7) << 13), 0, 0, dir + 4, 0, pri);
+ SetNpChar(295, npc->x, npc->y + (Random(-7, 7) * 0x2000), 0, 0, dir + 4, 0, pri);
}
else
{
@@ -1571,7 +1571,7 @@
break;
}
- SetNpChar(295, npc->x + (Random(-10, 10) << 13), npc->y, 0, 0, dir, 0, pri);
+ SetNpChar(295, npc->x + (Random(-10, 10) * 0x2000), npc->y, 0, 0, dir, 0, pri);
}
}
}