shithub: cstory

Download patch

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);
 		}
 	}
 }