ref: 3fc8ceb0a6637c3cc91634524c38c4a6a7e96db8
dir: /src/BossBallos.cpp/
#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; 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]); }