ref: 3fc8ceb0a6637c3cc91634524c38c4a6a7e96db8
dir: /src/BossPress.cpp/
#include "BossPress.h" #include "WindowsWrapper.h" #include "Boss.h" #include "Game.h" #include "Map.h" #include "Sound.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] = { {0, 0, 80, 120}, {80, 0, 160, 120}, {160, 0, 240, 120}, }; RECT rcDamage[3] = { {0, 120, 80, 240}, {80, 120, 160, 240}, {160, 120, 240, 240}, }; if (gBoss[0].shock) { static unsigned char flash; if ((++flash / 2) % 2) 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]; } }