ref: 5dd3a5dd2df7aed2814dc4f91a55d193ef62c86a
dir: /src/BossPress.cpp/
#include "BossPress.h" #include "WindowsWrapper.h" #include "Boss.h" #include "Game.h" #include "Map.h" #include "NpChar.h" #include "Sound.h" void ActBossChar_Press(void) { static unsigned char flash; int i; int x; NPCHAR *npc = gBoss; switch (npc->act_no) { case 0: npc->act_no = 10; npc->cond = 0x80; npc->exp = 1; npc->direct = 2; npc->x = 0; npc->y = 0; npc->view.front = 0x5000; npc->view.top = 0x7800; npc->view.back = 0x5000; npc->view.bottom = 0x7800; npc->hit_voice = 54; npc->hit.front = 0x6200; npc->hit.top = 0x7800; npc->hit.back = 0x5000; npc->hit.bottom = 0x6000; npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE); npc->size = 3; npc->damage = 10; npc->code_event = 1000; npc->life = 700; break; case 5: npc->act_no = 6; npc->x = 0; npc->y = 0; gBoss[1].cond = 0; gBoss[2].cond = 0; break; case 10: npc->act_no = 11; npc->x = 0x14000; npc->y = 0x9400; break; case 20: npc->damage = 0; npc->act_no = 21; npc->x = 0x14000; npc->y = 0x33A00; npc->bits &= ~NPC_SOLID_HARD; gBoss[1].cond = 0; gBoss[2].cond = 0; // Fallthrough case 21: if ((++npc->act_wait % 0x10) == 0) SetDestroyNpChar(npc->x + (Random(-40, 40) * 0x200), npc->y + (Random(-60, 60) * 0x200), 1, 1); break; case 30: npc->act_no = 31; npc->ani_no = 2; npc->x = 0x14000; npc->y = 0x8000; // Fallthrough case 31: npc->y += 0x800; if (npc->y >= 0x33A00) { npc->y = 0x33A00; npc->ani_no = 0; npc->act_no = 20; PlaySoundObject(44, 1); for (i = 0; i < 5; ++i) { x = npc->x + (Random(-40, 40) * 0x200); SetNpChar(4, x, npc->y + 0x7800, 0, 0, 0, 0, 0x100); } } break; case 100: npc->act_no = 101; npc->count2 = 9; npc->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 = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY); gBoss[2] = gBoss[1]; gBoss[3].cond = 0x90; gBoss[3].bits |= NPC_SHOOTABLE; gBoss[3].hit.front = 0xC00; gBoss[3].hit.back = 0xC00; gBoss[3].hit.top = 0x1000; gBoss[3].hit.bottom = 0x1000; SetNpChar(325, npc->x, npc->y + 0x7800, 0, 0, 0, 0, 0x100); // Fallthrough case 101: if (npc->count2 > 1 && npc->life < 70 * npc->count2) { --npc->count2; for (i = 0; i < 5; ++i) { ChangeMapParts(i + 8, npc->count2, 0); SetDestroyNpChar((i + 8) * 0x200 * 0x10, npc->count2 * 0x200 * 0x10, 0, 4); PlaySoundObject(12, 1); } } if (++npc->act_wait == 81 || npc->act_wait == 241) SetNpChar(323, 0x6000, 0x1E000, 0, 0, 1, 0, 0x100); if (npc->act_wait == 1 || npc->act_wait == 161) SetNpChar(323, 0x22000, 0x1E000, 0, 0, 1, 0, 0x100); if (npc->act_wait >= 300) { npc->act_wait = 0; SetNpChar(325, npc->x, npc->y + 0x7800, 0, 0, 0, 0, 0x100); } break; case 500: gBoss[3].bits &= ~NPC_SHOOTABLE; npc->act_no = 501; npc->act_wait = 0; npc->count1 = 0; DeleteNpCharCode(325, 1); DeleteNpCharCode(330, 1); // Fallthrough case 501: if ((++npc->act_wait % 0x10) == 0) { PlaySoundObject(12, 1); SetDestroyNpChar(npc->x + (Random(-40, 40) * 0x200), npc->y + (Random(-60, 60) * 0x200), 1, 1); } if (npc->act_wait == 95) npc->ani_no = 1; if (npc->act_wait == 98) npc->ani_no = 2; if (npc->act_wait > 100) npc->act_no = 510; break; case 510: npc->ym += 0x40; npc->damage = 0x7F; npc->y += npc->ym; if (npc->count1 == 0 && npc->y > 0x14000) { npc->count1 = 1; npc->ym = -0x200; npc->damage = 0; for (i = 0; i < 7; ++i) { ChangeMapParts(i + 7, 14, 0); SetDestroyNpChar((i + 7) * 0x200 * 0x10, 0x1C000, 0, 0); PlaySoundObject(12, 1); } } if (npc->y > 0x3C000) npc->act_no = 520; break; } gBoss[1].x = npc->x - 0x3000; gBoss[1].y = npc->y + 0x6800; gBoss[2].x = npc->x + 0x3000; gBoss[2].y = npc->y + 0x6800; gBoss[3].x = npc->x; gBoss[3].y = npc->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 (npc->shock) { if (++flash / 2 % 2) npc->rect = rc[npc->ani_no]; else npc->rect = rcDamage[npc->ani_no]; } else { npc->rect = rc[npc->ani_no]; } }