ref: 777238004e0593f1198845c294371bff8985c78a
dir: /src/BossOhm.cpp/
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK. // // The original code belongs to Daisuke "Pixel" Amaya. // // Modifications and custom code are under the MIT licence. // See LICENCE.txt for details. #include "BossOhm.h" #include <stddef.h> #include "WindowsWrapper.h" #include "Boss.h" #include "Bullet.h" #include "Flash.h" #include "Frame.h" #include "Game.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" static void ActBoss01_12(void) { int i; RECT rcLeft[1] = { {80, 56, 104, 72} }; RECT rcRight[1] = { {104, 56, 128, 72} }; for (i = 1; i < 3; ++i) { gBoss[i].y = (gBoss[0].y + gBoss[i + 2].y - (8 * 0x200)) / 2; if (gBoss[i].direct == 0) { gBoss[i].x = gBoss[0].x - (16 * 0x200); gBoss[i].rect = rcLeft[gBoss[i].ani_no]; } else { gBoss[i].rect = rcRight[gBoss[i].ani_no]; gBoss[i].x = gBoss[0].x + (16 * 0x200); } } } static void ActBoss01_34(void) { int i; RECT rcLeft[2] = { {0, 56, 40, 88}, {40, 56, 80, 88}, }; RECT rcRight[2] = { {0, 88, 40, 120}, {40, 88, 80, 120}, }; for (i = 3; i < 5; ++i) { switch (gBoss[i].act_no) { case 0: gBoss[i].act_no = 1; // Fallthrough case 1: gBoss[i].y = gBoss[0].y; if (i == 3) gBoss[i].x = gBoss[0].x - (16 * 0x200); if (i == 4) gBoss[i].x = gBoss[0].x + (16 * 0x200); break; case 3: gBoss[i].tgt_y = gBoss[0].y + (24 * 0x200); if (i == 3) gBoss[i].x = gBoss[0].x - (16 * 0x200); if (i == 4) gBoss[i].x = gBoss[0].x + (16 * 0x200); gBoss[i].y += (gBoss[i].tgt_y - gBoss[i].y) / 2; break; } if (gBoss[i].flag & 8 || gBoss[i].y <= gBoss[i].tgt_y) gBoss[i].ani_no = 0; else gBoss[i].ani_no = 1; if (gBoss[i].direct == 0) gBoss[i].rect = rcLeft[gBoss[i].ani_no]; else gBoss[i].rect = rcRight[gBoss[i].ani_no]; } } static void ActBoss01_5(void) { switch (gBoss[5].act_no) { case 0: gBoss[5].bits |= (NPC_SOLID_SOFT | NPC_IGNORE_SOLIDITY); gBoss[5].hit.front = 20 * 0x200; gBoss[5].hit.top = 36 * 0x200; gBoss[5].hit.back = 20 * 0x200; gBoss[5].hit.bottom = 16 * 0x200; gBoss[5].act_no = 1; // Fallthrough case 1: gBoss[5].x = gBoss[0].x; gBoss[5].y = gBoss[0].y; break; } } void ActBossChar_Omega(void) { switch (gBoss[0].act_no) { case 0: gBoss[0].x = 219 * 0x10 * 0x200; gBoss[0].y = 16 * 0x10 * 0x200; gBoss[0].view.front = 40 * 0x200; gBoss[0].view.top = 40 * 0x200; gBoss[0].view.back = 40 * 0x200; gBoss[0].view.bottom = 16 * 0x200; gBoss[0].tgt_x = gBoss[0].x; gBoss[0].tgt_y = gBoss[0].y; gBoss[0].hit_voice = 52; gBoss[0].hit.front = 8 * 0x200; gBoss[0].hit.top = 24 * 0x200; gBoss[0].hit.back = 8 * 0x200; gBoss[0].hit.bottom = 16 * 0x200; gBoss[0].bits = (NPC_IGNORE_SOLIDITY | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE); gBoss[0].size = 3; gBoss[0].exp = 1; gBoss[0].code_event = 210; gBoss[0].life = 400; gBoss[1].cond = 0x80; gBoss[1].view.front = 12 * 0x200; gBoss[1].view.top = 8 * 0x200; gBoss[1].view.back = 12 * 0x200; gBoss[1].view.bottom = 8 * 0x200; gBoss[1].bits = NPC_IGNORE_SOLIDITY; gBoss[2] = gBoss[1]; gBoss[1].direct = 0; gBoss[2].direct = 2; gBoss[3].cond = 0x80; gBoss[3].view.front = 24 * 0x200; gBoss[3].view.top = 16 * 0x200; gBoss[3].view.back = 16 * 0x200; gBoss[3].view.bottom = 16 * 0x200; gBoss[3].hit_voice = 52; gBoss[3].hit.front = 8 * 0x200; gBoss[3].hit.top = 8 * 0x200; gBoss[3].hit.back = 8 * 0x200; gBoss[3].hit.bottom = 8 * 0x200; gBoss[3].bits = NPC_IGNORE_SOLIDITY; gBoss[3].x = gBoss[0].x - (16 * 0x200); gBoss[3].y = gBoss[0].y; gBoss[3].direct = 0; gBoss[4] = gBoss[3]; gBoss[4].direct = 2; gBoss[3].x = gBoss[0].x + (16 * 0x200); gBoss[5].cond = 0x80; break; case 20: // Rising out of the ground gBoss[0].act_no = 30; gBoss[0].act_wait = 0; gBoss[0].ani_no = 0; // Fallthrough case 30: SetQuake(2); gBoss[0].y -= 1 * 0x200; if (++gBoss[0].act_wait % 4 == 0) PlaySoundObject(26, SOUND_MODE_PLAY); if (gBoss[0].act_wait == 48) { gBoss[0].act_wait = 0; gBoss[0].act_no = 40; if (gBoss[0].life > 280) break; gBoss[0].act_no = 110; gBoss[0].bits |= NPC_SHOOTABLE; gBoss[0].bits &= ~NPC_IGNORE_SOLIDITY; gBoss[3].bits &= ~NPC_IGNORE_SOLIDITY; gBoss[4].bits &= ~NPC_IGNORE_SOLIDITY; gBoss[3].act_no = 3; gBoss[4].act_no = 3; gBoss[5].hit.top = 16 * 0x200; } break; case 40: ++gBoss[0].act_wait; if (gBoss[0].act_wait == 48) { gBoss[0].act_wait = 0; gBoss[0].act_no = 50; gBoss[0].count1 = 0; gBoss[5].hit.top = 16 * 0x200; PlaySoundObject(102, SOUND_MODE_PLAY); } break; case 50: // Open mouth ++gBoss[0].count1; if (gBoss[0].count1 > 2) { gBoss[0].count1 = 0; ++gBoss[0].count2; } if (gBoss[0].count2 == 3) { gBoss[0].act_no = 60; gBoss[0].act_wait = 0; gBoss[0].bits |= NPC_SHOOTABLE; gBoss[0].hit.front = 16 * 0x200; gBoss[0].hit.back = 16 * 0x200; } break; case 60: // Shoot out of mouth ++gBoss[0].act_wait; if (gBoss[0].act_wait > 20 && gBoss[0].act_wait < 80 && !(gBoss[0].act_wait % 3)) { if (Random(0, 9) < 8) SetNpChar(48, gBoss[0].x, gBoss[0].y - (16 * 0x200), Random(-0x100, 0x100), -0x10 * 0x200 / 10, 0, NULL, 0x100); else SetNpChar(48, gBoss[0].x, gBoss[0].y - (16 * 0x200), Random(-0x100, 0x100), -0x10 * 0x200 / 10, 2, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); } if (gBoss[0].act_wait == 200 || CountArmsBullet(6)) { gBoss[0].count1 = 0; gBoss[0].act_no = 70; PlaySoundObject(102, SOUND_MODE_PLAY); } break; case 70: // Close mouth ++gBoss[0].count1; if (gBoss[0].count1 > 2) { gBoss[0].count1 = 0; --gBoss[0].count2; } if (gBoss[0].count2 == 1) gBoss[0].damage = 20; if (gBoss[0].count2 == 0) { PlaySoundObject(102, SOUND_MODE_STOP); PlaySoundObject(12, SOUND_MODE_PLAY); gBoss[0].act_no = 80; gBoss[0].act_wait = 0; gBoss[0].bits &= ~NPC_SHOOTABLE; gBoss[0].hit.front = 24 * 0x200; gBoss[0].hit.back = 24 * 0x200; gBoss[5].hit.top = 36 * 0x200; gBoss[0].damage = 0; } break; case 80: ++gBoss[0].act_wait; if (gBoss[0].act_wait == 48) { gBoss[0].act_wait = 0; gBoss[0].act_no = 90; } break; case 90: // Go back into the ground SetQuake(2); gBoss[0].y += 1 * 0x200; ++gBoss[0].act_wait; if (gBoss[0].act_wait % 4 == 0) PlaySoundObject(26, SOUND_MODE_PLAY); if (gBoss[0].act_wait == 48) { gBoss[0].act_wait = 0; gBoss[0].act_no = 100; } break; case 100: // Move to proper position for coming out of the ground ++gBoss[0].act_wait; if (gBoss[0].act_wait == 120) { gBoss[0].act_wait = 0; gBoss[0].act_no = 30; gBoss[0].x = gBoss[0].tgt_x + (Random(-64, 64) * 0x200); gBoss[0].y = gBoss[0].tgt_y; } break; case 110: ++gBoss[0].count1; if (gBoss[0].count1 > 2) { gBoss[0].count1 = 0; ++gBoss[0].count2; } if (gBoss[0].count2 == 3) { gBoss[0].act_no = 120; gBoss[0].act_wait = 0; gBoss[0].hit.front = 16 * 0x200; gBoss[0].hit.back = 16 * 0x200; } break; case 120: ++gBoss[0].act_wait; if (gBoss[0].act_wait == 50 || CountArmsBullet(6)) { gBoss[0].act_no = 130; PlaySoundObject(102, SOUND_MODE_PLAY); gBoss[0].act_wait = 0; gBoss[0].count1 = 0; } if (gBoss[0].act_wait < 30 && gBoss[0].act_wait % 5 == 0) { SetNpChar(48, gBoss[0].x, gBoss[0].y - (16 * 0x200), Random(-341, 341), -0x10 * 0x200 / 10, 0, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); } break; case 130: ++gBoss[0].count1; if (gBoss[0].count1 > 2) { gBoss[0].count1 = 0; --gBoss[0].count2; } if (gBoss[0].count2 == 1) gBoss[0].damage = 20; if (gBoss[0].count2 == 0) { gBoss[0].act_no = 140; gBoss[0].bits |= NPC_SHOOTABLE; gBoss[0].hit.front = 16 * 0x200; gBoss[0].hit.back = 16 * 0x200; gBoss[0].ym = -0x5FF; PlaySoundObject(102, SOUND_MODE_STOP); PlaySoundObject(12, SOUND_MODE_PLAY); PlaySoundObject(25, SOUND_MODE_PLAY); if (gBoss[0].x < gMC.x) gBoss[0].xm = 0x100; if (gBoss[0].x > gMC.x) gBoss[0].xm = -0x100; gBoss[0].damage = 0; gBoss[5].hit.top = 36 * 0x200; } break; case 140: if (gMC.flag & 8 && gBoss[0].ym > 0) gBoss[5].damage = 20; else gBoss[5].damage = 0; gBoss[0].ym += 0x24; if (gBoss[0].ym > 0x5FF) gBoss[0].ym = 0x5FF; gBoss[0].x += gBoss[0].xm; gBoss[0].y += gBoss[0].ym; if (gBoss[0].flag & 8) { gBoss[0].act_no = 110; gBoss[0].act_wait = 0; gBoss[0].count1 = 0; gBoss[5].hit.top = 16 * 0x200; gBoss[5].damage = 0; PlaySoundObject(26, SOUND_MODE_PLAY); PlaySoundObject(12, SOUND_MODE_PLAY); SetQuake(30); } break; case 150: SetQuake(2); ++gBoss[0].act_wait; if (gBoss[0].act_wait % 12 == 0) PlaySoundObject(52, SOUND_MODE_PLAY); SetDestroyNpChar(gBoss[0].x + (Random(-0x30, 0x30) * 0x200), gBoss[0].y + (Random(-0x30, 0x18) * 0x200), 1, 1); if (gBoss[0].act_wait > 100) { gBoss[0].act_wait = 0; gBoss[0].act_no = 160; SetFlash(gBoss[0].x, gBoss[0].y, FLASH_MODE_EXPLOSION); PlaySoundObject(35, SOUND_MODE_PLAY); } break; case 160: SetQuake(40); ++gBoss[0].act_wait; 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; } break; } RECT rect[4] = { {0, 0, 80, 56}, {80, 0, 160, 56}, {160, 0, 240, 56}, {80, 0, 160, 56}, }; gBoss[0].rect = rect[gBoss[0].count2]; gBoss[1].shock = gBoss[0].shock; gBoss[2].shock = gBoss[0].shock; gBoss[3].shock = gBoss[0].shock; gBoss[4].shock = gBoss[0].shock; ActBoss01_34(); ActBoss01_12(); ActBoss01_5(); if (gBoss[0].life == 0 && gBoss[0].act_no < 150) { gBoss[0].act_no = 150; gBoss[0].act_wait = 0; gBoss[0].damage = 0; gBoss[5].damage = 0; DeleteNpCharCode(48, TRUE); } }