ref: a1d4d588a866ce31b2abb3c89920ff4173e867ab
dir: /src/BossBallos.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 "BossBallos.h" #include <stddef.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: ++npc->ani_wait; 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: ++npc->ani_wait; 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 - (4 * 0x200), npc->y, 0x800, 10); else SetDestroyNpChar(npc->x + (4 * 0x200), npc->y, 0x800, 10); break; } if (npc->direct == 0) npc->x = gBoss[0].x - (24 * 0x200); else npc->x = gBoss[0].x + (24 * 0x200); npc->y = gBoss[0].y - (36 * 0x200); if (npc->act_no >= 0 && npc->act_no < 300) { if (npc->ani_no != 3) npc->bits &= ~NPC_SHOOTABLE; else npc->bits |= NPC_SHOOTABLE; } 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) // "Hitai" = "forehead" or "brow" (according to Google Translate, anyway) { npc->x = gBoss[0].x; npc->y = gBoss[0].y - (44 * 0x200); } static void ActBossChar_HARA(NPCHAR *npc) // "Hara" = "belly" or "stomach" (according to Google Translate, anyway) { npc->x = gBoss[0].x; npc->y = gBoss[0].y; } void ActBossChar_Ballos(void) { NPCHAR *npc = gBoss; static unsigned char flash; int i; int x, y; switch (npc->act_no) { case 0: // Initialize main boss npc->act_no = 1; npc->cond = 0x80; npc->exp = 1; npc->direct = 0; npc->x = 320 * 0x200; npc->y = -64 * 0x200; npc->hit_voice = 54; npc->hit.front = 32 * 0x200; npc->hit.top = 48 * 0x200; npc->hit.back = 32 * 0x200; npc->hit.bottom = 48 * 0x200; npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE); npc->size = 3; npc->damage = 0; npc->code_event = 1000; npc->life = 800; // Initialize eyes gBoss[1].cond = 0x90; gBoss[1].direct = 0; gBoss[1].bits = NPC_IGNORE_SOLIDITY; gBoss[1].life = 10000; gBoss[1].view.front = 12 * 0x200; gBoss[1].view.top = 0; gBoss[1].view.back = 12 * 0x200; gBoss[1].view.bottom = 16 * 0x200; gBoss[1].hit.front = 12 * 0x200; gBoss[1].hit.top = 0; gBoss[1].hit.back = 12 * 0x200; gBoss[1].hit.bottom = 16 * 0x200; gBoss[2] = gBoss[1]; gBoss[2].direct = 2; // Initialize the body gBoss[3].cond = 0x90; gBoss[3].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY); gBoss[3].view.front = 60 * 0x200; gBoss[3].view.top = 60 * 0x200; gBoss[3].view.back = 60 * 0x200; gBoss[3].view.bottom = 60 * 0x200; gBoss[3].hit.front = 48 * 0x200; gBoss[3].hit.top = 24 * 0x200; gBoss[3].hit.back = 48 * 0x200; gBoss[3].hit.bottom = 32 * 0x200; gBoss[4].cond = 0x90; gBoss[4].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY); gBoss[4].hit.front = 32 * 0x200; gBoss[4].hit.top = 8 * 0x200; gBoss[4].hit.back = 32 * 0x200; gBoss[4].hit.bottom = 8 * 0x200; gBoss[5].cond = 0x90; gBoss[5].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD); gBoss[5].hit.front = 32 * 0x200; gBoss[5].hit.top = 0; gBoss[5].hit.back = 32 * 0x200; gBoss[5].hit.bottom = 48 * 0x200; break; case 100: npc->act_no = 101; npc->ani_no = 0; npc->x = gMC.x; SetNpChar(333, gMC.x, 304 * 0x200, 0, 0, 2, NULL, 0x100); npc->act_wait = 0; // Fallthrough case 101: ++npc->act_wait; if (npc->act_wait > 30) npc->act_no = 102; break; case 102: npc->ym += 0x40; if (npc->ym > 0xC00) npc->ym = 0xC00; npc->y += npc->ym; if (npc->y > (304 * 0x200) - npc->hit.bottom) { npc->y = (304 * 0x200) - npc->hit.bottom; npc->ym = 0; npc->act_no = 103; npc->act_wait = 0; SetQuake2(30); PlaySoundObject(44, SOUND_MODE_PLAY); if (gMC.y > npc->y + (48 * 0x200) && gMC.x < npc->x + (24 * 0x200) && gMC.x > npc->x - (24 * 0x200)) DamageMyChar(16); for (i = 0; i < 0x10; ++i) { x = npc->x + (Random(-40, 40) * 0x200); SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100); } if (gMC.flag & 8) gMC.ym = -0x200; } break; case 103: ++npc->act_wait; if (npc->act_wait == 50) { npc->act_no = 104; gBoss[1].act_no = 100; gBoss[2].act_no = 100; } break; case 200: npc->act_no = 201; npc->count1 = 0; // Fallthrough case 201: npc->act_no = 203; npc->xm = 0; ++npc->count1; npc->hit.bottom = 48 * 0x200; npc->damage = 0; if (npc->count1 % 3 == 0) npc->act_wait = 150; else npc->act_wait = 50; // Fallthrough case 203: --npc->act_wait; if (npc->act_wait <= 0) { npc->act_no = 204; npc->ym = -0xC00; if (npc->x < gMC.x) npc->xm = 0x200; else npc->xm = -0x200; } break; case 204: if (npc->x < 80 * 0x200) npc->xm = 0x200; if (npc->x > 544 * 0x200) npc->xm = -0x200; npc->ym += 0x55; if (npc->ym > 0xC00) npc->ym = 0xC00; npc->x += npc->xm; npc->y += npc->ym; if (npc->y > (304 * 0x200) - npc->hit.bottom) { npc->y = (304 * 0x200) - npc->hit.bottom; npc->ym = 0; npc->act_no = 201; npc->act_wait = 0; if (gMC.y > npc->y + (56 * 0x200)) DamageMyChar(16); if (gMC.flag & 8) gMC.ym = -0x200; SetQuake2(30); PlaySoundObject(26, SOUND_MODE_PLAY); SetNpChar(332, npc->x - (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 0, NULL, 0x100); SetNpChar(332, npc->x + (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 2, NULL, 0x100); PlaySoundObject(44, SOUND_MODE_PLAY); for (i = 0; i < 0x10; ++i) { x = npc->x + (Random(-40, 40) * 0x200); SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100); } } break; case 220: npc->act_no = 221; npc->life = 1200; gBoss[1].act_no = 200; gBoss[2].act_no = 200; npc->xm = 0; npc->ani_no = 0; npc->shock = 0; flash = 0; // Fallthrough case 221: npc->ym += 0x40; if (npc->ym > 0xC00) npc->ym = 0xC00; npc->y += npc->ym; if (npc->y > (304 * 0x200) - npc->hit.bottom) { npc->y = (304 * 0x200) - npc->hit.bottom; npc->ym = 0; npc->act_no = 222; npc->act_wait = 0; SetQuake2(30); PlaySoundObject(26, SOUND_MODE_PLAY); for (i = 0; i < 0x10; ++i) { x = npc->x + (Random(-40, 40) * 0x200); SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100); } if (gMC.flag & 8) gMC.ym = -0x200; } break; case 300: npc->act_no = 301; npc->act_wait = 0; for (i = 0; i < 0x100; i += 0x40) { SetNpChar(342, npc->x, npc->y, 0, 0, i, npc, 90); SetNpChar(342, npc->x, npc->y, 0, 0, i + 0x220, npc, 90); } SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18); SetNpChar(344, npc->x - (24 * 0x200), npc->y - (36 * 0x200), 0, 0, 0, npc, 0x20); SetNpChar(344, npc->x + (24 * 0x200), npc->y - (36 * 0x200), 0, 0, 2, npc, 0x20); // Fallthrough case 301: npc->y += ((225 * 0x200) - npc->y) / 8; ++npc->act_wait; if (npc->act_wait > 50) { npc->act_no = 310; npc->act_wait = 0; } break; case 311: npc->direct = 0; npc->xm = -0x3AA; npc->ym = 0; npc->x += npc->xm; if (npc->x < 111 * 0x200) { npc->x = 111 * 0x200; npc->act_no = 312; } break; case 312: npc->direct = 1; npc->ym = -0x3AA; npc->xm = 0; npc->y += npc->ym; if (npc->y < 111 * 0x200) { npc->y = 111 * 0x200; npc->act_no = 313; } break; case 313: npc->direct = 2; npc->xm = 0x3AA; npc->ym = 0; npc->x += npc->xm; if (npc->x > 513 * 0x200) { npc->x = 513 * 0x200; npc->act_no = 314; } if (npc->count1 != 0) --npc->count1; if (npc->count1 == 0 && npc->x > 304 * 0x200 && npc->x < 336 * 0x200) npc->act_no = 400; break; case 314: npc->direct = 3; npc->ym = 0x3AA; npc->xm = 0; npc->y += npc->ym; if (npc->y > 225 * 0x200) { npc->y = 225 * 0x200; npc->act_no = 311; } break; case 400: npc->act_no = 401; npc->act_wait = 0; npc->xm = 0; npc->ym = 0; DeleteNpCharCode(339, FALSE); // Fallthrough case 401: npc->y += ((159 * 0x200) - npc->y) / 8; ++npc->act_wait; if (npc->act_wait > 50) { npc->act_wait = 0; npc->act_no = 410; for (i = 0; i < 0x100; i += 0x20) SetNpChar(346, npc->x, npc->y, 0, 0, i, npc, 0x50); SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18); SetNpChar(344, npc->x - (24 * 0x200), npc->y - (36 * 0x200), 0, 0, 0, npc, 0x20); SetNpChar(344, npc->x + (24 * 0x200), npc->y - (36 * 0x200), 0, 0, 2, npc, 0x20); } break; case 410: ++npc->act_wait; if (npc->act_wait > 50) { npc->act_wait = 0; npc->act_no = 411; } break; case 411: ++npc->act_wait; if (npc->act_wait % 30 == 1) { x = (((npc->act_wait / 30) * 2) + 2) * 0x10 * 0x200; SetNpChar(348, x, 336 * 0x200, 0, 0, 0, NULL, 0x180); } if (npc->act_wait / 3 % 2) PlaySoundObject(26, SOUND_MODE_PLAY); if (npc->act_wait > 540) npc->act_no = 420; break; case 420: npc->act_no = 421; npc->act_wait = 0; npc->ani_wait = 0; SetQuake2(30); PlaySoundObject(35, SOUND_MODE_PLAY); gBoss[1].act_no = 102; gBoss[2].act_no = 102; for (i = 0; i < 0x100; ++i) { x = npc->x + (Random(-60, 60) * 0x200); y = npc->y + (Random(-60, 60) * 0x200); SetNpChar(4, x, y, 0, 0, 0, NULL, 0); } // Fallthrough case 421: ++npc->ani_wait; if (npc->ani_wait > 500) { npc->ani_wait = 0; npc->act_no = 422; } break; case 422: ++npc->ani_wait; if (npc->ani_wait > 200) { npc->ani_wait = 0; npc->act_no = 423; } break; case 423: ++npc->ani_wait; if (npc->ani_wait > 20) { npc->ani_wait = 0; npc->act_no = 424; } break; case 424: ++npc->ani_wait; if (npc->ani_wait > 200) { npc->ani_wait = 0; npc->act_no = 425; } break; case 425: ++npc->ani_wait; if (npc->ani_wait > 500) { npc->ani_wait = 0; npc->act_no = 426; } break; case 426: ++npc->ani_wait; if (npc->ani_wait > 200) { npc->ani_wait = 0; npc->act_no = 427; } break; case 427: ++npc->ani_wait; if (npc->ani_wait > 20) { npc->ani_wait = 0; npc->act_no = 428; } break; case 428: ++npc->ani_wait; if (npc->ani_wait > 200) { npc->ani_wait = 0; npc->act_no = 421; } break; case 1000: npc->act_no = 1001; npc->act_wait = 0; gBoss[1].act_no = 300; gBoss[2].act_no = 300; #ifndef FIX_BUGS // This code makes absolutely no sense. // Luckily, it doesn't cause any bugs. gBoss[1].act_no &= ~(NPC_SOLID_SOFT | NPC_SOLID_HARD); gBoss[2].act_no &= ~(NPC_SOLID_SOFT | NPC_SOLID_HARD); #endif gBoss[0].bits &= ~(NPC_SOLID_SOFT | NPC_SOLID_HARD); gBoss[3].bits &= ~(NPC_SOLID_SOFT | NPC_SOLID_HARD); gBoss[4].bits &= ~(NPC_SOLID_SOFT | NPC_SOLID_HARD); gBoss[5].bits &= ~(NPC_SOLID_SOFT | NPC_SOLID_HARD); // Fallthrough case 1001: ++gBoss[0].act_wait; if (gBoss[0].act_wait % 12 == 0) PlaySoundObject(44, SOUND_MODE_PLAY); 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, FLASH_MODE_EXPLOSION); PlaySoundObject(35, SOUND_MODE_PLAY); } break; case 1002: SetQuake2(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; DeleteNpCharCode(350, TRUE); DeleteNpCharCode(348, TRUE); } break; } if (npc->act_no > 420 && npc->act_no < 500) { gBoss[3].bits |= NPC_SHOOTABLE; gBoss[4].bits |= NPC_SHOOTABLE; gBoss[5].bits |= NPC_SHOOTABLE; ++npc->act_wait; if (npc->act_wait > 300) { npc->act_wait = 0; if (gMC.x > npc->x) { for (i = 0; i < 8; ++i) { x = ((156 + Random(-4, 4)) * 0x200 * 0x10) / 4; y = (Random(8, 68) * 0x200 * 0x10) / 4; SetNpChar(350, x, y, 0, 0, 0, NULL, 0x100); } } else { for (i = 0; i < 8; ++i) { x = (Random(-4, 4) * 0x200 * 0x10) / 4; y = (Random(8, 68) * 0x200 * 0x10) / 4; SetNpChar(350, x, y, 0, 0, 2, NULL, 0x100); } } } if (npc->act_wait == 270 || npc->act_wait == 280 || npc->act_wait == 290) { SetNpChar(353, npc->x, npc->y - (52 * 0x200), 0, 0, 1, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); for (i = 0; i < 4; ++i) SetNpChar(4, npc->x, npc->y - (52 * 0x200), 0, 0, 0, NULL, 0x100); } if (npc->life > 500) { if (Random(0, 10) == 2) { x = npc->x + (Random(-40, 40) * 0x200); y = npc->y + (Random(0, 40) * 0x200); SetNpChar(270, x, y, 0, 0, 3, NULL, 0); } } else { if (Random(0, 4) == 2) { x = npc->x + (Random(-40, 40) * 0x200); y = npc->y + (Random(0, 40) * 0x200); SetNpChar(270, x, y, 0, 0, 3, NULL, 0); } } } if (npc->shock != 0) { if (++flash / 2 % 2) gBoss[3].ani_no = 1; else gBoss[3].ani_no = 0; } else { gBoss[3].ani_no = 0; } if (npc->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]); }