ref: a1d4d588a866ce31b2abb3c89920ff4173e867ab
dir: /src/BossFrog.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 "BossFrog.h" #include <stddef.h> #include "WindowsWrapper.h" #include "Boss.h" #include "CommonDefines.h" #include "Frame.h" #include "Game.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" enum BalfrogSprites { BALFROG_SPRITE_NOTHING = 0, BALFROG_SPRITE_STANDING_STILL = 1, BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING = 2, BALFROG_SPRITE_MOUTH_OPEN_CROUCHING = 3, BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING = 4, BALFROG_SPRITE_JUMPING = 5, BALFROG_SPRITE_BALROG_WHITE = 6, BALFROG_SPRITE_BALROG_CROUCHING = 7, BALFROG_SPRITE_BALROG_JUMPING = 8 }; enum BalfrogStates { BALFROG_INITIALIZE = 0, BALFROG_START = 10, BALFROG_INITIALIZE_FLICKER = 20, BALFROG_FLICKER = 21, BALFROG_WAIT = 100, BALFROG_INITIALIZE_HOP_1 = 101, BALFROG_INITIALIZE_HOP_2 = 102, BALFROG_HOP = 103, BALFROG_MIDAIR = 104, BALFROG_INITIALIZE_LAND = 110, BALFROG_LAND = 111, BALFROG_INITIALIZE_SHOOT = 112, BALFROG_SHOOT = 113, BALFROG_AFTER_SHOOT_WAIT = 114, BALFROG_INITIALIZE_LEAP_1 = 120, BALFROG_INITIALIZE_LEAP_2 = 121, BALFROG_INITIALIZE_LEAP_3 = 122, BALFROG_LEAP = 123, BALFROG_LEAP_MIDAIR = 124, BALFROG_DIE = 130, BALFROG_DIE_FLASHING = 131, BALFROG_REVERT = 132, BALFROG_NOP_START = 140, BALFROG_NOP = 141, BALFROG_GO_INTO_CEILING = 142, BALFROG_GONE_INTO_CEILING = 143 }; // Balfrog's mouth static void ActBossChar02_01(void) { NPCHAR *boss; int minus; if (gBoss[0].direct == DIR_LEFT) minus = 1; else minus = -1; boss = &gBoss[1]; switch (gBoss[0].ani_no) { case BALFROG_SPRITE_NOTHING: boss->hit_voice = SND_BEHEMOTH_LARGE_HURT; boss->hit.front = 16 * 0x200; boss->hit.top = 16 * 0x200; boss->hit.back = 16 * 0x200; boss->hit.bottom = 16 * 0x200; boss->size = 3; boss->bits = NPC_INVULNERABLE; break; case BALFROG_SPRITE_STANDING_STILL: boss->x = gBoss[0].x + -24 * 0x200 * minus; boss->y = gBoss[0].y - 24 * 0x200; break; case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING: boss->x = gBoss[0].x + -24 * 0x200 * minus; boss->y = gBoss[0].y - 20 * 0x200; break; case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING: case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING: boss->x = gBoss[0].x + -24 * 0x200 * minus; boss->y = gBoss[0].y - 16 * 0x200; break; case BALFROG_SPRITE_JUMPING: boss->x = gBoss[0].x + -24 * 0x200 * minus; boss->y = gBoss[0].y - 43 * 0x200; break; } } static void ActBossChar02_02(void) { NPCHAR *boss = &gBoss[2]; switch (gBoss[0].ani_no) { case BALFROG_SPRITE_NOTHING: boss->hit_voice = SND_BEHEMOTH_LARGE_HURT; boss->hit.front = 24 * 0x200; boss->hit.top = 16 * 0x200; boss->hit.back = 24 * 0x200; boss->hit.bottom = 16 * 0x200; boss->size = 3; boss->bits = NPC_INVULNERABLE; break; case BALFROG_SPRITE_STANDING_STILL: case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING: case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING: case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING: case BALFROG_SPRITE_JUMPING: boss->x = gBoss[0].x; boss->y = gBoss[0].y; break; } } // Main boss AI void ActBossChar_Frog(void) { unsigned char deg; int xm, ym; int i; // Rects 1-4 are for when Balfrog is a frog, 5-8 for when he reverts into Balrog and goes into the ceiling RECT rcLeft[9] = { {0, 0, 0, 0}, // Nothing {0, 48, 80, 112}, // Balfrog standing still {0, 112, 80, 176}, // Balfrog with his mouth barely open, crouching {0, 176, 80, 240}, // Balfrog with his mouth open, crouching {160, 48, 240, 112}, // Balfrog with his mouth open, crouching, flashing {160, 112, 240, 200}, // Balfrog jumping {200, 0, 240, 24}, // Balrog completely white {80, 0, 120, 24}, // Balrog crouching {120, 0, 160, 24}, // Balrog jumping }; // See above RECT rcRight[9] = { {0, 0, 0, 0}, {80, 48, 160, 112}, {80, 112, 160, 176}, {80, 176, 160, 240}, {240, 48, 320, 112}, {240, 112, 320, 200}, {200, 24, 240, 48}, {80, 24, 120, 48}, {120, 24, 160, 48}, }; NPCHAR *boss = gBoss; switch (boss->act_no) { case BALFROG_INITIALIZE: boss->x = 6 * (0x200 * 0x10); boss->y = 12 * (0x200 * 0x10) + 8 * 0x200; boss->direct = DIR_RIGHT; boss->view.front = 48 * 0x200; boss->view.top = 48 * 0x200; boss->view.back = 32 * 0x200; boss->view.bottom = 16 * 0x200; boss->hit_voice = SND_BEHEMOTH_LARGE_HURT; boss->hit.front = 24 * 0x200; boss->hit.top = 16 * 0x200; boss->hit.back = 24 * 0x200; boss->hit.bottom = 16 * 0x200; boss->size = 3; boss->exp = 1; boss->code_event = 1000; boss->bits |= (NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE); boss->life = 300; break; case BALFROG_START: boss->act_no = (BALFROG_START + 1); boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; boss->cond = NPCCOND_ALIVE; boss->rect = rcRight[0]; gBoss[1].cond = (NPCCOND_ALIVE | NPCCOND_DAMAGE_BOSS); gBoss[1].code_event = 1000; gBoss[2].cond = NPCCOND_ALIVE; gBoss[1].damage = 5; gBoss[2].damage = 5; for (i = 0; i < 8; ++i) SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + Random(-12, 12) * 0x200, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100); break; case BALFROG_INITIALIZE_FLICKER: boss->act_no = BALFROG_FLICKER; boss->act_wait = 0; // Fallthrough case BALFROG_FLICKER: ++boss->act_wait; if (boss->act_wait / 2 % 2) boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; else boss->ani_no = BALFROG_SPRITE_NOTHING; break; case BALFROG_WAIT: boss->act_no = BALFROG_INITIALIZE_HOP_1; boss->act_wait = 0; boss->ani_no = BALFROG_SPRITE_STANDING_STILL; boss->xm = 0; // Fallthrough case BALFROG_INITIALIZE_HOP_1: ++boss->act_wait; if (boss->act_wait > 50) { boss->act_no = BALFROG_INITIALIZE_HOP_2; boss->ani_wait = 0; boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING; } break; case BALFROG_INITIALIZE_HOP_2: ++boss->ani_wait; if (boss->ani_wait > 10) { boss->act_no = BALFROG_HOP; boss->ani_wait = 0; boss->ani_no = BALFROG_SPRITE_STANDING_STILL; } break; case BALFROG_HOP: ++boss->ani_wait; if (boss->ani_wait > 4) { boss->act_no = BALFROG_MIDAIR; boss->ani_no = BALFROG_SPRITE_JUMPING; boss->ym = -2 * 0x200; PlaySoundObject(25, SOUND_MODE_PLAY); if (boss->direct == DIR_LEFT) boss->xm = -1 * 0x200; else boss->xm = 1 * 0x200; boss->view.top = 64 * 0x200; boss->view.bottom = 24 * 0x200; } break; case BALFROG_MIDAIR: if (boss->direct == DIR_LEFT && boss->flag & COLL_LEFT_WALL) { boss->direct = DIR_RIGHT; boss->xm = 1 * 0x200; } if (boss->direct == DIR_RIGHT && boss->flag & COLL_RIGHT_WALL) { boss->direct = DIR_LEFT; boss->xm = -1 * 0x200; } if (boss->flag & COLL_GROUND) { PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, SOUND_MODE_PLAY); SetQuake(30); boss->act_no = BALFROG_WAIT; boss->ani_no = BALFROG_SPRITE_STANDING_STILL; boss->view.top = 48 * 0x200; boss->view.bottom = 16 * 0x200; if (boss->direct == DIR_LEFT && boss->x < gMC.x) { boss->direct = DIR_RIGHT; boss->act_no = BALFROG_INITIALIZE_LAND; } if (boss->direct == DIR_RIGHT && boss->x > gMC.x) { boss->direct = DIR_LEFT; boss->act_no = BALFROG_INITIALIZE_LAND; } SetNpChar(110, Random(4, 16) * (0x200 * 0x10), Random(0, 4) * (0x200 * 0x10), 0, 0, DIR_AUTO, NULL, 0x80); for (i = 0; i < 4; ++i) SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + boss->hit.bottom, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100); } break; case BALFROG_INITIALIZE_LAND: boss->ani_no = BALFROG_SPRITE_STANDING_STILL; boss->act_wait = 0; boss->act_no = BALFROG_LAND; // Fallthrough case BALFROG_LAND: ++boss->act_wait; boss->xm = (boss->xm * 8) / 9; if (boss->act_wait > 50) { boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING; boss->ani_wait = 0; boss->act_no = BALFROG_INITIALIZE_SHOOT; } break; case BALFROG_INITIALIZE_SHOOT: ++boss->ani_wait; if (boss->ani_wait > 4) { boss->act_no = BALFROG_SHOOT; boss->act_wait = 0; boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; boss->count1 = 16; gBoss[1].bits |= NPC_SHOOTABLE; boss->tgt_x = boss->life; } break; case BALFROG_SHOOT: if (boss->shock != 0) { if (boss->count2++ / 2 % 2) boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING; else boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; } else { boss->count2 = 0; boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; } boss->xm = (boss->xm * 10) / 11; ++boss->act_wait; if (boss->act_wait > 16) { boss->act_wait = 0; --boss->count1; if (boss->direct == DIR_LEFT) deg = GetArktan(boss->x - 2 * (0x200 * 0x10) - gMC.x, boss->y - 8 * 0x200 - gMC.y); else deg = GetArktan(boss->x + 2 * (0x200 * 0x10) - gMC.x, boss->y - 8 * 0x200 - gMC.y); deg += (unsigned char)Random(-0x10, 0x10); ym = GetSin(deg); xm = GetCos(deg); if (boss->direct == DIR_LEFT) SetNpChar(NPC_PROJECTILE_BALFROG_SPITBALL, boss->x - 2 * (0x200 * 0x10), boss->y - 8 * 0x200, xm, ym, DIR_LEFT, NULL, 0x100); else SetNpChar(NPC_PROJECTILE_BALFROG_SPITBALL, boss->x + 2 * (0x200 * 0x10), boss->y - 8 * 0x200, xm, ym, DIR_LEFT, NULL, 0x100); PlaySoundObject(SND_ENEMY_SHOOT_PROJECTILE, SOUND_MODE_PLAY); if (boss->count1 == 0 || boss->life < boss->tgt_x - 90) { boss->act_no = BALFROG_AFTER_SHOOT_WAIT; boss->act_wait = 0; boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING; boss->ani_wait = 0; gBoss[1].bits &= ~NPC_SHOOTABLE; } } break; case BALFROG_AFTER_SHOOT_WAIT: ++boss->ani_wait; if (boss->ani_wait > 10) { if (++gBoss[1].count1 > 2) { gBoss[1].count1 = 0; boss->act_no = BALFROG_INITIALIZE_LEAP_1; } else { boss->act_no = BALFROG_WAIT; } boss->ani_wait = 0; boss->ani_no = BALFROG_SPRITE_STANDING_STILL; } break; case BALFROG_INITIALIZE_LEAP_1: boss->act_no = BALFROG_INITIALIZE_LEAP_2; boss->act_wait = 0; boss->ani_no = BALFROG_SPRITE_STANDING_STILL; boss->xm = 0; // Fallthrough case BALFROG_INITIALIZE_LEAP_2: ++boss->act_wait; if (boss->act_wait > 50) { boss->act_no = BALFROG_INITIALIZE_LEAP_3; boss->ani_wait = 0; boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING; } break; case BALFROG_INITIALIZE_LEAP_3: ++boss->ani_wait; if (boss->ani_wait > 20) { boss->act_no = BALFROG_LEAP; boss->ani_wait = 0; boss->ani_no = BALFROG_SPRITE_STANDING_STILL; } break; case BALFROG_LEAP: ++boss->ani_wait; if (boss->ani_wait > 4) { boss->act_no = BALFROG_LEAP_MIDAIR; boss->ani_no = BALFROG_SPRITE_JUMPING; boss->ym = -5 * 0x200; boss->view.top = 64 * 0x200; boss->view.bottom = 24 * 0x200; PlaySoundObject(SND_SILLY_EXPLOSION, SOUND_MODE_PLAY); } break; case BALFROG_LEAP_MIDAIR: if (boss->flag & COLL_GROUND) { PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, SOUND_MODE_PLAY); SetQuake(60); boss->act_no = BALFROG_WAIT; boss->ani_no = BALFROG_SPRITE_STANDING_STILL; boss->view.top = 48 * 0x200; boss->view.bottom = 16 * 0x200; for (i = 0; i < 2; ++i) SetNpChar(NPC_ENEMY_FROG, Random(4, 16) * (0x200 * 0x10), Random(0, 4) * (0x200 * 0x10), 0, 0, DIR_AUTO, NULL, 0x80); for (i = 0; i < 6; ++i) SetNpChar(NPC_ENEMY_PUCHI, Random(4, 16) * (0x200 * 0x10), Random(0, 4) * (0x200 * 0x10), 0, 0, DIR_AUTO, NULL, 0x80); for (i = 0; i < 8; ++i) SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + boss->hit.bottom, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100); if (boss->direct == DIR_LEFT && boss->x < gMC.x) { boss->direct = DIR_RIGHT; boss->act_no = BALFROG_INITIALIZE_LAND; } if (boss->direct == DIR_RIGHT && boss->x > gMC.x) { boss->direct = DIR_LEFT; boss->act_no = BALFROG_INITIALIZE_LAND; } } break; case BALFROG_DIE: boss->act_no = BALFROG_DIE_FLASHING; boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; boss->act_wait = 0; boss->xm = 0; PlaySoundObject(SND_EXPLOSION, SOUND_MODE_PLAY); for (i = 0; i < 8; ++i) SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + Random(-12, 12) * 0x200, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100); gBoss[1].cond = 0; gBoss[2].cond = 0; // Fallthrough case BALFROG_DIE_FLASHING: ++boss->act_wait; if (boss->act_wait % 5 == 0) SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + Random(-12, 12) * 0x200, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100); if (boss->act_wait / 2 % 2) boss->x -= 1 * 0x200; else boss->x += 1 * 0x200; if (boss->act_wait > 100) { boss->act_wait = 0; boss->act_no = BALFROG_REVERT; } break; case BALFROG_REVERT: ++boss->act_wait; if (boss->act_wait / 2 % 2) { boss->view.front = 20 * 0x200; boss->view.top = 12 * 0x200; boss->view.back = 20 * 0x200; boss->view.bottom = 12 * 0x200; boss->ani_no = BALFROG_SPRITE_BALROG_WHITE; } else { boss->view.front = 48 * 0x200; boss->view.top = 48 * 0x200; boss->view.back = 32 * 0x200; boss->view.bottom = 16 * 0x200; boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; } if (boss->act_wait % 9 == 0) SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + Random(-12, 12) * 0x200, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100); if (boss->act_wait > 150) { boss->act_no = BALFROG_NOP_START; boss->hit.bottom = 12 * 0x200; } break; case BALFROG_NOP_START: boss->act_no = BALFROG_NOP; // Fallthrough case BALFROG_NOP: if (boss->flag & COLL_GROUND) { boss->act_no = BALFROG_GO_INTO_CEILING; boss->act_wait = 0; boss->ani_no = BALFROG_SPRITE_BALROG_CROUCHING; } break; case BALFROG_GO_INTO_CEILING: ++boss->act_wait; if (boss->act_wait > 30) { boss->ani_no = BALFROG_SPRITE_BALROG_JUMPING; boss->ym = -5 * 0x200; boss->bits |= NPC_IGNORE_SOLIDITY; boss->act_no = BALFROG_GONE_INTO_CEILING; } break; case BALFROG_GONE_INTO_CEILING: boss->ym = -5 * 0x200; if (boss->y < 0) { boss->cond = 0; PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, SOUND_MODE_PLAY); SetQuake(30); } break; } boss->ym += 0x40; if (boss->ym > 0x5FF) boss->ym = 0x5FF; boss->x += boss->xm; boss->y += boss->ym; if (boss->direct == DIR_LEFT) boss->rect = rcLeft[boss->ani_no]; else boss->rect = rcRight[boss->ani_no]; ActBossChar02_01(); ActBossChar02_02(); }