ref: a58f5e2f77589d0dbed2de63fa844be45361f832
dir: /src/BossFrog.cpp/
#include "BossFrog.h" #include "WindowsWrapper.h" #include "Boss.h" #include "Frame.h" #include "Game.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" static void ActBossChar02_01(void) { int minus; if (gBoss[0].direct == 0) minus = 1; else minus = -1; switch (gBoss[0].ani_no) { case 0: gBoss[1].hit_voice = 52; gBoss[1].hit.front = 0x2000; gBoss[1].hit.top = 0x2000; gBoss[1].hit.back = 0x2000; gBoss[1].hit.bottom = 0x2000; gBoss[1].size = 3; gBoss[1].bits = 4; break; case 1: gBoss[1].x = gBoss[0].x + -0x3000 * minus; gBoss[1].y = gBoss[0].y - 0x3000; break; case 2: gBoss[1].x = gBoss[0].x + -0x3000 * minus; gBoss[1].y = gBoss[0].y - 0x2800; break; case 3: case 4: gBoss[1].x = gBoss[0].x + -0x3000 * minus; gBoss[1].y = gBoss[0].y - 0x2000; break; case 5: gBoss[1].x = gBoss[0].x + -0x3000 * minus; gBoss[1].y = gBoss[0].y - 0x5600; break; } } static void ActBossChar02_02(void) { if (gBoss[0].ani_no) { if (gBoss[0].ani_no > 0 && gBoss[0].ani_no <= 5) { gBoss[2].x = gBoss[0].x; gBoss[2].y = gBoss[0].y; } } else { gBoss[2].hit_voice = 52; gBoss[2].hit.front = 0x3000; gBoss[2].hit.top = 0x2000; gBoss[2].hit.back = 0x3000; gBoss[2].hit.bottom = 0x2000; gBoss[2].size = 3; gBoss[2].bits = 4; } } void ActBossChar_Frog(void) { RECT rcLeft[9] = { {0, 0, 0, 0}, {0, 48, 80, 112}, {0, 112, 80, 176}, {0, 176, 80, 240}, {160, 48, 240, 112}, {160, 112, 240, 200}, {200, 0, 240, 24}, {80, 0, 120, 24}, {120, 0, 160, 24}, }; 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}, }; switch (gBoss[0].act_no) { case 0: gBoss->x = 0xC000; gBoss->y = 0x19000; gBoss->direct = 2; gBoss->view.front = 0x6000; gBoss->view.top = 0x6000; gBoss->view.back = 0x4000; gBoss->view.bottom = 0x2000; gBoss->hit_voice = 52; gBoss->hit.front = 0x3000; gBoss->hit.top = 0x2000; gBoss->hit.back = 0x3000; gBoss->hit.bottom = 0x2000; gBoss->size = 3; gBoss->exp = 1; gBoss->code_event = 1000; gBoss->bits |= 0x8200; gBoss->life = 300; break; case 10: gBoss->act_no = 11; gBoss->ani_no = 3; gBoss->cond = 0x80; gBoss->rect = rcRight[0]; gBoss[1].cond = -112; gBoss[1].code_event = 1000; gBoss[2].cond = 0x80; gBoss[1].damage = 5; gBoss[2].damage = 5; for (int i = 0; i < 8; ++i) SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); break; case 20: gBoss->act_no = 21; gBoss->act_wait = 0; // Fallthrough case 21: if (++gBoss->act_wait / 2 % 2) gBoss->ani_no = 3; else gBoss->ani_no = 0; break; case 100: gBoss->act_no = 101; gBoss->act_wait = 0; gBoss->ani_no = 1; gBoss->xm = 0; // Fallthrough case 101: if (++gBoss->act_wait > 50) { gBoss->act_no = 102; gBoss->ani_wait = 0; gBoss->ani_no = 2; } break; case 102: if (++gBoss->ani_wait > 10) { gBoss->act_no = 103; gBoss->ani_wait = 0; gBoss->ani_no = 1; } break; case 103: if (++gBoss->ani_wait > 4) { gBoss->act_no = 104; gBoss->ani_no = 5; gBoss->ym = -0x400; PlaySoundObject(25, 1); if (gBoss->direct == 0) gBoss->xm = -0x200; else gBoss->xm = 0x200; gBoss->view.top = 0x8000; gBoss->view.bottom = 0x3000; } break; case 104: if (gBoss->direct == 0 && gBoss->flag & 1) { gBoss->direct = 2; gBoss->xm = 0x200; } if (gBoss->direct == 2 && gBoss->flag & 4) { gBoss->direct = 0; gBoss->xm = -0x200; } if (gBoss->flag & 8) { PlaySoundObject(26, 1); SetQuake(30); gBoss->act_no = 100; gBoss->ani_no = 1; gBoss->view.top = 0x6000; gBoss->view.bottom = 0x2000; if (gBoss->direct == 0 && gBoss->x < gMC.x) { gBoss->direct = 2; gBoss->act_no = 110; } if (gBoss->direct == 2 && gBoss->x > gMC.x) { gBoss->direct = 0; gBoss->act_no = 110; } SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80); for (int i = 0; i < 4; ++i) SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); } break; case 110: gBoss->ani_no = 1; gBoss->act_wait = 0; gBoss->act_no = 111; // Fallthrough case 111: ++gBoss->act_wait; gBoss->xm = 8 * gBoss->xm / 9; if (gBoss->act_wait > 50) { gBoss->ani_no = 2; gBoss->ani_wait = 0; gBoss->act_no = 112; } break; case 112: if (++gBoss->ani_wait > 4) { gBoss->act_no = 113; gBoss->act_wait = 0; gBoss->ani_no = 3; gBoss->count1 = 16; gBoss[1].bits |= 0x20; gBoss->tgt_x = gBoss->life; } break; case 113: if (gBoss->shock) { if (gBoss->count2++ / 2 % 2) gBoss->ani_no = 4; else gBoss->ani_no = 3; } else { gBoss->count2 = 0; gBoss->ani_no = 3; } gBoss->xm = 10 * gBoss->xm / 11; if (++gBoss->act_wait > 16) { gBoss->act_wait = 0; --gBoss->count1; unsigned char deg; if (gBoss->direct == 0) deg = GetArktan(gBoss->x - 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y); else deg = GetArktan(gBoss->x + 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y); deg += Random(-16, 16); int ym = GetSin(deg); int xm = GetCos(deg); if (gBoss->direct == 0) SetNpChar(108, gBoss->x - 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100); else SetNpChar(108, gBoss->x + 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100); PlaySoundObject(39, 1); if (gBoss->count1 == 0 || gBoss->life < gBoss->tgt_x - 90) { gBoss->act_no = 114; gBoss->act_wait = 0; gBoss->ani_no = 2; gBoss->ani_wait = 0; gBoss[1].bits &= ~0x20; } } break; case 114: if (++gBoss->ani_wait > 10) { if (++gBoss[1].count1 > 2) { gBoss[1].count1 = 0; gBoss->act_no = 120; } else { gBoss->act_no = 100; } gBoss->ani_wait = 0; gBoss->ani_no = 1; } break; case 120: gBoss->act_no = 121; gBoss->act_wait = 0; gBoss->ani_no = 1; gBoss->xm = 0; // Fallthrough case 121: if (++gBoss->act_wait > 50) { gBoss->act_no = 122; gBoss->ani_wait = 0; gBoss->ani_no = 2; } break; case 122: if (++gBoss->ani_wait > 20) { gBoss->act_no = 123; gBoss->ani_wait = 0; gBoss->ani_no = 1; } break; case 123: if (++gBoss->ani_wait > 4) { gBoss->act_no = 124; gBoss->ani_no = 5; gBoss->ym = -0xA00; gBoss->view.top = 0x8000; gBoss->view.bottom = 0x3000; PlaySoundObject(25, 1); } break; case 124: if (gBoss->flag & 8) { PlaySoundObject(26, 1); SetQuake(60); gBoss->act_no = 100; gBoss->ani_no = 1; gBoss->view.top = 0x6000; gBoss->view.bottom = 0x2000; for (int i = 0; i < 2; ++i) SetNpChar(104, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80); for (int i = 0; i < 6; ++i) SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80); for (int i = 0; i < 8; ++i) SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); if (gBoss->direct == 0 && gMC.x > gBoss->x) { gBoss->direct = 2; gBoss->act_no = 110; } if ( gBoss->direct == 2 && gMC.x < gBoss->x) { gBoss->direct = 0; gBoss->act_no = 110; } } break; case 130: gBoss->act_no = 131; gBoss->ani_no = 3; gBoss->act_wait = 0; gBoss->xm = 0; PlaySoundObject(72, 1); for (int i = 0; i < 8; ++i) SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); gBoss[1].cond = 0; gBoss[2].cond = 0; // Fallthrough case 131: if (++gBoss->act_wait % 5 == 0) SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); if (gBoss->act_wait / 2 % 2) gBoss->x -= 0x200; else gBoss->x += 0x200; if (gBoss->act_wait > 100) { gBoss->act_wait = 0; gBoss->act_no = 132; } break; case 132: if (++gBoss->act_wait / 2 % 2) { gBoss->view.front = 0x2800; gBoss->view.top = 0x1800; gBoss->view.back = 0x2800; gBoss->view.bottom = 0x1800; gBoss->ani_no = 6; } else { gBoss->view.front = 0x6000; gBoss->view.top = 0x6000; gBoss->view.back = 0x4000; gBoss->view.bottom = 0x2000; gBoss->ani_no = 3; } if (gBoss->act_wait % 9 == 0) SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); if (gBoss->act_wait > 150) { gBoss->act_no = 140; gBoss->hit.bottom = 0x1800; } break; case 140: gBoss->act_no = 141; // Fallthrough case 141: if (gBoss->flag & 8) { gBoss->act_no = 142; gBoss->act_wait = 0; gBoss->ani_no = 7; } break; case 142: if (++gBoss->act_wait > 30) { gBoss->ani_no = 8; gBoss->ym = -0xA00; gBoss->bits |= 8; gBoss->act_no = 143; } break; case 143: gBoss->ym = -0xA00; if (gBoss->y < 0) { gBoss->cond = 0; PlaySoundObject(26, 1); SetQuake(30); } break; } gBoss->ym += 0x40; if (gBoss->ym > 0x5FF) gBoss->ym = 0x5FF; gBoss->x += gBoss->xm; gBoss->y += gBoss->ym; if (gBoss->direct == 0) gBoss->rect = rcLeft[gBoss->ani_no]; else gBoss->rect = rcRight[gBoss->ani_no]; ActBossChar02_01(); ActBossChar02_02(); }