ref: d1a4203e8983629646e1a85949429be10483dced
dir: /src/BossX.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 "BossX.h" #include <stddef.h> #include "WindowsWrapper.h" #include "Boss.h" #include "Flash.h" #include "Frame.h" #include "Game.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" static void ActBossChar03_01(NPCHAR *npc) { RECT rcUp[6] = { {0, 0, 72, 32}, {0, 32, 72, 64}, {72, 0, 144, 32}, {144, 0, 216, 32}, {72, 32, 144, 64}, {144, 32, 216, 64}, }; RECT rcDown[6] = { {0, 64, 72, 96}, {0, 96, 72, 128}, {72, 64, 144, 96}, {144, 64, 216, 96}, {72, 96, 144, 128}, {144, 96, 216, 128}, }; switch (npc->act_no) { case 10: npc->ani_no = 0; npc->bits &= ~NPC_BOUNCY; break; case 100: npc->bits |= NPC_BOUNCY; npc->act_no = 101; npc->act_wait = 0; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 101: if (++npc->act_wait > 30) npc->act_no = 102; if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 2; npc->xm -= 0x20; break; case 102: npc->bits &= ~NPC_BOUNCY; npc->act_no = 103; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 103: ++npc->act_wait; if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; npc->xm -= 0x20; break; case 200: npc->bits |= NPC_BOUNCY; npc->bits |= NPC_REAR_AND_TOP_DONT_HURT; npc->act_no = 201; npc->act_wait = 0; npc->ani_no = 4; npc->ani_wait = 0; // Fallthrough case 201: if (++npc->act_wait > 30) npc->act_no = 202; if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 4; npc->xm += 0x20; break; case 202: npc->bits &= ~NPC_BOUNCY; npc->act_no = 203; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 203: ++npc->act_wait; if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; npc->xm += 0x20; break; case 300: npc->act_no = 301; npc->ani_no = 4; npc->ani_wait = 0; npc->bits |= NPC_BOUNCY; // Fallthrough case 301: if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 4; npc->xm += 0x20; if (npc->xm > 0) { npc->xm = 0; npc->act_no = 10; } break; case 400: npc->act_no = 401; npc->ani_no = 2; npc->ani_wait = 0; npc->bits |= NPC_BOUNCY; // Fallthrough case 401: if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 2; npc->xm -= 0x20; if (npc->xm < 0) { npc->xm = 0; npc->act_no = 10; } break; } if ((npc->act_no == 101 || npc->act_no == 201 || npc->act_no == 301 || npc->act_no == 401) && npc->act_wait % 2 == 1) PlaySoundObject(112, SOUND_MODE_PLAY); if ((npc->act_no == 103 || npc->act_no == 203) && npc->act_wait % 4 == 1) PlaySoundObject(111, SOUND_MODE_PLAY); if (npc->act_no >= 100 && gMC.y < npc->y + (4 * 0x200) && gMC.y > npc->y - (4 * 0x200)) { npc->damage = 10; npc->bits |= NPC_REAR_AND_TOP_DONT_HURT; } else { npc->damage = 0; npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT; } if (npc->xm > 0x400) npc->xm = 0x400; if (npc->xm < -0x400) npc->xm = -0x400; npc->x += npc->xm; if (npc->direct == 1) npc->rect = rcUp[npc->ani_no]; else npc->rect = rcDown[npc->ani_no]; } static void ActBossChar03_02(NPCHAR *npc) { RECT rect[4] = { {0, 128, 72, 160}, {72, 128, 144, 160}, {0, 160, 72, 192}, {72, 160, 144, 192}, }; int direct; int x, y; switch (npc->act_no) { case 10: npc->act_no = 11; npc->act_wait = (npc->ani_no * 30) + 30; // Fallthrough case 11: if (npc->act_wait != 0) { --npc->act_wait; break; } switch (npc->ani_no) { case 0: direct = 3; x = -30 * 0x200; y = 6 * 0x200; break; case 1: direct = 2; x = 30 * 0x200; y = 6 * 0x200; break; case 2: direct = 0; x = -30 * 0x200; y = -6 * 0x200; break; case 3: direct = 1; x = 30 * 0x200; y = -6 * 0x200; break; } SetNpChar(158, npc->x + x, npc->y + y, 0, 0, direct, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); npc->act_wait = 120; break; } npc->x = (gBoss[0].x + gBoss[npc->count1].x) / 2; npc->y = (gBoss[0].y + gBoss[npc->count1].y) / 2; npc->rect = rect[npc->ani_no]; } static void ActBossChar03_03(NPCHAR *npc) { switch (npc->act_no) { case 10: npc->tgt_x += 1 * 0x200; if (npc->tgt_x > 32 * 0x200) { npc->tgt_x = 32 * 0x200; npc->act_no = 0; gBoss[3].act_no = 10; gBoss[4].act_no = 10; gBoss[5].act_no = 10; gBoss[6].act_no = 10; } break; case 20: npc->tgt_x -= 1 * 0x200; if (npc->tgt_x < 0) { npc->tgt_x = 0; npc->act_no = 0; gBoss[3].act_no = 0; gBoss[4].act_no = 0; gBoss[5].act_no = 0; gBoss[6].act_no = 0; } break; case 30: npc->tgt_x += 1 * 0x200; if (npc->tgt_x > 20 * 0x200) { npc->tgt_x = 20 * 0x200; npc->act_no = 0; gBoss[7].act_no = 10; gBoss[13].act_no = 10; gBoss[14].act_no = 10; gBoss[15].act_no = 10; gBoss[16].act_no = 10; } break; case 40: npc->tgt_x -= 1 * 0x200; if (npc->tgt_x < 0) { npc->tgt_x = 0; npc->act_no = 0; gBoss[7].act_no = 0; gBoss[13].act_no = 0; gBoss[14].act_no = 0; gBoss[15].act_no = 0; gBoss[16].act_no = 0; } break; } RECT rcLeft = {216, 96, 264, 144}; RECT rcRight = {264, 96, 312, 144}; if (npc->direct == 0) { npc->rect = rcLeft; npc->x = gBoss[0].x - (24 * 0x200) - npc->tgt_x; npc->y = gBoss[0].y; } else { npc->rect = rcRight; npc->x = gBoss[0].x + (24 * 0x200) + npc->tgt_x; npc->y = gBoss[0].y; } } static void ActBossChar03_04(NPCHAR *npc) { int xm, ym; unsigned char deg; RECT rect[8] = { {0, 192, 16, 208}, {16, 192, 32, 208}, {32, 192, 48, 208}, {48, 192, 64, 208}, {0, 208, 16, 224}, {16, 208, 32, 224}, {32, 208, 48, 224}, {48, 208, 64, 224}, }; switch (npc->act_no) { case 0: npc->bits &= ~NPC_SHOOTABLE; npc->ani_no = 0; break; case 10: npc->act_no = 11; npc->act_wait = (npc->tgt_x * 10) + 40; npc->bits |= NPC_SHOOTABLE; // Fallthrough case 11: if (npc->act_wait < 16 && npc->act_wait / 2 % 2) npc->ani_no = 1; else npc->ani_no = 0; if (npc->act_wait != 0) { --npc->act_wait; break; } deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); deg += (unsigned char)Random(-2, 2); ym = GetSin(deg) * 3; xm = GetCos(deg) * 3; SetNpChar(156, npc->x, npc->y, xm, ym, 0, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); npc->act_wait = 40; break; } switch (npc->tgt_x) { case 0: npc->x = gBoss[0].x - (22 * 0x200); npc->y = gBoss[0].y - (16 * 0x200); break; case 1: npc->x = gBoss[0].x + (28 * 0x200); npc->y = gBoss[0].y - (16 * 0x200); break; case 2: npc->x = gBoss[0].x - (15 * 0x200); npc->y = gBoss[0].y + (14 * 0x200); break; case 3: npc->x = gBoss[0].x + (17 * 0x200); npc->y = gBoss[0].y + (14 * 0x200); break; } npc->rect = rect[npc->tgt_x + 4 * npc->ani_no]; } static void ActBossChar03_face(NPCHAR *npc) { RECT rect[3] = { {216, 0, 320, 48}, {216, 48, 320, 96}, {216, 144, 320, 192}, }; static unsigned char flash; switch (npc->act_no) { case 0: gBoss[0].bits &= ~NPC_SHOOTABLE; npc->ani_no = 0; break; case 10: npc->act_no = 11; npc->act_wait = (npc->tgt_x * 10) + 40; gBoss[0].bits |= NPC_SHOOTABLE; // Fallthrough case 11: if (gBoss[0].shock) { if (flash++ / 2 % 2) npc->ani_no = 1; else npc->ani_no = 0; } else { npc->ani_no = 0; } break; } gBoss[7].x = gBoss[0].x; gBoss[7].y = gBoss[0].y; if (gBoss[0].act_no <= 10) npc->ani_no = 2; npc->rect = rect[npc->ani_no]; } void ActBossChar_MonstX(void) { int i; NPCHAR *npc = gBoss; switch (npc->act_no) { case 0: npc->life = 1; npc->x = -320 * 0x200; break; case 1: npc->life = 700; npc->exp = 1; npc->act_no = 1; npc->x = 2048 * 0x200; npc->y = 200 * 0x200; npc->hit_voice = 54; npc->hit.front = 24 * 0x200; npc->hit.top = 24 * 0x200; npc->hit.back = 24 * 0x200; npc->hit.bottom = 24 * 0x200; npc->bits = (NPC_IGNORE_SOLIDITY | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE); npc->size = 3; npc->code_event = 1000; npc->ani_no = 0; gBoss[1].cond = 0x80; gBoss[1].size = 3; gBoss[1].direct = 0; gBoss[1].view.front = 24 * 0x200; gBoss[1].view.top = 24 * 0x200; gBoss[1].view.back = 24 * 0x200; gBoss[1].view.bottom = 24 * 0x200; gBoss[1].bits = NPC_IGNORE_SOLIDITY; gBoss[2] = gBoss[1]; gBoss[2].direct = 2; gBoss[3].cond = 0x80; gBoss[3].life = 60; gBoss[3].size = 3; // Redundant: this get overwritten a few lines later gBoss[3].hit_voice = 54; gBoss[3].destroy_voice = 71; gBoss[3].size = 2; gBoss[3].view.front = 8 * 0x200; gBoss[3].view.top = 8 * 0x200; gBoss[3].view.back = 8 * 0x200; gBoss[3].view.bottom = 8 * 0x200; gBoss[3].hit.front = 5 * 0x200; gBoss[3].hit.back = 5 * 0x200; gBoss[3].hit.top = 5 * 0x200; gBoss[3].hit.bottom = 5 * 0x200; gBoss[3].bits = NPC_IGNORE_SOLIDITY; gBoss[3].tgt_x = 0; gBoss[4] = gBoss[3]; gBoss[4].tgt_x = 1; gBoss[5] = gBoss[3]; gBoss[5].tgt_x = 2; gBoss[5].life = 100; gBoss[6] = gBoss[3]; gBoss[6].tgt_x = 3; gBoss[6].life = 100; gBoss[7].cond = 0x80; gBoss[7].x = 2048 * 0x200; gBoss[7].y = 200 * 0x200; gBoss[7].view.front = 52 * 0x200; gBoss[7].view.top = 24 * 0x200; gBoss[7].view.back = 52 * 0x200; gBoss[7].view.bottom = 24 * 0x200; gBoss[7].hit_voice = 52; gBoss[7].hit.front = 8 * 0x200; gBoss[7].hit.top = 24 * 0x200; gBoss[7].hit.back = 8 * 0x200; gBoss[7].hit.bottom = 16 * 0x200; gBoss[7].bits = NPC_IGNORE_SOLIDITY; gBoss[7].size = 3; gBoss[7].ani_no = 0; gBoss[9].cond = 0x80; gBoss[9].act_no = 0; gBoss[9].direct = 1; gBoss[9].x = 1984 * 0x200; gBoss[9].y = 144 * 0x200; gBoss[9].view.front = 36 * 0x200; gBoss[9].view.top = 8 * 0x200; gBoss[9].view.back = 36 * 0x200; gBoss[9].view.bottom = 24 * 0x200; gBoss[9].hit_voice = 52; gBoss[9].hit.front = 28 * 0x200; gBoss[9].hit.top = 8 * 0x200; gBoss[9].hit.back = 28 * 0x200; gBoss[9].hit.bottom = 16 * 0x200; gBoss[9].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_REAR_AND_TOP_DONT_HURT); gBoss[9].size = 3; gBoss[10] = gBoss[9]; gBoss[10].x = 2112 * 0x200; gBoss[11] = gBoss[9]; gBoss[11].direct = 3; gBoss[11].x = 1984 * 0x200; gBoss[11].y = 256 * 0x200; gBoss[11].view.top = 24 * 0x200; gBoss[11].view.bottom = 8 * 0x200; gBoss[11].hit.top = 16 * 0x200; gBoss[11].hit.bottom = 8 * 0x200; gBoss[12] = gBoss[11]; gBoss[12].x = 2112 * 0x200; gBoss[13] = gBoss[9]; gBoss[13].cond = 0x80; gBoss[13].view.top = 16 * 0x200; gBoss[13].view.bottom = 16 * 0x200; gBoss[13].view.front = 30 * 0x200; gBoss[13].view.back = 42 * 0x200; gBoss[13].count1 = 9; gBoss[13].ani_no = 0; gBoss[13].bits = NPC_IGNORE_SOLIDITY; gBoss[14] = gBoss[13]; gBoss[14].view.front = 42 * 0x200; gBoss[14].view.back = 30 * 0x200; gBoss[14].count1 = 10; gBoss[14].ani_no = 1; gBoss[14].bits = NPC_IGNORE_SOLIDITY; gBoss[15] = gBoss[13]; gBoss[15].view.top = 16 * 0x200; gBoss[15].view.bottom = 16 * 0x200; gBoss[15].count1 = 11; gBoss[15].ani_no = 2; gBoss[15].bits = NPC_IGNORE_SOLIDITY; gBoss[16] = gBoss[15]; gBoss[16].view.front = 42 * 0x200; gBoss[16].view.back = 30 * 0x200; gBoss[16].count1 = 12; gBoss[16].ani_no = 3; gBoss[16].bits = NPC_IGNORE_SOLIDITY; npc->act_no = 2; break; case 10: npc->act_no = 11; npc->act_wait = 0; npc->count1 = 0; // Fallthrough case 11: ++npc->act_wait; if (npc->act_wait > 100) { npc->act_wait = 0; if (npc->x > gMC.x) npc->act_no = 100; else npc->act_no = 200; } break; case 100: npc->act_wait = 0; npc->act_no = 101; ++npc->count1; // Fallthrough case 101: ++npc->act_wait; if (npc->act_wait == 4) gBoss[9].act_no = 100; if (npc->act_wait == 8) gBoss[10].act_no = 100; if (npc->act_wait == 10) gBoss[11].act_no = 100; if (npc->act_wait == 12) gBoss[12].act_no = 100; if (npc->act_wait > 120 && npc->count1 > 2) npc->act_no = 300; if (npc->act_wait > 121 && gMC.x > npc->x) npc->act_no = 200; break; case 200: npc->act_wait = 0; npc->act_no = 201; ++npc->count1; // Fallthrough case 201: ++npc->act_wait; if (npc->act_wait == 4) gBoss[9].act_no = 200; if (npc->act_wait == 8) gBoss[10].act_no = 200; if (npc->act_wait == 10) gBoss[11].act_no = 200; if (npc->act_wait == 12) gBoss[12].act_no = 200; if (npc->act_wait > 120 && npc->count1 > 2) npc->act_no = 400; if (npc->act_wait > 121 && gMC.x < npc->x) npc->act_no = 100; break; case 300: npc->act_wait = 0; npc->act_no = 301; // Fallthrough case 301: ++npc->act_wait; if (npc->act_wait == 4) gBoss[9].act_no = 300; if (npc->act_wait == 8) gBoss[10].act_no = 300; if (npc->act_wait == 10) gBoss[11].act_no = 300; if (npc->act_wait == 12) gBoss[12].act_no = 300; if (npc->act_wait > 50) { if (gBoss[3].cond == 0 && gBoss[4].cond == 0 && gBoss[5].cond == 0 && gBoss[6].cond == 0) npc->act_no = 600; else npc->act_no = 500; } break; case 400: npc->act_wait = 0; npc->act_no = 401; // Fallthrough case 401: ++npc->act_wait; if (npc->act_wait == 4) gBoss[9].act_no = 400; if (npc->act_wait == 8) gBoss[10].act_no = 400; if (npc->act_wait == 10) gBoss[11].act_no = 400; if (npc->act_wait == 12) gBoss[12].act_no = 400; if (npc->act_wait > 50) { if (gBoss[3].cond == 0 && gBoss[4].cond == 0 && gBoss[5].cond == 0 && gBoss[6].cond == 0) npc->act_no = 600; else npc->act_no = 500; } break; case 500: npc->act_no = 501; npc->act_wait = 0; gBoss[1].act_no = 10; gBoss[2].act_no = 10; // Fallthrough case 501: ++npc->act_wait; if (npc->act_wait > 300) { npc->act_no = 502; npc->act_wait = 0; } if (gBoss[3].cond == 0 && gBoss[4].cond == 0 && gBoss[5].cond == 0 && gBoss[6].cond == 0) { npc->act_no = 502; npc->act_wait = 0; } break; case 502: npc->act_no = 503; npc->act_wait = 0; npc->count1 = 0; gBoss[1].act_no = 20; gBoss[2].act_no = 20; // Fallthrough case 503: // Exactly identical to case 603 ++npc->act_wait; if (npc->act_wait > 50) { if (npc->x > gMC.x) npc->act_no = 100; else npc->act_no = 200; } break; case 600: npc->act_no = 601; npc->act_wait = 0; npc->count2 = npc->life; gBoss[1].act_no = 30; gBoss[2].act_no = 30; // Fallthrough case 601: ++npc->act_wait; if (npc->life < npc->count2 - 200 || npc->act_wait > 300) { npc->act_no = 602; npc->act_wait = 0; } break; case 602: npc->act_no = 603; npc->act_wait = 0; npc->count1 = 0; gBoss[1].act_no = 40; gBoss[2].act_no = 40; // Fallthrough case 603: // Exactly identical to case 503 ++npc->act_wait; if (npc->act_wait > 50) { if (npc->x > gMC.x) npc->act_no = 100; else npc->act_no = 200; } break; case 1000: SetQuake(2); if (++npc->act_wait % 8 == 0) PlaySoundObject(52, SOUND_MODE_PLAY); SetDestroyNpChar(npc->x + (Random(-72, 72) * 0x200), npc->y + (Random(-64, 64) * 0x200), 1, 1); if (npc->act_wait > 100) { npc->act_wait = 0; npc->act_no = 1001; SetFlash(npc->x, npc->y, FLASH_MODE_EXPLOSION); PlaySoundObject(35, SOUND_MODE_PLAY); } break; case 1001: SetQuake(40); ++npc->act_wait; if (npc->act_wait > 50) { for (i = 0; i < 20; ++i) gBoss[i].cond = 0; DeleteNpCharCode(158, TRUE); SetNpChar(159, npc->x, npc->y - (24 * 0x200), 0, 0, 0, NULL, 0); } break; } ActBossChar03_01(&gBoss[9]); ActBossChar03_01(&gBoss[10]); ActBossChar03_01(&gBoss[11]); ActBossChar03_01(&gBoss[12]); npc->x += (((gBoss[11].x + gBoss[10].x + gBoss[9].x + gBoss[12].x) / 4) - npc->x) / 0x10; ActBossChar03_face(&gBoss[7]); ActBossChar03_02(&gBoss[13]); ActBossChar03_02(&gBoss[14]); ActBossChar03_02(&gBoss[15]); ActBossChar03_02(&gBoss[16]); ActBossChar03_03(&gBoss[1]); ActBossChar03_03(&gBoss[2]); if (gBoss[3].cond) ActBossChar03_04(&gBoss[3]); if (gBoss[4].cond) ActBossChar03_04(&gBoss[4]); if (gBoss[5].cond) ActBossChar03_04(&gBoss[5]); if (gBoss[6].cond) ActBossChar03_04(&gBoss[6]); if (npc->life == 0 && npc->act_no < 1000) { npc->act_no = 1000; npc->act_wait = 0; npc->shock = 150; gBoss[9].act_no = 300; gBoss[10].act_no = 300; gBoss[11].act_no = 300; gBoss[12].act_no = 300; } }