ref: e3549f87038b4880b0c05b25c7129067b542b5c9
dir: /src/BossAlmo1.cpp/
#include "BossAlmo1.h" #include "WindowsWrapper.h" #include "Boss.h" #include "Frame.h" #include "Game.h" #include "Map.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" static void ActBossChar_Core_Face(NPCHAR *npc) { RECT rect[4] = { {0, 0, 72, 112}, {0, 112, 72, 224}, {160, 0, 232, 112}, {0, 0, 0, 0}, }; switch (npc->act_no) { case 10: npc->act_no = 11; npc->ani_no = 2; npc->bits = 8; npc->view.front = 0x4800; npc->view.top = 0x7000; // Fallthrough case 11: npc->x = gBoss[0].x - 0x4800; npc->y = gBoss[0].y; break; case 50: npc->act_no = 51; npc->act_wait = 112; // Fallthrough case 51: if (--npc->act_wait == 0) { npc->act_no = 100; npc->ani_no = 3; } npc->x = gBoss[0].x - 0x4800; npc->y = gBoss[0].y; break; case 100: npc->ani_no = 3; break; } npc->rect = rect[npc->ani_no]; if (npc->act_no == 51) npc->rect.bottom = npc->act_wait + npc->rect.top; } static void ActBossChar_Core_Tail(NPCHAR *npc) { RECT rect[3] = { {72, 0, 160, 112}, {72, 112, 160, 224}, {0, 0, 0, 0}, }; switch (npc->act_no) { case 10: npc->act_no = 11; npc->ani_no = 0; npc->bits = 8; npc->view.front = 0x5800; npc->view.top = 0x7000; // Fallthrough case 11: npc->x = gBoss[0].x + 0x5800; npc->y = gBoss[0].y; break; case 50: npc->act_no = 51; npc->act_wait = 112; // Fallthrough case 51: if (--npc->act_wait == 0) { npc->act_no = 100; npc->ani_no = 2; } npc->x = gBoss[0].x + 0x5800; npc->y = gBoss[0].y; break; case 100: npc->ani_no = 2; break; } npc->rect = rect[npc->ani_no]; if (npc->act_no == 51) npc->rect.bottom = npc->act_wait + npc->rect.top; } static void ActBossChar_Core_Mini(NPCHAR *npc) { RECT rect[3] = { {256, 0, 320, 40}, {256, 40, 320, 80}, {256, 80, 320, 120}, }; npc->life = 1000; switch (npc->act_no) { case 10: npc->ani_no = 2; npc->bits &= ~0x20; break; case 100: npc->act_no = 101; npc->ani_no = 2; npc->act_wait = 0; npc->tgt_x = gBoss[0].x + (Random(-0x80, 0x20) * 0x200); npc->tgt_y = gBoss[0].y + (Random(-0x40, 0x40) * 0x200); npc->bits |= 0x20; // Fallthrough case 101: npc->x += (npc->tgt_x - npc->x) / 16; npc->y += (npc->tgt_y - npc->y) / 16; if (++npc->act_wait > 50) npc->ani_no = 0; break; case 120: npc->act_no = 121; npc->act_wait = 0; // Fallthrough case 121: if (++npc->act_wait / 2 % 2) npc->ani_no = 0; else npc->ani_no = 1; if (npc->act_wait > 20) npc->act_no = 130; break; case 130: npc->act_no = 131; npc->ani_no = 2; npc->act_wait = 0; npc->tgt_x = npc->x + (Random(0x18, 0x30) * 0x200); npc->tgt_y = npc->y + (Random(-4, 4) * 0x200); // Fallthrough case 131: npc->x += (npc->tgt_x - npc->x) / 16; npc->y += (npc->tgt_y - npc->y) / 16; if (++npc->act_wait > 50) { npc->act_no = 140; npc->ani_no = 0; } if (npc->act_wait == 1 || npc->act_wait == 3) { const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-2, 2); const int ym = 2 * GetSin(deg); const int xm = 2 * GetCos(deg); SetNpChar(178, npc->x, npc->y, xm, ym, 0, 0, 0x100); PlaySoundObject(39, 1); } break; case 140: npc->x += (npc->tgt_x - npc->x) / 16; npc->y += (npc->tgt_y - npc->y) / 16; break; case 200: npc->act_no = 201; npc->ani_no = 2; npc->xm = 0; npc->ym = 0; // Fallthrough case 201: npc->xm += 0x20; npc->x += npc->xm; if (npc->x > (gMap.width * 0x2000) + 0x4000) npc->cond = 0; break; } if (npc->shock) npc->tgt_x += 0x400; npc->rect = rect[npc->ani_no]; } static void ActBossChar_Core_Hit(NPCHAR *npc) { switch (npc->count1) { case 0: npc->x = gBoss[0].x; npc->y = gBoss[0].y - 0x4000; break; case 1: npc->x = gBoss[0].x + 0x3800; npc->y = gBoss[0].y; break; case 2: npc->x = gBoss[0].x + 0x800; npc->y = gBoss[0].y + 0x4000; break; case 3: npc->x = gBoss[0].x - 0x3800; npc->y = gBoss[0].y + 0x800; break; } } void ActBossChar_Core(void) { static unsigned char flash; bool bShock = false; switch (gBoss[0].act_no) { case 0: gBoss[0].act_no = 10; gBoss[0].exp = 1; gBoss[0].cond = 0x80; gBoss[0].bits = 0x800C; gBoss[0].life = 650; gBoss[0].hit_voice = 114; gBoss[0].x = 0x9A000; gBoss[0].y = 0x1C000; gBoss[0].xm = 0; gBoss[0].ym = 0; gBoss[0].code_event = 1000; gBoss[0].bits |= 0x200; gBoss[4].cond = 0x80; gBoss[4].act_no = 10; gBoss[5].cond = 0x80; gBoss[5].act_no = 10; gBoss[8].cond = 0x80; gBoss[8].bits = 12; gBoss[8].view.front = 0; gBoss[8].view.top = 0; gBoss[8].hit.back = 0x5000; gBoss[8].hit.top = 0x2000; gBoss[8].hit.bottom = 0x2000; gBoss[8].count1 = 0; gBoss[9] = gBoss[8]; gBoss[9].hit.back = 0x4800; gBoss[9].hit.top = 0x3000; gBoss[9].hit.bottom = 0x3000; gBoss[9].count1 = 1; gBoss[10] = gBoss[8]; gBoss[10].hit.back = 0x5800; gBoss[10].hit.top = 0x1000; gBoss[10].hit.bottom = 0x1000; gBoss[10].count1 = 2; gBoss[11] = gBoss[8]; gBoss[11].cond |= 0x10; gBoss[11].hit.back = 0x2800; gBoss[11].hit.top = 0x2800; gBoss[11].hit.bottom = 0x2800; gBoss[11].count1 = 3; gBoss[1].cond = 0x80; gBoss[1].act_no = 10; gBoss[1].bits = 44; gBoss[1].life = 1000; gBoss[1].hit_voice = 54; gBoss[1].hit.back = 0x3000; gBoss[1].hit.top = 0x2000; gBoss[1].hit.bottom = 0x2000; gBoss[1].view.front = 0x4000; gBoss[1].view.top = 0x2800; gBoss[1].x = gBoss[0].x - 0x1000; gBoss[1].y = gBoss[0].y - 0x8000; gBoss[2] = gBoss[1]; gBoss[2].x = gBoss[0].x + 0x2000; gBoss[2].y = gBoss[0].y; gBoss[3] = gBoss[1]; gBoss[3].x = gBoss[0].x - 0x1000; gBoss[3].y = gBoss[0].y + 0x8000; gBoss[6] = gBoss[1]; gBoss[6].x = gBoss[0].x - 0x6000; gBoss[6].y = gBoss[0].y - 0x4000; gBoss[7] = gBoss[1]; gBoss[7].x = gBoss[0].x - 0x6000; gBoss[7].y = gBoss[0].y + 0x4000; break; case 200: gBoss[0].act_no = 201; gBoss[0].act_wait = 0; gBoss[11].bits &= ~0x20; gSuperYpos = 0; CutNoise(); // Fallthrough case 201: gBoss[0].tgt_x = gMC.x; gBoss[0].tgt_y = gMC.y; if (++gBoss[0].act_wait > 400) { ++gBoss[0].count1; PlaySoundObject(115, 1); if (gBoss[0].count1 > 3) { gBoss[0].count1 = 0; gBoss[0].act_no = 220; gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; bShock = true; } else { gBoss[0].act_no = 210; gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; bShock = true; } } break; case 210: gBoss[0].act_no = 211; gBoss[0].act_wait = 0; gBoss[0].count2 = gBoss[0].life; gBoss[11].bits |= 0x20; // Fallthrough case 211: gBoss[0].tgt_x = gMC.x; gBoss[0].tgt_y = gMC.y; if (gBoss[0].shock) { if ((++flash >> 1) % 2) { gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; } else { gBoss[4].ani_no = 1; gBoss[5].ani_no = 1; } } else { gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; } if (++gBoss[0].act_wait % 100 == 1) { gCurlyShoot_wait = Random(80, 100); gCurlyShoot_x = gBoss[11].x; gCurlyShoot_y = gBoss[11].y; } if (gBoss[0].act_wait < 200 && gBoss[0].act_wait % 20 == 1) SetNpChar(179, gBoss[0].x + (Random(-0x30, -0x10) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 0, 0, 0, 0, 0x100); if (gBoss[0].act_wait > 400 || gBoss[0].life < gBoss[0].count2 - 200) { gBoss[0].act_no = 200; gBoss[4].ani_no = 2; gBoss[5].ani_no = 0; bShock = true; } break; case 220: gBoss[0].act_no = 221; gBoss[0].act_wait = 0; gSuperYpos = 1; gBoss[11].bits |= 0x20u; SetQuake(100); SetNoise(1, 1000); // Fallthrough case 221: ++gBoss[0].act_wait; SetNpChar(199, gMC.x + (Random(-50, 150) * 0x400), gMC.y + (Random(-0xA0, 0xA0) * 0x200), 0, 0, 0, 0, 0x100); gMC.xm -= 0x20; gMC.cond |= 0x20; if (gBoss[0].shock) { if ((++flash >> 1) % 2) { gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; } else { gBoss[4].ani_no = 1; gBoss[5].ani_no = 1; } } else { gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; } if (gBoss[0].act_wait == 300 || gBoss[0].act_wait == 350 || gBoss[0].act_wait == 400) { const unsigned char deg = GetArktan(gBoss[0].x - gMC.x, gBoss[0].y - gMC.y); const int ym = 3 * GetSin(deg); const int xm = 3 * GetCos(deg); SetNpChar(218, gBoss[0].x - 0x5000, gBoss[0].y, xm, ym, 0, 0, 0x100); PlaySoundObject(101, 1); } if ( gBoss[0].act_wait > 400 ) { gBoss[0].act_no = 200; gBoss[4].ani_no = 2; gBoss[5].ani_no = 0; bShock = true; } break; case 500: CutNoise(); gBoss[0].act_no = 501; gBoss[0].act_wait = 0; gBoss[0].xm = 0; gBoss[0].ym = 0; gBoss[4].ani_no = 2; gBoss[5].ani_no = 0; gBoss[1].act_no = 200; gBoss[2].act_no = 200; gBoss[3].act_no = 200; gBoss[6].act_no = 200; gBoss[7].act_no = 200; SetQuake(20); for (int i = 0; i < 0x20; ++i) SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100); for (int i = 0; i < 12; ++i) gBoss[i].bits &= ~0x24; // Fallthrough case 501: if (++gBoss[0].act_wait % 16) SetNpChar(4, gBoss[0].x + (Random(-0x40, 0x40) * 0x200), gBoss[0].y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100); if (gBoss[0].act_wait / 2 % 2) gBoss[0].x -= 0x200; else gBoss[0].x += 0x200; if (gBoss[0].x < 0x7E000) gBoss[0].x += 0x80; else gBoss[0].x -= 0x80; if (gBoss[0].y < 0x16000) gBoss[0].y += 0x80; else gBoss[0].y -= 0x80; break; case 600: gBoss[0].act_no = 601; gBoss[4].act_no = 50; gBoss[5].act_no = 50; gBoss[8].bits &= ~4; gBoss[9].bits &= ~4; gBoss[10].bits &= ~4; gBoss[11].bits &= ~4; // Fallthrough case 601: if (++gBoss[0].act_wait / 2 % 2) gBoss[0].x -= 0x800; else gBoss[0].x += 0x800; break; } if (bShock) { SetQuake(20); gBoss[1].act_no = 100; gBoss[2].act_no = 100; gBoss[3].act_no = 100; gBoss[6].act_no = 100; gBoss[7].act_no = 100; PlaySoundObject(26, 1); for (int i = 0; i < 8; ++i) SetNpChar(4, gBoss[4].x + (Random(-0x20, 0x10) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, 0, 0x100); } if (gBoss[0].act_no >= 200 && gBoss[0].act_no < 300) { switch (gBoss[0].act_wait) { case 80: gBoss[1].act_no = 120; break; case 110: gBoss[2].act_no = 120; break; case 140: gBoss[3].act_no = 120; break; case 170: gBoss[6].act_no = 120; break; case 200: gBoss[7].act_no = 120; break; } if (gBoss[0].x < gBoss[0].tgt_x + 0x14000) gBoss[0].xm += 4; if (gBoss[0].x > gBoss[0].tgt_x + 0x14000) gBoss[0].xm -= 4; if (gBoss[0].y < gBoss[0].tgt_y) gBoss[0].ym += 4; if (gBoss[0].y > gBoss[0].tgt_y) gBoss[0].ym -= 4; } if (gBoss[0].xm > 0x80) gBoss[0].xm = 0x80; if (gBoss[0].xm < -0x80) gBoss[0].xm = -0x80; if (gBoss[0].ym > 0x80) gBoss[0].ym = 0x80; if (gBoss[0].ym < -0x80) gBoss[0].ym = -0x80; gBoss[0].x += gBoss[0].xm; gBoss[0].y += gBoss[0].ym; ActBossChar_Core_Face(&gBoss[4]); ActBossChar_Core_Tail(&gBoss[5]); ActBossChar_Core_Mini(&gBoss[1]); ActBossChar_Core_Mini(&gBoss[2]); ActBossChar_Core_Mini(&gBoss[3]); ActBossChar_Core_Mini(&gBoss[6]); ActBossChar_Core_Mini(&gBoss[7]); ActBossChar_Core_Hit(&gBoss[8]); ActBossChar_Core_Hit(&gBoss[9]); ActBossChar_Core_Hit(&gBoss[10]); ActBossChar_Core_Hit(&gBoss[11]); }