768 lines
14 KiB
C++
768 lines
14 KiB
C++
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#include "BossBallos.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Boss.h"
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#include "Flash.h"
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#include "Frame.h"
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#include "Game.h"
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#include "MyChar.h"
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#include "MycParam.h"
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#include "NpChar.h"
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#include "Sound.h"
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static void ActBossChar_Eye(NPCHAR *npc)
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{
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RECT rcLeft[5] = {
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{272, 0, 296, 16},
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{272, 16, 296, 32},
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{272, 32, 296, 48},
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{0, 0, 0, 0},
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{240, 16, 264, 32},
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};
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RECT rcRight[5] = {
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{296, 0, 320, 16},
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{296, 16, 320, 32},
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{296, 32, 320, 48},
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{0, 0, 0, 0},
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{240, 32, 264, 48},
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};
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switch (npc->act_no)
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{
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case 100:
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npc->act_no = 101;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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// Fallthrough
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case 101:
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++npc->ani_wait;
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if (npc->ani_wait > 2)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 2)
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npc->act_no = 102;
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break;
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case 102:
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npc->ani_no = 3;
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break;
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case 200:
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npc->act_no = 201;
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npc->ani_no = 3;
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npc->ani_wait = 0;
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// Fallthrough
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case 201:
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++npc->ani_wait;
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if (npc->ani_wait > 2)
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{
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npc->ani_wait = 0;
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--npc->ani_no;
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}
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if (npc->ani_no <= 0)
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npc->act_no = 202;
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break;
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case 300:
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npc->act_no = 301;
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npc->ani_no = 4;
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if (npc->direct == 0)
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SetDestroyNpChar(npc->x - (4 * 0x200), npc->y, 0x800, 10);
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else
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SetDestroyNpChar(npc->x + (4 * 0x200), npc->y, 0x800, 10);
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break;
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}
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if (npc->direct == 0)
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npc->x = gBoss[0].x - (24 * 0x200);
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else
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npc->x = gBoss[0].x + (24 * 0x200);
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npc->y = gBoss[0].y - (36 * 0x200);
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if (npc->act_no >= 0 && npc->act_no < 300)
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{
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if (npc->ani_no != 3)
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npc->bits &= ~NPC_SHOOTABLE;
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else
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npc->bits |= NPC_SHOOTABLE;
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}
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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static void ActBossChar_Body(NPCHAR *npc)
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{
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RECT rc[4] = {
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{0, 0, 120, 120},
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{120, 0, 240, 120},
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{0, 120, 120, 240},
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{120, 120, 240, 240},
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};
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y;
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npc->rect = rc[npc->ani_no];
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}
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static void ActBossChar_HITAI(NPCHAR *npc) // "Hitai" = "forehead" or "brow" (according to Google Translate, anyway)
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{
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y - (44 * 0x200);
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}
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static void ActBossChar_HARA(NPCHAR *npc) // "Hara" = "belly" or "stomach" (according to Google Translate, anyway)
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{
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y;
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}
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void ActBossChar_Ballos(void)
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{
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NPCHAR *npc = gBoss;
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static unsigned char flash;
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int i;
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int x, y;
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switch (npc->act_no)
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{
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case 0:
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// Initialize main boss
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npc->act_no = 1;
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npc->cond = 0x80;
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npc->exp = 1;
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npc->direct = 0;
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npc->x = 320 * 0x200;
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npc->y = -64 * 0x200;
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npc->hit_voice = 54;
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npc->hit.front = 32 * 0x200;
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npc->hit.top = 48 * 0x200;
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npc->hit.back = 32 * 0x200;
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npc->hit.bottom = 48 * 0x200;
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npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
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npc->size = 3;
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npc->damage = 0;
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npc->code_event = 1000;
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npc->life = 800;
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// Initialize eyes
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gBoss[1].cond = 0x90;
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gBoss[1].direct = 0;
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gBoss[1].bits = NPC_IGNORE_SOLIDITY;
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gBoss[1].life = 10000;
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gBoss[1].view.front = 12 * 0x200;
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gBoss[1].view.top = 0;
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gBoss[1].view.back = 12 * 0x200;
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gBoss[1].view.bottom = 16 * 0x200;
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gBoss[1].hit.front = 12 * 0x200;
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gBoss[1].hit.top = 0;
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gBoss[1].hit.back = 12 * 0x200;
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gBoss[1].hit.bottom = 16 * 0x200;
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gBoss[2] = gBoss[1];
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gBoss[2].direct = 2;
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// Initialize the body
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gBoss[3].cond = 0x90;
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gBoss[3].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
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gBoss[3].view.front = 60 * 0x200;
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gBoss[3].view.top = 60 * 0x200;
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gBoss[3].view.back = 60 * 0x200;
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gBoss[3].view.bottom = 60 * 0x200;
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gBoss[3].hit.front = 48 * 0x200;
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gBoss[3].hit.top = 24 * 0x200;
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gBoss[3].hit.back = 48 * 0x200;
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gBoss[3].hit.bottom = 32 * 0x200;
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gBoss[4].cond = 0x90;
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gBoss[4].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
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gBoss[4].hit.front = 32 * 0x200;
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gBoss[4].hit.top = 8 * 0x200;
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gBoss[4].hit.back = 32 * 0x200;
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gBoss[4].hit.bottom = 8 * 0x200;
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gBoss[5].cond = 0x90;
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gBoss[5].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD);
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gBoss[5].hit.front = 32 * 0x200;
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gBoss[5].hit.top = 0;
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gBoss[5].hit.back = 32 * 0x200;
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gBoss[5].hit.bottom = 48 * 0x200;
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break;
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case 100:
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npc->act_no = 101;
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npc->ani_no = 0;
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npc->x = gMC.x;
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SetNpChar(333, gMC.x, 304 * 0x200, 0, 0, 2, NULL, 0x100);
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npc->act_wait = 0;
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// Fallthrough
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case 101:
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++npc->act_wait;
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if (npc->act_wait > 30)
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npc->act_no = 102;
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break;
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case 102:
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npc->ym += 0x40;
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if (npc->ym > 0xC00)
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npc->ym = 0xC00;
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npc->y += npc->ym;
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if (npc->y > (304 * 0x200) - npc->hit.bottom)
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{
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npc->y = (304 * 0x200) - npc->hit.bottom;
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npc->ym = 0;
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npc->act_no = 103;
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npc->act_wait = 0;
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SetQuake2(30);
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PlaySoundObject(44, SOUND_MODE_PLAY);
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if (gMC.y > npc->y + (48 * 0x200) && gMC.x < npc->x + (24 * 0x200) && gMC.x > npc->x - (24 * 0x200))
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DamageMyChar(16);
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for (i = 0; i < 0x10; ++i)
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{
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x = npc->x + (Random(-40, 40) * 0x200);
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SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
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}
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if (gMC.flag & 8)
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gMC.ym = -0x200;
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}
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break;
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case 103:
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++npc->act_wait;
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if (npc->act_wait == 50)
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{
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npc->act_no = 104;
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gBoss[1].act_no = 100;
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gBoss[2].act_no = 100;
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}
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break;
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case 200:
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npc->act_no = 201;
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npc->count1 = 0;
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// Fallthrough
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case 201:
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npc->act_no = 203;
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npc->xm = 0;
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++npc->count1;
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npc->hit.bottom = 48 * 0x200;
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npc->damage = 0;
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if (npc->count1 % 3 == 0)
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npc->act_wait = 150;
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else
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npc->act_wait = 50;
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// Fallthrough
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case 203:
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--npc->act_wait;
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if (npc->act_wait <= 0)
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{
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npc->act_no = 204;
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npc->ym = -0xC00;
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if (npc->x < gMC.x)
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npc->xm = 0x200;
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else
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npc->xm = -0x200;
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}
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break;
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case 204:
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if (npc->x < 80 * 0x200)
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npc->xm = 0x200;
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if (npc->x > 544 * 0x200)
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npc->xm = -0x200;
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npc->ym += 0x55;
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if (npc->ym > 0xC00)
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npc->ym = 0xC00;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->y > (304 * 0x200) - npc->hit.bottom)
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{
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npc->y = (304 * 0x200) - npc->hit.bottom;
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npc->ym = 0;
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npc->act_no = 201;
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npc->act_wait = 0;
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if (gMC.y > npc->y + (56 * 0x200))
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DamageMyChar(16);
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if (gMC.flag & 8)
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gMC.ym = -0x200;
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SetQuake2(30);
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PlaySoundObject(26, SOUND_MODE_PLAY);
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SetNpChar(332, npc->x - (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 0, NULL, 0x100);
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SetNpChar(332, npc->x + (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 2, NULL, 0x100);
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PlaySoundObject(44, SOUND_MODE_PLAY);
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for (i = 0; i < 0x10; ++i)
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{
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x = npc->x + (Random(-40, 40) * 0x200);
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SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
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}
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}
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break;
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case 220:
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npc->act_no = 221;
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npc->life = 1200;
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gBoss[1].act_no = 200;
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gBoss[2].act_no = 200;
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npc->xm = 0;
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npc->ani_no = 0;
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npc->shock = 0;
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flash = 0;
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// Fallthrough
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case 221:
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npc->ym += 0x40;
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if (npc->ym > 0xC00)
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npc->ym = 0xC00;
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npc->y += npc->ym;
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if (npc->y > (304 * 0x200) - npc->hit.bottom)
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{
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npc->y = (304 * 0x200) - npc->hit.bottom;
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npc->ym = 0;
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npc->act_no = 222;
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npc->act_wait = 0;
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SetQuake2(30);
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PlaySoundObject(26, SOUND_MODE_PLAY);
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for (i = 0; i < 0x10; ++i)
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{
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x = npc->x + (Random(-40, 40) * 0x200);
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SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
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}
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if (gMC.flag & 8)
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gMC.ym = -0x200;
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}
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break;
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case 300:
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npc->act_no = 301;
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npc->act_wait = 0;
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for (i = 0; i < 0x100; i += 0x40)
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{
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SetNpChar(342, npc->x, npc->y, 0, 0, i, npc, 90);
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SetNpChar(342, npc->x, npc->y, 0, 0, i + 0x220, npc, 90);
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}
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SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18);
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SetNpChar(344, npc->x - (24 * 0x200), npc->y - (36 * 0x200), 0, 0, 0, npc, 0x20);
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SetNpChar(344, npc->x + (24 * 0x200), npc->y - (36 * 0x200), 0, 0, 2, npc, 0x20);
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// Fallthrough
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case 301:
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npc->y += ((225 * 0x200) - npc->y) / 8;
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++npc->act_wait;
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if (npc->act_wait > 50)
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{
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npc->act_no = 310;
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npc->act_wait = 0;
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}
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break;
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case 311:
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npc->direct = 0;
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npc->xm = -0x3AA;
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npc->ym = 0;
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npc->x += npc->xm;
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if (npc->x < 111 * 0x200)
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{
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npc->x = 111 * 0x200;
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npc->act_no = 312;
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}
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break;
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case 312:
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npc->direct = 1;
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npc->ym = -0x3AA;
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npc->xm = 0;
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npc->y += npc->ym;
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if (npc->y < 111 * 0x200)
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{
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npc->y = 111 * 0x200;
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npc->act_no = 313;
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}
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break;
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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, 1);
|
||
|
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]);
|
||
|
}
|