#include "BossAlmo1.h" #include #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" 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 = NPC_IGNORE_SOLIDITY; npc->view.front = 36 * 0x200; npc->view.top = 56 * 0x200; // Fallthrough case 11: npc->x = gBoss[0].x - (36 * 0x200); npc->y = gBoss[0].y; break; case 50: npc->act_no = 51; npc->act_wait = 112; // Fallthrough case 51: --npc->act_wait; if (npc->act_wait == 0) { npc->act_no = 100; npc->ani_no = 3; } npc->x = gBoss[0].x - (36 * 0x200); 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->rect.top + npc->act_wait; } 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 = NPC_IGNORE_SOLIDITY; npc->view.front = 44 * 0x200; npc->view.top = 56 * 0x200; // Fallthrough case 11: npc->x = gBoss[0].x + (44 * 0x200); npc->y = gBoss[0].y; break; case 50: npc->act_no = 51; npc->act_wait = 112; // Fallthrough case 51: --npc->act_wait; if (npc->act_wait == 0) { npc->act_no = 100; npc->ani_no = 2; } npc->x = gBoss[0].x + (44 * 0x200); 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->rect.top + npc->act_wait; } void ActBossChar_Core_Mini(NPCHAR *npc) { RECT rect[3] = { {256, 0, 320, 40}, {256, 40, 320, 80}, {256, 80, 320, 120}, }; int xm, ym; unsigned char deg; npc->life = 1000; switch (npc->act_no) { case 10: npc->ani_no = 2; npc->bits &= ~NPC_SHOOTABLE; 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 |= NPC_SHOOTABLE; // Fallthrough case 101: npc->x += (npc->tgt_x - npc->x) / 0x10; npc->y += (npc->tgt_y - npc->y) / 0x10; ++npc->act_wait; if (npc->act_wait > 50) npc->ani_no = 0; break; case 120: npc->act_no = 121; npc->act_wait = 0; // Fallthrough case 121: ++npc->act_wait; 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(24, 48) * 0x200); npc->tgt_y = npc->y + (Random(-4, 4) * 0x200); // Fallthrough case 131: npc->x += (npc->tgt_x - npc->x) / 0x10; npc->y += (npc->tgt_y - npc->y) / 0x10; ++npc->act_wait; if (npc->act_wait > 50) { npc->act_no = 140; npc->ani_no = 0; } if (npc->act_wait == 1 || npc->act_wait == 3) { deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); deg += (unsigned char)Random(-2, 2); ym = GetSin(deg) * 2; xm = GetCos(deg) * 2; SetNpChar(178, npc->x, npc->y, xm, ym, 0, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); } break; case 140: npc->x += (npc->tgt_x - npc->x) / 0x10; npc->y += (npc->tgt_y - npc->y) / 0x10; 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 * 0x200 * 0x10) + (2 * 0x200 * 0x10)) npc->cond = 0; break; } if (npc->shock != 0) npc->tgt_x += 2 * 0x200; npc->rect = rect[npc->ani_no]; } void ActBossChar_Core_Hit(NPCHAR *npc) { switch (npc->count1) { case 0: npc->x = gBoss[0].x; npc->y = gBoss[0].y - (32 * 0x200); break; case 1: npc->x = gBoss[0].x + (28 * 0x200); npc->y = gBoss[0].y; break; case 2: npc->x = gBoss[0].x + (4 * 0x200); npc->y = gBoss[0].y + (32 * 0x200); break; case 3: npc->x = gBoss[0].x - (28 * 0x200); npc->y = gBoss[0].y + (4 * 0x200); break; } } void ActBossChar_Core(void) { NPCHAR *npc = gBoss; static unsigned char flash; BOOL bShock = FALSE; int i; unsigned char deg; int xm, ym; switch (npc->act_no) { case 0: npc->act_no = 10; npc->exp = 1; npc->cond = 0x80; npc->bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SHOW_DAMAGE); npc->life = 650; npc->hit_voice = 114; npc->x = 77 * 0x10 * 0x200; npc->y = 14 * 0x10 * 0x200; npc->xm = 0; npc->ym = 0; npc->code_event = 1000; npc->bits |= NPC_EVENT_WHEN_KILLED; 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 = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY); gBoss[8].view.front = 0; gBoss[8].view.top = 0; gBoss[8].hit.back = 40 * 0x200; gBoss[8].hit.top = 16 * 0x200; gBoss[8].hit.bottom = 16 * 0x200; gBoss[8].count1 = 0; gBoss[9] = gBoss[8]; gBoss[9].hit.back = 36 * 0x200; gBoss[9].hit.top = 24 * 0x200; gBoss[9].hit.bottom = 24 * 0x200; gBoss[9].count1 = 1; gBoss[10] = gBoss[8]; gBoss[10].hit.back = 44 * 0x200; gBoss[10].hit.top = 8 * 0x200; gBoss[10].hit.bottom = 8 * 0x200; gBoss[10].count1 = 2; gBoss[11] = gBoss[8]; gBoss[11].cond |= 0x10; gBoss[11].hit.back = 20 * 0x200; gBoss[11].hit.top = 20 * 0x200; gBoss[11].hit.bottom = 20 * 0x200; gBoss[11].count1 = 3; gBoss[1].cond = 0x80; gBoss[1].act_no = 10; gBoss[1].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE); gBoss[1].life = 1000; gBoss[1].hit_voice = 54; gBoss[1].hit.back = 24 * 0x200; gBoss[1].hit.top = 16 * 0x200; gBoss[1].hit.bottom = 16 * 0x200; gBoss[1].view.front = 32 * 0x200; gBoss[1].view.top = 20 * 0x200; gBoss[1].x = npc->x - (8 * 0x200); gBoss[1].y = npc->y - (64 * 0x200); gBoss[2] = gBoss[1]; gBoss[2].x = npc->x + (16 * 0x200); gBoss[2].y = npc->y; gBoss[3] = gBoss[1]; gBoss[3].x = npc->x - (8 * 0x200); gBoss[3].y = npc->y + (64 * 0x200); gBoss[6] = gBoss[1]; gBoss[6].x = npc->x - (48 * 0x200); gBoss[6].y = npc->y - (32 * 0x200); gBoss[7] = gBoss[1]; gBoss[7].x = npc->x - (48 * 0x200); gBoss[7].y = npc->y + (32 * 0x200); break; case 200: npc->act_no = 201; npc->act_wait = 0; gBoss[11].bits &= ~NPC_SHOOTABLE; gSuperYpos = 0; CutNoise(); // Fallthrough case 201: npc->tgt_x = gMC.x; npc->tgt_y = gMC.y; ++npc->act_wait; if (npc->act_wait > 400) { ++npc->count1; PlaySoundObject(115, SOUND_MODE_PLAY); if (npc->count1 > 3) { npc->count1 = 0; npc->act_no = 220; gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; bShock = TRUE; } else { npc->act_no = 210; gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; bShock = TRUE; } } break; case 210: npc->act_no = 211; npc->act_wait = 0; npc->count2 = npc->life; gBoss[11].bits |= NPC_SHOOTABLE; // Fallthrough case 211: npc->tgt_x = gMC.x; npc->tgt_y = gMC.y; if (npc->shock != 0) { if (++flash / 2 % 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; } ++npc->act_wait; if (npc->act_wait % 100 == 1) { gCurlyShoot_wait = Random(80, 100); gCurlyShoot_x = gBoss[11].x; gCurlyShoot_y = gBoss[11].y; } if (npc->act_wait < 200 && npc->act_wait % 20 == 1) SetNpChar(179, npc->x + (Random(-48, -16) * 0x200), npc->y + (Random(-64, 64) * 0x200), 0, 0, 0, NULL, 0x100); if (npc->act_wait > 400 || npc->life < npc->count2 - 200) { npc->act_no = 200; gBoss[4].ani_no = 2; gBoss[5].ani_no = 0; bShock = TRUE; } break; case 220: npc->act_no = 221; npc->act_wait = 0; gSuperYpos = 1; gBoss[11].bits |= NPC_SHOOTABLE; SetQuake(100); SetNoise(1, 1000); // Fallthrough case 221: ++npc->act_wait; SetNpChar(199, gMC.x + (Random(-50, 150) * 0x200 * 2), gMC.y + (Random(-160, 160) * 0x200), 0, 0, 0, NULL, 0x100); gMC.xm -= 0x20; gMC.cond |= 0x20; if (npc->shock != 0) { if (++flash / 2 % 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 (npc->act_wait == 300 || npc->act_wait == 350 || npc->act_wait == 400) { deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); ym = GetSin(deg) * 3; xm = GetCos(deg) * 3; SetNpChar(218, npc->x - (40 * 0x200), npc->y, xm, ym, 0, NULL, 0x100); PlaySoundObject(101, SOUND_MODE_PLAY); } if (npc->act_wait > 400) { npc->act_no = 200; gBoss[4].ani_no = 2; gBoss[5].ani_no = 0; bShock = TRUE; } break; case 500: CutNoise(); npc->act_no = 501; npc->act_wait = 0; npc->xm = 0; npc->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 (i = 0; i < 0x20; ++i) SetNpChar(4, npc->x + (Random(-128, 128) * 0x200), npc->y + (Random(-64, 64) * 0x200), Random(-128, 128) * 0x200, Random(-128, 128) * 0x200, 0, NULL, 0x100); for (i = 0; i < 12; ++i) gBoss[i].bits &= ~(NPC_INVULNERABLE | NPC_SHOOTABLE); // Fallthrough case 501: ++npc->act_wait; if (npc->act_wait % 16) SetNpChar(4, npc->x + (Random(-64, 64) * 0x200), npc->y + (Random(-32, 32) * 0x200), Random(-128, 128) * 0x200, Random(-128, 128) * 0x200, 0, NULL, 0x100); if (npc->act_wait / 2 % 2) npc->x -= 0x200; else npc->x += 0x200; if (npc->x < 63 * 0x10 * 0x200) npc->x += 0x80; else npc->x -= 0x80; if (npc->y < 11 * 0x10 * 0x200) npc->y += 0x80; else npc->y -= 0x80; break; case 600: npc->act_no = 601; gBoss[4].act_no = 50; gBoss[5].act_no = 50; gBoss[8].bits &= ~NPC_INVULNERABLE; gBoss[9].bits &= ~NPC_INVULNERABLE; gBoss[10].bits &= ~NPC_INVULNERABLE; gBoss[11].bits &= ~NPC_INVULNERABLE; // Fallthrough case 601: ++npc->act_wait; if (npc->act_wait / 2 % 2) npc->x -= 4 * 0x200; else npc->x += 4 * 0x200; 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, SOUND_MODE_PLAY); for (i = 0; i < 8; ++i) SetNpChar(4, gBoss[4].x + (Random(-32, 16) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, NULL, 0x100); } if (npc->act_no >= 200 && npc->act_no < 300) { switch (npc->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 (npc->x < npc->tgt_x + (10 * 0x10 * 0x200)) npc->xm += 4; if (npc->x > npc->tgt_x + (10 * 0x10 * 0x200)) npc->xm -= 4; if (npc->y < npc->tgt_y) npc->ym += 4; if (npc->y > npc->tgt_y) npc->ym -= 4; } if (npc->xm > 0x80) npc->xm = 0x80; if (npc->xm < -0x80) npc->xm = -0x80; if (npc->ym > 0x80) npc->ym = 0x80; if (npc->ym < -0x80) npc->ym = -0x80; npc->x += npc->xm; npc->y += npc->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]); }