CSE2-tweaks/src/BossAlmo1.cpp

637 lines
12 KiB
C++

// 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 "BossAlmo1.h"
#include <stddef.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"
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]);
}