CSE2-tweaks/src/BossBallos.cpp

801 lines
15 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 "BossBallos.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Boss.h"
#include "Flash.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
#include "MycHit.h"
#include "MycParam.h"
#include "NpChar.h"
#include "Sound.h"
static void ActBossChar_Eye(NPCHAR *npc)
{
RECT rcLeft[5] = {
{272, 0, 296, 16},
{272, 16, 296, 32},
{272, 32, 296, 48},
{0, 0, 0, 0},
{240, 16, 264, 32},
};
RECT rcRight[5] = {
{296, 0, 320, 16},
{296, 16, 320, 32},
{296, 32, 320, 48},
{0, 0, 0, 0},
{240, 32, 264, 48},
};
switch (npc->act_no)
{
case 100:
npc->act_no = 101;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 101:
++npc->ani_wait;
if (npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->act_no = 102;
break;
case 102:
npc->ani_no = 3;
break;
case 200:
npc->act_no = 201;
npc->ani_no = 3;
npc->ani_wait = 0;
// Fallthrough
case 201:
++npc->ani_wait;
if (npc->ani_wait > 2)
{
npc->ani_wait = 0;
--npc->ani_no;
}
if (npc->ani_no <= 0)
npc->act_no = 202;
break;
case 300:
npc->act_no = 301;
npc->ani_no = 4;
if (npc->direct == 0)
SetDestroyNpChar(npc->x - (4 * 0x200), npc->y, 0x800, 10);
else
SetDestroyNpChar(npc->x + (4 * 0x200), npc->y, 0x800, 10);
break;
}
if (npc->direct == 0)
npc->x = gBoss[0].x - (24 * 0x200);
else
npc->x = gBoss[0].x + (24 * 0x200);
npc->y = gBoss[0].y - (36 * 0x200);
if (npc->act_no >= 0 && npc->act_no < 300)
{
if (npc->ani_no != 3)
npc->bits &= ~NPC_SHOOTABLE;
else
npc->bits |= NPC_SHOOTABLE;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
static void ActBossChar_Body(NPCHAR *npc)
{
RECT rc[4] = {
{0, 0, 120, 120},
{120, 0, 240, 120},
{0, 120, 120, 240},
{120, 120, 240, 240},
};
npc->x = gBoss[0].x;
npc->y = gBoss[0].y;
npc->rect = rc[npc->ani_no];
}
static void ActBossChar_HITAI(NPCHAR *npc) // "Hitai" = "forehead" or "brow" (according to Google Translate, anyway)
{
npc->x = gBoss[0].x;
npc->y = gBoss[0].y - (44 * 0x200);
}
static void ActBossChar_HARA(NPCHAR *npc) // "Hara" = "belly" or "stomach" (according to Google Translate, anyway)
{
npc->x = gBoss[0].x;
npc->y = gBoss[0].y;
}
void ActBossChar_Ballos(void)
{
NPCHAR *npc = gBoss;
static unsigned char flash;
int i;
int x, y;
switch (npc->act_no)
{
case 0:
// Initialize main boss
npc->act_no = 1;
npc->cond = 0x80;
npc->exp = 1;
npc->direct = gMirrorMode? 2:0;
npc->x = 320 * 0x200;
npc->y = -64 * 0x200;
npc->hit_voice = 54;
npc->hit.front = 32 * 0x200;
npc->hit.top = 48 * 0x200;
npc->hit.back = 32 * 0x200;
npc->hit.bottom = 48 * 0x200;
npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
npc->size = 3;
npc->damage = 0;
npc->code_event = 1000;
npc->life = 800;
// Initialize eyes
gBoss[1].cond = 0x90;
gBoss[1].direct = 0;
gBoss[1].bits = NPC_IGNORE_SOLIDITY;
gBoss[1].life = 10000;
gBoss[1].view.front = 12 * 0x200;
gBoss[1].view.top = 0;
gBoss[1].view.back = 12 * 0x200;
gBoss[1].view.bottom = 16 * 0x200;
gBoss[1].hit.front = 12 * 0x200;
gBoss[1].hit.top = 0;
gBoss[1].hit.back = 12 * 0x200;
gBoss[1].hit.bottom = 16 * 0x200;
gBoss[2] = gBoss[1];
gBoss[2].direct = 2;
// Initialize the body
gBoss[3].cond = 0x90;
gBoss[3].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
gBoss[3].view.front = 60 * 0x200;
gBoss[3].view.top = 60 * 0x200;
gBoss[3].view.back = 60 * 0x200;
gBoss[3].view.bottom = 60 * 0x200;
gBoss[3].hit.front = 48 * 0x200;
gBoss[3].hit.top = 24 * 0x200;
gBoss[3].hit.back = 48 * 0x200;
gBoss[3].hit.bottom = 32 * 0x200;
gBoss[4].cond = 0x90;
gBoss[4].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
gBoss[4].hit.front = 32 * 0x200;
gBoss[4].hit.top = 8 * 0x200;
gBoss[4].hit.back = 32 * 0x200;
gBoss[4].hit.bottom = 8 * 0x200;
gBoss[5].cond = 0x90;
gBoss[5].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD);
gBoss[5].hit.front = 32 * 0x200;
gBoss[5].hit.top = 0;
gBoss[5].hit.back = 32 * 0x200;
gBoss[5].hit.bottom = 48 * 0x200;
break;
case 100:
npc->act_no = 101;
npc->ani_no = 0;
npc->x = gMC.x;
SetNpChar(333, gMC.x, 304 * 0x200, 0, 0, 2, NULL, 0x100);
npc->act_wait = 0;
// Fallthrough
case 101:
++npc->act_wait;
if (npc->act_wait > 30)
npc->act_no = 102;
break;
case 102:
npc->ym += 0x40;
if (npc->ym > 0xC00)
npc->ym = 0xC00;
npc->y += npc->ym;
if (npc->y > (304 * 0x200) - npc->hit.bottom)
{
npc->y = (304 * 0x200) - npc->hit.bottom;
npc->ym = 0;
npc->act_no = 103;
npc->act_wait = 0;
SetQuake2(30);
PlaySoundObject(44, SOUND_MODE_PLAY);
if (gMC.y > npc->y + (48 * 0x200) && gMC.x < npc->x + (24 * 0x200) && gMC.x > npc->x - (24 * 0x200)){
int damage = 16;
if (damage == 1 && gbDamageModifier == 0.5){
damage = 1;
}
else if (gbDamageModifier == -1 ){
damage = 127;
}
else{
damage = damage * gbDamageModifier;
}
DamageMyChar(damage);
}
for (i = 0; i < 0x10; ++i)
{
x = npc->x + (Random(-40, 40) * 0x200);
SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
}
if (gMC.flag & 8)
gMC.ym = -0x200;
}
break;
case 103:
++npc->act_wait;
if (npc->act_wait == 50)
{
npc->act_no = 104;
gBoss[1].act_no = 100;
gBoss[2].act_no = 100;
}
break;
case 200:
npc->act_no = 201;
npc->count1 = 0;
// Fallthrough
case 201:
npc->act_no = 203;
npc->xm = 0;
++npc->count1;
npc->hit.bottom = 48 * 0x200;
npc->damage = 0;
if (npc->count1 % 3 == 0)
npc->act_wait = 150;
else
npc->act_wait = 50;
// Fallthrough
case 203:
--npc->act_wait;
if (npc->act_wait <= 0)
{
npc->act_no = 204;
npc->ym = -0xC00;
if (npc->x < gMC.x)
npc->xm = 0x200;
else
npc->xm = -0x200;
}
break;
case 204:
if (npc->x < 80 * 0x200)
npc->xm = 0x200;
if (npc->x > 544 * 0x200)
npc->xm = -0x200;
npc->ym += 0x55;
if (npc->ym > 0xC00)
npc->ym = 0xC00;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->y > (304 * 0x200) - npc->hit.bottom)
{
npc->y = (304 * 0x200) - npc->hit.bottom;
npc->ym = 0;
npc->act_no = 201;
npc->act_wait = 0;
if (gMC.y > npc->y + (56 * 0x200)){
int damage = 16;
if (damage == 1 && gbDamageModifier == 0.5){
damage = 1;
}
else if (gbDamageModifier == -1 ){
damage = 127;
}
else{
damage = damage * gbDamageModifier;
}
DamageMyChar(damage);
}
if (gMC.flag & 8)
gMC.ym = -0x200;
SetQuake2(30);
PlaySoundObject(26, SOUND_MODE_PLAY);
SetNpChar(332, npc->x - (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 0, NULL, 0x100);
SetNpChar(332, npc->x + (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 2, NULL, 0x100);
PlaySoundObject(44, SOUND_MODE_PLAY);
for (i = 0; i < 0x10; ++i)
{
x = npc->x + (Random(-40, 40) * 0x200);
SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
}
}
break;
case 220:
npc->act_no = 221;
npc->life = 1200;
gBoss[1].act_no = 200;
gBoss[2].act_no = 200;
npc->xm = 0;
npc->ani_no = 0;
npc->shock = 0;
flash = 0;
// Fallthrough
case 221:
npc->ym += 0x40;
if (npc->ym > 0xC00)
npc->ym = 0xC00;
npc->y += npc->ym;
if (npc->y > (304 * 0x200) - npc->hit.bottom)
{
npc->y = (304 * 0x200) - npc->hit.bottom;
npc->ym = 0;
npc->act_no = 222;
npc->act_wait = 0;
SetQuake2(30);
PlaySoundObject(26, SOUND_MODE_PLAY);
for (i = 0; i < 0x10; ++i)
{
x = npc->x + (Random(-40, 40) * 0x200);
SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
}
if (gMC.flag & 8)
gMC.ym = -0x200;
}
break;
case 300:
npc->act_no = 301;
npc->act_wait = 0;
for (i = 0; i < 0x100; i += 0x40)
{
SetNpChar(342, npc->x, npc->y, 0, 0, i, npc, 90);
SetNpChar(342, npc->x, npc->y, 0, 0, i + 0x220, npc, 90);
}
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);
// Fallthrough
case 301:
npc->y += ((225 * 0x200) - npc->y) / 8;
++npc->act_wait;
if (npc->act_wait > 50)
{
npc->act_no = 310;
npc->act_wait = 0;
}
break;
case 311:
npc->direct = gMirrorMode? 2:0;
npc->xm = -0x3AA;
npc->ym = 0;
npc->x += npc->xm;
if (npc->x < 111 * 0x200)
{
npc->x = 111 * 0x200;
npc->act_no = 312;
}
break;
case 312:
npc->direct = 1;
npc->ym = -0x3AA;
npc->xm = 0;
npc->y += npc->ym;
if (npc->y < 111 * 0x200)
{
npc->y = 111 * 0x200;
npc->act_no = 313;
}
break;
case 313:
npc->direct = gMirrorMode? 0:2;
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, FLASH_MODE_EXPLOSION);
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]);
}