CSE2-tweaks/src/BossFrog.cpp

626 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 "BossFrog.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Boss.h"
#include "CommonDefines.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
enum BalfrogSprites
{
BALFROG_SPRITE_NOTHING = 0,
BALFROG_SPRITE_STANDING_STILL = 1,
BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING = 2,
BALFROG_SPRITE_MOUTH_OPEN_CROUCHING = 3,
BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING = 4,
BALFROG_SPRITE_JUMPING = 5,
BALFROG_SPRITE_BALROG_WHITE = 6,
BALFROG_SPRITE_BALROG_CROUCHING = 7,
BALFROG_SPRITE_BALROG_JUMPING = 8
};
enum BalfrogStates
{
BALFROG_INITIALIZE = 0,
BALFROG_START = 10,
BALFROG_INITIALIZE_FLICKER = 20,
BALFROG_FLICKER = 21,
BALFROG_WAIT = 100,
BALFROG_INITIALIZE_HOP_1 = 101,
BALFROG_INITIALIZE_HOP_2 = 102,
BALFROG_HOP = 103,
BALFROG_MIDAIR = 104,
BALFROG_INITIALIZE_LAND = 110,
BALFROG_LAND = 111,
BALFROG_INITIALIZE_SHOOT = 112,
BALFROG_SHOOT = 113,
BALFROG_AFTER_SHOOT_WAIT = 114,
BALFROG_INITIALIZE_LEAP_1 = 120,
BALFROG_INITIALIZE_LEAP_2 = 121,
BALFROG_INITIALIZE_LEAP_3 = 122,
BALFROG_LEAP = 123,
BALFROG_LEAP_MIDAIR = 124,
BALFROG_DIE = 130,
BALFROG_DIE_FLASHING = 131,
BALFROG_REVERT = 132,
BALFROG_NOP_START = 140,
BALFROG_NOP = 141,
BALFROG_GO_INTO_CEILING = 142,
BALFROG_GONE_INTO_CEILING = 143
};
// Balfrog's mouth
static void ActBossChar02_01(void)
{
NPCHAR *boss;
int minus;
if (gBoss[0].direct == DIR_LEFT)
minus = 1;
else
minus = -1;
boss = &gBoss[1];
switch (gBoss[0].ani_no)
{
case BALFROG_SPRITE_NOTHING:
boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
boss->hit.front = 16 * 0x200;
boss->hit.top = 16 * 0x200;
boss->hit.back = 16 * 0x200;
boss->hit.bottom = 16 * 0x200;
boss->size = 3;
boss->bits = NPC_INVULNERABLE;
break;
case BALFROG_SPRITE_STANDING_STILL:
boss->x = gBoss[0].x + -24 * 0x200 * minus;
boss->y = gBoss[0].y - 24 * 0x200;
break;
case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING:
boss->x = gBoss[0].x + -24 * 0x200 * minus;
boss->y = gBoss[0].y - 20 * 0x200;
break;
case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING:
case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING:
boss->x = gBoss[0].x + -24 * 0x200 * minus;
boss->y = gBoss[0].y - 16 * 0x200;
break;
case BALFROG_SPRITE_JUMPING:
boss->x = gBoss[0].x + -24 * 0x200 * minus;
boss->y = gBoss[0].y - 43 * 0x200;
break;
}
}
static void ActBossChar02_02(void)
{
NPCHAR *boss = &gBoss[2];
switch (gBoss[0].ani_no)
{
case BALFROG_SPRITE_NOTHING:
boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
boss->hit.front = 24 * 0x200;
boss->hit.top = 16 * 0x200;
boss->hit.back = 24 * 0x200;
boss->hit.bottom = 16 * 0x200;
boss->size = 3;
boss->bits = NPC_INVULNERABLE;
break;
case BALFROG_SPRITE_STANDING_STILL:
case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING:
case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING:
case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING:
case BALFROG_SPRITE_JUMPING:
boss->x = gBoss[0].x;
boss->y = gBoss[0].y;
break;
}
}
// Main boss AI
void ActBossChar_Frog(void)
{
unsigned char deg;
int xm, ym;
int i;
// Rects 1-4 are for when Balfrog is a frog, 5-8 for when he reverts into Balrog and goes into the ceiling
RECT rcLeft[9] = {
{0, 0, 0, 0}, // Nothing
{0, 48, 80, 112}, // Balfrog standing still
{0, 112, 80, 176}, // Balfrog with his mouth barely open, crouching
{0, 176, 80, 240}, // Balfrog with his mouth open, crouching
{160, 48, 240, 112}, // Balfrog with his mouth open, crouching, flashing
{160, 112, 240, 200}, // Balfrog jumping
{200, 0, 240, 24}, // Balrog completely white
{80, 0, 120, 24}, // Balrog crouching
{120, 0, 160, 24}, // Balrog jumping
};
// See above
RECT rcRight[9] = {
{0, 0, 0, 0},
{80, 48, 160, 112},
{80, 112, 160, 176},
{80, 176, 160, 240},
{240, 48, 320, 112},
{240, 112, 320, 200},
{200, 24, 240, 48},
{80, 24, 120, 48},
{120, 24, 160, 48},
};
NPCHAR *boss = gBoss;
switch (boss->act_no)
{
case BALFROG_INITIALIZE:
boss->x = 6 * (0x200 * 0x10);
boss->y = 12 * (0x200 * 0x10) + 8 * 0x200;
boss->direct = DIR_RIGHT;
boss->view.front = 48 * 0x200;
boss->view.top = 48 * 0x200;
boss->view.back = 32 * 0x200;
boss->view.bottom = 16 * 0x200;
boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
boss->hit.front = 24 * 0x200;
boss->hit.top = 16 * 0x200;
boss->hit.back = 24 * 0x200;
boss->hit.bottom = 16 * 0x200;
boss->size = 3;
boss->exp = 1;
boss->code_event = 1000;
boss->bits |= (NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
boss->life = 300;
break;
case BALFROG_START:
boss->act_no = (BALFROG_START + 1);
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
boss->cond = NPCCOND_ALIVE;
boss->rect = rcRight[0];
gBoss[1].cond = (NPCCOND_ALIVE | NPCCOND_DAMAGE_BOSS);
gBoss[1].code_event = 1000;
gBoss[2].cond = NPCCOND_ALIVE;
gBoss[1].damage = 5;
gBoss[2].damage = 5;
for (i = 0; i < 8; ++i)
SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + Random(-12, 12) * 0x200, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100);
break;
case BALFROG_INITIALIZE_FLICKER:
boss->act_no = BALFROG_FLICKER;
boss->act_wait = 0;
// Fallthrough
case BALFROG_FLICKER:
++boss->act_wait;
if (boss->act_wait / 2 % 2)
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
else
boss->ani_no = BALFROG_SPRITE_NOTHING;
break;
case BALFROG_WAIT:
boss->act_no = BALFROG_INITIALIZE_HOP_1;
boss->act_wait = 0;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->xm = 0;
// Fallthrough
case BALFROG_INITIALIZE_HOP_1:
++boss->act_wait;
if (boss->act_wait > 50)
{
boss->act_no = BALFROG_INITIALIZE_HOP_2;
boss->ani_wait = 0;
boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
}
break;
case BALFROG_INITIALIZE_HOP_2:
++boss->ani_wait;
if (boss->ani_wait > 10)
{
boss->act_no = BALFROG_HOP;
boss->ani_wait = 0;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
}
break;
case BALFROG_HOP:
++boss->ani_wait;
if (boss->ani_wait > 4)
{
boss->act_no = BALFROG_MIDAIR;
boss->ani_no = BALFROG_SPRITE_JUMPING;
boss->ym = -2 * 0x200;
PlaySoundObject(25, SOUND_MODE_PLAY);
if (boss->direct == DIR_LEFT)
boss->xm = -1 * 0x200;
else
boss->xm = 1 * 0x200;
boss->view.top = 64 * 0x200;
boss->view.bottom = 24 * 0x200;
}
break;
case BALFROG_MIDAIR:
if (boss->direct == DIR_LEFT && boss->flag & COLL_LEFT_WALL)
{
boss->direct = DIR_RIGHT;
boss->xm = 1 * 0x200;
}
if (boss->direct == DIR_RIGHT && boss->flag & COLL_RIGHT_WALL)
{
boss->direct = DIR_LEFT;
boss->xm = -1 * 0x200;
}
if (boss->flag & COLL_GROUND)
{
PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, SOUND_MODE_PLAY);
SetQuake(30);
boss->act_no = BALFROG_WAIT;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->view.top = 48 * 0x200;
boss->view.bottom = 16 * 0x200;
if (boss->direct == DIR_LEFT && boss->x < gMC.x)
{
boss->direct = DIR_RIGHT;
boss->act_no = BALFROG_INITIALIZE_LAND;
}
if (boss->direct == DIR_RIGHT && boss->x > gMC.x)
{
boss->direct = DIR_LEFT;
boss->act_no = BALFROG_INITIALIZE_LAND;
}
SetNpChar(110, Random(4, 16) * (0x200 * 0x10), Random(0, 4) * (0x200 * 0x10), 0, 0, DIR_AUTO, NULL, 0x80);
for (i = 0; i < 4; ++i)
SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + boss->hit.bottom, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100);
}
break;
case BALFROG_INITIALIZE_LAND:
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->act_wait = 0;
boss->act_no = BALFROG_LAND;
// Fallthrough
case BALFROG_LAND:
++boss->act_wait;
boss->xm = (boss->xm * 8) / 9;
if (boss->act_wait > 50)
{
boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_wait = 0;
boss->act_no = BALFROG_INITIALIZE_SHOOT;
}
break;
case BALFROG_INITIALIZE_SHOOT:
++boss->ani_wait;
if (boss->ani_wait > 4)
{
boss->act_no = BALFROG_SHOOT;
boss->act_wait = 0;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
boss->count1 = 16;
gBoss[1].bits |= NPC_SHOOTABLE;
boss->tgt_x = boss->life;
}
break;
case BALFROG_SHOOT:
if (boss->shock != 0)
{
if (boss->count2++ / 2 % 2)
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING;
else
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
}
else
{
boss->count2 = 0;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
}
boss->xm = (boss->xm * 10) / 11;
++boss->act_wait;
if (boss->act_wait > 16)
{
boss->act_wait = 0;
--boss->count1;
if (boss->direct == DIR_LEFT)
deg = GetArktan(boss->x - 2 * (0x200 * 0x10) - gMC.x, boss->y - 8 * 0x200 - gMC.y);
else
deg = GetArktan(boss->x + 2 * (0x200 * 0x10) - gMC.x, boss->y - 8 * 0x200 - gMC.y);
deg += (unsigned char)Random(-0x10, 0x10);
ym = GetSin(deg);
xm = GetCos(deg);
if (boss->direct == DIR_LEFT)
SetNpChar(NPC_PROJECTILE_BALFROG_SPITBALL, boss->x - 2 * (0x200 * 0x10), boss->y - 8 * 0x200, xm, ym, DIR_LEFT, NULL, 0x100);
else
SetNpChar(NPC_PROJECTILE_BALFROG_SPITBALL, boss->x + 2 * (0x200 * 0x10), boss->y - 8 * 0x200, xm, ym, DIR_LEFT, NULL, 0x100);
PlaySoundObject(SND_ENEMY_SHOOT_PROJECTILE, SOUND_MODE_PLAY);
if (boss->count1 == 0 || boss->life < boss->tgt_x - 90)
{
boss->act_no = BALFROG_AFTER_SHOOT_WAIT;
boss->act_wait = 0;
boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_wait = 0;
gBoss[1].bits &= ~NPC_SHOOTABLE;
}
}
break;
case BALFROG_AFTER_SHOOT_WAIT:
++boss->ani_wait;
if (boss->ani_wait > 10)
{
if (++gBoss[1].count1 > 2)
{
gBoss[1].count1 = 0;
boss->act_no = BALFROG_INITIALIZE_LEAP_1;
}
else
{
boss->act_no = BALFROG_WAIT;
}
boss->ani_wait = 0;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
}
break;
case BALFROG_INITIALIZE_LEAP_1:
boss->act_no = BALFROG_INITIALIZE_LEAP_2;
boss->act_wait = 0;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->xm = 0;
// Fallthrough
case BALFROG_INITIALIZE_LEAP_2:
++boss->act_wait;
if (boss->act_wait > 50)
{
boss->act_no = BALFROG_INITIALIZE_LEAP_3;
boss->ani_wait = 0;
boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
}
break;
case BALFROG_INITIALIZE_LEAP_3:
++boss->ani_wait;
if (boss->ani_wait > 20)
{
boss->act_no = BALFROG_LEAP;
boss->ani_wait = 0;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
}
break;
case BALFROG_LEAP:
++boss->ani_wait;
if (boss->ani_wait > 4)
{
boss->act_no = BALFROG_LEAP_MIDAIR;
boss->ani_no = BALFROG_SPRITE_JUMPING;
boss->ym = -5 * 0x200;
boss->view.top = 64 * 0x200;
boss->view.bottom = 24 * 0x200;
PlaySoundObject(SND_SILLY_EXPLOSION, SOUND_MODE_PLAY);
}
break;
case BALFROG_LEAP_MIDAIR:
if (boss->flag & COLL_GROUND)
{
PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, SOUND_MODE_PLAY);
SetQuake(60);
boss->act_no = BALFROG_WAIT;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->view.top = 48 * 0x200;
boss->view.bottom = 16 * 0x200;
for (i = 0; i < 2; ++i)
SetNpChar(NPC_ENEMY_FROG, Random(4, 16) * (0x200 * 0x10), Random(0, 4) * (0x200 * 0x10), 0, 0, DIR_AUTO, NULL, 0x80);
for (i = 0; i < 6; ++i)
SetNpChar(NPC_ENEMY_PUCHI, Random(4, 16) * (0x200 * 0x10), Random(0, 4) * (0x200 * 0x10), 0, 0, DIR_AUTO, NULL, 0x80);
for (i = 0; i < 8; ++i)
SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + boss->hit.bottom, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100);
if (boss->direct == DIR_LEFT && boss->x < gMC.x)
{
boss->direct = DIR_RIGHT;
boss->act_no = BALFROG_INITIALIZE_LAND;
}
if (boss->direct == DIR_RIGHT && boss->x > gMC.x)
{
boss->direct = DIR_LEFT;
boss->act_no = BALFROG_INITIALIZE_LAND;
}
}
break;
case BALFROG_DIE:
boss->act_no = BALFROG_DIE_FLASHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
boss->act_wait = 0;
boss->xm = 0;
PlaySoundObject(SND_EXPLOSION, SOUND_MODE_PLAY);
for (i = 0; i < 8; ++i)
SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + Random(-12, 12) * 0x200, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100);
gBoss[1].cond = 0;
gBoss[2].cond = 0;
// Fallthrough
case BALFROG_DIE_FLASHING:
++boss->act_wait;
if (boss->act_wait % 5 == 0)
SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + Random(-12, 12) * 0x200, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100);
if (boss->act_wait / 2 % 2)
boss->x -= 1 * 0x200;
else
boss->x += 1 * 0x200;
if (boss->act_wait > 100)
{
boss->act_wait = 0;
boss->act_no = BALFROG_REVERT;
}
break;
case BALFROG_REVERT:
++boss->act_wait;
if (boss->act_wait / 2 % 2)
{
boss->view.front = 20 * 0x200;
boss->view.top = 12 * 0x200;
boss->view.back = 20 * 0x200;
boss->view.bottom = 12 * 0x200;
boss->ani_no = BALFROG_SPRITE_BALROG_WHITE;
}
else
{
boss->view.front = 48 * 0x200;
boss->view.top = 48 * 0x200;
boss->view.back = 32 * 0x200;
boss->view.bottom = 16 * 0x200;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
}
if (boss->act_wait % 9 == 0)
SetNpChar(NPC_SMOKE, boss->x + Random(-12, 12) * 0x200, boss->y + Random(-12, 12) * 0x200, Random(-341, 341), Random(-3 * 0x200, 0), DIR_LEFT, NULL, 0x100);
if (boss->act_wait > 150)
{
boss->act_no = BALFROG_NOP_START;
boss->hit.bottom = 12 * 0x200;
}
break;
case BALFROG_NOP_START:
boss->act_no = BALFROG_NOP;
// Fallthrough
case BALFROG_NOP:
if (boss->flag & COLL_GROUND)
{
boss->act_no = BALFROG_GO_INTO_CEILING;
boss->act_wait = 0;
boss->ani_no = BALFROG_SPRITE_BALROG_CROUCHING;
}
break;
case BALFROG_GO_INTO_CEILING:
++boss->act_wait;
if (boss->act_wait > 30)
{
boss->ani_no = BALFROG_SPRITE_BALROG_JUMPING;
boss->ym = -5 * 0x200;
boss->bits |= NPC_IGNORE_SOLIDITY;
boss->act_no = BALFROG_GONE_INTO_CEILING;
}
break;
case BALFROG_GONE_INTO_CEILING:
boss->ym = -5 * 0x200;
if (boss->y < 0)
{
boss->cond = 0;
PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, SOUND_MODE_PLAY);
SetQuake(30);
}
break;
}
boss->ym += 0x40;
if (boss->ym > 0x5FF)
boss->ym = 0x5FF;
boss->x += boss->xm;
boss->y += boss->ym;
if (boss->direct == DIR_LEFT)
boss->rect = rcLeft[boss->ani_no];
else
boss->rect = rcRight[boss->ani_no];
ActBossChar02_01();
ActBossChar02_02();
}