CSE2-tweaks/src/BossIronH.cpp

231 lines
4.5 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 "BossIronH.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Boss.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
void ActBossChar_Ironhead(void)
{
int i;
NPCHAR *npc = gBoss;
static unsigned char flash;
switch (npc->act_no)
{
case 0:
npc->cond = 0x80;
npc->exp = 1;
npc->direct = gMirrorMode? 0:2;
npc->act_no = 100;
npc->x = 160 * 0x200;
npc->y = 128 * 0x200;
npc->view.front = 40 * 0x200;
npc->view.top = 12 * 0x200;
npc->view.back = 24 * 0x200;
npc->view.bottom = 12 * 0x200;
npc->hit_voice = 54;
npc->hit.front = 16 * 0x200;
npc->hit.top = 10 * 0x200;
npc->hit.back = 16 * 0x200;
npc->hit.bottom = 10 * 0x200;
npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
npc->size = 3;
npc->damage = 10;
npc->code_event = 1000;
npc->life = 400;
break;
case 100:
npc->act_no = 101;
npc->bits &= ~NPC_SHOOTABLE;
npc->act_wait = 0;
// Fallthrough
case 101:
++npc->act_wait;
if (npc->act_wait > 50)
{
npc->act_no = 250;
npc->act_wait = 0;
}
if (npc->act_wait % 4 == 0)
SetNpChar(197, Random(15, 18) * (16 * 0x200), Random(2, 13) * (16 * 0x200), 0, 0, 0, NULL, 0x100);
break;
case 250:
npc->act_no = 251;
if (npc->direct == 2)
{
npc->x = 240 * 0x200;
npc->y = gMC.y;
}
else
{
npc->x = 720 * 0x200;
npc->y = Random(2, 13) * (16 * 0x200);
}
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->ym = Random(-0x200, 0x200);
npc->xm = Random(-0x200, 0x200);
npc->bits |= NPC_SHOOTABLE;
// Fallthrough
case 251:
if (npc->direct == 2)
{
npc->tgt_x += 2 * 0x200;
}
else
{
npc->tgt_x -= 1 * 0x200;
if (npc->tgt_y < gMC.y)
npc->tgt_y += 1 * 0x200;
else
npc->tgt_y -= 1 * 0x200;
}
if (npc->x < npc->tgt_x)
npc->xm += 8;
else
npc->xm -= 8;
if (npc->y < npc->tgt_y)
npc->ym += 8;
else
npc->ym -= 8;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 2)
{
if (npc->x > 720 * 0x200)
{
npc->direct = gMirrorMode? 2:0;
npc->act_no = 100;
}
}
else
{
if (npc->x < 272 * 0x200)
{
npc->direct = gMirrorMode? 0:2;
npc->act_no = 100;
}
}
if (npc->direct == 0)
{
++npc->act_wait;
if (npc->act_wait == 300 || npc->act_wait == 310 || npc->act_wait == 320)
{
PlaySoundObject(39, SOUND_MODE_PLAY);
SetNpChar(198, npc->x + (10 * 0x200), npc->y + (1 * 0x200), Random(-3, 0) * 0x200, Random(-3, 3) * 0x200, 2, NULL, 0x100);
}
}
++npc->ani_wait;
if (npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 0;
break;
case 1000:
npc->bits &= ~NPC_SHOOTABLE;
npc->ani_no = 8;
npc->damage = 0;
npc->act_no = 1001;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
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);
DeleteNpCharCode(197, TRUE);
DeleteNpCharCode(271, TRUE);
DeleteNpCharCode(272, TRUE);
// Fallthrough
case 1001:
npc->tgt_x -= 1 * 0x200;
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
if (++npc->act_wait % 4 == 0)
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);
break;
}
RECT rc[9] = {
{0, 0, 64, 24},
{64, 0, 128, 24},
{128, 0, 192, 24},
{64, 0, 128, 24},
{0, 0, 64, 24},
{192, 0, 256, 24},
{256, 0, 320, 24},
{192, 0, 256, 24},
{256, 48, 320, 72},
};
RECT rcDamage[9] = {
{0, 24, 64, 48},
{64, 24, 128, 48},
{128, 24, 192, 48},
{64, 24, 128, 48},
{0, 24, 64, 48},
{192, 24, 256, 48},
{256, 24, 320, 48},
{192, 24, 256, 48},
{256, 48, 320, 72},
};
if (npc->shock != 0)
{
if (++flash / 2 % 2)
npc->rect = rc[npc->ani_no];
else
npc->rect = rcDamage[npc->ani_no];
}
else
{
npc->rect = rc[npc->ani_no];
}
}