CSE2-tweaks/src/BossPress.cpp

242 lines
4.9 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 "BossPress.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Boss.h"
#include "Game.h"
#include "Map.h"
#include "NpChar.h"
#include "Sound.h"
void ActBossChar_Press(void)
{
NPCHAR *npc = gBoss;
static unsigned char flash;
int i;
int x;
switch (npc->act_no)
{
case 0:
npc->act_no = 10;
npc->cond = 0x80;
npc->exp = 1;
npc->direct = gMirrorMode? 0:2;
npc->x = 0;
npc->y = 0;
npc->view.front = 40 * 0x200;
npc->view.top = 60 * 0x200;
npc->view.back = 40 * 0x200;
npc->view.bottom = 60 * 0x200;
npc->hit_voice = 54;
npc->hit.front = 49 * 0x200;
npc->hit.top = 60 * 0x200;
npc->hit.back = 40 * 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 = 10;
npc->code_event = 1000;
npc->life = 700;
break;
case 5:
npc->act_no = 6;
npc->x = 0;
npc->y = 0;
gBoss[1].cond = 0;
gBoss[2].cond = 0;
break;
case 10:
npc->act_no = 11;
npc->x = 160 * 0x200;
npc->y = 74 * 0x200;
break;
case 20:
npc->damage = 0;
npc->act_no = 21;
npc->x = 160 * 0x200;
npc->y = 413 * 0x200;
npc->bits &= ~NPC_SOLID_HARD;
gBoss[1].cond = 0;
gBoss[2].cond = 0;
// Fallthrough
case 21:
if (++npc->act_wait % 0x10 == 0)
SetDestroyNpChar(npc->x + (Random(-40, 40) * 0x200), npc->y + (Random(-60, 60) * 0x200), 1, 1);
break;
case 30:
npc->act_no = 31;
npc->ani_no = 2;
npc->x = 160 * 0x200;
npc->y = 64 * 0x200;
// Fallthrough
case 31:
npc->y += 4 * 0x200;
if (npc->y >= 413 * 0x200)
{
npc->y = 413 * 0x200;
npc->ani_no = 0;
npc->act_no = 20;
PlaySoundObject(44, SOUND_MODE_PLAY);
for (i = 0; i < 5; ++i)
{
x = npc->x + (Random(-40, 40) * 0x200);
SetNpChar(4, x, npc->y + (60 * 0x200), 0, 0, 0, NULL, 0x100);
}
}
break;
case 100:
npc->act_no = 101;
npc->count2 = 9;
npc->act_wait = -100;
gBoss[1].cond = 0x80;
gBoss[1].hit.front = 14 * 0x200;
gBoss[1].hit.back = 14 * 0x200;
gBoss[1].hit.top = 8 * 0x200;
gBoss[1].hit.bottom = 8 * 0x200;
gBoss[1].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
gBoss[2] = gBoss[1];
gBoss[3].cond = 0x90;
gBoss[3].bits |= NPC_SHOOTABLE;
gBoss[3].hit.front = 6 * 0x200;
gBoss[3].hit.back = 6 * 0x200;
gBoss[3].hit.top = 8 * 0x200;
gBoss[3].hit.bottom = 8 * 0x200;
SetNpChar(325, npc->x, npc->y + (60 * 0x200), 0, 0, 0, NULL, 0x100);
// Fallthrough
case 101:
if (npc->count2 > 1 && npc->life < npc->count2 * 70)
{
--npc->count2;
for (i = 0; i < 5; ++i)
{
ChangeMapParts(i + 8, npc->count2, 0);
SetDestroyNpChar((i + 8) * 0x200 * 0x10, npc->count2 * 0x200 * 0x10, 0, 4);
PlaySoundObject(12, SOUND_MODE_PLAY);
}
}
if (++npc->act_wait == 81 || npc->act_wait == 241)
SetNpChar(323, 48 * 0x200, 240 * 0x200, 0, 0, 1, NULL, 0x100);
if (npc->act_wait == 1 || npc->act_wait == 161)
SetNpChar(323, 272 * 0x200, 240 * 0x200, 0, 0, 1, NULL, 0x100);
if (npc->act_wait >= 300)
{
npc->act_wait = 0;
SetNpChar(325, npc->x, npc->y + (60 * 0x200), 0, 0, 0, NULL, 0x100);
}
break;
case 500:
gBoss[3].bits &= ~NPC_SHOOTABLE;
npc->act_no = 501;
npc->act_wait = 0;
npc->count1 = 0;
DeleteNpCharCode(325, TRUE);
DeleteNpCharCode(330, TRUE);
// Fallthrough
case 501:
if (++npc->act_wait % 0x10 == 0)
{
PlaySoundObject(12, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x + (Random(-40, 40) * 0x200), npc->y + (Random(-60, 60) * 0x200), 1, 1);
}
if (npc->act_wait == 95)
npc->ani_no = 1;
if (npc->act_wait == 98)
npc->ani_no = 2;
if (npc->act_wait > 100)
npc->act_no = 510;
break;
case 510:
npc->ym += 0x40;
npc->damage = 0x7F;
npc->y += npc->ym;
if (npc->count1 == 0 && npc->y > 160 * 0x200)
{
npc->count1 = 1;
npc->ym = -0x200;
npc->damage = 0;
for (i = 0; i < 7; ++i)
{
ChangeMapParts(i + 7, 14, 0);
SetDestroyNpChar((i + 7) * 0x200 * 0x10, 224 * 0x200, 0, 0);
PlaySoundObject(12, SOUND_MODE_PLAY);
}
}
if (npc->y > 480 * 0x200)
npc->act_no = 520;
break;
}
gBoss[1].x = npc->x - (24 * 0x200);
gBoss[1].y = npc->y + (52 * 0x200);
gBoss[2].x = npc->x + (24 * 0x200);
gBoss[2].y = npc->y + (52 * 0x200);
gBoss[3].x = npc->x;
gBoss[3].y = npc->y + (40 * 0x200);
RECT rc[3] = {
{0, 0, 80, 120},
{80, 0, 160, 120},
{160, 0, 240, 120},
};
RECT rcDamage[3] = {
{0, 120, 80, 240},
{80, 120, 160, 240},
{160, 120, 240, 240},
};
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];
}
}