CSE2-tweaks/src/BossTwinD.cpp

557 lines
10 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 "BossTwinD.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Boss.h"
#include "Flash.h"
#include "Game.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
static void ActBossCharT_DragonBody(NPCHAR *npc)
{
unsigned char deg;
RECT rcLeft[3] = {
{0, 0, 40, 40},
{40, 0, 80, 40},
{80, 0, 120, 40},
};
RECT rcRight[3] = {
{0, 40, 40, 80},
{40, 40, 80, 80},
{80, 40, 120, 80},
};
switch (npc->act_no)
{
case 0:
deg = ((npc->pNpc->count1 / 4) + npc->count1) % 0x100;
npc->act_no = 10;
npc->x += npc->pNpc->x + (GetCos(deg) * npc->pNpc->tgt_x);
npc->y += npc->pNpc->y + (GetSin(deg) * npc->pNpc->tgt_y);
// Fallthrough
case 10:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
break;
case 100:
deg = ((npc->pNpc->count1 / 4) + npc->count1) % 0x100;
npc->tgt_x = npc->pNpc->x + (GetCos(deg) * npc->pNpc->tgt_x);
npc->tgt_y = npc->pNpc->y + (GetSin(deg) * npc->pNpc->tgt_y);
npc->x += (npc->tgt_x - npc->x) / 8;
npc->y += (npc->tgt_y - npc->y) / 8;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
break;
case 1000:
npc->act_no = 1001;
npc->bits &= ~NPC_SHOOTABLE;
// Fallthrough
case 1001:
deg = ((npc->pNpc->count1 / 4) + npc->count1) % 0x100;
npc->tgt_x = npc->pNpc->x + (GetCos(deg) * npc->pNpc->tgt_x);
npc->tgt_y = npc->pNpc->y + (GetSin(deg) * npc->pNpc->tgt_y);
npc->x += (npc->tgt_x - npc->x) / 8;
npc->y += (npc->tgt_y - npc->y) / 8;
if (npc->x > npc->pNpc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
break;
}
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
static void ActBossCharT_DragonHead(NPCHAR *npc)
{
unsigned char deg;
int xm, ym;
RECT rcLeft[4] = {
{0, 80, 40, 112},
{40, 80, 80, 112},
{80, 80, 120, 112},
{120, 80, 160, 112},
};
RECT rcRight[4] = {
{0, 112, 40, 144},
{40, 112, 80, 144},
{80, 112, 120, 144},
{120, 112, 160, 144},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
break;
case 100:
npc->act_no = 200;
// Fallthrough
case 200:
npc->bits &= ~NPC_SHOOTABLE;
npc->ani_no = 0;
npc->hit.front = 16 * 0x200;
npc->act_no = 201;
npc->count1 = Random(100, 200);
// Fallthrough
case 201:
if (npc->count1 != 0)
{
--npc->count1;
}
else
{
npc->act_no = 210;
npc->act_wait = 0;
npc->count2 = 0;
}
break;
case 210:
++npc->act_wait;
if (npc->act_wait == 3)
npc->ani_no = 1;
if (npc->act_wait == 6)
{
npc->ani_no = 2;
npc->hit.front = 8 * 0x200;
npc->bits |= NPC_SHOOTABLE;
npc->count2 = 0;
}
if (npc->act_wait > 150)
{
npc->act_no = 220;
npc->act_wait = 0;
}
if (npc->shock != 0)
++npc->count2;
if (npc->count2 > 10)
{
PlaySoundObject(51, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
npc->act_no = 300;
npc->act_wait = 0;
npc->ani_no = 3;
npc->hit.front = 16 * 0x200;
}
break;
case 220:
++npc->act_wait;
if (npc->act_wait % 8 == 1)
{
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-6, 6);
ym = GetSin(deg);
xm = GetCos(deg);
if (npc->direct == 0)
SetNpChar(202, npc->x - (8 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
else
SetNpChar(202, npc->x + (8 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(33, SOUND_MODE_PLAY);
}
if (npc->act_wait > 50)
npc->act_no = 200;
break;
case 300:
++npc->act_wait;
if (npc->act_wait > 100)
npc->act_no = 200;
break;
case 400:
npc->act_no = 401;
npc->act_wait = 0;
npc->ani_no = 0;
npc->hit.front = 16 * 0x200;
npc->bits &= ~NPC_SHOOTABLE;
// Fallthrough
case 401:
++npc->act_wait;
if (npc->act_wait == 3)
npc->ani_no = 1;
if (npc->act_wait == 6)
{
npc->ani_no = 2;
npc->hit.front = 8 * 0x200;
npc->bits |= NPC_SHOOTABLE;
npc->count2 = 0;
}
if (npc->act_wait > 20 && npc->act_wait % 32 == 1)
{
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-6, 6);
ym = GetSin(deg);
xm = GetCos(deg);
if (npc->direct == 0)
SetNpChar(202, npc->x - (8 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
else
SetNpChar(202, npc->x + (8 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(33, SOUND_MODE_PLAY);
}
break;
case 1000:
npc->bits &= ~NPC_SHOOTABLE;
npc->ani_no = 3;
break;
}
npc->direct = npc->pNpc->direct;
if (npc->direct == 0)
npc->x = npc->pNpc->x - (4 * 0x200);
else
npc->x = npc->pNpc->x + (4 * 0x200);
npc->y = npc->pNpc->y - (8 * 0x200);
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
void ActBossChar_Twin(void)
{
NPCHAR *npc = gBoss;
switch (npc->act_no)
{
case 0:
npc->cond = 0x80;
npc->direct = gMirrorMode? 2:0;
npc->act_no = 10;
npc->exp = 0;
npc->x = 160 * 0x200;
npc->y = 128 * 0x200;
npc->view.front = 8 * 0x200;
npc->view.top = 8 * 0x200;
npc->view.back = 128 * 0x200;
npc->view.bottom = 8 * 0x200;
npc->hit_voice = 54;
npc->hit.front = 8 * 0x200;
npc->hit.top = 8 * 0x200;
npc->hit.back = 8 * 0x200;
npc->hit.bottom = 8 * 0x200;
npc->bits = NPC_IGNORE_SOLIDITY;
npc->bits |= NPC_EVENT_WHEN_KILLED;
npc->size = 3;
npc->damage = 0;
npc->code_event = 1000;
npc->life = 500;
npc->count2 = Random(700, 1200);
npc->tgt_x = 180;
npc->tgt_y = 61;
gBoss[2].cond = 0x80;
gBoss[2].view.back = 20 * 0x200;
gBoss[2].view.front = 20 * 0x200;
gBoss[2].view.top = 16 * 0x200;
gBoss[2].view.bottom = 16 * 0x200;
gBoss[2].hit.back = 12 * 0x200;
gBoss[2].hit.front = 12 * 0x200;
gBoss[2].hit.top = 10 * 0x200;
gBoss[2].hit.bottom = 10 * 0x200;
gBoss[2].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
gBoss[2].pNpc = &gBoss[3];
gBoss[2].cond |= 0x10;
gBoss[2].damage = 10;
gBoss[3].cond = 0x80;
gBoss[3].view.back = 20 * 0x200;
gBoss[3].view.front = 20 * 0x200;
gBoss[3].view.top = 20 * 0x200;
gBoss[3].view.bottom = 20 * 0x200;
gBoss[3].hit.back = 12 * 0x200;
gBoss[3].hit.front = 12 * 0x200;
gBoss[3].hit.top = 2 * 0x200;
gBoss[3].hit.bottom = 16 * 0x200;
gBoss[3].bits = NPC_IGNORE_SOLIDITY;
gBoss[3].pNpc = npc;
gBoss[3].damage = 10;
gBoss[4] = gBoss[2];
gBoss[4].pNpc = &gBoss[5];
gBoss[5] = gBoss[3];
gBoss[5].count1 = 128;
break;
case 20:
if (--npc->tgt_x <= 0x70)
{
npc->act_no = 100;
npc->act_wait = 0;
gBoss[2].act_no = 100;
gBoss[4].act_no = 100;
gBoss[3].act_no = 100;
gBoss[5].act_no = 100;
}
break;
case 100:
++npc->act_wait;
if (npc->act_wait < 100)
{
npc->count1 += 1;
}
else if (npc->act_wait < 120)
{
npc->count1 += 2;
}
else if (npc->act_wait < npc->count2)
{
npc->count1 += 4;
}
else if (npc->act_wait < npc->count2 + 40)
{
npc->count1 += 2;
}
else if (npc->act_wait < npc->count2 + 60)
{
npc->count1 += 1;
}
else
{
npc->act_wait = 0;
npc->act_no = 110;
npc->count2 = Random(400, 700);
break;
}
if (npc->count1 > 0x3FF)
npc->count1 -= 0x400;
break;
case 110:
++npc->act_wait;
if (npc->act_wait < 20)
{
npc->count1 -= 1;
}
else if (npc->act_wait < 60)
{
npc->count1 -= 2;
}
else if (npc->act_wait < npc->count2)
{
npc->count1 -= 4;
}
else if (npc->act_wait < npc->count2 + 40)
{
npc->count1 -= 2;
}
else if (npc->act_wait < npc->count2 + 60)
{
npc->count1 -= 1;
}
else
{
if (npc->life < 300)
{
npc->act_wait = 0;
npc->act_no = 400;
gBoss[2].act_no = 400;
gBoss[4].act_no = 400;
}
else
{
npc->act_wait = 0;
npc->act_no = 100;
npc->count2 = Random(400, 700);
}
break;
}
if (npc->count1 <= 0)
npc->count1 += 0x400;
break;
case 400:
++npc->act_wait;
if (npc->act_wait > 100)
{
npc->act_wait = 0;
npc->act_no = 401;
}
break;
case 401:
++npc->act_wait;
if (npc->act_wait < 100)
{
npc->count1 += 1;
}
else if (npc->act_wait < 120)
{
npc->count1 += 2;
}
else if (npc->act_wait < 500)
{
npc->count1 += 4;
}
else if (npc->act_wait < 540)
{
npc->count1 += 2;
}
else if (npc->act_wait < 560)
{
npc->count1 += 1;
}
else
{
npc->act_no = 100;
npc->act_wait = 0;
gBoss[2].act_no = 100;
gBoss[4].act_no = 100;
break;
}
if (npc->count1 > 0x3FF)
npc->count1 -= 0x400;
break;
case 1000:
npc->act_no = 1001;
npc->act_wait = 0;
gBoss[2].act_no = 1000;
gBoss[3].act_no = 1000;
gBoss[4].act_no = 1000;
gBoss[5].act_no = 1000;
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 40);
// Fallthrough
case 1001:
++npc->act_wait;
if (npc->act_wait > 100)
npc->act_no = 1010;
SetNpChar(4, npc->x + (Random(-0x80, 0x80) * 0x200), npc->y + (Random(-70, 70) * 0x200), 0, 0, 0, NULL, 0x100);
break;
case 1010:
npc->count1 += 4;
if (npc->count1 > 0x3FF)
npc->count1 -= 0x400;
if (npc->tgt_x > 8)
--npc->tgt_x;
if (npc->tgt_y > 0)
--npc->tgt_y;
if (npc->tgt_x < -8)
++npc->tgt_x;
if (npc->tgt_y < 0)
++npc->tgt_y;
if (npc->tgt_y == 0)
{
npc->act_no = 1020;
npc->act_wait = 0;
SetFlash(gBoss[0].x, gBoss[0].y, FLASH_MODE_EXPLOSION);
PlaySoundObject(35, SOUND_MODE_PLAY);
}
break;
case 1020:
if (++gBoss[0].act_wait > 50)
{
DeleteNpCharCode(211, TRUE);
gBoss[0].cond = 0;
gBoss[1].cond = 0;
gBoss[2].cond = 0;
gBoss[3].cond = 0;
gBoss[4].cond = 0;
gBoss[5].cond = 0;
gBoss[0].act_no = 0;
}
break;
}
ActBossCharT_DragonHead(&gBoss[2]);
ActBossCharT_DragonBody(&gBoss[3]);
ActBossCharT_DragonHead(&gBoss[4]);
ActBossCharT_DragonBody(&gBoss[5]);
RECT rc = {0, 0, 0, 0};
npc->rect = rc;
}