CSE2-tweaks/src/BossX.cpp

914 lines
17 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 "BossX.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Boss.h"
#include "Flash.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
static void ActBossChar03_01(NPCHAR *npc)
{
RECT rcUp[6] = {
{0, 0, 72, 32},
{0, 32, 72, 64},
{72, 0, 144, 32},
{144, 0, 216, 32},
{72, 32, 144, 64},
{144, 32, 216, 64},
};
RECT rcDown[6] = {
{0, 64, 72, 96},
{0, 96, 72, 128},
{72, 64, 144, 96},
{144, 64, 216, 96},
{72, 96, 144, 128},
{144, 96, 216, 128},
};
switch (npc->act_no)
{
case 10:
npc->ani_no = 0;
npc->bits &= ~NPC_BOUNCY;
break;
case 100:
npc->bits |= NPC_BOUNCY;
npc->act_no = 101;
npc->act_wait = 0;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 101:
if (++npc->act_wait > 30)
npc->act_no = 102;
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
npc->xm -= 0x20;
break;
case 102:
npc->bits &= ~NPC_BOUNCY;
npc->act_no = 103;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 103:
++npc->act_wait;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
npc->xm -= 0x20;
break;
case 200:
npc->bits |= NPC_BOUNCY;
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->act_no = 201;
npc->act_wait = 0;
npc->ani_no = 4;
npc->ani_wait = 0;
// Fallthrough
case 201:
if (++npc->act_wait > 30)
npc->act_no = 202;
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 4;
npc->xm += 0x20;
break;
case 202:
npc->bits &= ~NPC_BOUNCY;
npc->act_no = 203;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 203:
++npc->act_wait;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
npc->xm += 0x20;
break;
case 300:
npc->act_no = 301;
npc->ani_no = 4;
npc->ani_wait = 0;
npc->bits |= NPC_BOUNCY;
// Fallthrough
case 301:
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 4;
npc->xm += 0x20;
if (npc->xm > 0)
{
npc->xm = 0;
npc->act_no = 10;
}
break;
case 400:
npc->act_no = 401;
npc->ani_no = 2;
npc->ani_wait = 0;
npc->bits |= NPC_BOUNCY;
// Fallthrough
case 401:
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
npc->xm -= 0x20;
if (npc->xm < 0)
{
npc->xm = 0;
npc->act_no = 10;
}
break;
}
if ((npc->act_no == 101 || npc->act_no == 201 || npc->act_no == 301 || npc->act_no == 401) && npc->act_wait % 2 == 1)
PlaySoundObject(112, SOUND_MODE_PLAY);
if ((npc->act_no == 103 || npc->act_no == 203) && npc->act_wait % 4 == 1)
PlaySoundObject(111, SOUND_MODE_PLAY);
if (npc->act_no >= 100 && gMC.y < npc->y + (4 * 0x200) && gMC.y > npc->y - (4 * 0x200))
{
npc->damage = 10;
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
}
else
{
npc->damage = 0;
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
}
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
npc->x += npc->xm;
if (npc->direct == 1)
npc->rect = rcUp[npc->ani_no];
else
npc->rect = rcDown[npc->ani_no];
}
static void ActBossChar03_02(NPCHAR *npc)
{
RECT rect[4] = {
{0, 128, 72, 160},
{72, 128, 144, 160},
{0, 160, 72, 192},
{72, 160, 144, 192},
};
int direct;
int x, y;
switch (npc->act_no)
{
case 10:
npc->act_no = 11;
npc->act_wait = (npc->ani_no * 30) + 30;
// Fallthrough
case 11:
if (npc->act_wait != 0)
{
--npc->act_wait;
break;
}
switch (npc->ani_no)
{
case 0:
direct = 3;
x = -30 * 0x200;
y = 6 * 0x200;
break;
case 1:
direct = 2;
x = 30 * 0x200;
y = 6 * 0x200;
break;
case 2:
direct = 0;
x = -30 * 0x200;
y = -6 * 0x200;
break;
case 3:
direct = 1;
x = 30 * 0x200;
y = -6 * 0x200;
break;
}
SetNpChar(158, npc->x + x, npc->y + y, 0, 0, direct, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
npc->act_wait = 120;
break;
}
npc->x = (gBoss[0].x + gBoss[npc->count1].x) / 2;
npc->y = (gBoss[0].y + gBoss[npc->count1].y) / 2;
npc->rect = rect[npc->ani_no];
}
static void ActBossChar03_03(NPCHAR *npc)
{
switch (npc->act_no)
{
case 10:
npc->tgt_x += 1 * 0x200;
if (npc->tgt_x > 32 * 0x200)
{
npc->tgt_x = 32 * 0x200;
npc->act_no = 0;
gBoss[3].act_no = 10;
gBoss[4].act_no = 10;
gBoss[5].act_no = 10;
gBoss[6].act_no = 10;
}
break;
case 20:
npc->tgt_x -= 1 * 0x200;
if (npc->tgt_x < 0)
{
npc->tgt_x = 0;
npc->act_no = 0;
gBoss[3].act_no = 0;
gBoss[4].act_no = 0;
gBoss[5].act_no = 0;
gBoss[6].act_no = 0;
}
break;
case 30:
npc->tgt_x += 1 * 0x200;
if (npc->tgt_x > 20 * 0x200)
{
npc->tgt_x = 20 * 0x200;
npc->act_no = 0;
gBoss[7].act_no = 10;
gBoss[13].act_no = 10;
gBoss[14].act_no = 10;
gBoss[15].act_no = 10;
gBoss[16].act_no = 10;
}
break;
case 40:
npc->tgt_x -= 1 * 0x200;
if (npc->tgt_x < 0)
{
npc->tgt_x = 0;
npc->act_no = 0;
gBoss[7].act_no = 0;
gBoss[13].act_no = 0;
gBoss[14].act_no = 0;
gBoss[15].act_no = 0;
gBoss[16].act_no = 0;
}
break;
}
RECT rcLeft = {216, 96, 264, 144};
RECT rcRight = {264, 96, 312, 144};
if (npc->direct == 0)
{
npc->rect = rcLeft;
npc->x = gBoss[0].x - (24 * 0x200) - npc->tgt_x;
npc->y = gBoss[0].y;
}
else
{
npc->rect = rcRight;
npc->x = gBoss[0].x + (24 * 0x200) + npc->tgt_x;
npc->y = gBoss[0].y;
}
}
static void ActBossChar03_04(NPCHAR *npc)
{
int xm, ym;
unsigned char deg;
RECT rect[8] = {
{0, 192, 16, 208},
{16, 192, 32, 208},
{32, 192, 48, 208},
{48, 192, 64, 208},
{0, 208, 16, 224},
{16, 208, 32, 224},
{32, 208, 48, 224},
{48, 208, 64, 224},
};
switch (npc->act_no)
{
case 0:
npc->bits &= ~NPC_SHOOTABLE;
npc->ani_no = 0;
break;
case 10:
npc->act_no = 11;
npc->act_wait = (npc->tgt_x * 10) + 40;
npc->bits |= NPC_SHOOTABLE;
// Fallthrough
case 11:
if (npc->act_wait < 16 && npc->act_wait / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
if (npc->act_wait != 0)
{
--npc->act_wait;
break;
}
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-2, 2);
ym = GetSin(deg) * 3;
xm = GetCos(deg) * 3;
SetNpChar(156, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
npc->act_wait = 40;
break;
}
switch (npc->tgt_x)
{
case 0:
npc->x = gBoss[0].x - (22 * 0x200);
npc->y = gBoss[0].y - (16 * 0x200);
break;
case 1:
npc->x = gBoss[0].x + (28 * 0x200);
npc->y = gBoss[0].y - (16 * 0x200);
break;
case 2:
npc->x = gBoss[0].x - (15 * 0x200);
npc->y = gBoss[0].y + (14 * 0x200);
break;
case 3:
npc->x = gBoss[0].x + (17 * 0x200);
npc->y = gBoss[0].y + (14 * 0x200);
break;
}
npc->rect = rect[npc->tgt_x + 4 * npc->ani_no];
}
static void ActBossChar03_face(NPCHAR *npc)
{
RECT rect[3] = {
{216, 0, 320, 48},
{216, 48, 320, 96},
{216, 144, 320, 192},
};
static unsigned char flash;
switch (npc->act_no)
{
case 0:
gBoss[0].bits &= ~NPC_SHOOTABLE;
npc->ani_no = 0;
break;
case 10:
npc->act_no = 11;
npc->act_wait = (npc->tgt_x * 10) + 40;
gBoss[0].bits |= NPC_SHOOTABLE;
// Fallthrough
case 11:
if (gBoss[0].shock)
{
if (flash++ / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
}
else
{
npc->ani_no = 0;
}
break;
}
gBoss[7].x = gBoss[0].x;
gBoss[7].y = gBoss[0].y;
if (gBoss[0].act_no <= 10)
npc->ani_no = 2;
npc->rect = rect[npc->ani_no];
}
void ActBossChar_MonstX(void)
{
int i;
NPCHAR *npc = gBoss;
switch (npc->act_no)
{
case 0:
npc->life = 1;
npc->x = -320 * 0x200;
break;
case 1:
npc->life = 700;
npc->exp = 1;
npc->act_no = 1;
npc->x = 2048 * 0x200;
npc->y = 200 * 0x200;
npc->hit_voice = 54;
npc->hit.front = 24 * 0x200;
npc->hit.top = 24 * 0x200;
npc->hit.back = 24 * 0x200;
npc->hit.bottom = 24 * 0x200;
npc->bits = (NPC_IGNORE_SOLIDITY | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
npc->size = 3;
npc->code_event = 1000;
npc->ani_no = 0;
gBoss[1].cond = 0x80;
gBoss[1].size = 3;
gBoss[1].direct = 0;
gBoss[1].view.front = 24 * 0x200;
gBoss[1].view.top = 24 * 0x200;
gBoss[1].view.back = 24 * 0x200;
gBoss[1].view.bottom = 24 * 0x200;
gBoss[1].bits = NPC_IGNORE_SOLIDITY;
gBoss[2] = gBoss[1];
gBoss[2].direct = 2;
gBoss[3].cond = 0x80;
gBoss[3].life = 60;
gBoss[3].size = 3; // Redundant: this get overwritten a few lines later
gBoss[3].hit_voice = 54;
gBoss[3].destroy_voice = 71;
gBoss[3].size = 2;
gBoss[3].view.front = 8 * 0x200;
gBoss[3].view.top = 8 * 0x200;
gBoss[3].view.back = 8 * 0x200;
gBoss[3].view.bottom = 8 * 0x200;
gBoss[3].hit.front = 5 * 0x200;
gBoss[3].hit.back = 5 * 0x200;
gBoss[3].hit.top = 5 * 0x200;
gBoss[3].hit.bottom = 5 * 0x200;
gBoss[3].bits = NPC_IGNORE_SOLIDITY;
gBoss[3].tgt_x = 0;
gBoss[4] = gBoss[3];
gBoss[4].tgt_x = 1;
gBoss[5] = gBoss[3];
gBoss[5].tgt_x = 2;
gBoss[5].life = 100;
gBoss[6] = gBoss[3];
gBoss[6].tgt_x = 3;
gBoss[6].life = 100;
gBoss[7].cond = 0x80;
gBoss[7].x = 2048 * 0x200;
gBoss[7].y = 200 * 0x200;
gBoss[7].view.front = 52 * 0x200;
gBoss[7].view.top = 24 * 0x200;
gBoss[7].view.back = 52 * 0x200;
gBoss[7].view.bottom = 24 * 0x200;
gBoss[7].hit_voice = 52;
gBoss[7].hit.front = 8 * 0x200;
gBoss[7].hit.top = 24 * 0x200;
gBoss[7].hit.back = 8 * 0x200;
gBoss[7].hit.bottom = 16 * 0x200;
gBoss[7].bits = NPC_IGNORE_SOLIDITY;
gBoss[7].size = 3;
gBoss[7].ani_no = 0;
gBoss[9].cond = 0x80;
gBoss[9].act_no = 0;
gBoss[9].direct = 1;
gBoss[9].x = 1984 * 0x200;
gBoss[9].y = 144 * 0x200;
gBoss[9].view.front = 36 * 0x200;
gBoss[9].view.top = 8 * 0x200;
gBoss[9].view.back = 36 * 0x200;
gBoss[9].view.bottom = 24 * 0x200;
gBoss[9].hit_voice = 52;
gBoss[9].hit.front = 28 * 0x200;
gBoss[9].hit.top = 8 * 0x200;
gBoss[9].hit.back = 28 * 0x200;
gBoss[9].hit.bottom = 16 * 0x200;
gBoss[9].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_REAR_AND_TOP_DONT_HURT);
gBoss[9].size = 3;
gBoss[10] = gBoss[9];
gBoss[10].x = 2112 * 0x200;
gBoss[11] = gBoss[9];
gBoss[11].direct = 3;
gBoss[11].x = 1984 * 0x200;
gBoss[11].y = 256 * 0x200;
gBoss[11].view.top = 24 * 0x200;
gBoss[11].view.bottom = 8 * 0x200;
gBoss[11].hit.top = 16 * 0x200;
gBoss[11].hit.bottom = 8 * 0x200;
gBoss[12] = gBoss[11];
gBoss[12].x = 2112 * 0x200;
gBoss[13] = gBoss[9];
gBoss[13].cond = 0x80;
gBoss[13].view.top = 16 * 0x200;
gBoss[13].view.bottom = 16 * 0x200;
gBoss[13].view.front = 30 * 0x200;
gBoss[13].view.back = 42 * 0x200;
gBoss[13].count1 = 9;
gBoss[13].ani_no = 0;
gBoss[13].bits = NPC_IGNORE_SOLIDITY;
gBoss[14] = gBoss[13];
gBoss[14].view.front = 42 * 0x200;
gBoss[14].view.back = 30 * 0x200;
gBoss[14].count1 = 10;
gBoss[14].ani_no = 1;
gBoss[14].bits = NPC_IGNORE_SOLIDITY;
gBoss[15] = gBoss[13];
gBoss[15].view.top = 16 * 0x200;
gBoss[15].view.bottom = 16 * 0x200;
gBoss[15].count1 = 11;
gBoss[15].ani_no = 2;
gBoss[15].bits = NPC_IGNORE_SOLIDITY;
gBoss[16] = gBoss[15];
gBoss[16].view.front = 42 * 0x200;
gBoss[16].view.back = 30 * 0x200;
gBoss[16].count1 = 12;
gBoss[16].ani_no = 3;
gBoss[16].bits = NPC_IGNORE_SOLIDITY;
npc->act_no = 2;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->count1 = 0;
// Fallthrough
case 11:
++npc->act_wait;
if (npc->act_wait > 100)
{
npc->act_wait = 0;
if (npc->x > gMC.x)
npc->act_no = 100;
else
npc->act_no = 200;
}
break;
case 100:
npc->act_wait = 0;
npc->act_no = 101;
++npc->count1;
// Fallthrough
case 101:
++npc->act_wait;
if (npc->act_wait == 4)
gBoss[9].act_no = 100;
if (npc->act_wait == 8)
gBoss[10].act_no = 100;
if (npc->act_wait == 10)
gBoss[11].act_no = 100;
if (npc->act_wait == 12)
gBoss[12].act_no = 100;
if (npc->act_wait > 120 && npc->count1 > 2)
npc->act_no = 300;
if (npc->act_wait > 121 && gMC.x > npc->x)
npc->act_no = 200;
break;
case 200:
npc->act_wait = 0;
npc->act_no = 201;
++npc->count1;
// Fallthrough
case 201:
++npc->act_wait;
if (npc->act_wait == 4)
gBoss[9].act_no = 200;
if (npc->act_wait == 8)
gBoss[10].act_no = 200;
if (npc->act_wait == 10)
gBoss[11].act_no = 200;
if (npc->act_wait == 12)
gBoss[12].act_no = 200;
if (npc->act_wait > 120 && npc->count1 > 2)
npc->act_no = 400;
if (npc->act_wait > 121 && gMC.x < npc->x)
npc->act_no = 100;
break;
case 300:
npc->act_wait = 0;
npc->act_no = 301;
// Fallthrough
case 301:
++npc->act_wait;
if (npc->act_wait == 4)
gBoss[9].act_no = 300;
if (npc->act_wait == 8)
gBoss[10].act_no = 300;
if (npc->act_wait == 10)
gBoss[11].act_no = 300;
if (npc->act_wait == 12)
gBoss[12].act_no = 300;
if (npc->act_wait > 50)
{
if (gBoss[3].cond == 0 && gBoss[4].cond == 0 && gBoss[5].cond == 0 && gBoss[6].cond == 0)
npc->act_no = 600;
else
npc->act_no = 500;
}
break;
case 400:
npc->act_wait = 0;
npc->act_no = 401;
// Fallthrough
case 401:
++npc->act_wait;
if (npc->act_wait == 4)
gBoss[9].act_no = 400;
if (npc->act_wait == 8)
gBoss[10].act_no = 400;
if (npc->act_wait == 10)
gBoss[11].act_no = 400;
if (npc->act_wait == 12)
gBoss[12].act_no = 400;
if (npc->act_wait > 50)
{
if (gBoss[3].cond == 0 && gBoss[4].cond == 0 && gBoss[5].cond == 0 && gBoss[6].cond == 0)
npc->act_no = 600;
else
npc->act_no = 500;
}
break;
case 500:
npc->act_no = 501;
npc->act_wait = 0;
gBoss[1].act_no = 10;
gBoss[2].act_no = 10;
// Fallthrough
case 501:
++npc->act_wait;
if (npc->act_wait > 300)
{
npc->act_no = 502;
npc->act_wait = 0;
}
if (gBoss[3].cond == 0 && gBoss[4].cond == 0 && gBoss[5].cond == 0 && gBoss[6].cond == 0)
{
npc->act_no = 502;
npc->act_wait = 0;
}
break;
case 502:
npc->act_no = 503;
npc->act_wait = 0;
npc->count1 = 0;
gBoss[1].act_no = 20;
gBoss[2].act_no = 20;
// Fallthrough
case 503: // Exactly identical to case 603
++npc->act_wait;
if (npc->act_wait > 50)
{
if (npc->x > gMC.x)
npc->act_no = 100;
else
npc->act_no = 200;
}
break;
case 600:
npc->act_no = 601;
npc->act_wait = 0;
npc->count2 = npc->life;
gBoss[1].act_no = 30;
gBoss[2].act_no = 30;
// Fallthrough
case 601:
++npc->act_wait;
if (npc->life < npc->count2 - 200 || npc->act_wait > 300)
{
npc->act_no = 602;
npc->act_wait = 0;
}
break;
case 602:
npc->act_no = 603;
npc->act_wait = 0;
npc->count1 = 0;
gBoss[1].act_no = 40;
gBoss[2].act_no = 40;
// Fallthrough
case 603: // Exactly identical to case 503
++npc->act_wait;
if (npc->act_wait > 50)
{
if (npc->x > gMC.x)
npc->act_no = 100;
else
npc->act_no = 200;
}
break;
case 1000:
SetQuake(2);
if (++npc->act_wait % 8 == 0)
PlaySoundObject(52, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x + (Random(-72, 72) * 0x200), npc->y + (Random(-64, 64) * 0x200), 1, 1);
if (npc->act_wait > 100)
{
npc->act_wait = 0;
npc->act_no = 1001;
SetFlash(npc->x, npc->y, FLASH_MODE_EXPLOSION);
PlaySoundObject(35, SOUND_MODE_PLAY);
}
break;
case 1001:
SetQuake(40);
++npc->act_wait;
if (npc->act_wait > 50)
{
for (i = 0; i < 20; ++i)
gBoss[i].cond = 0;
DeleteNpCharCode(158, TRUE);
SetNpChar(159, npc->x, npc->y - (24 * 0x200), 0, 0, 0, NULL, 0);
}
break;
}
ActBossChar03_01(&gBoss[9]);
ActBossChar03_01(&gBoss[10]);
ActBossChar03_01(&gBoss[11]);
ActBossChar03_01(&gBoss[12]);
npc->x += (((gBoss[11].x + gBoss[10].x + gBoss[9].x + gBoss[12].x) / 4) - npc->x) / 0x10;
ActBossChar03_face(&gBoss[7]);
ActBossChar03_02(&gBoss[13]);
ActBossChar03_02(&gBoss[14]);
ActBossChar03_02(&gBoss[15]);
ActBossChar03_02(&gBoss[16]);
ActBossChar03_03(&gBoss[1]);
ActBossChar03_03(&gBoss[2]);
if (gBoss[3].cond)
ActBossChar03_04(&gBoss[3]);
if (gBoss[4].cond)
ActBossChar03_04(&gBoss[4]);
if (gBoss[5].cond)
ActBossChar03_04(&gBoss[5]);
if (gBoss[6].cond)
ActBossChar03_04(&gBoss[6]);
if (npc->life == 0 && npc->act_no < 1000)
{
npc->act_no = 1000;
npc->act_wait = 0;
npc->shock = 150;
gBoss[9].act_no = 300;
gBoss[10].act_no = 300;
gBoss[11].act_no = 300;
gBoss[12].act_no = 300;
}
}