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2026-02-02 04:50:13 +01:00

437 lines
10 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "got/game/boss2.h"
#include "got/events.h"
#include "got/game/back.h"
#include "got/game/move.h"
#include "got/game/status.h"
#include "got/gfx/image.h"
#include "got/sound.h"
#include "got/vars.h"
namespace Got {
static const byte EXPLOSION[] = {
61, 62, 65, 66, 69, 70, 73, 74, 77, 78,
81, 82, 85, 86, 89, 90, 93, 94, 97, 98,
101, 102, 105, 106, 109, 110, 113, 114, 117, 118,
121, 122, 125, 126, 129, 130, 133, 134, 137, 138,
141, 142, 145, 146, 149, 150, 153, 154, 157, 158,
161, 162, 165, 166, 169, 170, 173, 174, 177, 178
};
static bool expf[60];
static byte numSkulls;
static byte numSpikes;
static bool dropFlag;
static byte su[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
static int boss2MovementExplode(Actor *actor);
static int boss2MovementShake(Actor *actor);
static int boss2Die();
static void bossSet(byte d, int x, int y);
int boss2Movement(Actor *actor) {
switch (_G(setup)._difficultyLevel) {
case 0:
numSkulls = 3;
numSpikes = 5;
break;
case 1:
numSkulls = 6;
numSpikes = 8;
break;
case 2:
numSkulls = 9;
numSpikes = 11;
break;
default:
break;
}
if (_G(bossDead))
return boss2Die();
if (actor->_i1) {
if (actor->_i1 == 1)
return boss2MovementExplode(actor);
return boss2MovementShake(actor);
}
byte d = actor->_lastDir;
int x = actor->_x;
if (actor->_temp6)
actor->_temp6--;
if (!actor->_temp6) {
bool f = false;
dropFlag = false;
if (actor->_temp5)
actor->_temp5--;
if (!actor->_temp5)
f = true;
else {
if (d == 2) {
if (x > 18)
actor->_x -= 2;
else
f = true;
} else if (d == 3) {
if (x < 272)
actor->_x += 2;
else
f = true;
}
}
if (f) {
actor->_temp5 = _G(rand1) + 60;
if (d == 2)
d = 3;
else
d = 2;
}
}
const int count = actor->_frameCount - 1;
if (count <= 0) {
actor->_nextFrame++;
if (actor->_nextFrame > 2)
actor->_nextFrame = 0;
actor->_frameCount = actor->_frameSpeed;
} else
actor->_frameCount = count;
x = actor->_x;
if (actor->_currNumShots < numSkulls && !dropFlag) {
if (x == 48 || x == 112 || x == 176 || x == 240) {
dropFlag = true;
_G(actor[3])._temp6 = 40;
actorAlwaysShoots(actor, 1);
playSound(FALL, false);
_G(actor[actor->_shotActor])._x = actor->_x + 12;
_G(actor[actor->_shotActor])._y = actor->_y + 32;
_G(actor[actor->_shotActor])._temp2 = 0;
_G(actor[actor->_shotActor])._temp3 = 4;
_G(actor[actor->_shotActor])._temp4 = 4;
}
}
bossSet(d, x, actor->_y);
if (actor->_directions == 1)
return 0;
return d;
}
static void bossSet(const byte d, const int x, const int y) {
_G(actor[4])._nextFrame = _G(actor[3])._nextFrame;
_G(actor[5])._nextFrame = _G(actor[3])._nextFrame;
_G(actor[6])._nextFrame = _G(actor[3])._nextFrame;
_G(actor[3])._lastDir = d;
_G(actor[4])._lastDir = d;
_G(actor[5])._lastDir = d;
_G(actor[6])._lastDir = d;
_G(actor[4])._x = x + 16;
_G(actor[4])._y = y;
_G(actor[5])._x = x;
_G(actor[5])._y = y + 16;
_G(actor[6])._x = x + 16;
_G(actor[6])._y = y + 16;
}
void boss2CheckHit(Actor *actor) {
if (!_G(actor[3])._vulnerableCountdown) {
actorDamaged(&_G(actor[3]), _G(hammer)->_hitStrength);
_G(actor[3])._health -= 10;
if (_G(actor[3])._health == 50) {
playSound(BOSS12, true);
g_events->send("Game", GameMessage("PAUSE", 40));
_G(actor[3])._i1 = 1;
_G(actor[3])._i2 = 0;
memset(expf, 0, sizeof(expf));
for (int rep = 7; rep < MAX_ACTORS; rep++) {
if (_G(actor[rep])._active)
actorDestroyed(&_G(actor[rep]));
}
_G(actor[3])._currNumShots = 0;
} else
playSound(BOSS13, true);
_G(actor[3])._moveCountdown = 75;
_G(actor[3])._vulnerableCountdown = 75;
_G(actor[3])._nextFrame = 1;
for (int rep = 4; rep < 7; rep++) {
_G(actor[rep])._nextFrame = 1;
_G(actor[rep])._moveCountdown = 50;
}
if (_G(actor[3])._health == 0) {
_G(bossDead) = true;
for (int rep = 7; rep < MAX_ACTORS; rep++) {
if (_G(actor[rep])._active)
actorDestroyed(&_G(actor[rep]));
}
}
}
}
void boss2SetupLevel() {
setupBoss(2);
_G(bossActive) = true;
musicPause();
playSound(BOSS11, true);
dropFlag = false;
Common::fill(su, su + 18, 0);
g_events->send("Game", GameMessage("PAUSE", 40));
musicPlay(7, true);
}
static int boss2Die() {
_G(thunderSnakeCounter) = 0;
if (_G(bossDead)) {
for (int rep = 0; rep < 4; rep++) {
const int x1 = _G(actor[3 + rep])._lastX[_G(pge)];
const int y1 = _G(actor[3 + rep])._lastY[_G(pge)];
const int x = _G(actor[3 + rep])._x;
const int y = _G(actor[3 + rep])._y;
const int n = _G(actor[3 + rep])._actorNum;
const int r = _G(actor[3 + rep])._dropRating;
_G(actor[3 + rep]) = _G(explosion);
_G(actor[3 + rep])._actorNum = n;
_G(actor[3 + rep])._dropRating = r;
_G(actor[3 + rep])._x = x;
_G(actor[3 + rep])._y = y;
_G(actor[3 + rep])._lastX[_G(pge)] = x1;
_G(actor[3 + rep])._lastX[_G(pge) ^ 1] = x;
_G(actor[3 + rep])._lastY[_G(pge)] = y1;
_G(actor[3 + rep])._lastY[_G(pge) ^ 1] = y;
_G(actor[3 + rep])._active = true;
_G(actor[3 + rep])._vulnerableCountdown = 255;
_G(actor[3 + rep])._moveType = 6;
_G(actor[3 + rep])._nextFrame = rep;
_G(actor[3 + rep])._speed = g_events->getRandomNumber(6, 8);
_G(actor[3 + rep])._currNumShots = (10 - _G(actor[3 + rep])._speed) * 10;
_G(actor[3 + rep])._moveCountdown = _G(actor[3 + rep])._speed;
}
playSound(EXPLODE, true);
_G(bossDead) = true;
}
return _G(actor[3])._lastDir;
}
// Boss - skull (explode)
static int boss2MovementExplode(Actor *actor) {
nextFrame(actor);
_G(actor[4])._nextFrame = actor->_nextFrame;
_G(actor[5])._nextFrame = actor->_nextFrame;
_G(actor[6])._nextFrame = actor->_nextFrame;
actor->_vulnerableCountdown = 20;
if (actor->_currNumShots || _G(actor[5])._currNumShots)
return 0;
playSound(EXPLODE, true);
actorAlwaysShoots(&_G(actor[5]), 0);
const int an = _G(actor[5])._shotActor;
_G(actor[an])._moveType = 9;
int r = _G(rand1) % 60;
while (expf[r]) {
r++;
if (r > 59)
r = 0;
}
expf[r] = true;
const int x = (EXPLOSION[r] % 20) * 16;
const int y = (EXPLOSION[r] / 20) * 16;
_G(actor[an])._x = x;
_G(actor[an])._y = y;
_G(scrn)._iconGrid[y / 16][x / 16] = _G(scrn)._backgroundColor;
_G(actor[3])._i2++;
if (_G(actor[3])._i2 > 59) {
_G(actor[3])._i1 = 2;
_G(actor[3])._i2 = 0;
_G(actor[3])._numMoves = 3;
}
return 0;
}
// Boss - skull - shake
static int boss2MovementShake(Actor *actor) {
int rep, hx;
if (_G(hammer)->_active && _G(hammer)->_moveType != 5) {
hx = _G(hammer)->_x;
const int hy = _G(hammer)->_y;
for (rep = 7; rep < 15; rep++) {
if (!_G(actor[rep])._active)
continue;
if (overlap(hx + 1, hy + 1, hx + 10, hy + 10, _G(actor[rep])._x, _G(actor[rep])._y,
_G(actor[rep])._x + _G(actor[rep])._sizeX - 1, _G(actor[rep])._y + _G(actor[rep])._sizeY - 1)) {
_G(hammer)->_moveType = 5;
_G(hammer)->_dir = reverseDirection(_G(hammer));
break;
}
}
}
if (actor->_i4) {
actor->_i4--;
if (!actor->_i4)
_G(thunderSnakeCounter) = 0;
}
if (!actor->_i2) {
if (actor->_x < 144)
actor->_x += 2;
else if (actor->_x > 144)
actor->_x -= 2;
else {
actor->_i2 = 1;
actor->_i3 = 0;
}
goto done;
}
if (_G(actor[4])._currNumShots)
goto done;
if (!actor->_i3) {
actor->_i3 = g_events->getRandomNumber(2, 3);
}
if (actor->_i3 == 2)
actor->_x -= 2;
else
actor->_x += 2;
if (actor->_x < 20 || actor->_x > 270) {
_G(thunderSnakeCounter) = 100;
actor->_i4 = 50;
playSound(EXPLODE, true);
actor->_i2 = 0;
Common::fill(su, su + 18, 0);
actorAlwaysShoots(&_G(actor[4]), 1);
int an = _G(actor[4])._shotActor;
hx = (_G(thor)->_x / 16);
_G(actor[an])._x = _G(thor)->_x; //hx*16;
_G(actor[an])._y = g_events->getRandomNumber(15);
su[hx] = 1;
_G(actor[an])._nextFrame = g_events->getRandomNumber(3);
for (rep = 0; rep < numSpikes; rep++) {
while (true) {
hx = g_events->getRandomNumber(17);
if (!su[hx])
break;
}
su[hx] = 1;
actorAlwaysShoots(&_G(actor[4]), 1);
an = _G(actor[4])._shotActor;
_G(actor[an])._nextFrame = g_events->getRandomNumber(3);
_G(actor[an])._x = 16 + hx * 16;
_G(actor[an])._y = g_events->getRandomNumber(15);
}
}
done:
nextFrame(actor);
bossSet(actor->_dir, actor->_x, actor->_y);
return 0;
}
void boss2ClosingSequence1() {
musicPlay(6, true);
odinSpeaks(1001, 0, "CLOSING");
}
void boss2ClosingSequence2() {
_G(thorInfo)._armor = 10;
loadNewThor();
_G(thor)->_dir = 1;
_G(thor)->_nextFrame = 0;
fillScore(20, "CLOSING");
}
void boss2ClosingSequence3() {
fillHealth();
fillMagic();
odinSpeaks(1002, 0, "CLOSING");
}
void boss2ClosingSequence4() {
for (int rep = 0; rep < 16; rep++)
_G(scrn)._actorType[rep] = 0;
_G(bossDead) = false;
_G(setup)._bossDead[1] = true;
_G(gameOver) = true;
_G(bossActive) = false;
_G(scrn)._music = 6;
showLevel(BOSS_LEVEL2);
#ifdef USE_TTS
_G(thorInfo)._previousScore = -1;
#endif
playSound(ANGEL, true);
placeTile(18, 10, 152);
placeTile(19, 10, 202);
actorVisible(1);
actorVisible(2);
_G(actor[7])._x = 288;
_G(actor[7])._y = 160;
_G(actor[8])._x = 304;
_G(actor[8])._y = 160;
Level lvl;
lvl.load(BOSS_LEVEL2);
lvl._iconGrid[6][18] = 152;
lvl._iconGrid[6][19] = 202;
lvl.save(BOSS_LEVEL2);
}
} // namespace Got