text: #include "BossFrog.h"
  
  #include "WindowsWrapper.h"
  
  #include "Boss.h"
  #include "Frame.h"
  #include "Game.h"
  #include "MyChar.h"
  #include "NpChar.h"
  #include "Sound.h"
  #include "Triangle.h"
  
  static void ActBossChar02_01(void)
  {
  	int minus;
  
  	if (gBoss[0].direct == 0)
  		minus = 1;
  	else
  		minus = -1;
  
  	switch (gBoss[0].ani_no)
  	{
  		case 0:
  			gBoss[1].hit_voice = 52;
  			gBoss[1].hit.front = 0x2000;
  			gBoss[1].hit.top = 0x2000;
  			gBoss[1].hit.back = 0x2000;
  			gBoss[1].hit.bottom = 0x2000;
  			gBoss[1].size = 3;
  			gBoss[1].bits = 4;
  			break;
  
  		case 1:
  			gBoss[1].x = gBoss[0].x + -0x3000 * minus;
  			gBoss[1].y = gBoss[0].y - 0x3000;
  			break;
  
  		case 2:
  			gBoss[1].x = gBoss[0].x + -0x3000 * minus;
  			gBoss[1].y = gBoss[0].y - 0x2800;
  			break;
  
  		case 3:
  		case 4:
  			gBoss[1].x = gBoss[0].x + -0x3000 * minus;
  			gBoss[1].y = gBoss[0].y - 0x2000;
  			break;
  
  		case 5:
  			gBoss[1].x = gBoss[0].x + -0x3000 * minus;
  			gBoss[1].y = gBoss[0].y - 0x5600;
  			break;
  	}
  }
  
  static void ActBossChar02_02(void)
  {
  	if (gBoss[0].ani_no)
  	{
  		if (gBoss[0].ani_no > 0 && gBoss[0].ani_no <= 5)
  		{
  			gBoss[2].x = gBoss[0].x;
  			gBoss[2].y = gBoss[0].y;
  		}
  	}
  	else
  	{
  		gBoss[2].hit_voice = 52;
  		gBoss[2].hit.front = 0x3000;
  		gBoss[2].hit.top = 0x2000;
  		gBoss[2].hit.back = 0x3000;
  		gBoss[2].hit.bottom = 0x2000;
  		gBoss[2].size = 3;
  		gBoss[2].bits = 4;
  	}
  }
  
  void ActBossChar_Frog(void)
  {
  	RECT rcLeft[9] = {
  		{0, 0, 0, 0},
  		{0, 48, 80, 112},
  		{0, 112, 80, 176},
  		{0, 176, 80, 240},
  		{160, 48, 240, 112},
  		{160, 112, 240, 200},
  		{200, 0, 240, 24},
  		{80, 0, 120, 24},
  		{120, 0, 160, 24},
  	};
  
  	RECT rcRight[9] = {
  		{0, 0, 0, 0},
  		{80, 48, 160, 112},
  		{80, 112, 160, 176},
  		{80, 176, 160, 240},
  		{240, 48, 320, 112},
  		{240, 112, 320, 200},
  		{200, 24, 240, 48},
  		{80, 24, 120, 48},
  		{120, 24, 160, 48},
  	};
  
  	switch (gBoss[0].act_no)
  	{
  		case 0:
  			gBoss->x = 0xC000;
  			gBoss->y = 0x19000;
  			gBoss->direct = 2;
  			gBoss->view.front = 0x6000;
  			gBoss->view.top = 0x6000;
  			gBoss->view.back = 0x4000;
  			gBoss->view.bottom = 0x2000;
  			gBoss->hit_voice = 52;
  			gBoss->hit.front = 0x3000;
  			gBoss->hit.top = 0x2000;
  			gBoss->hit.back = 0x3000;
  			gBoss->hit.bottom = 0x2000;
  			gBoss->size = 3;
  			gBoss->exp = 1;
  			gBoss->code_event = 1000;
  			gBoss->bits |= 0x8200;
  			gBoss->life = 300;
  			break;
  
  		case 10:
  			gBoss->act_no = 11;
  			gBoss->ani_no = 3;
  			gBoss->cond = 0x80;
  			gBoss->rect = rcRight[0];
  			gBoss[1].cond = -112;
  			gBoss[1].code_event = 1000;
  			gBoss[2].cond = 0x80;
  			gBoss[1].damage = 5;
  			gBoss[2].damage = 5;
  
  			for (int i = 0; i < 8; ++i)
  				SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
  
  			break;
  
  		case 20:
  			gBoss->act_no = 21;
  			gBoss->act_wait = 0;
  			// Fallthrough
  		case 21:
  			if (++gBoss->act_wait / 2 % 2)
  				gBoss->ani_no = 3;
  			else
  				gBoss->ani_no = 0;
  
  			break;
  
  		case 100:
  			gBoss->act_no = 101;
  			gBoss->act_wait = 0;
  			gBoss->ani_no = 1;
  			gBoss->xm = 0;
  			// Fallthrough
  		case 101:
  			if (++gBoss->act_wait > 50)
  			{
  				gBoss->act_no = 102;
  				gBoss->ani_wait = 0;
  				gBoss->ani_no = 2;
  			}
  
  			break;
  
  		case 102:
  			if (++gBoss->ani_wait > 10)
  			{
  				gBoss->act_no = 103;
  				gBoss->ani_wait = 0;
  				gBoss->ani_no = 1;
  			}
  
  			break;
  
  		case 103:
  			if (++gBoss->ani_wait > 4)
  			{
  				gBoss->act_no = 104;
  				gBoss->ani_no = 5;
  				gBoss->ym = -0x400;
  				PlaySoundObject(25, 1);
  
  				if (gBoss->direct == 0)
  					gBoss->xm = -0x200;
  				else
  					gBoss->xm = 0x200;
  
  				gBoss->view.top = 0x8000;
  				gBoss->view.bottom = 0x3000;
  			}
  
  			break;
  
  		case 104:
  			if (gBoss->direct == 0 && gBoss->flag & 1)
  			{
  				gBoss->direct = 2;
  				gBoss->xm = 0x200;
  			}
  
  			if (gBoss->direct == 2 && gBoss->flag & 4)
  			{
  				gBoss->direct = 0;
  				gBoss->xm = -0x200;
  			}
  
  			if (gBoss->flag & 8)
  			{
  				PlaySoundObject(26, 1);
  				SetQuake(30);
  				gBoss->act_no = 100;
  				gBoss->ani_no = 1;
  				gBoss->view.top = 0x6000;
  				gBoss->view.bottom = 0x2000;
  
  				if (gBoss->direct == 0 && gBoss->x < gMC.x)
  				{
  					gBoss->direct = 2;
  					gBoss->act_no = 110;
  				}
  
  				if (gBoss->direct == 2 && gBoss->x > gMC.x)
  				{
  					gBoss->direct = 0;
  					gBoss->act_no = 110;
  				}
  
  				SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
  
  				for (int i = 0; i < 4; ++i)
  					SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
  			}
  
  			break;
  
  		case 110:
  			gBoss->ani_no = 1;
  			gBoss->act_wait = 0;
  			gBoss->act_no = 111;
  			// Fallthrough
  		case 111:
  			++gBoss->act_wait;
  			gBoss->xm = 8 * gBoss->xm / 9;
  
  			if (gBoss->act_wait > 50)
  			{
  				gBoss->ani_no = 2;
  				gBoss->ani_wait = 0;
  				gBoss->act_no = 112;
  			}
  
  			break;
  
  		case 112:
  			if (++gBoss->ani_wait > 4)
  			{
  				gBoss->act_no = 113;
  				gBoss->act_wait = 0;
  				gBoss->ani_no = 3;
  				gBoss->count1 = 16;
  				gBoss[1].bits |= 0x20;
  				gBoss->tgt_x = gBoss->life;
  			}
  
  			break;
  
  		case 113:
  			if (gBoss->shock)
  			{
  				if (gBoss->count2++ / 2 % 2)
  					gBoss->ani_no = 4;
  				else
  					gBoss->ani_no = 3;
  			}
  			else
  			{
  				gBoss->count2 = 0;
  				gBoss->ani_no = 3;
  			}
  
  			gBoss->xm = 10 * gBoss->xm / 11;
  
  			if (++gBoss->act_wait > 16)
  			{
  				gBoss->act_wait = 0;
  				--gBoss->count1;
  
  				unsigned char deg;
  
  				if (gBoss->direct == 0)
  					deg = GetArktan(gBoss->x - 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y);
  				else
  					deg = GetArktan(gBoss->x + 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y);
  
  				deg += Random(-16, 16);
  
  				int ym = GetSin(deg);
  				int xm = GetCos(deg);
  
  				if (gBoss->direct == 0)
  					SetNpChar(108, gBoss->x - 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100);
  				else
  					SetNpChar(108, gBoss->x + 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100);
  
  				PlaySoundObject(39, 1);
  
  				if (gBoss->count1 == 0 || gBoss->life < gBoss->tgt_x - 90)
  				{
  					gBoss->act_no = 114;
  					gBoss->act_wait = 0;
  					gBoss->ani_no = 2;
  					gBoss->ani_wait = 0;
  					gBoss[1].bits &= ~0x20;
  				}
  			}
  
  			break;
  
  		case 114:
  			if (++gBoss->ani_wait > 10)
  			{
  				if (++gBoss[1].count1 > 2)
  				{
  					gBoss[1].count1 = 0;
  					gBoss->act_no = 120;
  				}
  				else
  				{
  					gBoss->act_no = 100;
  				}
  
  				gBoss->ani_wait = 0;
  				gBoss->ani_no = 1;
  			}
  
  			break;
  
  		case 120:
  			gBoss->act_no = 121;
  			gBoss->act_wait = 0;
  			gBoss->ani_no = 1;
  			gBoss->xm = 0;
  			// Fallthrough
  		case 121:
  			if (++gBoss->act_wait > 50)
  			{
  				gBoss->act_no = 122;
  				gBoss->ani_wait = 0;
  				gBoss->ani_no = 2;
  			}
  
  			break;
  
  		case 122:
  			if (++gBoss->ani_wait > 20)
  			{
  				gBoss->act_no = 123;
  				gBoss->ani_wait = 0;
  				gBoss->ani_no = 1;
  			}
  
  			break;
  
  		case 123:
  			if (++gBoss->ani_wait > 4)
  			{
  				gBoss->act_no = 124;
  				gBoss->ani_no = 5;
  				gBoss->ym = -0xA00;
  				gBoss->view.top = 0x8000;
  				gBoss->view.bottom = 0x3000;
  				PlaySoundObject(25, 1);
  			}
  
  			break;
  
  		case 124:
  			if (gBoss->flag & 8)
  			{
  				PlaySoundObject(26, 1);
  				SetQuake(60);
  				gBoss->act_no = 100;
  				gBoss->ani_no = 1;
  				gBoss->view.top = 0x6000;
  				gBoss->view.bottom = 0x2000;
  
  				for (int i = 0; i < 2; ++i)
  					SetNpChar(104, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
  
  				for (int i = 0; i < 6; ++i)
  					SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
  
  				for (int i = 0; i < 8; ++i)
  					SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
  
  				if (gBoss->direct == 0 && gMC.x > gBoss->x)
  				{
  					gBoss->direct = 2;
  					gBoss->act_no = 110;
  				}
  
  				if ( gBoss->direct == 2 && gMC.x < gBoss->x)
  				{
  					gBoss->direct = 0;
  					gBoss->act_no = 110;
  				}
  			}
  
  			break;
  
  		case 130:
  			gBoss->act_no = 131;
  			gBoss->ani_no = 3;
  			gBoss->act_wait = 0;
  			gBoss->xm = 0;
  			PlaySoundObject(72, 1);
  
  			for (int i = 0; i < 8; ++i)
  				SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
  
  			gBoss[1].cond = 0;
  			gBoss[2].cond = 0;
  			// Fallthrough
  		case 131:
  			if (++gBoss->act_wait % 5 == 0)
  				SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
  
  			if (gBoss->act_wait / 2 % 2)
  				gBoss->x -= 0x200;
  			else
  				gBoss->x += 0x200;
  
  			if (gBoss->act_wait > 100)
  			{
  				gBoss->act_wait = 0;
  				gBoss->act_no = 132;
  			}
  
  			break;
  
  		case 132:
  			if (++gBoss->act_wait / 2 % 2)
  			{
  				gBoss->view.front = 0x2800;
  				gBoss->view.top = 0x1800;
  				gBoss->view.back = 0x2800;
  				gBoss->view.bottom = 0x1800;
  				gBoss->ani_no = 6;
  			}
  			else
  			{
  				gBoss->view.front = 0x6000;
  				gBoss->view.top = 0x6000;
  				gBoss->view.back = 0x4000;
  				gBoss->view.bottom = 0x2000;
  				gBoss->ani_no = 3;
  			}
  
  			if (gBoss->act_wait % 9 == 0)
  				SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
  
  			if (gBoss->act_wait > 150)
  			{
  				gBoss->act_no = 140;
  				gBoss->hit.bottom = 0x1800;
  			}
  
  			break;
  
  		case 140:
  			gBoss->act_no = 141;
  			// Fallthrough
  		case 141:
  			if (gBoss->flag & 8)
  			{
  				gBoss->act_no = 142;
  				gBoss->act_wait = 0;
  				gBoss->ani_no = 7;
  			}
  
  			break;
  
  		case 142:
  			if (++gBoss->act_wait > 30)
  			{
  				gBoss->ani_no = 8;
  				gBoss->ym = -0xA00;
  				gBoss->bits |= 8;
  				gBoss->act_no = 143;
  			}
  
  			break;
  
  		case 143:
  			gBoss->ym = -0xA00;
  
  			if (gBoss->y < 0)
  			{
  				gBoss->cond = 0;
  				PlaySoundObject(26, 1);
  				SetQuake(30);
  			}
  
  			break;
  	}
  
  	gBoss->ym += 0x40;
  	if (gBoss->ym > 0x5FF)
  		gBoss->ym = 0x5FF;
  
  	gBoss->x += gBoss->xm;
  	gBoss->y += gBoss->ym;
  
  	if (gBoss->direct == 0)
  		gBoss->rect = rcLeft[gBoss->ani_no];
  	else
  		gBoss->rect = rcRight[gBoss->ani_no];
  
  	ActBossChar02_01();
  	ActBossChar02_02();
  }
  