ref: 379365fd8695b0288a1328aa549ffdfc602cab4e
parent: 04c2f4c0551db498459c93b8fa3ee1924b5d150d
author: Clownacy <Clownacy@users.noreply.github.com>
date: Fri Nov 15 20:37:05 EST 2019
Clean-up BossOhm.cpp
--- a/src/BossOhm.cpp
+++ b/src/BossOhm.cpp
@@ -13,7 +13,7 @@
#include "NpChar.h"
#include "Sound.h"
-static void ActBoss01_12()
+static void ActBoss01_12(void)
{
int i;
@@ -27,22 +27,22 @@
for (i = 1; i < 3; ++i)
{
- gBoss[i].y = (gBoss[0].y + gBoss[i + 2].y - 0x1000) / 2;
+ gBoss[i].y = (gBoss[0].y + gBoss[i + 2].y - (8 * 0x200)) / 2;
if (gBoss[i].direct == 0)
{
- gBoss[i].x = gBoss[0].x - 0x2000;
+ gBoss[i].x = gBoss[0].x - (16 * 0x200);
gBoss[i].rect = rcLeft[gBoss[i].ani_no];
}
else
{
gBoss[i].rect = rcRight[gBoss[i].ani_no];
- gBoss[i].x = gBoss[0].x + 0x2000;
+ gBoss[i].x = gBoss[0].x + (16 * 0x200);
}
}
}
-static void ActBoss01_34()
+static void ActBoss01_34(void)
{
int i;
@@ -67,25 +67,25 @@
gBoss[i].y = gBoss[0].y;
if (i == 3)
- gBoss[i].x = gBoss[0].x - 0x2000;
+ gBoss[i].x = gBoss[0].x - (16 * 0x200);
if (i == 4)
- gBoss[i].x = gBoss[0].x + 0x2000;
+ gBoss[i].x = gBoss[0].x + (16 * 0x200);
break;
case 3:
- gBoss[i].tgt_y = gBoss[0].y + 0x3000;
+ gBoss[i].tgt_y = gBoss[0].y + (24 * 0x200);
if (i == 3)
- gBoss[i].x = gBoss[0].x - 0x2000;
+ gBoss[i].x = gBoss[0].x - (16 * 0x200);
if (i == 4)
- gBoss[i].x = gBoss[0].x + 0x2000;
+ gBoss[i].x = gBoss[0].x + (16 * 0x200);
gBoss[i].y += (gBoss[i].tgt_y - gBoss[i].y) / 2;
break;
}
- if ((gBoss[i].flag & 8) || gBoss[i].y <= gBoss[i].tgt_y)
+ if (gBoss[i].flag & 8 || gBoss[i].y <= gBoss[i].tgt_y)
gBoss[i].ani_no = 0;
else
gBoss[i].ani_no = 1;
@@ -97,7 +97,7 @@
}
}
-static void ActBoss01_5()
+static void ActBoss01_5(void)
{
switch (gBoss[5].act_no)
{
@@ -104,10 +104,10 @@
case 0:
gBoss[5].bits |= (NPC_SOLID_SOFT | NPC_IGNORE_SOLIDITY);
- gBoss[5].hit.front = 0x2800;
- gBoss[5].hit.top = 0x4800;
- gBoss[5].hit.back = 0x2800;
- gBoss[5].hit.bottom = 0x2000;
+ gBoss[5].hit.front = 20 * 0x200;
+ gBoss[5].hit.top = 36 * 0x200;
+ gBoss[5].hit.back = 20 * 0x200;
+ gBoss[5].hit.bottom = 16 * 0x200;
gBoss[5].act_no = 1;
// Fallthrough
@@ -118,18 +118,18 @@
}
}
-void ActBossChar_Omega()
+void ActBossChar_Omega(void)
{
switch (gBoss[0].act_no)
{
case 0:
- gBoss[0].x = 0x1B6000;
- gBoss[0].y = 0x20000;
+ gBoss[0].x = 219 * 0x10 * 0x200;
+ gBoss[0].y = 16 * 0x10 * 0x200;
- gBoss[0].view.front = 0x5000;
- gBoss[0].view.top = 0x5000;
- gBoss[0].view.back = 0x5000;
- gBoss[0].view.bottom = 0x2000;
+ gBoss[0].view.front = 40 * 0x200;
+ gBoss[0].view.top = 40 * 0x200;
+ gBoss[0].view.back = 40 * 0x200;
+ gBoss[0].view.bottom = 16 * 0x200;
gBoss[0].tgt_x = gBoss[0].x;
gBoss[0].tgt_y = gBoss[0].y;
@@ -136,10 +136,10 @@
gBoss[0].hit_voice = 52;
- gBoss[0].hit.front = 0x1000;
- gBoss[0].hit.top = 0x3000;
- gBoss[0].hit.back = 0x1000;
- gBoss[0].hit.bottom = 0x2000;
+ gBoss[0].hit.front = 8 * 0x200;
+ gBoss[0].hit.top = 24 * 0x200;
+ gBoss[0].hit.back = 8 * 0x200;
+ gBoss[0].hit.bottom = 16 * 0x200;
gBoss[0].bits = (NPC_IGNORE_SOLIDITY | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
gBoss[0].size = 3;
@@ -149,10 +149,10 @@
gBoss[1].cond = 0x80;
- gBoss[1].view.front = 0x1800;
- gBoss[1].view.top = 0x1000;
- gBoss[1].view.back = 0x1800;
- gBoss[1].view.bottom = 0x1000;
+ gBoss[1].view.front = 12 * 0x200;
+ gBoss[1].view.top = 8 * 0x200;
+ gBoss[1].view.back = 12 * 0x200;
+ gBoss[1].view.bottom = 8 * 0x200;
gBoss[1].bits = NPC_IGNORE_SOLIDITY;
@@ -163,21 +163,21 @@
gBoss[3].cond = 0x80;
- gBoss[3].view.front = 0x3000;
- gBoss[3].view.top = 0x2000;
- gBoss[3].view.back = 0x2000;
- gBoss[3].view.bottom = 0x2000;
+ gBoss[3].view.front = 24 * 0x200;
+ gBoss[3].view.top = 16 * 0x200;
+ gBoss[3].view.back = 16 * 0x200;
+ gBoss[3].view.bottom = 16 * 0x200;
gBoss[3].hit_voice = 52;
- gBoss[3].hit.front = 0x1000;
- gBoss[3].hit.top = 0x1000;
- gBoss[3].hit.back = 0x1000;
- gBoss[3].hit.bottom = 0x1000;
+ gBoss[3].hit.front = 8 * 0x200;
+ gBoss[3].hit.top = 8 * 0x200;
+ gBoss[3].hit.back = 8 * 0x200;
+ gBoss[3].hit.bottom = 8 * 0x200;
gBoss[3].bits = NPC_IGNORE_SOLIDITY;
- gBoss[3].x = gBoss[0].x - 0x2000;
+ gBoss[3].x = gBoss[0].x - (16 * 0x200);
gBoss[3].y = gBoss[0].y;
gBoss[3].direct = 0;
@@ -184,7 +184,7 @@
gBoss[4] = gBoss[3];
gBoss[4].direct = 2;
- gBoss[3].x = gBoss[0].x + 0x2000;
+ gBoss[3].x = gBoss[0].x + (16 * 0x200);
gBoss[5].cond = 0x80;
break;
@@ -195,7 +195,7 @@
// Fallthrough
case 30:
SetQuake(2);
- gBoss[0].y -= 0x200;
+ gBoss[0].y -= 1 * 0x200;
if (++gBoss[0].act_wait % 4 == 0)
PlaySoundObject(26, 1);
@@ -217,23 +217,29 @@
gBoss[3].act_no = 3;
gBoss[4].act_no = 3;
- gBoss[5].hit.top = 0x2000;
+ gBoss[5].hit.top = 16 * 0x200;
}
+
break;
case 40:
- if (++gBoss[0].act_wait == 48)
+ ++gBoss[0].act_wait;
+
+ if (gBoss[0].act_wait == 48)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 50;
gBoss[0].count1 = 0;
- gBoss[5].hit.top = 0x2000;
+ gBoss[5].hit.top = 16 * 0x200;
PlaySoundObject(102, 1);
}
+
break;
case 50: // Open mouth
- if (++gBoss[0].count1 > 2)
+ ++gBoss[0].count1;
+
+ if (gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
++gBoss[0].count2;
@@ -244,18 +250,21 @@
gBoss[0].act_no = 60;
gBoss[0].act_wait = 0;
gBoss[0].bits |= NPC_SHOOTABLE;
- gBoss[0].hit.front = 0x2000;
- gBoss[0].hit.back = 0x2000;
+ gBoss[0].hit.front = 16 * 0x200;
+ gBoss[0].hit.back = 16 * 0x200;
}
+
break;
case 60: // Shoot out of mouth
- if (++gBoss[0].act_wait > 20 && gBoss[0].act_wait < 80 && !(gBoss[0].act_wait % 3))
+ ++gBoss[0].act_wait;
+
+ if (gBoss[0].act_wait > 20 && gBoss[0].act_wait < 80 && !(gBoss[0].act_wait % 3))
{
if (Random(0, 9) < 8)
- SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 0, NULL, 0x100);
+ SetNpChar(48, gBoss[0].x, gBoss[0].y - (16 * 0x200), Random(-0x100, 0x100), -0x333, 0, NULL, 0x100);
else
- SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 2, NULL, 0x100);
+ SetNpChar(48, gBoss[0].x, gBoss[0].y - (16 * 0x200), Random(-0x100, 0x100), -0x333, 2, NULL, 0x100);
PlaySoundObject(39, 1);
}
@@ -266,10 +275,13 @@
gBoss[0].act_no = 70;
PlaySoundObject(102, 1);
}
+
break;
case 70: // Close mouth
- if (++gBoss[0].count1 > 2)
+ ++gBoss[0].count1;
+
+ if (gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
--gBoss[0].count2;
@@ -288,27 +300,33 @@
gBoss[0].bits &= ~NPC_SHOOTABLE;
- gBoss[0].hit.front = 0x3000;
- gBoss[0].hit.back = 0x3000;
- gBoss[5].hit.top = 0x4800;
+ gBoss[0].hit.front = 24 * 0x200;
+ gBoss[0].hit.back = 24 * 0x200;
+ gBoss[5].hit.top = 36 * 0x200;
gBoss[0].damage = 0;
}
+
break;
case 80:
- if (++gBoss[0].act_wait == 48)
+ ++gBoss[0].act_wait;
+
+ if (gBoss[0].act_wait == 48)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 90;
}
+
break;
case 90: // Go back into the ground
SetQuake(2);
- gBoss[0].y += 0x200;
+ gBoss[0].y += 1 * 0x200;
- if (++gBoss[0].act_wait % 4 == 0)
+ ++gBoss[0].act_wait;
+
+ if (gBoss[0].act_wait % 4 == 0)
PlaySoundObject(26, 1);
if (gBoss[0].act_wait == 48)
@@ -316,21 +334,27 @@
gBoss[0].act_wait = 0;
gBoss[0].act_no = 100;
}
+
break;
case 100: // Move to proper position for coming out of the ground
- if (++gBoss[0].act_wait == 120)
+ ++gBoss[0].act_wait;
+
+ if (gBoss[0].act_wait == 120)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 30;
- gBoss[0].x = gBoss[0].tgt_x + (Random(-0x40, 0x40) * 0x200);
+ gBoss[0].x = gBoss[0].tgt_x + (Random(-64, 64) * 0x200);
gBoss[0].y = gBoss[0].tgt_y;
}
+
break;
case 110:
- if (++gBoss[0].count1 > 2)
+ ++gBoss[0].count1;
+
+ if (gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
++gBoss[0].count2;
@@ -340,13 +364,16 @@
{
gBoss[0].act_no = 120;
gBoss[0].act_wait = 0;
- gBoss[0].hit.front = 0x2000;
- gBoss[0].hit.back = 0x2000;
+ gBoss[0].hit.front = 16 * 0x200;
+ gBoss[0].hit.back = 16 * 0x200;
}
+
break;
case 120:
- if (++gBoss[0].act_wait == 50 || CountArmsBullet(6))
+ ++gBoss[0].act_wait;
+
+ if (gBoss[0].act_wait == 50 || CountArmsBullet(6))
{
gBoss[0].act_no = 130;
PlaySoundObject(102, 1);
@@ -356,13 +383,16 @@
if (gBoss[0].act_wait < 30 && !(gBoss[0].act_wait % 5))
{
- SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-341, 341), -0x333, 0, NULL, 0x100);
+ SetNpChar(48, gBoss[0].x, gBoss[0].y - (16 * 0x200), Random(-341, 341), -0x333, 0, NULL, 0x100);
PlaySoundObject(39, 1);
}
+
break;
case 130:
- if (++gBoss[0].count1 > 2)
+ ++gBoss[0].count1;
+
+ if (gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
--gBoss[0].count2;
@@ -371,13 +401,13 @@
if (gBoss[0].count2 == 1)
gBoss[0].damage = 20;
- if (!gBoss[0].count2)
+ if (gBoss[0].count2 == 0)
{
gBoss[0].act_no = 140;
gBoss[0].bits |= NPC_SHOOTABLE;
- gBoss[0].hit.front = 0x2000;
- gBoss[0].hit.back = 0x2000;
+ gBoss[0].hit.front = 16 * 0x200;
+ gBoss[0].hit.back = 16 * 0x200;
gBoss[0].ym = -0x5FF;
@@ -391,8 +421,9 @@
gBoss[0].xm = -0x100;
gBoss[0].damage = 0;
- gBoss[5].hit.top = 0x4800;
+ gBoss[5].hit.top = 36 * 0x200;
}
+
break;
case 140:
@@ -414,7 +445,7 @@
gBoss[0].act_wait = 0;
gBoss[0].count1 = 0;
- gBoss[5].hit.top = 0x2000;
+ gBoss[5].hit.top = 16 * 0x200;
gBoss[5].damage = 0;
PlaySoundObject(26, 1);
@@ -422,12 +453,15 @@
SetQuake(30);
}
+
break;
case 150:
SetQuake(2);
- if (++gBoss[0].act_wait % 12 == 0)
+ ++gBoss[0].act_wait;
+
+ if (gBoss[0].act_wait % 12 == 0)
PlaySoundObject(52, 1);
SetDestroyNpChar(gBoss[0].x + (Random(-0x30, 0x30) * 0x200), gBoss[0].y + (Random(-0x30, 0x18) * 0x200), 1, 1);
@@ -439,12 +473,15 @@
SetFlash(gBoss[0].x, gBoss[0].y, 1);
PlaySoundObject(35, 1);
}
+
break;
case 160:
SetQuake(40);
- if (++gBoss[0].act_wait > 50)
+ ++gBoss[0].act_wait;
+
+ if (gBoss[0].act_wait > 50)
{
gBoss[0].cond = 0;
gBoss[1].cond = 0;
@@ -453,6 +490,7 @@
gBoss[4].cond = 0;
gBoss[5].cond = 0;
}
+
break;
}
--- a/src/BossOhm.h
+++ b/src/BossOhm.h
@@ -1,3 +1,3 @@
#pragma once
-void ActBossChar_Omega();
+void ActBossChar_Omega(void);