ref: 533f641c91c506e33c477c1ba800ab2443aa0846
parent: 8abb8adda06dc6cc698f0ed13116257609538f56
author: Clownacy <Clownacy@users.noreply.github.com>
date: Fri Apr 5 17:41:44 EDT 2019
Made BossAlmo1.cpp ASM-accurate
--- a/src/BossAlmo1.cpp
+++ b/src/BossAlmo1.cpp
@@ -105,11 +105,15 @@
npc->rect = rect[npc->ani_no];
if (npc->act_no == 51)
- npc->rect.bottom = npc->act_wait + npc->rect.top;
+ npc->rect.bottom = npc->rect.top + npc->act_wait;
}
static void ActBossChar_Core_Mini(NPCHAR *npc)
{
+ unsigned char deg;
+ int ym;
+ int xm;
+
RECT rect[3] = {
{256, 0, 320, 40},
{256, 40, 320, 80},
@@ -176,9 +180,10 @@
if (npc->act_wait == 1 || npc->act_wait == 3)
{
- const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-2, 2);
- const int ym = 2 * GetSin(deg);
- const int xm = 2 * GetCos(deg);
+ deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
+ deg += (unsigned char)Random(-2, 2);
+ ym = 2 * GetSin(deg);
+ xm = 2 * GetCos(deg);
SetNpChar(178, npc->x, npc->y, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
}
@@ -200,7 +205,7 @@
npc->xm += 0x20;
npc->x += npc->xm;
- if (npc->x > (gMap.width * 0x2000) + 0x4000)
+ if (npc->x > (gMap.width * 0x200 * 0x10) + (2 * 0x200 * 0x10))
npc->cond = 0;
break;
@@ -237,25 +242,32 @@
void ActBossChar_Core(void)
{
+ unsigned char deg;
+ int ym;
+ int xm;
+ int i;
+
static unsigned char flash;
- bool bShock = false;
+ NPCHAR *npc = gBoss;
- switch (gBoss[0].act_no)
+ BOOL bShock = FALSE;
+
+ switch (npc->act_no)
{
case 0:
- gBoss[0].act_no = 10;
- gBoss[0].exp = 1;
- gBoss[0].cond = 0x80;
- gBoss[0].bits = 0x800C;
- gBoss[0].life = 650;
- gBoss[0].hit_voice = 114;
- gBoss[0].x = 0x9A000;
- gBoss[0].y = 0x1C000;
- gBoss[0].xm = 0;
- gBoss[0].ym = 0;
- gBoss[0].code_event = 1000;
- gBoss[0].bits |= 0x200;
+ npc->act_no = 10;
+ npc->exp = 1;
+ npc->cond = 0x80;
+ npc->bits = 0x800C;
+ npc->life = 650;
+ npc->hit_voice = 114;
+ npc->x = 0x9A000;
+ npc->y = 0x1C000;
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->code_event = 1000;
+ npc->bits |= 0x200;
gBoss[4].cond = 0x80;
gBoss[4].act_no = 10;
@@ -301,56 +313,56 @@
gBoss[1].hit.bottom = 0x2000;
gBoss[1].view.front = 0x4000;
gBoss[1].view.top = 0x2800;
- gBoss[1].x = gBoss[0].x - 0x1000;
- gBoss[1].y = gBoss[0].y - 0x8000;
+ gBoss[1].x = npc->x - 0x1000;
+ gBoss[1].y = npc->y - 0x8000;
gBoss[2] = gBoss[1];
- gBoss[2].x = gBoss[0].x + 0x2000;
- gBoss[2].y = gBoss[0].y;
+ gBoss[2].x = npc->x + 0x2000;
+ gBoss[2].y = npc->y;
gBoss[3] = gBoss[1];
- gBoss[3].x = gBoss[0].x - 0x1000;
- gBoss[3].y = gBoss[0].y + 0x8000;
+ gBoss[3].x = npc->x - 0x1000;
+ gBoss[3].y = npc->y + 0x8000;
gBoss[6] = gBoss[1];
- gBoss[6].x = gBoss[0].x - 0x6000;
- gBoss[6].y = gBoss[0].y - 0x4000;
+ gBoss[6].x = npc->x - 0x6000;
+ gBoss[6].y = npc->y - 0x4000;
gBoss[7] = gBoss[1];
- gBoss[7].x = gBoss[0].x - 0x6000;
- gBoss[7].y = gBoss[0].y + 0x4000;
+ gBoss[7].x = npc->x - 0x6000;
+ gBoss[7].y = npc->y + 0x4000;
break;
case 200:
- gBoss[0].act_no = 201;
- gBoss[0].act_wait = 0;
+ npc->act_no = 201;
+ npc->act_wait = 0;
gBoss[11].bits &= ~0x20;
gSuperYpos = 0;
CutNoise();
// Fallthrough
case 201:
- gBoss[0].tgt_x = gMC.x;
- gBoss[0].tgt_y = gMC.y;
+ npc->tgt_x = gMC.x;
+ npc->tgt_y = gMC.y;
- if (++gBoss[0].act_wait > 400)
+ if (++npc->act_wait > 400)
{
- ++gBoss[0].count1;
+ ++npc->count1;
PlaySoundObject(115, 1);
- if (gBoss[0].count1 > 3)
+ if (npc->count1 > 3)
{
- gBoss[0].count1 = 0;
- gBoss[0].act_no = 220;
+ npc->count1 = 0;
+ npc->act_no = 220;
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
- bShock = true;
+ bShock = TRUE;
}
else
{
- gBoss[0].act_no = 210;
+ npc->act_no = 210;
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
- bShock = true;
+ bShock = TRUE;
}
}
@@ -357,18 +369,18 @@
break;
case 210:
- gBoss[0].act_no = 211;
- gBoss[0].act_wait = 0;
- gBoss[0].count2 = gBoss[0].life;
+ npc->act_no = 211;
+ npc->act_wait = 0;
+ npc->count2 = npc->life;
gBoss[11].bits |= 0x20;
// Fallthrough
case 211:
- gBoss[0].tgt_x = gMC.x;
- gBoss[0].tgt_y = gMC.y;
+ npc->tgt_x = gMC.x;
+ npc->tgt_y = gMC.y;
- if (gBoss[0].shock)
+ if (npc->shock)
{
- if ((++flash >> 1) % 2)
+ if (++flash / 2 % 2)
{
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
@@ -385,7 +397,7 @@
gBoss[5].ani_no = 0;
}
- if (++gBoss[0].act_wait % 100 == 1)
+ if (++npc->act_wait % 100 == 1)
{
gCurlyShoot_wait = Random(80, 100);
gCurlyShoot_x = gBoss[11].x;
@@ -392,22 +404,22 @@
gCurlyShoot_y = gBoss[11].y;
}
- if (gBoss[0].act_wait < 200 && gBoss[0].act_wait % 20 == 1)
- SetNpChar(179, gBoss[0].x + (Random(-0x30, -0x10) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 0, 0, 0, 0, 0x100);
+ if (npc->act_wait < 200 && npc->act_wait % 20 == 1)
+ SetNpChar(179, npc->x + (Random(-0x30, -0x10) * 0x200), npc->y + (Random(-0x40, 0x40) * 0x200), 0, 0, 0, 0, 0x100);
- if (gBoss[0].act_wait > 400 || gBoss[0].life < gBoss[0].count2 - 200)
+ if (npc->act_wait > 400 || npc->life < npc->count2 - 200)
{
- gBoss[0].act_no = 200;
+ npc->act_no = 200;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
- bShock = true;
+ bShock = TRUE;
}
break;
case 220:
- gBoss[0].act_no = 221;
- gBoss[0].act_wait = 0;
+ npc->act_no = 221;
+ npc->act_wait = 0;
gSuperYpos = 1;
gBoss[11].bits |= 0x20u;
SetQuake(100);
@@ -414,14 +426,14 @@
SetNoise(1, 1000);
// Fallthrough
case 221:
- ++gBoss[0].act_wait;
- SetNpChar(199, gMC.x + (Random(-50, 150) * 0x400), gMC.y + (Random(-0xA0, 0xA0) * 0x200), 0, 0, 0, 0, 0x100);
+ ++npc->act_wait;
+ SetNpChar(199, gMC.x + (Random(-50, 150) * 0x200 * 2), gMC.y + (Random(-0xA0, 0xA0) * 0x200), 0, 0, 0, 0, 0x100);
gMC.xm -= 0x20;
gMC.cond |= 0x20;
- if (gBoss[0].shock)
+ if (npc->shock)
{
- if ((++flash >> 1) % 2)
+ if (++flash / 2 % 2)
{
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
@@ -438,21 +450,21 @@
gBoss[5].ani_no = 0;
}
- if (gBoss[0].act_wait == 300 || gBoss[0].act_wait == 350 || gBoss[0].act_wait == 400)
+ if (npc->act_wait == 300 || npc->act_wait == 350 || npc->act_wait == 400)
{
- const unsigned char deg = GetArktan(gBoss[0].x - gMC.x, gBoss[0].y - gMC.y);
- const int ym = 3 * GetSin(deg);
- const int xm = 3 * GetCos(deg);
- SetNpChar(218, gBoss[0].x - 0x5000, gBoss[0].y, xm, ym, 0, 0, 0x100);
+ deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
+ ym = 3 * GetSin(deg);
+ xm = 3 * GetCos(deg);
+ SetNpChar(218, npc->x - 0x5000, npc->y, xm, ym, 0, 0, 0x100);
PlaySoundObject(101, 1);
}
- if ( gBoss[0].act_wait > 400 )
+ if ( npc->act_wait > 400 )
{
- gBoss[0].act_no = 200;
+ npc->act_no = 200;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
- bShock = true;
+ bShock = TRUE;
}
break;
@@ -460,10 +472,10 @@
case 500:
CutNoise();
- gBoss[0].act_no = 501;
- gBoss[0].act_wait = 0;
- gBoss[0].xm = 0;
- gBoss[0].ym = 0;
+ npc->act_no = 501;
+ npc->act_wait = 0;
+ npc->xm = 0;
+ npc->ym = 0;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
gBoss[1].act_no = 200;
@@ -474,36 +486,36 @@
SetQuake(20);
- for (int i = 0; i < 0x20; ++i)
- SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
+ for (i = 0; i < 0x20; ++i)
+ SetNpChar(4, npc->x + (Random(-0x80, 0x80) * 0x200), npc->y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
- for (int i = 0; i < 12; ++i)
+ for (i = 0; i < 12; ++i)
gBoss[i].bits &= ~0x24;
// Fallthrough
case 501:
- if (++gBoss[0].act_wait % 16)
- SetNpChar(4, gBoss[0].x + (Random(-0x40, 0x40) * 0x200), gBoss[0].y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
+ if (++npc->act_wait % 16)
+ SetNpChar(4, npc->x + (Random(-0x40, 0x40) * 0x200), npc->y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
- if (gBoss[0].act_wait / 2 % 2)
- gBoss[0].x -= 0x200;
+ if (npc->act_wait / 2 % 2)
+ npc->x -= 0x200;
else
- gBoss[0].x += 0x200;
+ npc->x += 0x200;
- if (gBoss[0].x < 0x7E000)
- gBoss[0].x += 0x80;
+ if (npc->x < 0x7E000)
+ npc->x += 0x80;
else
- gBoss[0].x -= 0x80;
+ npc->x -= 0x80;
- if (gBoss[0].y < 0x16000)
- gBoss[0].y += 0x80;
+ if (npc->y < 0x16000)
+ npc->y += 0x80;
else
- gBoss[0].y -= 0x80;
+ npc->y -= 0x80;
break;
case 600:
- gBoss[0].act_no = 601;
+ npc->act_no = 601;
gBoss[4].act_no = 50;
gBoss[5].act_no = 50;
gBoss[8].bits &= ~4;
@@ -512,10 +524,10 @@
gBoss[11].bits &= ~4;
// Fallthrough
case 601:
- if (++gBoss[0].act_wait / 2 % 2)
- gBoss[0].x -= 0x800;
+ if (++npc->act_wait / 2 % 2)
+ npc->x -= 0x800;
else
- gBoss[0].x += 0x800;
+ npc->x += 0x800;
break;
}
@@ -532,13 +544,13 @@
PlaySoundObject(26, 1);
- for (int i = 0; i < 8; ++i)
+ for (i = 0; i < 8; ++i)
SetNpChar(4, gBoss[4].x + (Random(-0x20, 0x10) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, 0, 0x100);
}
- if (gBoss[0].act_no >= 200 && gBoss[0].act_no < 300)
+ if (npc->act_no >= 200 && npc->act_no < 300)
{
- switch (gBoss[0].act_wait)
+ switch (npc->act_wait)
{
case 80:
gBoss[1].act_no = 120;
@@ -557,29 +569,29 @@
break;
}
- if (gBoss[0].x < gBoss[0].tgt_x + 0x14000)
- gBoss[0].xm += 4;
- if (gBoss[0].x > gBoss[0].tgt_x + 0x14000)
- gBoss[0].xm -= 4;
+ if (npc->x < npc->tgt_x + 0x14000)
+ npc->xm += 4;
+ if (npc->x > npc->tgt_x + 0x14000)
+ npc->xm -= 4;
- if (gBoss[0].y < gBoss[0].tgt_y)
- gBoss[0].ym += 4;
- if (gBoss[0].y > gBoss[0].tgt_y)
- gBoss[0].ym -= 4;
+ if (npc->y < npc->tgt_y)
+ npc->ym += 4;
+ if (npc->y > npc->tgt_y)
+ npc->ym -= 4;
}
- if (gBoss[0].xm > 0x80)
- gBoss[0].xm = 0x80;
- if (gBoss[0].xm < -0x80)
- gBoss[0].xm = -0x80;
+ if (npc->xm > 0x80)
+ npc->xm = 0x80;
+ if (npc->xm < -0x80)
+ npc->xm = -0x80;
- if (gBoss[0].ym > 0x80)
- gBoss[0].ym = 0x80;
- if (gBoss[0].ym < -0x80)
- gBoss[0].ym = -0x80;
+ if (npc->ym > 0x80)
+ npc->ym = 0x80;
+ if (npc->ym < -0x80)
+ npc->ym = -0x80;
- gBoss[0].x += gBoss[0].xm;
- gBoss[0].y += gBoss[0].ym;
+ npc->x += npc->xm;
+ npc->y += npc->ym;
ActBossChar_Core_Face(&gBoss[4]);