ref: 5ed2dac197fa68095e55038e644b192f6143bb70
parent: de4c16b4497c3366b47c6676f6e30a9754a2507b
author: Clownacy <Clownacy@users.noreply.github.com>
date: Mon Apr 8 09:49:45 EDT 2019
Made BossX.cpp ASM-accurate
--- a/src/BossX.cpp
+++ b/src/BossX.cpp
@@ -186,15 +186,15 @@
if ((npc->act_no == 103 || npc->act_no == 203) && npc->act_wait % 4 == 1)
PlaySoundObject(111, 1);
- if (npc->act_no < 100 || gMC.y >= npc->y + 0x800 || gMC.y <= npc->y - 0x800)
+ if (npc->act_no >= 100 && gMC.y < npc->y + 0x800 && gMC.y > npc->y - 0x800)
{
- npc->damage = 0;
- npc->bits &= ~0x80;
+ npc->damage = 10;
+ npc->bits |= 0x80;
}
else
{
- npc->damage = 10;
- npc->bits |= 0x80;
+ npc->damage = 0;
+ npc->bits &= ~0x80;
}
if (npc->xm > 0x400)
@@ -212,6 +212,8 @@
static void ActBossChar03_02(NPCHAR *npc)
{
+ int direct;
+
RECT rect[4] = {
{0, 128, 72, 160},
{72, 128, 144, 160},
@@ -219,12 +221,15 @@
{72, 160, 144, 192},
};
+ int x;
+ int y;
+
switch (npc->act_no)
{
case 10:
npc->act_no = 11;
npc->act_wait = 30 * npc->ani_no + 30;
- break;
+ // Fallthrough
case 11:
if (npc->act_wait)
@@ -233,10 +238,6 @@
}
else
{
- int x;
- int y;
- int direct;
-
switch (npc->ani_no)
{
case 0:
@@ -348,13 +349,13 @@
if (npc->direct == 0)
{
npc->rect = rcLeft;
- npc->x = gBoss[0].x - npc->tgt_x - 0x3000;
+ npc->x = gBoss[0].x - 0x3000 - npc->tgt_x;
npc->y = gBoss[0].y;
}
else
{
npc->rect = rcRight;
- npc->x = gBoss[0].x + npc->tgt_x + 0x3000;
+ npc->x = gBoss[0].x + 0x3000 + npc->tgt_x;
npc->y = gBoss[0].y;
}
}
@@ -361,6 +362,10 @@
static void ActBossChar03_04(NPCHAR *npc)
{
+ unsigned char deg;
+ int ym;
+ int xm;
+
RECT rect[8] = {
{0, 192, 16, 208},
{16, 192, 32, 208},
@@ -385,7 +390,10 @@
npc->bits |= 0x20;
// Fallthrough
case 11:
- npc->ani_no = npc->act_wait < 16 && npc->act_wait / 2 % 2;
+ if (npc->act_wait < 16 && npc->act_wait / 2 % 2)
+ npc->ani_no = 1;
+ else
+ npc->ani_no = 0;
if (npc->act_wait)
{
@@ -393,9 +401,10 @@
}
else
{
- const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-2, 2);
- const int ym = 3 * GetSin(deg);
- const int xm = 3 * GetCos(deg);
+ deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
+ deg += (unsigned char)Random(-2, 2);
+ ym = 3 * GetSin(deg);
+ xm = 3 * GetCos(deg);
SetNpChar(156, npc->x, npc->y, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
npc->act_wait = 40;
@@ -429,6 +438,8 @@
static void ActBossChar03_face(NPCHAR *npc)
{
+ static unsigned char flash;
+
RECT rect[3] = {
{216, 0, 320, 48},
{216, 48, 320, 96},
@@ -450,9 +461,7 @@
case 11:
if (gBoss[0].shock)
{
- static unsigned char flash;
-
- if ((flash++ >> 1) & 1)
+ if (flash++ / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
@@ -476,28 +485,32 @@
void ActBossChar_MonstX(void)
{
- switch (gBoss[0].act_no)
+ int i;
+
+ NPCHAR *npc = gBoss;
+
+ switch (npc->act_no)
{
case 0:
- gBoss[0].life = 1;
- gBoss[0].x = -0x28000;
+ npc->life = 1;
+ npc->x = -0x28000;
break;
case 1:
- gBoss[0].life = 700;
- gBoss[0].exp = 1;
- gBoss[0].act_no = 1;
- gBoss[0].x = 0x100000;
- gBoss[0].y = 102400;
- gBoss[0].hit_voice = 54;
- gBoss[0].hit.front = 0x3000;
- gBoss[0].hit.top = 0x3000;
- gBoss[0].hit.back = 0x3000;
- gBoss[0].hit.bottom = 0x3000;
- gBoss[0].bits = 0x8208;
- gBoss[0].size = 3;
- gBoss[0].code_event = 1000;
- gBoss[0].ani_no = 0;
+ npc->life = 700;
+ npc->exp = 1;
+ npc->act_no = 1;
+ npc->x = 0x100000;
+ npc->y = 102400;
+ npc->hit_voice = 54;
+ npc->hit.front = 0x3000;
+ npc->hit.top = 0x3000;
+ npc->hit.back = 0x3000;
+ npc->hit.bottom = 0x3000;
+ npc->bits = 0x8208;
+ npc->size = 3;
+ npc->code_event = 1000;
+ npc->ani_no = 0;
gBoss[1].cond = 0x80;
gBoss[1].size = 3;
gBoss[1].direct = 0;
@@ -510,6 +523,7 @@
gBoss[2].direct = 2;
gBoss[3].cond = 0x80;
gBoss[3].life = 60;
+ gBoss[3].size = 3; // Redundant: this get overwriten a few lines later
gBoss[3].hit_voice = 54;
gBoss[3].destroy_voice = 71;
gBoss[3].size = 2;
@@ -601,186 +615,186 @@
gBoss[16].count1 = 12;
gBoss[16].ani_no = 3;
gBoss[16].bits = 8;
- gBoss[0].act_no = 2;
+ npc->act_no = 2;
break;
case 10:
- gBoss[0].act_no = 11;
- gBoss[0].act_wait = 0;
- gBoss[0].count1 = 0;
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ npc->count1 = 0;
// Fallthrough
case 11:
- if (++gBoss[0].act_wait > 100)
+ if (++npc->act_wait > 100)
{
- gBoss[0].act_wait = 0;
+ npc->act_wait = 0;
- if (gMC.x < gBoss[0].x)
- gBoss[0].act_no = 100;
+ if (npc->x > gMC.x)
+ npc->act_no = 100;
else
- gBoss[0].act_no = 200;
+ npc->act_no = 200;
}
break;
case 100:
- gBoss[0].act_wait = 0;
- gBoss[0].act_no = 101;
- ++gBoss[0].count1;
+ npc->act_wait = 0;
+ npc->act_no = 101;
+ ++npc->count1;
// Fallthrough
case 101:
- if (++gBoss[0].act_wait == 4)
+ if (++npc->act_wait == 4)
gBoss[9].act_no = 100;
- if (gBoss[0].act_wait == 8)
+ if (npc->act_wait == 8)
gBoss[10].act_no = 100;
- if (gBoss[0].act_wait == 10)
+ if (npc->act_wait == 10)
gBoss[11].act_no = 100;
- if (gBoss[0].act_wait == 12)
+ if (npc->act_wait == 12)
gBoss[12].act_no = 100;
- if (gBoss[0].act_wait > 120 && gBoss[0].count1 > 2)
- gBoss[0].act_no = 300;
- if (gBoss[0].act_wait > 121 && gMC.x > gBoss[0].x)
- gBoss[0].act_no = 200;
+ 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:
- gBoss[0].act_wait = 0;
- gBoss[0].act_no = 201;
- ++gBoss[0].count1;
+ npc->act_wait = 0;
+ npc->act_no = 201;
+ ++npc->count1;
// Fallthrough
case 201:
- if (++gBoss[0].act_wait == 4)
+ if (++npc->act_wait == 4)
gBoss[9].act_no = 200;
- if (gBoss[0].act_wait == 8)
+ if (npc->act_wait == 8)
gBoss[10].act_no = 200;
- if (gBoss[0].act_wait == 10)
+ if (npc->act_wait == 10)
gBoss[11].act_no = 200;
- if (gBoss[0].act_wait == 12)
+ if (npc->act_wait == 12)
gBoss[12].act_no = 200;
- if (gBoss[0].act_wait > 120 && gBoss[0].count1 > 2)
- gBoss[0].act_no = 400;
- if (gBoss[0].act_wait > 121 && gMC.x < gBoss[0].x)
- gBoss[0].act_no = 100;
+ 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:
- gBoss[0].act_wait = 0;
- gBoss[0].act_no = 301;
+ npc->act_wait = 0;
+ npc->act_no = 301;
// Fallthrough
case 301:
- if (++gBoss[0].act_wait == 4)
+ if (++npc->act_wait == 4)
gBoss[9].act_no = 300;
- if (gBoss[0].act_wait == 8)
+ if (npc->act_wait == 8)
gBoss[10].act_no = 300;
- if (gBoss[0].act_wait == 10)
+ if (npc->act_wait == 10)
gBoss[11].act_no = 300;
- if (gBoss[0].act_wait == 12)
+ if (npc->act_wait == 12)
gBoss[12].act_no = 300;
- if (gBoss[0].act_wait > 50)
+ if (npc->act_wait > 50)
{
- if (gBoss[3].cond || gBoss[4].cond || gBoss[5].cond || gBoss[6].cond)
- gBoss[0].act_no = 500;
+ if (gBoss[3].cond == 0 && gBoss[4].cond == 0 && gBoss[5].cond == 0 && gBoss[6].cond == 0)
+ npc->act_no = 600;
else
- gBoss[0].act_no = 600;
+ npc->act_no = 500;
}
break;
case 400:
- gBoss[0].act_wait = 0;
- gBoss[0].act_no = 401;
+ npc->act_wait = 0;
+ npc->act_no = 401;
// Fallthrough
case 401:
- if (++gBoss[0].act_wait == 4)
+ if (++npc->act_wait == 4)
gBoss[9].act_no = 400;
- if (gBoss[0].act_wait == 8)
+ if (npc->act_wait == 8)
gBoss[10].act_no = 400;
- if (gBoss[0].act_wait == 10)
+ if (npc->act_wait == 10)
gBoss[11].act_no = 400;
- if (gBoss[0].act_wait == 12)
+ if (npc->act_wait == 12)
gBoss[12].act_no = 400;
- if (gBoss[0].act_wait > 50)
+ if (npc->act_wait > 50)
{
- if (gBoss[3].cond || gBoss[4].cond || gBoss[5].cond || gBoss[6].cond)
- gBoss[0].act_no = 500;
+ if (gBoss[3].cond == 0 && gBoss[4].cond == 0 && gBoss[5].cond == 0 && gBoss[6].cond == 0)
+ npc->act_no = 600;
else
- gBoss[0].act_no = 600;
+ npc->act_no = 500;
}
break;
case 500:
- gBoss[0].act_no = 501;
- gBoss[0].act_wait = 0;
+ npc->act_no = 501;
+ npc->act_wait = 0;
gBoss[1].act_no = 10;
gBoss[2].act_no = 10;
// Fallthrough
case 501:
- if (++gBoss[0].act_wait > 300)
+ if (++npc->act_wait > 300)
{
- gBoss[0].act_no = 502;
- gBoss[0].act_wait = 0;
+ 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)
{
- gBoss[0].act_no = 502;
- gBoss[0].act_wait = 0;
+ npc->act_no = 502;
+ npc->act_wait = 0;
}
break;
case 502:
- gBoss[0].act_no = 503;
- gBoss[0].act_wait = 0;
- gBoss[0].count1 = 0;
+ npc->act_no = 503;
+ npc->act_wait = 0;
+ npc->count1 = 0;
gBoss[1].act_no = 20;
gBoss[2].act_no = 20;
// Fallthrough
case 503:
- if (++gBoss[0].act_wait > 50)
+ if (++npc->act_wait > 50)
{
- if (gMC.x < gBoss[0].x)
- gBoss[0].act_no = 100;
+ if (npc->x > gMC.x)
+ npc->act_no = 100;
else
- gBoss[0].act_no = 200;
+ npc->act_no = 200;
}
break;
case 600:
- gBoss[0].act_no = 601;
- gBoss[0].act_wait = 0;
- gBoss[0].count2 = gBoss[0].life;
+ 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:
- ++gBoss[0].act_wait;
+ ++npc->act_wait;
- if (gBoss[0].life < gBoss[0].count2 - 200 || gBoss[0].act_wait > 300)
+ if (npc->life < npc->count2 - 200 || npc->act_wait > 300)
{
- gBoss[0].act_no = 602;
- gBoss[0].act_wait = 0;
+ npc->act_no = 602;
+ npc->act_wait = 0;
}
break;
case 602:
- gBoss[0].act_no = 603;
- gBoss[0].act_wait = 0;
- gBoss[0].count1 = 0;
+ npc->act_no = 603;
+ npc->act_wait = 0;
+ npc->count1 = 0;
gBoss[1].act_no = 40;
gBoss[2].act_no = 40;
- break;
+ // Fallthrough
case 603:
- if (++gBoss[0].act_wait > 50)
+ if (++npc->act_wait > 50)
{
- if (gMC.x < gBoss[0].x)
- gBoss[0].act_no = 100;
+ if (npc->x > gMC.x)
+ npc->act_no = 100;
else
- gBoss[0].act_no = 200;
+ npc->act_no = 200;
}
break;
@@ -788,16 +802,16 @@
case 1000:
SetQuake(2);
- if (++gBoss[0].act_wait % 8 == 0)
+ if (++npc->act_wait % 8 == 0)
PlaySoundObject(52, 1);
- SetDestroyNpChar(gBoss[0].x + (Random(-0x48, 0x48) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 1, 1);
+ SetDestroyNpChar(npc->x + (Random(-0x48, 0x48) * 0x200), npc->y + (Random(-0x40, 0x40) * 0x200), 1, 1);
- if (gBoss[0].act_wait > 100)
+ if (npc->act_wait > 100)
{
- gBoss[0].act_wait = 0;
- gBoss[0].act_no = 1001;
- SetFlash(gBoss[0].x, gBoss[0].y, 1);
+ npc->act_wait = 0;
+ npc->act_no = 1001;
+ SetFlash(npc->x, npc->y, 1);
PlaySoundObject(35, 1);
}
@@ -806,13 +820,13 @@
case 1001:
SetQuake(40);
- if (++gBoss[0].act_wait > 50)
+ if (++npc->act_wait > 50)
{
- for (int i = 0; i < 20; ++i)
+ for (i = 0; i < 20; ++i)
gBoss[i].cond = 0;
DeleteNpCharCode(158, 1);
- SetNpChar(159, gBoss[0].x, gBoss[0].y - 0x3000, 0, 0, 0, 0, 0);
+ SetNpChar(159, npc->x, npc->y - 0x3000, 0, 0, 0, 0, 0);
}
break;
@@ -822,7 +836,7 @@
ActBossChar03_01(&gBoss[10]);
ActBossChar03_01(&gBoss[11]);
ActBossChar03_01(&gBoss[12]);
- gBoss[0].x += ((gBoss[11].x + gBoss[10].x + gBoss[9].x + gBoss[12].x) / 4 - gBoss[0].x) / 16;
+ npc->x += ((gBoss[11].x + gBoss[10].x + gBoss[9].x + gBoss[12].x) / 4 - npc->x) / 16;
ActBossChar03_face(&gBoss[7]);
ActBossChar03_02(&gBoss[13]);
ActBossChar03_02(&gBoss[14]);
@@ -840,11 +854,11 @@
if (gBoss[6].cond)
ActBossChar03_04(&gBoss[6]);
- if (gBoss[0].life == 0 && gBoss[0].act_no < 1000)
+ if (npc->life == 0 && npc->act_no < 1000)
{
- gBoss[0].act_no = 1000;
- gBoss[0].act_wait = 0;
- gBoss[0].shock = 0x96;
+ npc->act_no = 1000;
+ npc->act_wait = 0;
+ npc->shock = 0x96;
gBoss[9].act_no = 300;
gBoss[10].act_no = 300;
gBoss[11].act_no = 300;