ref: a38ee793a2dee7d459e5c1a211feec6dea07dfe6
parent: 302c923d5b52ccbeb170e81f263ac0d4ddf7f4e3
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sat Apr 6 09:30:02 EDT 2019
Made BossIronH.cpp ASM-accurate
--- a/src/BossIronH.cpp
+++ b/src/BossIronH.cpp
@@ -10,148 +10,153 @@
void ActBossChar_Ironhead(void)
{
- switch (gBoss[0].act_no)
+ static unsigned char flash;
+ int i;
+
+ NPCHAR *npc = gBoss;
+
+ switch (npc->act_no)
{
case 0:
- gBoss[0].cond = 0x80;
- gBoss[0].exp = 1;
- gBoss[0].direct = 2;
- gBoss[0].act_no = 100;
- gBoss[0].x = 0x14000;
- gBoss[0].y = 0x10000;
- gBoss[0].view.front = 0x5000;
- gBoss[0].view.top = 0x1800;
- gBoss[0].view.back = 0x3000;
- gBoss[0].view.bottom = 0x1800;
- gBoss[0].hit_voice = 54;
- gBoss[0].hit.front = 0x2000;
- gBoss[0].hit.top = 0x1400;
- gBoss[0].hit.back = 0x2000;
- gBoss[0].hit.bottom = 0x1400;
- gBoss[0].bits = 0x8228;
- gBoss[0].size = 3;
- gBoss[0].damage = 10;
- gBoss[0].code_event = 1000;
- gBoss[0].life = 400;
+ npc->cond = 0x80;
+ npc->exp = 1;
+ npc->direct = 2;
+ npc->act_no = 100;
+ npc->x = 0x14000;
+ npc->y = 0x10000;
+ npc->view.front = 0x5000;
+ npc->view.top = 0x1800;
+ npc->view.back = 0x3000;
+ npc->view.bottom = 0x1800;
+ npc->hit_voice = 54;
+ npc->hit.front = 0x2000;
+ npc->hit.top = 0x1400;
+ npc->hit.back = 0x2000;
+ npc->hit.bottom = 0x1400;
+ npc->bits = 0x8228;
+ npc->size = 3;
+ npc->damage = 10;
+ npc->code_event = 1000;
+ npc->life = 400;
break;
case 100:
- gBoss[0].act_no = 101;
- gBoss[0].bits &= ~0x20;
- gBoss[0].act_wait = 0;
+ npc->act_no = 101;
+ npc->bits &= ~0x20;
+ npc->act_wait = 0;
// Fallthrough
case 101:
- if (++gBoss[0].act_wait > 50)
+ if (++npc->act_wait > 50)
{
- gBoss[0].act_no = 250;
- gBoss[0].act_wait = 0;
+ npc->act_no = 250;
+ npc->act_wait = 0;
}
- if (gBoss[0].act_wait % 4 == 0)
+ if (npc->act_wait % 4 == 0)
SetNpChar(197, Random(15, 18) * 0x2000, Random(2, 13) * 0x2000, 0, 0, 0, 0, 0x100);
break;
case 250:
- gBoss[0].act_no = 251;
+ npc->act_no = 251;
- if (gBoss[0].direct == 2)
+ if (npc->direct == 2)
{
- gBoss[0].x = 0x1E000;
- gBoss[0].y = gMC.y;
+ npc->x = 0x1E000;
+ npc->y = gMC.y;
}
else
{
- gBoss[0].x = 0x5A000;
- gBoss[0].y = Random(2, 13) * 0x2000;
+ npc->x = 0x5A000;
+ npc->y = Random(2, 13) * 0x2000;
}
- gBoss[0].tgt_x = gBoss[0].x;
- gBoss[0].tgt_y = gBoss[0].y;
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
- gBoss[0].ym = Random(-0x200, 0x200);
- gBoss[0].xm = Random(-0x200, 0x200);
+ npc->ym = Random(-0x200, 0x200);
+ npc->xm = Random(-0x200, 0x200);
- gBoss[0].bits |= 0x20;
+ npc->bits |= 0x20;
// Fallthrough
case 251:
- if (gBoss[0].direct == 2)
+ if (npc->direct == 2)
{
- gBoss[0].tgt_x += 0x400;
+ npc->tgt_x += 0x400;
}
else
{
- gBoss[0].tgt_x -= 0x200;
+ npc->tgt_x -= 0x200;
- if (gMC.y > gBoss[0].tgt_y)
- gBoss[0].tgt_y += 0x200;
+ if (npc->tgt_y < gMC.y)
+ npc->tgt_y += 0x200;
else
- gBoss[0].tgt_y -= 0x200;
+ npc->tgt_y -= 0x200;
}
- if (gBoss[0].tgt_x > gBoss[0].x)
- gBoss[0].xm += 8;
+ if (npc->x < npc->tgt_x)
+ npc->xm += 8;
else
- gBoss[0].xm -= 8;
+ npc->xm -= 8;
- if (gBoss[0].tgt_y > gBoss[0].y)
- gBoss[0].ym += 8;
+ if (npc->y < npc->tgt_y)
+ npc->ym += 8;
else
- gBoss[0].ym -= 8;
+ npc->ym -= 8;
- if (gBoss[0].ym > 0x200)
- gBoss[0].ym = 0x200;
- if (gBoss[0].ym < -0x200)
- gBoss[0].ym = -0x200;
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
- gBoss[0].x += gBoss[0].xm;
- gBoss[0].y += gBoss[0].ym;
+ npc->x += npc->xm;
+ npc->y += npc->ym;
- if (gBoss[0].direct == 2)
+ if (npc->direct == 2)
{
- if (gBoss[0].x > 0x5A000)
+ if (npc->x > 0x5A000)
{
- gBoss[0].direct = 0;
- gBoss[0].act_no = 100;
+ npc->direct = 0;
+ npc->act_no = 100;
}
}
else
{
- if (gBoss[0].x < 0x22000)
+ if (npc->x < 0x22000)
{
- gBoss[0].direct = 2;
- gBoss[0].act_no = 100;
+ npc->direct = 2;
+ npc->act_no = 100;
}
}
- if (gBoss[0].direct == 0 && (++gBoss[0].act_wait == 300 || gBoss[0].act_wait == 310 || gBoss[0].act_wait == 320))
+ if (npc->direct == 0 && (++npc->act_wait == 300 || npc->act_wait == 310 || npc->act_wait == 320))
{
PlaySoundObject(39, 1);
- SetNpChar(198, gBoss[0].x + 0x1400, gBoss[0].y + 0x200, Random(-3, 0) * 0x200, Random(-3, 3) * 0x200, 2, 0, 0x100);
+ SetNpChar(198, npc->x + 0x1400, npc->y + 0x200, Random(-3, 0) * 0x200, Random(-3, 3) * 0x200, 2, 0, 0x100);
}
- if (++gBoss[0].ani_wait > 2)
+ if (++npc->ani_wait > 2)
{
- gBoss[0].ani_wait = 0;
- ++gBoss[0].ani_no;
+ npc->ani_wait = 0;
+ ++npc->ani_no;
}
- if (gBoss[0].ani_no > 7)
- gBoss[0].ani_no = 0;
+ if (npc->ani_no > 7)
+ npc->ani_no = 0;
break;
case 1000:
- gBoss[0].bits &= ~0x20;
- gBoss[0].ani_no = 8;
- gBoss[0].damage = 0;
- gBoss[0].act_no = 1001;
- gBoss[0].tgt_x = gBoss[0].x;
- gBoss[0].tgt_y = gBoss[0].y;
+ npc->bits &= ~0x20;
+ npc->ani_no = 8;
+ npc->damage = 0;
+ npc->act_no = 1001;
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
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);
DeleteNpCharCode(197, 1);
DeleteNpCharCode(271, 1);
@@ -158,13 +163,13 @@
DeleteNpCharCode(272, 1);
// Fallthrough
case 1001:
- gBoss[0].tgt_x -= 0x200;
+ npc->tgt_x -= 0x200;
- gBoss[0].x = gBoss[0].tgt_x + (Random(-1, 1) * 0x200);
- gBoss[0].y = gBoss[0].tgt_y + (Random(-1, 1) * 0x200);
+ npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
+ npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
- if (++gBoss[0].act_wait % 4 == 0)
- 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);
+ if (++npc->act_wait % 4 == 0)
+ 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);
break;
}
@@ -193,17 +198,15 @@
{256, 48, 320, 72},
};
- if (gBoss[0].shock)
+ if (npc->shock)
{
- static unsigned char flash;
-
- if ((++flash >> 1) % 2)
- gBoss[0].rect = rc[gBoss[0].ani_no];
+ if (++flash / 2 % 2)
+ npc->rect = rc[npc->ani_no];
else
- gBoss[0].rect = rcDamage[gBoss[0].ani_no];
+ npc->rect = rcDamage[npc->ani_no];
}
else
{
- gBoss[0].rect = rc[gBoss[0].ani_no];
+ npc->rect = rc[npc->ani_no];
}
}
\ No newline at end of file