ref: aa9b66eb3677a3a0be7669375869375a472f3f6d
parent: 533f641c91c506e33c477c1ba800ab2443aa0846
author: Clownacy <Clownacy@users.noreply.github.com>
date: Fri Apr 5 18:14:16 EDT 2019
Made BossAlmo2.cpp ASM-accurate
--- a/src/BossAlmo2.cpp
+++ b/src/BossAlmo2.cpp
@@ -138,10 +138,10 @@
if (++npc->act_wait > 300)
npc->act_wait = 0;
- if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 1)
+ if (npc->act_wait > 250 && (npc->act_wait % 0x10) == 1)
PlaySoundObject(26, 1);
- if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 7)
+ if (npc->act_wait > 250 && (npc->act_wait % 0x10) == 7)
{
SetNpChar(293, npc->x, npc->y, 0, 0, 0, 0, 0x80);
PlaySoundObject(101, 1);
@@ -172,6 +172,8 @@
static void ActBossCharA_Mini(NPCHAR *npc)
{
+ int deg;
+
RECT rect[3] = {
{256, 0, 320, 40},
{256, 40, 320, 80},
@@ -178,76 +180,74 @@
{256, 80, 320, 120},
};
- if (npc->cond)
- {
- npc->life = 1000;
+ if (npc->cond == 0)
+ return;
- switch (npc->act_no)
- {
- case 0:
- npc->bits &= ~0x20;
- break;
+ npc->life = 1000;
- case 5:
- npc->ani_no = 0;
- npc->bits &= ~0x20;
- ++npc->count2;
- npc->count2 &= 0xFF;
- break;
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->bits &= ~0x20;
+ break;
- case 10:
- npc->ani_no = 0;
- npc->bits &= ~0x20;
- npc->count2 += 2;
- npc->count2 &= 0xFF;
- break;
+ case 5:
+ npc->ani_no = 0;
+ npc->bits &= ~0x20;
+ ++npc->count2;
+ npc->count2 %= 0x100;
+ break;
- case 20:
- npc->ani_no = 1;
- npc->bits &= ~0x20;
- npc->count2 += 2;
- npc->count2 &= 0xFF;
- break;
+ case 10:
+ npc->ani_no = 0;
+ npc->bits &= ~0x20;
+ npc->count2 += 2;
+ npc->count2 %= 0x100;
+ break;
- case 30:
- npc->ani_no = 0;
- npc->bits &= ~0x20;
- npc->count2 += 4;
- npc->count2 &= 0xFF;
- break;
+ case 20:
+ npc->ani_no = 1;
+ npc->bits &= ~0x20;
+ npc->count2 += 2;
+ npc->count2 %= 0x100;
+ break;
- case 200:
- npc->act_no = 201;
- npc->ani_no = 2;
- npc->xm = 0;
- npc->ym = 0;
- // Fallthrough
- case 201:
- npc->xm += 0x20;
+ case 30:
+ npc->ani_no = 0;
+ npc->bits &= ~0x20;
+ npc->count2 += 4;
+ npc->count2 %= 0x100;
+ break;
- npc->x += npc->xm;
+ case 200:
+ npc->act_no = 201;
+ npc->ani_no = 2;
+ npc->xm = 0;
+ npc->ym = 0;
+ // Fallthrough
+ case 201:
+ npc->xm += 0x20;
- if (npc->x > (gMap.width + 2) * 0x2000)
- npc->cond = 0;
+ npc->x += npc->xm;
- break;
- }
+ if (npc->x > (gMap.width * 0x200 * 0x10) + (2 * 0x200 * 0x10))
+ npc->cond = 0;
- if (npc->act_no < 50)
- {
- int deg;
+ break;
+ }
- if (npc->count1)
- deg = npc->count2 + 0x80;
- else
- deg = npc->count2 + 0x180;
+ if (npc->act_no < 50)
+ {
+ if (npc->count1)
+ deg = npc->count2 + 0x80;
+ else
+ deg = npc->count2 + 0x180;
- npc->x = npc->pNpc->x + 0x30 * GetCos(deg / 2) - 0x1000;
- npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2);
- }
-
- npc->rect = rect[npc->ani_no];
+ npc->x = npc->pNpc->x - 0x1000 + 0x30 * GetCos(deg / 2);
+ npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2);
}
+
+ npc->rect = rect[npc->ani_no];
}
static void ActBossCharA_Hit(NPCHAR *npc)
@@ -278,26 +278,32 @@
void ActBossChar_Undead(void)
{
+ int i;
+ int x;
+ int y;
+
static int life;
static unsigned char flash;
+ NPCHAR *npc = gBoss;
+
BOOL bShock = FALSE;
- switch (gBoss[0].act_no)
+ switch (npc->act_no)
{
case 1:
- gBoss[0].act_no = 10;
- gBoss[0].exp = 1;
- gBoss[0].cond = 0x80;
- gBoss[0].bits = 0x800C;
- gBoss[0].life = 700;
- gBoss[0].hit_voice = 114;
- gBoss[0].x = 0x4A000;
- gBoss[0].y = 0xF000;
- 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 = 700;
+ npc->hit_voice = 114;
+ npc->x = 0x4A000;
+ npc->y = 0xF000;
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->code_event = 1000;
+ npc->bits |= 0x200;
gBoss[3].cond = 0x80;
gBoss[3].act_no = 0;
@@ -346,7 +352,7 @@
gBoss[1].hit.bottom = 0x2000;
gBoss[1].view.front = 0x4000;
gBoss[1].view.top = 0x2800;
- gBoss[1].pNpc = gBoss;
+ gBoss[1].pNpc = npc;
gBoss[2] = gBoss[1];
gBoss[2].count2 = 0x80;
@@ -358,22 +364,22 @@
gBoss[7].count1 = 1;
gBoss[7].count2 = 0x80;
- life = gBoss[0].life;
+ life = npc->life;
break;
case 15:
- gBoss[0].act_no = 16;
+ npc->act_no = 16;
bShock = TRUE;
- gBoss[0].direct = 0;
+ npc->direct = 0;
gBoss[3].act_no = 10;
gBoss[4].ani_no = 0;
break;
case 20:
- gBoss[0].act_no = 210;
+ npc->act_no = 210;
bShock = TRUE;
- gBoss[0].direct = 0;
+ npc->direct = 0;
gBoss[1].act_no = 5;
gBoss[2].act_no = 5;
gBoss[6].act_no = 5;
@@ -381,8 +387,8 @@
break;
case 200:
- gBoss[0].act_no = 201;
- gBoss[0].act_wait = 0;
+ npc->act_no = 201;
+ npc->act_wait = 0;
gBoss[3].act_no = 0;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
@@ -395,23 +401,23 @@
bShock = TRUE;
// Fallthrough
case 201:
- ++gBoss[0].act_wait;
+ ++npc->act_wait;
- if ((gBoss[0].direct == 2 || gBoss[0].ani_no > 0 || gBoss[0].life < 200) && gBoss[0].act_wait > 200)
+ if ((npc->direct == 2 || npc->ani_no > 0 || npc->life < 200) && npc->act_wait > 200)
{
- ++gBoss[0].count1;
+ ++npc->count1;
PlaySoundObject(115, 1);
- if (gBoss[0].life < 200)
+ if (npc->life < 200)
{
- gBoss[0].act_no = 230;
+ npc->act_no = 230;
}
else
{
- if ( gBoss[0].count1 <= 2 )
- gBoss[0].act_no = 210;
+ if (npc->count1 > 2)
+ npc->act_no = 220;
else
- gBoss[0].act_no = 220;
+ npc->act_no = 210;
}
}
@@ -418,20 +424,20 @@
break;
case 210:
- gBoss[0].act_no = 211;
- gBoss[0].act_wait = 0;
+ npc->act_no = 211;
+ npc->act_wait = 0;
gBoss[3].act_no = 10;
gBoss[8].bits |= 4;
gBoss[9].bits |= 4;
gBoss[10].bits |= 4;
gBoss[11].bits |= 0x20;
- life = gBoss[0].life;
+ life = npc->life;
bShock = TRUE;
// Fallthrough
case 211:
++flash;
- if (gBoss[0].shock && (flash >> 1) & 1)
+ if (npc->shock && flash / 2 % 2)
{
gBoss[4].ani_no = 1;
gBoss[5].ani_no = 1;
@@ -442,7 +448,7 @@
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;
@@ -449,24 +455,24 @@
gCurlyShoot_y = gBoss[11].y;
}
- if (gBoss[0].act_wait < 300)
+ if (npc->act_wait < 300)
{
- if (gBoss[0].act_wait % 120 == 1)
- SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
+ if (npc->act_wait % 120 == 1)
+ SetNpChar(288, npc->x - 0x4000, npc->y - 0x2000, 0, 0, 1, 0, 0x20);
- if (gBoss[0].act_wait % 120 == 61)
- SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
+ if (npc->act_wait % 120 == 61)
+ SetNpChar(288, npc->x - 0x4000, npc->y + 0x2000, 0, 0, 3, 0, 0x20);
}
- if (gBoss[0].life < life - 50 || gBoss[0].act_wait > 400)
- gBoss[0].act_no = 200;
+ if (npc->life < life - 50 || npc->act_wait > 400)
+ npc->act_no = 200;
break;
case 220:
- gBoss[0].act_no = 221;
- gBoss[0].act_wait = 0;
- gBoss[0].count1 = 0;
+ npc->act_no = 221;
+ npc->act_wait = 0;
+ npc->count1 = 0;
gSuperYpos = 1;
gBoss[3].act_no = 20;
gBoss[8].bits |= 4;
@@ -474,15 +480,12 @@
gBoss[10].bits |= 4;
gBoss[11].bits |= 0x20;
SetQuake(100);
- life = gBoss[0].life;
+ life = npc->life;
bShock = TRUE;
// Fallthrough
case 221:
- if (++gBoss[0].act_wait % 40 == 1)
+ if (++npc->act_wait % 40 == 1)
{
- int x;
- int y;
-
switch (Random(0, 3))
{
case 0:
@@ -510,7 +513,7 @@
++flash;
- if (gBoss[0].shock && (flash >> 1) & 1)
+ if (npc->shock && flash / 2 % 2)
{
gBoss[4].ani_no = 1;
gBoss[5].ani_no = 1;
@@ -521,14 +524,14 @@
gBoss[5].ani_no = 0;
}
- if (gBoss[0].life < life - 150 || gBoss[0].act_wait > 400 || gBoss[0].life < 200)
- gBoss[0].act_no = 200;
+ if (npc->life < life - 150 || npc->act_wait > 400 || npc->life < 200)
+ npc->act_no = 200;
break;
case 230:
- gBoss[0].act_no = 231;
- gBoss[0].act_wait = 0;
+ npc->act_no = 231;
+ npc->act_wait = 0;
gBoss[3].act_no = 30;
gBoss[8].bits |= 4;
gBoss[9].bits |= 4;
@@ -541,13 +544,13 @@
SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0x400, 0, 0x100);
SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0, 0, 0x100);
SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0x400, 0, 0x100);
- life = gBoss[0].life;
+ life = npc->life;
bShock = TRUE;
// Fallthrough
case 231:
++flash;
- if (gBoss[0].shock && (flash >> 1) & 1)
+ if (npc->shock && flash / 2 % 2)
{
gBoss[4].ani_no = 1;
gBoss[5].ani_no = 1;
@@ -558,7 +561,7 @@
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;
@@ -565,20 +568,20 @@
gCurlyShoot_y = gBoss[11].y;
}
- if (gBoss[0].act_wait % 120 == 1)
- SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
+ if (npc->act_wait % 120 == 1)
+ SetNpChar(288, npc->x - 0x4000, npc->y - 0x2000, 0, 0, 1, 0, 0x20);
- if (gBoss[0].act_wait % 120 == 61)
- SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
+ if (npc->act_wait % 120 == 61)
+ SetNpChar(288, npc->x - 0x4000, npc->y + 0x2000, 0, 0, 3, 0, 0x20);
break;
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[3].act_no = 0;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
@@ -588,26 +591,28 @@
gBoss[7].act_no = 5;
SetQuake(20);
- for (int i = 0; i < 100; ++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, 0);
+ for (i = 0; i < 100; ++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, 0);
DeleteNpCharCode(282, 1);
gBoss[11].bits &= ~0x20;
- for (int i = 0; i < 12; ++i)
+ for (i = 0; i < 12; ++i)
gBoss[i].bits &= ~4;
// Fallthrough
case 501:
- if (++gBoss[0].act_wait & 0xF)
- 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);
+ ++npc->act_wait;
- gBoss[0].x += 0x40;
- gBoss[0].y += 0x80;
+ if (npc->act_wait % 0x10)
+ 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 > 200)
+ npc->x += 0x40;
+ npc->y += 0x80;
+
+ if (npc->act_wait > 200)
{
- gBoss[0].act_wait = 0;
- gBoss[0].act_no = 1000;
+ npc->act_wait = 0;
+ npc->act_no = 1000;
}
break;
@@ -615,7 +620,9 @@
case 1000:
SetQuake(100);
- if (++gBoss[0].act_wait % 8 == 0)
+ ++gBoss[0].act_wait;
+
+ if (gBoss[0].act_wait % 8 == 0)
PlaySoundObject(44, 1);
SetDestroyNpChar(gBoss[0].x + (Random(-0x48, 0x48) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 1, 1);
@@ -633,9 +640,11 @@
case 1001:
SetQuake(40);
- if (++gBoss[0].act_wait > 50)
+ ++gBoss[0].act_wait;
+
+ if (gBoss[0].act_wait > 50)
{
- for (int i = 0; i < 20; ++i)
+ for (i = 0; i < 20; ++i)
gBoss[i].cond = 0;
DeleteNpCharCode(158, 1);
@@ -649,80 +658,65 @@
{
SetQuake(20);
- if (gBoss[0].act_no == 201)
- {
- gBoss[7].act_no = 10;
- gBoss[6].act_no = 10;
- gBoss[2].act_no = 10;
- gBoss[1].act_no = 10;
- }
+ if (npc->act_no == 201)
+ gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 10;
- if (gBoss[0].act_no == 221)
- {
- gBoss[7].act_no = 20;
- gBoss[6].act_no = 20;
- gBoss[2].act_no = 20;
- gBoss[1].act_no = 20;
- }
+ if (npc->act_no == 221)
+ gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 20;
- if (gBoss[0].act_no == 231)
- {
- gBoss[7].act_no = 30;
- gBoss[6].act_no = 30;
- gBoss[2].act_no = 30;
- gBoss[1].act_no = 30;
- }
+ if (npc->act_no == 231)
+ gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 30;
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)
{
- if (gBoss[0].x < 0x18000)
- gBoss[0].direct = 2;
- if (gBoss[0].x > (gMap.width - 4) * 0x2000)
- gBoss[0].direct = 0;
+ if (npc->x < 0x18000)
+ npc->direct = 2;
+ if (npc->x > (gMap.width - 4) * 0x2000)
+ npc->direct = 0;
- if (gBoss[0].direct == 0)
- gBoss[0].xm -= 4;
+ if (npc->direct == 0)
+ npc->xm -= 4;
else
- gBoss[0].xm += 4;
+ npc->xm += 4;
}
- switch (gBoss[0].act_no)
+ switch (npc->act_no)
{
case 201:
case 211:
case 221:
case 231:
- if (++gBoss[0].count2 == 150)
+ if (++npc->count2 == 150)
{
- gBoss[0].count2 = 0;
- SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, 0, 0x30);
+ npc->count2 = 0;
+ SetNpChar(282, (gMap.width * 0x200 * 0x10) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, 0, 0x30);
}
- else if (gBoss[0].count2 == 75)
+ else if (npc->count2 == 75)
{
- SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-3, 0) + 3) * 0x2000, 0, 0, 0, 0, 0x30);
+ SetNpChar(282, (gMap.width * 0x200 * 0x10) + 0x40, (Random(-3, 0) + 3) * 0x2000, 0, 0, 0, 0, 0x30);
}
break;
}
- 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;
ActBossCharA_Face(&gBoss[3]);
ActBossCharA_Head(&gBoss[4]);