Clean-up BossPress.cpp

This commit is contained in:
Clownacy 2019-11-16 01:22:50 +00:00
parent ab4763d2a3
commit 04c2f4c055

View file

@ -26,15 +26,15 @@ void ActBossChar_Press(void)
npc->direct = 2; npc->direct = 2;
npc->x = 0; npc->x = 0;
npc->y = 0; npc->y = 0;
npc->view.front = 0x5000; npc->view.front = 40 * 0x200;
npc->view.top = 0x7800; npc->view.top = 60 * 0x200;
npc->view.back = 0x5000; npc->view.back = 40 * 0x200;
npc->view.bottom = 0x7800; npc->view.bottom = 60 * 0x200;
npc->hit_voice = 54; npc->hit_voice = 54;
npc->hit.front = 0x6200; npc->hit.front = 49 * 0x200;
npc->hit.top = 0x7800; npc->hit.top = 60 * 0x200;
npc->hit.back = 0x5000; npc->hit.back = 40 * 0x200;
npc->hit.bottom = 0x6000; npc->hit.bottom = 48 * 0x200;
npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE); npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
npc->size = 3; npc->size = 3;
npc->damage = 10; npc->damage = 10;
@ -52,21 +52,21 @@ void ActBossChar_Press(void)
case 10: case 10:
npc->act_no = 11; npc->act_no = 11;
npc->x = 0x14000; npc->x = 160 * 0x200;
npc->y = 0x9400; npc->y = 74 * 0x200;
break; break;
case 20: case 20:
npc->damage = 0; npc->damage = 0;
npc->act_no = 21; npc->act_no = 21;
npc->x = 0x14000; npc->x = 160 * 0x200;
npc->y = 0x33A00; npc->y = 413 * 0x200;
npc->bits &= ~NPC_SOLID_HARD; npc->bits &= ~NPC_SOLID_HARD;
gBoss[1].cond = 0; gBoss[1].cond = 0;
gBoss[2].cond = 0; gBoss[2].cond = 0;
// Fallthrough // Fallthrough
case 21: case 21:
if ((++npc->act_wait % 0x10) == 0) if (++npc->act_wait % 0x10 == 0)
SetDestroyNpChar(npc->x + (Random(-40, 40) * 0x200), npc->y + (Random(-60, 60) * 0x200), 1, 1); SetDestroyNpChar(npc->x + (Random(-40, 40) * 0x200), npc->y + (Random(-60, 60) * 0x200), 1, 1);
break; break;
@ -74,15 +74,15 @@ void ActBossChar_Press(void)
case 30: case 30:
npc->act_no = 31; npc->act_no = 31;
npc->ani_no = 2; npc->ani_no = 2;
npc->x = 0x14000; npc->x = 160 * 0x200;
npc->y = 0x8000; npc->y = 64 * 0x200;
// Fallthrough // Fallthrough
case 31: case 31:
npc->y += 0x800; npc->y += 4 * 0x200;
if (npc->y >= 0x33A00) if (npc->y >= 413 * 0x200)
{ {
npc->y = 0x33A00; npc->y = 413 * 0x200;
npc->ani_no = 0; npc->ani_no = 0;
npc->act_no = 20; npc->act_no = 20;
PlaySoundObject(44, 1); PlaySoundObject(44, 1);
@ -90,7 +90,7 @@ void ActBossChar_Press(void)
for (i = 0; i < 5; ++i) for (i = 0; i < 5; ++i)
{ {
x = npc->x + (Random(-40, 40) * 0x200); x = npc->x + (Random(-40, 40) * 0x200);
SetNpChar(4, x, npc->y + 0x7800, 0, 0, 0, 0, 0x100); SetNpChar(4, x, npc->y + (60 * 0x200), 0, 0, 0, NULL, 0x100);
} }
} }
@ -103,25 +103,25 @@ void ActBossChar_Press(void)
npc->act_wait = -100; npc->act_wait = -100;
gBoss[1].cond = 0x80; gBoss[1].cond = 0x80;
gBoss[1].hit.front = 0x1C00; gBoss[1].hit.front = 14 * 0x200;
gBoss[1].hit.back = 0x1C00; gBoss[1].hit.back = 14 * 0x200;
gBoss[1].hit.top = 0x1000; gBoss[1].hit.top = 8 * 0x200;
gBoss[1].hit.bottom = 0x1000; gBoss[1].hit.bottom = 8 * 0x200;
gBoss[1].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY); gBoss[1].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
gBoss[2] = gBoss[1]; gBoss[2] = gBoss[1];
gBoss[3].cond = 0x90; gBoss[3].cond = 0x90;
gBoss[3].bits |= NPC_SHOOTABLE; gBoss[3].bits |= NPC_SHOOTABLE;
gBoss[3].hit.front = 0xC00; gBoss[3].hit.front = 6 * 0x200;
gBoss[3].hit.back = 0xC00; gBoss[3].hit.back = 6 * 0x200;
gBoss[3].hit.top = 0x1000; gBoss[3].hit.top = 8 * 0x200;
gBoss[3].hit.bottom = 0x1000; gBoss[3].hit.bottom = 8 * 0x200;
SetNpChar(325, npc->x, npc->y + 0x7800, 0, 0, 0, 0, 0x100); SetNpChar(325, npc->x, npc->y + (60 * 0x200), 0, 0, 0, NULL, 0x100);
// Fallthrough // Fallthrough
case 101: case 101:
if (npc->count2 > 1 && npc->life < 70 * npc->count2) if (npc->count2 > 1 && npc->life < npc->count2 * 70)
{ {
--npc->count2; --npc->count2;
@ -134,15 +134,15 @@ void ActBossChar_Press(void)
} }
if (++npc->act_wait == 81 || npc->act_wait == 241) if (++npc->act_wait == 81 || npc->act_wait == 241)
SetNpChar(323, 0x6000, 0x1E000, 0, 0, 1, 0, 0x100); SetNpChar(323, 48 * 0x200, 240 * 0x200, 0, 0, 1, NULL, 0x100);
if (npc->act_wait == 1 || npc->act_wait == 161) if (npc->act_wait == 1 || npc->act_wait == 161)
SetNpChar(323, 0x22000, 0x1E000, 0, 0, 1, 0, 0x100); SetNpChar(323, 272 * 0x200, 240 * 0x200, 0, 0, 1, NULL, 0x100);
if (npc->act_wait >= 300) if (npc->act_wait >= 300)
{ {
npc->act_wait = 0; npc->act_wait = 0;
SetNpChar(325, npc->x, npc->y + 0x7800, 0, 0, 0, 0, 0x100); SetNpChar(325, npc->x, npc->y + (60 * 0x200), 0, 0, 0, NULL, 0x100);
} }
break; break;
@ -158,7 +158,7 @@ void ActBossChar_Press(void)
DeleteNpCharCode(330, 1); DeleteNpCharCode(330, 1);
// Fallthrough // Fallthrough
case 501: case 501:
if ((++npc->act_wait % 0x10) == 0) if (++npc->act_wait % 0x10 == 0)
{ {
PlaySoundObject(12, 1); PlaySoundObject(12, 1);
SetDestroyNpChar(npc->x + (Random(-40, 40) * 0x200), npc->y + (Random(-60, 60) * 0x200), 1, 1); SetDestroyNpChar(npc->x + (Random(-40, 40) * 0x200), npc->y + (Random(-60, 60) * 0x200), 1, 1);
@ -171,6 +171,7 @@ void ActBossChar_Press(void)
if (npc->act_wait > 100) if (npc->act_wait > 100)
npc->act_no = 510; npc->act_no = 510;
break; break;
case 510: case 510:
@ -178,7 +179,7 @@ void ActBossChar_Press(void)
npc->damage = 0x7F; npc->damage = 0x7F;
npc->y += npc->ym; npc->y += npc->ym;
if (npc->count1 == 0 && npc->y > 0x14000) if (npc->count1 == 0 && npc->y > 160 * 0x200)
{ {
npc->count1 = 1; npc->count1 = 1;
npc->ym = -0x200; npc->ym = -0x200;
@ -187,25 +188,25 @@ void ActBossChar_Press(void)
for (i = 0; i < 7; ++i) for (i = 0; i < 7; ++i)
{ {
ChangeMapParts(i + 7, 14, 0); ChangeMapParts(i + 7, 14, 0);
SetDestroyNpChar((i + 7) * 0x200 * 0x10, 0x1C000, 0, 0); SetDestroyNpChar((i + 7) * 0x200 * 0x10, 224 * 0x200, 0, 0);
PlaySoundObject(12, 1); PlaySoundObject(12, 1);
} }
} }
if (npc->y > 0x3C000) if (npc->y > 480 * 0x200)
npc->act_no = 520; npc->act_no = 520;
break; break;
} }
gBoss[1].x = npc->x - 0x3000; gBoss[1].x = npc->x - (24 * 0x200);
gBoss[1].y = npc->y + 0x6800; gBoss[1].y = npc->y + (52 * 0x200);
gBoss[2].x = npc->x + 0x3000; gBoss[2].x = npc->x + (24 * 0x200);
gBoss[2].y = npc->y + 0x6800; gBoss[2].y = npc->y + (52 * 0x200);
gBoss[3].x = npc->x; gBoss[3].x = npc->x;
gBoss[3].y = npc->y + 0x5000; gBoss[3].y = npc->y + (40 * 0x200);
RECT rc[3] = { RECT rc[3] = {
{0, 0, 80, 120}, {0, 0, 80, 120},
@ -219,7 +220,7 @@ void ActBossChar_Press(void)
{160, 120, 240, 240}, {160, 120, 240, 240},
}; };
if (npc->shock) if (npc->shock != 0)
{ {
if (++flash / 2 % 2) if (++flash / 2 % 2)
npc->rect = rc[npc->ani_no]; npc->rect = rc[npc->ani_no];