Made BossFrog.cpp ASM-accurate

This commit is contained in:
Clownacy 2019-04-06 13:22:20 +01:00
parent 98bab5ca80
commit 302c923d5b

View file

@ -12,6 +12,7 @@
static void ActBossChar02_01(void)
{
NPCHAR *boss;
int minus;
if (gBoss[0].direct == 0)
@ -19,65 +20,77 @@ static void ActBossChar02_01(void)
else
minus = -1;
boss = &gBoss[1];
switch (gBoss[0].ani_no)
{
case 0:
gBoss[1].hit_voice = 52;
gBoss[1].hit.front = 0x2000;
gBoss[1].hit.top = 0x2000;
gBoss[1].hit.back = 0x2000;
gBoss[1].hit.bottom = 0x2000;
gBoss[1].size = 3;
gBoss[1].bits = 4;
boss->hit_voice = 52;
boss->hit.front = 0x2000;
boss->hit.top = 0x2000;
boss->hit.back = 0x2000;
boss->hit.bottom = 0x2000;
boss->size = 3;
boss->bits = 4;
break;
case 1:
gBoss[1].x = gBoss[0].x + -0x3000 * minus;
gBoss[1].y = gBoss[0].y - 0x3000;
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x3000;
break;
case 2:
gBoss[1].x = gBoss[0].x + -0x3000 * minus;
gBoss[1].y = gBoss[0].y - 0x2800;
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x2800;
break;
case 3:
case 4:
gBoss[1].x = gBoss[0].x + -0x3000 * minus;
gBoss[1].y = gBoss[0].y - 0x2000;
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x2000;
break;
case 5:
gBoss[1].x = gBoss[0].x + -0x3000 * minus;
gBoss[1].y = gBoss[0].y - 0x5600;
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x5600;
break;
}
}
static void ActBossChar02_02(void)
{
if (gBoss[0].ani_no)
NPCHAR *boss = &gBoss[2];
switch (gBoss[0].ani_no)
{
if (gBoss[0].ani_no > 0 && gBoss[0].ani_no <= 5)
{
gBoss[2].x = gBoss[0].x;
gBoss[2].y = gBoss[0].y;
}
}
else
{
gBoss[2].hit_voice = 52;
gBoss[2].hit.front = 0x3000;
gBoss[2].hit.top = 0x2000;
gBoss[2].hit.back = 0x3000;
gBoss[2].hit.bottom = 0x2000;
gBoss[2].size = 3;
gBoss[2].bits = 4;
case 0:
boss->hit_voice = 52;
boss->hit.front = 0x3000;
boss->hit.top = 0x2000;
boss->hit.back = 0x3000;
boss->hit.bottom = 0x2000;
boss->size = 3;
boss->bits = 4;
break;
case 1:
case 2:
case 3:
case 4:
case 5:
boss->x = gBoss[0].x;
boss->y = gBoss[0].y;
break;
}
}
void ActBossChar_Frog(void)
{
int i;
unsigned char deg;
int ym;
int xm;
RECT rcLeft[9] = {
{0, 0, 0, 0},
{0, 48, 80, 112},
@ -102,220 +115,220 @@ void ActBossChar_Frog(void)
{120, 24, 160, 48},
};
switch (gBoss[0].act_no)
NPCHAR *boss = gBoss;
switch (boss->act_no)
{
case 0:
gBoss->x = 0xC000;
gBoss->y = 0x19000;
gBoss->direct = 2;
gBoss->view.front = 0x6000;
gBoss->view.top = 0x6000;
gBoss->view.back = 0x4000;
gBoss->view.bottom = 0x2000;
gBoss->hit_voice = 52;
gBoss->hit.front = 0x3000;
gBoss->hit.top = 0x2000;
gBoss->hit.back = 0x3000;
gBoss->hit.bottom = 0x2000;
gBoss->size = 3;
gBoss->exp = 1;
gBoss->code_event = 1000;
gBoss->bits |= 0x8200;
gBoss->life = 300;
boss->x = 0xC000;
boss->y = 0x19000;
boss->direct = 2;
boss->view.front = 0x6000;
boss->view.top = 0x6000;
boss->view.back = 0x4000;
boss->view.bottom = 0x2000;
boss->hit_voice = 52;
boss->hit.front = 0x3000;
boss->hit.top = 0x2000;
boss->hit.back = 0x3000;
boss->hit.bottom = 0x2000;
boss->size = 3;
boss->exp = 1;
boss->code_event = 1000;
boss->bits |= 0x8200;
boss->life = 300;
break;
case 10:
gBoss->act_no = 11;
gBoss->ani_no = 3;
gBoss->cond = 0x80;
gBoss->rect = rcRight[0];
boss->act_no = 11;
boss->ani_no = 3;
boss->cond = 0x80;
boss->rect = rcRight[0];
gBoss[1].cond = -112;
gBoss[1].code_event = 1000;
gBoss[2].cond = 0x80;
gBoss[1].damage = 5;
gBoss[2].damage = 5;
for (int i = 0; i < 8; ++i)
SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
for (i = 0; i < 8; ++i)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
break;
case 20:
gBoss->act_no = 21;
gBoss->act_wait = 0;
boss->act_no = 21;
boss->act_wait = 0;
// Fallthrough
case 21:
if (++gBoss->act_wait / 2 % 2)
gBoss->ani_no = 3;
if (++boss->act_wait / 2 % 2)
boss->ani_no = 3;
else
gBoss->ani_no = 0;
boss->ani_no = 0;
break;
case 100:
gBoss->act_no = 101;
gBoss->act_wait = 0;
gBoss->ani_no = 1;
gBoss->xm = 0;
boss->act_no = 101;
boss->act_wait = 0;
boss->ani_no = 1;
boss->xm = 0;
// Fallthrough
case 101:
if (++gBoss->act_wait > 50)
if (++boss->act_wait > 50)
{
gBoss->act_no = 102;
gBoss->ani_wait = 0;
gBoss->ani_no = 2;
boss->act_no = 102;
boss->ani_wait = 0;
boss->ani_no = 2;
}
break;
case 102:
if (++gBoss->ani_wait > 10)
if (++boss->ani_wait > 10)
{
gBoss->act_no = 103;
gBoss->ani_wait = 0;
gBoss->ani_no = 1;
boss->act_no = 103;
boss->ani_wait = 0;
boss->ani_no = 1;
}
break;
case 103:
if (++gBoss->ani_wait > 4)
if (++boss->ani_wait > 4)
{
gBoss->act_no = 104;
gBoss->ani_no = 5;
gBoss->ym = -0x400;
boss->act_no = 104;
boss->ani_no = 5;
boss->ym = -0x400;
PlaySoundObject(25, 1);
if (gBoss->direct == 0)
gBoss->xm = -0x200;
if (boss->direct == 0)
boss->xm = -0x200;
else
gBoss->xm = 0x200;
boss->xm = 0x200;
gBoss->view.top = 0x8000;
gBoss->view.bottom = 0x3000;
boss->view.top = 0x8000;
boss->view.bottom = 0x3000;
}
break;
case 104:
if (gBoss->direct == 0 && gBoss->flag & 1)
if (boss->direct == 0 && boss->flag & 1)
{
gBoss->direct = 2;
gBoss->xm = 0x200;
boss->direct = 2;
boss->xm = 0x200;
}
if (gBoss->direct == 2 && gBoss->flag & 4)
if (boss->direct == 2 && boss->flag & 4)
{
gBoss->direct = 0;
gBoss->xm = -0x200;
boss->direct = 0;
boss->xm = -0x200;
}
if (gBoss->flag & 8)
if (boss->flag & 8)
{
PlaySoundObject(26, 1);
SetQuake(30);
gBoss->act_no = 100;
gBoss->ani_no = 1;
gBoss->view.top = 0x6000;
gBoss->view.bottom = 0x2000;
boss->act_no = 100;
boss->ani_no = 1;
boss->view.top = 0x6000;
boss->view.bottom = 0x2000;
if (gBoss->direct == 0 && gBoss->x < gMC.x)
if (boss->direct == 0 && boss->x < gMC.x)
{
gBoss->direct = 2;
gBoss->act_no = 110;
boss->direct = 2;
boss->act_no = 110;
}
if (gBoss->direct == 2 && gBoss->x > gMC.x)
if (boss->direct == 2 && boss->x > gMC.x)
{
gBoss->direct = 0;
gBoss->act_no = 110;
boss->direct = 0;
boss->act_no = 110;
}
SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
for (int i = 0; i < 4; ++i)
SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
for (i = 0; i < 4; ++i)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + boss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
}
break;
case 110:
gBoss->ani_no = 1;
gBoss->act_wait = 0;
gBoss->act_no = 111;
boss->ani_no = 1;
boss->act_wait = 0;
boss->act_no = 111;
// Fallthrough
case 111:
++gBoss->act_wait;
gBoss->xm = 8 * gBoss->xm / 9;
++boss->act_wait;
boss->xm = 8 * boss->xm / 9;
if (gBoss->act_wait > 50)
if (boss->act_wait > 50)
{
gBoss->ani_no = 2;
gBoss->ani_wait = 0;
gBoss->act_no = 112;
boss->ani_no = 2;
boss->ani_wait = 0;
boss->act_no = 112;
}
break;
case 112:
if (++gBoss->ani_wait > 4)
if (++boss->ani_wait > 4)
{
gBoss->act_no = 113;
gBoss->act_wait = 0;
gBoss->ani_no = 3;
gBoss->count1 = 16;
boss->act_no = 113;
boss->act_wait = 0;
boss->ani_no = 3;
boss->count1 = 16;
gBoss[1].bits |= 0x20;
gBoss->tgt_x = gBoss->life;
boss->tgt_x = boss->life;
}
break;
case 113:
if (gBoss->shock)
if (boss->shock)
{
if (gBoss->count2++ / 2 % 2)
gBoss->ani_no = 4;
if (boss->count2++ / 2 % 2)
boss->ani_no = 4;
else
gBoss->ani_no = 3;
boss->ani_no = 3;
}
else
{
gBoss->count2 = 0;
gBoss->ani_no = 3;
boss->count2 = 0;
boss->ani_no = 3;
}
gBoss->xm = 10 * gBoss->xm / 11;
boss->xm = 10 * boss->xm / 11;
if (++gBoss->act_wait > 16)
if (++boss->act_wait > 16)
{
gBoss->act_wait = 0;
--gBoss->count1;
boss->act_wait = 0;
--boss->count1;
unsigned char deg;
if (gBoss->direct == 0)
deg = GetArktan(gBoss->x - 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y);
if (boss->direct == 0)
deg = GetArktan(boss->x - 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
else
deg = GetArktan(gBoss->x + 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y);
deg = GetArktan(boss->x + 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
deg += Random(-16, 16);
deg += (unsigned char)Random(-16, 16);
int ym = GetSin(deg);
int xm = GetCos(deg);
ym = GetSin(deg);
xm = GetCos(deg);
if (gBoss->direct == 0)
SetNpChar(108, gBoss->x - 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100);
if (boss->direct == 0)
SetNpChar(108, boss->x - 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
else
SetNpChar(108, gBoss->x + 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100);
SetNpChar(108, boss->x + 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
if (gBoss->count1 == 0 || gBoss->life < gBoss->tgt_x - 90)
if (boss->count1 == 0 || boss->life < boss->tgt_x - 90)
{
gBoss->act_no = 114;
gBoss->act_wait = 0;
gBoss->ani_no = 2;
gBoss->ani_wait = 0;
boss->act_no = 114;
boss->act_wait = 0;
boss->ani_no = 2;
boss->ani_wait = 0;
gBoss[1].bits &= ~0x20;
}
}
@ -323,186 +336,186 @@ void ActBossChar_Frog(void)
break;
case 114:
if (++gBoss->ani_wait > 10)
if (++boss->ani_wait > 10)
{
if (++gBoss[1].count1 > 2)
{
gBoss[1].count1 = 0;
gBoss->act_no = 120;
boss->act_no = 120;
}
else
{
gBoss->act_no = 100;
boss->act_no = 100;
}
gBoss->ani_wait = 0;
gBoss->ani_no = 1;
boss->ani_wait = 0;
boss->ani_no = 1;
}
break;
case 120:
gBoss->act_no = 121;
gBoss->act_wait = 0;
gBoss->ani_no = 1;
gBoss->xm = 0;
boss->act_no = 121;
boss->act_wait = 0;
boss->ani_no = 1;
boss->xm = 0;
// Fallthrough
case 121:
if (++gBoss->act_wait > 50)
if (++boss->act_wait > 50)
{
gBoss->act_no = 122;
gBoss->ani_wait = 0;
gBoss->ani_no = 2;
boss->act_no = 122;
boss->ani_wait = 0;
boss->ani_no = 2;
}
break;
case 122:
if (++gBoss->ani_wait > 20)
if (++boss->ani_wait > 20)
{
gBoss->act_no = 123;
gBoss->ani_wait = 0;
gBoss->ani_no = 1;
boss->act_no = 123;
boss->ani_wait = 0;
boss->ani_no = 1;
}
break;
case 123:
if (++gBoss->ani_wait > 4)
if (++boss->ani_wait > 4)
{
gBoss->act_no = 124;
gBoss->ani_no = 5;
gBoss->ym = -0xA00;
gBoss->view.top = 0x8000;
gBoss->view.bottom = 0x3000;
boss->act_no = 124;
boss->ani_no = 5;
boss->ym = -0xA00;
boss->view.top = 0x8000;
boss->view.bottom = 0x3000;
PlaySoundObject(25, 1);
}
break;
case 124:
if (gBoss->flag & 8)
if (boss->flag & 8)
{
PlaySoundObject(26, 1);
SetQuake(60);
gBoss->act_no = 100;
gBoss->ani_no = 1;
gBoss->view.top = 0x6000;
gBoss->view.bottom = 0x2000;
boss->act_no = 100;
boss->ani_no = 1;
boss->view.top = 0x6000;
boss->view.bottom = 0x2000;
for (int i = 0; i < 2; ++i)
for (i = 0; i < 2; ++i)
SetNpChar(104, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
for (int i = 0; i < 6; ++i)
for (i = 0; i < 6; ++i)
SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
for (int i = 0; i < 8; ++i)
SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
for (i = 0; i < 8; ++i)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + boss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
if (gBoss->direct == 0 && gMC.x > gBoss->x)
if (boss->direct == 0 && boss->x < gMC.x)
{
gBoss->direct = 2;
gBoss->act_no = 110;
boss->direct = 2;
boss->act_no = 110;
}
if ( gBoss->direct == 2 && gMC.x < gBoss->x)
if (boss->direct == 2 && boss->x > gMC.x)
{
gBoss->direct = 0;
gBoss->act_no = 110;
boss->direct = 0;
boss->act_no = 110;
}
}
break;
case 130:
gBoss->act_no = 131;
gBoss->ani_no = 3;
gBoss->act_wait = 0;
gBoss->xm = 0;
boss->act_no = 131;
boss->ani_no = 3;
boss->act_wait = 0;
boss->xm = 0;
PlaySoundObject(72, 1);
for (int i = 0; i < 8; ++i)
SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
for (i = 0; i < 8; ++i)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
gBoss[1].cond = 0;
gBoss[2].cond = 0;
// Fallthrough
case 131:
if (++gBoss->act_wait % 5 == 0)
SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
if (++boss->act_wait % 5 == 0)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
if (gBoss->act_wait / 2 % 2)
gBoss->x -= 0x200;
if (boss->act_wait / 2 % 2)
boss->x -= 0x200;
else
gBoss->x += 0x200;
boss->x += 0x200;
if (gBoss->act_wait > 100)
if (boss->act_wait > 100)
{
gBoss->act_wait = 0;
gBoss->act_no = 132;
boss->act_wait = 0;
boss->act_no = 132;
}
break;
case 132:
if (++gBoss->act_wait / 2 % 2)
if (++boss->act_wait / 2 % 2)
{
gBoss->view.front = 0x2800;
gBoss->view.top = 0x1800;
gBoss->view.back = 0x2800;
gBoss->view.bottom = 0x1800;
gBoss->ani_no = 6;
boss->view.front = 0x2800;
boss->view.top = 0x1800;
boss->view.back = 0x2800;
boss->view.bottom = 0x1800;
boss->ani_no = 6;
}
else
{
gBoss->view.front = 0x6000;
gBoss->view.top = 0x6000;
gBoss->view.back = 0x4000;
gBoss->view.bottom = 0x2000;
gBoss->ani_no = 3;
boss->view.front = 0x6000;
boss->view.top = 0x6000;
boss->view.back = 0x4000;
boss->view.bottom = 0x2000;
boss->ani_no = 3;
}
if (gBoss->act_wait % 9 == 0)
SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
if (boss->act_wait % 9 == 0)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
if (gBoss->act_wait > 150)
if (boss->act_wait > 150)
{
gBoss->act_no = 140;
gBoss->hit.bottom = 0x1800;
boss->act_no = 140;
boss->hit.bottom = 0x1800;
}
break;
case 140:
gBoss->act_no = 141;
boss->act_no = 141;
// Fallthrough
case 141:
if (gBoss->flag & 8)
if (boss->flag & 8)
{
gBoss->act_no = 142;
gBoss->act_wait = 0;
gBoss->ani_no = 7;
boss->act_no = 142;
boss->act_wait = 0;
boss->ani_no = 7;
}
break;
case 142:
if (++gBoss->act_wait > 30)
if (++boss->act_wait > 30)
{
gBoss->ani_no = 8;
gBoss->ym = -0xA00;
gBoss->bits |= 8;
gBoss->act_no = 143;
boss->ani_no = 8;
boss->ym = -0xA00;
boss->bits |= 8;
boss->act_no = 143;
}
break;
case 143:
gBoss->ym = -0xA00;
boss->ym = -0xA00;
if (gBoss->y < 0)
if (boss->y < 0)
{
gBoss->cond = 0;
boss->cond = 0;
PlaySoundObject(26, 1);
SetQuake(30);
}
@ -510,17 +523,17 @@ void ActBossChar_Frog(void)
break;
}
gBoss->ym += 0x40;
if (gBoss->ym > 0x5FF)
gBoss->ym = 0x5FF;
boss->ym += 0x40;
if (boss->ym > 0x5FF)
boss->ym = 0x5FF;
gBoss->x += gBoss->xm;
gBoss->y += gBoss->ym;
boss->x += boss->xm;
boss->y += boss->ym;
if (gBoss->direct == 0)
gBoss->rect = rcLeft[gBoss->ani_no];
if (boss->direct == 0)
boss->rect = rcLeft[boss->ani_no];
else
gBoss->rect = rcRight[gBoss->ani_no];
boss->rect = rcRight[boss->ani_no];
ActBossChar02_01();
ActBossChar02_02();