diff --git a/src/BossFrog.cpp b/src/BossFrog.cpp index d23bf5fb..bc665689 100644 --- a/src/BossFrog.cpp +++ b/src/BossFrog.cpp @@ -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();