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