Clean-up BossX.cpp

This commit is contained in:
Clownacy 2019-11-16 00:59:47 +00:00
parent 93e5812e6c
commit 4f60a939af

View file

@ -186,7 +186,7 @@ static void ActBossChar03_01(NPCHAR *npc)
if ((npc->act_no == 103 || npc->act_no == 203) && npc->act_wait % 4 == 1)
PlaySoundObject(111, 1);
if (npc->act_no >= 100 && gMC.y < npc->y + 0x800 && gMC.y > npc->y - 0x800)
if (npc->act_no >= 100 && gMC.y < npc->y + (4 * 0x200) && gMC.y > npc->y - (4 * 0x200))
{
npc->damage = 10;
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
@ -228,43 +228,42 @@ static void ActBossChar03_02(NPCHAR *npc)
{
case 10:
npc->act_no = 11;
npc->act_wait = 30 * npc->ani_no + 30;
npc->act_wait = (npc->ani_no * 30) + 30;
// Fallthrough
case 11:
if (npc->act_wait)
if (npc->act_wait != 0)
{
--npc->act_wait;
break;
}
else
{
switch (npc->ani_no)
{
case 0:
direct = 3;
x = -0x3C00;
y = 0xC00;
x = -30 * 0x200;
y = 6 * 0x200;
break;
case 1:
direct = 2;
x = 0x3C00;
y = 0xC00;
x = 30 * 0x200;
y = 6 * 0x200;
break;
case 2:
direct = 0;
x = -0x3C00;
y = -0xC00;
x = -30 * 0x200;
y = -6 * 0x200;
break;
case 3:
direct = 1;
x = 0x3C00;
y = -0xC00;
x = 30 * 0x200;
y = -6 * 0x200;
break;
}
SetNpChar(158, npc->x + x, npc->y + y, 0, 0, direct, 0, 0x100);
PlaySoundObject(39, 1);
npc->act_wait = 120;
}
break;
}
@ -280,11 +279,11 @@ static void ActBossChar03_03(NPCHAR *npc)
switch (npc->act_no)
{
case 10:
npc->tgt_x += 0x200;
npc->tgt_x += 1 * 0x200;
if (npc->tgt_x > 0x4000)
if (npc->tgt_x > 32 * 0x200)
{
npc->tgt_x = 0x4000;
npc->tgt_x = 32 * 0x200;
npc->act_no = 0;
gBoss[3].act_no = 10;
gBoss[4].act_no = 10;
@ -295,7 +294,7 @@ static void ActBossChar03_03(NPCHAR *npc)
break;
case 20:
npc->tgt_x -= 0x200;
npc->tgt_x -= 1 * 0x200;
if (npc->tgt_x < 0)
{
@ -310,11 +309,11 @@ static void ActBossChar03_03(NPCHAR *npc)
break;
case 30:
npc->tgt_x += 0x200;
npc->tgt_x += 1 * 0x200;
if (npc->tgt_x > 0x2800)
if (npc->tgt_x > 20 * 0x200)
{
npc->tgt_x = 0x2800;
npc->tgt_x = 20 * 0x200;
npc->act_no = 0;
gBoss[7].act_no = 10;
gBoss[13].act_no = 10;
@ -326,7 +325,7 @@ static void ActBossChar03_03(NPCHAR *npc)
break;
case 40:
npc->tgt_x -= 0x200;
npc->tgt_x -= 1 * 0x200;
if (npc->tgt_x < 0)
{
@ -348,13 +347,13 @@ static void ActBossChar03_03(NPCHAR *npc)
if (npc->direct == 0)
{
npc->rect = rcLeft;
npc->x = gBoss[0].x - 0x3000 - npc->tgt_x;
npc->x = gBoss[0].x - (24 * 0x200) - npc->tgt_x;
npc->y = gBoss[0].y;
}
else
{
npc->rect = rcRight;
npc->x = gBoss[0].x + 0x3000 + npc->tgt_x;
npc->x = gBoss[0].x + (24 * 0x200) + npc->tgt_x;
npc->y = gBoss[0].y;
}
}
@ -385,7 +384,7 @@ static void ActBossChar03_04(NPCHAR *npc)
case 10:
npc->act_no = 11;
npc->act_wait = 10 * npc->tgt_x + 40;
npc->act_wait = (npc->tgt_x * 10) + 40;
npc->bits |= NPC_SHOOTABLE;
// Fallthrough
case 11:
@ -394,20 +393,20 @@ static void ActBossChar03_04(NPCHAR *npc)
else
npc->ani_no = 0;
if (npc->act_wait)
if (npc->act_wait != 0)
{
--npc->act_wait;
break;
}
else
{
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-2, 2);
ym = 3 * GetSin(deg);
xm = 3 * GetCos(deg);
SetNpChar(156, npc->x, npc->y, xm, ym, 0, 0, 0x100);
ym = GetSin(deg) * 3;
xm = GetCos(deg) * 3;
SetNpChar(156, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, 1);
npc->act_wait = 40;
}
break;
}
@ -415,20 +414,20 @@ static void ActBossChar03_04(NPCHAR *npc)
switch (npc->tgt_x)
{
case 0:
npc->x = gBoss[0].x - 0x2C00;
npc->y = gBoss[0].y - 0x2000;
npc->x = gBoss[0].x - (22 * 0x200);
npc->y = gBoss[0].y - (16 * 0x200);
break;
case 1:
npc->x = gBoss[0].x + 0x3800;
npc->y = gBoss[0].y - 0x2000;
npc->x = gBoss[0].x + (28 * 0x200);
npc->y = gBoss[0].y - (16 * 0x200);
break;
case 2:
npc->x = gBoss[0].x - 0x1E00;
npc->y = gBoss[0].y + 0x1C00;
npc->x = gBoss[0].x - (15 * 0x200);
npc->y = gBoss[0].y + (14 * 0x200);
break;
case 3:
npc->x = gBoss[0].x + 0x2200;
npc->y = gBoss[0].y + 0x1C00;
npc->x = gBoss[0].x + (17 * 0x200);
npc->y = gBoss[0].y + (14 * 0x200);
break;
}
@ -454,7 +453,7 @@ static void ActBossChar03_face(NPCHAR *npc)
case 10:
npc->act_no = 11;
npc->act_wait = 10 * npc->tgt_x + 40;
npc->act_wait = (npc->tgt_x * 10) + 40;
gBoss[0].bits |= NPC_SHOOTABLE;
// Fallthrough
case 11:
@ -492,20 +491,20 @@ void ActBossChar_MonstX(void)
{
case 0:
npc->life = 1;
npc->x = -0x28000;
npc->x = -320 * 0x200;
break;
case 1:
npc->life = 700;
npc->exp = 1;
npc->act_no = 1;
npc->x = 0x100000;
npc->y = 102400;
npc->x = 2048 * 0x200;
npc->y = 200 * 0x200;
npc->hit_voice = 54;
npc->hit.front = 0x3000;
npc->hit.top = 0x3000;
npc->hit.back = 0x3000;
npc->hit.bottom = 0x3000;
npc->hit.front = 24 * 0x200;
npc->hit.top = 24 * 0x200;
npc->hit.back = 24 * 0x200;
npc->hit.bottom = 24 * 0x200;
npc->bits = (NPC_IGNORE_SOLIDITY | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
npc->size = 3;
npc->code_event = 1000;
@ -514,10 +513,10 @@ void ActBossChar_MonstX(void)
gBoss[1].cond = 0x80;
gBoss[1].size = 3;
gBoss[1].direct = 0;
gBoss[1].view.front = 0x3000;
gBoss[1].view.top = 0x3000;
gBoss[1].view.back = 0x3000;
gBoss[1].view.bottom = 0x3000;
gBoss[1].view.front = 24 * 0x200;
gBoss[1].view.top = 24 * 0x200;
gBoss[1].view.back = 24 * 0x200;
gBoss[1].view.bottom = 24 * 0x200;
gBoss[1].bits = NPC_IGNORE_SOLIDITY;
gBoss[2] = gBoss[1];
@ -529,14 +528,14 @@ void ActBossChar_MonstX(void)
gBoss[3].hit_voice = 54;
gBoss[3].destroy_voice = 71;
gBoss[3].size = 2;
gBoss[3].view.front = 0x1000;
gBoss[3].view.top = 0x1000;
gBoss[3].view.back = 0x1000;
gBoss[3].view.bottom = 0x1000;
gBoss[3].hit.front = 0xA00;
gBoss[3].hit.back = 0xA00;
gBoss[3].hit.top = 0xA00;
gBoss[3].hit.bottom = 0xA00;
gBoss[3].view.front = 8 * 0x200;
gBoss[3].view.top = 8 * 0x200;
gBoss[3].view.back = 8 * 0x200;
gBoss[3].view.bottom = 8 * 0x200;
gBoss[3].hit.front = 5 * 0x200;
gBoss[3].hit.back = 5 * 0x200;
gBoss[3].hit.top = 5 * 0x200;
gBoss[3].hit.bottom = 5 * 0x200;
gBoss[3].bits = NPC_IGNORE_SOLIDITY;
gBoss[3].tgt_x = 0;
@ -552,17 +551,17 @@ void ActBossChar_MonstX(void)
gBoss[6].life = 100;
gBoss[7].cond = 0x80;
gBoss[7].x = 0x100000;
gBoss[7].y = 0x19000;
gBoss[7].view.front = 0x6800;
gBoss[7].view.top = 0x3000;
gBoss[7].view.back = 0x6800;
gBoss[7].view.bottom = 0x3000;
gBoss[7].x = 2048 * 0x200;
gBoss[7].y = 200 * 0x200;
gBoss[7].view.front = 52 * 0x200;
gBoss[7].view.top = 24 * 0x200;
gBoss[7].view.back = 52 * 0x200;
gBoss[7].view.bottom = 24 * 0x200;
gBoss[7].hit_voice = 52;
gBoss[7].hit.front = 0x1000;
gBoss[7].hit.top = 0x3000;
gBoss[7].hit.back = 0x1000;
gBoss[7].hit.bottom = 0x2000;
gBoss[7].hit.front = 8 * 0x200;
gBoss[7].hit.top = 24 * 0x200;
gBoss[7].hit.back = 8 * 0x200;
gBoss[7].hit.bottom = 16 * 0x200;
gBoss[7].bits = NPC_IGNORE_SOLIDITY;
gBoss[7].size = 3;
gBoss[7].ani_no = 0;
@ -570,62 +569,62 @@ void ActBossChar_MonstX(void)
gBoss[9].cond = 0x80;
gBoss[9].act_no = 0;
gBoss[9].direct = 1;
gBoss[9].x = 0xF8000;
gBoss[9].y = 0x12000;
gBoss[9].view.front = 0x4800;
gBoss[9].view.top = 0x1000;
gBoss[9].view.back = 0x4800;
gBoss[9].view.bottom = 0x3000;
gBoss[9].x = 1984 * 0x200;
gBoss[9].y = 144 * 0x200;
gBoss[9].view.front = 36 * 0x200;
gBoss[9].view.top = 8 * 0x200;
gBoss[9].view.back = 36 * 0x200;
gBoss[9].view.bottom = 24 * 0x200;
gBoss[9].hit_voice = 52;
gBoss[9].hit.front = 0x3800;
gBoss[9].hit.top = 0x1000;
gBoss[9].hit.back = 0x3800;
gBoss[9].hit.bottom = 0x2000;
gBoss[9].hit.front = 28 * 0x200;
gBoss[9].hit.top = 8 * 0x200;
gBoss[9].hit.back = 28 * 0x200;
gBoss[9].hit.bottom = 16 * 0x200;
gBoss[9].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_REAR_AND_TOP_DONT_HURT);
gBoss[9].size = 3;
gBoss[10] = gBoss[9];
gBoss[10].x = 0x108000;
gBoss[10].x = 2112 * 0x200;
gBoss[11] = gBoss[9];
gBoss[11].direct = 3;
gBoss[11].x = 0xF8000;
gBoss[11].y = 0x20000;
gBoss[11].view.top = 0x3000;
gBoss[11].view.bottom = 0x1000;
gBoss[11].hit.top = 0x2000;
gBoss[11].hit.bottom = 0x1000;
gBoss[11].x = 1984 * 0x200;
gBoss[11].y = 256 * 0x200;
gBoss[11].view.top = 24 * 0x200;
gBoss[11].view.bottom = 8 * 0x200;
gBoss[11].hit.top = 16 * 0x200;
gBoss[11].hit.bottom = 8 * 0x200;
gBoss[12] = gBoss[11];
gBoss[12].x = 0x108000;
gBoss[12].x = 2112 * 0x200;
gBoss[13] = gBoss[9];
gBoss[13].cond = 0x80;
gBoss[13].view.top = 0x2000;
gBoss[13].view.bottom = 0x2000;
gBoss[13].view.front = 0x3C00;
gBoss[13].view.back = 0x5400;
gBoss[13].view.top = 16 * 0x200;
gBoss[13].view.bottom = 16 * 0x200;
gBoss[13].view.front = 30 * 0x200;
gBoss[13].view.back = 42 * 0x200;
gBoss[13].count1 = 9;
gBoss[13].ani_no = 0;
gBoss[13].bits = NPC_IGNORE_SOLIDITY;
gBoss[14] = gBoss[13];
gBoss[14].view.front = 0x5400;
gBoss[14].view.back = 0x3C00;
gBoss[14].view.front = 42 * 0x200;
gBoss[14].view.back = 30 * 0x200;
gBoss[14].count1 = 10;
gBoss[14].ani_no = 1;
gBoss[14].bits = NPC_IGNORE_SOLIDITY;
gBoss[15] = gBoss[13];
gBoss[15].view.top = 0x2000;
gBoss[15].view.bottom = 0x2000;
gBoss[15].view.top = 16 * 0x200;
gBoss[15].view.bottom = 16 * 0x200;
gBoss[15].count1 = 11;
gBoss[15].ani_no = 2;
gBoss[15].bits = NPC_IGNORE_SOLIDITY;
gBoss[16] = gBoss[15];
gBoss[16].view.front = 0x5400;
gBoss[16].view.back = 0x3C00;
gBoss[16].view.front = 42 * 0x200;
gBoss[16].view.back = 30 * 0x200;
gBoss[16].count1 = 12;
gBoss[16].ani_no = 3;
gBoss[16].bits = NPC_IGNORE_SOLIDITY;
@ -639,7 +638,9 @@ void ActBossChar_MonstX(void)
npc->count1 = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 100)
++npc->act_wait;
if (npc->act_wait > 100)
{
npc->act_wait = 0;
@ -657,7 +658,9 @@ void ActBossChar_MonstX(void)
++npc->count1;
// Fallthrough
case 101:
if (++npc->act_wait == 4)
++npc->act_wait;
if (npc->act_wait == 4)
gBoss[9].act_no = 100;
if (npc->act_wait == 8)
gBoss[10].act_no = 100;
@ -665,6 +668,7 @@ void ActBossChar_MonstX(void)
gBoss[11].act_no = 100;
if (npc->act_wait == 12)
gBoss[12].act_no = 100;
if (npc->act_wait > 120 && npc->count1 > 2)
npc->act_no = 300;
if (npc->act_wait > 121 && gMC.x > npc->x)
@ -678,7 +682,9 @@ void ActBossChar_MonstX(void)
++npc->count1;
// Fallthrough
case 201:
if (++npc->act_wait == 4)
++npc->act_wait;
if (npc->act_wait == 4)
gBoss[9].act_no = 200;
if (npc->act_wait == 8)
gBoss[10].act_no = 200;
@ -686,6 +692,7 @@ void ActBossChar_MonstX(void)
gBoss[11].act_no = 200;
if (npc->act_wait == 12)
gBoss[12].act_no = 200;
if (npc->act_wait > 120 && npc->count1 > 2)
npc->act_no = 400;
if (npc->act_wait > 121 && gMC.x < npc->x)
@ -698,7 +705,9 @@ void ActBossChar_MonstX(void)
npc->act_no = 301;
// Fallthrough
case 301:
if (++npc->act_wait == 4)
++npc->act_wait;
if (npc->act_wait == 4)
gBoss[9].act_no = 300;
if (npc->act_wait == 8)
gBoss[10].act_no = 300;
@ -706,6 +715,7 @@ void ActBossChar_MonstX(void)
gBoss[11].act_no = 300;
if (npc->act_wait == 12)
gBoss[12].act_no = 300;
if (npc->act_wait > 50)
{
if (gBoss[3].cond == 0 && gBoss[4].cond == 0 && gBoss[5].cond == 0 && gBoss[6].cond == 0)
@ -713,6 +723,7 @@ void ActBossChar_MonstX(void)
else
npc->act_no = 500;
}
break;
case 400:
@ -720,7 +731,9 @@ void ActBossChar_MonstX(void)
npc->act_no = 401;
// Fallthrough
case 401:
if (++npc->act_wait == 4)
++npc->act_wait;
if (npc->act_wait == 4)
gBoss[9].act_no = 400;
if (npc->act_wait == 8)
gBoss[10].act_no = 400;
@ -728,6 +741,7 @@ void ActBossChar_MonstX(void)
gBoss[11].act_no = 400;
if (npc->act_wait == 12)
gBoss[12].act_no = 400;
if (npc->act_wait > 50)
{
if (gBoss[3].cond == 0 && gBoss[4].cond == 0 && gBoss[5].cond == 0 && gBoss[6].cond == 0)
@ -745,7 +759,9 @@ void ActBossChar_MonstX(void)
gBoss[2].act_no = 10;
// Fallthrough
case 501:
if (++npc->act_wait > 300)
++npc->act_wait;
if (npc->act_wait > 300)
{
npc->act_no = 502;
npc->act_wait = 0;
@ -767,7 +783,9 @@ void ActBossChar_MonstX(void)
gBoss[2].act_no = 20;
// Fallthrough
case 503: // Exactly identical to case 603
if (++npc->act_wait > 50)
++npc->act_wait;
if (npc->act_wait > 50)
{
if (npc->x > gMC.x)
npc->act_no = 100;
@ -804,7 +822,9 @@ void ActBossChar_MonstX(void)
// Fallthrough
case 603: // Exactly identical to case 503
if (++npc->act_wait > 50)
++npc->act_wait;
if (npc->act_wait > 50)
{
if (npc->x > gMC.x)
npc->act_no = 100;
@ -820,7 +840,7 @@ void ActBossChar_MonstX(void)
if (++npc->act_wait % 8 == 0)
PlaySoundObject(52, 1);
SetDestroyNpChar(npc->x + (Random(-0x48, 0x48) * 0x200), npc->y + (Random(-0x40, 0x40) * 0x200), 1, 1);
SetDestroyNpChar(npc->x + (Random(-72, 72) * 0x200), npc->y + (Random(-64, 64) * 0x200), 1, 1);
if (npc->act_wait > 100)
{
@ -835,13 +855,15 @@ void ActBossChar_MonstX(void)
case 1001:
SetQuake(40);
if (++npc->act_wait > 50)
++npc->act_wait;
if (npc->act_wait > 50)
{
for (i = 0; i < 20; ++i)
gBoss[i].cond = 0;
DeleteNpCharCode(158, 1);
SetNpChar(159, npc->x, npc->y - 0x3000, 0, 0, 0, 0, 0);
SetNpChar(159, npc->x, npc->y - (24 * 0x200), 0, 0, 0, NULL, 0);
}
break;
@ -852,7 +874,7 @@ void ActBossChar_MonstX(void)
ActBossChar03_01(&gBoss[11]);
ActBossChar03_01(&gBoss[12]);
npc->x += ((gBoss[11].x + gBoss[10].x + gBoss[9].x + gBoss[12].x) / 4 - npc->x) / 16;
npc->x += (((gBoss[11].x + gBoss[10].x + gBoss[9].x + gBoss[12].x) / 4) - npc->x) / 0x10;
ActBossChar03_face(&gBoss[7]);
@ -877,7 +899,7 @@ void ActBossChar_MonstX(void)
{
npc->act_no = 1000;
npc->act_wait = 0;
npc->shock = 0x96;
npc->shock = 150;
gBoss[9].act_no = 300;
gBoss[10].act_no = 300;
gBoss[11].act_no = 300;