diff --git a/src/BossAlmo1.cpp b/src/BossAlmo1.cpp index f24ad044..2654c696 100644 --- a/src/BossAlmo1.cpp +++ b/src/BossAlmo1.cpp @@ -105,11 +105,15 @@ static void ActBossChar_Core_Tail(NPCHAR *npc) npc->rect = rect[npc->ani_no]; if (npc->act_no == 51) - npc->rect.bottom = npc->act_wait + npc->rect.top; + npc->rect.bottom = npc->rect.top + npc->act_wait; } static void ActBossChar_Core_Mini(NPCHAR *npc) { + unsigned char deg; + int ym; + int xm; + RECT rect[3] = { {256, 0, 320, 40}, {256, 40, 320, 80}, @@ -176,9 +180,10 @@ static void ActBossChar_Core_Mini(NPCHAR *npc) if (npc->act_wait == 1 || npc->act_wait == 3) { - const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-2, 2); - const int ym = 2 * GetSin(deg); - const int xm = 2 * GetCos(deg); + deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); + deg += (unsigned char)Random(-2, 2); + ym = 2 * GetSin(deg); + xm = 2 * GetCos(deg); SetNpChar(178, npc->x, npc->y, xm, ym, 0, 0, 0x100); PlaySoundObject(39, 1); } @@ -200,7 +205,7 @@ static void ActBossChar_Core_Mini(NPCHAR *npc) npc->xm += 0x20; npc->x += npc->xm; - if (npc->x > (gMap.width * 0x2000) + 0x4000) + if (npc->x > (gMap.width * 0x200 * 0x10) + (2 * 0x200 * 0x10)) npc->cond = 0; break; @@ -237,25 +242,32 @@ static void ActBossChar_Core_Hit(NPCHAR *npc) void ActBossChar_Core(void) { + unsigned char deg; + int ym; + int xm; + int i; + static unsigned char flash; - bool bShock = false; + NPCHAR *npc = gBoss; - switch (gBoss[0].act_no) + BOOL bShock = FALSE; + + switch (npc->act_no) { case 0: - gBoss[0].act_no = 10; - gBoss[0].exp = 1; - gBoss[0].cond = 0x80; - gBoss[0].bits = 0x800C; - gBoss[0].life = 650; - gBoss[0].hit_voice = 114; - gBoss[0].x = 0x9A000; - gBoss[0].y = 0x1C000; - gBoss[0].xm = 0; - gBoss[0].ym = 0; - gBoss[0].code_event = 1000; - gBoss[0].bits |= 0x200; + npc->act_no = 10; + npc->exp = 1; + npc->cond = 0x80; + npc->bits = 0x800C; + npc->life = 650; + npc->hit_voice = 114; + npc->x = 0x9A000; + npc->y = 0x1C000; + npc->xm = 0; + npc->ym = 0; + npc->code_event = 1000; + npc->bits |= 0x200; gBoss[4].cond = 0x80; gBoss[4].act_no = 10; @@ -301,74 +313,74 @@ void ActBossChar_Core(void) gBoss[1].hit.bottom = 0x2000; gBoss[1].view.front = 0x4000; gBoss[1].view.top = 0x2800; - gBoss[1].x = gBoss[0].x - 0x1000; - gBoss[1].y = gBoss[0].y - 0x8000; + gBoss[1].x = npc->x - 0x1000; + gBoss[1].y = npc->y - 0x8000; gBoss[2] = gBoss[1]; - gBoss[2].x = gBoss[0].x + 0x2000; - gBoss[2].y = gBoss[0].y; + gBoss[2].x = npc->x + 0x2000; + gBoss[2].y = npc->y; gBoss[3] = gBoss[1]; - gBoss[3].x = gBoss[0].x - 0x1000; - gBoss[3].y = gBoss[0].y + 0x8000; + gBoss[3].x = npc->x - 0x1000; + gBoss[3].y = npc->y + 0x8000; gBoss[6] = gBoss[1]; - gBoss[6].x = gBoss[0].x - 0x6000; - gBoss[6].y = gBoss[0].y - 0x4000; + gBoss[6].x = npc->x - 0x6000; + gBoss[6].y = npc->y - 0x4000; gBoss[7] = gBoss[1]; - gBoss[7].x = gBoss[0].x - 0x6000; - gBoss[7].y = gBoss[0].y + 0x4000; + gBoss[7].x = npc->x - 0x6000; + gBoss[7].y = npc->y + 0x4000; break; case 200: - gBoss[0].act_no = 201; - gBoss[0].act_wait = 0; + npc->act_no = 201; + npc->act_wait = 0; gBoss[11].bits &= ~0x20; gSuperYpos = 0; CutNoise(); // Fallthrough case 201: - gBoss[0].tgt_x = gMC.x; - gBoss[0].tgt_y = gMC.y; + npc->tgt_x = gMC.x; + npc->tgt_y = gMC.y; - if (++gBoss[0].act_wait > 400) + if (++npc->act_wait > 400) { - ++gBoss[0].count1; + ++npc->count1; PlaySoundObject(115, 1); - if (gBoss[0].count1 > 3) + if (npc->count1 > 3) { - gBoss[0].count1 = 0; - gBoss[0].act_no = 220; + npc->count1 = 0; + npc->act_no = 220; gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; - bShock = true; + bShock = TRUE; } else { - gBoss[0].act_no = 210; + npc->act_no = 210; gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; - bShock = true; + bShock = TRUE; } } break; case 210: - gBoss[0].act_no = 211; - gBoss[0].act_wait = 0; - gBoss[0].count2 = gBoss[0].life; + npc->act_no = 211; + npc->act_wait = 0; + npc->count2 = npc->life; gBoss[11].bits |= 0x20; // Fallthrough case 211: - gBoss[0].tgt_x = gMC.x; - gBoss[0].tgt_y = gMC.y; + npc->tgt_x = gMC.x; + npc->tgt_y = gMC.y; - if (gBoss[0].shock) + if (npc->shock) { - if ((++flash >> 1) % 2) + if (++flash / 2 % 2) { gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; @@ -385,43 +397,43 @@ void ActBossChar_Core(void) gBoss[5].ani_no = 0; } - if (++gBoss[0].act_wait % 100 == 1) + if (++npc->act_wait % 100 == 1) { gCurlyShoot_wait = Random(80, 100); gCurlyShoot_x = gBoss[11].x; gCurlyShoot_y = gBoss[11].y; } - if (gBoss[0].act_wait < 200 && gBoss[0].act_wait % 20 == 1) - SetNpChar(179, gBoss[0].x + (Random(-0x30, -0x10) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 0, 0, 0, 0, 0x100); + if (npc->act_wait < 200 && npc->act_wait % 20 == 1) + SetNpChar(179, npc->x + (Random(-0x30, -0x10) * 0x200), npc->y + (Random(-0x40, 0x40) * 0x200), 0, 0, 0, 0, 0x100); - if (gBoss[0].act_wait > 400 || gBoss[0].life < gBoss[0].count2 - 200) + if (npc->act_wait > 400 || npc->life < npc->count2 - 200) { - gBoss[0].act_no = 200; + npc->act_no = 200; gBoss[4].ani_no = 2; gBoss[5].ani_no = 0; - bShock = true; + bShock = TRUE; } break; case 220: - gBoss[0].act_no = 221; - gBoss[0].act_wait = 0; + npc->act_no = 221; + npc->act_wait = 0; gSuperYpos = 1; gBoss[11].bits |= 0x20u; SetQuake(100); SetNoise(1, 1000); // Fallthrough case 221: - ++gBoss[0].act_wait; - SetNpChar(199, gMC.x + (Random(-50, 150) * 0x400), gMC.y + (Random(-0xA0, 0xA0) * 0x200), 0, 0, 0, 0, 0x100); + ++npc->act_wait; + SetNpChar(199, gMC.x + (Random(-50, 150) * 0x200 * 2), gMC.y + (Random(-0xA0, 0xA0) * 0x200), 0, 0, 0, 0, 0x100); gMC.xm -= 0x20; gMC.cond |= 0x20; - if (gBoss[0].shock) + if (npc->shock) { - if ((++flash >> 1) % 2) + if (++flash / 2 % 2) { gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; @@ -438,21 +450,21 @@ void ActBossChar_Core(void) gBoss[5].ani_no = 0; } - if (gBoss[0].act_wait == 300 || gBoss[0].act_wait == 350 || gBoss[0].act_wait == 400) + if (npc->act_wait == 300 || npc->act_wait == 350 || npc->act_wait == 400) { - const unsigned char deg = GetArktan(gBoss[0].x - gMC.x, gBoss[0].y - gMC.y); - const int ym = 3 * GetSin(deg); - const int xm = 3 * GetCos(deg); - SetNpChar(218, gBoss[0].x - 0x5000, gBoss[0].y, xm, ym, 0, 0, 0x100); + deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); + ym = 3 * GetSin(deg); + xm = 3 * GetCos(deg); + SetNpChar(218, npc->x - 0x5000, npc->y, xm, ym, 0, 0, 0x100); PlaySoundObject(101, 1); } - if ( gBoss[0].act_wait > 400 ) + if ( npc->act_wait > 400 ) { - gBoss[0].act_no = 200; + npc->act_no = 200; gBoss[4].ani_no = 2; gBoss[5].ani_no = 0; - bShock = true; + bShock = TRUE; } break; @@ -460,10 +472,10 @@ void ActBossChar_Core(void) case 500: CutNoise(); - gBoss[0].act_no = 501; - gBoss[0].act_wait = 0; - gBoss[0].xm = 0; - gBoss[0].ym = 0; + npc->act_no = 501; + npc->act_wait = 0; + npc->xm = 0; + npc->ym = 0; gBoss[4].ani_no = 2; gBoss[5].ani_no = 0; gBoss[1].act_no = 200; @@ -474,36 +486,36 @@ void ActBossChar_Core(void) SetQuake(20); - for (int i = 0; i < 0x20; ++i) - SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100); + for (i = 0; i < 0x20; ++i) + SetNpChar(4, npc->x + (Random(-0x80, 0x80) * 0x200), npc->y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100); - for (int i = 0; i < 12; ++i) + for (i = 0; i < 12; ++i) gBoss[i].bits &= ~0x24; // Fallthrough case 501: - if (++gBoss[0].act_wait % 16) - SetNpChar(4, gBoss[0].x + (Random(-0x40, 0x40) * 0x200), gBoss[0].y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100); + if (++npc->act_wait % 16) + SetNpChar(4, npc->x + (Random(-0x40, 0x40) * 0x200), npc->y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100); - if (gBoss[0].act_wait / 2 % 2) - gBoss[0].x -= 0x200; + if (npc->act_wait / 2 % 2) + npc->x -= 0x200; else - gBoss[0].x += 0x200; + npc->x += 0x200; - if (gBoss[0].x < 0x7E000) - gBoss[0].x += 0x80; + if (npc->x < 0x7E000) + npc->x += 0x80; else - gBoss[0].x -= 0x80; + npc->x -= 0x80; - if (gBoss[0].y < 0x16000) - gBoss[0].y += 0x80; + if (npc->y < 0x16000) + npc->y += 0x80; else - gBoss[0].y -= 0x80; + npc->y -= 0x80; break; case 600: - gBoss[0].act_no = 601; + npc->act_no = 601; gBoss[4].act_no = 50; gBoss[5].act_no = 50; gBoss[8].bits &= ~4; @@ -512,10 +524,10 @@ void ActBossChar_Core(void) gBoss[11].bits &= ~4; // Fallthrough case 601: - if (++gBoss[0].act_wait / 2 % 2) - gBoss[0].x -= 0x800; + if (++npc->act_wait / 2 % 2) + npc->x -= 0x800; else - gBoss[0].x += 0x800; + npc->x += 0x800; break; } @@ -532,13 +544,13 @@ void ActBossChar_Core(void) PlaySoundObject(26, 1); - for (int i = 0; i < 8; ++i) + for (i = 0; i < 8; ++i) SetNpChar(4, gBoss[4].x + (Random(-0x20, 0x10) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, 0, 0x100); } - if (gBoss[0].act_no >= 200 && gBoss[0].act_no < 300) + if (npc->act_no >= 200 && npc->act_no < 300) { - switch (gBoss[0].act_wait) + switch (npc->act_wait) { case 80: gBoss[1].act_no = 120; @@ -557,29 +569,29 @@ void ActBossChar_Core(void) break; } - if (gBoss[0].x < gBoss[0].tgt_x + 0x14000) - gBoss[0].xm += 4; - if (gBoss[0].x > gBoss[0].tgt_x + 0x14000) - gBoss[0].xm -= 4; + if (npc->x < npc->tgt_x + 0x14000) + npc->xm += 4; + if (npc->x > npc->tgt_x + 0x14000) + npc->xm -= 4; - if (gBoss[0].y < gBoss[0].tgt_y) - gBoss[0].ym += 4; - if (gBoss[0].y > gBoss[0].tgt_y) - gBoss[0].ym -= 4; + if (npc->y < npc->tgt_y) + npc->ym += 4; + if (npc->y > npc->tgt_y) + npc->ym -= 4; } - if (gBoss[0].xm > 0x80) - gBoss[0].xm = 0x80; - if (gBoss[0].xm < -0x80) - gBoss[0].xm = -0x80; + if (npc->xm > 0x80) + npc->xm = 0x80; + if (npc->xm < -0x80) + npc->xm = -0x80; - if (gBoss[0].ym > 0x80) - gBoss[0].ym = 0x80; - if (gBoss[0].ym < -0x80) - gBoss[0].ym = -0x80; + if (npc->ym > 0x80) + npc->ym = 0x80; + if (npc->ym < -0x80) + npc->ym = -0x80; - gBoss[0].x += gBoss[0].xm; - gBoss[0].y += gBoss[0].ym; + npc->x += npc->xm; + npc->y += npc->ym; ActBossChar_Core_Face(&gBoss[4]);