Made BossBallos.cpp ASM-accurate
Turns out I made a mistake while decompiling this, and got a check backwards.
This commit is contained in:
parent
aa9b66eb36
commit
98bab5ca80
1 changed files with 257 additions and 210 deletions
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@ -64,7 +64,7 @@ static void ActBossChar_Eye(NPCHAR *npc)
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--npc->ani_no;
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}
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if ( npc->ani_no <= 0 )
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if (npc->ani_no <= 0)
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npc->act_no = 202;
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break;
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@ -90,10 +90,10 @@ static void ActBossChar_Eye(NPCHAR *npc)
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if (npc->act_no >= 0 && npc->act_no < 300)
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{
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if (npc->ani_no == 3)
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npc->bits |= 0x20;
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else
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if (npc->ani_no != 3)
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npc->bits &= ~0x20;
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else
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npc->bits |= 0x20;
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}
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if (npc->direct == 0)
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@ -133,25 +133,31 @@ void ActBossChar_Ballos(void)
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{
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static unsigned char flash;
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switch (gBoss[0].act_no)
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int i;
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int x;
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int y;
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NPCHAR *npc = gBoss;
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switch (npc->act_no)
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{
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case 0:
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gBoss[0].act_no = 1;
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gBoss[0].cond = 0x80;
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gBoss[0].exp = 1;
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gBoss[0].direct = 0;
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gBoss[0].x = 0x28000;
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gBoss[0].y = -0x8000;
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gBoss[0].hit_voice = 54;
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gBoss[0].hit.front = 0x4000;
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gBoss[0].hit.top = 0x6000;
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gBoss[0].hit.back = 0x4000;
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gBoss[0].hit.bottom = 0x6000;
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gBoss[0].bits = 0x8248;
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gBoss[0].size = 3;
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gBoss[0].damage = 0;
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gBoss[0].code_event = 1000;
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gBoss[0].life = 800;
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npc->act_no = 1;
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npc->cond = 0x80;
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npc->exp = 1;
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npc->direct = 0;
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npc->x = 0x28000;
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npc->y = -0x8000;
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npc->hit_voice = 54;
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npc->hit.front = 0x4000;
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npc->hit.top = 0x6000;
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npc->hit.back = 0x4000;
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npc->hit.bottom = 0x6000;
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npc->bits = 0x8248;
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npc->size = 3;
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npc->damage = 0;
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npc->code_event = 1000;
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npc->life = 800;
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gBoss[1].cond = 0x90;
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gBoss[1].direct = 0;
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@ -196,39 +202,42 @@ void ActBossChar_Ballos(void)
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break;
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case 100:
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gBoss[0].act_no = 101;
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gBoss[0].ani_no = 0;
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gBoss[0].x = gMC.x;
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npc->act_no = 101;
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npc->ani_no = 0;
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npc->x = gMC.x;
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SetNpChar(333, gMC.x, 0x26000, 0, 0, 2, 0, 0x100);
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gBoss[0].act_wait = 0;
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npc->act_wait = 0;
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// Fallthrough
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case 101:
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if (++gBoss[0].act_wait > 30)
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gBoss[0].act_no = 102;
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if (++npc->act_wait > 30)
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npc->act_no = 102;
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break;
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case 102:
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gBoss[0].ym += 0x40;
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if (gBoss[0].ym > 0xC00)
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gBoss[0].ym = 0xC00;
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npc->ym += 0x40;
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if (npc->ym > 0xC00)
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npc->ym = 0xC00;
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gBoss[0].y += gBoss[0].ym;
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npc->y += npc->ym;
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if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom)
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if (npc->y > 0x26000 - npc->hit.bottom)
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{
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gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
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gBoss[0].ym = 0;
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gBoss[0].act_no = 103;
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gBoss[0].act_wait = 0;
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npc->y = 0x26000 - npc->hit.bottom;
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npc->ym = 0;
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npc->act_no = 103;
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npc->act_wait = 0;
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SetQuake2(30);
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PlaySoundObject(44, 1);
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if ( gMC.y > gBoss[0].y + 0x6000 && gMC.x < gBoss[0].x + 0x3000 && gMC.x > gBoss[0].x - 0x3000 )
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if ( gMC.y > npc->y + 0x6000 && gMC.x < npc->x + 0x3000 && gMC.x > npc->x - 0x3000 )
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DamageMyChar(16);
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for (int i = 0; i < 0x10; ++i)
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SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
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for (i = 0; i < 0x10; ++i)
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{
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x = npc->x + (Random(-40, 40) * 0x200);
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SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100);
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}
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if (gMC.flag & 8)
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gMC.ym = -0x200;
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@ -237,9 +246,9 @@ void ActBossChar_Ballos(void)
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break;
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case 103:
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if (++gBoss[0].act_wait == 50)
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if (++npc->act_wait == 50)
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{
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gBoss[0].act_no = 104;
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npc->act_no = 104;
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gBoss[1].act_no = 100;
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gBoss[2].act_no = 100;
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}
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@ -247,56 +256,56 @@ void ActBossChar_Ballos(void)
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break;
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case 200:
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gBoss[0].act_no = 201;
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gBoss[0].count1 = 0;
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npc->act_no = 201;
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npc->count1 = 0;
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// Fallthrough
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case 201:
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gBoss[0].act_no = 203;
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gBoss[0].xm = 0;
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++gBoss[0].count1;
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gBoss[0].hit.bottom = 0x6000;
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gBoss[0].damage = 0;
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npc->act_no = 203;
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npc->xm = 0;
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++npc->count1;
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npc->hit.bottom = 0x6000;
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npc->damage = 0;
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if (gBoss[0].count1 % 3)
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gBoss[0].act_wait = 50;
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if (npc->count1 % 3 == 0)
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npc->act_wait = 150;
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else
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gBoss[0].act_wait = 150;
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npc->act_wait = 50;
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// Fallthrough
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case 203:
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if (--gBoss[0].act_wait <= 0)
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if (--npc->act_wait <= 0)
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{
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gBoss[0].act_no = 204;
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gBoss[0].ym = -0xC00;
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npc->act_no = 204;
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npc->ym = -0xC00;
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if (gMC.x > gBoss[0].x)
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gBoss[0].xm = 0x200;
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if (npc->x < gMC.x)
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npc->xm = 0x200;
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else
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gBoss[0].xm = -0x200;
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npc->xm = -0x200;
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}
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break;
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case 204:
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if (gBoss[0].x < 0xA000)
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gBoss[0].xm = 0x200;
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if (gBoss[0].x > 0x44000)
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gBoss[0].xm = -0x200;
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if (npc->x < 0xA000)
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npc->xm = 0x200;
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if (npc->x > 0x44000)
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npc->xm = -0x200;
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gBoss[0].ym += 0x55;
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if (gBoss[0].ym > 0xC00)
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gBoss[0].ym = 0xC00;
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npc->ym += 0x55;
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if (npc->ym > 0xC00)
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npc->ym = 0xC00;
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gBoss[0].x += gBoss[0].xm;
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gBoss[0].y += gBoss[0].ym;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom)
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if (npc->y > 0x26000 - npc->hit.bottom)
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{
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gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
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gBoss[0].ym = 0;
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gBoss[0].act_no = 201;
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gBoss[0].act_wait = 0;
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npc->y = 0x26000 - npc->hit.bottom;
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npc->ym = 0;
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npc->act_no = 201;
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npc->act_wait = 0;
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if (gMC.y > gBoss[0].y + 0x7000)
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if (gMC.y > npc->y + 0x7000)
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DamageMyChar(16);
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if (gMC.flag & 8)
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@ -304,44 +313,50 @@ void ActBossChar_Ballos(void)
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SetQuake2(30);
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PlaySoundObject(26, 1);
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SetNpChar(332, gBoss[0].x - 0x1800, gBoss[0].y + 0x6800, 0, 0, 0, 0, 0x100);
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SetNpChar(332, gBoss[0].x + 0x1800, gBoss[0].y + 0x6800, 0, 0, 2, 0, 0x100);
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SetNpChar(332, npc->x - 0x1800, npc->y + 0x6800, 0, 0, 0, 0, 0x100);
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SetNpChar(332, npc->x + 0x1800, npc->y + 0x6800, 0, 0, 2, 0, 0x100);
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PlaySoundObject(44, 1);
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for (int i = 0; i < 0x10; ++i)
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SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
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for (i = 0; i < 0x10; ++i)
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{
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x = npc->x + (Random(-40, 40) * 0x200);
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SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100);
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}
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}
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break;
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case 220:
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gBoss[0].act_no = 221;
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gBoss[0].life = 1200;
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npc->act_no = 221;
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npc->life = 1200;
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gBoss[1].act_no = 200;
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gBoss[2].act_no = 200;
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gBoss[0].xm = 0;
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gBoss[0].ani_no = 0;
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gBoss[0].shock = 0;
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npc->xm = 0;
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npc->ani_no = 0;
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npc->shock = 0;
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flash = 0;
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// Fallthrough
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case 221:
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gBoss[0].ym += 0x40;
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if (gBoss[0].ym > 0xC00)
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gBoss[0].ym = 0xC00;
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npc->ym += 0x40;
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if (npc->ym > 0xC00)
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npc->ym = 0xC00;
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gBoss[0].y += gBoss[0].ym;
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npc->y += npc->ym;
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if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom)
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if (npc->y > 0x26000 - npc->hit.bottom)
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{
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gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
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gBoss[0].ym = 0;
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gBoss[0].act_no = 222;
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gBoss[0].act_wait = 0;
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npc->y = 0x26000 - npc->hit.bottom;
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npc->ym = 0;
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npc->act_no = 222;
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npc->act_wait = 0;
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SetQuake2(30);
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PlaySoundObject(26, 1);
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for (int i = 0; i < 0x10; ++i)
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SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
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for (i = 0; i < 0x10; ++i)
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{
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x = npc->x + (Random(-40, 40) * 0x200);
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SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100);
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}
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if (gMC.flag & 8)
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gMC.ym = -0x200;
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@ -350,234 +365,248 @@ void ActBossChar_Ballos(void)
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break;
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case 300:
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gBoss[0].act_no = 301;
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gBoss[0].act_wait = 0;
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npc->act_no = 301;
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npc->act_wait = 0;
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for (int i = 0; i < 0x100; i += 0x40)
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for (i = 0; i < 0x100; i += 0x40)
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{
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SetNpChar(342, gBoss[0].x, gBoss[0].y, 0, 0, i, gBoss, 0x5A);
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SetNpChar(342, gBoss[0].x, gBoss[0].y, 0, 0, i + 544, gBoss, 0x5A);
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SetNpChar(342, npc->x, npc->y, 0, 0, i, npc, 0x5A);
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SetNpChar(342, npc->x, npc->y, 0, 0, i + 544, npc, 0x5A);
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}
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SetNpChar(343, gBoss[0].x, gBoss[0].y, 0, 0, 0, gBoss, 0x18);
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SetNpChar(344, gBoss[0].x - 0x3000, gBoss[0].y - 0x4800, 0, 0, 0, gBoss, 0x20);
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SetNpChar(344, gBoss[0].x + 0x3000, gBoss[0].y - 0x4800, 0, 0, 2, gBoss, 0x20);
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SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18);
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SetNpChar(344, npc->x - 0x3000, npc->y - 0x4800, 0, 0, 0, npc, 0x20);
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SetNpChar(344, npc->x + 0x3000, npc->y - 0x4800, 0, 0, 2, npc, 0x20);
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// Fallthrough
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case 301:
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gBoss[0].y += (0x1C200 - gBoss[0].y) / 8;
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npc->y += (0x1C200 - npc->y) / 8;
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if (++gBoss[0].act_wait > 50)
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if (++npc->act_wait > 50)
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{
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gBoss[0].act_no = 310;
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gBoss[0].act_wait = 0;
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npc->act_no = 310;
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npc->act_wait = 0;
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}
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break;
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case 311:
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gBoss[0].direct = 0;
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gBoss[0].xm = -0x3AA;
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gBoss[0].ym = 0;
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gBoss[0].x += gBoss[0].xm;
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npc->direct = 0;
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npc->xm = -0x3AA;
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npc->ym = 0;
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npc->x += npc->xm;
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if (gBoss[0].x < 0xDE00)
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if (npc->x < 0xDE00)
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{
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gBoss[0].x = 0xDE00;
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gBoss[0].act_no = 312;
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npc->x = 0xDE00;
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npc->act_no = 312;
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}
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break;
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case 312:
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gBoss[0].direct = 1;
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gBoss[0].ym = -0x3AA;
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gBoss[0].xm = 0;
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gBoss[0].y += gBoss[0].ym;
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npc->direct = 1;
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npc->ym = -0x3AA;
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npc->xm = 0;
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npc->y += npc->ym;
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if (gBoss[0].y < 0xDE00)
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if (npc->y < 0xDE00)
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{
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gBoss[0].y = 0xDE00;
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gBoss[0].act_no = 313;
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npc->y = 0xDE00;
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npc->act_no = 313;
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}
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break;
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case 313:
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gBoss[0].direct = 2;
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gBoss[0].xm = 0x3AA;
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gBoss[0].ym = 0;
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gBoss[0].x += gBoss[0].xm;
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npc->direct = 2;
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npc->xm = 0x3AA;
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npc->ym = 0;
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npc->x += npc->xm;
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if (gBoss[0].x > 0x40200)
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if (npc->x > 0x40200)
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{
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gBoss[0].x = 0x40200;
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gBoss[0].act_no = 314;
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npc->x = 0x40200;
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npc->act_no = 314;
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}
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if (gBoss[0].count1)
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--gBoss[0].count1;
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if (npc->count1)
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--npc->count1;
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if (gBoss[0].count1 == 0 && gBoss[0].x > 0x26000 && gBoss[0].x < 0x2A000)
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gBoss[0].act_no = 400;
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if (npc->count1 == 0 && npc->x > 0x26000 && npc->x < 0x2A000)
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npc->act_no = 400;
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break;
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case 314:
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gBoss[0].direct = 3;
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gBoss[0].ym = 0x3AA;
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gBoss[0].xm = 0;
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||||
gBoss[0].y += gBoss[0].ym;
|
||||
npc->direct = 3;
|
||||
npc->ym = 0x3AA;
|
||||
npc->xm = 0;
|
||||
npc->y += npc->ym;
|
||||
|
||||
if (gBoss[0].y > 0x1C200)
|
||||
if (npc->y > 0x1C200)
|
||||
{
|
||||
gBoss[0].y = 0x1C200;
|
||||
gBoss[0].act_no = 311;
|
||||
npc->y = 0x1C200;
|
||||
npc->act_no = 311;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 400:
|
||||
gBoss[0].act_no = 401;
|
||||
gBoss[0].act_wait = 0;
|
||||
gBoss[0].xm = 0;
|
||||
gBoss[0].ym = 0;
|
||||
npc->act_no = 401;
|
||||
npc->act_wait = 0;
|
||||
npc->xm = 0;
|
||||
npc->ym = 0;
|
||||
DeleteNpCharCode(339, 0);
|
||||
// Fallthrough
|
||||
case 401:
|
||||
gBoss[0].y += (0x13E00 - gBoss[0].y) / 8;
|
||||
npc->y += (0x13E00 - npc->y) / 8;
|
||||
|
||||
if (++gBoss[0].act_wait > 50)
|
||||
if (++npc->act_wait > 50)
|
||||
{
|
||||
gBoss[0].act_wait = 0;
|
||||
gBoss[0].act_no = 410;
|
||||
npc->act_wait = 0;
|
||||
npc->act_no = 410;
|
||||
|
||||
for (int i = 0; i < 0x100; i += 0x20)
|
||||
SetNpChar(346, gBoss[0].x, gBoss[0].y, 0, 0, i, gBoss, 0x50);
|
||||
for (i = 0; i < 0x100; i += 0x20)
|
||||
SetNpChar(346, npc->x, npc->y, 0, 0, i, npc, 0x50);
|
||||
|
||||
SetNpChar(343, gBoss[0].x, gBoss[0].y, 0, 0, 0, gBoss, 0x18);
|
||||
SetNpChar(344, gBoss[0].x - 0x3000, gBoss[0].y - 0x4800, 0, 0, 0, gBoss, 0x20);
|
||||
SetNpChar(344, gBoss[0].x + 0x3000, gBoss[0].y - 0x4800, 0, 0, 2, gBoss, 0x20);
|
||||
SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18);
|
||||
SetNpChar(344, npc->x - 0x3000, npc->y - 0x4800, 0, 0, 0, npc, 0x20);
|
||||
SetNpChar(344, npc->x + 0x3000, npc->y - 0x4800, 0, 0, 2, npc, 0x20);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 410:
|
||||
if (++gBoss[0].act_wait > 50)
|
||||
if (++npc->act_wait > 50)
|
||||
{
|
||||
gBoss[0].act_wait = 0;
|
||||
gBoss[0].act_no = 411;
|
||||
npc->act_wait = 0;
|
||||
npc->act_no = 411;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 411:
|
||||
if (++gBoss[0].act_wait % 30 == 1)
|
||||
SetNpChar(348, (2 * (gBoss[0].act_wait / 30) + 2) << 13, 0x2A000, 0, 0, 0, 0, 0x180);
|
||||
if (++npc->act_wait % 30 == 1)
|
||||
{
|
||||
x = (2 * (npc->act_wait / 30) + 2) * 0x10 * 0x200;
|
||||
SetNpChar(348, x, 0x2A000, 0, 0, 0, 0, 0x180);
|
||||
}
|
||||
|
||||
if (gBoss[0].act_wait / 3 & 1)
|
||||
if (npc->act_wait / 3 % 2)
|
||||
PlaySoundObject(26, 1);
|
||||
|
||||
if (gBoss[0].act_wait > 540)
|
||||
gBoss[0].act_no = 420;
|
||||
if (npc->act_wait > 540)
|
||||
npc->act_no = 420;
|
||||
|
||||
break;
|
||||
|
||||
case 420:
|
||||
gBoss[0].act_no = 421;
|
||||
gBoss[0].act_wait = 0;
|
||||
gBoss[0].ani_wait = 0;
|
||||
npc->act_no = 421;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_wait = 0;
|
||||
SetQuake2(30);
|
||||
PlaySoundObject(35, 1);
|
||||
gBoss[1].act_no = 102;
|
||||
gBoss[2].act_no = 102;
|
||||
|
||||
for (int i = 0; i < 0x100; ++i)
|
||||
SetNpChar(4, gBoss[0].x + (Random(-60, 60) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 0, 0, 0, 0, 0);
|
||||
for (i = 0; i < 0x100; ++i)
|
||||
{
|
||||
x = npc->x + (Random(-60, 60) * 0x200);
|
||||
y = npc->y + (Random(-60, 60) * 0x200);
|
||||
SetNpChar(4, x, y, 0, 0, 0, 0, 0);
|
||||
}
|
||||
// Fallthrough
|
||||
case 421:
|
||||
if (++gBoss[0].ani_wait > 500)
|
||||
if (++npc->ani_wait > 500)
|
||||
{
|
||||
gBoss[0].ani_wait = 0;
|
||||
gBoss[0].act_no = 422;
|
||||
npc->ani_wait = 0;
|
||||
npc->act_no = 422;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 422:
|
||||
if (++gBoss[0].ani_wait > 200)
|
||||
if (++npc->ani_wait > 200)
|
||||
{
|
||||
gBoss[0].ani_wait = 0;
|
||||
gBoss[0].act_no = 423;
|
||||
npc->ani_wait = 0;
|
||||
npc->act_no = 423;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 423:
|
||||
if (++gBoss[0].ani_wait > 20)
|
||||
if (++npc->ani_wait > 20)
|
||||
{
|
||||
gBoss[0].ani_wait = 0;
|
||||
gBoss[0].act_no = 424;
|
||||
npc->ani_wait = 0;
|
||||
npc->act_no = 424;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 424:
|
||||
if (++gBoss[0].ani_wait > 200)
|
||||
if (++npc->ani_wait > 200)
|
||||
{
|
||||
gBoss[0].ani_wait = 0;
|
||||
gBoss[0].act_no = 425;
|
||||
npc->ani_wait = 0;
|
||||
npc->act_no = 425;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 425:
|
||||
if (++gBoss[0].ani_wait > 500)
|
||||
if (++npc->ani_wait > 500)
|
||||
{
|
||||
gBoss[0].ani_wait = 0;
|
||||
gBoss[0].act_no = 426;
|
||||
npc->ani_wait = 0;
|
||||
npc->act_no = 426;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 426:
|
||||
if (++gBoss[0].ani_wait > 200)
|
||||
if (++npc->ani_wait > 200)
|
||||
{
|
||||
gBoss[0].ani_wait = 0;
|
||||
gBoss[0].act_no = 427;
|
||||
npc->ani_wait = 0;
|
||||
npc->act_no = 427;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 427:
|
||||
if (++gBoss[0].ani_wait > 20)
|
||||
if (++npc->ani_wait > 20)
|
||||
{
|
||||
gBoss[0].ani_wait = 0;
|
||||
gBoss[0].act_no = 428;
|
||||
npc->ani_wait = 0;
|
||||
npc->act_no = 428;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 428:
|
||||
if (++gBoss[0].ani_wait > 200)
|
||||
if (++npc->ani_wait > 200)
|
||||
{
|
||||
gBoss[0].ani_wait = 0;
|
||||
gBoss[0].act_no = 421;
|
||||
npc->ani_wait = 0;
|
||||
npc->act_no = 421;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 1000:
|
||||
gBoss[0].act_no = 1001;
|
||||
gBoss[0].act_wait = 0;
|
||||
npc->act_no = 1001;
|
||||
npc->act_wait = 0;
|
||||
|
||||
gBoss[1].act_no = 300;
|
||||
gBoss[2].act_no = 300;
|
||||
|
||||
gBoss[1].act_no &= ~0x41;
|
||||
gBoss[2].act_no &= ~0x41;
|
||||
|
||||
gBoss[0].bits &= ~0x41;
|
||||
gBoss[3].bits &= ~0x41;
|
||||
gBoss[4].bits &= ~0x41;
|
||||
gBoss[5].bits &= ~0x41;
|
||||
// Fallthrough
|
||||
case 1001:
|
||||
if (++gBoss[0].act_wait % 12 == 0)
|
||||
++gBoss[0].act_wait;
|
||||
|
||||
if (gBoss[0].act_wait % 12 == 0)
|
||||
PlaySoundObject(44, 1);
|
||||
|
||||
SetDestroyNpChar(gBoss[0].x + (Random(-60, 60) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 1, 1);
|
||||
|
@ -595,7 +624,9 @@ void ActBossChar_Ballos(void)
|
|||
case 1002:
|
||||
SetQuake2(40);
|
||||
|
||||
if (++gBoss[0].act_wait == 50)
|
||||
++gBoss[0].act_wait;
|
||||
|
||||
if (gBoss[0].act_wait == 50)
|
||||
{
|
||||
gBoss[0].cond = 0;
|
||||
gBoss[1].cond = 0;
|
||||
|
@ -610,62 +641,78 @@ void ActBossChar_Ballos(void)
|
|||
break;
|
||||
}
|
||||
|
||||
if (gBoss[0].act_no > 420 && gBoss[0].act_no < 500)
|
||||
if (npc->act_no > 420 && npc->act_no < 500)
|
||||
{
|
||||
gBoss[3].bits |= 0x20;
|
||||
gBoss[4].bits |= 0x20;
|
||||
gBoss[5].bits |= 0x20;
|
||||
|
||||
if (++gBoss[0].act_wait > 300)
|
||||
if (++npc->act_wait > 300)
|
||||
{
|
||||
gBoss[0].act_wait = 0;
|
||||
npc->act_wait = 0;
|
||||
|
||||
if (gMC.x > gBoss[0].x)
|
||||
if (gMC.x > npc->x)
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(350, ((Random(-4, 4) + 156) * 0x2000) / 4, (Random(8, 68) * 0x2000) / 4, 0, 0, 0, 0, 0x100);
|
||||
for (i = 0; i < 8; ++i)
|
||||
{
|
||||
x = ((Random(-4, 4) + 156) * 0x200 * 0x10) / 4;
|
||||
y = (Random(8, 68) * 0x200 * 0x10) / 4;
|
||||
SetNpChar(350, x, y, 0, 0, 0, 0, 0x100);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(350, (Random(-4, 4) * 0x2000) / 4, (Random(8, 68) * 0x2000) / 4, 0, 0, 2, 0, 0x100);
|
||||
for (i = 0; i < 8; ++i)
|
||||
{
|
||||
x = (Random(-4, 4) * 0x200 * 0x10) / 4;
|
||||
y = (Random(8, 68) * 0x200 * 0x10) / 4;
|
||||
SetNpChar(350, x, y, 0, 0, 2, 0, 0x100);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gBoss[0].act_wait == 270 || gBoss[0].act_wait == 280 || gBoss[0].act_wait == 290)
|
||||
if (npc->act_wait == 270 || npc->act_wait == 280 || npc->act_wait == 290)
|
||||
{
|
||||
SetNpChar(353, gBoss[0].x, gBoss[0].y - 0x6800, 0, 0, 1, 0, 0x100);
|
||||
SetNpChar(353, npc->x, npc->y - 0x6800, 0, 0, 1, 0, 0x100);
|
||||
PlaySoundObject(39, 1);
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
SetNpChar(4, gBoss[0].x, gBoss[0].y - 0x6800, 0, 0, 0, 0, 0x100);
|
||||
for (i = 0; i < 4; ++i)
|
||||
SetNpChar(4, npc->x, npc->y - 0x6800, 0, 0, 0, 0, 0x100);
|
||||
}
|
||||
|
||||
if (gBoss[0].life > 500)
|
||||
if (npc->life > 500)
|
||||
{
|
||||
if (Random(0, 10) == 2)
|
||||
SetNpChar(270, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(0, 40) * 0x200), 0, 0, 3, 0, 0);
|
||||
{
|
||||
x = npc->x + (Random(-40, 40) * 0x200);
|
||||
y = npc->y + (Random(0, 40) * 0x200);
|
||||
SetNpChar(270, x, y, 0, 0, 3, 0, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Random(0, 4) == 2)
|
||||
SetNpChar(270, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(0, 40) * 0x200), 0, 0, 3, 0, 0);
|
||||
{
|
||||
x = npc->x + (Random(-40, 40) * 0x200);
|
||||
y = npc->y + (Random(0, 40) * 0x200);
|
||||
SetNpChar(270, x, y, 0, 0, 3, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gBoss[0].shock)
|
||||
if (npc->shock)
|
||||
{
|
||||
if ((++flash >> 1) & 1)
|
||||
gBoss[3].ani_no = 0;
|
||||
else
|
||||
if (++flash / 2 % 2)
|
||||
gBoss[3].ani_no = 1;
|
||||
else
|
||||
gBoss[3].ani_no = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
gBoss[3].ani_no = 0;
|
||||
}
|
||||
|
||||
if (gBoss[0].act_no > 420)
|
||||
if (npc->act_no > 420)
|
||||
gBoss[3].ani_no += 2;
|
||||
|
||||
ActBossChar_Eye(&gBoss[1]);
|
||||
|
|
Loading…
Add table
Reference in a new issue