Made BossOhm.cpp ASM-accurate

There were a few decompilation mistakes in here
This commit is contained in:
Clownacy 2019-04-08 11:50:41 +01:00
parent 3a856e4d9d
commit 9e22db16fd

View file

@ -13,41 +13,45 @@
#include "NpChar.h"
#include "Sound.h"
void ActBoss01_12()
static void ActBoss01_12()
{
int i;
RECT rcLeft[1] = {80, 56, 104, 72};
RECT rcRight[1] = {104, 56, 128, 72};
for (int i = 1; i <= 2; i++)
for (i = 1; i < 3; ++i)
{
gBoss[i].y = (gBoss[i].y + gBoss[i + 2].y - 0x1000) / 2;
gBoss[i].y = (gBoss[0].y + gBoss[i + 2].y - 0x1000) / 2;
if (gBoss[i].direct)
if (gBoss[i].direct == 0)
{
gBoss[i].rect = rcRight[gBoss[i].count2];
gBoss[i].x = gBoss[0].x + 0x2000;
gBoss[i].x = gBoss[0].x - 0x2000;
gBoss[i].rect = rcLeft[gBoss[i].ani_no];
}
else
{
gBoss[i].rect = rcLeft[gBoss[i].count2];
gBoss[i].x = gBoss[0].x - 0x2000;
gBoss[i].rect = rcRight[gBoss[i].ani_no];
gBoss[i].x = gBoss[0].x + 0x2000;
}
}
}
void ActBoss01_34()
static void ActBoss01_34()
{
int i;
RECT rcLeft[2] = {
{0, 56, 40, 88},
{40, 56, 80, 88},
};
RECT rcRight[2] = {
{ 0, 88, 40, 120 },
{ 40, 88, 80, 120 },
{0, 88, 40, 120},
{40, 88, 80, 120},
};
for (int i = 3; i <= 4; i++)
for (i = 3; i < 5; ++i)
{
switch (gBoss[i].act_no)
{
@ -55,55 +59,57 @@ void ActBoss01_34()
gBoss[i].act_no = 1;
// Fallthrough
case 1:
gBoss[i].y = gBoss[0].y;
if (i == 3)
gBoss[i].x = gBoss[0].x - 0x2000;
if (i == 4)
gBoss[i].x = gBoss[0].x + 0x2000;
gBoss[i].y = gBoss[0].y;
break;
case 3:
gBoss[i].tgt_y = gBoss[0].y + 0x3000;
if (i == 3)
gBoss[i].x = gBoss[0].x - 0x2000;
if (i == 4)
gBoss[i].x = gBoss[0].x + 0x2000;
gBoss[i].tgt_y = gBoss[0].y + 0x3000;
gBoss[i].y += (gBoss[i].tgt_y - gBoss[i].y) / 2;
break;
default:
break;
}
gBoss[i].count2 = !((gBoss[i].flag & 8) && gBoss[i].y > gBoss[i].tgt_y);
if ((gBoss[i].flag & 8) || gBoss[i].y <= gBoss[i].tgt_y)
gBoss[i].ani_no = 0;
else
gBoss[i].ani_no = 1;
if (gBoss[i].direct == 0)
gBoss[i].rect = rcLeft[gBoss[i].count2];
gBoss[i].rect = rcLeft[gBoss[i].ani_no];
else
gBoss[i].rect = rcRight[gBoss[i].count2];
gBoss[i].rect = rcRight[gBoss[i].ani_no];
}
}
void ActBoss01_5()
static void ActBoss01_5()
{
if (gBoss[5].act_no == 0)
switch (gBoss[5].act_no)
{
gBoss[5].bits |= npc_solidSoft | npc_ignoreSolid;
case 0:
gBoss[5].bits |= npc_solidSoft | npc_ignoreSolid;
gBoss[5].hit.front = 0x2800;
gBoss[5].hit.top = 0x4800;
gBoss[5].hit.back = 0x2800;
gBoss[5].hit.bottom = 0x2000;
gBoss[5].hit.front = 0x2800;
gBoss[5].hit.top = 0x4800;
gBoss[5].hit.back = 0x2800;
gBoss[5].hit.bottom = 0x2000;
gBoss[5].act_no = 1;
}
if (gBoss[5].act_no == 1)
{
gBoss[5].x = gBoss[0].x;
gBoss[5].y = gBoss[0].y;
gBoss[5].act_no = 1;
// Fallthrough
case 1:
gBoss[5].x = gBoss[0].x;
gBoss[5].y = gBoss[0].y;
break;
}
}
@ -111,89 +117,92 @@ void ActBossChar_Omega()
{
switch (gBoss[0].act_no)
{
case 0:
gBoss[0].x = 0x1B6000;
gBoss[0].y = 0x20000;
case 0:
gBoss[0].x = 0x1B6000;
gBoss[0].y = 0x20000;
gBoss[0].view.front = 0x5000;
gBoss[0].view.top = 0x5000;
gBoss[0].view.back = 0x5000;
gBoss[0].view.bottom = 0x2000;
gBoss[0].view.front = 0x5000;
gBoss[0].view.top = 0x5000;
gBoss[0].view.back = 0x5000;
gBoss[0].view.bottom = 0x2000;
gBoss[0].tgt_x = 0x1B6000;
gBoss[0].tgt_y = 0x20000;
gBoss[0].tgt_x = gBoss[0].x;
gBoss[0].tgt_y = gBoss[0].y;
gBoss[0].hit_voice = 52;
gBoss[0].hit_voice = 52;
gBoss[0].hit.front = 0x1000;
gBoss[0].hit.top = 0x3000;
gBoss[0].hit.back = 0x1000;
gBoss[0].hit.bottom = 0x2000;
gBoss[0].hit.front = 0x1000;
gBoss[0].hit.top = 0x3000;
gBoss[0].hit.back = 0x1000;
gBoss[0].hit.bottom = 0x2000;
gBoss[0].bits = (npc_ignoreSolid | npc_eventDie | npc_showDamage);
gBoss[0].size = 3;
gBoss[0].exp = 1;
gBoss[0].code_event = 210;
gBoss[0].life = 400;
gBoss[0].bits = (npc_ignoreSolid | npc_eventDie | npc_showDamage);
gBoss[0].size = 3;
gBoss[0].exp = 1;
gBoss[0].code_event = 210;
gBoss[0].life = 400;
gBoss[1].cond = 0x80;
gBoss[1].cond = 0x80;
gBoss[1].view.front = 0x1800;
gBoss[1].view.top = 0x1000;
gBoss[1].view.back = 0x1800;
gBoss[1].view.bottom = 0x1000;
gBoss[1].view.front = 0x1800;
gBoss[1].view.top = 0x1000;
gBoss[1].view.back = 0x1800;
gBoss[1].view.bottom = 0x1000;
gBoss[1].bits = npc_ignoreSolid;
gBoss[1].bits = npc_ignoreSolid;
memcpy(&gBoss[2], &gBoss[1], sizeof(gBoss[2]));
gBoss[2] = gBoss[1];
gBoss[1].direct = 0;
gBoss[2].direct = 2;
gBoss[1].direct = 0;
gBoss[2].direct = 2;
gBoss[3].cond = 0x80;
gBoss[3].cond = 0x80;
gBoss[3].view.front = 0x3000;
gBoss[3].view.top = 0x2000;
gBoss[3].view.back = 0x2000;
gBoss[3].view.bottom = 0x2000;
gBoss[3].view.front = 0x3000;
gBoss[3].view.top = 0x2000;
gBoss[3].view.back = 0x2000;
gBoss[3].view.bottom = 0x2000;
gBoss[3].hit_voice = 52;
gBoss[3].hit_voice = 52;
gBoss[3].hit.front = 0x1000;
gBoss[3].hit.top = 0x1000;
gBoss[3].hit.back = 0x1000;
gBoss[3].hit.bottom = 0x1000;
gBoss[3].hit.front = 0x1000;
gBoss[3].hit.top = 0x1000;
gBoss[3].hit.back = 0x1000;
gBoss[3].hit.bottom = 0x1000;
gBoss[3].bits = npc_ignoreSolid;
gBoss[3].bits = npc_ignoreSolid;
gBoss[3].y = gBoss[0].y;
gBoss[3].direct = 0;
gBoss[3].x = gBoss[0].x - 0x2000;
gBoss[3].y = gBoss[0].y;
gBoss[3].direct = 0;
memcpy(&gBoss[4], &gBoss[3], sizeof(gBoss[4]));
gBoss[4].direct = 2;
gBoss[3].x = gBoss[0].x + 0x2000;
gBoss[5].cond = 0x80;
break;
gBoss[4] = gBoss[3];
case 20: //Rising out of the ground
gBoss[0].act_no = 30;
gBoss[0].act_wait = 0;
gBoss[0].ani_no = 0;
// Fallthrough
case 30:
SetQuake(2);
gBoss[0].y -= 0x200;
gBoss[4].direct = 2;
gBoss[3].x = gBoss[0].x + 0x2000;
gBoss[5].cond = 0x80;
break;
if (!(++gBoss[0].act_wait & 3))
PlaySoundObject(26, 1);
if (gBoss[0].act_wait >= 48)
{
gBoss[0].act_no = 40;
case 20: //Rising out of the ground
gBoss[0].act_no = 30;
gBoss[0].act_wait = 0;
gBoss[0].ani_no = 0;
// Fallthrough
case 30:
SetQuake(2);
gBoss[0].y -= 0x200;
if (gBoss[0].life <= 280)
if (!(++gBoss[0].act_wait % 4))
PlaySoundObject(26, 1);
if (gBoss[0].act_wait == 48)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 40;
if (gBoss[0].life > 280)
break;
gBoss[0].act_no = 110;
gBoss[0].bits |= npc_shootable;
@ -205,245 +214,244 @@ void ActBossChar_Omega()
gBoss[4].act_no = 3;
gBoss[5].hit.top = 0x2000;
}
}
break;
break;
case 40:
if (++gBoss[0].act_wait >= 48)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 50;
gBoss[0].count1 = 0;
gBoss[5].hit.top = 0x2000;
PlaySoundObject(102, 1);
}
break;
case 40:
if (++gBoss[0].act_wait == 48)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 50;
gBoss[0].count1 = 0;
gBoss[5].hit.top = 0x2000;
PlaySoundObject(102, 1);
}
break;
case 50: //Open mouth
if (++gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
++gBoss[0].count2;
}
case 50: //Open mouth
if (++gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
++gBoss[0].count2;
}
if (gBoss[0].count2 == 3)
{
gBoss[0].act_no = 60;
gBoss[0].act_wait = 0;
gBoss[0].bits |= npc_shootable;
gBoss[0].hit.front = 0x2000;
gBoss[0].hit.back = 0x2000;
}
break;
if (gBoss[0].count2 == 3)
{
gBoss[0].act_no = 60;
gBoss[0].act_wait = 0;
gBoss[0].bits |= npc_shootable;
gBoss[0].hit.front = 0x2000;
gBoss[0].hit.back = 0x2000;
}
break;
case 60: //Shoot out of mouth
if (++gBoss[0].act_wait > 20 && gBoss[0].act_wait < 80 && !(gBoss[0].act_wait % 3))
{
if (Random(0, 9) <= 7)
SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 0, NULL, 0x100);
case 60: //Shoot out of mouth
if (++gBoss[0].act_wait > 20 && gBoss[0].act_wait < 80 && !(gBoss[0].act_wait % 3))
{
if (Random(0, 9) < 8)
SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 0, NULL, 0x100);
else
SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 2, NULL, 0x100);
PlaySoundObject(39, 1);
}
if (gBoss[0].act_wait == 200 || CountArmsBullet(6))
{
gBoss[0].count1 = 0;
gBoss[0].act_no = 70;
PlaySoundObject(102, 1);
}
break;
case 70: //Close mouth
if (++gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
--gBoss[0].count2;
}
if (gBoss[0].count2 == 1)
gBoss[0].damage = 20;
if (!gBoss[0].count2)
{
PlaySoundObject(102, 0);
PlaySoundObject(12, 1);
gBoss[0].act_no = 80;
gBoss[0].act_wait = 0;
gBoss[0].bits &= ~npc_shootable;
gBoss[0].hit.front = 0x3000;
gBoss[0].hit.back = 0x3000;
gBoss[5].hit.top = 0x4800;
gBoss[0].damage = 0;
}
break;
case 80:
if (++gBoss[0].act_wait == 48)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 90;
}
break;
case 90: //Go back into the ground
SetQuake(2);
gBoss[0].y += 0x200;
if (!(++gBoss[0].act_wait % 4))
PlaySoundObject(26, 1);
if (gBoss[0].act_wait == 48)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 100;
}
break;
case 100: //Move to proper position for coming out of the ground
if (++gBoss[0].act_wait == 120)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 30;
gBoss[0].x = gBoss[0].tgt_x + (Random(-64, 64) << 9);
gBoss[0].y = gBoss[0].tgt_y;
}
break;
case 110:
if (++gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
++gBoss[0].count2;
}
if (gBoss[0].count2 == 3)
{
gBoss[0].act_no = 120;
gBoss[0].act_wait = 0;
gBoss[0].hit.front = 0x2000;
gBoss[0].hit.back = 0x2000;
}
break;
case 120:
if (++gBoss[0].act_wait == 50 || CountArmsBullet(6))
{
gBoss[0].act_no = 130;
PlaySoundObject(102, 1);
gBoss[0].act_wait = 0;
gBoss[0].count1 = 0;
}
if (gBoss[0].act_wait < 30 && !(gBoss[0].act_wait % 5))
{
SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x155, 0x155), -0x333, 0, NULL, 0x100);
PlaySoundObject(39, 1);
}
break;
case 130:
if (++gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
--gBoss[0].count2;
}
if (gBoss[0].count2 == 1)
gBoss[0].damage = 20;
if (!gBoss[0].count2)
{
gBoss[0].act_no = 140;
gBoss[0].bits |= npc_shootable;
gBoss[0].hit.front = 0x2000;
gBoss[0].hit.back = 0x2000;
gBoss[0].ym = -0x5FF;
PlaySoundObject(102, 0);
PlaySoundObject(12, 1);
PlaySoundObject(25, 1);
if (gBoss[0].x < gMC.x)
gBoss[0].xm = 0x100;
if (gBoss[0].x > gMC.x)
gBoss[0].xm = -0x100;
gBoss[0].damage = 0;
gBoss[5].hit.top = 0x4800;
}
break;
case 140:
if (gMC.flag & 8 && gBoss[0].ym > 0)
gBoss[5].damage = 20;
else
SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 2, NULL, 0x100);
gBoss[5].damage = 0;
PlaySoundObject(39, 1);
}
gBoss[0].ym += 0x24;
if (gBoss[0].ym > 0x5FF)
gBoss[0].ym = 0x5FF;
if (gBoss[0].act_wait >= 200 || CountArmsBullet(6))
{
gBoss[0].count1 = 0;
gBoss[0].act_no = 70;
PlaySoundObject(102, 1);
}
break;
gBoss[0].x += gBoss[0].xm;
gBoss[0].y += gBoss[0].ym;
case 70: //Close mouth
if (++gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
--gBoss[0].count2;
}
if (gBoss[0].flag & 8)
{
gBoss[0].act_no = 110;
gBoss[0].act_wait = 0;
gBoss[0].count1 = 0;
if (gBoss[0].count2 == 1)
gBoss[0].damage = 20;
gBoss[5].hit.top = 0x2000;
gBoss[5].damage = 0;
if (!gBoss[0].count2)
{
PlaySoundObject(102, 1);
PlaySoundObject(12, 1);
PlaySoundObject(26, 1);
PlaySoundObject(12, 1);
gBoss[0].act_no = 80;
gBoss[0].act_wait = 0;
SetQuake(30);
}
break;
gBoss[0].bits &= ~npc_shootable;
case 150:
SetQuake(2);
gBoss[0].hit.front = 0x3000;
gBoss[0].hit.back = 0x3000;
gBoss[5].hit.top = 0x4800;
if (!(++gBoss[0].act_wait % 12))
PlaySoundObject(52, 1);
gBoss[0].damage = 0;
}
break;
SetDestroyNpChar(gBoss[0].x + (Random(-48, 48) << 9), gBoss[0].y + (Random(-48, 24) << 9), 1, 1);
case 80:
if (++gBoss[0].act_wait >= 48)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 90;
}
break;
if (gBoss[0].act_wait > 100)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 160;
SetFlash(gBoss[0].x, gBoss[0].y, 1);
PlaySoundObject(35, 1);
}
break;
case 90: //Go back into the ground
SetQuake(2);
gBoss[0].y += 0x200;
case 160:
SetQuake(40);
if (!(++gBoss[0].act_wait & 3))
PlaySoundObject(26, 1);
if (++gBoss[0].act_wait > 50)
{
gBoss[0].cond = 0;
gBoss[1].cond = 0;
gBoss[2].cond = 0;
gBoss[3].cond = 0;
gBoss[4].cond = 0;
gBoss[5].cond = 0;
}
break;
if (gBoss[0].act_wait >= 48)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 100;
}
break;
case 100: //Move to proper position for coming out of the ground
if (++gBoss[0].act_wait >= 120)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 30;
gBoss[0].x = gBoss[0].tgt_x + (Random(-64, 64) << 9);
gBoss[0].y = gBoss[0].tgt_y;
}
break;
case 110:
if (++gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
++gBoss[0].count2;
}
if (gBoss[0].count2 == 3)
{
gBoss[0].act_no = 120;
gBoss[0].act_wait = 0;
gBoss[0].hit.front = 0x2000;
gBoss[0].hit.back = 0x2000;
}
break;
case 120:
if (++gBoss[0].act_wait >= 50 || CountArmsBullet(6))
{
gBoss[0].act_no = 130;
PlaySoundObject(102, 1);
gBoss[0].act_wait = 0;
gBoss[0].count1 = 0;
}
if (gBoss[0].act_wait < 30 && !(gBoss[0].act_wait % 5))
{
SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x155, 0x155), -0x333, 0, NULL, 0x100);
PlaySoundObject(39, 1);
}
break;
case 130:
if (++gBoss[0].count1 > 2)
{
gBoss[0].count1 = 0;
--gBoss[0].count2;
}
if (gBoss[0].count2 == 1)
gBoss[0].damage = 20;
if (!gBoss[0].count2)
{
gBoss[0].act_no = 140;
gBoss[0].bits |= npc_shootable;
gBoss[0].hit.front = 0x2000;
gBoss[0].hit.back = 0x2000;
gBoss[0].ym = -0x5FF;
PlaySoundObject(102, 1);
PlaySoundObject(12, 1);
PlaySoundObject(25, 1);
if (gBoss[0].x < gMC.x)
gBoss[0].xm = 0x100;
if (gBoss[0].x > gMC.x)
gBoss[0].xm = -0x100;
gBoss[0].damage = 0;
gBoss[5].hit.top = 0x4800;
}
break;
case 140:
if (gMC.flag & 8 && gBoss[0].ym > 0)
gBoss[5].damage = 20;
else
gBoss[5].damage = 0;
gBoss[0].ym += 0x24;
if (gBoss[0].ym > 0x5FF)
gBoss[0].ym = 0x5FF;
gBoss[0].x += gBoss[0].xm;
gBoss[0].y += gBoss[0].ym;
if (gBoss[0].flag & 8)
{
gBoss[0].act_no = 110;
gBoss[0].act_wait = 0;
gBoss[0].count1 = 0;
gBoss[5].hit.top = 0x2000;
gBoss[5].damage = 0;
PlaySoundObject(26, 1);
PlaySoundObject(12, 1);
SetQuake(30);
}
break;
case 150:
SetQuake(2);
if (!(++gBoss[0].act_wait % 12))
PlaySoundObject(52, 1);
SetDestroyNpChar(gBoss[0].x + (Random(-48, 48) << 9), gBoss[0].y + (Random(-48, 24) << 9), 1, 1);
if (gBoss[0].act_wait > 100)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 160;
SetFlash(gBoss[0].x, gBoss[0].y, 1);
PlaySoundObject(35, 1);
}
break;
case 160:
SetQuake(40);
if (++gBoss[0].act_wait > 50)
{
gBoss[0].cond = 0;
gBoss[1].cond = 0;
gBoss[2].cond = 0;
gBoss[3].cond = 0;
gBoss[4].cond = 0;
gBoss[5].cond = 0;
}
break;
default:
break;
default:
break;
}
RECT rect[4] = {
@ -470,14 +478,6 @@ void ActBossChar_Omega()
gBoss[0].act_wait = 0;
gBoss[0].damage = 0;
gBoss[5].damage = 0;
for (int i = 0; i < NPC_MAX; i++)
{
if (gNPC[i].cond & 0x80)
{
if (gNPC[i].code_char == 48)
gNPC[i].cond = 0;
}
}
DeleteNpCharCode(48, 1);
}
}