Made BossIronH.cpp ASM-accurate

This commit is contained in:
Clownacy 2019-04-06 13:30:02 +01:00
parent 302c923d5b
commit a38ee793a2

View file

@ -10,161 +10,166 @@
void ActBossChar_Ironhead(void)
{
switch (gBoss[0].act_no)
static unsigned char flash;
int i;
NPCHAR *npc = gBoss;
switch (npc->act_no)
{
case 0:
gBoss[0].cond = 0x80;
gBoss[0].exp = 1;
gBoss[0].direct = 2;
gBoss[0].act_no = 100;
gBoss[0].x = 0x14000;
gBoss[0].y = 0x10000;
gBoss[0].view.front = 0x5000;
gBoss[0].view.top = 0x1800;
gBoss[0].view.back = 0x3000;
gBoss[0].view.bottom = 0x1800;
gBoss[0].hit_voice = 54;
gBoss[0].hit.front = 0x2000;
gBoss[0].hit.top = 0x1400;
gBoss[0].hit.back = 0x2000;
gBoss[0].hit.bottom = 0x1400;
gBoss[0].bits = 0x8228;
gBoss[0].size = 3;
gBoss[0].damage = 10;
gBoss[0].code_event = 1000;
gBoss[0].life = 400;
npc->cond = 0x80;
npc->exp = 1;
npc->direct = 2;
npc->act_no = 100;
npc->x = 0x14000;
npc->y = 0x10000;
npc->view.front = 0x5000;
npc->view.top = 0x1800;
npc->view.back = 0x3000;
npc->view.bottom = 0x1800;
npc->hit_voice = 54;
npc->hit.front = 0x2000;
npc->hit.top = 0x1400;
npc->hit.back = 0x2000;
npc->hit.bottom = 0x1400;
npc->bits = 0x8228;
npc->size = 3;
npc->damage = 10;
npc->code_event = 1000;
npc->life = 400;
break;
case 100:
gBoss[0].act_no = 101;
gBoss[0].bits &= ~0x20;
gBoss[0].act_wait = 0;
npc->act_no = 101;
npc->bits &= ~0x20;
npc->act_wait = 0;
// Fallthrough
case 101:
if (++gBoss[0].act_wait > 50)
if (++npc->act_wait > 50)
{
gBoss[0].act_no = 250;
gBoss[0].act_wait = 0;
npc->act_no = 250;
npc->act_wait = 0;
}
if (gBoss[0].act_wait % 4 == 0)
if (npc->act_wait % 4 == 0)
SetNpChar(197, Random(15, 18) * 0x2000, Random(2, 13) * 0x2000, 0, 0, 0, 0, 0x100);
break;
case 250:
gBoss[0].act_no = 251;
npc->act_no = 251;
if (gBoss[0].direct == 2)
if (npc->direct == 2)
{
gBoss[0].x = 0x1E000;
gBoss[0].y = gMC.y;
npc->x = 0x1E000;
npc->y = gMC.y;
}
else
{
gBoss[0].x = 0x5A000;
gBoss[0].y = Random(2, 13) * 0x2000;
npc->x = 0x5A000;
npc->y = Random(2, 13) * 0x2000;
}
gBoss[0].tgt_x = gBoss[0].x;
gBoss[0].tgt_y = gBoss[0].y;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
gBoss[0].ym = Random(-0x200, 0x200);
gBoss[0].xm = Random(-0x200, 0x200);
npc->ym = Random(-0x200, 0x200);
npc->xm = Random(-0x200, 0x200);
gBoss[0].bits |= 0x20;
npc->bits |= 0x20;
// Fallthrough
case 251:
if (gBoss[0].direct == 2)
if (npc->direct == 2)
{
gBoss[0].tgt_x += 0x400;
npc->tgt_x += 0x400;
}
else
{
gBoss[0].tgt_x -= 0x200;
npc->tgt_x -= 0x200;
if (gMC.y > gBoss[0].tgt_y)
gBoss[0].tgt_y += 0x200;
if (npc->tgt_y < gMC.y)
npc->tgt_y += 0x200;
else
gBoss[0].tgt_y -= 0x200;
npc->tgt_y -= 0x200;
}
if (gBoss[0].tgt_x > gBoss[0].x)
gBoss[0].xm += 8;
if (npc->x < npc->tgt_x)
npc->xm += 8;
else
gBoss[0].xm -= 8;
npc->xm -= 8;
if (gBoss[0].tgt_y > gBoss[0].y)
gBoss[0].ym += 8;
if (npc->y < npc->tgt_y)
npc->ym += 8;
else
gBoss[0].ym -= 8;
npc->ym -= 8;
if (gBoss[0].ym > 0x200)
gBoss[0].ym = 0x200;
if (gBoss[0].ym < -0x200)
gBoss[0].ym = -0x200;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
gBoss[0].x += gBoss[0].xm;
gBoss[0].y += gBoss[0].ym;
npc->x += npc->xm;
npc->y += npc->ym;
if (gBoss[0].direct == 2)
if (npc->direct == 2)
{
if (gBoss[0].x > 0x5A000)
if (npc->x > 0x5A000)
{
gBoss[0].direct = 0;
gBoss[0].act_no = 100;
npc->direct = 0;
npc->act_no = 100;
}
}
else
{
if (gBoss[0].x < 0x22000)
if (npc->x < 0x22000)
{
gBoss[0].direct = 2;
gBoss[0].act_no = 100;
npc->direct = 2;
npc->act_no = 100;
}
}
if (gBoss[0].direct == 0 && (++gBoss[0].act_wait == 300 || gBoss[0].act_wait == 310 || gBoss[0].act_wait == 320))
if (npc->direct == 0 && (++npc->act_wait == 300 || npc->act_wait == 310 || npc->act_wait == 320))
{
PlaySoundObject(39, 1);
SetNpChar(198, gBoss[0].x + 0x1400, gBoss[0].y + 0x200, Random(-3, 0) * 0x200, Random(-3, 3) * 0x200, 2, 0, 0x100);
SetNpChar(198, npc->x + 0x1400, npc->y + 0x200, Random(-3, 0) * 0x200, Random(-3, 3) * 0x200, 2, 0, 0x100);
}
if (++gBoss[0].ani_wait > 2)
if (++npc->ani_wait > 2)
{
gBoss[0].ani_wait = 0;
++gBoss[0].ani_no;
npc->ani_wait = 0;
++npc->ani_no;
}
if (gBoss[0].ani_no > 7)
gBoss[0].ani_no = 0;
if (npc->ani_no > 7)
npc->ani_no = 0;
break;
case 1000:
gBoss[0].bits &= ~0x20;
gBoss[0].ani_no = 8;
gBoss[0].damage = 0;
gBoss[0].act_no = 1001;
gBoss[0].tgt_x = gBoss[0].x;
gBoss[0].tgt_y = gBoss[0].y;
npc->bits &= ~0x20;
npc->ani_no = 8;
npc->damage = 0;
npc->act_no = 1001;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
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);
DeleteNpCharCode(197, 1);
DeleteNpCharCode(271, 1);
DeleteNpCharCode(272, 1);
// Fallthrough
case 1001:
gBoss[0].tgt_x -= 0x200;
npc->tgt_x -= 0x200;
gBoss[0].x = gBoss[0].tgt_x + (Random(-1, 1) * 0x200);
gBoss[0].y = gBoss[0].tgt_y + (Random(-1, 1) * 0x200);
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
if (++gBoss[0].act_wait % 4 == 0)
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);
if (++npc->act_wait % 4 == 0)
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);
break;
}
@ -193,17 +198,15 @@ void ActBossChar_Ironhead(void)
{256, 48, 320, 72},
};
if (gBoss[0].shock)
if (npc->shock)
{
static unsigned char flash;
if ((++flash >> 1) % 2)
gBoss[0].rect = rc[gBoss[0].ani_no];
if (++flash / 2 % 2)
npc->rect = rc[npc->ani_no];
else
gBoss[0].rect = rcDamage[gBoss[0].ani_no];
npc->rect = rcDamage[npc->ani_no];
}
else
{
gBoss[0].rect = rc[gBoss[0].ani_no];
npc->rect = rc[npc->ani_no];
}
}