Made BossAlmo2.cpp ASM-accurate
This commit is contained in:
parent
533f641c91
commit
aa9b66eb36
1 changed files with 180 additions and 186 deletions
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@ -138,10 +138,10 @@ static void ActBossCharA_Face(NPCHAR *npc)
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if (++npc->act_wait > 300)
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npc->act_wait = 0;
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if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 1)
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if (npc->act_wait > 250 && (npc->act_wait % 0x10) == 1)
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PlaySoundObject(26, 1);
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if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 7)
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if (npc->act_wait > 250 && (npc->act_wait % 0x10) == 7)
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{
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SetNpChar(293, npc->x, npc->y, 0, 0, 0, 0, 0x80);
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PlaySoundObject(101, 1);
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@ -172,82 +172,82 @@ static void ActBossCharA_Face(NPCHAR *npc)
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static void ActBossCharA_Mini(NPCHAR *npc)
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{
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int deg;
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RECT rect[3] = {
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{256, 0, 320, 40},
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{256, 40, 320, 80},
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{256, 80, 320, 120},
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};
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if (npc->cond)
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if (npc->cond == 0)
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return;
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npc->life = 1000;
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switch (npc->act_no)
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{
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npc->life = 1000;
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case 0:
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npc->bits &= ~0x20;
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break;
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switch (npc->act_no)
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{
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case 0:
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npc->bits &= ~0x20;
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break;
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case 5:
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npc->ani_no = 0;
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npc->bits &= ~0x20;
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++npc->count2;
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npc->count2 %= 0x100;
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break;
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case 5:
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npc->ani_no = 0;
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npc->bits &= ~0x20;
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++npc->count2;
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npc->count2 &= 0xFF;
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break;
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case 10:
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npc->ani_no = 0;
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npc->bits &= ~0x20;
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npc->count2 += 2;
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npc->count2 %= 0x100;
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break;
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case 10:
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npc->ani_no = 0;
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npc->bits &= ~0x20;
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npc->count2 += 2;
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npc->count2 &= 0xFF;
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break;
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case 20:
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npc->ani_no = 1;
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npc->bits &= ~0x20;
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npc->count2 += 2;
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npc->count2 %= 0x100;
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break;
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case 20:
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npc->ani_no = 1;
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npc->bits &= ~0x20;
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npc->count2 += 2;
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npc->count2 &= 0xFF;
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break;
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case 30:
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npc->ani_no = 0;
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npc->bits &= ~0x20;
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npc->count2 += 4;
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npc->count2 %= 0x100;
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break;
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case 30:
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npc->ani_no = 0;
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npc->bits &= ~0x20;
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npc->count2 += 4;
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npc->count2 &= 0xFF;
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break;
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case 200:
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npc->act_no = 201;
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npc->ani_no = 2;
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npc->xm = 0;
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npc->ym = 0;
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// Fallthrough
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case 201:
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npc->xm += 0x20;
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case 200:
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npc->act_no = 201;
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npc->ani_no = 2;
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npc->xm = 0;
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npc->ym = 0;
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// Fallthrough
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case 201:
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npc->xm += 0x20;
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npc->x += npc->xm;
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npc->x += npc->xm;
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if (npc->x > (gMap.width * 0x200 * 0x10) + (2 * 0x200 * 0x10))
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npc->cond = 0;
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if (npc->x > (gMap.width + 2) * 0x2000)
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npc->cond = 0;
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break;
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}
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if (npc->act_no < 50)
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{
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int deg;
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if (npc->count1)
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deg = npc->count2 + 0x80;
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else
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deg = npc->count2 + 0x180;
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npc->x = npc->pNpc->x + 0x30 * GetCos(deg / 2) - 0x1000;
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npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2);
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}
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npc->rect = rect[npc->ani_no];
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break;
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}
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if (npc->act_no < 50)
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{
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if (npc->count1)
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deg = npc->count2 + 0x80;
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else
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deg = npc->count2 + 0x180;
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npc->x = npc->pNpc->x - 0x1000 + 0x30 * GetCos(deg / 2);
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npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2);
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}
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npc->rect = rect[npc->ani_no];
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}
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static void ActBossCharA_Hit(NPCHAR *npc)
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@ -278,26 +278,32 @@ static void ActBossCharA_Hit(NPCHAR *npc)
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void ActBossChar_Undead(void)
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{
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int i;
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int x;
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int y;
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static int life;
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static unsigned char flash;
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NPCHAR *npc = gBoss;
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BOOL bShock = FALSE;
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switch (gBoss[0].act_no)
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switch (npc->act_no)
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{
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case 1:
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gBoss[0].act_no = 10;
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gBoss[0].exp = 1;
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gBoss[0].cond = 0x80;
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gBoss[0].bits = 0x800C;
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gBoss[0].life = 700;
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gBoss[0].hit_voice = 114;
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gBoss[0].x = 0x4A000;
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gBoss[0].y = 0xF000;
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gBoss[0].xm = 0;
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gBoss[0].ym = 0;
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gBoss[0].code_event = 1000;
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gBoss[0].bits |= 0x200;
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npc->act_no = 10;
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npc->exp = 1;
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npc->cond = 0x80;
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npc->bits = 0x800C;
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npc->life = 700;
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npc->hit_voice = 114;
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npc->x = 0x4A000;
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npc->y = 0xF000;
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npc->xm = 0;
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npc->ym = 0;
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npc->code_event = 1000;
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npc->bits |= 0x200;
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gBoss[3].cond = 0x80;
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gBoss[3].act_no = 0;
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@ -346,7 +352,7 @@ void ActBossChar_Undead(void)
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gBoss[1].hit.bottom = 0x2000;
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gBoss[1].view.front = 0x4000;
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gBoss[1].view.top = 0x2800;
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gBoss[1].pNpc = gBoss;
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gBoss[1].pNpc = npc;
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gBoss[2] = gBoss[1];
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gBoss[2].count2 = 0x80;
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@ -358,22 +364,22 @@ void ActBossChar_Undead(void)
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gBoss[7].count1 = 1;
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gBoss[7].count2 = 0x80;
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life = gBoss[0].life;
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life = npc->life;
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break;
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case 15:
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gBoss[0].act_no = 16;
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npc->act_no = 16;
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bShock = TRUE;
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gBoss[0].direct = 0;
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npc->direct = 0;
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gBoss[3].act_no = 10;
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gBoss[4].ani_no = 0;
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break;
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case 20:
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gBoss[0].act_no = 210;
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npc->act_no = 210;
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bShock = TRUE;
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gBoss[0].direct = 0;
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npc->direct = 0;
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gBoss[1].act_no = 5;
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gBoss[2].act_no = 5;
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gBoss[6].act_no = 5;
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@ -381,8 +387,8 @@ void ActBossChar_Undead(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].act_wait = 0;
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npc->act_no = 201;
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npc->act_wait = 0;
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gBoss[3].act_no = 0;
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gBoss[4].ani_no = 2;
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gBoss[5].ani_no = 0;
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@ -395,43 +401,43 @@ void ActBossChar_Undead(void)
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bShock = TRUE;
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// Fallthrough
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case 201:
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++gBoss[0].act_wait;
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++npc->act_wait;
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if ((gBoss[0].direct == 2 || gBoss[0].ani_no > 0 || gBoss[0].life < 200) && gBoss[0].act_wait > 200)
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if ((npc->direct == 2 || npc->ani_no > 0 || npc->life < 200) && npc->act_wait > 200)
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{
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++gBoss[0].count1;
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++npc->count1;
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PlaySoundObject(115, 1);
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if (gBoss[0].life < 200)
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if (npc->life < 200)
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{
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gBoss[0].act_no = 230;
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npc->act_no = 230;
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}
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else
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{
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if ( gBoss[0].count1 <= 2 )
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gBoss[0].act_no = 210;
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if (npc->count1 > 2)
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npc->act_no = 220;
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else
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gBoss[0].act_no = 220;
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npc->act_no = 210;
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}
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}
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break;
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case 210:
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gBoss[0].act_no = 211;
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gBoss[0].act_wait = 0;
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npc->act_no = 211;
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npc->act_wait = 0;
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gBoss[3].act_no = 10;
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gBoss[8].bits |= 4;
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gBoss[9].bits |= 4;
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gBoss[10].bits |= 4;
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gBoss[11].bits |= 0x20;
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life = gBoss[0].life;
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life = npc->life;
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bShock = TRUE;
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// Fallthrough
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case 211:
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++flash;
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if (gBoss[0].shock && (flash >> 1) & 1)
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if (npc->shock && flash / 2 % 2)
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{
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gBoss[4].ani_no = 1;
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gBoss[5].ani_no = 1;
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@ -442,31 +448,31 @@ void ActBossChar_Undead(void)
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gBoss[5].ani_no = 0;
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}
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if (++gBoss[0].act_wait % 100 == 1)
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if (++npc->act_wait % 100 == 1)
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{
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gCurlyShoot_wait = Random(80, 100);
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gCurlyShoot_x = gBoss[11].x;
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gCurlyShoot_y = gBoss[11].y;
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}
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if (gBoss[0].act_wait < 300)
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if (npc->act_wait < 300)
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{
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if (gBoss[0].act_wait % 120 == 1)
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SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
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if (npc->act_wait % 120 == 1)
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SetNpChar(288, npc->x - 0x4000, npc->y - 0x2000, 0, 0, 1, 0, 0x20);
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if (gBoss[0].act_wait % 120 == 61)
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SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
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if (npc->act_wait % 120 == 61)
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SetNpChar(288, npc->x - 0x4000, npc->y + 0x2000, 0, 0, 3, 0, 0x20);
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}
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if (gBoss[0].life < life - 50 || gBoss[0].act_wait > 400)
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gBoss[0].act_no = 200;
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if (npc->life < life - 50 || npc->act_wait > 400)
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npc->act_no = 200;
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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].act_wait = 0;
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gBoss[0].count1 = 0;
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npc->act_no = 221;
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npc->act_wait = 0;
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npc->count1 = 0;
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gSuperYpos = 1;
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gBoss[3].act_no = 20;
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gBoss[8].bits |= 4;
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@ -474,15 +480,12 @@ void ActBossChar_Undead(void)
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gBoss[10].bits |= 4;
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gBoss[11].bits |= 0x20;
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SetQuake(100);
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life = gBoss[0].life;
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life = npc->life;
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bShock = TRUE;
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// Fallthrough
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case 221:
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if (++gBoss[0].act_wait % 40 == 1)
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if (++npc->act_wait % 40 == 1)
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{
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int x;
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int y;
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switch (Random(0, 3))
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{
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case 0:
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@ -510,7 +513,7 @@ void ActBossChar_Undead(void)
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++flash;
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if (gBoss[0].shock && (flash >> 1) & 1)
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if (npc->shock && flash / 2 % 2)
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{
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gBoss[4].ani_no = 1;
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gBoss[5].ani_no = 1;
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@ -521,14 +524,14 @@ void ActBossChar_Undead(void)
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gBoss[5].ani_no = 0;
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}
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if (gBoss[0].life < life - 150 || gBoss[0].act_wait > 400 || gBoss[0].life < 200)
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gBoss[0].act_no = 200;
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if (npc->life < life - 150 || npc->act_wait > 400 || npc->life < 200)
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npc->act_no = 200;
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break;
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case 230:
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gBoss[0].act_no = 231;
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gBoss[0].act_wait = 0;
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npc->act_no = 231;
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npc->act_wait = 0;
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gBoss[3].act_no = 30;
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gBoss[8].bits |= 4;
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gBoss[9].bits |= 4;
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@ -541,13 +544,13 @@ void ActBossChar_Undead(void)
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SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0x400, 0, 0x100);
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SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0, 0, 0x100);
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SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0x400, 0, 0x100);
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life = gBoss[0].life;
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life = npc->life;
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bShock = TRUE;
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// Fallthrough
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case 231:
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++flash;
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if (gBoss[0].shock && (flash >> 1) & 1)
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if (npc->shock && flash / 2 % 2)
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{
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gBoss[4].ani_no = 1;
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gBoss[5].ani_no = 1;
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@ -558,27 +561,27 @@ void ActBossChar_Undead(void)
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gBoss[5].ani_no = 0;
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}
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if (++gBoss[0].act_wait % 100 == 1)
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if (++npc->act_wait % 100 == 1)
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{
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gCurlyShoot_wait = Random(80, 100);
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gCurlyShoot_x = gBoss[11].x;
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gCurlyShoot_y = gBoss[11].y;
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}
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if (gBoss[0].act_wait % 120 == 1)
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SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
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if (npc->act_wait % 120 == 1)
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SetNpChar(288, npc->x - 0x4000, npc->y - 0x2000, 0, 0, 1, 0, 0x20);
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if (gBoss[0].act_wait % 120 == 61)
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SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
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if (npc->act_wait % 120 == 61)
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SetNpChar(288, npc->x - 0x4000, npc->y + 0x2000, 0, 0, 3, 0, 0x20);
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break;
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case 500:
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CutNoise();
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gBoss[0].act_no = 501;
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gBoss[0].act_wait = 0;
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gBoss[0].xm = 0;
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gBoss[0].ym = 0;
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npc->act_no = 501;
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npc->act_wait = 0;
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npc->xm = 0;
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npc->ym = 0;
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gBoss[3].act_no = 0;
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gBoss[4].ani_no = 2;
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gBoss[5].ani_no = 0;
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@ -588,26 +591,28 @@ void ActBossChar_Undead(void)
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gBoss[7].act_no = 5;
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SetQuake(20);
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for (int i = 0; i < 100; ++i)
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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, 0);
|
||||
for (i = 0; i < 100; ++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, 0);
|
||||
|
||||
DeleteNpCharCode(282, 1);
|
||||
gBoss[11].bits &= ~0x20;
|
||||
|
||||
for (int i = 0; i < 12; ++i)
|
||||
for (i = 0; i < 12; ++i)
|
||||
gBoss[i].bits &= ~4;
|
||||
// Fallthrough
|
||||
case 501:
|
||||
if (++gBoss[0].act_wait & 0xF)
|
||||
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);
|
||||
++npc->act_wait;
|
||||
|
||||
gBoss[0].x += 0x40;
|
||||
gBoss[0].y += 0x80;
|
||||
if (npc->act_wait % 0x10)
|
||||
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 > 200)
|
||||
npc->x += 0x40;
|
||||
npc->y += 0x80;
|
||||
|
||||
if (npc->act_wait > 200)
|
||||
{
|
||||
gBoss[0].act_wait = 0;
|
||||
gBoss[0].act_no = 1000;
|
||||
npc->act_wait = 0;
|
||||
npc->act_no = 1000;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -615,7 +620,9 @@ void ActBossChar_Undead(void)
|
|||
case 1000:
|
||||
SetQuake(100);
|
||||
|
||||
if (++gBoss[0].act_wait % 8 == 0)
|
||||
++gBoss[0].act_wait;
|
||||
|
||||
if (gBoss[0].act_wait % 8 == 0)
|
||||
PlaySoundObject(44, 1);
|
||||
|
||||
SetDestroyNpChar(gBoss[0].x + (Random(-0x48, 0x48) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 1, 1);
|
||||
|
@ -633,9 +640,11 @@ void ActBossChar_Undead(void)
|
|||
case 1001:
|
||||
SetQuake(40);
|
||||
|
||||
if (++gBoss[0].act_wait > 50)
|
||||
++gBoss[0].act_wait;
|
||||
|
||||
if (gBoss[0].act_wait > 50)
|
||||
{
|
||||
for (int i = 0; i < 20; ++i)
|
||||
for (i = 0; i < 20; ++i)
|
||||
gBoss[i].cond = 0;
|
||||
|
||||
DeleteNpCharCode(158, 1);
|
||||
|
@ -649,80 +658,65 @@ void ActBossChar_Undead(void)
|
|||
{
|
||||
SetQuake(20);
|
||||
|
||||
if (gBoss[0].act_no == 201)
|
||||
{
|
||||
gBoss[7].act_no = 10;
|
||||
gBoss[6].act_no = 10;
|
||||
gBoss[2].act_no = 10;
|
||||
gBoss[1].act_no = 10;
|
||||
}
|
||||
if (npc->act_no == 201)
|
||||
gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 10;
|
||||
|
||||
if (gBoss[0].act_no == 221)
|
||||
{
|
||||
gBoss[7].act_no = 20;
|
||||
gBoss[6].act_no = 20;
|
||||
gBoss[2].act_no = 20;
|
||||
gBoss[1].act_no = 20;
|
||||
}
|
||||
if (npc->act_no == 221)
|
||||
gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 20;
|
||||
|
||||
if (gBoss[0].act_no == 231)
|
||||
{
|
||||
gBoss[7].act_no = 30;
|
||||
gBoss[6].act_no = 30;
|
||||
gBoss[2].act_no = 30;
|
||||
gBoss[1].act_no = 30;
|
||||
}
|
||||
if (npc->act_no == 231)
|
||||
gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 30;
|
||||
|
||||
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)
|
||||
{
|
||||
if (gBoss[0].x < 0x18000)
|
||||
gBoss[0].direct = 2;
|
||||
if (gBoss[0].x > (gMap.width - 4) * 0x2000)
|
||||
gBoss[0].direct = 0;
|
||||
if (npc->x < 0x18000)
|
||||
npc->direct = 2;
|
||||
if (npc->x > (gMap.width - 4) * 0x2000)
|
||||
npc->direct = 0;
|
||||
|
||||
if (gBoss[0].direct == 0)
|
||||
gBoss[0].xm -= 4;
|
||||
if (npc->direct == 0)
|
||||
npc->xm -= 4;
|
||||
else
|
||||
gBoss[0].xm += 4;
|
||||
npc->xm += 4;
|
||||
}
|
||||
|
||||
switch (gBoss[0].act_no)
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 201:
|
||||
case 211:
|
||||
case 221:
|
||||
case 231:
|
||||
if (++gBoss[0].count2 == 150)
|
||||
if (++npc->count2 == 150)
|
||||
{
|
||||
gBoss[0].count2 = 0;
|
||||
SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, 0, 0x30);
|
||||
npc->count2 = 0;
|
||||
SetNpChar(282, (gMap.width * 0x200 * 0x10) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, 0, 0x30);
|
||||
}
|
||||
else if (gBoss[0].count2 == 75)
|
||||
else if (npc->count2 == 75)
|
||||
{
|
||||
SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-3, 0) + 3) * 0x2000, 0, 0, 0, 0, 0x30);
|
||||
SetNpChar(282, (gMap.width * 0x200 * 0x10) + 0x40, (Random(-3, 0) + 3) * 0x2000, 0, 0, 0, 0, 0x30);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
ActBossCharA_Face(&gBoss[3]);
|
||||
ActBossCharA_Head(&gBoss[4]);
|
||||
|
|
Loading…
Add table
Reference in a new issue