Made BossAlmo2.cpp ASM-accurate

This commit is contained in:
Clownacy 2019-04-05 22:14:16 +01:00
parent 533f641c91
commit aa9b66eb36

View file

@ -138,10 +138,10 @@ static void ActBossCharA_Face(NPCHAR *npc)
if (++npc->act_wait > 300)
npc->act_wait = 0;
if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 1)
if (npc->act_wait > 250 && (npc->act_wait % 0x10) == 1)
PlaySoundObject(26, 1);
if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 7)
if (npc->act_wait > 250 && (npc->act_wait % 0x10) == 7)
{
SetNpChar(293, npc->x, npc->y, 0, 0, 0, 0, 0x80);
PlaySoundObject(101, 1);
@ -172,82 +172,82 @@ static void ActBossCharA_Face(NPCHAR *npc)
static void ActBossCharA_Mini(NPCHAR *npc)
{
int deg;
RECT rect[3] = {
{256, 0, 320, 40},
{256, 40, 320, 80},
{256, 80, 320, 120},
};
if (npc->cond)
if (npc->cond == 0)
return;
npc->life = 1000;
switch (npc->act_no)
{
npc->life = 1000;
case 0:
npc->bits &= ~0x20;
break;
switch (npc->act_no)
{
case 0:
npc->bits &= ~0x20;
break;
case 5:
npc->ani_no = 0;
npc->bits &= ~0x20;
++npc->count2;
npc->count2 %= 0x100;
break;
case 5:
npc->ani_no = 0;
npc->bits &= ~0x20;
++npc->count2;
npc->count2 &= 0xFF;
break;
case 10:
npc->ani_no = 0;
npc->bits &= ~0x20;
npc->count2 += 2;
npc->count2 %= 0x100;
break;
case 10:
npc->ani_no = 0;
npc->bits &= ~0x20;
npc->count2 += 2;
npc->count2 &= 0xFF;
break;
case 20:
npc->ani_no = 1;
npc->bits &= ~0x20;
npc->count2 += 2;
npc->count2 %= 0x100;
break;
case 20:
npc->ani_no = 1;
npc->bits &= ~0x20;
npc->count2 += 2;
npc->count2 &= 0xFF;
break;
case 30:
npc->ani_no = 0;
npc->bits &= ~0x20;
npc->count2 += 4;
npc->count2 %= 0x100;
break;
case 30:
npc->ani_no = 0;
npc->bits &= ~0x20;
npc->count2 += 4;
npc->count2 &= 0xFF;
break;
case 200:
npc->act_no = 201;
npc->ani_no = 2;
npc->xm = 0;
npc->ym = 0;
// Fallthrough
case 201:
npc->xm += 0x20;
case 200:
npc->act_no = 201;
npc->ani_no = 2;
npc->xm = 0;
npc->ym = 0;
// Fallthrough
case 201:
npc->xm += 0x20;
npc->x += npc->xm;
npc->x += npc->xm;
if (npc->x > (gMap.width * 0x200 * 0x10) + (2 * 0x200 * 0x10))
npc->cond = 0;
if (npc->x > (gMap.width + 2) * 0x2000)
npc->cond = 0;
break;
}
if (npc->act_no < 50)
{
int deg;
if (npc->count1)
deg = npc->count2 + 0x80;
else
deg = npc->count2 + 0x180;
npc->x = npc->pNpc->x + 0x30 * GetCos(deg / 2) - 0x1000;
npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2);
}
npc->rect = rect[npc->ani_no];
break;
}
if (npc->act_no < 50)
{
if (npc->count1)
deg = npc->count2 + 0x80;
else
deg = npc->count2 + 0x180;
npc->x = npc->pNpc->x - 0x1000 + 0x30 * GetCos(deg / 2);
npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2);
}
npc->rect = rect[npc->ani_no];
}
static void ActBossCharA_Hit(NPCHAR *npc)
@ -278,26 +278,32 @@ static void ActBossCharA_Hit(NPCHAR *npc)
void ActBossChar_Undead(void)
{
int i;
int x;
int y;
static int life;
static unsigned char flash;
NPCHAR *npc = gBoss;
BOOL bShock = FALSE;
switch (gBoss[0].act_no)
switch (npc->act_no)
{
case 1:
gBoss[0].act_no = 10;
gBoss[0].exp = 1;
gBoss[0].cond = 0x80;
gBoss[0].bits = 0x800C;
gBoss[0].life = 700;
gBoss[0].hit_voice = 114;
gBoss[0].x = 0x4A000;
gBoss[0].y = 0xF000;
gBoss[0].xm = 0;
gBoss[0].ym = 0;
gBoss[0].code_event = 1000;
gBoss[0].bits |= 0x200;
npc->act_no = 10;
npc->exp = 1;
npc->cond = 0x80;
npc->bits = 0x800C;
npc->life = 700;
npc->hit_voice = 114;
npc->x = 0x4A000;
npc->y = 0xF000;
npc->xm = 0;
npc->ym = 0;
npc->code_event = 1000;
npc->bits |= 0x200;
gBoss[3].cond = 0x80;
gBoss[3].act_no = 0;
@ -346,7 +352,7 @@ void ActBossChar_Undead(void)
gBoss[1].hit.bottom = 0x2000;
gBoss[1].view.front = 0x4000;
gBoss[1].view.top = 0x2800;
gBoss[1].pNpc = gBoss;
gBoss[1].pNpc = npc;
gBoss[2] = gBoss[1];
gBoss[2].count2 = 0x80;
@ -358,22 +364,22 @@ void ActBossChar_Undead(void)
gBoss[7].count1 = 1;
gBoss[7].count2 = 0x80;
life = gBoss[0].life;
life = npc->life;
break;
case 15:
gBoss[0].act_no = 16;
npc->act_no = 16;
bShock = TRUE;
gBoss[0].direct = 0;
npc->direct = 0;
gBoss[3].act_no = 10;
gBoss[4].ani_no = 0;
break;
case 20:
gBoss[0].act_no = 210;
npc->act_no = 210;
bShock = TRUE;
gBoss[0].direct = 0;
npc->direct = 0;
gBoss[1].act_no = 5;
gBoss[2].act_no = 5;
gBoss[6].act_no = 5;
@ -381,8 +387,8 @@ void ActBossChar_Undead(void)
break;
case 200:
gBoss[0].act_no = 201;
gBoss[0].act_wait = 0;
npc->act_no = 201;
npc->act_wait = 0;
gBoss[3].act_no = 0;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
@ -395,43 +401,43 @@ void ActBossChar_Undead(void)
bShock = TRUE;
// Fallthrough
case 201:
++gBoss[0].act_wait;
++npc->act_wait;
if ((gBoss[0].direct == 2 || gBoss[0].ani_no > 0 || gBoss[0].life < 200) && gBoss[0].act_wait > 200)
if ((npc->direct == 2 || npc->ani_no > 0 || npc->life < 200) && npc->act_wait > 200)
{
++gBoss[0].count1;
++npc->count1;
PlaySoundObject(115, 1);
if (gBoss[0].life < 200)
if (npc->life < 200)
{
gBoss[0].act_no = 230;
npc->act_no = 230;
}
else
{
if ( gBoss[0].count1 <= 2 )
gBoss[0].act_no = 210;
if (npc->count1 > 2)
npc->act_no = 220;
else
gBoss[0].act_no = 220;
npc->act_no = 210;
}
}
break;
case 210:
gBoss[0].act_no = 211;
gBoss[0].act_wait = 0;
npc->act_no = 211;
npc->act_wait = 0;
gBoss[3].act_no = 10;
gBoss[8].bits |= 4;
gBoss[9].bits |= 4;
gBoss[10].bits |= 4;
gBoss[11].bits |= 0x20;
life = gBoss[0].life;
life = npc->life;
bShock = TRUE;
// Fallthrough
case 211:
++flash;
if (gBoss[0].shock && (flash >> 1) & 1)
if (npc->shock && flash / 2 % 2)
{
gBoss[4].ani_no = 1;
gBoss[5].ani_no = 1;
@ -442,31 +448,31 @@ void ActBossChar_Undead(void)
gBoss[5].ani_no = 0;
}
if (++gBoss[0].act_wait % 100 == 1)
if (++npc->act_wait % 100 == 1)
{
gCurlyShoot_wait = Random(80, 100);
gCurlyShoot_x = gBoss[11].x;
gCurlyShoot_y = gBoss[11].y;
}
if (gBoss[0].act_wait < 300)
if (npc->act_wait < 300)
{
if (gBoss[0].act_wait % 120 == 1)
SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
if (npc->act_wait % 120 == 1)
SetNpChar(288, npc->x - 0x4000, npc->y - 0x2000, 0, 0, 1, 0, 0x20);
if (gBoss[0].act_wait % 120 == 61)
SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
if (npc->act_wait % 120 == 61)
SetNpChar(288, npc->x - 0x4000, npc->y + 0x2000, 0, 0, 3, 0, 0x20);
}
if (gBoss[0].life < life - 50 || gBoss[0].act_wait > 400)
gBoss[0].act_no = 200;
if (npc->life < life - 50 || npc->act_wait > 400)
npc->act_no = 200;
break;
case 220:
gBoss[0].act_no = 221;
gBoss[0].act_wait = 0;
gBoss[0].count1 = 0;
npc->act_no = 221;
npc->act_wait = 0;
npc->count1 = 0;
gSuperYpos = 1;
gBoss[3].act_no = 20;
gBoss[8].bits |= 4;
@ -474,15 +480,12 @@ void ActBossChar_Undead(void)
gBoss[10].bits |= 4;
gBoss[11].bits |= 0x20;
SetQuake(100);
life = gBoss[0].life;
life = npc->life;
bShock = TRUE;
// Fallthrough
case 221:
if (++gBoss[0].act_wait % 40 == 1)
if (++npc->act_wait % 40 == 1)
{
int x;
int y;
switch (Random(0, 3))
{
case 0:
@ -510,7 +513,7 @@ void ActBossChar_Undead(void)
++flash;
if (gBoss[0].shock && (flash >> 1) & 1)
if (npc->shock && flash / 2 % 2)
{
gBoss[4].ani_no = 1;
gBoss[5].ani_no = 1;
@ -521,14 +524,14 @@ void ActBossChar_Undead(void)
gBoss[5].ani_no = 0;
}
if (gBoss[0].life < life - 150 || gBoss[0].act_wait > 400 || gBoss[0].life < 200)
gBoss[0].act_no = 200;
if (npc->life < life - 150 || npc->act_wait > 400 || npc->life < 200)
npc->act_no = 200;
break;
case 230:
gBoss[0].act_no = 231;
gBoss[0].act_wait = 0;
npc->act_no = 231;
npc->act_wait = 0;
gBoss[3].act_no = 30;
gBoss[8].bits |= 4;
gBoss[9].bits |= 4;
@ -541,13 +544,13 @@ void ActBossChar_Undead(void)
SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0x400, 0, 0x100);
SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0, 0, 0x100);
SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0x400, 0, 0x100);
life = gBoss[0].life;
life = npc->life;
bShock = TRUE;
// Fallthrough
case 231:
++flash;
if (gBoss[0].shock && (flash >> 1) & 1)
if (npc->shock && flash / 2 % 2)
{
gBoss[4].ani_no = 1;
gBoss[5].ani_no = 1;
@ -558,27 +561,27 @@ void ActBossChar_Undead(void)
gBoss[5].ani_no = 0;
}
if (++gBoss[0].act_wait % 100 == 1)
if (++npc->act_wait % 100 == 1)
{
gCurlyShoot_wait = Random(80, 100);
gCurlyShoot_x = gBoss[11].x;
gCurlyShoot_y = gBoss[11].y;
}
if (gBoss[0].act_wait % 120 == 1)
SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
if (npc->act_wait % 120 == 1)
SetNpChar(288, npc->x - 0x4000, npc->y - 0x2000, 0, 0, 1, 0, 0x20);
if (gBoss[0].act_wait % 120 == 61)
SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
if (npc->act_wait % 120 == 61)
SetNpChar(288, npc->x - 0x4000, npc->y + 0x2000, 0, 0, 3, 0, 0x20);
break;
case 500:
CutNoise();
gBoss[0].act_no = 501;
gBoss[0].act_wait = 0;
gBoss[0].xm = 0;
gBoss[0].ym = 0;
npc->act_no = 501;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
gBoss[3].act_no = 0;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
@ -588,26 +591,28 @@ void ActBossChar_Undead(void)
gBoss[7].act_no = 5;
SetQuake(20);
for (int i = 0; i < 100; ++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, 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]);