Clean-up BossAlmo2.cpp
Pixel's way of converting tiles to units is inconsistent: the ASM shows he sometimes does '* 0x200 * 0x10', other times it's '* 0x10 * 0x200', and in this file he does '* 0x2000'. This means TILES_TO_UNITS won't be usable for every case, so I'm not sure if we should even have it. It's pretty clear that Pixel just multiplied things manually, without a macro to keep things consistent. And if we're getting rid of that, then what does that mean for PIXELS_TO_UNITS?
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1 changed files with 102 additions and 87 deletions
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@ -27,11 +27,11 @@ static void ActBossCharA_Head(NPCHAR *npc)
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npc->act_no = 11;
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npc->act_no = 11;
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npc->ani_no = 2;
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npc->ani_no = 2;
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npc->bits = NPC_IGNORE_SOLIDITY;
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npc->bits = NPC_IGNORE_SOLIDITY;
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npc->view.front = 0x4800;
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npc->view.front = 36 * 0x200;
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npc->view.top = 0x7000;
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npc->view.top = 56 * 0x200;
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// Fallthrough
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// Fallthrough
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case 11:
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case 11:
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npc->x = gBoss[0].x - 0x4800;
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npc->x = gBoss[0].x - (36 * 0x200);
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npc->y = gBoss[0].y;
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npc->y = gBoss[0].y;
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break;
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break;
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@ -40,7 +40,9 @@ static void ActBossCharA_Head(NPCHAR *npc)
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npc->act_wait = 112;
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npc->act_wait = 112;
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// Fallthrough
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// Fallthrough
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case 51:
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case 51:
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if (--npc->act_wait == 0)
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--npc->act_wait;
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if (npc->act_wait == 0)
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{
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{
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npc->act_no = 100;
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npc->act_no = 100;
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npc->ani_no = 3;
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npc->ani_no = 3;
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@ -56,7 +58,7 @@ static void ActBossCharA_Head(NPCHAR *npc)
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npc->rect = rect[npc->ani_no];
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npc->rect = rect[npc->ani_no];
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if (npc->act_no == 51)
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if (npc->act_no == 51)
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npc->rect.bottom = npc->act_wait + npc->rect.top;
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npc->rect.bottom = npc->rect.top + npc->act_wait;
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}
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}
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static void ActBossCharA_Tail(NPCHAR *npc)
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static void ActBossCharA_Tail(NPCHAR *npc)
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@ -73,11 +75,11 @@ static void ActBossCharA_Tail(NPCHAR *npc)
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npc->act_no = 11;
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npc->act_no = 11;
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npc->ani_no = 0;
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npc->ani_no = 0;
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npc->bits = NPC_IGNORE_SOLIDITY;
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npc->bits = NPC_IGNORE_SOLIDITY;
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npc->view.front = 0x5800;
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npc->view.front = 44 * 0x200;
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npc->view.top = 0x7000;
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npc->view.top = 56 * 0x200;
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// Fallthrough
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// Fallthrough
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case 11:
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case 11:
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npc->x = gBoss[0].x + 0x5800;
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npc->x = gBoss[0].x + (44 * 0x200);
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npc->y = gBoss[0].y;
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npc->y = gBoss[0].y;
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break;
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break;
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@ -86,7 +88,9 @@ static void ActBossCharA_Tail(NPCHAR *npc)
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npc->act_wait = 112;
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npc->act_wait = 112;
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// Fallthrough
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// Fallthrough
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case 51:
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case 51:
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if (--npc->act_wait == 0)
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--npc->act_wait;
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if (npc->act_wait == 0)
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{
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{
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npc->act_no = 100;
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npc->act_no = 100;
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npc->ani_no = 2;
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npc->ani_no = 2;
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@ -102,7 +106,7 @@ static void ActBossCharA_Tail(NPCHAR *npc)
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npc->rect = rect[npc->ani_no];
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npc->rect = rect[npc->ani_no];
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if (npc->act_no == 51)
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if (npc->act_no == 51)
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npc->rect.bottom = npc->act_wait + npc->rect.top;
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npc->rect.bottom = npc->rect.top + npc->act_wait;
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}
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}
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static void ActBossCharA_Face(NPCHAR *npc)
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static void ActBossCharA_Face(NPCHAR *npc)
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@ -135,22 +139,24 @@ static void ActBossCharA_Face(NPCHAR *npc)
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npc->act_wait = 100;
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npc->act_wait = 100;
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// Fallthrough
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// Fallthrough
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case 31:
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case 31:
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if (++npc->act_wait > 300)
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++npc->act_wait;
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if (npc->act_wait > 300)
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npc->act_wait = 0;
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npc->act_wait = 0;
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if (npc->act_wait > 250 && (npc->act_wait % 0x10) == 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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PlaySoundObject(26, 1);
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if (npc->act_wait > 250 && (npc->act_wait % 0x10) == 7)
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if (npc->act_wait > 250 && npc->act_wait % 0x10 == 7)
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{
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{
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SetNpChar(293, npc->x, npc->y, 0, 0, 0, 0, 0x80);
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SetNpChar(293, npc->x, npc->y, 0, 0, 0, NULL, 0x80);
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PlaySoundObject(101, 1);
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PlaySoundObject(101, 1);
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}
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}
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if (npc->act_wait == 200)
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if (npc->act_wait == 200)
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PlaySoundObject(116, 1);
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PlaySoundObject(116, 1);
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if (npc->act_wait > 200 && npc->act_wait % 2)
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if (npc->act_wait > 200 && npc->act_wait % 2 != 0)
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npc->ani_no = 4;
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npc->ani_no = 4;
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else
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else
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npc->ani_no = 3;
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npc->ani_no = 3;
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@ -158,12 +164,12 @@ static void ActBossCharA_Face(NPCHAR *npc)
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break;
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break;
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}
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}
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npc->view.back = 0x4800;
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npc->view.back = 36 * 0x200;
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npc->view.front = 0x4800;
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npc->view.front = 36 * 0x200;
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npc->view.top = 0x2800;
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npc->view.top = 20 * 0x200;
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npc->x = gBoss[0].x - 0x4800;
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npc->x = gBoss[0].x - (36 * 0x200);
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npc->y = gBoss[0].y + 0x800;
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npc->y = gBoss[0].y + (4 * 0x200);
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npc->bits = NPC_IGNORE_SOLIDITY;
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npc->bits = NPC_IGNORE_SOLIDITY;
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@ -238,13 +244,13 @@ static void ActBossCharA_Mini(NPCHAR *npc)
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if (npc->act_no < 50)
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if (npc->act_no < 50)
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{
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{
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if (npc->count1)
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if (npc->count1 != 0)
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deg = npc->count2 + 0x80;
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deg = npc->count2 + 0x80;
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else
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else
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deg = npc->count2 + 0x180;
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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->x = npc->pNpc->x - (8 * 0x200) + (GetCos(deg / 2) * 0x30);
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npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2);
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npc->y = npc->pNpc->y + (GetSin(deg / 2) * 0x50);
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}
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}
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npc->rect = rect[npc->ani_no];
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npc->rect = rect[npc->ani_no];
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@ -256,22 +262,22 @@ static void ActBossCharA_Hit(NPCHAR *npc)
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{
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{
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case 0:
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case 0:
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npc->x = gBoss[0].x;
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y - 0x4000;
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npc->y = gBoss[0].y - (32 * 0x200);
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break;
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break;
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case 1:
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case 1:
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npc->x = gBoss[0].x + 0x3800;
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npc->x = gBoss[0].x + (28 * 0x200);
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npc->y = gBoss[0].y;
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npc->y = gBoss[0].y;
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break;
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break;
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case 2:
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case 2:
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npc->x = gBoss[0].x + 0x800;
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npc->x = gBoss[0].x + (4 * 0x200);
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npc->y = gBoss[0].y + 0x4000;
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npc->y = gBoss[0].y + (32 * 0x200);
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break;
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break;
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case 3:
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case 3:
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npc->x = gBoss[0].x - 0x3800;
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npc->x = gBoss[0].x - (28 * 0x200);
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npc->y = gBoss[0].y + 0x800;
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npc->y = gBoss[0].y + (4 * 0x200);
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break;
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break;
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}
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}
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}
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}
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@ -298,8 +304,8 @@ void ActBossChar_Undead(void)
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npc->bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SHOW_DAMAGE);
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npc->bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SHOW_DAMAGE);
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npc->life = 700;
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npc->life = 700;
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npc->hit_voice = 114;
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npc->hit_voice = 114;
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npc->x = 0x4A000;
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npc->x = 592 * 0x200;
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npc->y = 0xF000;
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npc->y = 120 * 0x200;
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npc->xm = 0;
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npc->xm = 0;
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npc->ym = 0;
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npc->ym = 0;
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npc->code_event = 1000;
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npc->code_event = 1000;
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@ -318,28 +324,28 @@ void ActBossChar_Undead(void)
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gBoss[8].bits = NPC_IGNORE_SOLIDITY;
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gBoss[8].bits = NPC_IGNORE_SOLIDITY;
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gBoss[8].view.front = 0;
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gBoss[8].view.front = 0;
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gBoss[8].view.top = 0;
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gBoss[8].view.top = 0;
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gBoss[8].hit.back = 0x5000;
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gBoss[8].hit.back = 40 * 0x200;
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gBoss[8].hit.top = 0x2000;
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gBoss[8].hit.top = 16 * 0x200;
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gBoss[8].hit.bottom = 0x2000;
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gBoss[8].hit.bottom = 16 * 0x200;
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gBoss[8].count1 = 0;
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gBoss[8].count1 = 0;
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gBoss[9] = gBoss[8];
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gBoss[9] = gBoss[8];
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gBoss[9].hit.back = 0x4800;
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gBoss[9].hit.back = 36 * 0x200;
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gBoss[9].hit.top = 0x3000;
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gBoss[9].hit.top = 24 * 0x200;
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gBoss[9].hit.bottom = 0x3000;
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gBoss[9].hit.bottom = 24 * 0x200;
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gBoss[9].count1 = 1;
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gBoss[9].count1 = 1;
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gBoss[10] = gBoss[8];
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gBoss[10] = gBoss[8];
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gBoss[10].hit.back = 0x5800;
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gBoss[10].hit.back = 44 * 0x200;
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gBoss[10].hit.top = 0x1000;
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gBoss[10].hit.top = 8 * 0x200;
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gBoss[10].hit.bottom = 0x1000;
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gBoss[10].hit.bottom = 8 * 0x200;
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gBoss[10].count1 = 2;
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gBoss[10].count1 = 2;
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gBoss[11] = gBoss[8];
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gBoss[11] = gBoss[8];
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gBoss[11].cond |= 0x10;
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gBoss[11].cond |= 0x10;
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gBoss[11].hit.back = 0x2800;
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gBoss[11].hit.back = 20 * 0x200;
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gBoss[11].hit.top = 0x2800;
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gBoss[11].hit.top = 20 * 0x200;
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gBoss[11].hit.bottom = 0x2800;
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gBoss[11].hit.bottom = 20 * 0x200;
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gBoss[11].count1 = 3;
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gBoss[11].count1 = 3;
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gBoss[1].cond = 0x80;
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gBoss[1].cond = 0x80;
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@ -347,11 +353,11 @@ void ActBossChar_Undead(void)
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gBoss[1].bits = (NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE);
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gBoss[1].bits = (NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE);
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gBoss[1].life = 1000;
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gBoss[1].life = 1000;
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gBoss[1].hit_voice = 54;
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gBoss[1].hit_voice = 54;
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gBoss[1].hit.back = 0x3000;
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gBoss[1].hit.back = 24 * 0x200;
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gBoss[1].hit.top = 0x2000;
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gBoss[1].hit.top = 16 * 0x200;
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gBoss[1].hit.bottom = 0x2000;
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gBoss[1].hit.bottom = 16 * 0x200;
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gBoss[1].view.front = 0x4000;
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gBoss[1].view.front = 32 * 0x200;
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gBoss[1].view.top = 0x2800;
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gBoss[1].view.top = 20 * 0x200;
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gBoss[1].pNpc = npc;
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gBoss[1].pNpc = npc;
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gBoss[2] = gBoss[1];
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gBoss[2] = gBoss[1];
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@ -403,21 +409,24 @@ void ActBossChar_Undead(void)
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case 201:
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case 201:
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++npc->act_wait;
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++npc->act_wait;
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if ((npc->direct == 2 || npc->ani_no > 0 || npc->life < 200) && npc->act_wait > 200)
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if (npc->direct == 2 || npc->ani_no > 0 || npc->life < 200)
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{
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{
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++npc->count1;
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if (npc->act_wait > 200)
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PlaySoundObject(115, 1);
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{
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++npc->count1;
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PlaySoundObject(115, 1);
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if (npc->life < 200)
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if (npc->life < 200)
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{
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{
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npc->act_no = 230;
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npc->act_no = 230;
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}
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}
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else
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{
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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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else
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npc->act_no = 210;
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{
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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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npc->act_no = 210;
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}
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}
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}
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}
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}
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@ -437,7 +446,7 @@ void ActBossChar_Undead(void)
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case 211:
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case 211:
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++flash;
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++flash;
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if (npc->shock && flash / 2 % 2)
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if (npc->shock != 0 && flash / 2 % 2)
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{
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{
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gBoss[4].ani_no = 1;
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gBoss[4].ani_no = 1;
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gBoss[5].ani_no = 1;
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gBoss[5].ani_no = 1;
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@ -448,7 +457,9 @@ void ActBossChar_Undead(void)
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gBoss[5].ani_no = 0;
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gBoss[5].ani_no = 0;
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}
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}
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if (++npc->act_wait % 100 == 1)
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++npc->act_wait;
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if (npc->act_wait % 100 == 1)
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{
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{
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gCurlyShoot_wait = Random(80, 100);
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gCurlyShoot_wait = Random(80, 100);
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gCurlyShoot_x = gBoss[11].x;
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gCurlyShoot_x = gBoss[11].x;
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@ -458,10 +469,10 @@ void ActBossChar_Undead(void)
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if (npc->act_wait < 300)
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if (npc->act_wait < 300)
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{
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{
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if (npc->act_wait % 120 == 1)
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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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SetNpChar(288, npc->x - (32 * 0x200), npc->y - (16 * 0x200), 0, 0, 1, NULL, 0x20);
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if (npc->act_wait % 120 == 61)
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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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SetNpChar(288, npc->x - (32 * 0x200), npc->y + (16 * 0x200), 0, 0, 3, NULL, 0x20);
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}
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}
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if (npc->life < life - 50 || npc->act_wait > 400)
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if (npc->life < life - 50 || npc->act_wait > 400)
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@ -484,7 +495,9 @@ void ActBossChar_Undead(void)
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bShock = TRUE;
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bShock = TRUE;
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// Fallthrough
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// Fallthrough
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case 221:
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case 221:
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if (++npc->act_wait % 40 == 1)
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++npc->act_wait;
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if (npc->act_wait % 40 == 1)
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{
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{
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switch (Random(0, 3))
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switch (Random(0, 3))
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{
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{
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@ -507,13 +520,13 @@ void ActBossChar_Undead(void)
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}
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}
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PlaySoundObject(25, 1);
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PlaySoundObject(25, 1);
|
||||||
SetNpChar(285, x - 0x2000, y, 0, 0, 0, 0, 0x100);
|
SetNpChar(285, x - (16 * 0x200), y, 0, 0, 0, NULL, 0x100);
|
||||||
SetNpChar(285, x - 0x2000, y, 0, 0, 0x400, 0, 0x100);
|
SetNpChar(285, x - (16 * 0x200), y, 0, 0, 0x400, NULL, 0x100);
|
||||||
}
|
}
|
||||||
|
|
||||||
++flash;
|
++flash;
|
||||||
|
|
||||||
if (npc->shock && flash / 2 % 2)
|
if (npc->shock != 0 && flash / 2 % 2)
|
||||||
{
|
{
|
||||||
gBoss[4].ani_no = 1;
|
gBoss[4].ani_no = 1;
|
||||||
gBoss[5].ani_no = 1;
|
gBoss[5].ani_no = 1;
|
||||||
|
@ -542,12 +555,12 @@ void ActBossChar_Undead(void)
|
||||||
|
|
||||||
PlaySoundObject(25, 1);
|
PlaySoundObject(25, 1);
|
||||||
|
|
||||||
SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0, 0, 0x100);
|
SetNpChar(285, gBoss[3].x - (16 * 0x200), gBoss[3].y, 0, 0, 0, NULL, 0x100);
|
||||||
SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0x400, 0, 0x100);
|
SetNpChar(285, gBoss[3].x - (16 * 0x200), gBoss[3].y, 0, 0, 0x400, NULL, 0x100);
|
||||||
SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0, 0, 0x100);
|
SetNpChar(285, gBoss[3].x, gBoss[3].y - (16 * 0x200), 0, 0, 0, NULL, 0x100);
|
||||||
SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0x400, 0, 0x100);
|
SetNpChar(285, gBoss[3].x, gBoss[3].y - (16 * 0x200), 0, 0, 0x400, NULL, 0x100);
|
||||||
SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0, 0, 0x100);
|
SetNpChar(285, gBoss[3].x, gBoss[3].y + (16 * 0x200), 0, 0, 0, NULL, 0x100);
|
||||||
SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0x400, 0, 0x100);
|
SetNpChar(285, gBoss[3].x, gBoss[3].y + (16 * 0x200), 0, 0, 0x400, NULL, 0x100);
|
||||||
|
|
||||||
life = npc->life;
|
life = npc->life;
|
||||||
bShock = TRUE;
|
bShock = TRUE;
|
||||||
|
@ -555,7 +568,7 @@ void ActBossChar_Undead(void)
|
||||||
case 231:
|
case 231:
|
||||||
++flash;
|
++flash;
|
||||||
|
|
||||||
if (npc->shock && flash / 2 % 2)
|
if (npc->shock != 0 && flash / 2 % 2)
|
||||||
{
|
{
|
||||||
gBoss[4].ani_no = 1;
|
gBoss[4].ani_no = 1;
|
||||||
gBoss[5].ani_no = 1;
|
gBoss[5].ani_no = 1;
|
||||||
|
@ -574,10 +587,10 @@ void ActBossChar_Undead(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
if (npc->act_wait % 120 == 1)
|
if (npc->act_wait % 120 == 1)
|
||||||
SetNpChar(288, npc->x - 0x4000, npc->y - 0x2000, 0, 0, 1, 0, 0x20);
|
SetNpChar(288, npc->x - (32 * 0x200), npc->y - (16 * 0x200), 0, 0, 1, NULL, 0x20);
|
||||||
|
|
||||||
if (npc->act_wait % 120 == 61)
|
if (npc->act_wait % 120 == 61)
|
||||||
SetNpChar(288, npc->x - 0x4000, npc->y + 0x2000, 0, 0, 3, 0, 0x20);
|
SetNpChar(288, npc->x - (32 * 0x200), npc->y + (16 * 0x200), 0, 0, 3, NULL, 0x20);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -597,7 +610,7 @@ void ActBossChar_Undead(void)
|
||||||
SetQuake(20);
|
SetQuake(20);
|
||||||
|
|
||||||
for (i = 0; i < 100; ++i)
|
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);
|
SetNpChar(4, npc->x + (Random(-128, 128) * 0x200), npc->y + (Random(-64, 64) * 0x200), Random(-128, 128) * 0x200, Random(-128, 128) * 0x200, 0, NULL, 0);
|
||||||
|
|
||||||
DeleteNpCharCode(282, 1);
|
DeleteNpCharCode(282, 1);
|
||||||
gBoss[11].bits &= ~NPC_SHOOTABLE;
|
gBoss[11].bits &= ~NPC_SHOOTABLE;
|
||||||
|
@ -608,8 +621,8 @@ void ActBossChar_Undead(void)
|
||||||
case 501:
|
case 501:
|
||||||
++npc->act_wait;
|
++npc->act_wait;
|
||||||
|
|
||||||
if (npc->act_wait % 0x10)
|
if (npc->act_wait % 0x10 != 0)
|
||||||
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);
|
SetNpChar(4, npc->x + (Random(-64, 64) * 0x200), npc->y + (Random(-32, 32) * 0x200), Random(-128, 128) * 0x200, Random(-128, 128) * 0x200, 0, NULL, 0x100);
|
||||||
|
|
||||||
npc->x += 0x40;
|
npc->x += 0x40;
|
||||||
npc->y += 0x80;
|
npc->y += 0x80;
|
||||||
|
@ -630,7 +643,7 @@ void ActBossChar_Undead(void)
|
||||||
if (gBoss[0].act_wait % 8 == 0)
|
if (gBoss[0].act_wait % 8 == 0)
|
||||||
PlaySoundObject(44, 1);
|
PlaySoundObject(44, 1);
|
||||||
|
|
||||||
SetDestroyNpChar(gBoss[0].x + (Random(-0x48, 0x48) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 1, 1);
|
SetDestroyNpChar(gBoss[0].x + (Random(-72, 72) * 0x200), gBoss[0].y + (Random(-64, 64) * 0x200), 1, 1);
|
||||||
|
|
||||||
if (gBoss[0].act_wait > 100)
|
if (gBoss[0].act_wait > 100)
|
||||||
{
|
{
|
||||||
|
@ -675,14 +688,14 @@ void ActBossChar_Undead(void)
|
||||||
PlaySoundObject(26, 1);
|
PlaySoundObject(26, 1);
|
||||||
|
|
||||||
for (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);
|
SetNpChar(4, gBoss[4].x + (Random(-32, 16) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, NULL, 0x100);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (npc->act_no >= 200 && npc->act_no < 300)
|
if (npc->act_no >= 200 && npc->act_no < 300)
|
||||||
{
|
{
|
||||||
if (npc->x < 0x18000)
|
if (npc->x < 192 * 0x200)
|
||||||
npc->direct = 2;
|
npc->direct = 2;
|
||||||
if (npc->x > (gMap.width - 4) * 0x2000)
|
if (npc->x > (gMap.width - 4) * 0x2000) // Pixel is inconsistent: the assembly code indicates he really used '0x2000' instead of '0x200 * 0x10', which he usually uses
|
||||||
npc->direct = 0;
|
npc->direct = 0;
|
||||||
|
|
||||||
if (npc->direct == 0)
|
if (npc->direct == 0)
|
||||||
|
@ -697,14 +710,16 @@ void ActBossChar_Undead(void)
|
||||||
case 211:
|
case 211:
|
||||||
case 221:
|
case 221:
|
||||||
case 231:
|
case 231:
|
||||||
if (++npc->count2 == 150)
|
++npc->count2;
|
||||||
|
|
||||||
|
if (npc->count2 == 150)
|
||||||
{
|
{
|
||||||
npc->count2 = 0;
|
npc->count2 = 0;
|
||||||
SetNpChar(282, (gMap.width * 0x200 * 0x10) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, 0, 0x30);
|
SetNpChar(282, (gMap.width * 0x200 * 0x10) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, NULL, 0x30);
|
||||||
}
|
}
|
||||||
else if (npc->count2 == 75)
|
else if (npc->count2 == 75)
|
||||||
{
|
{
|
||||||
SetNpChar(282, (gMap.width * 0x200 * 0x10) + 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, NULL, 0x30);
|
||||||
}
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
|
Loading…
Add table
Reference in a new issue