diff --git a/src/BossAlmo1.cpp b/src/BossAlmo1.cpp index e5b2d5be..06f5a407 100644 --- a/src/BossAlmo1.cpp +++ b/src/BossAlmo1.cpp @@ -26,11 +26,11 @@ static void ActBossChar_Core_Face(NPCHAR *npc) npc->act_no = 11; npc->ani_no = 2; npc->bits = NPC_IGNORE_SOLIDITY; - npc->view.front = 0x4800; - npc->view.top = 0x7000; + npc->view.front = 36 * 0x200; + npc->view.top = 56 * 0x200; // Fallthrough case 11: - npc->x = gBoss[0].x - 0x4800; + npc->x = gBoss[0].x - (36 * 0x200); npc->y = gBoss[0].y; break; @@ -39,13 +39,15 @@ static void ActBossChar_Core_Face(NPCHAR *npc) npc->act_wait = 112; // Fallthrough case 51: - if (--npc->act_wait == 0) + --npc->act_wait; + + if (npc->act_wait == 0) { npc->act_no = 100; npc->ani_no = 3; } - npc->x = gBoss[0].x - 0x4800; + npc->x = gBoss[0].x - (36 * 0x200); npc->y = gBoss[0].y; break; @@ -57,7 +59,7 @@ static void ActBossChar_Core_Face(NPCHAR *npc) npc->rect = rect[npc->ani_no]; if (npc->act_no == 51) - npc->rect.bottom = npc->act_wait + npc->rect.top; + npc->rect.bottom = npc->rect.top + npc->act_wait; } static void ActBossChar_Core_Tail(NPCHAR *npc) @@ -74,11 +76,11 @@ static void ActBossChar_Core_Tail(NPCHAR *npc) npc->act_no = 11; npc->ani_no = 0; npc->bits = NPC_IGNORE_SOLIDITY; - npc->view.front = 0x5800; - npc->view.top = 0x7000; + npc->view.front = 44 * 0x200; + npc->view.top = 56 * 0x200; // Fallthrough case 11: - npc->x = gBoss[0].x + 0x5800; + npc->x = gBoss[0].x + (44 * 0x200); npc->y = gBoss[0].y; break; @@ -87,13 +89,15 @@ static void ActBossChar_Core_Tail(NPCHAR *npc) npc->act_wait = 112; // Fallthrough case 51: - if (--npc->act_wait == 0) + --npc->act_wait; + + if (npc->act_wait == 0) { npc->act_no = 100; npc->ani_no = 2; } - npc->x = gBoss[0].x + 0x5800; + npc->x = gBoss[0].x + (44 * 0x200); npc->y = gBoss[0].y; break; @@ -140,7 +144,9 @@ static void ActBossChar_Core_Mini(NPCHAR *npc) npc->x += (npc->tgt_x - npc->x) / 0x10; npc->y += (npc->tgt_y - npc->y) / 0x10; - if (++npc->act_wait > 50) + ++npc->act_wait; + + if (npc->act_wait > 50) npc->ani_no = 0; break; @@ -150,7 +156,9 @@ static void ActBossChar_Core_Mini(NPCHAR *npc) npc->act_wait = 0; // Fallthrough case 121: - if (++npc->act_wait / 2 % 2) + ++npc->act_wait; + + if (npc->act_wait / 2 % 2) npc->ani_no = 0; else npc->ani_no = 1; @@ -164,14 +172,16 @@ static void ActBossChar_Core_Mini(NPCHAR *npc) npc->act_no = 131; npc->ani_no = 2; npc->act_wait = 0; - npc->tgt_x = npc->x + (Random(0x18, 0x30) * 0x200); + npc->tgt_x = npc->x + (Random(24, 48) * 0x200); npc->tgt_y = npc->y + (Random(-4, 4) * 0x200); // Fallthrough case 131: npc->x += (npc->tgt_x - npc->x) / 0x10; npc->y += (npc->tgt_y - npc->y) / 0x10; - if (++npc->act_wait > 50) + ++npc->act_wait; + + if (npc->act_wait > 50) { npc->act_no = 140; npc->ani_no = 0; @@ -181,9 +191,9 @@ static void ActBossChar_Core_Mini(NPCHAR *npc) { deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); deg += (unsigned char)Random(-2, 2); - ym = 2 * GetSin(deg); - xm = 2 * GetCos(deg); - SetNpChar(178, npc->x, npc->y, xm, ym, 0, 0, 0x100); + ym = GetSin(deg) * 2; + xm = GetCos(deg) * 2; + SetNpChar(178, npc->x, npc->y, xm, ym, 0, NULL, 0x100); PlaySoundObject(39, 1); } @@ -210,8 +220,8 @@ static void ActBossChar_Core_Mini(NPCHAR *npc) break; } - if (npc->shock) - npc->tgt_x += 0x400; + if (npc->shock != 0) + npc->tgt_x += 2 * 0x200; npc->rect = rect[npc->ani_no]; } @@ -222,22 +232,22 @@ static void ActBossChar_Core_Hit(NPCHAR *npc) { case 0: npc->x = gBoss[0].x; - npc->y = gBoss[0].y - 0x4000; + npc->y = gBoss[0].y - (32 * 0x200); break; case 1: - npc->x = gBoss[0].x + 0x3800; + npc->x = gBoss[0].x + (28 * 0x200); npc->y = gBoss[0].y; break; case 2: - npc->x = gBoss[0].x + 0x800; - npc->y = gBoss[0].y + 0x4000; + npc->x = gBoss[0].x + (4 * 0x200); + npc->y = gBoss[0].y + (32 * 0x200); break; case 3: - npc->x = gBoss[0].x - 0x3800; - npc->y = gBoss[0].y + 0x800; + npc->x = gBoss[0].x - (28 * 0x200); + npc->y = gBoss[0].y + (4 * 0x200); break; } } @@ -261,8 +271,8 @@ void ActBossChar_Core(void) npc->bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SHOW_DAMAGE); npc->life = 650; npc->hit_voice = 114; - npc->x = 0x9A000; - npc->y = 0x1C000; + npc->x = 77 * 0x10 * 0x200; + npc->y = 14 * 0x10 * 0x200; npc->xm = 0; npc->ym = 0; npc->code_event = 1000; @@ -278,28 +288,28 @@ void ActBossChar_Core(void) gBoss[8].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY); gBoss[8].view.front = 0; gBoss[8].view.top = 0; - gBoss[8].hit.back = 0x5000; - gBoss[8].hit.top = 0x2000; - gBoss[8].hit.bottom = 0x2000; + gBoss[8].hit.back = 40 * 0x200; + gBoss[8].hit.top = 16 * 0x200; + gBoss[8].hit.bottom = 16 * 0x200; gBoss[8].count1 = 0; gBoss[9] = gBoss[8]; - gBoss[9].hit.back = 0x4800; - gBoss[9].hit.top = 0x3000; - gBoss[9].hit.bottom = 0x3000; + gBoss[9].hit.back = 36 * 0x200; + gBoss[9].hit.top = 24 * 0x200; + gBoss[9].hit.bottom = 24 * 0x200; gBoss[9].count1 = 1; gBoss[10] = gBoss[8]; - gBoss[10].hit.back = 0x5800; - gBoss[10].hit.top = 0x1000; - gBoss[10].hit.bottom = 0x1000; + gBoss[10].hit.back = 44 * 0x200; + gBoss[10].hit.top = 8 * 0x200; + gBoss[10].hit.bottom = 8 * 0x200; gBoss[10].count1 = 2; gBoss[11] = gBoss[8]; gBoss[11].cond |= 0x10; - gBoss[11].hit.back = 0x2800; - gBoss[11].hit.top = 0x2800; - gBoss[11].hit.bottom = 0x2800; + gBoss[11].hit.back = 20 * 0x200; + gBoss[11].hit.top = 20 * 0x200; + gBoss[11].hit.bottom = 20 * 0x200; gBoss[11].count1 = 3; gBoss[1].cond = 0x80; @@ -307,29 +317,29 @@ void ActBossChar_Core(void) gBoss[1].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE); gBoss[1].life = 1000; gBoss[1].hit_voice = 54; - gBoss[1].hit.back = 0x3000; - gBoss[1].hit.top = 0x2000; - gBoss[1].hit.bottom = 0x2000; - gBoss[1].view.front = 0x4000; - gBoss[1].view.top = 0x2800; - gBoss[1].x = npc->x - 0x1000; - gBoss[1].y = npc->y - 0x8000; + gBoss[1].hit.back = 24 * 0x200; + gBoss[1].hit.top = 16 * 0x200; + gBoss[1].hit.bottom = 16 * 0x200; + gBoss[1].view.front = 32 * 0x200; + gBoss[1].view.top = 20 * 0x200; + gBoss[1].x = npc->x - (8 * 0x200); + gBoss[1].y = npc->y - (64 * 0x200); gBoss[2] = gBoss[1]; - gBoss[2].x = npc->x + 0x2000; + gBoss[2].x = npc->x + (16 * 0x200); gBoss[2].y = npc->y; gBoss[3] = gBoss[1]; - gBoss[3].x = npc->x - 0x1000; - gBoss[3].y = npc->y + 0x8000; + gBoss[3].x = npc->x - (8 * 0x200); + gBoss[3].y = npc->y + (64 * 0x200); gBoss[6] = gBoss[1]; - gBoss[6].x = npc->x - 0x6000; - gBoss[6].y = npc->y - 0x4000; + gBoss[6].x = npc->x - (48 * 0x200); + gBoss[6].y = npc->y - (32 * 0x200); gBoss[7] = gBoss[1]; - gBoss[7].x = npc->x - 0x6000; - gBoss[7].y = npc->y + 0x4000; + gBoss[7].x = npc->x - (48 * 0x200); + gBoss[7].y = npc->y + (32 * 0x200); break; case 200: @@ -343,7 +353,9 @@ void ActBossChar_Core(void) npc->tgt_x = gMC.x; npc->tgt_y = gMC.y; - if (++npc->act_wait > 400) + ++npc->act_wait; + + if (npc->act_wait > 400) { ++npc->count1; PlaySoundObject(115, 1); @@ -377,7 +389,7 @@ void ActBossChar_Core(void) npc->tgt_x = gMC.x; npc->tgt_y = gMC.y; - if (npc->shock) + if (npc->shock != 0) { if (++flash / 2 % 2) { @@ -396,7 +408,9 @@ void ActBossChar_Core(void) gBoss[5].ani_no = 0; } - if (++npc->act_wait % 100 == 1) + ++npc->act_wait; + + if (npc->act_wait % 100 == 1) { gCurlyShoot_wait = Random(80, 100); gCurlyShoot_x = gBoss[11].x; @@ -404,7 +418,7 @@ void ActBossChar_Core(void) } if (npc->act_wait < 200 && npc->act_wait % 20 == 1) - SetNpChar(179, npc->x + (Random(-0x30, -0x10) * 0x200), npc->y + (Random(-0x40, 0x40) * 0x200), 0, 0, 0, 0, 0x100); + SetNpChar(179, npc->x + (Random(-48, -16) * 0x200), npc->y + (Random(-64, 64) * 0x200), 0, 0, 0, NULL, 0x100); if (npc->act_wait > 400 || npc->life < npc->count2 - 200) { @@ -426,11 +440,11 @@ void ActBossChar_Core(void) // Fallthrough case 221: ++npc->act_wait; - SetNpChar(199, gMC.x + (Random(-50, 150) * 0x200 * 2), gMC.y + (Random(-160, 160) * 0x200), 0, 0, 0, 0, 0x100); + SetNpChar(199, gMC.x + (Random(-50, 150) * 0x200 * 2), gMC.y + (Random(-160, 160) * 0x200), 0, 0, 0, NULL, 0x100); gMC.xm -= 0x20; gMC.cond |= 0x20; - if (npc->shock) + if (npc->shock != 0) { if (++flash / 2 % 2) { @@ -452,9 +466,9 @@ void ActBossChar_Core(void) if (npc->act_wait == 300 || npc->act_wait == 350 || npc->act_wait == 400) { deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); - ym = 3 * GetSin(deg); - xm = 3 * GetCos(deg); - SetNpChar(218, npc->x - 0x5000, npc->y, xm, ym, 0, 0, 0x100); + ym = GetSin(deg) * 3; + xm = GetCos(deg) * 3; + SetNpChar(218, npc->x - (40 * 0x200), npc->y, xm, ym, 0, NULL, 0x100); PlaySoundObject(101, 1); } @@ -486,27 +500,29 @@ void ActBossChar_Core(void) SetQuake(20); 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); + SetNpChar(4, npc->x + (Random(-128, 128) * 0x200), npc->y + (Random(-64, 64) * 0x200), Random(-128, 128) * 0x200, Random(-128, 128) * 0x200, 0, NULL, 0x100); for (i = 0; i < 12; ++i) gBoss[i].bits &= ~(NPC_INVULNERABLE | NPC_SHOOTABLE); // Fallthrough case 501: - if (++npc->act_wait % 16) - 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); + ++npc->act_wait; + + if (npc->act_wait % 16) + 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); if (npc->act_wait / 2 % 2) npc->x -= 0x200; else npc->x += 0x200; - if (npc->x < 0x7E000) + if (npc->x < 63 * 0x10 * 0x200) npc->x += 0x80; else npc->x -= 0x80; - if (npc->y < 0x16000) + if (npc->y < 11 * 0x10 * 0x200) npc->y += 0x80; else npc->y -= 0x80; @@ -523,10 +539,12 @@ void ActBossChar_Core(void) gBoss[11].bits &= ~NPC_INVULNERABLE; // Fallthrough case 601: - if (++npc->act_wait / 2 % 2) - npc->x -= 0x800; + ++npc->act_wait; + + if (npc->act_wait / 2 % 2) + npc->x -= 4 * 0x200; else - npc->x += 0x800; + npc->x += 4 * 0x200; break; } @@ -544,7 +562,7 @@ void ActBossChar_Core(void) PlaySoundObject(26, 1); 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) @@ -568,9 +586,9 @@ void ActBossChar_Core(void) break; } - if (npc->x < npc->tgt_x + 0x14000) + if (npc->x < npc->tgt_x + (10 * 0x10 * 0x200)) npc->xm += 4; - if (npc->x > npc->tgt_x + 0x14000) + if (npc->x > npc->tgt_x + (10 * 0x10 * 0x200)) npc->xm -= 4; if (npc->y < npc->tgt_y)