Made NpcAct340 ASM-accurate

YAAAAAAAAAAAAAY
This commit is contained in:
Clownacy 2019-02-25 19:44:36 +00:00
parent b7a8698bb8
commit e1484dbcd3

View file

@ -18,6 +18,9 @@
//Ballos
void ActNpc340(NPCHAR *npc)
{
int i;
int x;
switch (npc->act_no)
{
case 0:
@ -95,10 +98,10 @@ void ActNpc340(NPCHAR *npc)
npc->count1 = 0;
// Fallthrough
case 201:
if (npc->xm)
npc->act_no = 203;
else
if (npc->xm == 0)
npc->act_no = 202;
else
npc->act_no = 203;
npc->act_wait = 0;
npc->ani_no = 3;
@ -153,7 +156,7 @@ void ActNpc340(NPCHAR *npc)
else
npc->xm = 0x800;
if (++npc->act_wait / 2 & 1)
if (++npc->act_wait / 2 % 2)
npc->ani_no = 6;
else
npc->ani_no = 7;
@ -209,7 +212,7 @@ void ActNpc340(NPCHAR *npc)
case 221:
npc->ym = -0x800;
if (++npc->act_wait / 2 & 1)
if (++npc->act_wait / 2 % 2)
npc->ani_no = 8;
else
npc->ani_no = 9;
@ -222,9 +225,9 @@ void ActNpc340(NPCHAR *npc)
npc->act_wait = 0;
npc->damage = 3;
for (int i = 0; i < 8; ++i)
for (i = 0; i < 8; ++i)
{
const int x = npc->x + (Random(-0x10, 0x10) * 0x200);
x = npc->x + (Random(-0x10, 0x10) * 0x200);
SetNpChar(4, x, npc->y - 0x1400, 0, 0, 0, 0, 0x100);
}
@ -267,7 +270,7 @@ void ActNpc340(NPCHAR *npc)
case 231:
npc->ym = 0x800;
if (++npc->act_wait / 2 & 1)
if (++npc->act_wait / 2 % 2)
npc->ani_no = 8;
else
npc->ani_no = 9;
@ -283,9 +286,9 @@ void ActNpc340(NPCHAR *npc)
else
npc->direct = 2;
for (int i = 0; i < 8; ++i)
for (i = 0; i < 8; ++i)
{
const int x = npc->x + (Random(-0x10, 0x10) * 0x200);
x = npc->x + (Random(-0x10, 0x10) * 0x200);
SetNpChar(4, x, npc->y + 0x1400, 0, 0, 0, 0, 0x100);
}
@ -324,7 +327,7 @@ void ActNpc340(NPCHAR *npc)
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (++npc->ani_wait / 2 & 1)
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
@ -380,17 +383,17 @@ void ActNpc340(NPCHAR *npc)
else
npc->direct = 0;
if (npc->ani_wait / 2 & 1)
if (npc->ani_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
if (npc->tgt_x > npc->x)
if (npc->x < npc->tgt_x)
npc->xm += 0x40;
else
npc->xm -= 0x40;
if (npc->tgt_y > npc->y)
if (npc->y < npc->tgt_y)
npc->ym += 0x40;
else
npc->ym -= 0x40;
@ -429,14 +432,14 @@ void ActNpc340(NPCHAR *npc)
if (npc->act_wait > 50 && npc->act_wait % 10 == 1)
{
const int x = ((4 * npc->act_wait - 200) / 10 + 2) * 0x2000;
x = ((4 * npc->act_wait - 200) / 10 + 2) * 0x200 * 0x10;
SetNpChar(333, x, 0x26000, 0, 0, 0, 0, 0x100);
}
if (npc->act_wait > 140)
npc->act_no = 240;
if (++npc->ani_wait / 2 & 1)
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
@ -458,7 +461,7 @@ void ActNpc340(NPCHAR *npc)
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (++npc->act_wait / 2 & 1)
if (++npc->act_wait / 2 % 2)
npc->x = npc->tgt_x + 0x200;
else
npc->x = npc->tgt_x - 0x200;
@ -479,7 +482,7 @@ void ActNpc340(NPCHAR *npc)
npc->ani_no = 3;
}
if (npc->act_wait / 2 & 1)
if (npc->act_wait / 2 % 2)
npc->x = npc->tgt_x + 0x200;
else
npc->x = npc->tgt_x - 0x200;
@ -510,7 +513,7 @@ void ActNpc340(NPCHAR *npc)
PlaySoundObject(29, 1);
}
if (++npc->act_wait / 2 & 1)
if (++npc->act_wait / 2 % 2)
npc->ani_no = 8;
else
npc->ani_no = 9;
@ -585,6 +588,7 @@ void ActNpc341(NPCHAR *npc)
void ActNpc342(NPCHAR *npc)
{
static int flash;
unsigned char deg;
RECT rc[3] = {
{240, 48, 280, 88},
@ -639,7 +643,7 @@ void ActNpc342(NPCHAR *npc)
if (npc->shock)
{
if (++flash / 2 & 1)
if (++flash / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
@ -694,13 +698,13 @@ void ActNpc342(NPCHAR *npc)
npc->damage = 10;
if (npc->direct == 0)
npc->bits |= 0x20u;
npc->bits |= 0x20;
npc->ym = 0;
// Fallthrough
case 31:
++npc->count1;
npc->count1 &= 0x1FF;
npc->count1 %= 0x200;
if (npc->count2 > 0x100)
--npc->count2;
@ -709,7 +713,7 @@ void ActNpc342(NPCHAR *npc)
{
if (npc->shock)
{
if (++flash / 2 & 1)
if (++flash / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
@ -776,7 +780,14 @@ void ActNpc342(NPCHAR *npc)
npc->exp = 0;
// Fallthrough
case 1001:
if (npc->count1 <= 0)
if (npc->count1 > 0)
{
if (--npc->count1 / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
}
else
{
SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
PlaySoundObject(71, 1);
@ -784,11 +795,6 @@ void ActNpc342(NPCHAR *npc)
return;
}
if (--npc->count1 / 2 & 1)
npc->ani_no = 1;
else
npc->ani_no = 0;
break;
}
@ -834,7 +840,7 @@ void ActNpc342(NPCHAR *npc)
if (npc->act_no < 40)
{
const unsigned char deg = npc->count1 / 2;
deg = npc->count1 / 2;
npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4;
npc->tgt_y = npc->pNpc->y + npc->count2 * GetSin(deg) / 4;
@ -891,6 +897,8 @@ void ActNpc344(NPCHAR *npc)
//Ballos skull projectile
void ActNpc345(NPCHAR *npc)
{
int i;
RECT rc[4] = {
{128, 176, 144, 192},
{144, 176, 160, 192},
@ -902,7 +910,7 @@ void ActNpc345(NPCHAR *npc)
{
case 0:
npc->act_no = 100;
npc->ani_no = Random(0, 16) & 3;
npc->ani_no = Random(0, 16) % 4;
// Fallthrough
case 100:
npc->ym += 0x40;
@ -912,18 +920,18 @@ void ActNpc345(NPCHAR *npc)
if (npc->y > 0x10000)
npc->bits &= ~8;
if (npc->act_wait++ / 2 & 1)
if (npc->act_wait++ / 2 % 2)
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
if (npc->flag & 8)
{
npc->ym = -0x200;
npc->act_no = 110;
npc->bits |= 8u;
npc->bits |= 8;
PlaySoundObject(12, 1);
SetQuake(10);
for (int i = 0; i < 4; ++i)
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
}
@ -932,7 +940,7 @@ void ActNpc345(NPCHAR *npc)
case 110:
npc->ym += 0x40;
if ( npc->y > (gMap.length + 2) * 0x2000)
if ( npc->y > (gMap.length * 0x200 * 0x10) + (2 * 0x200 * 0x10))
{
npc->cond = 0;
return;
@ -958,6 +966,8 @@ void ActNpc345(NPCHAR *npc)
//Ballos 4 orbiting platform
void ActNpc346(NPCHAR *npc)
{
unsigned char deg;
RECT rc = {240, 0, 272, 16};
if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000)
@ -998,7 +1008,7 @@ void ActNpc346(NPCHAR *npc)
case 30:
++npc->count1;
npc->count1 &= 0x3FF;
npc->count1 %= 0x400;
if (npc->pNpc->act_no == 425)
npc->act_no = 50;
@ -1020,7 +1030,7 @@ void ActNpc346(NPCHAR *npc)
case 50:
npc->count1 += 2;
npc->count1 &= 0x3FF;
npc->count1 %= 0x400;
if (npc->pNpc->act_no == 426)
npc->act_no = 30;
@ -1046,7 +1056,7 @@ void ActNpc346(NPCHAR *npc)
case 1001:
npc->ym += 0x40;
if (npc->y > gMap.length * 0x2000)
if (npc->y > gMap.length * 0x10 * 0x200)
npc->cond = 0;
break;
@ -1055,26 +1065,29 @@ void ActNpc346(NPCHAR *npc)
if (npc->act_no < 1000)
{
if (gMC.y > npc->y - 0x1000 && gMC.ym < 0)
npc->bits &= ~0x40u;
npc->bits &= ~0x40;
else
npc->bits |= 0x40u;
npc->bits |= 0x40;
const unsigned char deg = npc->count1 / 4;
deg = npc->count1 / 4;
npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4;
npc->tgt_y = npc->pNpc->y + npc->count2 * GetSin(deg) / 4 + 0x2000;
npc->tgt_y = npc->pNpc->y + 0x2000 + npc->count2 * GetSin(deg) / 4;
npc->xm = npc->tgt_x - npc->x;
if (npc->act_no != 20 && npc->act_no != 30)
if (npc->act_no == 20 || npc->act_no == 30)
{
if (npc->act_no != 40 && npc->act_no != 50)
npc->ani_no = npc->tgt_y - npc->y;
else if ((npc->count1 / 2 & 1) == 0)
if (npc->count1 % 4 == 0)
npc->ani_no = (npc->tgt_y - npc->y) / 4;
}
else if (npc->act_no == 40 || npc->act_no == 50)
{
if ((npc->count1 / 2 % 2) == 0)
npc->ani_no = (npc->tgt_y - npc->y) / 2;
}
else if ((npc->count1 & 3) == 0)
else
{
npc->ani_no = (npc->tgt_y - npc->y) / 4;
npc->ani_no = npc->tgt_y - npc->y;
}
npc->ym = npc->ani_no;
@ -1133,6 +1146,7 @@ void ActNpc347(NPCHAR *npc)
npc->ani_no = 2;
npc->xm = 0;
npc->ym = 0;
break;
}
else
{
@ -1150,7 +1164,7 @@ void ActNpc347(NPCHAR *npc)
case 13:
++npc->act_wait;
if (++npc->act_wait == 2)
if (npc->act_wait == 2)
npc->ani_no = 1;
if (npc->act_wait == 6)
@ -1190,7 +1204,7 @@ void ActNpc348(NPCHAR *npc)
{
npc->y -= 0x80;
if (npc->act_wait / 2 & 1)
if (npc->act_wait / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
@ -1274,12 +1288,12 @@ void ActNpc350(NPCHAR *npc)
if (npc->direct == 0)
{
if ( npc->x < npc->tgt_x )
if (npc->x < npc->tgt_x)
npc->act_no = 20;
}
else
{
if ( npc->x > npc->tgt_x )
if (npc->x > npc->tgt_x)
npc->act_no = 20;
}
@ -1300,10 +1314,10 @@ void ActNpc350(NPCHAR *npc)
npc->ani_no = 2;
}
if ( ++npc->act_wait > 300 )
if (++npc->act_wait > 300)
npc->act_no = 30;
if ( gMC.x < npc->x + 0xE000 && gMC.x > npc->x - 0xE000 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000 )
if (gMC.x < npc->x + 0xE000 && gMC.x > npc->x - 0xE000 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
npc->act_no = 30;
break;
@ -1314,7 +1328,7 @@ void ActNpc350(NPCHAR *npc)
npc->ani_wait = 0;
// Fallthrough
case 31:
if (++npc->ani_wait / 2 & 1)
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 3;
else
npc->ani_no = 4;
@ -1370,8 +1384,11 @@ void ActNpc350(NPCHAR *npc)
else
npc->xm += 0x20;
if (npc->x < 0 || npc->x > gMap.width * 0x2000)
if (npc->x < 0 || npc->x > gMap.width * 0x200 * 0x10)
{
VanishNpChar(npc);
return;
}
break;
}
@ -1632,74 +1649,80 @@ void ActNpc353(NPCHAR *npc)
npc->bits &= ~8;
npc->damage = 5;
npc->view.top = 0x1000;
// Fallthrough
case 11:
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
if (gMC.y - 0x3000 > npc->y)
{
if (npc->direct == 0)
npc->xm2 += 0x10;
else
npc->xm2 -= 0x10;
}
else
{
if (npc->direct == 0)
npc->xm2 -= 0x10;
else
npc->xm2 += 0x10;
}
if (npc->y > gMC.y)
npc->ym2 -= 0x10;
else
npc->ym2 += 0x10;
if (npc->xm2 < 0 && npc->flag & 1)
npc->xm2 *= -1;
if (npc->xm2 > 0 && npc->flag & 4)
npc->xm2 *= -1;
if (npc->ym2 < 0 && npc->flag & 2)
npc->ym2 *= -1;
if (npc->ym2 > 0 && npc->flag & 8)
npc->ym2 *= -1;
if (npc->xm2 < -0x5FF)
npc->xm2 = -0x5FF;
if (npc->xm2 > 0x5FF)
npc->xm2 = 0x5FF;
if (npc->ym2 < -0x5FF)
npc->ym2 = -0x5FF;
if (npc->ym2 > 0x5FF)
npc->ym2 = 0x5FF;
npc->x += npc->xm2;
npc->y += npc->ym2;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
if (++npc->ani_no > 1)
npc->ani_no = 0;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
break;
}
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (gMC.y - 0x3000 > npc->y)
{
if (npc->direct == 0)
npc->xm2 += 0x10;
else
npc->xm2 -= 0x10;
}
else
{
if (npc->direct == 0)
npc->xm2 -= 0x10;
else
npc->xm2 += 0x10;
}
if (gMC.y < npc->y)
npc->ym2 -= 0x10;
else
npc->ym2 += 0x10;
if (npc->xm2 < 0 && npc->flag & 1)
npc->xm2 = -npc->xm2;
if (npc->xm2 > 0 && npc->flag & 4)
npc->xm2 = -npc->xm2;
if (npc->ym2 < 0 && npc->flag & 2)
npc->ym2 = -npc->ym2;
if (npc->ym2 > 0 && npc->flag & 8)
npc->ym2 = -npc->ym2;
if (npc->xm2 < -0x5FF)
npc->xm2 = -0x5FF;
if (npc->xm2 > 0x5FF)
npc->xm2 = 0x5FF;
if (npc->ym2 < -0x5FF)
npc->ym2 = -0x5FF;
if (npc->ym2 > 0x5FF)
npc->ym2 = 0x5FF;
npc->x += npc->xm2;
npc->y += npc->ym2;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
if (++npc->ani_no > 1)
npc->ani_no = 0;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Invisible deathtrap wall
void ActNpc354(NPCHAR *npc)
{
int i;
int x;
int y;
switch (npc->act_no)
{
case 0:
@ -1728,8 +1751,12 @@ void ActNpc354(NPCHAR *npc)
else
npc->x += 0x2000;
for (int i = 0; i < 20; ++i)
ChangeMapParts(npc->x / 0x200 / 0x10, i + npc->y / 0x200 / 0x10, 0x6Du);
for (i = 0; i < 20; ++i)
{
x = npc->x / 0x200 / 0x10;
y = i + npc->y / 0x200 / 0x10;
ChangeMapParts(x, y, 109);
}
}
break;
@ -1746,38 +1773,41 @@ void ActNpc355(NPCHAR *npc)
{208, 96, 224, 112},
};
if (npc->act_no == 0)
switch (npc->act_no)
{
switch (npc->direct)
{
case 0:
npc->surf = SURFACE_ID_MY_CHAR;
npc->ani_no = 0;
npc->x = npc->pNpc->x - 0x1C00;
npc->y = npc->pNpc->y + 0x1400;
break;
case 0:
switch (npc->direct)
{
case 0:
npc->surf = SURFACE_ID_MY_CHAR;
npc->ani_no = 0;
npc->x = npc->pNpc->x - 0x1C00;
npc->y = npc->pNpc->y + 0x1400;
break;
case 1:
npc->surf = SURFACE_ID_NPC_REGU;
npc->ani_no = 1;
npc->x = npc->pNpc->x + 0x1C00;
npc->y = npc->pNpc->y + 0x1400;
break;
case 1:
npc->surf = SURFACE_ID_NPC_REGU;
npc->ani_no = 1;
npc->x = npc->pNpc->x + 0x1C00;
npc->y = npc->pNpc->y + 0x1400;
break;
case 2:
npc->surf = SURFACE_ID_MY_CHAR;
npc->ani_no = 2;
npc->x = npc->pNpc->x - 0xE00;
npc->y = npc->pNpc->y - 0x2600;
break;
case 2:
npc->surf = SURFACE_ID_MY_CHAR;
npc->ani_no = 2;
npc->x = npc->pNpc->x - 0xE00;
npc->y = npc->pNpc->y - 0x2600;
break;
case 3:
npc->surf = SURFACE_ID_NPC_REGU;
npc->ani_no = 3;
npc->x = npc->pNpc->x + 0x800;
npc->y = npc->pNpc->y - 0x2600;
break;
}
case 3:
npc->surf = SURFACE_ID_NPC_REGU;
npc->ani_no = 3;
npc->x = npc->pNpc->x + 0x800;
npc->y = npc->pNpc->y - 0x2600;
break;
}
break;
}
npc->rect = rc[npc->ani_no];
@ -1803,12 +1833,12 @@ void ActNpc356(NPCHAR *npc)
SetNpChar(355, 0, 0, 0, 0, 2, npc, 0xAA);
// Fallthrough
case 11:
if (npc->tgt_x > npc->x)
if (npc->x < npc->tgt_x)
npc->xm += 8;
else
npc->xm -= 8;
if (npc->tgt_y > npc->y)
if (npc->y < npc->tgt_y)
npc->ym += 8;
else
npc->ym -= 8;
@ -1874,7 +1904,7 @@ void ActNpc357(NPCHAR *npc)
++npc->act_wait;
npc->rect = rc;
if (npc->act_wait / 2 & 1)
if (npc->act_wait / 2 % 2)
npc->rect.right = npc->rect.left;
if (npc->act_wait > 50)
@ -1931,8 +1961,13 @@ void ActNpc358(NPCHAR *npc)
//Water droplet generator
void ActNpc359(NPCHAR *npc)
{
int x;
if (gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2)
SetNpChar(73, npc->x + (Random(-6, 6) * 0x200), npc->y - 0xE00, 0, 0, 0, 0, 0);
{
x = npc->x + (Random(-6, 6) * 0x200);
SetNpChar(73, x, npc->y - 0xE00, 0, 0, 0, 0, 0);
}
}
//Thank you