ref: 00478c4f3b107798724cfaa380efd44d877ff7f6
parent: 89b0c1a85dc8a177ceb538c6e06e2227c8ab8a85
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu Nov 14 10:22:46 EST 2019
Clean-up NpcAct200.cpp
--- a/src/NpcAct200.cpp
+++ b/src/NpcAct200.cpp
@@ -1,5 +1,7 @@
#include "NpcAct.h"
+#include <stddef.h>
+
#include "WindowsWrapper.h"
#include "Bullet.h"
@@ -65,7 +67,7 @@
if (npc->count1)
--npc->count1;
- if (npc->count1 == 0 && gMC.x > npc->x - 0xE000 && gMC.x < npc->x + 0xE000)
+ if (npc->count1 == 0 && gMC.x > npc->x - (112 * 0x200) && gMC.x < npc->x + (112 * 0x200))
npc->act_no = 20;
break;
@@ -101,21 +103,21 @@
if (++npc->act_wait < 40 && npc->act_wait % 8 == 1)
{
if (npc->direct == 0)
- deg = GetArktan(npc->x - 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y);
+ deg = GetArktan(npc->x - (14 * 0x200) - npc->tgt_x, npc->y - npc->tgt_y);
else
- deg = GetArktan(npc->x + 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y);
+ deg = GetArktan(npc->x + (14 * 0x200) - npc->tgt_x, npc->y - npc->tgt_y);
deg += (unsigned char)Random(-6, 6);
- ym = 3 * GetSin(deg);
- xm = 3 * GetCos(deg);
+ ym = GetSin(deg) * 3;
+ xm = GetCos(deg) * 3;
if (npc->direct == 0)
- SetNpChar(202, npc->x - 0x1C00, npc->y, xm, ym, 0, 0, 0x100);
+ SetNpChar(202, npc->x - (14 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
else
- SetNpChar(202, npc->x + 0x1C00, npc->y, xm, ym, 0, 0, 0x100);
+ SetNpChar(202, npc->x + (14 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
- if ((gMC.cond & 2) == 0)
+ if (!(gMC.cond & 2))
PlaySoundObject(33, 1);
}
@@ -210,7 +212,7 @@
switch (npc->act_no)
{
case 0:
- npc->y += 0x600;
+ npc->y += 3 * 0x200;
npc->act_no = 1;
// Fallthrough
case 1:
@@ -219,7 +221,7 @@
else
npc->direct = 2;
- if (npc->act_wait >= 8 && npc->x - 0xE000 < gMC.x && npc->x + 0xE000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0xA000 > gMC.y)
+ if (npc->act_wait >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y)
{
npc->ani_no = 1;
}
@@ -238,7 +240,7 @@
npc->act_wait = 0;
}
- if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
+ if (npc->act_wait >= 8 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
@@ -254,7 +256,7 @@
npc->ani_no = 2;
npc->ym = -0x5FF;
- if ((gMC.cond & 2) == 0)
+ if (!(gMC.cond & 2))
PlaySoundObject(30, 1);
if (npc->direct == 0)
@@ -273,7 +275,7 @@
npc->ani_no = 0;
npc->act_no = 1;
- if ((gMC.cond & 2) == 0)
+ if (!(gMC.cond & 2))
PlaySoundObject(23, 1);
}
@@ -308,13 +310,14 @@
npc->tgt_x = npc->x;
// Fallthrough
case 1:
- if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y)
+ if (gMC.x > npc->x - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y)
npc->act_no = 2;
+
break;
case 2:
if (++npc->act_wait / 6 % 2)
- npc->x = npc->tgt_x - 0x200;
+ npc->x = npc->tgt_x - (1 * 0x200);
else
npc->x = npc->tgt_x;
@@ -323,6 +326,7 @@
npc->act_no = 3;
npc->ani_no = 1;
}
+
break;
case 3:
@@ -330,7 +334,7 @@
if (npc->flag & 0xFF)
{
- if ((gMC.cond & 2) == 0)
+ if (!(gMC.cond & 2))
PlaySoundObject(12, 1);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
@@ -362,10 +366,10 @@
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
- npc->y += 0x800;
+ npc->y += 4 * 0x200;
// Fallthrough
case 1:
- if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y)
+ if (gMC.x > npc->x - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y)
npc->act_no = 2;
break;
@@ -372,7 +376,7 @@
case 2:
if (++npc->act_wait / 6 % 2)
- npc->x = npc->tgt_x - 0x200;
+ npc->x = npc->tgt_x - (1 * 0x200);
else
npc->x = npc->tgt_x;
@@ -454,7 +458,7 @@
break;
case 2:
- if (gMC.x > npc->x - 0xA000 && gMC.x < npc->x + 0xA000)
+ if (gMC.x > npc->x - (80 * 0x200) && gMC.x < npc->x + (80 * 0x200))
{
npc->act_wait = 0;
npc->act_no = 3;
@@ -472,30 +476,30 @@
switch (npc->act_wait)
{
case 60 * 0:
- SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 0, 0, 0x100);
+ SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100);
break;
case 60 * 1:
- SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 1, 0, 0x100);
+ SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 1, NULL, 0x100);
break;
case 60 * 2:
- SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 2, 0, 0x100);
+ SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 2, NULL, 0x100);
break;
case 60 * 3:
- SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 3, 0, 0x100);
+ SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 3, NULL, 0x100);
break;
case 60 * 4:
- SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 4, 0, 0x100);
+ SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 4, NULL, 0x100);
break;
case 60 * 5:
- npc->hit.back = 0x10000;
- npc->hit.front = 0x10000;
- npc->hit.top = 0xC800;
- npc->hit.bottom = 0xC800;
+ npc->hit.back = 128 * 0x200;
+ npc->hit.front = 128 * 0x200;
+ npc->hit.top = 100 * 0x200;
+ npc->hit.bottom = 100 * 0x200;
npc->damage = 30;
PlaySoundObject(35, 1);
SetDestroyNpChar(npc->x, npc->y, 0x10000, 100);
@@ -561,7 +565,7 @@
PlaySoundObject(43, 1);
// Fallthrough
case 1:
- npc->x += 0x200;
+ npc->x += 1 * 0x200;
if (++npc->act_wait > 8)
{
@@ -602,7 +606,7 @@
switch (npc->act_no)
{
case 0:
- if (gMC.x < npc->x + 0x2000 && gMC.x > npc->x - 0x2000)
+ if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200))
{
npc->bits |= NPC_SHOOTABLE;
npc->ym = -0x200;
@@ -616,24 +620,23 @@
if (npc->direct == 0)
{
- npc->x = gMC.x + 0x20000;
+ npc->x = gMC.x + (256 * 0x200);
npc->xm = -0x2FF;
}
else
{
- npc->x = gMC.x - 0x20000;
+ npc->x = gMC.x - (256 * 0x200);
npc->xm = 0x2FF;
}
+
+ return;
}
- else
- {
- npc->rect.right = 0;
- npc->damage = 0;
- npc->xm = 0;
- npc->ym = 0;
- npc->bits &= ~NPC_SHOOTABLE;
- }
+ npc->rect.right = 0;
+ npc->damage = 0;
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->bits &= ~NPC_SHOOTABLE;
return;
case 1:
@@ -679,7 +682,7 @@
npc->y += npc->ym;
}
- if (gMC.x > npc->x + 0x32000 || gMC.x < npc->x - 0x32000)
+ if (gMC.x > npc->x + (400 * 0x200) || gMC.x < npc->x - (400 * 0x200))
{
npc->act_no = 0;
npc->xm = 0;
@@ -693,7 +696,7 @@
break;
}
- if (npc->act_no)
+ if (npc->act_no != 0)
{
if (npc->act_wait < 150)
++npc->act_wait;
@@ -700,13 +703,17 @@
if (npc->act_wait == 150)
{
- if (++npc->count2 % 8 == 0 && npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000)
+ if (++npc->count2 % 8 == 0 && npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200))
{
- unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
+ unsigned char deg;
+ int xm;
+ int ym;
+
+ deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-6, 6);
- const int ym = 3 * GetSin(deg);
- const int xm = 3 * GetCos(deg);
- SetNpChar(209, npc->x, npc->y, xm, ym, 0, 0, 0x100);
+ ym = GetSin(deg) * 3;
+ xm = GetCos(deg) * 3;
+ SetNpChar(209, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, 1);
}
@@ -789,7 +796,7 @@
switch (npc->act_no)
{
case 0:
- if (gMC.x < npc->x + 0x2000 && gMC.x > npc->x - 0x2000)
+ if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200))
{
npc->bits |= NPC_SHOOTABLE;
npc->ym = -0x200;
@@ -799,12 +806,12 @@
if (npc->direct == 0)
{
- npc->x = gMC.x + 0x20000;
+ npc->x = gMC.x + (256 * 0x200);
npc->xm = -0x2FF;
}
else
{
- npc->x = gMC.x - 0x20000;
+ npc->x = gMC.x - (256 * 0x200);
npc->xm = 0x2FF;
}
}
@@ -903,7 +910,7 @@
{
case 0:
npc->act_no = 1;
- npc->y -= 0x800;
+ npc->y -= 4 * 0x200;
// Fallthrough
case 1:
if (++npc->ani_wait > 30)
@@ -921,8 +928,8 @@
npc->act_no = 11;
npc->ani_no = 2;
npc->ani_wait = 0;
- npc->tgt_y = npc->y - 0x2000;
- npc->tgt_x = npc->x - 0xC00;
+ npc->tgt_y = npc->y - (16 * 0x200);
+ npc->tgt_x = npc->x - (6 * 0x200);
npc->ym = 0;
npc->bits |= NPC_IGNORE_SOLIDITY;
// Fallthrough
@@ -990,6 +997,7 @@
npc->rect = rcRight[npc->ani_no];
+ // Use different sprite if player is wearing the Mimiga Mask
if (gMC.equip & 0x40)
{
if (npc->ani_no > 1)
@@ -1024,12 +1032,12 @@
npc->tgt_y = npc->y;
// Fallthrough
case 1:
- if (gMC.y > npc->y - 0x1000 && gMC.y < npc->y + 0x1000)
+ if (gMC.y > npc->y - (8 * 0x200) && gMC.y < npc->y + (8 * 0x200))
{
if (npc->direct == 0)
- npc->y -= 0x1E000;
+ npc->y -= 240 * 0x200;
else
- npc->y += 0x1E000;
+ npc->y += 240 * 0x200;
npc->act_no = 10;
npc->act_wait = 0;
@@ -1090,7 +1098,7 @@
if (++npc->act_wait % 5 == 1)
{
- SetNpChar(214, npc->x, npc->y, (Random(2, 12) * 0x200) / 4, Random(-0x200, 0x200), 0, 0, 0x100);
+ SetNpChar(214, npc->x, npc->y, (Random(2, 12) * 0x200) / 4, Random(-0x200, 0x200), 0, NULL, 0x100);
PlaySoundObject(21, 1);
}
@@ -1128,12 +1136,13 @@
if (npc->ani_no > 6)
npc->ani_no = 4;
- if (gMC.y < npc->tgt_y + 0x1E000 && gMC.y > npc->tgt_y - 0x1E000)
+ if (gMC.y < npc->tgt_y + (240 * 0x200) && gMC.y > npc->tgt_y - (240 * 0x200))
{
npc->act_no = 20;
npc->act_wait = 0;
npc->ani_no = 4;
}
+
break;
}
@@ -1159,7 +1168,7 @@
else
npc->y += npc->ym;
- if (gMC.y > npc->tgt_y + 0x1E000 || gMC.y < npc->tgt_y - 0x1E000)
+ if (gMC.y > npc->tgt_y + (240 * 0x200) || gMC.y < npc->tgt_y - (240 * 0x200))
npc->act_no = 40;
}
@@ -1228,7 +1237,7 @@
npc->bits &= ~NPC_IGNORE_SOLIDITY;
// Fallthrough
case 1:
- if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y && gMC.y < npc->y + 0x1000)
+ if (gMC.x > npc->x - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y && gMC.y < npc->y + (8 * 0x200))
{
npc->act_no = 15;
npc->act_wait = 0;
@@ -1279,7 +1288,7 @@
case 40:
npc->bits |= NPC_IGNORE_SOLIDITY;
- npc->y += 0x200;
+ npc->y += 1 * 0x200;
if (++npc->act_wait == 32)
{
@@ -1394,7 +1403,7 @@
npc->ani_no = 3;
if (++npc->act_wait / 2 % 2)
- npc->x = npc->tgt_x + 0x200;
+ npc->x = npc->tgt_x + (1 * 0x200);
else
npc->x = npc->tgt_x;
@@ -1485,11 +1494,11 @@
if (npc->direct == 0)
{
if (Random(0, 40) == 1)
- SetNpChar(4, npc->x + (Random(-20, 20) * 0x200), npc->y, 0, -0x200, 0, 0, 0x100);
+ SetNpChar(4, npc->x + (Random(-20, 20) * 0x200), npc->y, 0, -0x200, 0, NULL, 0x100);
}
else
{
- SetNpChar(199, npc->x + (Random(-0xA0, 0xA0) * 0x200), npc->y + (Random(-0x80, 0x80) * 0x200), 0, 0, 2, 0, 0x100);
+ SetNpChar(199, npc->x + (Random(-0xA0, 0xA0) * 0x200), npc->y + (Random(-0x80, 0x80) * 0x200), 0, 0, 2, NULL, 0x100);
}
npc->rect = rc;