ref: 6862347c377e98dc393ff64a47c9fe06836a4d22
parent: 696df90d19347a43c26244dea3072f196496d69d
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Nov 13 21:22:16 EST 2019
Clean-up NpcHit.cpp
--- a/src/NpcHit.cpp
+++ b/src/NpcHit.cpp
@@ -294,9 +294,9 @@
offy[7] = 2;
offy[8] = 2;
- for (i = 0; i < NPC_MAX; i++)
+ for (i = 0; i < NPC_MAX; ++i)
{
- if ((gNPC[i].cond & 0x80) == 0)
+ if (!(gNPC[i].cond & 0x80))
continue;
if (gNPC[i].bits & NPC_IGNORE_SOLIDITY)
@@ -317,7 +317,7 @@
gNPC[i].flag = 0;
- for (j = 0; j < judg; j++)
+ for (j = 0; j < judg; ++j)
{
switch (GetAttribute(x + offx[j], y + offy[j]))
{
@@ -480,7 +480,7 @@
}
// Create drop
- if (npc->exp)
+ if (npc->exp != 0)
{
int val;
@@ -511,6 +511,7 @@
default:
// Spawn weapon energy
SetExpObjects(npc->x, npc->y, npc->exp);
+ break;
}
}
@@ -531,23 +532,23 @@
}
}
-void HitNpCharBullet()
+void HitNpCharBullet(void)
{
int n;
int b;
BOOL bHit;
- for (n = 0; n < NPC_MAX; n++)
+ for (n = 0; n < NPC_MAX; ++n)
{
- if ((gNPC[n].cond & 0x80) == 0)
+ if (!(gNPC[n].cond & 0x80))
continue;
if (gNPC[n].bits & NPC_SHOOTABLE && gNPC[n].bits & NPC_INTERACTABLE)
continue;
- for (b = 0; b < BULLET_MAX; b++)
+ for (b = 0; b < BULLET_MAX; ++b)
{
- if ((gBul[b].cond & 0x80) == 0)
+ if (!(gBul[b].cond & 0x80))
continue;
if (gBul[b].damage == -1)
@@ -611,7 +612,7 @@
{
// Strange empty case that's needed for accurate assembly
}
- else if ((gBul[b].bbits & 0x10) == 0)
+ else if (!(gBul[b].bbits & 0x10))
{
// Hit invulnerable NPC
SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 2, 2);
@@ -628,4 +629,3 @@
LoseNpChar(&gNPC[n], TRUE);
}
}
-
--- a/src/NpcHit.h
+++ b/src/NpcHit.h
@@ -14,6 +14,6 @@
void JudgeHitNpCharTriangleG(NPCHAR *npc, int x, int y);
void JudgeHitNpCharTriangleH(NPCHAR *npc, int x, int y);
void JudgeHitNpCharWater(NPCHAR *npc, int x, int y);
-void HitNpCharMap();
+void HitNpCharMap(void);
void LoseNpChar(NPCHAR *npc, BOOL bVanish);
-void HitNpCharBullet();
+void HitNpCharBullet(void);