ref: affaf25e5c26b00e2e2126b391f40e0775c30328
parent: 6e20f4cc154a4dd502029519bdb91102f4683c02
author: Clownacy <Clownacy@users.noreply.github.com>
date: Tue Jan 7 15:35:15 EST 2020
Sorted out the other NPCs' variables too
--- a/src/NpcAct020.cpp
+++ b/src/NpcAct020.cpp
@@ -1096,10 +1096,9 @@
// Balrog (hover)
void ActNpc036(NPCHAR *npc)
{
- unsigned char deg;
- int ym;
- int xm;
int i;
+ unsigned char deg;
+ int xm, ym;
switch (npc->act_no)
{
--- a/src/NpcAct040.cpp
+++ b/src/NpcAct040.cpp
@@ -118,6 +118,8 @@
// Sue
void ActNpc042(NPCHAR *npc)
{
+ int n;
+
RECT rcLeft[13] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
@@ -150,8 +152,6 @@
{160, 48, 176, 64},
};
- int n;
-
switch (npc->act_no)
{
case 0:
@@ -870,8 +870,7 @@
void ActNpc049(NPCHAR *npc)
{
unsigned char deg;
- int ym;
- int xm;
+ int xm, ym;
if (npc->act_no >= 10 && npc->pNpc->code_char == 3)
{
@@ -1916,8 +1915,8 @@
if ((++npc->count2 % 8) == 0 && npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200)) // TODO: Maybe do something about this for widescreen
{
unsigned char deg;
- int ym;
int xm;
+ int ym;
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-6, 6);
--- a/src/NpcAct060.cpp
+++ b/src/NpcAct060.cpp
@@ -199,6 +199,8 @@
// King
void ActNpc061(NPCHAR *npc)
{
+ int i;
+
RECT rcLeft[11] = {
{224, 32, 240, 48},
{240, 32, 256, 48},
@@ -226,8 +228,6 @@
{0, 0, 0, 0},
{112, 32, 128, 48},
};
-
- int i;
switch (npc->act_no)
{
--- a/src/NpcAct080.cpp
+++ b/src/NpcAct080.cpp
@@ -877,8 +877,7 @@
{
int i;
unsigned char deg;
- int xm;
- int ym;
+ int xm, ym;
RECT rcLeft[12] = {
{0, 0, 40, 40},
--- a/src/NpcAct100.cpp
+++ b/src/NpcAct100.cpp
@@ -1068,8 +1068,6 @@
// Press
void ActNpc114(NPCHAR *npc)
{
- int i;
-
RECT rcLeft[3] = {
{144, 112, 160, 136},
{160, 112, 176, 136},
@@ -1076,6 +1074,8 @@
{176, 112, 192, 136},
};
+ int i;
+
switch (npc->act_no)
{
case 0:
@@ -1521,6 +1521,8 @@
// Curly (boss)
void ActNpc118(NPCHAR *npc)
{
+ BOOL bUpper;
+
RECT rcLeft[9] = {
{0, 32, 32, 56},
{32, 32, 64, 56},
@@ -1545,7 +1547,7 @@
{160, 56, 192, 80},
};
- BOOL bUpper = FALSE;
+ bUpper = FALSE;
if (npc->direct == 0 && npc->x < gMC.x)
bUpper = TRUE;
--- a/src/NpcAct120.cpp
+++ b/src/NpcAct120.cpp
@@ -1090,8 +1090,7 @@
void ActNpc135(NPCHAR *npc)
{
unsigned char deg;
- int ym;
- int xm;
+ int xm, ym;
RECT rcLeft[2] = {
{256, 32, 288, 64},
--- a/src/NpcAct140.cpp
+++ b/src/NpcAct140.cpp
@@ -764,9 +764,8 @@
// Critter (purple)
void ActNpc147(NPCHAR *npc)
{
+ int xm, ym;
unsigned char deg;
- int xm;
- int ym;
RECT rcLeft[6] = {
{0, 96, 16, 112},
@@ -1349,7 +1348,7 @@
npc->rect = rc;
}
-static const RECT grcKitL[21] = {
+const RECT grcKitL[21] = {
{0, 0, 24, 24},
{24, 0, 48, 24},
{48, 0, 72, 24},
@@ -1373,7 +1372,7 @@
{96, 48, 120, 72}
};
-static const RECT grcKitR[21] = {
+const RECT grcKitR[21] = {
{0, 24, 24, 48},
{24, 24, 48, 48},
{48, 24, 72, 48},
@@ -1624,8 +1623,7 @@
void ActNpc155(NPCHAR *npc)
{
unsigned char deg;
- int ym;
- int xm;
+ int xm, ym;
if (npc->x > gMC.x + (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->x < gMC.x - (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->y > gMC.y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) || npc->y < gMC.y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
return;
--- a/src/NpcAct160.cpp
+++ b/src/NpcAct160.cpp
@@ -1071,8 +1071,7 @@
void ActNpc173(NPCHAR *npc)
{
unsigned char deg;
- int xm;
- int ym;
+ int xm, ym;
RECT rcLeft[4] = {
{0, 128, 24, 152},
--- a/src/NpcAct180.cpp
+++ b/src/NpcAct180.cpp
@@ -19,8 +19,7 @@
// Curly AI
void ActNpc180(NPCHAR *npc)
{
- int xx;
- int yy;
+ int xx, yy;
RECT rcLeft[11] = {
{0, 96, 16, 112},
@@ -978,12 +977,12 @@
// Broken robot
void ActNpc190(NPCHAR *npc)
{
- int i;
-
RECT rect[2] = {
{192, 32, 208, 48},
{208, 32, 224, 48},
};
+
+ int i;
switch (npc->act_no)
{
--- a/src/NpcAct200.cpp
+++ b/src/NpcAct200.cpp
@@ -17,8 +17,7 @@
void ActNpc200(NPCHAR *npc)
{
unsigned char deg;
- int ym;
- int xm;
+ int xm, ym;
RECT rcLeft[6] = {
{0, 0, 40, 40},
@@ -475,8 +474,8 @@
case 3:
switch (npc->act_wait)
{
- // Interestingly, this NPC counts down at 60 frames per second,
- // while the NPC322 (Deleet), counts at 50.
+ // Interestingly, this NPC counts down at 60 frames
+ // per second, while NPC322 (Deleet) counts at 50.
case 60 * 0:
SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100);
break;
--- a/src/NpcAct220.cpp
+++ b/src/NpcAct220.cpp
@@ -1129,10 +1129,10 @@
// Gunfish projectile
void ActNpc237(NPCHAR *npc)
{
+ RECT rc = {312, 32, 320, 40};
+
int i;
BOOL bHit;
-
- RECT rc = {312, 32, 320, 40};
switch (npc->act_no)
{
--- a/src/NpcAct240.cpp
+++ b/src/NpcAct240.cpp
@@ -318,12 +318,14 @@
// Lava drop
void ActNpc244(NPCHAR *npc)
{
+ RECT rc = {96, 0, 104, 16};
+ BOOL bHit;
+
int i;
- RECT rc = {96, 0, 104, 16};
npc->ym += 0x40;
- BOOL bHit = FALSE;
+ bHit = FALSE;
if (npc->flag & 0xFF)
bHit = TRUE;
@@ -411,8 +413,6 @@
// Press (proximity)
void ActNpc246(NPCHAR *npc)
{
- int i;
-
RECT rcLeft[3] = {
{144, 112, 160, 136},
{160, 112, 176, 136},
@@ -419,6 +419,8 @@
{176, 112, 192, 136},
};
+ int i;
+
switch (npc->act_no)
{
case 0:
@@ -504,8 +506,7 @@
void ActNpc247(NPCHAR *npc)
{
unsigned char deg;
- int ym;
- int xm;
+ int xm, ym;
RECT rcLeft[9] = {
{0, 0, 16, 16},
--- a/src/NpcAct260.cpp
+++ b/src/NpcAct260.cpp
@@ -186,8 +186,7 @@
void ActNpc263(NPCHAR *npc)
{
int deg;
- int xm;
- int ym;
+ int xm, ym;
RECT rcLeft[9] = {
{0, 0, 24, 32},
@@ -469,10 +468,9 @@
// Doctor red wave (projectile)
void ActNpc264(NPCHAR *npc)
{
+ RECT rc = {288, 0, 304, 16};
unsigned char deg;
- RECT rc = {288, 0, 304, 16};
-
if (npc->x < 0 || npc->x > gMap.width * 0x10 * 0x200)
{
VanishNpChar(npc);
@@ -597,8 +595,7 @@
{40, 160, 80, 208},
};
- int ym;
- int xm;
+ int xm, ym;
int i;
switch (npc->act_no)
@@ -1133,8 +1130,7 @@
void ActNpc268(NPCHAR *npc)
{
unsigned char deg;
- int ym;
- int xm;
+ int xm, ym;
RECT rcLeft[10] = {
{0, 0, 40, 40},
@@ -1631,8 +1627,7 @@
};
unsigned char deg;
- int ym;
- int xm;
+ int xm, ym;
switch (npc->act_no)
{
@@ -1825,8 +1820,7 @@
};
unsigned char deg;
- int ym;
- int xm;
+ int xm, ym;
switch (npc->act_no)
{
@@ -2158,12 +2152,12 @@
// Falling block (large)
void ActNpc279(NPCHAR *npc)
{
- int i;
-
RECT rc[2] = {
{0, 16, 32, 48},
{16, 0, 32, 16},
};
+
+ int i;
switch (npc->act_no)
{
--- a/src/NpcAct280.cpp
+++ b/src/NpcAct280.cpp
@@ -129,6 +129,7 @@
// Mini Undead Core (active)
void ActNpc282(NPCHAR *npc)
{
+ // Yes, Pixel spelt this wrong (should be 'rc')
RECT tc[3] = {
{256, 80, 320, 120},
{256, 0, 320, 40},
@@ -203,9 +204,7 @@
// Misery (transformed)
void ActNpc283(NPCHAR *npc)
{
- int x;
- int y;
- int direct;
+ int x, y, direct;
RECT rcLeft[11] = {
{0, 64, 32, 96},
@@ -966,6 +965,7 @@
void ActNpc285(NPCHAR *npc)
{
RECT rc = {232, 104, 248, 120};
+ unsigned char deg;
if (npc->x < 0 || npc->x > gMap.width * 0x10 * 0x200)
{
@@ -973,8 +973,6 @@
return;
}
- unsigned char deg;
-
switch (npc->act_no)
{
case 0:
@@ -1422,9 +1420,7 @@
// Quake + falling block generator
void ActNpc294(NPCHAR *npc)
{
- int x;
- int y;
- int dir;
+ int x, y, dir;
switch (npc->act_no)
{
@@ -1567,10 +1563,7 @@
// Cloud generator
void ActNpc296(NPCHAR *npc)
{
- int x;
- int y;
- int dir;
- int pri;
+ int x, y, dir, pri;
if (++npc->act_wait > 16)
{
--- a/src/NpcAct300.cpp
+++ b/src/NpcAct300.cpp
@@ -35,6 +35,8 @@
// Fish missile (Misery)
void ActNpc301(NPCHAR *npc)
{
+ int dir;
+
RECT rect[8] = {
{144, 0, 160, 16},
{160, 0, 176, 16},
@@ -46,8 +48,6 @@
{192, 16, 208, 32},
};
- int dir;
-
switch (npc->act_no)
{
case 0:
@@ -102,6 +102,8 @@
// Camera focus marker
void ActNpc302(NPCHAR *npc)
{
+ int n;
+
switch (npc->act_no)
{
case 10:
@@ -143,18 +145,16 @@
if (npc->direct != 0)
{
- int i;
-
- for (i = 0xAA; i < 0x200; ++i)
+ for (n = 0xAA; n < 0x200; ++n)
{
- if (gNPC[i].cond & 0x80 && gNPC[i].code_event == npc->direct)
+ if (gNPC[n].cond & 0x80 && gNPC[n].code_event == npc->direct)
{
- npc->pNpc = &gNPC[i];
+ npc->pNpc = &gNPC[n];
break;
}
}
- if (i == 0x200)
+ if (n == 0x200)
{
npc->cond = 0;
break;
@@ -401,6 +401,8 @@
// Stumpy
void ActNpc308(NPCHAR *npc)
{
+ unsigned char deg;
+
RECT rcLeft[2] = {
{128, 112, 144, 128},
{144, 112, 160, 128},
@@ -410,8 +412,6 @@
{128, 128, 144, 144},
{144, 128, 160, 144},
};
-
- unsigned char deg;
switch (npc->act_no)
{
--- a/src/NpcAct320.cpp
+++ b/src/NpcAct320.cpp
@@ -220,7 +220,7 @@
switch (npc->act_wait)
{
// Interestingly, this NPC counts down at 50 frames per second,
- // while the NPC206 (the Egg Corridor Counter Bomb), counts at 60.
+ // while NPC206 (the Egg Corridor Counter Bomb), counts at 60.
case 50 * 0:
SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 0, NULL, 0x180);
break;
@@ -801,13 +801,13 @@
// Ballos shockwave
void ActNpc332(NPCHAR *npc)
{
- int xm;
-
RECT rc[3] = {
{144, 96, 168, 120},
{168, 96, 192, 120},
{192, 96, 216, 120},
};
+
+ int xm;
switch (npc->act_no)
{
--- a/src/NpcAct340.cpp
+++ b/src/NpcAct340.cpp
@@ -592,7 +592,6 @@
void ActNpc342(NPCHAR *npc)
{
static int flash;
- unsigned char deg;
RECT rc[3] = {
{240, 48, 280, 88},
@@ -600,6 +599,8 @@
{280, 48, 320, 88},
};
+ unsigned char deg;
+
if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000)
npc->act_no = 1000;
@@ -905,8 +906,6 @@
// Ballos skull projectile
void ActNpc345(NPCHAR *npc)
{
- int i;
-
RECT rc[4] = {
{128, 176, 144, 192},
{144, 176, 160, 192},
@@ -914,6 +913,8 @@
{176, 176, 192, 192},
};
+ int i;
+
switch (npc->act_no)
{
case 0:
@@ -974,10 +975,9 @@
// Ballos 4 orbiting platform
void ActNpc346(NPCHAR *npc)
{
+ RECT rc = {240, 0, 272, 16};
unsigned char deg;
- RECT rc = {240, 0, 272, 16};
-
if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000)
npc->act_no = 1000;
@@ -1724,9 +1724,7 @@
// Invisible deathtrap wall
void ActNpc354(NPCHAR *npc)
{
- int i;
- int x;
- int y;
+ int i, x, y;
switch (npc->act_no)
{