ref: e5d5939f186b5512428be4e1814af758a47a652c
parent: d79a8c801a7322dfb1f4619ec37fff5e3047adb1
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu Nov 14 06:52:29 EST 2019
Clean-up NpcAct340.cpp
--- a/src/NpcAct340.cpp
+++ b/src/NpcAct340.cpp
@@ -605,7 +605,7 @@
{
case 0:
npc->act_no = 10;
- npc->count1 = 2 * (npc->direct & 0xFF);
+ npc->count1 = (npc->direct & 0xFF) * 2;
npc->direct >>= 8;
npc->count2 = 0xC0;
npc->damage = 14;
@@ -748,6 +748,7 @@
case 41:
if (npc->flag & 1)
npc->xm = 0x100;
+
if (npc->flag & 4)
npc->xm = -0x100;
@@ -807,8 +808,8 @@
case 0:
if (npc->count1 == 140)
{
- SetNpChar(4, npc->x + 0x1000, npc->y + 0x1800, 0, 0, 0, 0, 0x100);
- SetNpChar(4, npc->x - 0x1000, npc->y + 0x1800, 0, 0, 0, 0, 0x100);
+ SetNpChar(4, npc->x + (8 * 0x200), npc->y + 0x1800, 0, 0, 0, NULL, 0x100);
+ SetNpChar(4, npc->x - (8 * 0x200), npc->y + 0x1800, 0, 0, 0, NULL, 0x100);
PlaySoundObject(26, 1);
}
break;
@@ -816,8 +817,8 @@
case 1:
if (npc->count1 == 268)
{
- SetNpChar(4, npc->x - 0x1800, npc->y + 0x1000, 0, 0, 0, 0, 0x100);
- SetNpChar(4, npc->x - 0x1800, npc->y - 0x1000, 0, 0, 0, 0, 0x100);
+ SetNpChar(4, npc->x - (12 * 0x200), npc->y + (8 * 0x200), 0, 0, 0, NULL, 0x100);
+ SetNpChar(4, npc->x - (12 * 0x200), npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100);
PlaySoundObject(26, 1);
}
break;
@@ -825,9 +826,9 @@
case 2:
if (npc->count1 == 396)
{
- SetNpChar(4, npc->x + 0x1000, npc->y - 0x1800, 0, 0, 0, 0, 0x100);
- SetNpChar(4, npc->x - 0x1000, npc->y - 0x1800, 0, 0, 0, 0, 0x100);
- SetNpChar(345, npc->x - 0x1000, npc->y - 0x1800, 0, 0, 0, 0, 0x100);
+ SetNpChar(4, npc->x + (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
+ SetNpChar(4, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
+ SetNpChar(345, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
PlaySoundObject(26, 1);
}
break;
@@ -835,8 +836,8 @@
case 3:
if (npc->count1 == 12)
{
- SetNpChar(4, npc->x + 0x1800, npc->y + 0x1000, 0, 0, 0, 0, 0x100);
- SetNpChar(4, npc->x + 0x1800, npc->y - 0x1000, 0, 0, 0, 0, 0x100);
+ SetNpChar(4, npc->x + (12 * 0x200), npc->y + (8 * 0x200), 0, 0, 0, NULL, 0x100);
+ SetNpChar(4, npc->x + (12 * 0x200), npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100);
PlaySoundObject(26, 1);
}
break;
@@ -885,18 +886,18 @@
if (npc->direct == 0)
{
npc->rect = rc[0];
- npc->x = npc->pNpc->x - 0x3000;
+ npc->x = npc->pNpc->x - (24 * 0x200);
}
else
{
npc->rect = rc[1];
- npc->x = npc->pNpc->x + 0x3000;
+ npc->x = npc->pNpc->x + (24 * 0x200);
}
if (++npc->act_wait > 100)
npc->cond = 0;
- npc->y = npc->pNpc->y - 0x4800;
+ npc->y = npc->pNpc->y - (36 * 0x200);
}
// Ballos skull projectile
@@ -922,11 +923,11 @@
if (npc->ym > 0x700)
npc->ym = 0x700;
- if (npc->y > 0x10000)
+ if (npc->y > 128 * 0x200)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
if (npc->act_wait++ / 2 % 2)
- SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+ SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
if (npc->flag & 8)
{
@@ -937,7 +938,7 @@
SetQuake(10);
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);
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
}
break;
@@ -982,7 +983,7 @@
{
case 0:
npc->act_no = 10;
- npc->count1 = 4 * npc->direct;
+ npc->count1 = npc->direct * 4;
npc->count2 = 192;
npc->ani_no = 0;
// Fallthrough
@@ -1076,7 +1077,7 @@
deg = npc->count1 / 4;
npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4;
- npc->tgt_y = npc->pNpc->y + 0x2000 + npc->count2 * GetSin(deg) / 4;
+ npc->tgt_y = npc->pNpc->y + (16 * 0x200) + npc->count2 * GetSin(deg) / 4;
npc->xm = npc->tgt_x - npc->x;
@@ -1115,7 +1116,7 @@
case 1:
npc->ani_no = 0;
- if (gMC.y < npc->y + 0x10000 && gMC.y > npc->y - 0x10000)
+ if (gMC.y < npc->y + (128 * 0x200) && gMC.y > npc->y - (128 * 0x200))
{
npc->act_no = 10;
npc->act_wait = 0;
@@ -1153,17 +1154,14 @@
npc->ym = 0;
break;
}
- else
- {
- npc->xm -= 42;
- if (npc->xm < -0x5FF)
- npc->xm = -0x5FF;
+ npc->xm -= 42;
- npc->x += npc->xm;
- npc->y += npc->ym;
- }
+ if (npc->xm < -0x5FF)
+ npc->xm = -0x5FF;
+ npc->x += npc->xm;
+ npc->y += npc->ym;
break;
case 13:
@@ -1237,9 +1235,9 @@
npc->act_no = 1;
if (npc->direct == 0)
- npc->x += 0x1000;
+ npc->x += 8 * 0x200;
if (npc->direct == 2)
- npc->y += 0x2000;
+ npc->y += 16 * 0x200;
}
npc->rect = rect;
@@ -1274,13 +1272,13 @@
npc->act_no = 1;
if (npc->direct == 0)
- npc->tgt_x = npc->x - 0x10000;
+ npc->tgt_x = npc->x - (128 * 0x200);
else
- npc->tgt_x = npc->x + 0x10000;
+ npc->tgt_x = npc->x + (128 * 0x200);
npc->tgt_y = npc->y;
- npc->ym = 2 * Random(-0x200, 0x200);
- npc->xm = 2 * Random(-0x200, 0x200);
+ npc->ym = Random(-0x200, 0x200) * 2;
+ npc->xm = Random(-0x200, 0x200) * 2;
// Fallthrough
case 1:
if (++npc->ani_wait > 1)
@@ -1322,7 +1320,7 @@
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 + (112 * 0x200) && gMC.x > npc->x - (112 * 0x200) && gMC.y < npc->y + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200))
npc->act_no = 30;
break;
@@ -1344,9 +1342,9 @@
npc->ani_no = 5;
if (npc->direct == 0)
- SetNpChar(312, npc->x, npc->y, -0x800, 0, 0, 0, 0x199);
+ SetNpChar(312, npc->x, npc->y, -0x800, 0, 0, NULL, 0x199);
else
- SetNpChar(312, npc->x, npc->y, 0x800, 0, 2, 0, 0x199);
+ SetNpChar(312, npc->x, npc->y, 0x800, 0, 2, NULL, 0x199);
}
break;
@@ -1450,8 +1448,8 @@
case 0:
npc->act_no = 1;
npc->ani_no = npc->direct / 10;
- npc->x += 0x1000;
- npc->y += 0x1800;
+ npc->x += 8 * 0x200;
+ npc->y += 12 * 0x200;
break;
case 10:
@@ -1468,7 +1466,7 @@
case 11:
if (npc->life <= 900)
{
- SetNpChar(351, npc->x - 0x1000, npc->y - 0x1800, 0, 0, 10 * (npc->ani_no + 4), 0, 0);
+ SetNpChar(351, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, (npc->ani_no + 4) * 10, NULL, 0);
npc->cond |= 8;
}
@@ -1513,7 +1511,7 @@
case 4:
case 9:
case 12:
- npc->view.top = 0x2000;
+ npc->view.top = 16 * 0x200;
break;
}
@@ -1520,9 +1518,9 @@
// Balrog
if (npc->count1 == 9)
{
- npc->view.back = 0x2800;
- npc->view.front = 0x2800;
- npc->x -= 0x200;
+ npc->view.back = 20 * 0x200;
+ npc->view.front = 20 * 0x200;
+ npc->x -= 1 * 0x200;
}
// Spawn King's sword
@@ -1577,7 +1575,7 @@
{48, 0, 64, 16}
};
- npc->rect = rc[npc->ani_no + 2 * npc->count1];
+ npc->rect = rc[npc->ani_no + (npc->count1 * 2)];
}
// Bute with sword (flying)
@@ -1645,7 +1643,7 @@
}
npc->rect = rc[npc->ani_no];
- return;
+ break;
case 10:
npc->act_no = 11;
@@ -1653,7 +1651,7 @@
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->damage = 5;
- npc->view.top = 0x1000;
+ npc->view.top = 8 * 0x200;
// Fallthrough
case 11:
if (npc->x > gMC.x)
@@ -1661,7 +1659,7 @@
else
npc->direct = 2;
- if (gMC.y - 0x3000 > npc->y)
+ if (gMC.y - (24 * 0x200) > npc->y)
{
if (npc->direct == 0)
npc->xm2 += 0x10;
@@ -1731,7 +1729,7 @@
switch (npc->act_no)
{
case 0:
- npc->hit.bottom = 0x23000;
+ npc->hit.bottom = 280 * 0x200;
break;
case 10:
@@ -1739,9 +1737,9 @@
npc->act_wait = 0;
if (npc->direct == 0)
- npc->x += 0x2000;
+ npc->x += 16 * 0x200;
else
- npc->x -= 0x2000;
+ npc->x -= 16 * 0x200;
// Fallthrough
case 11:
if (++npc->act_wait > 100)
@@ -1752,14 +1750,14 @@
PlaySoundObject(12, 1);
if (npc->direct == 0)
- npc->x -= 0x2000;
+ npc->x -= 16 * 0x200;
else
- npc->x += 0x2000;
+ npc->x += 16 * 0x200;
for (i = 0; i < 20; ++i)
{
- x = npc->x / 0x200 / 0x10;
- y = i + npc->y / 0x200 / 0x10;
+ x = (npc->x / 0x200 / 0x10);
+ y = (npc->y / 0x200 / 0x10) + i;
ChangeMapParts(x, y, 109);
}
}
@@ -1786,29 +1784,29 @@
case 0:
npc->surf = SURFACE_ID_MY_CHAR;
npc->ani_no = 0;
- npc->x = npc->pNpc->x - 0x1C00;
- npc->y = npc->pNpc->y + 0x1400;
+ npc->x = npc->pNpc->x - (14 * 0x200);
+ npc->y = npc->pNpc->y + (10 * 0x200);
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;
+ npc->x = npc->pNpc->x + (14 * 0x200);
+ npc->y = npc->pNpc->y + (10 * 0x200);
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;
+ npc->x = npc->pNpc->x - (7 * 0x200);
+ npc->y = npc->pNpc->y - (19 * 0x200);
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;
+ npc->x = npc->pNpc->x + (4 * 0x200);
+ npc->y = npc->pNpc->y - (19 * 0x200);
break;
}
@@ -1831,8 +1829,8 @@
case 0:
npc->act_no = 11;
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;
SetNpChar(355, 0, 0, 0, 0, 3, npc, 0xAA);
SetNpChar(355, 0, 0, 0, 0, 2, npc, 0xAA);
@@ -1865,7 +1863,7 @@
npc->x += npc->xm;
npc->y += npc->ym;
- if (npc->x > 0x78000)
+ if (npc->x > 60 * 0x10 * 0x200)
npc->act_no = 22;
break;
@@ -1971,11 +1969,11 @@
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)
{
x = npc->x + (Random(-6, 6) * 0x200);
- SetNpChar(73, x, npc->y - 0xE00, 0, 0, 0, 0, 0);
+ SetNpChar(73, x, npc->y - (7 * 0x200), 0, 0, 0, 0, 0);
}
}
-// Thank you
+// "Thank you" message at the end of the credits
void ActNpc360(NPCHAR *npc)
{
RECT rc = {0, 176, 48, 184};
@@ -1983,8 +1981,8 @@
if (npc->act_no == 0)
{
++npc->act_no;
- npc->x -= 0x1000;
- npc->y -= 0x1000;
+ npc->x -= 8 * 0x200;
+ npc->y -= 8 * 0x200;
}
npc->rect = rc;