From 0651f1b9102247effefdd21f212e47a60430d746 Mon Sep 17 00:00:00 2001 From: Gabriel Ravier Date: Mon, 13 May 2019 18:35:35 +0200 Subject: [PATCH] Cleaned up NpcAct000.cpp Also changed regex to "((//|\;)[^ \t\n]|(for|while|if|while|do|void|int|bool)\((for|while|if|while|do)\ \(.*\)\;|\(\ |\ \)|//\ [a-z]|\ \ )|break;\n[\t]*case" Signed-off-by: Gabriel Ravier --- src/NpcAct000.cpp | 168 +++++++++++++++++++++++----------------------- 1 file changed, 85 insertions(+), 83 deletions(-) diff --git a/src/NpcAct000.cpp b/src/NpcAct000.cpp index e1272cd7..77b26fb4 100644 --- a/src/NpcAct000.cpp +++ b/src/NpcAct000.cpp @@ -12,7 +12,7 @@ #include "Sound.h" #include "Triangle.h" -//Null +// Null void ActNpc000(NPCHAR *npc) { RECT rect = {0x00, 0x00, 0x10, 0x10}; @@ -28,40 +28,40 @@ void ActNpc000(NPCHAR *npc) npc->rect = rect; } -//Experience +// Experience void ActNpc001(NPCHAR *npc) { - //In wind + // In wind if (gBack.type == 5 || gBack.type == 6) { if (npc->act_no == 0) { - //Set state + // Set state npc->act_no = 1; - //Set random speed + // Set random speed npc->ym = Random(-0x80, 0x80); npc->xm = Random(0x7F, 0x100); } - //Blow to the left + // Blow to the left npc->xm -= 8; - //Destroy when off-screen + // Destroy when off-screen if (npc->x < 0xA000) npc->cond = 0; #ifdef FIX_BUGS - //Limit speed + // Limit speed if (npc->xm < -0x600) npc->xm = -0x600; #else - //Limit speed (except pixel applied it to the X position) + // Limit speed (except pixel applied it to the X position) if (npc->x < -0x600) npc->x = -0x600; #endif - //Bounce off walls + // Bounce off walls if (npc->flag & 1) npc->xm = 0x100; if (npc->flag & 2) @@ -69,43 +69,43 @@ void ActNpc001(NPCHAR *npc) if (npc->flag & 8) npc->ym = -0x40; } - //When not in wind + // When not in wind else { if (npc->act_no == 0) { - //Set state + // Set state npc->act_no = 1; npc->ani_no = Random(0, 4); - //Random speed + // Random speed npc->xm = Random(-0x200, 0x200); npc->ym = Random(-0x400, 0); - //Random direction (reverse animation or not) + // Random direction (reverse animation or not) if (Random(0, 1) != 0) npc->direct = 0; else npc->direct = 2; } - //Gravity + // Gravity if (npc->flag & 0x100) npc->ym += 21; else npc->ym += 42; - //Bounce off walls + // Bounce off walls if (npc->flag & 1 && npc->xm < 0) npc->xm *= -1; if (npc->flag & 4 && npc->xm > 0) npc->xm *= -1; - //Bounce off ceiling + // Bounce off ceiling if (npc->flag & 2 && npc->ym < 0) npc->ym *= -1; - //Bounce off floor + // Bounce off floor if (npc->flag & 8) { PlaySoundObject(45, 1); @@ -113,7 +113,7 @@ void ActNpc001(NPCHAR *npc) npc->xm = 2 * npc->xm / 3; } - //Play bounce song (and try to clip out of floor if stuck) + // Play bounce song (and try to clip out of floor if stuck) if (npc->flag & 0xD) { PlaySoundObject(45, 1); @@ -125,7 +125,7 @@ void ActNpc001(NPCHAR *npc) npc->count2 = 0; } - //Limit speed + // Limit speed if (npc->xm < -0x5FF) npc->xm = -0x5FF; if (npc->xm > 0x5FF) @@ -136,11 +136,11 @@ void ActNpc001(NPCHAR *npc) npc->ym = 0x5FF; } - //Move + // Move npc->y += npc->ym; npc->x += npc->xm; - //Get framerects + // Get framerects RECT rect[6] = { {0x00, 0x10, 0x10, 0x20}, {0x10, 0x10, 0x20, 0x20}, @@ -152,7 +152,7 @@ void ActNpc001(NPCHAR *npc) RECT rcNo = {0, 0, 0, 0}; - //Animate + // Animate ++npc->ani_wait; if (npc->direct == 0) @@ -176,7 +176,7 @@ void ActNpc001(NPCHAR *npc) npc->rect = rect[npc->ani_no]; - //Size + // Size if (npc->act_no) { switch (npc->exp) @@ -195,11 +195,11 @@ void ActNpc001(NPCHAR *npc) npc->act_no = 1; } - //Delete after 500 frames + // Delete after 500 frames if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2) npc->cond = 0; - //Blink after 400 frames + // Blink after 400 frames if (npc->count1 > 400) { if (npc->count1 / 2 % 2) @@ -207,10 +207,10 @@ void ActNpc001(NPCHAR *npc) } } -//Behemoth +// Behemoth void ActNpc002(NPCHAR *npc) { - //Rects + // Rects RECT rcLeft[7] = { {32, 0, 64, 24}, {0, 0, 32, 24}, @@ -231,7 +231,7 @@ void ActNpc002(NPCHAR *npc) {160, 24, 192, 48}, }; - //Turn when touching a wall + // Turn when touching a wall if (npc->flag & 1) npc->direct = 2; else if (npc->flag & 4) @@ -239,7 +239,7 @@ void ActNpc002(NPCHAR *npc) switch (npc->act_no) { - case 0: //Walking + case 0: // Walking if (npc->direct == 0) npc->xm = -0x100; else @@ -261,7 +261,8 @@ void ActNpc002(NPCHAR *npc) npc->ani_no = 4; } break; - case 1: //Shot + + case 1: // Shot npc->xm = 7 * npc->xm / 8; if (++npc->count1 > 40) @@ -281,7 +282,8 @@ void ActNpc002(NPCHAR *npc) } } break; - case 2: //Charge + + case 2: // Charge if (npc->direct == 0) npc->xm = -0x400; else @@ -310,23 +312,23 @@ void ActNpc002(NPCHAR *npc) break; } - //Gravity + // Gravity npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; - //Move + // Move npc->x += npc->xm; npc->y += npc->ym; - //Set framerect + // Set framerect if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } -//Dead enemy (make sure damage shown doesn't teleport to a new loaded npc) +// Dead enemy (make sure damage shown doesn't teleport to a new loaded npc) void ActNpc003(NPCHAR *npc) { if (++npc->count1 > 100) @@ -336,7 +338,7 @@ void ActNpc003(NPCHAR *npc) npc->rect = rect; } -//Smoke +// Smoke void ActNpc004(NPCHAR *npc) { RECT rcLeft[8] = { @@ -365,7 +367,7 @@ void ActNpc004(NPCHAR *npc) if (npc->act_no == 0) { - //Move in random direction at random speed + // Move in random direction at random speed if (npc->direct == 0 || npc->direct == 1) { deg = Random(0, 0xFF); @@ -373,33 +375,33 @@ void ActNpc004(NPCHAR *npc) npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200; } - //Set state + // Set state npc->ani_no = Random(0, 4); npc->ani_wait = Random(0, 3); npc->act_no = 1; } else { - //Slight drag + // Slight drag npc->xm = 20 * npc->xm / 21; npc->ym = 20 * npc->ym / 21; - //Move + // Move npc->x += npc->xm; npc->y += npc->ym; } - //Animate + // Animate if (++npc->ani_wait > 4) { npc->ani_wait = 0; npc->ani_no++; } - //Set framerect + // Set framerect if (npc->ani_no > 7) { - //Destroy if over + // Destroy if over npc->cond = 0; } else @@ -413,7 +415,7 @@ void ActNpc004(NPCHAR *npc) } } -//Critter (Green, Egg Corridor) +// Critter (Green, Egg Corridor) void ActNpc005(NPCHAR *npc) { RECT rcLeft[3] = { @@ -430,18 +432,18 @@ void ActNpc005(NPCHAR *npc) switch (npc->act_no) { - case 0: //Init + case 0: // Init npc->y += 0x600; npc->act_no = 1; // Fallthrough - case 1: //Waiting - //Look at player + case 1: // Waiting + // Look at player if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; - //Open eyes near player + // Open eyes near player 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) { npc->ani_no = 1; @@ -454,7 +456,7 @@ void ActNpc005(NPCHAR *npc) npc->ani_no = 0; } - //Jump if attacked + // Jump if attacked if (npc->shock) { npc->act_no = 2; @@ -462,7 +464,7 @@ void ActNpc005(NPCHAR *npc) npc->act_wait = 0; } - //Jump if player is nearby + // Jump if player is nearby 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) { npc->act_no = 2; @@ -471,18 +473,18 @@ void ActNpc005(NPCHAR *npc) } break; - case 2: //Going to jump + case 2: // Going to jump if (++npc->act_wait > 8) { - //Set jump state + // Set jump state npc->act_no = 3; npc->ani_no = 2; - //Jump + // Jump npc->ym = -0x5FF; PlaySoundObject(30, 1); - //Jump in facing direction + // Jump in facing direction if (npc->direct == 0) npc->xm = -0x100; else @@ -490,8 +492,8 @@ void ActNpc005(NPCHAR *npc) } break; - case 3: //Jumping - //Land + case 3: // Jumping + // Land if (npc->flag & 8) { npc->xm = 0; @@ -503,23 +505,23 @@ void ActNpc005(NPCHAR *npc) break; } - //Gravity + // Gravity npc->ym += 64; if (npc->ym > 0x5FF) npc->ym = 0x5FF; - //Move + // Move npc->x += npc->xm; npc->y += npc->ym; - //Set framerect + // Set framerect if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } -//Beetle (Goes left and right, Egg Corridor) +// Beetle (Goes left and right, Egg Corridor) void ActNpc006(NPCHAR *npc) { RECT rcLeft[5] = { @@ -540,7 +542,7 @@ void ActNpc006(NPCHAR *npc) switch (npc->act_no) { - case 0: //Init + case 0: // Init npc->act_no = 1; if (npc->direct == 0) @@ -550,18 +552,18 @@ void ActNpc006(NPCHAR *npc) break; case 1: - //Accelerate to the left + // Accelerate to the left npc->xm -= 0x10; if (npc->xm < -0x400) npc->xm = -0x400; - //Move + // Move if (npc->shock) npc->x += npc->xm / 2; else npc->x += npc->xm; - //Animate + // Animate if (++npc->ani_wait > 1) { npc->ani_wait = 0; @@ -571,7 +573,7 @@ void ActNpc006(NPCHAR *npc) if (npc->ani_no > 2) npc->ani_no = 1; - //Stop when hitting a wall + // Stop when hitting a wall if (npc->flag & 1) { npc->act_no = 2; @@ -583,7 +585,7 @@ void ActNpc006(NPCHAR *npc) break; case 2: - //Wait 60 frames then move to the right + // Wait 60 frames then move to the right if (++npc->act_wait > 60) { npc->act_no = 3; @@ -593,18 +595,18 @@ void ActNpc006(NPCHAR *npc) break; case 3: - //Accelerate to the right + // Accelerate to the right npc->xm += 0x10; if (npc->xm > 0x400) npc->xm = 0x400; - //Move + // Move if (npc->shock) npc->x += npc->xm / 2; else npc->x += npc->xm; - //Animate + // Animate if (++npc->ani_wait > 1) { npc->ani_wait = 0; @@ -614,7 +616,7 @@ void ActNpc006(NPCHAR *npc) if (npc->ani_no > 2) npc->ani_no = 1; - //Stop when hitting a wall + // Stop when hitting a wall if (npc->flag & 4) { npc->act_no = 4; @@ -626,7 +628,7 @@ void ActNpc006(NPCHAR *npc) break; case 4: - //Wait 60 frames then move to the left + // Wait 60 frames then move to the left if (++npc->act_wait > 60) { npc->act_no = 1; @@ -636,14 +638,14 @@ void ActNpc006(NPCHAR *npc) break; } - //Set framerect + // Set framerect if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } -//Basil +// Basil void ActNpc007(NPCHAR *npc) { RECT rcLeft[3] = { @@ -726,7 +728,7 @@ void ActNpc007(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Beetle (Follows you, Egg Corridor) +// Beetle (Follows you, Egg Corridor) void ActNpc008(NPCHAR *npc) { RECT rcLeft[2] = { @@ -829,7 +831,7 @@ void ActNpc008(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Balrog (drop-in) +// Balrog (drop-in) void ActNpc009(NPCHAR *npc) { int i; @@ -904,7 +906,7 @@ void ActNpc009(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Balrog (shooting) (super-secret version from prototype) +// Balrog (shooting) (super-secret version from prototype) void ActNpc010(NPCHAR *npc) { unsigned char deg; @@ -1027,7 +1029,7 @@ void ActNpc010(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Proto-Balrog's projectile +// Proto-Balrog's projectile void ActNpc011(NPCHAR *npc) { if (npc->flag & 0xFF) @@ -1062,7 +1064,7 @@ void ActNpc011(NPCHAR *npc) } } -//Balrog (cutscene) +// Balrog (cutscene) void ActNpc012(NPCHAR *npc) { int i; @@ -1395,7 +1397,7 @@ void ActNpc012(NPCHAR *npc) } } -//Forcefield +// Forcefield void ActNpc013(NPCHAR *npc) { RECT rect[4] = { @@ -1417,7 +1419,7 @@ void ActNpc013(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Santa's Key +// Santa's Key void ActNpc014(NPCHAR *npc) { RECT rect[3] = { @@ -1460,7 +1462,7 @@ void ActNpc014(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Chest (closed) +// Chest (closed) void ActNpc015(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1517,7 +1519,7 @@ void ActNpc015(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Save point +// Save point void ActNpc016(NPCHAR *npc) { RECT rect[8] = {