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 <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-05-13 18:35:35 +02:00
parent 98c5db93f2
commit 0651f1b910
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@ -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] = {