Made NpcAct020.cpp ASM-accurate

This commit is contained in:
Clownacy 2019-02-24 11:37:10 +00:00
parent a4cebede74
commit 08ee4c96a7

View file

@ -40,15 +40,12 @@ void ActNpc020(NPCHAR *npc)
//Chest (open)
void ActNpc021(NPCHAR *npc)
{
switch (npc->act_no)
if (npc->act_no == 0)
{
case 0:
npc->act_no = 1;
npc->act_no = 1;
if (npc->direct == 2)
npc->y += 0x2000;
break;
if (npc->direct == 2)
npc->y += 0x2000;
}
RECT rect[1] = {224, 40, 240, 48};
@ -134,9 +131,9 @@ void ActNpc024(NPCHAR *npc)
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->act_wait >= 8 && gMC.x > npc->x - 0x10000 && gMC.x < npc->x + 0x10000 && gMC.y > npc->y - 0x10000 && gMC.y < npc->y + 0x6000)
if (npc->act_wait >= 8 && npc->x - 0x10000 < gMC.x && npc->x + 0x10000 > gMC.x && npc->y - 0x10000 < gMC.y && npc->y + 0x6000 > gMC.y)
{
if (gMC.x < npc->x)
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@ -158,7 +155,7 @@ void ActNpc024(NPCHAR *npc)
npc->act_wait = 0;
}
if (npc->act_wait >= 8 && gMC.x > npc->x - 0xC000 && gMC.x < npc->x + 0xC000 && gMC.y > npc->y - 0xC000 && gMC.y < npc->y + 0x6000)
if (npc->act_wait >= 8 && npc->x - 0xC000 < gMC.x && npc->x + 0xC000 > gMC.x && npc->y - 0xC000 < gMC.y && npc->y + 0x6000 > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
@ -175,7 +172,7 @@ void ActNpc024(NPCHAR *npc)
npc->ym = -0x5FF;
PlaySoundObject(108, 1);
if (gMC.x < npc->x)
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@ -201,7 +198,7 @@ void ActNpc024(NPCHAR *npc)
break;
case 4:
if (gMC.x > npc->x)
if (npc->x < gMC.x)
npc->direct = 2;
else
npc->direct = 0;
@ -247,14 +244,20 @@ void ActNpc024(NPCHAR *npc)
break;
}
if (npc->act_no == 4)
if (npc->act_no != 4)
{
if (gMC.x > npc->x)
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
}
else
{
if (npc->x < gMC.x)
npc->xm += 0x20;
else
npc->xm -= 0x20;
if (npc->tgt_y < npc->y)
if (npc->y > npc->tgt_y)
npc->ym -= 0x10;
else
npc->ym += 0x10;
@ -269,12 +272,6 @@ void ActNpc024(NPCHAR *npc)
if (npc->xm < -0x200)
npc->xm = -0x200;
}
else
{
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
}
npc->x += npc->xm;
npc->y += npc->ym;
@ -311,14 +308,14 @@ void ActNpc025(NPCHAR *npc)
break;
case 2:
if (++npc->act_wait > 0x40)
if (++npc->act_wait <= 0x40)
{
npc->act_wait = 0;
++npc->act_no;
npc->y -= 0x200;
}
else
{
npc->y -= 0x200;
npc->act_wait = 0;
++npc->act_no;
}
break;
@ -333,14 +330,14 @@ void ActNpc025(NPCHAR *npc)
break;
case 4:
if (++npc->act_wait > 0x40)
if (++npc->act_wait <= 0x40)
{
npc->act_wait = 0;
++npc->act_no;
npc->y -= 0x200;
}
else
{
npc->y -= 0x200;
npc->act_wait = 0;
++npc->act_no;
}
break;
@ -355,14 +352,14 @@ void ActNpc025(NPCHAR *npc)
break;
case 6:
if (++npc->act_wait > 0x40)
if (++npc->act_wait <= 0x40)
{
npc->act_wait = 0;
++npc->act_no;
npc->y += 0x200;
}
else
{
npc->y += 0x200;
npc->act_wait = 0;
++npc->act_no;
}
break;
@ -377,20 +374,20 @@ void ActNpc025(NPCHAR *npc)
break;
case 8:
if (++npc->act_wait > 0x40)
if (++npc->act_wait <= 0x40)
{
npc->act_wait = 0;
npc->act_no = 1;
npc->y += 0x200;
}
else
{
npc->y += 0x200;
npc->act_wait = 0;
npc->act_no = 1;
}
break;
}
switch ( npc->act_no )
switch (npc->act_no)
{
case 2:
case 4:
@ -421,10 +418,14 @@ void ActNpc026(NPCHAR *npc)
case 0:
deg = Random(0, 0xFF);
npc->xm = GetCos(deg);
npc->tgt_x = npc->x + 8 * GetCos(deg + 0x40);
deg += 0x40;
npc->tgt_x = npc->x + 8 * GetCos(deg);
deg = Random(0, 0xFF);
npc->ym = GetSin(deg);
npc->tgt_y = npc->y + 8 * GetSin(deg + 0x40);
deg += 0x40;
npc->tgt_y = npc->y + 8 * GetSin(deg);
npc->act_no = 1;
npc->count1 = 120;
// Fallthrough
@ -460,7 +461,7 @@ void ActNpc026(NPCHAR *npc)
}
else
{
if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y && gMC.y < npc->y + 0xC000)
if (npc->x - 0x1000 < gMC.x && npc->x + 0x1000 > gMC.x && npc->y < gMC.y && npc->y + 0xC000 > gMC.y)
{
npc->xm /= 2;
npc->ym = 0;
@ -563,9 +564,9 @@ void ActNpc028(NPCHAR *npc)
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->act_wait >= 8 && gMC.x > npc->x - 0x10000 && gMC.x < npc->x + 0x10000 && gMC.y > npc->y - 0x10000 && gMC.y < npc->y + 0x6000)
if (npc->act_wait >= 8 && npc->x - 0x10000 < gMC.x && npc->x + 0x10000 > gMC.x && npc->y - 0x10000 < gMC.y && npc->y + 0x6000 > gMC.y)
{
if (gMC.x < npc->x)
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@ -587,7 +588,7 @@ void ActNpc028(NPCHAR *npc)
npc->act_wait = 0;
}
if ( npc->act_wait >= 8 && gMC.x > npc->x - 0xC000 && gMC.x < npc->x + 0xC000 && gMC.y > npc->y - 0xC000 && gMC.y < npc->y + 0x6000)
if ( npc->act_wait >= 8 && npc->x - 0xC000 < gMC.x && npc->x + 0xC000 > gMC.x && npc->y - 0xC000 < gMC.y && npc->y + 0x6000 > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
@ -604,7 +605,7 @@ void ActNpc028(NPCHAR *npc)
npc->ym = -1228;
PlaySoundObject(30, 1);
if (gMC.x < npc->x)
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@ -630,7 +631,7 @@ void ActNpc028(NPCHAR *npc)
break;
case 4:
if (gMC.x > npc->x)
if (npc->x < gMC.x)
npc->direct = 2;
else
npc->direct = 0;
@ -678,14 +679,20 @@ void ActNpc028(NPCHAR *npc)
break;
}
if (npc->act_no == 4)
if (npc->act_no != 4)
{
if (gMC.x > npc->x)
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
}
else
{
if (npc->x < gMC.x)
npc->xm += 0x20;
else
npc->xm -= 0x20;
if (npc->tgt_y < npc->y)
if (npc->y > npc->tgt_y)
npc->ym -= 0x10;
else
npc->ym += 0x10;
@ -700,12 +707,6 @@ void ActNpc028(NPCHAR *npc)
if (npc->xm < -0x200)
npc->xm = -0x200;
}
else
{
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
}
npc->x += npc->xm;
npc->y += npc->ym;
@ -760,24 +761,7 @@ void ActNpc030(NPCHAR *npc)
{0, 32, 16, 48},
};
if (npc->direct != 0)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y += 0x2000;
npc->ani_no = 2;
break;
}
if (++npc->act_wait > 100)
{
npc->act_wait = 0;
SetCaret(npc->x, npc->y - 0x400, 5, 0);
}
}
else
if (npc->direct == 0)
{
switch (npc->act_no)
{
@ -807,6 +791,21 @@ void ActNpc030(NPCHAR *npc)
break;
}
}
else
{
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->y += 0x2000;
npc->ani_no = 2;
}
if (++npc->act_wait > 100)
{
npc->act_wait = 0;
SetCaret(npc->x, npc->y - 0x400, 5, 0);
}
}
npc->rect = rc[npc->ani_no];
}
@ -843,7 +842,7 @@ void ActNpc031(NPCHAR *npc)
npc->ani_no = 1;
}
if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y - 0x1000 && gMC.y < npc->y + 0xC000)
if (npc->x - 0x1000 < gMC.x && npc->x + 0x1000 > gMC.x && npc->y - 0x1000 < gMC.y && npc->y + 0xC000 > gMC.y)
{
npc->ani_no = 0;
npc->act_no = 3;
@ -863,7 +862,7 @@ void ActNpc031(NPCHAR *npc)
case 3:
npc->ani_no = 0;
if (npc->shock || gMC.x < npc->x - 0x2800 || gMC.x > npc->x + 0x2800)
if (npc->shock || npc->x - 0x2800 > gMC.x || npc->x + 0x2800 < gMC.x)
{
npc->ani_no = 1;
npc->ani_wait = 0;
@ -878,7 +877,10 @@ void ActNpc031(NPCHAR *npc)
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if ((++npc->act_wait >= 20 || npc->flag & 8) && (npc->flag & 8 || npc->y > gMC.y - 0x2000))
if (++npc->act_wait < 20 && (npc->flag & 8) == 0)
break;
if (npc->flag & 8 || npc->y > gMC.y - 0x2000)
{
npc->ani_wait = 0;
npc->ani_no = 2;
@ -1036,10 +1038,10 @@ void ActNpc035(NPCHAR *npc)
case 1:
if (npc->shock)
{
if (npc->direct)
SetNpChar(103, npc->x + 0x1000, npc->y + 0x1000, 0, 0, npc->direct, 0, 0x100);
else
if (npc->direct == 0)
SetNpChar(103, npc->x - 0x1000, npc->y + 0x1000, 0, 0, npc->direct, 0, 0x100);
else
SetNpChar(103, npc->x + 0x1000, npc->y + 0x1000, 0, 0, npc->direct, 0, 0x100);
npc->ani_no = 1;
npc->act_no = 2;
@ -1094,6 +1096,11 @@ void ActNpc035(NPCHAR *npc)
//Balrog (hover)
void ActNpc036(NPCHAR *npc)
{
unsigned char deg;
int ym;
int xm;
int i;
switch (npc->act_no)
{
case 0:
@ -1116,9 +1123,10 @@ void ActNpc036(NPCHAR *npc)
--npc->count1;
npc->act_wait = 0;
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y) + Random(-16, 16);
const int ym = GetSin(deg);
const int xm = GetCos(deg);
deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y);
deg += (unsigned char)Random(-16, 16);
ym = GetSin(deg);
xm = GetCos(deg);
SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
@ -1195,7 +1203,7 @@ void ActNpc036(NPCHAR *npc)
break;
case 6:
if (gMC.y > npc->y + 0x2000)
if (npc->y + 0x2000 < gMC.y)
npc->damage = 10;
else
npc->damage = 0;
@ -1210,10 +1218,10 @@ void ActNpc036(NPCHAR *npc)
SetQuake(30);
npc->damage = 0;
for (int i = 0; i < 8; ++i)
for (i = 0; i < 8; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
for (int i = 0; i < 8; ++i)
for (i = 0; i < 8; ++i)
SetNpChar(33, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x400, 0x400), Random(-0x400, 0), 0, 0, 0x100);
}
@ -1235,7 +1243,7 @@ void ActNpc036(NPCHAR *npc)
{
npc->ym += 0x33;
if (gMC.x > npc->x)
if (npc->x < gMC.x)
npc->direct = 2;
else
npc->direct = 0;