Changed some stuff to conform to Clownacy's PR review

Changed BalfrogAnims to BalfrogSprites
Changed BALFANI_[name] to BALFROG_SPRT_[name]
Changed -[macro](val) to [macro](-val)

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-09-15 10:58:55 +02:00
parent 0d833b38a8
commit 4070f1b972
No known key found for this signature in database
GPG key ID: 1E75F156884F3DCE

View file

@ -11,17 +11,17 @@
#include "Sound.h"
#include "Triangle.h"
enum BalfrogAnims
enum BalfrogSprites
{
BALFANI_NOTHING = 0,
BALFANI_STANDING_STILL = 1,
BALFANI_MOUTH_BARELY_OPEN_CROUCHING = 2,
BALFANI_MOUTH_OPEN_CROUCHING = 3,
BALFANI_MOUTH_OPEN_CROUCHING_FLASHING = 4,
BALFANI_JUMPING = 5,
BALFANI_BALROG_WHITE = 6,
BALFANI_BALROG_CROUCHING = 7,
BALFANI_BALROG_JUMPING = 8
BALFROG_SPRT_NOTHING = 0,
BALFROG_SPRT_STANDING_STILL = 1,
BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING = 2,
BALFROG_SPRT_MOUTH_OPEN_CROUCHING = 3,
BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING = 4,
BALFROG_SPRT_JUMPING = 5,
BALFROG_SPRT_BALROG_WHITE = 6,
BALFROG_SPRT_BALROG_CROUCHING = 7,
BALFROG_SPRT_BALROG_JUMPING = 8
};
enum BalfrogStates
@ -69,7 +69,7 @@ static void ActBossChar02_01(void)
switch (gBoss[0].ani_no)
{
case BALFANI_NOTHING:
case BALFROG_SPRT_NOTHING:
boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
boss->hit.front = TILES_TO_UNITS(1);
boss->hit.top = TILES_TO_UNITS(1);
@ -79,24 +79,24 @@ static void ActBossChar02_01(void)
boss->bits = NPC_INVULNERABLE;
break;
case BALFANI_STANDING_STILL:
boss->x = gBoss[0].x + -TILES_TO_UNITS(1.5) * minus;
case BALFROG_SPRT_STANDING_STILL:
boss->x = gBoss[0].x + TILES_TO_UNITS(-1.5) * minus;
boss->y = gBoss[0].y - TILES_TO_UNITS(1.5);
break;
case BALFANI_MOUTH_BARELY_OPEN_CROUCHING:
boss->x = gBoss[0].x + -TILES_TO_UNITS(1.5) * minus;
case BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING:
boss->x = gBoss[0].x + TILES_TO_UNITS(-1.5) * minus;
boss->y = gBoss[0].y - TILES_TO_UNITS(1.25);
break;
case BALFANI_MOUTH_OPEN_CROUCHING:
case BALFANI_MOUTH_OPEN_CROUCHING_FLASHING:
boss->x = gBoss[0].x + -TILES_TO_UNITS(1.5) * minus;
case BALFROG_SPRT_MOUTH_OPEN_CROUCHING:
case BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING:
boss->x = gBoss[0].x + TILES_TO_UNITS(-1.5) * minus;
boss->y = gBoss[0].y - TILES_TO_UNITS(2);
break;
case BALFANI_JUMPING:
boss->x = gBoss[0].x + -TILES_TO_UNITS(1.5) * minus;
case BALFROG_SPRT_JUMPING:
boss->x = gBoss[0].x + TILES_TO_UNITS(-1.5) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(43); // 2.6873 tiles
break;
}
@ -108,7 +108,7 @@ static void ActBossChar02_02(void)
switch (gBoss[0].ani_no)
{
case BALFANI_NOTHING:
case BALFROG_SPRT_NOTHING:
boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
boss->hit.front = TILES_TO_UNITS(1.5);
boss->hit.top = TILES_TO_UNITS(1);
@ -118,11 +118,11 @@ static void ActBossChar02_02(void)
boss->bits = NPC_INVULNERABLE;
break;
case BALFANI_STANDING_STILL:
case BALFANI_MOUTH_BARELY_OPEN_CROUCHING:
case BALFANI_MOUTH_OPEN_CROUCHING:
case BALFANI_MOUTH_OPEN_CROUCHING_FLASHING:
case BALFANI_JUMPING:
case BALFROG_SPRT_STANDING_STILL:
case BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING:
case BALFROG_SPRT_MOUTH_OPEN_CROUCHING:
case BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING:
case BALFROG_SPRT_JUMPING:
boss->x = gBoss[0].x;
boss->y = gBoss[0].y;
break;
@ -189,7 +189,7 @@ void ActBossChar_Frog(void)
case BALFROG_START:
boss->act_no = (BALFROG_START + 1);
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
boss->cond = NPCCOND_ALIVE;
boss->rect = rcRight[0];
@ -201,7 +201,7 @@ void ActBossChar_Frog(void)
gBoss[2].damage = 5;
for (i = 0; i < 8; ++i)
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
break;
@ -211,16 +211,16 @@ void ActBossChar_Frog(void)
// Fallthrough
case BALFROG_FLICKER:
if (++boss->act_wait / 2 % 2)
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
else
boss->ani_no = BALFANI_NOTHING;
boss->ani_no = BALFROG_SPRT_NOTHING;
break;
case BALFROG_WAIT:
boss->act_no = BALFROG_INITIALIZE_HOP_1;
boss->act_wait = 0;
boss->ani_no = BALFANI_STANDING_STILL;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->xm = 0;
// Fallthrough
case BALFROG_INITIALIZE_HOP_1:
@ -228,7 +228,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_INITIALIZE_HOP_2;
boss->ani_wait = 0;
boss->ani_no = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
}
break;
@ -238,7 +238,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_HOP;
boss->ani_wait = 0;
boss->ani_no = BALFANI_STANDING_STILL;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
}
break;
@ -247,12 +247,12 @@ void ActBossChar_Frog(void)
if (++boss->ani_wait > 4)
{
boss->act_no = BALFROG_MIDAIR;
boss->ani_no = BALFANI_JUMPING;
boss->ym = -PIXELS_TO_UNITS(2);
boss->ani_no = BALFROG_SPRT_JUMPING;
boss->ym = PIXELS_TO_UNITS(-2);
PlaySoundObject(25, 1);
if (boss->direct == DIR_LEFT)
boss->xm = -PIXELS_TO_UNITS(1);
boss->xm = PIXELS_TO_UNITS(-1);
else
boss->xm = PIXELS_TO_UNITS(1);
@ -272,7 +272,7 @@ void ActBossChar_Frog(void)
if (boss->direct == DIR_RIGHT && boss->flag & COLL_RIGHT_WALL)
{
boss->direct = DIR_LEFT;
boss->xm = -PIXELS_TO_UNITS(1);
boss->xm = PIXELS_TO_UNITS(-1);
}
if (boss->flag & COLL_GROUND)
@ -280,7 +280,7 @@ void ActBossChar_Frog(void)
PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
SetQuake(30);
boss->act_no = BALFROG_WAIT;
boss->ani_no = BALFANI_STANDING_STILL;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->view.top = TILES_TO_UNITS(3);
boss->view.bottom = TILES_TO_UNITS(1);
@ -299,13 +299,13 @@ void ActBossChar_Frog(void)
SetNpChar(110, TILES_TO_UNITS(Random(4, 16)), TILES_TO_UNITS(Random(0, 4)), 0, 0, DIR_AUTO, NULL, 0x80);
for (i = 0; i < 4; ++i)
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
}
break;
case BALFROG_INITIALIZE_LAND:
boss->ani_no = BALFANI_STANDING_STILL;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->act_wait = 0;
boss->act_no = BALFROG_LAND;
// Fallthrough
@ -315,7 +315,7 @@ void ActBossChar_Frog(void)
if (boss->act_wait > SECONDS_TO_FRAMES(1))
{
boss->ani_no = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_wait = 0;
boss->act_no = BALFROG_INITIALIZE_SHOOT;
}
@ -327,7 +327,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_SHOOT;
boss->act_wait = 0;
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
boss->count1 = 16;
gBoss[1].bits |= NPC_SHOOTABLE;
boss->tgt_x = boss->life;
@ -339,14 +339,14 @@ void ActBossChar_Frog(void)
if (boss->shock)
{
if (boss->count2++ / 2 % 2)
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING_FLASHING;
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING;
else
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
}
else
{
boss->count2 = 0;
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
}
boss->xm = 10 * boss->xm / 11;
@ -377,7 +377,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_AFTER_SHOOT_WAIT;
boss->act_wait = 0;
boss->ani_no = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_wait = 0;
gBoss[1].bits &= ~NPC_SHOOTABLE;
}
@ -399,7 +399,7 @@ void ActBossChar_Frog(void)
}
boss->ani_wait = 0;
boss->ani_no = BALFANI_STANDING_STILL;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
}
break;
@ -407,7 +407,7 @@ void ActBossChar_Frog(void)
case BALFROG_INITIALIZE_LEAP_1:
boss->act_no = BALFROG_INITIALIZE_LEAP_2;
boss->act_wait = 0;
boss->ani_no = BALFANI_STANDING_STILL;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->xm = 0;
// Fallthrough
case BALFROG_INITIALIZE_LEAP_2:
@ -415,7 +415,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_INITIALIZE_LEAP_3;
boss->ani_wait = 0;
boss->ani_no = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
}
break;
@ -425,7 +425,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_LEAP;
boss->ani_wait = 0;
boss->ani_no = BALFANI_STANDING_STILL;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
}
break;
@ -434,8 +434,8 @@ void ActBossChar_Frog(void)
if (++boss->ani_wait > 4)
{
boss->act_no = BALFROG_LEAP_MIDAIR;
boss->ani_no = BALFANI_JUMPING;
boss->ym = -PIXELS_TO_UNITS(5);
boss->ani_no = BALFROG_SPRT_JUMPING;
boss->ym = PIXELS_TO_UNITS(-5);
boss->view.top = TILES_TO_UNITS(4);
boss->view.bottom = TILES_TO_UNITS(1.5);
PlaySoundObject(SND_SILLY_EXPLOSION, 1);
@ -449,7 +449,7 @@ void ActBossChar_Frog(void)
PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
SetQuake(60);
boss->act_no = BALFROG_WAIT;
boss->ani_no = BALFANI_STANDING_STILL;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->view.top = TILES_TO_UNITS(3);
boss->view.bottom = TILES_TO_UNITS(1);
@ -460,7 +460,7 @@ void ActBossChar_Frog(void)
SetNpChar(NPC_ENEMY_PUCHI, TILES_TO_UNITS(Random(4, 16)), TILES_TO_UNITS(Random(0, 4)), 0, 0, DIR_AUTO, NULL, 0x80);
for (i = 0; i < 8; ++i)
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
if (boss->direct == DIR_LEFT && boss->x < gMC.x)
{
@ -479,20 +479,20 @@ void ActBossChar_Frog(void)
case BALFROG_DIE:
boss->act_no = BALFROG_DIE_FLASHING;
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
boss->act_wait = 0;
boss->xm = 0;
PlaySoundObject(SND_EXPLOSION, 1);
for (i = 0; i < 8; ++i)
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
gBoss[1].cond = 0;
gBoss[2].cond = 0;
// Fallthrough
case BALFROG_DIE_FLASHING:
if (++boss->act_wait % 5 == 0)
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
if (boss->act_wait / 2 % 2)
boss->x -= PIXELS_TO_UNITS(1);
@ -514,7 +514,7 @@ void ActBossChar_Frog(void)
boss->view.top = PIXELS_TO_UNITS(12);
boss->view.back = TILES_TO_UNITS(1.5);
boss->view.bottom = PIXELS_TO_UNITS(12);
boss->ani_no = BALFANI_BALROG_WHITE;
boss->ani_no = BALFROG_SPRT_BALROG_WHITE;
}
else
{
@ -522,11 +522,11 @@ void ActBossChar_Frog(void)
boss->view.top = TILES_TO_UNITS(3);
boss->view.back = TILES_TO_UNITS(2);
boss->view.bottom = TILES_TO_UNITS(1);
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
}
if (boss->act_wait % 9 == 0)
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
if (boss->act_wait > SECONDS_TO_FRAMES(3))
{
@ -544,7 +544,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_GO_INTO_CEILING;
boss->act_wait = 0;
boss->ani_no = BALFANI_BALROG_CROUCHING;
boss->ani_no = BALFROG_SPRT_BALROG_CROUCHING;
}
break;
@ -552,8 +552,8 @@ void ActBossChar_Frog(void)
case BALFROG_GO_INTO_CEILING:
if (++boss->act_wait > 30)
{
boss->ani_no = BALFANI_BALROG_JUMPING;
boss->ym = -PIXELS_TO_UNITS(5);
boss->ani_no = BALFROG_SPRT_BALROG_JUMPING;
boss->ym = PIXELS_TO_UNITS(-5);
boss->bits |= NPC_IGNORE_SOLIDITY;
boss->act_no = BALFROG_GONE_INTO_CEILING;
}
@ -561,7 +561,7 @@ void ActBossChar_Frog(void)
break;
case BALFROG_GONE_INTO_CEILING:
boss->ym = -PIXELS_TO_UNITS(5);
boss->ym = PIXELS_TO_UNITS(-5);
if (boss->y < 0)
{