Clean-up NpcAct260.cpp

This commit is contained in:
Clownacy 2019-11-14 14:06:02 +00:00
parent 20a6b60bcb
commit 51e10c100f

View file

@ -58,7 +58,7 @@ void ActNpc260(NPCHAR *npc)
case 10:
npc->act_no = 11;
npc->ani_no = 2;
SetNpChar(87, npc->x, npc->y - 0x2000, 0, 0, 0, 0, 0x100);
SetNpChar(87, npc->x, npc->y - (16 * 0x200), 0, 0, 0, NULL, 0x100);
break;
}
@ -90,8 +90,8 @@ void ActNpc261(NPCHAR *npc)
switch (npc->act_no)
{
case 0:
npc->x -= 0x200;
npc->y -= 0x400;
npc->x -= 1 * 0x200;
npc->y -= 2 * 0x200;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
@ -143,8 +143,8 @@ void ActNpc262(NPCHAR *npc)
switch (npc->act_no)
{
case 0:
npc->x -= 0x200;
npc->y -= 0x400;
npc->x -= 1 * 0x200;
npc->y -= 2 * 0x200;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
@ -215,7 +215,7 @@ void ActNpc263(NPCHAR *npc)
{
case 0:
npc->act_no = 1;
npc->y += 0x1000;
npc->y += 8 * 0x200;
npc->ani_no = 3;
break;
@ -271,13 +271,13 @@ void ActNpc263(NPCHAR *npc)
if (npc->direct == 0)
{
SetNpChar(264, npc->x - 0x2000, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(264, npc->x - 0x2000, npc->y, 0, 0, 0x400, 0, 0x100);
SetNpChar(264, npc->x - (16 * 0x200), npc->y, 0, 0, 0, NULL, 0x100);
SetNpChar(264, npc->x - (16 * 0x200), npc->y, 0, 0, 0x400, NULL, 0x100);
}
else
{
SetNpChar(264, npc->x + 0x2000, npc->y, 0, 0, 2, 0, 0x100);
SetNpChar(264, npc->x + 0x2000, npc->y, 0, 0, 2 + 0x400, 0, 0x100);
SetNpChar(264, npc->x + (16 * 0x200), npc->y, 0, 0, 2, NULL, 0x100);
SetNpChar(264, npc->x + (16 * 0x200), npc->y, 0, 0, 2 + 0x400, NULL, 0x100);
}
}
@ -317,9 +317,9 @@ void ActNpc263(NPCHAR *npc)
for (deg = 8; deg < 0x100; deg += 0x10)
{
xm = 2 * GetCos(deg);
ym = 2 * GetSin(deg);
SetNpChar(266, npc->x, npc->y, xm, ym, 0, 0, 0x100);
xm = GetCos(deg) * 2;
ym = GetSin(deg) * 2;
SetNpChar(266, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
}
}
@ -422,7 +422,7 @@ void ActNpc263(NPCHAR *npc)
if (++npc->act_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + 0x200;
npc->x = npc->tgt_x + (1 * 0x200);
break;
}
@ -456,11 +456,11 @@ void ActNpc263(NPCHAR *npc)
{
npc->rect.top += npc->act_wait;
npc->rect.bottom -= npc->act_wait;
npc->view.top = (16 - npc->act_wait) << 9;
npc->view.top = (16 - npc->act_wait) * 0x200;
}
else
{
npc->view.top = 0x2000;
npc->view.top = 16 * 0x200;
}
}
@ -501,10 +501,10 @@ void ActNpc264(NPCHAR *npc)
npc->tgt_x += npc->xm;
npc->x = npc->tgt_x + npc->act_wait * GetCos(deg) / 2 / 4;
npc->y = npc->tgt_y + npc->act_wait * GetSin(deg) / 2;
npc->x = npc->tgt_x + (GetCos(deg) * npc->act_wait) / 2 / 4;
npc->y = npc->tgt_y + (GetSin(deg) * npc->act_wait) / 2;
SetNpChar(265, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(265, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
break;
}
@ -560,7 +560,7 @@ void ActNpc266(NPCHAR *npc)
npc->rect = rc[npc->ani_no];
if (++npc->act_wait % 4 == 1)
SetNpChar(265, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(265, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
if (npc->act_wait > 250)
VanishNpChar(npc);
@ -608,9 +608,9 @@ void ActNpc267(NPCHAR *npc)
npc->direct = 2;
if (npc->direct == 0)
npc->x = gSuperXpos - 0xC00;
npc->x = gSuperXpos - (6 * 0x200);
else
npc->x = gSuperXpos + 0xC00;
npc->x = gSuperXpos + (6 * 0x200);
npc->y = gSuperYpos;
// Fallthrough
@ -680,7 +680,7 @@ void ActNpc267(NPCHAR *npc)
{
if (npc->life < npc->count2 - 20)
{
if (gMC.flag & 8 && gMC.x > npc->x - 0x6000 && gMC.x < npc->x + 0x6000 && npc->ani_no != 6)
if (gMC.flag & 8 && gMC.x > npc->x - (48 * 0x200) && gMC.x < npc->x + (48 * 0x200) && npc->ani_no != 6)
{
npc->ani_no = 6;
DamageMyChar(5);
@ -694,7 +694,7 @@ void ActNpc267(NPCHAR *npc)
gMC.xm = 0x5FF;
for (i = 0; i < 100; ++i)
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y + (Random(-0x10, 0x10) * 0x200), 3 * Random(-0x200, 0x200), 3 * Random(-0x200, 0x200), 3, 0, 0xAA);
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y + (Random(-0x10, 0x10) * 0x200), Random(-0x200, 0x200) * 3, Random(-0x200, 0x200) * 3, 3, NULL, 0xAA);
}
}
else
@ -804,7 +804,7 @@ void ActNpc267(NPCHAR *npc)
npc->ani_no = 3;
++npc->act_wait;
npc->xm = 7 * npc->xm / 8;
npc->xm = (npc->xm * 7) / 8;
npc->ym += 0x80;
if (npc->act_wait > 10)
@ -823,12 +823,12 @@ void ActNpc267(NPCHAR *npc)
if (npc->act_wait > 20 && npc->act_wait % 3 == 1)
{
ym = Random(-0x200, 0x200);
xm = 4 * Random(0x100, 0x200);
xm = Random(0x100, 0x200) * 4;
if (npc->direct == 0)
SetNpChar(269, npc->x - 0x1000, npc->y - 0x800, -xm, ym, 0, 0, 0x100);
SetNpChar(269, npc->x - 0x1000, npc->y - 0x800, -xm, ym, 0, NULL, 0x100);
else
SetNpChar(269, npc->x + 0x1000, npc->y - 0x800, xm, ym, 2, 0, 0x100);
SetNpChar(269, npc->x + 0x1000, npc->y - 0x800, xm, ym, 2, NULL, 0x100);
PlaySoundObject(39, 1);
}
@ -929,7 +929,7 @@ void ActNpc267(NPCHAR *npc)
if (npc->ani_no > 5)
npc->ani_no = 4;
if (gMC.y > npc->y && gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000)
if (gMC.y > npc->y && gMC.x > npc->x - (8 * 0x200) && gMC.x < npc->x + (8 * 0x200))
{
npc->act_no = 16;
npc->ym = 0x5FF;
@ -958,15 +958,15 @@ void ActNpc267(NPCHAR *npc)
npc->ani_no = 0;
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y - 0x4000;
npc->tgt_y = gMC.y - (32 * 0x200);
if (npc->tgt_y < 0x8000)
npc->tgt_y = 0x8000;
if (npc->tgt_y < (64 * 0x200))
npc->tgt_y = (64 * 0x200);
if (npc->tgt_x < 0x8000)
npc->tgt_x = 0x8000;
if (npc->tgt_x > 0x48000)
npc->tgt_x = 0x48000;
if (npc->tgt_x < (64 * 0x200))
npc->tgt_x = (64 * 0x200);
if (npc->tgt_x > (576 * 0x200))
npc->tgt_x = (576 * 0x200);
}
break;
@ -1030,7 +1030,7 @@ void ActNpc267(NPCHAR *npc)
if (++npc->act_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + 0x200;
npc->x = npc->tgt_x + (1 * 0x200);
break;
@ -1039,7 +1039,7 @@ void ActNpc267(NPCHAR *npc)
npc->act_wait = 0;
npc->ani_no = 9;
npc->tgt_x = npc->x;
npc->y += 0x2000;
npc->y += 16 * 0x200;
npc->bits |= NPC_IGNORE_SOLIDITY;
// Fallthrough
case 511:
@ -1051,7 +1051,7 @@ void ActNpc267(NPCHAR *npc)
if (npc->act_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + 0x200;
npc->x = npc->tgt_x + (1 * 0x200);
if (npc->act_wait > 352)
{
@ -1063,7 +1063,7 @@ void ActNpc267(NPCHAR *npc)
case 520:
npc->damage = 0;
gSuperYpos = -0x4000;
gSuperYpos = -32 * 0x200;
break;
}
@ -1089,23 +1089,19 @@ void ActNpc267(NPCHAR *npc)
if (npc->act_no >= 512)
{
// There probably used to be some commented-out code here
}
else if (npc->act_no < 510)
{
if (npc->act_no != 102 && npc->act_no != 103 && Random(0, 3) == 2)
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y + (Random(-8, 4) * 0x200), npc->xm, 0, 3, 0, 0x100);
}
else
{
if (npc->act_no < 510)
{
if (npc->act_no != 102 && npc->act_no != 103 && Random(0, 3) == 2)
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y + (Random(-8, 4) * 0x200), npc->xm, 0, 3, 0, 0x100);
}
else
{
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), Random(-0x200, 0x200), 2 * Random(-0x200, 0), 3, 0, 0xAA);
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - ((336 - npc->act_wait) / 8 * 0x200), Random(-0x200, 0x200), 2 * Random(-0x200, 0), 3, 0, 0xAA);
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - ((336 - npc->act_wait) / 8 * 0x200), 0, 2 * Random(-0x200, 0), 3, 0, 0xAA);
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - ((336 - npc->act_wait) / 8 * 0x200), 0, 2 * Random(-0x200, 0), 3, 0, 0xAA);
}
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), Random(-0x200, 0x200), Random(-0x200, 0) * 2, 3, NULL, 0xAA);
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), Random(-0x200, 0x200), Random(-0x200, 0) * 2, 3, NULL, 0xAA);
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), 0, 2 * Random(-0x200, 0), 3, NULL, 0xAA);
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), 0, 2 * Random(-0x200, 0), 3, NULL, 0xAA);
}
if (npc->direct == 0)
@ -1116,8 +1112,8 @@ void ActNpc267(NPCHAR *npc)
if (npc->act_no == 511)
{
npc->rect.top += npc->act_wait / 8;
npc->view.top = (44 - npc->act_wait / 8) * 0x200;
npc->view.bottom = 0x800;
npc->view.top = (44 - (npc->act_wait / 8)) * 0x200;
npc->view.bottom = 4 * 0x200;
}
else if (npc->act_no == 101 || npc->act_no == 103)
{
@ -1127,7 +1123,7 @@ void ActNpc267(NPCHAR *npc)
}
else
{
npc->view.top = 0x3800;
npc->view.top = 28 * 0x200;
}
}
@ -1164,14 +1160,14 @@ void ActNpc268(NPCHAR *npc)
{280, 40, 320, 80},
};
if (npc->x < gMC.x - 0x28000 || npc->x > gMC.x + 0x28000 || npc->y < gMC.y - 0x1E000 || npc->y > gMC.y + 0x1E000)
if (npc->x < gMC.x - (320 * 0x200) || npc->x > gMC.x + (320 * 0x200) || npc->y < gMC.y - (240 * 0x200) || npc->y > gMC.y + (240 * 0x200))
npc->act_no = 1;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y += 0x1000;
npc->y += 8 * 0x200;
// Fallthrough
case 1:
if (++npc->ani_wait > 20)
@ -1183,8 +1179,12 @@ void ActNpc268(NPCHAR *npc)
if (npc->ani_no > 1)
npc->ani_no = 0;
// This line makes absolutely no sense
if (npc->x < gMC.x + 0xE000 && npc->x > gMC.x - 0xE000 && npc->x < gMC.x + 0x6000 && npc->x > gMC.x - 0xE000)
#ifdef FIX_BUGS
if (npc->x < gMC.x + (112 * 0x200) && npc->x > gMC.x - (112 * 0x200) && npc->y < gMC.y + (48 * 0x200) && npc->y > gMC.y - (112 * 0x200))
#else
// Instead of checking the X and Y coordinates, this checks the X coordinates twice
if (npc->x < gMC.x + (112 * 0x200) && npc->x > gMC.x - (112 * 0x200) && npc->x < gMC.x + (48 * 0x200) && npc->x > gMC.x - (112 * 0x200))
#endif
npc->act_no = 10;
if (npc->shock)
@ -1209,7 +1209,7 @@ void ActNpc268(NPCHAR *npc)
else
npc->xm = 0x200;
if (npc->x < gMC.x + 0x8000 && npc->x > gMC.x - 0x8000)
if (npc->x < gMC.x + (64 * 0x200) && npc->x > gMC.x - (64 * 0x200))
{
npc->act_no = 20;
npc->act_wait = 0;
@ -1297,9 +1297,9 @@ void ActNpc268(NPCHAR *npc)
deg = 0xF8;
deg += (unsigned char)Random(-0x10, 0x10);
ym = 5 * GetSin(deg);
xm = 5 * GetCos(deg);
SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
ym = GetSin(deg) * 5;
xm = GetCos(deg) * 5;
SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
PlaySoundObject(12, 1);
}
@ -1434,11 +1434,12 @@ void ActNpc270(NPCHAR *npc)
npc->act_no = 1;
npc->bits |= NPC_IGNORE_SOLIDITY;
npc->xm = 3 * Random(-0x200, 0x200);
npc->ym = 3 * Random(-0x200, 0x200);
npc->xm = Random(-0x200, 0x200) * 3;
npc->ym = Random(-0x200, 0x200) * 3;
npc->count1 = Random(0x10, 0x33);
npc->count2 = Random(0x80, 0x100);
break;
}
@ -1472,74 +1473,75 @@ void ActNpc270(NPCHAR *npc)
// Ironhead block
void ActNpc271(NPCHAR *npc)
{
if (npc->xm < 0 && npc->x < -0x2000)
int a;
if (npc->xm < 0 && npc->x < -16 * 0x200)
{
VanishNpChar(npc);
return;
}
else
if (npc->xm > 0 && npc->x > (gMap.width * 0x200 * 0x10) + (1 * 0x200 * 0x10))
{
if (npc->xm > 0 && npc->x > gMap.width * 0x200 * 0x10 + 0x200 * 0x10)
VanishNpChar(npc);
return;
}
if (npc->act_no == 0)
{
npc->act_no = 1;
a = Random(0, 9);
if (a == 9)
{
VanishNpChar(npc);
npc->rect.left = 0;
npc->rect.right = 0x20;
npc->rect.top = 0x40;
npc->rect.bottom = 0x60;
npc->view.front = 16 * 0x200;
npc->view.back = 16 * 0x200;
npc->view.top = 16 * 0x200;
npc->view.bottom = 16 * 0x200;
npc->hit.front = 12 * 0x200;
npc->hit.back = 12 * 0x200;
npc->hit.top = 12 * 0x200;
npc->hit.bottom = 12 * 0x200;
}
else
{
if (npc->act_no == 0)
{
npc->act_no = 1;
int a = Random(0, 9);
if (a == 9)
{
npc->rect.left = 0;
npc->rect.right = 0x20;
npc->rect.top = 0x40;
npc->rect.bottom = 0x60;
npc->view.front = 0x2000;
npc->view.back = 0x2000;
npc->view.top = 0x2000;
npc->view.bottom = 0x2000;
npc->hit.front = 0x1800;
npc->hit.back = 0x1800;
npc->hit.top = 0x1800;
npc->hit.bottom = 0x1800;
}
else
{
npc->rect.left = (a % 3) * 16 + 7 * 16;
npc->rect.top = (a / 3) * 16;
npc->rect.right = npc->rect.left + 16;
npc->rect.bottom = npc->rect.top + 16;
}
if (npc->direct == 0)
npc->xm = -2 * Random(0x100, 0x200);
else
npc->xm = 2 * Random(0x100, 0x200);
npc->ym = Random(-0x200, 0x200);
}
if (npc->ym < 0 && npc->y - npc->hit.top < 0x1000)
{
npc->ym *= -1;
SetCaret(npc->x, npc->y - 0x1000, 13, 0);
SetCaret(npc->x, npc->y - 0x1000, 13, 0);
}
if (npc->ym > 0 && npc->y + npc->hit.bottom > 0x1D000)
{
npc->ym *= -1;
SetCaret(npc->x, npc->y + 0x1000, 13, 0);
SetCaret(npc->x, npc->y + 0x1000, 13, 0);
}
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect.left = ((a % 3) * 16) + (7 * 16);
npc->rect.top = (a / 3) * 16;
npc->rect.right = npc->rect.left + 16;
npc->rect.bottom = npc->rect.top + 16;
}
if (npc->direct == 0)
npc->xm = Random(0x100, 0x200) * -2;
else
npc->xm = Random(0x100, 0x200) * 2;
npc->ym = Random(-0x200, 0x200);
}
if (npc->ym < 0 && npc->y - npc->hit.top < 8 * 0x200)
{
npc->ym *= -1;
SetCaret(npc->x, npc->y - (8 * 0x200), 13, 0);
SetCaret(npc->x, npc->y - (8 * 0x200), 13, 0);
}
if (npc->ym > 0 && npc->y + npc->hit.bottom > 232 * 0x200)
{
npc->ym *= -1;
SetCaret(npc->x, npc->y + (8 * 0x200), 13, 0);
SetCaret(npc->x, npc->y + (8 * 0x200), 13, 0);
}
npc->x += npc->xm;
npc->y += npc->ym;
}
// Ironhead block generator
@ -1559,7 +1561,7 @@ void ActNpc272(NPCHAR *npc)
else
{
npc->act_no = 0;
SetNpChar(271, npc->x, npc->y + (Random(-32, 32) * 0x200), 0, 0, npc->direct, 0, 0x100);
SetNpChar(271, npc->x, npc->y + (Random(-32, 32) * 0x200), 0, 0, npc->direct, NULL, 0x100);
}
break;
@ -1586,9 +1588,9 @@ void ActNpc273(NPCHAR *npc)
if (npc->flag & 0xFF)
{
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
VanishNpChar(npc);
return;
}
@ -1634,7 +1636,7 @@ void ActNpc274(NPCHAR *npc)
{
case 0:
npc->act_no = 1;
npc->y -= 0x1000;
npc->y -= 8 * 0x200;
npc->tgt_x = npc->x;
// Fallthrough
case 1:
@ -1691,10 +1693,10 @@ void ActNpc274(NPCHAR *npc)
if (npc->count1 == 0)
{
++npc->count1;
deg = GetArktan(npc->x - gMC.x, npc->y - 0x1400 - gMC.y);
ym = 4 * GetSin(deg);
xm = 4 * GetCos(deg);
SetNpChar(273, npc->x, npc->y - 0x1400, xm, ym, 0, 0, 0x100);
deg = GetArktan(npc->x - gMC.x, npc->y - (10 * 0x200) - gMC.y);
ym = GetSin(deg) * 4;
xm = GetCos(deg) * 4;
SetNpChar(273, npc->x, npc->y - (10 * 0x200), xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, 1);
}
}
@ -1759,7 +1761,7 @@ void ActNpc275(NPCHAR *npc)
npc->ani_no = 1;
}
if (npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0x4000 < gMC.y && npc->y + 0x2000 > gMC.y)
if (npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
{
if (++npc->ani_wait > 3)
{
@ -1828,7 +1830,7 @@ void ActNpc276(NPCHAR *npc)
{
case 0:
npc->act_no = 1;
npc->y -= 0x1000;
npc->y -= 8 * 0x200;
// Fallthrough
case 1:
npc->xm = 0;
@ -1867,22 +1869,22 @@ void ActNpc276(NPCHAR *npc)
case 30:
case 40:
case 50:
{
npc->ani_no = 4;
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
ym = 4 * GetSin(deg);
xm = 4 * GetCos(deg);
SetNpChar(277, npc->x, npc->y, xm, ym, 0, 0, 0x100);
ym = GetSin(deg) * 4;
xm = GetCos(deg) * 4;
SetNpChar(277, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, 1);
break;
}
case 34:
case 44:
case 54:
{
npc->ani_no = 3;
break;
}
}
if (npc->act_wait > 60)
@ -1901,6 +1903,7 @@ void ActNpc276(NPCHAR *npc)
npc->act_wait = 0;
npc->ani_no = 5;
npc->ym = -0x5FF;
if (npc->x < gMC.x)
npc->xm = 0x100;
else
@ -1915,21 +1918,21 @@ void ActNpc276(NPCHAR *npc)
case 30:
case 40:
case 50:
{
npc->ani_no = 6;
deg = GetArktan(npc->x - gMC.x, npc->y - 0x1400 - gMC.y);
ym = 4 * GetSin(deg);
xm = 4 * GetCos(deg);
SetNpChar(277, npc->x, npc->y - 0x1400, xm, ym, 0, 0, 0x100);
deg = GetArktan(npc->x - gMC.x, npc->y - (10 * 0x200) - gMC.y);
ym = GetSin(deg) * 4;
xm = GetCos(deg) * 4;
SetNpChar(277, npc->x, npc->y - (10 * 0x200), xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, 1);
break;
}
case 34:
case 44:
{
npc->ani_no = 5;
break;
}
}
if (npc->act_wait > 53)
@ -1971,7 +1974,7 @@ void ActNpc276(NPCHAR *npc)
break;
case 51:
npc->xm = 7 * npc->xm / 8;
npc->xm = (npc->xm * 7) / 8;
npc->ani_no = 8;
break;
}
@ -2017,9 +2020,9 @@ void ActNpc277(NPCHAR *npc)
if (npc->flag & 0xFF)
{
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
VanishNpChar(npc);
return;
}
@ -2049,7 +2052,7 @@ void ActNpc278(NPCHAR *npc)
{24, 120, 32, 128},
};
RECT rcKodomo[2] = {
RECT rcKodomo[2] = { // Japanese for 'child'
{32, 120, 40, 128},
{40, 120, 48, 128},
};
@ -2101,7 +2104,7 @@ void ActNpc278(NPCHAR *npc)
// Fallthrough
case 11:
if (npc->direct == 0 && (npc->flag & 1))
if (npc->direct == 0 && npc->flag & 1)
npc->direct = 2;
else if (npc->direct == 2 && npc->flag & 4)
npc->direct = 0;
@ -2153,6 +2156,8 @@ void ActNpc278(NPCHAR *npc)
// Falling block (large)
void ActNpc279(NPCHAR *npc)
{
int i;
RECT rc[2] = {
{0, 16, 32, 48},
{16, 0, 32, 16},
@ -2173,14 +2178,17 @@ void ActNpc279(NPCHAR *npc)
npc->act_no = 100;
npc->bits |= NPC_INVULNERABLE;
npc->ani_no = 1;
npc->view.back = 0x1000;
npc->view.front = 0x1000;
npc->view.top = 0x1000;
npc->view.bottom = 0x1000;
npc->hit.back = 0x1000;
npc->hit.front = 0x1000;
npc->hit.top = 0x1000;
npc->hit.bottom = 0x1000;
npc->view.back = 8 * 0x200;
npc->view.front = 8 * 0x200;
npc->view.top = 8 * 0x200;
npc->view.bottom = 8 * 0x200;
npc->hit.back = 8 * 0x200;
npc->hit.front = 8 * 0x200;
npc->hit.top = 8 * 0x200;
npc->hit.bottom = 8 * 0x200;
break;
case 1:
@ -2212,7 +2220,7 @@ void ActNpc279(NPCHAR *npc)
if (npc->ym > 0x700)
npc->ym = 0x700;
if (npc->y > 0x10000)
if (npc->y > 128 * 0x200)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
if (npc->flag & 8)
@ -2223,8 +2231,8 @@ void ActNpc279(NPCHAR *npc)
PlaySoundObject(26, 1);
SetQuake(10);
for (int 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);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
}
break;