More formatting stuff

Also "Mahin the sex god" 😂

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-05-14 08:50:22 +02:00
parent c596abdad5
commit 57767f338e
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GPG key ID: 1E75F156884F3DCE

View file

@ -14,7 +14,7 @@
#include "Sound.h" #include "Sound.h"
#include "Triangle.h" #include "Triangle.h"
//Toroko // Toroko
void ActNpc060(NPCHAR *npc) void ActNpc060(NPCHAR *npc)
{ {
RECT rcLeft[8] = { RECT rcLeft[8] = {
@ -161,7 +161,7 @@ void ActNpc060(NPCHAR *npc)
break; break;
case 11: case 11:
if ( npc->act_wait++ && npc->flag & 8 ) if (npc->act_wait++ && npc->flag & 8)
{ {
npc->act_no = 12; npc->act_no = 12;
npc->ani_no = 7; npc->ani_no = 7;
@ -194,7 +194,7 @@ void ActNpc060(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no]; npc->rect = rcRight[npc->ani_no];
} }
//King // King
void ActNpc061(NPCHAR *npc) void ActNpc061(NPCHAR *npc)
{ {
RECT rcLeft[11] = { RECT rcLeft[11] = {
@ -277,6 +277,7 @@ void ActNpc061(NPCHAR *npc)
npc->act_no = 5; npc->act_no = 5;
break; break;
case 8: case 8:
npc->act_no = 9; npc->act_no = 9;
npc->ani_no = 4; npc->ani_no = 4;
@ -420,7 +421,7 @@ void ActNpc061(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no]; npc->rect = rcRight[npc->ani_no];
} }
//Kazuma at computer // Kazuma at computer
void ActNpc062(NPCHAR *npc) void ActNpc062(NPCHAR *npc)
{ {
RECT rcLeft[3] = { RECT rcLeft[3] = {
@ -488,7 +489,7 @@ void ActNpc062(NPCHAR *npc)
npc->rect = rcLeft[npc->ani_no]; npc->rect = rcLeft[npc->ani_no];
} }
//Toroko with stick // Toroko with stick
void ActNpc063(NPCHAR *npc) void ActNpc063(NPCHAR *npc)
{ {
RECT rcLeft[6] = { RECT rcLeft[6] = {
@ -625,7 +626,7 @@ void ActNpc063(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no]; npc->rect = rcRight[npc->ani_no];
} }
//First Cave Critter // First Cave Critter
void ActNpc064(NPCHAR *npc) void ActNpc064(NPCHAR *npc)
{ {
RECT rcLeft[3] = { RECT rcLeft[3] = {
@ -642,12 +643,12 @@ void ActNpc064(NPCHAR *npc)
switch (npc->act_no) switch (npc->act_no)
{ {
case 0: //Init case 0: // Initialize
npc->y += 0x600; npc->y += 0x600;
npc->act_no = 1; npc->act_no = 1;
// Fallthrough // Fallthrough
case 1: //Waiting case 1: // Waiting
//Look at player // Look at player
if (npc->x > gMC.x) if (npc->x > gMC.x)
npc->direct = 0; npc->direct = 0;
else else
@ -656,7 +657,7 @@ void ActNpc064(NPCHAR *npc)
if (npc->tgt_x < 100) if (npc->tgt_x < 100)
++npc->tgt_x; ++npc->tgt_x;
//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) 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; npc->ani_no = 1;
@ -669,7 +670,7 @@ void ActNpc064(NPCHAR *npc)
npc->ani_no = 0; npc->ani_no = 0;
} }
//Jump if attacked // Jump if attacked
if (npc->shock) if (npc->shock)
{ {
npc->act_no = 2; npc->act_no = 2;
@ -677,7 +678,7 @@ void ActNpc064(NPCHAR *npc)
npc->act_wait = 0; npc->act_wait = 0;
} }
//Jump if player is nearby // Jump if player is nearby
if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y) if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
{ {
npc->act_no = 2; npc->act_no = 2;
@ -686,18 +687,18 @@ void ActNpc064(NPCHAR *npc)
} }
break; break;
case 2: //Going to jump case 2: // Going to jump
if (++npc->act_wait > 8) if (++npc->act_wait > 8)
{ {
//Set jump state // Set jump state
npc->act_no = 3; npc->act_no = 3;
npc->ani_no = 2; npc->ani_no = 2;
//Jump // Jump
npc->ym = -0x5FF; npc->ym = -0x5FF;
PlaySoundObject(30, 1); PlaySoundObject(30, 1);
//Jump in facing direction // Jump in facing direction
if (npc->direct == 0) if (npc->direct == 0)
npc->xm = -0x100; npc->xm = -0x100;
else else
@ -705,8 +706,8 @@ void ActNpc064(NPCHAR *npc)
} }
break; break;
case 3: //Jumping case 3: // Jumping
//Land // Land
if (npc->flag & 8) if (npc->flag & 8)
{ {
npc->xm = 0; npc->xm = 0;
@ -718,23 +719,23 @@ void ActNpc064(NPCHAR *npc)
break; break;
} }
//Gravity // Gravity
npc->ym += 0x40; npc->ym += 0x40;
if (npc->ym > 0x5FF) if (npc->ym > 0x5FF)
npc->ym = 0x5FF; npc->ym = 0x5FF;
//Move // Move
npc->x += npc->xm; npc->x += npc->xm;
npc->y += npc->ym; npc->y += npc->ym;
//Set framerect // Set framerect
if (npc->direct == 0) if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no]; npc->rect = rcLeft[npc->ani_no];
else else
npc->rect = rcRight[npc->ani_no]; npc->rect = rcRight[npc->ani_no];
} }
//First Cave Bat // First Cave Bat
void ActNpc065(NPCHAR *npc) void ActNpc065(NPCHAR *npc)
{ {
switch (npc->act_no) switch (npc->act_no)
@ -808,7 +809,7 @@ void ActNpc065(NPCHAR *npc)
npc->rect = rect_right[npc->ani_no]; npc->rect = rect_right[npc->ani_no];
} }
//Misery bubble // Misery bubble
void ActNpc066(NPCHAR *npc) void ActNpc066(NPCHAR *npc)
{ {
RECT rect[4] = { RECT rect[4] = {
@ -889,7 +890,7 @@ void ActNpc066(NPCHAR *npc)
npc->rect = rect[npc->ani_no]; npc->rect = rect[npc->ani_no];
} }
//Misery (floating) // Misery (floating)
void ActNpc067(NPCHAR *npc) void ActNpc067(NPCHAR *npc)
{ {
switch (npc->act_no) switch (npc->act_no)
@ -1071,7 +1072,7 @@ void ActNpc067(NPCHAR *npc)
npc->rect.bottom = ++npc->ani_wait / 2 + npc->rect.bottom - 16; npc->rect.bottom = ++npc->ani_wait / 2 + npc->rect.bottom - 16;
} }
//Balrog (running) // Balrog (running)
void ActNpc068(NPCHAR *npc) void ActNpc068(NPCHAR *npc)
{ {
switch (npc->act_no) switch (npc->act_no)
@ -1287,7 +1288,7 @@ void ActNpc068(NPCHAR *npc)
npc->rect = rect_right[npc->ani_no]; npc->rect = rect_right[npc->ani_no];
} }
//Pignon // Pignon
void ActNpc069(NPCHAR *npc) void ActNpc069(NPCHAR *npc)
{ {
RECT rcLeft[6] = { RECT rcLeft[6] = {
@ -1426,7 +1427,7 @@ void ActNpc069(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no]; npc->rect = rcRight[npc->ani_no];
} }
//Sparkle // Sparkle
void ActNpc070(NPCHAR *npc) void ActNpc070(NPCHAR *npc)
{ {
RECT rect[4] = { RECT rect[4] = {
@ -1448,7 +1449,7 @@ void ActNpc070(NPCHAR *npc)
npc->rect = rect[npc->ani_no]; npc->rect = rect[npc->ani_no];
} }
//Chinfish // Chinfish
void ActNpc071(NPCHAR *npc) void ActNpc071(NPCHAR *npc)
{ {
switch (npc->act_no) switch (npc->act_no)
@ -1506,7 +1507,7 @@ void ActNpc071(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no]; npc->rect = rcRight[npc->ani_no];
} }
//Sprinkler // Sprinkler
void ActNpc072(NPCHAR *npc) void ActNpc072(NPCHAR *npc)
{ {
if (npc->direct == 0) if (npc->direct == 0)
@ -1540,7 +1541,7 @@ void ActNpc072(NPCHAR *npc)
npc->rect = rect[npc->ani_no]; npc->rect = rect[npc->ani_no];
} }
//Water droplet // Water droplet
void ActNpc073(NPCHAR *npc) void ActNpc073(NPCHAR *npc)
{ {
RECT rect[5] = { RECT rect[5] = {
@ -1701,7 +1702,7 @@ void ActNpc075(NPCHAR *npc)
npc->rect = rcLeft[npc->ani_no]; npc->rect = rcLeft[npc->ani_no];
} }
//Flowers // Flowers
void ActNpc076(NPCHAR *npc) void ActNpc076(NPCHAR *npc)
{ {
npc->rect.left = 16 * npc->code_event; npc->rect.left = 16 * npc->code_event;
@ -1710,7 +1711,7 @@ void ActNpc076(NPCHAR *npc)
npc->rect.bottom = 16; npc->rect.bottom = 16;
} }
//Yamashita // Yamashita
void ActNpc077(NPCHAR *npc) void ActNpc077(NPCHAR *npc)
{ {
RECT rc[3] = { RECT rc[3] = {
@ -1766,7 +1767,7 @@ void ActNpc078(NPCHAR *npc)
npc->rect = rc[1]; npc->rect = rc[1];
} }
// Mahin the sex god // Mahin
void ActNpc079(NPCHAR *npc) void ActNpc079(NPCHAR *npc)
{ {
RECT rcLeft[3] = { RECT rcLeft[3] = {
@ -1810,7 +1811,7 @@ void ActNpc079(NPCHAR *npc)
break; break;
case 3: case 3:
if (++npc->act_wait > 8 ) if (++npc->act_wait > 8)
{ {
npc->act_no = 2; npc->act_no = 2;
npc->ani_no = 0; npc->ani_no = 0;
@ -1820,7 +1821,7 @@ void ActNpc079(NPCHAR *npc)
} }
npc->ym += 0x40; npc->ym += 0x40;
if ( npc->ym > 0x5FF ) if (npc->ym > 0x5FF)
npc->ym = 0x5FF; npc->ym = 0x5FF;
npc->y += npc->ym; npc->y += npc->ym;