diff --git a/src/NpcAct000.cpp b/src/NpcAct000.cpp index e1272cd7..887f31bc 100644 --- a/src/NpcAct000.cpp +++ b/src/NpcAct000.cpp @@ -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: // Initialize 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: // Initialize 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] = { diff --git a/src/NpcAct020.cpp b/src/NpcAct020.cpp index 8ff8d440..84156504 100644 --- a/src/NpcAct020.cpp +++ b/src/NpcAct020.cpp @@ -11,7 +11,7 @@ #include "Sound.h" #include "Triangle.h" -//Computer +// Computer void ActNpc020(NPCHAR *npc) { RECT rcLeft = {288, 16, 320, 40}; @@ -37,7 +37,7 @@ void ActNpc020(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Chest (open) +// Chest (open) void ActNpc021(NPCHAR *npc) { if (npc->act_no == 0) @@ -53,7 +53,7 @@ void ActNpc021(NPCHAR *npc) npc->rect = rect; } -//Teleporter +// Teleporter void ActNpc022(NPCHAR *npc) { RECT rect[2] = { @@ -77,7 +77,7 @@ void ActNpc022(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Teleporter lights +// Teleporter lights void ActNpc023(NPCHAR *npc) { RECT rect[8] = { @@ -103,7 +103,7 @@ void ActNpc023(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Power Critter +// Power Critter void ActNpc024(NPCHAR *npc) { RECT rcLeft[6] = { @@ -192,7 +192,7 @@ void ActNpc024(NPCHAR *npc) npc->act_no = 4; npc->ani_no = 3; npc->act_wait = 0; - npc->act_wait = 0; // lol duplicate line + npc->act_wait = 0; // Pixel duplicated this line } break; @@ -408,7 +408,7 @@ void ActNpc025(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Bat (Grasstown, flying) +// Bat (Grasstown, flying) void ActNpc026(NPCHAR *npc) { unsigned char deg; @@ -528,7 +528,7 @@ void ActNpc026(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Death trap +// Death trap void ActNpc027(NPCHAR *npc) { RECT rcLeft[1] = {96, 64, 128, 88}; @@ -536,7 +536,7 @@ void ActNpc027(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Flying Critter (Grasstown) +// Flying Critter (Grasstown) void ActNpc028(NPCHAR *npc) { RECT rcLeft[6] = { @@ -588,7 +588,7 @@ void ActNpc028(NPCHAR *npc) npc->act_wait = 0; } - 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) + 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; @@ -625,7 +625,7 @@ void ActNpc028(NPCHAR *npc) npc->act_no = 4; npc->ani_no = 3; npc->act_wait = 0; - npc->act_wait = 0; // lol duplicate line + npc->act_wait = 0; // Pixel duplicated this line } break; @@ -717,7 +717,7 @@ void ActNpc028(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Cthulhu +// Cthulhu void ActNpc029(NPCHAR *npc) { RECT rcLeft[2] = { @@ -752,7 +752,7 @@ void ActNpc029(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Gunsmith +// Gunsmith void ActNpc030(NPCHAR *npc) { RECT rc[3] = { @@ -810,7 +810,7 @@ void ActNpc030(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Bat (Grasstown, hanging) +// Bat (Grasstown, hanging) void ActNpc031(NPCHAR *npc) { RECT rcLeft[5] = { @@ -945,7 +945,7 @@ void ActNpc031(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Life capsule +// Life capsule void ActNpc032(NPCHAR *npc) { RECT rect[2] = { @@ -959,13 +959,13 @@ void ActNpc032(NPCHAR *npc) ++npc->ani_no; } - if ( npc->ani_no > 1 ) + if (npc->ani_no > 1) npc->ani_no = 0; npc->rect = rect[npc->ani_no]; } -//Balrog bouncing projectile +// Balrog bouncing projectile void ActNpc033(NPCHAR *npc) { if (npc->flag & 5) @@ -1005,7 +1005,7 @@ void ActNpc033(NPCHAR *npc) } } -//Bed +// Bed void ActNpc034(NPCHAR *npc) { RECT rcLeft = {192, 48, 224, 64}; @@ -1017,7 +1017,7 @@ void ActNpc034(NPCHAR *npc) npc->rect = rcRight; } -//Mannan +// Mannan void ActNpc035(NPCHAR *npc) { if (npc->act_no < 3 && npc->life < 90) @@ -1093,7 +1093,7 @@ void ActNpc035(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Balrog (hover) +// Balrog (hover) void ActNpc036(NPCHAR *npc) { unsigned char deg; @@ -1279,7 +1279,7 @@ void ActNpc036(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Signpost +// Signpost void ActNpc037(NPCHAR *npc) { RECT rect[2] = { @@ -1299,7 +1299,7 @@ void ActNpc037(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Fireplace +// Fireplace void ActNpc038(NPCHAR *npc) { RECT rect[4] = { @@ -1335,7 +1335,7 @@ void ActNpc038(NPCHAR *npc) } } -//Save sign +// Save sign void ActNpc039(NPCHAR *npc) { RECT rect[2] = { diff --git a/src/NpcAct040.cpp b/src/NpcAct040.cpp index 07fa6bc7..b9002563 100644 --- a/src/NpcAct040.cpp +++ b/src/NpcAct040.cpp @@ -11,7 +11,7 @@ #include "Sound.h" #include "Triangle.h" -//Santa +// Santa void ActNpc040(NPCHAR *npc) { RECT rcLeft[7] = { @@ -100,7 +100,7 @@ void ActNpc040(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Busted Door +// Busted Door void ActNpc041(NPCHAR *npc) { RECT rect = {0, 80, 48, 112}; @@ -114,7 +114,7 @@ void ActNpc041(NPCHAR *npc) npc->rect = rect; } -//Sue +// Sue void ActNpc042(NPCHAR *npc) { RECT rcLeft[13] = { @@ -403,7 +403,7 @@ void ActNpc042(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Chalkboard +// Chalkboard void ActNpc043(NPCHAR *npc) { RECT rcLeft = {128, 80, 168, 112}; @@ -423,7 +423,7 @@ void ActNpc043(NPCHAR *npc) npc->rect = rcRight; } -//Polish +// Polish void ActNpc044(NPCHAR *npc) { // Yeah, Pixel defined these backwards for some reason. @@ -545,7 +545,7 @@ void ActNpc044(NPCHAR *npc) npc->xm += 0x100; } - if ( npc->flag & 4 ) + if (npc->flag & 4) npc->act_no = 9; break; @@ -605,7 +605,7 @@ void ActNpc044(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Baby +// Baby void ActNpc045(NPCHAR *npc) { RECT rect[3] = { @@ -634,7 +634,7 @@ void ActNpc045(NPCHAR *npc) // Fallthrough case 1: case 2: - if ( ++npc->ani_no > 2 ) + if (++npc->ani_no > 2) npc->ani_no = 1; break; @@ -674,7 +674,7 @@ void ActNpc045(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//H/V Trigger +// H/V Trigger void ActNpc046(NPCHAR *npc) { RECT rect = {0, 0, 16, 16}; @@ -699,10 +699,10 @@ void ActNpc046(NPCHAR *npc) npc->rect = rect; } -//Sandcroc +// Sandcroc void ActNpc047(NPCHAR *npc) { - switch ( npc->act_no ) + switch (npc->act_no) { case 0: npc->ani_no = 0; @@ -802,7 +802,7 @@ void ActNpc047(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Omega projectiles +// Omega projectiles void ActNpc048(NPCHAR *npc) { if (npc->flag & 1 && npc->xm < 0) @@ -865,7 +865,7 @@ void ActNpc048(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Skullhead +// Skullhead void ActNpc049(NPCHAR *npc) { unsigned char deg; @@ -1011,7 +1011,7 @@ void ActNpc049(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Skeleton projectile +// Skeleton projectile void ActNpc050(NPCHAR *npc) { switch (npc->act_no) @@ -1112,7 +1112,7 @@ void ActNpc050(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Crow & Skullhead +// Crow & Skullhead void ActNpc051(NPCHAR *npc) { switch (npc->act_no) @@ -1261,7 +1261,7 @@ void ActNpc051(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Bliue robot (sitting) +// Blue robot (sitting) void ActNpc052(NPCHAR *npc) { RECT rect = {240, 96, 256, 112}; @@ -1269,7 +1269,7 @@ void ActNpc052(NPCHAR *npc) npc->rect = rect; } -//Skullstep leg +// Skullstep leg void ActNpc053(NPCHAR *npc) { RECT rcLeft[2] = { @@ -1339,7 +1339,7 @@ void ActNpc053(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Skullstep +// Skullstep void ActNpc054(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1446,7 +1446,7 @@ void ActNpc054(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Kazuma +// Kazuma void ActNpc055(NPCHAR *npc) { RECT rcLeft[6] = { @@ -1514,7 +1514,7 @@ void ActNpc055(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Beetle (Sand Zone) +// Beetle (Sand Zone) void ActNpc056(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1630,7 +1630,7 @@ void ActNpc056(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Crow +// Crow void ActNpc057(NPCHAR *npc) { unsigned char deg; @@ -1789,7 +1789,7 @@ void ActNpc057(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Basu (Egg Corridor) +// Basu (Egg Corridor) void ActNpc058(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1942,7 +1942,7 @@ void ActNpc058(NPCHAR *npc) } } -//Eye door +// Eye door void ActNpc059(NPCHAR *npc) { RECT rcLeft[4] = { diff --git a/src/NpcAct060.cpp b/src/NpcAct060.cpp index 26bf628b..b57049c3 100644 --- a/src/NpcAct060.cpp +++ b/src/NpcAct060.cpp @@ -14,7 +14,7 @@ #include "Sound.h" #include "Triangle.h" -//Toroko +// Toroko void ActNpc060(NPCHAR *npc) { RECT rcLeft[8] = { @@ -161,7 +161,7 @@ void ActNpc060(NPCHAR *npc) break; case 11: - if ( npc->act_wait++ && npc->flag & 8 ) + if (npc->act_wait++ && npc->flag & 8) { npc->act_no = 12; npc->ani_no = 7; @@ -194,7 +194,7 @@ void ActNpc060(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//King +// King void ActNpc061(NPCHAR *npc) { RECT rcLeft[11] = { @@ -277,6 +277,7 @@ void ActNpc061(NPCHAR *npc) npc->act_no = 5; break; + case 8: npc->act_no = 9; npc->ani_no = 4; @@ -420,7 +421,7 @@ void ActNpc061(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Kazuma at computer +// Kazuma at computer void ActNpc062(NPCHAR *npc) { RECT rcLeft[3] = { @@ -488,7 +489,7 @@ void ActNpc062(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Toroko with stick +// Toroko with stick void ActNpc063(NPCHAR *npc) { RECT rcLeft[6] = { @@ -625,7 +626,7 @@ void ActNpc063(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//First Cave Critter +// First Cave Critter void ActNpc064(NPCHAR *npc) { RECT rcLeft[3] = { @@ -642,12 +643,12 @@ void ActNpc064(NPCHAR *npc) switch (npc->act_no) { - case 0: //Init + case 0: // Initialize 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 @@ -656,7 +657,7 @@ void ActNpc064(NPCHAR *npc) if (npc->tgt_x < 100) ++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) { npc->ani_no = 1; @@ -669,7 +670,7 @@ void ActNpc064(NPCHAR *npc) npc->ani_no = 0; } - //Jump if attacked + // Jump if attacked if (npc->shock) { npc->act_no = 2; @@ -677,7 +678,7 @@ void ActNpc064(NPCHAR *npc) 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) { npc->act_no = 2; @@ -686,18 +687,18 @@ void ActNpc064(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 @@ -705,8 +706,8 @@ void ActNpc064(NPCHAR *npc) } break; - case 3: //Jumping - //Land + case 3: // Jumping + // Land if (npc->flag & 8) { npc->xm = 0; @@ -718,23 +719,23 @@ void ActNpc064(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]; } -//First Cave Bat +// First Cave Bat void ActNpc065(NPCHAR *npc) { switch (npc->act_no) @@ -808,7 +809,7 @@ void ActNpc065(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Misery bubble +// Misery bubble void ActNpc066(NPCHAR *npc) { RECT rect[4] = { @@ -889,7 +890,7 @@ void ActNpc066(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Misery (floating) +// Misery (floating) void ActNpc067(NPCHAR *npc) { switch (npc->act_no) @@ -1071,7 +1072,7 @@ void ActNpc067(NPCHAR *npc) npc->rect.bottom = ++npc->ani_wait / 2 + npc->rect.bottom - 16; } -//Balrog (running) +// Balrog (running) void ActNpc068(NPCHAR *npc) { switch (npc->act_no) @@ -1287,7 +1288,7 @@ void ActNpc068(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Pignon +// Pignon void ActNpc069(NPCHAR *npc) { RECT rcLeft[6] = { @@ -1426,7 +1427,7 @@ void ActNpc069(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Sparkle +// Sparkle void ActNpc070(NPCHAR *npc) { RECT rect[4] = { @@ -1448,7 +1449,7 @@ void ActNpc070(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Chinfish +// Chinfish void ActNpc071(NPCHAR *npc) { switch (npc->act_no) @@ -1506,7 +1507,7 @@ void ActNpc071(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Sprinkler +// Sprinkler void ActNpc072(NPCHAR *npc) { if (npc->direct == 0) @@ -1540,7 +1541,7 @@ void ActNpc072(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Water droplet +// Water droplet void ActNpc073(NPCHAR *npc) { RECT rect[5] = { @@ -1701,7 +1702,7 @@ void ActNpc075(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Flowers +// Flowers void ActNpc076(NPCHAR *npc) { npc->rect.left = 16 * npc->code_event; @@ -1710,7 +1711,7 @@ void ActNpc076(NPCHAR *npc) npc->rect.bottom = 16; } -//Yamashita +// Yamashita void ActNpc077(NPCHAR *npc) { RECT rc[3] = { @@ -1766,7 +1767,7 @@ void ActNpc078(NPCHAR *npc) npc->rect = rc[1]; } -// Mahin the sex god +// Mahin void ActNpc079(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1810,7 +1811,7 @@ void ActNpc079(NPCHAR *npc) break; case 3: - if (++npc->act_wait > 8 ) + if (++npc->act_wait > 8) { npc->act_no = 2; npc->ani_no = 0; @@ -1820,7 +1821,7 @@ void ActNpc079(NPCHAR *npc) } npc->ym += 0x40; - if ( npc->ym > 0x5FF ) + if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; diff --git a/src/NpcAct080.cpp b/src/NpcAct080.cpp index aa128884..9be69e54 100644 --- a/src/NpcAct080.cpp +++ b/src/NpcAct080.cpp @@ -13,7 +13,7 @@ #include "Sound.h" #include "Triangle.h" -//Gravekeeper +// Gravekeeper void ActNpc080(NPCHAR *npc) { RECT rcLeft[7] = { @@ -172,7 +172,7 @@ void ActNpc080(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Giant pignon +// Giant pignon void ActNpc081(NPCHAR *npc) { RECT rcLeft[6] = { @@ -316,7 +316,7 @@ void ActNpc081(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Misery (standing) +// Misery (standing) void ActNpc082(NPCHAR *npc) { switch (npc->act_no) @@ -520,7 +520,7 @@ void ActNpc082(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Igor (cutscene) +// Igor (cutscene) void ActNpc083(NPCHAR *npc) { RECT rcLeft[8] = { @@ -619,7 +619,7 @@ void ActNpc083(NPCHAR *npc) } npc->ym += 0x40; - if ( npc->ym > 0x5FF ) + if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; @@ -631,7 +631,7 @@ void ActNpc083(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Basu projectile (Egg Corridor) +// Basu projectile (Egg Corridor) void ActNpc084(NPCHAR *npc) { if (npc->flag & 0xFF) @@ -1323,7 +1323,7 @@ void ActNpc092(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Chaco +// Chaco void ActNpc093(NPCHAR *npc) { RECT rcLeft[7] = { @@ -1420,7 +1420,7 @@ void ActNpc093(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Kulala +// Kulala void ActNpc094(NPCHAR *npc) { RECT rect[5] = { @@ -1569,7 +1569,7 @@ void ActNpc094(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Jelly +// Jelly void ActNpc095(NPCHAR *npc) { RECT rcLeft[4] = { @@ -1702,7 +1702,7 @@ void ActNpc095(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Fan (left) +// Fan (left) void ActNpc096(NPCHAR *npc) { RECT rc[3] = { @@ -1714,7 +1714,7 @@ void ActNpc096(NPCHAR *npc) switch (npc->act_no) { case 0: - if ( npc->direct == 2 ) + if (npc->direct == 2) npc->act_no = 2; else npc->ani_no = 1; @@ -1752,7 +1752,7 @@ void ActNpc096(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Fan (up) +// Fan (up) void ActNpc097(NPCHAR *npc) { RECT rc[3] = { @@ -1799,7 +1799,7 @@ void ActNpc097(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Fan (right) +// Fan (right) void ActNpc098(NPCHAR *npc) { RECT rc[3] = { @@ -1849,7 +1849,7 @@ void ActNpc098(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Fan (down) +// Fan (down) void ActNpc099(NPCHAR *npc) { RECT rc[3] = { diff --git a/src/NpcAct100.cpp b/src/NpcAct100.cpp index 6fdb2691..ce481c4c 100644 --- a/src/NpcAct100.cpp +++ b/src/NpcAct100.cpp @@ -12,7 +12,7 @@ #include "Sound.h" #include "Triangle.h" -//Grate +// Grate void ActNpc100(NPCHAR *npc) { RECT rc[2] = { @@ -34,7 +34,7 @@ void ActNpc100(NPCHAR *npc) npc->rect = rc[1]; } -//Malco computer screen +// Malco computer screen void ActNpc101(NPCHAR *npc) { RECT rect[3] = { @@ -55,7 +55,7 @@ void ActNpc101(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Malco computer wave +// Malco computer wave void ActNpc102(NPCHAR *npc) { RECT rect[4] = { @@ -83,7 +83,7 @@ void ActNpc102(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Mannan projectile +// Mannan projectile void ActNpc103(NPCHAR *npc) { RECT rcLeft[3] = { @@ -135,7 +135,7 @@ void ActNpc103(NPCHAR *npc) PlaySoundObject(46, 1); } -//Frog +// Frog void ActNpc104(NPCHAR *npc) { RECT rcLeft[3] = { @@ -299,7 +299,7 @@ void ActNpc104(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//'HEY!' speech bubble (low) +// "HEY!" speech bubble (low) void ActNpc105(NPCHAR *npc) { RECT rect[2] = { @@ -316,7 +316,7 @@ void ActNpc105(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//'HEY!' speech bubble (high) +// "HEY!" speech bubble (high) void ActNpc106(NPCHAR *npc) { switch (npc->act_no) @@ -328,7 +328,7 @@ void ActNpc106(NPCHAR *npc) } } -//Malco +// Malco void ActNpc107(NPCHAR *npc) { int i; @@ -494,7 +494,7 @@ void ActNpc107(NPCHAR *npc) npc->rect = rcPoweron[npc->ani_no]; } -//Balfrog projectile +// Balfrog projectile void ActNpc108(NPCHAR *npc) { if (npc->flag & 0xFF) @@ -530,7 +530,7 @@ void ActNpc108(NPCHAR *npc) } } -//Malco (broken) +// Malco (broken) void ActNpc109(NPCHAR *npc) { int i; @@ -603,7 +603,7 @@ void ActNpc109(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Puchi +// Puchi void ActNpc110(NPCHAR *npc) { RECT rcLeft[3] = { @@ -766,7 +766,7 @@ void ActNpc110(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Quote (teleport out) +// Quote (teleport out) void ActNpc111(NPCHAR *npc) { RECT rcLeft[2] = { @@ -854,7 +854,7 @@ void ActNpc111(NPCHAR *npc) } } -//Quote (teleport in) +// Quote (teleport in) void ActNpc112(NPCHAR *npc) { RECT rcLeft[2] = { @@ -925,12 +925,12 @@ void ActNpc112(NPCHAR *npc) { npc->rect.bottom = npc->rect.top + npc->act_wait / 4; - if ( npc->act_wait / 2 % 2 ) + if (npc->act_wait / 2 % 2) ++npc->rect.left; } } -//Professor Booster +// Professor Booster void ActNpc113(NPCHAR *npc) { RECT rcLeft[7] = { @@ -1061,7 +1061,7 @@ void ActNpc113(NPCHAR *npc) } } -//Press +// Press void ActNpc114(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1085,6 +1085,7 @@ void ActNpc114(NPCHAR *npc) npc->ani_no = 1; break; + case 10: if (++npc->ani_wait > 2) { @@ -1135,7 +1136,7 @@ void ActNpc114(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Ravil +// Ravil void ActNpc115(NPCHAR *npc) { int i; @@ -1294,7 +1295,7 @@ void ActNpc115(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Red petals +// Red petals void ActNpc116(NPCHAR *npc) { RECT rc = {272, 184, 320, 200}; @@ -1302,7 +1303,7 @@ void ActNpc116(NPCHAR *npc) npc->rect = rc; } -//Curly +// Curly void ActNpc117(NPCHAR *npc) { RECT rcLeft[10] = { @@ -1507,7 +1508,7 @@ void ActNpc117(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Curly (boss) +// Curly (boss) void ActNpc118(NPCHAR *npc) { RECT rcLeft[9] = { @@ -1538,7 +1539,7 @@ void ActNpc118(NPCHAR *npc) if (npc->direct == 0 && npc->x < gMC.x) bUpper = TRUE; - if ( npc->direct == 2 && npc->x > gMC.x) + if (npc->direct == 2 && npc->x > gMC.x) bUpper = TRUE; switch (npc->act_no) @@ -1708,7 +1709,7 @@ void ActNpc118(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Table and chair +// Table and chair void ActNpc119(NPCHAR *npc) { RECT rc = {248, 184, 272, 200}; diff --git a/src/NpcAct120.cpp b/src/NpcAct120.cpp index b058ccef..2e0ba946 100644 --- a/src/NpcAct120.cpp +++ b/src/NpcAct120.cpp @@ -13,7 +13,7 @@ #include "Sound.h" #include "Triangle.h" -//Colon (1) +// Colon (1) void ActNpc120(NPCHAR *npc) { RECT rect[2] = { @@ -27,7 +27,7 @@ void ActNpc120(NPCHAR *npc) npc->rect = rect[1]; } -//Colon (2) +// Colon (2) void ActNpc121(NPCHAR *npc) { RECT rect[3] = { @@ -78,7 +78,7 @@ void ActNpc121(NPCHAR *npc) } } -//Colon (attacking) +// Colon (attacking) void ActNpc122(NPCHAR *npc) { RECT rcLeft[10] = { @@ -255,7 +255,7 @@ void ActNpc122(NPCHAR *npc) if (npc->xm < -0x1FF) npc->xm = -0x1FF; - if (npc->ym > 0x5FF ) + if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; @@ -267,7 +267,7 @@ void ActNpc122(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Curly boss projectile +// Curly boss projectile void ActNpc123(NPCHAR *npc) { RECT rect[4] = { @@ -292,14 +292,17 @@ void ActNpc123(NPCHAR *npc) npc->xm = -0x1000; npc->ym = Random(-0x80, 0x80); break; + case 1: npc->ym = -0x1000; npc->xm = Random(-0x80, 0x80); break; + case 2: npc->xm = 0x1000; npc->ym = Random(-0x80, 0x80); break; + case 3: npc->ym = 0x1000; npc->xm = Random(-0x80, 0x80); @@ -315,14 +318,17 @@ void ActNpc123(NPCHAR *npc) if (npc->flag & 1) bBreak = TRUE; break; + case 1: if (npc->flag & 2) bBreak = TRUE; break; + case 2: if (npc->flag & 4) bBreak = TRUE; break; + case 3: if (npc->flag & 8) bBreak = TRUE; @@ -345,7 +351,7 @@ void ActNpc123(NPCHAR *npc) npc->rect = rect[npc->direct]; } -//Sunstone +// Sunstone void ActNpc124(NPCHAR *npc) { RECT rect[2] = { @@ -377,12 +383,15 @@ void ActNpc124(NPCHAR *npc) case 0: npc->x -= 0x80; break; + case 1: npc->y -= 0x80; break; + case 2: npc->x += 0x80; break; + case 3: npc->y += 0x80; break; @@ -397,7 +406,7 @@ void ActNpc124(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Hidden item +// Hidden item void ActNpc125(NPCHAR *npc) { if (npc->life < 990) @@ -424,7 +433,7 @@ void ActNpc125(NPCHAR *npc) npc->rect = rc[1]; } -//Puppy (running) +// Puppy (running) void ActNpc126(NPCHAR *npc) { RECT rcLeft[6] = { @@ -556,7 +565,7 @@ void ActNpc126(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Machine gun trail (Level 2) +// Machine gun trail (Level 2) void ActNpc127(NPCHAR *npc) { RECT rcV[3] = { @@ -584,7 +593,7 @@ void ActNpc127(NPCHAR *npc) npc->rect = rcV[npc->ani_no]; } -//Machine gun trail (Level 3) +// Machine gun trail (Level 3) void ActNpc128(NPCHAR *npc) { RECT rcLeft[5] = { @@ -643,19 +652,22 @@ void ActNpc128(NPCHAR *npc) case 0: npc->rect = rcLeft[npc->ani_no]; break; + case 1: npc->rect = rcUp[npc->ani_no]; break; + case 2: npc->rect = rcRight[npc->ani_no]; break; + case 3: npc->rect = rcDown[npc->ani_no]; break; } } -//Fireball trail (Level 2 & 3) +// Fireball trail (Level 2 & 3) void ActNpc129(NPCHAR *npc) { RECT rect[18] = { @@ -691,7 +703,7 @@ void ActNpc129(NPCHAR *npc) npc->rect = rect[3 * npc->direct + npc->ani_no]; } -//Puppy (sitting, wagging tail) +// Puppy (sitting, wagging tail) void ActNpc130(NPCHAR *npc) { RECT rcLeft[4] = { @@ -769,7 +781,7 @@ void ActNpc130(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Puppy (sleeping) +// Puppy (sleeping) void ActNpc131(NPCHAR *npc) { RECT rcLeft[1] = {144, 144, 160, 160}; @@ -787,7 +799,7 @@ void ActNpc131(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Puppy (barking) +// Puppy (barking) void ActNpc132(NPCHAR *npc) { RECT rcLeft[5] = { @@ -932,7 +944,7 @@ void ActNpc132(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Jenka +// Jenka void ActNpc133(NPCHAR *npc) { RECT rcLeft[2] = { @@ -978,7 +990,7 @@ void ActNpc133(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Armadillo +// Armadillo void ActNpc134(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1067,7 +1079,7 @@ void ActNpc134(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Skeleton +// Skeleton void ActNpc135(NPCHAR *npc) { unsigned char deg; @@ -1087,7 +1099,7 @@ void ActNpc135(NPCHAR *npc) if (gMC.x < npc->x - 0x2C000 || gMC.x > npc->x + 0x2C000 || gMC.y < npc->y - 0x14000 || gMC.y > npc->y + 0x8000) npc->act_no = 0; - switch ( npc->act_no ) + switch (npc->act_no) { case 0: npc->act_no = 1; @@ -1180,7 +1192,7 @@ void ActNpc135(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Puppy (carried) +// Puppy (carried) void ActNpc136(NPCHAR *npc) { RECT rcLeft[2] = { @@ -1243,7 +1255,7 @@ void ActNpc136(NPCHAR *npc) ++npc->rect.top; } -//Large door (frame) +// Large door (frame) void ActNpc137(NPCHAR *npc) { RECT rc = {96, 136, 128, 188}; @@ -1251,7 +1263,7 @@ void ActNpc137(NPCHAR *npc) npc->rect = rc; } -//Large door (door) +// Large door (door) void ActNpc138(NPCHAR *npc) { RECT rcLeft = {96, 112, 112, 136}; @@ -1305,7 +1317,7 @@ void ActNpc138(NPCHAR *npc) } } -//Doctor +// Doctor void ActNpc139(NPCHAR *npc) { RECT rcLeft[3] = { diff --git a/src/NpcAct140.cpp b/src/NpcAct140.cpp index 7dd4749f..a2c78e43 100644 --- a/src/NpcAct140.cpp +++ b/src/NpcAct140.cpp @@ -14,7 +14,7 @@ #include "Sound.h" #include "Triangle.h" -//Toroko (frenzied) +// Toroko (frenzied) void ActNpc140(NPCHAR *npc) { int i; @@ -553,7 +553,7 @@ void ActNpc143(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Toroko (teleporting in) +// Toroko (teleporting in) void ActNpc144(NPCHAR *npc) { RECT rcLeft[5] = { @@ -660,7 +660,7 @@ void ActNpc144(NPCHAR *npc) } } -//King's sword +// King's sword void ActNpc145(NPCHAR *npc) { RECT rcLeft[1] = {96, 32, 112, 48}; @@ -700,7 +700,7 @@ void ActNpc145(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Lightning +// Lightning void ActNpc146(NPCHAR *npc) { RECT rect[5] = { @@ -750,7 +750,7 @@ void ActNpc146(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Critter (purple) +// Critter (purple) void ActNpc147(NPCHAR *npc) { unsigned char deg; @@ -934,7 +934,7 @@ void ActNpc147(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Purple Critter's projectile +// Purple Critter's projectile void ActNpc148(NPCHAR *npc) { if (npc->flag & 0xFF) @@ -963,7 +963,7 @@ void ActNpc148(NPCHAR *npc) } } -//Moving block (horizontal) +// Moving block (horizontal) void ActNpc149(NPCHAR *npc) { int i; @@ -1087,7 +1087,7 @@ void ActNpc149(NPCHAR *npc) npc->rect = rect; } -//Quote +// Quote void ActNpc150(NPCHAR *npc) { int i; @@ -1271,7 +1271,7 @@ void ActNpc150(NPCHAR *npc) } } -//Blue robot (standing) +// Blue robot (standing) void ActNpc151(NPCHAR *npc) { RECT rcLeft[2] = { @@ -1318,7 +1318,7 @@ void ActNpc151(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Shutter stuck +// Shutter stuck void ActNpc152(NPCHAR *npc) { RECT rc = {0, 0, 0, 0}; @@ -1384,7 +1384,7 @@ static const RECT grcKitR[21] = { {96, 72, 120, 96} }; -//Gaudi +// Gaudi void ActNpc153(NPCHAR *npc) { if (npc->x > gMC.x + (WINDOW_WIDTH * 0x200) || npc->x < gMC.x - (WINDOW_WIDTH * 0x200) || npc->y > gMC.y + (WINDOW_HEIGHT * 0x200) || npc->y < gMC.y - (WINDOW_HEIGHT * 0x200)) @@ -1420,7 +1420,7 @@ void ActNpc153(NPCHAR *npc) break; case 2: - if ( ++npc->act_wait > 20 ) + if (++npc->act_wait > 20) { npc->act_no = 1; npc->ani_no = 0; @@ -1544,7 +1544,7 @@ void ActNpc153(NPCHAR *npc) } } -//Gaudi (dead) +// Gaudi (dead) void ActNpc154(NPCHAR *npc) { switch (npc->act_no) @@ -1607,7 +1607,7 @@ void ActNpc154(NPCHAR *npc) npc->rect = grcKitR[npc->ani_no]; } -//Gaudi (flying) +// Gaudi (flying) void ActNpc155(NPCHAR *npc) { if (npc->x > gMC.x + (WINDOW_WIDTH * 0x200) || npc->x < gMC.x - (WINDOW_WIDTH * 0x200) || npc->y > gMC.y + (WINDOW_HEIGHT * 0x200) || npc->y < gMC.y - (WINDOW_HEIGHT * 0x200)) @@ -1712,7 +1712,7 @@ void ActNpc155(NPCHAR *npc) } } -//Gaudi projectile +// Gaudi projectile void ActNpc156(NPCHAR *npc) { if (npc->flag & 0xFF) @@ -1742,7 +1742,7 @@ void ActNpc156(NPCHAR *npc) } } -//Moving block (vertical) +// Moving block (vertical) void ActNpc157(NPCHAR *npc) { int i; @@ -1865,7 +1865,7 @@ void ActNpc157(NPCHAR *npc) npc->rect = rect; } -//Fish Missile +// Fish Missile void ActNpc158(NPCHAR *npc) { RECT rect[8] = { @@ -1889,12 +1889,15 @@ void ActNpc158(NPCHAR *npc) case 0: npc->count1 = 0xA0; break; + case 1: npc->count1 = 0xE0; break; + case 2: npc->count1 = 0x20; break; + case 3: npc->count1 = 0x60; break; @@ -1944,7 +1947,7 @@ void ActNpc158(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Monster X (defeated) +// Monster X (defeated) void ActNpc159(NPCHAR *npc) { RECT rect = {144, 128, 192, 200}; diff --git a/src/NpcAct160.cpp b/src/NpcAct160.cpp index a1956400..f723aec4 100644 --- a/src/NpcAct160.cpp +++ b/src/NpcAct160.cpp @@ -14,7 +14,7 @@ #include "Sound.h" #include "Triangle.h" -//Puu Black +// Puu Black void ActNpc160(NPCHAR *npc) { int i; @@ -137,18 +137,23 @@ void ActNpc160(NPCHAR *npc) case 1: npc->ani_no = 3; break; + case 2: npc->ani_no = 3; break; + case 3: npc->ani_no = 2; break; + case 4: npc->ani_no = 0; break; + case 5: npc->ani_no = 3; break; + case 6: npc->ani_no = 3; break; @@ -174,7 +179,7 @@ void ActNpc160(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Puu Black projectile +// Puu Black projectile void ActNpc161(NPCHAR *npc) { npc->exp = 0; @@ -227,7 +232,7 @@ void ActNpc161(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Puu Black (dead) +// Puu Black (dead) void ActNpc162(NPCHAR *npc) { int i; @@ -316,7 +321,7 @@ void ActNpc162(NPCHAR *npc) gSuperYpos = -0x7D000; } -//Dr Gero +// Dr Gero void ActNpc163(NPCHAR *npc) { RECT rcLeft[2] = { @@ -362,7 +367,7 @@ void ActNpc163(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Nurse Hasumi +// Nurse Hasumi void ActNpc164(NPCHAR *npc) { RECT rcLeft[2] = { @@ -408,7 +413,7 @@ void ActNpc164(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Curly (collapsed) +// Curly (collapsed) void ActNpc165(NPCHAR *npc) { RECT rcRight[2] = { @@ -439,7 +444,7 @@ void ActNpc165(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Chaba +// Chaba void ActNpc166(NPCHAR *npc) { RECT rcLeft[2] = { @@ -465,7 +470,7 @@ void ActNpc166(NPCHAR *npc) break; case 2: - if (++npc->act_wait > 8 ) + if (++npc->act_wait > 8) { npc->act_no = 1; npc->ani_no = 0; @@ -477,7 +482,7 @@ void ActNpc166(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Professor Booster (falling) +// Professor Booster (falling) void ActNpc167(NPCHAR *npc) { RECT rect[3] = { @@ -492,6 +497,7 @@ void ActNpc167(NPCHAR *npc) npc->act_no = 1; npc->ani_no = 1; break; + case 10: npc->ani_no = 0; @@ -501,6 +507,7 @@ void ActNpc167(NPCHAR *npc) npc->y += npc->ym; break; + case 20: npc->act_no = 21; npc->act_wait = 0; @@ -525,7 +532,7 @@ void ActNpc167(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Boulder +// Boulder void ActNpc168(NPCHAR *npc) { RECT rect = {264, 56, 320, 96}; @@ -579,7 +586,7 @@ void ActNpc168(NPCHAR *npc) npc->rect = rect; } -//Balrog (missile) +// Balrog (missile) void ActNpc169(NPCHAR *npc) { switch (npc->act_no) @@ -827,7 +834,7 @@ void ActNpc169(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Balrog missile +// Balrog missile void ActNpc170(NPCHAR *npc) { RECT rcLeft[2] = { @@ -917,7 +924,7 @@ void ActNpc170(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Fire Whirrr +// Fire Whirrr void ActNpc171(NPCHAR *npc) { RECT rcLeft[2] = { @@ -1004,7 +1011,7 @@ void ActNpc171(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Fire Whirr projectile +// Fire Whirr projectile void ActNpc172(NPCHAR *npc) { RECT rect[3] = { @@ -1046,7 +1053,7 @@ void ActNpc172(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Gaudi (armoured) +// Gaudi (armoured) void ActNpc173(NPCHAR *npc) { unsigned char deg; @@ -1213,7 +1220,7 @@ void ActNpc173(NPCHAR *npc) } } -//Armoured-Gaudi projectile +// Armoured-Gaudi projectile void ActNpc174(NPCHAR *npc) { BOOL bHit; @@ -1297,7 +1304,7 @@ void ActNpc174(NPCHAR *npc) npc->rect = rect_left[npc->ani_no]; } -//Gaudi egg +// Gaudi egg void ActNpc175(NPCHAR *npc) { RECT rcLeft[2] = { @@ -1345,7 +1352,7 @@ void ActNpc175(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//BuyoBuyo Base +// BuyoBuyo Base void ActNpc176(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1442,7 +1449,7 @@ void ActNpc176(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//BuyoBuyo +// BuyoBuyo void ActNpc177(NPCHAR *npc) { RECT rc[2] = { @@ -1537,7 +1544,7 @@ void ActNpc177(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Core blade projectile +// Core blade projectile void ActNpc178(NPCHAR *npc) { if (npc->flag & 0xFF) @@ -1581,7 +1588,7 @@ void ActNpc178(NPCHAR *npc) } } -//Core wisp projectile +// Core wisp projectile void ActNpc179(NPCHAR *npc) { if (npc->flag & 0xFF) diff --git a/src/NpcAct180.cpp b/src/NpcAct180.cpp index 2e88629e..93bf0afc 100644 --- a/src/NpcAct180.cpp +++ b/src/NpcAct180.cpp @@ -16,7 +16,7 @@ #include "Sound.h" #include "Triangle.h" -//Curly AI +// Curly AI void ActNpc180(NPCHAR *npc) { RECT rcLeft[11] = { @@ -206,7 +206,7 @@ void ActNpc180(NPCHAR *npc) int xx = npc->x - npc->tgt_x; int yy = npc->y - npc->tgt_y; - if ( xx < 0 ) + if (xx < 0) xx *= -1; if (npc->act_no == 100) @@ -219,7 +219,7 @@ void ActNpc180(NPCHAR *npc) if (npc->act_no == 210 || npc->act_no == 310) { - if ( xx + 0x400 < yy ) + if (xx + 0x400 < yy) npc->ani_no = 6; else npc->ani_no = 1; @@ -312,7 +312,7 @@ void ActNpc180(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Curly AI Machine Gun +// Curly AI Machine Gun void ActNpc181(NPCHAR *npc) { RECT rcLeft[2] = { @@ -419,7 +419,7 @@ void ActNpc181(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Curly AI Polar Star +// Curly AI Polar Star void ActNpc182(NPCHAR *npc) { RECT rcLeft[2] = { @@ -526,7 +526,7 @@ void ActNpc182(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Curly Air Tank Bubble +// Curly Air Tank Bubble void ActNpc183(NPCHAR *npc) { RECT rect[2] = { @@ -564,7 +564,7 @@ void ActNpc183(NPCHAR *npc) npc->rect.right = 0; } -//Shutter Big +// Shutter Big void ActNpc184(NPCHAR *npc) { RECT rc[4] = { @@ -594,12 +594,15 @@ void ActNpc184(NPCHAR *npc) case 0: npc->x -= 0x80; break; + case 1: npc->y -= 0x80; break; + case 2: npc->x += 0x80; break; + case 3: npc->y += 0x80; break; @@ -631,7 +634,7 @@ void ActNpc184(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Shutter Small +// Shutter Small void ActNpc185(NPCHAR *npc) { RECT rc = {96, 64, 112, 96}; @@ -642,30 +645,35 @@ void ActNpc185(NPCHAR *npc) npc->act_no = 1; npc->y += 0x1000; break; + case 10: npc->act_no = 11; npc->ani_no = 1; npc->act_wait = 0; npc->bits |= npc_ignoreSolid; - //Fallthrough + // Fallthrough case 11: switch (npc->direct) { case 0: npc->x -= 0x80; break; + case 1: npc->y -= 0x80; break; + case 2: npc->x += 0x80; break; + case 3: npc->y += 0x80; break; } ++npc->act_wait; break; + case 20: npc->y -= 0x3000; npc->act_no = 1; @@ -675,7 +683,7 @@ void ActNpc185(NPCHAR *npc) npc->rect = rc; } -//Lift block +// Lift block void ActNpc186(NPCHAR *npc) { RECT rc[4] = { @@ -689,27 +697,31 @@ void ActNpc186(NPCHAR *npc) { case 0: npc->act_no = 1; - //Fallthrough + // Fallthrough case 1: break; + case 10: npc->act_no = 11; npc->ani_no = 1; npc->act_wait = 0; npc->bits |= 8; - //Fallthrough + // Fallthrough case 11: switch (npc->direct) { case 0: npc->x -= 0x80; break; + case 1: npc->y -= 0x80; break; + case 2: npc->x += 0x80; break; + case 3: npc->y += 0x80; break; @@ -730,7 +742,7 @@ void ActNpc186(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Fuzz Core +// Fuzz Core void ActNpc187(NPCHAR *npc) { int i; @@ -805,7 +817,7 @@ void ActNpc187(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Fuzz +// Fuzz void ActNpc188(NPCHAR *npc) { unsigned char deg; @@ -889,7 +901,7 @@ void ActNpc188(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Unused homing flame object (possibly related to the Core?) +// Unused homing flame object (possibly related to the Core?) void ActNpc189(NPCHAR *npc) { switch (npc->act_no) @@ -955,7 +967,7 @@ void ActNpc189(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Broken robot +// Broken robot void ActNpc190(NPCHAR *npc) { RECT rect[2] = { @@ -968,12 +980,14 @@ void ActNpc190(NPCHAR *npc) case 0: npc->ani_no = 0; break; + case 10: PlaySoundObject(72, 1); for (int i = 0; i < 8; i++) SetNpChar(4, npc->x, npc->y + (Random(-8, 8) << 9), Random(-8, -2) << 9, Random(-3, 3) << 9, 0, 0, 0x100); npc->cond = 0; break; + case 20: if (++npc->ani_wait > 10) { @@ -988,16 +1002,16 @@ void ActNpc190(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Water level +// Water level void ActNpc191(NPCHAR *npc) { - switch ( npc->act_no ) + switch (npc->act_no) { case 0: npc->act_no = 10; npc->tgt_y = npc->y; npc->ym = 0x200; - //Fallthrough + // Fallthrough case 10: if (npc->y < npc->tgt_y) npc->ym += 4; @@ -1011,10 +1025,11 @@ void ActNpc191(NPCHAR *npc) npc->y += npc->ym; break; + case 20: npc->act_no = 21; npc->act_wait = 0; - //Fallthrough + // Fallthrough case 21: if (npc->y < npc->tgt_y) npc->ym += 4; @@ -1073,10 +1088,10 @@ void ActNpc191(NPCHAR *npc) npc->rect.bottom = 0; } -//Scooter +// Scooter void ActNpc192(NPCHAR *npc) { - switch ( npc->act_no ) + switch (npc->act_no) { case 0: npc->act_no = 1; @@ -1176,7 +1191,7 @@ void ActNpc192(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Scooter (broken) +// Scooter (broken) void ActNpc193(NPCHAR *npc) { RECT rc = {256, 96, 320, 112}; @@ -1193,7 +1208,7 @@ void ActNpc193(NPCHAR *npc) npc->rect = rc; } -//Blue robot (broken) +// Blue robot (broken) void ActNpc194(NPCHAR *npc) { RECT rc = {192, 120, 224, 128}; @@ -1207,14 +1222,14 @@ void ActNpc194(NPCHAR *npc) npc->rect = rc; } -//Grate +// Grate void ActNpc195(NPCHAR *npc) { RECT rc = {112, 64, 128, 80}; npc->rect = rc; } -//Ironhead motion wall +// Ironhead motion wall void ActNpc196(NPCHAR *npc) { RECT rcLeft = {112, 64, 144, 80}; @@ -1231,7 +1246,7 @@ void ActNpc196(NPCHAR *npc) npc->rect = rcRight; } -//Porcupine Fish +// Porcupine Fish void ActNpc197(NPCHAR *npc) { RECT rc[4] = { @@ -1301,7 +1316,7 @@ void ActNpc197(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Ironhead projectile +// Ironhead projectile void ActNpc198(NPCHAR *npc) { RECT rcRight[3] = { @@ -1349,7 +1364,7 @@ void ActNpc198(NPCHAR *npc) PlaySoundObject(46, 1); } -//Water/wind particles +// Water/wind particles void ActNpc199(NPCHAR *npc) { RECT rect[5] = { @@ -1371,12 +1386,15 @@ void ActNpc199(NPCHAR *npc) case 0: npc->xm = -1; break; + case 1: npc->ym = -1; break; + case 2: npc->xm = 1; break; + case 3: npc->ym = 1; break; diff --git a/src/NpcAct200.cpp b/src/NpcAct200.cpp index 5bae2b13..80db74aa 100644 --- a/src/NpcAct200.cpp +++ b/src/NpcAct200.cpp @@ -12,7 +12,7 @@ #include "Sound.h" #include "Triangle.h" -//Dragon Zombie +// Dragon Zombie void ActNpc200(NPCHAR *npc) { unsigned char deg; @@ -140,7 +140,7 @@ void ActNpc200(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Dragon Zombie (dead) +// Dragon Zombie (dead) void ActNpc201(NPCHAR *npc) { RECT rcLeft[1] = {200, 0, 240, 40}; @@ -152,7 +152,7 @@ void ActNpc201(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Dragon Zombie projectile +// Dragon Zombie projectile void ActNpc202(NPCHAR *npc) { if (npc->flag & 0xFF) @@ -176,7 +176,7 @@ void ActNpc202(NPCHAR *npc) ++npc->ani_no; } - if ( npc->ani_no > 2 ) + if (npc->ani_no > 2) npc->ani_no = 0; npc->rect = rect_left[npc->ani_no]; @@ -188,7 +188,7 @@ void ActNpc202(NPCHAR *npc) } } -//Critter (destroyed Egg Corridor) +// Critter (destroyed Egg Corridor) void ActNpc203(NPCHAR *npc) { RECT rcLeft[3] = { @@ -289,7 +289,7 @@ void ActNpc203(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Falling spike (small) +// Falling spike (small) void ActNpc204(NPCHAR *npc) { RECT rc[2] = { @@ -345,7 +345,7 @@ void ActNpc204(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Falling spike (large) +// Falling spike (large) void ActNpc205(NPCHAR *npc) { RECT rc[2] = { @@ -428,7 +428,7 @@ void ActNpc205(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Counter Bomb +// Counter Bomb void ActNpc206(NPCHAR *npc) { switch (npc->act_no) @@ -538,7 +538,7 @@ void ActNpc206(NPCHAR *npc) npc->rect = rect_left[npc->ani_no]; } -//Counter Bomb's countdown +// Counter Bomb's countdown void ActNpc207(NPCHAR *npc) { RECT rc[5] = { @@ -580,7 +580,7 @@ void ActNpc207(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Basu (destroyed Egg Corridor) +// Basu (destroyed Egg Corridor) void ActNpc208(NPCHAR *npc) { RECT rcLeft[3] = { @@ -732,7 +732,7 @@ void ActNpc208(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Basu projectile (destroyed Egg Corridor) +// Basu projectile (destroyed Egg Corridor) void ActNpc209(NPCHAR *npc) { if (npc->flag & 0xFF) @@ -769,7 +769,7 @@ void ActNpc209(NPCHAR *npc) } } -//Beetle (destroyed Egg Corridor) +// Beetle (destroyed Egg Corridor) void ActNpc210(NPCHAR *npc) { RECT rcLeft[2] = { @@ -872,7 +872,7 @@ void ActNpc210(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Spikes (small) +// Spikes (small) void ActNpc211(NPCHAR *npc) { RECT rects[4] = { @@ -885,7 +885,7 @@ void ActNpc211(NPCHAR *npc) npc->rect = rects[npc->code_event]; } -//Sky Dragon +// Sky Dragon void ActNpc212(NPCHAR *npc) { RECT rcRight[4] = { @@ -996,7 +996,7 @@ void ActNpc212(NPCHAR *npc) } } -//Night Spirit +// Night Spirit void ActNpc213(NPCHAR *npc) { RECT rect[10] = { @@ -1155,14 +1155,14 @@ void ActNpc213(NPCHAR *npc) else npc->y += npc->ym; - if ( gMC.y > npc->tgt_y + 0x1E000 || gMC.y < npc->tgt_y - 0x1E000 ) + if (gMC.y > npc->tgt_y + 0x1E000 || gMC.y < npc->tgt_y - 0x1E000) npc->act_no = 40; } npc->rect = rect[npc->ani_no]; } -//Night Spirit projectile +// Night Spirit projectile void ActNpc214(NPCHAR *npc) { RECT rect[3] = { @@ -1208,7 +1208,7 @@ void ActNpc214(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Sandcroc (Outer Wall) +// Sandcroc (Outer Wall) void ActNpc215(NPCHAR *npc) { switch (npc->act_no) @@ -1313,7 +1313,7 @@ void ActNpc215(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Debug Cat +// Debug Cat void ActNpc216(NPCHAR *npc) { RECT rect = {256, 192, 272, 216}; @@ -1321,7 +1321,7 @@ void ActNpc216(NPCHAR *npc) npc->rect = rect; } -//Itoh +// Itoh void ActNpc217(NPCHAR *npc) { RECT rect[8] = { @@ -1473,7 +1473,7 @@ void ActNpc218(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Smoke generator +// Smoke generator void ActNpc219(NPCHAR *npc) { RECT rc = {0, 0, 0, 0}; diff --git a/src/NpcAct220.cpp b/src/NpcAct220.cpp index 28955479..b177be2d 100644 --- a/src/NpcAct220.cpp +++ b/src/NpcAct220.cpp @@ -12,7 +12,7 @@ #include "Sound.h" #include "Triangle.h" -//Shovel Brigade +// Shovel Brigade void ActNpc220(NPCHAR *npc) { RECT rcLeft[2] = { @@ -58,7 +58,7 @@ void ActNpc220(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Shovel Brigade (walking) +// Shovel Brigade (walking) void ActNpc221(NPCHAR *npc) { RECT rcLeft[6] = { @@ -127,7 +127,7 @@ void ActNpc221(NPCHAR *npc) case 11: if (npc->direct == 0 && npc->flag & 1) npc->direct = 2; - else if ( npc->direct == 2 && npc->flag & 4 ) + else if (npc->direct == 2 && npc->flag & 4) npc->direct = 0; if (npc->direct == 0) @@ -163,7 +163,7 @@ void ActNpc221(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Prison bars +// Prison bars void ActNpc222(NPCHAR *npc) { RECT rc = {96, 168, 112, 200}; @@ -177,7 +177,7 @@ void ActNpc222(NPCHAR *npc) npc->rect = rc; } -//Momorin +// Momorin void ActNpc223(NPCHAR *npc) { RECT rcLeft[3] = { @@ -237,7 +237,7 @@ void ActNpc223(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Chie +// Chie void ActNpc224(NPCHAR *npc) { RECT rcLeft[2] = { @@ -268,7 +268,7 @@ void ActNpc224(NPCHAR *npc) break; case 2: - if (++npc->act_wait > 12 ) + if (++npc->act_wait > 12) { npc->act_no = 1; npc->ani_no = 0; @@ -291,7 +291,7 @@ void ActNpc224(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Megane +// Megane void ActNpc225(NPCHAR *npc) { RECT rcLeft[2] = { @@ -322,7 +322,7 @@ void ActNpc225(NPCHAR *npc) break; case 2: - if (++npc->act_wait > 12 ) + if (++npc->act_wait > 12) { npc->act_no = 1; npc->ani_no = 0; @@ -337,7 +337,7 @@ void ActNpc225(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Kanpachi +// Kanpachi void ActNpc226(NPCHAR *npc) { RECT rcRight[7] = { @@ -413,14 +413,14 @@ void ActNpc226(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Bucket +// Bucket void ActNpc227(NPCHAR *npc) { RECT rc = {208, 32, 224, 48}; npc->rect = rc; } -//Droll (guard) +// Droll (guard) void ActNpc228(NPCHAR *npc) { RECT rcLeft[4] = { @@ -517,7 +517,7 @@ void ActNpc228(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Red Flowers (sprouts) +// Red Flowers (sprouts) void ActNpc229(NPCHAR *npc) { RECT rc[2] = { @@ -539,7 +539,7 @@ void ActNpc229(NPCHAR *npc) npc->rect = rc[1]; } -//Red Flowers (blooming) +// Red Flowers (blooming) void ActNpc230(NPCHAR *npc) { RECT rc[2] = { @@ -562,7 +562,7 @@ void ActNpc230(NPCHAR *npc) npc->rect = rc[1]; } -//Rocket +// Rocket void ActNpc231(NPCHAR *npc) { int i; @@ -674,7 +674,7 @@ void ActNpc231(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Orangebell +// Orangebell void ActNpc232(NPCHAR *npc) { int i; @@ -744,7 +744,7 @@ void ActNpc232(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Orangebell bat +// Orangebell bat void ActNpc233(NPCHAR *npc) { unsigned char deg; @@ -861,7 +861,7 @@ void ActNpc233(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Red Flowers (picked) +// Red Flowers (picked) void ActNpc234(NPCHAR *npc) { RECT rc[2] = { @@ -883,7 +883,7 @@ void ActNpc234(NPCHAR *npc) npc->rect = rc[1]; } -//Midorin +// Midorin void ActNpc235(NPCHAR *npc) { RECT rcLeft[4] = { @@ -989,7 +989,7 @@ void ActNpc235(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Gunfish +// Gunfish void ActNpc236(NPCHAR *npc) { RECT rcLeft[6] = { @@ -1123,7 +1123,7 @@ void ActNpc236(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Gunfish projectile +// Gunfish projectile void ActNpc237(NPCHAR *npc) { int i; @@ -1264,7 +1264,7 @@ void ActNpc238(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Cage bars +// Cage bars void ActNpc239(NPCHAR *npc) { RECT rcLeft = {192, 48, 256, 80}; diff --git a/src/NpcAct240.cpp b/src/NpcAct240.cpp index 6579e99a..e9f94375 100644 --- a/src/NpcAct240.cpp +++ b/src/NpcAct240.cpp @@ -12,7 +12,7 @@ #include "Sound.h" #include "Triangle.h" -//Mimiga (jailed) +// Mimiga (jailed) void ActNpc240(NPCHAR *npc) { RECT rcLeft[6] = { @@ -117,7 +117,7 @@ void ActNpc240(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Critter (Last Cave) +// Critter (Last Cave) void ActNpc241(NPCHAR *npc) { RECT rcLeft[3] = { @@ -150,7 +150,7 @@ void ActNpc241(NPCHAR *npc) } else { - if ( npc->act_wait < 8 ) + if (npc->act_wait < 8) ++npc->act_wait; npc->ani_no = 0; @@ -214,7 +214,7 @@ void ActNpc241(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Bat (Last Cave) +// Bat (Last Cave) void ActNpc242(NPCHAR *npc) { if (npc->x < 0 || npc->x > gMap.width * 0x10 * 0x200) @@ -292,7 +292,7 @@ void ActNpc242(NPCHAR *npc) npc->rect = rect_right[npc->ani_no]; } -//Bat generator (Last Cave) +// Bat generator (Last Cave) void ActNpc243(NPCHAR *npc) { switch (npc->act_no) @@ -316,7 +316,7 @@ void ActNpc243(NPCHAR *npc) } } -//Lava drop +// Lava drop void ActNpc244(NPCHAR *npc) { int i; @@ -353,7 +353,7 @@ void ActNpc244(NPCHAR *npc) } } -//Lava drop generator +// Lava drop generator void ActNpc245(NPCHAR *npc) { RECT rc[4] = { @@ -373,7 +373,7 @@ void ActNpc245(NPCHAR *npc) case 1: npc->ani_no = 0; - if ( npc->act_wait ) + if (npc->act_wait) { --npc->act_wait; return; @@ -409,7 +409,7 @@ void ActNpc245(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Press (proximity) +// Press (proximity) void ActNpc246(NPCHAR *npc) { RECT rcLeft[3] = { @@ -498,7 +498,7 @@ void ActNpc246(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Misery (boss) +// Misery (boss) void ActNpc247(NPCHAR *npc) { unsigned char deg; @@ -812,7 +812,7 @@ void ActNpc247(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Boss Misery (vanishing) +// Boss Misery (vanishing) void ActNpc248(NPCHAR *npc) { if (npc->flag & 0xFF) @@ -847,7 +847,7 @@ void ActNpc248(NPCHAR *npc) } } -//Boss Misery energy shot +// Boss Misery energy shot void ActNpc249(NPCHAR *npc) { RECT rc[2] = { @@ -870,7 +870,7 @@ void ActNpc249(NPCHAR *npc) } } -//Boss Misery lightning ball +// Boss Misery lightning ball void ActNpc250(NPCHAR *npc) { RECT rc[3] = { @@ -947,7 +947,7 @@ void ActNpc250(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Boss Misery lightning +// Boss Misery lightning void ActNpc251(NPCHAR *npc) { RECT rc[2] = { @@ -978,7 +978,7 @@ void ActNpc251(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Boss Misery bats +// Boss Misery bats void ActNpc252(NPCHAR *npc) { RECT rcLeft[4] = { @@ -1010,7 +1010,7 @@ void ActNpc252(NPCHAR *npc) deg = npc->count1; - if ( npc->act_wait < 192 ) + if (npc->act_wait < 192) ++npc->act_wait; npc->x = npc->pNpc->x + npc->act_wait * GetCos(deg) / 4; @@ -1073,7 +1073,7 @@ void ActNpc252(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//EXP capsule +// EXP capsule void ActNpc253(NPCHAR *npc) { switch (npc->act_no) @@ -1110,7 +1110,7 @@ void ActNpc253(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Helicopter +// Helicopter void ActNpc254(NPCHAR *npc) { RECT rc[2] = { @@ -1125,15 +1125,18 @@ void ActNpc254(NPCHAR *npc) SetNpChar(255, npc->x + 0x2400, npc->y - 0x7200, 0, 0, 0, npc, 0x100); SetNpChar(255, npc->x - 0x4000, npc->y - 0x6800, 0, 0, 2, npc, 0x100); break; + case 20: npc->act_wait = 0; npc->count1 = 60; npc->act_no = 21; break; + case 30: npc->act_no = 21; SetNpChar(223, npc->x - 0x1600, npc->y - 0x1C00, 0, 0, 0, 0, 0x100); break; + case 40: npc->act_no = 21; SetNpChar(223, npc->x - 0x1200, npc->y - 0x1C00, 0, 0, 0, 0, 0x100); @@ -1148,7 +1151,7 @@ void ActNpc254(NPCHAR *npc) npc->rect = rc[1]; } -//Helicopter blades +// Helicopter blades void ActNpc255(NPCHAR *npc) { RECT rcLeft[4] = { @@ -1214,7 +1217,7 @@ void ActNpc255(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Doctor (facing away) +// Doctor (facing away) void ActNpc256(NPCHAR *npc) { RECT rcLeft[6] = { @@ -1226,7 +1229,7 @@ void ActNpc256(NPCHAR *npc) {24, 160, 48, 192}, }; - switch ( npc->act_no ) + switch (npc->act_no) { case 0: gSuperXpos = 0; @@ -1305,7 +1308,7 @@ void ActNpc256(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Red crystal +// Red crystal void ActNpc257(NPCHAR *npc) { RECT rc[3] = { @@ -1368,14 +1371,14 @@ void ActNpc257(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Mimiga (sleeping) +// Mimiga (sleeping) void ActNpc258(NPCHAR *npc) { RECT rc = {48, 32, 64, 48}; npc->rect = rc; } -//Curly (carried and unconcious) +// Curly (carried and unconcious) void ActNpc259(NPCHAR *npc) { RECT rcLeft = {224, 96, 240, 112}; diff --git a/src/NpcAct260.cpp b/src/NpcAct260.cpp index fb9bfd0b..f27f0188 100644 --- a/src/NpcAct260.cpp +++ b/src/NpcAct260.cpp @@ -13,7 +13,7 @@ #include "Sound.h" #include "Triangle.h" -//Shovel Brigade (caged) +// Shovel Brigade (caged) void ActNpc260(NPCHAR *npc) { RECT rcLeft[3] = { @@ -75,7 +75,7 @@ void ActNpc260(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Chie (caged) +// Chie (caged) void ActNpc261(NPCHAR *npc) { RECT rcLeft[2] = { @@ -108,7 +108,7 @@ void ActNpc261(NPCHAR *npc) break; case 2: - if (++npc->act_wait > 12 ) + if (++npc->act_wait > 12) { npc->act_no = 1; npc->ani_no = 0; @@ -128,7 +128,7 @@ void ActNpc261(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Chaco (caged) +// Chaco (caged) void ActNpc262(NPCHAR *npc) { RECT rcLeft[2] = { @@ -181,7 +181,7 @@ void ActNpc262(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Doctor (boss) +// Doctor (boss) void ActNpc263(NPCHAR *npc) { int deg; @@ -354,7 +354,7 @@ void ActNpc263(NPCHAR *npc) break; case 102: - if (++npc->act_wait > 40 ) + if (++npc->act_wait > 40) { npc->act_no = 103; npc->act_wait = 16; @@ -465,7 +465,7 @@ void ActNpc263(NPCHAR *npc) } } -//Doctor red wave (projectile) +// Doctor red wave (projectile) void ActNpc264(NPCHAR *npc) { unsigned char deg; @@ -513,7 +513,7 @@ void ActNpc264(NPCHAR *npc) npc->rect = rc; } -//Doctor red ball projectile +// Doctor red ball projectile void ActNpc265(NPCHAR *npc) { RECT rc[3] = { @@ -534,7 +534,7 @@ void ActNpc265(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Doctor red ball projectile (bouncing) +// Doctor red ball projectile (bouncing) void ActNpc266(NPCHAR *npc) { RECT rc[2] = { @@ -567,7 +567,7 @@ void ActNpc266(NPCHAR *npc) VanishNpChar(npc); } -//Muscle Doctor +// Muscle Doctor void ActNpc267(NPCHAR *npc) { RECT rcLeft[10] = { @@ -724,18 +724,22 @@ void ActNpc267(NPCHAR *npc) case 8: npc->act_no = 20; break; + case 2: case 7: npc->act_no = 100; break; + case 3: case 6: npc->act_no = 30; break; + case 1: case 9: npc->act_no = 40; break; + default: npc->act_no = 15; npc->act_wait = 0; @@ -830,7 +834,7 @@ void ActNpc267(NPCHAR *npc) PlaySoundObject(39, 1); } - if ( npc->act_wait > 90 ) + if (npc->act_wait > 90) npc->act_no = 10; break; @@ -957,12 +961,12 @@ void ActNpc267(NPCHAR *npc) npc->tgt_x = gMC.x; npc->tgt_y = gMC.y - 0x4000; - if ( npc->tgt_y < 0x8000 ) + if (npc->tgt_y < 0x8000) npc->tgt_y = 0x8000; - if ( npc->tgt_x < 0x8000 ) + if (npc->tgt_x < 0x8000) npc->tgt_x = 0x8000; - if ( npc->tgt_x > 0x48000 ) + if (npc->tgt_x > 0x48000) npc->tgt_x = 0x48000; } @@ -1128,7 +1132,7 @@ void ActNpc267(NPCHAR *npc) } } -//Igor (enemy) +// Igor (enemy) void ActNpc268(NPCHAR *npc) { unsigned char deg; @@ -1331,7 +1335,7 @@ void ActNpc268(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Red Bat (bouncing) +// Red Bat (bouncing) void ActNpc269(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1394,7 +1398,7 @@ void ActNpc269(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Doctor's blood (or """"red energy"""") +// Doctor's blood (or """"red energy"""") void ActNpc270(NPCHAR *npc) { RECT rc[2] = { @@ -1563,7 +1567,7 @@ void ActNpc272(NPCHAR *npc) } } -//Droll projectile +// Droll projectile void ActNpc273(NPCHAR *npc) { RECT rc[3] = { @@ -1602,7 +1606,7 @@ void ActNpc273(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Droll +// Droll void ActNpc274(NPCHAR *npc) { RECT rcLeft[6] = { @@ -1731,7 +1735,7 @@ void ActNpc274(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Puppy (plantation) +// Puppy (plantation) void ActNpc275(NPCHAR *npc) { RECT rcRight[4] = { @@ -1790,7 +1794,7 @@ void ActNpc275(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Red Demon +// Red Demon void ActNpc276(NPCHAR *npc) { RECT rcLeft[9] = { @@ -1994,7 +1998,7 @@ void ActNpc276(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Red Demon projectile +// Red Demon projectile void ActNpc277(NPCHAR *npc) { RECT rc[3] = { @@ -2033,7 +2037,7 @@ void ActNpc277(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Little family +// Little family void ActNpc278(NPCHAR *npc) { RECT rcPapa[2] = { @@ -2100,7 +2104,7 @@ void ActNpc278(NPCHAR *npc) case 11: if (npc->direct == 0 && (npc->flag & 1)) npc->direct = 2; - else if ( npc->direct == 2 && npc->flag & 4 ) + else if (npc->direct == 2 && npc->flag & 4) npc->direct = 0; if (npc->direct == 0) @@ -2147,7 +2151,7 @@ void ActNpc278(NPCHAR *npc) } } -//Falling block (large) +// Falling block (large) void ActNpc279(NPCHAR *npc) { RECT rc[2] = { @@ -2165,6 +2169,7 @@ void ActNpc279(NPCHAR *npc) npc->bits |= 4; npc->ani_no = 0; break; + case 2: npc->act_no = 100; npc->bits |= 4; @@ -2178,6 +2183,7 @@ void ActNpc279(NPCHAR *npc) npc->hit.top = 0x1000; npc->hit.bottom = 0x1000; break; + case 1: npc->ani_no = 0; npc->act_no = 10; diff --git a/src/NpcAct280.cpp b/src/NpcAct280.cpp index 94253ba1..791061b5 100644 --- a/src/NpcAct280.cpp +++ b/src/NpcAct280.cpp @@ -12,7 +12,7 @@ #include "Sound.h" #include "Triangle.h" -//Sue (being teleported by Misery) +// Sue (being teleported by Misery) void ActNpc280(NPCHAR *npc) { RECT rcLeft[2] = { @@ -83,7 +83,7 @@ void ActNpc280(NPCHAR *npc) } } -//Doctor (red energy form) +// Doctor (red energy form) void ActNpc281(NPCHAR *npc) { RECT rc = {0, 0, 0, 0}; @@ -125,7 +125,7 @@ void ActNpc281(NPCHAR *npc) npc->rect = rc; } -//Mini Undead Core (active) +// Mini Undead Core (active) void ActNpc282(NPCHAR *npc) { RECT tc[3] = { @@ -199,7 +199,7 @@ void ActNpc282(NPCHAR *npc) npc->rect = tc[npc->ani_no]; } -//Misery (transformed) +// Misery (transformed) void ActNpc283(NPCHAR *npc) { RECT rcLeft[11] = { @@ -367,7 +367,7 @@ void ActNpc283(NPCHAR *npc) if (npc->act_wait % 6 == 1) { - if ( npc->count2 == 289 ) + if (npc->count2 == 289) { x = npc->x + (Random(-0x40, 0x40) * 0x200); y = npc->y + (Random(-0x20, 0x20) * 0x200); @@ -456,12 +456,15 @@ void ActNpc283(NPCHAR *npc) case 0: direct = 0xD8; break; + case 1: direct = 0xEC; break; + case 2: direct = 0x14; break; + case 3: direct = 0x28; break; @@ -477,12 +480,15 @@ void ActNpc283(NPCHAR *npc) case 0: direct = 0x58; break; + case 1: direct = 0x6C; break; + case 2: direct = 0x94; break; + case 3: direct = 0xA8; break; @@ -505,12 +511,15 @@ void ActNpc283(NPCHAR *npc) case 0: direct = 0xD8; break; + case 1: direct = 0xEC; break; + case 2: direct = 0x14; break; + case 3: direct = 0x28; break; @@ -526,12 +535,15 @@ void ActNpc283(NPCHAR *npc) case 0: direct = 0x58; break; + case 1: direct = 0x6C; break; + case 2: direct = 0x94; break; + case 3: direct = 0xA8; break; @@ -600,7 +612,7 @@ void ActNpc283(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Sue (transformed) +// Sue (transformed) void ActNpc284(NPCHAR *npc) { RECT rcLeft[13] = { @@ -735,9 +747,11 @@ void ActNpc284(NPCHAR *npc) case 3: npc->act_no = 34; break; + case 0: npc->act_no = 32; break; + case 2: npc->act_no = 32; break; @@ -949,7 +963,7 @@ void ActNpc284(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Undead Core spiral projectile +// Undead Core spiral projectile void ActNpc285(NPCHAR *npc) { RECT rc = {232, 104, 248, 120}; @@ -996,7 +1010,7 @@ void ActNpc285(NPCHAR *npc) npc->rect = rc; } -//Undead Core spiral shot trail +// Undead Core spiral shot trail void ActNpc286(NPCHAR *npc) { RECT rc[3] = { @@ -1017,7 +1031,7 @@ void ActNpc286(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Orange smoke +// Orange smoke void ActNpc287(NPCHAR *npc) { RECT rcLeft[7] = { @@ -1056,7 +1070,7 @@ void ActNpc287(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Undead Core exploding rock +// Undead Core exploding rock void ActNpc288(NPCHAR *npc) { RECT rc[5] = { @@ -1145,7 +1159,7 @@ void ActNpc288(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Critter (orange, Misery) +// Critter (orange, Misery) void ActNpc289(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1255,7 +1269,7 @@ void ActNpc289(NPCHAR *npc) } } -//Bat (Misery) +// Bat (Misery) void ActNpc290(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1341,7 +1355,7 @@ void ActNpc290(NPCHAR *npc) } } -//Mini Undead Core (inactive) +// Mini Undead Core (inactive) void ActNpc291(NPCHAR *npc) { RECT tc[2] = { @@ -1366,7 +1380,7 @@ void ActNpc291(NPCHAR *npc) npc->rect = tc[npc->ani_no]; } -//Quake +// Quake void ActNpc292(NPCHAR *npc) { (void)npc; @@ -1374,7 +1388,7 @@ void ActNpc292(NPCHAR *npc) SetQuake(10); } -//Undead Core giant energy shot +// Undead Core giant energy shot void ActNpc293(NPCHAR *npc) { RECT rect[2] = { @@ -1404,7 +1418,7 @@ void ActNpc293(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Quake + falling block generator +// Quake + falling block generator void ActNpc294(NPCHAR *npc) { int x; @@ -1466,7 +1480,7 @@ void ActNpc294(NPCHAR *npc) } } -//Cloud +// Cloud void ActNpc295(NPCHAR *npc) { RECT rc[4] = { @@ -1488,36 +1502,43 @@ void ActNpc295(NPCHAR *npc) npc->view.back = 0xD000; npc->view.front = 0xD000; break; + case 1: npc->ym = -0x800; npc->view.back = 0x7000; npc->view.front = 0x7000; break; + case 2: npc->ym = -0x400; npc->view.back = 0x4000; npc->view.front = 0x4000; break; + case 3: npc->ym = -0x200; npc->view.back = 0x2800; npc->view.front = 0x2800; break; + case 4: npc->xm = -0x400; npc->view.back = 0xD000; npc->view.front = 0xD000; break; + case 5: npc->xm = -0x200; npc->view.back = 0x7000; npc->view.front = 0x7000; break; + case 6: npc->xm = -0x100; npc->view.back = 0x4000; npc->view.front = 0x4000; break; + case 7: npc->xm = -0x80; npc->view.back = 0x2800; @@ -1540,7 +1561,7 @@ void ActNpc295(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Cloud generator +// Cloud generator void ActNpc296(NPCHAR *npc) { int x; @@ -1560,12 +1581,15 @@ void ActNpc296(NPCHAR *npc) case 0: pri = 0x180; break; + case 1: pri = 0x80; break; + case 2: pri = 0x40; break; + case 3: pri = 0x00; break; @@ -1582,12 +1606,15 @@ void ActNpc296(NPCHAR *npc) case 0: pri = 0x80; break; + case 1: pri = 0x55; break; + case 2: pri = 0x40; break; + case 3: pri = 0x00; break; @@ -1600,7 +1627,7 @@ void ActNpc296(NPCHAR *npc) } } -//Sue in dragon's mouth +// Sue in dragon's mouth void ActNpc297(NPCHAR *npc) { RECT rc = {112, 48, 0x80, 64}; @@ -1611,7 +1638,7 @@ void ActNpc297(NPCHAR *npc) npc->rect = rc; } -//Doctor (opening) +// Doctor (opening) void ActNpc298(NPCHAR *npc) { RECT rc[8] = { @@ -1676,7 +1703,7 @@ void ActNpc298(NPCHAR *npc) ++npc->ani_no; } - if ( npc->ani_no > 5 ) + if (npc->ani_no > 5) npc->ani_no = 2; npc->x += 0x100; @@ -1718,7 +1745,7 @@ void ActNpc298(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Balrog/Misery (opening) +// Balrog/Misery (opening) void ActNpc299(NPCHAR *npc) { RECT rc[2] = { diff --git a/src/NpcAct300.cpp b/src/NpcAct300.cpp index 63526f89..0427951d 100644 --- a/src/NpcAct300.cpp +++ b/src/NpcAct300.cpp @@ -16,7 +16,7 @@ #include "Sound.h" #include "Triangle.h" -//Demon crown (opening) +// Demon crown (opening) void ActNpc300(NPCHAR *npc) { RECT rc = {192, 80, 208, 96}; @@ -33,7 +33,7 @@ void ActNpc300(NPCHAR *npc) npc->rect = rc; } -//Fish missile (Misery) +// Fish missile (Misery) void ActNpc301(NPCHAR *npc) { RECT rect[8] = { @@ -100,7 +100,7 @@ void ActNpc301(NPCHAR *npc) npc->rect = rect[npc->ani_no]; } -//Camera focus marker +// Camera focus marker void ActNpc302(NPCHAR *npc) { switch (npc->act_no) @@ -116,12 +116,15 @@ void ActNpc302(NPCHAR *npc) case 0: npc->x -= 0x400; break; + case 1: npc->y -= 0x400; break; + case 2: npc->x += 0x400; break; + case 3: npc->y += 0x400; break; @@ -169,7 +172,7 @@ void ActNpc302(NPCHAR *npc) } } -//Curly's machine gun +// Curly's machine gun void ActNpc303(NPCHAR *npc) { RECT rcLeft[2] = { @@ -185,7 +188,7 @@ void ActNpc303(NPCHAR *npc) if (npc->pNpc == NULL) return; - //Set position + // Set position if (npc->pNpc->direct == 0) { npc->direct = 0; @@ -199,19 +202,19 @@ void ActNpc303(NPCHAR *npc) npc->y = npc->pNpc->y; - //Animation + // Animation npc->ani_no = 0; if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5) npc->y -= 0x200; - //Set framerect + // Set framerect if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } -//Gaudi in hospital +// Gaudi in hospital void ActNpc304(NPCHAR *npc) { RECT rc[4] = { @@ -226,17 +229,19 @@ void ActNpc304(NPCHAR *npc) case 0: npc->act_no = 1; npc->y += 5120; - //Fallthrough + // Fallthrough case 1: npc->ani_no = 0; break; + case 10: npc->ani_no = 1; break; + case 20: npc->act_no = 21; npc->ani_no = 2; - //Fallthrough + // Fallthrough case 21: if (++npc->ani_wait > 10) { @@ -247,6 +252,7 @@ void ActNpc304(NPCHAR *npc) if (npc->ani_no > 3) npc->ani_no = 2; break; + default: break; } @@ -254,7 +260,7 @@ void ActNpc304(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Small puppy +// Small puppy void ActNpc305(NPCHAR *npc) { RECT rcLeft[2] = { @@ -273,7 +279,7 @@ void ActNpc305(NPCHAR *npc) npc->act_no = 1; npc->y -= 0x2000; npc->ani_wait = Random(0, 6); - //Fallthrough + // Fallthrough case 1: if (++npc->ani_wait > 6) @@ -293,7 +299,7 @@ void ActNpc305(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Balrog (nurse) +// Balrog (nurse) void ActNpc306(NPCHAR *npc) { RECT rcLeft[2] = { @@ -313,7 +319,7 @@ void ActNpc306(NPCHAR *npc) npc->ani_no = 0; npc->ani_wait = 0; npc->y += 0x800; - //Fallthrough + // Fallthrough case 1: if (Random(0, 120) == 10) { @@ -322,6 +328,7 @@ void ActNpc306(NPCHAR *npc) npc->ani_no = 1; } break; + case 2: if (++npc->act_wait > 8) { @@ -337,7 +344,7 @@ void ActNpc306(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Caged Santa +// Caged Santa void ActNpc307(NPCHAR *npc) { RECT rcLeft[2] = { @@ -358,7 +365,7 @@ void ActNpc307(NPCHAR *npc) npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; - //Fallthrough + // Fallthrough case 1: if (Random(0, 160) == 1) { @@ -367,6 +374,7 @@ void ActNpc307(NPCHAR *npc) npc->ani_no = 1; } break; + case 2: if (++npc->act_wait > 12) { @@ -387,7 +395,7 @@ void ActNpc307(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Stumpy +// Stumpy void ActNpc308(NPCHAR *npc) { RECT rcLeft[2] = { @@ -496,7 +504,7 @@ void ActNpc308(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Bute +// Bute void ActNpc309(NPCHAR *npc) { RECT rcLeft[2] = { @@ -602,7 +610,7 @@ void ActNpc309(NPCHAR *npc) } } -//Bute (with sword) +// Bute (with sword) void ActNpc310(NPCHAR *npc) { RECT rcLeft[5] = { @@ -753,7 +761,7 @@ void ActNpc310(NPCHAR *npc) } } -//Bute archer +// Bute archer void ActNpc311(NPCHAR *npc) { RECT rcLeft[7] = { @@ -900,7 +908,7 @@ void ActNpc311(NPCHAR *npc) } } -//Bute arrow projectile +// Bute arrow projectile void ActNpc312(NPCHAR *npc) { RECT rcLeft[5] = { @@ -1017,7 +1025,7 @@ void ActNpc312(NPCHAR *npc) } } -//Ma Pignon +// Ma Pignon void ActNpc313(NPCHAR *npc) { RECT rcLeft[14] = { @@ -1367,7 +1375,7 @@ void ActNpc313(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Ma Pignon rock +// Ma Pignon rock void ActNpc314(NPCHAR *npc) { RECT rc[3] = { @@ -1438,7 +1446,7 @@ void ActNpc314(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Ma Pignon clone +// Ma Pignon clone void ActNpc315(NPCHAR *npc) { RECT rcLeft[4] = { @@ -1580,7 +1588,7 @@ void ActNpc315(NPCHAR *npc) } } -//Bute (dead) +// Bute (dead) void ActNpc316(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1659,7 +1667,7 @@ void ActNpc316(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Mesa +// Mesa void ActNpc317(NPCHAR *npc) { RECT rcLeft[4] = { @@ -1704,7 +1712,7 @@ void ActNpc317(NPCHAR *npc) if (npc->ani_no > 1) npc->ani_no = 0; - if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50 ) + if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50) { npc->act_no = 10; } @@ -1754,7 +1762,7 @@ void ActNpc317(NPCHAR *npc) } } -//Mesa (dead) +// Mesa (dead) void ActNpc318(NPCHAR *npc) { RECT rcLeft[3] = { @@ -1830,7 +1838,7 @@ void ActNpc318(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Mesa block +// Mesa block void ActNpc319(NPCHAR *npc) { RECT rc[3] = { diff --git a/src/NpcAct320.cpp b/src/NpcAct320.cpp index 87beecd1..17b4d610 100644 --- a/src/NpcAct320.cpp +++ b/src/NpcAct320.cpp @@ -14,7 +14,7 @@ #include "Sound.h" #include "Triangle.h" -//Curly (carried, shooting) +// Curly (carried, shooting) void ActNpc320(NPCHAR *npc) { RECT rcLeft[3] = { @@ -104,7 +104,7 @@ void ActNpc320(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Curly's Nemesis +// Curly's Nemesis void ActNpc321(NPCHAR *npc) { RECT rcLeft[3] = { @@ -177,7 +177,7 @@ void ActNpc321(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Deleet +// Deleet void ActNpc322(NPCHAR *npc) { RECT rc[3] = { @@ -222,18 +222,23 @@ void ActNpc322(NPCHAR *npc) case 0: SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 0, 0, 0x180); break; + case 50: SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 1, 0, 0x180); break; + case 100: SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 2, 0, 0x180); break; + case 150: SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 3, 0, 0x180); break; + case 200: SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 4, 0, 0x180); break; + case 250: npc->hit.back = 0x6000; npc->hit.front = 0x6000; @@ -265,7 +270,7 @@ void ActNpc322(NPCHAR *npc) } } -//Bute (spinning) +// Bute (spinning) void ActNpc323(NPCHAR *npc) { RECT rc[4] = { @@ -293,12 +298,15 @@ void ActNpc323(NPCHAR *npc) case 0: npc->xm = -0x600; break; + case 2: npc->xm = 0x600; break; + case 1: npc->ym = -0x600; break; + case 3: npc->ym = 0x600; break; @@ -322,14 +330,17 @@ void ActNpc323(NPCHAR *npc) if (npc->x <= gMC.x + 0x4000) npc->act_no = 10; break; + case 2: if (npc->x >= gMC.x - 0x4000) npc->act_no = 10; break; + case 1: if (npc->y <= gMC.y + 0x4000) npc->act_no = 10; break; + case 3: if (npc->y >= gMC.y - 0x4000) npc->act_no = 10; @@ -354,7 +365,7 @@ void ActNpc323(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Bute generator +// Bute generator void ActNpc324(NPCHAR *npc) { switch (npc->act_no) @@ -374,7 +385,7 @@ void ActNpc324(NPCHAR *npc) } } -//Heavy Press lightning +// Heavy Press lightning void ActNpc325(NPCHAR *npc) { RECT rc[7] = { @@ -436,7 +447,7 @@ void ActNpc325(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Sue/Itoh becoming humans +// Sue/Itoh becoming humans void ActNpc326(NPCHAR *npc) { switch (npc->act_no) @@ -446,7 +457,7 @@ void ActNpc326(NPCHAR *npc) npc->y -= 0x1000; npc->x += 0x2000; npc->ani_no = 0; - //Fallthrough + // Fallthrough case 1: if (++npc->act_wait > 80) { @@ -540,7 +551,7 @@ void ActNpc326(NPCHAR *npc) npc->act_no = 41; npc->act_wait = 0; npc->ani_no = 0; - //Fallthrough + // Fallthrough case 41: if (++npc->act_wait == 30) npc->ani_no = 1; @@ -579,7 +590,7 @@ void ActNpc326(NPCHAR *npc) npc->rect = rcSu[npc->ani_no]; } -//Sneeze +// Sneeze void ActNpc327(NPCHAR *npc) { RECT rc[2] = { @@ -624,14 +635,14 @@ void ActNpc327(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Thingy that turns Sue and Itoh into humans for 4 seconds +// Thingy that turns Sue and Itoh into humans for 4 seconds void ActNpc328(NPCHAR *npc) { RECT rc = {96, 0, 128, 48}; npc->rect = rc; } -//Laboratory fan +// Laboratory fan void ActNpc329(NPCHAR *npc) { RECT rc[2] = { @@ -645,7 +656,7 @@ void ActNpc329(NPCHAR *npc) npc->rect = rc[1]; } -//Rolling +// Rolling void ActNpc330(NPCHAR *npc) { RECT rc[3] = { @@ -728,7 +739,7 @@ void ActNpc330(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Ballos bone projectile +// Ballos bone projectile void ActNpc331(NPCHAR *npc) { RECT rc[4] = { @@ -787,7 +798,7 @@ void ActNpc331(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Ballos shockwave +// Ballos shockwave void ActNpc332(NPCHAR *npc) { int xm; @@ -843,7 +854,7 @@ void ActNpc332(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Ballos lightning +// Ballos lightning void ActNpc333(NPCHAR *npc) { RECT rc[2] = { @@ -879,7 +890,7 @@ void ActNpc333(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Sweat +// Sweat void ActNpc334(NPCHAR *npc) { RECT rcLeft[2] = { @@ -926,7 +937,7 @@ void ActNpc334(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Ikachan +// Ikachan void ActNpc335(NPCHAR *npc) { RECT rc[3] = { @@ -982,7 +993,7 @@ void ActNpc335(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Ikachan generator +// Ikachan generator void ActNpc336(NPCHAR *npc) { int y; @@ -996,7 +1007,7 @@ void ActNpc336(NPCHAR *npc) break; case 10: - if (++npc->act_wait % 4 == 1 ) + if (++npc->act_wait % 4 == 1) { y = npc->y + (Random(0, 13) * 0x200 * 0x10); SetNpChar(335, npc->x, y, 0, 0, 0, 0, 0); @@ -1006,7 +1017,7 @@ void ActNpc336(NPCHAR *npc) } } -//Numhachi +// Numhachi void ActNpc337(NPCHAR *npc) { RECT rcLeft[2] = { @@ -1048,7 +1059,7 @@ void ActNpc337(NPCHAR *npc) npc->rect = rcLeft[npc->ani_no]; } -//Green Devil +// Green Devil void ActNpc338(NPCHAR *npc) { RECT rcLeft[2] = { @@ -1115,7 +1126,7 @@ void ActNpc338(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Green Devil generator +// Green Devil generator void ActNpc339(NPCHAR *npc) { switch (npc->act_no) diff --git a/src/NpcAct340.cpp b/src/NpcAct340.cpp index c9001fb5..6b1ad3f2 100644 --- a/src/NpcAct340.cpp +++ b/src/NpcAct340.cpp @@ -15,7 +15,7 @@ #include "Sound.h" #include "Triangle.h" -//Ballos +// Ballos void ActNpc340(NPCHAR *npc) { int i; @@ -78,6 +78,7 @@ void ActNpc340(NPCHAR *npc) case 3: npc->act_no = 200; break; + case 4: npc->act_no = 300; break; @@ -558,7 +559,7 @@ void ActNpc340(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Ballos 1 head +// Ballos 1 head void ActNpc341(NPCHAR *npc) { RECT rc[3] = { @@ -584,7 +585,7 @@ void ActNpc341(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Ballos 3 eye +// Ballos 3 eye void ActNpc342(NPCHAR *npc) { static int flash; @@ -810,6 +811,7 @@ void ActNpc342(NPCHAR *npc) PlaySoundObject(26, 1); } break; + case 1: if (npc->count1 == 268) { @@ -818,6 +820,7 @@ void ActNpc342(NPCHAR *npc) PlaySoundObject(26, 1); } break; + case 2: if (npc->count1 == 396) { @@ -827,6 +830,7 @@ void ActNpc342(NPCHAR *npc) PlaySoundObject(26, 1); } break; + case 3: if (npc->count1 == 12) { @@ -855,7 +859,7 @@ void ActNpc342(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Ballos 2 cutscene +// Ballos 2 cutscene void ActNpc343(NPCHAR *npc) { RECT rc = {0, 0, 120, 120}; @@ -869,7 +873,7 @@ void ActNpc343(NPCHAR *npc) npc->y = npc->pNpc->y; } -//Ballos 2 eyes +// Ballos 2 eyes void ActNpc344(NPCHAR *npc) { RECT rc[2] = { @@ -894,7 +898,7 @@ void ActNpc344(NPCHAR *npc) npc->y = npc->pNpc->y - 0x4800; } -//Ballos skull projectile +// Ballos skull projectile void ActNpc345(NPCHAR *npc) { int i; @@ -940,7 +944,7 @@ void ActNpc345(NPCHAR *npc) case 110: npc->ym += 0x40; - if ( npc->y > (gMap.length * 0x200 * 0x10) + (2 * 0x200 * 0x10)) + if (npc->y > (gMap.length * 0x200 * 0x10) + (2 * 0x200 * 0x10)) { npc->cond = 0; return; @@ -963,7 +967,7 @@ void ActNpc345(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Ballos 4 orbiting platform +// Ballos 4 orbiting platform void ActNpc346(NPCHAR *npc) { unsigned char deg; @@ -1099,7 +1103,7 @@ void ActNpc346(NPCHAR *npc) npc->rect = rc; } -//Hoppy +// Hoppy void ActNpc347(NPCHAR *npc) { switch (npc->act_no) @@ -1186,7 +1190,7 @@ void ActNpc347(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Ballos 4 spikes +// Ballos 4 spikes void ActNpc348(NPCHAR *npc) { RECT rc[2] = { @@ -1222,7 +1226,7 @@ void ActNpc348(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Statue +// Statue void ActNpc349(NPCHAR *npc) { RECT rect = {0, 0, 16, 16}; @@ -1240,7 +1244,7 @@ void ActNpc349(NPCHAR *npc) npc->rect = rect; } -//Flying Bute archer +// Flying Bute archer void ActNpc350(NPCHAR *npc) { RECT rcLeft[7] = { @@ -1425,7 +1429,7 @@ void ActNpc350(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Statue (shootable) +// Statue (shootable) void ActNpc351(NPCHAR *npc) { RECT rc[9] = { @@ -1478,19 +1482,19 @@ void ActNpc351(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Ending characters +// Ending characters void ActNpc352(NPCHAR *npc) { switch (npc->act_no) { case 0: - //Set state + // Set state npc->act_no = 1; npc->ani_no = 0; npc->count1 = npc->direct / 100; npc->direct %= 100; - //Set surfaces / offset + // Set surfaces / offset switch (npc->count1) { case 7: @@ -1500,6 +1504,7 @@ void ActNpc352(NPCHAR *npc) case 13: npc->surf = SURFACE_ID_LEVEL_SPRITESET_1; break; + default: break; } @@ -1512,11 +1517,12 @@ void ActNpc352(NPCHAR *npc) case 12: npc->view.top = 0x2000; break; + default: break; } - //Balrog + // Balrog if (npc->count1 == 9) { npc->view.back = 0x2800; @@ -1524,10 +1530,10 @@ void ActNpc352(NPCHAR *npc) npc->x -= 0x200; } - //Spawn King's sword + // Spawn King's sword if (!npc->count1) SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100); - //Fallthrough + // Fallthrough case 1: npc->ym += 0x40; if (npc->ym > 0x5FF) @@ -1578,7 +1584,7 @@ void ActNpc352(NPCHAR *npc) npc->rect = rc[npc->ani_no + 2 * npc->count1]; } -//Bute with sword (flying) +// Bute with sword (flying) void ActNpc353(NPCHAR *npc) { RECT rc[4] = { @@ -1608,12 +1614,15 @@ void ActNpc353(NPCHAR *npc) case 0: npc->xm = -0x600; break; + case 2: npc->xm = 0x600; break; + case 1: npc->ym = -0x600; break; + case 3: npc->ym = 0x600; break; @@ -1716,7 +1725,7 @@ void ActNpc353(NPCHAR *npc) } } -//Invisible deathtrap wall +// Invisible deathtrap wall void ActNpc354(NPCHAR *npc) { int i; @@ -1763,7 +1772,7 @@ void ActNpc354(NPCHAR *npc) } } -//Quote and Curly on Balrog's back +// Quote and Curly on Balrog's back void ActNpc355(NPCHAR *npc) { RECT rc[4] = { @@ -1813,7 +1822,7 @@ void ActNpc355(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Balrog rescue +// Balrog rescue void ActNpc356(NPCHAR *npc) { RECT rcRight[2] = { @@ -1883,7 +1892,7 @@ void ActNpc356(NPCHAR *npc) npc->rect = rcRight[npc->ani_no]; } -//Puppy ghost +// Puppy ghost void ActNpc357(NPCHAR *npc) { RECT rc = {224, 136, 240, 152}; @@ -1917,7 +1926,7 @@ void ActNpc357(NPCHAR *npc) SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1); } -//Misery (stood in the wind during the credits) +// Misery (stood in the wind during the credits) void ActNpc358(NPCHAR *npc) { RECT rc[5] = { @@ -1958,7 +1967,7 @@ void ActNpc358(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -//Water droplet generator +// Water droplet generator void ActNpc359(NPCHAR *npc) { int x; @@ -1970,7 +1979,7 @@ void ActNpc359(NPCHAR *npc) } } -//Thank you +// Thank you void ActNpc360(NPCHAR *npc) { RECT rc = {0, 176, 48, 184};