Clean-up NpcAct100.cpp

This commit is contained in:
Clownacy 2019-11-14 19:23:32 +00:00
parent e494343219
commit 61c17ee981

View file

@ -1,5 +1,7 @@
#include "NpcAct.h" #include "NpcAct.h"
#include <stddef.h>
#include "WindowsWrapper.h" #include "WindowsWrapper.h"
#include "Bullet.h" #include "Bullet.h"
@ -21,7 +23,7 @@ void ActNpc100(NPCHAR *npc)
switch (npc->act_no) switch (npc->act_no)
{ {
case 0: case 0:
npc->y += 0x2000; npc->y += 16 * 0x200;
npc->act_no = 1; npc->act_no = 1;
break; break;
} }
@ -66,7 +68,7 @@ void ActNpc102(NPCHAR *npc)
if (npc->act_no == 0) if (npc->act_no == 0)
{ {
npc->act_no = 1; npc->act_no = 1;
npc->y += 0x1000; npc->y += 8 * 0x200;
} }
if (++npc->ani_wait > 0) if (++npc->ani_wait > 0)
@ -136,6 +138,8 @@ void ActNpc103(NPCHAR *npc)
// Frog // Frog
void ActNpc104(NPCHAR *npc) void ActNpc104(NPCHAR *npc)
{ {
BOOL bJump;
RECT rcLeft[3] = { RECT rcLeft[3] = {
{0, 112, 32, 144}, {0, 112, 32, 144},
{32, 112, 64, 144}, {32, 112, 64, 144},
@ -168,10 +172,8 @@ void ActNpc104(NPCHAR *npc)
npc->act_no = 3; npc->act_no = 3;
break; break;
} }
else
{ npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
}
// Fallthrough // Fallthrough
case 1: case 1:
++npc->act_wait; ++npc->act_wait;
@ -246,16 +248,17 @@ void ActNpc104(NPCHAR *npc)
break; break;
} }
BOOL bJump = FALSE; bJump = FALSE;
if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10) if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
{ {
if (npc->shock) if (npc->shock)
bJump = TRUE; bJump = TRUE;
if (npc->x < gMC.x - 0x14000 || npc->x > gMC.x + 0x14000 || npc->y < gMC.y - 0x8000 || npc->y > gMC.y + 0x8000) if (npc->x < gMC.x - (160 * 0x200) || npc->x > gMC.x + (160 * 0x200) || npc->y < gMC.y - (64 * 0x200) || npc->y > gMC.y + (64 * 0x200))
{ {
// For some reason this blank space is needed for the function to compile accurately // This blank space is needed for the function to produce the same assembly.
// Chances are there used to be some commented-out code here.
} }
else else
{ {
@ -309,7 +312,7 @@ void ActNpc105(NPCHAR *npc)
npc->cond = 0; npc->cond = 0;
if (npc->act_wait < 5) if (npc->act_wait < 5)
npc->y -= 0x200; npc->y -= 1 * 0x200;
npc->rect = rect[npc->ani_no]; npc->rect = rect[npc->ani_no];
} }
@ -320,7 +323,7 @@ void ActNpc106(NPCHAR *npc)
switch (npc->act_no) switch (npc->act_no)
{ {
case 0: case 0:
SetNpChar(105, npc->x, npc->y - 0x1000, 0, 0, 0, 0, 0x180); SetNpChar(105, npc->x, npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x180);
npc->act_no = 1; npc->act_no = 1;
break; break;
} }
@ -347,7 +350,7 @@ void ActNpc107(NPCHAR *npc)
npc->ani_wait = 0; npc->ani_wait = 0;
for (i = 0; i < 4; ++i) for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
// Fallthrough // Fallthrough
case 11: case 11:
@ -384,12 +387,12 @@ void ActNpc107(NPCHAR *npc)
case 15: case 15:
if (npc->act_wait / 2 % 2) if (npc->act_wait / 2 % 2)
{ {
npc->x += 0x200; npc->x += 1 * 0x200;
PlaySoundObject(11, 1); PlaySoundObject(11, 1);
} }
else else
{ {
npc->x -= 0x200; npc->x -= 1 * 0x200;
} }
if (++npc->act_wait > 50) if (++npc->act_wait > 50)
@ -404,7 +407,7 @@ void ActNpc107(NPCHAR *npc)
PlaySoundObject(12, 1); PlaySoundObject(12, 1);
for (i = 0; i < 8; ++i) for (i = 0; i < 8; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
// Fallthrough // Fallthrough
case 17: case 17:
@ -438,7 +441,7 @@ void ActNpc107(NPCHAR *npc)
PlaySoundObject(12, 1); PlaySoundObject(12, 1);
for (i = 0; i < 4; ++i) for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
} }
break; break;
@ -546,7 +549,7 @@ void ActNpc109(NPCHAR *npc)
switch (npc->act_no) switch (npc->act_no)
{ {
case 0: case 0:
if (--npc->act_wait) if (--npc->act_wait != 0)
npc->act_no = 1; npc->act_no = 1;
npc->ani_no = 0; npc->ani_no = 0;
@ -560,7 +563,7 @@ void ActNpc109(NPCHAR *npc)
npc->ani_no = 1; npc->ani_no = 1;
} }
if (npc->x - 0x4000 < gMC.x && npc->x + 0x4000 > gMC.x && npc->y - 0x4000 < gMC.y && npc->y + 0x2000 > gMC.y) if (npc->x - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
{ {
if (npc->x > gMC.x) if (npc->x > gMC.x)
npc->direct = 0; npc->direct = 0;
@ -584,7 +587,7 @@ void ActNpc109(NPCHAR *npc)
PlaySoundObject(12, 1); PlaySoundObject(12, 1);
for (i = 0; i < 8; ++i) for (i = 0; i < 8; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break; break;
} }
@ -604,6 +607,8 @@ void ActNpc109(NPCHAR *npc)
// Puchi // Puchi
void ActNpc110(NPCHAR *npc) void ActNpc110(NPCHAR *npc)
{ {
BOOL bJump;
RECT rcLeft[3] = { RECT rcLeft[3] = {
{96, 128, 112, 144}, {96, 128, 112, 144},
{112, 128, 128, 144}, {112, 128, 128, 144},
@ -626,7 +631,7 @@ void ActNpc110(NPCHAR *npc)
if (npc->direct == 4) if (npc->direct == 4)
{ {
if (Random(0, 1) != 0) if (Random(0, 1))
npc->direct = 0; npc->direct = 0;
else else
npc->direct = 2; npc->direct = 2;
@ -637,10 +642,8 @@ void ActNpc110(NPCHAR *npc)
break; break;
} }
else
{ npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
}
// Fallthrough // Fallthrough
case 1: case 1:
++npc->act_wait; ++npc->act_wait;
@ -715,16 +718,17 @@ void ActNpc110(NPCHAR *npc)
break; break;
} }
BOOL bJump = FALSE; bJump = FALSE;
if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10) if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
{ {
if (npc->shock) if (npc->shock)
bJump = TRUE; bJump = TRUE;
if (npc->x < gMC.x - 0x14000 || npc->x > gMC.x + 0x14000 || npc->y < gMC.y - 0x8000 || npc->y > gMC.y + 0x8000) if (npc->x < gMC.x - (160 * 0x200) || npc->x > gMC.x + (160 * 0x200) || npc->y < gMC.y - (64 * 0x200) || npc->y > gMC.y + (64 * 0x200))
{ {
// For some reason this blank space is needed for the function to compile accurately // This blank space is needed for the function to produce the same assembly.
// Chances are there used to be some commented-out code here.
} }
else else
{ {
@ -782,7 +786,7 @@ void ActNpc111(NPCHAR *npc)
case 0: case 0:
npc->act_no = 1; npc->act_no = 1;
npc->ani_no = 0; npc->ani_no = 0;
npc->y -= 0x2000; npc->y -= 16 * 0x200;
break; break;
case 1: case 1:
@ -798,7 +802,7 @@ void ActNpc111(NPCHAR *npc)
case 2: case 2:
if (npc->ym > 0) if (npc->ym > 0)
npc->hit.bottom = 0x2000; npc->hit.bottom = 16 * 0x200;
if (npc->flag & 8) if (npc->flag & 8)
{ {
@ -837,6 +841,7 @@ void ActNpc111(NPCHAR *npc)
else else
npc->rect = rcRight[npc->ani_no]; npc->rect = rcRight[npc->ani_no];
// Use a different sprite if the player is wearing the Mimiga Mask
if (gMC.equip & 0x40) if (gMC.equip & 0x40)
{ {
npc->rect.top += 32; npc->rect.top += 32;
@ -845,7 +850,7 @@ void ActNpc111(NPCHAR *npc)
if (npc->act_no == 4) if (npc->act_no == 4)
{ {
npc->rect.bottom = npc->rect.top + npc->act_wait / 4; 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; ++npc->rect.left;
@ -871,8 +876,8 @@ void ActNpc112(NPCHAR *npc)
npc->act_no = 1; npc->act_no = 1;
npc->ani_no = 0; npc->ani_no = 0;
npc->ani_wait = 0; npc->ani_wait = 0;
npc->x += 0x2000; npc->x += 16 * 0x200;
npc->y += 0x1000; npc->y += 8 * 0x200;
PlaySoundObject(29, 1); PlaySoundObject(29, 1);
// Fallthrough // Fallthrough
case 1: case 1:
@ -889,7 +894,7 @@ void ActNpc112(NPCHAR *npc)
{ {
npc->act_no = 3; npc->act_no = 3;
npc->ani_no = 1; npc->ani_no = 1;
npc->hit.bottom = 0x1000; npc->hit.bottom = 8 * 0x200;
} }
break; break;
@ -913,6 +918,7 @@ void ActNpc112(NPCHAR *npc)
else else
npc->rect = rcRight[npc->ani_no]; npc->rect = rcRight[npc->ani_no];
// Use a different sprite if the player is wearing the Mimiga Mask
if (gMC.equip & 0x40) if (gMC.equip & 0x40)
{ {
npc->rect.top += 32; npc->rect.top += 32;
@ -921,7 +927,7 @@ void ActNpc112(NPCHAR *npc)
if (npc->act_no == 1) if (npc->act_no == 1)
{ {
npc->rect.bottom = npc->rect.top + npc->act_wait / 4; 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; ++npc->rect.left;
@ -993,9 +999,9 @@ void ActNpc113(NPCHAR *npc)
npc->ani_no = 2; npc->ani_no = 2;
if (npc->direct == 0) if (npc->direct == 0)
npc->x -= 0x200; npc->x -= 1 * 0x200;
else else
npc->x += 0x200; npc->x += 1 * 0x200;
break; break;
@ -1007,9 +1013,9 @@ void ActNpc113(NPCHAR *npc)
npc->act_no = 31; npc->act_no = 31;
npc->ani_no = 0; npc->ani_no = 0;
npc->ani_wait = 0; npc->ani_wait = 0;
npc->hit.bottom = 0x2000; npc->hit.bottom = 16 * 0x200;
npc->x -= 0x2000; npc->x -= 16 * 0x200;
npc->y += 0x1000; npc->y += 8 * 0x200;
PlaySoundObject(29, 1); PlaySoundObject(29, 1);
// Fallthrough // Fallthrough
case 31: case 31:
@ -1026,7 +1032,7 @@ void ActNpc113(NPCHAR *npc)
{ {
npc->act_no = 33; npc->act_no = 33;
npc->ani_no = 1; npc->ani_no = 1;
npc->hit.bottom = 0x1000; npc->hit.bottom = 8 * 0x200;
} }
break; break;
@ -1052,7 +1058,7 @@ void ActNpc113(NPCHAR *npc)
if (npc->act_no == 31) if (npc->act_no == 31)
{ {
npc->rect.bottom = npc->rect.top + npc->act_wait / 4; 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; ++npc->rect.left;
@ -1062,6 +1068,8 @@ void ActNpc113(NPCHAR *npc)
// Press // Press
void ActNpc114(NPCHAR *npc) void ActNpc114(NPCHAR *npc)
{ {
int i;
RECT rcLeft[3] = { RECT rcLeft[3] = {
{144, 112, 160, 136}, {144, 112, 160, 136},
{160, 112, 176, 136}, {160, 112, 176, 136},
@ -1072,15 +1080,19 @@ void ActNpc114(NPCHAR *npc)
{ {
case 0: case 0:
npc->act_no = 1; npc->act_no = 1;
npc->y -= 0x800; npc->y -= 4 * 0x200;
// Fallthrough // Fallthrough
case 1: case 1:
if (npc->flag & 8) if (npc->flag & 8)
break; {
// Chances are there used to be commented-out code here
npc->act_no = 10; }
npc->ani_wait = 0; else
npc->ani_no = 1; {
npc->act_no = 10;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break; break;
@ -1109,8 +1121,8 @@ void ActNpc114(NPCHAR *npc)
{ {
if (npc->ani_no > 1) if (npc->ani_no > 1)
{ {
for (int i = 0; i < 4; ++i) for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
PlaySoundObject(26, 1); PlaySoundObject(26, 1);
SetQuake(10); SetQuake(10);
@ -1166,7 +1178,7 @@ void ActNpc115(NPCHAR *npc)
npc->count1 = 0; npc->count1 = 0;
// Fallthrough // Fallthrough
case 1: case 1:
if (gMC.x < npc->x + 0xC000 && gMC.x > npc->x - 0xC000 && gMC.y < npc->y + 0x4000 && gMC.y > npc->y - 0xC000) if (gMC.x < npc->x + (96 * 0x200) && gMC.x > npc->x - (96 * 0x200) && gMC.y < npc->y + (32 * 0x200) && gMC.y > npc->y - (96 * 0x200))
npc->act_no = 10; npc->act_no = 10;
if (npc->shock) if (npc->shock)
@ -1241,7 +1253,7 @@ void ActNpc115(NPCHAR *npc)
npc->ani_wait = 0; npc->ani_wait = 0;
npc->damage = 0; npc->damage = 0;
if (gMC.x > npc->x + 0x12000 || gMC.x < npc->x - 0x12000 || gMC.y > npc->y + 0x6000 || gMC.y < npc->y - 0x12000) if (gMC.x > npc->x + (144 * 0x200) || gMC.x < npc->x - (144 * 0x200) || gMC.y > npc->y + (48 * 0x200) || gMC.y < npc->y - (144 * 0x200))
npc->act_no = 0; npc->act_no = 0;
} }
@ -1249,7 +1261,7 @@ void ActNpc115(NPCHAR *npc)
case 30: case 30:
for (i = 0; i < 8; ++i) for (i = 0; i < 8; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->ani_no = 0; npc->ani_no = 0;
npc->act_no = 0; npc->act_no = 0;
@ -1353,14 +1365,14 @@ void ActNpc117(NPCHAR *npc)
case 3: case 3:
if (0) if (0)
{ {
// There used to be an if here that didn't do anything, but the compiler optimised it out. // There used to be an if-statement here that didn't do anything, but the compiler optimised it out.
// We only know this was here because empty ifs mess with the register usage. // We only know this was here because empty if-statements affect the assembly's register usage.
// Since there's no code, we have no idea what the original condition actually was. // Since there's no code, we have no idea what the original condition actually was.
} }
if (0) if (0)
{ {
// Another empty if // Another empty if-statement
} }
npc->act_no = 4; npc->act_no = 4;
@ -1395,8 +1407,8 @@ void ActNpc117(NPCHAR *npc)
case 6: case 6:
if (0) if (0)
{ {
// There used to be an if here that didn't do anything, but the compiler optimised it out. // There used to be an if-statement here that didn't do anything, but the compiler optimised it out.
// We only know this was here because empty ifs mess with the register usage. // We only know this was here because empty if-statements affect the assembly's register usage.
// Since there's no code, we have no idea what the original condition actually was. // Since there's no code, we have no idea what the original condition actually was.
} }
@ -1425,11 +1437,11 @@ void ActNpc117(NPCHAR *npc)
npc->ani_no = 1; npc->ani_no = 1;
if (npc->direct == 0) if (npc->direct == 0)
npc->x -= 0x200; npc->x -= 1 * 0x200;
else else
npc->x += 0x200; npc->x += 1 * 0x200;
if (gMC.x < npc->x + 0x2800 && gMC.x > npc->x - 0x2800) if (gMC.x < npc->x + (20 * 0x200) && gMC.x > npc->x - (20 * 0x200))
npc->act_no = 0; npc->act_no = 0;
break; break;
@ -1459,7 +1471,7 @@ void ActNpc117(NPCHAR *npc)
npc->ym += 0x40; npc->ym += 0x40;
if (npc->act_wait++ && npc->flag & 8) if (npc->act_wait++ != 0 && npc->flag & 8)
npc->act_no = 32; npc->act_no = 32;
break; break;
@ -1562,7 +1574,7 @@ void ActNpc118(NPCHAR *npc)
npc->bits &= ~NPC_INVULNERABLE; npc->bits &= ~NPC_INVULNERABLE;
// Fallthrough // Fallthrough
case 11: case 11:
if (npc->act_wait) if (npc->act_wait != 0)
--npc->act_wait; --npc->act_wait;
else else
npc->act_no = 13; npc->act_no = 13;
@ -1594,7 +1606,7 @@ void ActNpc118(NPCHAR *npc)
else else
npc->xm += 0x40; npc->xm += 0x40;
if (npc->act_wait) if (npc->act_wait != 0)
{ {
--npc->act_wait; --npc->act_wait;
} }
@ -1614,7 +1626,7 @@ void ActNpc118(NPCHAR *npc)
else else
npc->direct = 2; npc->direct = 2;
npc->xm = 8 * npc->xm / 9; npc->xm = (npc->xm * 8) / 9;
if (++npc->ani_no > 1) if (++npc->ani_no > 1)
npc->ani_no = 0; npc->ani_no = 0;
@ -1635,13 +1647,13 @@ void ActNpc118(NPCHAR *npc)
if (bUpper) if (bUpper)
{ {
npc->ani_no = 2; npc->ani_no = 2;
SetNpChar(123, npc->x, npc->y - 0x1000, 0, 0, 1, 0, 0x100); SetNpChar(123, npc->x, npc->y - (8 * 0x200), 0, 0, 1, NULL, 0x100);
} }
else else
{ {
npc->ani_no = 0; npc->ani_no = 0;
SetNpChar(123, npc->x - 0x1000, npc->y + 0x800, 0, 0, 0, 0, 0x100); SetNpChar(123, npc->x - (8 * 0x200), npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100);
npc->x += 0x200; npc->x += 1 * 0x200;
} }
} }
else else
@ -1649,13 +1661,13 @@ void ActNpc118(NPCHAR *npc)
if (bUpper) if (bUpper)
{ {
npc->ani_no = 2; npc->ani_no = 2;
SetNpChar(123, npc->x, npc->y - 0x1000, 0, 0, 1, 0, 0x100); SetNpChar(123, npc->x, npc->y - (8 * 0x200), 0, 0, 1, NULL, 0x100);
} }
else else
{ {
npc->ani_no = 0; npc->ani_no = 0;
SetNpChar(123, npc->x + 0x1000, npc->y + 0x800, 0, 0, 2, 0, 0x100); SetNpChar(123, npc->x + (8 * 0x200), npc->y + (4 * 0x200), 0, 0, 2, NULL, 0x100);
npc->x -= 0x200; npc->x -= 1 * 0x200;
} }
} }
} }