Clean-up NpcAct220.cpp

Also fixed an ASM-inaccuracy
This commit is contained in:
Clownacy 2019-11-14 14:47:15 +00:00
parent b59aaabb2d
commit 89b0c1a85d

View file

@ -1,5 +1,7 @@
#include "NpcAct.h" #include "NpcAct.h"
#include <stddef.h>
#include "WindowsWrapper.h" #include "WindowsWrapper.h"
#include "Caret.h" #include "Caret.h"
@ -168,7 +170,7 @@ void ActNpc222(NPCHAR *npc)
if (npc->act_no == 0) if (npc->act_no == 0)
{ {
++npc->act_no; ++npc->act_no;
npc->y -= 0x1000; npc->y -= 8 * 0x200;
} }
npc->rect = rc; npc->rect = rc;
@ -220,7 +222,7 @@ void ActNpc223(NPCHAR *npc)
break; break;
} }
if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000) if (npc->act_no < 2 && gMC.y < npc->y + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200))
{ {
if (gMC.x < npc->x) if (gMC.x < npc->x)
npc->direct = 0; npc->direct = 0;
@ -274,7 +276,7 @@ void ActNpc224(NPCHAR *npc)
break; break;
} }
if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000) if (npc->act_no < 2 && gMC.y < npc->y + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200))
{ {
if (gMC.x < npc->x) if (gMC.x < npc->x)
npc->direct = 0; npc->direct = 0;
@ -392,6 +394,7 @@ void ActNpc226(NPCHAR *npc)
npc->ani_no = 2; npc->ani_no = 2;
++npc->act_wait; ++npc->act_wait;
break; break;
case 20: case 20:
@ -438,7 +441,7 @@ void ActNpc228(NPCHAR *npc)
{ {
case 0: case 0:
npc->act_no = 1; npc->act_no = 1;
npc->y -= 0x1000; npc->y -= 8 * 0x200;
// Fallthrough // Fallthrough
case 1: case 1:
npc->xm = 0; npc->xm = 0;
@ -526,7 +529,7 @@ void ActNpc229(NPCHAR *npc)
{ {
case 0: case 0:
npc->act_no = 1; npc->act_no = 1;
npc->y -= 0x2000; npc->y -= 16 * 0x200;
break; break;
} }
@ -548,8 +551,8 @@ void ActNpc230(NPCHAR *npc)
{ {
case 0: case 0:
npc->act_no = 1; npc->act_no = 1;
npc->x -= 0x2000; npc->x -= 16 * 0x200;
npc->y -= 0x2000; npc->y -= 16 * 0x200;
break; break;
} }
@ -604,7 +607,7 @@ void ActNpc231(NPCHAR *npc)
for (i = 0; i < 10; ++i) for (i = 0; i < 10; ++i)
{ {
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100); SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
PlaySoundObject(12, 1); // Wait, it does this in a loop? PlaySoundObject(12, 1); // Wait, it does this in a loop?
} }
// Fallthrough // Fallthrough
@ -614,9 +617,9 @@ void ActNpc231(NPCHAR *npc)
++npc->act_wait; ++npc->act_wait;
if (npc->act_wait % 2 == 0) if (npc->act_wait % 2 == 0)
SetCaret(npc->x - 0x1400, npc->y + 0x1000, 7, 3); SetCaret(npc->x - (10 * 0x200), npc->y + (8 * 0x200), 7, 3);
if (npc->act_wait % 2 == 1) if (npc->act_wait % 2 == 1)
SetCaret(npc->x + 0x1400, npc->y + 0x1000, 7, 3); SetCaret(npc->x + (10 * 0x200), npc->y + (8 * 0x200), 7, 3);
if (npc->act_wait % 4 == 1) if (npc->act_wait % 4 == 1)
PlaySoundObject(34, 1); PlaySoundObject(34, 1);
@ -630,7 +633,7 @@ void ActNpc231(NPCHAR *npc)
for (i = 0; i < 6; ++i) for (i = 0; i < 6; ++i)
{ {
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100); SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
PlaySoundObject(12, 1); PlaySoundObject(12, 1);
} }
} }
@ -644,9 +647,11 @@ void ActNpc231(NPCHAR *npc)
if (npc->ym < 0) if (npc->ym < 0)
{ {
if (npc->act_wait % 8 == 0) if (npc->act_wait % 8 == 0)
SetCaret(npc->x - 0x1400, npc->y + 0x1000, 7, 3); SetCaret(npc->x - (10 * 0x200), npc->y + (8 * 0x200), 7, 3);
if (npc->act_wait % 8 == 4) if (npc->act_wait % 8 == 4)
SetCaret(npc->x + 0x1400, npc->y + 0x1000, 7, 3); SetCaret(npc->x + (10 * 0x200), npc->y + (8 * 0x200), 7, 3);
if (npc->act_wait % 16 == 1) if (npc->act_wait % 16 == 1)
PlaySoundObject(34, 1); PlaySoundObject(34, 1);
} }
@ -750,10 +755,12 @@ void ActNpc233(NPCHAR *npc)
{ {
case 0: case 0:
npc->act_no = 1; npc->act_no = 1;
deg = Random(0, 0xFF); deg = Random(0, 0xFF);
npc->xm = GetCos(deg); npc->xm = GetCos(deg);
deg = Random(0, 0xFF); deg = Random(0, 0xFF);
npc->ym = GetSin(deg); npc->ym = GetSin(deg);
npc->count1 = 120; npc->count1 = 120;
npc->count2 = Random(-0x20, 0x20) * 0x200; npc->count2 = Random(-0x20, 0x20) * 0x200;
// Fallthrough // Fallthrough
@ -788,16 +795,15 @@ void ActNpc233(NPCHAR *npc)
if (npc->count1 < 120) if (npc->count1 < 120)
{ {
++npc->count1; ++npc->count1;
break;
} }
else
if (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y < gMC.y && npc->y + (176 * 0x200) > gMC.y)
{ {
if (npc->x - 0x1000 < gMC.x && npc->x + 0x1000 > gMC.x && npc->y < gMC.y && npc->y + 0x16000 > gMC.y) npc->xm /= 4;
{ npc->ym = 0;
npc->xm /= 4; npc->act_no = 3;
npc->ym = 0; npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->act_no = 3;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
}
} }
break; break;
@ -870,7 +876,7 @@ void ActNpc234(NPCHAR *npc)
{ {
case 0: case 0:
npc->act_no = 1; npc->act_no = 1;
npc->y += 0x2000; npc->y += 16 * 0x200;
break; break;
} }
@ -976,9 +982,9 @@ void ActNpc235(NPCHAR *npc)
npc->y += npc->ym; npc->y += npc->ym;
if (npc->ani_no == 2) if (npc->ani_no == 2)
npc->hit.top = 0xA00; npc->hit.top = 5 * 0x200;
else else
npc->hit.top = 0x800; npc->hit.top = 4 * 0x200;
if (npc->direct == 0) if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no]; npc->rect = rcLeft[npc->ani_no];
@ -1017,7 +1023,7 @@ void ActNpc236(NPCHAR *npc)
npc->ym = 0; npc->ym = 0;
// Fallthrough // Fallthrough
case 1: case 1:
if (npc->act_wait) if (npc->act_wait != 0)
{ {
--npc->act_wait; --npc->act_wait;
} }
@ -1035,7 +1041,7 @@ void ActNpc236(NPCHAR *npc)
else else
npc->direct = 0; npc->direct = 0;
if (gMC.x < npc->x + 0x10000 && gMC.x > npc->x - 0x10000 && gMC.y < npc->y + 0x4000 && gMC.y > npc->y - 0x14000) if (gMC.x < npc->x + (128 * 0x200) && gMC.x > npc->x - (128 * 0x200) && gMC.y < npc->y + (32 * 0x200) && gMC.y > npc->y - (160 * 0x200))
++npc->act_wait; ++npc->act_wait;
if (npc->act_wait > 80) if (npc->act_wait > 80)
@ -1085,9 +1091,9 @@ void ActNpc236(NPCHAR *npc)
PlaySoundObject(39, 1); PlaySoundObject(39, 1);
if (npc->direct == 0) if (npc->direct == 0)
SetNpChar(237, npc->x - 0x1000, npc->y - 0x1000, -0x400, -0x400, 0, 0, 0x100); SetNpChar(237, npc->x - (8 * 0x200), npc->y - (8 * 0x200), -0x400, -0x400, 0, NULL, 0x100);
else else
SetNpChar(237, npc->x + 0x1000, npc->y - 0x1000, 0x400, -0x400, 0, 0, 0x100); SetNpChar(237, npc->x + (8 * 0x200), npc->y - (8 * 0x200), 0x400, -0x400, 0, NULL, 0x100);
} }
if (++npc->ani_wait > 1) if (++npc->ani_wait > 1)
@ -1124,6 +1130,7 @@ void ActNpc236(NPCHAR *npc)
void ActNpc237(NPCHAR *npc) void ActNpc237(NPCHAR *npc)
{ {
int i; int i;
BOOL bHit;
RECT rc = {312, 32, 320, 40}; RECT rc = {312, 32, 320, 40};
@ -1133,11 +1140,13 @@ void ActNpc237(NPCHAR *npc)
npc->act_no = 1; npc->act_no = 1;
// Fallthrough // Fallthrough
case 1: case 1:
BOOL bHit = FALSE; bHit = FALSE;
++npc->act_wait; ++npc->act_wait;
if (npc->flag & 0xFF) if (npc->flag & 0xFF)
bHit = TRUE; bHit = TRUE;
if (npc->act_wait > 10 && npc->flag & 0x100) if (npc->act_wait > 10 && npc->flag & 0x100)
bHit = TRUE; bHit = TRUE;
@ -1167,6 +1176,8 @@ void ActNpc237(NPCHAR *npc)
// Press (sideways) // Press (sideways)
void ActNpc238(NPCHAR *npc) void ActNpc238(NPCHAR *npc)
{ {
int i;
RECT rc[3] = { RECT rc[3] = {
{184, 200, 208, 216}, {184, 200, 208, 216},
{208, 200, 232, 216}, {208, 200, 232, 216},
@ -1179,18 +1190,18 @@ void ActNpc238(NPCHAR *npc)
npc->act_no = 1; npc->act_no = 1;
npc->tgt_x = npc->x; npc->tgt_x = npc->x;
npc->tgt_y = npc->y; npc->tgt_y = npc->y;
npc->view.front = 0x2000; npc->view.front = 16 * 0x200;
npc->view.back = 0x1000; npc->view.back = 8 * 0x200;
// Fallthrough // Fallthrough
case 1: case 1:
if (npc->direct == 0 && gMC.x < npc->x && gMC.x > npc->x - 0x18000 && gMC.y > npc->y - 0x800 && gMC.y < npc->y + 0x1000) if (npc->direct == 0 && gMC.x < npc->x && gMC.x > npc->x - (192 * 0x200) && gMC.y > npc->y - (4 * 0x200) && gMC.y < npc->y + (8 * 0x200))
{ {
npc->act_no = 10; npc->act_no = 10;
npc->act_wait = 0; npc->act_wait = 0;
npc->ani_no = 2; npc->ani_no = 2;
} }
if (npc->direct == 2 && gMC.x > npc->x && gMC.x < npc->x + 0x18000 && gMC.y > npc->y - 0x800 && gMC.y < npc->y + 0x1000) if (npc->direct == 2 && gMC.x > npc->x && gMC.x < npc->x + (192 * 0x200) && gMC.y > npc->y - (4 * 0x200) && gMC.y < npc->y + (8 * 0x200))
{ {
npc->act_no = 10; npc->act_no = 10;
npc->act_wait = 0; npc->act_wait = 0;
@ -1203,18 +1214,18 @@ void ActNpc238(NPCHAR *npc)
npc->damage = 0x7F; npc->damage = 0x7F;
if (npc->direct == 0) if (npc->direct == 0)
npc->x -= 0xC00; npc->x -= 6 * 0x200;
else else
npc->x += 0xC00; npc->x += 6 * 0x200;
if (++npc->act_wait == 8) if (++npc->act_wait == 8)
{ {
npc->act_no = 20; npc->act_no = 20;
npc->act_wait = 0; npc->act_wait = 0;
for (int i = 0; i < 4; ++i) for (i = 0; i < 4; ++i)
{ {
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100); SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
PlaySoundObject(12, 1); PlaySoundObject(12, 1);
} }
} }
@ -1244,19 +1255,19 @@ void ActNpc238(NPCHAR *npc)
} }
if (npc->direct == 0) if (npc->direct == 0)
npc->x += 0x800; npc->x += 4 * 0x200;
else else
npc->x -= 0x800; npc->x -= 4 * 0x200;
break; break;
} }
if (npc->direct == 0 && gMC.x < npc->x) if (npc->direct == 0 && gMC.x < npc->x)
npc->hit.back = 0x2000; npc->hit.back = 16 * 0x200;
else if (npc->direct == 2 && gMC.x > npc->x) else if (npc->direct == 2 && gMC.x > npc->x)
npc->hit.back = 0x2000; npc->hit.back = 16 * 0x200;
else else
npc->hit.back = 0x1000; npc->hit.back = 8 * 0x200;
npc->rect = rc[npc->ani_no]; npc->rect = rc[npc->ani_no];
} }
@ -1274,15 +1285,15 @@ void ActNpc239(NPCHAR *npc)
if (npc->direct == 0) if (npc->direct == 0)
{ {
npc->x += 0x1000; npc->x += 8 * 0x200;
npc->y += 0x2000; npc->y += 16 * 0x200;
} }
else else
{ {
npc->view.front = 0x3000; npc->view.front = 24 * 0x200;
npc->view.back = 0x3000; npc->view.back = 24 * 0x200;
npc->view.top = 0x1000; npc->view.top = 8 * 0x200;
npc->view.back = 0x3000; npc->view.back = 24 * 0x200;
} }
break; break;