Clean-up NpcAct060.cpp

This commit is contained in:
Clownacy 2019-11-14 22:04:38 +00:00
parent 7b0b69483d
commit c283d8c242

View file

@ -1,5 +1,7 @@
#include "NpcAct.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "CommonDefines.h"
@ -55,7 +57,7 @@ void ActNpc060(NPCHAR *npc)
npc->ani_no = 1;
}
if (npc->x - 0x2000 < gMC.x && npc->x + 0x2000 > gMC.x && npc->y - 0x2000 < gMC.y && npc->y + 0x2000 > gMC.y)
if (npc->x - (16 * 0x200) < gMC.x && npc->x + (16 * 0x200) > gMC.x && npc->y - (16 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
{
if (npc->x > gMC.x)
npc->direct = 0;
@ -130,7 +132,7 @@ void ActNpc060(NPCHAR *npc)
else
npc->xm = 0x100;
if (npc->act_wait++ && npc->flag & 8)
if (npc->act_wait++ != 0 && npc->flag & 8)
npc->act_no = 3;
break;
@ -142,7 +144,7 @@ void ActNpc060(NPCHAR *npc)
npc->ym = -0x200;
// Fallthrough
case 9:
if (npc->act_wait++ && npc->flag & 8)
if (npc->act_wait++ != 0 && npc->flag & 8)
npc->act_no = 0;
break;
@ -161,7 +163,7 @@ void ActNpc060(NPCHAR *npc)
break;
case 11:
if (npc->act_wait++ && npc->flag & 8)
if (npc->act_wait++ != 0 && npc->flag & 8)
{
npc->act_no = 12;
npc->ani_no = 7;
@ -273,7 +275,7 @@ void ActNpc061(NPCHAR *npc)
else
npc->xm = 0x200;
if (npc->act_wait++ && npc->flag & 8)
if (npc->act_wait++ != 0 && npc->flag & 8)
npc->act_no = 5;
break;
@ -369,7 +371,7 @@ void ActNpc061(NPCHAR *npc)
if (++npc->act_wait > 100)
{
for (i = 0; i < 4; ++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->act_no = 50;
npc->surf = SURFACE_ID_NPC_SYM;
@ -433,13 +435,12 @@ void ActNpc062(NPCHAR *npc)
switch (npc->act_no)
{
case 0:
npc->x -= 0x800;
npc->y += 0x2000;
npc->x -= 4 * 0x200;
npc->y += 16 * 0x200;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (++npc->ani_wait > 2)
{
@ -536,7 +537,7 @@ void ActNpc063(NPCHAR *npc)
else
npc->xm = 0x100;
if (npc->act_wait++ && npc->flag & 8)
if (npc->act_wait++ != 0 && npc->flag & 8)
npc->act_no = 2;
break;
@ -593,7 +594,7 @@ void ActNpc063(NPCHAR *npc)
else
npc->xm = 0x100;
if (npc->act_wait++ && npc->flag & 8)
if (npc->act_wait++ != 0 && npc->flag & 8)
{
npc->act_no = 5;
npc->bits |= NPC_INTERACTABLE;
@ -644,7 +645,7 @@ void ActNpc064(NPCHAR *npc)
switch (npc->act_no)
{
case 0: // Initialize
npc->y += 0x600;
npc->y += 3 * 0x200;
npc->act_no = 1;
// Fallthrough
case 1: // Waiting
@ -658,7 +659,7 @@ void ActNpc064(NPCHAR *npc)
++npc->tgt_x;
// Open eyes near player
if (npc->act_wait >= 8 && npc->x - 0xE000 < gMC.x && npc->x + 0xE000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0xA000 > gMC.y)
if (npc->act_wait >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y)
{
npc->ani_no = 1;
}
@ -679,7 +680,7 @@ void ActNpc064(NPCHAR *npc)
}
// Jump if player is nearby
if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
@ -823,8 +824,6 @@ void ActNpc066(NPCHAR *npc)
{
case 0:
int a;
unsigned char deg;
for (a = 0; a < 0x200; ++a)
if (gNPC[a].code_event == 1000)
break;
@ -835,9 +834,12 @@ void ActNpc066(NPCHAR *npc)
npc->tgt_x = gNPC[a].x;
npc->tgt_y = gNPC[a].y;
npc->count1 = a;
unsigned char deg;
deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
npc->xm = 2 * GetCos(deg);
npc->ym = 2 * GetSin(deg);
npc->xm = GetCos(deg) * 2;
npc->ym = GetSin(deg) * 2;
npc->act_no = 1;
// Fallthrough
case 1:
@ -850,7 +852,7 @@ void ActNpc066(NPCHAR *npc)
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->x - 0x600 < npc->tgt_x && npc->x + 0x600 > npc->tgt_x && npc->y - 0x600 < npc->tgt_y && npc->y + 0x600 > npc->tgt_y)
if (npc->x - (3 * 0x200) < npc->tgt_x && npc->x + (3 * 0x200) > npc->tgt_x && npc->y - (3 * 0x200) < npc->tgt_y && npc->y + (3 * 0x200) > npc->tgt_y)
{
npc->act_no = 2;
npc->ani_no = 2;
@ -869,7 +871,7 @@ void ActNpc066(NPCHAR *npc)
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
if (npc->y < -0x1000)
if (npc->y < -8 * 0x200)
npc->cond = 0;
if (++npc->ani_wait > 3)
@ -957,7 +959,7 @@ void ActNpc067(NPCHAR *npc)
if (++npc->act_wait == 30)
{
PlaySoundObject(21, 1);
SetNpChar(66, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0);
SetNpChar(66, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0);
}
if (npc->act_wait == 50)
@ -974,7 +976,7 @@ void ActNpc067(NPCHAR *npc)
case 21:
npc->ym -= 0x20;
if (npc->y < -0x1000)
if (npc->y < -8 * 0x200)
npc->cond = 0;
break;
@ -1033,7 +1035,7 @@ void ActNpc067(NPCHAR *npc)
if (npc->act_no == 11)
{
if (npc->ani_wait)
if (npc->ani_wait != 0)
{
--npc->ani_wait;
npc->ani_no = 1;
@ -1049,7 +1051,7 @@ void ActNpc067(NPCHAR *npc)
if (npc->act_no == 14)
{
if (npc->ani_wait)
if (npc->ani_wait != 0)
{
--npc->ani_wait;
npc->ani_no = 3;
@ -1069,7 +1071,7 @@ void ActNpc067(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
if (npc->act_no == 1 && npc->ani_wait < 32)
npc->rect.bottom = ++npc->ani_wait / 2 + npc->rect.bottom - 16;
npc->rect.bottom = (++npc->ani_wait / 2) + npc->rect.bottom - 16;
}
// Balrog (running)
@ -1119,29 +1121,29 @@ void ActNpc068(NPCHAR *npc)
else
npc->xm += 0x10;
if (npc->act_wait >= 8 && npc->x - 0x1800 < gMC.x && npc->x + 0x1800 > gMC.x && npc->y - 0x1800 < gMC.y && npc->y + 0x1000 > gMC.y)
if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
{
npc->act_no = 10;
npc->ani_no = 5;
gMC.cond |= 2;
DamageMyChar(2);
break;
}
else
{
++npc->act_wait;
if (npc->flag & 5 || npc->act_wait > 75)
{
npc->act_no = 9;
npc->ani_no = 0;
break;
}
else if ((npc->count1 % 3) == 0 && npc->act_wait > 25)
if ((npc->count1 % 3) == 0 && npc->act_wait > 25)
{
npc->act_no = 4;
npc->ani_no = 7;
npc->ym = -0x400;
}
break;
}
@ -1156,7 +1158,7 @@ void ActNpc068(NPCHAR *npc)
PlaySoundObject(26, 1);
}
if (npc->act_wait >= 8 && npc->x - 0x1800 < gMC.x && npc->x + 0x1800 > gMC.x && npc->y - 0x1800 < gMC.y && npc->y + 0x1000 > gMC.y)
if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
{
npc->act_no = 10;
npc->ani_no = 5;
@ -1167,9 +1169,9 @@ void ActNpc068(NPCHAR *npc)
break;
case 9:
npc->xm = 4 * npc->xm / 5;
npc->xm = (npc->xm * 4) / 5;
if (npc->xm)
if (npc->xm != 0)
break;
npc->act_no = 0;
@ -1180,9 +1182,9 @@ void ActNpc068(NPCHAR *npc)
gMC.x = npc->x;
gMC.y = npc->y;
npc->xm = 4 * npc->xm / 5;
npc->xm = (npc->xm * 4) / 5;
if (npc->xm)
if (npc->xm != 0)
break;
npc->act_no = 11;
@ -1216,8 +1218,8 @@ void ActNpc068(NPCHAR *npc)
if (npc->direct == 0)
{
gMC.x += 0x800;
gMC.y -= 0x1000;
gMC.x += 4 * 0x200;
gMC.y -= 8 * 0x200;
gMC.xm = 0x5FF;
gMC.ym = -0x200;
gMC.direct = 2;
@ -1225,8 +1227,8 @@ void ActNpc068(NPCHAR *npc)
}
else
{
gMC.x -= 0x800;
gMC.y -= 0x1000;
gMC.x -= 4 * 0x200;
gMC.y -= 8 * 0x200;
gMC.xm = -0x5FF;
gMC.ym = -0x200;
gMC.direct = 0;
@ -1323,9 +1325,9 @@ void ActNpc069(NPCHAR *npc)
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
break;
}
else
{
if (Random(0, 150) == 1)
{
if (npc->direct == 0)
@ -1339,8 +1341,6 @@ void ActNpc069(NPCHAR *npc)
npc->act_no = 3;
npc->act_wait = 50;
npc->ani_no = 0;
}
break;
}
@ -1524,12 +1524,12 @@ void ActNpc072(NPCHAR *npc)
return;
}
if (gMC.x < npc->x + (WINDOW_WIDTH * 0x200) && gMC.x > npc->x - (WINDOW_WIDTH * 0x200) && gMC.y < npc->y + (WINDOW_HEIGHT * 0x200) && gMC.y > npc->y - (WINDOW_HEIGHT * 0x200))
if (gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
{
if (++npc->act_no % 2)
SetNpChar(73, npc->x, npc->y, 2 * Random(-0x200, 0x200), 3 * Random(-0x200, 0x80), 0, 0, 0x100);
SetNpChar(73, npc->x, npc->y, Random(-0x200, 0x200) * 2, Random(-0x200, 0x80) * 3, 0, NULL, 0x100);
SetNpChar(73, npc->x, npc->y, 2 * Random(-0x200, 0x200), 3 * Random(-0x200, 0x80), 0, 0, 0x100);
SetNpChar(73, npc->x, npc->y, Random(-0x200, 0x200) * 2, Random(-0x200, 0x80) * 3, 0, NULL, 0x100);
}
}
@ -1691,7 +1691,7 @@ void ActNpc075(NPCHAR *npc)
npc->ani_wait = 0;
// Fallthrough
case 1:
if (npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0x6000 < gMC.y && npc->y + 0x2000 > gMC.y)
if (npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (48 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
npc->ani_no = 1;
else
npc->ani_no = 0;
@ -1705,7 +1705,7 @@ void ActNpc075(NPCHAR *npc)
// Flowers
void ActNpc076(NPCHAR *npc)
{
npc->rect.left = 16 * npc->code_event;
npc->rect.left = npc->code_event * 16;
npc->rect.top = 0;
npc->rect.right = npc->rect.left + 16;
npc->rect.bottom = 16;
@ -1800,7 +1800,7 @@ void ActNpc079(NPCHAR *npc)
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)
npc->direct = 0;