diff --git a/src/BossFrog.cpp b/src/BossFrog.cpp index b788f374..9685713c 100644 --- a/src/BossFrog.cpp +++ b/src/BossFrog.cpp @@ -13,15 +13,15 @@ enum BalfrogSprites { - BALFROG_SPRT_NOTHING = 0, - BALFROG_SPRT_STANDING_STILL = 1, - BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING = 2, - BALFROG_SPRT_MOUTH_OPEN_CROUCHING = 3, - BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING = 4, - BALFROG_SPRT_JUMPING = 5, - BALFROG_SPRT_BALROG_WHITE = 6, - BALFROG_SPRT_BALROG_CROUCHING = 7, - BALFROG_SPRT_BALROG_JUMPING = 8 + BALFROG_SPRITE_NOTHING = 0, + BALFROG_SPRITE_STANDING_STILL = 1, + BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING = 2, + BALFROG_SPRITE_MOUTH_OPEN_CROUCHING = 3, + BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING = 4, + BALFROG_SPRITE_JUMPING = 5, + BALFROG_SPRITE_BALROG_WHITE = 6, + BALFROG_SPRITE_BALROG_CROUCHING = 7, + BALFROG_SPRITE_BALROG_JUMPING = 8 }; enum BalfrogStates @@ -69,7 +69,7 @@ static void ActBossChar02_01(void) switch (gBoss[0].ani_no) { - case BALFROG_SPRT_NOTHING: + case BALFROG_SPRITE_NOTHING: boss->hit_voice = SND_BEHEMOTH_LARGE_HURT; boss->hit.front = PIXELS_TO_UNITS(16); boss->hit.top = PIXELS_TO_UNITS(16); @@ -79,23 +79,23 @@ static void ActBossChar02_01(void) boss->bits = NPC_INVULNERABLE; break; - case BALFROG_SPRT_STANDING_STILL: + case BALFROG_SPRITE_STANDING_STILL: boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus; boss->y = gBoss[0].y - PIXELS_TO_UNITS(24); break; - case BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING: + case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING: boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus; boss->y = gBoss[0].y - PIXELS_TO_UNITS(20); break; - case BALFROG_SPRT_MOUTH_OPEN_CROUCHING: - case BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING: + case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING: + case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING: boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus; boss->y = gBoss[0].y - PIXELS_TO_UNITS(16); break; - case BALFROG_SPRT_JUMPING: + case BALFROG_SPRITE_JUMPING: boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus; boss->y = gBoss[0].y - PIXELS_TO_UNITS(43); break; @@ -108,7 +108,7 @@ static void ActBossChar02_02(void) switch (gBoss[0].ani_no) { - case BALFROG_SPRT_NOTHING: + case BALFROG_SPRITE_NOTHING: boss->hit_voice = SND_BEHEMOTH_LARGE_HURT; boss->hit.front = PIXELS_TO_UNITS(24); boss->hit.top = PIXELS_TO_UNITS(16); @@ -118,11 +118,11 @@ static void ActBossChar02_02(void) boss->bits = NPC_INVULNERABLE; break; - case BALFROG_SPRT_STANDING_STILL: - case BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING: - case BALFROG_SPRT_MOUTH_OPEN_CROUCHING: - case BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING: - case BALFROG_SPRT_JUMPING: + case BALFROG_SPRITE_STANDING_STILL: + case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING: + case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING: + case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING: + case BALFROG_SPRITE_JUMPING: boss->x = gBoss[0].x; boss->y = gBoss[0].y; break; @@ -189,7 +189,7 @@ void ActBossChar_Frog(void) case BALFROG_START: boss->act_no = (BALFROG_START + 1); - boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; boss->cond = NPCCOND_ALIVE; boss->rect = rcRight[0]; @@ -211,16 +211,16 @@ void ActBossChar_Frog(void) // Fallthrough case BALFROG_FLICKER: if (++boss->act_wait / 2 % 2) - boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; else - boss->ani_no = BALFROG_SPRT_NOTHING; + boss->ani_no = BALFROG_SPRITE_NOTHING; break; case BALFROG_WAIT: boss->act_no = BALFROG_INITIALIZE_HOP_1; boss->act_wait = 0; - boss->ani_no = BALFROG_SPRT_STANDING_STILL; + boss->ani_no = BALFROG_SPRITE_STANDING_STILL; boss->xm = 0; // Fallthrough case BALFROG_INITIALIZE_HOP_1: @@ -228,7 +228,7 @@ void ActBossChar_Frog(void) { boss->act_no = BALFROG_INITIALIZE_HOP_2; boss->ani_wait = 0; - boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING; } break; @@ -238,7 +238,7 @@ void ActBossChar_Frog(void) { boss->act_no = BALFROG_HOP; boss->ani_wait = 0; - boss->ani_no = BALFROG_SPRT_STANDING_STILL; + boss->ani_no = BALFROG_SPRITE_STANDING_STILL; } break; @@ -247,7 +247,7 @@ void ActBossChar_Frog(void) if (++boss->ani_wait > 4) { boss->act_no = BALFROG_MIDAIR; - boss->ani_no = BALFROG_SPRT_JUMPING; + boss->ani_no = BALFROG_SPRITE_JUMPING; boss->ym = PIXELS_TO_UNITS(-2); PlaySoundObject(25, 1); @@ -280,7 +280,7 @@ void ActBossChar_Frog(void) PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1); SetQuake(30); boss->act_no = BALFROG_WAIT; - boss->ani_no = BALFROG_SPRT_STANDING_STILL; + boss->ani_no = BALFROG_SPRITE_STANDING_STILL; boss->view.top = PIXELS_TO_UNITS(48); boss->view.bottom = PIXELS_TO_UNITS(16); @@ -305,7 +305,7 @@ void ActBossChar_Frog(void) break; case BALFROG_INITIALIZE_LAND: - boss->ani_no = BALFROG_SPRT_STANDING_STILL; + boss->ani_no = BALFROG_SPRITE_STANDING_STILL; boss->act_wait = 0; boss->act_no = BALFROG_LAND; // Fallthrough @@ -315,7 +315,7 @@ void ActBossChar_Frog(void) if (boss->act_wait > SECONDS_TO_FRAMES(1)) { - boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING; boss->ani_wait = 0; boss->act_no = BALFROG_INITIALIZE_SHOOT; } @@ -327,7 +327,7 @@ void ActBossChar_Frog(void) { boss->act_no = BALFROG_SHOOT; boss->act_wait = 0; - boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; boss->count1 = 16; gBoss[1].bits |= NPC_SHOOTABLE; boss->tgt_x = boss->life; @@ -339,14 +339,14 @@ void ActBossChar_Frog(void) if (boss->shock) { if (boss->count2++ / 2 % 2) - boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING; else - boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; } else { boss->count2 = 0; - boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; } boss->xm = 10 * boss->xm / 11; @@ -377,7 +377,7 @@ void ActBossChar_Frog(void) { boss->act_no = BALFROG_AFTER_SHOOT_WAIT; boss->act_wait = 0; - boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING; boss->ani_wait = 0; gBoss[1].bits &= ~NPC_SHOOTABLE; } @@ -399,7 +399,7 @@ void ActBossChar_Frog(void) } boss->ani_wait = 0; - boss->ani_no = BALFROG_SPRT_STANDING_STILL; + boss->ani_no = BALFROG_SPRITE_STANDING_STILL; } break; @@ -407,7 +407,7 @@ void ActBossChar_Frog(void) case BALFROG_INITIALIZE_LEAP_1: boss->act_no = BALFROG_INITIALIZE_LEAP_2; boss->act_wait = 0; - boss->ani_no = BALFROG_SPRT_STANDING_STILL; + boss->ani_no = BALFROG_SPRITE_STANDING_STILL; boss->xm = 0; // Fallthrough case BALFROG_INITIALIZE_LEAP_2: @@ -415,7 +415,7 @@ void ActBossChar_Frog(void) { boss->act_no = BALFROG_INITIALIZE_LEAP_3; boss->ani_wait = 0; - boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING; } break; @@ -425,7 +425,7 @@ void ActBossChar_Frog(void) { boss->act_no = BALFROG_LEAP; boss->ani_wait = 0; - boss->ani_no = BALFROG_SPRT_STANDING_STILL; + boss->ani_no = BALFROG_SPRITE_STANDING_STILL; } break; @@ -434,7 +434,7 @@ void ActBossChar_Frog(void) if (++boss->ani_wait > 4) { boss->act_no = BALFROG_LEAP_MIDAIR; - boss->ani_no = BALFROG_SPRT_JUMPING; + boss->ani_no = BALFROG_SPRITE_JUMPING; boss->ym = PIXELS_TO_UNITS(-5); boss->view.top = PIXELS_TO_UNITS(64); boss->view.bottom = PIXELS_TO_UNITS(24); @@ -449,7 +449,7 @@ void ActBossChar_Frog(void) PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1); SetQuake(60); boss->act_no = BALFROG_WAIT; - boss->ani_no = BALFROG_SPRT_STANDING_STILL; + boss->ani_no = BALFROG_SPRITE_STANDING_STILL; boss->view.top = PIXELS_TO_UNITS(48); boss->view.bottom = PIXELS_TO_UNITS(16); @@ -479,7 +479,7 @@ void ActBossChar_Frog(void) case BALFROG_DIE: boss->act_no = BALFROG_DIE_FLASHING; - boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; boss->act_wait = 0; boss->xm = 0; PlaySoundObject(SND_EXPLOSION, 1); @@ -514,7 +514,7 @@ void ActBossChar_Frog(void) boss->view.top = PIXELS_TO_UNITS(12); boss->view.back = PIXELS_TO_UNITS(24); boss->view.bottom = PIXELS_TO_UNITS(12); - boss->ani_no = BALFROG_SPRT_BALROG_WHITE; + boss->ani_no = BALFROG_SPRITE_BALROG_WHITE; } else { @@ -522,7 +522,7 @@ void ActBossChar_Frog(void) boss->view.top = PIXELS_TO_UNITS(48); boss->view.back = PIXELS_TO_UNITS(32); boss->view.bottom = PIXELS_TO_UNITS(16); - boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING; + boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; } if (boss->act_wait % 9 == 0) @@ -544,7 +544,7 @@ void ActBossChar_Frog(void) { boss->act_no = BALFROG_GO_INTO_CEILING; boss->act_wait = 0; - boss->ani_no = BALFROG_SPRT_BALROG_CROUCHING; + boss->ani_no = BALFROG_SPRITE_BALROG_CROUCHING; } break; @@ -552,7 +552,7 @@ void ActBossChar_Frog(void) case BALFROG_GO_INTO_CEILING: if (++boss->act_wait > 30) { - boss->ani_no = BALFROG_SPRT_BALROG_JUMPING; + boss->ani_no = BALFROG_SPRITE_BALROG_JUMPING; boss->ym = PIXELS_TO_UNITS(-5); boss->bits |= NPC_IGNORE_SOLIDITY; boss->act_no = BALFROG_GONE_INTO_CEILING;