Clean-up NpcAct000.cpp

This commit is contained in:
Clownacy 2019-11-14 22:42:36 +00:00
parent 97107fee22
commit de50e49f1c

View file

@ -1,5 +1,7 @@
#include "NpcAct.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Back.h"
@ -22,7 +24,7 @@ void ActNpc000(NPCHAR *npc)
npc->act_no = 1;
if (npc->direct == 2)
npc->y += 0x2000;
npc->y += 16 * 0x200;
}
npc->rect = rect;
@ -48,7 +50,7 @@ void ActNpc001(NPCHAR *npc)
npc->xm -= 8;
// Destroy when off-screen
if (npc->x < 0xA000)
if (npc->x < 80 * 0x200)
npc->cond = 0;
#ifdef FIX_BUGS
@ -91,9 +93,9 @@ void ActNpc001(NPCHAR *npc)
// Gravity
if (npc->flag & 0x100)
npc->ym += 21;
npc->ym += 0x15;
else
npc->ym += 42;
npc->ym += 0x2A;
// Bounce off walls
if (npc->flag & 1 && npc->xm < 0)
@ -118,7 +120,7 @@ void ActNpc001(NPCHAR *npc)
{
PlaySoundObject(45, 1);
if (++npc->count2 > 2)
npc->y -= 0x200;
npc->y -= 1 * 0x200;
}
else
{
@ -160,6 +162,7 @@ void ActNpc001(NPCHAR *npc)
if (npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (++npc->ani_no > 5)
npc->ani_no = 0;
}
@ -169,6 +172,7 @@ void ActNpc001(NPCHAR *npc)
if (npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (--npc->ani_no < 0)
npc->ani_no = 5;
}
@ -177,7 +181,7 @@ void ActNpc001(NPCHAR *npc)
npc->rect = rect[npc->ani_no];
// Size
if (npc->act_no)
if (npc->act_no != 0)
{
switch (npc->exp)
{
@ -201,10 +205,8 @@ void ActNpc001(NPCHAR *npc)
// Blink after 400 frames
if (npc->count1 > 400)
{
if (npc->count1 / 2 % 2)
npc->rect = rcNo;
}
}
// Behemoth
@ -260,10 +262,11 @@ void ActNpc002(NPCHAR *npc)
npc->act_no = 1;
npc->ani_no = 4;
}
break;
case 1: // Shot
npc->xm = 7 * npc->xm / 8;
npc->xm = (npc->xm * 7) / 8;
if (++npc->count1 > 40)
{
@ -304,9 +307,10 @@ void ActNpc002(NPCHAR *npc)
if (npc->ani_no > 6)
{
npc->ani_no = 5;
// These three lines are missing in the Linux port. Could this be because it's based on an older version?
// These three lines are missing in the Linux port, because it's based on v1.0.0.4:
// https://www.cavestory.org/forums/threads/version-1-0-0-5-really-different-than-1-0-0-6.102/#post-3231
PlaySoundObject(26, 1);
SetNpChar(4, npc->x, npc->y + 0x600, 0, 0, 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y + (3 * 0x200), 0, 0, 0, NULL, 0x100);
SetQuake(8);
}
break;
@ -328,7 +332,7 @@ void ActNpc002(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
// Dead enemy (make sure damage shown doesn't teleport to a new loaded npc)
// Dead enemy (to make sure the damage-value doesn't teleport to a newly-loaded NPC)
void ActNpc003(NPCHAR *npc)
{
if (++npc->count1 > 100)
@ -383,8 +387,8 @@ void ActNpc004(NPCHAR *npc)
else
{
// Slight drag
npc->xm = 20 * npc->xm / 21;
npc->ym = 20 * npc->ym / 21;
npc->xm = (npc->xm * 20) / 21;
npc->ym = (npc->ym * 20) / 21;
// Move
npc->x += npc->xm;
@ -395,7 +399,7 @@ void ActNpc004(NPCHAR *npc)
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
npc->ani_no++;
++npc->ani_no;
}
// Set framerect
@ -433,7 +437,7 @@ void ActNpc005(NPCHAR *npc)
switch (npc->act_no)
{
case 0: // Initialize
npc->y += 0x600;
npc->y += 3 * 0x200;
npc->act_no = 1;
// Fallthrough
case 1: // Waiting
@ -444,7 +448,7 @@ void ActNpc005(NPCHAR *npc)
npc->direct = 2;
// 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;
}
@ -465,12 +469,13 @@ void ActNpc005(NPCHAR *npc)
}
// 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)
if (npc->act_wait >= 8 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
case 2: // Going to jump
@ -490,6 +495,7 @@ void ActNpc005(NPCHAR *npc)
else
npc->xm = 0x100;
}
break;
case 3: // Jumping
@ -502,6 +508,7 @@ void ActNpc005(NPCHAR *npc)
npc->act_no = 1;
PlaySoundObject(23, 1);
}
break;
}
@ -675,7 +682,7 @@ void ActNpc007(NPCHAR *npc)
case 1:
npc->xm -= 0x40;
if (npc->x < gMC.x - 0x18000)
if (npc->x < gMC.x - (192 * 0x200))
npc->act_no = 2;
if (npc->flag & 1)
@ -689,7 +696,7 @@ void ActNpc007(NPCHAR *npc)
case 2:
npc->xm += 0x40;
if (npc->x > gMC.x + 0x18000)
if (npc->x > gMC.x + (192 * 0x200))
npc->act_no = 1;
if (npc->flag & 4)
@ -744,7 +751,7 @@ void ActNpc008(NPCHAR *npc)
switch (npc->act_no)
{
case 0:
if (gMC.x < npc->x + 0x2000 && gMC.x > npc->x - 0x2000)
if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200))
{
npc->bits |= NPC_SHOOTABLE;
npc->ym = -0x100;
@ -754,12 +761,12 @@ void ActNpc008(NPCHAR *npc)
if (npc->direct == 0)
{
npc->x = gMC.x + 0x20000;
npc->x = gMC.x + (256 * 0x200);
npc->xm = -0x2FF;
}
else
{
npc->x = gMC.x - 0x20000;
npc->x = gMC.x - (256 * 0x200);
npc->xm = 0x2FF;
}
}
@ -858,7 +865,7 @@ void ActNpc009(NPCHAR *npc)
if (npc->flag & 8)
{
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 = 2;
npc->ani_no = 1;
@ -906,7 +913,7 @@ void ActNpc009(NPCHAR *npc)
npc->rect = rect_right[npc->ani_no];
}
// Balrog (shooting) (super-secret version from prototype)
// Balrog (shooting) (super-secret unused version from the prototype)
void ActNpc010(NPCHAR *npc)
{
unsigned char deg;
@ -935,11 +942,11 @@ void ActNpc010(NPCHAR *npc)
--npc->count1;
npc->act_wait = 0;
deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y);
deg = GetArktan(npc->x - gMC.x, npc->y + (4 * 0x200) - gMC.y);
deg += (unsigned char)Random(-0x10, 0x10);
ym = GetSin(deg);
xm = GetCos(deg);
SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, 1);
@ -968,7 +975,7 @@ void ActNpc010(NPCHAR *npc)
if (npc->flag & 5)
npc->xm = 0;
if (npc->y + 0x2000 < gMC.y)
if (npc->y + (16 * 0x200) < gMC.y)
npc->damage = 5;
else
npc->damage = 0;
@ -1158,7 +1165,7 @@ void ActNpc012(NPCHAR *npc)
npc->count1 = 0;
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);
PlaySoundObject(72, 1);
// Fallthrough
@ -1169,9 +1176,9 @@ void ActNpc012(NPCHAR *npc)
++npc->act_wait;
if (++npc->count1 / 2 % 2)
npc->x += 0x200;
npc->x += 1 * 0x200;
else
npc->x -= 0x200;
npc->x -= 1 * 0x200;
if (npc->act_wait > 100)
{
@ -1286,9 +1293,9 @@ void ActNpc012(NPCHAR *npc)
// Fallthrough
case 81:
if (++npc->count1 / 2 % 2)
npc->x += 0x200;
npc->x += 1 * 0x200;
else
npc->x -= 0x200;
npc->x -= 1 * 0x200;
npc->ani_no = 5;
npc->xm = 0;
@ -1330,7 +1337,7 @@ void ActNpc012(NPCHAR *npc)
SetQuake2(10);
}
if (npc->y < -0x4000)
if (npc->y < -32 * 0x200)
{
npc->code_char = 0;
SetQuake(30);
@ -1341,7 +1348,7 @@ void ActNpc012(NPCHAR *npc)
}
if (npc->tgt_x && Random(0, 10) == 0)
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);
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
@ -1422,6 +1429,8 @@ void ActNpc013(NPCHAR *npc)
// Santa's Key
void ActNpc014(NPCHAR *npc)
{
int i;
RECT rect[3] = {
{192, 0, 208, 16},
{208, 0, 224, 16},
@ -1437,11 +1446,11 @@ void ActNpc014(NPCHAR *npc)
{
npc->ym = -0x200;
for (int 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);
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, NULL, 0x100);
}
break;
break;
}
if (++npc->ani_wait > 1)
@ -1465,6 +1474,8 @@ void ActNpc014(NPCHAR *npc)
// Chest (closed)
void ActNpc015(NPCHAR *npc)
{
int i;
RECT rcLeft[3] = {
{240, 0, 256, 16},
{256, 0, 272, 16},
@ -1481,8 +1492,8 @@ void ActNpc015(NPCHAR *npc)
{
npc->ym = -0x200;
for (int 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);
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, NULL, 0x100);
}
// Fallthrough
@ -1522,6 +1533,8 @@ void ActNpc015(NPCHAR *npc)
// Save point
void ActNpc016(NPCHAR *npc)
{
int i;
RECT rect[8] = {
{96, 16, 112, 32},
{112, 16, 128, 32},
@ -1544,8 +1557,8 @@ void ActNpc016(NPCHAR *npc)
npc->bits &= ~NPC_INTERACTABLE;
npc->ym = -0x200;
for (int 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);
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, NULL, 0x100);
}
// Fallthrough
@ -1583,6 +1596,7 @@ void ActNpc017(NPCHAR *npc)
};
int a;
switch (npc->act_no)
{
case 0:
@ -1593,7 +1607,7 @@ void ActNpc017(NPCHAR *npc)
npc->ym = -0x200;
for (a = 0; a < 4; ++a)
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);
}
// Fallthrough
@ -1650,6 +1664,8 @@ void ActNpc017(NPCHAR *npc)
// Door
void ActNpc018(NPCHAR *npc)
{
int i;
RECT rect[2] = {
{224, 16, 240, 40},
{192, 112, 208, 136},
@ -1666,8 +1682,8 @@ void ActNpc018(NPCHAR *npc)
break;
case 1:
for (int i = 0; i < 4; i++)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->act_no = 0;
npc->rect = rect[0];
@ -1684,9 +1700,9 @@ void ActNpc019(NPCHAR *npc)
{
case 0:
for (i = 0; i < 0x10; ++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->y += 0x1400;
npc->y += 10 * 0x200;
npc->act_no = 1;
npc->ani_no = 3;
npc->ym = -0x100;