diff --git a/src/BossFrog.cpp b/src/BossFrog.cpp index c61b0eb8..29aa613f 100644 --- a/src/BossFrog.cpp +++ b/src/BossFrog.cpp @@ -210,7 +210,9 @@ void ActBossChar_Frog(void) boss->act_wait = 0; // Fallthrough case BALFROG_FLICKER: - if (++boss->act_wait / 2 % 2) + ++boss->act_wait; + + if (boss->act_wait / 2 % 2) boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; else boss->ani_no = BALFROG_SPRITE_NOTHING; @@ -224,7 +226,9 @@ void ActBossChar_Frog(void) boss->xm = 0; // Fallthrough case BALFROG_INITIALIZE_HOP_1: - if (++boss->act_wait > SECONDS_TO_FRAMES(1)) + ++boss->act_wait; + + if (boss->act_wait > 50) { boss->act_no = BALFROG_INITIALIZE_HOP_2; boss->ani_wait = 0; @@ -234,7 +238,9 @@ void ActBossChar_Frog(void) break; case BALFROG_INITIALIZE_HOP_2: - if (++boss->ani_wait > 10) + ++boss->ani_wait; + + if (boss->ani_wait > 10) { boss->act_no = BALFROG_HOP; boss->ani_wait = 0; @@ -244,7 +250,9 @@ void ActBossChar_Frog(void) break; case BALFROG_HOP: - if (++boss->ani_wait > 4) + ++boss->ani_wait; + + if (boss->ani_wait > 4) { boss->act_no = BALFROG_MIDAIR; boss->ani_no = BALFROG_SPRITE_JUMPING; @@ -311,9 +319,10 @@ void ActBossChar_Frog(void) // Fallthrough case BALFROG_LAND: ++boss->act_wait; - boss->xm = 8 * boss->xm / 9; - if (boss->act_wait > SECONDS_TO_FRAMES(1)) + boss->xm = (boss->xm * 8) / 9; + + if (boss->act_wait > 50) { boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING; boss->ani_wait = 0; @@ -323,7 +332,9 @@ void ActBossChar_Frog(void) break; case BALFROG_INITIALIZE_SHOOT: - if (++boss->ani_wait > 4) + ++boss->ani_wait; + + if (boss->ani_wait > 4) { boss->act_no = BALFROG_SHOOT; boss->act_wait = 0; @@ -336,7 +347,7 @@ void ActBossChar_Frog(void) break; case BALFROG_SHOOT: - if (boss->shock) + if (boss->shock != 0) { if (boss->count2++ / 2 % 2) boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING; @@ -349,9 +360,11 @@ void ActBossChar_Frog(void) boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING; } - boss->xm = 10 * boss->xm / 11; + boss->xm = (boss->xm * 10) / 11; - if (++boss->act_wait > 16) + ++boss->act_wait; + + if (boss->act_wait > 16) { boss->act_wait = 0; --boss->count1; @@ -386,7 +399,9 @@ void ActBossChar_Frog(void) break; case BALFROG_AFTER_SHOOT_WAIT: - if (++boss->ani_wait > 10) + ++boss->ani_wait; + + if (boss->ani_wait > 10) { if (++gBoss[1].count1 > 2) { @@ -411,7 +426,9 @@ void ActBossChar_Frog(void) boss->xm = 0; // Fallthrough case BALFROG_INITIALIZE_LEAP_2: - if (++boss->act_wait > SECONDS_TO_FRAMES(1)) + ++boss->act_wait; + + if (boss->act_wait > 50) { boss->act_no = BALFROG_INITIALIZE_LEAP_3; boss->ani_wait = 0; @@ -421,7 +438,9 @@ void ActBossChar_Frog(void) break; case BALFROG_INITIALIZE_LEAP_3: - if (++boss->ani_wait > 20) + ++boss->ani_wait; + + if (boss->ani_wait > 20) { boss->act_no = BALFROG_LEAP; boss->ani_wait = 0; @@ -431,7 +450,9 @@ void ActBossChar_Frog(void) break; case BALFROG_LEAP: - if (++boss->ani_wait > 4) + ++boss->ani_wait; + + if (boss->ani_wait > 4) { boss->act_no = BALFROG_LEAP_MIDAIR; boss->ani_no = BALFROG_SPRITE_JUMPING; @@ -491,7 +512,9 @@ void ActBossChar_Frog(void) gBoss[2].cond = 0; // Fallthrough case BALFROG_DIE_FLASHING: - if (++boss->act_wait % 5 == 0) + ++boss->act_wait; + + if (boss->act_wait % 5 == 0) SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100); if (boss->act_wait / 2 % 2) @@ -499,7 +522,7 @@ void ActBossChar_Frog(void) else boss->x += PIXELS_TO_UNITS(1); - if (boss->act_wait > SECONDS_TO_FRAMES(2)) + if (boss->act_wait > 100) { boss->act_wait = 0; boss->act_no = BALFROG_REVERT; @@ -508,7 +531,9 @@ void ActBossChar_Frog(void) break; case BALFROG_REVERT: - if (++boss->act_wait / 2 % 2) + ++boss->act_wait; + + if (boss->act_wait / 2 % 2) { boss->view.front = PIXELS_TO_UNITS(20); boss->view.top = PIXELS_TO_UNITS(12); @@ -528,7 +553,7 @@ void ActBossChar_Frog(void) if (boss->act_wait % 9 == 0) SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100); - if (boss->act_wait > SECONDS_TO_FRAMES(3)) + if (boss->act_wait > 150) { boss->act_no = BALFROG_NOP_START; boss->hit.bottom = PIXELS_TO_UNITS(12); @@ -550,7 +575,9 @@ void ActBossChar_Frog(void) break; case BALFROG_GO_INTO_CEILING: - if (++boss->act_wait > 30) + ++boss->act_wait; + + if (boss->act_wait > 30) { boss->ani_no = BALFROG_SPRITE_BALROG_JUMPING; boss->ym = PIXELS_TO_UNITS(-5); diff --git a/src/CommonDefines.h b/src/CommonDefines.h index c10b69ab..5b616ffb 100644 --- a/src/CommonDefines.h +++ b/src/CommonDefines.h @@ -10,9 +10,6 @@ #define TILES_TO_UNITS(x) ((int)((x) * (0x200 * 0x10))) #define UNITS_TO_TILES(x) ((int)((x) / (0x200 * 0x10))) -#define SECONDS_TO_FRAMES(x) ((int)((x) * 50)) -#define FRAMES_TO_SECONDS(x) ((int)((x) / 50)) - enum Collisions { COLL_LEFT_WALL = 1, // Touching a left wall