Cleaned up NpcAct300.cpp

This commit is contained in:
Gabriel Ravier 2019-05-16 08:18:12 +02:00
parent f1048b21aa
commit e5b499ee67
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GPG key ID: 1E75F156884F3DCE

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@ -16,7 +16,7 @@
#include "Sound.h"
#include "Triangle.h"
//Demon crown (opening)
// Demon crown (opening)
void ActNpc300(NPCHAR *npc)
{
RECT rc = {192, 80, 208, 96};
@ -33,7 +33,7 @@ void ActNpc300(NPCHAR *npc)
npc->rect = rc;
}
//Fish missile (Misery)
// Fish missile (Misery)
void ActNpc301(NPCHAR *npc)
{
RECT rect[8] = {
@ -100,7 +100,7 @@ void ActNpc301(NPCHAR *npc)
npc->rect = rect[npc->ani_no];
}
//Camera focus marker
// Camera focus marker
void ActNpc302(NPCHAR *npc)
{
switch (npc->act_no)
@ -116,12 +116,15 @@ void ActNpc302(NPCHAR *npc)
case 0:
npc->x -= 0x400;
break;
case 1:
npc->y -= 0x400;
break;
case 2:
npc->x += 0x400;
break;
case 3:
npc->y += 0x400;
break;
@ -169,7 +172,7 @@ void ActNpc302(NPCHAR *npc)
}
}
//Curly's machine gun
// Curly's machine gun
void ActNpc303(NPCHAR *npc)
{
RECT rcLeft[2] = {
@ -185,7 +188,7 @@ void ActNpc303(NPCHAR *npc)
if (npc->pNpc == NULL)
return;
//Set position
// Set position
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
@ -199,19 +202,19 @@ void ActNpc303(NPCHAR *npc)
npc->y = npc->pNpc->y;
//Animation
// Animation
npc->ani_no = 0;
if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5)
npc->y -= 0x200;
//Set framerect
// Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Gaudi in hospital
// Gaudi in hospital
void ActNpc304(NPCHAR *npc)
{
RECT rc[4] = {
@ -226,17 +229,19 @@ void ActNpc304(NPCHAR *npc)
case 0:
npc->act_no = 1;
npc->y += 5120;
//Fallthrough
// Fallthrough
case 1:
npc->ani_no = 0;
break;
case 10:
npc->ani_no = 1;
break;
case 20:
npc->act_no = 21;
npc->ani_no = 2;
//Fallthrough
// Fallthrough
case 21:
if (++npc->ani_wait > 10)
{
@ -247,6 +252,7 @@ void ActNpc304(NPCHAR *npc)
if (npc->ani_no > 3)
npc->ani_no = 2;
break;
default:
break;
}
@ -254,7 +260,7 @@ void ActNpc304(NPCHAR *npc)
npc->rect = rc[npc->ani_no];
}
//Small puppy
// Small puppy
void ActNpc305(NPCHAR *npc)
{
RECT rcLeft[2] = {
@ -273,7 +279,7 @@ void ActNpc305(NPCHAR *npc)
npc->act_no = 1;
npc->y -= 0x2000;
npc->ani_wait = Random(0, 6);
//Fallthrough
// Fallthrough
case 1:
if (++npc->ani_wait > 6)
@ -293,7 +299,7 @@ void ActNpc305(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Balrog (nurse)
// Balrog (nurse)
void ActNpc306(NPCHAR *npc)
{
RECT rcLeft[2] = {
@ -313,7 +319,7 @@ void ActNpc306(NPCHAR *npc)
npc->ani_no = 0;
npc->ani_wait = 0;
npc->y += 0x800;
//Fallthrough
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
@ -322,6 +328,7 @@ void ActNpc306(NPCHAR *npc)
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
@ -337,7 +344,7 @@ void ActNpc306(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Caged Santa
// Caged Santa
void ActNpc307(NPCHAR *npc)
{
RECT rcLeft[2] = {
@ -358,7 +365,7 @@ void ActNpc307(NPCHAR *npc)
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
//Fallthrough
// Fallthrough
case 1:
if (Random(0, 160) == 1)
{
@ -367,6 +374,7 @@ void ActNpc307(NPCHAR *npc)
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 12)
{
@ -387,7 +395,7 @@ void ActNpc307(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Stumpy
// Stumpy
void ActNpc308(NPCHAR *npc)
{
RECT rcLeft[2] = {
@ -496,7 +504,7 @@ void ActNpc308(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Bute
// Bute
void ActNpc309(NPCHAR *npc)
{
RECT rcLeft[2] = {
@ -602,7 +610,7 @@ void ActNpc309(NPCHAR *npc)
}
}
//Bute (with sword)
// Bute (with sword)
void ActNpc310(NPCHAR *npc)
{
RECT rcLeft[5] = {
@ -753,7 +761,7 @@ void ActNpc310(NPCHAR *npc)
}
}
//Bute archer
// Bute archer
void ActNpc311(NPCHAR *npc)
{
RECT rcLeft[7] = {
@ -900,7 +908,7 @@ void ActNpc311(NPCHAR *npc)
}
}
//Bute arrow projectile
// Bute arrow projectile
void ActNpc312(NPCHAR *npc)
{
RECT rcLeft[5] = {
@ -1017,7 +1025,7 @@ void ActNpc312(NPCHAR *npc)
}
}
//Ma Pignon
// Ma Pignon
void ActNpc313(NPCHAR *npc)
{
RECT rcLeft[14] = {
@ -1367,7 +1375,7 @@ void ActNpc313(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Ma Pignon rock
// Ma Pignon rock
void ActNpc314(NPCHAR *npc)
{
RECT rc[3] = {
@ -1438,7 +1446,7 @@ void ActNpc314(NPCHAR *npc)
npc->rect = rc[npc->ani_no];
}
//Ma Pignon clone
// Ma Pignon clone
void ActNpc315(NPCHAR *npc)
{
RECT rcLeft[4] = {
@ -1580,7 +1588,7 @@ void ActNpc315(NPCHAR *npc)
}
}
//Bute (dead)
// Bute (dead)
void ActNpc316(NPCHAR *npc)
{
RECT rcLeft[3] = {
@ -1659,7 +1667,7 @@ void ActNpc316(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Mesa
// Mesa
void ActNpc317(NPCHAR *npc)
{
RECT rcLeft[4] = {
@ -1704,7 +1712,7 @@ void ActNpc317(NPCHAR *npc)
if (npc->ani_no > 1)
npc->ani_no = 0;
if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50 )
if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50)
{
npc->act_no = 10;
}
@ -1754,7 +1762,7 @@ void ActNpc317(NPCHAR *npc)
}
}
//Mesa (dead)
// Mesa (dead)
void ActNpc318(NPCHAR *npc)
{
RECT rcLeft[3] = {
@ -1830,7 +1838,7 @@ void ActNpc318(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Mesa block
// Mesa block
void ActNpc319(NPCHAR *npc)
{
RECT rc[3] = {