diff --git a/src/NpcAct320.cpp b/src/NpcAct320.cpp index 1050a198..0c6e0268 100644 --- a/src/NpcAct320.cpp +++ b/src/NpcAct320.cpp @@ -42,7 +42,7 @@ void ActNpc320(NPCHAR *npc) if (gMC.up) { npc->tgt_x = gMC.x; - npc->tgt_y = gMC.y - 0x1400; + npc->tgt_y = gMC.y - (10 * 0x200); npc->ani_no = 1; } else @@ -51,13 +51,13 @@ void ActNpc320(NPCHAR *npc) if (gMC.direct == 0) { - npc->tgt_x = gMC.x + 0xE00; - npc->tgt_y = gMC.y - 0x600; + npc->tgt_x = gMC.x + (7 * 0x200); + npc->tgt_y = gMC.y - (3 * 0x200); } else { - npc->tgt_x = gMC.x - 0xE00; - npc->tgt_y = gMC.y - 0x600; + npc->tgt_x = gMC.x - (7 * 0x200); + npc->tgt_y = gMC.y - (3 * 0x200); } } } @@ -66,13 +66,13 @@ void ActNpc320(NPCHAR *npc) if (gMC.up) { npc->tgt_x = gMC.x; - npc->tgt_y = gMC.y + 0x1000; + npc->tgt_y = gMC.y + (8 * 0x200); npc->ani_no = 2; } else if (gMC.down) { npc->tgt_x = gMC.x; - npc->tgt_y = gMC.y - 0x1000; + npc->tgt_y = gMC.y - (8 * 0x200); npc->ani_no = 1; } else @@ -81,13 +81,13 @@ void ActNpc320(NPCHAR *npc) if (gMC.direct == 0) { - npc->tgt_x = gMC.x + 0xE00; - npc->tgt_y = gMC.y - 0x600; + npc->tgt_x = gMC.x + (7 * 0x200); + npc->tgt_y = gMC.y - (3 * 0x200); } else { - npc->tgt_x = gMC.x - 0xE00; - npc->tgt_y = gMC.y - 0x600; + npc->tgt_x = gMC.x - (7 * 0x200); + npc->tgt_y = gMC.y - (3 * 0x200); } } } @@ -96,7 +96,7 @@ void ActNpc320(NPCHAR *npc) npc->y += (npc->tgt_y - npc->y) / 2; if (gMC.ani_no % 2) - npc->y -= 0x200; + npc->y -= 1 * 0x200; if (gMC.direct == 0) npc->rect = rcRight[npc->ani_no]; @@ -129,12 +129,12 @@ void ActNpc321(NPCHAR *npc) case 0: if (gMC.direct == 0) { - npc->x = npc->pNpc->x + 0x1000; + npc->x = npc->pNpc->x + (8 * 0x200); direct = 2; } else { - npc->x = npc->pNpc->x - 0x1000; + npc->x = npc->pNpc->x - (8 * 0x200); direct = 0; } @@ -148,7 +148,7 @@ void ActNpc321(NPCHAR *npc) npc->x = npc->pNpc->x; direct = 1; - npc->y = npc->pNpc->y - 0x1400; + npc->y = npc->pNpc->y - (10 * 0x200); break; case 2: @@ -158,7 +158,7 @@ void ActNpc321(NPCHAR *npc) npc->x = npc->pNpc->x; direct = 3; - npc->y = npc->pNpc->y + 0x1400; + npc->y = npc->pNpc->y + (10 * 0x200); break; } @@ -201,9 +201,9 @@ void ActNpc322(NPCHAR *npc) npc->act_no = 1; if (npc->direct == 0) - npc->y += 0x1000; + npc->y += 8 * 0x200; else - npc->x += 0x1000; + npc->x += 8 * 0x200; // Fallthrough case 1: if (npc->shock) @@ -220,30 +220,30 @@ void ActNpc322(NPCHAR *npc) switch (npc->act_wait) { case 0: - SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 0, 0, 0x180); + SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 0, NULL, 0x180); break; case 50: - SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 1, 0, 0x180); + SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 1, NULL, 0x180); break; case 100: - SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 2, 0, 0x180); + SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 2, NULL, 0x180); break; case 150: - SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 3, 0, 0x180); + SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 3, NULL, 0x180); break; case 200: - SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 4, 0, 0x180); + SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 4, NULL, 0x180); break; case 250: - npc->hit.back = 0x6000; - npc->hit.front = 0x6000; - npc->hit.top = 0x6000; - npc->hit.bottom = 0x6000; + npc->hit.back = 48 * 0x200; + npc->hit.front = 48 * 0x200; + npc->hit.top = 48 * 0x200; + npc->hit.bottom = 48 * 0x200; npc->damage = 12; PlaySoundObject(26, 1); SetDestroyNpChar(npc->x, npc->y, 0x6000, 40); @@ -251,13 +251,13 @@ void ActNpc322(NPCHAR *npc) if (npc->direct == 0) { - DeleteMapParts(npc->x / 0x200 / 0x10, (npc->y - 0x1000) / 0x200 / 0x10); - DeleteMapParts(npc->x / 0x200 / 0x10, (npc->y + 0x1000) / 0x200 / 0x10); + DeleteMapParts(npc->x / 0x200 / 0x10, (npc->y - (8 * 0x200)) / 0x200 / 0x10); + DeleteMapParts(npc->x / 0x200 / 0x10, (npc->y + (8 * 0x200)) / 0x200 / 0x10); } else { - DeleteMapParts((npc->x - 0x1000) / 0x200 / 0x10, npc->y / 0x200 / 0x10); - DeleteMapParts((npc->x + 0x1000) / 0x200 / 0x10, npc->y / 0x200 / 0x10); + DeleteMapParts((npc->x - (8 * 0x200)) / 0x200 / 0x10, npc->y / 0x200 / 0x10); + DeleteMapParts((npc->x + (8 * 0x200)) / 0x200 / 0x10, npc->y / 0x200 / 0x10); } npc->cond |= 8; @@ -327,22 +327,22 @@ void ActNpc323(NPCHAR *npc) switch (npc->direct) { case 0: - if (npc->x <= gMC.x + 0x4000) + if (npc->x <= gMC.x + (32 * 0x200)) npc->act_no = 10; break; case 2: - if (npc->x >= gMC.x - 0x4000) + if (npc->x >= gMC.x - (32 * 0x200)) npc->act_no = 10; break; case 1: - if (npc->y <= gMC.y + 0x4000) + if (npc->y <= gMC.y + (32 * 0x200)) npc->act_no = 10; break; case 3: - if (npc->y >= gMC.y - 0x4000) + if (npc->y >= gMC.y - (32 * 0x200)) npc->act_no = 10; break; } @@ -359,7 +359,7 @@ void ActNpc323(NPCHAR *npc) npc->bits |= NPC_SHOOTABLE; npc->bits &= ~NPC_IGNORE_SOLIDITY; npc->damage = 5; - npc->view.top = 0x1000; + npc->view.top = 8 * 0x200; } npc->rect = rc[npc->ani_no]; @@ -376,7 +376,7 @@ void ActNpc324(NPCHAR *npc) // Fallthrough case 11: if (++npc->act_wait % 50 == 1) - SetNpChar(323, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100); + SetNpChar(323, npc->x, npc->y, 0, 0, npc->direct, NULL, 0x100); if (npc->act_wait > 351) npc->act_no = 0; @@ -420,10 +420,10 @@ void ActNpc325(NPCHAR *npc) npc->ani_wait = 0; npc->ani_no = 3; npc->damage = 10; - npc->view.front = 0x1000; - npc->view.top = 0x1800; + npc->view.front = 8 * 0x200; + npc->view.top = 12 * 0x200; PlaySoundObject(101, 1); - SetDestroyNpChar(npc->x, npc->y + 0xA800, 0, 3); + SetDestroyNpChar(npc->x, npc->y + (84 * 0x200), 0, 3); } break; @@ -447,15 +447,15 @@ void ActNpc325(NPCHAR *npc) npc->rect = rc[npc->ani_no]; } -// Sue/Itoh becoming humans +// Sue/Itoh becoming human void ActNpc326(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; - npc->y -= 0x1000; - npc->x += 0x2000; + npc->y -= 8 * 0x200; + npc->x += 16 * 0x200; npc->ani_no = 0; // Fallthrough case 1: @@ -465,23 +465,22 @@ void ActNpc326(NPCHAR *npc) npc->act_wait = 0; break; } + + if (npc->direct == 0) + { + if (npc->act_wait == 30) + npc->ani_no = 1; + if (npc->act_wait == 40) + npc->ani_no = 0; + } else { - if (npc->direct == 0) - { - if (npc->act_wait == 30) - npc->ani_no = 1; - if (npc->act_wait == 40) - npc->ani_no = 0; - } - else - { - if (npc->act_wait == 50) - npc->ani_no = 1; - if (npc->act_wait == 60) - npc->ani_no = 0; - } + if (npc->act_wait == 50) + npc->ani_no = 1; + if (npc->act_wait == 60) + npc->ani_no = 0; } + break; case 10: @@ -497,13 +496,12 @@ void ActNpc326(NPCHAR *npc) break; } + + if (npc->act_wait / 2 % 2) + npc->ani_no = 2; else - { - if (npc->act_wait / 2 % 2) - npc->ani_no = 2; - else - npc->ani_no = 3; - } + npc->ani_no = 3; + break; case 15: @@ -529,9 +527,9 @@ void ActNpc326(NPCHAR *npc) npc->ani_no = 6; if (npc->direct == 0) - SetNpChar(327, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0x100); + SetNpChar(327, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0x100); else - SetNpChar(327, npc->x, npc->y - 0x1000, 0, 0, 0, npc, 0x100); + SetNpChar(327, npc->x, npc->y - (8 * 0x200), 0, 0, 0, npc, 0x100); break; } @@ -604,7 +602,7 @@ void ActNpc327(NPCHAR *npc) { case 0: if (npc->act_wait < 4) - npc->y -= 0x400; + npc->y -= 2 * 0x200; if (npc->pNpc->ani_no == 7) { @@ -878,7 +876,7 @@ void ActNpc333(NPCHAR *npc) npc->ani_no = 1; if (npc->direct == 0 && npc->act_wait == 20) - SetNpChar(146, npc->tgt_x, npc->tgt_y, 0, 0, 0, 0, 0x100); + SetNpChar(146, npc->tgt_x, npc->tgt_y, 0, 0, 0, NULL, 0x100); if (npc->act_wait > 40) npc->cond = 0; @@ -910,13 +908,13 @@ void ActNpc334(NPCHAR *npc) if (npc->direct == 0) { - npc->x += 0x1400; - npc->y -= 0x2400; + npc->x += 10 * 0x200; + npc->y -= 18 * 0x200; } else { - npc->x = gMC.x - 0x1400; - npc->y = gMC.y - 0x400; + npc->x = gMC.x - (10 * 0x200); + npc->y = gMC.y - (2 * 0x200); } // Fallthrough case 10: @@ -1029,7 +1027,7 @@ void ActNpc337(NPCHAR *npc) { case 0: npc->act_no = 1; - npc->y -= 0x1000; + npc->y -= 8 * 0x200; // Fallthrough case 1: npc->xm = 0; @@ -1076,8 +1074,8 @@ void ActNpc338(NPCHAR *npc) { case 0: npc->act_no = 1; - npc->view.top = 0x1000; - npc->view.bottom = 0x1000; + npc->view.top = 8 * 0x200; + npc->view.bottom = 8 * 0x200; npc->damage = 3; npc->bits |= NPC_SHOOTABLE; npc->tgt_y = npc->y; @@ -1143,7 +1141,7 @@ void ActNpc339(NPCHAR *npc) else { npc->act_no = 0; - SetNpChar(338, npc->x, npc->y + (Random(-0x10, 0x10) * 0x200), 0, 0, npc->direct, 0, 0x100); + SetNpChar(338, npc->x, npc->y + (Random(-0x10, 0x10) * 0x200), 0, 0, npc->direct, NULL, 0x100); } break;