diff --git a/src/NpcAct000.cpp b/src/NpcAct000.cpp index c48eef68..ff4f7c46 100644 --- a/src/NpcAct000.cpp +++ b/src/NpcAct000.cpp @@ -240,10 +240,10 @@ void ActNpc002(NPCHAR *npc) switch (npc->act_no) { case 0: //Walking - if (npc->direct) - npc->xm = 0x100; - else + if (npc->direct == 0) npc->xm = -0x100; + else + npc->xm = 0x100; if (++npc->ani_wait > 8) { @@ -282,10 +282,10 @@ void ActNpc002(NPCHAR *npc) } break; case 2: //Charge - if (npc->direct) - npc->xm = 0x400; - else + if (npc->direct == 0) npc->xm = -0x400; + else + npc->xm = 0x400; if (++npc->count1 > 200) { @@ -361,22 +361,12 @@ void ActNpc004(NPCHAR *npc) {80, 128, 96, 144}, }; - if (npc->act_no) - { - //Slight drag - npc->xm = 20 * npc->xm / 21; - npc->ym = 20 * npc->ym / 21; - - //Move - npc->x += npc->xm; - npc->y += npc->ym; - } - else + if (npc->act_no == 0) { //Move in random direction at random speed - if (!npc->direct || npc->direct == 1) + if (npc->direct == 0 || npc->direct == 1) { - uint8_t deg = Random(0, 0xFF); + const unsigned char deg = Random(0, 0xFF); npc->xm = GetCos(deg) * Random(0x200, 0x5FF) / 0x200; npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200; } @@ -386,6 +376,16 @@ void ActNpc004(NPCHAR *npc) npc->ani_wait = Random(0, 3); npc->act_no = 1; } + else + { + //Slight drag + npc->xm = 20 * npc->xm / 21; + npc->ym = 20 * npc->ym / 21; + + //Move + npc->x += npc->xm; + npc->y += npc->ym; + } //Animate if (++npc->ani_wait > 4) @@ -395,20 +395,20 @@ void ActNpc004(NPCHAR *npc) } //Set framerect - if (npc->ani_no < 8) - { - if (npc->direct == 1) - npc->rect = rcUp[npc->ani_no]; - if (!npc->direct) - npc->rect = rcLeft[npc->ani_no]; - if (npc->direct == 2) - npc->rect = rcLeft[npc->ani_no]; - } - else + if (npc->ani_no > 7) { //Destroy if over npc->cond = 0; } + else + { + if (npc->direct == 1) + npc->rect = rcUp[npc->ani_no]; + if (npc->direct == 0) + npc->rect = rcLeft[npc->ani_no]; + if (npc->direct == 2) + npc->rect = rcLeft[npc->ani_no]; + } } //Critter (Green, Egg Corridor) @@ -434,21 +434,22 @@ void ActNpc005(NPCHAR *npc) // Fallthrough case 1: //Waiting //Look at player - if (npc->x <= gMC.x) - npc->direct = 2; - else + if (npc->x > gMC.x) npc->direct = 0; + else + 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 - 0xE000 < gMC.x && npc->x + 0xE000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0xA000 > gMC.y) { - if (npc->act_wait < 8) - ++npc->act_wait; - npc->ani_no = 0; + npc->ani_no = 1; } else { - npc->ani_no = 1; + if (npc->act_wait < 8) + ++npc->act_wait; + + npc->ani_no = 0; } //Jump if attacked @@ -480,10 +481,10 @@ void ActNpc005(NPCHAR *npc) PlaySoundObject(30, 1); //Jump in facing direction - if (npc->direct) - npc->xm = 0x100; - else + if (npc->direct == 0) npc->xm = -0x100; + else + npc->xm = 0x100; } break; @@ -510,10 +511,10 @@ void ActNpc005(NPCHAR *npc) npc->y += npc->ym; //Set framerect - if (npc->direct) - npc->rect = rcRight[npc->ani_no]; - else + if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; + else + npc->rect = rcRight[npc->ani_no]; } //Beetle (Goes left and right, Egg Corridor) @@ -540,10 +541,10 @@ void ActNpc006(NPCHAR *npc) case 0: //Init npc->act_no = 1; - if (npc->direct) - npc->act_no = 3; - else + if (npc->direct == 0) npc->act_no = 1; + else + npc->act_no = 3; break; case 1: @@ -565,7 +566,7 @@ void ActNpc006(NPCHAR *npc) ++npc->ani_no; } - if ( npc->ani_no > 2 ) + if (npc->ani_no > 2) npc->ani_no = 1; //Stop when hitting a wall @@ -608,7 +609,7 @@ void ActNpc006(NPCHAR *npc) ++npc->ani_no; } - if ( npc->ani_no > 2 ) + if (npc->ani_no > 2) npc->ani_no = 1; //Stop when hitting a wall @@ -631,16 +632,13 @@ void ActNpc006(NPCHAR *npc) npc->ani_no = 1; } break; - - default: - break; } //Set framerect - if (npc->direct) - npc->rect = rcRight[npc->ani_no]; - else + if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; + else + npc->rect = rcRight[npc->ani_no]; } //Basil @@ -772,26 +770,26 @@ void ActNpc008(NPCHAR *npc) break; case 1: - if (npc->x <= gMC.x) - { - npc->direct = 2; - npc->xm += 0x10; - } - else + if (npc->x > gMC.x) { npc->direct = 0; npc->xm -= 0x10; } + else + { + npc->direct = 2; + npc->xm += 0x10; + } if (npc->xm > 0x2FF) npc->xm = 0x2FF; if (npc->xm < -0x2FF) npc->xm = -0x2FF; - if (npc->y >= npc->tgt_y) - npc->ym -= 8; - else + if (npc->y < npc->tgt_y) npc->ym += 8; + else + npc->ym -= 8; if (npc->ym > 0x100) npc->ym = 0x100;