ref: 0651f1b9102247effefdd21f212e47a60430d746
parent: 98c5db93f272e1068bc02a3e408737412f207aaa
author: Gabriel Ravier <gabravier@gmail.com>
date: Mon May 13 14:35:35 EDT 2019
Cleaned up NpcAct000.cpp Also changed regex to "((//|\;)[^ \t\n]|(for|while|if|while|do|void|int|bool)\((for|while|if|while|do)\ \(.*\)\;|\(\ |\ \)|//\ [a-z]|\ \ )|break;\n[\t]*case" Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
--- a/src/NpcAct000.cpp
+++ b/src/NpcAct000.cpp
@@ -12,7 +12,7 @@
#include "Sound.h"
#include "Triangle.h"
-//Null
+// Null
void ActNpc000(NPCHAR *npc)
{
RECT rect = {0x00, 0x00, 0x10, 0x10};
@@ -28,40 +28,40 @@
npc->rect = rect;
}
-//Experience
+// Experience
void ActNpc001(NPCHAR *npc)
{
- //In wind
+ // In wind
if (gBack.type == 5 || gBack.type == 6)
{
if (npc->act_no == 0)
{
- //Set state
+ // Set state
npc->act_no = 1;
- //Set random speed
+ // Set random speed
npc->ym = Random(-0x80, 0x80);
npc->xm = Random(0x7F, 0x100);
}
- //Blow to the left
+ // Blow to the left
npc->xm -= 8;
- //Destroy when off-screen
+ // Destroy when off-screen
if (npc->x < 0xA000)
npc->cond = 0;
#ifdef FIX_BUGS
- //Limit speed
+ // Limit speed
if (npc->xm < -0x600)
npc->xm = -0x600;
#else
- //Limit speed (except pixel applied it to the X position)
+ // Limit speed (except pixel applied it to the X position)
if (npc->x < -0x600)
npc->x = -0x600;
#endif
- //Bounce off walls
+ // Bounce off walls
if (npc->flag & 1)
npc->xm = 0x100;
if (npc->flag & 2)
@@ -69,20 +69,20 @@
if (npc->flag & 8)
npc->ym = -0x40;
}
- //When not in wind
+ // When not in wind
else
{
if (npc->act_no == 0)
{
- //Set state
+ // Set state
npc->act_no = 1;
npc->ani_no = Random(0, 4);
- //Random speed
+ // Random speed
npc->xm = Random(-0x200, 0x200);
npc->ym = Random(-0x400, 0);
- //Random direction (reverse animation or not)
+ // Random direction (reverse animation or not)
if (Random(0, 1) != 0)
npc->direct = 0;
else
@@ -89,23 +89,23 @@
npc->direct = 2;
}
- //Gravity
+ // Gravity
if (npc->flag & 0x100)
npc->ym += 21;
else
npc->ym += 42;
- //Bounce off walls
+ // Bounce off walls
if (npc->flag & 1 && npc->xm < 0)
npc->xm *= -1;
if (npc->flag & 4 && npc->xm > 0)
npc->xm *= -1;
- //Bounce off ceiling
+ // Bounce off ceiling
if (npc->flag & 2 && npc->ym < 0)
npc->ym *= -1;
- //Bounce off floor
+ // Bounce off floor
if (npc->flag & 8)
{
PlaySoundObject(45, 1);
@@ -113,7 +113,7 @@
npc->xm = 2 * npc->xm / 3;
}
- //Play bounce song (and try to clip out of floor if stuck)
+ // Play bounce song (and try to clip out of floor if stuck)
if (npc->flag & 0xD)
{
PlaySoundObject(45, 1);
@@ -125,7 +125,7 @@
npc->count2 = 0;
}
- //Limit speed
+ // Limit speed
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
if (npc->xm > 0x5FF)
@@ -136,11 +136,11 @@
npc->ym = 0x5FF;
}
- //Move
+ // Move
npc->y += npc->ym;
npc->x += npc->xm;
- //Get framerects
+ // Get framerects
RECT rect[6] = {
{0x00, 0x10, 0x10, 0x20},
{0x10, 0x10, 0x20, 0x20},
@@ -152,7 +152,7 @@
RECT rcNo = {0, 0, 0, 0};
- //Animate
+ // Animate
++npc->ani_wait;
if (npc->direct == 0)
@@ -176,7 +176,7 @@
npc->rect = rect[npc->ani_no];
- //Size
+ // Size
if (npc->act_no)
{
switch (npc->exp)
@@ -195,11 +195,11 @@
npc->act_no = 1;
}
- //Delete after 500 frames
+ // Delete after 500 frames
if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2)
npc->cond = 0;
- //Blink after 400 frames
+ // Blink after 400 frames
if (npc->count1 > 400)
{
if (npc->count1 / 2 % 2)
@@ -207,10 +207,10 @@
}
}
-//Behemoth
+// Behemoth
void ActNpc002(NPCHAR *npc)
{
- //Rects
+ // Rects
RECT rcLeft[7] = {
{32, 0, 64, 24},
{0, 0, 32, 24},
@@ -231,7 +231,7 @@
{160, 24, 192, 48},
};
- //Turn when touching a wall
+ // Turn when touching a wall
if (npc->flag & 1)
npc->direct = 2;
else if (npc->flag & 4)
@@ -239,7 +239,7 @@
switch (npc->act_no)
{
- case 0: //Walking
+ case 0: // Walking
if (npc->direct == 0)
npc->xm = -0x100;
else
@@ -261,7 +261,8 @@
npc->ani_no = 4;
}
break;
- case 1: //Shot
+
+ case 1: // Shot
npc->xm = 7 * npc->xm / 8;
if (++npc->count1 > 40)
@@ -281,7 +282,8 @@
}
}
break;
- case 2: //Charge
+
+ case 2: // Charge
if (npc->direct == 0)
npc->xm = -0x400;
else
@@ -310,16 +312,16 @@
break;
}
- //Gravity
+ // Gravity
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
- //Move
+ // Move
npc->x += npc->xm;
npc->y += npc->ym;
- //Set framerect
+ // Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
@@ -326,7 +328,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Dead enemy (make sure damage shown doesn't teleport to a new loaded npc)
+// Dead enemy (make sure damage shown doesn't teleport to a new loaded npc)
void ActNpc003(NPCHAR *npc)
{
if (++npc->count1 > 100)
@@ -336,7 +338,7 @@
npc->rect = rect;
}
-//Smoke
+// Smoke
void ActNpc004(NPCHAR *npc)
{
RECT rcLeft[8] = {
@@ -365,7 +367,7 @@
if (npc->act_no == 0)
{
- //Move in random direction at random speed
+ // Move in random direction at random speed
if (npc->direct == 0 || npc->direct == 1)
{
deg = Random(0, 0xFF);
@@ -373,7 +375,7 @@
npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200;
}
- //Set state
+ // Set state
npc->ani_no = Random(0, 4);
npc->ani_wait = Random(0, 3);
npc->act_no = 1;
@@ -380,16 +382,16 @@
}
else
{
- //Slight drag
+ // Slight drag
npc->xm = 20 * npc->xm / 21;
npc->ym = 20 * npc->ym / 21;
- //Move
+ // Move
npc->x += npc->xm;
npc->y += npc->ym;
}
- //Animate
+ // Animate
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
@@ -396,10 +398,10 @@
npc->ani_no++;
}
- //Set framerect
+ // Set framerect
if (npc->ani_no > 7)
{
- //Destroy if over
+ // Destroy if over
npc->cond = 0;
}
else
@@ -413,7 +415,7 @@
}
}
-//Critter (Green, Egg Corridor)
+// Critter (Green, Egg Corridor)
void ActNpc005(NPCHAR *npc)
{
RECT rcLeft[3] = {
@@ -430,18 +432,18 @@
switch (npc->act_no)
{
- case 0: //Init
+ case 0: // Init
npc->y += 0x600;
npc->act_no = 1;
// Fallthrough
- case 1: //Waiting
- //Look at player
+ case 1: // Waiting
+ // Look at player
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
- //Open eyes near player
+ // 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)
{
npc->ani_no = 1;
@@ -454,7 +456,7 @@
npc->ani_no = 0;
}
- //Jump if attacked
+ // Jump if attacked
if (npc->shock)
{
npc->act_no = 2;
@@ -462,7 +464,7 @@
npc->act_wait = 0;
}
- //Jump if player is nearby
+ // 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)
{
npc->act_no = 2;
@@ -471,18 +473,18 @@
}
break;
- case 2: //Going to jump
+ case 2: // Going to jump
if (++npc->act_wait > 8)
{
- //Set jump state
+ // Set jump state
npc->act_no = 3;
npc->ani_no = 2;
- //Jump
+ // Jump
npc->ym = -0x5FF;
PlaySoundObject(30, 1);
- //Jump in facing direction
+ // Jump in facing direction
if (npc->direct == 0)
npc->xm = -0x100;
else
@@ -490,8 +492,8 @@
}
break;
- case 3: //Jumping
- //Land
+ case 3: // Jumping
+ // Land
if (npc->flag & 8)
{
npc->xm = 0;
@@ -503,16 +505,16 @@
break;
}
- //Gravity
+ // Gravity
npc->ym += 64;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
- //Move
+ // Move
npc->x += npc->xm;
npc->y += npc->ym;
- //Set framerect
+ // Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
@@ -519,7 +521,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Beetle (Goes left and right, Egg Corridor)
+// Beetle (Goes left and right, Egg Corridor)
void ActNpc006(NPCHAR *npc)
{
RECT rcLeft[5] = {
@@ -540,7 +542,7 @@
switch (npc->act_no)
{
- case 0: //Init
+ case 0: // Init
npc->act_no = 1;
if (npc->direct == 0)
@@ -550,18 +552,18 @@
break;
case 1:
- //Accelerate to the left
+ // Accelerate to the left
npc->xm -= 0x10;
if (npc->xm < -0x400)
npc->xm = -0x400;
- //Move
+ // Move
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
- //Animate
+ // Animate
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
@@ -571,7 +573,7 @@
if (npc->ani_no > 2)
npc->ani_no = 1;
- //Stop when hitting a wall
+ // Stop when hitting a wall
if (npc->flag & 1)
{
npc->act_no = 2;
@@ -583,7 +585,7 @@
break;
case 2:
- //Wait 60 frames then move to the right
+ // Wait 60 frames then move to the right
if (++npc->act_wait > 60)
{
npc->act_no = 3;
@@ -593,18 +595,18 @@
break;
case 3:
- //Accelerate to the right
+ // Accelerate to the right
npc->xm += 0x10;
if (npc->xm > 0x400)
npc->xm = 0x400;
- //Move
+ // Move
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
- //Animate
+ // Animate
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
@@ -614,7 +616,7 @@
if (npc->ani_no > 2)
npc->ani_no = 1;
- //Stop when hitting a wall
+ // Stop when hitting a wall
if (npc->flag & 4)
{
npc->act_no = 4;
@@ -626,7 +628,7 @@
break;
case 4:
- //Wait 60 frames then move to the left
+ // Wait 60 frames then move to the left
if (++npc->act_wait > 60)
{
npc->act_no = 1;
@@ -636,7 +638,7 @@
break;
}
- //Set framerect
+ // Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
@@ -643,7 +645,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Basil
+// Basil
void ActNpc007(NPCHAR *npc)
{
RECT rcLeft[3] = {
@@ -726,7 +728,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Beetle (Follows you, Egg Corridor)
+// Beetle (Follows you, Egg Corridor)
void ActNpc008(NPCHAR *npc)
{
RECT rcLeft[2] = {
@@ -829,7 +831,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Balrog (drop-in)
+// Balrog (drop-in)
void ActNpc009(NPCHAR *npc)
{
int i;
@@ -904,7 +906,7 @@
npc->rect = rect_right[npc->ani_no];
}
-//Balrog (shooting) (super-secret version from prototype)
+// Balrog (shooting) (super-secret version from prototype)
void ActNpc010(NPCHAR *npc)
{
unsigned char deg;
@@ -1027,7 +1029,7 @@
npc->rect = rect_right[npc->ani_no];
}
-//Proto-Balrog's projectile
+// Proto-Balrog's projectile
void ActNpc011(NPCHAR *npc)
{
if (npc->flag & 0xFF)
@@ -1062,7 +1064,7 @@
}
}
-//Balrog (cutscene)
+// Balrog (cutscene)
void ActNpc012(NPCHAR *npc)
{
int i;
@@ -1395,7 +1397,7 @@
}
}
-//Forcefield
+// Forcefield
void ActNpc013(NPCHAR *npc)
{
RECT rect[4] = {
@@ -1417,7 +1419,7 @@
npc->rect = rect[npc->ani_no];
}
-//Santa's Key
+// Santa's Key
void ActNpc014(NPCHAR *npc)
{
RECT rect[3] = {
@@ -1460,7 +1462,7 @@
npc->rect = rect[npc->ani_no];
}
-//Chest (closed)
+// Chest (closed)
void ActNpc015(NPCHAR *npc)
{
RECT rcLeft[3] = {
@@ -1517,7 +1519,7 @@
npc->rect = rcLeft[npc->ani_no];
}
-//Save point
+// Save point
void ActNpc016(NPCHAR *npc)
{
RECT rect[8] = {