ref: 5290ce3bd5a6fa217b625877b851b8b66efb0f79
parent: 6f8197d9ac6ff903b9e0c22ca550bdae4b9b7b16
author: Clownacy <Clownacy@users.noreply.github.com>
date: Mon Feb 25 06:41:52 EST 2019
Made NpcAct220.cpp ASM-accurate
--- a/src/NpcAct220.cpp
+++ b/src/NpcAct220.cpp
@@ -449,7 +449,7 @@
npc->ani_no = 0;
// Fallthrough
case 2:
- if (gMC.x < npc->x)
+ if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@@ -525,10 +525,12 @@
{0, 112, 48, 128},
};
- if (npc->act_no == 0)
+ switch (npc->act_no)
{
- npc->act_no = 1;
- npc->y -= 0x2000;
+ case 0:
+ npc->act_no = 1;
+ npc->y -= 0x2000;
+ break;
}
if (npc->direct == 0)
@@ -545,11 +547,13 @@
{96, 96, 144, 128},
};
- if (npc->act_no == 0)
+ switch (npc->act_no)
{
- npc->act_no = 1;
- npc->x -= 0x2000;
- npc->y -= 0x2000;
+ case 0:
+ npc->act_no = 1;
+ npc->x -= 0x2000;
+ npc->y -= 0x2000;
+ break;
}
if (npc->direct == 0)
@@ -561,6 +565,8 @@
//Rocket
void ActNpc231(NPCHAR *npc)
{
+ int i;
+
RECT rc[2] = {
{176, 32, 208, 48},
{176, 48, 208, 64},
@@ -599,7 +605,7 @@
npc->act_wait = 0;
npc->ani_no = 1;
- for (int i = 0; i < 10; ++i)
+ for (i = 0; i < 10; ++i)
{
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
PlaySoundObject(12, 1); // Wait, it does this in a loop?
@@ -625,7 +631,7 @@
npc->act_no = 15;
- for (int i = 0; i < 6; ++i)
+ for (i = 0; i < 6; ++i)
{
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
PlaySoundObject(12, 1);
@@ -641,9 +647,9 @@
if (npc->ym < 0)
{
if (npc->act_wait % 8 == 0)
- SetCaret(npc->x - 5120, npc->y + 0x1000, 7, 3);
+ SetCaret(npc->x - 0x1400, npc->y + 0x1000, 7, 3);
if (npc->act_wait % 8 == 4)
- SetCaret(npc->x + 5120, npc->y + 0x1000, 7, 3);
+ SetCaret(npc->x + 0x1400, npc->y + 0x1000, 7, 3);
if (npc->act_wait % 16 == 1)
PlaySoundObject(34, 1);
}
@@ -671,6 +677,8 @@
//Orangebell
void ActNpc232(NPCHAR *npc)
{
+ int i;
+
switch (npc->act_no)
{
case 0:
@@ -679,7 +687,7 @@
npc->tgt_y = npc->y;
npc->ym = 0x200;
- for (int i = 0; i < 8; ++i)
+ for (i = 0; i < 8; ++i)
SetNpChar(233, npc->x, npc->y, 0, 0, npc->direct, npc, 0x100);
// Fallthrough
case 1:
@@ -693,7 +701,7 @@
else
npc->xm = 0x100;
- if (npc->tgt_y > npc->y)
+ if (npc->y < npc->tgt_y)
npc->ym += 8;
else
npc->ym -= 8;
@@ -765,9 +773,9 @@
if (npc->tgt_x > npc->x)
npc->xm += 8;
- if (npc->count2 + npc->tgt_y < npc->y)
+ if (npc->tgt_y + npc->count2 < npc->y)
npc->ym -= 0x20;
- if (npc->count2 + npc->tgt_y > npc->y)
+ if (npc->tgt_y + npc->count2 > npc->y)
npc->ym += 0x20;
if (npc->xm > 0x400)
@@ -786,7 +794,7 @@
}
else
{
- if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y && gMC.y < npc->y + 0x16000)
+ if (npc->x - 0x1000 < gMC.x && npc->x + 0x1000 > gMC.x && npc->y < gMC.y && npc->y + 0x16000 > gMC.y)
{
npc->xm /= 4;
npc->ym = 0;
@@ -861,10 +869,12 @@
{144, 112, 192, 128},
};
- if (npc->act_no == 0)
+ switch (npc->act_no)
{
- npc->act_no = 1;
- npc->y += 0x2000;
+ case 0:
+ npc->act_no = 1;
+ npc->y += 0x2000;
+ break;
}
if (npc->direct == 0)
@@ -1023,7 +1033,7 @@
break;
case 2:
- if (gMC.x > npc->x)
+ if (npc->x < gMC.x)
npc->direct = 2;
else
npc->direct = 0;
@@ -1095,7 +1105,7 @@
break;
}
- if (npc->tgt_y > npc->y)
+ if (npc->y < npc->tgt_y)
npc->ym += 0x10;
else
npc->ym -= 0x10;
@@ -1116,6 +1126,8 @@
//Gunfish projectile
void ActNpc237(NPCHAR *npc)
{
+ int i;
+
RECT rc = {312, 32, 320, 40};
switch (npc->act_no)
@@ -1124,21 +1136,22 @@
npc->act_no = 1;
// Fallthrough
case 1:
- bool bHit = false;
+ BOOL bHit = FALSE;
++npc->act_wait;
if (npc->flag & 0xFF)
- bHit = true;
+ bHit = TRUE;
if (npc->act_wait > 10 && npc->flag & 0x100)
- bHit = true;
+ bHit = TRUE;
if (bHit)
{
- for (int i = 0; i < 5; ++i)
+ for (i = 0; i < 5; ++i)
SetCaret(npc->x, npc->y, 1, 0);
PlaySoundObject(21, 1);
npc->cond = 0;
+ return;
}
break;
@@ -1257,22 +1270,25 @@
RECT rcLeft = {192, 48, 256, 80};
RECT rcRight = {96, 112, 144, 144};
- if (npc->act_no == 0)
+ switch (npc->act_no)
{
- npc->act_no = 1;
+ case 0:
+ npc->act_no = 1;
- if (npc->direct == 0)
- {
- npc->x += 0x1000;
- npc->y += 0x2000;
- }
- else
- {
- npc->view.front = 0x3000;
- npc->view.back = 0x3000;
- npc->view.top = 0x1000;
- npc->view.back = 0x3000;
- }
+ if (npc->direct == 0)
+ {
+ npc->x += 0x1000;
+ npc->y += 0x2000;
+ }
+ else
+ {
+ npc->view.front = 0x3000;
+ npc->view.back = 0x3000;
+ npc->view.top = 0x1000;
+ npc->view.back = 0x3000;
+ }
+
+ break;
}
if (npc->direct == 0)