ref: 61c17ee9816995cfa5c402b8bf96832def89a8ef
parent: e49434321964ab782d1db95d9497f621c37d3a8e
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu Nov 14 14:23:32 EST 2019
Clean-up NpcAct100.cpp
--- a/src/NpcAct100.cpp
+++ b/src/NpcAct100.cpp
@@ -1,5 +1,7 @@
#include "NpcAct.h"
+#include <stddef.h>
+
#include "WindowsWrapper.h"
#include "Bullet.h"
@@ -21,7 +23,7 @@
switch (npc->act_no)
{
case 0:
- npc->y += 0x2000;
+ npc->y += 16 * 0x200;
npc->act_no = 1;
break;
}
@@ -66,7 +68,7 @@
if (npc->act_no == 0)
{
npc->act_no = 1;
- npc->y += 0x1000;
+ npc->y += 8 * 0x200;
}
if (++npc->ani_wait > 0)
@@ -136,6 +138,8 @@
// Frog
void ActNpc104(NPCHAR *npc)
{
+ BOOL bJump;
+
RECT rcLeft[3] = {
{0, 112, 32, 144},
{32, 112, 64, 144},
@@ -168,10 +172,8 @@
npc->act_no = 3;
break;
}
- else
- {
- npc->bits &= ~NPC_IGNORE_SOLIDITY;
- }
+
+ npc->bits &= ~NPC_IGNORE_SOLIDITY;
// Fallthrough
case 1:
++npc->act_wait;
@@ -246,7 +248,7 @@
break;
}
- BOOL bJump = FALSE;
+ bJump = FALSE;
if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
{
@@ -253,9 +255,10 @@
if (npc->shock)
bJump = TRUE;
- if (npc->x < gMC.x - 0x14000 || npc->x > gMC.x + 0x14000 || npc->y < gMC.y - 0x8000 || npc->y > gMC.y + 0x8000)
+ if (npc->x < gMC.x - (160 * 0x200) || npc->x > gMC.x + (160 * 0x200) || npc->y < gMC.y - (64 * 0x200) || npc->y > gMC.y + (64 * 0x200))
{
- // For some reason this blank space is needed for the function to compile accurately
+ // This blank space is needed for the function to produce the same assembly.
+ // Chances are there used to be some commented-out code here.
}
else
{
@@ -309,7 +312,7 @@
npc->cond = 0;
if (npc->act_wait < 5)
- npc->y -= 0x200;
+ npc->y -= 1 * 0x200;
npc->rect = rect[npc->ani_no];
}
@@ -320,7 +323,7 @@
switch (npc->act_no)
{
case 0:
- SetNpChar(105, npc->x, npc->y - 0x1000, 0, 0, 0, 0, 0x180);
+ SetNpChar(105, npc->x, npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x180);
npc->act_no = 1;
break;
}
@@ -347,7 +350,7 @@
npc->ani_wait = 0;
for (i = 0; i < 4; ++i)
- SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
// Fallthrough
case 11:
@@ -384,12 +387,12 @@
case 15:
if (npc->act_wait / 2 % 2)
{
- npc->x += 0x200;
+ npc->x += 1 * 0x200;
PlaySoundObject(11, 1);
}
else
{
- npc->x -= 0x200;
+ npc->x -= 1 * 0x200;
}
if (++npc->act_wait > 50)
@@ -404,7 +407,7 @@
PlaySoundObject(12, 1);
for (i = 0; i < 8; ++i)
- SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
// Fallthrough
case 17:
@@ -438,7 +441,7 @@
PlaySoundObject(12, 1);
for (i = 0; i < 4; ++i)
- SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
}
break;
@@ -546,7 +549,7 @@
switch (npc->act_no)
{
case 0:
- if (--npc->act_wait)
+ if (--npc->act_wait != 0)
npc->act_no = 1;
npc->ani_no = 0;
@@ -560,7 +563,7 @@
npc->ani_no = 1;
}
- if (npc->x - 0x4000 < gMC.x && npc->x + 0x4000 > gMC.x && npc->y - 0x4000 < gMC.y && npc->y + 0x2000 > gMC.y)
+ if (npc->x - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
{
if (npc->x > gMC.x)
npc->direct = 0;
@@ -584,7 +587,7 @@
PlaySoundObject(12, 1);
for (i = 0; i < 8; ++i)
- SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break;
}
@@ -604,6 +607,8 @@
// Puchi
void ActNpc110(NPCHAR *npc)
{
+ BOOL bJump;
+
RECT rcLeft[3] = {
{96, 128, 112, 144},
{112, 128, 128, 144},
@@ -626,7 +631,7 @@
if (npc->direct == 4)
{
- if (Random(0, 1) != 0)
+ if (Random(0, 1))
npc->direct = 0;
else
npc->direct = 2;
@@ -637,10 +642,8 @@
break;
}
- else
- {
- npc->bits &= ~NPC_IGNORE_SOLIDITY;
- }
+
+ npc->bits &= ~NPC_IGNORE_SOLIDITY;
// Fallthrough
case 1:
++npc->act_wait;
@@ -715,7 +718,7 @@
break;
}
- BOOL bJump = FALSE;
+ bJump = FALSE;
if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
{
@@ -722,9 +725,10 @@
if (npc->shock)
bJump = TRUE;
- if (npc->x < gMC.x - 0x14000 || npc->x > gMC.x + 0x14000 || npc->y < gMC.y - 0x8000 || npc->y > gMC.y + 0x8000)
+ if (npc->x < gMC.x - (160 * 0x200) || npc->x > gMC.x + (160 * 0x200) || npc->y < gMC.y - (64 * 0x200) || npc->y > gMC.y + (64 * 0x200))
{
- // For some reason this blank space is needed for the function to compile accurately
+ // This blank space is needed for the function to produce the same assembly.
+ // Chances are there used to be some commented-out code here.
}
else
{
@@ -782,7 +786,7 @@
case 0:
npc->act_no = 1;
npc->ani_no = 0;
- npc->y -= 0x2000;
+ npc->y -= 16 * 0x200;
break;
case 1:
@@ -798,7 +802,7 @@
case 2:
if (npc->ym > 0)
- npc->hit.bottom = 0x2000;
+ npc->hit.bottom = 16 * 0x200;
if (npc->flag & 8)
{
@@ -837,6 +841,7 @@
else
npc->rect = rcRight[npc->ani_no];
+ // Use a different sprite if the player is wearing the Mimiga Mask
if (gMC.equip & 0x40)
{
npc->rect.top += 32;
@@ -845,7 +850,7 @@
if (npc->act_no == 4)
{
- npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
+ npc->rect.bottom = npc->rect.top + (npc->act_wait / 4);
if (npc->act_wait / 2 % 2)
++npc->rect.left;
@@ -871,8 +876,8 @@
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
- npc->x += 0x2000;
- npc->y += 0x1000;
+ npc->x += 16 * 0x200;
+ npc->y += 8 * 0x200;
PlaySoundObject(29, 1);
// Fallthrough
case 1:
@@ -889,7 +894,7 @@
{
npc->act_no = 3;
npc->ani_no = 1;
- npc->hit.bottom = 0x1000;
+ npc->hit.bottom = 8 * 0x200;
}
break;
@@ -913,6 +918,7 @@
else
npc->rect = rcRight[npc->ani_no];
+ // Use a different sprite if the player is wearing the Mimiga Mask
if (gMC.equip & 0x40)
{
npc->rect.top += 32;
@@ -921,7 +927,7 @@
if (npc->act_no == 1)
{
- npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
+ npc->rect.bottom = npc->rect.top + (npc->act_wait / 4);
if (npc->act_wait / 2 % 2)
++npc->rect.left;
@@ -993,9 +999,9 @@
npc->ani_no = 2;
if (npc->direct == 0)
- npc->x -= 0x200;
+ npc->x -= 1 * 0x200;
else
- npc->x += 0x200;
+ npc->x += 1 * 0x200;
break;
@@ -1007,9 +1013,9 @@
npc->act_no = 31;
npc->ani_no = 0;
npc->ani_wait = 0;
- npc->hit.bottom = 0x2000;
- npc->x -= 0x2000;
- npc->y += 0x1000;
+ npc->hit.bottom = 16 * 0x200;
+ npc->x -= 16 * 0x200;
+ npc->y += 8 * 0x200;
PlaySoundObject(29, 1);
// Fallthrough
case 31:
@@ -1026,7 +1032,7 @@
{
npc->act_no = 33;
npc->ani_no = 1;
- npc->hit.bottom = 0x1000;
+ npc->hit.bottom = 8 * 0x200;
}
break;
@@ -1052,7 +1058,7 @@
if (npc->act_no == 31)
{
- npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
+ npc->rect.bottom = npc->rect.top + (npc->act_wait / 4);
if (npc->act_wait / 2 % 2)
++npc->rect.left;
@@ -1062,6 +1068,8 @@
// Press
void ActNpc114(NPCHAR *npc)
{
+ int i;
+
RECT rcLeft[3] = {
{144, 112, 160, 136},
{160, 112, 176, 136},
@@ -1072,16 +1080,20 @@
{
case 0:
npc->act_no = 1;
- npc->y -= 0x800;
+ npc->y -= 4 * 0x200;
// Fallthrough
case 1:
if (npc->flag & 8)
- break;
+ {
+ // Chances are there used to be commented-out code here
+ }
+ else
+ {
+ npc->act_no = 10;
+ npc->ani_wait = 0;
+ npc->ani_no = 1;
+ }
- npc->act_no = 10;
- npc->ani_wait = 0;
- npc->ani_no = 1;
-
break;
case 10:
@@ -1109,8 +1121,8 @@
{
if (npc->ani_no > 1)
{
- for (int i = 0; i < 4; ++i)
- SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ for (i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
PlaySoundObject(26, 1);
SetQuake(10);
@@ -1166,7 +1178,7 @@
npc->count1 = 0;
// Fallthrough
case 1:
- if (gMC.x < npc->x + 0xC000 && gMC.x > npc->x - 0xC000 && gMC.y < npc->y + 0x4000 && gMC.y > npc->y - 0xC000)
+ if (gMC.x < npc->x + (96 * 0x200) && gMC.x > npc->x - (96 * 0x200) && gMC.y < npc->y + (32 * 0x200) && gMC.y > npc->y - (96 * 0x200))
npc->act_no = 10;
if (npc->shock)
@@ -1241,7 +1253,7 @@
npc->ani_wait = 0;
npc->damage = 0;
- if (gMC.x > npc->x + 0x12000 || gMC.x < npc->x - 0x12000 || gMC.y > npc->y + 0x6000 || gMC.y < npc->y - 0x12000)
+ if (gMC.x > npc->x + (144 * 0x200) || gMC.x < npc->x - (144 * 0x200) || gMC.y > npc->y + (48 * 0x200) || gMC.y < npc->y - (144 * 0x200))
npc->act_no = 0;
}
@@ -1249,7 +1261,7 @@
case 30:
for (i = 0; i < 8; ++i)
- SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->ani_no = 0;
npc->act_no = 0;
@@ -1353,14 +1365,14 @@
case 3:
if (0)
{
- // There used to be an if here that didn't do anything, but the compiler optimised it out.
- // We only know this was here because empty ifs mess with the register usage.
+ // There used to be an if-statement here that didn't do anything, but the compiler optimised it out.
+ // We only know this was here because empty if-statements affect the assembly's register usage.
// Since there's no code, we have no idea what the original condition actually was.
}
if (0)
{
- // Another empty if
+ // Another empty if-statement
}
npc->act_no = 4;
@@ -1395,8 +1407,8 @@
case 6:
if (0)
{
- // There used to be an if here that didn't do anything, but the compiler optimised it out.
- // We only know this was here because empty ifs mess with the register usage.
+ // There used to be an if-statement here that didn't do anything, but the compiler optimised it out.
+ // We only know this was here because empty if-statements affect the assembly's register usage.
// Since there's no code, we have no idea what the original condition actually was.
}
@@ -1425,11 +1437,11 @@
npc->ani_no = 1;
if (npc->direct == 0)
- npc->x -= 0x200;
+ npc->x -= 1 * 0x200;
else
- npc->x += 0x200;
+ npc->x += 1 * 0x200;
- if (gMC.x < npc->x + 0x2800 && gMC.x > npc->x - 0x2800)
+ if (gMC.x < npc->x + (20 * 0x200) && gMC.x > npc->x - (20 * 0x200))
npc->act_no = 0;
break;
@@ -1459,7 +1471,7 @@
npc->ym += 0x40;
- if (npc->act_wait++ && npc->flag & 8)
+ if (npc->act_wait++ != 0 && npc->flag & 8)
npc->act_no = 32;
break;
@@ -1562,7 +1574,7 @@
npc->bits &= ~NPC_INVULNERABLE;
// Fallthrough
case 11:
- if (npc->act_wait)
+ if (npc->act_wait != 0)
--npc->act_wait;
else
npc->act_no = 13;
@@ -1594,7 +1606,7 @@
else
npc->xm += 0x40;
- if (npc->act_wait)
+ if (npc->act_wait != 0)
{
--npc->act_wait;
}
@@ -1614,7 +1626,7 @@
else
npc->direct = 2;
- npc->xm = 8 * npc->xm / 9;
+ npc->xm = (npc->xm * 8) / 9;
if (++npc->ani_no > 1)
npc->ani_no = 0;
@@ -1635,13 +1647,13 @@
if (bUpper)
{
npc->ani_no = 2;
- SetNpChar(123, npc->x, npc->y - 0x1000, 0, 0, 1, 0, 0x100);
+ SetNpChar(123, npc->x, npc->y - (8 * 0x200), 0, 0, 1, NULL, 0x100);
}
else
{
npc->ani_no = 0;
- SetNpChar(123, npc->x - 0x1000, npc->y + 0x800, 0, 0, 0, 0, 0x100);
- npc->x += 0x200;
+ SetNpChar(123, npc->x - (8 * 0x200), npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100);
+ npc->x += 1 * 0x200;
}
}
else
@@ -1649,13 +1661,13 @@
if (bUpper)
{
npc->ani_no = 2;
- SetNpChar(123, npc->x, npc->y - 0x1000, 0, 0, 1, 0, 0x100);
+ SetNpChar(123, npc->x, npc->y - (8 * 0x200), 0, 0, 1, NULL, 0x100);
}
else
{
npc->ani_no = 0;
- SetNpChar(123, npc->x + 0x1000, npc->y + 0x800, 0, 0, 2, 0, 0x100);
- npc->x -= 0x200;
+ SetNpChar(123, npc->x + (8 * 0x200), npc->y + (4 * 0x200), 0, 0, 2, NULL, 0x100);
+ npc->x -= 1 * 0x200;
}
}
}