ref: f1048b21aae2e41f7c8adf40a08a0a457516efb3
parent: 1e6ee2d6ba898f184da4dccdbe9541a2899dd2e0
author: Gabriel Ravier <gabravier@gmail.com>
date: Thu May 16 04:11:17 EDT 2019
Cleaned up NpcAct280.cpp
--- a/src/NpcAct280.cpp
+++ b/src/NpcAct280.cpp
@@ -12,7 +12,7 @@
#include "Sound.h"
#include "Triangle.h"
-//Sue (being teleported by Misery)
+// Sue (being teleported by Misery)
void ActNpc280(NPCHAR *npc)
{
RECT rcLeft[2] = {
@@ -83,7 +83,7 @@
}
}
-//Doctor (red energy form)
+// Doctor (red energy form)
void ActNpc281(NPCHAR *npc)
{
RECT rc = {0, 0, 0, 0};
@@ -125,7 +125,7 @@
npc->rect = rc;
}
-//Mini Undead Core (active)
+// Mini Undead Core (active)
void ActNpc282(NPCHAR *npc)
{
RECT tc[3] = {
@@ -199,7 +199,7 @@
npc->rect = tc[npc->ani_no];
}
-//Misery (transformed)
+// Misery (transformed)
void ActNpc283(NPCHAR *npc)
{
RECT rcLeft[11] = {
@@ -367,7 +367,7 @@
if (npc->act_wait % 6 == 1)
{
- if ( npc->count2 == 289 )
+ if (npc->count2 == 289)
{
x = npc->x + (Random(-0x40, 0x40) * 0x200);
y = npc->y + (Random(-0x20, 0x20) * 0x200);
@@ -456,12 +456,15 @@
case 0:
direct = 0xD8;
break;
+
case 1:
direct = 0xEC;
break;
+
case 2:
direct = 0x14;
break;
+
case 3:
direct = 0x28;
break;
@@ -477,12 +480,15 @@
case 0:
direct = 0x58;
break;
+
case 1:
direct = 0x6C;
break;
+
case 2:
direct = 0x94;
break;
+
case 3:
direct = 0xA8;
break;
@@ -505,12 +511,15 @@
case 0:
direct = 0xD8;
break;
+
case 1:
direct = 0xEC;
break;
+
case 2:
direct = 0x14;
break;
+
case 3:
direct = 0x28;
break;
@@ -526,12 +535,15 @@
case 0:
direct = 0x58;
break;
+
case 1:
direct = 0x6C;
break;
+
case 2:
direct = 0x94;
break;
+
case 3:
direct = 0xA8;
break;
@@ -600,7 +612,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Sue (transformed)
+// Sue (transformed)
void ActNpc284(NPCHAR *npc)
{
RECT rcLeft[13] = {
@@ -735,9 +747,11 @@
case 3:
npc->act_no = 34;
break;
+
case 0:
npc->act_no = 32;
break;
+
case 2:
npc->act_no = 32;
break;
@@ -949,7 +963,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Undead Core spiral projectile
+// Undead Core spiral projectile
void ActNpc285(NPCHAR *npc)
{
RECT rc = {232, 104, 248, 120};
@@ -996,7 +1010,7 @@
npc->rect = rc;
}
-//Undead Core spiral shot trail
+// Undead Core spiral shot trail
void ActNpc286(NPCHAR *npc)
{
RECT rc[3] = {
@@ -1017,7 +1031,7 @@
npc->rect = rc[npc->ani_no];
}
-//Orange smoke
+// Orange smoke
void ActNpc287(NPCHAR *npc)
{
RECT rcLeft[7] = {
@@ -1056,7 +1070,7 @@
npc->rect = rcLeft[npc->ani_no];
}
-//Undead Core exploding rock
+// Undead Core exploding rock
void ActNpc288(NPCHAR *npc)
{
RECT rc[5] = {
@@ -1145,7 +1159,7 @@
npc->rect = rc[npc->ani_no];
}
-//Critter (orange, Misery)
+// Critter (orange, Misery)
void ActNpc289(NPCHAR *npc)
{
RECT rcLeft[3] = {
@@ -1255,7 +1269,7 @@
}
}
-//Bat (Misery)
+// Bat (Misery)
void ActNpc290(NPCHAR *npc)
{
RECT rcLeft[3] = {
@@ -1341,7 +1355,7 @@
}
}
-//Mini Undead Core (inactive)
+// Mini Undead Core (inactive)
void ActNpc291(NPCHAR *npc)
{
RECT tc[2] = {
@@ -1366,7 +1380,7 @@
npc->rect = tc[npc->ani_no];
}
-//Quake
+// Quake
void ActNpc292(NPCHAR *npc)
{
(void)npc;
@@ -1374,7 +1388,7 @@
SetQuake(10);
}
-//Undead Core giant energy shot
+// Undead Core giant energy shot
void ActNpc293(NPCHAR *npc)
{
RECT rect[2] = {
@@ -1404,7 +1418,7 @@
npc->rect = rect[npc->ani_no];
}
-//Quake + falling block generator
+// Quake + falling block generator
void ActNpc294(NPCHAR *npc)
{
int x;
@@ -1466,7 +1480,7 @@
}
}
-//Cloud
+// Cloud
void ActNpc295(NPCHAR *npc)
{
RECT rc[4] = {
@@ -1488,36 +1502,43 @@
npc->view.back = 0xD000;
npc->view.front = 0xD000;
break;
+
case 1:
npc->ym = -0x800;
npc->view.back = 0x7000;
npc->view.front = 0x7000;
break;
+
case 2:
npc->ym = -0x400;
npc->view.back = 0x4000;
npc->view.front = 0x4000;
break;
+
case 3:
npc->ym = -0x200;
npc->view.back = 0x2800;
npc->view.front = 0x2800;
break;
+
case 4:
npc->xm = -0x400;
npc->view.back = 0xD000;
npc->view.front = 0xD000;
break;
+
case 5:
npc->xm = -0x200;
npc->view.back = 0x7000;
npc->view.front = 0x7000;
break;
+
case 6:
npc->xm = -0x100;
npc->view.back = 0x4000;
npc->view.front = 0x4000;
break;
+
case 7:
npc->xm = -0x80;
npc->view.back = 0x2800;
@@ -1540,7 +1561,7 @@
npc->rect = rc[npc->ani_no];
}
-//Cloud generator
+// Cloud generator
void ActNpc296(NPCHAR *npc)
{
int x;
@@ -1560,12 +1581,15 @@
case 0:
pri = 0x180;
break;
+
case 1:
pri = 0x80;
break;
+
case 2:
pri = 0x40;
break;
+
case 3:
pri = 0x00;
break;
@@ -1582,12 +1606,15 @@
case 0:
pri = 0x80;
break;
+
case 1:
pri = 0x55;
break;
+
case 2:
pri = 0x40;
break;
+
case 3:
pri = 0x00;
break;
@@ -1600,7 +1627,7 @@
}
}
-//Sue in dragon's mouth
+// Sue in dragon's mouth
void ActNpc297(NPCHAR *npc)
{
RECT rc = {112, 48, 0x80, 64};
@@ -1611,7 +1638,7 @@
npc->rect = rc;
}
-//Doctor (opening)
+// Doctor (opening)
void ActNpc298(NPCHAR *npc)
{
RECT rc[8] = {
@@ -1676,7 +1703,7 @@
++npc->ani_no;
}
- if ( npc->ani_no > 5 )
+ if (npc->ani_no > 5)
npc->ani_no = 2;
npc->x += 0x100;
@@ -1718,7 +1745,7 @@
npc->rect = rc[npc->ani_no];
}
-//Balrog/Misery (opening)
+// Balrog/Misery (opening)
void ActNpc299(NPCHAR *npc)
{
RECT rc[2] = {