ref: d9217298207b703fb05f7d303c0d231b096acb6b
parent: 30ebdf3102413f4ba330656ab0e52b4984812c90
author: Clownacy <[email protected]>
date: Mon Feb 25 11:27:15 EST 2019
Made NpcAct280 ASM-accurate
--- a/src/NpcAct280.cpp
+++ b/src/NpcAct280.cpp
@@ -76,7 +76,7 @@
{
npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
- if (npc->act_wait / 2 & 1)
+ if (npc->act_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + 0x200;
@@ -140,7 +140,7 @@
npc->act_no = 20;
npc->tgt_y = npc->y;
- if (Random(0, 100) & 1)
+ if (Random(0, 100) % 2)
npc->ym = -0x100;
else
npc->ym = 0x100;
@@ -171,22 +171,22 @@
npc->ani_no = 0;
}
- if (gMC.flag & 1 && gMC.x < npc->x - npc->hit.back && gMC.x > npc->x - npc->hit.back - 0x1000 && gMC.hit.bottom + gMC.y > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->hit.bottom + npc->y)
+ if (gMC.flag & 1 && gMC.x < npc->x - npc->hit.back && gMC.x > npc->x - npc->hit.back - 0x1000 && gMC.y + gMC.hit.bottom > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->y + npc->hit.bottom)
{
npc->bits &= ~0x40;
npc->ani_no = 1;
}
- else if (gMC.flag & 4 && gMC.x > npc->hit.back + npc->x && gMC.x < npc->x + npc->hit.back + 0x1000 && gMC.hit.bottom + gMC.y > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->hit.bottom + npc->y)
+ else if (gMC.flag & 4 && gMC.x > npc->x + npc->hit.back && gMC.x < npc->x + npc->hit.back + 0x1000 && gMC.y + gMC.hit.bottom > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->y + npc->hit.bottom)
{
npc->bits &= ~0x40;
npc->ani_no = 1;
}
- else if (gMC.flag & 2 && gMC.y < npc->y - npc->hit.top && gMC.y > npc->y - npc->hit.top - 0x1000 && gMC.hit.front + gMC.x > npc->x - npc->hit.back && gMC.x - gMC.hit.back < npc->hit.front + npc->x)
+ else if (gMC.flag & 2 && gMC.y < npc->y - npc->hit.top && gMC.y > npc->y - npc->hit.top - 0x1000 && gMC.x + gMC.hit.front > npc->x - npc->hit.back && gMC.x - gMC.hit.back < npc->x + npc->hit.front)
{
npc->bits &= ~0x40;
npc->ani_no = 1;
}
- else if (gMC.flag & 8 && gMC.y > npc->y + npc->hit.bottom - 0x800 && gMC.y < npc->y + npc->hit.bottom + 0x1800 && gMC.hit.front + gMC.x > npc->x - npc->hit.back - 0x800 && gMC.x - gMC.hit.back < npc->x + npc->hit.front + 0x800)
+ else if (gMC.flag & 8 && gMC.y > npc->y + npc->hit.bottom - 0x800 && gMC.y < npc->y + npc->hit.bottom + 0x1800 && gMC.x + gMC.hit.front > npc->x - npc->hit.back - 0x800 && gMC.x - gMC.hit.back < npc->x + npc->hit.front + 0x800)
{
npc->bits &= ~0x40;
npc->ani_no = 1;
@@ -244,7 +244,7 @@
PlaySoundObject(29, 1);
// Fallthrough
case 1:
- if (++npc->act_wait / 2 & 1)
+ if (++npc->act_wait / 2 % 2)
npc->ani_no = 9;
else
npc->ani_no = 0;
@@ -279,7 +279,7 @@
if (++npc->act_wait > 100)
npc->act_no = 30;
- if (gMC.x > npc->x)
+ if (npc->x < gMC.x)
npc->direct = 2;
else
npc->direct = 0;
@@ -305,12 +305,12 @@
if (npc->flag & 8)
npc->ym = -0x200;
- if (gBoss[0].x < npc->x)
+ if (npc->x > gBoss[0].x)
npc->xm -= 0x20;
else
npc->xm += 0x20;
- if (gMC.y < npc->y)
+ if (npc->y > gMC.y)
npc->ym -= 0x10;
else
npc->ym += 0x10;
@@ -325,7 +325,7 @@
if (npc->ym < -0x200)
npc->ym = -0x200;
- if (gMC.x < npc->x)
+ if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@@ -347,7 +347,7 @@
npc->xm = 0;
npc->ym = 0;
- if (gMC.x < npc->x)
+ if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@@ -360,7 +360,7 @@
npc->count2 = 289;
// Fallthrough
case 41:
- if (++npc->act_wait / 2 & 1)
+ if (++npc->act_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
@@ -380,13 +380,13 @@
if (x < 0x4000)
x = 0x4000;
- if (x > (gMap.width - 2) * 0x2000)
- x = (gMap.width - 2) * 0x2000;
+ if (x > (gMap.width - 2) * 0x200 * 0x10)
+ x = (gMap.width - 2) * 0x200 * 0x10;
if (y < 0x4000)
y = 0x4000;
- if (y > (gMap.length - 2) * 0x2000)
- y = (gMap.length - 2) * 0x2000;
+ if (y > (gMap.length - 2) * 0x200 * 0x10)
+ y = (gMap.length - 2) * 0x200 * 0x10;
PlaySoundObject(39, 1);
SetNpChar(npc->count2, x, y, 0, 0, 0, 0, 0x100);
@@ -397,7 +397,7 @@
npc->act_no = 42;
npc->act_wait = 0;
- if (gMC.x < npc->x)
+ if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@@ -429,7 +429,7 @@
npc->xm = 0;
npc->ym = 0;
- if (gMC.x < npc->x)
+ if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@@ -437,7 +437,7 @@
PlaySoundObject(103, 1);
// Fallthrough
case 51:
- if (++npc->act_wait / 2 & 1)
+ if (++npc->act_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
@@ -546,7 +546,7 @@
{
npc->act_no = 42;
npc->act_wait = 0;
- if (gMC.x < npc->x)
+ if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@@ -649,7 +649,7 @@
npc->count2 = npc->life;
// Fallthrough
case 1:
- if (++npc->act_wait / 2 & 1)
+ if (++npc->act_wait / 2 % 2)
{
npc->view.top = 0x2000;
npc->view.back = 0x2000;
@@ -703,7 +703,7 @@
if (++npc->act_wait > 80)
npc->act_no = 30;
- if (gMC.x > npc->x)
+ if (npc->x < gMC.x)
npc->direct = 2;
else
npc->direct = 0;
@@ -763,18 +763,18 @@
npc->ym = 3 * GetSin(deg);
npc->bits &= ~8;
- if (npc->x < (gMap.width * 0x2000) / 2 && npc->xm > 0)
+ if (npc->x < (gMap.width * 0x200 * 0x10) / 2 && npc->xm > 0)
{
- if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
npc->bits |= 8;
- if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
npc->bits |= 8;
}
- if (npc->x > (gMap.width * 0x2000) / 2 && npc->xm < 0)
+ if (npc->x > (gMap.width * 0x200 * 0x10) / 2 && npc->xm < 0)
{
- if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
npc->bits |= 8;
- if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
npc->bits |= 8;
}
@@ -784,7 +784,7 @@
npc->direct = 0;
// Fallthrough
case 33:
- if (++npc->act_wait / 2 & 1)
+ if (++npc->act_wait / 2 % 2)
npc->ani_no = 3;
else
npc->ani_no = 8;
@@ -807,19 +807,19 @@
npc->xm = 3 * GetCos(deg);
npc->bits &= ~8;
- if (npc->x < (gMap.width * 0x2000) / 2 && npc->xm > 0)
+ if (npc->x < (gMap.width * 0x200 * 0x10) / 2 && npc->xm > 0)
{
- if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
npc->bits |= 8;
- if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
npc->bits |= 8;
}
- if (npc->x > (gMap.width * 0x2000) / 2 && npc->xm < 0)
+ if (npc->x > (gMap.width * 0x200 * 0x10) / 2 && npc->xm < 0)
{
- if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
npc->bits |= 8;
- if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
npc->bits |= 8;
}
@@ -886,7 +886,7 @@
npc->act_wait = 0;
npc->ani_no = 2;
- if (gMC.x > npc->x)
+ if (npc->x < gMC.x)
npc->direct = 2;
else
npc->direct = 0;
@@ -954,7 +954,7 @@
{
RECT rc = {232, 104, 248, 120};
- if (npc->x < 0 || npc->x > gMap.width * 0x2000)
+ if (npc->x < 0 || npc->x > gMap.width * 0x10 * 0x200)
{
VanishNpChar(npc);
return;
@@ -969,11 +969,11 @@
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->count1 = npc->direct / 8;
- npc->direct &= 7;
+ npc->direct %= 8;
// Fallthrough
case 1:
npc->count1 += 24;
- npc->count1 &= 0xFF;
+ npc->count1 %= 0x100;
deg = npc->count1;
@@ -1111,7 +1111,7 @@
npc->bits |= 8;
npc->ym = 0;
- if (gMC.x < npc->x)
+ if (npc->x > gMC.x)
npc->xm = -0x400;
else
npc->xm = 0x400;
@@ -1133,7 +1133,7 @@
SetNpChar(287, npc->x, npc->y, 0, -0x400, 0, 0, 0x100);
}
- if (npc->x < 0x2000 || npc->x > (gMap.width * 0x2000) - 0x2000)
+ if (npc->x < 0x200 * 0x10 || npc->x > (gMap.width * 0x200 * 0x10) - 0x200 * 0x10)
npc->cond = 0;
break;
@@ -1166,7 +1166,7 @@
npc->act_no = 1;
npc->ani_no = 2;
- if (gMC.x < npc->x)
+ if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@@ -1191,7 +1191,7 @@
npc->act_wait = 0;
npc->xm = 0;
- if (gMC.x < npc->x)
+ if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@@ -1223,8 +1223,11 @@
case 12:
npc->bits |= 8;
- if (npc->y > gMap.length * 0x2000)
+ if (npc->y > gMap.length * 0x200 * 0x10)
+ {
VanishNpChar(npc);
+ return;
+ }
break;
}
@@ -1273,7 +1276,7 @@
npc->act_no = 1;
npc->ani_no = 2;
- if (gMC.x < npc->x)
+ if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
@@ -1302,7 +1305,7 @@
if (npc->ani_no > 2)
npc->ani_no = 0;
- if (npc->tgt_y > npc->y)
+ if (npc->y < npc->tgt_y)
npc->ym += 0x40;
else
npc->ym -= 0x40;
@@ -1312,7 +1315,7 @@
else
npc->xm += 0x10;
- if (npc->x < 0 || npc->y < 0 || npc->x > gMap.width * 0x2000 || npc->y > gMap.length * 0x2000)
+ if (npc->x < 0 || npc->y < 0 || npc->x > gMap.width * 0x200 * 0x10 || npc->y > gMap.length * 0x200 * 0x10)
{
VanishNpChar(npc);
return;
@@ -1346,15 +1349,18 @@
{256, 0, 320, 40},
};
- if (npc->act_no == 0)
+ switch (npc->act_no)
{
- npc->act_no = 20;
+ case 0:
+ npc->act_no = 20;
- if (npc->direct == 2)
- {
- npc->bits &= ~0x40;
- npc->ani_no = 1;
- }
+ if (npc->direct == 2)
+ {
+ npc->bits &= ~0x40;
+ npc->ani_no = 1;
+ }
+
+ break;
}
npc->rect = tc[npc->ani_no];
@@ -1401,10 +1407,14 @@
//Quake + falling block generator
void ActNpc294(NPCHAR *npc)
{
+ int x;
+ int y;
+ int dir;
+
switch (npc->act_no)
{
case 0:
- if (gMC.x < (gMap.width - 6) * 0x2000)
+ if (gMC.x < (gMap.width - 6) * 0x200 * 0x10)
{
npc->act_no = 1;
npc->act_wait = 0;
@@ -1430,25 +1440,25 @@
npc->x = 0x2E000;
}
- if (npc->x > (gMap.width - 10) * 0x2000)
- npc->x = (gMap.width - 10) * 0x2000;
+ if (npc->x > (gMap.width - 10) * 0x200 * 0x10)
+ npc->x = (gMap.width - 10) * 0x200 * 0x10;
if (npc->act_wait > 24)
{
- int x;
-
if (gMC.equip & 0x20)
- x = npc->x + (Random(-14, 14) * 0x2000);
+ x = npc->x + (Random(-14, 14) * 0x200 * 0x10);
else
- x = npc->x + (Random(-11, 11) * 0x2000);
+ x = npc->x + (Random(-11, 11) * 0x200 * 0x10);
- const int y = gMC.y - 0x1C000;
+ y = gMC.y - 0x1C000;
- if (Random(0, 10) & 1)
- SetNpChar(279, x, y, 0, 0, 0, 0, 0x100);
+ if (Random(0, 10) % 2) // Because just doing 'Random(0, 1)' is too hard
+ dir = 0;
else
- SetNpChar(279, x, y, 0, 0, 2, 0, 0x100);
+ dir = 2;
+ SetNpChar(279, x, y, 0, 0, dir, 0, 0x100);
+
npc->act_wait = Random(0, 15);
}
@@ -1533,21 +1543,25 @@
//Cloud generator
void ActNpc296(NPCHAR *npc)
{
+ int x;
+ int y;
+ int dir;
+ int pri;
+
if (++npc->act_wait > 16)
{
npc->act_wait = Random(0, 16);
- int dir = Random(0, 100) & 3;
-
- int pri;
- if (npc->direct)
+ dir = Random(0, 100) % 4;
+
+ if (npc->direct == 0)
{
switch (dir)
{
case 0:
- pri = 0x80;
+ pri = 0x180;
break;
case 1:
- pri = 0x55;
+ pri = 0x80;
break;
case 2:
pri = 0x40;
@@ -1556,8 +1570,10 @@
pri = 0x00;
break;
}
-
- SetNpChar(295, npc->x, npc->y + (Random(-7, 7) * 0x2000), 0, 0, dir + 4, 0, pri);
+
+ x = Random(-10, 10) * 0x200 * 0x10 + npc->x;
+ y = npc->y;
+ SetNpChar(295, x, y, 0, 0, dir, 0, pri);
}
else
{
@@ -1564,10 +1580,10 @@
switch (dir)
{
case 0:
- pri = 0x180;
+ pri = 0x80;
break;
case 1:
- pri = 0x80;
+ pri = 0x55;
break;
case 2:
pri = 0x40;
@@ -1576,8 +1592,10 @@
pri = 0x00;
break;
}
-
- SetNpChar(295, npc->x + (Random(-10, 10) * 0x2000), npc->y, 0, 0, dir, 0, pri);
+
+ x = npc->x;
+ y = Random(-7, 7) * 0x200 * 0x10 + npc->y;
+ SetNpChar(295, x, y, 0, 0, dir + 4, 0, pri);
}
}
}
@@ -1708,24 +1726,21 @@
{48, 0, 96, 48},
};
- switch (npc->act_no)
+ if (npc->act_no == 0)
{
- case 0:
- npc->act_no = 1;
+ npc->act_no = 1;
- if (npc->direct == 0)
- {
- npc->ani_no = 1;
- npc->act_wait = 25;
- npc->y -= 1600;
- }
- else
- {
- npc->ani_no = 0;
- npc->act_wait = 0;
- }
-
- break;
+ if (npc->direct == 0)
+ {
+ npc->ani_no = 1;
+ npc->act_wait = 25;
+ npc->y -= 1600;
+ }
+ else
+ {
+ npc->ani_no = 0;
+ npc->act_wait = 0;
+ }
}
if (++npc->act_wait / 50 % 2)