ref: e1484dbcd3fb38982b06abc945d41e70271f5dd0
parent: b7a8698bb89d1b558ac8b1f85cd707f2c63b149b
author: Clownacy <[email protected]>
date: Mon Feb 25 14:44:36 EST 2019
Made NpcAct340 ASM-accurate YAAAAAAAAAAAAAY
--- a/src/NpcAct340.cpp
+++ b/src/NpcAct340.cpp
@@ -18,6 +18,9 @@
//Ballos
void ActNpc340(NPCHAR *npc)
{
+ int i;
+ int x;
+
switch (npc->act_no)
{
case 0:
@@ -95,10 +98,10 @@
npc->count1 = 0;
// Fallthrough
case 201:
- if (npc->xm)
- npc->act_no = 203;
- else
+ if (npc->xm == 0)
npc->act_no = 202;
+ else
+ npc->act_no = 203;
npc->act_wait = 0;
npc->ani_no = 3;
@@ -153,7 +156,7 @@
else
npc->xm = 0x800;
- if (++npc->act_wait / 2 & 1)
+ if (++npc->act_wait / 2 % 2)
npc->ani_no = 6;
else
npc->ani_no = 7;
@@ -209,7 +212,7 @@
case 221:
npc->ym = -0x800;
- if (++npc->act_wait / 2 & 1)
+ if (++npc->act_wait / 2 % 2)
npc->ani_no = 8;
else
npc->ani_no = 9;
@@ -222,9 +225,9 @@
npc->act_wait = 0;
npc->damage = 3;
- for (int i = 0; i < 8; ++i)
+ for (i = 0; i < 8; ++i)
{
- const int x = npc->x + (Random(-0x10, 0x10) * 0x200);
+ x = npc->x + (Random(-0x10, 0x10) * 0x200);
SetNpChar(4, x, npc->y - 0x1400, 0, 0, 0, 0, 0x100);
}
@@ -267,7 +270,7 @@
case 231:
npc->ym = 0x800;
- if (++npc->act_wait / 2 & 1)
+ if (++npc->act_wait / 2 % 2)
npc->ani_no = 8;
else
npc->ani_no = 9;
@@ -283,9 +286,9 @@
else
npc->direct = 2;
- for (int i = 0; i < 8; ++i)
+ for (i = 0; i < 8; ++i)
{
- const int x = npc->x + (Random(-0x10, 0x10) * 0x200);
+ x = npc->x + (Random(-0x10, 0x10) * 0x200);
SetNpChar(4, x, npc->y + 0x1400, 0, 0, 0, 0, 0x100);
}
@@ -324,7 +327,7 @@
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
- if (++npc->ani_wait / 2 & 1)
+ if (++npc->ani_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
@@ -380,17 +383,17 @@
else
npc->direct = 0;
- if (npc->ani_wait / 2 & 1)
+ if (npc->ani_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
- if (npc->tgt_x > npc->x)
+ if (npc->x < npc->tgt_x)
npc->xm += 0x40;
else
npc->xm -= 0x40;
- if (npc->tgt_y > npc->y)
+ if (npc->y < npc->tgt_y)
npc->ym += 0x40;
else
npc->ym -= 0x40;
@@ -429,7 +432,7 @@
if (npc->act_wait > 50 && npc->act_wait % 10 == 1)
{
- const int x = ((4 * npc->act_wait - 200) / 10 + 2) * 0x2000;
+ x = ((4 * npc->act_wait - 200) / 10 + 2) * 0x200 * 0x10;
SetNpChar(333, x, 0x26000, 0, 0, 0, 0, 0x100);
}
@@ -436,7 +439,7 @@
if (npc->act_wait > 140)
npc->act_no = 240;
- if (++npc->ani_wait / 2 & 1)
+ if (++npc->ani_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
@@ -458,7 +461,7 @@
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
- if (++npc->act_wait / 2 & 1)
+ if (++npc->act_wait / 2 % 2)
npc->x = npc->tgt_x + 0x200;
else
npc->x = npc->tgt_x - 0x200;
@@ -479,7 +482,7 @@
npc->ani_no = 3;
}
- if (npc->act_wait / 2 & 1)
+ if (npc->act_wait / 2 % 2)
npc->x = npc->tgt_x + 0x200;
else
npc->x = npc->tgt_x - 0x200;
@@ -510,7 +513,7 @@
PlaySoundObject(29, 1);
}
- if (++npc->act_wait / 2 & 1)
+ if (++npc->act_wait / 2 % 2)
npc->ani_no = 8;
else
npc->ani_no = 9;
@@ -585,6 +588,7 @@
void ActNpc342(NPCHAR *npc)
{
static int flash;
+ unsigned char deg;
RECT rc[3] = {
{240, 48, 280, 88},
@@ -639,7 +643,7 @@
if (npc->shock)
{
- if (++flash / 2 & 1)
+ if (++flash / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
@@ -694,13 +698,13 @@
npc->damage = 10;
if (npc->direct == 0)
- npc->bits |= 0x20u;
+ npc->bits |= 0x20;
npc->ym = 0;
// Fallthrough
case 31:
++npc->count1;
- npc->count1 &= 0x1FF;
+ npc->count1 %= 0x200;
if (npc->count2 > 0x100)
--npc->count2;
@@ -709,7 +713,7 @@
{
if (npc->shock)
{
- if (++flash / 2 & 1)
+ if (++flash / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
@@ -776,8 +780,15 @@
npc->exp = 0;
// Fallthrough
case 1001:
- if (npc->count1 <= 0)
+ if (npc->count1 > 0)
{
+ if (--npc->count1 / 2 % 2)
+ npc->ani_no = 1;
+ else
+ npc->ani_no = 0;
+ }
+ else
+ {
SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
PlaySoundObject(71, 1);
VanishNpChar(npc);
@@ -784,11 +795,6 @@
return;
}
- if (--npc->count1 / 2 & 1)
- npc->ani_no = 1;
- else
- npc->ani_no = 0;
-
break;
}
@@ -834,7 +840,7 @@
if (npc->act_no < 40)
{
- const unsigned char deg = npc->count1 / 2;
+ deg = npc->count1 / 2;
npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4;
npc->tgt_y = npc->pNpc->y + npc->count2 * GetSin(deg) / 4;
@@ -891,6 +897,8 @@
//Ballos skull projectile
void ActNpc345(NPCHAR *npc)
{
+ int i;
+
RECT rc[4] = {
{128, 176, 144, 192},
{144, 176, 160, 192},
@@ -902,7 +910,7 @@
{
case 0:
npc->act_no = 100;
- npc->ani_no = Random(0, 16) & 3;
+ npc->ani_no = Random(0, 16) % 4;
// Fallthrough
case 100:
npc->ym += 0x40;
@@ -912,7 +920,7 @@
if (npc->y > 0x10000)
npc->bits &= ~8;
- if (npc->act_wait++ / 2 & 1)
+ if (npc->act_wait++ / 2 % 2)
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
if (npc->flag & 8)
@@ -919,11 +927,11 @@
{
npc->ym = -0x200;
npc->act_no = 110;
- npc->bits |= 8u;
+ npc->bits |= 8;
PlaySoundObject(12, 1);
SetQuake(10);
- for (int i = 0; i < 4; ++i)
+ for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
}
@@ -932,7 +940,7 @@
case 110:
npc->ym += 0x40;
- if ( npc->y > (gMap.length + 2) * 0x2000)
+ if ( npc->y > (gMap.length * 0x200 * 0x10) + (2 * 0x200 * 0x10))
{
npc->cond = 0;
return;
@@ -958,6 +966,8 @@
//Ballos 4 orbiting platform
void ActNpc346(NPCHAR *npc)
{
+ unsigned char deg;
+
RECT rc = {240, 0, 272, 16};
if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000)
@@ -998,7 +1008,7 @@
case 30:
++npc->count1;
- npc->count1 &= 0x3FF;
+ npc->count1 %= 0x400;
if (npc->pNpc->act_no == 425)
npc->act_no = 50;
@@ -1020,7 +1030,7 @@
case 50:
npc->count1 += 2;
- npc->count1 &= 0x3FF;
+ npc->count1 %= 0x400;
if (npc->pNpc->act_no == 426)
npc->act_no = 30;
@@ -1046,7 +1056,7 @@
case 1001:
npc->ym += 0x40;
- if (npc->y > gMap.length * 0x2000)
+ if (npc->y > gMap.length * 0x10 * 0x200)
npc->cond = 0;
break;
@@ -1055,26 +1065,29 @@
if (npc->act_no < 1000)
{
if (gMC.y > npc->y - 0x1000 && gMC.ym < 0)
- npc->bits &= ~0x40u;
+ npc->bits &= ~0x40;
else
- npc->bits |= 0x40u;
+ npc->bits |= 0x40;
- const unsigned char deg = npc->count1 / 4;
+ deg = npc->count1 / 4;
npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4;
- npc->tgt_y = npc->pNpc->y + npc->count2 * GetSin(deg) / 4 + 0x2000;
+ npc->tgt_y = npc->pNpc->y + 0x2000 + npc->count2 * GetSin(deg) / 4;
npc->xm = npc->tgt_x - npc->x;
- if (npc->act_no != 20 && npc->act_no != 30)
+ if (npc->act_no == 20 || npc->act_no == 30)
{
- if (npc->act_no != 40 && npc->act_no != 50)
- npc->ani_no = npc->tgt_y - npc->y;
- else if ((npc->count1 / 2 & 1) == 0)
+ if (npc->count1 % 4 == 0)
+ npc->ani_no = (npc->tgt_y - npc->y) / 4;
+ }
+ else if (npc->act_no == 40 || npc->act_no == 50)
+ {
+ if ((npc->count1 / 2 % 2) == 0)
npc->ani_no = (npc->tgt_y - npc->y) / 2;
}
- else if ((npc->count1 & 3) == 0)
+ else
{
- npc->ani_no = (npc->tgt_y - npc->y) / 4;
+ npc->ani_no = npc->tgt_y - npc->y;
}
npc->ym = npc->ani_no;
@@ -1133,6 +1146,7 @@
npc->ani_no = 2;
npc->xm = 0;
npc->ym = 0;
+ break;
}
else
{
@@ -1150,7 +1164,7 @@
case 13:
++npc->act_wait;
- if (++npc->act_wait == 2)
+ if (npc->act_wait == 2)
npc->ani_no = 1;
if (npc->act_wait == 6)
@@ -1190,7 +1204,7 @@
{
npc->y -= 0x80;
- if (npc->act_wait / 2 & 1)
+ if (npc->act_wait / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
@@ -1274,12 +1288,12 @@
if (npc->direct == 0)
{
- if ( npc->x < npc->tgt_x )
+ if (npc->x < npc->tgt_x)
npc->act_no = 20;
}
else
{
- if ( npc->x > npc->tgt_x )
+ if (npc->x > npc->tgt_x)
npc->act_no = 20;
}
@@ -1300,10 +1314,10 @@
npc->ani_no = 2;
}
- if ( ++npc->act_wait > 300 )
+ if (++npc->act_wait > 300)
npc->act_no = 30;
- if ( gMC.x < npc->x + 0xE000 && gMC.x > npc->x - 0xE000 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000 )
+ if (gMC.x < npc->x + 0xE000 && gMC.x > npc->x - 0xE000 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
npc->act_no = 30;
break;
@@ -1314,7 +1328,7 @@
npc->ani_wait = 0;
// Fallthrough
case 31:
- if (++npc->ani_wait / 2 & 1)
+ if (++npc->ani_wait / 2 % 2)
npc->ani_no = 3;
else
npc->ani_no = 4;
@@ -1370,8 +1384,11 @@
else
npc->xm += 0x20;
- if (npc->x < 0 || npc->x > gMap.width * 0x2000)
+ if (npc->x < 0 || npc->x > gMap.width * 0x200 * 0x10)
+ {
VanishNpChar(npc);
+ return;
+ }
break;
}
@@ -1632,74 +1649,80 @@
npc->bits &= ~8;
npc->damage = 5;
npc->view.top = 0x1000;
- break;
- }
+ // Fallthrough
+ case 11:
+ if (npc->x > gMC.x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
- if (gMC.x < npc->x)
- npc->direct = 0;
- else
- npc->direct = 2;
+ if (gMC.y - 0x3000 > npc->y)
+ {
+ if (npc->direct == 0)
+ npc->xm2 += 0x10;
+ else
+ npc->xm2 -= 0x10;
+ }
+ else
+ {
+ if (npc->direct == 0)
+ npc->xm2 -= 0x10;
+ else
+ npc->xm2 += 0x10;
+ }
- if (gMC.y - 0x3000 > npc->y)
- {
- if (npc->direct == 0)
- npc->xm2 += 0x10;
- else
- npc->xm2 -= 0x10;
- }
- else
- {
- if (npc->direct == 0)
- npc->xm2 -= 0x10;
- else
- npc->xm2 += 0x10;
- }
+ if (npc->y > gMC.y)
+ npc->ym2 -= 0x10;
+ else
+ npc->ym2 += 0x10;
- if (gMC.y < npc->y)
- npc->ym2 -= 0x10;
- else
- npc->ym2 += 0x10;
+ if (npc->xm2 < 0 && npc->flag & 1)
+ npc->xm2 *= -1;
+ if (npc->xm2 > 0 && npc->flag & 4)
+ npc->xm2 *= -1;
- if (npc->xm2 < 0 && npc->flag & 1)
- npc->xm2 = -npc->xm2;
- if (npc->xm2 > 0 && npc->flag & 4)
- npc->xm2 = -npc->xm2;
+ if (npc->ym2 < 0 && npc->flag & 2)
+ npc->ym2 *= -1;
+ if (npc->ym2 > 0 && npc->flag & 8)
+ npc->ym2 *= -1;
- if (npc->ym2 < 0 && npc->flag & 2)
- npc->ym2 = -npc->ym2;
- if (npc->ym2 > 0 && npc->flag & 8)
- npc->ym2 = -npc->ym2;
+ if (npc->xm2 < -0x5FF)
+ npc->xm2 = -0x5FF;
+ if (npc->xm2 > 0x5FF)
+ npc->xm2 = 0x5FF;
- if (npc->xm2 < -0x5FF)
- npc->xm2 = -0x5FF;
- if (npc->xm2 > 0x5FF)
- npc->xm2 = 0x5FF;
+ if (npc->ym2 < -0x5FF)
+ npc->ym2 = -0x5FF;
+ if (npc->ym2 > 0x5FF)
+ npc->ym2 = 0x5FF;
- if (npc->ym2 < -0x5FF)
- npc->ym2 = -0x5FF;
- if (npc->ym2 > 0x5FF)
- npc->ym2 = 0x5FF;
+ npc->x += npc->xm2;
+ npc->y += npc->ym2;
- npc->x += npc->xm2;
- npc->y += npc->ym2;
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
- if (++npc->ani_wait > 1)
- {
- npc->ani_wait = 0;
+ if (++npc->ani_no > 1)
+ npc->ani_no = 0;
+ }
- if (++npc->ani_no > 1)
- npc->ani_no = 0;
- }
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
- if (npc->direct == 0)
- npc->rect = rcLeft[npc->ani_no];
- else
- npc->rect = rcRight[npc->ani_no];
+ break;
+ }
}
//Invisible deathtrap wall
void ActNpc354(NPCHAR *npc)
{
+ int i;
+ int x;
+ int y;
+
switch (npc->act_no)
{
case 0:
@@ -1728,8 +1751,12 @@
else
npc->x += 0x2000;
- for (int i = 0; i < 20; ++i)
- ChangeMapParts(npc->x / 0x200 / 0x10, i + npc->y / 0x200 / 0x10, 0x6Du);
+ for (i = 0; i < 20; ++i)
+ {
+ x = npc->x / 0x200 / 0x10;
+ y = i + npc->y / 0x200 / 0x10;
+ ChangeMapParts(x, y, 109);
+ }
}
break;
@@ -1746,38 +1773,41 @@
{208, 96, 224, 112},
};
- if (npc->act_no == 0)
+ switch (npc->act_no)
{
- switch (npc->direct)
- {
- case 0:
- npc->surf = SURFACE_ID_MY_CHAR;
- npc->ani_no = 0;
- npc->x = npc->pNpc->x - 0x1C00;
- npc->y = npc->pNpc->y + 0x1400;
- break;
+ case 0:
+ switch (npc->direct)
+ {
+ case 0:
+ npc->surf = SURFACE_ID_MY_CHAR;
+ npc->ani_no = 0;
+ npc->x = npc->pNpc->x - 0x1C00;
+ npc->y = npc->pNpc->y + 0x1400;
+ break;
- case 1:
- npc->surf = SURFACE_ID_NPC_REGU;
- npc->ani_no = 1;
- npc->x = npc->pNpc->x + 0x1C00;
- npc->y = npc->pNpc->y + 0x1400;
- break;
+ case 1:
+ npc->surf = SURFACE_ID_NPC_REGU;
+ npc->ani_no = 1;
+ npc->x = npc->pNpc->x + 0x1C00;
+ npc->y = npc->pNpc->y + 0x1400;
+ break;
- case 2:
- npc->surf = SURFACE_ID_MY_CHAR;
- npc->ani_no = 2;
- npc->x = npc->pNpc->x - 0xE00;
- npc->y = npc->pNpc->y - 0x2600;
- break;
+ case 2:
+ npc->surf = SURFACE_ID_MY_CHAR;
+ npc->ani_no = 2;
+ npc->x = npc->pNpc->x - 0xE00;
+ npc->y = npc->pNpc->y - 0x2600;
+ break;
- case 3:
- npc->surf = SURFACE_ID_NPC_REGU;
- npc->ani_no = 3;
- npc->x = npc->pNpc->x + 0x800;
- npc->y = npc->pNpc->y - 0x2600;
- break;
- }
+ case 3:
+ npc->surf = SURFACE_ID_NPC_REGU;
+ npc->ani_no = 3;
+ npc->x = npc->pNpc->x + 0x800;
+ npc->y = npc->pNpc->y - 0x2600;
+ break;
+ }
+
+ break;
}
npc->rect = rc[npc->ani_no];
@@ -1803,12 +1833,12 @@
SetNpChar(355, 0, 0, 0, 0, 2, npc, 0xAA);
// Fallthrough
case 11:
- if (npc->tgt_x > npc->x)
+ if (npc->x < npc->tgt_x)
npc->xm += 8;
else
npc->xm -= 8;
- if (npc->tgt_y > npc->y)
+ if (npc->y < npc->tgt_y)
npc->ym += 8;
else
npc->ym -= 8;
@@ -1874,7 +1904,7 @@
++npc->act_wait;
npc->rect = rc;
- if (npc->act_wait / 2 & 1)
+ if (npc->act_wait / 2 % 2)
npc->rect.right = npc->rect.left;
if (npc->act_wait > 50)
@@ -1931,8 +1961,13 @@
//Water droplet generator
void ActNpc359(NPCHAR *npc)
{
+ int x;
+
if (gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2)
- SetNpChar(73, npc->x + (Random(-6, 6) * 0x200), npc->y - 0xE00, 0, 0, 0, 0, 0);
+ {
+ x = npc->x + (Random(-6, 6) * 0x200);
+ SetNpChar(73, x, npc->y - 0xE00, 0, 0, 0, 0, 0);
+ }
}
//Thank you