ref: e5b499ee67bc5ec6cca1e8e947770eaf18794767
parent: f1048b21aae2e41f7c8adf40a08a0a457516efb3
author: Gabriel Ravier <[email protected]>
date: Thu May 16 04:18:12 EDT 2019
Cleaned up NpcAct300.cpp
--- a/src/NpcAct300.cpp
+++ b/src/NpcAct300.cpp
@@ -16,7 +16,7 @@
#include "Sound.h"
#include "Triangle.h"
-//Demon crown (opening)
+// Demon crown (opening)
void ActNpc300(NPCHAR *npc)
{
RECT rc = {192, 80, 208, 96};
@@ -33,7 +33,7 @@
npc->rect = rc;
}
-//Fish missile (Misery)
+// Fish missile (Misery)
void ActNpc301(NPCHAR *npc)
{
RECT rect[8] = {
@@ -100,7 +100,7 @@
npc->rect = rect[npc->ani_no];
}
-//Camera focus marker
+// Camera focus marker
void ActNpc302(NPCHAR *npc)
{
switch (npc->act_no)
@@ -116,12 +116,15 @@
case 0:
npc->x -= 0x400;
break;
+
case 1:
npc->y -= 0x400;
break;
+
case 2:
npc->x += 0x400;
break;
+
case 3:
npc->y += 0x400;
break;
@@ -169,7 +172,7 @@
}
}
-//Curly's machine gun
+// Curly's machine gun
void ActNpc303(NPCHAR *npc)
{
RECT rcLeft[2] = {
@@ -185,7 +188,7 @@
if (npc->pNpc == NULL)
return;
- //Set position
+ // Set position
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
@@ -199,12 +202,12 @@
npc->y = npc->pNpc->y;
- //Animation
+ // Animation
npc->ani_no = 0;
if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5)
npc->y -= 0x200;
- //Set framerect
+ // Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
@@ -211,7 +214,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Gaudi in hospital
+// Gaudi in hospital
void ActNpc304(NPCHAR *npc)
{
RECT rc[4] = {
@@ -226,17 +229,19 @@
case 0:
npc->act_no = 1;
npc->y += 5120;
- //Fallthrough
+ // Fallthrough
case 1:
npc->ani_no = 0;
break;
+
case 10:
npc->ani_no = 1;
break;
+
case 20:
npc->act_no = 21;
npc->ani_no = 2;
- //Fallthrough
+ // Fallthrough
case 21:
if (++npc->ani_wait > 10)
{
@@ -247,6 +252,7 @@
if (npc->ani_no > 3)
npc->ani_no = 2;
break;
+
default:
break;
}
@@ -254,7 +260,7 @@
npc->rect = rc[npc->ani_no];
}
-//Small puppy
+// Small puppy
void ActNpc305(NPCHAR *npc)
{
RECT rcLeft[2] = {
@@ -273,7 +279,7 @@
npc->act_no = 1;
npc->y -= 0x2000;
npc->ani_wait = Random(0, 6);
- //Fallthrough
+ // Fallthrough
case 1:
if (++npc->ani_wait > 6)
@@ -293,7 +299,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Balrog (nurse)
+// Balrog (nurse)
void ActNpc306(NPCHAR *npc)
{
RECT rcLeft[2] = {
@@ -313,7 +319,7 @@
npc->ani_no = 0;
npc->ani_wait = 0;
npc->y += 0x800;
- //Fallthrough
+ // Fallthrough
case 1:
if (Random(0, 120) == 10)
{
@@ -322,6 +328,7 @@
npc->ani_no = 1;
}
break;
+
case 2:
if (++npc->act_wait > 8)
{
@@ -337,7 +344,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Caged Santa
+// Caged Santa
void ActNpc307(NPCHAR *npc)
{
RECT rcLeft[2] = {
@@ -358,7 +365,7 @@
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
- //Fallthrough
+ // Fallthrough
case 1:
if (Random(0, 160) == 1)
{
@@ -367,6 +374,7 @@
npc->ani_no = 1;
}
break;
+
case 2:
if (++npc->act_wait > 12)
{
@@ -387,7 +395,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Stumpy
+// Stumpy
void ActNpc308(NPCHAR *npc)
{
RECT rcLeft[2] = {
@@ -496,7 +504,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Bute
+// Bute
void ActNpc309(NPCHAR *npc)
{
RECT rcLeft[2] = {
@@ -602,7 +610,7 @@
}
}
-//Bute (with sword)
+// Bute (with sword)
void ActNpc310(NPCHAR *npc)
{
RECT rcLeft[5] = {
@@ -753,7 +761,7 @@
}
}
-//Bute archer
+// Bute archer
void ActNpc311(NPCHAR *npc)
{
RECT rcLeft[7] = {
@@ -900,7 +908,7 @@
}
}
-//Bute arrow projectile
+// Bute arrow projectile
void ActNpc312(NPCHAR *npc)
{
RECT rcLeft[5] = {
@@ -1017,7 +1025,7 @@
}
}
-//Ma Pignon
+// Ma Pignon
void ActNpc313(NPCHAR *npc)
{
RECT rcLeft[14] = {
@@ -1367,7 +1375,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Ma Pignon rock
+// Ma Pignon rock
void ActNpc314(NPCHAR *npc)
{
RECT rc[3] = {
@@ -1438,7 +1446,7 @@
npc->rect = rc[npc->ani_no];
}
-//Ma Pignon clone
+// Ma Pignon clone
void ActNpc315(NPCHAR *npc)
{
RECT rcLeft[4] = {
@@ -1580,7 +1588,7 @@
}
}
-//Bute (dead)
+// Bute (dead)
void ActNpc316(NPCHAR *npc)
{
RECT rcLeft[3] = {
@@ -1659,7 +1667,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Mesa
+// Mesa
void ActNpc317(NPCHAR *npc)
{
RECT rcLeft[4] = {
@@ -1704,7 +1712,7 @@
if (npc->ani_no > 1)
npc->ani_no = 0;
- if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50 )
+ if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50)
{
npc->act_no = 10;
}
@@ -1754,7 +1762,7 @@
}
}
-//Mesa (dead)
+// Mesa (dead)
void ActNpc318(NPCHAR *npc)
{
RECT rcLeft[3] = {
@@ -1830,7 +1838,7 @@
npc->rect = rcRight[npc->ani_no];
}
-//Mesa block
+// Mesa block
void ActNpc319(NPCHAR *npc)
{
RECT rc[3] = {