ref: 0f1b1ba5cde71429f3404dd28d87488052573ec5
dir: /src/NpcHit.cpp/
#include "NpChar.h" #include "ValueView.h" #include "Sound.h" #include "Flags.h" #include "Caret.h" #include "Game.h" #include "Back.h" #include "Bullet.h" #include "MyChar.h" #include "TextScr.h" #include "Map.h" void JadgeHitNpCharBlock(NPCHAR *npc, int x, int y) { int hit = 0; if (npc->y - npc->hit.top < ((2 * y + 1) << 12) - 0x600 && npc->y + npc->hit.bottom > ((2 * y - 1) << 12) + 0x600 && npc->x - npc->hit.back < (2 * x + 1) << 12 && npc->x - npc->hit.back > x << 13) { npc->x = ((2 * x + 1) << 12) + npc->hit.back; hit |= 1; } if (npc->y - npc->hit.top < ((2 * y + 1) << 12) - 0x600 && npc->y + npc->hit.bottom > ((2 * y - 1) << 12) + 0x600 && npc->hit.back + npc->x > (2 * x - 1) << 12 && npc->hit.back + npc->x < x << 13) { npc->x = ((2 * x - 1) << 12) - npc->hit.back; hit |= 4; } if (npc->x - npc->hit.back < ((2 * x + 1) << 12) - 0x600 && npc->hit.back + npc->x > ((2 * x - 1) << 12) + 0x600 && npc->y - npc->hit.top < (2 * y + 1) << 12 && npc->y - npc->hit.top > y << 13) { npc->y = ((2 * y + 1) << 12) + npc->hit.top; npc->ym = 0; hit |= 2; } if (npc->x - npc->hit.back < ((2 * x + 1) << 12) - 0x600 && npc->hit.back + npc->x > ((2 * x - 1) << 12) + 0x600 && npc->y + npc->hit.bottom > (2 * y - 1) << 12 && npc->y + npc->hit.bottom < y << 13) { npc->y = ((2 * y - 1) << 12) - npc->hit.bottom; npc->ym = 0; hit |= 8; } npc->flag |= hit; } void JudgeHitNpCharTriangleA(NPCHAR *npc, int x, int y) { int hit = 0; if (npc->x < (2 * x + 1) << 12 && npc->x > (2 * x - 1) << 12 && npc->y - npc->hit.top < (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800 && npc->y + npc->hit.bottom > (2 * y - 1) << 12) { //Clip npc->y = npc->hit.top + (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800; //Halt momentum if (npc->ym < 0) npc->ym = 0; //Set that hit a ceiling hit = 2; } npc->flag |= hit; } void JudgeHitNpCharTriangleB(NPCHAR *npc, int x, int y) { int hit = 0; if (npc->x < (2 * x + 1) << 12 && npc->x > (2 * x - 1) << 12 && npc->y - npc->hit.top < (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800 && npc->y + npc->hit.bottom > (2 * y - 1) << 12) { //Clip npc->y = npc->hit.top + (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800; //Halt momentum if (npc->ym < 0) npc->ym = 0; //Set that hit a ceiling hit = 2; } npc->flag |= hit; } void JudgeHitNpCharTriangleC(NPCHAR *npc, int x, int y) { int hit = 0; if (npc->x < (2 * x + 1) << 12 && npc->x > (2 * x - 1) << 12 && npc->y - npc->hit.top < (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800 && npc->y + npc->hit.bottom > (2 * y - 1) << 12) { //Clip npc->y = npc->hit.top + (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800; //Halt momentum if (npc->ym < 0) npc->ym = 0; //Set that hit a ceiling hit = 2; } npc->flag |= hit; } void JudgeHitNpCharTriangleD(NPCHAR *npc, int x, int y) { int hit = 0; if (npc->x < (2 * x + 1) << 12 && npc->x > (2 * x - 1) << 12 && npc->y - npc->hit.top < (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800 && npc->y + npc->hit.bottom > (2 * y - 1) << 12) { //Clip npc->y = npc->hit.top + (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800; //Halt momentum if (npc->ym < 0) npc->ym = 0; //Set that hit a ceiling hit = 2; } npc->flag |= hit; } void JudgeHitNpCharTriangleE(NPCHAR *npc, int x, int y) { int hit = 0x10000; if ( npc->x < (2 * x + 1) << 12 && npc->x > (2 * x - 1) << 12 && npc->y + npc->hit.bottom > (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800 && npc->y - npc->hit.top < (2 * y + 1) << 12 ) { //Clip npc->y = (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800 - npc->hit.bottom; //Halt momentum if (npc->ym > 0) npc->ym = 0; //Set that hit this slope hit = 0x10028; } npc->flag |= hit; } void JudgeHitNpCharTriangleF(NPCHAR *npc, int x, int y) { int hit = 0x20000; if ( npc->x < (2 * x + 1) << 12 && npc->x > (2 * x - 1) << 12 && npc->y + npc->hit.bottom > (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800 && npc->y - npc->hit.top < (2 * y + 1) << 12 ) { //Clip npc->y = (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800 - npc->hit.bottom; //Halt momentum if (npc->ym > 0) npc->ym = 0; //Set that hit this slope hit = 0x20028; } npc->flag |= hit; } void JudgeHitNpCharTriangleG(NPCHAR *npc, int x, int y) { int hit = 0x40000; if ( npc->x < (2 * x + 1) << 12 && npc->x > (2 * x - 1) << 12 && npc->y + npc->hit.bottom > (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800 && npc->y - npc->hit.top < (2 * y + 1) << 12 ) { //Clip npc->y = (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800 - npc->hit.bottom; //Halt momentum if (npc->ym > 0) npc->ym = 0; //Set that hit this slope hit = 0x40018; } npc->flag |= hit; } void JudgeHitNpCharTriangleH(NPCHAR *npc, int x, int y) { int hit = 0x80000; if ( npc->x < (2 * x + 1) << 12 && npc->x > (2 * x - 1) << 12 && npc->y + npc->hit.bottom > (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800 && npc->y - npc->hit.top < (2 * y + 1) << 12 ) { //Clip npc->y = (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800 - npc->hit.bottom; //Halt momentum if (npc->ym > 0) npc->ym = 0; //Set that hit this slope hit = 0x80018; } npc->flag |= hit; } void JudgeHitNpCharWater(NPCHAR *npc, int x, int y) { int hit = 0; if (npc->x - npc->hit.back < (4 * (2 * x + 1) - 1) << 10 && npc->hit.back + npc->x > (4 * (2 * x - 1) + 1) << 10 && npc->y - npc->hit.top < (4 * (2 * y + 1) - 1) << 10 && npc->y + npc->hit.bottom > (4 * (2 * y - 1) + 1) << 10) hit = 0x100; npc->flag |= hit; } void HitNpCharMap() { int offy[9]; int offx[9]; offx[0] = 0; offx[1] = 1; offx[2] = 0; offx[3] = 1; offx[4] = 2; offx[5] = 2; offx[6] = 2; offx[7] = 0; offx[8] = 1; offy[0] = 0; offy[1] = 0; offy[2] = 1; offy[3] = 1; offy[4] = 0; offy[5] = 1; offy[6] = 2; offy[7] = 2; offy[8] = 2; for (int i = 0; i < NPC_MAX; i++) { if ((gNPC[i].cond & 0x80) && !(gNPC[i].bits & 8)) { int judg, x, y; if (gNPC[i].size <= 2) { judg = 4; x = gNPC[i].x / 0x2000; y = gNPC[i].y / 0x2000; } else { judg = 9; x = (gNPC[i].x - 0x1000) / 0x2000; y = (gNPC[i].y - 0x1000) / 0x2000; } gNPC[i].flag = 0; for (int j = 0; j < judg; j++) { switch (GetAttribute(x + offx[j], y + offy[j])) { //Water case 0x02: case 0x60: case 0x62: JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]); break; //Block case 0x03: case 0x05: case 0x41: case 0x43: JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]); break; //Water block case 0x04: case 0x61: case 0x64: JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]); JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]); break; //No NPC block case 0x44: if (!(gNPC[i].bits & npc_ignore44)) JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]); break; //Slopes case 0x50: JudgeHitNpCharTriangleA(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x51: JudgeHitNpCharTriangleB(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x52: JudgeHitNpCharTriangleC(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x53: JudgeHitNpCharTriangleD(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x54: JudgeHitNpCharTriangleE(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x55: JudgeHitNpCharTriangleF(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x56: JudgeHitNpCharTriangleG(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x57: JudgeHitNpCharTriangleH(&gNPC[i], x + offx[j], y + offy[j]); break; //Water slopes case 0x70: JudgeHitNpCharTriangleA(&gNPC[i], x + offx[j], y + offy[j]); JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x71: JudgeHitNpCharTriangleB(&gNPC[i], x + offx[j], y + offy[j]); JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x72: JudgeHitNpCharTriangleC(&gNPC[i], x + offx[j], y + offy[j]); JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x73: JudgeHitNpCharTriangleD(&gNPC[i], x + offx[j], y + offy[j]); JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x74: JudgeHitNpCharTriangleE(&gNPC[i], x + offx[j], y + offy[j]); JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x75: JudgeHitNpCharTriangleF(&gNPC[i], x + offx[j], y + offy[j]); JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x76: JudgeHitNpCharTriangleG(&gNPC[i], x + offx[j], y + offy[j]); JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]); break; case 0x77: JudgeHitNpCharTriangleH(&gNPC[i], x + offx[j], y + offy[j]); JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]); break; } } if (gNPC[i].y > gWaterY + 0x800) gNPC[i].flag |= 0x100; } } } void LoseNpChar(NPCHAR *npc, bool bVanish) { //Play death sound PlaySoundObject(npc->destroy_voice, 1); //Create smoke switch (npc->size) { case 1: SetDestroyNpChar(npc->x, npc->y, npc->view.back, 3); break; case 2: SetDestroyNpChar(npc->x, npc->y, npc->view.back, 7); break; case 3: SetDestroyNpChar(npc->x, npc->y, npc->view.back, 12); break; } //Create drop if (npc->exp) { int v3 = Random(1, 5); char v4; if (v3 == 1) { if (npc->exp <= 6) SetLifeObject(npc->x, npc->y, 2); else SetLifeObject(npc->x, npc->y, 6); } else if (v3 != 2 || (npc->exp <= 6 ? (v4 = SetBulletObject(npc->x, npc->y, 1)) : (v4 = SetBulletObject(npc->x, npc->y, 3)), !v4)) //TODO: what the FUCK { SetExpObjects(npc->x, npc->y, npc->exp); } } //Set flag SetNPCFlag(npc->code_flag); //Create value view if (!(npc->bits & npc_showDamage)) { npc->cond = 0; } else { if ((npc->bits & npc_showDamage) && npc->damage_view) SetValueView(&npc->x, &npc->y, npc->damage_view); if (bVanish) VanishNpChar(npc); } } void HitNpCharBullet() { for (int n = 0; n < NPC_MAX; n++) { if ((gNPC[n].cond & 0x80) && (!(gNPC[n].bits & npc_shootable) || !(gNPC[n].bits & npc_interact))) { for (int b = 0; b < BULLET_MAX; b++) { if (gBul[b].cond & 0x80 && gBul[b].damage != -1) { //Check if bullet touches npc bool bHit = false; if (gNPC[n].bits & npc_shootable && gNPC[n].x - gNPC[n].hit.back < gBul[b].x + gBul[b].enemyXL && gNPC[n].x + gNPC[n].hit.back > gBul[b].x - gBul[b].enemyXL && gNPC[n].y - gNPC[n].hit.top < gBul[b].y + gBul[b].enemyYL && gNPC[n].y + gNPC[n].hit.bottom > gBul[b].y - gBul[b].enemyYL) bHit = true; else if (gNPC[n].bits & npc_invulnerable && gNPC[n].x - gNPC[n].hit.back < gBul[b].x + gBul[b].blockXL && gNPC[n].x + gNPC[n].hit.back > gBul[b].x - gBul[b].blockXL && gNPC[n].y - gNPC[n].hit.top < gBul[b].y + gBul[b].blockYL && gNPC[n].y + gNPC[n].hit.bottom > gBul[b].y - gBul[b].blockYL) bHit = true; if (bHit) { //Damage NPC if (gNPC[n].bits & npc_shootable) { gNPC[n].life -= gBul[b].damage; if (gNPC[n].life > 0) { if (gNPC[n].shock < 14) { SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0); SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0); SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0); PlaySoundObject(gNPC[n].hit_voice, 1); gNPC[n].shock = 16; } if (gNPC[n].bits & npc_showDamage) gNPC[n].damage_view -= gBul[b].damage; } else { gNPC[n].life = 0; if (gNPC[n].bits & npc_showDamage) gNPC[n].damage_view -= gBul[b].damage; if ((gMC.cond & 0x80) && gNPC[n].bits & npc_eventDie) StartTextScript(gNPC[n].code_event); else gNPC[n].cond |= 8; } } //Hit invulnerable NPC else if (gBul[b].code_bullet != 13 && gBul[b].code_bullet != 14 && gBul[b].code_bullet != 15 && gBul[b].code_bullet != 28 && gBul[b].code_bullet != 29 && gBul[b].code_bullet != 30 && !(gBul[b].bbits & 0x10)) { SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 2, 2); PlaySoundObject(31, 1); gBul[b].life = 0; continue; } --gBul[b].life; } } } if (gNPC[n].cond & 8) LoseNpChar(&gNPC[n], true); } } }