ref: 3158273cea9ce729df6858b2f042493260150fed
parent: 1e7b07a102253b4fb0a2fd0f66acc1043c545619
parent: f003626290079abfc3faab3d05e333beaff06aa5
author: Cucky <44537737+cuckydev@users.noreply.github.com>
date: Mon Jan 28 07:45:42 EST 2019
Merge pull request #23 from Clownacy/master Loads of First Cave/Kazuma shelter/opening objects
--- a/Makefile
+++ b/Makefile
@@ -58,6 +58,13 @@
MycParam \
NpcAct000 \
NpcAct020 \
+ NpcAct040 \
+ NpcAct060 \
+ NpcAct100 \
+ NpcAct200 \
+ NpcAct280 \
+ NpcAct300 \
+ NpcAct340 \
NpChar \
NpcHit \
NpcTbl \
binary files a/build/data/stage.tbl /dev/null differ
binary files a/build/data/stage.tbl.jp /dev/null differ
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -594,7 +594,7 @@
char path[PATH_LENGTH];
sprintf(path, "%s/npc.tbl", gDataPath);
- if (LoadNpcTable(path) && InitStageTable())
+ if (LoadNpcTable(path))
{
InitTextScript2();
InitSkipFlags();
@@ -614,7 +614,6 @@
EndMapData();
EndTextScript();
- ReleaseStageTable();
ReleaseNpcTable();
ReleaseCreditScript();
}
--- a/src/MapName.cpp
+++ b/src/MapName.cpp
@@ -8,7 +8,7 @@
MAP_NAME gMapName;
RECT rc = { 0, 0, 160, 12 };
-void ReadyMapName(char *str)
+void ReadyMapName(const char *str)
{
//Reset map name flags
gMapName.flag = 0;
--- a/src/MapName.h
+++ b/src/MapName.h
@@ -6,7 +6,7 @@
char name[0x20];
};
-void ReadyMapName(char *str);
+void ReadyMapName(const char *str);
void PutMapName(bool bMini);
void StartMapName();
void RestoreMapName();
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -1,4 +1,7 @@
+#pragma once
+
#include "NpChar.h"
+
void ActNpc000(NPCHAR *npc);
void ActNpc001(NPCHAR *npc);
void ActNpc002(NPCHAR *npc);
@@ -12,6 +15,36 @@
void ActNpc017(NPCHAR *npc);
void ActNpc018(NPCHAR *npc);
+void ActNpc020(NPCHAR *npc);
void ActNpc021(NPCHAR *npc);
+void ActNpc022(NPCHAR *npc);
+void ActNpc023(NPCHAR *npc);
+void ActNpc030(NPCHAR *npc);
+
void ActNpc032(NPCHAR *npc);
+
+void ActNpc037(NPCHAR *npc);
+
+void ActNpc039(NPCHAR *npc);
+
+void ActNpc059(NPCHAR *npc);
+
+void ActNpc062(NPCHAR *npc);
+
+void ActNpc032(NPCHAR *npc);
+
+void ActNpc064(NPCHAR *npc);
+void ActNpc065(NPCHAR *npc);
+
+void ActNpc073(NPCHAR *npc);
+
+void ActNpc119(NPCHAR *npc);
+
+void ActNpc211(NPCHAR *npc);
+
+void ActNpc298(NPCHAR *npc);
+void ActNpc299(NPCHAR *npc);
+void ActNpc300(NPCHAR *npc);
+
+void ActNpc359(NPCHAR *npc);
--- a/src/NpcAct000.cpp
+++ b/src/NpcAct000.cpp
@@ -1,5 +1,7 @@
#include "WindowsWrapper.h"
+#include "NpcAct.h"
+
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
@@ -13,12 +15,15 @@
RECT rect[1];
rect[0] = {0x00, 0x00, 0x10, 0x10};
- if (!npc->act_no)
+ switch (npc->act_no)
{
- npc->act_no = 1;
+ case 0:
+ npc->act_no = 1;
- if (npc->direct == 2)
- npc->y += 0x2000;
+ if (npc->direct == 2)
+ npc->y += 0x2000;
+
+ break;
}
npc->rect = rect[0];
--- a/src/NpcAct020.cpp
+++ b/src/NpcAct020.cpp
@@ -1,5 +1,7 @@
#include "WindowsWrapper.h"
+#include "NpcAct.h"
+
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
@@ -6,7 +8,35 @@
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
+#include "Caret.h"
+//Computer
+void ActNpc020(NPCHAR *npc)
+{
+ RECT rcLeft[1];
+ RECT rcRight[3];
+
+ rcLeft[0] = {288, 16, 320, 40};
+
+ rcRight[0] = {288, 40, 320, 64};
+ rcRight[1] = {288, 40, 320, 64};
+ rcRight[2] = {288, 64, 320, 88};
+
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[0];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
//Chest (open)
void ActNpc021(NPCHAR *npc)
{
@@ -28,21 +58,168 @@
npc->rect = rect[0];
}
+//Teleporter
+void ActNpc022(NPCHAR *npc)
+{
+ RECT rect[2];
+
+ rect[0] = {240, 16, 264, 48};
+ rect[1] = {248, 152, 272, 184};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->ani_no = 0;
+ break;
+
+ case 1:
+ if (++npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Teleporter lights
+void ActNpc023(NPCHAR *npc)
+{
+ RECT rect[8];
+
+ rect[0] = {264, 16, 288, 20};
+ rect[1] = {264, 20, 288, 24};
+ rect[2] = {264, 24, 288, 28};
+ rect[3] = {264, 28, 288, 32};
+ rect[4] = {264, 32, 288, 36};
+ rect[5] = {264, 36, 288, 40};
+ rect[6] = {264, 40, 288, 44};
+ rect[7] = {264, 44, 288, 48};
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 7)
+ npc->ani_no = 0;
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Gunsmith
+void ActNpc030(NPCHAR *npc)
+{
+ RECT rc[3];
+
+ rc[0] = {48, 0, 64, 16};
+ rc[1] = {48, 16, 64, 32};
+ rc[2] = {0, 32, 16, 48};
+
+ if (npc->direct != 0)
+ {
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y += 0x2000;
+ npc->ani_no = 2;
+ break;
+ }
+
+ if (++npc->act_wait > 100)
+ {
+ npc->act_wait = 0;
+ SetCaret(npc->x, npc->y - 0x400, 5, 0);
+ }
+ }
+ else
+ {
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+
+ case 1:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
+
//Life capsule
void ActNpc032(NPCHAR *npc)
{
RECT rect[2];
+
rect[0] = {32, 96, 48, 112};
rect[1] = {48, 96, 64, 112};
-
+
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
-
+
+ if ( npc->ani_no > 1 )
+ npc->ani_no = 0;
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Signpost
+void ActNpc037(NPCHAR *npc)
+{
+ RECT rect[2];
+
+ rect[0] = {192, 64, 208, 80};
+ rect[1] = {208, 64, 224, 80};
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
if (npc->ani_no > 1)
npc->ani_no = 0;
-
+
npc->rect = rect[npc->ani_no];
-}
\ No newline at end of file
+}
+
+//Save sign
+void ActNpc039(NPCHAR *npc)
+{
+ RECT rect[2];
+
+ rect[0] = {224, 64, 240, 80};
+ rect[1] = {240, 64, 256, 80};
+
+ if (npc->direct == 0)
+ npc->ani_no = 0;
+ else
+ npc->ani_no = 1;
+
+ npc->rect = rect[npc->ani_no];
+}
--- /dev/null
+++ b/src/NpcAct040.cpp
@@ -1,0 +1,75 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Eye door
+void ActNpc059(NPCHAR *npc)
+{
+ RECT rcLeft[4];
+
+ rcLeft[0] = {224, 16, 240, 40};
+ rcLeft[1] = {208, 80, 224, 104};
+ rcLeft[2] = {224, 80, 240, 104};
+ rcLeft[3] = {240, 80, 256, 104};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+
+ case 1:
+ if (npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0x8000 < gMC.y && npc->y + 0x8000 > gMC.y)
+ {
+ npc->act_no = 2;
+ npc->ani_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no == 2)
+ npc->act_no = 3;
+
+ break;
+
+ case 3:
+ if (npc->x - 0x8000 >= gMC.x || npc->x + 0x8000 <= gMC.x || npc->y - 0x8000 >= gMC.y || npc->y + 0x8000 <= gMC.y)
+ {
+ npc->act_no = 4;
+ npc->ani_wait = 0;
+ }
+
+ break;
+
+ case 4:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ --npc->ani_no;
+ }
+
+ if (npc->ani_no == 0)
+ npc->act_no = 1;
+
+ break;
+ }
+
+ if (npc->shock)
+ npc->rect = rcLeft[3];
+ else
+ npc->rect = rcLeft[npc->ani_no];
+}
--- /dev/null
+++ b/src/NpcAct060.cpp
@@ -1,0 +1,302 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+#include "Map.h"
+
+//Kazuma at computer
+void ActNpc062(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+
+ rcLeft[0] = {272, 192, 288, 216};
+ rcLeft[1] = {288, 192, 304, 216};
+ rcLeft[2] = {304, 192, 320, 216};
+
+ switch ( npc->act_no )
+ {
+ case 0:
+ npc->x -= 0x800;
+ npc->y += 0x2000;
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+
+ case 1:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (Random(0, 80) == 1)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 40)
+ {
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 3:
+ if (++npc->act_wait > 80)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ npc->rect = rcLeft[npc->ani_no];
+}
+
+//First Cave Critter
+void ActNpc064(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {0, 0, 16, 16};
+ rcLeft[1] = {16, 0, 32, 16};
+ rcLeft[2] = {32, 0, 48, 16};
+
+ rcRight[0] = {0, 16, 16, 32};
+ rcRight[1] = {16, 16, 32, 32};
+ rcRight[2] = {32, 16, 48, 32};
+
+ switch (npc->act_no)
+ {
+ case 0: //Init
+ npc->y += 0x600;
+ npc->act_no = 1;
+
+ case 1: //Waiting
+ //Look at player
+ if (npc->x <= gMC.x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+
+ if (npc->tgt_x < 100)
+ ++npc->tgt_x;
+
+ //Open eyes near player
+ if (npc->act_wait < 8 || npc->x - 0xE000 >= gMC.x || npc->x + 0xE000 <= gMC.x || npc->y - 0xA000 >= gMC.y || npc->y + 0xA000 <= gMC.y)
+ {
+ if (npc->act_wait < 8)
+ ++npc->act_wait;
+ npc->ani_no = 0;
+ }
+ else
+ {
+ npc->ani_no = 1;
+ }
+
+ //Jump if attacked
+ if (npc->shock)
+ {
+ npc->act_no = 2;
+ npc->ani_no = 0;
+ npc->act_wait = 0;
+ }
+
+ //Jump if player is nearby
+ if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
+ {
+ npc->act_no = 2;
+ npc->ani_no = 0;
+ npc->act_wait = 0;
+ }
+ break;
+
+ case 2: //Going to jump
+ if (++npc->act_wait > 8)
+ {
+ //Set jump state
+ npc->act_no = 3;
+ npc->ani_no = 2;
+
+ //Jump
+ npc->ym = -0x5FF;
+ PlaySoundObject(30, 1);
+
+ //Jump in facing direction
+ if (npc->direct)
+ npc->xm = 0x100;
+ else
+ npc->xm = -0x100;
+ }
+ break;
+
+ case 3: //Jumping
+ //Land
+ if (npc->flag & 8)
+ {
+ npc->xm = 0;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ npc->act_no = 1;
+ PlaySoundObject(23, 1);
+ }
+ break;
+ }
+
+ //Gravity
+ npc->ym += 0x40;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ //Move
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ //Set framerect
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//First Cave Bat
+void ActNpc065(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
+ npc->count1 = 120;
+ npc->act_no = 1;
+ npc->act_wait = Random(0, 50);
+ // Fallthrough
+
+ case 1:
+ if (++npc->act_wait >= 50)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 2;
+ npc->ym = 0x300;
+ }
+
+ break;
+
+ case 2:
+ if (gMC.x >= npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+
+ if (npc->tgt_y < npc->y)
+ npc->ym -= 0x10;
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x10;
+ if (npc->ym > 0x300)
+ npc->ym = 0x300;
+ if (npc->ym < -0x300)
+ npc->ym = -0x300;
+
+ break;
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ RECT rect_left[4];
+ RECT rect_right[4];
+
+ rect_left[0] = {32, 32, 48, 48};
+ rect_left[1] = {48, 32, 64, 48};
+ rect_left[2] = {64, 32, 80, 48};
+ rect_left[3] = {80, 32, 96, 48};
+
+ rect_right[0] = {32, 48, 48, 64};
+ rect_right[1] = {48, 48, 64, 64};
+ rect_right[2] = {64, 48, 80, 64};
+ rect_right[3] = {80, 48, 96, 64};
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (npc->direct == 0)
+ npc->rect = rect_left[npc->ani_no];
+ else
+ npc->rect = rect_right[npc->ani_no];
+}
+
+//Water droplet
+void ActNpc073(NPCHAR *npc)
+{
+ RECT rect[5];
+
+ rect[0] = {72, 16, 74, 18};
+ rect[1] = {74, 16, 76, 18};
+ rect[2] = {76, 16, 78, 18};
+ rect[3] = {78, 16, 80, 18};
+ rect[4] = {80, 16, 82, 18};
+
+ npc->ym += 0x20;
+ npc->ani_no = Random(0, 4);
+
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ npc->rect = rect[npc->ani_no];
+
+ if (npc->direct == 2)
+ {
+ npc->rect.top += 2;
+ npc->rect.bottom += 2;
+ }
+
+ if (++npc->act_wait > 10)
+ {
+ if (npc->flag & 1)
+ npc->cond = 0;
+ if (npc->flag & 4)
+ npc->cond = 0;
+ if (npc->flag & 8)
+ npc->cond = 0;
+ if (npc->flag & 0x100)
+ npc->cond = 0;
+ }
+
+ if (npc->y > gMap.length * 0x10 * 0x200)
+ npc->cond = 0;
+}
--- /dev/null
+++ b/src/NpcAct100.cpp
@@ -1,0 +1,20 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Table and chair
+void ActNpc119(NPCHAR *npc)
+{
+ RECT rc[1];
+
+ rc[0] = {248, 184, 272, 200};
+
+ npc->rect = rc[0];
+}
--- /dev/null
+++ b/src/NpcAct200.cpp
@@ -1,0 +1,23 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Spikes (small)
+void ActNpc211(NPCHAR *npc)
+{
+ RECT rects[4];
+
+ rects[0] = {256, 200, 272, 216};
+ rects[1] = {272, 200, 288, 216};
+ rects[2] = {288, 200, 304, 216};
+ rects[3] = {304, 200, 320, 216};
+
+ npc->rect = rects[npc->code_event];
+}
--- /dev/null
+++ b/src/NpcAct280.cpp
@@ -1,0 +1,153 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Doctor (opening)
+void ActNpc298(NPCHAR *npc)
+{
+ RECT rc[8];
+
+ rc[0] = {72, 128, 88, 160};
+ rc[1] = {88, 128, 104, 160};
+ rc[2] = {104, 128, 120, 160};
+ rc[3] = {72, 128, 88, 160};
+ rc[4] = {120, 128, 136, 160};
+ rc[5] = {72, 128, 88, 160};
+ rc[6] = {104, 160, 120, 192};
+ rc[7] = {120, 160, 136, 192};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y -= 0x1000;
+ // Fallthrough
+
+ case 1:
+ npc->ani_no = 0;
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->count1 = 0;
+ // Fallthrough
+
+ case 11:
+ if (++npc->ani_wait > 6)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ {
+ npc->ani_no = 0;
+
+ if (++npc->count1 > 7)
+ {
+ npc->ani_no = 0;
+ npc->act_no = 1;
+ }
+ }
+
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->ani_no = 2;
+ npc->ani_wait = 0;
+ // Fallthrough
+
+ case 21:
+ if (++npc->ani_wait > 10)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if ( npc->ani_no > 5 )
+ npc->ani_no = 2;
+
+ npc->x += 0x100;
+
+ break;
+
+ case 30:
+ npc->ani_no = 6;
+ break;
+
+ case 40:
+ npc->act_no = 41;
+ npc->ani_no = 6;
+ npc->ani_wait = 0;
+ npc->count1 = 0;
+ // Fallthrough
+
+ case 41:
+ if (++npc->ani_wait > 6)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 7)
+ {
+ npc->ani_no = 6;
+
+ if (++npc->count1 > 7)
+ {
+ npc->ani_no = 6;
+ npc->act_no = 30;
+ }
+ }
+
+ break;
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Balrog/Misery (opening)
+void ActNpc299(NPCHAR *npc)
+{
+ RECT rc[2];
+
+ rc[0] = {0, 0, 48, 48};
+ rc[1] = {48, 0, 96, 48};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ 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->act_wait / 50 % 2)
+ npc->y += 0x40;
+ else
+ npc->y -= 0x40;
+
+ npc->rect = rc[npc->ani_no];
+}
--- /dev/null
+++ b/src/NpcAct300.cpp
@@ -1,0 +1,32 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+#include "Caret.h"
+
+//Demon crown (opening)
+void ActNpc300(NPCHAR *npc)
+{
+ RECT rc[1];
+
+ rc[0] = {192, 80, 208, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y += 0xC00;
+ break;
+ }
+
+ if (++npc->ani_wait % 8 == 1)
+ SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1);
+
+ npc->rect = rc[0];
+}
--- /dev/null
+++ b/src/NpcAct340.cpp
@@ -1,0 +1,18 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "CommonDefines.h"
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Water droplet generator
+void ActNpc359(NPCHAR *npc)
+{
+ 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);
+}
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -54,7 +54,7 @@
}
//Npc function table
-NPCFUNCTION gpNpcFuncTbl[] =
+NPCFUNCTION gpNpcFuncTbl[361] =
{
ActNpc000,
ActNpc001,
@@ -76,8 +76,10 @@
ActNpc017,
ActNpc018,
nullptr,
- nullptr,
+ ActNpc020,
ActNpc021,
+ ActNpc022,
+ ActNpc023,
nullptr,
nullptr,
nullptr,
@@ -84,16 +86,16 @@
nullptr,
nullptr,
nullptr,
+ ActNpc030,
nullptr,
- nullptr,
- nullptr,
- nullptr,
ActNpc032,
nullptr,
nullptr,
nullptr,
nullptr,
+ ActNpc037,
nullptr,
+ ActNpc039,
nullptr,
nullptr,
nullptr,
@@ -113,9 +115,13 @@
nullptr,
nullptr,
nullptr,
+ ActNpc059,
nullptr,
nullptr,
+ ActNpc062,
nullptr,
+ ActNpc064,
+ ActNpc065,
nullptr,
nullptr,
nullptr,
@@ -123,6 +129,7 @@
nullptr,
nullptr,
nullptr,
+ ActNpc073,
nullptr,
nullptr,
nullptr,
@@ -168,6 +175,7 @@
nullptr,
nullptr,
nullptr,
+ ActNpc119,
nullptr,
nullptr,
nullptr,
@@ -259,6 +267,7 @@
nullptr,
nullptr,
nullptr,
+ ActNpc211,
nullptr,
nullptr,
nullptr,
@@ -345,6 +354,9 @@
nullptr,
nullptr,
nullptr,
+ ActNpc298,
+ ActNpc299,
+ ActNpc300,
nullptr,
nullptr,
nullptr,
@@ -403,17 +415,6 @@
nullptr,
nullptr,
nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc359,
nullptr,
};
--- a/src/PixTone.cpp
+++ b/src/PixTone.cpp
@@ -152,7 +152,7 @@
const int v2 = (int)(uint64_t)pitchOffset % 256;
//Input data
- data[i] = envelopeTable[(unsigned __int64)((long double)(i << 8) / pxtData[1])]
+ data[i] = envelopeTable[(uint64_t)((long double)(i << 8) / pxtData[1])]
* (pxtData[4]
* gWaveModelTable[(size_t)pxtData[2]][a]
/ 0x40
@@ -167,7 +167,7 @@
long double newMainOffset;
if (gWaveModelTable[(size_t)pxtData[6]][v2] >= 0)
newMainOffset = (mainFreq * 2)
- * (long double)gWaveModelTable[(size_t)pxtData[6]][(signed int)(unsigned __int64)pitchOffset % 256]
+ * (long double)gWaveModelTable[(size_t)pxtData[6]][(signed int)(uint64_t)pitchOffset % 256]
* pxtData[8]
/ 64.0
/ 64.0
--- a/src/Sound.h
+++ b/src/Sound.h
@@ -1,4 +1,5 @@
#pragma once
+#include <stddef.h>
#include <stdint.h>
class SOUNDBUFFER
--- a/src/Stage.cpp
+++ b/src/Stage.cpp
@@ -19,52 +19,111 @@
#include "Back.h"
#include "Stage.h"
-STAGE_TABLE *gTMT;
+#ifdef JAPANESE
+#define STAGE_ENTRY(parts, map, bkType, back, npc, boss, boss_no, name_en, name_jp) {parts, map, bkType, back, npc, boss, boss_no, name_jp}
+#else
+#define STAGE_ENTRY(parts, map, bkType, back, npc, boss, boss_no, name_en, name_jp) {parts, map, bkType, back, npc, boss, boss_no, name_en}
+#endif
+
int gStageNo;
-//Stage table functions
-bool InitStageTable()
-{
- //Get path
- char path[PATH_LENGTH];
- sprintf(path, "%s/stage.tbl", gDataPath);
-
- //Open file
- SDL_RWops *fp = SDL_RWFromFile(path, "rb");
-
- if (!fp)
- return false;
-
- //Get amount of stages and allocate stage data
- size_t stages = SDL_RWsize(fp) / 0xC8;
- gTMT = (STAGE_TABLE*)calloc(stages, sizeof(STAGE_TABLE));
-
- //Read data
- for (size_t i = 0; i < stages; i++)
- {
- SDL_RWread(fp, &gTMT[i].parts, 1, 0x20);
- SDL_RWread(fp, &gTMT[i].map, 1, 0x20);
- gTMT[i].bkType = SDL_ReadLE32(fp);
- SDL_RWread(fp, &gTMT[i].back, 1, 0x20);
- SDL_RWread(fp, &gTMT[i].npc, 1, 0x20);
- SDL_RWread(fp, &gTMT[i].boss, 1, 0x20);
- gTMT[i].boss_no = SDL_ReadU8(fp);
- SDL_RWread(fp, &gTMT[i].name, 1, 0x20);
-
- //Padding (3 bytes)
- uint8_t nul[3];
- SDL_RWread(fp, &nul, 1, 3);
- }
-
- SDL_RWclose(fp);
- return true;
-}
-
-void ReleaseStageTable()
-{
- free(gTMT);
- gTMT = nullptr;
-}
+const STAGE_TABLE gTMT[95] = {
+ STAGE_ENTRY("0", "0", 4, "bk0", "Guest", "0", 0, "Null", "無"),
+ STAGE_ENTRY("Pens", "Pens1", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "アーサーの家"),
+ STAGE_ENTRY("Eggs", "Eggs", 1, "bkGreen", "Eggs1", "Ravil", 0, "Egg Corridor", "タマゴ回廊"),
+ STAGE_ENTRY("EggX", "EggX", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "タマゴ No.00"),
+ STAGE_ENTRY("EggIn", "Egg6", 4, "bk0", "Eggs1", "0", 0, "Egg No. 06", "タマゴ No.06"),
+ STAGE_ENTRY("Store", "EggR", 4, "bk0", "Eggs1", "0", 0, "Egg Observation Room", "タマゴ監視室"),
+ STAGE_ENTRY("Weed", "Weed", 1, "bkBlue", "Weed", "0", 0, "Grasstown", "クサムラ"),
+ STAGE_ENTRY("Barr", "Santa", 4, "bk0", "Weed", "0", 0, "Santa's House", "サンタの家"),
+ STAGE_ENTRY("Barr", "Chako", 1, "bkBlue", "Guest", "0", 0, "Chaco's House", "チャコの家"),
+ STAGE_ENTRY("Maze", "MazeI", 4, "bk0", "Maze", "0", 0, "Labyrinth I", "迷宮I"),
+ STAGE_ENTRY("Sand", "Sand", 1, "bkGreen", "Sand", "Omg", 1, "Sand Zone", "砂区"),
+ STAGE_ENTRY("Mimi", "Mimi", 1, "bkBlue", "Guest", "0", 0, "Mimiga Village", "ミミガーの村"),
+ STAGE_ENTRY("Cave", "Cave", 4, "bk0", "Cemet", "0", 0, "First Cave", "最初の洞窟"),
+ STAGE_ENTRY("Cave", "Start", 4, "bk0", "Cemet", "0", 0, "Start Point", "スタート地点"),
+ STAGE_ENTRY("Mimi", "Barr", 4, "bk0", "Cemet", "Bllg", 0, "Shack", "バラック小屋"),
+ STAGE_ENTRY("Mimi", "Pool", 1, "bkBlue", "Guest", "0", 0, "Reservoir", "貯水池"),
+ STAGE_ENTRY("Mimi", "Cemet", 4, "bk0", "Cemet", "0", 0, "Graveyard", "はかば"),
+ STAGE_ENTRY("Mimi", "Plant", 1, "bkGreen", "Plant", "0", 0, "Yamashita Farm", "山下農園"),
+ STAGE_ENTRY("Store", "Shelt", 4, "bk0", "Eggs1", "0", 0, "Shelter", "シェルター"),
+ STAGE_ENTRY("Pens", "Comu", 1, "bkBlue", "Guest", "0", 0, "Assembly Hall", "集会場"),
+ STAGE_ENTRY("Mimi", "MiBox", 4, "bk0", "0", "0", 0, "Save Point", "セーブポイント"),
+ STAGE_ENTRY("Store", "EgEnd1", 4, "bk0", "0", "0", 0, "Side Room", "タマゴ回廊の個室"),
+ STAGE_ENTRY("Store", "Cthu", 4, "bk0", "0", "0", 0, "Cthulhu's Abode", "クトゥルーの住処"),
+ STAGE_ENTRY("EggIn", "Egg1", 4, "bk0", "Eggs1", "0", 0, "Egg No. 01", "タマゴ No.01"),
+ STAGE_ENTRY("Pens", "Pens2", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "アーサーの家"),
+ STAGE_ENTRY("Barr", "Malco", 1, "bkBlue", "Weed", "Bllg", 0, "Power Room", "電源室"),
+ STAGE_ENTRY("Barr", "WeedS", 1, "bkBlue", "0", "0", 0, "Save Point", "セーブポイント"),
+ STAGE_ENTRY("Store", "WeedD", 1, "bkBlue", "0", "0", 0, "Execution Chamber", "処刑室"),
+ STAGE_ENTRY("Weed", "Frog", 2, "bkGreen", "Weed", "Frog", 2, "Gum", "ガム"),
+ STAGE_ENTRY("Sand", "Curly", 4, "bk0", "Sand", "Curly", 0, "Sand Zone Residence", "砂区駐在所"),
+ STAGE_ENTRY("Pens", "WeedB", 1, "bkBlue", "Ravil", "0", 0, "Grasstown Hut", "クサムラの小屋"),
+ STAGE_ENTRY("River", "Stream", 5, "bkBlue", "Stream", "IronH", 5, "Main Artery", "大動脈"),
+ STAGE_ENTRY("Pens", "CurlyS", 4, "bk0", "Sand", "Curly", 0, "Small Room", "小部屋"),
+ STAGE_ENTRY("Barr", "Jenka1", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "ジェンカの家"),
+ STAGE_ENTRY("Sand", "Dark", 1, "bkBlack", "Sand", "0", 0, "Deserted House", "廃屋"),
+ STAGE_ENTRY("Gard", "Gard", 1, "bkGard", "Toro", "Bllg", 0, "Sand Zone Storehouse", "砂区倉庫"),
+ STAGE_ENTRY("Barr", "Jenka2", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "ジェンカの家"),
+ STAGE_ENTRY("Sand", "SandE", 1, "bkGreen", "Sand", "Bllg", 0, "Sand Zone", "砂区"),
+ STAGE_ENTRY("Maze", "MazeH", 4, "bk0", "Maze", "0", 0, "Labyrinth H", "迷宮H"),
+ STAGE_ENTRY("Maze", "MazeW", 1, "bkMaze", "Maze", "X", 3, "Labyrinth W", "迷宮W"),
+ STAGE_ENTRY("Maze", "MazeO", 4, "bk0", "Guest", "0", 0, "Camp", "キャンプ"),
+ STAGE_ENTRY("Maze", "MazeD", 4, "bk0", "Guest", "Dark", 0, "Clinic Ruins", "診療所跡"),
+ STAGE_ENTRY("Store", "MazeA", 4, "bk0", "Maze", "0", 0, "Labyrinth Shop", "迷宮の店"),
+ STAGE_ENTRY("Maze", "MazeB", 1, "bkBlue", "Maze", "0", 0, "Labyrinth B", "迷宮B"),
+ STAGE_ENTRY("Maze", "MazeS", 2, "bkGray", "Maze", "Bllg", 0, "Boulder Chamber", "大石の塞ぐ所"),
+ STAGE_ENTRY("Maze", "MazeM", 1, "bkRed", "Maze", "0", 0, "Labyrinth M", "迷宮M"),
+ STAGE_ENTRY("Cave", "Drain", 3, "bkWater", "Cemet", "0", 0, "Dark Place", "暗い所"),
+ STAGE_ENTRY("Almond", "Almond", 3, "bkWater", "Cemet", "Almo1", 4, "Core", "コア"),
+ STAGE_ENTRY("River", "River", 2, "bkGreen", "Weed", "0", 0, "Waterway", "水路"),
+ STAGE_ENTRY("Eggs", "Eggs2", 1, "bkGreen", "Eggs2", "0", 0, "Egg Corridor?", "タマゴ回廊?"),
+ STAGE_ENTRY("Store", "Cthu2", 4, "bk0", "Eggs1", "0", 0, "Cthulhu's Abode?", "クトゥルーの住処?"),
+ STAGE_ENTRY("Store", "EggR2", 4, "bk0", "Eggs1", "TwinD", 6, "Egg Observation Room?", "タマゴ監視室?"),
+ STAGE_ENTRY("EggX", "EggX2", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "タマゴ No.00"),
+ STAGE_ENTRY("Oside", "Oside", 6, "bkMoon", "Moon", "0", 0, "Outer Wall", "外壁"),
+ STAGE_ENTRY("Store", "EgEnd2", 4, "bk0", "Eggs1", "0", 0, "Side Room", "タマゴ回廊の個室"),
+ STAGE_ENTRY("Store", "Itoh", 2, "bkBlue", "Guest", "0", 0, "Storehouse", "倉庫"),
+ STAGE_ENTRY("Cent", "Cent", 1, "bkGreen", "Guest", "Cent", 0, "Plantation", "大農園"),
+ STAGE_ENTRY("Jail", "Jail1", 4, "bk0", "Guest", "Cent", 0, "Jail No. 1", "第1牢"),
+ STAGE_ENTRY("Jail", "Momo", 4, "bk0", "Guest", "0", 0, "Hideout", "カクレガ"),
+ STAGE_ENTRY("Jail", "lounge", 4, "bk0", "Guest", "0", 0, "Rest Area", "休憩所"),
+ STAGE_ENTRY("Store", "CentW", 4, "bk0", "Guest", "Cent", 0, "Teleporter", "転送室"),
+ STAGE_ENTRY("Store", "Jail2", 4, "bk0", "Guest", "Cent", 0, "Jail No. 2", "第2牢"),
+ STAGE_ENTRY("White", "Blcny1", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "バルコニー"),
+ STAGE_ENTRY("Jail", "Priso1", 4, "bkGray", "Red", "0", 0, "Final Cave", "最後の洞窟"),
+ STAGE_ENTRY("White", "Ring1", 7, "bkFog", "Guest", "Miza", 0, "Throne Room", "王の玉座"),
+ STAGE_ENTRY("White", "Ring2", 7, "bkFog", "Guest", "Dr", 0, "The King's Table", "王の食卓"),
+ STAGE_ENTRY("Pens", "Prefa1", 4, "bk0", "0", "0", 0, "Prefab Building", "プレハブ"),
+ STAGE_ENTRY("Jail", "Priso2", 4, "bkGray", "Red", "0", 0, "Last Cave (Hidden)", "最後の洞窟・裏"),
+ STAGE_ENTRY("White", "Ring3", 4, "bk0", "Miza", "Almo2", 7, "Black Space", "黒い広間"),
+ STAGE_ENTRY("Pens", "Little", 2, "bkBlue", "Guest", "0", 0, "Little House", "リトル家"),
+ STAGE_ENTRY("White", "Blcny2", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "バルコニー"),
+ STAGE_ENTRY("Fall", "Fall", 1, "bkFall", "Guest", "Heri", 0, "Fall", "落下"),
+ STAGE_ENTRY("White", "Kings", 4, "bk0", "Kings", "0", 0, "u", "u"),
+ STAGE_ENTRY("Pens", "Pixel", 1, "bkBlue", "Guest", "0", 0, "Waterway Cabin", "水路の小部屋"),
+ STAGE_ENTRY("Maze", "e_Maze", 1, "bkMaze", "Guest", "Maze", 3, "", ""),
+ STAGE_ENTRY("Barr", "e_Jenk", 4, "bk0", "Sand", "Bllg", 0, "", ""),
+ STAGE_ENTRY("Barr", "e_Malc", 1, "bkBlue", "Weed", "Bllg", 0, "", ""),
+ STAGE_ENTRY("Mimi", "e_Ceme", 4, "bk0", "Plant", "0", 0, "", ""),
+ STAGE_ENTRY("Fall", "e_Sky", 1, "bkFall", "Guest", "Heri", 0, "", ""),
+ STAGE_ENTRY("Pens", "Prefa2", 4, "bk0", "0", "0", 0, "Prefab House", "プレハブ"),
+ STAGE_ENTRY("Hell", "Hell1", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B1", "聖域地下1階"),
+ STAGE_ENTRY("Hell", "Hell2", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B2", "聖域地下2階"),
+ STAGE_ENTRY("Hell", "Hell3", 1, "bkRed", "Hell", "Press", 8, "Sacred Ground - B3", "聖域地下3階"),
+ STAGE_ENTRY("Cave", "Mapi", 2, "bk0", "Cemet", "0", 0, "Storage", "物置"),
+ STAGE_ENTRY("Hell", "Hell4", 4, "bk0", "Hell", "0", 0, "Passage?", "通路?"),
+ STAGE_ENTRY("Hell", "Hell42", 4, "bk0", "Hell", "Press", 8, "Passage?", "通路?"),
+ STAGE_ENTRY("Hell", "Statue", 1, "bkBlue", "0", "Cent", 0, "Statue Chamber", "石像の間"),
+ STAGE_ENTRY("Hell", "Ballo1", 2, "bkBlue", "Priest", "Ballos", 9, "Seal Chamber", "封印の間"),
+ STAGE_ENTRY("White", "Ostep", 7, "bkFog", "0", "0", 0, "Corridor", "わたり廊下"),
+ STAGE_ENTRY("Labo", "e_Labo", 4, "bk0", "Guest", "0", 0, "", ""),
+ STAGE_ENTRY("Cave", "Pole", 4, "bk0", "Guest", "0", 0, "Hermit Gunsmith", "はぐれ銃鍛冶"),
+ STAGE_ENTRY("0", "Island", 4, "bk0", "Island", "0", 0, "", ""),
+ STAGE_ENTRY("Hell", "Ballo2", 2, "bkBlue", "Priest", "Bllg", 9, "Seal Chamber", "封印の間"),
+ STAGE_ENTRY("White", "e_Blcn", 7, "bkFog", "Miza", "0", 9, "", ""),
+ STAGE_ENTRY("Oside", "Clock", 6, "bkMoon", "Moon", "0", 0, "Clock Room", "時計屋"),
+};
bool TransferStage(int no, int w, int x, int y)
{
--- a/src/Stage.h
+++ b/src/Stage.h
@@ -12,8 +12,6 @@
char name[0x20];
};
-bool InitStageTable();
-void ReleaseStageTable();
bool TransferStage(int no, int w, int x, int y);
void ChangeMusic(int no);
void ReCallMusic();
--
⑨