ref: 50ca5e37a2bb6e3f86f4a1d6963eb223119a99ee
parent: bcd02cb6ccaab070b239bd237dfaefe8984fb178
author: zxin <anguspartridge@gmail.com>
date: Sat Jan 26 10:00:34 EST 2019
Fixed NPC000.
--- a/src/NpChar.cpp
+++ b/src/NpChar.cpp
@@ -43,23 +43,23 @@
{
char path[PATH_LENGTH];
sprintf(path, "%s/%s", gDataPath, path_event);
-
+
SDL_RWops *fp = SDL_RWFromFile(path, "rb");
if (!fp)
return false;
-
+
//Read "PXE" check
char code[4];
fp->read(fp, code, 1, 4);
if (memcmp(code, gPassPixEve, 3))
return false;
-
- //Get amount of npcs
+
+ //Get amount of NPCs
int count = SDL_ReadLE32(fp);
-
- //Load npcs
+
+ //Load NPCs
memset(gNPC, 0, sizeof(gNPC));
-
+
int n = 170;
for (int i = 0; i < count; i++)
{
@@ -71,7 +71,7 @@
eve.code_event = SDL_ReadLE16(fp);
eve.code_char = SDL_ReadLE16(fp);
eve.bits = SDL_ReadLE16(fp);
-
+
//Set NPC parameters
if (eve.bits & npc_altDir)
gNPC[n].direct = 2;
@@ -86,7 +86,7 @@
gNPC[n].bits |= gNpcTable[gNPC[n].code_char].bits;
gNPC[n].exp = gNpcTable[gNPC[n].code_char].exp;
SetUniqueParameter(&gNPC[n]);
-
+
//Check flags
if (gNPC[n].bits & npc_appearSet)
{
@@ -102,11 +102,11 @@
{
gNPC[n].cond = 0x80;
}
-
+
//Increase index
n++;
}
-
+
return true;
}
@@ -144,7 +144,7 @@
int offset_y = Random(-wa, wa) << 9;
SetNpChar(4, x + offset_x, offset_y + y, 0, 0, 0, NULL, 0x100);
}
-
+
//Flash effect
//SetCaret(x, y, 12, 0);
}
@@ -159,7 +159,7 @@
int offset_y = Random(-wa, wa) << 9;
SetNpChar(4, x + offset_x, offset_y + y, 0, 0, 1, NULL, 0x100);
}
-
+
//Flash effect
//SetCaret(x, y, 12, 0);
}
@@ -171,7 +171,7 @@
if (!gNPC[n].cond)
{
memset(&gNPC[n], 0, sizeof(NPCHAR));
-
+
int sub_exp = 0;
if (exp < 20)
{
@@ -194,7 +194,7 @@
exp -= 20;
sub_exp = 20;
}
-
+
gNPC[n].cond |= 0x80u;
gNPC[n].direct = 0;
gNPC[n].code_char = 1;
@@ -222,10 +222,10 @@
else
tamakazu_ari[t] = 0;
}
-
+
if (!t)
return false;
-
+
int n = Random(1, 10 * t);
int bullet_no = tamakazu_ari[n % t];
for (n = 0x100; n < NPC_MAX; n++)
@@ -245,7 +245,7 @@
return true;
}
}
-
+
return false;
}
@@ -267,7 +267,7 @@
return true;
}
}
-
+
return false;
}
@@ -294,7 +294,7 @@
if (gNPC[n].cond & 0x80)
{
int8_t a;
-
+
if (gNPC[n].shock)
{
a = 2 * ((gNPC[n].shock >> 1) & 1) - 1;
@@ -308,13 +308,13 @@
gNPC[n].damage_view = 0;
}
}
-
+
int side;
if (gNPC[n].direct)
side = gNPC[n].view.back;
else
side = gNPC[n].view.front;
-
+
PutBitmap3(
&grcGame,
(gNPC[n].x - side) / 0x200 - fx / 0x200 + a,
--- a/src/NpcAct000.cpp
+++ b/src/NpcAct000.cpp
@@ -10,14 +10,18 @@
//Null
void ActNpc000(NPCHAR *npc)
{
+ RECT rect[1];
+ rect[0] = {0x00, 0x00, 0x10, 0x10};
+
if (!npc->act_no)
{
npc->act_no = 1;
+
if (npc->direct == 2)
npc->y += 0x2000;
}
-
- npc->rect = {0, 0, 16, 16};
+
+ npc->rect = rect[0];
}
//Experience
@@ -31,11 +35,11 @@
//Set state
npc->act_no = 1;
npc->ani_no = Random(0, 4);
-
+
//Random speed
npc->xm = Random(-0x200, 0x200);
npc->ym = Random(-0x400, 0);
-
+
//Random direction (reverse animation or not)
if (Random(0, 1) != 0)
npc->direct = 0;
@@ -42,23 +46,23 @@
else
npc->direct = 2;
}
-
+
//Gravity
if (npc->flag & 0x100)
npc->ym += 21;
else
npc->ym += 42;
-
+
//Bounce off walls
if (npc->flag & 1 && npc->xm < 0)
npc->xm = -npc->xm;
if (npc->flag & 4 && npc->xm > 0)
npc->xm = -npc->xm;
-
+
//Bounce off ceiling
if (npc->flag & 2 && npc->ym < 0)
npc->ym = -npc->ym;
-
+
//Bounce off floor
if (npc->flag & 8)
{
@@ -66,7 +70,7 @@
npc->ym = -0x280;
npc->xm = 2 * npc->xm / 3;
}
-
+
//Play bounce song (and try to clip out of floor if stuck)
if (npc->flag & 0xD)
{
@@ -78,7 +82,7 @@
{
npc->count2 = 0;
}
-
+
//Limit speed
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
@@ -96,23 +100,23 @@
{
//Set state
npc->act_no = 1;
-
+
//Set random speed
npc->ym = Random(-0x80, 0x80);
npc->xm = Random(0x7F, 0x100);
}
-
+
//Blow to the left
npc->xm -= 8;
-
+
//Destroy when off-screen
if (npc->x <= 0x9FFF)
npc->cond = 0;
-
+
//Limit speed (except pixel applied it to the X position)
if (npc->x < -0x5FF)
npc->x = -0x5FF;
-
+
//Bounce off walls
if (npc->flag & 1)
npc->xm = 0x100;
@@ -121,11 +125,11 @@
if (npc->flag & 8)
npc->ym = -0x40;
}
-
+
//Move
npc->x += npc->xm;
npc->y += npc->ym;
-
+
//Get framerects
RECT rect[6];
rect[0] = {0x00, 0x10, 0x10, 0x20};
@@ -134,12 +138,12 @@
rect[3] = {0x30, 0x10, 0x40, 0x20};
rect[4] = {0x40, 0x10, 0x50, 0x20};
rect[5] = {0x50, 0x10, 0x60, 0x20};
-
+
RECT rcNo = {0, 0, 0, 0};
-
+
//Animate
++npc->ani_wait;
-
+
if (npc->direct)
{
if (npc->ani_wait > 2)
@@ -155,9 +159,9 @@
if (++npc->ani_no > 5)
npc->ani_no = 0;
}
-
+
npc->rect = rect[npc->ani_no];
-
+
//Size
if (npc->act_no)
{
@@ -171,14 +175,14 @@
npc->rect.top += 32;
npc->rect.bottom += 32;
}
-
+
npc->act_no = 1;
}
-
+
//Delete after 500 frames
if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2)
npc->cond = 0;
-
+
//Blink after 400 frames
if (npc->count1 > 400)
{
@@ -208,18 +212,18 @@
rcUp[4] = {96, 24, 128, 48};
rcUp[5] = {128, 24, 160, 48};
rcUp[6] = {160, 24, 192, 48};
-
+
//Turn when touching a wall
if (npc->flag & 1)
npc->direct = 2;
else if (npc->flag & 4)
npc->direct = 0;
-
+
switch (npc->act_no)
{
case 1: //Shot
npc->xm = 7 * npc->xm / 8;
-
+
if (++npc->count1 > 40)
{
if (npc->shock)
@@ -242,19 +246,19 @@
npc->xm = 0x400;
else
npc->xm = -0x400;
-
+
if (++npc->count1 > 200)
{
npc->act_no = 0;
npc->damage = 1;
}
-
+
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
-
+
if (npc->ani_no > 6)
npc->ani_no = 5;
break;
@@ -263,16 +267,16 @@
npc->xm = 0x100;
else
npc->xm = -0x100;
-
+
if (++npc->ani_wait > 8)
{
npc->ani_wait = 0;
++npc->ani_no;
}
-
+
if (npc->ani_no > 3)
npc->ani_no = 0;
-
+
if (npc->shock)
{
npc->count1 = 0;
@@ -281,16 +285,16 @@
}
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)
npc->rect = rcUp[npc->ani_no];
@@ -303,7 +307,7 @@
{
if (++npc->count1 > 100)
npc->cond = 0;
-
+
npc->rect = {0, 0, 0, 0};
}
@@ -312,7 +316,7 @@
{
RECT rcLeft[8];
RECT rcUp[8];
-
+
rcLeft[0] = {16, 0, 17, 1};
rcLeft[1] = {16, 0, 32, 16};
rcLeft[2] = {32, 0, 48, 16};
@@ -330,13 +334,13 @@
rcUp[5] = {48, 128, 64, 144};
rcUp[6] = {64, 128, 80, 144};
rcUp[7] = {80, 128, 96, 144};
-
+
if (npc->act_no)
{
//Slight drag
npc->xm = 20 * npc->xm / 21;
npc->ym = 20 * npc->ym / 21;
-
+
//Move
npc->x += npc->xm;
npc->y += npc->ym;
@@ -350,13 +354,13 @@
npc->xm = GetCos(deg) * Random(0x200, 0x5FF) / 0x200;
npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200;
}
-
+
//Set state
npc->ani_no = Random(0, 4);
npc->ani_wait = Random(0, 3);
npc->act_no = 1;
}
-
+
//Animate
if (++npc->ani_wait > 4)
{
@@ -363,7 +367,7 @@
npc->ani_wait = 0;
npc->ani_no++;
}
-
+
//Set framerect
if (npc->ani_no < 8)
{
@@ -390,17 +394,17 @@
rcLeft[0] = {0, 48, 16, 64};
rcLeft[1] = {16, 48, 32, 64};
rcLeft[2] = {32, 48, 48, 64};
-
+
rcRight[0] = {0, 64, 16, 80};
rcRight[1] = {16, 64, 32, 80};
rcRight[2] = {32, 64, 48, 80};
-
+
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)
@@ -407,7 +411,7 @@
npc->direct = 2;
else
npc->direct = 0;
-
+
//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)
{
@@ -419,7 +423,7 @@
{
npc->ani_no = 1;
}
-
+
//Jump if attacked
if (npc->shock)
{
@@ -427,7 +431,7 @@
npc->ani_no = 0;
npc->act_wait = 0;
}
-
+
//Jump if player is nearby
if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
{
@@ -436,7 +440,7 @@
npc->act_wait = 0;
}
break;
-
+
case 2: //Going to jump
if (++npc->act_wait > 8)
{
@@ -443,11 +447,11 @@
//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;
@@ -455,7 +459,7 @@
npc->xm = -0x100;
}
break;
-
+
case 3: //Jumping
//Land
if (npc->flag & 8)
@@ -468,16 +472,16 @@
}
break;
}
-
+
//Gravity
npc->ym += 64;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
-
+
//Move
npc->x += npc->xm;
npc->y += npc->ym;
-
+
//Set framerect
if (npc->direct)
npc->rect = rcRight[npc->ani_no];