ref: 9e62a6d8146e1d0c5a06482a757ca950cf578102
parent: fb372d15a44fc421c9560724ebfa94b732373b52
author: cuckydev <cuckydev@users.noreply.github.com>
date: Wed Feb 6 17:26:42 EST 2019
added core npc stuff
--- a/src/Back.cpp
+++ b/src/Back.cpp
@@ -138,7 +138,7 @@
if (gBack.type == 3)
{
int x_1 = fx / 0x4000;
- int x_2 = fx / 0x4000 + 11;
+ int x_2 = fx / 0x4000 + (((WINDOW_WIDTH + 31) >> 5) + 1);
int y_1 = 0;
int y_2 = 32;
@@ -149,7 +149,7 @@
if (ypos >= -32)
{
if (ypos > WINDOW_HEIGHT)
- return;
+ break;
for (int x = x_1; x < x_2; x++)
{
--- a/src/Draw.cpp
+++ b/src/Draw.cpp
@@ -295,7 +295,11 @@
SDL_Rect RectToSDLRect(RECT *rect)
{
- SDL_Rect SDLRect = { rect->left, rect->top, rect->right - rect->left, rect->bottom - rect->top};
+ SDL_Rect SDLRect = {rect->left, rect->top, rect->right - rect->left, rect->bottom - rect->top};
+ if (SDLRect.w < 0)
+ SDLRect.w = 0;
+ if (SDLRect.h < 0)
+ SDLRect.h = 0;
return SDLRect;
}
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -154,7 +154,7 @@
void ActNpc149(NPCHAR *npc);
void ActNpc150(NPCHAR *npc);
void ActNpc151(NPCHAR *npc);
-
+void ActNpc152(NPCHAR *npc);
void ActNpc153(NPCHAR *npc);
void ActNpc154(NPCHAR *npc);
void ActNpc155(NPCHAR *npc);
@@ -185,13 +185,18 @@
void ActNpc181(NPCHAR *npc);
void ActNpc182(NPCHAR *npc);
void ActNpc183(NPCHAR *npc);
-
+void ActNpc184(NPCHAR *npc);
+void ActNpc185(NPCHAR *npc);
+void ActNpc186(NPCHAR *npc);
void ActNpc187(NPCHAR *npc);
void ActNpc188(NPCHAR *npc);
+void ActNpc190(NPCHAR *npc);
+void ActNpc191(NPCHAR *npc);
void ActNpc192(NPCHAR *npc);
void ActNpc193(NPCHAR *npc);
void ActNpc194(NPCHAR *npc);
+void ActNpc195(NPCHAR *npc);
void ActNpc199(NPCHAR *npc);
--- a/src/NpcAct140.cpp
+++ b/src/NpcAct140.cpp
@@ -1287,6 +1287,18 @@
npc->rect = rcRight[npc->ani_no];
}
+//Shutter stuck
+void ActNpc152(NPCHAR *npc)
+{
+ if (!npc->act_no)
+ {
+ if (npc->direct == 2)
+ npc->y += 0x2000;
+ npc->act_no = 1;
+ }
+ npc->rect = {0, 0, 0, 0};
+}
+
static const RECT grcKitL[21] = {
{0, 0, 24, 24},
{24, 0, 48, 24},
--- a/src/NpcAct180.cpp
+++ b/src/NpcAct180.cpp
@@ -9,6 +9,7 @@
#include "Back.h"
#include "Triangle.h"
#include "Caret.h"
+#include "Frame.h"
#include "Bullet.h"
#include "Flags.h"
@@ -541,6 +542,168 @@
}
}
+//Shutter Big
+void ActNpc184(NPCHAR *npc)
+{
+ RECT rc[4];
+ rc[0] = {0, 64, 32, 96};
+ rc[1] = {32, 64, 64, 96};
+ rc[2] = {64, 64, 96, 96};
+ rc[3] = {32, 64, 64, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->x += 0x1000;
+ npc->y += 0x1000;
+ break;
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 1;
+ npc->act_wait = 0;
+ npc->bits |= npc_ignoreSolid;
+ case 11:
+ switch (npc->direct)
+ {
+ case 0:
+ npc->x -= 0x80;
+ break;
+ case 1:
+ npc->y -= 0x80;
+ break;
+ case 2:
+ npc->x += 0x80;
+ break;
+ case 3:
+ npc->y += 0x80;
+ break;
+ }
+ if (!(++npc->act_wait & 7))
+ PlaySoundObject(26, 1);
+ SetQuake(20);
+ break;
+ case 20:
+ for (int i = 0; i < 4; i++)
+ SetNpChar(4, npc->x + (Random(-12, 12) << 9), npc->y + 0x2000, Random(-0x155, 0x155), Random(-0x600, 0), 0, 0, 0x100);
+ npc->act_no = 1;
+ break;
+ default:
+ break;
+ }
+
+ if (++npc->ani_wait > 10)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 0;
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Shutter Small
+void ActNpc185(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y += 0x1000;
+ break;
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 1;
+ npc->act_wait = 0;
+ npc->bits |= npc_ignoreSolid;
+ //Fallthrough
+ case 11:
+ switch (npc->direct)
+ {
+ case 0:
+ npc->x -= 0x80;
+ break;
+ case 1:
+ npc->y -= 0x80;
+ break;
+ case 2:
+ npc->x += 0x80;
+ break;
+ case 3:
+ npc->y += 0x80;
+ break;
+ }
+ ++npc->act_wait;
+ break;
+ case 0x14:
+ npc->y -= 0x3000;
+ npc->act_no = 1;
+ break;
+ default:
+ break;
+ }
+ npc->rect.left = 96;
+ npc->rect.top = 64;
+ npc->rect.right = 112;
+ npc->rect.bottom = 96;
+}
+
+//Lift block
+void ActNpc186(NPCHAR *npc)
+{
+ RECT rc[4];
+ rc[0] = {48, 48, 64, 64};
+ rc[1] = {64, 48, 80, 64};
+ rc[2] = {80, 48, 96, 64};
+ rc[3] = {64, 48, 80, 64};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ //Fallthrough
+ case 1:
+ break;
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 1;
+ npc->act_wait = 0;
+ npc->bits |= 8;
+ //Fallthrough
+ case 11:
+ switch (npc->direct)
+ {
+ case 0:
+ npc->x -= 0x80;
+ break;
+ case 1:
+ npc->y -= 0x80;
+ break;
+ case 2:
+ npc->x += 0x80;
+ break;
+ case 3:
+ npc->y += 0x80;
+ break;
+ }
+ ++npc->act_wait;
+ break;
+ }
+
+ if (++npc->ani_wait > 10)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 0;
+
+ npc->rect = rc[npc->ani_no];
+}
+
//Fuzz Core
void ActNpc187(NPCHAR *npc)
{
@@ -695,6 +858,117 @@
npc->rect = rect_right[npc->ani_no];
}
+//Broken robot
+void ActNpc190(NPCHAR *npc)
+{
+ RECT rect[2];
+ rect[0] = {192, 32, 208, 48};
+ rect[1] = {208, 32, 224, 48};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->ani_no = 0;
+ break;
+ case 10:
+ PlaySoundObject(72, 1);
+ for (int i = 0; i < 8; i++)
+ SetNpChar(4, npc->x, npc->y + (Random(-8, 8) << 9), Random(-8, -2) << 9, Random(-3, 3) << 9, 0, 0, 0x100);
+ npc->cond = 0;
+ break;
+ case 20:
+ if (++npc->ani_wait > 10)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Water level
+void ActNpc191(NPCHAR *npc)
+{
+ int v1; // edx
+ int v2; // edx
+ int v3; // edx
+ int v4; // edx
+
+ switch ( npc->act_no )
+ {
+ case 0:
+ npc->act_no = 10;
+ npc->tgt_y = npc->y;
+ npc->ym = 512;
+ //Fallthrough
+ case 10:
+ if (npc->y >= npc->tgt_y)
+ npc->ym -= 4;
+ else
+ npc->ym += 4;
+ if (npc->ym < -0x100)
+ npc->ym = -0x100;
+ if (npc->ym > 0x100)
+ npc->ym = 0x100;
+ npc->y += npc->ym;
+ break;
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ //Fallthrough
+ case 21:
+ if (npc->y >= npc->tgt_y)
+ npc->ym -= 4;
+ else
+ npc->ym += 4;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ npc->y += npc->ym;
+ if (++npc->act_wait > 1000)
+ npc->act_no = 22;
+ break;
+ case 22:
+ if (npc->y >= 0)
+ npc->ym -= 4;
+ else
+ npc->ym += 4;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ npc->y += npc->ym;
+ if (npc->y < 0x8000 || gSuperYpos)
+ {
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ }
+ break;
+ case 30:
+ if (npc->y >= 0)
+ npc->ym -= 4;
+ else
+ npc->ym += 4;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+ if (npc->ym > 0x100)
+ npc->ym = 0x100;
+ npc->y += npc->ym;
+ break;
+ default:
+ break;
+ }
+
+ gWaterY = npc->y;
+ npc->rect.right = 0;
+ npc->rect.bottom = 0;
+}
+
//Scooter
void ActNpc192(NPCHAR *npc)
{
@@ -828,6 +1102,12 @@
}
npc->rect = rc[0];
+}
+
+//Grate
+void ActNpc195(NPCHAR *npc)
+{
+ npc->rect = {112, 64, 128, 80};
}
//Water/wind particles
--- a/src/NpcHit.cpp
+++ b/src/NpcHit.cpp
@@ -4,6 +4,7 @@
#include "Flags.h"
#include "Caret.h"
#include "Game.h"
+#include "Back.h"
#include "Bullet.h"
#include "MyChar.h"
#include "TextScr.h"
@@ -404,6 +405,9 @@
break;
}
}
+
+ if (gNPC[i].y > gWaterY + 0x800)
+ gNPC[i].flag |= 0x100;
}
}
}
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -208,7 +208,7 @@
ActNpc149,
ActNpc150,
ActNpc151,
- nullptr,
+ ActNpc152,
ActNpc153,
ActNpc154,
ActNpc155,
@@ -240,18 +240,18 @@
ActNpc181,
ActNpc182,
ActNpc183,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc184,
+ ActNpc185,
+ ActNpc186,
ActNpc187,
ActNpc188,
nullptr,
- nullptr,
- nullptr,
+ ActNpc190,
+ ActNpc191,
ActNpc192,
ActNpc193,
ActNpc194,
- nullptr,
+ ActNpc195,
nullptr,
nullptr,
nullptr,
--
⑨