ref: c0120068d3ad895df7a29a474bacbc458e78ce90
parent: 0a6b90c5978835f4a214806d8b4cd57f115f349d
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Feb 6 15:02:53 EST 2019
Added more NPCs, and the TAM TSC command
--- a/src/CommonDefines.h
+++ b/src/CommonDefines.h
@@ -1,5 +1,5 @@
#pragma once
#define PATH_LENGTH 260 //Pixel had the path size locked to 260 (dangerously low), if you tried to open the executable in a path with more than around 220 characters, it'd crash.
-#define WINDOW_WIDTH 320
-#define WINDOW_HEIGHT 240
+#define WINDOW_WIDTH ((320*16)/9)
+#define WINDOW_HEIGHT 320
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -170,6 +170,9 @@
void ActNpc165(NPCHAR *npc);
void ActNpc166(NPCHAR *npc);
void ActNpc167(NPCHAR *npc);
+void ActNpc168(NPCHAR *npc);
+void ActNpc169(NPCHAR *npc);
+void ActNpc170(NPCHAR *npc);
void ActNpc173(NPCHAR *npc);
void ActNpc174(NPCHAR *npc);
--- a/src/NpcAct160.cpp
+++ b/src/NpcAct160.cpp
@@ -10,6 +10,7 @@
#include "Triangle.h"
#include "Frame.h"
#include "Caret.h"
+#include "MycParam.h"
//Puu Black
void ActNpc160(NPCHAR *npc)
@@ -514,6 +515,396 @@
}
npc->rect = rect[npc->ani_no];
+}
+
+//Boulder
+void ActNpc168(NPCHAR *npc)
+{
+ RECT rect[1];
+
+ rect[0] = {264, 56, 320, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ npc->tgt_x = npc->x;
+ // Fallthrough
+ case 11:
+ ++npc->act_wait;
+ npc->x = npc->tgt_x;
+
+ if (npc->act_wait / 3 % 2)
+ npc->x += 0x200;
+
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ npc->ym = -0x400;
+ npc->xm = 0x100;
+ PlaySoundObject(25, 1);
+ // Fallthrough
+ case 21:
+ npc->ym += 0x10;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->act_wait && npc->flag & 8)
+ {
+ PlaySoundObject(35, 1);
+ SetQuake(40);
+ npc->act_no = 0;
+ }
+
+ if (npc->act_wait == 0)
+ ++npc->act_wait;
+
+ break;
+ }
+
+ npc->rect = rect[0];
+}
+
+//Balrog (missile)
+void ActNpc169(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->act_wait = 30;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ // Fallthrough
+ case 1:
+ if (--npc->act_wait == 0)
+ {
+ npc->act_no = 2;
+ ++npc->count1;
+ }
+
+ break;
+
+ case 2:
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 3:
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+
+ if (npc->ani_no == 2 || npc->ani_no == 4)
+ PlaySoundObject(23, 1);
+ }
+
+ if (npc->ani_no > 4)
+ npc->ani_no = 1;
+
+ if (npc->direct == 0)
+ npc->xm -= 0x20;
+ else
+ npc->xm += 0x20;
+
+ if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
+ {
+ npc->act_no = 10;
+ npc->ani_no = 5;
+ gMC.cond |= 2;
+ DamageMyChar(5);
+ }
+ else
+ {
+ if (++npc->act_wait > 75)
+ {
+ npc->act_no = 9;
+ npc->ani_no = 0;
+ }
+ else
+ {
+ if (npc->flag & 5)
+ {
+ if (npc->count2 < 5)
+ {
+ ++npc->count2;
+ }
+ else
+ {
+ npc->act_no = 4;
+ npc->act_wait = 0;
+ npc->ani_no = 7;
+ npc->ym = -0x5FF;
+ }
+ }
+ else
+ {
+ npc->count2 = 0;
+ }
+
+ if (npc->count1 % 2 == 0 && npc->act_wait > 25)
+ {
+ npc->act_no = 4;
+ npc->act_wait = 0;
+ npc->ani_no = 7;
+ npc->ym = -0x5FF;
+ }
+ }
+ }
+
+ break;
+
+ case 4:
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ ++npc->act_wait;
+
+ if (npc->act_wait < 30 && npc->act_wait % 6 == 1)
+ {
+ PlaySoundObject(39, 1);
+ SetNpChar(170, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100);
+ }
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 9;
+ npc->ani_no = 8;
+ SetQuake(30);
+ PlaySoundObject(26, 1);
+ }
+
+ if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
+ {
+ npc->act_no = 10;
+ npc->ani_no = 5;
+ gMC.cond |= 2;
+ DamageMyChar(10);
+ }
+
+ break;
+
+ case 9:
+ npc->xm = 4 * npc->xm / 5;
+
+ if (npc->xm == 0)
+ npc->act_no = 0;
+
+ break;
+
+ case 10:
+ gMC.x = npc->x;
+ gMC.y = npc->y;
+
+ npc->xm = 4 * npc->xm / 5;
+
+ if (npc->xm == 0)
+ {
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ npc->ani_no = 5;
+ npc->ani_wait = 0;
+ }
+
+ break;
+
+ case 11:
+ gMC.x = npc->x;
+ gMC.y = npc->y;
+
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 6)
+ npc->ani_no = 5;
+
+ if (++npc->act_wait > 100)
+ npc->act_no = 20;
+
+ break;
+
+ case 20:
+ PlaySoundObject(25, 1);
+ gMC.cond &= ~2;
+
+ if (npc->direct == 0)
+ {
+ gMC.x += 0x800;
+ gMC.y -= 0x1000;
+ gMC.xm = 0x5FF;
+ gMC.ym = -0x200;
+ gMC.direct = 2;
+ npc->direct = 2;
+ }
+ else
+ {
+ gMC.x -= 0x800;
+ gMC.y -= 0x1000;
+ gMC.xm = -0x5FF;
+ gMC.ym = -0x200;
+ gMC.direct = 0;
+ npc->direct = 0;
+ }
+
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ npc->ani_no = 7;
+ // Fallthrough
+ case 21:
+ if (++npc->act_wait >= 50)
+ npc->act_no = 0;
+
+ break;
+ }
+
+ npc->ym += 0x20;
+
+ if (npc->xm < -0x300)
+ npc->xm = -0x300;
+ if (npc->xm > 0x300)
+ npc->xm = 0x300;
+
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ RECT rect_left[9];
+ RECT rect_right[9];
+
+ rect_left[0] = {0, 0, 40, 24};
+ rect_left[1] = {0, 48, 40, 72};
+ rect_left[2] = {0, 0, 40, 24};
+ rect_left[3] = {40, 48, 80, 72};
+ rect_left[4] = {0, 0, 40, 24};
+ rect_left[5] = {80, 48, 120, 72};
+ rect_left[6] = {120, 48, 160, 72};
+ rect_left[7] = {120, 0, 160, 24};
+ rect_left[8] = {80, 0, 120, 24};
+
+ rect_right[0] = {0, 24, 40, 48};
+ rect_right[1] = {0, 72, 40, 96};
+ rect_right[2] = {0, 24, 40, 48};
+ rect_right[3] = {40, 72, 80, 96};
+ rect_right[4] = {0, 24, 40, 48};
+ rect_right[5] = {80, 72, 120, 96};
+ rect_right[6] = {120, 72, 160, 96};
+ rect_right[7] = {120, 24, 160, 48};
+ rect_right[8] = {80, 24, 120, 48};
+
+ if (npc->direct == 0)
+ npc->rect = rect_left[npc->ani_no];
+ else
+ npc->rect = rect_right[npc->ani_no];
+}
+
+//Balrog missile
+void ActNpc170(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {112, 96, 128, 104};
+ rcLeft[1] = {128, 96, 144, 104};
+
+ rcRight[0] = {112, 104, 128, 112};
+ rcRight[1] = {128, 104, 144, 112};
+
+ bool bHit = false;
+
+ if (npc->direct == 0 && npc->flag & 1)
+ bHit = true;
+ if (npc->direct == 2 && npc->flag & 4)
+ bHit = true;
+
+ if (bHit)
+ {
+ PlaySoundObject(44, 1);
+ SetDestroyNpChar(npc->x, npc->y, 0, 3);
+ VanishNpChar(npc);
+ return;
+ }
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+
+ if (npc->direct == 0)
+ npc->xm = Random(1, 2) * 0x200;
+ else
+ npc->xm = Random(-2, -1) * 0x200;
+
+ npc->ym = Random(-2, 0) * 0x200;
+ // Fallthrough
+ case 1:
+ ++npc->count1;
+
+ if (npc->direct == 0)
+ {
+ npc->xm -= 0x20;
+
+ if (npc->count1 % 3 == 1)
+ SetCaret(npc->x + 0x1000, npc->y, 7, 2);
+ }
+ else
+ {
+ npc->xm += 0x20;
+
+ if (npc->count1 % 3 == 1)
+ SetCaret(npc->x - 0x1000, npc->y, 7, 0);
+ }
+
+ if (npc->count1 >= 50)
+ {
+ npc->ym = 0;
+ }
+ else
+ {
+ if (gMC.y > npc->y)
+ npc->ym += 0x20;
+ else
+ npc->ym -= 0x20;
+ }
+
+ if (++npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ break;
+ }
+
+ if (npc->xm < -0x400)
+ npc->xm = -0x600;
+ if (npc->xm > 0x400)
+ npc->xm = 0x600;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
}
//Gaudi (armoured)
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -224,9 +224,9 @@
ActNpc165,
ActNpc166,
ActNpc167,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc168,
+ ActNpc169,
+ ActNpc170,
nullptr,
nullptr,
ActNpc173,
--- a/src/TextScr.cpp
+++ b/src/TextScr.cpp
@@ -673,6 +673,14 @@
SubArmsData(z);
gTS.p_read += 8;
}
+ else if (IS_COMMAND('T','A','M'))
+ {
+ x = GetTextScriptNo(gTS.p_read + 4);
+ y = GetTextScriptNo(gTS.p_read + 9);
+ z = GetTextScriptNo(gTS.p_read + 14);
+ TradeArms(x, y, z);
+ gTS.p_read += 18;
+ }
else if (IS_COMMAND('P','S','+'))
{
x = GetTextScriptNo(gTS.p_read + 4);
--
⑨