ref: fdb2177879bcba3398eaf8e7658c94d559bd54f8
dir: /src/NpChar.cpp/
#include "NpChar.h" #include <stddef.h> #include <stdint.h> #include <stdio.h> #include <string.h> #include "WindowsWrapper.h" #include "ArmsItem.h" #include "CommonDefines.h" #include "Caret.h" #include "Draw.h" #include "File.h" #include "Flags.h" #include "Game.h" #include "MyChar.h" #include "NpcTbl.h" #include "Sound.h" #include "Tags.h" #include "ValueView.h" NPCHAR gNPC[NPC_MAX]; int gCurlyShoot_wait; int gCurlyShoot_x; int gCurlyShoot_y; int gSuperXpos; int gSuperYpos; const char *gPassPixEve = "PXE\0"; void InitNpChar() { memset(gNPC, 0, sizeof(gNPC)); } void SetUniqueParameter(NPCHAR *npc) { int code = npc->code_char; npc->surf = (Surface_Ids)gNpcTable[code].surf; npc->hit_voice = gNpcTable[code].hit_voice; npc->destroy_voice = gNpcTable[code].destroy_voice; npc->damage = gNpcTable[code].damage; npc->size = gNpcTable[code].size; npc->life = gNpcTable[code].life; npc->hit.front = gNpcTable[code].hit.front << 9; npc->hit.back = gNpcTable[code].hit.back << 9; npc->hit.top = gNpcTable[code].hit.top << 9; npc->hit.bottom = gNpcTable[code].hit.bottom << 9; npc->view.front = gNpcTable[code].view.front << 9; npc->view.back = gNpcTable[code].view.back << 9; npc->view.top = gNpcTable[code].view.top << 9; npc->view.bottom = gNpcTable[code].view.bottom << 9; } bool LoadEvent(char *path_event) { char path[PATH_LENGTH]; sprintf(path, "%s/%s", gDataPath, path_event); FILE *fp = fopen(path, "rb"); if (fp == NULL) return false; //Read "PXE" check char code[4]; fread(code, 1, 4, fp); if (memcmp(code, gPassPixEve, 3)) { #ifdef FIX_BUGS // The original game forgot to close the file here fclose(fp); #endif return false; } //Get amount of NPCs int count = File_ReadLE32(fp); //Load NPCs memset(gNPC, 0, sizeof(gNPC)); int n = 170; for (int i = 0; i < count; i++) { //Get data from file EVENT eve; eve.x = File_ReadLE16(fp); eve.y = File_ReadLE16(fp); eve.code_flag = File_ReadLE16(fp); eve.code_event = File_ReadLE16(fp); eve.code_char = File_ReadLE16(fp); eve.bits = File_ReadLE16(fp); //Set NPC parameters if (eve.bits & npc_altDir) gNPC[n].direct = 2; else gNPC[n].direct = 0; gNPC[n].code_char = eve.code_char; gNPC[n].code_event = eve.code_event; gNPC[n].code_flag = eve.code_flag; gNPC[n].x = eve.x << 13; gNPC[n].y = eve.y << 13; gNPC[n].bits = eve.bits; 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) { if (GetNPCFlag(gNPC[n].code_flag)) gNPC[n].cond |= 0x80u; } else if (gNPC[n].bits & npc_hideSet) { if (!GetNPCFlag(gNPC[n].code_flag)) gNPC[n].cond |= 0x80u; } else { gNPC[n].cond = 0x80; } //Increase index n++; } fclose(fp); return true; } void SetNpChar(int code_char, int x, int y, int xm, int ym, int dir, NPCHAR *npc, int start_index) { for (int n = start_index; n < NPC_MAX; n++) { if (!gNPC[n].cond) { //Set NPC parameters memset(&gNPC[n], 0, sizeof(NPCHAR)); gNPC[n].cond |= 0x80u; gNPC[n].direct = dir; gNPC[n].code_char = code_char; gNPC[n].x = x; gNPC[n].y = y; gNPC[n].xm = xm; gNPC[n].ym = ym; gNPC[n].pNpc = npc; gNPC[n].bits = gNpcTable[gNPC[n].code_char].bits; gNPC[n].exp = gNpcTable[gNPC[n].code_char].exp; SetUniqueParameter(&gNPC[n]); break; } } } void SetDestroyNpChar(int x, int y, int w, int num) { //Create smoke int wa = w / 0x200; for (int i = 0; i < num; i++) { int offset_x = Random(-wa, wa) << 9; 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); } void SetDestroyNpCharUp(int x, int y, int w, int num) { //Create smoke int wa = w / 0x200; for (int i = 0; i < num; i++) { int offset_x = Random(-wa, wa) << 9; 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); } void SetExpObjects(int x, int y, int exp) { int sub_exp; for (int n = 0x100; exp; SetUniqueParameter(&gNPC[n])) { while (true) { bool v3 = n < NPC_MAX && gNPC[n].cond; if (!v3) break; ++n; } if (n == NPC_MAX) break; memset(&gNPC[n], 0, sizeof(NPCHAR)); if (exp < 20) { if (exp < 5) { if (exp > 0) { --exp; sub_exp = 1; } } else { exp -= 5; sub_exp = 5; } } else { exp -= 20; sub_exp = 20; } gNPC[n].cond |= 0x80u; gNPC[n].direct = 0; gNPC[n].code_char = 1; gNPC[n].x = x; gNPC[n].y = y; gNPC[n].bits = gNpcTable[gNPC[n].code_char].bits; gNPC[n].exp = sub_exp; } } bool SetBulletObject(int x, int y, int val) { int tamakazu_ari[10]; int n; int t = 0; memset(tamakazu_ari, 0, sizeof(tamakazu_ari)); for (n = 0; n < 8; n++) { int code = gArmsData[n].code; if (code == 5) tamakazu_ari[t++] = 0; else if (code == 10) tamakazu_ari[t++] = 1; else tamakazu_ari[t] = 0; } if (!t) return false; n = Random(1, 10 * t); int bullet_no = tamakazu_ari[n % t]; for (n = 0x100; n < NPC_MAX; n++) { if (!gNPC[n].cond) { memset(&gNPC[n], 0, sizeof(NPCHAR)); gNPC[n].cond |= 0x80u; gNPC[n].direct = 0; gNPC[n].code_event = bullet_no; gNPC[n].code_char = 86; gNPC[n].x = x; gNPC[n].y = y; gNPC[n].bits = gNpcTable[gNPC[n].code_char].bits; gNPC[n].exp = val; SetUniqueParameter(&gNPC[n]); return true; } } return false; } bool SetLifeObject(int x, int y, int val) { for (int n = 0x100; n < NPC_MAX; n++) { if (!gNPC[n].cond) { memset(&gNPC[n], 0, sizeof(NPCHAR)); gNPC[n].cond |= 0x80u; gNPC[n].direct = 0; gNPC[n].code_char = 87; gNPC[n].x = x; gNPC[n].y = y; gNPC[n].bits = gNpcTable[gNPC[n].code_char].bits; gNPC[n].exp = val; SetUniqueParameter(&gNPC[n]); return true; } } return false; } void VanishNpChar(NPCHAR *npc) { int x = npc->x; int y = npc->y; memset(npc, 0, sizeof(NPCHAR)); npc->count1 = 0; npc->x = x; npc->y = y; npc->cond |= 0x80u; npc->direct = 0; npc->code_char = 3; npc->bits = gNpcTable[npc->code_char].bits; npc->exp = gNpcTable[npc->code_char].exp; SetUniqueParameter(npc); } void PutNpChar(int fx, int fy) { for (int n = 0; n < NPC_MAX; n++) { if (gNPC[n].cond & 0x80) { int8_t a; if (gNPC[n].shock) { a = 2 * ((gNPC[n].shock >> 1) & 1) - 1; } else { a = 0; if (gNPC[n].bits & npc_showDamage && gNPC[n].damage_view) { SetValueView(&gNPC[n].x, &gNPC[n].y, gNPC[n].damage_view); 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, (gNPC[n].y - gNPC[n].view.top) / 0x200 - fy / 0x200, &gNPC[n].rect, (Surface_Ids)gNPC[n].surf); } } } void ActNpChar() { for (int i = 0; i < NPC_MAX; i++) { if (gNPC[i].cond & 0x80) { gpNpcFuncTbl[gNPC[i].code_char](&gNPC[i]); if (gNPC[i].shock) --gNPC[i].shock; } } } void ChangeNpCharByEvent(int code_event, int code_char, int dir) { for (int n = 0; n < NPC_MAX; n++) { if ((gNPC[n].cond & 0x80u) && gNPC[n].code_event == code_event) { gNPC[n].bits &= (npc_eventTouch | npc_eventDie | 0x400 | npc_appearSet | npc_altDir | npc_interact | npc_hideSet); gNPC[n].code_char = code_char; gNPC[n].bits |= gNpcTable[gNPC[n].code_char].bits; gNPC[n].exp = gNpcTable[gNPC[n].code_char].exp; SetUniqueParameter(&gNPC[n]); gNPC[n].cond |= 0x80u; gNPC[n].act_no = 0; gNPC[n].act_wait = 0; gNPC[n].count1 = 0; gNPC[n].count2 = 0; gNPC[n].ani_no = 0; gNPC[n].ani_wait = 0; gNPC[n].xm = 0; gNPC[n].ym = 0; if (dir != 5) { if (dir == 4) { if (gNPC[n].x >= gMC.x) gNPC[n].direct = 0; else gNPC[n].direct = 2; } else { gNPC[n].direct = dir; } } gpNpcFuncTbl[code_char](&gNPC[n]); } } } void ChangeCheckableNpCharByEvent(int code_event, int code_char, int dir) { for (int n = 0; n < NPC_MAX; n++) { if ((gNPC[n].cond & 0x80u) != 0 && gNPC[n].code_event == code_event) { gNPC[n].bits &= (npc_eventTouch | npc_eventDie | 0x400 | npc_appearSet | npc_altDir | npc_interact | npc_hideSet); gNPC[n].bits |= npc_interact; gNPC[n].code_char = code_char; gNPC[n].bits |= gNpcTable[gNPC[n].code_char].bits; gNPC[n].exp = gNpcTable[gNPC[n].code_char].exp; SetUniqueParameter(&gNPC[n]); gNPC[n].cond |= 0x80u; gNPC[n].act_no = 0; gNPC[n].act_wait = 0; gNPC[n].count1 = 0; gNPC[n].count2 = 0; gNPC[n].ani_no = 0; gNPC[n].ani_wait = 0; gNPC[n].xm = 0; gNPC[n].ym = 0; if (dir != 5) { if (dir == 4) { if (gNPC[n].x >= gMC.x) gNPC[n].direct = 0; else gNPC[n].direct = 2; } else { gNPC[n].direct = dir; } } gpNpcFuncTbl[code_char](&gNPC[n]); } } } void SetNpCharActionNo(int code_event, int act_no, int dir) { for (int n = 0; n < NPC_MAX; n++) { if ((gNPC[n].cond & 0x80) && gNPC[n].code_event == code_event) { gNPC[n].act_no = act_no; if (dir != 5) { if (dir == 4) { if (gNPC[n].x >= gMC.x) gNPC[n].direct = 0; else gNPC[n].direct = 2; } else { gNPC[n].direct = dir; } } break; } } } void MoveNpChar(int code_event, int x, int y, int dir) { for (int n = 0; n < NPC_MAX; n++) { if ((gNPC[n].cond & 0x80) && gNPC[n].code_event == code_event) { gNPC[n].x = x; gNPC[n].y = y; if (dir != 5) { if (dir == 4) { if (gNPC[n].x >= gMC.x) gNPC[n].direct = 0; else gNPC[n].direct = 2; } else { gNPC[n].direct = dir; } } break; } } } void BackStepMyChar(int code_event) { gMC.cond &= ~1; gMC.ym = -0x200; if (code_event) { if (code_event == 2) { gMC.direct = 2; gMC.xm = -0x200; } else { for (int n = 0; n < NPC_MAX; n++) { if ((gNPC[n].cond & 0x80) && gNPC[n].code_event == code_event) { if (gNPC[n].x >= gMC.x) { gMC.direct = 2; gMC.xm = -0x200; } else { gMC.direct = 0; gMC.xm = 0x200; } } } } } else { gMC.direct = 0; gMC.xm = 0x200; } } void DeleteNpCharEvent(int code) { for (int i = 0; i < NPC_MAX; i++) { if ((gNPC[i].cond & 0x80) && gNPC[i].code_event == code) { gNPC[i].cond = 0; SetNPCFlag(gNPC[i].code_flag); } } } void DeleteNpCharCode(int code, bool bSmoke) { for (int n = 0; n < NPC_MAX; n++) { if ((gNPC[n].cond & 0x80) && gNPC[n].code_char == code) { gNPC[n].cond = 0; SetNPCFlag(gNPC[n].code_flag); if (bSmoke) { PlaySoundObject(gNPC[n].destroy_voice, 1); switch (gNPC[n].size) { case 2: SetDestroyNpChar(gNPC[n].x, gNPC[n].y, gNPC[n].view.back, 8); break; case 3: SetDestroyNpChar(gNPC[n].x, gNPC[n].y, gNPC[n].view.back, 16); break; case 1: SetDestroyNpChar(gNPC[n].x, gNPC[n].y, gNPC[n].view.back, 4); break; } } } } } void GetNpCharPosition(int *x, int *y, int i) { *x = gNPC[i].x; *y = gNPC[i].y; } BOOL IsNpCharCode(int code) { for (int i = 0; i < NPC_MAX; i++) { if ((gNPC[i].cond & 0x80) && gNPC[i].code_char == code) return TRUE; } return FALSE; } BOOL GetNpCharAlive(int code_event) { for (int i = 0; i < NPC_MAX; i++) { if ((gNPC[i].cond & 0x80) && gNPC[i].code_event == code_event) return TRUE; } return FALSE; } int CountAliveNpChar() { int count = 0; for (int n = 0; n < NPC_MAX; ++n) { if (gNPC[n].cond & 0x80) ++count; } return count; }