Merge pull request #35 from Clownacy/master
Font improvements and more NPCs
This commit is contained in:
commit
02133ba1af
10 changed files with 1027 additions and 71 deletions
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@ -4,53 +4,52 @@
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BULLET_TABLE gBulTbl[46] =
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{
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//TODO: un-ugly this
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{'\0', '\0', 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}},
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{'\x04', '\x01', 20, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{'\x06', '\x01', 23, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{'\b', '\x01', 30, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{'\x01', '\x01', 8, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{'\x02', '\x01', 12, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{'\x04', '\x01', 16, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{'\x02', '\x02', 100, 8, 8, 16, 4, 2, {8, 8, 8, 8}},
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{'\x03', '\x02', 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
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{'\x03', '\x02', 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
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{'\x02', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{'\x04', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{'\x06', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{'\0', '\n', 50, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
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{'\0', '\n', 70, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
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{'\0', '\n', 90, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
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{'\x01', 'd', 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{'\x01', 'd', 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{'\x01', 'd', 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{'\x01', '\x01', 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
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{'\x02', '\x01', 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
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{'\x02', '\x01', 20, 8, 4, 4, 4, 4, {4, 4, 4, 4}},
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{'\x03', '\x01', 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}},
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{'\0', 'd', 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}},
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{'\x7F', '\x01', 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}},
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{'\x0F', '\x01', 30, 36, 8, 8, 4, 2, {8, 8, 8, 8}},
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{'\x06', '\x03', 18, 36, 10, 10, 4, 2, {12, 12, 12, 12}},
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{'\x01', 'd', 30, 36, 6, 6, 4, 4, {12, 12, 12, 12}},
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{'\0', '\n', 30, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
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{'\0', '\n', 40, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
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{'\0', '\n', 40, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
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{'\x02', 'd', 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{'\x02', 'd', 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{'\x02', 'd', 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{'\x04', '\x04', 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
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{'\x04', '\x02', 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
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{'\x01', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
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{'\x04', '\x04', 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{'\b', '\b', 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{'\f', '\f', 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{'\x03', 'd', 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{'\x06', 'd', 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{'\v', 'd', 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{'\x04', '\x04', 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
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{'\0', '\x04', 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}},
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{'\x01', '\x01', 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}}
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{0, 0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}},
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{4, 1, 20, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{6, 1, 23, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{8, 1, 30, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{1, 1, 8, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{2, 1, 12, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{4, 1, 16, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{2, 2, 100, 8, 8, 16, 4, 2, {8, 8, 8, 8}},
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{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
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{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
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{2, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{4, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{6, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{0, 10, 50, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
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{0, 10, 70, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
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{0, 10, 90, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{1, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
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{2, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
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{2, 1, 20, 8, 4, 4, 4, 4, {4, 4, 4, 4}},
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{3, 1, 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}},
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{0, 100, 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}},
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{127, 1, 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}},
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{15, 1, 30, 36, 8, 8, 4, 2, {8, 8, 8, 8}},
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{6, 3, 18, 36, 10, 10, 4, 2, {12, 12, 12, 12}},
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{1, 100, 30, 36, 6, 6, 4, 4, {12, 12, 12, 12}},
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{0, 10, 30, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
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{0, 10, 40, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
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{0, 10, 40, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
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{4, 2, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
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{1, 1, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
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{4, 4, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{8, 8, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{12, 12, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{3, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{6, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{11, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
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{0, 4, 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}},
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{1, 1, 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}}
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};
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BULLET gBul[BULLET_MAX];
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@ -447,16 +447,18 @@ void InitTextObject(const char *font_name)
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{
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//Get font size
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unsigned int fontWidth, fontHeight;
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if (gWindowScale == 1)
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// The original did this, but Windows would downscale it to 5/10 anyway.
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/* if (gWindowScale == 1)
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{
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fontWidth = 6;
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fontHeight = 12;
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}
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else
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{
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{*/
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fontWidth = 5 * gWindowScale;
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fontHeight = 10 * gWindowScale;
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}
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// }
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#ifdef WINDOWS
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// Actually use the font Config.dat specifies
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@ -1,12 +1,15 @@
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#include "Escape.h"
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#include "WindowsWrapper.h"
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#include "Draw.h"
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#include "KeyControl.h"
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#include "Main.h"
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int Call_Escape()
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{
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RECT rc = {0, 128, 208, 144};
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while (Flip_SystemTask())
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do
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{
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//Get pressed keys
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GetTrg();
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@ -30,8 +33,9 @@ int Call_Escape()
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//Draw screen
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CortBox(&grcFull, 0x000000);
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PutBitmap3(&grcFull, 56, 112, &rc, 26);
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//PutFramePerSecound();
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PutFramePerSecound();
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}
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while (Flip_SystemTask());
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//Quit if window is closed
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gKeyTrg = 0;
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@ -1,3 +1,5 @@
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#include "Flags.h"
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#include <cstring>
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#include <stdint.h>
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@ -228,7 +228,7 @@ void DrawText(FontObject *font_object, SDL_Surface *surface, int x, int y, unsig
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FT_Bitmap_Convert(font_object->library, &face->glyph->bitmap, &converted, 1);
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const int letter_x = x + pen_x + face->glyph->bitmap_left;
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const int letter_y = y + ((FT_MulFix(face->ascender, face->size->metrics.y_scale) + (64 - 1)) / 64) - (face->glyph->metrics.horiBearingY / 64);
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const int letter_y = y + ((FT_MulFix(face->ascender, face->size->metrics.y_scale) - face->glyph->metrics.horiBearingY + (64 / 2)) / 64);
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for (int iy = MAX(-letter_y, 0); letter_y + iy < MIN(letter_y + converted.rows, surface->h); ++iy)
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{
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14
src/NpcAct.h
14
src/NpcAct.h
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@ -11,9 +11,12 @@ void ActNpc005(NPCHAR *npc);
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void ActNpc006(NPCHAR *npc);
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void ActNpc007(NPCHAR *npc);
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void ActNpc008(NPCHAR *npc);
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void ActNpc009(NPCHAR *npc);
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void ActNpc010(NPCHAR *npc);
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void ActNpc011(NPCHAR *npc);
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void ActNpc012(NPCHAR *npc);
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void ActNpc013(NPCHAR *npc);
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void ActNpc014(NPCHAR *npc);
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void ActNpc015(NPCHAR *npc);
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void ActNpc016(NPCHAR *npc);
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void ActNpc017(NPCHAR *npc);
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@ -68,12 +71,17 @@ void ActNpc078(NPCHAR *npc);
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void ActNpc079(NPCHAR *npc);
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void ActNpc080(NPCHAR *npc);
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void ActNpc081(NPCHAR *npc);
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void ActNpc082(NPCHAR *npc);
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void ActNpc083(NPCHAR *npc);
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void ActNpc084(NPCHAR *npc);
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void ActNpc085(NPCHAR *npc);
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void ActNpc086(NPCHAR *npc);
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void ActNpc087(NPCHAR *npc);
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void ActNpc088(NPCHAR *npc);
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void ActNpc089(NPCHAR *npc);
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void ActNpc090(NPCHAR *npc);
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void ActNpc091(NPCHAR *npc);
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void ActNpc092(NPCHAR *npc);
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void ActNpc116(NPCHAR *npc);
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@ -12,6 +12,7 @@
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#include "Triangle.h"
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#include "Frame.h"
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#include "Map.h"
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#include "Caret.h"
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//Null
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void ActNpc000(NPCHAR *npc)
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@ -806,6 +807,231 @@ void ActNpc008(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Balrog (drop-in)
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void ActNpc009(NPCHAR *npc)
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{
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->ani_no = 2;
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// Fallthrough
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case 1:
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npc->ym += 0x20;
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if (npc->count1 >= 40)
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{
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npc->bits &= ~8;
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npc->bits |= 1;
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}
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else
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{
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++npc->count1;
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}
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if (npc->flag & 8)
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{
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for (int i = 0; i < 4; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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npc->act_no = 2;
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npc->ani_no = 1;
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npc->act_wait = 0;
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PlaySoundObject(26, 1);
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SetQuake(30);
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}
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break;
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case 2:
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if (++npc->act_wait > 16)
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{
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npc->act_no = 3;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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}
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break;
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}
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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if (npc->ym < -0x5FF)
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npc->ym = -0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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RECT rect_left[3];
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RECT rect_right[3];
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rect_left[0] = {0, 0, 40, 24};
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rect_left[1] = {80, 0, 120, 24};
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rect_left[2] = {120, 0, 160, 24};
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rect_right[0] = {0, 24, 40, 48};
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rect_right[1] = {80, 24, 120, 48};
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rect_right[2] = {120, 24, 160, 48};
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if (npc->direct == 0)
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npc->rect = rect_left[npc->ani_no];
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else
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npc->rect = rect_right[npc->ani_no];
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}
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//Balrog (shooting) (super-secret version from prototype)
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void ActNpc010(NPCHAR *npc)
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{
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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// Fallthrough
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case 1:
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if (++npc->act_wait > 12)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->count1 = 3;
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npc->ani_no = 1;
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}
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break;
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case 2:
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if (++npc->act_wait > 16)
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{
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--npc->count1;
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npc->act_wait = 0;
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unsigned char deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y);
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deg += Random(-0x10, 0x10);
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int ym = GetSin(deg);
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int xm = GetCos(deg);
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SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
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PlaySoundObject(39, 1);
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if (npc->count1 == 0)
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{
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npc->act_no = 3;
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npc->act_wait = 0;
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}
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}
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break;
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case 3:
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if (++npc->act_wait > 3)
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{
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npc->act_no = 4;
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npc->act_wait = 0;
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npc->xm = (gMC.x - npc->x) / 100;
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npc->ym = -0x600;
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npc->ani_no = 3;
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}
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break;
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case 4:
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if (npc->flag & 5)
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npc->xm = 0;
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if (gMC.y > npc->y + 0x2000)
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npc->damage = 5;
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else
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npc->damage = 0;
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if (npc->flag & 8)
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{
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npc->act_no = 5;
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npc->act_wait = 0;
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npc->ani_no = 2;
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PlaySoundObject(26, 1);
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SetQuake(30);
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npc->damage = 0;
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}
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break;
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case 5:
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npc->xm = 0;
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if (++npc->act_wait > 3)
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{
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npc->act_no = 1;
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npc->act_wait = 0;
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}
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break;
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}
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npc->ym += 0x20;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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||||
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||||
RECT rect_left[4];
|
||||
RECT rect_right[4];
|
||||
|
||||
rect_left[0] = {0, 0, 40, 24};
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rect_left[1] = {40, 0, 80, 24};
|
||||
rect_left[2] = {80, 0, 120, 24};
|
||||
rect_left[3] = {120, 0, 160, 24};
|
||||
|
||||
rect_right[0] = {0, 24, 40, 48};
|
||||
rect_right[1] = {40, 24, 80, 48};
|
||||
rect_right[2] = {80, 24, 120, 48};
|
||||
rect_right[3] = {120, 24, 160, 48};
|
||||
|
||||
if (gMC.x > npc->x)
|
||||
npc->direct = 2;
|
||||
else
|
||||
npc->direct = 0;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rect_left[npc->ani_no];
|
||||
else
|
||||
npc->rect = rect_right[npc->ani_no];
|
||||
}
|
||||
|
||||
//Proto-Balrog's projectile
|
||||
void ActNpc011(NPCHAR *npc)
|
||||
{
|
||||
if (npc->flag & 0xFF)
|
||||
{
|
||||
npc->cond = 0;
|
||||
SetCaret(npc->x, npc->y, 2, 0);
|
||||
}
|
||||
|
||||
npc->y += npc->ym;
|
||||
npc->x += npc->xm;
|
||||
|
||||
RECT rect_left[3];
|
||||
|
||||
rect_left[0] = {208, 104, 224, 120};
|
||||
rect_left[1] = {224, 104, 240, 120};
|
||||
rect_left[2] = {240, 104, 256, 120};
|
||||
|
||||
if (++npc->ani_wait > 1)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
|
||||
if (++npc->ani_no > 2)
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
npc->rect = rect_left[npc->ani_no];
|
||||
|
||||
if (++npc->count1 > 150)
|
||||
{
|
||||
SetCaret(npc->x, npc->y, 2, 0);
|
||||
npc->cond = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//Balrog (cutscene)
|
||||
void ActNpc012(NPCHAR *npc)
|
||||
{
|
||||
|
@ -1134,6 +1360,68 @@ void ActNpc012(NPCHAR *npc)
|
|||
}
|
||||
}
|
||||
|
||||
//Forcefield
|
||||
void ActNpc013(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[4];
|
||||
|
||||
rect[0] = {128, 0, 144, 16};
|
||||
rect[1] = {144, 0, 160, 16};
|
||||
rect[2] = {160, 0, 176, 16};
|
||||
rect[3] = {176, 0, 192, 16};
|
||||
|
||||
if (++npc->ani_wait > 0)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 3)
|
||||
npc->ani_no = 0;
|
||||
|
||||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
//Santa's Key
|
||||
void ActNpc014(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[3];
|
||||
|
||||
rect[0] = {192, 0, 208, 16};
|
||||
rect[1] = {208, 0, 224, 16};
|
||||
rect[2] = {224, 0, 240, 16};
|
||||
|
||||
if (npc->act_no == 0)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
|
||||
if (npc->direct == 2)
|
||||
{
|
||||
npc->ym = -0x200;
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
}
|
||||
}
|
||||
|
||||
if (++npc->ani_wait > 1)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 2)
|
||||
npc->ani_no = 0;
|
||||
|
||||
npc->ym += 0x40;
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
npc->y += npc->ym;
|
||||
|
||||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
//Chest (closed)
|
||||
void ActNpc015(NPCHAR *npc)
|
||||
{
|
||||
|
|
|
@ -9,6 +9,8 @@
|
|||
#include "Back.h"
|
||||
#include "Triangle.h"
|
||||
#include "Caret.h"
|
||||
#include "Flash.h"
|
||||
#include "Frame.h"
|
||||
|
||||
//Gravekeeper
|
||||
void ActNpc080(NPCHAR *npc)
|
||||
|
@ -302,6 +304,209 @@ void ActNpc081(NPCHAR *npc)
|
|||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Misery (standing)
|
||||
void ActNpc082(NPCHAR *npc)
|
||||
{
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 2;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (Random(0, 120) == 10)
|
||||
{
|
||||
npc->act_no = 2;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 3;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (++npc->act_wait > 8)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 2;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 15:
|
||||
npc->act_no = 16;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 4;
|
||||
// Fallthrough
|
||||
case 16:
|
||||
if (++npc->act_wait == 30)
|
||||
{
|
||||
PlaySoundObject(21, 1);
|
||||
SetNpChar(66, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0);
|
||||
}
|
||||
|
||||
if (npc->act_wait == 50)
|
||||
npc->act_no = 14;
|
||||
|
||||
break;
|
||||
|
||||
case 20:
|
||||
npc->act_no = 21;
|
||||
npc->ani_no = 0;
|
||||
npc->ym = 0;
|
||||
npc->bits |= 8;
|
||||
// Fallthrough
|
||||
case 21:
|
||||
npc->ym -= 0x20;
|
||||
|
||||
if (npc->y < -0x1000)
|
||||
npc->cond = 0;
|
||||
|
||||
break;
|
||||
|
||||
case 25:
|
||||
npc->act_no = 26;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 5;
|
||||
npc->ani_wait = 0;
|
||||
// Fallthrough
|
||||
case 26:
|
||||
if (++npc->ani_no > 7)
|
||||
npc->ani_no = 5;
|
||||
|
||||
if (++npc->act_wait == 30)
|
||||
{
|
||||
PlaySoundObject(101, 1);
|
||||
SetFlash(0, 0, 2);
|
||||
npc->act_no = 27;
|
||||
npc->ani_no = 7;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 27:
|
||||
if (++npc->act_wait == 50)
|
||||
{
|
||||
npc->act_no = 0;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 30:
|
||||
npc->act_no = 31;
|
||||
npc->ani_no = 3;
|
||||
npc->ani_wait = 0;
|
||||
// Fallthrough
|
||||
case 31:
|
||||
if (++npc->ani_wait > 10)
|
||||
{
|
||||
npc->act_no = 32;
|
||||
npc->ani_no = 4;
|
||||
npc->ani_wait = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 32:
|
||||
if (++npc->ani_wait > 100)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 2;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 40:
|
||||
npc->act_no = 41;
|
||||
npc->act_wait = 0;
|
||||
// Fallthrough
|
||||
case 41:
|
||||
npc->ani_no = 4;
|
||||
|
||||
switch (++npc->act_wait)
|
||||
{
|
||||
case 30:
|
||||
case 40:
|
||||
case 50:
|
||||
SetNpChar(11, npc->x + 0x1000, npc->y - 0x1000, 0x600, Random(-0x200, 0), 0, 0, 0x100);
|
||||
PlaySoundObject(33, 1);
|
||||
break;
|
||||
}
|
||||
|
||||
if (npc->act_wait > 50)
|
||||
npc->act_no = 0;
|
||||
|
||||
break;
|
||||
|
||||
case 50:
|
||||
npc->ani_no = 8;
|
||||
break;
|
||||
}
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
RECT rcLeft[9];
|
||||
RECT rcRight[9];
|
||||
|
||||
rcLeft[0] = {80, 0, 96, 16};
|
||||
rcLeft[1] = {96, 0, 112, 16};
|
||||
rcLeft[2] = {112, 0, 128, 16};
|
||||
rcLeft[3] = {128, 0, 144, 16};
|
||||
rcLeft[4] = {144, 0, 160, 16};
|
||||
rcLeft[5] = {160, 0, 176, 16};
|
||||
rcLeft[6] = {176, 0, 192, 16};
|
||||
rcLeft[7] = {144, 0, 160, 16};
|
||||
rcLeft[8] = {208, 64, 224, 80};
|
||||
|
||||
rcRight[0] = {80, 16, 96, 32};
|
||||
rcRight[1] = {96, 16, 112, 32};
|
||||
rcRight[2] = {112, 16, 128, 32};
|
||||
rcRight[3] = {128, 16, 144, 32};
|
||||
rcRight[4] = {144, 16, 160, 32};
|
||||
rcRight[5] = {160, 16, 176, 32};
|
||||
rcRight[6] = {176, 16, 192, 32};
|
||||
rcRight[7] = {144, 16, 160, 32};
|
||||
rcRight[8] = {208, 80, 224, 96};
|
||||
|
||||
if (npc->act_no == 11)
|
||||
{
|
||||
if (npc->ani_wait)
|
||||
{
|
||||
--npc->ani_wait;
|
||||
npc->ani_no = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Random(0, 100) == 1)
|
||||
npc->ani_wait = 30;
|
||||
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (npc->act_no == 14)
|
||||
{
|
||||
if (npc->ani_wait)
|
||||
{
|
||||
--npc->ani_wait;
|
||||
npc->ani_no = 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Random(0, 100) == 1)
|
||||
npc->ani_wait = 30;
|
||||
|
||||
npc->ani_no = 2;
|
||||
}
|
||||
}
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Igor (cutscene)
|
||||
void ActNpc083(NPCHAR *npc)
|
||||
{
|
||||
|
@ -650,3 +855,451 @@ void ActNpc087(NPCHAR *npc)
|
|||
if (npc->count1 > 547)
|
||||
npc->rect = rcLast[0];
|
||||
}
|
||||
|
||||
// Igor (boss)
|
||||
void ActNpc088(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[12];
|
||||
RECT rcRight[12];
|
||||
|
||||
rcLeft[0] = {0, 0, 40, 40};
|
||||
rcLeft[1] = {40, 0, 80, 40};
|
||||
rcLeft[2] = {80, 0, 120, 40};
|
||||
rcLeft[3] = {0, 0, 40, 40};
|
||||
rcLeft[4] = {120, 0, 160, 40};
|
||||
rcLeft[5] = {0, 0, 40, 40};
|
||||
rcLeft[6] = {160, 0, 200, 40};
|
||||
rcLeft[7] = {200, 0, 240, 40};
|
||||
rcLeft[8] = {0, 80, 40, 120};
|
||||
rcLeft[9] = {40, 80, 80, 120};
|
||||
rcLeft[10] = {240, 0, 280, 40};
|
||||
rcLeft[11] = {280, 0, 320, 40};
|
||||
|
||||
rcRight[0] = {0, 40, 40, 80};
|
||||
rcRight[1] = {40, 40, 80, 80};
|
||||
rcRight[2] = {80, 40, 120, 80};
|
||||
rcRight[3] = {0, 40, 40, 80};
|
||||
rcRight[4] = {120, 40, 160, 80};
|
||||
rcRight[5] = {0, 40, 40, 80};
|
||||
rcRight[6] = {160, 40, 200, 80};
|
||||
rcRight[7] = {200, 40, 240, 80};
|
||||
rcRight[8] = {120, 80, 160, 120};
|
||||
rcRight[9] = {160, 80, 200, 120};
|
||||
rcRight[10] = {240, 40, 280, 80};
|
||||
rcRight[11] = {280, 40, 320, 80};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->xm = 0;
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 0;
|
||||
npc->ani_wait = 0;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (++npc->ani_wait > 5)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 1)
|
||||
npc->ani_no = 0;
|
||||
|
||||
if (++npc->act_wait > 50)
|
||||
npc->act_no = 2;
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
npc->act_no = 3;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 2;
|
||||
npc->ani_wait = 0;
|
||||
|
||||
if (++npc->count1 < 3 || npc->life > 150)
|
||||
{
|
||||
npc->count2 = 0;
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->count2 = 1;
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 2;
|
||||
else
|
||||
npc->direct = 0;
|
||||
}
|
||||
// Fallthrough
|
||||
case 3:
|
||||
++npc->act_wait;
|
||||
|
||||
if (++npc->ani_wait > 3)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 5)
|
||||
npc->ani_no = 2;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->xm = -0x200;
|
||||
else
|
||||
npc->xm = 0x200;
|
||||
|
||||
if (npc->count2)
|
||||
{
|
||||
if (npc->act_wait > 16)
|
||||
{
|
||||
npc->act_no = 9;
|
||||
npc->xm = 0;
|
||||
npc->ani_no = 10;
|
||||
}
|
||||
}
|
||||
else if (npc->act_wait > 50)
|
||||
{
|
||||
npc->ani_no = 8;
|
||||
npc->ym = -0x400;
|
||||
npc->act_no = 7;
|
||||
npc->act_wait = 0;
|
||||
npc->xm = 3 * npc->xm / 2;
|
||||
npc->damage = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (npc->direct == 0)
|
||||
{
|
||||
if ( npc->x - 0x3000 < gMC.x )
|
||||
npc->act_no = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( npc->x + 0x3000 > gMC.x )
|
||||
npc->act_no = 4;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 4:
|
||||
npc->xm = 0;
|
||||
npc->act_no = 5;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 6;
|
||||
// Fallthrough
|
||||
case 5:
|
||||
if (++npc->act_wait > 12)
|
||||
{
|
||||
npc->act_wait = 0;
|
||||
npc->act_no = 6;
|
||||
npc->ani_no = 7;
|
||||
PlaySoundObject(70, 1);
|
||||
npc->damage = 5;
|
||||
npc->hit.front = 0x3000;
|
||||
npc->hit.top = 1;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 6:
|
||||
if (++npc->act_wait > 10)
|
||||
{
|
||||
npc->act_no = 0;
|
||||
npc->ani_no = 0;
|
||||
npc->damage = 0;
|
||||
npc->hit.front = 0x1000;
|
||||
npc->hit.top = 0x2000;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 7:
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
npc->act_no = 8;
|
||||
npc->ani_no = 9;
|
||||
PlaySoundObject(26, 1);
|
||||
SetQuake(30);
|
||||
npc->damage = 0;
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 8:
|
||||
npc->xm = 0;
|
||||
|
||||
if (++npc->act_wait > 10)
|
||||
{
|
||||
npc->act_no = 0;
|
||||
npc->ani_no = 0;
|
||||
npc->damage = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 9:
|
||||
npc->act_no = 10;
|
||||
npc->act_wait = 0;
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
|
||||
// Fallthrough
|
||||
case 10:
|
||||
if (++npc->act_wait > 100 && npc->act_wait % 6 == 1)
|
||||
{
|
||||
unsigned char deg;
|
||||
|
||||
if (npc->direct == 0)
|
||||
deg = -120;
|
||||
else
|
||||
deg = -8;
|
||||
|
||||
deg += Random(-16, 16);
|
||||
int ym = 3 * GetSin(deg);
|
||||
int xm = 3 * GetCos(deg);
|
||||
SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
|
||||
|
||||
PlaySoundObject(12, 1);
|
||||
}
|
||||
|
||||
if (npc->act_wait > 50 && npc->act_wait / 2 % 2)
|
||||
npc->ani_no = 11;
|
||||
else
|
||||
npc->ani_no = 10;
|
||||
|
||||
if (npc->act_wait > 132)
|
||||
{
|
||||
npc->act_no = 0;
|
||||
npc->ani_no = 0;
|
||||
npc->count1 = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
npc->ym += 0x40;
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
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];
|
||||
}
|
||||
|
||||
// Igor (defeated)
|
||||
void ActNpc089(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[4];
|
||||
RECT rcRight[4];
|
||||
|
||||
rcLeft[0] = {80, 80, 120, 120};
|
||||
rcLeft[1] = {240, 80, 264, 104};
|
||||
rcLeft[2] = {264, 80, 288, 104};
|
||||
rcLeft[3] = {288, 80, 312, 104};
|
||||
|
||||
rcRight[0] = {200, 80, 240, 120};
|
||||
rcRight[1] = {240, 104, 264, 128};
|
||||
rcRight[2] = {264, 104, 288, 128};
|
||||
rcRight[3] = {288, 104, 312, 128};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
PlaySoundObject(72, 1);
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
npc->act_no = 1;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (++npc->act_wait > 100)
|
||||
{
|
||||
npc->act_wait = 0;
|
||||
npc->act_no = 2;
|
||||
}
|
||||
|
||||
if (npc->act_wait % 5 == 0)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[0];
|
||||
else
|
||||
npc->rect = rcRight[0];
|
||||
|
||||
if (npc->act_wait / 2 % 2)
|
||||
--npc->rect.left;
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (++npc->act_wait / 2 % 2 && npc->act_wait < 100)
|
||||
{
|
||||
npc->ani_no = 0;
|
||||
npc->view.back = 0x2800;
|
||||
npc->view.front = 0x2800;
|
||||
npc->view.top = 0x2800;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->ani_no = 1;
|
||||
npc->view.back = 0x1800;
|
||||
npc->view.front = 0x1800;
|
||||
npc->view.top = 0x1000;
|
||||
}
|
||||
|
||||
if (npc->act_wait > 150)
|
||||
{
|
||||
npc->act_wait = 0;
|
||||
npc->act_no = 3;
|
||||
npc->ani_no = 1;
|
||||
}
|
||||
|
||||
if (npc->act_wait % 9 == 0)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
|
||||
break;
|
||||
|
||||
case 3:
|
||||
if (++npc->ani_wait > 50)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no == 3)
|
||||
npc->act_no = 4;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
npc->ym += 0x40;
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
}
|
||||
|
||||
// Unknown
|
||||
void ActNpc090(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[1];
|
||||
|
||||
rect[0] = {280, 80, 296, 104};
|
||||
|
||||
npc->rect = rect[0];
|
||||
}
|
||||
|
||||
// Cage
|
||||
void ActNpc091(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[1];
|
||||
|
||||
rect[0] = {96, 88, 128, 112};
|
||||
|
||||
if (npc->act_no == 0)
|
||||
{
|
||||
++npc->act_no;
|
||||
npc->y += 0x10 * 0x200;
|
||||
}
|
||||
|
||||
npc->rect = rect[0];
|
||||
}
|
||||
|
||||
// Sue at PC
|
||||
void ActNpc092(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[3];
|
||||
|
||||
rcLeft[0] = {272, 216, 288, 240};
|
||||
rcLeft[1] = {288, 216, 304, 240};
|
||||
rcLeft[2] = {304, 216, 320, 240};
|
||||
|
||||
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];
|
||||
}
|
||||
|
|
|
@ -65,12 +65,12 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc006,
|
||||
ActNpc007,
|
||||
ActNpc008,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc009,
|
||||
ActNpc010,
|
||||
ActNpc011,
|
||||
ActNpc012,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc013,
|
||||
ActNpc014,
|
||||
ActNpc015,
|
||||
ActNpc016,
|
||||
ActNpc017,
|
||||
|
@ -138,17 +138,17 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc079,
|
||||
ActNpc080,
|
||||
ActNpc081,
|
||||
nullptr,
|
||||
ActNpc082,
|
||||
ActNpc083,
|
||||
ActNpc084,
|
||||
ActNpc085,
|
||||
ActNpc086,
|
||||
ActNpc087,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc088,
|
||||
ActNpc089,
|
||||
ActNpc090,
|
||||
ActNpc091,
|
||||
ActNpc092,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
|
|
@ -9,17 +9,17 @@ void InitTriangleTable()
|
|||
//Sine
|
||||
for (int i = 0; i < 0x100; ++i )
|
||||
{
|
||||
float v0 = (float)i * 6.2831998 / 256.0;
|
||||
float v0 = i * 6.2831998 / 256.0;
|
||||
gSin[i] = (int)(sinf(v0) * 512.0);
|
||||
}
|
||||
|
||||
//Tangent
|
||||
for (int ia = 0; ia < 0x21; ++ia )
|
||||
for (int i = 0; i < 0x21; ++i )
|
||||
{
|
||||
float a = (float)ia * 6.2831855 / 256.0;
|
||||
float a = i * 6.2831855 / 256.0;
|
||||
float v2 = sinf(a);
|
||||
float b = v2 / cosf(a);
|
||||
gTan[ia] = (int16_t)(b * 8192.0);
|
||||
gTan[i] = (int16_t)(b * 8192.0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue