Merge pull request #35 from Clownacy/master

Font improvements and more NPCs
This commit is contained in:
Cucky 2019-02-01 15:56:57 -05:00 committed by GitHub
commit 02133ba1af
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 1027 additions and 71 deletions

View file

@ -4,53 +4,52 @@
BULLET_TABLE gBulTbl[46] =
{
//TODO: un-ugly this
{'\0', '\0', 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}},
{'\x04', '\x01', 20, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
{'\x06', '\x01', 23, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
{'\b', '\x01', 30, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
{'\x01', '\x01', 8, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
{'\x02', '\x01', 12, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
{'\x04', '\x01', 16, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
{'\x02', '\x02', 100, 8, 8, 16, 4, 2, {8, 8, 8, 8}},
{'\x03', '\x02', 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
{'\x03', '\x02', 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
{'\x02', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
{'\x04', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
{'\x06', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
{'\0', '\n', 50, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
{'\0', '\n', 70, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
{'\0', '\n', 90, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
{'\x01', 'd', 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
{'\x01', 'd', 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
{'\x01', 'd', 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
{'\x01', '\x01', 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
{'\x02', '\x01', 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
{'\x02', '\x01', 20, 8, 4, 4, 4, 4, {4, 4, 4, 4}},
{'\x03', '\x01', 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}},
{'\0', 'd', 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}},
{'\x7F', '\x01', 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}},
{'\x0F', '\x01', 30, 36, 8, 8, 4, 2, {8, 8, 8, 8}},
{'\x06', '\x03', 18, 36, 10, 10, 4, 2, {12, 12, 12, 12}},
{'\x01', 'd', 30, 36, 6, 6, 4, 4, {12, 12, 12, 12}},
{'\0', '\n', 30, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
{'\0', '\n', 40, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
{'\0', '\n', 40, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
{'\x02', 'd', 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
{'\x02', 'd', 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
{'\x02', 'd', 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
{'\x04', '\x04', 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
{'\x04', '\x02', 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
{'\x01', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
{'\x04', '\x04', 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
{'\b', '\b', 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
{'\f', '\f', 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
{'\x03', 'd', 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
{'\x06', 'd', 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
{'\v', 'd', 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
{'\x04', '\x04', 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
{'\0', '\x04', 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}},
{'\x01', '\x01', 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}}
{0, 0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}},
{4, 1, 20, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
{6, 1, 23, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
{8, 1, 30, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
{1, 1, 8, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
{2, 1, 12, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
{4, 1, 16, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
{2, 2, 100, 8, 8, 16, 4, 2, {8, 8, 8, 8}},
{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
{2, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
{4, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
{6, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
{0, 10, 50, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
{0, 10, 70, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
{0, 10, 90, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
{1, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
{2, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
{2, 1, 20, 8, 4, 4, 4, 4, {4, 4, 4, 4}},
{3, 1, 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}},
{0, 100, 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}},
{127, 1, 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}},
{15, 1, 30, 36, 8, 8, 4, 2, {8, 8, 8, 8}},
{6, 3, 18, 36, 10, 10, 4, 2, {12, 12, 12, 12}},
{1, 100, 30, 36, 6, 6, 4, 4, {12, 12, 12, 12}},
{0, 10, 30, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
{0, 10, 40, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
{0, 10, 40, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
{4, 2, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
{1, 1, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
{4, 4, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
{8, 8, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
{12, 12, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
{3, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
{6, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
{11, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
{0, 4, 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}},
{1, 1, 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}}
};
BULLET gBul[BULLET_MAX];

View file

@ -447,16 +447,18 @@ void InitTextObject(const char *font_name)
{
//Get font size
unsigned int fontWidth, fontHeight;
if (gWindowScale == 1)
// The original did this, but Windows would downscale it to 5/10 anyway.
/* if (gWindowScale == 1)
{
fontWidth = 6;
fontHeight = 12;
}
else
{
{*/
fontWidth = 5 * gWindowScale;
fontHeight = 10 * gWindowScale;
}
// }
#ifdef WINDOWS
// Actually use the font Config.dat specifies

View file

@ -1,12 +1,15 @@
#include "Escape.h"
#include "WindowsWrapper.h"
#include "Draw.h"
#include "KeyControl.h"
#include "Main.h"
int Call_Escape()
{
RECT rc = {0, 128, 208, 144};
while (Flip_SystemTask())
do
{
//Get pressed keys
GetTrg();
@ -30,8 +33,9 @@ int Call_Escape()
//Draw screen
CortBox(&grcFull, 0x000000);
PutBitmap3(&grcFull, 56, 112, &rc, 26);
//PutFramePerSecound();
PutFramePerSecound();
}
while (Flip_SystemTask());
//Quit if window is closed
gKeyTrg = 0;

View file

@ -1,3 +1,5 @@
#include "Flags.h"
#include <cstring>
#include <stdint.h>

View file

@ -228,7 +228,7 @@ void DrawText(FontObject *font_object, SDL_Surface *surface, int x, int y, unsig
FT_Bitmap_Convert(font_object->library, &face->glyph->bitmap, &converted, 1);
const int letter_x = x + pen_x + face->glyph->bitmap_left;
const int letter_y = y + ((FT_MulFix(face->ascender, face->size->metrics.y_scale) + (64 - 1)) / 64) - (face->glyph->metrics.horiBearingY / 64);
const int letter_y = y + ((FT_MulFix(face->ascender, face->size->metrics.y_scale) - face->glyph->metrics.horiBearingY + (64 / 2)) / 64);
for (int iy = MAX(-letter_y, 0); letter_y + iy < MIN(letter_y + converted.rows, surface->h); ++iy)
{

View file

@ -11,9 +11,12 @@ void ActNpc005(NPCHAR *npc);
void ActNpc006(NPCHAR *npc);
void ActNpc007(NPCHAR *npc);
void ActNpc008(NPCHAR *npc);
void ActNpc009(NPCHAR *npc);
void ActNpc010(NPCHAR *npc);
void ActNpc011(NPCHAR *npc);
void ActNpc012(NPCHAR *npc);
void ActNpc013(NPCHAR *npc);
void ActNpc014(NPCHAR *npc);
void ActNpc015(NPCHAR *npc);
void ActNpc016(NPCHAR *npc);
void ActNpc017(NPCHAR *npc);
@ -68,12 +71,17 @@ void ActNpc078(NPCHAR *npc);
void ActNpc079(NPCHAR *npc);
void ActNpc080(NPCHAR *npc);
void ActNpc081(NPCHAR *npc);
void ActNpc082(NPCHAR *npc);
void ActNpc083(NPCHAR *npc);
void ActNpc084(NPCHAR *npc);
void ActNpc085(NPCHAR *npc);
void ActNpc086(NPCHAR *npc);
void ActNpc087(NPCHAR *npc);
void ActNpc088(NPCHAR *npc);
void ActNpc089(NPCHAR *npc);
void ActNpc090(NPCHAR *npc);
void ActNpc091(NPCHAR *npc);
void ActNpc092(NPCHAR *npc);
void ActNpc116(NPCHAR *npc);

View file

@ -12,6 +12,7 @@
#include "Triangle.h"
#include "Frame.h"
#include "Map.h"
#include "Caret.h"
//Null
void ActNpc000(NPCHAR *npc)
@ -806,6 +807,231 @@ void ActNpc008(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Balrog (drop-in)
void ActNpc009(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 2;
// Fallthrough
case 1:
npc->ym += 0x20;
if (npc->count1 >= 40)
{
npc->bits &= ~8;
npc->bits |= 1;
}
else
{
++npc->count1;
}
if (npc->flag & 8)
{
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);
npc->act_no = 2;
npc->ani_no = 1;
npc->act_wait = 0;
PlaySoundObject(26, 1);
SetQuake(30);
}
break;
case 2:
if (++npc->act_wait > 16)
{
npc->act_no = 3;
npc->ani_no = 0;
npc->ani_wait = 0;
}
break;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[3];
RECT rect_right[3];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {80, 0, 120, 24};
rect_left[2] = {120, 0, 160, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {80, 24, 120, 48};
rect_right[2] = {120, 24, 160, 48};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
//Balrog (shooting) (super-secret version from prototype)
void ActNpc010(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->act_wait > 12)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->count1 = 3;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 16)
{
--npc->count1;
npc->act_wait = 0;
unsigned char deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y);
deg += Random(-0x10, 0x10);
int ym = GetSin(deg);
int xm = GetCos(deg);
SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
if (npc->count1 == 0)
{
npc->act_no = 3;
npc->act_wait = 0;
}
}
break;
case 3:
if (++npc->act_wait > 3)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->xm = (gMC.x - npc->x) / 100;
npc->ym = -0x600;
npc->ani_no = 3;
}
break;
case 4:
if (npc->flag & 5)
npc->xm = 0;
if (gMC.y > npc->y + 0x2000)
npc->damage = 5;
else
npc->damage = 0;
if (npc->flag & 8)
{
npc->act_no = 5;
npc->act_wait = 0;
npc->ani_no = 2;
PlaySoundObject(26, 1);
SetQuake(30);
npc->damage = 0;
}
break;
case 5:
npc->xm = 0;
if (++npc->act_wait > 3)
{
npc->act_no = 1;
npc->act_wait = 0;
}
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[4];
RECT rect_right[4];
rect_left[0] = {0, 0, 40, 24};
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)
{

View file

@ -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];
}

View file

@ -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,

View file

@ -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);
}
}