Merge pull request #12 from Clownacy/master
Makefile, readme, and NPC000 improvements
This commit is contained in:
commit
0d8179e98c
4 changed files with 114 additions and 104 deletions
36
Makefile
36
Makefile
|
@ -1,19 +1,18 @@
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RELEASE = 0
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ifeq ($(RELEASE), 0)
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CXXFLAGS := -O0 -g -static -mconsole
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FILENAME := debug
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else
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CXXFLAGS := -O3 -s -static
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ifeq ($(RELEASE), 1)
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CXXFLAGS := -O3 -s
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FILENAME := release
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else
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CXXFLAGS := -O0 -g -mconsole
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FILENAME := debug
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endif
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ifeq ($(JAPANESE), 1)
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CXXFLAGS += -DJAPANESE
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ifeq ($(RELEASE), 0)
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FILENAME := debugjp
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else
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LIBS += -liconv
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ifeq ($(RELEASE), 1)
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FILENAME := releasejp
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else
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FILENAME := debugjp
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endif
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endif
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@ -22,7 +21,12 @@ CXXFLAGS += -DFIX_BUGS
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endif
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CXXFLAGS += `sdl2-config --cflags` `pkg-config freetype2 --cflags`
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LIBS += `sdl2-config --static-libs` -lfreetype -lharfbuzz -lfreetype -lbz2 -lpng -lz -lgraphite2 -lRpcrt4 -lDwrite -lusp10 -liconv
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LIBS += `sdl2-config --static-libs` `pkg-config freetype2 --libs`
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ifeq ($(STATIC), 1)
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CXXFLAGS += -static
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LIBS += -lharfbuzz -lfreetype -lbz2 -lpng -lz -lgraphite2 -lRpcrt4 -lDwrite -lusp10
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endif
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# For an accurate result to the original's code, compile in alphabetical order
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SOURCES = \
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@ -130,9 +134,9 @@ endif
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OBJECTS = $(addprefix obj/$(FILENAME)/, $(addsuffix .o, $(SOURCES)))
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all: build/$(FILENAME).exe
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all: build/$(FILENAME)
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build/$(FILENAME).exe: $(OBJECTS)
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build/$(FILENAME): $(OBJECTS)
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@mkdir -p $(@D)
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@g++ $(CXXFLAGS) $^ -o $@ $(LIBS)
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@echo Finished compiling: $@
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@ -147,12 +151,12 @@ obj/$(FILENAME)/Resource.o: src/Resource.cpp $(addprefix src/Resource/, $(addsuf
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@echo Compiling $<
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@g++ $(CXXFLAGS) $< -o $@ -c
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src/Resource/%.h: res/% obj/bin2h.exe
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src/Resource/%.h: res/% obj/bin2h
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@mkdir -p $(@D)
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@echo Converting $<
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@obj/bin2h.exe $< $@
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@obj/bin2h $< $@
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obj/bin2h.exe: res/bin2h.c
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obj/bin2h: res/bin2h.c
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@mkdir -p $(@D)
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@echo Compiling $^
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@gcc -O3 -s -static $^ -o $@
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20
README.md
20
README.md
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@ -1,20 +1,22 @@
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# Cave Story Engine 2
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I'm rewriting Cave Story Engine from scratch, to be more accurate than before!
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Cave Story Engine is a recompilation of Cave Story (freeware release), also porting it from DirectX to SDL2
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Cave Story Engine is an in-progress decompilation of Cave Story (freeware release), ported from DirectX to SDL2.
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How to build:
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## Dependencies
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Create "build" directory
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This project currently depends on SDL2 and Freetype2.
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cd to the base directory,
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## Building
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make (RELEASE=1 for release build)
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Just run 'make' in the base directory, preferably with some of the following optional settings:
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* RELEASE=1 to compile a release build (optimised, stripped, etc.)
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* STATIC=1 to produce a statically-linked executable (good for Windows builds)
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* JAPANESE=1 to enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
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* FIX_BUGS=1 to fix certain bugs (see [src/Bug Fixes.txt](https://github.com/cuckydev/Cave-Story-Engine-2/blob/master/src/Bug%20Fixes.txt))
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## Licensing
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JAPANESE=1 to enable certain Japanese differences
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FIX_BUGS=1 to fix certain bugs (see src/Bug Fixes.txt)
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Being a decompilation, the majority of the code in this project belongs to Daisuke "Pixel" Amaya - not us. We've yet to agree on a license for our own code.
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@ -43,23 +43,23 @@ bool LoadEvent(char *path_event)
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{
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char path[PATH_LENGTH];
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sprintf(path, "%s/%s", gDataPath, path_event);
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SDL_RWops *fp = SDL_RWFromFile(path, "rb");
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if (!fp)
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return false;
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//Read "PXE" check
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char code[4];
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fp->read(fp, code, 1, 4);
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if (memcmp(code, gPassPixEve, 3))
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return false;
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//Get amount of npcs
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//Get amount of NPCs
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int count = SDL_ReadLE32(fp);
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//Load npcs
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//Load NPCs
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memset(gNPC, 0, sizeof(gNPC));
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int n = 170;
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for (int i = 0; i < count; i++)
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{
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@ -71,7 +71,7 @@ bool LoadEvent(char *path_event)
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eve.code_event = SDL_ReadLE16(fp);
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eve.code_char = SDL_ReadLE16(fp);
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eve.bits = SDL_ReadLE16(fp);
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//Set NPC parameters
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if (eve.bits & npc_altDir)
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gNPC[n].direct = 2;
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@ -86,7 +86,7 @@ bool LoadEvent(char *path_event)
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gNPC[n].bits |= gNpcTable[gNPC[n].code_char].bits;
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gNPC[n].exp = gNpcTable[gNPC[n].code_char].exp;
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SetUniqueParameter(&gNPC[n]);
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//Check flags
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if (gNPC[n].bits & npc_appearSet)
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{
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@ -102,11 +102,11 @@ bool LoadEvent(char *path_event)
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{
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gNPC[n].cond = 0x80;
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}
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//Increase index
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n++;
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}
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return true;
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}
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@ -144,7 +144,7 @@ void SetDestroyNpChar(int x, int y, int w, int num)
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int offset_y = Random(-wa, wa) << 9;
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SetNpChar(4, x + offset_x, offset_y + y, 0, 0, 0, NULL, 0x100);
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}
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//Flash effect
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//SetCaret(x, y, 12, 0);
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}
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@ -159,7 +159,7 @@ void SetDestroyNpCharUp(int x, int y, int w, int num)
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int offset_y = Random(-wa, wa) << 9;
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SetNpChar(4, x + offset_x, offset_y + y, 0, 0, 1, NULL, 0x100);
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}
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//Flash effect
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//SetCaret(x, y, 12, 0);
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}
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@ -171,7 +171,7 @@ void SetExpObjects(int x, int y, int exp)
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if (!gNPC[n].cond)
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{
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memset(&gNPC[n], 0, sizeof(NPCHAR));
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int sub_exp = 0;
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if (exp < 20)
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{
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@ -194,7 +194,7 @@ void SetExpObjects(int x, int y, int exp)
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exp -= 20;
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sub_exp = 20;
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}
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gNPC[n].cond |= 0x80u;
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gNPC[n].direct = 0;
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gNPC[n].code_char = 1;
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@ -222,10 +222,10 @@ bool SetBulletObject(int x, int y, int val)
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else
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tamakazu_ari[t] = 0;
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}
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if (!t)
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return false;
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int n = Random(1, 10 * t);
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int bullet_no = tamakazu_ari[n % t];
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for (n = 0x100; n < NPC_MAX; n++)
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@ -245,7 +245,7 @@ bool SetBulletObject(int x, int y, int val)
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return true;
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}
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}
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return false;
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}
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@ -267,7 +267,7 @@ bool SetLifeObject(int x, int y, int val)
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return true;
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}
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}
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return false;
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}
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@ -294,7 +294,7 @@ void PutNpChar(int fx, int fy)
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if (gNPC[n].cond & 0x80)
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{
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int8_t a;
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if (gNPC[n].shock)
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{
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a = 2 * ((gNPC[n].shock >> 1) & 1) - 1;
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@ -308,13 +308,13 @@ void PutNpChar(int fx, int fy)
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gNPC[n].damage_view = 0;
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}
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}
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int side;
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if (gNPC[n].direct)
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side = gNPC[n].view.back;
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else
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side = gNPC[n].view.front;
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PutBitmap3(
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&grcGame,
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(gNPC[n].x - side) / 0x200 - fx / 0x200 + a,
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@ -10,14 +10,18 @@
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//Null
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void ActNpc000(NPCHAR *npc)
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{
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RECT rect[1];
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rect[0] = {0x00, 0x00, 0x10, 0x10};
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if (!npc->act_no)
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{
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npc->act_no = 1;
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if (npc->direct == 2)
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npc->y += 0x2000;
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}
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npc->rect = {0, 0, 16, 16};
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npc->rect = rect[0];
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}
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//Experience
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@ -31,34 +35,34 @@ void ActNpc001(NPCHAR *npc)
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//Set state
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npc->act_no = 1;
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npc->ani_no = Random(0, 4);
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//Random speed
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npc->xm = Random(-0x200, 0x200);
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npc->ym = Random(-0x400, 0);
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//Random direction (reverse animation or not)
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if (Random(0, 1) != 0)
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npc->direct = 0;
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else
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npc->direct = 2;
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}
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//Gravity
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if (npc->flag & 0x100)
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npc->ym += 21;
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else
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npc->ym += 42;
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//Bounce off walls
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if (npc->flag & 1 && npc->xm < 0)
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npc->xm = -npc->xm;
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if (npc->flag & 4 && npc->xm > 0)
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npc->xm = -npc->xm;
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//Bounce off ceiling
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if (npc->flag & 2 && npc->ym < 0)
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npc->ym = -npc->ym;
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//Bounce off floor
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if (npc->flag & 8)
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{
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@ -66,7 +70,7 @@ void ActNpc001(NPCHAR *npc)
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npc->ym = -0x280;
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npc->xm = 2 * npc->xm / 3;
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}
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//Play bounce song (and try to clip out of floor if stuck)
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if (npc->flag & 0xD)
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{
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@ -78,7 +82,7 @@ void ActNpc001(NPCHAR *npc)
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{
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npc->count2 = 0;
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}
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//Limit speed
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if (npc->xm < -0x5FF)
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npc->xm = -0x5FF;
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@ -96,23 +100,23 @@ void ActNpc001(NPCHAR *npc)
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{
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//Set state
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npc->act_no = 1;
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//Set random speed
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npc->ym = Random(-0x80, 0x80);
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npc->xm = Random(0x7F, 0x100);
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}
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//Blow to the left
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npc->xm -= 8;
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//Destroy when off-screen
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if (npc->x <= 0x9FFF)
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npc->cond = 0;
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//Limit speed (except pixel applied it to the X position)
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if (npc->x < -0x5FF)
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npc->x = -0x5FF;
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//Bounce off walls
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if (npc->flag & 1)
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npc->xm = 0x100;
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@ -121,11 +125,11 @@ void ActNpc001(NPCHAR *npc)
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if (npc->flag & 8)
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npc->ym = -0x40;
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}
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//Move
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npc->x += npc->xm;
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npc->y += npc->ym;
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//Get framerects
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RECT rect[6];
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rect[0] = {0x00, 0x10, 0x10, 0x20};
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|
@ -134,12 +138,12 @@ void ActNpc001(NPCHAR *npc)
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rect[3] = {0x30, 0x10, 0x40, 0x20};
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rect[4] = {0x40, 0x10, 0x50, 0x20};
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rect[5] = {0x50, 0x10, 0x60, 0x20};
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RECT rcNo = {0, 0, 0, 0};
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//Animate
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++npc->ani_wait;
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if (npc->direct)
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{
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if (npc->ani_wait > 2)
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|
@ -155,9 +159,9 @@ void ActNpc001(NPCHAR *npc)
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if (++npc->ani_no > 5)
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npc->ani_no = 0;
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}
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npc->rect = rect[npc->ani_no];
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//Size
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if (npc->act_no)
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{
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|
@ -171,14 +175,14 @@ void ActNpc001(NPCHAR *npc)
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npc->rect.top += 32;
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npc->rect.bottom += 32;
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}
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npc->act_no = 1;
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}
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//Delete after 500 frames
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if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2)
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npc->cond = 0;
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//Blink after 400 frames
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if (npc->count1 > 400)
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{
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|
@ -208,18 +212,18 @@ void ActNpc002(NPCHAR *npc)
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rcUp[4] = {96, 24, 128, 48};
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rcUp[5] = {128, 24, 160, 48};
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rcUp[6] = {160, 24, 192, 48};
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//Turn when touching a wall
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if (npc->flag & 1)
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npc->direct = 2;
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else if (npc->flag & 4)
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npc->direct = 0;
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switch (npc->act_no)
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{
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case 1: //Shot
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npc->xm = 7 * npc->xm / 8;
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if (++npc->count1 > 40)
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{
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if (npc->shock)
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|
@ -242,19 +246,19 @@ void ActNpc002(NPCHAR *npc)
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npc->xm = 0x400;
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else
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npc->xm = -0x400;
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||||
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if (++npc->count1 > 200)
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{
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npc->act_no = 0;
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npc->damage = 1;
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}
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if (++npc->ani_wait > 5)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 6)
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npc->ani_no = 5;
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break;
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|
@ -263,16 +267,16 @@ void ActNpc002(NPCHAR *npc)
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npc->xm = 0x100;
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else
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npc->xm = -0x100;
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if (++npc->ani_wait > 8)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 3)
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npc->ani_no = 0;
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||||
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||||
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if (npc->shock)
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||||
{
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npc->count1 = 0;
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|
@ -281,16 +285,16 @@ void ActNpc002(NPCHAR *npc)
|
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}
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break;
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||||
}
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||||
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//Gravity
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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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//Move
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npc->x += npc->xm;
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npc->y += npc->ym;
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||||
|
||||
|
||||
//Set framerect
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||||
if (npc->direct)
|
||||
npc->rect = rcUp[npc->ani_no];
|
||||
|
@ -303,7 +307,7 @@ void ActNpc003(NPCHAR *npc)
|
|||
{
|
||||
if (++npc->count1 > 100)
|
||||
npc->cond = 0;
|
||||
|
||||
|
||||
npc->rect = {0, 0, 0, 0};
|
||||
}
|
||||
|
||||
|
@ -312,7 +316,7 @@ void ActNpc004(NPCHAR *npc)
|
|||
{
|
||||
RECT rcLeft[8];
|
||||
RECT rcUp[8];
|
||||
|
||||
|
||||
rcLeft[0] = {16, 0, 17, 1};
|
||||
rcLeft[1] = {16, 0, 32, 16};
|
||||
rcLeft[2] = {32, 0, 48, 16};
|
||||
|
@ -330,13 +334,13 @@ void ActNpc004(NPCHAR *npc)
|
|||
rcUp[5] = {48, 128, 64, 144};
|
||||
rcUp[6] = {64, 128, 80, 144};
|
||||
rcUp[7] = {80, 128, 96, 144};
|
||||
|
||||
|
||||
if (npc->act_no)
|
||||
{
|
||||
//Slight drag
|
||||
npc->xm = 20 * npc->xm / 21;
|
||||
npc->ym = 20 * npc->ym / 21;
|
||||
|
||||
|
||||
//Move
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
@ -350,20 +354,20 @@ void ActNpc004(NPCHAR *npc)
|
|||
npc->xm = GetCos(deg) * Random(0x200, 0x5FF) / 0x200;
|
||||
npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200;
|
||||
}
|
||||
|
||||
|
||||
//Set state
|
||||
npc->ani_no = Random(0, 4);
|
||||
npc->ani_wait = Random(0, 3);
|
||||
npc->act_no = 1;
|
||||
}
|
||||
|
||||
|
||||
//Animate
|
||||
if (++npc->ani_wait > 4)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
npc->ani_no++;
|
||||
}
|
||||
|
||||
|
||||
//Set framerect
|
||||
if (npc->ani_no < 8)
|
||||
{
|
||||
|
@ -390,24 +394,24 @@ void ActNpc005(NPCHAR *npc)
|
|||
rcLeft[0] = {0, 48, 16, 64};
|
||||
rcLeft[1] = {16, 48, 32, 64};
|
||||
rcLeft[2] = {32, 48, 48, 64};
|
||||
|
||||
|
||||
rcRight[0] = {0, 64, 16, 80};
|
||||
rcRight[1] = {16, 64, 32, 80};
|
||||
rcRight[2] = {32, 64, 48, 80};
|
||||
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0: //Init
|
||||
npc->y += 0x600;
|
||||
npc->act_no = 1;
|
||||
|
||||
|
||||
case 1: //Waiting
|
||||
//Look at player
|
||||
if (npc->x <= gMC.x)
|
||||
npc->direct = 2;
|
||||
else
|
||||
npc->direct = 0;
|
||||
|
||||
|
||||
//Open eyes near player
|
||||
if (npc->act_wait < 8 || npc->x - 0xE000 >= gMC.x || npc->x + 0xE000 <= gMC.x || npc->y - 0xA000 >= gMC.y || npc->y + 0xA000 <= gMC.y)
|
||||
{
|
||||
|
@ -419,7 +423,7 @@ void ActNpc005(NPCHAR *npc)
|
|||
{
|
||||
npc->ani_no = 1;
|
||||
}
|
||||
|
||||
|
||||
//Jump if attacked
|
||||
if (npc->shock)
|
||||
{
|
||||
|
@ -427,7 +431,7 @@ void ActNpc005(NPCHAR *npc)
|
|||
npc->ani_no = 0;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
|
||||
//Jump if player is nearby
|
||||
if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
|
||||
{
|
||||
|
@ -436,18 +440,18 @@ void ActNpc005(NPCHAR *npc)
|
|||
npc->act_wait = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case 2: //Going to jump
|
||||
if (++npc->act_wait > 8)
|
||||
{
|
||||
//Set jump state
|
||||
npc->act_no = 3;
|
||||
npc->ani_no = 2;
|
||||
|
||||
|
||||
//Jump
|
||||
npc->ym = -0x5FF;
|
||||
PlaySoundObject(30, 1);
|
||||
|
||||
|
||||
//Jump in facing direction
|
||||
if (npc->direct)
|
||||
npc->xm = 0x100;
|
||||
|
@ -455,7 +459,7 @@ void ActNpc005(NPCHAR *npc)
|
|||
npc->xm = -0x100;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case 3: //Jumping
|
||||
//Land
|
||||
if (npc->flag & 8)
|
||||
|
@ -468,16 +472,16 @@ void ActNpc005(NPCHAR *npc)
|
|||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
//Gravity
|
||||
npc->ym += 64;
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
|
||||
//Move
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
|
||||
//Set framerect
|
||||
if (npc->direct)
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
|
|
Loading…
Add table
Reference in a new issue