Added bunch of First Cave objects

This commit is contained in:
Clownacy 2019-01-28 10:14:32 +00:00
parent 1e7b07a102
commit 0f87d1ee8f
7 changed files with 261 additions and 4 deletions

View file

@ -58,6 +58,8 @@ SOURCES = \
MycParam \
NpcAct000 \
NpcAct020 \
NpcAct060 \
NpcAct200 \
NpChar \
NpcHit \
NpcTbl \

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@ -1,4 +1,7 @@
#pragma once
#include "NpChar.h"
void ActNpc000(NPCHAR *npc);
void ActNpc001(NPCHAR *npc);
void ActNpc002(NPCHAR *npc);
@ -12,6 +15,12 @@ void ActNpc016(NPCHAR *npc);
void ActNpc017(NPCHAR *npc);
void ActNpc018(NPCHAR *npc);
void ActNpc020(NPCHAR *npc);
void ActNpc021(NPCHAR *npc);
void ActNpc032(NPCHAR *npc);
void ActNpc064(NPCHAR *npc);
void ActNpc065(NPCHAR *npc);
void ActNpc211(NPCHAR *npc);

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@ -1,5 +1,7 @@
#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"

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@ -1,5 +1,7 @@
#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
@ -7,6 +9,33 @@
#include "Back.h"
#include "Triangle.h"
//Computer
void ActNpc020(NPCHAR *npc)
{
RECT rcLeft[1];
RECT rcRight[3];
rcLeft[0] = {288, 16, 320, 40};
rcRight[0] = {288, 40, 320, 64};
rcRight[1] = {288, 40, 320, 64};
rcRight[2] = {288, 64, 320, 88};
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (npc->direct == 0)
npc->rect = rcLeft[0];
else
npc->rect = rcRight[npc->ani_no];
}
//Chest (open)
void ActNpc021(NPCHAR *npc)
{

191
src/NpcAct060.cpp Normal file
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@ -0,0 +1,191 @@
#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
//First Cave Critter
void ActNpc064(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {0, 0, 16, 16};
rcLeft[1] = {16, 0, 32, 16};
rcLeft[2] = {32, 0, 48, 16};
rcRight[0] = {0, 16, 16, 32};
rcRight[1] = {16, 16, 32, 32};
rcRight[2] = {32, 16, 48, 32};
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;
if (npc->tgt_x < 100)
++npc->tgt_x;
//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)
{
if (npc->act_wait < 8)
++npc->act_wait;
npc->ani_no = 0;
}
else
{
npc->ani_no = 1;
}
//Jump if attacked
if (npc->shock)
{
npc->act_no = 2;
npc->ani_no = 0;
npc->act_wait = 0;
}
//Jump if player is nearby
if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
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;
else
npc->xm = -0x100;
}
break;
case 3: //Jumping
//Land
if (npc->flag & 8)
{
npc->xm = 0;
npc->act_wait = 0;
npc->ani_no = 0;
npc->act_no = 1;
PlaySoundObject(23, 1);
}
break;
}
//Gravity
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
//Move
npc->x += npc->xm;
npc->y += npc->ym;
//Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//First Cave Bat
void ActNpc065(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->count1 = 120;
npc->act_no = 1;
npc->act_wait = Random(0, 50);
// Fallthrough
case 1:
if (++npc->act_wait >= 50)
{
npc->act_wait = 0;
npc->act_no = 2;
npc->ym = 0x300;
}
break;
case 2:
if (gMC.x >= npc->x)
npc->direct = 2;
else
npc->direct = 0;
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->ym > 0x300)
npc->ym = 0x300;
if (npc->ym < -0x300)
npc->ym = -0x300;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[4];
RECT rect_right[4];
rect_left[0] = {32, 32, 48, 48};
rect_left[1] = {48, 32, 64, 48};
rect_left[2] = {64, 32, 80, 48};
rect_left[3] = {80, 32, 96, 48};
rect_right[0] = {32, 48, 48, 64};
rect_right[1] = {48, 48, 64, 64};
rect_right[2] = {64, 48, 80, 64};
rect_right[3] = {80, 48, 96, 64};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}

24
src/NpcAct200.cpp Normal file
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@ -0,0 +1,24 @@
#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
//Spikes (small)
void ActNpc211(NPCHAR *npc)
{
RECT rects[4];
rects[0] = {256, 200, 272, 216};
rects[1] = {272, 200, 288, 216};
rects[2] = {288, 200, 304, 216};
rects[3] = {304, 200, 320, 216};
npc->rect = rects[npc->code_event];
}

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@ -76,7 +76,7 @@ NPCFUNCTION gpNpcFuncTbl[] =
ActNpc017,
ActNpc018,
nullptr,
nullptr,
ActNpc020,
ActNpc021,
nullptr,
nullptr,
@ -120,6 +120,8 @@ NPCFUNCTION gpNpcFuncTbl[] =
nullptr,
nullptr,
nullptr,
ActNpc064,
ActNpc065,
nullptr,
nullptr,
nullptr,
@ -265,9 +267,7 @@ NPCFUNCTION gpNpcFuncTbl[] =
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc211,
nullptr,
nullptr,
nullptr,