Merge pull request #23 from Clownacy/master
Loads of First Cave/Kazuma shelter/opening objects
This commit is contained in:
commit
3158273cea
21 changed files with 980 additions and 77 deletions
7
Makefile
7
Makefile
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@ -58,6 +58,13 @@ SOURCES = \
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MycParam \
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NpcAct000 \
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NpcAct020 \
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NpcAct040 \
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NpcAct060 \
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NpcAct100 \
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NpcAct200 \
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NpcAct280 \
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NpcAct300 \
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NpcAct340 \
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NpChar \
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NpcHit \
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NpcTbl \
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Binary file not shown.
Binary file not shown.
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@ -594,7 +594,7 @@ bool Game()
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char path[PATH_LENGTH];
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sprintf(path, "%s/npc.tbl", gDataPath);
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if (LoadNpcTable(path) && InitStageTable())
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if (LoadNpcTable(path))
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{
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InitTextScript2();
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InitSkipFlags();
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@ -614,7 +614,6 @@ bool Game()
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EndMapData();
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EndTextScript();
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ReleaseStageTable();
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ReleaseNpcTable();
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ReleaseCreditScript();
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}
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@ -8,7 +8,7 @@
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MAP_NAME gMapName;
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RECT rc = { 0, 0, 160, 12 };
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void ReadyMapName(char *str)
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void ReadyMapName(const char *str)
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{
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//Reset map name flags
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gMapName.flag = 0;
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@ -6,7 +6,7 @@ struct MAP_NAME
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char name[0x20];
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};
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void ReadyMapName(char *str);
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void ReadyMapName(const char *str);
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void PutMapName(bool bMini);
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void StartMapName();
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void RestoreMapName();
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33
src/NpcAct.h
33
src/NpcAct.h
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@ -1,4 +1,7 @@
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#pragma once
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#include "NpChar.h"
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void ActNpc000(NPCHAR *npc);
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void ActNpc001(NPCHAR *npc);
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void ActNpc002(NPCHAR *npc);
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@ -12,6 +15,36 @@ void ActNpc016(NPCHAR *npc);
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void ActNpc017(NPCHAR *npc);
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void ActNpc018(NPCHAR *npc);
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void ActNpc020(NPCHAR *npc);
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void ActNpc021(NPCHAR *npc);
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void ActNpc022(NPCHAR *npc);
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void ActNpc023(NPCHAR *npc);
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void ActNpc030(NPCHAR *npc);
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void ActNpc032(NPCHAR *npc);
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void ActNpc037(NPCHAR *npc);
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void ActNpc039(NPCHAR *npc);
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void ActNpc059(NPCHAR *npc);
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void ActNpc062(NPCHAR *npc);
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void ActNpc032(NPCHAR *npc);
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void ActNpc064(NPCHAR *npc);
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void ActNpc065(NPCHAR *npc);
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void ActNpc073(NPCHAR *npc);
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void ActNpc119(NPCHAR *npc);
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void ActNpc211(NPCHAR *npc);
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void ActNpc298(NPCHAR *npc);
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void ActNpc299(NPCHAR *npc);
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void ActNpc300(NPCHAR *npc);
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void ActNpc359(NPCHAR *npc);
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@ -1,5 +1,7 @@
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#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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@ -13,12 +15,15 @@ void ActNpc000(NPCHAR *npc)
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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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switch (npc->act_no)
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{
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npc->act_no = 1;
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case 0:
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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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if (npc->direct == 2)
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npc->y += 0x2000;
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break;
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}
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npc->rect = rect[0];
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@ -1,11 +1,41 @@
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#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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#include "Sound.h"
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#include "Back.h"
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#include "Triangle.h"
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#include "Caret.h"
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//Computer
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void ActNpc020(NPCHAR *npc)
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{
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RECT rcLeft[1];
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RECT rcRight[3];
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rcLeft[0] = {288, 16, 320, 40};
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rcRight[0] = {288, 40, 320, 64};
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rcRight[1] = {288, 40, 320, 64};
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rcRight[2] = {288, 64, 320, 88};
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if (++npc->ani_wait > 3)
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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 > 2)
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npc->ani_no = 0;
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if (npc->direct == 0)
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npc->rect = rcLeft[0];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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//Chest (open)
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void ActNpc021(NPCHAR *npc)
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@ -28,21 +58,168 @@ void ActNpc021(NPCHAR *npc)
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npc->rect = rect[0];
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}
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//Teleporter
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void ActNpc022(NPCHAR *npc)
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{
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RECT rect[2];
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rect[0] = {240, 16, 264, 48};
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rect[1] = {248, 152, 272, 184};
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switch (npc->act_no)
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{
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case 0:
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npc->ani_no = 0;
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break;
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case 1:
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if (++npc->ani_no > 1)
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npc->ani_no = 0;
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break;
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}
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npc->rect = rect[npc->ani_no];
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}
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//Teleporter lights
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void ActNpc023(NPCHAR *npc)
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{
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RECT rect[8];
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rect[0] = {264, 16, 288, 20};
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rect[1] = {264, 20, 288, 24};
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rect[2] = {264, 24, 288, 28};
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rect[3] = {264, 28, 288, 32};
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rect[4] = {264, 32, 288, 36};
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rect[5] = {264, 36, 288, 40};
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rect[6] = {264, 40, 288, 44};
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rect[7] = {264, 44, 288, 48};
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if (++npc->ani_wait > 1)
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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 > 7)
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npc->ani_no = 0;
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npc->rect = rect[npc->ani_no];
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}
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//Gunsmith
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void ActNpc030(NPCHAR *npc)
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{
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RECT rc[3];
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rc[0] = {48, 0, 64, 16};
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rc[1] = {48, 16, 64, 32};
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rc[2] = {0, 32, 16, 48};
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if (npc->direct != 0)
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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->y += 0x2000;
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npc->ani_no = 2;
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break;
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}
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if (++npc->act_wait > 100)
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{
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npc->act_wait = 0;
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SetCaret(npc->x, npc->y - 0x400, 5, 0);
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}
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}
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else
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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 = 0;
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npc->ani_wait = 0;
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// Fallthrough
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case 1:
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if (Random(0, 120) == 10)
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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->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 > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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}
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}
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npc->rect = rc[npc->ani_no];
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}
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//Life capsule
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void ActNpc032(NPCHAR *npc)
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{
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RECT rect[2];
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rect[0] = {32, 96, 48, 112};
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rect[1] = {48, 96, 64, 112};
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if (++npc->ani_wait > 2)
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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 > 1 )
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npc->ani_no = 0;
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npc->rect = rect[npc->ani_no];
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}
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//Signpost
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void ActNpc037(NPCHAR *npc)
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{
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RECT rect[2];
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rect[0] = {192, 64, 208, 80};
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rect[1] = {208, 64, 224, 80};
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if (++npc->ani_wait > 1)
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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 > 1)
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npc->ani_no = 0;
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npc->rect = rect[npc->ani_no];
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}
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}
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//Save sign
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void ActNpc039(NPCHAR *npc)
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{
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RECT rect[2];
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rect[0] = {224, 64, 240, 80};
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rect[1] = {240, 64, 256, 80};
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if (npc->direct == 0)
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npc->ani_no = 0;
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else
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npc->ani_no = 1;
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npc->rect = rect[npc->ani_no];
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}
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75
src/NpcAct040.cpp
Normal file
75
src/NpcAct040.cpp
Normal file
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@ -0,0 +1,75 @@
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#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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#include "Sound.h"
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#include "Back.h"
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#include "Triangle.h"
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//Eye door
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void ActNpc059(NPCHAR *npc)
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{
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RECT rcLeft[4];
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rcLeft[0] = {224, 16, 240, 40};
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rcLeft[1] = {208, 80, 224, 104};
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rcLeft[2] = {224, 80, 240, 104};
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rcLeft[3] = {240, 80, 256, 104};
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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->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0x8000 < gMC.y && npc->y + 0x8000 > gMC.y)
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{
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npc->act_no = 2;
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npc->ani_wait = 0;
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}
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break;
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case 2:
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if (++npc->ani_wait > 2)
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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 == 2)
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npc->act_no = 3;
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break;
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case 3:
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if (npc->x - 0x8000 >= gMC.x || npc->x + 0x8000 <= gMC.x || npc->y - 0x8000 >= gMC.y || npc->y + 0x8000 <= gMC.y)
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{
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npc->act_no = 4;
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npc->ani_wait = 0;
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}
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break;
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case 4:
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if (++npc->ani_wait > 2)
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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 == 0)
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npc->act_no = 1;
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break;
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}
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if (npc->shock)
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npc->rect = rcLeft[3];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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302
src/NpcAct060.cpp
Normal file
302
src/NpcAct060.cpp
Normal file
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@ -0,0 +1,302 @@
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#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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#include "Sound.h"
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#include "Back.h"
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#include "Triangle.h"
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#include "Map.h"
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//Kazuma at computer
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void ActNpc062(NPCHAR *npc)
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{
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RECT rcLeft[3];
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rcLeft[0] = {272, 192, 288, 216};
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rcLeft[1] = {288, 192, 304, 216};
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rcLeft[2] = {304, 192, 320, 216};
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switch ( npc->act_no )
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{
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case 0:
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npc->x -= 0x800;
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npc->y += 0x2000;
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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// Fallthrough
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case 1:
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if (++npc->ani_wait > 2)
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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 > 1)
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npc->ani_no = 0;
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if (Random(0, 80) == 1)
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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->ani_no = 1;
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}
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if (Random(0, 120) == 10)
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{
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npc->act_no = 3;
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npc->act_wait = 0;
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npc->ani_no = 2;
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}
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break;
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case 2:
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if (++npc->act_wait > 40)
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{
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npc->act_no = 3;
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npc->act_wait = 0;
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npc->ani_no = 2;
|
||||
}
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|
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break;
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case 3:
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if (++npc->act_wait > 80)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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}
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npc->rect = rcLeft[npc->ani_no];
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}
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//First Cave Critter
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void ActNpc064(NPCHAR *npc)
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{
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RECT rcLeft[3];
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RECT rcRight[3];
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rcLeft[0] = {0, 0, 16, 16};
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rcLeft[1] = {16, 0, 32, 16};
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rcLeft[2] = {32, 0, 48, 16};
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rcRight[0] = {0, 16, 16, 32};
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rcRight[1] = {16, 16, 32, 32};
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rcRight[2] = {32, 16, 48, 32};
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switch (npc->act_no)
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{
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case 0: //Init
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npc->y += 0x600;
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npc->act_no = 1;
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case 1: //Waiting
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//Look at player
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if (npc->x <= gMC.x)
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npc->direct = 2;
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else
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npc->direct = 0;
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if (npc->tgt_x < 100)
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++npc->tgt_x;
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//Open eyes near player
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||||
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];
|
||||
}
|
||||
|
||||
//Water droplet
|
||||
void ActNpc073(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[5];
|
||||
|
||||
rect[0] = {72, 16, 74, 18};
|
||||
rect[1] = {74, 16, 76, 18};
|
||||
rect[2] = {76, 16, 78, 18};
|
||||
rect[3] = {78, 16, 80, 18};
|
||||
rect[4] = {80, 16, 82, 18};
|
||||
|
||||
npc->ym += 0x20;
|
||||
npc->ani_no = Random(0, 4);
|
||||
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
npc->rect = rect[npc->ani_no];
|
||||
|
||||
if (npc->direct == 2)
|
||||
{
|
||||
npc->rect.top += 2;
|
||||
npc->rect.bottom += 2;
|
||||
}
|
||||
|
||||
if (++npc->act_wait > 10)
|
||||
{
|
||||
if (npc->flag & 1)
|
||||
npc->cond = 0;
|
||||
if (npc->flag & 4)
|
||||
npc->cond = 0;
|
||||
if (npc->flag & 8)
|
||||
npc->cond = 0;
|
||||
if (npc->flag & 0x100)
|
||||
npc->cond = 0;
|
||||
}
|
||||
|
||||
if (npc->y > gMap.length * 0x10 * 0x200)
|
||||
npc->cond = 0;
|
||||
}
|
20
src/NpcAct100.cpp
Normal file
20
src/NpcAct100.cpp
Normal file
|
@ -0,0 +1,20 @@
|
|||
#include "WindowsWrapper.h"
|
||||
|
||||
#include "NpcAct.h"
|
||||
|
||||
#include "MyChar.h"
|
||||
#include "NpChar.h"
|
||||
#include "Game.h"
|
||||
#include "Sound.h"
|
||||
#include "Back.h"
|
||||
#include "Triangle.h"
|
||||
|
||||
//Table and chair
|
||||
void ActNpc119(NPCHAR *npc)
|
||||
{
|
||||
RECT rc[1];
|
||||
|
||||
rc[0] = {248, 184, 272, 200};
|
||||
|
||||
npc->rect = rc[0];
|
||||
}
|
23
src/NpcAct200.cpp
Normal file
23
src/NpcAct200.cpp
Normal file
|
@ -0,0 +1,23 @@
|
|||
#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];
|
||||
}
|
153
src/NpcAct280.cpp
Normal file
153
src/NpcAct280.cpp
Normal file
|
@ -0,0 +1,153 @@
|
|||
#include "WindowsWrapper.h"
|
||||
|
||||
#include "NpcAct.h"
|
||||
|
||||
#include "MyChar.h"
|
||||
#include "NpChar.h"
|
||||
#include "Game.h"
|
||||
#include "Sound.h"
|
||||
#include "Back.h"
|
||||
#include "Triangle.h"
|
||||
|
||||
//Doctor (opening)
|
||||
void ActNpc298(NPCHAR *npc)
|
||||
{
|
||||
RECT rc[8];
|
||||
|
||||
rc[0] = {72, 128, 88, 160};
|
||||
rc[1] = {88, 128, 104, 160};
|
||||
rc[2] = {104, 128, 120, 160};
|
||||
rc[3] = {72, 128, 88, 160};
|
||||
rc[4] = {120, 128, 136, 160};
|
||||
rc[5] = {72, 128, 88, 160};
|
||||
rc[6] = {104, 160, 120, 192};
|
||||
rc[7] = {120, 160, 136, 192};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->y -= 0x1000;
|
||||
// Fallthrough
|
||||
|
||||
case 1:
|
||||
npc->ani_no = 0;
|
||||
break;
|
||||
|
||||
case 10:
|
||||
npc->act_no = 11;
|
||||
npc->ani_no = 0;
|
||||
npc->ani_wait = 0;
|
||||
npc->count1 = 0;
|
||||
// Fallthrough
|
||||
|
||||
case 11:
|
||||
if (++npc->ani_wait > 6)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 1)
|
||||
{
|
||||
npc->ani_no = 0;
|
||||
|
||||
if (++npc->count1 > 7)
|
||||
{
|
||||
npc->ani_no = 0;
|
||||
npc->act_no = 1;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 20:
|
||||
npc->act_no = 21;
|
||||
npc->ani_no = 2;
|
||||
npc->ani_wait = 0;
|
||||
// Fallthrough
|
||||
|
||||
case 21:
|
||||
if (++npc->ani_wait > 10)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if ( npc->ani_no > 5 )
|
||||
npc->ani_no = 2;
|
||||
|
||||
npc->x += 0x100;
|
||||
|
||||
break;
|
||||
|
||||
case 30:
|
||||
npc->ani_no = 6;
|
||||
break;
|
||||
|
||||
case 40:
|
||||
npc->act_no = 41;
|
||||
npc->ani_no = 6;
|
||||
npc->ani_wait = 0;
|
||||
npc->count1 = 0;
|
||||
// Fallthrough
|
||||
|
||||
case 41:
|
||||
if (++npc->ani_wait > 6)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 7)
|
||||
{
|
||||
npc->ani_no = 6;
|
||||
|
||||
if (++npc->count1 > 7)
|
||||
{
|
||||
npc->ani_no = 6;
|
||||
npc->act_no = 30;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
npc->rect = rc[npc->ani_no];
|
||||
}
|
||||
|
||||
//Balrog/Misery (opening)
|
||||
void ActNpc299(NPCHAR *npc)
|
||||
{
|
||||
RECT rc[2];
|
||||
|
||||
rc[0] = {0, 0, 48, 48};
|
||||
rc[1] = {48, 0, 96, 48};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
|
||||
if (npc->direct == 0)
|
||||
{
|
||||
npc->ani_no = 1;
|
||||
npc->act_wait = 25;
|
||||
npc->y -= 1600;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->ani_no = 0;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (++npc->act_wait / 50 % 2)
|
||||
npc->y += 0x40;
|
||||
else
|
||||
npc->y -= 0x40;
|
||||
|
||||
npc->rect = rc[npc->ani_no];
|
||||
}
|
32
src/NpcAct300.cpp
Normal file
32
src/NpcAct300.cpp
Normal file
|
@ -0,0 +1,32 @@
|
|||
#include "WindowsWrapper.h"
|
||||
|
||||
#include "NpcAct.h"
|
||||
|
||||
#include "MyChar.h"
|
||||
#include "NpChar.h"
|
||||
#include "Game.h"
|
||||
#include "Sound.h"
|
||||
#include "Back.h"
|
||||
#include "Triangle.h"
|
||||
#include "Caret.h"
|
||||
|
||||
//Demon crown (opening)
|
||||
void ActNpc300(NPCHAR *npc)
|
||||
{
|
||||
RECT rc[1];
|
||||
|
||||
rc[0] = {192, 80, 208, 96};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->y += 0xC00;
|
||||
break;
|
||||
}
|
||||
|
||||
if (++npc->ani_wait % 8 == 1)
|
||||
SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1);
|
||||
|
||||
npc->rect = rc[0];
|
||||
}
|
18
src/NpcAct340.cpp
Normal file
18
src/NpcAct340.cpp
Normal file
|
@ -0,0 +1,18 @@
|
|||
#include "WindowsWrapper.h"
|
||||
|
||||
#include "NpcAct.h"
|
||||
|
||||
#include "CommonDefines.h"
|
||||
#include "MyChar.h"
|
||||
#include "NpChar.h"
|
||||
#include "Game.h"
|
||||
#include "Sound.h"
|
||||
#include "Back.h"
|
||||
#include "Triangle.h"
|
||||
|
||||
//Water droplet generator
|
||||
void ActNpc359(NPCHAR *npc)
|
||||
{
|
||||
if (gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2)
|
||||
SetNpChar(73, npc->x + (Random(-6, 6) * 0x200), npc->y - 0xE00, 0, 0, 0, 0, 0);
|
||||
}
|
|
@ -54,7 +54,7 @@ void ReleaseNpcTable()
|
|||
}
|
||||
|
||||
//Npc function table
|
||||
NPCFUNCTION gpNpcFuncTbl[] =
|
||||
NPCFUNCTION gpNpcFuncTbl[361] =
|
||||
{
|
||||
ActNpc000,
|
||||
ActNpc001,
|
||||
|
@ -76,24 +76,26 @@ NPCFUNCTION gpNpcFuncTbl[] =
|
|||
ActNpc017,
|
||||
ActNpc018,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc020,
|
||||
ActNpc021,
|
||||
ActNpc022,
|
||||
ActNpc023,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc030,
|
||||
nullptr,
|
||||
ActNpc032,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc037,
|
||||
nullptr,
|
||||
ActNpc039,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -113,9 +115,13 @@ NPCFUNCTION gpNpcFuncTbl[] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc059,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc062,
|
||||
nullptr,
|
||||
ActNpc064,
|
||||
ActNpc065,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -123,6 +129,7 @@ NPCFUNCTION gpNpcFuncTbl[] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc073,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -168,6 +175,7 @@ NPCFUNCTION gpNpcFuncTbl[] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc119,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -259,6 +267,7 @@ NPCFUNCTION gpNpcFuncTbl[] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc211,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -345,6 +354,9 @@ NPCFUNCTION gpNpcFuncTbl[] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc298,
|
||||
ActNpc299,
|
||||
ActNpc300,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -403,17 +415,6 @@ NPCFUNCTION gpNpcFuncTbl[] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc359,
|
||||
nullptr,
|
||||
};
|
||||
|
|
|
@ -152,7 +152,7 @@ bool MakePixelWaveData(const std::vector<double>& pxtData, uint8_t *data)
|
|||
const int v2 = (int)(uint64_t)pitchOffset % 256;
|
||||
|
||||
//Input data
|
||||
data[i] = envelopeTable[(unsigned __int64)((long double)(i << 8) / pxtData[1])]
|
||||
data[i] = envelopeTable[(uint64_t)((long double)(i << 8) / pxtData[1])]
|
||||
* (pxtData[4]
|
||||
* gWaveModelTable[(size_t)pxtData[2]][a]
|
||||
/ 0x40
|
||||
|
@ -167,7 +167,7 @@ bool MakePixelWaveData(const std::vector<double>& pxtData, uint8_t *data)
|
|||
long double newMainOffset;
|
||||
if (gWaveModelTable[(size_t)pxtData[6]][v2] >= 0)
|
||||
newMainOffset = (mainFreq * 2)
|
||||
* (long double)gWaveModelTable[(size_t)pxtData[6]][(signed int)(unsigned __int64)pitchOffset % 256]
|
||||
* (long double)gWaveModelTable[(size_t)pxtData[6]][(signed int)(uint64_t)pitchOffset % 256]
|
||||
* pxtData[8]
|
||||
/ 64.0
|
||||
/ 64.0
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
#pragma once
|
||||
#include <stddef.h>
|
||||
#include <stdint.h>
|
||||
|
||||
class SOUNDBUFFER
|
||||
|
|
147
src/Stage.cpp
147
src/Stage.cpp
|
@ -19,52 +19,111 @@
|
|||
#include "Back.h"
|
||||
#include "Stage.h"
|
||||
|
||||
STAGE_TABLE *gTMT;
|
||||
#ifdef JAPANESE
|
||||
#define STAGE_ENTRY(parts, map, bkType, back, npc, boss, boss_no, name_en, name_jp) {parts, map, bkType, back, npc, boss, boss_no, name_jp}
|
||||
#else
|
||||
#define STAGE_ENTRY(parts, map, bkType, back, npc, boss, boss_no, name_en, name_jp) {parts, map, bkType, back, npc, boss, boss_no, name_en}
|
||||
#endif
|
||||
|
||||
int gStageNo;
|
||||
|
||||
//Stage table functions
|
||||
bool InitStageTable()
|
||||
{
|
||||
//Get path
|
||||
char path[PATH_LENGTH];
|
||||
sprintf(path, "%s/stage.tbl", gDataPath);
|
||||
|
||||
//Open file
|
||||
SDL_RWops *fp = SDL_RWFromFile(path, "rb");
|
||||
|
||||
if (!fp)
|
||||
return false;
|
||||
|
||||
//Get amount of stages and allocate stage data
|
||||
size_t stages = SDL_RWsize(fp) / 0xC8;
|
||||
gTMT = (STAGE_TABLE*)calloc(stages, sizeof(STAGE_TABLE));
|
||||
|
||||
//Read data
|
||||
for (size_t i = 0; i < stages; i++)
|
||||
{
|
||||
SDL_RWread(fp, &gTMT[i].parts, 1, 0x20);
|
||||
SDL_RWread(fp, &gTMT[i].map, 1, 0x20);
|
||||
gTMT[i].bkType = SDL_ReadLE32(fp);
|
||||
SDL_RWread(fp, &gTMT[i].back, 1, 0x20);
|
||||
SDL_RWread(fp, &gTMT[i].npc, 1, 0x20);
|
||||
SDL_RWread(fp, &gTMT[i].boss, 1, 0x20);
|
||||
gTMT[i].boss_no = SDL_ReadU8(fp);
|
||||
SDL_RWread(fp, &gTMT[i].name, 1, 0x20);
|
||||
|
||||
//Padding (3 bytes)
|
||||
uint8_t nul[3];
|
||||
SDL_RWread(fp, &nul, 1, 3);
|
||||
}
|
||||
|
||||
SDL_RWclose(fp);
|
||||
return true;
|
||||
}
|
||||
|
||||
void ReleaseStageTable()
|
||||
{
|
||||
free(gTMT);
|
||||
gTMT = nullptr;
|
||||
}
|
||||
const STAGE_TABLE gTMT[95] = {
|
||||
STAGE_ENTRY("0", "0", 4, "bk0", "Guest", "0", 0, "Null", "無"),
|
||||
STAGE_ENTRY("Pens", "Pens1", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "アーサーの家"),
|
||||
STAGE_ENTRY("Eggs", "Eggs", 1, "bkGreen", "Eggs1", "Ravil", 0, "Egg Corridor", "タマゴ回廊"),
|
||||
STAGE_ENTRY("EggX", "EggX", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "タマゴ No.00"),
|
||||
STAGE_ENTRY("EggIn", "Egg6", 4, "bk0", "Eggs1", "0", 0, "Egg No. 06", "タマゴ No.06"),
|
||||
STAGE_ENTRY("Store", "EggR", 4, "bk0", "Eggs1", "0", 0, "Egg Observation Room", "タマゴ監視室"),
|
||||
STAGE_ENTRY("Weed", "Weed", 1, "bkBlue", "Weed", "0", 0, "Grasstown", "クサムラ"),
|
||||
STAGE_ENTRY("Barr", "Santa", 4, "bk0", "Weed", "0", 0, "Santa's House", "サンタの家"),
|
||||
STAGE_ENTRY("Barr", "Chako", 1, "bkBlue", "Guest", "0", 0, "Chaco's House", "チャコの家"),
|
||||
STAGE_ENTRY("Maze", "MazeI", 4, "bk0", "Maze", "0", 0, "Labyrinth I", "迷宮I"),
|
||||
STAGE_ENTRY("Sand", "Sand", 1, "bkGreen", "Sand", "Omg", 1, "Sand Zone", "砂区"),
|
||||
STAGE_ENTRY("Mimi", "Mimi", 1, "bkBlue", "Guest", "0", 0, "Mimiga Village", "ミミガーの村"),
|
||||
STAGE_ENTRY("Cave", "Cave", 4, "bk0", "Cemet", "0", 0, "First Cave", "最初の洞窟"),
|
||||
STAGE_ENTRY("Cave", "Start", 4, "bk0", "Cemet", "0", 0, "Start Point", "スタート地点"),
|
||||
STAGE_ENTRY("Mimi", "Barr", 4, "bk0", "Cemet", "Bllg", 0, "Shack", "バラック小屋"),
|
||||
STAGE_ENTRY("Mimi", "Pool", 1, "bkBlue", "Guest", "0", 0, "Reservoir", "貯水池"),
|
||||
STAGE_ENTRY("Mimi", "Cemet", 4, "bk0", "Cemet", "0", 0, "Graveyard", "はかば"),
|
||||
STAGE_ENTRY("Mimi", "Plant", 1, "bkGreen", "Plant", "0", 0, "Yamashita Farm", "山下農園"),
|
||||
STAGE_ENTRY("Store", "Shelt", 4, "bk0", "Eggs1", "0", 0, "Shelter", "シェルター"),
|
||||
STAGE_ENTRY("Pens", "Comu", 1, "bkBlue", "Guest", "0", 0, "Assembly Hall", "集会場"),
|
||||
STAGE_ENTRY("Mimi", "MiBox", 4, "bk0", "0", "0", 0, "Save Point", "セーブポイント"),
|
||||
STAGE_ENTRY("Store", "EgEnd1", 4, "bk0", "0", "0", 0, "Side Room", "タマゴ回廊の個室"),
|
||||
STAGE_ENTRY("Store", "Cthu", 4, "bk0", "0", "0", 0, "Cthulhu's Abode", "クトゥルーの住処"),
|
||||
STAGE_ENTRY("EggIn", "Egg1", 4, "bk0", "Eggs1", "0", 0, "Egg No. 01", "タマゴ No.01"),
|
||||
STAGE_ENTRY("Pens", "Pens2", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "アーサーの家"),
|
||||
STAGE_ENTRY("Barr", "Malco", 1, "bkBlue", "Weed", "Bllg", 0, "Power Room", "電源室"),
|
||||
STAGE_ENTRY("Barr", "WeedS", 1, "bkBlue", "0", "0", 0, "Save Point", "セーブポイント"),
|
||||
STAGE_ENTRY("Store", "WeedD", 1, "bkBlue", "0", "0", 0, "Execution Chamber", "処刑室"),
|
||||
STAGE_ENTRY("Weed", "Frog", 2, "bkGreen", "Weed", "Frog", 2, "Gum", "ガム"),
|
||||
STAGE_ENTRY("Sand", "Curly", 4, "bk0", "Sand", "Curly", 0, "Sand Zone Residence", "砂区駐在所"),
|
||||
STAGE_ENTRY("Pens", "WeedB", 1, "bkBlue", "Ravil", "0", 0, "Grasstown Hut", "クサムラの小屋"),
|
||||
STAGE_ENTRY("River", "Stream", 5, "bkBlue", "Stream", "IronH", 5, "Main Artery", "大動脈"),
|
||||
STAGE_ENTRY("Pens", "CurlyS", 4, "bk0", "Sand", "Curly", 0, "Small Room", "小部屋"),
|
||||
STAGE_ENTRY("Barr", "Jenka1", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "ジェンカの家"),
|
||||
STAGE_ENTRY("Sand", "Dark", 1, "bkBlack", "Sand", "0", 0, "Deserted House", "廃屋"),
|
||||
STAGE_ENTRY("Gard", "Gard", 1, "bkGard", "Toro", "Bllg", 0, "Sand Zone Storehouse", "砂区倉庫"),
|
||||
STAGE_ENTRY("Barr", "Jenka2", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "ジェンカの家"),
|
||||
STAGE_ENTRY("Sand", "SandE", 1, "bkGreen", "Sand", "Bllg", 0, "Sand Zone", "砂区"),
|
||||
STAGE_ENTRY("Maze", "MazeH", 4, "bk0", "Maze", "0", 0, "Labyrinth H", "迷宮H"),
|
||||
STAGE_ENTRY("Maze", "MazeW", 1, "bkMaze", "Maze", "X", 3, "Labyrinth W", "迷宮W"),
|
||||
STAGE_ENTRY("Maze", "MazeO", 4, "bk0", "Guest", "0", 0, "Camp", "キャンプ"),
|
||||
STAGE_ENTRY("Maze", "MazeD", 4, "bk0", "Guest", "Dark", 0, "Clinic Ruins", "診療所跡"),
|
||||
STAGE_ENTRY("Store", "MazeA", 4, "bk0", "Maze", "0", 0, "Labyrinth Shop", "迷宮の店"),
|
||||
STAGE_ENTRY("Maze", "MazeB", 1, "bkBlue", "Maze", "0", 0, "Labyrinth B", "迷宮B"),
|
||||
STAGE_ENTRY("Maze", "MazeS", 2, "bkGray", "Maze", "Bllg", 0, "Boulder Chamber", "大石の塞ぐ所"),
|
||||
STAGE_ENTRY("Maze", "MazeM", 1, "bkRed", "Maze", "0", 0, "Labyrinth M", "迷宮M"),
|
||||
STAGE_ENTRY("Cave", "Drain", 3, "bkWater", "Cemet", "0", 0, "Dark Place", "暗い所"),
|
||||
STAGE_ENTRY("Almond", "Almond", 3, "bkWater", "Cemet", "Almo1", 4, "Core", "コア"),
|
||||
STAGE_ENTRY("River", "River", 2, "bkGreen", "Weed", "0", 0, "Waterway", "水路"),
|
||||
STAGE_ENTRY("Eggs", "Eggs2", 1, "bkGreen", "Eggs2", "0", 0, "Egg Corridor?", "タマゴ回廊?"),
|
||||
STAGE_ENTRY("Store", "Cthu2", 4, "bk0", "Eggs1", "0", 0, "Cthulhu's Abode?", "クトゥルーの住処?"),
|
||||
STAGE_ENTRY("Store", "EggR2", 4, "bk0", "Eggs1", "TwinD", 6, "Egg Observation Room?", "タマゴ監視室?"),
|
||||
STAGE_ENTRY("EggX", "EggX2", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "タマゴ No.00"),
|
||||
STAGE_ENTRY("Oside", "Oside", 6, "bkMoon", "Moon", "0", 0, "Outer Wall", "外壁"),
|
||||
STAGE_ENTRY("Store", "EgEnd2", 4, "bk0", "Eggs1", "0", 0, "Side Room", "タマゴ回廊の個室"),
|
||||
STAGE_ENTRY("Store", "Itoh", 2, "bkBlue", "Guest", "0", 0, "Storehouse", "倉庫"),
|
||||
STAGE_ENTRY("Cent", "Cent", 1, "bkGreen", "Guest", "Cent", 0, "Plantation", "大農園"),
|
||||
STAGE_ENTRY("Jail", "Jail1", 4, "bk0", "Guest", "Cent", 0, "Jail No. 1", "第1牢"),
|
||||
STAGE_ENTRY("Jail", "Momo", 4, "bk0", "Guest", "0", 0, "Hideout", "カクレガ"),
|
||||
STAGE_ENTRY("Jail", "lounge", 4, "bk0", "Guest", "0", 0, "Rest Area", "休憩所"),
|
||||
STAGE_ENTRY("Store", "CentW", 4, "bk0", "Guest", "Cent", 0, "Teleporter", "転送室"),
|
||||
STAGE_ENTRY("Store", "Jail2", 4, "bk0", "Guest", "Cent", 0, "Jail No. 2", "第2牢"),
|
||||
STAGE_ENTRY("White", "Blcny1", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "バルコニー"),
|
||||
STAGE_ENTRY("Jail", "Priso1", 4, "bkGray", "Red", "0", 0, "Final Cave", "最後の洞窟"),
|
||||
STAGE_ENTRY("White", "Ring1", 7, "bkFog", "Guest", "Miza", 0, "Throne Room", "王の玉座"),
|
||||
STAGE_ENTRY("White", "Ring2", 7, "bkFog", "Guest", "Dr", 0, "The King's Table", "王の食卓"),
|
||||
STAGE_ENTRY("Pens", "Prefa1", 4, "bk0", "0", "0", 0, "Prefab Building", "プレハブ"),
|
||||
STAGE_ENTRY("Jail", "Priso2", 4, "bkGray", "Red", "0", 0, "Last Cave (Hidden)", "最後の洞窟・裏"),
|
||||
STAGE_ENTRY("White", "Ring3", 4, "bk0", "Miza", "Almo2", 7, "Black Space", "黒い広間"),
|
||||
STAGE_ENTRY("Pens", "Little", 2, "bkBlue", "Guest", "0", 0, "Little House", "リトル家"),
|
||||
STAGE_ENTRY("White", "Blcny2", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "バルコニー"),
|
||||
STAGE_ENTRY("Fall", "Fall", 1, "bkFall", "Guest", "Heri", 0, "Fall", "落下"),
|
||||
STAGE_ENTRY("White", "Kings", 4, "bk0", "Kings", "0", 0, "u", "u"),
|
||||
STAGE_ENTRY("Pens", "Pixel", 1, "bkBlue", "Guest", "0", 0, "Waterway Cabin", "水路の小部屋"),
|
||||
STAGE_ENTRY("Maze", "e_Maze", 1, "bkMaze", "Guest", "Maze", 3, "", ""),
|
||||
STAGE_ENTRY("Barr", "e_Jenk", 4, "bk0", "Sand", "Bllg", 0, "", ""),
|
||||
STAGE_ENTRY("Barr", "e_Malc", 1, "bkBlue", "Weed", "Bllg", 0, "", ""),
|
||||
STAGE_ENTRY("Mimi", "e_Ceme", 4, "bk0", "Plant", "0", 0, "", ""),
|
||||
STAGE_ENTRY("Fall", "e_Sky", 1, "bkFall", "Guest", "Heri", 0, "", ""),
|
||||
STAGE_ENTRY("Pens", "Prefa2", 4, "bk0", "0", "0", 0, "Prefab House", "プレハブ"),
|
||||
STAGE_ENTRY("Hell", "Hell1", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B1", "聖域地下1階"),
|
||||
STAGE_ENTRY("Hell", "Hell2", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B2", "聖域地下2階"),
|
||||
STAGE_ENTRY("Hell", "Hell3", 1, "bkRed", "Hell", "Press", 8, "Sacred Ground - B3", "聖域地下3階"),
|
||||
STAGE_ENTRY("Cave", "Mapi", 2, "bk0", "Cemet", "0", 0, "Storage", "物置"),
|
||||
STAGE_ENTRY("Hell", "Hell4", 4, "bk0", "Hell", "0", 0, "Passage?", "通路?"),
|
||||
STAGE_ENTRY("Hell", "Hell42", 4, "bk0", "Hell", "Press", 8, "Passage?", "通路?"),
|
||||
STAGE_ENTRY("Hell", "Statue", 1, "bkBlue", "0", "Cent", 0, "Statue Chamber", "石像の間"),
|
||||
STAGE_ENTRY("Hell", "Ballo1", 2, "bkBlue", "Priest", "Ballos", 9, "Seal Chamber", "封印の間"),
|
||||
STAGE_ENTRY("White", "Ostep", 7, "bkFog", "0", "0", 0, "Corridor", "わたり廊下"),
|
||||
STAGE_ENTRY("Labo", "e_Labo", 4, "bk0", "Guest", "0", 0, "", ""),
|
||||
STAGE_ENTRY("Cave", "Pole", 4, "bk0", "Guest", "0", 0, "Hermit Gunsmith", "はぐれ銃鍛冶"),
|
||||
STAGE_ENTRY("0", "Island", 4, "bk0", "Island", "0", 0, "", ""),
|
||||
STAGE_ENTRY("Hell", "Ballo2", 2, "bkBlue", "Priest", "Bllg", 9, "Seal Chamber", "封印の間"),
|
||||
STAGE_ENTRY("White", "e_Blcn", 7, "bkFog", "Miza", "0", 9, "", ""),
|
||||
STAGE_ENTRY("Oside", "Clock", 6, "bkMoon", "Moon", "0", 0, "Clock Room", "時計屋"),
|
||||
};
|
||||
|
||||
bool TransferStage(int no, int w, int x, int y)
|
||||
{
|
||||
|
|
|
@ -12,8 +12,6 @@ struct STAGE_TABLE
|
|||
char name[0x20];
|
||||
};
|
||||
|
||||
bool InitStageTable();
|
||||
void ReleaseStageTable();
|
||||
bool TransferStage(int no, int w, int x, int y);
|
||||
void ChangeMusic(int no);
|
||||
void ReCallMusic();
|
||||
|
|
Loading…
Add table
Reference in a new issue