Made NpcHit.cpp ASM-accurate
This commit is contained in:
parent
fb87b8dd57
commit
3bccba6236
3 changed files with 394 additions and 267 deletions
|
@ -2294,6 +2294,58 @@ addr = 0x4704F0
|
|||
name = "CountAliveNpChar"
|
||||
addr = 0x470560
|
||||
|
||||
[[func]]
|
||||
name = "JadgeHitNpCharBlock"
|
||||
addr = 0x4705C0
|
||||
|
||||
[[func]]
|
||||
name = "JudgeHitNpCharTriangleA"
|
||||
addr = 0x470870
|
||||
|
||||
[[func]]
|
||||
name = "JudgeHitNpCharTriangleB"
|
||||
addr = 0x470970
|
||||
|
||||
[[func]]
|
||||
name = "JudgeHitNpCharTriangleC"
|
||||
addr = 0x470A70
|
||||
|
||||
[[func]]
|
||||
name = "JudgeHitNpCharTriangleD"
|
||||
addr = 0x470B70
|
||||
|
||||
[[func]]
|
||||
name = "JudgeHitNpCharTriangleE"
|
||||
addr = 0x470C70
|
||||
|
||||
[[func]]
|
||||
name = "JudgeHitNpCharTriangleF"
|
||||
addr = 0x470D80
|
||||
|
||||
[[func]]
|
||||
name = "JudgeHitNpCharTriangleG"
|
||||
addr = 0x470E90
|
||||
|
||||
[[func]]
|
||||
name = "JudgeHitNpCharTriangleH"
|
||||
addr = 0x470FA0
|
||||
|
||||
[[func]]
|
||||
name = "JudgeHitNpCharWater"
|
||||
addr = 0x4710B0
|
||||
|
||||
[[func]]
|
||||
name = "HitNpCharMap"
|
||||
addr = 0x471160
|
||||
|
||||
[[func]]
|
||||
name = "LoseNpChar"
|
||||
addr = 0x471B80
|
||||
|
||||
[[func]]
|
||||
name = "HitNpCharBullet"
|
||||
addr = 0x471D50
|
||||
|
||||
[[func]]
|
||||
name = "LoadNpcTable"
|
||||
addr = 0x472400
|
||||
|
|
389
src/NpcHit.cpp
389
src/NpcHit.cpp
|
@ -1,5 +1,7 @@
|
|||
#include "NpcHit.h"
|
||||
|
||||
#include "WindowsWrapper.h"
|
||||
|
||||
#include "Back.h"
|
||||
#include "Bullet.h"
|
||||
#include "Caret.h"
|
||||
|
@ -16,40 +18,40 @@ void JadgeHitNpCharBlock(NPCHAR *npc, int x, int y)
|
|||
{
|
||||
int hit = 0;
|
||||
|
||||
if (npc->y - npc->hit.top < ((2 * y + 1) << 12) - 0x600
|
||||
&& npc->y + npc->hit.bottom > ((2 * y - 1) << 12) + 0x600
|
||||
&& npc->x - npc->hit.back < (2 * x + 1) << 12
|
||||
&& npc->x - npc->hit.back > x << 13)
|
||||
if (npc->y - npc->hit.top < (y * 0x10 + 5) * 0x200
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 - 5) * 0x200
|
||||
&& npc->x - npc->hit.back < (x * 0x10 + 8) * 0x200
|
||||
&& npc->x - npc->hit.back > x * 0x10 * 0x200)
|
||||
{
|
||||
npc->x = ((2 * x + 1) << 12) + npc->hit.back;
|
||||
npc->x = ((x * 0x10 + 8) * 0x200) + npc->hit.back;
|
||||
hit |= 1;
|
||||
}
|
||||
|
||||
if (npc->y - npc->hit.top < ((2 * y + 1) << 12) - 0x600
|
||||
&& npc->y + npc->hit.bottom > ((2 * y - 1) << 12) + 0x600
|
||||
&& npc->hit.back + npc->x > (2 * x - 1) << 12
|
||||
&& npc->hit.back + npc->x < x << 13)
|
||||
if (npc->y - npc->hit.top < (y * 0x10 + 5) * 0x200
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 - 5) * 0x200
|
||||
&& npc->x + npc->hit.back > (x * 0x10 - 8) * 0x200
|
||||
&& npc->x + npc->hit.back < x * 0x10 * 0x200)
|
||||
{
|
||||
npc->x = ((2 * x - 1) << 12) - npc->hit.back;
|
||||
npc->x = ((x * 0x10 - 8) * 0x200) - npc->hit.back;
|
||||
hit |= 4;
|
||||
}
|
||||
|
||||
if (npc->x - npc->hit.back < ((2 * x + 1) << 12) - 0x600
|
||||
&& npc->hit.back + npc->x > ((2 * x - 1) << 12) + 0x600
|
||||
&& npc->y - npc->hit.top < (2 * y + 1) << 12
|
||||
&& npc->y - npc->hit.top > y << 13)
|
||||
if (npc->x - npc->hit.back < (x * 0x10 + 5) * 0x200
|
||||
&& npc->x + npc->hit.back > (x * 0x10 - 5) * 0x200
|
||||
&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200
|
||||
&& npc->y - npc->hit.top > y * 0x10 * 0x200)
|
||||
{
|
||||
npc->y = ((2 * y + 1) << 12) + npc->hit.top;
|
||||
npc->y = ((y * 0x10 + 8) * 0x200) + npc->hit.top;
|
||||
npc->ym = 0;
|
||||
hit |= 2;
|
||||
}
|
||||
|
||||
if (npc->x - npc->hit.back < ((2 * x + 1) << 12) - 0x600
|
||||
&& npc->hit.back + npc->x > ((2 * x - 1) << 12) + 0x600
|
||||
&& npc->y + npc->hit.bottom > (2 * y - 1) << 12
|
||||
&& npc->y + npc->hit.bottom < y << 13)
|
||||
if (npc->x - npc->hit.back < (x * 0x10 + 5) * 0x200
|
||||
&& npc->x + npc->hit.back > (x * 0x10 - 5) * 0x200
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200
|
||||
&& npc->y + npc->hit.bottom < y * 0x10 * 0x200)
|
||||
{
|
||||
npc->y = ((2 * y - 1) << 12) - npc->hit.bottom;
|
||||
npc->y = ((y * 0x10 - 8) * 0x200) - npc->hit.bottom;
|
||||
npc->ym = 0;
|
||||
hit |= 8;
|
||||
}
|
||||
|
@ -61,20 +63,20 @@ void JudgeHitNpCharTriangleA(NPCHAR *npc, int x, int y)
|
|||
{
|
||||
int hit = 0;
|
||||
|
||||
if (npc->x < (2 * x + 1) << 12
|
||||
&& npc->x > (2 * x - 1) << 12
|
||||
&& npc->y - npc->hit.top < (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800
|
||||
&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
|
||||
if (npc->x < (x * 0x10 + 8) * 0x200
|
||||
&& npc->x > (x * 0x10 - 8) * 0x200
|
||||
&& npc->y - npc->hit.top < (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
|
||||
{
|
||||
//Clip
|
||||
npc->y = npc->hit.top + (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800;
|
||||
npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 + npc->hit.top;
|
||||
|
||||
//Halt momentum
|
||||
if (npc->ym < 0)
|
||||
npc->ym = 0;
|
||||
|
||||
//Set that hit a ceiling
|
||||
hit = 2;
|
||||
hit |= 2;
|
||||
}
|
||||
|
||||
npc->flag |= hit;
|
||||
|
@ -84,20 +86,20 @@ void JudgeHitNpCharTriangleB(NPCHAR *npc, int x, int y)
|
|||
{
|
||||
int hit = 0;
|
||||
|
||||
if (npc->x < (2 * x + 1) << 12
|
||||
&& npc->x > (2 * x - 1) << 12
|
||||
&& npc->y - npc->hit.top < (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800
|
||||
&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
|
||||
if (npc->x < (x * 0x10 + 8) * 0x200
|
||||
&& npc->x > (x * 0x10 - 8) * 0x200
|
||||
&& npc->y - npc->hit.top < (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
|
||||
{
|
||||
//Clip
|
||||
npc->y = npc->hit.top + (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800;
|
||||
npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 + npc->hit.top;
|
||||
|
||||
//Halt momentum
|
||||
if (npc->ym < 0)
|
||||
npc->ym = 0;
|
||||
|
||||
//Set that hit a ceiling
|
||||
hit = 2;
|
||||
hit |= 2;
|
||||
}
|
||||
|
||||
npc->flag |= hit;
|
||||
|
@ -107,20 +109,20 @@ void JudgeHitNpCharTriangleC(NPCHAR *npc, int x, int y)
|
|||
{
|
||||
int hit = 0;
|
||||
|
||||
if (npc->x < (2 * x + 1) << 12
|
||||
&& npc->x > (2 * x - 1) << 12
|
||||
&& npc->y - npc->hit.top < (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800
|
||||
&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
|
||||
if (npc->x < (x * 0x10 + 8) * 0x200
|
||||
&& npc->x > (x * 0x10 - 8) * 0x200
|
||||
&& npc->y - npc->hit.top < (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
|
||||
{
|
||||
//Clip
|
||||
npc->y = npc->hit.top + (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800;
|
||||
npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 + npc->hit.top;
|
||||
|
||||
//Halt momentum
|
||||
if (npc->ym < 0)
|
||||
npc->ym = 0;
|
||||
|
||||
//Set that hit a ceiling
|
||||
hit = 2;
|
||||
hit |= 2;
|
||||
}
|
||||
|
||||
npc->flag |= hit;
|
||||
|
@ -130,20 +132,20 @@ void JudgeHitNpCharTriangleD(NPCHAR *npc, int x, int y)
|
|||
{
|
||||
int hit = 0;
|
||||
|
||||
if (npc->x < (2 * x + 1) << 12
|
||||
&& npc->x > (2 * x - 1) << 12
|
||||
&& npc->y - npc->hit.top < (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800
|
||||
&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
|
||||
if (npc->x < (x * 0x10 + 8) * 0x200
|
||||
&& npc->x > (x * 0x10 - 8) * 0x200
|
||||
&& npc->y - npc->hit.top < (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
|
||||
{
|
||||
//Clip
|
||||
npc->y = npc->hit.top + (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800;
|
||||
npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 + npc->hit.top;
|
||||
|
||||
//Halt momentum
|
||||
if (npc->ym < 0)
|
||||
npc->ym = 0;
|
||||
|
||||
//Set that hit a ceiling
|
||||
hit = 2;
|
||||
hit |= 2;
|
||||
}
|
||||
|
||||
npc->flag |= hit;
|
||||
|
@ -151,22 +153,24 @@ void JudgeHitNpCharTriangleD(NPCHAR *npc, int x, int y)
|
|||
|
||||
void JudgeHitNpCharTriangleE(NPCHAR *npc, int x, int y)
|
||||
{
|
||||
int hit = 0x10000;
|
||||
int hit = 0;
|
||||
|
||||
if ( npc->x < (2 * x + 1) << 12
|
||||
&& npc->x > (2 * x - 1) << 12
|
||||
&& npc->y + npc->hit.bottom > (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800
|
||||
&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
|
||||
hit |= 0x10000;
|
||||
|
||||
if (npc->x < (x * 0x10 + 8) * 0x200
|
||||
&& npc->x > (x * 0x10 - 8) * 0x200
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
|
||||
&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
|
||||
{
|
||||
//Clip
|
||||
npc->y = (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800 - npc->hit.bottom;
|
||||
npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 - npc->hit.bottom;
|
||||
|
||||
//Halt momentum
|
||||
if (npc->ym > 0)
|
||||
npc->ym = 0;
|
||||
|
||||
//Set that hit this slope
|
||||
hit = 0x10028;
|
||||
hit |= 0x28;
|
||||
}
|
||||
|
||||
npc->flag |= hit;
|
||||
|
@ -174,22 +178,24 @@ void JudgeHitNpCharTriangleE(NPCHAR *npc, int x, int y)
|
|||
|
||||
void JudgeHitNpCharTriangleF(NPCHAR *npc, int x, int y)
|
||||
{
|
||||
int hit = 0x20000;
|
||||
int hit = 0;
|
||||
|
||||
if ( npc->x < (2 * x + 1) << 12
|
||||
&& npc->x > (2 * x - 1) << 12
|
||||
&& npc->y + npc->hit.bottom > (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800
|
||||
&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
|
||||
hit |= 0x20000;
|
||||
|
||||
if (npc->x < (x * 0x10 + 8) * 0x200
|
||||
&& npc->x >= (x * 0x10 - 8) * 0x200 // Note that this function uses '>='. I'm not sure if this is a bug.
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
|
||||
&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
|
||||
{
|
||||
//Clip
|
||||
npc->y = (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800 - npc->hit.bottom;
|
||||
npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 - npc->hit.bottom;
|
||||
|
||||
//Halt momentum
|
||||
if (npc->ym > 0)
|
||||
npc->ym = 0;
|
||||
|
||||
//Set that hit this slope
|
||||
hit = 0x20028;
|
||||
hit |= 0x28;
|
||||
}
|
||||
|
||||
npc->flag |= hit;
|
||||
|
@ -197,22 +203,24 @@ void JudgeHitNpCharTriangleF(NPCHAR *npc, int x, int y)
|
|||
|
||||
void JudgeHitNpCharTriangleG(NPCHAR *npc, int x, int y)
|
||||
{
|
||||
int hit = 0x40000;
|
||||
int hit = 0;
|
||||
|
||||
if ( npc->x < (2 * x + 1) << 12
|
||||
&& npc->x > (2 * x - 1) << 12
|
||||
&& npc->y + npc->hit.bottom > (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800
|
||||
&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
|
||||
hit |= 0x40000;
|
||||
|
||||
if (npc->x < (x * 0x10 + 8) * 0x200
|
||||
&& npc->x > (x * 0x10 - 8) * 0x200
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
|
||||
&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
|
||||
{
|
||||
//Clip
|
||||
npc->y = (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800 - npc->hit.bottom;
|
||||
npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 - npc->hit.bottom;
|
||||
|
||||
//Halt momentum
|
||||
if (npc->ym > 0)
|
||||
npc->ym = 0;
|
||||
|
||||
//Set that hit this slope
|
||||
hit = 0x40018;
|
||||
hit |= 0x18;
|
||||
}
|
||||
|
||||
npc->flag |= hit;
|
||||
|
@ -220,22 +228,24 @@ void JudgeHitNpCharTriangleG(NPCHAR *npc, int x, int y)
|
|||
|
||||
void JudgeHitNpCharTriangleH(NPCHAR *npc, int x, int y)
|
||||
{
|
||||
int hit = 0x80000;
|
||||
int hit = 0;
|
||||
|
||||
if ( npc->x < (2 * x + 1) << 12
|
||||
&& npc->x > (2 * x - 1) << 12
|
||||
&& npc->y + npc->hit.bottom > (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800
|
||||
&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
|
||||
hit |= 0x80000;
|
||||
|
||||
if (npc->x < (x * 0x10 + 8) * 0x200
|
||||
&& npc->x > (x * 0x10 - 8) * 0x200
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
|
||||
&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
|
||||
{
|
||||
//Clip
|
||||
npc->y = (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800 - npc->hit.bottom;
|
||||
npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 - npc->hit.bottom;
|
||||
|
||||
//Halt momentum
|
||||
if (npc->ym > 0)
|
||||
npc->ym = 0;
|
||||
|
||||
//Set that hit this slope
|
||||
hit = 0x80018;
|
||||
hit |= 0x18;
|
||||
}
|
||||
|
||||
npc->flag |= hit;
|
||||
|
@ -245,19 +255,24 @@ void JudgeHitNpCharWater(NPCHAR *npc, int x, int y)
|
|||
{
|
||||
int hit = 0;
|
||||
|
||||
if (npc->x - npc->hit.back < (4 * (2 * x + 1) - 1) << 10
|
||||
&& npc->hit.back + npc->x > (4 * (2 * x - 1) + 1) << 10
|
||||
&& npc->y - npc->hit.top < (4 * (2 * y + 1) - 1) << 10
|
||||
&& npc->y + npc->hit.bottom > (4 * (2 * y - 1) + 1) << 10)
|
||||
hit = 0x100;
|
||||
if (npc->x - npc->hit.back < (x * 0x10 + 6) * 0x200
|
||||
&& npc->x + npc->hit.back > (x * 0x10 - 6) * 0x200
|
||||
&& npc->y - npc->hit.top < (y * 0x10 + 6) * 0x200
|
||||
&& npc->y + npc->hit.bottom > (y * 0x10 - 6) * 0x200)
|
||||
hit |= 0x100;
|
||||
|
||||
npc->flag |= hit;
|
||||
}
|
||||
|
||||
void HitNpCharMap()
|
||||
{
|
||||
int offy[9];
|
||||
int judg, x, y;
|
||||
|
||||
int offx[9];
|
||||
int offy[9];
|
||||
|
||||
int i;
|
||||
int j;
|
||||
|
||||
offx[0] = 0;
|
||||
offx[1] = 1;
|
||||
|
@ -279,37 +294,38 @@ void HitNpCharMap()
|
|||
offy[7] = 2;
|
||||
offy[8] = 2;
|
||||
|
||||
for (int i = 0; i < NPC_MAX; i++)
|
||||
for (i = 0; i < NPC_MAX; i++)
|
||||
{
|
||||
if ((gNPC[i].cond & 0x80) && !(gNPC[i].bits & 8))
|
||||
if ((gNPC[i].cond & 0x80) == 0)
|
||||
continue;
|
||||
|
||||
if (gNPC[i].bits & 8)
|
||||
continue;
|
||||
|
||||
if (gNPC[i].size >= 3)
|
||||
{
|
||||
int judg, x, y;
|
||||
if (gNPC[i].size <= 2)
|
||||
{
|
||||
judg = 4;
|
||||
x = gNPC[i].x / 0x2000;
|
||||
y = gNPC[i].y / 0x2000;
|
||||
judg = 9;
|
||||
x = (gNPC[i].x - 0x1000) / 0x10 / 0x200;
|
||||
y = (gNPC[i].y - 0x1000) / 0x10 / 0x200;
|
||||
}
|
||||
else
|
||||
{
|
||||
judg = 9;
|
||||
x = (gNPC[i].x - 0x1000) / 0x2000;
|
||||
y = (gNPC[i].y - 0x1000) / 0x2000;
|
||||
judg = 4;
|
||||
x = gNPC[i].x / 0x10 / 0x200;
|
||||
y = gNPC[i].y / 0x10 / 0x200;
|
||||
}
|
||||
|
||||
gNPC[i].flag = 0;
|
||||
|
||||
for (int j = 0; j < judg; j++)
|
||||
for (j = 0; j < judg; j++)
|
||||
{
|
||||
switch (GetAttribute(x + offx[j], y + offy[j]))
|
||||
{
|
||||
//Water
|
||||
case 0x02:
|
||||
case 0x60:
|
||||
case 0x62:
|
||||
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
//No NPC block
|
||||
case 0x44:
|
||||
if (gNPC[i].bits & npc_ignore44)
|
||||
break;
|
||||
|
||||
// Fallthrough
|
||||
//Block
|
||||
case 0x03:
|
||||
case 0x05:
|
||||
|
@ -318,20 +334,6 @@ void HitNpCharMap()
|
|||
JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
break;
|
||||
|
||||
//Water block
|
||||
case 0x04:
|
||||
case 0x61:
|
||||
case 0x64:
|
||||
JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
break;
|
||||
|
||||
//No NPC block
|
||||
case 0x44:
|
||||
if (!(gNPC[i].bits & npc_ignore44))
|
||||
JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
break;
|
||||
|
||||
//Slopes
|
||||
case 0x50:
|
||||
JudgeHitNpCharTriangleA(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
|
@ -365,6 +367,21 @@ void HitNpCharMap()
|
|||
JudgeHitNpCharTriangleH(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
break;
|
||||
|
||||
//Water
|
||||
case 0x02:
|
||||
case 0x60:
|
||||
case 0x62:
|
||||
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
break;
|
||||
|
||||
//Water block
|
||||
case 0x04:
|
||||
case 0x61:
|
||||
case 0x64:
|
||||
JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
break;
|
||||
|
||||
//Water slopes
|
||||
case 0x70:
|
||||
JudgeHitNpCharTriangleA(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
|
@ -405,7 +422,34 @@ void HitNpCharMap()
|
|||
JudgeHitNpCharTriangleH(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
|
||||
break;
|
||||
}
|
||||
|
||||
case 0xA0:
|
||||
gNPC[i].flag |= 0x100;
|
||||
// Fallthrough
|
||||
case 0x80:
|
||||
gNPC[i].flag |= 0x1000;
|
||||
break;
|
||||
|
||||
case 0xA1:
|
||||
gNPC[i].flag |= 0x100;
|
||||
// Fallthrough
|
||||
case 0x81:
|
||||
gNPC[i].flag |= 0x2000;
|
||||
break;
|
||||
|
||||
case 0xA2:
|
||||
gNPC[i].flag |= 0x100;
|
||||
// Fallthrough
|
||||
case 0x82:
|
||||
gNPC[i].flag |= 0x4000;
|
||||
break;
|
||||
|
||||
case 0xA3:
|
||||
gNPC[i].flag |= 0x100;
|
||||
// Fallthrough
|
||||
case 0x83:
|
||||
gNPC[i].flag |= 0x8000;
|
||||
break;
|
||||
}
|
||||
|
||||
if (gNPC[i].y > gWaterY + 0x800)
|
||||
|
@ -414,7 +458,7 @@ void HitNpCharMap()
|
|||
}
|
||||
}
|
||||
|
||||
void LoseNpChar(NPCHAR *npc, bool bVanish)
|
||||
void LoseNpChar(NPCHAR *npc, BOOL bVanish)
|
||||
{
|
||||
//Play death sound
|
||||
PlaySoundObject(npc->destroy_voice, 1);
|
||||
|
@ -436,18 +480,34 @@ void LoseNpChar(NPCHAR *npc, bool bVanish)
|
|||
//Create drop
|
||||
if (npc->exp)
|
||||
{
|
||||
int v3 = Random(1, 5);
|
||||
char v4;
|
||||
int val;
|
||||
|
||||
if (v3 == 1)
|
||||
switch (Random(1, 5))
|
||||
{
|
||||
if (npc->exp <= 6)
|
||||
SetLifeObject(npc->x, npc->y, 2);
|
||||
case 1:
|
||||
// Spawn health
|
||||
if (npc->exp > 6)
|
||||
val = 6;
|
||||
else
|
||||
SetLifeObject(npc->x, npc->y, 6);
|
||||
}
|
||||
else if (v3 != 2 || (npc->exp <= 6 ? (v4 = SetBulletObject(npc->x, npc->y, 1)) : (v4 = SetBulletObject(npc->x, npc->y, 3)), !v4)) //TODO: what the FUCK
|
||||
{
|
||||
val = 2;
|
||||
|
||||
SetLifeObject(npc->x, npc->y, val);
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
// Spawn missile launcher ammo
|
||||
if (npc->exp > 6)
|
||||
val = 3;
|
||||
else
|
||||
val = 1;
|
||||
|
||||
if (SetBulletObject(npc->x, npc->y, val))
|
||||
break;
|
||||
|
||||
// Fallthrough
|
||||
default:
|
||||
// Spawn weapon energy
|
||||
SetExpObjects(npc->x, npc->y, npc->exp);
|
||||
}
|
||||
}
|
||||
|
@ -456,43 +516,55 @@ void LoseNpChar(NPCHAR *npc, bool bVanish)
|
|||
SetNPCFlag(npc->code_flag);
|
||||
|
||||
//Create value view
|
||||
if (!(npc->bits & npc_showDamage))
|
||||
{
|
||||
npc->cond = 0;
|
||||
}
|
||||
else
|
||||
if (npc->bits & npc_showDamage)
|
||||
{
|
||||
if ((npc->bits & npc_showDamage) && npc->damage_view)
|
||||
SetValueView(&npc->x, &npc->y, npc->damage_view);
|
||||
if (bVanish)
|
||||
VanishNpChar(npc);
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->cond = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void HitNpCharBullet()
|
||||
{
|
||||
for (int n = 0; n < NPC_MAX; n++)
|
||||
int n;
|
||||
int b;
|
||||
BOOL bHit;
|
||||
|
||||
for (n = 0; n < NPC_MAX; n++)
|
||||
{
|
||||
if ((gNPC[n].cond & 0x80) && (!(gNPC[n].bits & npc_shootable) || !(gNPC[n].bits & npc_interact)))
|
||||
{
|
||||
for (int b = 0; b < BULLET_MAX; b++)
|
||||
{
|
||||
if (gBul[b].cond & 0x80 && gBul[b].damage != -1)
|
||||
if ((gNPC[n].cond & 0x80) == 0)
|
||||
continue;
|
||||
|
||||
if (gNPC[n].bits & npc_shootable && gNPC[n].bits & npc_interact)
|
||||
continue;
|
||||
|
||||
for (b = 0; b < BULLET_MAX; b++)
|
||||
{
|
||||
if ((gBul[b].cond & 0x80) == 0)
|
||||
continue;
|
||||
|
||||
if (gBul[b].damage == -1)
|
||||
continue;
|
||||
|
||||
//Check if bullet touches npc
|
||||
bool bHit = false;
|
||||
bHit = FALSE;
|
||||
if (gNPC[n].bits & npc_shootable
|
||||
&& gNPC[n].x - gNPC[n].hit.back < gBul[b].x + gBul[b].enemyXL
|
||||
&& gNPC[n].x + gNPC[n].hit.back > gBul[b].x - gBul[b].enemyXL
|
||||
&& gNPC[n].y - gNPC[n].hit.top < gBul[b].y + gBul[b].enemyYL
|
||||
&& gNPC[n].y + gNPC[n].hit.bottom > gBul[b].y - gBul[b].enemyYL)
|
||||
bHit = true;
|
||||
bHit = TRUE;
|
||||
else if (gNPC[n].bits & npc_invulnerable
|
||||
&& gNPC[n].x - gNPC[n].hit.back < gBul[b].x + gBul[b].blockXL
|
||||
&& gNPC[n].x + gNPC[n].hit.back > gBul[b].x - gBul[b].blockXL
|
||||
&& gNPC[n].y - gNPC[n].hit.top < gBul[b].y + gBul[b].blockYL
|
||||
&& gNPC[n].y + gNPC[n].hit.bottom > gBul[b].y - gBul[b].blockYL)
|
||||
bHit = true;
|
||||
bHit = TRUE;
|
||||
|
||||
if (bHit)
|
||||
{
|
||||
|
@ -501,7 +573,19 @@ void HitNpCharBullet()
|
|||
{
|
||||
gNPC[n].life -= gBul[b].damage;
|
||||
|
||||
if (gNPC[n].life > 0)
|
||||
if (gNPC[n].life < 1)
|
||||
{
|
||||
gNPC[n].life = 0;
|
||||
|
||||
if (gNPC[n].bits & npc_showDamage)
|
||||
gNPC[n].damage_view -= gBul[b].damage;
|
||||
|
||||
if ((gMC.cond & 0x80) && gNPC[n].bits & npc_eventDie)
|
||||
StartTextScript(gNPC[n].code_event);
|
||||
else
|
||||
gNPC[n].cond |= 8;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gNPC[n].shock < 14)
|
||||
{
|
||||
|
@ -515,28 +599,19 @@ void HitNpCharBullet()
|
|||
if (gNPC[n].bits & npc_showDamage)
|
||||
gNPC[n].damage_view -= gBul[b].damage;
|
||||
}
|
||||
else
|
||||
}
|
||||
else if (gBul[b].code_bullet == 13
|
||||
|| gBul[b].code_bullet == 14
|
||||
|| gBul[b].code_bullet == 15
|
||||
|| gBul[b].code_bullet == 28
|
||||
|| gBul[b].code_bullet == 29
|
||||
|| gBul[b].code_bullet == 30)
|
||||
{
|
||||
gNPC[n].life = 0;
|
||||
|
||||
if (gNPC[n].bits & npc_showDamage)
|
||||
gNPC[n].damage_view -= gBul[b].damage;
|
||||
|
||||
if ((gMC.cond & 0x80) && gNPC[n].bits & npc_eventDie)
|
||||
StartTextScript(gNPC[n].code_event);
|
||||
else
|
||||
gNPC[n].cond |= 8;
|
||||
}
|
||||
// Strange empty case that's needed for accurate assembly
|
||||
}
|
||||
else if ((gBul[b].bbits & 0x10) == 0)
|
||||
{
|
||||
//Hit invulnerable NPC
|
||||
else if (gBul[b].code_bullet != 13
|
||||
&& gBul[b].code_bullet != 14
|
||||
&& gBul[b].code_bullet != 15
|
||||
&& gBul[b].code_bullet != 28
|
||||
&& gBul[b].code_bullet != 29
|
||||
&& gBul[b].code_bullet != 30
|
||||
&& !(gBul[b].bbits & 0x10))
|
||||
{
|
||||
SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 2, 2);
|
||||
PlaySoundObject(31, 1);
|
||||
gBul[b].life = 0;
|
||||
|
@ -546,10 +621,8 @@ void HitNpCharBullet()
|
|||
--gBul[b].life;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gNPC[n].cond & 8)
|
||||
LoseNpChar(&gNPC[n], true);
|
||||
}
|
||||
LoseNpChar(&gNPC[n], TRUE);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "WindowsWrapper.h"
|
||||
|
||||
#include "NpChar.h"
|
||||
|
||||
void JadgeHitNpCharBlock(NPCHAR *npc, int x, int y);
|
||||
|
@ -13,5 +15,5 @@ void JudgeHitNpCharTriangleG(NPCHAR *npc, int x, int y);
|
|||
void JudgeHitNpCharTriangleH(NPCHAR *npc, int x, int y);
|
||||
void JudgeHitNpCharWater(NPCHAR *npc, int x, int y);
|
||||
void HitNpCharMap();
|
||||
void LoseNpChar(NPCHAR *npc, bool bVanish);
|
||||
void LoseNpChar(NPCHAR *npc, BOOL bVanish);
|
||||
void HitNpCharBullet();
|
||||
|
|
Loading…
Add table
Reference in a new issue