From ca6538561f43dd0d96dc9412a7876e2465d2b38b Mon Sep 17 00:00:00 2001 From: Clownacy Date: Fri, 27 Mar 2020 17:48:08 +0000 Subject: [PATCH] Document ActNpc061 (King) --- src/NpChar.cpp | 2 +- src/NpChar.h | 3 +- src/NpcAct060.cpp | 77 ++++++++++++++++++++++++++--------------------- 3 files changed, 45 insertions(+), 37 deletions(-) diff --git a/src/NpChar.cpp b/src/NpChar.cpp index c0ee42d7..46c314da 100644 --- a/src/NpChar.cpp +++ b/src/NpChar.cpp @@ -160,7 +160,7 @@ void SetDestroyNpChar(int x, int y, int w, int num) { offset_x = Random(-w, w) * 0x200; offset_y = Random(-w, w) * 0x200; - SetNpChar(4, x + offset_x, y + offset_y, 0, 0, 0, NULL, 0x100); + SetNpChar(NPC_SMOKE, x + offset_x, y + offset_y, 0, 0, 0, NULL, 0x100); } // Flash effect diff --git a/src/NpChar.h b/src/NpChar.h index a0781459..1a470c2f 100644 --- a/src/NpChar.h +++ b/src/NpChar.h @@ -47,8 +47,9 @@ enum NPCNames NPC_MALCO_UNDAMAGED = 107, NPC_PROJECTILE_BALFROG_SPITBALL = 108, NPC_MALCO_DAMAGED = 109, - NPC_ENEMY_PUCHI = 110 + NPC_ENEMY_PUCHI = 110, // To be continued + NPC_KINGS_SWORD = 145 }; typedef struct NPCHAR diff --git a/src/NpcAct060.cpp b/src/NpcAct060.cpp index df3569e2..0b7571a6 100644 --- a/src/NpcAct060.cpp +++ b/src/NpcAct060.cpp @@ -202,36 +202,40 @@ void ActNpc061(NPCHAR *npc) int i; RECT rcLeft[11] = { - {224, 32, 240, 48}, - {240, 32, 256, 48}, - {256, 32, 272, 48}, - {272, 32, 288, 48}, - {288, 32, 304, 48}, - {224, 32, 240, 48}, - {304, 32, 320, 48}, - {224, 32, 240, 48}, - {272, 32, 288, 48}, - {0, 0, 0, 0}, - {112, 32, 128, 48}, + // NpcRegu + {224, 32, 240, 48}, // 0 - Stood + {240, 32, 256, 48}, // 1 - Blinking + {256, 32, 272, 48}, // 2 - Injured - falling backwards + {272, 32, 288, 48}, // 3 - Lying down + {288, 32, 304, 48}, // 4 - Walking - frame 1 + {224, 32, 240, 48}, // 5 - Walking - frame 2 + {304, 32, 320, 48}, // 6 - Walking - frame 3 + {224, 32, 240, 48}, // 7 - Walking - frame 4 + {272, 32, 288, 48}, // 8 - Dying - frame 1 + {0, 0, 0, 0}, // 9 - Dying - frame 2 + // NpcSym + {112, 32, 128, 48}, // 10 - King's sword }; RECT rcRight[11] = { - {224, 48, 240, 64}, - {240, 48, 256, 64}, - {256, 48, 272, 64}, - {272, 48, 288, 64}, - {288, 48, 304, 64}, - {224, 48, 240, 64}, - {304, 48, 320, 64}, - {224, 48, 240, 64}, - {272, 48, 288, 64}, - {0, 0, 0, 0}, - {112, 32, 128, 48}, + // NpcRegu + {224, 48, 240, 64}, // 0 - Stood + {240, 48, 256, 64}, // 1 - Blinking + {256, 48, 272, 64}, // 2 - Injured - falling backwards + {272, 48, 288, 64}, // 3 - Lying down + {288, 48, 304, 64}, // 4 - Walking - frame 1 + {224, 48, 240, 64}, // 5 - Walking - frame 2 + {304, 48, 320, 64}, // 6 - Walking - frame 3 + {224, 48, 240, 64}, // 7 - Walking - frame 4 + {272, 48, 288, 64}, // 8 - Dying - frame 1 + {0, 0, 0, 0}, // 9 - Dying - frame 2 + // NpcSym + {112, 32, 128, 48}, // 10 - King's sword }; switch (npc->act_no) { - case 0: + case 0: // Stood npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; @@ -247,7 +251,7 @@ void ActNpc061(NPCHAR *npc) break; - case 2: + case 2: // Blink if (++npc->act_wait > 8) { npc->act_no = 1; @@ -256,12 +260,12 @@ void ActNpc061(NPCHAR *npc) break; - case 5: + case 5: // Lying down npc->ani_no = 3; npc->xm = 0; break; - case 6: + case 6: // Being knocked-back npc->act_no = 7; npc->act_wait = 0; npc->ani_wait = 0; @@ -275,12 +279,14 @@ void ActNpc061(NPCHAR *npc) else npc->xm = 0x200; + // If touching ground, enter 'lying down' state (the `act_wait` check is probably + // so he doesn't do it before he even leaves the ground in the first place) if (npc->act_wait++ != 0 && npc->flag & 8) npc->act_no = 5; break; - case 8: + case 8: // Walking npc->act_no = 9; npc->ani_no = 4; npc->ani_wait = 0; @@ -302,7 +308,7 @@ void ActNpc061(NPCHAR *npc) break; - case 10: + case 10: // Running npc->act_no = 11; npc->ani_no = 4; npc->ani_wait = 0; @@ -324,13 +330,13 @@ void ActNpc061(NPCHAR *npc) break; - case 20: - SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100); + case 20: // Spawn his sword, before entering his 'idle' state + SetNpChar(NPC_KINGS_SWORD, 0, 0, 0, 0, 2, npc, 0x100); npc->ani_no = 0; npc->act_no = 0; break; - case 30: + case 30: // Flying through air after being attacked by Misery npc->act_no = 31; npc->act_wait = 0; npc->ani_wait = 0; @@ -358,7 +364,7 @@ void ActNpc061(NPCHAR *npc) break; - case 40: + case 40: // Dying npc->act_no = 42; npc->act_wait = 0; npc->ani_no = 8; @@ -371,7 +377,7 @@ void ActNpc061(NPCHAR *npc) if (++npc->act_wait > 100) { for (i = 0; i < 4; ++i) - SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); + SetNpChar(NPC_SMOKE, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); npc->act_no = 50; npc->surf = SURFACE_ID_NPC_SYM; @@ -380,7 +386,7 @@ void ActNpc061(NPCHAR *npc) break; - case 60: + case 60: // Leap (used to attack Balrog in the Sand Zone storehouse) npc->ani_no = 6; npc->act_no = 61; npc->ym = -0x5FF; @@ -388,7 +394,7 @@ void ActNpc061(NPCHAR *npc) npc->count2 = 1; break; - case 61: + case 61: // Leap - part 2 npc->ym += 0x40; if (npc->flag & 8) @@ -401,6 +407,7 @@ void ActNpc061(NPCHAR *npc) break; } + // Apply gravity and speed-caps during most states if (npc->act_no < 30 || npc->act_no >= 40) { npc->ym += 0x40;