630 lines
14 KiB
C++
630 lines
14 KiB
C++
#include "NpcHit.h"
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#include "WindowsWrapper.h"
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#include "Back.h"
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#include "Bullet.h"
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#include "Caret.h"
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#include "Flags.h"
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#include "Game.h"
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#include "Map.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Sound.h"
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#include "TextScr.h"
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#include "ValueView.h"
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void JadgeHitNpCharBlock(NPCHAR *npc, int x, int y)
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{
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int hit = 0;
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if (npc->y - npc->hit.top < (y * 0x10 + 5) * 0x200
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&& npc->y + npc->hit.bottom > (y * 0x10 - 5) * 0x200
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&& npc->x - npc->hit.back < (x * 0x10 + 8) * 0x200
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&& npc->x - npc->hit.back > x * 0x10 * 0x200)
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{
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npc->x = ((x * 0x10 + 8) * 0x200) + npc->hit.back;
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hit |= 1;
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}
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if (npc->y - npc->hit.top < (y * 0x10 + 5) * 0x200
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&& npc->y + npc->hit.bottom > (y * 0x10 - 5) * 0x200
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&& npc->x + npc->hit.back > (x * 0x10 - 8) * 0x200
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&& npc->x + npc->hit.back < x * 0x10 * 0x200)
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{
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npc->x = ((x * 0x10 - 8) * 0x200) - npc->hit.back;
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hit |= 4;
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}
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if (npc->x - npc->hit.back < (x * 0x10 + 5) * 0x200
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&& npc->x + npc->hit.back > (x * 0x10 - 5) * 0x200
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&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200
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&& npc->y - npc->hit.top > y * 0x10 * 0x200)
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{
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npc->y = ((y * 0x10 + 8) * 0x200) + npc->hit.top;
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npc->ym = 0;
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hit |= 2;
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}
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if (npc->x - npc->hit.back < (x * 0x10 + 5) * 0x200
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&& npc->x + npc->hit.back > (x * 0x10 - 5) * 0x200
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&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200
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&& npc->y + npc->hit.bottom < y * 0x10 * 0x200)
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{
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npc->y = ((y * 0x10 - 8) * 0x200) - npc->hit.bottom;
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npc->ym = 0;
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hit |= 8;
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}
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npc->flag |= hit;
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}
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void JudgeHitNpCharTriangleA(NPCHAR *npc, int x, int y)
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{
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int hit = 0;
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if (npc->x < (x * 0x10 + 8) * 0x200
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&& npc->x > (x * 0x10 - 8) * 0x200
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&& npc->y - npc->hit.top < (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
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&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
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{
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// Clip
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npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 + npc->hit.top;
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// Halt momentum
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if (npc->ym < 0)
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npc->ym = 0;
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// Set that hit a ceiling
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hit |= 2;
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}
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npc->flag |= hit;
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}
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void JudgeHitNpCharTriangleB(NPCHAR *npc, int x, int y)
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{
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int hit = 0;
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if (npc->x < (x * 0x10 + 8) * 0x200
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&& npc->x > (x * 0x10 - 8) * 0x200
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&& npc->y - npc->hit.top < (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
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&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
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{
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// Clip
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npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 + npc->hit.top;
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// Halt momentum
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if (npc->ym < 0)
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npc->ym = 0;
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// Set that hit a ceiling
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hit |= 2;
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}
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npc->flag |= hit;
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}
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void JudgeHitNpCharTriangleC(NPCHAR *npc, int x, int y)
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{
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int hit = 0;
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if (npc->x < (x * 0x10 + 8) * 0x200
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&& npc->x > (x * 0x10 - 8) * 0x200
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&& npc->y - npc->hit.top < (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
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&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
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{
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// Clip
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npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 + npc->hit.top;
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// Halt momentum
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if (npc->ym < 0)
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npc->ym = 0;
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// Set that hit a ceiling
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hit |= 2;
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}
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npc->flag |= hit;
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}
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void JudgeHitNpCharTriangleD(NPCHAR *npc, int x, int y)
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{
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int hit = 0;
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if (npc->x < (x * 0x10 + 8) * 0x200
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&& npc->x > (x * 0x10 - 8) * 0x200
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&& npc->y - npc->hit.top < (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
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&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
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{
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// Clip
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npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 + npc->hit.top;
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// Halt momentum
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if (npc->ym < 0)
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npc->ym = 0;
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// Set that hit a ceiling
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hit |= 2;
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}
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npc->flag |= hit;
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}
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void JudgeHitNpCharTriangleE(NPCHAR *npc, int x, int y)
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{
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int hit = 0;
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hit |= 0x10000;
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if (npc->x < (x * 0x10 + 8) * 0x200
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&& npc->x > (x * 0x10 - 8) * 0x200
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&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
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&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
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{
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// Clip
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npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 - npc->hit.bottom;
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// Halt momentum
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if (npc->ym > 0)
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npc->ym = 0;
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// Set that hit this slope
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hit |= 0x28;
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}
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npc->flag |= hit;
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}
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void JudgeHitNpCharTriangleF(NPCHAR *npc, int x, int y)
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{
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int hit = 0;
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hit |= 0x20000;
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if (npc->x < (x * 0x10 + 8) * 0x200
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&& npc->x >= (x * 0x10 - 8) * 0x200 // Note that this function uses '>='. I'm not sure if this is a bug.
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&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
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&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
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{
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// Clip
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npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 - npc->hit.bottom;
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// Halt momentum
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if (npc->ym > 0)
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npc->ym = 0;
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// Set that hit this slope
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hit |= 0x28;
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}
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npc->flag |= hit;
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}
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void JudgeHitNpCharTriangleG(NPCHAR *npc, int x, int y)
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{
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int hit = 0;
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hit |= 0x40000;
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if (npc->x < (x * 0x10 + 8) * 0x200
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&& npc->x > (x * 0x10 - 8) * 0x200
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&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
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&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
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{
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// Clip
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npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 - npc->hit.bottom;
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// Halt momentum
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if (npc->ym > 0)
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npc->ym = 0;
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// Set that hit this slope
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hit |= 0x18;
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}
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npc->flag |= hit;
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}
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void JudgeHitNpCharTriangleH(NPCHAR *npc, int x, int y)
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{
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int hit = 0;
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hit |= 0x80000;
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if (npc->x < (x * 0x10 + 8) * 0x200
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&& npc->x > (x * 0x10 - 8) * 0x200
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&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
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&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
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{
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// Clip
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npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 - npc->hit.bottom;
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// Halt momentum
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if (npc->ym > 0)
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npc->ym = 0;
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// Set that hit this slope
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hit |= 0x18;
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}
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npc->flag |= hit;
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}
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void JudgeHitNpCharWater(NPCHAR *npc, int x, int y)
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{
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int hit = 0;
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if (npc->x - npc->hit.back < (x * 0x10 + 6) * 0x200
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&& npc->x + npc->hit.back > (x * 0x10 - 6) * 0x200
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&& npc->y - npc->hit.top < (y * 0x10 + 6) * 0x200
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&& npc->y + npc->hit.bottom > (y * 0x10 - 6) * 0x200)
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hit |= 0x100;
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npc->flag |= hit;
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}
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void HitNpCharMap(void)
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{
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int x, y;
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int judg;
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int offx[9];
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int offy[9];
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int i, j;
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offx[0] = 0;
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offx[1] = 1;
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offx[2] = 0;
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offx[3] = 1;
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offx[4] = 2;
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offx[5] = 2;
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offx[6] = 2;
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offx[7] = 0;
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offx[8] = 1;
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offy[0] = 0;
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offy[1] = 0;
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offy[2] = 1;
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offy[3] = 1;
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offy[4] = 0;
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offy[5] = 1;
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offy[6] = 2;
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offy[7] = 2;
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offy[8] = 2;
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for (i = 0; i < NPC_MAX; ++i)
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{
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if (!(gNPC[i].cond & 0x80))
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continue;
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if (gNPC[i].bits & NPC_IGNORE_SOLIDITY)
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continue;
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if (gNPC[i].size >= 3)
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{
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judg = 9;
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x = (gNPC[i].x - 0x1000) / 0x10 / 0x200;
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y = (gNPC[i].y - 0x1000) / 0x10 / 0x200;
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}
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else
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{
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judg = 4;
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x = gNPC[i].x / 0x10 / 0x200;
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y = gNPC[i].y / 0x10 / 0x200;
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}
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gNPC[i].flag = 0;
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for (j = 0; j < judg; ++j)
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{
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switch (GetAttribute(x + offx[j], y + offy[j]))
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{
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// No NPC block
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case 0x44:
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if (gNPC[i].bits & NPC_IGNORE_TILE_44)
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break;
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// Fallthrough
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// Block
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case 0x03:
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case 0x05:
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case 0x41:
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case 0x43:
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JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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// Slopes
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case 0x50:
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JudgeHitNpCharTriangleA(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x51:
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JudgeHitNpCharTriangleB(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x52:
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JudgeHitNpCharTriangleC(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x53:
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JudgeHitNpCharTriangleD(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x54:
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JudgeHitNpCharTriangleE(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x55:
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JudgeHitNpCharTriangleF(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x56:
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JudgeHitNpCharTriangleG(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x57:
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JudgeHitNpCharTriangleH(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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// Water
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case 0x02:
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case 0x60:
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case 0x62:
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JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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// Water block
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case 0x04:
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case 0x61:
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case 0x64:
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JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]);
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JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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// Water slopes
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case 0x70:
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JudgeHitNpCharTriangleA(&gNPC[i], x + offx[j], y + offy[j]);
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JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x71:
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JudgeHitNpCharTriangleB(&gNPC[i], x + offx[j], y + offy[j]);
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JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x72:
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JudgeHitNpCharTriangleC(&gNPC[i], x + offx[j], y + offy[j]);
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JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x73:
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JudgeHitNpCharTriangleD(&gNPC[i], x + offx[j], y + offy[j]);
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JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x74:
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JudgeHitNpCharTriangleE(&gNPC[i], x + offx[j], y + offy[j]);
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JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x75:
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JudgeHitNpCharTriangleF(&gNPC[i], x + offx[j], y + offy[j]);
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JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x76:
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JudgeHitNpCharTriangleG(&gNPC[i], x + offx[j], y + offy[j]);
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JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0x77:
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JudgeHitNpCharTriangleH(&gNPC[i], x + offx[j], y + offy[j]);
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JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
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break;
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case 0xA0:
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gNPC[i].flag |= 0x100;
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// Fallthrough
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case 0x80:
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gNPC[i].flag |= 0x1000;
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break;
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case 0xA1:
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gNPC[i].flag |= 0x100;
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// Fallthrough
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case 0x81:
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gNPC[i].flag |= 0x2000;
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break;
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case 0xA2:
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gNPC[i].flag |= 0x100;
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// Fallthrough
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case 0x82:
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gNPC[i].flag |= 0x4000;
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break;
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case 0xA3:
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gNPC[i].flag |= 0x100;
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// Fallthrough
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case 0x83:
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gNPC[i].flag |= 0x8000;
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break;
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}
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if (gNPC[i].y > gWaterY + 0x800)
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gNPC[i].flag |= 0x100;
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}
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}
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}
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void LoseNpChar(NPCHAR *npc, BOOL bVanish)
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{
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int val;
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// Play death sound
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PlaySoundObject(npc->destroy_voice, SOUND_MODE_PLAY);
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// Create smoke
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switch (npc->size)
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{
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case 1:
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 3);
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break;
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case 2:
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 7);
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break;
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case 3:
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 12);
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break;
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|
}
|
|
|
|
// Create drop
|
|
if (npc->exp != 0)
|
|
{
|
|
switch (Random(1, 5))
|
|
{
|
|
case 1:
|
|
// Spawn health
|
|
if (npc->exp > 6)
|
|
val = 6;
|
|
else
|
|
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);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Set flag
|
|
SetNPCFlag(npc->code_flag);
|
|
|
|
// Create value view
|
|
if (npc->bits & NPC_SHOW_DAMAGE)
|
|
{
|
|
if ((npc->bits & NPC_SHOW_DAMAGE) && npc->damage_view) // npc->bits & NPC_SHOW_DAMAGE is already verified at this point, so this is redundant
|
|
SetValueView(&npc->x, &npc->y, npc->damage_view);
|
|
if (bVanish)
|
|
VanishNpChar(npc);
|
|
}
|
|
else
|
|
{
|
|
npc->cond = 0;
|
|
}
|
|
}
|
|
|
|
void HitNpCharBullet(void)
|
|
{
|
|
int n, b;
|
|
BOOL bHit;
|
|
|
|
for (n = 0; n < NPC_MAX; ++n)
|
|
{
|
|
if (!(gNPC[n].cond & 0x80))
|
|
continue;
|
|
|
|
if (gNPC[n].bits & NPC_SHOOTABLE && gNPC[n].bits & NPC_INTERACTABLE)
|
|
continue;
|
|
|
|
for (b = 0; b < BULLET_MAX; ++b)
|
|
{
|
|
if (!(gBul[b].cond & 0x80))
|
|
continue;
|
|
|
|
if (gBul[b].damage == -1)
|
|
continue;
|
|
|
|
// Check if bullet touches npc
|
|
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;
|
|
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;
|
|
|
|
if (bHit)
|
|
{
|
|
// Damage NPC
|
|
if (gNPC[n].bits & NPC_SHOOTABLE)
|
|
{
|
|
gNPC[n].life -= gBul[b].damage;
|
|
|
|
if (gNPC[n].life < 1)
|
|
{
|
|
gNPC[n].life = 0;
|
|
|
|
if (gNPC[n].bits & NPC_SHOW_DAMAGE)
|
|
gNPC[n].damage_view -= gBul[b].damage;
|
|
|
|
if ((gMC.cond & 0x80) && gNPC[n].bits & NPC_EVENT_WHEN_KILLED)
|
|
StartTextScript(gNPC[n].code_event);
|
|
else
|
|
gNPC[n].cond |= 8;
|
|
}
|
|
else
|
|
{
|
|
if (gNPC[n].shock < 14)
|
|
{
|
|
SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0);
|
|
SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0);
|
|
SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0);
|
|
PlaySoundObject(gNPC[n].hit_voice, SOUND_MODE_PLAY);
|
|
gNPC[n].shock = 16;
|
|
}
|
|
|
|
if (gNPC[n].bits & NPC_SHOW_DAMAGE)
|
|
gNPC[n].damage_view -= gBul[b].damage;
|
|
}
|
|
}
|
|
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)
|
|
{
|
|
// Strange empty case that's needed for accurate assembly
|
|
}
|
|
else if (!(gBul[b].bbits & 0x10))
|
|
{
|
|
// Hit invulnerable NPC
|
|
SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 2, 2);
|
|
PlaySoundObject(31, SOUND_MODE_PLAY);
|
|
gBul[b].life = 0;
|
|
continue;
|
|
}
|
|
|
|
--gBul[b].life;
|
|
}
|
|
}
|
|
|
|
if (gNPC[n].cond & 8)
|
|
LoseNpChar(&gNPC[n], TRUE);
|
|
}
|
|
}
|