629 lines
12 KiB
C++
629 lines
12 KiB
C++
#include "NpChar.h"
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#include <stddef.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <string.h>
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#include "WindowsWrapper.h"
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#include "ArmsItem.h"
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#include "CommonDefines.h"
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#include "Caret.h"
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#include "Draw.h"
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#include "File.h"
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#include "Flags.h"
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#include "Game.h"
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#include "MyChar.h"
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#include "NpcTbl.h"
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#include "Sound.h"
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#include "Tags.h"
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#include "ValueView.h"
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NPCHAR gNPC[NPC_MAX];
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int gCurlyShoot_wait;
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int gCurlyShoot_x;
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int gCurlyShoot_y;
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int gSuperXpos;
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int gSuperYpos;
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const char *gPassPixEve = "PXE\0";
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void InitNpChar()
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{
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memset(gNPC, 0, sizeof(gNPC));
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}
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void SetUniqueParameter(NPCHAR *npc)
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{
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int code = npc->code_char;
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npc->surf = (Surface_Ids)gNpcTable[code].surf;
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npc->hit_voice = gNpcTable[code].hit_voice;
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npc->destroy_voice = gNpcTable[code].destroy_voice;
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npc->damage = gNpcTable[code].damage;
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npc->size = gNpcTable[code].size;
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npc->life = gNpcTable[code].life;
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npc->hit.front = gNpcTable[code].hit.front << 9;
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npc->hit.back = gNpcTable[code].hit.back << 9;
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npc->hit.top = gNpcTable[code].hit.top << 9;
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npc->hit.bottom = gNpcTable[code].hit.bottom << 9;
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npc->view.front = gNpcTable[code].view.front << 9;
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npc->view.back = gNpcTable[code].view.back << 9;
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npc->view.top = gNpcTable[code].view.top << 9;
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npc->view.bottom = gNpcTable[code].view.bottom << 9;
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}
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bool LoadEvent(const char *path_event)
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{
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char path[PATH_LENGTH];
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sprintf(path, "%s/%s", gDataPath, path_event);
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FILE *fp = fopen(path, "rb");
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if (fp == NULL)
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return false;
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//Read "PXE" check
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char code[4];
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fread(code, 1, 4, fp);
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if (memcmp(code, gPassPixEve, 3))
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{
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#ifdef FIX_BUGS
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// The original game forgot to close the file here
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fclose(fp);
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#endif
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return false;
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}
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//Get amount of NPCs
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int count = File_ReadLE32(fp);
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//Load NPCs
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memset(gNPC, 0, sizeof(gNPC));
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int n = 170;
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for (int i = 0; i < count; i++)
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{
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//Get data from file
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EVENT eve;
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eve.x = File_ReadLE16(fp);
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eve.y = File_ReadLE16(fp);
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eve.code_flag = File_ReadLE16(fp);
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eve.code_event = File_ReadLE16(fp);
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eve.code_char = File_ReadLE16(fp);
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eve.bits = File_ReadLE16(fp);
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//Set NPC parameters
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if (eve.bits & npc_altDir)
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gNPC[n].direct = 2;
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else
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gNPC[n].direct = 0;
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gNPC[n].code_char = eve.code_char;
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gNPC[n].code_event = eve.code_event;
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gNPC[n].code_flag = eve.code_flag;
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gNPC[n].x = eve.x << 13;
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gNPC[n].y = eve.y << 13;
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gNPC[n].bits = eve.bits;
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gNPC[n].bits |= gNpcTable[gNPC[n].code_char].bits;
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gNPC[n].exp = gNpcTable[gNPC[n].code_char].exp;
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SetUniqueParameter(&gNPC[n]);
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//Check flags
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if (gNPC[n].bits & npc_appearSet)
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{
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if (GetNPCFlag(gNPC[n].code_flag))
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gNPC[n].cond |= 0x80u;
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}
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else if (gNPC[n].bits & npc_hideSet)
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{
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if (!GetNPCFlag(gNPC[n].code_flag))
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gNPC[n].cond |= 0x80u;
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}
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else
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{
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gNPC[n].cond = 0x80;
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}
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//Increase index
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n++;
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}
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fclose(fp);
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return true;
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}
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void SetNpChar(int code_char, int x, int y, int xm, int ym, int dir, NPCHAR *npc, int start_index)
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{
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for (int n = start_index; n < NPC_MAX; n++)
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{
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if (!gNPC[n].cond)
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{
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//Set NPC parameters
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memset(&gNPC[n], 0, sizeof(NPCHAR));
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gNPC[n].cond |= 0x80u;
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gNPC[n].direct = dir;
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gNPC[n].code_char = code_char;
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gNPC[n].x = x;
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gNPC[n].y = y;
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gNPC[n].xm = xm;
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gNPC[n].ym = ym;
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gNPC[n].pNpc = npc;
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gNPC[n].bits = gNpcTable[gNPC[n].code_char].bits;
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gNPC[n].exp = gNpcTable[gNPC[n].code_char].exp;
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SetUniqueParameter(&gNPC[n]);
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break;
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}
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}
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}
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void SetDestroyNpChar(int x, int y, int w, int num)
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{
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//Create smoke
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int wa = w / 0x200;
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for (int i = 0; i < num; i++)
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{
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int offset_x = Random(-wa, wa) << 9;
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int offset_y = Random(-wa, wa) << 9;
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SetNpChar(4, x + offset_x, offset_y + y, 0, 0, 0, NULL, 0x100);
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}
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//Flash effect
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SetCaret(x, y, 12, 0);
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}
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void SetDestroyNpCharUp(int x, int y, int w, int num)
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{
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//Create smoke
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int wa = w / 0x200;
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for (int i = 0; i < num; i++)
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{
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int offset_x = Random(-wa, wa) << 9;
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int offset_y = Random(-wa, wa) << 9;
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SetNpChar(4, x + offset_x, offset_y + y, 0, 0, 1, NULL, 0x100);
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}
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//Flash effect
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SetCaret(x, y, 12, 0);
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}
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void SetExpObjects(int x, int y, int exp)
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{
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int sub_exp;
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for (int n = 0x100; exp; SetUniqueParameter(&gNPC[n]))
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{
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while (true)
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{
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bool v3 = n < NPC_MAX && gNPC[n].cond;
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if (!v3)
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break;
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++n;
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}
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if (n == NPC_MAX)
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break;
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memset(&gNPC[n], 0, sizeof(NPCHAR));
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if (exp < 20)
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{
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if (exp < 5)
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{
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if (exp > 0)
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{
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--exp;
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sub_exp = 1;
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}
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}
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else
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{
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exp -= 5;
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sub_exp = 5;
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}
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}
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else
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{
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exp -= 20;
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sub_exp = 20;
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}
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gNPC[n].cond |= 0x80u;
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gNPC[n].direct = 0;
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gNPC[n].code_char = 1;
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gNPC[n].x = x;
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gNPC[n].y = y;
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gNPC[n].bits = gNpcTable[gNPC[n].code_char].bits;
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gNPC[n].exp = sub_exp;
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}
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}
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bool SetBulletObject(int x, int y, int val)
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{
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int tamakazu_ari[10];
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int n;
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int t = 0;
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memset(tamakazu_ari, 0, sizeof(tamakazu_ari));
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for (n = 0; n < 8; n++)
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{
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int code = gArmsData[n].code;
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if (code == 5)
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tamakazu_ari[t++] = 0;
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else if (code == 10)
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tamakazu_ari[t++] = 1;
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else
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tamakazu_ari[t] = 0;
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}
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if (!t)
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return false;
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n = Random(1, 10 * t);
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int bullet_no = tamakazu_ari[n % t];
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for (n = 0x100; n < NPC_MAX; n++)
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{
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if (!gNPC[n].cond)
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{
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memset(&gNPC[n], 0, sizeof(NPCHAR));
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gNPC[n].cond |= 0x80u;
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gNPC[n].direct = 0;
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gNPC[n].code_event = bullet_no;
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gNPC[n].code_char = 86;
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gNPC[n].x = x;
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gNPC[n].y = y;
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gNPC[n].bits = gNpcTable[gNPC[n].code_char].bits;
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gNPC[n].exp = val;
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SetUniqueParameter(&gNPC[n]);
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return true;
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}
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}
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return false;
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}
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bool SetLifeObject(int x, int y, int val)
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{
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for (int n = 0x100; n < NPC_MAX; n++)
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{
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if (!gNPC[n].cond)
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{
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memset(&gNPC[n], 0, sizeof(NPCHAR));
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gNPC[n].cond |= 0x80u;
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gNPC[n].direct = 0;
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gNPC[n].code_char = 87;
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gNPC[n].x = x;
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gNPC[n].y = y;
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gNPC[n].bits = gNpcTable[gNPC[n].code_char].bits;
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gNPC[n].exp = val;
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SetUniqueParameter(&gNPC[n]);
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return true;
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}
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}
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return false;
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}
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void VanishNpChar(NPCHAR *npc)
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{
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int x = npc->x;
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int y = npc->y;
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memset(npc, 0, sizeof(NPCHAR));
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npc->count1 = 0;
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npc->x = x;
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npc->y = y;
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npc->cond |= 0x80u;
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npc->direct = 0;
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npc->code_char = 3;
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npc->bits = gNpcTable[npc->code_char].bits;
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npc->exp = gNpcTable[npc->code_char].exp;
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SetUniqueParameter(npc);
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}
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void PutNpChar(int fx, int fy)
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{
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for (int n = 0; n < NPC_MAX; n++)
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{
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if (gNPC[n].cond & 0x80)
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{
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int8_t a;
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if (gNPC[n].shock)
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{
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a = 2 * ((gNPC[n].shock >> 1) & 1) - 1;
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}
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else
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{
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a = 0;
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if (gNPC[n].bits & npc_showDamage && gNPC[n].damage_view)
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{
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SetValueView(&gNPC[n].x, &gNPC[n].y, gNPC[n].damage_view);
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gNPC[n].damage_view = 0;
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}
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}
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int side;
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if (gNPC[n].direct)
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side = gNPC[n].view.back;
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else
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side = gNPC[n].view.front;
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PutBitmap3(
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&grcGame,
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(gNPC[n].x - side) / 0x200 - fx / 0x200 + a,
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(gNPC[n].y - gNPC[n].view.top) / 0x200 - fy / 0x200,
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&gNPC[n].rect,
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(Surface_Ids)gNPC[n].surf);
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}
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}
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}
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void ActNpChar()
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{
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for (int i = 0; i < NPC_MAX; i++)
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{
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if (gNPC[i].cond & 0x80)
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{
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gpNpcFuncTbl[gNPC[i].code_char](&gNPC[i]);
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if (gNPC[i].shock)
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--gNPC[i].shock;
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}
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}
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}
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void ChangeNpCharByEvent(int code_event, int code_char, int dir)
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{
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for (int n = 0; n < NPC_MAX; n++)
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{
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if ((gNPC[n].cond & 0x80u) && gNPC[n].code_event == code_event)
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{
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gNPC[n].bits &= (npc_eventTouch | npc_eventDie | 0x400 | npc_appearSet | npc_altDir | npc_interact | npc_hideSet);
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gNPC[n].code_char = code_char;
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gNPC[n].bits |= gNpcTable[gNPC[n].code_char].bits;
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gNPC[n].exp = gNpcTable[gNPC[n].code_char].exp;
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SetUniqueParameter(&gNPC[n]);
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gNPC[n].cond |= 0x80u;
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gNPC[n].act_no = 0;
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gNPC[n].act_wait = 0;
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gNPC[n].count1 = 0;
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gNPC[n].count2 = 0;
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gNPC[n].ani_no = 0;
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gNPC[n].ani_wait = 0;
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gNPC[n].xm = 0;
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gNPC[n].ym = 0;
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if (dir != 5)
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{
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if (dir == 4)
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{
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if (gNPC[n].x >= gMC.x)
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gNPC[n].direct = 0;
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else
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gNPC[n].direct = 2;
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}
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else
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{
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gNPC[n].direct = dir;
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}
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}
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gpNpcFuncTbl[code_char](&gNPC[n]);
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}
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}
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}
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void ChangeCheckableNpCharByEvent(int code_event, int code_char, int dir)
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{
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for (int n = 0; n < NPC_MAX; n++)
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{
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if ((gNPC[n].cond & 0x80u) != 0 && gNPC[n].code_event == code_event)
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{
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gNPC[n].bits &= (npc_eventTouch | npc_eventDie | 0x400 | npc_appearSet | npc_altDir | npc_interact | npc_hideSet);
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gNPC[n].bits |= npc_interact;
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gNPC[n].code_char = code_char;
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gNPC[n].bits |= gNpcTable[gNPC[n].code_char].bits;
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gNPC[n].exp = gNpcTable[gNPC[n].code_char].exp;
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SetUniqueParameter(&gNPC[n]);
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gNPC[n].cond |= 0x80u;
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gNPC[n].act_no = 0;
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gNPC[n].act_wait = 0;
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gNPC[n].count1 = 0;
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gNPC[n].count2 = 0;
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gNPC[n].ani_no = 0;
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gNPC[n].ani_wait = 0;
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gNPC[n].xm = 0;
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gNPC[n].ym = 0;
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if (dir != 5)
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{
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if (dir == 4)
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{
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if (gNPC[n].x >= gMC.x)
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gNPC[n].direct = 0;
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else
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gNPC[n].direct = 2;
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}
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else
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{
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gNPC[n].direct = dir;
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}
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}
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gpNpcFuncTbl[code_char](&gNPC[n]);
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}
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}
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}
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void SetNpCharActionNo(int code_event, int act_no, int dir)
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{
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for (int n = 0; n < NPC_MAX; n++)
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{
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if ((gNPC[n].cond & 0x80) && gNPC[n].code_event == code_event)
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{
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gNPC[n].act_no = act_no;
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if (dir != 5)
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{
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if (dir == 4)
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{
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if (gNPC[n].x >= gMC.x)
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gNPC[n].direct = 0;
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else
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gNPC[n].direct = 2;
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}
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else
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{
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gNPC[n].direct = dir;
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}
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}
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break;
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}
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}
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}
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void MoveNpChar(int code_event, int x, int y, int dir)
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{
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for (int n = 0; n < NPC_MAX; n++)
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{
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if ((gNPC[n].cond & 0x80) && gNPC[n].code_event == code_event)
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{
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gNPC[n].x = x;
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gNPC[n].y = y;
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if (dir != 5)
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{
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if (dir == 4)
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{
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if (gNPC[n].x >= gMC.x)
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gNPC[n].direct = 0;
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else
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gNPC[n].direct = 2;
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}
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else
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{
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gNPC[n].direct = dir;
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}
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}
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break;
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}
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}
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}
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void BackStepMyChar(int code_event)
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{
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gMC.cond &= ~1;
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gMC.ym = -0x200;
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if (code_event)
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{
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if (code_event == 2)
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{
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gMC.direct = 2;
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gMC.xm = -0x200;
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}
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else
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{
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for (int n = 0; n < NPC_MAX; n++)
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{
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|
if ((gNPC[n].cond & 0x80) && gNPC[n].code_event == code_event)
|
|
{
|
|
if (gNPC[n].x >= gMC.x)
|
|
{
|
|
gMC.direct = 2;
|
|
gMC.xm = -0x200;
|
|
}
|
|
else
|
|
{
|
|
gMC.direct = 0;
|
|
gMC.xm = 0x200;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gMC.direct = 0;
|
|
gMC.xm = 0x200;
|
|
}
|
|
}
|
|
|
|
void DeleteNpCharEvent(int code)
|
|
{
|
|
for (int i = 0; i < NPC_MAX; i++)
|
|
{
|
|
if ((gNPC[i].cond & 0x80) && gNPC[i].code_event == code)
|
|
{
|
|
gNPC[i].cond = 0;
|
|
SetNPCFlag(gNPC[i].code_flag);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DeleteNpCharCode(int code, bool bSmoke)
|
|
{
|
|
for (int n = 0; n < NPC_MAX; n++)
|
|
{
|
|
if ((gNPC[n].cond & 0x80) && gNPC[n].code_char == code)
|
|
{
|
|
gNPC[n].cond = 0;
|
|
SetNPCFlag(gNPC[n].code_flag);
|
|
|
|
if (bSmoke)
|
|
{
|
|
PlaySoundObject(gNPC[n].destroy_voice, 1);
|
|
|
|
switch (gNPC[n].size)
|
|
{
|
|
case 2:
|
|
SetDestroyNpChar(gNPC[n].x, gNPC[n].y, gNPC[n].view.back, 8);
|
|
break;
|
|
case 3:
|
|
SetDestroyNpChar(gNPC[n].x, gNPC[n].y, gNPC[n].view.back, 16);
|
|
break;
|
|
case 1:
|
|
SetDestroyNpChar(gNPC[n].x, gNPC[n].y, gNPC[n].view.back, 4);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GetNpCharPosition(int *x, int *y, int i)
|
|
{
|
|
*x = gNPC[i].x;
|
|
*y = gNPC[i].y;
|
|
}
|
|
|
|
BOOL IsNpCharCode(int code)
|
|
{
|
|
for (int i = 0; i < NPC_MAX; i++)
|
|
{
|
|
if ((gNPC[i].cond & 0x80) && gNPC[i].code_char == code)
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOL GetNpCharAlive(int code_event)
|
|
{
|
|
for (int i = 0; i < NPC_MAX; i++)
|
|
{
|
|
if ((gNPC[i].cond & 0x80) && gNPC[i].code_event == code_event)
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
int CountAliveNpChar()
|
|
{
|
|
int count = 0;
|
|
for (int n = 0; n < NPC_MAX; ++n)
|
|
{
|
|
if (gNPC[n].cond & 0x80)
|
|
++count;
|
|
}
|
|
|
|
return count;
|
|
}
|