555 lines
13 KiB
C++
555 lines
13 KiB
C++
#include "NpcHit.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 < ((2 * y + 1) << 12) - 0x600
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&& npc->y + npc->hit.bottom > ((2 * y - 1) << 12) + 0x600
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&& npc->x - npc->hit.back < (2 * x + 1) << 12
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&& npc->x - npc->hit.back > x << 13)
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{
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npc->x = ((2 * x + 1) << 12) + npc->hit.back;
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hit |= 1;
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}
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if (npc->y - npc->hit.top < ((2 * y + 1) << 12) - 0x600
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&& npc->y + npc->hit.bottom > ((2 * y - 1) << 12) + 0x600
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&& npc->hit.back + npc->x > (2 * x - 1) << 12
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&& npc->hit.back + npc->x < x << 13)
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{
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npc->x = ((2 * x - 1) << 12) - npc->hit.back;
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hit |= 4;
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}
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if (npc->x - npc->hit.back < ((2 * x + 1) << 12) - 0x600
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&& npc->hit.back + npc->x > ((2 * x - 1) << 12) + 0x600
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&& npc->y - npc->hit.top < (2 * y + 1) << 12
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&& npc->y - npc->hit.top > y << 13)
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{
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npc->y = ((2 * y + 1) << 12) + 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 < ((2 * x + 1) << 12) - 0x600
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&& npc->hit.back + npc->x > ((2 * x - 1) << 12) + 0x600
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&& npc->y + npc->hit.bottom > (2 * y - 1) << 12
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&& npc->y + npc->hit.bottom < y << 13)
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{
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npc->y = ((2 * y - 1) << 12) - 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 < (2 * x + 1) << 12
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&& npc->x > (2 * x - 1) << 12
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&& npc->y - npc->hit.top < (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800
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&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
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{
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//Clip
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npc->y = npc->hit.top + (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800;
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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 < (2 * x + 1) << 12
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&& npc->x > (2 * x - 1) << 12
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&& npc->y - npc->hit.top < (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800
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&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
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{
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//Clip
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npc->y = npc->hit.top + (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800;
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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 < (2 * x + 1) << 12
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&& npc->x > (2 * x - 1) << 12
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&& npc->y - npc->hit.top < (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800
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&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
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{
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//Clip
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npc->y = npc->hit.top + (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800;
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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 < (2 * x + 1) << 12
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&& npc->x > (2 * x - 1) << 12
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&& npc->y - npc->hit.top < (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800
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&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
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{
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//Clip
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npc->y = npc->hit.top + (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800;
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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 = 0x10000;
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if ( npc->x < (2 * x + 1) << 12
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&& npc->x > (2 * x - 1) << 12
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&& npc->y + npc->hit.bottom > (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800
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&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
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{
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//Clip
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npc->y = (y << 13) + (-0x2000 * x + npc->x) / 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 = 0x10028;
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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 = 0x20000;
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if ( npc->x < (2 * x + 1) << 12
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&& npc->x > (2 * x - 1) << 12
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&& npc->y + npc->hit.bottom > (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800
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&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
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{
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//Clip
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npc->y = (y << 13) + (-0x2000 * x + npc->x) / 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 = 0x20028;
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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 = 0x40000;
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if ( npc->x < (2 * x + 1) << 12
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&& npc->x > (2 * x - 1) << 12
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&& npc->y + npc->hit.bottom > (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800
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&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
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{
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//Clip
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npc->y = (y << 13) - (-0x2000 * x + npc->x) / 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 = 0x40018;
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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 = 0x80000;
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if ( npc->x < (2 * x + 1) << 12
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&& npc->x > (2 * x - 1) << 12
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&& npc->y + npc->hit.bottom > (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800
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&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
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{
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//Clip
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npc->y = (y << 13) - (-0x2000 * x + npc->x) / 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 = 0x80018;
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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 < (4 * (2 * x + 1) - 1) << 10
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&& npc->hit.back + npc->x > (4 * (2 * x - 1) + 1) << 10
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&& npc->y - npc->hit.top < (4 * (2 * y + 1) - 1) << 10
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&& npc->y + npc->hit.bottom > (4 * (2 * y - 1) + 1) << 10)
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hit = 0x100;
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npc->flag |= hit;
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}
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void HitNpCharMap()
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{
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int offy[9];
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int offx[9];
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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 (int i = 0; i < NPC_MAX; i++)
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{
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if ((gNPC[i].cond & 0x80) && !(gNPC[i].bits & 8))
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{
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int judg, x, y;
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if (gNPC[i].size <= 2)
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{
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judg = 4;
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x = gNPC[i].x / 0x2000;
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y = gNPC[i].y / 0x2000;
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}
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else
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{
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judg = 9;
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x = (gNPC[i].x - 0x1000) / 0x2000;
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y = (gNPC[i].y - 0x1000) / 0x2000;
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}
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gNPC[i].flag = 0;
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for (int 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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//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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//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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//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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//No NPC block
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case 0x44:
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if (!(gNPC[i].bits & npc_ignore44))
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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 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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}
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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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//Play death sound
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PlaySoundObject(npc->destroy_voice, 1);
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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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}
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//Create drop
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if (npc->exp)
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{
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int v3 = Random(1, 5);
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char v4;
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if (v3 == 1)
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{
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if (npc->exp <= 6)
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SetLifeObject(npc->x, npc->y, 2);
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else
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SetLifeObject(npc->x, npc->y, 6);
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}
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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
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{
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SetExpObjects(npc->x, npc->y, npc->exp);
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}
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}
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//Set flag
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SetNPCFlag(npc->code_flag);
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//Create value view
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if (!(npc->bits & npc_showDamage))
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{
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npc->cond = 0;
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}
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else
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{
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if ((npc->bits & npc_showDamage) && npc->damage_view)
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SetValueView(&npc->x, &npc->y, npc->damage_view);
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if (bVanish)
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VanishNpChar(npc);
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}
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}
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void HitNpCharBullet()
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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].bits & npc_shootable) || !(gNPC[n].bits & npc_interact)))
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{
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for (int b = 0; b < BULLET_MAX; b++)
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{
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if (gBul[b].cond & 0x80 && gBul[b].damage != -1)
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{
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//Check if bullet touches npc
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bool bHit = false;
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if (gNPC[n].bits & npc_shootable
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&& gNPC[n].x - gNPC[n].hit.back < gBul[b].x + gBul[b].enemyXL
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&& gNPC[n].x + gNPC[n].hit.back > gBul[b].x - gBul[b].enemyXL
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|
&& 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 > 0)
|
|
{
|
|
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, 1);
|
|
gNPC[n].shock = 16;
|
|
}
|
|
|
|
if (gNPC[n].bits & npc_showDamage)
|
|
gNPC[n].damage_view -= gBul[b].damage;
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
//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;
|
|
continue;
|
|
}
|
|
|
|
--gBul[b].life;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gNPC[n].cond & 8)
|
|
LoseNpChar(&gNPC[n], true);
|
|
}
|
|
}
|
|
}
|