cave-story-solaris/src/NpcHit.cpp
2019-02-18 21:30:22 +00:00

555 lines
13 KiB
C++

#include "NpcHit.h"
#include "Back.h"
#include "Bullet.h"
#include "Caret.h"
#include "Flags.h"
#include "Game.h"
#include "Map.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "TextScr.h"
#include "ValueView.h"
void JadgeHitNpCharBlock(NPCHAR *npc, int x, int y)
{
int hit = 0;
if (npc->y - npc->hit.top < ((2 * y + 1) << 12) - 0x600
&& npc->y + npc->hit.bottom > ((2 * y - 1) << 12) + 0x600
&& npc->x - npc->hit.back < (2 * x + 1) << 12
&& npc->x - npc->hit.back > x << 13)
{
npc->x = ((2 * x + 1) << 12) + npc->hit.back;
hit |= 1;
}
if (npc->y - npc->hit.top < ((2 * y + 1) << 12) - 0x600
&& npc->y + npc->hit.bottom > ((2 * y - 1) << 12) + 0x600
&& npc->hit.back + npc->x > (2 * x - 1) << 12
&& npc->hit.back + npc->x < x << 13)
{
npc->x = ((2 * x - 1) << 12) - npc->hit.back;
hit |= 4;
}
if (npc->x - npc->hit.back < ((2 * x + 1) << 12) - 0x600
&& npc->hit.back + npc->x > ((2 * x - 1) << 12) + 0x600
&& npc->y - npc->hit.top < (2 * y + 1) << 12
&& npc->y - npc->hit.top > y << 13)
{
npc->y = ((2 * y + 1) << 12) + npc->hit.top;
npc->ym = 0;
hit |= 2;
}
if (npc->x - npc->hit.back < ((2 * x + 1) << 12) - 0x600
&& npc->hit.back + npc->x > ((2 * x - 1) << 12) + 0x600
&& npc->y + npc->hit.bottom > (2 * y - 1) << 12
&& npc->y + npc->hit.bottom < y << 13)
{
npc->y = ((2 * y - 1) << 12) - npc->hit.bottom;
npc->ym = 0;
hit |= 8;
}
npc->flag |= hit;
}
void JudgeHitNpCharTriangleA(NPCHAR *npc, int x, int y)
{
int hit = 0;
if (npc->x < (2 * x + 1) << 12
&& npc->x > (2 * x - 1) << 12
&& npc->y - npc->hit.top < (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800
&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
{
//Clip
npc->y = npc->hit.top + (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800;
//Halt momentum
if (npc->ym < 0)
npc->ym = 0;
//Set that hit a ceiling
hit = 2;
}
npc->flag |= hit;
}
void JudgeHitNpCharTriangleB(NPCHAR *npc, int x, int y)
{
int hit = 0;
if (npc->x < (2 * x + 1) << 12
&& npc->x > (2 * x - 1) << 12
&& npc->y - npc->hit.top < (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800
&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
{
//Clip
npc->y = npc->hit.top + (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800;
//Halt momentum
if (npc->ym < 0)
npc->ym = 0;
//Set that hit a ceiling
hit = 2;
}
npc->flag |= hit;
}
void JudgeHitNpCharTriangleC(NPCHAR *npc, int x, int y)
{
int hit = 0;
if (npc->x < (2 * x + 1) << 12
&& npc->x > (2 * x - 1) << 12
&& npc->y - npc->hit.top < (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800
&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
{
//Clip
npc->y = npc->hit.top + (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800;
//Halt momentum
if (npc->ym < 0)
npc->ym = 0;
//Set that hit a ceiling
hit = 2;
}
npc->flag |= hit;
}
void JudgeHitNpCharTriangleD(NPCHAR *npc, int x, int y)
{
int hit = 0;
if (npc->x < (2 * x + 1) << 12
&& npc->x > (2 * x - 1) << 12
&& npc->y - npc->hit.top < (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800
&& npc->y + npc->hit.bottom > (2 * y - 1) << 12)
{
//Clip
npc->y = npc->hit.top + (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800;
//Halt momentum
if (npc->ym < 0)
npc->ym = 0;
//Set that hit a ceiling
hit = 2;
}
npc->flag |= hit;
}
void JudgeHitNpCharTriangleE(NPCHAR *npc, int x, int y)
{
int hit = 0x10000;
if ( npc->x < (2 * x + 1) << 12
&& npc->x > (2 * x - 1) << 12
&& npc->y + npc->hit.bottom > (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800
&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
{
//Clip
npc->y = (y << 13) + (-0x2000 * x + npc->x) / 2 - 0x800 - npc->hit.bottom;
//Halt momentum
if (npc->ym > 0)
npc->ym = 0;
//Set that hit this slope
hit = 0x10028;
}
npc->flag |= hit;
}
void JudgeHitNpCharTriangleF(NPCHAR *npc, int x, int y)
{
int hit = 0x20000;
if ( npc->x < (2 * x + 1) << 12
&& npc->x > (2 * x - 1) << 12
&& npc->y + npc->hit.bottom > (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800
&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
{
//Clip
npc->y = (y << 13) + (-0x2000 * x + npc->x) / 2 + 0x800 - npc->hit.bottom;
//Halt momentum
if (npc->ym > 0)
npc->ym = 0;
//Set that hit this slope
hit = 0x20028;
}
npc->flag |= hit;
}
void JudgeHitNpCharTriangleG(NPCHAR *npc, int x, int y)
{
int hit = 0x40000;
if ( npc->x < (2 * x + 1) << 12
&& npc->x > (2 * x - 1) << 12
&& npc->y + npc->hit.bottom > (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800
&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
{
//Clip
npc->y = (y << 13) - (-0x2000 * x + npc->x) / 2 + 0x800 - npc->hit.bottom;
//Halt momentum
if (npc->ym > 0)
npc->ym = 0;
//Set that hit this slope
hit = 0x40018;
}
npc->flag |= hit;
}
void JudgeHitNpCharTriangleH(NPCHAR *npc, int x, int y)
{
int hit = 0x80000;
if ( npc->x < (2 * x + 1) << 12
&& npc->x > (2 * x - 1) << 12
&& npc->y + npc->hit.bottom > (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800
&& npc->y - npc->hit.top < (2 * y + 1) << 12 )
{
//Clip
npc->y = (y << 13) - (-0x2000 * x + npc->x) / 2 - 0x800 - npc->hit.bottom;
//Halt momentum
if (npc->ym > 0)
npc->ym = 0;
//Set that hit this slope
hit = 0x80018;
}
npc->flag |= hit;
}
void JudgeHitNpCharWater(NPCHAR *npc, int x, int y)
{
int hit = 0;
if (npc->x - npc->hit.back < (4 * (2 * x + 1) - 1) << 10
&& npc->hit.back + npc->x > (4 * (2 * x - 1) + 1) << 10
&& npc->y - npc->hit.top < (4 * (2 * y + 1) - 1) << 10
&& npc->y + npc->hit.bottom > (4 * (2 * y - 1) + 1) << 10)
hit = 0x100;
npc->flag |= hit;
}
void HitNpCharMap()
{
int offy[9];
int offx[9];
offx[0] = 0;
offx[1] = 1;
offx[2] = 0;
offx[3] = 1;
offx[4] = 2;
offx[5] = 2;
offx[6] = 2;
offx[7] = 0;
offx[8] = 1;
offy[0] = 0;
offy[1] = 0;
offy[2] = 1;
offy[3] = 1;
offy[4] = 0;
offy[5] = 1;
offy[6] = 2;
offy[7] = 2;
offy[8] = 2;
for (int i = 0; i < NPC_MAX; i++)
{
if ((gNPC[i].cond & 0x80) && !(gNPC[i].bits & 8))
{
int judg, x, y;
if (gNPC[i].size <= 2)
{
judg = 4;
x = gNPC[i].x / 0x2000;
y = gNPC[i].y / 0x2000;
}
else
{
judg = 9;
x = (gNPC[i].x - 0x1000) / 0x2000;
y = (gNPC[i].y - 0x1000) / 0x2000;
}
gNPC[i].flag = 0;
for (int j = 0; j < judg; j++)
{
switch (GetAttribute(x + offx[j], y + offy[j]))
{
//Water
case 0x02:
case 0x60:
case 0x62:
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
break;
//Block
case 0x03:
case 0x05:
case 0x41:
case 0x43:
JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]);
break;
//Water block
case 0x04:
case 0x61:
case 0x64:
JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]);
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
break;
//No NPC block
case 0x44:
if (!(gNPC[i].bits & npc_ignore44))
JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]);
break;
//Slopes
case 0x50:
JudgeHitNpCharTriangleA(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x51:
JudgeHitNpCharTriangleB(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x52:
JudgeHitNpCharTriangleC(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x53:
JudgeHitNpCharTriangleD(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x54:
JudgeHitNpCharTriangleE(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x55:
JudgeHitNpCharTriangleF(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x56:
JudgeHitNpCharTriangleG(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x57:
JudgeHitNpCharTriangleH(&gNPC[i], x + offx[j], y + offy[j]);
break;
//Water slopes
case 0x70:
JudgeHitNpCharTriangleA(&gNPC[i], x + offx[j], y + offy[j]);
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x71:
JudgeHitNpCharTriangleB(&gNPC[i], x + offx[j], y + offy[j]);
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x72:
JudgeHitNpCharTriangleC(&gNPC[i], x + offx[j], y + offy[j]);
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x73:
JudgeHitNpCharTriangleD(&gNPC[i], x + offx[j], y + offy[j]);
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x74:
JudgeHitNpCharTriangleE(&gNPC[i], x + offx[j], y + offy[j]);
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x75:
JudgeHitNpCharTriangleF(&gNPC[i], x + offx[j], y + offy[j]);
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x76:
JudgeHitNpCharTriangleG(&gNPC[i], x + offx[j], y + offy[j]);
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
break;
case 0x77:
JudgeHitNpCharTriangleH(&gNPC[i], x + offx[j], y + offy[j]);
JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
break;
}
}
if (gNPC[i].y > gWaterY + 0x800)
gNPC[i].flag |= 0x100;
}
}
}
void LoseNpChar(NPCHAR *npc, bool bVanish)
{
//Play death sound
PlaySoundObject(npc->destroy_voice, 1);
//Create smoke
switch (npc->size)
{
case 1:
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 3);
break;
case 2:
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 7);
break;
case 3:
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 12);
break;
}
//Create drop
if (npc->exp)
{
int v3 = Random(1, 5);
char v4;
if (v3 == 1)
{
if (npc->exp <= 6)
SetLifeObject(npc->x, npc->y, 2);
else
SetLifeObject(npc->x, npc->y, 6);
}
else if (v3 != 2 || (npc->exp <= 6 ? (v4 = SetBulletObject(npc->x, npc->y, 1)) : (v4 = SetBulletObject(npc->x, npc->y, 3)), !v4)) //TODO: what the FUCK
{
SetExpObjects(npc->x, npc->y, npc->exp);
}
}
//Set flag
SetNPCFlag(npc->code_flag);
//Create value view
if (!(npc->bits & npc_showDamage))
{
npc->cond = 0;
}
else
{
if ((npc->bits & npc_showDamage) && npc->damage_view)
SetValueView(&npc->x, &npc->y, npc->damage_view);
if (bVanish)
VanishNpChar(npc);
}
}
void HitNpCharBullet()
{
for (int n = 0; n < NPC_MAX; n++)
{
if ((gNPC[n].cond & 0x80) && (!(gNPC[n].bits & npc_shootable) || !(gNPC[n].bits & npc_interact)))
{
for (int b = 0; b < BULLET_MAX; b++)
{
if (gBul[b].cond & 0x80 && gBul[b].damage != -1)
{
//Check if bullet touches npc
bool 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 > 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);
}
}
}