ref: 02133ba1afbdf4af9b8c509faae6b3429762528c
parent: 9fb2e33e17c0e3266c37654fda110f79e63c3779
parent: eab0523c7c872494e73490eafcc41adeab9a8ffb
author: Cucky <[email protected]>
date: Fri Feb 1 10:56:57 EST 2019
Merge pull request #35 from Clownacy/master Font improvements and more NPCs
--- a/src/Bullet.cpp
+++ b/src/Bullet.cpp
@@ -4,53 +4,52 @@
BULLET_TABLE gBulTbl[46] =
{
- //TODO: un-ugly this
- {'\0', '\0', 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}},
- {'\x04', '\x01', 20, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
- {'\x06', '\x01', 23, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
- {'\b', '\x01', 30, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
- {'\x01', '\x01', 8, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
- {'\x02', '\x01', 12, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
- {'\x04', '\x01', 16, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
- {'\x02', '\x02', 100, 8, 8, 16, 4, 2, {8, 8, 8, 8}},
- {'\x03', '\x02', 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
- {'\x03', '\x02', 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
- {'\x02', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
- {'\x04', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
- {'\x06', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
- {'\0', '\n', 50, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
- {'\0', '\n', 70, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
- {'\0', '\n', 90, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
- {'\x01', 'd', 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
- {'\x01', 'd', 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
- {'\x01', 'd', 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
- {'\x01', '\x01', 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
- {'\x02', '\x01', 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
- {'\x02', '\x01', 20, 8, 4, 4, 4, 4, {4, 4, 4, 4}},
- {'\x03', '\x01', 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}},
- {'\0', 'd', 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}},
- {'\x7F', '\x01', 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}},
- {'\x0F', '\x01', 30, 36, 8, 8, 4, 2, {8, 8, 8, 8}},
- {'\x06', '\x03', 18, 36, 10, 10, 4, 2, {12, 12, 12, 12}},
- {'\x01', 'd', 30, 36, 6, 6, 4, 4, {12, 12, 12, 12}},
- {'\0', '\n', 30, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
- {'\0', '\n', 40, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
- {'\0', '\n', 40, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
- {'\x02', 'd', 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
- {'\x02', 'd', 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
- {'\x02', 'd', 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
- {'\x04', '\x04', 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
- {'\x04', '\x02', 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
- {'\x01', '\x01', 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
- {'\x04', '\x04', 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
- {'\b', '\b', 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
- {'\f', '\f', 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
- {'\x03', 'd', 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
- {'\x06', 'd', 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
- {'\v', 'd', 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
- {'\x04', '\x04', 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
- {'\0', '\x04', 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}},
- {'\x01', '\x01', 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}}
+ {0, 0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}},
+ {4, 1, 20, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
+ {6, 1, 23, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
+ {8, 1, 30, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
+ {1, 1, 8, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
+ {2, 1, 12, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
+ {4, 1, 16, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
+ {2, 2, 100, 8, 8, 16, 4, 2, {8, 8, 8, 8}},
+ {3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
+ {3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
+ {2, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
+ {4, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
+ {6, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
+ {0, 10, 50, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
+ {0, 10, 70, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
+ {0, 10, 90, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
+ {1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
+ {1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
+ {1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
+ {1, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
+ {2, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
+ {2, 1, 20, 8, 4, 4, 4, 4, {4, 4, 4, 4}},
+ {3, 1, 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}},
+ {0, 100, 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}},
+ {127, 1, 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}},
+ {15, 1, 30, 36, 8, 8, 4, 2, {8, 8, 8, 8}},
+ {6, 3, 18, 36, 10, 10, 4, 2, {12, 12, 12, 12}},
+ {1, 100, 30, 36, 6, 6, 4, 4, {12, 12, 12, 12}},
+ {0, 10, 30, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
+ {0, 10, 40, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
+ {0, 10, 40, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
+ {2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
+ {2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
+ {2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
+ {4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
+ {4, 2, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
+ {1, 1, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
+ {4, 4, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
+ {8, 8, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
+ {12, 12, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
+ {3, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
+ {6, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
+ {11, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
+ {4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
+ {0, 4, 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}},
+ {1, 1, 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}}
};
BULLET gBul[BULLET_MAX];
--- a/src/Draw.cpp
+++ b/src/Draw.cpp
@@ -447,16 +447,18 @@
{
//Get font size
unsigned int fontWidth, fontHeight;
- if (gWindowScale == 1)
+
+ // The original did this, but Windows would downscale it to 5/10 anyway.
+/* if (gWindowScale == 1)
{
fontWidth = 6;
fontHeight = 12;
}
else
- {
+ {*/
fontWidth = 5 * gWindowScale;
fontHeight = 10 * gWindowScale;
- }
+// }
#ifdef WINDOWS
// Actually use the font Config.dat specifies
--- a/src/Escape.cpp
+++ b/src/Escape.cpp
@@ -1,12 +1,15 @@
+#include "Escape.h"
+
#include "WindowsWrapper.h"
#include "Draw.h"
#include "KeyControl.h"
+#include "Main.h"
int Call_Escape()
{
RECT rc = {0, 128, 208, 144};
- while (Flip_SystemTask())
+ do
{
//Get pressed keys
GetTrg();
@@ -30,8 +33,9 @@
//Draw screen
CortBox(&grcFull, 0x000000);
PutBitmap3(&grcFull, 56, 112, &rc, 26);
- //PutFramePerSecound();
+ PutFramePerSecound();
}
+ while (Flip_SystemTask());
//Quit if window is closed
gKeyTrg = 0;
--- a/src/Flags.cpp
+++ b/src/Flags.cpp
@@ -1,3 +1,5 @@
+#include "Flags.h"
+
#include <cstring>
#include <stdint.h>
--- a/src/Font.cpp
+++ b/src/Font.cpp
@@ -228,7 +228,7 @@
FT_Bitmap_Convert(font_object->library, &face->glyph->bitmap, &converted, 1);
const int letter_x = x + pen_x + face->glyph->bitmap_left;
- const int letter_y = y + ((FT_MulFix(face->ascender, face->size->metrics.y_scale) + (64 - 1)) / 64) - (face->glyph->metrics.horiBearingY / 64);
+ const int letter_y = y + ((FT_MulFix(face->ascender, face->size->metrics.y_scale) - face->glyph->metrics.horiBearingY + (64 / 2)) / 64);
for (int iy = MAX(-letter_y, 0); letter_y + iy < MIN(letter_y + converted.rows, surface->h); ++iy)
{
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -11,9 +11,12 @@
void ActNpc006(NPCHAR *npc);
void ActNpc007(NPCHAR *npc);
void ActNpc008(NPCHAR *npc);
-
+void ActNpc009(NPCHAR *npc);
+void ActNpc010(NPCHAR *npc);
+void ActNpc011(NPCHAR *npc);
void ActNpc012(NPCHAR *npc);
-
+void ActNpc013(NPCHAR *npc);
+void ActNpc014(NPCHAR *npc);
void ActNpc015(NPCHAR *npc);
void ActNpc016(NPCHAR *npc);
void ActNpc017(NPCHAR *npc);
@@ -68,12 +71,17 @@
void ActNpc079(NPCHAR *npc);
void ActNpc080(NPCHAR *npc);
void ActNpc081(NPCHAR *npc);
-
+void ActNpc082(NPCHAR *npc);
void ActNpc083(NPCHAR *npc);
void ActNpc084(NPCHAR *npc);
void ActNpc085(NPCHAR *npc);
void ActNpc086(NPCHAR *npc);
void ActNpc087(NPCHAR *npc);
+void ActNpc088(NPCHAR *npc);
+void ActNpc089(NPCHAR *npc);
+void ActNpc090(NPCHAR *npc);
+void ActNpc091(NPCHAR *npc);
+void ActNpc092(NPCHAR *npc);
void ActNpc116(NPCHAR *npc);
--- a/src/NpcAct000.cpp
+++ b/src/NpcAct000.cpp
@@ -12,6 +12,7 @@
#include "Triangle.h"
#include "Frame.h"
#include "Map.h"
+#include "Caret.h"
//Null
void ActNpc000(NPCHAR *npc)
@@ -806,6 +807,231 @@
npc->rect = rcRight[npc->ani_no];
}
+//Balrog (drop-in)
+void ActNpc009(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 2;
+ // Fallthrough
+ case 1:
+ npc->ym += 0x20;
+
+ if (npc->count1 >= 40)
+ {
+ npc->bits &= ~8;
+ npc->bits |= 1;
+ }
+ else
+ {
+ ++npc->count1;
+ }
+
+ if (npc->flag & 8)
+ {
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+ npc->act_no = 2;
+ npc->ani_no = 1;
+ npc->act_wait = 0;
+ PlaySoundObject(26, 1);
+ SetQuake(30);
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 16)
+ {
+ npc->act_no = 3;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ }
+
+ break;
+ }
+
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+ if (npc->ym < -0x5FF)
+ npc->ym = -0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ RECT rect_left[3];
+ RECT rect_right[3];
+
+ rect_left[0] = {0, 0, 40, 24};
+ rect_left[1] = {80, 0, 120, 24};
+ rect_left[2] = {120, 0, 160, 24};
+
+ rect_right[0] = {0, 24, 40, 48};
+ rect_right[1] = {80, 24, 120, 48};
+ rect_right[2] = {120, 24, 160, 48};
+
+ if (npc->direct == 0)
+ npc->rect = rect_left[npc->ani_no];
+ else
+ npc->rect = rect_right[npc->ani_no];
+}
+
+//Balrog (shooting) (super-secret version from prototype)
+void ActNpc010(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait > 12)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->count1 = 3;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 16)
+ {
+ --npc->count1;
+ npc->act_wait = 0;
+
+ unsigned char deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y);
+ deg += Random(-0x10, 0x10);
+ int ym = GetSin(deg);
+ int xm = GetCos(deg);
+ SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
+
+ PlaySoundObject(39, 1);
+
+ if (npc->count1 == 0)
+ {
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ }
+ }
+
+ break;
+
+ case 3:
+ if (++npc->act_wait > 3)
+ {
+ npc->act_no = 4;
+ npc->act_wait = 0;
+ npc->xm = (gMC.x - npc->x) / 100;
+ npc->ym = -0x600;
+ npc->ani_no = 3;
+ }
+
+ break;
+
+ case 4:
+ if (npc->flag & 5)
+ npc->xm = 0;
+
+ if (gMC.y > npc->y + 0x2000)
+ npc->damage = 5;
+ else
+ npc->damage = 0;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 5;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ PlaySoundObject(26, 1);
+ SetQuake(30);
+ npc->damage = 0;
+ }
+
+ break;
+
+ case 5:
+ npc->xm = 0;
+
+ if (++npc->act_wait > 3)
+ {
+ npc->act_no = 1;
+ npc->act_wait = 0;
+ }
+
+ break;
+ }
+
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ RECT rect_left[4];
+ RECT rect_right[4];
+
+ rect_left[0] = {0, 0, 40, 24};
+ rect_left[1] = {40, 0, 80, 24};
+ rect_left[2] = {80, 0, 120, 24};
+ rect_left[3] = {120, 0, 160, 24};
+
+ rect_right[0] = {0, 24, 40, 48};
+ rect_right[1] = {40, 24, 80, 48};
+ rect_right[2] = {80, 24, 120, 48};
+ rect_right[3] = {120, 24, 160, 48};
+
+ if (gMC.x > npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+
+ if (npc->direct == 0)
+ npc->rect = rect_left[npc->ani_no];
+ else
+ npc->rect = rect_right[npc->ani_no];
+}
+
+//Proto-Balrog's projectile
+void ActNpc011(NPCHAR *npc)
+{
+ if (npc->flag & 0xFF)
+ {
+ npc->cond = 0;
+ SetCaret(npc->x, npc->y, 2, 0);
+ }
+
+ npc->y += npc->ym;
+ npc->x += npc->xm;
+
+ RECT rect_left[3];
+
+ rect_left[0] = {208, 104, 224, 120};
+ rect_left[1] = {224, 104, 240, 120};
+ rect_left[2] = {240, 104, 256, 120};
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+
+ if (++npc->ani_no > 2)
+ npc->ani_no = 0;
+ }
+
+ npc->rect = rect_left[npc->ani_no];
+
+ if (++npc->count1 > 150)
+ {
+ SetCaret(npc->x, npc->y, 2, 0);
+ npc->cond = 0;
+ }
+}
+
//Balrog (cutscene)
void ActNpc012(NPCHAR *npc)
{
@@ -1132,6 +1358,68 @@
if (npc->act_wait % 2)
++npc->rect.left;
}
+}
+
+//Forcefield
+void ActNpc013(NPCHAR *npc)
+{
+ RECT rect[4];
+
+ rect[0] = {128, 0, 144, 16};
+ rect[1] = {144, 0, 160, 16};
+ rect[2] = {160, 0, 176, 16};
+ rect[3] = {176, 0, 192, 16};
+
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 0;
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Santa's Key
+void ActNpc014(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ rect[0] = {192, 0, 208, 16};
+ rect[1] = {208, 0, 224, 16};
+ rect[2] = {224, 0, 240, 16};
+
+ if (npc->act_no == 0)
+ {
+ npc->act_no = 1;
+
+ if (npc->direct == 2)
+ {
+ npc->ym = -0x200;
+
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ }
+ }
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ npc->ym += 0x40;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->y += npc->ym;
+
+ npc->rect = rect[npc->ani_no];
}
//Chest (closed)
--- a/src/NpcAct080.cpp
+++ b/src/NpcAct080.cpp
@@ -9,6 +9,8 @@
#include "Back.h"
#include "Triangle.h"
#include "Caret.h"
+#include "Flash.h"
+#include "Frame.h"
//Gravekeeper
void ActNpc080(NPCHAR *npc)
@@ -302,6 +304,209 @@
npc->rect = rcRight[npc->ani_no];
}
+//Misery (standing)
+void ActNpc082(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 2;
+ // Fallthrough
+ case 1:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 3;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 15:
+ npc->act_no = 16;
+ npc->act_wait = 0;
+ npc->ani_no = 4;
+ // Fallthrough
+ case 16:
+ if (++npc->act_wait == 30)
+ {
+ PlaySoundObject(21, 1);
+ SetNpChar(66, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0);
+ }
+
+ if (npc->act_wait == 50)
+ npc->act_no = 14;
+
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->ani_no = 0;
+ npc->ym = 0;
+ npc->bits |= 8;
+ // Fallthrough
+ case 21:
+ npc->ym -= 0x20;
+
+ if (npc->y < -0x1000)
+ npc->cond = 0;
+
+ break;
+
+ case 25:
+ npc->act_no = 26;
+ npc->act_wait = 0;
+ npc->ani_no = 5;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 26:
+ if (++npc->ani_no > 7)
+ npc->ani_no = 5;
+
+ if (++npc->act_wait == 30)
+ {
+ PlaySoundObject(101, 1);
+ SetFlash(0, 0, 2);
+ npc->act_no = 27;
+ npc->ani_no = 7;
+ }
+
+ break;
+
+ case 27:
+ if (++npc->act_wait == 50)
+ {
+ npc->act_no = 0;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ npc->ani_no = 3;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 31:
+ if (++npc->ani_wait > 10)
+ {
+ npc->act_no = 32;
+ npc->ani_no = 4;
+ npc->ani_wait = 0;
+ }
+
+ break;
+
+ case 32:
+ if (++npc->ani_wait > 100)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 40:
+ npc->act_no = 41;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 41:
+ npc->ani_no = 4;
+
+ switch (++npc->act_wait)
+ {
+ case 30:
+ case 40:
+ case 50:
+ SetNpChar(11, npc->x + 0x1000, npc->y - 0x1000, 0x600, Random(-0x200, 0), 0, 0, 0x100);
+ PlaySoundObject(33, 1);
+ break;
+ }
+
+ if (npc->act_wait > 50)
+ npc->act_no = 0;
+
+ break;
+
+ case 50:
+ npc->ani_no = 8;
+ break;
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ RECT rcLeft[9];
+ RECT rcRight[9];
+
+ rcLeft[0] = {80, 0, 96, 16};
+ rcLeft[1] = {96, 0, 112, 16};
+ rcLeft[2] = {112, 0, 128, 16};
+ rcLeft[3] = {128, 0, 144, 16};
+ rcLeft[4] = {144, 0, 160, 16};
+ rcLeft[5] = {160, 0, 176, 16};
+ rcLeft[6] = {176, 0, 192, 16};
+ rcLeft[7] = {144, 0, 160, 16};
+ rcLeft[8] = {208, 64, 224, 80};
+
+ rcRight[0] = {80, 16, 96, 32};
+ rcRight[1] = {96, 16, 112, 32};
+ rcRight[2] = {112, 16, 128, 32};
+ rcRight[3] = {128, 16, 144, 32};
+ rcRight[4] = {144, 16, 160, 32};
+ rcRight[5] = {160, 16, 176, 32};
+ rcRight[6] = {176, 16, 192, 32};
+ rcRight[7] = {144, 16, 160, 32};
+ rcRight[8] = {208, 80, 224, 96};
+
+ if (npc->act_no == 11)
+ {
+ if (npc->ani_wait)
+ {
+ --npc->ani_wait;
+ npc->ani_no = 1;
+ }
+ else
+ {
+ if (Random(0, 100) == 1)
+ npc->ani_wait = 30;
+
+ npc->ani_no = 0;
+ }
+ }
+
+ if (npc->act_no == 14)
+ {
+ if (npc->ani_wait)
+ {
+ --npc->ani_wait;
+ npc->ani_no = 3;
+ }
+ else
+ {
+ if (Random(0, 100) == 1)
+ npc->ani_wait = 30;
+
+ npc->ani_no = 2;
+ }
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
//Igor (cutscene)
void ActNpc083(NPCHAR *npc)
{
@@ -649,4 +854,452 @@
if (npc->count1 > 547)
npc->rect = rcLast[0];
+}
+
+// Igor (boss)
+void ActNpc088(NPCHAR *npc)
+{
+ RECT rcLeft[12];
+ RECT rcRight[12];
+
+ rcLeft[0] = {0, 0, 40, 40};
+ rcLeft[1] = {40, 0, 80, 40};
+ rcLeft[2] = {80, 0, 120, 40};
+ rcLeft[3] = {0, 0, 40, 40};
+ rcLeft[4] = {120, 0, 160, 40};
+ rcLeft[5] = {0, 0, 40, 40};
+ rcLeft[6] = {160, 0, 200, 40};
+ rcLeft[7] = {200, 0, 240, 40};
+ rcLeft[8] = {0, 80, 40, 120};
+ rcLeft[9] = {40, 80, 80, 120};
+ rcLeft[10] = {240, 0, 280, 40};
+ rcLeft[11] = {280, 0, 320, 40};
+
+ rcRight[0] = {0, 40, 40, 80};
+ rcRight[1] = {40, 40, 80, 80};
+ rcRight[2] = {80, 40, 120, 80};
+ rcRight[3] = {0, 40, 40, 80};
+ rcRight[4] = {120, 40, 160, 80};
+ rcRight[5] = {0, 40, 40, 80};
+ rcRight[6] = {160, 40, 200, 80};
+ rcRight[7] = {200, 40, 240, 80};
+ rcRight[8] = {120, 80, 160, 120};
+ rcRight[9] = {160, 80, 200, 120};
+ rcRight[10] = {240, 40, 280, 80};
+ rcRight[11] = {280, 40, 320, 80};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->xm = 0;
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 1:
+ if (++npc->ani_wait > 5)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (++npc->act_wait > 50)
+ npc->act_no = 2;
+
+ break;
+
+ case 2:
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ npc->ani_wait = 0;
+
+ if (++npc->count1 < 3 || npc->life > 150)
+ {
+ npc->count2 = 0;
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+ else
+ {
+ npc->count2 = 1;
+
+ if (gMC.x < npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+ }
+ // Fallthrough
+ case 3:
+ ++npc->act_wait;
+
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 5)
+ npc->ani_no = 2;
+
+ if (npc->direct == 0)
+ npc->xm = -0x200;
+ else
+ npc->xm = 0x200;
+
+ if (npc->count2)
+ {
+ if (npc->act_wait > 16)
+ {
+ npc->act_no = 9;
+ npc->xm = 0;
+ npc->ani_no = 10;
+ }
+ }
+ else if (npc->act_wait > 50)
+ {
+ npc->ani_no = 8;
+ npc->ym = -0x400;
+ npc->act_no = 7;
+ npc->act_wait = 0;
+ npc->xm = 3 * npc->xm / 2;
+ npc->damage = 2;
+ }
+ else
+ {
+ if (npc->direct == 0)
+ {
+ if ( npc->x - 0x3000 < gMC.x )
+ npc->act_no = 4;
+ }
+ else
+ {
+ if ( npc->x + 0x3000 > gMC.x )
+ npc->act_no = 4;
+ }
+ }
+
+ break;
+
+ case 4:
+ npc->xm = 0;
+ npc->act_no = 5;
+ npc->act_wait = 0;
+ npc->ani_no = 6;
+ // Fallthrough
+ case 5:
+ if (++npc->act_wait > 12)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 6;
+ npc->ani_no = 7;
+ PlaySoundObject(70, 1);
+ npc->damage = 5;
+ npc->hit.front = 0x3000;
+ npc->hit.top = 1;
+ }
+
+ break;
+
+ case 6:
+ if (++npc->act_wait > 10)
+ {
+ npc->act_no = 0;
+ npc->ani_no = 0;
+ npc->damage = 0;
+ npc->hit.front = 0x1000;
+ npc->hit.top = 0x2000;
+ }
+
+ break;
+
+ case 7:
+ if (npc->flag & 8)
+ {
+ npc->act_no = 8;
+ npc->ani_no = 9;
+ PlaySoundObject(26, 1);
+ SetQuake(30);
+ npc->damage = 0;
+
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ }
+
+ break;
+
+ case 8:
+ npc->xm = 0;
+
+ if (++npc->act_wait > 10)
+ {
+ npc->act_no = 0;
+ npc->ani_no = 0;
+ npc->damage = 0;
+ }
+
+ break;
+
+ case 9:
+ npc->act_no = 10;
+ npc->act_wait = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ // Fallthrough
+ case 10:
+ if (++npc->act_wait > 100 && npc->act_wait % 6 == 1)
+ {
+ unsigned char deg;
+
+ if (npc->direct == 0)
+ deg = -120;
+ else
+ deg = -8;
+
+ deg += Random(-16, 16);
+ int ym = 3 * GetSin(deg);
+ int xm = 3 * GetCos(deg);
+ SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
+
+ PlaySoundObject(12, 1);
+ }
+
+ if (npc->act_wait > 50 && npc->act_wait / 2 % 2)
+ npc->ani_no = 11;
+ else
+ npc->ani_no = 10;
+
+ if (npc->act_wait > 132)
+ {
+ npc->act_no = 0;
+ npc->ani_no = 0;
+ npc->count1 = 0;
+ }
+
+ break;
+ }
+
+ npc->ym += 0x40;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+// Igor (defeated)
+void ActNpc089(NPCHAR *npc)
+{
+ RECT rcLeft[4];
+ RECT rcRight[4];
+
+ rcLeft[0] = {80, 80, 120, 120};
+ rcLeft[1] = {240, 80, 264, 104};
+ rcLeft[2] = {264, 80, 288, 104};
+ rcLeft[3] = {288, 80, 312, 104};
+
+ rcRight[0] = {200, 80, 240, 120};
+ rcRight[1] = {240, 104, 264, 128};
+ rcRight[2] = {264, 104, 288, 128};
+ rcRight[3] = {288, 104, 312, 128};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ PlaySoundObject(72, 1);
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ for (int i = 0; i < 8; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait > 100)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 2;
+ }
+
+ if (npc->act_wait % 5 == 0)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[0];
+ else
+ npc->rect = rcRight[0];
+
+ if (npc->act_wait / 2 % 2)
+ --npc->rect.left;
+
+ break;
+
+ case 2:
+ if (++npc->act_wait / 2 % 2 && npc->act_wait < 100)
+ {
+ npc->ani_no = 0;
+ npc->view.back = 0x2800;
+ npc->view.front = 0x2800;
+ npc->view.top = 0x2800;
+ }
+ else
+ {
+ npc->ani_no = 1;
+ npc->view.back = 0x1800;
+ npc->view.front = 0x1800;
+ npc->view.top = 0x1000;
+ }
+
+ if (npc->act_wait > 150)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 3;
+ npc->ani_no = 1;
+ }
+
+ if (npc->act_wait % 9 == 0)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+
+ break;
+
+ case 3:
+ if (++npc->ani_wait > 50)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no == 3)
+ npc->act_no = 4;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+
+ break;
+ }
+
+ npc->ym += 0x40;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+}
+
+// Unknown
+void ActNpc090(NPCHAR *npc)
+{
+ RECT rect[1];
+
+ rect[0] = {280, 80, 296, 104};
+
+ npc->rect = rect[0];
+}
+
+// Cage
+void ActNpc091(NPCHAR *npc)
+{
+ RECT rect[1];
+
+ rect[0] = {96, 88, 128, 112};
+
+ if (npc->act_no == 0)
+ {
+ ++npc->act_no;
+ npc->y += 0x10 * 0x200;
+ }
+
+ npc->rect = rect[0];
+}
+
+// Sue at PC
+void ActNpc092(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+
+ rcLeft[0] = {272, 216, 288, 240};
+ rcLeft[1] = {288, 216, 304, 240};
+ rcLeft[2] = {304, 216, 320, 240};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->x -= 0x800;
+ npc->y += 0x2000;
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 1:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (Random(0, 80) == 1)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 40)
+ {
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 3:
+ if (++npc->act_wait > 80)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ npc->rect = rcLeft[npc->ani_no];
}
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -65,12 +65,12 @@
ActNpc006,
ActNpc007,
ActNpc008,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc009,
+ ActNpc010,
+ ActNpc011,
ActNpc012,
- nullptr,
- nullptr,
+ ActNpc013,
+ ActNpc014,
ActNpc015,
ActNpc016,
ActNpc017,
@@ -138,17 +138,17 @@
ActNpc079,
ActNpc080,
ActNpc081,
- nullptr,
+ ActNpc082,
ActNpc083,
ActNpc084,
ActNpc085,
ActNpc086,
ActNpc087,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc088,
+ ActNpc089,
+ ActNpc090,
+ ActNpc091,
+ ActNpc092,
nullptr,
nullptr,
nullptr,
--- a/src/Triangle.cpp
+++ b/src/Triangle.cpp
@@ -9,17 +9,17 @@
//Sine
for (int i = 0; i < 0x100; ++i )
{
- float v0 = (float)i * 6.2831998 / 256.0;
+ float v0 = i * 6.2831998 / 256.0;
gSin[i] = (int)(sinf(v0) * 512.0);
}
//Tangent
- for (int ia = 0; ia < 0x21; ++ia )
+ for (int i = 0; i < 0x21; ++i )
{
- float a = (float)ia * 6.2831855 / 256.0;
+ float a = i * 6.2831855 / 256.0;
float v2 = sinf(a);
float b = v2 / cosf(a);
- gTan[ia] = (int16_t)(b * 8192.0);
+ gTan[i] = (int16_t)(b * 8192.0);
}
}