ref: f45a0adb299db30670203f0ca84933bfc9e1227b
parent: 22ccaf76b01138621863a485de1f18e5baff39f8
parent: 4bbc2fa7792300e3409bac4d010e528e42d27a24
author: Clownacy <[email protected]>
date: Sat Feb 9 15:38:35 EST 2019
Merge branch 'master' of https://github.com/cuckydev/Cave-Story-Engine-2
--- a/src/Back.cpp
+++ b/src/Back.cpp
@@ -89,39 +89,64 @@
case 6:
case 7:
+ //Sky
rect.top = 0;
rect.bottom = 88;
rect.left = 0;
rect.right = 320;
- PutBitmap4(&grcGame, 0, 0, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2, 0, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+
+ rect.left = 106;
+ rect.right = 255;
+ for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320); i++)
+ {
+ PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2 - (149 * (i + 1)), 0, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2 + 320 + (149 * i), 0, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ }
+
+ //Cloud layer 1
rect.top = 88;
rect.bottom = 123;
rect.left = gBack.fx / 2;
rect.right = 320;
PutBitmap4(&grcGame, 0, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+
rect.left = 0;
- PutBitmap4(&grcGame, 320 - gBack.fx / 2 % 320, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++)
+ PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx / 2 % 320, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+
+ //Cloud layer 2
rect.top = 123;
rect.bottom = 146;
rect.left = gBack.fx % 320;
rect.right = 320;
PutBitmap4(&grcGame, 0, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+
rect.left = 0;
- PutBitmap4(&grcGame, 320 - gBack.fx % 320, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++)
+ PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx % 320, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+
+ //Cloud layer 3
rect.top = 146;
rect.bottom = 176;
rect.left = 2 * gBack.fx % 320;
rect.right = 320;
PutBitmap4(&grcGame, 0, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+
rect.left = 0;
- PutBitmap4(&grcGame, 320 - 2 * gBack.fx % 320, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++)
+ PutBitmap4(&grcGame, (320 * (i + 1)) - 2 * gBack.fx % 320, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+
+ //Cloud layer 4
rect.top = 176;
rect.bottom = 240;
rect.left = 4 * gBack.fx % 320;
rect.right = 320;
PutBitmap4(&grcGame, 0, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+
rect.left = 0;
- PutBitmap4(&grcGame, 320 - 4 * gBack.fx % 320, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++)
+ PutBitmap4(&grcGame, (320 * (i + 1)) - 4 * gBack.fx % 320, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND);
break;
default:
--- a/src/Ending.cpp
+++ b/src/Ending.cpp
@@ -8,7 +8,10 @@
#include "Generic.h"
#include "Ending.h"
#include "Flags.h"
+#include "KeyControl.h"
+#include "Escape.h"
#include "Organya.h"
+#include "Main.h"
#include "Stage.h"
#include "Draw.h"
#include "TextScr.h"
@@ -368,4 +371,77 @@
void CutCreditIllust()
{
Illust.act_no = 2;
+}
+
+//Scene of the island falling
+int Scene_DownIsland(int mode)
+{
+ RECT rc_sprite;
+ RECT rc_ground;
+ RECT rc_sky;
+ RECT rc_frame;
+ ISLAND_SPRITE sprite;
+
+ rc_frame = {(WINDOW_WIDTH - 160) / 2, (WINDOW_HEIGHT - 80) / 2, (WINDOW_WIDTH + 160) / 2, (WINDOW_HEIGHT + 80) / 2};
+ rc_sky = {0, 0, 160, 80};
+ rc_ground = {160, 48, 320, 80};
+ rc_sprite = {160, 0, 200, 24};
+ sprite.x = 0x15000;
+ sprite.y = 0x8000;
+
+ for (int wait = 0; wait < 900; wait++)
+ {
+ GetTrg();
+
+ if (gKey & 0x8000)
+ {
+ int escRet = Call_Escape();
+ if (escRet == 0)
+ return 0;
+ if (escRet == 2)
+ return 2;
+ }
+
+ switch (mode)
+ {
+ case 0:
+ sprite.y += 0x33;
+ break;
+
+ case 1:
+ if (wait >= 350)
+ {
+ if (wait >= 500)
+ {
+ if (wait >= 600)
+ {
+ if (wait == 750)
+ wait = 900;
+ }
+ else
+ {
+ sprite.y += 0xC;
+ }
+ }
+ else
+ {
+ sprite.y += 0x19;
+ }
+ }
+ break;
+ }
+
+
+ CortBox(&grcFull, 0);
+ PutBitmap3(&rc_frame, 80 + (WINDOW_WIDTH - 320) / 2, 80 + (WINDOW_HEIGHT - 240) / 2, &rc_sky, 21);
+ PutBitmap3(&rc_frame, sprite.x / 0x200 - 20 + (WINDOW_WIDTH - 320) / 2, sprite.y / 512 - 12 + (WINDOW_HEIGHT - 240) / 2, &rc_sprite, 21);
+ PutBitmap3(&rc_frame, 80 + (WINDOW_WIDTH - 320) / 2, 128 + (WINDOW_HEIGHT - 240) / 2, &rc_ground, 21);
+ //PutTimeCounter(16, 8);
+
+ PutFramePerSecound();
+ if (!Flip_SystemTask())
+ return 0;
+ }
+
+ return 1;
}
--- a/src/Ending.h
+++ b/src/Ending.h
@@ -26,6 +26,12 @@
int x;
};
+struct ISLAND_SPRITE
+{
+ int x;
+ int y;
+};
+
void ActionStripper();
void PutStripper();
void SetStripper(int x, int y, char *text, int cast);
@@ -39,3 +45,4 @@
void ActionCredit();
void SetCreditIllust(int a);
void CutCreditIllust();
+int Scene_DownIsland(int mode);
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -329,6 +329,11 @@
void ActNpc324(NPCHAR *npc);
void ActNpc325(NPCHAR *npc);
+void ActNpc326(NPCHAR *npc);
+void ActNpc327(NPCHAR *npc);
+void ActNpc328(NPCHAR *npc);
+void ActNpc329(NPCHAR *npc);
+
void ActNpc334(NPCHAR *npc);
void ActNpc335(NPCHAR *npc);
void ActNpc336(NPCHAR *npc);
--- a/src/NpcAct320.cpp
+++ b/src/NpcAct320.cpp
@@ -426,6 +426,190 @@
npc->rect = rc[npc->ani_no];
}
+//Sue/Itoh becoming humans
+void ActNpc326(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y -= 0x1000;
+ npc->x += 0x2000;
+ npc->ani_no = 0;
+ //Fallthrough
+ case 1:
+ if (++npc->act_wait > 80)
+ {
+ npc->act_no = 10;
+ npc->act_wait = 0;
+ }
+ else
+ {
+ if (npc->direct)
+ {
+ if (npc->act_wait == 50)
+ npc->ani_no = 1;
+ if (npc->act_wait == 60)
+ npc->ani_no = 0;
+ }
+ else
+ {
+ if (npc->act_wait == 30)
+ npc->ani_no = 1;
+ if (npc->act_wait == 40)
+ npc->ani_no = 0;
+ }
+ }
+ break;
+ case 10:
+ if (++npc->act_wait > 50)
+ {
+ npc->act_no = 15;
+ npc->ani_no = 4;
+ if ( npc->direct )
+ npc->act_wait = -20;
+ else
+ npc->act_wait = 0;
+ }
+ else
+ {
+ if (npc->act_wait / 2 & 1)
+ npc->ani_no = 2;
+ else
+ npc->ani_no = 3;
+ }
+ break;
+ case 15:
+ if (++npc->act_wait > 40)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 20;
+ }
+ break;
+ case 20:
+ npc->ym += 0x40;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->y += npc->ym;
+
+ if (++npc->act_wait > 50)
+ {
+ npc->act_no = 30;
+ npc->act_wait = 0;
+ npc->ani_no = 6;
+
+ if (npc->direct)
+ SetNpChar(327, npc->x, npc->y - 0x1000, 0, 0, 0, npc, 0x100);
+ else
+ SetNpChar(327, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0x100);
+ }
+ break;
+ case 30:
+ if (++npc->act_wait == 30)
+ npc->ani_no = 7;
+ if (npc->act_wait == 40)
+ npc->act_no = 40;
+ break;
+ case 40:
+ npc->act_no = 41;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ //Fallthorugh
+ case 41:
+ if (++npc->act_wait == 30)
+ npc->ani_no = 1;
+ if (npc->act_wait == 40)
+ npc->ani_no = 0;
+ break;
+ default:
+ break;
+ }
+
+ RECT rcSu[8];
+ RECT rcItoh[8];
+ rcItoh[0] = {0, 128, 16, 152};
+ rcItoh[1] = {16, 128, 32, 152};
+ rcItoh[2] = {32, 128, 48, 152};
+ rcItoh[3] = {48, 128, 64, 152};
+ rcItoh[4] = {64, 128, 80, 152};
+ rcItoh[5] = {80, 128, 96, 152};
+ rcItoh[6] = {96, 128, 112, 152};
+ rcItoh[7] = {112, 128, 128, 152};
+ rcSu[0] = {128, 128, 144, 152};
+ rcSu[1] = {144, 128, 160, 152};
+ rcSu[2] = {160, 128, 176, 152};
+ rcSu[3] = {176, 128, 192, 152};
+ rcSu[4] = {192, 128, 208, 152};
+ rcSu[5] = {208, 128, 224, 152};
+ rcSu[6] = {224, 128, 240, 152};
+ rcSu[7] = {32, 152, 48, 176};
+
+ if (npc->direct)
+ npc->rect = rcSu[npc->ani_no];
+ else
+ npc->rect = rcItoh[npc->ani_no];
+}
+
+//Sneeze
+void ActNpc327(NPCHAR *npc)
+{
+ RECT rc[2];
+ rc[0] = {240, 80, 256, 96};
+ rc[1] = {256, 80, 272, 96};
+
+ ++npc->act_wait;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ if (npc->act_wait < 4)
+ npc->y -= 0x400;
+
+ if (npc->pNpc->ani_no == 7)
+ {
+ npc->ani_no = 1;
+ npc->act_no = 1;
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
+ }
+ break;
+
+ case 1:
+ if (npc->act_wait >= 48)
+ {
+ npc->x = npc->tgt_x;
+ npc->y = npc->tgt_y;
+ }
+ else
+ {
+ npc->x = npc->tgt_x + (Random(-1, 1) << 9);
+ npc->y = npc->tgt_y + (Random(-1, 1) << 9);
+ }
+ break;
+ }
+
+ if (npc->act_wait > 70)
+ npc->cond = 0;
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Thingy that turns Sue and Itoh into humans for 4 seconds
+void ActNpc328(NPCHAR *npc)
+{
+ npc->rect = {96, 0, 128, 48};
+}
+
+//Laboratory fan
+void ActNpc329(NPCHAR *npc)
+{
+ if (++npc->ani_wait / 2 & 1)
+ npc->rect = {48, 0, 64, 16};
+ else
+ npc->rect = {64, 0, 80, 16};
+}
+
//Sweat
void ActNpc334(NPCHAR *npc)
{
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -382,10 +382,10 @@
ActNpc323,
ActNpc324,
ActNpc325,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc326,
+ ActNpc327,
+ ActNpc328,
+ ActNpc329,
nullptr,
nullptr,
nullptr,
--- a/src/TextScr.cpp
+++ b/src/TextScr.cpp
@@ -1227,6 +1227,17 @@
CutCreditIllust();
gTS.p_read += 4;
}
+ else if (IS_COMMAND('X','X','1'))
+ {
+ bExit = true;
+ z = GetTextScriptNo(gTS.p_read + 4);
+ int islRet = Scene_DownIsland(z);
+ if (islRet == 0)
+ return 0;
+ if (islRet == 2)
+ return 2;
+ gTS.p_read += 8;
+ }
else if (IS_COMMAND('E','S','C'))
{
return 2;