ref: c99d38274d1b82164371a87a52890e9c9a297a2e
dir: /src/NpChar.h/
#pragma once #include "WindowsWrapper.h" #include "Draw.h" #define NPC_MAX 0x200 enum NPCCond { NPCCOND_DAMAGE_BOSS = 0x10, // (gBoss npc exclusive) When set, damage the main boss NPCCOND_ALIVE = 0x80 // Whether the NPC is alive or not }; // Be careful when changing these: they're baked into the 'npc.tbl' file enum NPCFlags { NPC_SOLID_SOFT = 1<<0, // Pushes Quote out NPC_IGNORE_TILE_44 = 1<<1, // Ignores tile 44, which normally blocks NPCs NPC_INVULNERABLE = 1<<2, // Can't be hurt NPC_IGNORE_SOLIDITY = 1<<3, // Doesn't collide with anything NPC_BOUNCY = 1<<4, // Quote bounces on top of NPC NPC_SHOOTABLE = 1<<5, // Can be shot NPC_SOLID_HARD = 1<<6, // Essentially acts as level tiles NPC_REAR_AND_TOP_DONT_HURT = 1<<7, // Rear and top don't hurt when touched NPC_EVENT_WHEN_TOUCHED = 1<<8, // Run event when touched NPC_EVENT_WHEN_KILLED = 1<<9, // Run event when killed NPC_APPEAR_WHEN_FLAG_SET = 1<<11, // Only appear when flag is set NPC_SPAWN_IN_OTHER_DIRECTION = 1<<12, // Spawn facing to the right (or however the NPC interprets the direction) NPC_INTERACTABLE = 1<<13, // Run event when interacted with NPC_HIDE_WHEN_FLAG_SET = 1<<14, // Hide when flag is set NPC_SHOW_DAMAGE = 1<<15 // Show the number of damage taken when harmed }; enum NPCNames { NPC_NULL = 0, NPC_EXP = 1, NPC_ENEMY_BEHEMOTH = 2, NPC_DAMAGE_TEXT_HOLDER = 3, NPC_SMOKE = 4, // To be continued NPC_ENEMY_FROG = 104, NPC_SPEECH_BALLOON_HEY_LOW = 105, NPC_SPEECH_BALLOON_HEY_HIGH = 106, NPC_MALCO_UNDAMAGED = 107, NPC_PROJECTILE_BALFROG_SPITBALL = 108, NPC_MALCO_DAMAGED = 109, NPC_ENEMY_PUCHI = 110, // To be continued NPC_KINGS_SWORD = 145 }; typedef struct NPCHAR { unsigned char cond; int flag; int x; int y; int xm; int ym; int xm2; int ym2; int tgt_x; int tgt_y; int code_char; int code_flag; int code_event; SurfaceID surf; int hit_voice; int destroy_voice; int life; int exp; int size; int direct; unsigned short bits; RECT rect; int ani_wait; int ani_no; int count1; int count2; int act_no; int act_wait; struct { int front; int top; int back; int bottom; } hit; struct { int front; int top; int back; int bottom; } view; unsigned char shock; int damage_view; int damage; struct NPCHAR *pNpc; } NPCHAR; struct EVENT { short x; short y; short code_flag; short code_event; short code_char; unsigned short bits; }; extern NPCHAR gNPC[NPC_MAX]; extern int gCurlyShoot_wait; extern int gCurlyShoot_x; extern int gCurlyShoot_y; extern int gSuperXpos; extern int gSuperYpos; extern const char* const gPassPixEve; void InitNpChar(void); BOOL LoadEvent(const char *path_event); void SetNpChar(int code_char, int x, int y, int xm, int ym, int dir, NPCHAR *npc, int start_index); void SetDestroyNpChar(int x, int y, int w, int num); void SetDestroyNpCharUp(int x, int y, int w, int num); void SetExpObjects(int x, int y, int exp); BOOL SetBulletObject(int x, int y, int val); BOOL SetLifeObject(int x, int y, int val); void VanishNpChar(NPCHAR *npc); void PutNpChar(int fx, int fy); void ActNpChar(void); void ChangeNpCharByEvent(int code_event, int code_char, int dir); void ChangeCheckableNpCharByEvent(int code_event, int code_char, int dir); void SetNpCharActionNo(int code_event, int act_no, int dir); void MoveNpChar(int code_event, int x, int y, int dir); void BackStepMyChar(int code_event); void DeleteNpCharEvent(int code); void DeleteNpCharCode(int code, BOOL bSmoke); void GetNpCharPosition(int *x, int *y, int i); BOOL IsNpCharCode(int code); BOOL GetNpCharAlive(int code_event); int CountAliveNpChar(void);