DoukutsuNikki/src/MyChar.cpp

1050 lines
19 KiB
C++

#include "MyChar.h"
#include <stddef.h>
#include <string.h>
#include "WindowsWrapper.h"
#include "ArmsItem.h"
#include "Caret.h"
#include "Draw.h"
#include "Flags.h"
#include "Game.h"
#include "KeyControl.h"
#include "MycParam.h"
#include "NpChar.h"
#include "Sound.h"
#include "Star.h"
#include "TextScr.h"
#include "ValueView.h"
MYCHAR gMC;
void InitMyChar(void)
{
memset(&gMC, 0, sizeof(MYCHAR));
gMC.cond = 0x80;
gMC.direct = 2;
gMC.view.back = 8 * 0x200;
gMC.view.top = 8 * 0x200;
gMC.view.front = 8 * 0x200;
gMC.view.bottom = 8 * 0x200;
gMC.hit.back = 5 * 0x200;
gMC.hit.top = 8 * 0x200;
gMC.hit.front = 5 * 0x200;
gMC.hit.bottom = 8 * 0x200;
gMC.life = 3;
gMC.max_life = 3;
gMC.unit = 0;
cion = 0;
// This is initialized with the values the game uses in vanilla
gMC.physics_normal.max_dash = 0x32C;
gMC.physics_normal.max_move = 0x5FF;
gMC.physics_normal.gravity1 = 0x50;
gMC.physics_normal.gravity2 = 0x20;
gMC.physics_normal.dash1 = 0x55;
gMC.physics_normal.dash2 = 0x20;
gMC.physics_normal.resist = 0x33;
gMC.physics_normal.jump = 0x500;
gMC.physics_underwater.max_dash = 0x196;
gMC.physics_underwater.max_move = 0x2FF;
gMC.physics_underwater.gravity1 = 0x28;
gMC.physics_underwater.gravity2 = 0x10;
gMC.physics_underwater.dash1 = 0x2A;
gMC.physics_underwater.dash2 = 0x10;
gMC.physics_underwater.resist = 0x19;
gMC.physics_underwater.jump = 0x280;
gMC.no_splash_or_air_limit_underwater = 0;
}
void AnimationMyChar(BOOL bKey)
{
RECT rcLeft[12] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
{0, 0, 16, 16},
{32, 0, 48, 16},
{0, 0, 16, 16},
{48, 0, 64, 16},
{64, 0, 80, 16},
{48, 0, 64, 16},
{80, 0, 96, 16},
{48, 0, 64, 16},
{96, 0, 112, 16},
{112, 0, 128, 16},
};
RECT rcRight[12] = {
{0, 16, 16, 32},
{16, 16, 32, 32},
{0, 16, 16, 32},
{32, 16, 48, 32},
{0, 16, 16, 32},
{48, 16, 64, 32},
{64, 16, 80, 32},
{48, 16, 64, 32},
{80, 16, 96, 32},
{48, 16, 64, 32},
{96, 16, 112, 32},
{112, 16, 128, 32},
};
if (gMC.cond & 2)
return;
if (gMC.flag & 8)
{
if (gMC.cond & 1)
{
gMC.ani_no = 11;
}
else if (gKey & gKeyUp && gKey & (gKeyLeft | gKeyRight) && bKey)
{
gMC.cond |= 4;
if (++gMC.ani_wait > 4)
{
gMC.ani_wait = 0;
if (++gMC.ani_no == 7 || gMC.ani_no == 9)
PlaySoundObject(24, SOUND_MODE_PLAY);
}
if (gMC.ani_no > 9 || gMC.ani_no < 6)
gMC.ani_no = 6;
}
else if (gKey & (gKeyLeft | gKeyRight) && bKey)
{
gMC.cond |= 4;
if (++gMC.ani_wait > 4)
{
gMC.ani_wait = 0;
if (++gMC.ani_no == 2 || gMC.ani_no == 4)
PlaySoundObject(24, SOUND_MODE_PLAY);
}
if (gMC.ani_no > 4 || gMC.ani_no < 1)
gMC.ani_no = 1;
}
else if (gKey & gKeyUp && bKey)
{
if (gMC.cond & 4)
PlaySoundObject(24, SOUND_MODE_PLAY);
gMC.cond &= ~4;
gMC.ani_no = 5;
}
else
{
if (gMC.cond & 4)
PlaySoundObject(24, SOUND_MODE_PLAY);
gMC.cond &= ~4;
gMC.ani_no = 0;
}
}
else if (gMC.up)
{
gMC.ani_no = 6;
}
else if (gMC.down)
{
gMC.ani_no = 10;
}
else
{
if (gMC.ym > 0)
gMC.ani_no = 1;
else
gMC.ani_no = 3;
}
if (gMC.direct == 0)
gMC.rect = rcLeft[gMC.ani_no];
else
gMC.rect = rcRight[gMC.ani_no];
}
void ShowMyChar(BOOL bShow)
{
if (bShow)
gMC.cond &= ~2;
else
gMC.cond |= 2;
}
void PutMyChar(int fx, int fy)
{
int arms_offset_y;
if (!(gMC.cond & 0x80) || gMC.cond & 2)
return;
// Draw weapon
gMC.rect_arms.left = (gArmsData[gSelectedArms].code % 13) * 24;
gMC.rect_arms.right = gMC.rect_arms.left + 24;
gMC.rect_arms.top = (gArmsData[gSelectedArms].code / 13) * 96;
gMC.rect_arms.bottom = gMC.rect_arms.top + 16;
if (gMC.direct == 2)
{
gMC.rect_arms.top += 16;
gMC.rect_arms.bottom += 16;
}
if (gMC.up)
{
arms_offset_y = -4;
gMC.rect_arms.top += 32;
gMC.rect_arms.bottom += 32;
}
else if (gMC.down)
{
arms_offset_y = 4;
gMC.rect_arms.top += 64;
gMC.rect_arms.bottom += 64;
}
else
{
arms_offset_y = 0;
}
if (gMC.ani_no == 1 || gMC.ani_no == 3 || gMC.ani_no == 6 || gMC.ani_no == 8)
++gMC.rect_arms.top;
if (gMC.direct == 0)
PutBitmap3(
&grcGame,
SubpixelToScreenCoord(gMC.x - gMC.view.front) - SubpixelToScreenCoord(fx) - PixelToScreenCoord(8),
SubpixelToScreenCoord(gMC.y - gMC.view.top) - SubpixelToScreenCoord(fy) + PixelToScreenCoord(arms_offset_y),
&gMC.rect_arms,
SURFACE_ID_ARMS);
else
PutBitmap3(
&grcGame,
SubpixelToScreenCoord(gMC.x - gMC.view.front) - SubpixelToScreenCoord(fx),
SubpixelToScreenCoord(gMC.y - gMC.view.top) - SubpixelToScreenCoord(fy) + PixelToScreenCoord(arms_offset_y),
&gMC.rect_arms,
SURFACE_ID_ARMS);
if (gMC.shock / 2 % 2)
return;
// Draw player
RECT rect = gMC.rect;
rect.top += 32 * gMIMCurrentNum;
rect.bottom += 32 * gMIMCurrentNum;
#ifndef ENABLE_MIM_DISABLE_EQUIP_40_GRAPHICS
if (gMC.equip & EQUIP_MIMIGA_MASK)
{
rect.top += 32;
rect.bottom += 32;
}
#endif
PutBitmap3(&grcGame, SubpixelToScreenCoord(gMC.x - gMC.view.front) - SubpixelToScreenCoord(fx), SubpixelToScreenCoord(gMC.y - gMC.view.top) - SubpixelToScreenCoord(fy), &rect, SURFACE_ID_MY_CHAR);
// Draw air tank
RECT rcBubble[2] = {
{56, 96, 80, 120},
{80, 96, 104, 120},
};
++gMC.bubble;
if (gMC.equip & EQUIP_AIR_TANK && gMC.flag & 0x100)
PutBitmap3(&grcGame, SubpixelToScreenCoord(gMC.x) - PixelToScreenCoord(12) - SubpixelToScreenCoord(fx), SubpixelToScreenCoord(gMC.y) - PixelToScreenCoord(12) - SubpixelToScreenCoord(fy), &rcBubble[(gMC.bubble / 2) % 2], SURFACE_ID_CARET);
else if (gMC.unit == 1)
PutBitmap3(&grcGame, SubpixelToScreenCoord(gMC.x) - PixelToScreenCoord(12) - SubpixelToScreenCoord(fx), SubpixelToScreenCoord(gMC.y) - PixelToScreenCoord(12) - SubpixelToScreenCoord(fy), &rcBubble[(gMC.bubble / 2) % 2], SURFACE_ID_CARET);
}
void ActMyChar_Normal(BOOL bKey)
{
// Get speeds and accelerations
int max_move;
int max_dash;
int gravity1;
int gravity2;
int jump;
int dash1;
int dash2;
int resist;
int a, x;
MYCHAR_PHYSICS *physics;
if (gMC.cond & 2)
return;
physics = (gMC.flag & 0x100) ? &gMC.physics_underwater : &gMC.physics_normal;
max_dash = physics->max_dash;
gravity1 = physics->gravity1;
gravity2 = physics->gravity2;
dash1 = physics->dash1;
dash2 = physics->dash2;
resist = physics->resist;
jump = physics->jump;
// Don't create "?" effect
gMC.ques = FALSE;
// If can't control player, stop boosting
if (!bKey)
gMC.boost_sw = 0;
// Movement on the ground
if (gMC.flag & 8 || gMC.flag & 0x10 || gMC.flag & 0x20)
{
// Stop boosting and refuel
gMC.boost_sw = 0;
if (gMC.equip & EQUIP_BOOSTER_0_8)
{
gMC.boost_cnt = 50;
}
else if (gMC.equip & EQUIP_BOOSTER_2_0)
{
gMC.boost_cnt = 50;
}
else
{
gMC.boost_cnt = 0;
}
// Move in direction held
if (bKey)
{
if (gKeyTrg == gKeyDown && gKey == gKeyDown && !(gMC.cond & 1) && !(g_GameFlags & 4))
{
gMC.cond |= 1;
gMC.ques = TRUE;
}
else if (gKey == gKeyDown)
{
// There probably used to be commented-out code here
}
else
{
if (gKey & gKeyLeft && gMC.xm > -max_dash)
gMC.xm -= dash1;
if (gKey & gKeyRight && gMC.xm < max_dash)
gMC.xm += dash1;
if (gKey & gKeyLeft)
gMC.direct = 0;
if (gKey & gKeyRight)
gMC.direct = 2;
}
}
// Friction
if (!(gMC.cond & 0x20))
{
if (gMC.xm < 0)
{
if (gMC.xm > -resist)
gMC.xm = 0;
else
gMC.xm += resist;
}
if (gMC.xm > 0)
{
if (gMC.xm < resist)
gMC.xm = 0;
else
gMC.xm -= resist;
}
}
}
else
{
// Start boosting
if (bKey)
{
if (gMC.equip & (EQUIP_BOOSTER_0_8 | EQUIP_BOOSTER_2_0) && gKeyTrg & gKeyJump && gMC.boost_cnt != 0)
{
// Booster 0.8
if (gMC.equip & EQUIP_BOOSTER_0_8)
{
gMC.boost_sw = 1;
if (gMC.ym > 0x100)
gMC.ym /= 2;
}
// Booster 2.0
if (gMC.equip & EQUIP_BOOSTER_2_0)
{
if (gKey & gKeyUp)
{
gMC.boost_sw = 2;
gMC.xm = 0;
gMC.ym = -0x5FF;
}
else if (gKey & gKeyLeft)
{
gMC.boost_sw = 1;
gMC.ym = 0;
gMC.xm = -0x5FF;
}
else if (gKey & gKeyRight)
{
gMC.boost_sw = 1;
gMC.ym = 0;
gMC.xm = 0x5FF;
}
else if (gKey & gKeyDown)
{
gMC.boost_sw = 3;
gMC.xm = 0;
gMC.ym = 0x5FF;
}
else
{
gMC.boost_sw = 2;
gMC.xm = 0;
gMC.ym = -0x5FF;
}
}
}
// Move left and right
if (gKey & gKeyLeft && gMC.xm > -max_dash)
gMC.xm -= dash2;
if (gKey & gKeyRight && gMC.xm < max_dash)
gMC.xm += dash2;
if (gKey & gKeyLeft)
gMC.direct = 0;
if (gKey & gKeyRight)
gMC.direct = 2;
}
// Slow down when stopped boosting (Booster 2.0)
if (gMC.equip & EQUIP_BOOSTER_2_0 && gMC.boost_sw != 0 && (!(gKey & gKeyJump) || gMC.boost_cnt == 0))
{
if (gMC.boost_sw == 1)
gMC.xm /= 2;
else if (gMC.boost_sw == 2)
gMC.ym /= 2;
}
// Stop boosting
if (gMC.boost_cnt == 0 || !(gKey & gKeyJump))
gMC.boost_sw = 0;
}
// Jumping
if (bKey)
{
// Look up and down
/*if (gKey & gKeyUp)
gMC.up = TRUE;
else
gMC.up = FALSE;
if (gKey & gKeyDown && !(gMC.flag & 8))
gMC.down = TRUE;
else
gMC.down = FALSE;*/
if (gKeyTrg & gKeyJump && (gMC.flag & 8 || gMC.flag & 0x10 || gMC.flag & 0x20))
{
if (gMC.flag & 0x2000)
{
// Another weird empty case needed for accurate assembly.
// There probably used to be some commented-out code here.
}
else
{
gMC.ym = -jump;
PlaySoundObject(15, SOUND_MODE_PLAY);
}
}
}
// Stop interacting when moved
if (bKey && gKey & (gKeyLeft | gKeyRight | gKeyUp | gKeyJump | gKeyShot))
gMC.cond &= ~1;
// Booster losing fuel
if (gMC.boost_sw != 0 && gMC.boost_cnt != 0)
--gMC.boost_cnt;
// Wind / current forces
if (gMC.flag & 0x1000)
gMC.xm -= 0x88;
if (gMC.flag & 0x2000)
gMC.ym -= 0x80;
if (gMC.flag & 0x4000)
gMC.xm += 0x88;
if (gMC.flag & 0x8000)
gMC.ym += 0x55;
// Booster 2.0 forces and effects
if (gMC.equip & EQUIP_BOOSTER_2_0 && gMC.boost_sw != 0)
{
if (gMC.boost_sw == 1)
{
// Go up when going into a wall
if (gMC.flag & 5)
gMC.ym = -0x100;
// Move in direction facing
if (gMC.direct == 0)
gMC.xm -= 0x20;
if (gMC.direct == 2)
gMC.xm += 0x20;
// Boost particles (and sound)
if (gKeyTrg & gKeyJump || gMC.boost_cnt % 3 == 1)
{
if (gMC.direct == 0)
SetCaret(gMC.x + (2 * 0x200), gMC.y + (2 * 0x200), 7, 2);
if (gMC.direct == 2)
SetCaret(gMC.x - (2 * 0x200), gMC.y + (2 * 0x200), 7, 0);
PlaySoundObject(113, SOUND_MODE_PLAY);
}
}
else if (gMC.boost_sw == 2)
{
// Move upwards
gMC.ym -= 0x20;
// Boost particles (and sound)
if (gKeyTrg & gKeyJump || gMC.boost_cnt % 3 == 1)
{
SetCaret(gMC.x, gMC.y + (6 * 0x200), 7, 3);
PlaySoundObject(113, SOUND_MODE_PLAY);
}
}
else if (gMC.boost_sw == 3 && (gKeyTrg & gKeyJump || gMC.boost_cnt % 3 == 1))
{
// Boost particles (and sound)
SetCaret(gMC.x, gMC.y - (6 * 0x200), 7, 1);
PlaySoundObject(113, SOUND_MODE_PLAY);
}
}
// Upwards wind/current
else if (gMC.flag & 0x2000)
{
gMC.ym += gravity1;
}
// Booster 0.8
else if (gMC.equip & EQUIP_BOOSTER_0_8 && gMC.boost_sw != 0 && gMC.ym > -0x400)
{
// Upwards force
gMC.ym -= 0x20;
if (gMC.boost_cnt % 3 == 0)
{
SetCaret(gMC.x, gMC.y + (gMC.hit.bottom / 2), 7, 3);
PlaySoundObject(113, SOUND_MODE_PLAY);
}
// Bounce off of ceiling
if (gMC.flag & 2)
gMC.ym = 0x200;
}
// Gravity while jump is held
else if (gMC.ym < 0 && bKey && gKey & gKeyJump)
{
gMC.ym += gravity2;
}
// Normal gravity
else
{
gMC.ym += gravity1;
}
// Keep player on slopes
if (!bKey || !(gKeyTrg & gKeyJump))
{
if (gMC.flag & 0x10 && gMC.xm < 0)
gMC.ym = -gMC.xm;
if (gMC.flag & 0x20 && gMC.xm > 0)
gMC.ym = gMC.xm;
if (gMC.flag & 8 && gMC.flag & 0x80000 && gMC.xm < 0)
gMC.ym = 0x400;
if (gMC.flag & 8 && gMC.flag & 0x10000 && gMC.xm > 0)
gMC.ym = 0x400;
if (gMC.flag & 8 && gMC.flag & 0x20000 && gMC.flag & 0x40000)
gMC.ym = 0x400;
}
if (0)
{
// There used to be an if-statement here that didn't do anything, but the compiler optimised it out.
// We only know this was here because empty if-statements affect the register usage.
// Since there's no code, we have no idea what the original condition actually was.
}
// Limit speed
if (gMC.flag & 0x100 && !(gMC.flag & (0x8000 | 0x4000 | 0x2000 | 0x1000)))
max_move = gMC.physics_underwater.max_move; // Underwater or in wind
else
max_move = gMC.physics_normal.max_move; // Normal conditions
if (gMC.xm < -max_move)
gMC.xm = -max_move;
if (gMC.ym < -max_move)
gMC.ym = -max_move;
if (gMC.xm > max_move)
gMC.xm = max_move;
if (gMC.ym > max_move)
gMC.ym = max_move;
// Water splashing
if (!gMC.no_splash_or_air_limit_underwater && !gMC.sprash && gMC.flag & 0x100)
{
int dir;
if (gMC.flag & 0x800)
dir = 2;
else
dir = 0;
if (!(gMC.flag & 8) && gMC.ym > 0x200)
{
for (a = 0; a < 8; ++a)
{
x = gMC.x + (Random(-8, 8) * 0x200);
SetNpChar(73, x, gMC.y, gMC.xm + Random(-0x200, 0x200), Random(-0x200, 0x80) - (gMC.ym / 2), dir, NULL, 0);
}
PlaySoundObject(56, SOUND_MODE_PLAY);
}
else
{
if (gMC.xm > 0x200 || gMC.xm < -0x200)
{
for (a = 0; a < 8; ++a)
{
x = gMC.x + (Random(-8, 8) * 0x200);
SetNpChar(73, x, gMC.y, gMC.xm + Random(-0x200, 0x200), Random(-0x200, 0x80), dir, NULL, 0);
}
PlaySoundObject(56, SOUND_MODE_PLAY);
}
}
gMC.sprash = TRUE;
}
if (!(gMC.flag & 0x100))
gMC.sprash = FALSE;
// Spike damage
if (gMC.flag & 0x400)
DamageMyChar(10);
// Camera
if (gMC.direct == 0)
{
gMC.index_x -= 0x200;
if (gMC.index_x < -0x8000)
gMC.index_x = -0x8000;
}
else
{
gMC.index_x += 0x200;
if (gMC.index_x > 0x8000)
gMC.index_x = 0x8000;
}
if (gKey & gKeyUp && bKey)
{
gMC.index_y -= 0x200;
if (gMC.index_y < -0x8000)
gMC.index_y = -0x8000;
}
else if (gKey & gKeyDown && bKey)
{
gMC.index_y += 0x200;
if (gMC.index_y > 0x8000)
gMC.index_y = 0x8000;
}
else
{
if (gMC.index_y > 0x200)
gMC.index_y -= 0x200;
if (gMC.index_y < -0x200)
gMC.index_y += 0x200;
}
gMC.tgt_x = gMC.x + gMC.index_x;
gMC.tgt_y = gMC.y + gMC.index_y;
// Change position
if (gMC.xm <= resist && gMC.xm >= -resist)
{
// This case is completely empty. This is most likely the result of commented-out code or some other change (so this is most likely inaccurate to the original source code)
}
else
{
gMC.x += gMC.xm;
}
gMC.y += gMC.ym;
}
void ActMyChar_Stream(BOOL bKey)
{
gMC.up = FALSE;
gMC.down = FALSE;
if (bKey)
{
if (gKey & (gKeyLeft | gKeyRight))
{
if (gKey & gKeyLeft)
gMC.xm -= 0x100;
if (gKey & gKeyRight)
gMC.xm += 0x100;
}
else if (gMC.xm < 0x80 && gMC.xm > -0x80)
{
gMC.xm = 0;
}
else if (gMC.xm > 0)
{
gMC.xm -= 0x80;
}
else if (gMC.xm < 0)
{
gMC.xm += 0x80;
}
if (gKey & (gKeyUp | gKeyDown))
{
if (gKey & gKeyUp)
gMC.ym -= 0x100;
if (gKey & gKeyDown)
gMC.ym += 0x100;
}
else if (gMC.ym < 0x80 && gMC.ym > -0x80)
{
gMC.ym = 0;
}
else if (gMC.ym > 0)
{
gMC.ym -= 0x80;
}
else if (gMC.ym < 0)
{
gMC.ym += 0x80;
}
}
else
{
if (gMC.xm < 0x80 && gMC.xm > -0x40)
gMC.xm = 0;
else if (gMC.xm > 0)
gMC.xm -= 0x80;
else if (gMC.xm < 0)
gMC.xm += 0x80;
if (gMC.ym < 0x80 && gMC.ym > -0x40)
gMC.ym = 0;
else if (gMC.ym > 0)
gMC.ym -= 0x80;
else if (gMC.ym < 0)
gMC.ym += 0x80;
}
if (gMC.ym < -0x200 && gMC.flag & 2)
SetCaret(gMC.x, gMC.y - gMC.hit.top, 13, 5);
if (gMC.ym > 0x200 && gMC.flag & 8)
SetCaret(gMC.x, gMC.y + gMC.hit.bottom, 13, 5);
if (gMC.xm > 0x400)
gMC.xm = 0x400;
if (gMC.xm < -0x400)
gMC.xm = -0x400;
if (gMC.ym > 0x400)
gMC.ym = 0x400;
if (gMC.ym < -0x400)
gMC.ym = -0x400;
if ((gKey & (gKeyLeft | gKeyUp)) == (gKeyLeft | gKeyUp))
{
if (gMC.xm < -780)
gMC.xm = -780;
if (gMC.ym < -780)
gMC.ym = -780;
}
if ((gKey & (gKeyRight | gKeyUp)) == (gKeyRight | gKeyUp))
{
if (gMC.xm > 780)
gMC.xm = 780;
if (gMC.ym < -780)
gMC.ym = -780;
}
if ((gKey & (gKeyLeft | gKeyDown)) == (gKeyLeft | gKeyDown))
{
if (gMC.xm < -780)
gMC.xm = -780;
if (gMC.ym > 780)
gMC.ym = 780;
}
if ((gKey & (gKeyRight | gKeyDown)) == (gKeyRight | gKeyDown))
{
if (gMC.xm > 780)
gMC.xm = 780;
if (gMC.ym > 780)
gMC.ym = 780;
}
gMC.x += gMC.xm;
gMC.y += gMC.ym;
}
void AirProcess(void)
{
if (gMC.equip & EQUIP_AIR_TANK)
{
gMC.air = 1000;
gMC.air_get = 0;
}
else
{
if (!(gMC.flag & 0x100) || gMC.no_splash_or_air_limit_underwater)
{
gMC.air = 1000;
}
else
{
if (--gMC.air <= 0)
{
if (GetNPCFlag(4000))
{
// Core cutscene
StartTextScript(1100);
}
else
{
// Drown
StartTextScript(41);
if (gMC.direct == 0)
SetCaret(gMC.x, gMC.y, 8, 0);
else
SetCaret(gMC.x, gMC.y, 8, 2);
gMC.cond &= ~0x80;
}
}
}
if (gMC.flag & 0x100)
{
gMC.air_get = 60;
}
else
{
if (gMC.air_get != 0)
--gMC.air_get;
}
}
}
void ActMyChar(BOOL bKey)
{
if (!(gMC.cond & 0x80))
return;
if (gMC.exp_wait != 0)
--gMC.exp_wait;
if (gMC.shock != 0)
{
--gMC.shock;
}
else if (gMC.exp_count != 0)
{
SetValueView(&gMC.x, &gMC.y, gMC.exp_count);
gMC.exp_count = 0;
}
switch (gMC.unit)
{
case 0:
if (!(g_GameFlags & 4) && bKey)
AirProcess();
ActMyChar_Normal(bKey);
break;
case 1:
ActMyChar_Stream(bKey);
break;
}
gMC.cond &= ~0x20;
}
void GetMyCharPosition(int *x, int *y)
{
*x = gMC.x;
*y = gMC.y;
}
void SetMyCharPosition(int x, int y)
{
gMC.x = x;
gMC.y = y;
gMC.tgt_x = gMC.x;
gMC.tgt_y = gMC.y;
gMC.index_x = 0;
gMC.index_y = 0;
gMC.xm = 0;
gMC.ym = 0;
gMC.cond &= ~1;
InitStar();
}
void MoveMyChar(int x, int y)
{
gMC.x = x;
gMC.y = y;
}
void ZeroMyCharXMove(void)
{
gMC.xm = 0;
}
int GetUnitMyChar(void)
{
return gMC.unit;
}
void SetMyCharDirect(unsigned char dir)
{
int i;
if (dir == 3)
{
gMC.cond |= 1;
}
else
{
gMC.cond &= ~1;
if (dir < 10)
{
gMC.direct = dir;
}
else
{
for (i = 0; i < NPC_MAX; ++i)
if (gNPC[i].code_event == dir)
break;
if (i == NPC_MAX)
return;
if (gMC.x > gNPC[i].x)
gMC.direct = 0;
else
gMC.direct = 2;
}
}
gMC.xm = 0;
AnimationMyChar(FALSE);
}
void ChangeMyUnit(unsigned char a)
{
gMC.unit = a;
}
void PitMyChar(void)
{
gMC.y += 2 * 0x10 * 0x200; // Shove player two tiles down. I wonder what this was meant for?
}
void EquipItem(int flag, BOOL b)
{
if (b)
gMC.equip |= flag;
else
gMC.equip &= ~flag;
}
void ResetCheck(void)
{
gMC.cond &= ~1;
}
static int noise_no;
static unsigned int noise_freq;
void SetNoise(int no, int freq)
{
noise_freq = freq;
noise_no = no;
switch (noise_no)
{
case 1:
ChangeSoundFrequency(40, noise_freq);
ChangeSoundFrequency(41, noise_freq + 100);
PlaySoundObject(40, SOUND_MODE_PLAY_LOOP);
PlaySoundObject(41, SOUND_MODE_PLAY_LOOP);
break;
case 2:
PlaySoundObject(58, SOUND_MODE_PLAY_LOOP);
break;
}
}
void CutNoise(void)
{
noise_no = 0;
PlaySoundObject(40, SOUND_MODE_STOP);
PlaySoundObject(41, SOUND_MODE_STOP);
PlaySoundObject(58, SOUND_MODE_STOP);
}
void ResetNoise(void)
{
switch (noise_no)
{
case 1:
ChangeSoundFrequency(40, noise_freq);
ChangeSoundFrequency(41, noise_freq + 100);
PlaySoundObject(40, SOUND_MODE_PLAY_LOOP);
PlaySoundObject(41, SOUND_MODE_PLAY_LOOP);
break;
case 2:
PlaySoundObject(58, SOUND_MODE_PLAY_LOOP);
break;
}
}
void SleepNoise(void)
{
PlaySoundObject(40, SOUND_MODE_STOP);
PlaySoundObject(41, SOUND_MODE_STOP);
PlaySoundObject(58, SOUND_MODE_STOP);
}