ref: 22ccaf76b01138621863a485de1f18e5baff39f8
parent: 10f69d115b4deaf5026d6f3d0853f4e25118152b
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sat Feb 9 15:36:59 EST 2019
Hell NPCs
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -311,10 +311,23 @@
void ActNpc306(NPCHAR *npc);
void ActNpc307(NPCHAR *npc);
void ActNpc308(NPCHAR *npc);
-
+void ActNpc309(NPCHAR *npc);
+void ActNpc310(NPCHAR *npc);
+void ActNpc311(NPCHAR *npc);
+void ActNpc312(NPCHAR *npc);
void ActNpc313(NPCHAR *npc);
void ActNpc314(NPCHAR *npc);
void ActNpc315(NPCHAR *npc);
+void ActNpc316(NPCHAR *npc);
+void ActNpc317(NPCHAR *npc);
+void ActNpc318(NPCHAR *npc);
+void ActNpc319(NPCHAR *npc);
+void ActNpc320(NPCHAR *npc);
+void ActNpc321(NPCHAR *npc);
+void ActNpc322(NPCHAR *npc);
+void ActNpc323(NPCHAR *npc);
+void ActNpc324(NPCHAR *npc);
+void ActNpc325(NPCHAR *npc);
void ActNpc334(NPCHAR *npc);
void ActNpc335(NPCHAR *npc);
--- a/src/NpcAct300.cpp
+++ b/src/NpcAct300.cpp
@@ -483,6 +483,518 @@
npc->rect = rcRight[npc->ani_no];
}
+//Bute
+void ActNpc309(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {0, 0, 16, 16};
+ rcLeft[1] = {16, 0, 32, 16};
+
+ rcRight[0] = {0, 16, 16, 32};
+ rcRight[1] = {16, 16, 32, 32};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (npc->direct == 0)
+ {
+ if (gMC.x <= npc->x - 0x24000 || gMC.x >= npc->x - 0x22000)
+ return;
+
+ npc->act_no = 10;
+ }
+ else
+ {
+ if (gMC.x >= npc->x + 0x24000 || gMC.x <= npc->x + 0x22000)
+ return;
+
+ npc->act_no = 10;
+ }
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->bits |= 0x20;
+ npc->damage = 5;
+ // Fallthrough
+ case 11:
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (npc->direct == 0)
+ npc->xm2 -= 0x10;
+ else
+ npc->xm2 += 0x10;
+
+ if (gMC.y < npc->y)
+ npc->ym2 -= 0x10;
+ else
+ npc->ym2 += 0x10;
+
+ if (npc->xm2 < 0 && npc->flag & 1)
+ npc->xm2 = -npc->xm2;
+ if (npc->xm2 > 0 && npc->flag & 4)
+ npc->xm2 = -npc->xm2;
+
+ if (npc->ym2 < 0 && npc->flag & 2)
+ npc->ym2 = -npc->ym2;
+ if (npc->ym2 > 0 && npc->flag & 8)
+ npc->ym2 = -npc->ym2;
+
+ if (npc->xm2 < -0x5FF)
+ npc->xm2 = -0x5FF;
+ if (npc->xm2 > 0x5FF)
+ npc->xm2 = 0x5FF;
+
+ if (npc->ym2 < -0x5FF)
+ npc->ym2 = -0x5FF;
+ if (npc->ym2 > 0x5FF)
+ npc->ym2 = 0x5FF;
+
+ npc->x += npc->xm2;
+ npc->y += npc->ym2;
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+
+ if (npc->life <= 996)
+ {
+ npc->code_char = 316;
+ npc->act_no = 0;
+ }
+}
+
+//Bute (with sword)
+void ActNpc310(NPCHAR *npc)
+{
+ RECT rcLeft[5];
+ RECT rcRight[5];
+
+ rcLeft[0] = {32, 0, 56, 16};
+ rcLeft[1] = {56, 0, 80, 16};
+ rcLeft[2] = {80, 0, 104, 16};
+ rcLeft[3] = {104, 0, 128, 16};
+ rcLeft[4] = {128, 0, 152, 16};
+
+ rcRight[0] = {32, 16, 56, 32};
+ rcRight[1] = {56, 16, 80, 32};
+ rcRight[2] = {80, 16, 104, 32};
+ rcRight[3] = {104, 16, 128, 32};
+ rcRight[4] = {128, 16, 152, 32};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->bits &= ~0x20;
+ npc->bits |= 4;
+ npc->damage = 0;
+ // Fallthrough
+ case 1:
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ npc->ani_no = 0;
+
+ if (gMC.x > npc->x - 0x10000 && gMC.x < npc->x + 0x10000 && gMC.y > npc->y - 0x10000 && gMC.y < npc->y + 0x2000)
+ npc->act_no = 10;
+
+ break;
+
+ case 10:
+ npc->xm = 0;
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ npc->bits &= ~0x20;
+ npc->bits |= 4;
+ npc->damage = 0;
+ npc->ani_no = 0;
+ // Fallthrough
+ case 11:
+ if (++npc->act_wait > 30)
+ npc->act_no = 20;
+
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ npc->bits &= ~4;
+ npc->bits |= 0x20;
+ npc->damage = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ // Fallthrough
+ case 21:
+ if (npc->direct == 0)
+ npc->xm = -0x400;
+ else
+ npc->xm = 0x400;
+
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (++npc->act_wait > 50)
+ npc->act_no = 10;
+
+ if (npc->x < gMC.x + 0x5000 && npc->x > gMC.x - 0x5000)
+ {
+ npc->ym = -0x300;
+ npc->xm /= 2;
+ npc->ani_no = 2;
+ npc->act_no = 30;
+ PlaySoundObject(30, 1);
+ }
+
+ break;
+
+ case 30:
+ if (npc->ym > -0x80)
+ {
+ npc->act_no = 31;
+ npc->ani_wait = 0;
+ npc->ani_no = 3;
+ npc->damage = 9;
+ }
+
+ break;
+
+ case 31:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ npc->ani_no = 4;
+ }
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 32;
+ npc->act_wait = 0;
+ npc->xm = 0;
+ npc->damage = 3;
+ }
+
+ break;
+
+ case 32:
+ if (++npc->act_wait > 30)
+ {
+ npc->act_no = 10;
+ npc->damage = 0;
+ }
+
+ break;
+ }
+
+ npc->ym += 0x20;
+
+ 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];
+
+ if (npc->life <= 996)
+ {
+ npc->code_char = 316;
+ npc->act_no = 0;
+ }
+}
+
+//Bute archer
+void ActNpc311(NPCHAR *npc)
+{
+ RECT rcLeft[7];
+ RECT rcRight[7];
+
+ rcLeft[0] = {0, 32, 24, 56};
+ rcLeft[1] = {24, 32, 48, 56};
+ rcLeft[2] = {48, 32, 72, 56};
+ rcLeft[3] = {72, 32, 96, 56};
+ rcLeft[4] = {96, 32, 120, 56};
+ rcLeft[5] = {120, 32, 144, 56};
+ rcLeft[6] = {144, 32, 168, 56};
+
+ rcRight[0] = {0, 56, 24, 80};
+ rcRight[1] = {24, 56, 48, 80};
+ rcRight[2] = {48, 56, 72, 80};
+ rcRight[3] = {72, 56, 96, 80};
+ rcRight[4] = {96, 56, 120, 80};
+ rcRight[5] = {120, 56, 144, 80};
+ rcRight[6] = {144, 56, 168, 80};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (npc->direct == 0)
+ {
+ if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000)
+ npc->act_no = 10;
+ }
+ else
+ {
+ if (gMC.x > npc->x && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000)
+ npc->act_no = 10;
+ }
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ // Fallthrough
+ case 11:
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (gMC.x > npc->x - 0x1C000 && gMC.x < npc->x + 0x1C000 && gMC.y > npc->y - 0x1000)
+ {
+ npc->ani_no = 1;
+ npc->count1 = 0;
+ }
+ else
+ {
+ npc->ani_no = 4;
+ npc->count1 = 1;
+ }
+
+ if (++npc->act_wait > 10)
+ npc->act_no = 20;
+
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 21:
+ if (npc->count1)
+ {
+ if (++npc->ani_no > 5)
+ npc->ani_no = 4;
+ }
+ else
+ {
+ if (++npc->ani_no > 2)
+ npc->ani_no = 1;
+ }
+
+ if (++npc->act_wait > 30)
+ npc->act_no = 30;
+
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ npc->act_wait = 0;
+
+ if (npc->count1)
+ {
+ if (npc->direct == 0)
+ SetNpChar(312, npc->x, npc->y, -0x600, -0x600, 0, 0, 0x100);
+ else
+ SetNpChar(312, npc->x, npc->y, 0x600, -0x600, 2, 0, 0x100);
+
+ npc->ani_no = 6;
+ }
+ else
+ {
+ if (npc->direct == 0)
+ SetNpChar(312, npc->x, npc->y, -0x600, 0, 0, 0, 0x100);
+ else
+ SetNpChar(312, npc->x, npc->y, 0x600, 0, 2, 0, 0x100);
+
+ npc->ani_no = 3;
+ }
+ // Fallthrough
+ case 31:
+ if (++npc->act_wait > 30)
+ {
+ npc->act_no = 40;
+ npc->act_wait = Random(0, 100);
+ }
+
+ break;
+
+ case 40:
+ npc->ani_no = 0;
+
+ if (++npc->act_wait > 150)
+ npc->act_no = 10;
+
+ if (gMC.x < npc->x - 0x2C000 || gMC.x > npc->x + 0x2C000 || gMC.y < npc->y - 0x1E000 || gMC.y > npc->y + 0x1E000)
+ {
+ npc->act_no = 40;
+ npc->act_wait = 0;
+ }
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+
+ if (npc->life <= 992)
+ {
+ npc->code_char = 316;
+ npc->act_no = 0;
+ }
+}
+
+//Bute arrow projectile
+void ActNpc312(NPCHAR *npc)
+{
+ RECT rcLeft[5];
+ RECT rcRight[5];
+
+ rcLeft[0] = {0, 160, 16, 176};
+ rcLeft[1] = {16, 160, 32, 176};
+ rcLeft[2] = {32, 160, 48, 176};
+ rcLeft[3] = {48, 160, 64, 176};
+ rcLeft[4] = {64, 160, 80, 176};
+
+ rcRight[0] = {0, 176, 16, 192};
+ rcRight[1] = {16, 176, 32, 192};
+ rcRight[2] = {32, 176, 48, 192};
+ rcRight[3] = {48, 176, 64, 192};
+ rcRight[4] = {64, 176, 80, 192};
+
+ if (npc->act_no > 0 && npc->act_no < 20 && npc->flag & 0xFF)
+ npc->act_no = 20;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->act_wait = 0;
+
+ if (npc->xm < 0)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (npc->ym < 0)
+ npc->ani_no = 0;
+ else
+ npc->ani_no = 2;
+ // Fallthrough
+ case 1:
+ ++npc->act_wait;
+
+ if (npc->act_wait == 4)
+ npc->bits &= ~8;
+
+ if (npc->act_wait > 10)
+ npc->act_no = 10;
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->ani_wait = 0;
+ npc->xm = 3 * npc->xm / 4;
+ npc->ym = 3 * npc->ym / 4;
+ // Fallthrough
+ case 11:
+ npc->ym += 0x20;
+
+ if (++npc->ani_wait > 10)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 4)
+ npc->ani_no = 4;
+
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->damage = 0;
+ // Fallthrough
+ case 21:
+ if (++npc->act_wait > 30)
+ npc->act_no = 30;
+
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 31:
+ if (++npc->act_wait > 30)
+ npc->cond = 0;
+
+ break;
+ }
+
+ 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];
+
+ if (npc->act_no == 31)
+ {
+ if (npc->act_wait / 2 & 1)
+ {
+ npc->rect.left = 0;
+ npc->rect.right = 0;
+ }
+ }
+}
+
//Ma Pignon
void ActNpc313(NPCHAR *npc)
{
@@ -1042,4 +1554,319 @@
else
npc->rect = rcRight[npc->ani_no];
}
+}
+
+//Bute (dead)
+void ActNpc316(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {248, 32, 272, 56};
+ rcLeft[1] = {272, 32, 296, 56};
+ rcLeft[2] = {296, 32, 320, 56};
+
+ rcRight[0] = {248, 56, 272, 80};
+ rcRight[1] = {272, 56, 296, 80};
+ rcRight[2] = {296, 56, 320, 80};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->bits &= ~0x20;
+ npc->bits &= ~8;
+ npc->damage = 0;
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->view.front = 0x1800;
+ npc->view.back = 0x1800;
+ npc->view.top = 0x1800;
+ npc->ym = -0x200;
+
+ if (npc->direct == 0)
+ npc->xm = 0x100;
+ else
+ npc->xm = -0x100;
+
+ PlaySoundObject(50, 1);
+
+ break;
+
+ case 1:
+ if (npc->flag & 8)
+ {
+ npc->ani_no = 1;
+ npc->ani_wait = 0;
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ npc->xm = 8 * npc->xm / 9;
+
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 1;
+
+ if (++npc->act_wait > 50)
+ npc->cond |= 8;
+
+ break;
+ }
+
+ npc->ym += 0x20;
+ 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];
+}
+
+//Mesa
+void ActNpc317(NPCHAR *npc)
+{
+ RECT rcLeft[4];
+ RECT rcRight[4];
+
+ rcLeft[0] = {0, 80, 32, 120};
+ rcLeft[1] = {32, 80, 64, 120};
+ rcLeft[2] = {64, 80, 96, 120};
+ rcLeft[3] = {96, 80, 128, 120};
+
+ rcRight[0] = {0, 120, 32, 160};
+ rcRight[1] = {32, 120, 64, 160};
+ rcRight[2] = {64, 120, 96, 160};
+ rcRight[3] = {96, 120, 128, 160};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y -= 0x1000;
+ npc->tgt_x = npc->x;
+ // Fallthrough
+ case 1:
+ npc->xm = 0;
+ npc->act_no = 2;
+ npc->ani_no = 0;
+ npc->count1 = 0;
+ // Fallthrough
+ case 2:
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (++npc->ani_wait > 40)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50 )
+ {
+ npc->act_no = 10;
+ }
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ SetNpChar(319, npc->x, npc->y, 0, 0, 0, npc, 0x100);
+ // Fallthrough
+ case 11:
+ if (++npc->act_wait > 50)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 12;
+ npc->ani_no = 3;
+ PlaySoundObject(39, 1);
+ }
+
+ break;
+
+ case 12:
+ if (++npc->act_wait > 20)
+ npc->act_no = 1;
+
+ break;
+ }
+
+ npc->ym += 0x55;
+ 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];
+
+ if (npc->life <= 936)
+ {
+ npc->code_char = 318;
+ npc->act_no = 0;
+ }
+}
+
+//Mesa (dead)
+void ActNpc318(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {224, 80, 256, 120};
+ rcLeft[1] = {256, 80, 288, 120};
+ rcLeft[2] = {288, 80, 320, 120};
+
+ rcRight[0] = {224, 120, 256, 160};
+ rcRight[1] = {256, 120, 288, 160};
+ rcRight[2] = {288, 120, 320, 160};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->bits &= ~0x20;
+ npc->bits &= ~8;
+ npc->bits &= ~1;
+ npc->damage = 0;
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ym = -0x200;
+
+ if (npc->direct == 0)
+ npc->xm = 0x40;
+ else
+ npc->xm = -0x40;
+
+ PlaySoundObject(54, 1);
+ break;
+
+ case 1:
+ if (npc->flag & 8)
+ {
+ npc->ani_no = 1;
+ npc->ani_wait = 0;
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ npc->xm = 8 * npc->xm / 9;
+
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 1;
+
+ if (++npc->act_wait > 50)
+ npc->cond |= 8;
+
+ break;
+ }
+
+ npc->ym += 0x20;
+ 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];
+}
+
+//Mesa block
+void ActNpc319(NPCHAR *npc)
+{
+ RECT rc[3];
+
+ rc[0] = {16, 0, 32, 16};
+ rc[1] = {16, 0, 32, 16};
+ rc[2] = {96, 80, 112, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->y = npc->pNpc->y + 0x1400;
+
+ if (npc->pNpc->direct == 0)
+ npc->x = npc->pNpc->x + 0xE00;
+ else
+ npc->x = npc->pNpc->x - 0xE00;
+
+ if (npc->pNpc->code_char == 318)
+ {
+ SetDestroyNpChar(npc->x, npc->y, 0, 3);
+ npc->cond = 0;
+ return;
+ }
+
+ if (npc->pNpc->ani_no != 2)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ym = -0x400;
+ npc->y = npc->pNpc->y - 0x800;
+
+ if (npc->pNpc->direct == 0)
+ npc->xm = -0x400;
+ else
+ npc->xm = 0x400;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait == 4)
+ npc->bits &= ~8;
+
+ npc->ym += 0x2A;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->flag & 8)
+ {
+ PlaySoundObject(12, 1);
+ SetDestroyNpChar(npc->x, npc->y, 0, 3);
+ npc->cond = 0;
+ }
+
+ break;
+ }
+
+ if (++npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ npc->rect = rc[npc->ani_no];
}
--- a/src/NpcAct320.cpp
+++ b/src/NpcAct320.cpp
@@ -8,6 +8,423 @@
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
+#include "Frame.h"
+#include "Map.h"
+#include "Caret.h"
+#include "Bullet.h"
+#include "KeyControl.h"
+
+//Curly (carried, shooting)
+void ActNpc320(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {16, 96, 32, 112};
+ rcLeft[1] = {48, 96, 64, 112};
+ rcLeft[2] = {96, 96, 112, 112};
+
+ rcRight[0] = {16, 112, 32, 128};
+ rcRight[1] = {48, 112, 64, 128};
+ rcRight[2] = {96, 112, 112, 128};
+
+ if (npc->act_no == 0)
+ {
+ npc->act_no = 1;
+ npc->x = gMC.x;
+ npc->y = gMC.y;
+ SetNpChar(321, 0, 0, 0, 0, 0, npc, 0x100);
+ }
+
+ if (gMC.flag & 8)
+ {
+ if (gMC.up)
+ {
+ npc->tgt_x = gMC.x;
+ npc->tgt_y = gMC.y - 0x1400;
+ npc->ani_no = 1;
+ }
+ else
+ {
+ npc->ani_no = 0;
+
+ if (gMC.direct == 0)
+ {
+ npc->tgt_x = gMC.x + 0xE00;
+ npc->tgt_y = gMC.y - 0x600;
+ }
+ else
+ {
+ npc->tgt_x = gMC.x - 0xE00;
+ npc->tgt_y = gMC.y - 0x600;
+ }
+ }
+ }
+ else
+ {
+ if (gMC.up)
+ {
+ npc->tgt_x = gMC.x;
+ npc->tgt_y = gMC.y + 0x1000;
+ npc->ani_no = 2;
+ }
+ else if (gMC.down)
+ {
+ npc->tgt_x = gMC.x;
+ npc->tgt_y = gMC.y - 0x1000;
+ npc->ani_no = 1;
+ }
+ else
+ {
+ npc->ani_no = 0;
+
+ if (gMC.direct == 0)
+ {
+ npc->tgt_x = gMC.x + 0xE00;
+ npc->tgt_y = gMC.y - 0x600;
+ }
+ else
+ {
+ npc->tgt_x = gMC.x - 0xE00;
+ npc->tgt_y = gMC.y - 0x600;
+ }
+ }
+ }
+
+ npc->x += (npc->tgt_x - npc->x) / 2;
+ npc->y += (npc->tgt_y - npc->y) / 2;
+
+ if (gMC.ani_no & 1)
+ npc->y -= 0x200;
+
+ if (gMC.direct == 0)
+ npc->rect = rcRight[npc->ani_no];
+ else
+ npc->rect = rcLeft[npc->ani_no];
+}
+
+//Curly's Nemesis
+void ActNpc321(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {136, 152, 152, 168};
+ rcLeft[1] = {152, 152, 168, 168};
+ rcLeft[2] = {168, 152, 184, 168};
+
+ rcRight[0] = {136, 168, 152, 184};
+ rcRight[1] = {152, 168, 168, 184};
+ rcRight[2] = {168, 168, 184, 184};
+
+ char direct;
+
+ if (npc->pNpc)
+ {
+ switch (npc->pNpc->ani_no)
+ {
+ case 0:
+ if (gMC.direct == 0)
+ {
+ npc->x = npc->pNpc->x + 0x1000;
+ direct = 2;
+ }
+ else
+ {
+ npc->x = npc->pNpc->x - 0x1000;
+ direct = 0;
+ }
+
+ npc->y = npc->pNpc->y;
+ break;
+
+ case 1:
+ npc->x = npc->pNpc->x;
+ direct = 1;
+ npc->y = npc->pNpc->y - 0x1400;
+ break;
+
+ case 2:
+ npc->x = npc->pNpc->x;
+ direct = 3;
+ npc->y = npc->pNpc->y + 0x1400;
+ break;
+ }
+
+ npc->ani_no = npc->pNpc->ani_no;
+
+ if (g_GameFlags & 2 && CountBulletNum(43) < 2 && gKeyTrg & gKeyShot)
+ {
+ SetBullet(43, npc->pNpc->x, npc->pNpc->y, direct);
+ SetCaret(npc->pNpc->x, npc->pNpc->y, 3, 0);
+ PlaySoundObject(117, 1);
+ }
+
+ if (gMC.direct == 0)
+ npc->rect = rcRight[npc->ani_no];
+ else
+ npc->rect = rcLeft[npc->ani_no];
+ }
+}
+
+//Deleet
+void ActNpc322(NPCHAR *npc)
+{
+ RECT rc[3];
+
+ rc[0] = {272, 216, 296, 240};
+ rc[1] = {296, 216, 320, 240};
+ rc[2] = {160, 216, 184, 240};
+
+ if (npc->act_no < 2 && npc->life <= 968)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->bits &= ~0x20;
+ npc->bits |= 4;
+ PlaySoundObject(22, 1);
+ }
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+
+ if (npc->direct == 0)
+ npc->y += 0x1000;
+ else
+ npc->x += 0x1000;
+ // Fallthrough
+ case 1:
+ if (npc->shock)
+ ++npc->count1;
+ else
+ npc->count1 = 0;
+
+ npc->rect = rc[npc->count1 / 2 & 1];
+ break;
+
+ case 2:
+ npc->ani_no = 2;
+
+ switch (npc->act_wait)
+ {
+ case 0:
+ SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 0, 0, 0x180);
+ break;
+ case 50:
+ SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 1, 0, 0x180);
+ break;
+ case 100:
+ SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 2, 0, 0x180);
+ break;
+ case 150:
+ SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 3, 0, 0x180);
+ break;
+ case 200:
+ SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 4, 0, 0x180);
+ break;
+ case 250:
+ npc->hit.back = 0x6000;
+ npc->hit.front = 0x6000;
+ npc->hit.top = 0x6000;
+ npc->hit.bottom = 0x6000;
+ npc->damage = 12;
+ PlaySoundObject(26, 1);
+ SetDestroyNpChar(npc->x, npc->y, 0x6000, 40);
+ SetQuake(10);
+
+ if (npc->direct == 0)
+ {
+ DeleteMapParts(npc->x / 0x2000, (npc->y - 0x1000) / 0x2000);
+ DeleteMapParts(npc->x / 0x2000, (npc->y + 0x1000) / 0x2000);
+ }
+ else
+ {
+ DeleteMapParts((npc->x - 0x1000) / 0x2000, npc->y / 0x2000);
+ DeleteMapParts((npc->x + 0x1000) / 0x2000, npc->y / 0x2000);
+ }
+
+ npc->cond |= 8;
+ break;
+ }
+
+ ++npc->act_wait;
+ npc->rect = rc[2];
+ break;
+ }
+}
+
+//Bute (spinning)
+void ActNpc323(NPCHAR *npc)
+{
+ RECT rc[4];
+
+ rc[0] = {216, 32, 232, 56};
+ rc[1] = {232, 32, 248, 56};
+ rc[2] = {216, 56, 232, 80};
+ rc[3] = {232, 56, 248, 80};
+
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+
+ if (++npc->ani_no > 3)
+ npc->ani_no = 0;
+ }
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+
+ switch (npc->direct)
+ {
+ case 0:
+ npc->xm = -0x600;
+ break;
+ case 2:
+ npc->xm = 0x600;
+ break;
+ case 1:
+ npc->ym = -0x600;
+ break;
+ case 3:
+ npc->ym = 0x600;
+ break;
+ }
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait == 16)
+ npc->bits &= ~8;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->flag & 0xFF)
+ npc->act_no = 10;
+
+ if (npc->act_wait > 20)
+ {
+ switch (npc->direct)
+ {
+ case 0:
+ if (npc->x <= gMC.x + 0x4000)
+ npc->act_no = 10;
+ break;
+ case 2:
+ if (npc->x >= gMC.x - 0x4000)
+ npc->act_no = 10;
+ break;
+ case 1:
+ if (npc->y <= gMC.y + 0x4000)
+ npc->act_no = 10;
+ break;
+ case 3:
+ if (npc->y >= gMC.y - 0x4000)
+ npc->act_no = 10;
+ break;
+ }
+ }
+
+ break;
+ }
+
+ if (npc->act_no == 10)
+ {
+ npc->code_char = 309;
+ npc->ani_no = 0;
+ npc->act_no = 11;
+ npc->bits |= 0x20;
+ npc->bits &= ~8;
+ npc->damage = 5;
+ npc->view.top = 0x1000;
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Bute generator
+void ActNpc324(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 11:
+ if (++npc->act_wait % 50 == 1)
+ SetNpChar(323, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100);
+
+ if (npc->act_wait > 351)
+ npc->act_no = 0;
+
+ break;
+ }
+}
+
+//Heavy Press lightning
+void ActNpc325(NPCHAR *npc)
+{
+ RECT rc[7];
+
+ rc[0] = {240, 96, 272, 128};
+ rc[1] = {272, 96, 304, 128};
+ rc[2] = {240, 128, 272, 160};
+ rc[3] = {240, 0, 256, 96};
+ rc[4] = {256, 0, 272, 96};
+ rc[5] = {272, 0, 288, 96};
+ rc[6] = {288, 0, 304, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ PlaySoundObject(29, 1);
+ // Fallthrough
+ case 1:
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (++npc->act_wait > 50)
+ {
+ npc->act_no = 10;
+ npc->ani_wait = 0;
+ npc->ani_no = 3;
+ npc->damage = 10;
+ npc->view.front = 0x1000;
+ npc->view.top = 0x1800;
+ PlaySoundObject(101, 1);
+ SetDestroyNpChar(npc->x, npc->y + 0xA800, 0, 3);
+ }
+
+ break;
+
+ case 10:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 6)
+ {
+ npc->cond = 0;
+ return;
+ }
+
+ break;
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
//Sweat
void ActNpc334(NPCHAR *npc)
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -365,23 +365,23 @@
ActNpc306,
ActNpc307,
ActNpc308,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc309,
+ ActNpc310,
+ ActNpc311,
+ ActNpc312,
ActNpc313,
ActNpc314,
ActNpc315,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc316,
+ ActNpc317,
+ ActNpc318,
+ ActNpc319,
+ ActNpc320,
+ ActNpc321,
+ ActNpc322,
+ ActNpc323,
+ ActNpc324,
+ ActNpc325,
nullptr,
nullptr,
nullptr,
--
⑨