ref: 33063161624f0b989f02680a6e4f71e5f4a983da
parent: 2e16660a5af976ac1978dd47359db2a4e0ed77de
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu Feb 7 15:45:53 EST 2019
More NPCs, and added the Sisters
--- a/Makefile
+++ b/Makefile
@@ -46,6 +46,7 @@
BossIronH \
BossLife \
BossOhm \
+ BossTwinD \
BossX \
BulHit \
Bullet \
@@ -82,6 +83,7 @@
NpcAct160 \
NpcAct180 \
NpcAct200 \
+ NpcAct220 \
NpcAct240 \
NpcAct260 \
NpcAct280 \
--- a/src/Boss.cpp
+++ b/src/Boss.cpp
@@ -8,6 +8,7 @@
#include "BossFrog.h"
#include "BossIronH.h"
#include "BossOhm.h"
+#include "BossTwinD.h"
#include "BossX.h"
#include "NpChar.h"
#include "MyChar.h"
@@ -194,7 +195,7 @@
ActBossChar_MonstX,
ActBossChar_Core,
ActBossChar_Ironhead,
- nullptr, //ActBossChar_Twin,
+ ActBossChar_Twin,
nullptr, //ActBossChar_Undead,
nullptr, //ActBossChar_Press,
nullptr, //ActBossChar_Ballos
--- /dev/null
+++ b/src/BossTwinD.cpp
@@ -1,0 +1,551 @@
+#include "BossTwinD.h"
+
+#include "Boss.h"
+#include "Flash.h"
+#include "Game.h"
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Sound.h"
+#include "Triangle.h"
+#include "WindowsWrapper.h"
+
+static void ActBossCharT_DragonBody(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {0, 0, 40, 40};
+ rcLeft[1] = {40, 0, 80, 40};
+ rcLeft[2] = {80, 0, 120, 40};
+
+ rcRight[0] = {0, 40, 40, 80};
+ rcRight[1] = {40, 40, 80, 80};
+ rcRight[2] = {80, 40, 120, 80};
+
+ unsigned char deg;
+ switch (npc->act_no)
+ {
+ case 0:
+ deg = npc->count1 + (npc->pNpc->count1 / 4);
+ npc->act_no = 10;
+ npc->x += npc->pNpc->x + npc->pNpc->tgt_x * GetCos(deg);
+ npc->y += npc->pNpc->y + npc->pNpc->tgt_y * GetSin(deg);
+ // Fallthrough
+ case 10:
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ break;
+
+ case 100:
+ deg = npc->count1 + (npc->pNpc->count1 / 4);
+ npc->tgt_x = npc->pNpc->x + npc->pNpc->tgt_x * GetCos(deg);
+ npc->tgt_y = npc->pNpc->y + npc->pNpc->tgt_y * GetSin(deg);
+ npc->x += (npc->tgt_x - npc->x) / 8;
+ npc->y += (npc->tgt_y - npc->y) / 8;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ break;
+
+ case 1000:
+ npc->act_no = 1001;
+ npc->bits &= ~0x20;
+ // Fallthrough
+ case 1001:
+ deg = npc->count1 + (npc->pNpc->count1 / 4);
+ npc->tgt_x = npc->pNpc->x + npc->pNpc->tgt_x * GetCos(deg);
+ npc->tgt_y = npc->pNpc->y + npc->pNpc->tgt_y * GetSin(deg);
+ npc->x += (npc->tgt_x - npc->x) / 8;
+ npc->y += (npc->tgt_y - npc->y) / 8;
+
+ if (npc->pNpc->x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ break;
+ }
+
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+static void ActBossCharT_DragonHead(NPCHAR *npc)
+{
+ RECT rcLeft[4];
+ RECT rcRight[4];
+
+ rcLeft[0] = {0, 80, 40, 112};
+ rcLeft[1] = {40, 80, 80, 112};
+ rcLeft[2] = {80, 80, 120, 112};
+ rcLeft[3] = {120, 80, 160, 112};
+
+ rcRight[0] = {0, 112, 40, 144};
+ rcRight[1] = {40, 112, 80, 144};
+ rcRight[2] = {80, 112, 120, 144};
+ rcRight[3] = {120, 112, 160, 144};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ break;
+
+ case 100:
+ npc->act_no = 200;
+ // Fallthrough
+ case 200:
+ npc->bits &= ~0x20;
+ npc->ani_no = 0;
+ npc->hit.front = 0x2000;
+ npc->act_no = 201;
+ npc->count1 = Random(100, 200);
+ // Fallthrough
+ case 201:
+ if (npc->count1)
+ {
+ --npc->count1;
+ }
+ else
+ {
+ npc->act_no = 210;
+ npc->act_wait = 0;
+ npc->count2 = 0;
+ }
+
+ break;
+
+ case 210:
+ if (++npc->act_wait == 3)
+ npc->ani_no = 1;
+
+ if (npc->act_wait == 6)
+ {
+ npc->ani_no = 2;
+ npc->hit.front = 0x1000;
+ npc->bits |= 0x20;
+ npc->count2 = 0;
+ }
+
+ if (npc->act_wait > 150)
+ {
+ npc->act_no = 220;
+ npc->act_wait = 0;
+ }
+
+ if (npc->shock)
+ ++npc->count2;
+
+ if (npc->count2 > 10)
+ {
+ PlaySoundObject(51, 1);
+ SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
+ npc->act_no = 300;
+ npc->act_wait = 0;
+ npc->ani_no = 3;
+ npc->hit.front = 0x2000;
+ }
+
+ break;
+
+ case 220:
+ if (++npc->act_wait % 8 == 1)
+ {
+ const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
+ const int ym = GetSin(deg);
+ const int xm = GetCos(deg);
+
+ if (npc->direct == 0)
+ SetNpChar(202, npc->x - 0x1000, npc->y, xm, ym, 0, 0, 0x100);
+ else
+ SetNpChar(202, npc->x + 0x1000, npc->y, xm, ym, 0, 0, 0x100);
+
+ PlaySoundObject(33, 1);
+ }
+
+ if (npc->act_wait > 50)
+ npc->act_no = 200;
+
+ break;
+
+ case 300:
+ if (++npc->act_wait > 100)
+ npc->act_no = 200;
+
+ break;
+
+ case 400:
+ npc->act_no = 401;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ npc->hit.front = 0x2000;
+ npc->bits &= ~0x20;
+ // Fallthrough
+ case 401:
+ if (++npc->act_wait == 3)
+ npc->ani_no = 1;
+
+ if (npc->act_wait == 6)
+ {
+ npc->ani_no = 2;
+ npc->hit.front = 0x1000;
+ npc->bits |= 0x20;
+ npc->count2 = 0;
+ }
+
+ if (npc->act_wait > 20 && npc->act_wait % 32 == 1)
+ {
+ const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
+ const int ym = GetSin(deg);
+ const int xm = GetCos(deg);
+
+ if (npc->direct == 0)
+ SetNpChar(202, npc->x - 0x1000, npc->y, xm, ym, 0, 0, 0x100);
+ else
+ SetNpChar(202, npc->x + 0x1000, npc->y, xm, ym, 0, 0, 0x100);
+
+ PlaySoundObject(33, 1);
+ }
+
+ break;
+
+ case 1000:
+ npc->bits &= ~0x20;
+ npc->ani_no = 3;
+ break;
+ }
+
+ npc->direct = npc->pNpc->direct;
+
+ if (npc->direct == 0)
+ npc->x = npc->pNpc->x - 0x800;
+ else
+ npc->x = npc->pNpc->x + 0x800;
+
+ npc->y = npc->pNpc->y - 0x1000;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+void ActBossChar_Twin(void)
+{
+ switch (gBoss[0].act_no)
+ {
+ case 0:
+ gBoss[0].cond = 0x80;
+ gBoss[0].direct = 0;
+ gBoss[0].act_no = 10;
+ gBoss[0].exp = 0;
+ gBoss[0].x = 0x14000;
+ gBoss[0].y = 0x10000;
+ gBoss[0].view.front = 0x1000;
+ gBoss[0].view.top = 0x1000;
+ gBoss[0].view.back = 0x10000;
+ gBoss[0].view.bottom = 0x1000;
+ gBoss[0].hit_voice = 54;
+ gBoss[0].hit.front = 0x1000;
+ gBoss[0].hit.top = 0x1000;
+ gBoss[0].hit.back = 0x1000;
+ gBoss[0].hit.bottom = 0x1000;
+ gBoss[0].bits = 8;
+ gBoss[0].bits |= 0x200;
+ gBoss[0].size = 3;
+ gBoss[0].damage = 0;
+ gBoss[0].code_event = 1000;
+ gBoss[0].life = 500;
+ gBoss[0].count2 = Random(700, 1200);
+ gBoss[0].tgt_x = 180;
+ gBoss[0].tgt_y = 61;
+
+ gBoss[2].view.back = 0x2800;
+ gBoss[2].view.front = 0x2800;
+ gBoss[2].view.top = 0x2000;
+ gBoss[2].view.bottom = 0x2000;
+ gBoss[2].hit.back = 0x1800;
+ gBoss[2].hit.front = 0x1800;
+ gBoss[2].hit.top = 0x1400;
+ gBoss[2].hit.bottom = 0x1400;
+ gBoss[2].bits = 12;
+ gBoss[2].pNpc = &gBoss[3];
+ gBoss[2].cond = 0x90;
+ gBoss[2].damage = 10;
+
+ gBoss[3].cond = 0x80;
+ gBoss[3].view.back = 0x2800;
+ gBoss[3].view.front = 0x2800;
+ gBoss[3].view.top = 0x2800;
+ gBoss[3].view.bottom = 0x2800;
+ gBoss[3].hit.back = 0x1800;
+ gBoss[3].hit.front = 0x1800;
+ gBoss[3].hit.top = 0x400;
+ gBoss[3].hit.bottom = 0x2000;
+ gBoss[3].bits = 8;
+ gBoss[3].pNpc = gBoss;
+ gBoss[3].damage = 10;
+
+ gBoss[4] = gBoss[2];
+ gBoss[4].pNpc = &gBoss[5];
+
+ gBoss[5] = gBoss[3];
+ gBoss[5].count1 = 128;
+ break;
+
+ case 20:
+ if (--gBoss[0].tgt_x <= 112)
+ {
+ gBoss[0].act_no = 100;
+ gBoss[0].act_wait = 0;
+ gBoss[2].act_no = 100;
+ gBoss[4].act_no = 100;
+ gBoss[3].act_no = 100;
+ gBoss[5].act_no = 100;
+ }
+
+ break;
+
+ case 100:
+ if (++gBoss[0].act_wait < 100)
+ {
+ ++gBoss[0].count1;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < 120)
+ {
+ gBoss[0].count1 += 2;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < gBoss[0].count2)
+ {
+ gBoss[0].count1 += 4;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < gBoss[0].count2 + 40)
+ {
+ gBoss[0].count1 += 2;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < gBoss[0].count2 + 60)
+ {
+ ++gBoss[0].count1;
+ }
+ else
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 110;
+ gBoss[0].count2 = Random(400, 700);
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ if (gBoss[0].count1 > 0x3FF)
+ gBoss[0].count1 -= 0x400;
+
+ break;
+
+ case 110:
+ if (++gBoss[0].act_wait < 20)
+ {
+ --gBoss[0].count1;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < 60)
+ {
+ gBoss[0].count1 -= 2;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < gBoss[0].count2)
+ {
+ gBoss[0].count1 -= 4;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < gBoss[0].count2 + 40)
+ {
+ gBoss[0].count1 -= 2;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < gBoss[0].count2 + 60)
+ {
+ --gBoss[0].count1;
+ }
+ else
+ {
+ if (gBoss[0].life < 300)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 400;
+ gBoss[2].act_no = 400;
+ gBoss[4].act_no = 400;
+ }
+ else
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 100;
+ gBoss[0].count2 = Random(400, 700);
+ }
+
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ if (gBoss[0].count1 <= 0)
+ gBoss[0].count1 += 0x400;
+
+ break;
+
+ case 400:
+ if (++gBoss[0].act_wait > 100)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 401;
+ }
+
+ break;
+
+ case 401:
+ if (++gBoss[0].act_wait < 100)
+ {
+ ++gBoss[0].count1;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < 120)
+ {
+ gBoss[0].count1 += 2;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < 500)
+ {
+ gBoss[0].count1 += 4;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < 540)
+ {
+ gBoss[0].count1 += 2;
+ }
+ else
+ {
+ if (gBoss[0].act_wait < 560)
+ {
+ ++gBoss[0].count1;
+ }
+ else
+ {
+ gBoss[0].act_no = 100;
+ gBoss[0].act_wait = 0;
+ gBoss[2].act_no = 100;
+ gBoss[4].act_no = 100;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ if ( gBoss[0].count1 > 0x3FF )
+ gBoss[0].count1 -= 0x400;
+
+ break;
+
+ case 1000:
+ gBoss[0].act_no = 1001;
+ gBoss[0].act_wait = 0;
+ gBoss[2].act_no = 1000;
+ gBoss[3].act_no = 1000;
+ gBoss[4].act_no = 1000;
+ gBoss[5].act_no = 1000;
+ SetDestroyNpChar(gBoss[0].x, gBoss[0].y, gBoss[0].view.back, 40);
+ break;
+
+ case 1001:
+ if (++gBoss[0].act_wait > 100)
+ gBoss[0].act_no = 1010;
+
+ SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-70, 70) * 0x200), 0, 0, 0, 0, 0x100);
+ break;
+
+ case 1010:
+ gBoss[0].count1 += 4;
+
+ if (gBoss[0].count1 > 0x3FF)
+ gBoss[0].count1 -= 0x400;
+
+ if (gBoss[0].tgt_x > 8)
+ --gBoss[0].tgt_x;
+ if (gBoss[0].tgt_y > 0)
+ --gBoss[0].tgt_y;
+
+ if (gBoss[0].tgt_x < -8)
+ ++gBoss[0].tgt_x;
+ if (gBoss[0].tgt_y < 0)
+ ++gBoss[0].tgt_y;
+
+ if (gBoss[0].tgt_y == 0)
+ {
+ gBoss[0].act_no = 1020;
+ gBoss[0].act_wait = 0;
+ SetFlash(gBoss[0].x, gBoss[0].y, 1);
+ PlaySoundObject(35, 1);
+ }
+
+ break;
+
+ case 1020:
+ if (++gBoss[0].act_wait > 50)
+ {
+ DeleteNpCharCode(211, 1);
+ gBoss[0].cond = 0;
+ gBoss[1].cond = 0;
+ gBoss[2].cond = 0;
+ gBoss[3].cond = 0;
+ gBoss[4].cond = 0;
+ gBoss[5].cond = 0;
+ gBoss[0].act_no = 0;
+ }
+
+ break;
+ }
+
+ ActBossCharT_DragonHead(&gBoss[2]);
+ ActBossCharT_DragonBody(&gBoss[3]);
+ ActBossCharT_DragonHead(&gBoss[4]);
+ ActBossCharT_DragonBody(&gBoss[5]);
+
+ RECT rc = {0, 0, 0, 0};
+ gBoss[0].rect = rc;
+}
\ No newline at end of file
--- /dev/null
+++ b/src/BossTwinD.h
@@ -1,0 +1,3 @@
+#pragma once
+
+void ActBossChar_Twin(void);
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -214,9 +214,23 @@
void ActNpc209(NPCHAR *npc);
void ActNpc210(NPCHAR *npc);
void ActNpc211(NPCHAR *npc);
-
+void ActNpc212(NPCHAR *npc);
+void ActNpc213(NPCHAR *npc);
+void ActNpc214(NPCHAR *npc);
+void ActNpc215(NPCHAR *npc);
+void ActNpc216(NPCHAR *npc);
+void ActNpc217(NPCHAR *npc);
void ActNpc218(NPCHAR *npc);
void ActNpc219(NPCHAR *npc);
+void ActNpc220(NPCHAR *npc);
+void ActNpc221(NPCHAR *npc);
+void ActNpc222(NPCHAR *npc);
+void ActNpc223(NPCHAR *npc);
+void ActNpc224(NPCHAR *npc);
+void ActNpc225(NPCHAR *npc);
+void ActNpc226(NPCHAR *npc);
+void ActNpc227(NPCHAR *npc);
+void ActNpc228(NPCHAR *npc);
void ActNpc259(NPCHAR *npc);
@@ -236,6 +250,10 @@
void ActNpc334(NPCHAR *npc);
void ActNpc335(NPCHAR *npc);
void ActNpc336(NPCHAR *npc);
+
+void ActNpc347(NPCHAR *npc);
+
+void ActNpc349(NPCHAR *npc);
void ActNpc355(NPCHAR *npc);
--- a/src/NpcAct200.cpp
+++ b/src/NpcAct200.cpp
@@ -620,7 +620,7 @@
npc->bits &= ~0x20;
}
- break;
+ return;
case 1:
if (gMC.x < npc->x)
@@ -746,7 +746,7 @@
++npc->ani_no;
}
- if ( npc->ani_no > 3 )
+ if (npc->ani_no > 3)
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
@@ -869,6 +869,568 @@
rects[3] = {304, 200, 320, 216};
npc->rect = rects[npc->code_event];
+}
+
+//Sky Dragon
+void ActNpc212(NPCHAR *npc)
+{
+ RECT rcRight[4];
+
+ rcRight[0] = {160, 152, 200, 192};
+ rcRight[1] = {200, 152, 240, 192};
+ rcRight[2] = {240, 112, 280, 152};
+ rcRight[3] = {280, 112, 320, 152};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y -= 0x800;
+ // Fallthrough
+ case 1:
+ if (++npc->ani_wait > 30)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 2;
+ npc->ani_wait = 0;
+ npc->tgt_y = npc->y - 0x2000;
+ npc->tgt_x = npc->x - 0xC00;
+ npc->ym = 0;
+ npc->bits |= 8;
+ // Fallthrough
+ case 11:
+ if (npc->tgt_x > npc->x)
+ npc->xm += 8;
+ else
+ npc->xm -= 8;
+
+ if (npc->tgt_y > npc->y)
+ npc->ym += 8;
+ else
+ npc->ym -= 8;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (++npc->ani_wait > 5)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 2;
+
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->bits |= 8u;
+ // Fallthrough
+ case 21:
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x10;
+ else
+ npc->ym -= 0x10;
+
+ npc->xm += 0x20;
+
+ if (npc->xm > 0x600)
+ npc->xm = 0x600;
+ if (npc->xm < -0x600)
+ npc->xm = -0x600;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 2;
+
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ SetNpChar(297, 0, 0, 0, 0, 0, npc, 0x100);
+ break;
+ }
+
+ npc->rect = rcRight[npc->ani_no];
+
+ if (gMC.equip & 0x40)
+ {
+ if (npc->ani_no > 1)
+ {
+ npc->rect.top += 40;
+ npc->rect.bottom += 40;
+ }
+ }
+}
+
+//Night Spirit
+void ActNpc213(NPCHAR *npc)
+{
+ RECT rect[10];
+
+ rect[0] = {0, 0, 0, 0};
+ rect[1] = {0, 0, 48, 48};
+ rect[2] = {48, 0, 96, 48};
+ rect[3] = {96, 0, 144, 48};
+ rect[4] = {144, 0, 192, 48};
+ rect[5] = {192, 0, 240, 48};
+ rect[6] = {240, 0, 288, 48};
+ rect[7] = {0, 48, 48, 96};
+ rect[8] = {48, 48, 96, 96};
+ rect[9] = {96, 48, 144, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->ani_no = 0;
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
+ // Fallthrough
+ case 1:
+ if (gMC.y > npc->y - 0x1000 && gMC.y < npc->y + 0x1000)
+ {
+ if (npc->direct == 0)
+ npc->y -= 0x1E000;
+ else
+ npc->y += 0x1E000;
+
+ npc->act_no = 10;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ npc->ym = 0;
+ npc->bits |= 0x20;
+ }
+
+ break;
+
+ case 10:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 1;
+
+ if (++npc->act_wait > 200)
+ {
+ npc->act_no = 20;
+ npc->act_wait = 0;
+ npc->ani_no = 4;
+ }
+
+ break;
+
+ case 20:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 6)
+ npc->ani_no = 4;
+
+ if (++npc->act_wait > 50)
+ {
+ npc->act_no = 30;
+ npc->act_wait = 0;
+ npc->ani_no = 7;
+ }
+
+ break;
+
+ case 30:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 9)
+ npc->ani_no = 7;
+
+ if (++npc->act_wait % 5 == 1)
+ {
+ SetNpChar(214, npc->x, npc->y, (Random(2, 12) * 0x200) / 4, Random(-0x200, 0x200), 0, 0, 0x100);
+ PlaySoundObject(21, 1);
+ }
+
+ if (npc->act_wait > 50)
+ {
+ npc->act_no = 10;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 40:
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x40;
+ else
+ npc->ym -= 0x40;
+
+ if (npc->ym < -0x400)
+ npc->ym = -0x400;
+ if (npc->ym > 0x400)
+ npc->ym = 0x400;
+
+ if (npc->shock)
+ npc->y += npc->ym / 2;
+ else
+ npc->y += npc->ym;
+
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 6)
+ npc->ani_no = 4;
+
+ if (gMC.y < npc->tgt_y + 0x1E000 && gMC.y > npc->tgt_y - 0x1E000)
+ {
+ npc->act_no = 20;
+ npc->act_wait = 0;
+ npc->ani_no = 4;
+ }
+ break;
+ }
+
+ if (npc->act_no >= 10 && npc->act_no <= 30)
+ {
+ if (gMC.y > npc->y)
+ npc->ym += 25;
+ else
+ npc->ym -= 25;
+
+ if (npc->ym < -0x400)
+ npc->ym = -0x400;
+ if (npc->ym > 0x400)
+ npc->ym = 0x400;
+
+ if (npc->flag & 2)
+ npc->ym = 0x200;
+ if (npc->flag & 8)
+ npc->ym = -0x200;
+
+ if (npc->shock)
+ npc->y += npc->ym / 2;
+ else
+ npc->y += npc->ym;
+
+ if ( gMC.y > npc->tgt_y + 0x1E000 || gMC.y < npc->tgt_y - 0x1E000 )
+ npc->act_no = 40;
+ }
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Night Spirit projectile
+void ActNpc214(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ rect[0] = {144, 48, 176, 64};
+ rect[1] = {176, 48, 208, 64};
+ rect[2] = {208, 48, 240, 64};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->bits |= 8;
+ // Fallthrough
+ case 1:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ npc->xm -= 25;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->xm < 0)
+ npc->bits &= ~8;
+
+ if (npc->flag & 0xFF)
+ {
+ SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
+ PlaySoundObject(28, 1);
+ npc->cond = 0;
+ }
+
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Sandcroc (Outer Wall)
+void ActNpc215(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->ani_no = 0;
+ npc->act_no = 1;
+ npc->act_wait = 0;
+ npc->tgt_y = npc->y;
+ npc->bits &= ~0x20;
+ npc->bits &= ~4;
+ npc->bits &= ~1;
+ npc->bits &= ~8;
+ // Fallthrough
+ case 1:
+ if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y && gMC.y < npc->y + 0x1000)
+ {
+ npc->act_no = 15;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 15:
+ if (++npc->act_wait > 10)
+ {
+ PlaySoundObject(102, 1);
+ npc->act_no = 20;
+ }
+
+ break;
+
+ case 20:
+ if (++npc->ani_wait > 3)
+ {
+ ++npc->ani_no;
+ npc->ani_wait = 0;
+ }
+
+ if (npc->ani_no == 3)
+ npc->damage = 15;
+
+ if (npc->ani_no == 4)
+ {
+ npc->bits |= 0x20;
+ npc->act_no = 30;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 30:
+ npc->bits |= 1;
+ npc->damage = 0;
+ ++npc->act_wait;
+
+ if (npc->shock)
+ {
+ npc->act_no = 40;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 40:
+ npc->bits |= 8;
+ npc->y += 0x200;
+
+ if (++npc->act_wait == 32)
+ {
+ npc->bits &= ~1;
+ npc->bits &= ~0x20;
+ npc->act_no = 50;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 50:
+ if (npc->act_wait < 100)
+ {
+ ++npc->act_wait;
+ }
+ else
+ {
+ npc->y = npc->tgt_y;
+ npc->ani_no = 0;
+ npc->act_no = 0;
+ }
+
+ break;
+ }
+
+ RECT rect[5];
+
+ rect[0] = {0, 0, 0, 0};
+ rect[1] = {0, 96, 48, 128};
+ rect[2] = {48, 96, 96, 128};
+ rect[3] = {96, 96, 144, 128};
+ rect[4] = {144, 96, 192, 128};
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Debug Cat
+void ActNpc216(NPCHAR *npc)
+{
+ RECT rect = {256, 192, 272, 216};
+
+ npc->rect = rect;
+}
+
+//Itoh
+void ActNpc217(NPCHAR *npc)
+{
+ RECT rect[8];
+
+ rect[0] = {144, 64, 160, 80};
+ rect[1] = {160, 64, 176, 80};
+ rect[2] = {176, 64, 192, 80};
+ rect[3] = {192, 64, 208, 80};
+ rect[4] = {144, 80, 160, 96};
+ rect[5] = {160, 80, 176, 96};
+ rect[6] = {144, 80, 160, 96};
+ rect[7] = {176, 80, 192, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->xm = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 10:
+ npc->ani_no = 2;
+ npc->xm = 0;
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->ani_no = 2;
+ npc->xm += 0x200;
+ npc->ym -= 0x400;
+ break;
+
+ case 21:
+ if (npc->flag & 8)
+ {
+ npc->ani_no = 3;
+ npc->act_no = 30;
+ npc->act_wait = 0;
+ npc->xm = 0;
+ npc->tgt_x = npc->x;
+ }
+
+ break;
+
+ case 30:
+ npc->ani_no = 3;
+
+ if (++npc->act_wait / 2 % 2)
+ npc->x = npc->tgt_x + 0x200;
+ else
+ npc->x = npc->tgt_x;
+
+ break;
+
+ case 40:
+ npc->act_no = 41;
+ npc->ym = -0x200;
+ npc->ani_no = 2;
+ // Fallthrough
+ case 41:
+ if (npc->flag & 8)
+ {
+ npc->act_no = 42;
+ npc->ani_no = 4;
+ }
+
+ break;
+
+ case 42:
+ npc->xm = 0;
+ npc->ani_no = 4;
+ break;
+
+ case 50:
+ npc->act_no = 51;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 51:
+ if (++npc->act_wait > 32)
+ npc->act_no = 42;
+
+ npc->xm = 0x200;
+
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 7)
+ npc->ani_no = 4;
+
+ break;
+ }
+
+ npc->ym += 0x40;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ npc->rect = rect[npc->ani_no];
}
// Core giant energy ball projectile
--- /dev/null
+++ b/src/NpcAct220.cpp
@@ -1,0 +1,512 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+#include "Bullet.h"
+#include "Caret.h"
+#include "Frame.h"
+
+//Shovel Brigade
+void ActNpc220(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {0, 64, 16, 80};
+ rcLeft[1] = {16, 64, 32, 80};
+
+ rcRight[0] = {0, 80, 16, 96};
+ rcRight[1] = {16, 80, 32, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Shovel Brigade (walking)
+void ActNpc221(NPCHAR *npc)
+{
+ RECT rcLeft[6];
+ RECT rcRight[6];
+
+ rcLeft[0] = {0, 64, 16, 80};
+ rcLeft[1] = {16, 64, 32, 80};
+ rcLeft[2] = {32, 64, 48, 80};
+ rcLeft[3] = {0, 64, 16, 80};
+ rcLeft[4] = {48, 64, 64, 80};
+ rcLeft[5] = {0, 64, 16, 80};
+
+ rcRight[0] = {0, 80, 16, 96};
+ rcRight[1] = {16, 80, 32, 96};
+ rcRight[2] = {32, 80, 48, 96};
+ rcRight[3] = {0, 80, 16, 96};
+ rcRight[4] = {48, 80, 64, 96};
+ rcRight[5] = {0, 80, 16, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->xm = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 60) == 1)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ if (Random(0, 60) == 1)
+ {
+ npc->act_no = 10;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = Random(0, 16);
+ npc->ani_no = 2;
+ npc->ani_wait = 0;
+
+ if (Random(0, 9) % 2)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ // Fallthrough
+ case 11:
+ if (npc->direct == 0 && npc->flag & 1)
+ npc->direct = 2;
+ else if ( npc->direct == 2 && npc->flag & 4 )
+ npc->direct = 0;
+
+ if (npc->direct == 0)
+ npc->xm = -0x200;
+ else
+ npc->xm = 0x200;
+
+ if (++npc->ani_wait > 4)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 5)
+ npc->ani_no = 2;
+
+ if (++npc->act_wait > 32)
+ npc->act_no = 0;
+
+ 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];
+}
+
+//Prison bars
+void ActNpc222(NPCHAR *npc)
+{
+ RECT rc = {96, 168, 112, 200};
+
+ if (npc->act_no == 0)
+ {
+ ++npc->act_no;
+ npc->y -= 0x1000;
+ }
+
+ npc->rect = rc;
+}
+
+//Momorin
+void ActNpc223(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {80, 192, 96, 216};
+ rcLeft[1] = {96, 192, 112, 216};
+ rcLeft[2] = {112, 192, 128, 216};
+
+ rcRight[0] = {80, 216, 96, 240};
+ rcRight[1] = {96, 216, 112, 240};
+ rcRight[2] = {112, 216, 128, 240};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 160) == 1)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 12)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 3:
+ npc->ani_no = 2;
+ break;
+ }
+
+ if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
+ {
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Chie
+void ActNpc224(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {112, 32, 128, 48};
+ rcLeft[1] = {128, 32, 144, 48};
+
+ rcRight[0] = {112, 48, 128, 64};
+ rcRight[1] = {128, 48, 144, 64};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 160) == 1)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 12 )
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
+ {
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Megane
+void ActNpc225(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {64, 64, 80, 80};
+ rcLeft[1] = {80, 64, 96, 80};
+
+ rcRight[0] = {64, 80, 80, 96};
+ rcRight[1] = {80, 80, 96, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 160) == 1)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 12 )
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Kanpachi
+void ActNpc226(NPCHAR *npc)
+{
+ RECT rcRight[7];
+
+ rcRight[0] = {256, 56, 272, 80};
+ rcRight[1] = {272, 56, 288, 80};
+ rcRight[2] = {288, 56, 304, 80};
+ rcRight[3] = {256, 56, 272, 80};
+ rcRight[4] = {304, 56, 320, 80};
+ rcRight[5] = {256, 56, 272, 80};
+ rcRight[6] = {240, 56, 256, 80};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->xm = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 60) == 1)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 2;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 11:
+ npc->xm = 0x200;
+
+ if (++npc->ani_wait > 4)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 5)
+ npc->ani_no = 2;
+
+ ++npc->act_wait;
+ break;
+
+ case 20:
+ npc->xm = 0;
+ npc->ani_no = 6;
+ break;
+ }
+
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Bucket
+void ActNpc227(NPCHAR *npc)
+{
+ RECT rc = {208, 32, 224, 48};
+ npc->rect = rc;
+}
+
+//Droll (guard)
+void ActNpc228(NPCHAR *npc)
+{
+ RECT rcLeft[4];
+ RECT rcRight[4];
+
+ rcLeft[0] = {0, 0, 32, 40};
+ rcLeft[1] = {32, 0, 64, 40};
+ rcLeft[2] = {64, 0, 96, 40};
+ rcLeft[3] = {96, 0, 128, 40};
+
+ rcRight[0] = {0, 40, 32, 80};
+ rcRight[1] = {32, 40, 64, 80};
+ rcRight[2] = {64, 40, 96, 80};
+ rcRight[3] = {96, 40, 128, 80};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y -= 0x1000;
+ // Fallthrough
+ case 1:
+ npc->xm = 0;
+ npc->act_no = 2;
+ npc->ani_no = 0;
+ // Fallthrough
+ case 2:
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (++npc->ani_wait > 50)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 2;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 11:
+ if (++npc->act_wait > 10)
+ {
+ npc->act_no = 12;
+ npc->ani_no = 3;
+ npc->ym = -0x600;
+
+ if (npc->direct == 0)
+ npc->xm = -0x200;
+ else
+ npc->xm = 0x200;
+ }
+
+ break;
+
+ case 12:
+ if (npc->flag & 8)
+ {
+ npc->ani_no = 2;
+ npc->act_no = 13;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 13:
+ npc->xm /= 2;
+
+ if (++npc->act_wait > 10)
+ npc->act_no = 1;
+
+ 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];
+}
--- a/src/NpcAct340.cpp
+++ b/src/NpcAct340.cpp
@@ -10,6 +10,110 @@
#include "Back.h"
#include "Triangle.h"
+//Hoppy
+void ActNpc347(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ npc->ani_no = 0;
+
+ if (gMC.y < npc->y + 0x10000 && gMC.y > npc->y - 0x10000)
+ {
+ npc->act_no = 10;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 10:
+ if (++npc->act_wait == 4)
+ npc->ani_no = 2;
+
+ if (npc->act_wait > 12)
+ {
+ npc->act_no = 12;
+ npc->xm = 0x700;
+ PlaySoundObject(6, 1);
+ npc->ani_no = 3;
+ }
+
+ break;
+
+ case 12:
+ if (gMC.y < npc->y)
+ npc->ym = -0xAAu;
+ else
+ npc->ym = 0xAA;
+
+ if (npc->flag & 1)
+ {
+ npc->act_no = 13;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ npc->xm = 0;
+ npc->ym = 0;
+ }
+ else
+ {
+ npc->xm -= 42;
+
+ if (npc->xm < -0x5FF)
+ npc->xm = -0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+ }
+
+ break;
+
+ case 13:
+ ++npc->act_wait;
+
+ if (++npc->act_wait == 2)
+ npc->ani_no = 1;
+
+ if (npc->act_wait == 6)
+ npc->ani_no = 0;
+
+ if (npc->act_wait > 16)
+ npc->act_no = 1;
+
+ break;
+ }
+
+ RECT rc[4];
+
+ rc[0] = {256, 48, 272, 64};
+ rc[1] = {272, 48, 288, 64};
+ rc[2] = {288, 48, 304, 64};
+ rc[3] = {304, 48, 320, 64};
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Statue
+void ActNpc349(NPCHAR *npc)
+{
+ RECT rect = {0, 0, 16, 16};
+
+ if (npc->act_no == 0)
+ {
+ npc->act_no = 1;
+
+ if (npc->direct == 0)
+ npc->x += 0x1000;
+ if (npc->direct == 2)
+ npc->y += 0x2000;
+ }
+
+ npc->rect = rect;
+}
+
//Quote and Curly on Balrog's back
void ActNpc355(NPCHAR *npc)
{
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -268,14 +268,23 @@
ActNpc209,
ActNpc210,
ActNpc211,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc212,
+ ActNpc213,
+ ActNpc214,
+ ActNpc215,
+ ActNpc216,
+ ActNpc217,
ActNpc218,
ActNpc219,
+ ActNpc220,
+ ActNpc221,
+ ActNpc222,
+ ActNpc223,
+ ActNpc224,
+ ActNpc225,
+ ActNpc226,
+ ActNpc227,
+ ActNpc228,
nullptr,
nullptr,
nullptr,
@@ -306,15 +315,6 @@
nullptr,
nullptr,
nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
ActNpc259,
nullptr,
nullptr,
@@ -403,9 +403,9 @@
nullptr,
nullptr,
nullptr,
+ ActNpc347,
nullptr,
- nullptr,
- nullptr,
+ ActNpc349,
nullptr,
nullptr,
nullptr,