ref: 3934705d3fbe521921f95a898769f8038e392d19
parent: 5719c5aabdbbb06874a86d22f5d59b29da7b948f
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sat Feb 9 08:44:19 EST 2019
More NPCs
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -281,9 +281,22 @@
void ActNpc276(NPCHAR *npc);
void ActNpc277(NPCHAR *npc);
void ActNpc278(NPCHAR *npc);
-
+void ActNpc279(NPCHAR *npc);
+void ActNpc280(NPCHAR *npc);
+void ActNpc281(NPCHAR *npc);
+void ActNpc282(NPCHAR *npc);
+void ActNpc283(NPCHAR *npc);
+void ActNpc284(NPCHAR *npc);
+void ActNpc285(NPCHAR *npc);
+void ActNpc286(NPCHAR *npc);
+void ActNpc287(NPCHAR *npc);
+void ActNpc288(NPCHAR *npc);
+void ActNpc289(NPCHAR *npc);
+void ActNpc290(NPCHAR *npc);
+void ActNpc291(NPCHAR *npc);
void ActNpc292(NPCHAR *npc);
-
+void ActNpc293(NPCHAR *npc);
+void ActNpc294(NPCHAR *npc);
void ActNpc295(NPCHAR *npc);
void ActNpc296(NPCHAR *npc);
void ActNpc297(NPCHAR *npc);
@@ -290,7 +303,7 @@
void ActNpc298(NPCHAR *npc);
void ActNpc299(NPCHAR *npc);
void ActNpc300(NPCHAR *npc);
-
+void ActNpc301(NPCHAR *npc);
void ActNpc302(NPCHAR *npc);
void ActNpc303(NPCHAR *npc);
void ActNpc304(NPCHAR *npc);
--- a/src/NpcAct260.cpp
+++ b/src/NpcAct260.cpp
@@ -2101,3 +2101,105 @@
break;
}
}
+
+//Falling block (large)
+void ActNpc279(NPCHAR *npc)
+{
+ RECT rc[2];
+
+ rc[0] = {0, 16, 32, 48};
+ rc[1] = {16, 0, 32, 16};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ switch (npc->direct)
+ {
+ case 0:
+ npc->act_no = 100;
+ npc->bits |= 4;
+ npc->ani_no = 0;
+ break;
+ case 1:
+ npc->ani_no = 0;
+ npc->act_no = 10;
+ break;
+ case 2:
+ npc->act_no = 100;
+ npc->bits |= 4;
+ npc->ani_no = 1;
+ npc->view.back = 0x1000;
+ npc->view.front = 0x1000;
+ npc->view.top = 0x1000;
+ npc->view.bottom = 0x1000;
+ npc->hit.back = 0x1000;
+ npc->hit.front = 0x1000;
+ npc->hit.top = 0x1000;
+ npc->hit.bottom = 0x1000;
+ break;
+ }
+
+ if (npc->direct != 1)
+ break;
+ // Fallthrough
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 16;
+ // Fallthrough
+ case 11:
+ npc->act_wait -= 2;
+
+ if (npc->act_wait <= 0)
+ {
+ npc->act_no = 100;
+ npc->bits |= 4;
+ }
+
+ break;
+
+ case 100:
+ npc->ym += 0x40;
+ if (npc->ym > 0x700)
+ npc->ym = 0x700;
+
+ if (npc->y > 0x10000)
+ npc->bits &= ~8;
+
+ if (npc->flag & 8)
+ {
+ npc->ym = -0x200;
+ npc->act_no = 110;
+ npc->bits |= 8;
+ PlaySoundObject(26, 1);
+ SetQuake(10);
+
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ }
+
+ break;
+
+ case 110:
+ npc->ym += 0x40;
+
+ if (npc->y > (gMap.length + 2) * 0x2000)
+ npc->cond = 0;
+
+ break;
+ }
+
+ if (gMC.y > npc->y)
+ npc->damage = 10;
+ else
+ npc->damage = 0;
+
+ npc->y += npc->ym;
+ npc->rect = rc[npc->ani_no];
+
+ if (npc->act_no == 11)
+ {
+ npc->rect.top += npc->act_wait;
+ npc->rect.bottom -= npc->act_wait;
+ npc->view.top = (16 - npc->act_wait) * 0x200;
+ }
+}
--- a/src/NpcAct280.cpp
+++ b/src/NpcAct280.cpp
@@ -9,7 +9,1352 @@
#include "Back.h"
#include "Triangle.h"
#include "Frame.h"
+#include "Map.h"
+#include "Boss.h"
+//Sue (being teleported by Misery)
+void ActNpc280(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {112, 32, 128, 48};
+ rcLeft[1] = {144, 32, 160, 48};
+
+ rcRight[0] = {112, 48, 128, 64};
+ rcRight[1] = {144, 48, 160, 64};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->x += 0xC00;
+ npc->tgt_x = npc->x;
+ PlaySoundObject(29, 1);
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait == 64)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ npc->ani_no = 0;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 4;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ PlaySoundObject(23, 1);
+ }
+
+ break;
+ }
+
+ if (npc->act_no > 1)
+ {
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ 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 == 1)
+ {
+ npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
+
+ if (npc->act_wait / 2 & 1)
+ npc->x = npc->tgt_x;
+ else
+ npc->x = npc->tgt_x + 0x200;
+ }
+}
+
+//Doctor (red energy form)
+void ActNpc281(NPCHAR *npc)
+{
+ RECT rc = {0, 0, 0, 0};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 11:
+ ++npc->act_wait;
+
+ SetNpChar(270, npc->x, npc->y + 0x10000, 0, 0, 2, npc, 0x100);
+
+ if (npc->act_wait > 150)
+ npc->act_no = 12;
+
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 21:
+ if (++npc->act_wait > 250)
+ {
+ DeleteNpCharCode(270, 0);
+ npc->act_no = 22;
+ }
+
+ break;
+ }
+
+ npc->rect = rc;
+}
+
+//Mini Undead Core (active)
+void ActNpc282(NPCHAR *npc)
+{
+ RECT tc[3];
+
+ tc[0] = {256, 80, 320, 120};
+ tc[1] = {256, 0, 320, 40};
+ tc[2] = {256, 120, 320, 160};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 20;
+ npc->tgt_y = npc->y;
+
+ if (Random(0, 100) & 1)
+ npc->ym = -0x100;
+ else
+ npc->ym = 0x100;
+ // Fallthrough
+ case 20:
+ npc->xm = -0x200;
+
+ if (npc->x < -0x8000)
+ npc->cond = 0;
+
+ if (npc->tgt_y < npc->y)
+ npc->ym -= 0x10;
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x10;
+
+ if (npc->ym > 0x100)
+ npc->ym = 0x100;
+ if (npc->ym < -0x100)
+ npc->ym = -0x100;
+
+ if (gMC.flag & 8 && gMC.y < npc->y - 0x800 && gMC.x > npc->x - 0x3000 && gMC.x < npc->x + 0x3000)
+ {
+ npc->tgt_y = 0x12000;
+ npc->ani_no = 2;
+ }
+ else if (npc->ani_no != 1)
+ {
+ npc->ani_no = 0;
+ }
+
+ if (gMC.flag & 1 && gMC.x < npc->x - npc->hit.back && gMC.x > npc->x - npc->hit.back - 0x1000 && gMC.hit.bottom + gMC.y > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->hit.bottom + npc->y)
+ {
+ npc->bits &= ~0x40;
+ npc->ani_no = 1;
+ }
+ else if (gMC.flag & 4 && gMC.x > npc->hit.back + npc->x && gMC.x < npc->x + npc->hit.back + 0x1000 && gMC.hit.bottom + gMC.y > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->hit.bottom + npc->y)
+ {
+ npc->bits &= ~0x40;
+ npc->ani_no = 1;
+ }
+ else if (gMC.flag & 2 && gMC.y < npc->y - npc->hit.top && gMC.y > npc->y - npc->hit.top - 0x1000 && gMC.hit.front + gMC.x > npc->x - npc->hit.back && gMC.x - gMC.hit.back < npc->hit.front + npc->x)
+ {
+ npc->bits &= ~0x40;
+ npc->ani_no = 1;
+ }
+ else if (gMC.flag & 8 && gMC.y > npc->y + npc->hit.bottom - 0x800 && gMC.y < npc->y + npc->hit.bottom + 0x1800 && gMC.hit.front + gMC.x > npc->x - npc->hit.back - 0x800 && gMC.x - gMC.hit.back < npc->x + npc->hit.front + 0x800)
+ {
+ npc->bits &= ~0x40;
+ npc->ani_no = 1;
+ }
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ npc->rect = tc[npc->ani_no];
+}
+
+//Misery (transformed)
+void ActNpc283(NPCHAR *npc)
+{
+ RECT rcLeft[11];
+ RECT rcRight[11];
+
+ rcLeft[0] = {0, 64, 32, 96};
+ rcLeft[1] = {32, 64, 64, 96};
+ rcLeft[2] = {64, 64, 96, 96};
+ rcLeft[3] = {96, 64, 128, 96};
+ rcLeft[4] = {128, 64, 160, 96};
+ rcLeft[5] = {160, 64, 192, 96};
+ rcLeft[6] = {192, 64, 224, 96};
+ rcLeft[7] = {224, 64, 256, 96};
+ rcLeft[8] = {0, 0, 0, 0};
+ rcLeft[9] = {256, 64, 288, 96};
+ rcLeft[10] = {288, 64, 320, 96};
+
+ rcRight[0] = {0, 96, 32, 128};
+ rcRight[1] = {32, 96, 64, 128};
+ rcRight[2] = {64, 96, 96, 128};
+ rcRight[3] = {96, 96, 128, 128};
+ rcRight[4] = {128, 96, 160, 128};
+ rcRight[5] = {160, 96, 192, 128};
+ rcRight[6] = {192, 96, 224, 128};
+ rcRight[7] = {224, 96, 256, 128};
+ rcRight[8] = {0, 0, 0, 0};
+ rcRight[9] = {256, 96, 288, 128};
+ rcRight[10] = {288, 96, 320, 128};
+
+ if (npc->act_no < 100 && (gBoss[0].cond == 0 || npc->life < 400))
+ npc->act_no = 100;
+
+ int x;
+ int y;
+ int direct;
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y -= 0x1000;
+ PlaySoundObject(29, 1);
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait / 2 & 1)
+ npc->ani_no = 9;
+ else
+ npc->ani_no = 0;
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 9;
+ break;
+
+ case 20:
+ gSuperXpos = 0;
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 21:
+ npc->xm = 7 * npc->xm / 8;
+ npc->ym = 7 * npc->ym / 8;
+
+ if (++npc->ani_wait > 20)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (++npc->act_wait > 100)
+ npc->act_no = 30;
+
+ if (gMC.x > npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ npc->count2 = npc->life;
+ // Fallthrough
+ case 31:
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 2;
+
+ if (npc->flag & 8)
+ npc->ym = -0x200;
+
+ if (gBoss[0].x < npc->x)
+ npc->xm -= 0x20;
+ else
+ npc->xm += 0x20;
+
+ if (gMC.y < npc->y)
+ npc->ym -= 0x10;
+ else
+ npc->ym += 0x10;
+
+ if (npc->xm > 0x200)
+ npc->xm = 0x200;
+ if (npc->xm < -0x200)
+ npc->xm = -0x200;
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (++npc->act_wait > 150 && (npc->life < npc->count2 - 20 || gSuperXpos))
+ {
+ gSuperXpos = 0;
+ npc->act_no = 40;
+ }
+
+ if (gBoss[0].ani_no && npc->act_wait > 250)
+ npc->act_no = 50;
+
+ break;
+
+ case 40:
+ npc->act_no = 41;
+ npc->act_wait = 0;
+ npc->xm = 0;
+ npc->ym = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ PlaySoundObject(103, 1);
+
+ if (gMC.y < 0x14000)
+ npc->count2 = 290;
+ else
+ npc->count2 = 289;
+ // Fallthrough
+ case 41:
+ if (++npc->act_wait / 2 & 1)
+ npc->ani_no = 4;
+ else
+ npc->ani_no = 5;
+
+ if (npc->act_wait % 6 == 1)
+ {
+ if ( npc->count2 == 289 )
+ {
+ x = npc->x + (Random(-0x40, 0x40) * 0x200);
+ y = npc->y + (Random(-0x20, 0x20) * 0x200);
+ }
+ else
+ {
+ x = npc->x + (Random(-0x20, 0x20) * 0x200);
+ y = npc->y + (Random(-0x40, 0x40) * 0x200);
+ }
+
+ if (x < 0x4000)
+ x = 0x4000;
+ if (x > (gMap.width - 2) * 0x2000)
+ x = (gMap.width - 2) * 0x2000;
+
+ if (y < 0x4000)
+ y = 0x4000;
+ if (y > (gMap.length - 2) * 0x2000)
+ y = (gMap.length - 2) * 0x2000;
+
+ PlaySoundObject(39, 1);
+ SetNpChar(npc->count2, x, y, 0, 0, 0, 0, 0x100);
+ }
+
+ if (npc->act_wait > 50)
+ {
+ npc->act_no = 42;
+ npc->act_wait = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ break;
+
+ case 42:
+ ++npc->act_wait;
+ npc->ani_no = 6;
+
+ if (npc->act_wait > 50)
+ {
+ npc->ym = -0x200;
+
+ if (npc->direct == 0)
+ npc->xm = 0x200;
+ else
+ npc->xm = -0x200;
+
+ npc->act_no = 30;
+ }
+
+ break;
+
+ case 50:
+ npc->act_no = 51;
+ npc->act_wait = 0;
+ npc->xm = 0;
+ npc->ym = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ PlaySoundObject(103, 1);
+ // Fallthrough
+ case 51:
+ if (++npc->act_wait / 2 & 1)
+ npc->ani_no = 4;
+ else
+ npc->ani_no = 5;
+
+ if (gMC.equip & 0x20)
+ {
+ if (npc->act_wait % 10 == 1)
+ {
+ if (npc->direct == 0)
+ {
+ x = npc->x + 0x1400;
+ y = npc->y;
+
+ switch (npc->act_wait / 6 % 4)
+ {
+ case 0:
+ direct = 0xD8;
+ break;
+ case 1:
+ direct = 0xEC;
+ break;
+ case 2:
+ direct = 0x14;
+ break;
+ case 3:
+ direct = 0x28;
+ break;
+ }
+ }
+ else
+ {
+ x = npc->x - 0x1400;
+ y = npc->y;
+
+ switch (npc->act_wait / 6 % 4)
+ {
+ case 0:
+ direct = 0x58;
+ break;
+ case 1:
+ direct = 0x6C;
+ break;
+ case 2:
+ direct = 0x94;
+ break;
+ case 3:
+ direct = 0xA8;
+ break;
+ }
+ }
+
+ PlaySoundObject(39, 1);
+ SetNpChar(301, x, y, 0, 0, direct, 0, 0x100);
+ }
+ }
+ else if (npc->act_wait % 24 == 1)
+ {
+ if (npc->direct == 0)
+ {
+ x = npc->x + 0x1400;
+ y = npc->y;
+
+ switch (npc->act_wait / 6 % 4)
+ {
+ case 0:
+ direct = 0xD8;
+ break;
+ case 1:
+ direct = 0xEC;
+ break;
+ case 2:
+ direct = 0x14;
+ break;
+ case 3:
+ direct = 0x28;
+ break;
+ }
+ }
+ else
+ {
+ x = npc->x - 0x1400;
+ y = npc->y;
+
+ switch (npc->act_wait / 6 % 4)
+ {
+ case 0:
+ direct = 0x58;
+ break;
+ case 1:
+ direct = 0x6C;
+ break;
+ case 2:
+ direct = 0x94;
+ break;
+ case 3:
+ direct = 0xA8;
+ break;
+ }
+ }
+
+ PlaySoundObject(39, 1);
+ SetNpChar(301, x, y, 0, 0, direct, 0, 0x100);
+ }
+
+ if (npc->act_wait > 50)
+ {
+ npc->act_no = 42;
+ npc->act_wait = 0;
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ break;
+
+ case 99:
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->ani_no = 9;
+ npc->bits &= ~0x20;
+ break;
+
+ case 100:
+ npc->act_no = 101;
+ npc->ani_no = 9;
+ npc->damage = 0;
+ npc->bits &= ~0x20;
+ npc->bits |= 8;
+ npc->ym = -0x200;
+ npc->shock += 50;
+ npc->hit.bottom = 0x1800;
+ ++gBoss[0].ani_no;
+ // Fallthrough
+ case 101:
+ npc->ym += 0x20;
+
+ if (npc->y > 0x1B000 - npc->hit.bottom)
+ {
+ npc->y = 0x1B000 - npc->hit.bottom;
+ npc->act_no = 102;
+ npc->ani_no = 10;
+ npc->xm = 0;
+ npc->ym = 0;
+ }
+
+ break;
+ }
+
+ npc->y += npc->ym;
+
+ if (npc->shock)
+ npc->x += npc->xm / 2;
+ else
+ npc->x += npc->xm;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Sue (transformed)
+void ActNpc284(NPCHAR *npc)
+{
+ RECT rcLeft[13];
+ RECT rcRight[13];
+
+ rcLeft[0] = {0, 128, 32, 160};
+ rcLeft[1] = {32, 128, 64, 160};
+ rcLeft[2] = {64, 128, 96, 160};
+ rcLeft[3] = {96, 128, 128, 160};
+ rcLeft[4] = {128, 128, 160, 160};
+ rcLeft[5] = {160, 128, 192, 160};
+ rcLeft[6] = {192, 128, 224, 160};
+ rcLeft[7] = {224, 128, 256, 160};
+ rcLeft[8] = {0, 0, 0, 0};
+ rcLeft[9] = {256, 128, 288, 160};
+ rcLeft[10] = {288, 128, 320, 160};
+ rcLeft[11] = {224, 64, 256, 96};
+ rcLeft[12] = {208, 32, 224, 48};
+
+ rcRight[0] = {0, 160, 32, 192};
+ rcRight[1] = {32, 160, 64, 192};
+ rcRight[2] = {64, 160, 96, 192};
+ rcRight[3] = {96, 160, 128, 192};
+ rcRight[4] = {128, 160, 160, 192};
+ rcRight[5] = {160, 160, 192, 192};
+ rcRight[6] = {192, 160, 224, 192};
+ rcRight[7] = {224, 160, 256, 192};
+ rcRight[8] = {0, 0, 0, 0};
+ rcRight[9] = {256, 160, 288, 192};
+ rcRight[10] = {288, 160, 320, 192};
+ rcRight[11] = {224, 96, 256, 128};
+ rcRight[12] = {208, 48, 224, 64};
+
+ if (npc->act_no < 100 && (gBoss[0].cond == 0|| npc->life < 500))
+ npc->act_no = 100;
+
+ unsigned char deg;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y -= 0x800;
+ PlaySoundObject(29, 1);
+ npc->count2 = npc->life;
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait / 2 & 1)
+ {
+ npc->view.top = 0x2000;
+ npc->view.back = 0x2000;
+ npc->view.front = 0x2000;
+ npc->ani_no = 11;
+ }
+ else
+ {
+ npc->view.top = 0x600;
+ npc->view.back = 0x1000;
+ npc->view.front = 0x1000;
+ npc->ani_no = 12;
+ }
+
+ if (npc->act_wait > 50)
+ npc->act_no = 10;
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 11;
+ npc->view.top = 0x2000;
+ npc->view.back = 0x2000;
+ npc->view.front = 0x2000;
+ DeleteNpCharCode(257, 1);
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->damage = 0;
+ npc->bits |= 0x20;
+ npc->bits &= ~8;
+ // Fallthrough
+ case 21:
+ npc->xm = 7 * npc->xm / 8;
+ npc->ym = 7 * npc->ym / 8;
+
+ if (++npc->ani_wait > 20)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (++npc->act_wait > 80)
+ npc->act_no = 30;
+
+ if (gMC.x > npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+
+ if (npc->life < npc->count2 - 50)
+ {
+ npc->count2 = npc->life;
+ gSuperXpos = 10;
+ }
+
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ npc->xm = 0;
+ npc->ym = 0;
+ // Fallthrough
+ case 31:
+ if (++npc->act_wait > 16)
+ {
+ ++npc->count1;
+ npc->count1 %= 4;
+
+ switch (npc->count1)
+ {
+ case 1:
+ case 3:
+ npc->act_no = 34;
+ break;
+ case 0:
+ npc->act_no = 32;
+ break;
+ case 2:
+ npc->act_no = 32;
+ break;
+ }
+ }
+
+ break;
+
+ case 32:
+ npc->act_no = 33;
+ npc->act_wait = 0;
+ npc->bits &= ~0x20;
+
+ if (gMC.x < npc->x)
+ npc->tgt_x = gMC.x - 0x14000;
+ else
+ npc->tgt_x = gMC.x + 0x14000;
+
+ npc->tgt_y = gMC.y;
+
+ deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
+ npc->xm = 3 * GetCos(deg);
+ npc->ym = 3 * GetSin(deg);
+ npc->bits &= ~8;
+
+ if (npc->x < (gMap.width * 0x2000) / 2 && npc->xm > 0)
+ {
+ if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ npc->bits |= 8;
+ if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ npc->bits |= 8;
+ }
+ if (npc->x > (gMap.width * 0x2000) / 2 && npc->xm < 0)
+ {
+ if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ npc->bits |= 8;
+ if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ npc->bits |= 8;
+ }
+
+ if (npc->xm > 0)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+ // Fallthrough
+ case 33:
+ if (++npc->act_wait / 2 & 1)
+ npc->ani_no = 3;
+ else
+ npc->ani_no = 8;
+
+ if (npc->act_wait > 50 || npc->flag & 5)
+ npc->act_no = 20;
+
+ break;
+
+ case 34:
+ npc->act_no = 35;
+ npc->act_wait = 0;
+ npc->damage = 4;
+
+ npc->tgt_x = gMC.x;
+ npc->tgt_y = gMC.y;
+
+ deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
+ npc->ym = 3 * GetSin(deg);
+ npc->xm = 3 * GetCos(deg);
+ npc->bits &= ~8;
+
+ if (npc->x < (gMap.width * 0x2000) / 2 && npc->xm > 0)
+ {
+ if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ npc->bits |= 8;
+ if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ npc->bits |= 8;
+ }
+
+ if (npc->x > (gMap.width * 0x2000) / 2 && npc->xm < 0)
+ {
+ if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ npc->bits |= 8;
+ if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ npc->bits |= 8;
+ }
+
+ if (npc->xm > 0)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+ // Fallthrough
+ case 35:
+ if (++npc->act_wait > 20 && npc->shock)
+ {
+ npc->act_no = 40;
+ }
+ else if (npc->act_wait > 50 || npc->flag & 5)
+ {
+ npc->act_no = 20;
+ }
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 7)
+ npc->ani_no = 4;
+
+ if (npc->act_wait % 5 == 1)
+ PlaySoundObject(109, 1);
+
+ break;
+
+ case 40:
+ npc->act_no = 41;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ npc->damage = 0;
+ npc->bits &= ~8;
+ // Fallthrough
+ case 41:
+ npc->xm = 7 * npc->xm / 8;
+ npc->ym = 7 * npc->ym / 8;
+
+ if (++npc->act_wait > 6)
+ {
+ npc->act_no = 42;
+ npc->act_wait = 0;
+ npc->ym = -0x200;
+
+ if (npc->direct == 0)
+ npc->xm = 0x200;
+ else
+ npc->xm = -0x200;
+ }
+
+ break;
+
+ case 42:
+ npc->ani_no = 9;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 43;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+
+ if (gMC.x > npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+ }
+
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ break;
+
+ case 43:
+ if (++npc->act_wait > 16)
+ npc->act_no = 20;
+
+ break;
+
+ case 99:
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->ani_no = 9;
+ npc->bits &= ~0x20;
+ break;
+
+ case 100:
+ npc->act_no = 101;
+ npc->ani_no = 9;
+ npc->damage = 0;
+ npc->bits &= ~0x20;
+ npc->bits |= 8;
+ npc->ym = -0x200;
+ npc->shock += 50;
+ ++gBoss[0].ani_no;
+ // Fallthrough
+ case 101:
+ npc->ym += 0x20;
+
+ if (npc->y > 0x1B000 - npc->hit.bottom)
+ {
+ npc->y = 0x1B000 - npc->hit.bottom;
+ npc->act_no = 102;
+ npc->ani_no = 10;
+ npc->xm = 0;
+ npc->ym = 0;
+ }
+
+ break;
+ }
+
+ npc->y += npc->ym;
+
+ if (npc->shock)
+ npc->x += npc->xm / 2;
+ else
+ npc->x += npc->xm;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Undead Core spiral projectile
+void ActNpc285(NPCHAR *npc)
+{
+ RECT rc = {232, 104, 248, 120};
+
+ if (npc->x < 0 || npc->x > gMap.width * 0x2000)
+ {
+ VanishNpChar(npc);
+ return;
+ }
+
+ unsigned char deg;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
+ npc->count1 = npc->direct / 8;
+ npc->direct &= 7;
+ // Fallthrough
+ case 1:
+ npc->count1 += 24;
+ npc->count1 &= 0xFF;
+
+ deg = npc->count1;
+
+ if (npc->act_wait < 128)
+ ++npc->act_wait;
+
+ if (npc->direct == 0)
+ npc->xm -= 21;
+ else
+ npc->xm += 21;
+
+ npc->tgt_x += npc->xm;
+
+ npc->x = npc->tgt_x + 4 * GetCos(deg);
+ npc->y = npc->tgt_y + 6 * GetSin(deg);
+
+ SetNpChar(286, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+ }
+
+ npc->rect = rc;
+}
+
+//Undead Core spiral shot trail
+void ActNpc286(NPCHAR *npc)
+{
+ RECT rc[3];
+
+ rc[0] = {232, 120, 248, 136};
+ rc[1] = {232, 136, 248, 152};
+ rc[2] = {232, 152, 248, 168};
+
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->cond = 0;
+ else
+ npc->rect = rc[npc->ani_no];
+}
+
+//Orange smoke
+void ActNpc287(NPCHAR *npc)
+{
+ RECT rcLeft[7];
+
+ rcLeft[0] = {0, 224, 16, 240};
+ rcLeft[1] = {16, 224, 32, 240};
+ rcLeft[2] = {32, 224, 48, 240};
+ rcLeft[3] = {48, 224, 64, 240};
+ rcLeft[4] = {64, 224, 80, 240};
+ rcLeft[5] = {80, 224, 96, 240};
+ rcLeft[6] = {96, 224, 112, 240};
+
+ if (npc->act_no == 0)
+ {
+ npc->xm = Random(-4, 4) * 0x200;
+ npc->act_no = 1;
+ }
+ else
+ {
+ npc->xm = 20 * npc->xm / 21;
+ npc->ym = 20 * npc->ym / 21;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+ }
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 6)
+ npc->cond = 0;
+ else
+ npc->rect = rcLeft[npc->ani_no];
+}
+
+//Undead Core exploding rock
+void ActNpc288(NPCHAR *npc)
+{
+ RECT rc[5];
+
+ rc[0] = {232, 72, 248, 88};
+ rc[1] = {232, 88, 248, 104};
+ rc[2] = {232, 0, 256, 24};
+ rc[3] = {232, 24, 256, 48};
+ rc[4] = {232, 48, 256, 72};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->xm = -0x200;
+ // Fallthrough
+ case 1:
+ if (npc->direct == 1)
+ {
+ npc->ym -= 0x20;
+ if (npc->ym < -0x5FF)
+ npc->ym = -0x5FF;
+
+ if (npc->flag & 2)
+ npc->act_no = 2;
+ }
+ else if (npc->direct == 3)
+ {
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ if (npc->flag & 8)
+ npc->act_no = 2;
+ }
+
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ break;
+
+ case 2:
+ PlaySoundObject(44, 1);
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ npc->bits |= 8;
+ npc->ym = 0;
+
+ if (gMC.x < npc->x)
+ npc->xm = -0x400;
+ else
+ npc->xm = 0x400;
+
+ npc->view.back = 0x1800;
+ npc->view.front = 0x1800;
+ npc->view.top = 0x1800;
+ npc->view.bottom = 0x1800;
+ // Fallthrough
+ case 3:
+ if (++npc->ani_no > 4)
+ npc->ani_no = 2;
+
+ if (++npc->act_wait % 4 == 1)
+ {
+ if (npc->direct == 1)
+ SetNpChar(287, npc->x, npc->y, 0, 0x400, 0, 0, 0x100);
+ else
+ SetNpChar(287, npc->x, npc->y, 0, -0x400, 0, 0, 0x100);
+ }
+
+ if (npc->x < 0x2000 || npc->x > (gMap.width * 0x2000) - 0x2000)
+ npc->cond = 0;
+
+ break;
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Critter (orange, Misery)
+void ActNpc289(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {160, 32, 176, 48};
+ rcLeft[1] = {176, 32, 192, 48};
+ rcLeft[2] = {192, 32, 208, 48};
+
+ rcRight[0] = {160, 48, 176, 64};
+ rcRight[1] = {176, 48, 192, 64};
+ rcRight[2] = {192, 48, 208, 64};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 2;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait > 16)
+ {
+ npc->act_no = 10;
+ npc->view.top = 0x1000;
+ npc->view.bottom = 0x1000;
+ npc->damage = 2;
+ npc->bits |= 0x20;
+ }
+
+ break;
+
+ case 10:
+ if (npc->flag & 8)
+ {
+ npc->act_no = 11;
+ npc->ani_no = 0;
+ npc->act_wait = 0;
+ npc->xm = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ break;
+
+ case 11:
+ if (++npc->act_wait > 10)
+ {
+ if (++npc->count1 > 4)
+ npc->act_no = 12;
+ else
+ npc->act_no = 10;
+
+ PlaySoundObject(30, 1);
+ npc->ym = -0x600;
+
+ if (npc->direct == 0)
+ npc->xm = -0x200;
+ else
+ npc->xm = 0x200;
+
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 12:
+ npc->bits |= 8;
+
+ if (npc->y > gMap.length * 0x2000)
+ VanishNpChar(npc);
+
+ break;
+ }
+
+ if (npc->act_no >= 10)
+ 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];
+
+ if (npc->act_no == 1)
+ {
+ npc->rect.top += 8 - npc->act_wait / 2;
+ npc->rect.bottom -= npc->act_wait / 2 + 8;
+ npc->view.top = (npc->act_wait * 0x200) / 2;
+ npc->view.bottom = (npc->act_wait * 0x200) / 2;
+ }
+}
+
+//Bat (Misery)
+void ActNpc290(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {112, 32, 128, 48};
+ rcLeft[1] = {128, 32, 144, 48};
+ rcLeft[2] = {144, 32, 160, 48};
+
+ rcRight[0] = {112, 48, 128, 64};
+ rcRight[1] = {128, 48, 144, 64};
+ rcRight[2] = {144, 48, 160, 64};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 2;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait > 16)
+ {
+ npc->act_no = 10;
+ npc->view.top = 0x1000;
+ npc->view.bottom = 0x1000;
+ npc->damage = 2;
+ npc->bits |= 0x20;
+ npc->tgt_y = npc->y;
+ npc->ym = 0x400;
+ }
+
+ break;
+
+ case 10:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x40;
+ else
+ npc->ym -= 0x40;
+
+ if (npc->direct == 0)
+ npc->xm -= 0x10;
+ else
+ npc->xm += 0x10;
+
+ if (npc->x < 0 || npc->y < 0 || npc->x > gMap.width * 0x2000 || npc->y > gMap.length * 0x2000)
+ {
+ VanishNpChar(npc);
+ return;
+ }
+
+ break;
+ }
+
+ 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 == 1)
+ {
+ npc->rect.top += 8 - npc->act_wait / 2;
+ npc->rect.bottom -= npc->act_wait / 2 + 8;
+ npc->view.top = (npc->act_wait * 0x200) / 2;
+ npc->view.bottom = (npc->act_wait * 0x200) / 2;
+ }
+}
+
+//Mini Undead Core (inactive)
+void ActNpc291(NPCHAR *npc)
+{
+ RECT tc[2];
+
+ tc[0] = {256, 80, 320, 120};
+ tc[1] = {256, 0, 320, 40};
+
+ if (npc->act_no == 0)
+ {
+ npc->act_no = 20;
+
+ if (npc->direct == 2)
+ {
+ npc->bits &= ~0x40;
+ npc->ani_no = 1;
+ }
+ }
+
+ npc->rect = tc[npc->ani_no];
+}
+
//Quake
void ActNpc292(NPCHAR *npc)
{
@@ -16,6 +1361,94 @@
(void)npc;
SetQuake(10);
+}
+
+//Undead Core giant energy shot
+void ActNpc293(NPCHAR *npc)
+{
+ RECT rect[2];
+
+ rect[0] = {240, 200, 280, 240};
+ rect[1] = {280, 200, 320, 240};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (++npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ SetNpChar(4, npc->x + (Random(0, 0x10) * 0x200), npc->y + (Random(-0x10, 0x10) * 0x200), 0, 0, 0, 0, 0x100);
+
+ npc->x -= 0x1000;
+
+ if (npc->x < -0x4000)
+ npc->cond = 0;
+
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Quake + falling block generator
+void ActNpc294(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ if (gMC.x < (gMap.width - 6) * 0x2000)
+ {
+ npc->act_no = 1;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 1:
+ ++npc->act_wait;
+
+ if (gMC.equip & 0x20)
+ {
+ npc->x = gMC.x + 0x8000;
+
+ if (npc->x < 0x34000)
+ npc->x = 0x34000;
+ }
+ else
+ {
+ npc->x = gMC.x + 0xC000;
+
+ if (npc->x < 0x2E000)
+ npc->x = 0x2E000;
+ }
+
+ if (npc->x > (gMap.width - 10) * 0x2000)
+ npc->x = (gMap.width - 10) * 0x2000;
+
+ if (npc->act_wait > 24)
+ {
+ int x;
+
+ if (gMC.equip & 0x20)
+ x = npc->x + (Random(-14, 14) * 0x2000);
+ else
+ x = npc->x + (Random(-11, 11) * 0x2000);
+
+ const int y = gMC.y - 0x1C000;
+
+ if (Random(0, 10) & 1)
+ SetNpChar(279, x, y, 0, 0, 0, 0, 0x100);
+ else
+ SetNpChar(279, x, y, 0, 0, 2, 0, 0x100);
+
+ npc->act_wait = Random(0, 15);
+ }
+
+ break;
+ }
}
//Cloud
--- a/src/NpcAct300.cpp
+++ b/src/NpcAct300.cpp
@@ -35,6 +35,73 @@
npc->rect = rc[0];
}
+//Fish missile (Misery)
+void ActNpc301(NPCHAR *npc)
+{
+ RECT rect[8];
+
+ rect[0] = {144, 0, 160, 16};
+ rect[1] = {160, 0, 176, 16};
+ rect[2] = {176, 0, 192, 16};
+ rect[3] = {192, 0, 208, 16};
+ rect[4] = {144, 16, 160, 32};
+ rect[5] = {160, 16, 176, 32};
+ rect[6] = {176, 16, 192, 32};
+ rect[7] = {192, 16, 208, 32};
+
+ int dir;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->count1 = npc->direct;
+ // Fallthrough
+ case 1:
+ npc->xm = 2 * GetCos(npc->count1);
+ npc->ym = 2 * GetSin(npc->count1);
+
+ npc->y += npc->ym;
+ npc->x += npc->xm;
+
+ dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
+
+ if (dir < npc->count1)
+ {
+ if (npc->count1 - dir < 0x80)
+ --npc->count1;
+ else
+ ++npc->count1;
+ }
+ else
+ {
+ if (dir - npc->count1 < 0x80)
+ ++npc->count1;
+ else
+ --npc->count1;
+ }
+
+ if (npc->count1 > 0xFF)
+ npc->count1 -= 0x100;
+ if (npc->count1 < 0)
+ npc->count1 += 0x100;
+
+ break;
+ }
+
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ SetCaret(npc->x, npc->y, 7, 4);
+ }
+
+ npc->ani_no = (npc->count1 + 0x10) / 0x20;
+ if (npc->ani_no > 7)
+ npc->ani_no = 7;
+
+ npc->rect = rect[npc->ani_no];
+}
+
//Camera focus marker
void ActNpc302(NPCHAR *npc)
{
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -335,22 +335,22 @@
ActNpc276,
ActNpc277,
ActNpc278,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc279,
+ ActNpc280,
+ ActNpc281,
+ ActNpc282,
+ ActNpc283,
+ ActNpc284,
+ ActNpc285,
+ ActNpc286,
+ ActNpc287,
+ ActNpc288,
+ ActNpc289,
+ ActNpc290,
+ ActNpc291,
ActNpc292,
- nullptr,
- nullptr,
+ ActNpc293,
+ ActNpc294,
ActNpc295,
ActNpc296,
ActNpc297,
@@ -357,7 +357,7 @@
ActNpc298,
ActNpc299,
ActNpc300,
- nullptr,
+ ActNpc301,
ActNpc302,
ActNpc303,
ActNpc304,
--
⑨