shithub: cstory

Download patch

ref: 7a97c2c93850a3c486949fd37157821cfc317172
parent: dfe2ec83aea6fab9d652a8b5091e5d60cac846de
author: Clownacy <Clownacy@users.noreply.github.com>
date: Fri Feb 8 11:38:32 EST 2019

More NPCs

--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -243,7 +243,17 @@
 void ActNpc238(NPCHAR *npc);
 void ActNpc239(NPCHAR *npc);
 void ActNpc240(NPCHAR *npc);
+void ActNpc241(NPCHAR *npc);
+void ActNpc242(NPCHAR *npc);
+void ActNpc243(NPCHAR *npc);
+void ActNpc244(NPCHAR *npc);
+void ActNpc245(NPCHAR *npc);
+void ActNpc246(NPCHAR *npc);
 
+void ActNpc253(NPCHAR *npc);
+void ActNpc254(NPCHAR *npc);
+void ActNpc255(NPCHAR *npc);
+
 void ActNpc259(NPCHAR *npc);
 
 void ActNpc271(NPCHAR *npc);
@@ -251,7 +261,8 @@
 void ActNpc273(NPCHAR *npc);
 void ActNpc274(NPCHAR *npc);
 void ActNpc275(NPCHAR *npc);
-
+void ActNpc276(NPCHAR *npc);
+void ActNpc277(NPCHAR *npc);
 void ActNpc278(NPCHAR *npc);
 
 void ActNpc292(NPCHAR *npc);
--- a/src/NpcAct240.cpp
+++ b/src/NpcAct240.cpp
@@ -8,6 +8,9 @@
 #include "Sound.h"
 #include "Back.h"
 #include "Triangle.h"
+#include "Caret.h"
+#include "Frame.h"
+#include "Map.h"
 
 //Mimiga (jailed)
 void ActNpc240(NPCHAR *npc)
@@ -106,6 +109,518 @@
 
 	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];
+}
+
+//Critter (Last Cave)
+void ActNpc241(NPCHAR *npc)
+{
+	RECT rcLeft[3];
+	RECT rcRight[3];
+
+	rcLeft[0] = {0, 0, 16, 16};
+	rcLeft[1] = {16, 0, 32, 16};
+	rcLeft[2] = {32, 0, 48, 16};
+
+	rcRight[0] = {0, 16, 16, 32};
+	rcRight[1] = {16, 16, 32, 32};
+	rcRight[2] = {32, 16, 48, 32};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->y += 0x600;
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			if (npc->act_wait >= 8 && gMC.x > npc->x - 0x12000 && gMC.x < npc->x + 0x12000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0xA000)
+			{
+				npc->ani_no = 1;
+			}
+			else
+			{
+				if ( npc->act_wait < 8 )
+					++npc->act_wait;
+
+				npc->ani_no = 0;
+			}
+
+			if (npc->shock)
+			{
+				npc->act_no = 2;
+				npc->ani_no = 0;
+				npc->act_wait = 0;
+			}
+
+			if (npc->act_wait >= 8 && gMC.x > npc->x - 0xC000 && gMC.x < npc->x + 0xC000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0xC000)
+			{
+				npc->act_no = 2;
+				npc->ani_no = 0;
+				npc->act_wait = 0;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 3;
+				npc->ani_no = 2;
+				npc->ym = -0x5FF;
+				PlaySoundObject(30, 1);
+
+				if (npc->direct == 0)
+					npc->xm = -0x200;
+				else
+					npc->xm = 0x200;
+			}
+
+			break;
+
+		case 3:
+			if (npc->flag & 8)
+			{
+				npc->xm = 0;
+				npc->act_wait = 0;
+				npc->ani_no = 0;
+				npc->act_no = 1;
+				PlaySoundObject(23, 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];
+}
+
+//Bat (Last Cave)
+void ActNpc242(NPCHAR *npc)
+{
+	if (npc->x < 0 || npc->x > gMap.width * 0x2000)
+	{
+		VanishNpChar(npc);
+		return;
+	}
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->tgt_x = npc->x;
+			npc->tgt_y = npc->y;
+			npc->act_wait = Random(0, 50);
+			// Fallthrough
+		case 1:
+			if (npc->act_wait)
+			{
+				--npc->act_wait;
+				break;
+			}
+
+			npc->act_no = 2;
+			npc->ym = 0x400;
+			// Fallthrough
+		case 2:
+			if (npc->direct == 0)
+				npc->xm = -0x100;
+			else
+				npc->xm = 0x100;
+
+			if (npc->tgt_y < npc->y)
+				npc->ym -= 0x10;
+			if (npc->tgt_y > npc->y)
+				npc->ym += 0x10;
+
+			if (npc->ym > 0x300)
+				npc->ym = 0x300;
+			if (npc->ym < -0x300)
+				npc->ym = -0x300;
+
+			break;
+	}
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	RECT rect_left[4];
+	RECT rect_right[4];
+
+	rect_left[0] = {32, 32, 48, 48};
+	rect_left[1] = {48, 32, 64, 48};
+	rect_left[2] = {64, 32, 80, 48};
+	rect_left[3] = {80, 32, 96, 48};
+
+	rect_right[0] = {32, 48, 48, 64};
+	rect_right[1] = {48, 48, 64, 64};
+	rect_right[2] = {64, 48, 80, 64};
+	rect_right[3] = {80, 48, 96, 64};
+
+	if (++npc->ani_wait > 1)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 2)
+		npc->ani_no = 0;
+
+	if (npc->direct == 0)
+		npc->rect = rect_left[npc->ani_no];
+	else
+		npc->rect = rect_right[npc->ani_no];
+}
+
+//Bat generator (Last Cave)
+void ActNpc243(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->act_wait = Random(0, 500);
+			// Fallthrough
+		case 1:
+			if (npc->act_wait)
+			{
+				--npc->act_wait;
+			}
+			else
+			{
+				npc->act_no = 0;
+				SetNpChar(242, npc->x, npc->y + (Random(-0x20, 0x20) * 0x100), 0, 0, npc->direct, 0, 0x100);
+			}
+
+			break;
+	}
+}
+
+//Lava drop
+void ActNpc244(NPCHAR *npc)
+{
+	RECT rc = {96, 0, 104, 16};
+	npc->ym += 0x40;
+	bool bHit = false;
+
+	if (npc->flag & 0xFF)
+		bHit = true;
+
+	if (npc->act_wait > 10 && npc->flag & 0x100)
+		bHit = true;
+
+	if (bHit)
+	{
+		for (int i = 0; i < 3; ++i)
+			SetCaret(npc->x, npc->y + 0x800, 1, 2);
+
+		if (npc->x > gMC.x - 0x20000 && npc->x < gMC.x + 0x20000 && npc->y > gMC.y - 0x14000 && npc->y < gMC.y + 0x14000)
+			PlaySoundObject(21, 1);
+
+		npc->cond = 0;
+	}
+	else
+	{
+		if (npc->ym > 0x5FF)
+			npc->ym = 0x5FF;
+
+		npc->y += npc->ym;
+
+		npc->rect = rc;
+	}
+}
+
+//Lava drop generator
+void ActNpc245(NPCHAR *npc)
+{
+	RECT rc[4];
+
+	rc[0] = {0, 0, 0, 0};
+	rc[1] = {104, 0, 112, 16};
+	rc[2] = {112, 0, 120, 16};
+	rc[3] = {120, 0, 128, 16};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->tgt_x = npc->x;
+			npc->act_wait = npc->code_event;
+			// Fallthrough
+		case 1:
+			npc->ani_no = 0;
+
+			if ( npc->act_wait )
+			{
+				--npc->act_wait;
+				return;
+			}
+
+			npc->act_no = 10;
+			npc->ani_wait = 0;
+			break;
+
+		case 10:
+			if (++npc->ani_wait > 10)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 3)
+			{
+				npc->ani_no = 0;
+				npc->act_no = 1;
+				npc->act_wait = npc->code_flag;
+				SetNpChar(244, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+			}
+
+			break;
+	}
+
+	if (npc->ani_wait / 2 % 2)
+		npc->x = npc->tgt_x;
+	else
+		npc->x = npc->tgt_x + 0x200;
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Press (proximity)
+void ActNpc246(NPCHAR *npc)
+{
+	RECT rcLeft[3];
+
+	rcLeft[0] = {144, 112, 160, 136};
+	rcLeft[1] = {160, 112, 176, 136};
+	rcLeft[2] = {176, 112, 192, 136};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->y -= 0x800;
+			// Fallthrough
+		case 1:
+			if (gMC.x < npc->x + 0x1000 && gMC.x > npc->x - 0x1000 && gMC.y > npc->y + 0x1000 && gMC.y < npc->y + 0x10000)
+				npc->act_no = 5;
+
+			break;
+
+		case 5:
+			if ((npc->flag & 8) == 0)
+			{
+				npc->act_no = 10;
+				npc->ani_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 10:
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 2)
+				npc->ani_no = 2;
+
+			if (gMC.y > npc->y)
+			{
+				npc->bits &= ~0x40;
+				npc->damage = 0x7F;
+			}
+			else
+			{
+				npc->bits |= 0x40;
+				npc->damage = 0;
+			}
+
+			if (npc->flag & 8)
+			{
+				if (npc->ani_no > 1)
+				{
+					for (int i = 0; i < 4; ++i)
+						SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+					PlaySoundObject(26, 1);
+					SetQuake(10);
+				}
+
+				npc->act_no = 20;
+				npc->ani_no = 0;
+				npc->ani_wait = 0;
+				npc->bits |= 0x40;
+				npc->damage = 0;
+			}
+
+			break;
+	}
+
+	if (npc->act_no >= 5)
+	{
+		npc->ym += 0x80;
+		if (npc->ym > 0x5FF)
+			npc->ym = 0x5FF;
+
+		npc->y += npc->ym;
+	}
+
+	npc->rect = rcLeft[npc->ani_no];
+}
+
+//EXP capsule
+void ActNpc253(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			if (++npc->ani_wait > 4)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			break;
+	}
+
+	if (npc->life <= 100)
+	{
+		SetExpObjects(npc->x, npc->y, npc->code_flag);
+		SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
+		PlaySoundObject(25, 1);
+		npc->cond = 0;
+	}
+
+	RECT rc[2];
+
+	rc[0] = {0, 64, 16, 80};
+	rc[1] = {16, 64, 32, 80};
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Helicopter
+void ActNpc254(NPCHAR *npc)
+{
+	RECT rc[2];
+
+	rc[0] = {0, 0, 128, 64};
+	rc[1] = {0, 64, 128, 128};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			SetNpChar(255, npc->x + 0x2400, npc->y - 0x7200, 0, 0, 0, npc, 0x100);
+			SetNpChar(255, npc->x - 0x4000, npc->y - 0x6800, 0, 0, 2, npc, 0x100);
+			break;
+		case 20:
+			npc->act_wait = 0;
+			npc->count1 = 60;
+			npc->act_no = 21;
+			break;
+		case 30:
+			npc->act_no = 21;
+			SetNpChar(223, npc->x - 0x1600, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
+			break;
+		case 40:
+			npc->act_no = 21;
+			SetNpChar(223, npc->x - 0x1200, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
+			SetNpChar(40, npc->x - 0x2C00, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
+			SetNpChar(93, npc->x - 0x4600, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
+			break;
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rc[0];
+	else
+		npc->rect = rc[1];
+}
+
+//Helicopter blades
+void ActNpc255(NPCHAR *npc)
+{
+	RECT rcLeft[4];
+	RECT rcRight[4];
+
+	rcLeft[0] = {128, 0, 240, 16};
+	rcLeft[1] = {128, 16, 240, 32};
+	rcLeft[2] = {128, 32, 240, 48};
+	rcLeft[3] = {128, 16, 240, 32};
+
+	rcRight[0] = {240, 0, 320, 16};
+	rcRight[1] = {240, 16, 320, 32};
+	rcRight[2] = {240, 32, 320, 48};
+	rcRight[3] = {240, 16, 320, 32};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+
+			if (npc->direct == 0)
+			{
+				npc->view.front = 0x7000;
+				npc->view.back = 0x7000;
+			}
+			else
+			{
+				npc->view.front = 0x5000;
+				npc->view.back = 0x5000;
+			}
+			// Fallthrough
+		case 1:
+			if (npc->pNpc->act_no >= 20)
+				npc->act_no = 10;
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			// Fallthrough
+		case 11:
+			if (++npc->ani_no > 3)
+				npc->ani_no = 0;
+
+			break;
+	}
+
+	if (npc->direct == 0)
+	{
+		npc->x = npc->pNpc->x + 0x2400;
+		npc->y = npc->pNpc->y - 0x7200;
+	}
+	else
+	{
+		npc->x = npc->pNpc->x - 0x4000;
+		npc->y = npc->pNpc->y - 0x6800;
+	}
 
 	if (npc->direct == 0)
 		npc->rect = rcLeft[npc->ani_no];
--- a/src/NpcAct260.cpp
+++ b/src/NpcAct260.cpp
@@ -10,6 +10,7 @@
 #include "Triangle.h"
 #include "Caret.h"
 #include "Map.h"
+#include "Frame.h"
 
 // Ironhead block
 void ActNpc271(NPCHAR *npc)
@@ -326,6 +327,244 @@
 	npc->y += npc->ym;
 
 	npc->rect = rcRight[npc->ani_no];
+}
+
+//Red Demon
+void ActNpc276(NPCHAR *npc)
+{
+	RECT rcLeft[9];
+	RECT rcRight[9];
+
+	rcLeft[0] = {0, 64, 32, 104};
+	rcLeft[1] = {32, 64, 64, 104};
+	rcLeft[2] = {64, 64, 96, 104};
+	rcLeft[3] = {96, 64, 128, 104};
+	rcLeft[4] = {128, 64, 160, 104};
+	rcLeft[5] = {160, 64, 192, 104};
+	rcLeft[6] = {192, 64, 224, 104};
+	rcLeft[7] = {224, 64, 256, 104};
+	rcLeft[8] = {256, 64, 288, 104};
+
+	rcRight[0] = {0, 104, 32, 144};
+	rcRight[1] = {32, 104, 64, 144};
+	rcRight[2] = {64, 104, 96, 144};
+	rcRight[3] = {96, 104, 128, 144};
+	rcRight[4] = {128, 104, 160, 144};
+	rcRight[5] = {160, 104, 192, 144};
+	rcRight[6] = {192, 104, 224, 144};
+	rcRight[7] = {224, 104, 256, 144};
+	rcRight[8] = {256, 104, 288, 144};
+
+	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 > 20)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			if (npc->shock)
+				npc->act_no = 10;
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->act_wait = 0;
+			npc->ani_no = 3;
+			npc->bits |= 0x20u;
+			// Fallthrough
+		case 11:
+			switch (++npc->act_wait)
+			{
+				case 30:
+				case 40:
+				case 50:
+				{
+					npc->ani_no = 4;
+					const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
+					const int ym = 4 * GetSin(deg);
+					const int xm = 4 * GetCos(deg);
+					SetNpChar(277, npc->x, npc->y, xm, ym, 0, 0, 0x100);
+					PlaySoundObject(39, 1);
+					break;
+				}
+				case 34:
+				case 44:
+				case 54:
+				{
+					npc->ani_no = 3;
+					break;
+				}
+			}
+
+			if (npc->act_wait > 60)
+			{
+				npc->act_no = 20;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+			}
+
+			break;
+
+		case 20:
+			if (++npc->act_wait > 20)
+			{
+				npc->act_no = 21;
+				npc->act_wait = 0;
+				npc->ani_no = 5;
+				npc->ym = -0x5FF;
+				if (gMC.x > npc->x)
+					npc->xm = 0x100;
+				else
+					npc->xm = -0x100;
+			}
+
+			break;
+
+		case 21:
+			switch (++npc->act_wait)
+			{
+				case 30:
+				case 40:
+				case 50:
+				{
+					npc->ani_no = 6;
+					const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - 0x1400 - gMC.y);
+					const int ym = 4 * GetSin(deg);
+					const int xm = 4 * GetCos(deg);
+					SetNpChar(277, npc->x, npc->y - 0x1400, xm, ym, 0, 0, 0x100);
+					PlaySoundObject(39, 1);
+					break;
+				}
+				case 34:
+				case 44:
+				{
+					npc->ani_no = 5;
+					break;
+				}
+			}
+
+			if (npc->act_wait > 53)
+				npc->ani_no = 7;
+
+			if (npc->flag & 8)
+			{
+				npc->act_no = 22;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+				SetQuake(10);
+				PlaySoundObject(26, 1);
+			}
+
+			break;
+
+		case 22:
+			npc->xm /= 2;
+
+			if (++npc->act_wait > 22)
+				npc->act_no = 10;
+
+			break;
+
+		case 50:
+			npc->bits &= ~0x20;
+			npc->damage = 0;
+
+			if (npc->flag & 8)
+			{
+				npc->act_no = 51;
+				npc->ani_no = 2;
+				SetQuake(10);
+				SetExpObjects(npc->x, npc->y, 19);
+				SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
+				PlaySoundObject(72, 1);
+			}
+
+			break;
+
+		case 51:
+			npc->xm = 7 * npc->xm / 8;
+			npc->ani_no = 8;
+			break;
+	}
+
+	npc->ym += 0x20;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	if (npc->act_no < 50)
+	{
+		if (gMC.x > npc->x)
+			npc->direct = 2;
+		else
+			npc->direct = 0;
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Red Demon projectile
+void ActNpc277(NPCHAR *npc)
+{
+	RECT rc[3];
+
+	rc[0] = {128, 0, 152, 24};
+	rc[1] = {152, 0, 176, 24};
+	rc[2] = {176, 0, 200, 24};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			npc->x += npc->xm;
+			npc->y += npc->ym;
+
+			if (npc->flag & 0xFF)
+			{
+				SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+				SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+				SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+				VanishNpChar(npc);
+				return;
+			}
+
+			if (++npc->act_wait % 5 == 0)
+				PlaySoundObject(110, 1);
+
+			if (++npc->ani_no > 2)
+				npc->ani_no = 0;
+
+			break;
+	}
+
+	npc->rect = rc[npc->ani_no];
 }
 
 //Little family
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -297,6 +297,12 @@
 	ActNpc238,
 	ActNpc239,
 	ActNpc240,
+	ActNpc241,
+	ActNpc242,
+	ActNpc243,
+	ActNpc244,
+	ActNpc245,
+	ActNpc246,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -303,18 +309,12 @@
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc253,
+	ActNpc254,
+	ActNpc255,
 	nullptr,
 	nullptr,
 	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
 	ActNpc259,
 	nullptr,
 	nullptr,
@@ -332,8 +332,8 @@
 	ActNpc273,
 	ActNpc274,
 	ActNpc275,
-	nullptr,
-	nullptr,
+	ActNpc276,
+	ActNpc277,
 	ActNpc278,
 	nullptr,
 	nullptr,