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,