ref: 88947cd016699382cd99d7cbf306e18cb6a5fb50
parent: 7a97c2c93850a3c486949fd37157821cfc317172
author: Clownacy <Clownacy@users.noreply.github.com>
date: Fri Feb 8 13:46:10 EST 2019
More NPCs
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -249,12 +249,19 @@
void ActNpc244(NPCHAR *npc);
void ActNpc245(NPCHAR *npc);
void ActNpc246(NPCHAR *npc);
-
+void ActNpc247(NPCHAR *npc);
+void ActNpc248(NPCHAR *npc);
+void ActNpc249(NPCHAR *npc);
+void ActNpc250(NPCHAR *npc);
+void ActNpc251(NPCHAR *npc);
+void ActNpc252(NPCHAR *npc);
void ActNpc253(NPCHAR *npc);
void ActNpc254(NPCHAR *npc);
void ActNpc255(NPCHAR *npc);
void ActNpc259(NPCHAR *npc);
+
+void ActNpc268(NPCHAR *npc);
void ActNpc271(NPCHAR *npc);
void ActNpc272(NPCHAR *npc);
--- a/src/NpcAct240.cpp
+++ b/src/NpcAct240.cpp
@@ -488,6 +488,571 @@
npc->rect = rcLeft[npc->ani_no];
}
+//Misery (boss)
+void ActNpc247(NPCHAR *npc)
+{
+ RECT rcLeft[9];
+ RECT rcRight[9];
+
+ rcLeft[0] = {0, 0, 16, 16};
+ rcLeft[1] = {16, 0, 32, 16};
+ rcLeft[2] = {32, 0, 48, 16};
+ rcLeft[3] = {48, 0, 64, 16};
+ rcLeft[4] = {64, 0, 80, 16};
+ rcLeft[5] = {80, 0, 96, 16};
+ rcLeft[6] = {96, 0, 112, 16};
+ rcLeft[7] = {0, 0, 0, 0};
+ rcLeft[8] = {112, 0, 128, 16};
+
+ rcRight[0] = {0, 16, 16, 32};
+ rcRight[1] = {16, 16, 32, 32};
+ rcRight[2] = {32, 16, 48, 32};
+ rcRight[3] = {48, 16, 64, 32};
+ rcRight[4] = {64, 16, 80, 32};
+ rcRight[5] = {80, 16, 96, 32};
+ rcRight[6] = {96, 16, 112, 32};
+ rcRight[7] = {0, 0, 0, 0};
+ rcRight[8] = {112, 16, 128, 32};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y += 0xC00;
+ npc->tgt_y = 0x8000;
+ // 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 20:
+ npc->xm = 0;
+ npc->ym += 0x40;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 21;
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 21:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 22;
+ npc->act_wait = 0;
+ npc->ani_no = 3;
+ }
+
+ break;
+
+ case 22:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 21;
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 100:
+ npc->act_no = 101;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ npc->xm = 0;
+ npc->bits |= 0x20;
+ npc->count2 = npc->life;
+ // Fallthrough
+ case 101:
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x20;
+ else
+ npc->ym -= 0x20;
+
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+
+ if (++npc->act_wait > 200 || npc->life <= npc->count2 - 80)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 110;
+ }
+
+ break;
+
+ case 110:
+ npc->act_no = 111;
+ npc->act_wait = 0;
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->bits &= ~0x20;
+ // Fallthrough
+ case 111:
+ if (++npc->act_wait % 2)
+ npc->ani_no = 5;
+ else
+ npc->ani_no = 6;
+
+ if (npc->act_wait > 30)
+ {
+ npc->act_wait = 0;
+
+ if (++npc->count1 % 3)
+ npc->act_no = 112;
+ else
+ npc->act_no = 113;
+
+ npc->ani_no = 4;
+ }
+
+ break;
+
+ case 112:
+ if (++npc->act_wait % 6 == 0)
+ {
+ const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-4, 4);
+ const int ym = 4 * GetSin(deg);
+ const int xm = 4 * GetCos(deg);
+ SetNpChar(248, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
+ PlaySoundObject(34, 1);
+ }
+
+ if (npc->act_wait > 30)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 150;
+ }
+
+ break;
+
+ case 113:
+ if (++npc->act_wait == 10)
+ SetNpChar(279, gMC.x, gMC.y - 0x8000, 0, 0, 1, 0, 0x100);
+
+ if (npc->act_wait > 30)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 150;
+ }
+
+ break;
+
+ case 150:
+ npc->act_no = 151;
+ npc->act_wait = 0;
+ npc->ani_no = 7;
+ SetNpChar(249, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+ SetNpChar(249, npc->x, npc->y, 0, 0, 2, 0, 0x100);
+ npc->tgt_x = Random(9, 31) * 0x2000;
+ npc->tgt_y = Random(5, 7) * 0x2000;
+ PlaySoundObject(29, 1);
+ // Fallthrough
+ case 151:
+ if (++npc->act_wait == 42)
+ {
+ SetNpChar(249, npc->tgt_x + 0x2000, npc->tgt_y, 0, 0, 0, 0, 0x100);
+ SetNpChar(249, npc->tgt_x - 0x2000, npc->tgt_y, 0, 0, 2, 0, 0x100);
+ }
+
+ if (npc->act_wait > 50)
+ {
+ npc->act_wait = 0;
+ npc->ym = -0x200;
+ npc->bits |= 0x20;
+ npc->x = npc->tgt_x;
+ npc->y = npc->tgt_y;
+
+ if (npc->life < 340)
+ {
+ SetNpChar(252, 0, 0, 0, 0, 0, npc, 0x100);
+ SetNpChar(252, 0, 0, 0, 0, 0x80, npc, 0x100);
+ }
+
+ if (npc->life < 180)
+ {
+ SetNpChar(252, 0, 0, 0, 0, 0x40, npc, 0x100);
+ SetNpChar(252, 0, 0, 0, 0, 0xC0, npc, 0x100);
+ }
+
+ if (gMC.x < npc->x - 0xE000 || gMC.x > npc->x + 0xE000)
+ npc->act_no = 160;
+ else
+ npc->act_no = 100;
+ }
+
+ break;
+
+ case 160:
+ npc->act_no = 161;
+ npc->act_wait = 0;
+ npc->ani_no = 4;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ // Fallthrough
+ case 161:
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x20;
+ else
+ npc->ym -= 0x20;
+
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+
+ if (++npc->act_wait % 24 == 0)
+ {
+ SetNpChar(250, npc->x, npc->y + 0x800, 0, 0, 0, 0, 0x100);
+ PlaySoundObject(34, 1);
+ }
+
+ if (npc->act_wait > 72)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 100;
+ }
+
+ break;
+
+ case 1000:
+ npc->bits &= ~0x20;
+ npc->act_no = 1001;
+ npc->act_wait = 0;
+ npc->ani_no = 4;
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
+ npc->xm = 0;
+ npc->ym = 0;
+ DeleteNpCharCode(252, 1);
+ 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);
+ // Fallthrough
+ case 1001:
+ if (++npc->act_wait / 2 % 2)
+ npc->x = npc->tgt_x + 0x200;
+ else
+ npc->x = npc->tgt_x;
+
+ break;
+
+ case 1010:
+ npc->ym += 0x10;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 1020;
+ npc->ani_no = 8;
+ }
+
+ break;
+ }
+
+ if (npc->xm < -0x200)
+ npc->xm = -0x200;
+ if (npc->xm > 0x200)
+ npc->xm = 0x200;
+
+ if (npc->ym < -0x400)
+ npc->ym = -0x400;
+ if (npc->ym > 0x400)
+ npc->ym = 0x400;
+
+ 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];
+}
+
+//Boss Misery (vanishing)
+void ActNpc248(NPCHAR *npc)
+{
+ if (npc->flag & 0xFF)
+ {
+ npc->cond = 0;
+ SetCaret(npc->x, npc->y, 2, 0);
+ }
+
+ npc->y += npc->ym;
+ npc->x += npc->xm;
+
+ RECT rect_left[3];
+
+ rect_left[0] = {0, 48, 16, 64};
+ rect_left[1] = {16, 48, 32, 64};
+ rect_left[2] = {32, 48, 48, 64};
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+
+ if (++npc->ani_no > 2)
+ npc->ani_no = 0;
+ }
+
+ npc->rect = rect_left[npc->ani_no];
+
+ if (++npc->count1 > 300)
+ {
+ npc->cond = 0;
+ SetCaret(npc->x, npc->y, 2, 0);
+ }
+}
+
+//Boss Misery energy shot
+void ActNpc249(NPCHAR *npc)
+{
+ RECT rc[2];
+
+ rc[0] = {48, 48, 64, 64};
+ rc[1] = {64, 48, 80, 64};
+
+ if (++npc->act_wait > 8)
+ npc->cond = 0;
+
+ if (npc->direct == 0)
+ {
+ npc->rect = rc[0];
+ npc->x -= 1024;
+ }
+ else
+ {
+ npc->rect = rc[1];
+ npc->x += 1024;
+ }
+}
+
+//Boss Misery lightning ball
+void ActNpc250(NPCHAR *npc)
+{
+ RECT rc[3];
+
+ rc[0] = {0, 32, 16, 48};
+ rc[1] = {16, 32, 32, 48};
+ rc[2] = {32, 32, 48, 48};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->tgt_y = npc->y;
+ npc->xm = 0;
+ npc->ym = -0x200;
+ // Fallthrough
+ case 1:
+ if (gMC.x > npc->x)
+ npc->xm += 0x10;
+ else
+ npc->xm -= 0x10;
+
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x20;
+ else
+ npc->ym -= 0x20;
+
+ 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;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y)
+ npc->act_no = 10;
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 11:
+ if (++npc->act_wait > 10)
+ {
+ SetNpChar(251, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+ PlaySoundObject(101, 1);
+ npc->cond = 0;
+ return;
+ }
+
+ if (npc->act_wait / 2 % 2)
+ npc->ani_no = 2;
+ else
+ npc->ani_no = 1;
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Boss Misery lightning
+void ActNpc251(NPCHAR *npc)
+{
+ RECT rc[2];
+
+ rc[0] = {80, 32, 96, 64};
+ rc[1] = {96, 32, 112, 64};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (++npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ npc->y += 0x1000;
+
+ if (npc->flag & 0xFF)
+ {
+ SetDestroyNpChar(npc->x, npc->y, npc->view.back, 3);
+ npc->cond = 0;
+ }
+
+ break;
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Boss Misery bats
+void ActNpc252(NPCHAR *npc)
+{
+ RECT rcLeft[4];
+ RECT rcRight[4];
+
+ rcLeft[0] = {48, 32, 64, 48};
+ rcLeft[1] = {112, 32, 128, 48};
+ rcLeft[2] = {128, 32, 144, 48};
+ rcLeft[3] = {144, 32, 160, 48};
+
+ rcRight[0] = {48, 32, 64, 48};
+ rcRight[1] = {112, 48, 128, 64};
+ rcRight[2] = {128, 48, 144, 64};
+ rcRight[3] = {144, 48, 160, 64};
+
+ unsigned char deg;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->act_wait = 0;
+ npc->count1 = npc->direct;
+ // Fallthrough
+ case 1:
+ npc->count1 += 2;
+ npc->count1 &= 0xFF;
+
+ deg = npc->count1;
+
+ if ( npc->act_wait < 192 )
+ ++npc->act_wait;
+
+ npc->x = npc->pNpc->x + npc->act_wait * GetCos(deg) / 4;
+ npc->y = npc->pNpc->y + npc->act_wait * GetSin(deg) / 4;
+
+ if (npc->pNpc->act_no == 151)
+ {
+ npc->act_no = 10;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->bits |= 0x20;
+ npc->bits &= ~4;
+ npc->bits &= ~8;
+
+ deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
+ deg += Random(-3, 3);
+ npc->xm = GetCos(deg);
+ npc->ym = GetSin(deg);
+
+ npc->ani_no = 1;
+ npc->ani_wait = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ // Fallthrough
+ case 11:
+ 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);
+ npc->cond = 0;
+ }
+
+ if (++npc->ani_wait > 4)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 1;
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
//EXP capsule
void ActNpc253(NPCHAR *npc)
{
--- a/src/NpcAct260.cpp
+++ b/src/NpcAct260.cpp
@@ -12,6 +12,205 @@
#include "Map.h"
#include "Frame.h"
+//Igor (enemy)
+void ActNpc268(NPCHAR *npc)
+{
+ RECT rcLeft[10];
+ RECT rcRight[10];
+
+ rcLeft[0] = {0, 0, 40, 40};
+ rcLeft[1] = {40, 0, 80, 40};
+ rcLeft[2] = {80, 0, 120, 40};
+ rcLeft[3] = {0, 0, 40, 40};
+ rcLeft[4] = {120, 0, 160, 40};
+ rcLeft[5] = {0, 0, 40, 40};
+ rcLeft[6] = {40, 80, 80, 120};
+ rcLeft[7] = {0, 80, 40, 120};
+ rcLeft[8] = {240, 0, 280, 40};
+ rcLeft[9] = {280, 0, 320, 40};
+
+ rcRight[0] = {0, 40, 40, 80};
+ rcRight[1] = {40, 40, 80, 80};
+ rcRight[2] = {80, 40, 120, 80};
+ rcRight[3] = {0, 40, 40, 80};
+ rcRight[4] = {120, 40, 160, 80};
+ rcRight[5] = {0, 40, 40, 80};
+ rcRight[6] = {160, 80, 200, 120};
+ rcRight[7] = {120, 80, 160, 120};
+ rcRight[8] = {240, 40, 280, 80};
+ rcRight[9] = {280, 40, 320, 80};
+
+ if (npc->x < gMC.x - 0x28000 || npc->x > gMC.x + 0x28000 || npc->y < gMC.y - 0x1E000 || npc->y > gMC.y + 0x1E000)
+ npc->act_no = 1;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y += 0x1000;
+ // Fallthrough
+ case 1:
+ if (++npc->ani_wait > 20)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (npc->x < gMC.x + 0xE000 && npc->x > gMC.x - 0xE000 && npc->x < gMC.x + 0x6000 && npc->x > gMC.x - 0xE000)
+ npc->act_no = 10;
+
+ if (npc->shock)
+ npc->act_no = 10;
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ // Fallthrough
+ case 11:
+ if (npc->direct == 0)
+ npc->xm = -0x200;
+ else
+ npc->xm = 0x200;
+
+ if (npc->x < gMC.x + 0x8000 && npc->x > gMC.x - 0x8000)
+ {
+ npc->act_no = 20;
+ npc->act_wait = 0;
+ }
+
+ if (npc->xm < 0 && npc->flag & 1)
+ {
+ npc->act_no = 20;
+ npc->act_wait = 0;
+ }
+
+ if (npc->xm > 0 && npc->flag & 4)
+ {
+ npc->act_no = 20;
+ npc->act_wait = 0;
+ }
+
+ if (++npc->ani_wait > 4)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 5)
+ npc->ani_no = 2;
+
+ break;
+
+ case 20:
+ npc->xm = 0;
+ npc->ani_no = 6;
+
+ if (++npc->act_wait > 10)
+ {
+ npc->act_no = 30;
+ npc->ym = -0x5FF;
+
+ if (npc->direct == 0)
+ npc->xm = -0x200;
+ else
+ npc->xm = 0x200;
+
+ PlaySoundObject(108, 1);
+ }
+
+ break;
+
+ case 30:
+ npc->ani_no = 7;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 40;
+ npc->act_wait = 0;
+ SetQuake(20);
+ PlaySoundObject(26, 1);
+ }
+
+ break;
+
+ case 40:
+ npc->xm = 0;
+ npc->ani_no = 6;
+
+ if (++npc->act_wait > 30)
+ npc->act_no = 50;
+
+ break;
+
+ case 50:
+ npc->act_no = 51;
+ npc->act_wait = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ // Fallthrough
+ case 51:
+ if (++npc->act_wait > 30 && npc->act_wait % 4 == 1)
+ {
+ unsigned char deg;
+
+ if (npc->direct == 0)
+ deg = -120;
+ else
+ deg = -8;
+
+ deg += Random(-0x10, 0x10);
+ const int ym = 5 * GetSin(deg);
+ const int xm = 5 * GetCos(deg);
+ SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
+ PlaySoundObject(12, 1);
+ }
+
+ if (npc->act_wait < 50 && npc->act_wait / 2 % 2)
+ npc->ani_no = 9;
+ else
+ npc->ani_no = 8;
+
+ if (npc->act_wait > 82)
+ {
+ npc->act_no = 10;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ break;
+ }
+
+ npc->ym += 0x33;
+ 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];
+}
+
// Ironhead block
void ActNpc271(NPCHAR *npc)
{
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -303,12 +303,12 @@
ActNpc244,
ActNpc245,
ActNpc246,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc247,
+ ActNpc248,
+ ActNpc249,
+ ActNpc250,
+ ActNpc251,
+ ActNpc252,
ActNpc253,
ActNpc254,
ActNpc255,
@@ -324,7 +324,7 @@
nullptr,
nullptr,
nullptr,
- nullptr,
+ ActNpc268,
nullptr,
nullptr,
ActNpc271,