shithub: cstory

Download patch

ref: 8954e9aaca1e08ba86fbd476925cf051f5047e71
parent: d1120d793bc304c0d4d52c10e4c3970f863b9510
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu Jan 31 08:26:59 EST 2019

More NPCs, and added Flash.cpp

--- a/Makefile
+++ b/Makefile
@@ -50,6 +50,7 @@
 	Escape \
 	Fade \
 	Flags \
+	Flash \
 	Font \
 	Frame \
 	Game \
--- /dev/null
+++ b/src/Flash.cpp
@@ -1,0 +1,153 @@
+#include "Flash.h"
+
+#include "Draw.h"
+#include "WindowsWrapper.h"
+
+static struct
+{
+	int mode;
+	int act_no;
+	bool flag;
+	int cnt;
+	int width;
+	int x;
+	int y;
+	RECT rect1;
+	RECT rect2;
+} flash;
+
+static unsigned long gFlashColor;
+
+void InitFlash(void)
+{
+	gFlashColor = 0xFEFFFF;
+}
+
+void SetFlash(int x, int y, int mode)
+{
+	flash.act_no = 0;
+	flash.flag = true;
+	flash.x = x;
+	flash.y = y;
+	flash.mode = mode;
+	flash.cnt = 0;
+	flash.width = 0;
+}
+
+void ActFlash_Explosion(int flx, int fly)
+{
+	if (flash.act_no == 0)
+	{
+		flash.cnt += 0x200;
+		flash.width += flash.cnt;
+
+		int right = (flash.x - flx - flash.width) / 0x200;
+		int left = (flash.y - fly - flash.width) / 0x200;
+		int top = (flash.width + flash.x - flx) / 0x200;
+		int bottom = (flash.width + flash.y - fly) / 0x200;
+
+		if (right < 0)
+			right = 0;
+		if (left < 0)
+			left = 0;
+		if (top > 320)
+			top = 320;
+		if (bottom > 240)
+			bottom = 240;
+
+		flash.rect1.left = right;
+		flash.rect1.right = top;
+		flash.rect1.top = 0;
+		flash.rect1.bottom = 240;
+
+		flash.rect2.left = 0;
+		flash.rect2.right = 320;
+		flash.rect2.top = left;
+		flash.rect2.bottom = bottom;
+
+		if (flash.width > 0xA0000)
+		{
+			flash.act_no = 1;
+			flash.cnt = 0;
+			flash.width = 0x1E000;
+		}
+	}
+	else if (flash.act_no == 1)
+	{
+		flash.width -= flash.width / 8;
+
+		if ((flash.width / 0x100) == 0)
+			flash.flag = false;
+
+		int top = (flash.y - fly - flash.width) / 0x200;
+		if (top < 0)
+			top = 0;
+
+		int bottom = (flash.width + flash.y - fly) / 0x200;
+		if (bottom > 240)
+			bottom = 240;
+
+		flash.rect1.left = 0;
+		flash.rect1.right = 0;
+		flash.rect1.top = 0;
+		flash.rect1.bottom = 0;
+
+		flash.rect2.top = top;
+		flash.rect2.bottom = bottom;
+		flash.rect2.left = 0;
+		flash.rect2.right = 320;
+	}
+}
+
+void ActFlash_Flash(void)
+{
+	++flash.cnt;
+
+	flash.rect1.left = 0;
+	flash.rect1.right = 0;
+	flash.rect1.top = 0;
+	flash.rect1.bottom = 0;
+
+	if (flash.cnt / 2 % 2)
+	{
+		flash.rect2.top = 0;
+		flash.rect2.bottom = 240;
+		flash.rect2.left = 0;
+		flash.rect2.right = 320;
+	}
+	else
+	{
+		flash.rect2.left = 0;
+		flash.rect2.right = 0;
+		flash.rect2.top = 0;
+		flash.rect2.bottom = 0;
+	}
+
+	if (flash.cnt > 20)
+		flash.flag = false;
+}
+
+void ActFlash(int flx, int fly)
+{
+	if (flash.flag)
+	{
+		if (flash.mode == 1)
+			ActFlash_Explosion(flx, fly);
+		else if (flash.mode == 2)
+			ActFlash_Flash();
+	}
+}
+
+void PutFlash(void)
+{
+	if (flash.flag)
+	{
+		CortBox(&flash.rect1, gFlashColor);
+		CortBox(&flash.rect2, gFlashColor);
+	}
+}
+
+void ResetFlash(void)
+{
+	flash.flag = false;
+}
--- /dev/null
+++ b/src/Flash.h
@@ -1,0 +1,9 @@
+#pragma once
+
+void InitFlash(void);
+void SetFlash(int x, int y, int mode);
+void ActFlash_Explosion(int flx, int fly);
+void ActFlash_Flash(void);
+void ActFlash(int flx, int fly);
+void PutFlash(void);
+void ResetFlash(void);
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -36,6 +36,7 @@
 #include "ValueView.h"
 #include "Draw.h"
 #include "Ending.h"
+#include "Flash.h"
 
 int g_GameFlags;
 int gCounter;
@@ -101,7 +102,7 @@
 	InitCaret();
 	//InitStar();
 	InitFade();
-	//InitFlash();
+	InitFlash();
 	//InitBossLife();
 	ChangeMusic(0);
 	TransferStage(72, 100, 3, 3);
@@ -434,7 +435,7 @@
 	InitCaret();
 	//InitStar();
 	InitFade();
-	//InitFlash();
+	InitFlash();
 	ClearArmsData();
 	ClearItemData();
 	//ClearPermitStage();
@@ -485,7 +486,7 @@
 				ActBullet();
 				ActCaret();
 				MoveFrame3();
-				//ActFlash(frame_x, frame_y);
+				ActFlash(frame_x, frame_y);
 				
 				if (g_GameFlags & 2)
 					AnimationMyChar(true);
@@ -513,7 +514,7 @@
 			PutMapDataVector(frame_x, frame_y);
 			PutStage_Front(frame_x, frame_y);
 			PutFront(frame_x, frame_y);
-			//PutFlash();
+			PutFlash();
 			PutCaret(frame_x, frame_y);
 			PutValueView(frame_x, frame_y);
 			//PutBossLife();
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -16,7 +16,7 @@
 void ActNpc016(NPCHAR *npc);
 void ActNpc017(NPCHAR *npc);
 void ActNpc018(NPCHAR *npc);
-
+void ActNpc019(NPCHAR *npc);
 void ActNpc020(NPCHAR *npc);
 void ActNpc021(NPCHAR *npc);
 void ActNpc022(NPCHAR *npc);
@@ -36,6 +36,7 @@
 void ActNpc038(NPCHAR *npc);
 void ActNpc039(NPCHAR *npc);
 
+void ActNpc041(NPCHAR *npc);
 void ActNpc042(NPCHAR *npc);
 void ActNpc043(NPCHAR *npc);
 
@@ -46,10 +47,12 @@
 void ActNpc060(NPCHAR *npc);
 void ActNpc061(NPCHAR *npc);
 void ActNpc062(NPCHAR *npc);
-
+void ActNpc063(NPCHAR *npc);
 void ActNpc064(NPCHAR *npc);
 void ActNpc065(NPCHAR *npc);
-
+void ActNpc066(NPCHAR *npc);
+void ActNpc067(NPCHAR *npc);
+void ActNpc068(NPCHAR *npc);
 void ActNpc069(NPCHAR *npc);
 void ActNpc070(NPCHAR *npc);
 void ActNpc071(NPCHAR *npc);
--- a/src/NpcAct000.cpp
+++ b/src/NpcAct000.cpp
@@ -8,6 +8,7 @@
 #include "Sound.h"
 #include "Back.h"
 #include "Triangle.h"
+#include "Frame.h"
 
 //Null
 void ActNpc000(NPCHAR *npc)
@@ -1019,4 +1020,92 @@
 			npc->rect = rect[0];
 			break;
 	}
-}
\ No newline at end of file
+}
+
+// Balrog (burst)
+void ActNpc019(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			for (int i = 0; i < 0x10; ++i)
+				SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+			npc->y += 0x1400;
+			npc->act_no = 1;
+			npc->ani_no = 3;
+			npc->ym = -0x100;
+			PlaySoundObject(12, 1);
+			PlaySoundObject(26, 1);
+			SetQuake(30);
+			// Fallthrough
+		case 1:
+			npc->ym += 0x10;
+
+			if (npc->ym > 0 && npc->flag & 8)
+			{
+				npc->act_no = 2;
+				npc->ani_no = 2;
+				npc->act_wait = 0;
+				PlaySoundObject(26, 1);
+				SetQuake(30);
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 0x10)
+			{
+				npc->act_no = 3;
+				npc->ani_no = 0;
+				npc->ani_wait = 0;
+			}
+
+			break;
+
+		case 3:
+			if (Random(0, 100) == 0)
+			{
+				npc->act_no = 4;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 4:
+			if (++npc->act_wait > 0x10)
+			{
+				npc->act_no = 3;
+				npc->ani_no = 0;
+			}
+
+			break;
+	}
+
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+	if (npc->ym < -0x5FF)
+		npc->ym = -0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	RECT rect_left[4];
+	RECT rect_right[4];
+
+	rect_left[0] = {0, 0, 40, 24};
+	rect_left[1] = {160, 0, 200, 24};
+	rect_left[2] = {80, 0, 120, 24};
+	rect_left[3] = {120, 0, 160, 24};
+
+	rect_right[0] = {0, 24, 40, 48};
+	rect_right[1] = {160, 24, 200, 48};
+	rect_right[2] = {80, 24, 120, 48};
+	rect_right[3] = {120, 24, 160, 48};
+
+	if (npc->direct == 0)
+		npc->rect = rect_left[npc->ani_no];
+	else
+		npc->rect = rect_right[npc->ani_no];
+}
--- a/src/NpcAct040.cpp
+++ b/src/NpcAct040.cpp
@@ -9,7 +9,23 @@
 #include "Back.h"
 #include "Triangle.h"
 
-// Sue
+//Busted Door
+void ActNpc041(NPCHAR *npc)
+{
+	RECT rect[1];
+
+	rect[0] = {0, 80, 48, 112};
+
+	if (npc->act_no == 0)
+	{
+		++npc->act_no;
+		npc->y -= 0x2000;	// Move a tile up
+	}
+
+	npc->rect = rect[0];
+}
+
+//Sue
 void ActNpc042(NPCHAR *npc)
 {
 	RECT rcLeft[13];
--- a/src/NpcAct060.cpp
+++ b/src/NpcAct060.cpp
@@ -10,6 +10,9 @@
 #include "Triangle.h"
 #include "Map.h"
 #include "CommonDefines.h"
+#include "Frame.h"
+#include "MycParam.h"
+#include "Flash.h"
 
 //Toroko
 void ActNpc060(NPCHAR *npc)
@@ -481,6 +484,142 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
+//Toroko with stick
+void ActNpc063(NPCHAR *npc)
+{
+	RECT rcLeft[8];
+	RECT rcRight[6];
+
+	rcLeft[0] = {64, 64, 80, 80};
+	rcLeft[1] = {80, 64, 96, 80};
+	rcLeft[2] = {64, 64, 80, 80};
+	rcLeft[3] = {96, 64, 112, 80};
+	rcLeft[4] = {112, 64, 128, 80};
+	rcLeft[5] = {128, 64, 144, 80};
+
+	rcRight[0] = {64, 80, 80, 96};
+	rcRight[1] = {80, 80, 96, 96};
+	rcRight[2] = {64, 80, 80, 96};
+	rcRight[3] = {96, 80, 112, 96};
+	rcRight[4] = {112, 80, 128, 96};
+	rcRight[5] = {128, 80, 144, 96};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->act_wait = 0;
+			npc->ani_wait = 0;
+			npc->ym = -0x400;
+			// Fallthrough
+		case 1:
+			if (npc->ym > 0)
+				npc->bits &= ~8;
+
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 3)
+				npc->ani_no = 0;
+
+			if (npc->direct == 0)
+				npc->xm = -0x100;
+			else
+				npc->xm = 0x100;
+
+			if (npc->act_wait++ && npc->flag & 8)
+				npc->act_no = 2;
+
+			break;
+
+		case 2:
+			npc->act_no = 3;
+			npc->act_wait = 0;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 3:
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 3)
+				npc->ani_no = 0;
+
+			if (++npc->act_wait > 50)
+			{
+				npc->act_wait = 40;
+				npc->xm = -npc->xm;
+
+				if (npc->direct == 0)
+					npc->direct = 2;
+				else
+					npc->direct = 0;
+			}
+
+			if (npc->act_wait > 35)
+				npc->bits |= 0x20;
+
+			if (npc->direct == 0)
+				npc->xm -= 0x40;
+			else
+				npc->xm += 0x40;
+
+			if (npc->shock)
+			{
+				npc->act_no = 4;
+				npc->ani_no = 4;
+				npc->ym = -0x400;
+				npc->bits &= ~0x20;
+				npc->damage = 0;
+			}
+
+			break;
+
+		case 4:
+			if (npc->direct == 0)
+				npc->xm = -0x100;
+			else
+				npc->xm = 0x100;
+
+			if (npc->act_wait++ && npc->flag & 8)
+			{
+				npc->act_no = 5;
+				npc->bits |= 0x2000;
+			}
+
+			break;
+
+		case 5:
+			npc->xm = 0;
+			npc->ani_no = 5;
+			break;
+	}
+
+	npc->ym += 0x40;
+
+	if (npc->xm > 0x400)
+		npc->xm = 0x400;
+	if (npc->xm < -0x400)
+		npc->xm = -0x400;
+
+	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];
+}
+
 //First Cave Critter
 void ActNpc064(NPCHAR *npc)
 {
@@ -653,6 +792,475 @@
 
 	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];
+}
+
+//Misery bubble
+void ActNpc066(NPCHAR *npc)
+{
+	RECT rect[4];
+
+	rect[0] = {32, 192, 56, 216};
+	rect[1] = {56, 192, 80, 216};
+	rect[2] = {32, 216, 56, 240};
+	rect[3] = {56, 216, 80, 240};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			for (int a = 0; a < 0x200; ++a)
+			{
+				if (gNPC[a].code_event == 1000)
+				{
+					npc->tgt_x = gNPC[a].x;
+					npc->tgt_y = gNPC[a].y;
+					npc->count1 = a;
+					unsigned char deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
+					npc->xm = 2 * GetCos(deg);
+					npc->ym = 2 * GetSin(deg);
+					npc->act_no = 1;
+					break;
+				}
+			}
+			// Fallthrough
+		case 1:
+			if (++npc->ani_wait > 1)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			if (npc->tgt_x > npc->x - 0x600 && npc->tgt_x < npc->x + 0x600 && npc->tgt_y > npc->y - 0x600 && npc->tgt_y < npc->y + 0x600)
+			{
+				npc->act_no = 2;
+				npc->ani_no = 2;
+				gNPC[npc->count1].cond = 0;
+				PlaySoundObject(21, 1);
+			}
+
+			break;
+
+		case 2:
+			npc->xm -= 0x20;
+			npc->ym -= 0x20;
+
+			if (npc->xm < -0x5FF)
+				npc->xm = -0x5FF;
+			if (npc->ym < -0x5FF)
+				npc->ym = -0x5FF;
+
+			if (npc->y < -0x1000)
+				npc->cond = 0;
+
+			if (++npc->ani_wait > 3)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 3)
+				npc->ani_no = 2;
+
+			break;
+	}
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	npc->rect = rect[npc->ani_no];
+}
+
+//Misery (floating)
+void ActNpc067(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->tgt_x = npc->x;
+			npc->tgt_y = npc->y;
+			npc->ani_no = 0;
+			PlaySoundObject(29, 1);
+			// Fallthrough
+		case 1:
+			npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
+
+			if (++npc->act_wait == 0x20)
+				npc->act_no = 10;
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->act_wait = 0;
+			npc->ani_no = 0;
+			npc->ym = 0x200;
+			// Fallthrough
+
+		case 11:
+			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;
+
+			break;
+
+		case 13:
+			npc->ani_no = 1;
+
+			npc->ym += 0x40;
+			if (npc->ym > 0x5FF)
+				npc->ym = 0x5FF;
+
+			if (npc->flag & 8)
+			{
+				PlaySoundObject(23, 1);
+				npc->ym = 0;
+				npc->act_no = 14;
+				npc->bits |= 8;
+				npc->ani_no = 2;
+			}
+
+			break;
+
+		case 15:
+			npc->act_no = 16;
+			npc->act_wait = 0;
+			npc->ani_no = 4;
+			// Fallthrough
+		case 16:
+			if (++npc->act_wait == 30)
+			{
+				PlaySoundObject(21, 1);
+				SetNpChar(66, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0);
+			}
+
+			if (npc->act_wait == 50)
+				npc->act_no = 14;
+
+			break;
+
+		case 20:
+			npc->act_no = 21;
+			npc->ani_no = 0;
+			npc->ym = 0;
+			npc->bits |= 8;
+			// Fallthrough
+		case 21:
+			npc->ym -= 0x20;
+
+			if (npc->y < -0x1000)
+				npc->cond = 0;
+
+			break;
+
+		case 25:
+			npc->act_no = 26;
+			npc->act_wait = 0;
+			npc->ani_no = 5;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 26:
+			if (++npc->ani_no > 7)
+				npc->ani_no = 5;
+
+			if (++npc->act_wait == 30)
+			{
+				PlaySoundObject(101, 1);
+				SetFlash(0, 0, 2);
+				npc->act_no = 27;
+				npc->ani_no = 7;
+			}
+
+			break;
+
+		case 27:
+			if (++npc->act_wait == 50)
+				npc->act_no = 14;
+
+			break;
+	}
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	RECT rcLeft[8];
+	RECT rcRight[8];
+
+	rcLeft[0] = {80, 0, 96, 16};
+	rcLeft[1] = {96, 0, 112, 16};
+	rcLeft[2] = {112, 0, 128, 16};
+	rcLeft[3] = {128, 0, 144, 16};
+	rcLeft[4] = {144, 0, 160, 16};
+	rcLeft[5] = {160, 0, 176, 16};
+	rcLeft[6] = {176, 0, 192, 16};
+	rcLeft[7] = {144, 0, 160, 16};
+
+	rcRight[0] = {80, 16, 96, 32};
+	rcRight[1] = {96, 16, 112, 32};
+	rcRight[2] = {112, 16, 128, 32};
+	rcRight[3] = {128, 16, 144, 32};
+	rcRight[4] = {144, 16, 160, 32};
+	rcRight[5] = {160, 16, 176, 32};
+	rcRight[6] = {176, 16, 192, 32};
+	rcRight[7] = {144, 16, 160, 32};
+
+	if (npc->act_no == 11)
+	{
+		if (npc->ani_wait)
+		{
+			--npc->ani_wait;
+			npc->ani_no = 1;
+		}
+		else
+		{
+			if (Random(0, 100) == 1)
+				npc->ani_wait = 30;
+
+			npc->ani_no = 0;
+		}
+	}
+
+	if (npc->act_no == 14)
+	{
+		if (npc->ani_wait)
+		{
+			--npc->ani_wait;
+			npc->ani_no = 3;
+		}
+		else
+		{
+			if (Random(0, 100) == 1)
+				npc->ani_wait = 30;
+
+			npc->ani_no = 2;
+		}
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+
+	if (npc->act_no == 1 && npc->ani_wait < 32)
+		npc->rect.bottom = ++npc->ani_wait / 2 + npc->rect.bottom - 16;
+}
+
+//Balrog (running)
+void ActNpc068(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->act_wait = 30;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+			// Fallthrough
+		case 1:
+			if (--npc->act_wait == 0)
+			{
+				npc->act_no = 2;
+				++npc->count1;
+			}
+
+			break;
+
+		case 2:
+			npc->act_no = 3;
+			npc->act_wait = 0;
+			npc->ani_no = 1;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 3:
+			if (++npc->ani_wait > 3)
+			{
+				npc->ani_wait = 0;
+
+				if (++npc->ani_no == 2 || npc->ani_no == 4)
+					PlaySoundObject(23, 1);
+			}
+
+			if (npc->ani_no > 4)
+				npc->ani_no = 1;
+
+			if (npc->direct == 0)
+				npc->xm -= 0x10;
+			else
+				npc->xm += 0x10;
+
+			if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
+			{
+				npc->act_no = 10;
+				npc->ani_no = 5;
+				gMC.cond |= 2;
+				DamageMyChar(2);
+			}
+			else
+			{
+				++npc->act_wait;
+
+				if (npc->flag & 5 || npc->act_wait > 75)
+				{
+					npc->act_no = 9;
+					npc->ani_no = 0;
+				}
+				else if ((npc->count1 % 3) == 0 && npc->act_wait > 25)
+				{
+					npc->act_no = 4;
+					npc->ani_no = 7;
+					npc->ym = -0x400;
+				}
+			}
+
+			break;
+
+		case 4:
+			if (npc->flag & 8)
+			{
+				npc->act_no = 9;
+				npc->ani_no = 8;
+				SetQuake(30);
+				PlaySoundObject(26, 1);
+			}
+
+			if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
+			{
+				npc->act_no = 10;
+				npc->ani_no = 5;
+				gMC.cond |= 2;
+				DamageMyChar(2);
+			}
+
+			break;
+
+		case 9:
+			npc->xm = 4 * npc->xm / 5;
+
+			if (npc->xm == 0)
+				npc->act_no = 0;
+
+			break;
+
+		case 10:
+			gMC.x = npc->x;
+			gMC.y = npc->y;
+
+			npc->xm = 4 * npc->xm / 5;
+
+			if (npc->xm == 0)
+			{
+				npc->act_no = 11;
+				npc->act_wait = 0;
+				npc->ani_no = 5;
+				npc->ani_wait = 0;
+			}
+
+			break;
+
+		case 11:
+			gMC.x = npc->x;
+			gMC.y = npc->y;
+
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 6)
+				npc->ani_no = 5;
+
+			if (++npc->act_wait > 100)
+				npc->act_no = 20;
+
+			break;
+
+		case 20:
+			PlaySoundObject(25, 1);
+			gMC.cond &= ~2;
+
+			if (npc->direct == 0)
+			{
+				gMC.x += 0x800;
+				gMC.y -= 0x1000;
+				gMC.xm = 0x5FF;
+				gMC.ym = -0x200u;
+				gMC.direct = 2;
+				npc->direct = 2;
+			}
+			else
+			{
+				gMC.x -= 0x800;
+				gMC.y -= 0x1000;
+				gMC.xm = -0x5FFu;
+				gMC.ym = -0x200u;
+				gMC.direct = 0;
+				npc->direct = 0;
+			}
+
+			npc->act_no = 21;
+			npc->act_wait = 0;
+			npc->ani_no = 7;
+			// Fallthrough
+		case 21:
+			if (++npc->act_wait >= 50)
+				npc->act_no = 0;
+
+			break;
+	}
+
+	npc->ym += 0x20;
+
+	if (npc->xm < -0x400)
+		npc->xm = -0x400;
+	if (npc->xm > 0x400)
+		npc->xm = 0x400;
+
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	RECT rect_left[9];
+	RECT rect_right[9];
+
+	rect_left[0] = {0, 0, 40, 24};
+	rect_left[1] = {0, 48, 40, 72};
+	rect_left[2] = {0, 0, 40, 24};
+	rect_left[3] = {40, 48, 80, 72};
+	rect_left[4] = {0, 0, 40, 24};
+	rect_left[5] = {80, 48, 120, 72};
+	rect_left[6] = {120, 48, 160, 72};
+	rect_left[7] = {120, 0, 160, 24};
+	rect_left[8] = {80, 0, 120, 24};
+
+	rect_right[0] = {0, 24, 40, 48};
+	rect_right[1] = {0, 72, 40, 96};
+	rect_right[2] = {0, 24, 40, 48};
+	rect_right[3] = {40, 72, 80, 96};
+	rect_right[4] = {0, 24, 40, 48};
+	rect_right[5] = {80, 72, 120, 96};
+	rect_right[6] = {120, 72, 160, 96};
+	rect_right[7] = {120, 24, 160, 48};
+	rect_right[8] = {80, 24, 120, 48};
 
 	if (npc->direct == 0)
 		npc->rect = rect_left[npc->ani_no];
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -75,7 +75,7 @@
 	ActNpc016,
 	ActNpc017,
 	ActNpc018,
-	nullptr,
+	ActNpc019,
 	ActNpc020,
 	ActNpc021,
 	ActNpc022,
@@ -97,7 +97,7 @@
 	ActNpc038,
 	ActNpc039,
 	nullptr,
-	nullptr,
+	ActNpc041,
 	ActNpc042,
 	ActNpc043,
 	nullptr,
@@ -119,12 +119,12 @@
 	ActNpc060,
 	ActNpc061,
 	ActNpc062,
-	nullptr,
+	ActNpc063,
 	ActNpc064,
 	ActNpc065,
-	nullptr,
-	nullptr,
-	nullptr,
+	ActNpc066,
+	ActNpc067,
+	ActNpc068,
 	ActNpc069,
 	ActNpc070,
 	ActNpc071,
--- a/src/Stage.cpp
+++ b/src/Stage.cpp
@@ -18,6 +18,7 @@
 #include "ValueView.h"
 #include "Back.h"
 #include "Stage.h"
+#include "Flash.h"
 
 #ifdef JAPANESE
 #define STAGE_ENTRY(parts, map, bkType, back, npc, boss, boss_no, name_en, name_jp) {parts, map, bkType, back, npc, boss, boss_no, name_jp}
@@ -195,7 +196,7 @@
 		ClearValueView();
 		ResetQuake();
 		//InitBossChar(gTMT[no].boss_no);
-		//ResetFlash();
+		ResetFlash();
 		gStageNo = no;
 		return true;
 	}
--