shithub: cstory

Download patch

ref: b5ebf7a54f416c88effbad5b07f777f580fabe68
parent: 461c28a0a8499cdfe41d7ae3bcd2b6ffe4c67d75
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu Feb 7 19:24:03 EST 2019

More NPCs

--- a/src/Bullet.cpp
+++ b/src/Bullet.cpp
@@ -2331,3 +2331,35 @@
 		}
 	}
 }
+
+bool IsActiveSomeBullet(void)
+{
+	for (int i = 0; i < 0x40; ++i)
+	{
+		if (gBul[i].cond & 0x80)
+		{
+			switch (gBul[i].code_bullet)
+			{
+				case 0xD:
+				case 0xE:
+				case 0xF:
+				case 0x10:
+				case 0x11:
+				case 0x12:
+				case 0x17:
+				case 0x19:
+				case 0x1A:
+				case 0x1B:
+				case 0x1C:
+				case 0x1D:
+				case 0x1E:
+				case 0x1F:
+				case 0x20:
+				case 0x21:
+					return true;
+			}
+		}
+	}
+
+	return false;
+}
\ No newline at end of file
--- a/src/Bullet.h
+++ b/src/Bullet.h
@@ -56,3 +56,4 @@
 void PutBullet(int fx, int fy);
 void SetBullet(int no, int x, int y, int dir);
 void ActBullet();
+bool IsActiveSomeBullet(void);
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -250,6 +250,7 @@
 void ActNpc272(NPCHAR *npc);
 void ActNpc273(NPCHAR *npc);
 void ActNpc274(NPCHAR *npc);
+void ActNpc275(NPCHAR *npc);
 
 void ActNpc278(NPCHAR *npc);
 
@@ -262,6 +263,10 @@
 void ActNpc302(NPCHAR *npc);
 
 void ActNpc308(NPCHAR *npc);
+
+void ActNpc313(NPCHAR *npc);
+void ActNpc314(NPCHAR *npc);
+void ActNpc315(NPCHAR *npc);
 
 void ActNpc334(NPCHAR *npc);
 void ActNpc335(NPCHAR *npc);
--- a/src/NpcAct260.cpp
+++ b/src/NpcAct260.cpp
@@ -269,6 +269,65 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
+//Puppy (plantation)
+void ActNpc275(NPCHAR *npc)
+{
+	RECT rcRight[4];
+
+	rcRight[0] = {272, 80, 288, 96};
+	rcRight[1] = {288, 80, 304, 96};
+	rcRight[2] = {272, 80, 288, 96};
+	rcRight[3] = {304, 80, 320, 96};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 1:
+			if (Random(0, 120) == 10)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			if (gMC.x > npc->x - 0x8000 && gMC.x < npc->x + 0x8000 && gMC.y > npc->y - 0x4000 && gMC.y < npc->y + 0x2000)
+			{
+				if (++npc->ani_wait > 3)
+				{
+					npc->ani_wait = 0;
+					++npc->ani_no;
+				}
+
+				if (npc->ani_no > 3)
+					npc->ani_no = 2;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+	}
+
+	npc->ym += 0x40;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	npc->rect = rcRight[npc->ani_no];
+}
+
 //Little family
 void ActNpc278(NPCHAR *npc)
 {
--- a/src/NpcAct300.cpp
+++ b/src/NpcAct300.cpp
@@ -10,6 +10,9 @@
 #include "Triangle.h"
 #include "Caret.h"
 #include "Boss.h"
+#include "Frame.h"
+#include "Map.h"
+#include "Bullet.h"
 
 //Demon crown (opening)
 void ActNpc300(NPCHAR *npc)
@@ -205,4 +208,565 @@
 		npc->rect = rcLeft[npc->ani_no];
 	else
 		npc->rect = rcRight[npc->ani_no];
+}
+
+//Ma Pignon
+void ActNpc313(NPCHAR *npc)
+{
+	RECT rcLeft[14];
+	RECT rcRight[14];
+
+	rcLeft[0] = {128, 0, 144, 16};
+	rcLeft[1] = {144, 0, 160, 16};
+	rcLeft[2] = {160, 0, 176, 16};
+	rcLeft[3] = {176, 0, 192, 16};
+	rcLeft[4] = {192, 0, 208, 16};
+	rcLeft[5] = {208, 0, 224, 16};
+	rcLeft[6] = {224, 0, 240, 16};
+	rcLeft[7] = {240, 0, 256, 16};
+	rcLeft[8] = {256, 0, 272, 16};
+	rcLeft[9] = {272, 0, 288, 16};
+	rcLeft[10] = {288, 0, 304, 16};
+	rcLeft[11] = {128, 0, 144, 16};
+	rcLeft[12] = {176, 0, 192, 16};
+	rcLeft[13] = {304, 0, 320, 16};
+
+	rcRight[0] = {128, 16, 144, 32};
+	rcRight[1] = {144, 16, 160, 32};
+	rcRight[2] = {160, 16, 176, 32};
+	rcRight[3] = {176, 16, 192, 32};
+	rcRight[4] = {192, 16, 208, 32};
+	rcRight[5] = {208, 16, 224, 32};
+	rcRight[6] = {224, 16, 240, 32};
+	rcRight[7] = {240, 16, 256, 32};
+	rcRight[8] = {256, 16, 272, 32};
+	rcRight[9] = {272, 16, 288, 32};
+	rcRight[10] = {288, 16, 304, 32};
+	rcRight[11] = {128, 16, 144, 32};
+	rcRight[12] = {176, 16, 192, 32};
+	rcRight[13] = {304, 16, 320, 32};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			npc->y += 0x800;
+			// Fallthrough
+		case 1:
+			npc->ym += 0x40;
+
+			if (Random(0, 120) == 10)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			if (gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000)
+			{
+				if (gMC.x < npc->x)
+					npc->direct = 0;
+				else
+					npc->direct = 2;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+
+		case 100:
+			npc->act_no = 110;
+			npc->act_wait = 0;
+			npc->count1 = 0;
+			npc->bits |= 0x20;
+			// Fallthrough
+		case 110:
+			npc->damage = 1;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			npc->ani_no = 0;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 120;
+
+				if (++npc->count2 > 12)
+				{
+					npc->count2 = 0;
+					npc->act_no = 300;
+				}
+			}
+
+			break;
+
+		case 120:
+			npc->ani_no = 2;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_no = 130;
+				npc->ani_no = 3;
+				npc->xm = 2 * Random(-0x200, 0x200);
+				npc->ym = -0x800;
+				PlaySoundObject(30, 1);
+				++npc->count1;
+			}
+
+			break;
+
+		case 130:
+			npc->ym += 0x80;
+
+			if (npc->y > 0x10000)
+				npc->bits &= ~8;
+
+			if (npc->xm < 0 && npc->flag & 1)
+				npc->xm = -npc->xm;
+			if (npc->xm > 0 && npc->flag & 4)
+				npc->xm = -npc->xm;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			if (npc->ym < -0x200)
+				npc->ani_no = 3;
+			else if (npc->ym > 0x200)
+				npc->ani_no = 4;
+			else
+				npc->ani_no = 0;
+
+			if (npc->flag & 8)
+			{
+				npc->act_no = 140;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+				npc->xm = 0;
+			}
+
+			if (npc->count1 > 4 && gMC.y < npc->y + 0x800)
+			{
+				npc->act_no = 200;
+				npc->act_wait = 0;
+				npc->xm = 0;
+				npc->ym = 0;
+			}
+
+			break;
+
+		case 140:
+			npc->ani_no = 2;
+
+			if (++npc->act_wait > 4)
+				npc->act_no = 110;
+
+			break;
+
+		case 200:
+			npc->ani_no = 5;
+
+			if (++npc->act_wait > 10)
+			{
+				npc->act_no = 210;
+				npc->ani_no = 6;
+
+				if (npc->direct == 0)
+					npc->xm = -0x5FF;
+				else
+					npc->xm = 0x5FF;
+
+				PlaySoundObject(25, 1);
+				npc->bits &= ~0x20;
+				npc->bits |= 4;
+				npc->damage = 10;
+			}
+
+			break;
+
+		case 210:
+			if (++npc->ani_no > 7)
+				npc->ani_no = 6;
+
+			if (npc->xm < 0 && npc->flag & 1)
+				npc->act_no = 220;
+			if (npc->xm > 0 && npc->flag & 4)
+				npc->act_no = 220;
+
+			break;
+
+		case 220:
+			npc->act_no = 221;
+			npc->act_wait = 0;
+			SetQuake(16);
+			PlaySoundObject(26, 1);
+			npc->damage = 4;
+			// Fallthrough
+		case 221:
+			if (++npc->ani_no > 7)
+				npc->ani_no = 6;
+
+			if (++npc->act_wait % 6 == 0)
+				SetNpChar(314, Random(4, 16) * 0x2000, 0x2000, 0, 0, 0, 0, 0x100);
+
+			if (npc->act_wait > 30)
+			{
+				npc->count1 = 0;
+				npc->act_no = 130;
+				npc->bits |= 0x20;
+				npc->bits &= ~4;
+				npc->damage = 3;
+			}
+
+			break;
+
+		case 300:
+			npc->act_no = 301;
+			npc->ani_no = 9;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+			// Fallthrough
+		case 301:
+			if (++npc->ani_no > 11)
+				npc->ani_no = 9;
+
+			if (npc->direct == 0)
+				npc->xm = -0x400;
+			else
+				npc->xm = 0x400;
+
+			if (gMC.x > npc->x - 0x800 && gMC.x < npc->x + 0x800)
+			{
+				npc->act_no = 310;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+				npc->xm = 0;
+			}
+
+			break;
+
+		case 310:
+			npc->ani_no = 2;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_no = 320;
+				npc->ani_no = 12;
+				npc->ym = -0x800;
+				PlaySoundObject(25, 1);
+				npc->bits |= 8;
+				npc->bits &= ~0x20;
+				npc->bits |= 4;
+				npc->damage = 10;
+			}
+
+			break;
+
+		case 320:
+			if (++npc->ani_no > 13)
+				npc->ani_no = 12;
+
+			if (npc->y < 0x2000)
+				npc->act_no = 330;
+
+			break;
+
+		case 330:
+			npc->ym = 0;
+			npc->act_no = 331;
+			npc->act_wait = 0;
+			SetQuake(16);
+			PlaySoundObject(26, 1);
+			// Fallthrough
+		case 331:
+			if (++npc->ani_no > 13)
+				npc->ani_no = 12;
+
+			if (++npc->act_wait % 6 == 0)
+				SetNpChar(315, Random(4, 16) * 0x2000, 0, 0, 0, 0, 0, 0x100);
+
+			if (npc->act_wait > 30)
+			{
+				npc->count1 = 0;
+				npc->act_no = 130;
+				npc->bits |= 0x20;
+				npc->bits &= ~4;
+				npc->damage = 3;
+			}
+
+			break;
+
+		case 500:
+			npc->bits &= ~0x20;
+			npc->act_no = 501;
+			npc->act_wait = 0;
+			npc->ani_no = 8;
+			npc->tgt_x = npc->x;
+			npc->damage = 0;
+			DeleteNpCharCode(315, 1);
+			// Fallthrough
+		case 501:
+			npc->ym += 0x20;
+
+			if (++npc->act_wait % 2)
+				npc->x = npc->tgt_x;
+			else
+				npc->x = npc->tgt_x + 0x200;
+
+			break;
+	}
+
+	if (npc->act_no > 100 && npc->act_no < 500 && npc->act_no != 210 && npc->act_no != 320)
+	{
+		if (IsActiveSomeBullet())
+		{
+			npc->bits &= ~0x20;
+			npc->bits |= 4;
+		}
+		else
+		{
+			npc->bits |= 0x20;
+			npc->bits &= ~4;
+		}
+	}
+
+	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];
+}
+
+//Ma Pignon rock
+void ActNpc314(NPCHAR *npc)
+{
+	RECT rc[3];
+
+	rc[0] = {64, 64, 80, 80};
+	rc[1] = {80, 64, 96, 80};
+	rc[2] = {96, 64, 112, 80};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->count2 = 0;
+			npc->act_no = 100;
+			npc->bits |= 4;
+			npc->ani_no = Random(0, 2);
+			// Fallthrough
+		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(12, 1);
+				SetQuake(10);
+
+				for (int i = 0; i < 2; ++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 * 0x2000) + 0x4000)
+			{
+				npc->cond = 0;
+				return;
+			}
+
+			break;
+	}
+
+	if (++npc->ani_wait > 6)
+	{
+		++npc->ani_wait;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 2)
+		npc->ani_no = 0;
+
+	if (gMC.y > npc->y)
+		npc->damage = 10;
+	else
+		npc->damage = 0;
+
+	npc->y += npc->ym;
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Ma Pignon clone
+void ActNpc315(NPCHAR *npc)
+{
+	RECT rcLeft[4];
+	RECT rcRight[4];
+
+	rcLeft[0] = {128, 0, 144, 16};
+	rcLeft[1] = {160, 0, 176, 16};
+	rcLeft[2] = {176, 0, 192, 16};
+	rcLeft[3] = {192, 0, 208, 16};
+
+	rcRight[0] = {128, 16, 144, 32};
+	rcRight[1] = {160, 16, 176, 32};
+	rcRight[2] = {176, 16, 192, 32};
+	rcRight[3] = {192, 16, 208, 32};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->ani_no = 3;
+			npc->ym += 0x80;
+
+			if (npc->y > 0x10000)
+			{
+				npc->act_no = 130;
+				npc->bits &= ~8;
+			}
+
+			break;
+
+		case 100:
+			npc->act_no = 110;
+			npc->act_wait = 0;
+			npc->count1 = 0;
+			npc->bits |= 0x20;
+			// Fallthrough
+		case 110:
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			npc->ani_no = 0;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 120;
+			}
+
+			break;
+
+		case 120:
+			npc->ani_no = 1;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_no = 130;
+				npc->ani_no = 3;
+				npc->xm = 2 * Random(-0x200, 0x200);
+				npc->ym = -0x800;
+				PlaySoundObject(30, 1);
+			}
+
+			break;
+
+		case 130:
+			npc->ym += 0x80;
+
+			if (npc->xm < 0 && npc->flag & 1)
+				npc->xm = -npc->xm;
+			if (npc->xm > 0 && npc->flag & 4)
+				npc->xm = -npc->xm;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			if (npc->ym < -0x200)
+				npc->ani_no = 2;
+			else if (npc->ym > 0x200)
+				npc->ani_no = 0;
+			else
+				npc->ani_no = 3;
+
+			if (npc->flag & 8)
+			{
+				npc->act_no = 140;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+				npc->xm = 0;
+			}
+
+			break;
+
+		case 140:
+			npc->ani_no = 1;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_no = 110;
+				npc->bits |= 0x20;
+			}
+
+			break;
+	}
+
+	if (npc->act_no > 100)
+	{
+		if (IsActiveSomeBullet())
+		{
+			npc->bits &= ~0x20;
+			npc->bits |= 4;
+		}
+		else
+		{
+			npc->bits |= 0x20;
+			npc->bits &= ~4;
+		}
+	}
+
+	if (++npc->count2 > 300)
+	{
+		VanishNpChar(npc);
+	}
+	else
+	{
+		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];
+	}
 }
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -331,9 +331,9 @@
 	ActNpc272,
 	ActNpc273,
 	ActNpc274,
+	ActNpc275,
 	nullptr,
 	nullptr,
-	nullptr,
 	ActNpc278,
 	nullptr,
 	nullptr,
@@ -369,9 +369,9 @@
 	nullptr,
 	nullptr,
 	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
+	ActNpc313,
+	ActNpc314,
+	ActNpc315,
 	nullptr,
 	nullptr,
 	nullptr,