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,