ref: be548944e7e3c5459330847268957cd5edea0d46
parent: 00ed53ea95cbee87f7fe3b802c1f584c4e72a1e6
author: Clownacy <Clownacy@users.noreply.github.com>
date: Mon Feb 4 10:23:08 EST 2019
More Grasstown NPCs
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -37,6 +37,7 @@
void ActNpc032(NPCHAR *npc);
void ActNpc034(NPCHAR *npc);
+void ActNpc035(NPCHAR *npc);
void ActNpc037(NPCHAR *npc);
void ActNpc038(NPCHAR *npc);
@@ -92,9 +93,17 @@
void ActNpc097(NPCHAR *npc);
void ActNpc098(NPCHAR *npc);
void ActNpc099(NPCHAR *npc);
+void ActNpc100(NPCHAR *npc);
+void ActNpc103(NPCHAR *npc);
+void ActNpc104(NPCHAR *npc);
+void ActNpc105(NPCHAR *npc);
+void ActNpc106(NPCHAR *npc);
+
void ActNpc111(NPCHAR *npc);
void ActNpc112(NPCHAR *npc);
+
+void ActNpc114(NPCHAR *npc);
void ActNpc116(NPCHAR *npc);
--- a/src/NpcAct020.cpp
+++ b/src/NpcAct020.cpp
@@ -963,7 +963,7 @@
npc->rect = rect[npc->ani_no];
}
-// Bed
+//Bed
void ActNpc034(NPCHAR *npc)
{
RECT rcLeft[1];
@@ -976,6 +976,81 @@
npc->rect = rcLeft[0];
else
npc->rect = rcRight[0];
+}
+
+//Mannan
+void ActNpc035(NPCHAR *npc)
+{
+ if (npc->act_no < 3 && npc->life < 90)
+ {
+ PlaySoundObject(71, 1);
+ SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
+ SetExpObjects(npc->x, npc->y, npc->exp);
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ npc->bits &= ~0x20;
+ npc->damage = 0;
+ }
+
+ switch (npc->act_no)
+ {
+ case 0:
+ case 1:
+ if (npc->shock)
+ {
+ if (npc->direct)
+ SetNpChar(103, npc->x + 0x1000, npc->y + 0x1000, 0, 0, npc->direct, 0, 0x100);
+ else
+ SetNpChar(103, npc->x - 0x1000, npc->y + 0x1000, 0, 0, npc->direct, 0, 0x100);
+
+ npc->ani_no = 1;
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 20)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 3:
+ if (++npc->act_wait == 50 || npc->act_wait == 60)
+ npc->ani_no = 3;
+
+ if (npc->act_wait == 53 || npc->act_wait == 63)
+ npc->ani_no = 2;
+
+ if (npc->act_wait > 100)
+ npc->act_no = 4;
+
+ break;
+ }
+
+ RECT rcLeft[4];
+ RECT rcRight[4];
+
+ rcLeft[0] = {96, 64, 120, 96};
+ rcLeft[1] = {120, 64, 144, 96};
+ rcLeft[2] = {144, 64, 168, 96};
+ rcLeft[3] = {168, 64, 192, 96};
+
+ rcRight[0] = {96, 96, 120, 128};
+ rcRight[1] = {120, 96, 144, 128};
+ rcRight[2] = {144, 96, 168, 128};
+ rcRight[3] = {168, 96, 192, 128};
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
}
//Signpost
--- a/src/NpcAct100.cpp
+++ b/src/NpcAct100.cpp
@@ -9,6 +9,262 @@
#include "Back.h"
#include "Triangle.h"
+// Grate
+void ActNpc100(NPCHAR *npc)
+{
+ RECT rc[2];
+
+ rc[0] = {272, 48, 288, 64};
+ rc[1] = {272, 48, 288, 64};
+
+ if (npc->act_no == 0)
+ {
+ npc->y += 0x2000;
+ npc->act_no = 1;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rc[0];
+ else
+ npc->rect = rc[1];
+}
+
+//Mannan projectile
+void ActNpc103(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {192, 96, 208, 120};
+ rcLeft[1] = {208, 96, 224, 120};
+ rcLeft[2] = {224, 96, 240, 120};
+
+ rcRight[0] = {192, 120, 208, 144};
+ rcRight[1] = {208, 120, 224, 144};
+ rcRight[2] = {224, 120, 240, 144};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (npc->direct == 0)
+ npc->xm -= 0x20;
+ else
+ npc->xm += 0x20;
+
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ break;
+ }
+
+ npc->x += npc->xm;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+
+ if (++npc->count1 > 100)
+ npc->cond = 0;
+
+ if (npc->count1 % 4 == 1)
+ PlaySoundObject(46, 1);
+}
+
+//Frog
+void ActNpc104(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {0, 112, 32, 144};
+ rcLeft[1] = {32, 112, 64, 144};
+ rcLeft[2] = {64, 112, 96, 144};
+
+ rcRight[0] = {0, 144, 32, 176};
+ rcRight[1] = {32, 144, 64, 176};
+ rcRight[2] = {64, 144, 96, 176};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->act_wait = 0;
+ npc->xm = 0;
+ npc->ym = 0;
+
+ if (npc->direct == 4)
+ {
+ if (Random(0, 1) != 0)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ npc->bits |= 8;
+ npc->ani_no = 2;
+ npc->act_no = 3;
+ break;
+ }
+ else
+ {
+ npc->bits &= ~8;
+ }
+ // Fallthrough
+ case 1:
+ ++npc->act_wait;
+
+ if (Random(0, 50) == 1)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ ++npc->act_wait;
+
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (npc->act_wait > 18)
+ {
+ npc->act_no = 1;
+ npc->act_no = 1;
+ }
+
+ break;
+
+ case 3:
+ if (++npc->act_wait > 40)
+ npc->bits &= ~8;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 0;
+ npc->ani_no = 0;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ // Fallthrough
+ case 11:
+ if (npc->flag & 1 && npc->xm < 0)
+ {
+ npc->xm = -npc->xm;
+ npc->direct = 2;
+ }
+
+ if (npc->flag & 4 && npc->xm > 0)
+ {
+ npc->xm = -npc->xm;
+ npc->direct = 0;
+ }
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 0;
+ npc->ani_no = 0;
+ npc->act_wait = 0;
+ }
+
+ break;
+ }
+
+ bool bJump = false;
+
+ if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
+ {
+ if (npc->shock)
+ bJump = true;
+
+ if (npc->x >= gMC.x - 0x14000 && npc->x <= gMC.x + 0x14000 && npc->y >= gMC.y - 0x8000 && npc->y <= gMC.y + 0x8000)
+ {
+ if (Random(0, 50) == 2)
+ bJump = true;
+ }
+ }
+
+ if (bJump)
+ {
+ if (gMC.x > npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ npc->act_no = 10;
+ npc->ani_no = 2;
+ npc->ym = -0x5FF;
+
+ if (!(gMC.cond & 2))
+ PlaySoundObject(30, 1);
+
+ if (npc->direct == 0)
+ npc->xm = -0x200u;
+ else
+ npc->xm = 0x200;
+ }
+
+ npc->ym += 0x80;
+ 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];
+}
+
+//'HEY!' speech bubble (low)
+void ActNpc105(NPCHAR *npc)
+{
+ RECT rect[2];
+
+ rect[0] = {128, 32, 144, 48};
+ rect[1] = {128, 32, 128, 32};
+
+ if (++npc->act_wait > 30)
+ npc->cond = 0;
+
+ if (npc->act_wait <= 4)
+ npc->y -= 0x200;
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//'HEY!' speech bubble (high)
+void ActNpc106(NPCHAR *npc)
+{
+ if (npc->act_no == 0)
+ {
+ SetNpChar(105, npc->x, npc->y - 0x1000, 0, 0, 0, 0, 0x180);
+ npc->act_no = 1;
+ }
+}
+
//Quote (teleport out)
void ActNpc111(NPCHAR *npc)
{
@@ -169,6 +425,78 @@
if ( npc->act_wait / 2 % 2 )
++npc->rect.left;
}
+}
+
+//Press
+void ActNpc114(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 (!(npc->flag & 8))
+ {
+ 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 = 1;
+ npc->ani_no = 0;
+ npc->damage = 0;
+ npc->bits |= 0x40;
+ }
+ }
+
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->y += npc->ym;
+
+ npc->rect = rcLeft[npc->ani_no];
}
//Red petals
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -91,8 +91,8 @@
ActNpc032,
nullptr,
ActNpc034,
+ ActNpc035,
nullptr,
- nullptr,
ActNpc037,
ActNpc038,
ActNpc039,
@@ -156,21 +156,21 @@
ActNpc097,
ActNpc098,
ActNpc099,
+ ActNpc100,
nullptr,
nullptr,
+ ActNpc103,
+ ActNpc104,
+ ActNpc105,
+ ActNpc106,
nullptr,
nullptr,
nullptr,
nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
ActNpc111,
ActNpc112,
nullptr,
- nullptr,
+ ActNpc114,
nullptr,
ActNpc116,
nullptr,
--
⑨