ref: fb372d15a44fc421c9560724ebfa94b732373b52
parent: 21f83b6d56aba13e472bb3cc286f7f59575693a3
parent: f1beb30e701b5142e3b47b52880c0591006836a0
author: Cucky <44537737+cuckydev@users.noreply.github.com>
date: Wed Feb 6 15:01:13 EST 2019
Merge pull request #42 from Clownacy/master More NPCs
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -173,9 +173,21 @@
void ActNpc168(NPCHAR *npc);
void ActNpc169(NPCHAR *npc);
void ActNpc170(NPCHAR *npc);
-
+void ActNpc171(NPCHAR *npc);
+void ActNpc172(NPCHAR *npc);
void ActNpc173(NPCHAR *npc);
void ActNpc174(NPCHAR *npc);
+void ActNpc175(NPCHAR *npc);
+void ActNpc176(NPCHAR *npc);
+void ActNpc177(NPCHAR *npc);
+
+void ActNpc180(NPCHAR *npc);
+void ActNpc181(NPCHAR *npc);
+void ActNpc182(NPCHAR *npc);
+void ActNpc183(NPCHAR *npc);
+
+void ActNpc187(NPCHAR *npc);
+void ActNpc188(NPCHAR *npc);
void ActNpc192(NPCHAR *npc);
void ActNpc193(NPCHAR *npc);
--- a/src/NpcAct160.cpp
+++ b/src/NpcAct160.cpp
@@ -12,6 +12,7 @@
#include "Caret.h"
#include "MycParam.h"
#include "CommonDefines.h"
+#include "NpcHit.h"
//Puu Black
void ActNpc160(NPCHAR *npc)
@@ -908,6 +909,134 @@
npc->rect = rcRight[npc->ani_no];
}
+//Fire Whirrr
+void ActNpc171(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {120, 48, 152, 80};
+ rcLeft[1] = {152, 48, 184, 80};
+
+ rcRight[0] = {184, 48, 216, 80};
+ rcRight[1] = {216, 48, 248, 80};
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->act_wait = Random(0, 50);
+ npc->tgt_y = npc->y;
+ // Fallthrough
+ case 1:
+ if (npc->act_wait)
+ {
+ --npc->act_wait;
+ }
+ else
+ {
+ npc->act_no = 10;
+ npc->ym = 0x200;
+ }
+ // Fallthrough
+ case 10:
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x10;
+ else
+ npc->ym -= 0x10;
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ {
+ if (gMC.y < npc->y + 0xA000 && gMC.y > npc->y - 0xA000 && gMC.x < npc->x && gMC.x > npc->x - 0x14000)
+ ++npc->count1;
+ }
+ else
+ {
+ if (gMC.y < npc->y + 0xA000 && gMC.y > npc->y - 0xA000 && gMC.x < npc->x + 0x14000 && gMC.x > npc->x)
+ ++npc->count1;
+ }
+
+ if (npc->count1 > 20)
+ {
+ SetNpChar(172, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100);
+ npc->count1 = -100;
+ gCurlyShoot_wait = Random(80, 100);
+ gCurlyShoot_x = npc->x;
+ gCurlyShoot_y = npc->y;
+ }
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Fire Whirr projectile
+void ActNpc172(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ rect[0] = {248, 48, 264, 80};
+ rect[1] = {264, 48, 280, 80};
+ rect[2] = {280, 48, 296, 80};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (npc->direct == 0)
+ npc->x -= 0x200;
+ else
+ npc->x += 0x200;
+
+ if (npc->flag & 1 || npc->flag & 4)
+ {
+ SetCaret(npc->x, npc->y, 2, 0);
+ VanishNpChar(npc);
+ return;
+ }
+
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+}
+
//Gaudi (armoured)
void ActNpc173(NPCHAR *npc)
{
@@ -1151,4 +1280,240 @@
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
+}
+
+//Gaudi egg
+void ActNpc175(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {168, 80, 192, 104};
+ rcLeft[1] = {192, 80, 216, 104};
+
+ rcRight[0] = {216, 80, 240, 104};
+ rcRight[1] = {240, 80, 264, 104};
+
+ if (npc->act_no < 3 && npc->life < 90)
+ {
+ LoseNpChar(npc, 0);
+ npc->act_no = 10;
+ npc->ani_no = 1;
+ npc->bits &= ~0x20;
+ npc->damage = 0;
+ }
+
+ if (npc->act_no == 0)
+ {
+ npc->ani_no = 0;
+ npc->act_no = 1;
+ }
+
+ if (npc->direct == 0)
+ npc->ym += 0x20;
+ else
+ npc->ym -= 0x20;
+
+ if (npc->ym < -0x5FF)
+ npc->ym = -0x5FF;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//BuyoBuyo Base
+void ActNpc176(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {96, 128, 128, 144};
+ rcLeft[1] = {128, 128, 160, 144};
+ rcLeft[2] = {160, 128, 192, 144};
+
+ rcRight[0] = {96, 144, 128, 160};
+ rcRight[1] = {128, 144, 160, 160};
+ rcRight[2] = {160, 144, 192, 160};
+
+ if (npc->act_no < 3 && npc->life < 940)
+ {
+ LoseNpChar(npc, 0);
+ npc->act_no = 10;
+ npc->ani_no = 2;
+ npc->bits &= ~0x20;
+ npc->damage = 0;
+ }
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 1:
+ if (npc->direct == 0)
+ {
+ if (npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000 && npc->y < gMC.y + 0x14000 && npc->y > gMC.y - 0x2000)
+ ++npc->count1;
+ }
+ else
+ {
+ if (npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000 && npc->y < gMC.y + 0x2000 && npc->y > gMC.y - 0x14000)
+ ++npc->count1;
+ }
+
+ if (npc->count1 > 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (++npc->act_wait > 10)
+ {
+ if (++npc->count2 > 2)
+ {
+ npc->count2 = 0;
+ npc->count1 = -90;
+ }
+ else
+ {
+ npc->count1 = -10;
+ }
+
+ if (npc->direct == 0)
+ SetNpChar(177, npc->x, npc->y - 0x1000, 0, 0, 0, 0, 0x100);
+ else
+ SetNpChar(177, npc->x, npc->y + 0x1000, 0, 0, 2, 0, 0x100);
+
+ PlaySoundObject(39, 1);
+
+ npc->act_no = 0;
+ npc->ani_no = 0;
+
+ gCurlyShoot_wait = Random(80, 100);
+ gCurlyShoot_x = npc->x;
+ gCurlyShoot_y = npc->y;
+ }
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//BuyoBuyo
+void ActNpc177(NPCHAR *npc)
+{
+ RECT rc[2];
+
+ rc[0] = {192, 128, 208, 144};
+ rc[1] = {208, 128, 224, 144};
+
+ if (npc->flag & 0xFF)
+ {
+ SetCaret(npc->x, npc->y, 3, 0);
+ npc->cond = 0;
+ return;
+ }
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+
+ if (npc->direct == 0)
+ npc->ym = -0x600;
+ else
+ npc->ym = 0x600;
+ // Fallthrough
+ case 1:
+ if (npc->y < gMC.y + 0x2000 && npc->y > gMC.y - 0x2000)
+ {
+ npc->act_no = 10;
+
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ npc->xm = (Random(0, 1) * 0x400) - 0x200;
+ npc->ym = (Random(0, 1) * 0x400) - 0x200;
+ }
+
+ break;
+
+ case 10:
+ if (npc->tgt_x > npc->x)
+ npc->xm += 0x20;
+ else
+ npc->xm -= 0x20;
+
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x20;
+ else
+ npc->ym -= 0x20;
+
+ if (++npc->act_wait > 300)
+ {
+ SetCaret(npc->x, npc->y, 3, 0);
+ npc->cond = 0;
+ return;
+ }
+
+ if (npc->direct == 0)
+ npc->tgt_x -= 0x200;
+ else
+ npc->tgt_x += 0x200;
+
+ break;
+ }
+
+ if (npc->xm > 0x400)
+ npc->xm = 0x400;
+ if (npc->xm < -0x400)
+ npc->xm = -0x400;
+
+ if (npc->ym > 0x400)
+ npc->ym = 0x400;
+ if (npc->ym < -0x400)
+ npc->ym = -0x400;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (++npc->ani_wait > 6)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ npc->rect = rc[npc->ani_no];
}
--- a/src/NpcAct180.cpp
+++ b/src/NpcAct180.cpp
@@ -9,6 +9,691 @@
#include "Back.h"
#include "Triangle.h"
#include "Caret.h"
+#include "Bullet.h"
+#include "Flags.h"
+
+//Curly AI
+void ActNpc180(NPCHAR *npc)
+{
+ RECT rcLeft[11];
+ RECT rcRight[11];
+
+ rcLeft[0] = {0, 96, 16, 112};
+ rcLeft[1] = {16, 96, 32, 112};
+ rcLeft[2] = {0, 96, 16, 112};
+ rcLeft[3] = {32, 96, 48, 112};
+ rcLeft[4] = {0, 96, 16, 112};
+ rcLeft[5] = {48, 96, 64, 112};
+ rcLeft[6] = {64, 96, 80, 112};
+ rcLeft[7] = {48, 96, 64, 112};
+ rcLeft[8] = {80, 96, 96, 112};
+ rcLeft[9] = {48, 96, 64, 112};
+ rcLeft[10] = {144, 96, 160, 112};
+
+ rcRight[0] = {0, 112, 16, 128};
+ rcRight[1] = {16, 112, 32, 128};
+ rcRight[2] = {0, 112, 16, 128};
+ rcRight[3] = {32, 112, 48, 128};
+ rcRight[4] = {0, 112, 16, 128};
+ rcRight[5] = {48, 112, 64, 128};
+ rcRight[6] = {64, 112, 80, 128};
+ rcRight[7] = {48, 112, 64, 128};
+ rcRight[8] = {80, 112, 96, 128};
+ rcRight[9] = {48, 112, 64, 128};
+ rcRight[10] = {144, 112, 160, 128};
+
+ if (npc->y < gMC.y - 0x14000)
+ {
+ if ( npc->y >= 0x20000 )
+ {
+ npc->tgt_x = 0;
+ npc->tgt_y = npc->y;
+ }
+ else
+ {
+ npc->tgt_x = 0x280000;
+ npc->tgt_y = npc->y;
+ }
+ }
+ else
+ {
+ if (gCurlyShoot_wait)
+ {
+ npc->tgt_x = gCurlyShoot_x;
+ npc->tgt_y = gCurlyShoot_y;
+ }
+ else
+ {
+ npc->tgt_x = gMC.x;
+ npc->tgt_y = gMC.y;
+ }
+ }
+
+ if (npc->xm < 0 && npc->flag & 1)
+ npc->xm = 0;
+ if (npc->xm > 0 && npc->flag & 4)
+ npc->xm = 0;
+
+ switch (npc->act_no)
+ {
+ case 20:
+ npc->x = gMC.x;
+ npc->y = gMC.y;
+ npc->act_no = 100;
+ npc->ani_no = 0;
+ SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100);
+
+ if (GetNPCFlag(563))
+ SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100);
+ else
+ SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100);
+
+ break;
+
+ case 40:
+ npc->act_no = 41;
+ npc->act_wait = 0;
+ npc->ani_no = 10;
+ // Fallthrough
+ case 41:
+ if (++npc->act_wait == 750)
+ {
+ npc->bits &= ~0x2000;
+ npc->ani_no = 0;
+ }
+
+ if (npc->act_wait > 1000)
+ {
+ npc->act_no = 100;
+ npc->ani_no = 0;
+ SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100);
+
+ if (GetNPCFlag(563))
+ SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100);
+ else
+ SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100);
+ }
+
+ break;
+
+ case 100:
+ npc->ani_no = 0;
+ npc->xm = 7 * npc->xm / 8;
+ npc->count1 = 0;
+
+ if (npc->x > npc->tgt_x + 0x2000)
+ {
+ npc->act_no = 200;
+ npc->ani_no = 1;
+ npc->direct = 0;
+ npc->act_wait = Random(20, 60);
+ }
+ else if (npc->x < npc->tgt_x - 0x2000)
+ {
+ npc->act_no = 300;
+ npc->ani_no = 1;
+ npc->direct = 2;
+ npc->act_wait = Random(20, 60);
+ }
+
+ break;
+
+ case 200:
+ npc->xm -= 0x20;
+ npc->direct = 0;
+
+ if (npc->flag & 1)
+ ++npc->count1;
+ else
+ npc->count1 = 0;
+
+ break;
+
+ case 210:
+ npc->xm -= 0x20;
+ npc->direct = 0;
+
+ if (npc->flag & 8)
+ npc->act_no = 100;
+
+ break;
+
+ case 300:
+ npc->xm += 0x20;
+ npc->direct = 2;
+
+ if (npc->flag & 4)
+ ++npc->count1;
+ else
+ npc->count1 = 0;
+
+ break;
+
+ case 310:
+ npc->xm += 0x20;
+ npc->direct = 2;
+
+ if (npc->flag & 8)
+ npc->act_no = 100;
+
+ break;
+ }
+
+ if (gCurlyShoot_wait)
+ --gCurlyShoot_wait;
+
+ if (gCurlyShoot_wait == 70)
+ npc->count2 = 10;
+
+ if (gCurlyShoot_wait == 60 && npc->flag & 8 && Random(0, 2))
+ {
+ npc->count1 = 0;
+ npc->ym = -0x600;
+ npc->ani_no = 1;
+ PlaySoundObject(15, 1);
+
+ if (npc->tgt_x < npc->x)
+ npc->act_no = 210;
+ else
+ npc->act_no = 310;
+ }
+
+ int xx = npc->x - npc->tgt_x;
+ int yy = npc->y - npc->tgt_y;
+
+ if ( xx < 0 )
+ xx = -xx;
+
+ if (npc->act_no == 100)
+ {
+ if (xx + 0x400 < yy)
+ npc->ani_no = 5;
+ else
+ npc->ani_no = 0;
+ }
+
+ if (npc->act_no == 210 || npc->act_no == 310)
+ {
+ if ( xx + 0x400 < yy )
+ npc->ani_no = 6;
+ else
+ npc->ani_no = 1;
+ }
+
+ if (npc->act_no == 200 || npc->act_no == 300)
+ {
+ ++npc->ani_wait;
+
+ if (xx + 0x400 < yy)
+ npc->ani_no = 6 + (npc->ani_wait / 4 % 4);
+ else
+ npc->ani_no = 1 + (npc->ani_wait / 4 % 4);
+
+ if (npc->act_wait)
+ {
+ --npc->act_wait;
+
+ if (npc->flag && npc->count1 > 10)
+ {
+ npc->count1 = 0;
+ npc->ym = -0x600;
+ npc->act_no += 10;
+ npc->ani_no = 1;
+ PlaySoundObject(15, 1);
+ }
+ }
+ else
+ {
+ npc->act_no = 100;
+ npc->ani_no = 0;
+ }
+ }
+
+ if (npc->act_no >= 100 && npc->act_no < 500)
+ {
+ if (npc->x >= gMC.x - 0xA000 && npc->x <= gMC.x + 0xA000)
+ {
+ npc->ym += 0x33;
+ }
+ else
+ {
+ if (npc->flag)
+ npc->ym += 0x10;
+ else
+ npc->ym += 0x33;
+ }
+ }
+
+ if (npc->xm > 0x300)
+ npc->xm = 0x300;
+ if (npc->xm < -0x300)
+ npc->xm = -0x300u;
+
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->act_no >= 100 && (npc->flag & 8) == 0 && npc->ani_no != 1000)
+ {
+ if (xx + 0x400 < yy)
+ npc->ani_no = 6;
+ else
+ npc->ani_no = 1;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Curly AI Machine Gun
+void ActNpc181(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {216, 152, 232, 168};
+ rcLeft[1] = {232, 152, 248, 168};
+
+ rcRight[0] = {216, 168, 232, 184};
+ rcRight[1] = {232, 168, 248, 184};
+
+ if (npc->pNpc)
+ {
+ if (npc->pNpc->ani_no < 5)
+ {
+ if (npc->pNpc->direct == 0)
+ {
+ npc->direct = 0;
+ npc->x = npc->pNpc->x - 0x1000;
+ }
+ else
+ {
+ npc->direct = 2;
+ npc->x = npc->pNpc->x + 0x1000;
+ }
+
+ npc->y = npc->pNpc->y;
+ npc->ani_no = 0;
+ }
+ else
+ {
+ if (npc->pNpc->direct == 0)
+ {
+ npc->direct = 0;
+ npc->x = npc->pNpc->x;
+ }
+ else
+ {
+ npc->direct = 2;
+ npc->x = npc->pNpc->x;
+ }
+
+ npc->y = npc->pNpc->y - 0x1400;
+ npc->ani_no = 1;
+ }
+
+ if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8)
+ npc->y -= 0x200;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ if (npc->pNpc->count2 == 10)
+ {
+ npc->pNpc->count2 = 0;
+ npc->act_no = 10;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 10:
+ if (++npc->act_wait % 6 == 1)
+ {
+ if (npc->ani_no)
+ {
+ if (npc->direct == 0)
+ {
+ SetBullet(12, npc->x - 0x400, npc->y - 0x800, 1);
+ SetCaret(npc->x - 0x400, npc->y - 0x800, 3, 0);
+ }
+ else
+ {
+ SetBullet(12, npc->x + 0x400, npc->y - 0x800, 1);
+ SetCaret(npc->x + 0x400, npc->y - 0x800, 3, 0);
+ }
+ }
+ else
+ {
+ if (npc->direct == 0)
+ {
+ SetBullet(12, npc->x - 0x800, npc->y + 0x600, 0);
+ SetCaret(npc->x - 0x800, npc->y + 0x600, 3, 0);
+ }
+ else
+ {
+ SetBullet(12, npc->x + 0x800, npc->y + 0x600, 2);
+ SetCaret(npc->x + 0x800, npc->y + 0x600, 3, 0);
+ }
+ }
+ }
+
+ if (npc->act_wait == 60)
+ npc->act_no = 0;
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+ }
+}
+
+//Curly AI Polar Star
+void ActNpc182(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {184, 152, 200, 168};
+ rcLeft[1] = {200, 152, 216, 168};
+
+ rcRight[0] = {184, 168, 200, 184};
+ rcRight[1] = {200, 168, 216, 184};
+
+ if (npc->pNpc)
+ {
+ if (npc->pNpc->ani_no < 5)
+ {
+ if (npc->pNpc->direct == 0)
+ {
+ npc->direct = 0;
+ npc->x = npc->pNpc->x - 0x1000;
+ }
+ else
+ {
+ npc->direct = 2;
+ npc->x = npc->pNpc->x + 0x1000;
+ }
+
+ npc->y = npc->pNpc->y;
+ npc->ani_no = 0;
+ }
+ else
+ {
+ if (npc->pNpc->direct == 0)
+ {
+ npc->direct = 0;
+ npc->x = npc->pNpc->x;
+ }
+ else
+ {
+ npc->direct = 2;
+ npc->x = npc->pNpc->x;
+ }
+
+ npc->y = npc->pNpc->y - 0x1400;
+ npc->ani_no = 1;
+ }
+
+ if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8)
+ npc->y -= 0x200;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ if (npc->pNpc->count2 == 10)
+ {
+ npc->pNpc->count2 = 0;
+ npc->act_no = 10;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 10:
+ if (++npc->act_wait % 12 == 1)
+ {
+ if (npc->ani_no)
+ {
+ if (npc->direct == 0)
+ {
+ SetBullet(6, npc->x - 0x400, npc->y - 0x800, 1);
+ SetCaret(npc->x - 0x400, npc->y - 0x800, 3, 0);
+ }
+ else
+ {
+ SetBullet(6, npc->x + 0x400, npc->y - 0x800, 1);
+ SetCaret(npc->x + 0x400, npc->y - 0x800, 3, 0);
+ }
+ }
+ else
+ {
+ if (npc->direct == 0)
+ {
+ SetBullet(6, npc->x - 0x800, npc->y + 0x600, 0);
+ SetCaret(npc->x - 0x800, npc->y + 0x600, 3, 0);
+ }
+ else
+ {
+ SetBullet(6, npc->x + 0x800, npc->y + 0x600, 2);
+ SetCaret(npc->x + 0x800, npc->y + 0x600, 3, 0);
+ }
+ }
+ }
+
+ if (npc->act_wait == 60)
+ npc->act_no = 0;
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+ }
+}
+
+//Curly Air Tank Bubble
+void ActNpc183(NPCHAR *npc)
+{
+ RECT rect[2];
+
+ rect[0] = {56, 96, 80, 120};
+ rect[1] = {80, 96, 104, 120};
+
+ if (npc->pNpc)
+ {
+ if (npc->act_no == 0)
+ {
+ npc->x = npc->pNpc->x;
+ npc->y = npc->pNpc->y;
+ npc->act_no = 1;
+ }
+
+ npc->x += (npc->pNpc->x - npc->x) / 2;
+ npc->y += (npc->pNpc->y - npc->y) / 2;
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (npc->pNpc->flag & 0x100)
+ {
+ npc->rect = rect[npc->ani_no];
+ }
+ else
+ {
+ npc->rect.right = 0;
+ }
+ }
+}
+
+//Fuzz Core
+void ActNpc187(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
+ npc->count1 = 120;
+ npc->act_wait = Random(0, 50);
+
+ for (int i = 0; i < 5; ++i)
+ SetNpChar(188, 0, 0, 0, 0, 51 * i, npc, 0x100);
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait >= 50)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 2;
+ npc->ym = 0x300;
+ }
+
+ break;
+
+ case 2:
+ npc->count1 += 4;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (npc->tgt_y < npc->y)
+ npc->ym -= 0x10;
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x10;
+
+ if (npc->ym > 0x355)
+ npc->ym = 0x355;
+ if (npc->ym < -0x355)
+ npc->ym = -0x355;
+
+ break;
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ RECT rect_left[2];
+ RECT rect_right[2];
+
+ rect_left[0] = {224, 104, 256, 136};
+ rect_left[1] = {256, 104, 288, 136};
+
+ rect_right[0] = {224, 136, 256, 168};
+ rect_right[1] = {256, 136, 288, 168};
+
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (npc->direct == 0)
+ npc->rect = rect_left[npc->ani_no];
+ else
+ npc->rect = rect_right[npc->ani_no];
+}
+
+//Fuzz
+void ActNpc188(NPCHAR *npc)
+{
+ RECT rect_left[2];
+ RECT rect_right[2];
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->count1 = npc->direct;
+ // Fallthrough
+ case 1:
+ if (npc->pNpc->code_char == 187 && npc->pNpc->cond & 0x80)
+ {
+ const unsigned char deg = npc->count1 + npc->pNpc->count1;
+ npc->x = npc->pNpc->x + 20 * GetSin(deg);
+ npc->y = npc->pNpc->y + 0x20 * GetCos(deg);
+ }
+ else
+ {
+ npc->xm = Random(-0x200, 0x200);
+ npc->ym = Random(-0x200, 0x200);
+ npc->act_no = 10;
+ }
+
+ break;
+
+ case 10:
+ if (gMC.x < npc->x)
+ npc->xm -= 0x20;
+ else
+ npc->xm += 0x20;
+
+ if (gMC.y < npc->y)
+ npc->ym -= 0x20;
+ else
+ npc->ym += 0x20;
+
+ if (npc->xm > 0x800)
+ npc->xm = 0x800;
+ if (npc->xm < -0x800)
+ npc->xm = -0x800;
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ break;
+ }
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ rect_left[0] = {288, 104, 304, 120};
+ rect_left[1] = {304, 104, 320, 120};
+
+ rect_right[0] = {288, 120, 304, 136};
+ rect_right[1] = {304, 120, 320, 136};
+
+ if (npc->direct == 0)
+ npc->rect = rect_left[npc->ani_no];
+ else
+ npc->rect = rect_right[npc->ani_no];
+}
//Scooter
void ActNpc192(NPCHAR *npc)
--- a/src/NpcHit.h
+++ b/src/NpcHit.h
@@ -12,4 +12,5 @@
void JudgeHitNpCharTriangleH(NPCHAR *npc, int x, int y);
void JudgeHitNpCharWater(NPCHAR *npc, int x, int y);
void HitNpCharMap();
+void LoseNpChar(NPCHAR *npc, bool bVanish);
void HitNpCharBullet();
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -227,24 +227,24 @@
ActNpc168,
ActNpc169,
ActNpc170,
- nullptr,
- nullptr,
+ ActNpc171,
+ ActNpc172,
ActNpc173,
ActNpc174,
+ ActNpc175,
+ ActNpc176,
+ ActNpc177,
nullptr,
nullptr,
+ ActNpc180,
+ ActNpc181,
+ ActNpc182,
+ ActNpc183,
nullptr,
nullptr,
nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc187,
+ ActNpc188,
nullptr,
nullptr,
nullptr,