Merge pull request #44 from Clownacy/master

Plantation NPCs and the ZAM TSC command
This commit is contained in:
Cucky 2019-02-07 20:23:19 -05:00 committed by GitHub
commit 1b09256c40
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 1938 additions and 23 deletions

View file

@ -2331,3 +2331,35 @@ void ActBullet()
}
}
}
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;
}

View file

@ -56,3 +56,4 @@ void ClearBullet();
void PutBullet(int fx, int fy);
void SetBullet(int no, int x, int y, int dir);
void ActBullet();
bool IsActiveSomeBullet(void);

View file

@ -231,11 +231,26 @@ void ActNpc225(NPCHAR *npc);
void ActNpc226(NPCHAR *npc);
void ActNpc227(NPCHAR *npc);
void ActNpc228(NPCHAR *npc);
void ActNpc229(NPCHAR *npc);
void ActNpc230(NPCHAR *npc);
void ActNpc231(NPCHAR *npc);
void ActNpc232(NPCHAR *npc);
void ActNpc233(NPCHAR *npc);
void ActNpc234(NPCHAR *npc);
void ActNpc235(NPCHAR *npc);
void ActNpc236(NPCHAR *npc);
void ActNpc237(NPCHAR *npc);
void ActNpc238(NPCHAR *npc);
void ActNpc239(NPCHAR *npc);
void ActNpc240(NPCHAR *npc);
void ActNpc259(NPCHAR *npc);
void ActNpc271(NPCHAR *npc);
void ActNpc272(NPCHAR *npc);
void ActNpc273(NPCHAR *npc);
void ActNpc274(NPCHAR *npc);
void ActNpc275(NPCHAR *npc);
void ActNpc278(NPCHAR *npc);
@ -247,14 +262,23 @@ void ActNpc300(NPCHAR *npc);
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);
void ActNpc336(NPCHAR *npc);
void ActNpc337(NPCHAR *npc);
void ActNpc347(NPCHAR *npc);
void ActNpc349(NPCHAR *npc);
void ActNpc351(NPCHAR *npc);
void ActNpc355(NPCHAR *npc);
void ActNpc359(NPCHAR *npc);

View file

@ -510,3 +510,763 @@ void ActNpc228(NPCHAR *npc)
else
npc->rect = rcRight[npc->ani_no];
}
//Red Flowers (sprouts)
void ActNpc229(NPCHAR *npc)
{
RECT rc[2];
rc[0] = {0, 96, 48, 112};
rc[1] = {0, 112, 48, 128};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->y -= 0x2000;
}
if (npc->direct == 0)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
//Red Flowers (blooming)
void ActNpc230(NPCHAR *npc)
{
RECT rc[2];
rc[0] = {48, 96, 96, 128};
rc[1] = {96, 96, 144, 128};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->x -= 0x2000;
npc->y -= 0x2000;
}
if (npc->direct == 0)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
//Rocket
void ActNpc231(NPCHAR *npc)
{
RECT rc[2];
rc[0] = {176, 32, 208, 48};
rc[1] = {176, 48, 208, 64};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
// Fallthrough
case 11:
++npc->act_wait;
npc->ym += 8;
if (npc->flag & 8)
{
if (npc->act_wait < 10)
npc->act_no = 12;
else
npc->act_no = 1;
}
break;
case 12:
npc->bits &= ~0x2000;
npc->act_no = 13;
npc->act_wait = 0;
npc->ani_no = 1;
for (int i = 0; i < 10; ++i)
{
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
PlaySoundObject(12, 1); // Wait, it does this in a loop?
}
// Fallthrough
case 13:
npc->ym -= 8;
++npc->act_wait;
if (npc->act_wait % 2 == 0)
SetCaret(npc->x - 0x1400, npc->y + 0x1000, 7, 3);
if (npc->act_wait % 2 == 1)
SetCaret(npc->x + 0x1400, npc->y + 0x1000, 7, 3);
if (npc->act_wait % 4 == 1)
PlaySoundObject(34, 1);
if (npc->flag & 2 || gMC.flag & 2 || npc->act_wait > 450)
{
if (npc->flag & 2 || gMC.flag & 2)
npc->ym = 0;
npc->act_no = 15;
for (int i = 0; i < 6; ++i)
{
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
PlaySoundObject(12, 1);
}
}
break;
case 15:
npc->ym += 8;
++npc->act_wait;
if (npc->ym < 0)
{
if (npc->act_wait % 8 == 0)
SetCaret(npc->x - 5120, npc->y + 0x1000, 7, 3);
if (npc->act_wait % 8 == 4)
SetCaret(npc->x + 5120, npc->y + 0x1000, 7, 3);
if (npc->act_wait % 16 == 1)
PlaySoundObject(34, 1);
}
if (npc->flag & 8)
{
npc->bits |= 0x2000;
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rc[npc->ani_no];
}
//Orangebell
void ActNpc232(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->ym = 0x200;
for (int i = 0; i < 8; ++i)
SetNpChar(233, npc->x, npc->y, 0, 0, npc->direct, npc, 0x100);
// Fallthrough
case 1:
if (npc->xm < 0 && npc->flag & 1)
npc->direct = 2;
if (npc->xm > 0 && npc->flag & 4)
npc->direct = 0;
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
if (npc->tgt_y > npc->y)
npc->ym += 8;
else
npc->ym -= 8;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
break;
}
npc->y += npc->ym;
npc->x += npc->xm;
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {128, 0, 160, 32};
rcLeft[1] = {160, 0, 192, 32};
rcLeft[2] = {192, 0, 224, 32};
rcRight[0] = {128, 32, 160, 64};
rcRight[1] = {160, 32, 192, 64};
rcRight[2] = {192, 32, 224, 64};
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Orangebell bat
void ActNpc233(NPCHAR *npc)
{
unsigned char deg;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
deg = Random(0, 0xFF);
npc->xm = GetCos(deg);
deg = Random(0, 0xFF);
npc->ym = GetSin(deg);
npc->count1 = 120;
npc->count2 = Random(-0x20, 0x20) * 0x200;
// Fallthrough
case 1:
if (npc->pNpc->code_char == 232)
{
npc->tgt_x = npc->pNpc->x;
npc->tgt_y = npc->pNpc->y;
npc->direct = npc->pNpc->direct;
}
if (npc->tgt_x < npc->x)
npc->xm -= 8;
if (npc->tgt_x > npc->x)
npc->xm += 8;
if (npc->count2 + npc->tgt_y < npc->y)
npc->ym -= 0x20;
if (npc->count2 + npc->tgt_y > npc->y)
npc->ym += 0x20;
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;
if (npc->count1 < 120)
{
++npc->count1;
}
else
{
if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y && gMC.y < npc->y + 0x16000)
{
npc->xm /= 4;
npc->ym = 0;
npc->act_no = 3;
npc->bits &= ~8;
}
}
break;
case 3:
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->flag & 8)
{
npc->ym = 0;
npc->xm *= 2;
npc->count1 = 0;
npc->act_no = 1;
npc->bits |= 8;
}
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {256, 0, 272, 16};
rcLeft[1] = {272, 0, 288, 16};
rcLeft[2] = {288, 0, 304, 16};
rcLeft[3] = {304, 0, 320, 16};
rcRight[0] = {256, 16, 272, 32};
rcRight[1] = {272, 16, 288, 32};
rcRight[2] = {288, 16, 304, 32};
rcRight[3] = {304, 16, 320, 32};
if (npc->act_no == 3)
{
npc->ani_no = 3;
}
else
{
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->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Red Flowers (picked)
void ActNpc234(NPCHAR *npc)
{
RECT rc[2];
rc[0] = {144, 96, 192, 112};
rc[1] = {144, 112, 192, 128};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->y += 0x2000;
}
if (npc->direct == 0)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
//Midorin
void ActNpc235(NPCHAR *npc)
{
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {192, 96, 208, 112};
rcLeft[1] = {208, 96, 224, 112};
rcLeft[2] = {224, 96, 240, 112};
rcLeft[3] = {192, 96, 208, 112};
rcRight[0] = {192, 112, 208, 128};
rcRight[1] = {208, 112, 224, 128};
rcRight[2] = {224, 112, 240, 128};
rcRight[3] = {192, 112, 208, 128};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->xm = 0;
// Fallthrough
case 1:
if (Random(0, 30) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (Random(0, 30) == 1)
{
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
npc->act_no = 11;
npc->act_wait = Random(0, 16);
npc->ani_no = 2;
npc->ani_wait = 0;
if (Random(0, 9) % 2)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 11:
if (npc->direct == 0 && npc->flag & 1)
npc->direct = 2;
else if (npc->direct == 2 && npc->flag & 4)
npc->direct = 0;
if (npc->direct == 0)
npc->xm = -0x400u;
else
npc->xm = 0x400;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
if (++npc->act_wait > 64)
npc->act_no = 0;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->ani_no == 2)
npc->hit.top = 0xA00;
else
npc->hit.top = 0x800;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Gunfish
void ActNpc236(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {128, 64, 152, 88};
rcLeft[1] = {152, 64, 176, 88};
rcLeft[2] = {176, 64, 200, 88};
rcLeft[3] = {200, 64, 224, 88};
rcLeft[4] = {224, 64, 248, 88};
rcLeft[5] = {248, 64, 272, 88};
rcRight[0] = {128, 88, 152, 112};
rcRight[1] = {152, 88, 176, 112};
rcRight[2] = {176, 88, 200, 112};
rcRight[3] = {200, 88, 224, 112};
rcRight[4] = {224, 88, 248, 112};
rcRight[5] = {248, 88, 272, 112};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = Random(0, 50);
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->ym = 0;
// Fallthrough
case 1:
if (npc->act_wait)
{
--npc->act_wait;
}
else
{
npc->ym = 0x200;
npc->act_no = 2;
}
break;
case 2:
if (gMC.x > npc->x)
npc->direct = 2;
else
npc->direct = 0;
if (gMC.x < npc->x + 0x10000 && gMC.x > npc->x - 0x10000 && gMC.y < npc->y + 0x4000 && gMC.y > npc->y - 0x14000)
++npc->act_wait;
if (npc->act_wait > 80)
{
npc->act_no = 10;
npc->act_wait = 0;
}
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
case 10:
if (++npc->act_wait > 20)
{
npc->act_wait = 0;
npc->act_no = 20;
}
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
break;
case 20:
if (++npc->act_wait > 60)
{
npc->act_wait = 0;
npc->act_no = 2;
}
if (npc->act_wait % 10 == 3)
{
PlaySoundObject(39, 1);
if (npc->direct == 0)
SetNpChar(237, npc->x - 0x1000, npc->y - 0x1000, -0x400, -0x400, 0, 0, 0x100);
else
SetNpChar(237, npc->x + 0x1000, npc->y - 0x1000, 0x400, -0x400, 0, 0, 0x100);
}
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 4;
break;
}
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
else
npc->ym -= 0x10;
if (npc->ym > 0x100)
npc->ym = 0x100;
if (npc->ym < -0x100)
npc->ym = -0x100;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Gunfish projectile
void ActNpc237(NPCHAR *npc)
{
RECT rc = {312, 32, 320, 40};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
bool bHit = false;
++npc->act_wait;
if (npc->flag & 0xFF)
bHit = true;
if (npc->act_wait > 10 && npc->flag & 0x100)
bHit = true;
if (bHit)
{
for (int i = 0; i < 5; ++i)
SetCaret(npc->x, npc->y, 1, 0);
PlaySoundObject(21, 1);
npc->cond = 0;
}
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rc;
}
// Press (sideways)
void ActNpc238(NPCHAR *npc)
{
RECT rc[3];
rc[0] = {184, 200, 208, 216};
rc[1] = {208, 200, 232, 216};
rc[2] = {232, 200, 256, 216};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->view.front = 0x2000;
npc->view.back = 0x1000;
// Fallthrough
case 1:
if (npc->direct == 0 && gMC.x < npc->x && gMC.x > npc->x - 0x18000 && gMC.y > npc->y - 0x800 && gMC.y < npc->y + 0x1000)
{
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 2;
}
if (npc->direct == 2 && gMC.x > npc->x && gMC.x < npc->x + 0x18000 && gMC.y > npc->y - 0x800 && gMC.y < npc->y + 0x1000)
{
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 2;
}
break;
case 10:
npc->damage = 0x7F;
if (npc->direct == 0)
npc->x -= 0xC00;
else
npc->x += 0xC00;
if (++npc->act_wait == 8)
{
npc->act_no = 20;
npc->act_wait = 0;
for (int i = 0; i < 4; ++i)
{
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
PlaySoundObject(12, 1);
}
}
break;
case 20:
npc->damage = 0;
if (++npc->act_wait > 50)
{
npc->act_wait = 0;
npc->act_no = 30;
}
break;
case 30:
npc->damage = 0;
npc->ani_no = 1;
if (++npc->act_wait == 12)
{
npc->act_no = 1;
npc->act_wait = 0;
npc->ani_no = 0;
}
if (npc->direct == 0)
npc->x += 0x800;
else
npc->x -= 0x800;
break;
}
if (npc->direct == 0 && gMC.x < npc->x)
npc->hit.back = 0x2000;
else if (npc->direct == 2 && gMC.x > npc->x)
npc->hit.back = 0x2000;
else
npc->hit.back = 0x1000;
npc->rect = rc[npc->ani_no];
}
//Cage bars
void ActNpc239(NPCHAR *npc)
{
RECT rcLeft = {192, 48, 256, 80};
RECT rcRight = {96, 112, 144, 144};
if (npc->act_no == 0)
{
npc->act_no = 1;
if (npc->direct == 0)
{
npc->x += 0x1000;
npc->y += 0x2000;
}
else
{
npc->view.front = 0x3000;
npc->view.back = 0x3000;
npc->view.top = 0x1000;
npc->view.back = 0x3000;
}
}
if (npc->direct == 0)
npc->rect = rcLeft;
else
npc->rect = rcRight;
}

View file

@ -9,6 +9,110 @@
#include "Back.h"
#include "Triangle.h"
//Mimiga (jailed)
void ActNpc240(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {160, 64, 176, 80};
rcLeft[1] = {176, 64, 192, 80};
rcLeft[2] = {192, 64, 208, 80};
rcLeft[3] = {160, 64, 176, 80};
rcLeft[4] = {208, 64, 224, 80};
rcLeft[5] = {160, 64, 176, 80};
rcRight[0] = {160, 80, 176, 96};
rcRight[1] = {176, 80, 192, 96};
rcRight[2] = {192, 80, 208, 96};
rcRight[3] = {160, 80, 176, 96};
rcRight[4] = {208, 80, 224, 96};
rcRight[5] = {160, 80, 176, 96};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->xm = 0;
// Fallthrough
case 1:
if (Random(0, 60) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (Random(0, 60) == 1)
{
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
npc->act_no = 11;
npc->act_wait = Random(0, 16);
npc->ani_no = 2;
npc->ani_wait = 0;
if (Random(0, 9) % 2)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 11:
if (npc->direct == 0 && npc->flag & 1)
npc->direct = 2;
else if (npc->direct == 2 && npc->flag & 4)
npc->direct = 0;
if (npc->direct == 0)
npc->xm = -0x200u;
else
npc->xm = 0x200;
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (++npc->act_wait > 32)
npc->act_no = 0;
break;
}
npc->ym += 0x20;
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];
}
//Curly (carried and unconcious)
void ActNpc259(NPCHAR *npc)
{

View file

@ -106,6 +106,228 @@ void ActNpc272(NPCHAR *npc)
}
}
//Droll projectile
void ActNpc273(NPCHAR *npc)
{
RECT rc[3];
rc[0] = {248, 40, 272, 64};
rc[1] = {272, 40, 296, 64};
rc[2] = {296, 40, 320, 64};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 0xFF)
{
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
VanishNpChar(npc);
return;
}
if (++npc->act_wait % 5 == 0)
PlaySoundObject(110, 1);
if (++npc->ani_no > 2)
npc->ani_no = 0;
break;
}
npc->rect = rc[npc->ani_no];
}
//Droll
void ActNpc274(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {0, 0, 32, 40};
rcLeft[1] = {32, 0, 64, 40};
rcLeft[2] = {64, 0, 96, 40};
rcLeft[3] = {64, 80, 96, 120};
rcLeft[4] = {96, 80, 128, 120};
rcLeft[5] = {96, 0, 128, 40};
rcRight[0] = {0, 40, 32, 80};
rcRight[1] = {32, 40, 64, 80};
rcRight[2] = {64, 40, 96, 80};
rcRight[3] = {64, 120, 96, 160};
rcRight[4] = {96, 120, 128, 160};
rcRight[5] = {96, 40, 128, 80};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 0x1000;
npc->tgt_x = npc->x;
// Fallthrough
case 1:
npc->xm = 0;
npc->act_no = 2;
npc->ani_no = 0;
// Fallthrough
case 2:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (++npc->ani_wait > 40)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->shock)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 2;
npc->act_wait = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 10)
{
npc->act_no = 12;
npc->ani_no = 3;
npc->ym = -0x600u;
npc->count1 = 0;
if (npc->tgt_x > npc->x)
npc->xm = 0x200;
else
npc->xm = -0x200;
}
break;
case 12:
if (npc->ym > 0)
{
npc->ani_no = 4;
if (npc->count1 == 0)
{
++npc->count1;
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - 0x1400 - gMC.y);
const int ym = 4 * GetSin(deg);
const int xm = 4 * GetCos(deg);
SetNpChar(273, npc->x, npc->y - 0x1400, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
}
}
if (npc->ym > 0x200)
npc->ani_no = 5;
if (npc->flag & 8)
{
npc->ani_no = 2;
npc->act_no = 13;
npc->act_wait = 0;
npc->xm = 0;
}
break;
case 13:
npc->xm /= 2;
if (++npc->act_wait > 10)
npc->act_no = 1;
break;
}
npc->ym += 0x55;
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];
}
//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)
{

View file

@ -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)
@ -99,3 +102,671 @@ void ActNpc302(NPCHAR *npc)
break;
}
}
//Stumpy
void ActNpc308(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {128, 112, 144, 128};
rcLeft[1] = {144, 112, 160, 128};
rcRight[0] = {128, 128, 144, 144};
rcRight[1] = {144, 128, 160, 144};
unsigned char deg;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (gMC.x < npc->x + 0x1E000 && gMC.x > npc->x - 0x1E000 && gMC.y < npc->y + 0x18000 && gMC.y > npc->y - 0x18000)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->xm2 = 0;
npc->ym2 = 0;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 11:
if (++npc->act_wait > 50)
npc->act_no = 20;
++npc->ani_wait;
if (npc->act_wait > 1)
{
npc->ani_wait = 0;
if (++npc->ani_no > 1)
npc->ani_no = 0;
}
if (gMC.x > npc->x + 0x28000 || gMC.x < npc->x - 0x28000 || gMC.y > npc->y + 0x1E000 || gMC.y < npc->y - 0x1E000)
npc->act_no = 0;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-3, 3);
npc->ym2 = 2 * GetSin(deg);
npc->xm2 = 2 * GetCos(deg);
if (npc->xm2 < 0)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 21:
if (npc->xm2 < 0 && npc->flag & 1)
{
npc->direct = 2;
npc->xm2 = -npc->xm2;
}
if (npc->xm2 > 0 && npc->flag & 4)
{
npc->direct = 0;
npc->xm2 = -npc->xm2;
}
if (npc->ym2 < 0 && npc->flag & 2)
npc->ym2 = -npc->ym2;
if (npc->ym2 > 0 && npc->flag & 8)
npc->ym2 = -npc->ym2;
if (npc->flag & 0x100)
npc->ym2 = -0x200;
npc->x += npc->xm2;
npc->y += npc->ym2;
if (++npc->act_wait > 50)
npc->act_no = 10;
if (++npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
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];
}
}

View file

@ -129,3 +129,45 @@ void ActNpc336(NPCHAR *npc)
break;
}
}
//Numhachi
void ActNpc337(NPCHAR *npc)
{
RECT rcLeft[2];
rcLeft[0] = {256, 112, 288, 152};
rcLeft[1] = {288, 112, 320, 152};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 0x1000;
// Fallthrough
case 1:
npc->xm = 0;
npc->act_no = 2;
npc->ani_no = 0;
// Fallthrough
case 2:
if (++npc->ani_wait > 50)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_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 = rcLeft[npc->ani_no];
}

View file

@ -9,6 +9,7 @@
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
#include "Flags.h"
//Hoppy
void ActNpc347(NPCHAR *npc)
@ -114,6 +115,59 @@ void ActNpc349(NPCHAR *npc)
npc->rect = rect;
}
//Statue (shootable)
void ActNpc351(NPCHAR *npc)
{
RECT rc[9];
rc[0] = {0, 96, 32, 136};
rc[1] = {32, 96, 64, 136};
rc[2] = {64, 96, 96, 136};
rc[3] = {96, 96, 128, 136};
rc[4] = {128, 96, 160, 136};
rc[5] = {0, 176, 32, 216};
rc[6] = {32, 176, 64, 216};
rc[7] = {64, 176, 96, 216};
rc[8] = {96, 176, 128, 216};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = npc->direct / 10;
npc->x += 0x1000;
npc->y += 0x1800;
break;
case 10:
if (GetNPCFlag(npc->code_flag))
{
npc->act_no = 20;
}
else
{
npc->act_no = 11;
npc->bits |= 0x20;
}
// Fallthrough
case 11:
if (npc->life <= 900)
{
SetNpChar(351, npc->x - 0x1000, npc->y - 0x1800, 0, 0, 10 * (npc->ani_no + 4), 0, 0);
npc->cond |= 8;
}
break;
case 20:
npc->ani_no += 4;
npc->act_no = 1;
break;
}
npc->rect = rc[npc->ani_no];
}
//Quote and Curly on Balrog's back
void ActNpc355(NPCHAR *npc)
{

View file

@ -285,18 +285,18 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc226,
ActNpc227,
ActNpc228,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc229,
ActNpc230,
ActNpc231,
ActNpc232,
ActNpc233,
ActNpc234,
ActNpc235,
ActNpc236,
ActNpc237,
ActNpc238,
ActNpc239,
ActNpc240,
nullptr,
nullptr,
nullptr,
@ -327,11 +327,11 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc271,
ActNpc272,
ActNpc273,
ActNpc274,
ActNpc275,
nullptr,
nullptr,
ActNpc278,
@ -364,14 +364,14 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr,
nullptr,
nullptr,
ActNpc308,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc313,
ActNpc314,
ActNpc315,
nullptr,
nullptr,
nullptr,
@ -393,7 +393,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc334,
ActNpc335,
ActNpc336,
nullptr,
ActNpc337,
nullptr,
nullptr,
nullptr,
@ -407,7 +407,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr,
ActNpc349,
nullptr,
nullptr,
ActNpc351,
nullptr,
nullptr,
nullptr,

View file

@ -674,6 +674,11 @@ int TextScriptProc()
SubArmsData(z);
gTS.p_read += 8;
}
else if (IS_COMMAND('Z','A','M'))
{
ZeroArmsEnergy_All();
gTS.p_read += 4;
}
else if (IS_COMMAND('T','A','M'))
{
x = GetTextScriptNo(gTS.p_read + 4);