Hell NPCs

This commit is contained in:
Clownacy 2019-02-09 20:36:59 +00:00
parent 10f69d115b
commit 22ccaf76b0
4 changed files with 1272 additions and 15 deletions

View file

@ -311,10 +311,23 @@ void ActNpc305(NPCHAR *npc);
void ActNpc306(NPCHAR *npc);
void ActNpc307(NPCHAR *npc);
void ActNpc308(NPCHAR *npc);
void ActNpc309(NPCHAR *npc);
void ActNpc310(NPCHAR *npc);
void ActNpc311(NPCHAR *npc);
void ActNpc312(NPCHAR *npc);
void ActNpc313(NPCHAR *npc);
void ActNpc314(NPCHAR *npc);
void ActNpc315(NPCHAR *npc);
void ActNpc316(NPCHAR *npc);
void ActNpc317(NPCHAR *npc);
void ActNpc318(NPCHAR *npc);
void ActNpc319(NPCHAR *npc);
void ActNpc320(NPCHAR *npc);
void ActNpc321(NPCHAR *npc);
void ActNpc322(NPCHAR *npc);
void ActNpc323(NPCHAR *npc);
void ActNpc324(NPCHAR *npc);
void ActNpc325(NPCHAR *npc);
void ActNpc334(NPCHAR *npc);
void ActNpc335(NPCHAR *npc);

View file

@ -483,6 +483,518 @@ void ActNpc308(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Bute
void ActNpc309(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {0, 0, 16, 16};
rcLeft[1] = {16, 0, 32, 16};
rcRight[0] = {0, 16, 16, 32};
rcRight[1] = {16, 16, 32, 32};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->direct == 0)
{
if (gMC.x <= npc->x - 0x24000 || gMC.x >= npc->x - 0x22000)
return;
npc->act_no = 10;
}
else
{
if (gMC.x >= npc->x + 0x24000 || gMC.x <= npc->x + 0x22000)
return;
npc->act_no = 10;
}
break;
case 10:
npc->act_no = 11;
npc->bits |= 0x20;
npc->damage = 5;
// Fallthrough
case 11:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (npc->direct == 0)
npc->xm2 -= 0x10;
else
npc->xm2 += 0x10;
if (gMC.y < npc->y)
npc->ym2 -= 0x10;
else
npc->ym2 += 0x10;
if (npc->xm2 < 0 && npc->flag & 1)
npc->xm2 = -npc->xm2;
if (npc->xm2 > 0 && npc->flag & 4)
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->xm2 < -0x5FF)
npc->xm2 = -0x5FF;
if (npc->xm2 > 0x5FF)
npc->xm2 = 0x5FF;
if (npc->ym2 < -0x5FF)
npc->ym2 = -0x5FF;
if (npc->ym2 > 0x5FF)
npc->ym2 = 0x5FF;
npc->x += npc->xm2;
npc->y += npc->ym2;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
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];
if (npc->life <= 996)
{
npc->code_char = 316;
npc->act_no = 0;
}
}
//Bute (with sword)
void ActNpc310(NPCHAR *npc)
{
RECT rcLeft[5];
RECT rcRight[5];
rcLeft[0] = {32, 0, 56, 16};
rcLeft[1] = {56, 0, 80, 16};
rcLeft[2] = {80, 0, 104, 16};
rcLeft[3] = {104, 0, 128, 16};
rcLeft[4] = {128, 0, 152, 16};
rcRight[0] = {32, 16, 56, 32};
rcRight[1] = {56, 16, 80, 32};
rcRight[2] = {80, 16, 104, 32};
rcRight[3] = {104, 16, 128, 32};
rcRight[4] = {128, 16, 152, 32};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->bits &= ~0x20;
npc->bits |= 4;
npc->damage = 0;
// Fallthrough
case 1:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
npc->ani_no = 0;
if (gMC.x > npc->x - 0x10000 && gMC.x < npc->x + 0x10000 && gMC.y > npc->y - 0x10000 && gMC.y < npc->y + 0x2000)
npc->act_no = 10;
break;
case 10:
npc->xm = 0;
npc->act_no = 11;
npc->act_wait = 0;
npc->bits &= ~0x20;
npc->bits |= 4;
npc->damage = 0;
npc->ani_no = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 30)
npc->act_no = 20;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->bits &= ~4;
npc->bits |= 0x20;
npc->damage = 0;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 21:
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
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 > 50)
npc->act_no = 10;
if (npc->x < gMC.x + 0x5000 && npc->x > gMC.x - 0x5000)
{
npc->ym = -0x300;
npc->xm /= 2;
npc->ani_no = 2;
npc->act_no = 30;
PlaySoundObject(30, 1);
}
break;
case 30:
if (npc->ym > -0x80)
{
npc->act_no = 31;
npc->ani_wait = 0;
npc->ani_no = 3;
npc->damage = 9;
}
break;
case 31:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
npc->ani_no = 4;
}
if (npc->flag & 8)
{
npc->act_no = 32;
npc->act_wait = 0;
npc->xm = 0;
npc->damage = 3;
}
break;
case 32:
if (++npc->act_wait > 30)
{
npc->act_no = 10;
npc->damage = 0;
}
break;
}
npc->ym += 0x20;
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];
if (npc->life <= 996)
{
npc->code_char = 316;
npc->act_no = 0;
}
}
//Bute archer
void ActNpc311(NPCHAR *npc)
{
RECT rcLeft[7];
RECT rcRight[7];
rcLeft[0] = {0, 32, 24, 56};
rcLeft[1] = {24, 32, 48, 56};
rcLeft[2] = {48, 32, 72, 56};
rcLeft[3] = {72, 32, 96, 56};
rcLeft[4] = {96, 32, 120, 56};
rcLeft[5] = {120, 32, 144, 56};
rcLeft[6] = {144, 32, 168, 56};
rcRight[0] = {0, 56, 24, 80};
rcRight[1] = {24, 56, 48, 80};
rcRight[2] = {48, 56, 72, 80};
rcRight[3] = {72, 56, 96, 80};
rcRight[4] = {96, 56, 120, 80};
rcRight[5] = {120, 56, 144, 80};
rcRight[6] = {144, 56, 168, 80};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->direct == 0)
{
if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000)
npc->act_no = 10;
}
else
{
if (gMC.x > npc->x && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000)
npc->act_no = 10;
}
break;
case 10:
npc->act_no = 11;
// Fallthrough
case 11:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (gMC.x > npc->x - 0x1C000 && gMC.x < npc->x + 0x1C000 && gMC.y > npc->y - 0x1000)
{
npc->ani_no = 1;
npc->count1 = 0;
}
else
{
npc->ani_no = 4;
npc->count1 = 1;
}
if (++npc->act_wait > 10)
npc->act_no = 20;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
// Fallthrough
case 21:
if (npc->count1)
{
if (++npc->ani_no > 5)
npc->ani_no = 4;
}
else
{
if (++npc->ani_no > 2)
npc->ani_no = 1;
}
if (++npc->act_wait > 30)
npc->act_no = 30;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
if (npc->count1)
{
if (npc->direct == 0)
SetNpChar(312, npc->x, npc->y, -0x600, -0x600, 0, 0, 0x100);
else
SetNpChar(312, npc->x, npc->y, 0x600, -0x600, 2, 0, 0x100);
npc->ani_no = 6;
}
else
{
if (npc->direct == 0)
SetNpChar(312, npc->x, npc->y, -0x600, 0, 0, 0, 0x100);
else
SetNpChar(312, npc->x, npc->y, 0x600, 0, 2, 0, 0x100);
npc->ani_no = 3;
}
// Fallthrough
case 31:
if (++npc->act_wait > 30)
{
npc->act_no = 40;
npc->act_wait = Random(0, 100);
}
break;
case 40:
npc->ani_no = 0;
if (++npc->act_wait > 150)
npc->act_no = 10;
if (gMC.x < npc->x - 0x2C000 || gMC.x > npc->x + 0x2C000 || gMC.y < npc->y - 0x1E000 || gMC.y > npc->y + 0x1E000)
{
npc->act_no = 40;
npc->act_wait = 0;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->life <= 992)
{
npc->code_char = 316;
npc->act_no = 0;
}
}
//Bute arrow projectile
void ActNpc312(NPCHAR *npc)
{
RECT rcLeft[5];
RECT rcRight[5];
rcLeft[0] = {0, 160, 16, 176};
rcLeft[1] = {16, 160, 32, 176};
rcLeft[2] = {32, 160, 48, 176};
rcLeft[3] = {48, 160, 64, 176};
rcLeft[4] = {64, 160, 80, 176};
rcRight[0] = {0, 176, 16, 192};
rcRight[1] = {16, 176, 32, 192};
rcRight[2] = {32, 176, 48, 192};
rcRight[3] = {48, 176, 64, 192};
rcRight[4] = {64, 176, 80, 192};
if (npc->act_no > 0 && npc->act_no < 20 && npc->flag & 0xFF)
npc->act_no = 20;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
if (npc->xm < 0)
npc->direct = 0;
else
npc->direct = 2;
if (npc->ym < 0)
npc->ani_no = 0;
else
npc->ani_no = 2;
// Fallthrough
case 1:
++npc->act_wait;
if (npc->act_wait == 4)
npc->bits &= ~8;
if (npc->act_wait > 10)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->ani_wait = 0;
npc->xm = 3 * npc->xm / 4;
npc->ym = 3 * npc->ym / 4;
// Fallthrough
case 11:
npc->ym += 0x20;
if (++npc->ani_wait > 10)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 4;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
npc->damage = 0;
// Fallthrough
case 21:
if (++npc->act_wait > 30)
npc->act_no = 30;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
// Fallthrough
case 31:
if (++npc->act_wait > 30)
npc->cond = 0;
break;
}
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];
if (npc->act_no == 31)
{
if (npc->act_wait / 2 & 1)
{
npc->rect.left = 0;
npc->rect.right = 0;
}
}
}
//Ma Pignon
void ActNpc313(NPCHAR *npc)
{
@ -1043,3 +1555,318 @@ void ActNpc315(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
}
//Bute (dead)
void ActNpc316(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {248, 32, 272, 56};
rcLeft[1] = {272, 32, 296, 56};
rcLeft[2] = {296, 32, 320, 56};
rcRight[0] = {248, 56, 272, 80};
rcRight[1] = {272, 56, 296, 80};
rcRight[2] = {296, 56, 320, 80};
switch (npc->act_no)
{
case 0:
npc->bits &= ~0x20;
npc->bits &= ~8;
npc->damage = 0;
npc->act_no = 1;
npc->ani_no = 0;
npc->view.front = 0x1800;
npc->view.back = 0x1800;
npc->view.top = 0x1800;
npc->ym = -0x200;
if (npc->direct == 0)
npc->xm = 0x100;
else
npc->xm = -0x100;
PlaySoundObject(50, 1);
break;
case 1:
if (npc->flag & 8)
{
npc->ani_no = 1;
npc->ani_wait = 0;
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
npc->xm = 8 * npc->xm / 9;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
if (++npc->act_wait > 50)
npc->cond |= 8;
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];
}
//Mesa
void ActNpc317(NPCHAR *npc)
{
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {0, 80, 32, 120};
rcLeft[1] = {32, 80, 64, 120};
rcLeft[2] = {64, 80, 96, 120};
rcLeft[3] = {96, 80, 128, 120};
rcRight[0] = {0, 120, 32, 160};
rcRight[1] = {32, 120, 64, 160};
rcRight[2] = {64, 120, 96, 160};
rcRight[3] = {96, 120, 128, 160};
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;
npc->count1 = 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 (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50 )
{
npc->act_no = 10;
}
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 2;
SetNpChar(319, npc->x, npc->y, 0, 0, 0, npc, 0x100);
// Fallthrough
case 11:
if (++npc->act_wait > 50)
{
npc->act_wait = 0;
npc->act_no = 12;
npc->ani_no = 3;
PlaySoundObject(39, 1);
}
break;
case 12:
if (++npc->act_wait > 20)
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];
if (npc->life <= 936)
{
npc->code_char = 318;
npc->act_no = 0;
}
}
//Mesa (dead)
void ActNpc318(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {224, 80, 256, 120};
rcLeft[1] = {256, 80, 288, 120};
rcLeft[2] = {288, 80, 320, 120};
rcRight[0] = {224, 120, 256, 160};
rcRight[1] = {256, 120, 288, 160};
rcRight[2] = {288, 120, 320, 160};
switch (npc->act_no)
{
case 0:
npc->bits &= ~0x20;
npc->bits &= ~8;
npc->bits &= ~1;
npc->damage = 0;
npc->act_no = 1;
npc->ani_no = 0;
npc->ym = -0x200;
if (npc->direct == 0)
npc->xm = 0x40;
else
npc->xm = -0x40;
PlaySoundObject(54, 1);
break;
case 1:
if (npc->flag & 8)
{
npc->ani_no = 1;
npc->ani_wait = 0;
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
npc->xm = 8 * npc->xm / 9;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
if (++npc->act_wait > 50)
npc->cond |= 8;
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];
}
//Mesa block
void ActNpc319(NPCHAR *npc)
{
RECT rc[3];
rc[0] = {16, 0, 32, 16};
rc[1] = {16, 0, 32, 16};
rc[2] = {96, 80, 112, 96};
switch (npc->act_no)
{
case 0:
npc->y = npc->pNpc->y + 0x1400;
if (npc->pNpc->direct == 0)
npc->x = npc->pNpc->x + 0xE00;
else
npc->x = npc->pNpc->x - 0xE00;
if (npc->pNpc->code_char == 318)
{
SetDestroyNpChar(npc->x, npc->y, 0, 3);
npc->cond = 0;
return;
}
if (npc->pNpc->ani_no != 2)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ym = -0x400;
npc->y = npc->pNpc->y - 0x800;
if (npc->pNpc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
}
break;
case 2:
if (++npc->act_wait == 4)
npc->bits &= ~8;
npc->ym += 0x2A;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 8)
{
PlaySoundObject(12, 1);
SetDestroyNpChar(npc->x, npc->y, 0, 3);
npc->cond = 0;
}
break;
}
if (++npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rc[npc->ani_no];
}

View file

@ -8,6 +8,423 @@
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
#include "Frame.h"
#include "Map.h"
#include "Caret.h"
#include "Bullet.h"
#include "KeyControl.h"
//Curly (carried, shooting)
void ActNpc320(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {16, 96, 32, 112};
rcLeft[1] = {48, 96, 64, 112};
rcLeft[2] = {96, 96, 112, 112};
rcRight[0] = {16, 112, 32, 128};
rcRight[1] = {48, 112, 64, 128};
rcRight[2] = {96, 112, 112, 128};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->x = gMC.x;
npc->y = gMC.y;
SetNpChar(321, 0, 0, 0, 0, 0, npc, 0x100);
}
if (gMC.flag & 8)
{
if (gMC.up)
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y - 0x1400;
npc->ani_no = 1;
}
else
{
npc->ani_no = 0;
if (gMC.direct == 0)
{
npc->tgt_x = gMC.x + 0xE00;
npc->tgt_y = gMC.y - 0x600;
}
else
{
npc->tgt_x = gMC.x - 0xE00;
npc->tgt_y = gMC.y - 0x600;
}
}
}
else
{
if (gMC.up)
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y + 0x1000;
npc->ani_no = 2;
}
else if (gMC.down)
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y - 0x1000;
npc->ani_no = 1;
}
else
{
npc->ani_no = 0;
if (gMC.direct == 0)
{
npc->tgt_x = gMC.x + 0xE00;
npc->tgt_y = gMC.y - 0x600;
}
else
{
npc->tgt_x = gMC.x - 0xE00;
npc->tgt_y = gMC.y - 0x600;
}
}
}
npc->x += (npc->tgt_x - npc->x) / 2;
npc->y += (npc->tgt_y - npc->y) / 2;
if (gMC.ani_no & 1)
npc->y -= 0x200;
if (gMC.direct == 0)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
//Curly's Nemesis
void ActNpc321(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {136, 152, 152, 168};
rcLeft[1] = {152, 152, 168, 168};
rcLeft[2] = {168, 152, 184, 168};
rcRight[0] = {136, 168, 152, 184};
rcRight[1] = {152, 168, 168, 184};
rcRight[2] = {168, 168, 184, 184};
char direct;
if (npc->pNpc)
{
switch (npc->pNpc->ani_no)
{
case 0:
if (gMC.direct == 0)
{
npc->x = npc->pNpc->x + 0x1000;
direct = 2;
}
else
{
npc->x = npc->pNpc->x - 0x1000;
direct = 0;
}
npc->y = npc->pNpc->y;
break;
case 1:
npc->x = npc->pNpc->x;
direct = 1;
npc->y = npc->pNpc->y - 0x1400;
break;
case 2:
npc->x = npc->pNpc->x;
direct = 3;
npc->y = npc->pNpc->y + 0x1400;
break;
}
npc->ani_no = npc->pNpc->ani_no;
if (g_GameFlags & 2 && CountBulletNum(43) < 2 && gKeyTrg & gKeyShot)
{
SetBullet(43, npc->pNpc->x, npc->pNpc->y, direct);
SetCaret(npc->pNpc->x, npc->pNpc->y, 3, 0);
PlaySoundObject(117, 1);
}
if (gMC.direct == 0)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
}
//Deleet
void ActNpc322(NPCHAR *npc)
{
RECT rc[3];
rc[0] = {272, 216, 296, 240};
rc[1] = {296, 216, 320, 240};
rc[2] = {160, 216, 184, 240};
if (npc->act_no < 2 && npc->life <= 968)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->bits &= ~0x20;
npc->bits |= 4;
PlaySoundObject(22, 1);
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
npc->y += 0x1000;
else
npc->x += 0x1000;
// Fallthrough
case 1:
if (npc->shock)
++npc->count1;
else
npc->count1 = 0;
npc->rect = rc[npc->count1 / 2 & 1];
break;
case 2:
npc->ani_no = 2;
switch (npc->act_wait)
{
case 0:
SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 0, 0, 0x180);
break;
case 50:
SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 1, 0, 0x180);
break;
case 100:
SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 2, 0, 0x180);
break;
case 150:
SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 3, 0, 0x180);
break;
case 200:
SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 4, 0, 0x180);
break;
case 250:
npc->hit.back = 0x6000;
npc->hit.front = 0x6000;
npc->hit.top = 0x6000;
npc->hit.bottom = 0x6000;
npc->damage = 12;
PlaySoundObject(26, 1);
SetDestroyNpChar(npc->x, npc->y, 0x6000, 40);
SetQuake(10);
if (npc->direct == 0)
{
DeleteMapParts(npc->x / 0x2000, (npc->y - 0x1000) / 0x2000);
DeleteMapParts(npc->x / 0x2000, (npc->y + 0x1000) / 0x2000);
}
else
{
DeleteMapParts((npc->x - 0x1000) / 0x2000, npc->y / 0x2000);
DeleteMapParts((npc->x + 0x1000) / 0x2000, npc->y / 0x2000);
}
npc->cond |= 8;
break;
}
++npc->act_wait;
npc->rect = rc[2];
break;
}
}
//Bute (spinning)
void ActNpc323(NPCHAR *npc)
{
RECT rc[4];
rc[0] = {216, 32, 232, 56};
rc[1] = {232, 32, 248, 56};
rc[2] = {216, 56, 232, 80};
rc[3] = {232, 56, 248, 80};
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
if (++npc->ani_no > 3)
npc->ani_no = 0;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
switch (npc->direct)
{
case 0:
npc->xm = -0x600;
break;
case 2:
npc->xm = 0x600;
break;
case 1:
npc->ym = -0x600;
break;
case 3:
npc->ym = 0x600;
break;
}
// Fallthrough
case 1:
if (++npc->act_wait == 16)
npc->bits &= ~8;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 0xFF)
npc->act_no = 10;
if (npc->act_wait > 20)
{
switch (npc->direct)
{
case 0:
if (npc->x <= gMC.x + 0x4000)
npc->act_no = 10;
break;
case 2:
if (npc->x >= gMC.x - 0x4000)
npc->act_no = 10;
break;
case 1:
if (npc->y <= gMC.y + 0x4000)
npc->act_no = 10;
break;
case 3:
if (npc->y >= gMC.y - 0x4000)
npc->act_no = 10;
break;
}
}
break;
}
if (npc->act_no == 10)
{
npc->code_char = 309;
npc->ani_no = 0;
npc->act_no = 11;
npc->bits |= 0x20;
npc->bits &= ~8;
npc->damage = 5;
npc->view.top = 0x1000;
}
npc->rect = rc[npc->ani_no];
}
//Bute generator
void ActNpc324(NPCHAR *npc)
{
switch (npc->act_no)
{
case 10:
npc->act_no = 11;
npc->act_wait = 0;
// Fallthrough
case 11:
if (++npc->act_wait % 50 == 1)
SetNpChar(323, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100);
if (npc->act_wait > 351)
npc->act_no = 0;
break;
}
}
//Heavy Press lightning
void ActNpc325(NPCHAR *npc)
{
RECT rc[7];
rc[0] = {240, 96, 272, 128};
rc[1] = {272, 96, 304, 128};
rc[2] = {240, 128, 272, 160};
rc[3] = {240, 0, 256, 96};
rc[4] = {256, 0, 272, 96};
rc[5] = {272, 0, 288, 96};
rc[6] = {288, 0, 304, 96};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
PlaySoundObject(29, 1);
// Fallthrough
case 1:
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (++npc->act_wait > 50)
{
npc->act_no = 10;
npc->ani_wait = 0;
npc->ani_no = 3;
npc->damage = 10;
npc->view.front = 0x1000;
npc->view.top = 0x1800;
PlaySoundObject(101, 1);
SetDestroyNpChar(npc->x, npc->y + 0xA800, 0, 3);
}
break;
case 10:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
{
npc->cond = 0;
return;
}
break;
}
npc->rect = rc[npc->ani_no];
}
//Sweat
void ActNpc334(NPCHAR *npc)

View file

@ -365,23 +365,23 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc306,
ActNpc307,
ActNpc308,
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc309,
ActNpc310,
ActNpc311,
ActNpc312,
ActNpc313,
ActNpc314,
ActNpc315,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc316,
ActNpc317,
ActNpc318,
ActNpc319,
ActNpc320,
ActNpc321,
ActNpc322,
ActNpc323,
ActNpc324,
ActNpc325,
nullptr,
nullptr,
nullptr,