More NPCs

This commit is contained in:
Clownacy 2019-01-31 15:29:19 +00:00
parent 5c8f80e611
commit 28dfac081b
4 changed files with 379 additions and 1 deletions

View file

@ -91,4 +91,6 @@ void ActNpc298(NPCHAR *npc);
void ActNpc299(NPCHAR *npc);
void ActNpc300(NPCHAR *npc);
void ActNpc355(NPCHAR *npc);
void ActNpc359(NPCHAR *npc);

View file

@ -9,6 +9,7 @@
#include "Back.h"
#include "Triangle.h"
#include "Frame.h"
#include "Map.h"
//Null
void ActNpc000(NPCHAR *npc)
@ -803,6 +804,334 @@ void ActNpc008(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Balrog (cutscene)
void ActNpc012(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
if (npc->direct == 4)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 1;
npc->ani_no = 0;
// Fallthrough
case 1:
if (Random(0, 100) == 0)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 16)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
if (npc->direct == 4)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 11;
npc->ani_no = 2;
npc->act_wait = 0;
npc->tgt_x = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 30)
{
npc->act_no = 12;
npc->act_wait = 0;
npc->ani_no = 3;
npc->ym = -0x800;
npc->bits |= 8;
}
break;
case 12:
if (npc->flag & 5)
npc->xm = 0;
if (npc->y < 0)
{
npc->code_char = 0;
PlaySoundObject(26, 1);
SetQuake(30);
}
break;
case 20:
if (npc->direct == 4)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 21;
npc->ani_no = 5;
npc->act_wait = 0;
npc->count1 = 0;
for (int i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
PlaySoundObject(72, 1);
// Fallthrough
case 21:
npc->tgt_x = 1;
if (npc->flag & 8)
++npc->act_wait;
if (++npc->count1 / 2 % 2)
npc->x += 0x200;
else
npc->x -= 0x200;
if (npc->act_wait > 100)
{
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 2;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
break;
case 30:
npc->ani_no = 4;
if (++npc->act_wait > 100)
{
npc->act_no = 0;
npc->ani_no = 0;
}
break;
case 40:
if (npc->direct == 4)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 41;
npc->act_wait = 0;
npc->ani_no = 5;
// Fallthrough
case 41:
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 5;
else
npc->ani_no = 6;
break;
case 42:
if (npc->direct == 4)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 43;
npc->act_wait = 0;
npc->ani_no = 6;
// Fallthrough
case 43:
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 7;
else
npc->ani_no = 6;
break;
case 50:
npc->ani_no = 8;
npc->xm = 0;
break;
case 60:
npc->act_no = 61;
npc->ani_no = 9;
npc->ani_wait = 0;
// Fallthrough
case 61:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
if (++npc->ani_no == 10 || npc->ani_no == 11)
PlaySoundObject(23, 1);
}
if (npc->ani_no > 12)
npc->ani_no = 9;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
break;
case 70:
npc->act_no = 71;
npc->act_wait = 64;
PlaySoundObject(29, 1);
npc->ani_no = 13;
// Fallthrough
case 71:
if (--npc->act_wait == 0)
npc->cond = 0;
break;
case 80:
npc->count1 = 0;
npc->act_no = 81;
// Fallthrough
case 81:
if (++npc->count1 / 2 % 2)
npc->x += 0x200;
else
npc->x -= 0x200;
npc->ani_no = 5;
npc->xm = 0;
npc->ym += 0x20;
break;
case 100:
npc->act_no = 101;
npc->act_wait = 0;
npc->ani_no = 2;
// Fallthrough
case 101:
if (++npc->act_wait > 20)
{
npc->act_no = 102;
npc->act_wait = 0;
npc->ani_no = 3;
npc->ym = -0x800;
npc->bits |= 8;
DeleteNpCharCode(150, 0);
DeleteNpCharCode(117, 0);
SetNpChar(355, 0, 0, 0, 0, 0, npc, 0x100);
SetNpChar(355, 0, 0, 0, 0, 1, npc, 0x100);
}
break;
case 102:
{
int x = npc->x / 0x200 / 0x10;
int y = npc->y / 0x200 / 0x10;
if (y >= 0 && y < 35 && ChangeMapParts(x, y, 0))
{
ChangeMapParts(x - 1, y, 0);
ChangeMapParts(x + 1, y, 0);
PlaySoundObject(44, 1);
SetQuake2(10);
}
if (npc->y < -0x4000)
{
npc->code_char = 0;
SetQuake(30);
}
break;
}
}
if (npc->tgt_x && Random(0, 10) == 0)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[14];
RECT rect_right[14];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {160, 0, 200, 24};
rect_left[2] = {80, 0, 120, 24};
rect_left[3] = {120, 0, 160, 24};
rect_left[4] = {240, 0, 280, 24};
rect_left[5] = {200, 0, 240, 24};
rect_left[6] = {280, 0, 320, 24};
rect_left[7] = {0, 0, 0, 0};
rect_left[8] = {80, 48, 120, 72};
rect_left[9] = {0, 48, 40, 72};
rect_left[10] = {0, 0, 40, 24};
rect_left[11] = {40, 48, 80, 72};
rect_left[12] = {0, 0, 40, 24};
rect_left[13] = {280, 0, 320, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {160, 24, 200, 48};
rect_right[2] = {80, 24, 120, 48};
rect_right[3] = {120, 24, 160, 48};
rect_right[4] = {240, 24, 280, 48};
rect_right[5] = {200, 24, 240, 48};
rect_right[6] = {280, 24, 320, 48};
rect_right[7] = {0, 0, 0, 0};
rect_right[8] = {80, 72, 120, 96};
rect_right[9] = {0, 72, 40, 96};
rect_right[10] = {0, 24, 40, 48};
rect_right[11] = {40, 72, 80, 96};
rect_right[12] = {0, 24, 40, 48};
rect_right[13] = {280, 24, 320, 48};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
if (npc->act_no == 71)
{
npc->rect.bottom = npc->rect.top + npc->act_wait / 2;
if (npc->act_wait % 2)
++npc->rect.left;
}
}
//Chest (closed)
void ActNpc015(NPCHAR *npc)
{

View file

@ -10,6 +10,53 @@
#include "Back.h"
#include "Triangle.h"
//Quote and Curly on Balrog's back
void ActNpc355(NPCHAR *npc)
{
RECT rc[4];
rc[0] = {80, 16, 96, 32};
rc[1] = {80, 96, 96, 112};
rc[2] = {128, 16, 144, 32};
rc[3] = {208, 96, 224, 112};
if (npc->act_no == 0)
{
switch (npc->direct)
{
case 0:
npc->surf = 16;
npc->ani_no = 0;
npc->x = npc->pNpc->x - 0x1C00;
npc->y = npc->pNpc->y + 0x1400;
break;
case 1:
npc->surf = 23;
npc->ani_no = 1;
npc->x = npc->pNpc->x + 0x1C00;
npc->y = npc->pNpc->y + 0x1400;
break;
case 2:
npc->surf = 16;
npc->ani_no = 2;
npc->x = npc->pNpc->x - 0xE00;
npc->y = npc->pNpc->y - 0x2600;
break;
case 3:
npc->surf = 23;
npc->ani_no = 3;
npc->x = npc->pNpc->x + 0x800;
npc->y = npc->pNpc->y - 0x2600;
break;
}
}
npc->rect = rc[npc->ani_no];
}
//Water droplet generator
void ActNpc359(NPCHAR *npc)
{

View file

@ -411,7 +411,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc355,
nullptr,
nullptr,
nullptr,