diff --git a/src/NpcAct.h b/src/NpcAct.h index 14bb958a..82393a29 100644 --- a/src/NpcAct.h +++ b/src/NpcAct.h @@ -202,7 +202,17 @@ void ActNpc196(NPCHAR *npc); void ActNpc197(NPCHAR *npc); void ActNpc198(NPCHAR *npc); void ActNpc199(NPCHAR *npc); - +void ActNpc200(NPCHAR *npc); +void ActNpc201(NPCHAR *npc); +void ActNpc202(NPCHAR *npc); +void ActNpc203(NPCHAR *npc); +void ActNpc204(NPCHAR *npc); +void ActNpc205(NPCHAR *npc); +void ActNpc206(NPCHAR *npc); +void ActNpc207(NPCHAR *npc); +void ActNpc208(NPCHAR *npc); +void ActNpc209(NPCHAR *npc); +void ActNpc210(NPCHAR *npc); void ActNpc211(NPCHAR *npc); void ActNpc218(NPCHAR *npc); diff --git a/src/NpcAct200.cpp b/src/NpcAct200.cpp index 59603e84..848f8956 100644 --- a/src/NpcAct200.cpp +++ b/src/NpcAct200.cpp @@ -8,6 +8,855 @@ #include "Sound.h" #include "Back.h" #include "Triangle.h" +#include "Bullet.h" +#include "Caret.h" +#include "Frame.h" + +//Dragon Zombie +void ActNpc200(NPCHAR *npc) +{ + RECT rcLeft[6]; + RECT rcRight[6]; + + rcLeft[0] = {0, 0, 40, 40}; + rcLeft[1] = {40, 0, 80, 40}; + rcLeft[2] = {80, 0, 120, 40}; + rcLeft[3] = {120, 0, 160, 40}; + rcLeft[4] = {160, 0, 200, 40}; + rcLeft[5] = {200, 0, 240, 40}; + + rcRight[0] = {0, 40, 40, 80}; + rcRight[1] = {40, 40, 80, 80}; + rcRight[2] = {80, 40, 120, 80}; + rcRight[3] = {120, 40, 160, 80}; + rcRight[4] = {160, 40, 200, 80}; + rcRight[5] = {200, 40, 240, 80}; + + if (npc->act_no < 100 && npc->life < 950) + { + PlaySoundObject(72, 1); + SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8); + SetExpObjects(npc->x, npc->y, npc->exp); + npc->act_no = 100; + npc->bits &= ~0x20; + npc->damage = 0; + } + + switch (npc->act_no) + { + case 0: + npc->act_no = 10; + npc->count1 = 0; + // Fallthrough + case 10: + if (++npc->ani_wait > 30) + { + npc->ani_wait = 0; + ++npc->ani_no; + } + + if (npc->ani_no > 1) + npc->ani_no = 0; + + if (npc->count1) + --npc->count1; + + if (npc->count1 == 0 && gMC.x > npc->x - 0xE000 && gMC.x < npc->x + 0xE000) + npc->act_no = 20; + + break; + + case 20: + npc->act_no = 21; + npc->act_wait = 0; + // Fallthrough + case 21: + if (++npc->act_wait / 2 % 2) + npc->ani_no = 2; + else + npc->ani_no = 3; + + if (npc->act_wait > 30) + npc->act_no = 30; + + if (gMC.x < npc->x) + npc->direct = 0; + else + npc->direct = 2; + + break; + + case 30: + npc->act_no = 31; + npc->act_wait = 0; + npc->ani_no = 4; + npc->tgt_x = gMC.x; + npc->tgt_y = gMC.y; + // Fallthrough + case 31: + if (++npc->act_wait < 40 && npc->act_wait % 8 == 1) + { + const unsigned char deg = npc->direct ? GetArktan(npc->x + 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y) : GetArktan( npc->x - 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y) + Random(-6, 6); + const int ym = 3 * GetSin(deg); + const int xm = 3 * GetCos(deg); + + if (npc->direct == 0) + SetNpChar(202, npc->x - 0x1C00, npc->y, xm, ym, 0, 0, 0x100); + else + SetNpChar(202, npc->x + 0x1C00, npc->y, xm, ym, 0, 0, 0x100); + + if ((gMC.cond & 2) == 0) + PlaySoundObject(33, 1); + } + + if (npc->act_wait > 60) + { + npc->act_no = 10; + npc->count1 = Random(100, 200); + npc->ani_wait = 0; + } + + break; + + case 100: + npc->ani_no = 5; + break; + } + + if (npc->direct == 0) + npc->rect = rcLeft[npc->ani_no]; + else + npc->rect = rcRight[npc->ani_no]; +} + +//Dragon Zombie (dead) +void ActNpc201(NPCHAR *npc) +{ + RECT rcLeft[1]; + RECT rcRight[1]; + + rcLeft[0] = {200, 0, 240, 40}; + rcRight[0] = {200, 40, 240, 80}; + + if (npc->direct == 0) + npc->rect = rcLeft[npc->ani_no]; + else + npc->rect = rcRight[npc->ani_no]; +} + +//Dragon Zombie projectile +void ActNpc202(NPCHAR *npc) +{ + RECT rect_left[3]; + + if (npc->flag & 0xFF) + { + npc->cond = 0; + SetCaret(npc->x, npc->y, 2, 0); + } + + npc->y += npc->ym; + npc->x += npc->xm; + + rect_left[0] = {184, 216, 200, 240}; + rect_left[1] = {200, 216, 216, 240}; + rect_left[2] = {216, 216, 232, 240}; + + if (++npc->ani_wait > 1) + { + npc->ani_wait = 0; + ++npc->ani_no; + } + + if ( npc->ani_no > 2 ) + npc->ani_no = 0; + + npc->rect = rect_left[npc->ani_no]; + + if (++npc->count1 > 300) + { + npc->cond = 0; + SetCaret(npc->x, npc->y, 2, 0); + } +} + +//Critter (destroyed Egg Corridor) +void ActNpc203(NPCHAR *npc) +{ + RECT rcLeft[3]; + RECT rcRight[3]; + + rcLeft[0] = {0, 80, 16, 96}; + rcLeft[1] = {16, 80, 32, 96}; + rcLeft[2] = {32, 80, 48, 96}; + + rcRight[0] = {0, 96, 16, 112}; + rcRight[1] = {16, 96, 32, 112}; + rcRight[2] = {32, 96, 48, 112}; + + switch (npc->act_no) + { + case 0: + npc->y += 0x600; + npc->act_no = 1; + // Fallthrough + case 1: + if (gMC.x < npc->x) + npc->direct = 0; + else + npc->direct = 2; + + if (npc->act_wait >= 8 && gMC.x > npc->x - 0xE000 && gMC.x < npc->x + 0xE000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0xA000) + { + npc->ani_no = 1; + } + else + { + if ( npc->act_wait < 8 ) + ++npc->act_wait; + npc->ani_no = 0; + } + + if (npc->shock) + { + npc->act_no = 2; + npc->ani_no = 0; + npc->act_wait = 0; + } + + if (npc->act_wait >= 8 && gMC.x > npc->x - 0x6000 && gMC.x < npc->x + 0x6000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0x6000) + { + npc->act_no = 2; + npc->ani_no = 0; + npc->act_wait = 0; + } + + break; + + case 2: + if (++npc->act_wait > 8) + { + npc->act_no = 3; + npc->ani_no = 2; + npc->ym = -0x5FF; + + if ((gMC.cond & 2) == 0) + PlaySoundObject(30, 1); + + if (npc->direct == 0) + npc->xm = -0x100; + else + npc->xm = 0x100; + } + + break; + + case 3: + if (npc->flag & 8) + { + npc->xm = 0; + npc->act_wait = 0; + npc->ani_no = 0; + npc->act_no = 1; + + if ((gMC.cond & 2) == 0) + PlaySoundObject(23, 1); + } + + break; + } + + npc->ym += 0x40; + 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]; +} + +//Falling spike (small) +void ActNpc204(NPCHAR *npc) +{ + RECT rc[2]; // [sp+4h] [bp-20h]@1 + + rc[0] = {240, 80, 256, 96}; + rc[1] = {240, 144, 256, 160}; + + switch (npc->act_no) + { + case 0: + npc->act_no = 1; + npc->tgt_x = npc->x; + // Fallthrough + case 1: + if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y) + npc->act_no = 2; + break; + + case 2: + if (++npc->act_wait / 6 % 2) + npc->x = npc->tgt_x - 0x200; + else + npc->x = npc->tgt_x; + + if (npc->act_wait > 30) + { + npc->act_no = 3; + npc->ani_no = 1; + } + break; + + case 3: + npc->ym += 0x20; + + if (npc->flag & 0xFF) + { + if ((gMC.cond & 2) == 0) + PlaySoundObject(12, 1); + + SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4); + npc->cond = 0; + return; + } + + break; + } + + if (npc->ym > 0xC00) + npc->ym = 0xC00; + + npc->y += npc->ym; + + npc->rect = rc[npc->ani_no]; +} + +//Falling spike (large) +void ActNpc205(NPCHAR *npc) +{ + RECT rc[2]; + + rc[0] = {112, 80, 128, 112}; + rc[1] = {128, 80, 144, 112}; + + switch (npc->act_no) + { + case 0: + npc->act_no = 1; + npc->tgt_x = npc->x; + npc->y += 0x800; + // Fallthrough + case 1: + if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y) + npc->act_no = 2; + + break; + + case 2: + if (++npc->act_wait / 6 % 2) + npc->x = npc->tgt_x - 0x200; + else + npc->x = npc->tgt_x; + + if (npc->act_wait > 30) + { + npc->act_no = 3; + npc->ani_no = 1; + npc->act_wait = 0; + } + + break; + + case 3: + npc->ym += 0x20; + + if (gMC.y > npc->y) + { + npc->bits &= ~0x40; + npc->damage = 0x7F; + } + else + { + npc->bits |= 0x40; + npc->damage = 0; + } + + if (++npc->act_wait > 8 && npc->flag & 0xFF) + { + npc->bits |= 0x40; + npc->act_no = 4; + npc->act_wait = 0; + npc->ym = 0; + npc->damage = 0; + PlaySoundObject(12, 1); + SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4); + SetBullet(24, npc->x, npc->y, 0); + return; + } + + break; + + case 4: + if (++npc->act_wait > 4) + { + npc->act_no = 5; + npc->bits |= 0x20; + } + + break; + } + + if (npc->ym > 0xC00) + npc->ym = 0xC00; + + npc->y += npc->ym; + + npc->rect = rc[npc->ani_no]; +} + +//Counter Bomb +void ActNpc206(NPCHAR *npc) +{ + RECT rect_left[3]; + + 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); + // Fallthrough + case 1: + if (++npc->act_wait >= 50) + { + npc->act_wait = 0; + npc->act_no = 2; + npc->ym = 0x300; + } + + break; + + case 2: + if (gMC.x > npc->x - 0xA000 && gMC.x < npc->x + 0xA000) + { + npc->act_wait = 0; + npc->act_no = 3; + } + + if (npc->shock) + { + npc->act_wait = 0; + npc->act_no = 3; + } + + break; + + case 3: + switch (npc->act_wait) + { + case 60 * 0: + SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 0, 0, 0x100); + break; + + case 60 * 1: + SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 1, 0, 0x100); + break; + + case 60 * 2: + SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 2, 0, 0x100); + break; + + case 60 * 3: + SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 3, 0, 0x100); + break; + + case 60 * 4: + SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 4, 0, 0x100); + break; + + case 60 * 5: + npc->hit.back = 0x10000; + npc->hit.front = 0x10000; + npc->hit.top = 0xC800; + npc->hit.bottom = 0xC800; + npc->damage = 30; + PlaySoundObject(35, 1); + SetDestroyNpChar(npc->x, npc->y, 0x10000, 100); + SetQuake(20); + npc->cond |= 8; + break; + } + + ++npc->act_wait; + break; + } + + if (npc->act_no > 1) + { + if (npc->tgt_y < npc->y) + npc->ym -= 0x10; + if (npc->tgt_y > npc->y) + npc->ym += 0x10; + + if (npc->ym > 0x100) + npc->ym = 0x100; + if (npc->ym < -0x100) + npc->ym = -0x100; + } + + npc->x += npc->xm; + npc->y += npc->ym; + + rect_left[0] = {80, 80, 120, 120}; + rect_left[1] = {120, 80, 160, 120}; + rect_left[2] = {160, 80, 200, 120}; + + if (++npc->ani_wait > 4) + { + npc->ani_wait = 0; + ++npc->ani_no; + } + + if (npc->ani_no > 2) + npc->ani_no = 0; + + npc->rect = rect_left[npc->ani_no]; +} + +//Counter Bomb's countdown +void ActNpc207(NPCHAR *npc) +{ + RECT rc[5]; + + rc[0] = {0, 144, 16, 160}; + rc[1] = {16, 144, 32, 160}; + rc[2] = {32, 144, 48, 160}; + rc[3] = {48, 144, 64, 160}; + rc[4] = {64, 144, 80, 160}; + + switch (npc->act_no) + { + case 0: + npc->act_no = 1; + npc->ani_no = npc->direct; + PlaySoundObject(43, 1); + // Fallthrough + case 1: + npc->x += 0x200; + + if (++npc->act_wait > 8) + { + npc->act_wait = 0; + npc->act_no = 2; + } + + break; + + case 2: + if (++npc->act_wait > 30) + { + npc->cond = 0; + return; + } + + break; + } + + npc->rect = rc[npc->ani_no]; +} + +//Basu (destroyed Egg Corridor) +void ActNpc208(NPCHAR *npc) +{ + RECT rcLeft[3]; + RECT rcRight[3]; + + rcLeft[0] = {248, 80, 272, 104}; + rcLeft[1] = {272, 80, 296, 104}; + rcLeft[2] = {296, 80, 320, 104}; + + rcRight[0] = {248, 104, 272, 128}; + rcRight[1] = {272, 104, 296, 128}; + rcRight[2] = {296, 104, 320, 128}; + + switch (npc->act_no) + { + case 0: + if (gMC.x < npc->x + 0x2000 && gMC.x > npc->x - 0x2000) + { + npc->bits |= 0x20; + npc->ym = -0x200; + npc->tgt_x = npc->x; + npc->tgt_y = npc->y; + npc->act_no = 1; + npc->act_wait = 0; + npc->count1 = npc->direct; + npc->count2 = 0; + npc->damage = 6; + + if (npc->direct == 0) + { + npc->x = gMC.x + 0x20000; + npc->xm = -0x2FF; + } + else + { + npc->x = gMC.x - 0x20000; + npc->xm = 0x2FF; + } + } + else + { + npc->rect.right = 0; + npc->damage = 0; + npc->xm = 0; + npc->ym = 0; + npc->bits &= ~0x20; + } + + break; + + case 1: + if (gMC.x < npc->x) + { + npc->direct = 0; + npc->xm -= 0x10; + } + else + { + npc->direct = 2; + npc->xm += 0x10; + } + + if (npc->flag & 1) + npc->xm = 0x200; + if (npc->flag & 4) + npc->xm = -0x200; + + if (npc->tgt_y > npc->y) + npc->ym += 8; + else + npc->ym -= 8; + + if (npc->xm > 0x2FF) + npc->xm = 0x2FF; + if (npc->xm < -0x2FF) + npc->xm = -0x2FF; + + if (npc->ym > 0x200) + npc->ym = 0x200; + if (npc->ym < -0x200) + npc->ym = -0x200; + + if (npc->shock) + { + npc->x += npc->xm / 2; + npc->y += npc->ym / 2; + } + else + { + npc->x += npc->xm; + npc->y += npc->ym; + } + + if (gMC.x > npc->x + 0x32000 || gMC.x < npc->x - 0x32000) + { + npc->act_no = 0; + npc->xm = 0; + npc->direct = npc->count1; + npc->x = npc->tgt_x; + npc->rect.right = 0; + npc->damage = 0; + return; + } + + break; + } + + if (npc->act_no) + { + if (npc->act_wait < 150) + ++npc->act_wait; + + if (npc->act_wait == 150) + { + if (++npc->count2 % 8 == 0 && npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000) + { + const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6); + const int ym = 3 * GetSin(deg); + const int xm = 3 * GetCos(deg); + SetNpChar(209, npc->x, npc->y, xm, ym, 0, 0, 0x100); + PlaySoundObject(39, 1); + } + + if (npc->count2 > 16) + { + npc->act_wait = 0; + npc->count2 = 0; + } + } + } + + if (++npc->ani_wait > 1) + { + npc->ani_wait = 0; + ++npc->ani_no; + } + + if (npc->ani_no > 1) + npc->ani_no = 0; + + if (npc->act_wait > 120 && npc->act_wait / 2 % 2 == 1 && npc->ani_no == 1) + npc->ani_no = 2; + + if (npc->direct == 0) + npc->rect = rcLeft[npc->ani_no]; + else + npc->rect = rcRight[npc->ani_no]; +} + +//Basu projectile (destroyed Egg Corridor) +void ActNpc209(NPCHAR *npc) +{ + if (npc->flag & 0xFF) + { + npc->cond = 0; + SetCaret(npc->x, npc->y, 2, 0); + } + + npc->y += npc->ym; + npc->x += npc->xm; + + RECT rect_left[4]; + + rect_left[0] = {232, 96, 248, 112}; + rect_left[1] = {200, 112, 216, 128}; + rect_left[2] = {216, 112, 232, 128}; + rect_left[3] = {232, 112, 248, 128}; + + if (++npc->ani_wait > 2) + { + npc->ani_wait = 0; + ++npc->ani_no; + } + + if ( npc->ani_no > 3 ) + npc->ani_no = 0; + + npc->rect = rect_left[npc->ani_no]; + + if (++npc->count1 > 300) + { + npc->cond = 0; + SetCaret(npc->x, npc->y, 2, 0); + } +} + +//Beetle (destroyed Egg Corridor) +void ActNpc210(NPCHAR *npc) +{ + RECT rcLeft[2]; + RECT rcRight[2]; + + rcLeft[0] = {0, 112, 16, 128}; + rcLeft[1] = {16, 112, 32, 128}; + + rcRight[0] = {32, 112, 48, 128}; + rcRight[1] = {48, 112, 64, 128}; + + switch (npc->act_no) + { + case 0: + if (gMC.x >= npc->x + 0x2000 || gMC.x <= npc->x - 0x2000) + { + npc->bits &= ~0x20; + npc->rect.right = 0; + npc->damage = 0; + npc->xm = 0; + npc->ym = 0; + return; + } + + npc->bits |= 0x20; + npc->ym = -0x200; + npc->tgt_y = npc->y; + npc->act_no = 1; + npc->damage = 2; + + if (npc->direct == 0) + { + npc->x = gMC.x + 0x20000; + npc->xm = -0x2FF; + } + else + { + npc->x = gMC.x - 0x20000; + npc->xm = 0x2FF; + } + + break; + + case 1: + if (gMC.x < npc->x) + { + npc->direct = 0; + npc->xm -= 0x10; + } + else + { + npc->direct = 2; + npc->xm += 0x10; + } + + if (npc->xm > 0x2FF) + npc->xm = 0x2FF; + if (npc->xm < -0x2FF) + npc->xm = -0x2FF; + + 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->shock) + { + npc->x += npc->xm / 2; + npc->y += npc->ym / 2; + } + else + { + npc->x += npc->xm; + npc->y += npc->ym; + } + + break; + } + + if (++npc->ani_wait > 1) + { + npc->ani_wait = 0; + ++npc->ani_no; + } + + if (npc->ani_no > 1) + npc->ani_no = 0; + + if (npc->direct == 0) + npc->rect = rcLeft[npc->ani_no]; + else + npc->rect = rcRight[npc->ani_no]; +} //Spikes (small) void ActNpc211(NPCHAR *npc) diff --git a/src/NpcTbl.cpp b/src/NpcTbl.cpp index b74849cb..3656ccd4 100644 --- a/src/NpcTbl.cpp +++ b/src/NpcTbl.cpp @@ -256,17 +256,17 @@ NPCFUNCTION gpNpcFuncTbl[361] = ActNpc197, ActNpc198, ActNpc199, - nullptr, - nullptr, - nullptr, - nullptr, - nullptr, - nullptr, - nullptr, - nullptr, - nullptr, - nullptr, - nullptr, + ActNpc200, + ActNpc201, + ActNpc202, + ActNpc203, + ActNpc204, + ActNpc205, + ActNpc206, + ActNpc207, + ActNpc208, + ActNpc209, + ActNpc210, ActNpc211, nullptr, nullptr,