Added NPCs for the destroyed Egg Corridor
This commit is contained in:
parent
b6ed1dd9b1
commit
2e16660a5a
3 changed files with 871 additions and 12 deletions
12
src/NpcAct.h
12
src/NpcAct.h
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@ -202,7 +202,17 @@ void ActNpc196(NPCHAR *npc);
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void ActNpc197(NPCHAR *npc);
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void ActNpc198(NPCHAR *npc);
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void ActNpc199(NPCHAR *npc);
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void ActNpc200(NPCHAR *npc);
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void ActNpc201(NPCHAR *npc);
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void ActNpc202(NPCHAR *npc);
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void ActNpc203(NPCHAR *npc);
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void ActNpc204(NPCHAR *npc);
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void ActNpc205(NPCHAR *npc);
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void ActNpc206(NPCHAR *npc);
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void ActNpc207(NPCHAR *npc);
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void ActNpc208(NPCHAR *npc);
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void ActNpc209(NPCHAR *npc);
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void ActNpc210(NPCHAR *npc);
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void ActNpc211(NPCHAR *npc);
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void ActNpc218(NPCHAR *npc);
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@ -8,6 +8,855 @@
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#include "Sound.h"
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#include "Back.h"
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#include "Triangle.h"
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#include "Bullet.h"
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#include "Caret.h"
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#include "Frame.h"
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//Dragon Zombie
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void ActNpc200(NPCHAR *npc)
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{
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RECT rcLeft[6];
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RECT rcRight[6];
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rcLeft[0] = {0, 0, 40, 40};
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rcLeft[1] = {40, 0, 80, 40};
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rcLeft[2] = {80, 0, 120, 40};
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rcLeft[3] = {120, 0, 160, 40};
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rcLeft[4] = {160, 0, 200, 40};
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rcLeft[5] = {200, 0, 240, 40};
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rcRight[0] = {0, 40, 40, 80};
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rcRight[1] = {40, 40, 80, 80};
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rcRight[2] = {80, 40, 120, 80};
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rcRight[3] = {120, 40, 160, 80};
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rcRight[4] = {160, 40, 200, 80};
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rcRight[5] = {200, 40, 240, 80};
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if (npc->act_no < 100 && npc->life < 950)
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{
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PlaySoundObject(72, 1);
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
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SetExpObjects(npc->x, npc->y, npc->exp);
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npc->act_no = 100;
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npc->bits &= ~0x20;
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npc->damage = 0;
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}
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 10;
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npc->count1 = 0;
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// Fallthrough
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case 10:
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if (++npc->ani_wait > 30)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 1)
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npc->ani_no = 0;
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if (npc->count1)
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--npc->count1;
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if (npc->count1 == 0 && gMC.x > npc->x - 0xE000 && gMC.x < npc->x + 0xE000)
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npc->act_no = 20;
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break;
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case 20:
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npc->act_no = 21;
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npc->act_wait = 0;
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// Fallthrough
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case 21:
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if (++npc->act_wait / 2 % 2)
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npc->ani_no = 2;
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else
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npc->ani_no = 3;
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if (npc->act_wait > 30)
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npc->act_no = 30;
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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break;
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case 30:
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npc->act_no = 31;
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npc->act_wait = 0;
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npc->ani_no = 4;
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y;
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// Fallthrough
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case 31:
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if (++npc->act_wait < 40 && npc->act_wait % 8 == 1)
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{
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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);
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const int ym = 3 * GetSin(deg);
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const int xm = 3 * GetCos(deg);
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if (npc->direct == 0)
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SetNpChar(202, npc->x - 0x1C00, npc->y, xm, ym, 0, 0, 0x100);
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else
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SetNpChar(202, npc->x + 0x1C00, npc->y, xm, ym, 0, 0, 0x100);
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if ((gMC.cond & 2) == 0)
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PlaySoundObject(33, 1);
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}
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if (npc->act_wait > 60)
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{
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npc->act_no = 10;
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npc->count1 = Random(100, 200);
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npc->ani_wait = 0;
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}
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break;
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case 100:
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npc->ani_no = 5;
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break;
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}
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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//Dragon Zombie (dead)
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void ActNpc201(NPCHAR *npc)
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{
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RECT rcLeft[1];
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RECT rcRight[1];
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rcLeft[0] = {200, 0, 240, 40};
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rcRight[0] = {200, 40, 240, 80};
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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//Dragon Zombie projectile
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void ActNpc202(NPCHAR *npc)
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{
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RECT rect_left[3];
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if (npc->flag & 0xFF)
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{
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npc->cond = 0;
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SetCaret(npc->x, npc->y, 2, 0);
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}
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npc->y += npc->ym;
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npc->x += npc->xm;
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rect_left[0] = {184, 216, 200, 240};
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rect_left[1] = {200, 216, 216, 240};
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rect_left[2] = {216, 216, 232, 240};
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if (++npc->ani_wait > 1)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if ( npc->ani_no > 2 )
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npc->ani_no = 0;
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npc->rect = rect_left[npc->ani_no];
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if (++npc->count1 > 300)
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{
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npc->cond = 0;
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SetCaret(npc->x, npc->y, 2, 0);
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}
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}
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//Critter (destroyed Egg Corridor)
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void ActNpc203(NPCHAR *npc)
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{
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RECT rcLeft[3];
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RECT rcRight[3];
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rcLeft[0] = {0, 80, 16, 96};
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rcLeft[1] = {16, 80, 32, 96};
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rcLeft[2] = {32, 80, 48, 96};
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rcRight[0] = {0, 96, 16, 112};
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rcRight[1] = {16, 96, 32, 112};
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rcRight[2] = {32, 96, 48, 112};
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switch (npc->act_no)
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{
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case 0:
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npc->y += 0x600;
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npc->act_no = 1;
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// Fallthrough
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case 1:
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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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)
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{
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npc->ani_no = 1;
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}
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else
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{
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if ( npc->act_wait < 8 )
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++npc->act_wait;
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npc->ani_no = 0;
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}
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if (npc->shock)
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{
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npc->act_no = 2;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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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)
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{
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npc->act_no = 2;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 3;
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npc->ani_no = 2;
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npc->ym = -0x5FF;
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if ((gMC.cond & 2) == 0)
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PlaySoundObject(30, 1);
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if (npc->direct == 0)
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npc->xm = -0x100;
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else
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npc->xm = 0x100;
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}
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break;
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case 3:
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if (npc->flag & 8)
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{
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npc->xm = 0;
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npc->act_wait = 0;
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npc->ani_no = 0;
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npc->act_no = 1;
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if ((gMC.cond & 2) == 0)
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PlaySoundObject(23, 1);
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}
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break;
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}
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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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//Falling spike (small)
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void ActNpc204(NPCHAR *npc)
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{
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RECT rc[2]; // [sp+4h] [bp-20h]@1
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rc[0] = {240, 80, 256, 96};
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rc[1] = {240, 144, 256, 160};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->tgt_x = npc->x;
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// Fallthrough
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case 1:
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if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y)
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npc->act_no = 2;
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break;
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case 2:
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if (++npc->act_wait / 6 % 2)
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npc->x = npc->tgt_x - 0x200;
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else
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npc->x = npc->tgt_x;
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if (npc->act_wait > 30)
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{
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npc->act_no = 3;
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npc->ani_no = 1;
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}
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break;
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case 3:
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npc->ym += 0x20;
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if (npc->flag & 0xFF)
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{
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if ((gMC.cond & 2) == 0)
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PlaySoundObject(12, 1);
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
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npc->cond = 0;
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return;
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}
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break;
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}
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if (npc->ym > 0xC00)
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npc->ym = 0xC00;
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npc->y += npc->ym;
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npc->rect = rc[npc->ani_no];
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}
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//Falling spike (large)
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void ActNpc205(NPCHAR *npc)
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{
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RECT rc[2];
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rc[0] = {112, 80, 128, 112};
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rc[1] = {128, 80, 144, 112};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->tgt_x = npc->x;
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npc->y += 0x800;
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// Fallthrough
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case 1:
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if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y)
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npc->act_no = 2;
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break;
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case 2:
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if (++npc->act_wait / 6 % 2)
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npc->x = npc->tgt_x - 0x200;
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else
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npc->x = npc->tgt_x;
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if (npc->act_wait > 30)
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{
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npc->act_no = 3;
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npc->ani_no = 1;
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npc->act_wait = 0;
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}
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break;
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case 3:
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npc->ym += 0x20;
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if (gMC.y > npc->y)
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{
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npc->bits &= ~0x40;
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npc->damage = 0x7F;
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}
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else
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{
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npc->bits |= 0x40;
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npc->damage = 0;
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}
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if (++npc->act_wait > 8 && npc->flag & 0xFF)
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{
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npc->bits |= 0x40;
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npc->act_no = 4;
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npc->act_wait = 0;
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npc->ym = 0;
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npc->damage = 0;
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PlaySoundObject(12, 1);
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
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SetBullet(24, npc->x, npc->y, 0);
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return;
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}
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break;
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case 4:
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if (++npc->act_wait > 4)
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{
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npc->act_no = 5;
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npc->bits |= 0x20;
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}
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break;
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}
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if (npc->ym > 0xC00)
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npc->ym = 0xC00;
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npc->y += npc->ym;
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npc->rect = rc[npc->ani_no];
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}
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//Counter Bomb
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void ActNpc206(NPCHAR *npc)
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{
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RECT rect_left[3];
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->tgt_x = npc->x;
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npc->tgt_y = npc->y;
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npc->count1 = 120;
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npc->act_wait = Random(0, 50);
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// Fallthrough
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case 1:
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if (++npc->act_wait >= 50)
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{
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npc->act_wait = 0;
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npc->act_no = 2;
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npc->ym = 0x300;
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}
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break;
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case 2:
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if (gMC.x > npc->x - 0xA000 && gMC.x < npc->x + 0xA000)
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{
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npc->act_wait = 0;
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npc->act_no = 3;
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}
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if (npc->shock)
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{
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npc->act_wait = 0;
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npc->act_no = 3;
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}
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break;
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case 3:
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switch (npc->act_wait)
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{
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case 60 * 0:
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SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 0, 0, 0x100);
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break;
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case 60 * 1:
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SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 1, 0, 0x100);
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break;
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case 60 * 2:
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SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 2, 0, 0x100);
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break;
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case 60 * 3:
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SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 3, 0, 0x100);
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break;
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case 60 * 4:
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SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 4, 0, 0x100);
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break;
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case 60 * 5:
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npc->hit.back = 0x10000;
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npc->hit.front = 0x10000;
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npc->hit.top = 0xC800;
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npc->hit.bottom = 0xC800;
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npc->damage = 30;
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PlaySoundObject(35, 1);
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SetDestroyNpChar(npc->x, npc->y, 0x10000, 100);
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SetQuake(20);
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npc->cond |= 8;
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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)
|
||||
|
|
|
@ -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,
|
||||
|
|
Loading…
Add table
Reference in a new issue