More NPCs, and added the Sisters

This commit is contained in:
Clownacy 2019-02-07 20:45:53 +00:00
parent 2e16660a5a
commit 3306316162
9 changed files with 1774 additions and 21 deletions

View file

@ -46,6 +46,7 @@ SOURCES = \
BossIronH \
BossLife \
BossOhm \
BossTwinD \
BossX \
BulHit \
Bullet \
@ -82,6 +83,7 @@ SOURCES = \
NpcAct160 \
NpcAct180 \
NpcAct200 \
NpcAct220 \
NpcAct240 \
NpcAct260 \
NpcAct280 \

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@ -8,6 +8,7 @@
#include "BossFrog.h"
#include "BossIronH.h"
#include "BossOhm.h"
#include "BossTwinD.h"
#include "BossX.h"
#include "NpChar.h"
#include "MyChar.h"
@ -194,7 +195,7 @@ BOSSFUNCTION gpBossFuncTbl[10] =
ActBossChar_MonstX,
ActBossChar_Core,
ActBossChar_Ironhead,
nullptr, //ActBossChar_Twin,
ActBossChar_Twin,
nullptr, //ActBossChar_Undead,
nullptr, //ActBossChar_Press,
nullptr, //ActBossChar_Ballos

551
src/BossTwinD.cpp Normal file
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@ -0,0 +1,551 @@
#include "BossTwinD.h"
#include "Boss.h"
#include "Flash.h"
#include "Game.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
#include "WindowsWrapper.h"
static void ActBossCharT_DragonBody(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {0, 0, 40, 40};
rcLeft[1] = {40, 0, 80, 40};
rcLeft[2] = {80, 0, 120, 40};
rcRight[0] = {0, 40, 40, 80};
rcRight[1] = {40, 40, 80, 80};
rcRight[2] = {80, 40, 120, 80};
unsigned char deg;
switch (npc->act_no)
{
case 0:
deg = npc->count1 + (npc->pNpc->count1 / 4);
npc->act_no = 10;
npc->x += npc->pNpc->x + npc->pNpc->tgt_x * GetCos(deg);
npc->y += npc->pNpc->y + npc->pNpc->tgt_y * GetSin(deg);
// Fallthrough
case 10:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
break;
case 100:
deg = npc->count1 + (npc->pNpc->count1 / 4);
npc->tgt_x = npc->pNpc->x + npc->pNpc->tgt_x * GetCos(deg);
npc->tgt_y = npc->pNpc->y + npc->pNpc->tgt_y * GetSin(deg);
npc->x += (npc->tgt_x - npc->x) / 8;
npc->y += (npc->tgt_y - npc->y) / 8;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
break;
case 1000:
npc->act_no = 1001;
npc->bits &= ~0x20;
// Fallthrough
case 1001:
deg = npc->count1 + (npc->pNpc->count1 / 4);
npc->tgt_x = npc->pNpc->x + npc->pNpc->tgt_x * GetCos(deg);
npc->tgt_y = npc->pNpc->y + npc->pNpc->tgt_y * GetSin(deg);
npc->x += (npc->tgt_x - npc->x) / 8;
npc->y += (npc->tgt_y - npc->y) / 8;
if (npc->pNpc->x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
break;
}
if (++npc->ani_wait > 2)
{
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];
}
static void ActBossCharT_DragonHead(NPCHAR *npc)
{
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {0, 80, 40, 112};
rcLeft[1] = {40, 80, 80, 112};
rcLeft[2] = {80, 80, 120, 112};
rcLeft[3] = {120, 80, 160, 112};
rcRight[0] = {0, 112, 40, 144};
rcRight[1] = {40, 112, 80, 144};
rcRight[2] = {80, 112, 120, 144};
rcRight[3] = {120, 112, 160, 144};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
break;
case 100:
npc->act_no = 200;
// Fallthrough
case 200:
npc->bits &= ~0x20;
npc->ani_no = 0;
npc->hit.front = 0x2000;
npc->act_no = 201;
npc->count1 = Random(100, 200);
// Fallthrough
case 201:
if (npc->count1)
{
--npc->count1;
}
else
{
npc->act_no = 210;
npc->act_wait = 0;
npc->count2 = 0;
}
break;
case 210:
if (++npc->act_wait == 3)
npc->ani_no = 1;
if (npc->act_wait == 6)
{
npc->ani_no = 2;
npc->hit.front = 0x1000;
npc->bits |= 0x20;
npc->count2 = 0;
}
if (npc->act_wait > 150)
{
npc->act_no = 220;
npc->act_wait = 0;
}
if (npc->shock)
++npc->count2;
if (npc->count2 > 10)
{
PlaySoundObject(51, 1);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
npc->act_no = 300;
npc->act_wait = 0;
npc->ani_no = 3;
npc->hit.front = 0x2000;
}
break;
case 220:
if (++npc->act_wait % 8 == 1)
{
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
const int ym = GetSin(deg);
const int xm = GetCos(deg);
if (npc->direct == 0)
SetNpChar(202, npc->x - 0x1000, npc->y, xm, ym, 0, 0, 0x100);
else
SetNpChar(202, npc->x + 0x1000, npc->y, xm, ym, 0, 0, 0x100);
PlaySoundObject(33, 1);
}
if (npc->act_wait > 50)
npc->act_no = 200;
break;
case 300:
if (++npc->act_wait > 100)
npc->act_no = 200;
break;
case 400:
npc->act_no = 401;
npc->act_wait = 0;
npc->ani_no = 0;
npc->hit.front = 0x2000;
npc->bits &= ~0x20;
// Fallthrough
case 401:
if (++npc->act_wait == 3)
npc->ani_no = 1;
if (npc->act_wait == 6)
{
npc->ani_no = 2;
npc->hit.front = 0x1000;
npc->bits |= 0x20;
npc->count2 = 0;
}
if (npc->act_wait > 20 && npc->act_wait % 32 == 1)
{
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
const int ym = GetSin(deg);
const int xm = GetCos(deg);
if (npc->direct == 0)
SetNpChar(202, npc->x - 0x1000, npc->y, xm, ym, 0, 0, 0x100);
else
SetNpChar(202, npc->x + 0x1000, npc->y, xm, ym, 0, 0, 0x100);
PlaySoundObject(33, 1);
}
break;
case 1000:
npc->bits &= ~0x20;
npc->ani_no = 3;
break;
}
npc->direct = npc->pNpc->direct;
if (npc->direct == 0)
npc->x = npc->pNpc->x - 0x800;
else
npc->x = npc->pNpc->x + 0x800;
npc->y = npc->pNpc->y - 0x1000;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
void ActBossChar_Twin(void)
{
switch (gBoss[0].act_no)
{
case 0:
gBoss[0].cond = 0x80;
gBoss[0].direct = 0;
gBoss[0].act_no = 10;
gBoss[0].exp = 0;
gBoss[0].x = 0x14000;
gBoss[0].y = 0x10000;
gBoss[0].view.front = 0x1000;
gBoss[0].view.top = 0x1000;
gBoss[0].view.back = 0x10000;
gBoss[0].view.bottom = 0x1000;
gBoss[0].hit_voice = 54;
gBoss[0].hit.front = 0x1000;
gBoss[0].hit.top = 0x1000;
gBoss[0].hit.back = 0x1000;
gBoss[0].hit.bottom = 0x1000;
gBoss[0].bits = 8;
gBoss[0].bits |= 0x200;
gBoss[0].size = 3;
gBoss[0].damage = 0;
gBoss[0].code_event = 1000;
gBoss[0].life = 500;
gBoss[0].count2 = Random(700, 1200);
gBoss[0].tgt_x = 180;
gBoss[0].tgt_y = 61;
gBoss[2].view.back = 0x2800;
gBoss[2].view.front = 0x2800;
gBoss[2].view.top = 0x2000;
gBoss[2].view.bottom = 0x2000;
gBoss[2].hit.back = 0x1800;
gBoss[2].hit.front = 0x1800;
gBoss[2].hit.top = 0x1400;
gBoss[2].hit.bottom = 0x1400;
gBoss[2].bits = 12;
gBoss[2].pNpc = &gBoss[3];
gBoss[2].cond = 0x90;
gBoss[2].damage = 10;
gBoss[3].cond = 0x80;
gBoss[3].view.back = 0x2800;
gBoss[3].view.front = 0x2800;
gBoss[3].view.top = 0x2800;
gBoss[3].view.bottom = 0x2800;
gBoss[3].hit.back = 0x1800;
gBoss[3].hit.front = 0x1800;
gBoss[3].hit.top = 0x400;
gBoss[3].hit.bottom = 0x2000;
gBoss[3].bits = 8;
gBoss[3].pNpc = gBoss;
gBoss[3].damage = 10;
gBoss[4] = gBoss[2];
gBoss[4].pNpc = &gBoss[5];
gBoss[5] = gBoss[3];
gBoss[5].count1 = 128;
break;
case 20:
if (--gBoss[0].tgt_x <= 112)
{
gBoss[0].act_no = 100;
gBoss[0].act_wait = 0;
gBoss[2].act_no = 100;
gBoss[4].act_no = 100;
gBoss[3].act_no = 100;
gBoss[5].act_no = 100;
}
break;
case 100:
if (++gBoss[0].act_wait < 100)
{
++gBoss[0].count1;
}
else
{
if (gBoss[0].act_wait < 120)
{
gBoss[0].count1 += 2;
}
else
{
if (gBoss[0].act_wait < gBoss[0].count2)
{
gBoss[0].count1 += 4;
}
else
{
if (gBoss[0].act_wait < gBoss[0].count2 + 40)
{
gBoss[0].count1 += 2;
}
else
{
if (gBoss[0].act_wait < gBoss[0].count2 + 60)
{
++gBoss[0].count1;
}
else
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 110;
gBoss[0].count2 = Random(400, 700);
break;
}
}
}
}
}
if (gBoss[0].count1 > 0x3FF)
gBoss[0].count1 -= 0x400;
break;
case 110:
if (++gBoss[0].act_wait < 20)
{
--gBoss[0].count1;
}
else
{
if (gBoss[0].act_wait < 60)
{
gBoss[0].count1 -= 2;
}
else
{
if (gBoss[0].act_wait < gBoss[0].count2)
{
gBoss[0].count1 -= 4;
}
else
{
if (gBoss[0].act_wait < gBoss[0].count2 + 40)
{
gBoss[0].count1 -= 2;
}
else
{
if (gBoss[0].act_wait < gBoss[0].count2 + 60)
{
--gBoss[0].count1;
}
else
{
if (gBoss[0].life < 300)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 400;
gBoss[2].act_no = 400;
gBoss[4].act_no = 400;
}
else
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 100;
gBoss[0].count2 = Random(400, 700);
}
break;
}
}
}
}
}
if (gBoss[0].count1 <= 0)
gBoss[0].count1 += 0x400;
break;
case 400:
if (++gBoss[0].act_wait > 100)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 401;
}
break;
case 401:
if (++gBoss[0].act_wait < 100)
{
++gBoss[0].count1;
}
else
{
if (gBoss[0].act_wait < 120)
{
gBoss[0].count1 += 2;
}
else
{
if (gBoss[0].act_wait < 500)
{
gBoss[0].count1 += 4;
}
else
{
if (gBoss[0].act_wait < 540)
{
gBoss[0].count1 += 2;
}
else
{
if (gBoss[0].act_wait < 560)
{
++gBoss[0].count1;
}
else
{
gBoss[0].act_no = 100;
gBoss[0].act_wait = 0;
gBoss[2].act_no = 100;
gBoss[4].act_no = 100;
break;
}
}
}
}
}
if ( gBoss[0].count1 > 0x3FF )
gBoss[0].count1 -= 0x400;
break;
case 1000:
gBoss[0].act_no = 1001;
gBoss[0].act_wait = 0;
gBoss[2].act_no = 1000;
gBoss[3].act_no = 1000;
gBoss[4].act_no = 1000;
gBoss[5].act_no = 1000;
SetDestroyNpChar(gBoss[0].x, gBoss[0].y, gBoss[0].view.back, 40);
break;
case 1001:
if (++gBoss[0].act_wait > 100)
gBoss[0].act_no = 1010;
SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-70, 70) * 0x200), 0, 0, 0, 0, 0x100);
break;
case 1010:
gBoss[0].count1 += 4;
if (gBoss[0].count1 > 0x3FF)
gBoss[0].count1 -= 0x400;
if (gBoss[0].tgt_x > 8)
--gBoss[0].tgt_x;
if (gBoss[0].tgt_y > 0)
--gBoss[0].tgt_y;
if (gBoss[0].tgt_x < -8)
++gBoss[0].tgt_x;
if (gBoss[0].tgt_y < 0)
++gBoss[0].tgt_y;
if (gBoss[0].tgt_y == 0)
{
gBoss[0].act_no = 1020;
gBoss[0].act_wait = 0;
SetFlash(gBoss[0].x, gBoss[0].y, 1);
PlaySoundObject(35, 1);
}
break;
case 1020:
if (++gBoss[0].act_wait > 50)
{
DeleteNpCharCode(211, 1);
gBoss[0].cond = 0;
gBoss[1].cond = 0;
gBoss[2].cond = 0;
gBoss[3].cond = 0;
gBoss[4].cond = 0;
gBoss[5].cond = 0;
gBoss[0].act_no = 0;
}
break;
}
ActBossCharT_DragonHead(&gBoss[2]);
ActBossCharT_DragonBody(&gBoss[3]);
ActBossCharT_DragonHead(&gBoss[4]);
ActBossCharT_DragonBody(&gBoss[5]);
RECT rc = {0, 0, 0, 0};
gBoss[0].rect = rc;
}

3
src/BossTwinD.h Normal file
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@ -0,0 +1,3 @@
#pragma once
void ActBossChar_Twin(void);

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@ -214,9 +214,23 @@ void ActNpc208(NPCHAR *npc);
void ActNpc209(NPCHAR *npc);
void ActNpc210(NPCHAR *npc);
void ActNpc211(NPCHAR *npc);
void ActNpc212(NPCHAR *npc);
void ActNpc213(NPCHAR *npc);
void ActNpc214(NPCHAR *npc);
void ActNpc215(NPCHAR *npc);
void ActNpc216(NPCHAR *npc);
void ActNpc217(NPCHAR *npc);
void ActNpc218(NPCHAR *npc);
void ActNpc219(NPCHAR *npc);
void ActNpc220(NPCHAR *npc);
void ActNpc221(NPCHAR *npc);
void ActNpc222(NPCHAR *npc);
void ActNpc223(NPCHAR *npc);
void ActNpc224(NPCHAR *npc);
void ActNpc225(NPCHAR *npc);
void ActNpc226(NPCHAR *npc);
void ActNpc227(NPCHAR *npc);
void ActNpc228(NPCHAR *npc);
void ActNpc259(NPCHAR *npc);
@ -237,6 +251,10 @@ void ActNpc334(NPCHAR *npc);
void ActNpc335(NPCHAR *npc);
void ActNpc336(NPCHAR *npc);
void ActNpc347(NPCHAR *npc);
void ActNpc349(NPCHAR *npc);
void ActNpc355(NPCHAR *npc);
void ActNpc359(NPCHAR *npc);

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@ -620,7 +620,7 @@ void ActNpc208(NPCHAR *npc)
npc->bits &= ~0x20;
}
break;
return;
case 1:
if (gMC.x < npc->x)
@ -871,6 +871,568 @@ void ActNpc211(NPCHAR *npc)
npc->rect = rects[npc->code_event];
}
//Sky Dragon
void ActNpc212(NPCHAR *npc)
{
RECT rcRight[4];
rcRight[0] = {160, 152, 200, 192};
rcRight[1] = {200, 152, 240, 192};
rcRight[2] = {240, 112, 280, 152};
rcRight[3] = {280, 112, 320, 152};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 0x800;
// Fallthrough
case 1:
if (++npc->ani_wait > 30)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 2;
npc->ani_wait = 0;
npc->tgt_y = npc->y - 0x2000;
npc->tgt_x = npc->x - 0xC00;
npc->ym = 0;
npc->bits |= 8;
// Fallthrough
case 11:
if (npc->tgt_x > npc->x)
npc->xm += 8;
else
npc->xm -= 8;
if (npc->tgt_y > npc->y)
npc->ym += 8;
else
npc->ym -= 8;
npc->x += npc->xm;
npc->y += npc->ym;
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
break;
case 20:
npc->act_no = 21;
npc->bits |= 8u;
// Fallthrough
case 21:
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
else
npc->ym -= 0x10;
npc->xm += 0x20;
if (npc->xm > 0x600)
npc->xm = 0x600;
if (npc->xm < -0x600)
npc->xm = -0x600;
npc->x += npc->xm;
npc->y += npc->ym;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
break;
case 30:
npc->act_no = 31;
SetNpChar(297, 0, 0, 0, 0, 0, npc, 0x100);
break;
}
npc->rect = rcRight[npc->ani_no];
if (gMC.equip & 0x40)
{
if (npc->ani_no > 1)
{
npc->rect.top += 40;
npc->rect.bottom += 40;
}
}
}
//Night Spirit
void ActNpc213(NPCHAR *npc)
{
RECT rect[10];
rect[0] = {0, 0, 0, 0};
rect[1] = {0, 0, 48, 48};
rect[2] = {48, 0, 96, 48};
rect[3] = {96, 0, 144, 48};
rect[4] = {144, 0, 192, 48};
rect[5] = {192, 0, 240, 48};
rect[6] = {240, 0, 288, 48};
rect[7] = {0, 48, 48, 96};
rect[8] = {48, 48, 96, 96};
rect[9] = {96, 48, 144, 96};
switch (npc->act_no)
{
case 0:
npc->ani_no = 0;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
// Fallthrough
case 1:
if (gMC.y > npc->y - 0x1000 && gMC.y < npc->y + 0x1000)
{
if (npc->direct == 0)
npc->y -= 0x1E000;
else
npc->y += 0x1E000;
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ym = 0;
npc->bits |= 0x20;
}
break;
case 10:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 1;
if (++npc->act_wait > 200)
{
npc->act_no = 20;
npc->act_wait = 0;
npc->ani_no = 4;
}
break;
case 20:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 4;
if (++npc->act_wait > 50)
{
npc->act_no = 30;
npc->act_wait = 0;
npc->ani_no = 7;
}
break;
case 30:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 9)
npc->ani_no = 7;
if (++npc->act_wait % 5 == 1)
{
SetNpChar(214, npc->x, npc->y, (Random(2, 12) * 0x200) / 4, Random(-0x200, 0x200), 0, 0, 0x100);
PlaySoundObject(21, 1);
}
if (npc->act_wait > 50)
{
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 40:
if (npc->tgt_y > npc->y)
npc->ym += 0x40;
else
npc->ym -= 0x40;
if (npc->ym < -0x400)
npc->ym = -0x400;
if (npc->ym > 0x400)
npc->ym = 0x400;
if (npc->shock)
npc->y += npc->ym / 2;
else
npc->y += npc->ym;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 4;
if (gMC.y < npc->tgt_y + 0x1E000 && gMC.y > npc->tgt_y - 0x1E000)
{
npc->act_no = 20;
npc->act_wait = 0;
npc->ani_no = 4;
}
break;
}
if (npc->act_no >= 10 && npc->act_no <= 30)
{
if (gMC.y > npc->y)
npc->ym += 25;
else
npc->ym -= 25;
if (npc->ym < -0x400)
npc->ym = -0x400;
if (npc->ym > 0x400)
npc->ym = 0x400;
if (npc->flag & 2)
npc->ym = 0x200;
if (npc->flag & 8)
npc->ym = -0x200;
if (npc->shock)
npc->y += npc->ym / 2;
else
npc->y += npc->ym;
if ( gMC.y > npc->tgt_y + 0x1E000 || gMC.y < npc->tgt_y - 0x1E000 )
npc->act_no = 40;
}
npc->rect = rect[npc->ani_no];
}
//Night Spirit projectile
void ActNpc214(NPCHAR *npc)
{
RECT rect[3];
rect[0] = {144, 48, 176, 64};
rect[1] = {176, 48, 208, 64};
rect[2] = {208, 48, 240, 64};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->bits |= 8;
// Fallthrough
case 1:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->xm -= 25;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->xm < 0)
npc->bits &= ~8;
if (npc->flag & 0xFF)
{
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
PlaySoundObject(28, 1);
npc->cond = 0;
}
break;
}
npc->rect = rect[npc->ani_no];
}
//Sandcroc (Outer Wall)
void ActNpc215(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->ani_no = 0;
npc->act_no = 1;
npc->act_wait = 0;
npc->tgt_y = npc->y;
npc->bits &= ~0x20;
npc->bits &= ~4;
npc->bits &= ~1;
npc->bits &= ~8;
// Fallthrough
case 1:
if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y && gMC.y < npc->y + 0x1000)
{
npc->act_no = 15;
npc->act_wait = 0;
}
break;
case 15:
if (++npc->act_wait > 10)
{
PlaySoundObject(102, 1);
npc->act_no = 20;
}
break;
case 20:
if (++npc->ani_wait > 3)
{
++npc->ani_no;
npc->ani_wait = 0;
}
if (npc->ani_no == 3)
npc->damage = 15;
if (npc->ani_no == 4)
{
npc->bits |= 0x20;
npc->act_no = 30;
npc->act_wait = 0;
}
break;
case 30:
npc->bits |= 1;
npc->damage = 0;
++npc->act_wait;
if (npc->shock)
{
npc->act_no = 40;
npc->act_wait = 0;
}
break;
case 40:
npc->bits |= 8;
npc->y += 0x200;
if (++npc->act_wait == 32)
{
npc->bits &= ~1;
npc->bits &= ~0x20;
npc->act_no = 50;
npc->act_wait = 0;
}
break;
case 50:
if (npc->act_wait < 100)
{
++npc->act_wait;
}
else
{
npc->y = npc->tgt_y;
npc->ani_no = 0;
npc->act_no = 0;
}
break;
}
RECT rect[5];
rect[0] = {0, 0, 0, 0};
rect[1] = {0, 96, 48, 128};
rect[2] = {48, 96, 96, 128};
rect[3] = {96, 96, 144, 128};
rect[4] = {144, 96, 192, 128};
npc->rect = rect[npc->ani_no];
}
//Debug Cat
void ActNpc216(NPCHAR *npc)
{
RECT rect = {256, 192, 272, 216};
npc->rect = rect;
}
//Itoh
void ActNpc217(NPCHAR *npc)
{
RECT rect[8];
rect[0] = {144, 64, 160, 80};
rect[1] = {160, 64, 176, 80};
rect[2] = {176, 64, 192, 80};
rect[3] = {192, 64, 208, 80};
rect[4] = {144, 80, 160, 96};
rect[5] = {160, 80, 176, 96};
rect[6] = {144, 80, 160, 96};
rect[7] = {176, 80, 192, 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, 120) == 10)
{
npc->act_no = 2;
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->ani_no = 2;
npc->xm = 0;
break;
case 20:
npc->act_no = 21;
npc->ani_no = 2;
npc->xm += 0x200;
npc->ym -= 0x400;
break;
case 21:
if (npc->flag & 8)
{
npc->ani_no = 3;
npc->act_no = 30;
npc->act_wait = 0;
npc->xm = 0;
npc->tgt_x = npc->x;
}
break;
case 30:
npc->ani_no = 3;
if (++npc->act_wait / 2 % 2)
npc->x = npc->tgt_x + 0x200;
else
npc->x = npc->tgt_x;
break;
case 40:
npc->act_no = 41;
npc->ym = -0x200;
npc->ani_no = 2;
// Fallthrough
case 41:
if (npc->flag & 8)
{
npc->act_no = 42;
npc->ani_no = 4;
}
break;
case 42:
npc->xm = 0;
npc->ani_no = 4;
break;
case 50:
npc->act_no = 51;
npc->act_wait = 0;
// Fallthrough
case 51:
if (++npc->act_wait > 32)
npc->act_no = 42;
npc->xm = 0x200;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 4;
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rect[npc->ani_no];
}
// Core giant energy ball projectile
void ActNpc218(NPCHAR *npc)
{

512
src/NpcAct220.cpp Normal file
View file

@ -0,0 +1,512 @@
#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
#include "Bullet.h"
#include "Caret.h"
#include "Frame.h"
//Shovel Brigade
void ActNpc220(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {0, 64, 16, 80};
rcLeft[1] = {16, 64, 32, 80};
rcRight[0] = {0, 80, 16, 96};
rcRight[1] = {16, 80, 32, 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;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Shovel Brigade (walking)
void ActNpc221(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {0, 64, 16, 80};
rcLeft[1] = {16, 64, 32, 80};
rcLeft[2] = {32, 64, 48, 80};
rcLeft[3] = {0, 64, 16, 80};
rcLeft[4] = {48, 64, 64, 80};
rcLeft[5] = {0, 64, 16, 80};
rcRight[0] = {0, 80, 16, 96};
rcRight[1] = {16, 80, 32, 96};
rcRight[2] = {32, 80, 48, 96};
rcRight[3] = {0, 80, 16, 96};
rcRight[4] = {48, 80, 64, 96};
rcRight[5] = {0, 80, 16, 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 = -0x200;
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];
}
//Prison bars
void ActNpc222(NPCHAR *npc)
{
RECT rc = {96, 168, 112, 200};
if (npc->act_no == 0)
{
++npc->act_no;
npc->y -= 0x1000;
}
npc->rect = rc;
}
//Momorin
void ActNpc223(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {80, 192, 96, 216};
rcLeft[1] = {96, 192, 112, 216};
rcLeft[2] = {112, 192, 128, 216};
rcRight[0] = {80, 216, 96, 240};
rcRight[1] = {96, 216, 112, 240};
rcRight[2] = {112, 216, 128, 240};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 160) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 12)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 3:
npc->ani_no = 2;
break;
}
if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Chie
void ActNpc224(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {112, 32, 128, 48};
rcLeft[1] = {128, 32, 144, 48};
rcRight[0] = {112, 48, 128, 64};
rcRight[1] = {128, 48, 144, 64};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 160) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 12 )
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Megane
void ActNpc225(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {64, 64, 80, 80};
rcLeft[1] = {80, 64, 96, 80};
rcRight[0] = {64, 80, 80, 96};
rcRight[1] = {80, 80, 96, 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, 160) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 12 )
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Kanpachi
void ActNpc226(NPCHAR *npc)
{
RECT rcRight[7];
rcRight[0] = {256, 56, 272, 80};
rcRight[1] = {272, 56, 288, 80};
rcRight[2] = {288, 56, 304, 80};
rcRight[3] = {256, 56, 272, 80};
rcRight[4] = {304, 56, 320, 80};
rcRight[5] = {256, 56, 272, 80};
rcRight[6] = {240, 56, 256, 80};
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;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
npc->act_no = 11;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 11:
npc->xm = 0x200;
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
++npc->act_wait;
break;
case 20:
npc->xm = 0;
npc->ani_no = 6;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rcRight[npc->ani_no];
}
//Bucket
void ActNpc227(NPCHAR *npc)
{
RECT rc = {208, 32, 224, 48};
npc->rect = rc;
}
//Droll (guard)
void ActNpc228(NPCHAR *npc)
{
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {0, 0, 32, 40};
rcLeft[1] = {32, 0, 64, 40};
rcLeft[2] = {64, 0, 96, 40};
rcLeft[3] = {96, 0, 128, 40};
rcRight[0] = {0, 40, 32, 80};
rcRight[1] = {32, 40, 64, 80};
rcRight[2] = {64, 40, 96, 80};
rcRight[3] = {96, 40, 128, 80};
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 (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (++npc->ani_wait > 50)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
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 = -0x600;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
}
break;
case 12:
if (npc->flag & 8)
{
npc->ani_no = 2;
npc->act_no = 13;
npc->act_wait = 0;
}
break;
case 13:
npc->xm /= 2;
if (++npc->act_wait > 10)
npc->act_no = 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];
}

View file

@ -10,6 +10,110 @@
#include "Back.h"
#include "Triangle.h"
//Hoppy
void ActNpc347(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
if (gMC.y < npc->y + 0x10000 && gMC.y > npc->y - 0x10000)
{
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 10:
if (++npc->act_wait == 4)
npc->ani_no = 2;
if (npc->act_wait > 12)
{
npc->act_no = 12;
npc->xm = 0x700;
PlaySoundObject(6, 1);
npc->ani_no = 3;
}
break;
case 12:
if (gMC.y < npc->y)
npc->ym = -0xAAu;
else
npc->ym = 0xAA;
if (npc->flag & 1)
{
npc->act_no = 13;
npc->act_wait = 0;
npc->ani_no = 2;
npc->xm = 0;
npc->ym = 0;
}
else
{
npc->xm -= 42;
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
}
break;
case 13:
++npc->act_wait;
if (++npc->act_wait == 2)
npc->ani_no = 1;
if (npc->act_wait == 6)
npc->ani_no = 0;
if (npc->act_wait > 16)
npc->act_no = 1;
break;
}
RECT rc[4];
rc[0] = {256, 48, 272, 64};
rc[1] = {272, 48, 288, 64};
rc[2] = {288, 48, 304, 64};
rc[3] = {304, 48, 320, 64};
npc->rect = rc[npc->ani_no];
}
//Statue
void ActNpc349(NPCHAR *npc)
{
RECT rect = {0, 0, 16, 16};
if (npc->act_no == 0)
{
npc->act_no = 1;
if (npc->direct == 0)
npc->x += 0x1000;
if (npc->direct == 2)
npc->y += 0x2000;
}
npc->rect = rect;
}
//Quote and Curly on Balrog's back
void ActNpc355(NPCHAR *npc)
{

View file

@ -268,23 +268,23 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc209,
ActNpc210,
ActNpc211,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc212,
ActNpc213,
ActNpc214,
ActNpc215,
ActNpc216,
ActNpc217,
ActNpc218,
ActNpc219,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc220,
ActNpc221,
ActNpc222,
ActNpc223,
ActNpc224,
ActNpc225,
ActNpc226,
ActNpc227,
ActNpc228,
nullptr,
nullptr,
nullptr,
@ -403,9 +403,9 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr,
nullptr,
nullptr,
ActNpc347,
nullptr,
nullptr,
nullptr,
ActNpc349,
nullptr,
nullptr,
nullptr,