More NPCs

This commit is contained in:
Clownacy 2019-02-01 18:36:05 +00:00
parent d0b1ee7617
commit 59e3f973e5
3 changed files with 441 additions and 5 deletions

View file

@ -77,8 +77,11 @@ void ActNpc084(NPCHAR *npc);
void ActNpc085(NPCHAR *npc);
void ActNpc086(NPCHAR *npc);
void ActNpc087(NPCHAR *npc);
void ActNpc088(NPCHAR *npc);
void ActNpc089(NPCHAR *npc);
void ActNpc090(NPCHAR *npc);
void ActNpc091(NPCHAR *npc);
void ActNpc092(NPCHAR *npc);
void ActNpc116(NPCHAR *npc);

View file

@ -10,6 +10,7 @@
#include "Triangle.h"
#include "Caret.h"
#include "Flash.h"
#include "Frame.h"
//Gravekeeper
void ActNpc080(NPCHAR *npc)
@ -855,6 +856,371 @@ void ActNpc087(NPCHAR *npc)
npc->rect = rcLast[0];
}
// Igor (boss)
void ActNpc088(NPCHAR *npc)
{
RECT rcLeft[12];
RECT rcRight[12];
rcLeft[0] = {0, 0, 40, 40};
rcLeft[1] = {40, 0, 80, 40};
rcLeft[2] = {80, 0, 120, 40};
rcLeft[3] = {0, 0, 40, 40};
rcLeft[4] = {120, 0, 160, 40};
rcLeft[5] = {0, 0, 40, 40};
rcLeft[6] = {160, 0, 200, 40};
rcLeft[7] = {200, 0, 240, 40};
rcLeft[8] = {0, 80, 40, 120};
rcLeft[9] = {40, 80, 80, 120};
rcLeft[10] = {240, 0, 280, 40};
rcLeft[11] = {280, 0, 320, 40};
rcRight[0] = {0, 40, 40, 80};
rcRight[1] = {40, 40, 80, 80};
rcRight[2] = {80, 40, 120, 80};
rcRight[3] = {0, 40, 40, 80};
rcRight[4] = {120, 40, 160, 80};
rcRight[5] = {0, 40, 40, 80};
rcRight[6] = {160, 40, 200, 80};
rcRight[7] = {200, 40, 240, 80};
rcRight[8] = {120, 80, 160, 120};
rcRight[9] = {160, 80, 200, 120};
rcRight[10] = {240, 40, 280, 80};
rcRight[11] = {280, 40, 320, 80};
switch (npc->act_no)
{
case 0:
npc->xm = 0;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (++npc->act_wait > 50)
npc->act_no = 2;
break;
case 2:
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 2;
npc->ani_wait = 0;
if (++npc->count1 < 3 || npc->life > 150)
{
npc->count2 = 0;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
else
{
npc->count2 = 1;
if (gMC.x < npc->x)
npc->direct = 2;
else
npc->direct = 0;
}
// Fallthrough
case 3:
++npc->act_wait;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
if (npc->count2)
{
if (npc->act_wait > 16)
{
npc->act_no = 9;
npc->xm = 0;
npc->ani_no = 10;
}
}
else if (npc->act_wait > 50)
{
npc->ani_no = 8;
npc->ym = -0x400;
npc->act_no = 7;
npc->act_wait = 0;
npc->xm = 3 * npc->xm / 2;
npc->damage = 2;
}
else
{
if (npc->direct == 0)
{
if ( npc->x - 0x3000 < gMC.x )
npc->act_no = 4;
}
else
{
if ( npc->x + 0x3000 > gMC.x )
npc->act_no = 4;
}
}
break;
case 4:
npc->xm = 0;
npc->act_no = 5;
npc->act_wait = 0;
npc->ani_no = 6;
// Fallthrough
case 5:
if (++npc->act_wait > 12)
{
npc->act_wait = 0;
npc->act_no = 6;
npc->ani_no = 7;
PlaySoundObject(70, 1);
npc->damage = 5;
npc->hit.front = 0x3000;
npc->hit.top = 1;
}
break;
case 6:
if (++npc->act_wait > 10)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->damage = 0;
npc->hit.front = 0x1000;
npc->hit.top = 0x2000;
}
break;
case 7:
if (npc->flag & 8)
{
npc->act_no = 8;
npc->ani_no = 9;
PlaySoundObject(26, 1);
SetQuake(30);
npc->damage = 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);
}
break;
case 8:
npc->xm = 0;
if (++npc->act_wait > 10)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->damage = 0;
}
break;
case 9:
npc->act_no = 10;
npc->act_wait = 0;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 10:
if (++npc->act_wait > 100 && npc->act_wait % 6 == 1)
{
unsigned char deg;
if (npc->direct == 0)
deg = -120;
else
deg = -8;
deg += Random(-16, 16);
int ym = 3 * GetSin(deg);
int xm = 3 * GetCos(deg);
SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
PlaySoundObject(12, 1);
}
if (npc->act_wait > 50 && npc->act_wait / 2 % 2)
npc->ani_no = 11;
else
npc->ani_no = 10;
if (npc->act_wait > 132)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->count1 = 0;
}
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];
}
// Igor (defeated)
void ActNpc089(NPCHAR *npc)
{
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {80, 80, 120, 120};
rcLeft[1] = {240, 80, 264, 104};
rcLeft[2] = {264, 80, 288, 104};
rcLeft[3] = {288, 80, 312, 104};
rcRight[0] = {200, 80, 240, 120};
rcRight[1] = {240, 104, 264, 128};
rcRight[2] = {264, 104, 288, 128};
rcRight[3] = {288, 104, 312, 128};
switch (npc->act_no)
{
case 0:
PlaySoundObject(72, 1);
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
for (int i = 0; i < 8; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->act_wait > 100)
{
npc->act_wait = 0;
npc->act_no = 2;
}
if (npc->act_wait % 5 == 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->direct == 0)
npc->rect = rcLeft[0];
else
npc->rect = rcRight[0];
if (npc->act_wait / 2 % 2)
--npc->rect.left;
break;
case 2:
if (++npc->act_wait / 2 % 2 && npc->act_wait < 100)
{
npc->ani_no = 0;
npc->view.back = 0x2800;
npc->view.front = 0x2800;
npc->view.top = 0x2800;
}
else
{
npc->ani_no = 1;
npc->view.back = 0x1800;
npc->view.front = 0x1800;
npc->view.top = 0x1000;
}
if (npc->act_wait > 150)
{
npc->act_wait = 0;
npc->act_no = 3;
npc->ani_no = 1;
}
if (npc->act_wait % 9 == 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->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
break;
case 3:
if (++npc->ani_wait > 50)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no == 3)
npc->act_no = 4;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
}
// Unknown
void ActNpc090(NPCHAR *npc)
{
RECT rect[1];
rect[0] = {280, 80, 296, 104};
npc->rect = rect[0];
}
// Cage
void ActNpc091(NPCHAR *npc)
{
@ -870,3 +1236,70 @@ void ActNpc091(NPCHAR *npc)
npc->rect = rect[0];
}
// Sue at PC
void ActNpc092(NPCHAR *npc)
{
RECT rcLeft[3];
rcLeft[0] = {272, 216, 288, 240};
rcLeft[1] = {288, 216, 304, 240};
rcLeft[2] = {304, 216, 320, 240};
switch (npc->act_no)
{
case 0:
npc->x -= 0x800;
npc->y += 0x2000;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (Random(0, 80) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (Random(0, 120) == 10)
{
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 2;
}
break;
case 2:
if (++npc->act_wait > 40)
{
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 2;
}
break;
case 3:
if (++npc->act_wait > 80)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
npc->rect = rcLeft[npc->ani_no];
}

View file

@ -144,11 +144,11 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc085,
ActNpc086,
ActNpc087,
nullptr,
nullptr,
nullptr,
ActNpc088,
ActNpc089,
ActNpc090,
ActNpc091,
nullptr,
ActNpc092,
nullptr,
nullptr,
nullptr,