More NPCs

This commit is contained in:
Clownacy 2019-02-06 22:26:14 +00:00
parent 517d39533a
commit 613d2262b4
4 changed files with 735 additions and 6 deletions

View file

@ -178,6 +178,13 @@ void ActNpc172(NPCHAR *npc);
void ActNpc173(NPCHAR *npc);
void ActNpc174(NPCHAR *npc);
void ActNpc175(NPCHAR *npc);
void ActNpc176(NPCHAR *npc);
void ActNpc177(NPCHAR *npc);
void ActNpc180(NPCHAR *npc);
void ActNpc181(NPCHAR *npc);
void ActNpc182(NPCHAR *npc);
void ActNpc183(NPCHAR *npc);
void ActNpc192(NPCHAR *npc);
void ActNpc193(NPCHAR *npc);

View file

@ -1326,3 +1326,194 @@ void ActNpc175(NPCHAR *npc)
else
npc->rect = rcRight[npc->ani_no];
}
//BuyoBuyo Base
void ActNpc176(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {96, 128, 128, 144};
rcLeft[1] = {128, 128, 160, 144};
rcLeft[2] = {160, 128, 192, 144};
rcRight[0] = {96, 144, 128, 160};
rcRight[1] = {128, 144, 160, 160};
rcRight[2] = {160, 144, 192, 160};
if (npc->act_no < 3 && npc->life < 940)
{
LoseNpChar(npc, 0);
npc->act_no = 10;
npc->ani_no = 2;
npc->bits &= ~0x20;
npc->damage = 0;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (npc->direct == 0)
{
if (npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000 && npc->y < gMC.y + 0x14000 && npc->y > gMC.y - 0x2000)
++npc->count1;
}
else
{
if (npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000 && npc->y < gMC.y + 0x2000 && npc->y > gMC.y - 0x14000)
++npc->count1;
}
if (npc->count1 > 10)
{
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (++npc->act_wait > 10)
{
if (++npc->count2 > 2)
{
npc->count2 = 0;
npc->count1 = -90;
}
else
{
npc->count1 = -10;
}
if (npc->direct == 0)
SetNpChar(177, npc->x, npc->y - 0x1000, 0, 0, 0, 0, 0x100);
else
SetNpChar(177, npc->x, npc->y + 0x1000, 0, 0, 2, 0, 0x100);
PlaySoundObject(39, 1);
npc->act_no = 0;
npc->ani_no = 0;
gCurlyShoot_wait = Random(80, 100);
gCurlyShoot_x = npc->x;
gCurlyShoot_y = npc->y;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//BuyoBuyo
void ActNpc177(NPCHAR *npc)
{
RECT rc[2];
rc[0] = {192, 128, 208, 144};
rc[1] = {208, 128, 224, 144};
if (npc->flag & 0xFF)
{
SetCaret(npc->x, npc->y, 3, 0);
npc->cond = 0;
return;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
npc->ym = -0x600;
else
npc->ym = 0x600;
// Fallthrough
case 1:
if (npc->y < gMC.y + 0x2000 && npc->y > gMC.y - 0x2000)
{
npc->act_no = 10;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
npc->xm = (Random(0, 1) * 0x400) - 0x200;
npc->ym = (Random(0, 1) * 0x400) - 0x200;
}
break;
case 10:
if (npc->tgt_x > npc->x)
npc->xm += 0x20;
else
npc->xm -= 0x20;
if (npc->tgt_y > npc->y)
npc->ym += 0x20;
else
npc->ym -= 0x20;
if (++npc->act_wait > 300)
{
SetCaret(npc->x, npc->y, 3, 0);
npc->cond = 0;
return;
}
if (npc->direct == 0)
npc->tgt_x -= 0x200;
else
npc->tgt_x += 0x200;
break;
}
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
if (npc->ym > 0x400)
npc->ym = 0x400;
if (npc->ym < -0x400)
npc->ym = -0x400;
npc->x += npc->xm;
npc->y += npc->ym;
if (++npc->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
npc->rect = rc[npc->ani_no];
}

View file

@ -9,6 +9,537 @@
#include "Back.h"
#include "Triangle.h"
#include "Caret.h"
#include "Bullet.h"
#include "Flags.h"
//Curly AI
void ActNpc180(NPCHAR *npc)
{
RECT rcLeft[11];
RECT rcRight[11];
rcLeft[0] = {0, 96, 16, 112};
rcLeft[1] = {16, 96, 32, 112};
rcLeft[2] = {0, 96, 16, 112};
rcLeft[3] = {32, 96, 48, 112};
rcLeft[4] = {0, 96, 16, 112};
rcLeft[5] = {48, 96, 64, 112};
rcLeft[6] = {64, 96, 80, 112};
rcLeft[7] = {48, 96, 64, 112};
rcLeft[8] = {80, 96, 96, 112};
rcLeft[9] = {48, 96, 64, 112};
rcLeft[10] = {144, 96, 160, 112};
rcRight[0] = {0, 112, 16, 128};
rcRight[1] = {16, 112, 32, 128};
rcRight[2] = {0, 112, 16, 128};
rcRight[3] = {32, 112, 48, 128};
rcRight[4] = {0, 112, 16, 128};
rcRight[5] = {48, 112, 64, 128};
rcRight[6] = {64, 112, 80, 128};
rcRight[7] = {48, 112, 64, 128};
rcRight[8] = {80, 112, 96, 128};
rcRight[9] = {48, 112, 64, 128};
rcRight[10] = {144, 112, 160, 128};
if (npc->y < gMC.y - 0x14000)
{
if ( npc->y >= 0x20000 )
{
npc->tgt_x = 0;
npc->tgt_y = npc->y;
}
else
{
npc->tgt_x = 0x280000;
npc->tgt_y = npc->y;
}
}
else
{
if (gCurlyShoot_wait)
{
npc->tgt_x = gCurlyShoot_x;
npc->tgt_y = gCurlyShoot_y;
}
else
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y;
}
}
if (npc->xm < 0 && npc->flag & 1)
npc->xm = 0;
if (npc->xm > 0 && npc->flag & 4)
npc->xm = 0;
switch (npc->act_no)
{
case 20:
npc->x = gMC.x;
npc->y = gMC.y;
npc->act_no = 100;
npc->ani_no = 0;
SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100);
if (GetNPCFlag(563))
SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100);
else
SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100);
break;
case 40:
npc->act_no = 41;
npc->act_wait = 0;
npc->ani_no = 10;
// Fallthrough
case 41:
if (++npc->act_wait == 750)
{
npc->bits &= ~0x2000;
npc->ani_no = 0;
}
if (npc->act_wait > 1000)
{
npc->act_no = 100;
npc->ani_no = 0;
SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100);
if (GetNPCFlag(563))
SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100);
else
SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100);
}
break;
case 100:
npc->ani_no = 0;
npc->xm = 7 * npc->xm / 8;
npc->count1 = 0;
if (npc->x > npc->tgt_x + 0x2000)
{
npc->act_no = 200;
npc->ani_no = 1;
npc->direct = 0;
npc->act_wait = Random(20, 60);
}
else if (npc->x < npc->tgt_x - 0x2000)
{
npc->act_no = 300;
npc->ani_no = 1;
npc->direct = 2;
npc->act_wait = Random(20, 60);
}
break;
case 200:
npc->xm -= 0x20;
npc->direct = 0;
if (npc->flag & 1)
++npc->count1;
else
npc->count1 = 0;
break;
case 210:
npc->xm -= 0x20;
npc->direct = 0;
if (npc->flag & 8)
npc->act_no = 100;
break;
case 300:
npc->xm += 0x20;
npc->direct = 2;
if (npc->flag & 4)
++npc->count1;
else
npc->count1 = 0;
break;
case 310:
npc->xm += 0x20;
npc->direct = 2;
if (npc->flag & 8)
npc->act_no = 100;
break;
}
if (gCurlyShoot_wait)
--gCurlyShoot_wait;
if (gCurlyShoot_wait == 70)
npc->count2 = 10;
if (gCurlyShoot_wait == 60 && npc->flag & 8 && Random(0, 2))
{
npc->count1 = 0;
npc->ym = -0x600;
npc->ani_no = 1;
PlaySoundObject(15, 1);
if (npc->tgt_x < npc->x)
npc->act_no = 210;
else
npc->act_no = 310;
}
int xx = npc->x - npc->tgt_x;
int yy = npc->y - npc->tgt_y;
if ( xx < 0 )
xx = -xx;
if (npc->act_no == 100)
{
if (xx + 0x400 < yy)
npc->ani_no = 5;
else
npc->ani_no = 0;
}
if (npc->act_no == 210 || npc->act_no == 310)
{
if ( xx + 0x400 < yy )
npc->ani_no = 6;
else
npc->ani_no = 1;
}
if (npc->act_no == 200 || npc->act_no == 300)
{
++npc->ani_wait;
if (xx + 0x400 < yy)
npc->ani_no = 6 + (npc->ani_wait / 4 % 4);
else
npc->ani_no = 1 + (npc->ani_wait / 4 % 4);
if (npc->act_wait)
{
--npc->act_wait;
if (npc->flag && npc->count1 > 10)
{
npc->count1 = 0;
npc->ym = -0x600;
npc->act_no += 10;
npc->ani_no = 1;
PlaySoundObject(15, 1);
}
}
else
{
npc->act_no = 100;
npc->ani_no = 0;
}
}
if (npc->act_no >= 100 && npc->act_no < 500)
{
if (npc->x >= gMC.x - 0xA000 && npc->x <= gMC.x + 0xA000)
{
npc->ym += 0x33;
}
else
{
if (npc->flag)
npc->ym += 0x10;
else
npc->ym += 0x33;
}
}
if (npc->xm > 0x300)
npc->xm = 0x300;
if (npc->xm < -0x300)
npc->xm = -0x300u;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->act_no >= 100 && (npc->flag & 8) == 0 && npc->ani_no != 1000)
{
if (xx + 0x400 < yy)
npc->ani_no = 6;
else
npc->ani_no = 1;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Curly AI Machine Gun
void ActNpc181(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {216, 152, 232, 168};
rcLeft[1] = {232, 152, 248, 168};
rcRight[0] = {216, 168, 232, 184};
rcRight[1] = {232, 168, 248, 184};
if (npc->pNpc)
{
if (npc->pNpc->ani_no < 5)
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x - 0x1000;
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x + 0x1000;
}
npc->y = npc->pNpc->y;
npc->ani_no = 0;
}
else
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x;
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x;
}
npc->y = npc->pNpc->y - 0x1400;
npc->ani_no = 1;
}
if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8)
npc->y -= 0x200;
switch (npc->act_no)
{
case 0:
if (npc->pNpc->count2 == 10)
{
npc->pNpc->count2 = 0;
npc->act_no = 10;
npc->act_wait = 0;
}
break;
case 10:
if (++npc->act_wait % 6 == 1)
{
if (npc->ani_no)
{
if (npc->direct == 0)
{
SetBullet(12, npc->x - 0x400, npc->y - 0x800, 1);
SetCaret(npc->x - 0x400, npc->y - 0x800, 3, 0);
}
else
{
SetBullet(12, npc->x + 0x400, npc->y - 0x800, 1);
SetCaret(npc->x + 0x400, npc->y - 0x800, 3, 0);
}
}
else
{
if (npc->direct == 0)
{
SetBullet(12, npc->x - 0x800, npc->y + 0x600, 0);
SetCaret(npc->x - 0x800, npc->y + 0x600, 3, 0);
}
else
{
SetBullet(12, npc->x + 0x800, npc->y + 0x600, 2);
SetCaret(npc->x + 0x800, npc->y + 0x600, 3, 0);
}
}
}
if (npc->act_wait == 60)
npc->act_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
}
//Curly AI Polar Star
void ActNpc182(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {184, 152, 200, 168};
rcLeft[1] = {200, 152, 216, 168};
rcRight[0] = {184, 168, 200, 184};
rcRight[1] = {200, 168, 216, 184};
if (npc->pNpc)
{
if (npc->pNpc->ani_no < 5)
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x - 0x1000;
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x + 0x1000;
}
npc->y = npc->pNpc->y;
npc->ani_no = 0;
}
else
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x;
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x;
}
npc->y = npc->pNpc->y - 0x1400;
npc->ani_no = 1;
}
if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8)
npc->y -= 0x200;
switch (npc->act_no)
{
case 0:
if (npc->pNpc->count2 == 10)
{
npc->pNpc->count2 = 0;
npc->act_no = 10;
npc->act_wait = 0;
}
break;
case 10:
if (++npc->act_wait % 12 == 1)
{
if (npc->ani_no)
{
if (npc->direct == 0)
{
SetBullet(6, npc->x - 0x400, npc->y - 0x800, 1);
SetCaret(npc->x - 0x400, npc->y - 0x800, 3, 0);
}
else
{
SetBullet(6, npc->x + 0x400, npc->y - 0x800, 1);
SetCaret(npc->x + 0x400, npc->y - 0x800, 3, 0);
}
}
else
{
if (npc->direct == 0)
{
SetBullet(6, npc->x - 0x800, npc->y + 0x600, 0);
SetCaret(npc->x - 0x800, npc->y + 0x600, 3, 0);
}
else
{
SetBullet(6, npc->x + 0x800, npc->y + 0x600, 2);
SetCaret(npc->x + 0x800, npc->y + 0x600, 3, 0);
}
}
}
if (npc->act_wait == 60)
npc->act_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
}
//Curly Air Tank Bubble
void ActNpc183(NPCHAR *npc)
{
RECT rect[2];
rect[0] = {56, 96, 80, 120};
rect[1] = {80, 96, 104, 120};
if (npc->pNpc)
{
if (npc->act_no == 0)
{
npc->x = npc->pNpc->x;
npc->y = npc->pNpc->y;
npc->act_no = 1;
}
npc->x += (npc->pNpc->x - npc->x) / 2;
npc->y += (npc->pNpc->y - npc->y) / 2;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->pNpc->flag & 0x100)
{
npc->rect = rect[npc->ani_no];
}
else
{
npc->rect.right = 0;
}
}
}
//Scooter
void ActNpc192(NPCHAR *npc)

View file

@ -232,14 +232,14 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc173,
ActNpc174,
ActNpc175,
ActNpc176,
ActNpc177,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc180,
ActNpc181,
ActNpc182,
ActNpc183,
nullptr,
nullptr,
nullptr,