More NPCs

This commit is contained in:
Clownacy 2019-02-08 16:38:32 +00:00
parent dfe2ec83ae
commit 7a97c2c938
4 changed files with 777 additions and 12 deletions

View file

@ -243,6 +243,16 @@ void ActNpc237(NPCHAR *npc);
void ActNpc238(NPCHAR *npc);
void ActNpc239(NPCHAR *npc);
void ActNpc240(NPCHAR *npc);
void ActNpc241(NPCHAR *npc);
void ActNpc242(NPCHAR *npc);
void ActNpc243(NPCHAR *npc);
void ActNpc244(NPCHAR *npc);
void ActNpc245(NPCHAR *npc);
void ActNpc246(NPCHAR *npc);
void ActNpc253(NPCHAR *npc);
void ActNpc254(NPCHAR *npc);
void ActNpc255(NPCHAR *npc);
void ActNpc259(NPCHAR *npc);
@ -251,7 +261,8 @@ void ActNpc272(NPCHAR *npc);
void ActNpc273(NPCHAR *npc);
void ActNpc274(NPCHAR *npc);
void ActNpc275(NPCHAR *npc);
void ActNpc276(NPCHAR *npc);
void ActNpc277(NPCHAR *npc);
void ActNpc278(NPCHAR *npc);
void ActNpc292(NPCHAR *npc);

View file

@ -8,6 +8,9 @@
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
#include "Caret.h"
#include "Frame.h"
#include "Map.h"
//Mimiga (jailed)
void ActNpc240(NPCHAR *npc)
@ -113,6 +116,518 @@ void ActNpc240(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Critter (Last Cave)
void ActNpc241(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {0, 0, 16, 16};
rcLeft[1] = {16, 0, 32, 16};
rcLeft[2] = {32, 0, 48, 16};
rcRight[0] = {0, 16, 16, 32};
rcRight[1] = {16, 16, 32, 32};
rcRight[2] = {32, 16, 48, 32};
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 - 0x12000 && gMC.x < npc->x + 0x12000 && 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 - 0xC000 && gMC.x < npc->x + 0xC000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0xC000)
{
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;
PlaySoundObject(30, 1);
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
}
break;
case 3:
if (npc->flag & 8)
{
npc->xm = 0;
npc->act_wait = 0;
npc->ani_no = 0;
npc->act_no = 1;
PlaySoundObject(23, 1);
}
break;
}
npc->ym += 0x55;
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];
}
//Bat (Last Cave)
void ActNpc242(NPCHAR *npc)
{
if (npc->x < 0 || npc->x > gMap.width * 0x2000)
{
VanishNpChar(npc);
return;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->act_wait = Random(0, 50);
// Fallthrough
case 1:
if (npc->act_wait)
{
--npc->act_wait;
break;
}
npc->act_no = 2;
npc->ym = 0x400;
// Fallthrough
case 2:
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->ym > 0x300)
npc->ym = 0x300;
if (npc->ym < -0x300)
npc->ym = -0x300;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[4];
RECT rect_right[4];
rect_left[0] = {32, 32, 48, 48};
rect_left[1] = {48, 32, 64, 48};
rect_left[2] = {64, 32, 80, 48};
rect_left[3] = {80, 32, 96, 48};
rect_right[0] = {32, 48, 48, 64};
rect_right[1] = {48, 48, 64, 64};
rect_right[2] = {64, 48, 80, 64};
rect_right[3] = {80, 48, 96, 64};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
//Bat generator (Last Cave)
void ActNpc243(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = Random(0, 500);
// Fallthrough
case 1:
if (npc->act_wait)
{
--npc->act_wait;
}
else
{
npc->act_no = 0;
SetNpChar(242, npc->x, npc->y + (Random(-0x20, 0x20) * 0x100), 0, 0, npc->direct, 0, 0x100);
}
break;
}
}
//Lava drop
void ActNpc244(NPCHAR *npc)
{
RECT rc = {96, 0, 104, 16};
npc->ym += 0x40;
bool bHit = false;
if (npc->flag & 0xFF)
bHit = true;
if (npc->act_wait > 10 && npc->flag & 0x100)
bHit = true;
if (bHit)
{
for (int i = 0; i < 3; ++i)
SetCaret(npc->x, npc->y + 0x800, 1, 2);
if (npc->x > gMC.x - 0x20000 && npc->x < gMC.x + 0x20000 && npc->y > gMC.y - 0x14000 && npc->y < gMC.y + 0x14000)
PlaySoundObject(21, 1);
npc->cond = 0;
}
else
{
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rc;
}
}
//Lava drop generator
void ActNpc245(NPCHAR *npc)
{
RECT rc[4];
rc[0] = {0, 0, 0, 0};
rc[1] = {104, 0, 112, 16};
rc[2] = {112, 0, 120, 16};
rc[3] = {120, 0, 128, 16};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->act_wait = npc->code_event;
// Fallthrough
case 1:
npc->ani_no = 0;
if ( npc->act_wait )
{
--npc->act_wait;
return;
}
npc->act_no = 10;
npc->ani_wait = 0;
break;
case 10:
if (++npc->ani_wait > 10)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
{
npc->ani_no = 0;
npc->act_no = 1;
npc->act_wait = npc->code_flag;
SetNpChar(244, npc->x, npc->y, 0, 0, 0, 0, 0x100);
}
break;
}
if (npc->ani_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + 0x200;
npc->rect = rc[npc->ani_no];
}
//Press (proximity)
void ActNpc246(NPCHAR *npc)
{
RECT rcLeft[3];
rcLeft[0] = {144, 112, 160, 136};
rcLeft[1] = {160, 112, 176, 136};
rcLeft[2] = {176, 112, 192, 136};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 0x800;
// Fallthrough
case 1:
if (gMC.x < npc->x + 0x1000 && gMC.x > npc->x - 0x1000 && gMC.y > npc->y + 0x1000 && gMC.y < npc->y + 0x10000)
npc->act_no = 5;
break;
case 5:
if ((npc->flag & 8) == 0)
{
npc->act_no = 10;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break;
case 10:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 2;
if (gMC.y > npc->y)
{
npc->bits &= ~0x40;
npc->damage = 0x7F;
}
else
{
npc->bits |= 0x40;
npc->damage = 0;
}
if (npc->flag & 8)
{
if (npc->ani_no > 1)
{
for (int i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
PlaySoundObject(26, 1);
SetQuake(10);
}
npc->act_no = 20;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->bits |= 0x40;
npc->damage = 0;
}
break;
}
if (npc->act_no >= 5)
{
npc->ym += 0x80;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
}
npc->rect = rcLeft[npc->ani_no];
}
//EXP capsule
void ActNpc253(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->life <= 100)
{
SetExpObjects(npc->x, npc->y, npc->code_flag);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
PlaySoundObject(25, 1);
npc->cond = 0;
}
RECT rc[2];
rc[0] = {0, 64, 16, 80};
rc[1] = {16, 64, 32, 80};
npc->rect = rc[npc->ani_no];
}
//Helicopter
void ActNpc254(NPCHAR *npc)
{
RECT rc[2];
rc[0] = {0, 0, 128, 64};
rc[1] = {0, 64, 128, 128};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
SetNpChar(255, npc->x + 0x2400, npc->y - 0x7200, 0, 0, 0, npc, 0x100);
SetNpChar(255, npc->x - 0x4000, npc->y - 0x6800, 0, 0, 2, npc, 0x100);
break;
case 20:
npc->act_wait = 0;
npc->count1 = 60;
npc->act_no = 21;
break;
case 30:
npc->act_no = 21;
SetNpChar(223, npc->x - 0x1600, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
break;
case 40:
npc->act_no = 21;
SetNpChar(223, npc->x - 0x1200, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
SetNpChar(40, npc->x - 0x2C00, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
SetNpChar(93, npc->x - 0x4600, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
break;
}
if (npc->direct == 0)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
//Helicopter blades
void ActNpc255(NPCHAR *npc)
{
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {128, 0, 240, 16};
rcLeft[1] = {128, 16, 240, 32};
rcLeft[2] = {128, 32, 240, 48};
rcLeft[3] = {128, 16, 240, 32};
rcRight[0] = {240, 0, 320, 16};
rcRight[1] = {240, 16, 320, 32};
rcRight[2] = {240, 32, 320, 48};
rcRight[3] = {240, 16, 320, 32};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
{
npc->view.front = 0x7000;
npc->view.back = 0x7000;
}
else
{
npc->view.front = 0x5000;
npc->view.back = 0x5000;
}
// Fallthrough
case 1:
if (npc->pNpc->act_no >= 20)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
// Fallthrough
case 11:
if (++npc->ani_no > 3)
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
{
npc->x = npc->pNpc->x + 0x2400;
npc->y = npc->pNpc->y - 0x7200;
}
else
{
npc->x = npc->pNpc->x - 0x4000;
npc->y = npc->pNpc->y - 0x6800;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Curly (carried and unconcious)
void ActNpc259(NPCHAR *npc)
{

View file

@ -10,6 +10,7 @@
#include "Triangle.h"
#include "Caret.h"
#include "Map.h"
#include "Frame.h"
// Ironhead block
void ActNpc271(NPCHAR *npc)
@ -328,6 +329,244 @@ void ActNpc275(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Red Demon
void ActNpc276(NPCHAR *npc)
{
RECT rcLeft[9];
RECT rcRight[9];
rcLeft[0] = {0, 64, 32, 104};
rcLeft[1] = {32, 64, 64, 104};
rcLeft[2] = {64, 64, 96, 104};
rcLeft[3] = {96, 64, 128, 104};
rcLeft[4] = {128, 64, 160, 104};
rcLeft[5] = {160, 64, 192, 104};
rcLeft[6] = {192, 64, 224, 104};
rcLeft[7] = {224, 64, 256, 104};
rcLeft[8] = {256, 64, 288, 104};
rcRight[0] = {0, 104, 32, 144};
rcRight[1] = {32, 104, 64, 144};
rcRight[2] = {64, 104, 96, 144};
rcRight[3] = {96, 104, 128, 144};
rcRight[4] = {128, 104, 160, 144};
rcRight[5] = {160, 104, 192, 144};
rcRight[6] = {192, 104, 224, 144};
rcRight[7] = {224, 104, 256, 144};
rcRight[8] = {256, 104, 288, 144};
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 > 20)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->shock)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 3;
npc->bits |= 0x20u;
// Fallthrough
case 11:
switch (++npc->act_wait)
{
case 30:
case 40:
case 50:
{
npc->ani_no = 4;
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
const int ym = 4 * GetSin(deg);
const int xm = 4 * GetCos(deg);
SetNpChar(277, npc->x, npc->y, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
break;
}
case 34:
case 44:
case 54:
{
npc->ani_no = 3;
break;
}
}
if (npc->act_wait > 60)
{
npc->act_no = 20;
npc->act_wait = 0;
npc->ani_no = 2;
}
break;
case 20:
if (++npc->act_wait > 20)
{
npc->act_no = 21;
npc->act_wait = 0;
npc->ani_no = 5;
npc->ym = -0x5FF;
if (gMC.x > npc->x)
npc->xm = 0x100;
else
npc->xm = -0x100;
}
break;
case 21:
switch (++npc->act_wait)
{
case 30:
case 40:
case 50:
{
npc->ani_no = 6;
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - 0x1400 - gMC.y);
const int ym = 4 * GetSin(deg);
const int xm = 4 * GetCos(deg);
SetNpChar(277, npc->x, npc->y - 0x1400, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
break;
}
case 34:
case 44:
{
npc->ani_no = 5;
break;
}
}
if (npc->act_wait > 53)
npc->ani_no = 7;
if (npc->flag & 8)
{
npc->act_no = 22;
npc->act_wait = 0;
npc->ani_no = 2;
SetQuake(10);
PlaySoundObject(26, 1);
}
break;
case 22:
npc->xm /= 2;
if (++npc->act_wait > 22)
npc->act_no = 10;
break;
case 50:
npc->bits &= ~0x20;
npc->damage = 0;
if (npc->flag & 8)
{
npc->act_no = 51;
npc->ani_no = 2;
SetQuake(10);
SetExpObjects(npc->x, npc->y, 19);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
PlaySoundObject(72, 1);
}
break;
case 51:
npc->xm = 7 * npc->xm / 8;
npc->ani_no = 8;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->act_no < 50)
{
if (gMC.x > npc->x)
npc->direct = 2;
else
npc->direct = 0;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Red Demon projectile
void ActNpc277(NPCHAR *npc)
{
RECT rc[3];
rc[0] = {128, 0, 152, 24};
rc[1] = {152, 0, 176, 24};
rc[2] = {176, 0, 200, 24};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 0xFF)
{
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
VanishNpChar(npc);
return;
}
if (++npc->act_wait % 5 == 0)
PlaySoundObject(110, 1);
if (++npc->ani_no > 2)
npc->ani_no = 0;
break;
}
npc->rect = rc[npc->ani_no];
}
//Little family
void ActNpc278(NPCHAR *npc)
{

View file

@ -297,21 +297,21 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc238,
ActNpc239,
ActNpc240,
ActNpc241,
ActNpc242,
ActNpc243,
ActNpc244,
ActNpc245,
ActNpc246,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc253,
ActNpc254,
ActNpc255,
nullptr,
nullptr,
nullptr,
@ -332,8 +332,8 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc273,
ActNpc274,
ActNpc275,
nullptr,
nullptr,
ActNpc276,
ActNpc277,
ActNpc278,
nullptr,
nullptr,