More NPCs
This commit is contained in:
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dfe2ec83ae
commit
7a97c2c938
4 changed files with 777 additions and 12 deletions
13
src/NpcAct.h
13
src/NpcAct.h
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@ -243,6 +243,16 @@ void ActNpc237(NPCHAR *npc);
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void ActNpc238(NPCHAR *npc);
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void ActNpc239(NPCHAR *npc);
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void ActNpc240(NPCHAR *npc);
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void ActNpc241(NPCHAR *npc);
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void ActNpc242(NPCHAR *npc);
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void ActNpc243(NPCHAR *npc);
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void ActNpc244(NPCHAR *npc);
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void ActNpc245(NPCHAR *npc);
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void ActNpc246(NPCHAR *npc);
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void ActNpc253(NPCHAR *npc);
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void ActNpc254(NPCHAR *npc);
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void ActNpc255(NPCHAR *npc);
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void ActNpc259(NPCHAR *npc);
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@ -251,7 +261,8 @@ void ActNpc272(NPCHAR *npc);
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void ActNpc273(NPCHAR *npc);
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void ActNpc274(NPCHAR *npc);
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void ActNpc275(NPCHAR *npc);
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void ActNpc276(NPCHAR *npc);
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void ActNpc277(NPCHAR *npc);
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void ActNpc278(NPCHAR *npc);
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void ActNpc292(NPCHAR *npc);
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@ -8,6 +8,9 @@
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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 "Caret.h"
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#include "Frame.h"
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#include "Map.h"
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//Mimiga (jailed)
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void ActNpc240(NPCHAR *npc)
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@ -113,6 +116,518 @@ void ActNpc240(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Critter (Last Cave)
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void ActNpc241(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, 0, 16, 16};
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rcLeft[1] = {16, 0, 32, 16};
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rcLeft[2] = {32, 0, 48, 16};
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rcRight[0] = {0, 16, 16, 32};
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rcRight[1] = {16, 16, 32, 32};
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rcRight[2] = {32, 16, 48, 32};
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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 - 0x12000 && gMC.x < npc->x + 0x12000 && 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 - 0xC000 && gMC.x < npc->x + 0xC000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0xC000)
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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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PlaySoundObject(30, 1);
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if (npc->direct == 0)
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npc->xm = -0x200;
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else
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npc->xm = 0x200;
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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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PlaySoundObject(23, 1);
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}
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break;
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}
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npc->ym += 0x55;
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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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//Bat (Last Cave)
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void ActNpc242(NPCHAR *npc)
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{
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if (npc->x < 0 || npc->x > gMap.width * 0x2000)
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{
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VanishNpChar(npc);
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return;
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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 = 1;
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npc->tgt_x = npc->x;
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npc->tgt_y = npc->y;
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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)
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{
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--npc->act_wait;
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break;
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}
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npc->act_no = 2;
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npc->ym = 0x400;
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// Fallthrough
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case 2:
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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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if (npc->tgt_y < npc->y)
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npc->ym -= 0x10;
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if (npc->tgt_y > npc->y)
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npc->ym += 0x10;
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if (npc->ym > 0x300)
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npc->ym = 0x300;
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if (npc->ym < -0x300)
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npc->ym = -0x300;
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break;
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}
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npc->x += npc->xm;
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npc->y += npc->ym;
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RECT rect_left[4];
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RECT rect_right[4];
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rect_left[0] = {32, 32, 48, 48};
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rect_left[1] = {48, 32, 64, 48};
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rect_left[2] = {64, 32, 80, 48};
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rect_left[3] = {80, 32, 96, 48};
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rect_right[0] = {32, 48, 48, 64};
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rect_right[1] = {48, 48, 64, 64};
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rect_right[2] = {64, 48, 80, 64};
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rect_right[3] = {80, 48, 96, 64};
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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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if (npc->direct == 0)
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npc->rect = rect_left[npc->ani_no];
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else
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npc->rect = rect_right[npc->ani_no];
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}
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//Bat generator (Last Cave)
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void ActNpc243(NPCHAR *npc)
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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 = 1;
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npc->act_wait = Random(0, 500);
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// Fallthrough
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case 1:
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if (npc->act_wait)
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{
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--npc->act_wait;
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}
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else
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{
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npc->act_no = 0;
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SetNpChar(242, npc->x, npc->y + (Random(-0x20, 0x20) * 0x100), 0, 0, npc->direct, 0, 0x100);
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}
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break;
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}
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}
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//Lava drop
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void ActNpc244(NPCHAR *npc)
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{
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RECT rc = {96, 0, 104, 16};
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npc->ym += 0x40;
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bool bHit = false;
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if (npc->flag & 0xFF)
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bHit = true;
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if (npc->act_wait > 10 && npc->flag & 0x100)
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bHit = true;
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if (bHit)
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{
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for (int i = 0; i < 3; ++i)
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SetCaret(npc->x, npc->y + 0x800, 1, 2);
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if (npc->x > gMC.x - 0x20000 && npc->x < gMC.x + 0x20000 && npc->y > gMC.y - 0x14000 && npc->y < gMC.y + 0x14000)
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PlaySoundObject(21, 1);
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npc->cond = 0;
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}
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else
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{
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->y += npc->ym;
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npc->rect = rc;
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}
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}
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//Lava drop generator
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void ActNpc245(NPCHAR *npc)
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{
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RECT rc[4];
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rc[0] = {0, 0, 0, 0};
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rc[1] = {104, 0, 112, 16};
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rc[2] = {112, 0, 120, 16};
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rc[3] = {120, 0, 128, 16};
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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->act_wait = npc->code_event;
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// Fallthrough
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case 1:
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npc->ani_no = 0;
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if ( npc->act_wait )
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{
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--npc->act_wait;
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return;
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}
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npc->act_no = 10;
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npc->ani_wait = 0;
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break;
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case 10:
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if (++npc->ani_wait > 10)
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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 > 3)
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{
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npc->ani_no = 0;
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npc->act_no = 1;
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npc->act_wait = npc->code_flag;
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SetNpChar(244, npc->x, npc->y, 0, 0, 0, 0, 0x100);
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}
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break;
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}
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if (npc->ani_wait / 2 % 2)
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npc->x = npc->tgt_x;
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else
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npc->x = npc->tgt_x + 0x200;
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npc->rect = rc[npc->ani_no];
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}
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//Press (proximity)
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void ActNpc246(NPCHAR *npc)
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{
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RECT rcLeft[3];
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rcLeft[0] = {144, 112, 160, 136};
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rcLeft[1] = {160, 112, 176, 136};
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rcLeft[2] = {176, 112, 192, 136};
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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->y -= 0x800;
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// Fallthrough
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case 1:
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if (gMC.x < npc->x + 0x1000 && gMC.x > npc->x - 0x1000 && gMC.y > npc->y + 0x1000 && gMC.y < npc->y + 0x10000)
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npc->act_no = 5;
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break;
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case 5:
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if ((npc->flag & 8) == 0)
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{
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npc->act_no = 10;
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npc->ani_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 10:
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if (++npc->ani_wait > 2)
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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 = 2;
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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->flag & 8)
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{
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if (npc->ani_no > 1)
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{
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for (int i = 0; i < 4; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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PlaySoundObject(26, 1);
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SetQuake(10);
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}
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npc->act_no = 20;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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npc->bits |= 0x40;
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npc->damage = 0;
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}
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break;
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}
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if (npc->act_no >= 5)
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{
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npc->ym += 0x80;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->y += npc->ym;
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}
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npc->rect = rcLeft[npc->ani_no];
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}
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//EXP capsule
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void ActNpc253(NPCHAR *npc)
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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 = 1;
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// Fallthrough
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case 1:
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if (++npc->ani_wait > 4)
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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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break;
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}
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if (npc->life <= 100)
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{
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SetExpObjects(npc->x, npc->y, npc->code_flag);
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
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PlaySoundObject(25, 1);
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npc->cond = 0;
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}
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RECT rc[2];
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rc[0] = {0, 64, 16, 80};
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rc[1] = {16, 64, 32, 80};
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npc->rect = rc[npc->ani_no];
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}
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//Helicopter
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void ActNpc254(NPCHAR *npc)
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{
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RECT rc[2];
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rc[0] = {0, 0, 128, 64};
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rc[1] = {0, 64, 128, 128};
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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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SetNpChar(255, npc->x + 0x2400, npc->y - 0x7200, 0, 0, 0, npc, 0x100);
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SetNpChar(255, npc->x - 0x4000, npc->y - 0x6800, 0, 0, 2, npc, 0x100);
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break;
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case 20:
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npc->act_wait = 0;
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npc->count1 = 60;
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npc->act_no = 21;
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break;
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case 30:
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npc->act_no = 21;
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SetNpChar(223, npc->x - 0x1600, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
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break;
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case 40:
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npc->act_no = 21;
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SetNpChar(223, npc->x - 0x1200, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
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SetNpChar(40, npc->x - 0x2C00, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
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SetNpChar(93, npc->x - 0x4600, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
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break;
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}
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if (npc->direct == 0)
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npc->rect = rc[0];
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else
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npc->rect = rc[1];
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}
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//Helicopter blades
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void ActNpc255(NPCHAR *npc)
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{
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RECT rcLeft[4];
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RECT rcRight[4];
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rcLeft[0] = {128, 0, 240, 16};
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rcLeft[1] = {128, 16, 240, 32};
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rcLeft[2] = {128, 32, 240, 48};
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rcLeft[3] = {128, 16, 240, 32};
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rcRight[0] = {240, 0, 320, 16};
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rcRight[1] = {240, 16, 320, 32};
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rcRight[2] = {240, 32, 320, 48};
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rcRight[3] = {240, 16, 320, 32};
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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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|
||||
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)
|
||||
{
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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,
|
||||
|
|
Loading…
Add table
Reference in a new issue