More NPCs
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7a97c2c938
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4 changed files with 779 additions and 8 deletions
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@ -249,13 +249,20 @@ 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 ActNpc247(NPCHAR *npc);
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void ActNpc248(NPCHAR *npc);
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void ActNpc249(NPCHAR *npc);
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void ActNpc250(NPCHAR *npc);
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void ActNpc251(NPCHAR *npc);
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void ActNpc252(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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void ActNpc268(NPCHAR *npc);
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void ActNpc271(NPCHAR *npc);
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void ActNpc272(NPCHAR *npc);
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void ActNpc273(NPCHAR *npc);
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@ -488,6 +488,571 @@ void ActNpc246(NPCHAR *npc)
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npc->rect = rcLeft[npc->ani_no];
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}
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//Misery (boss)
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void ActNpc247(NPCHAR *npc)
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{
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RECT rcLeft[9];
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RECT rcRight[9];
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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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rcLeft[3] = {48, 0, 64, 16};
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rcLeft[4] = {64, 0, 80, 16};
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rcLeft[5] = {80, 0, 96, 16};
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rcLeft[6] = {96, 0, 112, 16};
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rcLeft[7] = {0, 0, 0, 0};
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rcLeft[8] = {112, 0, 128, 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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rcRight[3] = {48, 16, 64, 32};
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rcRight[4] = {64, 16, 80, 32};
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rcRight[5] = {80, 16, 96, 32};
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rcRight[6] = {96, 16, 112, 32};
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rcRight[7] = {0, 0, 0, 0};
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rcRight[8] = {112, 16, 128, 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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npc->y += 0xC00;
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npc->tgt_y = 0x8000;
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// Fallthrough
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case 1:
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if (Random(0, 120) == 10)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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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 = 1;
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npc->ani_no = 0;
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}
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break;
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case 20:
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npc->xm = 0;
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npc->ym += 0x40;
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if (npc->flag & 8)
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{
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npc->act_no = 21;
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npc->ani_no = 2;
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}
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break;
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case 21:
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if (Random(0, 120) == 10)
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{
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npc->act_no = 22;
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npc->act_wait = 0;
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npc->ani_no = 3;
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}
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break;
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case 22:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 21;
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npc->ani_no = 2;
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}
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break;
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case 100:
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npc->act_no = 101;
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npc->act_wait = 0;
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npc->ani_no = 0;
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npc->xm = 0;
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npc->bits |= 0x20;
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npc->count2 = npc->life;
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// Fallthrough
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case 101:
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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->tgt_y > npc->y)
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npc->ym += 0x20;
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else
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npc->ym -= 0x20;
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if (npc->ym < -0x200)
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npc->ym = -0x200;
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if (npc->ym > 0x200)
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npc->ym = 0x200;
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if (++npc->act_wait > 200 || npc->life <= npc->count2 - 80)
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{
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npc->act_wait = 0;
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npc->act_no = 110;
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}
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break;
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case 110:
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npc->act_no = 111;
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npc->act_wait = 0;
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npc->xm = 0;
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npc->ym = 0;
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npc->bits &= ~0x20;
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// Fallthrough
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case 111:
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if (++npc->act_wait % 2)
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npc->ani_no = 5;
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else
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npc->ani_no = 6;
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if (npc->act_wait > 30)
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{
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npc->act_wait = 0;
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if (++npc->count1 % 3)
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npc->act_no = 112;
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else
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npc->act_no = 113;
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npc->ani_no = 4;
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}
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break;
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case 112:
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if (++npc->act_wait % 6 == 0)
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{
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const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-4, 4);
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const int ym = 4 * GetSin(deg);
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const int xm = 4 * GetCos(deg);
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SetNpChar(248, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
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PlaySoundObject(34, 1);
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}
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if (npc->act_wait > 30)
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{
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npc->act_wait = 0;
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npc->act_no = 150;
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}
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break;
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case 113:
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if (++npc->act_wait == 10)
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SetNpChar(279, gMC.x, gMC.y - 0x8000, 0, 0, 1, 0, 0x100);
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if (npc->act_wait > 30)
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{
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npc->act_wait = 0;
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npc->act_no = 150;
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}
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break;
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case 150:
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npc->act_no = 151;
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npc->act_wait = 0;
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npc->ani_no = 7;
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SetNpChar(249, npc->x, npc->y, 0, 0, 0, 0, 0x100);
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SetNpChar(249, npc->x, npc->y, 0, 0, 2, 0, 0x100);
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npc->tgt_x = Random(9, 31) * 0x2000;
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npc->tgt_y = Random(5, 7) * 0x2000;
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PlaySoundObject(29, 1);
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// Fallthrough
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case 151:
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if (++npc->act_wait == 42)
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{
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SetNpChar(249, npc->tgt_x + 0x2000, npc->tgt_y, 0, 0, 0, 0, 0x100);
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SetNpChar(249, npc->tgt_x - 0x2000, npc->tgt_y, 0, 0, 2, 0, 0x100);
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}
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if (npc->act_wait > 50)
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{
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npc->act_wait = 0;
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npc->ym = -0x200;
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npc->bits |= 0x20;
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npc->x = npc->tgt_x;
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npc->y = npc->tgt_y;
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if (npc->life < 340)
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{
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SetNpChar(252, 0, 0, 0, 0, 0, npc, 0x100);
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SetNpChar(252, 0, 0, 0, 0, 0x80, npc, 0x100);
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}
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if (npc->life < 180)
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{
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SetNpChar(252, 0, 0, 0, 0, 0x40, npc, 0x100);
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SetNpChar(252, 0, 0, 0, 0, 0xC0, npc, 0x100);
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}
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if (gMC.x < npc->x - 0xE000 || gMC.x > npc->x + 0xE000)
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npc->act_no = 160;
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else
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npc->act_no = 100;
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}
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break;
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case 160:
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npc->act_no = 161;
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npc->act_wait = 0;
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npc->ani_no = 4;
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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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// Fallthrough
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case 161:
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if (npc->tgt_y > npc->y)
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npc->ym += 0x20;
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else
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npc->ym -= 0x20;
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if (npc->ym < -0x200)
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npc->ym = -0x200;
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if (npc->ym > 0x200)
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npc->ym = 0x200;
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if (++npc->act_wait % 24 == 0)
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{
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SetNpChar(250, npc->x, npc->y + 0x800, 0, 0, 0, 0, 0x100);
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PlaySoundObject(34, 1);
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}
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if (npc->act_wait > 72)
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{
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npc->act_wait = 0;
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npc->act_no = 100;
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}
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break;
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case 1000:
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npc->bits &= ~0x20;
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npc->act_no = 1001;
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npc->act_wait = 0;
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npc->ani_no = 4;
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npc->tgt_x = npc->x;
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npc->tgt_y = npc->y;
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npc->xm = 0;
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npc->ym = 0;
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DeleteNpCharCode(252, 1);
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SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
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SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
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SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
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// Fallthrough
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case 1001:
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if (++npc->act_wait / 2 % 2)
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npc->x = npc->tgt_x + 0x200;
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else
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npc->x = npc->tgt_x;
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break;
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case 1010:
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npc->ym += 0x10;
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if (npc->flag & 8)
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{
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npc->act_no = 1020;
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npc->ani_no = 8;
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}
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break;
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}
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if (npc->xm < -0x200)
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npc->xm = -0x200;
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if (npc->xm > 0x200)
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npc->xm = 0x200;
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if (npc->ym < -0x400)
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npc->ym = -0x400;
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if (npc->ym > 0x400)
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npc->ym = 0x400;
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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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//Boss Misery (vanishing)
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void ActNpc248(NPCHAR *npc)
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{
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if (npc->flag & 0xFF)
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{
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npc->cond = 0;
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SetCaret(npc->x, npc->y, 2, 0);
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}
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npc->y += npc->ym;
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npc->x += npc->xm;
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RECT rect_left[3];
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rect_left[0] = {0, 48, 16, 64};
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rect_left[1] = {16, 48, 32, 64};
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rect_left[2] = {32, 48, 48, 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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if (++npc->ani_no > 2)
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npc->ani_no = 0;
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}
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npc->rect = rect_left[npc->ani_no];
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if (++npc->count1 > 300)
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{
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npc->cond = 0;
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SetCaret(npc->x, npc->y, 2, 0);
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}
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}
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//Boss Misery energy shot
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void ActNpc249(NPCHAR *npc)
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{
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RECT rc[2];
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rc[0] = {48, 48, 64, 64};
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rc[1] = {64, 48, 80, 64};
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if (++npc->act_wait > 8)
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npc->cond = 0;
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if (npc->direct == 0)
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{
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npc->rect = rc[0];
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npc->x -= 1024;
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}
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else
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{
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npc->rect = rc[1];
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npc->x += 1024;
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}
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}
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//Boss Misery lightning ball
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void ActNpc250(NPCHAR *npc)
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{
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RECT rc[3];
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rc[0] = {0, 32, 16, 48};
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rc[1] = {16, 32, 32, 48};
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rc[2] = {32, 32, 48, 48};
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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_y = npc->y;
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npc->xm = 0;
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npc->ym = -0x200;
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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->xm += 0x10;
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else
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npc->xm -= 0x10;
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if (npc->tgt_y > npc->y)
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npc->ym += 0x20;
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else
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npc->ym -= 0x20;
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if (npc->xm > 0x200)
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npc->xm = 0x200;
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if (npc->xm < -0x200)
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npc->xm = -0x200;
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if (npc->ym > 0x200)
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npc->ym = 0x200;
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if (npc->ym < -0x200)
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npc->ym = -0x200;
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npc->x += npc->xm;
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npc->y += npc->ym;
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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 > 1)
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npc->ani_no = 0;
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if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y)
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npc->act_no = 10;
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break;
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case 10:
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npc->act_no = 11;
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npc->act_wait = 0;
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// Fallthrough
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case 11:
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if (++npc->act_wait > 10)
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{
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SetNpChar(251, npc->x, npc->y, 0, 0, 0, 0, 0x100);
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PlaySoundObject(101, 1);
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npc->cond = 0;
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return;
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}
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if (npc->act_wait / 2 % 2)
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npc->ani_no = 2;
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else
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npc->ani_no = 1;
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}
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npc->rect = rc[npc->ani_no];
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}
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//Boss Misery lightning
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void ActNpc251(NPCHAR *npc)
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{
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RECT rc[2];
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rc[0] = {80, 32, 96, 64};
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rc[1] = {96, 32, 112, 64};
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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_no > 1)
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npc->ani_no = 0;
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npc->y += 0x1000;
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if (npc->flag & 0xFF)
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{
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 3);
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npc->cond = 0;
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}
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break;
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}
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npc->rect = rc[npc->ani_no];
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}
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//Boss Misery bats
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void ActNpc252(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] = {48, 32, 64, 48};
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rcLeft[1] = {112, 32, 128, 48};
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rcLeft[2] = {128, 32, 144, 48};
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rcLeft[3] = {144, 32, 160, 48};
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rcRight[0] = {48, 32, 64, 48};
|
||||
rcRight[1] = {112, 48, 128, 64};
|
||||
rcRight[2] = {128, 48, 144, 64};
|
||||
rcRight[3] = {144, 48, 160, 64};
|
||||
|
||||
unsigned char deg;
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->act_wait = 0;
|
||||
npc->count1 = npc->direct;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
npc->count1 += 2;
|
||||
npc->count1 &= 0xFF;
|
||||
|
||||
deg = npc->count1;
|
||||
|
||||
if ( npc->act_wait < 192 )
|
||||
++npc->act_wait;
|
||||
|
||||
npc->x = npc->pNpc->x + npc->act_wait * GetCos(deg) / 4;
|
||||
npc->y = npc->pNpc->y + npc->act_wait * GetSin(deg) / 4;
|
||||
|
||||
if (npc->pNpc->act_no == 151)
|
||||
{
|
||||
npc->act_no = 10;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 10:
|
||||
npc->act_no = 11;
|
||||
npc->bits |= 0x20;
|
||||
npc->bits &= ~4;
|
||||
npc->bits &= ~8;
|
||||
|
||||
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
||||
deg += Random(-3, 3);
|
||||
npc->xm = GetCos(deg);
|
||||
npc->ym = GetSin(deg);
|
||||
|
||||
npc->ani_no = 1;
|
||||
npc->ani_wait = 0;
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
// Fallthrough
|
||||
case 11:
|
||||
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);
|
||||
npc->cond = 0;
|
||||
}
|
||||
|
||||
if (++npc->ani_wait > 4)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 3)
|
||||
npc->ani_no = 1;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//EXP capsule
|
||||
void ActNpc253(NPCHAR *npc)
|
||||
{
|
||||
|
|
|
@ -12,6 +12,205 @@
|
|||
#include "Map.h"
|
||||
#include "Frame.h"
|
||||
|
||||
//Igor (enemy)
|
||||
void ActNpc268(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[10];
|
||||
RECT rcRight[10];
|
||||
|
||||
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] = {40, 80, 80, 120};
|
||||
rcLeft[7] = {0, 80, 40, 120};
|
||||
rcLeft[8] = {240, 0, 280, 40};
|
||||
rcLeft[9] = {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, 80, 200, 120};
|
||||
rcRight[7] = {120, 80, 160, 120};
|
||||
rcRight[8] = {240, 40, 280, 80};
|
||||
rcRight[9] = {280, 40, 320, 80};
|
||||
|
||||
if (npc->x < gMC.x - 0x28000 || npc->x > gMC.x + 0x28000 || npc->y < gMC.y - 0x1E000 || npc->y > gMC.y + 0x1E000)
|
||||
npc->act_no = 1;
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->y += 0x1000;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (++npc->ani_wait > 20)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 1)
|
||||
npc->ani_no = 0;
|
||||
|
||||
if (npc->x < gMC.x + 0xE000 && npc->x > gMC.x - 0xE000 && npc->x < gMC.x + 0x6000 && npc->x > gMC.x - 0xE000)
|
||||
npc->act_no = 10;
|
||||
|
||||
if (npc->shock)
|
||||
npc->act_no = 10;
|
||||
|
||||
break;
|
||||
|
||||
case 10:
|
||||
npc->act_no = 11;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 0;
|
||||
npc->ani_wait = 0;
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
// Fallthrough
|
||||
case 11:
|
||||
if (npc->direct == 0)
|
||||
npc->xm = -0x200;
|
||||
else
|
||||
npc->xm = 0x200;
|
||||
|
||||
if (npc->x < gMC.x + 0x8000 && npc->x > gMC.x - 0x8000)
|
||||
{
|
||||
npc->act_no = 20;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
if (npc->xm < 0 && npc->flag & 1)
|
||||
{
|
||||
npc->act_no = 20;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
if (npc->xm > 0 && npc->flag & 4)
|
||||
{
|
||||
npc->act_no = 20;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
if (++npc->ani_wait > 4)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 5)
|
||||
npc->ani_no = 2;
|
||||
|
||||
break;
|
||||
|
||||
case 20:
|
||||
npc->xm = 0;
|
||||
npc->ani_no = 6;
|
||||
|
||||
if (++npc->act_wait > 10)
|
||||
{
|
||||
npc->act_no = 30;
|
||||
npc->ym = -0x5FF;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->xm = -0x200;
|
||||
else
|
||||
npc->xm = 0x200;
|
||||
|
||||
PlaySoundObject(108, 1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 30:
|
||||
npc->ani_no = 7;
|
||||
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
npc->act_no = 40;
|
||||
npc->act_wait = 0;
|
||||
SetQuake(20);
|
||||
PlaySoundObject(26, 1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 40:
|
||||
npc->xm = 0;
|
||||
npc->ani_no = 6;
|
||||
|
||||
if (++npc->act_wait > 30)
|
||||
npc->act_no = 50;
|
||||
|
||||
break;
|
||||
|
||||
case 50:
|
||||
npc->act_no = 51;
|
||||
npc->act_wait = 0;
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
// Fallthrough
|
||||
case 51:
|
||||
if (++npc->act_wait > 30 && npc->act_wait % 4 == 1)
|
||||
{
|
||||
unsigned char deg;
|
||||
|
||||
if (npc->direct == 0)
|
||||
deg = -120;
|
||||
else
|
||||
deg = -8;
|
||||
|
||||
deg += Random(-0x10, 0x10);
|
||||
const int ym = 5 * GetSin(deg);
|
||||
const int xm = 5 * 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 = 9;
|
||||
else
|
||||
npc->ani_no = 8;
|
||||
|
||||
if (npc->act_wait > 82)
|
||||
{
|
||||
npc->act_no = 10;
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
npc->ym += 0x33;
|
||||
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];
|
||||
}
|
||||
|
||||
// Ironhead block
|
||||
void ActNpc271(NPCHAR *npc)
|
||||
{
|
||||
|
|
|
@ -303,12 +303,12 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc244,
|
||||
ActNpc245,
|
||||
ActNpc246,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc247,
|
||||
ActNpc248,
|
||||
ActNpc249,
|
||||
ActNpc250,
|
||||
ActNpc251,
|
||||
ActNpc252,
|
||||
ActNpc253,
|
||||
ActNpc254,
|
||||
ActNpc255,
|
||||
|
@ -324,7 +324,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc268,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc271,
|
||||
|
|
Loading…
Add table
Reference in a new issue