More NPCs

This commit is contained in:
Clownacy 2019-01-29 22:42:26 +00:00
parent bea22e72e0
commit ba13b8aeea
5 changed files with 487 additions and 6 deletions

View file

@ -32,7 +32,7 @@ void ActNpc032(NPCHAR *npc);
void ActNpc034(NPCHAR *npc); void ActNpc034(NPCHAR *npc);
void ActNpc037(NPCHAR *npc); void ActNpc037(NPCHAR *npc);
void ActNpc038(NPCHAR *npc);
void ActNpc039(NPCHAR *npc); void ActNpc039(NPCHAR *npc);
void ActNpc042(NPCHAR *npc); void ActNpc042(NPCHAR *npc);
@ -42,7 +42,8 @@ void ActNpc046(NPCHAR *npc);
void ActNpc058(NPCHAR *npc); void ActNpc058(NPCHAR *npc);
void ActNpc059(NPCHAR *npc); void ActNpc059(NPCHAR *npc);
void ActNpc060(NPCHAR *npc);
void ActNpc061(NPCHAR *npc);
void ActNpc062(NPCHAR *npc); void ActNpc062(NPCHAR *npc);
void ActNpc064(NPCHAR *npc); void ActNpc064(NPCHAR *npc);
@ -71,6 +72,8 @@ void ActNpc119(NPCHAR *npc);
void ActNpc125(NPCHAR *npc); void ActNpc125(NPCHAR *npc);
void ActNpc145(NPCHAR *npc);
void ActNpc151(NPCHAR *npc); void ActNpc151(NPCHAR *npc);
void ActNpc211(NPCHAR *npc); void ActNpc211(NPCHAR *npc);

View file

@ -383,6 +383,42 @@ void ActNpc037(NPCHAR *npc)
npc->rect = rect[npc->ani_no]; npc->rect = rect[npc->ani_no];
} }
//Fireplace
void ActNpc038(NPCHAR *npc)
{
RECT rect[4];
rect[0] = {128, 64, 144, 80};
rect[1] = {144, 64, 160, 80};
rect[2] = {160, 64, 176, 80};
rect[3] = {176, 64, 192, 80};
switch (npc->act_no)
{
case 0:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
npc->rect = rect[npc->ani_no];
break;
case 10:
npc->act_no = 11;
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
// Fallthrough
case 11:
npc->rect.left = 0;
npc->rect.right = 0;
break;
}
}
//Save sign //Save sign
void ActNpc039(NPCHAR *npc) void ActNpc039(NPCHAR *npc)
{ {

View file

@ -11,6 +11,408 @@
#include "Map.h" #include "Map.h"
#include "CommonDefines.h" #include "CommonDefines.h"
//Toroko
void ActNpc060(NPCHAR *npc)
{
RECT rcLeft[8];
RECT rcRight[8];
rcLeft[0] = {0, 64, 16, 80};
rcLeft[1] = {16, 64, 32, 80};
rcLeft[2] = {32, 64, 48, 80};
rcLeft[3] = {16, 64, 32, 80};
rcLeft[4] = {48, 64, 64, 80};
rcLeft[5] = {16, 64, 32, 80};
rcLeft[6] = {112, 64, 128, 80};
rcLeft[7] = {128, 64, 144, 80};
rcRight[0] = {0, 80, 16, 96};
rcRight[1] = {16, 80, 32, 96};
rcRight[2] = {32, 80, 48, 96};
rcRight[3] = {16, 80, 32, 96};
rcRight[4] = {48, 80, 64, 96};
rcRight[5] = {16, 80, 32, 96};
rcRight[6] = {112, 80, 128, 96};
rcRight[7] = {128, 80, 144, 96};
switch ( npc->act_no )
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->xm = 0;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (npc->x - 0x2000 < gMC.x && npc->x + 0x2000 > gMC.x && npc->y - 0x2000 < gMC.y && npc->y + 0x2000 > gMC.y)
{
if (npc->x <= gMC.x)
npc->direct = 2;
else
npc->direct = 0;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 3:
npc->act_no = 4;
npc->ani_no = 1;
npc->ani_wait = 0;
// Fallthrough
case 4:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->flag & 1)
{
npc->direct = 2;
npc->xm = 0x200;
}
if (npc->flag & 4)
{
npc->direct = 0;
npc->xm = -0x200;
}
if (npc->direct)
npc->xm = 0x400;
else
npc->xm = -0x400;
break;
case 6:
npc->act_no = 7;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ani_wait = 0;
npc->ym = -0x400;
// Fallthrough
case 7:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->direct)
npc->xm = 0x100;
else
npc->xm = -0x100;
if (npc->act_wait++ && npc->flag & 8)
npc->act_no = 3;
break;
case 8:
npc->ani_no = 1;
npc->act_wait = 0;
npc->act_no = 9;
npc->ym = -0x200;
// Fallthrough
case 9:
if (npc->act_wait++ && npc->flag & 8)
npc->act_no = 0;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 6;
npc->ym = -0x400;
PlaySoundObject(50, 1);
if (npc->direct)
npc->xm = 0x100;
else
npc->xm = -0x100;
break;
case 11:
if ( npc->act_wait++ && npc->flag & 8 )
{
npc->act_no = 12;
npc->ani_no = 7;
npc->bits |= 0x2000;
}
break;
case 12:
npc->xm = 0;
break;
}
npc->ym += 0x40;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
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];
}
//King
void ActNpc061(NPCHAR *npc)
{
RECT rcLeft[11];
RECT rcRight[11];
rcLeft[0] = {224, 32, 240, 48};
rcLeft[1] = {240, 32, 256, 48};
rcLeft[2] = {256, 32, 272, 48};
rcLeft[3] = {272, 32, 288, 48};
rcLeft[4] = {288, 32, 304, 48};
rcLeft[5] = {224, 32, 240, 48};
rcLeft[6] = {304, 32, 320, 48};
rcLeft[7] = {224, 32, 240, 48};
rcLeft[8] = {272, 32, 288, 48};
rcLeft[9] = {0, 0, 0, 0};
rcLeft[10] = {112, 32, 128, 48};
rcRight[0] = {224, 48, 240, 64};
rcRight[1] = {240, 48, 256, 64};
rcRight[2] = {256, 48, 272, 64};
rcRight[3] = {272, 48, 288, 64};
rcRight[4] = {288, 48, 304, 64};
rcRight[5] = {224, 48, 240, 64};
rcRight[6] = {304, 48, 320, 64};
rcRight[7] = {224, 48, 240, 64};
rcRight[8] = {272, 48, 288, 64};
rcRight[9] = {0, 0, 0, 0};
rcRight[10] = {112, 32, 128, 48};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->xm = 0;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 5:
npc->ani_no = 3;
npc->xm = 0;
break;
case 6:
npc->act_no = 7;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = -0x400;
// Fallthrough
case 7:
npc->ani_no = 2;
if (npc->direct)
npc->xm = 0x200;
else
npc->xm = -0x200;
if (npc->act_wait++ && npc->flag & 8)
npc->act_no = 5;
break;
case 8:
npc->act_no = 9;
npc->ani_no = 4;
npc->ani_wait = 0;
// Fallthrough
case 9:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 4;
if (npc->direct)
npc->xm = 0x200;
else
npc->xm = -0x200;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 4;
npc->ani_wait = 0;
// Fallthrough
case 11:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 4;
if (npc->direct)
npc->xm = 0x400;
else
npc->xm = -0x400;
break;
case 20:
SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100);
npc->ani_no = 0;
npc->act_no = 0;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = 0;
// Fallthrough
case 31:
npc->ani_no = 2;
if (npc->direct)
npc->xm = 0x600;
else
npc->xm = -0x600;
if (npc->flag & 1)
{
npc->direct = 2;
npc->act_no = 7;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = -0x400;
npc->xm = 0x200;
PlaySoundObject(71, 1);
SetDestroyNpChar(npc->x, npc->y, 0x800, 4);
}
break;
case 40:
npc->act_no = 42;
npc->act_wait = 0;
npc->ani_no = 8;
PlaySoundObject(29, 1);
// Fallthrough
case 42:
if (++npc->ani_no > 9)
npc->ani_no = 8;
if (++npc->act_wait > 100)
{
for (int i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
npc->act_no = 50;
npc->surf = 20;
npc->ani_no = 10;
}
break;
case 60:
npc->ani_no = 6;
npc->act_no = 61;
npc->ym = -0x5FF;
npc->xm = 0x400;
npc->count2 = 1;
break;
case 61:
npc->ym += 0x40;
if (npc->flag & 8)
{
npc->act_no = 0;
npc->count2 = 0;
npc->xm = 0;
}
break;
}
if (npc->act_no < 30 || npc->act_no >= 40)
{
npc->ym += 0x40;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
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];
}
//Kazuma at computer //Kazuma at computer
void ActNpc062(NPCHAR *npc) void ActNpc062(NPCHAR *npc)
{ {

View file

@ -9,6 +9,46 @@
#include "Back.h" #include "Back.h"
#include "Triangle.h" #include "Triangle.h"
//King's sword
void ActNpc145(NPCHAR *npc)
{
RECT rcLeft[1];
RECT rcRight[1];
rcLeft[0] = {96, 32, 112, 48};
rcRight[0] = {112, 32, 128, 48};
if (npc->act_no == 0)
{
if (npc->pNpc->count2 == 0)
{
if (npc->pNpc->direct == 0)
npc->direct = 0;
else
npc->direct = 2;
}
else
{
if (npc->pNpc->direct == 0)
npc->direct = 2;
else
npc->direct = 0;
}
if (npc->direct == 0)
npc->x = npc->pNpc->x - 0x1400;
else
npc->x = npc->pNpc->x + 0x1400;
npc->y = npc->pNpc->y;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Blue robot (standing) //Blue robot (standing)
void ActNpc151(NPCHAR *npc) void ActNpc151(NPCHAR *npc)
{ {

View file

@ -94,7 +94,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr, nullptr,
nullptr, nullptr,
ActNpc037, ActNpc037,
nullptr, ActNpc038,
ActNpc039, ActNpc039,
nullptr, nullptr,
nullptr, nullptr,
@ -116,8 +116,8 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr, nullptr,
ActNpc058, ActNpc058,
ActNpc059, ActNpc059,
nullptr, ActNpc060,
nullptr, ActNpc061,
ActNpc062, ActNpc062,
nullptr, nullptr,
ActNpc064, ActNpc064,
@ -201,7 +201,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr, nullptr,
nullptr, nullptr,
nullptr, nullptr,
nullptr, ActNpc145,
nullptr, nullptr,
nullptr, nullptr,
nullptr, nullptr,