More Grasstown NPCs

This commit is contained in:
Clownacy 2019-02-04 15:23:08 +00:00
parent 00ed53ea95
commit be548944e7
4 changed files with 420 additions and 8 deletions

View file

@ -37,6 +37,7 @@ void ActNpc031(NPCHAR *npc);
void ActNpc032(NPCHAR *npc); void ActNpc032(NPCHAR *npc);
void ActNpc034(NPCHAR *npc); void ActNpc034(NPCHAR *npc);
void ActNpc035(NPCHAR *npc);
void ActNpc037(NPCHAR *npc); void ActNpc037(NPCHAR *npc);
void ActNpc038(NPCHAR *npc); void ActNpc038(NPCHAR *npc);
@ -92,10 +93,18 @@ void ActNpc096(NPCHAR *npc);
void ActNpc097(NPCHAR *npc); void ActNpc097(NPCHAR *npc);
void ActNpc098(NPCHAR *npc); void ActNpc098(NPCHAR *npc);
void ActNpc099(NPCHAR *npc); void ActNpc099(NPCHAR *npc);
void ActNpc100(NPCHAR *npc);
void ActNpc103(NPCHAR *npc);
void ActNpc104(NPCHAR *npc);
void ActNpc105(NPCHAR *npc);
void ActNpc106(NPCHAR *npc);
void ActNpc111(NPCHAR *npc); void ActNpc111(NPCHAR *npc);
void ActNpc112(NPCHAR *npc); void ActNpc112(NPCHAR *npc);
void ActNpc114(NPCHAR *npc);
void ActNpc116(NPCHAR *npc); void ActNpc116(NPCHAR *npc);
void ActNpc119(NPCHAR *npc); void ActNpc119(NPCHAR *npc);

View file

@ -963,7 +963,7 @@ void ActNpc032(NPCHAR *npc)
npc->rect = rect[npc->ani_no]; npc->rect = rect[npc->ani_no];
} }
// Bed //Bed
void ActNpc034(NPCHAR *npc) void ActNpc034(NPCHAR *npc)
{ {
RECT rcLeft[1]; RECT rcLeft[1];
@ -978,6 +978,81 @@ void ActNpc034(NPCHAR *npc)
npc->rect = rcRight[0]; npc->rect = rcRight[0];
} }
//Mannan
void ActNpc035(NPCHAR *npc)
{
if (npc->act_no < 3 && npc->life < 90)
{
PlaySoundObject(71, 1);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
SetExpObjects(npc->x, npc->y, npc->exp);
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 2;
npc->bits &= ~0x20;
npc->damage = 0;
}
switch (npc->act_no)
{
case 0:
case 1:
if (npc->shock)
{
if (npc->direct)
SetNpChar(103, npc->x + 0x1000, npc->y + 0x1000, 0, 0, npc->direct, 0, 0x100);
else
SetNpChar(103, npc->x - 0x1000, npc->y + 0x1000, 0, 0, npc->direct, 0, 0x100);
npc->ani_no = 1;
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
if (++npc->act_wait > 20)
{
npc->act_wait = 0;
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 3:
if (++npc->act_wait == 50 || npc->act_wait == 60)
npc->ani_no = 3;
if (npc->act_wait == 53 || npc->act_wait == 63)
npc->ani_no = 2;
if (npc->act_wait > 100)
npc->act_no = 4;
break;
}
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {96, 64, 120, 96};
rcLeft[1] = {120, 64, 144, 96};
rcLeft[2] = {144, 64, 168, 96};
rcLeft[3] = {168, 64, 192, 96};
rcRight[0] = {96, 96, 120, 128};
rcRight[1] = {120, 96, 144, 128};
rcRight[2] = {144, 96, 168, 128};
rcRight[3] = {168, 96, 192, 128};
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Signpost //Signpost
void ActNpc037(NPCHAR *npc) void ActNpc037(NPCHAR *npc)
{ {

View file

@ -9,6 +9,262 @@
#include "Back.h" #include "Back.h"
#include "Triangle.h" #include "Triangle.h"
// Grate
void ActNpc100(NPCHAR *npc)
{
RECT rc[2];
rc[0] = {272, 48, 288, 64};
rc[1] = {272, 48, 288, 64};
if (npc->act_no == 0)
{
npc->y += 0x2000;
npc->act_no = 1;
}
if (npc->direct == 0)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
//Mannan projectile
void ActNpc103(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {192, 96, 208, 120};
rcLeft[1] = {208, 96, 224, 120};
rcLeft[2] = {224, 96, 240, 120};
rcRight[0] = {192, 120, 208, 144};
rcRight[1] = {208, 120, 224, 144};
rcRight[2] = {224, 120, 240, 144};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->direct == 0)
npc->xm -= 0x20;
else
npc->xm += 0x20;
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
break;
}
npc->x += npc->xm;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (++npc->count1 > 100)
npc->cond = 0;
if (npc->count1 % 4 == 1)
PlaySoundObject(46, 1);
}
//Frog
void ActNpc104(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {0, 112, 32, 144};
rcLeft[1] = {32, 112, 64, 144};
rcLeft[2] = {64, 112, 96, 144};
rcRight[0] = {0, 144, 32, 176};
rcRight[1] = {32, 144, 64, 176};
rcRight[2] = {64, 144, 96, 176};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
if (npc->direct == 4)
{
if (Random(0, 1) != 0)
npc->direct = 0;
else
npc->direct = 2;
npc->bits |= 8;
npc->ani_no = 2;
npc->act_no = 3;
break;
}
else
{
npc->bits &= ~8;
}
// Fallthrough
case 1:
++npc->act_wait;
if (Random(0, 50) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ani_wait = 0;
}
break;
case 2:
++npc->act_wait;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->act_wait > 18)
{
npc->act_no = 1;
npc->act_no = 1;
}
break;
case 3:
if (++npc->act_wait > 40)
npc->bits &= ~8;
if (npc->flag & 8)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
case 10:
npc->act_no = 11;
// Fallthrough
case 11:
if (npc->flag & 1 && npc->xm < 0)
{
npc->xm = -npc->xm;
npc->direct = 2;
}
if (npc->flag & 4 && npc->xm > 0)
{
npc->xm = -npc->xm;
npc->direct = 0;
}
if (npc->flag & 8)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
}
bool bJump = false;
if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
{
if (npc->shock)
bJump = true;
if (npc->x >= gMC.x - 0x14000 && npc->x <= gMC.x + 0x14000 && npc->y >= gMC.y - 0x8000 && npc->y <= gMC.y + 0x8000)
{
if (Random(0, 50) == 2)
bJump = true;
}
}
if (bJump)
{
if (gMC.x > npc->x)
npc->direct = 0;
else
npc->direct = 2;
npc->act_no = 10;
npc->ani_no = 2;
npc->ym = -0x5FF;
if (!(gMC.cond & 2))
PlaySoundObject(30, 1);
if (npc->direct == 0)
npc->xm = -0x200u;
else
npc->xm = 0x200;
}
npc->ym += 0x80;
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];
}
//'HEY!' speech bubble (low)
void ActNpc105(NPCHAR *npc)
{
RECT rect[2];
rect[0] = {128, 32, 144, 48};
rect[1] = {128, 32, 128, 32};
if (++npc->act_wait > 30)
npc->cond = 0;
if (npc->act_wait <= 4)
npc->y -= 0x200;
npc->rect = rect[npc->ani_no];
}
//'HEY!' speech bubble (high)
void ActNpc106(NPCHAR *npc)
{
if (npc->act_no == 0)
{
SetNpChar(105, npc->x, npc->y - 0x1000, 0, 0, 0, 0, 0x180);
npc->act_no = 1;
}
}
//Quote (teleport out) //Quote (teleport out)
void ActNpc111(NPCHAR *npc) void ActNpc111(NPCHAR *npc)
{ {
@ -171,6 +427,78 @@ void ActNpc112(NPCHAR *npc)
} }
} }
//Press
void ActNpc114(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 (!(npc->flag & 8))
{
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 = 1;
npc->ani_no = 0;
npc->damage = 0;
npc->bits |= 0x40;
}
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rcLeft[npc->ani_no];
}
//Red petals //Red petals
void ActNpc116(NPCHAR *npc) void ActNpc116(NPCHAR *npc)
{ {

View file

@ -91,7 +91,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc032, ActNpc032,
nullptr, nullptr,
ActNpc034, ActNpc034,
nullptr, ActNpc035,
nullptr, nullptr,
ActNpc037, ActNpc037,
ActNpc038, ActNpc038,
@ -156,13 +156,13 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc097, ActNpc097,
ActNpc098, ActNpc098,
ActNpc099, ActNpc099,
ActNpc100,
nullptr, nullptr,
nullptr, nullptr,
nullptr, ActNpc103,
nullptr, ActNpc104,
nullptr, ActNpc105,
nullptr, ActNpc106,
nullptr,
nullptr, nullptr,
nullptr, nullptr,
nullptr, nullptr,
@ -170,7 +170,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc111, ActNpc111,
ActNpc112, ActNpc112,
nullptr, nullptr,
nullptr, ActNpc114,
nullptr, nullptr,
ActNpc116, ActNpc116,
nullptr, nullptr,