Added more NPCs, and the TAM TSC command

This commit is contained in:
Clownacy 2019-02-06 20:02:53 +00:00
parent 0a6b90c597
commit c0120068d3
5 changed files with 407 additions and 5 deletions

View file

@ -1,5 +1,5 @@
#pragma once
#define PATH_LENGTH 260 //Pixel had the path size locked to 260 (dangerously low), if you tried to open the executable in a path with more than around 220 characters, it'd crash.
#define WINDOW_WIDTH 320
#define WINDOW_HEIGHT 240
#define WINDOW_WIDTH ((320*16)/9)
#define WINDOW_HEIGHT 320

View file

@ -170,6 +170,9 @@ void ActNpc164(NPCHAR *npc);
void ActNpc165(NPCHAR *npc);
void ActNpc166(NPCHAR *npc);
void ActNpc167(NPCHAR *npc);
void ActNpc168(NPCHAR *npc);
void ActNpc169(NPCHAR *npc);
void ActNpc170(NPCHAR *npc);
void ActNpc173(NPCHAR *npc);
void ActNpc174(NPCHAR *npc);

View file

@ -10,6 +10,7 @@
#include "Triangle.h"
#include "Frame.h"
#include "Caret.h"
#include "MycParam.h"
//Puu Black
void ActNpc160(NPCHAR *npc)
@ -516,6 +517,396 @@ void ActNpc167(NPCHAR *npc)
npc->rect = rect[npc->ani_no];
}
//Boulder
void ActNpc168(NPCHAR *npc)
{
RECT rect[1];
rect[0] = {264, 56, 320, 96};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->tgt_x = npc->x;
// Fallthrough
case 11:
++npc->act_wait;
npc->x = npc->tgt_x;
if (npc->act_wait / 3 % 2)
npc->x += 0x200;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->ym = -0x400;
npc->xm = 0x100;
PlaySoundObject(25, 1);
// Fallthrough
case 21:
npc->ym += 0x10;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->act_wait && npc->flag & 8)
{
PlaySoundObject(35, 1);
SetQuake(40);
npc->act_no = 0;
}
if (npc->act_wait == 0)
++npc->act_wait;
break;
}
npc->rect = rect[0];
}
//Balrog (missile)
void ActNpc169(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->act_wait = 30;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 1:
if (--npc->act_wait == 0)
{
npc->act_no = 2;
++npc->count1;
}
break;
case 2:
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ani_wait = 0;
// Fallthrough
case 3:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
if (npc->ani_no == 2 || npc->ani_no == 4)
PlaySoundObject(23, 1);
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->direct == 0)
npc->xm -= 0x20;
else
npc->xm += 0x20;
if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
{
npc->act_no = 10;
npc->ani_no = 5;
gMC.cond |= 2;
DamageMyChar(5);
}
else
{
if (++npc->act_wait > 75)
{
npc->act_no = 9;
npc->ani_no = 0;
}
else
{
if (npc->flag & 5)
{
if (npc->count2 < 5)
{
++npc->count2;
}
else
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 7;
npc->ym = -0x5FF;
}
}
else
{
npc->count2 = 0;
}
if (npc->count1 % 2 == 0 && npc->act_wait > 25)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 7;
npc->ym = -0x5FF;
}
}
}
break;
case 4:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
++npc->act_wait;
if (npc->act_wait < 30 && npc->act_wait % 6 == 1)
{
PlaySoundObject(39, 1);
SetNpChar(170, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100);
}
if (npc->flag & 8)
{
npc->act_no = 9;
npc->ani_no = 8;
SetQuake(30);
PlaySoundObject(26, 1);
}
if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
{
npc->act_no = 10;
npc->ani_no = 5;
gMC.cond |= 2;
DamageMyChar(10);
}
break;
case 9:
npc->xm = 4 * npc->xm / 5;
if (npc->xm == 0)
npc->act_no = 0;
break;
case 10:
gMC.x = npc->x;
gMC.y = npc->y;
npc->xm = 4 * npc->xm / 5;
if (npc->xm == 0)
{
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 5;
npc->ani_wait = 0;
}
break;
case 11:
gMC.x = npc->x;
gMC.y = npc->y;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 5;
if (++npc->act_wait > 100)
npc->act_no = 20;
break;
case 20:
PlaySoundObject(25, 1);
gMC.cond &= ~2;
if (npc->direct == 0)
{
gMC.x += 0x800;
gMC.y -= 0x1000;
gMC.xm = 0x5FF;
gMC.ym = -0x200;
gMC.direct = 2;
npc->direct = 2;
}
else
{
gMC.x -= 0x800;
gMC.y -= 0x1000;
gMC.xm = -0x5FF;
gMC.ym = -0x200;
gMC.direct = 0;
npc->direct = 0;
}
npc->act_no = 21;
npc->act_wait = 0;
npc->ani_no = 7;
// Fallthrough
case 21:
if (++npc->act_wait >= 50)
npc->act_no = 0;
break;
}
npc->ym += 0x20;
if (npc->xm < -0x300)
npc->xm = -0x300;
if (npc->xm > 0x300)
npc->xm = 0x300;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[9];
RECT rect_right[9];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {0, 48, 40, 72};
rect_left[2] = {0, 0, 40, 24};
rect_left[3] = {40, 48, 80, 72};
rect_left[4] = {0, 0, 40, 24};
rect_left[5] = {80, 48, 120, 72};
rect_left[6] = {120, 48, 160, 72};
rect_left[7] = {120, 0, 160, 24};
rect_left[8] = {80, 0, 120, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {0, 72, 40, 96};
rect_right[2] = {0, 24, 40, 48};
rect_right[3] = {40, 72, 80, 96};
rect_right[4] = {0, 24, 40, 48};
rect_right[5] = {80, 72, 120, 96};
rect_right[6] = {120, 72, 160, 96};
rect_right[7] = {120, 24, 160, 48};
rect_right[8] = {80, 24, 120, 48};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
//Balrog missile
void ActNpc170(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {112, 96, 128, 104};
rcLeft[1] = {128, 96, 144, 104};
rcRight[0] = {112, 104, 128, 112};
rcRight[1] = {128, 104, 144, 112};
bool bHit = false;
if (npc->direct == 0 && npc->flag & 1)
bHit = true;
if (npc->direct == 2 && npc->flag & 4)
bHit = true;
if (bHit)
{
PlaySoundObject(44, 1);
SetDestroyNpChar(npc->x, npc->y, 0, 3);
VanishNpChar(npc);
return;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
npc->xm = Random(1, 2) * 0x200;
else
npc->xm = Random(-2, -1) * 0x200;
npc->ym = Random(-2, 0) * 0x200;
// Fallthrough
case 1:
++npc->count1;
if (npc->direct == 0)
{
npc->xm -= 0x20;
if (npc->count1 % 3 == 1)
SetCaret(npc->x + 0x1000, npc->y, 7, 2);
}
else
{
npc->xm += 0x20;
if (npc->count1 % 3 == 1)
SetCaret(npc->x - 0x1000, npc->y, 7, 0);
}
if (npc->count1 >= 50)
{
npc->ym = 0;
}
else
{
if (gMC.y > npc->y)
npc->ym += 0x20;
else
npc->ym -= 0x20;
}
if (++npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->xm < -0x400)
npc->xm = -0x600;
if (npc->xm > 0x400)
npc->xm = 0x600;
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];
}
//Gaudi (armoured)
void ActNpc173(NPCHAR *npc)
{

View file

@ -224,9 +224,9 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc165,
ActNpc166,
ActNpc167,
nullptr,
nullptr,
nullptr,
ActNpc168,
ActNpc169,
ActNpc170,
nullptr,
nullptr,
ActNpc173,

View file

@ -673,6 +673,14 @@ int TextScriptProc()
SubArmsData(z);
gTS.p_read += 8;
}
else if (IS_COMMAND('T','A','M'))
{
x = GetTextScriptNo(gTS.p_read + 4);
y = GetTextScriptNo(gTS.p_read + 9);
z = GetTextScriptNo(gTS.p_read + 14);
TradeArms(x, y, z);
gTS.p_read += 18;
}
else if (IS_COMMAND('P','S','+'))
{
x = GetTextScriptNo(gTS.p_read + 4);