Added more NPCs and Balfrog
This commit is contained in:
parent
be548944e7
commit
c29543001d
9 changed files with 1280 additions and 23 deletions
2
Makefile
2
Makefile
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@ -42,6 +42,7 @@ SOURCES = \
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ArmsItem \
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Back \
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Boss \
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BossFrog \
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BossLife \
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BossOhm \
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BulHit \
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@ -76,6 +77,7 @@ SOURCES = \
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NpcAct100 \
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NpcAct120 \
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NpcAct140 \
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NpcAct180 \
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NpcAct200 \
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NpcAct260 \
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NpcAct280 \
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21
src/Boss.cpp
21
src/Boss.cpp
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@ -4,6 +4,7 @@
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#include "WindowsWrapper.h"
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#include "Boss.h"
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#include "BossFrog.h"
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#include "BossOhm.h"
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#include "NpChar.h"
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#include "MyChar.h"
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@ -184,16 +185,16 @@ void ActBossChar_0()
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BOSSFUNCTION gpBossFuncTbl[10] =
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{
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&ActBossChar_0,
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&ActBossChar_Omega,
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nullptr, //&ActBossChar_Frog,
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nullptr, //&ActBossChar_MonstX,
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nullptr, //&ActBossChar_Core,
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nullptr, //&ActBossChar_Ironhead,
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nullptr, //&ActBossChar_Twin,
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nullptr, //&ActBossChar_Undead,
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nullptr, //&ActBossChar_Press,
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nullptr, //&ActBossChar_Ballos
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ActBossChar_0,
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ActBossChar_Omega,
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ActBossChar_Frog,
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nullptr, //ActBossChar_MonstX,
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nullptr, //ActBossChar_Core,
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nullptr, //ActBossChar_Ironhead,
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nullptr, //ActBossChar_Twin,
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nullptr, //ActBossChar_Undead,
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nullptr, //ActBossChar_Press,
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nullptr, //ActBossChar_Ballos
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};
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void ActBossChar()
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525
src/BossFrog.cpp
Normal file
525
src/BossFrog.cpp
Normal file
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@ -0,0 +1,525 @@
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#include "BossFrog.h"
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#include "Boss.h"
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#include "Frame.h"
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#include "Game.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Sound.h"
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#include "Triangle.h"
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#include "WindowsWrapper.h"
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static void ActBossChar02_01(void)
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{
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int minus;
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if (gBoss[0].direct == 0)
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minus = 1;
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else
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minus = -1;
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switch (gBoss[0].ani_no)
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{
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case 0:
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gBoss[1].hit_voice = 52;
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gBoss[1].hit.front = 0x2000;
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gBoss[1].hit.top = 0x2000;
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gBoss[1].hit.back = 0x2000;
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gBoss[1].hit.bottom = 0x2000;
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gBoss[1].size = 3;
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gBoss[1].bits = 4;
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break;
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case 1:
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gBoss[1].x = gBoss[0].x + -0x3000 * minus;
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gBoss[1].y = gBoss[0].y - 0x3000;
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break;
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case 2:
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gBoss[1].x = gBoss[0].x + -0x3000 * minus;
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gBoss[1].y = gBoss[0].y - 0x2800;
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break;
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case 3:
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case 4:
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gBoss[1].x = gBoss[0].x + -0x3000 * minus;
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gBoss[1].y = gBoss[0].y - 0x2000;
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break;
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case 5:
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gBoss[1].x = gBoss[0].x + -0x3000 * minus;
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gBoss[1].y = gBoss[0].y - 0x5600;
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break;
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}
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}
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static void ActBossChar02_02(void)
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{
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if (gBoss[0].ani_no)
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{
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if (gBoss[0].ani_no > 0 && gBoss[0].ani_no <= 5)
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{
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gBoss[2].x = gBoss[0].x;
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gBoss[2].y = gBoss[0].y;
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}
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}
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else
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{
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gBoss[2].hit_voice = 52;
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gBoss[2].hit.front = 0x3000;
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gBoss[2].hit.top = 0x2000;
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gBoss[2].hit.back = 0x3000;
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gBoss[2].hit.bottom = 0x2000;
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gBoss[2].size = 3;
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gBoss[2].bits = 4;
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}
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}
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void ActBossChar_Frog(void)
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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, 0, 0};
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rcLeft[1] = {0, 48, 80, 112};
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rcLeft[2] = {0, 112, 80, 176};
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rcLeft[3] = {0, 176, 80, 240};
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rcLeft[4] = {160, 48, 240, 112};
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rcLeft[5] = {160, 112, 240, 200};
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rcLeft[6] = {200, 0, 240, 24};
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rcLeft[7] = {80, 0, 120, 24};
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rcLeft[8] = {120, 0, 160, 24};
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rcRight[0] = {0, 0, 0, 0};
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rcRight[1] = {80, 48, 160, 112};
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rcRight[2] = {80, 112, 160, 176};
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rcRight[3] = {80, 176, 160, 240};
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rcRight[4] = {240, 48, 320, 112};
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rcRight[5] = {240, 112, 320, 200};
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rcRight[6] = {200, 24, 240, 48};
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rcRight[7] = {80, 24, 120, 48};
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rcRight[8] = {120, 24, 160, 48};
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switch (gBoss[0].act_no)
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{
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case 0:
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gBoss->x = 0xC000;
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gBoss->y = 0x19000;
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gBoss->direct = 2;
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gBoss->view.front = 0x6000;
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gBoss->view.top = 0x6000;
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gBoss->view.back = 0x4000;
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gBoss->view.bottom = 0x2000;
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gBoss->hit_voice = 52;
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gBoss->hit.front = 0x3000;
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gBoss->hit.top = 0x2000;
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gBoss->hit.back = 0x3000;
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gBoss->hit.bottom = 0x2000;
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gBoss->size = 3;
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gBoss->exp = 1;
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gBoss->code_event = 1000;
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gBoss->bits |= 0x8200;
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gBoss->life = 300;
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break;
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case 10:
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gBoss->act_no = 11;
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gBoss->ani_no = 3;
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gBoss->cond = 0x80;
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gBoss->rect = rcRight[0];
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gBoss[1].cond = -112;
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gBoss[1].code_event = 1000;
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gBoss[2].cond = 0x80;
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gBoss[1].damage = 5;
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gBoss[2].damage = 5;
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for (int i = 0; i < 8; ++i)
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SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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break;
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case 20:
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gBoss->act_no = 21;
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gBoss->act_wait = 0;
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// Fallthrough
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case 21:
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if (++gBoss->act_wait / 2 % 2)
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gBoss->ani_no = 3;
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else
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gBoss->ani_no = 0;
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break;
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case 100:
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gBoss->act_no = 101;
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gBoss->act_wait = 0;
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gBoss->ani_no = 1;
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gBoss->xm = 0;
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// Fallthrough
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case 101:
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if (++gBoss->act_wait > 50)
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{
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gBoss->act_no = 102;
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gBoss->ani_wait = 0;
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gBoss->ani_no = 2;
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}
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break;
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case 102:
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if (++gBoss->ani_wait > 10)
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{
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gBoss->act_no = 103;
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gBoss->ani_wait = 0;
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gBoss->ani_no = 1;
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}
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break;
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case 103:
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if (++gBoss->ani_wait > 4)
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{
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gBoss->act_no = 104;
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gBoss->ani_no = 5;
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gBoss->ym = -0x400;
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PlaySoundObject(25, 1);
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if (gBoss->direct == 0)
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gBoss->xm = -0x200u;
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else
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gBoss->xm = 0x200;
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gBoss->view.top = 0x8000;
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gBoss->view.bottom = 0x3000;
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}
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break;
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case 104:
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if (gBoss->direct == 0 && gBoss->flag & 1)
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{
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gBoss->direct = 2;
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gBoss->xm = 0x200;
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}
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if (gBoss->direct == 2 && gBoss->flag & 4)
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{
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gBoss->direct = 0;
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gBoss->xm = -0x200;
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}
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if (gBoss->flag & 8)
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{
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PlaySoundObject(26, 1);
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SetQuake(30);
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gBoss->act_no = 100;
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gBoss->ani_no = 1;
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gBoss->view.top = 0x6000;
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gBoss->view.bottom = 0x2000;
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if (gBoss->direct == 0 && gBoss->x < gMC.x)
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{
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gBoss->direct = 2;
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gBoss->act_no = 110;
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}
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if (gBoss->direct == 2 && gBoss->x > gMC.x)
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{
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gBoss->direct = 0;
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gBoss->act_no = 110;
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}
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SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
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for (int i = 0; i < 4; ++i)
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SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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}
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break;
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case 110:
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gBoss->ani_no = 1;
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gBoss->act_wait = 0;
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gBoss->act_no = 111;
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// Fallthrough
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case 111:
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++gBoss->act_wait;
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gBoss->xm = 8 * gBoss->xm / 9;
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if (gBoss->act_wait > 50)
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{
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gBoss->ani_no = 2;
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gBoss->ani_wait = 0;
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gBoss->act_no = 112;
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}
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break;
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case 112:
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if (++gBoss->ani_wait > 4)
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{
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gBoss->act_no = 113;
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gBoss->act_wait = 0;
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gBoss->ani_no = 3;
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gBoss->count1 = 16;
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gBoss[1].bits |= 0x20;
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gBoss->tgt_x = gBoss->life;
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}
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break;
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case 113:
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if (gBoss->shock)
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{
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if (gBoss->count2++ / 2 % 2)
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gBoss->ani_no = 4;
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else
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gBoss->ani_no = 3;
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}
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else
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{
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gBoss->count2 = 0;
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gBoss->ani_no = 3;
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}
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gBoss->xm = 10 * gBoss->xm / 11;
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if (++gBoss->act_wait > 16)
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{
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gBoss->act_wait = 0;
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--gBoss->count1;
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unsigned char deg;
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if (gBoss->direct == 0)
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deg = GetArktan(gBoss->x - 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y);
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else
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deg = GetArktan(gBoss->x + 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y);
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deg += Random(-16, 16);
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int ym = GetSin(deg);
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int xm = GetCos(deg);
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if (gBoss->direct == 0)
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SetNpChar(108, gBoss->x - 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100);
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else
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SetNpChar(108, gBoss->x + 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100);
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PlaySoundObject(39, 1);
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if (gBoss->count1 == 0 || gBoss->life < gBoss->tgt_x - 90)
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{
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gBoss->act_no = 114;
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gBoss->act_wait = 0;
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gBoss->ani_no = 2;
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gBoss->ani_wait = 0;
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gBoss[1].bits &= ~0x20;
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}
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}
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break;
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case 114:
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if (++gBoss->ani_wait > 10)
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{
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if (++gBoss[1].count1 > 2)
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{
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gBoss[1].count1 = 0;
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gBoss->act_no = 120;
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}
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else
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{
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gBoss->act_no = 100;
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}
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gBoss->ani_wait = 0;
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gBoss->ani_no = 1;
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}
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break;
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case 120:
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gBoss->act_no = 121;
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gBoss->act_wait = 0;
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gBoss->ani_no = 1;
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gBoss->xm = 0;
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// Fallthrough
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case 121:
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if (++gBoss->act_wait > 50)
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{
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gBoss->act_no = 122;
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gBoss->ani_wait = 0;
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gBoss->ani_no = 2;
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}
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break;
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case 122:
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if (++gBoss->ani_wait > 20)
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{
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gBoss->act_no = 123;
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gBoss->ani_wait = 0;
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gBoss->ani_no = 1;
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}
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break;
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case 123:
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if (++gBoss->ani_wait > 4)
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{
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gBoss->act_no = 124;
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gBoss->ani_no = 5;
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gBoss->ym = -0xA00;
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gBoss->view.top = 0x8000;
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gBoss->view.bottom = 0x3000;
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PlaySoundObject(25, 1);
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}
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break;
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case 124:
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if (gBoss->flag & 8)
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{
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PlaySoundObject(26, 1);
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SetQuake(60);
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gBoss->act_no = 100;
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gBoss->ani_no = 1;
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gBoss->view.top = 0x6000;
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gBoss->view.bottom = 0x2000;
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for (int i = 0; i < 2; ++i)
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SetNpChar(104, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
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for (int i = 0; i < 6; ++i)
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SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
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for (int i = 0; i < 8; ++i)
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SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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if (gBoss->direct == 0 && gMC.x > gBoss->x)
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{
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gBoss->direct = 2;
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gBoss->act_no = 110;
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}
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if ( gBoss->direct == 2 && gMC.x < gBoss->x)
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{
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gBoss->direct = 0;
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gBoss->act_no = 110;
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}
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}
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break;
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case 130:
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gBoss->act_no = 131;
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gBoss->ani_no = 3;
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gBoss->act_wait = 0;
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gBoss->xm = 0;
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PlaySoundObject(72, 1);
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for (int i = 0; i < 8; ++i)
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SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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gBoss[1].cond = 0;
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gBoss[2].cond = 0;
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// Fallthrough
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case 131:
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if (++gBoss->act_wait % 5 == 0)
|
||||
SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
if (gBoss->act_wait / 2 % 2)
|
||||
gBoss->x -= 0x200;
|
||||
else
|
||||
gBoss->x += 0x200;
|
||||
|
||||
if (gBoss->act_wait > 100)
|
||||
{
|
||||
gBoss->act_wait = 0;
|
||||
gBoss->act_no = 132;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 132:
|
||||
if (++gBoss->act_wait / 2 % 2)
|
||||
{
|
||||
gBoss->view.front = 0x2800;
|
||||
gBoss->view.top = 0x1800;
|
||||
gBoss->view.back = 0x2800;
|
||||
gBoss->view.bottom = 0x1800;
|
||||
gBoss->ani_no = 6;
|
||||
}
|
||||
else
|
||||
{
|
||||
gBoss->view.front = 0x6000;
|
||||
gBoss->view.top = 0x6000;
|
||||
gBoss->view.back = 0x4000;
|
||||
gBoss->view.bottom = 0x2000;
|
||||
gBoss->ani_no = 3;
|
||||
}
|
||||
|
||||
if (gBoss->act_wait % 9 == 0)
|
||||
SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
if (gBoss->act_wait > 150)
|
||||
{
|
||||
gBoss->act_no = 140;
|
||||
gBoss->hit.bottom = 0x1800;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 140:
|
||||
gBoss->act_no = 141;
|
||||
// Fallthrough
|
||||
case 141:
|
||||
if (gBoss->flag & 8)
|
||||
{
|
||||
gBoss->act_no = 142;
|
||||
gBoss->act_wait = 0;
|
||||
gBoss->ani_no = 7;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 142:
|
||||
if (++gBoss->act_wait > 30)
|
||||
{
|
||||
gBoss->ani_no = 8;
|
||||
gBoss->ym = -0xA00;
|
||||
gBoss->bits |= 8;
|
||||
gBoss->act_no = 143;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 143:
|
||||
gBoss->ym = -0xA00;
|
||||
|
||||
if (gBoss->y < 0)
|
||||
{
|
||||
gBoss->cond = 0;
|
||||
PlaySoundObject(26, 1);
|
||||
SetQuake(30);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
gBoss->ym += 0x40;
|
||||
if (gBoss->ym > 0x5FF)
|
||||
gBoss->ym = 0x5FF;
|
||||
|
||||
gBoss->x += gBoss->xm;
|
||||
gBoss->y += gBoss->ym;
|
||||
|
||||
if (gBoss->direct == 0)
|
||||
gBoss->rect = rcLeft[gBoss->ani_no];
|
||||
else
|
||||
gBoss->rect = rcRight[gBoss->ani_no];
|
||||
|
||||
ActBossChar02_01();
|
||||
ActBossChar02_02();
|
||||
}
|
3
src/BossFrog.h
Normal file
3
src/BossFrog.h
Normal file
|
@ -0,0 +1,3 @@
|
|||
#pragma once
|
||||
|
||||
void ActBossChar_Frog(void);
|
14
src/NpcAct.h
14
src/NpcAct.h
|
@ -35,10 +35,10 @@ void ActNpc029(NPCHAR *npc);
|
|||
void ActNpc030(NPCHAR *npc);
|
||||
void ActNpc031(NPCHAR *npc);
|
||||
void ActNpc032(NPCHAR *npc);
|
||||
|
||||
void ActNpc033(NPCHAR *npc);
|
||||
void ActNpc034(NPCHAR *npc);
|
||||
void ActNpc035(NPCHAR *npc);
|
||||
|
||||
void ActNpc036(NPCHAR *npc);
|
||||
void ActNpc037(NPCHAR *npc);
|
||||
void ActNpc038(NPCHAR *npc);
|
||||
void ActNpc039(NPCHAR *npc);
|
||||
|
@ -94,17 +94,21 @@ void ActNpc097(NPCHAR *npc);
|
|||
void ActNpc098(NPCHAR *npc);
|
||||
void ActNpc099(NPCHAR *npc);
|
||||
void ActNpc100(NPCHAR *npc);
|
||||
|
||||
void ActNpc101(NPCHAR *npc);
|
||||
void ActNpc102(NPCHAR *npc);
|
||||
void ActNpc103(NPCHAR *npc);
|
||||
void ActNpc104(NPCHAR *npc);
|
||||
void ActNpc105(NPCHAR *npc);
|
||||
void ActNpc106(NPCHAR *npc);
|
||||
void ActNpc107(NPCHAR *npc);
|
||||
|
||||
void ActNpc109(NPCHAR *npc);
|
||||
|
||||
void ActNpc111(NPCHAR *npc);
|
||||
void ActNpc112(NPCHAR *npc);
|
||||
|
||||
void ActNpc114(NPCHAR *npc);
|
||||
|
||||
void ActNpc115(NPCHAR *npc);
|
||||
void ActNpc116(NPCHAR *npc);
|
||||
|
||||
void ActNpc119(NPCHAR *npc);
|
||||
|
@ -120,6 +124,8 @@ void ActNpc145(NPCHAR *npc);
|
|||
void ActNpc150(NPCHAR *npc);
|
||||
void ActNpc151(NPCHAR *npc);
|
||||
|
||||
void ActNpc199(NPCHAR *npc);
|
||||
|
||||
void ActNpc211(NPCHAR *npc);
|
||||
|
||||
void ActNpc278(NPCHAR *npc);
|
||||
|
|
|
@ -963,6 +963,46 @@ void ActNpc032(NPCHAR *npc)
|
|||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
//Balrog bouncing projectile
|
||||
void ActNpc033(NPCHAR *npc)
|
||||
{
|
||||
if (npc->flag & 5)
|
||||
{
|
||||
SetCaret(npc->x, npc->y, 2, 0);
|
||||
npc->cond = 0;
|
||||
}
|
||||
else if (npc->flag & 8)
|
||||
{
|
||||
npc->ym = -0x400;
|
||||
}
|
||||
|
||||
npc->ym += 0x2A;
|
||||
|
||||
npc->y += npc->ym;
|
||||
npc->x += npc->xm;
|
||||
|
||||
RECT rect_left[2];
|
||||
|
||||
rect_left[0] = {240, 64, 256, 80};
|
||||
rect_left[1] = {240, 80, 256, 96};
|
||||
|
||||
if (++npc->ani_wait > 2)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
|
||||
if (++npc->ani_no > 1)
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
npc->rect = rect_left[npc->ani_no];
|
||||
|
||||
if (++npc->act_wait > 250)
|
||||
{
|
||||
SetCaret(npc->x, npc->y, 2, 0);
|
||||
npc->cond = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//Bed
|
||||
void ActNpc034(NPCHAR *npc)
|
||||
{
|
||||
|
@ -1053,6 +1093,185 @@ void ActNpc035(NPCHAR *npc)
|
|||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Balrog (hover)
|
||||
void ActNpc036(NPCHAR *npc)
|
||||
{
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (++npc->act_wait > 12)
|
||||
{
|
||||
npc->act_no = 2;
|
||||
npc->act_wait = 0;
|
||||
npc->count1 = 3;
|
||||
npc->ani_no = 1;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (++npc->act_wait > 16)
|
||||
{
|
||||
--npc->count1;
|
||||
npc->act_wait = 0;
|
||||
|
||||
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y) + Random(-16, 16);
|
||||
const int ym = GetSin(deg);
|
||||
const int xm = GetCos(deg);
|
||||
|
||||
SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
|
||||
PlaySoundObject(39, 1);
|
||||
|
||||
if (npc->count1 == 0)
|
||||
{
|
||||
npc->act_no = 3;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 3:
|
||||
if (++npc->act_wait > 3)
|
||||
{
|
||||
npc->act_no = 4;
|
||||
npc->act_wait = 0;
|
||||
npc->xm = (gMC.x - npc->x) / 100;
|
||||
npc->ym = -0x600;
|
||||
npc->ani_no = 3;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 4:
|
||||
if (npc->ym > -0x200)
|
||||
{
|
||||
if (npc->life > 60)
|
||||
{
|
||||
npc->act_no = 5;
|
||||
npc->ani_no = 4;
|
||||
npc->ani_wait = 0;
|
||||
npc->act_wait = 0;
|
||||
npc->tgt_y = npc->y;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->act_no = 6;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 5:
|
||||
if (++npc->ani_wait > 1)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 5)
|
||||
{
|
||||
npc->ani_no = 4;
|
||||
PlaySoundObject(47, 1);
|
||||
}
|
||||
|
||||
if (++npc->act_wait > 100)
|
||||
{
|
||||
npc->act_no = 6;
|
||||
npc->ani_no = 3;
|
||||
}
|
||||
|
||||
if (npc->y < npc->tgt_y)
|
||||
npc->ym += 0x40;
|
||||
else
|
||||
npc->ym -= 0x40;
|
||||
|
||||
if (npc->ym < -0x200)
|
||||
npc->ym = -0x200;
|
||||
if (npc->ym > 0x200)
|
||||
npc->ym = 0x200;
|
||||
|
||||
break;
|
||||
|
||||
case 6:
|
||||
if (gMC.y > npc->y + 0x2000)
|
||||
npc->damage = 10;
|
||||
else
|
||||
npc->damage = 0;
|
||||
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
npc->act_no = 7;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 2;
|
||||
PlaySoundObject(26, 1);
|
||||
PlaySoundObject(25, 1);
|
||||
SetQuake(30);
|
||||
npc->damage = 0;
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(33, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x400, 0x400), Random(-0x400, 0), 0, 0, 0x100);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 7:
|
||||
npc->xm = 0;
|
||||
|
||||
if (++npc->act_wait > 3)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (npc->act_no != 5)
|
||||
{
|
||||
npc->ym += 0x33;
|
||||
|
||||
if (gMC.x > npc->x)
|
||||
npc->direct = 2;
|
||||
else
|
||||
npc->direct = 0;
|
||||
}
|
||||
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
RECT rect_left[6];
|
||||
RECT rect_right[6];
|
||||
|
||||
rect_left[0] = {0, 0, 40, 24};
|
||||
rect_left[1] = {40, 0, 80, 24};
|
||||
rect_left[2] = {80, 0, 120, 24};
|
||||
rect_left[3] = {120, 0, 160, 24};
|
||||
rect_left[4] = {160, 48, 200, 72};
|
||||
rect_left[5] = {200, 48, 240, 72};
|
||||
|
||||
rect_right[0] = {0, 24, 40, 48};
|
||||
rect_right[1] = {40, 24, 80, 48};
|
||||
rect_right[2] = {80, 24, 120, 48};
|
||||
rect_right[3] = {120, 24, 160, 48};
|
||||
rect_right[4] = {160, 72, 200, 96};
|
||||
rect_right[5] = {200, 72, 240, 96};
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rect_left[npc->ani_no];
|
||||
else
|
||||
npc->rect = rect_right[npc->ani_no];
|
||||
}
|
||||
|
||||
//Signpost
|
||||
void ActNpc037(NPCHAR *npc)
|
||||
{
|
||||
|
|
|
@ -8,8 +8,9 @@
|
|||
#include "Sound.h"
|
||||
#include "Back.h"
|
||||
#include "Triangle.h"
|
||||
#include "Frame.h"
|
||||
|
||||
// Grate
|
||||
//Grate
|
||||
void ActNpc100(NPCHAR *npc)
|
||||
{
|
||||
RECT rc[2];
|
||||
|
@ -29,6 +30,55 @@ void ActNpc100(NPCHAR *npc)
|
|||
npc->rect = rc[1];
|
||||
}
|
||||
|
||||
//Malco computer screen
|
||||
void ActNpc101(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[3];
|
||||
|
||||
rect[0] = {240, 136, 256, 152};
|
||||
rect[1] = {240, 136, 256, 152};
|
||||
rect[2] = {256, 136, 272, 152};
|
||||
|
||||
if (++npc->ani_wait > 3)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 2)
|
||||
npc->ani_no = 0;
|
||||
|
||||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
//Malco computer wave
|
||||
void ActNpc102(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[4];
|
||||
|
||||
rect[0] = {208, 120, 224, 136};
|
||||
rect[1] = {224, 120, 240, 136};
|
||||
rect[2] = {240, 120, 256, 136};
|
||||
rect[3] = {256, 120, 272, 136};
|
||||
|
||||
if (npc->act_no == 0)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->y += 0x1000;
|
||||
}
|
||||
|
||||
if (++npc->ani_wait > 0)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 3)
|
||||
npc->ani_no = 0;
|
||||
|
||||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
//Mannan projectile
|
||||
void ActNpc103(NPCHAR *npc)
|
||||
{
|
||||
|
@ -265,6 +315,240 @@ void ActNpc106(NPCHAR *npc)
|
|||
}
|
||||
}
|
||||
|
||||
//Malco
|
||||
void ActNpc107(NPCHAR *npc)
|
||||
{
|
||||
switch ( npc->act_no )
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
|
||||
if (npc->direct == 2)
|
||||
npc->ani_no = 5;
|
||||
|
||||
break;
|
||||
|
||||
case 10:
|
||||
npc->act_no = 11;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_wait = 0;
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
// Fallthrough
|
||||
case 11:
|
||||
if (++npc->ani_wait > 1)
|
||||
{
|
||||
PlaySoundObject(43, 1);
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 1)
|
||||
npc->ani_no = 0;
|
||||
|
||||
if (++npc->act_wait > 100)
|
||||
npc->act_no = 12;
|
||||
|
||||
break;
|
||||
|
||||
case 12:
|
||||
npc->act_no = 13;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 1;
|
||||
// Fallthrough
|
||||
case 13:
|
||||
if (++npc->act_wait > 50)
|
||||
npc->act_no = 14;
|
||||
|
||||
break;
|
||||
|
||||
case 14:
|
||||
npc->act_no = 15;
|
||||
npc->act_wait = 0;
|
||||
// Fallthrough
|
||||
case 15:
|
||||
if (npc->act_wait / 2 % 2)
|
||||
{
|
||||
npc->x += 0x200;
|
||||
PlaySoundObject(11, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->x -= 0x200;
|
||||
}
|
||||
|
||||
if (++npc->act_wait > 50)
|
||||
npc->act_no = 16;
|
||||
|
||||
break;
|
||||
|
||||
case 16:
|
||||
npc->act_no = 17;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 2;
|
||||
PlaySoundObject(12, 1);
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
// Fallthrough
|
||||
case 17:
|
||||
if (++npc->act_wait > 150)
|
||||
npc->act_no = 18;
|
||||
|
||||
break;
|
||||
|
||||
case 18:
|
||||
npc->act_no = 19;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 3;
|
||||
npc->ani_wait = 0;
|
||||
// Fallthrough
|
||||
case 19:
|
||||
if (++npc->ani_wait > 3)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 4)
|
||||
{
|
||||
PlaySoundObject(11, 1);
|
||||
npc->ani_no = 3;
|
||||
}
|
||||
|
||||
if (++npc->act_wait > 100)
|
||||
{
|
||||
npc->act_no = 20;
|
||||
PlaySoundObject(12, 1);
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 20:
|
||||
npc->ani_no = 4;
|
||||
break;
|
||||
|
||||
case 21:
|
||||
npc->act_no = 22;
|
||||
npc->ani_no = 5;
|
||||
PlaySoundObject(51, 1);
|
||||
break;
|
||||
|
||||
case 100:
|
||||
npc->act_no = 101;
|
||||
npc->ani_no = 6;
|
||||
npc->ani_wait = 0;
|
||||
// Fallthrough
|
||||
case 101:
|
||||
if (++npc->ani_wait > 4)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 9)
|
||||
npc->ani_no = 6;
|
||||
|
||||
break;
|
||||
|
||||
case 110:
|
||||
SetDestroyNpChar(npc->x, npc->y, 0x2000, 16);
|
||||
npc->cond = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
RECT rcPoweron[10];
|
||||
|
||||
rcPoweron[0] = {144, 0, 160, 24};
|
||||
rcPoweron[1] = {160, 0, 176, 24};
|
||||
rcPoweron[2] = {176, 0, 192, 24};
|
||||
rcPoweron[3] = {192, 0, 208, 24};
|
||||
rcPoweron[4] = {208, 0, 224, 24};
|
||||
rcPoweron[5] = {224, 0, 240, 24};
|
||||
rcPoweron[6] = {176, 0, 192, 24};
|
||||
rcPoweron[7] = {192, 0, 208, 24};
|
||||
rcPoweron[8] = {208, 0, 224, 24};
|
||||
rcPoweron[9] = {192, 0, 208, 24};
|
||||
|
||||
npc->rect = rcPoweron[npc->ani_no];
|
||||
}
|
||||
|
||||
//Malco (broken)
|
||||
void ActNpc109(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[2];
|
||||
RECT rcRight[2];
|
||||
|
||||
rcLeft[0] = {240, 0, 256, 24};
|
||||
rcLeft[1] = {256, 0, 272, 24};
|
||||
|
||||
rcRight[0] = {240, 24, 256, 48};
|
||||
rcRight[1] = {256, 24, 272, 48};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
if (--npc->act_wait)
|
||||
npc->act_no = 1;
|
||||
|
||||
npc->ani_no = 0;
|
||||
npc->ani_wait = 0;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (Random(0, 120) == 10)
|
||||
{
|
||||
npc->act_no = 2;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 1;
|
||||
}
|
||||
|
||||
if (gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000 && gMC.y > npc->y - 0x4000 && gMC.y < npc->y + 0x2000)
|
||||
{
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (++npc->act_wait > 8)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 10:
|
||||
npc->act_no = 0;
|
||||
PlaySoundObject(12, 1);
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
npc->ym += 0x40;
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
npc->y += npc->ym;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Quote (teleport out)
|
||||
void ActNpc111(NPCHAR *npc)
|
||||
{
|
||||
|
@ -499,6 +783,162 @@ void ActNpc114(NPCHAR *npc)
|
|||
npc->rect = rcLeft[npc->ani_no];
|
||||
}
|
||||
|
||||
//Ravil
|
||||
void ActNpc115(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[6];
|
||||
RECT rcRight[6];
|
||||
|
||||
rcLeft[0] = {0, 120, 24, 144};
|
||||
rcLeft[1] = {24, 120, 48, 144};
|
||||
rcLeft[2] = {48, 120, 72, 144};
|
||||
rcLeft[3] = {72, 120, 96, 144};
|
||||
rcLeft[4] = {96, 120, 120, 144};
|
||||
rcLeft[5] = {120, 120, 144, 144};
|
||||
|
||||
rcRight[0] = {0, 144, 24, 168};
|
||||
rcRight[1] = {24, 144, 48, 168};
|
||||
rcRight[2] = {48, 144, 72, 168};
|
||||
rcRight[3] = {72, 144, 96, 168};
|
||||
rcRight[4] = {96, 144, 120, 168};
|
||||
rcRight[5] = {120, 144, 144, 168};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->xm = 0;
|
||||
npc->act_no = 1;
|
||||
npc->act_wait = 0;
|
||||
npc->count1 = 0;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (gMC.x < npc->x + 0xC000 && gMC.x > npc->x - 0xC000 && gMC.y < npc->y + 0x4000 && gMC.y > npc->y - 0xC000)
|
||||
npc->act_no = 10;
|
||||
|
||||
if (npc->shock)
|
||||
npc->act_no = 10;
|
||||
|
||||
break;
|
||||
|
||||
case 10:
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
|
||||
npc->ani_no = 1;
|
||||
|
||||
if (++npc->act_wait > 20)
|
||||
{
|
||||
npc->act_wait = 0;
|
||||
npc->act_no = 20;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 20:
|
||||
npc->damage = 0;
|
||||
npc->xm = 0;
|
||||
|
||||
if (++npc->ani_wait > 2)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 2)
|
||||
{
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->xm = -0x200u;
|
||||
else
|
||||
npc->xm = 0x200;
|
||||
|
||||
if (++npc->count1 > 2)
|
||||
{
|
||||
npc->count1 = 0;
|
||||
npc->ani_no = 4;
|
||||
npc->act_no = 21;
|
||||
npc->ym = -0x400u;
|
||||
npc->xm *= 2;
|
||||
npc->damage = 5;
|
||||
PlaySoundObject(102, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->act_no = 21;
|
||||
npc->ym = -0x400u;
|
||||
PlaySoundObject(30, 1);
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 21:
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
PlaySoundObject(23, 1);
|
||||
npc->act_no = 20;
|
||||
npc->ani_no = 1;
|
||||
npc->ani_wait = 0;
|
||||
npc->damage = 0;
|
||||
|
||||
if (gMC.x > npc->x + 0x12000 || gMC.x < npc->x - 0x12000 || gMC.y > npc->y + 0x6000 || gMC.y < npc->y - 0x12000)
|
||||
npc->act_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 30:
|
||||
for (int i = 0; i < 8; ++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->ani_no = 0;
|
||||
npc->act_no = 0;
|
||||
|
||||
break;
|
||||
|
||||
case 50:
|
||||
npc->act_no = 51;
|
||||
npc->ani_no = 4;
|
||||
npc->damage = 0;
|
||||
npc->ym = -0x200;
|
||||
npc->bits &= ~0x21;
|
||||
PlaySoundObject(51, 1);
|
||||
// Fallthrough
|
||||
case 51:
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
PlaySoundObject(23, 1);
|
||||
npc->act_no = 52;
|
||||
npc->ani_no = 5;
|
||||
npc->xm = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (npc->act_no > 50)
|
||||
npc->ym += 0x20;
|
||||
else
|
||||
npc->ym += 0x40;
|
||||
|
||||
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];
|
||||
}
|
||||
|
||||
//Red petals
|
||||
void ActNpc116(NPCHAR *npc)
|
||||
{
|
||||
|
|
61
src/NpcAct180.cpp
Normal file
61
src/NpcAct180.cpp
Normal file
|
@ -0,0 +1,61 @@
|
|||
#include "WindowsWrapper.h"
|
||||
|
||||
#include "NpcAct.h"
|
||||
|
||||
#include "MyChar.h"
|
||||
#include "NpChar.h"
|
||||
#include "Game.h"
|
||||
#include "Sound.h"
|
||||
#include "Back.h"
|
||||
#include "Triangle.h"
|
||||
|
||||
//Water/wind particles
|
||||
void ActNpc199(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[5];
|
||||
|
||||
rect[0] = {72, 16, 74, 18};
|
||||
rect[1] = {74, 16, 76, 18};
|
||||
rect[2] = {76, 16, 78, 18};
|
||||
rect[3] = {78, 16, 80, 18};
|
||||
rect[4] = {80, 16, 82, 18};
|
||||
|
||||
if (npc->act_no == 0)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = Random(0, 2);
|
||||
|
||||
switch (npc->direct)
|
||||
{
|
||||
case 0:
|
||||
npc->xm = -1;
|
||||
break;
|
||||
case 1:
|
||||
npc->ym = -1;
|
||||
break;
|
||||
case 2:
|
||||
npc->xm = 1;
|
||||
break;
|
||||
case 3:
|
||||
npc->ym = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
npc->xm *= (Random(4, 8) * 0x200) / 2;
|
||||
npc->ym *= (Random(4, 8) * 0x200) / 2;
|
||||
}
|
||||
|
||||
if (++npc->ani_wait > 6)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 4)
|
||||
npc->cond = 0;
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
npc->rect = rect[npc->ani_no];
|
||||
}
|
|
@ -89,10 +89,10 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc030,
|
||||
ActNpc031,
|
||||
ActNpc032,
|
||||
nullptr,
|
||||
ActNpc033,
|
||||
ActNpc034,
|
||||
ActNpc035,
|
||||
nullptr,
|
||||
ActNpc036,
|
||||
ActNpc037,
|
||||
ActNpc038,
|
||||
ActNpc039,
|
||||
|
@ -157,21 +157,21 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc098,
|
||||
ActNpc099,
|
||||
ActNpc100,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc101,
|
||||
ActNpc102,
|
||||
ActNpc103,
|
||||
ActNpc104,
|
||||
ActNpc105,
|
||||
ActNpc106,
|
||||
ActNpc107,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc109,
|
||||
nullptr,
|
||||
ActNpc111,
|
||||
ActNpc112,
|
||||
nullptr,
|
||||
ActNpc114,
|
||||
nullptr,
|
||||
ActNpc115,
|
||||
ActNpc116,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -255,7 +255,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc199,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
|
Loading…
Add table
Reference in a new issue