More NPCs

This commit is contained in:
Clownacy 2019-02-01 15:15:27 +00:00
parent 82ebe0a722
commit d0b1ee7617
4 changed files with 530 additions and 10 deletions

View file

@ -11,9 +11,12 @@ void ActNpc005(NPCHAR *npc);
void ActNpc006(NPCHAR *npc);
void ActNpc007(NPCHAR *npc);
void ActNpc008(NPCHAR *npc);
void ActNpc009(NPCHAR *npc);
void ActNpc010(NPCHAR *npc);
void ActNpc011(NPCHAR *npc);
void ActNpc012(NPCHAR *npc);
void ActNpc013(NPCHAR *npc);
void ActNpc014(NPCHAR *npc);
void ActNpc015(NPCHAR *npc);
void ActNpc016(NPCHAR *npc);
void ActNpc017(NPCHAR *npc);
@ -68,13 +71,15 @@ void ActNpc078(NPCHAR *npc);
void ActNpc079(NPCHAR *npc);
void ActNpc080(NPCHAR *npc);
void ActNpc081(NPCHAR *npc);
void ActNpc082(NPCHAR *npc);
void ActNpc083(NPCHAR *npc);
void ActNpc084(NPCHAR *npc);
void ActNpc085(NPCHAR *npc);
void ActNpc086(NPCHAR *npc);
void ActNpc087(NPCHAR *npc);
void ActNpc091(NPCHAR *npc);
void ActNpc116(NPCHAR *npc);
void ActNpc119(NPCHAR *npc);

View file

@ -12,6 +12,7 @@
#include "Triangle.h"
#include "Frame.h"
#include "Map.h"
#include "Caret.h"
//Null
void ActNpc000(NPCHAR *npc)
@ -806,6 +807,231 @@ void ActNpc008(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Balrog (drop-in)
void ActNpc009(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 2;
// Fallthrough
case 1:
npc->ym += 0x20;
if (npc->count1 >= 40)
{
npc->bits &= ~8;
npc->bits |= 1;
}
else
{
++npc->count1;
}
if (npc->flag & 8)
{
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 = 2;
npc->ani_no = 1;
npc->act_wait = 0;
PlaySoundObject(26, 1);
SetQuake(30);
}
break;
case 2:
if (++npc->act_wait > 16)
{
npc->act_no = 3;
npc->ani_no = 0;
npc->ani_wait = 0;
}
break;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[3];
RECT rect_right[3];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {80, 0, 120, 24};
rect_left[2] = {120, 0, 160, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {80, 24, 120, 48};
rect_right[2] = {120, 24, 160, 48};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
//Balrog (shooting) (super-secret version from prototype)
void ActNpc010(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;
unsigned char deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y);
deg += Random(-0x10, 0x10);
int ym = GetSin(deg);
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->flag & 5)
npc->xm = 0;
if (gMC.y > npc->y + 0x2000)
npc->damage = 5;
else
npc->damage = 0;
if (npc->flag & 8)
{
npc->act_no = 5;
npc->act_wait = 0;
npc->ani_no = 2;
PlaySoundObject(26, 1);
SetQuake(30);
npc->damage = 0;
}
break;
case 5:
npc->xm = 0;
if (++npc->act_wait > 3)
{
npc->act_no = 1;
npc->act_wait = 0;
}
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[4];
RECT rect_right[4];
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_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};
if (gMC.x > npc->x)
npc->direct = 2;
else
npc->direct = 0;
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
//Proto-Balrog's projectile
void ActNpc011(NPCHAR *npc)
{
if (npc->flag & 0xFF)
{
npc->cond = 0;
SetCaret(npc->x, npc->y, 2, 0);
}
npc->y += npc->ym;
npc->x += npc->xm;
RECT rect_left[3];
rect_left[0] = {208, 104, 224, 120};
rect_left[1] = {224, 104, 240, 120};
rect_left[2] = {240, 104, 256, 120};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
if (++npc->ani_no > 2)
npc->ani_no = 0;
}
npc->rect = rect_left[npc->ani_no];
if (++npc->count1 > 150)
{
SetCaret(npc->x, npc->y, 2, 0);
npc->cond = 0;
}
}
//Balrog (cutscene)
void ActNpc012(NPCHAR *npc)
{
@ -1134,6 +1360,75 @@ void ActNpc012(NPCHAR *npc)
}
}
//Forcefield
void ActNpc013(NPCHAR *npc)
{
RECT rect[4];
rect[0] = {128, 0, 144, 16};
rect[1] = {144, 0, 160, 16};
rect[2] = {160, 0, 176, 16};
rect[3] = {176, 0, 192, 16};
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];
}
//Santa's Key
void ActNpc014(NPCHAR *npc)
{
int v2; // ST0C_4@5
int v3; // ST08_4@5
int v4; // eax@5
RECT *v5; // eax@12
RECT *v6; // ecx@12
signed int i; // [sp+4h] [bp-34h]@3
RECT rect[3];
rect[0] = {192, 0, 208, 16};
rect[1] = {208, 0, 224, 16};
rect[2] = {224, 0, 240, 16};
if (npc->act_no == 0)
{
npc->act_no = 1;
if (npc->direct == 2)
{
npc->ym = -0x200;
for (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);
}
}
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rect[npc->ani_no];
}
//Chest (closed)
void ActNpc015(NPCHAR *npc)
{

View file

@ -9,6 +9,7 @@
#include "Back.h"
#include "Triangle.h"
#include "Caret.h"
#include "Flash.h"
//Gravekeeper
void ActNpc080(NPCHAR *npc)
@ -302,6 +303,209 @@ void ActNpc081(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Misery (standing)
void ActNpc082(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 2;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 3;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 2;
}
break;
case 15:
npc->act_no = 16;
npc->act_wait = 0;
npc->ani_no = 4;
// Fallthrough
case 16:
if (++npc->act_wait == 30)
{
PlaySoundObject(21, 1);
SetNpChar(66, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0);
}
if (npc->act_wait == 50)
npc->act_no = 14;
break;
case 20:
npc->act_no = 21;
npc->ani_no = 0;
npc->ym = 0;
npc->bits |= 8;
// Fallthrough
case 21:
npc->ym -= 0x20;
if (npc->y < -0x1000)
npc->cond = 0;
break;
case 25:
npc->act_no = 26;
npc->act_wait = 0;
npc->ani_no = 5;
npc->ani_wait = 0;
// Fallthrough
case 26:
if (++npc->ani_no > 7)
npc->ani_no = 5;
if (++npc->act_wait == 30)
{
PlaySoundObject(101, 1);
SetFlash(0, 0, 2);
npc->act_no = 27;
npc->ani_no = 7;
}
break;
case 27:
if (++npc->act_wait == 50)
{
npc->act_no = 0;
npc->ani_no = 0;
}
break;
case 30:
npc->act_no = 31;
npc->ani_no = 3;
npc->ani_wait = 0;
// Fallthrough
case 31:
if (++npc->ani_wait > 10)
{
npc->act_no = 32;
npc->ani_no = 4;
npc->ani_wait = 0;
}
break;
case 32:
if (++npc->ani_wait > 100)
{
npc->act_no = 1;
npc->ani_no = 2;
}
break;
case 40:
npc->act_no = 41;
npc->act_wait = 0;
// Fallthrough
case 41:
npc->ani_no = 4;
switch (++npc->act_wait)
{
case 30:
case 40:
case 50:
SetNpChar(11, npc->x + 0x1000, npc->y - 0x1000, 0x600, Random(-0x200, 0), 0, 0, 0x100);
PlaySoundObject(33, 1);
break;
}
if (npc->act_wait > 50)
npc->act_no = 0;
break;
case 50:
npc->ani_no = 8;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rcLeft[9];
RECT rcRight[9];
rcLeft[0] = {80, 0, 96, 16};
rcLeft[1] = {96, 0, 112, 16};
rcLeft[2] = {112, 0, 128, 16};
rcLeft[3] = {128, 0, 144, 16};
rcLeft[4] = {144, 0, 160, 16};
rcLeft[5] = {160, 0, 176, 16};
rcLeft[6] = {176, 0, 192, 16};
rcLeft[7] = {144, 0, 160, 16};
rcLeft[8] = {208, 64, 224, 80};
rcRight[0] = {80, 16, 96, 32};
rcRight[1] = {96, 16, 112, 32};
rcRight[2] = {112, 16, 128, 32};
rcRight[3] = {128, 16, 144, 32};
rcRight[4] = {144, 16, 160, 32};
rcRight[5] = {160, 16, 176, 32};
rcRight[6] = {176, 16, 192, 32};
rcRight[7] = {144, 16, 160, 32};
rcRight[8] = {208, 80, 224, 96};
if (npc->act_no == 11)
{
if (npc->ani_wait)
{
--npc->ani_wait;
npc->ani_no = 1;
}
else
{
if (Random(0, 100) == 1)
npc->ani_wait = 30;
npc->ani_no = 0;
}
}
if (npc->act_no == 14)
{
if (npc->ani_wait)
{
--npc->ani_wait;
npc->ani_no = 3;
}
else
{
if (Random(0, 100) == 1)
npc->ani_wait = 30;
npc->ani_no = 2;
}
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Igor (cutscene)
void ActNpc083(NPCHAR *npc)
{
@ -650,3 +854,19 @@ void ActNpc087(NPCHAR *npc)
if (npc->count1 > 547)
npc->rect = rcLast[0];
}
// Cage
void ActNpc091(NPCHAR *npc)
{
RECT rect[1];
rect[0] = {96, 88, 128, 112};
if (npc->act_no == 0)
{
++npc->act_no;
npc->y += 0x10 * 0x200;
}
npc->rect = rect[0];
}

View file

@ -65,12 +65,12 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc006,
ActNpc007,
ActNpc008,
nullptr,
nullptr,
nullptr,
ActNpc009,
ActNpc010,
ActNpc011,
ActNpc012,
nullptr,
nullptr,
ActNpc013,
ActNpc014,
ActNpc015,
ActNpc016,
ActNpc017,
@ -138,7 +138,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc079,
ActNpc080,
ActNpc081,
nullptr,
ActNpc082,
ActNpc083,
ActNpc084,
ActNpc085,
@ -147,7 +147,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc091,
nullptr,
nullptr,
nullptr,