Added Core and more NPCs

This commit is contained in:
Clownacy 2019-02-07 14:08:53 +00:00
parent 9e62a6d814
commit f47f036e36
11 changed files with 987 additions and 9 deletions

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@ -41,6 +41,7 @@ SOURCES = \
ArmsItem \ ArmsItem \
Back \ Back \
Boss \ Boss \
BossAlmo1 \
BossFrog \ BossFrog \
BossLife \ BossLife \
BossOhm \ BossOhm \
@ -80,6 +81,7 @@ SOURCES = \
NpcAct160 \ NpcAct160 \
NpcAct180 \ NpcAct180 \
NpcAct200 \ NpcAct200 \
NpcAct240 \
NpcAct260 \ NpcAct260 \
NpcAct280 \ NpcAct280 \
NpcAct300 \ NpcAct300 \

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@ -4,6 +4,7 @@
#include "WindowsWrapper.h" #include "WindowsWrapper.h"
#include "Boss.h" #include "Boss.h"
#include "BossAlmo1.h"
#include "BossFrog.h" #include "BossFrog.h"
#include "BossOhm.h" #include "BossOhm.h"
#include "BossX.h" #include "BossX.h"
@ -190,7 +191,7 @@ BOSSFUNCTION gpBossFuncTbl[10] =
ActBossChar_Omega, ActBossChar_Omega,
ActBossChar_Frog, ActBossChar_Frog,
ActBossChar_MonstX, ActBossChar_MonstX,
nullptr, //ActBossChar_Core, ActBossChar_Core,
nullptr, //ActBossChar_Ironhead, nullptr, //ActBossChar_Ironhead,
nullptr, //ActBossChar_Twin, nullptr, //ActBossChar_Twin,
nullptr, //ActBossChar_Undead, nullptr, //ActBossChar_Undead,

596
src/BossAlmo1.cpp Normal file
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@ -0,0 +1,596 @@
#include "BossAlmo1.h"
#include "Boss.h"
#include "Frame.h"
#include "Game.h"
#include "Map.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
static void ActBossChar_Core_Face(NPCHAR *npc)
{
RECT rect[4];
rect[0] = {0, 0, 72, 112};
rect[1] = {0, 112, 72, 224};
rect[2] = {160, 0, 232, 112};
rect[3] = {0, 0, 0, 0};
switch (npc->act_no)
{
case 10:
npc->act_no = 11;
npc->ani_no = 2;
npc->bits = 8;
npc->view.front = 0x4800;
npc->view.top = 0x7000;
// Fallthrough
case 11:
npc->x = gBoss[0].x - 0x4800;
npc->y = gBoss[0].y;
break;
case 50:
npc->act_no = 51;
npc->act_wait = 112;
// Fallthrough
case 51:
if (--npc->act_wait == 0)
{
npc->act_no = 100;
npc->ani_no = 3;
}
npc->x = gBoss[0].x - 0x4800;
npc->y = gBoss[0].y;
break;
case 100:
npc->ani_no = 3;
break;
}
npc->rect = rect[npc->ani_no];
if (npc->act_no == 51)
npc->rect.bottom = npc->act_wait + npc->rect.top;
}
static void ActBossChar_Core_Tail(NPCHAR *npc)
{
RECT rect[3];
rect[0] = {72, 0, 160, 112};
rect[1] = {72, 112, 160, 224};
rect[2] = {0, 0, 0, 0};
switch (npc->act_no)
{
case 10:
npc->act_no = 11;
npc->ani_no = 0;
npc->bits = 8;
npc->view.front = 0x5800;
npc->view.top = 0x7000;
// Fallthrough
case 11:
npc->x = gBoss[0].x + 0x5800;
npc->y = gBoss[0].y;
break;
case 50:
npc->act_no = 51;
npc->act_wait = 112;
// Fallthrough
case 51:
if (--npc->act_wait == 0)
{
npc->act_no = 100;
npc->ani_no = 2;
}
npc->x = gBoss[0].x + 0x5800;
npc->y = gBoss[0].y;
break;
case 100:
npc->ani_no = 2;
break;
}
npc->rect = rect[npc->ani_no];
if (npc->act_no == 51)
npc->rect.bottom = npc->act_wait + npc->rect.top;
}
static void ActBossChar_Core_Mini(NPCHAR *npc)
{
RECT rect[3];
rect[0] = {256, 0, 320, 40};
rect[1] = {256, 40, 320, 80};
rect[2] = {256, 80, 320, 120};
npc->life = 1000;
switch (npc->act_no)
{
case 10:
npc->ani_no = 2;
npc->bits &= ~0x20;
break;
case 100:
npc->act_no = 101;
npc->ani_no = 2;
npc->act_wait = 0;
npc->tgt_x = gBoss[0].x + (Random(-0x80, 0x20) * 0x200);
npc->tgt_y = gBoss[0].y + (Random(-0x40, 0x40) * 0x200);
npc->bits |= 0x20;
// Fallthrough
case 101:
npc->x += (npc->tgt_x - npc->x) / 16;
npc->y += (npc->tgt_y - npc->y) / 16;
if (++npc->act_wait > 50)
npc->ani_no = 0;
break;
case 120:
npc->act_no = 121;
npc->act_wait = 0;
// Fallthrough
case 121:
if (++npc->act_wait / 2 % 2)
npc->ani_no = 0;
else
npc->ani_no = 1;
if (npc->act_wait > 20)
npc->act_no = 130;
break;
case 130:
npc->act_no = 131;
npc->ani_no = 2;
npc->act_wait = 0;
npc->tgt_x = npc->x + (Random(0x18, 0x30) * 0x200);
npc->tgt_y = npc->y + (Random(-4, 4) * 0x200);
// Fallthrough
case 131:
npc->x += (npc->tgt_x - npc->x) / 16;
npc->y += (npc->tgt_y - npc->y) / 16;
if (++npc->act_wait > 50)
{
npc->act_no = 140;
npc->ani_no = 0;
}
if (npc->act_wait == 1 || npc->act_wait == 3)
{
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-2, 2);
const int ym = 2 * GetSin(deg);
const int xm = 2 * GetCos(deg);
SetNpChar(178, npc->x, npc->y, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
}
break;
case 140:
npc->x += (npc->tgt_x - npc->x) / 16;
npc->y += (npc->tgt_y - npc->y) / 16;
break;
case 200:
npc->act_no = 201;
npc->ani_no = 2;
npc->xm = 0;
npc->ym = 0;
// Fallthrough
case 201:
npc->xm += 0x20;
npc->x += npc->xm;
if (npc->x > (gMap.width * 0x2000) + 0x4000)
npc->cond = 0;
break;
}
if (npc->shock)
npc->tgt_x += 0x400;
npc->rect = rect[npc->ani_no];
}
static void ActBossChar_Core_Hit(NPCHAR *npc)
{
switch (npc->count1)
{
case 0:
npc->x = gBoss[0].x;
npc->y = gBoss[0].y - 0x4000;
break;
case 1:
npc->x = gBoss[0].x + 0x3800;
npc->y = gBoss[0].y;
break;
case 2:
npc->x = gBoss[0].x + 0x800;
npc->y = gBoss[0].y + 0x4000;
break;
case 3:
npc->x = gBoss[0].x - 0x3800;
npc->y = gBoss[0].y + 0x800;
break;
}
}
void ActBossChar_Core(void)
{
static unsigned char flash;
bool bShock = false;
switch (gBoss[0].act_no)
{
case 0:
gBoss[0].act_no = 10;
gBoss[0].exp = 1;
gBoss[0].cond = 0x80;
gBoss[0].bits = 0x800C;
gBoss[0].life = 650;
gBoss[0].hit_voice = 114;
gBoss[0].x = 0x9A000;
gBoss[0].y = 0x1C000;
gBoss[0].xm = 0;
gBoss[0].ym = 0;
gBoss[0].code_event = 1000;
gBoss[0].bits |= 0x200;
gBoss[4].cond = 0x80;
gBoss[4].act_no = 10;
gBoss[5].cond = 0x80;
gBoss[5].act_no = 10;
gBoss[8].cond = 0x80;
gBoss[8].bits = 12;
gBoss[8].view.front = 0;
gBoss[8].view.top = 0;
gBoss[8].hit.back = 0x5000;
gBoss[8].hit.top = 0x2000;
gBoss[8].hit.bottom = 0x2000;
gBoss[8].count1 = 0;
gBoss[9] = gBoss[8];
gBoss[9].hit.back = 0x4800;
gBoss[9].hit.top = 0x3000;
gBoss[9].hit.bottom = 0x3000;
gBoss[9].count1 = 1;
gBoss[10] = gBoss[8];
gBoss[10].hit.back = 0x5800;
gBoss[10].hit.top = 0x1000;
gBoss[10].hit.bottom = 0x1000;
gBoss[10].count1 = 2;
gBoss[11] = gBoss[8];
gBoss[11].cond |= 0x10;
gBoss[11].hit.back = 0x2800;
gBoss[11].hit.top = 0x2800;
gBoss[11].hit.bottom = 0x2800;
gBoss[11].count1 = 3;
gBoss[1].cond = 0x80;
gBoss[1].act_no = 10;
gBoss[1].bits = 44;
gBoss[1].life = 1000;
gBoss[1].hit_voice = 54;
gBoss[1].hit.back = 0x3000;
gBoss[1].hit.top = 0x2000;
gBoss[1].hit.bottom = 0x2000;
gBoss[1].view.front = 0x4000;
gBoss[1].view.top = 0x2800;
gBoss[1].x = gBoss[0].x - 0x1000;
gBoss[1].y = gBoss[0].y - 0x8000;
gBoss[2] = gBoss[1];
gBoss[2].x = gBoss[0].x + 0x2000;
gBoss[2].y = gBoss[0].y;
gBoss[3] = gBoss[1];
gBoss[3].x = gBoss[0].x - 0x1000;
gBoss[3].y = gBoss[0].y + 0x8000;
gBoss[6] = gBoss[1];
gBoss[6].x = gBoss[0].x - 0x6000;
gBoss[6].y = gBoss[0].y - 0x4000;
gBoss[7] = gBoss[1];
gBoss[7].x = gBoss[0].x - 0x6000;
gBoss[7].y = gBoss[0].y + 0x4000;
break;
case 200:
gBoss[0].act_no = 201;
gBoss[0].act_wait = 0;
gBoss[11].bits &= ~0x20;
gSuperYpos = 0;
CutNoise();
// Fallthrough
case 201:
gBoss[0].tgt_x = gMC.x;
gBoss[0].tgt_y = gMC.y;
if (++gBoss[0].act_wait > 400)
{
++gBoss[0].count1;
PlaySoundObject(115, 1);
if (gBoss[0].count1 > 3)
{
gBoss[0].count1 = 0;
gBoss[0].act_no = 220;
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
bShock = true;
}
else
{
gBoss[0].act_no = 210;
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
bShock = true;
}
}
break;
case 210:
gBoss[0].act_no = 211;
gBoss[0].act_wait = 0;
gBoss[0].count2 = gBoss[0].life;
gBoss[11].bits |= 0x20;
// Fallthrough
case 211:
gBoss[0].tgt_x = gMC.x;
gBoss[0].tgt_y = gMC.y;
if (gBoss[0].shock)
{
if ((++flash >> 1) % 2)
{
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
}
else
{
gBoss[4].ani_no = 1;
gBoss[5].ani_no = 1;
}
}
else
{
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
}
if (++gBoss[0].act_wait % 100 == 1)
{
gCurlyShoot_wait = Random(80, 100);
gCurlyShoot_x = gBoss[11].x;
gCurlyShoot_y = gBoss[11].y;
}
if (gBoss[0].act_wait < 200 && gBoss[0].act_wait % 20 == 1)
SetNpChar(179, gBoss[0].x + (Random(-0x30, -0x10) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 0, 0, 0, 0, 0x100);
if (gBoss[0].act_wait > 400 || gBoss[0].life < gBoss[0].count2 - 200)
{
gBoss[0].act_no = 200;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
bShock = true;
}
break;
case 220:
gBoss[0].act_no = 221;
gBoss[0].act_wait = 0;
gSuperYpos = 1;
gBoss[11].bits |= 0x20u;
SetQuake(100);
SetNoise(1, 1000);
// Fallthrough
case 221:
++gBoss[0].act_wait;
SetNpChar(199, gMC.x + (Random(-50, 150) * 0x400), gMC.y + (Random(-0xA0, 0xA0) * 0x200), 0, 0, 0, 0, 0x100);
gMC.xm -= 0x20;
gMC.cond |= 0x20;
if (gBoss[0].shock)
{
if ((++flash >> 1) % 2)
{
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
}
else
{
gBoss[4].ani_no = 1;
gBoss[5].ani_no = 1;
}
}
else
{
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
}
if (gBoss[0].act_wait == 300 || gBoss[0].act_wait == 350 || gBoss[0].act_wait == 400)
{
const unsigned char deg = GetArktan(gBoss[0].x - gMC.x, gBoss[0].y - gMC.y);
const int ym = 3 * GetSin(deg);
const int xm = 3 * GetCos(deg);
SetNpChar(218, gBoss[0].x - 0x5000, gBoss[0].y, xm, ym, 0, 0, 0x100);
PlaySoundObject(101, 1);
}
if ( gBoss[0].act_wait > 400 )
{
gBoss[0].act_no = 200;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
bShock = true;
}
break;
case 500:
CutNoise();
gBoss[0].act_no = 501;
gBoss[0].act_wait = 0;
gBoss[0].xm = 0;
gBoss[0].ym = 0;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
gBoss[1].act_no = 200;
gBoss[2].act_no = 200;
gBoss[3].act_no = 200;
gBoss[6].act_no = 200;
gBoss[7].act_no = 200;
SetQuake(20);
for (int i = 0; i < 0x20; ++i)
SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
for (int i = 0; i < 12; ++i)
gBoss[i].bits &= ~0x24;
// Fallthrough
case 501:
if (++gBoss[0].act_wait % 16)
SetNpChar(4, gBoss[0].x + (Random(-0x40, 0x40) * 0x200), gBoss[0].y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
if (gBoss[0].act_wait / 2 % 2)
gBoss[0].x -= 0x200;
else
gBoss[0].x += 0x200;
if (gBoss[0].x < 0x7E000)
gBoss[0].x += 0x80;
else
gBoss[0].x -= 0x80;
if (gBoss[0].y < 0x16000)
gBoss[0].y += 0x80;
else
gBoss[0].y -= 0x80;
break;
case 600:
gBoss[0].act_no = 601;
gBoss[4].act_no = 50;
gBoss[5].act_no = 50;
gBoss[8].bits &= ~4;
gBoss[9].bits &= ~4;
gBoss[10].bits &= ~4;
gBoss[11].bits &= ~4;
// Fallthrough
case 601:
if (++gBoss[0].act_wait / 2 % 2)
gBoss[0].x -= 0x800;
else
gBoss[0].x += 0x800;
break;
}
if (bShock)
{
SetQuake(20);
gBoss[1].act_no = 100;
gBoss[2].act_no = 100;
gBoss[3].act_no = 100;
gBoss[6].act_no = 100;
gBoss[7].act_no = 100;
PlaySoundObject(26, 1);
for (int i = 0; i < 8; ++i)
SetNpChar(4, gBoss[4].x + (Random(-0x20, 0x10) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, 0, 0x100);
}
if (gBoss[0].act_no >= 200 && gBoss[0].act_no < 300)
{
switch (gBoss[0].act_wait)
{
case 80:
gBoss[1].act_no = 120;
break;
case 110:
gBoss[2].act_no = 120;
break;
case 140:
gBoss[3].act_no = 120;
break;
case 170:
gBoss[6].act_no = 120;
break;
case 200:
gBoss[7].act_no = 120;
break;
}
if (gBoss[0].x < gBoss[0].tgt_x + 0x14000)
gBoss[0].xm += 4;
if (gBoss[0].x > gBoss[0].tgt_x + 0x14000)
gBoss[0].xm -= 4;
if (gBoss[0].y < gBoss[0].tgt_y)
gBoss[0].ym += 4;
if (gBoss[0].y > gBoss[0].tgt_y)
gBoss[0].ym -= 4;
}
if (gBoss[0].xm > 0x80)
gBoss[0].xm = 0x80;
if (gBoss[0].xm < -0x80)
gBoss[0].xm = -0x80;
if (gBoss[0].ym > 0x80)
gBoss[0].ym = 0x80;
if (gBoss[0].ym < -0x80)
gBoss[0].ym = -0x80;
gBoss[0].x += gBoss[0].xm;
gBoss[0].y += gBoss[0].ym;
ActBossChar_Core_Face(&gBoss[4]);
ActBossChar_Core_Tail(&gBoss[5]);
ActBossChar_Core_Mini(&gBoss[1]);
ActBossChar_Core_Mini(&gBoss[2]);
ActBossChar_Core_Mini(&gBoss[3]);
ActBossChar_Core_Mini(&gBoss[6]);
ActBossChar_Core_Mini(&gBoss[7]);
ActBossChar_Core_Hit(&gBoss[8]);
ActBossChar_Core_Hit(&gBoss[9]);
ActBossChar_Core_Hit(&gBoss[10]);
ActBossChar_Core_Hit(&gBoss[11]);
}

3
src/BossAlmo1.h Normal file
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@ -0,0 +1,3 @@
#pragma once
void ActBossChar_Core(void);

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@ -639,6 +639,131 @@ void ActMyChar_Normal(bool bKey)
} }
} }
void ActMyChar_Stream(bool bKey)
{
gMC.up = false;
gMC.down = false;
if (bKey)
{
if (gKey & (gKeyRight | gKeyLeft))
{
if (gKey & gKeyLeft)
gMC.xm -= 0x100;
if (gKey & gKeyRight)
gMC.xm += 0x100;
}
else if (gMC.xm > 0x7F || gMC.xm < -0x7F)
{
if (gMC.xm > 0)
gMC.xm -= 0x80;
else if (gMC.xm < 0)
gMC.xm += 0x80;
}
else
{
gMC.xm = 0;
}
if (gKey & (gKeyDown | gKeyUp))
{
if (gKey & gKeyUp)
gMC.ym -= 0x100;
if (gKey & gKeyDown)
gMC.ym += 0x100;
}
else if (gMC.ym > 0x7F || gMC.ym < -0x7F)
{
if (gMC.ym > 0)
gMC.ym -= 0x80;
else if (gMC.ym < 0)
gMC.ym += 0x80;
}
else
{
gMC.ym = 0;
}
}
else
{
if (gMC.xm > 0x7F || gMC.xm < -0x3F)
{
if (gMC.xm > 0)
gMC.xm -= 0x80;
else if (gMC.xm < 0)
gMC.xm += 0x80;
}
else
{
gMC.xm = 0;
}
if (gMC.ym > 0x7F || gMC.ym < -0x3F)
{
if (gMC.ym > 0)
gMC.ym -= 0x80;
else if (gMC.ym < 0)
gMC.ym += 0x80;
}
else
{
gMC.ym = 0;
}
}
if (gMC.ym < -0x200 && gMC.flag & 2)
SetCaret(gMC.x, gMC.y - gMC.hit.top, 13, 5);
if (gMC.ym > 0x200 && gMC.flag & 8)
SetCaret(gMC.x, gMC.hit.bottom + gMC.y, 13, 5);
if (gMC.xm > 0x400)
gMC.xm = 0x400;
if (gMC.xm < -0x400)
gMC.xm = -0x400;
if (gMC.ym > 0x400)
gMC.ym = 0x400;
if (gMC.ym < -0x400)
gMC.ym = -0x400;
if ((gKey & (gKeyUp | gKeyLeft)) == (gKeyLeft | gKeyUp))
{
if (gMC.xm < -780)
gMC.xm = -780;
if (gMC.ym < -780)
gMC.ym = -780;
}
if ((gKey & (gKeyUp | gKeyRight)) == (gKeyRight | gKeyUp))
{
if (gMC.xm > 780)
gMC.xm = 780;
if (gMC.ym < -780)
gMC.ym = -780;
}
if ((gKey & (gKeyDown | gKeyLeft)) == (gKeyLeft | gKeyDown))
{
if (gMC.xm < -780)
gMC.xm = -780;
if (gMC.ym > 780)
gMC.ym = 780;
}
if ((gKey & (gKeyDown | gKeyRight)) == (gKeyRight | gKeyDown))
{
if (gMC.xm > 780)
gMC.xm = 780;
if (gMC.ym > 780)
gMC.ym = 780;
}
gMC.x += gMC.xm;
gMC.y += gMC.ym;
}
void AirProcess() void AirProcess()
{ {
if (gMC.equip & 0x10) if (gMC.equip & 0x10)
@ -713,7 +838,7 @@ void ActMyChar(bool bKey)
break; break;
case 1: case 1:
//ActMyChar_Stream(bKey); ActMyChar_Stream(bKey);
break; break;
default: default:

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@ -180,7 +180,8 @@ void ActNpc174(NPCHAR *npc);
void ActNpc175(NPCHAR *npc); void ActNpc175(NPCHAR *npc);
void ActNpc176(NPCHAR *npc); void ActNpc176(NPCHAR *npc);
void ActNpc177(NPCHAR *npc); void ActNpc177(NPCHAR *npc);
void ActNpc178(NPCHAR *npc);
void ActNpc179(NPCHAR *npc);
void ActNpc180(NPCHAR *npc); void ActNpc180(NPCHAR *npc);
void ActNpc181(NPCHAR *npc); void ActNpc181(NPCHAR *npc);
void ActNpc182(NPCHAR *npc); void ActNpc182(NPCHAR *npc);
@ -190,7 +191,7 @@ void ActNpc185(NPCHAR *npc);
void ActNpc186(NPCHAR *npc); void ActNpc186(NPCHAR *npc);
void ActNpc187(NPCHAR *npc); void ActNpc187(NPCHAR *npc);
void ActNpc188(NPCHAR *npc); void ActNpc188(NPCHAR *npc);
void ActNpc189(NPCHAR *npc);
void ActNpc190(NPCHAR *npc); void ActNpc190(NPCHAR *npc);
void ActNpc191(NPCHAR *npc); void ActNpc191(NPCHAR *npc);
void ActNpc192(NPCHAR *npc); void ActNpc192(NPCHAR *npc);
@ -202,8 +203,11 @@ void ActNpc199(NPCHAR *npc);
void ActNpc211(NPCHAR *npc); void ActNpc211(NPCHAR *npc);
void ActNpc218(NPCHAR *npc);
void ActNpc219(NPCHAR *npc); void ActNpc219(NPCHAR *npc);
void ActNpc259(NPCHAR *npc);
void ActNpc278(NPCHAR *npc); void ActNpc278(NPCHAR *npc);
void ActNpc292(NPCHAR *npc); void ActNpc292(NPCHAR *npc);

View file

@ -1517,3 +1517,89 @@ void ActNpc177(NPCHAR *npc)
npc->rect = rc[npc->ani_no]; npc->rect = rc[npc->ani_no];
} }
//Core blade projectile
void ActNpc178(NPCHAR *npc)
{
if (npc->flag & 0xFF)
{
SetCaret(npc->x, npc->y, 2, 0);
npc->cond = 0;
}
if (npc->flag & 0x100)
{
npc->y += npc->ym / 2;
npc->x += npc->xm / 2;
}
else
{
npc->y += npc->ym;
npc->x += npc->xm;
}
RECT rect_left[3];
rect_left[0] = {0, 224, 16, 240};
rect_left[1] = {16, 224, 32, 240};
rect_left[2] = {32, 224, 48, 240};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
if (++npc->count1 > 150)
{
VanishNpChar(npc);
SetCaret(npc->x, npc->y, 2, 0);
}
}
//Core wisp projectile
void ActNpc179(NPCHAR *npc)
{
if (npc->flag & 0xFF)
{
npc->cond = 0;
SetCaret(npc->x, npc->y, 2, 0);
}
npc->xm -= 0x20;
npc->ym = 0;
if (npc->xm < -0x400)
npc->xm = -0x400;
npc->y += npc->ym;
npc->x += npc->xm;
RECT rect_left[3];
rect_left[0] = {48, 224, 72, 240};
rect_left[1] = {72, 224, 96, 240};
rect_left[2] = {96, 224, 120, 240};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
if (++npc->count1 > 300)
{
VanishNpChar(npc);
SetCaret(npc->x, npc->y, 2, 0);
}
}

View file

@ -858,6 +858,72 @@ void ActNpc188(NPCHAR *npc)
npc->rect = rect_right[npc->ani_no]; npc->rect = rect_right[npc->ani_no];
} }
//Unused homing flame object (possibly related to the Core?)
void ActNpc189(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->xm = -0x40;
// Fallthrough
case 1:
npc->y += npc->ym;
if (++npc->act_wait > 0x100)
npc->act_no = 10;
break;
case 10:
if (gMC.x < npc->x)
npc->xm -= 8;
else
npc->xm += 8;
if (gMC.y < npc->y)
npc->ym -= 8;
else
npc->ym += 8;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
if (npc->ym > 0x400)
npc->ym = 0x400;
if (npc->ym < -0x400)
npc->ym = -0x400;
npc->x += npc->xm;
npc->y += npc->ym;
break;
}
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
RECT rect[3];
rect[0] = {224, 184, 232, 200};
rect[1] = {232, 184, 240, 200};
rect[2] = {240, 184, 248, 200};
npc->rect = rect[npc->ani_no];
}
//Broken robot //Broken robot
void ActNpc190(NPCHAR *npc) void ActNpc190(NPCHAR *npc)
{ {

View file

@ -22,6 +22,32 @@ void ActNpc211(NPCHAR *npc)
npc->rect = rects[npc->code_event]; npc->rect = rects[npc->code_event];
} }
// Core giant energy ball projectile
void ActNpc218(NPCHAR *npc)
{
RECT rc[2];
rc[0] = {256, 120, 288, 152};
rc[1] = {288, 120, 320, 152};
npc->x += npc->xm;
npc->y += npc->ym;
if (++npc->act_wait > 200)
npc->cond = 0;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
npc->rect = rc[npc->ani_no];
}
//Smoke generator //Smoke generator
void ActNpc219(NPCHAR *npc) void ActNpc219(NPCHAR *npc)
{ {

69
src/NpcAct240.cpp Normal file
View file

@ -0,0 +1,69 @@
#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
//Curly (carried and unconcious)
void ActNpc259(NPCHAR *npc)
{
RECT rcLeft = {224, 96, 240, 112};
RECT rcRight = {224, 112, 240, 128};
switch (npc->act_no)
{
case 0:
npc->bits &= ~0x2000;
npc->act_no = 1;
// Fallthrough
case 1:
if (gMC.direct == 0)
npc->direct = 0;
else
npc->direct = 2;
npc->y = gMC.y - 0x800;
if (npc->direct == 0)
{
npc->x = gMC.x + 0x600;
npc->rect = rcLeft;
}
else
{
npc->x = gMC.x - 0x600;
npc->rect = rcRight;
}
if (gMC.ani_no % 2)
++npc->rect.top;
break;
case 10:
npc->act_no = 11;
npc->xm = 0x40;
npc->ym = -0x20;
npc->rect = rcLeft;
break;
case 11:
if (npc->y < 0x8000)
npc->ym = 0x20;
npc->x += npc->xm;
npc->y += npc->ym;
break;
case 20:
VanishNpChar(npc);
SetDestroyNpCharUp(npc->x, npc->y, 0x2000, 0x40);
break;
}
}

View file

@ -234,8 +234,8 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc175, ActNpc175,
ActNpc176, ActNpc176,
ActNpc177, ActNpc177,
nullptr, ActNpc178,
nullptr, ActNpc179,
ActNpc180, ActNpc180,
ActNpc181, ActNpc181,
ActNpc182, ActNpc182,
@ -245,7 +245,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc186, ActNpc186,
ActNpc187, ActNpc187,
ActNpc188, ActNpc188,
nullptr, ActNpc189,
ActNpc190, ActNpc190,
ActNpc191, ActNpc191,
ActNpc192, ActNpc192,
@ -274,7 +274,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr, nullptr,
nullptr, nullptr,
nullptr, nullptr,
nullptr, ActNpc218,
ActNpc219, ActNpc219,
nullptr, nullptr,
nullptr, nullptr,
@ -315,7 +315,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr, nullptr,
nullptr, nullptr,
nullptr, nullptr,
nullptr, ActNpc259,
nullptr, nullptr,
nullptr, nullptr,
nullptr, nullptr,