shithub: cstory

Download patch

ref: 2e16660a5af976ac1978dd47359db2a4e0ed77de
parent: b6ed1dd9b1a511a1cd1e182a0b47d1c092080c26
author: Clownacy <[email protected]>
date: Thu Feb 7 12:02:11 EST 2019

Added NPCs for the destroyed Egg Corridor

--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -202,7 +202,17 @@
 void ActNpc197(NPCHAR *npc);
 void ActNpc198(NPCHAR *npc);
 void ActNpc199(NPCHAR *npc);
-
+void ActNpc200(NPCHAR *npc);
+void ActNpc201(NPCHAR *npc);
+void ActNpc202(NPCHAR *npc);
+void ActNpc203(NPCHAR *npc);
+void ActNpc204(NPCHAR *npc);
+void ActNpc205(NPCHAR *npc);
+void ActNpc206(NPCHAR *npc);
+void ActNpc207(NPCHAR *npc);
+void ActNpc208(NPCHAR *npc);
+void ActNpc209(NPCHAR *npc);
+void ActNpc210(NPCHAR *npc);
 void ActNpc211(NPCHAR *npc);
 
 void ActNpc218(NPCHAR *npc);
--- a/src/NpcAct200.cpp
+++ b/src/NpcAct200.cpp
@@ -8,6 +8,855 @@
 #include "Sound.h"
 #include "Back.h"
 #include "Triangle.h"
+#include "Bullet.h"
+#include "Caret.h"
+#include "Frame.h"
+
+//Dragon Zombie
+void ActNpc200(NPCHAR *npc)
+{
+	RECT rcLeft[6];
+	RECT rcRight[6];
+
+	rcLeft[0] = {0, 0, 40, 40};
+	rcLeft[1] = {40, 0, 80, 40};
+	rcLeft[2] = {80, 0, 120, 40};
+	rcLeft[3] = {120, 0, 160, 40};
+	rcLeft[4] = {160, 0, 200, 40};
+	rcLeft[5] = {200, 0, 240, 40};
+
+	rcRight[0] = {0, 40, 40, 80};
+	rcRight[1] = {40, 40, 80, 80};
+	rcRight[2] = {80, 40, 120, 80};
+	rcRight[3] = {120, 40, 160, 80};
+	rcRight[4] = {160, 40, 200, 80};
+	rcRight[5] = {200, 40, 240, 80};
+
+	if (npc->act_no < 100 && npc->life < 950)
+	{
+		PlaySoundObject(72, 1);
+		SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
+		SetExpObjects(npc->x, npc->y, npc->exp);
+		npc->act_no = 100;
+		npc->bits &= ~0x20;
+		npc->damage = 0;
+	}
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 10;
+			npc->count1 = 0;
+			// Fallthrough
+		case 10:
+			if (++npc->ani_wait > 30)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			if (npc->count1)
+				--npc->count1;
+
+			if (npc->count1 == 0 && gMC.x > npc->x - 0xE000 && gMC.x < npc->x + 0xE000)
+				npc->act_no = 20;
+
+			break;
+
+		case 20:
+			npc->act_no = 21;
+			npc->act_wait = 0;
+			// Fallthrough
+		case 21:
+			if (++npc->act_wait / 2 % 2)
+				npc->ani_no = 2;
+			else
+				npc->ani_no = 3;
+
+			if (npc->act_wait > 30)
+				npc->act_no = 30;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			break;
+
+		case 30:
+			npc->act_no = 31;
+			npc->act_wait = 0;
+			npc->ani_no = 4;
+			npc->tgt_x = gMC.x;
+			npc->tgt_y = gMC.y;
+			// Fallthrough
+		case 31:
+			if (++npc->act_wait < 40 && npc->act_wait % 8 == 1)
+			{
+				const unsigned char deg = npc->direct ? GetArktan(npc->x + 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y) : GetArktan( npc->x - 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y) + Random(-6, 6);
+				const int ym = 3 * GetSin(deg);
+				const int xm = 3 * GetCos(deg);
+
+				if (npc->direct == 0)
+					SetNpChar(202, npc->x - 0x1C00, npc->y, xm, ym, 0, 0, 0x100);
+				else
+					SetNpChar(202, npc->x + 0x1C00, npc->y, xm, ym, 0, 0, 0x100);
+
+				if ((gMC.cond & 2) == 0)
+					PlaySoundObject(33, 1);
+			}
+
+			if (npc->act_wait > 60)
+			{
+				npc->act_no = 10;
+				npc->count1 = Random(100, 200);
+				npc->ani_wait = 0;
+			}
+
+			break;
+
+		case 100:
+			npc->ani_no = 5;
+			break;
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Dragon Zombie (dead)
+void ActNpc201(NPCHAR *npc)
+{
+	RECT rcLeft[1];
+	RECT rcRight[1];
+
+	rcLeft[0] = {200, 0, 240, 40};
+	rcRight[0] = {200, 40, 240, 80};
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Dragon Zombie projectile
+void ActNpc202(NPCHAR *npc)
+{
+	RECT rect_left[3];
+
+	if (npc->flag & 0xFF)
+	{
+		npc->cond = 0;
+		SetCaret(npc->x, npc->y, 2, 0);
+	}
+
+	npc->y += npc->ym;
+	npc->x += npc->xm;
+
+	rect_left[0] = {184, 216, 200, 240};
+	rect_left[1] = {200, 216, 216, 240};
+	rect_left[2] = {216, 216, 232, 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)
+	{
+		npc->cond = 0;
+		SetCaret(npc->x, npc->y, 2, 0);
+	}
+}
+
+//Critter (destroyed Egg Corridor)
+void ActNpc203(NPCHAR *npc)
+{
+	RECT rcLeft[3];
+	RECT rcRight[3];
+
+	rcLeft[0] = {0, 80, 16, 96};
+	rcLeft[1] = {16, 80, 32, 96};
+	rcLeft[2] = {32, 80, 48, 96};
+
+	rcRight[0] = {0, 96, 16, 112};
+	rcRight[1] = {16, 96, 32, 112};
+	rcRight[2] = {32, 96, 48, 112};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->y += 0x600;
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			if (npc->act_wait >= 8 && gMC.x > npc->x - 0xE000 && gMC.x < npc->x + 0xE000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0xA000)
+			{
+				npc->ani_no = 1;
+			}
+			else
+			{
+				if ( npc->act_wait < 8 )
+					++npc->act_wait;
+				npc->ani_no = 0;
+			}
+
+			if (npc->shock)
+			{
+				npc->act_no = 2;
+				npc->ani_no = 0;
+				npc->act_wait = 0;
+			}
+
+			if (npc->act_wait >= 8 && gMC.x > npc->x - 0x6000 && gMC.x < npc->x + 0x6000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0x6000)
+			{
+				npc->act_no = 2;
+				npc->ani_no = 0;
+				npc->act_wait = 0;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 3;
+				npc->ani_no = 2;
+				npc->ym = -0x5FF;
+
+				if ((gMC.cond & 2) == 0)
+					PlaySoundObject(30, 1);
+
+				if (npc->direct == 0)
+					npc->xm = -0x100;
+				else
+					npc->xm = 0x100;
+			}
+
+			break;
+
+		case 3:
+			if (npc->flag & 8)
+			{
+				npc->xm = 0;
+				npc->act_wait = 0;
+				npc->ani_no = 0;
+				npc->act_no = 1;
+
+				if ((gMC.cond & 2) == 0)
+					PlaySoundObject(23, 1);
+			}
+
+			break;
+	}
+
+	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];
+}
+
+//Falling spike (small)
+void ActNpc204(NPCHAR *npc)
+{
+	RECT rc[2]; // [sp+4h] [bp-20h]@1
+
+	rc[0] = {240, 80, 256, 96};
+	rc[1] = {240, 144, 256, 160};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->tgt_x = npc->x;
+			// Fallthrough
+		case 1:
+			if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y)
+				npc->act_no = 2;
+			break;
+
+		case 2:
+			if (++npc->act_wait / 6 % 2)
+				npc->x = npc->tgt_x - 0x200;
+			else
+				npc->x = npc->tgt_x;
+
+			if (npc->act_wait > 30)
+			{
+				npc->act_no = 3;
+				npc->ani_no = 1;
+			}
+			break;
+
+		case 3:
+			npc->ym += 0x20;
+
+			if (npc->flag & 0xFF)
+			{
+				if ((gMC.cond & 2) == 0)
+					PlaySoundObject(12, 1);
+
+				SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
+				npc->cond = 0;
+				return;
+			}
+
+			break;
+	}
+
+	if (npc->ym > 0xC00)
+		npc->ym = 0xC00;
+
+	npc->y += npc->ym;
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Falling spike (large)
+void ActNpc205(NPCHAR *npc)
+{
+	RECT rc[2];
+
+	rc[0] = {112, 80, 128, 112};
+	rc[1] = {128, 80, 144, 112};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->tgt_x = npc->x;
+			npc->y += 0x800;
+			// Fallthrough
+		case 1:
+			if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y)
+				npc->act_no = 2;
+
+			break;
+
+		case 2:
+			if (++npc->act_wait / 6 % 2)
+				npc->x = npc->tgt_x - 0x200;
+			else
+				npc->x = npc->tgt_x;
+
+			if (npc->act_wait > 30)
+			{
+				npc->act_no = 3;
+				npc->ani_no = 1;
+				npc->act_wait = 0;
+			}
+
+			break;
+
+		case 3:
+			npc->ym += 0x20;
+
+			if (gMC.y > npc->y)
+			{
+				npc->bits &= ~0x40;
+				npc->damage = 0x7F;
+			}
+			else
+			{
+				npc->bits |= 0x40;
+				npc->damage = 0;
+			}
+
+			if (++npc->act_wait > 8 && npc->flag & 0xFF)
+			{
+				npc->bits |= 0x40;
+				npc->act_no = 4;
+				npc->act_wait = 0;
+				npc->ym = 0;
+				npc->damage = 0;
+				PlaySoundObject(12, 1);
+				SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
+				SetBullet(24, npc->x, npc->y, 0);
+				return;
+			}
+
+			break;
+
+		case 4:
+			if (++npc->act_wait > 4)
+			{
+				npc->act_no = 5;
+				npc->bits |= 0x20;
+			}
+
+			break;
+	}
+
+	if (npc->ym > 0xC00)
+		npc->ym = 0xC00;
+
+	npc->y += npc->ym;
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Counter Bomb
+void ActNpc206(NPCHAR *npc)
+{
+	RECT rect_left[3];
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->tgt_x = npc->x;
+			npc->tgt_y = npc->y;
+			npc->count1 = 120;
+			npc->act_wait = Random(0, 50);
+			// Fallthrough
+		case 1:
+			if (++npc->act_wait >= 50)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 2;
+				npc->ym = 0x300;
+			}
+
+			break;
+
+		case 2:
+			if (gMC.x > npc->x - 0xA000 && gMC.x < npc->x + 0xA000)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 3;
+			}
+
+			if (npc->shock)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 3;
+			}
+
+			break;
+
+		case 3:
+			switch (npc->act_wait)
+			{
+				case 60 * 0:
+					SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 0, 0, 0x100);
+					break;
+
+				case 60 * 1:
+					SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 1, 0, 0x100);
+					break;
+
+				case 60 * 2:
+					SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 2, 0, 0x100);
+					break;
+
+				case 60 * 3:
+					SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 3, 0, 0x100);
+					break;
+
+				case 60 * 4:
+					SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 4, 0, 0x100);
+					break;
+
+				case 60 * 5:
+					npc->hit.back = 0x10000;
+					npc->hit.front = 0x10000;
+					npc->hit.top = 0xC800;
+					npc->hit.bottom = 0xC800;
+					npc->damage = 30;
+					PlaySoundObject(35, 1);
+					SetDestroyNpChar(npc->x, npc->y, 0x10000, 100);
+					SetQuake(20);
+					npc->cond |= 8;
+					break;
+			}
+
+			++npc->act_wait;
+			break;
+	}
+
+	if (npc->act_no > 1)
+	{
+		if (npc->tgt_y < npc->y)
+			npc->ym -= 0x10;
+		if (npc->tgt_y > npc->y)
+			npc->ym += 0x10;
+
+		if (npc->ym > 0x100)
+			npc->ym = 0x100;
+		if (npc->ym < -0x100)
+			npc->ym = -0x100;
+	}
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	rect_left[0] = {80, 80, 120, 120};
+	rect_left[1] = {120, 80, 160, 120};
+	rect_left[2] = {160, 80, 200, 120};
+
+	if (++npc->ani_wait > 4)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 2)
+		npc->ani_no = 0;
+
+	npc->rect = rect_left[npc->ani_no];
+}
+
+//Counter Bomb's countdown
+void ActNpc207(NPCHAR *npc)
+{
+	RECT rc[5];
+
+	rc[0] = {0, 144, 16, 160};
+	rc[1] = {16, 144, 32, 160};
+	rc[2] = {32, 144, 48, 160};
+	rc[3] = {48, 144, 64, 160};
+	rc[4] = {64, 144, 80, 160};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = npc->direct;
+			PlaySoundObject(43, 1);
+			// Fallthrough
+		case 1:
+			npc->x += 0x200;
+
+			if (++npc->act_wait > 8)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 2;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 30)
+			{
+				npc->cond = 0;
+				return;
+			}
+
+			break;
+	}
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Basu (destroyed Egg Corridor)
+void ActNpc208(NPCHAR *npc)
+{
+	RECT rcLeft[3];
+	RECT rcRight[3];
+
+	rcLeft[0] = {248, 80, 272, 104};
+	rcLeft[1] = {272, 80, 296, 104};
+	rcLeft[2] = {296, 80, 320, 104};
+
+	rcRight[0] = {248, 104, 272, 128};
+	rcRight[1] = {272, 104, 296, 128};
+	rcRight[2] = {296, 104, 320, 128};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			if (gMC.x < npc->x + 0x2000 && gMC.x > npc->x - 0x2000)
+			{
+				npc->bits |= 0x20;
+				npc->ym = -0x200;
+				npc->tgt_x = npc->x;
+				npc->tgt_y = npc->y;
+				npc->act_no = 1;
+				npc->act_wait = 0;
+				npc->count1 = npc->direct;
+				npc->count2 = 0;
+				npc->damage = 6;
+
+				if (npc->direct == 0)
+				{
+					npc->x = gMC.x + 0x20000;
+					npc->xm = -0x2FF;
+				}
+				else
+				{
+					npc->x = gMC.x - 0x20000;
+					npc->xm = 0x2FF;
+				}
+			}
+			else
+			{
+				npc->rect.right = 0;
+				npc->damage = 0;
+				npc->xm = 0;
+				npc->ym = 0;
+				npc->bits &= ~0x20;
+			}
+
+			break;
+
+		case 1:
+			if (gMC.x < npc->x)
+			{
+				npc->direct = 0;
+				npc->xm -= 0x10;
+			}
+			else
+			{
+				npc->direct = 2;
+				npc->xm += 0x10;
+			}
+
+			if (npc->flag & 1)
+				npc->xm = 0x200;
+			if (npc->flag & 4)
+				npc->xm = -0x200;
+
+			if (npc->tgt_y > npc->y)
+				npc->ym += 8;
+			else
+				npc->ym -= 8;
+
+			if (npc->xm > 0x2FF)
+				npc->xm = 0x2FF;
+			if (npc->xm < -0x2FF)
+				npc->xm = -0x2FF;
+
+			if (npc->ym > 0x200)
+				npc->ym = 0x200;
+			if (npc->ym < -0x200)
+				npc->ym = -0x200;
+
+			if (npc->shock)
+			{
+				npc->x += npc->xm / 2;
+				npc->y += npc->ym / 2;
+			}
+			else
+			{
+				npc->x += npc->xm;
+				npc->y += npc->ym;
+			}
+
+			if (gMC.x > npc->x + 0x32000 || gMC.x < npc->x - 0x32000)
+			{
+				npc->act_no = 0;
+				npc->xm = 0;
+				npc->direct = npc->count1;
+				npc->x = npc->tgt_x;
+				npc->rect.right = 0;
+				npc->damage = 0;
+				return;
+			}
+
+			break;
+	}
+
+	if (npc->act_no)
+	{
+		if (npc->act_wait < 150)
+			++npc->act_wait;
+
+		if (npc->act_wait == 150)
+		{
+			if (++npc->count2 % 8 == 0 && npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000)
+			{
+				const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
+				const int ym = 3 * GetSin(deg);
+				const int xm = 3 * GetCos(deg);
+				SetNpChar(209, npc->x, npc->y, xm, ym, 0, 0, 0x100);
+				PlaySoundObject(39, 1);
+			}
+
+			if (npc->count2 > 16)
+			{
+				npc->act_wait = 0;
+				npc->count2 = 0;
+			}
+		}
+	}
+
+	if (++npc->ani_wait > 1)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 1)
+		npc->ani_no = 0;
+
+	if (npc->act_wait > 120 && npc->act_wait / 2 % 2 == 1 && npc->ani_no == 1)
+		npc->ani_no = 2;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Basu projectile (destroyed Egg Corridor)
+void ActNpc209(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[4];
+
+	rect_left[0] = {232, 96, 248, 112};
+	rect_left[1] = {200, 112, 216, 128};
+	rect_left[2] = {216, 112, 232, 128};
+	rect_left[3] = {232, 112, 248, 128};
+
+	if (++npc->ani_wait > 2)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if ( npc->ani_no > 3 )
+		npc->ani_no = 0;
+
+	npc->rect = rect_left[npc->ani_no];
+
+	if (++npc->count1 > 300)
+	{
+		npc->cond = 0;
+		SetCaret(npc->x, npc->y, 2, 0);
+	}
+}
+
+//Beetle (destroyed Egg Corridor)
+void ActNpc210(NPCHAR *npc)
+{
+	RECT rcLeft[2];
+	RECT rcRight[2];
+
+	rcLeft[0] = {0, 112, 16, 128};
+	rcLeft[1] = {16, 112, 32, 128};
+
+	rcRight[0] = {32, 112, 48, 128};
+	rcRight[1] = {48, 112, 64, 128};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			if (gMC.x >= npc->x + 0x2000 || gMC.x <= npc->x - 0x2000)
+			{
+				npc->bits &= ~0x20;
+				npc->rect.right = 0;
+				npc->damage = 0;
+				npc->xm = 0;
+				npc->ym = 0;
+				return;
+			}
+
+			npc->bits |= 0x20;
+			npc->ym = -0x200;
+			npc->tgt_y = npc->y;
+			npc->act_no = 1;
+			npc->damage = 2;
+
+			if (npc->direct == 0)
+			{
+				npc->x = gMC.x + 0x20000;
+				npc->xm = -0x2FF;
+			}
+			else
+			{
+				npc->x = gMC.x - 0x20000;
+				npc->xm = 0x2FF;
+			}
+
+			break;
+
+		case 1:
+			if (gMC.x < npc->x)
+			{
+				npc->direct = 0;
+				npc->xm -= 0x10;
+			}
+			else
+			{
+				npc->direct = 2;
+				npc->xm += 0x10;
+			}
+
+			if (npc->xm > 0x2FF)
+				npc->xm = 0x2FF;
+			if (npc->xm < -0x2FF)
+				npc->xm = -0x2FF;
+
+			if (npc->tgt_y > npc->y)
+				npc->ym += 8;
+			else
+				npc->ym -= 8;
+
+			if (npc->ym > 0x200)
+				npc->ym = 0x200;
+			if (npc->ym < -0x200)
+				npc->ym = -0x200;
+
+			if (npc->shock)
+			{
+				npc->x += npc->xm / 2;
+				npc->y += npc->ym / 2;
+			}
+			else
+			{
+				npc->x += npc->xm;
+				npc->y += npc->ym;
+			}
+
+			break;
+	}
+
+	if (++npc->ani_wait > 1)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 1)
+		npc->ani_no = 0;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
 
 //Spikes (small)
 void ActNpc211(NPCHAR *npc)
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -256,17 +256,17 @@
 	ActNpc197,
 	ActNpc198,
 	ActNpc199,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
+	ActNpc200,
+	ActNpc201,
+	ActNpc202,
+	ActNpc203,
+	ActNpc204,
+	ActNpc205,
+	ActNpc206,
+	ActNpc207,
+	ActNpc208,
+	ActNpc209,
+	ActNpc210,
 	ActNpc211,
 	nullptr,
 	nullptr,