ref: 517d39533ae576e3f8a167ef7d08c9df27ac33a7
parent: b461211fb539286a826ab790985f769a647fc053
author: Clownacy <[email protected]>
date: Wed Feb 6 16:23:16 EST 2019
More NPCs
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -173,9 +173,11 @@
void ActNpc168(NPCHAR *npc);
void ActNpc169(NPCHAR *npc);
void ActNpc170(NPCHAR *npc);
-
+void ActNpc171(NPCHAR *npc);
+void ActNpc172(NPCHAR *npc);
void ActNpc173(NPCHAR *npc);
void ActNpc174(NPCHAR *npc);
+void ActNpc175(NPCHAR *npc);
void ActNpc192(NPCHAR *npc);
void ActNpc193(NPCHAR *npc);
--- a/src/NpcAct160.cpp
+++ b/src/NpcAct160.cpp
@@ -12,6 +12,7 @@
#include "Caret.h"
#include "MycParam.h"
#include "CommonDefines.h"
+#include "NpcHit.h"
//Puu Black
void ActNpc160(NPCHAR *npc)
@@ -908,6 +909,134 @@
npc->rect = rcRight[npc->ani_no];
}
+//Fire Whirrr
+void ActNpc171(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {120, 48, 152, 80};
+ rcLeft[1] = {152, 48, 184, 80};
+
+ rcRight[0] = {184, 48, 216, 80};
+ rcRight[1] = {216, 48, 248, 80};
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->act_wait = Random(0, 50);
+ npc->tgt_y = npc->y;
+ // Fallthrough
+ case 1:
+ if (npc->act_wait)
+ {
+ --npc->act_wait;
+ }
+ else
+ {
+ npc->act_no = 10;
+ npc->ym = 0x200;
+ }
+ // Fallthrough
+ case 10:
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x10;
+ else
+ npc->ym -= 0x10;
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ {
+ if (gMC.y < npc->y + 0xA000 && gMC.y > npc->y - 0xA000 && gMC.x < npc->x && gMC.x > npc->x - 0x14000)
+ ++npc->count1;
+ }
+ else
+ {
+ if (gMC.y < npc->y + 0xA000 && gMC.y > npc->y - 0xA000 && gMC.x < npc->x + 0x14000 && gMC.x > npc->x)
+ ++npc->count1;
+ }
+
+ if (npc->count1 > 20)
+ {
+ SetNpChar(172, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100);
+ npc->count1 = -100;
+ gCurlyShoot_wait = Random(80, 100);
+ gCurlyShoot_x = npc->x;
+ gCurlyShoot_y = npc->y;
+ }
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Fire Whirr projectile
+void ActNpc172(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ rect[0] = {248, 48, 264, 80};
+ rect[1] = {264, 48, 280, 80};
+ rect[2] = {280, 48, 296, 80};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (npc->direct == 0)
+ npc->x -= 0x200;
+ else
+ npc->x += 0x200;
+
+ if (npc->flag & 1 || npc->flag & 4)
+ {
+ SetCaret(npc->x, npc->y, 2, 0);
+ VanishNpChar(npc);
+ return;
+ }
+
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+}
+
//Gaudi (armoured)
void ActNpc173(NPCHAR *npc)
{
@@ -1151,4 +1280,49 @@
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
+}
+
+//Gaudi egg
+void ActNpc175(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {168, 80, 192, 104};
+ rcLeft[1] = {192, 80, 216, 104};
+
+ rcRight[0] = {216, 80, 240, 104};
+ rcRight[1] = {240, 80, 264, 104};
+
+ if (npc->act_no < 3 && npc->life < 90)
+ {
+ LoseNpChar(npc, 0);
+ npc->act_no = 10;
+ npc->ani_no = 1;
+ npc->bits &= ~0x20;
+ npc->damage = 0;
+ }
+
+ if (npc->act_no == 0)
+ {
+ npc->ani_no = 0;
+ npc->act_no = 1;
+ }
+
+ if (npc->direct == 0)
+ npc->ym += 0x20;
+ else
+ npc->ym -= 0x20;
+
+ if (npc->ym < -0x5FF)
+ npc->ym = -0x5FF;
+ 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];
}
--- a/src/NpcHit.h
+++ b/src/NpcHit.h
@@ -12,4 +12,5 @@
void JudgeHitNpCharTriangleH(NPCHAR *npc, int x, int y);
void JudgeHitNpCharWater(NPCHAR *npc, int x, int y);
void HitNpCharMap();
+void LoseNpChar(NPCHAR *npc, bool bVanish);
void HitNpCharBullet();
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -227,11 +227,11 @@
ActNpc168,
ActNpc169,
ActNpc170,
- nullptr,
- nullptr,
+ ActNpc171,
+ ActNpc172,
ActNpc173,
ActNpc174,
- nullptr,
+ ActNpc175,
nullptr,
nullptr,
nullptr,