shithub: cstory

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ref: b62471120416b1eaeb1274d0beb08191592a51d6
parent: 74bdbf86ca1ca3f78025ab92c37248419d9e8907
author: Clownacy <[email protected]>
date: Wed Jan 30 13:56:01 EST 2019

Added Grasstown Critters

--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -21,9 +21,10 @@
 void ActNpc021(NPCHAR *npc);
 void ActNpc022(NPCHAR *npc);
 void ActNpc023(NPCHAR *npc);
-
+void ActNpc024(NPCHAR *npc);
 void ActNpc025(NPCHAR *npc);
 
+void ActNpc028(NPCHAR *npc);
 void ActNpc029(NPCHAR *npc);
 void ActNpc030(NPCHAR *npc);
 
--- a/src/NpcAct020.cpp
+++ b/src/NpcAct020.cpp
@@ -9,6 +9,7 @@
 #include "Back.h"
 #include "Triangle.h"
 #include "Caret.h"
+#include "Frame.h"
 
 //Computer
 void ActNpc020(NPCHAR *npc)
@@ -108,6 +109,184 @@
 	npc->rect = rect[npc->ani_no];
 }
 
+//Power Critter
+void ActNpc024(NPCHAR *npc)
+{
+	RECT rcLeft[6];
+	RECT rcRight[6];
+
+	rcLeft[0] = {0, 0, 24, 24};
+	rcLeft[1] = {24, 0, 48, 24};
+	rcLeft[2] = {48, 0, 72, 24};
+	rcLeft[3] = {72, 0, 96, 24};
+	rcLeft[4] = {96, 0, 120, 24};
+	rcLeft[5] = {120, 0, 144, 24};
+
+	rcRight[0] = {0, 24, 24, 48};
+	rcRight[1] = {24, 24, 48, 48};
+	rcRight[2] = {48, 24, 72, 48};
+	rcRight[3] = {72, 24, 96, 48};
+	rcRight[4] = {96, 24, 120, 48};
+	rcRight[5] = {120, 24, 144, 48};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->y += 0x600;
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			if (npc->act_wait >= 8 && gMC.x > npc->x - 0x10000 && gMC.x < npc->x + 0x10000 && gMC.y > npc->y - 0x10000 && gMC.y < npc->y + 0x6000)
+			{
+				if (gMC.x < npc->x)
+					npc->direct = 0;
+				else
+					npc->direct = 2;
+
+				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 - 0xC000 && gMC.x < npc->x + 0xC000 && gMC.y > npc->y - 0xC000 && 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;
+				PlaySoundObject(108, 1);
+
+				if (gMC.x < npc->x)
+					npc->direct = 0;
+				else
+					npc->direct = 2;
+
+				if (npc->direct == 0)
+					npc->xm = -0x100;
+				else
+					npc->xm = 0x100;
+			}
+
+			break;
+
+		case 3:
+			if (npc->ym > 0x200)
+			{
+				npc->tgt_y = npc->y;
+				npc->act_no = 4;
+				npc->ani_no = 3;
+				npc->act_wait = 0;
+				npc->act_wait = 0;
+			}
+
+			break;
+
+		case 4:
+			if (gMC.x > npc->x)
+				npc->direct = 2;
+			else
+				npc->direct = 0;
+
+			++npc->act_wait;
+
+			if (npc->flag & 7 || npc->act_wait > 100)
+			{
+				npc->damage = 12;
+				npc->act_no = 5;
+				npc->ani_no = 2;
+				npc->xm /= 2;
+			}
+			else
+			{
+				if (npc->act_wait % 4 == 1)
+					PlaySoundObject(110, 1);
+
+				if (++npc->ani_wait > 0)
+				{
+					npc->ani_wait = 0;
+					++npc->ani_no;
+				}
+
+				if (npc->ani_no > 5)
+					npc->ani_no = 3;
+			}
+
+			break;
+
+		case 5:
+			if (npc->flag & 8)
+			{
+				npc->damage = 2;
+				npc->xm = 0;
+				npc->act_wait = 0;
+				npc->ani_no = 0;
+				npc->act_no = 1;
+				PlaySoundObject(26, 1);
+				SetQuake(30);
+			}
+
+			break;
+	}
+
+	if (npc->act_no == 4)
+	{
+		if (gMC.x > npc->x)
+			npc->xm += 0x20;
+		else
+			npc->xm -= 0x20;
+
+		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;
+
+		if (npc->xm > 0x200)
+			npc->xm = 0x200;
+		if (npc->xm < -0x200)
+			npc->xm = -0x200;
+	}
+	else
+	{
+		npc->ym += 0x20;
+		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];
+}
+
 // Egg Corridor lift
 void ActNpc025(NPCHAR *npc)
 {
@@ -232,6 +411,186 @@
 	}
 
 	npc->rect = rcLeft[npc->ani_no];
+}
+
+//Flying Critter (Grasstown)
+void ActNpc028(NPCHAR *npc)
+{
+	RECT rcLeft[6];
+	RECT rcRight[6];
+
+	rcLeft[0] = {0, 48, 16, 64};
+	rcLeft[1] = {16, 48, 32, 64};
+	rcLeft[2] = {32, 48, 48, 64};
+	rcLeft[3] = {48, 48, 64, 64};
+	rcLeft[4] = {64, 48, 80, 64};
+	rcLeft[5] = {80, 48, 96, 64};
+
+	rcRight[0] = {0, 64, 16, 80};
+	rcRight[1] = {16, 64, 32, 80};
+	rcRight[2] = {32, 64, 48, 80};
+	rcRight[3] = {48, 64, 64, 80};
+	rcRight[4] = {64, 64, 80, 80};
+	rcRight[5] = {80, 64, 96, 80};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->y += 0x600;
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			if (npc->act_wait >= 8 && gMC.x > npc->x - 0x10000 && gMC.x < npc->x + 0x10000 && gMC.y > npc->y - 0x10000 && gMC.y < npc->y + 0x6000)
+			{
+				if (gMC.x < npc->x)
+					npc->direct = 0;
+				else
+					npc->direct = 2;
+
+				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 - 0xC000 && gMC.x < npc->x + 0xC000 && gMC.y > npc->y - 0xC000 && 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 = -1228;
+				PlaySoundObject(30, 1);
+
+				if (gMC.x < npc->x)
+					npc->direct = 0;
+				else
+					npc->direct = 2;
+
+				if (npc->direct == 0)
+					npc->xm = -0x100u;
+				else
+					npc->xm = 0x100;
+			}
+
+			break;
+
+		case 3:
+			if (npc->ym > 0x100)
+			{
+				npc->tgt_y = npc->y;
+				npc->act_no = 4;
+				npc->ani_no = 3;
+				npc->act_wait = 0;
+				npc->act_wait = 0;
+			}
+
+			break;
+
+		case 4:
+			if (gMC.x > npc->x)
+				npc->direct = 2;
+			else
+				npc->direct = 0;
+
+			++npc->act_wait;
+
+			if (npc->flag & 7 || npc->act_wait > 100)
+			{
+				npc->damage = 3;
+				npc->act_no = 5;
+				npc->ani_no = 2;
+				npc->xm /= 2;
+			}
+			else
+			{
+				if (npc->act_wait % 4 == 1)
+					PlaySoundObject(109, 1);
+
+				if (npc->flag & 8)
+					npc->ym = -0x200;
+
+				if (++npc->ani_wait > 0)
+				{
+					npc->ani_wait = 0;
+					++npc->ani_no;
+				}
+
+				if (npc->ani_no > 5)
+					npc->ani_no = 3;
+			}
+
+			break;
+
+		case 5:
+			if (npc->flag & 8)
+			{
+				npc->damage = 2;
+				npc->xm = 0;
+				npc->act_wait = 0;
+				npc->ani_no = 0;
+				npc->act_no = 1;
+				PlaySoundObject(23, 1);
+			}
+
+			break;
+	}
+
+	if (npc->act_no == 4)
+	{
+		if (gMC.x > npc->x)
+			npc->xm += 0x20;
+		else
+			npc->xm -= 0x20;
+
+		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;
+
+		if (npc->xm > 0x200)
+			npc->xm = 0x200;
+		if (npc->xm < -0x200)
+			npc->xm = -0x200;
+	}
+	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];
 }
 
 //Cthulhu
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -80,11 +80,11 @@
 	ActNpc021,
 	ActNpc022,
 	ActNpc023,
-	nullptr,
+	ActNpc024,
 	ActNpc025,
 	nullptr,
 	nullptr,
-	nullptr,
+	ActNpc028,
 	ActNpc029,
 	ActNpc030,
 	nullptr,