ref: b92d6b4e99b639f69653cc70e54fa8eba11e598d
parent: b915e7315d58f622d3c590e3988ef45d3e09c719
parent: 956b8773e315d6e7486c4e11f1e1c42c98e4e7a3
author: Cucky <[email protected]>
date: Sun Feb 3 16:38:59 EST 2019
Merge pull request #39 from Clownacy/master Added NPC 111 and 112 (teleporting Quote) + Grasstown NPCs
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -28,11 +28,12 @@
void ActNpc023(NPCHAR *npc);
void ActNpc024(NPCHAR *npc);
void ActNpc025(NPCHAR *npc);
-
+void ActNpc026(NPCHAR *npc);
+void ActNpc027(NPCHAR *npc);
void ActNpc028(NPCHAR *npc);
void ActNpc029(NPCHAR *npc);
void ActNpc030(NPCHAR *npc);
-
+void ActNpc031(NPCHAR *npc);
void ActNpc032(NPCHAR *npc);
void ActNpc034(NPCHAR *npc);
@@ -84,6 +85,16 @@
void ActNpc090(NPCHAR *npc);
void ActNpc091(NPCHAR *npc);
void ActNpc092(NPCHAR *npc);
+void ActNpc093(NPCHAR *npc);
+void ActNpc094(NPCHAR *npc);
+void ActNpc095(NPCHAR *npc);
+void ActNpc096(NPCHAR *npc);
+void ActNpc097(NPCHAR *npc);
+void ActNpc098(NPCHAR *npc);
+void ActNpc099(NPCHAR *npc);
+
+void ActNpc111(NPCHAR *npc);
+void ActNpc112(NPCHAR *npc);
void ActNpc116(NPCHAR *npc);
--- a/src/NpcAct020.cpp
+++ b/src/NpcAct020.cpp
@@ -413,6 +413,131 @@
npc->rect = rcLeft[npc->ani_no];
}
+//Bat (Grasstown, flying)
+void ActNpc026(NPCHAR *npc)
+{
+ unsigned char deg;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ deg = Random(0, 0xFF);
+ npc->xm = GetCos(deg);
+ npc->tgt_x = npc->x + 8 * GetCos(deg + 0x40);
+ deg = Random(0, 0xFF);
+ npc->ym = GetSin(deg);
+ npc->tgt_y = npc->y + 8 * GetSin(deg + 0x40);
+ npc->act_no = 1;
+ npc->count1 = 120;
+ // Fallthrough
+ case 1:
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (npc->tgt_x < npc->x)
+ npc->xm -= 0x10;
+ if (npc->tgt_x > npc->x)
+ npc->xm += 0x10;
+
+ if (npc->tgt_y < npc->y)
+ npc->ym -= 0x10;
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x10;
+
+ if (npc->xm > 0x200)
+ npc->xm = 0x200;
+ if (npc->xm < -0x200)
+ npc->xm = -0x200;
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ if (npc->count1 < 120)
+ {
+ ++npc->count1;
+ }
+ else
+ {
+ if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y && gMC.y < npc->y + 0xC000)
+ {
+ npc->xm /= 2;
+ npc->ym = 0;
+ npc->act_no = 3;
+ npc->bits &= ~8;
+ }
+ }
+
+ break;
+
+ case 3:
+ npc->ym += 0x40;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ if (npc->flag & 8)
+ {
+ npc->ym = 0;
+ npc->xm *= 2;
+ npc->count1 = 0;
+ npc->act_no = 1;
+ npc->bits |= 8;
+ }
+
+ break;
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ RECT rect_left[4];
+ RECT rect_right[4];
+
+ rect_left[0] = {32, 80, 48, 96};
+ rect_left[1] = {48, 80, 64, 96};
+ rect_left[2] = {64, 80, 80, 96};
+ rect_left[3] = {80, 80, 96, 96};
+
+ rect_right[0] = {32, 96, 48, 112};
+ rect_right[1] = {48, 96, 64, 112};
+ rect_right[2] = {64, 96, 80, 112};
+ rect_right[3] = {80, 96, 96, 112};
+
+ if (npc->act_no == 3)
+ {
+ npc->ani_no = 3;
+ }
+ else
+ {
+ 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->rect = rect_left[npc->ani_no];
+ else
+ npc->rect = rect_right[npc->ani_no];
+}
+
+//Death trap
+void ActNpc027(NPCHAR *npc)
+{
+ RECT rcLeft[1];
+
+ rcLeft[0] = {96, 64, 128, 88};
+
+ npc->rect = rcLeft[npc->ani_no];
+}
+
//Flying Critter (Grasstown)
void ActNpc028(NPCHAR *npc)
{
@@ -685,6 +810,137 @@
}
npc->rect = rc[npc->ani_no];
+}
+
+//Bat (Grasstown, hanging)
+void ActNpc031(NPCHAR *npc)
+{
+ RECT rcLeft[5];
+ RECT rcRight[5];
+
+ rcLeft[0] = {0, 80, 16, 96};
+ rcLeft[1] = {16, 80, 32, 96};
+ rcLeft[2] = {32, 80, 48, 96};
+ rcLeft[3] = {48, 80, 64, 96};
+ rcLeft[4] = {64, 80, 80, 96};
+
+ rcRight[0] = {0, 96, 16, 112};
+ rcRight[1] = {16, 96, 32, 112};
+ rcRight[2] = {32, 96, 48, 112};
+ rcRight[3] = {48, 96, 64, 112};
+ rcRight[4] = {64, 96, 80, 112};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y - 0x1000 && gMC.y < npc->y + 0xC000)
+ {
+ npc->ani_no = 0;
+ npc->act_no = 3;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 3:
+ npc->ani_no = 0;
+
+ if (npc->shock || gMC.x < npc->x - 0x2800 || gMC.x > npc->x + 0x2800)
+ {
+ npc->ani_no = 1;
+ npc->ani_wait = 0;
+ npc->act_no = 4;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 4:
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ if ((++npc->act_wait >= 20 || npc->flag & 8) && (npc->flag & 8 || npc->y > gMC.y - 0x2000))
+ {
+ npc->ani_wait = 0;
+ npc->ani_no = 2;
+ npc->act_no = 5;
+ npc->tgt_y = npc->y;
+
+ if (npc->flag & 8)
+ npc->ym = -0x200;
+ }
+
+ break;
+
+ case 5:
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 4)
+ npc->ani_no = 2;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (gMC.x < npc->x)
+ npc->xm -= 0x10;
+ if (gMC.x > npc->x)
+ npc->xm += 0x10;
+
+ if (npc->tgt_y < npc->y)
+ npc->ym -= 0x10;
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x10;
+
+ if (npc->xm > 0x200)
+ npc->xm = 0x200;
+ if (npc->xm < -0x200)
+ npc->xm = -0x200;
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ if (npc->flag & 8)
+ npc->ym = -0x200;
+ if (npc->flag & 2)
+ npc->ym = 0x200;
+
+ break;
+ }
+
+ 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];
}
//Life capsule
--- a/src/NpcAct080.cpp
+++ b/src/NpcAct080.cpp
@@ -11,6 +11,7 @@
#include "Caret.h"
#include "Flash.h"
#include "Frame.h"
+#include "CommonDefines.h"
//Gravekeeper
void ActNpc080(NPCHAR *npc)
@@ -1302,4 +1303,575 @@
}
npc->rect = rcLeft[npc->ani_no];
+}
+
+//Chaco
+void ActNpc093(NPCHAR *npc)
+{
+ RECT rcLeft[7];
+ RECT rcRight[7];
+
+ rcLeft[0] = {128, 0, 144, 16};
+ rcLeft[1] = {144, 0, 160, 16};
+ rcLeft[2] = {160, 0, 176, 16};
+ rcLeft[3] = {128, 0, 144, 16};
+ rcLeft[4] = {176, 0, 192, 16};
+ rcLeft[5] = {128, 0, 144, 16};
+ rcLeft[6] = {32, 32, 48, 48};
+
+ rcRight[0] = {128, 16, 144, 32};
+ rcRight[1] = {144, 16, 160, 32};
+ rcRight[2] = {160, 16, 176, 32};
+ rcRight[3] = {128, 16, 144, 32};
+ rcRight[4] = {176, 16, 192, 32};
+ rcRight[5] = {128, 16, 144, 32};
+ rcRight[6] = {32, 32, 48, 48};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ if (gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000 && gMC.y > npc->y - 0x4000 && gMC.y < npc->y + 0x2000)
+ {
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 3:
+ npc->act_no = 4;
+ npc->ani_no = 2;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 4:
+ if (++npc->ani_wait > 4)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 5)
+ npc->ani_no = 2;
+
+ if (npc->direct == 0)
+ npc->x -= 0x200;
+ else
+ npc->x += 0x200;
+
+ break;
+
+ case 10:
+ npc->ani_no = 6;
+
+ if (++npc->act_wait > 200)
+ {
+ npc->act_wait = 0;
+ SetCaret(npc->x, npc->y, 5, 0);
+ }
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Kulala
+void ActNpc094(NPCHAR *npc)
+{
+ RECT rect[5];
+
+ rect[0] = {272, 0, 320, 24};
+ rect[1] = {272, 24, 320, 48};
+ rect[2] = {272, 48, 320, 72};
+ rect[3] = {272, 72, 320, 96};
+ rect[4] = {272, 96, 320, 120};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->ani_no = 4;
+
+ if (npc->shock)
+ {
+ npc->ani_no = 0;
+ npc->act_no = 10;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 10:
+ npc->bits |= 0x20;
+ npc->bits &= ~4;
+
+ if (++npc->act_wait > 40)
+ {
+ npc->act_wait = 0;
+ npc->ani_wait = 0;
+ npc->act_no = 11;
+ }
+
+ break;
+
+ case 11:
+ if (++npc->ani_wait > 5)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ {
+ npc->act_no = 12;
+ npc->ani_no = 3;
+ }
+
+ break;
+
+ case 12:
+ npc->ym = -0x155;
+
+ if (++npc->act_wait > 20)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 10;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 20:
+ npc->xm /= 2;
+ npc->ym += 0x20;
+
+ if (npc->shock == 0)
+ {
+ npc->act_wait = 30;
+ npc->act_no = 10;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ if (npc->shock)
+ {
+ if (++npc->count2 > 12)
+ {
+ npc->act_no = 20;
+ npc->ani_no = 4;
+ npc->bits &= ~0x20;
+ npc->bits |= 4;
+ }
+ }
+ else
+ {
+ npc->count2 = 0;
+ }
+
+ if (npc->act_no >= 10)
+ {
+ if (npc->flag & 1)
+ {
+ npc->count1 = 50;
+ npc->direct = 2;
+ }
+
+ if (npc->flag & 4)
+ {
+ npc->count1 = 50;
+ npc->direct = 0;
+ }
+
+ if (npc->count1)
+ {
+ --npc->count1;
+
+ if (npc->direct == 0)
+ npc->xm -= 0x80;
+ else
+ npc->xm += 0x80;
+ }
+ else
+ {
+ npc->count1 = 50;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ npc->ym += 0x10;
+
+ if (npc->flag & 8)
+ npc->ym = -0x400;
+ }
+
+ if (npc->xm > 0x100)
+ npc->xm = 0x100;
+ if (npc->xm < -0x100)
+ npc->xm = -0x100;
+
+ if (npc->ym > 0x300)
+ npc->ym = 0x300;
+ if (npc->ym < -0x300)
+ npc->ym = -0x300;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Jelly
+void ActNpc095(NPCHAR *npc)
+{
+ RECT rcLeft[4];
+ RECT rcRight[4];
+
+ rcLeft[0] = {208, 64, 224, 80};
+ rcLeft[1] = {224, 64, 240, 80};
+ rcLeft[2] = {240, 64, 256, 80};
+ rcLeft[3] = {256, 64, 272, 80};
+
+ rcRight[0] = {208, 80, 224, 96};
+ rcRight[1] = {224, 80, 240, 96};
+ rcRight[2] = {240, 80, 256, 96};
+ rcRight[3] = {256, 80, 272, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->act_wait = Random(0, 50);
+ npc->tgt_y = npc->y;
+ npc->tgt_x = npc->x;
+
+ if (npc->direct == 0)
+ npc->xm = 0x200;
+ else
+ npc->xm = -0x200;
+ // Fallthrough
+ case 1:
+ if (--npc->act_wait > 0)
+ break;
+
+ npc->act_no = 10;
+ // Fallthrough
+ case 10:
+ if (++npc->act_wait > 10)
+ {
+ npc->act_wait = 0;
+ npc->ani_wait = 0;
+ npc->act_no = 11;
+ }
+
+ break;
+
+ case 11:
+ if (++npc->ani_wait > 5)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no == 2)
+ {
+ if (npc->direct == 0)
+ npc->xm -= 0x100;
+ else
+ npc->xm += 0x100;
+
+ npc->ym -= 0x200;
+ }
+
+ if (npc->ani_no > 2)
+ {
+ npc->act_no = 12;
+ npc->ani_no = 3;
+ }
+
+ break;
+
+ case 12:
+ ++npc->act_wait;
+
+ if (npc->y > npc->tgt_y && npc->act_wait > 10)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 10;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ if (npc->x > npc->tgt_x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (npc->flag & 1)
+ {
+ npc->count1 = 50;
+ npc->direct = 2;
+ }
+
+ if (npc->flag & 4)
+ {
+ npc->count1 = 50;
+ npc->direct = 0;
+ }
+
+ npc->ym += 0x20;
+
+ if (npc->flag & 8)
+ npc->ym = -0x400;
+
+ if (npc->xm > 0x100)
+ npc->xm = 0x100;
+ if (npc->xm < -0x100)
+ npc->xm = -0x100;
+
+ 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 (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Fan (left)
+void ActNpc096(NPCHAR *npc)
+{
+ RECT rc[3];
+
+ rc[0] = {272, 120, 288, 136};
+ rc[1] = {288, 120, 304, 136};
+ rc[2] = {304, 120, 320, 136};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ if ( npc->direct == 2 )
+ npc->act_no = 2;
+ else
+ npc->ani_no = 1;
+
+ // Fallthrough
+ case 1:
+ npc->ani_no = 0;
+ break;
+
+ case 2:
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (gMC.x > npc->x - (WINDOW_WIDTH * 0x200) && gMC.x < npc->x + (WINDOW_WIDTH * 0x200) && gMC.y > npc->y - (WINDOW_HEIGHT * 0x200) && gMC.y < npc->y + (WINDOW_HEIGHT * 0x200))
+ {
+ if (Random(0, 5) == 1)
+ SetNpChar(199, npc->x, npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
+ }
+
+ if (gMC.y < npc->y + 0x1000 && gMC.y > npc->y - 0x1000 && gMC.x < npc->x && gMC.x > npc->x - 0xC000)
+ {
+ gMC.xm -= 0x88;
+ gMC.cond |= 0x20;
+ }
+
+ break;
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Fan (up)
+void ActNpc097(NPCHAR *npc)
+{
+ RECT rc[3];
+
+ rc[0] = {272, 136, 288, 152};
+ rc[1] = {288, 136, 304, 152};
+ rc[2] = {304, 136, 320, 152};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ if (npc->direct == 2)
+ npc->act_no = 2;
+ else
+ npc->ani_no = 1;
+
+ // Fallthrough
+ case 1:
+ npc->ani_no = 0;
+ break;
+
+ case 2:
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (gMC.x > npc->x - (WINDOW_WIDTH * 0x200) && gMC.x < npc->x + (WINDOW_WIDTH * 0x200) && gMC.y > npc->y - (WINDOW_HEIGHT * 0x200) && gMC.y < npc->y + (WINDOW_HEIGHT * 0x200))
+ {
+ if (Random(0, 5) == 1)
+ SetNpChar(199, npc->x + (Random(-8, 8) * 0x200), npc->y, 0, 0, 1, 0, 0x100);
+ }
+
+ if (gMC.x < npc->x + 0x1000 && gMC.x > npc->x - 0x1000 && gMC.y < npc->y && gMC.y > npc->y - 0xC000)
+ gMC.ym -= 0x88;
+
+ break;
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Fan (right)
+void ActNpc098(NPCHAR *npc)
+{
+ RECT rc[3];
+
+ rc[0] = {272, 152, 288, 168};
+ rc[1] = {288, 152, 304, 168};
+ rc[2] = {304, 152, 320, 168};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ if (npc->direct == 2)
+ npc->act_no = 2;
+ else
+ npc->ani_no = 1;
+
+ // Fallthrough
+ case 1:
+ npc->ani_no = 0;
+ break;
+
+ case 2:
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (gMC.x > npc->x - (WINDOW_WIDTH * 0x200) && gMC.x < npc->x + (WINDOW_WIDTH * 0x200) && gMC.y > npc->y - (WINDOW_HEIGHT * 0x200) && gMC.y < npc->y + (WINDOW_HEIGHT * 0x200))
+ {
+ if (Random(0, 5) == 1)
+ SetNpChar(199, npc->x, npc->y + (Random(-8, 8) * 0x200), 0, 0, 2, 0, 0x100);
+ }
+
+ if (gMC.y < npc->y + 0x1000 && gMC.y > npc->y - 0x1000 && gMC.x < npc->x + 0xC000 && gMC.x > npc->x)
+ {
+ gMC.xm += 0x88;
+ gMC.cond |= 0x20;
+ }
+
+ break;
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Fan (down)
+void ActNpc099(NPCHAR *npc)
+{
+ RECT rc[3];
+
+ rc[0] = {272, 168, 288, 184};
+ rc[1] = {288, 168, 304, 184};
+ rc[2] = {304, 168, 320, 184};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ if (npc->direct == 2)
+ npc->act_no = 2;
+ else
+ npc->ani_no = 1;
+
+ // Fallthrough
+ case 1:
+ npc->ani_no = 0;
+ break;
+
+ case 2:
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (gMC.x > npc->x - (WINDOW_WIDTH * 0x200) && gMC.x < npc->x + (WINDOW_WIDTH * 0x200) && gMC.y > npc->y - (WINDOW_HEIGHT * 0x200) && gMC.y < npc->y + (WINDOW_HEIGHT * 0x200))
+ {
+ if (Random(0, 5) == 1)
+ SetNpChar(199, npc->x + (Random(-8, 8) * 0x200), npc->y, 0, 0, 3, 0, 0x100);
+ }
+
+ if (gMC.x < npc->x + 0x1000 && gMC.x > npc->x - 0x1000 && gMC.y < npc->y + 0xC000 && gMC.y > npc->y)
+ gMC.ym += 0x88;
+
+ break;
+ }
+
+ npc->rect = rc[npc->ani_no];
}
--- a/src/NpcAct100.cpp
+++ b/src/NpcAct100.cpp
@@ -9,6 +9,168 @@
#include "Back.h"
#include "Triangle.h"
+//Quote (teleport out)
+void ActNpc111(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {0, 0, 16, 16};
+ rcLeft[1] = {16, 0, 32, 16};
+
+ rcRight[0] = {0, 16, 16, 32};
+ rcRight[1] = {16, 16, 32, 32};
+
+ switch ( npc->act_no )
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->y -= 0x2000;
+ break;
+
+ case 1:
+ if (++npc->act_wait > 20)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 2;
+ npc->ani_no = 1;
+ npc->ym = -0x2FF;
+ }
+
+ break;
+
+ case 2:
+ if (npc->ym > 0)
+ npc->hit.bottom = 0x2000;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 3:
+ if (++npc->act_wait > 40)
+ {
+ npc->act_no = 4;
+ npc->act_wait = 64;
+ PlaySoundObject(29, 1);
+ }
+
+ break;
+
+ case 4:
+ --npc->act_wait;
+ npc->ani_no = 0;
+
+ if (npc->act_wait == 0)
+ npc->cond = 0;
+
+ break;
+ }
+
+ npc->ym += 0x40;
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+
+ if (gMC.equip & 0x40)
+ {
+ npc->rect.top += 32;
+ npc->rect.bottom += 32;
+ }
+
+ if (npc->act_no == 4)
+ {
+ npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
+
+ if (npc->act_wait / 2 % 2)
+ ++npc->rect.left;
+ }
+}
+
+//Quote (teleport in)
+void ActNpc112(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {0, 0, 16, 16};
+ rcLeft[1] = {16, 0, 32, 16};
+
+ rcRight[0] = {0, 16, 16, 32};
+ rcRight[1] = {16, 16, 32, 32};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->x += 0x2000;
+ npc->y += 0x1000;
+ PlaySoundObject(29, 1);
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait == 64)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 20)
+ {
+ npc->act_no = 3;
+ npc->ani_no = 1;
+ npc->hit.bottom = 0x1000;
+ }
+
+ break;
+
+ case 3:
+ if (npc->flag & 8)
+ {
+ npc->act_no = 4;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ npc->ym += 0x40;
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+
+ if (gMC.equip & 0x40)
+ {
+ npc->rect.top += 32;
+ npc->rect.bottom += 32;
+ }
+
+ if (npc->act_no == 1)
+ {
+ npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
+
+ if ( npc->act_wait / 2 % 2 )
+ ++npc->rect.left;
+ }
+}
+
//Red petals
void ActNpc116(NPCHAR *npc)
{
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -82,12 +82,12 @@
ActNpc023,
ActNpc024,
ActNpc025,
- nullptr,
- nullptr,
+ ActNpc026,
+ ActNpc027,
ActNpc028,
ActNpc029,
ActNpc030,
- nullptr,
+ ActNpc031,
ActNpc032,
nullptr,
ActNpc034,
@@ -149,6 +149,13 @@
ActNpc090,
ActNpc091,
ActNpc092,
+ ActNpc093,
+ ActNpc094,
+ ActNpc095,
+ ActNpc096,
+ ActNpc097,
+ ActNpc098,
+ ActNpc099,
nullptr,
nullptr,
nullptr,
@@ -160,15 +167,8 @@
nullptr,
nullptr,
nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc111,
+ ActNpc112,
nullptr,
nullptr,
nullptr,
--- a/src/TextScr.cpp
+++ b/src/TextScr.cpp
@@ -899,7 +899,7 @@
else
gTS.p_read += 13;
}
- else if (IS_COMMAND('E','C','J'))
+ else if (IS_COMMAND('N','C','J'))
{
x = GetTextScriptNo(gTS.p_read + 4);
z = GetTextScriptNo(gTS.p_read + 9);