ref: ba13b8aeea9623c69118e4ce2b70616ddb79731c
parent: bea22e72e00abd73efce57c949e65f477eee214d
author: Clownacy <[email protected]>
date: Tue Jan 29 17:42:26 EST 2019
More NPCs
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -32,7 +32,7 @@
void ActNpc034(NPCHAR *npc);
void ActNpc037(NPCHAR *npc);
-
+void ActNpc038(NPCHAR *npc);
void ActNpc039(NPCHAR *npc);
void ActNpc042(NPCHAR *npc);
@@ -42,7 +42,8 @@
void ActNpc058(NPCHAR *npc);
void ActNpc059(NPCHAR *npc);
-
+void ActNpc060(NPCHAR *npc);
+void ActNpc061(NPCHAR *npc);
void ActNpc062(NPCHAR *npc);
void ActNpc064(NPCHAR *npc);
@@ -70,6 +71,8 @@
void ActNpc119(NPCHAR *npc);
void ActNpc125(NPCHAR *npc);
+
+void ActNpc145(NPCHAR *npc);
void ActNpc151(NPCHAR *npc);
--- a/src/NpcAct020.cpp
+++ b/src/NpcAct020.cpp
@@ -383,6 +383,42 @@
npc->rect = rect[npc->ani_no];
}
+//Fireplace
+void ActNpc038(NPCHAR *npc)
+{
+ RECT rect[4];
+
+ rect[0] = {128, 64, 144, 80};
+ rect[1] = {144, 64, 160, 80};
+ rect[2] = {160, 64, 176, 80};
+ rect[3] = {176, 64, 192, 80};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 0;
+
+ npc->rect = rect[npc->ani_no];
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
+ // Fallthrough
+ case 11:
+ npc->rect.left = 0;
+ npc->rect.right = 0;
+ break;
+ }
+}
+
//Save sign
void ActNpc039(NPCHAR *npc)
{
--- a/src/NpcAct060.cpp
+++ b/src/NpcAct060.cpp
@@ -11,6 +11,408 @@
#include "Map.h"
#include "CommonDefines.h"
+//Toroko
+void ActNpc060(NPCHAR *npc)
+{
+ RECT rcLeft[8];
+ RECT rcRight[8];
+
+ rcLeft[0] = {0, 64, 16, 80};
+ rcLeft[1] = {16, 64, 32, 80};
+ rcLeft[2] = {32, 64, 48, 80};
+ rcLeft[3] = {16, 64, 32, 80};
+ rcLeft[4] = {48, 64, 64, 80};
+ rcLeft[5] = {16, 64, 32, 80};
+ rcLeft[6] = {112, 64, 128, 80};
+ rcLeft[7] = {128, 64, 144, 80};
+
+ rcRight[0] = {0, 80, 16, 96};
+ rcRight[1] = {16, 80, 32, 96};
+ rcRight[2] = {32, 80, 48, 96};
+ rcRight[3] = {16, 80, 32, 96};
+ rcRight[4] = {48, 80, 64, 96};
+ rcRight[5] = {16, 80, 32, 96};
+ rcRight[6] = {112, 80, 128, 96};
+ rcRight[7] = {128, 80, 144, 96};
+
+ switch ( npc->act_no )
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->xm = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ if (npc->x - 0x2000 < gMC.x && npc->x + 0x2000 > gMC.x && npc->y - 0x2000 < gMC.y && npc->y + 0x2000 > gMC.y)
+ {
+ if (npc->x <= gMC.x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+ }
+
+ 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 = 1;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 4:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 4)
+ npc->ani_no = 1;
+
+ if (npc->flag & 1)
+ {
+ npc->direct = 2;
+ npc->xm = 0x200;
+ }
+
+ if (npc->flag & 4)
+ {
+ npc->direct = 0;
+ npc->xm = -0x200;
+ }
+
+ if (npc->direct)
+ npc->xm = 0x400;
+ else
+ npc->xm = -0x400;
+
+ break;
+
+ case 6:
+ npc->act_no = 7;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ npc->ani_wait = 0;
+ npc->ym = -0x400;
+ // Fallthrough
+ case 7:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 4)
+ npc->ani_no = 1;
+
+ if (npc->direct)
+ npc->xm = 0x100;
+ else
+ npc->xm = -0x100;
+
+ if (npc->act_wait++ && npc->flag & 8)
+ npc->act_no = 3;
+
+ break;
+
+ case 8:
+ npc->ani_no = 1;
+ npc->act_wait = 0;
+ npc->act_no = 9;
+ npc->ym = -0x200;
+ // Fallthrough
+ case 9:
+ if (npc->act_wait++ && npc->flag & 8)
+ npc->act_no = 0;
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 6;
+ npc->ym = -0x400;
+ PlaySoundObject(50, 1);
+
+ if (npc->direct)
+ npc->xm = 0x100;
+ else
+ npc->xm = -0x100;
+
+ break;
+
+ case 11:
+ if ( npc->act_wait++ && npc->flag & 8 )
+ {
+ npc->act_no = 12;
+ npc->ani_no = 7;
+ npc->bits |= 0x2000;
+ }
+
+ break;
+
+ case 12:
+ npc->xm = 0;
+ break;
+ }
+
+ npc->ym += 0x40;
+
+ if (npc->xm > 0x400)
+ npc->xm = 0x400;
+ if (npc->xm < -0x400)
+ npc->xm = -0x400;
+
+ 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];
+}
+
+//King
+void ActNpc061(NPCHAR *npc)
+{
+ RECT rcLeft[11];
+ RECT rcRight[11];
+
+ rcLeft[0] = {224, 32, 240, 48};
+ rcLeft[1] = {240, 32, 256, 48};
+ rcLeft[2] = {256, 32, 272, 48};
+ rcLeft[3] = {272, 32, 288, 48};
+ rcLeft[4] = {288, 32, 304, 48};
+ rcLeft[5] = {224, 32, 240, 48};
+ rcLeft[6] = {304, 32, 320, 48};
+ rcLeft[7] = {224, 32, 240, 48};
+ rcLeft[8] = {272, 32, 288, 48};
+ rcLeft[9] = {0, 0, 0, 0};
+ rcLeft[10] = {112, 32, 128, 48};
+
+ rcRight[0] = {224, 48, 240, 64};
+ rcRight[1] = {240, 48, 256, 64};
+ rcRight[2] = {256, 48, 272, 64};
+ rcRight[3] = {272, 48, 288, 64};
+ rcRight[4] = {288, 48, 304, 64};
+ rcRight[5] = {224, 48, 240, 64};
+ rcRight[6] = {304, 48, 320, 64};
+ rcRight[7] = {224, 48, 240, 64};
+ rcRight[8] = {272, 48, 288, 64};
+ rcRight[9] = {0, 0, 0, 0};
+ rcRight[10] = {112, 32, 128, 48};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->xm = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 5:
+ npc->ani_no = 3;
+ npc->xm = 0;
+ break;
+
+ case 6:
+ npc->act_no = 7;
+ npc->act_wait = 0;
+ npc->ani_wait = 0;
+ npc->ym = -0x400;
+ // Fallthrough
+ case 7:
+ npc->ani_no = 2;
+
+ if (npc->direct)
+ npc->xm = 0x200;
+ else
+ npc->xm = -0x200;
+
+ if (npc->act_wait++ && npc->flag & 8)
+ npc->act_no = 5;
+
+ break;
+ case 8:
+ npc->act_no = 9;
+ npc->ani_no = 4;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 9:
+ if (++npc->ani_wait > 4)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 7)
+ npc->ani_no = 4;
+
+ if (npc->direct)
+ npc->xm = 0x200;
+ else
+ npc->xm = -0x200;
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 4;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 11:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 7)
+ npc->ani_no = 4;
+
+ if (npc->direct)
+ npc->xm = 0x400;
+ else
+ npc->xm = -0x400;
+
+ break;
+
+ case 20:
+ SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100);
+ npc->ani_no = 0;
+ npc->act_no = 0;
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ npc->act_wait = 0;
+ npc->ani_wait = 0;
+ npc->ym = 0;
+ // Fallthrough
+ case 31:
+ npc->ani_no = 2;
+
+ if (npc->direct)
+ npc->xm = 0x600;
+ else
+ npc->xm = -0x600;
+
+ if (npc->flag & 1)
+ {
+ npc->direct = 2;
+ npc->act_no = 7;
+ npc->act_wait = 0;
+ npc->ani_wait = 0;
+ npc->ym = -0x400;
+ npc->xm = 0x200;
+ PlaySoundObject(71, 1);
+ SetDestroyNpChar(npc->x, npc->y, 0x800, 4);
+ }
+
+ break;
+
+ case 40:
+ npc->act_no = 42;
+ npc->act_wait = 0;
+ npc->ani_no = 8;
+ PlaySoundObject(29, 1);
+ // Fallthrough
+ case 42:
+ if (++npc->ani_no > 9)
+ npc->ani_no = 8;
+
+ if (++npc->act_wait > 100)
+ {
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+ npc->act_no = 50;
+ npc->surf = 20;
+ npc->ani_no = 10;
+ }
+
+ break;
+
+ case 60:
+ npc->ani_no = 6;
+ npc->act_no = 61;
+ npc->ym = -0x5FF;
+ npc->xm = 0x400;
+ npc->count2 = 1;
+ break;
+
+ case 61:
+ npc->ym += 0x40;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 0;
+ npc->count2 = 0;
+ npc->xm = 0;
+ }
+
+ break;
+ }
+
+ if (npc->act_no < 30 || npc->act_no >= 40)
+ {
+ npc->ym += 0x40;
+
+ if (npc->xm > 0x400)
+ npc->xm = 0x400;
+ if (npc->xm < -0x400)
+ npc->xm = -0x400;
+
+ 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];
+}
+
//Kazuma at computer
void ActNpc062(NPCHAR *npc)
{
--- a/src/NpcAct140.cpp
+++ b/src/NpcAct140.cpp
@@ -9,6 +9,46 @@
#include "Back.h"
#include "Triangle.h"
+//King's sword
+void ActNpc145(NPCHAR *npc)
+{
+ RECT rcLeft[1];
+ RECT rcRight[1];
+
+ rcLeft[0] = {96, 32, 112, 48};
+ rcRight[0] = {112, 32, 128, 48};
+
+ if (npc->act_no == 0)
+ {
+ if (npc->pNpc->count2 == 0)
+ {
+ if (npc->pNpc->direct == 0)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+ else
+ {
+ if (npc->pNpc->direct == 0)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+ }
+
+ if (npc->direct == 0)
+ npc->x = npc->pNpc->x - 0x1400;
+ else
+ npc->x = npc->pNpc->x + 0x1400;
+
+ npc->y = npc->pNpc->y;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
//Blue robot (standing)
void ActNpc151(NPCHAR *npc)
{
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -94,7 +94,7 @@
nullptr,
nullptr,
ActNpc037,
- nullptr,
+ ActNpc038,
ActNpc039,
nullptr,
nullptr,
@@ -116,8 +116,8 @@
nullptr,
ActNpc058,
ActNpc059,
- nullptr,
- nullptr,
+ ActNpc060,
+ ActNpc061,
ActNpc062,
nullptr,
ActNpc064,
@@ -201,7 +201,7 @@
nullptr,
nullptr,
nullptr,
- nullptr,
+ ActNpc145,
nullptr,
nullptr,
nullptr,