ref: bb78f44a2fb634b186a1e32d39263722a740672b
parent: 916e835b1f457b061442390e71ab78c7a2677fe7
author: Clownacy <[email protected]>
date: Wed Feb 6 04:44:29 EST 2019
Added Labyrinth NPCs
--- a/Makefile
+++ b/Makefile
@@ -77,6 +77,7 @@
NpcAct100 \
NpcAct120 \
NpcAct140 \
+ NpcAct160 \
NpcAct180 \
NpcAct200 \
NpcAct260 \
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -159,6 +159,15 @@
void ActNpc154(NPCHAR *npc);
void ActNpc155(NPCHAR *npc);
void ActNpc156(NPCHAR *npc);
+void ActNpc157(NPCHAR *npc);
+
+void ActNpc160(NPCHAR *npc);
+void ActNpc161(NPCHAR *npc);
+void ActNpc162(NPCHAR *npc);
+void ActNpc163(NPCHAR *npc);
+void ActNpc164(NPCHAR *npc);
+void ActNpc165(NPCHAR *npc);
+void ActNpc166(NPCHAR *npc);
void ActNpc192(NPCHAR *npc);
void ActNpc193(NPCHAR *npc);
--- a/src/NpcAct140.cpp
+++ b/src/NpcAct140.cpp
@@ -1694,3 +1694,127 @@
npc->cond = 0;
}
}
+
+//Moving block (vertical)
+void ActNpc157(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->x += 0x1000;
+ npc->y += 0x1000;
+
+ if (npc->direct == 0)
+ npc->act_no = 10;
+ else
+ npc->act_no = 20;
+
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->bits |= 0x40;
+ break;
+
+ case 10:
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+
+ if (gMC.y < npc->y + 0x3200 && gMC.y > npc->y - 0x32000 && gMC.x < npc->x + 0x3200 && gMC.x > npc->x - 0x3200)
+ {
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 11:
+ if (++npc->act_wait % 10 == 6)
+ PlaySoundObject(107, 1);
+
+ if (npc->flag & 2)
+ {
+ npc->ym = 0;
+ npc->direct = 2;
+ npc->act_no = 20;
+ SetQuake(10);
+ PlaySoundObject(26, 1);
+
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y - 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ }
+ else
+ {
+ if (gMC.flag & 2)
+ {
+ npc->bits |= 0x80;
+ npc->damage = 100;
+ }
+ else
+ {
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+ }
+
+ npc->ym -= 0x20;
+ }
+
+ break;
+
+ case 20:
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+
+ if (gMC.y > npc->y - 0x3200 && gMC.y < npc->y + 0x32000 && gMC.x < npc->x + 0x3200 && gMC.x > npc->x - 0x3200)
+ {
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 21:
+ if (++npc->act_wait % 10 == 6)
+ PlaySoundObject(107, 1);
+
+ if (npc->flag & 8)
+ {
+ npc->ym = 0;
+ npc->direct = 0;
+ npc->act_no = 10;
+ SetQuake(10);
+ PlaySoundObject(26, 1);
+
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ }
+ else
+ {
+ if (gMC.flag & 8)
+ {
+ npc->bits |= 0x80;
+ npc->damage = 100;
+ }
+ else
+ {
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+ }
+
+ npc->ym += 0x20;
+ }
+
+ break;
+ }
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ npc->y += npc->ym;
+
+ RECT rect[1];
+
+ rect[0] = {16, 0, 48, 32};
+
+ npc->rect = rect[0];
+}
--- /dev/null
+++ b/src/NpcAct160.cpp
@@ -1,0 +1,468 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+#include "Frame.h"
+
+//Puu Black
+void ActNpc160(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->bits &= ~1;
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (gMC.x > npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+
+ npc->ym = 0xA00;
+
+ if (npc->y < 0x10000)
+ {
+ ++npc->count1;
+ }
+ else
+ {
+ npc->bits &= ~8;
+ npc->act_no = 2;
+ }
+
+ break;
+
+ case 2:
+ npc->ym = 0xA00;
+
+ if (npc->flag & 8)
+ {
+ DeleteNpCharCode(161, 1);
+
+ 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 = 3;
+ npc->act_wait = 0;
+ SetQuake(30);
+ PlaySoundObject(26, 1);
+ PlaySoundObject(72, 1);
+ }
+
+ if (gMC.y > npc->y && gMC.flag & 8)
+ npc->damage = 20;
+ else
+ npc->damage = 0;
+
+ break;
+
+ case 3:
+ npc->damage = 20;
+ npc->damage = 0; // Smart code
+
+ if (++npc->act_wait > 24)
+ {
+ npc->act_no = 4;
+ npc->count1 = 0;
+ npc->count2 = 0;
+ }
+
+ break;
+
+ case 4:
+ gSuperXpos = npc->x;
+ gSuperYpos = npc->y;
+
+ if (npc->shock % 2 == 1)
+ {
+ SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, 0, 0x100);
+
+ if (++npc->count1 > 30)
+ {
+ npc->count1 = 0;
+ npc->act_no = 5;
+ npc->ym = -0xC00;
+ npc->bits |= 8;
+ }
+ }
+
+ break;
+
+ case 5:
+ gSuperXpos = npc->x;
+ gSuperYpos = npc->y;
+
+ if (++npc->count1 > 60)
+ {
+ npc->count1 = 0;
+ npc->act_no = 6;
+ }
+
+ break;
+
+ case 6:
+ gSuperXpos = gMC.x;
+ gSuperYpos = 0x320000;
+
+ if (++npc->count1 > 110)
+ {
+ npc->count1 = 10;
+ npc->x = gMC.x;
+ npc->y = 0;
+ npc->ym = 0x5FF;
+ npc->act_no = 1;
+ }
+
+ break;
+ }
+
+ npc->y += npc->ym;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ case 1:
+ npc->ani_no = 3;
+ break;
+ case 2:
+ npc->ani_no = 3;
+ break;
+ case 3:
+ npc->ani_no = 2;
+ break;
+ case 4:
+ npc->ani_no = 0;
+ break;
+ case 5:
+ npc->ani_no = 3;
+ break;
+ case 6:
+ npc->ani_no = 3;
+ break;
+ }
+
+ RECT rect_left[4];
+ RECT rect_right[4];
+
+ rect_left[0] = {0, 0, 40, 24};
+ rect_left[1] = {40, 0, 80, 24};
+ rect_left[2] = {80, 0, 120, 24};
+ rect_left[3] = {120, 0, 160, 24};
+
+ rect_right[0] = {0, 24, 40, 48};
+ rect_right[1] = {40, 24, 80, 48};
+ rect_right[2] = {80, 24, 120, 48};
+ rect_right[3] = {120, 24, 160, 48};
+
+ if (npc->direct == 0)
+ npc->rect = rect_left[npc->ani_no];
+ else
+ npc->rect = rect_right[npc->ani_no];
+}
+
+//Puu Black projectile
+void ActNpc161(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ npc->exp = 0;
+
+ if (gSuperXpos > npc->x)
+ npc->xm += 0x40;
+ else
+ npc->xm -= 0x40;
+
+ if (gSuperYpos > npc->y)
+ npc->ym += 0x40;
+ else
+ npc->ym -= 0x40;
+
+ if (npc->xm < -4605)
+ npc->xm = -4605;
+ if (npc->xm > 4605)
+ npc->xm = 4605;
+
+ if (npc->ym < -4605)
+ npc->ym = -4605;
+ if (npc->ym > 4605)
+ npc->ym = 4605;
+
+ if (npc->life < 100)
+ {
+ npc->bits &= ~0x20;
+ npc->bits &= ~4;
+ npc->damage = 0;
+ npc->ani_no = 2;
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->ani_no < 2)
+ {
+ if (Random(0, 10) == 2)
+ npc->ani_no = 0;
+ else
+ npc->ani_no = 1;
+ }
+
+ rect[0] = {0, 48, 16, 64};
+ rect[1] = {16, 48, 32, 64};
+ rect[2] = {32, 48, 48, 64};
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Puu Black (dead)
+void ActNpc162(NPCHAR *npc)
+{
+ RECT rect_left = {40, 0, 80, 24};
+ RECT rect_right = {40, 24, 80, 48};
+ RECT rect_end = {0, 0, 0, 0};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ DeleteNpCharCode(161, 1);
+ PlaySoundObject(72, 1);
+
+ for (int i = 0; i < 10; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, 0, 0x100);
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (npc->direct == 0)
+ npc->rect = rect_left;
+ else
+ npc->rect = rect_right;
+
+ npc->count1 = 0;
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (++npc->count1 % 4 == 0)
+ SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), 0, 0, 0, 0, 0x100);
+
+ if (npc->count1 > 160)
+ {
+ npc->count1 = 0;
+ npc->act_no = 2;
+ npc->tgt_y = npc->y;
+ }
+
+ break;
+
+ case 2:
+ SetQuake(2);
+
+ if (++npc->count1 > 240)
+ {
+ npc->rect = rect_end;
+
+ npc->count1 = 0;
+ npc->act_no = 3;
+ }
+ else
+ {
+ if (npc->direct == 0)
+ npc->rect = rect_left;
+ else
+ npc->rect = rect_right;
+
+ npc->rect.top += npc->count1 / 8;
+ npc->y = npc->tgt_y + ((npc->count1 / 8) * 0x200);
+ npc->rect.left -= (npc->count1 / 2) % 2;
+ }
+
+ if (npc->count1 % 3 == 2)
+ SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y - 0x1800, Random(-0x200, 0x200), 0x100, 0, 0, 0x100);
+
+ if (npc->count1 % 4 == 2)
+ PlaySoundObject(21, 1);
+
+ break;
+
+ case 3:
+ if (++npc->count1 >= 60)
+ {
+ DeleteNpCharCode(161, 1);
+ npc->cond = 0;
+ }
+
+ break;
+
+ }
+
+ gSuperXpos = npc->x;
+ gSuperYpos = -0x7D000;
+}
+
+//Dr Gero
+void ActNpc163(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {192, 0, 208, 16};
+ rcLeft[1] = {208, 0, 224, 16};
+
+ rcRight[0] = {192, 16, 208, 32};
+ rcRight[1] = {208, 16, 224, 32};
+
+ 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;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Nurse Hasumi
+void ActNpc164(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {224, 0, 240, 16};
+ rcLeft[1] = {240, 0, 256, 16};
+
+ rcRight[0] = {224, 16, 240, 32};
+ rcRight[1] = {240, 16, 256, 32};
+
+ 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;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Curly (collapsed)
+void ActNpc165(NPCHAR *npc)
+{
+ RECT rcRight[2];
+ RECT rcLeft[1];
+
+ rcRight[0] = {192, 96, 208, 112};
+ rcRight[1] = {208, 96, 224, 112};
+
+ rcLeft[0] = {144, 96, 160, 112};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y += 0x1400;
+ // Fallthrough
+ case 1:
+ if (npc->direct == 2 && gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000 && gMC.y > npc->y - 0x2000 && gMC.y < npc->y + 0x2000)
+ npc->ani_no = 1;
+ else
+ npc->ani_no = 0;
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[0];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Chaba
+void ActNpc166(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+
+ rcLeft[0] = {144, 104, 184, 128};
+ rcLeft[1] = {184, 104, 224, 128};
+
+ 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;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8 )
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ npc->rect = rcLeft[npc->ani_no];
+}
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -213,16 +213,16 @@
ActNpc154,
ActNpc155,
ActNpc156,
+ ActNpc157,
nullptr,
nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc160,
+ ActNpc161,
+ ActNpc162,
+ ActNpc163,
+ ActNpc164,
+ ActNpc165,
+ ActNpc166,
nullptr,
nullptr,
nullptr,