shithub: cstory

Download patch

ref: c29543001d23ddaf12e2656575386ca25c585189
parent: be548944e7e3c5459330847268957cd5edea0d46
author: Clownacy <[email protected]>
date: Mon Feb 4 13:58:30 EST 2019

Added more NPCs and Balfrog

--- a/Makefile
+++ b/Makefile
@@ -42,6 +42,7 @@
 	ArmsItem \
 	Back \
 	Boss \
+	BossFrog \
 	BossLife \
 	BossOhm \
 	BulHit \
@@ -76,6 +77,7 @@
 	NpcAct100 \
 	NpcAct120 \
 	NpcAct140 \
+	NpcAct180 \
 	NpcAct200 \
 	NpcAct260 \
 	NpcAct280 \
--- a/src/Boss.cpp
+++ b/src/Boss.cpp
@@ -4,6 +4,7 @@
 #include "WindowsWrapper.h"
 
 #include "Boss.h"
+#include "BossFrog.h"
 #include "BossOhm.h"
 #include "NpChar.h"
 #include "MyChar.h"
@@ -184,16 +185,16 @@
 
 BOSSFUNCTION gpBossFuncTbl[10] =
 {
-	&ActBossChar_0,
-	&ActBossChar_Omega,
-	nullptr, //&ActBossChar_Frog,
-	nullptr, //&ActBossChar_MonstX,
-	nullptr, //&ActBossChar_Core,
-	nullptr, //&ActBossChar_Ironhead,
-	nullptr, //&ActBossChar_Twin,
-	nullptr, //&ActBossChar_Undead,
-	nullptr, //&ActBossChar_Press,
-	nullptr, //&ActBossChar_Ballos
+	ActBossChar_0,
+	ActBossChar_Omega,
+	ActBossChar_Frog,
+	nullptr, //ActBossChar_MonstX,
+	nullptr, //ActBossChar_Core,
+	nullptr, //ActBossChar_Ironhead,
+	nullptr, //ActBossChar_Twin,
+	nullptr, //ActBossChar_Undead,
+	nullptr, //ActBossChar_Press,
+	nullptr, //ActBossChar_Ballos
 };
 
 void ActBossChar()
--- /dev/null
+++ b/src/BossFrog.cpp
@@ -1,0 +1,525 @@
+#include "BossFrog.h"
+
+#include "Boss.h"
+#include "Frame.h"
+#include "Game.h"
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Sound.h"
+#include "Triangle.h"
+#include "WindowsWrapper.h"
+
+static void ActBossChar02_01(void)
+{
+	int minus;
+
+	if (gBoss[0].direct == 0)
+		minus = 1;
+	else
+		minus = -1;
+
+	switch (gBoss[0].ani_no)
+	{
+		case 0:
+			gBoss[1].hit_voice = 52;
+			gBoss[1].hit.front = 0x2000;
+			gBoss[1].hit.top = 0x2000;
+			gBoss[1].hit.back = 0x2000;
+			gBoss[1].hit.bottom = 0x2000;
+			gBoss[1].size = 3;
+			gBoss[1].bits = 4;
+			break;
+
+		case 1:
+			gBoss[1].x = gBoss[0].x + -0x3000 * minus;
+			gBoss[1].y = gBoss[0].y - 0x3000;
+			break;
+
+		case 2:
+			gBoss[1].x = gBoss[0].x + -0x3000 * minus;
+			gBoss[1].y = gBoss[0].y - 0x2800;
+			break;
+
+		case 3:
+		case 4:
+			gBoss[1].x = gBoss[0].x + -0x3000 * minus;
+			gBoss[1].y = gBoss[0].y - 0x2000;
+			break;
+
+		case 5:
+			gBoss[1].x = gBoss[0].x + -0x3000 * minus;
+			gBoss[1].y = gBoss[0].y - 0x5600;
+			break;
+	}
+}
+
+static void ActBossChar02_02(void)
+{
+	if (gBoss[0].ani_no)
+	{
+		if (gBoss[0].ani_no > 0 && gBoss[0].ani_no <= 5)
+		{
+			gBoss[2].x = gBoss[0].x;
+			gBoss[2].y = gBoss[0].y;
+		}
+	}
+	else
+	{
+		gBoss[2].hit_voice = 52;
+		gBoss[2].hit.front = 0x3000;
+		gBoss[2].hit.top = 0x2000;
+		gBoss[2].hit.back = 0x3000;
+		gBoss[2].hit.bottom = 0x2000;
+		gBoss[2].size = 3;
+		gBoss[2].bits = 4;
+	}
+}
+
+void ActBossChar_Frog(void)
+{
+	RECT rcLeft[9];
+	RECT rcRight[9];
+
+	rcLeft[0] = {0, 0, 0, 0};
+	rcLeft[1] = {0, 48, 80, 112};
+	rcLeft[2] = {0, 112, 80, 176};
+	rcLeft[3] = {0, 176, 80, 240};
+	rcLeft[4] = {160, 48, 240, 112};
+	rcLeft[5] = {160, 112, 240, 200};
+	rcLeft[6] = {200, 0, 240, 24};
+	rcLeft[7] = {80, 0, 120, 24};
+	rcLeft[8] = {120, 0, 160, 24};
+
+	rcRight[0] = {0, 0, 0, 0};
+	rcRight[1] = {80, 48, 160, 112};
+	rcRight[2] = {80, 112, 160, 176};
+	rcRight[3] = {80, 176, 160, 240};
+	rcRight[4] = {240, 48, 320, 112};
+	rcRight[5] = {240, 112, 320, 200};
+	rcRight[6] = {200, 24, 240, 48};
+	rcRight[7] = {80, 24, 120, 48};
+	rcRight[8] = {120, 24, 160, 48};
+
+	switch (gBoss[0].act_no)
+	{
+		case 0:
+			gBoss->x = 0xC000;
+			gBoss->y = 0x19000;
+			gBoss->direct = 2;
+			gBoss->view.front = 0x6000;
+			gBoss->view.top = 0x6000;
+			gBoss->view.back = 0x4000;
+			gBoss->view.bottom = 0x2000;
+			gBoss->hit_voice = 52;
+			gBoss->hit.front = 0x3000;
+			gBoss->hit.top = 0x2000;
+			gBoss->hit.back = 0x3000;
+			gBoss->hit.bottom = 0x2000;
+			gBoss->size = 3;
+			gBoss->exp = 1;
+			gBoss->code_event = 1000;
+			gBoss->bits |= 0x8200;
+			gBoss->life = 300;
+			break;
+
+		case 10:
+			gBoss->act_no = 11;
+			gBoss->ani_no = 3;
+			gBoss->cond = 0x80;
+			gBoss->rect = rcRight[0];
+			gBoss[1].cond = -112;
+			gBoss[1].code_event = 1000;
+			gBoss[2].cond = 0x80;
+			gBoss[1].damage = 5;
+			gBoss[2].damage = 5;
+
+			for (int i = 0; i < 8; ++i)
+				SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+			break;
+
+		case 20:
+			gBoss->act_no = 21;
+			gBoss->act_wait = 0;
+			// Fallthrough
+		case 21:
+			if (++gBoss->act_wait / 2 % 2)
+				gBoss->ani_no = 3;
+			else
+				gBoss->ani_no = 0;
+
+			break;
+
+		case 100:
+			gBoss->act_no = 101;
+			gBoss->act_wait = 0;
+			gBoss->ani_no = 1;
+			gBoss->xm = 0;
+			// Fallthrough
+		case 101:
+			if (++gBoss->act_wait > 50)
+			{
+				gBoss->act_no = 102;
+				gBoss->ani_wait = 0;
+				gBoss->ani_no = 2;
+			}
+
+			break;
+
+		case 102:
+			if (++gBoss->ani_wait > 10)
+			{
+				gBoss->act_no = 103;
+				gBoss->ani_wait = 0;
+				gBoss->ani_no = 1;
+			}
+
+			break;
+
+		case 103:
+			if (++gBoss->ani_wait > 4)
+			{
+				gBoss->act_no = 104;
+				gBoss->ani_no = 5;
+				gBoss->ym = -0x400;
+				PlaySoundObject(25, 1);
+
+				if (gBoss->direct == 0)
+					gBoss->xm = -0x200u;
+				else
+					gBoss->xm = 0x200;
+
+				gBoss->view.top = 0x8000;
+				gBoss->view.bottom = 0x3000;
+			}
+
+			break;
+
+		case 104:
+			if (gBoss->direct == 0 && gBoss->flag & 1)
+			{
+				gBoss->direct = 2;
+				gBoss->xm = 0x200;
+			}
+
+			if (gBoss->direct == 2 && gBoss->flag & 4)
+			{
+				gBoss->direct = 0;
+				gBoss->xm = -0x200;
+			}
+
+			if (gBoss->flag & 8)
+			{
+				PlaySoundObject(26, 1);
+				SetQuake(30);
+				gBoss->act_no = 100;
+				gBoss->ani_no = 1;
+				gBoss->view.top = 0x6000;
+				gBoss->view.bottom = 0x2000;
+
+				if (gBoss->direct == 0 && gBoss->x < gMC.x)
+				{
+					gBoss->direct = 2;
+					gBoss->act_no = 110;
+				}
+
+				if (gBoss->direct == 2 && gBoss->x > gMC.x)
+				{
+					gBoss->direct = 0;
+					gBoss->act_no = 110;
+				}
+
+				SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
+
+				for (int i = 0; i < 4; ++i)
+					SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+			}
+
+			break;
+
+		case 110:
+			gBoss->ani_no = 1;
+			gBoss->act_wait = 0;
+			gBoss->act_no = 111;
+			// Fallthrough
+		case 111:
+			++gBoss->act_wait;
+			gBoss->xm = 8 * gBoss->xm / 9;
+
+			if (gBoss->act_wait > 50)
+			{
+				gBoss->ani_no = 2;
+				gBoss->ani_wait = 0;
+				gBoss->act_no = 112;
+			}
+
+			break;
+
+		case 112:
+			if (++gBoss->ani_wait > 4)
+			{
+				gBoss->act_no = 113;
+				gBoss->act_wait = 0;
+				gBoss->ani_no = 3;
+				gBoss->count1 = 16;
+				gBoss[1].bits |= 0x20;
+				gBoss->tgt_x = gBoss->life;
+			}
+
+			break;
+
+		case 113:
+			if (gBoss->shock)
+			{
+				if (gBoss->count2++ / 2 % 2)
+					gBoss->ani_no = 4;
+				else
+					gBoss->ani_no = 3;
+			}
+			else
+			{
+				gBoss->count2 = 0;
+				gBoss->ani_no = 3;
+			}
+
+			gBoss->xm = 10 * gBoss->xm / 11;
+
+			if (++gBoss->act_wait > 16)
+			{
+				gBoss->act_wait = 0;
+				--gBoss->count1;
+
+				unsigned char deg;
+
+				if (gBoss->direct == 0)
+					deg = GetArktan(gBoss->x - 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y);
+				else
+					deg = GetArktan(gBoss->x + 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y);
+
+				deg += Random(-16, 16);
+
+				int ym = GetSin(deg);
+				int xm = GetCos(deg);
+
+				if (gBoss->direct == 0)
+					SetNpChar(108, gBoss->x - 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100);
+				else
+					SetNpChar(108, gBoss->x + 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100);
+
+				PlaySoundObject(39, 1);
+
+				if (gBoss->count1 == 0 || gBoss->life < gBoss->tgt_x - 90)
+				{
+					gBoss->act_no = 114;
+					gBoss->act_wait = 0;
+					gBoss->ani_no = 2;
+					gBoss->ani_wait = 0;
+					gBoss[1].bits &= ~0x20;
+				}
+			}
+
+			break;
+
+		case 114:
+			if (++gBoss->ani_wait > 10)
+			{
+				if (++gBoss[1].count1 > 2)
+				{
+					gBoss[1].count1 = 0;
+					gBoss->act_no = 120;
+				}
+				else
+				{
+					gBoss->act_no = 100;
+				}
+
+				gBoss->ani_wait = 0;
+				gBoss->ani_no = 1;
+			}
+
+			break;
+
+		case 120:
+			gBoss->act_no = 121;
+			gBoss->act_wait = 0;
+			gBoss->ani_no = 1;
+			gBoss->xm = 0;
+			// Fallthrough
+		case 121:
+			if (++gBoss->act_wait > 50)
+			{
+				gBoss->act_no = 122;
+				gBoss->ani_wait = 0;
+				gBoss->ani_no = 2;
+			}
+
+			break;
+
+		case 122:
+			if (++gBoss->ani_wait > 20)
+			{
+				gBoss->act_no = 123;
+				gBoss->ani_wait = 0;
+				gBoss->ani_no = 1;
+			}
+
+			break;
+
+		case 123:
+			if (++gBoss->ani_wait > 4)
+			{
+				gBoss->act_no = 124;
+				gBoss->ani_no = 5;
+				gBoss->ym = -0xA00;
+				gBoss->view.top = 0x8000;
+				gBoss->view.bottom = 0x3000;
+				PlaySoundObject(25, 1);
+			}
+
+			break;
+
+		case 124:
+			if (gBoss->flag & 8)
+			{
+				PlaySoundObject(26, 1);
+				SetQuake(60);
+				gBoss->act_no = 100;
+				gBoss->ani_no = 1;
+				gBoss->view.top = 0x6000;
+				gBoss->view.bottom = 0x2000;
+
+				for (int i = 0; i < 2; ++i)
+					SetNpChar(104, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
+
+				for (int i = 0; i < 6; ++i)
+					SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
+
+				for (int i = 0; i < 8; ++i)
+					SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+				if (gBoss->direct == 0 && gMC.x > gBoss->x)
+				{
+					gBoss->direct = 2;
+					gBoss->act_no = 110;
+				}
+
+				if ( gBoss->direct == 2 && gMC.x < gBoss->x)
+				{
+					gBoss->direct = 0;
+					gBoss->act_no = 110;
+				}
+			}
+
+			break;
+
+		case 130:
+			gBoss->act_no = 131;
+			gBoss->ani_no = 3;
+			gBoss->act_wait = 0;
+			gBoss->xm = 0;
+			PlaySoundObject(72, 1);
+
+			for (int i = 0; i < 8; ++i)
+				SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+			gBoss[1].cond = 0;
+			gBoss[2].cond = 0;
+			// Fallthrough
+		case 131:
+			if (++gBoss->act_wait % 5 == 0)
+				SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+			if (gBoss->act_wait / 2 % 2)
+				gBoss->x -= 0x200;
+			else
+				gBoss->x += 0x200;
+
+			if (gBoss->act_wait > 100)
+			{
+				gBoss->act_wait = 0;
+				gBoss->act_no = 132;
+			}
+
+			break;
+
+		case 132:
+			if (++gBoss->act_wait / 2 % 2)
+			{
+				gBoss->view.front = 0x2800;
+				gBoss->view.top = 0x1800;
+				gBoss->view.back = 0x2800;
+				gBoss->view.bottom = 0x1800;
+				gBoss->ani_no = 6;
+			}
+			else
+			{
+				gBoss->view.front = 0x6000;
+				gBoss->view.top = 0x6000;
+				gBoss->view.back = 0x4000;
+				gBoss->view.bottom = 0x2000;
+				gBoss->ani_no = 3;
+			}
+
+			if (gBoss->act_wait % 9 == 0)
+				SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+			if (gBoss->act_wait > 150)
+			{
+				gBoss->act_no = 140;
+				gBoss->hit.bottom = 0x1800;
+			}
+
+			break;
+
+		case 140:
+			gBoss->act_no = 141;
+			// Fallthrough
+		case 141:
+			if (gBoss->flag & 8)
+			{
+				gBoss->act_no = 142;
+				gBoss->act_wait = 0;
+				gBoss->ani_no = 7;
+			}
+
+			break;
+
+		case 142:
+			if (++gBoss->act_wait > 30)
+			{
+				gBoss->ani_no = 8;
+				gBoss->ym = -0xA00;
+				gBoss->bits |= 8;
+				gBoss->act_no = 143;
+			}
+
+			break;
+
+		case 143:
+			gBoss->ym = -0xA00;
+
+			if (gBoss->y < 0)
+			{
+				gBoss->cond = 0;
+				PlaySoundObject(26, 1);
+				SetQuake(30);
+			}
+
+			break;
+	}
+
+	gBoss->ym += 0x40;
+	if (gBoss->ym > 0x5FF)
+		gBoss->ym = 0x5FF;
+
+	gBoss->x += gBoss->xm;
+	gBoss->y += gBoss->ym;
+
+	if (gBoss->direct == 0)
+		gBoss->rect = rcLeft[gBoss->ani_no];
+	else
+		gBoss->rect = rcRight[gBoss->ani_no];
+
+	ActBossChar02_01();
+	ActBossChar02_02();
+}
--- /dev/null
+++ b/src/BossFrog.h
@@ -1,0 +1,3 @@
+#pragma once
+
+void ActBossChar_Frog(void);
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -35,10 +35,10 @@
 void ActNpc030(NPCHAR *npc);
 void ActNpc031(NPCHAR *npc);
 void ActNpc032(NPCHAR *npc);
-
+void ActNpc033(NPCHAR *npc);
 void ActNpc034(NPCHAR *npc);
 void ActNpc035(NPCHAR *npc);
-
+void ActNpc036(NPCHAR *npc);
 void ActNpc037(NPCHAR *npc);
 void ActNpc038(NPCHAR *npc);
 void ActNpc039(NPCHAR *npc);
@@ -94,17 +94,21 @@
 void ActNpc098(NPCHAR *npc);
 void ActNpc099(NPCHAR *npc);
 void ActNpc100(NPCHAR *npc);
-
+void ActNpc101(NPCHAR *npc);
+void ActNpc102(NPCHAR *npc);
 void ActNpc103(NPCHAR *npc);
 void ActNpc104(NPCHAR *npc);
 void ActNpc105(NPCHAR *npc);
 void ActNpc106(NPCHAR *npc);
+void ActNpc107(NPCHAR *npc);
 
+void ActNpc109(NPCHAR *npc);
+
 void ActNpc111(NPCHAR *npc);
 void ActNpc112(NPCHAR *npc);
 
 void ActNpc114(NPCHAR *npc);
-
+void ActNpc115(NPCHAR *npc);
 void ActNpc116(NPCHAR *npc);
 
 void ActNpc119(NPCHAR *npc);
@@ -119,6 +123,8 @@
 
 void ActNpc150(NPCHAR *npc);
 void ActNpc151(NPCHAR *npc);
+
+void ActNpc199(NPCHAR *npc);
 
 void ActNpc211(NPCHAR *npc);
 
--- a/src/NpcAct020.cpp
+++ b/src/NpcAct020.cpp
@@ -963,6 +963,46 @@
 	npc->rect = rect[npc->ani_no];
 }
 
+//Balrog bouncing projectile
+void ActNpc033(NPCHAR *npc)
+{
+	if (npc->flag & 5)
+	{
+		SetCaret(npc->x, npc->y, 2, 0);
+		npc->cond = 0;
+	}
+	else if (npc->flag & 8)
+	{
+		npc->ym = -0x400;
+	}
+
+	npc->ym += 0x2A;
+
+	npc->y += npc->ym;
+	npc->x += npc->xm;
+
+	RECT rect_left[2];
+
+	rect_left[0] = {240, 64, 256, 80};
+	rect_left[1] = {240, 80, 256, 96};
+
+	if (++npc->ani_wait > 2)
+	{
+		npc->ani_wait = 0;
+
+		if (++npc->ani_no > 1)
+			npc->ani_no = 0;
+	}
+
+	npc->rect = rect_left[npc->ani_no];
+
+	if (++npc->act_wait > 250)
+	{
+		SetCaret(npc->x, npc->y, 2, 0);
+		npc->cond = 0;
+	}
+}
+
 //Bed
 void ActNpc034(NPCHAR *npc)
 {
@@ -1051,6 +1091,185 @@
 		npc->rect = rcLeft[npc->ani_no];
 	else
 		npc->rect = rcRight[npc->ani_no];
+}
+
+//Balrog (hover)
+void ActNpc036(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			if (++npc->act_wait > 12)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->count1 = 3;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 16)
+			{
+				--npc->count1;
+				npc->act_wait = 0;
+
+				const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y) + Random(-16, 16);
+				const int ym = GetSin(deg);
+				const int xm = GetCos(deg);
+
+				SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
+				PlaySoundObject(39, 1);
+
+				if (npc->count1 == 0)
+				{
+					npc->act_no = 3;
+					npc->act_wait = 0;
+				}
+			}
+
+			break;
+
+		case 3:
+			if (++npc->act_wait > 3)
+			{
+				npc->act_no = 4;
+				npc->act_wait = 0;
+				npc->xm = (gMC.x - npc->x) / 100;
+				npc->ym = -0x600;
+				npc->ani_no = 3;
+			}
+
+			break;
+
+		case 4:
+			if (npc->ym > -0x200)
+			{
+				if (npc->life > 60)
+				{
+					npc->act_no = 5;
+					npc->ani_no = 4;
+					npc->ani_wait = 0;
+					npc->act_wait = 0;
+					npc->tgt_y = npc->y;
+				}
+				else
+				{
+					npc->act_no = 6;
+				}
+			}
+
+			break;
+
+		case 5:
+			if (++npc->ani_wait > 1)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 5)
+			{
+				npc->ani_no = 4;
+				PlaySoundObject(47, 1);
+			}
+
+			if (++npc->act_wait > 100)
+			{
+				npc->act_no = 6;
+				npc->ani_no = 3;
+			}
+
+			if (npc->y < npc->tgt_y)
+				npc->ym += 0x40;
+			else
+				npc->ym -= 0x40;
+
+			if (npc->ym < -0x200)
+				npc->ym = -0x200;
+			if (npc->ym > 0x200)
+				npc->ym = 0x200;
+
+			break;
+
+		case 6:
+			if (gMC.y > npc->y + 0x2000)
+				npc->damage = 10;
+			else
+				npc->damage = 0;
+
+			if (npc->flag & 8)
+			{
+				npc->act_no = 7;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+				PlaySoundObject(26, 1);
+				PlaySoundObject(25, 1);
+				SetQuake(30);
+				npc->damage = 0;
+
+				for (int i = 0; i < 8; ++i)
+					SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+				for (int i = 0; i < 8; ++i)
+					SetNpChar(33, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x400, 0x400), Random(-0x400, 0), 0, 0, 0x100);
+			}
+
+			break;
+
+		case 7:
+			npc->xm = 0;
+
+			if (++npc->act_wait > 3)
+			{
+				npc->act_no = 1;
+				npc->act_wait = 0;
+			}
+
+			break;
+	}
+
+	if (npc->act_no != 5)
+	{
+		npc->ym += 0x33;
+
+		if (gMC.x > npc->x)
+			npc->direct = 2;
+		else
+			npc->direct = 0;
+	}
+
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	RECT rect_left[6];
+	RECT rect_right[6];
+
+	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_left[4] = {160, 48, 200, 72};
+	rect_left[5] = {200, 48, 240, 72};
+
+	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};
+	rect_right[4] = {160, 72, 200, 96};
+	rect_right[5] = {200, 72, 240, 96};
+
+	if (npc->direct == 0)
+		npc->rect = rect_left[npc->ani_no];
+	else
+		npc->rect = rect_right[npc->ani_no];
 }
 
 //Signpost
--- a/src/NpcAct100.cpp
+++ b/src/NpcAct100.cpp
@@ -8,8 +8,9 @@
 #include "Sound.h"
 #include "Back.h"
 #include "Triangle.h"
+#include "Frame.h"
 
-// Grate
+//Grate
 void ActNpc100(NPCHAR *npc)
 {
 	RECT rc[2];
@@ -29,6 +30,55 @@
 		npc->rect = rc[1];
 }
 
+//Malco computer screen
+void ActNpc101(NPCHAR *npc)
+{
+	RECT rect[3];
+
+	rect[0] = {240, 136, 256, 152};
+	rect[1] = {240, 136, 256, 152};
+	rect[2] = {256, 136, 272, 152};
+
+	if (++npc->ani_wait > 3)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 2)
+		npc->ani_no = 0;
+
+	npc->rect = rect[npc->ani_no];
+}
+
+//Malco computer wave
+void ActNpc102(NPCHAR *npc)
+{
+	RECT rect[4];
+
+	rect[0] = {208, 120, 224, 136};
+	rect[1] = {224, 120, 240, 136};
+	rect[2] = {240, 120, 256, 136};
+	rect[3] = {256, 120, 272, 136};
+
+	if (npc->act_no == 0)
+	{
+		npc->act_no = 1;
+		npc->y += 0x1000;
+	}
+
+	if (++npc->ani_wait > 0)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 3)
+		npc->ani_no = 0;
+
+	npc->rect = rect[npc->ani_no];
+}
+
 //Mannan projectile
 void ActNpc103(NPCHAR *npc)
 {
@@ -265,6 +315,240 @@
 	}
 }
 
+//Malco
+void ActNpc107(NPCHAR *npc)
+{
+	switch ( npc->act_no )
+	{
+		case 0:
+			npc->act_no = 1;
+
+			if (npc->direct == 2)
+				npc->ani_no = 5;
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->act_wait = 0;
+			npc->ani_wait = 0;
+
+			for (int i = 0; i < 4; ++i)
+				SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+			// Fallthrough
+		case 11:
+			if (++npc->ani_wait > 1)
+			{
+				PlaySoundObject(43, 1);
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			if (++npc->act_wait > 100)
+				npc->act_no = 12;
+
+			break;
+
+		case 12:
+			npc->act_no = 13;
+			npc->act_wait = 0;
+			npc->ani_no = 1;
+			// Fallthrough
+		case 13:
+			if (++npc->act_wait > 50)
+				npc->act_no = 14;
+
+			break;
+
+		case 14:
+			npc->act_no = 15;
+			npc->act_wait = 0;
+			// Fallthrough
+		case 15:
+			if (npc->act_wait / 2 % 2)
+			{
+				npc->x += 0x200;
+				PlaySoundObject(11, 1);
+			}
+			else
+			{
+				npc->x -= 0x200;
+			}
+
+			if (++npc->act_wait > 50)
+				npc->act_no = 16;
+
+			break;
+
+		case 16:
+			npc->act_no = 17;
+			npc->act_wait = 0;
+			npc->ani_no = 2;
+			PlaySoundObject(12, 1);
+
+			for (int i = 0; i < 8; ++i)
+				SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+			// Fallthrough
+		case 17:
+			if (++npc->act_wait > 150)
+				npc->act_no = 18;
+
+			break;
+
+		case 18:
+			npc->act_no = 19;
+			npc->act_wait = 0;
+			npc->ani_no = 3;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 19:
+			if (++npc->ani_wait > 3)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 4)
+			{
+				PlaySoundObject(11, 1);
+				npc->ani_no = 3;
+			}
+
+			if (++npc->act_wait > 100)
+			{
+				npc->act_no = 20;
+				PlaySoundObject(12, 1);
+
+				for (int i = 0; i < 4; ++i)
+					SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+			}
+
+			break;
+
+		case 20:
+			npc->ani_no = 4;
+			break;
+
+		case 21:
+			npc->act_no = 22;
+			npc->ani_no = 5;
+			PlaySoundObject(51, 1);
+			break;
+
+		case 100:
+			npc->act_no = 101;
+			npc->ani_no = 6;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 101:
+			if (++npc->ani_wait > 4)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 9)
+				npc->ani_no = 6;
+
+			break;
+
+		case 110:
+			SetDestroyNpChar(npc->x, npc->y, 0x2000, 16);
+			npc->cond = 0;
+			break;
+	}
+
+	RECT rcPoweron[10];
+
+	rcPoweron[0] = {144, 0, 160, 24};
+	rcPoweron[1] = {160, 0, 176, 24};
+	rcPoweron[2] = {176, 0, 192, 24};
+	rcPoweron[3] = {192, 0, 208, 24};
+	rcPoweron[4] = {208, 0, 224, 24};
+	rcPoweron[5] = {224, 0, 240, 24};
+	rcPoweron[6] = {176, 0, 192, 24};
+	rcPoweron[7] = {192, 0, 208, 24};
+	rcPoweron[8] = {208, 0, 224, 24};
+	rcPoweron[9] = {192, 0, 208, 24};
+
+	npc->rect = rcPoweron[npc->ani_no];
+}
+
+//Malco (broken)
+void ActNpc109(NPCHAR *npc)
+{
+	RECT rcLeft[2];
+	RECT rcRight[2];
+
+	rcLeft[0] = {240, 0, 256, 24};
+	rcLeft[1] = {256, 0, 272, 24};
+
+	rcRight[0] = {240, 24, 256, 48};
+	rcRight[1] = {256, 24, 272, 48};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			if (--npc->act_wait)
+				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 10:
+			npc->act_no = 0;
+			PlaySoundObject(12, 1);
+
+			for (int i = 0; i < 8; ++i)
+				SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+			break;
+	}
+
+	npc->ym += 0x40;
+	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];
+}
+
 //Quote (teleport out)
 void ActNpc111(NPCHAR *npc)
 {
@@ -497,6 +781,162 @@
 	npc->y += npc->ym;
 
 	npc->rect = rcLeft[npc->ani_no];
+}
+
+//Ravil
+void ActNpc115(NPCHAR *npc)
+{
+	RECT rcLeft[6];
+	RECT rcRight[6];
+
+	rcLeft[0] = {0, 120, 24, 144};
+	rcLeft[1] = {24, 120, 48, 144};
+	rcLeft[2] = {48, 120, 72, 144};
+	rcLeft[3] = {72, 120, 96, 144};
+	rcLeft[4] = {96, 120, 120, 144};
+	rcLeft[5] = {120, 120, 144, 144};
+
+	rcRight[0] = {0, 144, 24, 168};
+	rcRight[1] = {24, 144, 48, 168};
+	rcRight[2] = {48, 144, 72, 168};
+	rcRight[3] = {72, 144, 96, 168};
+	rcRight[4] = {96, 144, 120, 168};
+	rcRight[5] = {120, 144, 144, 168};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->xm = 0;
+			npc->act_no = 1;
+			npc->act_wait = 0;
+			npc->count1 = 0;
+			// Fallthrough
+		case 1:
+			if (gMC.x < npc->x + 0xC000 && gMC.x > npc->x - 0xC000 && gMC.y < npc->y + 0x4000 && gMC.y > npc->y - 0xC000)
+				npc->act_no = 10;
+
+			if (npc->shock)
+				npc->act_no = 10;
+
+			break;
+
+		case 10:
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			npc->ani_no = 1;
+
+			if (++npc->act_wait > 20)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 20;
+			}
+
+			break;
+
+		case 20:
+			npc->damage = 0;
+			npc->xm = 0;
+
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 2)
+			{
+				if (gMC.x < npc->x)
+					npc->direct = 0;
+				else
+					npc->direct = 2;
+
+				if (npc->direct == 0)
+					npc->xm = -0x200u;
+				else
+					npc->xm = 0x200;
+
+				if (++npc->count1 > 2)
+				{
+					npc->count1 = 0;
+					npc->ani_no = 4;
+					npc->act_no = 21;
+					npc->ym = -0x400u;
+					npc->xm *= 2;
+					npc->damage = 5;
+					PlaySoundObject(102, 1);
+				}
+				else
+				{
+					npc->act_no = 21;
+					npc->ym = -0x400u;
+					PlaySoundObject(30, 1);
+				}
+			}
+
+			break;
+
+		case 21:
+			if (npc->flag & 8)
+			{
+				PlaySoundObject(23, 1);
+				npc->act_no = 20;
+				npc->ani_no = 1;
+				npc->ani_wait = 0;
+				npc->damage = 0;
+
+				if (gMC.x > npc->x + 0x12000 || gMC.x < npc->x - 0x12000 || gMC.y > npc->y + 0x6000 || gMC.y < npc->y - 0x12000)
+					npc->act_no = 0;
+			}
+
+			break;
+
+		case 30:
+			for (int i = 0; i < 8; ++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->ani_no = 0;
+			npc->act_no = 0;
+
+			break;
+
+		case 50:
+			npc->act_no = 51;
+			npc->ani_no = 4;
+			npc->damage = 0;
+			npc->ym = -0x200;
+			npc->bits &= ~0x21;
+			PlaySoundObject(51, 1);
+			// Fallthrough
+		case 51:
+			if (npc->flag & 8)
+			{
+				PlaySoundObject(23, 1);
+				npc->act_no = 52;
+				npc->ani_no = 5;
+				npc->xm = 0;
+			}
+
+			break;
+	}
+
+	if (npc->act_no > 50)
+		npc->ym += 0x20;
+	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];
 }
 
 //Red petals
--- /dev/null
+++ b/src/NpcAct180.cpp
@@ -1,0 +1,61 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Water/wind particles
+void ActNpc199(NPCHAR *npc)
+{
+	RECT rect[5];
+
+	rect[0] = {72, 16, 74, 18};
+	rect[1] = {74, 16, 76, 18};
+	rect[2] = {76, 16, 78, 18};
+	rect[3] = {78, 16, 80, 18};
+	rect[4] = {80, 16, 82, 18};
+
+	if (npc->act_no == 0)
+	{
+		npc->act_no = 1;
+		npc->ani_no = Random(0, 2);
+
+		switch (npc->direct)
+		{
+			case 0:
+				npc->xm = -1;
+				break;
+			case 1:
+				npc->ym = -1;
+				break;
+			case 2:
+				npc->xm = 1;
+				break;
+			case 3:
+				npc->ym = 1;
+				break;
+		}
+
+		npc->xm *= (Random(4, 8) * 0x200) / 2;
+		npc->ym *= (Random(4, 8) * 0x200) / 2;
+	}
+
+	if (++npc->ani_wait > 6)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 4)
+		npc->cond = 0;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	npc->rect = rect[npc->ani_no];
+}
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -89,10 +89,10 @@
 	ActNpc030,
 	ActNpc031,
 	ActNpc032,
-	nullptr,
+	ActNpc033,
 	ActNpc034,
 	ActNpc035,
-	nullptr,
+	ActNpc036,
 	ActNpc037,
 	ActNpc038,
 	ActNpc039,
@@ -157,21 +157,21 @@
 	ActNpc098,
 	ActNpc099,
 	ActNpc100,
-	nullptr,
-	nullptr,
+	ActNpc101,
+	ActNpc102,
 	ActNpc103,
 	ActNpc104,
 	ActNpc105,
 	ActNpc106,
+	ActNpc107,
 	nullptr,
+	ActNpc109,
 	nullptr,
-	nullptr,
-	nullptr,
 	ActNpc111,
 	ActNpc112,
 	nullptr,
 	ActNpc114,
-	nullptr,
+	ActNpc115,
 	ActNpc116,
 	nullptr,
 	nullptr,
@@ -255,7 +255,7 @@
 	nullptr,
 	nullptr,
 	nullptr,
-	nullptr,
+	ActNpc199,
 	nullptr,
 	nullptr,
 	nullptr,