Made NpcAct140.cpp ASM-accurate
This commit is contained in:
parent
6984d0cb97
commit
819be3b600
1 changed files with 243 additions and 204 deletions
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@ -17,6 +17,8 @@
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//Toroko (frenzied)
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void ActNpc140(NPCHAR *npc)
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{
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int i;
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RECT rcLeft[14] = {
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{0, 0, 32, 32},
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{32, 0, 64, 32},
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@ -100,7 +102,7 @@ void ActNpc140(NPCHAR *npc)
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npc->xm = 0;
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// Fallthrough
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case 11:
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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@ -171,7 +173,7 @@ void ActNpc140(NPCHAR *npc)
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npc->ani_no = 7;
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}
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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@ -224,7 +226,7 @@ void ActNpc140(NPCHAR *npc)
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npc->ani_no = 5;
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}
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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@ -246,7 +248,7 @@ void ActNpc140(NPCHAR *npc)
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npc->bits &= ~0x20;
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npc->damage = 0;
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for (int i = 0; i < 8; ++i)
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for (i = 0; i < 8; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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break;
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@ -332,7 +334,7 @@ void ActNpc140(NPCHAR *npc)
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if (++npc->act_wait > 100)
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{
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for (int i = 0; i < 4; ++i)
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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npc->cond = 0;
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@ -363,6 +365,9 @@ void ActNpc140(NPCHAR *npc)
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// Toroko block projectile
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void ActNpc141(NPCHAR *npc)
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{
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int i;
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unsigned char deg;
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RECT rect[2] = {
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{288, 32, 304, 48},
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{304, 32, 320, 48},
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@ -393,7 +398,7 @@ void ActNpc141(NPCHAR *npc)
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npc->y = npc->pNpc->y;
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const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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npc->ym = 4 * GetSin(deg);
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npc->xm = 4 * GetCos(deg);
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@ -410,7 +415,7 @@ void ActNpc141(NPCHAR *npc)
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SetCaret(npc->x, npc->y, 2, 0);
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PlaySoundObject(12, 1);
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for (int i = 0; i < 4; ++i)
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, 0, 0x100);
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}
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else
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@ -427,7 +432,7 @@ void ActNpc141(NPCHAR *npc)
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if (++npc->act_wait > 4)
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{
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for (int i = 0; i < 4; ++i)
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, 0, 0x100);
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npc->code_char = 142;
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@ -661,29 +666,32 @@ void ActNpc145(NPCHAR *npc)
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RECT rcLeft[1] = {96, 32, 112, 48};
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RECT rcRight[1] = {112, 32, 128, 48};
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if (npc->act_no == 0)
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switch (npc->act_no)
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{
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if (npc->pNpc->count2 == 0)
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{
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if (npc->pNpc->direct == 0)
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npc->direct = 0;
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case 0:
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if (npc->pNpc->count2 == 0)
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{
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if (npc->pNpc->direct == 0)
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npc->direct = 0;
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else
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npc->direct = 2;
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}
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else
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npc->direct = 2;
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}
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else
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{
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if (npc->pNpc->direct == 0)
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npc->direct = 2;
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{
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if (npc->pNpc->direct == 0)
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npc->direct = 2;
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else
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npc->direct = 0;
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}
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if (npc->direct == 0)
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npc->x = npc->pNpc->x - 0x1400;
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else
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npc->direct = 0;
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}
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npc->x = npc->pNpc->x + 0x1400;
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if (npc->direct == 0)
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npc->x = npc->pNpc->x - 0x1400;
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else
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npc->x = npc->pNpc->x + 0x1400;
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npc->y = npc->pNpc->y;
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npc->y = npc->pNpc->y;
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break;
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}
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if (npc->direct == 0)
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@ -745,6 +753,10 @@ void ActNpc146(NPCHAR *npc)
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//Critter (purple)
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void ActNpc147(NPCHAR *npc)
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{
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unsigned char deg;
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int xm;
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int ym;
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RECT rcLeft[6] = {
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{0, 96, 16, 112},
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{16, 96, 32, 112},
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@ -770,9 +782,9 @@ void ActNpc147(NPCHAR *npc)
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npc->act_no = 1;
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// Fallthrough
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case 1:
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if (npc->act_wait >= 8 && gMC.x > npc->x - 0xC000 && gMC.x < npc->x + 0xC000 && gMC.y > npc->y - 0xC000 && gMC.y < npc->y + 0x4000)
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if (npc->act_wait >= 8 && npc->x - 0xC000 < gMC.x && npc->x + 0xC000 > gMC.x && npc->y - 0xC000 < gMC.y && npc->y + 0x4000 > gMC.y)
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{
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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@ -794,7 +806,7 @@ void ActNpc147(NPCHAR *npc)
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npc->act_wait = 0;
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}
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if (npc->act_wait >= 8 && gMC.x > npc->x - 0x6000 && gMC.x < npc->x + 0x6000 && gMC.y > npc->y - 0xC000 && gMC.y < npc->y + 0x4000)
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if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xC000 < gMC.y && npc->y + 0x4000 > gMC.y)
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{
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npc->act_no = 2;
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npc->ani_no = 0;
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@ -811,7 +823,7 @@ void ActNpc147(NPCHAR *npc)
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npc->ym = -0x5FF;
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PlaySoundObject(30, 1);
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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@ -832,7 +844,7 @@ void ActNpc147(NPCHAR *npc)
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break;
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case 4:
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if (gMC.x > npc->x)
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if (npc->x < gMC.x)
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npc->direct = 2;
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else
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npc->direct = 0;
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@ -855,9 +867,10 @@ void ActNpc147(NPCHAR *npc)
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if (npc->act_wait % 30 == 6)
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{
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const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
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const int ym = 3 * GetSin(deg);
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const int xm = 3 * GetCos(deg);
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deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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deg += (unsigned char)Random(-6, 6);
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ym = 3 * GetSin(deg);
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xm = 3 * GetCos(deg);
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SetNpChar(148, npc->x, npc->y, xm, ym, 0, 0, 0x100);
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PlaySoundObject(39, 1);
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}
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@ -888,9 +901,15 @@ void ActNpc147(NPCHAR *npc)
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break;
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}
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if (npc->act_no == 4)
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if (npc->act_no != 4)
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{
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if (npc->tgt_y < npc->y)
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npc->ym += 0x20;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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}
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else
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{
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if (npc->y > npc->tgt_y)
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npc->ym -= 0x10;
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else
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npc->ym += 0x10;
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@ -905,12 +924,6 @@ void ActNpc147(NPCHAR *npc)
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if (npc->xm < -0x200)
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npc->xm = -0x200;
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}
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else
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{
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npc->ym += 0x20;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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}
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npc->x += npc->xm;
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npc->y += npc->ym;
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@ -953,6 +966,8 @@ void ActNpc148(NPCHAR *npc)
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//Moving block (horizontal)
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void ActNpc149(NPCHAR *npc)
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{
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int i;
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switch (npc->act_no)
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{
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case 0:
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@ -994,7 +1009,7 @@ void ActNpc149(NPCHAR *npc)
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SetQuake(10);
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PlaySoundObject(26, 1);
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for (int i = 0; i < 4; ++i)
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x - 0x2000, npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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}
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else
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@ -1039,7 +1054,7 @@ void ActNpc149(NPCHAR *npc)
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SetQuake(10);
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PlaySoundObject(26, 1);
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for (int i = 0; i < 4; ++i)
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x + 0x2000, npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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}
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else
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@ -1075,6 +1090,8 @@ void ActNpc149(NPCHAR *npc)
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//Quote
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void ActNpc150(NPCHAR *npc)
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{
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int i;
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RECT rcLeft[9] = {
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{0, 0, 16, 16},
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{48, 0, 64, 16},
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@ -1112,27 +1129,34 @@ void ActNpc150(NPCHAR *npc)
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npc->direct -= 10;
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}
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break;
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case 2:
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npc->ani_no = 1;
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break;
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case 10:
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npc->act_no = 11;
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for (int i = 0; i < 4; i++)
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for (i = 0; i < 4; i++)
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SetNpChar(4, npc->x, npc->y, Random(-0x155, 0x155), Random(-0x600, 0), 0, 0, 0x100);
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PlaySoundObject(71, 1);
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// Fallthrough
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case 11:
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npc->ani_no = 2;
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break;
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case 20:
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npc->act_no = 21;
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npc->act_wait = 64;
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PlaySoundObject(29, 1);
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// Fallthrough
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case 21:
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if (!--npc->act_wait)
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if (--npc->act_wait == 0)
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npc->cond = 0;
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break;
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case 50:
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npc->act_no = 51;
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npc->ani_no = 3;
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@ -1144,14 +1168,17 @@ void ActNpc150(NPCHAR *npc)
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 6)
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npc->ani_no = 3;
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if ( npc->direct )
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npc->x += 0x200;
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else
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if (npc->direct == 0)
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npc->x -= 0x200;
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else
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npc->x += 0x200;
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break;
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case 60:
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npc->act_no = 61;
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npc->ani_no = 7;
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@ -1160,32 +1187,36 @@ void ActNpc150(NPCHAR *npc)
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// Fallthrough
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case 61:
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npc->tgt_y += 0x100;
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npc->x = npc->tgt_x + (Random(-1, 1) << 9);
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npc->y = npc->tgt_y + (Random(-1, 1) << 9);
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npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
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npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
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break;
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case 70:
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npc->act_no = 71;
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npc->act_wait = 0;
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npc->ani_no = 3;
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npc->ani_wait = 0;
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// Fallthrough
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case 0x47:
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if ( npc->direct )
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npc->x -= 0x100;
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else
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case 71:
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if (npc->direct == 0)
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npc->x += 0x100;
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else
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npc->x -= 0x100;
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if (++npc->ani_wait > 8)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 6)
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npc->ani_no = 3;
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break;
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case 80:
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npc->ani_no = 8;
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break;
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case 99:
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case 100:
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npc->act_no = 101;
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@ -1194,23 +1225,29 @@ void ActNpc150(NPCHAR *npc)
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// Fallthrough
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case 101:
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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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if (npc->flag & 8)
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{
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npc->ym = 0;
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npc->act_no = 102;
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}
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npc->y += npc->ym;
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break;
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case 102:
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if (++npc->ani_wait > 8)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 6)
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npc->ani_no = 3;
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break;
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}
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@ -1222,6 +1259,7 @@ void ActNpc150(NPCHAR *npc)
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if (npc->act_no == 21)
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{
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npc->rect.bottom = npc->act_wait / 4 + npc->rect.top;
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if (npc->act_wait / 2 % 2)
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++npc->rect.left;
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}
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@ -1285,12 +1323,14 @@ void ActNpc152(NPCHAR *npc)
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{
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RECT rc = {0, 0, 0, 0};
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if (npc->act_no == 0)
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switch (npc->act_no)
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{
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if (npc->direct == 2)
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npc->y += 0x2000;
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case 0:
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if (npc->direct == 2)
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npc->y += 0x2000;
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npc->act_no = 1;
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npc->act_no = 1;
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break;
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}
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npc->rect = rc;
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@ -1347,166 +1387,160 @@ static const RECT grcKitR[21] = {
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//Gaudi
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void ActNpc153(NPCHAR *npc)
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{
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if (npc->x <= gMC.x + (WINDOW_WIDTH * 0x200) && npc->x >= gMC.x - (WINDOW_WIDTH * 0x200) && npc->y <= gMC.y + (WINDOW_HEIGHT * 0x200) && npc->y >= gMC.y - (WINDOW_HEIGHT * 0x200))
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if (npc->x > gMC.x + (WINDOW_WIDTH * 0x200) || npc->x < gMC.x - (WINDOW_WIDTH * 0x200) || npc->y > gMC.y + (WINDOW_HEIGHT * 0x200) || npc->y < gMC.y - (WINDOW_HEIGHT * 0x200))
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return;
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switch (npc->act_no)
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{
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switch (npc->act_no)
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{
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case 0:
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case 0:
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npc->act_no = 1;
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npc->xm = 0;
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npc->ani_no = 0;
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npc->y += 0x600;
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// Fallthrough
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case 1:
|
||||
if (Random(0, 100) == 1)
|
||||
{
|
||||
npc->act_no = 2;
|
||||
npc->ani_no = 1;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
if (Random(0, 100) == 1)
|
||||
{
|
||||
if (npc->direct == 0)
|
||||
npc->direct = 2;
|
||||
else
|
||||
npc->direct = 0;
|
||||
}
|
||||
|
||||
if (Random(0, 100) == 1)
|
||||
npc->act_no = 10;
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if ( ++npc->act_wait > 20 )
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->xm = 0;
|
||||
npc->ani_no = 0;
|
||||
npc->y += 0x600;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (Random(0, 100) == 1)
|
||||
{
|
||||
npc->act_no = 2;
|
||||
npc->ani_no = 1;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (Random(0, 100) == 1)
|
||||
{
|
||||
if (npc->direct == 0)
|
||||
npc->direct = 2;
|
||||
else
|
||||
npc->direct = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
if (Random(0, 100) == 1)
|
||||
npc->act_no = 10;
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if ( ++npc->act_wait > 20 )
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 10:
|
||||
npc->act_no = 11;
|
||||
npc->act_wait = Random(25, 100);
|
||||
npc->ani_no = 2;
|
||||
case 10:
|
||||
npc->act_no = 11;
|
||||
npc->act_wait = Random(25, 100);
|
||||
npc->ani_no = 2;
|
||||
npc->ani_wait = 0;
|
||||
// Fallthrough
|
||||
case 11:
|
||||
if (++npc->ani_wait > 3)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
// Fallthrough
|
||||
case 11:
|
||||
if (++npc->ani_wait > 3)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 5)
|
||||
npc->ani_no = 2;
|
||||
if (npc->ani_no > 5)
|
||||
npc->ani_no = 2;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->xm = -0x200;
|
||||
else
|
||||
npc->xm = 0x200;
|
||||
|
||||
if (npc->act_wait)
|
||||
{
|
||||
--npc->act_wait;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 0;
|
||||
npc->xm = 0;
|
||||
}
|
||||
|
||||
if (npc->direct == 0 && npc->flag & 1)
|
||||
{
|
||||
npc->ani_no = 2;
|
||||
npc->ym = -0x5FF;
|
||||
npc->act_no = 20;
|
||||
|
||||
if ((gMC.cond & 2) == 0)
|
||||
PlaySoundObject(30, 1);
|
||||
}
|
||||
else if (npc->direct == 2 && npc->flag & 4)
|
||||
{
|
||||
npc->ani_no = 2;
|
||||
npc->ym = -0x5FF;
|
||||
npc->act_no = 20;
|
||||
|
||||
if ((gMC.cond & 2) == 0)
|
||||
PlaySoundObject(30, 1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 20:
|
||||
if (npc->direct == 0 && npc->flag & 1)
|
||||
++npc->count1;
|
||||
else if (npc->direct == 2 && npc->flag & 4)
|
||||
++npc->count1;
|
||||
else
|
||||
npc->count1 = 0;
|
||||
|
||||
if (npc->count1 > 10)
|
||||
{
|
||||
if (npc->direct == 0)
|
||||
npc->xm = -0x200;
|
||||
npc->direct = 2;
|
||||
else
|
||||
npc->xm = 0x200;
|
||||
npc->direct = 0;
|
||||
}
|
||||
|
||||
if (npc->act_wait)
|
||||
{
|
||||
--npc->act_wait;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 0;
|
||||
npc->xm = 0;
|
||||
}
|
||||
if (npc->direct == 0)
|
||||
npc->xm = -0x100;
|
||||
else
|
||||
npc->xm = 0x100;
|
||||
|
||||
if (npc->direct == 0 && npc->flag & 1)
|
||||
{
|
||||
npc->ani_no = 2;
|
||||
npc->ym = -0x5FF;
|
||||
npc->act_no = 20;
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
npc->act_no = 21;
|
||||
npc->ani_no = 20;
|
||||
npc->act_wait = 0;
|
||||
npc->xm = 0;
|
||||
|
||||
if ((gMC.cond & 2) == 0)
|
||||
PlaySoundObject(30, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (npc->direct == 2)
|
||||
{
|
||||
if (npc->flag & 4)
|
||||
{
|
||||
npc->ani_no = 2;
|
||||
npc->ym = -0x5FF;
|
||||
npc->act_no = 20;
|
||||
if ((gMC.cond & 2) == 0)
|
||||
PlaySoundObject(23, 1);
|
||||
}
|
||||
|
||||
if ((gMC.cond & 2) == 0)
|
||||
PlaySoundObject(30, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
break;
|
||||
case 21:
|
||||
if (++npc->act_wait > 10)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
case 20:
|
||||
if (npc->direct == 0 && npc->flag & 1)
|
||||
++npc->count1;
|
||||
else if (npc->direct == 2 && npc->flag & 4)
|
||||
++npc->count1;
|
||||
else
|
||||
npc->count1 = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
if (npc->count1 > 10)
|
||||
{
|
||||
if (npc->direct == 0)
|
||||
npc->direct = 2;
|
||||
else
|
||||
npc->direct = 0;
|
||||
}
|
||||
npc->ym += 0x40;
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->xm = -0x100;
|
||||
else
|
||||
npc->xm = 0x100;
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
npc->act_no = 21;
|
||||
npc->ani_no = 20;
|
||||
npc->act_wait = 0;
|
||||
npc->xm = 0;
|
||||
if (npc->direct == 0)
|
||||
npc->rect = grcKitL[npc->ani_no];
|
||||
else
|
||||
npc->rect = grcKitR[npc->ani_no];
|
||||
|
||||
if ((gMC.cond & 2) == 0)
|
||||
PlaySoundObject(23, 1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 21:
|
||||
if (++npc->act_wait > 10)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
npc->ym += 0x40;
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = grcKitL[npc->ani_no];
|
||||
else
|
||||
npc->rect = grcKitR[npc->ani_no];
|
||||
|
||||
if (npc->life <= 985)
|
||||
{
|
||||
npc->code_char = 154;
|
||||
npc->act_no = 0;
|
||||
}
|
||||
if (npc->life <= 985)
|
||||
{
|
||||
npc->code_char = 154;
|
||||
npc->act_no = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1585,11 +1619,13 @@ void ActNpc155(NPCHAR *npc)
|
|||
case 0:
|
||||
deg = Random(0, 0xFF);
|
||||
npc->xm = GetCos(deg);
|
||||
npc->tgt_x = npc->x + 8 * GetCos(deg + 0x40);
|
||||
deg += 0x40;
|
||||
npc->tgt_x = npc->x + 8 * GetCos(deg);
|
||||
|
||||
deg = Random(0, 0xFF);
|
||||
npc->ym = GetSin(deg);
|
||||
npc->tgt_y = npc->y + 8 * GetSin(deg + 0x40);
|
||||
deg += 0x40;
|
||||
npc->tgt_y = npc->y + 8 * GetSin(deg);
|
||||
|
||||
npc->act_no = 1;
|
||||
npc->count1 = 120;
|
||||
|
@ -1618,7 +1654,8 @@ void ActNpc155(NPCHAR *npc)
|
|||
|
||||
if (++npc->act_wait > 30)
|
||||
{
|
||||
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
|
||||
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
||||
deg += (unsigned char)Random(-6, 6);
|
||||
const int ym = 3 * GetSin(deg);
|
||||
const int xm = 3 * GetCos(deg);
|
||||
SetNpChar(156, npc->x, npc->y, xm, ym, 0, 0, 0x100);
|
||||
|
@ -1708,6 +1745,8 @@ void ActNpc156(NPCHAR *npc)
|
|||
//Moving block (vertical)
|
||||
void ActNpc157(NPCHAR *npc)
|
||||
{
|
||||
int i;
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
|
@ -1748,7 +1787,7 @@ void ActNpc157(NPCHAR *npc)
|
|||
SetQuake(10);
|
||||
PlaySoundObject(26, 1);
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
for (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
|
||||
|
@ -1793,7 +1832,7 @@ void ActNpc157(NPCHAR *npc)
|
|||
SetQuake(10);
|
||||
PlaySoundObject(26, 1);
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
for (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
|
||||
|
|
Loading…
Add table
Reference in a new issue