1450 lines
23 KiB
C++
1450 lines
23 KiB
C++
#include "NpcAct.h"
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#include "WindowsWrapper.h"
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#include "Caret.h"
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#include "Frame.h"
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#include "Game.h"
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#include "Map.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Sound.h"
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#include "Triangle.h"
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// Mimiga (jailed)
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void ActNpc240(NPCHAR *npc)
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{
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RECT rcLeft[6] = {
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{160, 64, 176, 80},
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{176, 64, 192, 80},
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{192, 64, 208, 80},
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{160, 64, 176, 80},
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{208, 64, 224, 80},
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{160, 64, 176, 80},
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};
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RECT rcRight[6] = {
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{160, 80, 176, 96},
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{176, 80, 192, 96},
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{192, 80, 208, 96},
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{160, 80, 176, 96},
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{208, 80, 224, 96},
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{160, 80, 176, 96},
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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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npc->act_no = 1;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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npc->xm = 0;
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// Fallthrough
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case 1:
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if (Random(0, 60) == 1)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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if (Random(0, 60) == 1)
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{
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npc->act_no = 10;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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case 10:
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npc->act_no = 11;
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npc->act_wait = Random(0, 16);
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npc->ani_no = 2;
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npc->ani_wait = 0;
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if (Random(0, 9) % 2)
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npc->direct = 0;
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else
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npc->direct = 2;
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// Fallthrough
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case 11:
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if (npc->direct == 0 && npc->flag & 1)
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npc->direct = 2;
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else if (npc->direct == 2 && npc->flag & 4)
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npc->direct = 0;
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if (npc->direct == 0)
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npc->xm = -0x200;
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else
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npc->xm = 0x200;
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if (++npc->ani_wait > 4)
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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 > 5)
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npc->ani_no = 2;
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if (++npc->act_wait > 32)
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npc->act_no = 0;
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break;
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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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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Critter (Last Cave)
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void ActNpc241(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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{0, 0, 16, 16},
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{16, 0, 32, 16},
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{32, 0, 48, 16},
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};
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RECT rcRight[3] = {
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{0, 16, 16, 32},
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{16, 16, 32, 32},
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{32, 16, 48, 32},
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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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npc->y += 3 * 0x200;
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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->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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if (npc->act_wait >= 8 && npc->x - (144 * 0x200) < gMC.x && npc->x + (144 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y)
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{
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npc->ani_no = 1;
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}
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else
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{
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if (npc->act_wait < 8)
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++npc->act_wait;
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npc->ani_no = 0;
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}
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if (npc->shock)
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{
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npc->act_no = 2;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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if (npc->act_wait >= 8 && npc->x - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (96 * 0x200) > 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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npc->act_wait = 0;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 3;
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npc->ani_no = 2;
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npc->ym = -0x5FF;
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PlaySoundObject(30, 1);
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if (npc->direct == 0)
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npc->xm = -0x200;
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else
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npc->xm = 0x200;
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}
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break;
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case 3:
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if (npc->flag & 8)
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{
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npc->xm = 0;
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npc->act_wait = 0;
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npc->ani_no = 0;
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npc->act_no = 1;
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PlaySoundObject(23, 1);
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}
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break;
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}
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npc->ym += 0x55;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Bat (Last Cave)
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void ActNpc242(NPCHAR *npc)
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{
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if (npc->x < 0 || npc->x > gMap.width * 0x10 * 0x200)
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{
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VanishNpChar(npc);
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return;
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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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npc->act_no = 1;
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npc->tgt_x = npc->x;
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npc->tgt_y = npc->y;
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npc->act_wait = Random(0, 50);
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// Fallthrough
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case 1:
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if (npc->act_wait != 0)
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{
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--npc->act_wait;
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break;
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}
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npc->act_no = 2;
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npc->ym = 0x400;
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// Fallthrough
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case 2:
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if (npc->direct == 0)
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npc->xm = -0x100;
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else
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npc->xm = 0x100;
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if (npc->tgt_y < npc->y)
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npc->ym -= 0x10;
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if (npc->tgt_y > npc->y)
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npc->ym += 0x10;
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if (npc->ym > 0x300)
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npc->ym = 0x300;
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if (npc->ym < -0x300)
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npc->ym = -0x300;
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break;
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}
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npc->x += npc->xm;
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npc->y += npc->ym;
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RECT rect_left[4] = {
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{32, 32, 48, 48},
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{48, 32, 64, 48},
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{64, 32, 80, 48},
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{80, 32, 96, 48},
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};
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RECT rect_right[4] = {
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{32, 48, 48, 64},
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{48, 48, 64, 64},
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{64, 48, 80, 64},
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{80, 48, 96, 64},
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};
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if (++npc->ani_wait > 1)
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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 > 2)
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npc->ani_no = 0;
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if (npc->direct == 0)
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npc->rect = rect_left[npc->ani_no];
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else
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npc->rect = rect_right[npc->ani_no];
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}
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// Bat generator (Last Cave)
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void ActNpc243(NPCHAR *npc)
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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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npc->act_no = 1;
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npc->act_wait = Random(0, 500);
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// Fallthrough
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case 1:
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if (npc->act_wait != 0)
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{
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--npc->act_wait;
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}
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else
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{
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npc->act_no = 0;
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SetNpChar(242, npc->x, npc->y + (Random(-0x20, 0x20) * 0x200), 0, 0, npc->direct, NULL, 0x100);
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}
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break;
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}
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}
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// Lava drop
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void ActNpc244(NPCHAR *npc)
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{
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RECT rc = {96, 0, 104, 16};
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BOOL bHit;
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int i;
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npc->ym += 0x40;
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bHit = FALSE;
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if (npc->flag & 0xFF)
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bHit = TRUE;
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if (npc->act_wait > 10 && npc->flag & 0x100)
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bHit = TRUE;
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if (bHit)
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{
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for (i = 0; i < 3; ++i)
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SetCaret(npc->x, npc->y + (4 * 0x200), 1, 2);
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if (npc->x > gMC.x - (256 * 0x200) && npc->x < gMC.x + (256 * 0x200) && npc->y > gMC.y - (160 * 0x200) && npc->y < gMC.y + (160 * 0x200))
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PlaySoundObject(21, 1);
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npc->cond = 0;
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}
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else
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{
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->y += npc->ym;
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npc->rect = rc;
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}
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}
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// Lava drop generator
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void ActNpc245(NPCHAR *npc)
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{
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RECT rc[4] = {
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{0, 0, 0, 0},
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{104, 0, 112, 16},
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{112, 0, 120, 16},
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{120, 0, 128, 16},
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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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npc->act_no = 1;
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npc->tgt_x = npc->x;
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npc->act_wait = npc->code_event;
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// Fallthrough
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case 1:
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npc->ani_no = 0;
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if (npc->act_wait != 0)
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{
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--npc->act_wait;
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return;
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}
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npc->act_no = 10;
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npc->ani_wait = 0;
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break;
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case 10:
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if (++npc->ani_wait > 10)
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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 > 3)
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{
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npc->ani_no = 0;
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npc->act_no = 1;
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npc->act_wait = npc->code_flag;
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SetNpChar(244, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
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}
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break;
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}
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if (npc->ani_wait / 2 % 2)
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npc->x = npc->tgt_x;
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else
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npc->x = npc->tgt_x + 0x200;
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npc->rect = rc[npc->ani_no];
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}
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// Press (proximity)
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void ActNpc246(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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{144, 112, 160, 136},
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{160, 112, 176, 136},
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{176, 112, 192, 136},
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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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npc->act_no = 1;
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npc->y -= 4 * 0x200;
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// Fallthrough
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case 1:
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if (gMC.x < npc->x + (8 * 0x200) && gMC.x > npc->x - (8 * 0x200) && gMC.y > npc->y + (8 * 0x200) && gMC.y < npc->y + (128 * 0x200))
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npc->act_no = 5;
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break;
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case 5:
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if (npc->flag & 8)
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{
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// Another place where this blank space is needed for ASM-accuracy.
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// Chances are there used to be commented-out code here.
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}
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else
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{
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npc->act_no = 10;
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npc->ani_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 10:
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if (++npc->ani_wait > 2)
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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 > 2)
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npc->ani_no = 2;
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if (gMC.y > npc->y)
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{
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npc->bits &= ~NPC_SOLID_HARD;
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npc->damage = 0x7F;
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}
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else
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{
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npc->bits |= NPC_SOLID_HARD;
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npc->damage = 0;
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}
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if (npc->flag & 8)
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{
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if (npc->ani_no > 1)
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{
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
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PlaySoundObject(26, 1);
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SetQuake(10);
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}
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npc->act_no = 20;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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npc->bits |= NPC_SOLID_HARD;
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npc->damage = 0;
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}
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break;
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}
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if (npc->act_no >= 5)
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{
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npc->ym += 0x80;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->y += npc->ym;
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}
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npc->rect = rcLeft[npc->ani_no];
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}
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// Misery (boss)
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void ActNpc247(NPCHAR *npc)
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{
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unsigned char deg;
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int xm, ym;
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RECT rcLeft[9] = {
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{0, 0, 16, 16},
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{16, 0, 32, 16},
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{32, 0, 48, 16},
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{48, 0, 64, 16},
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{64, 0, 80, 16},
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{80, 0, 96, 16},
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{96, 0, 112, 16},
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{0, 0, 0, 0},
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{112, 0, 128, 16},
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};
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RECT rcRight[9] = {
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{0, 16, 16, 32},
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{16, 16, 32, 32},
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{32, 16, 48, 32},
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{48, 16, 64, 32},
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{64, 16, 80, 32},
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{80, 16, 96, 32},
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{96, 16, 112, 32},
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{0, 0, 0, 0},
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{112, 16, 128, 32},
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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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npc->act_no = 1;
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npc->y += 6 * 0x200;
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npc->tgt_y = 64 * 0x200;
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// Fallthrough
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case 1:
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if (Random(0, 120) == 10)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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case 20:
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npc->xm = 0;
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npc->ym += 0x40;
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if (npc->flag & 8)
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{
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npc->act_no = 21;
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npc->ani_no = 2;
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}
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break;
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case 21:
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if (Random(0, 120) == 10)
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{
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npc->act_no = 22;
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npc->act_wait = 0;
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npc->ani_no = 3;
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}
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break;
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|
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case 22:
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if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 21;
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 100:
|
|
npc->act_no = 101;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
npc->xm = 0;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->count2 = npc->life;
|
|
// Fallthrough
|
|
case 101:
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x20;
|
|
else
|
|
npc->ym -= 0x20;
|
|
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
|
|
if (++npc->act_wait > 200 || npc->life <= npc->count2 - 80)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 110;
|
|
}
|
|
|
|
break;
|
|
|
|
case 110:
|
|
npc->act_no = 111;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
// Fallthrough
|
|
case 111:
|
|
if (++npc->act_wait % 2)
|
|
npc->ani_no = 5;
|
|
else
|
|
npc->ani_no = 6;
|
|
|
|
if (npc->act_wait > 30)
|
|
{
|
|
npc->act_wait = 0;
|
|
|
|
if (++npc->count1 % 3 == 0)
|
|
npc->act_no = 113;
|
|
else
|
|
npc->act_no = 112;
|
|
|
|
npc->ani_no = 4;
|
|
}
|
|
|
|
break;
|
|
|
|
case 112:
|
|
if (++npc->act_wait % 6 == 0)
|
|
{
|
|
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
|
deg += (unsigned char)Random(-4, 4);
|
|
ym = GetSin(deg) * 4;
|
|
xm = GetCos(deg) * 4;
|
|
|
|
SetNpChar(248, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
|
|
PlaySoundObject(34, 1);
|
|
}
|
|
|
|
if (npc->act_wait > 30)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 150;
|
|
}
|
|
|
|
break;
|
|
|
|
case 113:
|
|
if (++npc->act_wait == 10)
|
|
{
|
|
ym = gMC.y - (64 * 0x200);
|
|
SetNpChar(279, gMC.x, ym, 0, 0, 1, NULL, 0x100);
|
|
}
|
|
|
|
if (npc->act_wait > 30)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 150;
|
|
}
|
|
|
|
break;
|
|
|
|
case 150:
|
|
npc->act_no = 151;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 7;
|
|
|
|
SetNpChar(249, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(249, npc->x, npc->y, 0, 0, 2, NULL, 0x100);
|
|
|
|
npc->tgt_x = Random(9, 31) * 0x200 * 0x10;
|
|
npc->tgt_y = Random(5, 7) * 0x200 * 0x10;
|
|
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 151:
|
|
if (++npc->act_wait == 42)
|
|
{
|
|
SetNpChar(249, npc->tgt_x + (16 * 0x200), npc->tgt_y, 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(249, npc->tgt_x - (16 * 0x200), npc->tgt_y, 0, 0, 2, NULL, 0x100);
|
|
}
|
|
|
|
if (npc->act_wait > 50)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->ym = -0x200;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->x = npc->tgt_x;
|
|
npc->y = npc->tgt_y;
|
|
|
|
if (npc->life < 340)
|
|
{
|
|
SetNpChar(252, 0, 0, 0, 0, 0, npc, 0x100);
|
|
SetNpChar(252, 0, 0, 0, 0, 0x80, npc, 0x100);
|
|
}
|
|
|
|
if (npc->life < 180)
|
|
{
|
|
SetNpChar(252, 0, 0, 0, 0, 0x40, npc, 0x100);
|
|
SetNpChar(252, 0, 0, 0, 0, 0xC0, npc, 0x100);
|
|
}
|
|
|
|
if (gMC.x < npc->x - (112 * 0x200) || gMC.x > npc->x + (112 * 0x200))
|
|
npc->act_no = 160;
|
|
else
|
|
npc->act_no = 100;
|
|
}
|
|
|
|
break;
|
|
|
|
case 160:
|
|
npc->act_no = 161;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 4;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 161:
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x20;
|
|
else
|
|
npc->ym -= 0x20;
|
|
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
|
|
if (++npc->act_wait % 24 == 0)
|
|
{
|
|
SetNpChar(250, npc->x, npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
PlaySoundObject(34, 1);
|
|
}
|
|
|
|
if (npc->act_wait > 72)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 100;
|
|
}
|
|
|
|
break;
|
|
|
|
case 1000:
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->act_no = 1001;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 4;
|
|
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
|
|
DeleteNpCharCode(252, 1);
|
|
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
// Fallthrough
|
|
case 1001:
|
|
if (++npc->act_wait / 2 % 2)
|
|
npc->x = npc->tgt_x + (1 * 0x200);
|
|
else
|
|
npc->x = npc->tgt_x;
|
|
|
|
break;
|
|
|
|
case 1010:
|
|
npc->ym += 0x10;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 1020;
|
|
npc->ani_no = 8;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->xm < -0x200)
|
|
npc->xm = -0x200;
|
|
if (npc->xm > 0x200)
|
|
npc->xm = 0x200;
|
|
|
|
if (npc->ym < -0x400)
|
|
npc->ym = -0x400;
|
|
if (npc->ym > 0x400)
|
|
npc->ym = 0x400;
|
|
|
|
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];
|
|
}
|
|
|
|
// Boss Misery (vanishing)
|
|
void ActNpc248(NPCHAR *npc)
|
|
{
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
npc->cond = 0;
|
|
SetCaret(npc->x, npc->y, 2, 0);
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
RECT rect_left[3] = {
|
|
{0, 48, 16, 64},
|
|
{16, 48, 32, 64},
|
|
{32, 48, 48, 64},
|
|
};
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
npc->rect = rect_left[npc->ani_no];
|
|
|
|
if (++npc->count1 > 300)
|
|
{
|
|
npc->cond = 0;
|
|
SetCaret(npc->x, npc->y, 2, 0);
|
|
}
|
|
}
|
|
|
|
// Boss Misery energy shot
|
|
void ActNpc249(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{48, 48, 64, 64},
|
|
{64, 48, 80, 64},
|
|
};
|
|
|
|
if (++npc->act_wait > 8)
|
|
npc->cond = 0;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->rect = rc[0];
|
|
npc->x -= 2 * 0x200;
|
|
}
|
|
else
|
|
{
|
|
npc->rect = rc[1];
|
|
npc->x += 2 * 0x200;
|
|
}
|
|
}
|
|
|
|
// Boss Misery lightning ball
|
|
void ActNpc250(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{0, 32, 16, 48},
|
|
{16, 32, 32, 48},
|
|
{32, 32, 48, 48},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->tgt_y = npc->y;
|
|
npc->xm = 0;
|
|
npc->ym = -0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->x < gMC.x)
|
|
npc->xm += 0x10;
|
|
else
|
|
npc->xm -= 0x10;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x20;
|
|
else
|
|
npc->ym -= 0x20;
|
|
|
|
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;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.x > npc->x - (8 * 0x200) && gMC.x < npc->x + (8 * 0x200) && gMC.y > npc->y)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
SetNpChar(251, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
PlaySoundObject(101, 1);
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
npc->ani_no = 2;
|
|
else
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Boss Misery lightning
|
|
void ActNpc251(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{80, 32, 96, 64},
|
|
{96, 32, 112, 64},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
npc->y += 8 * 0x200;
|
|
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 3);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Boss Misery bats
|
|
void ActNpc252(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[4] = {
|
|
{48, 32, 64, 48},
|
|
{112, 32, 128, 48},
|
|
{128, 32, 144, 48},
|
|
{144, 32, 160, 48},
|
|
};
|
|
|
|
RECT rcRight[4] = {
|
|
{48, 32, 64, 48},
|
|
{112, 48, 128, 64},
|
|
{128, 48, 144, 64},
|
|
{144, 48, 160, 64},
|
|
};
|
|
|
|
unsigned char deg;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->count1 = npc->direct;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->count1 += 2;
|
|
npc->count1 %= 0x100;
|
|
|
|
deg = npc->count1;
|
|
|
|
if (npc->act_wait < 192)
|
|
++npc->act_wait;
|
|
|
|
npc->x = npc->pNpc->x + (GetCos(deg) * npc->act_wait) / 4;
|
|
npc->y = npc->pNpc->y + (GetSin(deg) * npc->act_wait) / 4;
|
|
|
|
if (npc->pNpc->act_no == 151)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_INVULNERABLE;
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
|
deg += (unsigned char)Random(-3, 3);
|
|
npc->xm = GetCos(deg);
|
|
npc->ym = GetSin(deg);
|
|
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 11:
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 1;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// EXP capsule
|
|
void ActNpc253(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->life <= 100)
|
|
{
|
|
SetExpObjects(npc->x, npc->y, npc->code_flag);
|
|
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
|
|
PlaySoundObject(25, 1);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
RECT rc[2] = {
|
|
{0, 64, 16, 80},
|
|
{16, 64, 32, 80},
|
|
};
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Helicopter
|
|
void ActNpc254(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{0, 0, 128, 64},
|
|
{0, 64, 128, 128},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
SetNpChar(255, npc->x + (18 * 0x200), npc->y - (57 * 0x200), 0, 0, 0, npc, 0x100);
|
|
SetNpChar(255, npc->x - (32 * 0x200), npc->y - (52 * 0x200), 0, 0, 2, npc, 0x100);
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_wait = 0;
|
|
npc->count1 = 60;
|
|
npc->act_no = 21;
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 21;
|
|
SetNpChar(223, npc->x - (11 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 21;
|
|
SetNpChar(223, npc->x - (9 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(40, npc->x - (22 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(93, npc->x - (35 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rc[0];
|
|
else
|
|
npc->rect = rc[1];
|
|
}
|
|
|
|
// Helicopter blades
|
|
void ActNpc255(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[4] = {
|
|
{128, 0, 240, 16},
|
|
{128, 16, 240, 32},
|
|
{128, 32, 240, 48},
|
|
{128, 16, 240, 32},
|
|
};
|
|
|
|
RECT rcRight[4] = {
|
|
{240, 0, 320, 16},
|
|
{240, 16, 320, 32},
|
|
{240, 32, 320, 48},
|
|
{240, 16, 320, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->view.front = (56 * 0x200);
|
|
npc->view.back = (56 * 0x200);
|
|
}
|
|
else
|
|
{
|
|
npc->view.front = (40 * 0x200);
|
|
npc->view.back = (40 * 0x200);
|
|
}
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->pNpc->act_no >= 20)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->x = npc->pNpc->x + (18 * 0x200);
|
|
npc->y = npc->pNpc->y - (57 * 0x200);
|
|
}
|
|
else
|
|
{
|
|
npc->x = npc->pNpc->x - (32 * 0x200);
|
|
npc->y = npc->pNpc->y - (52 * 0x200);
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Doctor (facing away)
|
|
void ActNpc256(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[6] = {
|
|
{48, 160, 72, 192},
|
|
{72, 160, 96, 192},
|
|
{0, 128, 24, 160},
|
|
{24, 128, 48, 160},
|
|
{0, 160, 24, 192},
|
|
{24, 160, 48, 192},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
gSuperXpos = 0;
|
|
npc->act_no = 1;
|
|
npc->y -= 8 * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_wait = 0;
|
|
npc->ani_no = 0;
|
|
npc->count1 = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->ani_wait > 5)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
{
|
|
npc->ani_no = 0;
|
|
++npc->count1;
|
|
}
|
|
|
|
if (npc->count1 > 5)
|
|
npc->act_no = 1;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
// Fallthrough
|
|
case 21:
|
|
npc->ani_no = 2;
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 41;
|
|
SetNpChar(257, npc->x - (14 * 0x200), npc->y - (16 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(257, npc->x - (14 * 0x200), npc->y - (16 * 0x200), 0, 0, 2, NULL, 0xAA);
|
|
// Fallthrough
|
|
case 41:
|
|
npc->ani_no = 4;
|
|
break;
|
|
|
|
case 50:
|
|
npc->act_no = 51;
|
|
npc->ani_wait = 0;
|
|
npc->ani_no = 4;
|
|
npc->count1 = 0;
|
|
// Fallthrough
|
|
case 51:
|
|
if (++npc->ani_wait > 5)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
{
|
|
npc->ani_no = 4;
|
|
++npc->count1;
|
|
}
|
|
|
|
if (npc->count1 > 5)
|
|
npc->act_no = 41;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
}
|
|
|
|
// Red crystal
|
|
void ActNpc257(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{176, 32, 184, 48},
|
|
{184, 32, 192, 48},
|
|
{0, 0, 0, 0},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (gSuperXpos != 0)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (npc->x < gSuperXpos)
|
|
npc->xm += 0x55;
|
|
if (npc->x > gSuperXpos)
|
|
npc->xm -= 0x55;
|
|
|
|
if (npc->y < gSuperYpos)
|
|
npc->ym += 0x55;
|
|
if (npc->y > gSuperYpos)
|
|
npc->ym -= 0x55;
|
|
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
if (npc->ym > 0x400)
|
|
npc->ym = 0x400;
|
|
if (npc->ym < -0x400)
|
|
npc->ym = -0x400;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->direct == 0 && npc->xm > 0)
|
|
npc->ani_no = 2;
|
|
if (npc->direct == 2 && npc->xm < 0)
|
|
npc->ani_no = 2;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Mimiga (sleeping)
|
|
void ActNpc258(NPCHAR *npc)
|
|
{
|
|
RECT rc = {48, 32, 64, 48};
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Curly (carried and unconcious)
|
|
void ActNpc259(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft = {224, 96, 240, 112};
|
|
RECT rcRight = {224, 112, 240, 128};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->bits &= ~NPC_INTERACTABLE;
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (gMC.direct == 0)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->y = gMC.y - (4 * 0x200);
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->x = gMC.x + (3 * 0x200);
|
|
npc->rect = rcLeft;
|
|
}
|
|
else
|
|
{
|
|
npc->x = gMC.x - (3 * 0x200);
|
|
npc->rect = rcRight;
|
|
}
|
|
|
|
if (gMC.ani_no % 2)
|
|
++npc->rect.top;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->xm = 0x40;
|
|
npc->ym = -0x20;
|
|
|
|
npc->rect = rcLeft;
|
|
break;
|
|
|
|
case 11:
|
|
if (npc->y < (64 * 0x200))
|
|
npc->ym = 0x20;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
break;
|
|
|
|
case 20:
|
|
VanishNpChar(npc);
|
|
SetDestroyNpCharUp(npc->x, npc->y, 0x2000, 0x40);
|
|
break;
|
|
}
|
|
}
|