1151 lines
18 KiB
C++
1151 lines
18 KiB
C++
#include "NpcAct.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Bullet.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 "KeyControl.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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// Curly (carried, shooting)
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void ActNpc320(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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{16, 96, 32, 112},
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{48, 96, 64, 112},
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{96, 96, 112, 112},
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};
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RECT rcRight[3] = {
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{16, 112, 32, 128},
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{48, 112, 64, 128},
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{96, 112, 112, 128},
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};
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if (npc->act_no == 0)
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{
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npc->act_no = 1;
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npc->x = gMC.x;
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npc->y = gMC.y;
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SetNpChar(321, 0, 0, 0, 0, 0, npc, 0x100);
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}
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if (gMC.flag & 8)
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{
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if (gMC.up)
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{
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y - (10 * 0x200);
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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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npc->ani_no = 0;
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if (gMC.direct == 0)
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{
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npc->tgt_x = gMC.x + (7 * 0x200);
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npc->tgt_y = gMC.y - (3 * 0x200);
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}
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else
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{
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npc->tgt_x = gMC.x - (7 * 0x200);
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npc->tgt_y = gMC.y - (3 * 0x200);
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}
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}
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}
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else
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{
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if (gMC.up)
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{
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y + (8 * 0x200);
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npc->ani_no = 2;
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}
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else if (gMC.down)
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{
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y - (8 * 0x200);
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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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npc->ani_no = 0;
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if (gMC.direct == 0)
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{
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npc->tgt_x = gMC.x + (7 * 0x200);
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npc->tgt_y = gMC.y - (3 * 0x200);
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}
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else
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{
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npc->tgt_x = gMC.x - (7 * 0x200);
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npc->tgt_y = gMC.y - (3 * 0x200);
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}
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}
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}
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npc->x += (npc->tgt_x - npc->x) / 2;
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npc->y += (npc->tgt_y - npc->y) / 2;
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if (gMC.ani_no % 2)
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npc->y -= 1 * 0x200;
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if (gMC.direct == 0)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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// Curly's Nemesis
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void ActNpc321(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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{136, 152, 152, 168},
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{152, 152, 168, 168},
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{168, 152, 184, 168},
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};
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RECT rcRight[3] = {
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{136, 168, 152, 184},
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{152, 168, 168, 184},
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{168, 168, 184, 184},
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};
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int direct;
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if (npc->pNpc == NULL)
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return;
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switch (npc->pNpc->ani_no)
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{
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case 0:
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if (gMC.direct == 0)
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{
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npc->x = npc->pNpc->x + (8 * 0x200);
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direct = 2;
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}
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else
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{
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npc->x = npc->pNpc->x - (8 * 0x200);
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direct = 0;
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}
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npc->y = npc->pNpc->y;
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break;
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case 1:
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if (gMC.direct == 0) // Does the same thing whether this is false or true
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npc->x = npc->pNpc->x;
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else
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npc->x = npc->pNpc->x;
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direct = 1;
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npc->y = npc->pNpc->y - (10 * 0x200);
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break;
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case 2:
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if (gMC.direct == 0) // Does the same thing whether this is false or true
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npc->x = npc->pNpc->x;
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else
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npc->x = npc->pNpc->x;
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direct = 3;
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npc->y = npc->pNpc->y + (10 * 0x200);
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break;
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}
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npc->ani_no = npc->pNpc->ani_no;
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if (g_GameFlags & 2 && CountBulletNum(43) < 2 && gKeyTrg & gKeyShot)
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{
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SetBullet(43, npc->pNpc->x, npc->pNpc->y, direct);
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SetCaret(npc->pNpc->x, npc->pNpc->y, 3, 0);
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PlaySoundObject(117, 1);
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}
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if (gMC.direct == 0)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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// Deleet
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void ActNpc322(NPCHAR *npc)
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{
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RECT rc[3] = {
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{272, 216, 296, 240},
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{296, 216, 320, 240},
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{160, 216, 184, 240},
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};
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if (npc->act_no < 2 && npc->life <= 968)
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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->bits &= ~NPC_SHOOTABLE;
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npc->bits |= NPC_INVULNERABLE;
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PlaySoundObject(22, 1);
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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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if (npc->direct == 0)
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npc->y += 8 * 0x200;
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else
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npc->x += 8 * 0x200;
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// Fallthrough
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case 1:
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if (npc->shock)
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++npc->count1;
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else
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npc->count1 = 0;
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npc->rect = rc[npc->count1 / 2 % 2];
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break;
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case 2:
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npc->ani_no = 2;
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switch (npc->act_wait)
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{
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// Interestingly, this NPC counts down at 50 frames per second,
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// while NPC206 (the Egg Corridor Counter Bomb), counts at 60.
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case 50 * 0:
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SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 0, NULL, 0x180);
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break;
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case 50 * 1:
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SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 1, NULL, 0x180);
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break;
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case 50 * 2:
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SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 2, NULL, 0x180);
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break;
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case 50 * 3:
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SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 3, NULL, 0x180);
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break;
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case 50 * 4:
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SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 4, NULL, 0x180);
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break;
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case 50 * 5:
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npc->hit.back = 48 * 0x200;
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npc->hit.front = 48 * 0x200;
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npc->hit.top = 48 * 0x200;
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npc->hit.bottom = 48 * 0x200;
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npc->damage = 12;
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PlaySoundObject(26, 1);
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SetDestroyNpChar(npc->x, npc->y, 0x6000, 40);
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SetQuake(10);
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if (npc->direct == 0)
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{
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DeleteMapParts(npc->x / 0x200 / 0x10, (npc->y - (8 * 0x200)) / 0x200 / 0x10);
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DeleteMapParts(npc->x / 0x200 / 0x10, (npc->y + (8 * 0x200)) / 0x200 / 0x10);
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}
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else
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{
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DeleteMapParts((npc->x - (8 * 0x200)) / 0x200 / 0x10, npc->y / 0x200 / 0x10);
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DeleteMapParts((npc->x + (8 * 0x200)) / 0x200 / 0x10, npc->y / 0x200 / 0x10);
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}
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npc->cond |= 8;
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break;
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}
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++npc->act_wait;
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npc->rect = rc[2];
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break;
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}
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}
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// Bute (spinning)
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void ActNpc323(NPCHAR *npc)
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{
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RECT rc[4] = {
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{216, 32, 232, 56},
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{232, 32, 248, 56},
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{216, 56, 232, 80},
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{232, 56, 248, 80},
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};
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if (++npc->ani_wait > 3)
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{
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npc->ani_wait = 0;
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if (++npc->ani_no > 3)
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npc->ani_no = 0;
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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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switch (npc->direct)
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{
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case 0:
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npc->xm = -0x600;
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break;
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case 2:
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npc->xm = 0x600;
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break;
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case 1:
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npc->ym = -0x600;
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break;
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case 3:
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npc->ym = 0x600;
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break;
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}
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// Fallthrough
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case 1:
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if (++npc->act_wait == 16)
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npc->bits &= ~NPC_IGNORE_SOLIDITY;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->flag & 0xFF)
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npc->act_no = 10;
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if (npc->act_wait > 20)
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{
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switch (npc->direct)
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{
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case 0:
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if (npc->x <= gMC.x + (32 * 0x200))
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npc->act_no = 10;
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break;
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case 2:
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if (npc->x >= gMC.x - (32 * 0x200))
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npc->act_no = 10;
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break;
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case 1:
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if (npc->y <= gMC.y + (32 * 0x200))
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npc->act_no = 10;
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break;
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case 3:
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if (npc->y >= gMC.y - (32 * 0x200))
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npc->act_no = 10;
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break;
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}
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}
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break;
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}
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if (npc->act_no == 10)
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{
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npc->code_char = 309;
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npc->ani_no = 0;
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npc->act_no = 11;
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npc->bits |= NPC_SHOOTABLE;
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npc->bits &= ~NPC_IGNORE_SOLIDITY;
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npc->damage = 5;
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npc->view.top = 8 * 0x200;
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}
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npc->rect = rc[npc->ani_no];
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}
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// Bute generator
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void ActNpc324(NPCHAR *npc)
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{
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switch (npc->act_no)
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{
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case 10:
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npc->act_no = 11;
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npc->act_wait = 0;
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// Fallthrough
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case 11:
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if (++npc->act_wait % 50 == 1)
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SetNpChar(323, npc->x, npc->y, 0, 0, npc->direct, NULL, 0x100);
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if (npc->act_wait > 351)
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npc->act_no = 0;
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break;
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}
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}
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// Heavy Press lightning
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void ActNpc325(NPCHAR *npc)
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{
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RECT rc[7] = {
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{240, 96, 272, 128},
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{272, 96, 304, 128},
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{240, 128, 272, 160},
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{240, 0, 256, 96},
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{256, 0, 272, 96},
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{272, 0, 288, 96},
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{288, 0, 304, 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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PlaySoundObject(29, 1);
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// Fallthrough
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case 1:
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if (++npc->ani_wait > 0)
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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->act_wait > 50)
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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 = 3;
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npc->damage = 10;
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npc->view.front = 8 * 0x200;
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npc->view.top = 12 * 0x200;
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PlaySoundObject(101, 1);
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SetDestroyNpChar(npc->x, npc->y + (84 * 0x200), 0, 3);
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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 > 6)
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{
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npc->cond = 0;
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return;
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}
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break;
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}
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npc->rect = rc[npc->ani_no];
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}
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// Sue/Itoh becoming human
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void ActNpc326(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->y -= 8 * 0x200;
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npc->x += 16 * 0x200;
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npc->ani_no = 0;
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// Fallthrough
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case 1:
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if (++npc->act_wait > 80)
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{
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npc->act_no = 10;
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npc->act_wait = 0;
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break;
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}
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if (npc->direct == 0)
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{
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if (npc->act_wait == 30)
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npc->ani_no = 1;
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if (npc->act_wait == 40)
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npc->ani_no = 0;
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}
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else
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{
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if (npc->act_wait == 50)
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npc->ani_no = 1;
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if (npc->act_wait == 60)
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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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if (++npc->act_wait > 50)
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{
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npc->act_no = 15;
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npc->ani_no = 4;
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if (npc->direct == 0)
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npc->act_wait = 0;
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else
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npc->act_wait = -20;
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break;
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}
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if (npc->act_wait / 2 % 2)
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npc->ani_no = 2;
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else
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npc->ani_no = 3;
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break;
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case 15:
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if (++npc->act_wait > 40)
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{
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npc->act_wait = 0;
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npc->act_no = 20;
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}
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break;
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case 20:
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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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npc->y += npc->ym;
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if (++npc->act_wait > 50)
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{
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npc->act_no = 30;
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npc->act_wait = 0;
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npc->ani_no = 6;
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if (npc->direct == 0)
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SetNpChar(327, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0x100);
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else
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SetNpChar(327, npc->x, npc->y - (8 * 0x200), 0, 0, 0, npc, 0x100);
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break;
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}
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break;
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case 30:
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if (++npc->act_wait == 30)
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npc->ani_no = 7;
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if (npc->act_wait == 40)
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npc->act_no = 40;
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break;
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case 40:
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npc->act_no = 41;
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npc->act_wait = 0;
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npc->ani_no = 0;
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// Fallthrough
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case 41:
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if (++npc->act_wait == 30)
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npc->ani_no = 1;
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if (npc->act_wait == 40)
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npc->ani_no = 0;
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break;
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}
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|
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RECT rcItoh[8] = {
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{0, 128, 16, 152},
|
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{16, 128, 32, 152},
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{32, 128, 48, 152},
|
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{48, 128, 64, 152},
|
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{64, 128, 80, 152},
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{80, 128, 96, 152},
|
|
{96, 128, 112, 152},
|
|
{112, 128, 128, 152},
|
|
};
|
|
|
|
RECT rcSu[8] = {
|
|
{128, 128, 144, 152},
|
|
{144, 128, 160, 152},
|
|
{160, 128, 176, 152},
|
|
{176, 128, 192, 152},
|
|
{192, 128, 208, 152},
|
|
{208, 128, 224, 152},
|
|
{224, 128, 240, 152},
|
|
{32, 152, 48, 176},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcItoh[npc->ani_no];
|
|
else
|
|
npc->rect = rcSu[npc->ani_no];
|
|
}
|
|
|
|
// Sneeze
|
|
void ActNpc327(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{240, 80, 256, 96},
|
|
{256, 80, 272, 96},
|
|
};
|
|
|
|
++npc->act_wait;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->act_wait < 4)
|
|
npc->y -= 2 * 0x200;
|
|
|
|
if (npc->pNpc->ani_no == 7)
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->act_no = 1;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
if (npc->act_wait < 48)
|
|
{
|
|
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
|
|
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
|
|
}
|
|
else
|
|
{
|
|
npc->x = npc->tgt_x;
|
|
npc->y = npc->tgt_y;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (npc->act_wait > 70)
|
|
npc->cond = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Thingy that turns Sue and Itoh into humans for 4 seconds
|
|
void ActNpc328(NPCHAR *npc)
|
|
{
|
|
RECT rc = {96, 0, 128, 48};
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Laboratory fan
|
|
void ActNpc329(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{48, 0, 64, 16},
|
|
{64, 0, 80, 16},
|
|
};
|
|
|
|
if (++npc->ani_wait / 2 % 2)
|
|
npc->rect = rc[0];
|
|
else
|
|
npc->rect = rc[1];
|
|
}
|
|
|
|
// Rolling
|
|
void ActNpc330(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{144, 136, 160, 152},
|
|
{160, 136, 176, 152},
|
|
{176, 136, 192, 152},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
ChangeMapParts(npc->x / 0x200 / 0x10, npc->y / 0x200 / 0x10, 0);
|
|
|
|
if (npc->direct == 0)
|
|
npc->act_no = 10;
|
|
else
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->xm -= 0x40;
|
|
npc->ym = 0;
|
|
|
|
if (npc->flag & 1)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->xm = 0;
|
|
npc->ym -= 0x40;
|
|
|
|
if (npc->flag & 2)
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->xm += 0x40;
|
|
npc->ym = 0;
|
|
|
|
if (npc->flag & 4)
|
|
npc->act_no = 40;
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->xm = 0;
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->flag & 8)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
}
|
|
|
|
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;
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Ballos bone projectile
|
|
void ActNpc331(NPCHAR *npc)
|
|
{
|
|
RECT rc[4] = {
|
|
{288, 80, 304, 96},
|
|
{304, 80, 320, 96},
|
|
{288, 96, 304, 112},
|
|
{304, 96, 320, 112},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ym = -0x200;
|
|
npc->act_no = 10;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->cond = 0;
|
|
SetCaret(npc->x, npc->y, 2, 0);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (npc->direct == 0)
|
|
++npc->ani_no;
|
|
else
|
|
--npc->ani_no;
|
|
|
|
if (npc->ani_no < 0)
|
|
npc->ani_no += 4;
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no -= 4;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Ballos shockwave
|
|
void ActNpc332(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{144, 96, 168, 120},
|
|
{168, 96, 192, 120},
|
|
{192, 96, 216, 120},
|
|
};
|
|
|
|
int xm;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
PlaySoundObject(44, 1);
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (++npc->act_wait % 6 == 1)
|
|
{
|
|
if (npc->direct == 0)
|
|
xm = (Random(-0x10, -4) * 0x200) / 8;
|
|
else
|
|
xm = (Random(4, 0x10) * 0x200) / 8;
|
|
|
|
SetNpChar(331, npc->x, npc->y, xm, -0x400, 0, 0, 0x100);
|
|
|
|
PlaySoundObject(12, 1);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->flag & 1)
|
|
npc->cond = 0;
|
|
if (npc->flag & 4)
|
|
npc->cond = 0;
|
|
|
|
npc->x += npc->xm;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Ballos lightning
|
|
void ActNpc333(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{80, 120, 104, 144},
|
|
{104, 120, 128, 144},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
PlaySoundObject(103, 1);
|
|
npc->y = gMC.y;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait / 2 % 2)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->direct == 0 && npc->act_wait == 20)
|
|
SetNpChar(146, npc->tgt_x, npc->tgt_y, 0, 0, 0, NULL, 0x100);
|
|
|
|
if (npc->act_wait > 40)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Sweat
|
|
void ActNpc334(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{160, 184, 168, 200},
|
|
{168, 184, 176, 200},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{176, 184, 184, 200},
|
|
{184, 184, 192, 200},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 10;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->x += 10 * 0x200;
|
|
npc->y -= 18 * 0x200;
|
|
}
|
|
else
|
|
{
|
|
npc->x = gMC.x - (10 * 0x200);
|
|
npc->y = gMC.y - (2 * 0x200);
|
|
}
|
|
// Fallthrough
|
|
case 10:
|
|
if (++npc->act_wait / 8 % 2)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->act_wait >= 64)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Ikachan
|
|
void ActNpc335(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{0, 16, 16, 32},
|
|
{16, 16, 32, 32},
|
|
{32, 16, 48, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = Random(3, 20);
|
|
// Fallthrough
|
|
case 1:
|
|
if (--npc->act_wait <= 0)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = Random(10, 50);
|
|
npc->ani_no = 1;
|
|
npc->xm = 0x600;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (--npc->act_wait <= 0)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->act_wait = Random(40, 50);
|
|
npc->ani_no = 2;
|
|
npc->ym = Random(-0x100, 0x100);
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (--npc->act_wait <= 0)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->xm -= 0x10;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Ikachan generator
|
|
void ActNpc336(NPCHAR *npc)
|
|
{
|
|
int y;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (gMC.shock)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->act_wait % 4 == 1)
|
|
{
|
|
y = npc->y + (Random(0, 13) * 0x200 * 0x10);
|
|
SetNpChar(335, npc->x, y, 0, 0, 0, 0, 0);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Numhachi
|
|
void ActNpc337(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{256, 112, 288, 152},
|
|
{288, 112, 320, 152},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y -= 8 * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->xm = 0;
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
// Fallthrough
|
|
case 2:
|
|
if (++npc->ani_wait > 50)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_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;
|
|
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
}
|
|
|
|
// Green Devil
|
|
void ActNpc338(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{288, 0, 304, 16},
|
|
{304, 0, 320, 16},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{288, 16, 304, 32},
|
|
{304, 16, 320, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->view.top = 8 * 0x200;
|
|
npc->view.bottom = 8 * 0x200;
|
|
npc->damage = 3;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->tgt_y = npc->y;
|
|
npc->ym = (Random(-10, 10) * 0x200) / 2;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x80;
|
|
else
|
|
npc->ym -= 0x80;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm -= 0x20;
|
|
else
|
|
npc->xm += 0x20;
|
|
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
if (npc->x < 0 || npc->y < 0 || npc->x > gMap.width * 0x200 * 0x10 || npc->y > gMap.length * 0x200 * 0x10)
|
|
{
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
// Green Devil generator
|
|
void ActNpc339(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = Random(0, 40);
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->act_wait)
|
|
{
|
|
--npc->act_wait;
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 0;
|
|
SetNpChar(338, npc->x, npc->y + (Random(-0x10, 0x10) * 0x200), 0, 0, npc->direct, NULL, 0x100);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|