1452 lines
22 KiB
C++
1452 lines
22 KiB
C++
#include "NpcAct.h"
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#include <stdio.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 "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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// Colon (1)
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void ActNpc120(NPCHAR *npc)
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{
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RECT rect[2] = {
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{64, 0, 80, 16},
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{64, 16, 80, 32},
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};
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if (npc->direct == 0)
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npc->rect = rect[0];
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else
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npc->rect = rect[1];
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}
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// Colon (2)
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void ActNpc121(NPCHAR *npc)
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{
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RECT rect[3] = {
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{0, 0, 16, 16},
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{16, 0, 32, 16},
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{112, 0, 128, 16},
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};
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if (npc->direct == 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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npc->ani_no = 0;
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npc->ani_wait = 0;
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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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}
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npc->rect = rect[npc->ani_no];
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}
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else
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{
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npc->rect = rect[2];
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if (++npc->act_wait > 100)
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{
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npc->act_wait = 0;
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SetCaret(npc->x, npc->y, 5, 0);
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}
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}
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}
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// Colon (attacking)
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void ActNpc122(NPCHAR *npc)
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{
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RECT rcLeft[10] = {
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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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{0, 0, 16, 16},
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{48, 0, 64, 16},
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{0, 0, 16, 16},
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{80, 0, 96, 16},
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{96, 0, 112, 16},
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{112, 0, 128, 16},
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{128, 0, 144, 16},
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};
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RECT rcRight[10] = {
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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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{0, 16, 16, 32},
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{48, 16, 64, 32},
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{0, 16, 16, 32},
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{80, 16, 96, 32},
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{96, 16, 112, 32},
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{112, 16, 128, 32},
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{128, 16, 144, 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->ani_no = 0;
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npc->ani_wait = 0;
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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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if (npc->x - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
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{
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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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}
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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->life = 1000;
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npc->act_no = 11;
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npc->act_wait = Random(0, 50);
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npc->ani_no = 0;
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npc->damage = 0;
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// Fallthrough
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case 11:
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if (npc->act_wait != 0)
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--npc->act_wait;
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else
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npc->act_no = 13;
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break;
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case 13:
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npc->act_no = 14;
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npc->act_wait = Random(0, 50);
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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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// Fallthrough
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case 14:
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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 > 5)
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npc->ani_no = 2;
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if (npc->direct == 0)
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npc->xm -= 0x40;
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else
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npc->xm += 0x40;
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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->bits |= NPC_SHOOTABLE;
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npc->act_no = 15;
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npc->ani_no = 2;
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npc->ym = -0x200;
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npc->damage = 2;
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}
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break;
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case 15:
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if (npc->flag & 8)
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{
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npc->bits |= NPC_SHOOTABLE;
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npc->xm = 0;
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npc->act_no = 10;
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npc->damage = 0;
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}
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break;
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case 20:
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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_no = 21;
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npc->damage = 0;
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if (npc->ani_no == 6)
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npc->ani_no = 8;
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else
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npc->ani_no = 9;
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npc->act_wait = Random(300, 400);
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}
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break;
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case 21:
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if (npc->act_wait)
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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->bits |= NPC_SHOOTABLE;
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npc->life = 1000;
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npc->act_no = 11;
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npc->act_wait = Random(0, 50);
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npc->ani_no = 0;
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}
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break;
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}
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if (npc->act_no > 10 && npc->act_no < 20 && npc->life != 1000)
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{
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npc->act_no = 20;
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npc->ym = -0x200;
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npc->ani_no = Random(6, 7);
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npc->bits &= ~NPC_SHOOTABLE;
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}
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npc->ym += 0x20;
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if (npc->xm > 0x1FF)
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npc->xm = 0x1FF;
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if (npc->xm < -0x1FF)
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npc->xm = -0x1FF;
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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->x += npc->xm;
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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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// Curly boss projectile
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void ActNpc123(NPCHAR *npc)
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{
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RECT rect[4] = {
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{192, 0, 208, 16},
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{208, 0, 224, 16},
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{224, 0, 240, 16},
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{240, 0, 256, 16},
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};
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BOOL bBreak = FALSE;
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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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SetCaret(npc->x, npc->y, 3, 0);
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PlaySoundObject(32, 1);
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switch (npc->direct)
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{
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case 0:
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npc->xm = -0x1000;
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npc->ym = Random(-0x80, 0x80);
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break;
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case 1:
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npc->ym = -0x1000;
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npc->xm = Random(-0x80, 0x80);
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break;
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case 2:
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npc->xm = 0x1000;
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npc->ym = Random(-0x80, 0x80);
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break;
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case 3:
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npc->ym = 0x1000;
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npc->xm = Random(-0x80, 0x80);
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break;
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}
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break;
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case 1:
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switch (npc->direct)
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{
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case 0:
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if (npc->flag & 1)
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bBreak = TRUE;
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break;
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case 1:
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if (npc->flag & 2)
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bBreak = TRUE;
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break;
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case 2:
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if (npc->flag & 4)
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bBreak = TRUE;
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break;
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case 3:
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if (npc->flag & 8)
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bBreak = TRUE;
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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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break;
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}
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if (bBreak)
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{
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SetCaret(npc->x, npc->y, 2, 2);
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PlaySoundObject(28, 1);
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npc->cond = 0;
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}
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npc->rect = rect[npc->direct];
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}
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// Sunstone
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void ActNpc124(NPCHAR *npc)
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{
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RECT rect[2] = {
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{160, 0, 192, 32},
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{192, 0, 224, 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->x += 8 * 0x200;
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npc->y += 8 * 0x200;
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// Fallthrough
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case 1:
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npc->bits &= ~NPC_IGNORE_SOLIDITY;
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npc->ani_no = 0;
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break;
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case 10:
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npc->act_no = 11;
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npc->ani_no = 1;
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npc->act_wait = 0;
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npc->bits |= NPC_IGNORE_SOLIDITY;
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// Fallthrough
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case 11:
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switch (npc->direct)
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{
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case 0:
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npc->x -= 0x80;
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break;
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case 1:
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npc->y -= 0x80;
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break;
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case 2:
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npc->x += 0x80;
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break;
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case 3:
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npc->y += 0x80;
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break;
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}
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if (++npc->act_wait % 8 == 0)
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PlaySoundObject(26, 1);
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SetQuake(20);
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break;
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}
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npc->rect = rect[npc->ani_no];
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}
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// Hidden item
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void ActNpc125(NPCHAR *npc)
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{
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if (npc->life < 990)
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{
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
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PlaySoundObject(70, 1);
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if (npc->direct == 0)
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SetNpChar(87, npc->x, npc->y, 0, 0, 2, NULL, 0);
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else
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SetNpChar(86, npc->x, npc->y, 0, 0, 2, NULL, 0);
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npc->cond = 0;
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}
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RECT rc[2] = {
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{0, 96, 16, 112},
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{16, 96, 32, 112},
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};
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if (npc->direct == 0)
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npc->rect = rc[0];
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else
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npc->rect = rc[1];
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}
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// Puppy (running)
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void ActNpc126(NPCHAR *npc)
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{
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RECT rcLeft[6] = {
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{48, 144, 64, 160},
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{64, 144, 80, 160},
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{48, 144, 64, 160},
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{80, 144, 96, 160},
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{96, 144, 112, 160},
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{112, 144, 128, 160},
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};
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RECT rcRight[6] = {
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{48, 160, 64, 176},
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{64, 160, 80, 176},
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{48, 160, 64, 176},
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{80, 160, 96, 176},
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{96, 160, 112, 176},
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{112, 160, 128, 176},
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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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// 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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if (npc->x - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
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{
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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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}
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if (npc->x - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
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{
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if (npc->x > gMC.x)
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npc->direct = 2;
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else
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npc->direct = 0;
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npc->act_no = 10;
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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->ani_no = 4;
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npc->ani_wait = 0;
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// Fallthrough
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case 11:
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if (npc->flag & 8)
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{
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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 > 5)
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npc->ani_no = 4;
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}
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else
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{
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npc->ani_no = 5;
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npc->ani_wait = 0;
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}
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if (npc->xm < 0 && npc->flag & 1)
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{
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npc->xm /= -2;
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npc->direct = 2;
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}
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if (npc->xm > 0 && npc->flag & 4)
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{
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npc->xm /= -2;
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npc->direct = 0;
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}
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if (npc->direct == 0)
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npc->xm -= 0x40;
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else
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npc->xm += 0x40;
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if (npc->xm > 0x5FF)
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npc->xm = 0x400;
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if (npc->xm < -0x5FF)
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npc->xm = -0x400;
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break;
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}
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if (gKeyTrg & gKeyDown)
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npc->bits |= NPC_INTERACTABLE;
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else
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npc->bits &= ~NPC_INTERACTABLE;
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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->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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// Machine gun trail (Level 2)
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void ActNpc127(NPCHAR *npc)
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{
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RECT rcV[3] = {
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{112, 48, 128, 64},
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{112, 64, 128, 80},
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{112, 80, 128, 96},
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};
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RECT rcH[3] = {
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{64, 80, 80, 96},
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{80, 80, 96, 96},
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{96, 80, 112, 96},
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};
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|
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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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if (++npc->ani_no > 2)
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npc->cond = 0;
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}
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if (npc->direct == 0)
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npc->rect = rcH[npc->ani_no];
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else
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npc->rect = rcV[npc->ani_no];
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}
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|
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// Machine gun trail (Level 3)
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void ActNpc128(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[5] = {
|
|
{0, 0, 0, 0},
|
|
{176, 16, 184, 32},
|
|
{184, 16, 192, 32},
|
|
{192, 16, 200, 32},
|
|
{200, 16, 208, 32},
|
|
};
|
|
|
|
RECT rcRight[5] = {
|
|
{0, 0, 0, 0},
|
|
{232, 16, 240, 32},
|
|
{224, 16, 232, 32},
|
|
{216, 16, 224, 32},
|
|
{208, 16, 216, 32},
|
|
};
|
|
|
|
RECT rcUp[5] = {
|
|
{0, 0, 0, 0},
|
|
{176, 32, 192, 40},
|
|
{176, 40, 192, 48},
|
|
{192, 32, 208, 40},
|
|
{192, 40, 208, 48},
|
|
};
|
|
|
|
RECT rcDown[5] = {
|
|
{0, 0, 0, 0},
|
|
{208, 32, 224, 40},
|
|
{208, 40, 224, 48},
|
|
{224, 32, 232, 40},
|
|
{224, 40, 232, 48},
|
|
};
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0 || npc->direct == 2)
|
|
{
|
|
npc->view.front = 4 * 0x200;
|
|
npc->view.top = 8 * 0x200;
|
|
}
|
|
else
|
|
{
|
|
npc->view.front = 8 * 0x200;
|
|
npc->view.top = 4 * 0x200;
|
|
}
|
|
}
|
|
|
|
if (++npc->ani_no > 4)
|
|
npc->cond = 0;
|
|
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
break;
|
|
|
|
case 1:
|
|
npc->rect = rcUp[npc->ani_no];
|
|
break;
|
|
|
|
case 2:
|
|
npc->rect = rcRight[npc->ani_no];
|
|
break;
|
|
|
|
case 3:
|
|
npc->rect = rcDown[npc->ani_no];
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Fireball trail (Level 2 & 3)
|
|
void ActNpc129(NPCHAR *npc)
|
|
{
|
|
RECT rect[18] = {
|
|
{0x80, 0x30, 0x90, 0x40},
|
|
{0x90, 0x30, 0xA0, 0x40},
|
|
{0xA0, 0x30, 0xB0, 0x40},
|
|
{0x80, 0x40, 0x90, 0x50},
|
|
{0x90, 0x40, 0xA0, 0x50},
|
|
{0xA0, 0x40, 0xB0, 0x50},
|
|
{0x80, 0x50, 0x90, 0x60},
|
|
{0x90, 0x50, 0xA0, 0x60},
|
|
{0xA0, 0x50, 0xB0, 0x60},
|
|
{0xB0, 0x30, 0xC0, 0x40},
|
|
{0xC0, 0x30, 0xD0, 0x40},
|
|
{0xD0, 0x30, 0xE0, 0x40},
|
|
{0xB0, 0x40, 0xC0, 0x50},
|
|
{0xC0, 0x40, 0xD0, 0x50},
|
|
{0xD0, 0x40, 0xE0, 0x50},
|
|
{0xB0, 0x50, 0xC0, 0x60},
|
|
{0xC0, 0x50, 0xD0, 0x60},
|
|
{0xD0, 0x50, 0xE0, 0x60},
|
|
};
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->cond = 0;
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rect[(npc->direct * 3) + npc->ani_no];
|
|
}
|
|
|
|
// Puppy (sitting, wagging tail)
|
|
void ActNpc130(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[4] = {
|
|
{48, 144, 64, 160},
|
|
{64, 144, 80, 160},
|
|
{48, 144, 64, 160},
|
|
{80, 144, 96, 160},
|
|
};
|
|
|
|
RECT rcRight[4] = {
|
|
{48, 160, 64, 176},
|
|
{64, 160, 80, 176},
|
|
{48, 160, 64, 176},
|
|
{80, 160, 96, 176},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->bits |= NPC_INTERACTABLE;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
|
|
{
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
if (npc->x - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
|
|
{
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Puppy (sleeping)
|
|
void ActNpc131(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[1] = {
|
|
{144, 144, 160, 160}
|
|
};
|
|
|
|
RECT rcRight[1] = {
|
|
{144, 160, 160, 176}
|
|
};
|
|
|
|
if (++npc->act_wait > 100)
|
|
{
|
|
npc->act_wait = 0;
|
|
SetCaret(npc->x, npc->y, 5, 0);
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Puppy (barking)
|
|
void ActNpc132(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[5] = {
|
|
{48, 144, 64, 160},
|
|
{64, 144, 80, 160},
|
|
{96, 144, 112, 160},
|
|
{96, 144, 112, 160},
|
|
{128, 144, 144, 160},
|
|
};
|
|
|
|
RECT rcRight[5] = {
|
|
{48, 160, 64, 176},
|
|
{64, 160, 80, 176},
|
|
{96, 160, 112, 176},
|
|
{96, 160, 112, 176},
|
|
{128, 160, 144, 176},
|
|
};
|
|
|
|
if (npc->act_no < 100)
|
|
{
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (16 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
|
|
{
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->ani_no == 4 && npc->ani_wait == 0)
|
|
PlaySoundObject(105, 1);
|
|
}
|
|
else
|
|
{
|
|
if (npc->ani_no == 4)
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 12;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 11;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 100:
|
|
npc->act_no = 101;
|
|
npc->count1 = 0;
|
|
// Fallthrough
|
|
case 101:
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
{
|
|
if (npc->count1 < 3)
|
|
{
|
|
npc->ani_no = 2;
|
|
++npc->count1;
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 0;
|
|
npc->count1 = 0;
|
|
}
|
|
}
|
|
|
|
if (npc->ani_no == 4 && npc->ani_wait == 0)
|
|
PlaySoundObject(105, 1);
|
|
|
|
break;
|
|
|
|
case 120:
|
|
npc->ani_no = 0;
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Jenka
|
|
void ActNpc133(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{176, 32, 192, 48},
|
|
{192, 32, 208, 48},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{176, 48, 192, 64},
|
|
{192, 48, 208, 64},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Armadillo
|
|
void ActNpc134(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{224, 0, 256, 16},
|
|
{256, 0, 288, 16},
|
|
{288, 0, 320, 16},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{224, 16, 256, 32},
|
|
{256, 16, 288, 32},
|
|
{288, 16, 320, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 2;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
// Fallthrough
|
|
case 1:
|
|
if (gMC.x > npc->x - (320 * 0x200) && gMC.x < npc->x + (320 * 0x200) && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (64 * 0x200)) // TODO: Maybe do something about this for widescreen/tallscreen?
|
|
{
|
|
npc->act_no = 10;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_INVULNERABLE;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->direct == 0 && npc->flag & 1)
|
|
npc->direct = 2;
|
|
if (npc->direct == 2 && npc->flag & 4)
|
|
npc->direct = 0;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x -= 0x100;
|
|
else
|
|
npc->x += 0x100;
|
|
|
|
if (CountArmsBullet(6))
|
|
{
|
|
npc->act_no = 20;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
if (++npc->act_wait > 100)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_INVULNERABLE;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Skeleton
|
|
void ActNpc135(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
int xm, ym;
|
|
|
|
RECT rcLeft[2] = {
|
|
{256, 32, 288, 64},
|
|
{288, 32, 320, 64},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{256, 64, 288, 96},
|
|
{288, 64, 320, 96},
|
|
};
|
|
|
|
if (gMC.x < npc->x - (352 * 0x200) || gMC.x > npc->x + (352 * 0x200) || gMC.y < npc->y - (160 * 0x200) || gMC.y > npc->y + (64 * 0x200))
|
|
npc->act_no = 0;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->xm = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (gMC.x > npc->x - (320 * 0x200) && gMC.x < npc->x + (320 * 0x200) && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (64 * 0x200))
|
|
npc->act_no = 10;
|
|
|
|
if (npc->flag & 8)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->xm = 0;
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->act_wait >= 5 && npc->flag & 8)
|
|
{
|
|
npc->act_no = 20;
|
|
npc->ani_no = 1;
|
|
npc->count1 = 0;
|
|
npc->ym = -0x200 * Random(1, 3);
|
|
|
|
if (npc->shock)
|
|
{
|
|
if (npc->x < gMC.x)
|
|
npc->xm -= 0x100;
|
|
else
|
|
npc->xm += 0x100;
|
|
}
|
|
else
|
|
{
|
|
if (npc->x < gMC.x)
|
|
npc->xm += 0x100;
|
|
else
|
|
npc->xm -= 0x100;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
if (npc->ym > 0 && npc->count1 == 0)
|
|
{
|
|
++npc->count1;
|
|
deg = GetArktan(npc->x - gMC.x, npc->y + (4 * 0x200) - gMC.y);
|
|
ym = GetSin(deg) * 2;
|
|
xm = GetCos(deg) * 2;
|
|
SetNpChar(50, npc->x, npc->y, xm, ym, 0, NULL, 0x180);
|
|
PlaySoundObject(39, 1);
|
|
}
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no >= 10)
|
|
{
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
npc->ym += 0x33;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
if (npc->xm > 0x5FF)
|
|
npc->xm = 0x5FF;
|
|
if (npc->xm < -0x5FF)
|
|
npc->xm = -0x5FF;
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Puppy (carried)
|
|
void ActNpc136(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{48, 144, 64, 160},
|
|
{64, 144, 80, 160},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{48, 160, 64, 176},
|
|
{64, 160, 80, 176},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->bits &= ~NPC_INTERACTABLE;
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (gMC.direct == 0)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->y = gMC.y - (10 * 0x200);
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->x = gMC.x + (4 * 0x200);
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
}
|
|
else
|
|
{
|
|
npc->x = gMC.x - (4 * 0x200);
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
if (gMC.ani_no % 2)
|
|
++npc->rect.top;
|
|
}
|
|
|
|
// Large door (frame)
|
|
void ActNpc137(NPCHAR *npc)
|
|
{
|
|
RECT rc = {96, 136, 128, 188};
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Large door
|
|
void ActNpc138(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft = {96, 112, 112, 136};
|
|
RECT rcRight = {112, 112, 128, 136};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->rect = rcLeft;
|
|
npc->x += 8 * 0x200;
|
|
}
|
|
else
|
|
{
|
|
npc->rect = rcRight;
|
|
npc->x -= 8 * 0x200;
|
|
}
|
|
|
|
npc->tgt_x = npc->x;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->act_wait % 8 == 0)
|
|
PlaySoundObject(26, 1);
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->rect = rcLeft;
|
|
npc->rect.left += npc->act_wait / 8;
|
|
}
|
|
else
|
|
{
|
|
npc->x = npc->tgt_x + ((npc->act_wait / 8) * 0x200);
|
|
npc->rect = rcRight;
|
|
npc->rect.right -= npc->act_wait / 8;
|
|
}
|
|
|
|
if (npc->act_wait == 104)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Doctor
|
|
void ActNpc139(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{0, 128, 24, 160},
|
|
{24, 128, 48, 160},
|
|
{48, 128, 72, 160},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{0, 160, 24, 192},
|
|
{24, 160, 48, 192},
|
|
{48, 160, 72, 192},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->y -= 8 * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->flag & 8)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 2;
|
|
|
|
npc->ym += 0x40;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
npc->count1 = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->ani_wait > 6)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
{
|
|
npc->ani_no = 0;
|
|
++npc->count1;
|
|
}
|
|
|
|
if (npc->count1 > 8)
|
|
{
|
|
npc->ani_no = 0;
|
|
npc->act_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->tgt_y = npc->y - (32 * 0x200);
|
|
// Fallthrough
|
|
case 21:
|
|
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;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->act_wait = (npc->rect.bottom - npc->rect.top) * 2;
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 31:
|
|
--npc->act_wait;
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->act_wait == 0)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 41;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 41:
|
|
npc->ani_no = 2;
|
|
|
|
if (++npc->act_wait < 64)
|
|
break;
|
|
|
|
npc->act_no = 20;
|
|
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];
|
|
|
|
if (npc->act_no == 31 || npc->act_no == 41)
|
|
{
|
|
npc->rect.bottom = npc->rect.top + (npc->act_wait / 2);
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
++npc->rect.left;
|
|
}
|
|
}
|