1910 lines
30 KiB
C++
1910 lines
30 KiB
C++
#include "NpcAct.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Boss.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 "Map.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Sound.h"
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#include "Triangle.h"
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// Demon crown (opening)
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void ActNpc300(NPCHAR *npc)
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{
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RECT rc = {192, 80, 208, 96};
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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->y += 6 * 0x200;
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}
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if (++npc->ani_wait % 8 == 1)
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SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + (8 * 0x200), 13, 1);
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npc->rect = rc;
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}
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// Fish missile (Misery)
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void ActNpc301(NPCHAR *npc)
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{
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int dir;
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RECT rect[8] = {
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{144, 0, 160, 16},
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{160, 0, 176, 16},
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{176, 0, 192, 16},
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{192, 0, 208, 16},
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{144, 16, 160, 32},
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{160, 16, 176, 32},
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{176, 16, 192, 32},
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{192, 16, 208, 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->count1 = npc->direct;
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// Fallthrough
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case 1:
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npc->xm = GetCos(npc->count1) * 2;
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npc->ym = GetSin(npc->count1) * 2;
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npc->y += npc->ym;
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npc->x += npc->xm;
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dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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if (dir < npc->count1)
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{
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if (npc->count1 - dir < 0x80)
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--npc->count1;
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else
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++npc->count1;
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}
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else
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{
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if (dir - npc->count1 < 0x80)
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++npc->count1;
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else
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--npc->count1;
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}
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if (npc->count1 > 0xFF)
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npc->count1 -= 0x100;
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if (npc->count1 < 0)
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npc->count1 += 0x100;
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break;
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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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SetCaret(npc->x, npc->y, 7, 4);
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}
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npc->ani_no = (npc->count1 + 0x10) / 0x20;
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if (npc->ani_no > 7)
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npc->ani_no = 7;
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npc->rect = rect[npc->ani_no];
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}
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// Camera focus marker
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void ActNpc302(NPCHAR *npc)
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{
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int n;
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switch (npc->act_no)
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{
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case 10:
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npc->x = gMC.x;
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npc->y = gMC.y - 32 * 0x200;
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break;
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case 20:
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switch (npc->direct)
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{
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case 0:
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npc->x -= 2 * 0x200;
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break;
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case 1:
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npc->y -= 2 * 0x200;
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break;
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case 2:
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npc->x += 2 * 0x200;
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break;
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case 3:
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npc->y += 2 * 0x200;
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break;
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}
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gMC.x = npc->x;
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gMC.y = npc->y;
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break;
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case 30:
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npc->x = gMC.x;
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npc->y = gMC.y + (80 * 0x200);
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break;
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case 100:
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npc->act_no = 101;
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if (npc->direct != 0)
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{
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for (n = 0xAA; n < 0x200; ++n)
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{
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if (gNPC[n].cond & 0x80 && gNPC[n].code_event == npc->direct)
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{
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npc->pNpc = &gNPC[n];
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break;
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}
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}
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if (n == 0x200)
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{
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npc->cond = 0;
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break;
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}
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}
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else
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{
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npc->pNpc = gBoss;
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}
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// Fallthrough
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case 101:
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npc->x = (gMC.x + npc->pNpc->x) / 2;
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npc->y = (gMC.y + npc->pNpc->y) / 2;
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break;
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}
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}
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// Curly's machine gun
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void ActNpc303(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{216, 152, 232, 168},
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{232, 152, 248, 168},
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};
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RECT rcRight[2] = {
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{216, 168, 232, 184},
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{232, 168, 248, 184},
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};
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if (npc->pNpc == NULL)
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return;
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// Set position
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if (npc->pNpc->direct == 0)
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{
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npc->direct = 0;
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npc->x = npc->pNpc->x - (8 * 0x200);
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}
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else
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{
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npc->direct = 2;
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npc->x = npc->pNpc->x + (8 * 0x200);
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}
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npc->y = npc->pNpc->y;
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// Animation
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npc->ani_no = 0;
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if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5)
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npc->y -= 1 * 0x200;
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// Set framerect
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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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// Gaudi in hospital
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void ActNpc304(NPCHAR *npc)
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{
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RECT rc[4] = {
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{0, 176, 24, 192},
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{24, 176, 48, 192},
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{48, 176, 72, 192},
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{72, 176, 96, 192},
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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 += 10 * 0x200;
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// Fallthrough
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case 1:
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npc->ani_no = 0;
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break;
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case 10:
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npc->ani_no = 1;
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break;
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case 20:
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npc->act_no = 21;
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npc->ani_no = 2;
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// Fallthrough
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case 21:
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if (++npc->ani_wait > 10)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 3)
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npc->ani_no = 2;
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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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// Small puppy
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void ActNpc305(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{160, 144, 176, 160},
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{176, 144, 192, 160},
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};
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RECT rcRight[2] = {
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{160, 160, 176, 176},
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{176, 160, 192, 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->y -= 16 * 0x200;
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npc->ani_wait = Random(0, 6);
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// Fallthrough
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case 1:
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if (++npc->ani_wait > 6)
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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 > 1)
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npc->ani_no = 0;
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break;
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}
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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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// Balrog (nurse)
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void ActNpc306(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{240, 96, 280, 128},
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{280, 96, 320, 128},
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};
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RECT rcRight[2] = {
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{160, 152, 200, 184},
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{200, 152, 240, 184},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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npc->y += 4 * 0x200;
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// Fallthrough
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case 1:
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if (Random(0, 120) == 10)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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}
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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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// Caged Santa
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void ActNpc307(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{0, 32, 16, 48},
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{16, 32, 32, 48},
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};
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RECT rcRight[2] = {
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{0, 48, 16, 64},
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{16, 48, 32, 64},
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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->x += 1 * 0x200;
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npc->y -= 2 * 0x200;
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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, 160) == 1)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 2:
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if (++npc->act_wait > 12)
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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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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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if (npc->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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// Stumpy
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void ActNpc308(NPCHAR *npc)
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{
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unsigned char deg;
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RECT rcLeft[2] = {
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{128, 112, 144, 128},
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{144, 112, 160, 128},
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};
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RECT rcRight[2] = {
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{128, 128, 144, 144},
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{144, 128, 160, 144},
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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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// Fallthrough
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case 1:
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if (gMC.x < npc->x + (240 * 0x200) && gMC.x > npc->x - (240 * 0x200) && gMC.y < npc->y + (192 * 0x200) && gMC.y > npc->y - (192 * 0x200))
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npc->act_no = 10;
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break;
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case 10:
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npc->act_no = 11;
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npc->act_wait = 0;
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npc->xm2 = 0;
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npc->ym2 = 0;
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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 11:
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if (++npc->act_wait > 50)
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npc->act_no = 20;
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++npc->ani_wait;
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if (npc->act_wait > 1)
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{
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npc->ani_wait = 0;
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if (++npc->ani_no > 1)
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npc->ani_no = 0;
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}
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if (gMC.x > npc->x + (320 * 0x200) || gMC.x < npc->x - (320 * 0x200) || gMC.y > npc->y + (240 * 0x200) || gMC.y < npc->y - (240 * 0x200))
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npc->act_no = 0;
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break;
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case 20:
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npc->act_no = 21;
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npc->act_wait = 0;
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deg = (unsigned char)GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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deg += (unsigned char)Random(-3, 3);
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npc->ym2 = GetSin(deg) * 2;
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npc->xm2 = GetCos(deg) * 2;
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if (npc->xm2 < 0)
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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 21:
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if (npc->xm2 < 0 && npc->flag & 1)
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{
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npc->direct = 2;
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npc->xm2 *= -1;
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}
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if (npc->xm2 > 0 && npc->flag & 4)
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{
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npc->direct = 0;
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npc->xm2 *= -1;
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}
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if (npc->ym2 < 0 && npc->flag & 2)
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npc->ym2 *= -1;
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if (npc->ym2 > 0 && npc->flag & 8)
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npc->ym2 *= -1;
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if (npc->flag & 0x100)
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npc->ym2 = -0x200;
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npc->x += npc->xm2;
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npc->y += npc->ym2;
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if (++npc->act_wait > 50)
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npc->act_no = 10;
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if (++npc->ani_no > 1)
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npc->ani_no = 0;
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break;
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}
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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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// Bute
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void ActNpc309(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{0, 0, 16, 16},
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{16, 0, 32, 16},
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};
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RECT rcRight[2] = {
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{0, 16, 16, 32},
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{16, 16, 32, 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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// Fallthrough
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case 1:
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if (npc->direct == 0)
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{
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if (gMC.x > npc->x - (288 * 0x200) && gMC.x < npc->x - (272 * 0x200))
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{
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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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else
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{
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if (gMC.x < npc->x + (288 * 0x200) && gMC.x > npc->x + (272 * 0x200))
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{
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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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return;
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case 10:
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npc->act_no = 11;
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npc->bits |= NPC_SHOOTABLE;
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npc->damage = 5;
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// Fallthrough
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case 11:
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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if (npc->direct == 0)
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npc->xm2 -= 0x10;
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else
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npc->xm2 += 0x10;
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if (npc->y > gMC.y)
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npc->ym2 -= 0x10;
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else
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npc->ym2 += 0x10;
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if (npc->xm2 < 0 && npc->flag & 1)
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npc->xm2 *= -1;
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if (npc->xm2 > 0 && npc->flag & 4)
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npc->xm2 *= -1;
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if (npc->ym2 < 0 && npc->flag & 2)
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npc->ym2 *= -1;
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if (npc->ym2 > 0 && npc->flag & 8)
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npc->ym2 *= -1;
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if (npc->xm2 < -0x5FF)
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npc->xm2 = -0x5FF;
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if (npc->xm2 > 0x5FF)
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npc->xm2 = 0x5FF;
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if (npc->ym2 < -0x5FF)
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npc->ym2 = -0x5FF;
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if (npc->ym2 > 0x5FF)
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npc->ym2 = 0x5FF;
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npc->x += npc->xm2;
|
|
npc->y += npc->ym2;
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->life <= 996)
|
|
{
|
|
npc->code_char = 316;
|
|
npc->act_no = 0;
|
|
}
|
|
}
|
|
|
|
// Bute (with sword)
|
|
void ActNpc310(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[5] = {
|
|
{32, 0, 56, 16},
|
|
{56, 0, 80, 16},
|
|
{80, 0, 104, 16},
|
|
{104, 0, 128, 16},
|
|
{128, 0, 152, 16},
|
|
};
|
|
|
|
RECT rcRight[5] = {
|
|
{32, 16, 56, 32},
|
|
{56, 16, 80, 32},
|
|
{80, 16, 104, 32},
|
|
{104, 16, 128, 32},
|
|
{128, 16, 152, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
npc->damage = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.x > npc->x - (128 * 0x200) && gMC.x < npc->x + (128 * 0x200) && gMC.y > npc->y - (128 * 0x200) && gMC.y < npc->y + (16 * 0x200))
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->xm = 0;
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
npc->damage = 0;
|
|
npc->ani_no = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->act_wait > 30)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
npc->bits &= ~NPC_INVULNERABLE;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->damage = 0;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 21:
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->act_wait > 50)
|
|
npc->act_no = 10;
|
|
|
|
if (npc->x < gMC.x + (40 * 0x200) && npc->x > gMC.x - (40 * 0x200))
|
|
{
|
|
npc->ym = -0x300;
|
|
npc->xm /= 2;
|
|
npc->ani_no = 2;
|
|
npc->act_no = 30;
|
|
PlaySoundObject(30, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 30:
|
|
if (npc->ym > -0x80)
|
|
{
|
|
npc->act_no = 31;
|
|
npc->ani_wait = 0;
|
|
npc->ani_no = 3;
|
|
npc->damage = 9;
|
|
}
|
|
|
|
break;
|
|
|
|
case 31:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
npc->ani_no = 4;
|
|
}
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 32;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
npc->damage = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 32:
|
|
if (++npc->act_wait > 30)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->damage = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
|
|
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->life <= 996)
|
|
{
|
|
npc->code_char = 316;
|
|
npc->act_no = 0;
|
|
}
|
|
}
|
|
|
|
// Bute archer
|
|
void ActNpc311(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[7] = {
|
|
{0, 32, 24, 56},
|
|
{24, 32, 48, 56},
|
|
{48, 32, 72, 56},
|
|
{72, 32, 96, 56},
|
|
{96, 32, 120, 56},
|
|
{120, 32, 144, 56},
|
|
{144, 32, 168, 56},
|
|
};
|
|
|
|
RECT rcRight[7] = {
|
|
{0, 56, 24, 80},
|
|
{24, 56, 48, 80},
|
|
{48, 56, 72, 80},
|
|
{72, 56, 96, 80},
|
|
{96, 56, 120, 80},
|
|
{120, 56, 144, 80},
|
|
{144, 56, 168, 80},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->direct == 0)
|
|
{
|
|
if (gMC.x > npc->x - (320 * 0x200) && gMC.x < npc->x && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (160 * 0x200))
|
|
npc->act_no = 10;
|
|
}
|
|
else
|
|
{
|
|
if (gMC.x > npc->x && gMC.x < npc->x + (320 * 0x200) && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (160 * 0x200))
|
|
npc->act_no = 10;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (gMC.x > npc->x - (224 * 0x200) && gMC.x < npc->x + (224 * 0x200) && gMC.y > npc->y - (8 * 0x200))
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->count1 = 0;
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 4;
|
|
npc->count1 = 1;
|
|
}
|
|
|
|
if (++npc->act_wait > 10)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 21:
|
|
if (npc->count1 == 0)
|
|
{
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
}
|
|
else
|
|
{
|
|
if (++npc->ani_no > 5)
|
|
npc->ani_no = 4;
|
|
}
|
|
|
|
if (++npc->act_wait > 30)
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->act_wait = 0;
|
|
|
|
if (npc->count1 == 0)
|
|
{
|
|
if (npc->direct == 0)
|
|
SetNpChar(312, npc->x, npc->y, -0x600, 0, 0, NULL, 0x100);
|
|
else
|
|
SetNpChar(312, npc->x, npc->y, 0x600, 0, 2, NULL, 0x100);
|
|
|
|
npc->ani_no = 3;
|
|
}
|
|
else
|
|
{
|
|
if (npc->direct == 0)
|
|
SetNpChar(312, npc->x, npc->y, -0x600, -0x600, 0, NULL, 0x100);
|
|
else
|
|
SetNpChar(312, npc->x, npc->y, 0x600, -0x600, 2, NULL, 0x100);
|
|
|
|
npc->ani_no = 6;
|
|
}
|
|
// Fallthrough
|
|
case 31:
|
|
if (++npc->act_wait > 30)
|
|
{
|
|
npc->act_no = 40;
|
|
npc->act_wait = Random(0, 100);
|
|
}
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->act_wait > 150)
|
|
npc->act_no = 10;
|
|
|
|
if (gMC.x < npc->x - (352 * 0x200) || gMC.x > npc->x + (352 * 0x200) || gMC.y < npc->y - (240 * 0x200) || gMC.y > npc->y + (240 * 0x200))
|
|
{
|
|
npc->act_no = 40;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->life <= 992)
|
|
{
|
|
npc->code_char = 316;
|
|
npc->act_no = 0;
|
|
}
|
|
}
|
|
|
|
// Bute arrow projectile
|
|
void ActNpc312(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[5] = {
|
|
{0, 160, 16, 176},
|
|
{16, 160, 32, 176},
|
|
{32, 160, 48, 176},
|
|
{48, 160, 64, 176},
|
|
{64, 160, 80, 176},
|
|
};
|
|
|
|
RECT rcRight[5] = {
|
|
{0, 176, 16, 192},
|
|
{16, 176, 32, 192},
|
|
{32, 176, 48, 192},
|
|
{48, 176, 64, 192},
|
|
{64, 176, 80, 192},
|
|
};
|
|
|
|
if (npc->act_no > 0 && npc->act_no < 20 && npc->flag & 0xFF)
|
|
npc->act_no = 20;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
|
|
if (npc->xm < 0)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->ym < 0)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 2;
|
|
// Fallthrough
|
|
case 1:
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait == 4)
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
if (npc->act_wait > 10)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_wait = 0;
|
|
npc->xm = 3 * npc->xm / 4;
|
|
npc->ym = 3 * npc->ym / 4;
|
|
// Fallthrough
|
|
case 11:
|
|
npc->ym += 0x20;
|
|
|
|
if (++npc->ani_wait > 10)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 4;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->damage = 0;
|
|
// Fallthrough
|
|
case 21:
|
|
if (++npc->act_wait > 30)
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 31:
|
|
if (++npc->act_wait > 30)
|
|
{
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
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];
|
|
|
|
if (npc->act_no == 31)
|
|
{
|
|
if (npc->act_wait / 2 % 2)
|
|
{
|
|
npc->rect.left = 0;
|
|
npc->rect.right = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Ma Pignon
|
|
void ActNpc313(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[14] = {
|
|
{128, 0, 144, 16},
|
|
{144, 0, 160, 16},
|
|
{160, 0, 176, 16},
|
|
{176, 0, 192, 16},
|
|
{192, 0, 208, 16},
|
|
{208, 0, 224, 16},
|
|
{224, 0, 240, 16},
|
|
{240, 0, 256, 16},
|
|
{256, 0, 272, 16},
|
|
{272, 0, 288, 16},
|
|
{288, 0, 304, 16},
|
|
{128, 0, 144, 16},
|
|
{176, 0, 192, 16},
|
|
{304, 0, 320, 16},
|
|
};
|
|
|
|
RECT rcRight[14] = {
|
|
{128, 16, 144, 32},
|
|
{144, 16, 160, 32},
|
|
{160, 16, 176, 32},
|
|
{176, 16, 192, 32},
|
|
{192, 16, 208, 32},
|
|
{208, 16, 224, 32},
|
|
{224, 16, 240, 32},
|
|
{240, 16, 256, 32},
|
|
{256, 16, 272, 32},
|
|
{272, 16, 288, 32},
|
|
{288, 16, 304, 32},
|
|
{128, 16, 144, 32},
|
|
{176, 16, 192, 32},
|
|
{304, 16, 320, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->y += 4 * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ym += 0x40;
|
|
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (npc->x - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x)
|
|
{
|
|
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;
|
|
|
|
case 100:
|
|
npc->act_no = 110;
|
|
npc->act_wait = 0;
|
|
npc->count1 = 0;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
// Fallthrough
|
|
case 110:
|
|
npc->damage = 1;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->act_wait > 4)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 120;
|
|
|
|
if (++npc->count2 > 12)
|
|
{
|
|
npc->count2 = 0;
|
|
npc->act_no = 300;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 120:
|
|
npc->ani_no = 2;
|
|
|
|
if (++npc->act_wait > 4)
|
|
{
|
|
npc->act_no = 130;
|
|
npc->ani_no = 3;
|
|
npc->xm = 2 * Random(-0x200, 0x200);
|
|
npc->ym = -0x800;
|
|
PlaySoundObject(30, 1);
|
|
++npc->count1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 130:
|
|
npc->ym += 0x80;
|
|
|
|
if (npc->y > 128 * 0x200)
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
if (npc->xm < 0 && npc->flag & 1)
|
|
npc->xm *= -1;
|
|
if (npc->xm > 0 && npc->flag & 4)
|
|
npc->xm *= -1;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->ym < -0x200)
|
|
npc->ani_no = 3;
|
|
else if (npc->ym > 0x200)
|
|
npc->ani_no = 4;
|
|
else
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 140;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
if (npc->count1 > 4 && gMC.y < npc->y + (4 * 0x200))
|
|
{
|
|
npc->act_no = 200;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 140:
|
|
npc->ani_no = 2;
|
|
|
|
if (++npc->act_wait > 4)
|
|
npc->act_no = 110;
|
|
|
|
break;
|
|
|
|
case 200:
|
|
npc->ani_no = 5;
|
|
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_no = 210;
|
|
npc->ani_no = 6;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x5FF;
|
|
else
|
|
npc->xm = 0x5FF;
|
|
|
|
PlaySoundObject(25, 1);
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
npc->damage = 10;
|
|
}
|
|
|
|
break;
|
|
|
|
case 210:
|
|
if (++npc->ani_no > 7)
|
|
npc->ani_no = 6;
|
|
|
|
if (npc->xm < 0 && npc->flag & 1)
|
|
npc->act_no = 220;
|
|
if (npc->xm > 0 && npc->flag & 4)
|
|
npc->act_no = 220;
|
|
|
|
break;
|
|
|
|
case 220:
|
|
npc->act_no = 221;
|
|
npc->act_wait = 0;
|
|
SetQuake(16);
|
|
PlaySoundObject(26, 1);
|
|
npc->damage = 4;
|
|
// Fallthrough
|
|
case 221:
|
|
if (++npc->ani_no > 7)
|
|
npc->ani_no = 6;
|
|
|
|
if (++npc->act_wait % 6 == 0)
|
|
SetNpChar(314, Random(4, 16) * 0x200 * 0x10, 1 * 0x200 * 0x10, 0, 0, 0, NULL, 0x100);
|
|
|
|
if (npc->act_wait > 30)
|
|
{
|
|
npc->count1 = 0;
|
|
npc->act_no = 130;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_INVULNERABLE;
|
|
npc->damage = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 300:
|
|
npc->act_no = 301;
|
|
npc->ani_no = 9;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 301:
|
|
if (++npc->ani_no > 11)
|
|
npc->ani_no = 9;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
|
|
if (gMC.x > npc->x - (4 * 0x200) && gMC.x < npc->x + (4 * 0x200))
|
|
{
|
|
npc->act_no = 310;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 310:
|
|
npc->ani_no = 2;
|
|
|
|
if (++npc->act_wait > 4)
|
|
{
|
|
npc->act_no = 320;
|
|
npc->ani_no = 12;
|
|
npc->ym = -0x800;
|
|
PlaySoundObject(25, 1);
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
npc->damage = 10;
|
|
}
|
|
|
|
break;
|
|
|
|
case 320:
|
|
if (++npc->ani_no > 13)
|
|
npc->ani_no = 12;
|
|
|
|
if (npc->y < (16 * 0x200))
|
|
npc->act_no = 330;
|
|
|
|
break;
|
|
|
|
case 330:
|
|
npc->ym = 0;
|
|
npc->act_no = 331;
|
|
npc->act_wait = 0;
|
|
SetQuake(16);
|
|
PlaySoundObject(26, 1);
|
|
// Fallthrough
|
|
case 331:
|
|
if (++npc->ani_no > 13)
|
|
npc->ani_no = 12;
|
|
|
|
if (++npc->act_wait % 6 == 0)
|
|
SetNpChar(315, Random(4, 16) * 0x200 * 0x10, 0, 0, 0, 0, NULL, 0x100);
|
|
|
|
if (npc->act_wait > 30)
|
|
{
|
|
npc->count1 = 0;
|
|
npc->act_no = 130;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_INVULNERABLE;
|
|
npc->damage = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 500:
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->act_no = 501;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 8;
|
|
npc->tgt_x = npc->x;
|
|
npc->damage = 0;
|
|
DeleteNpCharCode(315, TRUE);
|
|
// Fallthrough
|
|
case 501:
|
|
npc->ym += 0x20;
|
|
|
|
if (++npc->act_wait % 2)
|
|
npc->x = npc->tgt_x;
|
|
else
|
|
npc->x = npc->tgt_x + (1 * 0x200);
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no > 100 && npc->act_no < 500 && npc->act_no != 210 && npc->act_no != 320)
|
|
{
|
|
if (IsActiveSomeBullet())
|
|
{
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
}
|
|
else
|
|
{
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_INVULNERABLE;
|
|
}
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
// Ma Pignon rock
|
|
void ActNpc314(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{64, 64, 80, 80},
|
|
{80, 64, 96, 80},
|
|
{96, 64, 112, 80},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->count2 = 0;
|
|
npc->act_no = 100;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
npc->ani_no = Random(0, 2);
|
|
// Fallthrough
|
|
case 100:
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->ym > 0x700)
|
|
npc->ym = 0x700;
|
|
|
|
if (npc->y > 128 * 0x200)
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
int i;
|
|
|
|
npc->ym = -0x200;
|
|
npc->act_no = 110;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
PlaySoundObject(12, 1);
|
|
SetQuake(10);
|
|
|
|
for (i = 0; i < 2; ++i)
|
|
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
|
}
|
|
|
|
break;
|
|
|
|
case 110:
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->y > (gMap.length * 0x200 * 0x10) + (2 * 0x200 * 0x10))
|
|
{
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 6)
|
|
{
|
|
++npc->ani_wait;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.y > npc->y)
|
|
npc->damage = 10;
|
|
else
|
|
npc->damage = 0;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Ma Pignon clone
|
|
void ActNpc315(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[4] = {
|
|
{128, 0, 144, 16},
|
|
{160, 0, 176, 16},
|
|
{176, 0, 192, 16},
|
|
{192, 0, 208, 16},
|
|
};
|
|
|
|
RECT rcRight[4] = {
|
|
{128, 16, 144, 32},
|
|
{160, 16, 176, 32},
|
|
{176, 16, 192, 32},
|
|
{192, 16, 208, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->ani_no = 3;
|
|
npc->ym += 0x80;
|
|
|
|
if (npc->y > 128 * 0x200)
|
|
{
|
|
npc->act_no = 130;
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
}
|
|
|
|
break;
|
|
|
|
case 100:
|
|
npc->act_no = 110;
|
|
npc->act_wait = 0;
|
|
npc->count1 = 0;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
// Fallthrough
|
|
case 110:
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->act_wait > 4)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 120;
|
|
}
|
|
|
|
break;
|
|
|
|
case 120:
|
|
npc->ani_no = 1;
|
|
|
|
if (++npc->act_wait > 4)
|
|
{
|
|
npc->act_no = 130;
|
|
npc->ani_no = 3;
|
|
npc->xm = 2 * Random(-0x200, 0x200);
|
|
npc->ym = -0x800;
|
|
PlaySoundObject(30, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 130:
|
|
npc->ym += 0x80;
|
|
|
|
if (npc->xm < 0 && npc->flag & 1)
|
|
npc->xm *= -1;
|
|
if (npc->xm > 0 && npc->flag & 4)
|
|
npc->xm *= -1;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->ym < -0x200)
|
|
npc->ani_no = 2;
|
|
else if (npc->ym > 0x200)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 3;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 140;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 140:
|
|
npc->ani_no = 1;
|
|
|
|
if (++npc->act_wait > 4)
|
|
{
|
|
npc->act_no = 110;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no > 100)
|
|
{
|
|
if (IsActiveSomeBullet())
|
|
{
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
}
|
|
else
|
|
{
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_INVULNERABLE;
|
|
}
|
|
}
|
|
|
|
if (++npc->count2 > 300)
|
|
{
|
|
VanishNpChar(npc);
|
|
}
|
|
else
|
|
{
|
|
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];
|
|
}
|
|
}
|
|
|
|
// Bute (dead)
|
|
void ActNpc316(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{248, 32, 272, 56},
|
|
{272, 32, 296, 56},
|
|
{296, 32, 320, 56},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{248, 56, 272, 80},
|
|
{272, 56, 296, 80},
|
|
{296, 56, 320, 80},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
npc->damage = 0;
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->view.front = 12 * 0x200;
|
|
npc->view.back = 12 * 0x200;
|
|
npc->view.top = 12 * 0x200;
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = 0x100;
|
|
else
|
|
npc->xm = -0x100;
|
|
|
|
PlaySoundObject(50, 1);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
npc->xm = 8 * npc->xm / 9;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
|
|
if (++npc->act_wait > 50)
|
|
npc->cond |= 8;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
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];
|
|
}
|
|
|
|
// Mesa
|
|
void ActNpc317(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[4] = {
|
|
{0, 80, 32, 120},
|
|
{32, 80, 64, 120},
|
|
{64, 80, 96, 120},
|
|
{96, 80, 128, 120},
|
|
};
|
|
|
|
RECT rcRight[4] = {
|
|
{0, 120, 32, 160},
|
|
{32, 120, 64, 160},
|
|
{64, 120, 96, 160},
|
|
{96, 120, 128, 160},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y -= 8 * 0x200;
|
|
npc->tgt_x = npc->x;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->xm = 0;
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
npc->count1 = 0;
|
|
// Fallthrough
|
|
case 2:
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (++npc->ani_wait > 40)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.x > npc->x - (320 * 0x200) && gMC.x < npc->x + (320 * 0x200) && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (160 * 0x200) && ++npc->count1 > 50)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
SetNpChar(319, npc->x, npc->y, 0, 0, 0, npc, 0x100);
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->act_wait > 50)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 12;
|
|
npc->ani_no = 3;
|
|
PlaySoundObject(39, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (++npc->act_wait > 20)
|
|
npc->act_no = 1;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x55;
|
|
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];
|
|
|
|
if (npc->life <= 936)
|
|
{
|
|
npc->code_char = 318;
|
|
npc->act_no = 0;
|
|
}
|
|
}
|
|
|
|
// Mesa (dead)
|
|
void ActNpc318(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{224, 80, 256, 120},
|
|
{256, 80, 288, 120},
|
|
{288, 80, 320, 120},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{224, 120, 256, 160},
|
|
{256, 120, 288, 160},
|
|
{288, 120, 320, 160},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
npc->bits &= ~NPC_SOLID_SOFT;
|
|
npc->damage = 0;
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = 0x40;
|
|
else
|
|
npc->xm = -0x40;
|
|
|
|
PlaySoundObject(54, 1);
|
|
break;
|
|
|
|
case 1:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
npc->xm = 8 * npc->xm / 9;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
|
|
if (++npc->act_wait > 50)
|
|
npc->cond |= 8;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
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];
|
|
}
|
|
|
|
// Mesa block
|
|
void ActNpc319(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{16, 0, 32, 16},
|
|
{16, 0, 32, 16},
|
|
{96, 80, 112, 96},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->y = npc->pNpc->y + (10 * 0x200);
|
|
|
|
if (npc->pNpc->direct == 0)
|
|
npc->x = npc->pNpc->x + (7 * 0x200);
|
|
else
|
|
npc->x = npc->pNpc->x - (7 * 0x200);
|
|
|
|
if (npc->pNpc->code_char == 318)
|
|
{
|
|
SetDestroyNpChar(npc->x, npc->y, 0, 3);
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
if (npc->pNpc->ani_no != 2)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ym = -0x400;
|
|
npc->y = npc->pNpc->y - (4 * 0x200);
|
|
|
|
if (npc->pNpc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait == 4)
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
npc->ym += 0x2A;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
PlaySoundObject(12, 1);
|
|
SetDestroyNpChar(npc->x, npc->y, 0, 3);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|