1899 lines
29 KiB
C++
1899 lines
29 KiB
C++
#include "NpcAct.h"
|
|
|
|
#include <stddef.h>
|
|
|
|
#include "WindowsWrapper.h"
|
|
|
|
#include "Back.h"
|
|
#include "Caret.h"
|
|
#include "CommonDefines.h"
|
|
#include "Flash.h"
|
|
#include "Frame.h"
|
|
#include "Game.h"
|
|
#include "MyChar.h"
|
|
#include "NpChar.h"
|
|
#include "Sound.h"
|
|
#include "Triangle.h"
|
|
|
|
// Gravekeeper
|
|
void ActNpc080(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[7] = {
|
|
{0, 64, 24, 88},
|
|
{24, 64, 48, 88},
|
|
{0, 64, 24, 88},
|
|
{48, 64, 72, 88},
|
|
{72, 64, 96, 88},
|
|
{96, 64, 120, 88},
|
|
{120, 64, 144, 88},
|
|
};
|
|
|
|
RECT rcRight[7] = {
|
|
{0, 88, 24, 112},
|
|
{24, 88, 48, 112},
|
|
{0, 88, 24, 112},
|
|
{48, 88, 72, 112},
|
|
{72, 88, 96, 112},
|
|
{96, 88, 120, 112},
|
|
{120, 88, 144, 112},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->act_no = 1;
|
|
npc->damage = 0;
|
|
npc->hit.front = 4 * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->x - (128 * 0x200) < gMC.x && npc->x + (128 * 0x200) > gMC.x && npc->y - (48 * 0x200) < gMC.y && npc->y + (32 * 0x200) > gMC.y)
|
|
{
|
|
npc->ani_wait = 0;
|
|
npc->act_no = 2;
|
|
}
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
npc->act_no = 2;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
}
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_wait > 6)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->x - (16 * 0x200) < gMC.x && npc->x + (16 * 0x200) > gMC.x)
|
|
{
|
|
npc->hit.front = (18 * 0x200);
|
|
npc->act_wait = 0;
|
|
npc->act_no = 3;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
PlaySoundObject(34, 1);
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
}
|
|
|
|
if (gMC.x < npc->x)
|
|
{
|
|
npc->direct = 0;
|
|
npc->xm = -0x100;
|
|
}
|
|
else
|
|
{
|
|
npc->direct = 2;
|
|
npc->xm = 0x100;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
npc->xm = 0;
|
|
|
|
if (++npc->act_wait > 40)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 4;
|
|
PlaySoundObject(106, 1);
|
|
}
|
|
|
|
npc->ani_no = 4;
|
|
break;
|
|
|
|
case 4:
|
|
npc->damage = 10;
|
|
|
|
if (++npc->act_wait > 2)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 5;
|
|
}
|
|
|
|
npc->ani_no = 5;
|
|
break;
|
|
|
|
case 5:
|
|
npc->ani_no = 6;
|
|
|
|
if (++npc->act_wait > 60)
|
|
npc->act_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->xm < 0 && npc->flag & 1)
|
|
npc->xm = 0;
|
|
if (npc->xm > 0 && npc->flag & 4)
|
|
npc->xm = 0;
|
|
|
|
npc->ym += 0x20;
|
|
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
#ifdef FIX_BUGS
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
if (npc->ym < -0x5FF)
|
|
npc->ym = -0x5FF;
|
|
#else
|
|
// Caps npc->xm instead of npc->ym
|
|
if (npc->ym > 0x5FF)
|
|
npc->xm = 0x5FF;
|
|
if (npc->ym < -0x5FF)
|
|
npc->xm = -0x5FF;
|
|
#endif
|
|
|
|
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];
|
|
}
|
|
|
|
// Giant pignon
|
|
void ActNpc081(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[6] = {
|
|
{144, 64, 168, 88},
|
|
{168, 64, 192, 88},
|
|
{192, 64, 216, 88},
|
|
{216, 64, 240, 88},
|
|
{144, 64, 168, 88},
|
|
{240, 64, 264, 88},
|
|
};
|
|
|
|
RECT rcRight[6] = {
|
|
{144, 88, 168, 112},
|
|
{168, 88, 192, 112},
|
|
{192, 88, 216, 112},
|
|
{216, 88, 240, 112},
|
|
{144, 88, 168, 112},
|
|
{240, 88, 264, 112},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->xm = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 100) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
break;
|
|
}
|
|
|
|
if (Random(0, 150) == 1)
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
}
|
|
|
|
if (Random(0, 150) == 1)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->act_wait = 50;
|
|
npc->ani_no = 0;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
npc->act_no = 4;
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 4:
|
|
if (--npc->act_wait == 0)
|
|
npc->act_no = 0;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->flag & 1)
|
|
{
|
|
npc->direct = 2;
|
|
npc->xm = 0x200;
|
|
}
|
|
|
|
if (npc->flag & 4)
|
|
{
|
|
npc->direct = 0;
|
|
npc->xm = -0x200;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x100;
|
|
else
|
|
npc->xm = 0x100;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
if (npc->flag & 8)
|
|
npc->act_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 1:
|
|
case 2:
|
|
case 4:
|
|
if (npc->shock)
|
|
{
|
|
npc->ym = -0x200;
|
|
npc->ani_no = 5;
|
|
npc->act_no = 5;
|
|
|
|
if (npc->x < gMC.x)
|
|
npc->xm = 0x100;
|
|
else
|
|
npc->xm = -0x100;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
// Misery (standing)
|
|
void ActNpc082(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 2;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 15:
|
|
npc->act_no = 16;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 4;
|
|
// Fallthrough
|
|
case 16:
|
|
if (++npc->act_wait == 30)
|
|
{
|
|
PlaySoundObject(21, 1);
|
|
SetNpChar(66, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0);
|
|
}
|
|
|
|
if (npc->act_wait == 50)
|
|
npc->act_no = 14;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->ani_no = 0;
|
|
npc->ym = 0;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 21:
|
|
npc->ym -= 0x20;
|
|
|
|
if (npc->y < -8 * 0x200)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
|
|
case 25:
|
|
npc->act_no = 26;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 5;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 26:
|
|
if (++npc->ani_no > 7)
|
|
npc->ani_no = 5;
|
|
|
|
if (++npc->act_wait == 30)
|
|
{
|
|
PlaySoundObject(101, 1);
|
|
SetFlash(0, 0, 2);
|
|
npc->act_no = 27;
|
|
npc->ani_no = 7;
|
|
}
|
|
|
|
break;
|
|
|
|
case 27:
|
|
if (++npc->act_wait == 50)
|
|
{
|
|
npc->act_no = 0;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->ani_no = 3;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 31:
|
|
if (++npc->ani_wait > 10)
|
|
{
|
|
npc->act_no = 32;
|
|
npc->ani_no = 4;
|
|
npc->ani_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 32:
|
|
if (++npc->ani_wait > 100)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 41;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 41:
|
|
npc->ani_no = 4;
|
|
|
|
switch (++npc->act_wait)
|
|
{
|
|
case 30:
|
|
case 40:
|
|
case 50:
|
|
SetNpChar(11, npc->x + (8 * 0x200), npc->y - (8 * 0x200), 0x600, Random(-0x200, 0), 0, NULL, 0x100);
|
|
PlaySoundObject(33, 1);
|
|
break;
|
|
}
|
|
|
|
if (npc->act_wait > 50)
|
|
npc->act_no = 0;
|
|
|
|
break;
|
|
|
|
case 50:
|
|
npc->ani_no = 8;
|
|
break;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rcLeft[9] = {
|
|
{80, 0, 96, 16},
|
|
{96, 0, 112, 16},
|
|
{112, 0, 128, 16},
|
|
{128, 0, 144, 16},
|
|
{144, 0, 160, 16},
|
|
{160, 0, 176, 16},
|
|
{176, 0, 192, 16},
|
|
{144, 0, 160, 16},
|
|
{208, 64, 224, 80},
|
|
};
|
|
|
|
RECT rcRight[9] = {
|
|
{80, 16, 96, 32},
|
|
{96, 16, 112, 32},
|
|
{112, 16, 128, 32},
|
|
{128, 16, 144, 32},
|
|
{144, 16, 160, 32},
|
|
{160, 16, 176, 32},
|
|
{176, 16, 192, 32},
|
|
{144, 16, 160, 32},
|
|
{208, 80, 224, 96},
|
|
};
|
|
|
|
if (npc->act_no == 11)
|
|
{
|
|
if (npc->ani_wait != 0)
|
|
{
|
|
--npc->ani_wait;
|
|
npc->ani_no = 1;
|
|
}
|
|
else
|
|
{
|
|
if (Random(0, 100) == 1)
|
|
npc->ani_wait = 30;
|
|
|
|
npc->ani_no = 0;
|
|
}
|
|
}
|
|
|
|
if (npc->act_no == 14)
|
|
{
|
|
if (npc->ani_wait != 0)
|
|
{
|
|
--npc->ani_wait;
|
|
npc->ani_no = 3;
|
|
}
|
|
else
|
|
{
|
|
if (Random(0, 100) == 1)
|
|
npc->ani_wait = 30;
|
|
|
|
npc->ani_no = 2;
|
|
}
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Igor (cutscene)
|
|
void ActNpc083(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[8] = {
|
|
{0, 0, 40, 40},
|
|
{40, 0, 80, 40},
|
|
{80, 0, 120, 40},
|
|
{0, 0, 40, 40},
|
|
{120, 0, 160, 40},
|
|
{0, 0, 40, 40},
|
|
{160, 0, 200, 40},
|
|
{200, 0, 240, 40},
|
|
};
|
|
|
|
RECT rcRight[8] = {
|
|
{0, 40, 40, 80},
|
|
{40, 40, 80, 80},
|
|
{80, 40, 120, 80},
|
|
{0, 40, 40, 80},
|
|
{120, 40, 160, 80},
|
|
{0, 40, 40, 80},
|
|
{160, 40, 200, 80},
|
|
{200, 40, 240, 80},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->xm = 0;
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 5)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
npc->act_no = 3;
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 3:
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
npc->xm = 0;
|
|
npc->act_no = 5;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 6;
|
|
// Fallthrough
|
|
case 5:
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 6;
|
|
npc->ani_no = 7;
|
|
PlaySoundObject(70, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 6:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 0;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 7:
|
|
npc->act_no = 1;
|
|
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];
|
|
}
|
|
|
|
// Basu projectile (Egg Corridor)
|
|
void ActNpc084(NPCHAR *npc)
|
|
{
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
SetCaret(npc->x, npc->y, 2, 0);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
RECT rect_left[4] = {
|
|
{48, 48, 64, 64},
|
|
{64, 48, 80, 64},
|
|
{48, 64, 64, 80},
|
|
{64, 64, 80, 80},
|
|
};
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rect_left[npc->ani_no];
|
|
|
|
if (++npc->count1 > 300)
|
|
{
|
|
SetCaret(npc->x, npc->y, 2, 0);
|
|
npc->cond = 0;
|
|
}
|
|
}
|
|
|
|
// Terminal
|
|
void ActNpc085(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{256, 96, 272, 120},
|
|
{256, 96, 272, 120},
|
|
{272, 96, 288, 120},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{256, 96, 272, 120},
|
|
{288, 96, 304, 120},
|
|
{304, 96, 320, 120},
|
|
};
|
|
|
|
switch(npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y - (16 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
|
|
{
|
|
PlaySoundObject(43, 1);
|
|
npc->act_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 1:
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Missile
|
|
void ActNpc086(NPCHAR *npc)
|
|
{
|
|
RECT rect1[2] = {
|
|
{0, 80, 16, 96},
|
|
{16, 80, 32, 96},
|
|
};
|
|
|
|
RECT rect3[2] = {
|
|
{0, 112, 16, 128},
|
|
{16, 112, 32, 128},
|
|
};
|
|
|
|
RECT rcLast = {16, 0, 32, 16};
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (gBack.type == 5 || gBack.type == 6)
|
|
{
|
|
if (npc->act_no == 0)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ym = Random(-0x20, 0x20);
|
|
npc->xm = Random(0x7F, 0x100);
|
|
}
|
|
|
|
npc->xm -= 8;
|
|
|
|
if (npc->x < 80 * 0x200)
|
|
npc->cond = 0;
|
|
|
|
if (npc->x < -3 * 0x200)
|
|
npc->x = -3 * 0x200;
|
|
|
|
if (npc->flag & 1)
|
|
npc->xm = 0x100;
|
|
|
|
if (npc->flag & 2)
|
|
npc->ym = 0x40;
|
|
|
|
if (npc->flag & 8)
|
|
npc->ym = -0x40;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
}
|
|
|
|
switch (npc->exp)
|
|
{
|
|
case 1:
|
|
npc->rect = rect1[npc->ani_no];
|
|
break;
|
|
|
|
case 3:
|
|
npc->rect = rect3[npc->ani_no];
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
++npc->count1;
|
|
|
|
if (npc->count1 > 550)
|
|
npc->cond = 0;
|
|
|
|
if (npc->count1 > 500 && npc->count1 / 2 % 2)
|
|
npc->rect.right = 0;
|
|
|
|
if (npc->count1 > 547)
|
|
npc->rect = rcLast;
|
|
}
|
|
|
|
// Heart
|
|
void ActNpc087(NPCHAR *npc)
|
|
{
|
|
RECT rect2[2] = {
|
|
{32, 80, 48, 96},
|
|
{48, 80, 64, 96},
|
|
};
|
|
|
|
RECT rect6[2] = {
|
|
{64, 80, 80, 96},
|
|
{80, 80, 96, 96},
|
|
};
|
|
|
|
RECT rcLast = {16, 0, 32, 16};
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (gBack.type == 5 || gBack.type == 6)
|
|
{
|
|
if (npc->act_no == 0)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ym = Random(-0x20, 0x20);
|
|
npc->xm = Random(0x7F, 0x100);
|
|
}
|
|
|
|
npc->xm -= 8;
|
|
|
|
if (npc->x < 80 * 0x200)
|
|
npc->cond = 0;
|
|
|
|
if (npc->x < -3 * 0x200)
|
|
npc->x = -3 * 0x200;
|
|
|
|
if (npc->flag & 1)
|
|
npc->xm = 0x100;
|
|
|
|
if (npc->flag & 2)
|
|
npc->ym = 0x40;
|
|
|
|
if (npc->flag & 8)
|
|
npc->ym = -0x40;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
}
|
|
|
|
switch (npc->exp)
|
|
{
|
|
case 2:
|
|
npc->rect = rect2[npc->ani_no];
|
|
break;
|
|
|
|
case 6:
|
|
npc->rect = rect6[npc->ani_no];
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
++npc->count1;
|
|
|
|
if (npc->count1 > 550)
|
|
npc->cond = 0;
|
|
|
|
if (npc->count1 > 500 && npc->count1 / 2 % 2)
|
|
npc->rect.right = 0;
|
|
|
|
if (npc->count1 > 547)
|
|
npc->rect = rcLast;
|
|
}
|
|
|
|
// Igor (boss)
|
|
void ActNpc088(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
unsigned char deg;
|
|
int xm, ym;
|
|
|
|
RECT rcLeft[12] = {
|
|
{0, 0, 40, 40},
|
|
{40, 0, 80, 40},
|
|
{80, 0, 120, 40},
|
|
{0, 0, 40, 40},
|
|
{120, 0, 160, 40},
|
|
{0, 0, 40, 40},
|
|
{160, 0, 200, 40},
|
|
{200, 0, 240, 40},
|
|
{0, 80, 40, 120},
|
|
{40, 80, 80, 120},
|
|
{240, 0, 280, 40},
|
|
{280, 0, 320, 40},
|
|
};
|
|
|
|
RECT rcRight[12] = {
|
|
{0, 40, 40, 80},
|
|
{40, 40, 80, 80},
|
|
{80, 40, 120, 80},
|
|
{0, 40, 40, 80},
|
|
{120, 40, 160, 80},
|
|
{0, 40, 40, 80},
|
|
{160, 40, 200, 80},
|
|
{200, 40, 240, 80},
|
|
{120, 80, 160, 120},
|
|
{160, 80, 200, 120},
|
|
{240, 40, 280, 80},
|
|
{280, 40, 320, 80},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->xm = 0;
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 5)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->act_wait > 50)
|
|
npc->act_no = 2;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
npc->act_no = 3;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->count1 < 3 || npc->life > 150)
|
|
{
|
|
npc->count2 = 0;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
else
|
|
{
|
|
npc->count2 = 1;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
}
|
|
// Fallthrough
|
|
case 3:
|
|
++npc->act_wait;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
|
|
if (npc->count2)
|
|
{
|
|
if (npc->act_wait > 16)
|
|
{
|
|
npc->act_no = 9;
|
|
npc->xm = 0;
|
|
npc->ani_no = 10;
|
|
break;
|
|
}
|
|
}
|
|
else if (npc->act_wait > 50)
|
|
{
|
|
npc->ani_no = 8;
|
|
npc->ym = -0x400;
|
|
npc->act_no = 7;
|
|
npc->act_wait = 0;
|
|
npc->xm = (npc->xm * 3) / 2;
|
|
npc->damage = 2;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (npc->direct == 0)
|
|
{
|
|
if (npc->x - (24 * 0x200) < gMC.x)
|
|
npc->act_no = 4;
|
|
}
|
|
else
|
|
{
|
|
if (npc->x + (24 * 0x200) > gMC.x)
|
|
npc->act_no = 4;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
npc->xm = 0;
|
|
npc->act_no = 5;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 6;
|
|
// Fallthrough
|
|
case 5:
|
|
if (++npc->act_wait > 12)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 6;
|
|
npc->ani_no = 7;
|
|
PlaySoundObject(70, 1);
|
|
npc->damage = 5;
|
|
npc->hit.front = 24 * 0x200;
|
|
npc->hit.top = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 6:
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_no = 0;
|
|
npc->ani_no = 0;
|
|
npc->damage = 0;
|
|
npc->hit.front = 8 * 0x200;
|
|
npc->hit.top = 16 * 0x200;
|
|
}
|
|
|
|
break;
|
|
|
|
case 7:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 8;
|
|
npc->ani_no = 9;
|
|
PlaySoundObject(26, 1);
|
|
SetQuake(30);
|
|
npc->damage = 0;
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
|
}
|
|
|
|
break;
|
|
|
|
case 8:
|
|
npc->xm = 0;
|
|
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_no = 0;
|
|
npc->ani_no = 0;
|
|
npc->damage = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 9:
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
// Fallthrough
|
|
case 10:
|
|
if (++npc->act_wait > 100 && npc->act_wait % 6 == 1)
|
|
{
|
|
if (npc->direct == 0)
|
|
deg = 0x88;
|
|
else
|
|
deg = 0xF8;
|
|
|
|
deg += (unsigned char)Random(-0x10, 0x10);
|
|
ym = GetSin(deg) * 3;
|
|
xm = GetCos(deg) * 3;
|
|
SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
|
|
|
|
PlaySoundObject(12, 1);
|
|
}
|
|
|
|
if (npc->act_wait > 50 && npc->act_wait / 2 % 2)
|
|
npc->ani_no = 11;
|
|
else
|
|
npc->ani_no = 10;
|
|
|
|
if (npc->act_wait > 132)
|
|
{
|
|
npc->act_no = 0;
|
|
npc->ani_no = 0;
|
|
npc->count1 = 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];
|
|
}
|
|
|
|
// Igor (defeated)
|
|
void ActNpc089(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
RECT rcLeft[4] = {
|
|
{80, 80, 120, 120},
|
|
{240, 80, 264, 104},
|
|
{264, 80, 288, 104},
|
|
{288, 80, 312, 104},
|
|
};
|
|
|
|
RECT rcRight[4] = {
|
|
{200, 80, 240, 120},
|
|
{240, 104, 264, 128},
|
|
{264, 104, 288, 128},
|
|
{288, 104, 312, 128},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
PlaySoundObject(72, 1);
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
for (i = 0; i < 8; ++i)
|
|
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
|
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait > 100)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 2;
|
|
}
|
|
|
|
if (npc->act_wait % 5 == 0)
|
|
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[0];
|
|
else
|
|
npc->rect = rcRight[0];
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
--npc->rect.left;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait / 2 % 2 && npc->act_wait < 100)
|
|
{
|
|
npc->ani_no = 0;
|
|
npc->view.back = 20 * 0x200;
|
|
npc->view.front = 20 * 0x200;
|
|
npc->view.top = 20 * 0x200;
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->view.back = 12 * 0x200;
|
|
npc->view.front = 12 * 0x200;
|
|
npc->view.top = 8 * 0x200;
|
|
}
|
|
|
|
if (npc->act_wait > 150)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 3;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (npc->act_wait % 9 == 0)
|
|
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (++npc->ani_wait > 50)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no == 3)
|
|
npc->act_no = 4;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
}
|
|
|
|
// Background
|
|
void ActNpc090(NPCHAR *npc)
|
|
{
|
|
RECT rect = {280, 80, 296, 104};
|
|
|
|
npc->rect = rect;
|
|
}
|
|
|
|
// Cage
|
|
void ActNpc091(NPCHAR *npc)
|
|
{
|
|
RECT rect = {96, 88, 128, 112};
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
++npc->act_no;
|
|
npc->y += 16 * 0x200;
|
|
}
|
|
|
|
npc->rect = rect;
|
|
}
|
|
|
|
// Sue at PC
|
|
void ActNpc092(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{272, 216, 288, 240},
|
|
{288, 216, 304, 240},
|
|
{304, 216, 320, 240},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->x -= 4 * 0x200;
|
|
npc->y += 16 * 0x200;
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (Random(0, 80) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 40)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (++npc->act_wait > 80)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
}
|
|
|
|
// Chaco
|
|
void ActNpc093(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[7] = {
|
|
{128, 0, 144, 16},
|
|
{144, 0, 160, 16},
|
|
{160, 0, 176, 16},
|
|
{128, 0, 144, 16},
|
|
{176, 0, 192, 16},
|
|
{128, 0, 144, 16},
|
|
{32, 32, 48, 48},
|
|
};
|
|
|
|
RECT rcRight[7] = {
|
|
{128, 16, 144, 32},
|
|
{144, 16, 160, 32},
|
|
{160, 16, 176, 32},
|
|
{128, 16, 144, 32},
|
|
{176, 16, 192, 32},
|
|
{128, 16, 144, 32},
|
|
{32, 32, 48, 48},
|
|
};
|
|
|
|
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 - (32 * 0x200) < gMC.x && npc->x + (32 * 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;
|
|
|
|
case 3:
|
|
npc->act_no = 4;
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 4:
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x -= 1 * 0x200;
|
|
else
|
|
npc->x += 1 * 0x200;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->ani_no = 6;
|
|
|
|
if (++npc->act_wait > 200)
|
|
{
|
|
npc->act_wait = 0;
|
|
SetCaret(npc->x, npc->y, 5, 0);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Kulala
|
|
void ActNpc094(NPCHAR *npc)
|
|
{
|
|
RECT rect[5] = {
|
|
{272, 0, 320, 24},
|
|
{272, 24, 320, 48},
|
|
{272, 48, 320, 72},
|
|
{272, 72, 320, 96},
|
|
{272, 96, 320, 120},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->ani_no = 4;
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->ani_no = 0;
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_INVULNERABLE;
|
|
|
|
if (++npc->act_wait > 40)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->ani_wait = 0;
|
|
npc->act_no = 11;
|
|
}
|
|
|
|
break;
|
|
|
|
case 11:
|
|
if (++npc->ani_wait > 5)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
{
|
|
npc->act_no = 12;
|
|
npc->ani_no = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
npc->ym = -0x155;
|
|
|
|
if (++npc->act_wait > 20)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 10;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->xm /= 2;
|
|
npc->ym += 0x20;
|
|
|
|
if (npc->shock == 0)
|
|
{
|
|
npc->act_wait = 30;
|
|
npc->act_no = 10;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->shock)
|
|
{
|
|
if (++npc->count2 > 12)
|
|
{
|
|
npc->act_no = 20;
|
|
npc->ani_no = 4;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
npc->count2 = 0;
|
|
}
|
|
|
|
if (npc->act_no >= 10)
|
|
{
|
|
if (npc->flag & 1)
|
|
{
|
|
npc->count1 = 50;
|
|
npc->direct = 2;
|
|
}
|
|
|
|
if (npc->flag & 4)
|
|
{
|
|
npc->count1 = 50;
|
|
npc->direct = 0;
|
|
}
|
|
|
|
if (npc->count1 != 0)
|
|
{
|
|
--npc->count1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm -= 0x80;
|
|
else
|
|
npc->xm += 0x80;
|
|
}
|
|
else
|
|
{
|
|
npc->count1 = 50;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
npc->ym += 0x10;
|
|
|
|
if (npc->flag & 8)
|
|
npc->ym = -0x400;
|
|
}
|
|
|
|
if (npc->xm > 0x100)
|
|
npc->xm = 0x100;
|
|
if (npc->xm < -0x100)
|
|
npc->xm = -0x100;
|
|
|
|
if (npc->ym > 0x300)
|
|
npc->ym = 0x300;
|
|
if (npc->ym < -0x300)
|
|
npc->ym = -0x300;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Jelly
|
|
void ActNpc095(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[4] = {
|
|
{208, 64, 224, 80},
|
|
{224, 64, 240, 80},
|
|
{240, 64, 256, 80},
|
|
{256, 64, 272, 80},
|
|
};
|
|
|
|
RECT rcRight[4] = {
|
|
{208, 80, 224, 96},
|
|
{224, 80, 240, 96},
|
|
{240, 80, 256, 96},
|
|
{256, 80, 272, 96},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = Random(0, 50);
|
|
npc->tgt_y = npc->y;
|
|
npc->tgt_x = npc->x;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = 0x200;
|
|
else
|
|
npc->xm = -0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
if (--npc->act_wait > 0)
|
|
break;
|
|
|
|
npc->act_no = 10;
|
|
// Fallthrough
|
|
case 10:
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->ani_wait = 0;
|
|
npc->act_no = 11;
|
|
}
|
|
|
|
break;
|
|
|
|
case 11:
|
|
if (++npc->ani_wait > 5)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no == 2)
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->xm -= 0x100;
|
|
else
|
|
npc->xm += 0x100;
|
|
|
|
npc->ym -= 0x200;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
{
|
|
npc->act_no = 12;
|
|
npc->ani_no = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
++npc->act_wait;
|
|
|
|
if (npc->y > npc->tgt_y && npc->act_wait > 10)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 10;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->x > npc->tgt_x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->flag & 1)
|
|
{
|
|
npc->count1 = 50;
|
|
npc->direct = 2;
|
|
}
|
|
|
|
if (npc->flag & 4)
|
|
{
|
|
npc->count1 = 50;
|
|
npc->direct = 0;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
|
|
if (npc->flag & 8)
|
|
npc->ym = -0x400;
|
|
|
|
if (npc->xm > 0x100)
|
|
npc->xm = 0x100;
|
|
if (npc->xm < -0x100)
|
|
npc->xm = -0x100;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->x += npc->xm / 2;
|
|
npc->y += npc->ym / 2;
|
|
}
|
|
else
|
|
{
|
|
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];
|
|
}
|
|
|
|
// Fan (left)
|
|
void ActNpc096(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{272, 120, 288, 136},
|
|
{288, 120, 304, 136},
|
|
{304, 120, 320, 136},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->direct == 2)
|
|
npc->act_no = 2;
|
|
else
|
|
npc->ani_no = 1;
|
|
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_wait > 0)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 120) * 0x200))
|
|
{
|
|
if (Random(0, 5) == 1)
|
|
SetNpChar(199, npc->x, npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
|
|
}
|
|
|
|
if (gMC.y < npc->y + (8 * 0x200) && gMC.y > npc->y - (8 * 0x200) && gMC.x < npc->x && gMC.x > npc->x - (96 * 0x200))
|
|
{
|
|
gMC.xm -= 0x88;
|
|
gMC.cond |= 0x20;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Fan (up)
|
|
void ActNpc097(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{272, 136, 288, 152},
|
|
{288, 136, 304, 152},
|
|
{304, 136, 320, 152},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->direct == 2)
|
|
npc->act_no = 2;
|
|
else
|
|
npc->ani_no = 1;
|
|
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_wait > 0)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 120) * 0x200))
|
|
{
|
|
if (Random(0, 5) == 1)
|
|
SetNpChar(199, npc->x + (Random(-8, 8) * 0x200), npc->y, 0, 0, 1, NULL, 0x100);
|
|
}
|
|
|
|
if (gMC.x < npc->x + (8 * 0x200) && gMC.x > npc->x - (8 * 0x200) && gMC.y < npc->y && gMC.y > npc->y - (96 * 0x200))
|
|
gMC.ym -= 0x88;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Fan (right)
|
|
void ActNpc098(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{272, 152, 288, 168},
|
|
{288, 152, 304, 168},
|
|
{304, 152, 320, 168},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->direct == 2)
|
|
npc->act_no = 2;
|
|
else
|
|
npc->ani_no = 1;
|
|
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_wait > 0)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 120) * 0x200))
|
|
{
|
|
if (Random(0, 5) == 1)
|
|
SetNpChar(199, npc->x, npc->y + (Random(-8, 8) * 0x200), 0, 0, 2, NULL, 0x100);
|
|
}
|
|
|
|
if (gMC.y < npc->y + (8 * 0x200) && gMC.y > npc->y - (8 * 0x200) && gMC.x < npc->x + (96 * 0x200) && gMC.x > npc->x)
|
|
{
|
|
gMC.xm += 0x88;
|
|
gMC.cond |= 0x20;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Fan (down)
|
|
void ActNpc099(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{272, 168, 288, 184},
|
|
{288, 168, 304, 184},
|
|
{304, 168, 320, 184},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->direct == 2)
|
|
npc->act_no = 2;
|
|
else
|
|
npc->ani_no = 1;
|
|
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_wait > 0)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 120) * 0x200))
|
|
{
|
|
if (Random(0, 5) == 1)
|
|
SetNpChar(199, npc->x + (Random(-8, 8) * 0x200), npc->y, 0, 0, 3, NULL, 0x100);
|
|
}
|
|
|
|
if (gMC.x < npc->x + (8 * 0x200) && gMC.x > npc->x - (8 * 0x200) && gMC.y < npc->y + (96 * 0x200) && gMC.y > npc->y)
|
|
gMC.ym += 0x88;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|