2262 lines
37 KiB
C++
2262 lines
37 KiB
C++
#include "NpcAct.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Caret.h"
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#include "Frame.h"
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#include "Game.h"
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#include "Map.h"
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#include "MyChar.h"
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#include "MycParam.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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// Shovel Brigade (caged)
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void ActNpc260(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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{128, 64, 144, 80},
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{144, 64, 160, 80},
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{224, 64, 240, 80},
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};
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RECT rcRight[3] = {
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{128, 80, 144, 96},
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{144, 80, 160, 96},
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{224, 80, 240, 96},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->x += 0x200;
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npc->y -= 0x400;
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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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case 10:
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npc->act_no = 11;
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npc->ani_no = 2;
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SetNpChar(87, npc->x, npc->y - (16 * 0x200), 0, 0, 0, NULL, 0x100);
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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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// Chie (caged)
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void ActNpc261(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{112, 32, 128, 48},
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{128, 32, 144, 48},
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};
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RECT rcRight[2] = {
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{112, 48, 128, 64},
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{128, 48, 144, 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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// Chaco (caged)
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void ActNpc262(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{128, 0, 144, 16},
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{144, 0, 160, 16},
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};
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RECT rcRight[2] = {
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{128, 16, 144, 32},
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{144, 16, 160, 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->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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// Doctor (boss)
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void ActNpc263(NPCHAR *npc)
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{
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int deg;
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int xm, ym;
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RECT rcLeft[9] = {
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{0, 0, 24, 32},
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{24, 0, 48, 32},
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{48, 0, 72, 32},
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{0, 0, 0, 0},
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{72, 0, 96, 32},
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{96, 0, 120, 32},
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{120, 0, 144, 32},
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{144, 0, 168, 32},
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{264, 0, 288, 32},
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};
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RECT rcRight[9] = {
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{0, 32, 24, 64},
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{24, 32, 48, 64},
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{48, 32, 72, 64},
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{0, 0, 0, 0},
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{72, 32, 96, 64},
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{96, 32, 120, 64},
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{120, 32, 144, 64},
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{144, 32, 168, 64},
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{264, 32, 288, 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->act_no = 1;
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npc->y += 8 * 0x200;
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npc->ani_no = 3;
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break;
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case 2:
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if (++npc->act_wait / 2 % 2)
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npc->ani_no = 0;
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else
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npc->ani_no = 3;
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if (npc->act_wait > 50)
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npc->act_no = 10;
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break;
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case 10:
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npc->ym += 0x80;
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npc->bits |= NPC_SHOOTABLE;
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npc->damage = 3;
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if (npc->flag & 8)
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{
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npc->act_no = 20;
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npc->act_wait = 0;
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npc->ani_no = 0;
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npc->count2 = npc->life;
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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 20:
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if (++npc->act_wait < 50 && npc->life < npc->count2 - 20)
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npc->act_wait = 50;
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if (npc->act_wait == 50)
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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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npc->ani_no = 4;
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}
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if (npc->act_wait == 80)
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{
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npc->ani_no = 5;
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PlaySoundObject(25, 1);
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if (npc->direct == 0)
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{
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SetNpChar(264, npc->x - (16 * 0x200), npc->y, 0, 0, 0, NULL, 0x100);
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SetNpChar(264, npc->x - (16 * 0x200), npc->y, 0, 0, 0x400, NULL, 0x100);
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}
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else
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{
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SetNpChar(264, npc->x + (16 * 0x200), npc->y, 0, 0, 2, NULL, 0x100);
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SetNpChar(264, npc->x + (16 * 0x200), npc->y, 0, 0, 2 + 0x400, NULL, 0x100);
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}
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}
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if (npc->act_wait == 120)
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npc->ani_no = 0;
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if (npc->act_wait > 130 && npc->life < npc->count2 - 50)
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npc->act_wait = 161;
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if (npc->act_wait > 160)
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{
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npc->act_no = 100;
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npc->ani_no = 0;
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}
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break;
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case 30:
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npc->act_no = 31;
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npc->act_wait = 0;
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npc->ani_no = 6;
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npc->tgt_x = npc->x;
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npc->bits |= NPC_SHOOTABLE;
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// Fallthrough
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case 31:
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if (++npc->act_wait / 2 % 2)
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npc->x = npc->tgt_x;
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else
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npc->x = npc->tgt_x + 0x200;
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if (npc->act_wait > 50)
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{
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npc->act_no = 32;
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npc->act_wait = 0;
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npc->ani_no = 7;
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PlaySoundObject(101, 1);
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for (deg = 8; deg < 0x100; deg += 0x10)
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{
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xm = GetCos(deg) * 2;
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ym = GetSin(deg) * 2;
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SetNpChar(266, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
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}
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}
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break;
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case 32:
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if (++npc->act_wait > 50)
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npc->act_no = 100;
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break;
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case 100:
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npc->act_no = 101;
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npc->bits &= ~NPC_SHOOTABLE;
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npc->damage = 0;
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npc->act_wait = 0;
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PlaySoundObject(29, 1);
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// Fallthrough
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case 101:
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npc->act_wait += 2;
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if (npc->act_wait > 16)
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{
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npc->act_no = 102;
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npc->act_wait = 0;
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npc->ani_no = 3;
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npc->tgt_x = Random(5, 35) * 0x200 * 0x10;
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npc->tgt_y = Random(5, 7) * 0x200 * 0x10;
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}
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break;
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case 102:
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if (++npc->act_wait > 40)
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{
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npc->act_no = 103;
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npc->act_wait = 16;
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npc->ani_no = 2;
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npc->ym = 0;
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npc->x = npc->tgt_x;
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npc->y = npc->tgt_y;
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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 103:
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npc->act_wait -= 2;
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if (npc->act_wait <= 0)
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{
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npc->bits |= NPC_SHOOTABLE;
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npc->damage = 3;
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if (npc->count1 < 3)
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{
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++npc->count1;
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npc->act_no = 10;
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}
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else
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{
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npc->count1 = 0;
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npc->act_no = 30;
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}
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}
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break;
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case 500:
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npc->bits &= ~NPC_SHOOTABLE;
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npc->ani_no = 6;
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npc->ym += 0x10;
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if (npc->flag & 8)
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{
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npc->act_no = 501;
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npc->act_wait = 0;
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npc->tgt_x = npc->x;
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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 501:
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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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npc->ani_no = 8;
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if (++npc->act_wait / 2 % 2)
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npc->x = npc->tgt_x;
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else
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npc->x = npc->tgt_x + (1 * 0x200);
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break;
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}
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if (npc->act_no >= 10)
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{
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if (npc->act_no == 102)
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{
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gSuperXpos = npc->tgt_x;
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gSuperYpos = npc->tgt_y;
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}
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else
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{
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gSuperXpos = npc->x;
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gSuperYpos = npc->y;
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}
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}
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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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if (npc->act_no == 101 || npc->act_no == 103)
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{
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npc->rect.top += npc->act_wait;
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npc->rect.bottom -= npc->act_wait;
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npc->view.top = (16 - npc->act_wait) * 0x200;
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}
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else
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{
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npc->view.top = 16 * 0x200;
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}
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}
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// Doctor red wave (projectile)
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void ActNpc264(NPCHAR *npc)
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{
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RECT rc = {288, 0, 304, 16};
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unsigned char deg;
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if (npc->x < 0 || npc->x > gMap.width * 0x10 * 0x200)
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{
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VanishNpChar(npc);
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return;
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}
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->tgt_x = npc->x;
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npc->tgt_y = npc->y;
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npc->count1 = npc->direct / 8;
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npc->direct %= 8;
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// Fallthrough
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case 1:
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npc->count1 += 6;
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npc->count1 %= 0x100;
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deg = npc->count1;
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if (npc->act_wait < 128)
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++npc->act_wait;
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if (npc->direct == 0)
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npc->xm -= 21;
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else
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npc->xm += 21;
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npc->tgt_x += npc->xm;
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npc->x = npc->tgt_x + (GetCos(deg) * npc->act_wait) / 2 / 4;
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npc->y = npc->tgt_y + (GetSin(deg) * npc->act_wait) / 2;
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SetNpChar(265, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
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break;
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}
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npc->rect = rc;
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}
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// Doctor red ball projectile
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void ActNpc265(NPCHAR *npc)
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{
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RECT rc[3] = {
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{288, 16, 304, 32},
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{288, 32, 304, 48},
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{288, 48, 304, 64},
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};
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if (++npc->ani_wait > 3)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 2)
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npc->cond = 0;
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else
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npc->rect = rc[npc->ani_no];
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}
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// Doctor red ball projectile (bouncing)
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void ActNpc266(NPCHAR *npc)
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{
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RECT rc[2] = {
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{304, 16, 320, 32},
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{304, 32, 320, 48},
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};
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if (npc->flag & 1)
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npc->xm *= -1;
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if (npc->flag & 4)
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npc->xm *= -1;
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if (npc->flag & 2)
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npc->ym = 0x200;
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if (npc->flag & 8)
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npc->ym = -0x200;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (++npc->ani_no > 1)
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npc->ani_no = 0;
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npc->rect = rc[npc->ani_no];
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if (++npc->act_wait % 4 == 1)
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SetNpChar(265, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
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if (npc->act_wait > 250)
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VanishNpChar(npc);
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}
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// Muscle Doctor
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void ActNpc267(NPCHAR *npc)
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{
|
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RECT rcLeft[10] = {
|
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{0, 0, 0, 0},
|
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{0, 64, 40, 112},
|
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{40, 64, 80, 112},
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{80, 64, 120, 112},
|
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{120, 64, 160, 112},
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{160, 64, 200, 112},
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{200, 64, 240, 112},
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{240, 64, 280, 112},
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{280, 64, 320, 112},
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{0, 160, 40, 208},
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};
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|
|
|
RECT rcRight[10] = {
|
|
{0, 0, 0, 0},
|
|
{0, 112, 40, 160},
|
|
{40, 112, 80, 160},
|
|
{80, 112, 120, 160},
|
|
{120, 112, 160, 160},
|
|
{160, 112, 200, 160},
|
|
{200, 112, 240, 160},
|
|
{240, 112, 280, 160},
|
|
{280, 112, 320, 160},
|
|
{40, 160, 80, 208},
|
|
};
|
|
|
|
int xm, ym;
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (gSuperXpos > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x = gSuperXpos - (6 * 0x200);
|
|
else
|
|
npc->x = gSuperXpos + (6 * 0x200);
|
|
|
|
npc->y = gSuperYpos;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->act_no = 2;
|
|
// Fallthrough
|
|
case 2:
|
|
npc->ym += 0x80;
|
|
|
|
if (++npc->act_wait / 2 % 2)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 3;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
npc->act_no = 6;
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 6:
|
|
npc->ym += 0x80;
|
|
|
|
if (++npc->ani_wait > 40)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
|
|
break;
|
|
|
|
case 7:
|
|
npc->act_no = 8;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 3;
|
|
// Fallthrough
|
|
case 8:
|
|
npc->ym += 0x40;
|
|
|
|
if (++npc->act_wait > 40)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
npc->xm = 0;
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
npc->count2 = npc->life;
|
|
// Fallthrough
|
|
case 11:
|
|
npc->ym += 0x80;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
if (npc->life < npc->count2 - 20)
|
|
{
|
|
if (gMC.flag & 8 && gMC.x > npc->x - (48 * 0x200) && gMC.x < npc->x + (48 * 0x200) && npc->ani_no != 6)
|
|
{
|
|
npc->ani_no = 6;
|
|
DamageMyChar(5);
|
|
SetQuake(10);
|
|
PlaySoundObject(26, 1);
|
|
gMC.ym = -0x400;
|
|
|
|
if (npc->x > gMC.x)
|
|
gMC.xm = -0x5FF;
|
|
else
|
|
gMC.xm = 0x5FF;
|
|
|
|
for (i = 0; i < 100; ++i)
|
|
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y + (Random(-0x10, 0x10) * 0x200), Random(-0x200, 0x200) * 3, Random(-0x200, 0x200) * 3, 3, NULL, 0xAA);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (++npc->ani_wait > 10)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 4;
|
|
}
|
|
|
|
if (++npc->act_wait > 30 || npc->life < npc->count2 - 20)
|
|
{
|
|
if (++npc->count1 > 10)
|
|
npc->count1 = 0;
|
|
|
|
switch (npc->count1)
|
|
{
|
|
case 8:
|
|
npc->act_no = 20;
|
|
break;
|
|
|
|
case 2:
|
|
case 7:
|
|
npc->act_no = 100;
|
|
break;
|
|
|
|
case 3:
|
|
case 6:
|
|
npc->act_no = 30;
|
|
break;
|
|
|
|
case 1:
|
|
case 9:
|
|
npc->act_no = 40;
|
|
break;
|
|
|
|
default:
|
|
npc->act_no = 15;
|
|
npc->act_wait = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 15:
|
|
npc->ani_no = 3;
|
|
++npc->act_wait;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->act_wait > 20)
|
|
{
|
|
npc->act_no = 16;
|
|
npc->ani_no = 4;
|
|
npc->ani_wait = 0;
|
|
npc->ym = -0x600;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
}
|
|
|
|
break;
|
|
|
|
case 16:
|
|
npc->ym += 0x40;
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 4;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->ym > 0 && npc->flag & 8)
|
|
npc->act_no = 17;
|
|
|
|
break;
|
|
|
|
case 17:
|
|
npc->act_no = 18;
|
|
npc->act_wait = 0;
|
|
SetQuake(10);
|
|
PlaySoundObject(26, 1);
|
|
// Fallthrough
|
|
case 18:
|
|
npc->ani_no = 3;
|
|
++npc->act_wait;
|
|
|
|
npc->xm = (npc->xm * 7) / 8;
|
|
npc->ym += 0x80;
|
|
|
|
if (npc->act_wait > 10)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 21:
|
|
++npc->act_wait;
|
|
npc->ani_no = 6;
|
|
|
|
if (npc->act_wait > 20 && npc->act_wait % 3 == 1)
|
|
{
|
|
ym = Random(-0x200, 0x200);
|
|
xm = Random(0x100, 0x200) * 4;
|
|
|
|
if (npc->direct == 0)
|
|
SetNpChar(269, npc->x - 0x1000, npc->y - 0x800, -xm, ym, 0, NULL, 0x100);
|
|
else
|
|
SetNpChar(269, npc->x + 0x1000, npc->y - 0x800, xm, ym, 2, NULL, 0x100);
|
|
|
|
PlaySoundObject(39, 1);
|
|
}
|
|
|
|
if (npc->act_wait > 90)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->act_wait = 0;
|
|
npc->bits |= NPC_SOLID_SOFT;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
// Fallthrough
|
|
case 31:
|
|
npc->ani_no = 3;
|
|
|
|
if (++npc->act_wait > 20)
|
|
{
|
|
npc->act_no = 32;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 7;
|
|
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 10;
|
|
PlaySoundObject(25, 1);
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x5FF;
|
|
else
|
|
npc->xm = 0x5FF;
|
|
}
|
|
|
|
break;
|
|
|
|
case 32:
|
|
++npc->act_wait;
|
|
npc->ym = 0;
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
npc->ani_no = 7;
|
|
else
|
|
npc->ani_no = 8;
|
|
|
|
if (npc->act_wait > 30)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 18;
|
|
npc->damage = 5;
|
|
npc->bits &= ~(NPC_SOLID_SOFT | NPC_REAR_AND_TOP_DONT_HURT);
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
}
|
|
|
|
if (npc->flag & 1 || npc->flag & 4)
|
|
{
|
|
npc->act_no = 15;
|
|
npc->act_wait = 0;
|
|
npc->damage = 5;
|
|
npc->bits &= ~(NPC_SOLID_SOFT | NPC_REAR_AND_TOP_DONT_HURT);
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
}
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->ani_no = 3;
|
|
++npc->act_wait;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->act_wait > 20)
|
|
{
|
|
npc->act_no = 41;
|
|
npc->ani_no = 4;
|
|
npc->ani_wait = 0;
|
|
npc->ym = -0x800;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
}
|
|
|
|
break;
|
|
|
|
case 41:
|
|
npc->ym += 0x40;
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 4;
|
|
|
|
if (gMC.y > npc->y && gMC.x > npc->x - (8 * 0x200) && gMC.x < npc->x + (8 * 0x200))
|
|
{
|
|
npc->act_no = 16;
|
|
npc->ym = 0x5FF;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
if (npc->ym > 0 && npc->flag & 8)
|
|
npc->act_no = 17;
|
|
|
|
break;
|
|
|
|
case 100:
|
|
npc->act_no = 101;
|
|
npc->act_wait = 0;
|
|
npc->bits &= ~(NPC_INVULNERABLE | NPC_SHOOTABLE);
|
|
npc->damage = 0;
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 101:
|
|
npc->act_wait += 2;
|
|
|
|
if (npc->act_wait > 28)
|
|
{
|
|
npc->act_no = 102;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
|
|
npc->tgt_x = gMC.x;
|
|
npc->tgt_y = gMC.y - (32 * 0x200);
|
|
|
|
if (npc->tgt_y < (64 * 0x200))
|
|
npc->tgt_y = (64 * 0x200);
|
|
|
|
if (npc->tgt_x < (64 * 0x200))
|
|
npc->tgt_x = (64 * 0x200);
|
|
if (npc->tgt_x > (576 * 0x200))
|
|
npc->tgt_x = (576 * 0x200);
|
|
}
|
|
|
|
break;
|
|
|
|
case 102:
|
|
if (++npc->act_wait > 40)
|
|
{
|
|
npc->act_no = 103;
|
|
npc->act_wait = 28;
|
|
npc->ani_no = 4;
|
|
npc->ym = 0;
|
|
npc->x = npc->tgt_x;
|
|
npc->y = npc->tgt_y;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 103:
|
|
npc->act_wait -= 2;
|
|
|
|
if (npc->act_wait <= 0)
|
|
{
|
|
npc->bits |= (NPC_INVULNERABLE | NPC_SHOOTABLE);
|
|
npc->damage = 5;
|
|
npc->act_no = 16;
|
|
npc->ym = -0x200;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 500:
|
|
DeleteNpCharCode(269, TRUE);
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->ani_no = 4;
|
|
npc->ym += 0x20;
|
|
npc->xm = 0;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 501;
|
|
npc->act_wait = 0;
|
|
npc->tgt_x = npc->x;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 501:
|
|
npc->ani_no = 9;
|
|
|
|
if (++npc->act_wait / 2 % 2)
|
|
npc->x = npc->tgt_x;
|
|
else
|
|
npc->x = npc->tgt_x + (1 * 0x200);
|
|
|
|
break;
|
|
|
|
case 510:
|
|
npc->act_no = 511;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 9;
|
|
npc->tgt_x = npc->x;
|
|
npc->y += 16 * 0x200;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 511:
|
|
SetQuake(2);
|
|
|
|
if (++npc->act_wait % 6 == 3)
|
|
PlaySoundObject(25, 1);
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
npc->x = npc->tgt_x;
|
|
else
|
|
npc->x = npc->tgt_x + (1 * 0x200);
|
|
|
|
if (npc->act_wait > 352)
|
|
{
|
|
npc->ani_no = 0;
|
|
npc->act_no = 0x200;
|
|
}
|
|
|
|
break;
|
|
|
|
case 520:
|
|
npc->damage = 0;
|
|
gSuperYpos = -32 * 0x200;
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no >= 11 && npc->act_no < 501)
|
|
{
|
|
if (npc->act_no == 102)
|
|
{
|
|
gSuperXpos = npc->tgt_x;
|
|
gSuperYpos = npc->tgt_y;
|
|
}
|
|
else
|
|
{
|
|
gSuperXpos = npc->x;
|
|
gSuperYpos = npc->y;
|
|
}
|
|
}
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->act_no >= 512)
|
|
{
|
|
// There probably used to be some commented-out code here
|
|
}
|
|
else if (npc->act_no < 510)
|
|
{
|
|
if (npc->act_no != 102 && npc->act_no != 103 && Random(0, 3) == 2)
|
|
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y + (Random(-8, 4) * 0x200), npc->xm, 0, 3, 0, 0x100);
|
|
}
|
|
else
|
|
{
|
|
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), Random(-0x200, 0x200), Random(-0x200, 0) * 2, 3, NULL, 0xAA);
|
|
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), Random(-0x200, 0x200), Random(-0x200, 0) * 2, 3, NULL, 0xAA);
|
|
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), 0, 2 * Random(-0x200, 0), 3, NULL, 0xAA);
|
|
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), 0, 2 * Random(-0x200, 0), 3, NULL, 0xAA);
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->act_no == 511)
|
|
{
|
|
npc->rect.top += npc->act_wait / 8;
|
|
npc->view.top = (44 - (npc->act_wait / 8)) * 0x200;
|
|
npc->view.bottom = 4 * 0x200;
|
|
}
|
|
else if (npc->act_no == 101 || npc->act_no == 103)
|
|
{
|
|
npc->rect.top += npc->act_wait;
|
|
npc->rect.bottom -= npc->act_wait;
|
|
npc->view.top = (28 - npc->act_wait) * 0x200;
|
|
}
|
|
else
|
|
{
|
|
npc->view.top = 28 * 0x200;
|
|
}
|
|
}
|
|
|
|
// Igor (enemy)
|
|
void ActNpc268(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
int xm, ym;
|
|
|
|
RECT rcLeft[10] = {
|
|
{0, 0, 40, 40},
|
|
{40, 0, 80, 40},
|
|
{80, 0, 120, 40},
|
|
{0, 0, 40, 40},
|
|
{120, 0, 160, 40},
|
|
{0, 0, 40, 40},
|
|
{40, 80, 80, 120},
|
|
{0, 80, 40, 120},
|
|
{240, 0, 280, 40},
|
|
{280, 0, 320, 40},
|
|
};
|
|
|
|
RECT rcRight[10] = {
|
|
{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, 80, 200, 120},
|
|
{120, 80, 160, 120},
|
|
{240, 40, 280, 80},
|
|
{280, 40, 320, 80},
|
|
};
|
|
|
|
if (npc->x < gMC.x - (320 * 0x200) || npc->x > gMC.x + (320 * 0x200) || npc->y < gMC.y - (240 * 0x200) || npc->y > gMC.y + (240 * 0x200))
|
|
npc->act_no = 1;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y += 8 * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 20)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
#ifdef FIX_BUGS
|
|
if (npc->x < gMC.x + (112 * 0x200) && npc->x > gMC.x - (112 * 0x200) && npc->y < gMC.y + (48 * 0x200) && npc->y > gMC.y - (112 * 0x200))
|
|
#else
|
|
// Instead of checking the X and Y coordinates, this checks the X coordinates twice
|
|
if (npc->x < gMC.x + (112 * 0x200) && npc->x > gMC.x - (112 * 0x200) && npc->x < gMC.x + (48 * 0x200) && npc->x > gMC.x - (112 * 0x200))
|
|
#endif
|
|
npc->act_no = 10;
|
|
|
|
if (npc->shock)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
|
|
if (npc->x < gMC.x + (64 * 0x200) && npc->x > gMC.x - (64 * 0x200))
|
|
{
|
|
npc->act_no = 20;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
if (npc->xm < 0 && npc->flag & 1)
|
|
{
|
|
npc->act_no = 20;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
if (npc->xm > 0 && npc->flag & 4)
|
|
{
|
|
npc->act_no = 20;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 2;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->xm = 0;
|
|
npc->ani_no = 6;
|
|
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_no = 30;
|
|
npc->ym = -0x5FF;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
|
|
PlaySoundObject(108, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->ani_no = 7;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 40;
|
|
npc->act_wait = 0;
|
|
SetQuake(20);
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->xm = 0;
|
|
npc->ani_no = 6;
|
|
|
|
if (++npc->act_wait > 30)
|
|
npc->act_no = 50;
|
|
|
|
break;
|
|
|
|
case 50:
|
|
npc->act_no = 51;
|
|
npc->act_wait = 0;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 51:
|
|
if (++npc->act_wait > 30 && npc->act_wait % 4 == 1)
|
|
{
|
|
if (npc->direct == 0)
|
|
deg = 0x88;
|
|
else
|
|
deg = 0xF8;
|
|
|
|
deg += (unsigned char)Random(-0x10, 0x10);
|
|
ym = GetSin(deg) * 5;
|
|
xm = GetCos(deg) * 5;
|
|
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 = 9;
|
|
else
|
|
npc->ani_no = 8;
|
|
|
|
if (npc->act_wait > 82)
|
|
{
|
|
npc->act_no = 10;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x33;
|
|
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];
|
|
}
|
|
|
|
// Red Bat (bouncing)
|
|
void ActNpc269(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{232, 0, 248, 16},
|
|
{248, 0, 264, 16},
|
|
{248, 16, 264, 32},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{232, 32, 248, 48},
|
|
{248, 32, 264, 48},
|
|
{248, 48, 264, 64},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->xm2 = npc->xm;
|
|
npc->ym2 = npc->ym;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->xm2 < 0 && npc->flag & 1)
|
|
{
|
|
npc->direct = 2;
|
|
npc->xm2 *= -1;
|
|
}
|
|
else if (npc->xm2 > 0 && npc->flag & 4)
|
|
{
|
|
npc->direct = 0;
|
|
npc->xm2 *= -1;
|
|
}
|
|
else if (npc->ym2 < 0 && npc->flag & 2)
|
|
{
|
|
npc->ym2 *= -1;
|
|
}
|
|
else if (npc->ym2 > 0 && npc->flag & 8)
|
|
{
|
|
npc->ym2 *= -1;
|
|
}
|
|
|
|
npc->x += npc->xm2;
|
|
npc->y += npc->ym2;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Doctor's blood (or """"red energy"""")
|
|
void ActNpc270(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{170, 34, 174, 38},
|
|
{170, 42, 174, 46},
|
|
};
|
|
|
|
if (npc->direct == 3 || npc->direct == 1)
|
|
{
|
|
if (npc->direct == 3)
|
|
npc->ym += 0x40;
|
|
if (npc->direct == 1)
|
|
npc->ym -= 0x40;
|
|
|
|
++npc->act_wait;
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->act_wait > 50)
|
|
npc->cond = 0;
|
|
|
|
if (npc->flag & 0xFF)
|
|
npc->cond = 0;
|
|
}
|
|
else if (npc->direct == 2)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
|
|
npc->xm = Random(-0x200, 0x200) * 3;
|
|
npc->ym = Random(-0x200, 0x200) * 3;
|
|
|
|
npc->count1 = Random(0x10, 0x33);
|
|
npc->count2 = Random(0x80, 0x100);
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->x < npc->pNpc->x)
|
|
npc->xm += 0x200 / npc->count1;
|
|
if (npc->x > npc->pNpc->x)
|
|
npc->xm -= 0x200 / npc->count1;
|
|
|
|
if (npc->y < npc->pNpc->y)
|
|
npc->ym += 0x200 / npc->count1;
|
|
if (npc->y > npc->pNpc->y)
|
|
npc->ym -= 0x200 / npc->count1;
|
|
|
|
if (npc->xm > npc->count2 * 2)
|
|
npc->xm = npc->count2 * 2;
|
|
if (npc->xm < -npc->count2 * 2)
|
|
npc->xm = -npc->count2 * 2;
|
|
|
|
if (npc->ym > npc->count2 * 3)
|
|
npc->ym = npc->count2 * 3;
|
|
if (npc->ym < -npc->count2 * 3)
|
|
npc->ym = -npc->count2 * 3;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
}
|
|
|
|
npc->rect = rc[Random(0, 1)];
|
|
}
|
|
|
|
// Ironhead block
|
|
void ActNpc271(NPCHAR *npc)
|
|
{
|
|
int a;
|
|
|
|
if (npc->xm < 0 && npc->x < -16 * 0x200)
|
|
{
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
if (npc->xm > 0 && npc->x > (gMap.width * 0x200 * 0x10) + (1 * 0x200 * 0x10))
|
|
{
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
npc->act_no = 1;
|
|
|
|
a = Random(0, 9);
|
|
|
|
if (a == 9)
|
|
{
|
|
npc->rect.left = 0;
|
|
npc->rect.right = 0x20;
|
|
npc->rect.top = 0x40;
|
|
npc->rect.bottom = 0x60;
|
|
|
|
npc->view.front = 16 * 0x200;
|
|
npc->view.back = 16 * 0x200;
|
|
npc->view.top = 16 * 0x200;
|
|
npc->view.bottom = 16 * 0x200;
|
|
|
|
npc->hit.front = 12 * 0x200;
|
|
npc->hit.back = 12 * 0x200;
|
|
npc->hit.top = 12 * 0x200;
|
|
npc->hit.bottom = 12 * 0x200;
|
|
}
|
|
else
|
|
{
|
|
npc->rect.left = ((a % 3) * 16) + (7 * 16);
|
|
npc->rect.top = (a / 3) * 16;
|
|
npc->rect.right = npc->rect.left + 16;
|
|
npc->rect.bottom = npc->rect.top + 16;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = Random(0x100, 0x200) * -2;
|
|
else
|
|
npc->xm = Random(0x100, 0x200) * 2;
|
|
|
|
npc->ym = Random(-0x200, 0x200);
|
|
}
|
|
|
|
if (npc->ym < 0 && npc->y - npc->hit.top < 8 * 0x200)
|
|
{
|
|
npc->ym *= -1;
|
|
SetCaret(npc->x, npc->y - (8 * 0x200), 13, 0);
|
|
SetCaret(npc->x, npc->y - (8 * 0x200), 13, 0);
|
|
}
|
|
|
|
if (npc->ym > 0 && npc->y + npc->hit.bottom > 232 * 0x200)
|
|
{
|
|
npc->ym *= -1;
|
|
SetCaret(npc->x, npc->y + (8 * 0x200), 13, 0);
|
|
SetCaret(npc->x, npc->y + (8 * 0x200), 13, 0);
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
}
|
|
|
|
// Ironhead block generator
|
|
void ActNpc272(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = Random(0, 200);
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->act_wait)
|
|
{
|
|
--npc->act_wait;
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 0;
|
|
SetNpChar(271, npc->x, npc->y + (Random(-32, 32) * 0x200), 0, 0, npc->direct, NULL, 0x100);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Droll projectile
|
|
void ActNpc273(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{248, 40, 272, 64},
|
|
{272, 40, 296, 64},
|
|
{296, 40, 320, 64},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
if (++npc->act_wait % 5 == 0)
|
|
PlaySoundObject(110, 1);
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Droll
|
|
void ActNpc274(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[6] = {
|
|
{0, 0, 32, 40},
|
|
{32, 0, 64, 40},
|
|
{64, 0, 96, 40},
|
|
{64, 80, 96, 120},
|
|
{96, 80, 128, 120},
|
|
{96, 0, 128, 40},
|
|
};
|
|
|
|
RECT rcRight[6] = {
|
|
{0, 40, 32, 80},
|
|
{32, 40, 64, 80},
|
|
{64, 40, 96, 80},
|
|
{64, 120, 96, 160},
|
|
{96, 120, 128, 160},
|
|
{96, 40, 128, 80},
|
|
};
|
|
|
|
unsigned char deg;
|
|
int xm, ym;
|
|
|
|
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;
|
|
// 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 (npc->shock)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 2;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_no = 12;
|
|
npc->ani_no = 3;
|
|
npc->ym = -0x600;
|
|
npc->count1 = 0;
|
|
|
|
if (npc->tgt_x > npc->x)
|
|
npc->xm = 0x200;
|
|
else
|
|
npc->xm = -0x200;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (npc->ym > 0)
|
|
{
|
|
npc->ani_no = 4;
|
|
|
|
if (npc->count1 == 0)
|
|
{
|
|
++npc->count1;
|
|
deg = GetArktan(npc->x - gMC.x, npc->y - (10 * 0x200) - gMC.y);
|
|
ym = GetSin(deg) * 4;
|
|
xm = GetCos(deg) * 4;
|
|
SetNpChar(273, npc->x, npc->y - (10 * 0x200), xm, ym, 0, NULL, 0x100);
|
|
PlaySoundObject(39, 1);
|
|
}
|
|
}
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ani_no = 5;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ani_no = 2;
|
|
npc->act_no = 13;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 13:
|
|
npc->xm /= 2;
|
|
|
|
if (++npc->act_wait > 10)
|
|
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];
|
|
}
|
|
|
|
// Puppy (plantation)
|
|
void ActNpc275(NPCHAR *npc)
|
|
{
|
|
RECT rcRight[4] = {
|
|
{272, 80, 288, 96},
|
|
{288, 80, 304, 96},
|
|
{272, 80, 288, 96},
|
|
{304, 80, 320, 96},
|
|
};
|
|
|
|
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 - (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;
|
|
}
|
|
|
|
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;
|
|
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Red Demon
|
|
void ActNpc276(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[9] = {
|
|
{0, 64, 32, 104},
|
|
{32, 64, 64, 104},
|
|
{64, 64, 96, 104},
|
|
{96, 64, 128, 104},
|
|
{128, 64, 160, 104},
|
|
{160, 64, 192, 104},
|
|
{192, 64, 224, 104},
|
|
{224, 64, 256, 104},
|
|
{256, 64, 288, 104},
|
|
};
|
|
|
|
RECT rcRight[9] = {
|
|
{0, 104, 32, 144},
|
|
{32, 104, 64, 144},
|
|
{64, 104, 96, 144},
|
|
{96, 104, 128, 144},
|
|
{128, 104, 160, 144},
|
|
{160, 104, 192, 144},
|
|
{192, 104, 224, 144},
|
|
{224, 104, 256, 144},
|
|
{256, 104, 288, 144},
|
|
};
|
|
|
|
unsigned char deg;
|
|
int xm, ym;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y -= 8 * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->xm = 0;
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
// Fallthrough
|
|
case 2:
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (++npc->ani_wait > 20)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->shock)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 3;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
// Fallthrough
|
|
case 11:
|
|
switch (++npc->act_wait)
|
|
{
|
|
case 30:
|
|
case 40:
|
|
case 50:
|
|
npc->ani_no = 4;
|
|
|
|
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
|
ym = GetSin(deg) * 4;
|
|
xm = GetCos(deg) * 4;
|
|
|
|
SetNpChar(277, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
|
|
PlaySoundObject(39, 1);
|
|
|
|
break;
|
|
|
|
case 34:
|
|
case 44:
|
|
case 54:
|
|
npc->ani_no = 3;
|
|
break;
|
|
}
|
|
|
|
if (npc->act_wait > 60)
|
|
{
|
|
npc->act_no = 20;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
if (++npc->act_wait > 20)
|
|
{
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 5;
|
|
npc->ym = -0x5FF;
|
|
|
|
if (npc->x < gMC.x)
|
|
npc->xm = 0x100;
|
|
else
|
|
npc->xm = -0x100;
|
|
}
|
|
|
|
break;
|
|
|
|
case 21:
|
|
switch (++npc->act_wait)
|
|
{
|
|
case 30:
|
|
case 40:
|
|
case 50:
|
|
npc->ani_no = 6;
|
|
|
|
deg = GetArktan(npc->x - gMC.x, npc->y - (10 * 0x200) - gMC.y);
|
|
ym = GetSin(deg) * 4;
|
|
xm = GetCos(deg) * 4;
|
|
|
|
SetNpChar(277, npc->x, npc->y - (10 * 0x200), xm, ym, 0, NULL, 0x100);
|
|
PlaySoundObject(39, 1);
|
|
|
|
break;
|
|
|
|
case 34:
|
|
case 44:
|
|
npc->ani_no = 5;
|
|
break;
|
|
}
|
|
|
|
if (npc->act_wait > 53)
|
|
npc->ani_no = 7;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 22;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
SetQuake(10);
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 22:
|
|
npc->xm /= 2;
|
|
|
|
if (++npc->act_wait > 22)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 50:
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->damage = 0;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 51;
|
|
npc->ani_no = 2;
|
|
SetQuake(10);
|
|
SetExpObjects(npc->x, npc->y, 19);
|
|
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
|
|
PlaySoundObject(72, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 51:
|
|
npc->xm = (npc->xm * 7) / 8;
|
|
npc->ani_no = 8;
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->act_no < 50)
|
|
{
|
|
if (npc->x < gMC.x)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Red Demon projectile
|
|
void ActNpc277(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{128, 0, 152, 24},
|
|
{152, 0, 176, 24},
|
|
{176, 0, 200, 24},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
if (++npc->act_wait % 5 == 0)
|
|
PlaySoundObject(110, 1);
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Little family
|
|
void ActNpc278(NPCHAR *npc)
|
|
{
|
|
RECT rcPapa[2] = {
|
|
{0, 120, 8, 128},
|
|
{8, 120, 16, 128},
|
|
};
|
|
|
|
RECT rcMama[2] = {
|
|
{16, 120, 24, 128},
|
|
{24, 120, 32, 128},
|
|
};
|
|
|
|
RECT rcKodomo[2] = { // Japanese for 'child'
|
|
{32, 120, 40, 128},
|
|
{40, 120, 48, 128},
|
|
};
|
|
|
|
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, 60) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (Random(0, 60) == 1)
|
|
{
|
|
npc->act_no = 10;
|
|
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;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = Random(0, 16);
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
|
|
if (Random(0, 9) % 2)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->direct == 0 && npc->flag & 1)
|
|
npc->direct = 2;
|
|
else if (npc->direct == 2 && npc->flag & 4)
|
|
npc->direct = 0;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x100;
|
|
else
|
|
npc->xm = 0x100;
|
|
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->act_wait > 0x20)
|
|
npc->act_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
|
|
switch (npc->code_event)
|
|
{
|
|
case 200:
|
|
npc->rect = rcPapa[npc->ani_no];
|
|
break;
|
|
|
|
case 210:
|
|
npc->rect = rcMama[npc->ani_no];
|
|
break;
|
|
|
|
default:
|
|
npc->rect = rcKodomo[npc->ani_no];
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Falling block (large)
|
|
void ActNpc279(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{0, 16, 32, 48},
|
|
{16, 0, 32, 16},
|
|
};
|
|
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->act_no = 100;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
npc->ani_no = 0;
|
|
break;
|
|
|
|
case 2:
|
|
npc->act_no = 100;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
npc->ani_no = 1;
|
|
|
|
npc->view.back = 8 * 0x200;
|
|
npc->view.front = 8 * 0x200;
|
|
npc->view.top = 8 * 0x200;
|
|
npc->view.bottom = 8 * 0x200;
|
|
|
|
npc->hit.back = 8 * 0x200;
|
|
npc->hit.front = 8 * 0x200;
|
|
npc->hit.top = 8 * 0x200;
|
|
npc->hit.bottom = 8 * 0x200;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
npc->act_no = 10;
|
|
break;
|
|
}
|
|
|
|
if (npc->direct != 1)
|
|
break;
|
|
// Fallthrough
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = 16;
|
|
// Fallthrough
|
|
case 11:
|
|
npc->act_wait -= 2;
|
|
|
|
if (npc->act_wait <= 0)
|
|
{
|
|
npc->act_no = 100;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
}
|
|
|
|
break;
|
|
|
|
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)
|
|
{
|
|
npc->ym = -0x200;
|
|
npc->act_no = 110;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
PlaySoundObject(26, 1);
|
|
SetQuake(10);
|
|
|
|
for (i = 0; i < 4; ++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 (gMC.y > npc->y)
|
|
npc->damage = 10;
|
|
else
|
|
npc->damage = 0;
|
|
|
|
npc->y += npc->ym;
|
|
npc->rect = rc[npc->ani_no];
|
|
|
|
if (npc->act_no == 11)
|
|
{
|
|
npc->rect.top += npc->act_wait;
|
|
npc->rect.bottom -= npc->act_wait;
|
|
npc->view.top = (16 - npc->act_wait) * 0x200;
|
|
}
|
|
}
|