1945 lines
32 KiB
C++
1945 lines
32 KiB
C++
#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "CommonDefines.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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#include "Sound.h"
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#include "Back.h"
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#include "Triangle.h"
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#include "Flags.h"
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#include "Map.h"
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#include "Caret.h"
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#include "Frame.h"
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#include "Flash.h"
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//Ballos
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void ActNpc340(NPCHAR *npc)
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{
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->cond = 0x80;
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npc->exp = 1;
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npc->direct = 0;
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npc->y -= 0xC00;
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npc->damage = 0;
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SetNpChar(341, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0x100);
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break;
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case 10:
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npc->act_no = 11;
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npc->act_wait = 0;
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// Fallthrough
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case 11:
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if (++npc->act_wait > 100)
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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 = 110;
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npc->act_wait = 0;
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npc->ani_no = 1;
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npc->ani_wait = 0;
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npc->damage = 4;
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npc->bits |= 0x20;
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// Fallthrough
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case 110:
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npc->act_no = 111;
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npc->damage = 3;
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npc->tgt_x = npc->life;
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// Fallthrough
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case 111:
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if (++npc->ani_wait > 10)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 2)
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npc->ani_no = 1;
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++npc->act_wait;
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if (npc->life < npc->tgt_x - 50 || npc->act_wait > 150)
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{
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switch (npc->count2 % 5)
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{
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case 0:
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case 1:
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case 2:
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case 3:
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npc->act_no = 200;
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break;
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case 4:
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npc->act_no = 300;
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break;
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}
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++npc->count2;
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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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break;
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case 200:
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npc->act_no = 201;
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npc->count1 = 0;
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// Fallthrough
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case 201:
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if (npc->xm)
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npc->act_no = 203;
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else
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npc->act_no = 202;
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npc->act_wait = 0;
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npc->ani_no = 3;
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npc->damage = 3;
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++npc->count1;
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// Fallthrough
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case 202:
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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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npc->xm = 8 * npc->xm / 9;
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npc->ym = 8 * npc->ym / 9;
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if (++npc->act_wait > 20)
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npc->act_no = 210;
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break;
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case 203:
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npc->xm = 8 * npc->xm / 9;
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npc->ym = 8 * npc->ym / 9;
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if (++npc->act_wait > 20)
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{
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if (gMC.y < npc->y + 0x1800)
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npc->act_no = 220;
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else
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npc->act_no = 230;
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}
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break;
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case 210:
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npc->act_no = 211;
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npc->act_wait = 0;
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npc->ani_no = 6;
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npc->ani_wait = 0;
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npc->ym = 0;
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npc->damage = 10;
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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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PlaySoundObject(25, 1);
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// Fallthrough
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case 211:
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if (npc->direct == 0)
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npc->xm = -0x800;
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else
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npc->xm = 0x800;
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if (++npc->act_wait / 2 & 1)
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npc->ani_no = 6;
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else
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npc->ani_no = 7;
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if (npc->direct == 0 && npc->flag & 1)
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{
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npc->act_no = 212;
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npc->act_wait = 0;
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npc->damage = 3;
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SetQuake2(10);
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PlaySoundObject(26, 1);
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}
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if (npc->direct == 2 && npc->flag & 4)
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{
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npc->act_no = 212;
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npc->act_wait = 0;
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npc->damage = 3;
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SetQuake2(10);
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PlaySoundObject(26, 1);
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}
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if (npc->count1 < 4 && gMC.x > npc->x - 0x2000 && gMC.x < npc->x + 0x2000)
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npc->act_no = 201;
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break;
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case 212:
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++npc->act_wait;
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npc->xm = 0;
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npc->ani_no = 6;
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if (npc->act_wait > 30)
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{
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if (npc->count1 > 3)
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npc->act_no = 240;
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else
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npc->act_no = 201;
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}
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break;
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case 220:
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npc->act_no = 221;
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npc->act_wait = 0;
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npc->ani_no = 8;
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npc->ani_wait = 0;
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npc->xm = 0;
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npc->damage = 10;
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npc->direct = 0;
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PlaySoundObject(25, 1);
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// Fallthrough
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case 221:
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npc->ym = -0x800;
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if (++npc->act_wait / 2 & 1)
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npc->ani_no = 8;
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else
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npc->ani_no = 9;
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if (npc->y < 0x6000)
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{
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npc->y = 0x6000;
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npc->ym = 0;
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npc->act_no = 222;
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npc->act_wait = 0;
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npc->damage = 3;
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for (int i = 0; i < 8; ++i)
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{
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const int x = npc->x + (Random(-0x10, 0x10) * 0x200);
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SetNpChar(4, x, npc->y - 0x1400, 0, 0, 0, 0, 0x100);
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}
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SetNpChar(332, npc->x - 0x1800, npc->y - 0x1800, 0, 0, 0, 0, 0x100);
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SetNpChar(332, npc->x + 0x1800, npc->y - 0x1800, 0, 0, 2, 0, 0x100);
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SetQuake2(10);
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PlaySoundObject(26, 1);
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}
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if (npc->count1 < 4 && gMC.y > npc->y - 0x2000 && gMC.y < npc->y + 0x2000)
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npc->act_no = 201;
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break;
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case 222:
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++npc->act_wait;
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npc->xm = 0;
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npc->ani_no = 8;
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if (npc->act_wait > 30)
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{
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if (npc->count1 > 3)
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npc->act_no = 240;
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else
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npc->act_no = 201;
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}
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break;
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case 230:
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npc->act_no = 231;
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npc->act_wait = 0;
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npc->ani_no = 8;
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npc->ani_wait = 0;
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npc->xm = 0;
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npc->damage = 10;
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npc->direct = 2;
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PlaySoundObject(25, 1);
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// Fallthrough
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case 231:
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npc->ym = 0x800;
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if (++npc->act_wait / 2 & 1)
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npc->ani_no = 8;
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else
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npc->ani_no = 9;
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if (npc->flag & 8)
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{
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npc->act_no = 232;
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npc->act_wait = 0;
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npc->damage = 3;
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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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for (int i = 0; i < 8; ++i)
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{
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const int x = npc->x + (Random(-0x10u, 0x10) * 0x200);
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SetNpChar(4, x, npc->y + 0x1400, 0, 0, 0, 0, 0x100);
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}
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SetNpChar(332, npc->x - 0x1800, npc->y + 0x1800, 0, 0, 0, 0, 0x100);
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SetNpChar(332, npc->x + 0x1800, npc->y + 0x1800, 0, 0, 2, 0, 0x100);
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SetQuake2(10);
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PlaySoundObject(26, 1);
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}
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if (npc->count1 < 4 && gMC.y > npc->y - 0x2000 && gMC.y < npc->y + 0x2000)
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npc->act_no = 201;
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break;
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case 232:
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++npc->act_wait;
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npc->xm = 0;
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npc->ani_no = 3;
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if (npc->act_wait > 30)
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{
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if (npc->count1 > 3)
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npc->act_no = 242;
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else
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npc->act_no = 201;
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}
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break;
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case 240:
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npc->act_no = 241;
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npc->direct = 0;
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// Fallthrough
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case 241:
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npc->ym += 0x80;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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if (++npc->ani_wait / 2 & 1)
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npc->ani_no = 4;
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else
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npc->ani_no = 5;
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if (npc->flag & 8)
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{
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npc->act_no = 242;
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npc->act_wait = 0;
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npc->ani_no = 3;
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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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}
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break;
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case 242:
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npc->xm = 3 * npc->xm / 4;
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npc->ani_no = 3;
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if (++npc->act_wait > 10)
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npc->act_no = 110;
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break;
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case 300:
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npc->act_no = 310;
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npc->act_wait = 0;
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npc->ym = -0x600;
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if (npc->x > 0x28000)
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{
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npc->direct = 2;
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npc->tgt_x = gMC.x;
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npc->tgt_y = 0x16000;
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}
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else
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{
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npc->direct = 0;
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npc->tgt_x = gMC.x;
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npc->tgt_y = 0x16000;
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}
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npc->ani_wait = 0;
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// Fallthrough
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case 310:
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++npc->ani_wait;
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if (++npc->act_wait > 200 && npc->ani_wait < 20)
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npc->direct = 2;
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else
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npc->direct = 0;
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if (npc->ani_wait / 2 & 1)
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npc->ani_no = 4;
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else
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npc->ani_no = 5;
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if (npc->tgt_x > npc->x)
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npc->xm += 0x40;
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else
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npc->xm -= 0x40;
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if (npc->tgt_y > npc->y)
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npc->ym += 0x40;
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else
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npc->ym -= 0x40;
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if (npc->xm > 0x400)
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npc->xm = 0x400;
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if (npc->xm < -0x400)
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npc->xm = -0x400;
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if (npc->ym > 0x400)
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npc->ym = 0x400;
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if (npc->ym < -0x400)
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npc->ym = -0x400;
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if (npc->act_wait > 200 && npc->act_wait % 40 == 1)
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{
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npc->ani_wait = 0;
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SetNpChar(333, gMC.x, 0x26000, 0, 0, 0, 0, 0x100);
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}
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if (npc->act_wait > 480)
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{
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npc->act_no = 320;
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npc->act_wait = 0;
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}
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break;
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case 320:
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npc->xm = 0;
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npc->ym = 0;
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npc->direct = 2;
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if (++npc->act_wait == 40)
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SetFlash(0, 0, 2);
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if (npc->act_wait > 50 && npc->act_wait % 10 == 1)
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{
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const int x = ((4 * npc->act_wait - 200) / 10 + 2) * 0x2000;
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SetNpChar(333, x, 0x26000, 0, 0, 0, 0, 0x100);
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}
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if (npc->act_wait > 140)
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npc->act_no = 240;
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if (++npc->ani_wait / 2 & 1)
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npc->ani_no = 4;
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else
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npc->ani_no = 5;
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break;
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case 1000:
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npc->act_no = 1001;
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npc->act_wait = 0;
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npc->ani_no = 10;
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npc->tgt_x = npc->x;
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npc->xm = 0;
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npc->bits &= ~0x20;
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SetDestroyNpChar(npc->x, npc->y, 0x10, 0x10);
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PlaySoundObject(72, 1);
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// Fallthrough
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case 1001:
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npc->ym += 0x20;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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if (++npc->act_wait / 2 & 1)
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npc->x = npc->tgt_x + 0x200;
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else
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npc->x = npc->tgt_x - 0x200;
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if (npc->flag & 8)
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{
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npc->act_no = 1002;
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npc->act_wait = 0;
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}
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break;
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case 1002:
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if (++npc->act_wait > 150)
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{
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npc->act_wait = 0;
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npc->act_no = 1003;
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npc->ani_no = 3;
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}
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if (npc->act_wait / 2 & 1)
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npc->x = npc->tgt_x + 0x200;
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else
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npc->x = npc->tgt_x - 0x200;
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break;
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case 1003:
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if (++npc->act_wait > 30)
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{
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npc->act_wait = 0;
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npc->act_no = 1004;
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npc->ani_no = 3;
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npc->ym -= 0xA00;
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npc->direct = 0;
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npc->bits |= 8;
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}
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break;
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case 1004:
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if (npc->y < 0)
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{
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npc->xm = 0;
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npc->ym = 0;
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npc->act_no = 1005;
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npc->act_wait = 0;
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SetFlash(0, 0, 2);
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PlaySoundObject(29, 1);
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}
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if (++npc->act_wait / 2 & 1)
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npc->ani_no = 8;
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else
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npc->ani_no = 9;
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break;
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}
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npc->x += npc->xm;
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npc->y += npc->ym;
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RECT rcLeft[11];
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RECT rcRight[11];
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rcLeft[0] = {0, 0, 48, 40};
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rcLeft[1] = {48, 0, 96, 40};
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rcLeft[2] = {96, 0, 144, 40};
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rcLeft[3] = {144, 0, 192, 40};
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rcLeft[4] = {192, 0, 240, 40};
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rcLeft[5] = {240, 0, 288, 40};
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rcLeft[6] = {0, 80, 48, 120};
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rcLeft[7] = {48, 80, 96, 120};
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rcLeft[8] = {96, 80, 144, 120};
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rcLeft[9] = {144, 80, 192, 120};
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rcLeft[10] = {192, 80, 240, 120};
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rcRight[0] = {0, 40, 48, 80};
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rcRight[1] = {48, 40, 96, 80};
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rcRight[2] = {96, 40, 144, 80};
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rcRight[3] = {144, 40, 192, 80};
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rcRight[4] = {192, 40, 240, 80};
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rcRight[5] = {240, 40, 288, 80};
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rcRight[6] = {0, 120, 48, 160};
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rcRight[7] = {48, 120, 96, 160};
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rcRight[8] = {96, 120, 144, 160};
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rcRight[9] = {144, 120, 192, 160};
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rcRight[10] = {192, 120, 240, 160};
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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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//Ballos 1 head
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void ActNpc341(NPCHAR *npc)
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{
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RECT rc[3];
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|
|
rc[0] = {288, 32, 320, 48};
|
|
rc[1] = {288, 48, 320, 64};
|
|
rc[2] = {288, 64, 320, 80};
|
|
|
|
if (npc->pNpc->act_no == 11 && npc->pNpc->act_wait > 50)
|
|
++npc->ani_wait;
|
|
|
|
if (npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (npc->ani_no < 2)
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->pNpc->ani_no)
|
|
npc->cond = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Ballos 3 eye
|
|
void ActNpc342(NPCHAR *npc)
|
|
{
|
|
static int flash;
|
|
|
|
RECT rc[3];
|
|
|
|
rc[0] = {240, 48, 280, 88};
|
|
rc[1] = {240, 88, 280, 128};
|
|
rc[2] = {280, 48, 320, 88};
|
|
|
|
if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000)
|
|
npc->act_no = 1000;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 10;
|
|
npc->count1 = 2 * (npc->direct & 0xFF);
|
|
npc->direct >>= 8;
|
|
npc->count2 = 192;
|
|
npc->damage = 14;
|
|
// Fallthrough
|
|
case 10:
|
|
if (npc->count2 < 320)
|
|
npc->count2 += 8;
|
|
else
|
|
npc->act_no = 11;
|
|
|
|
break;
|
|
|
|
case 11:
|
|
if (npc->count2 > 304)
|
|
npc->count2 -= 4;
|
|
else
|
|
npc->act_no = 12;
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (npc->pNpc->act_no == 311)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->bits |= 0x20;
|
|
npc->life = 1000;
|
|
// Fallthrough
|
|
case 21:
|
|
npc->count1 -= 2;
|
|
|
|
if (npc->count1 < 0)
|
|
npc->count1 += 0x200;
|
|
|
|
if (npc->shock)
|
|
{
|
|
if (++flash / 2 & 1)
|
|
npc->ani_no = 1;
|
|
else
|
|
npc->ani_no = 0;
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (npc->life < 900)
|
|
{
|
|
npc->act_no = 22;
|
|
npc->bits &= ~0x20;
|
|
SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
|
|
PlaySoundObject(71, 1);
|
|
}
|
|
|
|
npc->pNpc->count1 = 4;
|
|
|
|
if (npc->pNpc->act_no == 401)
|
|
npc->act_no = 23;
|
|
|
|
break;
|
|
|
|
case 22:
|
|
npc->ani_no = 2;
|
|
npc->count1 -= 2;
|
|
|
|
if (npc->count1 < 0)
|
|
npc->count1 += 0x200;
|
|
|
|
if (npc->pNpc->act_no == 401)
|
|
npc->act_no = 23;
|
|
|
|
break;
|
|
|
|
case 23:
|
|
npc->ani_no = 2;
|
|
npc->count1 -= 4;
|
|
|
|
if (npc->count1 < 0)
|
|
npc->count1 += 0x200;
|
|
|
|
if (npc->pNpc->act_no == 420)
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->life = 1000;
|
|
npc->damage = 10;
|
|
|
|
if (npc->direct == 0)
|
|
npc->bits |= 0x20u;
|
|
|
|
npc->ym = 0;
|
|
// Fallthrough
|
|
case 31:
|
|
++npc->count1;
|
|
npc->count1 &= 0x1FF;
|
|
|
|
if (npc->count2 > 0x100)
|
|
--npc->count2;
|
|
|
|
if (npc->bits & 0x20)
|
|
{
|
|
if (npc->shock)
|
|
{
|
|
if (++flash / 2 & 1)
|
|
npc->ani_no = 1;
|
|
else
|
|
npc->ani_no = 0;
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
if (npc->life < 900)
|
|
npc->act_no = 40;
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 41;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->ani_no = 2;
|
|
npc->damage = 5;
|
|
npc->bits &= ~0x28;
|
|
SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
|
|
PlaySoundObject(71, 1);
|
|
// Fallthrough
|
|
case 41:
|
|
if (npc->flag & 1)
|
|
npc->xm = 0x100;
|
|
if (npc->flag & 4)
|
|
npc->xm = -0x100;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
if (npc->xm == 0)
|
|
{
|
|
if (gMC.x < npc->x)
|
|
npc->xm = 0x100;
|
|
else
|
|
npc->xm = -0x100;
|
|
}
|
|
|
|
npc->ym = -0x800;
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
break;
|
|
|
|
case 1000:
|
|
npc->act_no = 1001;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->ani_no = 2;
|
|
npc->bits &= ~0x28;
|
|
npc->damage = 0;
|
|
npc->count1 /= 4;
|
|
npc->exp = 0;
|
|
// Fallthrough
|
|
case 1001:
|
|
if (npc->count1 <= 0)
|
|
{
|
|
SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
|
|
PlaySoundObject(71, 1);
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
if (--npc->count1 / 2 & 1)
|
|
npc->ani_no = 1;
|
|
else
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no == 21 || npc->act_no == 22)
|
|
{
|
|
switch (npc->pNpc->direct)
|
|
{
|
|
case 0:
|
|
if (npc->count1 == 140)
|
|
{
|
|
SetNpChar(4, npc->x + 0x1000, npc->y + 0x1800, 0, 0, 0, 0, 0x100);
|
|
SetNpChar(4, npc->x - 0x1000, npc->y + 0x1800, 0, 0, 0, 0, 0x100);
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
break;
|
|
case 1:
|
|
if (npc->count1 == 268)
|
|
{
|
|
SetNpChar(4, npc->x - 0x1800, npc->y + 0x1000, 0, 0, 0, 0, 0x100);
|
|
SetNpChar(4, npc->x - 0x1800, npc->y - 0x1000, 0, 0, 0, 0, 0x100);
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
break;
|
|
case 2:
|
|
if (npc->count1 == 396)
|
|
{
|
|
SetNpChar(4, npc->x + 0x1000, npc->y - 0x1800, 0, 0, 0, 0, 0x100);
|
|
SetNpChar(4, npc->x - 0x1000, npc->y - 0x1800, 0, 0, 0, 0, 0x100);
|
|
SetNpChar(345, npc->x - 0x1000, npc->y - 0x1800, 0, 0, 0, 0, 0x100);
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
break;
|
|
case 3:
|
|
if (npc->count1 == 12)
|
|
{
|
|
SetNpChar(4, npc->x + 0x1800, npc->y + 0x1000, 0, 0, 0, 0, 0x100);
|
|
SetNpChar(4, npc->x + 0x1800, npc->y - 0x1000, 0, 0, 0, 0, 0x100);
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (npc->act_no < 40)
|
|
{
|
|
const unsigned char deg = npc->count1 / 2;
|
|
|
|
npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4;
|
|
npc->tgt_y = npc->pNpc->y + npc->count2 * GetSin(deg) / 4;
|
|
|
|
npc->xm = npc->tgt_x - npc->x;
|
|
npc->ym = npc->tgt_y - npc->y;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Ballos 2 cutscene
|
|
void ActNpc343(NPCHAR *npc)
|
|
{
|
|
RECT rc = {0, 0, 120, 120};
|
|
|
|
npc->rect = rc;
|
|
|
|
if (++npc->act_wait > 100)
|
|
npc->cond = 0;
|
|
|
|
npc->x = npc->pNpc->x;
|
|
npc->y = npc->pNpc->y;
|
|
}
|
|
|
|
//Ballos 2 eyes
|
|
void ActNpc344(NPCHAR *npc)
|
|
{
|
|
RECT rc[2];
|
|
|
|
rc[0] = {272, 0, 296, 16};
|
|
rc[1] = {296, 0, 320, 16};
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->rect = rc[0];
|
|
npc->x = npc->pNpc->x - 0x3000;
|
|
}
|
|
else
|
|
{
|
|
npc->rect = rc[1];
|
|
npc->x = npc->pNpc->x + 0x3000;
|
|
}
|
|
|
|
if (++npc->act_wait > 100)
|
|
npc->cond = 0;
|
|
|
|
npc->y = npc->pNpc->y - 0x4800;
|
|
}
|
|
|
|
//Ballos skull projectile
|
|
void ActNpc345(NPCHAR *npc)
|
|
{
|
|
RECT rc[4];
|
|
|
|
rc[0] = {128, 176, 144, 192};
|
|
rc[1] = {144, 176, 160, 192};
|
|
rc[2] = {160, 176, 176, 192};
|
|
rc[3] = {176, 176, 192, 192};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 100;
|
|
npc->ani_no = Random(0, 16) & 3;
|
|
// Fallthrough
|
|
case 100:
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x700)
|
|
npc->ym = 0x700;
|
|
|
|
if (npc->y > 0x10000)
|
|
npc->bits &= ~8;
|
|
|
|
if (npc->act_wait++ / 2 & 1)
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ym = -0x200;
|
|
npc->act_no = 110;
|
|
npc->bits |= 8u;
|
|
PlaySoundObject(12, 1);
|
|
SetQuake(10);
|
|
|
|
for (int i = 0; i < 4; ++i)
|
|
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
|
}
|
|
|
|
break;
|
|
|
|
case 110:
|
|
npc->ym += 0x40;
|
|
|
|
if ( npc->y > (gMap.length + 2) * 0x2000)
|
|
{
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 8)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Ballos 4 orbiting platform
|
|
void ActNpc346(NPCHAR *npc)
|
|
{
|
|
RECT rc = {240, 0, 272, 16};
|
|
|
|
if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000)
|
|
npc->act_no = 1000;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 10;
|
|
npc->count1 = 4 * npc->direct;
|
|
npc->count2 = 192;
|
|
npc->ani_no = 0;
|
|
// Fallthrough
|
|
case 10:
|
|
if (npc->count2 < 448)
|
|
npc->count2 += 8;
|
|
else
|
|
npc->act_no = 11;
|
|
|
|
break;
|
|
|
|
case 11:
|
|
if (npc->pNpc->act_no == 411)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
if (--npc->count1 < 0)
|
|
npc->count1 += 0x400;
|
|
|
|
if (npc->pNpc->act_no == 421)
|
|
npc->act_no = 40;
|
|
if (npc->pNpc->act_no == 423)
|
|
npc->act_no = 100;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
++npc->count1;
|
|
npc->count1 &= 0x3FF;
|
|
|
|
if (npc->pNpc->act_no == 425)
|
|
npc->act_no = 50;
|
|
if (npc->pNpc->act_no == 427)
|
|
npc->act_no = 100;
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->count1 -= 2;
|
|
|
|
if (npc->count1 < 0)
|
|
npc->count1 += 0x400;
|
|
|
|
if (npc->pNpc->act_no == 422)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 50:
|
|
npc->count1 += 2;
|
|
npc->count1 &= 0x3FF;
|
|
|
|
if (npc->pNpc->act_no == 426)
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 100:
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->pNpc->act_no == 424)
|
|
npc->act_no = 30;
|
|
if (npc->pNpc->act_no == 428)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 1000:
|
|
npc->act_no = 1001;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->bits &= ~0x40;
|
|
// Fallthrough
|
|
case 1001:
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->y > gMap.length * 0x2000)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no < 1000)
|
|
{
|
|
if (gMC.y > npc->y - 0x1000 && gMC.ym < 0)
|
|
npc->bits &= ~0x40u;
|
|
else
|
|
npc->bits |= 0x40u;
|
|
|
|
const unsigned char deg = npc->count1 / 4;
|
|
npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4;
|
|
npc->tgt_y = npc->pNpc->y + npc->count2 * GetSin(deg) / 4 + 0x2000;
|
|
|
|
npc->xm = npc->tgt_x - npc->x;
|
|
|
|
if (npc->act_no != 20 && npc->act_no != 30)
|
|
{
|
|
if (npc->act_no != 40 && npc->act_no != 50)
|
|
npc->ani_no = npc->tgt_y - npc->y;
|
|
else if ((npc->count1 / 2 & 1) == 0)
|
|
npc->ani_no = (npc->tgt_y - npc->y) / 2;
|
|
}
|
|
else if ((npc->count1 & 3) == 0)
|
|
{
|
|
npc->ani_no = (npc->tgt_y - npc->y) / 4;
|
|
}
|
|
|
|
npc->ym = npc->ani_no;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
//Hoppy
|
|
void ActNpc347(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.y < npc->y + 0x10000 && gMC.y > npc->y - 0x10000)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->act_wait == 4)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->act_wait > 12)
|
|
{
|
|
npc->act_no = 12;
|
|
npc->xm = 0x700;
|
|
PlaySoundObject(6, 1);
|
|
npc->ani_no = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (gMC.y < npc->y)
|
|
npc->ym = -0xAAu;
|
|
else
|
|
npc->ym = 0xAA;
|
|
|
|
if (npc->flag & 1)
|
|
{
|
|
npc->act_no = 13;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
}
|
|
else
|
|
{
|
|
npc->xm -= 42;
|
|
|
|
if (npc->xm < -0x5FF)
|
|
npc->xm = -0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
}
|
|
|
|
break;
|
|
|
|
case 13:
|
|
++npc->act_wait;
|
|
|
|
if (++npc->act_wait == 2)
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->act_wait == 6)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->act_wait > 16)
|
|
npc->act_no = 1;
|
|
|
|
break;
|
|
}
|
|
|
|
RECT rc[4];
|
|
|
|
rc[0] = {256, 48, 272, 64};
|
|
rc[1] = {272, 48, 288, 64};
|
|
rc[2] = {288, 48, 304, 64};
|
|
rc[3] = {304, 48, 320, 64};
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Ballos 4 spikes
|
|
void ActNpc348(NPCHAR *npc)
|
|
{
|
|
RECT rc[2];
|
|
|
|
rc[0] = {128, 152, 160, 176};
|
|
rc[1] = {160, 152, 192, 176};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait < 0x80)
|
|
{
|
|
npc->y -= 0x80;
|
|
|
|
if (npc->act_wait / 2 & 1)
|
|
npc->ani_no = 1;
|
|
else
|
|
npc->ani_no = 0;
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 10;
|
|
npc->ani_no = 0;
|
|
npc->damage = 2;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Statue
|
|
void ActNpc349(NPCHAR *npc)
|
|
{
|
|
RECT rect = {0, 0, 16, 16};
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x += 0x1000;
|
|
if (npc->direct == 2)
|
|
npc->y += 0x2000;
|
|
}
|
|
|
|
npc->rect = rect;
|
|
}
|
|
|
|
//Flying Bute archer
|
|
void ActNpc350(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[7];
|
|
RECT rcRight[7];
|
|
|
|
rcLeft[0] = {0, 160, 24, 184};
|
|
rcLeft[1] = {24, 160, 48, 184};
|
|
rcLeft[2] = {48, 160, 72, 184};
|
|
rcLeft[3] = {72, 160, 96, 184};
|
|
rcLeft[4] = {96, 160, 120, 184};
|
|
rcLeft[5] = {120, 160, 144, 184};
|
|
rcLeft[6] = {144, 160, 168, 184};
|
|
|
|
rcRight[0] = {0, 184, 24, 208};
|
|
rcRight[1] = {24, 184, 48, 208};
|
|
rcRight[2] = {48, 184, 72, 208};
|
|
rcRight[3] = {72, 184, 96, 208};
|
|
rcRight[4] = {96, 184, 120, 208};
|
|
rcRight[5] = {120, 184, 144, 208};
|
|
rcRight[6] = {144, 184, 168, 208};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->tgt_x = npc->x - 0x10000;
|
|
else
|
|
npc->tgt_x = npc->x + 0x10000;
|
|
|
|
npc->tgt_y = npc->y;
|
|
npc->ym = 2 * Random(-0x200, 0x200);
|
|
npc->xm = 2 * Random(-0x200, 0x200);
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
if ( npc->x < npc->tgt_x )
|
|
npc->act_no = 20;
|
|
}
|
|
else
|
|
{
|
|
if ( npc->x > npc->tgt_x )
|
|
npc->act_no = 20;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = Random(0, 150);
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 21:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 3)
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
if ( ++npc->act_wait > 300 )
|
|
npc->act_no = 30;
|
|
|
|
if ( gMC.x < npc->x + 0xE000 && gMC.x > npc->x - 0xE000 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000 )
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->act_wait = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 31:
|
|
if (++npc->ani_wait / 2 & 1)
|
|
npc->ani_no = 3;
|
|
else
|
|
npc->ani_no = 4;
|
|
|
|
if (++npc->act_wait > 30)
|
|
{
|
|
npc->act_no = 40;
|
|
npc->ani_no = 5;
|
|
|
|
if (npc->direct == 0)
|
|
SetNpChar(312, npc->x, npc->y, -0x800, 0, 0, 0, 0x199);
|
|
else
|
|
SetNpChar(312, npc->x, npc->y, 0x800, 0, 2, 0, 0x199);
|
|
}
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 41;
|
|
npc->act_wait = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 41:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 6)
|
|
npc->ani_no = 5;
|
|
}
|
|
|
|
if (++npc->act_wait > 40)
|
|
{
|
|
npc->act_no = 50;
|
|
npc->ani_no = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 50:
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm -= 0x20;
|
|
else
|
|
npc->xm += 0x20;
|
|
|
|
if (npc->x < 0 || npc->x > gMap.width * 0x2000)
|
|
VanishNpChar(npc);
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no < 50)
|
|
{
|
|
if (npc->x < npc->tgt_x)
|
|
npc->xm += 0x2A;
|
|
if (npc->x > npc->tgt_x)
|
|
npc->xm -= 0x2A;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x2A;
|
|
if (npc->y > npc->tgt_y)
|
|
npc->ym -= 0x2A;
|
|
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
if (npc->ym > 0x400)
|
|
npc->ym = 0x400;
|
|
if (npc->ym < -0x400)
|
|
npc->ym = -0x400;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
//Statue (shootable)
|
|
void ActNpc351(NPCHAR *npc)
|
|
{
|
|
RECT rc[9];
|
|
|
|
rc[0] = {0, 96, 32, 136};
|
|
rc[1] = {32, 96, 64, 136};
|
|
rc[2] = {64, 96, 96, 136};
|
|
rc[3] = {96, 96, 128, 136};
|
|
rc[4] = {128, 96, 160, 136};
|
|
rc[5] = {0, 176, 32, 216};
|
|
rc[6] = {32, 176, 64, 216};
|
|
rc[7] = {64, 176, 96, 216};
|
|
rc[8] = {96, 176, 128, 216};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = npc->direct / 10;
|
|
npc->x += 0x1000;
|
|
npc->y += 0x1800;
|
|
break;
|
|
|
|
case 10:
|
|
if (GetNPCFlag(npc->code_flag))
|
|
{
|
|
npc->act_no = 20;
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 11;
|
|
npc->bits |= 0x20;
|
|
}
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->life <= 900)
|
|
{
|
|
SetNpChar(351, npc->x - 0x1000, npc->y - 0x1800, 0, 0, 10 * (npc->ani_no + 4), 0, 0);
|
|
npc->cond |= 8;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->ani_no += 4;
|
|
npc->act_no = 1;
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Ending characters
|
|
void ActNpc352(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
//Set state
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->count1 = npc->direct / 100;
|
|
npc->direct %= 100;
|
|
|
|
//Set surfaces / offset
|
|
switch (npc->count1)
|
|
{
|
|
case 7:
|
|
case 8:
|
|
case 9:
|
|
case 12:
|
|
case 13:
|
|
npc->surf = 21;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch (npc->count1)
|
|
{
|
|
case 2:
|
|
case 4:
|
|
case 9:
|
|
case 12:
|
|
npc->view.top = 0x2000;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
//Balrog
|
|
if (npc->count1 == 9)
|
|
{
|
|
npc->view.back = 0x2800;
|
|
npc->view.front = 0x2800;
|
|
npc->x -= 0x200;
|
|
}
|
|
|
|
//Spawn King's sword
|
|
if (!npc->count1)
|
|
SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100);
|
|
//Fallthrough
|
|
case 1:
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ym = 0;
|
|
npc->act_no = 2;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
break;
|
|
}
|
|
|
|
static RECT rc[28] = {
|
|
{304, 48, 320, 64},
|
|
{224, 48, 240, 64},
|
|
{32, 80, 48, 96},
|
|
{0, 80, 16, 96},
|
|
{224, 216, 240, 240},
|
|
{192, 216, 208, 240},
|
|
{48, 16, 64, 32},
|
|
{0, 16, 16, 32},
|
|
{112, 192, 128, 216},
|
|
{80, 192, 96, 216},
|
|
{304, 0, 320, 16},
|
|
{224, 0, 240, 16},
|
|
{176, 32, 192, 48},
|
|
{176, 32, 192, 48},
|
|
{240, 16, 256, 32},
|
|
{224, 16, 240, 32},
|
|
{208, 16, 224, 32},
|
|
{192, 16, 208, 32},
|
|
{280, 128, 320, 152},
|
|
{280, 152, 320, 176},
|
|
{32, 112, 48, 128},
|
|
{0, 112, 16, 128},
|
|
{80, 0, 96, 16},
|
|
{112, 0, 128, 16},
|
|
{16, 152, 32, 176},
|
|
{0, 152, 16, 176},
|
|
{48, 16, 64, 32},
|
|
{48, 0, 64, 16}
|
|
};
|
|
|
|
npc->rect = rc[npc->ani_no + 2 * npc->count1];
|
|
}
|
|
|
|
//Bute with sword (flying)
|
|
void ActNpc353(NPCHAR *npc)
|
|
{
|
|
RECT rc[4];
|
|
RECT rcLeft[2];
|
|
RECT rcRight[2];
|
|
|
|
rc[0] = {168, 160, 184, 184};
|
|
rc[1] = {184, 160, 200, 184};
|
|
rc[2] = {168, 184, 184, 208};
|
|
rc[3] = {184, 184, 200, 208};
|
|
|
|
rcLeft[0] = {200, 160, 216, 176};
|
|
rcLeft[1] = {216, 160, 232, 176};
|
|
|
|
rcRight[0] = {200, 176, 216, 192};
|
|
rcRight[1] = {216, 176, 232, 192};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->xm = -0x600;
|
|
break;
|
|
case 2:
|
|
npc->xm = 0x600;
|
|
break;
|
|
case 1:
|
|
npc->ym = -0x600;
|
|
break;
|
|
case 3:
|
|
npc->ym = 0x600;
|
|
break;
|
|
}
|
|
// Fallthrough
|
|
case 1:
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait == 8)
|
|
npc->bits &= ~8;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->act_wait == 0x10)
|
|
npc->act_no = 10;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
return;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 0;
|
|
npc->bits |= 0x20;
|
|
npc->bits &= ~8;
|
|
npc->damage = 5;
|
|
npc->view.top = 0x1000;
|
|
break;
|
|
}
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (gMC.y - 0x3000 > npc->y)
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->xm2 += 0x10;
|
|
else
|
|
npc->xm2 -= 0x10;
|
|
}
|
|
else
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->xm2 -= 0x10;
|
|
else
|
|
npc->xm2 += 0x10;
|
|
}
|
|
|
|
if (gMC.y < npc->y)
|
|
npc->ym2 -= 0x10;
|
|
else
|
|
npc->ym2 += 0x10;
|
|
|
|
if (npc->xm2 < 0 && npc->flag & 1)
|
|
npc->xm2 = -npc->xm2;
|
|
if (npc->xm2 > 0 && npc->flag & 4)
|
|
npc->xm2 = -npc->xm2;
|
|
|
|
if (npc->ym2 < 0 && npc->flag & 2)
|
|
npc->ym2 = -npc->ym2;
|
|
if (npc->ym2 > 0 && npc->flag & 8)
|
|
npc->ym2 = -npc->ym2;
|
|
|
|
if (npc->xm2 < -0x5FF)
|
|
npc->xm2 = -0x5FF;
|
|
if (npc->xm2 > 0x5FF)
|
|
npc->xm2 = 0x5FF;
|
|
|
|
if (npc->ym2 < -0x5FF)
|
|
npc->ym2 = -0x5FF;
|
|
if (npc->ym2 > 0x5FF)
|
|
npc->ym2 = 0x5FF;
|
|
|
|
npc->x += npc->xm2;
|
|
npc->y += npc->ym2;
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
//Invisible deathtrap wall
|
|
void ActNpc354(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->hit.bottom = 0x23000;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x += 0x2000;
|
|
else
|
|
npc->x -= 0x2000;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->act_wait > 100)
|
|
{
|
|
npc->act_wait = 0;
|
|
SetQuake(20);
|
|
PlaySoundObject(26, 1);
|
|
PlaySoundObject(12, 1);
|
|
|
|
if (npc->direct == 0)
|
|
npc->x -= 0x2000;
|
|
else
|
|
npc->x += 0x2000;
|
|
|
|
for (int i = 0; i < 20; ++i)
|
|
ChangeMapParts(npc->x / 0x200 / 0x10, i + npc->y / 0x200 / 0x10, 0x6Du);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Quote and Curly on Balrog's back
|
|
void ActNpc355(NPCHAR *npc)
|
|
{
|
|
RECT rc[4];
|
|
|
|
rc[0] = {80, 16, 96, 32};
|
|
rc[1] = {80, 96, 96, 112};
|
|
rc[2] = {128, 16, 144, 32};
|
|
rc[3] = {208, 96, 224, 112};
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->surf = 16;
|
|
npc->ani_no = 0;
|
|
npc->x = npc->pNpc->x - 0x1C00;
|
|
npc->y = npc->pNpc->y + 0x1400;
|
|
break;
|
|
|
|
case 1:
|
|
npc->surf = 23;
|
|
npc->ani_no = 1;
|
|
npc->x = npc->pNpc->x + 0x1C00;
|
|
npc->y = npc->pNpc->y + 0x1400;
|
|
break;
|
|
|
|
case 2:
|
|
npc->surf = 16;
|
|
npc->ani_no = 2;
|
|
npc->x = npc->pNpc->x - 0xE00;
|
|
npc->y = npc->pNpc->y - 0x2600;
|
|
break;
|
|
|
|
case 3:
|
|
npc->surf = 23;
|
|
npc->ani_no = 3;
|
|
npc->x = npc->pNpc->x + 0x800;
|
|
npc->y = npc->pNpc->y - 0x2600;
|
|
break;
|
|
}
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Balrog rescue
|
|
void ActNpc356(NPCHAR *npc)
|
|
{
|
|
RECT rcRight[2];
|
|
|
|
rcRight[0] = {240, 128, 280, 152};
|
|
rcRight[1] = {240, 152, 280, 176};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 11;
|
|
npc->ani_wait = 0;
|
|
npc->tgt_y = npc->y - 0x2000;
|
|
npc->tgt_x = npc->x - 0xC00;
|
|
npc->ym = 0;
|
|
SetNpChar(355, 0, 0, 0, 0, 3, npc, 0xAA);
|
|
SetNpChar(355, 0, 0, 0, 0, 2, npc, 0xAA);
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->tgt_x > npc->x)
|
|
npc->xm += 8;
|
|
else
|
|
npc->xm -= 8;
|
|
|
|
if (npc->tgt_y > npc->y)
|
|
npc->ym += 8;
|
|
else
|
|
npc->ym -= 8;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->xm = -0x400;
|
|
npc->ym = 0x200;
|
|
// Fallthrough
|
|
case 21:
|
|
++npc->ani_wait;
|
|
npc->xm += 0x10;
|
|
npc->ym -= 8;
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->x > 0x78000)
|
|
npc->act_no = 22;
|
|
|
|
break;
|
|
|
|
case 22:
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
//Puppy ghost
|
|
void ActNpc357(NPCHAR *npc)
|
|
{
|
|
RECT rc = {224, 136, 240, 152};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->rect = rc;
|
|
++npc->act_wait;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_wait = 0;
|
|
npc->act_no = 11;
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 11:
|
|
++npc->act_wait;
|
|
npc->rect = rc;
|
|
|
|
if (npc->act_wait / 2 & 1)
|
|
npc->rect.right = npc->rect.left;
|
|
|
|
if (npc->act_wait > 50)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_wait % 8 == 1)
|
|
SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1);
|
|
}
|
|
|
|
//Misery (stood in the wind during the credits)
|
|
void ActNpc358(NPCHAR *npc)
|
|
{
|
|
RECT rc[5];
|
|
|
|
rc[0] = {208, 8, 224, 32};
|
|
rc[1] = {224, 8, 240, 32};
|
|
rc[2] = {240, 8, 256, 32};
|
|
rc[3] = {256, 8, 272, 32};
|
|
rc[4] = {272, 8, 288, 32};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (++npc->ani_wait > 6)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->ani_wait > 6)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 3;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Water droplet generator
|
|
void ActNpc359(NPCHAR *npc)
|
|
{
|
|
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) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2)
|
|
SetNpChar(73, npc->x + (Random(-6, 6) * 0x200), npc->y - 0xE00, 0, 0, 0, 0, 0);
|
|
}
|
|
|
|
//Thank you
|
|
void ActNpc360(NPCHAR *npc)
|
|
{
|
|
if (!npc->act_no)
|
|
{
|
|
++npc->act_no;
|
|
npc->x -= 0x1000;
|
|
npc->y -= 0x1000;
|
|
}
|
|
|
|
npc->rect = {0, 176, 48, 184};
|
|
}
|