cave-story-solaris/src/NpcAct300.cpp
2019-02-09 20:36:59 +00:00

1872 lines
30 KiB
C++

#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
#include "Caret.h"
#include "Boss.h"
#include "Frame.h"
#include "Map.h"
#include "Bullet.h"
//Demon crown (opening)
void ActNpc300(NPCHAR *npc)
{
RECT rc[1];
rc[0] = {192, 80, 208, 96};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y += 0xC00;
break;
}
if (++npc->ani_wait % 8 == 1)
SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1);
npc->rect = rc[0];
}
//Fish missile (Misery)
void ActNpc301(NPCHAR *npc)
{
RECT rect[8];
rect[0] = {144, 0, 160, 16};
rect[1] = {160, 0, 176, 16};
rect[2] = {176, 0, 192, 16};
rect[3] = {192, 0, 208, 16};
rect[4] = {144, 16, 160, 32};
rect[5] = {160, 16, 176, 32};
rect[6] = {176, 16, 192, 32};
rect[7] = {192, 16, 208, 32};
int dir;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->count1 = npc->direct;
// Fallthrough
case 1:
npc->xm = 2 * GetCos(npc->count1);
npc->ym = 2 * GetSin(npc->count1);
npc->y += npc->ym;
npc->x += npc->xm;
dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
if (dir < npc->count1)
{
if (npc->count1 - dir < 0x80)
--npc->count1;
else
++npc->count1;
}
else
{
if (dir - npc->count1 < 0x80)
++npc->count1;
else
--npc->count1;
}
if (npc->count1 > 0xFF)
npc->count1 -= 0x100;
if (npc->count1 < 0)
npc->count1 += 0x100;
break;
}
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
SetCaret(npc->x, npc->y, 7, 4);
}
npc->ani_no = (npc->count1 + 0x10) / 0x20;
if (npc->ani_no > 7)
npc->ani_no = 7;
npc->rect = rect[npc->ani_no];
}
//Camera focus marker
void ActNpc302(NPCHAR *npc)
{
switch (npc->act_no)
{
case 10:
npc->x = gMC.x;
npc->y = gMC.y - 0x4000;
break;
case 20:
switch (npc->direct)
{
case 0:
npc->x -= 0x400;
break;
case 1:
npc->y -= 0x400;
break;
case 2:
npc->x += 0x400;
break;
case 3:
npc->y += 0x400;
break;
}
gMC.x = npc->x;
gMC.y = npc->y;
break;
case 30:
npc->x = gMC.x;
npc->y = gMC.y + 0xA000;
break;
case 100:
npc->act_no = 101;
if (npc->direct)
{
int i;
for (i = 0xAA; i < 0x200; ++i)
{
if (gNPC[i].cond & 0x80 && gNPC[i].code_event == npc->direct)
{
npc->pNpc = &gNPC[i];
break;
}
}
if (i == 0x200)
{
npc->cond = 0;
break;
}
}
else
{
npc->pNpc = gBoss;
}
// Fallthrough
case 101:
npc->x = (npc->pNpc->x + gMC.x) / 2;
npc->y = (npc->pNpc->y + gMC.y) / 2;
break;
}
}
//Curly's machine gun
void ActNpc303(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {216, 152, 232, 168};
rcLeft[1] = {232, 152, 248, 168};
rcRight[0] = {216, 168, 232, 184};
rcRight[1] = {232, 168, 248, 184};
if (npc->pNpc)
{
//Set position
if (npc->pNpc->direct)
{
npc->direct = 2;
npc->x = npc->pNpc->x + 0x1000;
}
else
{
npc->direct = 0;
npc->x = npc->pNpc->x - 0x1000;
}
npc->y = npc->pNpc->y;
//Animation
npc->ani_no = 0;
if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5)
npc->y -= 0x200;
//Set framerect
if (npc->direct)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
}
//Gaudi in hospital
void ActNpc304(NPCHAR *npc)
{
RECT rc[4];
rc[0] = {0, 176, 24, 192};
rc[1] = {24, 176, 48, 192};
rc[2] = {48, 176, 72, 192};
rc[3] = {72, 176, 96, 192};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y += 5120;
//Fallthrough
case 1:
npc->ani_no = 0;
break;
case 10:
npc->ani_no = 1;
break;
case 20:
npc->act_no = 21;
npc->ani_no = 2;
//Fallthrough
case 21:
if (++npc->ani_wait > 10)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
break;
default:
break;
}
npc->rect = rc[npc->ani_no];
}
//Small puppy
void ActNpc305(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {160, 144, 176, 160};
rcLeft[1] = {176, 144, 192, 160};
rcRight[0] = {160, 160, 176, 176};
rcRight[1] = {176, 160, 192, 176};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 0x2000;
npc->ani_wait = Random(0, 6);
//Fallthrough
case 1:
if (++npc->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->direct)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
//Balrog (nurse)
void ActNpc306(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {240, 96, 280, 128};
rcLeft[1] = {280, 96, 320, 128};
rcRight[0] = {160, 152, 200, 184};
rcRight[1] = {200, 152, 240, 184};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->y += 0x800;
//Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (npc->direct)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
//Caged Santa
void ActNpc307(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {0, 32, 16, 48};
rcLeft[1] = {16, 32, 32, 48};
rcRight[0] = {0, 48, 16, 64};
rcRight[1] = {16, 48, 32, 64};
switch (npc->act_no)
{
case 0:
npc->x += 0x200;
npc->y -= 0x400;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
//Fallthrough
case 1:
if (Random(0, 160) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 12)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (gMC.x >= npc->x)
npc->direct = 2;
else
npc->direct = 0;
if (npc->direct)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
//Stumpy
void ActNpc308(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {128, 112, 144, 128};
rcLeft[1] = {144, 112, 160, 128};
rcRight[0] = {128, 128, 144, 144};
rcRight[1] = {144, 128, 160, 144};
unsigned char deg;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (gMC.x < npc->x + 0x1E000 && gMC.x > npc->x - 0x1E000 && gMC.y < npc->y + 0x18000 && gMC.y > npc->y - 0x18000)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->xm2 = 0;
npc->ym2 = 0;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 11:
if (++npc->act_wait > 50)
npc->act_no = 20;
++npc->ani_wait;
if (npc->act_wait > 1)
{
npc->ani_wait = 0;
if (++npc->ani_no > 1)
npc->ani_no = 0;
}
if (gMC.x > npc->x + 0x28000 || gMC.x < npc->x - 0x28000 || gMC.y > npc->y + 0x1E000 || gMC.y < npc->y - 0x1E000)
npc->act_no = 0;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-3, 3);
npc->ym2 = 2 * GetSin(deg);
npc->xm2 = 2 * GetCos(deg);
if (npc->xm2 < 0)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 21:
if (npc->xm2 < 0 && npc->flag & 1)
{
npc->direct = 2;
npc->xm2 = -npc->xm2;
}
if (npc->xm2 > 0 && npc->flag & 4)
{
npc->direct = 0;
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->flag & 0x100)
npc->ym2 = -0x200;
npc->x += npc->xm2;
npc->y += npc->ym2;
if (++npc->act_wait > 50)
npc->act_no = 10;
if (++npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Bute
void ActNpc309(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {0, 0, 16, 16};
rcLeft[1] = {16, 0, 32, 16};
rcRight[0] = {0, 16, 16, 32};
rcRight[1] = {16, 16, 32, 32};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->direct == 0)
{
if (gMC.x <= npc->x - 0x24000 || gMC.x >= npc->x - 0x22000)
return;
npc->act_no = 10;
}
else
{
if (gMC.x >= npc->x + 0x24000 || gMC.x <= npc->x + 0x22000)
return;
npc->act_no = 10;
}
break;
case 10:
npc->act_no = 11;
npc->bits |= 0x20;
npc->damage = 5;
// Fallthrough
case 11:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
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;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->life <= 996)
{
npc->code_char = 316;
npc->act_no = 0;
}
}
//Bute (with sword)
void ActNpc310(NPCHAR *npc)
{
RECT rcLeft[5];
RECT rcRight[5];
rcLeft[0] = {32, 0, 56, 16};
rcLeft[1] = {56, 0, 80, 16};
rcLeft[2] = {80, 0, 104, 16};
rcLeft[3] = {104, 0, 128, 16};
rcLeft[4] = {128, 0, 152, 16};
rcRight[0] = {32, 16, 56, 32};
rcRight[1] = {56, 16, 80, 32};
rcRight[2] = {80, 16, 104, 32};
rcRight[3] = {104, 16, 128, 32};
rcRight[4] = {128, 16, 152, 32};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->bits &= ~0x20;
npc->bits |= 4;
npc->damage = 0;
// Fallthrough
case 1:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
npc->ani_no = 0;
if (gMC.x > npc->x - 0x10000 && gMC.x < npc->x + 0x10000 && gMC.y > npc->y - 0x10000 && gMC.y < npc->y + 0x2000)
npc->act_no = 10;
break;
case 10:
npc->xm = 0;
npc->act_no = 11;
npc->act_wait = 0;
npc->bits &= ~0x20;
npc->bits |= 4;
npc->damage = 0;
npc->ani_no = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 30)
npc->act_no = 20;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->bits &= ~4;
npc->bits |= 0x20;
npc->damage = 0;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 21:
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (++npc->act_wait > 50)
npc->act_no = 10;
if (npc->x < gMC.x + 0x5000 && npc->x > gMC.x - 0x5000)
{
npc->ym = -0x300;
npc->xm /= 2;
npc->ani_no = 2;
npc->act_no = 30;
PlaySoundObject(30, 1);
}
break;
case 30:
if (npc->ym > -0x80)
{
npc->act_no = 31;
npc->ani_wait = 0;
npc->ani_no = 3;
npc->damage = 9;
}
break;
case 31:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
npc->ani_no = 4;
}
if (npc->flag & 8)
{
npc->act_no = 32;
npc->act_wait = 0;
npc->xm = 0;
npc->damage = 3;
}
break;
case 32:
if (++npc->act_wait > 30)
{
npc->act_no = 10;
npc->damage = 0;
}
break;
}
npc->ym += 0x20;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->life <= 996)
{
npc->code_char = 316;
npc->act_no = 0;
}
}
//Bute archer
void ActNpc311(NPCHAR *npc)
{
RECT rcLeft[7];
RECT rcRight[7];
rcLeft[0] = {0, 32, 24, 56};
rcLeft[1] = {24, 32, 48, 56};
rcLeft[2] = {48, 32, 72, 56};
rcLeft[3] = {72, 32, 96, 56};
rcLeft[4] = {96, 32, 120, 56};
rcLeft[5] = {120, 32, 144, 56};
rcLeft[6] = {144, 32, 168, 56};
rcRight[0] = {0, 56, 24, 80};
rcRight[1] = {24, 56, 48, 80};
rcRight[2] = {48, 56, 72, 80};
rcRight[3] = {72, 56, 96, 80};
rcRight[4] = {96, 56, 120, 80};
rcRight[5] = {120, 56, 144, 80};
rcRight[6] = {144, 56, 168, 80};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->direct == 0)
{
if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000)
npc->act_no = 10;
}
else
{
if (gMC.x > npc->x && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000)
npc->act_no = 10;
}
break;
case 10:
npc->act_no = 11;
// Fallthrough
case 11:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (gMC.x > npc->x - 0x1C000 && gMC.x < npc->x + 0x1C000 && gMC.y > npc->y - 0x1000)
{
npc->ani_no = 1;
npc->count1 = 0;
}
else
{
npc->ani_no = 4;
npc->count1 = 1;
}
if (++npc->act_wait > 10)
npc->act_no = 20;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
// Fallthrough
case 21:
if (npc->count1)
{
if (++npc->ani_no > 5)
npc->ani_no = 4;
}
else
{
if (++npc->ani_no > 2)
npc->ani_no = 1;
}
if (++npc->act_wait > 30)
npc->act_no = 30;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
if (npc->count1)
{
if (npc->direct == 0)
SetNpChar(312, npc->x, npc->y, -0x600, -0x600, 0, 0, 0x100);
else
SetNpChar(312, npc->x, npc->y, 0x600, -0x600, 2, 0, 0x100);
npc->ani_no = 6;
}
else
{
if (npc->direct == 0)
SetNpChar(312, npc->x, npc->y, -0x600, 0, 0, 0, 0x100);
else
SetNpChar(312, npc->x, npc->y, 0x600, 0, 2, 0, 0x100);
npc->ani_no = 3;
}
// Fallthrough
case 31:
if (++npc->act_wait > 30)
{
npc->act_no = 40;
npc->act_wait = Random(0, 100);
}
break;
case 40:
npc->ani_no = 0;
if (++npc->act_wait > 150)
npc->act_no = 10;
if (gMC.x < npc->x - 0x2C000 || gMC.x > npc->x + 0x2C000 || gMC.y < npc->y - 0x1E000 || gMC.y > npc->y + 0x1E000)
{
npc->act_no = 40;
npc->act_wait = 0;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->life <= 992)
{
npc->code_char = 316;
npc->act_no = 0;
}
}
//Bute arrow projectile
void ActNpc312(NPCHAR *npc)
{
RECT rcLeft[5];
RECT rcRight[5];
rcLeft[0] = {0, 160, 16, 176};
rcLeft[1] = {16, 160, 32, 176};
rcLeft[2] = {32, 160, 48, 176};
rcLeft[3] = {48, 160, 64, 176};
rcLeft[4] = {64, 160, 80, 176};
rcRight[0] = {0, 176, 16, 192};
rcRight[1] = {16, 176, 32, 192};
rcRight[2] = {32, 176, 48, 192};
rcRight[3] = {48, 176, 64, 192};
rcRight[4] = {64, 176, 80, 192};
if (npc->act_no > 0 && npc->act_no < 20 && npc->flag & 0xFF)
npc->act_no = 20;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
if (npc->xm < 0)
npc->direct = 0;
else
npc->direct = 2;
if (npc->ym < 0)
npc->ani_no = 0;
else
npc->ani_no = 2;
// Fallthrough
case 1:
++npc->act_wait;
if (npc->act_wait == 4)
npc->bits &= ~8;
if (npc->act_wait > 10)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->ani_wait = 0;
npc->xm = 3 * npc->xm / 4;
npc->ym = 3 * npc->ym / 4;
// Fallthrough
case 11:
npc->ym += 0x20;
if (++npc->ani_wait > 10)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 4;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
npc->damage = 0;
// Fallthrough
case 21:
if (++npc->act_wait > 30)
npc->act_no = 30;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
// Fallthrough
case 31:
if (++npc->act_wait > 30)
npc->cond = 0;
break;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->act_no == 31)
{
if (npc->act_wait / 2 & 1)
{
npc->rect.left = 0;
npc->rect.right = 0;
}
}
}
//Ma Pignon
void ActNpc313(NPCHAR *npc)
{
RECT rcLeft[14];
RECT rcRight[14];
rcLeft[0] = {128, 0, 144, 16};
rcLeft[1] = {144, 0, 160, 16};
rcLeft[2] = {160, 0, 176, 16};
rcLeft[3] = {176, 0, 192, 16};
rcLeft[4] = {192, 0, 208, 16};
rcLeft[5] = {208, 0, 224, 16};
rcLeft[6] = {224, 0, 240, 16};
rcLeft[7] = {240, 0, 256, 16};
rcLeft[8] = {256, 0, 272, 16};
rcLeft[9] = {272, 0, 288, 16};
rcLeft[10] = {288, 0, 304, 16};
rcLeft[11] = {128, 0, 144, 16};
rcLeft[12] = {176, 0, 192, 16};
rcLeft[13] = {304, 0, 320, 16};
rcRight[0] = {128, 16, 144, 32};
rcRight[1] = {144, 16, 160, 32};
rcRight[2] = {160, 16, 176, 32};
rcRight[3] = {176, 16, 192, 32};
rcRight[4] = {192, 16, 208, 32};
rcRight[5] = {208, 16, 224, 32};
rcRight[6] = {224, 16, 240, 32};
rcRight[7] = {240, 16, 256, 32};
rcRight[8] = {256, 16, 272, 32};
rcRight[9] = {272, 16, 288, 32};
rcRight[10] = {288, 16, 304, 32};
rcRight[11] = {128, 16, 144, 32};
rcRight[12] = {176, 16, 192, 32};
rcRight[13] = {304, 16, 320, 32};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->y += 0x800;
// Fallthrough
case 1:
npc->ym += 0x40;
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 100:
npc->act_no = 110;
npc->act_wait = 0;
npc->count1 = 0;
npc->bits |= 0x20;
// Fallthrough
case 110:
npc->damage = 1;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
npc->ani_no = 0;
if (++npc->act_wait > 4)
{
npc->act_wait = 0;
npc->act_no = 120;
if (++npc->count2 > 12)
{
npc->count2 = 0;
npc->act_no = 300;
}
}
break;
case 120:
npc->ani_no = 2;
if (++npc->act_wait > 4)
{
npc->act_no = 130;
npc->ani_no = 3;
npc->xm = 2 * Random(-0x200, 0x200);
npc->ym = -0x800;
PlaySoundObject(30, 1);
++npc->count1;
}
break;
case 130:
npc->ym += 0x80;
if (npc->y > 0x10000)
npc->bits &= ~8;
if (npc->xm < 0 && npc->flag & 1)
npc->xm = -npc->xm;
if (npc->xm > 0 && npc->flag & 4)
npc->xm = -npc->xm;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (npc->ym < -0x200)
npc->ani_no = 3;
else if (npc->ym > 0x200)
npc->ani_no = 4;
else
npc->ani_no = 0;
if (npc->flag & 8)
{
npc->act_no = 140;
npc->act_wait = 0;
npc->ani_no = 2;
npc->xm = 0;
}
if (npc->count1 > 4 && gMC.y < npc->y + 0x800)
{
npc->act_no = 200;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
}
break;
case 140:
npc->ani_no = 2;
if (++npc->act_wait > 4)
npc->act_no = 110;
break;
case 200:
npc->ani_no = 5;
if (++npc->act_wait > 10)
{
npc->act_no = 210;
npc->ani_no = 6;
if (npc->direct == 0)
npc->xm = -0x5FF;
else
npc->xm = 0x5FF;
PlaySoundObject(25, 1);
npc->bits &= ~0x20;
npc->bits |= 4;
npc->damage = 10;
}
break;
case 210:
if (++npc->ani_no > 7)
npc->ani_no = 6;
if (npc->xm < 0 && npc->flag & 1)
npc->act_no = 220;
if (npc->xm > 0 && npc->flag & 4)
npc->act_no = 220;
break;
case 220:
npc->act_no = 221;
npc->act_wait = 0;
SetQuake(16);
PlaySoundObject(26, 1);
npc->damage = 4;
// Fallthrough
case 221:
if (++npc->ani_no > 7)
npc->ani_no = 6;
if (++npc->act_wait % 6 == 0)
SetNpChar(314, Random(4, 16) * 0x2000, 0x2000, 0, 0, 0, 0, 0x100);
if (npc->act_wait > 30)
{
npc->count1 = 0;
npc->act_no = 130;
npc->bits |= 0x20;
npc->bits &= ~4;
npc->damage = 3;
}
break;
case 300:
npc->act_no = 301;
npc->ani_no = 9;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 301:
if (++npc->ani_no > 11)
npc->ani_no = 9;
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
if (gMC.x > npc->x - 0x800 && gMC.x < npc->x + 0x800)
{
npc->act_no = 310;
npc->act_wait = 0;
npc->ani_no = 2;
npc->xm = 0;
}
break;
case 310:
npc->ani_no = 2;
if (++npc->act_wait > 4)
{
npc->act_no = 320;
npc->ani_no = 12;
npc->ym = -0x800;
PlaySoundObject(25, 1);
npc->bits |= 8;
npc->bits &= ~0x20;
npc->bits |= 4;
npc->damage = 10;
}
break;
case 320:
if (++npc->ani_no > 13)
npc->ani_no = 12;
if (npc->y < 0x2000)
npc->act_no = 330;
break;
case 330:
npc->ym = 0;
npc->act_no = 331;
npc->act_wait = 0;
SetQuake(16);
PlaySoundObject(26, 1);
// Fallthrough
case 331:
if (++npc->ani_no > 13)
npc->ani_no = 12;
if (++npc->act_wait % 6 == 0)
SetNpChar(315, Random(4, 16) * 0x2000, 0, 0, 0, 0, 0, 0x100);
if (npc->act_wait > 30)
{
npc->count1 = 0;
npc->act_no = 130;
npc->bits |= 0x20;
npc->bits &= ~4;
npc->damage = 3;
}
break;
case 500:
npc->bits &= ~0x20;
npc->act_no = 501;
npc->act_wait = 0;
npc->ani_no = 8;
npc->tgt_x = npc->x;
npc->damage = 0;
DeleteNpCharCode(315, 1);
// Fallthrough
case 501:
npc->ym += 0x20;
if (++npc->act_wait % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + 0x200;
break;
}
if (npc->act_no > 100 && npc->act_no < 500 && npc->act_no != 210 && npc->act_no != 320)
{
if (IsActiveSomeBullet())
{
npc->bits &= ~0x20;
npc->bits |= 4;
}
else
{
npc->bits |= 0x20;
npc->bits &= ~4;
}
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Ma Pignon rock
void ActNpc314(NPCHAR *npc)
{
RECT rc[3];
rc[0] = {64, 64, 80, 80};
rc[1] = {80, 64, 96, 80};
rc[2] = {96, 64, 112, 80};
switch (npc->act_no)
{
case 0:
npc->count2 = 0;
npc->act_no = 100;
npc->bits |= 4;
npc->ani_no = Random(0, 2);
// Fallthrough
case 100:
npc->ym += 0x40;
if (npc->ym > 0x700)
npc->ym = 0x700;
if (npc->y > 0x10000)
npc->bits &= ~8;
if (npc->flag & 8)
{
npc->ym = -0x200;
npc->act_no = 110;
npc->bits |= 8;
PlaySoundObject(12, 1);
SetQuake(10);
for (int i = 0; i < 2; ++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 * 0x2000) + 0x4000)
{
npc->cond = 0;
return;
}
break;
}
if (++npc->ani_wait > 6)
{
++npc->ani_wait;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (gMC.y > npc->y)
npc->damage = 10;
else
npc->damage = 0;
npc->y += npc->ym;
npc->rect = rc[npc->ani_no];
}
//Ma Pignon clone
void ActNpc315(NPCHAR *npc)
{
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {128, 0, 144, 16};
rcLeft[1] = {160, 0, 176, 16};
rcLeft[2] = {176, 0, 192, 16};
rcLeft[3] = {192, 0, 208, 16};
rcRight[0] = {128, 16, 144, 32};
rcRight[1] = {160, 16, 176, 32};
rcRight[2] = {176, 16, 192, 32};
rcRight[3] = {192, 16, 208, 32};
switch (npc->act_no)
{
case 0:
npc->ani_no = 3;
npc->ym += 0x80;
if (npc->y > 0x10000)
{
npc->act_no = 130;
npc->bits &= ~8;
}
break;
case 100:
npc->act_no = 110;
npc->act_wait = 0;
npc->count1 = 0;
npc->bits |= 0x20;
// Fallthrough
case 110:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
npc->ani_no = 0;
if (++npc->act_wait > 4)
{
npc->act_wait = 0;
npc->act_no = 120;
}
break;
case 120:
npc->ani_no = 1;
if (++npc->act_wait > 4)
{
npc->act_no = 130;
npc->ani_no = 3;
npc->xm = 2 * Random(-0x200, 0x200);
npc->ym = -0x800;
PlaySoundObject(30, 1);
}
break;
case 130:
npc->ym += 0x80;
if (npc->xm < 0 && npc->flag & 1)
npc->xm = -npc->xm;
if (npc->xm > 0 && npc->flag & 4)
npc->xm = -npc->xm;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (npc->ym < -0x200)
npc->ani_no = 2;
else if (npc->ym > 0x200)
npc->ani_no = 0;
else
npc->ani_no = 3;
if (npc->flag & 8)
{
npc->act_no = 140;
npc->act_wait = 0;
npc->ani_no = 1;
npc->xm = 0;
}
break;
case 140:
npc->ani_no = 1;
if (++npc->act_wait > 4)
{
npc->act_no = 110;
npc->bits |= 0x20;
}
break;
}
if (npc->act_no > 100)
{
if (IsActiveSomeBullet())
{
npc->bits &= ~0x20;
npc->bits |= 4;
}
else
{
npc->bits |= 0x20;
npc->bits &= ~4;
}
}
if (++npc->count2 > 300)
{
VanishNpChar(npc);
}
else
{
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
}
//Bute (dead)
void ActNpc316(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {248, 32, 272, 56};
rcLeft[1] = {272, 32, 296, 56};
rcLeft[2] = {296, 32, 320, 56};
rcRight[0] = {248, 56, 272, 80};
rcRight[1] = {272, 56, 296, 80};
rcRight[2] = {296, 56, 320, 80};
switch (npc->act_no)
{
case 0:
npc->bits &= ~0x20;
npc->bits &= ~8;
npc->damage = 0;
npc->act_no = 1;
npc->ani_no = 0;
npc->view.front = 0x1800;
npc->view.back = 0x1800;
npc->view.top = 0x1800;
npc->ym = -0x200;
if (npc->direct == 0)
npc->xm = 0x100;
else
npc->xm = -0x100;
PlaySoundObject(50, 1);
break;
case 1:
if (npc->flag & 8)
{
npc->ani_no = 1;
npc->ani_wait = 0;
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
npc->xm = 8 * npc->xm / 9;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
if (++npc->act_wait > 50)
npc->cond |= 8;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Mesa
void ActNpc317(NPCHAR *npc)
{
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {0, 80, 32, 120};
rcLeft[1] = {32, 80, 64, 120};
rcLeft[2] = {64, 80, 96, 120};
rcLeft[3] = {96, 80, 128, 120};
rcRight[0] = {0, 120, 32, 160};
rcRight[1] = {32, 120, 64, 160};
rcRight[2] = {64, 120, 96, 160};
rcRight[3] = {96, 120, 128, 160};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 0x1000;
npc->tgt_x = npc->x;
// Fallthrough
case 1:
npc->xm = 0;
npc->act_no = 2;
npc->ani_no = 0;
npc->count1 = 0;
// Fallthrough
case 2:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (++npc->ani_wait > 40)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50 )
{
npc->act_no = 10;
}
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 2;
SetNpChar(319, npc->x, npc->y, 0, 0, 0, npc, 0x100);
// Fallthrough
case 11:
if (++npc->act_wait > 50)
{
npc->act_wait = 0;
npc->act_no = 12;
npc->ani_no = 3;
PlaySoundObject(39, 1);
}
break;
case 12:
if (++npc->act_wait > 20)
npc->act_no = 1;
break;
}
npc->ym += 0x55;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->life <= 936)
{
npc->code_char = 318;
npc->act_no = 0;
}
}
//Mesa (dead)
void ActNpc318(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {224, 80, 256, 120};
rcLeft[1] = {256, 80, 288, 120};
rcLeft[2] = {288, 80, 320, 120};
rcRight[0] = {224, 120, 256, 160};
rcRight[1] = {256, 120, 288, 160};
rcRight[2] = {288, 120, 320, 160};
switch (npc->act_no)
{
case 0:
npc->bits &= ~0x20;
npc->bits &= ~8;
npc->bits &= ~1;
npc->damage = 0;
npc->act_no = 1;
npc->ani_no = 0;
npc->ym = -0x200;
if (npc->direct == 0)
npc->xm = 0x40;
else
npc->xm = -0x40;
PlaySoundObject(54, 1);
break;
case 1:
if (npc->flag & 8)
{
npc->ani_no = 1;
npc->ani_wait = 0;
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
npc->xm = 8 * npc->xm / 9;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
if (++npc->act_wait > 50)
npc->cond |= 8;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Mesa block
void ActNpc319(NPCHAR *npc)
{
RECT rc[3];
rc[0] = {16, 0, 32, 16};
rc[1] = {16, 0, 32, 16};
rc[2] = {96, 80, 112, 96};
switch (npc->act_no)
{
case 0:
npc->y = npc->pNpc->y + 0x1400;
if (npc->pNpc->direct == 0)
npc->x = npc->pNpc->x + 0xE00;
else
npc->x = npc->pNpc->x - 0xE00;
if (npc->pNpc->code_char == 318)
{
SetDestroyNpChar(npc->x, npc->y, 0, 3);
npc->cond = 0;
return;
}
if (npc->pNpc->ani_no != 2)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ym = -0x400;
npc->y = npc->pNpc->y - 0x800;
if (npc->pNpc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
}
break;
case 2:
if (++npc->act_wait == 4)
npc->bits &= ~8;
npc->ym += 0x2A;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 8)
{
PlaySoundObject(12, 1);
SetDestroyNpChar(npc->x, npc->y, 0, 3);
npc->cond = 0;
}
break;
}
if (++npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rc[npc->ani_no];
}