1100 lines
18 KiB
C++
1100 lines
18 KiB
C++
#include "WindowsWrapper.h"
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#include "NpcAct.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 "Frame.h"
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#include "Map.h"
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#include "Caret.h"
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#include "Bullet.h"
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#include "KeyControl.h"
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//Curly (carried, shooting)
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void ActNpc320(NPCHAR *npc)
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{
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RECT rcLeft[3];
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RECT rcRight[3];
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rcLeft[0] = {16, 96, 32, 112};
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rcLeft[1] = {48, 96, 64, 112};
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rcLeft[2] = {96, 96, 112, 112};
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rcRight[0] = {16, 112, 32, 128};
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rcRight[1] = {48, 112, 64, 128};
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rcRight[2] = {96, 112, 112, 128};
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if (npc->act_no == 0)
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{
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npc->act_no = 1;
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npc->x = gMC.x;
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npc->y = gMC.y;
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SetNpChar(321, 0, 0, 0, 0, 0, npc, 0x100);
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}
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if (gMC.flag & 8)
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{
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if (gMC.up)
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{
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y - 0x1400;
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npc->ani_no = 1;
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}
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else
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{
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npc->ani_no = 0;
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if (gMC.direct == 0)
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{
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npc->tgt_x = gMC.x + 0xE00;
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npc->tgt_y = gMC.y - 0x600;
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}
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else
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{
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npc->tgt_x = gMC.x - 0xE00;
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npc->tgt_y = gMC.y - 0x600;
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}
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}
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}
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else
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{
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if (gMC.up)
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{
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y + 0x1000;
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npc->ani_no = 2;
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}
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else if (gMC.down)
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{
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y - 0x1000;
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npc->ani_no = 1;
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}
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else
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{
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npc->ani_no = 0;
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if (gMC.direct == 0)
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{
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npc->tgt_x = gMC.x + 0xE00;
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npc->tgt_y = gMC.y - 0x600;
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}
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else
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{
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npc->tgt_x = gMC.x - 0xE00;
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npc->tgt_y = gMC.y - 0x600;
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}
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}
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}
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npc->x += (npc->tgt_x - npc->x) / 2;
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npc->y += (npc->tgt_y - npc->y) / 2;
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if (gMC.ani_no & 1)
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npc->y -= 0x200;
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if (gMC.direct == 0)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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//Curly's Nemesis
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void ActNpc321(NPCHAR *npc)
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{
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RECT rcLeft[3];
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RECT rcRight[3];
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rcLeft[0] = {136, 152, 152, 168};
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rcLeft[1] = {152, 152, 168, 168};
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rcLeft[2] = {168, 152, 184, 168};
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rcRight[0] = {136, 168, 152, 184};
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rcRight[1] = {152, 168, 168, 184};
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rcRight[2] = {168, 168, 184, 184};
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char direct;
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if (npc->pNpc)
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{
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switch (npc->pNpc->ani_no)
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{
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case 0:
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if (gMC.direct == 0)
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{
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npc->x = npc->pNpc->x + 0x1000;
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direct = 2;
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}
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else
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{
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npc->x = npc->pNpc->x - 0x1000;
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direct = 0;
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}
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npc->y = npc->pNpc->y;
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break;
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case 1:
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npc->x = npc->pNpc->x;
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direct = 1;
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npc->y = npc->pNpc->y - 0x1400;
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break;
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case 2:
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npc->x = npc->pNpc->x;
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direct = 3;
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npc->y = npc->pNpc->y + 0x1400;
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break;
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}
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npc->ani_no = npc->pNpc->ani_no;
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if (g_GameFlags & 2 && CountBulletNum(43) < 2 && gKeyTrg & gKeyShot)
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{
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SetBullet(43, npc->pNpc->x, npc->pNpc->y, direct);
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SetCaret(npc->pNpc->x, npc->pNpc->y, 3, 0);
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PlaySoundObject(117, 1);
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}
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if (gMC.direct == 0)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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}
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//Deleet
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void ActNpc322(NPCHAR *npc)
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{
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RECT rc[3];
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rc[0] = {272, 216, 296, 240};
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rc[1] = {296, 216, 320, 240};
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rc[2] = {160, 216, 184, 240};
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if (npc->act_no < 2 && npc->life <= 968)
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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->bits &= ~0x20;
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npc->bits |= 4;
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PlaySoundObject(22, 1);
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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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if (npc->direct == 0)
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npc->y += 0x1000;
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else
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npc->x += 0x1000;
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// Fallthrough
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case 1:
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if (npc->shock)
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++npc->count1;
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else
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npc->count1 = 0;
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npc->rect = rc[npc->count1 / 2 & 1];
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break;
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case 2:
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npc->ani_no = 2;
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switch (npc->act_wait)
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{
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case 0:
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SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 0, 0, 0x180);
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break;
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case 50:
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SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 1, 0, 0x180);
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break;
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case 100:
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SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 2, 0, 0x180);
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break;
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case 150:
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SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 3, 0, 0x180);
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break;
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case 200:
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SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 4, 0, 0x180);
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break;
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case 250:
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npc->hit.back = 0x6000;
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npc->hit.front = 0x6000;
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npc->hit.top = 0x6000;
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npc->hit.bottom = 0x6000;
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npc->damage = 12;
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PlaySoundObject(26, 1);
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SetDestroyNpChar(npc->x, npc->y, 0x6000, 40);
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SetQuake(10);
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if (npc->direct == 0)
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{
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DeleteMapParts(npc->x / 0x2000, (npc->y - 0x1000) / 0x2000);
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DeleteMapParts(npc->x / 0x2000, (npc->y + 0x1000) / 0x2000);
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}
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else
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{
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DeleteMapParts((npc->x - 0x1000) / 0x2000, npc->y / 0x2000);
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DeleteMapParts((npc->x + 0x1000) / 0x2000, npc->y / 0x2000);
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}
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npc->cond |= 8;
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break;
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}
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++npc->act_wait;
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npc->rect = rc[2];
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break;
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}
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}
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//Bute (spinning)
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void ActNpc323(NPCHAR *npc)
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{
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RECT rc[4];
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rc[0] = {216, 32, 232, 56};
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rc[1] = {232, 32, 248, 56};
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rc[2] = {216, 56, 232, 80};
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rc[3] = {232, 56, 248, 80};
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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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if (++npc->ani_no > 3)
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npc->ani_no = 0;
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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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switch (npc->direct)
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{
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case 0:
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npc->xm = -0x600;
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break;
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case 2:
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npc->xm = 0x600;
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break;
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case 1:
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npc->ym = -0x600;
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break;
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case 3:
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npc->ym = 0x600;
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break;
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}
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// Fallthrough
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case 1:
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if (++npc->act_wait == 16)
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npc->bits &= ~8;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->flag & 0xFF)
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npc->act_no = 10;
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if (npc->act_wait > 20)
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{
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switch (npc->direct)
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{
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case 0:
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if (npc->x <= gMC.x + 0x4000)
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npc->act_no = 10;
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break;
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case 2:
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if (npc->x >= gMC.x - 0x4000)
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npc->act_no = 10;
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break;
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case 1:
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if (npc->y <= gMC.y + 0x4000)
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npc->act_no = 10;
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break;
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case 3:
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if (npc->y >= gMC.y - 0x4000)
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npc->act_no = 10;
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break;
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}
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}
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break;
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}
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if (npc->act_no == 10)
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{
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npc->code_char = 309;
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npc->ani_no = 0;
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npc->act_no = 11;
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npc->bits |= 0x20;
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npc->bits &= ~8;
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npc->damage = 5;
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npc->view.top = 0x1000;
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}
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npc->rect = rc[npc->ani_no];
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}
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//Bute generator
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void ActNpc324(NPCHAR *npc)
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{
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switch (npc->act_no)
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{
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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 % 50 == 1)
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SetNpChar(323, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100);
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if (npc->act_wait > 351)
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npc->act_no = 0;
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break;
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}
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}
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//Heavy Press lightning
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void ActNpc325(NPCHAR *npc)
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{
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RECT rc[7];
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rc[0] = {240, 96, 272, 128};
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rc[1] = {272, 96, 304, 128};
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rc[2] = {240, 128, 272, 160};
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rc[3] = {240, 0, 256, 96};
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rc[4] = {256, 0, 272, 96};
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rc[5] = {272, 0, 288, 96};
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rc[6] = {288, 0, 304, 96};
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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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PlaySoundObject(29, 1);
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// Fallthrough
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case 1:
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if (++npc->ani_wait > 0)
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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 = 0;
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if (++npc->act_wait > 50)
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{
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npc->act_no = 10;
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npc->ani_wait = 0;
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npc->ani_no = 3;
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npc->damage = 10;
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npc->view.front = 0x1000;
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npc->view.top = 0x1800;
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PlaySoundObject(101, 1);
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SetDestroyNpChar(npc->x, npc->y + 0xA800, 0, 3);
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}
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break;
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case 10:
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if (++npc->ani_wait > 2)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 6)
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{
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npc->cond = 0;
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return;
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}
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break;
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}
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npc->rect = rc[npc->ani_no];
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}
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//Sue/Itoh becoming humans
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void ActNpc326(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->y -= 0x1000;
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npc->x += 0x2000;
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npc->ani_no = 0;
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//Fallthrough
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case 1:
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if (++npc->act_wait > 80)
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{
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npc->act_no = 10;
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npc->act_wait = 0;
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}
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else
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{
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if (npc->direct)
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{
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if (npc->act_wait == 50)
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npc->ani_no = 1;
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if (npc->act_wait == 60)
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npc->ani_no = 0;
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}
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else
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{
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if (npc->act_wait == 30)
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npc->ani_no = 1;
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if (npc->act_wait == 40)
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npc->ani_no = 0;
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}
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}
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break;
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case 10:
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if (++npc->act_wait > 50)
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{
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npc->act_no = 15;
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npc->ani_no = 4;
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if ( npc->direct )
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npc->act_wait = -20;
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else
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npc->act_wait = 0;
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}
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else
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{
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if (npc->act_wait / 2 & 1)
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npc->ani_no = 2;
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else
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npc->ani_no = 3;
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}
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break;
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case 15:
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if (++npc->act_wait > 40)
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{
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npc->act_wait = 0;
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npc->act_no = 20;
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}
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break;
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case 20:
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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->y += npc->ym;
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if (++npc->act_wait > 50)
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{
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npc->act_no = 30;
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npc->act_wait = 0;
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npc->ani_no = 6;
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if (npc->direct)
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SetNpChar(327, npc->x, npc->y - 0x1000, 0, 0, 0, npc, 0x100);
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else
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SetNpChar(327, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0x100);
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}
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break;
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case 30:
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if (++npc->act_wait == 30)
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npc->ani_no = 7;
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if (npc->act_wait == 40)
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npc->act_no = 40;
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break;
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case 40:
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npc->act_no = 41;
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npc->act_wait = 0;
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npc->ani_no = 0;
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//Fallthorugh
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case 41:
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if (++npc->act_wait == 30)
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npc->ani_no = 1;
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if (npc->act_wait == 40)
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npc->ani_no = 0;
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break;
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default:
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break;
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}
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RECT rcSu[8];
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RECT rcItoh[8];
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rcItoh[0] = {0, 128, 16, 152};
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rcItoh[1] = {16, 128, 32, 152};
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rcItoh[2] = {32, 128, 48, 152};
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rcItoh[3] = {48, 128, 64, 152};
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rcItoh[4] = {64, 128, 80, 152};
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rcItoh[5] = {80, 128, 96, 152};
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rcItoh[6] = {96, 128, 112, 152};
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rcItoh[7] = {112, 128, 128, 152};
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rcSu[0] = {128, 128, 144, 152};
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rcSu[1] = {144, 128, 160, 152};
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rcSu[2] = {160, 128, 176, 152};
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rcSu[3] = {176, 128, 192, 152};
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rcSu[4] = {192, 128, 208, 152};
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rcSu[5] = {208, 128, 224, 152};
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rcSu[6] = {224, 128, 240, 152};
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rcSu[7] = {32, 152, 48, 176};
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if (npc->direct)
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npc->rect = rcSu[npc->ani_no];
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else
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npc->rect = rcItoh[npc->ani_no];
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}
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//Sneeze
|
|
void ActNpc327(NPCHAR *npc)
|
|
{
|
|
RECT rc[2];
|
|
rc[0] = {240, 80, 256, 96};
|
|
rc[1] = {256, 80, 272, 96};
|
|
|
|
++npc->act_wait;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->act_wait < 4)
|
|
npc->y -= 0x400;
|
|
|
|
if (npc->pNpc->ani_no == 7)
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->act_no = 1;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
if (npc->act_wait >= 48)
|
|
{
|
|
npc->x = npc->tgt_x;
|
|
npc->y = npc->tgt_y;
|
|
}
|
|
else
|
|
{
|
|
npc->x = npc->tgt_x + (Random(-1, 1) << 9);
|
|
npc->y = npc->tgt_y + (Random(-1, 1) << 9);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (npc->act_wait > 70)
|
|
npc->cond = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Thingy that turns Sue and Itoh into humans for 4 seconds
|
|
void ActNpc328(NPCHAR *npc)
|
|
{
|
|
npc->rect = {96, 0, 128, 48};
|
|
}
|
|
|
|
//Laboratory fan
|
|
void ActNpc329(NPCHAR *npc)
|
|
{
|
|
if (++npc->ani_wait / 2 & 1)
|
|
npc->rect = {48, 0, 64, 16};
|
|
else
|
|
npc->rect = {64, 0, 80, 16};
|
|
}
|
|
|
|
//Rolling
|
|
void ActNpc330(NPCHAR *npc)
|
|
{
|
|
RECT rc[3];
|
|
|
|
rc[0] = {144, 136, 160, 152};
|
|
rc[1] = {160, 136, 176, 152};
|
|
rc[2] = {176, 136, 192, 152};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
ChangeMapParts(npc->x / 0x2000, npc->y / 0x2000, 0);
|
|
|
|
if (npc->direct == 0)
|
|
npc->act_no = 10;
|
|
else
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->xm -= 0x40;
|
|
npc->ym = 0;
|
|
|
|
if (npc->flag & 1)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->xm = 0;
|
|
npc->ym -= 0x40;
|
|
|
|
if (npc->flag & 2)
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->xm += 0x40;
|
|
npc->ym = 0;
|
|
|
|
if (npc->flag & 4)
|
|
npc->act_no = 40;
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->xm = 0;
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->flag & 8)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
}
|
|
|
|
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->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Ballos bone projectile
|
|
void ActNpc331(NPCHAR *npc)
|
|
{
|
|
RECT rc[4];
|
|
|
|
rc[0] = {288, 80, 304, 96};
|
|
rc[1] = {304, 80, 320, 96};
|
|
rc[2] = {288, 96, 304, 112};
|
|
rc[3] = {304, 96, 320, 112};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ym = -0x200;
|
|
npc->act_no = 10;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->cond = 0;
|
|
SetCaret(npc->x, npc->y, 2, 0);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (npc->direct == 0)
|
|
++npc->ani_no;
|
|
else
|
|
--npc->ani_no;
|
|
|
|
if (npc->ani_no < 0)
|
|
npc->ani_no += 4;
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no -= 4;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Ballos shockwave
|
|
void ActNpc332(NPCHAR *npc)
|
|
{
|
|
RECT rc[3];
|
|
|
|
rc[0] = {144, 96, 168, 120};
|
|
rc[1] = {168, 96, 192, 120};
|
|
rc[2] = {192, 96, 216, 120};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
PlaySoundObject(44, 1);
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (++npc->act_wait % 6 == 1)
|
|
{
|
|
if (npc->direct == 0)
|
|
{
|
|
const int xm = (Random(-0x10, -4) * 0x200) / 8;
|
|
SetNpChar(331, npc->x, npc->y, xm, -0x400, 0, 0, 0x100);
|
|
}
|
|
else
|
|
{
|
|
const int xm = (Random(4, 0x10) * 0x200) / 8;
|
|
SetNpChar(331, npc->x, npc->y, xm, -0x400, 0, 0, 0x100);
|
|
}
|
|
|
|
PlaySoundObject(12, 1);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->flag & 1)
|
|
npc->cond = 0;
|
|
if (npc->flag & 4)
|
|
npc->cond = 0;
|
|
|
|
npc->x += npc->xm;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Ballos lightning
|
|
void ActNpc333(NPCHAR *npc)
|
|
{
|
|
RECT rc[2];
|
|
|
|
rc[0] = {80, 120, 104, 144};
|
|
rc[1] = {104, 120, 128, 144};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
PlaySoundObject(103, 1);
|
|
npc->y = gMC.y;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait / 2 & 1)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->direct == 0 && npc->act_wait == 20)
|
|
SetNpChar(146, npc->tgt_x, npc->tgt_y, 0, 0, 0, 0, 0x100);
|
|
|
|
if (npc->act_wait > 40)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Sweat
|
|
void ActNpc334(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2];
|
|
RECT rcRight[2];
|
|
|
|
rcLeft[0] = {160, 184, 168, 200};
|
|
rcLeft[1] = {168, 184, 176, 200};
|
|
|
|
rcRight[0] = {176, 184, 184, 200};
|
|
rcRight[1] = {184, 184, 192, 200};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 10;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->x += 0x1400;
|
|
npc->y -= 0x2400;
|
|
}
|
|
else
|
|
{
|
|
npc->x = gMC.x - 0x1400;
|
|
npc->y = gMC.y - 0x400;
|
|
}
|
|
// Fallthrough
|
|
case 10:
|
|
if (++npc->act_wait / 8 & 1)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->act_wait >= 64)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
//Ikachan
|
|
void ActNpc335(NPCHAR *npc)
|
|
{
|
|
RECT rc[3];
|
|
|
|
rc[0] = {0, 16, 16, 32};
|
|
rc[1] = {16, 16, 32, 32};
|
|
rc[2] = {32, 16, 48, 32};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = Random(3, 20);
|
|
// Fallthrough
|
|
case 1:
|
|
if (--npc->act_wait <= 0)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = Random(10, 50);
|
|
npc->ani_no = 1;
|
|
npc->xm = 0x600;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (--npc->act_wait <= 0)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->act_wait = Random(40, 50);
|
|
npc->ani_no = 2;
|
|
npc->ym = Random(-0x100, 0x100);
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (--npc->act_wait <= 0)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->xm -= 0x10;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Ikachan generator
|
|
void ActNpc336(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (gMC.shock)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->act_wait % 4 == 1 )
|
|
SetNpChar(335, npc->x, npc->y + (Random(0, 13) * 0x2000), 0, 0, 0, 0, 0);
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Numhachi
|
|
void ActNpc337(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2];
|
|
|
|
rcLeft[0] = {256, 112, 288, 152};
|
|
rcLeft[1] = {288, 112, 320, 152};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y -= 0x1000;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->xm = 0;
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
// Fallthrough
|
|
case 2:
|
|
if (++npc->ani_wait > 50)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_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 = rcLeft[npc->ani_no];
|
|
}
|
|
|
|
//Green Devil
|
|
void ActNpc338(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2];
|
|
RECT rcRight[2];
|
|
|
|
rcLeft[0] = {288, 0, 304, 16};
|
|
rcLeft[1] = {304, 0, 320, 16};
|
|
|
|
rcRight[0] = {288, 16, 304, 32};
|
|
rcRight[1] = {304, 16, 320, 32};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->view.top = 0x1000;
|
|
npc->view.bottom = 0x1000;
|
|
npc->damage = 3;
|
|
npc->bits |= 0x20;
|
|
npc->tgt_y = npc->y;
|
|
npc->ym = (Random(-10, 10) * 0x200) / 2;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->tgt_y > npc->y)
|
|
npc->ym += 0x80;
|
|
else
|
|
npc->ym -= 0x80;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm -= 0x20;
|
|
else
|
|
npc->xm += 0x20;
|
|
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
if (npc->x < 0 || npc->y < 0 || npc->x > gMap.width * 0x2000 || npc->y > gMap.length * 0x2000)
|
|
{
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
//Green Devil generator
|
|
void ActNpc339(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = Random(0, 40);
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->act_wait)
|
|
{
|
|
--npc->act_wait;
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 0;
|
|
SetNpChar(338, npc->x, npc->y + (Random(-0x10, 0x10) * 0x200), 0, 0, npc->direct, 0, 0x100);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|