cave-story-solaris/src/NpcAct320.cpp
2019-02-09 22:45:21 +00:00

1100 lines
18 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 "Frame.h"
#include "Map.h"
#include "Caret.h"
#include "Bullet.h"
#include "KeyControl.h"
//Curly (carried, shooting)
void ActNpc320(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {16, 96, 32, 112};
rcLeft[1] = {48, 96, 64, 112};
rcLeft[2] = {96, 96, 112, 112};
rcRight[0] = {16, 112, 32, 128};
rcRight[1] = {48, 112, 64, 128};
rcRight[2] = {96, 112, 112, 128};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->x = gMC.x;
npc->y = gMC.y;
SetNpChar(321, 0, 0, 0, 0, 0, npc, 0x100);
}
if (gMC.flag & 8)
{
if (gMC.up)
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y - 0x1400;
npc->ani_no = 1;
}
else
{
npc->ani_no = 0;
if (gMC.direct == 0)
{
npc->tgt_x = gMC.x + 0xE00;
npc->tgt_y = gMC.y - 0x600;
}
else
{
npc->tgt_x = gMC.x - 0xE00;
npc->tgt_y = gMC.y - 0x600;
}
}
}
else
{
if (gMC.up)
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y + 0x1000;
npc->ani_no = 2;
}
else if (gMC.down)
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y - 0x1000;
npc->ani_no = 1;
}
else
{
npc->ani_no = 0;
if (gMC.direct == 0)
{
npc->tgt_x = gMC.x + 0xE00;
npc->tgt_y = gMC.y - 0x600;
}
else
{
npc->tgt_x = gMC.x - 0xE00;
npc->tgt_y = gMC.y - 0x600;
}
}
}
npc->x += (npc->tgt_x - npc->x) / 2;
npc->y += (npc->tgt_y - npc->y) / 2;
if (gMC.ani_no & 1)
npc->y -= 0x200;
if (gMC.direct == 0)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
//Curly's Nemesis
void ActNpc321(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {136, 152, 152, 168};
rcLeft[1] = {152, 152, 168, 168};
rcLeft[2] = {168, 152, 184, 168};
rcRight[0] = {136, 168, 152, 184};
rcRight[1] = {152, 168, 168, 184};
rcRight[2] = {168, 168, 184, 184};
char direct;
if (npc->pNpc)
{
switch (npc->pNpc->ani_no)
{
case 0:
if (gMC.direct == 0)
{
npc->x = npc->pNpc->x + 0x1000;
direct = 2;
}
else
{
npc->x = npc->pNpc->x - 0x1000;
direct = 0;
}
npc->y = npc->pNpc->y;
break;
case 1:
npc->x = npc->pNpc->x;
direct = 1;
npc->y = npc->pNpc->y - 0x1400;
break;
case 2:
npc->x = npc->pNpc->x;
direct = 3;
npc->y = npc->pNpc->y + 0x1400;
break;
}
npc->ani_no = npc->pNpc->ani_no;
if (g_GameFlags & 2 && CountBulletNum(43) < 2 && gKeyTrg & gKeyShot)
{
SetBullet(43, npc->pNpc->x, npc->pNpc->y, direct);
SetCaret(npc->pNpc->x, npc->pNpc->y, 3, 0);
PlaySoundObject(117, 1);
}
if (gMC.direct == 0)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
}
//Deleet
void ActNpc322(NPCHAR *npc)
{
RECT rc[3];
rc[0] = {272, 216, 296, 240};
rc[1] = {296, 216, 320, 240};
rc[2] = {160, 216, 184, 240};
if (npc->act_no < 2 && npc->life <= 968)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->bits &= ~0x20;
npc->bits |= 4;
PlaySoundObject(22, 1);
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
npc->y += 0x1000;
else
npc->x += 0x1000;
// Fallthrough
case 1:
if (npc->shock)
++npc->count1;
else
npc->count1 = 0;
npc->rect = rc[npc->count1 / 2 & 1];
break;
case 2:
npc->ani_no = 2;
switch (npc->act_wait)
{
case 0:
SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 0, 0, 0x180);
break;
case 50:
SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 1, 0, 0x180);
break;
case 100:
SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 2, 0, 0x180);
break;
case 150:
SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 3, 0, 0x180);
break;
case 200:
SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 4, 0, 0x180);
break;
case 250:
npc->hit.back = 0x6000;
npc->hit.front = 0x6000;
npc->hit.top = 0x6000;
npc->hit.bottom = 0x6000;
npc->damage = 12;
PlaySoundObject(26, 1);
SetDestroyNpChar(npc->x, npc->y, 0x6000, 40);
SetQuake(10);
if (npc->direct == 0)
{
DeleteMapParts(npc->x / 0x2000, (npc->y - 0x1000) / 0x2000);
DeleteMapParts(npc->x / 0x2000, (npc->y + 0x1000) / 0x2000);
}
else
{
DeleteMapParts((npc->x - 0x1000) / 0x2000, npc->y / 0x2000);
DeleteMapParts((npc->x + 0x1000) / 0x2000, npc->y / 0x2000);
}
npc->cond |= 8;
break;
}
++npc->act_wait;
npc->rect = rc[2];
break;
}
}
//Bute (spinning)
void ActNpc323(NPCHAR *npc)
{
RECT rc[4];
rc[0] = {216, 32, 232, 56};
rc[1] = {232, 32, 248, 56};
rc[2] = {216, 56, 232, 80};
rc[3] = {232, 56, 248, 80};
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
if (++npc->ani_no > 3)
npc->ani_no = 0;
}
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:
if (++npc->act_wait == 16)
npc->bits &= ~8;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 0xFF)
npc->act_no = 10;
if (npc->act_wait > 20)
{
switch (npc->direct)
{
case 0:
if (npc->x <= gMC.x + 0x4000)
npc->act_no = 10;
break;
case 2:
if (npc->x >= gMC.x - 0x4000)
npc->act_no = 10;
break;
case 1:
if (npc->y <= gMC.y + 0x4000)
npc->act_no = 10;
break;
case 3:
if (npc->y >= gMC.y - 0x4000)
npc->act_no = 10;
break;
}
}
break;
}
if (npc->act_no == 10)
{
npc->code_char = 309;
npc->ani_no = 0;
npc->act_no = 11;
npc->bits |= 0x20;
npc->bits &= ~8;
npc->damage = 5;
npc->view.top = 0x1000;
}
npc->rect = rc[npc->ani_no];
}
//Bute generator
void ActNpc324(NPCHAR *npc)
{
switch (npc->act_no)
{
case 10:
npc->act_no = 11;
npc->act_wait = 0;
// Fallthrough
case 11:
if (++npc->act_wait % 50 == 1)
SetNpChar(323, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100);
if (npc->act_wait > 351)
npc->act_no = 0;
break;
}
}
//Heavy Press lightning
void ActNpc325(NPCHAR *npc)
{
RECT rc[7];
rc[0] = {240, 96, 272, 128};
rc[1] = {272, 96, 304, 128};
rc[2] = {240, 128, 272, 160};
rc[3] = {240, 0, 256, 96};
rc[4] = {256, 0, 272, 96};
rc[5] = {272, 0, 288, 96};
rc[6] = {288, 0, 304, 96};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
PlaySoundObject(29, 1);
// Fallthrough
case 1:
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (++npc->act_wait > 50)
{
npc->act_no = 10;
npc->ani_wait = 0;
npc->ani_no = 3;
npc->damage = 10;
npc->view.front = 0x1000;
npc->view.top = 0x1800;
PlaySoundObject(101, 1);
SetDestroyNpChar(npc->x, npc->y + 0xA800, 0, 3);
}
break;
case 10:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
{
npc->cond = 0;
return;
}
break;
}
npc->rect = rc[npc->ani_no];
}
//Sue/Itoh becoming humans
void ActNpc326(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 0x1000;
npc->x += 0x2000;
npc->ani_no = 0;
//Fallthrough
case 1:
if (++npc->act_wait > 80)
{
npc->act_no = 10;
npc->act_wait = 0;
}
else
{
if (npc->direct)
{
if (npc->act_wait == 50)
npc->ani_no = 1;
if (npc->act_wait == 60)
npc->ani_no = 0;
}
else
{
if (npc->act_wait == 30)
npc->ani_no = 1;
if (npc->act_wait == 40)
npc->ani_no = 0;
}
}
break;
case 10:
if (++npc->act_wait > 50)
{
npc->act_no = 15;
npc->ani_no = 4;
if ( npc->direct )
npc->act_wait = -20;
else
npc->act_wait = 0;
}
else
{
if (npc->act_wait / 2 & 1)
npc->ani_no = 2;
else
npc->ani_no = 3;
}
break;
case 15:
if (++npc->act_wait > 40)
{
npc->act_wait = 0;
npc->act_no = 20;
}
break;
case 20:
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
if (++npc->act_wait > 50)
{
npc->act_no = 30;
npc->act_wait = 0;
npc->ani_no = 6;
if (npc->direct)
SetNpChar(327, npc->x, npc->y - 0x1000, 0, 0, 0, npc, 0x100);
else
SetNpChar(327, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0x100);
}
break;
case 30:
if (++npc->act_wait == 30)
npc->ani_no = 7;
if (npc->act_wait == 40)
npc->act_no = 40;
break;
case 40:
npc->act_no = 41;
npc->act_wait = 0;
npc->ani_no = 0;
//Fallthorugh
case 41:
if (++npc->act_wait == 30)
npc->ani_no = 1;
if (npc->act_wait == 40)
npc->ani_no = 0;
break;
default:
break;
}
RECT rcSu[8];
RECT rcItoh[8];
rcItoh[0] = {0, 128, 16, 152};
rcItoh[1] = {16, 128, 32, 152};
rcItoh[2] = {32, 128, 48, 152};
rcItoh[3] = {48, 128, 64, 152};
rcItoh[4] = {64, 128, 80, 152};
rcItoh[5] = {80, 128, 96, 152};
rcItoh[6] = {96, 128, 112, 152};
rcItoh[7] = {112, 128, 128, 152};
rcSu[0] = {128, 128, 144, 152};
rcSu[1] = {144, 128, 160, 152};
rcSu[2] = {160, 128, 176, 152};
rcSu[3] = {176, 128, 192, 152};
rcSu[4] = {192, 128, 208, 152};
rcSu[5] = {208, 128, 224, 152};
rcSu[6] = {224, 128, 240, 152};
rcSu[7] = {32, 152, 48, 176};
if (npc->direct)
npc->rect = rcSu[npc->ani_no];
else
npc->rect = rcItoh[npc->ani_no];
}
//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;
}
}