cave-story-solaris/src/NpcAct180.cpp
2019-02-06 22:46:28 +00:00

882 lines
14 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 "Bullet.h"
#include "Flags.h"
//Curly AI
void ActNpc180(NPCHAR *npc)
{
RECT rcLeft[11];
RECT rcRight[11];
rcLeft[0] = {0, 96, 16, 112};
rcLeft[1] = {16, 96, 32, 112};
rcLeft[2] = {0, 96, 16, 112};
rcLeft[3] = {32, 96, 48, 112};
rcLeft[4] = {0, 96, 16, 112};
rcLeft[5] = {48, 96, 64, 112};
rcLeft[6] = {64, 96, 80, 112};
rcLeft[7] = {48, 96, 64, 112};
rcLeft[8] = {80, 96, 96, 112};
rcLeft[9] = {48, 96, 64, 112};
rcLeft[10] = {144, 96, 160, 112};
rcRight[0] = {0, 112, 16, 128};
rcRight[1] = {16, 112, 32, 128};
rcRight[2] = {0, 112, 16, 128};
rcRight[3] = {32, 112, 48, 128};
rcRight[4] = {0, 112, 16, 128};
rcRight[5] = {48, 112, 64, 128};
rcRight[6] = {64, 112, 80, 128};
rcRight[7] = {48, 112, 64, 128};
rcRight[8] = {80, 112, 96, 128};
rcRight[9] = {48, 112, 64, 128};
rcRight[10] = {144, 112, 160, 128};
if (npc->y < gMC.y - 0x14000)
{
if ( npc->y >= 0x20000 )
{
npc->tgt_x = 0;
npc->tgt_y = npc->y;
}
else
{
npc->tgt_x = 0x280000;
npc->tgt_y = npc->y;
}
}
else
{
if (gCurlyShoot_wait)
{
npc->tgt_x = gCurlyShoot_x;
npc->tgt_y = gCurlyShoot_y;
}
else
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y;
}
}
if (npc->xm < 0 && npc->flag & 1)
npc->xm = 0;
if (npc->xm > 0 && npc->flag & 4)
npc->xm = 0;
switch (npc->act_no)
{
case 20:
npc->x = gMC.x;
npc->y = gMC.y;
npc->act_no = 100;
npc->ani_no = 0;
SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100);
if (GetNPCFlag(563))
SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100);
else
SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100);
break;
case 40:
npc->act_no = 41;
npc->act_wait = 0;
npc->ani_no = 10;
// Fallthrough
case 41:
if (++npc->act_wait == 750)
{
npc->bits &= ~0x2000;
npc->ani_no = 0;
}
if (npc->act_wait > 1000)
{
npc->act_no = 100;
npc->ani_no = 0;
SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100);
if (GetNPCFlag(563))
SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100);
else
SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100);
}
break;
case 100:
npc->ani_no = 0;
npc->xm = 7 * npc->xm / 8;
npc->count1 = 0;
if (npc->x > npc->tgt_x + 0x2000)
{
npc->act_no = 200;
npc->ani_no = 1;
npc->direct = 0;
npc->act_wait = Random(20, 60);
}
else if (npc->x < npc->tgt_x - 0x2000)
{
npc->act_no = 300;
npc->ani_no = 1;
npc->direct = 2;
npc->act_wait = Random(20, 60);
}
break;
case 200:
npc->xm -= 0x20;
npc->direct = 0;
if (npc->flag & 1)
++npc->count1;
else
npc->count1 = 0;
break;
case 210:
npc->xm -= 0x20;
npc->direct = 0;
if (npc->flag & 8)
npc->act_no = 100;
break;
case 300:
npc->xm += 0x20;
npc->direct = 2;
if (npc->flag & 4)
++npc->count1;
else
npc->count1 = 0;
break;
case 310:
npc->xm += 0x20;
npc->direct = 2;
if (npc->flag & 8)
npc->act_no = 100;
break;
}
if (gCurlyShoot_wait)
--gCurlyShoot_wait;
if (gCurlyShoot_wait == 70)
npc->count2 = 10;
if (gCurlyShoot_wait == 60 && npc->flag & 8 && Random(0, 2))
{
npc->count1 = 0;
npc->ym = -0x600;
npc->ani_no = 1;
PlaySoundObject(15, 1);
if (npc->tgt_x < npc->x)
npc->act_no = 210;
else
npc->act_no = 310;
}
int xx = npc->x - npc->tgt_x;
int yy = npc->y - npc->tgt_y;
if ( xx < 0 )
xx = -xx;
if (npc->act_no == 100)
{
if (xx + 0x400 < yy)
npc->ani_no = 5;
else
npc->ani_no = 0;
}
if (npc->act_no == 210 || npc->act_no == 310)
{
if ( xx + 0x400 < yy )
npc->ani_no = 6;
else
npc->ani_no = 1;
}
if (npc->act_no == 200 || npc->act_no == 300)
{
++npc->ani_wait;
if (xx + 0x400 < yy)
npc->ani_no = 6 + (npc->ani_wait / 4 % 4);
else
npc->ani_no = 1 + (npc->ani_wait / 4 % 4);
if (npc->act_wait)
{
--npc->act_wait;
if (npc->flag && npc->count1 > 10)
{
npc->count1 = 0;
npc->ym = -0x600;
npc->act_no += 10;
npc->ani_no = 1;
PlaySoundObject(15, 1);
}
}
else
{
npc->act_no = 100;
npc->ani_no = 0;
}
}
if (npc->act_no >= 100 && npc->act_no < 500)
{
if (npc->x >= gMC.x - 0xA000 && npc->x <= gMC.x + 0xA000)
{
npc->ym += 0x33;
}
else
{
if (npc->flag)
npc->ym += 0x10;
else
npc->ym += 0x33;
}
}
if (npc->xm > 0x300)
npc->xm = 0x300;
if (npc->xm < -0x300)
npc->xm = -0x300u;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->act_no >= 100 && (npc->flag & 8) == 0 && npc->ani_no != 1000)
{
if (xx + 0x400 < yy)
npc->ani_no = 6;
else
npc->ani_no = 1;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Curly AI Machine Gun
void ActNpc181(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)
{
if (npc->pNpc->ani_no < 5)
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x - 0x1000;
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x + 0x1000;
}
npc->y = npc->pNpc->y;
npc->ani_no = 0;
}
else
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x;
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x;
}
npc->y = npc->pNpc->y - 0x1400;
npc->ani_no = 1;
}
if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8)
npc->y -= 0x200;
switch (npc->act_no)
{
case 0:
if (npc->pNpc->count2 == 10)
{
npc->pNpc->count2 = 0;
npc->act_no = 10;
npc->act_wait = 0;
}
break;
case 10:
if (++npc->act_wait % 6 == 1)
{
if (npc->ani_no)
{
if (npc->direct == 0)
{
SetBullet(12, npc->x - 0x400, npc->y - 0x800, 1);
SetCaret(npc->x - 0x400, npc->y - 0x800, 3, 0);
}
else
{
SetBullet(12, npc->x + 0x400, npc->y - 0x800, 1);
SetCaret(npc->x + 0x400, npc->y - 0x800, 3, 0);
}
}
else
{
if (npc->direct == 0)
{
SetBullet(12, npc->x - 0x800, npc->y + 0x600, 0);
SetCaret(npc->x - 0x800, npc->y + 0x600, 3, 0);
}
else
{
SetBullet(12, npc->x + 0x800, npc->y + 0x600, 2);
SetCaret(npc->x + 0x800, npc->y + 0x600, 3, 0);
}
}
}
if (npc->act_wait == 60)
npc->act_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
}
//Curly AI Polar Star
void ActNpc182(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {184, 152, 200, 168};
rcLeft[1] = {200, 152, 216, 168};
rcRight[0] = {184, 168, 200, 184};
rcRight[1] = {200, 168, 216, 184};
if (npc->pNpc)
{
if (npc->pNpc->ani_no < 5)
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x - 0x1000;
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x + 0x1000;
}
npc->y = npc->pNpc->y;
npc->ani_no = 0;
}
else
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x;
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x;
}
npc->y = npc->pNpc->y - 0x1400;
npc->ani_no = 1;
}
if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8)
npc->y -= 0x200;
switch (npc->act_no)
{
case 0:
if (npc->pNpc->count2 == 10)
{
npc->pNpc->count2 = 0;
npc->act_no = 10;
npc->act_wait = 0;
}
break;
case 10:
if (++npc->act_wait % 12 == 1)
{
if (npc->ani_no)
{
if (npc->direct == 0)
{
SetBullet(6, npc->x - 0x400, npc->y - 0x800, 1);
SetCaret(npc->x - 0x400, npc->y - 0x800, 3, 0);
}
else
{
SetBullet(6, npc->x + 0x400, npc->y - 0x800, 1);
SetCaret(npc->x + 0x400, npc->y - 0x800, 3, 0);
}
}
else
{
if (npc->direct == 0)
{
SetBullet(6, npc->x - 0x800, npc->y + 0x600, 0);
SetCaret(npc->x - 0x800, npc->y + 0x600, 3, 0);
}
else
{
SetBullet(6, npc->x + 0x800, npc->y + 0x600, 2);
SetCaret(npc->x + 0x800, npc->y + 0x600, 3, 0);
}
}
}
if (npc->act_wait == 60)
npc->act_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
}
//Curly Air Tank Bubble
void ActNpc183(NPCHAR *npc)
{
RECT rect[2];
rect[0] = {56, 96, 80, 120};
rect[1] = {80, 96, 104, 120};
if (npc->pNpc)
{
if (npc->act_no == 0)
{
npc->x = npc->pNpc->x;
npc->y = npc->pNpc->y;
npc->act_no = 1;
}
npc->x += (npc->pNpc->x - npc->x) / 2;
npc->y += (npc->pNpc->y - npc->y) / 2;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->pNpc->flag & 0x100)
{
npc->rect = rect[npc->ani_no];
}
else
{
npc->rect.right = 0;
}
}
}
//Fuzz Core
void ActNpc187(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->count1 = 120;
npc->act_wait = Random(0, 50);
for (int i = 0; i < 5; ++i)
SetNpChar(188, 0, 0, 0, 0, 51 * i, npc, 0x100);
// Fallthrough
case 1:
if (++npc->act_wait >= 50)
{
npc->act_wait = 0;
npc->act_no = 2;
npc->ym = 0x300;
}
break;
case 2:
npc->count1 += 4;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->ym > 0x355)
npc->ym = 0x355;
if (npc->ym < -0x355)
npc->ym = -0x355;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[2];
RECT rect_right[2];
rect_left[0] = {224, 104, 256, 136};
rect_left[1] = {256, 104, 288, 136};
rect_right[0] = {224, 136, 256, 168};
rect_right[1] = {256, 136, 288, 168};
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
//Fuzz
void ActNpc188(NPCHAR *npc)
{
RECT rect_left[2];
RECT rect_right[2];
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->count1 = npc->direct;
// Fallthrough
case 1:
if (npc->pNpc->code_char == 187 && npc->pNpc->cond & 0x80)
{
const unsigned char deg = npc->count1 + npc->pNpc->count1;
npc->x = npc->pNpc->x + 20 * GetSin(deg);
npc->y = npc->pNpc->y + 0x20 * GetCos(deg);
}
else
{
npc->xm = Random(-0x200, 0x200);
npc->ym = Random(-0x200, 0x200);
npc->act_no = 10;
}
break;
case 10:
if (gMC.x < npc->x)
npc->xm -= 0x20;
else
npc->xm += 0x20;
if (gMC.y < npc->y)
npc->ym -= 0x20;
else
npc->ym += 0x20;
if (npc->xm > 0x800)
npc->xm = 0x800;
if (npc->xm < -0x800)
npc->xm = -0x800;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
npc->x += npc->xm;
npc->y += npc->ym;
break;
}
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
rect_left[0] = {288, 104, 304, 120};
rect_left[1] = {304, 104, 320, 120};
rect_right[0] = {288, 120, 304, 136};
rect_right[1] = {304, 120, 320, 136};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
//Scooter
void ActNpc192(NPCHAR *npc)
{
switch ( npc->act_no )
{
case 0:
npc->act_no = 1;
npc->view.back = 0x2000;
npc->view.front = 0x2000;
npc->view.top = 0x1000;
npc->view.bottom = 0x1000;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 1;
npc->view.top = 0x2000;
npc->view.bottom = 0x2000;
npc->y -= 0xA00;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
// Fallthrough
case 21:
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
if (++npc->act_wait > 30)
npc->act_no = 30;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 1;
npc->xm = -0x800;
npc->x = npc->tgt_x;
npc->y = npc->tgt_y;
PlaySoundObject(44, 1);
// Fallthrough
case 31:
npc->xm += 0x20;
npc->x += npc->xm;
++npc->act_wait;
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
if (npc->act_wait > 10)
npc->direct = 2;
if (npc->act_wait > 200)
npc->act_no = 40;
break;
case 40:
npc->act_no = 41;
npc->act_wait = 2;
npc->direct = 0;
npc->y -= 0x6000;
npc->xm = -0x1000;
// Fallthrough
case 41:
npc->x += npc->xm;
npc->y += npc->ym;
npc->act_wait += 2;
if (npc->act_wait > 1200)
npc->cond = 0;
break;
}
if (npc->act_wait % 4 == 0 && npc->act_no >= 20)
{
PlaySoundObject(34, 1);
if (npc->direct == 0)
SetCaret(npc->x + 5120, npc->y + 5120, 7, 2);
else
SetCaret(npc->x - 5120, npc->y + 5120, 7, 0);
}
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {224, 64, 256, 80};
rcLeft[1] = {256, 64, 288, 96};
rcRight[0] = {224, 80, 256, 96};
rcRight[1] = {288, 64, 320, 96};
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Scooter (broken)
void ActNpc193(NPCHAR *npc)
{
RECT rc[1];
rc[0] = {256, 96, 320, 112};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->y = npc->y;
npc->x += 0x3000;
}
npc->rect = rc[0];
}
//Blue robot (broken)
void ActNpc194(NPCHAR *npc)
{
RECT rc[1];
rc[0] = {192, 120, 224, 128};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->y += 0x800;
}
npc->rect = rc[0];
}
//Water/wind particles
void ActNpc199(NPCHAR *npc)
{
RECT rect[5];
rect[0] = {72, 16, 74, 18};
rect[1] = {74, 16, 76, 18};
rect[2] = {76, 16, 78, 18};
rect[3] = {78, 16, 80, 18};
rect[4] = {80, 16, 82, 18};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->ani_no = Random(0, 2);
switch (npc->direct)
{
case 0:
npc->xm = -1;
break;
case 1:
npc->ym = -1;
break;
case 2:
npc->xm = 1;
break;
case 3:
npc->ym = 1;
break;
}
npc->xm *= (Random(4, 8) * 0x200) / 2;
npc->ym *= (Random(4, 8) * 0x200) / 2;
}
if (++npc->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->cond = 0;
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rect[npc->ani_no];
}