cave-story-solaris/src/NpcAct040.cpp
2019-02-06 09:48:03 +00:00

1978 lines
32 KiB
C++

#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Caret.h"
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
#include "CommonDefines.h"
//Santa
void ActNpc040(NPCHAR *npc)
{
RECT rcLeft[7];
RECT rcRight[7];
rcLeft[0] = {0, 32, 16, 48};
rcLeft[1] = {16, 32, 32, 48};
rcLeft[2] = {32, 32, 48, 48};
rcLeft[3] = {0, 32, 16, 48};
rcLeft[4] = {48, 32, 64, 48};
rcLeft[5] = {0, 32, 16, 48};
rcLeft[6] = {64, 32, 80, 48};
rcRight[0] = {0, 48, 16, 64};
rcRight[1] = {16, 48, 32, 64};
rcRight[2] = {32, 48, 48, 64};
rcRight[3] = {0, 48, 16, 64};
rcRight[4] = {48, 48, 64, 64};
rcRight[5] = {0, 48, 16, 64};
rcRight[6] = {64, 48, 80, 64};
switch ( npc->act_no )
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (npc->x - 0x4000 < gMC.x && npc->x + 0x4000 > gMC.x && npc->y - 0x4000 < gMC.y && npc->y + 0x2000 > gMC.y)
{
if (npc->x <= gMC.x)
npc->direct = 2;
else
npc->direct = 0;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 3:
npc->act_no = 4;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 4:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
npc->ani_no++;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (npc->direct)
npc->x += 0x200;
else
npc->x -= 0x200;
break;
case 5:
npc->ani_no = 6;
break;
default:
break;
}
if (npc->direct)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
//Busted Door
void ActNpc041(NPCHAR *npc)
{
RECT rect[1];
rect[0] = {0, 80, 48, 112};
if (npc->act_no == 0)
{
++npc->act_no;
npc->y -= 0x2000; // Move a tile up
}
npc->rect = rect[0];
}
//Sue
void ActNpc042(NPCHAR *npc)
{
RECT rcLeft[13];
RECT rcRight[13];
rcLeft[0] = {0, 0, 16, 16};
rcLeft[1] = {16, 0, 32, 16};
rcLeft[2] = {32, 0, 48, 16};
rcLeft[3] = {0, 0, 16, 16};
rcLeft[4] = {48, 0, 64, 16};
rcLeft[5] = {0, 0, 16, 16};
rcLeft[6] = {64, 0, 80, 16};
rcLeft[7] = {80, 32, 96, 48};
rcLeft[8] = {96, 32, 112, 48};
rcLeft[9] = {128, 32, 144, 48};
rcLeft[10] = {0, 0, 16, 16};
rcLeft[11] = {112, 32, 128, 48};
rcLeft[12] = {160, 32, 176, 48};
rcRight[0] = {0, 16, 16, 32};
rcRight[1] = {16, 16, 32, 32};
rcRight[2] = {32, 16, 48, 32};
rcRight[3] = {0, 16, 16, 32};
rcRight[4] = {48, 16, 64, 32};
rcRight[5] = {0, 16, 16, 32};
rcRight[6] = {64, 16, 80, 32};
rcRight[7] = {80, 48, 96, 64};
rcRight[8] = {96, 48, 112, 64};
rcRight[9] = {128, 48, 144, 64};
rcRight[10] = {0, 16, 16, 32};
rcRight[11] = {112, 48, 128, 64};
rcRight[12] = {160, 48, 176, 64};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->xm = 0;
// 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;
case 3:
npc->act_no = 4;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 4:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
break;
case 5:
npc->ani_no = 6;
npc->xm = 0;
break;
case 6:
PlaySoundObject(50, 1);
npc->act_wait = 0;
npc->act_no = 7;
npc->ani_no = 7;
// Fallthrough
case 7:
if (++npc->act_wait > 10)
npc->act_no = 0;
break;
case 8:
PlaySoundObject(50, 1);
npc->act_wait = 0;
npc->act_no = 9;
npc->ani_no = 7;
npc->ym = -0x200;
if (npc->direct == 0)
npc->xm = 0x400;
else
npc->xm = -0x400;
// Fallthrough
case 9:
if (++npc->act_wait > 3 && npc->flag & 8)
{
npc->act_no = 10;
if (npc->direct == 0)
npc->direct = 2;
else
npc->direct = 0;
}
break;
case 10:
npc->xm = 0;
npc->ani_no = 8;
break;
case 11:
npc->act_no = 12;
npc->act_wait = 0;
npc->ani_no = 9;
npc->ani_wait = 0;
npc->xm = 0;
// Fallthrough
case 12:
if (++npc->ani_wait > 8)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 10)
npc->ani_no = 9;
break;
case 13:
npc->ani_no = 11;
npc->xm = 0;
npc->ym = 0;
npc->act_no = 14;
int i;
for (i = 0; i < 0x200 && gNPC[i].code_event != 501; ++i);
if (i == 0x200)
{
npc->act_no = 0;
break;
}
else
{
npc->pNpc = &gNPC[i];
}
// Fallthrough
case 14:
if (npc->pNpc->direct == 0)
npc->direct = 2;
else
npc->direct = 0;
if (npc->pNpc->direct == 0)
npc->x = npc->pNpc->x - 0xC00;
else
npc->x = npc->pNpc->x + 0xC00;
npc->y = npc->pNpc->y + 0x800;
if (npc->pNpc->ani_no == 2 || npc->pNpc->ani_no == 4)
npc->y -= 0x200;
break;
case 15:
npc->act_no = 16;
SetNpChar(257, npc->x + 0x10000, npc->y, 0, 0, 0, 0, 0);
SetNpChar(257, npc->x + 0x10000, npc->y, 0, 0, 2, 0, 0x80);
npc->xm = 0;
npc->ani_no = 0;
// Fallthrough
case 16:
gSuperXpos = npc->x - 0x3000;
gSuperYpos = npc->y - 0x1000;
break;
case 17:
npc->xm = 0;
npc->ani_no = 12;
gSuperXpos = npc->x;
gSuperYpos = npc->y - 0x1000;
break;
case 20:
npc->act_no = 21;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 21:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
if (npc->x < gMC.x - 0x1000)
{
npc->direct = 2;
npc->act_no = 0;
}
break;
case 30:
npc->act_no = 31;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 31:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
break;
case 40:
npc->act_no = 41;
npc->ani_no = 9;
npc->ym = -0x400;
break;
}
if (npc->act_no != 14)
{
npc->ym += 0x40;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
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];
}
//Chalkboard
void ActNpc043(NPCHAR *npc)
{
RECT rcLeft[1];
RECT rcRight[1];
rcLeft[0] = {128, 80, 168, 112};
rcRight[0] = {168, 80, 208, 112};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->y -= 0x2000;
}
if (npc->direct == 0)
npc->rect = rcLeft[0];
else
npc->rect = rcRight[0];
}
//Polish
void ActNpc044(NPCHAR *npc)
{
RECT rcRight[3];
RECT rcLeft[3];
rcRight[0] = {0, 0, 32, 32};
rcRight[1] = {32, 0, 64, 32};
rcRight[2] = {64, 0, 96, 32};
rcLeft[0] = {0, 0, 32, 32};
rcLeft[1] = {96, 0, 128, 32};
rcLeft[2] = {128, 0, 160, 32};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
if (npc->direct == 0)
npc->act_no = 8;
else
npc->act_no = 2;
// Fallthrough
case 2:
npc->ym += 0x20;
if (npc->ym > 0 && npc->flag & 8)
{
npc->ym = -0x100;
npc->xm += 0x100;
}
if (npc->flag & 4)
npc->act_no = 3;
break;
case 3:
npc->xm += 0x20;
if (npc->xm > 0 && npc->flag & 4)
{
npc->xm = -0x100;
npc->ym -= 0x100;
}
if (npc->flag & 2)
npc->act_no = 4;
break;
case 4:
npc->ym -= 0x20;
if (npc->ym < 0 && npc->flag & 2)
{
npc->ym = 0x100;
npc->xm -= 0x100;
}
if (npc->flag & 1)
npc->act_no = 5;
break;
case 5:
npc->xm -= 0x20;
if (npc->xm < 0 && npc->flag & 1)
{
npc->xm = 0x100;
npc->ym += 0x100;
}
if (npc->flag & 8)
npc->act_no = 2;
break;
case 6:
npc->ym += 0x20;
if (npc->ym > 0 && npc->flag & 8)
{
npc->ym = -0x100;
npc->xm -= 0x100;
}
if (npc->flag & 1)
npc->act_no = 7;
break;
case 7:
npc->xm -= 0x20;
if (npc->xm < 0 && npc->flag & 1)
{
npc->xm = 0x100;
npc->ym -= 0x100;
}
if (npc->flag & 2)
npc->act_no = 8;
break;
case 8:
npc->ym -= 0x20;
if (npc->ym < 0 && npc->flag & 2)
{
npc->ym = 0x100;
npc->xm += 0x100;
}
if ( npc->flag & 4 )
npc->act_no = 9;
break;
case 9:
npc->xm += 0x20;
if (npc->xm > 0 && npc->flag & 4)
{
npc->xm = -0x100;
npc->ym += 0x100;
}
if (npc->flag & 8)
npc->act_no = 6;
break;
}
if (npc->life <= 100)
{
for (int i = 0; i < 10; ++i)
SetNpChar(45, npc->x, npc->y, 0, 0, 0, 0, 0x100);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
PlaySoundObject(25, 1);
npc->cond = 0;
}
if (npc->xm > 0x200)
npc->xm = 0x200;
if (npc->xm < -0x200)
npc->xm = -0x200;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
if (npc->shock)
{
npc->x += npc->xm / 2;
npc->y += npc->ym / 2;
}
else
{
npc->x += npc->xm;
npc->y += npc->ym;
}
if (npc->act_no >= 2 && npc->act_no <= 9 && ++npc->ani_no > 2)
npc->ani_no = 1;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Baby
void ActNpc045(NPCHAR *npc)
{
RECT rect[3];
rect[0] = {0, 32, 16, 48};
rect[1] = {16, 32, 32, 48};
rect[2] = {32, 32, 48, 48};
switch (npc->act_no)
{
case 0:
npc->act_no = 2;
if (Random(0, 1))
npc->xm = Random(-0x200, -0x100);
else
npc->xm = Random(0x100, 0x200);
if (Random(0, 1))
npc->ym = Random(-0x200, -0x100);
else
npc->ym = Random(0x100, 0x200);
npc->xm2 = npc->xm;
npc->ym2 = npc->ym;
// Fallthrough
case 1:
case 2:
if ( ++npc->ani_no > 2 )
npc->ani_no = 1;
break;
}
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 > 0x200)
npc->xm2 = 0x200;
if (npc->xm2 < -0x200)
npc->xm2 = -0x200;
if (npc->ym2 > 0x200)
npc->ym2 = 0x200;
if (npc->ym2 < -0x200)
npc->ym2 = -0x200;
if (npc->shock)
{
npc->x += npc->xm2 / 2;
npc->y += npc->ym2 / 2;
}
else
{
npc->x += npc->xm2;
npc->y += npc->ym2;
}
npc->rect = rect[npc->ani_no];
}
//H/V Trigger
void ActNpc046(NPCHAR *npc)
{
RECT rect[1];
rect[0] = {0, 0, 16, 16};
npc->bits |= 0x100;
if (npc->direct == 0)
{
if (npc->x >= gMC.x)
npc->x -= 0x5FF;
else
npc->x += 0x5FF;
}
else
{
if (npc->y >= gMC.y)
npc->y -= 0x5FF;
else
npc->y += 0x5FF;
}
npc->rect = rect[0];
}
//Sandcroc
void ActNpc047(NPCHAR *npc)
{
switch ( npc->act_no )
{
case 0:
npc->ani_no = 0;
npc->act_no = 1;
npc->act_wait = 0;
npc->tgt_y = npc->y;
npc->bits &= ~0x20;
npc->bits &= ~4;
npc->bits &= ~1;
npc->bits &= ~8;
// Fallthrough
case 1:
if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y && gMC.y < npc->y + 0x1000)
{
npc->act_no = 2;
npc->act_wait = 0;
PlaySoundObject(102, 1);
}
if (gMC.x > npc->x)
npc->x += 0x400;
if (gMC.x < npc->x)
npc->x -= 0x400;
break;
case 2:
if (++npc->ani_wait > 3)
{
++npc->ani_no;
npc->ani_wait = 0;
}
if (npc->ani_no == 3)
npc->damage = 10;
if (npc->ani_no == 4)
{
npc->bits |= 0x20;
npc->act_no = 3;
npc->act_wait = 0;
}
break;
case 3:
npc->bits |= 1;
npc->damage = 0;
++npc->act_wait;
if (npc->shock)
{
npc->act_no = 4;
npc->act_wait = 0;
}
break;
case 4:
npc->bits |= 8;
npc->y += 0x200;
if (++npc->act_wait == 32)
{
npc->bits &= ~1;
npc->bits &= ~0x20;
npc->act_no = 5;
npc->act_wait = 0;
}
break;
case 5:
if (npc->act_wait < 100)
{
++npc->act_wait;
}
else
{
npc->y = npc->tgt_y;
npc->ani_no = 0;
npc->act_no = 0;
}
break;
}
RECT rect[5];
rect[0] = {0, 48, 48, 80};
rect[1] = {48, 48, 96, 80};
rect[2] = {96, 48, 144, 80};
rect[3] = {144, 48, 192, 80};
rect[4] = {192, 48, 240, 80};
npc->rect = rect[npc->ani_no];
}
//Omega projectiles
void ActNpc048(NPCHAR *npc)
{
if (npc->flag & 1 && npc->xm < 0)
{
npc->xm = -npc->xm;
}
else if (npc->flag & 4 && npc->xm > 0)
{
npc->xm = -npc->xm;
}
else if (npc->flag & 8)
{
if (++npc->count1 <= 2 && npc->direct != 2)
{
npc->ym = -0x100;
}
else
{
VanishNpChar(npc);
SetCaret(npc->x, npc->y, 2, 0);
}
}
if (npc->direct == 2)
{
npc->bits &= ~npc_shootable;
npc->bits |= npc_invulnerable;
}
npc->ym += 5;
npc->y += npc->ym;
npc->x += npc->xm;
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {288, 88, 304, 104};
rcLeft[1] = {304, 88, 320, 104};
rcRight[0] = {288, 104, 304, 120};
rcRight[1] = {304, 104, 320, 120};
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (++npc->ani_no > 1)
npc->ani_no = 0;
}
if (++npc->act_wait > 750)
{
SetCaret(npc->x, npc->y, 2, 0);
npc->cond = 0;
}
if (npc->direct)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
//Skullhead
void ActNpc049(NPCHAR *npc)
{
if (npc->act_no >= 10 && npc->pNpc->code_char == 3)
{
npc->act_no = 3;
npc->xm = 0;
npc->ym = 0;
npc->count2 = 1;
}
if (npc->flag & 1)
{
npc->direct = 2;
npc->xm = 0x100;
}
if (npc->flag & 4)
{
npc->direct = 0;
npc->xm = -0x100;
}
switch (npc->act_no)
{
case 0:
if (npc->pNpc)
npc->act_no = 10;
else
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->act_wait > 3)
{
npc->ym = -0x400;
npc->act_no = 3;
npc->ani_no = 2;
if (npc->count2 == 0)
{
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
}
else
{
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
}
}
npc->ani_no = 1;
break;
case 3:
if (npc->flag & 8)
{
npc->act_no = 1;
npc->act_wait = 0;
npc->xm = 0;
}
if (npc->flag & 8 || npc->ym > 0)
npc->ani_no = 1;
else
npc->ani_no = 2;
break;
case 10:
if (npc->count1 < 50)
{
++npc->count1;
}
else
{
if (gMC.x > npc->x - 0x10000 && gMC.x < npc->x + 0x10000 && gMC.y > npc->y - 0xC000 && gMC.y < npc->y + 0xC000)
{
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 2;
}
}
break;
case 11:
if (++npc->act_wait == 30 || npc->act_wait == 35)
{
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y);
const int ym = 2 * GetSin(deg);
const int xm = 2 * GetCos(deg);
SetNpChar(50, npc->x, npc->y, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
}
if (npc->act_wait > 50)
{
npc->count1 = 0;
npc->act_no = 10;
npc->ani_no = 1;
}
break;
}
if (npc->act_no >= 10)
{
npc->x = npc->pNpc->x;
npc->y = npc->pNpc->y + 0x2000;
npc->direct = npc->pNpc->direct;
--npc->pNpc->count1;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {0, 80, 32, 104};
rcLeft[1] = {32, 80, 64, 104};
rcLeft[2] = {64, 80, 96, 104};
rcRight[0] = {0, 104, 32, 128};
rcRight[1] = {32, 104, 64, 128};
rcRight[2] = {64, 104, 96, 128};
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Skeleton projectile
void ActNpc050(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
if (npc->direct == 2)
{
npc->act_no = 2;
}
// Fallthrough
case 1:
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 1)
{
npc->act_no = 2;
npc->xm = 0x200;
++npc->count1;
}
if (npc->flag & 4)
{
npc->act_no = 2;
npc->xm = -0x200;
++npc->count1;
}
if (npc->flag & 2)
{
npc->act_no = 2;
npc->ym = 0x200;
++npc->count1;
}
if (npc->flag & 8)
{
npc->act_no = 2;
npc->ym = -0x200;
++npc->count1;
}
break;
case 2:
npc->ym += 0x40;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 8)
{
if (++npc->count1 > 1)
{
SetCaret(npc->x, npc->y, 2, 0);
npc->cond = 0;
}
}
break;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
RECT rect[4];
rect[0] = {48, 32, 64, 48};
rect[1] = {64, 32, 80, 48};
rect[2] = {80, 32, 96, 48};
rect[3] = {96, 32, 112, 48};
if (npc->direct == 0)
{
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
}
else
{
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
--npc->ani_no;
}
if (npc->ani_no < 0)
npc->ani_no = 3;
}
npc->rect = rect[npc->ani_no];
}
//Crow & Skullhead
void ActNpc051(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
if (gMC.x > npc->x - (WINDOW_WIDTH * 0x200) && gMC.x < npc->x + (WINDOW_WIDTH * 0x200) && gMC.y > npc->y - (WINDOW_WIDTH * 0x200) && gMC.y < npc->y + (WINDOW_WIDTH * 0x200))
{
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->ym = 0x400;
npc->act_no = 1;
SetNpChar(49, 0, 0, 0, 0, 0, npc, 0);
}
else
break;
// Fallthrough
case 1:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (npc->tgt_y < npc->y)
npc->ym -= 10;
if (npc->tgt_y > npc->y)
npc->ym += 10;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
if (npc->count1 < 10)
++npc->count1;
else
npc->act_no = 2;
break;
case 2:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (npc->y > gMC.y + 0x4000)
{
if (gMC.x < npc->x)
npc->xm += 0x10;
if (gMC.x > npc->x)
npc->xm -= 0x10;
}
else
{
if (gMC.x < npc->x)
npc->xm -= 0x10;
if (gMC.x > npc->x)
npc->xm += 0x10;
}
if (gMC.y < npc->y)
npc->ym -= 0x10;
if (gMC.y > npc->y)
npc->ym += 0x10;
if (npc->shock)
{
npc->ym += 0x20;
npc->xm = 0;
}
break;
}
if (npc->xm < 0 && npc->flag & 1)
npc->xm = 0x100;
if (npc->xm > 0 && npc->flag & 4)
npc->xm = -0x100;
if (npc->ym < 0 && npc->flag & 2)
npc->ym = 0x100;
if (npc->ym > 0 && npc->flag & 8)
npc->ym = -0x100;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[5];
RECT rect_right[5];
rect_left[0] = {96, 80, 128, 112};
rect_left[1] = {128, 80, 160, 112};
rect_left[2] = {160, 80, 192, 112};
rect_left[3] = {192, 80, 224, 112};
rect_left[4] = {224, 80, 256, 112};
rect_right[0] = {96, 112, 128, 144};
rect_right[1] = {128, 112, 160, 144};
rect_right[2] = {160, 112, 192, 144};
rect_right[3] = {192, 112, 224, 144};
rect_right[4] = {224, 112, 256, 144};
if (npc->shock)
{
npc->ani_no = 4;
}
else if (npc->act_no == 2 && npc->y < gMC.y - 0x4000)
{
npc->ani_no = 0;
}
else
{
if (npc->act_no)
{
if (++npc->ani_wait > 1)
{
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];
}
//Bliue robot (sitting)
void ActNpc052(NPCHAR *npc)
{
RECT rect[1];
rect[0] = {240, 96, 256, 112};
npc->rect = rect[0];
}
//Skullstep leg
void ActNpc053(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {0, 128, 24, 144};
rcLeft[1] = {24, 128, 48, 144};
rcRight[0] = {48, 128, 72, 144};
rcRight[1] = {72, 128, 96, 144};
if (npc->pNpc->code_char == 3)
{
VanishNpChar(npc);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
return;
}
unsigned char deg;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->count1 = 10;
// Fallthrough
case 1:
if (npc->direct == 0 && npc->flag & 0x20)
{
npc->pNpc->y -= 0x400;
npc->pNpc->ym -= 0x100;
}
if (npc->direct == 2 && npc->flag & 0x10)
{
npc->pNpc->y -= 0x400;
npc->pNpc->ym -= 0x100;
}
if (npc->flag & 8)
{
npc->pNpc->y -= 0x400;
npc->pNpc->ym -= 0x100;
if (npc->pNpc->direct == 0)
npc->pNpc->xm -= 0x80;
else
npc->pNpc->xm += 0x80;
}
deg = npc->xm + npc->pNpc->count2;
npc->x = npc->pNpc->x + npc->count1 * GetCos(deg);
npc->y = npc->pNpc->y + npc->count1 * GetSin(deg);
npc->direct = npc->pNpc->direct;
break;
}
npc->direct = npc->pNpc->direct;
npc->ani_no = deg < 20 || deg > 108;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Skullstep
void ActNpc054(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {0, 80, 32, 104};
rcLeft[1] = {32, 80, 64, 104};
rcLeft[2] = {64, 80, 96, 104};
rcRight[0] = {0, 104, 32, 128};
rcRight[1] = {32, 104, 64, 128};
rcRight[2] = {64, 104, 96, 128};
unsigned char deg;
switch (npc->act_no)
{
case 0:
SetNpChar(53, 0, 0, 0, 0, npc->direct, npc, 0x100);
SetNpChar(53, 0, 0, 128, 0, npc->direct, npc, 0);
npc->act_no = 1;
npc->ani_no = 1;
// Fallthrough
case 1:
deg = npc->count2;
if (npc->direct == 0)
deg -= 6;
else
deg += 6;
npc->count2 = deg;
if (npc->flag & 8)
{
npc->xm = 3 * npc->xm / 4;
if (++npc->act_wait > 60)
{
npc->act_no = 2;
npc->act_wait = 0;
}
}
else
{
npc->act_wait = 0;
}
if (npc->direct == 0 && npc->flag & 1)
{
if (++npc->count1 > 8)
{
npc->direct = 2;
npc->xm = -npc->xm;
}
}
else if (npc->direct == 2 && npc->flag & 4)
{
if (++npc->count1 > 8)
{
npc->direct = 0;
npc->xm = -npc->xm;
}
}
else
{
npc->count1 = 0;
}
break;
case 2:
++npc->act_wait;
npc->shock += npc->act_wait;
if (npc->act_wait > 50)
{
VanishNpChar(npc);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
PlaySoundObject(25, 1);
}
break;
}
npc->ym += 0x80;
if (npc->xm > 0x2FF)
npc->xm = 0x2FF;
if (npc->xm < -0x2FF)
npc->xm = -0x2FF;
if (npc->ym > 0x2FF)
npc->ym = 0x2FF;
if (npc->ym < -0x2FF)
npc->ym = -0x2FF;
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];
}
//Cairn
void ActNpc055(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {192, 192, 208, 216};
rcLeft[1] = {208, 192, 224, 216};
rcLeft[2] = {192, 192, 208, 216};
rcLeft[3] = {224, 192, 240, 216};
rcLeft[4] = {192, 192, 208, 216};
rcLeft[5] = {240, 192, 256, 216};
rcRight[0] = {192, 216, 208, 240};
rcRight[1] = {208, 216, 224, 240};
rcRight[2] = {192, 216, 208, 240};
rcRight[3] = {224, 216, 240, 240};
rcRight[4] = {192, 216, 208, 240};
rcRight[5] = {240, 216, 256, 240};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
break;
case 3:
npc->act_no = 4;
npc->ani_no = 1;
npc->ani_wait = 0;
// Fallthrough
case 4:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->direct == 0)
npc->x -= 0x200;
else
npc->x += 0x200;
break;
case 5:
npc->ani_no = 5;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Beetle (Sand Zone)
void ActNpc056(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {0, 144, 16, 160};
rcLeft[1] = {16, 144, 32, 160};
rcLeft[2] = {32, 144, 48, 160};
rcRight[0] = {0, 160, 16, 176};
rcRight[1] = {16, 160, 32, 176};
rcRight[2] = {32, 160, 48, 176};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
npc->act_no = 1;
else
npc->act_no = 3;
break;
case 1:
npc->xm -= 0x10;
if (npc->xm < -0x400)
npc->xm = -0x400u;
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
if (npc->flag & 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 0;
npc->xm = 0;
npc->direct = 2;
}
break;
case 2:
if (npc->x < gMC.x && npc->x > gMC.x - 0x20000 && npc->y < gMC.y + 0x1000 && npc->y > gMC.y - 0x1000)
{
npc->act_no = 3;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break;
case 3:
npc->xm += 0x10;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
if (npc->flag & 4)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 0;
npc->xm = 0;
npc->direct = 0;
}
break;
case 4:
if (npc->x < gMC.x + 0x20000 && npc->x > gMC.x && npc->y < gMC.y + 0x1000 && npc->y > gMC.y - 0x1000)
{
npc->act_no = 1;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Crow
void ActNpc057(NPCHAR *npc)
{
unsigned char deg;
switch (npc->act_no)
{
case 0:
deg = Random(0, 0xFF);
npc->xm = GetCos(deg);
npc->tgt_x = npc->x + 8 * GetCos(deg + 0x40);
deg = Random(0, 0xFF);
npc->ym = GetSin(deg);
npc->tgt_y = npc->y + 8 * GetSin(deg + 0x40);
npc->act_no = 1;
npc->count1 = 120;
npc->ani_no = Random(0, 1);
npc->ani_wait = Random(0, 4);
// Fallthrough
case 1:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (npc->tgt_x < npc->x)
npc->xm -= 0x10;
if (npc->tgt_x > npc->x)
npc->xm += 0x10;
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->xm > 0x200)
npc->xm = 0x200;
if (npc->xm < -0x200)
npc->xm = -0x200;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
if (npc->shock)
{
npc->act_no = 2;
npc->act_wait = 0;
if (npc->direct == 2)
npc->xm = -0x200;
else
npc->xm = 0x200;
npc->ym = 0;
}
break;
case 2:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (npc->y > gMC.y + 0x6000)
{
if (gMC.x < npc->x)
npc->xm += 0x10;
if (gMC.x > npc->x)
npc->xm -= 0x10;
}
else
{
if (gMC.x < npc->x)
npc->xm -= 0x10;
if (gMC.x > npc->x)
npc->xm += 0x10;
}
if (gMC.y < npc->y)
npc->ym -= 0x10;
if (gMC.y > npc->y)
npc->ym += 0x10;
if (npc->shock)
{
npc->ym += 0x20;
npc->xm = 0;
}
if (npc->xm < 0 && npc->flag & 1)
npc->xm = 0x200;
if (npc->xm > 0 && npc->flag & 4)
npc->xm = -0x200;
if (npc->ym < 0 && npc->flag & 2)
npc->ym = 0x200;
if (npc->ym > 0 && npc->flag & 8)
npc->ym = -0x200;
if (npc->xm > 0x5FF)
npc->xm = 0x5FF;
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[5];
RECT rect_right[5];
rect_left[0] = {96, 80, 128, 112};
rect_left[1] = {128, 80, 160, 112};
rect_left[2] = {160, 80, 192, 112};
rect_left[3] = {192, 80, 224, 112};
rect_left[4] = {224, 80, 256, 112};
rect_right[0] = {96, 112, 128, 144};
rect_right[1] = {128, 112, 160, 144};
rect_right[2] = {160, 112, 192, 144};
rect_right[3] = {192, 112, 224, 144};
rect_right[4] = {224, 112, 256, 144};
if (npc->shock)
{
npc->ani_no = 4;
}
else
{
if (++npc->ani_wait > 1)
{
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];
}
//Basu (Egg Corridor)
void ActNpc058(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {192, 0, 216, 24};
rcLeft[1] = {216, 0, 240, 24};
rcLeft[2] = {240, 0, 264, 24};
rcRight[0] = {192, 24, 216, 48};
rcRight[1] = {216, 24, 240, 48};
rcRight[2] = {240, 24, 264, 48};
switch (npc->act_no)
{
case 0:
if ( gMC.x >= npc->x + 0x2000 || gMC.x <= npc->x - 0x2000 )
{
npc->rect.right = 0;
npc->damage = 0;
npc->xm = 0;
npc->ym = 0;
npc->bits &= ~0x20;
}
else
{
npc->bits |= 0x20;
npc->ym = -0x100;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->act_no = 1;
npc->act_wait = 0;
npc->count1 = npc->direct;
npc->count2 = 0;
npc->damage = 6;
if (npc->direct == 0)
{
npc->x = gMC.x + 0x20000;
npc->xm = -0x2FFu;
}
else
{
npc->x = gMC.x - 0x20000;
npc->xm = 0x2FF;
}
}
break;
case 1:
if (npc->x <= gMC.x)
{
npc->direct = 2;
npc->xm += 0x10;
}
else
{
npc->direct = 0;
npc->xm -= 0x10;
}
if (npc->flag & 1)
npc->xm = 0x200;
if (npc->flag & 4)
npc->xm = -0x200;
if (npc->y >= npc->tgt_y)
npc->ym -= 8;
else
npc->ym += 8;
if (npc->xm > 0x2FF)
npc->xm = 0x2FF;
if (npc->xm < -0x2FF)
npc->xm = -0x2FF;
if (npc->ym > 0x100)
npc->ym = 0x100;
if (npc->ym < -0x100)
npc->ym = -0x100;
if (npc->shock)
{
npc->x += npc->xm / 2;
npc->y += npc->ym / 2;
}
else
{
npc->x += npc->xm;
npc->y += npc->ym;
}
if (gMC.x > npc->x + 0x32000 || gMC.x < npc->x - 0x32000) // TODO: Maybe do something about this for widescreen
{
npc->act_no = 0;
npc->xm = 0;
npc->direct = npc->count1;
npc->x = npc->tgt_x;
npc->rect.right = 0;
npc->damage = 0;
break;
}
// Fallthrough
case 2:
if (npc->act_no)
{
if (npc->act_wait < 150)
++npc->act_wait;
if (npc->act_wait == 150)
{
if ((++npc->count2 % 8) == 0 && npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000) // TODO: Maybe do something about this for tallscreen
{
unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
unsigned char rand_deg = Random(-6, 6) + deg;
int ym = 2 * GetSin(rand_deg);
int xm = 2 * GetCos(rand_deg);
SetNpChar(84, npc->x, npc->y, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
}
if (npc->count2 > 8)
{
npc->act_wait = 0;
npc->count2 = 0;
}
}
}
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->act_wait > 120 && npc->act_wait / 2 % 2 == 1 && npc->ani_no == 1)
npc->ani_no = 2;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
break;
}
}
//Eye door
void ActNpc059(NPCHAR *npc)
{
RECT rcLeft[4];
rcLeft[0] = {224, 16, 240, 40};
rcLeft[1] = {208, 80, 224, 104};
rcLeft[2] = {224, 80, 240, 104};
rcLeft[3] = {240, 80, 256, 104};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0x8000 < gMC.y && npc->y + 0x8000 > gMC.y)
{
npc->act_no = 2;
npc->ani_wait = 0;
}
break;
case 2:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no == 2)
npc->act_no = 3;
break;
case 3:
if (npc->x - 0x8000 >= gMC.x || npc->x + 0x8000 <= gMC.x || npc->y - 0x8000 >= gMC.y || npc->y + 0x8000 <= gMC.y)
{
npc->act_no = 4;
npc->ani_wait = 0;
}
break;
case 4:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
--npc->ani_no;
}
if (npc->ani_no == 0)
npc->act_no = 1;
break;
}
if (npc->shock)
npc->rect = rcLeft[3];
else
npc->rect = rcLeft[npc->ani_no];
}