cave-story-solaris/src/NpcAct000.cpp

1442 lines
24 KiB
C++

#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Map.h"
#include "Sound.h"
#include "Frame.h"
#include "Back.h"
#include "Triangle.h"
#include "Frame.h"
#include "Map.h"
//Null
void ActNpc000(NPCHAR *npc)
{
RECT rect[1];
rect[0] = {0x00, 0x00, 0x10, 0x10};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 2)
npc->y += 0x2000;
break;
}
npc->rect = rect[0];
}
//Experience
void ActNpc001(NPCHAR *npc)
{
//When not in wind
if (gBack.type != 5 && gBack.type != 6)
{
if (!npc->act_no)
{
//Set state
npc->act_no = 1;
npc->ani_no = Random(0, 4);
//Random speed
npc->xm = Random(-0x200, 0x200);
npc->ym = Random(-0x400, 0);
//Random direction (reverse animation or not)
if (Random(0, 1) != 0)
npc->direct = 0;
else
npc->direct = 2;
}
//Gravity
if (npc->flag & 0x100)
npc->ym += 21;
else
npc->ym += 42;
//Bounce off walls
if (npc->flag & 1 && npc->xm < 0)
npc->xm = -npc->xm;
if (npc->flag & 4 && npc->xm > 0)
npc->xm = -npc->xm;
//Bounce off ceiling
if (npc->flag & 2 && npc->ym < 0)
npc->ym = -npc->ym;
//Bounce off floor
if (npc->flag & 8)
{
PlaySoundObject(45, 1);
npc->ym = -0x280;
npc->xm = 2 * npc->xm / 3;
}
//Play bounce song (and try to clip out of floor if stuck)
if (npc->flag & 0xD)
{
PlaySoundObject(45, 1);
if (++npc->count2 > 2)
npc->y -= 512;
}
else
{
npc->count2 = 0;
}
//Limit speed
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;
}
//In wind
else
{
if (!npc->act_no)
{
//Set state
npc->act_no = 1;
//Set random speed
npc->ym = Random(-0x80, 0x80);
npc->xm = Random(0x7F, 0x100);
}
//Blow to the left
npc->xm -= 8;
//Destroy when off-screen
if (npc->x <= 0x9FFF)
npc->cond = 0;
//Limit speed (except pixel applied it to the X position)
if (npc->x < -0x5FF)
npc->x = -0x5FF;
//Bounce off walls
if (npc->flag & 1)
npc->xm = 0x100;
if (npc->flag & 2)
npc->ym = 0x40;
if (npc->flag & 8)
npc->ym = -0x40;
}
//Move
npc->x += npc->xm;
npc->y += npc->ym;
//Get framerects
RECT rect[6];
rect[0] = {0x00, 0x10, 0x10, 0x20};
rect[1] = {0x10, 0x10, 0x20, 0x20};
rect[2] = {0x20, 0x10, 0x30, 0x20};
rect[3] = {0x30, 0x10, 0x40, 0x20};
rect[4] = {0x40, 0x10, 0x50, 0x20};
rect[5] = {0x50, 0x10, 0x60, 0x20};
RECT rcNo = {0, 0, 0, 0};
//Animate
++npc->ani_wait;
if (npc->direct)
{
if (npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (--npc->ani_no < 0)
npc->ani_no = 5;
}
}
else if (npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (++npc->ani_no > 5)
npc->ani_no = 0;
}
npc->rect = rect[npc->ani_no];
//Size
if (npc->act_no)
{
if (npc->exp == 5)
{
npc->rect.top += 16;
npc->rect.bottom += 16;
}
else if (npc->exp == 20)
{
npc->rect.top += 32;
npc->rect.bottom += 32;
}
npc->act_no = 1;
}
//Delete after 500 frames
if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2)
npc->cond = 0;
//Blink after 400 frames
if (npc->count1 > 400)
{
if (npc->count1 / 2 & 1)
npc->rect = rcNo;
}
}
//Behemoth
void ActNpc002(NPCHAR *npc)
{
//Rects
RECT rcLeft[7];
rcLeft[0] = {32, 0, 64, 24};
rcLeft[1] = {0, 0, 32, 24};
rcLeft[2] = {32, 0, 64, 24};
rcLeft[3] = {64, 0, 96, 24};
rcLeft[4] = {96, 0, 128, 24};
rcLeft[5] = {128, 0, 160, 24};
rcLeft[6] = {160, 0, 192, 24};
RECT rcUp[7];
rcUp[0] = {32, 24, 64, 48};
rcUp[1] = {0, 24, 32, 48};
rcUp[2] = {32, 24, 64, 48};
rcUp[3] = {64, 24, 96, 48};
rcUp[4] = {96, 24, 128, 48};
rcUp[5] = {128, 24, 160, 48};
rcUp[6] = {160, 24, 192, 48};
//Turn when touching a wall
if (npc->flag & 1)
npc->direct = 2;
else if (npc->flag & 4)
npc->direct = 0;
switch (npc->act_no)
{
case 1: //Shot
npc->xm = 7 * npc->xm / 8;
if (++npc->count1 > 40)
{
if (npc->shock)
{
npc->count1 = 0;
npc->act_no = 2;
npc->ani_no = 6;
npc->ani_wait = 0;
npc->damage = 5;
}
else
{
npc->act_no = 0;
npc->ani_wait = 0;
}
}
break;
case 2: //Charge
if (npc->direct)
npc->xm = 0x400;
else
npc->xm = -0x400;
if (++npc->count1 > 200)
{
npc->act_no = 0;
npc->damage = 1;
}
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 5;
break;
case 0: //Walking
if (npc->direct)
npc->xm = 0x100;
else
npc->xm = -0x100;
if (++npc->ani_wait > 8)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
if (npc->shock)
{
npc->count1 = 0;
npc->act_no = 1;
npc->ani_no = 4;
}
break;
}
//Gravity
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
//Move
npc->x += npc->xm;
npc->y += npc->ym;
//Set framerect
if (npc->direct)
npc->rect = rcUp[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
//Dead enemy (make sure damage shown doesn't teleport to a new loaded npc)
void ActNpc003(NPCHAR *npc)
{
if (++npc->count1 > 100)
npc->cond = 0;
npc->rect = {0, 0, 0, 0};
}
//Smoke
void ActNpc004(NPCHAR *npc)
{
RECT rcLeft[8];
RECT rcUp[8];
rcLeft[0] = {16, 0, 17, 1};
rcLeft[1] = {16, 0, 32, 16};
rcLeft[2] = {32, 0, 48, 16};
rcLeft[3] = {48, 0, 64, 16};
rcLeft[4] = {64, 0, 80, 16};
rcLeft[5] = {80, 0, 96, 16};
rcLeft[6] = {96, 0, 112, 16};
rcLeft[7] = {112, 0, 128, 16};
rcUp[0] = {16, 0, 17, 1};
rcUp[1] = {80, 48, 96, 64};
rcUp[2] = {0, 128, 16, 144};
rcUp[3] = {16, 128, 32, 144};
rcUp[4] = {32, 128, 48, 144};
rcUp[5] = {48, 128, 64, 144};
rcUp[6] = {64, 128, 80, 144};
rcUp[7] = {80, 128, 96, 144};
if (npc->act_no)
{
//Slight drag
npc->xm = 20 * npc->xm / 21;
npc->ym = 20 * npc->ym / 21;
//Move
npc->x += npc->xm;
npc->y += npc->ym;
}
else
{
//Move in random direction at random speed
if (!npc->direct || npc->direct == 1)
{
uint8_t deg = Random(0, 0xFF);
npc->xm = GetCos(deg) * Random(0x200, 0x5FF) / 0x200;
npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200;
}
//Set state
npc->ani_no = Random(0, 4);
npc->ani_wait = Random(0, 3);
npc->act_no = 1;
}
//Animate
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
npc->ani_no++;
}
//Set framerect
if (npc->ani_no < 8)
{
if (npc->direct == 1)
npc->rect = rcUp[npc->ani_no];
if (!npc->direct)
npc->rect = rcLeft[npc->ani_no];
if (npc->direct == 2)
npc->rect = rcLeft[npc->ani_no];
}
else
{
//Destroy if over
npc->cond = 0;
}
}
//Critter (Green, Egg Corridor)
void ActNpc005(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {0, 48, 16, 64};
rcLeft[1] = {16, 48, 32, 64};
rcLeft[2] = {32, 48, 48, 64};
rcRight[0] = {0, 64, 16, 80};
rcRight[1] = {16, 64, 32, 80};
rcRight[2] = {32, 64, 48, 80};
switch (npc->act_no)
{
case 0: //Init
npc->y += 0x600;
npc->act_no = 1;
case 1: //Waiting
//Look at player
if (npc->x <= gMC.x)
npc->direct = 2;
else
npc->direct = 0;
//Open eyes near player
if (npc->act_wait < 8 || npc->x - 0xE000 >= gMC.x || npc->x + 0xE000 <= gMC.x || npc->y - 0xA000 >= gMC.y || npc->y + 0xA000 <= gMC.y)
{
if (npc->act_wait < 8)
++npc->act_wait;
npc->ani_no = 0;
}
else
{
npc->ani_no = 1;
}
//Jump if attacked
if (npc->shock)
{
npc->act_no = 2;
npc->ani_no = 0;
npc->act_wait = 0;
}
//Jump if player is nearby
if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
case 2: //Going to jump
if (++npc->act_wait > 8)
{
//Set jump state
npc->act_no = 3;
npc->ani_no = 2;
//Jump
npc->ym = -0x5FF;
PlaySoundObject(30, 1);
//Jump in facing direction
if (npc->direct)
npc->xm = 0x100;
else
npc->xm = -0x100;
}
break;
case 3: //Jumping
//Land
if (npc->flag & 8)
{
npc->xm = 0;
npc->act_wait = 0;
npc->ani_no = 0;
npc->act_no = 1;
PlaySoundObject(23, 1);
}
break;
}
//Gravity
npc->ym += 64;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
//Move
npc->x += npc->xm;
npc->y += npc->ym;
//Set framerect
if (npc->direct)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
//Beetle (Goes left and right, Egg Corridor)
void ActNpc006(NPCHAR *npc)
{
RECT rcLeft[5];
RECT rcRight[5];
rcLeft[0] = {0, 80, 16, 96};
rcLeft[1] = {16, 80, 32, 96};
rcLeft[2] = {32, 80, 48, 96};
rcLeft[3] = {48, 80, 64, 96};
rcLeft[4] = {64, 80, 80, 96};
rcRight[0] = {0, 96, 16, 112};
rcRight[1] = {16, 96, 32, 112};
rcRight[2] = {32, 96, 48, 112};
rcRight[3] = {48, 96, 64, 112};
rcRight[4] = {64, 96, 80, 112};
switch (npc->act_no)
{
case 0: //Init
npc->act_no = 1;
if (npc->direct)
npc->act_no = 3;
else
npc->act_no = 1;
break;
case 1:
//Accelerate to the left
npc->xm -= 0x10;
if (npc->xm < -0x400)
npc->xm = -0x400;
//Move
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
//Animate
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if ( npc->ani_no > 2 )
npc->ani_no = 1;
//Stop when hitting a wall
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:
//Wait 60 frames then move to the right
if (++npc->act_wait > 60)
{
npc->act_no = 3;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break;
case 3:
//Accelerate to the right
npc->xm += 0x10;
if (npc->xm > 0x400)
npc->xm = 0x400;
//Move
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
//Animate
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if ( npc->ani_no > 2 )
npc->ani_no = 1;
//Stop when hitting a wall
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:
//Wait 60 frames then move to the left
if (++npc->act_wait > 60)
{
npc->act_no = 1;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break;
default:
break;
}
//Set framerect
if (npc->direct)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
//Basil
void ActNpc007(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {256, 64, 288, 80};
rcLeft[1] = {256, 80, 288, 96};
rcLeft[2] = {256, 96, 288, 112};
rcRight[0] = {288, 64, 320, 80};
rcRight[1] = {288, 80, 320, 96};
rcRight[2] = {288, 96, 320, 112};
switch (npc->act_no)
{
case 0:
npc->x = gMC.x;
if (npc->direct == 0)
npc->act_no = 1;
else
npc->act_no = 2;
break;
case 1:
npc->xm -= 0x40;
if (npc->x < gMC.x - 0x18000)
npc->act_no = 2;
if (npc->flag & 1)
{
npc->xm = 0;
npc->act_no = 2;
}
break;
case 2:
npc->xm += 0x40;
if (npc->x > gMC.x + 0x18000)
npc->act_no = 1;
if (npc->flag & 4)
{
npc->xm = 0;
npc->act_no = 1;
}
break;
}
if (npc->xm >= 0)
npc->direct = 2;
else
npc->direct = 0;
if (npc->xm > 0x5FF)
npc->xm = 0x5FF;
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
npc->x += npc->xm;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Beetle (Follows you, Egg Corridor)
void ActNpc008(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {80, 80, 96, 96};
rcLeft[1] = {96, 80, 112, 96};
rcRight[0] = {80, 96, 96, 112};
rcRight[1] = {96, 96, 112, 112};
switch (npc->act_no)
{
case 0:
if (gMC.x >= npc->x + 0x2000 || gMC.x <= npc->x - 0x2000)
{
npc->bits &= ~0x20;
npc->rect.right = 0;
npc->damage = 0;
npc->xm = 0;
npc->ym = 0;
return;
}
npc->bits |= 0x20;
npc->ym = -0x100;
npc->tgt_y = npc->y;
npc->act_no = 1;
npc->damage = 2;
if (npc->direct == 0)
{
npc->x = gMC.x + 0x20000;
npc->xm = -0x2FF;
}
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->xm > 0x2FF)
npc->xm = 0x2FF;
if (npc->xm < -0x2FF)
npc->xm = -0x2FF;
if (npc->y >= npc->tgt_y)
npc->ym -= 8;
else
npc->ym += 8;
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;
}
break;
}
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 = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Balrog (cutscene)
void ActNpc012(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
if (npc->direct == 4)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 1;
npc->ani_no = 0;
// Fallthrough
case 1:
if (Random(0, 100) == 0)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 16)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
if (npc->direct == 4)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 11;
npc->ani_no = 2;
npc->act_wait = 0;
npc->tgt_x = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 30)
{
npc->act_no = 12;
npc->act_wait = 0;
npc->ani_no = 3;
npc->ym = -0x800;
npc->bits |= 8;
}
break;
case 12:
if (npc->flag & 5)
npc->xm = 0;
if (npc->y < 0)
{
npc->code_char = 0;
PlaySoundObject(26, 1);
SetQuake(30);
}
break;
case 20:
if (npc->direct == 4)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 21;
npc->ani_no = 5;
npc->act_wait = 0;
npc->count1 = 0;
for (int i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
PlaySoundObject(72, 1);
// Fallthrough
case 21:
npc->tgt_x = 1;
if (npc->flag & 8)
++npc->act_wait;
if (++npc->count1 / 2 % 2)
npc->x += 0x200;
else
npc->x -= 0x200;
if (npc->act_wait > 100)
{
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 2;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
break;
case 30:
npc->ani_no = 4;
if (++npc->act_wait > 100)
{
npc->act_no = 0;
npc->ani_no = 0;
}
break;
case 40:
if (npc->direct == 4)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 41;
npc->act_wait = 0;
npc->ani_no = 5;
// Fallthrough
case 41:
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 5;
else
npc->ani_no = 6;
break;
case 42:
if (npc->direct == 4)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 43;
npc->act_wait = 0;
npc->ani_no = 6;
// Fallthrough
case 43:
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 7;
else
npc->ani_no = 6;
break;
case 50:
npc->ani_no = 8;
npc->xm = 0;
break;
case 60:
npc->act_no = 61;
npc->ani_no = 9;
npc->ani_wait = 0;
// Fallthrough
case 61:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
if (++npc->ani_no == 10 || npc->ani_no == 11)
PlaySoundObject(23, 1);
}
if (npc->ani_no > 12)
npc->ani_no = 9;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
break;
case 70:
npc->act_no = 71;
npc->act_wait = 64;
PlaySoundObject(29, 1);
npc->ani_no = 13;
// Fallthrough
case 71:
if (--npc->act_wait == 0)
npc->cond = 0;
break;
case 80:
npc->count1 = 0;
npc->act_no = 81;
// Fallthrough
case 81:
if (++npc->count1 / 2 % 2)
npc->x += 0x200;
else
npc->x -= 0x200;
npc->ani_no = 5;
npc->xm = 0;
npc->ym += 0x20;
break;
case 100:
npc->act_no = 101;
npc->act_wait = 0;
npc->ani_no = 2;
// Fallthrough
case 101:
if (++npc->act_wait > 20)
{
npc->act_no = 102;
npc->act_wait = 0;
npc->ani_no = 3;
npc->ym = -0x800;
npc->bits |= 8;
DeleteNpCharCode(150, 0);
DeleteNpCharCode(117, 0);
SetNpChar(355, 0, 0, 0, 0, 0, npc, 0x100);
SetNpChar(355, 0, 0, 0, 0, 1, npc, 0x100);
}
break;
case 102:
{
int x = npc->x / 0x200 / 0x10;
int y = npc->y / 0x200 / 0x10;
if (y >= 0 && y < 35 && ChangeMapParts(x, y, 0))
{
ChangeMapParts(x - 1, y, 0);
ChangeMapParts(x + 1, y, 0);
PlaySoundObject(44, 1);
SetQuake2(10);
}
if (npc->y < -0x4000)
{
npc->code_char = 0;
SetQuake(30);
}
break;
}
}
if (npc->tgt_x && Random(0, 10) == 0)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[14];
RECT rect_right[14];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {160, 0, 200, 24};
rect_left[2] = {80, 0, 120, 24};
rect_left[3] = {120, 0, 160, 24};
rect_left[4] = {240, 0, 280, 24};
rect_left[5] = {200, 0, 240, 24};
rect_left[6] = {280, 0, 320, 24};
rect_left[7] = {0, 0, 0, 0};
rect_left[8] = {80, 48, 120, 72};
rect_left[9] = {0, 48, 40, 72};
rect_left[10] = {0, 0, 40, 24};
rect_left[11] = {40, 48, 80, 72};
rect_left[12] = {0, 0, 40, 24};
rect_left[13] = {280, 0, 320, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {160, 24, 200, 48};
rect_right[2] = {80, 24, 120, 48};
rect_right[3] = {120, 24, 160, 48};
rect_right[4] = {240, 24, 280, 48};
rect_right[5] = {200, 24, 240, 48};
rect_right[6] = {280, 24, 320, 48};
rect_right[7] = {0, 0, 0, 0};
rect_right[8] = {80, 72, 120, 96};
rect_right[9] = {0, 72, 40, 96};
rect_right[10] = {0, 24, 40, 48};
rect_right[11] = {40, 72, 80, 96};
rect_right[12] = {0, 24, 40, 48};
rect_right[13] = {280, 24, 320, 48};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
if (npc->act_no == 71)
{
npc->rect.bottom = npc->rect.top + npc->act_wait / 2;
if (npc->act_wait % 2)
++npc->rect.left;
}
}
//Chest (closed)
void ActNpc015(NPCHAR *npc)
{
RECT rcLeft[3];
rcLeft[0] = {240, 0, 256, 16};
rcLeft[1] = {256, 0, 272, 16};
rcLeft[2] = {272, 0, 288, 16};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->bits |= 0x2000u;
if (npc->direct == 2)
{
npc->ym = -0x200;
for (int i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
}
// Fallthrough
case 1:
npc->ani_no = 0;
if (Random(0, 30) == 0)
npc->act_no = 2;
break;
case 2:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
{
npc->ani_no = 0;
npc->act_no = 1;
}
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rcLeft[npc->ani_no];
}
//Save point
void ActNpc016(NPCHAR *npc)
{
RECT rects[8];
rects[0] = {96, 16, 112, 32};
rects[1] = {112, 16, 128, 32};
rects[2] = {128, 16, 144, 32};
rects[3] = {144, 16, 160, 32};
rects[4] = {160, 16, 176, 32};
rects[5] = {176, 16, 192, 32};
rects[6] = {192, 16, 208, 32};
rects[7] = {208, 16, 224, 32};
switch (npc->act_no)
{
case 0:
npc->bits |= 0x2000u;
npc->act_no = 1;
if (npc->direct == 2)
{
npc->bits &= ~0x2000u;
npc->ym = -0x200;
for (int i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
}
// Fallthrough
case 1:
if (npc->flag & 8)
npc->bits |= 0x2000u;
break;
}
if ( ++npc->ani_wait > 2 )
{
npc->ani_wait = 0;
++npc->ani_no;
}
if ( npc->ani_no > 7 )
npc->ani_no = 0;
npc->ym += 0x40;
if ( npc->ym > 0x5FF )
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rects[npc->ani_no];
}
// Health refill
void ActNpc017(NPCHAR *npc)
{
RECT rect[2];
rect[0] = {288, 0, 304, 16};
rect[1] = {304, 0, 320, 16};
int aa;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 2)
{
npc->ym = -512;
for (int a = 0; a < 4; ++a)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
}
// Fallthrough
case 1:
aa = Random(0, 30);
if (aa >= 10)
{
if (aa >= 25)
npc->act_no = 4;
else
npc->act_no = 3;
}
else
{
npc->act_no = 2;
}
npc->act_wait = Random(0x10, 0x40);
npc->ani_wait = 0;
break;
case 2:
npc->rect = rect[0];
if (--npc->act_wait == 0)
npc->act_no = 1;
break;
case 3:
if (++npc->ani_wait % 2)
npc->rect = rect[0];
else
npc->rect = rect[1];
if (--npc->act_wait == 0)
npc->act_no = 1;
break;
case 4:
npc->rect = rect[1];
if (--npc->act_wait == 0)
npc->act_no = 1;
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
}
// Door
void ActNpc018(NPCHAR *npc)
{
RECT rect[2];
rect[0] = {224, 16, 240, 40};
rect[1] = {192, 112, 208, 136};
switch (npc->act_no)
{
case 0:
if (npc->direct == 0)
npc->rect = rect[0];
else
npc->rect = rect[1];
break;
case 1:
for (int i = 0; i < 4; i++)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
npc->act_no = 0;
npc->rect = rect[0];
break;
}
}
// Balrog (burst)
void ActNpc019(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
for (int i = 0; i < 0x10; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
npc->y += 0x1400;
npc->act_no = 1;
npc->ani_no = 3;
npc->ym = -0x100;
PlaySoundObject(12, 1);
PlaySoundObject(26, 1);
SetQuake(30);
// Fallthrough
case 1:
npc->ym += 0x10;
if (npc->ym > 0 && npc->flag & 8)
{
npc->act_no = 2;
npc->ani_no = 2;
npc->act_wait = 0;
PlaySoundObject(26, 1);
SetQuake(30);
}
break;
case 2:
if (++npc->act_wait > 0x10)
{
npc->act_no = 3;
npc->ani_no = 0;
npc->ani_wait = 0;
}
break;
case 3:
if (Random(0, 100) == 0)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 4:
if (++npc->act_wait > 0x10)
{
npc->act_no = 3;
npc->ani_no = 0;
}
break;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[4];
RECT rect_right[4];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {160, 0, 200, 24};
rect_left[2] = {80, 0, 120, 24};
rect_left[3] = {120, 0, 160, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {160, 24, 200, 48};
rect_right[2] = {80, 24, 120, 48};
rect_right[3] = {120, 24, 160, 48};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}