1799 lines
28 KiB
C++
1799 lines
28 KiB
C++
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK.
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//
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// The original code belongs to Daisuke "Pixel" Amaya.
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//
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// Modifications and custom code are under the MIT licence.
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// See LICENCE.txt for details.
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#include "NpcAct.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Back.h"
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#include "Caret.h"
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#include "CommonDefines.h"
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#include "Frame.h"
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#include "Game.h"
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#include "Map.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Sound.h"
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#include "Triangle.h"
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// Null
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void ActNpc000(NPCHAR *npc)
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{
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RECT rect = {0, 0, 16, 16};
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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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if (npc->direct == 2)
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npc->y += 16 * 0x200;
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}
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npc->rect = rect;
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}
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// Experience
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void ActNpc001(NPCHAR *npc)
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{
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// In wind
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if (gBack.type == BACKGROUND_TYPE_AUTOSCROLL || gBack.type == BACKGROUND_TYPE_CLOUDS_WINDY)
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{
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if (npc->act_no == 0)
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{
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// Set state
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npc->act_no = 1;
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// Set random speed
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npc->ym = Random(-0x80, 0x80);
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npc->xm = Random(0x7F, 0x100);
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}
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// Blow to the left
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npc->xm -= 8;
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// Destroy when off-screen
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if (npc->x < 80 * 0x200)
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npc->cond = 0;
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#ifdef FIX_BUGS
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// Limit speed
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if (npc->xm < -0x600)
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npc->xm = -0x600;
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#else
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// Limit speed (except Pixel applied it to the X position)
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if (npc->x < -0x600)
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npc->x = -0x600;
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#endif
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// Bounce off walls
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if (npc->flag & 1)
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npc->xm = 0x100;
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if (npc->flag & 2)
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npc->ym = 0x40;
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if (npc->flag & 8)
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npc->ym = -0x40;
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}
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// When not in wind
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else
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{
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if (npc->act_no == 0)
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{
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// Set state
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npc->act_no = 1;
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npc->ani_no = Random(0, 4);
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// Random speed
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npc->xm = Random(-0x200, 0x200);
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npc->ym = Random(-0x400, 0);
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// Random direction (reverse animation or not)
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if (Random(0, 1) != 0)
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npc->direct = 0;
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else
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npc->direct = 2;
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}
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// Gravity
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if (npc->flag & 0x100)
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npc->ym += 0x15;
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else
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npc->ym += 0x2A;
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// Bounce off walls
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if (npc->flag & 1 && npc->xm < 0)
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npc->xm *= -1;
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if (npc->flag & 4 && npc->xm > 0)
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npc->xm *= -1;
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// Bounce off ceiling
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if (npc->flag & 2 && npc->ym < 0)
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npc->ym *= -1;
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// Bounce off floor
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if (npc->flag & 8)
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{
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PlaySoundObject(45, SOUND_MODE_PLAY);
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npc->ym = -0x280;
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npc->xm = 2 * npc->xm / 3;
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}
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// Play bounce song (and try to clip out of floor if stuck)
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if (npc->flag & 0xD)
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{
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PlaySoundObject(45, SOUND_MODE_PLAY);
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if (++npc->count2 > 2)
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npc->y -= 1 * 0x200;
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}
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else
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{
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npc->count2 = 0;
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}
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// Limit speed
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if (npc->xm < -0x5FF)
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npc->xm = -0x5FF;
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if (npc->xm > 0x5FF)
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npc->xm = 0x5FF;
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if (npc->ym < -0x5FF)
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npc->ym = -0x5FF;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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}
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// Move
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npc->y += npc->ym;
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npc->x += npc->xm;
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// Get framerects
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RECT rect[6] = {
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{ 0, 16, 16, 32},
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{16, 16, 32, 32},
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{32, 16, 48, 32},
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{48, 16, 64, 32},
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{64, 16, 80, 32},
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{80, 16, 96, 32},
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};
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RECT rcNo = {0, 0, 0, 0};
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// Animate
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++npc->ani_wait;
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if (npc->direct == 0)
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{
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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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if (++npc->ani_no > 5)
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npc->ani_no = 0;
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}
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}
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else
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{
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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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if (--npc->ani_no < 0)
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npc->ani_no = 5;
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}
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}
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npc->rect = rect[npc->ani_no];
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// Size
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if (npc->act_no != 0)
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{
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switch (npc->exp)
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{
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case 5:
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npc->rect.top += 16;
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npc->rect.bottom += 16;
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break;
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case 20:
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npc->rect.top += 32;
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npc->rect.bottom += 32;
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break;
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}
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npc->act_no = 1;
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}
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// Delete after 500 frames
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if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2)
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npc->cond = 0;
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// Blink after 400 frames
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if (npc->count1 > 400)
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if (npc->count1 / 2 % 2)
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npc->rect = rcNo;
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}
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// Behemoth
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void ActNpc002(NPCHAR *npc)
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{
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// Rects
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RECT rcLeft[7] = {
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{ 32, 0, 64, 24},
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{ 0, 0, 32, 24},
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{ 32, 0, 64, 24},
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{ 64, 0, 96, 24},
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{ 96, 0, 128, 24},
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{128, 0, 160, 24},
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{160, 0, 192, 24},
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};
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RECT rcRight[7] = {
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{ 32, 24, 64, 48},
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{ 0, 24, 32, 48},
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{ 32, 24, 64, 48},
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{ 64, 24, 96, 48},
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{ 96, 24, 128, 48},
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{128, 24, 160, 48},
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{160, 24, 192, 48},
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};
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// Turn when touching a wall
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if (npc->flag & 1)
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npc->direct = 2;
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else if (npc->flag & 4)
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npc->direct = 0;
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switch (npc->act_no)
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{
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case 0: // Walking
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if (npc->direct == 0)
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npc->xm = -0x100;
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else
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npc->xm = 0x100;
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if (++npc->ani_wait > 8)
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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 > 3)
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npc->ani_no = 0;
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if (npc->shock)
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{
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npc->count1 = 0;
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npc->act_no = 1;
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npc->ani_no = 4;
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}
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break;
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case 1: // Shot
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npc->xm = (npc->xm * 7) / 8;
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if (++npc->count1 > 40)
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{
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if (npc->shock)
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{
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npc->count1 = 0;
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npc->act_no = 2;
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npc->ani_no = 6;
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npc->ani_wait = 0;
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npc->damage = 5;
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}
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else
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{
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npc->act_no = 0;
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npc->ani_wait = 0;
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}
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}
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break;
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case 2: // Charge
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if (npc->direct == 0)
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npc->xm = -0x400;
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else
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npc->xm = 0x400;
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if (++npc->count1 > 200)
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{
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npc->act_no = 0;
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npc->damage = 1;
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}
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if (++npc->ani_wait > 5)
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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->ani_no = 5;
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// These three lines are missing in the Linux port, because it's based on v1.0.0.4:
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// https://www.cavestory.org/forums/threads/version-1-0-0-5-really-different-than-1-0-0-6.102/#post-3231
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PlaySoundObject(26, SOUND_MODE_PLAY);
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SetNpChar(4, npc->x, npc->y + (3 * 0x200), 0, 0, 0, NULL, 0x100);
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SetQuake(8);
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}
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break;
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}
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// Gravity
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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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// Move
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npc->x += npc->xm;
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npc->y += npc->ym;
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// Set framerect
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Dead enemy (to make sure the damage-value doesn't teleport to a newly-loaded NPC)
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void ActNpc003(NPCHAR *npc)
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{
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if (++npc->count1 > 100)
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npc->cond = 0;
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RECT rect = {0, 0, 0, 0};
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npc->rect = rect;
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}
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// Smoke
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void ActNpc004(NPCHAR *npc)
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{
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RECT rcLeft[8] = {
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{ 16, 0, 17, 1},
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{ 16, 0, 32, 16},
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{ 32, 0, 48, 16},
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{ 48, 0, 64, 16},
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{ 64, 0, 80, 16},
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{ 80, 0, 96, 16},
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{ 96, 0, 112, 16},
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{112, 0, 128, 16},
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};
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RECT rcUp[8] = {
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{16, 0, 17, 1},
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{80, 48, 96, 64},
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{ 0, 128, 16, 144},
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{16, 128, 32, 144},
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{32, 128, 48, 144},
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{48, 128, 64, 144},
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{64, 128, 80, 144},
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{80, 128, 96, 144},
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};
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unsigned char deg;
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if (npc->act_no == 0)
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{
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// Move in random direction at random speed
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if (npc->direct == 0 || npc->direct == 1)
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{
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deg = Random(0, 0xFF);
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npc->xm = GetCos(deg) * Random(0x200, 0x5FF) / 0x200;
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npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200;
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}
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// Set state
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npc->ani_no = Random(0, 4);
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npc->ani_wait = Random(0, 3);
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npc->act_no = 1;
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}
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else
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{
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// Slight drag
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npc->xm = (npc->xm * 20) / 21;
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npc->ym = (npc->ym * 20) / 21;
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// Move
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npc->x += npc->xm;
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npc->y += npc->ym;
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}
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// Animate
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if (++npc->ani_wait > 4)
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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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// Set framerect
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if (npc->ani_no > 7)
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{
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// Destroy if over
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npc->cond = 0;
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}
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else
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{
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if (npc->direct == 1)
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npc->rect = rcUp[npc->ani_no];
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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if (npc->direct == 2)
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npc->rect = rcLeft[npc->ani_no];
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}
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}
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// Critter (Green, Egg Corridor)
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void ActNpc005(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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{ 0, 48, 16, 64},
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{16, 48, 32, 64},
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{32, 48, 48, 64},
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};
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RECT rcRight[3] = {
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{ 0, 64, 16, 80},
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{16, 64, 32, 80},
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{32, 64, 48, 80},
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};
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switch (npc->act_no)
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{
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case 0: // Initialize
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npc->y += 3 * 0x200;
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npc->act_no = 1;
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// Fallthrough
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case 1: // Waiting
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// Look at player
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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// Open eyes near player
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if (npc->act_wait >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y)
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{
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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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if (npc->act_wait < 8)
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++npc->act_wait;
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npc->ani_no = 0;
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}
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// Jump if attacked
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if (npc->shock)
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{
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npc->act_no = 2;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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// Jump if player is nearby
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if (npc->act_wait >= 8 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
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{
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npc->act_no = 2;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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break;
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case 2: // Going to jump
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if (++npc->act_wait > 8)
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{
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// Set jump state
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npc->act_no = 3;
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npc->ani_no = 2;
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// Jump
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npc->ym = -0x5FF;
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PlaySoundObject(30, SOUND_MODE_PLAY);
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// Jump in facing direction
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if (npc->direct == 0)
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npc->xm = -0x100;
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else
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npc->xm = 0x100;
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}
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break;
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case 3: // Jumping
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// Land
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if (npc->flag & 8)
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{
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npc->xm = 0;
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npc->act_wait = 0;
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npc->ani_no = 0;
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npc->act_no = 1;
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PlaySoundObject(23, SOUND_MODE_PLAY);
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}
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break;
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}
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// Gravity
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npc->ym += 64;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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// Move
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npc->x += npc->xm;
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npc->y += npc->ym;
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// Set framerect
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Beetle (Goes left and right, Egg Corridor)
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void ActNpc006(NPCHAR *npc)
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{
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RECT rcLeft[5] = {
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{ 0, 80, 16, 96},
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{16, 80, 32, 96},
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{32, 80, 48, 96},
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{48, 80, 64, 96},
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{64, 80, 80, 96},
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};
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RECT rcRight[5] = {
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{ 0, 96, 16, 112},
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{16, 96, 32, 112},
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{32, 96, 48, 112},
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{48, 96, 64, 112},
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{64, 96, 80, 112},
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};
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switch (npc->act_no)
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{
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case 0: // Initialize
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npc->act_no = 1;
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if (npc->direct == 0)
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npc->act_no = 1;
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else
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npc->act_no = 3;
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break;
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case 1:
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// Accelerate to the left
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npc->xm -= 0x10;
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if (npc->xm < -0x400)
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npc->xm = -0x400;
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|
|
|
// 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;
|
|
}
|
|
|
|
// Set framerect
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Basil
|
|
void ActNpc007(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{256, 64, 288, 80},
|
|
{256, 80, 288, 96},
|
|
{256, 96, 288, 112},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{288, 64, 320, 80},
|
|
{288, 80, 320, 96},
|
|
{288, 96, 320, 112},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->x = gMC.x; // Spawn beneath player
|
|
|
|
if (npc->direct == 0)
|
|
npc->act_no = 1;
|
|
else
|
|
npc->act_no = 2;
|
|
|
|
break;
|
|
|
|
case 1: // Going left
|
|
npc->xm -= 0x40;
|
|
|
|
// Turn around if far enough away from the player
|
|
if (npc->x < gMC.x - (192 * 0x200))
|
|
npc->act_no = 2;
|
|
|
|
// Turn around if touching a wall
|
|
if (npc->flag & 1)
|
|
{
|
|
npc->xm = 0;
|
|
npc->act_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: // Going right
|
|
npc->xm += 0x40;
|
|
|
|
// Turn around if far enough away from the player
|
|
if (npc->x > gMC.x + (192 * 0x200))
|
|
npc->act_no = 1;
|
|
|
|
// Turn around if touching a wall
|
|
if (npc->flag & 4)
|
|
{
|
|
npc->xm = 0;
|
|
npc->act_no = 1;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
// Face direction Bazil is moving
|
|
if (npc->xm < 0)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
// Cap speed
|
|
if (npc->xm > 0x5FF)
|
|
npc->xm = 0x5FF;
|
|
if (npc->xm < -0x5FF)
|
|
npc->xm = -0x5FF;
|
|
|
|
// Apply momentum
|
|
npc->x += npc->xm;
|
|
|
|
// Increment animation
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
// Loop animation
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
// Update sprite
|
|
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] = {
|
|
{80, 80, 96, 96},
|
|
{96, 80, 112, 96},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{80, 96, 96, 112},
|
|
{96, 96, 112, 112},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200))
|
|
{
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->ym = -0x100;
|
|
npc->tgt_y = npc->y;
|
|
npc->act_no = 1;
|
|
npc->damage = 2;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->x = gMC.x + (256 * 0x200);
|
|
npc->xm = -0x2FF;
|
|
}
|
|
else
|
|
{
|
|
npc->x = gMC.x - (256 * 0x200);
|
|
npc->xm = 0x2FF;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->rect.right = 0;
|
|
npc->damage = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
return;
|
|
}
|
|
|
|
break;
|
|
|
|
case 1:
|
|
if (npc->x > gMC.x)
|
|
{
|
|
npc->direct = 0;
|
|
npc->xm -= 0x10;
|
|
}
|
|
else
|
|
{
|
|
npc->direct = 2;
|
|
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 (drop-in)
|
|
void ActNpc009(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 2;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ym += 0x20;
|
|
|
|
if (npc->count1 < 40)
|
|
{
|
|
++npc->count1;
|
|
}
|
|
else
|
|
{
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
npc->bits |= NPC_SOLID_SOFT;
|
|
}
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
for (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, NULL, 0x100);
|
|
|
|
npc->act_no = 2;
|
|
npc->ani_no = 1;
|
|
npc->act_wait = 0;
|
|
PlaySoundObject(26, SOUND_MODE_PLAY);
|
|
SetQuake(30);
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 16)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 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[3] = {
|
|
{0, 0, 40, 24},
|
|
{80, 0, 120, 24},
|
|
{120, 0, 160, 24},
|
|
};
|
|
|
|
RECT rect_right[3] = {
|
|
{0, 24, 40, 48},
|
|
{80, 24, 120, 48},
|
|
{120, 24, 160, 48},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rect_left[npc->ani_no];
|
|
else
|
|
npc->rect = rect_right[npc->ani_no];
|
|
}
|
|
|
|
// Balrog (shooting) (super-secret unused version from the prototype)
|
|
void ActNpc010(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
int xm, ym;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait > 12)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->count1 = 3;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 16)
|
|
{
|
|
--npc->count1;
|
|
npc->act_wait = 0;
|
|
|
|
deg = GetArktan(npc->x - gMC.x, npc->y + (4 * 0x200) - gMC.y);
|
|
deg += (unsigned char)Random(-0x10, 0x10);
|
|
ym = GetSin(deg);
|
|
xm = GetCos(deg);
|
|
SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
|
|
|
|
PlaySoundObject(39, SOUND_MODE_PLAY);
|
|
|
|
if (npc->count1 == 0)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->act_wait = 0;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (++npc->act_wait > 3)
|
|
{
|
|
npc->act_no = 4;
|
|
npc->act_wait = 0;
|
|
npc->xm = (gMC.x - npc->x) / 100;
|
|
npc->ym = -0x600;
|
|
npc->ani_no = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
if (npc->flag & 5)
|
|
npc->xm = 0;
|
|
|
|
if (npc->y + (16 * 0x200) < gMC.y)
|
|
npc->damage = 5;
|
|
else
|
|
npc->damage = 0;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 5;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
PlaySoundObject(26, SOUND_MODE_PLAY);
|
|
SetQuake(30);
|
|
npc->damage = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 5:
|
|
npc->xm = 0;
|
|
|
|
if (++npc->act_wait > 3)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rect_left[4] = {
|
|
{0, 0, 40, 24},
|
|
{40, 0, 80, 24},
|
|
{80, 0, 120, 24},
|
|
{120, 0, 160, 24},
|
|
};
|
|
|
|
RECT rect_right[4] = {
|
|
{0, 24, 40, 48},
|
|
{40, 24, 80, 48},
|
|
{80, 24, 120, 48},
|
|
{120, 24, 160, 48},
|
|
};
|
|
|
|
if (npc->x < gMC.x)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rect_left[npc->ani_no];
|
|
else
|
|
npc->rect = rect_right[npc->ani_no];
|
|
}
|
|
|
|
// Proto-Balrog's projectile
|
|
void ActNpc011(NPCHAR *npc)
|
|
{
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
npc->cond = 0;
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
RECT rect_left[3] = {
|
|
{208, 104, 224, 120},
|
|
{224, 104, 240, 120},
|
|
{240, 104, 256, 120},
|
|
};
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
npc->rect = rect_left[npc->ani_no];
|
|
|
|
if (++npc->count1 > 150)
|
|
{
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
npc->cond = 0;
|
|
}
|
|
}
|
|
|
|
// Balrog (cutscene)
|
|
void ActNpc012(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
int x, y;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->direct == 4)
|
|
{
|
|
if (npc->x > gMC.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 (npc->x > gMC.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 |= NPC_IGNORE_SOLIDITY;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (npc->flag & 5)
|
|
npc->xm = 0;
|
|
|
|
if (npc->y < 0)
|
|
{
|
|
npc->code_char = 0;
|
|
PlaySoundObject(26, SOUND_MODE_PLAY);
|
|
SetQuake(30);
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
if (npc->direct == 4)
|
|
{
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
npc->act_no = 21;
|
|
npc->ani_no = 5;
|
|
npc->act_wait = 0;
|
|
npc->count1 = 0;
|
|
|
|
for (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, NULL, 0x100);
|
|
|
|
PlaySoundObject(72, SOUND_MODE_PLAY);
|
|
// Fallthrough
|
|
case 21:
|
|
npc->tgt_x = 1;
|
|
|
|
if (npc->flag & 8)
|
|
++npc->act_wait;
|
|
|
|
if (++npc->count1 / 2 % 2)
|
|
npc->x += 1 * 0x200;
|
|
else
|
|
npc->x -= 1 * 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 (npc->x > gMC.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 (npc->x > gMC.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, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
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, SOUND_MODE_PLAY);
|
|
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 += 1 * 0x200;
|
|
else
|
|
npc->x -= 1 * 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 |= NPC_IGNORE_SOLIDITY;
|
|
DeleteNpCharCode(150, FALSE);
|
|
DeleteNpCharCode(117, FALSE);
|
|
SetNpChar(355, 0, 0, 0, 0, 0, npc, 0x100);
|
|
SetNpChar(355, 0, 0, 0, 0, 1, npc, 0x100);
|
|
}
|
|
|
|
break;
|
|
|
|
case 102:
|
|
{
|
|
x = npc->x / 0x200 / 0x10;
|
|
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, SOUND_MODE_PLAY);
|
|
SetQuake2(10);
|
|
}
|
|
|
|
if (npc->y < -32 * 0x200)
|
|
{
|
|
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, NULL, 0x100);
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rect_left[14] = {
|
|
{0, 0, 40, 24},
|
|
{160, 0, 200, 24},
|
|
{80, 0, 120, 24},
|
|
{120, 0, 160, 24},
|
|
{240, 0, 280, 24},
|
|
{200, 0, 240, 24},
|
|
{280, 0, 320, 24},
|
|
{0, 0, 0, 0},
|
|
{80, 48, 120, 72},
|
|
{0, 48, 40, 72},
|
|
{0, 0, 40, 24},
|
|
{40, 48, 80, 72},
|
|
{0, 0, 40, 24},
|
|
{280, 0, 320, 24},
|
|
};
|
|
|
|
RECT rect_right[14] = {
|
|
{0, 24, 40, 48},
|
|
{160, 24, 200, 48},
|
|
{80, 24, 120, 48},
|
|
{120, 24, 160, 48},
|
|
{240, 24, 280, 48},
|
|
{200, 24, 240, 48},
|
|
{280, 24, 320, 48},
|
|
{0, 0, 0, 0},
|
|
{80, 72, 120, 96},
|
|
{0, 72, 40, 96},
|
|
{0, 24, 40, 48},
|
|
{40, 72, 80, 96},
|
|
{0, 24, 40, 48},
|
|
{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;
|
|
}
|
|
}
|
|
|
|
// Forcefield
|
|
void ActNpc013(NPCHAR *npc)
|
|
{
|
|
RECT rect[4] = {
|
|
{128, 0, 144, 16},
|
|
{144, 0, 160, 16},
|
|
{160, 0, 176, 16},
|
|
{176, 0, 192, 16},
|
|
};
|
|
|
|
if (++npc->ani_wait > 0)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Santa's Key
|
|
void ActNpc014(NPCHAR *npc)
|
|
{
|
|
RECT rect[3] = {
|
|
{192, 0, 208, 16},
|
|
{208, 0, 224, 16},
|
|
{224, 0, 240, 16},
|
|
};
|
|
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 2)
|
|
{
|
|
npc->ym = -0x200;
|
|
|
|
for (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, NULL, 0x100);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Chest (closed)
|
|
void ActNpc015(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{240, 0, 256, 16},
|
|
{256, 0, 272, 16},
|
|
{272, 0, 288, 16},
|
|
};
|
|
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->bits |= NPC_INTERACTABLE;
|
|
|
|
if (npc->direct == 2)
|
|
{
|
|
npc->ym = -0x200;
|
|
|
|
for (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, NULL, 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 rect[8] = {
|
|
{96, 16, 112, 32},
|
|
{112, 16, 128, 32},
|
|
{128, 16, 144, 32},
|
|
{144, 16, 160, 32},
|
|
{160, 16, 176, 32},
|
|
{176, 16, 192, 32},
|
|
{192, 16, 208, 32},
|
|
{208, 16, 224, 32},
|
|
};
|
|
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->bits |= NPC_INTERACTABLE;
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 2)
|
|
{
|
|
npc->bits &= ~NPC_INTERACTABLE;
|
|
npc->ym = -0x200;
|
|
|
|
for (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, NULL, 0x100);
|
|
}
|
|
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->flag & 8)
|
|
npc->bits |= NPC_INTERACTABLE;
|
|
|
|
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 = rect[npc->ani_no];
|
|
}
|
|
|
|
// Health refill
|
|
void ActNpc017(NPCHAR *npc)
|
|
{
|
|
RECT rect[2] = {
|
|
{288, 0, 304, 16},
|
|
{304, 0, 320, 16},
|
|
};
|
|
|
|
int a;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 2)
|
|
{
|
|
npc->ym = -0x200;
|
|
|
|
for (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, NULL, 0x100);
|
|
}
|
|
|
|
// Fallthrough
|
|
case 1:
|
|
a = Random(0, 30);
|
|
|
|
if (a < 10)
|
|
npc->act_no = 2;
|
|
else if (a < 25)
|
|
npc->act_no = 3;
|
|
else
|
|
npc->act_no = 4;
|
|
|
|
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)
|
|
{
|
|
int i;
|
|
|
|
RECT rect[2] = {
|
|
{224, 16, 240, 40},
|
|
{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 (i = 0; i < 4; ++i)
|
|
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
|
|
|
npc->act_no = 0;
|
|
npc->rect = rect[0];
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Balrog (burst)
|
|
void ActNpc019(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
for (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, NULL, 0x100);
|
|
|
|
npc->y += 10 * 0x200;
|
|
npc->act_no = 1;
|
|
npc->ani_no = 3;
|
|
npc->ym = -0x100;
|
|
PlaySoundObject(12, SOUND_MODE_PLAY);
|
|
PlaySoundObject(26, SOUND_MODE_PLAY);
|
|
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, SOUND_MODE_PLAY);
|
|
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] = {
|
|
{0, 0, 40, 24},
|
|
{160, 0, 200, 24},
|
|
{80, 0, 120, 24},
|
|
{120, 0, 160, 24},
|
|
};
|
|
|
|
RECT rect_right[4] = {
|
|
{0, 24, 40, 48},
|
|
{160, 24, 200, 48},
|
|
{80, 24, 120, 48},
|
|
{120, 24, 160, 48},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rect_left[npc->ani_no];
|
|
else
|
|
npc->rect = rect_right[npc->ani_no];
|
|
}
|