1782 lines
30 KiB
C++
1782 lines
30 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 "Boss.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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// Sue (being teleported by Misery)
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void ActNpc280(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{112, 32, 128, 48},
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{144, 32, 160, 48},
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};
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RECT rcRight[2] = {
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{112, 48, 128, 64},
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{144, 48, 160, 64},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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npc->x += 6 * 0x200;
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npc->tgt_x = npc->x;
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PlaySoundObject(29, SOUND_MODE_PLAY);
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// Fallthrough
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case 1:
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if (++npc->act_wait == 64)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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}
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break;
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case 2:
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npc->ani_no = 0;
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if (npc->flag & 8)
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{
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npc->act_no = 4;
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npc->act_wait = 0;
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npc->ani_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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if (npc->act_no > 1)
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{
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npc->ym += 0x20;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->y += npc->ym;
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}
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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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if (npc->act_no == 1)
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{
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npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
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if (npc->act_wait / 2 % 2)
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npc->x = npc->tgt_x;
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else
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npc->x = npc->tgt_x + (1 * 0x200);
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}
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}
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// Doctor (red energy form)
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void ActNpc281(NPCHAR *npc)
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{
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RECT rc = {0, 0, 0, 0};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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break;
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case 10:
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npc->act_no = 11;
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npc->act_wait = 0;
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// Fallthrough
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case 11:
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++npc->act_wait;
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SetNpChar(270, npc->x, npc->y + (128 * 0x200), 0, 0, 2, npc, 0x100);
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if (npc->act_wait > 150)
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npc->act_no = 12;
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break;
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case 20:
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npc->act_no = 21;
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npc->act_wait = 0;
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// Fallthrough
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case 21:
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if (++npc->act_wait > 250)
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{
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DeleteNpCharCode(270, FALSE);
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npc->act_no = 22;
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}
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break;
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}
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npc->rect = rc;
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}
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// Mini Undead Core (active)
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void ActNpc282(NPCHAR *npc)
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{
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// Yes, Pixel spelt this wrong (should be 'rc')
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RECT tc[3] = {
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{256, 80, 320, 120},
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{256, 0, 320, 40},
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{256, 120, 320, 160},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 20;
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npc->tgt_y = npc->y;
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if (Random(0, 100) % 2)
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npc->ym = -0x100;
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else
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npc->ym = 0x100;
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// Fallthrough
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case 20:
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npc->xm = -0x200;
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if (npc->x < -64 * 0x200)
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npc->cond = 0;
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if (npc->tgt_y < npc->y)
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npc->ym -= 0x10;
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if (npc->tgt_y > npc->y)
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npc->ym += 0x10;
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if (npc->ym > 0x100)
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npc->ym = 0x100;
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if (npc->ym < -0x100)
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npc->ym = -0x100;
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if (gMC.flag & 8 && gMC.y < npc->y - (4 * 0x200) && gMC.x > npc->x - (24 * 0x200) && gMC.x < npc->x + (24 * 0x200))
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{
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npc->tgt_y = 144 * 0x200;
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npc->ani_no = 2;
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}
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else if (npc->ani_no != 1)
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{
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npc->ani_no = 0;
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}
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if (gMC.flag & 1 && gMC.x < npc->x - npc->hit.back && gMC.x > npc->x - npc->hit.back - (8 * 0x200) && gMC.y + gMC.hit.bottom > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->y + npc->hit.bottom)
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{
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npc->bits &= ~NPC_SOLID_HARD;
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npc->ani_no = 1;
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}
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else if (gMC.flag & 4 && gMC.x > npc->x + npc->hit.back && gMC.x < npc->x + npc->hit.back + (8 * 0x200) && gMC.y + gMC.hit.bottom > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->y + npc->hit.bottom)
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{
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npc->bits &= ~NPC_SOLID_HARD;
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npc->ani_no = 1;
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}
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else if (gMC.flag & 2 && gMC.y < npc->y - npc->hit.top && gMC.y > npc->y - npc->hit.top - (8 * 0x200) && gMC.x + gMC.hit.front > npc->x - npc->hit.back && gMC.x - gMC.hit.back < npc->x + npc->hit.front)
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{
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npc->bits &= ~NPC_SOLID_HARD;
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npc->ani_no = 1;
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}
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else if (gMC.flag & 8 && gMC.y > npc->y + npc->hit.bottom - (4 * 0x200) && gMC.y < npc->y + npc->hit.bottom + (12 * 0x200) && gMC.x + gMC.hit.front > npc->x - npc->hit.back - (4 * 0x200) && gMC.x - gMC.hit.back < npc->x + npc->hit.front + (4 * 0x200))
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{
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npc->bits &= ~NPC_SOLID_HARD;
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npc->ani_no = 1;
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}
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}
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npc->x += npc->xm;
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npc->y += npc->ym;
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npc->rect = tc[npc->ani_no];
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}
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// Misery (transformed)
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void ActNpc283(NPCHAR *npc)
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{
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int x, y, direct;
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RECT rcLeft[11] = {
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{0, 64, 32, 96},
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{32, 64, 64, 96},
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{64, 64, 96, 96},
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{96, 64, 128, 96},
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{128, 64, 160, 96},
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{160, 64, 192, 96},
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{192, 64, 224, 96},
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{224, 64, 256, 96},
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{0, 0, 0, 0},
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{256, 64, 288, 96},
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{288, 64, 320, 96},
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};
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RECT rcRight[11] = {
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{0, 96, 32, 128},
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{32, 96, 64, 128},
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{64, 96, 96, 128},
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{96, 96, 128, 128},
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{128, 96, 160, 128},
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{160, 96, 192, 128},
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{192, 96, 224, 128},
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{224, 96, 256, 128},
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{0, 0, 0, 0},
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{256, 96, 288, 128},
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{288, 96, 320, 128},
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};
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if (npc->act_no < 100 && (gBoss[0].cond == 0 || npc->life < 400))
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npc->act_no = 100;
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->y -= 8 * 0x200;
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PlaySoundObject(29, SOUND_MODE_PLAY);
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// Fallthrough
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case 1:
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if (++npc->act_wait / 2 % 2)
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npc->ani_no = 9;
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else
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npc->ani_no = 0;
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break;
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case 10:
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npc->act_no = 11;
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npc->ani_no = 9;
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break;
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case 20:
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gSuperXpos = 0;
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npc->act_no = 21;
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npc->act_wait = 0;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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// Fallthrough
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case 21:
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npc->xm = 7 * npc->xm / 8;
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npc->ym = 7 * npc->ym / 8;
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if (++npc->ani_wait > 20)
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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 > 1)
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npc->ani_no = 0;
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if (++npc->act_wait > 100)
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npc->act_no = 30;
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if (npc->x < gMC.x)
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npc->direct = 2;
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else
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npc->direct = 0;
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break;
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case 30:
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npc->act_no = 31;
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npc->act_wait = 0;
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npc->ani_no = 2;
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npc->count2 = npc->life;
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// Fallthrough
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case 31:
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if (++npc->ani_wait > 1)
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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 = 2;
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if (npc->flag & 8)
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npc->ym = -0x200;
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if (npc->x > gBoss[0].x)
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npc->xm -= 0x20;
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else
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npc->xm += 0x20;
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if (npc->y > gMC.y)
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npc->ym -= 0x10;
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else
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npc->ym += 0x10;
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if (npc->xm > 0x200)
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npc->xm = 0x200;
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if (npc->xm < -0x200)
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npc->xm = -0x200;
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if (npc->ym > 0x200)
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npc->ym = 0x200;
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if (npc->ym < -0x200)
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npc->ym = -0x200;
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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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if (++npc->act_wait > 150 && (npc->life < npc->count2 - 20 || gSuperXpos))
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{
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gSuperXpos = 0;
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npc->act_no = 40;
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}
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if (gBoss[0].ani_no && npc->act_wait > 250)
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npc->act_no = 50;
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break;
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case 40:
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npc->act_no = 41;
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npc->act_wait = 0;
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npc->xm = 0;
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npc->ym = 0;
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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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PlaySoundObject(103, SOUND_MODE_PLAY);
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if (gMC.y < 160 * 0x200)
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npc->count2 = 290;
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else
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npc->count2 = 289;
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// Fallthrough
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case 41:
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if (++npc->act_wait / 2 % 2)
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npc->ani_no = 4;
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else
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npc->ani_no = 5;
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if (npc->act_wait % 6 == 1)
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{
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if (npc->count2 == 289)
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{
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x = npc->x + (Random(-0x40, 0x40) * 0x200);
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y = npc->y + (Random(-0x20, 0x20) * 0x200);
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}
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else
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{
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x = npc->x + (Random(-0x20, 0x20) * 0x200);
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y = npc->y + (Random(-0x40, 0x40) * 0x200);
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}
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if (x < 32 * 0x200)
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x = 32 * 0x200;
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if (x > (gMap.width - 2) * 0x200 * 0x10)
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x = (gMap.width - 2) * 0x200 * 0x10;
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if (y < 32 * 0x200)
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y = 32 * 0x200;
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if (y > (gMap.length - 2) * 0x200 * 0x10)
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y = (gMap.length - 2) * 0x200 * 0x10;
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PlaySoundObject(39, SOUND_MODE_PLAY);
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SetNpChar(npc->count2, x, y, 0, 0, 0, NULL, 0x100);
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}
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if (npc->act_wait > 50)
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{
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npc->act_no = 42;
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npc->act_wait = 0;
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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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}
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break;
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case 42:
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++npc->act_wait;
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npc->ani_no = 6;
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if (npc->act_wait > 50)
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{
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npc->ym = -0x200;
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if (npc->direct == 0)
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npc->xm = 0x200;
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else
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npc->xm = -0x200;
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npc->act_no = 30;
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}
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break;
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case 50:
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npc->act_no = 51;
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npc->act_wait = 0;
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npc->xm = 0;
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npc->ym = 0;
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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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PlaySoundObject(103, SOUND_MODE_PLAY);
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// Fallthrough
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case 51:
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if (++npc->act_wait / 2 % 2)
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npc->ani_no = 4;
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else
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npc->ani_no = 5;
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if (gMC.equip & EQUIP_BOOSTER_2_0)
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{
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if (npc->act_wait % 10 == 1)
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{
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if (npc->direct == 0)
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{
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x = npc->x + (10 * 0x200);
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y = npc->y;
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switch (npc->act_wait / 6 % 4)
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{
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case 0:
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direct = 0xD8;
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break;
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case 1:
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direct = 0xEC;
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break;
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case 2:
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direct = 0x14;
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break;
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case 3:
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direct = 0x28;
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break;
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}
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}
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else
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{
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x = npc->x - (10 * 0x200);
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y = npc->y;
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switch (npc->act_wait / 6 % 4)
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{
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case 0:
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direct = 0x58;
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break;
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case 1:
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direct = 0x6C;
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break;
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case 2:
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direct = 0x94;
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break;
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case 3:
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direct = 0xA8;
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break;
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}
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}
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PlaySoundObject(39, SOUND_MODE_PLAY);
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SetNpChar(301, x, y, 0, 0, direct, NULL, 0x100);
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}
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}
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else if (npc->act_wait % 24 == 1)
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{
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if (npc->direct == 0)
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{
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x = npc->x + (10 * 0x200);
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y = npc->y;
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switch (npc->act_wait / 6 % 4)
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{
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case 0:
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direct = 0xD8;
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break;
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case 1:
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direct = 0xEC;
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break;
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case 2:
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direct = 0x14;
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break;
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case 3:
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direct = 0x28;
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break;
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}
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}
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else
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{
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x = npc->x - (10 * 0x200);
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y = npc->y;
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switch (npc->act_wait / 6 % 4)
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{
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case 0:
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direct = 0x58;
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break;
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case 1:
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direct = 0x6C;
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break;
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case 2:
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direct = 0x94;
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break;
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case 3:
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direct = 0xA8;
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break;
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}
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}
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PlaySoundObject(39, SOUND_MODE_PLAY);
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SetNpChar(301, x, y, 0, 0, direct, NULL, 0x100);
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|
}
|
|
|
|
if (npc->act_wait > 50)
|
|
{
|
|
npc->act_no = 42;
|
|
npc->act_wait = 0;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 99:
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->ani_no = 9;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
break;
|
|
|
|
case 100:
|
|
npc->act_no = 101;
|
|
npc->ani_no = 9;
|
|
npc->damage = 0;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
npc->ym = -0x200;
|
|
npc->shock += 50;
|
|
npc->hit.bottom = 12 * 0x200;
|
|
++gBoss[0].ani_no;
|
|
// Fallthrough
|
|
case 101:
|
|
npc->ym += 0x20;
|
|
|
|
if (npc->y > (216 * 0x200) - npc->hit.bottom)
|
|
{
|
|
npc->y = (216 * 0x200) - npc->hit.bottom;
|
|
npc->act_no = 102;
|
|
npc->ani_no = 10;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->shock)
|
|
npc->x += npc->xm / 2;
|
|
else
|
|
npc->x += npc->xm;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Sue (transformed)
|
|
void ActNpc284(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
|
|
RECT rcLeft[13] = {
|
|
{0, 128, 32, 160},
|
|
{32, 128, 64, 160},
|
|
{64, 128, 96, 160},
|
|
{96, 128, 128, 160},
|
|
{128, 128, 160, 160},
|
|
{160, 128, 192, 160},
|
|
{192, 128, 224, 160},
|
|
{224, 128, 256, 160},
|
|
{0, 0, 0, 0},
|
|
{256, 128, 288, 160},
|
|
{288, 128, 320, 160},
|
|
{224, 64, 256, 96},
|
|
{208, 32, 224, 48},
|
|
};
|
|
|
|
RECT rcRight[13] = {
|
|
{0, 160, 32, 192},
|
|
{32, 160, 64, 192},
|
|
{64, 160, 96, 192},
|
|
{96, 160, 128, 192},
|
|
{128, 160, 160, 192},
|
|
{160, 160, 192, 192},
|
|
{192, 160, 224, 192},
|
|
{224, 160, 256, 192},
|
|
{0, 0, 0, 0},
|
|
{256, 160, 288, 192},
|
|
{288, 160, 320, 192},
|
|
{224, 96, 256, 128},
|
|
{208, 48, 224, 64},
|
|
};
|
|
|
|
if (npc->act_no < 100 && (gBoss[0].cond == 0|| npc->life < 500))
|
|
npc->act_no = 100;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y -= 4 * 0x200;
|
|
PlaySoundObject(29, SOUND_MODE_PLAY);
|
|
npc->count2 = npc->life;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait / 2 % 2)
|
|
{
|
|
npc->view.top = 16 * 0x200;
|
|
npc->view.back = 16 * 0x200;
|
|
npc->view.front = 16 * 0x200;
|
|
npc->ani_no = 11;
|
|
}
|
|
else
|
|
{
|
|
npc->view.top = 3 * 0x200;
|
|
npc->view.back = 8 * 0x200;
|
|
npc->view.front = 8 * 0x200;
|
|
npc->ani_no = 12;
|
|
}
|
|
|
|
if (npc->act_wait > 50)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 11;
|
|
npc->view.top = 16 * 0x200;
|
|
npc->view.back = 16 * 0x200;
|
|
npc->view.front = 16 * 0x200;
|
|
DeleteNpCharCode(257, TRUE);
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->damage = 0;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 21:
|
|
npc->xm = (npc->xm * 7) / 8;
|
|
npc->ym = (npc->ym * 7) / 8;
|
|
|
|
if (++npc->ani_wait > 20)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->act_wait > 80)
|
|
npc->act_no = 30;
|
|
|
|
if (npc->x < gMC.x)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
|
|
if (npc->life < npc->count2 - 50)
|
|
{
|
|
npc->count2 = npc->life;
|
|
gSuperXpos = 10;
|
|
}
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
// Fallthrough
|
|
case 31:
|
|
if (++npc->act_wait > 16)
|
|
{
|
|
++npc->count1;
|
|
npc->count1 %= 4;
|
|
|
|
switch (npc->count1)
|
|
{
|
|
case 1:
|
|
case 3:
|
|
npc->act_no = 34;
|
|
break;
|
|
|
|
case 0: // Identical to case 2
|
|
npc->act_no = 32;
|
|
break;
|
|
|
|
case 2: // Identical to case 0
|
|
npc->act_no = 32;
|
|
break;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 32:
|
|
npc->act_no = 33;
|
|
npc->act_wait = 0;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->tgt_x = gMC.x - (160 * 0x200);
|
|
else
|
|
npc->tgt_x = gMC.x + (160 * 0x200);
|
|
|
|
npc->tgt_y = gMC.y;
|
|
|
|
deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
|
|
npc->xm = 3 * GetCos(deg);
|
|
npc->ym = 3 * GetSin(deg);
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
if (npc->x < (gMap.width * 0x200 * 0x10) / 2 && npc->xm > 0)
|
|
{
|
|
if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
}
|
|
if (npc->x > (gMap.width * 0x200 * 0x10) / 2 && npc->xm < 0)
|
|
{
|
|
if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
}
|
|
|
|
if (npc->xm > 0)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
// Fallthrough
|
|
case 33:
|
|
if (++npc->act_wait / 2 % 2)
|
|
npc->ani_no = 3;
|
|
else
|
|
npc->ani_no = 8;
|
|
|
|
if (npc->act_wait > 50 || npc->flag & 5)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 34:
|
|
npc->act_no = 35;
|
|
npc->act_wait = 0;
|
|
npc->damage = 4;
|
|
|
|
npc->tgt_x = gMC.x;
|
|
npc->tgt_y = gMC.y;
|
|
|
|
deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
|
|
npc->ym = 3 * GetSin(deg);
|
|
npc->xm = 3 * GetCos(deg);
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
if (npc->x < (gMap.width * 0x200 * 0x10) / 2 && npc->xm > 0)
|
|
{
|
|
if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
}
|
|
|
|
if (npc->x > (gMap.width * 0x200 * 0x10) / 2 && npc->xm < 0)
|
|
{
|
|
if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
}
|
|
|
|
if (npc->xm > 0)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
// Fallthrough
|
|
case 35:
|
|
if (++npc->act_wait > 20 && npc->shock)
|
|
npc->act_no = 40;
|
|
else if (npc->act_wait > 50 || npc->flag & 5)
|
|
npc->act_no = 20;
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 7)
|
|
npc->ani_no = 4;
|
|
|
|
if (npc->act_wait % 5 == 1)
|
|
PlaySoundObject(109, SOUND_MODE_PLAY);
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 41;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->damage = 0;
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 41:
|
|
npc->xm = (npc->xm * 7) / 8;
|
|
npc->ym = (npc->ym * 7) / 8;
|
|
|
|
if (++npc->act_wait > 6)
|
|
{
|
|
npc->act_no = 42;
|
|
npc->act_wait = 0;
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = 0x200;
|
|
else
|
|
npc->xm = -0x200;
|
|
}
|
|
|
|
break;
|
|
|
|
case 42:
|
|
npc->ani_no = 9;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 43;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->x < gMC.x)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
break;
|
|
|
|
case 43:
|
|
if (++npc->act_wait > 16)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 99:
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->ani_no = 9;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
break;
|
|
|
|
case 100:
|
|
npc->act_no = 101;
|
|
npc->ani_no = 9;
|
|
npc->damage = 0;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
npc->ym = -0x200;
|
|
npc->shock += 50;
|
|
++gBoss[0].ani_no;
|
|
// Fallthrough
|
|
case 101:
|
|
npc->ym += 0x20;
|
|
|
|
if (npc->y > (216 * 0x200) - npc->hit.bottom)
|
|
{
|
|
npc->y = (216 * 0x200) - npc->hit.bottom;
|
|
npc->act_no = 102;
|
|
npc->ani_no = 10;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->shock)
|
|
npc->x += npc->xm / 2;
|
|
else
|
|
npc->x += npc->xm;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Undead Core spiral projectile
|
|
void ActNpc285(NPCHAR *npc)
|
|
{
|
|
RECT rc = {232, 104, 248, 120};
|
|
unsigned char deg;
|
|
|
|
if (npc->x < 0 || npc->x > gMap.width * 0x10 * 0x200)
|
|
{
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
npc->count1 = npc->direct / 8;
|
|
npc->direct %= 8;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->count1 += 24;
|
|
npc->count1 %= 0x100;
|
|
|
|
deg = npc->count1;
|
|
|
|
if (npc->act_wait < 128)
|
|
++npc->act_wait;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm -= 21;
|
|
else
|
|
npc->xm += 21;
|
|
|
|
npc->tgt_x += npc->xm;
|
|
|
|
npc->x = npc->tgt_x + (GetCos(deg) * 4);
|
|
npc->y = npc->tgt_y + (GetSin(deg) * 6);
|
|
|
|
SetNpChar(286, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Undead Core spiral shot trail
|
|
void ActNpc286(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{232, 120, 248, 136},
|
|
{232, 136, 248, 152},
|
|
{232, 152, 248, 168},
|
|
};
|
|
|
|
if (++npc->ani_wait > 0)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->cond = 0;
|
|
else
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Orange smoke
|
|
void ActNpc287(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[7] = {
|
|
{0, 224, 16, 240},
|
|
{16, 224, 32, 240},
|
|
{32, 224, 48, 240},
|
|
{48, 224, 64, 240},
|
|
{64, 224, 80, 240},
|
|
{80, 224, 96, 240},
|
|
{96, 224, 112, 240},
|
|
};
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
npc->xm = Random(-4, 4) * 0x200;
|
|
npc->act_no = 1;
|
|
}
|
|
else
|
|
{
|
|
npc->xm = (npc->xm * 20) / 21;
|
|
npc->ym = (npc->ym * 20) / 21;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
}
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 6)
|
|
npc->cond = 0;
|
|
else
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
}
|
|
|
|
// Undead Core exploding rock
|
|
void ActNpc288(NPCHAR *npc)
|
|
{
|
|
RECT rc[5] = {
|
|
{232, 72, 248, 88},
|
|
{232, 88, 248, 104},
|
|
{232, 0, 256, 24},
|
|
{232, 24, 256, 48},
|
|
{232, 48, 256, 72},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->xm = -0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->direct == 1)
|
|
{
|
|
npc->ym -= 0x20;
|
|
if (npc->ym < -0x5FF)
|
|
npc->ym = -0x5FF;
|
|
|
|
if (npc->flag & 2)
|
|
npc->act_no = 2;
|
|
}
|
|
else if (npc->direct == 3)
|
|
{
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
if (npc->flag & 8)
|
|
npc->act_no = 2;
|
|
}
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
PlaySoundObject(44, SOUND_MODE_PLAY);
|
|
npc->act_no = 3;
|
|
npc->act_wait = 0;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
npc->ym = 0;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
|
|
npc->view.back = 12 * 0x200;
|
|
npc->view.front = 12 * 0x200;
|
|
npc->view.top = 12 * 0x200;
|
|
npc->view.bottom = 12 * 0x200;
|
|
// Fallthrough
|
|
case 3:
|
|
if (++npc->ani_no > 4)
|
|
npc->ani_no = 2;
|
|
|
|
if (++npc->act_wait % 4 == 1)
|
|
{
|
|
if (npc->direct == 1)
|
|
SetNpChar(287, npc->x, npc->y, 0, 0x400, 0, NULL, 0x100);
|
|
else
|
|
SetNpChar(287, npc->x, npc->y, 0, -0x400, 0, NULL, 0x100);
|
|
}
|
|
|
|
if (npc->x < 1 * 0x200 * 0x10 || npc->x > (gMap.width * 0x200 * 0x10) - (1 * 0x200 * 0x10))
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Critter (orange, Misery)
|
|
void ActNpc289(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{160, 32, 176, 48},
|
|
{176, 32, 192, 48},
|
|
{192, 32, 208, 48},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{160, 48, 176, 64},
|
|
{176, 48, 192, 64},
|
|
{192, 48, 208, 64},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait > 16)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->view.top = 8 * 0x200;
|
|
npc->view.bottom = 8 * 0x200;
|
|
npc->damage = 2;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 11;
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 11:
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
if (++npc->count1 > 4)
|
|
npc->act_no = 12;
|
|
else
|
|
npc->act_no = 10;
|
|
|
|
PlaySoundObject(30, SOUND_MODE_PLAY);
|
|
npc->ym = -0x600;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
|
|
if (npc->y > gMap.length * 0x200 * 0x10)
|
|
{
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no >= 10)
|
|
npc->ym += 0x40;
|
|
|
|
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];
|
|
|
|
if (npc->act_no == 1)
|
|
{
|
|
npc->rect.top += 8 - (npc->act_wait / 2);
|
|
npc->rect.bottom -= 8 + (npc->act_wait / 2);
|
|
npc->view.top = (npc->act_wait * 0x200) / 2;
|
|
npc->view.bottom = (npc->act_wait * 0x200) / 2;
|
|
}
|
|
}
|
|
|
|
// Bat (Misery)
|
|
void ActNpc290(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{112, 32, 128, 48},
|
|
{128, 32, 144, 48},
|
|
{144, 32, 160, 48},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{112, 48, 128, 64},
|
|
{128, 48, 144, 64},
|
|
{144, 48, 160, 64},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait > 16)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->view.top = 8 * 0x200;
|
|
npc->view.bottom = 8 * 0x200;
|
|
npc->damage = 2;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->tgt_y = npc->y;
|
|
npc->ym = 0x400;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x40;
|
|
else
|
|
npc->ym -= 0x40;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm -= 0x10;
|
|
else
|
|
npc->xm += 0x10;
|
|
|
|
if (npc->x < 0 || npc->y < 0 || npc->x > gMap.width * 0x200 * 0x10 || npc->y > gMap.length * 0x200 * 0x10)
|
|
{
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->act_no == 1)
|
|
{
|
|
npc->rect.top += 8 - (npc->act_wait / 2);
|
|
npc->rect.bottom -= 8 + (npc->act_wait / 2);
|
|
npc->view.top = (npc->act_wait * 0x200) / 2;
|
|
npc->view.bottom = (npc->act_wait * 0x200) / 2;
|
|
}
|
|
}
|
|
|
|
// Mini Undead Core (inactive)
|
|
void ActNpc291(NPCHAR *npc)
|
|
{
|
|
RECT tc[2] = {
|
|
{256, 80, 320, 120},
|
|
{256, 0, 320, 40},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 20;
|
|
|
|
if (npc->direct == 2)
|
|
{
|
|
npc->bits &= ~NPC_SOLID_HARD;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = tc[npc->ani_no];
|
|
}
|
|
|
|
// Quake
|
|
void ActNpc292(NPCHAR *npc)
|
|
{
|
|
(void)npc;
|
|
|
|
SetQuake(10);
|
|
}
|
|
|
|
// Undead Core giant energy shot
|
|
void ActNpc293(NPCHAR *npc)
|
|
{
|
|
RECT rect[2] = {
|
|
{240, 200, 280, 240},
|
|
{280, 200, 320, 240},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
SetNpChar(4, npc->x + (Random(0, 0x10) * 0x200), npc->y + (Random(-0x10, 0x10) * 0x200), 0, 0, 0, NULL, 0x100);
|
|
|
|
npc->x -= 8 * 0x200;
|
|
|
|
if (npc->x < -32 * 0x200)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Quake + falling block generator
|
|
void ActNpc294(NPCHAR *npc)
|
|
{
|
|
int x, y, dir;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (gMC.x < (gMap.width - 6) * 0x200 * 0x10)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 1:
|
|
++npc->act_wait;
|
|
|
|
if (gMC.equip & EQUIP_BOOSTER_2_0)
|
|
{
|
|
npc->x = gMC.x + (64 * 0x200);
|
|
|
|
if (npc->x < 416 * 0x200)
|
|
npc->x = 416 * 0x200;
|
|
}
|
|
else
|
|
{
|
|
npc->x = gMC.x + (96 * 0x200);
|
|
|
|
if (npc->x < 368 * 0x200)
|
|
npc->x = 368 * 0x200;
|
|
}
|
|
|
|
if (npc->x > (gMap.width - 10) * 0x200 * 0x10)
|
|
npc->x = (gMap.width - 10) * 0x200 * 0x10;
|
|
|
|
if (npc->act_wait > 24)
|
|
{
|
|
if (gMC.equip & EQUIP_BOOSTER_2_0)
|
|
x = npc->x + (Random(-14, 14) * 0x200 * 0x10);
|
|
else
|
|
x = npc->x + (Random(-11, 11) * 0x200 * 0x10);
|
|
|
|
y = gMC.y - (224 * 0x200);
|
|
|
|
if (Random(0, 10) % 2) // Because just doing 'Random(0, 1)' is too hard
|
|
dir = 0;
|
|
else
|
|
dir = 2;
|
|
|
|
SetNpChar(279, x, y, 0, 0, dir, NULL, 0x100);
|
|
|
|
npc->act_wait = Random(0, 15);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Cloud
|
|
void ActNpc295(NPCHAR *npc)
|
|
{
|
|
RECT rc[4] = {
|
|
{0, 0, 208, 64},
|
|
{32, 64, 144, 96},
|
|
{32, 96, 104, 0x80},
|
|
{104, 96, 144, 0x80},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = npc->direct % 4;
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->ym = -1000;
|
|
npc->view.back = 104 * 0x200;
|
|
npc->view.front = 104 * 0x200;
|
|
break;
|
|
|
|
case 1:
|
|
npc->ym = -0x800;
|
|
npc->view.back = 56 * 0x200;
|
|
npc->view.front = 56 * 0x200;
|
|
break;
|
|
|
|
case 2:
|
|
npc->ym = -0x400;
|
|
npc->view.back = 32 * 0x200;
|
|
npc->view.front = 32 * 0x200;
|
|
break;
|
|
|
|
case 3:
|
|
npc->ym = -0x200;
|
|
npc->view.back = 20 * 0x200;
|
|
npc->view.front = 20 * 0x200;
|
|
break;
|
|
|
|
case 4:
|
|
npc->xm = -0x400;
|
|
npc->view.back = 104 * 0x200;
|
|
npc->view.front = 104 * 0x200;
|
|
break;
|
|
|
|
case 5:
|
|
npc->xm = -0x200;
|
|
npc->view.back = 56 * 0x200;
|
|
npc->view.front = 56 * 0x200;
|
|
break;
|
|
|
|
case 6:
|
|
npc->xm = -0x100;
|
|
npc->view.back = 32 * 0x200;
|
|
npc->view.front = 32 * 0x200;
|
|
break;
|
|
|
|
case 7:
|
|
npc->xm = -0x80;
|
|
npc->view.back = 20 * 0x200;
|
|
npc->view.front = 20 * 0x200;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
|
|
case 1:
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->x < -64 * 0x200)
|
|
npc->cond = 0;
|
|
if (npc->y < -32 * 0x200)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Cloud generator
|
|
void ActNpc296(NPCHAR *npc)
|
|
{
|
|
int x, y, dir, pri;
|
|
|
|
if (++npc->act_wait > 16)
|
|
{
|
|
npc->act_wait = Random(0, 16);
|
|
dir = Random(0, 100) % 4;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
switch (dir)
|
|
{
|
|
case 0:
|
|
pri = 0x180;
|
|
break;
|
|
|
|
case 1:
|
|
pri = 0x80;
|
|
break;
|
|
|
|
case 2:
|
|
pri = 0x40;
|
|
break;
|
|
|
|
case 3:
|
|
pri = 0x00;
|
|
break;
|
|
}
|
|
|
|
x = Random(-10, 10) * 0x200 * 0x10 + npc->x;
|
|
y = npc->y;
|
|
SetNpChar(295, x, y, 0, 0, dir, NULL, pri);
|
|
}
|
|
else
|
|
{
|
|
switch (dir)
|
|
{
|
|
case 0:
|
|
pri = 0x80;
|
|
break;
|
|
|
|
case 1:
|
|
pri = 0x55;
|
|
break;
|
|
|
|
case 2:
|
|
pri = 0x40;
|
|
break;
|
|
|
|
case 3:
|
|
pri = 0x00;
|
|
break;
|
|
}
|
|
|
|
x = npc->x;
|
|
y = Random(-7, 7) * 0x200 * 0x10 + npc->y;
|
|
SetNpChar(295, x, y, 0, 0, dir + 4, NULL, pri);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sue in dragon's mouth
|
|
void ActNpc297(NPCHAR *npc)
|
|
{
|
|
RECT rc = {112, 48, 0x80, 64};
|
|
|
|
npc->x = npc->pNpc->x + (16 * 0x200);
|
|
npc->y = npc->pNpc->y + (8 * 0x200);
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Doctor (opening)
|
|
void ActNpc298(NPCHAR *npc)
|
|
{
|
|
RECT rc[8] = {
|
|
{72, 0x80, 88, 160},
|
|
{88, 0x80, 104, 160},
|
|
{104, 0x80, 120, 160},
|
|
{72, 0x80, 88, 160},
|
|
{120, 0x80, 136, 160},
|
|
{72, 0x80, 88, 160},
|
|
{104, 160, 120, 192},
|
|
{120, 160, 136, 192},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y -= 8 * 0x200;
|
|
// Fallthrough
|
|
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->count1 = 0;
|
|
// Fallthrough
|
|
|
|
case 11:
|
|
if (++npc->ani_wait > 6)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
{
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->count1 > 7)
|
|
{
|
|
npc->ani_no = 0;
|
|
npc->act_no = 1;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
|
|
case 21:
|
|
if (++npc->ani_wait > 10)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 2;
|
|
|
|
npc->x += 0x100;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->ani_no = 6;
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 41;
|
|
npc->ani_no = 6;
|
|
npc->ani_wait = 0;
|
|
npc->count1 = 0;
|
|
// Fallthrough
|
|
|
|
case 41:
|
|
if (++npc->ani_wait > 6)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 7)
|
|
{
|
|
npc->ani_no = 6;
|
|
|
|
if (++npc->count1 > 7)
|
|
{
|
|
npc->ani_no = 6;
|
|
npc->act_no = 30;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Balrog/Misery (opening)
|
|
void ActNpc299(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{0, 0, 48, 48},
|
|
{48, 0, 96, 48},
|
|
};
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->act_wait = 25;
|
|
npc->y -= 0x40 * (50 / 2);
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 0;
|
|
}
|
|
}
|
|
|
|
if (++npc->act_wait / 50 % 2)
|
|
npc->y += 0x40;
|
|
else
|
|
npc->y -= 0x40;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|