772 lines
12 KiB
C++
772 lines
12 KiB
C++
#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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#include "Sound.h"
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#include "Back.h"
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#include "Triangle.h"
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#include "Caret.h"
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#include "Boss.h"
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#include "Frame.h"
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#include "Map.h"
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#include "Bullet.h"
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//Demon crown (opening)
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void ActNpc300(NPCHAR *npc)
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{
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RECT rc[1];
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rc[0] = {192, 80, 208, 96};
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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 += 0xC00;
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break;
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}
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if (++npc->ani_wait % 8 == 1)
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SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1);
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npc->rect = rc[0];
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}
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//Camera focus marker
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void ActNpc302(NPCHAR *npc)
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{
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switch (npc->act_no)
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{
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case 10:
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npc->x = gMC.x;
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npc->y = gMC.y - 0x4000;
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break;
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case 20:
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switch (npc->direct)
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{
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case 0:
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npc->x -= 0x400;
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break;
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case 1:
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npc->y -= 0x400;
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break;
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case 2:
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npc->x += 0x400;
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break;
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case 3:
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npc->y += 0x400;
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break;
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}
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gMC.x = npc->x;
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gMC.y = npc->y;
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break;
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case 30:
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npc->x = gMC.x;
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npc->y = gMC.y + 0xA000;
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break;
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case 100:
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npc->act_no = 101;
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if (npc->direct)
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{
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int i;
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for (i = 0xAA; i < 0x200; ++i)
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{
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if (gNPC[i].cond & 0x80 && gNPC[i].code_event == npc->direct)
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{
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npc->pNpc = &gNPC[i];
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break;
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}
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}
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if (i == 0x200)
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{
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npc->cond = 0;
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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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npc->pNpc = gBoss;
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}
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// Fallthrough
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case 101:
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npc->x = (npc->pNpc->x + gMC.x) / 2;
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npc->y = (npc->pNpc->y + gMC.y) / 2;
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break;
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}
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}
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//Stumpy
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void ActNpc308(NPCHAR *npc)
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{
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RECT rcLeft[2];
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RECT rcRight[2];
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rcLeft[0] = {128, 112, 144, 128};
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rcLeft[1] = {144, 112, 160, 128};
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rcRight[0] = {128, 128, 144, 144};
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rcRight[1] = {144, 128, 160, 144};
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unsigned char deg;
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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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// Fallthrough
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case 1:
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if (gMC.x < npc->x + 0x1E000 && gMC.x > npc->x - 0x1E000 && gMC.y < npc->y + 0x18000 && gMC.y > npc->y - 0x18000)
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npc->act_no = 10;
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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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npc->xm2 = 0;
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npc->ym2 = 0;
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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// Fallthrough
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case 11:
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if (++npc->act_wait > 50)
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npc->act_no = 20;
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++npc->ani_wait;
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if (npc->act_wait > 1)
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{
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npc->ani_wait = 0;
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if (++npc->ani_no > 1)
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npc->ani_no = 0;
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}
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if (gMC.x > npc->x + 0x28000 || gMC.x < npc->x - 0x28000 || gMC.y > npc->y + 0x1E000 || gMC.y < npc->y - 0x1E000)
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npc->act_no = 0;
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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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deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-3, 3);
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npc->ym2 = 2 * GetSin(deg);
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npc->xm2 = 2 * GetCos(deg);
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if (npc->xm2 < 0)
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npc->direct = 0;
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else
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npc->direct = 2;
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// Fallthrough
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case 21:
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if (npc->xm2 < 0 && npc->flag & 1)
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{
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npc->direct = 2;
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npc->xm2 = -npc->xm2;
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}
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if (npc->xm2 > 0 && npc->flag & 4)
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{
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npc->direct = 0;
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npc->xm2 = -npc->xm2;
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}
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if (npc->ym2 < 0 && npc->flag & 2)
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npc->ym2 = -npc->ym2;
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if (npc->ym2 > 0 && npc->flag & 8)
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npc->ym2 = -npc->ym2;
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if (npc->flag & 0x100)
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npc->ym2 = -0x200;
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npc->x += npc->xm2;
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npc->y += npc->ym2;
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if (++npc->act_wait > 50)
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npc->act_no = 10;
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if (++npc->ani_no > 1)
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npc->ani_no = 0;
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break;
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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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}
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//Ma Pignon
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void ActNpc313(NPCHAR *npc)
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{
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RECT rcLeft[14];
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RECT rcRight[14];
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rcLeft[0] = {128, 0, 144, 16};
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rcLeft[1] = {144, 0, 160, 16};
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rcLeft[2] = {160, 0, 176, 16};
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rcLeft[3] = {176, 0, 192, 16};
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rcLeft[4] = {192, 0, 208, 16};
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rcLeft[5] = {208, 0, 224, 16};
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rcLeft[6] = {224, 0, 240, 16};
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rcLeft[7] = {240, 0, 256, 16};
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rcLeft[8] = {256, 0, 272, 16};
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rcLeft[9] = {272, 0, 288, 16};
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rcLeft[10] = {288, 0, 304, 16};
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rcLeft[11] = {128, 0, 144, 16};
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rcLeft[12] = {176, 0, 192, 16};
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rcLeft[13] = {304, 0, 320, 16};
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rcRight[0] = {128, 16, 144, 32};
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rcRight[1] = {144, 16, 160, 32};
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rcRight[2] = {160, 16, 176, 32};
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rcRight[3] = {176, 16, 192, 32};
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rcRight[4] = {192, 16, 208, 32};
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rcRight[5] = {208, 16, 224, 32};
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rcRight[6] = {224, 16, 240, 32};
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rcRight[7] = {240, 16, 256, 32};
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rcRight[8] = {256, 16, 272, 32};
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rcRight[9] = {272, 16, 288, 32};
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rcRight[10] = {288, 16, 304, 32};
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rcRight[11] = {128, 16, 144, 32};
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rcRight[12] = {176, 16, 192, 32};
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rcRight[13] = {304, 16, 320, 32};
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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->y += 0x800;
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// Fallthrough
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case 1:
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npc->ym += 0x40;
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if (Random(0, 120) == 10)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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if (gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000)
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{
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if (gMC.x < npc->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 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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case 100:
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npc->act_no = 110;
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npc->act_wait = 0;
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npc->count1 = 0;
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npc->bits |= 0x20;
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// Fallthrough
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case 110:
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npc->damage = 1;
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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npc->ani_no = 0;
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if (++npc->act_wait > 4)
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{
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npc->act_wait = 0;
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npc->act_no = 120;
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if (++npc->count2 > 12)
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{
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npc->count2 = 0;
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npc->act_no = 300;
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}
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}
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break;
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case 120:
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npc->ani_no = 2;
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if (++npc->act_wait > 4)
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{
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npc->act_no = 130;
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npc->ani_no = 3;
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npc->xm = 2 * Random(-0x200, 0x200);
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npc->ym = -0x800;
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PlaySoundObject(30, 1);
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++npc->count1;
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}
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break;
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case 130:
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npc->ym += 0x80;
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if (npc->y > 0x10000)
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npc->bits &= ~8;
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if (npc->xm < 0 && npc->flag & 1)
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npc->xm = -npc->xm;
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if (npc->xm > 0 && npc->flag & 4)
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npc->xm = -npc->xm;
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if (gMC.x < npc->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->ym < -0x200)
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npc->ani_no = 3;
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else if (npc->ym > 0x200)
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npc->ani_no = 4;
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else
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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 = 140;
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npc->act_wait = 0;
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npc->ani_no = 2;
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npc->xm = 0;
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}
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if (npc->count1 > 4 && gMC.y < npc->y + 0x800)
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{
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npc->act_no = 200;
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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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}
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break;
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case 140:
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npc->ani_no = 2;
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if (++npc->act_wait > 4)
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npc->act_no = 110;
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break;
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case 200:
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npc->ani_no = 5;
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if (++npc->act_wait > 10)
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{
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npc->act_no = 210;
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npc->ani_no = 6;
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if (npc->direct == 0)
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npc->xm = -0x5FF;
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else
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npc->xm = 0x5FF;
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PlaySoundObject(25, 1);
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npc->bits &= ~0x20;
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npc->bits |= 4;
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npc->damage = 10;
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}
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break;
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case 210:
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if (++npc->ani_no > 7)
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npc->ani_no = 6;
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if (npc->xm < 0 && npc->flag & 1)
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npc->act_no = 220;
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if (npc->xm > 0 && npc->flag & 4)
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npc->act_no = 220;
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break;
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case 220:
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npc->act_no = 221;
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npc->act_wait = 0;
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SetQuake(16);
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PlaySoundObject(26, 1);
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npc->damage = 4;
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// Fallthrough
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case 221:
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if (++npc->ani_no > 7)
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npc->ani_no = 6;
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if (++npc->act_wait % 6 == 0)
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SetNpChar(314, Random(4, 16) * 0x2000, 0x2000, 0, 0, 0, 0, 0x100);
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if (npc->act_wait > 30)
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{
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npc->count1 = 0;
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npc->act_no = 130;
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npc->bits |= 0x20;
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npc->bits &= ~4;
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npc->damage = 3;
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}
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break;
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case 300:
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npc->act_no = 301;
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npc->ani_no = 9;
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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// Fallthrough
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case 301:
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if (++npc->ani_no > 11)
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npc->ani_no = 9;
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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 (gMC.x > npc->x - 0x800 && gMC.x < npc->x + 0x800)
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{
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npc->act_no = 310;
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npc->act_wait = 0;
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npc->ani_no = 2;
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npc->xm = 0;
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}
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break;
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case 310:
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npc->ani_no = 2;
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if (++npc->act_wait > 4)
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{
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npc->act_no = 320;
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npc->ani_no = 12;
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npc->ym = -0x800;
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PlaySoundObject(25, 1);
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npc->bits |= 8;
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npc->bits &= ~0x20;
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npc->bits |= 4;
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npc->damage = 10;
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}
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break;
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case 320:
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if (++npc->ani_no > 13)
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npc->ani_no = 12;
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if (npc->y < 0x2000)
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npc->act_no = 330;
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break;
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case 330:
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npc->ym = 0;
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npc->act_no = 331;
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npc->act_wait = 0;
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SetQuake(16);
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PlaySoundObject(26, 1);
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// Fallthrough
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case 331:
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if (++npc->ani_no > 13)
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npc->ani_no = 12;
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if (++npc->act_wait % 6 == 0)
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SetNpChar(315, Random(4, 16) * 0x2000, 0, 0, 0, 0, 0, 0x100);
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if (npc->act_wait > 30)
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{
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npc->count1 = 0;
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npc->act_no = 130;
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npc->bits |= 0x20;
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npc->bits &= ~4;
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npc->damage = 3;
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}
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break;
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case 500:
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npc->bits &= ~0x20;
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npc->act_no = 501;
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npc->act_wait = 0;
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npc->ani_no = 8;
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npc->tgt_x = npc->x;
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npc->damage = 0;
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DeleteNpCharCode(315, 1);
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// Fallthrough
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case 501:
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npc->ym += 0x20;
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if (++npc->act_wait % 2)
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npc->x = npc->tgt_x;
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else
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npc->x = npc->tgt_x + 0x200;
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break;
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}
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if (npc->act_no > 100 && npc->act_no < 500 && npc->act_no != 210 && npc->act_no != 320)
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{
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if (IsActiveSomeBullet())
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{
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npc->bits &= ~0x20;
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npc->bits |= 4;
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}
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else
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{
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npc->bits |= 0x20;
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npc->bits &= ~4;
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}
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}
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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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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//Ma Pignon rock
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void ActNpc314(NPCHAR *npc)
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{
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RECT rc[3];
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rc[0] = {64, 64, 80, 80};
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rc[1] = {80, 64, 96, 80};
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rc[2] = {96, 64, 112, 80};
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|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->count2 = 0;
|
|
npc->act_no = 100;
|
|
npc->bits |= 4;
|
|
npc->ani_no = Random(0, 2);
|
|
// Fallthrough
|
|
case 100:
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->ym > 0x700)
|
|
npc->ym = 0x700;
|
|
|
|
if (npc->y > 0x10000)
|
|
npc->bits &= ~8;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ym = -0x200;
|
|
npc->act_no = 110;
|
|
npc->bits |= 8;
|
|
PlaySoundObject(12, 1);
|
|
SetQuake(10);
|
|
|
|
for (int i = 0; i < 2; ++i)
|
|
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
|
}
|
|
|
|
break;
|
|
|
|
case 110:
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->y > (gMap.length * 0x2000) + 0x4000)
|
|
{
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 6)
|
|
{
|
|
++npc->ani_wait;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.y > npc->y)
|
|
npc->damage = 10;
|
|
else
|
|
npc->damage = 0;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
//Ma Pignon clone
|
|
void ActNpc315(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[4];
|
|
RECT rcRight[4];
|
|
|
|
rcLeft[0] = {128, 0, 144, 16};
|
|
rcLeft[1] = {160, 0, 176, 16};
|
|
rcLeft[2] = {176, 0, 192, 16};
|
|
rcLeft[3] = {192, 0, 208, 16};
|
|
|
|
rcRight[0] = {128, 16, 144, 32};
|
|
rcRight[1] = {160, 16, 176, 32};
|
|
rcRight[2] = {176, 16, 192, 32};
|
|
rcRight[3] = {192, 16, 208, 32};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->ani_no = 3;
|
|
npc->ym += 0x80;
|
|
|
|
if (npc->y > 0x10000)
|
|
{
|
|
npc->act_no = 130;
|
|
npc->bits &= ~8;
|
|
}
|
|
|
|
break;
|
|
|
|
case 100:
|
|
npc->act_no = 110;
|
|
npc->act_wait = 0;
|
|
npc->count1 = 0;
|
|
npc->bits |= 0x20;
|
|
// Fallthrough
|
|
case 110:
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->act_wait > 4)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 120;
|
|
}
|
|
|
|
break;
|
|
|
|
case 120:
|
|
npc->ani_no = 1;
|
|
|
|
if (++npc->act_wait > 4)
|
|
{
|
|
npc->act_no = 130;
|
|
npc->ani_no = 3;
|
|
npc->xm = 2 * Random(-0x200, 0x200);
|
|
npc->ym = -0x800;
|
|
PlaySoundObject(30, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 130:
|
|
npc->ym += 0x80;
|
|
|
|
if (npc->xm < 0 && npc->flag & 1)
|
|
npc->xm = -npc->xm;
|
|
if (npc->xm > 0 && npc->flag & 4)
|
|
npc->xm = -npc->xm;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->ym < -0x200)
|
|
npc->ani_no = 2;
|
|
else if (npc->ym > 0x200)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 3;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 140;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 140:
|
|
npc->ani_no = 1;
|
|
|
|
if (++npc->act_wait > 4)
|
|
{
|
|
npc->act_no = 110;
|
|
npc->bits |= 0x20;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no > 100)
|
|
{
|
|
if (IsActiveSomeBullet())
|
|
{
|
|
npc->bits &= ~0x20;
|
|
npc->bits |= 4;
|
|
}
|
|
else
|
|
{
|
|
npc->bits |= 0x20;
|
|
npc->bits &= ~4;
|
|
}
|
|
}
|
|
|
|
if (++npc->count2 > 300)
|
|
{
|
|
VanishNpChar(npc);
|
|
}
|
|
else
|
|
{
|
|
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];
|
|
}
|
|
}
|