cave-story-solaris/src/NpcAct100.cpp
2019-02-04 15:23:08 +00:00

520 lines
7.5 KiB
C++

#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
// Grate
void ActNpc100(NPCHAR *npc)
{
RECT rc[2];
rc[0] = {272, 48, 288, 64};
rc[1] = {272, 48, 288, 64};
if (npc->act_no == 0)
{
npc->y += 0x2000;
npc->act_no = 1;
}
if (npc->direct == 0)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
//Mannan projectile
void ActNpc103(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {192, 96, 208, 120};
rcLeft[1] = {208, 96, 224, 120};
rcLeft[2] = {224, 96, 240, 120};
rcRight[0] = {192, 120, 208, 144};
rcRight[1] = {208, 120, 224, 144};
rcRight[2] = {224, 120, 240, 144};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->direct == 0)
npc->xm -= 0x20;
else
npc->xm += 0x20;
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
break;
}
npc->x += npc->xm;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (++npc->count1 > 100)
npc->cond = 0;
if (npc->count1 % 4 == 1)
PlaySoundObject(46, 1);
}
//Frog
void ActNpc104(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {0, 112, 32, 144};
rcLeft[1] = {32, 112, 64, 144};
rcLeft[2] = {64, 112, 96, 144};
rcRight[0] = {0, 144, 32, 176};
rcRight[1] = {32, 144, 64, 176};
rcRight[2] = {64, 144, 96, 176};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
if (npc->direct == 4)
{
if (Random(0, 1) != 0)
npc->direct = 0;
else
npc->direct = 2;
npc->bits |= 8;
npc->ani_no = 2;
npc->act_no = 3;
break;
}
else
{
npc->bits &= ~8;
}
// Fallthrough
case 1:
++npc->act_wait;
if (Random(0, 50) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ani_wait = 0;
}
break;
case 2:
++npc->act_wait;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->act_wait > 18)
{
npc->act_no = 1;
npc->act_no = 1;
}
break;
case 3:
if (++npc->act_wait > 40)
npc->bits &= ~8;
if (npc->flag & 8)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
case 10:
npc->act_no = 11;
// Fallthrough
case 11:
if (npc->flag & 1 && npc->xm < 0)
{
npc->xm = -npc->xm;
npc->direct = 2;
}
if (npc->flag & 4 && npc->xm > 0)
{
npc->xm = -npc->xm;
npc->direct = 0;
}
if (npc->flag & 8)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
}
bool bJump = false;
if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
{
if (npc->shock)
bJump = true;
if (npc->x >= gMC.x - 0x14000 && npc->x <= gMC.x + 0x14000 && npc->y >= gMC.y - 0x8000 && npc->y <= gMC.y + 0x8000)
{
if (Random(0, 50) == 2)
bJump = true;
}
}
if (bJump)
{
if (gMC.x > npc->x)
npc->direct = 0;
else
npc->direct = 2;
npc->act_no = 10;
npc->ani_no = 2;
npc->ym = -0x5FF;
if (!(gMC.cond & 2))
PlaySoundObject(30, 1);
if (npc->direct == 0)
npc->xm = -0x200u;
else
npc->xm = 0x200;
}
npc->ym += 0x80;
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];
}
//'HEY!' speech bubble (low)
void ActNpc105(NPCHAR *npc)
{
RECT rect[2];
rect[0] = {128, 32, 144, 48};
rect[1] = {128, 32, 128, 32};
if (++npc->act_wait > 30)
npc->cond = 0;
if (npc->act_wait <= 4)
npc->y -= 0x200;
npc->rect = rect[npc->ani_no];
}
//'HEY!' speech bubble (high)
void ActNpc106(NPCHAR *npc)
{
if (npc->act_no == 0)
{
SetNpChar(105, npc->x, npc->y - 0x1000, 0, 0, 0, 0, 0x180);
npc->act_no = 1;
}
}
//Quote (teleport out)
void ActNpc111(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {0, 0, 16, 16};
rcLeft[1] = {16, 0, 32, 16};
rcRight[0] = {0, 16, 16, 32};
rcRight[1] = {16, 16, 32, 32};
switch ( npc->act_no )
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->y -= 0x2000;
break;
case 1:
if (++npc->act_wait > 20)
{
npc->act_wait = 0;
npc->act_no = 2;
npc->ani_no = 1;
npc->ym = -0x2FF;
}
break;
case 2:
if (npc->ym > 0)
npc->hit.bottom = 0x2000;
if (npc->flag & 8)
{
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 0;
}
break;
case 3:
if (++npc->act_wait > 40)
{
npc->act_no = 4;
npc->act_wait = 64;
PlaySoundObject(29, 1);
}
break;
case 4:
--npc->act_wait;
npc->ani_no = 0;
if (npc->act_wait == 0)
npc->cond = 0;
break;
}
npc->ym += 0x40;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (gMC.equip & 0x40)
{
npc->rect.top += 32;
npc->rect.bottom += 32;
}
if (npc->act_no == 4)
{
npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
if (npc->act_wait / 2 % 2)
++npc->rect.left;
}
}
//Quote (teleport in)
void ActNpc112(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {0, 0, 16, 16};
rcLeft[1] = {16, 0, 32, 16};
rcRight[0] = {0, 16, 16, 32};
rcRight[1] = {16, 16, 32, 32};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->x += 0x2000;
npc->y += 0x1000;
PlaySoundObject(29, 1);
// Fallthrough
case 1:
if (++npc->act_wait == 64)
{
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
if (++npc->act_wait > 20)
{
npc->act_no = 3;
npc->ani_no = 1;
npc->hit.bottom = 0x1000;
}
break;
case 3:
if (npc->flag & 8)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 0;
}
break;
}
npc->ym += 0x40;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (gMC.equip & 0x40)
{
npc->rect.top += 32;
npc->rect.bottom += 32;
}
if (npc->act_no == 1)
{
npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
if ( npc->act_wait / 2 % 2 )
++npc->rect.left;
}
}
//Press
void ActNpc114(NPCHAR *npc)
{
RECT rcLeft[3];
rcLeft[0] = {144, 112, 160, 136};
rcLeft[1] = {160, 112, 176, 136};
rcLeft[2] = {176, 112, 192, 136};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 0x800;
// Fallthrough
case 1:
if (!(npc->flag & 8))
{
npc->act_no = 10;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break;
case 10:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 2;
if (gMC.y > npc->y)
{
npc->bits &= ~0x40;
npc->damage = 0x7F;
}
else
{
npc->bits |= 0x40;
npc->damage = 0;
}
if (npc->flag & 8)
{
if (npc->ani_no > 1)
{
for (int i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
PlaySoundObject(26, 1);
SetQuake(10);
}
npc->act_no = 1;
npc->ani_no = 0;
npc->damage = 0;
npc->bits |= 0x40;
}
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rcLeft[npc->ani_no];
}
//Red petals
void ActNpc116(NPCHAR *npc)
{
RECT rc[1];
rc[0] = {272, 184, 320, 200};
npc->rect = rc[0];
}
//Table and chair
void ActNpc119(NPCHAR *npc)
{
RECT rc[1];
rc[0] = {248, 184, 272, 200};
npc->rect = rc[0];
}