1307 lines
20 KiB
C++
1307 lines
20 KiB
C++
#include "NpcAct.h"
|
|
|
|
#include <stddef.h>
|
|
|
|
#include "WindowsWrapper.h"
|
|
|
|
#include "Caret.h"
|
|
#include "CommonDefines.h"
|
|
#include "Game.h"
|
|
#include "MyChar.h"
|
|
#include "NpChar.h"
|
|
#include "Sound.h"
|
|
#include "Triangle.h"
|
|
|
|
// Shovel Brigade
|
|
void ActNpc220(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{0, 64, 16, 80},
|
|
{16, 64, 32, 80},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{0, 80, 16, 96},
|
|
{16, 80, 32, 96},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Shovel Brigade (walking)
|
|
void ActNpc221(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[6] = {
|
|
{0, 64, 16, 80},
|
|
{16, 64, 32, 80},
|
|
{32, 64, 48, 80},
|
|
{0, 64, 16, 80},
|
|
{48, 64, 64, 80},
|
|
{0, 64, 16, 80},
|
|
};
|
|
|
|
RECT rcRight[6] = {
|
|
{0, 80, 16, 96},
|
|
{16, 80, 32, 96},
|
|
{32, 80, 48, 96},
|
|
{0, 80, 16, 96},
|
|
{48, 80, 64, 96},
|
|
{0, 80, 16, 96},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->xm = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 60) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (Random(0, 60) == 1)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = Random(0, 16);
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
|
|
if (Random(0, 9) % 2)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->direct == 0 && npc->flag & 1)
|
|
npc->direct = 2;
|
|
else if (npc->direct == 2 && npc->flag & 4)
|
|
npc->direct = 0;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 2;
|
|
|
|
if (++npc->act_wait > 32)
|
|
npc->act_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
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];
|
|
}
|
|
|
|
// Prison bars
|
|
void ActNpc222(NPCHAR *npc)
|
|
{
|
|
RECT rc = {96, 168, 112, 200};
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
++npc->act_no;
|
|
npc->y -= 8 * 0x200;
|
|
}
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Momorin
|
|
void ActNpc223(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{80, 192, 96, 216},
|
|
{96, 192, 112, 216},
|
|
{112, 192, 128, 216},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{80, 216, 96, 240},
|
|
{96, 216, 112, 240},
|
|
{112, 216, 128, 240},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 160) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 12)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
npc->ani_no = 2;
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no < 2 && gMC.y < npc->y + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200))
|
|
{
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Chie
|
|
void ActNpc224(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{112, 32, 128, 48},
|
|
{128, 32, 144, 48},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{112, 48, 128, 64},
|
|
{128, 48, 144, 64},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 160) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 12)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no < 2 && gMC.y < npc->y + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200))
|
|
{
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Megane
|
|
void ActNpc225(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{64, 64, 80, 80},
|
|
{80, 64, 96, 80},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{64, 80, 80, 96},
|
|
{80, 80, 96, 96},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 160) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 12)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Kanpachi
|
|
void ActNpc226(NPCHAR *npc)
|
|
{
|
|
RECT rcRight[7] = {
|
|
{256, 56, 272, 80},
|
|
{272, 56, 288, 80},
|
|
{288, 56, 304, 80},
|
|
{256, 56, 272, 80},
|
|
{304, 56, 320, 80},
|
|
{256, 56, 272, 80},
|
|
{240, 56, 256, 80},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->xm = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 60) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
npc->xm = 0x200;
|
|
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 2;
|
|
|
|
++npc->act_wait;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->xm = 0;
|
|
npc->ani_no = 6;
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Bucket
|
|
void ActNpc227(NPCHAR *npc)
|
|
{
|
|
RECT rc = {208, 32, 224, 48};
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Droll (guard)
|
|
void ActNpc228(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[4] = {
|
|
{0, 0, 32, 40},
|
|
{32, 0, 64, 40},
|
|
{64, 0, 96, 40},
|
|
{96, 0, 128, 40},
|
|
};
|
|
|
|
RECT rcRight[4] = {
|
|
{0, 40, 32, 80},
|
|
{32, 40, 64, 80},
|
|
{64, 40, 96, 80},
|
|
{96, 40, 128, 80},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y -= 8 * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->xm = 0;
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
// Fallthrough
|
|
case 2:
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (++npc->ani_wait > 50)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 2;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_no = 12;
|
|
npc->ani_no = 3;
|
|
npc->ym = -0x600;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ani_no = 2;
|
|
npc->act_no = 13;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 13:
|
|
npc->xm /= 2;
|
|
|
|
if (++npc->act_wait > 10)
|
|
npc->act_no = 1;
|
|
|
|
break;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
// Red Flowers (sprouts)
|
|
void ActNpc229(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{0, 96, 48, 112},
|
|
{0, 112, 48, 128},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y -= 16 * 0x200;
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rc[0];
|
|
else
|
|
npc->rect = rc[1];
|
|
}
|
|
|
|
// Red Flowers (blooming)
|
|
void ActNpc230(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{48, 96, 96, 128},
|
|
{96, 96, 144, 128},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->x -= 16 * 0x200;
|
|
npc->y -= 16 * 0x200;
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rc[0];
|
|
else
|
|
npc->rect = rc[1];
|
|
}
|
|
|
|
// Rocket
|
|
void ActNpc231(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
RECT rc[2] = {
|
|
{176, 32, 208, 48},
|
|
{176, 48, 208, 64},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
++npc->act_wait;
|
|
npc->ym += 8;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
if (npc->act_wait < 10)
|
|
npc->act_no = 12;
|
|
else
|
|
npc->act_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
npc->bits &= ~NPC_INTERACTABLE;
|
|
npc->act_no = 13;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
|
|
for (i = 0; i < 10; ++i)
|
|
{
|
|
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
|
|
PlaySoundObject(12, SOUND_MODE_PLAY); // Wait, it does this in a loop?
|
|
}
|
|
// Fallthrough
|
|
case 13:
|
|
npc->ym -= 8;
|
|
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait % 2 == 0)
|
|
SetCaret(npc->x - (10 * 0x200), npc->y + (8 * 0x200), CARET_EXHAUST, DIR_DOWN);
|
|
if (npc->act_wait % 2 == 1)
|
|
SetCaret(npc->x + (10 * 0x200), npc->y + (8 * 0x200), CARET_EXHAUST, DIR_DOWN);
|
|
|
|
if (npc->act_wait % 4 == 1)
|
|
PlaySoundObject(34, SOUND_MODE_PLAY);
|
|
|
|
if (npc->flag & 2 || gMC.flag & 2 || npc->act_wait > 450)
|
|
{
|
|
if (npc->flag & 2 || gMC.flag & 2)
|
|
npc->ym = 0;
|
|
|
|
npc->act_no = 15;
|
|
|
|
for (i = 0; i < 6; ++i)
|
|
{
|
|
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
|
|
PlaySoundObject(12, SOUND_MODE_PLAY); // Here it does it again...
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 15:
|
|
npc->ym += 8;
|
|
++npc->act_wait;
|
|
|
|
if (npc->ym < 0)
|
|
{
|
|
if (npc->act_wait % 8 == 0)
|
|
SetCaret(npc->x - (10 * 0x200), npc->y + (8 * 0x200), CARET_EXHAUST, DIR_DOWN);
|
|
|
|
if (npc->act_wait % 8 == 4)
|
|
SetCaret(npc->x + (10 * 0x200), npc->y + (8 * 0x200), CARET_EXHAUST, DIR_DOWN);
|
|
|
|
if (npc->act_wait % 16 == 1)
|
|
PlaySoundObject(34, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->bits |= NPC_INTERACTABLE;
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->ym < -0x5FF)
|
|
npc->ym = -0x5FF;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Orangebell
|
|
void ActNpc232(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
npc->ym = 0x200;
|
|
|
|
for (i = 0; i < 8; ++i)
|
|
SetNpChar(233, npc->x, npc->y, 0, 0, npc->direct, npc, 0x100);
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->xm < 0 && npc->flag & 1)
|
|
npc->direct = 2;
|
|
if (npc->xm > 0 && npc->flag & 4)
|
|
npc->direct = 0;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x100;
|
|
else
|
|
npc->xm = 0x100;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 8;
|
|
else
|
|
npc->ym -= 8;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
if (++npc->ani_wait > 5)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
RECT rcLeft[3] = {
|
|
{128, 0, 160, 32},
|
|
{160, 0, 192, 32},
|
|
{192, 0, 224, 32},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{128, 32, 160, 64},
|
|
{160, 32, 192, 64},
|
|
{192, 32, 224, 64},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Orangebell bat
|
|
void ActNpc233(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
deg = Random(0, 0xFF);
|
|
npc->xm = GetCos(deg);
|
|
deg = Random(0, 0xFF);
|
|
npc->ym = GetSin(deg);
|
|
|
|
npc->count1 = 120;
|
|
npc->count2 = Random(-0x20, 0x20) * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->pNpc->code_char == 232)
|
|
{
|
|
npc->tgt_x = npc->pNpc->x;
|
|
npc->tgt_y = npc->pNpc->y;
|
|
npc->direct = npc->pNpc->direct;
|
|
}
|
|
|
|
if (npc->tgt_x < npc->x)
|
|
npc->xm -= 8;
|
|
if (npc->tgt_x > npc->x)
|
|
npc->xm += 8;
|
|
|
|
if (npc->tgt_y + npc->count2 < npc->y)
|
|
npc->ym -= 0x20;
|
|
if (npc->tgt_y + npc->count2 > npc->y)
|
|
npc->ym += 0x20;
|
|
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
if (npc->ym > 0x400)
|
|
npc->ym = 0x400;
|
|
if (npc->ym < -0x400)
|
|
npc->ym = -0x400;
|
|
|
|
if (npc->count1 < 120)
|
|
{
|
|
++npc->count1;
|
|
break;
|
|
}
|
|
|
|
if (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y < gMC.y && npc->y + (176 * 0x200) > gMC.y)
|
|
{
|
|
npc->xm /= 4;
|
|
npc->ym = 0;
|
|
npc->act_no = 3;
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ym = 0;
|
|
npc->xm *= 2;
|
|
npc->count1 = 0;
|
|
npc->act_no = 1;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rcLeft[4] = {
|
|
{256, 0, 272, 16},
|
|
{272, 0, 288, 16},
|
|
{288, 0, 304, 16},
|
|
{304, 0, 320, 16},
|
|
};
|
|
|
|
RECT rcRight[4] = {
|
|
{256, 16, 272, 32},
|
|
{272, 16, 288, 32},
|
|
{288, 16, 304, 32},
|
|
{304, 16, 320, 32},
|
|
};
|
|
|
|
if (npc->act_no == 3)
|
|
{
|
|
npc->ani_no = 3;
|
|
}
|
|
else
|
|
{
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Red Flowers (picked)
|
|
void ActNpc234(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{144, 96, 192, 112},
|
|
{144, 112, 192, 128},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y += 16 * 0x200;
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rc[0];
|
|
else
|
|
npc->rect = rc[1];
|
|
}
|
|
|
|
// Midorin
|
|
void ActNpc235(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[4] = {
|
|
{192, 96, 208, 112},
|
|
{208, 96, 224, 112},
|
|
{224, 96, 240, 112},
|
|
{192, 96, 208, 112},
|
|
};
|
|
|
|
RECT rcRight[4] = {
|
|
{192, 112, 208, 128},
|
|
{208, 112, 224, 128},
|
|
{224, 112, 240, 128},
|
|
{192, 112, 208, 128},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->xm = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 30) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (Random(0, 30) == 1)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = Random(0, 16);
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
|
|
if (Random(0, 9) % 2)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->direct == 0 && npc->flag & 1)
|
|
npc->direct = 2;
|
|
else if (npc->direct == 2 && npc->flag & 4)
|
|
npc->direct = 0;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 2;
|
|
|
|
if (++npc->act_wait > 64)
|
|
npc->act_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->ani_no == 2)
|
|
npc->hit.top = 5 * 0x200;
|
|
else
|
|
npc->hit.top = 4 * 0x200;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Gunfish
|
|
void ActNpc236(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[6] = {
|
|
{128, 64, 152, 88},
|
|
{152, 64, 176, 88},
|
|
{176, 64, 200, 88},
|
|
{200, 64, 224, 88},
|
|
{224, 64, 248, 88},
|
|
{248, 64, 272, 88},
|
|
};
|
|
|
|
RECT rcRight[6] = {
|
|
{128, 88, 152, 112},
|
|
{152, 88, 176, 112},
|
|
{176, 88, 200, 112},
|
|
{200, 88, 224, 112},
|
|
{224, 88, 248, 112},
|
|
{248, 88, 272, 112},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = Random(0, 50);
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
npc->ym = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->act_wait != 0)
|
|
{
|
|
--npc->act_wait;
|
|
}
|
|
else
|
|
{
|
|
npc->ym = 0x200;
|
|
npc->act_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (npc->x < gMC.x)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
|
|
if (gMC.x < npc->x + (128 * 0x200) && gMC.x > npc->x - (128 * 0x200) && gMC.y < npc->y + (32 * 0x200) && gMC.y > npc->y - (160 * 0x200))
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait > 80)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->act_wait > 20)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 20;
|
|
}
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 2;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
if (++npc->act_wait > 60)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 2;
|
|
}
|
|
|
|
if (npc->act_wait % 10 == 3)
|
|
{
|
|
PlaySoundObject(39, SOUND_MODE_PLAY);
|
|
|
|
if (npc->direct == 0)
|
|
SetNpChar(237, npc->x - (8 * 0x200), npc->y - (8 * 0x200), -0x400, -0x400, 0, NULL, 0x100);
|
|
else
|
|
SetNpChar(237, npc->x + (8 * 0x200), npc->y - (8 * 0x200), 0x400, -0x400, 0, NULL, 0x100);
|
|
}
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 4;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x10;
|
|
else
|
|
npc->ym -= 0x10;
|
|
|
|
if (npc->ym > 0x100)
|
|
npc->ym = 0x100;
|
|
if (npc->ym < -0x100)
|
|
npc->ym = -0x100;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Gunfish projectile
|
|
void ActNpc237(NPCHAR *npc)
|
|
{
|
|
RECT rc = {312, 32, 320, 40};
|
|
|
|
int i;
|
|
BOOL bHit;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
bHit = FALSE;
|
|
|
|
++npc->act_wait;
|
|
|
|
if (npc->flag & 0xFF)
|
|
bHit = TRUE;
|
|
|
|
if (npc->act_wait > 10 && npc->flag & 0x100)
|
|
bHit = TRUE;
|
|
|
|
if (bHit)
|
|
{
|
|
for (i = 0; i < 5; ++i)
|
|
SetCaret(npc->x, npc->y, CARET_BUBBLE, DIR_LEFT);
|
|
|
|
PlaySoundObject(21, SOUND_MODE_PLAY);
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Press (sideways)
|
|
void ActNpc238(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
RECT rc[3] = {
|
|
{184, 200, 208, 216},
|
|
{208, 200, 232, 216},
|
|
{232, 200, 256, 216},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
npc->view.front = 16 * 0x200;
|
|
npc->view.back = 8 * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->direct == 0 && gMC.x < npc->x && gMC.x > npc->x - (192 * 0x200) && gMC.y > npc->y - (4 * 0x200) && gMC.y < npc->y + (8 * 0x200))
|
|
{
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
if (npc->direct == 2 && gMC.x > npc->x && gMC.x < npc->x + (192 * 0x200) && gMC.y > npc->y - (4 * 0x200) && gMC.y < npc->y + (8 * 0x200))
|
|
{
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->damage = 0x7F;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x -= 6 * 0x200;
|
|
else
|
|
npc->x += 6 * 0x200;
|
|
|
|
if (++npc->act_wait == 8)
|
|
{
|
|
npc->act_no = 20;
|
|
npc->act_wait = 0;
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
|
|
PlaySoundObject(12, SOUND_MODE_PLAY);
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->damage = 0;
|
|
|
|
if (++npc->act_wait > 50)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 30;
|
|
}
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->damage = 0;
|
|
npc->ani_no = 1;
|
|
|
|
if (++npc->act_wait == 12)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->x += 4 * 0x200;
|
|
else
|
|
npc->x -= 4 * 0x200;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0 && gMC.x < npc->x)
|
|
npc->hit.back = 16 * 0x200;
|
|
else if (npc->direct == 2 && gMC.x > npc->x)
|
|
npc->hit.back = 16 * 0x200;
|
|
else
|
|
npc->hit.back = 8 * 0x200;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Cage bars
|
|
void ActNpc239(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft = {192, 48, 256, 80};
|
|
RECT rcRight = {96, 112, 144, 144};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->x += 8 * 0x200;
|
|
npc->y += 16 * 0x200;
|
|
}
|
|
else
|
|
{
|
|
npc->view.front = 24 * 0x200;
|
|
npc->view.back = 24 * 0x200;
|
|
npc->view.top = 8 * 0x200;
|
|
npc->view.back = 24 * 0x200;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft;
|
|
else
|
|
npc->rect = rcRight;
|
|
}
|