1514 lines
24 KiB
C++
1514 lines
24 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 "Bullet.h"
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#include "Caret.h"
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#include "CommonDefines.h"
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#include "Frame.h"
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#include "Game.h"
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#include "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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// Dragon Zombie
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void ActNpc200(NPCHAR *npc)
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{
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unsigned char deg;
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int xm, ym;
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RECT rcLeft[6] = {
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{0, 0, 40, 40},
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{40, 0, 80, 40},
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{80, 0, 120, 40},
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{120, 0, 160, 40},
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{160, 0, 200, 40},
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{200, 0, 240, 40},
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};
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RECT rcRight[6] = {
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{0, 40, 40, 80},
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{40, 40, 80, 80},
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{80, 40, 120, 80},
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{120, 40, 160, 80},
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{160, 40, 200, 80},
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{200, 40, 240, 80},
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};
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if (npc->act_no < 100 && npc->life < 950)
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{
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PlaySoundObject(72, SOUND_MODE_PLAY);
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
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SetExpObjects(npc->x, npc->y, npc->exp);
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npc->act_no = 100;
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npc->bits &= ~NPC_SHOOTABLE;
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npc->damage = 0;
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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 = 10;
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npc->count1 = 0;
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// Fallthrough
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case 10:
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if (++npc->ani_wait > 30)
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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->count1)
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--npc->count1;
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if (npc->count1 == 0 && gMC.x > npc->x - (112 * 0x200) && gMC.x < npc->x + (112 * 0x200))
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npc->act_no = 20;
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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 / 2 % 2)
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npc->ani_no = 2;
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else
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npc->ani_no = 3;
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if (npc->act_wait > 30)
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npc->act_no = 30;
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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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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 = 4;
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y;
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// Fallthrough
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case 31:
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if (++npc->act_wait < 40 && npc->act_wait % 8 == 1)
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{
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if (npc->direct == 0)
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deg = GetArktan(npc->x - (14 * 0x200) - npc->tgt_x, npc->y - npc->tgt_y);
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else
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deg = GetArktan(npc->x + (14 * 0x200) - npc->tgt_x, npc->y - npc->tgt_y);
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deg += (unsigned char)Random(-6, 6);
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ym = GetSin(deg) * 3;
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xm = GetCos(deg) * 3;
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if (npc->direct == 0)
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SetNpChar(202, npc->x - (14 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
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else
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SetNpChar(202, npc->x + (14 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
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if (!(gMC.cond & 2))
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PlaySoundObject(33, SOUND_MODE_PLAY);
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}
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if (npc->act_wait > 60)
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{
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npc->act_no = 10;
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npc->count1 = Random(100, 200);
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npc->ani_wait = 0;
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}
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break;
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case 100:
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npc->ani_no = 5;
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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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// Dragon Zombie (dead)
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void ActNpc201(NPCHAR *npc)
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{
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RECT rcLeft[1] = {
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{200, 0, 240, 40}
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};
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RECT rcRight[1] = {
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{200, 40, 240, 80}
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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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// Dragon Zombie projectile
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void ActNpc202(NPCHAR *npc)
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{
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if (npc->flag & 0xFF)
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{
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npc->cond = 0;
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SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
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}
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npc->y += npc->ym;
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npc->x += npc->xm;
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RECT rect_left[3] = {
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{184, 216, 200, 240},
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{200, 216, 216, 240},
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{216, 216, 232, 240},
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};
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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 > 2)
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npc->ani_no = 0;
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npc->rect = rect_left[npc->ani_no];
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if (++npc->count1 > 300)
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{
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npc->cond = 0;
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SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
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}
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}
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// Critter (destroyed Egg Corridor)
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void ActNpc203(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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{0, 80, 16, 96},
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{16, 80, 32, 96},
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{32, 80, 48, 96},
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};
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RECT rcRight[3] = {
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{0, 96, 16, 112},
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{16, 96, 32, 112},
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{32, 96, 48, 112},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->y += 3 * 0x200;
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npc->act_no = 1;
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// Fallthrough
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case 1:
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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 >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y)
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{
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npc->ani_no = 1;
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}
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else
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{
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if (npc->act_wait < 8)
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++npc->act_wait;
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npc->ani_no = 0;
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}
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if (npc->shock)
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{
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npc->act_no = 2;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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if (npc->act_wait >= 8 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
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{
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npc->act_no = 2;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 3;
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npc->ani_no = 2;
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npc->ym = -0x5FF;
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if (!(gMC.cond & 2))
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PlaySoundObject(30, SOUND_MODE_PLAY);
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if (npc->direct == 0)
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npc->xm = -0x100;
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else
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npc->xm = 0x100;
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}
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break;
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case 3:
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if (npc->flag & 8)
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{
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npc->xm = 0;
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npc->act_wait = 0;
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npc->ani_no = 0;
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npc->act_no = 1;
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if (!(gMC.cond & 2))
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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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npc->ym += 0x40;
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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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// Falling spike (small)
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void ActNpc204(NPCHAR *npc)
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{
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RECT rc[2] = {
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{240, 80, 256, 96},
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{240, 144, 256, 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 = 1;
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npc->tgt_x = npc->x;
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// Fallthrough
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case 1:
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if (gMC.x > npc->x - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y)
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npc->act_no = 2;
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break;
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case 2:
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if (++npc->act_wait / 6 % 2)
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npc->x = npc->tgt_x - (1 * 0x200);
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else
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npc->x = npc->tgt_x;
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if (npc->act_wait > 30)
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{
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npc->act_no = 3;
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npc->ani_no = 1;
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}
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break;
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case 3:
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npc->ym += 0x20;
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if (npc->flag & 0xFF)
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{
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if (!(gMC.cond & 2))
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PlaySoundObject(12, SOUND_MODE_PLAY);
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
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npc->cond = 0;
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return;
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}
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break;
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}
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if (npc->ym > 0xC00)
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npc->ym = 0xC00;
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npc->y += npc->ym;
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npc->rect = rc[npc->ani_no];
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}
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// Falling spike (large)
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void ActNpc205(NPCHAR *npc)
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{
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RECT rc[2] = {
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{112, 80, 128, 112},
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{128, 80, 144, 112},
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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->tgt_x = npc->x;
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npc->y += 4 * 0x200;
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// Fallthrough
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case 1:
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if (gMC.x > npc->x - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y)
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npc->act_no = 2;
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break;
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case 2:
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if (++npc->act_wait / 6 % 2)
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npc->x = npc->tgt_x - (1 * 0x200);
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else
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npc->x = npc->tgt_x;
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if (npc->act_wait > 30)
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{
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npc->act_no = 3;
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npc->ani_no = 1;
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npc->act_wait = 0;
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}
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break;
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case 3:
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npc->ym += 0x20;
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if (gMC.y > npc->y)
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{
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npc->bits &= ~NPC_SOLID_HARD;
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npc->damage = 0x7F;
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}
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else
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{
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npc->bits |= NPC_SOLID_HARD;
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npc->damage = 0;
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}
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if (++npc->act_wait > 8 && npc->flag & 0xFF)
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{
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npc->bits |= NPC_SOLID_HARD;
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npc->act_no = 4;
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npc->act_wait = 0;
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npc->ym = 0;
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npc->damage = 0;
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PlaySoundObject(12, SOUND_MODE_PLAY);
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
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SetBullet(24, npc->x, npc->y, 0);
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return;
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}
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break;
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case 4:
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if (++npc->act_wait > 4)
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{
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npc->act_no = 5;
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npc->bits |= NPC_SHOOTABLE;
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}
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break;
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}
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if (npc->ym > 0xC00)
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npc->ym = 0xC00;
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npc->y += npc->ym;
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npc->rect = rc[npc->ani_no];
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}
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// Counter Bomb
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void ActNpc206(NPCHAR *npc)
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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->tgt_x = npc->x;
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npc->tgt_y = npc->y;
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npc->count1 = 120;
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npc->act_wait = Random(0, 50);
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// Fallthrough
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case 1:
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if (++npc->act_wait < 50)
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break;
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npc->act_wait = 0;
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npc->act_no = 2;
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npc->ym = 0x300;
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break;
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case 2:
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if (gMC.x > npc->x - (80 * 0x200) && gMC.x < npc->x + (80 * 0x200))
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{
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npc->act_wait = 0;
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npc->act_no = 3;
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}
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if (npc->shock)
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{
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npc->act_wait = 0;
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npc->act_no = 3;
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}
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break;
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case 3:
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switch (npc->act_wait)
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{
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// Interestingly, this NPC counts down at 60 frames
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// per second, while NPC322 (Deleet) counts at 50.
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case 60 * 0:
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SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100);
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break;
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case 60 * 1:
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SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 1, NULL, 0x100);
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break;
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case 60 * 2:
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SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 2, NULL, 0x100);
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break;
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case 60 * 3:
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SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 3, NULL, 0x100);
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break;
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case 60 * 4:
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SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 4, NULL, 0x100);
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break;
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case 60 * 5:
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npc->hit.back = 128 * 0x200;
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npc->hit.front = 128 * 0x200;
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npc->hit.top = 100 * 0x200;
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npc->hit.bottom = 100 * 0x200;
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npc->damage = 30;
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PlaySoundObject(35, SOUND_MODE_PLAY);
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SetDestroyNpChar(npc->x, npc->y, 0x10000, 100);
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SetQuake(20);
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npc->cond |= 8;
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break;
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}
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++npc->act_wait;
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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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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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}
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npc->x += npc->xm;
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npc->y += npc->ym;
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RECT rect_left[3] = {
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{80, 80, 120, 120},
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{120, 80, 160, 120},
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{160, 80, 200, 120},
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};
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if (++npc->ani_wait > 4)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 2)
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npc->ani_no = 0;
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npc->rect = rect_left[npc->ani_no];
|
|
}
|
|
|
|
// Counter Bomb's countdown
|
|
void ActNpc207(NPCHAR *npc)
|
|
{
|
|
RECT rc[5] = {
|
|
{0, 144, 16, 160},
|
|
{16, 144, 32, 160},
|
|
{32, 144, 48, 160},
|
|
{48, 144, 64, 160},
|
|
{64, 144, 80, 160},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = npc->direct;
|
|
PlaySoundObject(43, SOUND_MODE_PLAY);
|
|
// Fallthrough
|
|
case 1:
|
|
npc->x += 1 * 0x200;
|
|
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 30)
|
|
{
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Basu (destroyed Egg Corridor)
|
|
void ActNpc208(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{248, 80, 272, 104},
|
|
{272, 80, 296, 104},
|
|
{296, 80, 320, 104},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{248, 104, 272, 128},
|
|
{272, 104, 296, 128},
|
|
{296, 104, 320, 128},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200))
|
|
{
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->ym = -0x200;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->count1 = npc->direct;
|
|
npc->count2 = 0;
|
|
npc->damage = 6;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->x = gMC.x + (256 * 0x200);
|
|
npc->xm = -0x2FF;
|
|
}
|
|
else
|
|
{
|
|
npc->x = gMC.x - (256 * 0x200);
|
|
npc->xm = 0x2FF;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
npc->rect.right = 0;
|
|
npc->damage = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
return;
|
|
|
|
case 1:
|
|
if (npc->x > gMC.x)
|
|
{
|
|
npc->direct = 0;
|
|
npc->xm -= 0x10;
|
|
}
|
|
else
|
|
{
|
|
npc->direct = 2;
|
|
npc->xm += 0x10;
|
|
}
|
|
|
|
if (npc->flag & 1)
|
|
npc->xm = 0x200;
|
|
if (npc->flag & 4)
|
|
npc->xm = -0x200;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 8;
|
|
else
|
|
npc->ym -= 8;
|
|
|
|
if (npc->xm > 0x2FF)
|
|
npc->xm = 0x2FF;
|
|
if (npc->xm < -0x2FF)
|
|
npc->xm = -0x2FF;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->x += npc->xm / 2;
|
|
npc->y += npc->ym / 2;
|
|
}
|
|
else
|
|
{
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
}
|
|
|
|
if (gMC.x > npc->x + (400 * 0x200) || gMC.x < npc->x - (400 * 0x200))
|
|
{
|
|
npc->act_no = 0;
|
|
npc->xm = 0;
|
|
npc->direct = npc->count1;
|
|
npc->x = npc->tgt_x;
|
|
npc->rect.right = 0;
|
|
npc->damage = 0;
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no != 0)
|
|
{
|
|
if (npc->act_wait < 150)
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait == 150)
|
|
{
|
|
if (++npc->count2 % 8 == 0 && npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200))
|
|
{
|
|
unsigned char deg;
|
|
int xm;
|
|
int ym;
|
|
|
|
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
|
deg += (unsigned char)Random(-6, 6);
|
|
ym = GetSin(deg) * 3;
|
|
xm = GetCos(deg) * 3;
|
|
SetNpChar(209, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
|
|
PlaySoundObject(39, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
if (npc->count2 > 16)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->count2 = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->act_wait > 120 && npc->act_wait / 2 % 2 == 1 && npc->ani_no == 1)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Basu projectile (destroyed Egg Corridor)
|
|
void ActNpc209(NPCHAR *npc)
|
|
{
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
npc->cond = 0;
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
RECT rect_left[4] = {
|
|
{232, 96, 248, 112},
|
|
{200, 112, 216, 128},
|
|
{216, 112, 232, 128},
|
|
{232, 112, 248, 128},
|
|
};
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rect_left[npc->ani_no];
|
|
|
|
if (++npc->count1 > 300)
|
|
{
|
|
npc->cond = 0;
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
}
|
|
}
|
|
|
|
// Beetle (destroyed Egg Corridor)
|
|
void ActNpc210(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{0, 112, 16, 128},
|
|
{16, 112, 32, 128},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{32, 112, 48, 128},
|
|
{48, 112, 64, 128},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200))
|
|
{
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->ym = -0x200;
|
|
npc->tgt_y = npc->y;
|
|
npc->act_no = 1;
|
|
npc->damage = 2;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->x = gMC.x + (256 * 0x200);
|
|
npc->xm = -0x2FF;
|
|
}
|
|
else
|
|
{
|
|
npc->x = gMC.x - (256 * 0x200);
|
|
npc->xm = 0x2FF;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->rect.right = 0;
|
|
npc->damage = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
return;
|
|
}
|
|
|
|
break;
|
|
|
|
case 1:
|
|
if (npc->x > gMC.x)
|
|
{
|
|
npc->direct = 0;
|
|
npc->xm -= 0x10;
|
|
}
|
|
else
|
|
{
|
|
npc->direct = 2;
|
|
npc->xm += 0x10;
|
|
}
|
|
|
|
if (npc->xm > 0x2FF)
|
|
npc->xm = 0x2FF;
|
|
if (npc->xm < -0x2FF)
|
|
npc->xm = -0x2FF;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 8;
|
|
else
|
|
npc->ym -= 8;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->x += npc->xm / 2;
|
|
npc->y += npc->ym / 2;
|
|
}
|
|
else
|
|
{
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Spikes (small)
|
|
void ActNpc211(NPCHAR *npc)
|
|
{
|
|
RECT rects[4] = {
|
|
{256, 200, 272, 216},
|
|
{272, 200, 288, 216},
|
|
{288, 200, 304, 216},
|
|
{304, 200, 320, 216},
|
|
};
|
|
|
|
npc->rect = rects[npc->code_event];
|
|
}
|
|
|
|
// Sky Dragon
|
|
void ActNpc212(NPCHAR *npc)
|
|
{
|
|
RECT rcRight[4] = {
|
|
{160, 152, 200, 192},
|
|
{200, 152, 240, 192},
|
|
{240, 112, 280, 152},
|
|
{280, 112, 320, 152},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y -= 4 * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 30)
|
|
{
|
|
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->ani_wait = 0;
|
|
npc->tgt_y = npc->y - (16 * 0x200);
|
|
npc->tgt_x = npc->x - (6 * 0x200);
|
|
npc->ym = 0;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->x < npc->tgt_x)
|
|
npc->xm += 8;
|
|
else
|
|
npc->xm -= 8;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 8;
|
|
else
|
|
npc->ym -= 8;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (++npc->ani_wait > 5)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 2;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 21:
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x10;
|
|
else
|
|
npc->ym -= 0x10;
|
|
|
|
npc->xm += 0x20;
|
|
|
|
if (npc->xm > 0x600)
|
|
npc->xm = 0x600;
|
|
if (npc->xm < -0x600)
|
|
npc->xm = -0x600;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 2;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
SetNpChar(297, 0, 0, 0, 0, 0, npc, 0x100);
|
|
break;
|
|
}
|
|
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
// Use different sprite if player is wearing the Mimiga Mask
|
|
if (gMC.equip & EQUIP_MIMIGA_MASK)
|
|
{
|
|
if (npc->ani_no > 1)
|
|
{
|
|
npc->rect.top += 40;
|
|
npc->rect.bottom += 40;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Night Spirit
|
|
void ActNpc213(NPCHAR *npc)
|
|
{
|
|
RECT rect[10] = {
|
|
{0, 0, 0, 0},
|
|
{0, 0, 48, 48},
|
|
{48, 0, 96, 48},
|
|
{96, 0, 144, 48},
|
|
{144, 0, 192, 48},
|
|
{192, 0, 240, 48},
|
|
{240, 0, 288, 48},
|
|
{0, 48, 48, 96},
|
|
{48, 48, 96, 96},
|
|
{96, 48, 144, 96},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->ani_no = 0;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
// Fallthrough
|
|
case 1:
|
|
if (gMC.y > npc->y - (8 * 0x200) && gMC.y < npc->y + (8 * 0x200))
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->y -= 240 * 0x200;
|
|
else
|
|
npc->y += 240 * 0x200;
|
|
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
npc->ym = 0;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 1;
|
|
|
|
if (++npc->act_wait > 200)
|
|
{
|
|
npc->act_no = 20;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 4;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 6)
|
|
npc->ani_no = 4;
|
|
|
|
if (++npc->act_wait > 50)
|
|
{
|
|
npc->act_no = 30;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 7;
|
|
}
|
|
|
|
break;
|
|
|
|
case 30:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 9)
|
|
npc->ani_no = 7;
|
|
|
|
if (++npc->act_wait % 5 == 1)
|
|
{
|
|
SetNpChar(214, npc->x, npc->y, (Random(2, 12) * 0x200) / 4, Random(-0x200, 0x200), 0, NULL, 0x100);
|
|
PlaySoundObject(21, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
if (npc->act_wait > 50)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 40:
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x40;
|
|
else
|
|
npc->ym -= 0x40;
|
|
|
|
if (npc->ym < -0x400)
|
|
npc->ym = -0x400;
|
|
if (npc->ym > 0x400)
|
|
npc->ym = 0x400;
|
|
|
|
if (npc->shock)
|
|
npc->y += npc->ym / 2;
|
|
else
|
|
npc->y += npc->ym;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 6)
|
|
npc->ani_no = 4;
|
|
|
|
if (gMC.y < npc->tgt_y + (240 * 0x200) && gMC.y > npc->tgt_y - (240 * 0x200))
|
|
{
|
|
npc->act_no = 20;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 4;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no >= 10 && npc->act_no <= 30)
|
|
{
|
|
if (npc->y < gMC.y)
|
|
npc->ym += 25;
|
|
else
|
|
npc->ym -= 25;
|
|
|
|
if (npc->ym < -0x400)
|
|
npc->ym = -0x400;
|
|
if (npc->ym > 0x400)
|
|
npc->ym = 0x400;
|
|
|
|
if (npc->flag & 2)
|
|
npc->ym = 0x200;
|
|
if (npc->flag & 8)
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->shock)
|
|
npc->y += npc->ym / 2;
|
|
else
|
|
npc->y += npc->ym;
|
|
|
|
if (gMC.y > npc->tgt_y + (240 * 0x200) || gMC.y < npc->tgt_y - (240 * 0x200))
|
|
npc->act_no = 40;
|
|
}
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Night Spirit projectile
|
|
void ActNpc214(NPCHAR *npc)
|
|
{
|
|
RECT rect[3] = {
|
|
{144, 48, 176, 64},
|
|
{176, 48, 208, 64},
|
|
{208, 48, 240, 64},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
npc->xm -= 25;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->xm < 0)
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
|
|
PlaySoundObject(28, SOUND_MODE_PLAY);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Sandcroc (Outer Wall)
|
|
void ActNpc215(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->ani_no = 0;
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->tgt_y = npc->y;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_INVULNERABLE;
|
|
npc->bits &= ~NPC_SOLID_SOFT;
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 1:
|
|
if (gMC.x > npc->x - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y && gMC.y < npc->y + (8 * 0x200))
|
|
{
|
|
npc->act_no = 15;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 15:
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
PlaySoundObject(102, SOUND_MODE_PLAY);
|
|
npc->act_no = 20;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
++npc->ani_no;
|
|
npc->ani_wait = 0;
|
|
}
|
|
|
|
if (npc->ani_no == 3)
|
|
npc->damage = 15;
|
|
|
|
if (npc->ani_no == 4)
|
|
{
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->act_no = 30;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->bits |= NPC_SOLID_SOFT;
|
|
npc->damage = 0;
|
|
++npc->act_wait;
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->act_no = 40;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
npc->y += 1 * 0x200;
|
|
|
|
if (++npc->act_wait == 32)
|
|
{
|
|
npc->bits &= ~NPC_SOLID_SOFT;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->act_no = 50;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 50:
|
|
if (npc->act_wait < 100)
|
|
{
|
|
++npc->act_wait;
|
|
}
|
|
else
|
|
{
|
|
npc->y = npc->tgt_y;
|
|
npc->ani_no = 0;
|
|
npc->act_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
RECT rect[5] = {
|
|
{0, 0, 0, 0},
|
|
{0, 96, 48, 128},
|
|
{48, 96, 96, 128},
|
|
{96, 96, 144, 128},
|
|
{144, 96, 192, 128},
|
|
};
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Debug Cat
|
|
void ActNpc216(NPCHAR *npc)
|
|
{
|
|
RECT rect = {256, 192, 272, 216};
|
|
|
|
npc->rect = rect;
|
|
}
|
|
|
|
// Itoh
|
|
void ActNpc217(NPCHAR *npc)
|
|
{
|
|
RECT rect[8] = {
|
|
{144, 64, 160, 80},
|
|
{160, 64, 176, 80},
|
|
{176, 64, 192, 80},
|
|
{192, 64, 208, 80},
|
|
{144, 80, 160, 96},
|
|
{160, 80, 176, 96},
|
|
{144, 80, 160, 96},
|
|
{176, 80, 192, 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, 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;
|
|
|
|
case 10:
|
|
npc->ani_no = 2;
|
|
npc->xm = 0;
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->ani_no = 2;
|
|
npc->xm += 0x200;
|
|
npc->ym -= 0x400;
|
|
break;
|
|
|
|
case 21:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ani_no = 3;
|
|
npc->act_no = 30;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
npc->tgt_x = npc->x;
|
|
}
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->ani_no = 3;
|
|
|
|
if (++npc->act_wait / 2 % 2)
|
|
npc->x = npc->tgt_x + (1 * 0x200);
|
|
else
|
|
npc->x = npc->tgt_x;
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 41;
|
|
npc->ym = -0x200;
|
|
npc->ani_no = 2;
|
|
// Fallthrough
|
|
case 41:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 42;
|
|
npc->ani_no = 4;
|
|
}
|
|
|
|
break;
|
|
|
|
case 42:
|
|
npc->xm = 0;
|
|
npc->ani_no = 4;
|
|
break;
|
|
|
|
case 50:
|
|
npc->act_no = 51;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 51:
|
|
if (++npc->act_wait > 32)
|
|
npc->act_no = 42;
|
|
|
|
npc->xm = 0x200;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 7)
|
|
npc->ani_no = 4;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Core giant energy ball projectile
|
|
void ActNpc218(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{256, 120, 288, 152},
|
|
{288, 120, 320, 152},
|
|
};
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (++npc->act_wait > 200)
|
|
npc->cond = 0;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Smoke generator
|
|
void ActNpc219(NPCHAR *npc)
|
|
{
|
|
RECT rc = {0, 0, 0, 0};
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
if (Random(0, 40) == 1)
|
|
SetNpChar(4, npc->x + (Random(-20, 20) * 0x200), npc->y, 0, -0x200, 0, NULL, 0x100);
|
|
}
|
|
else
|
|
{
|
|
SetNpChar(199, npc->x + (Random(-0xA0, 0xA0) * 0x200), npc->y + (Random(-0x80, 0x80) * 0x200), 0, 0, 2, NULL, 0x100);
|
|
}
|
|
|
|
npc->rect = rc;
|
|
}
|