1873 lines
30 KiB
C++
1873 lines
30 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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//Fish missile (Misery)
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void ActNpc301(NPCHAR *npc)
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{
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RECT rect[8];
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rect[0] = {144, 0, 160, 16};
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rect[1] = {160, 0, 176, 16};
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rect[2] = {176, 0, 192, 16};
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rect[3] = {192, 0, 208, 16};
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rect[4] = {144, 16, 160, 32};
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rect[5] = {160, 16, 176, 32};
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rect[6] = {176, 16, 192, 32};
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rect[7] = {192, 16, 208, 32};
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int dir;
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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->count1 = npc->direct;
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// Fallthrough
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case 1:
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npc->xm = 2 * GetCos(npc->count1);
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npc->ym = 2 * GetSin(npc->count1);
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npc->y += npc->ym;
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npc->x += npc->xm;
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dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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if (dir < npc->count1)
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{
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if (npc->count1 - dir < 0x80)
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--npc->count1;
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else
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++npc->count1;
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}
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else
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{
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if (dir - npc->count1 < 0x80)
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++npc->count1;
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else
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--npc->count1;
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}
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if (npc->count1 > 0xFF)
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npc->count1 -= 0x100;
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if (npc->count1 < 0)
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npc->count1 += 0x100;
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break;
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}
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if (++npc->ani_wait > 2)
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{
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npc->ani_wait = 0;
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SetCaret(npc->x, npc->y, 7, 4);
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}
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npc->ani_no = (npc->count1 + 0x10) / 0x20;
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if (npc->ani_no > 7)
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npc->ani_no = 7;
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npc->rect = rect[npc->ani_no];
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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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//Curly's machine gun
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void ActNpc303(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] = {216, 152, 232, 168};
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rcLeft[1] = {232, 152, 248, 168};
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rcRight[0] = {216, 168, 232, 184};
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rcRight[1] = {232, 168, 248, 184};
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if (npc->pNpc)
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{
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//Set position
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if (npc->pNpc->direct)
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{
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npc->direct = 2;
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npc->x = npc->pNpc->x + 0x1000;
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}
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else
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{
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npc->direct = 0;
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npc->x = npc->pNpc->x - 0x1000;
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}
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npc->y = npc->pNpc->y;
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//Animation
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npc->ani_no = 0;
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if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5)
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npc->y -= 0x200;
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//Set framerect
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if (npc->direct)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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}
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//Gaudi in hospital
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void ActNpc304(NPCHAR *npc)
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{
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RECT rc[4];
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rc[0] = {0, 176, 24, 192};
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rc[1] = {24, 176, 48, 192};
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rc[2] = {48, 176, 72, 192};
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rc[3] = {72, 176, 96, 192};
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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 += 5120;
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//Fallthrough
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case 1:
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npc->ani_no = 0;
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break;
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case 10:
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npc->ani_no = 1;
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break;
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case 20:
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npc->act_no = 21;
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npc->ani_no = 2;
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//Fallthrough
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case 21:
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if (++npc->ani_wait > 10)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 3)
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npc->ani_no = 2;
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break;
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default:
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break;
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}
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npc->rect = rc[npc->ani_no];
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}
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//Small puppy
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void ActNpc305(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] = {160, 144, 176, 160};
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rcLeft[1] = {176, 144, 192, 160};
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rcRight[0] = {160, 160, 176, 176};
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rcRight[1] = {176, 160, 192, 176};
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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 -= 0x2000;
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npc->ani_wait = Random(0, 6);
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//Fallthrough
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case 1:
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if (++npc->ani_wait > 6)
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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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break;
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}
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if (npc->direct)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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//Balrog (nurse)
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void ActNpc306(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] = {240, 96, 280, 128};
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rcLeft[1] = {280, 96, 320, 128};
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rcRight[0] = {160, 152, 200, 184};
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rcRight[1] = {200, 152, 240, 184};
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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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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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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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}
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if (npc->direct)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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//Caged Santa
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void ActNpc307(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] = {0, 32, 16, 48};
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rcLeft[1] = {16, 32, 32, 48};
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rcRight[0] = {0, 48, 16, 64};
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rcRight[1] = {16, 48, 32, 64};
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switch (npc->act_no)
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{
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case 0:
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npc->x += 0x200;
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npc->y -= 0x400;
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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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//Fallthrough
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case 1:
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if (Random(0, 160) == 1)
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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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break;
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case 2:
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if (++npc->act_wait > 12)
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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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}
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if (gMC.x >= npc->x)
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npc->direct = 2;
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else
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npc->direct = 0;
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if (npc->direct)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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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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//Bute
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void ActNpc309(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] = {0, 0, 16, 16};
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rcLeft[1] = {16, 0, 32, 16};
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rcRight[0] = {0, 16, 16, 32};
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rcRight[1] = {16, 16, 32, 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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// Fallthrough
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case 1:
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if (npc->direct == 0)
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{
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if (gMC.x <= npc->x - 0x24000 || gMC.x >= npc->x - 0x22000)
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return;
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npc->act_no = 10;
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}
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else
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{
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if (gMC.x >= npc->x + 0x24000 || gMC.x <= npc->x + 0x22000)
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return;
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npc->act_no = 10;
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}
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break;
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case 10:
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npc->act_no = 11;
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npc->bits |= 0x20;
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npc->damage = 5;
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// Fallthrough
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case 11:
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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->direct == 0)
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npc->xm2 -= 0x10;
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else
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npc->xm2 += 0x10;
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if (gMC.y < npc->y)
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npc->ym2 -= 0x10;
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else
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npc->ym2 += 0x10;
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if (npc->xm2 < 0 && npc->flag & 1)
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npc->xm2 = -npc->xm2;
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if (npc->xm2 > 0 && npc->flag & 4)
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npc->xm2 = -npc->xm2;
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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->xm2 < -0x5FF)
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npc->xm2 = -0x5FF;
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if (npc->xm2 > 0x5FF)
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npc->xm2 = 0x5FF;
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if (npc->ym2 < -0x5FF)
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npc->ym2 = -0x5FF;
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if (npc->ym2 > 0x5FF)
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npc->ym2 = 0x5FF;
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npc->x += npc->xm2;
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npc->y += npc->ym2;
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if (++npc->ani_wait > 1)
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{
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npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->life <= 996)
|
|
{
|
|
npc->code_char = 316;
|
|
npc->act_no = 0;
|
|
}
|
|
}
|
|
|
|
//Bute (with sword)
|
|
void ActNpc310(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[5];
|
|
RECT rcRight[5];
|
|
|
|
rcLeft[0] = {32, 0, 56, 16};
|
|
rcLeft[1] = {56, 0, 80, 16};
|
|
rcLeft[2] = {80, 0, 104, 16};
|
|
rcLeft[3] = {104, 0, 128, 16};
|
|
rcLeft[4] = {128, 0, 152, 16};
|
|
|
|
rcRight[0] = {32, 16, 56, 32};
|
|
rcRight[1] = {56, 16, 80, 32};
|
|
rcRight[2] = {80, 16, 104, 32};
|
|
rcRight[3] = {104, 16, 128, 32};
|
|
rcRight[4] = {128, 16, 152, 32};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->bits &= ~0x20;
|
|
npc->bits |= 4;
|
|
npc->damage = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.x > npc->x - 0x10000 && gMC.x < npc->x + 0x10000 && gMC.y > npc->y - 0x10000 && gMC.y < npc->y + 0x2000)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->xm = 0;
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
npc->bits &= ~0x20;
|
|
npc->bits |= 4;
|
|
npc->damage = 0;
|
|
npc->ani_no = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->act_wait > 30)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
npc->bits &= ~4;
|
|
npc->bits |= 0x20;
|
|
npc->damage = 0;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 21:
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->act_wait > 50)
|
|
npc->act_no = 10;
|
|
|
|
if (npc->x < gMC.x + 0x5000 && npc->x > gMC.x - 0x5000)
|
|
{
|
|
npc->ym = -0x300;
|
|
npc->xm /= 2;
|
|
npc->ani_no = 2;
|
|
npc->act_no = 30;
|
|
PlaySoundObject(30, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 30:
|
|
if (npc->ym > -0x80)
|
|
{
|
|
npc->act_no = 31;
|
|
npc->ani_wait = 0;
|
|
npc->ani_no = 3;
|
|
npc->damage = 9;
|
|
}
|
|
|
|
break;
|
|
|
|
case 31:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
npc->ani_no = 4;
|
|
}
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 32;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
npc->damage = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 32:
|
|
if (++npc->act_wait > 30)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->damage = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->life <= 996)
|
|
{
|
|
npc->code_char = 316;
|
|
npc->act_no = 0;
|
|
}
|
|
}
|
|
|
|
//Bute archer
|
|
void ActNpc311(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[7];
|
|
RECT rcRight[7];
|
|
|
|
rcLeft[0] = {0, 32, 24, 56};
|
|
rcLeft[1] = {24, 32, 48, 56};
|
|
rcLeft[2] = {48, 32, 72, 56};
|
|
rcLeft[3] = {72, 32, 96, 56};
|
|
rcLeft[4] = {96, 32, 120, 56};
|
|
rcLeft[5] = {120, 32, 144, 56};
|
|
rcLeft[6] = {144, 32, 168, 56};
|
|
|
|
rcRight[0] = {0, 56, 24, 80};
|
|
rcRight[1] = {24, 56, 48, 80};
|
|
rcRight[2] = {48, 56, 72, 80};
|
|
rcRight[3] = {72, 56, 96, 80};
|
|
rcRight[4] = {96, 56, 120, 80};
|
|
rcRight[5] = {120, 56, 144, 80};
|
|
rcRight[6] = {144, 56, 168, 80};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->direct == 0)
|
|
{
|
|
if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000)
|
|
npc->act_no = 10;
|
|
}
|
|
else
|
|
{
|
|
if (gMC.x > npc->x && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000)
|
|
npc->act_no = 10;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
// Fallthrough
|
|
case 11:
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (gMC.x > npc->x - 0x1C000 && gMC.x < npc->x + 0x1C000 && gMC.y > npc->y - 0x1000)
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->count1 = 0;
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 4;
|
|
npc->count1 = 1;
|
|
}
|
|
|
|
if (++npc->act_wait > 10)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 21:
|
|
if (npc->count1)
|
|
{
|
|
if (++npc->ani_no > 5)
|
|
npc->ani_no = 4;
|
|
}
|
|
else
|
|
{
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (++npc->act_wait > 30)
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->act_wait = 0;
|
|
|
|
if (npc->count1)
|
|
{
|
|
if (npc->direct == 0)
|
|
SetNpChar(312, npc->x, npc->y, -0x600, -0x600, 0, 0, 0x100);
|
|
else
|
|
SetNpChar(312, npc->x, npc->y, 0x600, -0x600, 2, 0, 0x100);
|
|
|
|
npc->ani_no = 6;
|
|
}
|
|
else
|
|
{
|
|
if (npc->direct == 0)
|
|
SetNpChar(312, npc->x, npc->y, -0x600, 0, 0, 0, 0x100);
|
|
else
|
|
SetNpChar(312, npc->x, npc->y, 0x600, 0, 2, 0, 0x100);
|
|
|
|
npc->ani_no = 3;
|
|
}
|
|
// Fallthrough
|
|
case 31:
|
|
if (++npc->act_wait > 30)
|
|
{
|
|
npc->act_no = 40;
|
|
npc->act_wait = Random(0, 100);
|
|
}
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->act_wait > 150)
|
|
npc->act_no = 10;
|
|
|
|
if (gMC.x < npc->x - 0x2C000 || gMC.x > npc->x + 0x2C000 || gMC.y < npc->y - 0x1E000 || gMC.y > npc->y + 0x1E000)
|
|
{
|
|
npc->act_no = 40;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->life <= 992)
|
|
{
|
|
npc->code_char = 316;
|
|
npc->act_no = 0;
|
|
}
|
|
}
|
|
|
|
//Bute arrow projectile
|
|
void ActNpc312(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[5];
|
|
RECT rcRight[5];
|
|
|
|
rcLeft[0] = {0, 160, 16, 176};
|
|
rcLeft[1] = {16, 160, 32, 176};
|
|
rcLeft[2] = {32, 160, 48, 176};
|
|
rcLeft[3] = {48, 160, 64, 176};
|
|
rcLeft[4] = {64, 160, 80, 176};
|
|
|
|
rcRight[0] = {0, 176, 16, 192};
|
|
rcRight[1] = {16, 176, 32, 192};
|
|
rcRight[2] = {32, 176, 48, 192};
|
|
rcRight[3] = {48, 176, 64, 192};
|
|
rcRight[4] = {64, 176, 80, 192};
|
|
|
|
if (npc->act_no > 0 && npc->act_no < 20 && npc->flag & 0xFF)
|
|
npc->act_no = 20;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
|
|
if (npc->xm < 0)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->ym < 0)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 2;
|
|
// Fallthrough
|
|
case 1:
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait == 4)
|
|
npc->bits &= ~8;
|
|
|
|
if (npc->act_wait > 10)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_wait = 0;
|
|
npc->xm = 3 * npc->xm / 4;
|
|
npc->ym = 3 * npc->ym / 4;
|
|
// Fallthrough
|
|
case 11:
|
|
npc->ym += 0x20;
|
|
|
|
if (++npc->ani_wait > 10)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 4;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->damage = 0;
|
|
// Fallthrough
|
|
case 21:
|
|
if (++npc->act_wait > 30)
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 31:
|
|
if (++npc->act_wait > 30)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->act_no == 31)
|
|
{
|
|
if (npc->act_wait / 2 & 1)
|
|
{
|
|
npc->rect.left = 0;
|
|
npc->rect.right = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Ma Pignon
|
|
void ActNpc313(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[14];
|
|
RECT rcRight[14];
|
|
|
|
rcLeft[0] = {128, 0, 144, 16};
|
|
rcLeft[1] = {144, 0, 160, 16};
|
|
rcLeft[2] = {160, 0, 176, 16};
|
|
rcLeft[3] = {176, 0, 192, 16};
|
|
rcLeft[4] = {192, 0, 208, 16};
|
|
rcLeft[5] = {208, 0, 224, 16};
|
|
rcLeft[6] = {224, 0, 240, 16};
|
|
rcLeft[7] = {240, 0, 256, 16};
|
|
rcLeft[8] = {256, 0, 272, 16};
|
|
rcLeft[9] = {272, 0, 288, 16};
|
|
rcLeft[10] = {288, 0, 304, 16};
|
|
rcLeft[11] = {128, 0, 144, 16};
|
|
rcLeft[12] = {176, 0, 192, 16};
|
|
rcLeft[13] = {304, 0, 320, 16};
|
|
|
|
rcRight[0] = {128, 16, 144, 32};
|
|
rcRight[1] = {144, 16, 160, 32};
|
|
rcRight[2] = {160, 16, 176, 32};
|
|
rcRight[3] = {176, 16, 192, 32};
|
|
rcRight[4] = {192, 16, 208, 32};
|
|
rcRight[5] = {208, 16, 224, 32};
|
|
rcRight[6] = {224, 16, 240, 32};
|
|
rcRight[7] = {240, 16, 256, 32};
|
|
rcRight[8] = {256, 16, 272, 32};
|
|
rcRight[9] = {272, 16, 288, 32};
|
|
rcRight[10] = {288, 16, 304, 32};
|
|
rcRight[11] = {128, 16, 144, 32};
|
|
rcRight[12] = {176, 16, 192, 32};
|
|
rcRight[13] = {304, 16, 320, 32};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->y += 0x800;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ym += 0x40;
|
|
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000)
|
|
{
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 100:
|
|
npc->act_no = 110;
|
|
npc->act_wait = 0;
|
|
npc->count1 = 0;
|
|
npc->bits |= 0x20;
|
|
// Fallthrough
|
|
case 110:
|
|
npc->damage = 1;
|
|
|
|
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;
|
|
|
|
if (++npc->count2 > 12)
|
|
{
|
|
npc->count2 = 0;
|
|
npc->act_no = 300;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 120:
|
|
npc->ani_no = 2;
|
|
|
|
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);
|
|
++npc->count1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 130:
|
|
npc->ym += 0x80;
|
|
|
|
if (npc->y > 0x10000)
|
|
npc->bits &= ~8;
|
|
|
|
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 = 3;
|
|
else if (npc->ym > 0x200)
|
|
npc->ani_no = 4;
|
|
else
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 140;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
if (npc->count1 > 4 && gMC.y < npc->y + 0x800)
|
|
{
|
|
npc->act_no = 200;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 140:
|
|
npc->ani_no = 2;
|
|
|
|
if (++npc->act_wait > 4)
|
|
npc->act_no = 110;
|
|
|
|
break;
|
|
|
|
case 200:
|
|
npc->ani_no = 5;
|
|
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_no = 210;
|
|
npc->ani_no = 6;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x5FF;
|
|
else
|
|
npc->xm = 0x5FF;
|
|
|
|
PlaySoundObject(25, 1);
|
|
npc->bits &= ~0x20;
|
|
npc->bits |= 4;
|
|
npc->damage = 10;
|
|
}
|
|
|
|
break;
|
|
|
|
case 210:
|
|
if (++npc->ani_no > 7)
|
|
npc->ani_no = 6;
|
|
|
|
if (npc->xm < 0 && npc->flag & 1)
|
|
npc->act_no = 220;
|
|
if (npc->xm > 0 && npc->flag & 4)
|
|
npc->act_no = 220;
|
|
|
|
break;
|
|
|
|
case 220:
|
|
npc->act_no = 221;
|
|
npc->act_wait = 0;
|
|
SetQuake(16);
|
|
PlaySoundObject(26, 1);
|
|
npc->damage = 4;
|
|
// Fallthrough
|
|
case 221:
|
|
if (++npc->ani_no > 7)
|
|
npc->ani_no = 6;
|
|
|
|
if (++npc->act_wait % 6 == 0)
|
|
SetNpChar(314, Random(4, 16) * 0x2000, 0x2000, 0, 0, 0, 0, 0x100);
|
|
|
|
if (npc->act_wait > 30)
|
|
{
|
|
npc->count1 = 0;
|
|
npc->act_no = 130;
|
|
npc->bits |= 0x20;
|
|
npc->bits &= ~4;
|
|
npc->damage = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 300:
|
|
npc->act_no = 301;
|
|
npc->ani_no = 9;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 301:
|
|
if (++npc->ani_no > 11)
|
|
npc->ani_no = 9;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
|
|
if (gMC.x > npc->x - 0x800 && gMC.x < npc->x + 0x800)
|
|
{
|
|
npc->act_no = 310;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 310:
|
|
npc->ani_no = 2;
|
|
|
|
if (++npc->act_wait > 4)
|
|
{
|
|
npc->act_no = 320;
|
|
npc->ani_no = 12;
|
|
npc->ym = -0x800;
|
|
PlaySoundObject(25, 1);
|
|
npc->bits |= 8;
|
|
npc->bits &= ~0x20;
|
|
npc->bits |= 4;
|
|
npc->damage = 10;
|
|
}
|
|
|
|
break;
|
|
|
|
case 320:
|
|
if (++npc->ani_no > 13)
|
|
npc->ani_no = 12;
|
|
|
|
if (npc->y < 0x2000)
|
|
npc->act_no = 330;
|
|
|
|
break;
|
|
|
|
case 330:
|
|
npc->ym = 0;
|
|
npc->act_no = 331;
|
|
npc->act_wait = 0;
|
|
SetQuake(16);
|
|
PlaySoundObject(26, 1);
|
|
// Fallthrough
|
|
case 331:
|
|
if (++npc->ani_no > 13)
|
|
npc->ani_no = 12;
|
|
|
|
if (++npc->act_wait % 6 == 0)
|
|
SetNpChar(315, Random(4, 16) * 0x2000, 0, 0, 0, 0, 0, 0x100);
|
|
|
|
if (npc->act_wait > 30)
|
|
{
|
|
npc->count1 = 0;
|
|
npc->act_no = 130;
|
|
npc->bits |= 0x20;
|
|
npc->bits &= ~4;
|
|
npc->damage = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 500:
|
|
npc->bits &= ~0x20;
|
|
npc->act_no = 501;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 8;
|
|
npc->tgt_x = npc->x;
|
|
npc->damage = 0;
|
|
DeleteNpCharCode(315, 1);
|
|
// Fallthrough
|
|
case 501:
|
|
npc->ym += 0x20;
|
|
|
|
if (++npc->act_wait % 2)
|
|
npc->x = npc->tgt_x;
|
|
else
|
|
npc->x = npc->tgt_x + 0x200;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no > 100 && npc->act_no < 500 && npc->act_no != 210 && npc->act_no != 320)
|
|
{
|
|
if (IsActiveSomeBullet())
|
|
{
|
|
npc->bits &= ~0x20;
|
|
npc->bits |= 4;
|
|
}
|
|
else
|
|
{
|
|
npc->bits |= 0x20;
|
|
npc->bits &= ~4;
|
|
}
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
//Ma Pignon rock
|
|
void ActNpc314(NPCHAR *npc)
|
|
{
|
|
RECT rc[3];
|
|
|
|
rc[0] = {64, 64, 80, 80};
|
|
rc[1] = {80, 64, 96, 80};
|
|
rc[2] = {96, 64, 112, 80};
|
|
|
|
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];
|
|
}
|
|
}
|
|
|
|
//Bute (dead)
|
|
void ActNpc316(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3];
|
|
RECT rcRight[3];
|
|
|
|
rcLeft[0] = {248, 32, 272, 56};
|
|
rcLeft[1] = {272, 32, 296, 56};
|
|
rcLeft[2] = {296, 32, 320, 56};
|
|
|
|
rcRight[0] = {248, 56, 272, 80};
|
|
rcRight[1] = {272, 56, 296, 80};
|
|
rcRight[2] = {296, 56, 320, 80};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->bits &= ~0x20;
|
|
npc->bits &= ~8;
|
|
npc->damage = 0;
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->view.front = 0x1800;
|
|
npc->view.back = 0x1800;
|
|
npc->view.top = 0x1800;
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = 0x100;
|
|
else
|
|
npc->xm = -0x100;
|
|
|
|
PlaySoundObject(50, 1);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
npc->xm = 8 * npc->xm / 9;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
|
|
if (++npc->act_wait > 50)
|
|
npc->cond |= 8;
|
|
|
|
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];
|
|
}
|
|
|
|
//Mesa
|
|
void ActNpc317(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[4];
|
|
RECT rcRight[4];
|
|
|
|
rcLeft[0] = {0, 80, 32, 120};
|
|
rcLeft[1] = {32, 80, 64, 120};
|
|
rcLeft[2] = {64, 80, 96, 120};
|
|
rcLeft[3] = {96, 80, 128, 120};
|
|
|
|
rcRight[0] = {0, 120, 32, 160};
|
|
rcRight[1] = {32, 120, 64, 160};
|
|
rcRight[2] = {64, 120, 96, 160};
|
|
rcRight[3] = {96, 120, 128, 160};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y -= 0x1000;
|
|
npc->tgt_x = npc->x;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->xm = 0;
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
npc->count1 = 0;
|
|
// Fallthrough
|
|
case 2:
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (++npc->ani_wait > 40)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50 )
|
|
{
|
|
npc->act_no = 10;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
SetNpChar(319, npc->x, npc->y, 0, 0, 0, npc, 0x100);
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->act_wait > 50)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 12;
|
|
npc->ani_no = 3;
|
|
PlaySoundObject(39, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (++npc->act_wait > 20)
|
|
npc->act_no = 1;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x55;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->life <= 936)
|
|
{
|
|
npc->code_char = 318;
|
|
npc->act_no = 0;
|
|
}
|
|
}
|
|
|
|
//Mesa (dead)
|
|
void ActNpc318(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3];
|
|
RECT rcRight[3];
|
|
|
|
rcLeft[0] = {224, 80, 256, 120};
|
|
rcLeft[1] = {256, 80, 288, 120};
|
|
rcLeft[2] = {288, 80, 320, 120};
|
|
|
|
rcRight[0] = {224, 120, 256, 160};
|
|
rcRight[1] = {256, 120, 288, 160};
|
|
rcRight[2] = {288, 120, 320, 160};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->bits &= ~0x20;
|
|
npc->bits &= ~8;
|
|
npc->bits &= ~1;
|
|
npc->damage = 0;
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = 0x40;
|
|
else
|
|
npc->xm = -0x40;
|
|
|
|
PlaySoundObject(54, 1);
|
|
break;
|
|
|
|
case 1:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
npc->xm = 8 * npc->xm / 9;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
|
|
if (++npc->act_wait > 50)
|
|
npc->cond |= 8;
|
|
|
|
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];
|
|
}
|
|
|
|
//Mesa block
|
|
void ActNpc319(NPCHAR *npc)
|
|
{
|
|
RECT rc[3];
|
|
|
|
rc[0] = {16, 0, 32, 16};
|
|
rc[1] = {16, 0, 32, 16};
|
|
rc[2] = {96, 80, 112, 96};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->y = npc->pNpc->y + 0x1400;
|
|
|
|
if (npc->pNpc->direct == 0)
|
|
npc->x = npc->pNpc->x + 0xE00;
|
|
else
|
|
npc->x = npc->pNpc->x - 0xE00;
|
|
|
|
if (npc->pNpc->code_char == 318)
|
|
{
|
|
SetDestroyNpChar(npc->x, npc->y, 0, 3);
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
if (npc->pNpc->ani_no != 2)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ym = -0x400;
|
|
npc->y = npc->pNpc->y - 0x800;
|
|
|
|
if (npc->pNpc->direct == 0)
|
|
npc->xm = -0x400;
|
|
else
|
|
npc->xm = 0x400;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait == 4)
|
|
npc->bits &= ~8;
|
|
|
|
npc->ym += 0x2A;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
PlaySoundObject(12, 1);
|
|
SetDestroyNpChar(npc->x, npc->y, 0, 3);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|