2021 lines
31 KiB
C++
2021 lines
31 KiB
C++
#include "NpcAct.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Caret.h"
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#include "CommonDefines.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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// Santa
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void ActNpc040(NPCHAR *npc)
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{
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RECT rcLeft[7] = {
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{0, 32, 16, 48},
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{16, 32, 32, 48},
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{32, 32, 48, 48},
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{0, 32, 16, 48},
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{48, 32, 64, 48},
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{0, 32, 16, 48},
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{64, 32, 80, 48},
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};
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RECT rcRight[7] = {
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{0, 48, 16, 64},
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{16, 48, 32, 64},
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{32, 48, 48, 64},
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{0, 48, 16, 64},
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{48, 48, 64, 64},
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{0, 48, 16, 64},
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{64, 48, 80, 64},
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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->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, 120) == 10)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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if (npc->x - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
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{
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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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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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case 3:
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npc->act_no = 4;
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npc->ani_no = 2;
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npc->ani_wait = 0;
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// Fallthrough
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case 4:
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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 > 5)
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npc->ani_no = 2;
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if (npc->direct == 0)
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npc->x -= 1 * 0x200;
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else
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npc->x += 1 * 0x200;
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break;
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case 5:
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npc->ani_no = 6;
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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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// Busted Door
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void ActNpc041(NPCHAR *npc)
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{
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RECT rect = {0, 80, 48, 112};
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if (npc->act_no == 0)
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{
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++npc->act_no;
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npc->y -= 1 * 0x10 * 0x200; // Move one tile up
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}
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npc->rect = rect;
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}
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// Sue
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void ActNpc042(NPCHAR *npc)
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{
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int n;
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RECT rcLeft[13] = {
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{0, 0, 16, 16},
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{16, 0, 32, 16},
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{32, 0, 48, 16},
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{0, 0, 16, 16},
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{48, 0, 64, 16},
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{0, 0, 16, 16},
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{64, 0, 80, 16},
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{80, 32, 96, 48},
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{96, 32, 112, 48},
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{128, 32, 144, 48},
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{0, 0, 16, 16},
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{112, 32, 128, 48},
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{160, 32, 176, 48},
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};
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RECT rcRight[13] = {
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{0, 16, 16, 32},
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{16, 16, 32, 32},
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{32, 16, 48, 32},
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{0, 16, 16, 32},
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{48, 16, 64, 32},
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{0, 16, 16, 32},
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{64, 16, 80, 32},
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{80, 48, 96, 64},
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{96, 48, 112, 64},
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{128, 48, 144, 64},
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{0, 16, 16, 32},
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{112, 48, 128, 64},
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{160, 48, 176, 64},
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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->ani_no = 0;
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npc->ani_wait = 0;
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npc->xm = 0;
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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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case 3:
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npc->act_no = 4;
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npc->ani_no = 2;
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npc->ani_wait = 0;
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// Fallthrough
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case 4:
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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 > 5)
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npc->ani_no = 2;
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if (npc->direct == 0)
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npc->xm = -0x200;
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else
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npc->xm = 0x200;
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break;
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case 5:
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npc->ani_no = 6;
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npc->xm = 0;
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break;
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case 6:
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PlaySoundObject(50, SOUND_MODE_PLAY);
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npc->act_wait = 0;
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npc->act_no = 7;
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npc->ani_no = 7;
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// Fallthrough
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case 7:
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if (++npc->act_wait > 10)
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npc->act_no = 0;
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break;
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case 8:
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PlaySoundObject(50, SOUND_MODE_PLAY);
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npc->act_wait = 0;
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npc->act_no = 9;
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npc->ani_no = 7;
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npc->ym = -0x200;
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if (npc->direct == 0)
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npc->xm = 0x400;
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else
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npc->xm = -0x400;
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// Fallthrough
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case 9:
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if (++npc->act_wait > 3 && npc->flag & 8)
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{
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npc->act_no = 10;
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if (npc->direct == 0)
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npc->direct = 2;
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else
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npc->direct = 0;
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}
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break;
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case 10:
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npc->xm = 0;
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npc->ani_no = 8;
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break;
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case 11:
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npc->act_no = 12;
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npc->act_wait = 0;
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npc->ani_no = 9;
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npc->ani_wait = 0;
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npc->xm = 0;
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// Fallthrough
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case 12:
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if (++npc->ani_wait > 8)
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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 > 10)
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npc->ani_no = 9;
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break;
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case 13:
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npc->ani_no = 11;
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npc->xm = 0;
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npc->ym = 0;
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npc->act_no = 14;
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for (n = 0; n < NPC_MAX; ++n)
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if (gNPC[n].code_event == 501)
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break;
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if (n == NPC_MAX)
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{
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npc->act_no = 0;
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break;
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}
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npc->pNpc = &gNPC[n];
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// Fallthrough
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case 14:
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if (npc->pNpc->direct == 0)
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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->pNpc->direct == 0)
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npc->x = npc->pNpc->x - (6 * 0x200);
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else
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npc->x = npc->pNpc->x + (6 * 0x200);
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npc->y = npc->pNpc->y + (4 * 0x200);
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if (npc->pNpc->ani_no == 2 || npc->pNpc->ani_no == 4)
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npc->y -= 1 * 0x200;
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break;
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case 15:
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npc->act_no = 16;
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SetNpChar(257, npc->x + (128 * 0x200), npc->y, 0, 0, 0, NULL, 0);
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SetNpChar(257, npc->x + (128 * 0x200), npc->y, 0, 0, 2, NULL, 0x80);
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npc->xm = 0;
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npc->ani_no = 0;
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// Fallthrough
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case 16:
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gSuperXpos = npc->x - (24 * 0x200);
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gSuperYpos = npc->y - (8 * 0x200);
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break;
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case 17:
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npc->xm = 0;
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npc->ani_no = 12;
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gSuperXpos = npc->x;
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gSuperYpos = npc->y - (8 * 0x200);
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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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npc->ani_wait = 0;
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// Fallthrough
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case 21:
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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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++npc->ani_no;
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}
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if (npc->ani_no > 5)
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npc->ani_no = 2;
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if (npc->direct == 0)
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npc->xm = -0x400;
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else
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npc->xm = 0x400;
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if (npc->x < gMC.x - (8 * 0x200))
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{
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npc->direct = 2;
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npc->act_no = 0;
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}
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break;
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case 30:
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npc->act_no = 31;
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npc->ani_no = 2;
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npc->ani_wait = 0;
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// Fallthrough
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case 31:
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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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++npc->ani_no;
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}
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if (npc->ani_no > 5)
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npc->ani_no = 2;
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if (npc->direct == 0)
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npc->xm = -0x400;
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else
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npc->xm = 0x400;
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break;
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case 40:
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npc->act_no = 41;
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npc->ani_no = 9;
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npc->ym = -0x400;
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break;
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}
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if (npc->act_no != 14)
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{
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npc->ym += 0x40;
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if (npc->xm > 0x400)
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npc->xm = 0x400;
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if (npc->xm < -0x400)
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npc->xm = -0x400;
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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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}
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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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// Chalkboard
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void ActNpc043(NPCHAR *npc)
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{
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RECT rcLeft = {128, 80, 168, 112};
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RECT rcRight = {168, 80, 208, 112};
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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 -= 1 * 0x10 * 0x200;
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break;
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}
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if (npc->direct == 0)
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npc->rect = rcLeft;
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else
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npc->rect = rcRight;
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}
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// Polish
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void ActNpc044(NPCHAR *npc)
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{
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// Yeah, Pixel defined these backwards for some reason.
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RECT rcRight[3] = {
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{0, 0, 32, 32},
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{32, 0, 64, 32},
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{64, 0, 96, 32},
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};
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RECT rcLeft[3] = {
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{0, 0, 32, 32},
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{96, 0, 128, 32},
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{128, 0, 160, 32},
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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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// Fallthrough
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case 1:
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npc->ani_no = 0;
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if (npc->direct == 0)
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npc->act_no = 8;
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else
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npc->act_no = 2;
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// Fallthrough
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case 2:
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npc->ym += 0x20;
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if (npc->ym > 0 && npc->flag & 8)
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{
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npc->ym = -0x100;
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npc->xm += 0x100;
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}
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if (npc->flag & 4)
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npc->act_no = 3;
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break;
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case 3:
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npc->xm += 0x20;
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if (npc->xm > 0 && npc->flag & 4)
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{
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npc->xm = -0x100;
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npc->ym -= 0x100;
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}
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if (npc->flag & 2)
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npc->act_no = 4;
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break;
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case 4:
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npc->ym -= 0x20;
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if (npc->ym < 0 && npc->flag & 2)
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{
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npc->ym = 0x100;
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npc->xm -= 0x100;
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}
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if (npc->flag & 1)
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npc->act_no = 5;
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break;
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case 5:
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npc->xm -= 0x20;
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if (npc->xm < 0 && npc->flag & 1)
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{
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npc->xm = 0x100;
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npc->ym += 0x100;
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}
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if (npc->flag & 8)
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npc->act_no = 2;
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break;
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case 6:
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npc->ym += 0x20;
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if (npc->ym > 0 && npc->flag & 8)
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{
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npc->ym = -0x100;
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npc->xm -= 0x100;
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}
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if (npc->flag & 1)
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npc->act_no = 7;
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break;
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case 7:
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npc->xm -= 0x20;
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if (npc->xm < 0 && npc->flag & 1)
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{
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npc->xm = 0x100;
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npc->ym -= 0x100;
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}
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if (npc->flag & 2)
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npc->act_no = 8;
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break;
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case 8:
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npc->ym -= 0x20;
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if (npc->ym < 0 && npc->flag & 2)
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{
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npc->ym = 0x100;
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npc->xm += 0x100;
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}
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if (npc->flag & 4)
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npc->act_no = 9;
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break;
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case 9:
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npc->xm += 0x20;
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if (npc->xm > 0 && npc->flag & 4)
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{
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npc->xm = -0x100;
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npc->ym += 0x100;
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}
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if (npc->flag & 8)
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npc->act_no = 6;
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break;
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}
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if (npc->life <= 100)
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{
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int i;
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for (i = 0; i < 10; ++i)
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SetNpChar(45, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
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SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
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PlaySoundObject(25, SOUND_MODE_PLAY);
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npc->cond = 0;
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}
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if (npc->xm > 0x200)
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npc->xm = 0x200;
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if (npc->xm < -0x200)
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npc->xm = -0x200;
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if (npc->ym > 0x200)
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npc->ym = 0x200;
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if (npc->ym < -0x200)
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npc->ym = -0x200;
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if (npc->shock)
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{
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npc->x += npc->xm / 2;
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npc->y += npc->ym / 2;
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}
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else
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{
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npc->x += npc->xm;
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npc->y += npc->ym;
|
|
}
|
|
|
|
if (npc->act_no >= 2 && npc->act_no <= 9 && ++npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Baby
|
|
void ActNpc045(NPCHAR *npc)
|
|
{
|
|
RECT rect[3] = {
|
|
{0, 32, 16, 48},
|
|
{16, 32, 32, 48},
|
|
{32, 32, 48, 48},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 2;
|
|
|
|
if (Random(0, 1))
|
|
npc->xm = Random(-0x200, -0x100);
|
|
else
|
|
npc->xm = Random(0x100, 0x200);
|
|
|
|
if (Random(0, 1))
|
|
npc->ym = Random(-0x200, -0x100);
|
|
else
|
|
npc->ym = Random(0x100, 0x200);
|
|
|
|
npc->xm2 = npc->xm;
|
|
npc->ym2 = npc->ym;
|
|
// Fallthrough
|
|
case 1:
|
|
case 2:
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->xm2 < 0 && npc->flag & 1)
|
|
npc->xm2 *= -1;
|
|
if (npc->xm2 > 0 && npc->flag & 4)
|
|
npc->xm2 *= -1;
|
|
|
|
if (npc->ym2 < 0 && npc->flag & 2)
|
|
npc->ym2 *= -1;
|
|
if (npc->ym2 > 0 && npc->flag & 8)
|
|
npc->ym2 *= -1;
|
|
|
|
if (npc->xm2 > 0x200)
|
|
npc->xm2 = 0x200;
|
|
if (npc->xm2 < -0x200)
|
|
npc->xm2 = -0x200;
|
|
|
|
if (npc->ym2 > 0x200)
|
|
npc->ym2 = 0x200;
|
|
if (npc->ym2 < -0x200)
|
|
npc->ym2 = -0x200;
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->x += npc->xm2 / 2;
|
|
npc->y += npc->ym2 / 2;
|
|
}
|
|
else
|
|
{
|
|
npc->x += npc->xm2;
|
|
npc->y += npc->ym2;
|
|
}
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// H/V Trigger
|
|
void ActNpc046(NPCHAR *npc)
|
|
{
|
|
RECT rect = {0, 0, 16, 16};
|
|
|
|
npc->bits |= NPC_EVENT_WHEN_TOUCHED;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
if (npc->x < gMC.x)
|
|
npc->x += 0x5FF;
|
|
else
|
|
npc->x -= 0x5FF;
|
|
}
|
|
else
|
|
{
|
|
if (npc->y < gMC.y)
|
|
npc->y += 0x5FF;
|
|
else
|
|
npc->y -= 0x5FF;
|
|
}
|
|
|
|
npc->rect = rect;
|
|
}
|
|
|
|
// Sandcroc
|
|
void ActNpc047(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 - (8 * 0x200) && gMC.x < npc->x + (8 * 0x200) && gMC.y > npc->y && gMC.y < npc->y + (8 * 0x200))
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
PlaySoundObject(102, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
if (npc->x < gMC.x)
|
|
npc->x += 2 * 0x200;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->x -= 2 * 0x200;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
++npc->ani_no;
|
|
npc->ani_wait = 0;
|
|
}
|
|
|
|
if (npc->ani_no == 3)
|
|
npc->damage = 10;
|
|
|
|
if (npc->ani_no == 4)
|
|
{
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->act_no = 3;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
npc->bits |= NPC_SOLID_SOFT;
|
|
npc->damage = 0;
|
|
++npc->act_wait;
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->act_no = 4;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
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 = 5;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 5:
|
|
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, 48, 48, 80},
|
|
{48, 48, 96, 80},
|
|
{96, 48, 144, 80},
|
|
{144, 48, 192, 80},
|
|
{192, 48, 240, 80},
|
|
};
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Omega projectiles
|
|
void ActNpc048(NPCHAR *npc)
|
|
{
|
|
if (npc->flag & 1 && npc->xm < 0)
|
|
{
|
|
npc->xm *= -1;
|
|
}
|
|
else if (npc->flag & 4 && npc->xm > 0)
|
|
{
|
|
npc->xm *= -1;
|
|
}
|
|
else if (npc->flag & 8)
|
|
{
|
|
if (++npc->count1 > 2 || npc->direct == 2)
|
|
{
|
|
VanishNpChar(npc);
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
}
|
|
else
|
|
{
|
|
npc->ym = -0x100;
|
|
}
|
|
}
|
|
|
|
if (npc->direct == 2)
|
|
{
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
}
|
|
|
|
npc->ym += 5;
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
RECT rcLeft[2] = {
|
|
{288, 88, 304, 104},
|
|
{304, 88, 320, 104},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{288, 104, 304, 120},
|
|
{304, 104, 320, 120},
|
|
};
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (++npc->act_wait > 750)
|
|
{
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Skullhead
|
|
void ActNpc049(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
int xm, ym;
|
|
|
|
if (npc->act_no >= 10 && npc->pNpc->code_char == 3)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->count2 = 1;
|
|
}
|
|
|
|
if (npc->flag & 1)
|
|
{
|
|
npc->direct = 2;
|
|
npc->xm = 0x100;
|
|
}
|
|
|
|
if (npc->flag & 4)
|
|
{
|
|
npc->direct = 0;
|
|
npc->xm = -0x100;
|
|
}
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->pNpc != NULL)
|
|
npc->act_no = 10;
|
|
else
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait > 3)
|
|
{
|
|
npc->ym = -0x400;
|
|
npc->act_no = 3;
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->count2 != 0)
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
}
|
|
else
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x100;
|
|
else
|
|
npc->xm = 0x100;
|
|
}
|
|
}
|
|
|
|
npc->ani_no = 1;
|
|
break;
|
|
|
|
case 3:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
if (npc->flag & 8 || npc->ym > 0)
|
|
npc->ani_no = 1;
|
|
else
|
|
npc->ani_no = 2;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (npc->count1 < 50)
|
|
{
|
|
++npc->count1;
|
|
}
|
|
else
|
|
{
|
|
if (npc->x - (128 * 0x200) < gMC.x && npc->x + (128 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (96 * 0x200) > gMC.y)
|
|
{
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 11:
|
|
if (++npc->act_wait == 30 || npc->act_wait == 35)
|
|
{
|
|
deg = GetArktan(npc->x - gMC.x, npc->y + (4 * 0x200) - gMC.y);
|
|
ym = GetSin(deg) * 2;
|
|
xm = GetCos(deg) * 2;
|
|
SetNpChar(50, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
|
|
PlaySoundObject(39, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
if (npc->act_wait > 50)
|
|
{
|
|
npc->count1 = 0;
|
|
npc->act_no = 10;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no >= 10)
|
|
{
|
|
npc->x = npc->pNpc->x;
|
|
npc->y = npc->pNpc->y + (16 * 0x200);
|
|
npc->direct = npc->pNpc->direct;
|
|
--npc->pNpc->count1;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rcLeft[3] = {
|
|
{0, 80, 32, 104},
|
|
{32, 80, 64, 104},
|
|
{64, 80, 96, 104},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{0, 104, 32, 128},
|
|
{32, 104, 64, 128},
|
|
{64, 104, 96, 128},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Skeleton projectile
|
|
void ActNpc050(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->direct == 2)
|
|
npc->act_no = 2;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->flag & 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->xm = 0x200;
|
|
++npc->count1;
|
|
}
|
|
|
|
if (npc->flag & 4)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->xm = -0x200;
|
|
++npc->count1;
|
|
}
|
|
|
|
if (npc->flag & 2)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ym = 0x200;
|
|
++npc->count1;
|
|
}
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ym = -0x200;
|
|
++npc->count1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
npc->ym += 0x40;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
if (++npc->count1 > 1)
|
|
{
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
npc->cond = 0;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
if (npc->ym < -0x5FF)
|
|
npc->ym = -0x5FF;
|
|
|
|
RECT rect[4] = {
|
|
{48, 32, 64, 48},
|
|
{64, 32, 80, 48},
|
|
{80, 32, 96, 48},
|
|
{96, 32, 112, 48},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
}
|
|
else
|
|
{
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
--npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no < 0)
|
|
npc->ani_no = 3;
|
|
}
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Crow & Skullhead
|
|
void ActNpc051(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) < gMC.x && npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) > gMC.x && npc->y - (((WINDOW_HEIGHT / 2) + 200) * 0x200) < gMC.y && npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) > gMC.y)
|
|
{
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
|
|
if (npc->direct == 0) // Completely redundant as both the conditions are the same
|
|
npc->ym = 0x400;
|
|
else
|
|
npc->ym = 0x400;
|
|
|
|
npc->act_no = 1;
|
|
SetNpChar(49, 0, 0, 0, 0, 0, npc, 0);
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Fallthrough
|
|
case 1:
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->tgt_y < npc->y)
|
|
npc->ym -= 10;
|
|
if (npc->tgt_y > npc->y)
|
|
npc->ym += 10;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->count1 < 10)
|
|
++npc->count1;
|
|
else
|
|
npc->act_no = 2;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->y > gMC.y + (32 * 0x200))
|
|
{
|
|
if (gMC.x < npc->x)
|
|
npc->xm += 0x10;
|
|
if (gMC.x > npc->x)
|
|
npc->xm -= 0x10;
|
|
}
|
|
else
|
|
{
|
|
if (gMC.x < npc->x)
|
|
npc->xm -= 0x10;
|
|
if (gMC.x > npc->x)
|
|
npc->xm += 0x10;
|
|
}
|
|
|
|
if (gMC.y < npc->y)
|
|
npc->ym -= 0x10;
|
|
if (gMC.y > npc->y)
|
|
npc->ym += 0x10;
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->ym += 0x20;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->xm < 0 && npc->flag & 1)
|
|
npc->xm = 0x100;
|
|
if (npc->xm > 0 && npc->flag & 4)
|
|
npc->xm = -0x100;
|
|
|
|
if (npc->ym < 0 && npc->flag & 2)
|
|
npc->ym = 0x100;
|
|
if (npc->ym > 0 && npc->flag & 8)
|
|
npc->ym = -0x100;
|
|
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rect_left[5] = {
|
|
{96, 80, 128, 112},
|
|
{128, 80, 160, 112},
|
|
{160, 80, 192, 112},
|
|
{192, 80, 224, 112},
|
|
{224, 80, 256, 112},
|
|
};
|
|
|
|
RECT rect_right[5] = {
|
|
{96, 112, 128, 144},
|
|
{128, 112, 160, 144},
|
|
{160, 112, 192, 144},
|
|
{192, 112, 224, 144},
|
|
{224, 112, 256, 144},
|
|
};
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->ani_no = 4;
|
|
}
|
|
else if (npc->act_no == 2 && npc->y < gMC.y - (32 * 0x200))
|
|
{
|
|
npc->ani_no = 0;
|
|
}
|
|
else
|
|
{
|
|
if (npc->act_no != 0)
|
|
{
|
|
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 = rect_left[npc->ani_no];
|
|
else
|
|
npc->rect = rect_right[npc->ani_no];
|
|
}
|
|
|
|
// Blue robot (sitting)
|
|
void ActNpc052(NPCHAR *npc)
|
|
{
|
|
RECT rect = {240, 96, 256, 112};
|
|
|
|
npc->rect = rect;
|
|
}
|
|
|
|
// Skullstep leg
|
|
void ActNpc053(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
|
|
RECT rcLeft[2] = {
|
|
{0, 128, 24, 144},
|
|
{24, 128, 48, 144},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{48, 128, 72, 144},
|
|
{72, 128, 96, 144},
|
|
};
|
|
|
|
if (npc->pNpc->code_char == 3)
|
|
{
|
|
VanishNpChar(npc);
|
|
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
|
|
return;
|
|
}
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->count1 = 10;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->direct == 0 && npc->flag & 0x20)
|
|
{
|
|
npc->pNpc->y -= 2 * 0x200;
|
|
npc->pNpc->ym -= 0x100;
|
|
}
|
|
|
|
if (npc->direct == 2 && npc->flag & 0x10)
|
|
{
|
|
npc->pNpc->y -= 2 * 0x200;
|
|
npc->pNpc->ym -= 0x100;
|
|
}
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->pNpc->y -= 2 * 0x200;
|
|
npc->pNpc->ym -= 0x100;
|
|
|
|
if (npc->pNpc->direct == 0)
|
|
npc->pNpc->xm -= 0x80;
|
|
else
|
|
npc->pNpc->xm += 0x80;
|
|
}
|
|
|
|
deg = (unsigned char)npc->xm + (unsigned char)npc->pNpc->count2;
|
|
npc->x = npc->pNpc->x + npc->count1 * GetCos(deg);
|
|
npc->y = npc->pNpc->y + npc->count1 * GetSin(deg);
|
|
|
|
npc->direct = npc->pNpc->direct;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->direct = npc->pNpc->direct;
|
|
|
|
if (deg >= 20 && deg <= 108)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Skullstep
|
|
void ActNpc054(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{0, 80, 32, 104},
|
|
{32, 80, 64, 104},
|
|
{64, 80, 96, 104},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{0, 104, 32, 128},
|
|
{32, 104, 64, 128},
|
|
{64, 104, 96, 128},
|
|
};
|
|
|
|
unsigned char deg;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
SetNpChar(53, 0, 0, 0, 0, npc->direct, npc, 0x100);
|
|
SetNpChar(53, 0, 0, 128, 0, npc->direct, npc, 0);
|
|
npc->act_no = 1;
|
|
npc->ani_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
deg = npc->count2;
|
|
|
|
if (npc->direct == 0)
|
|
deg -= 6;
|
|
else
|
|
deg += 6;
|
|
|
|
npc->count2 = deg;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->xm = (npc->xm * 3) / 4;
|
|
|
|
if (++npc->act_wait > 60)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
if (npc->direct == 0 && npc->flag & 1)
|
|
{
|
|
if (++npc->count1 > 8)
|
|
{
|
|
npc->direct = 2;
|
|
npc->xm *= -1;
|
|
}
|
|
}
|
|
else if (npc->direct == 2 && npc->flag & 4)
|
|
{
|
|
if (++npc->count1 > 8)
|
|
{
|
|
npc->direct = 0;
|
|
npc->xm *= -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
npc->count1 = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
++npc->act_wait;
|
|
npc->shock += (unsigned char)npc->act_wait;
|
|
|
|
if (npc->act_wait > 50)
|
|
{
|
|
VanishNpChar(npc);
|
|
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
|
|
PlaySoundObject(25, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x80;
|
|
|
|
if (npc->xm > 0x2FF)
|
|
npc->xm = 0x2FF;
|
|
if (npc->xm < -0x2FF)
|
|
npc->xm = -0x2FF;
|
|
|
|
if (npc->ym > 0x2FF)
|
|
npc->ym = 0x2FF;
|
|
if (npc->ym < -0x2FF)
|
|
npc->ym = -0x2FF;
|
|
|
|
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];
|
|
}
|
|
|
|
// Kazuma
|
|
void ActNpc055(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[6] = {
|
|
{192, 192, 208, 216},
|
|
{208, 192, 224, 216},
|
|
{192, 192, 208, 216},
|
|
{224, 192, 240, 216},
|
|
{192, 192, 208, 216},
|
|
{240, 192, 256, 216},
|
|
};
|
|
|
|
RECT rcRight[6] = {
|
|
{192, 216, 208, 240},
|
|
{208, 216, 224, 240},
|
|
{192, 216, 208, 240},
|
|
{224, 216, 240, 240},
|
|
{192, 216, 208, 240},
|
|
{240, 216, 256, 240},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
break;
|
|
|
|
case 3:
|
|
npc->act_no = 4;
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 4:
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x -= 1 * 0x200;
|
|
else
|
|
npc->x += 1 * 0x200;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
npc->ani_no = 5;
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Beetle (Sand Zone)
|
|
void ActNpc056(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{0, 144, 16, 160},
|
|
{16, 144, 32, 160},
|
|
{32, 144, 48, 160},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{0, 160, 16, 176},
|
|
{16, 160, 32, 176},
|
|
{32, 160, 48, 176},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->act_no = 1;
|
|
else
|
|
npc->act_no = 3;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
npc->xm -= 0x10;
|
|
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
if (npc->shock)
|
|
npc->x += npc->xm / 2;
|
|
else
|
|
npc->x += npc->xm;
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->flag & 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
npc->xm = 0;
|
|
npc->direct = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (npc->x < gMC.x && npc->x > gMC.x - (16 * 0x10 * 0x200) && npc->y < gMC.y + (8 * 0x200) && npc->y > gMC.y - (8 * 0x200))
|
|
{
|
|
npc->act_no = 3;
|
|
npc->ani_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
npc->xm += 0x10;
|
|
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
|
|
if (npc->shock)
|
|
npc->x += npc->xm / 2;
|
|
else
|
|
npc->x += npc->xm;
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->flag & 4)
|
|
{
|
|
npc->act_no = 4;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
npc->xm = 0;
|
|
npc->direct = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
if (npc->x < gMC.x + (16 * 0x10 * 0x200) && npc->x > gMC.x && npc->y < gMC.y + (8 * 0x200) && npc->y > gMC.y - (8 * 0x200))
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Crow
|
|
void ActNpc057(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
deg = Random(0, 0xFF);
|
|
npc->xm = GetCos(deg);
|
|
deg += 0x40;
|
|
npc->tgt_x = npc->x + (GetCos(deg) * 8);
|
|
|
|
deg = Random(0, 0xFF);
|
|
npc->ym = GetSin(deg);
|
|
deg += 0x40;
|
|
npc->tgt_y = npc->y + (GetSin(deg) * 8);
|
|
|
|
npc->act_no = 1;
|
|
npc->count1 = 120;
|
|
npc->ani_no = Random(0, 1);
|
|
npc->ani_wait = Random(0, 4);
|
|
// Fallthrough
|
|
case 1:
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->tgt_x < npc->x)
|
|
npc->xm -= 0x10;
|
|
if (npc->tgt_x > npc->x)
|
|
npc->xm += 0x10;
|
|
|
|
if (npc->tgt_y < npc->y)
|
|
npc->ym -= 0x10;
|
|
if (npc->tgt_y > npc->y)
|
|
npc->ym += 0x10;
|
|
|
|
if (npc->xm > 0x200)
|
|
npc->xm = 0x200;
|
|
if (npc->xm < -0x200)
|
|
npc->xm = -0x200;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
|
|
if (npc->direct == 2)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
|
|
npc->ym = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->y > gMC.y + (48 * 0x200))
|
|
{
|
|
if (gMC.x < npc->x)
|
|
npc->xm += 0x10;
|
|
if (gMC.x > npc->x)
|
|
npc->xm -= 0x10;
|
|
}
|
|
else
|
|
{
|
|
if (gMC.x < npc->x)
|
|
npc->xm -= 0x10;
|
|
if (gMC.x > npc->x)
|
|
npc->xm += 0x10;
|
|
}
|
|
|
|
if (gMC.y < npc->y)
|
|
npc->ym -= 0x10;
|
|
if (gMC.y > npc->y)
|
|
npc->ym += 0x10;
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->ym += 0x20;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
if (npc->xm < 0 && npc->flag & 1)
|
|
npc->xm = 0x200;
|
|
if (npc->xm > 0 && npc->flag & 4)
|
|
npc->xm = -0x200;
|
|
|
|
if (npc->ym < 0 && npc->flag & 2)
|
|
npc->ym = 0x200;
|
|
if (npc->ym > 0 && npc->flag & 8)
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->xm > 0x5FF)
|
|
npc->xm = 0x5FF;
|
|
if (npc->xm < -0x5FF)
|
|
npc->xm = -0x5FF;
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
if (npc->ym < -0x5FF)
|
|
npc->ym = -0x5FF;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rect_left[5] = {
|
|
{96, 80, 128, 112},
|
|
{128, 80, 160, 112},
|
|
{160, 80, 192, 112},
|
|
{192, 80, 224, 112},
|
|
{224, 80, 256, 112},
|
|
};
|
|
|
|
RECT rect_right[5] = {
|
|
{96, 112, 128, 144},
|
|
{128, 112, 160, 144},
|
|
{160, 112, 192, 144},
|
|
{192, 112, 224, 144},
|
|
{224, 112, 256, 144},
|
|
};
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->ani_no = 4;
|
|
}
|
|
else
|
|
{
|
|
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 = rect_left[npc->ani_no];
|
|
else
|
|
npc->rect = rect_right[npc->ani_no];
|
|
}
|
|
|
|
// Basu (Egg Corridor)
|
|
void ActNpc058(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{192, 0, 216, 24},
|
|
{216, 0, 240, 24},
|
|
{240, 0, 264, 24},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{192, 24, 216, 48},
|
|
{216, 24, 240, 48},
|
|
{240, 24, 264, 48},
|
|
};
|
|
|
|
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 = -0x100;
|
|
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 + (16 * 0x10 * 0x200);
|
|
npc->xm = -0x2FF;
|
|
}
|
|
else
|
|
{
|
|
npc->x = gMC.x - (16 * 0x10 * 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 > 0x100)
|
|
npc->ym = 0x100;
|
|
if (npc->ym < -0x100)
|
|
npc->ym = -0x100;
|
|
|
|
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)) // TODO: Maybe do something about this for widescreen
|
|
{
|
|
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) // This is always true
|
|
{
|
|
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)) // TODO: Maybe do something about this for widescreen
|
|
{
|
|
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) * 2;
|
|
xm = GetCos(deg) * 2;
|
|
SetNpChar(84, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
|
|
PlaySoundObject(39, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
if (npc->count2 > 8)
|
|
{
|
|
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];
|
|
}
|
|
|
|
// Eye door
|
|
void ActNpc059(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[4] = {
|
|
{224, 16, 240, 40},
|
|
{208, 80, 224, 104},
|
|
{224, 80, 240, 104},
|
|
{240, 80, 256, 104},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (64 * 0x200) < gMC.y && npc->y + (64 * 0x200) > gMC.y)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ani_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no == 2)
|
|
npc->act_no = 3;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (64 * 0x200) < gMC.y && npc->y + (64 * 0x200) > gMC.y)
|
|
{
|
|
// There probably used to be some commented-out code here
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 4;
|
|
npc->ani_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
--npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no == 0)
|
|
npc->act_no = 1;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->shock)
|
|
npc->rect = rcLeft[3];
|
|
else
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
}
|