2013 lines
32 KiB
C++
2013 lines
32 KiB
C++
#include "NpcAct.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Bullet.h"
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#include "Caret.h"
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#include "CommonDefines.h"
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#include "Frame.h"
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#include "Flash.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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// Toroko (frenzied)
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void ActNpc140(NPCHAR *npc)
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{
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int i;
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RECT rcLeft[14] = {
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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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{96, 0, 128, 32},
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{128, 0, 160, 32},
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{160, 0, 192, 32},
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{192, 0, 224, 32},
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{224, 0, 256, 32},
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{0, 64, 32, 96},
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{32, 64, 64, 96},
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{64, 64, 96, 96},
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{96, 64, 128, 96},
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{128, 64, 160, 96},
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{0, 0, 0, 0},
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};
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RECT rcRight[14] = {
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{0, 32, 32, 64},
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{32, 32, 64, 64},
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{64, 32, 96, 64},
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{96, 32, 128, 64},
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{128, 32, 160, 64},
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{160, 32, 192, 64},
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{192, 32, 224, 64},
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{224, 32, 256, 64},
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{0, 96, 32, 128},
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{32, 96, 64, 128},
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{64, 96, 96, 128},
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{96, 96, 128, 128},
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{128, 96, 160, 128},
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{0, 0, 0, 0},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->ani_no = 9;
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npc->act_wait = 0;
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npc->bits &= ~NPC_INTERACTABLE;
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// Fallthrough
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case 1:
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if (++npc->act_wait > 50)
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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 = 8;
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}
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break;
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case 2:
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if (++npc->ani_no > 10)
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npc->ani_no = 9;
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if (++npc->act_wait > 50)
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{
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npc->act_no = 3;
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npc->act_wait = 0;
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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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if (++npc->act_wait > 50)
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{
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npc->act_no = 10;
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npc->bits |= NPC_SHOOTABLE;
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}
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break;
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case 10:
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npc->bits = npc->bits; // Chances are this line isn't accurate to the original source code, but it produces the same assembly
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npc->act_no = 11;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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npc->act_wait = Random(20, 130);
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npc->xm = 0;
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// Fallthrough
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case 11:
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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if (++npc->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 > 1)
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npc->ani_no = 0;
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if (CountArmsBullet(6) || CountArmsBullet(3) > 3)
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npc->act_no = 20;
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if (npc->act_wait != 0)
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{
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--npc->act_wait;
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}
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else
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{
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if (Random(0, 99) % 2)
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npc->act_no = 20;
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else
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npc->act_no = 50;
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}
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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->act_wait = 0;
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// Fallthrough
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case 21:
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if (++npc->act_wait > 10)
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{
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npc->act_no = 22;
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npc->act_wait = 0;
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npc->ani_no = 3;
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npc->ym = -0x5FF;
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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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}
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break;
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case 22:
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if (++npc->act_wait > 10)
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{
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npc->act_no = 23;
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npc->act_wait = 0;
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npc->ani_no = 6;
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SetNpChar(141, 0, 0, 0, 0, 0, npc, 0);
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}
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break;
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case 23:
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if (++npc->act_wait > 30)
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{
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npc->act_no = 24;
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npc->act_wait = 0;
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npc->ani_no = 7;
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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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break;
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case 24:
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if (++npc->act_wait > 3)
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{
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npc->act_no = 25;
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npc->ani_no = 3;
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}
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break;
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case 25:
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if (npc->flag & 8)
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{
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npc->act_no = 26;
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npc->act_wait = 0;
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npc->ani_no = 2;
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PlaySoundObject(26, 1);
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SetQuake(20);
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}
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break;
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case 26:
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npc->xm = (npc->xm * 8) / 9;
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if (++npc->act_wait > 20)
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{
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npc->act_no = 10;
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npc->ani_no = 0;
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}
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break;
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case 50:
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npc->act_no = 51;
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npc->act_wait = 0;
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npc->ani_no = 4;
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SetNpChar(141, 0, 0, 0, 0, 0, npc, 0);
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// Fallthrough
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case 51:
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if (++npc->act_wait > 30)
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{
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npc->act_no = 52;
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npc->act_wait = 0;
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npc->ani_no = 5;
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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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break;
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case 52:
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if (++npc->act_wait > 3)
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{
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npc->act_no = 10;
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npc->ani_no = 0;
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}
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break;
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case 100:
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npc->ani_no = 3;
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npc->act_no = 101;
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npc->bits &= ~NPC_SHOOTABLE;
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npc->damage = 0;
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for (i = 0; i < 8; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
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break;
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case 101:
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if (npc->flag & 8)
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{
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npc->act_no = 102;
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npc->act_wait = 0;
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npc->ani_no = 2;
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PlaySoundObject(26, 1);
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SetQuake(20);
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}
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break;
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case 102:
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npc->xm = (npc->xm * 8) / 9;
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if (++npc->act_wait > 50)
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{
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npc->act_no = 103;
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npc->act_wait = 0;
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npc->ani_no = 10;
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}
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break;
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case 103:
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if (++npc->act_wait > 50)
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{
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npc->ani_no = 9;
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npc->act_no = 104;
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npc->act_wait = 0;
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}
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break;
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case 104:
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if (++npc->ani_no > 10)
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npc->ani_no = 9;
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if (++npc->act_wait > 100)
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{
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npc->act_wait = 0;
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npc->ani_no = 9;
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npc->act_no = 105;
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}
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break;
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case 105:
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if (++npc->act_wait > 50)
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{
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npc->ani_wait = 0;
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npc->act_no = 106;
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npc->ani_no = 11;
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}
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break;
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case 106:
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if (++npc->ani_wait > 50)
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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 > 12)
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npc->ani_no = 12;
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break;
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case 140:
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npc->act_no = 141;
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npc->act_wait = 0;
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npc->ani_no = 12;
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PlaySoundObject(29, 1);
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// Fallthrough
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case 141:
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if (++npc->ani_no > 13)
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npc->ani_no = 12;
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if (++npc->act_wait > 100)
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{
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
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npc->cond = 0;
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}
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break;
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}
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if (npc->act_no > 100 && npc->act_no < 105 && npc->act_wait % 9 == 0)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
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npc->ym += 0x20;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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if (npc->ym < -0x5FF)
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npc->ym = -0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Toroko block projectile
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void ActNpc141(NPCHAR *npc)
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{
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int i;
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unsigned char deg;
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RECT rect[2] = {
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{288, 32, 304, 48},
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{304, 32, 320, 48},
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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->act_wait = 0;
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// Fallthrough
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case 1:
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if (npc->pNpc->direct == 0)
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npc->x = npc->pNpc->x + (10 * 0x200);
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else
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npc->x = npc->pNpc->x - (10 * 0x200);
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npc->y = npc->pNpc->y - (8 * 0x200);
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if (npc->pNpc->act_no == 24 || npc->pNpc->act_no == 52)
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{
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npc->act_no = 10;
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if (npc->pNpc->direct == 0)
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npc->x = npc->pNpc->x - (16 * 0x200);
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else
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npc->x = npc->pNpc->x + (16 * 0x200);
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npc->y = npc->pNpc->y;
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deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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npc->ym = GetSin(deg) * 4;
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npc->xm = GetCos(deg) * 4;
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PlaySoundObject(39, 1);
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}
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break;
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case 10:
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if (npc->flag & 0xF)
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{
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npc->act_no = 20;
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npc->act_wait = 0;
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SetCaret(npc->x, npc->y, 2, 0);
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PlaySoundObject(12, 1);
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, NULL, 0x100);
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break;
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}
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npc->x += npc->xm;
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npc->y += npc->ym;
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break;
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case 20:
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (++npc->act_wait > 4)
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{
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, NULL, 0x100);
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npc->code_char = 142;
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npc->ani_no = 0;
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npc->act_no = 20;
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npc->xm = 0;
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npc->bits &= ~NPC_INVULNERABLE;
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npc->bits |= NPC_SHOOTABLE;
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npc->damage = 1;
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}
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break;
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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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npc->rect = rect[npc->ani_no];
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}
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// Flower Cub
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void ActNpc142(NPCHAR *npc)
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{
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RECT rect[5] = {
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{0, 128, 16, 144},
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{16, 128, 32, 144},
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{32, 128, 48, 144},
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{48, 128, 64, 144},
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{64, 128, 80, 144},
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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->act_no = 11;
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npc->ani_no = 0;
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npc->act_wait = 0;
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// Fallthrough
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case 11:
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if (++npc->act_wait > 30)
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{
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npc->act_no = 12;
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npc->ani_no = 1;
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npc->ani_wait = 0;
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}
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break;
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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 == 3)
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{
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npc->act_no = 20;
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npc->ym = -0x200;
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if (gMC.x < npc->x)
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npc->xm = -0x200;
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else
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npc->xm = 0x200;
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}
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break;
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case 20:
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if (npc->ym > -0x80)
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npc->ani_no = 4;
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else
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npc->ani_no = 3;
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if (npc->flag & 8)
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{
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npc->ani_no = 2;
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npc->act_no = 21;
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npc->act_wait = 0;
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npc->xm = 0;
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PlaySoundObject(23, 1);
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}
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break;
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case 21:
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if (++npc->act_wait > 10)
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{
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npc->act_no = 10;
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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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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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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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npc->rect = rect[npc->ani_no];
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}
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// Jenka (collapsed)
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void ActNpc143(NPCHAR *npc)
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{
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RECT rcLeft[1] = {
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{208, 32, 224, 48}
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};
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RECT rcRight[1] = {
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{208, 48, 224, 64}
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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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// Toroko (teleporting in)
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void ActNpc144(NPCHAR *npc)
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{
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RECT rcLeft[5] = {
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{0, 64, 16, 80},
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{16, 64, 32, 80},
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{32, 64, 48, 80},
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{16, 64, 32, 80},
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{128, 64, 144, 80},
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};
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RECT rcRight[5] = {
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{0, 80, 16, 96},
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{16, 80, 32, 96},
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{32, 80, 48, 96},
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{16, 80, 32, 96},
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{128, 80, 144, 96},
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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;
|
|
npc->ani_wait = 0;
|
|
npc->tgt_x = npc->x;
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait == 64)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 4;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 4;
|
|
PlaySoundObject(23, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 12;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 11;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no > 1)
|
|
{
|
|
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];
|
|
|
|
if (npc->act_no == 1)
|
|
{
|
|
npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
npc->x = npc->tgt_x;
|
|
else
|
|
npc->x = npc->tgt_x + (1 * 0x200);
|
|
}
|
|
}
|
|
|
|
// King's sword
|
|
void ActNpc145(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[1] = {
|
|
{96, 32, 112, 48}
|
|
};
|
|
|
|
RECT rcRight[1] = {
|
|
{112, 32, 128, 48}
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->pNpc->count2 == 0)
|
|
{
|
|
if (npc->pNpc->direct == 0)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
else
|
|
{
|
|
if (npc->pNpc->direct == 0)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->x = npc->pNpc->x - (10 * 0x200);
|
|
else
|
|
npc->x = npc->pNpc->x + (10 * 0x200);
|
|
|
|
npc->y = npc->pNpc->y;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Lightning
|
|
void ActNpc146(NPCHAR *npc)
|
|
{
|
|
RECT rect[5] = {
|
|
{0, 0, 0, 0},
|
|
{256, 0, 272, 240},
|
|
{272, 0, 288, 240},
|
|
{288, 0, 304, 240},
|
|
{304, 0, 320, 240},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 2)
|
|
SetFlash(0, 0, 2);
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_no = 2;
|
|
PlaySoundObject(101, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no == 2)
|
|
npc->damage = 10;
|
|
|
|
if (npc->ani_no > 4)
|
|
{
|
|
SetDestroyNpChar(npc->x, npc->y, 0x1000, 8);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Critter (purple)
|
|
void ActNpc147(NPCHAR *npc)
|
|
{
|
|
int xm, ym;
|
|
unsigned char deg;
|
|
|
|
RECT rcLeft[6] = {
|
|
{0, 96, 16, 112},
|
|
{16, 96, 32, 112},
|
|
{32, 96, 48, 112},
|
|
{48, 96, 64, 112},
|
|
{64, 96, 80, 112},
|
|
{80, 96, 96, 112},
|
|
};
|
|
|
|
RECT rcRight[6] = {
|
|
{0, 112, 16, 128},
|
|
{16, 112, 32, 128},
|
|
{32, 112, 48, 128},
|
|
{48, 112, 64, 128},
|
|
{64, 112, 80, 128},
|
|
{80, 112, 96, 128},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->y += 3 * 0x200;
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->act_wait >= 8 && npc->x - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (32 * 0x200) > gMC.y)
|
|
{
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->ani_no = 1;
|
|
}
|
|
else
|
|
{
|
|
if (npc->act_wait < 8)
|
|
++npc->act_wait;
|
|
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (npc->shock)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
if (npc->act_wait >= 8 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (32 * 0x200) > gMC.y)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->ani_no = 2;
|
|
npc->ym = -0x5FF;
|
|
PlaySoundObject(30, 1);
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (npc->ym > 0x100)
|
|
{
|
|
npc->tgt_y = npc->y;
|
|
npc->act_no = 4;
|
|
npc->ani_no = 3;
|
|
npc->act_wait = 0;
|
|
npc->act_wait = 0; // Duplicate line
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
if (npc->x < gMC.x)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
|
|
++npc->act_wait;
|
|
|
|
if (npc->flag & 7 || npc->act_wait > 60)
|
|
{
|
|
npc->damage = 3;
|
|
npc->act_no = 5;
|
|
npc->ani_no = 2;
|
|
break;
|
|
}
|
|
|
|
if (npc->act_wait % 4 == 1)
|
|
PlaySoundObject(109, 1);
|
|
|
|
if (npc->flag & 8)
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->act_wait % 30 == 6)
|
|
{
|
|
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
|
deg += (unsigned char)Random(-6, 6);
|
|
ym = GetSin(deg) * 3;
|
|
xm = GetCos(deg) * 3;
|
|
|
|
SetNpChar(148, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
|
|
PlaySoundObject(39, 1);
|
|
}
|
|
|
|
if (++npc->ani_wait > 0)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 3;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->damage = 2;
|
|
npc->xm = 0;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
npc->act_no = 1;
|
|
PlaySoundObject(23, 1);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no != 4)
|
|
{
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
}
|
|
else
|
|
{
|
|
if (npc->y > npc->tgt_y)
|
|
npc->ym -= 0x10;
|
|
else
|
|
npc->ym += 0x10;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->xm > 0x200)
|
|
npc->xm = 0x200;
|
|
if (npc->xm < -0x200)
|
|
npc->xm = -0x200;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
// Purple Critter's projectile
|
|
void ActNpc148(NPCHAR *npc)
|
|
{
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
SetCaret(npc->x, npc->y, 2, 0);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
RECT rect_left[2] = {
|
|
{96, 96, 104, 104},
|
|
{104, 96, 112, 104},
|
|
};
|
|
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rect_left[npc->ani_no];
|
|
|
|
if (++npc->count1 > 300)
|
|
{
|
|
SetCaret(npc->x, npc->y, 2, 0);
|
|
npc->cond = 0;
|
|
}
|
|
}
|
|
|
|
// Moving block (horizontal)
|
|
void ActNpc149(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->x += 8 * 0x200;
|
|
npc->y += 8 * 0x200;
|
|
|
|
if (npc->direct == 0)
|
|
npc->act_no = 10;
|
|
else
|
|
npc->act_no = 20;
|
|
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
|
|
npc->bits |= NPC_SOLID_HARD;
|
|
break;
|
|
|
|
case 10:
|
|
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 0;
|
|
|
|
if (gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x10 * 0x200) && gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x200))
|
|
{
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 11:
|
|
if (++npc->act_wait % 10 == 6)
|
|
PlaySoundObject(107, 1);
|
|
|
|
if (npc->flag & 1)
|
|
{
|
|
npc->xm = 0;
|
|
npc->direct = 2;
|
|
npc->act_no = 20;
|
|
SetQuake(10);
|
|
PlaySoundObject(26, 1);
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
SetNpChar(4, npc->x - (16 * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
|
|
|
break;
|
|
}
|
|
|
|
if (gMC.flag & 1)
|
|
{
|
|
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 100;
|
|
}
|
|
else
|
|
{
|
|
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 0;
|
|
}
|
|
|
|
npc->xm -= 0x20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 0;
|
|
|
|
if (gMC.x > npc->x - (25 * 0x200) && gMC.x < npc->x + (25 * 0x10 * 0x200) && gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x200))
|
|
{
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 21:
|
|
if (++npc->act_wait % 10 == 6)
|
|
PlaySoundObject(107, 1);
|
|
|
|
if (npc->flag & 4)
|
|
{
|
|
npc->xm = 0;
|
|
npc->direct = 0;
|
|
npc->act_no = 10;
|
|
SetQuake(10);
|
|
PlaySoundObject(26, 1);
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
SetNpChar(4, npc->x + (16 * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
|
|
|
break;
|
|
}
|
|
|
|
if (gMC.flag & 4)
|
|
{
|
|
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 100;
|
|
}
|
|
else
|
|
{
|
|
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 0;
|
|
}
|
|
|
|
npc->xm += 0x20;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->xm > 0x200)
|
|
npc->xm = 0x200;
|
|
if (npc->xm < -0x200)
|
|
npc->xm = -0x200;
|
|
|
|
npc->x += npc->xm;
|
|
|
|
RECT rect = {16, 0, 48, 32};
|
|
npc->rect = rect;
|
|
}
|
|
|
|
// Quote
|
|
void ActNpc150(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
RECT rcLeft[9] = {
|
|
{0, 0, 16, 16},
|
|
{48, 0, 64, 16},
|
|
{144, 0, 160, 16},
|
|
{16, 0, 32, 16},
|
|
{0, 0, 16, 16},
|
|
{32, 0, 48, 16},
|
|
{0, 0, 16, 16},
|
|
{160, 0, 176, 16},
|
|
{112, 0, 128, 16},
|
|
};
|
|
|
|
RECT rcRight[9] = {
|
|
{0, 16, 16, 32},
|
|
{48, 16, 64, 32},
|
|
{144, 16, 160, 32},
|
|
{16, 16, 32, 32},
|
|
{0, 16, 16, 32},
|
|
{32, 16, 48, 32},
|
|
{0, 16, 16, 32},
|
|
{160, 16, 176, 32},
|
|
{112, 16, 128, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->direct > 10)
|
|
{
|
|
npc->x = gMC.x;
|
|
npc->y = gMC.y;
|
|
npc->direct -= 10;
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
npc->ani_no = 1;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
SetNpChar(4, npc->x, npc->y, Random(-0x155, 0x155), Random(-0x600, 0), 0, NULL, 0x100);
|
|
|
|
PlaySoundObject(71, 1);
|
|
// Fallthrough
|
|
case 11:
|
|
npc->ani_no = 2;
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 64;
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 21:
|
|
if (--npc->act_wait == 0)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
|
|
case 50:
|
|
npc->act_no = 51;
|
|
npc->ani_no = 3;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 51:
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 6)
|
|
npc->ani_no = 3;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x -= 1 * 0x200;
|
|
else
|
|
npc->x += 1 * 0x200;
|
|
|
|
break;
|
|
|
|
case 60:
|
|
npc->act_no = 61;
|
|
npc->ani_no = 7;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
// Fallthrough
|
|
case 61:
|
|
npc->tgt_y += 0x100;
|
|
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
|
|
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
|
|
break;
|
|
|
|
case 70:
|
|
npc->act_no = 71;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 3;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 71:
|
|
if (npc->direct == 0)
|
|
npc->x += 0x100;
|
|
else
|
|
npc->x -= 0x100;
|
|
|
|
if (++npc->ani_wait > 8)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 6)
|
|
npc->ani_no = 3;
|
|
|
|
break;
|
|
|
|
case 80:
|
|
npc->ani_no = 8;
|
|
break;
|
|
|
|
case 99:
|
|
case 100:
|
|
npc->act_no = 101;
|
|
npc->ani_no = 3;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 101:
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ym = 0;
|
|
npc->act_no = 102;
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
break;
|
|
|
|
case 102:
|
|
if (++npc->ani_wait > 8)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 6)
|
|
npc->ani_no = 3;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->act_no == 21)
|
|
{
|
|
npc->rect.bottom = npc->rect.top + (npc->act_wait / 4);
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
++npc->rect.left;
|
|
}
|
|
|
|
// Use a different sprite if the player is wearing the Mimiga Mask
|
|
if (gMC.equip & 0x40)
|
|
{
|
|
npc->rect.top += 32;
|
|
npc->rect.bottom += 32;
|
|
}
|
|
}
|
|
|
|
// Blue robot (standing)
|
|
void ActNpc151(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{192, 0, 208, 16},
|
|
{208, 0, 224, 16},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{192, 16, 208, 32},
|
|
{208, 16, 224, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
|
|
case 1:
|
|
if (Random(0, 100) == 0)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 16)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Shutter stuck
|
|
void ActNpc152(NPCHAR *npc)
|
|
{
|
|
RECT rc = {0, 0, 0, 0};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->direct == 2)
|
|
npc->y += 16 * 0x200;
|
|
|
|
npc->act_no = 1;
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
const RECT grcKitL[21] = {
|
|
{0, 0, 24, 24},
|
|
{24, 0, 48, 24},
|
|
{48, 0, 72, 24},
|
|
{0, 0, 24, 24},
|
|
{72, 0, 96, 24},
|
|
{0, 0, 24, 24},
|
|
{96, 0, 120, 24},
|
|
{120, 0, 144, 24},
|
|
{144, 0, 168, 24},
|
|
{168, 0, 192, 24},
|
|
{192, 0, 216, 24},
|
|
{216, 0, 240, 24},
|
|
{240, 0, 264, 24},
|
|
{264, 0, 288, 24},
|
|
{0, 48, 24, 72},
|
|
{24, 48, 48, 72},
|
|
{48, 48, 72, 72},
|
|
{72, 48, 96, 72},
|
|
{288, 0, 312, 24},
|
|
{24, 48, 48, 72},
|
|
{96, 48, 120, 72}
|
|
};
|
|
|
|
const RECT grcKitR[21] = {
|
|
{0, 24, 24, 48},
|
|
{24, 24, 48, 48},
|
|
{48, 24, 72, 48},
|
|
{0, 24, 24, 48},
|
|
{72, 24, 96, 48},
|
|
{0, 24, 24, 48},
|
|
{96, 24, 120, 48},
|
|
{120, 24, 144, 48},
|
|
{144, 24, 168, 48},
|
|
{168, 24, 192, 48},
|
|
{192, 24, 216, 48},
|
|
{216, 24, 240, 48},
|
|
{240, 24, 264, 48},
|
|
{264, 24, 288, 48},
|
|
{0, 72, 24, 96},
|
|
{24, 72, 48, 96},
|
|
{48, 72, 72, 96},
|
|
{72, 72, 96, 96},
|
|
{288, 24, 312, 48},
|
|
{24, 72, 48, 96},
|
|
{96, 72, 120, 96}
|
|
};
|
|
|
|
// Gaudi
|
|
void ActNpc153(NPCHAR *npc)
|
|
{
|
|
if (npc->x > gMC.x + (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->x < gMC.x - (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->y > gMC.y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) || npc->y < gMC.y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
|
|
return;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->xm = 0;
|
|
npc->ani_no = 0;
|
|
npc->y += 3 * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 100) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ani_no = 1;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
if (Random(0, 100) == 1)
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
}
|
|
|
|
if (Random(0, 100) == 1)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 20)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = Random(25, 100);
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
|
|
if (npc->act_wait != 0)
|
|
{
|
|
--npc->act_wait;
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
if (npc->direct == 0 && npc->flag & 1)
|
|
{
|
|
npc->ani_no = 2;
|
|
npc->ym = -0x5FF;
|
|
npc->act_no = 20;
|
|
|
|
if (!(gMC.cond & 2))
|
|
PlaySoundObject(30, 1);
|
|
}
|
|
else if (npc->direct == 2 && npc->flag & 4)
|
|
{
|
|
npc->ani_no = 2;
|
|
npc->ym = -0x5FF;
|
|
npc->act_no = 20;
|
|
|
|
if (!(gMC.cond & 2))
|
|
PlaySoundObject(30, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
if (npc->direct == 0 && npc->flag & 1)
|
|
++npc->count1;
|
|
else if (npc->direct == 2 && npc->flag & 4)
|
|
++npc->count1;
|
|
else
|
|
npc->count1 = 0;
|
|
|
|
if (npc->count1 > 10)
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x100;
|
|
else
|
|
npc->xm = 0x100;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 21;
|
|
npc->ani_no = 20;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
|
|
if (!(gMC.cond & 2))
|
|
PlaySoundObject(23, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 21:
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = grcKitL[npc->ani_no];
|
|
else
|
|
npc->rect = grcKitR[npc->ani_no];
|
|
|
|
if (npc->life <= 985)
|
|
{
|
|
npc->code_char = 154;
|
|
npc->act_no = 0;
|
|
}
|
|
}
|
|
|
|
// Gaudi (dead)
|
|
void ActNpc154(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
npc->damage = 0;
|
|
npc->act_no = 1;
|
|
npc->ani_no = 9;
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = 0x100;
|
|
else
|
|
npc->xm = -0x100;
|
|
|
|
PlaySoundObject(53, 1);
|
|
break;
|
|
|
|
case 1:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ani_no = 10;
|
|
npc->ani_wait = 0;
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
npc->xm = (npc->xm * 8) / 9;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 11)
|
|
npc->ani_no = 10;
|
|
|
|
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 = grcKitL[npc->ani_no];
|
|
else
|
|
npc->rect = grcKitR[npc->ani_no];
|
|
}
|
|
|
|
// Gaudi (flying)
|
|
void ActNpc155(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
int xm, ym;
|
|
|
|
if (npc->x > gMC.x + (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->x < gMC.x - (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->y > gMC.y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) || npc->y < gMC.y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
|
|
return;
|
|
|
|
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->act_wait = Random(70, 150);
|
|
npc->ani_no = 14;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_no > 15)
|
|
npc->ani_no = 14;
|
|
|
|
if (npc->act_wait != 0)
|
|
{
|
|
--npc->act_wait;
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ani_no = 18;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_no > 19)
|
|
npc->ani_no = 18;
|
|
|
|
if (++npc->act_wait > 30)
|
|
{
|
|
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
|
deg += (unsigned char)Random(-6, 6);
|
|
ym = GetSin(deg) * 3;
|
|
xm = GetCos(deg) * 3;
|
|
SetNpChar(156, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
|
|
|
|
if (!(gMC.cond & 2))
|
|
PlaySoundObject(39, 1);
|
|
|
|
npc->act_no = 1;
|
|
npc->act_wait = Random(70, 150);
|
|
npc->ani_no = 14;
|
|
npc->ani_wait = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
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;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = grcKitL[npc->ani_no];
|
|
else
|
|
npc->rect = grcKitR[npc->ani_no];
|
|
|
|
if (npc->life <= 985)
|
|
{
|
|
npc->code_char = 154;
|
|
npc->act_no = 0;
|
|
}
|
|
}
|
|
|
|
// Gaudi projectile
|
|
void ActNpc156(NPCHAR *npc)
|
|
{
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
SetCaret(npc->x, npc->y, 2, 0);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
RECT rect_left[3] = {
|
|
{96, 112, 112, 128},
|
|
{112, 112, 128, 128},
|
|
{128, 112, 144, 128},
|
|
};
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rect_left[npc->ani_no];
|
|
|
|
if (++npc->count1 > 300)
|
|
{
|
|
SetCaret(npc->x, npc->y, 2, 0);
|
|
npc->cond = 0;
|
|
}
|
|
}
|
|
|
|
// Moving block (vertical)
|
|
void ActNpc157(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->x += 8 * 0x200;
|
|
npc->y += 8 * 0x200;
|
|
|
|
if (npc->direct == 0)
|
|
npc->act_no = 10;
|
|
else
|
|
npc->act_no = 20;
|
|
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->bits |= NPC_SOLID_HARD;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 0;
|
|
|
|
if (gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x10 * 0x200) && gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x200))
|
|
{
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 11:
|
|
if (++npc->act_wait % 10 == 6)
|
|
PlaySoundObject(107, 1);
|
|
|
|
if (npc->flag & 2)
|
|
{
|
|
npc->ym = 0;
|
|
npc->direct = 2;
|
|
npc->act_no = 20;
|
|
SetQuake(10);
|
|
PlaySoundObject(26, 1);
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y - (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
|
|
|
break;
|
|
}
|
|
|
|
if (gMC.flag & 2)
|
|
{
|
|
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 100;
|
|
}
|
|
else
|
|
{
|
|
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 0;
|
|
}
|
|
|
|
npc->ym -= 0x20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 0;
|
|
|
|
if (gMC.y > npc->y - (25 * 0x200) && gMC.y < npc->y + (25 * 0x10 * 0x200) && gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x200))
|
|
{
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 21:
|
|
if (++npc->act_wait % 10 == 6)
|
|
PlaySoundObject(107, 1);
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ym = 0;
|
|
npc->direct = 0;
|
|
npc->act_no = 10;
|
|
SetQuake(10);
|
|
PlaySoundObject(26, 1);
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
|
|
|
break;
|
|
}
|
|
|
|
if (gMC.flag & 8)
|
|
{
|
|
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 100;
|
|
}
|
|
else
|
|
{
|
|
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
|
|
npc->damage = 0;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
RECT rect = {16, 0, 48, 32};
|
|
npc->rect = rect;
|
|
}
|
|
|
|
// Fish Missile
|
|
void ActNpc158(NPCHAR *npc)
|
|
{
|
|
int dir;
|
|
|
|
RECT rect[8] = {
|
|
{0, 224, 16, 240},
|
|
{16, 224, 32, 240},
|
|
{32, 224, 48, 240},
|
|
{48, 224, 64, 240},
|
|
{64, 224, 80, 240},
|
|
{80, 224, 96, 240},
|
|
{96, 224, 112, 240},
|
|
{112, 224, 128, 240},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->count1 = 0xA0;
|
|
break;
|
|
|
|
case 1:
|
|
npc->count1 = 0xE0;
|
|
break;
|
|
|
|
case 2:
|
|
npc->count1 = 0x20;
|
|
break;
|
|
|
|
case 3:
|
|
npc->count1 = 0x60;
|
|
break;
|
|
}
|
|
// Fallthrough
|
|
case 1:
|
|
npc->xm = 2 * GetCos(npc->count1);
|
|
npc->ym = 2 * GetSin(npc->count1);
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
|
|
|
if (dir < npc->count1)
|
|
{
|
|
if (npc->count1 - dir < 0x80)
|
|
--npc->count1;
|
|
else
|
|
++npc->count1;
|
|
}
|
|
else
|
|
{
|
|
if (dir - npc->count1 < 0x80)
|
|
++npc->count1;
|
|
else
|
|
--npc->count1;
|
|
}
|
|
|
|
if (npc->count1 > 0xFF)
|
|
npc->count1 -= 0x100;
|
|
if (npc->count1 < 0)
|
|
npc->count1 += 0x100;
|
|
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
SetCaret(npc->x, npc->y, 7, 4);
|
|
}
|
|
|
|
npc->ani_no = (npc->count1 + 0x10) / 0x20;
|
|
|
|
if (npc->ani_no > 7)
|
|
npc->ani_no = 7;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Monster X (defeated)
|
|
void ActNpc159(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
RECT rect = {144, 128, 192, 200};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
for (i = 0; i < 8; ++i)
|
|
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, NULL, 0x100);
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait > 50)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->xm = -0x100;
|
|
}
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
npc->x += 0x200;
|
|
else
|
|
npc->x -= 0x200;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
++npc->act_wait;
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->y > 40 * 0x10 * 0x200)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
npc->rect = rect;
|
|
|
|
if (npc->act_wait % 8 == 1)
|
|
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, NULL, 0x100);
|
|
}
|