1991 lines
33 KiB
C++
1991 lines
33 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 "Draw.h"
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#include "Flash.h"
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#include "Flags.h"
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#include "Frame.h"
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#include "Game.h"
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#include "Map.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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// Ballos
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void ActNpc340(NPCHAR *npc)
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{
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int i;
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int x;
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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->cond = 0x80;
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npc->exp = 1;
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npc->direct = 0;
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npc->y -= 6 * 0x200;
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npc->damage = 0;
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SetNpChar(341, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0x100);
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break;
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case 10:
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npc->act_no = 11;
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npc->act_wait = 0;
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// Fallthrough
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case 11:
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if (++npc->act_wait > 100)
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npc->act_no = 100;
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break;
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case 100:
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npc->act_no = 110;
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npc->act_wait = 0;
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npc->ani_no = 1;
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npc->ani_wait = 0;
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npc->damage = 4;
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npc->bits |= NPC_SHOOTABLE;
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// Fallthrough
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case 110:
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npc->act_no = 111;
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npc->damage = 3;
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npc->tgt_x = npc->life;
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// Fallthrough
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case 111:
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if (++npc->ani_wait > 10)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 2)
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npc->ani_no = 1;
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++npc->act_wait;
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if (npc->life < npc->tgt_x - 50 || npc->act_wait > 150)
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{
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switch (npc->count2 % 5)
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{
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case 0:
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case 1:
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case 2:
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case 3:
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npc->act_no = 200;
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break;
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case 4:
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npc->act_no = 300;
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break;
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}
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++npc->count2;
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}
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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break;
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case 200:
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npc->act_no = 201;
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npc->count1 = 0;
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// Fallthrough
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case 201:
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if (npc->xm == 0)
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npc->act_no = 202;
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else
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npc->act_no = 203;
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npc->act_wait = 0;
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npc->ani_no = 3;
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npc->damage = 3;
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++npc->count1;
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// Fallthrough
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case 202:
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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npc->xm = 8 * npc->xm / 9;
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npc->ym = 8 * npc->ym / 9;
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if (++npc->act_wait > 20)
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npc->act_no = 210;
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break;
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case 203:
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npc->xm = 8 * npc->xm / 9;
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npc->ym = 8 * npc->ym / 9;
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if (++npc->act_wait > 20)
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{
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if (gMC.y < npc->y + (12 * 0x200))
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npc->act_no = 220;
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else
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npc->act_no = 230;
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}
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break;
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case 210:
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npc->act_no = 211;
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npc->act_wait = 0;
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npc->ani_no = 6;
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npc->ani_wait = 0;
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npc->ym = 0;
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npc->damage = 10;
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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PlaySoundObject(25, 1);
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// Fallthrough
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case 211:
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if (npc->direct == 0)
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npc->xm = -0x800;
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else
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npc->xm = 0x800;
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if (++npc->act_wait / 2 % 2)
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npc->ani_no = 6;
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else
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npc->ani_no = 7;
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if (npc->direct == 0 && npc->flag & 1)
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{
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npc->act_no = 212;
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npc->act_wait = 0;
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npc->damage = 3;
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SetQuake2(10);
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PlaySoundObject(26, 1);
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}
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if (npc->direct == 2 && npc->flag & 4)
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{
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npc->act_no = 212;
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npc->act_wait = 0;
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npc->damage = 3;
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SetQuake2(10);
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PlaySoundObject(26, 1);
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}
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if (npc->count1 < 4 && gMC.x > npc->x - (16 * 0x200) && gMC.x < npc->x + (16 * 0x200))
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npc->act_no = 201;
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break;
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case 212:
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++npc->act_wait;
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npc->xm = 0;
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npc->ani_no = 6;
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if (npc->act_wait > 30)
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{
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if (npc->count1 > 3)
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npc->act_no = 240;
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else
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npc->act_no = 201;
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}
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break;
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case 220:
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npc->act_no = 221;
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npc->act_wait = 0;
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npc->ani_no = 8;
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npc->ani_wait = 0;
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npc->xm = 0;
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npc->damage = 10;
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npc->direct = 0;
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PlaySoundObject(25, 1);
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// Fallthrough
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case 221:
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npc->ym = -0x800;
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if (++npc->act_wait / 2 % 2)
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npc->ani_no = 8;
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else
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npc->ani_no = 9;
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if (npc->y < (48 * 0x200))
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{
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npc->y = (48 * 0x200);
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npc->ym = 0;
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npc->act_no = 222;
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npc->act_wait = 0;
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npc->damage = 3;
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for (i = 0; i < 8; ++i)
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{
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x = npc->x + (Random(-0x10, 0x10) * 0x200);
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SetNpChar(4, x, npc->y - (10 * 0x200), 0, 0, 0, NULL, 0x100);
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}
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SetNpChar(332, npc->x - (12 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
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SetNpChar(332, npc->x + (12 * 0x200), npc->y - (12 * 0x200), 0, 0, 2, NULL, 0x100);
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SetQuake2(10);
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PlaySoundObject(26, 1);
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}
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if (npc->count1 < 4 && gMC.y > npc->y - (16 * 0x200) && gMC.y < npc->y + (16 * 0x200))
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npc->act_no = 201;
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break;
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case 222:
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++npc->act_wait;
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npc->xm = 0;
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npc->ani_no = 8;
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if (npc->act_wait > 30)
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{
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if (npc->count1 > 3)
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npc->act_no = 240;
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else
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npc->act_no = 201;
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}
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break;
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case 230:
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npc->act_no = 231;
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npc->act_wait = 0;
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npc->ani_no = 8;
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npc->ani_wait = 0;
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npc->xm = 0;
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npc->damage = 10;
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npc->direct = 2;
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PlaySoundObject(25, 1);
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// Fallthrough
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case 231:
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npc->ym = 0x800;
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if (++npc->act_wait / 2 % 2)
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npc->ani_no = 8;
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else
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npc->ani_no = 9;
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if (npc->flag & 8)
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{
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npc->act_no = 232;
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npc->act_wait = 0;
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npc->damage = 3;
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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for (i = 0; i < 8; ++i)
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{
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x = npc->x + (Random(-0x10, 0x10) * 0x200);
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SetNpChar(4, x, npc->y + (10 * 0x200), 0, 0, 0, NULL, 0x100);
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}
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SetNpChar(332, npc->x - (12 * 0x200), npc->y + (12 * 0x200), 0, 0, 0, NULL, 0x100);
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SetNpChar(332, npc->x + (12 * 0x200), npc->y + (12 * 0x200), 0, 0, 2, NULL, 0x100);
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SetQuake2(10);
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PlaySoundObject(26, 1);
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}
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if (npc->count1 < 4 && gMC.y > npc->y - (16 * 0x200) && gMC.y < npc->y + (16 * 0x200))
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npc->act_no = 201;
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break;
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case 232:
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++npc->act_wait;
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npc->xm = 0;
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npc->ani_no = 3;
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if (npc->act_wait > 30)
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{
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if (npc->count1 > 3)
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npc->act_no = 242;
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else
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npc->act_no = 201;
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}
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break;
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case 240:
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npc->act_no = 241;
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npc->direct = 0;
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// Fallthrough
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case 241:
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npc->ym += 0x80;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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if (++npc->ani_wait / 2 % 2)
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npc->ani_no = 4;
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else
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npc->ani_no = 5;
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if (npc->flag & 8)
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{
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npc->act_no = 242;
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npc->act_wait = 0;
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npc->ani_no = 3;
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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}
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break;
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case 242:
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npc->xm = 3 * npc->xm / 4;
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npc->ani_no = 3;
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if (++npc->act_wait > 10)
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npc->act_no = 110;
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break;
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case 300:
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npc->act_no = 310;
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npc->act_wait = 0;
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npc->ym = -0x600;
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if (npc->x > 320 * 0x200)
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{
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npc->direct = 2;
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npc->tgt_x = gMC.x;
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npc->tgt_y = 176 * 0x200;
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}
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else
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{
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npc->direct = 0;
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npc->tgt_x = gMC.x;
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npc->tgt_y = 176 * 0x200;
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}
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npc->ani_wait = 0;
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// Fallthrough
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case 310:
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++npc->ani_wait;
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if (++npc->act_wait > 200 && npc->ani_wait < 20)
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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->ani_wait / 2 % 2)
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npc->ani_no = 4;
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else
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npc->ani_no = 5;
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if (npc->x < npc->tgt_x)
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npc->xm += 0x40;
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else
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npc->xm -= 0x40;
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if (npc->y < npc->tgt_y)
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npc->ym += 0x40;
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else
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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 > 0x400)
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npc->ym = 0x400;
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if (npc->ym < -0x400)
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npc->ym = -0x400;
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if (npc->act_wait > 200 && npc->act_wait % 40 == 1)
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{
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npc->ani_wait = 0;
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SetNpChar(333, gMC.x, 304 * 0x200, 0, 0, 0, NULL, 0x100);
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}
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if (npc->act_wait > 480)
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{
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npc->act_no = 320;
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npc->act_wait = 0;
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}
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break;
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case 320:
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npc->xm = 0;
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npc->ym = 0;
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npc->direct = 2;
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if (++npc->act_wait == 40)
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SetFlash(0, 0, 2);
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if (npc->act_wait > 50 && npc->act_wait % 10 == 1)
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{
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x = ((4 * npc->act_wait - 200) / 10 + 2) * 0x200 * 0x10;
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SetNpChar(333, x, 304 * 0x200, 0, 0, 0, NULL, 0x100);
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}
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if (npc->act_wait > 140)
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npc->act_no = 240;
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if (++npc->ani_wait / 2 % 2)
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npc->ani_no = 4;
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else
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npc->ani_no = 5;
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break;
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case 1000:
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npc->act_no = 1001;
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npc->act_wait = 0;
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npc->ani_no = 10;
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npc->tgt_x = npc->x;
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npc->xm = 0;
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npc->bits &= ~NPC_SHOOTABLE;
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SetDestroyNpChar(npc->x, npc->y, 0x10, 0x10);
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PlaySoundObject(72, 1);
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// Fallthrough
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case 1001:
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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->act_wait / 2 % 2)
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npc->x = npc->tgt_x + 0x200;
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else
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npc->x = npc->tgt_x - 0x200;
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if (npc->flag & 8)
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{
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npc->act_no = 1002;
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npc->act_wait = 0;
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}
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break;
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case 1002:
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if (++npc->act_wait > 150)
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{
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npc->act_wait = 0;
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npc->act_no = 1003;
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npc->ani_no = 3;
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}
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if (npc->act_wait / 2 % 2)
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npc->x = npc->tgt_x + 0x200;
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else
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npc->x = npc->tgt_x - 0x200;
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break;
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case 1003:
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if (++npc->act_wait > 30)
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{
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npc->act_wait = 0;
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npc->act_no = 1004;
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npc->ani_no = 3;
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npc->ym -= 0xA00;
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npc->direct = 0;
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npc->bits |= NPC_IGNORE_SOLIDITY;
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}
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break;
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case 1004:
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if (npc->y < 0)
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{
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npc->xm = 0;
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npc->ym = 0;
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npc->act_no = 1005;
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npc->act_wait = 0;
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SetFlash(0, 0, 2);
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PlaySoundObject(29, 1);
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}
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if (++npc->act_wait / 2 % 2)
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npc->ani_no = 8;
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else
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npc->ani_no = 9;
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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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RECT rcLeft[11] = {
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{0, 0, 48, 40},
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{48, 0, 96, 40},
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{96, 0, 144, 40},
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{144, 0, 192, 40},
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{192, 0, 240, 40},
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{240, 0, 288, 40},
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{0, 80, 48, 120},
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{48, 80, 96, 120},
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{96, 80, 144, 120},
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{144, 80, 192, 120},
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{192, 80, 240, 120},
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};
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RECT rcRight[11] = {
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{0, 40, 48, 80},
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{48, 40, 96, 80},
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{96, 40, 144, 80},
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{144, 40, 192, 80},
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{192, 40, 240, 80},
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{240, 40, 288, 80},
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{0, 120, 48, 160},
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{48, 120, 96, 160},
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{96, 120, 144, 160},
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{144, 120, 192, 160},
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{192, 120, 240, 160},
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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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// Ballos 1 head
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void ActNpc341(NPCHAR *npc)
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|
{
|
|
RECT rc[3] = {
|
|
{288, 32, 320, 48},
|
|
{288, 48, 320, 64},
|
|
{288, 64, 320, 80},
|
|
};
|
|
|
|
if (npc->pNpc->act_no == 11 && npc->pNpc->act_wait > 50)
|
|
++npc->ani_wait;
|
|
|
|
if (npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (npc->ani_no < 2)
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->pNpc->ani_no)
|
|
npc->cond = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Ballos 3 eye
|
|
void ActNpc342(NPCHAR *npc)
|
|
{
|
|
static int flash;
|
|
unsigned char deg;
|
|
|
|
RECT rc[3] = {
|
|
{240, 48, 280, 88},
|
|
{240, 88, 280, 128},
|
|
{280, 48, 320, 88},
|
|
};
|
|
|
|
if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000)
|
|
npc->act_no = 1000;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 10;
|
|
npc->count1 = (npc->direct & 0xFF) * 2;
|
|
npc->direct >>= 8;
|
|
npc->count2 = 0xC0;
|
|
npc->damage = 14;
|
|
// Fallthrough
|
|
case 10:
|
|
if (npc->count2 < 320)
|
|
npc->count2 += 8;
|
|
else
|
|
npc->act_no = 11;
|
|
|
|
break;
|
|
|
|
case 11:
|
|
if (npc->count2 > 304)
|
|
npc->count2 -= 4;
|
|
else
|
|
npc->act_no = 12;
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (npc->pNpc->act_no == 311)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->life = 1000;
|
|
// Fallthrough
|
|
case 21:
|
|
npc->count1 -= 2;
|
|
|
|
if (npc->count1 < 0)
|
|
npc->count1 += 0x200;
|
|
|
|
if (npc->shock)
|
|
{
|
|
if (++flash / 2 % 2)
|
|
npc->ani_no = 1;
|
|
else
|
|
npc->ani_no = 0;
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (npc->life < 900)
|
|
{
|
|
npc->act_no = 22;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
|
|
PlaySoundObject(71, 1);
|
|
}
|
|
|
|
npc->pNpc->count1 = 4;
|
|
|
|
if (npc->pNpc->act_no == 401)
|
|
npc->act_no = 23;
|
|
|
|
break;
|
|
|
|
case 22:
|
|
npc->ani_no = 2;
|
|
npc->count1 -= 2;
|
|
|
|
if (npc->count1 < 0)
|
|
npc->count1 += 0x200;
|
|
|
|
if (npc->pNpc->act_no == 401)
|
|
npc->act_no = 23;
|
|
|
|
break;
|
|
|
|
case 23:
|
|
npc->ani_no = 2;
|
|
npc->count1 -= 4;
|
|
|
|
if (npc->count1 < 0)
|
|
npc->count1 += 0x200;
|
|
|
|
if (npc->pNpc->act_no == 420)
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->life = 1000;
|
|
npc->damage = 10;
|
|
|
|
if (npc->direct == 0)
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
|
|
npc->ym = 0;
|
|
// Fallthrough
|
|
case 31:
|
|
++npc->count1;
|
|
npc->count1 %= 0x200;
|
|
|
|
if (npc->count2 > 0x100)
|
|
--npc->count2;
|
|
|
|
if (npc->bits & NPC_SHOOTABLE)
|
|
{
|
|
if (npc->shock)
|
|
{
|
|
if (++flash / 2 % 2)
|
|
npc->ani_no = 1;
|
|
else
|
|
npc->ani_no = 0;
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
if (npc->life < 900)
|
|
npc->act_no = 40;
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 41;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->ani_no = 2;
|
|
npc->damage = 5;
|
|
npc->bits &= ~(NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE);
|
|
SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
|
|
PlaySoundObject(71, 1);
|
|
// Fallthrough
|
|
case 41:
|
|
if (npc->flag & 1)
|
|
npc->xm = 0x100;
|
|
|
|
if (npc->flag & 4)
|
|
npc->xm = -0x100;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
if (npc->xm == 0)
|
|
{
|
|
if (gMC.x < npc->x)
|
|
npc->xm = 0x100;
|
|
else
|
|
npc->xm = -0x100;
|
|
}
|
|
|
|
npc->ym = -0x800;
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
break;
|
|
|
|
case 1000:
|
|
npc->act_no = 1001;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->ani_no = 2;
|
|
npc->bits &= ~(NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE);
|
|
npc->damage = 0;
|
|
npc->count1 /= 4;
|
|
npc->exp = 0;
|
|
// Fallthrough
|
|
case 1001:
|
|
if (npc->count1 > 0)
|
|
{
|
|
if (--npc->count1 / 2 % 2)
|
|
npc->ani_no = 1;
|
|
else
|
|
npc->ani_no = 0;
|
|
}
|
|
else
|
|
{
|
|
SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
|
|
PlaySoundObject(71, 1);
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no == 21 || npc->act_no == 22)
|
|
{
|
|
switch (npc->pNpc->direct)
|
|
{
|
|
case 0:
|
|
if (npc->count1 == 140)
|
|
{
|
|
SetNpChar(4, npc->x + (8 * 0x200), npc->y + 0x1800, 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x - (8 * 0x200), npc->y + 0x1800, 0, 0, 0, NULL, 0x100);
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
if (npc->count1 == 268)
|
|
{
|
|
SetNpChar(4, npc->x - (12 * 0x200), npc->y + (8 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x - (12 * 0x200), npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
if (npc->count1 == 396)
|
|
{
|
|
SetNpChar(4, npc->x + (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(345, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
if (npc->count1 == 12)
|
|
{
|
|
SetNpChar(4, npc->x + (12 * 0x200), npc->y + (8 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
SetNpChar(4, npc->x + (12 * 0x200), npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (npc->act_no < 40)
|
|
{
|
|
deg = npc->count1 / 2;
|
|
|
|
npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4;
|
|
npc->tgt_y = npc->pNpc->y + npc->count2 * GetSin(deg) / 4;
|
|
|
|
npc->xm = npc->tgt_x - npc->x;
|
|
npc->ym = npc->tgt_y - npc->y;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Ballos 2 cutscene
|
|
void ActNpc343(NPCHAR *npc)
|
|
{
|
|
RECT rc = {0, 0, 120, 120};
|
|
|
|
npc->rect = rc;
|
|
|
|
if (++npc->act_wait > 100)
|
|
npc->cond = 0;
|
|
|
|
npc->x = npc->pNpc->x;
|
|
npc->y = npc->pNpc->y;
|
|
}
|
|
|
|
// Ballos 2 eyes
|
|
void ActNpc344(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{272, 0, 296, 16},
|
|
{296, 0, 320, 16},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->rect = rc[0];
|
|
npc->x = npc->pNpc->x - (24 * 0x200);
|
|
}
|
|
else
|
|
{
|
|
npc->rect = rc[1];
|
|
npc->x = npc->pNpc->x + (24 * 0x200);
|
|
}
|
|
|
|
if (++npc->act_wait > 100)
|
|
npc->cond = 0;
|
|
|
|
npc->y = npc->pNpc->y - (36 * 0x200);
|
|
}
|
|
|
|
// Ballos skull projectile
|
|
void ActNpc345(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
RECT rc[4] = {
|
|
{128, 176, 144, 192},
|
|
{144, 176, 160, 192},
|
|
{160, 176, 176, 192},
|
|
{176, 176, 192, 192},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 100;
|
|
npc->ani_no = Random(0, 16) % 4;
|
|
// Fallthrough
|
|
case 100:
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x700)
|
|
npc->ym = 0x700;
|
|
|
|
if (npc->y > 128 * 0x200)
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
if (npc->act_wait++ / 2 % 2)
|
|
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ym = -0x200;
|
|
npc->act_no = 110;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
PlaySoundObject(12, 1);
|
|
SetQuake(10);
|
|
|
|
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;
|
|
|
|
case 110:
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->y > (gMap.length * 0x200 * 0x10) + (2 * 0x200 * 0x10))
|
|
{
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 8)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Ballos 4 orbiting platform
|
|
void ActNpc346(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
|
|
RECT rc = {240, 0, 272, 16};
|
|
|
|
if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000)
|
|
npc->act_no = 1000;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 10;
|
|
npc->count1 = npc->direct * 4;
|
|
npc->count2 = 192;
|
|
npc->ani_no = 0;
|
|
// Fallthrough
|
|
case 10:
|
|
if (npc->count2 < 448)
|
|
npc->count2 += 8;
|
|
else
|
|
npc->act_no = 11;
|
|
|
|
break;
|
|
|
|
case 11:
|
|
if (npc->pNpc->act_no == 411)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
if (--npc->count1 < 0)
|
|
npc->count1 += 0x400;
|
|
|
|
if (npc->pNpc->act_no == 421)
|
|
npc->act_no = 40;
|
|
if (npc->pNpc->act_no == 423)
|
|
npc->act_no = 100;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
++npc->count1;
|
|
npc->count1 %= 0x400;
|
|
|
|
if (npc->pNpc->act_no == 425)
|
|
npc->act_no = 50;
|
|
if (npc->pNpc->act_no == 427)
|
|
npc->act_no = 100;
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->count1 -= 2;
|
|
|
|
if (npc->count1 < 0)
|
|
npc->count1 += 0x400;
|
|
|
|
if (npc->pNpc->act_no == 422)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 50:
|
|
npc->count1 += 2;
|
|
npc->count1 %= 0x400;
|
|
|
|
if (npc->pNpc->act_no == 426)
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 100:
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->pNpc->act_no == 424)
|
|
npc->act_no = 30;
|
|
if (npc->pNpc->act_no == 428)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 1000:
|
|
npc->act_no = 1001;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->bits &= ~NPC_SOLID_HARD;
|
|
// Fallthrough
|
|
case 1001:
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->y > gMap.length * 0x10 * 0x200)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no < 1000)
|
|
{
|
|
if (gMC.y > npc->y - 0x1000 && gMC.ym < 0)
|
|
npc->bits &= ~NPC_SOLID_HARD;
|
|
else
|
|
npc->bits |= NPC_SOLID_HARD;
|
|
|
|
deg = npc->count1 / 4;
|
|
npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4;
|
|
npc->tgt_y = npc->pNpc->y + (16 * 0x200) + npc->count2 * GetSin(deg) / 4;
|
|
|
|
npc->xm = npc->tgt_x - npc->x;
|
|
|
|
if (npc->act_no == 20 || npc->act_no == 30)
|
|
{
|
|
if (npc->count1 % 4 == 0)
|
|
npc->ani_no = (npc->tgt_y - npc->y) / 4;
|
|
}
|
|
else if (npc->act_no == 40 || npc->act_no == 50)
|
|
{
|
|
if ((npc->count1 / 2 % 2) == 0)
|
|
npc->ani_no = (npc->tgt_y - npc->y) / 2;
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = npc->tgt_y - npc->y;
|
|
}
|
|
|
|
npc->ym = npc->ani_no;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Hoppy
|
|
void ActNpc347(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
|
|
if (gMC.y < npc->y + (128 * 0x200) && gMC.y > npc->y - (128 * 0x200))
|
|
{
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->act_wait == 4)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->act_wait > 12)
|
|
{
|
|
npc->act_no = 12;
|
|
npc->xm = 0x700;
|
|
PlaySoundObject(6, 1);
|
|
npc->ani_no = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (gMC.y < npc->y)
|
|
npc->ym = -0xAA;
|
|
else
|
|
npc->ym = 0xAA;
|
|
|
|
if (npc->flag & 1)
|
|
{
|
|
npc->act_no = 13;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
break;
|
|
}
|
|
|
|
npc->xm -= 42;
|
|
|
|
if (npc->xm < -0x5FF)
|
|
npc->xm = -0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
break;
|
|
|
|
case 13:
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait == 2)
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->act_wait == 6)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->act_wait > 16)
|
|
npc->act_no = 1;
|
|
|
|
break;
|
|
}
|
|
|
|
RECT rc[4] = {
|
|
{256, 48, 272, 64},
|
|
{272, 48, 288, 64},
|
|
{288, 48, 304, 64},
|
|
{304, 48, 320, 64},
|
|
};
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Ballos 4 spikes
|
|
void ActNpc348(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{128, 152, 160, 176},
|
|
{160, 152, 192, 176},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait < 0x80)
|
|
{
|
|
npc->y -= 0x80;
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
npc->ani_no = 1;
|
|
else
|
|
npc->ani_no = 0;
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 10;
|
|
npc->ani_no = 0;
|
|
npc->damage = 2;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Statue
|
|
void ActNpc349(NPCHAR *npc)
|
|
{
|
|
RECT rect = {0, 0, 16, 16};
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x += 8 * 0x200;
|
|
if (npc->direct == 2)
|
|
npc->y += 16 * 0x200;
|
|
}
|
|
|
|
npc->rect = rect;
|
|
}
|
|
|
|
// Flying Bute archer
|
|
void ActNpc350(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[7] = {
|
|
{0, 160, 24, 184},
|
|
{24, 160, 48, 184},
|
|
{48, 160, 72, 184},
|
|
{72, 160, 96, 184},
|
|
{96, 160, 120, 184},
|
|
{120, 160, 144, 184},
|
|
{144, 160, 168, 184},
|
|
};
|
|
|
|
RECT rcRight[7] = {
|
|
{0, 184, 24, 208},
|
|
{24, 184, 48, 208},
|
|
{48, 184, 72, 208},
|
|
{72, 184, 96, 208},
|
|
{96, 184, 120, 208},
|
|
{120, 184, 144, 208},
|
|
{144, 184, 168, 208},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->tgt_x = npc->x - (128 * 0x200);
|
|
else
|
|
npc->tgt_x = npc->x + (128 * 0x200);
|
|
|
|
npc->tgt_y = npc->y;
|
|
npc->ym = Random(-0x200, 0x200) * 2;
|
|
npc->xm = Random(-0x200, 0x200) * 2;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
if (npc->x < npc->tgt_x)
|
|
npc->act_no = 20;
|
|
}
|
|
else
|
|
{
|
|
if (npc->x > npc->tgt_x)
|
|
npc->act_no = 20;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = Random(0, 150);
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 21:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 3)
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
if (++npc->act_wait > 300)
|
|
npc->act_no = 30;
|
|
|
|
if (gMC.x < npc->x + (112 * 0x200) && gMC.x > npc->x - (112 * 0x200) && gMC.y < npc->y + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200))
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->act_wait = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 31:
|
|
if (++npc->ani_wait / 2 % 2)
|
|
npc->ani_no = 3;
|
|
else
|
|
npc->ani_no = 4;
|
|
|
|
if (++npc->act_wait > 30)
|
|
{
|
|
npc->act_no = 40;
|
|
npc->ani_no = 5;
|
|
|
|
if (npc->direct == 0)
|
|
SetNpChar(312, npc->x, npc->y, -0x800, 0, 0, NULL, 0x199);
|
|
else
|
|
SetNpChar(312, npc->x, npc->y, 0x800, 0, 2, NULL, 0x199);
|
|
}
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 41;
|
|
npc->act_wait = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 41:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 6)
|
|
npc->ani_no = 5;
|
|
}
|
|
|
|
if (++npc->act_wait > 40)
|
|
{
|
|
npc->act_no = 50;
|
|
npc->ani_no = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 50:
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm -= 0x20;
|
|
else
|
|
npc->xm += 0x20;
|
|
|
|
if (npc->x < 0 || npc->x > gMap.width * 0x200 * 0x10)
|
|
{
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no < 50)
|
|
{
|
|
if (npc->x < npc->tgt_x)
|
|
npc->xm += 0x2A;
|
|
if (npc->x > npc->tgt_x)
|
|
npc->xm -= 0x2A;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x2A;
|
|
if (npc->y > npc->tgt_y)
|
|
npc->ym -= 0x2A;
|
|
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
if (npc->ym > 0x400)
|
|
npc->ym = 0x400;
|
|
if (npc->ym < -0x400)
|
|
npc->ym = -0x400;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
// Statue (shootable)
|
|
void ActNpc351(NPCHAR *npc)
|
|
{
|
|
RECT rc[9] = {
|
|
{0, 96, 32, 136},
|
|
{32, 96, 64, 136},
|
|
{64, 96, 96, 136},
|
|
{96, 96, 128, 136},
|
|
{128, 96, 160, 136},
|
|
{0, 176, 32, 216},
|
|
{32, 176, 64, 216},
|
|
{64, 176, 96, 216},
|
|
{96, 176, 128, 216},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = npc->direct / 10;
|
|
npc->x += 8 * 0x200;
|
|
npc->y += 12 * 0x200;
|
|
break;
|
|
|
|
case 10:
|
|
if (GetNPCFlag(npc->code_flag))
|
|
{
|
|
npc->act_no = 20;
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 11;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
}
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->life <= 900)
|
|
{
|
|
SetNpChar(351, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, (npc->ani_no + 4) * 10, NULL, 0);
|
|
npc->cond |= 8;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->ani_no += 4;
|
|
npc->act_no = 1;
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Ending characters
|
|
void ActNpc352(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
// Set state
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->count1 = npc->direct / 100;
|
|
npc->direct %= 100;
|
|
|
|
// Set surfaces / offset
|
|
switch (npc->count1)
|
|
{
|
|
case 7:
|
|
case 8:
|
|
case 9:
|
|
case 12:
|
|
case 13:
|
|
npc->surf = SURFACE_ID_LEVEL_SPRITESET_1;
|
|
break;
|
|
}
|
|
|
|
switch (npc->count1)
|
|
{
|
|
case 2:
|
|
case 4:
|
|
case 9:
|
|
case 12:
|
|
npc->view.top = 16 * 0x200;
|
|
break;
|
|
}
|
|
|
|
// Balrog
|
|
if (npc->count1 == 9)
|
|
{
|
|
npc->view.back = 20 * 0x200;
|
|
npc->view.front = 20 * 0x200;
|
|
npc->x -= 1 * 0x200;
|
|
}
|
|
|
|
// Spawn King's sword
|
|
if (npc->count1 == 0)
|
|
SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100);
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ym = 0;
|
|
npc->act_no = 2;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
npc->y += npc->ym;
|
|
|
|
break;
|
|
}
|
|
|
|
RECT rc[28] = {
|
|
{304, 48, 320, 64},
|
|
{224, 48, 240, 64},
|
|
{32, 80, 48, 96},
|
|
{0, 80, 16, 96},
|
|
{224, 216, 240, 240},
|
|
{192, 216, 208, 240},
|
|
{48, 16, 64, 32},
|
|
{0, 16, 16, 32},
|
|
{112, 192, 128, 216},
|
|
{80, 192, 96, 216},
|
|
{304, 0, 320, 16},
|
|
{224, 0, 240, 16},
|
|
{176, 32, 192, 48},
|
|
{176, 32, 192, 48},
|
|
{240, 16, 256, 32},
|
|
{224, 16, 240, 32},
|
|
{208, 16, 224, 32},
|
|
{192, 16, 208, 32},
|
|
{280, 128, 320, 152},
|
|
{280, 152, 320, 176},
|
|
{32, 112, 48, 128},
|
|
{0, 112, 16, 128},
|
|
{80, 0, 96, 16},
|
|
{112, 0, 128, 16},
|
|
{16, 152, 32, 176},
|
|
{0, 152, 16, 176},
|
|
{48, 16, 64, 32},
|
|
{48, 0, 64, 16}
|
|
};
|
|
|
|
npc->rect = rc[npc->ani_no + (npc->count1 * 2)];
|
|
}
|
|
|
|
// Bute with sword (flying)
|
|
void ActNpc353(NPCHAR *npc)
|
|
{
|
|
RECT rc[4] = {
|
|
{168, 160, 184, 184},
|
|
{184, 160, 200, 184},
|
|
{168, 184, 184, 208},
|
|
{184, 184, 200, 208},
|
|
};
|
|
|
|
RECT rcLeft[2] = {
|
|
{200, 160, 216, 176},
|
|
{216, 160, 232, 176},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{200, 176, 216, 192},
|
|
{216, 176, 232, 192},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->xm = -0x600;
|
|
break;
|
|
|
|
case 2:
|
|
npc->xm = 0x600;
|
|
break;
|
|
|
|
case 1:
|
|
npc->ym = -0x600;
|
|
break;
|
|
|
|
case 3:
|
|
npc->ym = 0x600;
|
|
break;
|
|
}
|
|
// Fallthrough
|
|
case 1:
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait == 8)
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->act_wait == 0x10)
|
|
npc->act_no = 10;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 0;
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
npc->damage = 5;
|
|
npc->view.top = 8 * 0x200;
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (gMC.y - (24 * 0x200) > npc->y)
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->xm2 += 0x10;
|
|
else
|
|
npc->xm2 -= 0x10;
|
|
}
|
|
else
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->xm2 -= 0x10;
|
|
else
|
|
npc->xm2 += 0x10;
|
|
}
|
|
|
|
if (npc->y > gMC.y)
|
|
npc->ym2 -= 0x10;
|
|
else
|
|
npc->ym2 += 0x10;
|
|
|
|
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 < -0x5FF)
|
|
npc->xm2 = -0x5FF;
|
|
if (npc->xm2 > 0x5FF)
|
|
npc->xm2 = 0x5FF;
|
|
|
|
if (npc->ym2 < -0x5FF)
|
|
npc->ym2 = -0x5FF;
|
|
if (npc->ym2 > 0x5FF)
|
|
npc->ym2 = 0x5FF;
|
|
|
|
npc->x += npc->xm2;
|
|
npc->y += npc->ym2;
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Invisible deathtrap wall
|
|
void ActNpc354(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
int x;
|
|
int y;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->hit.bottom = 280 * 0x200;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x += 16 * 0x200;
|
|
else
|
|
npc->x -= 16 * 0x200;
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->act_wait > 100)
|
|
{
|
|
npc->act_wait = 0;
|
|
SetQuake(20);
|
|
PlaySoundObject(26, 1);
|
|
PlaySoundObject(12, 1);
|
|
|
|
if (npc->direct == 0)
|
|
npc->x -= 16 * 0x200;
|
|
else
|
|
npc->x += 16 * 0x200;
|
|
|
|
for (i = 0; i < 20; ++i)
|
|
{
|
|
x = (npc->x / 0x200 / 0x10);
|
|
y = (npc->y / 0x200 / 0x10) + i;
|
|
ChangeMapParts(x, y, 109);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Quote and Curly on Balrog's back
|
|
void ActNpc355(NPCHAR *npc)
|
|
{
|
|
RECT rc[4] = {
|
|
{80, 16, 96, 32},
|
|
{80, 96, 96, 112},
|
|
{128, 16, 144, 32},
|
|
{208, 96, 224, 112},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->surf = SURFACE_ID_MY_CHAR;
|
|
npc->ani_no = 0;
|
|
npc->x = npc->pNpc->x - (14 * 0x200);
|
|
npc->y = npc->pNpc->y + (10 * 0x200);
|
|
break;
|
|
|
|
case 1:
|
|
npc->surf = SURFACE_ID_NPC_REGU;
|
|
npc->ani_no = 1;
|
|
npc->x = npc->pNpc->x + (14 * 0x200);
|
|
npc->y = npc->pNpc->y + (10 * 0x200);
|
|
break;
|
|
|
|
case 2:
|
|
npc->surf = SURFACE_ID_MY_CHAR;
|
|
npc->ani_no = 2;
|
|
npc->x = npc->pNpc->x - (7 * 0x200);
|
|
npc->y = npc->pNpc->y - (19 * 0x200);
|
|
break;
|
|
|
|
case 3:
|
|
npc->surf = SURFACE_ID_NPC_REGU;
|
|
npc->ani_no = 3;
|
|
npc->x = npc->pNpc->x + (4 * 0x200);
|
|
npc->y = npc->pNpc->y - (19 * 0x200);
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Balrog rescue
|
|
void ActNpc356(NPCHAR *npc)
|
|
{
|
|
RECT rcRight[2] = {
|
|
{240, 128, 280, 152},
|
|
{240, 152, 280, 176},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 11;
|
|
npc->ani_wait = 0;
|
|
npc->tgt_y = npc->y - (16 * 0x200);
|
|
npc->tgt_x = npc->x - (6 * 0x200);
|
|
npc->ym = 0;
|
|
SetNpChar(355, 0, 0, 0, 0, 3, npc, 0xAA);
|
|
SetNpChar(355, 0, 0, 0, 0, 2, npc, 0xAA);
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->x < npc->tgt_x)
|
|
npc->xm += 8;
|
|
else
|
|
npc->xm -= 8;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 8;
|
|
else
|
|
npc->ym -= 8;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->xm = -0x400;
|
|
npc->ym = 0x200;
|
|
// Fallthrough
|
|
case 21:
|
|
++npc->ani_wait;
|
|
npc->xm += 0x10;
|
|
npc->ym -= 8;
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->x > 60 * 0x10 * 0x200)
|
|
npc->act_no = 22;
|
|
|
|
break;
|
|
|
|
case 22:
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Puppy ghost
|
|
void ActNpc357(NPCHAR *npc)
|
|
{
|
|
RECT rc = {224, 136, 240, 152};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->rect = rc;
|
|
++npc->act_wait;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_wait = 0;
|
|
npc->act_no = 11;
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 11:
|
|
++npc->act_wait;
|
|
npc->rect = rc;
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
npc->rect.right = npc->rect.left;
|
|
|
|
if (npc->act_wait > 50)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_wait % 8 == 1)
|
|
SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1);
|
|
}
|
|
|
|
// Misery (stood in the wind during the credits)
|
|
void ActNpc358(NPCHAR *npc)
|
|
{
|
|
RECT rc[5] = {
|
|
{208, 8, 224, 32},
|
|
{224, 8, 240, 32},
|
|
{240, 8, 256, 32},
|
|
{256, 8, 272, 32},
|
|
{272, 8, 288, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (++npc->ani_wait > 6)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->ani_wait > 6)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 3;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Water droplet generator
|
|
void ActNpc359(NPCHAR *npc)
|
|
{
|
|
int x;
|
|
|
|
if (gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2)
|
|
{
|
|
x = npc->x + (Random(-6, 6) * 0x200);
|
|
SetNpChar(73, x, npc->y - (7 * 0x200), 0, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
// "Thank you" message at the end of the credits
|
|
void ActNpc360(NPCHAR *npc)
|
|
{
|
|
RECT rc = {0, 176, 48, 184};
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
++npc->act_no;
|
|
npc->x -= 8 * 0x200;
|
|
npc->y -= 8 * 0x200;
|
|
}
|
|
|
|
npc->rect = rc;
|
|
}
|