CSE2-tweaks/src/NpcAct160.cpp

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2020-12-06 16:53:00 +00:00
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK.
//
// The original code belongs to Daisuke "Pixel" Amaya.
//
// Modifications and custom code are under the MIT licence.
// See LICENCE.txt for details.
#include "NpcAct.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Caret.h"
#include "CommonDefines.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
#include "MycHit.h"
#include "MycParam.h"
#include "NpChar.h"
#include "NpcHit.h"
#include "Sound.h"
#include "Triangle.h"
// Puu Black
void ActNpc160(NPCHAR *npc)
{
int i;
switch (npc->act_no)
{
case 0:
npc->bits &= ~NPC_SOLID_SOFT;
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->x < gMC.x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
npc->ym = 0xA00;
if (npc->y < 128 * 0x200)
{
++npc->count1;
}
else
{
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->act_no = 2;
}
break;
case 2:
npc->ym = 0xA00;
if (npc->flag & 8)
{
DeleteNpCharCode(161, TRUE);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->act_no = 3;
npc->act_wait = 0;
SetQuake(30);
PlaySoundObject(26, SOUND_MODE_PLAY);
PlaySoundObject(72, SOUND_MODE_PLAY);
}
if (npc->y < gMC.y && gMC.flag & 8)
npc->damage = 20;
else
npc->damage = 0;
break;
case 3:
npc->damage = 20; // Overwritten by the following line
npc->damage = 0;
if (++npc->act_wait > 24)
{
npc->act_no = 4;
npc->count1 = 0;
npc->count2 = 0;
}
break;
case 4:
gSuperXpos = npc->x;
gSuperYpos = npc->y;
if (npc->shock % 2 == 1)
{
SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, NULL, 0x100);
if (++npc->count1 > 30)
{
npc->count1 = 0;
npc->act_no = 5;
npc->ym = -0xC00;
npc->bits |= NPC_IGNORE_SOLIDITY;
}
}
break;
case 5:
gSuperXpos = npc->x;
gSuperYpos = npc->y;
if (++npc->count1 > 60)
{
npc->count1 = 0;
npc->act_no = 6;
}
break;
case 6:
gSuperXpos = gMC.x;
gSuperYpos = 400 * 0x10 * 0x200;
if (++npc->count1 > 110)
{
npc->count1 = 10;
npc->x = gMC.x;
npc->y = 0;
npc->ym = 0x5FF;
npc->act_no = 1;
}
break;
}
npc->y += npc->ym;
switch (npc->act_no)
{
case 0:
case 1:
npc->ani_no = 3;
break;
case 2:
npc->ani_no = 3;
break;
case 3:
npc->ani_no = 2;
break;
case 4:
npc->ani_no = 0;
break;
case 5:
npc->ani_no = 3;
break;
case 6:
npc->ani_no = 3;
break;
}
RECT rect_left[4] = {
{0, 0, 40, 24},
{40, 0, 80, 24},
{80, 0, 120, 24},
{120, 0, 160, 24},
};
RECT rect_right[4] = {
{0, 24, 40, 48},
{40, 24, 80, 48},
{80, 24, 120, 48},
{120, 24, 160, 48},
};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
// Puu Black projectile
void ActNpc161(NPCHAR *npc)
{
npc->exp = 0;
if (npc->x < gSuperXpos)
npc->xm += 0x40;
else
npc->xm -= 0x40;
if (npc->y < gSuperYpos)
npc->ym += 0x40;
else
npc->ym -= 0x40;
if (npc->xm < -4605)
npc->xm = -4605;
if (npc->xm > 4605)
npc->xm = 4605;
if (npc->ym < -4605)
npc->ym = -4605;
if (npc->ym > 4605)
npc->ym = 4605;
if (npc->life < 100)
{
npc->bits &= ~NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
npc->damage = 0;
npc->ani_no = 2;
}
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->ani_no < 2)
{
if (Random(0, 10) == 2)
npc->ani_no = 0;
else
npc->ani_no = 1;
}
RECT rect[3] = {
{0, 48, 16, 64},
{16, 48, 32, 64},
{32, 48, 48, 64},
};
npc->rect = rect[npc->ani_no];
}
// Puu Black (dead)
void ActNpc162(NPCHAR *npc)
{
int i;
RECT rect_left = {40, 0, 80, 24};
RECT rect_right = {40, 24, 80, 48};
RECT rect_end = {0, 0, 0, 0};
switch (npc->act_no)
{
case 0:
DeleteNpCharCode(161, TRUE);
PlaySoundObject(72, SOUND_MODE_PLAY);
for (i = 0; i < 10; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, NULL, 0x100);
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->direct == 0)
npc->rect = rect_left;
else
npc->rect = rect_right;
npc->count1 = 0;
npc->act_no = 1;
// Fallthrough
case 1:
++npc->count1;
if (npc->count1 % 4 == 0)
SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), 0, 0, 0, NULL, 0x100);
if (npc->count1 > 160)
{
npc->count1 = 0;
npc->act_no = 2;
npc->tgt_y = npc->y;
}
break;
case 2:
SetQuake(2);
++npc->count1;
if (npc->count1 <= 240)
{
if (npc->direct == 0)
npc->rect = rect_left;
else
npc->rect = rect_right;
npc->rect.top += npc->count1 / 8;
npc->y = npc->tgt_y + ((npc->count1 / 8) * 0x200);
npc->rect.left -= (npc->count1 / 2) % 2;
}
else
{
npc->rect = rect_end;
npc->count1 = 0;
npc->act_no = 3;
}
if (npc->count1 % 3 == 2)
SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y - (12 * 0x200), Random(-0x200, 0x200), 0x100, 0, NULL, 0x100);
if (npc->count1 % 4 == 2)
PlaySoundObject(21, SOUND_MODE_PLAY);
break;
case 3:
if (++npc->count1 < 60)
break;
DeleteNpCharCode(161, TRUE);
npc->cond = 0;
break;
}
gSuperXpos = npc->x;
gSuperYpos = -1000 * 0x200;
}
// Dr Gero
void ActNpc163(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, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Nurse Hasumi
void ActNpc164(NPCHAR *npc)
{
RECT rcLeft[2] = {
{224, 0, 240, 16},
{240, 0, 256, 16},
};
RECT rcRight[2] = {
{224, 16, 240, 32},
{240, 16, 256, 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, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Curly (collapsed)
void ActNpc165(NPCHAR *npc)
{
RECT rcRight[2] = {
{192, 96, 208, 112},
{208, 96, 224, 112},
};
RECT rcLeft = {144, 96, 160, 112};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y += 10 * 0x200;
// Fallthrough
case 1:
if (npc->direct == 2 && gMC.x > npc->x - (32 * 0x200) && gMC.x < npc->x + (32 * 0x200) && gMC.y > npc->y - (16 * 0x200) && gMC.y < npc->y + (16 * 0x200))
npc->ani_no = 1;
else
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft;
else
npc->rect = rcRight[npc->ani_no];
}
// Chaba
void ActNpc166(NPCHAR *npc)
{
RECT rcLeft[2] = {
{144, 104, 184, 128},
{184, 104, 224, 128},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
npc->rect = rcLeft[npc->ani_no];
}
// Professor Booster (falling)
void ActNpc167(NPCHAR *npc)
{
int i;
RECT rect[3] = {
{304, 0, 320, 16},
{304, 16, 320, 32},
{0, 0, 0, 0},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 1;
break;
case 10:
npc->ani_no = 0;
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->ani_no = 0;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 21:
if (++npc->ani_no > 2)
npc->ani_no = 1;
if (++npc->act_wait > 100)
{
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->cond = 0;
}
break;
}
npc->rect = rect[npc->ani_no];
}
// Boulder
void ActNpc168(NPCHAR *npc)
{
RECT rect = {264, 56, 320, 96};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->tgt_x = npc->x;
// Fallthrough
case 11:
++npc->act_wait;
npc->x = npc->tgt_x;
if (npc->act_wait / 3 % 2)
npc->x += 1 * 0x200;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->ym = -0x400;
npc->xm = 0x100;
PlaySoundObject(25, SOUND_MODE_PLAY);
// Fallthrough
case 21:
npc->ym += 0x10;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->act_wait && npc->flag & 8)
{
PlaySoundObject(35, SOUND_MODE_PLAY);
SetQuake(40);
npc->act_no = 0;
}
if (npc->act_wait == 0)
++npc->act_wait;
break;
}
npc->rect = rect;
}
// Balrog (missile)
void ActNpc169(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->act_wait = 30;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 1:
if (--npc->act_wait != 0)
break;
npc->act_no = 2;
++npc->count1;
break;
case 2:
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ani_wait = 0;
// Fallthrough
case 3:
++npc->ani_wait;
if (npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
if (npc->ani_no == 2 || npc->ani_no == 4)
PlaySoundObject(23, SOUND_MODE_PLAY);
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->direct == 0)
npc->xm -= 0x20;
else
npc->xm += 0x20;
if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
{
npc->act_no = 10;
npc->ani_no = 5;
gMC.cond |= 2;
int damage = 5;
if (damage == 1 && gbDamageModifier == 0.5){
damage = 1;
}
else if (gbDamageModifier == -1 ){
damage = 127;
}
else{
damage = damage * gbDamageModifier;
}
DamageMyChar(damage);
break;
}
++npc->act_wait;
if (npc->act_wait > 75)
{
npc->act_no = 9;
npc->ani_no = 0;
break;
}
if (npc->flag & 5)
{
if (npc->count2 < 5)
{
++npc->count2;
}
else
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 7;
npc->ym = -0x5FF;
}
}
else
{
npc->count2 = 0;
}
if (npc->count1 % 2 == 0 && npc->act_wait > 25)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 7;
npc->ym = -0x5FF;
break;
}
break;
case 4:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
++npc->act_wait;
if (npc->act_wait < 30 && npc->act_wait % 6 == 1)
{
PlaySoundObject(39, SOUND_MODE_PLAY);
SetNpChar(170, npc->x, npc->y, 0, 0, npc->direct, NULL, 0x100);
}
if (npc->flag & 8)
{
npc->act_no = 9;
npc->ani_no = 8;
SetQuake(30);
PlaySoundObject(26, SOUND_MODE_PLAY);
}
if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
{
npc->act_no = 10;
npc->ani_no = 5;
gMC.cond |= 2;
int damage = 10;
if (damage == 1 && gbDamageModifier == 0.5){
damage = 1;
}
else if (gbDamageModifier == -1 ){
damage = 127;
}
else{
damage = damage * gbDamageModifier;
}
DamageMyChar(damage);
}
break;
case 9:
npc->xm = (npc->xm * 4) / 5;
if (npc->xm != 0)
break;
npc->act_no = 0;
break;
case 10:
gMC.x = npc->x;
gMC.y = npc->y;
npc->xm = (npc->xm * 4) / 5;
if (npc->xm != 0)
break;
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 5;
npc->ani_wait = 0;
break;
case 11:
gMC.x = npc->x;
gMC.y = npc->y;
++npc->ani_wait;
if (npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 5;
++npc->act_wait;
if (npc->act_wait > 100)
npc->act_no = 20;
break;
case 20:
PlaySoundObject(25, SOUND_MODE_PLAY);
gMC.cond &= ~2;
if (npc->direct == 0)
{
gMC.x += 4 * 0x200;
gMC.y -= 8 * 0x200;
gMC.xm = 0x5FF;
gMC.ym = -0x200;
gMC.direct = 2;
npc->direct = gMirrorMode? 0:2;
}
else
{
gMC.x -= 4 * 0x200;
gMC.y -= 8 * 0x200;
gMC.xm = -0x5FF;
gMC.ym = -0x200;
gMC.direct = 0;
npc->direct = gMirrorMode? 2:0;
}
npc->act_no = 21;
npc->act_wait = 0;
npc->ani_no = 7;
// Fallthrough
case 21:
++npc->act_wait;
if (npc->act_wait < 50)
break;
npc->act_no = 0;
break;
}
npc->ym += 0x20;
if (npc->xm < -0x300)
npc->xm = -0x300;
if (npc->xm > 0x300)
npc->xm = 0x300;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[9] = {
{0, 0, 40, 24},
{0, 48, 40, 72},
{0, 0, 40, 24},
{40, 48, 80, 72},
{0, 0, 40, 24},
{80, 48, 120, 72},
{120, 48, 160, 72},
{120, 0, 160, 24},
{80, 0, 120, 24},
};
RECT rect_right[9] = {
{0, 24, 40, 48},
{0, 72, 40, 96},
{0, 24, 40, 48},
{40, 72, 80, 96},
{0, 24, 40, 48},
{80, 72, 120, 96},
{120, 72, 160, 96},
{120, 24, 160, 48},
{80, 24, 120, 48},
};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
// Balrog missile
void ActNpc170(NPCHAR *npc)
{
RECT rcLeft[2] = {
{112, 96, 128, 104},
{128, 96, 144, 104},
};
RECT rcRight[2] = {
{112, 104, 128, 112},
{128, 104, 144, 112},
};
BOOL bHit = FALSE;
if (npc->direct == 0 && npc->flag & 1)
bHit = TRUE;
if (npc->direct == 2 && npc->flag & 4)
bHit = TRUE;
if (bHit)
{
PlaySoundObject(44, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x, npc->y, 0, 3);
VanishNpChar(npc);
return;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
npc->xm = Random(1, 2) * 0x200;
else
npc->xm = Random(-2, -1) * 0x200;
npc->ym = Random(-2, 0) * 0x200;
// Fallthrough
case 1:
++npc->count1;
if (npc->direct == 0)
{
npc->xm -= 0x20;
if (npc->count1 % 3 == 1)
SetCaret(npc->x + (8 * 0x200), npc->y, CARET_EXHAUST, DIR_RIGHT);
}
else
{
npc->xm += 0x20;
if (npc->count1 % 3 == 1)
SetCaret(npc->x - (8 * 0x200), npc->y, CARET_EXHAUST, DIR_LEFT);
}
if (npc->count1 < 50)
{
if (npc->y < gMC.y)
npc->ym += 0x20;
else
npc->ym -= 0x20;
}
else
{
npc->ym = 0;
}
if (++npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->xm < -0x400)
npc->xm = -0x600;
if (npc->xm > 0x400)
npc->xm = 0x600;
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];
}
// Fire Whirrr
void ActNpc171(NPCHAR *npc)
{
RECT rcLeft[2] = {
{120, 48, 152, 80},
{152, 48, 184, 80},
};
RECT rcRight[2] = {
{184, 48, 216, 80},
{216, 48, 248, 80},
};
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = Random(0, 50);
npc->tgt_y = npc->y;
// Fallthrough
case 1:
if (npc->act_wait != 0)
{
--npc->act_wait;
}
else
{
npc->act_no = 10;
npc->ym = 0x200;
}
// Fallthrough
case 10:
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
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;
npc->y += npc->ym;
if (npc->direct == 0)
{
if (gMC.y < npc->y + (80 * 0x200) && gMC.y > npc->y - (80 * 0x200) && gMC.x < npc->x && gMC.x > npc->x - (160 * 0x200))
++npc->count1;
}
else
{
if (gMC.y < npc->y + (80 * 0x200) && gMC.y > npc->y - (80 * 0x200) && gMC.x < npc->x + (160 * 0x200) && gMC.x > npc->x)
++npc->count1;
}
if (npc->count1 > 20)
{
SetNpChar(172, npc->x, npc->y, 0, 0, npc->direct, NULL, 0x100);
npc->count1 = -100;
gCurlyShoot_wait = Random(80, 100);
gCurlyShoot_x = npc->x;
gCurlyShoot_y = npc->y;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Fire Whirr projectile
void ActNpc172(NPCHAR *npc)
{
RECT rect[3] = {
{248, 48, 264, 80},
{264, 48, 280, 80},
{280, 48, 296, 80},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (npc->direct == 0)
npc->x -= 1 * 0x200;
else
npc->x += 1 * 0x200;
if (npc->flag & 1 || npc->flag & 4)
{
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
VanishNpChar(npc);
return;
}
break;
}
npc->rect = rect[npc->ani_no];
}
// Gaudi (armoured)
void ActNpc173(NPCHAR *npc)
{
unsigned char deg;
int xm, ym;
RECT rcLeft[4] = {
{0, 128, 24, 152},
{24, 128, 48, 152},
{48, 128, 72, 152},
{72, 128, 96, 152},
};
RECT rcRight[4] = {
{0, 152, 24, 176},
{24, 152, 48, 176},
{48, 152, 72, 176},
{72, 152, 96, 176},
};
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->tgt_x = npc->x;
npc->act_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
npc->xm = 0;
if (npc->act_wait < 5)
{
++npc->act_wait;
}
else
{
if (npc->x - (192 * 0x200) < gMC.x && npc->x + (192 * 0x200) > gMC.x && npc->y - (160 * 0x200) < gMC.y && npc->y + (160 * 0x200) > gMC.y)
{
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 1;
}
}
break;
case 10:
if (++npc->act_wait > 3)
{
if (++npc->count1 == 3)
{
PlaySoundObject(30, SOUND_MODE_PLAY);
npc->count1 = 0;
npc->act_no = 25;
npc->act_wait = 0;
npc->ani_no = 2;
npc->ym = -0x600;
if (npc->x < npc->tgt_x)
npc->xm = 0x80;
else
npc->xm = -0x80;
}
else
{
PlaySoundObject(30, SOUND_MODE_PLAY);
npc->act_no = 20;
npc->ani_no = 2;
npc->ym = -0x200;
if (npc->x < npc->tgt_x)
npc->xm = 0x200;
else
npc->xm = -0x200;
}
}
break;
case 20:
++npc->act_wait;
if (npc->flag & 8)
{
PlaySoundObject(23, SOUND_MODE_PLAY);
npc->ani_no = 1;
npc->act_no = 30;
npc->act_wait = 0;
}
break;
case 25:
if (++npc->act_wait == 30 || npc->act_wait == 40)
{
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(174, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
npc->ani_no = 3;
gCurlyShoot_wait = Random(80, 100);
gCurlyShoot_x = npc->x;
gCurlyShoot_y = npc->y;
}
if (npc->act_wait == 35 || npc->act_wait == 45)
npc->ani_no = 2;
if (npc->flag & 8)
{
PlaySoundObject(23, SOUND_MODE_PLAY);
npc->ani_no = 1;
npc->act_no = 30;
npc->act_wait = 0;
}
break;
case 30:
npc->xm = 7 * npc->xm / 8;
if (++npc->act_wait > 3)
{
npc->ani_no = 0;
npc->act_no = 1;
npc->act_wait = 0;
}
break;
}
npc->ym += 51;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->life <= 985)
{
SetDestroyNpChar(npc->x, npc->y, 0, 2);
npc->code_char = 154;
npc->act_no = 0;
}
}
// Armoured-Gaudi projectile
void ActNpc174(NPCHAR *npc)
{
BOOL bHit;
switch (npc->act_no)
{
case 0:
if (npc->direct == 2)
npc->act_no = 2;
// Fallthrough
case 1:
npc->x += npc->xm;
npc->y += npc->ym;
bHit = FALSE;
if (npc->flag & 1)
{
bHit = TRUE;
npc->xm = 0x200;
}
if (npc->flag & 4)
{
bHit = TRUE;
npc->xm = -0x200;
}
if (npc->flag & 2)
{
bHit = TRUE;
npc->ym = 0x200;
}
if (npc->flag & 8)
{
bHit = TRUE;
npc->ym = -0x200;
}
if (bHit)
{
npc->act_no = 2;
++npc->count1;
PlaySoundObject(31, SOUND_MODE_PLAY);
}
break;
case 2:
npc->ym += 0x40;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 8)
{
if (++npc->count1 > 1)
{
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
npc->cond = 0;
}
}
break;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
RECT rect_left[3] = {
{120, 80, 136, 96},
{136, 80, 152, 96},
{152, 80, 168, 96},
};
if (++npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
}
// Gaudi egg
void ActNpc175(NPCHAR *npc)
{
RECT rcLeft[2] = {
{168, 80, 192, 104},
{192, 80, 216, 104},
};
RECT rcRight[2] = {
{216, 80, 240, 104},
{240, 80, 264, 104},
};
if (npc->act_no < 3 && npc->life < 90)
{
LoseNpChar(npc, FALSE);
npc->act_no = 10;
npc->ani_no = 1;
npc->bits &= ~NPC_SHOOTABLE;
npc->damage = 0;
}
switch (npc->act_no)
{
case 0:
npc->ani_no = 0;
npc->act_no = 1;
break;
}
if (npc->direct == 0)
npc->ym += 0x20;
else
npc->ym -= 0x20;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
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];
}
// BuyoBuyo Base
void ActNpc176(NPCHAR *npc)
{
RECT rcLeft[3] = {
{96, 128, 128, 144},
{128, 128, 160, 144},
{160, 128, 192, 144},
};
RECT rcRight[3] = {
{96, 144, 128, 160},
{128, 144, 160, 160},
{160, 144, 192, 160},
};
if (npc->act_no < 3 && npc->life < 940)
{
LoseNpChar(npc, FALSE);
npc->act_no = 10;
npc->ani_no = 2;
npc->bits &= ~NPC_SHOOTABLE;
npc->damage = 0;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (npc->direct == 0)
{
if (npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200) && npc->y < gMC.y + (160 * 0x200) && npc->y > gMC.y - (16 * 0x200))
++npc->count1;
}
else
{
if (npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200) && npc->y < gMC.y + (16 * 0x200) && npc->y > gMC.y - (160 * 0x200))
++npc->count1;
}
if (npc->count1 > 10)
{
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (++npc->act_wait > 10)
{
if (++npc->count2 > 2)
{
npc->count2 = 0;
npc->count1 = -90;
}
else
{
npc->count1 = -10;
}
if (npc->direct == 0)
SetNpChar(177, npc->x, npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100);
else
SetNpChar(177, npc->x, npc->y + (8 * 0x200), 0, 0, 2, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
npc->act_no = 0;
npc->ani_no = 0;
gCurlyShoot_wait = Random(80, 100);
gCurlyShoot_x = npc->x;
gCurlyShoot_y = npc->y;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// BuyoBuyo
void ActNpc177(NPCHAR *npc)
{
RECT rc[2] = {
{192, 128, 208, 144},
{208, 128, 224, 144},
};
if (npc->flag & 0xFF)
{
SetCaret(npc->x, npc->y, CARET_SHOOT, DIR_LEFT);
npc->cond = 0;
return;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
npc->ym = -0x600;
else
npc->ym = 0x600;
// Fallthrough
case 1:
if (npc->y < gMC.y + (16 * 0x200) && npc->y > gMC.y - (16 * 0x200))
{
npc->act_no = 10;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->xm = ((Random(0, 1) * 0x200) - 0x100) * 2;
npc->ym = ((Random(0, 1) * 0x200) - 0x100) * 2;
}
break;
case 10:
if (npc->x < npc->tgt_x)
npc->xm += 0x20;
else
npc->xm -= 0x20;
if (npc->y < npc->tgt_y)
npc->ym += 0x20;
else
npc->ym -= 0x20;
if (++npc->act_wait > 300)
{
SetCaret(npc->x, npc->y, CARET_SHOOT, DIR_LEFT);
npc->cond = 0;
return;
}
if (npc->direct == 0)
npc->tgt_x -= 1 * 0x200;
else
npc->tgt_x += 1 * 0x200;
break;
}
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->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
npc->rect = rc[npc->ani_no];
}
// Core blade projectile
void ActNpc178(NPCHAR *npc)
{
if (npc->flag & 0xFF)
{
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
npc->cond = 0;
}
if (npc->flag & 0x100)
{
npc->y += npc->ym / 2;
npc->x += npc->xm / 2;
}
else
{
npc->y += npc->ym;
npc->x += npc->xm;
}
RECT rect_left[3] = {
{0, 224, 16, 240},
{16, 224, 32, 240},
{32, 224, 48, 240},
};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
if (++npc->count1 > 150)
{
VanishNpChar(npc);
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
}
}
// Core wisp projectile
void ActNpc179(NPCHAR *npc)
{
if (npc->flag & 0xFF)
{
npc->cond = 0;
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
}
npc->xm -= 0x20;
npc->ym = 0;
if (npc->xm < -0x400)
npc->xm = -0x400;
npc->y += npc->ym;
npc->x += npc->xm;
RECT rect_left[3] = {
{48, 224, 72, 240},
{72, 224, 96, 240},
{96, 224, 120, 240},
};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
if (++npc->count1 > 300)
{
VanishNpChar(npc);
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
}
}