CSE2-tweaks/src/NpcAct020.cpp

1364 lines
21 KiB
C++

// 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 "Game.h"
#include "Frame.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
#include "NpcHit.h"
// Computer
void ActNpc020(NPCHAR *npc)
{
RECT rcLeft = {288, 16, 320, 40};
RECT rcRight[3] = {
{288, 40, 320, 64},
{288, 40, 320, 64},
{288, 64, 320, 88},
};
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (npc->direct == 0)
npc->rect = rcLeft;
else
npc->rect = rcRight[npc->ani_no];
}
// Chest (open)
void ActNpc021(NPCHAR *npc)
{
if (npc->act_no == 0)
{
npc->act_no = 1;
if (npc->direct == 2)
npc->y += 16 * 0x200;
}
RECT rect = {224, 40, 240, 48};
npc->rect = rect;
}
// Teleporter
void ActNpc022(NPCHAR *npc)
{
RECT rect[2] = {
{240, 16, 264, 48},
{248, 152, 272, 184},
};
switch (npc->act_no)
{
case 0:
npc->ani_no = 0;
break;
case 1:
if (++npc->ani_no > 1)
npc->ani_no = 0;
break;
}
npc->rect = rect[npc->ani_no];
}
// Teleporter lights
void ActNpc023(NPCHAR *npc)
{
RECT rect[8] = {
{264, 16, 288, 20},
{264, 20, 288, 24},
{264, 24, 288, 28},
{264, 28, 288, 32},
{264, 32, 288, 36},
{264, 36, 288, 40},
{264, 40, 288, 44},
{264, 44, 288, 48},
};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 0;
npc->rect = rect[npc->ani_no];
}
// Power Critter
void ActNpc024(NPCHAR *npc)
{
RECT rcLeft[6] = {
{0, 0, 24, 24},
{24, 0, 48, 24},
{48, 0, 72, 24},
{72, 0, 96, 24},
{96, 0, 120, 24},
{120, 0, 144, 24},
};
RECT rcRight[6] = {
{0, 24, 24, 48},
{24, 24, 48, 48},
{48, 24, 72, 48},
{72, 24, 96, 48},
{96, 24, 120, 48},
{120, 24, 144, 48},
};
switch (npc->act_no)
{
case 0:
npc->y += 3 * 0x200;
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->act_wait >= 8 && npc->x - (128 * 0x200) < gMC.x && npc->x + (128 * 0x200) > gMC.x && npc->y - (128 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
{
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
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 - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (48 * 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(108, SOUND_MODE_PLAY);
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->direct == 0)
npc->xm = gMirrorMode? 0x100: -0x100;
else
npc->xm = gMirrorMode? -0x100: 0x100;
}
break;
case 3:
if (npc->ym > 0x200)
{
npc->tgt_y = npc->y;
npc->act_no = 4;
npc->ani_no = 3;
npc->act_wait = 0;
npc->act_wait = 0; // Pixel duplicated this line
}
break;
case 4:
if (npc->x < gMC.x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
++npc->act_wait;
if (npc->flag & 7 || npc->act_wait > 100)
{
npc->damage = 12;
npc->act_no = 5;
npc->ani_no = 2;
npc->xm /= 2;
break;
}
if (npc->act_wait % 4 == 1)
PlaySoundObject(110, SOUND_MODE_PLAY);
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(26, SOUND_MODE_PLAY);
SetQuake(30);
}
break;
}
if (npc->act_no != 4)
{
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
}
else
{
if (npc->x < gMC.x)
npc->xm += 0x20;
else
npc->xm -= 0x20;
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];
}
// Egg Corridor lift
void ActNpc025(NPCHAR *npc)
{
RECT rcLeft[2] = {
{256, 64, 288, 80},
{256, 80, 288, 96},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->x += 8 * 0x200;
// Fallthrough
case 1:
if (++npc->act_wait > 150)
{
npc->act_wait = 0;
++npc->act_no;
}
break;
case 2: // Identical to case 4
if (++npc->act_wait <= 0x40)
{
npc->y -= 1 * 0x200;
}
else
{
npc->act_wait = 0;
++npc->act_no;
}
break;
case 3:
if (++npc->act_wait > 150)
{
npc->act_wait = 0;
++npc->act_no;
}
break;
case 4: // Identical to case 2
if (++npc->act_wait <= 0x40)
{
npc->y -= 1 * 0x200;
}
else
{
npc->act_wait = 0;
++npc->act_no;
}
break;
case 5:
if (++npc->act_wait > 150)
{
npc->act_wait = 0;
++npc->act_no;
}
break;
case 6:
if (++npc->act_wait <= 0x40)
{
npc->y += 1 * 0x200;
}
else
{
npc->act_wait = 0;
++npc->act_no;
}
break;
case 7:
if (++npc->act_wait > 150)
{
npc->act_wait = 0;
++npc->act_no;
}
break;
case 8:
if (++npc->act_wait <= 0x40)
{
npc->y += 1 * 0x200;
}
else
{
npc->act_wait = 0;
npc->act_no = 1;
}
break;
}
switch (npc->act_no)
{
case 2:
case 4:
case 6:
case 8:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
}
npc->rect = rcLeft[npc->ani_no];
}
// Bat (Grasstown, flying)
void ActNpc026(NPCHAR *npc)
{
unsigned char deg;
switch (npc->act_no)
{
case 0:
deg = Random(0, 0xFF);
npc->xm = GetCos(deg);
deg += 0x40;
npc->tgt_x = npc->x + (GetCos(deg) * 8);
deg = Random(0, 0xFF);
npc->ym = GetSin(deg);
deg += 0x40;
npc->tgt_y = npc->y + (GetSin(deg) * 8);
npc->act_no = 1;
npc->count1 = 120;
// Fallthrough
case 1:
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->tgt_x < npc->x)
npc->xm -= 0x10;
if (npc->tgt_x > npc->x)
npc->xm += 0x10;
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->xm > 0x200)
npc->xm = 0x200;
if (npc->xm < -0x200)
npc->xm = -0x200;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
if (npc->count1 < 120)
{
++npc->count1;
break;
}
if (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y < gMC.y && npc->y + (96 * 0x200) > gMC.y)
{
npc->xm /= 2;
npc->ym = 0;
npc->act_no = 3;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
}
break;
case 3:
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->flag & 8)
{
npc->ym = 0;
npc->xm *= 2;
npc->count1 = 0;
npc->act_no = 1;
npc->bits |= NPC_IGNORE_SOLIDITY;
}
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[4] = {
{32, 80, 48, 96},
{48, 80, 64, 96},
{64, 80, 80, 96},
{80, 80, 96, 96},
};
RECT rect_right[4] = {
{32, 96, 48, 112},
{48, 96, 64, 112},
{64, 96, 80, 112},
{80, 96, 96, 112},
};
if (npc->act_no == 3)
{
npc->ani_no = 3;
}
else
{
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->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
// Death trap
void ActNpc027(NPCHAR *npc)
{
RECT rcLeft[1] = {
{96, 64, 128, 88}
};
npc->rect = rcLeft[npc->ani_no];
npc->direct == 0;
}
// Flying Critter (Grasstown)
void ActNpc028(NPCHAR *npc)
{
RECT rcLeft[6] = {
{0, 48, 16, 64},
{16, 48, 32, 64},
{32, 48, 48, 64},
{48, 48, 64, 64},
{64, 48, 80, 64},
{80, 48, 96, 64},
};
RECT rcRight[6] = {
{0, 64, 16, 80},
{16, 64, 32, 80},
{32, 64, 48, 80},
{48, 64, 64, 80},
{64, 64, 80, 80},
{80, 64, 96, 80},
};
switch (npc->act_no)
{
case 0:
npc->y += 3 * 0x200;
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->act_wait >= 8 && npc->x - (128 * 0x200) < gMC.x && npc->x + (128 * 0x200) > gMC.x && npc->y - (128 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
{
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
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 - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (48 * 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 = -0x4CC;
PlaySoundObject(30, SOUND_MODE_PLAY);
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->direct == 0)
npc->xm = gMirrorMode? 0x100:-0x100;
else
npc->xm = gMirrorMode? -0x100:0x100;
}
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; // Pixel duplicated this line
}
break;
case 4:
if (npc->x < gMC.x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
++npc->act_wait;
if (npc->flag & 7 || npc->act_wait > 100)
{
npc->damage = 3;
npc->act_no = 5;
npc->ani_no = 2;
npc->xm /= 2;
break;
}
if (npc->act_wait % 4 == 1)
PlaySoundObject(109, SOUND_MODE_PLAY);
if (npc->flag & 8)
npc->ym = -0x200;
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, SOUND_MODE_PLAY);
}
break;
}
if (npc->act_no != 4)
{
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
}
else
{
if (npc->x < gMC.x)
npc->xm += 0x20;
else
npc->xm -= 0x20;
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];
}
// Cthulhu
void ActNpc029(NPCHAR *npc)
{
RECT rcLeft[2] = {
{0, 192, 16, 216},
{16, 192, 32, 216},
};
RECT rcRight[2] = {
{0, 216, 16, 240},
{16, 216, 32, 240},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (48 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
npc->ani_no = 1;
else
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Gunsmith
void ActNpc030(NPCHAR *npc)
{
RECT rc[3] = {
{48, 0, 64, 16},
{48, 16, 64, 32},
{0, 32, 16, 48},
};
if (npc->direct == 0)
{
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;
}
}
else
{
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->y += 16 * 0x200;
npc->ani_no = 2;
}
if (++npc->act_wait > 100)
{
npc->act_wait = 0;
SetCaret(npc->x, npc->y - (2 * 0x200), CARET_ZZZ, DIR_LEFT);
}
}
npc->rect = rc[npc->ani_no];
}
// Bat (Grasstown, hanging)
void ActNpc031(NPCHAR *npc)
{
RECT rcLeft[5] = {
{0, 80, 16, 96},
{16, 80, 32, 96},
{32, 80, 48, 96},
{48, 80, 64, 96},
{64, 80, 80, 96},
};
RECT rcRight[5] = {
{0, 96, 16, 112},
{16, 96, 32, 112},
{32, 96, 48, 112},
{48, 96, 64, 112},
{64, 96, 80, 112},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y - (8 * 0x200) < gMC.y && npc->y + (96 * 0x200) > gMC.y)
{
npc->ani_no = 0;
npc->act_no = 3;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 3:
npc->ani_no = 0;
if (npc->shock || npc->x - (20 * 0x200) > gMC.x || npc->x + (20 * 0x200) < gMC.x)
{
npc->ani_no = 1;
npc->ani_wait = 0;
npc->act_no = 4;
npc->act_wait = 0;
}
break;
case 4:
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (++npc->act_wait < 20 && !(npc->flag & 8))
break;
if (npc->flag & 8 || npc->y > gMC.y - (16 * 0x200))
{
npc->ani_wait = 0;
npc->ani_no = 2;
npc->act_no = 5;
npc->tgt_y = npc->y;
if (npc->flag & 8)
npc->ym = -0x200;
}
break;
case 5:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 2;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (gMC.x < npc->x)
npc->xm -= 0x10;
if (gMC.x > npc->x)
npc->xm += 0x10;
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->xm > 0x200)
npc->xm = 0x200;
if (npc->xm < -0x200)
npc->xm = -0x200;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
if (npc->flag & 8)
npc->ym = -0x200;
if (npc->flag & 2)
npc->ym = 0x200;
break;
}
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];
}
// Life capsule
void ActNpc032(NPCHAR *npc)
{
RECT rect[2] = {
{32, 96, 48, 112},
{48, 96, 64, 112},
};
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
npc->rect = rect[npc->ani_no];
}
// Balrog bouncing projectile
void ActNpc033(NPCHAR *npc)
{
if (npc->flag & 5)
{
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
npc->cond = 0;
}
else if (npc->flag & 8)
{
npc->ym = -0x400;
}
npc->ym += 0x2A;
npc->y += npc->ym;
npc->x += npc->xm;
RECT rect_left[2] = {
{240, 64, 256, 80},
{240, 80, 256, 96},
};
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (++npc->ani_no > 1)
npc->ani_no = 0;
}
npc->rect = rect_left[npc->ani_no];
if (++npc->act_wait > 250)
{
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
npc->cond = 0;
}
}
// Bed
void ActNpc034(NPCHAR *npc)
{
RECT rcLeft = {192, 48, 224, 64};
RECT rcRight = {192, 184, 224, 200};
if (npc->direct == 0)
npc->rect = rcLeft;
else
npc->rect = rcRight;
}
// Mannan
void ActNpc035(NPCHAR *npc)
{
if (npc->act_no < 3 && npc->life < 90)
{
PlaySoundObject(71, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
if (!gbNoExpDrops)
SetExpObjects(npc->x, npc->y, npc->exp);
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 2;
npc->bits &= ~NPC_SHOOTABLE;
npc->damage = 0;
}
switch (npc->act_no)
{
case 0:
case 1:
if (npc->shock)
{
if (npc->direct == 0)
SetNpChar(103, npc->x - (8 * 0x200), npc->y + (8 * 0x200), 0, 0, npc->direct, NULL, 0x100);
else
SetNpChar(103, npc->x + (8 * 0x200), npc->y + (8 * 0x200), 0, 0, npc->direct, NULL, 0x100);
npc->ani_no = 1;
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
if (++npc->act_wait > 20)
{
npc->act_wait = 0;
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 3:
if (++npc->act_wait == 50 || npc->act_wait == 60)
npc->ani_no = 3;
if (npc->act_wait == 53 || npc->act_wait == 63)
npc->ani_no = 2;
if (npc->act_wait > 100)
npc->act_no = 4;
break;
}
RECT rcLeft[4] = {
{96, 64, 120, 96},
{120, 64, 144, 96},
{144, 64, 168, 96},
{168, 64, 192, 96},
};
RECT rcRight[4] = {
{96, 96, 120, 128},
{120, 96, 144, 128},
{144, 96, 168, 128},
{168, 96, 192, 128},
};
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Balrog (hover)
void ActNpc036(NPCHAR *npc)
{
int i;
unsigned char deg;
int xm, ym;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->act_wait > 12)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->count1 = 3;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 16)
{
--npc->count1;
npc->act_wait = 0;
deg = GetArktan(npc->x - gMC.x, npc->y + (4 * 0x200) - gMC.y);
deg += (unsigned char)Random(-0x10, 0x10);
ym = GetSin(deg);
xm = GetCos(deg);
SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
if (npc->count1 == 0)
{
npc->act_no = 3;
npc->act_wait = 0;
}
}
break;
case 3:
if (++npc->act_wait > 3)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->xm = (gMC.x - npc->x) / 100;
npc->ym = -0x600;
npc->ani_no = 3;
}
break;
case 4:
if (npc->ym > -0x200)
{
if (npc->life > 60)
{
npc->act_no = 5;
npc->ani_no = 4;
npc->ani_wait = 0;
npc->act_wait = 0;
npc->tgt_y = npc->y;
}
else
{
npc->act_no = 6;
}
}
break;
case 5:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
{
npc->ani_no = 4;
PlaySoundObject(47, SOUND_MODE_PLAY);
}
if (++npc->act_wait > 100)
{
npc->act_no = 6;
npc->ani_no = 3;
}
if (npc->y < npc->tgt_y)
npc->ym += 0x40;
else
npc->ym -= 0x40;
if (npc->ym < -0x200)
npc->ym = -0x200;
if (npc->ym > 0x200)
npc->ym = 0x200;
break;
case 6:
if (npc->y + (16 * 0x200) < gMC.y)
npc->damage = 10;
else
npc->damage = 0;
if (npc->flag & 8)
{
npc->act_no = 7;
npc->act_wait = 0;
npc->ani_no = 2;
PlaySoundObject(26, SOUND_MODE_PLAY);
PlaySoundObject(25, SOUND_MODE_PLAY);
SetQuake(30);
npc->damage = 0;
for (i = 0; i < 8; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
for (i = 0; i < 8; ++i)
SetNpChar(33, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x400, 0x400), Random(-0x400, 0), 0, NULL, 0x100);
}
break;
case 7:
npc->xm = 0;
if (++npc->act_wait > 3)
{
npc->act_no = 1;
npc->act_wait = 0;
}
break;
}
if (npc->act_no != 5)
{
npc->ym += 0x200 / 10;
if (npc->x < gMC.x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[6] = {
{0, 0, 40, 24},
{40, 0, 80, 24},
{80, 0, 120, 24},
{120, 0, 160, 24},
{160, 48, 200, 72},
{200, 48, 240, 72},
};
RECT rect_right[6] = {
{0, 24, 40, 48},
{40, 24, 80, 48},
{80, 24, 120, 48},
{120, 24, 160, 48},
{160, 72, 200, 96},
{200, 72, 240, 96},
};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
// Signpost
void ActNpc037(NPCHAR *npc)
{
RECT rect[2] = {
{192, 64, 208, 80},
{208, 64, 224, 80},
};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
npc->rect = rect[npc->ani_no];
}
// Fireplace
void ActNpc038(NPCHAR *npc)
{
RECT rect[4] = {
{128, 64, 144, 80},
{144, 64, 160, 80},
{160, 64, 176, 80},
{176, 64, 192, 80},
};
switch (npc->act_no)
{
case 0:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
npc->rect = rect[npc->ani_no];
break;
case 10:
npc->act_no = 11;
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
// Fallthrough
case 11:
npc->rect.left = 0;
npc->rect.right = 0;
break;
}
}
// Save sign
void ActNpc039(NPCHAR *npc)
{
RECT rect[2] = {
{224, 64, 240, 80},
{240, 64, 256, 80},
};
if (npc->direct == 0)
npc->ani_no = 0;
else
npc->ani_no = 1;
npc->rect = rect[npc->ani_no];
}