CSE2-tweaks/src/NpcAct040.cpp

2029 lines
32 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 "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
// Santa
void ActNpc040(NPCHAR *npc)
{
RECT rcLeft[7] = {
{0, 32, 16, 48},
{16, 32, 32, 48},
{32, 32, 48, 48},
{0, 32, 16, 48},
{48, 32, 64, 48},
{0, 32, 16, 48},
{64, 32, 80, 48},
};
RECT rcRight[7] = {
{0, 48, 16, 64},
{16, 48, 32, 64},
{32, 48, 48, 64},
{0, 48, 16, 64},
{48, 48, 64, 64},
{0, 48, 16, 64},
{64, 48, 80, 64},
};
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;
}
if (npc->x - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
{
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 3:
npc->act_no = 4;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 4:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
npc->ani_no++;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (npc->direct == 0)
npc->x -= 1 * 0x200;
else
npc->x += 1 * 0x200;
break;
case 5:
npc->ani_no = 6;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Busted Door
void ActNpc041(NPCHAR *npc)
{
RECT rect = {0, 80, 48, 112};
if (npc->act_no == 0)
{
++npc->act_no;
npc->y -= 1 * 0x10 * 0x200; // Move one tile up
}
npc->rect = rect;
}
// Sue
void ActNpc042(NPCHAR *npc)
{
int n;
RECT rcLeft[13] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
{32, 0, 48, 16},
{0, 0, 16, 16},
{48, 0, 64, 16},
{0, 0, 16, 16},
{64, 0, 80, 16},
{80, 32, 96, 48},
{96, 32, 112, 48},
{128, 32, 144, 48},
{0, 0, 16, 16},
{112, 32, 128, 48},
{160, 32, 176, 48},
};
RECT rcRight[13] = {
{0, 16, 16, 32},
{16, 16, 32, 32},
{32, 16, 48, 32},
{0, 16, 16, 32},
{48, 16, 64, 32},
{0, 16, 16, 32},
{64, 16, 80, 32},
{80, 48, 96, 64},
{96, 48, 112, 64},
{128, 48, 144, 64},
{0, 16, 16, 32},
{112, 48, 128, 64},
{160, 48, 176, 64},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->xm = 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;
case 3:
npc->act_no = 4;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 4:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
break;
case 5:
npc->ani_no = 6;
npc->xm = 0;
break;
case 6:
PlaySoundObject(50, SOUND_MODE_PLAY);
npc->act_wait = 0;
npc->act_no = 7;
npc->ani_no = 7;
// Fallthrough
case 7:
if (++npc->act_wait > 10)
npc->act_no = 0;
break;
case 8:
PlaySoundObject(50, SOUND_MODE_PLAY);
npc->act_wait = 0;
npc->act_no = 9;
npc->ani_no = 7;
npc->ym = -0x200;
if (npc->direct == 0)
npc->xm = 0x400;
else
npc->xm = -0x400;
// Fallthrough
case 9:
if (++npc->act_wait > 3 && npc->flag & 8)
{
npc->act_no = 10;
if (npc->direct == 0)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
}
break;
case 10:
npc->xm = 0;
npc->ani_no = 8;
break;
case 11:
npc->act_no = 12;
npc->act_wait = 0;
npc->ani_no = 9;
npc->ani_wait = 0;
npc->xm = 0;
// Fallthrough
case 12:
if (++npc->ani_wait > 8)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 10)
npc->ani_no = 9;
break;
case 13:
npc->ani_no = 11;
npc->xm = 0;
npc->ym = 0;
npc->act_no = 14;
for (n = 0; n < NPC_MAX; ++n)
if (gNPC[n].code_event == 501)
break;
if (n == NPC_MAX)
{
npc->act_no = 0;
break;
}
npc->pNpc = &gNPC[n];
// Fallthrough
case 14:
if (npc->pNpc->direct == 0)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
if (npc->pNpc->direct == 0)
npc->x = npc->pNpc->x - (6 * 0x200);
else
npc->x = npc->pNpc->x + (6 * 0x200);
npc->y = npc->pNpc->y + (4 * 0x200);
if (npc->pNpc->ani_no == 2 || npc->pNpc->ani_no == 4)
npc->y -= 1 * 0x200;
break;
case 15:
npc->act_no = 16;
SetNpChar(257, npc->x + (128 * 0x200), npc->y, 0, 0, 0, NULL, 0);
SetNpChar(257, npc->x + (128 * 0x200), npc->y, 0, 0, 2, NULL, 0x80);
npc->xm = 0;
npc->ani_no = 0;
// Fallthrough
case 16:
gSuperXpos = npc->x - (24 * 0x200);
gSuperYpos = npc->y - (8 * 0x200);
break;
case 17:
npc->xm = 0;
npc->ani_no = 12;
gSuperXpos = npc->x;
gSuperYpos = npc->y - (8 * 0x200);
break;
case 20:
npc->act_no = 21;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 21:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
if (npc->x < gMC.x - (8 * 0x200))
{
npc->direct = gMirrorMode? 0:2;
npc->act_no = 0;
}
break;
case 30:
npc->act_no = 31;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 31:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
break;
case 40:
npc->act_no = 41;
npc->ani_no = 9;
npc->ym = -0x400;
break;
}
if (npc->act_no != 14)
{
npc->ym += 0x40;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
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];
}
// Chalkboard
void ActNpc043(NPCHAR *npc)
{
RECT rcLeft = {128, 80, 168, 112};
RECT rcRight = {168, 80, 208, 112};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 1 * 0x10 * 0x200;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft;
else
npc->rect = rcRight;
}
// Polish
void ActNpc044(NPCHAR *npc)
{
// Yeah, Pixel defined these backwards for some reason.
RECT rcRight[3] = {
{0, 0, 32, 32},
{32, 0, 64, 32},
{64, 0, 96, 32},
};
RECT rcLeft[3] = {
{0, 0, 32, 32},
{96, 0, 128, 32},
{128, 0, 160, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
if (npc->direct == 0)
npc->act_no = 8;
else
npc->act_no = 2;
// Fallthrough
case 2:
npc->ym += 0x20;
if (npc->ym > 0 && npc->flag & 8)
{
npc->ym = -0x100;
npc->xm += 0x100;
}
if (npc->flag & 4)
npc->act_no = 3;
break;
case 3:
npc->xm += 0x20;
if (npc->xm > 0 && npc->flag & 4)
{
npc->xm = -0x100;
npc->ym -= 0x100;
}
if (npc->flag & 2)
npc->act_no = 4;
break;
case 4:
npc->ym -= 0x20;
if (npc->ym < 0 && npc->flag & 2)
{
npc->ym = 0x100;
npc->xm -= 0x100;
}
if (npc->flag & 1)
npc->act_no = 5;
break;
case 5:
npc->xm -= 0x20;
if (npc->xm < 0 && npc->flag & 1)
{
npc->xm = 0x100;
npc->ym += 0x100;
}
if (npc->flag & 8)
npc->act_no = 2;
break;
case 6:
npc->ym += 0x20;
if (npc->ym > 0 && npc->flag & 8)
{
npc->ym = -0x100;
npc->xm -= 0x100;
}
if (npc->flag & 1)
npc->act_no = 7;
break;
case 7:
npc->xm -= 0x20;
if (npc->xm < 0 && npc->flag & 1)
{
npc->xm = 0x100;
npc->ym -= 0x100;
}
if (npc->flag & 2)
npc->act_no = 8;
break;
case 8:
npc->ym -= 0x20;
if (npc->ym < 0 && npc->flag & 2)
{
npc->ym = 0x100;
npc->xm += 0x100;
}
if (npc->flag & 4)
npc->act_no = 9;
break;
case 9:
npc->xm += 0x20;
if (npc->xm > 0 && npc->flag & 4)
{
npc->xm = -0x100;
npc->ym += 0x100;
}
if (npc->flag & 8)
npc->act_no = 6;
break;
}
if (npc->life <= 100)
{
int i;
for (i = 0; i < 10; ++i)
SetNpChar(45, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
PlaySoundObject(25, SOUND_MODE_PLAY);
npc->cond = 0;
}
if (npc->xm > 0x200)
npc->xm = 0x200;
if (npc->xm < -0x200)
npc->xm = -0x200;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
if (npc->shock)
{
npc->x += npc->xm / 2;
npc->y += npc->ym / 2;
}
else
{
npc->x += npc->xm;
npc->y += npc->ym;
}
if (npc->act_no >= 2 && npc->act_no <= 9 && ++npc->ani_no > 2)
npc->ani_no = 1;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Baby
void ActNpc045(NPCHAR *npc)
{
RECT rect[3] = {
{0, 32, 16, 48},
{16, 32, 32, 48},
{32, 32, 48, 48},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 2;
if (Random(0, 1))
npc->xm = Random(-0x200, -0x100);
else
npc->xm = Random(0x100, 0x200);
if (Random(0, 1))
npc->ym = Random(-0x200, -0x100);
else
npc->ym = Random(0x100, 0x200);
npc->xm2 = npc->xm;
npc->ym2 = npc->ym;
// Fallthrough
case 1:
case 2:
if (++npc->ani_no > 2)
npc->ani_no = 1;
break;
}
if (npc->xm2 < 0 && npc->flag & 1)
npc->xm2 *= -1;
if (npc->xm2 > 0 && npc->flag & 4)
npc->xm2 *= -1;
if (npc->ym2 < 0 && npc->flag & 2)
npc->ym2 *= -1;
if (npc->ym2 > 0 && npc->flag & 8)
npc->ym2 *= -1;
if (npc->xm2 > 0x200)
npc->xm2 = 0x200;
if (npc->xm2 < -0x200)
npc->xm2 = -0x200;
if (npc->ym2 > 0x200)
npc->ym2 = 0x200;
if (npc->ym2 < -0x200)
npc->ym2 = -0x200;
if (npc->shock)
{
npc->x += npc->xm2 / 2;
npc->y += npc->ym2 / 2;
}
else
{
npc->x += npc->xm2;
npc->y += npc->ym2;
}
npc->rect = rect[npc->ani_no];
}
// H/V Trigger
void ActNpc046(NPCHAR *npc)
{
RECT rect = {0, 0, 16, 16};
npc->bits |= NPC_EVENT_WHEN_TOUCHED;
if (npc->direct == 0)
{
if (npc->x < gMC.x)
npc->x += 0x5FF;
else
npc->x -= 0x5FF;
}
else
{
if (npc->y < gMC.y)
npc->y += 0x5FF;
else
npc->y -= 0x5FF;
}
npc->rect = rect;
}
// Sandcroc
void ActNpc047(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->ani_no = 0;
npc->act_no = 1;
npc->act_wait = 0;
npc->tgt_y = npc->y;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
npc->bits &= ~NPC_SOLID_SOFT;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
// Fallthrough
case 1:
if (gMC.x > npc->x - (8 * 0x200) && gMC.x < npc->x + (8 * 0x200) && gMC.y > npc->y && gMC.y < npc->y + (8 * 0x200))
{
npc->act_no = 2;
npc->act_wait = 0;
PlaySoundObject(102, SOUND_MODE_PLAY);
}
if (npc->x < gMC.x)
npc->x += 2 * 0x200;
if (npc->x > gMC.x)
npc->x -= 2 * 0x200;
break;
case 2:
if (++npc->ani_wait > 3)
{
++npc->ani_no;
npc->ani_wait = 0;
}
if (npc->ani_no == 3)
npc->damage = 10;
if (npc->ani_no == 4)
{
npc->bits |= NPC_SHOOTABLE;
npc->act_no = 3;
npc->act_wait = 0;
}
break;
case 3:
npc->bits |= NPC_SOLID_SOFT;
npc->damage = 0;
++npc->act_wait;
if (npc->shock)
{
npc->act_no = 4;
npc->act_wait = 0;
}
break;
case 4:
npc->bits |= NPC_IGNORE_SOLIDITY;
npc->y += 1 * 0x200;
if (++npc->act_wait == 32)
{
npc->bits &= ~NPC_SOLID_SOFT;
npc->bits &= ~NPC_SHOOTABLE;
npc->act_no = 5;
npc->act_wait = 0;
}
break;
case 5:
if (npc->act_wait < 100)
{
++npc->act_wait;
}
else
{
npc->y = npc->tgt_y;
npc->ani_no = 0;
npc->act_no = 0;
}
break;
}
RECT rect[5] = {
{0, 48, 48, 80},
{48, 48, 96, 80},
{96, 48, 144, 80},
{144, 48, 192, 80},
{192, 48, 240, 80},
};
npc->rect = rect[npc->ani_no];
}
// Omega projectiles
void ActNpc048(NPCHAR *npc)
{
if (npc->flag & 1 && npc->xm < 0)
{
npc->xm *= -1;
}
else if (npc->flag & 4 && npc->xm > 0)
{
npc->xm *= -1;
}
else if (npc->flag & 8)
{
if (++npc->count1 > 2 || npc->direct == 2)
{
VanishNpChar(npc);
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
}
else
{
npc->ym = -0x100;
}
}
if (npc->direct == 2)
{
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
}
npc->ym += 5;
npc->y += npc->ym;
npc->x += npc->xm;
RECT rcLeft[2] = {
{288, 88, 304, 104},
{304, 88, 320, 104},
};
RECT rcRight[2] = {
{288, 104, 304, 120},
{304, 104, 320, 120},
};
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (++npc->ani_no > 1)
npc->ani_no = 0;
}
if (++npc->act_wait > 750)
{
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
npc->cond = 0;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Skullhead
void ActNpc049(NPCHAR *npc)
{
unsigned char deg;
int xm, ym;
if (npc->act_no >= 10 && npc->pNpc->code_char == 3)
{
npc->act_no = 3;
npc->xm = 0;
npc->ym = 0;
npc->count2 = 1;
}
if (npc->flag & 1)
{
npc->direct = gMirrorMode? 0:2;
npc->xm = 0x100;
}
if (npc->flag & 4)
{
npc->direct = gMirrorMode? 2:0;
npc->xm = -0x100;
}
switch (npc->act_no)
{
case 0:
if (npc->pNpc != NULL)
npc->act_no = 10;
else
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->act_wait > 3)
{
npc->ym = -0x400;
npc->act_no = 3;
npc->ani_no = 2;
if (npc->count2 != 0)
{
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
}
else
{
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
}
}
npc->ani_no = 1;
break;
case 3:
if (npc->flag & 8)
{
npc->act_no = 1;
npc->act_wait = 0;
npc->xm = 0;
}
if (npc->flag & 8 || npc->ym > 0)
npc->ani_no = 1;
else
npc->ani_no = 2;
break;
case 10:
if (npc->count1 < 50)
{
++npc->count1;
}
else
{
if (npc->x - (128 * 0x200) < gMC.x && npc->x + (128 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (96 * 0x200) > gMC.y)
{
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 2;
}
}
break;
case 11:
if (++npc->act_wait == 30 || npc->act_wait == 35)
{
deg = GetArktan(npc->x - gMC.x, npc->y + (4 * 0x200) - gMC.y);
ym = GetSin(deg) * 2;
xm = GetCos(deg) * 2;
SetNpChar(50, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
}
if (npc->act_wait > 50)
{
npc->count1 = 0;
npc->act_no = 10;
npc->ani_no = 1;
}
break;
}
if (npc->act_no >= 10)
{
npc->x = npc->pNpc->x;
npc->y = npc->pNpc->y + (16 * 0x200);
npc->direct = npc->pNpc->direct;
--npc->pNpc->count1;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rcLeft[3] = {
{0, 80, 32, 104},
{32, 80, 64, 104},
{64, 80, 96, 104},
};
RECT rcRight[3] = {
{0, 104, 32, 128},
{32, 104, 64, 128},
{64, 104, 96, 128},
};
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Skeleton projectile
void ActNpc050(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
if (npc->direct == 2)
npc->act_no = 2;
// Fallthrough
case 1:
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 1)
{
npc->act_no = 2;
npc->xm = 0x200;
++npc->count1;
}
if (npc->flag & 4)
{
npc->act_no = 2;
npc->xm = -0x200;
++npc->count1;
}
if (npc->flag & 2)
{
npc->act_no = 2;
npc->ym = 0x200;
++npc->count1;
}
if (npc->flag & 8)
{
npc->act_no = 2;
npc->ym = -0x200;
++npc->count1;
}
break;
case 2:
npc->ym += 0x40;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 8)
{
if (++npc->count1 > 1)
{
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
npc->cond = 0;
}
}
break;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
RECT rect[4] = {
{48, 32, 64, 48},
{64, 32, 80, 48},
{80, 32, 96, 48},
{96, 32, 112, 48},
};
if (npc->direct == 0)
{
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
}
else
{
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
--npc->ani_no;
}
if (npc->ani_no < 0)
npc->ani_no = 3;
}
npc->rect = rect[npc->ani_no];
}
// Crow & Skullhead
void ActNpc051(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
if (npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) < gMC.x && npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) > gMC.x && npc->y - (((WINDOW_HEIGHT / 2) + 200) * 0x200) < gMC.y && npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) > gMC.y)
{
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
if (npc->direct == 0) // Completely redundant as both the conditions are the same
npc->ym = 0x400;
else
npc->ym = 0x400;
npc->act_no = 1;
SetNpChar(49, 0, 0, 0, 0, 0, npc, 0);
}
else
{
break;
}
// Fallthrough
case 1:
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->tgt_y < npc->y)
npc->ym -= 10;
if (npc->tgt_y > npc->y)
npc->ym += 10;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
if (npc->count1 < 10)
++npc->count1;
else
npc->act_no = 2;
break;
case 2:
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->y > gMC.y + (32 * 0x200))
{
if (gMC.x < npc->x)
npc->xm += 0x10;
if (gMC.x > npc->x)
npc->xm -= 0x10;
}
else
{
if (gMC.x < npc->x)
npc->xm -= 0x10;
if (gMC.x > npc->x)
npc->xm += 0x10;
}
if (gMC.y < npc->y)
npc->ym -= 0x10;
if (gMC.y > npc->y)
npc->ym += 0x10;
if (npc->shock)
{
npc->ym += 0x20;
npc->xm = 0;
}
break;
}
if (npc->xm < 0 && npc->flag & 1)
npc->xm = 0x100;
if (npc->xm > 0 && npc->flag & 4)
npc->xm = -0x100;
if (npc->ym < 0 && npc->flag & 2)
npc->ym = 0x100;
if (npc->ym > 0 && npc->flag & 8)
npc->ym = -0x100;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[5] = {
{96, 80, 128, 112},
{128, 80, 160, 112},
{160, 80, 192, 112},
{192, 80, 224, 112},
{224, 80, 256, 112},
};
RECT rect_right[5] = {
{96, 112, 128, 144},
{128, 112, 160, 144},
{160, 112, 192, 144},
{192, 112, 224, 144},
{224, 112, 256, 144},
};
if (npc->shock)
{
npc->ani_no = 4;
}
else if (npc->act_no == 2 && npc->y < gMC.y - (32 * 0x200))
{
npc->ani_no = 0;
}
else
{
if (npc->act_no != 0)
{
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
}
}
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
// Blue robot (sitting)
void ActNpc052(NPCHAR *npc)
{
RECT rect = {240, 96, 256, 112};
npc->rect = rect;
}
// Skullstep leg
void ActNpc053(NPCHAR *npc)
{
unsigned char deg;
RECT rcLeft[2] = {
{0, 128, 24, 144},
{24, 128, 48, 144},
};
RECT rcRight[2] = {
{48, 128, 72, 144},
{72, 128, 96, 144},
};
if (npc->pNpc->code_char == 3)
{
VanishNpChar(npc);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
return;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->count1 = 10;
// Fallthrough
case 1:
if (npc->direct == 0 && npc->flag & 0x20)
{
npc->pNpc->y -= 2 * 0x200;
npc->pNpc->ym -= 0x100;
}
if (npc->direct == 2 && npc->flag & 0x10)
{
npc->pNpc->y -= 2 * 0x200;
npc->pNpc->ym -= 0x100;
}
if (npc->flag & 8)
{
npc->pNpc->y -= 2 * 0x200;
npc->pNpc->ym -= 0x100;
if (npc->pNpc->direct == 0)
npc->pNpc->xm -= 0x80;
else
npc->pNpc->xm += 0x80;
}
deg = (unsigned char)npc->xm + (unsigned char)npc->pNpc->count2;
npc->x = npc->pNpc->x + npc->count1 * GetCos(deg);
npc->y = npc->pNpc->y + npc->count1 * GetSin(deg);
npc->direct = npc->pNpc->direct;
break;
}
npc->direct = npc->pNpc->direct;
if (deg >= 20 && deg <= 108)
npc->ani_no = 0;
else
npc->ani_no = 1;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Skullstep
void ActNpc054(NPCHAR *npc)
{
RECT rcLeft[3] = {
{0, 80, 32, 104},
{32, 80, 64, 104},
{64, 80, 96, 104},
};
RECT rcRight[3] = {
{0, 104, 32, 128},
{32, 104, 64, 128},
{64, 104, 96, 128},
};
unsigned char deg;
switch (npc->act_no)
{
case 0:
SetNpChar(53, 0, 0, 0, 0, npc->direct, npc, 0x100);
SetNpChar(53, 0, 0, 128, 0, npc->direct, npc, 0);
npc->act_no = 1;
npc->ani_no = 1;
// Fallthrough
case 1:
deg = npc->count2;
if (npc->direct == 0)
deg -= 6;
else
deg += 6;
npc->count2 = deg;
if (npc->flag & 8)
{
npc->xm = (npc->xm * 3) / 4;
if (++npc->act_wait > 60)
{
npc->act_no = 2;
npc->act_wait = 0;
}
}
else
{
npc->act_wait = 0;
}
if (npc->direct == 0 && npc->flag & 1)
{
if (++npc->count1 > 8)
{
npc->direct = gMirrorMode? 0:2;
npc->xm *= -1;
}
}
else if (npc->direct == 2 && npc->flag & 4)
{
if (++npc->count1 > 8)
{
npc->direct = gMirrorMode? 2:0;
npc->xm *= -1;
}
}
else
{
npc->count1 = 0;
}
break;
case 2:
++npc->act_wait;
npc->shock += (unsigned char)npc->act_wait;
if (npc->act_wait > 50)
{
VanishNpChar(npc);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
PlaySoundObject(25, SOUND_MODE_PLAY);
}
break;
}
npc->ym += 0x80;
if (npc->xm > 0x2FF)
npc->xm = 0x2FF;
if (npc->xm < -0x2FF)
npc->xm = -0x2FF;
if (npc->ym > 0x2FF)
npc->ym = 0x2FF;
if (npc->ym < -0x2FF)
npc->ym = -0x2FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Kazuma
void ActNpc055(NPCHAR *npc)
{
RECT rcLeft[6] = {
{192, 192, 208, 216},
{208, 192, 224, 216},
{192, 192, 208, 216},
{224, 192, 240, 216},
{192, 192, 208, 216},
{240, 192, 256, 216},
};
RECT rcRight[6] = {
{192, 216, 208, 240},
{208, 216, 224, 240},
{192, 216, 208, 240},
{224, 216, 240, 240},
{192, 216, 208, 240},
{240, 216, 256, 240},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
break;
case 3:
npc->act_no = 4;
npc->ani_no = 1;
npc->ani_wait = 0;
// Fallthrough
case 4:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->direct == 0)
npc->x -= 1 * 0x200;
else
npc->x += 1 * 0x200;
break;
case 5:
npc->ani_no = 5;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Beetle (Sand Zone)
void ActNpc056(NPCHAR *npc)
{
RECT rcLeft[3] = {
{0, 144, 16, 160},
{16, 144, 32, 160},
{32, 144, 48, 160},
};
RECT rcRight[3] = {
{0, 160, 16, 176},
{16, 160, 32, 176},
{32, 160, 48, 176},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
npc->act_no = 1;
else
npc->act_no = 3;
break;
case 1:
npc->xm -= 0x10;
if (npc->xm < -0x400)
npc->xm = -0x400;
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
if (npc->flag & 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 0;
npc->xm = 0;
npc->direct = gMirrorMode? 0:2;
}
break;
case 2:
if (npc->x < gMC.x && npc->x > gMC.x - (16 * 0x10 * 0x200) && npc->y < gMC.y + (8 * 0x200) && npc->y > gMC.y - (8 * 0x200))
{
npc->act_no = 3;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break;
case 3:
npc->xm += 0x10;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
if (npc->flag & 4)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 0;
npc->xm = 0;
npc->direct = gMirrorMode? 2:0;
}
break;
case 4:
if (npc->x < gMC.x + (16 * 0x10 * 0x200) && npc->x > gMC.x && npc->y < gMC.y + (8 * 0x200) && npc->y > gMC.y - (8 * 0x200))
{
npc->act_no = 1;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Crow
void ActNpc057(NPCHAR *npc)
{
unsigned char deg;
switch (npc->act_no)
{
case 0:
deg = Random(0, 0xFF);
npc->xm = GetCos(deg);
deg += 0x40;
npc->tgt_x = npc->x + (GetCos(deg) * 8);
deg = Random(0, 0xFF);
npc->ym = GetSin(deg);
deg += 0x40;
npc->tgt_y = npc->y + (GetSin(deg) * 8);
npc->act_no = 1;
npc->count1 = 120;
npc->ani_no = Random(0, 1);
npc->ani_wait = Random(0, 4);
// Fallthrough
case 1:
if (gMC.x < npc->x)
npc->direct = 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->shock)
{
npc->act_no = 2;
npc->act_wait = 0;
if (npc->direct == 2)
npc->xm = -0x200;
else
npc->xm = 0x200;
npc->ym = 0;
}
break;
case 2:
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->y > gMC.y + (48 * 0x200))
{
if (gMC.x < npc->x)
npc->xm += 0x10;
if (gMC.x > npc->x)
npc->xm -= 0x10;
}
else
{
if (gMC.x < npc->x)
npc->xm -= 0x10;
if (gMC.x > npc->x)
npc->xm += 0x10;
}
if (gMC.y < npc->y)
npc->ym -= 0x10;
if (gMC.y > npc->y)
npc->ym += 0x10;
if (npc->shock)
{
npc->ym += 0x20;
npc->xm = 0;
}
if (npc->xm < 0 && npc->flag & 1)
npc->xm = 0x200;
if (npc->xm > 0 && npc->flag & 4)
npc->xm = -0x200;
if (npc->ym < 0 && npc->flag & 2)
npc->ym = 0x200;
if (npc->ym > 0 && npc->flag & 8)
npc->ym = -0x200;
if (npc->xm > 0x5FF)
npc->xm = 0x5FF;
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[5] = {
{96, 80, 128, 112},
{128, 80, 160, 112},
{160, 80, 192, 112},
{192, 80, 224, 112},
{224, 80, 256, 112},
};
RECT rect_right[5] = {
{96, 112, 128, 144},
{128, 112, 160, 144},
{160, 112, 192, 144},
{192, 112, 224, 144},
{224, 112, 256, 144},
};
if (npc->shock)
{
npc->ani_no = 4;
}
else
{
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
}
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
// Basu (Egg Corridor)
void ActNpc058(NPCHAR *npc)
{
RECT rcLeft[3] = {
{192, 0, 216, 24},
{216, 0, 240, 24},
{240, 0, 264, 24},
};
RECT rcRight[3] = {
{192, 24, 216, 48},
{216, 24, 240, 48},
{240, 24, 264, 48},
};
switch (npc->act_no)
{
case 0:
if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200))
{
npc->bits |= NPC_SHOOTABLE;
npc->ym = -0x100;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->act_no = 1;
npc->act_wait = 0;
npc->count1 = npc->direct;
npc->count2 = 0;
npc->damage = 6;
if (npc->direct == 0)
{
npc->x = gMC.x + (16 * 0x10 * 0x200);
npc->xm = -0x2FF;
}
else
{
npc->x = gMC.x - (16 * 0x10 * 0x200);
npc->xm = 0x2FF;
}
return;
}
npc->rect.right = 0;
npc->damage = 0;
npc->xm = 0;
npc->ym = 0;
npc->bits &= ~NPC_SHOOTABLE;
return;
case 1:
if (npc->x > gMC.x)
{
npc->direct = gMirrorMode? 2:0;
npc->xm -= 0x10;
}
else
{
npc->direct = gMirrorMode? 0:2;
npc->xm += 0x10;
}
if (npc->flag & 1)
npc->xm = 0x200;
if (npc->flag & 4)
npc->xm = -0x200;
if (npc->y < npc->tgt_y)
npc->ym += 8;
else
npc->ym -= 8;
if (npc->xm > 0x2FF)
npc->xm = 0x2FF;
if (npc->xm < -0x2FF)
npc->xm = -0x2FF;
if (npc->ym > 0x100)
npc->ym = 0x100;
if (npc->ym < -0x100)
npc->ym = -0x100;
if (npc->shock)
{
npc->x += npc->xm / 2;
npc->y += npc->ym / 2;
}
else
{
npc->x += npc->xm;
npc->y += npc->ym;
}
if (gMC.x > npc->x + (400 * 0x200) || gMC.x < npc->x - (400 * 0x200)) // TODO: Maybe do something about this for widescreen
{
npc->act_no = 0;
npc->xm = 0;
npc->direct = npc->count1;
npc->x = npc->tgt_x;
npc->rect.right = 0;
npc->damage = 0;
return;
}
break;
}
if (npc->act_no != 0) // This is always true
{
if (npc->act_wait < 150)
++npc->act_wait;
if (npc->act_wait == 150)
{
if ((++npc->count2 % 8) == 0 && npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200)) // TODO: Maybe do something about this for widescreen
{
unsigned char deg;
int xm;
int ym;
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-6, 6);
ym = GetSin(deg) * 2;
xm = GetCos(deg) * 2;
SetNpChar(84, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
}
if (npc->count2 > 8)
{
npc->act_wait = 0;
npc->count2 = 0;
}
}
}
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->act_wait > 120 && npc->act_wait / 2 % 2 == 1 && npc->ani_no == 1)
npc->ani_no = 2;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Eye door
void ActNpc059(NPCHAR *npc)
{
RECT rcLeft[4] = {
{224, 16, 240, 40},
{208, 80, 224, 104},
{224, 80, 240, 104},
{240, 80, 256, 104},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (64 * 0x200) < gMC.y && npc->y + (64 * 0x200) > gMC.y)
{
npc->act_no = 2;
npc->ani_wait = 0;
}
break;
case 2:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no == 2)
npc->act_no = 3;
break;
case 3:
if (npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (64 * 0x200) < gMC.y && npc->y + (64 * 0x200) > gMC.y)
{
// There probably used to be some commented-out code here
}
else
{
npc->act_no = 4;
npc->ani_wait = 0;
}
break;
case 4:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
--npc->ani_no;
}
if (npc->ani_no == 0)
npc->act_no = 1;
break;
}
if (npc->shock)
npc->rect = rcLeft[3];
else
npc->rect = rcLeft[npc->ani_no];
}