CSE2-tweaks/src/NpcAct060.cpp

1874 lines
30 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 "CommonDefines.h"
#include "Draw.h"
#include "Flash.h"
#include "Frame.h"
#include "Game.h"
#include "Map.h"
#include "MyChar.h"
#include "MycHit.h"
#include "MycParam.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
// Toroko
void ActNpc060(NPCHAR *npc)
{
RECT rcLeft[8] = {
{0, 64, 16, 80},
{16, 64, 32, 80},
{32, 64, 48, 80},
{16, 64, 32, 80},
{48, 64, 64, 80},
{16, 64, 32, 80},
{112, 64, 128, 80},
{128, 64, 144, 80},
};
RECT rcRight[8] = {
{0, 80, 16, 96},
{16, 80, 32, 96},
{32, 80, 48, 96},
{16, 80, 32, 96},
{48, 80, 64, 96},
{16, 80, 32, 96},
{112, 80, 128, 96},
{128, 80, 144, 96},
};
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;
}
if (npc->x - (16 * 0x200) < gMC.x && npc->x + (16 * 0x200) > gMC.x && npc->y - (16 * 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 = 1;
npc->ani_wait = 0;
// Fallthrough
case 4:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->flag & 1)
{
npc->direct = gMirrorMode? 0:2;
npc->xm = 0x200;
}
if (npc->flag & 4)
{
npc->direct = gMirrorMode? 2:0;
npc->xm = -0x200;
}
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
break;
case 6:
npc->act_no = 7;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ani_wait = 0;
npc->ym = -0x400;
// Fallthrough
case 7:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
if (npc->act_wait++ != 0 && npc->flag & 8)
npc->act_no = 3;
break;
case 8:
npc->ani_no = 1;
npc->act_wait = 0;
npc->act_no = 9;
npc->ym = -0x200;
// Fallthrough
case 9:
if (npc->act_wait++ != 0 && npc->flag & 8)
npc->act_no = 0;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 6;
npc->ym = -0x400;
PlaySoundObject(50, SOUND_MODE_PLAY);
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
break;
case 11:
if (npc->act_wait++ != 0 && npc->flag & 8)
{
npc->act_no = 12;
npc->ani_no = 7;
npc->bits |= NPC_INTERACTABLE;
}
break;
case 12:
npc->xm = 0;
break;
}
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 = gMirrorMode? rcRight[npc->ani_no]: rcLeft[npc->ani_no];
else
npc->rect = gMirrorMode? rcLeft[npc->ani_no]: rcRight[npc->ani_no];
}
// King
void ActNpc061(NPCHAR *npc)
{
int i;
RECT rcLeft[11] = {
// NpcRegu
{224, 32, 240, 48}, // 0 - Stood
{240, 32, 256, 48}, // 1 - Blinking
{256, 32, 272, 48}, // 2 - Injured - falling backwards
{272, 32, 288, 48}, // 3 - Lying down
{288, 32, 304, 48}, // 4 - Walking - frame 1
{224, 32, 240, 48}, // 5 - Walking - frame 2
{304, 32, 320, 48}, // 6 - Walking - frame 3
{224, 32, 240, 48}, // 7 - Walking - frame 4
{272, 32, 288, 48}, // 8 - Dying - frame 1
{0, 0, 0, 0}, // 9 - Dying - frame 2
// NpcSym
{112, 32, 128, 48}, // 10 - King's sword
};
RECT rcRight[11] = {
// NpcRegu
{224, 48, 240, 64}, // 0 - Stood
{240, 48, 256, 64}, // 1 - Blinking
{256, 48, 272, 64}, // 2 - Injured - falling backwards
{272, 48, 288, 64}, // 3 - Lying down
{288, 48, 304, 64}, // 4 - Walking - frame 1
{224, 48, 240, 64}, // 5 - Walking - frame 2
{304, 48, 320, 64}, // 6 - Walking - frame 3
{224, 48, 240, 64}, // 7 - Walking - frame 4
{272, 48, 288, 64}, // 8 - Dying - frame 1
{0, 0, 0, 0}, // 9 - Dying - frame 2
// NpcSym
{112, 32, 128, 48}, // 10 - King's sword
};
switch (npc->act_no)
{
case 0: // Stood
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: // Blink
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 5: // Lying down
npc->ani_no = 3;
npc->xm = 0;
break;
case 6: // Being knocked-back
npc->act_no = 7;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = -0x400;
// Fallthrough
case 7:
npc->ani_no = 2;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
// If touching ground, enter 'lying down' state (the `act_wait` check is probably
// so he doesn't do it before he even leaves the ground in the first place)
if (npc->act_wait++ != 0 && npc->flag & 8)
npc->act_no = 5;
break;
case 8: // Walking
npc->act_no = 9;
npc->ani_no = 4;
npc->ani_wait = 0;
// Fallthrough
case 9:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 4;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
break;
case 10: // Running
npc->act_no = 11;
npc->ani_no = 4;
npc->ani_wait = 0;
// Fallthrough
case 11:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 4;
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
break;
case 20: // Spawn his sword, before entering his 'idle' state
SetNpChar(NPC_KINGS_SWORD, 0, 0, 0, 0, 2, npc, 0x100);
npc->ani_no = 0;
npc->act_no = 0;
break;
case 30: // Flying through air after being attacked by Misery
npc->act_no = 31;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = 0;
// Fallthrough
case 31:
npc->ani_no = 2;
if (npc->direct == 0)
npc->xm = -0x600;
else
npc->xm = 0x600;
if (npc->flag & 1)
{
npc->direct = gMirrorMode? 0:2;
npc->act_no = 7;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = -0x400;
npc->xm = 0x200;
PlaySoundObject(71, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x, npc->y, 0x800, 4);
}
break;
case 40: // Dying
npc->act_no = 42;
npc->act_wait = 0;
npc->ani_no = 8;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 42:
if (++npc->ani_no > 9)
npc->ani_no = 8;
if (++npc->act_wait > 100)
{
for (i = 0; i < 4; ++i)
SetNpChar(NPC_SMOKE, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->act_no = 50;
npc->surf = SURFACE_ID_NPC_SYM;
npc->ani_no = 10;
}
break;
case 60: // Leap (used to attack Balrog in the Sand Zone storehouse)
npc->ani_no = 6;
npc->act_no = 61;
npc->ym = -0x5FF;
npc->xm = 0x400;
npc->count2 = 1;
break;
case 61: // Leap - part 2
npc->ym += 0x40;
if (npc->flag & 8)
{
npc->act_no = 0;
npc->count2 = 0;
npc->xm = 0;
}
break;
}
// Apply gravity and speed-caps during most states
if (npc->act_no < 30 || npc->act_no >= 40)
{
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 = gMirrorMode? rcRight[npc->ani_no]: rcLeft[npc->ani_no];
else
npc->rect = gMirrorMode? rcLeft[npc->ani_no]: rcRight[npc->ani_no];
}
// Kazuma at computer
void ActNpc062(NPCHAR *npc)
{
RECT rcLeft[3] = {
{272, 192, 288, 216},
{288, 192, 304, 216},
{304, 192, 320, 216},
};
switch (npc->act_no)
{
case 0:
npc->x -= 4 * 0x200;
npc->y += 16 * 0x200;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (Random(0, 80) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (Random(0, 120) == 10)
{
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 2;
}
break;
case 2:
if (++npc->act_wait > 40)
{
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 2;
}
break;
case 3:
if (++npc->act_wait > 80)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
npc->rect = rcLeft[npc->ani_no];
}
// Toroko with stick
void ActNpc063(NPCHAR *npc)
{
RECT rcLeft[6] = {
{64, 64, 80, 80},
{80, 64, 96, 80},
{64, 64, 80, 80},
{96, 64, 112, 80},
{112, 64, 128, 80},
{128, 64, 144, 80},
};
RECT rcRight[6] = {
{64, 80, 80, 96},
{80, 80, 96, 96},
{64, 80, 80, 96},
{96, 80, 112, 96},
{112, 80, 128, 96},
{128, 80, 144, 96},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = -0x400;
// Fallthrough
case 1:
if (npc->ym > 0)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
if (npc->act_wait++ != 0 && npc->flag & 8)
npc->act_no = 2;
break;
case 2:
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 3:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
if (++npc->act_wait > 50)
{
npc->act_wait = 40;
npc->xm *= -1;
if (npc->direct == 0)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
}
if (npc->act_wait > 35)
npc->bits |= NPC_SHOOTABLE;
if (npc->direct == 0)
npc->xm -= 0x40;
else
npc->xm += 0x40;
if (npc->shock)
{
npc->act_no = 4;
npc->ani_no = 4;
npc->ym = -0x400;
npc->bits &= ~NPC_SHOOTABLE;
npc->damage = 0;
}
break;
case 4:
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
if (npc->act_wait++ != 0 && npc->flag & 8)
{
npc->act_no = 5;
npc->bits |= NPC_INTERACTABLE;
}
break;
case 5:
npc->xm = 0;
npc->ani_no = 5;
break;
}
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 = gMirrorMode? rcRight[npc->ani_no]: rcLeft[npc->ani_no];
else
npc->rect = gMirrorMode? rcLeft[npc->ani_no]: rcRight[npc->ani_no];
}
// First Cave Critter
void ActNpc064(NPCHAR *npc)
{
RECT rcLeft[3] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
{32, 0, 48, 16},
};
RECT rcRight[3] = {
{0, 16, 16, 32},
{16, 16, 32, 32},
{32, 16, 48, 32},
};
switch (npc->act_no)
{
case 0: // Initialize
npc->y += 3 * 0x200;
npc->act_no = 1;
// Fallthrough
case 1: // Waiting
// Look at player
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->tgt_x < 100)
++npc->tgt_x;
// Open eyes near player
if (npc->act_wait >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y)
{
npc->ani_no = 1;
}
else
{
if (npc->act_wait < 8)
++npc->act_wait;
npc->ani_no = 0;
}
// Jump if attacked
if (npc->shock)
{
npc->act_no = 2;
npc->ani_no = 0;
npc->act_wait = 0;
}
// Jump if player is nearby
if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
case 2: // Going to jump
if (++npc->act_wait > 8)
{
// Set jump state
npc->act_no = 3;
npc->ani_no = 2;
// Jump
npc->ym = -0x5FF;
PlaySoundObject(30, SOUND_MODE_PLAY);
// Jump in facing direction
if (npc->direct == 0)
npc->xm = gMirrorMode? 0x100: -0x100;
else
npc->xm = gMirrorMode? -0x100: 0x100;
}
break;
case 3: // Jumping
// Land
if (npc->flag & 8)
{
npc->xm = 0;
npc->act_wait = 0;
npc->ani_no = 0;
npc->act_no = 1;
PlaySoundObject(23, SOUND_MODE_PLAY);
}
break;
}
// Gravity
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
// Move
npc->x += npc->xm;
npc->y += npc->ym;
// Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// First Cave Bat
void ActNpc065(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->count1 = 120;
npc->act_no = 1;
npc->act_wait = Random(0, 50);
// Fallthrough
case 1:
if (++npc->act_wait < 50)
break;
npc->act_wait = 0;
npc->act_no = 2;
npc->ym = 0x300;
break;
case 2:
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->ym > 0x300)
npc->ym = 0x300;
if (npc->ym < -0x300)
npc->ym = -0x300;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[4] = {
{32, 32, 48, 48},
{48, 32, 64, 48},
{64, 32, 80, 48},
{80, 32, 96, 48},
};
RECT rect_right[4] = {
{32, 48, 48, 64},
{48, 48, 64, 64},
{64, 48, 80, 64},
{80, 48, 96, 64},
};
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];
}
// Misery bubble
void ActNpc066(NPCHAR *npc)
{
RECT rect[4] = {
{32, 192, 56, 216},
{56, 192, 80, 216},
{32, 216, 56, 240},
{56, 216, 80, 240},
};
switch (npc->act_no)
{
case 0:
int a;
for (a = 0; a < NPC_MAX; ++a)
if (gNPC[a].code_event == 1000)
break;
if (a == NPC_MAX)
break;
npc->tgt_x = gNPC[a].x;
npc->tgt_y = gNPC[a].y;
npc->count1 = a;
unsigned char deg;
deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
npc->xm = GetCos(deg) * 2;
npc->ym = GetSin(deg) * 2;
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->x - (3 * 0x200) < npc->tgt_x && npc->x + (3 * 0x200) > npc->tgt_x && npc->y - (3 * 0x200) < npc->tgt_y && npc->y + (3 * 0x200) > npc->tgt_y)
{
npc->act_no = 2;
npc->ani_no = 2;
gNPC[npc->count1].cond = 0;
PlaySoundObject(21, SOUND_MODE_PLAY);
}
break;
case 2:
npc->xm -= 0x20;
npc->ym -= 0x20;
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
if (npc->y < -8 * 0x200)
npc->cond = 0;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rect[npc->ani_no];
}
// Misery (floating)
void ActNpc067(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->ani_no = 0;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 1:
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
if (++npc->act_wait == 0x20)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ym = 0x200;
// Fallthrough
case 11:
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->ym > 0x100)
npc->ym = 0x100;
if (npc->ym < -0x100)
npc->ym = -0x100;
break;
case 13:
npc->ani_no = 1;
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->flag & 8)
{
PlaySoundObject(23, SOUND_MODE_PLAY);
npc->ym = 0;
npc->act_no = 14;
npc->bits |= NPC_IGNORE_SOLIDITY;
npc->ani_no = 2;
}
break;
case 15:
npc->act_no = 16;
npc->act_wait = 0;
npc->ani_no = 4;
// Fallthrough
case 16:
if (++npc->act_wait == 30)
{
PlaySoundObject(21, SOUND_MODE_PLAY);
SetNpChar(66, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0);
}
if (npc->act_wait == 50)
npc->act_no = 14;
break;
case 20:
npc->act_no = 21;
npc->ani_no = 0;
npc->ym = 0;
npc->bits |= NPC_IGNORE_SOLIDITY;
// Fallthrough
case 21:
npc->ym -= 0x20;
if (npc->y < -8 * 0x200)
npc->cond = 0;
break;
case 25:
npc->act_no = 26;
npc->act_wait = 0;
npc->ani_no = 5;
npc->ani_wait = 0;
// Fallthrough
case 26:
if (++npc->ani_no > 7)
npc->ani_no = 5;
if (++npc->act_wait == 30)
{
PlaySoundObject(101, SOUND_MODE_PLAY);
SetFlash(0, 0, FLASH_MODE_FLASH);
npc->act_no = 27;
npc->ani_no = 7;
}
break;
case 27:
if (++npc->act_wait == 50)
npc->act_no = 14;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rcLeft[8] = {
{80, 0, 96, 16},
{96, 0, 112, 16},
{112, 0, 128, 16},
{128, 0, 144, 16},
{144, 0, 160, 16},
{160, 0, 176, 16},
{176, 0, 192, 16},
{144, 0, 160, 16},
};
RECT rcRight[8] = {
{80, 16, 96, 32},
{96, 16, 112, 32},
{112, 16, 128, 32},
{128, 16, 144, 32},
{144, 16, 160, 32},
{160, 16, 176, 32},
{176, 16, 192, 32},
{144, 16, 160, 32},
};
if (npc->act_no == 11)
{
if (npc->ani_wait != 0)
{
--npc->ani_wait;
npc->ani_no = 1;
}
else
{
if (Random(0, 100) == 1)
npc->ani_wait = 30;
npc->ani_no = 0;
}
}
if (npc->act_no == 14)
{
if (npc->ani_wait != 0)
{
--npc->ani_wait;
npc->ani_no = 3;
}
else
{
if (Random(0, 100) == 1)
npc->ani_wait = 30;
npc->ani_no = 2;
}
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->act_no == 1 && npc->ani_wait < 32)
npc->rect.bottom = (++npc->ani_wait / 2) + npc->rect.bottom - 16;
}
// Balrog (running)
void ActNpc068(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)
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:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
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 -= 0x10;
else
npc->xm += 0x10;
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 = 2;
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->flag & 5 || npc->act_wait > 75)
{
npc->act_no = 9;
npc->ani_no = 0;
break;
}
if ((npc->count1 % 3) == 0 && npc->act_wait > 25)
{
npc->act_no = 4;
npc->ani_no = 7;
npc->ym = -0x400;
break;
}
break;
case 4:
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 = 2;
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;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 5;
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:
if (++npc->act_wait < 50)
break;
npc->act_no = 0;
break;
}
npc->ym += 0x20;
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;
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];
}
// Pignon
void ActNpc069(NPCHAR *npc)
{
RECT rcLeft[6] = {
{48, 0, 64, 16},
{64, 0, 80, 16},
{80, 0, 96, 16},
{96, 0, 112, 16},
{48, 0, 64, 16},
{112, 0, 128, 16},
};
RECT rcRight[6] = {
{48, 16, 64, 32},
{64, 16, 80, 32},
{80, 16, 96, 32},
{96, 16, 112, 32},
{48, 16, 64, 32},
{112, 16, 128, 32},
};
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, 100) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
break;
}
if (Random(0, 150) == 1)
{
if (npc->direct == 0)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
}
if (Random(0, 150) == 1)
{
npc->act_no = 3;
npc->act_wait = 50;
npc->ani_no = 0;
break;
}
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->act_wait == 0)
npc->act_no = 0;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 2;
if (npc->flag & 1)
{
npc->direct = gMirrorMode? 0:2;
npc->xm = 0x200;
}
if (npc->flag & 4)
{
npc->direct = gMirrorMode? 2:0;
npc->xm = -0x200;
}
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
break;
case 5:
if (npc->flag & 8)
npc->act_no = 0;
break;
}
switch (npc->act_no)
{
case 1:
case 2:
case 4:
if (npc->shock)
{
npc->ym = -0x200;
npc->ani_no = 5;
npc->act_no = 5;
}
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Sparkle
void ActNpc070(NPCHAR *npc)
{
RECT rect[4] = {
{96, 48, 112, 64},
{112, 48, 128, 64},
{128, 48, 144, 64},
{144, 48, 160, 64},
};
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];
}
// Chinfish
void ActNpc071(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->ym = 0x80;
// Fallthrough
case 1:
if (npc->tgt_y < npc->y)
npc->ym -= 8;
if (npc->tgt_y > npc->y)
npc->ym += 8;
if (npc->ym > 0x100)
npc->ym = 0x100;
if (npc->ym < -0x100)
npc->ym = -0x100;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rcLeft[3] = {
{64, 32, 80, 48},
{80, 32, 96, 48},
{96, 32, 112, 48},
};
RECT rcRight[3] = {
{64, 48, 80, 64},
{80, 48, 96, 64},
{96, 48, 112, 64},
};
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->shock)
npc->ani_no = 2;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Sprinkler
void ActNpc072(NPCHAR *npc)
{
if (npc->direct == 0)
{
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
{
npc->ani_no = 0;
return;
}
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) + 120) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
{
if (++npc->act_no % 2)
SetNpChar(73, npc->x, npc->y, Random(-0x200, 0x200) * 2, Random(-0x200, 0x80) * 3, 0, NULL, 0x100);
SetNpChar(73, npc->x, npc->y, Random(-0x200, 0x200) * 2, Random(-0x200, 0x80) * 3, 0, NULL, 0x100);
}
}
RECT rect[2] = {
{224, 48, 240, 64},
{240, 48, 256, 64},
};
npc->rect = rect[npc->ani_no];
}
// Water droplet
void ActNpc073(NPCHAR *npc)
{
RECT rect[5] = {
{72, 16, 74, 18},
{74, 16, 76, 18},
{76, 16, 78, 18},
{78, 16, 80, 18},
{80, 16, 82, 18},
};
npc->ym += 0x20;
npc->ani_no = Random(0, 4);
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rect[npc->ani_no];
if (npc->direct == 2)
{
npc->rect.top += 2;
npc->rect.bottom += 2;
}
if (++npc->act_wait > 10)
{
if (npc->flag & 1)
npc->cond = 0;
if (npc->flag & 4)
npc->cond = 0;
if (npc->flag & 8)
npc->cond = 0;
if (npc->flag & 0x100)
npc->cond = 0;
}
if (npc->y > gMap.length * 0x200 * 0x10)
npc->cond = 0;
}
// Jack
void ActNpc074(NPCHAR *npc)
{
RECT rcLeft[6] = {
{64, 0, 80, 16},
{80, 0, 96, 16},
{96, 0, 112, 16},
{64, 0, 80, 16},
{112, 0, 128, 16},
{64, 0, 80, 16},
};
RECT rcRight[6] = {
{64, 16, 80, 32},
{80, 16, 96, 32},
{96, 16, 112, 32},
{64, 16, 80, 32},
{112, 16, 128, 32},
{64, 16, 80, 32},
};
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 8:
npc->act_no = 9;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 9:
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;
}
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];
}
// Kanpachi (fishing)
void ActNpc075(NPCHAR *npc)
{
RECT rcLeft[2] = {
{272, 32, 296, 56},
{296, 32, 320, 56},
};
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;
}
npc->rect = rcLeft[npc->ani_no];
}
// Flowers
void ActNpc076(NPCHAR *npc)
{
npc->rect.left = npc->code_event * 16;
npc->rect.top = 0;
npc->rect.right = npc->rect.left + 16;
npc->rect.bottom = 16;
}
// Yamashita
void ActNpc077(NPCHAR *npc)
{
RECT rc[3] = {
{0, 16, 48, 48},
{48, 16, 96, 48},
{96, 16, 144, 48},
};
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 = rc[npc->ani_no];
else
npc->rect = rc[2];
}
// Pot
void ActNpc078(NPCHAR *npc)
{
RECT rc[2] = {
{160, 48, 176, 64},
{176, 48, 192, 64},
};
if (npc->direct == 0)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
// Mahin
void ActNpc079(NPCHAR *npc)
{
RECT rcLeft[3] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
{32, 0, 48, 16},
};
RECT rcRight[3] = {
{0, 16, 16, 32},
{16, 16, 32, 32},
{32, 16, 48, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 2;
npc->ani_wait = 0;
break;
case 2:
npc->ani_no = 0;
if (Random(0, 120) == 10)
{
npc->act_no = 3;
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 3:
if (++npc->act_wait > 8)
{
npc->act_no = 2;
npc->ani_no = 0;
}
break;
}
npc->ym += 0x40;
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];
}