CSE2-tweaks/src/NpcAct080.cpp

1907 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 "Back.h"
#include "Caret.h"
#include "CommonDefines.h"
#include "Flash.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
// Gravekeeper
void ActNpc080(NPCHAR *npc)
{
RECT rcLeft[7] = {
{0, 64, 24, 88},
{24, 64, 48, 88},
{0, 64, 24, 88},
{48, 64, 72, 88},
{72, 64, 96, 88},
{96, 64, 120, 88},
{120, 64, 144, 88},
};
RECT rcRight[7] = {
{0, 88, 24, 112},
{24, 88, 48, 112},
{0, 88, 24, 112},
{48, 88, 72, 112},
{72, 88, 96, 112},
{96, 88, 120, 112},
{120, 88, 144, 112},
};
switch (npc->act_no)
{
case 0:
npc->bits &= ~NPC_SHOOTABLE;
npc->act_no = 1;
npc->damage = 0;
npc->hit.front = 4 * 0x200;
// Fallthrough
case 1:
npc->ani_no = 0;
if (npc->x - (128 * 0x200) < gMC.x && npc->x + (128 * 0x200) > gMC.x && npc->y - (48 * 0x200) < gMC.y && npc->y + (32 * 0x200) > gMC.y)
{
npc->ani_wait = 0;
npc->act_no = 2;
}
if (npc->shock)
{
npc->ani_no = 1;
npc->ani_wait = 0;
npc->act_no = 2;
npc->bits &= ~NPC_SHOOTABLE;
}
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
break;
case 2:
if (++npc->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
if (npc->x - (16 * 0x200) < gMC.x && npc->x + (16 * 0x200) > gMC.x)
{
npc->hit.front = (18 * 0x200);
npc->act_wait = 0;
npc->act_no = 3;
npc->bits |= NPC_SHOOTABLE;
PlaySoundObject(34, SOUND_MODE_PLAY);
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
}
if (gMC.x < npc->x)
{
npc->direct = gMirrorMode? 2:0;
npc->xm = -0x100;
}
else
{
npc->direct = gMirrorMode? 0:2;
npc->xm = 0x100;
}
break;
case 3:
npc->xm = 0;
if (++npc->act_wait > 40)
{
npc->act_wait = 0;
npc->act_no = 4;
PlaySoundObject(106, SOUND_MODE_PLAY);
}
npc->ani_no = 4;
break;
case 4:
npc->damage = 10;
if (++npc->act_wait > 2)
{
npc->act_wait = 0;
npc->act_no = 5;
}
npc->ani_no = 5;
break;
case 5:
npc->ani_no = 6;
if (++npc->act_wait > 60)
npc->act_no = 0;
break;
}
if (npc->xm < 0 && npc->flag & 1)
npc->xm = 0;
if (npc->xm > 0 && npc->flag & 4)
npc->xm = 0;
npc->ym += 0x20;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
#ifdef FIX_BUGS
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
#else
// Caps npc->xm instead of npc->ym
if (npc->ym > 0x5FF)
npc->xm = 0x5FF;
if (npc->ym < -0x5FF)
npc->xm = -0x5FF;
#endif
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];
}
// Giant pignon
void ActNpc081(NPCHAR *npc)
{
RECT rcLeft[6] = {
{144, 64, 168, 88},
{168, 64, 192, 88},
{192, 64, 216, 88},
{216, 64, 240, 88},
{144, 64, 168, 88},
{240, 64, 264, 88},
};
RECT rcRight[6] = {
{144, 88, 168, 112},
{168, 88, 192, 112},
{192, 88, 216, 112},
{216, 88, 240, 112},
{144, 88, 168, 112},
{240, 88, 264, 112},
};
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;
if (npc->x < gMC.x)
npc->xm = 0x100;
else
npc->xm = -0x100;
}
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];
}
// Misery (standing)
void ActNpc082(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 2;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 3;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
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 = 0;
npc->ani_no = 0;
}
break;
case 30:
npc->act_no = 31;
npc->ani_no = 3;
npc->ani_wait = 0;
// Fallthrough
case 31:
if (++npc->ani_wait > 10)
{
npc->act_no = 32;
npc->ani_no = 4;
npc->ani_wait = 0;
}
break;
case 32:
if (++npc->ani_wait > 100)
{
npc->act_no = 1;
npc->ani_no = 2;
}
break;
case 40:
npc->act_no = 41;
npc->act_wait = 0;
// Fallthrough
case 41:
npc->ani_no = 4;
switch (++npc->act_wait)
{
case 30:
case 40:
case 50:
SetNpChar(11, npc->x + (8 * 0x200), npc->y - (8 * 0x200), 0x600, Random(-0x200, 0), 0, NULL, 0x100);
PlaySoundObject(33, SOUND_MODE_PLAY);
break;
}
if (npc->act_wait > 50)
npc->act_no = 0;
break;
case 50:
npc->ani_no = 8;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rcLeft[9] = {
{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},
{208, 64, 224, 80},
};
RECT rcRight[9] = {
{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},
{208, 80, 224, 96},
};
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];
}
// Igor (cutscene)
void ActNpc083(NPCHAR *npc)
{
RECT rcLeft[8] = {
{0, 0, 40, 40},
{40, 0, 80, 40},
{80, 0, 120, 40},
{0, 0, 40, 40},
{120, 0, 160, 40},
{0, 0, 40, 40},
{160, 0, 200, 40},
{200, 0, 240, 40},
};
RECT rcRight[8] = {
{0, 40, 40, 80},
{40, 40, 80, 80},
{80, 40, 120, 80},
{0, 40, 40, 80},
{120, 40, 160, 80},
{0, 40, 40, 80},
{160, 40, 200, 80},
{200, 40, 240, 80},
};
switch (npc->act_no)
{
case 0:
npc->xm = 0;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
case 2:
npc->act_no = 3;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 3:
if (++npc->ani_wait > 3)
{
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 4:
npc->xm = 0;
npc->act_no = 5;
npc->act_wait = 0;
npc->ani_no = 6;
// Fallthrough
case 5:
if (++npc->act_wait > 10)
{
npc->act_wait = 0;
npc->act_no = 6;
npc->ani_no = 7;
PlaySoundObject(70, SOUND_MODE_PLAY);
}
break;
case 6:
if (++npc->act_wait > 8)
{
npc->act_no = 0;
npc->ani_no = 0;
}
break;
case 7:
npc->act_no = 1;
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];
}
// Basu projectile (Egg Corridor)
void ActNpc084(NPCHAR *npc)
{
if (npc->flag & 0xFF)
{
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
npc->cond = 0;
}
npc->y += npc->ym;
npc->x += npc->xm;
RECT rect_left[4] = {
{48, 48, 64, 64},
{64, 48, 80, 64},
{48, 64, 64, 80},
{64, 64, 80, 80},
};
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
if (++npc->count1 > 300)
{
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
npc->cond = 0;
}
}
// Terminal
void ActNpc085(NPCHAR *npc)
{
RECT rcLeft[3] = {
{256, 96, 272, 120},
{256, 96, 272, 120},
{272, 96, 288, 120},
};
RECT rcRight[3] = {
{256, 96, 272, 120},
{288, 96, 304, 120},
{304, 96, 320, 120},
};
switch(npc->act_no)
{
case 0:
npc->ani_no = 0;
if (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y - (16 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
{
PlaySoundObject(43, SOUND_MODE_PLAY);
npc->act_no = 1;
}
break;
case 1:
if (++npc->ani_no > 2)
npc->ani_no = 1;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Missile
void ActNpc086(NPCHAR *npc)
{
RECT rect1[2] = {
{0, 80, 16, 96},
{16, 80, 32, 96},
};
RECT rect3[2] = {
{0, 112, 16, 128},
{16, 112, 32, 128},
};
RECT rcLast = {16, 0, 32, 16};
if (npc->direct == 0)
{
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
}
if (gBack.type == BACKGROUND_TYPE_AUTOSCROLL || gBack.type == BACKGROUND_TYPE_CLOUDS_WINDY)
{
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->ym = Random(-0x20, 0x20);
npc->xm = Random(0x7F, 0x100);
}
npc->xm -= 8;
if (npc->x < 80 * 0x200)
npc->cond = 0;
if (npc->x < -3 * 0x200)
npc->x = -3 * 0x200;
if (npc->flag & 1)
npc->xm = 0x100;
if (npc->flag & 2)
npc->ym = 0x40;
if (npc->flag & 8)
npc->ym = -0x40;
npc->x += npc->xm;
npc->y += npc->ym;
}
switch (npc->exp)
{
case 1:
npc->rect = rect1[npc->ani_no];
break;
case 3:
npc->rect = rect3[npc->ani_no];
break;
}
if (npc->direct == 0)
++npc->count1;
if (npc->count1 > 550)
npc->cond = 0;
if (npc->count1 > 500 && npc->count1 / 2 % 2)
npc->rect.right = 0;
if (npc->count1 > 547)
npc->rect = rcLast;
}
// Heart
void ActNpc087(NPCHAR *npc)
{
RECT rect2[2] = {
{32, 80, 48, 96},
{48, 80, 64, 96},
};
RECT rect6[2] = {
{64, 80, 80, 96},
{80, 80, 96, 96},
};
RECT rcLast = {16, 0, 32, 16};
if (npc->direct == 0)
{
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
}
if (gBack.type == BACKGROUND_TYPE_AUTOSCROLL || gBack.type == BACKGROUND_TYPE_CLOUDS_WINDY)
{
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->ym = Random(-0x20, 0x20);
npc->xm = Random(0x7F, 0x100);
}
npc->xm -= 8;
if (npc->x < 80 * 0x200)
npc->cond = 0;
if (npc->x < -3 * 0x200)
npc->x = -3 * 0x200;
if (npc->flag & 1)
npc->xm = 0x100;
if (npc->flag & 2)
npc->ym = 0x40;
if (npc->flag & 8)
npc->ym = -0x40;
npc->x += npc->xm;
npc->y += npc->ym;
}
switch (npc->exp)
{
case 2:
npc->rect = rect2[npc->ani_no];
break;
case 6:
npc->rect = rect6[npc->ani_no];
break;
}
if (npc->direct == 0)
++npc->count1;
if (npc->count1 > 550)
npc->cond = 0;
if (npc->count1 > 500 && npc->count1 / 2 % 2)
npc->rect.right = 0;
if (npc->count1 > 547)
npc->rect = rcLast;
}
// Igor (boss)
void ActNpc088(NPCHAR *npc)
{
int i;
unsigned char deg;
int xm, ym;
RECT rcLeft[12] = {
{0, 0, 40, 40},
{40, 0, 80, 40},
{80, 0, 120, 40},
{0, 0, 40, 40},
{120, 0, 160, 40},
{0, 0, 40, 40},
{160, 0, 200, 40},
{200, 0, 240, 40},
{0, 80, 40, 120},
{40, 80, 80, 120},
{240, 0, 280, 40},
{280, 0, 320, 40},
};
RECT rcRight[12] = {
{0, 40, 40, 80},
{40, 40, 80, 80},
{80, 40, 120, 80},
{0, 40, 40, 80},
{120, 40, 160, 80},
{0, 40, 40, 80},
{160, 40, 200, 80},
{200, 40, 240, 80},
{120, 80, 160, 120},
{160, 80, 200, 120},
{240, 40, 280, 80},
{280, 40, 320, 80},
};
switch (npc->act_no)
{
case 0:
npc->xm = 0;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (++npc->act_wait > 50)
npc->act_no = 2;
break;
case 2:
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 2;
npc->ani_wait = 0;
if (++npc->count1 < 3 || npc->life > 150)
{
npc->count2 = 0;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
else
{
npc->count2 = 1;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
}
// Fallthrough
case 3:
++npc->act_wait;
if (++npc->ani_wait > 3)
{
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;
if (npc->count2)
{
if (npc->act_wait > 16)
{
npc->act_no = 9;
npc->xm = 0;
npc->ani_no = 10;
break;
}
}
else if (npc->act_wait > 50)
{
npc->ani_no = 8;
npc->ym = -0x400;
npc->act_no = 7;
npc->act_wait = 0;
npc->xm = (npc->xm * 3) / 2;
npc->damage = 2;
break;
}
else
{
if (npc->direct == 0)
{
if (npc->x - (24 * 0x200) < gMC.x)
npc->act_no = 4;
}
else
{
if (npc->x + (24 * 0x200) > gMC.x)
npc->act_no = 4;
}
}
break;
case 4:
npc->xm = 0;
npc->act_no = 5;
npc->act_wait = 0;
npc->ani_no = 6;
// Fallthrough
case 5:
if (++npc->act_wait > 12)
{
npc->act_wait = 0;
npc->act_no = 6;
npc->ani_no = 7;
PlaySoundObject(70, SOUND_MODE_PLAY);
npc->damage = 5;
npc->hit.front = 24 * 0x200;
npc->hit.top = 1;
}
break;
case 6:
if (++npc->act_wait > 10)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->damage = 0;
npc->hit.front = 8 * 0x200;
npc->hit.top = 16 * 0x200;
}
break;
case 7:
if (npc->flag & 8)
{
npc->act_no = 8;
npc->ani_no = 9;
PlaySoundObject(26, SOUND_MODE_PLAY);
SetQuake(30);
npc->damage = 0;
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);
}
break;
case 8:
npc->xm = 0;
if (++npc->act_wait > 10)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->damage = 0;
}
break;
case 9:
npc->act_no = 10;
npc->act_wait = 0;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 10:
if (++npc->act_wait > 100 && npc->act_wait % 6 == 1)
{
if (npc->direct == 0)
deg = 0x88;
else
deg = 0xF8;
deg += (unsigned char)Random(-0x10, 0x10);
ym = GetSin(deg) * 3;
xm = GetCos(deg) * 3;
SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
PlaySoundObject(12, SOUND_MODE_PLAY);
}
if (npc->act_wait > 50 && npc->act_wait / 2 % 2)
npc->ani_no = 11;
else
npc->ani_no = 10;
if (npc->act_wait > 132)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->count1 = 0;
}
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];
}
// Igor (defeated)
void ActNpc089(NPCHAR *npc)
{
int i;
RECT rcLeft[4] = {
{80, 80, 120, 120},
{240, 80, 264, 104},
{264, 80, 288, 104},
{288, 80, 312, 104},
};
RECT rcRight[4] = {
{200, 80, 240, 120},
{240, 104, 264, 128},
{264, 104, 288, 128},
{288, 104, 312, 128},
};
switch (npc->act_no)
{
case 0:
PlaySoundObject(72, SOUND_MODE_PLAY);
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
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);
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->act_wait > 100)
{
npc->act_wait = 0;
npc->act_no = 2;
}
if (npc->act_wait % 5 == 0)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
if (npc->direct == 0)
npc->rect = rcLeft[0];
else
npc->rect = rcRight[0];
if (npc->act_wait / 2 % 2)
--npc->rect.left;
break;
case 2:
if (++npc->act_wait / 2 % 2 && npc->act_wait < 100)
{
npc->ani_no = 0;
npc->view.back = 20 * 0x200;
npc->view.front = 20 * 0x200;
npc->view.top = 20 * 0x200;
}
else
{
npc->ani_no = 1;
npc->view.back = 12 * 0x200;
npc->view.front = 12 * 0x200;
npc->view.top = 8 * 0x200;
}
if (npc->act_wait > 150)
{
npc->act_wait = 0;
npc->act_no = 3;
npc->ani_no = 1;
}
if (npc->act_wait % 9 == 0)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
break;
case 3:
if (++npc->ani_wait > 50)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no == 3)
npc->act_no = 4;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
}
// Background
void ActNpc090(NPCHAR *npc)
{
RECT rect = {280, 80, 296, 104};
npc->rect = rect;
}
// Cage
void ActNpc091(NPCHAR *npc)
{
RECT rect = {96, 88, 128, 112};
if (npc->act_no == 0)
{
++npc->act_no;
npc->y += 16 * 0x200;
}
npc->rect = rect;
}
// Sue at PC
void ActNpc092(NPCHAR *npc)
{
RECT rcLeft[3] = {
{272, 216, 288, 240},
{288, 216, 304, 240},
{304, 216, 320, 240},
};
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];
}
// Chaco
void ActNpc093(NPCHAR *npc)
{
RECT rcLeft[7] = {
{128, 0, 144, 16},
{144, 0, 160, 16},
{160, 0, 176, 16},
{128, 0, 144, 16},
{176, 0, 192, 16},
{128, 0, 144, 16},
{32, 32, 48, 48},
};
RECT rcRight[7] = {
{128, 16, 144, 32},
{144, 16, 160, 32},
{160, 16, 176, 32},
{128, 16, 144, 32},
{176, 16, 192, 32},
{128, 16, 144, 32},
{32, 32, 48, 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;
}
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 10:
npc->ani_no = 6;
if (++npc->act_wait > 200)
{
npc->act_wait = 0;
SetCaret(npc->x, npc->y, CARET_ZZZ, DIR_LEFT);
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Kulala
void ActNpc094(NPCHAR *npc)
{
RECT rect[5] = {
{272, 0, 320, 24},
{272, 24, 320, 48},
{272, 48, 320, 72},
{272, 72, 320, 96},
{272, 96, 320, 120},
};
switch (npc->act_no)
{
case 0:
npc->ani_no = 4;
if (npc->shock)
{
npc->ani_no = 0;
npc->act_no = 10;
npc->act_wait = 0;
}
break;
case 10:
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
if (++npc->act_wait > 40)
{
npc->act_wait = 0;
npc->ani_wait = 0;
npc->act_no = 11;
}
break;
case 11:
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
{
npc->act_no = 12;
npc->ani_no = 3;
}
break;
case 12:
npc->ym = -0x155;
if (++npc->act_wait > 20)
{
npc->act_wait = 0;
npc->act_no = 10;
npc->ani_no = 0;
}
break;
case 20:
npc->xm /= 2;
npc->ym += 0x20;
if (npc->shock == 0)
{
npc->act_wait = 30;
npc->act_no = 10;
npc->ani_no = 0;
}
break;
}
if (npc->shock)
{
if (++npc->count2 > 12)
{
npc->act_no = 20;
npc->ani_no = 4;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
}
}
else
{
npc->count2 = 0;
}
if (npc->act_no >= 10)
{
if (npc->flag & 1)
{
npc->count1 = 50;
npc->direct = gMirrorMode? 0:2;
}
if (npc->flag & 4)
{
npc->count1 = 50;
npc->direct = gMirrorMode? 2:0;
}
if (npc->count1 != 0)
{
--npc->count1;
if (npc->direct == 0)
npc->xm -= 0x80;
else
npc->xm += 0x80;
}
else
{
npc->count1 = 50;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
npc->ym += 0x10;
if (npc->flag & 8)
npc->ym = -0x400;
}
if (npc->xm > 0x100)
npc->xm = 0x100;
if (npc->xm < -0x100)
npc->xm = -0x100;
if (npc->ym > 0x300)
npc->ym = 0x300;
if (npc->ym < -0x300)
npc->ym = -0x300;
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rect[npc->ani_no];
}
// Jelly
void ActNpc095(NPCHAR *npc)
{
RECT rcLeft[4] = {
{208, 64, 224, 80},
{224, 64, 240, 80},
{240, 64, 256, 80},
{256, 64, 272, 80},
};
RECT rcRight[4] = {
{208, 80, 224, 96},
{224, 80, 240, 96},
{240, 80, 256, 96},
{256, 80, 272, 96},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = Random(0, 50);
npc->tgt_y = npc->y;
npc->tgt_x = npc->x;
if (npc->direct == 0)
npc->xm = gMirrorMode? -0x200:0x200;
else
npc->xm = gMirrorMode? 0x200:-0x200;
// Fallthrough
case 1:
if (--npc->act_wait > 0)
break;
npc->act_no = 10;
// Fallthrough
case 10:
if (++npc->act_wait > 10)
{
npc->act_wait = 0;
npc->ani_wait = 0;
npc->act_no = 11;
}
break;
case 11:
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no == 2)
{
if (npc->direct == 0)
npc->xm -= gMirrorMode? -0x100:0x100;
else
npc->xm += gMirrorMode? -0x100:0x100;
npc->ym -= 0x200;
}
if (npc->ani_no > 2)
{
npc->act_no = 12;
npc->ani_no = 3;
}
break;
case 12:
++npc->act_wait;
if (npc->y > npc->tgt_y && npc->act_wait > 10)
{
npc->act_wait = 0;
npc->act_no = 10;
npc->ani_no = 0;
}
break;
}
if (npc->x > npc->tgt_x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->flag & 1)
{
npc->count1 = 50;
npc->direct = gMirrorMode? 0:2;
}
if (npc->flag & 4)
{
npc->count1 = 50;
npc->direct = gMirrorMode? 2:0;
}
npc->ym += 0x20;
if (npc->flag & 8)
npc->ym = -0x400;
if (npc->xm > 0x100)
npc->xm = 0x100;
if (npc->xm < -0x100)
npc->xm = -0x100;
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->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Fan (left)
void ActNpc096(NPCHAR *npc)
{
RECT rc[3] = {
{272, 120, 288, 136},
{288, 120, 304, 136},
{304, 120, 320, 136},
};
switch (npc->act_no)
{
case 0:
if (npc->direct == 2)
npc->act_no = 2;
else
npc->ani_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
break;
case 2:
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
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 (Random(0, 5) == 1)
SetNpChar(199, npc->x, npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
}
if (gMC.y < npc->y + (8 * 0x200) && gMC.y > npc->y - (8 * 0x200) && gMC.x < npc->x && gMC.x > npc->x - (96 * 0x200))
{
gMC.xm -= 0x88;
gMC.cond |= 0x20;
}
break;
}
npc->rect = rc[npc->ani_no];
}
// Fan (up)
void ActNpc097(NPCHAR *npc)
{
RECT rc[3] = {
{272, 136, 288, 152},
{288, 136, 304, 152},
{304, 136, 320, 152},
};
switch (npc->act_no)
{
case 0:
if (npc->direct == 2)
npc->act_no = 2;
else
npc->ani_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
break;
case 2:
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
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 (Random(0, 5) == 1)
SetNpChar(199, npc->x + (Random(-8, 8) * 0x200), npc->y, 0, 0, 1, NULL, 0x100);
}
if (gMC.x < npc->x + (8 * 0x200) && gMC.x > npc->x - (8 * 0x200) && gMC.y < npc->y && gMC.y > npc->y - (96 * 0x200))
gMC.ym -= 0x88;
break;
}
npc->rect = rc[npc->ani_no];
}
// Fan (right)
void ActNpc098(NPCHAR *npc)
{
RECT rc[3] = {
{272, 152, 288, 168},
{288, 152, 304, 168},
{304, 152, 320, 168},
};
switch (npc->act_no)
{
case 0:
if (npc->direct == 2)
npc->act_no = 2;
else
npc->ani_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
break;
case 2:
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
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 (Random(0, 5) == 1)
SetNpChar(199, npc->x, npc->y + (Random(-8, 8) * 0x200), 0, 0, 2, NULL, 0x100);
}
if (gMC.y < npc->y + (8 * 0x200) && gMC.y > npc->y - (8 * 0x200) && gMC.x < npc->x + (96 * 0x200) && gMC.x > npc->x)
{
gMC.xm += 0x88;
gMC.cond |= 0x20;
}
break;
}
npc->rect = rc[npc->ani_no];
}
// Fan (down)
void ActNpc099(NPCHAR *npc)
{
RECT rc[3] = {
{272, 168, 288, 184},
{288, 168, 304, 184},
{304, 168, 320, 184},
};
switch (npc->act_no)
{
case 0:
if (npc->direct == 2)
npc->act_no = 2;
else
npc->ani_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
break;
case 2:
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
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 (Random(0, 5) == 1)
SetNpChar(199, npc->x + (Random(-8, 8) * 0x200), npc->y, 0, 0, 3, NULL, 0x100);
}
if (gMC.x < npc->x + (8 * 0x200) && gMC.x > npc->x - (8 * 0x200) && gMC.y < npc->y + (96 * 0x200) && gMC.y > npc->y)
gMC.ym += 0x88;
break;
}
npc->rect = rc[npc->ani_no];
}