CSE2-tweaks/src/NpcAct100.cpp

1749 lines
28 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 "Bullet.h"
#include "Caret.h"
#include "CommonDefines.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "TextScr.h"
// Grate
void ActNpc100(NPCHAR *npc)
{
RECT rc[2] = {
{272, 48, 288, 64},
{272, 48, 288, 64},
};
switch (npc->act_no)
{
case 0:
npc->y += 16 * 0x200;
npc->act_no = 1;
break;
}
if (npc->direct == 0)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
// Malco computer screen
void ActNpc101(NPCHAR *npc)
{
RECT rect[3] = {
{240, 136, 256, 152},
{240, 136, 256, 152},
{256, 136, 272, 152},
};
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rect[npc->ani_no];
}
// Malco computer wave
void ActNpc102(NPCHAR *npc)
{
RECT rect[4] = {
{208, 120, 224, 136},
{224, 120, 240, 136},
{240, 120, 256, 136},
{256, 120, 272, 136},
};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->y += 8 * 0x200;
}
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
npc->rect = rect[npc->ani_no];
}
// Mannan projectile
void ActNpc103(NPCHAR *npc)
{
RECT rcLeft[3] = {
{192, 96, 208, 120},
{208, 96, 224, 120},
{224, 96, 240, 120},
};
RECT rcRight[3] = {
{192, 120, 208, 144},
{208, 120, 224, 144},
{224, 120, 240, 144},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->direct == 0)
npc->xm -= 0x20;
else
npc->xm += 0x20;
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
break;
}
npc->x += npc->xm;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (++npc->count1 > 100)
npc->cond = 0;
if (npc->count1 % 4 == 1)
PlaySoundObject(46, SOUND_MODE_PLAY);
}
// Frog
void ActNpc104(NPCHAR *npc)
{
BOOL bJump;
RECT rcLeft[3] = {
{0, 112, 32, 144},
{32, 112, 64, 144},
{64, 112, 96, 144},
};
RECT rcRight[3] = {
{0, 144, 32, 176},
{32, 144, 64, 176},
{64, 144, 96, 176},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
if (npc->direct == 4)
{
if (Random(0, 1))
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->bits |= NPC_IGNORE_SOLIDITY;
npc->ani_no = 2;
npc->act_no = 3;
break;
}
npc->bits &= ~NPC_IGNORE_SOLIDITY;
// Fallthrough
case 1:
++npc->act_wait;
if (Random(0, 50) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ani_wait = 0;
break;
}
break;
case 2:
++npc->act_wait;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->act_wait > 18)
{
npc->act_no = 1;
npc->act_no = 1; // Duplicate line
}
break;
case 3:
if (++npc->act_wait > 40)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
if (npc->flag & 8)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
case 10:
npc->act_no = 11;
// Fallthrough
case 11:
if (npc->flag & 1 && npc->xm < 0)
{
npc->xm *= -1;
npc->direct = gMirrorMode? 0:2;
}
if (npc->flag & 4 && npc->xm > 0)
{
npc->xm *= -1;
npc->direct = gMirrorMode? 2:0;
}
if (npc->flag & 8)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
}
bJump = FALSE;
if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
{
if (npc->shock)
bJump = TRUE;
if (npc->x < gMC.x - (160 * 0x200) || npc->x > gMC.x + (160 * 0x200) || npc->y < gMC.y - (64 * 0x200) || npc->y > gMC.y + (64 * 0x200))
{
// This blank space is needed for the function to produce the same assembly.
// Chances are there used to be some commented-out code here.
}
else
{
if (Random(0, 50) == 2)
bJump = TRUE;
}
}
if (bJump)
{
if (npc->x < gMC.x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
npc->act_no = 10;
npc->ani_no = 2;
npc->ym = -0x5FF;
if (!(gMC.cond & 2))
PlaySoundObject(30, SOUND_MODE_PLAY);
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
}
npc->ym += 0x80;
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];
}
// "HEY!" speech bubble (low)
void ActNpc105(NPCHAR *npc)
{
RECT rect[2] = {
{128, 32, 144, 48},
{128, 32, 128, 32},
};
if (++npc->act_wait > 30)
npc->cond = 0;
if (npc->act_wait < 5)
npc->y -= 1 * 0x200;
npc->rect = rect[npc->ani_no];
}
// "HEY!" speech bubble (high)
void ActNpc106(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
SetNpChar(105, npc->x, npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x180);
npc->act_no = 1;
break;
}
}
// Malco
void ActNpc107(NPCHAR *npc)
{
int i;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 2)
npc->ani_no = 5;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_wait = 0;
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
// Fallthrough
case 11:
if (++npc->ani_wait > 1)
{
PlaySoundObject(43, SOUND_MODE_PLAY);
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (++npc->act_wait > 100)
npc->act_no = 12;
break;
case 12:
npc->act_no = 13;
npc->act_wait = 0;
npc->ani_no = 1;
// Fallthrough
case 13:
if (++npc->act_wait > 50)
npc->act_no = 14;
break;
case 14:
npc->act_no = 15;
npc->act_wait = 0;
// Fallthrough
case 15:
if (npc->act_wait / 2 % 2)
{
npc->x += 1 * 0x200;
PlaySoundObject(11, SOUND_MODE_PLAY);
}
else
{
npc->x -= 1 * 0x200;
}
if (++npc->act_wait > 50)
npc->act_no = 16;
break;
case 16:
npc->act_no = 17;
npc->act_wait = 0;
npc->ani_no = 2;
PlaySoundObject(12, SOUND_MODE_PLAY);
for (i = 0; i < 8; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
// Fallthrough
case 17:
if (++npc->act_wait > 150)
npc->act_no = 18;
break;
case 18:
npc->act_no = 19;
npc->act_wait = 0;
npc->ani_no = 3;
npc->ani_wait = 0;
// Fallthrough
case 19:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
{
PlaySoundObject(11, SOUND_MODE_PLAY);
npc->ani_no = 3;
}
if (++npc->act_wait > 100)
{
npc->act_no = 20;
PlaySoundObject(12, SOUND_MODE_PLAY);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
}
break;
case 20:
npc->ani_no = 4;
break;
case 21:
npc->act_no = 22;
npc->ani_no = 5;
PlaySoundObject(51, SOUND_MODE_PLAY);
break;
case 100:
npc->act_no = 101;
npc->ani_no = 6;
npc->ani_wait = 0;
// Fallthrough
case 101:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 9)
npc->ani_no = 6;
break;
case 110:
SetDestroyNpChar(npc->x, npc->y, 0x2000, 16);
npc->cond = 0;
break;
}
RECT rcPoweron[10] = {
{144, 0, 160, 24},
{160, 0, 176, 24},
{176, 0, 192, 24},
{192, 0, 208, 24},
{208, 0, 224, 24},
{224, 0, 240, 24},
{176, 0, 192, 24},
{192, 0, 208, 24},
{208, 0, 224, 24},
{192, 0, 208, 24},
};
npc->rect = rcPoweron[npc->ani_no];
}
// Balfrog projectile
void ActNpc108(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[3] = {
{96, 48, 112, 64},
{112, 48, 128, 64},
{128, 48, 144, 64},
};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
if (++npc->count1 > 300)
{
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
npc->cond = 0;
}
}
// Malco (broken)
void ActNpc109(NPCHAR *npc)
{
int i;
RECT rcLeft[2] = {
{240, 0, 256, 24},
{256, 0, 272, 24},
};
RECT rcRight[2] = {
{240, 24, 256, 48},
{256, 24, 272, 48},
};
switch (npc->act_no)
{
case 0:
if (--npc->act_wait != 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 10:
npc->act_no = 0;
PlaySoundObject(12, SOUND_MODE_PLAY);
for (i = 0; i < 8; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
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];
}
// Puchi
void ActNpc110(NPCHAR *npc)
{
BOOL bJump;
RECT rcLeft[3] = {
{96, 128, 112, 144},
{112, 128, 128, 144},
{128, 128, 144, 144},
};
RECT rcRight[3] = {
{96, 144, 112, 160},
{112, 144, 128, 160},
{128, 144, 144, 160},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
if (npc->direct == 4)
{
if (Random(0, 1))
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->bits |= NPC_IGNORE_SOLIDITY;
npc->ani_no = 2;
npc->act_no = 3;
break;
}
npc->bits &= ~NPC_IGNORE_SOLIDITY;
// Fallthrough
case 1:
++npc->act_wait;
if (Random(0, 50) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ani_wait = 0;
break;
}
break;
case 2:
++npc->act_wait;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->act_wait > 18)
{
npc->act_no = 1;
npc->act_no = 1; // Duplicate line
}
break;
case 3:
if (++npc->act_wait > 40)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
if (npc->flag & 8)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
case 10:
npc->act_no = 11;
// Fallthrough
case 11:
if (npc->flag & 1 && npc->xm < 0)
{
npc->xm *= -1;
npc->direct = gMirrorMode? 0:2;
}
if (npc->flag & 4 && npc->xm > 0)
{
npc->xm *= -1;
npc->direct = gMirrorMode? 2:0;
}
if (npc->flag & 8)
{
npc->act_no = 0;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
}
bJump = FALSE;
if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
{
if (npc->shock)
bJump = TRUE;
if (npc->x < gMC.x - (160 * 0x200) || npc->x > gMC.x + (160 * 0x200) || npc->y < gMC.y - (64 * 0x200) || npc->y > gMC.y + (64 * 0x200))
{
// This blank space is needed for the function to produce the same assembly.
// Chances are there used to be some commented-out code here.
}
else
{
if (Random(0, 50) == 2)
bJump = TRUE;
}
}
if (bJump)
{
if (npc->x < gMC.x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
npc->act_no = 10;
npc->ani_no = 2;
npc->ym = -0x2FF;
PlaySoundObject(6, SOUND_MODE_PLAY);
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
}
npc->ym += 0x80;
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];
}
// Quote (teleport out)
void ActNpc111(NPCHAR *npc)
{
RECT rcLeft[2] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
};
RECT rcRight[2] = {
{0, 16, 16, 32},
{16, 16, 32, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->y -= 16 * 0x200;
break;
case 1:
if (++npc->act_wait > 20)
{
npc->act_wait = 0;
npc->act_no = 2;
npc->ani_no = 1;
npc->ym = -0x2FF;
}
break;
case 2:
if (npc->ym > 0)
npc->hit.bottom = 16 * 0x200;
if (npc->flag & 8)
{
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 0;
}
break;
case 3:
if (++npc->act_wait > 40)
{
npc->act_no = 4;
npc->act_wait = 64;
PlaySoundObject(29, SOUND_MODE_PLAY);
}
break;
case 4:
--npc->act_wait;
npc->ani_no = 0;
if (npc->act_wait == 0)
npc->cond = 0;
break;
}
npc->ym += 0x40;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
npc->rect.top += 32 * gMIMCurrentNum;
npc->rect.bottom += 32 * gMIMCurrentNum;
#ifndef ENABLE_MIM_DISABLE_EQUIP_40_GRAPHICS
// Use a different sprite if the player is wearing the Mimiga Mask
if (gMC.equip & EQUIP_MIMIGA_MASK)
{
npc->rect.top += 32;
npc->rect.bottom += 32;
}
#endif
if (npc->act_no == 4)
{
npc->rect.bottom = npc->rect.top + (npc->act_wait / 4);
if (npc->act_wait / 2 % 2)
++npc->rect.left;
}
}
// Quote (teleport in)
void ActNpc112(NPCHAR *npc)
{
RECT rcLeft[2] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
};
RECT rcRight[2] = {
{0, 16, 16, 32},
{16, 16, 32, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->x += 16 * 0x200;
npc->y += 8 * 0x200;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 1:
if (++npc->act_wait == 64)
{
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
if (++npc->act_wait > 20)
{
npc->act_no = 3;
npc->ani_no = 1;
npc->hit.bottom = 8 * 0x200;
}
break;
case 3:
if (npc->flag & 8)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 0;
}
break;
}
npc->ym += 0x40;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
npc->rect.top += 32 * gMIMCurrentNum;
npc->rect.bottom += 32 * gMIMCurrentNum;
#ifndef ENABLE_MIM_DISABLE_EQUIP_40_GRAPHICS
// Use a different sprite if the player is wearing the Mimiga Mask
if (gMC.equip & EQUIP_MIMIGA_MASK)
{
npc->rect.top += 32;
npc->rect.bottom += 32;
}
#endif
if (npc->act_no == 1)
{
npc->rect.bottom = npc->rect.top + (npc->act_wait / 4);
if (npc->act_wait / 2 % 2)
++npc->rect.left;
}
}
// Professor Booster
void ActNpc113(NPCHAR *npc)
{
RECT rcLeft[7] = {
{224, 0, 240, 16},
{240, 0, 256, 16},
{256, 0, 272, 16},
{224, 0, 240, 16},
{272, 0, 288, 16},
{224, 0, 240, 16},
{288, 0, 304, 16},
};
RECT rcRight[7] = {
{224, 16, 240, 32},
{240, 16, 256, 32},
{256, 16, 272, 32},
{224, 16, 240, 32},
{272, 16, 288, 32},
{224, 16, 240, 32},
{288, 16, 304, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
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;
case 30:
npc->act_no = 31;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->hit.bottom = 16 * 0x200;
npc->x -= 16 * 0x200;
npc->y += 8 * 0x200;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 31:
if (++npc->act_wait == 64)
{
npc->act_no = 32;
npc->act_wait = 0;
}
break;
case 32:
if (++npc->act_wait > 20)
{
npc->act_no = 33;
npc->ani_no = 1;
npc->hit.bottom = 8 * 0x200;
}
break;
case 33:
if (npc->flag & 8)
{
npc->act_no = 34;
npc->act_wait = 0;
npc->ani_no = 0;
}
break;
}
npc->ym += 0x40;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->act_no == 31)
{
npc->rect.bottom = npc->rect.top + (npc->act_wait / 4);
if (npc->act_wait / 2 % 2)
++npc->rect.left;
}
}
// Press
void ActNpc114(NPCHAR *npc)
{
RECT rcLeft[3] = {
{144, 112, 160, 136},
{160, 112, 176, 136},
{176, 112, 192, 136},
};
int i;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 4 * 0x200;
// Fallthrough
case 1:
if (npc->flag & 8)
{
// Chances are there used to be commented-out code here
}
else
{
npc->act_no = 10;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break;
case 10:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 2;
if (gMC.y > npc->y)
{
npc->bits &= ~NPC_SOLID_HARD;
npc->damage = 0x7F;
}
else
{
npc->bits |= NPC_SOLID_HARD;
npc->damage = 0;
}
if (npc->flag & 8)
{
if (npc->ani_no > 1)
{
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
PlaySoundObject(26, SOUND_MODE_PLAY);
SetQuake(10);
}
npc->act_no = 1;
npc->ani_no = 0;
npc->damage = 0;
npc->bits |= NPC_SOLID_HARD;
}
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rcLeft[npc->ani_no];
}
// Ravil
void ActNpc115(NPCHAR *npc)
{
int i;
RECT rcLeft[6] = {
{0, 120, 24, 144},
{24, 120, 48, 144},
{48, 120, 72, 144},
{72, 120, 96, 144},
{96, 120, 120, 144},
{120, 120, 144, 144},
};
RECT rcRight[6] = {
{0, 144, 24, 168},
{24, 144, 48, 168},
{48, 144, 72, 168},
{72, 144, 96, 168},
{96, 144, 120, 168},
{120, 144, 144, 168},
};
switch (npc->act_no)
{
case 0:
npc->xm = 0;
npc->act_no = 1;
npc->act_wait = 0;
npc->count1 = 0;
// Fallthrough
case 1:
if (gMC.x < npc->x + (96 * 0x200) && gMC.x > npc->x - (96 * 0x200) && gMC.y < npc->y + (32 * 0x200) && gMC.y > npc->y - (96 * 0x200))
npc->act_no = 10;
if (npc->shock)
npc->act_no = 10;
break;
case 10:
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->ani_no = 1;
if (++npc->act_wait > 20)
{
npc->act_wait = 0;
npc->act_no = 20;
}
break;
case 20:
npc->damage = 0;
npc->xm = 0;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
{
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
if (++npc->count1 > 2)
{
npc->count1 = 0;
npc->ani_no = 4;
npc->act_no = 21;
npc->ym = -0x400;
npc->xm *= 2;
npc->damage = 5;
PlaySoundObject(102, SOUND_MODE_PLAY);
}
else
{
npc->act_no = 21;
npc->ym = -0x400;
PlaySoundObject(30, SOUND_MODE_PLAY);
}
}
break;
case 21:
if (npc->flag & 8)
{
PlaySoundObject(23, SOUND_MODE_PLAY);
npc->act_no = 20;
npc->ani_no = 1;
npc->ani_wait = 0;
npc->damage = 0;
if (gMC.x > npc->x + (144 * 0x200) || gMC.x < npc->x - (144 * 0x200) || gMC.y > npc->y + (48 * 0x200) || gMC.y < npc->y - (144 * 0x200))
npc->act_no = 0;
}
break;
case 30:
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->ani_no = 0;
npc->act_no = 0;
break;
case 50:
npc->act_no = 51;
npc->ani_no = 4;
npc->damage = 0;
npc->ym = -0x200;
npc->bits &= ~(NPC_SOLID_SOFT | NPC_SHOOTABLE);
PlaySoundObject(51, SOUND_MODE_PLAY);
// Fallthrough
case 51:
if (npc->flag & 8)
{
PlaySoundObject(23, SOUND_MODE_PLAY);
npc->act_no = 52;
npc->ani_no = 5;
npc->xm = 0;
}
break;
}
if (npc->act_no > 50)
npc->ym += 0x20;
else
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];
}
// Red petals
void ActNpc116(NPCHAR *npc)
{
RECT rc = {272, 184, 320, 200};
npc->rect = rc;
}
// Curly
void ActNpc117(NPCHAR *npc)
{
RECT rcLeft[10] = {
{0, 96, 16, 112},
{16, 96, 32, 112},
{0, 96, 16, 112},
{32, 96, 48, 112},
{0, 96, 16, 112},
{176, 96, 192, 112},
{112, 96, 128, 112},
{160, 96, 176, 112},
{144, 96, 160, 112},
{48, 96, 64, 112},
};
RECT rcRight[10] = {
{0, 112, 16, 128},
{16, 112, 32, 128},
{0, 112, 16, 128},
{32, 112, 48, 128},
{0, 112, 16, 128},
{176, 112, 192, 128},
{112, 112, 128, 128},
{160, 112, 176, 128},
{144, 112, 160, 128},
{48, 112, 64, 128},
};
switch (npc->act_no)
{
case 0:
if (npc->direct == 4)
{
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
npc->xm = 0;
npc->ym += 0x40;
break;
case 3:
if (0)
{
// There used to be an if-statement here that didn't do anything, but the compiler optimised it out.
// We only know this was here because empty if-statements affect the assembly's register usage.
// Since there's no code, we have no idea what the original condition actually was.
}
if (0)
{
// Another empty if-statement
}
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;
npc->ym += 0x40;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
break;
case 5:
npc->act_no = 6;
npc->ani_no = 5;
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
break;
case 6:
if (0)
{
// There used to be an if-statement here that didn't do anything, but the compiler optimised it out.
// We only know this was here because empty if-statements affect the assembly's register usage.
// Since there's no code, we have no idea what the original condition actually was.
}
npc->ani_no = 5;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 1;
npc->ani_wait = 0;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 11:
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;
if (gMC.x < npc->x + (20 * 0x200) && gMC.x > npc->x - (20 * 0x200))
npc->act_no = 0;
break;
case 20:
npc->xm = 0;
npc->ani_no = 6;
break;
case 21:
npc->xm = 0;
npc->ani_no = 9;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
npc->ym = -0x400;
// Fallthrough
case 31:
npc->ani_no = 7;
if (npc->direct == 0)
npc->xm = 0x200;
else
npc->xm = -0x200;
npc->ym += 0x40;
if (npc->act_wait++ != 0 && npc->flag & 8)
npc->act_no = 32;
break;
case 32:
npc->ym += 0x40;
npc->ani_no = 8;
npc->xm = 0;
break;
case 70:
npc->act_no = 71;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ani_wait = 0;
// Fallthrough
case 71:
if (npc->direct == 0)
npc->x += 0x100;
else
npc->x -= 0x100;
if (++npc->ani_wait > 8)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 1;
break;
}
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];
}
// Curly (boss)
void ActNpc118(NPCHAR *npc)
{
BOOL bUpper;
RECT rcLeft[9] = {
{0, 32, 32, 56},
{32, 32, 64, 56},
{64, 32, 96, 56},
{96, 32, 128, 56},
{0, 32, 32, 56},
{128, 32, 160, 56},
{0, 32, 32, 56},
{0, 32, 32, 56},
{160, 32, 192, 56},
};
RECT rcRight[9] = {
{0, 56, 32, 80},
{32, 56, 64, 80},
{64, 56, 96, 80},
{96, 56, 128, 80},
{0, 56, 32, 80},
{128, 56, 160, 80},
{0, 56, 32, 80},
{0, 56, 32, 80},
{160, 56, 192, 80},
};
bUpper = FALSE;
if (npc->direct == 0 && npc->x < gMC.x)
bUpper = TRUE;
if (npc->direct == 2 && npc->x > gMC.x)
bUpper = TRUE;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
break;
case 10:
npc->act_no = 11;
npc->act_wait = Random(50, 100);
npc->ani_no = 0;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
// Fallthrough
case 11:
if (npc->act_wait != 0)
--npc->act_wait;
else
npc->act_no = 13;
break;
case 13:
npc->act_no = 14;
npc->ani_no = 3;
npc->act_wait = Random(50, 100);
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 14:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 3;
if (npc->direct == 0)
npc->xm -= 0x40;
else
npc->xm += 0x40;
if (npc->act_wait != 0)
{
--npc->act_wait;
}
else
{
npc->bits |= NPC_SHOOTABLE;
npc->act_no = 20;
npc->act_wait = 0;
PlaySoundObject(103, SOUND_MODE_PLAY);
}
break;
case 20:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->xm = (npc->xm * 8) / 9;
if (++npc->ani_no > 1)
npc->ani_no = 0;
if (++npc->act_wait > 50)
{
npc->act_no = 21;
npc->act_wait = 0;
}
break;
case 21:
if (++npc->act_wait % 4 == 1)
{
if (npc->direct == 0)
{
if (bUpper)
{
npc->ani_no = 2;
SetNpChar(123, npc->x, npc->y - (8 * 0x200), 0, 0, 1, NULL, 0x100);
}
else
{
npc->ani_no = 0;
SetNpChar(123, npc->x - (8 * 0x200), npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100);
npc->x += 1 * 0x200;
}
}
else
{
if (bUpper)
{
npc->ani_no = 2;
SetNpChar(123, npc->x, npc->y - (8 * 0x200), 0, 0, 1, NULL, 0x100);
}
else
{
npc->ani_no = 0;
SetNpChar(123, npc->x + (8 * 0x200), npc->y + (4 * 0x200), 0, 0, 2, NULL, 0x100);
npc->x -= 1 * 0x200;
}
}
}
if (npc->act_wait > 30)
npc->act_no = 10;
break;
case 30:
if (++npc->ani_no > 8)
npc->ani_no = 7;
if (++npc->act_wait > 30)
{
npc->act_no = 10;
npc->ani_no = 0;
}
break;
}
if (npc->act_no > 10 && npc->act_no < 30 && CountArmsBullet(6))
{
npc->act_wait = 0;
npc->act_no = 30;
npc->ani_no = 7;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
npc->xm = 0;
}
npc->ym += 0x20;
if (npc->xm > 0x1FF)
npc->xm = 0x1FF;
if (npc->xm < -0x1FF)
npc->xm = -0x1FF;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->x += npc->xm;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Table and chair
void ActNpc119(NPCHAR *npc)
{
RECT rc = {248, 184, 272, 200};
npc->rect = rc;
}