CSE2-tweaks/src/NpcAct120.cpp

1483 lines
24 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 <stdio.h>
#include "WindowsWrapper.h"
#include "Bullet.h"
#include "Caret.h"
#include "CommonDefines.h"
#include "Frame.h"
#include "Game.h"
#include "KeyControl.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
// Colon (1)
void ActNpc120(NPCHAR *npc)
{
RECT rect[2] = {
{64, 0, 80, 16},
{64, 16, 80, 32},
};
if (npc->direct == 0)
npc->rect = rect[0];
else
npc->rect = rect[1];
}
// Colon (2)
void ActNpc121(NPCHAR *npc)
{
RECT rect[3] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
{112, 0, 128, 16},
};
if (npc->direct == 0)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
npc->rect = rect[npc->ani_no];
}
else
{
npc->rect = rect[2];
if (++npc->act_wait > 100)
{
npc->act_wait = 0;
SetCaret(npc->x, npc->y, CARET_ZZZ, DIR_LEFT);
}
}
}
// Colon (attacking)
void ActNpc122(NPCHAR *npc)
{
RECT rcLeft[10] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
{32, 0, 48, 16},
{0, 0, 16, 16},
{48, 0, 64, 16},
{0, 0, 16, 16},
{80, 0, 96, 16},
{96, 0, 112, 16},
{112, 0, 128, 16},
{128, 0, 144, 16},
};
RECT rcRight[10] = {
{0, 16, 16, 32},
{16, 16, 32, 32},
{32, 16, 48, 32},
{0, 16, 16, 32},
{48, 16, 64, 32},
{0, 16, 16, 32},
{80, 16, 96, 32},
{96, 16, 112, 32},
{112, 16, 128, 32},
{128, 16, 144, 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;
}
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->life = 1000;
npc->act_no = 11;
npc->act_wait = Random(0, 50);
npc->ani_no = 0;
npc->damage = 0;
// Fallthrough
case 11:
if (npc->act_wait != 0)
--npc->act_wait;
else
npc->act_no = 13;
break;
case 13:
npc->act_no = 14;
npc->act_wait = Random(0, 50);
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 > 5)
npc->ani_no = 2;
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 = 15;
npc->ani_no = 2;
npc->ym = -0x200;
npc->damage = 2;
}
break;
case 15:
if (npc->flag & 8)
{
npc->bits |= NPC_SHOOTABLE;
npc->xm = 0;
npc->act_no = 10;
npc->damage = 0;
}
break;
case 20:
if (npc->flag & 8)
{
npc->xm = 0;
npc->act_no = 21;
npc->damage = 0;
if (npc->ani_no == 6)
npc->ani_no = 8;
else
npc->ani_no = 9;
npc->act_wait = Random(300, 400);
}
break;
case 21:
if (npc->act_wait)
{
--npc->act_wait;
}
else
{
npc->bits |= NPC_SHOOTABLE;
npc->life = 1000;
npc->act_no = 11;
npc->act_wait = Random(0, 50);
npc->ani_no = 0;
}
break;
}
if (npc->act_no > 10 && npc->act_no < 20 && npc->life != 1000)
{
npc->act_no = 20;
npc->ym = -0x200;
npc->ani_no = Random(6, 7);
npc->bits &= ~NPC_SHOOTABLE;
}
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];
}
// Curly boss projectile
void ActNpc123(NPCHAR *npc)
{
RECT rect[4] = {
{192, 0, 208, 16},
{208, 0, 224, 16},
{224, 0, 240, 16},
{240, 0, 256, 16},
};
BOOL bBreak = FALSE;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
SetCaret(npc->x, npc->y, CARET_SHOOT, DIR_LEFT);
PlaySoundObject(32, SOUND_MODE_PLAY);
switch (npc->direct)
{
case 0:
npc->xm = -0x1000;
npc->ym = Random(-0x80, 0x80);
break;
case 1:
npc->ym = -0x1000;
npc->xm = Random(-0x80, 0x80);
break;
case 2:
npc->xm = 0x1000;
npc->ym = Random(-0x80, 0x80);
break;
case 3:
npc->ym = 0x1000;
npc->xm = Random(-0x80, 0x80);
break;
}
break;
case 1:
switch (npc->direct)
{
case 0:
if (npc->flag & 1)
bBreak = TRUE;
break;
case 1:
if (npc->flag & 2)
bBreak = TRUE;
break;
case 2:
if (npc->flag & 4)
bBreak = TRUE;
break;
case 3:
if (npc->flag & 8)
bBreak = TRUE;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
break;
}
if (bBreak)
{
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_RIGHT);
PlaySoundObject(28, SOUND_MODE_PLAY);
npc->cond = 0;
}
npc->rect = rect[npc->direct];
}
// Sunstone
void ActNpc124(NPCHAR *npc)
{
RECT rect[2] = {
{160, 0, 192, 32},
{192, 0, 224, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->x += 8 * 0x200;
npc->y += 8 * 0x200;
// Fallthrough
case 1:
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->ani_no = 0;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 1;
npc->act_wait = 0;
npc->bits |= NPC_IGNORE_SOLIDITY;
// Fallthrough
case 11:
switch (npc->direct)
{
case 0:
npc->x -= 0x80;
break;
case 1:
npc->y -= 0x80;
break;
case 2:
npc->x += 0x80;
break;
case 3:
npc->y += 0x80;
break;
}
if (++npc->act_wait % 8 == 0)
PlaySoundObject(26, SOUND_MODE_PLAY);
SetQuake(20);
break;
}
npc->rect = rect[npc->ani_no];
}
// Hidden item
void ActNpc125(NPCHAR *npc)
{
if (npc->life < 990)
{
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
PlaySoundObject(70, SOUND_MODE_PLAY);
if (npc->direct == 0)
SetNpChar(87, npc->x, npc->y, 0, 0, 2, NULL, 0);
else
SetNpChar(86, npc->x, npc->y, 0, 0, 2, NULL, 0);
npc->cond = 0;
}
RECT rc[2] = {
{0, 96, 16, 112},
{16, 96, 32, 112},
};
if (npc->direct == 0)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
// Puppy (running)
void ActNpc126(NPCHAR *npc)
{
RECT rcLeft[6] = {
{48, 144, 64, 160},
{64, 144, 80, 160},
{48, 144, 64, 160},
{80, 144, 96, 160},
{96, 144, 112, 160},
{112, 144, 128, 160},
};
RECT rcRight[6] = {
{48, 160, 64, 176},
{64, 160, 80, 176},
{48, 160, 64, 176},
{80, 160, 96, 176},
{96, 160, 112, 176},
{112, 160, 128, 176},
};
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 - (96 * 0x200) < gMC.x && npc->x + (96 * 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;
}
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? 0:2;
else
npc->direct = gMirrorMode? 2:0;
npc->act_no = 10;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
npc->act_no = 11;
npc->ani_no = 4;
npc->ani_wait = 0;
// Fallthrough
case 11:
if (npc->flag & 8)
{
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 4;
}
else
{
npc->ani_no = 5;
npc->ani_wait = 0;
}
if (npc->xm < 0 && npc->flag & 1)
{
npc->xm /= -2;
npc->direct = gMirrorMode? 0:2;
}
if (npc->xm > 0 && npc->flag & 4)
{
npc->xm /= -2;
npc->direct = gMirrorMode? 2:0;
}
if (npc->direct == 0)
npc->xm -= 0x40;
else
npc->xm += 0x40;
if (npc->xm > 0x5FF)
npc->xm = 0x400;
if (npc->xm < -0x5FF)
npc->xm = -0x400;
break;
}
if (gKeyTrg & gKeyDown)
npc->bits |= NPC_INTERACTABLE;
else
npc->bits &= ~NPC_INTERACTABLE;
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];
}
// Machine gun trail (Level 2)
void ActNpc127(NPCHAR *npc)
{
RECT rcV[3] = {
{112, 48, 128, 64},
{112, 64, 128, 80},
{112, 80, 128, 96},
};
RECT rcH[3] = {
{64, 80, 80, 96},
{80, 80, 96, 96},
{96, 80, 112, 96},
};
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
if (++npc->ani_no > 2)
{
npc->cond = 0;
#ifdef FIX_MAJOR_BUGS
return; // The code below will use 'ani_no' to access 'rcH' and 'rcV', even though it's now too high
#endif
}
}
if (npc->direct == 0)
npc->rect = rcH[npc->ani_no];
else
npc->rect = rcV[npc->ani_no];
}
// Machine gun trail (Level 3)
void ActNpc128(NPCHAR *npc)
{
RECT rcLeft[5] = {
{0, 0, 0, 0},
{176, 16, 184, 32},
{184, 16, 192, 32},
{192, 16, 200, 32},
{200, 16, 208, 32},
};
RECT rcRight[5] = {
{0, 0, 0, 0},
{232, 16, 240, 32},
{224, 16, 232, 32},
{216, 16, 224, 32},
{208, 16, 216, 32},
};
RECT rcUp[5] = {
{0, 0, 0, 0},
{176, 32, 192, 40},
{176, 40, 192, 48},
{192, 32, 208, 40},
{192, 40, 208, 48},
};
RECT rcDown[5] = {
{0, 0, 0, 0},
{208, 32, 224, 40},
{208, 40, 224, 48},
{224, 32, 232, 40},
{224, 40, 232, 48},
};
if (npc->act_no == 0)
{
npc->act_no = 1;
if (npc->direct == 0 || npc->direct == 2)
{
npc->view.front = 4 * 0x200;
npc->view.top = 8 * 0x200;
}
else
{
npc->view.front = 8 * 0x200;
npc->view.top = 4 * 0x200;
}
}
if (++npc->ani_no > 4)
{
npc->cond = 0;
#ifdef FIX_MAJOR_BUGS
return; // The code below will use 'ani_no' to access 'rcLeft' and co., even though it's now too high
#endif
}
switch (npc->direct)
{
case 0:
npc->rect = rcLeft[npc->ani_no];
break;
case 1:
npc->rect = rcUp[npc->ani_no];
break;
case 2:
npc->rect = rcRight[npc->ani_no];
break;
case 3:
npc->rect = rcDown[npc->ani_no];
break;
}
}
// Fireball trail (Level 2 & 3)
void ActNpc129(NPCHAR *npc)
{
RECT rect[18] = {
{128, 48, 144, 64},
{144, 48, 160, 64},
{160, 48, 176, 64},
{128, 64, 144, 80},
{144, 64, 160, 80},
{160, 64, 176, 80},
{128, 80, 144, 96},
{144, 80, 160, 96},
{160, 80, 176, 96},
{176, 48, 192, 64},
{192, 48, 208, 64},
{208, 48, 224, 64},
{176, 64, 192, 80},
{192, 64, 208, 80},
{208, 64, 224, 80},
{176, 80, 192, 96},
{192, 80, 208, 96},
{208, 80, 224, 96},
};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
if (++npc->ani_no > 2)
{
npc->cond = 0;
#ifdef FIX_MAJOR_BUGS
return; // The code below will use 'ani_no' to access 'rect', even though it's now too high
#endif
}
}
npc->y += npc->ym;
npc->rect = rect[(npc->direct * 3) + npc->ani_no];
}
// Puppy (sitting, wagging tail)
void ActNpc130(NPCHAR *npc)
{
RECT rcLeft[4] = {
{48, 144, 64, 160},
{64, 144, 80, 160},
{48, 144, 64, 160},
{80, 144, 96, 160},
};
RECT rcRight[4] = {
{48, 160, 64, 176},
{64, 160, 80, 176},
{48, 160, 64, 176},
{80, 160, 96, 176},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->bits |= NPC_INTERACTABLE;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
{
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
}
if (npc->x - (96 * 0x200) < gMC.x && npc->x + (96 * 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;
}
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];
}
// Puppy (sleeping)
void ActNpc131(NPCHAR *npc)
{
RECT rcLeft[1] = {
{144, 144, 160, 160}
};
RECT rcRight[1] = {
{144, 160, 160, 176}
};
if (++npc->act_wait > 100)
{
npc->act_wait = 0;
SetCaret(npc->x, npc->y, CARET_ZZZ, DIR_LEFT);
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Puppy (barking)
void ActNpc132(NPCHAR *npc)
{
RECT rcLeft[5] = {
{48, 144, 64, 160},
{64, 144, 80, 160},
{96, 144, 112, 160},
{96, 144, 112, 160},
{128, 144, 144, 160},
};
RECT rcRight[5] = {
{48, 160, 64, 176},
{64, 160, 80, 176},
{96, 160, 112, 176},
{96, 160, 112, 176},
{128, 160, 144, 176},
};
if (npc->act_no < 100)
{
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
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 - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (16 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
{
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 2;
if (npc->ani_no == 4 && npc->ani_wait == 0)
PlaySoundObject(105, SOUND_MODE_PLAY);
}
else
{
if (npc->ani_no == 4)
npc->ani_no = 2;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
npc->act_no = 11;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 11:
if (Random(0, 120) == 10)
{
npc->act_no = 12;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 12:
if (++npc->act_wait > 8)
{
npc->act_no = 11;
npc->ani_no = 0;
}
break;
case 100:
npc->act_no = 101;
npc->count1 = 0;
// Fallthrough
case 101:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
{
if (npc->count1 < 3)
{
npc->ani_no = 2;
++npc->count1;
}
else
{
npc->ani_no = 0;
npc->count1 = 0;
}
}
if (npc->ani_no == 4 && npc->ani_wait == 0)
PlaySoundObject(105, SOUND_MODE_PLAY);
break;
case 120:
npc->ani_no = 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];
}
// Jenka
void ActNpc133(NPCHAR *npc)
{
RECT rcLeft[2] = {
{176, 32, 192, 48},
{192, 32, 208, 48},
};
RECT rcRight[2] = {
{176, 48, 192, 64},
{192, 48, 208, 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;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Armadillo
void ActNpc134(NPCHAR *npc)
{
RECT rcLeft[3] = {
{224, 0, 256, 16},
{256, 0, 288, 16},
{288, 0, 320, 16},
};
RECT rcRight[3] = {
{224, 16, 256, 32},
{256, 16, 288, 32},
{288, 16, 320, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 2;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
// Fallthrough
case 1:
if (gMC.x > npc->x - (320 * 0x200) && gMC.x < npc->x + (320 * 0x200) && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (64 * 0x200)) // TODO: Maybe do something about this for widescreen/tallscreen?
{
npc->act_no = 10;
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
}
break;
case 10:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->direct == 0 && npc->flag & 1)
npc->direct = gMirrorMode? 0:2;
if (npc->direct == 2 && npc->flag & 4)
npc->direct = gMirrorMode? 2:0;
if (npc->direct == 0)
npc->x -= 0x100;
else
npc->x += 0x100;
if (CountArmsBullet(6))
{
npc->act_no = 20;
npc->act_wait = 0;
npc->ani_no = 2;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
}
break;
case 20:
if (++npc->act_wait > 100)
{
npc->act_no = 10;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
}
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];
}
// Skeleton
void ActNpc135(NPCHAR *npc)
{
unsigned char deg;
int xm, ym;
RECT rcLeft[2] = {
{256, 32, 288, 64},
{288, 32, 320, 64},
};
RECT rcRight[2] = {
{256, 64, 288, 96},
{288, 64, 320, 96},
};
if (gMC.x < npc->x - (352 * 0x200) || gMC.x > npc->x + (352 * 0x200) || gMC.y < npc->y - (160 * 0x200) || gMC.y > npc->y + (64 * 0x200))
npc->act_no = 0;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->xm = 0;
// Fallthrough
case 1:
if (gMC.x > npc->x - (320 * 0x200) && gMC.x < npc->x + (320 * 0x200) && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (64 * 0x200))
npc->act_no = 10;
if (npc->flag & 8)
npc->ani_no = 0;
break;
case 10:
npc->xm = 0;
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 0;
// Fallthrough
case 11:
if (++npc->act_wait >= 5 && npc->flag & 8)
{
npc->act_no = 20;
npc->ani_no = 1;
npc->count1 = 0;
npc->ym = -0x200 * Random(1, 3);
if (npc->shock)
{
if (npc->x < gMC.x)
npc->xm -= 0x100;
else
npc->xm += 0x100;
}
else
{
if (npc->x < gMC.x)
npc->xm += 0x100;
else
npc->xm -= 0x100;
}
}
break;
case 20:
if (npc->ym > 0 && npc->count1 == 0)
{
++npc->count1;
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, 0x180);
PlaySoundObject(39, SOUND_MODE_PLAY);
}
if (npc->flag & 8)
{
npc->act_no = 10;
npc->ani_no = 0;
}
break;
}
if (npc->act_no >= 10)
{
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
npc->ym += 0x200 / 10;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->xm > 0x5FF)
npc->xm = 0x5FF;
if (npc->xm < -0x5FF)
npc->xm = -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];
}
// Puppy (carried)
void ActNpc136(NPCHAR *npc)
{
RECT rcLeft[2] = {
{48, 144, 64, 160},
{64, 144, 80, 160},
};
RECT rcRight[2] = {
{48, 160, 64, 176},
{64, 160, 80, 176},
};
switch (npc->act_no)
{
case 0:
npc->bits &= ~NPC_INTERACTABLE;
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 (gMC.direct == 0)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->y = gMC.y - (10 * 0x200);
if (npc->direct == 0)
{
npc->x = gMC.x + (4 * 0x200);
npc->rect = rcLeft[npc->ani_no];
}
else
{
npc->x = gMC.x - (4 * 0x200);
npc->rect = rcRight[npc->ani_no];
}
if (gMC.ani_no % 2)
++npc->rect.top;
}
// Large door (frame)
void ActNpc137(NPCHAR *npc)
{
RECT rc = {96, 136, 128, 188};
npc->rect = rc;
}
// Large door
void ActNpc138(NPCHAR *npc)
{
RECT rcLeft = {96, 112, 112, 136};
RECT rcRight = {112, 112, 128, 136};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
{
npc->rect = rcLeft;
npc->x += 8 * 0x200;
}
else
{
npc->rect = rcRight;
npc->x -= 8 * 0x200;
}
npc->tgt_x = npc->x;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 1;
npc->act_wait = 0;
npc->bits |= NPC_IGNORE_SOLIDITY;
// Fallthrough
case 11:
if (++npc->act_wait % 8 == 0)
PlaySoundObject(26, SOUND_MODE_PLAY);
if (npc->direct == 0)
{
npc->rect = rcLeft;
npc->rect.left += npc->act_wait / 8;
}
else
{
npc->x = npc->tgt_x + ((npc->act_wait / 8) * 0x200);
npc->rect = rcRight;
npc->rect.right -= npc->act_wait / 8;
}
if (npc->act_wait == 104)
npc->cond = 0;
break;
}
}
// Doctor
void ActNpc139(NPCHAR *npc)
{
RECT rcLeft[3] = {
{0, 128, 24, 160},
{24, 128, 48, 160},
{48, 128, 72, 160},
};
RECT rcRight[3] = {
{0, 160, 24, 192},
{24, 160, 48, 192},
{48, 160, 72, 192},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->xm = 0;
npc->ym = 0;
npc->y -= 8 * 0x200;
// Fallthrough
case 1:
if (npc->flag & 8)
npc->ani_no = 0;
else
npc->ani_no = 2;
npc->ym += 0x40;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 1;
npc->ani_wait = 0;
npc->count1 = 0;
// Fallthrough
case 11:
if (++npc->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
{
npc->ani_no = 0;
++npc->count1;
}
if (npc->count1 > 8)
{
npc->ani_no = 0;
npc->act_no = 1;
}
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->ani_no = 2;
npc->tgt_y = npc->y - (32 * 0x200);
// Fallthrough
case 21:
if (npc->y < npc->tgt_y)
npc->ym += 0x20;
else
npc->ym -= 0x20;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
break;
case 30:
npc->act_no = 31;
npc->xm = 0;
npc->ym = 0;
npc->act_wait = (npc->rect.bottom - npc->rect.top) * 2;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 31:
--npc->act_wait;
npc->ani_no = 0;
if (npc->act_wait == 0)
npc->cond = 0;
break;
case 40:
npc->act_no = 41;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 41:
npc->ani_no = 2;
if (++npc->act_wait < 64)
break;
npc->act_no = 20;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->act_no == 31 || npc->act_no == 41)
{
npc->rect.bottom = npc->rect.top + (npc->act_wait / 2);
if (npc->act_wait / 2 % 2)
++npc->rect.left;
}
}