CSE2-tweaks/src/NpcAct140.cpp

2029 lines
34 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 "Flash.h"
#include "Game.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "TextScr.h"
#include "Triangle.h"
// Toroko (frenzied)
void ActNpc140(NPCHAR *npc)
{
int i;
RECT rcLeft[14] = {
{0, 0, 32, 32},
{32, 0, 64, 32},
{64, 0, 96, 32},
{96, 0, 128, 32},
{128, 0, 160, 32},
{160, 0, 192, 32},
{192, 0, 224, 32},
{224, 0, 256, 32},
{0, 64, 32, 96},
{32, 64, 64, 96},
{64, 64, 96, 96},
{96, 64, 128, 96},
{128, 64, 160, 96},
{0, 0, 0, 0},
};
RECT rcRight[14] = {
{0, 32, 32, 64},
{32, 32, 64, 64},
{64, 32, 96, 64},
{96, 32, 128, 64},
{128, 32, 160, 64},
{160, 32, 192, 64},
{192, 32, 224, 64},
{224, 32, 256, 64},
{0, 96, 32, 128},
{32, 96, 64, 128},
{64, 96, 96, 128},
{96, 96, 128, 128},
{128, 96, 160, 128},
{0, 0, 0, 0},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 9;
npc->act_wait = 0;
npc->bits &= ~NPC_INTERACTABLE;
// Fallthrough
case 1:
if (++npc->act_wait > 50)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 8;
}
break;
case 2:
if (++npc->ani_no > 10)
npc->ani_no = 9;
if (++npc->act_wait > 50)
{
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 0;
}
break;
case 3:
if (++npc->act_wait > 50)
{
npc->act_no = 10;
npc->bits |= NPC_SHOOTABLE;
}
break;
case 10:
npc->bits = npc->bits; // Chances are this line isn't accurate to the original source code, but it produces the same assembly
npc->act_no = 11;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->act_wait = Random(20, 130);
npc->xm = 0;
// Fallthrough
case 11:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (CountArmsBullet(6) || CountArmsBullet(3) > 3)
npc->act_no = 20;
if (npc->act_wait != 0)
{
--npc->act_wait;
}
else
{
if (Random(0, 99) % 2)
npc->act_no = 20;
else
npc->act_no = 50;
}
break;
case 20:
npc->act_no = 21;
npc->ani_no = 2;
npc->act_wait = 0;
// Fallthrough
case 21:
if (++npc->act_wait > 10)
{
npc->act_no = 22;
npc->act_wait = 0;
npc->ani_no = 3;
npc->ym = -0x5FF;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
}
break;
case 22:
if (++npc->act_wait > 10)
{
npc->act_no = 23;
npc->act_wait = 0;
npc->ani_no = 6;
SetNpChar(141, 0, 0, 0, 0, 0, npc, 0);
}
break;
case 23:
if (++npc->act_wait > 30)
{
npc->act_no = 24;
npc->act_wait = 0;
npc->ani_no = 7;
}
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
break;
case 24:
if (++npc->act_wait > 3)
{
npc->act_no = 25;
npc->ani_no = 3;
}
break;
case 25:
if (npc->flag & 8)
{
npc->act_no = 26;
npc->act_wait = 0;
npc->ani_no = 2;
PlaySoundObject(26, SOUND_MODE_PLAY);
SetQuake(20);
}
break;
case 26:
npc->xm = (npc->xm * 8) / 9;
if (++npc->act_wait > 20)
{
npc->act_no = 10;
npc->ani_no = 0;
}
break;
case 50:
npc->act_no = 51;
npc->act_wait = 0;
npc->ani_no = 4;
SetNpChar(141, 0, 0, 0, 0, 0, npc, 0);
// Fallthrough
case 51:
if (++npc->act_wait > 30)
{
npc->act_no = 52;
npc->act_wait = 0;
npc->ani_no = 5;
}
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
break;
case 52:
if (++npc->act_wait > 3)
{
npc->act_no = 10;
npc->ani_no = 0;
}
break;
case 100:
npc->ani_no = 3;
npc->act_no = 101;
npc->bits &= ~NPC_SHOOTABLE;
npc->damage = 0;
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);
break;
case 101:
if (npc->flag & 8)
{
npc->act_no = 102;
npc->act_wait = 0;
npc->ani_no = 2;
PlaySoundObject(26, SOUND_MODE_PLAY);
SetQuake(20);
}
break;
case 102:
npc->xm = (npc->xm * 8) / 9;
if (++npc->act_wait > 50)
{
npc->act_no = 103;
npc->act_wait = 0;
npc->ani_no = 10;
}
break;
case 103:
if (++npc->act_wait > 50)
{
npc->ani_no = 9;
npc->act_no = 104;
npc->act_wait = 0;
}
break;
case 104:
if (++npc->ani_no > 10)
npc->ani_no = 9;
if (++npc->act_wait > 100)
{
npc->act_wait = 0;
npc->ani_no = 9;
npc->act_no = 105;
}
break;
case 105:
if (++npc->act_wait > 50)
{
npc->ani_wait = 0;
npc->act_no = 106;
npc->ani_no = 11;
}
break;
case 106:
if (++npc->ani_wait > 50)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 12)
npc->ani_no = 12;
break;
case 140:
npc->act_no = 141;
npc->act_wait = 0;
npc->ani_no = 12;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 141:
if (++npc->ani_no > 13)
npc->ani_no = 12;
if (++npc->act_wait > 100)
{
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);
npc->cond = 0;
}
break;
}
if (npc->act_no > 100 && npc->act_no < 105 && 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);
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
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];
}
// Toroko block projectile
void ActNpc141(NPCHAR *npc)
{
int i;
unsigned char deg;
RECT rect[2] = {
{288, 32, 304, 48},
{304, 32, 320, 48},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
// Fallthrough
case 1:
if (npc->pNpc->direct == 0)
npc->x = npc->pNpc->x + (10 * 0x200);
else
npc->x = npc->pNpc->x - (10 * 0x200);
npc->y = npc->pNpc->y - (8 * 0x200);
if (npc->pNpc->act_no == 24 || npc->pNpc->act_no == 52)
{
npc->act_no = 10;
if (npc->pNpc->direct == 0)
npc->x = npc->pNpc->x - (16 * 0x200);
else
npc->x = npc->pNpc->x + (16 * 0x200);
npc->y = npc->pNpc->y;
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
npc->ym = GetSin(deg) * 4;
npc->xm = GetCos(deg) * 4;
PlaySoundObject(39, SOUND_MODE_PLAY);
}
break;
case 10:
if (npc->flag & 0xF)
{
npc->act_no = 20;
npc->act_wait = 0;
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
PlaySoundObject(12, SOUND_MODE_PLAY);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, NULL, 0x100);
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
break;
case 20:
npc->x += npc->xm;
npc->y += npc->ym;
if (++npc->act_wait > 4)
{
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, NULL, 0x100);
npc->code_char = 142;
npc->ani_no = 0;
npc->act_no = 20;
npc->xm = 0;
npc->bits &= ~NPC_INVULNERABLE;
npc->bits |= NPC_SHOOTABLE;
npc->damage = 1;
}
break;
}
if (++npc->ani_no > 1)
npc->ani_no = 0;
npc->rect = rect[npc->ani_no];
}
// Flower Cub
void ActNpc142(NPCHAR *npc)
{
RECT rect[5] = {
{0, 128, 16, 144},
{16, 128, 32, 144},
{32, 128, 48, 144},
{48, 128, 64, 144},
{64, 128, 80, 144},
};
switch (npc->act_no)
{
case 10:
npc->act_no = 11;
npc->ani_no = 0;
npc->act_wait = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 30)
{
npc->act_no = 12;
npc->ani_no = 1;
npc->ani_wait = 0;
}
break;
case 12:
if (++npc->ani_wait > 8)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no == 3)
{
npc->act_no = 20;
npc->ym = -0x200;
if (gMC.x < npc->x)
npc->xm = -0x200;
else
npc->xm = 0x200;
}
break;
case 20:
if (npc->ym > -0x80)
npc->ani_no = 4;
else
npc->ani_no = 3;
if (npc->flag & 8)
{
npc->ani_no = 2;
npc->act_no = 21;
npc->act_wait = 0;
npc->xm = 0;
PlaySoundObject(23, SOUND_MODE_PLAY);
}
break;
case 21:
if (++npc->act_wait > 10)
{
npc->act_no = 10;
npc->ani_no = 0;
}
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rect[npc->ani_no];
}
// Jenka (collapsed)
void ActNpc143(NPCHAR *npc)
{
RECT rcLeft[1] = {
{208, 32, 224, 48}
};
RECT rcRight[1] = {
{208, 48, 224, 64}
};
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Toroko (teleporting in)
void ActNpc144(NPCHAR *npc)
{
RECT rcLeft[5] = {
{0, 64, 16, 80},
{16, 64, 32, 80},
{32, 64, 48, 80},
{16, 64, 32, 80},
{128, 64, 144, 80},
};
RECT rcRight[5] = {
{0, 80, 16, 96},
{16, 80, 32, 96},
{32, 80, 48, 96},
{16, 80, 32, 96},
{128, 80, 144, 96},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->tgt_x = npc->x;
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->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
if (npc->flag & 8)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 4;
PlaySoundObject(23, SOUND_MODE_PLAY);
}
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;
}
if (npc->act_no > 1)
{
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->act_no == 1)
{
npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
if (npc->act_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + (1 * 0x200);
}
}
// King's sword
void ActNpc145(NPCHAR *npc)
{
RECT rcLeft[1] = {
{96, 32, 112, 48}
};
RECT rcRight[1] = {
{112, 32, 128, 48}
};
switch (npc->act_no)
{
case 0:
if (npc->pNpc->count2 == 0)
{
if (npc->pNpc->direct == 0)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
else
{
if (npc->pNpc->direct == 0)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
}
if (npc->direct == 0)
npc->x = npc->pNpc->x - (10 * 0x200);
else
npc->x = npc->pNpc->x + (10 * 0x200);
npc->y = npc->pNpc->y;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Lightning
void ActNpc146(NPCHAR *npc)
{
RECT rect[5] = {
{0, 0, 0, 0},
{256, 0, 272, 240},
{272, 0, 288, 240},
{288, 0, 304, 240},
{304, 0, 320, 240},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 2)
SetFlash(0, 0, FLASH_MODE_FLASH);
// Fallthrough
case 1:
if (++npc->act_wait > 10)
{
npc->act_no = 2;
PlaySoundObject(101, SOUND_MODE_PLAY);
}
break;
case 2:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no == 2)
npc->damage = 10;
if (npc->ani_no > 4)
{
SetDestroyNpChar(npc->x, npc->y, 0x1000, 8);
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
}
break;
}
npc->rect = rect[npc->ani_no];
}
// Critter (purple)
void ActNpc147(NPCHAR *npc)
{
int xm, ym;
unsigned char deg;
RECT rcLeft[6] = {
{0, 96, 16, 112},
{16, 96, 32, 112},
{32, 96, 48, 112},
{48, 96, 64, 112},
{64, 96, 80, 112},
{80, 96, 96, 112},
};
RECT rcRight[6] = {
{0, 112, 16, 128},
{16, 112, 32, 128},
{32, 112, 48, 128},
{48, 112, 64, 128},
{64, 112, 80, 128},
{80, 112, 96, 128},
};
switch (npc->act_no)
{
case 0:
npc->y += 3 * 0x200;
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->act_wait >= 8 && npc->x - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (32 * 0x200) > gMC.y)
{
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->ani_no = 1;
}
else
{
if (npc->act_wait < 8)
++npc->act_wait;
npc->ani_no = 0;
}
if (npc->shock)
{
npc->act_no = 2;
npc->ani_no = 0;
npc->act_wait = 0;
}
if (npc->act_wait >= 8 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (32 * 0x200) > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 3;
npc->ani_no = 2;
npc->ym = -0x5FF;
PlaySoundObject(30, SOUND_MODE_PLAY);
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 3:
if (npc->ym > 0x100)
{
npc->tgt_y = npc->y;
npc->act_no = 4;
npc->ani_no = 3;
npc->act_wait = 0;
npc->act_wait = 0; // Duplicate line
}
break;
case 4:
if (npc->x < gMC.x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
++npc->act_wait;
if (npc->flag & 7 || npc->act_wait > 60)
{
npc->damage = 3;
npc->act_no = 5;
npc->ani_no = 2;
break;
}
if (npc->act_wait % 4 == 1)
PlaySoundObject(109, SOUND_MODE_PLAY);
if (npc->flag & 8)
npc->ym = -0x200;
if (npc->act_wait % 30 == 6)
{
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-6, 6);
ym = GetSin(deg) * 3;
xm = GetCos(deg) * 3;
SetNpChar(148, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
}
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 3;
break;
case 5:
if (npc->flag & 8)
{
npc->damage = 2;
npc->xm = 0;
npc->act_wait = 0;
npc->ani_no = 0;
npc->act_no = 1;
PlaySoundObject(23, SOUND_MODE_PLAY);
}
break;
}
if (npc->act_no != 4)
{
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
}
else
{
if (npc->y > npc->tgt_y)
npc->ym -= 0x10;
else
npc->ym += 0x10;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
if (npc->xm > 0x200)
npc->xm = 0x200;
if (npc->xm < -0x200)
npc->xm = -0x200;
}
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];
}
// Purple Critter's projectile
void ActNpc148(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[2] = {
{96, 96, 104, 104},
{104, 96, 112, 104},
};
if (++npc->ani_no > 1)
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;
}
}
// Moving block (horizontal)
void ActNpc149(NPCHAR *npc)
{
int i;
switch (npc->act_no)
{
case 0:
npc->x += 8 * 0x200;
npc->y += 8 * 0x200;
if (npc->direct == 0)
npc->act_no = 10;
else
npc->act_no = 20;
npc->xm = 0;
npc->ym = 0;
npc->bits |= NPC_SOLID_HARD;
break;
case 10:
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
if (gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x10 * 0x200) && gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x200))
{
npc->act_no = 11;
npc->act_wait = 0;
}
break;
case 11:
if (++npc->act_wait % 10 == 6)
PlaySoundObject(107, SOUND_MODE_PLAY);
if (npc->flag & 1)
{
npc->xm = 0;
npc->direct = gMirrorMode? 0:2;
npc->act_no = 20;
SetQuake(10);
PlaySoundObject(26, SOUND_MODE_PLAY);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x - (16 * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break;
}
if (gMC.flag & 1)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->xm -= 0x20;
break;
case 20:
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
if (gMC.x > npc->x - (25 * 0x200) && gMC.x < npc->x + (25 * 0x10 * 0x200) && gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x200))
{
npc->act_no = 21;
npc->act_wait = 0;
}
break;
case 21:
if (++npc->act_wait % 10 == 6)
PlaySoundObject(107, SOUND_MODE_PLAY);
if (npc->flag & 4)
{
npc->xm = 0;
npc->direct = gMirrorMode? 2:0;
npc->act_no = 10;
SetQuake(10);
PlaySoundObject(26, SOUND_MODE_PLAY);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (16 * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break;
}
if (gMC.flag & 4)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->xm += 0x20;
break;
}
if (npc->xm > 0x200)
npc->xm = 0x200;
if (npc->xm < -0x200)
npc->xm = -0x200;
npc->x += npc->xm;
RECT rect = {16, 0, 48, 32};
npc->rect = rect;
}
// Quote
void ActNpc150(NPCHAR *npc)
{
int i;
RECT rcLeft[9] = {
{0, 0, 16, 16},
{48, 0, 64, 16},
{144, 0, 160, 16},
{16, 0, 32, 16},
{0, 0, 16, 16},
{32, 0, 48, 16},
{0, 0, 16, 16},
{160, 0, 176, 16},
{112, 0, 128, 16},
};
RECT rcRight[9] = {
{0, 16, 16, 32},
{48, 16, 64, 32},
{144, 16, 160, 32},
{16, 16, 32, 32},
{0, 16, 16, 32},
{32, 16, 48, 32},
{0, 16, 16, 32},
{160, 16, 176, 32},
{112, 16, 128, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
if (npc->direct > 10)
{
npc->x = gMC.x;
npc->y = gMC.y;
npc->direct -= 10;
}
break;
case 2:
npc->ani_no = 1;
break;
case 10:
npc->act_no = 11;
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-0x155, 0x155), Random(-0x600, 0), 0, NULL, 0x100);
PlaySoundObject(71, SOUND_MODE_PLAY);
// Fallthrough
case 11:
npc->ani_no = 2;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 64;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 21:
if (--npc->act_wait == 0)
npc->cond = 0;
break;
case 50:
npc->act_no = 51;
npc->ani_no = 3;
npc->ani_wait = 0;
// Fallthrough
case 51:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 3;
if (npc->direct == 0)
npc->x -= 1 * 0x200;
else
npc->x += 1 * 0x200;
break;
case 60:
npc->act_no = 61;
npc->ani_no = 7;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
// Fallthrough
case 61:
npc->tgt_y += 0x100;
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
break;
case 70:
npc->act_no = 71;
npc->act_wait = 0;
npc->ani_no = 3;
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 > 6)
npc->ani_no = 3;
break;
case 80:
npc->ani_no = 8;
break;
case 99:
case 100:
npc->act_no = 101;
npc->ani_no = 3;
npc->ani_wait = 0;
// Fallthrough
case 101:
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->flag & 8)
{
npc->ym = 0;
npc->act_no = 102;
}
npc->y += npc->ym;
break;
case 102:
if (++npc->ani_wait > 8)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 3;
break;
}
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;
if (npc->act_no == 21)
{
npc->rect.bottom = npc->rect.top + (npc->act_wait / 4);
if (npc->act_wait / 2 % 2)
++npc->rect.left;
}
// Use a different sprite if the player is wearing the Mimiga Mask
// In theory this should be disabled by ENABLE_MIM_DISABLE_EQUIP_40_GRAPHICS, but the original mod doesn't do that (probably a bug tbh) so we don't do it either in order to make it so its behaviour is reproduced exactly with ENABLE_MIM_DISABLE_EQUIP_40_GRAPHICS
if (gMC.equip & EQUIP_MIMIGA_MASK)
{
npc->rect.top += 32;
npc->rect.bottom += 32;
}
}
// Blue robot (standing)
void ActNpc151(NPCHAR *npc)
{
RECT rcLeft[2] = {
{192, 0, 208, 16},
{208, 0, 224, 16},
};
RECT rcRight[2] = {
{192, 16, 208, 32},
{208, 16, 224, 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, 100) == 0)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 16)
{
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];
}
// Shutter stuck
void ActNpc152(NPCHAR *npc)
{
RECT rc = {0, 0, 0, 0};
switch (npc->act_no)
{
case 0:
if (npc->direct == 2)
npc->y += 16 * 0x200;
npc->act_no = 1;
break;
}
npc->rect = rc;
}
const RECT grcKitL[21] = {
{0, 0, 24, 24},
{24, 0, 48, 24},
{48, 0, 72, 24},
{0, 0, 24, 24},
{72, 0, 96, 24},
{0, 0, 24, 24},
{96, 0, 120, 24},
{120, 0, 144, 24},
{144, 0, 168, 24},
{168, 0, 192, 24},
{192, 0, 216, 24},
{216, 0, 240, 24},
{240, 0, 264, 24},
{264, 0, 288, 24},
{0, 48, 24, 72},
{24, 48, 48, 72},
{48, 48, 72, 72},
{72, 48, 96, 72},
{288, 0, 312, 24},
{24, 48, 48, 72},
{96, 48, 120, 72}
};
const RECT grcKitR[21] = {
{0, 24, 24, 48},
{24, 24, 48, 48},
{48, 24, 72, 48},
{0, 24, 24, 48},
{72, 24, 96, 48},
{0, 24, 24, 48},
{96, 24, 120, 48},
{120, 24, 144, 48},
{144, 24, 168, 48},
{168, 24, 192, 48},
{192, 24, 216, 48},
{216, 24, 240, 48},
{240, 24, 264, 48},
{264, 24, 288, 48},
{0, 72, 24, 96},
{24, 72, 48, 96},
{48, 72, 72, 96},
{72, 72, 96, 96},
{288, 24, 312, 48},
{24, 72, 48, 96},
{96, 72, 120, 96}
};
// Gaudi
void ActNpc153(NPCHAR *npc)
{
if (npc->x > gMC.x + (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->x < gMC.x - (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->y > gMC.y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) || npc->y < gMC.y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
return;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->xm = 0;
npc->ani_no = 0;
npc->y += 3 * 0x200;
// Fallthrough
case 1:
if (Random(0, 100) == 1)
{
npc->act_no = 2;
npc->ani_no = 1;
npc->act_wait = 0;
}
if (Random(0, 100) == 1)
{
if (npc->direct == 0)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
}
if (Random(0, 100) == 1)
npc->act_no = 10;
break;
case 2:
if (++npc->act_wait > 20)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
npc->act_no = 11;
npc->act_wait = Random(25, 100);
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 11:
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->act_wait != 0)
{
--npc->act_wait;
}
else
{
npc->act_no = 1;
npc->ani_no = 0;
npc->xm = 0;
}
if (npc->direct == 0 && npc->flag & 1)
{
npc->ani_no = 2;
npc->ym = -0x5FF;
npc->act_no = 20;
if (!(gMC.cond & 2))
PlaySoundObject(30, SOUND_MODE_PLAY);
}
else if (npc->direct == 2 && npc->flag & 4)
{
npc->ani_no = 2;
npc->ym = -0x5FF;
npc->act_no = 20;
if (!(gMC.cond & 2))
PlaySoundObject(30, SOUND_MODE_PLAY);
}
break;
case 20:
if (npc->direct == 0 && npc->flag & 1)
++npc->count1;
else if (npc->direct == 2 && npc->flag & 4)
++npc->count1;
else
npc->count1 = 0;
if (npc->count1 > 10)
{
if (npc->direct == 0)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
}
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
if (npc->flag & 8)
{
npc->act_no = 21;
npc->ani_no = 20;
npc->act_wait = 0;
npc->xm = 0;
if (!(gMC.cond & 2))
PlaySoundObject(23, SOUND_MODE_PLAY);
}
break;
case 21:
if (++npc->act_wait > 10)
{
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 = grcKitL[npc->ani_no];
else
npc->rect = grcKitR[npc->ani_no];
if (npc->life <= 985)
{
npc->code_char = 154;
npc->act_no = 0;
}
}
// Gaudi (dead)
void ActNpc154(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->bits &= ~NPC_SHOOTABLE;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->damage = 0;
npc->act_no = 1;
npc->ani_no = 9;
npc->ym = -0x200;
if (npc->direct == 0)
npc->xm = 0x100;
else
npc->xm = -0x100;
PlaySoundObject(53, SOUND_MODE_PLAY);
break;
case 1:
if (npc->flag & 8)
{
npc->ani_no = 10;
npc->ani_wait = 0;
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
npc->xm = (npc->xm * 8) / 9;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 11)
npc->ani_no = 10;
if (++npc->act_wait > 50)
npc->cond |= 8;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = grcKitL[npc->ani_no];
else
npc->rect = grcKitR[npc->ani_no];
}
// Gaudi (flying)
void ActNpc155(NPCHAR *npc)
{
unsigned char deg;
int xm, ym;
if (npc->x > gMC.x + (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->x < gMC.x - (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->y > gMC.y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) || npc->y < gMC.y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
return;
switch (npc->act_no)
{
case 0:
deg = Random(0, 0xFF);
npc->xm = GetCos(deg);
deg += 0x40;
npc->tgt_x = npc->x + (GetCos(deg) * 8);
deg = Random(0, 0xFF);
npc->ym = GetSin(deg);
deg += 0x40;
npc->tgt_y = npc->y + (GetSin(deg) * 8);
npc->act_no = 1;
npc->count1 = 120;
npc->act_wait = Random(70, 150);
npc->ani_no = 14;
// Fallthrough
case 1:
if (++npc->ani_no > 15)
npc->ani_no = 14;
if (npc->act_wait != 0)
{
--npc->act_wait;
}
else
{
npc->act_no = 2;
npc->ani_no = 18;
}
break;
case 2:
if (++npc->ani_no > 19)
npc->ani_no = 18;
if (++npc->act_wait > 30)
{
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-6, 6);
ym = GetSin(deg) * 3;
xm = GetCos(deg) * 3;
SetNpChar(156, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
if (!(gMC.cond & 2))
PlaySoundObject(39, SOUND_MODE_PLAY);
npc->act_no = 1;
npc->act_wait = Random(70, 150);
npc->ani_no = 14;
npc->ani_wait = 0;
}
break;
}
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->tgt_x < npc->x)
npc->xm -= 0x10;
if (npc->tgt_x > npc->x)
npc->xm += 0x10;
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->xm > 0x200)
npc->xm = 0x200;
if (npc->xm < -0x200)
npc->xm = -0x200;
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = grcKitL[npc->ani_no];
else
npc->rect = grcKitR[npc->ani_no];
if (npc->life <= 985)
{
npc->code_char = 154;
npc->act_no = 0;
}
}
// Gaudi projectile
void ActNpc156(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, 112, 112, 128},
{112, 112, 128, 128},
{128, 112, 144, 128},
};
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;
}
}
// Moving block (vertical)
void ActNpc157(NPCHAR *npc)
{
int i;
switch (npc->act_no)
{
case 0:
npc->x += 8 * 0x200;
npc->y += 8 * 0x200;
if (npc->direct == 0)
npc->act_no = 10;
else
npc->act_no = 20;
npc->xm = 0;
npc->ym = 0;
npc->bits |= NPC_SOLID_HARD;
break;
case 10:
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
if (gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x10 * 0x200) && gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x200))
{
npc->act_no = 11;
npc->act_wait = 0;
}
break;
case 11:
if (++npc->act_wait % 10 == 6)
PlaySoundObject(107, SOUND_MODE_PLAY);
if (npc->flag & 2)
{
npc->ym = 0;
npc->direct = gMirrorMode? 0:2;
npc->act_no = 20;
SetQuake(10);
PlaySoundObject(26, SOUND_MODE_PLAY);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y - (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break;
}
if (gMC.flag & 2)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->ym -= 0x20;
break;
case 20:
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
if (gMC.y > npc->y - (25 * 0x200) && gMC.y < npc->y + (25 * 0x10 * 0x200) && gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x200))
{
npc->act_no = 21;
npc->act_wait = 0;
}
break;
case 21:
if (++npc->act_wait % 10 == 6)
PlaySoundObject(107, SOUND_MODE_PLAY);
if (npc->flag & 8)
{
npc->ym = 0;
npc->direct = gMirrorMode? 2:0;
npc->act_no = 10;
SetQuake(10);
PlaySoundObject(26, SOUND_MODE_PLAY);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break;
}
if (gMC.flag & 8)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->ym += 0x20;
break;
}
if (npc->ym > 0x200)
npc->ym = 0x200;
if (npc->ym < -0x200)
npc->ym = -0x200;
npc->y += npc->ym;
RECT rect = {16, 0, 48, 32};
npc->rect = rect;
}
// Fish Missile
void ActNpc158(NPCHAR *npc)
{
int dir;
RECT rect[8] = {
{0, 224, 16, 240},
{16, 224, 32, 240},
{32, 224, 48, 240},
{48, 224, 64, 240},
{64, 224, 80, 240},
{80, 224, 96, 240},
{96, 224, 112, 240},
{112, 224, 128, 240},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
switch (npc->direct)
{
case 0:
npc->count1 = 0xA0;
break;
case 1:
npc->count1 = 0xE0;
break;
case 2:
npc->count1 = 0x20;
break;
case 3:
npc->count1 = 0x60;
break;
}
// Fallthrough
case 1:
npc->xm = 2 * GetCos(npc->count1);
npc->ym = 2 * GetSin(npc->count1);
npc->y += npc->ym;
npc->x += npc->xm;
dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
if (dir < npc->count1)
{
if (npc->count1 - dir < 0x80)
--npc->count1;
else
++npc->count1;
}
else
{
if (dir - npc->count1 < 0x80)
++npc->count1;
else
--npc->count1;
}
if (npc->count1 > 0xFF)
npc->count1 -= 0x100;
if (npc->count1 < 0)
npc->count1 += 0x100;
break;
}
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
SetCaret(npc->x, npc->y, CARET_EXHAUST, DIR_AUTO);
}
npc->ani_no = (npc->count1 + 0x10) / 0x20;
if (npc->ani_no > 7)
npc->ani_no = 7;
npc->rect = rect[npc->ani_no];
}
// Monster X (defeated)
void ActNpc159(NPCHAR *npc)
{
int i;
RECT rect = {144, 128, 192, 200};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
for (i = 0; i < 8; ++i)
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, NULL, 0x100);
// Fallthrough
case 1:
if (++npc->act_wait > 50)
{
npc->act_no = 2;
npc->xm = -0x100;
}
if (npc->act_wait / 2 % 2)
npc->x += 0x200;
else
npc->x -= 0x200;
break;
case 2:
++npc->act_wait;
npc->ym += 0x40;
if (npc->y > 40 * 0x10 * 0x200)
npc->cond = 0;
break;
}
npc->y += npc->ym;
npc->x += npc->xm;
npc->rect = rect;
if (npc->act_wait % 8 == 1)
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, NULL, 0x100);
}