CSE2-tweaks/src/NpcAct200.cpp

1530 lines
25 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 "NpcHit.h"
#include "Sound.h"
#include "Triangle.h"
// Dragon Zombie
void ActNpc200(NPCHAR *npc)
{
unsigned char deg;
int xm, ym;
RECT rcLeft[6] = {
{0, 0, 40, 40},
{40, 0, 80, 40},
{80, 0, 120, 40},
{120, 0, 160, 40},
{160, 0, 200, 40},
{200, 0, 240, 40},
};
RECT rcRight[6] = {
{0, 40, 40, 80},
{40, 40, 80, 80},
{80, 40, 120, 80},
{120, 40, 160, 80},
{160, 40, 200, 80},
{200, 40, 240, 80},
};
if (npc->act_no < 100 && npc->life < 950)
{
PlaySoundObject(72, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
if (!gbNoExpDrops)
SetExpObjects(npc->x, npc->y, npc->exp);
npc->act_no = 100;
npc->bits &= ~NPC_SHOOTABLE;
npc->damage = 0;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 10;
npc->count1 = 0;
// Fallthrough
case 10:
if (++npc->ani_wait > 30)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->count1)
--npc->count1;
if (npc->count1 == 0 && gMC.x > npc->x - (112 * 0x200) && gMC.x < npc->x + (112 * 0x200))
npc->act_no = 20;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
// Fallthrough
case 21:
if (++npc->act_wait / 2 % 2)
npc->ani_no = 2;
else
npc->ani_no = 3;
if (npc->act_wait > 30)
npc->act_no = 30;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
npc->ani_no = 4;
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y;
// Fallthrough
case 31:
if (++npc->act_wait < 40 && npc->act_wait % 8 == 1)
{
if (npc->direct == 0)
deg = GetArktan(npc->x - (14 * 0x200) - npc->tgt_x, npc->y - npc->tgt_y);
else
deg = GetArktan(npc->x + (14 * 0x200) - npc->tgt_x, npc->y - npc->tgt_y);
deg += (unsigned char)Random(-6, 6);
ym = GetSin(deg) * 3;
xm = GetCos(deg) * 3;
if (npc->direct == 0)
SetNpChar(202, npc->x - (14 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
else
SetNpChar(202, npc->x + (14 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
if (!(gMC.cond & 2))
PlaySoundObject(33, SOUND_MODE_PLAY);
}
if (npc->act_wait > 60)
{
npc->act_no = 10;
npc->count1 = Random(100, 200);
npc->ani_wait = 0;
}
break;
case 100:
npc->ani_no = 5;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Dragon Zombie (dead)
void ActNpc201(NPCHAR *npc)
{
RECT rcLeft[1] = {
{200, 0, 240, 40}
};
RECT rcRight[1] = {
{200, 40, 240, 80}
};
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Dragon Zombie projectile
void ActNpc202(NPCHAR *npc)
{
if (npc->flag & 0xFF)
{
npc->cond = 0;
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
}
npc->y += npc->ym;
npc->x += npc->xm;
RECT rect_left[3] = {
{184, 216, 200, 240},
{200, 216, 216, 240},
{216, 216, 232, 240},
};
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)
{
npc->cond = 0;
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
}
}
// Critter (destroyed Egg Corridor)
void ActNpc203(NPCHAR *npc)
{
RECT rcLeft[3] = {
{0, 80, 16, 96},
{16, 80, 32, 96},
{32, 80, 48, 96},
};
RECT rcRight[3] = {
{0, 96, 16, 112},
{16, 96, 32, 112},
{32, 96, 48, 112},
};
switch (npc->act_no)
{
case 0:
npc->y += 3 * 0x200;
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->act_wait >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y)
{
npc->ani_no = 1;
}
else
{
if (npc->act_wait < 8)
++npc->act_wait;
npc->ani_no = 0;
}
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 - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 3;
npc->ani_no = 2;
npc->ym = -0x5FF;
if (!(gMC.cond & 2))
PlaySoundObject(30, SOUND_MODE_PLAY);
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
}
break;
case 3:
if (npc->flag & 8)
{
npc->xm = 0;
npc->act_wait = 0;
npc->ani_no = 0;
npc->act_no = 1;
if (!(gMC.cond & 2))
PlaySoundObject(23, SOUND_MODE_PLAY);
}
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];
}
// Falling spike (small)
void ActNpc204(NPCHAR *npc)
{
RECT rc[2] = {
{240, 80, 256, 96},
{240, 144, 256, 160},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
// Fallthrough
case 1:
if (gMC.x > npc->x - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y)
npc->act_no = 2;
break;
case 2:
if (++npc->act_wait / 6 % 2)
npc->x = npc->tgt_x - (1 * 0x200);
else
npc->x = npc->tgt_x;
if (npc->act_wait > 30)
{
npc->act_no = 3;
npc->ani_no = 1;
}
break;
case 3:
npc->ym += 0x20;
if (npc->flag & 0xFF)
{
if (!(gMC.cond & 2))
PlaySoundObject(12, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
npc->cond = 0;
return;
}
break;
}
if (npc->ym > 0xC00)
npc->ym = 0xC00;
npc->y += npc->ym;
npc->rect = rc[npc->ani_no];
}
// Falling spike (large)
void ActNpc205(NPCHAR *npc)
{
RECT rc[2] = {
{112, 80, 128, 112},
{128, 80, 144, 112},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->y += 4 * 0x200;
// Fallthrough
case 1:
if (gMC.x > npc->x - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y)
npc->act_no = 2;
break;
case 2:
if (++npc->act_wait / 6 % 2)
npc->x = npc->tgt_x - (1 * 0x200);
else
npc->x = npc->tgt_x;
if (npc->act_wait > 30)
{
npc->act_no = 3;
npc->ani_no = 1;
npc->act_wait = 0;
}
break;
case 3:
npc->ym += 0x20;
if (gMC.y > npc->y)
{
npc->bits &= ~NPC_SOLID_HARD;
npc->damage = 0x7F;
}
else
{
npc->bits |= NPC_SOLID_HARD;
npc->damage = 0;
}
if (++npc->act_wait > 8 && npc->flag & 0xFF)
{
npc->bits |= NPC_SOLID_HARD;
npc->act_no = 4;
npc->act_wait = 0;
npc->ym = 0;
npc->damage = 0;
PlaySoundObject(12, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
SetBullet(24, npc->x, npc->y, 0);
return;
}
break;
case 4:
if (++npc->act_wait > 4)
{
npc->act_no = 5;
npc->bits |= NPC_SHOOTABLE;
}
break;
}
if (npc->ym > 0xC00)
npc->ym = 0xC00;
npc->y += npc->ym;
npc->rect = rc[npc->ani_no];
}
// Counter Bomb
void ActNpc206(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->count1 = 120;
npc->act_wait = Random(0, 50);
// Fallthrough
case 1:
if (++npc->act_wait < 50)
break;
npc->act_wait = 0;
npc->act_no = 2;
npc->ym = 0x300;
break;
case 2:
if (gMC.x > npc->x - (80 * 0x200) && gMC.x < npc->x + (80 * 0x200))
{
npc->act_wait = 0;
npc->act_no = 3;
}
if (npc->shock)
{
npc->act_wait = 0;
npc->act_no = 3;
}
break;
case 3:
switch (npc->act_wait)
{
// Interestingly, this NPC counts down at 60 frames
// per second, while NPC322 (Deleet) counts at 50.
case 60 * 0:
SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100);
break;
case 60 * 1:
SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 1, NULL, 0x100);
break;
case 60 * 2:
SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 2, NULL, 0x100);
break;
case 60 * 3:
SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 3, NULL, 0x100);
break;
case 60 * 4:
SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 4, NULL, 0x100);
break;
case 60 * 5:
npc->hit.back = 128 * 0x200;
npc->hit.front = 128 * 0x200;
npc->hit.top = 100 * 0x200;
npc->hit.bottom = 100 * 0x200;
npc->damage = 30;
PlaySoundObject(35, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x, npc->y, 0x10000, 100);
SetQuake(20);
npc->cond |= 8;
break;
}
++npc->act_wait;
break;
}
if (npc->act_no > 1)
{
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->ym > 0x100)
npc->ym = 0x100;
if (npc->ym < -0x100)
npc->ym = -0x100;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[3] = {
{80, 80, 120, 120},
{120, 80, 160, 120},
{160, 80, 200, 120},
};
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
}
// Counter Bomb's countdown
void ActNpc207(NPCHAR *npc)
{
RECT rc[5] = {
{0, 144, 16, 160},
{16, 144, 32, 160},
{32, 144, 48, 160},
{48, 144, 64, 160},
{64, 144, 80, 160},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = npc->direct;
PlaySoundObject(43, SOUND_MODE_PLAY);
// Fallthrough
case 1:
npc->x += 1 * 0x200;
if (++npc->act_wait > 8)
{
npc->act_wait = 0;
npc->act_no = 2;
}
break;
case 2:
if (++npc->act_wait > 30)
{
npc->cond = 0;
return;
}
break;
}
npc->rect = rc[npc->ani_no];
}
// Basu (destroyed Egg Corridor)
void ActNpc208(NPCHAR *npc)
{
RECT rcLeft[3] = {
{248, 80, 272, 104},
{272, 80, 296, 104},
{296, 80, 320, 104},
};
RECT rcRight[3] = {
{248, 104, 272, 128},
{272, 104, 296, 128},
{296, 104, 320, 128},
};
switch (npc->act_no)
{
case 0:
if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200))
{
npc->bits |= NPC_SHOOTABLE;
npc->ym = -0x200;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->act_no = 1;
npc->act_wait = 0;
npc->count1 = npc->direct;
npc->count2 = 0;
npc->damage = 6;
if (npc->direct == 0)
{
npc->x = gMC.x + (256 * 0x200);
npc->xm = -0x2FF;
}
else
{
npc->x = gMC.x - (256 * 0x200);
npc->xm = 0x2FF;
}
return;
}
npc->rect.right = 0;
npc->damage = 0;
npc->xm = 0;
npc->ym = 0;
npc->bits &= ~NPC_SHOOTABLE;
return;
case 1:
if (npc->x > gMC.x)
{
npc->direct = gMirrorMode? 2:0;
npc->xm -= 0x10;
}
else
{
npc->direct = gMirrorMode? 0:2;
npc->xm += 0x10;
}
if (npc->flag & 1)
npc->xm = 0x200;
if (npc->flag & 4)
npc->xm = -0x200;
if (npc->y < npc->tgt_y)
npc->ym += 8;
else
npc->ym -= 8;
if (npc->xm > 0x2FF)
npc->xm = 0x2FF;
if (npc->xm < -0x2FF)
npc->xm = -0x2FF;
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 (gMC.x > npc->x + (400 * 0x200) || gMC.x < npc->x - (400 * 0x200))
{
npc->act_no = 0;
npc->xm = 0;
npc->direct = npc->count1;
npc->x = npc->tgt_x;
npc->rect.right = 0;
npc->damage = 0;
return;
}
break;
}
if (npc->act_no != 0)
{
if (npc->act_wait < 150)
++npc->act_wait;
if (npc->act_wait == 150)
{
if (++npc->count2 % 8 == 0 && npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200))
{
unsigned char deg;
int xm;
int ym;
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(209, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
}
if (npc->count2 > 16)
{
npc->act_wait = 0;
npc->count2 = 0;
}
}
}
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->act_wait > 120 && npc->act_wait / 2 % 2 == 1 && npc->ani_no == 1)
npc->ani_no = 2;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Basu projectile (destroyed Egg Corridor)
void ActNpc209(NPCHAR *npc)
{
if (npc->flag & 0xFF)
{
npc->cond = 0;
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
}
npc->y += npc->ym;
npc->x += npc->xm;
RECT rect_left[4] = {
{232, 96, 248, 112},
{200, 112, 216, 128},
{216, 112, 232, 128},
{232, 112, 248, 128},
};
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)
{
npc->cond = 0;
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
}
}
// Beetle (destroyed Egg Corridor)
void ActNpc210(NPCHAR *npc)
{
RECT rcLeft[2] = {
{0, 112, 16, 128},
{16, 112, 32, 128},
};
RECT rcRight[2] = {
{32, 112, 48, 128},
{48, 112, 64, 128},
};
switch (npc->act_no)
{
case 0:
if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200))
{
npc->bits |= NPC_SHOOTABLE;
npc->ym = -0x200;
npc->tgt_y = npc->y;
npc->act_no = 1;
npc->damage = 2;
if (npc->direct == 0)
{
npc->x = gMC.x + (256 * 0x200);
npc->xm = -0x2FF;
}
else
{
npc->x = gMC.x - (256 * 0x200);
npc->xm = 0x2FF;
}
}
else
{
npc->bits &= ~NPC_SHOOTABLE;
npc->rect.right = 0;
npc->damage = 0;
npc->xm = 0;
npc->ym = 0;
return;
}
break;
case 1:
if (npc->x > gMC.x)
{
npc->direct = gMirrorMode? 2:0;
npc->xm -= 0x10;
}
else
{
npc->direct = gMirrorMode? 0:2;
npc->xm += 0x10;
}
if (npc->xm > 0x2FF)
npc->xm = 0x2FF;
if (npc->xm < -0x2FF)
npc->xm = -0x2FF;
if (npc->y < npc->tgt_y)
npc->ym += 8;
else
npc->ym -= 8;
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;
}
break;
}
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Spikes (small)
void ActNpc211(NPCHAR *npc)
{
if(gMirrorMode){
RECT rects[4] = {
{288, 200, 304, 216},
{272, 200, 288, 216},
{256, 200, 272, 216},
{304, 200, 320, 216},
};
npc->rect = rects[npc->code_event];
}
else{
RECT rects[4] = {
{256, 200, 272, 216},
{272, 200, 288, 216},
{288, 200, 304, 216},
{304, 200, 320, 216},
};
npc->rect = rects[npc->code_event];
}
}
// Sky Dragon
void ActNpc212(NPCHAR *npc)
{
RECT rcRight[4] = {
{160, 152, 200, 192},
{200, 152, 240, 192},
{240, 112, 280, 152},
{280, 112, 320, 152},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 4 * 0x200;
// Fallthrough
case 1:
if (++npc->ani_wait > 30)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 2;
npc->ani_wait = 0;
npc->tgt_y = npc->y - (16 * 0x200);
npc->tgt_x = npc->x - (6 * 0x200);
npc->ym = 0;
npc->bits |= NPC_IGNORE_SOLIDITY;
// Fallthrough
case 11:
if (npc->x < npc->tgt_x)
npc->xm += 8;
else
npc->xm -= 8;
if (npc->y < npc->tgt_y)
npc->ym += 8;
else
npc->ym -= 8;
npc->x += npc->xm;
npc->y += npc->ym;
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
break;
case 20:
npc->act_no = 21;
npc->bits |= NPC_IGNORE_SOLIDITY;
// Fallthrough
case 21:
if (npc->y < npc->tgt_y)
npc->ym += 0x10;
else
npc->ym -= 0x10;
npc->xm += 0x20;
if (npc->xm > 0x600)
npc->xm = 0x600;
if (npc->xm < -0x600)
npc->xm = -0x600;
npc->x += npc->xm;
npc->y += npc->ym;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
break;
case 30:
npc->act_no = 31;
SetNpChar(297, 0, 0, 0, 0, 0, npc, 0x100);
break;
}
npc->rect = rcRight[npc->ani_no];
// Use different sprite if player is wearing the Mimiga Mask
if (gMC.equip & EQUIP_MIMIGA_MASK)
{
if (npc->ani_no > 1)
{
npc->rect.top += 40;
npc->rect.bottom += 40;
}
}
}
// Night Spirit
void ActNpc213(NPCHAR *npc)
{
RECT rect[10] = {
{0, 0, 0, 0},
{0, 0, 48, 48},
{48, 0, 96, 48},
{96, 0, 144, 48},
{144, 0, 192, 48},
{192, 0, 240, 48},
{240, 0, 288, 48},
{0, 48, 48, 96},
{48, 48, 96, 96},
{96, 48, 144, 96},
};
switch (npc->act_no)
{
case 0:
npc->ani_no = 0;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
// Fallthrough
case 1:
if (gMC.y > npc->y - (8 * 0x200) && gMC.y < npc->y + (8 * 0x200))
{
if (npc->direct == 0)
npc->y -= 240 * 0x200;
else
npc->y += 240 * 0x200;
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ym = 0;
npc->bits |= NPC_SHOOTABLE;
}
break;
case 10:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 1;
if (++npc->act_wait > 200)
{
npc->act_no = 20;
npc->act_wait = 0;
npc->ani_no = 4;
}
break;
case 20:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 4;
if (++npc->act_wait > 50)
{
npc->act_no = 30;
npc->act_wait = 0;
npc->ani_no = 7;
}
break;
case 30:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 9)
npc->ani_no = 7;
if (++npc->act_wait % 5 == 1)
{
SetNpChar(214, npc->x, npc->y, (Random(2, 12) * 0x200) / 4, Random(-0x200, 0x200), 0, NULL, 0x100);
PlaySoundObject(21, SOUND_MODE_PLAY);
}
if (npc->act_wait > 50)
{
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 40:
if (npc->y < npc->tgt_y)
npc->ym += 0x40;
else
npc->ym -= 0x40;
if (npc->ym < -0x400)
npc->ym = -0x400;
if (npc->ym > 0x400)
npc->ym = 0x400;
if (npc->shock)
npc->y += npc->ym / 2;
else
npc->y += npc->ym;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 4;
if (gMC.y < npc->tgt_y + (240 * 0x200) && gMC.y > npc->tgt_y - (240 * 0x200))
{
npc->act_no = 20;
npc->act_wait = 0;
npc->ani_no = 4;
}
break;
}
if (npc->act_no >= 10 && npc->act_no <= 30)
{
if (npc->y < gMC.y)
npc->ym += 25;
else
npc->ym -= 25;
if (npc->ym < -0x400)
npc->ym = -0x400;
if (npc->ym > 0x400)
npc->ym = 0x400;
if (npc->flag & 2)
npc->ym = 0x200;
if (npc->flag & 8)
npc->ym = -0x200;
if (npc->shock)
npc->y += npc->ym / 2;
else
npc->y += npc->ym;
if (gMC.y > npc->tgt_y + (240 * 0x200) || gMC.y < npc->tgt_y - (240 * 0x200))
npc->act_no = 40;
}
npc->rect = rect[npc->ani_no];
}
// Night Spirit projectile
void ActNpc214(NPCHAR *npc)
{
RECT rect[3] = {
{144, 48, 176, 64},
{176, 48, 208, 64},
{208, 48, 240, 64},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->bits |= NPC_IGNORE_SOLIDITY;
// Fallthrough
case 1:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->xm -= 25;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->xm < 0)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
if (npc->flag & 0xFF)
{
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
PlaySoundObject(28, SOUND_MODE_PLAY);
npc->cond = 0;
}
break;
}
npc->rect = rect[npc->ani_no];
}
// Sandcroc (Outer Wall)
void ActNpc215(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->ani_no = 0;
npc->act_no = 1;
npc->act_wait = 0;
npc->tgt_y = npc->y;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
npc->bits &= ~NPC_SOLID_SOFT;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
// Fallthrough
case 1:
if (gMC.x > npc->x - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y && gMC.y < npc->y + (8 * 0x200))
{
npc->act_no = 15;
npc->act_wait = 0;
}
break;
case 15:
if (++npc->act_wait > 10)
{
PlaySoundObject(102, SOUND_MODE_PLAY);
npc->act_no = 20;
}
break;
case 20:
if (++npc->ani_wait > 3)
{
++npc->ani_no;
npc->ani_wait = 0;
}
if (npc->ani_no == 3)
npc->damage = 15;
if (npc->ani_no == 4)
{
npc->bits |= NPC_SHOOTABLE;
npc->act_no = 30;
npc->act_wait = 0;
}
break;
case 30:
npc->bits |= NPC_SOLID_SOFT;
npc->damage = 0;
++npc->act_wait;
if (npc->shock)
{
npc->act_no = 40;
npc->act_wait = 0;
}
break;
case 40:
npc->bits |= NPC_IGNORE_SOLIDITY;
npc->y += 1 * 0x200;
if (++npc->act_wait == 32)
{
npc->bits &= ~NPC_SOLID_SOFT;
npc->bits &= ~NPC_SHOOTABLE;
npc->act_no = 50;
npc->act_wait = 0;
}
break;
case 50:
if (npc->act_wait < 100)
{
++npc->act_wait;
}
else
{
npc->y = npc->tgt_y;
npc->ani_no = 0;
npc->act_no = 0;
}
break;
}
RECT rect[5] = {
{0, 0, 0, 0},
{0, 96, 48, 128},
{48, 96, 96, 128},
{96, 96, 144, 128},
{144, 96, 192, 128},
};
npc->rect = rect[npc->ani_no];
}
// Debug Cat
void ActNpc216(NPCHAR *npc)
{
RECT rect = {256, 192, 272, 216};
npc->rect = rect;
}
// Itoh
void ActNpc217(NPCHAR *npc)
{
RECT rect[8] = {
{144, 64, 160, 80},
{160, 64, 176, 80},
{176, 64, 192, 80},
{192, 64, 208, 80},
{144, 80, 160, 96},
{160, 80, 176, 96},
{144, 80, 160, 96},
{176, 80, 192, 96},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->xm = 0;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
npc->ani_no = 2;
npc->xm = 0;
break;
case 20:
npc->act_no = 21;
npc->ani_no = 2;
npc->xm += 0x200;
npc->ym -= 0x400;
break;
case 21:
if (npc->flag & 8)
{
npc->ani_no = 3;
npc->act_no = 30;
npc->act_wait = 0;
npc->xm = 0;
npc->tgt_x = npc->x;
}
break;
case 30:
npc->ani_no = 3;
if (++npc->act_wait / 2 % 2)
npc->x = npc->tgt_x + (1 * 0x200);
else
npc->x = npc->tgt_x;
break;
case 40:
npc->act_no = 41;
npc->ym = -0x200;
npc->ani_no = 2;
// Fallthrough
case 41:
if (npc->flag & 8)
{
npc->act_no = 42;
npc->ani_no = 4;
}
break;
case 42:
npc->xm = 0;
npc->ani_no = 4;
break;
case 50:
npc->act_no = 51;
npc->act_wait = 0;
// Fallthrough
case 51:
if (++npc->act_wait > 32)
npc->act_no = 42;
npc->xm = 0x200;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 4;
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rect[npc->ani_no];
}
// Core giant energy ball projectile
void ActNpc218(NPCHAR *npc)
{
RECT rc[2] = {
{256, 120, 288, 152},
{288, 120, 320, 152},
};
npc->x += npc->xm;
npc->y += npc->ym;
if (++npc->act_wait > 200)
npc->cond = 0;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
npc->rect = rc[npc->ani_no];
}
// Smoke generator
void ActNpc219(NPCHAR *npc)
{
RECT rc = {0, 0, 0, 0};
if (npc->direct == 0)
{
if (Random(0, 40) == 1)
SetNpChar(4, npc->x + (Random(-20, 20) * 0x200), npc->y, 0, -0x200, 0, NULL, 0x100);
}
else
{
SetNpChar(199, npc->x + (Random(-0xA0, 0xA0) * 0x200), npc->y + (Random(-0x80, 0x80) * 0x200), 0, 0, 2, NULL, 0x100);
}
npc->rect = rc;
}