CSE2-tweaks/src/NpcAct240.cpp

1463 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 "WindowsWrapper.h"
#include "Caret.h"
#include "CommonDefines.h"
#include "Frame.h"
#include "Game.h"
#include "Map.h"
#include "MyChar.h"
#include "NpChar.h"
#include "NpcHit.h"
#include "Sound.h"
#include "Triangle.h"
// Mimiga (jailed)
void ActNpc240(NPCHAR *npc)
{
RECT rcLeft[6] = {
{160, 64, 176, 80},
{176, 64, 192, 80},
{192, 64, 208, 80},
{160, 64, 176, 80},
{208, 64, 224, 80},
{160, 64, 176, 80},
};
RECT rcRight[6] = {
{160, 80, 176, 96},
{176, 80, 192, 96},
{192, 80, 208, 96},
{160, 80, 176, 96},
{208, 80, 224, 96},
{160, 80, 176, 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, 60) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (Random(0, 60) == 1)
{
npc->act_no = 10;
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->act_no = 11;
npc->act_wait = Random(0, 16);
npc->ani_no = 2;
npc->ani_wait = 0;
if (Random(0, 9) % 2)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 11:
if (npc->direct == 0 && npc->flag & 1)
npc->direct = gMirrorMode? 0:2;
else if (npc->direct == 2 && npc->flag & 4)
npc->direct = gMirrorMode? 2:0;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (++npc->act_wait > 32)
npc->act_no = 0;
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 = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Critter (Last Cave)
void ActNpc241(NPCHAR *npc)
{
RECT rcLeft[3] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
{32, 0, 48, 16},
};
RECT rcRight[3] = {
{0, 16, 16, 32},
{16, 16, 32, 32},
{32, 16, 48, 32},
};
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 - (144 * 0x200) < gMC.x && npc->x + (144 * 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 - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (96 * 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->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
}
break;
case 3:
if (npc->flag & 8)
{
npc->xm = 0;
npc->act_wait = 0;
npc->ani_no = 0;
npc->act_no = 1;
PlaySoundObject(23, SOUND_MODE_PLAY);
}
break;
}
npc->ym += 0x55;
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];
}
// Bat (Last Cave)
void ActNpc242(NPCHAR *npc)
{
if (npc->x < 0 || npc->x > gMap.width * 0x10 * 0x200)
{
VanishNpChar(npc);
return;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->act_wait = Random(0, 50);
// Fallthrough
case 1:
if (npc->act_wait != 0)
{
--npc->act_wait;
break;
}
npc->act_no = 2;
npc->ym = 0x400;
// Fallthrough
case 2:
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->ym > 0x300)
npc->ym = 0x300;
if (npc->ym < -0x300)
npc->ym = -0x300;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[4] = {
{32, 32, 48, 48},
{48, 32, 64, 48},
{64, 32, 80, 48},
{80, 32, 96, 48},
};
RECT rect_right[4] = {
{32, 48, 48, 64},
{48, 48, 64, 64},
{64, 48, 80, 64},
{80, 48, 96, 64},
};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
// Bat generator (Last Cave)
void ActNpc243(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = Random(0, 500);
// Fallthrough
case 1:
if (npc->act_wait != 0)
{
--npc->act_wait;
}
else
{
npc->act_no = 0;
SetNpChar(242, npc->x, npc->y + (Random(-0x20, 0x20) * 0x200), 0, 0, npc->direct, NULL, 0x100);
}
break;
}
}
// Lava drop
void ActNpc244(NPCHAR *npc)
{
RECT rc = {96, 0, 104, 16};
BOOL bHit;
int i;
npc->ym += 0x40;
bHit = FALSE;
if (npc->flag & 0xFF)
bHit = TRUE;
if (npc->act_wait > 10 && npc->flag & 0x100)
bHit = TRUE;
if (bHit)
{
for (i = 0; i < 3; ++i)
SetCaret(npc->x, npc->y + (4 * 0x200), CARET_BUBBLE, DIR_RIGHT);
if (npc->x > gMC.x - (256 * 0x200) && npc->x < gMC.x + (256 * 0x200) && npc->y > gMC.y - (160 * 0x200) && npc->y < gMC.y + (160 * 0x200))
PlaySoundObject(21, SOUND_MODE_PLAY);
npc->cond = 0;
}
else
{
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rc;
}
}
// Lava drop generator
void ActNpc245(NPCHAR *npc)
{
RECT rc[4] = {
{0, 0, 0, 0},
{104, 0, 112, 16},
{112, 0, 120, 16},
{120, 0, 128, 16},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->act_wait = npc->code_event;
// Fallthrough
case 1:
npc->ani_no = 0;
if (npc->act_wait != 0)
{
--npc->act_wait;
return;
}
npc->act_no = 10;
npc->ani_wait = 0;
break;
case 10:
if (++npc->ani_wait > 10)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
{
npc->ani_no = 0;
npc->act_no = 1;
npc->act_wait = npc->code_flag;
SetNpChar(244, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
}
break;
}
if (npc->ani_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + 0x200;
npc->rect = rc[npc->ani_no];
}
// Press (proximity)
void ActNpc246(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 (gMC.x < npc->x + (8 * 0x200) && gMC.x > npc->x - (8 * 0x200) && gMC.y > npc->y + (8 * 0x200) && gMC.y < npc->y + (128 * 0x200))
npc->act_no = 5;
break;
case 5:
if (npc->flag & 8)
{
// Another place where this blank space is needed for ASM-accuracy.
// 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 = 20;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->bits |= NPC_SOLID_HARD;
npc->damage = 0;
}
break;
}
if (npc->act_no >= 5)
{
npc->ym += 0x80;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
}
npc->rect = rcLeft[npc->ani_no];
}
// Misery (boss)
void ActNpc247(NPCHAR *npc)
{
unsigned char deg;
int xm, ym;
RECT rcLeft[9] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
{32, 0, 48, 16},
{48, 0, 64, 16},
{64, 0, 80, 16},
{80, 0, 96, 16},
{96, 0, 112, 16},
{0, 0, 0, 0},
{112, 0, 128, 16},
};
RECT rcRight[9] = {
{0, 16, 16, 32},
{16, 16, 32, 32},
{32, 16, 48, 32},
{48, 16, 64, 32},
{64, 16, 80, 32},
{80, 16, 96, 32},
{96, 16, 112, 32},
{0, 0, 0, 0},
{112, 16, 128, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y += 6 * 0x200;
npc->tgt_y = 64 * 0x200;
// 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 20:
npc->xm = 0;
npc->ym += 0x40;
if (npc->flag & 8)
{
npc->act_no = 21;
npc->ani_no = 2;
}
break;
case 21:
if (Random(0, 120) == 10)
{
npc->act_no = 22;
npc->act_wait = 0;
npc->ani_no = 3;
}
break;
case 22:
if (++npc->act_wait > 8)
{
npc->act_no = 21;
npc->ani_no = 2;
}
break;
case 100:
npc->act_no = 101;
npc->act_wait = 0;
npc->ani_no = 0;
npc->xm = 0;
npc->bits |= NPC_SHOOTABLE;
npc->count2 = npc->life;
// Fallthrough
case 101:
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
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;
if (++npc->act_wait > 200 || npc->life <= npc->count2 - 80)
{
npc->act_wait = 0;
npc->act_no = 110;
}
break;
case 110:
npc->act_no = 111;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
npc->bits &= ~NPC_SHOOTABLE;
// Fallthrough
case 111:
if (++npc->act_wait % 2)
npc->ani_no = 5;
else
npc->ani_no = 6;
if (npc->act_wait > 30)
{
npc->act_wait = 0;
if (++npc->count1 % 3 == 0)
npc->act_no = 113;
else
npc->act_no = 112;
npc->ani_no = 4;
}
break;
case 112:
if (++npc->act_wait % 6 == 0)
{
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-4, 4);
ym = GetSin(deg) * 4;
xm = GetCos(deg) * 4;
SetNpChar(248, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
PlaySoundObject(34, SOUND_MODE_PLAY);
}
if (npc->act_wait > 30)
{
npc->act_wait = 0;
npc->act_no = 150;
}
break;
case 113:
if (++npc->act_wait == 10)
{
ym = gMC.y - (64 * 0x200);
SetNpChar(279, gMC.x, ym, 0, 0, 1, NULL, 0x100);
}
if (npc->act_wait > 30)
{
npc->act_wait = 0;
npc->act_no = 150;
}
break;
case 150:
npc->act_no = 151;
npc->act_wait = 0;
npc->ani_no = 7;
SetNpChar(249, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
SetNpChar(249, npc->x, npc->y, 0, 0, 2, NULL, 0x100);
npc->tgt_x = Random(9, 31) * 0x200 * 0x10;
npc->tgt_y = Random(5, 7) * 0x200 * 0x10;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 151:
if (++npc->act_wait == 42)
{
SetNpChar(249, npc->tgt_x + (16 * 0x200), npc->tgt_y, 0, 0, 0, NULL, 0x100);
SetNpChar(249, npc->tgt_x - (16 * 0x200), npc->tgt_y, 0, 0, 2, NULL, 0x100);
}
if (npc->act_wait > 50)
{
npc->act_wait = 0;
npc->ym = -0x200;
npc->bits |= NPC_SHOOTABLE;
npc->x = npc->tgt_x;
npc->y = npc->tgt_y;
if (npc->life < 340)
{
SetNpChar(252, 0, 0, 0, 0, 0, npc, 0x100);
SetNpChar(252, 0, 0, 0, 0, 0x80, npc, 0x100);
}
if (npc->life < 180)
{
SetNpChar(252, 0, 0, 0, 0, 0x40, npc, 0x100);
SetNpChar(252, 0, 0, 0, 0, 0xC0, npc, 0x100);
}
if (gMC.x < npc->x - (112 * 0x200) || gMC.x > npc->x + (112 * 0x200))
npc->act_no = 160;
else
npc->act_no = 100;
}
break;
case 160:
npc->act_no = 161;
npc->act_wait = 0;
npc->ani_no = 4;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 161:
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;
if (++npc->act_wait % 24 == 0)
{
SetNpChar(250, npc->x, npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100);
PlaySoundObject(34, SOUND_MODE_PLAY);
}
if (npc->act_wait > 72)
{
npc->act_wait = 0;
npc->act_no = 100;
}
break;
case 1000:
npc->bits &= ~NPC_SHOOTABLE;
npc->act_no = 1001;
npc->act_wait = 0;
npc->ani_no = 4;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->xm = 0;
npc->ym = 0;
DeleteNpCharCode(252, TRUE);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
// Fallthrough
case 1001:
if (++npc->act_wait / 2 % 2)
npc->x = npc->tgt_x + (1 * 0x200);
else
npc->x = npc->tgt_x;
break;
case 1010:
npc->ym += 0x10;
if (npc->flag & 8)
{
npc->act_no = 1020;
npc->ani_no = 8;
}
break;
}
if (npc->xm < -0x200)
npc->xm = -0x200;
if (npc->xm > 0x200)
npc->xm = 0x200;
if (npc->ym < -0x400)
npc->ym = -0x400;
if (npc->ym > 0x400)
npc->ym = 0x400;
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];
}
// Boss Misery (vanishing)
void ActNpc248(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] = {
{0, 48, 16, 64},
{16, 48, 32, 64},
{32, 48, 48, 64},
};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
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);
}
}
// Boss Misery energy shot
void ActNpc249(NPCHAR *npc)
{
RECT rc[2] = {
{48, 48, 64, 64},
{64, 48, 80, 64},
};
if (++npc->act_wait > 8)
npc->cond = 0;
if (npc->direct == 0)
{
npc->rect = rc[0];
npc->x -= 2 * 0x200;
}
else
{
npc->rect = rc[1];
npc->x += 2 * 0x200;
}
}
// Boss Misery lightning ball
void ActNpc250(NPCHAR *npc)
{
RECT rc[3] = {
{0, 32, 16, 48},
{16, 32, 32, 48},
{32, 32, 48, 48},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_y = npc->y;
npc->xm = 0;
npc->ym = -0x200;
// Fallthrough
case 1:
if (npc->x < gMC.x)
npc->xm += 0x10;
else
npc->xm -= 0x10;
if (npc->y < npc->tgt_y)
npc->ym += 0x20;
else
npc->ym -= 0x20;
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->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (gMC.x > npc->x - (8 * 0x200) && gMC.x < npc->x + (8 * 0x200) && gMC.y > npc->y)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 10)
{
SetNpChar(251, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
PlaySoundObject(101, SOUND_MODE_PLAY);
npc->cond = 0;
return;
}
if (npc->act_wait / 2 % 2)
npc->ani_no = 2;
else
npc->ani_no = 1;
}
npc->rect = rc[npc->ani_no];
}
// Boss Misery lightning
void ActNpc251(NPCHAR *npc)
{
RECT rc[2] = {
{80, 32, 96, 64},
{96, 32, 112, 64},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->ani_no > 1)
npc->ani_no = 0;
npc->y += 8 * 0x200;
if (npc->flag & 0xFF)
{
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 3);
npc->cond = 0;
}
break;
}
npc->rect = rc[npc->ani_no];
}
// Boss Misery bats
void ActNpc252(NPCHAR *npc)
{
RECT rcLeft[4] = {
{48, 32, 64, 48},
{112, 32, 128, 48},
{128, 32, 144, 48},
{144, 32, 160, 48},
};
RECT rcRight[4] = {
{48, 32, 64, 48},
{112, 48, 128, 64},
{128, 48, 144, 64},
{144, 48, 160, 64},
};
unsigned char deg;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
npc->count1 = npc->direct;
// Fallthrough
case 1:
npc->count1 += 2;
npc->count1 %= 0x100;
deg = npc->count1;
if (npc->act_wait < 192)
++npc->act_wait;
npc->x = npc->pNpc->x + (GetCos(deg) * npc->act_wait) / 4;
npc->y = npc->pNpc->y + (GetSin(deg) * npc->act_wait) / 4;
if (npc->pNpc->act_no == 151)
{
npc->act_no = 10;
npc->ani_no = 0;
}
break;
case 10:
npc->act_no = 11;
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-3, 3);
npc->xm = GetCos(deg);
npc->ym = GetSin(deg);
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:
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 0xFF)
{
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
npc->cond = 0;
}
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 1;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// EXP capsule
void ActNpc253(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->life <= 100)
{
if (!gbNoExpDrops)
SetExpObjects(npc->x, npc->y, npc->code_flag);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
PlaySoundObject(25, SOUND_MODE_PLAY);
npc->cond = 0;
}
RECT rc[2] = {
{0, 64, 16, 80},
{16, 64, 32, 80},
};
npc->rect = rc[npc->ani_no];
}
// Helicopter
void ActNpc254(NPCHAR *npc)
{
RECT rc[2] = {
{0, 0, 128, 64},
{0, 64, 128, 128},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
SetNpChar(255, npc->x + (18 * 0x200), npc->y - (57 * 0x200), 0, 0, 0, npc, 0x100);
SetNpChar(255, npc->x - (32 * 0x200), npc->y - (52 * 0x200), 0, 0, 2, npc, 0x100);
break;
case 20:
npc->act_wait = 0;
npc->count1 = 60;
npc->act_no = 21;
break;
case 30:
npc->act_no = 21;
SetNpChar(223, npc->x - (11 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100);
break;
case 40:
npc->act_no = 21;
SetNpChar(223, npc->x - (9 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100);
SetNpChar(40, npc->x - (22 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100);
SetNpChar(93, npc->x - (35 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100);
break;
}
if (npc->direct == 0)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
// Helicopter blades
void ActNpc255(NPCHAR *npc)
{
RECT rcLeft[4] = {
{128, 0, 240, 16},
{128, 16, 240, 32},
{128, 32, 240, 48},
{128, 16, 240, 32},
};
RECT rcRight[4] = {
{240, 0, 320, 16},
{240, 16, 320, 32},
{240, 32, 320, 48},
{240, 16, 320, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
{
npc->view.front = (56 * 0x200);
npc->view.back = (56 * 0x200);
}
else
{
npc->view.front = (40 * 0x200);
npc->view.back = (40 * 0x200);
}
// Fallthrough
case 1:
if (npc->pNpc->act_no >= 20)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
// Fallthrough
case 11:
if (++npc->ani_no > 3)
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
{
npc->x = npc->pNpc->x + (18 * 0x200);
npc->y = npc->pNpc->y - (57 * 0x200);
}
else
{
npc->x = npc->pNpc->x - (32 * 0x200);
npc->y = npc->pNpc->y - (52 * 0x200);
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Doctor (facing away)
void ActNpc256(NPCHAR *npc)
{
RECT rcLeft[6] = {
{48, 160, 72, 192},
{72, 160, 96, 192},
{0, 128, 24, 160},
{24, 128, 48, 160},
{0, 160, 24, 192},
{24, 160, 48, 192},
};
switch (npc->act_no)
{
case 0:
gSuperXpos = 0;
npc->act_no = 1;
npc->y -= 8 * 0x200;
// Fallthrough
case 1:
npc->ani_no = 0;
break;
case 10:
npc->act_no = 11;
npc->ani_wait = 0;
npc->ani_no = 0;
npc->count1 = 0;
// Fallthrough
case 11:
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
{
npc->ani_no = 0;
++npc->count1;
}
if (npc->count1 > 5)
npc->act_no = 1;
break;
case 20:
npc->act_no = 21;
// Fallthrough
case 21:
npc->ani_no = 2;
break;
case 40:
npc->act_no = 41;
SetNpChar(257, npc->x - (14 * 0x200), npc->y - (16 * 0x200), 0, 0, 0, NULL, 0x100);
SetNpChar(257, npc->x - (14 * 0x200), npc->y - (16 * 0x200), 0, 0, 2, NULL, 0xAA);
// Fallthrough
case 41:
npc->ani_no = 4;
break;
case 50:
npc->act_no = 51;
npc->ani_wait = 0;
npc->ani_no = 4;
npc->count1 = 0;
// Fallthrough
case 51:
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
{
npc->ani_no = 4;
++npc->count1;
}
if (npc->count1 > 5)
npc->act_no = 41;
break;
}
npc->rect = rcLeft[npc->ani_no];
}
// Red crystal
void ActNpc257(NPCHAR *npc)
{
RECT rc[3] = {
{176, 32, 184, 48},
{184, 32, 192, 48},
{0, 0, 0, 0},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (gSuperXpos != 0)
npc->act_no = 10;
break;
case 10:
if (npc->x < gSuperXpos)
npc->xm += 0x55;
if (npc->x > gSuperXpos)
npc->xm -= 0x55;
if (npc->y < gSuperYpos)
npc->ym += 0x55;
if (npc->y > gSuperYpos)
npc->ym -= 0x55;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
if (npc->ym > 0x400)
npc->ym = 0x400;
if (npc->ym < -0x400)
npc->ym = -0x400;
npc->x += npc->xm;
npc->y += npc->ym;
break;
}
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->direct == 0 && npc->xm > 0)
npc->ani_no = 2;
if (npc->direct == 2 && npc->xm < 0)
npc->ani_no = 2;
npc->rect = rc[npc->ani_no];
}
// Mimiga (sleeping)
void ActNpc258(NPCHAR *npc)
{
RECT rc = {48, 32, 64, 48};
npc->rect = rc;
}
// Curly (carried and unconcious)
void ActNpc259(NPCHAR *npc)
{
RECT rcLeft = {224, 96, 240, 112};
RECT rcRight = {224, 112, 240, 128};
switch (npc->act_no)
{
case 0:
npc->bits &= ~NPC_INTERACTABLE;
npc->act_no = 1;
// Fallthrough
case 1:
if (gMC.direct == 0)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->y = gMC.y - (4 * 0x200);
if (npc->direct == 0)
{
npc->x = gMC.x + (3 * 0x200);
npc->rect = rcLeft;
}
else
{
npc->x = gMC.x - (3 * 0x200);
npc->rect = rcRight;
}
if (gMC.ani_no % 2)
++npc->rect.top;
break;
case 10:
npc->act_no = 11;
npc->xm = 0x40;
npc->ym = -0x20;
npc->rect = rcLeft;
break;
case 11:
if (npc->y < (64 * 0x200))
npc->ym = 0x20;
npc->x += npc->xm;
npc->y += npc->ym;
break;
case 20:
VanishNpChar(npc);
SetDestroyNpCharUp(npc->x, npc->y, 0x2000, 0x40);
break;
}
}