CSE2-tweaks/src/NpcAct260.cpp

2285 lines
39 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 "MycHit.h"
#include "MycParam.h"
#include "NpChar.h"
#include "NpcHit.h"
#include "Sound.h"
#include "Triangle.h"
// Shovel Brigade (caged)
void ActNpc260(NPCHAR *npc)
{
RECT rcLeft[3] = {
{128, 64, 144, 80},
{144, 64, 160, 80},
{224, 64, 240, 80},
};
RECT rcRight[3] = {
{128, 80, 144, 96},
{144, 80, 160, 96},
{224, 80, 240, 96},
};
switch (npc->act_no)
{
case 0:
npc->x += 0x200;
npc->y -= 0x400;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 160) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 12)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
npc->act_no = 11;
npc->ani_no = 2;
SetNpChar(87, npc->x, npc->y - (16 * 0x200), 0, 0, 0, NULL, 0x100);
break;
}
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Chie (caged)
void ActNpc261(NPCHAR *npc)
{
RECT rcLeft[2] = {
{112, 32, 128, 48},
{128, 32, 144, 48},
};
RECT rcRight[2] = {
{112, 48, 128, 64},
{128, 48, 144, 64},
};
switch (npc->act_no)
{
case 0:
npc->x -= 1 * 0x200;
npc->y -= 2 * 0x200;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 160) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 12)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Chaco (caged)
void ActNpc262(NPCHAR *npc)
{
RECT rcLeft[2] = {
{128, 0, 144, 16},
{144, 0, 160, 16},
};
RECT rcRight[2] = {
{128, 16, 144, 32},
{144, 16, 160, 32},
};
switch (npc->act_no)
{
case 0:
npc->x -= 1 * 0x200;
npc->y -= 2 * 0x200;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 160) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 12)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Doctor (boss)
void ActNpc263(NPCHAR *npc)
{
int deg;
int xm, ym;
RECT rcLeft[9] = {
{0, 0, 24, 32},
{24, 0, 48, 32},
{48, 0, 72, 32},
{0, 0, 0, 0},
{72, 0, 96, 32},
{96, 0, 120, 32},
{120, 0, 144, 32},
{144, 0, 168, 32},
{264, 0, 288, 32},
};
RECT rcRight[9] = {
{0, 32, 24, 64},
{24, 32, 48, 64},
{48, 32, 72, 64},
{0, 0, 0, 0},
{72, 32, 96, 64},
{96, 32, 120, 64},
{120, 32, 144, 64},
{144, 32, 168, 64},
{264, 32, 288, 64},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y += 8 * 0x200;
npc->ani_no = 3;
break;
case 2:
if (++npc->act_wait / 2 % 2)
npc->ani_no = 0;
else
npc->ani_no = 3;
if (npc->act_wait > 50)
npc->act_no = 10;
break;
case 10:
npc->ym += 0x80;
npc->bits |= NPC_SHOOTABLE;
npc->damage = 3;
if (npc->flag & 8)
{
npc->act_no = 20;
npc->act_wait = 0;
npc->ani_no = 0;
npc->count2 = npc->life;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 20:
if (++npc->act_wait < 50 && npc->life < npc->count2 - 20)
npc->act_wait = 50;
if (npc->act_wait == 50)
{
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->ani_no = 4;
}
if (npc->act_wait == 80)
{
npc->ani_no = 5;
PlaySoundObject(25, SOUND_MODE_PLAY);
if (npc->direct == 0)
{
SetNpChar(264, npc->x - (16 * 0x200), npc->y, 0, 0, 0, NULL, 0x100);
SetNpChar(264, npc->x - (16 * 0x200), npc->y, 0, 0, 0x400, NULL, 0x100);
}
else
{
SetNpChar(264, npc->x + (16 * 0x200), npc->y, 0, 0, 2, NULL, 0x100);
SetNpChar(264, npc->x + (16 * 0x200), npc->y, 0, 0, 2 + 0x400, NULL, 0x100);
}
}
if (npc->act_wait == 120)
npc->ani_no = 0;
if (npc->act_wait > 130 && npc->life < npc->count2 - 50)
npc->act_wait = 161;
if (npc->act_wait > 160)
{
npc->act_no = 100;
npc->ani_no = 0;
}
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
npc->ani_no = 6;
npc->tgt_x = npc->x;
npc->bits |= NPC_SHOOTABLE;
// Fallthrough
case 31:
if (++npc->act_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + 0x200;
if (npc->act_wait > 50)
{
npc->act_no = 32;
npc->act_wait = 0;
npc->ani_no = 7;
PlaySoundObject(101, SOUND_MODE_PLAY);
for (deg = 8; deg < 0x100; deg += 0x10)
{
xm = GetCos(deg) * 2;
ym = GetSin(deg) * 2;
SetNpChar(266, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
}
}
break;
case 32:
if (++npc->act_wait > 50)
npc->act_no = 100;
break;
case 100:
npc->act_no = 101;
npc->bits &= ~NPC_SHOOTABLE;
npc->damage = 0;
npc->act_wait = 0;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 101:
npc->act_wait += 2;
if (npc->act_wait > 16)
{
npc->act_no = 102;
npc->act_wait = 0;
npc->ani_no = 3;
npc->tgt_x = Random(5, 35) * 0x200 * 0x10;
npc->tgt_y = Random(5, 7) * 0x200 * 0x10;
}
break;
case 102:
if (++npc->act_wait > 40)
{
npc->act_no = 103;
npc->act_wait = 16;
npc->ani_no = 2;
npc->ym = 0;
npc->x = npc->tgt_x;
npc->y = npc->tgt_y;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 103:
npc->act_wait -= 2;
if (npc->act_wait <= 0)
{
npc->bits |= NPC_SHOOTABLE;
npc->damage = 3;
if (npc->count1 < 3)
{
++npc->count1;
npc->act_no = 10;
}
else
{
npc->count1 = 0;
npc->act_no = 30;
}
}
break;
case 500:
npc->bits &= ~NPC_SHOOTABLE;
npc->ani_no = 6;
npc->ym += 0x10;
if (npc->flag & 8)
{
npc->act_no = 501;
npc->act_wait = 0;
npc->tgt_x = npc->x;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 501:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->ani_no = 8;
if (++npc->act_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + (1 * 0x200);
break;
}
if (npc->act_no >= 10)
{
if (npc->act_no == 102)
{
gSuperXpos = npc->tgt_x;
gSuperYpos = npc->tgt_y;
}
else
{
gSuperXpos = npc->x;
gSuperYpos = npc->y;
}
}
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];
if (npc->act_no == 101 || npc->act_no == 103)
{
npc->rect.top += npc->act_wait;
npc->rect.bottom -= npc->act_wait;
npc->view.top = (16 - npc->act_wait) * 0x200;
}
else
{
npc->view.top = 16 * 0x200;
}
}
// Doctor red wave (projectile)
void ActNpc264(NPCHAR *npc)
{
RECT rc = {288, 0, 304, 16};
unsigned char deg;
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->count1 = npc->direct / 8;
npc->direct %= 8;
// Fallthrough
case 1:
npc->count1 += 6;
npc->count1 %= 0x100;
deg = npc->count1;
if (npc->act_wait < 128)
++npc->act_wait;
if (npc->direct == 0)
npc->xm -= 21;
else
npc->xm += 21;
npc->tgt_x += npc->xm;
npc->x = npc->tgt_x + (GetCos(deg) * npc->act_wait) / 2 / 4;
npc->y = npc->tgt_y + (GetSin(deg) * npc->act_wait) / 2;
SetNpChar(265, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
break;
}
npc->rect = rc;
}
// Doctor red ball projectile
void ActNpc265(NPCHAR *npc)
{
RECT rc[3] = {
{288, 16, 304, 32},
{288, 32, 304, 48},
{288, 48, 304, 64},
};
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->cond = 0;
else
npc->rect = rc[npc->ani_no];
}
// Doctor red ball projectile (bouncing)
void ActNpc266(NPCHAR *npc)
{
RECT rc[2] = {
{304, 16, 320, 32},
{304, 32, 320, 48},
};
if (npc->flag & 1)
npc->xm *= -1;
if (npc->flag & 4)
npc->xm *= -1;
if (npc->flag & 2)
npc->ym = 0x200;
if (npc->flag & 8)
npc->ym = -0x200;
npc->x += npc->xm;
npc->y += npc->ym;
if (++npc->ani_no > 1)
npc->ani_no = 0;
npc->rect = rc[npc->ani_no];
if (++npc->act_wait % 4 == 1)
SetNpChar(265, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
if (npc->act_wait > 250)
VanishNpChar(npc);
}
// Muscle Doctor
void ActNpc267(NPCHAR *npc)
{
RECT rcLeft[10] = {
{0, 0, 0, 0},
{0, 64, 40, 112},
{40, 64, 80, 112},
{80, 64, 120, 112},
{120, 64, 160, 112},
{160, 64, 200, 112},
{200, 64, 240, 112},
{240, 64, 280, 112},
{280, 64, 320, 112},
{0, 160, 40, 208},
};
RECT rcRight[10] = {
{0, 0, 0, 0},
{0, 112, 40, 160},
{40, 112, 80, 160},
{80, 112, 120, 160},
{120, 112, 160, 160},
{160, 112, 200, 160},
{200, 112, 240, 160},
{240, 112, 280, 160},
{280, 112, 320, 160},
{40, 160, 80, 208},
};
int xm, ym;
int i;
switch (npc->act_no)
{
case 0:
if (gSuperXpos > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->direct == 0)
npc->x = gSuperXpos - (6 * 0x200);
else
npc->x = gSuperXpos + (6 * 0x200);
npc->y = gSuperYpos;
// Fallthrough
case 1:
npc->act_no = 2;
// Fallthrough
case 2:
npc->ym += 0x80;
if (++npc->act_wait / 2 % 2)
npc->ani_no = 0;
else
npc->ani_no = 3;
break;
case 5:
npc->act_no = 6;
npc->ani_no = 1;
npc->ani_wait = 0;
// Fallthrough
case 6:
npc->ym += 0x80;
if (++npc->ani_wait > 40)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
break;
case 7:
npc->act_no = 8;
npc->act_wait = 0;
npc->ani_no = 3;
// Fallthrough
case 8:
npc->ym += 0x40;
if (++npc->act_wait > 40)
npc->act_no = 10;
break;
case 10:
npc->bits |= NPC_INVULNERABLE;
npc->xm = 0;
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ani_wait = 0;
npc->count2 = npc->life;
// Fallthrough
case 11:
npc->ym += 0x80;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->flag & 8)
{
if (npc->life < npc->count2 - 20)
{
if (gMC.flag & 8 && gMC.x > npc->x - (48 * 0x200) && gMC.x < npc->x + (48 * 0x200) && npc->ani_no != 6)
{
npc->ani_no = 6;
int damage = 5;
if (damage == 1 && gbDamageModifier == 0.5){
damage = 1;
}
else if (gbDamageModifier == -1 ){
damage = 127;
}
else{
damage = damage * gbDamageModifier;
}
DamageMyChar(damage);
SetQuake(10);
PlaySoundObject(26, SOUND_MODE_PLAY);
gMC.ym = -0x400;
if (npc->x > gMC.x)
gMC.xm = -0x5FF;
else
gMC.xm = 0x5FF;
for (i = 0; i < 100; ++i)
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y + (Random(-0x10, 0x10) * 0x200), Random(-0x200, 0x200) * 3, Random(-0x200, 0x200) * 3, 3, NULL, 0xAA);
}
}
else
{
if (++npc->ani_wait > 10)
{
npc->ani_wait = 0;
if (++npc->ani_no > 2)
npc->ani_no = 1;
}
}
}
else
{
npc->ani_no = 4;
}
if (++npc->act_wait > 30 || npc->life < npc->count2 - 20)
{
if (++npc->count1 > 10)
npc->count1 = 0;
switch (npc->count1)
{
case 8:
npc->act_no = 20;
break;
case 2:
case 7:
npc->act_no = 100;
break;
case 3:
case 6:
npc->act_no = 30;
break;
case 1:
case 9:
npc->act_no = 40;
break;
default:
npc->act_no = 15;
npc->act_wait = 0;
break;
}
}
break;
case 15:
npc->ani_no = 3;
++npc->act_wait;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->act_wait > 20)
{
npc->act_no = 16;
npc->ani_no = 4;
npc->ani_wait = 0;
npc->ym = -0x600;
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
}
break;
case 16:
npc->ym += 0x40;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 4;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->ym > 0 && npc->flag & 8)
npc->act_no = 17;
break;
case 17:
npc->act_no = 18;
npc->act_wait = 0;
SetQuake(10);
PlaySoundObject(26, SOUND_MODE_PLAY);
// Fallthrough
case 18:
npc->ani_no = 3;
++npc->act_wait;
npc->xm = (npc->xm * 7) / 8;
npc->ym += 0x80;
if (npc->act_wait > 10)
npc->act_no = 10;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
// Fallthrough
case 21:
++npc->act_wait;
npc->ani_no = 6;
if (npc->act_wait > 20 && npc->act_wait % 3 == 1)
{
ym = Random(-0x200, 0x200);
xm = Random(0x100, 0x200) * 4;
if (npc->direct == 0)
SetNpChar(269, npc->x - 0x1000, npc->y - 0x800, -xm, ym, 0, NULL, 0x100);
else
SetNpChar(269, npc->x + 0x1000, npc->y - 0x800, xm, ym, 2, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
}
if (npc->act_wait > 90)
npc->act_no = 10;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
npc->bits |= NPC_SOLID_SOFT;
npc->bits &= ~NPC_SHOOTABLE;
// Fallthrough
case 31:
npc->ani_no = 3;
if (++npc->act_wait > 20)
{
npc->act_no = 32;
npc->act_wait = 0;
npc->ani_no = 7;
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 10;
PlaySoundObject(25, SOUND_MODE_PLAY);
if (npc->direct == 0)
npc->xm = -0x5FF;
else
npc->xm = 0x5FF;
}
break;
case 32:
++npc->act_wait;
npc->ym = 0;
if (npc->act_wait / 2 % 2)
npc->ani_no = 7;
else
npc->ani_no = 8;
if (npc->act_wait > 30)
{
npc->act_wait = 0;
npc->act_no = 18;
npc->damage = 5;
npc->bits &= ~(NPC_SOLID_SOFT | NPC_REAR_AND_TOP_DONT_HURT);
npc->bits |= NPC_SHOOTABLE;
}
if (npc->flag & 1 || npc->flag & 4)
{
npc->act_no = 15;
npc->act_wait = 0;
npc->damage = 5;
npc->bits &= ~(NPC_SOLID_SOFT | NPC_REAR_AND_TOP_DONT_HURT);
npc->bits |= NPC_SHOOTABLE;
}
break;
case 40:
npc->ani_no = 3;
++npc->act_wait;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->act_wait > 20)
{
npc->act_no = 41;
npc->ani_no = 4;
npc->ani_wait = 0;
npc->ym = -0x800;
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
}
break;
case 41:
npc->ym += 0x40;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 4;
if (gMC.y > npc->y && gMC.x > npc->x - (8 * 0x200) && gMC.x < npc->x + (8 * 0x200))
{
npc->act_no = 16;
npc->ym = 0x5FF;
npc->xm = 0;
}
if (npc->ym > 0 && npc->flag & 8)
npc->act_no = 17;
break;
case 100:
npc->act_no = 101;
npc->act_wait = 0;
npc->bits &= ~(NPC_INVULNERABLE | NPC_SHOOTABLE);
npc->damage = 0;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 101:
npc->act_wait += 2;
if (npc->act_wait > 28)
{
npc->act_no = 102;
npc->act_wait = 0;
npc->ani_no = 0;
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y - (32 * 0x200);
if (npc->tgt_y < (64 * 0x200))
npc->tgt_y = (64 * 0x200);
if (npc->tgt_x < (64 * 0x200))
npc->tgt_x = (64 * 0x200);
if (npc->tgt_x > (576 * 0x200))
npc->tgt_x = (576 * 0x200);
}
break;
case 102:
if (++npc->act_wait > 40)
{
npc->act_no = 103;
npc->act_wait = 28;
npc->ani_no = 4;
npc->ym = 0;
npc->x = npc->tgt_x;
npc->y = npc->tgt_y;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 103:
npc->act_wait -= 2;
if (npc->act_wait <= 0)
{
npc->bits |= (NPC_INVULNERABLE | NPC_SHOOTABLE);
npc->damage = 5;
npc->act_no = 16;
npc->ym = -0x200;
npc->xm = 0;
}
break;
case 500:
DeleteNpCharCode(269, TRUE);
npc->bits &= ~NPC_SHOOTABLE;
npc->ani_no = 4;
npc->ym += 0x20;
npc->xm = 0;
if (npc->flag & 8)
{
npc->act_no = 501;
npc->act_wait = 0;
npc->tgt_x = npc->x;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 501:
npc->ani_no = 9;
if (++npc->act_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + (1 * 0x200);
break;
case 510:
npc->act_no = 511;
npc->act_wait = 0;
npc->ani_no = 9;
npc->tgt_x = npc->x;
npc->y += 16 * 0x200;
npc->bits |= NPC_IGNORE_SOLIDITY;
// Fallthrough
case 511:
SetQuake(2);
if (++npc->act_wait % 6 == 3)
PlaySoundObject(25, SOUND_MODE_PLAY);
if (npc->act_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + (1 * 0x200);
if (npc->act_wait > 352)
{
npc->ani_no = 0;
npc->act_no = 0x200;
}
break;
case 520:
npc->damage = 0;
gSuperYpos = -32 * 0x200;
break;
}
if (npc->act_no >= 11 && npc->act_no < 501)
{
if (npc->act_no == 102)
{
gSuperXpos = npc->tgt_x;
gSuperYpos = npc->tgt_y;
}
else
{
gSuperXpos = npc->x;
gSuperYpos = npc->y;
}
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->act_no >= 512)
{
// There probably used to be some commented-out code here
}
else if (npc->act_no < 510)
{
if (npc->act_no != 102 && npc->act_no != 103 && Random(0, 3) == 2)
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y + (Random(-8, 4) * 0x200), npc->xm, 0, 3, 0, 0x100);
}
else
{
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), Random(-0x200, 0x200), Random(-0x200, 0) * 2, 3, NULL, 0xAA);
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), Random(-0x200, 0x200), Random(-0x200, 0) * 2, 3, NULL, 0xAA);
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), 0, 2 * Random(-0x200, 0), 3, NULL, 0xAA);
SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), 0, 2 * Random(-0x200, 0), 3, NULL, 0xAA);
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->act_no == 511)
{
npc->rect.top += npc->act_wait / 8;
npc->view.top = (44 - (npc->act_wait / 8)) * 0x200;
npc->view.bottom = 4 * 0x200;
}
else if (npc->act_no == 101 || npc->act_no == 103)
{
npc->rect.top += npc->act_wait;
npc->rect.bottom -= npc->act_wait;
npc->view.top = (28 - npc->act_wait) * 0x200;
}
else
{
npc->view.top = 28 * 0x200;
}
}
// Igor (enemy)
void ActNpc268(NPCHAR *npc)
{
unsigned char deg;
int xm, ym;
RECT rcLeft[10] = {
{0, 0, 40, 40},
{40, 0, 80, 40},
{80, 0, 120, 40},
{0, 0, 40, 40},
{120, 0, 160, 40},
{0, 0, 40, 40},
{40, 80, 80, 120},
{0, 80, 40, 120},
{240, 0, 280, 40},
{280, 0, 320, 40},
};
RECT rcRight[10] = {
{0, 40, 40, 80},
{40, 40, 80, 80},
{80, 40, 120, 80},
{0, 40, 40, 80},
{120, 40, 160, 80},
{0, 40, 40, 80},
{160, 80, 200, 120},
{120, 80, 160, 120},
{240, 40, 280, 80},
{280, 40, 320, 80},
};
if (npc->x < gMC.x - (320 * 0x200) || npc->x > gMC.x + (320 * 0x200) || npc->y < gMC.y - (240 * 0x200) || npc->y > gMC.y + (240 * 0x200))
npc->act_no = 1;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y += 8 * 0x200;
// Fallthrough
case 1:
if (++npc->ani_wait > 20)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
#ifdef FIX_BUGS
if (npc->x < gMC.x + (112 * 0x200) && npc->x > gMC.x - (112 * 0x200) && npc->y < gMC.y + (48 * 0x200) && npc->y > gMC.y - (112 * 0x200))
#else
// Instead of checking the X and Y coordinates, this checks the X coordinates twice
if (npc->x < gMC.x + (112 * 0x200) && npc->x > gMC.x - (112 * 0x200) && npc->x < gMC.x + (48 * 0x200) && npc->x > gMC.x - (112 * 0x200))
#endif
npc->act_no = 10;
if (npc->shock)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ani_wait = 0;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 11:
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
if (npc->x < gMC.x + (64 * 0x200) && npc->x > gMC.x - (64 * 0x200))
{
npc->act_no = 20;
npc->act_wait = 0;
}
if (npc->xm < 0 && npc->flag & 1)
{
npc->act_no = 20;
npc->act_wait = 0;
}
if (npc->xm > 0 && npc->flag & 4)
{
npc->act_no = 20;
npc->act_wait = 0;
}
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
break;
case 20:
npc->xm = 0;
npc->ani_no = 6;
if (++npc->act_wait > 10)
{
npc->act_no = 30;
npc->ym = -0x5FF;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
PlaySoundObject(108, SOUND_MODE_PLAY);
}
break;
case 30:
npc->ani_no = 7;
if (npc->flag & 8)
{
npc->act_no = 40;
npc->act_wait = 0;
SetQuake(20);
PlaySoundObject(26, SOUND_MODE_PLAY);
}
break;
case 40:
npc->xm = 0;
npc->ani_no = 6;
if (++npc->act_wait > 30)
npc->act_no = 50;
break;
case 50:
npc->act_no = 51;
npc->act_wait = 0;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 51:
if (++npc->act_wait > 30 && npc->act_wait % 4 == 1)
{
if (npc->direct == 0)
deg = 0x88;
else
deg = 0xF8;
deg += (unsigned char)Random(-0x10, 0x10);
ym = GetSin(deg) * 5;
xm = GetCos(deg) * 5;
SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
PlaySoundObject(12, SOUND_MODE_PLAY);
}
if (npc->act_wait < 50 && npc->act_wait / 2 % 2)
npc->ani_no = 9;
else
npc->ani_no = 8;
if (npc->act_wait > 82)
{
npc->act_no = 10;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
}
npc->ym += 0x200 / 10;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Red Bat (bouncing)
void ActNpc269(NPCHAR *npc)
{
RECT rcLeft[3] = {
{232, 0, 248, 16},
{248, 0, 264, 16},
{248, 16, 264, 32},
};
RECT rcRight[3] = {
{232, 32, 248, 48},
{248, 32, 264, 48},
{248, 48, 264, 64},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->xm2 = npc->xm;
npc->ym2 = npc->ym;
// Fallthrough
case 1:
if (npc->xm2 < 0 && npc->flag & 1)
{
npc->direct = gMirrorMode? 0:2;
npc->xm2 *= -1;
}
else if (npc->xm2 > 0 && npc->flag & 4)
{
npc->direct = gMirrorMode? 2:0;
npc->xm2 *= -1;
}
else if (npc->ym2 < 0 && npc->flag & 2)
{
npc->ym2 *= -1;
}
else if (npc->ym2 > 0 && npc->flag & 8)
{
npc->ym2 *= -1;
}
npc->x += npc->xm2;
npc->y += npc->ym2;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Doctor's blood (or """"red energy"""")
void ActNpc270(NPCHAR *npc)
{
RECT rc[2] = {
{170, 34, 174, 38},
{170, 42, 174, 46},
};
if (npc->direct == 3 || npc->direct == 1)
{
if (npc->direct == 3)
npc->ym += 0x40;
if (npc->direct == 1)
npc->ym -= 0x40;
++npc->act_wait;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->act_wait > 50)
npc->cond = 0;
if (npc->flag & 0xFF)
npc->cond = 0;
}
else if (npc->direct == 2)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->bits |= NPC_IGNORE_SOLIDITY;
npc->xm = Random(-0x200, 0x200) * 3;
npc->ym = Random(-0x200, 0x200) * 3;
npc->count1 = Random(0x10, 0x33);
npc->count2 = Random(0x80, 0x100);
break;
}
if (npc->x < npc->pNpc->x)
npc->xm += 0x200 / npc->count1;
if (npc->x > npc->pNpc->x)
npc->xm -= 0x200 / npc->count1;
if (npc->y < npc->pNpc->y)
npc->ym += 0x200 / npc->count1;
if (npc->y > npc->pNpc->y)
npc->ym -= 0x200 / npc->count1;
if (npc->xm > npc->count2 * 2)
npc->xm = npc->count2 * 2;
if (npc->xm < -npc->count2 * 2)
npc->xm = -npc->count2 * 2;
if (npc->ym > npc->count2 * 3)
npc->ym = npc->count2 * 3;
if (npc->ym < -npc->count2 * 3)
npc->ym = -npc->count2 * 3;
npc->x += npc->xm;
npc->y += npc->ym;
}
npc->rect = rc[Random(0, 1)];
}
// Ironhead block
void ActNpc271(NPCHAR *npc)
{
int a;
if (npc->xm < 0 && npc->x < -16 * 0x200)
{
VanishNpChar(npc);
return;
}
if (npc->xm > 0 && npc->x > (gMap.width * 0x200 * 0x10) + (1 * 0x200 * 0x10))
{
VanishNpChar(npc);
return;
}
if (npc->act_no == 0)
{
npc->act_no = 1;
a = Random(0, 9);
if (a == 9)
{
npc->rect.left = 0;
npc->rect.right = 0x20;
npc->rect.top = 0x40;
npc->rect.bottom = 0x60;
npc->view.front = 16 * 0x200;
npc->view.back = 16 * 0x200;
npc->view.top = 16 * 0x200;
npc->view.bottom = 16 * 0x200;
npc->hit.front = 12 * 0x200;
npc->hit.back = 12 * 0x200;
npc->hit.top = 12 * 0x200;
npc->hit.bottom = 12 * 0x200;
}
else
{
npc->rect.left = ((a % 3) * 16) + (7 * 16);
npc->rect.top = (a / 3) * 16;
npc->rect.right = npc->rect.left + 16;
npc->rect.bottom = npc->rect.top + 16;
}
if (npc->direct == 0)
npc->xm = Random(0x100, 0x200) * -2;
else
npc->xm = Random(0x100, 0x200) * 2;
npc->ym = Random(-0x200, 0x200);
}
if (npc->ym < 0 && npc->y - npc->hit.top < 8 * 0x200)
{
npc->ym *= -1;
SetCaret(npc->x, npc->y - (8 * 0x200), CARET_TINY_PARTICLES, DIR_LEFT);
SetCaret(npc->x, npc->y - (8 * 0x200), CARET_TINY_PARTICLES, DIR_LEFT);
}
if (npc->ym > 0 && npc->y + npc->hit.bottom > 232 * 0x200)
{
npc->ym *= -1;
SetCaret(npc->x, npc->y + (8 * 0x200), CARET_TINY_PARTICLES, DIR_LEFT);
SetCaret(npc->x, npc->y + (8 * 0x200), CARET_TINY_PARTICLES, DIR_LEFT);
}
npc->x += npc->xm;
npc->y += npc->ym;
}
// Ironhead block generator
void ActNpc272(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = Random(0, 200);
// Fallthrough
case 1:
if (npc->act_wait)
{
--npc->act_wait;
}
else
{
npc->act_no = 0;
SetNpChar(271, npc->x, npc->y + (Random(-32, 32) * 0x200), 0, 0, npc->direct, NULL, 0x100);
}
break;
}
}
// Droll projectile
void ActNpc273(NPCHAR *npc)
{
RECT rc[3] = {
{248, 40, 272, 64},
{272, 40, 296, 64},
{296, 40, 320, 64},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
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);
VanishNpChar(npc);
return;
}
if (++npc->act_wait % 5 == 0)
PlaySoundObject(110, SOUND_MODE_PLAY);
if (++npc->ani_no > 2)
npc->ani_no = 0;
break;
}
npc->rect = rc[npc->ani_no];
}
// Droll
void ActNpc274(NPCHAR *npc)
{
RECT rcLeft[6] = {
{0, 0, 32, 40},
{32, 0, 64, 40},
{64, 0, 96, 40},
{64, 80, 96, 120},
{96, 80, 128, 120},
{96, 0, 128, 40},
};
RECT rcRight[6] = {
{0, 40, 32, 80},
{32, 40, 64, 80},
{64, 40, 96, 80},
{64, 120, 96, 160},
{96, 120, 128, 160},
{96, 40, 128, 80},
};
unsigned char deg;
int xm, ym;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 8 * 0x200;
npc->tgt_x = npc->x;
// Fallthrough
case 1:
npc->xm = 0;
npc->act_no = 2;
npc->ani_no = 0;
// Fallthrough
case 2:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (++npc->ani_wait > 40)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->shock)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 2;
npc->act_wait = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 10)
{
npc->act_no = 12;
npc->ani_no = 3;
npc->ym = -0x600;
npc->count1 = 0;
if (npc->tgt_x > npc->x)
npc->xm = 0x200;
else
npc->xm = -0x200;
}
break;
case 12:
if (npc->ym > 0)
{
npc->ani_no = 4;
if (npc->count1 == 0)
{
++npc->count1;
deg = GetArktan(npc->x - gMC.x, npc->y - (10 * 0x200) - gMC.y);
ym = GetSin(deg) * 4;
xm = GetCos(deg) * 4;
SetNpChar(273, npc->x, npc->y - (10 * 0x200), xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
}
}
if (npc->ym > 0x200)
npc->ani_no = 5;
if (npc->flag & 8)
{
npc->ani_no = 2;
npc->act_no = 13;
npc->act_wait = 0;
npc->xm = 0;
}
break;
case 13:
npc->xm /= 2;
if (++npc->act_wait > 10)
npc->act_no = 1;
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];
}
// Puppy (plantation)
void ActNpc275(NPCHAR *npc)
{
RECT rcRight[4] = {
{272, 80, 288, 96},
{288, 80, 304, 96},
{272, 80, 288, 96},
{304, 80, 320, 96},
};
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 - (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;
}
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;
npc->rect = rcRight[npc->ani_no];
}
// Red Demon
void ActNpc276(NPCHAR *npc)
{
RECT rcLeft[9] = {
{0, 64, 32, 104},
{32, 64, 64, 104},
{64, 64, 96, 104},
{96, 64, 128, 104},
{128, 64, 160, 104},
{160, 64, 192, 104},
{192, 64, 224, 104},
{224, 64, 256, 104},
{256, 64, 288, 104},
};
RECT rcRight[9] = {
{0, 104, 32, 144},
{32, 104, 64, 144},
{64, 104, 96, 144},
{96, 104, 128, 144},
{128, 104, 160, 144},
{160, 104, 192, 144},
{192, 104, 224, 144},
{224, 104, 256, 144},
{256, 104, 288, 144},
};
unsigned char deg;
int xm, ym;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 8 * 0x200;
// Fallthrough
case 1:
npc->xm = 0;
npc->act_no = 2;
npc->ani_no = 0;
// Fallthrough
case 2:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (++npc->ani_wait > 20)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->shock)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 3;
npc->bits |= NPC_SHOOTABLE;
// Fallthrough
case 11:
switch (++npc->act_wait)
{
case 30:
case 40:
case 50:
npc->ani_no = 4;
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
ym = GetSin(deg) * 4;
xm = GetCos(deg) * 4;
SetNpChar(277, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
break;
case 34:
case 44:
case 54:
npc->ani_no = 3;
break;
}
if (npc->act_wait > 60)
{
npc->act_no = 20;
npc->act_wait = 0;
npc->ani_no = 2;
}
break;
case 20:
if (++npc->act_wait > 20)
{
npc->act_no = 21;
npc->act_wait = 0;
npc->ani_no = 5;
npc->ym = -0x5FF;
if (npc->x < gMC.x)
npc->xm = 0x100;
else
npc->xm = -0x100;
}
break;
case 21:
switch (++npc->act_wait)
{
case 30:
case 40:
case 50:
npc->ani_no = 6;
deg = GetArktan(npc->x - gMC.x, npc->y - (10 * 0x200) - gMC.y);
ym = GetSin(deg) * 4;
xm = GetCos(deg) * 4;
SetNpChar(277, npc->x, npc->y - (10 * 0x200), xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
break;
case 34:
case 44:
npc->ani_no = 5;
break;
}
if (npc->act_wait > 53)
npc->ani_no = 7;
if (npc->flag & 8)
{
npc->act_no = 22;
npc->act_wait = 0;
npc->ani_no = 2;
SetQuake(10);
PlaySoundObject(26, SOUND_MODE_PLAY);
}
break;
case 22:
npc->xm /= 2;
if (++npc->act_wait > 22)
npc->act_no = 10;
break;
case 50:
npc->bits &= ~NPC_SHOOTABLE;
npc->damage = 0;
if (npc->flag & 8)
{
npc->act_no = 51;
npc->ani_no = 2;
SetQuake(10);
if (!gbNoExpDrops)
SetExpObjects(npc->x, npc->y, 19);
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
PlaySoundObject(72, SOUND_MODE_PLAY);
}
break;
case 51:
npc->xm = (npc->xm * 7) / 8;
npc->ani_no = 8;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->act_no < 50)
{
if (npc->x < gMC.x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Red Demon projectile
void ActNpc277(NPCHAR *npc)
{
RECT rc[3] = {
{128, 0, 152, 24},
{152, 0, 176, 24},
{176, 0, 200, 24},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
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);
VanishNpChar(npc);
return;
}
if (++npc->act_wait % 5 == 0)
PlaySoundObject(110, SOUND_MODE_PLAY);
if (++npc->ani_no > 2)
npc->ani_no = 0;
break;
}
npc->rect = rc[npc->ani_no];
}
// Little family
void ActNpc278(NPCHAR *npc)
{
RECT rcPapa[2] = {
{0, 120, 8, 128},
{8, 120, 16, 128},
};
RECT rcMama[2] = {
{16, 120, 24, 128},
{24, 120, 32, 128},
};
RECT rcKodomo[2] = { // Japanese for 'child'
{32, 120, 40, 128},
{40, 120, 48, 128},
};
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 = 0;
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 = -0x100;
else
npc->xm = 0x100;
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (++npc->act_wait > 0x20)
npc->act_no = 0;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
switch (npc->code_event)
{
case 200:
npc->rect = rcPapa[npc->ani_no];
break;
case 210:
npc->rect = rcMama[npc->ani_no];
break;
default:
npc->rect = rcKodomo[npc->ani_no];
break;
}
}
// Falling block (large)
void ActNpc279(NPCHAR *npc)
{
RECT rc[2] = {
{0, 16, 32, 48},
{16, 0, 32, 16},
};
int i;
switch (npc->act_no)
{
case 0:
switch (npc->direct)
{
case 0:
npc->act_no = 100;
npc->bits |= NPC_INVULNERABLE;
npc->ani_no = 0;
break;
case 2:
npc->act_no = 100;
npc->bits |= NPC_INVULNERABLE;
npc->ani_no = 1;
npc->view.back = 8 * 0x200;
npc->view.front = 8 * 0x200;
npc->view.top = 8 * 0x200;
npc->view.bottom = 8 * 0x200;
npc->hit.back = 8 * 0x200;
npc->hit.front = 8 * 0x200;
npc->hit.top = 8 * 0x200;
npc->hit.bottom = 8 * 0x200;
break;
case 1:
npc->ani_no = 0;
npc->act_no = 10;
break;
}
if (npc->direct != 1)
break;
// Fallthrough
case 10:
npc->act_no = 11;
npc->act_wait = 16;
// Fallthrough
case 11:
npc->act_wait -= 2;
if (npc->act_wait <= 0)
{
npc->act_no = 100;
npc->bits |= NPC_INVULNERABLE;
}
break;
case 100:
npc->ym += 0x40;
if (npc->ym > 0x700)
npc->ym = 0x700;
if (npc->y > 128 * 0x200)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
if (npc->flag & 8)
{
npc->ym = -0x200;
npc->act_no = 110;
npc->bits |= NPC_IGNORE_SOLIDITY;
PlaySoundObject(26, SOUND_MODE_PLAY);
SetQuake(10);
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;
case 110:
npc->ym += 0x40;
if (npc->y > (gMap.length * 0x200 * 0x10) + (2 * 0x200 * 0x10))
{
npc->cond = 0;
return;
}
break;
}
if (gMC.y > npc->y)
npc->damage = 10;
else
npc->damage = 0;
npc->y += npc->ym;
npc->rect = rc[npc->ani_no];
if (npc->act_no == 11)
{
npc->rect.top += npc->act_wait;
npc->rect.bottom -= npc->act_wait;
npc->view.top = (16 - npc->act_wait) * 0x200;
}
}