CSE2-tweaks/src/NpcAct280.cpp

1783 lines
30 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 "Boss.h"
#include "Frame.h"
#include "Game.h"
#include "Map.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
// Sue (being teleported by Misery)
void ActNpc280(NPCHAR *npc)
{
RECT rcLeft[2] = {
{112, 32, 128, 48},
{144, 32, 160, 48},
};
RECT rcRight[2] = {
{112, 48, 128, 64},
{144, 48, 160, 64},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->x += 6 * 0x200;
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:
npc->ani_no = 0;
if (npc->flag & 8)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 1;
PlaySoundObject(23, SOUND_MODE_PLAY);
}
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);
}
}
// Doctor (red energy form)
void ActNpc281(NPCHAR *npc)
{
RECT rc = {0, 0, 0, 0};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
// Fallthrough
case 11:
++npc->act_wait;
SetNpChar(270, npc->x, npc->y + (128 * 0x200), 0, 0, 2, npc, 0x100);
if (npc->act_wait > 150)
npc->act_no = 12;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
// Fallthrough
case 21:
if (++npc->act_wait > 250)
{
DeleteNpCharCode(270, FALSE);
npc->act_no = 22;
}
break;
}
npc->rect = rc;
}
// Mini Undead Core (active)
void ActNpc282(NPCHAR *npc)
{
// Yes, Pixel spelt this wrong (should be 'rc')
RECT tc[3] = {
{256, 80, 320, 120},
{256, 0, 320, 40},
{256, 120, 320, 160},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 20;
npc->tgt_y = npc->y;
if (Random(0, 100) % 2)
npc->ym = -0x100;
else
npc->ym = 0x100;
// Fallthrough
case 20:
npc->xm = -0x200;
if (npc->x < -64 * 0x200)
npc->cond = 0;
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;
if (gMC.flag & 8 && gMC.y < npc->y - (4 * 0x200) && gMC.x > npc->x - (24 * 0x200) && gMC.x < npc->x + (24 * 0x200))
{
npc->tgt_y = 144 * 0x200;
npc->ani_no = 2;
}
else if (npc->ani_no != 1)
{
npc->ani_no = 0;
}
if (gMC.flag & 1 && gMC.x < npc->x - npc->hit.back && gMC.x > npc->x - npc->hit.back - (8 * 0x200) && gMC.y + gMC.hit.bottom > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->y + npc->hit.bottom)
{
npc->bits &= ~NPC_SOLID_HARD;
npc->ani_no = 1;
}
else if (gMC.flag & 4 && gMC.x > npc->x + npc->hit.back && gMC.x < npc->x + npc->hit.back + (8 * 0x200) && gMC.y + gMC.hit.bottom > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->y + npc->hit.bottom)
{
npc->bits &= ~NPC_SOLID_HARD;
npc->ani_no = 1;
}
else if (gMC.flag & 2 && gMC.y < npc->y - npc->hit.top && gMC.y > npc->y - npc->hit.top - (8 * 0x200) && gMC.x + gMC.hit.front > npc->x - npc->hit.back && gMC.x - gMC.hit.back < npc->x + npc->hit.front)
{
npc->bits &= ~NPC_SOLID_HARD;
npc->ani_no = 1;
}
else if (gMC.flag & 8 && gMC.y > npc->y + npc->hit.bottom - (4 * 0x200) && gMC.y < npc->y + npc->hit.bottom + (12 * 0x200) && gMC.x + gMC.hit.front > npc->x - npc->hit.back - (4 * 0x200) && gMC.x - gMC.hit.back < npc->x + npc->hit.front + (4 * 0x200))
{
npc->bits &= ~NPC_SOLID_HARD;
npc->ani_no = 1;
}
}
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = tc[npc->ani_no];
}
// Misery (transformed)
void ActNpc283(NPCHAR *npc)
{
int x, y, direct;
RECT rcLeft[11] = {
{0, 64, 32, 96},
{32, 64, 64, 96},
{64, 64, 96, 96},
{96, 64, 128, 96},
{128, 64, 160, 96},
{160, 64, 192, 96},
{192, 64, 224, 96},
{224, 64, 256, 96},
{0, 0, 0, 0},
{256, 64, 288, 96},
{288, 64, 320, 96},
};
RECT rcRight[11] = {
{0, 96, 32, 128},
{32, 96, 64, 128},
{64, 96, 96, 128},
{96, 96, 128, 128},
{128, 96, 160, 128},
{160, 96, 192, 128},
{192, 96, 224, 128},
{224, 96, 256, 128},
{0, 0, 0, 0},
{256, 96, 288, 128},
{288, 96, 320, 128},
};
if (npc->act_no < 100 && (gBoss[0].cond == 0 || npc->life < 400))
npc->act_no = 100;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 8 * 0x200;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 1:
if (++npc->act_wait / 2 % 2)
npc->ani_no = 9;
else
npc->ani_no = 0;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 9;
break;
case 20:
gSuperXpos = 0;
npc->act_no = 21;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 21:
npc->xm = 7 * npc->xm / 8;
npc->ym = 7 * npc->ym / 8;
if (++npc->ani_wait > 20)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (++npc->act_wait > 100)
npc->act_no = 30;
if (npc->x < gMC.x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
npc->ani_no = 2;
npc->count2 = npc->life;
// Fallthrough
case 31:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
if (npc->flag & 8)
npc->ym = -0x200;
if (npc->x > gBoss[0].x)
npc->xm -= 0x20;
else
npc->xm += 0x20;
if (npc->y > gMC.y)
npc->ym -= 0x10;
else
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;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (++npc->act_wait > 150 && (npc->life < npc->count2 - 20 || gSuperXpos))
{
gSuperXpos = 0;
npc->act_no = 40;
}
if (gBoss[0].ani_no && npc->act_wait > 250)
npc->act_no = 50;
break;
case 40:
npc->act_no = 41;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
PlaySoundObject(103, SOUND_MODE_PLAY);
if (gMC.y < 160 * 0x200)
npc->count2 = 290;
else
npc->count2 = 289;
// Fallthrough
case 41:
if (++npc->act_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
if (npc->act_wait % 6 == 1)
{
if (npc->count2 == 289)
{
x = npc->x + (Random(-0x40, 0x40) * 0x200);
y = npc->y + (Random(-0x20, 0x20) * 0x200);
}
else
{
x = npc->x + (Random(-0x20, 0x20) * 0x200);
y = npc->y + (Random(-0x40, 0x40) * 0x200);
}
if (x < 32 * 0x200)
x = 32 * 0x200;
if (x > (gMap.width - 2) * 0x200 * 0x10)
x = (gMap.width - 2) * 0x200 * 0x10;
if (y < 32 * 0x200)
y = 32 * 0x200;
if (y > (gMap.length - 2) * 0x200 * 0x10)
y = (gMap.length - 2) * 0x200 * 0x10;
PlaySoundObject(39, SOUND_MODE_PLAY);
SetNpChar(npc->count2, x, y, 0, 0, 0, NULL, 0x100);
}
if (npc->act_wait > 50)
{
npc->act_no = 42;
npc->act_wait = 0;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 42:
++npc->act_wait;
npc->ani_no = 6;
if (npc->act_wait > 50)
{
npc->ym = -0x200;
if (npc->direct == 0)
npc->xm = 0x200;
else
npc->xm = -0x200;
npc->act_no = 30;
}
break;
case 50:
npc->act_no = 51;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
PlaySoundObject(103, SOUND_MODE_PLAY);
// Fallthrough
case 51:
if (++npc->act_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
if (gMC.equip & EQUIP_BOOSTER_2_0)
{
if (npc->act_wait % 10 == 1)
{
if (npc->direct == 0)
{
x = npc->x + (10 * 0x200);
y = npc->y;
switch (npc->act_wait / 6 % 4)
{
case 0:
direct = 0xD8;
break;
case 1:
direct = 0xEC;
break;
case 2:
direct = 0x14;
break;
case 3:
direct = 0x28;
break;
}
}
else
{
x = npc->x - (10 * 0x200);
y = npc->y;
switch (npc->act_wait / 6 % 4)
{
case 0:
direct = 0x58;
break;
case 1:
direct = 0x6C;
break;
case 2:
direct = 0x94;
break;
case 3:
direct = 0xA8;
break;
}
}
PlaySoundObject(39, SOUND_MODE_PLAY);
SetNpChar(301, x, y, 0, 0, direct, NULL, 0x100);
}
}
else if (npc->act_wait % 24 == 1)
{
if (npc->direct == 0)
{
x = npc->x + (10 * 0x200);
y = npc->y;
switch (npc->act_wait / 6 % 4)
{
case 0:
direct = 0xD8;
break;
case 1:
direct = 0xEC;
break;
case 2:
direct = 0x14;
break;
case 3:
direct = 0x28;
break;
}
}
else
{
x = npc->x - (10 * 0x200);
y = npc->y;
switch (npc->act_wait / 6 % 4)
{
case 0:
direct = 0x58;
break;
case 1:
direct = 0x6C;
break;
case 2:
direct = 0x94;
break;
case 3:
direct = 0xA8;
break;
}
}
PlaySoundObject(39, SOUND_MODE_PLAY);
SetNpChar(301, x, y, 0, 0, direct, NULL, 0x100);
}
if (npc->act_wait > 50)
{
npc->act_no = 42;
npc->act_wait = 0;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 99:
npc->xm = 0;
npc->ym = 0;
npc->ani_no = 9;
npc->bits &= ~NPC_SHOOTABLE;
break;
case 100:
npc->act_no = 101;
npc->ani_no = 9;
npc->damage = 0;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_IGNORE_SOLIDITY;
npc->ym = -0x200;
npc->shock += 50;
npc->hit.bottom = 12 * 0x200;
++gBoss[0].ani_no;
// Fallthrough
case 101:
npc->ym += 0x20;
if (npc->y > (216 * 0x200) - npc->hit.bottom)
{
npc->y = (216 * 0x200) - npc->hit.bottom;
npc->act_no = 102;
npc->ani_no = 10;
npc->xm = 0;
npc->ym = 0;
}
break;
}
npc->y += npc->ym;
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Sue (transformed)
void ActNpc284(NPCHAR *npc)
{
unsigned char deg;
RECT rcLeft[13] = {
{0, 128, 32, 160},
{32, 128, 64, 160},
{64, 128, 96, 160},
{96, 128, 128, 160},
{128, 128, 160, 160},
{160, 128, 192, 160},
{192, 128, 224, 160},
{224, 128, 256, 160},
{0, 0, 0, 0},
{256, 128, 288, 160},
{288, 128, 320, 160},
{224, 64, 256, 96},
{208, 32, 224, 48},
};
RECT rcRight[13] = {
{0, 160, 32, 192},
{32, 160, 64, 192},
{64, 160, 96, 192},
{96, 160, 128, 192},
{128, 160, 160, 192},
{160, 160, 192, 192},
{192, 160, 224, 192},
{224, 160, 256, 192},
{0, 0, 0, 0},
{256, 160, 288, 192},
{288, 160, 320, 192},
{224, 96, 256, 128},
{208, 48, 224, 64},
};
if (npc->act_no < 100 && (gBoss[0].cond == 0|| npc->life < 500))
npc->act_no = 100;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 4 * 0x200;
PlaySoundObject(29, SOUND_MODE_PLAY);
npc->count2 = npc->life;
// Fallthrough
case 1:
if (++npc->act_wait / 2 % 2)
{
npc->view.top = 16 * 0x200;
npc->view.back = 16 * 0x200;
npc->view.front = 16 * 0x200;
npc->ani_no = 11;
}
else
{
npc->view.top = 3 * 0x200;
npc->view.back = 8 * 0x200;
npc->view.front = 8 * 0x200;
npc->ani_no = 12;
}
if (npc->act_wait > 50)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 11;
npc->view.top = 16 * 0x200;
npc->view.back = 16 * 0x200;
npc->view.front = 16 * 0x200;
DeleteNpCharCode(257, TRUE);
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->damage = 0;
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
// Fallthrough
case 21:
npc->xm = (npc->xm * 7) / 8;
npc->ym = (npc->ym * 7) / 8;
if (++npc->ani_wait > 20)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (++npc->act_wait > 80)
npc->act_no = 30;
if (npc->x < gMC.x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
if (npc->life < npc->count2 - 50)
{
npc->count2 = npc->life;
gSuperXpos = 10;
}
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
npc->ani_no = 2;
npc->xm = 0;
npc->ym = 0;
// Fallthrough
case 31:
if (++npc->act_wait > 16)
{
++npc->count1;
npc->count1 %= 4;
switch (npc->count1)
{
case 1:
case 3:
npc->act_no = 34;
break;
case 0: // Identical to case 2
npc->act_no = 32;
break;
case 2: // Identical to case 0
npc->act_no = 32;
break;
}
}
break;
case 32:
npc->act_no = 33;
npc->act_wait = 0;
npc->bits &= ~NPC_SHOOTABLE;
if (gMC.x < npc->x)
npc->tgt_x = gMC.x - (160 * 0x200);
else
npc->tgt_x = gMC.x + (160 * 0x200);
npc->tgt_y = gMC.y;
deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
npc->xm = 3 * GetCos(deg);
npc->ym = 3 * GetSin(deg);
npc->bits &= ~NPC_IGNORE_SOLIDITY;
if (npc->x < (gMap.width * 0x200 * 0x10) / 2 && npc->xm > 0)
{
if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
npc->bits |= NPC_IGNORE_SOLIDITY;
if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
npc->bits |= NPC_IGNORE_SOLIDITY;
}
if (npc->x > (gMap.width * 0x200 * 0x10) / 2 && npc->xm < 0)
{
if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
npc->bits |= NPC_IGNORE_SOLIDITY;
if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
npc->bits |= NPC_IGNORE_SOLIDITY;
}
if (npc->xm > 0)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
// Fallthrough
case 33:
if (++npc->act_wait / 2 % 2)
npc->ani_no = 3;
else
npc->ani_no = 8;
if (npc->act_wait > 50 || npc->flag & 5)
npc->act_no = 20;
break;
case 34:
npc->act_no = 35;
npc->act_wait = 0;
npc->damage = 4;
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y;
deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
npc->ym = 3 * GetSin(deg);
npc->xm = 3 * GetCos(deg);
npc->bits &= ~NPC_IGNORE_SOLIDITY;
if (npc->x < (gMap.width * 0x200 * 0x10) / 2 && npc->xm > 0)
{
if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
npc->bits |= NPC_IGNORE_SOLIDITY;
if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
npc->bits |= NPC_IGNORE_SOLIDITY;
}
if (npc->x > (gMap.width * 0x200 * 0x10) / 2 && npc->xm < 0)
{
if (npc->y < (gMap.length * 0x200 * 0x10) / 2 && npc->ym > 0)
npc->bits |= NPC_IGNORE_SOLIDITY;
if (npc->y > (gMap.length * 0x200 * 0x10) / 2 && npc->ym < 0)
npc->bits |= NPC_IGNORE_SOLIDITY;
}
if (npc->xm > 0)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
// Fallthrough
case 35:
if (++npc->act_wait > 20 && npc->shock)
npc->act_no = 40;
else if (npc->act_wait > 50 || npc->flag & 5)
npc->act_no = 20;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 4;
if (npc->act_wait % 5 == 1)
PlaySoundObject(109, SOUND_MODE_PLAY);
break;
case 40:
npc->act_no = 41;
npc->act_wait = 0;
npc->ani_no = 2;
npc->damage = 0;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
// Fallthrough
case 41:
npc->xm = (npc->xm * 7) / 8;
npc->ym = (npc->ym * 7) / 8;
if (++npc->act_wait > 6)
{
npc->act_no = 42;
npc->act_wait = 0;
npc->ym = -0x200;
if (npc->direct == 0)
npc->xm = 0x200;
else
npc->xm = -0x200;
}
break;
case 42:
npc->ani_no = 9;
if (npc->flag & 8)
{
npc->act_no = 43;
npc->act_wait = 0;
npc->ani_no = 2;
if (npc->x < gMC.x)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
break;
case 43:
if (++npc->act_wait > 16)
npc->act_no = 20;
break;
case 99:
npc->xm = 0;
npc->ym = 0;
npc->ani_no = 9;
npc->bits &= ~NPC_SHOOTABLE;
break;
case 100:
npc->act_no = 101;
npc->ani_no = 9;
npc->damage = 0;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_IGNORE_SOLIDITY;
npc->ym = -0x200;
npc->shock += 50;
++gBoss[0].ani_no;
// Fallthrough
case 101:
npc->ym += 0x20;
if (npc->y > (216 * 0x200) - npc->hit.bottom)
{
npc->y = (216 * 0x200) - npc->hit.bottom;
npc->act_no = 102;
npc->ani_no = 10;
npc->xm = 0;
npc->ym = 0;
}
break;
}
npc->y += npc->ym;
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Undead Core spiral projectile
void ActNpc285(NPCHAR *npc)
{
RECT rc = {232, 104, 248, 120};
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 += 24;
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) * 4);
npc->y = npc->tgt_y + (GetSin(deg) * 6);
SetNpChar(286, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
break;
}
npc->rect = rc;
}
// Undead Core spiral shot trail
void ActNpc286(NPCHAR *npc)
{
RECT rc[3] = {
{232, 120, 248, 136},
{232, 136, 248, 152},
{232, 152, 248, 168},
};
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->cond = 0;
else
npc->rect = rc[npc->ani_no];
}
// Orange smoke
void ActNpc287(NPCHAR *npc)
{
RECT rcLeft[7] = {
{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},
};
if (npc->act_no == 0)
{
npc->xm = Random(-4, 4) * 0x200;
npc->act_no = 1;
}
else
{
npc->xm = (npc->xm * 20) / 21;
npc->ym = (npc->ym * 20) / 21;
npc->x += npc->xm;
npc->y += npc->ym;
}
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->cond = 0;
else
npc->rect = rcLeft[npc->ani_no];
}
// Undead Core exploding rock
void ActNpc288(NPCHAR *npc)
{
RECT rc[5] = {
{232, 72, 248, 88},
{232, 88, 248, 104},
{232, 0, 256, 24},
{232, 24, 256, 48},
{232, 48, 256, 72},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->xm = -0x200;
// Fallthrough
case 1:
if (npc->direct == 1)
{
npc->ym -= 0x20;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
if (npc->flag & 2)
npc->act_no = 2;
}
else if (npc->direct == 3)
{
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->flag & 8)
npc->act_no = 2;
}
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
case 2:
PlaySoundObject(44, SOUND_MODE_PLAY);
npc->act_no = 3;
npc->act_wait = 0;
npc->bits |= NPC_IGNORE_SOLIDITY;
npc->ym = 0;
if (npc->x > gMC.x)
npc->xm = -0x400;
else
npc->xm = 0x400;
npc->view.back = 12 * 0x200;
npc->view.front = 12 * 0x200;
npc->view.top = 12 * 0x200;
npc->view.bottom = 12 * 0x200;
// Fallthrough
case 3:
if (++npc->ani_no > 4)
npc->ani_no = 2;
if (++npc->act_wait % 4 == 1)
{
if (npc->direct == 1)
SetNpChar(287, npc->x, npc->y, 0, 0x400, 0, NULL, 0x100);
else
SetNpChar(287, npc->x, npc->y, 0, -0x400, 0, NULL, 0x100);
}
if (npc->x < 1 * 0x200 * 0x10 || npc->x > (gMap.width * 0x200 * 0x10) - (1 * 0x200 * 0x10))
npc->cond = 0;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rc[npc->ani_no];
}
// Critter (orange, Misery)
void ActNpc289(NPCHAR *npc)
{
RECT rcLeft[3] = {
{160, 32, 176, 48},
{176, 32, 192, 48},
{192, 32, 208, 48},
};
RECT rcRight[3] = {
{160, 48, 176, 64},
{176, 48, 192, 64},
{192, 48, 208, 64},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 2;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 1:
if (++npc->act_wait > 16)
{
npc->act_no = 10;
npc->view.top = 8 * 0x200;
npc->view.bottom = 8 * 0x200;
npc->damage = 2;
npc->bits |= NPC_SHOOTABLE;
}
break;
case 10:
if (npc->flag & 8)
{
npc->act_no = 11;
npc->ani_no = 0;
npc->act_wait = 0;
npc->xm = 0;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 11:
if (++npc->act_wait > 10)
{
if (++npc->count1 > 4)
npc->act_no = 12;
else
npc->act_no = 10;
PlaySoundObject(30, SOUND_MODE_PLAY);
npc->ym = -0x600;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
npc->ani_no = 2;
}
break;
case 12:
npc->bits |= NPC_IGNORE_SOLIDITY;
if (npc->y > gMap.length * 0x200 * 0x10)
{
VanishNpChar(npc);
return;
}
break;
}
if (npc->act_no >= 10)
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];
if (npc->act_no == 1)
{
npc->rect.top += 8 - (npc->act_wait / 2);
npc->rect.bottom -= 8 + (npc->act_wait / 2);
npc->view.top = (npc->act_wait * 0x200) / 2;
npc->view.bottom = (npc->act_wait * 0x200) / 2;
}
}
// Bat (Misery)
void ActNpc290(NPCHAR *npc)
{
RECT rcLeft[3] = {
{112, 32, 128, 48},
{128, 32, 144, 48},
{144, 32, 160, 48},
};
RECT rcRight[3] = {
{112, 48, 128, 64},
{128, 48, 144, 64},
{144, 48, 160, 64},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 2;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 1:
if (++npc->act_wait > 16)
{
npc->act_no = 10;
npc->view.top = 8 * 0x200;
npc->view.bottom = 8 * 0x200;
npc->damage = 2;
npc->bits |= NPC_SHOOTABLE;
npc->tgt_y = npc->y;
npc->ym = 0x400;
}
break;
case 10:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (npc->y < npc->tgt_y)
npc->ym += 0x40;
else
npc->ym -= 0x40;
if (npc->direct == 0)
npc->xm -= 0x10;
else
npc->xm += 0x10;
if (npc->x < 0 || npc->y < 0 || npc->x > gMap.width * 0x200 * 0x10 || npc->y > gMap.length * 0x200 * 0x10)
{
VanishNpChar(npc);
return;
}
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->act_no == 1)
{
npc->rect.top += 8 - (npc->act_wait / 2);
npc->rect.bottom -= 8 + (npc->act_wait / 2);
npc->view.top = (npc->act_wait * 0x200) / 2;
npc->view.bottom = (npc->act_wait * 0x200) / 2;
}
}
// Mini Undead Core (inactive)
void ActNpc291(NPCHAR *npc)
{
RECT tc[2] = {
{256, 80, 320, 120},
{256, 0, 320, 40},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 20;
if (npc->direct == 2)
{
npc->bits &= ~NPC_SOLID_HARD;
npc->ani_no = 1;
}
break;
}
npc->rect = tc[npc->ani_no];
}
// Quake
void ActNpc292(NPCHAR *npc)
{
(void)npc;
SetQuake(10);
}
// Undead Core giant energy shot
void ActNpc293(NPCHAR *npc)
{
RECT rect[2] = {
{240, 200, 280, 240},
{280, 200, 320, 240},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->ani_no > 1)
npc->ani_no = 0;
SetNpChar(4, npc->x + (Random(0, 0x10) * 0x200), npc->y + (Random(-0x10, 0x10) * 0x200), 0, 0, 0, NULL, 0x100);
npc->x -= 8 * 0x200;
if (npc->x < -32 * 0x200)
npc->cond = 0;
break;
}
npc->rect = rect[npc->ani_no];
}
// Quake + falling block generator
void ActNpc294(NPCHAR *npc)
{
int x, y, dir;
switch (npc->act_no)
{
case 0:
if (gMC.x < (gMap.width - 6) * 0x200 * 0x10)
{
npc->act_no = 1;
npc->act_wait = 0;
}
break;
case 1:
++npc->act_wait;
if (gMC.equip & EQUIP_BOOSTER_2_0)
{
npc->x = gMC.x + (64 * 0x200);
if (npc->x < 416 * 0x200)
npc->x = 416 * 0x200;
}
else
{
npc->x = gMC.x + (96 * 0x200);
if (npc->x < 368 * 0x200)
npc->x = 368 * 0x200;
}
if (npc->x > (gMap.width - 10) * 0x200 * 0x10)
npc->x = (gMap.width - 10) * 0x200 * 0x10;
if (npc->act_wait > 24)
{
if (gMC.equip & EQUIP_BOOSTER_2_0)
x = npc->x + (Random(-14, 14) * 0x200 * 0x10);
else
x = npc->x + (Random(-11, 11) * 0x200 * 0x10);
y = gMC.y - (224 * 0x200);
if (Random(0, 10) % 2) // Because just doing 'Random(0, 1)' is too hard
dir = 0;
else
dir = 2;
SetNpChar(279, x, y, 0, 0, dir, NULL, 0x100);
npc->act_wait = Random(0, 15);
}
break;
}
}
// Cloud
void ActNpc295(NPCHAR *npc)
{
RECT rc[4] = {
{0, 0, 208, 64},
{32, 64, 144, 96},
{32, 96, 104, 0x80},
{104, 96, 144, 0x80},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = npc->direct % 4;
switch (npc->direct)
{
case 0:
npc->ym = -1000;
npc->view.back = 104 * 0x200;
npc->view.front = 104 * 0x200;
break;
case 1:
npc->ym = -0x800;
npc->view.back = 56 * 0x200;
npc->view.front = 56 * 0x200;
break;
case 2:
npc->ym = -0x400;
npc->view.back = 32 * 0x200;
npc->view.front = 32 * 0x200;
break;
case 3:
npc->ym = -0x200;
npc->view.back = 20 * 0x200;
npc->view.front = 20 * 0x200;
break;
case 4:
npc->xm = -0x400;
npc->view.back = 104 * 0x200;
npc->view.front = 104 * 0x200;
break;
case 5:
npc->xm = -0x200;
npc->view.back = 56 * 0x200;
npc->view.front = 56 * 0x200;
break;
case 6:
npc->xm = -0x100;
npc->view.back = 32 * 0x200;
npc->view.front = 32 * 0x200;
break;
case 7:
npc->xm = -0x80;
npc->view.back = 20 * 0x200;
npc->view.front = 20 * 0x200;
break;
}
break;
case 1:
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->x < -64 * 0x200)
npc->cond = 0;
if (npc->y < -32 * 0x200)
npc->cond = 0;
break;
}
npc->rect = rc[npc->ani_no];
}
// Cloud generator
void ActNpc296(NPCHAR *npc)
{
int x, y, dir, pri;
if (++npc->act_wait > 16)
{
npc->act_wait = Random(0, 16);
dir = Random(0, 100) % 4;
if (npc->direct == 0)
{
switch (dir)
{
case 0:
pri = 0x180;
break;
case 1:
pri = 0x80;
break;
case 2:
pri = 0x40;
break;
case 3:
pri = 0x00;
break;
}
x = Random(-10, 10) * 0x200 * 0x10 + npc->x;
y = npc->y;
SetNpChar(295, x, y, 0, 0, dir, NULL, pri);
}
else
{
switch (dir)
{
case 0:
pri = 0x80;
break;
case 1:
pri = 0x55;
break;
case 2:
pri = 0x40;
break;
case 3:
pri = 0x00;
break;
}
x = npc->x;
y = Random(-7, 7) * 0x200 * 0x10 + npc->y;
SetNpChar(295, x, y, 0, 0, dir + 4, NULL, pri);
}
}
}
// Sue in dragon's mouth
void ActNpc297(NPCHAR *npc)
{
RECT rc = {112, 48, 0x80, 64};
npc->x = npc->pNpc->x + (16 * 0x200);
npc->y = npc->pNpc->y + (8 * 0x200);
npc->rect = rc;
}
// Doctor (opening)
void ActNpc298(NPCHAR *npc)
{
RECT rc[8] = {
{72, 0x80, 88, 160},
{88, 0x80, 104, 160},
{104, 0x80, 120, 160},
{72, 0x80, 88, 160},
{120, 0x80, 136, 160},
{72, 0x80, 88, 160},
{104, 160, 120, 192},
{120, 160, 136, 192},
};
switch (npc->act_no)
{
case 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_no = 0;
npc->ani_wait = 0;
npc->count1 = 0;
// Fallthrough
case 11:
if (++npc->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
{
npc->ani_no = 0;
if (++npc->count1 > 7)
{
npc->ani_no = 0;
npc->act_no = 1;
}
}
break;
case 20:
npc->act_no = 21;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 21:
if (++npc->ani_wait > 10)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
npc->x += 0x100;
break;
case 30:
npc->ani_no = 6;
break;
case 40:
npc->act_no = 41;
npc->ani_no = 6;
npc->ani_wait = 0;
npc->count1 = 0;
// Fallthrough
case 41:
if (++npc->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
{
npc->ani_no = 6;
if (++npc->count1 > 7)
{
npc->ani_no = 6;
npc->act_no = 30;
}
}
break;
}
npc->rect = rc[npc->ani_no];
}
// Balrog/Misery (opening)
void ActNpc299(NPCHAR *npc)
{
RECT rc[2] = {
{0, 0, 48, 48},
{48, 0, 96, 48},
};
if (npc->act_no == 0)
{
npc->act_no = 1;
if (npc->direct == 0)
{
npc->ani_no = 1;
npc->act_wait = 25;
npc->y -= 0x40 * (50 / 2);
}
else
{
npc->ani_no = 0;
npc->act_wait = 0;
}
}
if (++npc->act_wait / 50 % 2)
npc->y += 0x40;
else
npc->y -= 0x40;
npc->rect = rc[npc->ani_no];
}