CSE2-tweaks/src/NpcAct300.cpp

1919 lines
31 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 "Bullet.h"
#include "Caret.h"
#include "CommonDefines.h"
#include "Frame.h"
#include "Game.h"
#include "Map.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
// Demon crown (opening)
void ActNpc300(NPCHAR *npc)
{
RECT rc = {192, 80, 208, 96};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->y += 6 * 0x200;
}
if (++npc->ani_wait % 8 == 1)
SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + (8 * 0x200), CARET_TINY_PARTICLES, DIR_UP);
npc->rect = rc;
}
// Fish missile (Misery)
void ActNpc301(NPCHAR *npc)
{
int dir;
RECT rect[8] = {
{144, 0, 160, 16},
{160, 0, 176, 16},
{176, 0, 192, 16},
{192, 0, 208, 16},
{144, 16, 160, 32},
{160, 16, 176, 32},
{176, 16, 192, 32},
{192, 16, 208, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->count1 = npc->direct;
// Fallthrough
case 1:
npc->xm = GetCos(npc->count1) * 2;
npc->ym = GetSin(npc->count1) * 2;
npc->y += npc->ym;
npc->x += npc->xm;
dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
if (dir < npc->count1)
{
if (npc->count1 - dir < 0x80)
--npc->count1;
else
++npc->count1;
}
else
{
if (dir - npc->count1 < 0x80)
++npc->count1;
else
--npc->count1;
}
if (npc->count1 > 0xFF)
npc->count1 -= 0x100;
if (npc->count1 < 0)
npc->count1 += 0x100;
break;
}
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
SetCaret(npc->x, npc->y, CARET_EXHAUST, DIR_AUTO);
}
npc->ani_no = (npc->count1 + 0x10) / 0x20;
if (npc->ani_no > 7)
npc->ani_no = 7;
npc->rect = rect[npc->ani_no];
}
// Camera focus marker
void ActNpc302(NPCHAR *npc)
{
int n;
switch (npc->act_no)
{
case 10:
npc->x = gMC.x;
npc->y = gMC.y - 32 * 0x200;
break;
case 20:
switch (npc->direct)
{
case 0:
npc->x -= 2 * 0x200;
break;
case 1:
npc->y -= 2 * 0x200;
break;
case 2:
npc->x += 2 * 0x200;
break;
case 3:
npc->y += 2 * 0x200;
break;
}
gMC.x = npc->x;
gMC.y = npc->y;
break;
case 30:
npc->x = gMC.x;
npc->y = gMC.y + (80 * 0x200);
break;
case 100:
npc->act_no = 101;
if (npc->direct != 0)
{
for (n = 0xAA; n < NPC_MAX; ++n)
{
if (gNPC[n].cond & 0x80 && gNPC[n].code_event == npc->direct)
{
npc->pNpc = &gNPC[n];
break;
}
}
if (n == NPC_MAX)
{
npc->cond = 0;
break;
}
}
else
{
npc->pNpc = gBoss;
}
// Fallthrough
case 101:
npc->x = (gMC.x + npc->pNpc->x) / 2;
npc->y = (gMC.y + npc->pNpc->y) / 2;
break;
}
}
// Curly's machine gun
void ActNpc303(NPCHAR *npc)
{
RECT rcLeft[2] = {
{216, 152, 232, 168},
{232, 152, 248, 168},
};
RECT rcRight[2] = {
{216, 168, 232, 184},
{232, 168, 248, 184},
};
if (npc->pNpc == NULL)
return;
// Set position
if (npc->pNpc->direct == 0)
{
npc->direct = gMirrorMode? 2:0;
npc->x = npc->pNpc->x - (8 * 0x200);
}
else
{
npc->direct = gMirrorMode? 0:2;
npc->x = npc->pNpc->x + (8 * 0x200);
}
npc->y = npc->pNpc->y;
// Animation
npc->ani_no = 0;
if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5)
npc->y -= 1 * 0x200;
// Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Gaudi in hospital
void ActNpc304(NPCHAR *npc)
{
RECT rc[4] = {
{0, 176, 24, 192},
{24, 176, 48, 192},
{48, 176, 72, 192},
{72, 176, 96, 192},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y += 10 * 0x200;
// Fallthrough
case 1:
npc->ani_no = 0;
break;
case 10:
npc->ani_no = 1;
break;
case 20:
npc->act_no = 21;
npc->ani_no = 2;
// Fallthrough
case 21:
if (++npc->ani_wait > 10)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
break;
}
npc->rect = rc[npc->ani_no];
}
// Small puppy
void ActNpc305(NPCHAR *npc)
{
RECT rcLeft[2] = {
{160, 144, 176, 160},
{176, 144, 192, 160},
};
RECT rcRight[2] = {
{160, 160, 176, 176},
{176, 160, 192, 176},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 16 * 0x200;
npc->ani_wait = Random(0, 6);
// Fallthrough
case 1:
if (++npc->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Balrog (nurse)
void ActNpc306(NPCHAR *npc)
{
RECT rcLeft[2] = {
{240, 96, 280, 128},
{280, 96, 320, 128},
};
RECT rcRight[2] = {
{160, 152, 200, 184},
{200, 152, 240, 184},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->y += 4 * 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;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Caged Santa
void ActNpc307(NPCHAR *npc)
{
RECT rcLeft[2] = {
{0, 32, 16, 48},
{16, 32, 32, 48},
};
RECT rcRight[2] = {
{0, 48, 16, 64},
{16, 48, 32, 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];
}
// Stumpy
void ActNpc308(NPCHAR *npc)
{
unsigned char deg;
RECT rcLeft[2] = {
{128, 112, 144, 128},
{144, 112, 160, 128},
};
RECT rcRight[2] = {
{128, 128, 144, 144},
{144, 128, 160, 144},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (gMC.x < npc->x + (240 * 0x200) && gMC.x > npc->x - (240 * 0x200) && gMC.y < npc->y + (192 * 0x200) && gMC.y > npc->y - (192 * 0x200))
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->xm2 = 0;
npc->ym2 = 0;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 11:
if (++npc->act_wait > 50)
npc->act_no = 20;
++npc->ani_wait;
if (npc->act_wait > 1)
{
npc->ani_wait = 0;
if (++npc->ani_no > 1)
npc->ani_no = 0;
}
if (gMC.x > npc->x + (320 * 0x200) || gMC.x < npc->x - (320 * 0x200) || gMC.y > npc->y + (240 * 0x200) || gMC.y < npc->y - (240 * 0x200))
npc->act_no = 0;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
deg = (unsigned char)GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-3, 3);
npc->ym2 = GetSin(deg) * 2;
npc->xm2 = GetCos(deg) * 2;
if (npc->xm2 < 0)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 21:
if (npc->xm2 < 0 && npc->flag & 1)
{
npc->direct = gMirrorMode? 0:2;
npc->xm2 *= -1;
}
if (npc->xm2 > 0 && npc->flag & 4)
{
npc->direct = gMirrorMode? 2:0;
npc->xm2 *= -1;
}
if (npc->ym2 < 0 && npc->flag & 2)
npc->ym2 *= -1;
if (npc->ym2 > 0 && npc->flag & 8)
npc->ym2 *= -1;
if (npc->flag & 0x100)
npc->ym2 = -0x200;
npc->x += npc->xm2;
npc->y += npc->ym2;
if (++npc->act_wait > 50)
npc->act_no = 10;
if (++npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Bute
void ActNpc309(NPCHAR *npc)
{
RECT rcLeft[2] = {
{0, 0, 16, 16},
{16, 0, 32, 16},
};
RECT rcRight[2] = {
{0, 16, 16, 32},
{16, 16, 32, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->direct == 0)
{
if (gMC.x > npc->x - (288 * 0x200) && gMC.x < npc->x - (272 * 0x200))
{
npc->act_no = 10;
break;
}
}
else
{
if (gMC.x < npc->x + (288 * 0x200) && gMC.x > npc->x + (272 * 0x200))
{
npc->act_no = 10;
break;
}
}
return;
case 10:
npc->act_no = 11;
npc->bits |= NPC_SHOOTABLE;
npc->damage = 5;
// Fallthrough
case 11:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->direct == 0)
npc->xm2 -= 0x10;
else
npc->xm2 += 0x10;
if (npc->y > gMC.y)
npc->ym2 -= 0x10;
else
npc->ym2 += 0x10;
if (npc->xm2 < 0 && npc->flag & 1)
npc->xm2 *= -1;
if (npc->xm2 > 0 && npc->flag & 4)
npc->xm2 *= -1;
if (npc->ym2 < 0 && npc->flag & 2)
npc->ym2 *= -1;
if (npc->ym2 > 0 && npc->flag & 8)
npc->ym2 *= -1;
if (npc->xm2 < -0x5FF)
npc->xm2 = -0x5FF;
if (npc->xm2 > 0x5FF)
npc->xm2 = 0x5FF;
if (npc->ym2 < -0x5FF)
npc->ym2 = -0x5FF;
if (npc->ym2 > 0x5FF)
npc->ym2 = 0x5FF;
npc->x += npc->xm2;
npc->y += npc->ym2;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->life <= 996)
{
npc->code_char = 316;
npc->act_no = 0;
}
}
// Bute (with sword)
void ActNpc310(NPCHAR *npc)
{
RECT rcLeft[5] = {
{32, 0, 56, 16},
{56, 0, 80, 16},
{80, 0, 104, 16},
{104, 0, 128, 16},
{128, 0, 152, 16},
};
RECT rcRight[5] = {
{32, 16, 56, 32},
{56, 16, 80, 32},
{80, 16, 104, 32},
{104, 16, 128, 32},
{128, 16, 152, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
npc->damage = 0;
// Fallthrough
case 1:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->ani_no = 0;
if (gMC.x > npc->x - (128 * 0x200) && gMC.x < npc->x + (128 * 0x200) && gMC.y > npc->y - (128 * 0x200) && gMC.y < npc->y + (16 * 0x200))
npc->act_no = 10;
break;
case 10:
npc->xm = 0;
npc->act_no = 11;
npc->act_wait = 0;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
npc->damage = 0;
npc->ani_no = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 30)
npc->act_no = 20;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->bits &= ~NPC_INVULNERABLE;
npc->bits |= NPC_SHOOTABLE;
npc->damage = 0;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 21:
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (++npc->act_wait > 50)
npc->act_no = 10;
if (npc->x < gMC.x + (40 * 0x200) && npc->x > gMC.x - (40 * 0x200))
{
npc->ym = -0x300;
npc->xm /= 2;
npc->ani_no = 2;
npc->act_no = 30;
PlaySoundObject(30, SOUND_MODE_PLAY);
}
break;
case 30:
if (npc->ym > -0x80)
{
npc->act_no = 31;
npc->ani_wait = 0;
npc->ani_no = 3;
npc->damage = 9;
}
break;
case 31:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
npc->ani_no = 4;
}
if (npc->flag & 8)
{
npc->act_no = 32;
npc->act_wait = 0;
npc->xm = 0;
npc->damage = 3;
}
break;
case 32:
if (++npc->act_wait > 30)
{
npc->act_no = 10;
npc->damage = 0;
}
break;
}
npc->ym += 0x20;
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->life <= 996)
{
npc->code_char = 316;
npc->act_no = 0;
}
}
// Bute archer
void ActNpc311(NPCHAR *npc)
{
RECT rcLeft[7] = {
{0, 32, 24, 56},
{24, 32, 48, 56},
{48, 32, 72, 56},
{72, 32, 96, 56},
{96, 32, 120, 56},
{120, 32, 144, 56},
{144, 32, 168, 56},
};
RECT rcRight[7] = {
{0, 56, 24, 80},
{24, 56, 48, 80},
{48, 56, 72, 80},
{72, 56, 96, 80},
{96, 56, 120, 80},
{120, 56, 144, 80},
{144, 56, 168, 80},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->direct == 0)
{
if (gMC.x > npc->x - (320 * 0x200) && gMC.x < npc->x && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (160 * 0x200))
npc->act_no = 10;
}
else
{
if (gMC.x > npc->x && gMC.x < npc->x + (320 * 0x200) && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (160 * 0x200))
npc->act_no = 10;
}
break;
case 10:
npc->act_no = 11;
// Fallthrough
case 11:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (gMC.x > npc->x - (224 * 0x200) && gMC.x < npc->x + (224 * 0x200) && gMC.y > npc->y - (8 * 0x200))
{
npc->ani_no = 1;
npc->count1 = 0;
}
else
{
npc->ani_no = 4;
npc->count1 = 1;
}
if (++npc->act_wait > 10)
npc->act_no = 20;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
// Fallthrough
case 21:
if (npc->count1 == 0)
{
if (++npc->ani_no > 2)
npc->ani_no = 1;
}
else
{
if (++npc->ani_no > 5)
npc->ani_no = 4;
}
if (++npc->act_wait > 30)
npc->act_no = 30;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
if (npc->count1 == 0)
{
if (npc->direct == 0)
SetNpChar(312, npc->x, npc->y, -0x600, 0, 0, NULL, 0x100);
else
SetNpChar(312, npc->x, npc->y, 0x600, 0, 2, NULL, 0x100);
npc->ani_no = 3;
}
else
{
if (npc->direct == 0)
SetNpChar(312, npc->x, npc->y, -0x600, -0x600, 0, NULL, 0x100);
else
SetNpChar(312, npc->x, npc->y, 0x600, -0x600, 2, NULL, 0x100);
npc->ani_no = 6;
}
// Fallthrough
case 31:
if (++npc->act_wait > 30)
{
npc->act_no = 40;
npc->act_wait = Random(0, 100);
}
break;
case 40:
npc->ani_no = 0;
if (++npc->act_wait > 150)
npc->act_no = 10;
if (gMC.x < npc->x - (352 * 0x200) || gMC.x > npc->x + (352 * 0x200) || gMC.y < npc->y - (240 * 0x200) || gMC.y > npc->y + (240 * 0x200))
{
npc->act_no = 40;
npc->act_wait = 0;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->life <= 992)
{
npc->code_char = 316;
npc->act_no = 0;
}
}
// Bute arrow projectile
void ActNpc312(NPCHAR *npc)
{
RECT rcLeft[5] = {
{0, 160, 16, 176},
{16, 160, 32, 176},
{32, 160, 48, 176},
{48, 160, 64, 176},
{64, 160, 80, 176},
};
RECT rcRight[5] = {
{0, 176, 16, 192},
{16, 176, 32, 192},
{32, 176, 48, 192},
{48, 176, 64, 192},
{64, 176, 80, 192},
};
if (npc->act_no > 0 && npc->act_no < 20 && npc->flag & 0xFF)
npc->act_no = 20;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
if (npc->xm < 0)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->ym < 0)
npc->ani_no = 0;
else
npc->ani_no = 2;
// Fallthrough
case 1:
++npc->act_wait;
if (npc->act_wait == 4)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
if (npc->act_wait > 10)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->ani_wait = 0;
npc->xm = 3 * npc->xm / 4;
npc->ym = 3 * npc->ym / 4;
// Fallthrough
case 11:
npc->ym += 0x20;
if (++npc->ani_wait > 10)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 4;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
npc->damage = 0;
// Fallthrough
case 21:
if (++npc->act_wait > 30)
npc->act_no = 30;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
// Fallthrough
case 31:
if (++npc->act_wait > 30)
{
npc->cond = 0;
return;
}
break;
}
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 == 31)
{
if (npc->act_wait / 2 % 2)
{
npc->rect.left = 0;
npc->rect.right = 0;
}
}
}
// Ma Pignon
void ActNpc313(NPCHAR *npc)
{
RECT rcLeft[14] = {
{128, 0, 144, 16},
{144, 0, 160, 16},
{160, 0, 176, 16},
{176, 0, 192, 16},
{192, 0, 208, 16},
{208, 0, 224, 16},
{224, 0, 240, 16},
{240, 0, 256, 16},
{256, 0, 272, 16},
{272, 0, 288, 16},
{288, 0, 304, 16},
{128, 0, 144, 16},
{176, 0, 192, 16},
{304, 0, 320, 16},
};
RECT rcRight[14] = {
{128, 16, 144, 32},
{144, 16, 160, 32},
{160, 16, 176, 32},
{176, 16, 192, 32},
{192, 16, 208, 32},
{208, 16, 224, 32},
{224, 16, 240, 32},
{240, 16, 256, 32},
{256, 16, 272, 32},
{272, 16, 288, 32},
{288, 16, 304, 32},
{128, 16, 144, 32},
{176, 16, 192, 32},
{304, 16, 320, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->y += 4 * 0x200;
// Fallthrough
case 1:
npc->ym += 0x40;
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (npc->x - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x)
{
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 100:
npc->act_no = 110;
npc->act_wait = 0;
npc->count1 = 0;
npc->bits |= NPC_SHOOTABLE;
// Fallthrough
case 110:
npc->damage = 1;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->ani_no = 0;
if (++npc->act_wait > 4)
{
npc->act_wait = 0;
npc->act_no = 120;
if (++npc->count2 > 12)
{
npc->count2 = 0;
npc->act_no = 300;
}
}
break;
case 120:
npc->ani_no = 2;
if (++npc->act_wait > 4)
{
npc->act_no = 130;
npc->ani_no = 3;
npc->xm = 2 * Random(-0x200, 0x200);
npc->ym = -0x800;
PlaySoundObject(30, SOUND_MODE_PLAY);
++npc->count1;
}
break;
case 130:
npc->ym += 0x80;
if (npc->y > 128 * 0x200)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
if (npc->xm < 0 && npc->flag & 1)
npc->xm *= -1;
if (npc->xm > 0 && npc->flag & 4)
npc->xm *= -1;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->ym < -0x200)
npc->ani_no = 3;
else if (npc->ym > 0x200)
npc->ani_no = 4;
else
npc->ani_no = 0;
if (npc->flag & 8)
{
npc->act_no = 140;
npc->act_wait = 0;
npc->ani_no = 2;
npc->xm = 0;
}
if (npc->count1 > 4 && gMC.y < npc->y + (4 * 0x200))
{
npc->act_no = 200;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
}
break;
case 140:
npc->ani_no = 2;
if (++npc->act_wait > 4)
npc->act_no = 110;
break;
case 200:
npc->ani_no = 5;
if (++npc->act_wait > 10)
{
npc->act_no = 210;
npc->ani_no = 6;
if (npc->direct == 0)
npc->xm = -0x5FF;
else
npc->xm = 0x5FF;
PlaySoundObject(25, SOUND_MODE_PLAY);
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
npc->damage = 10;
}
break;
case 210:
if (++npc->ani_no > 7)
npc->ani_no = 6;
if (npc->xm < 0 && npc->flag & 1)
npc->act_no = 220;
if (npc->xm > 0 && npc->flag & 4)
npc->act_no = 220;
break;
case 220:
npc->act_no = 221;
npc->act_wait = 0;
SetQuake(16);
PlaySoundObject(26, SOUND_MODE_PLAY);
npc->damage = 4;
// Fallthrough
case 221:
if (++npc->ani_no > 7)
npc->ani_no = 6;
if (++npc->act_wait % 6 == 0)
SetNpChar(314, Random(4, 16) * 0x200 * 0x10, 1 * 0x200 * 0x10, 0, 0, 0, NULL, 0x100);
if (npc->act_wait > 30)
{
npc->count1 = 0;
npc->act_no = 130;
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
npc->damage = 3;
}
break;
case 300:
npc->act_no = 301;
npc->ani_no = 9;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
// Fallthrough
case 301:
if (++npc->ani_no > 11)
npc->ani_no = 9;
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
if (gMC.x > npc->x - (4 * 0x200) && gMC.x < npc->x + (4 * 0x200))
{
npc->act_no = 310;
npc->act_wait = 0;
npc->ani_no = 2;
npc->xm = 0;
}
break;
case 310:
npc->ani_no = 2;
if (++npc->act_wait > 4)
{
npc->act_no = 320;
npc->ani_no = 12;
npc->ym = -0x800;
PlaySoundObject(25, SOUND_MODE_PLAY);
npc->bits |= NPC_IGNORE_SOLIDITY;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
npc->damage = 10;
}
break;
case 320:
if (++npc->ani_no > 13)
npc->ani_no = 12;
if (npc->y < (16 * 0x200))
npc->act_no = 330;
break;
case 330:
npc->ym = 0;
npc->act_no = 331;
npc->act_wait = 0;
SetQuake(16);
PlaySoundObject(26, SOUND_MODE_PLAY);
// Fallthrough
case 331:
if (++npc->ani_no > 13)
npc->ani_no = 12;
if (++npc->act_wait % 6 == 0)
SetNpChar(315, Random(4, 16) * 0x200 * 0x10, 0, 0, 0, 0, NULL, 0x100);
if (npc->act_wait > 30)
{
npc->count1 = 0;
npc->act_no = 130;
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
npc->damage = 3;
}
break;
case 500:
npc->bits &= ~NPC_SHOOTABLE;
npc->act_no = 501;
npc->act_wait = 0;
npc->ani_no = 8;
npc->tgt_x = npc->x;
npc->damage = 0;
DeleteNpCharCode(315, TRUE);
// Fallthrough
case 501:
npc->ym += 0x20;
if (++npc->act_wait % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + (1 * 0x200);
break;
}
if (npc->act_no > 100 && npc->act_no < 500 && npc->act_no != 210 && npc->act_no != 320)
{
if (IsActiveSomeBullet())
{
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
}
else
{
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
}
}
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];
}
// Ma Pignon rock
void ActNpc314(NPCHAR *npc)
{
RECT rc[3] = {
{64, 64, 80, 80},
{80, 64, 96, 80},
{96, 64, 112, 80},
};
switch (npc->act_no)
{
case 0:
npc->count2 = 0;
npc->act_no = 100;
npc->bits |= NPC_INVULNERABLE;
npc->ani_no = Random(0, 2);
// Fallthrough
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)
{
int i;
npc->ym = -0x200;
npc->act_no = 110;
npc->bits |= NPC_IGNORE_SOLIDITY;
PlaySoundObject(12, SOUND_MODE_PLAY);
SetQuake(10);
for (i = 0; i < 2; ++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 (++npc->ani_wait > 6)
{
++npc->ani_wait;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (gMC.y > npc->y)
npc->damage = 10;
else
npc->damage = 0;
npc->y += npc->ym;
npc->rect = rc[npc->ani_no];
}
// Ma Pignon clone
void ActNpc315(NPCHAR *npc)
{
RECT rcLeft[4] = {
{128, 0, 144, 16},
{160, 0, 176, 16},
{176, 0, 192, 16},
{192, 0, 208, 16},
};
RECT rcRight[4] = {
{128, 16, 144, 32},
{160, 16, 176, 32},
{176, 16, 192, 32},
{192, 16, 208, 32},
};
switch (npc->act_no)
{
case 0:
npc->ani_no = 3;
npc->ym += 0x80;
if (npc->y > 128 * 0x200)
{
npc->act_no = 130;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
}
break;
case 100:
npc->act_no = 110;
npc->act_wait = 0;
npc->count1 = 0;
npc->bits |= NPC_SHOOTABLE;
// Fallthrough
case 110:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->ani_no = 0;
if (++npc->act_wait > 4)
{
npc->act_wait = 0;
npc->act_no = 120;
}
break;
case 120:
npc->ani_no = 1;
if (++npc->act_wait > 4)
{
npc->act_no = 130;
npc->ani_no = 3;
npc->xm = 2 * Random(-0x200, 0x200);
npc->ym = -0x800;
PlaySoundObject(30, SOUND_MODE_PLAY);
}
break;
case 130:
npc->ym += 0x80;
if (npc->xm < 0 && npc->flag & 1)
npc->xm *= -1;
if (npc->xm > 0 && npc->flag & 4)
npc->xm *= -1;
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (npc->ym < -0x200)
npc->ani_no = 2;
else if (npc->ym > 0x200)
npc->ani_no = 0;
else
npc->ani_no = 3;
if (npc->flag & 8)
{
npc->act_no = 140;
npc->act_wait = 0;
npc->ani_no = 1;
npc->xm = 0;
}
break;
case 140:
npc->ani_no = 1;
if (++npc->act_wait > 4)
{
npc->act_no = 110;
npc->bits |= NPC_SHOOTABLE;
}
break;
}
if (npc->act_no > 100)
{
if (IsActiveSomeBullet())
{
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
}
else
{
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_INVULNERABLE;
}
}
if (++npc->count2 > 300)
{
VanishNpChar(npc);
}
else
{
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];
}
}
// Bute (dead)
void ActNpc316(NPCHAR *npc)
{
RECT rcLeft[3] = {
{248, 32, 272, 56},
{272, 32, 296, 56},
{296, 32, 320, 56},
};
RECT rcRight[3] = {
{248, 56, 272, 80},
{272, 56, 296, 80},
{296, 56, 320, 80},
};
switch (npc->act_no)
{
case 0:
npc->bits &= ~NPC_SHOOTABLE;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->damage = 0;
npc->act_no = 1;
npc->ani_no = 0;
npc->view.front = 12 * 0x200;
npc->view.back = 12 * 0x200;
npc->view.top = 12 * 0x200;
npc->ym = -0x200;
if (npc->direct == 0)
npc->xm = 0x100;
else
npc->xm = -0x100;
PlaySoundObject(50, SOUND_MODE_PLAY);
break;
case 1:
if (npc->flag & 8)
{
npc->ani_no = 1;
npc->ani_wait = 0;
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
npc->xm = 8 * npc->xm / 9;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
if (++npc->act_wait > 50)
npc->cond |= 8;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Mesa
void ActNpc317(NPCHAR *npc)
{
RECT rcLeft[4] = {
{0, 80, 32, 120},
{32, 80, 64, 120},
{64, 80, 96, 120},
{96, 80, 128, 120},
};
RECT rcRight[4] = {
{0, 120, 32, 160},
{32, 120, 64, 160},
{64, 120, 96, 160},
{96, 120, 128, 160},
};
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;
npc->count1 = 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 (gMC.x > npc->x - (320 * 0x200) && gMC.x < npc->x + (320 * 0x200) && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (160 * 0x200) && ++npc->count1 > 50)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 2;
SetNpChar(319, npc->x, npc->y, 0, 0, 0, npc, 0x100);
// Fallthrough
case 11:
if (++npc->act_wait > 50)
{
npc->act_wait = 0;
npc->act_no = 12;
npc->ani_no = 3;
PlaySoundObject(39, SOUND_MODE_PLAY);
}
break;
case 12:
if (++npc->act_wait > 20)
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];
if (npc->life <= 936)
{
npc->code_char = 318;
npc->act_no = 0;
}
}
// Mesa (dead)
void ActNpc318(NPCHAR *npc)
{
RECT rcLeft[3] = {
{224, 80, 256, 120},
{256, 80, 288, 120},
{288, 80, 320, 120},
};
RECT rcRight[3] = {
{224, 120, 256, 160},
{256, 120, 288, 160},
{288, 120, 320, 160},
};
switch (npc->act_no)
{
case 0:
npc->bits &= ~NPC_SHOOTABLE;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->bits &= ~NPC_SOLID_SOFT;
npc->damage = 0;
npc->act_no = 1;
npc->ani_no = 0;
npc->ym = -0x200;
if (npc->direct == 0)
npc->xm = 0x40;
else
npc->xm = -0x40;
PlaySoundObject(54, SOUND_MODE_PLAY);
break;
case 1:
if (npc->flag & 8)
{
npc->ani_no = 1;
npc->ani_wait = 0;
npc->act_no = 2;
npc->act_wait = 0;
}
break;
case 2:
npc->xm = 8 * npc->xm / 9;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
if (++npc->act_wait > 50)
npc->cond |= 8;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Mesa block
void ActNpc319(NPCHAR *npc)
{
RECT rc[3] = {
{16, 0, 32, 16},
{16, 0, 32, 16},
{96, 80, 112, 96},
};
switch (npc->act_no)
{
case 0:
npc->y = npc->pNpc->y + (10 * 0x200);
if (npc->pNpc->direct == 0)
npc->x = npc->pNpc->x + (7 * 0x200);
else
npc->x = npc->pNpc->x - (7 * 0x200);
if (npc->pNpc->code_char == 318)
{
SetDestroyNpChar(npc->x, npc->y, 0, 3);
npc->cond = 0;
return;
}
if (npc->pNpc->ani_no != 2)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ym = -0x400;
npc->y = npc->pNpc->y - (4 * 0x200);
if (npc->pNpc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
}
break;
case 2:
if (++npc->act_wait == 4)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->ym += 0x2A;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 8)
{
PlaySoundObject(12, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x, npc->y, 0, 3);
npc->cond = 0;
}
break;
}
if (++npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rc[npc->ani_no];
}