CSE2-tweaks/src/NpcAct340.cpp

1997 lines
34 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 "Draw.h"
#include "Flash.h"
#include "Flags.h"
#include "Frame.h"
#include "Game.h"
#include "Map.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
// Ballos
void ActNpc340(NPCHAR *npc)
{
int i;
int x;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->cond = 0x80;
npc->exp = 1;
npc->direct = gMirrorMode? 2:0;
npc->y -= 6 * 0x200;
npc->damage = 0;
SetNpChar(341, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0x100);
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 100)
npc->act_no = 100;
break;
case 100:
npc->act_no = 110;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ani_wait = 0;
npc->damage = 4;
npc->bits |= NPC_SHOOTABLE;
// Fallthrough
case 110:
npc->act_no = 111;
npc->damage = 3;
npc->tgt_x = npc->life;
// Fallthrough
case 111:
if (++npc->ani_wait > 10)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
++npc->act_wait;
if (npc->life < npc->tgt_x - 50 || npc->act_wait > 150)
{
switch (npc->count2 % 5)
{
case 0:
case 1:
case 2:
case 3:
npc->act_no = 200;
break;
case 4:
npc->act_no = 300;
break;
}
++npc->count2;
}
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
break;
case 200:
npc->act_no = 201;
npc->count1 = 0;
// Fallthrough
case 201:
if (npc->xm == 0)
npc->act_no = 202;
else
npc->act_no = 203;
npc->act_wait = 0;
npc->ani_no = 3;
npc->damage = 3;
++npc->count1;
// Fallthrough
case 202:
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
npc->xm = 8 * npc->xm / 9;
npc->ym = 8 * npc->ym / 9;
if (++npc->act_wait > 20)
npc->act_no = 210;
break;
case 203:
npc->xm = 8 * npc->xm / 9;
npc->ym = 8 * npc->ym / 9;
if (++npc->act_wait > 20)
{
if (gMC.y < npc->y + (12 * 0x200))
npc->act_no = 220;
else
npc->act_no = 230;
}
break;
case 210:
npc->act_no = 211;
npc->act_wait = 0;
npc->ani_no = 6;
npc->ani_wait = 0;
npc->ym = 0;
npc->damage = 10;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
PlaySoundObject(25, SOUND_MODE_PLAY);
// Fallthrough
case 211:
if (npc->direct == 0)
npc->xm = -0x800;
else
npc->xm = 0x800;
if (++npc->act_wait / 2 % 2)
npc->ani_no = 6;
else
npc->ani_no = 7;
if (npc->direct == 0 && npc->flag & 1)
{
npc->act_no = 212;
npc->act_wait = 0;
npc->damage = 3;
SetQuake2(10);
PlaySoundObject(26, SOUND_MODE_PLAY);
}
if (npc->direct == 2 && npc->flag & 4)
{
npc->act_no = 212;
npc->act_wait = 0;
npc->damage = 3;
SetQuake2(10);
PlaySoundObject(26, SOUND_MODE_PLAY);
}
if (npc->count1 < 4 && gMC.x > npc->x - (16 * 0x200) && gMC.x < npc->x + (16 * 0x200))
npc->act_no = 201;
break;
case 212:
++npc->act_wait;
npc->xm = 0;
npc->ani_no = 6;
if (npc->act_wait > 30)
{
if (npc->count1 > 3)
npc->act_no = 240;
else
npc->act_no = 201;
}
break;
case 220:
npc->act_no = 221;
npc->act_wait = 0;
npc->ani_no = 8;
npc->ani_wait = 0;
npc->xm = 0;
npc->damage = 10;
npc->direct = gMirrorMode? 2:0;
PlaySoundObject(25, SOUND_MODE_PLAY);
// Fallthrough
case 221:
npc->ym = -0x800;
if (++npc->act_wait / 2 % 2)
npc->ani_no = 8;
else
npc->ani_no = 9;
if (npc->y < (48 * 0x200))
{
npc->y = (48 * 0x200);
npc->ym = 0;
npc->act_no = 222;
npc->act_wait = 0;
npc->damage = 3;
for (i = 0; i < 8; ++i)
{
x = npc->x + (Random(-0x10, 0x10) * 0x200);
SetNpChar(4, x, npc->y - (10 * 0x200), 0, 0, 0, NULL, 0x100);
}
SetNpChar(332, npc->x - (12 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
SetNpChar(332, npc->x + (12 * 0x200), npc->y - (12 * 0x200), 0, 0, 2, NULL, 0x100);
SetQuake2(10);
PlaySoundObject(26, SOUND_MODE_PLAY);
}
if (npc->count1 < 4 && gMC.y > npc->y - (16 * 0x200) && gMC.y < npc->y + (16 * 0x200))
npc->act_no = 201;
break;
case 222:
++npc->act_wait;
npc->xm = 0;
npc->ani_no = 8;
if (npc->act_wait > 30)
{
if (npc->count1 > 3)
npc->act_no = 240;
else
npc->act_no = 201;
}
break;
case 230:
npc->act_no = 231;
npc->act_wait = 0;
npc->ani_no = 8;
npc->ani_wait = 0;
npc->xm = 0;
npc->damage = 10;
npc->direct = gMirrorMode? 0:2;
PlaySoundObject(25, SOUND_MODE_PLAY);
// Fallthrough
case 231:
npc->ym = 0x800;
if (++npc->act_wait / 2 % 2)
npc->ani_no = 8;
else
npc->ani_no = 9;
if (npc->flag & 8)
{
npc->act_no = 232;
npc->act_wait = 0;
npc->damage = 3;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
for (i = 0; i < 8; ++i)
{
x = npc->x + (Random(-0x10, 0x10) * 0x200);
SetNpChar(4, x, npc->y + (10 * 0x200), 0, 0, 0, NULL, 0x100);
}
SetNpChar(332, npc->x - (12 * 0x200), npc->y + (12 * 0x200), 0, 0, 0, NULL, 0x100);
SetNpChar(332, npc->x + (12 * 0x200), npc->y + (12 * 0x200), 0, 0, 2, NULL, 0x100);
SetQuake2(10);
PlaySoundObject(26, SOUND_MODE_PLAY);
}
if (npc->count1 < 4 && gMC.y > npc->y - (16 * 0x200) && gMC.y < npc->y + (16 * 0x200))
npc->act_no = 201;
break;
case 232:
++npc->act_wait;
npc->xm = 0;
npc->ani_no = 3;
if (npc->act_wait > 30)
{
if (npc->count1 > 3)
npc->act_no = 242;
else
npc->act_no = 201;
}
break;
case 240:
npc->act_no = 241;
npc->direct = gMirrorMode? 2:0;
// Fallthrough
case 241:
npc->ym += 0x80;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
if (npc->flag & 8)
{
npc->act_no = 242;
npc->act_wait = 0;
npc->ani_no = 3;
if (gMC.x < npc->x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
}
break;
case 242:
npc->xm = 3 * npc->xm / 4;
npc->ani_no = 3;
if (++npc->act_wait > 10)
npc->act_no = 110;
break;
case 300:
npc->act_no = 310;
npc->act_wait = 0;
npc->ym = -0x600;
if (npc->x > 320 * 0x200)
{
npc->direct = gMirrorMode? 0:2;
npc->tgt_x = gMC.x;
npc->tgt_y = 176 * 0x200;
}
else
{
npc->direct = gMirrorMode? 2:0;
npc->tgt_x = gMC.x;
npc->tgt_y = 176 * 0x200;
}
npc->ani_wait = 0;
// Fallthrough
case 310:
++npc->ani_wait;
if (++npc->act_wait > 200 && npc->ani_wait < 20)
npc->direct = gMirrorMode? 0:2;
else
npc->direct = gMirrorMode? 2:0;
if (npc->ani_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
if (npc->x < npc->tgt_x)
npc->xm += 0x40;
else
npc->xm -= 0x40;
if (npc->y < npc->tgt_y)
npc->ym += 0x40;
else
npc->ym -= 0x40;
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;
if (npc->act_wait > 200 && npc->act_wait % 40 == 1)
{
npc->ani_wait = 0;
SetNpChar(333, gMC.x, 304 * 0x200, 0, 0, 0, NULL, 0x100);
}
if (npc->act_wait > 480)
{
npc->act_no = 320;
npc->act_wait = 0;
}
break;
case 320:
npc->xm = 0;
npc->ym = 0;
npc->direct = gMirrorMode? 0:2;
if (++npc->act_wait == 40)
SetFlash(0, 0, FLASH_MODE_FLASH);
if (npc->act_wait > 50 && npc->act_wait % 10 == 1)
{
x = ((4 * npc->act_wait - 200) / 10 + 2) * 0x200 * 0x10;
SetNpChar(333, x, 304 * 0x200, 0, 0, 0, NULL, 0x100);
}
if (npc->act_wait > 140)
npc->act_no = 240;
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 4;
else
npc->ani_no = 5;
break;
case 1000:
npc->act_no = 1001;
npc->act_wait = 0;
npc->ani_no = 10;
npc->tgt_x = npc->x;
npc->xm = 0;
npc->bits &= ~NPC_SHOOTABLE;
SetDestroyNpChar(npc->x, npc->y, 0x10, 0x10);
PlaySoundObject(72, SOUND_MODE_PLAY);
// Fallthrough
case 1001:
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (++npc->act_wait / 2 % 2)
npc->x = npc->tgt_x + 0x200;
else
npc->x = npc->tgt_x - 0x200;
if (npc->flag & 8)
{
npc->act_no = 1002;
npc->act_wait = 0;
}
break;
case 1002:
if (++npc->act_wait > 150)
{
npc->act_wait = 0;
npc->act_no = 1003;
npc->ani_no = 3;
}
if (npc->act_wait / 2 % 2)
npc->x = npc->tgt_x + 0x200;
else
npc->x = npc->tgt_x - 0x200;
break;
case 1003:
if (++npc->act_wait > 30)
{
npc->act_wait = 0;
npc->act_no = 1004;
npc->ani_no = 3;
npc->ym -= 0xA00;
npc->direct = gMirrorMode? 2:0;
npc->bits |= NPC_IGNORE_SOLIDITY;
}
break;
case 1004:
if (npc->y < 0)
{
npc->xm = 0;
npc->ym = 0;
npc->act_no = 1005;
npc->act_wait = 0;
SetFlash(0, 0, FLASH_MODE_FLASH);
PlaySoundObject(29, SOUND_MODE_PLAY);
}
if (++npc->act_wait / 2 % 2)
npc->ani_no = 8;
else
npc->ani_no = 9;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rcLeft[11] = {
{0, 0, 48, 40},
{48, 0, 96, 40},
{96, 0, 144, 40},
{144, 0, 192, 40},
{192, 0, 240, 40},
{240, 0, 288, 40},
{0, 80, 48, 120},
{48, 80, 96, 120},
{96, 80, 144, 120},
{144, 80, 192, 120},
{192, 80, 240, 120},
};
RECT rcRight[11] = {
{0, 40, 48, 80},
{48, 40, 96, 80},
{96, 40, 144, 80},
{144, 40, 192, 80},
{192, 40, 240, 80},
{240, 40, 288, 80},
{0, 120, 48, 160},
{48, 120, 96, 160},
{96, 120, 144, 160},
{144, 120, 192, 160},
{192, 120, 240, 160},
};
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Ballos 1 head
void ActNpc341(NPCHAR *npc)
{
RECT rc[3] = {
{288, 32, 320, 48},
{288, 48, 320, 64},
{288, 64, 320, 80},
};
if (npc->pNpc->act_no == 11 && npc->pNpc->act_wait > 50)
++npc->ani_wait;
if (npc->ani_wait > 4)
{
npc->ani_wait = 0;
if (npc->ani_no < 2)
++npc->ani_no;
}
if (npc->pNpc->ani_no)
npc->cond = 0;
npc->rect = rc[npc->ani_no];
}
// Ballos 3 eye
void ActNpc342(NPCHAR *npc)
{
static int flash;
RECT rc[3] = {
{240, 48, 280, 88},
{240, 88, 280, 128},
{280, 48, 320, 88},
};
unsigned char deg;
if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000)
npc->act_no = 1000;
switch (npc->act_no)
{
case 0:
npc->act_no = 10;
npc->count1 = (npc->direct & 0xFF) * 2;
npc->direct >>= 8;
npc->count2 = 0xC0;
npc->damage = 14;
// Fallthrough
case 10:
if (npc->count2 < 320)
npc->count2 += 8;
else
npc->act_no = 11;
break;
case 11:
if (npc->count2 > 304)
npc->count2 -= 4;
else
npc->act_no = 12;
break;
case 12:
if (npc->pNpc->act_no == 311)
npc->act_no = 20;
break;
case 20:
npc->act_no = 21;
npc->bits |= NPC_SHOOTABLE;
npc->life = 1000;
// Fallthrough
case 21:
npc->count1 -= 2;
if (npc->count1 < 0)
npc->count1 += 0x200;
if (npc->shock)
{
if (++flash / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
}
else
{
npc->ani_no = 0;
}
if (npc->life < 900)
{
npc->act_no = 22;
npc->bits &= ~NPC_SHOOTABLE;
SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
PlaySoundObject(71, SOUND_MODE_PLAY);
}
npc->pNpc->count1 = 4;
if (npc->pNpc->act_no == 401)
npc->act_no = 23;
break;
case 22:
npc->ani_no = 2;
npc->count1 -= 2;
if (npc->count1 < 0)
npc->count1 += 0x200;
if (npc->pNpc->act_no == 401)
npc->act_no = 23;
break;
case 23:
npc->ani_no = 2;
npc->count1 -= 4;
if (npc->count1 < 0)
npc->count1 += 0x200;
if (npc->pNpc->act_no == 420)
npc->act_no = 30;
break;
case 30:
npc->act_no = 31;
npc->life = 1000;
npc->damage = 10;
if (npc->direct == 0)
npc->bits |= NPC_SHOOTABLE;
npc->ym = 0;
// Fallthrough
case 31:
++npc->count1;
npc->count1 %= 0x200;
if (npc->count2 > 0x100)
--npc->count2;
if (npc->bits & NPC_SHOOTABLE)
{
if (npc->shock)
{
if (++flash / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
}
else
{
npc->ani_no = 0;
}
}
else
{
npc->ani_no = 2;
}
if (npc->life < 900)
npc->act_no = 40;
break;
case 40:
npc->act_no = 41;
npc->xm = 0;
npc->ym = 0;
npc->ani_no = 2;
npc->damage = 5;
npc->bits &= ~(NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE);
SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
PlaySoundObject(71, SOUND_MODE_PLAY);
// Fallthrough
case 41:
if (npc->flag & 1)
npc->xm = 0x100;
if (npc->flag & 4)
npc->xm = -0x100;
if (npc->flag & 8)
{
if (npc->xm == 0)
{
if (gMC.x < npc->x)
npc->xm = 0x100;
else
npc->xm = -0x100;
}
npc->ym = -0x800;
PlaySoundObject(26, SOUND_MODE_PLAY);
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
break;
case 1000:
npc->act_no = 1001;
npc->xm = 0;
npc->ym = 0;
npc->ani_no = 2;
npc->bits &= ~(NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE);
npc->damage = 0;
npc->count1 /= 4;
npc->exp = 0;
// Fallthrough
case 1001:
if (npc->count1 > 0)
{
if (--npc->count1 / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
}
else
{
SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
PlaySoundObject(71, SOUND_MODE_PLAY);
VanishNpChar(npc);
return;
}
break;
}
if (npc->act_no == 21 || npc->act_no == 22)
{
switch (npc->pNpc->direct)
{
case 0:
if (npc->count1 == 140)
{
SetNpChar(4, npc->x + (8 * 0x200), npc->y + 0x1800, 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x - (8 * 0x200), npc->y + 0x1800, 0, 0, 0, NULL, 0x100);
PlaySoundObject(26, SOUND_MODE_PLAY);
}
break;
case 1:
if (npc->count1 == 268)
{
SetNpChar(4, npc->x - (12 * 0x200), npc->y + (8 * 0x200), 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x - (12 * 0x200), npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100);
PlaySoundObject(26, SOUND_MODE_PLAY);
}
break;
case 2:
if (npc->count1 == 396)
{
SetNpChar(4, npc->x + (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
SetNpChar(345, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
PlaySoundObject(26, SOUND_MODE_PLAY);
}
break;
case 3:
if (npc->count1 == 12)
{
SetNpChar(4, npc->x + (12 * 0x200), npc->y + (8 * 0x200), 0, 0, 0, NULL, 0x100);
SetNpChar(4, npc->x + (12 * 0x200), npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100);
PlaySoundObject(26, SOUND_MODE_PLAY);
}
break;
}
}
if (npc->act_no < 40)
{
deg = npc->count1 / 2;
npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4;
npc->tgt_y = npc->pNpc->y + npc->count2 * GetSin(deg) / 4;
npc->xm = npc->tgt_x - npc->x;
npc->ym = npc->tgt_y - npc->y;
}
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rc[npc->ani_no];
}
// Ballos 2 cutscene
void ActNpc343(NPCHAR *npc)
{
RECT rc = {0, 0, 120, 120};
npc->rect = rc;
if (++npc->act_wait > 100)
npc->cond = 0;
npc->x = npc->pNpc->x;
npc->y = npc->pNpc->y;
}
// Ballos 2 eyes
void ActNpc344(NPCHAR *npc)
{
RECT rc[2] = {
{272, 0, 296, 16},
{296, 0, 320, 16},
};
if (npc->direct == 0)
{
npc->rect = rc[0];
npc->x = npc->pNpc->x - (24 * 0x200);
}
else
{
npc->rect = rc[1];
npc->x = npc->pNpc->x + (24 * 0x200);
}
if (++npc->act_wait > 100)
npc->cond = 0;
npc->y = npc->pNpc->y - (36 * 0x200);
}
// Ballos skull projectile
void ActNpc345(NPCHAR *npc)
{
RECT rc[4] = {
{128, 176, 144, 192},
{144, 176, 160, 192},
{160, 176, 176, 192},
{176, 176, 192, 192},
};
int i;
switch (npc->act_no)
{
case 0:
npc->act_no = 100;
npc->ani_no = Random(0, 16) % 4;
// 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->act_wait++ / 2 % 2)
SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
if (npc->flag & 8)
{
npc->ym = -0x200;
npc->act_no = 110;
npc->bits |= NPC_IGNORE_SOLIDITY;
PlaySoundObject(12, 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 (++npc->ani_wait > 8)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
npc->y += npc->ym;
npc->rect = rc[npc->ani_no];
}
// Ballos 4 orbiting platform
void ActNpc346(NPCHAR *npc)
{
RECT rc = {240, 0, 272, 16};
unsigned char deg;
if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000)
npc->act_no = 1000;
switch (npc->act_no)
{
case 0:
npc->act_no = 10;
npc->count1 = npc->direct * 4;
npc->count2 = 192;
npc->ani_no = 0;
// Fallthrough
case 10:
if (npc->count2 < 448)
npc->count2 += 8;
else
npc->act_no = 11;
break;
case 11:
if (npc->pNpc->act_no == 411)
npc->act_no = 20;
break;
case 20:
if (--npc->count1 < 0)
npc->count1 += 0x400;
if (npc->pNpc->act_no == 421)
npc->act_no = 40;
if (npc->pNpc->act_no == 423)
npc->act_no = 100;
break;
case 30:
++npc->count1;
npc->count1 %= 0x400;
if (npc->pNpc->act_no == 425)
npc->act_no = 50;
if (npc->pNpc->act_no == 427)
npc->act_no = 100;
break;
case 40:
npc->count1 -= 2;
if (npc->count1 < 0)
npc->count1 += 0x400;
if (npc->pNpc->act_no == 422)
npc->act_no = 20;
break;
case 50:
npc->count1 += 2;
npc->count1 %= 0x400;
if (npc->pNpc->act_no == 426)
npc->act_no = 30;
break;
case 100:
npc->ani_no = 0;
if (npc->pNpc->act_no == 424)
npc->act_no = 30;
if (npc->pNpc->act_no == 428)
npc->act_no = 20;
break;
case 1000:
npc->act_no = 1001;
npc->xm = 0;
npc->ym = 0;
npc->bits &= ~NPC_SOLID_HARD;
// Fallthrough
case 1001:
npc->ym += 0x40;
if (npc->y > gMap.length * 0x10 * 0x200)
npc->cond = 0;
break;
}
if (npc->act_no < 1000)
{
if (gMC.y > npc->y - 0x1000 && gMC.ym < 0)
npc->bits &= ~NPC_SOLID_HARD;
else
npc->bits |= NPC_SOLID_HARD;
deg = npc->count1 / 4;
npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4;
npc->tgt_y = npc->pNpc->y + (16 * 0x200) + npc->count2 * GetSin(deg) / 4;
npc->xm = npc->tgt_x - npc->x;
if (npc->act_no == 20 || npc->act_no == 30)
{
if (npc->count1 % 4 == 0)
npc->ani_no = (npc->tgt_y - npc->y) / 4;
}
else if (npc->act_no == 40 || npc->act_no == 50)
{
if ((npc->count1 / 2 % 2) == 0)
npc->ani_no = (npc->tgt_y - npc->y) / 2;
}
else
{
npc->ani_no = npc->tgt_y - npc->y;
}
npc->ym = npc->ani_no;
}
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rc;
}
// Hoppy
void ActNpc347(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
if (gMC.y < npc->y + (128 * 0x200) && gMC.y > npc->y - (128 * 0x200))
{
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 10:
if (++npc->act_wait == 4)
npc->ani_no = 2;
if (npc->act_wait > 12)
{
npc->act_no = 12;
npc->xm = 0x700;
PlaySoundObject(6, SOUND_MODE_PLAY);
npc->ani_no = 3;
}
break;
case 12:
if (gMC.y < npc->y)
npc->ym = -0xAA;
else
npc->ym = 0xAA;
if (npc->flag & 1)
{
npc->act_no = 13;
npc->act_wait = 0;
npc->ani_no = 2;
npc->xm = 0;
npc->ym = 0;
break;
}
npc->xm -= 42;
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
break;
case 13:
++npc->act_wait;
if (npc->act_wait == 2)
npc->ani_no = 1;
if (npc->act_wait == 6)
npc->ani_no = 0;
if (npc->act_wait > 16)
npc->act_no = 1;
break;
}
RECT rc[4] = {
{256, 48, 272, 64},
{272, 48, 288, 64},
{288, 48, 304, 64},
{304, 48, 320, 64},
};
npc->rect = rc[npc->ani_no];
}
// Ballos 4 spikes
void ActNpc348(NPCHAR *npc)
{
RECT rc[2] = {
{128, 152, 160, 176},
{160, 152, 192, 176},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->act_wait < 0x80)
{
npc->y -= 0x80;
if (npc->act_wait / 2 % 2)
npc->ani_no = 1;
else
npc->ani_no = 0;
}
else
{
npc->act_no = 10;
npc->ani_no = 0;
npc->damage = 2;
}
break;
}
npc->rect = rc[npc->ani_no];
}
// Statue
void ActNpc349(NPCHAR *npc)
{
RECT rect = {0, 0, 16, 16};
if (npc->act_no == 0)
{
npc->act_no = 1;
if (npc->direct == 0)
npc->x += 8 * 0x200;
if (npc->direct == 2)
npc->y += 16 * 0x200;
}
npc->rect = rect;
}
// Flying Bute archer
void ActNpc350(NPCHAR *npc)
{
RECT rcLeft[7] = {
{0, 160, 24, 184},
{24, 160, 48, 184},
{48, 160, 72, 184},
{72, 160, 96, 184},
{96, 160, 120, 184},
{120, 160, 144, 184},
{144, 160, 168, 184},
};
RECT rcRight[7] = {
{0, 184, 24, 208},
{24, 184, 48, 208},
{48, 184, 72, 208},
{72, 184, 96, 208},
{96, 184, 120, 208},
{120, 184, 144, 208},
{144, 184, 168, 208},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
npc->tgt_x = npc->x - (128 * 0x200);
else
npc->tgt_x = npc->x + (128 * 0x200);
npc->tgt_y = npc->y;
npc->ym = Random(-0x200, 0x200) * 2;
npc->xm = Random(-0x200, 0x200) * 2;
// Fallthrough
case 1:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
if (++npc->ani_no > 1)
npc->ani_no = 0;
}
if (npc->direct == 0)
{
if (npc->x < npc->tgt_x)
npc->act_no = 20;
}
else
{
if (npc->x > npc->tgt_x)
npc->act_no = 20;
}
break;
case 20:
npc->act_no = 21;
npc->act_wait = Random(0, 150);
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 21:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (++npc->ani_no > 3)
npc->ani_no = 2;
}
if (++npc->act_wait > 300)
npc->act_no = 30;
if (gMC.x < npc->x + (112 * 0x200) && gMC.x > npc->x - (112 * 0x200) && gMC.y < npc->y + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200))
npc->act_no = 30;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
npc->ani_wait = 0;
// Fallthrough
case 31:
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 3;
else
npc->ani_no = 4;
if (++npc->act_wait > 30)
{
npc->act_no = 40;
npc->ani_no = 5;
if (npc->direct == 0)
SetNpChar(312, npc->x, npc->y, -0x800, 0, 0, NULL, 0x199);
else
SetNpChar(312, npc->x, npc->y, 0x800, 0, 2, NULL, 0x199);
}
break;
case 40:
npc->act_no = 41;
npc->act_wait = 0;
npc->ani_wait = 0;
// Fallthrough
case 41:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (++npc->ani_no > 6)
npc->ani_no = 5;
}
if (++npc->act_wait > 40)
{
npc->act_no = 50;
npc->ani_no = 0;
npc->xm = 0;
npc->ym = 0;
}
break;
case 50:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
if (++npc->ani_no > 1)
npc->ani_no = 0;
}
if (npc->direct == 0)
npc->xm -= 0x20;
else
npc->xm += 0x20;
if (npc->x < 0 || npc->x > gMap.width * 0x200 * 0x10)
{
VanishNpChar(npc);
return;
}
break;
}
if (npc->act_no < 50)
{
if (npc->x < npc->tgt_x)
npc->xm += 0x2A;
if (npc->x > npc->tgt_x)
npc->xm -= 0x2A;
if (npc->y < npc->tgt_y)
npc->ym += 0x2A;
if (npc->y > npc->tgt_y)
npc->ym -= 0x2A;
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;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Statue (shootable)
void ActNpc351(NPCHAR *npc)
{
RECT rc[9] = {
{0, 96, 32, 136},
{32, 96, 64, 136},
{64, 96, 96, 136},
{96, 96, 128, 136},
{128, 96, 160, 136},
{0, 176, 32, 216},
{32, 176, 64, 216},
{64, 176, 96, 216},
{96, 176, 128, 216},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = npc->direct / 10;
npc->x += 8 * 0x200;
npc->y += 12 * 0x200;
break;
case 10:
if (GetNPCFlag(npc->code_flag))
{
npc->act_no = 20;
}
else
{
npc->act_no = 11;
npc->bits |= NPC_SHOOTABLE;
}
// Fallthrough
case 11:
if (npc->life <= 900)
{
SetNpChar(351, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, (npc->ani_no + 4) * 10, NULL, 0);
npc->cond |= 8;
}
break;
case 20:
npc->ani_no += 4;
npc->act_no = 1;
break;
}
npc->rect = rc[npc->ani_no];
}
// Ending characters
void ActNpc352(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
// Set state
npc->act_no = 1;
npc->ani_no = 0;
npc->count1 = npc->direct / 100;
npc->direct %= 100;
// Set surfaces / offset
switch (npc->count1)
{
case 7:
case 8:
case 9:
case 12:
case 13:
npc->surf = SURFACE_ID_LEVEL_SPRITESET_1;
break;
}
switch (npc->count1)
{
case 2:
case 4:
case 9:
case 12:
npc->view.top = 16 * 0x200;
break;
}
// Balrog
if (npc->count1 == 9)
{
npc->view.back = 20 * 0x200;
npc->view.front = 20 * 0x200;
npc->x -= 1 * 0x200;
}
// Spawn King's sword
if (npc->count1 == 0)
SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100);
// Fallthrough
case 1:
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->flag & 8)
{
npc->ym = 0;
npc->act_no = 2;
npc->ani_no = 1;
}
npc->y += npc->ym;
break;
}
RECT rc[28] = {
{304, 48, 320, 64},
{224, 48, 240, 64},
{32, 80, 48, 96},
{0, 80, 16, 96},
{224, 216, 240, 240},
{192, 216, 208, 240},
{48, 16, 64, 32},
{0, 16, 16, 32},
{112, 192, 128, 216},
{80, 192, 96, 216},
{304, 0, 320, 16},
{224, 0, 240, 16},
{176, 32, 192, 48},
{176, 32, 192, 48},
{240, 16, 256, 32},
{224, 16, 240, 32},
{208, 16, 224, 32},
{192, 16, 208, 32},
{280, 128, 320, 152},
{280, 152, 320, 176},
{32, 112, 48, 128},
{0, 112, 16, 128},
{80, 0, 96, 16},
{112, 0, 128, 16},
{16, 152, 32, 176},
{0, 152, 16, 176},
{48, 16, 64, 32},
{48, 0, 64, 16}
};
npc->rect = rc[npc->ani_no + (npc->count1 * 2)];
}
// Bute with sword (flying)
void ActNpc353(NPCHAR *npc)
{
RECT rc[4] = {
{168, 160, 184, 184},
{184, 160, 200, 184},
{168, 184, 184, 208},
{184, 184, 200, 208},
};
RECT rcLeft[2] = {
{200, 160, 216, 176},
{216, 160, 232, 176},
};
RECT rcRight[2] = {
{200, 176, 216, 192},
{216, 176, 232, 192},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
switch (npc->direct)
{
case 0:
npc->xm = -0x600;
break;
case 2:
npc->xm = 0x600;
break;
case 1:
npc->ym = -0x600;
break;
case 3:
npc->ym = 0x600;
break;
}
// Fallthrough
case 1:
++npc->act_wait;
if (npc->act_wait == 8)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->act_wait == 0x10)
npc->act_no = 10;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (++npc->ani_no > 3)
npc->ani_no = 0;
}
npc->rect = rc[npc->ani_no];
break;
case 10:
npc->act_no = 11;
npc->ani_no = 0;
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->damage = 5;
npc->view.top = 8 * 0x200;
// Fallthrough
case 11:
if (npc->x > gMC.x)
npc->direct = gMirrorMode? 2:0;
else
npc->direct = gMirrorMode? 0:2;
if (gMC.y - (24 * 0x200) > npc->y)
{
if (npc->direct == 0)
npc->xm2 += 0x10;
else
npc->xm2 -= 0x10;
}
else
{
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;
if (++npc->ani_no > 1)
npc->ani_no = 0;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
break;
}
}
// Invisible deathtrap wall
void ActNpc354(NPCHAR *npc)
{
int i, x, y;
switch (npc->act_no)
{
case 0:
npc->hit.bottom = 280 * 0x200;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
if (npc->direct == 0)
npc->x += 16 * 0x200;
else
npc->x -= 16 * 0x200;
// Fallthrough
case 11:
if (++npc->act_wait > 100)
{
npc->act_wait = 0;
SetQuake(20);
PlaySoundObject(26, SOUND_MODE_PLAY);
PlaySoundObject(12, SOUND_MODE_PLAY);
if (npc->direct == 0)
npc->x -= 16 * 0x200;
else
npc->x += 16 * 0x200;
for (i = 0; i < 20; ++i)
{
x = (npc->x / 0x200 / 0x10);
y = (npc->y / 0x200 / 0x10) + i;
ChangeMapParts(x, y, 109);
}
}
break;
}
}
// Quote and Curly on Balrog's back
void ActNpc355(NPCHAR *npc)
{
RECT rc[4] = {
{80, 16, 96, 32},
{80, 96, 96, 112},
{128, 16, 144, 32},
{208, 96, 224, 112},
};
switch (npc->act_no)
{
case 0:
switch (npc->direct)
{
case 0:
npc->surf = SURFACE_ID_MY_CHAR;
npc->ani_no = 0;
npc->x = npc->pNpc->x - (14 * 0x200);
npc->y = npc->pNpc->y + (10 * 0x200);
break;
case 1:
npc->surf = SURFACE_ID_NPC_REGU;
npc->ani_no = 1;
npc->x = npc->pNpc->x + (14 * 0x200);
npc->y = npc->pNpc->y + (10 * 0x200);
break;
case 2:
npc->surf = SURFACE_ID_MY_CHAR;
npc->ani_no = 2;
npc->x = npc->pNpc->x - (7 * 0x200);
npc->y = npc->pNpc->y - (19 * 0x200);
break;
case 3:
npc->surf = SURFACE_ID_NPC_REGU;
npc->ani_no = 3;
npc->x = npc->pNpc->x + (4 * 0x200);
npc->y = npc->pNpc->y - (19 * 0x200);
break;
}
break;
}
npc->rect = rc[npc->ani_no];
}
// Balrog rescue
void ActNpc356(NPCHAR *npc)
{
RECT rcRight[2] = {
{240, 128, 280, 152},
{240, 152, 280, 176},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 11;
npc->ani_wait = 0;
npc->tgt_y = npc->y - (16 * 0x200);
npc->tgt_x = npc->x - (6 * 0x200);
npc->ym = 0;
SetNpChar(355, 0, 0, 0, 0, 3, npc, 0xAA);
SetNpChar(355, 0, 0, 0, 0, 2, npc, 0xAA);
// Fallthrough
case 11:
if (npc->x < npc->tgt_x)
npc->xm += 8;
else
npc->xm -= 8;
if (npc->y < npc->tgt_y)
npc->ym += 8;
else
npc->ym -= 8;
npc->x += npc->xm;
npc->y += npc->ym;
break;
case 20:
npc->act_no = 21;
npc->xm = -0x400;
npc->ym = 0x200;
// Fallthrough
case 21:
++npc->ani_wait;
npc->xm += 0x10;
npc->ym -= 8;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->x > 60 * 0x10 * 0x200)
npc->act_no = 22;
break;
case 22:
npc->xm = 0;
npc->ym = 0;
break;
}
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
npc->rect = rcRight[npc->ani_no];
}
// Puppy ghost
void ActNpc357(NPCHAR *npc)
{
RECT rc = {224, 136, 240, 152};
switch (npc->act_no)
{
case 0:
npc->rect = rc;
++npc->act_wait;
break;
case 10:
npc->act_wait = 0;
npc->act_no = 11;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 11:
++npc->act_wait;
npc->rect = rc;
if (npc->act_wait / 2 % 2)
npc->rect.right = npc->rect.left;
if (npc->act_wait > 50)
npc->cond = 0;
break;
}
if (npc->act_wait % 8 == 1)
SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, CARET_TINY_PARTICLES, DIR_UP);
}
// Misery (stood in the wind during the credits)
void ActNpc358(NPCHAR *npc)
{
RECT rc[5] = {
{208, 8, 224, 32},
{224, 8, 240, 32},
{240, 8, 256, 32},
{256, 8, 272, 32},
{272, 8, 288, 32},
};
switch (npc->act_no)
{
case 0:
if (++npc->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
case 10:
if (++npc->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 3;
break;
}
npc->rect = rc[npc->ani_no];
}
// Water droplet generator
void ActNpc359(NPCHAR *npc)
{
int x;
if (gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2)
{
x = npc->x + (Random(-6, 6) * 0x200);
SetNpChar(73, x, npc->y - (7 * 0x200), 0, 0, 0, 0, 0);
}
}
// "Thank you" message at the end of the credits
void ActNpc360(NPCHAR *npc)
{
RECT rc = {0, 176, 48, 184};
if (npc->act_no == 0)
{
++npc->act_no;
npc->x -= 8 * 0x200;
npc->y -= 8 * 0x200;
}
npc->rect = rc;
}