1677 lines
27 KiB
C++
1677 lines
27 KiB
C++
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK.
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//
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// The original code belongs to Daisuke "Pixel" Amaya.
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//
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// Modifications and custom code are under the MIT licence.
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// See LICENCE.txt for details.
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#include "NpcAct.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Caret.h"
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#include "CommonDefines.h"
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#include "Frame.h"
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#include "Game.h"
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#include "MyChar.h"
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#include "MycHit.h"
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#include "MycParam.h"
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#include "NpChar.h"
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#include "NpcHit.h"
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#include "Sound.h"
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#include "Triangle.h"
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// Puu Black
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void ActNpc160(NPCHAR *npc)
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{
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int i;
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switch (npc->act_no)
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{
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case 0:
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npc->bits &= ~NPC_SOLID_SOFT;
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npc->act_no = 1;
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// Fallthrough
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case 1:
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if (npc->x < gMC.x)
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npc->direct = gMirrorMode? 0:2;
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else
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npc->direct = gMirrorMode? 2:0;
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npc->ym = 0xA00;
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if (npc->y < 128 * 0x200)
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{
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++npc->count1;
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}
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else
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{
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npc->bits &= ~NPC_IGNORE_SOLIDITY;
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npc->act_no = 2;
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}
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break;
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case 2:
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npc->ym = 0xA00;
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if (npc->flag & 8)
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{
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DeleteNpCharCode(161, TRUE);
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
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npc->act_no = 3;
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npc->act_wait = 0;
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SetQuake(30);
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PlaySoundObject(26, SOUND_MODE_PLAY);
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PlaySoundObject(72, SOUND_MODE_PLAY);
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}
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if (npc->y < gMC.y && gMC.flag & 8)
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npc->damage = 20;
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else
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npc->damage = 0;
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break;
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case 3:
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npc->damage = 20; // Overwritten by the following line
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npc->damage = 0;
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if (++npc->act_wait > 24)
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{
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npc->act_no = 4;
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npc->count1 = 0;
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npc->count2 = 0;
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}
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break;
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case 4:
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gSuperXpos = npc->x;
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gSuperYpos = npc->y;
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if (npc->shock % 2 == 1)
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{
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SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, NULL, 0x100);
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if (++npc->count1 > 30)
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{
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npc->count1 = 0;
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npc->act_no = 5;
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npc->ym = -0xC00;
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npc->bits |= NPC_IGNORE_SOLIDITY;
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}
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}
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break;
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case 5:
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gSuperXpos = npc->x;
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gSuperYpos = npc->y;
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if (++npc->count1 > 60)
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{
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npc->count1 = 0;
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npc->act_no = 6;
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}
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break;
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case 6:
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gSuperXpos = gMC.x;
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gSuperYpos = 400 * 0x10 * 0x200;
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if (++npc->count1 > 110)
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{
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npc->count1 = 10;
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npc->x = gMC.x;
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npc->y = 0;
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npc->ym = 0x5FF;
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npc->act_no = 1;
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}
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break;
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}
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npc->y += npc->ym;
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switch (npc->act_no)
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{
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case 0:
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case 1:
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npc->ani_no = 3;
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break;
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case 2:
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npc->ani_no = 3;
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break;
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case 3:
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npc->ani_no = 2;
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break;
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case 4:
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npc->ani_no = 0;
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break;
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case 5:
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npc->ani_no = 3;
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break;
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case 6:
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npc->ani_no = 3;
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break;
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}
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RECT rect_left[4] = {
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{0, 0, 40, 24},
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{40, 0, 80, 24},
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{80, 0, 120, 24},
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{120, 0, 160, 24},
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};
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RECT rect_right[4] = {
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{0, 24, 40, 48},
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{40, 24, 80, 48},
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{80, 24, 120, 48},
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{120, 24, 160, 48},
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};
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if (npc->direct == 0)
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npc->rect = rect_left[npc->ani_no];
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else
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npc->rect = rect_right[npc->ani_no];
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}
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// Puu Black projectile
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void ActNpc161(NPCHAR *npc)
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{
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npc->exp = 0;
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if (npc->x < gSuperXpos)
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npc->xm += 0x40;
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else
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npc->xm -= 0x40;
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if (npc->y < gSuperYpos)
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npc->ym += 0x40;
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else
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npc->ym -= 0x40;
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if (npc->xm < -4605)
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npc->xm = -4605;
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if (npc->xm > 4605)
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npc->xm = 4605;
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if (npc->ym < -4605)
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npc->ym = -4605;
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if (npc->ym > 4605)
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npc->ym = 4605;
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if (npc->life < 100)
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{
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npc->bits &= ~NPC_SHOOTABLE;
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npc->bits &= ~NPC_INVULNERABLE;
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npc->damage = 0;
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npc->ani_no = 2;
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}
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->ani_no < 2)
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{
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if (Random(0, 10) == 2)
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npc->ani_no = 0;
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else
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npc->ani_no = 1;
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}
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RECT rect[3] = {
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{0, 48, 16, 64},
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{16, 48, 32, 64},
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{32, 48, 48, 64},
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};
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npc->rect = rect[npc->ani_no];
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}
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// Puu Black (dead)
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void ActNpc162(NPCHAR *npc)
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{
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int i;
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RECT rect_left = {40, 0, 80, 24};
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RECT rect_right = {40, 24, 80, 48};
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RECT rect_end = {0, 0, 0, 0};
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switch (npc->act_no)
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{
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case 0:
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DeleteNpCharCode(161, TRUE);
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PlaySoundObject(72, SOUND_MODE_PLAY);
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for (i = 0; i < 10; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, NULL, 0x100);
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if (npc->x > gMC.x)
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npc->direct = gMirrorMode? 2:0;
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else
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npc->direct = gMirrorMode? 0:2;
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if (npc->direct == 0)
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npc->rect = rect_left;
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else
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npc->rect = rect_right;
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npc->count1 = 0;
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npc->act_no = 1;
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// Fallthrough
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case 1:
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++npc->count1;
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if (npc->count1 % 4 == 0)
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SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), 0, 0, 0, NULL, 0x100);
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if (npc->count1 > 160)
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{
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npc->count1 = 0;
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npc->act_no = 2;
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npc->tgt_y = npc->y;
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}
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break;
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case 2:
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SetQuake(2);
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++npc->count1;
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if (npc->count1 <= 240)
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{
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if (npc->direct == 0)
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npc->rect = rect_left;
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else
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npc->rect = rect_right;
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npc->rect.top += npc->count1 / 8;
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npc->y = npc->tgt_y + ((npc->count1 / 8) * 0x200);
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npc->rect.left -= (npc->count1 / 2) % 2;
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}
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else
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{
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npc->rect = rect_end;
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npc->count1 = 0;
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npc->act_no = 3;
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}
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if (npc->count1 % 3 == 2)
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SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y - (12 * 0x200), Random(-0x200, 0x200), 0x100, 0, NULL, 0x100);
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if (npc->count1 % 4 == 2)
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PlaySoundObject(21, SOUND_MODE_PLAY);
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break;
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case 3:
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if (++npc->count1 < 60)
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break;
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DeleteNpCharCode(161, TRUE);
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npc->cond = 0;
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break;
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}
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gSuperXpos = npc->x;
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gSuperYpos = -1000 * 0x200;
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}
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// Dr Gero
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void ActNpc163(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{192, 0, 208, 16},
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{208, 0, 224, 16},
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};
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RECT rcRight[2] = {
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{192, 16, 208, 32},
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{208, 16, 224, 32},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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// Fallthrough
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case 1:
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if (Random(0, 120) == 10)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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}
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Nurse Hasumi
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void ActNpc164(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{224, 0, 240, 16},
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{240, 0, 256, 16},
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};
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RECT rcRight[2] = {
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{224, 16, 240, 32},
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{240, 16, 256, 32},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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// Fallthrough
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case 1:
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if (Random(0, 120) == 10)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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}
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Curly (collapsed)
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void ActNpc165(NPCHAR *npc)
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{
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RECT rcRight[2] = {
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{192, 96, 208, 112},
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{208, 96, 224, 112},
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};
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RECT rcLeft = {144, 96, 160, 112};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->y += 10 * 0x200;
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// Fallthrough
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case 1:
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if (npc->direct == 2 && gMC.x > npc->x - (32 * 0x200) && gMC.x < npc->x + (32 * 0x200) && gMC.y > npc->y - (16 * 0x200) && gMC.y < npc->y + (16 * 0x200))
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npc->ani_no = 1;
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else
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npc->ani_no = 0;
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break;
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}
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if (npc->direct == 0)
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npc->rect = rcLeft;
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Chaba
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void ActNpc166(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{144, 104, 184, 128},
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{184, 104, 224, 128},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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// Fallthrough
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case 1:
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if (Random(0, 120) == 10)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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}
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npc->rect = rcLeft[npc->ani_no];
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}
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// Professor Booster (falling)
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void ActNpc167(NPCHAR *npc)
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{
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int i;
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RECT rect[3] = {
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{304, 0, 320, 16},
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{304, 16, 320, 32},
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{0, 0, 0, 0},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->ani_no = 1;
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break;
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case 10:
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npc->ani_no = 0;
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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->y += npc->ym;
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break;
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case 20:
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npc->act_no = 21;
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npc->act_wait = 0;
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npc->ani_no = 0;
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PlaySoundObject(29, SOUND_MODE_PLAY);
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// Fallthrough
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case 21:
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if (++npc->ani_no > 2)
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npc->ani_no = 1;
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if (++npc->act_wait > 100)
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{
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
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npc->cond = 0;
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}
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break;
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}
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npc->rect = rect[npc->ani_no];
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}
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// Boulder
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void ActNpc168(NPCHAR *npc)
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{
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RECT rect = {264, 56, 320, 96};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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break;
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case 10:
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npc->act_no = 11;
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npc->act_wait = 0;
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npc->tgt_x = npc->x;
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// Fallthrough
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case 11:
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++npc->act_wait;
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npc->x = npc->tgt_x;
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if (npc->act_wait / 3 % 2)
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npc->x += 1 * 0x200;
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break;
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case 20:
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npc->act_no = 21;
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npc->act_wait = 0;
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npc->ym = -0x400;
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npc->xm = 0x100;
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PlaySoundObject(25, SOUND_MODE_PLAY);
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// Fallthrough
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case 21:
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npc->ym += 0x10;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->act_wait && npc->flag & 8)
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{
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PlaySoundObject(35, SOUND_MODE_PLAY);
|
|
SetQuake(40);
|
|
npc->act_no = 0;
|
|
}
|
|
|
|
if (npc->act_wait == 0)
|
|
++npc->act_wait;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rect;
|
|
}
|
|
|
|
// Balrog (missile)
|
|
void ActNpc169(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 30;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = gMirrorMode? 2:0;
|
|
else
|
|
npc->direct = gMirrorMode? 0:2;
|
|
// Fallthrough
|
|
case 1:
|
|
if (--npc->act_wait != 0)
|
|
break;
|
|
|
|
npc->act_no = 2;
|
|
++npc->count1;
|
|
break;
|
|
|
|
case 2:
|
|
npc->act_no = 3;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 3:
|
|
++npc->ani_wait;
|
|
|
|
if (npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
|
|
if (npc->ani_no == 2 || npc->ani_no == 4)
|
|
PlaySoundObject(23, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm -= 0x20;
|
|
else
|
|
npc->xm += 0x20;
|
|
|
|
if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->ani_no = 5;
|
|
gMC.cond |= 2;
|
|
int damage = 5;
|
|
if (damage == 1 && gbDamageModifier == 0.5){
|
|
damage = 1;
|
|
}
|
|
else if (gbDamageModifier == -1 ){
|
|
damage = 127;
|
|
}
|
|
else{
|
|
damage = damage * gbDamageModifier;
|
|
}
|
|
|
|
DamageMyChar(damage);
|
|
break;
|
|
}
|
|
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait > 75)
|
|
{
|
|
npc->act_no = 9;
|
|
npc->ani_no = 0;
|
|
break;
|
|
}
|
|
|
|
if (npc->flag & 5)
|
|
{
|
|
if (npc->count2 < 5)
|
|
{
|
|
++npc->count2;
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 4;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 7;
|
|
npc->ym = -0x5FF;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
npc->count2 = 0;
|
|
}
|
|
|
|
if (npc->count1 % 2 == 0 && npc->act_wait > 25)
|
|
{
|
|
npc->act_no = 4;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 7;
|
|
npc->ym = -0x5FF;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
if (npc->x > gMC.x)
|
|
npc->direct = gMirrorMode? 2:0;
|
|
else
|
|
npc->direct = gMirrorMode? 0:2;
|
|
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait < 30 && npc->act_wait % 6 == 1)
|
|
{
|
|
PlaySoundObject(39, SOUND_MODE_PLAY);
|
|
SetNpChar(170, npc->x, npc->y, 0, 0, npc->direct, NULL, 0x100);
|
|
}
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 9;
|
|
npc->ani_no = 8;
|
|
SetQuake(30);
|
|
PlaySoundObject(26, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->ani_no = 5;
|
|
gMC.cond |= 2;
|
|
int damage = 10;
|
|
if (damage == 1 && gbDamageModifier == 0.5){
|
|
damage = 1;
|
|
}
|
|
else if (gbDamageModifier == -1 ){
|
|
damage = 127;
|
|
}
|
|
else{
|
|
damage = damage * gbDamageModifier;
|
|
}
|
|
|
|
DamageMyChar(damage);
|
|
}
|
|
|
|
break;
|
|
|
|
case 9:
|
|
npc->xm = (npc->xm * 4) / 5;
|
|
|
|
if (npc->xm != 0)
|
|
break;
|
|
|
|
npc->act_no = 0;
|
|
break;
|
|
|
|
case 10:
|
|
gMC.x = npc->x;
|
|
gMC.y = npc->y;
|
|
|
|
npc->xm = (npc->xm * 4) / 5;
|
|
|
|
if (npc->xm != 0)
|
|
break;
|
|
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 5;
|
|
npc->ani_wait = 0;
|
|
break;
|
|
|
|
case 11:
|
|
gMC.x = npc->x;
|
|
gMC.y = npc->y;
|
|
|
|
++npc->ani_wait;
|
|
|
|
if (npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 6)
|
|
npc->ani_no = 5;
|
|
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait > 100)
|
|
npc->act_no = 20;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
PlaySoundObject(25, SOUND_MODE_PLAY);
|
|
gMC.cond &= ~2;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
gMC.x += 4 * 0x200;
|
|
gMC.y -= 8 * 0x200;
|
|
gMC.xm = 0x5FF;
|
|
gMC.ym = -0x200;
|
|
gMC.direct = 2;
|
|
npc->direct = gMirrorMode? 0:2;
|
|
}
|
|
else
|
|
{
|
|
gMC.x -= 4 * 0x200;
|
|
gMC.y -= 8 * 0x200;
|
|
gMC.xm = -0x5FF;
|
|
gMC.ym = -0x200;
|
|
gMC.direct = 0;
|
|
npc->direct = gMirrorMode? 2:0;
|
|
}
|
|
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 7;
|
|
// Fallthrough
|
|
case 21:
|
|
++npc->act_wait;
|
|
|
|
if (npc->act_wait < 50)
|
|
break;
|
|
|
|
npc->act_no = 0;
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
|
|
if (npc->xm < -0x300)
|
|
npc->xm = -0x300;
|
|
if (npc->xm > 0x300)
|
|
npc->xm = 0x300;
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rect_left[9] = {
|
|
{0, 0, 40, 24},
|
|
{0, 48, 40, 72},
|
|
{0, 0, 40, 24},
|
|
{40, 48, 80, 72},
|
|
{0, 0, 40, 24},
|
|
{80, 48, 120, 72},
|
|
{120, 48, 160, 72},
|
|
{120, 0, 160, 24},
|
|
{80, 0, 120, 24},
|
|
};
|
|
|
|
RECT rect_right[9] = {
|
|
{0, 24, 40, 48},
|
|
{0, 72, 40, 96},
|
|
{0, 24, 40, 48},
|
|
{40, 72, 80, 96},
|
|
{0, 24, 40, 48},
|
|
{80, 72, 120, 96},
|
|
{120, 72, 160, 96},
|
|
{120, 24, 160, 48},
|
|
{80, 24, 120, 48},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rect_left[npc->ani_no];
|
|
else
|
|
npc->rect = rect_right[npc->ani_no];
|
|
}
|
|
|
|
// Balrog missile
|
|
void ActNpc170(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{112, 96, 128, 104},
|
|
{128, 96, 144, 104},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{112, 104, 128, 112},
|
|
{128, 104, 144, 112},
|
|
};
|
|
|
|
BOOL bHit = FALSE;
|
|
|
|
if (npc->direct == 0 && npc->flag & 1)
|
|
bHit = TRUE;
|
|
if (npc->direct == 2 && npc->flag & 4)
|
|
bHit = TRUE;
|
|
|
|
if (bHit)
|
|
{
|
|
PlaySoundObject(44, SOUND_MODE_PLAY);
|
|
SetDestroyNpChar(npc->x, npc->y, 0, 3);
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = Random(1, 2) * 0x200;
|
|
else
|
|
npc->xm = Random(-2, -1) * 0x200;
|
|
|
|
npc->ym = Random(-2, 0) * 0x200;
|
|
// Fallthrough
|
|
case 1:
|
|
++npc->count1;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
npc->xm -= 0x20;
|
|
|
|
if (npc->count1 % 3 == 1)
|
|
SetCaret(npc->x + (8 * 0x200), npc->y, CARET_EXHAUST, DIR_RIGHT);
|
|
}
|
|
else
|
|
{
|
|
npc->xm += 0x20;
|
|
|
|
if (npc->count1 % 3 == 1)
|
|
SetCaret(npc->x - (8 * 0x200), npc->y, CARET_EXHAUST, DIR_LEFT);
|
|
}
|
|
|
|
if (npc->count1 < 50)
|
|
{
|
|
if (npc->y < gMC.y)
|
|
npc->ym += 0x20;
|
|
else
|
|
npc->ym -= 0x20;
|
|
}
|
|
else
|
|
{
|
|
npc->ym = 0;
|
|
}
|
|
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x600;
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x600;
|
|
|
|
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];
|
|
}
|
|
|
|
// Fire Whirrr
|
|
void ActNpc171(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{120, 48, 152, 80},
|
|
{152, 48, 184, 80},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{184, 48, 216, 80},
|
|
{216, 48, 248, 80},
|
|
};
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = gMirrorMode? 2:0;
|
|
else
|
|
npc->direct = gMirrorMode? 0:2;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = Random(0, 50);
|
|
npc->tgt_y = npc->y;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->act_wait != 0)
|
|
{
|
|
--npc->act_wait;
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 10;
|
|
npc->ym = 0x200;
|
|
}
|
|
// Fallthrough
|
|
case 10:
|
|
if (++npc->ani_wait > 0)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x10;
|
|
else
|
|
npc->ym -= 0x10;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
{
|
|
if (gMC.y < npc->y + (80 * 0x200) && gMC.y > npc->y - (80 * 0x200) && gMC.x < npc->x && gMC.x > npc->x - (160 * 0x200))
|
|
++npc->count1;
|
|
}
|
|
else
|
|
{
|
|
if (gMC.y < npc->y + (80 * 0x200) && gMC.y > npc->y - (80 * 0x200) && gMC.x < npc->x + (160 * 0x200) && gMC.x > npc->x)
|
|
++npc->count1;
|
|
}
|
|
|
|
if (npc->count1 > 20)
|
|
{
|
|
SetNpChar(172, npc->x, npc->y, 0, 0, npc->direct, NULL, 0x100);
|
|
npc->count1 = -100;
|
|
gCurlyShoot_wait = Random(80, 100);
|
|
gCurlyShoot_x = npc->x;
|
|
gCurlyShoot_y = npc->y;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Fire Whirr projectile
|
|
void ActNpc172(NPCHAR *npc)
|
|
{
|
|
RECT rect[3] = {
|
|
{248, 48, 264, 80},
|
|
{264, 48, 280, 80},
|
|
{280, 48, 296, 80},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x -= 1 * 0x200;
|
|
else
|
|
npc->x += 1 * 0x200;
|
|
|
|
if (npc->flag & 1 || npc->flag & 4)
|
|
{
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
VanishNpChar(npc);
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Gaudi (armoured)
|
|
void ActNpc173(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
int xm, ym;
|
|
|
|
RECT rcLeft[4] = {
|
|
{0, 128, 24, 152},
|
|
{24, 128, 48, 152},
|
|
{48, 128, 72, 152},
|
|
{72, 128, 96, 152},
|
|
};
|
|
|
|
RECT rcRight[4] = {
|
|
{0, 152, 24, 176},
|
|
{24, 152, 48, 176},
|
|
{48, 152, 72, 176},
|
|
{72, 152, 96, 176},
|
|
};
|
|
|
|
if (npc->x > gMC.x + (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->x < gMC.x - (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->y > gMC.y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) || npc->y < gMC.y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
|
|
return;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->tgt_x = npc->x;
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->ani_no = 0;
|
|
npc->xm = 0;
|
|
|
|
if (npc->act_wait < 5)
|
|
{
|
|
++npc->act_wait;
|
|
}
|
|
else
|
|
{
|
|
if (npc->x - (192 * 0x200) < gMC.x && npc->x + (192 * 0x200) > gMC.x && npc->y - (160 * 0x200) < gMC.y && npc->y + (160 * 0x200) > gMC.y)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->act_wait > 3)
|
|
{
|
|
if (++npc->count1 == 3)
|
|
{
|
|
PlaySoundObject(30, SOUND_MODE_PLAY);
|
|
npc->count1 = 0;
|
|
npc->act_no = 25;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->ym = -0x600;
|
|
|
|
if (npc->x < npc->tgt_x)
|
|
npc->xm = 0x80;
|
|
else
|
|
npc->xm = -0x80;
|
|
}
|
|
else
|
|
{
|
|
PlaySoundObject(30, SOUND_MODE_PLAY);
|
|
npc->act_no = 20;
|
|
npc->ani_no = 2;
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->x < npc->tgt_x)
|
|
npc->xm = 0x200;
|
|
else
|
|
npc->xm = -0x200;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
++npc->act_wait;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
PlaySoundObject(23, SOUND_MODE_PLAY);
|
|
npc->ani_no = 1;
|
|
npc->act_no = 30;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 25:
|
|
if (++npc->act_wait == 30 || npc->act_wait == 40)
|
|
{
|
|
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
|
deg += (unsigned char)Random(-6, 6);
|
|
ym = GetSin(deg) * 3;
|
|
xm = GetCos(deg) * 3;
|
|
|
|
SetNpChar(174, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
|
|
|
|
PlaySoundObject(39, SOUND_MODE_PLAY);
|
|
npc->ani_no = 3;
|
|
|
|
gCurlyShoot_wait = Random(80, 100);
|
|
gCurlyShoot_x = npc->x;
|
|
gCurlyShoot_y = npc->y;
|
|
}
|
|
|
|
if (npc->act_wait == 35 || npc->act_wait == 45)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
PlaySoundObject(23, SOUND_MODE_PLAY);
|
|
npc->ani_no = 1;
|
|
npc->act_no = 30;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->xm = 7 * npc->xm / 8;
|
|
|
|
if (++npc->act_wait > 3)
|
|
{
|
|
npc->ani_no = 0;
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 51;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = gMirrorMode? 2:0;
|
|
else
|
|
npc->direct = gMirrorMode? 0:2;
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
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 <= 985)
|
|
{
|
|
SetDestroyNpChar(npc->x, npc->y, 0, 2);
|
|
npc->code_char = 154;
|
|
npc->act_no = 0;
|
|
}
|
|
}
|
|
|
|
// Armoured-Gaudi projectile
|
|
void ActNpc174(NPCHAR *npc)
|
|
{
|
|
BOOL bHit;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (npc->direct == 2)
|
|
npc->act_no = 2;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
bHit = FALSE;
|
|
|
|
if (npc->flag & 1)
|
|
{
|
|
bHit = TRUE;
|
|
npc->xm = 0x200;
|
|
}
|
|
|
|
if (npc->flag & 4)
|
|
{
|
|
bHit = TRUE;
|
|
npc->xm = -0x200;
|
|
}
|
|
|
|
if (npc->flag & 2)
|
|
{
|
|
bHit = TRUE;
|
|
npc->ym = 0x200;
|
|
}
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
bHit = TRUE;
|
|
npc->ym = -0x200;
|
|
}
|
|
|
|
if (bHit)
|
|
{
|
|
npc->act_no = 2;
|
|
++npc->count1;
|
|
PlaySoundObject(31, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
npc->ym += 0x40;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
if (++npc->count1 > 1)
|
|
{
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
npc->cond = 0;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
if (npc->ym < -0x5FF)
|
|
npc->ym = -0x5FF;
|
|
|
|
RECT rect_left[3] = {
|
|
{120, 80, 136, 96},
|
|
{136, 80, 152, 96},
|
|
{152, 80, 168, 96},
|
|
};
|
|
|
|
if (++npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rect_left[npc->ani_no];
|
|
}
|
|
|
|
// Gaudi egg
|
|
void ActNpc175(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{168, 80, 192, 104},
|
|
{192, 80, 216, 104},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{216, 80, 240, 104},
|
|
{240, 80, 264, 104},
|
|
};
|
|
|
|
if (npc->act_no < 3 && npc->life < 90)
|
|
{
|
|
LoseNpChar(npc, FALSE);
|
|
npc->act_no = 10;
|
|
npc->ani_no = 1;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->damage = 0;
|
|
}
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->ani_no = 0;
|
|
npc->act_no = 1;
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->ym += 0x20;
|
|
else
|
|
npc->ym -= 0x20;
|
|
|
|
if (npc->ym < -0x5FF)
|
|
npc->ym = -0x5FF;
|
|
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];
|
|
}
|
|
|
|
// BuyoBuyo Base
|
|
void ActNpc176(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{96, 128, 128, 144},
|
|
{128, 128, 160, 144},
|
|
{160, 128, 192, 144},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{96, 144, 128, 160},
|
|
{128, 144, 160, 160},
|
|
{160, 144, 192, 160},
|
|
};
|
|
|
|
if (npc->act_no < 3 && npc->life < 940)
|
|
{
|
|
LoseNpChar(npc, FALSE);
|
|
npc->act_no = 10;
|
|
npc->ani_no = 2;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->damage = 0;
|
|
}
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->direct == 0)
|
|
{
|
|
if (npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200) && npc->y < gMC.y + (160 * 0x200) && npc->y > gMC.y - (16 * 0x200))
|
|
++npc->count1;
|
|
}
|
|
else
|
|
{
|
|
if (npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200) && npc->y < gMC.y + (16 * 0x200) && npc->y > gMC.y - (160 * 0x200))
|
|
++npc->count1;
|
|
}
|
|
|
|
if (npc->count1 > 10)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
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 > 10)
|
|
{
|
|
if (++npc->count2 > 2)
|
|
{
|
|
npc->count2 = 0;
|
|
npc->count1 = -90;
|
|
}
|
|
else
|
|
{
|
|
npc->count1 = -10;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
SetNpChar(177, npc->x, npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100);
|
|
else
|
|
SetNpChar(177, npc->x, npc->y + (8 * 0x200), 0, 0, 2, NULL, 0x100);
|
|
|
|
PlaySoundObject(39, SOUND_MODE_PLAY);
|
|
|
|
npc->act_no = 0;
|
|
npc->ani_no = 0;
|
|
|
|
gCurlyShoot_wait = Random(80, 100);
|
|
gCurlyShoot_x = npc->x;
|
|
gCurlyShoot_y = npc->y;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// BuyoBuyo
|
|
void ActNpc177(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{192, 128, 208, 144},
|
|
{208, 128, 224, 144},
|
|
};
|
|
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
SetCaret(npc->x, npc->y, CARET_SHOOT, DIR_LEFT);
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->ym = -0x600;
|
|
else
|
|
npc->ym = 0x600;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->y < gMC.y + (16 * 0x200) && npc->y > gMC.y - (16 * 0x200))
|
|
{
|
|
npc->act_no = 10;
|
|
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = gMirrorMode? 2:0;
|
|
else
|
|
npc->direct = gMirrorMode? 0:2;
|
|
|
|
npc->xm = ((Random(0, 1) * 0x200) - 0x100) * 2;
|
|
npc->ym = ((Random(0, 1) * 0x200) - 0x100) * 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (npc->x < npc->tgt_x)
|
|
npc->xm += 0x20;
|
|
else
|
|
npc->xm -= 0x20;
|
|
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 0x20;
|
|
else
|
|
npc->ym -= 0x20;
|
|
|
|
if (++npc->act_wait > 300)
|
|
{
|
|
SetCaret(npc->x, npc->y, CARET_SHOOT, DIR_LEFT);
|
|
npc->cond = 0;
|
|
return;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->tgt_x -= 1 * 0x200;
|
|
else
|
|
npc->tgt_x += 1 * 0x200;
|
|
|
|
break;
|
|
}
|
|
|
|
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->ani_wait > 6)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Core blade projectile
|
|
void ActNpc178(NPCHAR *npc)
|
|
{
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
if (npc->flag & 0x100)
|
|
{
|
|
npc->y += npc->ym / 2;
|
|
npc->x += npc->xm / 2;
|
|
}
|
|
else
|
|
{
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
}
|
|
|
|
RECT rect_left[3] = {
|
|
{0, 224, 16, 240},
|
|
{16, 224, 32, 240},
|
|
{32, 224, 48, 240},
|
|
};
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rect_left[npc->ani_no];
|
|
|
|
if (++npc->count1 > 150)
|
|
{
|
|
VanishNpChar(npc);
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
}
|
|
}
|
|
|
|
// Core wisp projectile
|
|
void ActNpc179(NPCHAR *npc)
|
|
{
|
|
if (npc->flag & 0xFF)
|
|
{
|
|
npc->cond = 0;
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
}
|
|
|
|
npc->xm -= 0x20;
|
|
npc->ym = 0;
|
|
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
RECT rect_left[3] = {
|
|
{48, 224, 72, 240},
|
|
{72, 224, 96, 240},
|
|
{96, 224, 120, 240},
|
|
};
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rect_left[npc->ani_no];
|
|
|
|
if (++npc->count1 > 300)
|
|
{
|
|
VanishNpChar(npc);
|
|
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
|
|
}
|
|
}
|