ref: 0f1b1ba5cde71429f3404dd28d87488052573ec5
dir: /src/NpcAct160.cpp/
#include "WindowsWrapper.h" #include "NpcAct.h" #include "MyChar.h" #include "NpChar.h" #include "Game.h" #include "Sound.h" #include "Back.h" #include "Triangle.h" #include "Frame.h" #include "Caret.h" #include "MycParam.h" #include "CommonDefines.h" #include "NpcHit.h" //Puu Black void ActNpc160(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->bits &= ~1; npc->act_no = 1; // Fallthrough case 1: if (gMC.x > npc->x) npc->direct = 2; else npc->direct = 0; npc->ym = 0xA00; if (npc->y < 0x10000) { ++npc->count1; } else { npc->bits &= ~8; npc->act_no = 2; } break; case 2: npc->ym = 0xA00; if (npc->flag & 8) { DeleteNpCharCode(161, 1); for (int i = 0; i < 4; ++i) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); npc->act_no = 3; npc->act_wait = 0; SetQuake(30); PlaySoundObject(26, 1); PlaySoundObject(72, 1); } if (gMC.y > npc->y && gMC.flag & 8) npc->damage = 20; else npc->damage = 0; break; case 3: npc->damage = 20; npc->damage = 0; // Smart code if (++npc->act_wait > 24) { npc->act_no = 4; npc->count1 = 0; npc->count2 = 0; } break; case 4: gSuperXpos = npc->x; gSuperYpos = npc->y; if (npc->shock % 2 == 1) { SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, 0, 0x100); if (++npc->count1 > 30) { npc->count1 = 0; npc->act_no = 5; npc->ym = -0xC00; npc->bits |= 8; } } break; case 5: gSuperXpos = npc->x; gSuperYpos = npc->y; if (++npc->count1 > 60) { npc->count1 = 0; npc->act_no = 6; } break; case 6: gSuperXpos = gMC.x; gSuperYpos = 0x320000; if (++npc->count1 > 110) { npc->count1 = 10; npc->x = gMC.x; npc->y = 0; npc->ym = 0x5FF; npc->act_no = 1; } break; } npc->y += npc->ym; switch (npc->act_no) { case 0: case 1: npc->ani_no = 3; break; case 2: npc->ani_no = 3; break; case 3: npc->ani_no = 2; break; case 4: npc->ani_no = 0; break; case 5: npc->ani_no = 3; break; case 6: npc->ani_no = 3; break; } RECT rect_left[4]; RECT rect_right[4]; rect_left[0] = {0, 0, 40, 24}; rect_left[1] = {40, 0, 80, 24}; rect_left[2] = {80, 0, 120, 24}; rect_left[3] = {120, 0, 160, 24}; rect_right[0] = {0, 24, 40, 48}; rect_right[1] = {40, 24, 80, 48}; rect_right[2] = {80, 24, 120, 48}; rect_right[3] = {120, 24, 160, 48}; if (npc->direct == 0) npc->rect = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; } //Puu Black projectile void ActNpc161(NPCHAR *npc) { RECT rect[3]; npc->exp = 0; if (gSuperXpos > npc->x) npc->xm += 0x40; else npc->xm -= 0x40; if (gSuperYpos > npc->y) npc->ym += 0x40; else npc->ym -= 0x40; if (npc->xm < -4605) npc->xm = -4605; if (npc->xm > 4605) npc->xm = 4605; if (npc->ym < -4605) npc->ym = -4605; if (npc->ym > 4605) npc->ym = 4605; if (npc->life < 100) { npc->bits &= ~0x20; npc->bits &= ~4; npc->damage = 0; npc->ani_no = 2; } npc->x += npc->xm; npc->y += npc->ym; if (npc->ani_no < 2) { if (Random(0, 10) == 2) npc->ani_no = 0; else npc->ani_no = 1; } rect[0] = {0, 48, 16, 64}; rect[1] = {16, 48, 32, 64}; rect[2] = {32, 48, 48, 64}; npc->rect = rect[npc->ani_no]; } //Puu Black (dead) void ActNpc162(NPCHAR *npc) { RECT rect_left = {40, 0, 80, 24}; RECT rect_right = {40, 24, 80, 48}; RECT rect_end = {0, 0, 0, 0}; switch (npc->act_no) { case 0: DeleteNpCharCode(161, 1); PlaySoundObject(72, 1); for (int i = 0; i < 10; ++i) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, 0, 0x100); if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->direct == 0) npc->rect = rect_left; else npc->rect = rect_right; npc->count1 = 0; npc->act_no = 1; // Fallthrough case 1: if (++npc->count1 % 4 == 0) SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), 0, 0, 0, 0, 0x100); if (npc->count1 > 160) { npc->count1 = 0; npc->act_no = 2; npc->tgt_y = npc->y; } break; case 2: SetQuake(2); if (++npc->count1 > 240) { npc->rect = rect_end; npc->count1 = 0; npc->act_no = 3; } else { if (npc->direct == 0) npc->rect = rect_left; else npc->rect = rect_right; npc->rect.top += npc->count1 / 8; npc->y = npc->tgt_y + ((npc->count1 / 8) * 0x200); npc->rect.left -= (npc->count1 / 2) % 2; } if (npc->count1 % 3 == 2) SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y - 0x1800, Random(-0x200, 0x200), 0x100, 0, 0, 0x100); if (npc->count1 % 4 == 2) PlaySoundObject(21, 1); break; case 3: if (++npc->count1 >= 60) { DeleteNpCharCode(161, 1); npc->cond = 0; } break; } gSuperXpos = npc->x; gSuperYpos = -0x7D000; } //Dr Gero void ActNpc163(NPCHAR *npc) { RECT rcLeft[2]; RECT rcRight[2]; rcLeft[0] = {192, 0, 208, 16}; rcLeft[1] = {208, 0, 224, 16}; rcRight[0] = {192, 16, 208, 32}; rcRight[1] = {208, 16, 224, 32}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (Random(0, 120) == 10) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } 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]; } //Nurse Hasumi void ActNpc164(NPCHAR *npc) { RECT rcLeft[2]; RECT rcRight[2]; rcLeft[0] = {224, 0, 240, 16}; rcLeft[1] = {240, 0, 256, 16}; rcRight[0] = {224, 16, 240, 32}; rcRight[1] = {240, 16, 256, 32}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (Random(0, 120) == 10) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } 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]; } //Curly (collapsed) void ActNpc165(NPCHAR *npc) { RECT rcRight[2]; RECT rcLeft[1]; rcRight[0] = {192, 96, 208, 112}; rcRight[1] = {208, 96, 224, 112}; rcLeft[0] = {144, 96, 160, 112}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y += 0x1400; // Fallthrough case 1: if (npc->direct == 2 && gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000 && gMC.y > npc->y - 0x2000 && gMC.y < npc->y + 0x2000) npc->ani_no = 1; else npc->ani_no = 0; break; } if (npc->direct == 0) npc->rect = rcLeft[0]; else npc->rect = rcRight[npc->ani_no]; } //Chaba void ActNpc166(NPCHAR *npc) { RECT rcLeft[2]; rcLeft[0] = {144, 104, 184, 128}; rcLeft[1] = {184, 104, 224, 128}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (Random(0, 120) == 10) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } break; case 2: if (++npc->act_wait > 8 ) { npc->act_no = 1; npc->ani_no = 0; } break; } npc->rect = rcLeft[npc->ani_no]; } //Professor Booster (falling) void ActNpc167(NPCHAR *npc) { RECT rect[3]; rect[0] = {304, 0, 320, 16}; rect[1] = {304, 16, 320, 32}; rect[2] = {0, 0, 0, 0}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 1; break; case 10: npc->ani_no = 0; npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; break; case 20: npc->act_no = 21; npc->act_wait = 0; npc->ani_no = 0; PlaySoundObject(29, 1); // Fallthrough case 21: if (++npc->ani_no > 2) npc->ani_no = 1; if (++npc->act_wait > 100) { for (int i = 0; i < 4; ++i) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); npc->cond = 0; } break; } npc->rect = rect[npc->ani_no]; } //Boulder void ActNpc168(NPCHAR *npc) { RECT rect[1]; rect[0] = {264, 56, 320, 96}; switch (npc->act_no) { case 0: npc->act_no = 1; break; case 10: npc->act_no = 11; npc->act_wait = 0; npc->tgt_x = npc->x; // Fallthrough case 11: ++npc->act_wait; npc->x = npc->tgt_x; if (npc->act_wait / 3 % 2) npc->x += 0x200; break; case 20: npc->act_no = 21; npc->act_wait = 0; npc->ym = -0x400; npc->xm = 0x100; PlaySoundObject(25, 1); // Fallthrough case 21: npc->ym += 0x10; npc->x += npc->xm; npc->y += npc->ym; if (npc->act_wait && npc->flag & 8) { PlaySoundObject(35, 1); SetQuake(40); npc->act_no = 0; } if (npc->act_wait == 0) ++npc->act_wait; break; } npc->rect = rect[0]; } //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 (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 1: if (--npc->act_wait == 0) { 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: if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; if (npc->ani_no == 2 || npc->ani_no == 4) PlaySoundObject(23, 1); } 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 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000) { npc->act_no = 10; npc->ani_no = 5; gMC.cond |= 2; DamageMyChar(5); } else { if (++npc->act_wait > 75) { npc->act_no = 9; npc->ani_no = 0; } else { 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; case 4: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; ++npc->act_wait; if (npc->act_wait < 30 && npc->act_wait % 6 == 1) { PlaySoundObject(39, 1); SetNpChar(170, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100); } if (npc->flag & 8) { npc->act_no = 9; npc->ani_no = 8; SetQuake(30); PlaySoundObject(26, 1); } if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000) { npc->act_no = 10; npc->ani_no = 5; gMC.cond |= 2; DamageMyChar(10); } break; case 9: npc->xm = 4 * npc->xm / 5; if (npc->xm == 0) npc->act_no = 0; break; case 10: gMC.x = npc->x; gMC.y = npc->y; npc->xm = 4 * npc->xm / 5; if (npc->xm == 0) { 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; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 6) npc->ani_no = 5; if (++npc->act_wait > 100) npc->act_no = 20; break; case 20: PlaySoundObject(25, 1); gMC.cond &= ~2; if (npc->direct == 0) { gMC.x += 0x800; gMC.y -= 0x1000; gMC.xm = 0x5FF; gMC.ym = -0x200; gMC.direct = 2; npc->direct = 2; } else { gMC.x -= 0x800; gMC.y -= 0x1000; gMC.xm = -0x5FF; gMC.ym = -0x200; gMC.direct = 0; npc->direct = 0; } npc->act_no = 21; npc->act_wait = 0; npc->ani_no = 7; // Fallthrough case 21: if (++npc->act_wait >= 50) 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]; RECT rect_right[9]; rect_left[0] = {0, 0, 40, 24}; rect_left[1] = {0, 48, 40, 72}; rect_left[2] = {0, 0, 40, 24}; rect_left[3] = {40, 48, 80, 72}; rect_left[4] = {0, 0, 40, 24}; rect_left[5] = {80, 48, 120, 72}; rect_left[6] = {120, 48, 160, 72}; rect_left[7] = {120, 0, 160, 24}; rect_left[8] = {80, 0, 120, 24}; rect_right[0] = {0, 24, 40, 48}; rect_right[1] = {0, 72, 40, 96}; rect_right[2] = {0, 24, 40, 48}; rect_right[3] = {40, 72, 80, 96}; rect_right[4] = {0, 24, 40, 48}; rect_right[5] = {80, 72, 120, 96}; rect_right[6] = {120, 72, 160, 96}; rect_right[7] = {120, 24, 160, 48}; rect_right[8] = {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]; RECT rcRight[2]; rcLeft[0] = {112, 96, 128, 104}; rcLeft[1] = {128, 96, 144, 104}; rcRight[0] = {112, 104, 128, 112}; rcRight[1] = {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, 1); 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 + 0x1000, npc->y, 7, 2); } else { npc->xm += 0x20; if (npc->count1 % 3 == 1) SetCaret(npc->x - 0x1000, npc->y, 7, 0); } if (npc->count1 >= 50) { npc->ym = 0; } else { if (gMC.y > npc->y) npc->ym += 0x20; else npc->ym -= 0x20; } 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]; RECT rcRight[2]; rcLeft[0] = {120, 48, 152, 80}; rcLeft[1] = {152, 48, 184, 80}; rcRight[0] = {184, 48, 216, 80}; rcRight[1] = {216, 48, 248, 80}; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 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) { --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->tgt_y > npc->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 + 0xA000 && gMC.y > npc->y - 0xA000 && gMC.x < npc->x && gMC.x > npc->x - 0x14000) ++npc->count1; } else { if (gMC.y < npc->y + 0xA000 && gMC.y > npc->y - 0xA000 && gMC.x < npc->x + 0x14000 && gMC.x > npc->x) ++npc->count1; } if (npc->count1 > 20) { SetNpChar(172, npc->x, npc->y, 0, 0, npc->direct, 0, 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]; rect[0] = {248, 48, 264, 80}; rect[1] = {264, 48, 280, 80}; rect[2] = {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 -= 0x200; else npc->x += 0x200; if (npc->flag & 1 || npc->flag & 4) { SetCaret(npc->x, npc->y, 2, 0); VanishNpChar(npc); return; } break; } npc->rect = rect[npc->ani_no]; } //Gaudi (armoured) void ActNpc173(NPCHAR *npc) { RECT rcLeft[4]; RECT rcRight[4]; rcLeft[0] = {0, 128, 24, 152}; rcLeft[1] = {24, 128, 48, 152}; rcLeft[2] = {48, 128, 72, 152}; rcLeft[3] = {72, 128, 96, 152}; rcRight[0] = {0, 152, 24, 176}; rcRight[1] = {24, 152, 48, 176}; rcRight[2] = {48, 152, 72, 176}; rcRight[3] = {72, 152, 96, 176}; if (npc->x <= gMC.x + (WINDOW_WIDTH * 0x200) && npc->x >= gMC.x - (WINDOW_WIDTH * 0x200) && npc->y <= gMC.y + (WINDOW_HEIGHT * 0x200) && npc->y >= gMC.y - (WINDOW_HEIGHT * 0x200)) { 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 (gMC.x > npc->x - 0x18000 && gMC.x < npc->x + 0x18000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000) { 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, 1); npc->count1 = 0; npc->act_no = 25; npc->act_wait = 0; npc->ani_no = 2; npc->ym = -0x600; if (npc->tgt_x > npc->x) npc->xm = 0x80; else npc->xm = -0x80; } else { PlaySoundObject(30, 1); npc->act_no = 20; npc->ani_no = 2; npc->ym = -0x200; if (npc->tgt_x > npc->x) npc->xm = 0x200; else npc->xm = -0x200; } } break; case 20: ++npc->act_wait; if (npc->flag & 8) { PlaySoundObject(23, 1); npc->ani_no = 1; npc->act_no = 30; npc->act_wait = 0; } break; case 25: if (++npc->act_wait == 30 || npc->act_wait == 40) { const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6); const int ym = 3 * GetSin(deg); const int xm = 3 * GetCos(deg); SetNpChar(174, npc->x, npc->y, xm, ym, 0, 0, 0x100); PlaySoundObject(39, 1); 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, 1); 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 = 0; else npc->direct = 2; if (npc->ym > 0x5FF) npc->ym = 0x5FF; if ( npc->ym < -0x5FFu ) 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) { RECT rect_left[3]; 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, 1); } 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, 2, 0); npc->cond = 0; } } break; } if (npc->ym > 0x5FF) npc->ym = 0x5FF; if (npc->ym < -0x5FF) npc->ym = -0x5FF; rect_left[0] = {120, 80, 136, 96}; rect_left[1] = {136, 80, 152, 96}; rect_left[2] = {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]; RECT rcRight[2]; rcLeft[0] = {168, 80, 192, 104}; rcLeft[1] = {192, 80, 216, 104}; rcRight[0] = {216, 80, 240, 104}; rcRight[1] = {240, 80, 264, 104}; if (npc->act_no < 3 && npc->life < 90) { LoseNpChar(npc, 0); npc->act_no = 10; npc->ani_no = 1; npc->bits &= ~0x20; npc->damage = 0; } if (npc->act_no == 0) { npc->ani_no = 0; npc->act_no = 1; } 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]; RECT rcRight[3]; rcLeft[0] = {96, 128, 128, 144}; rcLeft[1] = {128, 128, 160, 144}; rcLeft[2] = {160, 128, 192, 144}; rcRight[0] = {96, 144, 128, 160}; rcRight[1] = {128, 144, 160, 160}; rcRight[2] = {160, 144, 192, 160}; if (npc->act_no < 3 && npc->life < 940) { LoseNpChar(npc, 0); npc->act_no = 10; npc->ani_no = 2; npc->bits &= ~0x20; 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 + 0x14000 && npc->x > gMC.x - 0x14000 && npc->y < gMC.y + 0x14000 && npc->y > gMC.y - 0x2000) ++npc->count1; } else { if (npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000 && npc->y < gMC.y + 0x2000 && npc->y > gMC.y - 0x14000) ++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 - 0x1000, 0, 0, 0, 0, 0x100); else SetNpChar(177, npc->x, npc->y + 0x1000, 0, 0, 2, 0, 0x100); PlaySoundObject(39, 1); 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]; rc[0] = {192, 128, 208, 144}; rc[1] = {208, 128, 224, 144}; if (npc->flag & 0xFF) { SetCaret(npc->x, npc->y, 3, 0); 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 + 0x2000 && npc->y > gMC.y - 0x2000) { npc->act_no = 10; npc->tgt_x = npc->x; npc->tgt_y = npc->y; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; npc->xm = (Random(0, 1) * 0x400) - 0x200; npc->ym = (Random(0, 1) * 0x400) - 0x200; } break; case 10: if (npc->tgt_x > npc->x) npc->xm += 0x20; else npc->xm -= 0x20; if (npc->tgt_y > npc->y) npc->ym += 0x20; else npc->ym -= 0x20; if (++npc->act_wait > 300) { SetCaret(npc->x, npc->y, 3, 0); npc->cond = 0; return; } if (npc->direct == 0) npc->tgt_x -= 0x200; else npc->tgt_x += 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, 2, 0); 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]; rect_left[0] = {0, 224, 16, 240}; rect_left[1] = {16, 224, 32, 240}; rect_left[2] = {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, 2, 0); } } //Core wisp projectile void ActNpc179(NPCHAR *npc) { if (npc->flag & 0xFF) { npc->cond = 0; SetCaret(npc->x, npc->y, 2, 0); } 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]; rect_left[0] = {48, 224, 72, 240}; rect_left[1] = {72, 224, 96, 240}; rect_left[2] = {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, 2, 0); } }