ref: 0f1b1ba5cde71429f3404dd28d87488052573ec5
dir: /src/NpcAct200.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 "Bullet.h" #include "Caret.h" #include "Frame.h" //Dragon Zombie void ActNpc200(NPCHAR *npc) { RECT rcLeft[6]; RECT rcRight[6]; rcLeft[0] = {0, 0, 40, 40}; rcLeft[1] = {40, 0, 80, 40}; rcLeft[2] = {80, 0, 120, 40}; rcLeft[3] = {120, 0, 160, 40}; rcLeft[4] = {160, 0, 200, 40}; rcLeft[5] = {200, 0, 240, 40}; rcRight[0] = {0, 40, 40, 80}; rcRight[1] = {40, 40, 80, 80}; rcRight[2] = {80, 40, 120, 80}; rcRight[3] = {120, 40, 160, 80}; rcRight[4] = {160, 40, 200, 80}; rcRight[5] = {200, 40, 240, 80}; if (npc->act_no < 100 && npc->life < 950) { PlaySoundObject(72, 1); SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8); SetExpObjects(npc->x, npc->y, npc->exp); npc->act_no = 100; npc->bits &= ~0x20; npc->damage = 0; } switch (npc->act_no) { case 0: npc->act_no = 10; npc->count1 = 0; // Fallthrough case 10: if (++npc->ani_wait > 30) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->count1) --npc->count1; if (npc->count1 == 0 && gMC.x > npc->x - 0xE000 && gMC.x < npc->x + 0xE000) npc->act_no = 20; break; case 20: npc->act_no = 21; npc->act_wait = 0; // Fallthrough case 21: if (++npc->act_wait / 2 % 2) npc->ani_no = 2; else npc->ani_no = 3; if (npc->act_wait > 30) npc->act_no = 30; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; break; case 30: npc->act_no = 31; npc->act_wait = 0; npc->ani_no = 4; npc->tgt_x = gMC.x; npc->tgt_y = gMC.y; // Fallthrough case 31: if (++npc->act_wait < 40 && npc->act_wait % 8 == 1) { const unsigned char deg = npc->direct ? GetArktan(npc->x + 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y) : GetArktan( npc->x - 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y) + Random(-6, 6); const int ym = 3 * GetSin(deg); const int xm = 3 * GetCos(deg); if (npc->direct == 0) SetNpChar(202, npc->x - 0x1C00, npc->y, xm, ym, 0, 0, 0x100); else SetNpChar(202, npc->x + 0x1C00, npc->y, xm, ym, 0, 0, 0x100); if ((gMC.cond & 2) == 0) PlaySoundObject(33, 1); } if (npc->act_wait > 60) { npc->act_no = 10; npc->count1 = Random(100, 200); npc->ani_wait = 0; } break; case 100: npc->ani_no = 5; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } //Dragon Zombie (dead) void ActNpc201(NPCHAR *npc) { RECT rcLeft[1]; RECT rcRight[1]; rcLeft[0] = {200, 0, 240, 40}; rcRight[0] = {200, 40, 240, 80}; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } //Dragon Zombie projectile void ActNpc202(NPCHAR *npc) { RECT rect_left[3]; if (npc->flag & 0xFF) { npc->cond = 0; SetCaret(npc->x, npc->y, 2, 0); } npc->y += npc->ym; npc->x += npc->xm; rect_left[0] = {184, 216, 200, 240}; rect_left[1] = {200, 216, 216, 240}; rect_left[2] = {216, 216, 232, 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) { npc->cond = 0; SetCaret(npc->x, npc->y, 2, 0); } } //Critter (destroyed Egg Corridor) void ActNpc203(NPCHAR *npc) { RECT rcLeft[3]; RECT rcRight[3]; rcLeft[0] = {0, 80, 16, 96}; rcLeft[1] = {16, 80, 32, 96}; rcLeft[2] = {32, 80, 48, 96}; rcRight[0] = {0, 96, 16, 112}; rcRight[1] = {16, 96, 32, 112}; rcRight[2] = {32, 96, 48, 112}; switch (npc->act_no) { case 0: npc->y += 0x600; npc->act_no = 1; // Fallthrough case 1: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->act_wait >= 8 && gMC.x > npc->x - 0xE000 && gMC.x < npc->x + 0xE000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0xA000) { npc->ani_no = 1; } else { if ( npc->act_wait < 8 ) ++npc->act_wait; npc->ani_no = 0; } if (npc->shock) { npc->act_no = 2; npc->ani_no = 0; npc->act_wait = 0; } if (npc->act_wait >= 8 && gMC.x > npc->x - 0x6000 && gMC.x < npc->x + 0x6000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0x6000) { npc->act_no = 2; npc->ani_no = 0; npc->act_wait = 0; } break; case 2: if (++npc->act_wait > 8) { npc->act_no = 3; npc->ani_no = 2; npc->ym = -0x5FF; if ((gMC.cond & 2) == 0) PlaySoundObject(30, 1); if (npc->direct == 0) npc->xm = -0x100; else npc->xm = 0x100; } break; case 3: if (npc->flag & 8) { npc->xm = 0; npc->act_wait = 0; npc->ani_no = 0; npc->act_no = 1; if ((gMC.cond & 2) == 0) PlaySoundObject(23, 1); } break; } npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } //Falling spike (small) void ActNpc204(NPCHAR *npc) { RECT rc[2]; // [sp+4h] [bp-20h]@1 rc[0] = {240, 80, 256, 96}; rc[1] = {240, 144, 256, 160}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->tgt_x = npc->x; // Fallthrough case 1: if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y) npc->act_no = 2; break; case 2: if (++npc->act_wait / 6 % 2) npc->x = npc->tgt_x - 0x200; else npc->x = npc->tgt_x; if (npc->act_wait > 30) { npc->act_no = 3; npc->ani_no = 1; } break; case 3: npc->ym += 0x20; if (npc->flag & 0xFF) { if ((gMC.cond & 2) == 0) PlaySoundObject(12, 1); SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4); npc->cond = 0; return; } break; } if (npc->ym > 0xC00) npc->ym = 0xC00; npc->y += npc->ym; npc->rect = rc[npc->ani_no]; } //Falling spike (large) void ActNpc205(NPCHAR *npc) { RECT rc[2]; rc[0] = {112, 80, 128, 112}; rc[1] = {128, 80, 144, 112}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->tgt_x = npc->x; npc->y += 0x800; // Fallthrough case 1: if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y) npc->act_no = 2; break; case 2: if (++npc->act_wait / 6 % 2) npc->x = npc->tgt_x - 0x200; else npc->x = npc->tgt_x; if (npc->act_wait > 30) { npc->act_no = 3; npc->ani_no = 1; npc->act_wait = 0; } break; case 3: npc->ym += 0x20; if (gMC.y > npc->y) { npc->bits &= ~0x40; npc->damage = 0x7F; } else { npc->bits |= 0x40; npc->damage = 0; } if (++npc->act_wait > 8 && npc->flag & 0xFF) { npc->bits |= 0x40; npc->act_no = 4; npc->act_wait = 0; npc->ym = 0; npc->damage = 0; PlaySoundObject(12, 1); SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4); SetBullet(24, npc->x, npc->y, 0); return; } break; case 4: if (++npc->act_wait > 4) { npc->act_no = 5; npc->bits |= 0x20; } break; } if (npc->ym > 0xC00) npc->ym = 0xC00; npc->y += npc->ym; npc->rect = rc[npc->ani_no]; } //Counter Bomb void ActNpc206(NPCHAR *npc) { RECT rect_left[3]; switch (npc->act_no) { case 0: npc->act_no = 1; npc->tgt_x = npc->x; npc->tgt_y = npc->y; npc->count1 = 120; npc->act_wait = Random(0, 50); // Fallthrough case 1: if (++npc->act_wait >= 50) { npc->act_wait = 0; npc->act_no = 2; npc->ym = 0x300; } break; case 2: if (gMC.x > npc->x - 0xA000 && gMC.x < npc->x + 0xA000) { npc->act_wait = 0; npc->act_no = 3; } if (npc->shock) { npc->act_wait = 0; npc->act_no = 3; } break; case 3: switch (npc->act_wait) { case 60 * 0: SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 0, 0, 0x100); break; case 60 * 1: SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 1, 0, 0x100); break; case 60 * 2: SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 2, 0, 0x100); break; case 60 * 3: SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 3, 0, 0x100); break; case 60 * 4: SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 4, 0, 0x100); break; case 60 * 5: npc->hit.back = 0x10000; npc->hit.front = 0x10000; npc->hit.top = 0xC800; npc->hit.bottom = 0xC800; npc->damage = 30; PlaySoundObject(35, 1); SetDestroyNpChar(npc->x, npc->y, 0x10000, 100); SetQuake(20); npc->cond |= 8; break; } ++npc->act_wait; break; } if (npc->act_no > 1) { if (npc->tgt_y < npc->y) npc->ym -= 0x10; if (npc->tgt_y > npc->y) npc->ym += 0x10; if (npc->ym > 0x100) npc->ym = 0x100; if (npc->ym < -0x100) npc->ym = -0x100; } npc->x += npc->xm; npc->y += npc->ym; rect_left[0] = {80, 80, 120, 120}; rect_left[1] = {120, 80, 160, 120}; rect_left[2] = {160, 80, 200, 120}; if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; npc->rect = rect_left[npc->ani_no]; } //Counter Bomb's countdown void ActNpc207(NPCHAR *npc) { RECT rc[5]; rc[0] = {0, 144, 16, 160}; rc[1] = {16, 144, 32, 160}; rc[2] = {32, 144, 48, 160}; rc[3] = {48, 144, 64, 160}; rc[4] = {64, 144, 80, 160}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = npc->direct; PlaySoundObject(43, 1); // Fallthrough case 1: npc->x += 0x200; if (++npc->act_wait > 8) { npc->act_wait = 0; npc->act_no = 2; } break; case 2: if (++npc->act_wait > 30) { npc->cond = 0; return; } break; } npc->rect = rc[npc->ani_no]; } //Basu (destroyed Egg Corridor) void ActNpc208(NPCHAR *npc) { RECT rcLeft[3]; RECT rcRight[3]; rcLeft[0] = {248, 80, 272, 104}; rcLeft[1] = {272, 80, 296, 104}; rcLeft[2] = {296, 80, 320, 104}; rcRight[0] = {248, 104, 272, 128}; rcRight[1] = {272, 104, 296, 128}; rcRight[2] = {296, 104, 320, 128}; switch (npc->act_no) { case 0: if (gMC.x < npc->x + 0x2000 && gMC.x > npc->x - 0x2000) { npc->bits |= 0x20; npc->ym = -0x200; npc->tgt_x = npc->x; npc->tgt_y = npc->y; npc->act_no = 1; npc->act_wait = 0; npc->count1 = npc->direct; npc->count2 = 0; npc->damage = 6; if (npc->direct == 0) { npc->x = gMC.x + 0x20000; npc->xm = -0x2FF; } else { npc->x = gMC.x - 0x20000; npc->xm = 0x2FF; } } else { npc->rect.right = 0; npc->damage = 0; npc->xm = 0; npc->ym = 0; npc->bits &= ~0x20; } return; case 1: if (gMC.x < npc->x) { npc->direct = 0; npc->xm -= 0x10; } else { npc->direct = 2; npc->xm += 0x10; } if (npc->flag & 1) npc->xm = 0x200; if (npc->flag & 4) npc->xm = -0x200; if (npc->tgt_y > npc->y) npc->ym += 8; else npc->ym -= 8; if (npc->xm > 0x2FF) npc->xm = 0x2FF; if (npc->xm < -0x2FF) npc->xm = -0x2FF; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->shock) { npc->x += npc->xm / 2; npc->y += npc->ym / 2; } else { npc->x += npc->xm; npc->y += npc->ym; } if (gMC.x > npc->x + 0x32000 || gMC.x < npc->x - 0x32000) { npc->act_no = 0; npc->xm = 0; npc->direct = npc->count1; npc->x = npc->tgt_x; npc->rect.right = 0; npc->damage = 0; return; } break; } if (npc->act_no) { if (npc->act_wait < 150) ++npc->act_wait; if (npc->act_wait == 150) { if (++npc->count2 % 8 == 0 && npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000) { 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(209, npc->x, npc->y, xm, ym, 0, 0, 0x100); PlaySoundObject(39, 1); } if (npc->count2 > 16) { npc->act_wait = 0; npc->count2 = 0; } } } if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->act_wait > 120 && npc->act_wait / 2 % 2 == 1 && npc->ani_no == 1) npc->ani_no = 2; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } //Basu projectile (destroyed Egg Corridor) void ActNpc209(NPCHAR *npc) { if (npc->flag & 0xFF) { npc->cond = 0; SetCaret(npc->x, npc->y, 2, 0); } npc->y += npc->ym; npc->x += npc->xm; RECT rect_left[4]; rect_left[0] = {232, 96, 248, 112}; rect_left[1] = {200, 112, 216, 128}; rect_left[2] = {216, 112, 232, 128}; rect_left[3] = {232, 112, 248, 128}; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 0; npc->rect = rect_left[npc->ani_no]; if (++npc->count1 > 300) { npc->cond = 0; SetCaret(npc->x, npc->y, 2, 0); } } //Beetle (destroyed Egg Corridor) void ActNpc210(NPCHAR *npc) { RECT rcLeft[2]; RECT rcRight[2]; rcLeft[0] = {0, 112, 16, 128}; rcLeft[1] = {16, 112, 32, 128}; rcRight[0] = {32, 112, 48, 128}; rcRight[1] = {48, 112, 64, 128}; switch (npc->act_no) { case 0: if (gMC.x >= npc->x + 0x2000 || gMC.x <= npc->x - 0x2000) { npc->bits &= ~0x20; npc->rect.right = 0; npc->damage = 0; npc->xm = 0; npc->ym = 0; return; } npc->bits |= 0x20; npc->ym = -0x200; npc->tgt_y = npc->y; npc->act_no = 1; npc->damage = 2; if (npc->direct == 0) { npc->x = gMC.x + 0x20000; npc->xm = -0x2FF; } else { npc->x = gMC.x - 0x20000; npc->xm = 0x2FF; } break; case 1: if (gMC.x < npc->x) { npc->direct = 0; npc->xm -= 0x10; } else { npc->direct = 2; npc->xm += 0x10; } if (npc->xm > 0x2FF) npc->xm = 0x2FF; if (npc->xm < -0x2FF) npc->xm = -0x2FF; if (npc->tgt_y > npc->y) npc->ym += 8; else npc->ym -= 8; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->shock) { npc->x += npc->xm / 2; npc->y += npc->ym / 2; } else { npc->x += npc->xm; npc->y += npc->ym; } break; } if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } 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]; } //Spikes (small) void ActNpc211(NPCHAR *npc) { RECT rects[4]; rects[0] = {256, 200, 272, 216}; rects[1] = {272, 200, 288, 216}; rects[2] = {288, 200, 304, 216}; rects[3] = {304, 200, 320, 216}; npc->rect = rects[npc->code_event]; } //Sky Dragon void ActNpc212(NPCHAR *npc) { RECT rcRight[4]; rcRight[0] = {160, 152, 200, 192}; rcRight[1] = {200, 152, 240, 192}; rcRight[2] = {240, 112, 280, 152}; rcRight[3] = {280, 112, 320, 152}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 0x800; // Fallthrough case 1: if (++npc->ani_wait > 30) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; break; case 10: npc->act_no = 11; npc->ani_no = 2; npc->ani_wait = 0; npc->tgt_y = npc->y - 0x2000; npc->tgt_x = npc->x - 0xC00; npc->ym = 0; npc->bits |= 8; // Fallthrough case 11: if (npc->tgt_x > npc->x) npc->xm += 8; else npc->xm -= 8; if (npc->tgt_y > npc->y) npc->ym += 8; else npc->ym -= 8; npc->x += npc->xm; npc->y += npc->ym; if (++npc->ani_wait > 5) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 2; break; case 20: npc->act_no = 21; npc->bits |= 8u; // Fallthrough case 21: if (npc->tgt_y > npc->y) npc->ym += 0x10; else npc->ym -= 0x10; npc->xm += 0x20; if (npc->xm > 0x600) npc->xm = 0x600; if (npc->xm < -0x600) npc->xm = -0x600; npc->x += npc->xm; npc->y += npc->ym; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 2; break; case 30: npc->act_no = 31; SetNpChar(297, 0, 0, 0, 0, 0, npc, 0x100); break; } npc->rect = rcRight[npc->ani_no]; if (gMC.equip & 0x40) { if (npc->ani_no > 1) { npc->rect.top += 40; npc->rect.bottom += 40; } } } //Night Spirit void ActNpc213(NPCHAR *npc) { RECT rect[10]; rect[0] = {0, 0, 0, 0}; rect[1] = {0, 0, 48, 48}; rect[2] = {48, 0, 96, 48}; rect[3] = {96, 0, 144, 48}; rect[4] = {144, 0, 192, 48}; rect[5] = {192, 0, 240, 48}; rect[6] = {240, 0, 288, 48}; rect[7] = {0, 48, 48, 96}; rect[8] = {48, 48, 96, 96}; rect[9] = {96, 48, 144, 96}; switch (npc->act_no) { case 0: npc->ani_no = 0; npc->tgt_x = npc->x; npc->tgt_y = npc->y; // Fallthrough case 1: if (gMC.y > npc->y - 0x1000 && gMC.y < npc->y + 0x1000) { if (npc->direct == 0) npc->y -= 0x1E000; else npc->y += 0x1E000; npc->act_no = 10; npc->act_wait = 0; npc->ani_no = 1; npc->ym = 0; npc->bits |= 0x20; } break; case 10: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 1; if (++npc->act_wait > 200) { npc->act_no = 20; npc->act_wait = 0; npc->ani_no = 4; } break; case 20: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 6) npc->ani_no = 4; if (++npc->act_wait > 50) { npc->act_no = 30; npc->act_wait = 0; npc->ani_no = 7; } break; case 30: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 9) npc->ani_no = 7; if (++npc->act_wait % 5 == 1) { SetNpChar(214, npc->x, npc->y, (Random(2, 12) * 0x200) / 4, Random(-0x200, 0x200), 0, 0, 0x100); PlaySoundObject(21, 1); } if (npc->act_wait > 50) { npc->act_no = 10; npc->act_wait = 0; npc->ani_no = 1; } break; case 40: if (npc->tgt_y > npc->y) npc->ym += 0x40; else npc->ym -= 0x40; if (npc->ym < -0x400) npc->ym = -0x400; if (npc->ym > 0x400) npc->ym = 0x400; if (npc->shock) npc->y += npc->ym / 2; else npc->y += npc->ym; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 6) npc->ani_no = 4; if (gMC.y < npc->tgt_y + 0x1E000 && gMC.y > npc->tgt_y - 0x1E000) { npc->act_no = 20; npc->act_wait = 0; npc->ani_no = 4; } break; } if (npc->act_no >= 10 && npc->act_no <= 30) { if (gMC.y > npc->y) npc->ym += 25; else npc->ym -= 25; if (npc->ym < -0x400) npc->ym = -0x400; if (npc->ym > 0x400) npc->ym = 0x400; if (npc->flag & 2) npc->ym = 0x200; if (npc->flag & 8) npc->ym = -0x200; if (npc->shock) npc->y += npc->ym / 2; else npc->y += npc->ym; if ( gMC.y > npc->tgt_y + 0x1E000 || gMC.y < npc->tgt_y - 0x1E000 ) npc->act_no = 40; } npc->rect = rect[npc->ani_no]; } //Night Spirit projectile void ActNpc214(NPCHAR *npc) { RECT rect[3]; rect[0] = {144, 48, 176, 64}; rect[1] = {176, 48, 208, 64}; rect[2] = {208, 48, 240, 64}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->bits |= 8; // Fallthrough case 1: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; npc->xm -= 25; npc->x += npc->xm; npc->y += npc->ym; if (npc->xm < 0) npc->bits &= ~8; if (npc->flag & 0xFF) { SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4); PlaySoundObject(28, 1); npc->cond = 0; } break; } npc->rect = rect[npc->ani_no]; } //Sandcroc (Outer Wall) void ActNpc215(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->ani_no = 0; npc->act_no = 1; npc->act_wait = 0; npc->tgt_y = npc->y; npc->bits &= ~0x20; npc->bits &= ~4; npc->bits &= ~1; npc->bits &= ~8; // Fallthrough case 1: if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y && gMC.y < npc->y + 0x1000) { npc->act_no = 15; npc->act_wait = 0; } break; case 15: if (++npc->act_wait > 10) { PlaySoundObject(102, 1); npc->act_no = 20; } break; case 20: if (++npc->ani_wait > 3) { ++npc->ani_no; npc->ani_wait = 0; } if (npc->ani_no == 3) npc->damage = 15; if (npc->ani_no == 4) { npc->bits |= 0x20; npc->act_no = 30; npc->act_wait = 0; } break; case 30: npc->bits |= 1; npc->damage = 0; ++npc->act_wait; if (npc->shock) { npc->act_no = 40; npc->act_wait = 0; } break; case 40: npc->bits |= 8; npc->y += 0x200; if (++npc->act_wait == 32) { npc->bits &= ~1; npc->bits &= ~0x20; npc->act_no = 50; npc->act_wait = 0; } break; case 50: if (npc->act_wait < 100) { ++npc->act_wait; } else { npc->y = npc->tgt_y; npc->ani_no = 0; npc->act_no = 0; } break; } RECT rect[5]; rect[0] = {0, 0, 0, 0}; rect[1] = {0, 96, 48, 128}; rect[2] = {48, 96, 96, 128}; rect[3] = {96, 96, 144, 128}; rect[4] = {144, 96, 192, 128}; npc->rect = rect[npc->ani_no]; } //Debug Cat void ActNpc216(NPCHAR *npc) { RECT rect = {256, 192, 272, 216}; npc->rect = rect; } //Itoh void ActNpc217(NPCHAR *npc) { RECT rect[8]; rect[0] = {144, 64, 160, 80}; rect[1] = {160, 64, 176, 80}; rect[2] = {176, 64, 192, 80}; rect[3] = {192, 64, 208, 80}; rect[4] = {144, 80, 160, 96}; rect[5] = {160, 80, 176, 96}; rect[6] = {144, 80, 160, 96}; rect[7] = {176, 80, 192, 96}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; npc->xm = 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; case 10: npc->ani_no = 2; npc->xm = 0; break; case 20: npc->act_no = 21; npc->ani_no = 2; npc->xm += 0x200; npc->ym -= 0x400; break; case 21: if (npc->flag & 8) { npc->ani_no = 3; npc->act_no = 30; npc->act_wait = 0; npc->xm = 0; npc->tgt_x = npc->x; } break; case 30: npc->ani_no = 3; if (++npc->act_wait / 2 % 2) npc->x = npc->tgt_x + 0x200; else npc->x = npc->tgt_x; break; case 40: npc->act_no = 41; npc->ym = -0x200; npc->ani_no = 2; // Fallthrough case 41: if (npc->flag & 8) { npc->act_no = 42; npc->ani_no = 4; } break; case 42: npc->xm = 0; npc->ani_no = 4; break; case 50: npc->act_no = 51; npc->act_wait = 0; // Fallthrough case 51: if (++npc->act_wait > 32) npc->act_no = 42; npc->xm = 0x200; if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 7) npc->ani_no = 4; break; } npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; npc->rect = rect[npc->ani_no]; } // Core giant energy ball projectile void ActNpc218(NPCHAR *npc) { RECT rc[2]; rc[0] = {256, 120, 288, 152}; rc[1] = {288, 120, 320, 152}; npc->x += npc->xm; npc->y += npc->ym; if (++npc->act_wait > 200) npc->cond = 0; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; npc->rect = rc[npc->ani_no]; } //Smoke generator void ActNpc219(NPCHAR *npc) { RECT rc[1]; rc[0] = {0, 0, 0, 0}; if ( npc->direct ) SetNpChar(199, npc->x + (Random(-0xA0, 0xA0) * 0x200), npc->y + (Random(-0x80, 0x80) * 0x200), 0, 0, 2, 0, 0x100); else if (Random(0, 40) == 1) SetNpChar(4, npc->x + (Random(-20, 20) * 0x200), npc->y, 0, -0x200, 0, 0, 0x100); npc->rect = rc[0]; }