ref: 17b0b503a940ef0cfb70ed1506a3132c0b6146d6
dir: /src/NpcAct000.cpp/
#include "WindowsWrapper.h" #include "MyChar.h" #include "NpChar.h" #include "Game.h" #include "Sound.h" #include "Back.h" #include "Triangle.h" //Null void ActNpc000(NPCHAR *npc) { RECT rect[1]; rect[0] = {0x00, 0x00, 0x10, 0x10}; if (!npc->act_no) { npc->act_no = 1; if (npc->direct == 2) npc->y += 0x2000; } npc->rect = rect[0]; } //Experience void ActNpc001(NPCHAR *npc) { //When not in wind if (gBack.type != 5 && gBack.type != 6) { if (!npc->act_no) { //Set state npc->act_no = 1; npc->ani_no = Random(0, 4); //Random speed npc->xm = Random(-0x200, 0x200); npc->ym = Random(-0x400, 0); //Random direction (reverse animation or not) if (Random(0, 1) != 0) npc->direct = 0; else npc->direct = 2; } //Gravity if (npc->flag & 0x100) npc->ym += 21; else npc->ym += 42; //Bounce off walls if (npc->flag & 1 && npc->xm < 0) npc->xm = -npc->xm; if (npc->flag & 4 && npc->xm > 0) npc->xm = -npc->xm; //Bounce off ceiling if (npc->flag & 2 && npc->ym < 0) npc->ym = -npc->ym; //Bounce off floor if (npc->flag & 8) { PlaySoundObject(45, 1); npc->ym = -0x280; npc->xm = 2 * npc->xm / 3; } //Play bounce song (and try to clip out of floor if stuck) if (npc->flag & 0xD) { PlaySoundObject(45, 1); if (++npc->count2 > 2) npc->y -= 512; } else { npc->count2 = 0; } //Limit speed if (npc->xm < -0x5FF) npc->xm = -0x5FF; if (npc->xm > 0x5FF) npc->xm = 0x5FF; if (npc->ym < -0x5FF) npc->ym = -0x5FF; if (npc->ym > 0x5FF) npc->ym = 0x5FF; } //In wind else { if (!npc->act_no) { //Set state npc->act_no = 1; //Set random speed npc->ym = Random(-0x80, 0x80); npc->xm = Random(0x7F, 0x100); } //Blow to the left npc->xm -= 8; //Destroy when off-screen if (npc->x <= 0x9FFF) npc->cond = 0; //Limit speed (except pixel applied it to the X position) if (npc->x < -0x5FF) npc->x = -0x5FF; //Bounce off walls if (npc->flag & 1) npc->xm = 0x100; if (npc->flag & 2) npc->ym = 0x40; if (npc->flag & 8) npc->ym = -0x40; } //Move npc->x += npc->xm; npc->y += npc->ym; //Get framerects RECT rect[6]; rect[0] = {0x00, 0x10, 0x10, 0x20}; rect[1] = {0x10, 0x10, 0x20, 0x20}; rect[2] = {0x20, 0x10, 0x30, 0x20}; rect[3] = {0x30, 0x10, 0x40, 0x20}; rect[4] = {0x40, 0x10, 0x50, 0x20}; rect[5] = {0x50, 0x10, 0x60, 0x20}; RECT rcNo = {0, 0, 0, 0}; //Animate ++npc->ani_wait; if (npc->direct) { if (npc->ani_wait > 2) { npc->ani_wait = 0; if (--npc->ani_no < 0) npc->ani_no = 5; } } else if (npc->ani_wait > 2) { npc->ani_wait = 0; if (++npc->ani_no > 5) npc->ani_no = 0; } npc->rect = rect[npc->ani_no]; //Size if (npc->act_no) { if (npc->exp == 5) { npc->rect.top += 16; npc->rect.bottom += 16; } else if (npc->exp == 20) { npc->rect.top += 32; npc->rect.bottom += 32; } npc->act_no = 1; } //Delete after 500 frames if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2) npc->cond = 0; //Blink after 400 frames if (npc->count1 > 400) { if (npc->count1 / 2 & 1) npc->rect = rcNo; } } //Behemoth void ActNpc002(NPCHAR *npc) { //Rects RECT rcLeft[7]; rcLeft[0] = {32, 0, 64, 24}; rcLeft[1] = {0, 0, 32, 24}; rcLeft[2] = {32, 0, 64, 24}; rcLeft[3] = {64, 0, 96, 24}; rcLeft[4] = {96, 0, 128, 24}; rcLeft[5] = {128, 0, 160, 24}; rcLeft[6] = {160, 0, 192, 24}; RECT rcUp[7]; rcUp[0] = {32, 24, 64, 48}; rcUp[1] = {0, 24, 32, 48}; rcUp[2] = {32, 24, 64, 48}; rcUp[3] = {64, 24, 96, 48}; rcUp[4] = {96, 24, 128, 48}; rcUp[5] = {128, 24, 160, 48}; rcUp[6] = {160, 24, 192, 48}; //Turn when touching a wall if (npc->flag & 1) npc->direct = 2; else if (npc->flag & 4) npc->direct = 0; switch (npc->act_no) { case 1: //Shot npc->xm = 7 * npc->xm / 8; if (++npc->count1 > 40) { if (npc->shock) { npc->count1 = 0; npc->act_no = 2; npc->ani_no = 6; npc->ani_wait = 0; npc->damage = 5; } else { npc->act_no = 0; npc->ani_wait = 0; } } break; case 2: //Charge if (npc->direct) npc->xm = 0x400; else npc->xm = -0x400; if (++npc->count1 > 200) { npc->act_no = 0; npc->damage = 1; } if (++npc->ani_wait > 5) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 6) npc->ani_no = 5; break; case 0: //Walking if (npc->direct) npc->xm = 0x100; else npc->xm = -0x100; if (++npc->ani_wait > 8) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 0; if (npc->shock) { npc->count1 = 0; npc->act_no = 1; npc->ani_no = 4; } break; } //Gravity npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; //Move npc->x += npc->xm; npc->y += npc->ym; //Set framerect if (npc->direct) npc->rect = rcUp[npc->ani_no]; else npc->rect = rcLeft[npc->ani_no]; } //Dead enemy (make sure damage shown doesn't teleport to a new loaded npc) void ActNpc003(NPCHAR *npc) { if (++npc->count1 > 100) npc->cond = 0; npc->rect = {0, 0, 0, 0}; } //Smoke void ActNpc004(NPCHAR *npc) { RECT rcLeft[8]; RECT rcUp[8]; rcLeft[0] = {16, 0, 17, 1}; rcLeft[1] = {16, 0, 32, 16}; rcLeft[2] = {32, 0, 48, 16}; rcLeft[3] = {48, 0, 64, 16}; rcLeft[4] = {64, 0, 80, 16}; rcLeft[5] = {80, 0, 96, 16}; rcLeft[6] = {96, 0, 112, 16}; rcLeft[7] = {112, 0, 128, 16}; rcUp[0] = {16, 0, 17, 1}; rcUp[1] = {80, 48, 96, 64}; rcUp[2] = {0, 128, 16, 144}; rcUp[3] = {16, 128, 32, 144}; rcUp[4] = {32, 128, 48, 144}; rcUp[5] = {48, 128, 64, 144}; rcUp[6] = {64, 128, 80, 144}; rcUp[7] = {80, 128, 96, 144}; if (npc->act_no) { //Slight drag npc->xm = 20 * npc->xm / 21; npc->ym = 20 * npc->ym / 21; //Move npc->x += npc->xm; npc->y += npc->ym; } else { //Move in random direction at random speed if (!npc->direct || npc->direct == 1) { uint8_t deg = Random(0, 0xFF); npc->xm = GetCos(deg) * Random(0x200, 0x5FF) / 0x200; npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200; } //Set state npc->ani_no = Random(0, 4); npc->ani_wait = Random(0, 3); npc->act_no = 1; } //Animate if (++npc->ani_wait > 4) { npc->ani_wait = 0; npc->ani_no++; } //Set framerect if (npc->ani_no < 8) { if (npc->direct == 1) npc->rect = rcUp[npc->ani_no]; if (!npc->direct) npc->rect = rcLeft[npc->ani_no]; if (npc->direct == 2) npc->rect = rcLeft[npc->ani_no]; } else { //Destroy if over npc->cond = 0; } } //Critter (Green, Egg Corridor) void ActNpc005(NPCHAR *npc) { RECT rcLeft[3]; RECT rcRight[3]; rcLeft[0] = {0, 48, 16, 64}; rcLeft[1] = {16, 48, 32, 64}; rcLeft[2] = {32, 48, 48, 64}; rcRight[0] = {0, 64, 16, 80}; rcRight[1] = {16, 64, 32, 80}; rcRight[2] = {32, 64, 48, 80}; switch (npc->act_no) { case 0: //Init npc->y += 0x600; npc->act_no = 1; case 1: //Waiting //Look at player if (npc->x <= gMC.x) npc->direct = 2; else npc->direct = 0; //Open eyes near player if (npc->act_wait < 8 || npc->x - 0xE000 >= gMC.x || npc->x + 0xE000 <= gMC.x || npc->y - 0xA000 >= gMC.y || npc->y + 0xA000 <= gMC.y) { if (npc->act_wait < 8) ++npc->act_wait; npc->ani_no = 0; } else { npc->ani_no = 1; } //Jump if attacked if (npc->shock) { npc->act_no = 2; npc->ani_no = 0; npc->act_wait = 0; } //Jump if player is nearby if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y) { npc->act_no = 2; npc->ani_no = 0; npc->act_wait = 0; } break; case 2: //Going to jump if (++npc->act_wait > 8) { //Set jump state npc->act_no = 3; npc->ani_no = 2; //Jump npc->ym = -0x5FF; PlaySoundObject(30, 1); //Jump in facing direction if (npc->direct) npc->xm = 0x100; else npc->xm = -0x100; } break; case 3: //Jumping //Land if (npc->flag & 8) { npc->xm = 0; npc->act_wait = 0; npc->ani_no = 0; npc->act_no = 1; PlaySoundObject(23, 1); } break; } //Gravity npc->ym += 64; if (npc->ym > 0x5FF) npc->ym = 0x5FF; //Move npc->x += npc->xm; npc->y += npc->ym; //Set framerect if (npc->direct) npc->rect = rcRight[npc->ani_no]; else npc->rect = rcLeft[npc->ani_no]; } //Beetle (Goes left and right, Egg Corridor) void ActNpc006(NPCHAR *npc) { RECT rcLeft[5]; RECT rcRight[5]; rcLeft[0] = {0, 80, 16, 96}; rcLeft[1] = {16, 80, 32, 96}; rcLeft[2] = {32, 80, 48, 96}; rcLeft[3] = {48, 80, 64, 96}; rcLeft[4] = {64, 80, 80, 96}; rcRight[0] = {0, 96, 16, 112}; rcRight[1] = {16, 96, 32, 112}; rcRight[2] = {32, 96, 48, 112}; rcRight[3] = {48, 96, 64, 112}; rcRight[4] = {64, 96, 80, 112}; switch (npc->act_no) { case 0: //Init npc->act_no = 1; if (npc->direct) npc->act_no = 3; else npc->act_no = 1; break; case 1: //Accelerate to the left npc->xm -= 0x10; if (npc->xm < -0x400) npc->xm = -0x400; //Move if (npc->shock) npc->x += npc->xm / 2; else npc->x += npc->xm; //Animate if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if ( npc->ani_no > 2 ) npc->ani_no = 1; //Stop when hitting a wall if (npc->flag & 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 0; npc->xm = 0; npc->direct = 2; } break; case 2: //Wait 60 frames then move to the right if (++npc->act_wait > 60) { npc->act_no = 3; npc->ani_wait = 0; npc->ani_no = 1; } break; case 3: //Accelerate to the right npc->xm += 0x10; if (npc->xm > 0x400) npc->xm = 0x400; //Move if (npc->shock) npc->x += npc->xm / 2; else npc->x += npc->xm; //Animate if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if ( npc->ani_no > 2 ) npc->ani_no = 1; //Stop when hitting a wall if (npc->flag & 4) { npc->act_no = 4; npc->act_wait = 0; npc->ani_no = 0; npc->xm = 0; npc->direct = 0; } break; case 4: //Wait 60 frames then move to the left if (++npc->act_wait > 60) { npc->act_no = 1; npc->ani_wait = 0; npc->ani_no = 1; } break; default: break; } //Set framerect if (npc->direct) npc->rect = rcRight[npc->ani_no]; else npc->rect = rcLeft[npc->ani_no]; }