ref: 1b9c2d36629a7df8671f273c33bd68f33ddfe6e6
dir: /src/NpcAct080.cpp/
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK. // // The original code belongs to Daisuke "Pixel" Amaya. // // Modifications and custom code are under the MIT licence. // See LICENCE.txt for details. #include "NpcAct.h" #include <stddef.h> #include "WindowsWrapper.h" #include "Back.h" #include "Caret.h" #include "CommonDefines.h" #include "Flash.h" #include "Frame.h" #include "Game.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" // Gravekeeper void ActNpc080(NPCHAR *npc) { RECT rcLeft[7] = { {0, 64, 24, 88}, {24, 64, 48, 88}, {0, 64, 24, 88}, {48, 64, 72, 88}, {72, 64, 96, 88}, {96, 64, 120, 88}, {120, 64, 144, 88}, }; RECT rcRight[7] = { {0, 88, 24, 112}, {24, 88, 48, 112}, {0, 88, 24, 112}, {48, 88, 72, 112}, {72, 88, 96, 112}, {96, 88, 120, 112}, {120, 88, 144, 112}, }; switch (npc->act_no) { case 0: npc->bits &= ~NPC_SHOOTABLE; npc->act_no = 1; npc->damage = 0; npc->hit.front = 4 * 0x200; // Fallthrough case 1: npc->ani_no = 0; if (npc->x - (128 * 0x200) < gMC.x && npc->x + (128 * 0x200) > gMC.x && npc->y - (48 * 0x200) < gMC.y && npc->y + (32 * 0x200) > gMC.y) { npc->ani_wait = 0; npc->act_no = 2; } if (npc->shock) { npc->ani_no = 1; npc->ani_wait = 0; npc->act_no = 2; npc->bits &= ~NPC_SHOOTABLE; } if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; break; case 2: if (++npc->ani_wait > 6) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 0; if (npc->x - (16 * 0x200) < gMC.x && npc->x + (16 * 0x200) > gMC.x) { npc->hit.front = (18 * 0x200); npc->act_wait = 0; npc->act_no = 3; npc->bits |= NPC_SHOOTABLE; PlaySoundObject(34, SOUND_MODE_PLAY); if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; } if (gMC.x < npc->x) { npc->direct = 0; npc->xm = -0x100; } else { npc->direct = 2; npc->xm = 0x100; } break; case 3: npc->xm = 0; if (++npc->act_wait > 40) { npc->act_wait = 0; npc->act_no = 4; PlaySoundObject(106, SOUND_MODE_PLAY); } npc->ani_no = 4; break; case 4: npc->damage = 10; if (++npc->act_wait > 2) { npc->act_wait = 0; npc->act_no = 5; } npc->ani_no = 5; break; case 5: npc->ani_no = 6; if (++npc->act_wait > 60) npc->act_no = 0; break; } if (npc->xm < 0 && npc->flag & 1) npc->xm = 0; if (npc->xm > 0 && npc->flag & 4) npc->xm = 0; npc->ym += 0x20; if (npc->xm > 0x400) npc->xm = 0x400; if (npc->xm < -0x400) npc->xm = -0x400; #ifdef FIX_BUGS if (npc->ym > 0x5FF) npc->ym = 0x5FF; if (npc->ym < -0x5FF) npc->ym = -0x5FF; #else // Caps npc->xm instead of npc->ym if (npc->ym > 0x5FF) npc->xm = 0x5FF; if (npc->ym < -0x5FF) npc->xm = -0x5FF; #endif 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]; } // Giant pignon void ActNpc081(NPCHAR *npc) { RECT rcLeft[6] = { {144, 64, 168, 88}, {168, 64, 192, 88}, {192, 64, 216, 88}, {216, 64, 240, 88}, {144, 64, 168, 88}, {240, 64, 264, 88}, }; RECT rcRight[6] = { {144, 88, 168, 112}, {168, 88, 192, 112}, {192, 88, 216, 112}, {216, 88, 240, 112}, {144, 88, 168, 112}, {240, 88, 264, 112}, }; 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, 100) == 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; break; } if (Random(0, 150) == 1) { if (npc->direct == 0) npc->direct = 2; else npc->direct = 0; } if (Random(0, 150) == 1) { npc->act_no = 3; npc->act_wait = 50; npc->ani_no = 0; break; } break; case 2: if (++npc->act_wait > 8) { npc->act_no = 1; npc->ani_no = 0; } break; case 3: npc->act_no = 4; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 4: if (--npc->act_wait == 0) npc->act_no = 0; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 4) npc->ani_no = 2; if (npc->flag & 1) { npc->direct = 2; npc->xm = 0x200; } if (npc->flag & 4) { npc->direct = 0; npc->xm = -0x200; } if (npc->direct == 0) npc->xm = -0x100; else npc->xm = 0x100; break; case 5: if (npc->flag & 8) npc->act_no = 0; break; } switch (npc->act_no) { case 1: case 2: case 4: if (npc->shock) { npc->ym = -0x200; npc->ani_no = 5; npc->act_no = 5; if (npc->x < gMC.x) npc->xm = 0x100; else npc->xm = -0x100; } 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]; } // Misery (standing) void ActNpc082(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 2; // Fallthrough case 1: if (Random(0, 120) == 10) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 3; } break; case 2: if (++npc->act_wait > 8) { npc->act_no = 1; npc->ani_no = 2; } break; case 15: npc->act_no = 16; npc->act_wait = 0; npc->ani_no = 4; // Fallthrough case 16: if (++npc->act_wait == 30) { PlaySoundObject(21, SOUND_MODE_PLAY); SetNpChar(66, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0); } if (npc->act_wait == 50) npc->act_no = 14; break; case 20: npc->act_no = 21; npc->ani_no = 0; npc->ym = 0; npc->bits |= NPC_IGNORE_SOLIDITY; // Fallthrough case 21: npc->ym -= 0x20; if (npc->y < -8 * 0x200) npc->cond = 0; break; case 25: npc->act_no = 26; npc->act_wait = 0; npc->ani_no = 5; npc->ani_wait = 0; // Fallthrough case 26: if (++npc->ani_no > 7) npc->ani_no = 5; if (++npc->act_wait == 30) { PlaySoundObject(101, SOUND_MODE_PLAY); SetFlash(0, 0, FLASH_MODE_FLASH); npc->act_no = 27; npc->ani_no = 7; } break; case 27: if (++npc->act_wait == 50) { npc->act_no = 0; npc->ani_no = 0; } break; case 30: npc->act_no = 31; npc->ani_no = 3; npc->ani_wait = 0; // Fallthrough case 31: if (++npc->ani_wait > 10) { npc->act_no = 32; npc->ani_no = 4; npc->ani_wait = 0; } break; case 32: if (++npc->ani_wait > 100) { npc->act_no = 1; npc->ani_no = 2; } break; case 40: npc->act_no = 41; npc->act_wait = 0; // Fallthrough case 41: npc->ani_no = 4; switch (++npc->act_wait) { case 30: case 40: case 50: SetNpChar(11, npc->x + (8 * 0x200), npc->y - (8 * 0x200), 0x600, Random(-0x200, 0), 0, NULL, 0x100); PlaySoundObject(33, SOUND_MODE_PLAY); break; } if (npc->act_wait > 50) npc->act_no = 0; break; case 50: npc->ani_no = 8; break; } npc->x += npc->xm; npc->y += npc->ym; RECT rcLeft[9] = { {80, 0, 96, 16}, {96, 0, 112, 16}, {112, 0, 128, 16}, {128, 0, 144, 16}, {144, 0, 160, 16}, {160, 0, 176, 16}, {176, 0, 192, 16}, {144, 0, 160, 16}, {208, 64, 224, 80}, }; RECT rcRight[9] = { {80, 16, 96, 32}, {96, 16, 112, 32}, {112, 16, 128, 32}, {128, 16, 144, 32}, {144, 16, 160, 32}, {160, 16, 176, 32}, {176, 16, 192, 32}, {144, 16, 160, 32}, {208, 80, 224, 96}, }; if (npc->act_no == 11) { if (npc->ani_wait != 0) { --npc->ani_wait; npc->ani_no = 1; } else { if (Random(0, 100) == 1) npc->ani_wait = 30; npc->ani_no = 0; } } if (npc->act_no == 14) { if (npc->ani_wait != 0) { --npc->ani_wait; npc->ani_no = 3; } else { if (Random(0, 100) == 1) npc->ani_wait = 30; npc->ani_no = 2; } } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Igor (cutscene) void ActNpc083(NPCHAR *npc) { RECT rcLeft[8] = { {0, 0, 40, 40}, {40, 0, 80, 40}, {80, 0, 120, 40}, {0, 0, 40, 40}, {120, 0, 160, 40}, {0, 0, 40, 40}, {160, 0, 200, 40}, {200, 0, 240, 40}, }; RECT rcRight[8] = { {0, 40, 40, 80}, {40, 40, 80, 80}, {80, 40, 120, 80}, {0, 40, 40, 80}, {120, 40, 160, 80}, {0, 40, 40, 80}, {160, 40, 200, 80}, {200, 40, 240, 80}, }; switch (npc->act_no) { case 0: npc->xm = 0; npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (++npc->ani_wait > 5) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; break; case 2: npc->act_no = 3; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 3: if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; break; case 4: npc->xm = 0; npc->act_no = 5; npc->act_wait = 0; npc->ani_no = 6; // Fallthrough case 5: if (++npc->act_wait > 10) { npc->act_wait = 0; npc->act_no = 6; npc->ani_no = 7; PlaySoundObject(70, SOUND_MODE_PLAY); } break; case 6: if (++npc->act_wait > 8) { npc->act_no = 0; npc->ani_no = 0; } break; case 7: npc->act_no = 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]; } // Basu projectile (Egg Corridor) void ActNpc084(NPCHAR *npc) { if (npc->flag & 0xFF) { SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); npc->cond = 0; } npc->y += npc->ym; npc->x += npc->xm; RECT rect_left[4] = { {48, 48, 64, 64}, {64, 48, 80, 64}, {48, 64, 64, 80}, {64, 64, 80, 80}, }; 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) { SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); npc->cond = 0; } } // Terminal void ActNpc085(NPCHAR *npc) { RECT rcLeft[3] = { {256, 96, 272, 120}, {256, 96, 272, 120}, {272, 96, 288, 120}, }; RECT rcRight[3] = { {256, 96, 272, 120}, {288, 96, 304, 120}, {304, 96, 320, 120}, }; switch(npc->act_no) { case 0: npc->ani_no = 0; if (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y - (16 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y) { PlaySoundObject(43, SOUND_MODE_PLAY); npc->act_no = 1; } break; case 1: if (++npc->ani_no > 2) npc->ani_no = 1; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Missile void ActNpc086(NPCHAR *npc) { RECT rect1[2] = { {0, 80, 16, 96}, {16, 80, 32, 96}, }; RECT rect3[2] = { {0, 112, 16, 128}, {16, 112, 32, 128}, }; RECT rcLast = {16, 0, 32, 16}; if (npc->direct == 0) { if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; } if (gBack.type == BACKGROUND_TYPE_AUTOSCROLL || gBack.type == BACKGROUND_TYPE_CLOUDS_WINDY) { if (npc->act_no == 0) { npc->act_no = 1; npc->ym = Random(-0x20, 0x20); npc->xm = Random(0x7F, 0x100); } npc->xm -= 8; if (npc->x < 80 * 0x200) npc->cond = 0; if (npc->x < -3 * 0x200) npc->x = -3 * 0x200; if (npc->flag & 1) npc->xm = 0x100; if (npc->flag & 2) npc->ym = 0x40; if (npc->flag & 8) npc->ym = -0x40; npc->x += npc->xm; npc->y += npc->ym; } switch (npc->exp) { case 1: npc->rect = rect1[npc->ani_no]; break; case 3: npc->rect = rect3[npc->ani_no]; break; } if (npc->direct == 0) ++npc->count1; if (npc->count1 > 550) npc->cond = 0; if (npc->count1 > 500 && npc->count1 / 2 % 2) npc->rect.right = 0; if (npc->count1 > 547) npc->rect = rcLast; } // Heart void ActNpc087(NPCHAR *npc) { RECT rect2[2] = { {32, 80, 48, 96}, {48, 80, 64, 96}, }; RECT rect6[2] = { {64, 80, 80, 96}, {80, 80, 96, 96}, }; RECT rcLast = {16, 0, 32, 16}; if (npc->direct == 0) { if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; } if (gBack.type == BACKGROUND_TYPE_AUTOSCROLL || gBack.type == BACKGROUND_TYPE_CLOUDS_WINDY) { if (npc->act_no == 0) { npc->act_no = 1; npc->ym = Random(-0x20, 0x20); npc->xm = Random(0x7F, 0x100); } npc->xm -= 8; if (npc->x < 80 * 0x200) npc->cond = 0; if (npc->x < -3 * 0x200) npc->x = -3 * 0x200; if (npc->flag & 1) npc->xm = 0x100; if (npc->flag & 2) npc->ym = 0x40; if (npc->flag & 8) npc->ym = -0x40; npc->x += npc->xm; npc->y += npc->ym; } switch (npc->exp) { case 2: npc->rect = rect2[npc->ani_no]; break; case 6: npc->rect = rect6[npc->ani_no]; break; } if (npc->direct == 0) ++npc->count1; if (npc->count1 > 550) npc->cond = 0; if (npc->count1 > 500 && npc->count1 / 2 % 2) npc->rect.right = 0; if (npc->count1 > 547) npc->rect = rcLast; } // Igor (boss) void ActNpc088(NPCHAR *npc) { int i; unsigned char deg; int xm, ym; RECT rcLeft[12] = { {0, 0, 40, 40}, {40, 0, 80, 40}, {80, 0, 120, 40}, {0, 0, 40, 40}, {120, 0, 160, 40}, {0, 0, 40, 40}, {160, 0, 200, 40}, {200, 0, 240, 40}, {0, 80, 40, 120}, {40, 80, 80, 120}, {240, 0, 280, 40}, {280, 0, 320, 40}, }; RECT rcRight[12] = { {0, 40, 40, 80}, {40, 40, 80, 80}, {80, 40, 120, 80}, {0, 40, 40, 80}, {120, 40, 160, 80}, {0, 40, 40, 80}, {160, 40, 200, 80}, {200, 40, 240, 80}, {120, 80, 160, 120}, {160, 80, 200, 120}, {240, 40, 280, 80}, {280, 40, 320, 80}, }; switch (npc->act_no) { case 0: npc->xm = 0; npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (++npc->ani_wait > 5) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (++npc->act_wait > 50) npc->act_no = 2; break; case 2: npc->act_no = 3; npc->act_wait = 0; npc->ani_no = 2; npc->ani_wait = 0; if (++npc->count1 < 3 || npc->life > 150) { npc->count2 = 0; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; } else { npc->count2 = 1; if (gMC.x < npc->x) npc->direct = 2; else npc->direct = 0; } // Fallthrough case 3: ++npc->act_wait; if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; if (npc->count2) { if (npc->act_wait > 16) { npc->act_no = 9; npc->xm = 0; npc->ani_no = 10; break; } } else if (npc->act_wait > 50) { npc->ani_no = 8; npc->ym = -0x400; npc->act_no = 7; npc->act_wait = 0; npc->xm = (npc->xm * 3) / 2; npc->damage = 2; break; } else { if (npc->direct == 0) { if (npc->x - (24 * 0x200) < gMC.x) npc->act_no = 4; } else { if (npc->x + (24 * 0x200) > gMC.x) npc->act_no = 4; } } break; case 4: npc->xm = 0; npc->act_no = 5; npc->act_wait = 0; npc->ani_no = 6; // Fallthrough case 5: if (++npc->act_wait > 12) { npc->act_wait = 0; npc->act_no = 6; npc->ani_no = 7; PlaySoundObject(70, SOUND_MODE_PLAY); npc->damage = 5; npc->hit.front = 24 * 0x200; npc->hit.top = 1; } break; case 6: if (++npc->act_wait > 10) { npc->act_no = 0; npc->ani_no = 0; npc->damage = 0; npc->hit.front = 8 * 0x200; npc->hit.top = 16 * 0x200; } break; case 7: if (npc->flag & 8) { npc->act_no = 8; npc->ani_no = 9; PlaySoundObject(26, SOUND_MODE_PLAY); SetQuake(30); npc->damage = 0; for (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, NULL, 0x100); } break; case 8: npc->xm = 0; if (++npc->act_wait > 10) { npc->act_no = 0; npc->ani_no = 0; npc->damage = 0; } break; case 9: npc->act_no = 10; npc->act_wait = 0; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 10: if (++npc->act_wait > 100 && npc->act_wait % 6 == 1) { if (npc->direct == 0) deg = 0x88; else deg = 0xF8; deg += (unsigned char)Random(-0x10, 0x10); ym = GetSin(deg) * 3; xm = GetCos(deg) * 3; SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100); PlaySoundObject(12, SOUND_MODE_PLAY); } if (npc->act_wait > 50 && npc->act_wait / 2 % 2) npc->ani_no = 11; else npc->ani_no = 10; if (npc->act_wait > 132) { npc->act_no = 0; npc->ani_no = 0; npc->count1 = 0; } 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]; } // Igor (defeated) void ActNpc089(NPCHAR *npc) { int i; RECT rcLeft[4] = { {80, 80, 120, 120}, {240, 80, 264, 104}, {264, 80, 288, 104}, {288, 80, 312, 104}, }; RECT rcRight[4] = { {200, 80, 240, 120}, {240, 104, 264, 128}, {264, 104, 288, 128}, {288, 104, 312, 128}, }; switch (npc->act_no) { case 0: PlaySoundObject(72, SOUND_MODE_PLAY); if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; for (i = 0; i < 8; ++i) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); npc->act_no = 1; // Fallthrough case 1: if (++npc->act_wait > 100) { npc->act_wait = 0; npc->act_no = 2; } if (npc->act_wait % 5 == 0) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); if (npc->direct == 0) npc->rect = rcLeft[0]; else npc->rect = rcRight[0]; if (npc->act_wait / 2 % 2) --npc->rect.left; break; case 2: if (++npc->act_wait / 2 % 2 && npc->act_wait < 100) { npc->ani_no = 0; npc->view.back = 20 * 0x200; npc->view.front = 20 * 0x200; npc->view.top = 20 * 0x200; } else { npc->ani_no = 1; npc->view.back = 12 * 0x200; npc->view.front = 12 * 0x200; npc->view.top = 8 * 0x200; } if (npc->act_wait > 150) { npc->act_wait = 0; npc->act_no = 3; npc->ani_no = 1; } if (npc->act_wait % 9 == 0) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; break; case 3: if (++npc->ani_wait > 50) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no == 3) npc->act_no = 4; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; break; } npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; } // Background void ActNpc090(NPCHAR *npc) { RECT rect = {280, 80, 296, 104}; npc->rect = rect; } // Cage void ActNpc091(NPCHAR *npc) { RECT rect = {96, 88, 128, 112}; if (npc->act_no == 0) { ++npc->act_no; npc->y += 16 * 0x200; } npc->rect = rect; } // Sue at PC void ActNpc092(NPCHAR *npc) { RECT rcLeft[3] = { {272, 216, 288, 240}, {288, 216, 304, 240}, {304, 216, 320, 240}, }; switch (npc->act_no) { case 0: npc->x -= 4 * 0x200; npc->y += 16 * 0x200; npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (Random(0, 80) == 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } if (Random(0, 120) == 10) { npc->act_no = 3; npc->act_wait = 0; npc->ani_no = 2; } break; case 2: if (++npc->act_wait > 40) { npc->act_no = 3; npc->act_wait = 0; npc->ani_no = 2; } break; case 3: if (++npc->act_wait > 80) { npc->act_no = 1; npc->ani_no = 0; } break; } npc->rect = rcLeft[npc->ani_no]; } // Chaco void ActNpc093(NPCHAR *npc) { RECT rcLeft[7] = { {128, 0, 144, 16}, {144, 0, 160, 16}, {160, 0, 176, 16}, {128, 0, 144, 16}, {176, 0, 192, 16}, {128, 0, 144, 16}, {32, 32, 48, 48}, }; RECT rcRight[7] = { {128, 16, 144, 32}, {144, 16, 160, 32}, {160, 16, 176, 32}, {128, 16, 144, 32}, {176, 16, 192, 32}, {128, 16, 144, 32}, {32, 32, 48, 48}, }; 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; } if (npc->x - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y) { if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } break; case 2: if (++npc->act_wait > 8) { npc->act_no = 1; npc->ani_no = 0; } break; case 3: npc->act_no = 4; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 4: if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; if (npc->direct == 0) npc->x -= 1 * 0x200; else npc->x += 1 * 0x200; break; case 10: npc->ani_no = 6; if (++npc->act_wait > 200) { npc->act_wait = 0; SetCaret(npc->x, npc->y, CARET_ZZZ, DIR_LEFT); } break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Kulala void ActNpc094(NPCHAR *npc) { RECT rect[5] = { {272, 0, 320, 24}, {272, 24, 320, 48}, {272, 48, 320, 72}, {272, 72, 320, 96}, {272, 96, 320, 120}, }; switch (npc->act_no) { case 0: npc->ani_no = 4; if (npc->shock) { npc->ani_no = 0; npc->act_no = 10; npc->act_wait = 0; } break; case 10: npc->bits |= NPC_SHOOTABLE; npc->bits &= ~NPC_INVULNERABLE; if (++npc->act_wait > 40) { npc->act_wait = 0; npc->ani_wait = 0; npc->act_no = 11; } break; case 11: if (++npc->ani_wait > 5) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) { npc->act_no = 12; npc->ani_no = 3; } break; case 12: npc->ym = -0x155; if (++npc->act_wait > 20) { npc->act_wait = 0; npc->act_no = 10; npc->ani_no = 0; } break; case 20: npc->xm /= 2; npc->ym += 0x20; if (npc->shock == 0) { npc->act_wait = 30; npc->act_no = 10; npc->ani_no = 0; } break; } if (npc->shock) { if (++npc->count2 > 12) { npc->act_no = 20; npc->ani_no = 4; npc->bits &= ~NPC_SHOOTABLE; npc->bits |= NPC_INVULNERABLE; } } else { npc->count2 = 0; } if (npc->act_no >= 10) { if (npc->flag & 1) { npc->count1 = 50; npc->direct = 2; } if (npc->flag & 4) { npc->count1 = 50; npc->direct = 0; } if (npc->count1 != 0) { --npc->count1; if (npc->direct == 0) npc->xm -= 0x80; else npc->xm += 0x80; } else { npc->count1 = 50; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } npc->ym += 0x10; if (npc->flag & 8) npc->ym = -0x400; } if (npc->xm > 0x100) npc->xm = 0x100; if (npc->xm < -0x100) npc->xm = -0x100; if (npc->ym > 0x300) npc->ym = 0x300; if (npc->ym < -0x300) npc->ym = -0x300; npc->x += npc->xm; npc->y += npc->ym; npc->rect = rect[npc->ani_no]; } // Jelly void ActNpc095(NPCHAR *npc) { RECT rcLeft[4] = { {208, 64, 224, 80}, {224, 64, 240, 80}, {240, 64, 256, 80}, {256, 64, 272, 80}, }; RECT rcRight[4] = { {208, 80, 224, 96}, {224, 80, 240, 96}, {240, 80, 256, 96}, {256, 80, 272, 96}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->act_wait = Random(0, 50); npc->tgt_y = npc->y; npc->tgt_x = npc->x; if (npc->direct == 0) npc->xm = 0x200; else npc->xm = -0x200; // Fallthrough case 1: if (--npc->act_wait > 0) break; npc->act_no = 10; // Fallthrough case 10: if (++npc->act_wait > 10) { npc->act_wait = 0; npc->ani_wait = 0; npc->act_no = 11; } break; case 11: if (++npc->ani_wait > 5) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no == 2) { if (npc->direct == 0) npc->xm -= 0x100; else npc->xm += 0x100; npc->ym -= 0x200; } if (npc->ani_no > 2) { npc->act_no = 12; npc->ani_no = 3; } break; case 12: ++npc->act_wait; if (npc->y > npc->tgt_y && npc->act_wait > 10) { npc->act_wait = 0; npc->act_no = 10; npc->ani_no = 0; } break; } if (npc->x > npc->tgt_x) npc->direct = 0; else npc->direct = 2; if (npc->flag & 1) { npc->count1 = 50; npc->direct = 2; } if (npc->flag & 4) { npc->count1 = 50; npc->direct = 0; } npc->ym += 0x20; if (npc->flag & 8) npc->ym = -0x400; if (npc->xm > 0x100) npc->xm = 0x100; if (npc->xm < -0x100) npc->xm = -0x100; 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 (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Fan (left) void ActNpc096(NPCHAR *npc) { RECT rc[3] = { {272, 120, 288, 136}, {288, 120, 304, 136}, {304, 120, 320, 136}, }; switch (npc->act_no) { case 0: if (npc->direct == 2) npc->act_no = 2; else npc->ani_no = 1; // Fallthrough case 1: npc->ani_no = 0; break; case 2: if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; if (gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 120) * 0x200)) { if (Random(0, 5) == 1) SetNpChar(199, npc->x, npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100); } if (gMC.y < npc->y + (8 * 0x200) && gMC.y > npc->y - (8 * 0x200) && gMC.x < npc->x && gMC.x > npc->x - (96 * 0x200)) { gMC.xm -= 0x88; gMC.cond |= 0x20; } break; } npc->rect = rc[npc->ani_no]; } // Fan (up) void ActNpc097(NPCHAR *npc) { RECT rc[3] = { {272, 136, 288, 152}, {288, 136, 304, 152}, {304, 136, 320, 152}, }; switch (npc->act_no) { case 0: if (npc->direct == 2) npc->act_no = 2; else npc->ani_no = 1; // Fallthrough case 1: npc->ani_no = 0; break; case 2: if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; if (gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 120) * 0x200)) { if (Random(0, 5) == 1) SetNpChar(199, npc->x + (Random(-8, 8) * 0x200), npc->y, 0, 0, 1, NULL, 0x100); } if (gMC.x < npc->x + (8 * 0x200) && gMC.x > npc->x - (8 * 0x200) && gMC.y < npc->y && gMC.y > npc->y - (96 * 0x200)) gMC.ym -= 0x88; break; } npc->rect = rc[npc->ani_no]; } // Fan (right) void ActNpc098(NPCHAR *npc) { RECT rc[3] = { {272, 152, 288, 168}, {288, 152, 304, 168}, {304, 152, 320, 168}, }; switch (npc->act_no) { case 0: if (npc->direct == 2) npc->act_no = 2; else npc->ani_no = 1; // Fallthrough case 1: npc->ani_no = 0; break; case 2: if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; if (gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 120) * 0x200)) { if (Random(0, 5) == 1) SetNpChar(199, npc->x, npc->y + (Random(-8, 8) * 0x200), 0, 0, 2, NULL, 0x100); } if (gMC.y < npc->y + (8 * 0x200) && gMC.y > npc->y - (8 * 0x200) && gMC.x < npc->x + (96 * 0x200) && gMC.x > npc->x) { gMC.xm += 0x88; gMC.cond |= 0x20; } break; } npc->rect = rc[npc->ani_no]; } // Fan (down) void ActNpc099(NPCHAR *npc) { RECT rc[3] = { {272, 168, 288, 184}, {288, 168, 304, 184}, {304, 168, 320, 184}, }; switch (npc->act_no) { case 0: if (npc->direct == 2) npc->act_no = 2; else npc->ani_no = 1; // Fallthrough case 1: npc->ani_no = 0; break; case 2: if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; if (gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 120) * 0x200)) { if (Random(0, 5) == 1) SetNpChar(199, npc->x + (Random(-8, 8) * 0x200), npc->y, 0, 0, 3, NULL, 0x100); } if (gMC.x < npc->x + (8 * 0x200) && gMC.x > npc->x - (8 * 0x200) && gMC.y < npc->y + (96 * 0x200) && gMC.y > npc->y) gMC.ym += 0x88; break; } npc->rect = rc[npc->ani_no]; }