ref: 1b9c2d36629a7df8671f273c33bd68f33ddfe6e6
dir: /src/NpcAct200.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 "Bullet.h" #include "Caret.h" #include "CommonDefines.h" #include "Frame.h" #include "Game.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" // Dragon Zombie void ActNpc200(NPCHAR *npc) { unsigned char deg; int xm, ym; RECT rcLeft[6] = { {0, 0, 40, 40}, {40, 0, 80, 40}, {80, 0, 120, 40}, {120, 0, 160, 40}, {160, 0, 200, 40}, {200, 0, 240, 40}, }; RECT rcRight[6] = { {0, 40, 40, 80}, {40, 40, 80, 80}, {80, 40, 120, 80}, {120, 40, 160, 80}, {160, 40, 200, 80}, {200, 40, 240, 80}, }; if (npc->act_no < 100 && npc->life < 950) { PlaySoundObject(72, SOUND_MODE_PLAY); SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8); SetExpObjects(npc->x, npc->y, npc->exp); npc->act_no = 100; npc->bits &= ~NPC_SHOOTABLE; 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 - (112 * 0x200) && gMC.x < npc->x + (112 * 0x200)) 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) { if (npc->direct == 0) deg = GetArktan(npc->x - (14 * 0x200) - npc->tgt_x, npc->y - npc->tgt_y); else deg = GetArktan(npc->x + (14 * 0x200) - npc->tgt_x, npc->y - npc->tgt_y); deg += (unsigned char)Random(-6, 6); ym = GetSin(deg) * 3; xm = GetCos(deg) * 3; if (npc->direct == 0) SetNpChar(202, npc->x - (14 * 0x200), npc->y, xm, ym, 0, NULL, 0x100); else SetNpChar(202, npc->x + (14 * 0x200), npc->y, xm, ym, 0, NULL, 0x100); if (!(gMC.cond & 2)) PlaySoundObject(33, SOUND_MODE_PLAY); } 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] = { {200, 0, 240, 40} }; RECT rcRight[1] = { {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) { if (npc->flag & 0xFF) { npc->cond = 0; SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); } npc->y += npc->ym; npc->x += npc->xm; RECT rect_left[3] = { {184, 216, 200, 240}, {200, 216, 216, 240}, {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, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); } } // Critter (destroyed Egg Corridor) void ActNpc203(NPCHAR *npc) { RECT rcLeft[3] = { {0, 80, 16, 96}, {16, 80, 32, 96}, {32, 80, 48, 96}, }; RECT rcRight[3] = { {0, 96, 16, 112}, {16, 96, 32, 112}, {32, 96, 48, 112}, }; switch (npc->act_no) { case 0: npc->y += 3 * 0x200; npc->act_no = 1; // Fallthrough case 1: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->act_wait >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y) { 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 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y) { 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)) PlaySoundObject(30, SOUND_MODE_PLAY); 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)) PlaySoundObject(23, SOUND_MODE_PLAY); } 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] = { {240, 80, 256, 96}, {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 - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y) npc->act_no = 2; break; case 2: if (++npc->act_wait / 6 % 2) npc->x = npc->tgt_x - (1 * 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)) PlaySoundObject(12, SOUND_MODE_PLAY); 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] = { {112, 80, 128, 112}, {128, 80, 144, 112}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->tgt_x = npc->x; npc->y += 4 * 0x200; // Fallthrough case 1: if (gMC.x > npc->x - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y) npc->act_no = 2; break; case 2: if (++npc->act_wait / 6 % 2) npc->x = npc->tgt_x - (1 * 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 &= ~NPC_SOLID_HARD; npc->damage = 0x7F; } else { npc->bits |= NPC_SOLID_HARD; npc->damage = 0; } if (++npc->act_wait > 8 && npc->flag & 0xFF) { npc->bits |= NPC_SOLID_HARD; npc->act_no = 4; npc->act_wait = 0; npc->ym = 0; npc->damage = 0; PlaySoundObject(12, SOUND_MODE_PLAY); 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 |= NPC_SHOOTABLE; } break; } if (npc->ym > 0xC00) npc->ym = 0xC00; npc->y += npc->ym; npc->rect = rc[npc->ani_no]; } // Counter Bomb void ActNpc206(NPCHAR *npc) { 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) break; npc->act_wait = 0; npc->act_no = 2; npc->ym = 0x300; break; case 2: if (gMC.x > npc->x - (80 * 0x200) && gMC.x < npc->x + (80 * 0x200)) { 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) { // Interestingly, this NPC counts down at 60 frames // per second, while NPC322 (Deleet) counts at 50. case 60 * 0: SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100); break; case 60 * 1: SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 1, NULL, 0x100); break; case 60 * 2: SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 2, NULL, 0x100); break; case 60 * 3: SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 3, NULL, 0x100); break; case 60 * 4: SetNpChar(207, npc->x + (16 * 0x200), npc->y + (4 * 0x200), 0, 0, 4, NULL, 0x100); break; case 60 * 5: npc->hit.back = 128 * 0x200; npc->hit.front = 128 * 0x200; npc->hit.top = 100 * 0x200; npc->hit.bottom = 100 * 0x200; npc->damage = 30; PlaySoundObject(35, SOUND_MODE_PLAY); 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 rect_left[3] = { {80, 80, 120, 120}, {120, 80, 160, 120}, {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] = { {0, 144, 16, 160}, {16, 144, 32, 160}, {32, 144, 48, 160}, {48, 144, 64, 160}, {64, 144, 80, 160}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = npc->direct; PlaySoundObject(43, SOUND_MODE_PLAY); // Fallthrough case 1: npc->x += 1 * 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] = { {248, 80, 272, 104}, {272, 80, 296, 104}, {296, 80, 320, 104}, }; RECT rcRight[3] = { {248, 104, 272, 128}, {272, 104, 296, 128}, {296, 104, 320, 128}, }; switch (npc->act_no) { case 0: if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200)) { npc->bits |= NPC_SHOOTABLE; 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 + (256 * 0x200); npc->xm = -0x2FF; } else { npc->x = gMC.x - (256 * 0x200); npc->xm = 0x2FF; } return; } npc->rect.right = 0; npc->damage = 0; npc->xm = 0; npc->ym = 0; npc->bits &= ~NPC_SHOOTABLE; return; case 1: if (npc->x > gMC.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->y < npc->tgt_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 + (400 * 0x200) || gMC.x < npc->x - (400 * 0x200)) { 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 != 0) { if (npc->act_wait < 150) ++npc->act_wait; if (npc->act_wait == 150) { if (++npc->count2 % 8 == 0 && npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200)) { unsigned char deg; int xm; int ym; 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(209, npc->x, npc->y, xm, ym, 0, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); } 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, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); } npc->y += npc->ym; npc->x += npc->xm; RECT rect_left[4] = { {232, 96, 248, 112}, {200, 112, 216, 128}, {216, 112, 232, 128}, {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, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); } } // Beetle (destroyed Egg Corridor) void ActNpc210(NPCHAR *npc) { RECT rcLeft[2] = { {0, 112, 16, 128}, {16, 112, 32, 128}, }; RECT rcRight[2] = { {32, 112, 48, 128}, {48, 112, 64, 128}, }; switch (npc->act_no) { case 0: if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200)) { npc->bits |= NPC_SHOOTABLE; npc->ym = -0x200; npc->tgt_y = npc->y; npc->act_no = 1; npc->damage = 2; if (npc->direct == 0) { npc->x = gMC.x + (256 * 0x200); npc->xm = -0x2FF; } else { npc->x = gMC.x - (256 * 0x200); npc->xm = 0x2FF; } } else { npc->bits &= ~NPC_SHOOTABLE; npc->rect.right = 0; npc->damage = 0; npc->xm = 0; npc->ym = 0; return; } break; case 1: if (npc->x > gMC.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->y < npc->tgt_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] = { {256, 200, 272, 216}, {272, 200, 288, 216}, {288, 200, 304, 216}, {304, 200, 320, 216}, }; npc->rect = rects[npc->code_event]; } // Sky Dragon void ActNpc212(NPCHAR *npc) { RECT rcRight[4] = { {160, 152, 200, 192}, {200, 152, 240, 192}, {240, 112, 280, 152}, {280, 112, 320, 152}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 4 * 0x200; // 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 - (16 * 0x200); npc->tgt_x = npc->x - (6 * 0x200); npc->ym = 0; npc->bits |= NPC_IGNORE_SOLIDITY; // Fallthrough case 11: if (npc->x < npc->tgt_x) npc->xm += 8; else npc->xm -= 8; if (npc->y < npc->tgt_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 |= NPC_IGNORE_SOLIDITY; // Fallthrough case 21: if (npc->y < npc->tgt_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]; // Use different sprite if player is wearing the Mimiga Mask if (gMC.equip & EQUIP_MIMIGA_MASK) { if (npc->ani_no > 1) { npc->rect.top += 40; npc->rect.bottom += 40; } } } // Night Spirit void ActNpc213(NPCHAR *npc) { RECT rect[10] = { {0, 0, 0, 0}, {0, 0, 48, 48}, {48, 0, 96, 48}, {96, 0, 144, 48}, {144, 0, 192, 48}, {192, 0, 240, 48}, {240, 0, 288, 48}, {0, 48, 48, 96}, {48, 48, 96, 96}, {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 - (8 * 0x200) && gMC.y < npc->y + (8 * 0x200)) { if (npc->direct == 0) npc->y -= 240 * 0x200; else npc->y += 240 * 0x200; npc->act_no = 10; npc->act_wait = 0; npc->ani_no = 1; npc->ym = 0; npc->bits |= NPC_SHOOTABLE; } 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, NULL, 0x100); PlaySoundObject(21, SOUND_MODE_PLAY); } if (npc->act_wait > 50) { npc->act_no = 10; npc->act_wait = 0; npc->ani_no = 1; } break; case 40: if (npc->y < npc->tgt_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 + (240 * 0x200) && gMC.y > npc->tgt_y - (240 * 0x200)) { npc->act_no = 20; npc->act_wait = 0; npc->ani_no = 4; } break; } if (npc->act_no >= 10 && npc->act_no <= 30) { if (npc->y < gMC.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 + (240 * 0x200) || gMC.y < npc->tgt_y - (240 * 0x200)) npc->act_no = 40; } npc->rect = rect[npc->ani_no]; } // Night Spirit projectile void ActNpc214(NPCHAR *npc) { RECT rect[3] = { {144, 48, 176, 64}, {176, 48, 208, 64}, {208, 48, 240, 64}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->bits |= NPC_IGNORE_SOLIDITY; // 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 &= ~NPC_IGNORE_SOLIDITY; if (npc->flag & 0xFF) { SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4); PlaySoundObject(28, SOUND_MODE_PLAY); 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 &= ~NPC_SHOOTABLE; npc->bits &= ~NPC_INVULNERABLE; npc->bits &= ~NPC_SOLID_SOFT; npc->bits &= ~NPC_IGNORE_SOLIDITY; // Fallthrough case 1: if (gMC.x > npc->x - (12 * 0x200) && gMC.x < npc->x + (12 * 0x200) && gMC.y > npc->y && gMC.y < npc->y + (8 * 0x200)) { npc->act_no = 15; npc->act_wait = 0; } break; case 15: if (++npc->act_wait > 10) { PlaySoundObject(102, SOUND_MODE_PLAY); 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 |= NPC_SHOOTABLE; npc->act_no = 30; npc->act_wait = 0; } break; case 30: npc->bits |= NPC_SOLID_SOFT; npc->damage = 0; ++npc->act_wait; if (npc->shock) { npc->act_no = 40; npc->act_wait = 0; } break; case 40: npc->bits |= NPC_IGNORE_SOLIDITY; npc->y += 1 * 0x200; if (++npc->act_wait == 32) { npc->bits &= ~NPC_SOLID_SOFT; npc->bits &= ~NPC_SHOOTABLE; 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] = { {0, 0, 0, 0}, {0, 96, 48, 128}, {48, 96, 96, 128}, {96, 96, 144, 128}, {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] = { {144, 64, 160, 80}, {160, 64, 176, 80}, {176, 64, 192, 80}, {192, 64, 208, 80}, {144, 80, 160, 96}, {160, 80, 176, 96}, {144, 80, 160, 96}, {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 + (1 * 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] = { {256, 120, 288, 152}, {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 = {0, 0, 0, 0}; if (npc->direct == 0) { if (Random(0, 40) == 1) SetNpChar(4, npc->x + (Random(-20, 20) * 0x200), npc->y, 0, -0x200, 0, NULL, 0x100); } else { SetNpChar(199, npc->x + (Random(-0xA0, 0xA0) * 0x200), npc->y + (Random(-0x80, 0x80) * 0x200), 0, 0, 2, NULL, 0x100); } npc->rect = rc; }