ref: 48651f0b94dabc3dd16999873a6653eefd77d72e
dir: /src/NpcAct240.cpp/
#include "NpcAct.h" #include "WindowsWrapper.h" #include "Caret.h" #include "Frame.h" #include "Game.h" #include "Map.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" // Mimiga (jailed) void ActNpc240(NPCHAR *npc) { RECT rcLeft[6] = { {160, 64, 176, 80}, {176, 64, 192, 80}, {192, 64, 208, 80}, {160, 64, 176, 80}, {208, 64, 224, 80}, {160, 64, 176, 80}, }; RECT rcRight[6] = { {160, 80, 176, 96}, {176, 80, 192, 96}, {192, 80, 208, 96}, {160, 80, 176, 96}, {208, 80, 224, 96}, {160, 80, 176, 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, 60) == 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } if (Random(0, 60) == 1) { npc->act_no = 10; 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->act_no = 11; npc->act_wait = Random(0, 16); npc->ani_no = 2; npc->ani_wait = 0; if (Random(0, 9) % 2) npc->direct = 0; else npc->direct = 2; // Fallthrough case 11: if (npc->direct == 0 && npc->flag & 1) npc->direct = 2; else if (npc->direct == 2 && npc->flag & 4) npc->direct = 0; if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; if (++npc->act_wait > 32) npc->act_no = 0; break; } npc->ym += 0x20; 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]; } // Critter (Last Cave) void ActNpc241(NPCHAR *npc) { RECT rcLeft[3] = { {0, 0, 16, 16}, {16, 0, 32, 16}, {32, 0, 48, 16}, }; RECT rcRight[3] = { {0, 16, 16, 32}, {16, 16, 32, 32}, {32, 16, 48, 32}, }; 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 - (144 * 0x200) < gMC.x && npc->x + (144 * 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 - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (96 * 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; PlaySoundObject(30, 1); if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; } break; case 3: if (npc->flag & 8) { npc->xm = 0; npc->act_wait = 0; npc->ani_no = 0; npc->act_no = 1; PlaySoundObject(23, 1); } break; } npc->ym += 0x55; 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]; } // Bat (Last Cave) void ActNpc242(NPCHAR *npc) { if (npc->x < 0 || npc->x > gMap.width * 0x10 * 0x200) { VanishNpChar(npc); return; } switch (npc->act_no) { case 0: npc->act_no = 1; npc->tgt_x = npc->x; npc->tgt_y = npc->y; npc->act_wait = Random(0, 50); // Fallthrough case 1: if (npc->act_wait != 0) { --npc->act_wait; break; } npc->act_no = 2; npc->ym = 0x400; // Fallthrough case 2: if (npc->direct == 0) npc->xm = -0x100; else npc->xm = 0x100; if (npc->tgt_y < npc->y) npc->ym -= 0x10; if (npc->tgt_y > npc->y) npc->ym += 0x10; if (npc->ym > 0x300) npc->ym = 0x300; if (npc->ym < -0x300) npc->ym = -0x300; break; } npc->x += npc->xm; npc->y += npc->ym; RECT rect_left[4] = { {32, 32, 48, 48}, {48, 32, 64, 48}, {64, 32, 80, 48}, {80, 32, 96, 48}, }; RECT rect_right[4] = { {32, 48, 48, 64}, {48, 48, 64, 64}, {64, 48, 80, 64}, {80, 48, 96, 64}, }; 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->rect = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; } // Bat generator (Last Cave) void ActNpc243(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; npc->act_wait = Random(0, 500); // Fallthrough case 1: if (npc->act_wait != 0) { --npc->act_wait; } else { npc->act_no = 0; SetNpChar(242, npc->x, npc->y + (Random(-0x20, 0x20) * 0x200), 0, 0, npc->direct, NULL, 0x100); } break; } } // Lava drop void ActNpc244(NPCHAR *npc) { RECT rc = {96, 0, 104, 16}; BOOL bHit; int i; npc->ym += 0x40; bHit = FALSE; if (npc->flag & 0xFF) bHit = TRUE; if (npc->act_wait > 10 && npc->flag & 0x100) bHit = TRUE; if (bHit) { for (i = 0; i < 3; ++i) SetCaret(npc->x, npc->y + (4 * 0x200), 1, 2); if (npc->x > gMC.x - (256 * 0x200) && npc->x < gMC.x + (256 * 0x200) && npc->y > gMC.y - (160 * 0x200) && npc->y < gMC.y + (160 * 0x200)) PlaySoundObject(21, 1); npc->cond = 0; } else { if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; npc->rect = rc; } } // Lava drop generator void ActNpc245(NPCHAR *npc) { RECT rc[4] = { {0, 0, 0, 0}, {104, 0, 112, 16}, {112, 0, 120, 16}, {120, 0, 128, 16}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->tgt_x = npc->x; npc->act_wait = npc->code_event; // Fallthrough case 1: npc->ani_no = 0; if (npc->act_wait != 0) { --npc->act_wait; return; } npc->act_no = 10; npc->ani_wait = 0; break; case 10: if (++npc->ani_wait > 10) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) { npc->ani_no = 0; npc->act_no = 1; npc->act_wait = npc->code_flag; SetNpChar(244, npc->x, npc->y, 0, 0, 0, NULL, 0x100); } break; } if (npc->ani_wait / 2 % 2) npc->x = npc->tgt_x; else npc->x = npc->tgt_x + 0x200; npc->rect = rc[npc->ani_no]; } // Press (proximity) void ActNpc246(NPCHAR *npc) { RECT rcLeft[3] = { {144, 112, 160, 136}, {160, 112, 176, 136}, {176, 112, 192, 136}, }; int i; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 4 * 0x200; // Fallthrough case 1: if (gMC.x < npc->x + (8 * 0x200) && gMC.x > npc->x - (8 * 0x200) && gMC.y > npc->y + (8 * 0x200) && gMC.y < npc->y + (128 * 0x200)) npc->act_no = 5; break; case 5: if (npc->flag & 8) { // Another place where this blank space is needed for ASM-accuracy. // Chances are there used to be commented-out code here. } else { npc->act_no = 10; npc->ani_wait = 0; npc->ani_no = 1; } break; case 10: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 2; if (gMC.y > npc->y) { npc->bits &= ~NPC_SOLID_HARD; npc->damage = 0x7F; } else { npc->bits |= NPC_SOLID_HARD; npc->damage = 0; } if (npc->flag & 8) { if (npc->ani_no > 1) { for (i = 0; i < 4; ++i) SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); PlaySoundObject(26, 1); SetQuake(10); } npc->act_no = 20; npc->ani_no = 0; npc->ani_wait = 0; npc->bits |= NPC_SOLID_HARD; npc->damage = 0; } break; } if (npc->act_no >= 5) { npc->ym += 0x80; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; } npc->rect = rcLeft[npc->ani_no]; } // Misery (boss) void ActNpc247(NPCHAR *npc) { unsigned char deg; int xm, ym; RECT rcLeft[9] = { {0, 0, 16, 16}, {16, 0, 32, 16}, {32, 0, 48, 16}, {48, 0, 64, 16}, {64, 0, 80, 16}, {80, 0, 96, 16}, {96, 0, 112, 16}, {0, 0, 0, 0}, {112, 0, 128, 16}, }; RECT rcRight[9] = { {0, 16, 16, 32}, {16, 16, 32, 32}, {32, 16, 48, 32}, {48, 16, 64, 32}, {64, 16, 80, 32}, {80, 16, 96, 32}, {96, 16, 112, 32}, {0, 0, 0, 0}, {112, 16, 128, 32}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y += 6 * 0x200; npc->tgt_y = 64 * 0x200; // 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 20: npc->xm = 0; npc->ym += 0x40; if (npc->flag & 8) { npc->act_no = 21; npc->ani_no = 2; } break; case 21: if (Random(0, 120) == 10) { npc->act_no = 22; npc->act_wait = 0; npc->ani_no = 3; } break; case 22: if (++npc->act_wait > 8) { npc->act_no = 21; npc->ani_no = 2; } break; case 100: npc->act_no = 101; npc->act_wait = 0; npc->ani_no = 0; npc->xm = 0; npc->bits |= NPC_SHOOTABLE; npc->count2 = npc->life; // Fallthrough case 101: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->y < npc->tgt_y) npc->ym += 0x20; else npc->ym -= 0x20; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->ym > 0x200) npc->ym = 0x200; if (++npc->act_wait > 200 || npc->life <= npc->count2 - 80) { npc->act_wait = 0; npc->act_no = 110; } break; case 110: npc->act_no = 111; npc->act_wait = 0; npc->xm = 0; npc->ym = 0; npc->bits &= ~NPC_SHOOTABLE; // Fallthrough case 111: if (++npc->act_wait % 2) npc->ani_no = 5; else npc->ani_no = 6; if (npc->act_wait > 30) { npc->act_wait = 0; if (++npc->count1 % 3 == 0) npc->act_no = 113; else npc->act_no = 112; npc->ani_no = 4; } break; case 112: if (++npc->act_wait % 6 == 0) { deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); deg += (unsigned char)Random(-4, 4); ym = GetSin(deg) * 4; xm = GetCos(deg) * 4; SetNpChar(248, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100); PlaySoundObject(34, 1); } if (npc->act_wait > 30) { npc->act_wait = 0; npc->act_no = 150; } break; case 113: if (++npc->act_wait == 10) { ym = gMC.y - (64 * 0x200); SetNpChar(279, gMC.x, ym, 0, 0, 1, NULL, 0x100); } if (npc->act_wait > 30) { npc->act_wait = 0; npc->act_no = 150; } break; case 150: npc->act_no = 151; npc->act_wait = 0; npc->ani_no = 7; SetNpChar(249, npc->x, npc->y, 0, 0, 0, NULL, 0x100); SetNpChar(249, npc->x, npc->y, 0, 0, 2, NULL, 0x100); npc->tgt_x = Random(9, 31) * 0x200 * 0x10; npc->tgt_y = Random(5, 7) * 0x200 * 0x10; PlaySoundObject(29, 1); // Fallthrough case 151: if (++npc->act_wait == 42) { SetNpChar(249, npc->tgt_x + (16 * 0x200), npc->tgt_y, 0, 0, 0, NULL, 0x100); SetNpChar(249, npc->tgt_x - (16 * 0x200), npc->tgt_y, 0, 0, 2, NULL, 0x100); } if (npc->act_wait > 50) { npc->act_wait = 0; npc->ym = -0x200; npc->bits |= NPC_SHOOTABLE; npc->x = npc->tgt_x; npc->y = npc->tgt_y; if (npc->life < 340) { SetNpChar(252, 0, 0, 0, 0, 0, npc, 0x100); SetNpChar(252, 0, 0, 0, 0, 0x80, npc, 0x100); } if (npc->life < 180) { SetNpChar(252, 0, 0, 0, 0, 0x40, npc, 0x100); SetNpChar(252, 0, 0, 0, 0, 0xC0, npc, 0x100); } if (gMC.x < npc->x - (112 * 0x200) || gMC.x > npc->x + (112 * 0x200)) npc->act_no = 160; else npc->act_no = 100; } break; case 160: npc->act_no = 161; npc->act_wait = 0; npc->ani_no = 4; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 161: if (npc->y < npc->tgt_y) npc->ym += 0x20; else npc->ym -= 0x20; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->ym > 0x200) npc->ym = 0x200; if (++npc->act_wait % 24 == 0) { SetNpChar(250, npc->x, npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100); PlaySoundObject(34, 1); } if (npc->act_wait > 72) { npc->act_wait = 0; npc->act_no = 100; } break; case 1000: npc->bits &= ~NPC_SHOOTABLE; npc->act_no = 1001; npc->act_wait = 0; npc->ani_no = 4; npc->tgt_x = npc->x; npc->tgt_y = npc->y; npc->xm = 0; npc->ym = 0; DeleteNpCharCode(252, 1); SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100); SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100); SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100); // Fallthrough case 1001: if (++npc->act_wait / 2 % 2) npc->x = npc->tgt_x + (1 * 0x200); else npc->x = npc->tgt_x; break; case 1010: npc->ym += 0x10; if (npc->flag & 8) { npc->act_no = 1020; npc->ani_no = 8; } break; } if (npc->xm < -0x200) npc->xm = -0x200; if (npc->xm > 0x200) npc->xm = 0x200; if (npc->ym < -0x400) npc->ym = -0x400; if (npc->ym > 0x400) npc->ym = 0x400; 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]; } // Boss Misery (vanishing) void ActNpc248(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[3] = { {0, 48, 16, 64}, {16, 48, 32, 64}, {32, 48, 48, 64}, }; if (++npc->ani_wait > 1) { npc->ani_wait = 0; 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); } } // Boss Misery energy shot void ActNpc249(NPCHAR *npc) { RECT rc[2] = { {48, 48, 64, 64}, {64, 48, 80, 64}, }; if (++npc->act_wait > 8) npc->cond = 0; if (npc->direct == 0) { npc->rect = rc[0]; npc->x -= 2 * 0x200; } else { npc->rect = rc[1]; npc->x += 2 * 0x200; } } // Boss Misery lightning ball void ActNpc250(NPCHAR *npc) { RECT rc[3] = { {0, 32, 16, 48}, {16, 32, 32, 48}, {32, 32, 48, 48}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->tgt_y = npc->y; npc->xm = 0; npc->ym = -0x200; // Fallthrough case 1: if (npc->x < gMC.x) npc->xm += 0x10; else npc->xm -= 0x10; if (npc->y < npc->tgt_y) npc->ym += 0x20; else npc->ym -= 0x20; if (npc->xm > 0x200) npc->xm = 0x200; if (npc->xm < -0x200) npc->xm = -0x200; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; npc->x += npc->xm; npc->y += npc->ym; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (gMC.x > npc->x - (8 * 0x200) && gMC.x < npc->x + (8 * 0x200) && gMC.y > npc->y) npc->act_no = 10; break; case 10: npc->act_no = 11; npc->act_wait = 0; // Fallthrough case 11: if (++npc->act_wait > 10) { SetNpChar(251, npc->x, npc->y, 0, 0, 0, NULL, 0x100); PlaySoundObject(101, 1); npc->cond = 0; return; } if (npc->act_wait / 2 % 2) npc->ani_no = 2; else npc->ani_no = 1; } npc->rect = rc[npc->ani_no]; } // Boss Misery lightning void ActNpc251(NPCHAR *npc) { RECT rc[2] = { {80, 32, 96, 64}, {96, 32, 112, 64}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (++npc->ani_no > 1) npc->ani_no = 0; npc->y += 8 * 0x200; if (npc->flag & 0xFF) { SetDestroyNpChar(npc->x, npc->y, npc->view.back, 3); npc->cond = 0; } break; } npc->rect = rc[npc->ani_no]; } // Boss Misery bats void ActNpc252(NPCHAR *npc) { RECT rcLeft[4] = { {48, 32, 64, 48}, {112, 32, 128, 48}, {128, 32, 144, 48}, {144, 32, 160, 48}, }; RECT rcRight[4] = { {48, 32, 64, 48}, {112, 48, 128, 64}, {128, 48, 144, 64}, {144, 48, 160, 64}, }; unsigned char deg; switch (npc->act_no) { case 0: npc->act_no = 1; npc->act_wait = 0; npc->count1 = npc->direct; // Fallthrough case 1: npc->count1 += 2; npc->count1 %= 0x100; deg = npc->count1; if (npc->act_wait < 192) ++npc->act_wait; npc->x = npc->pNpc->x + (GetCos(deg) * npc->act_wait) / 4; npc->y = npc->pNpc->y + (GetSin(deg) * npc->act_wait) / 4; if (npc->pNpc->act_no == 151) { npc->act_no = 10; npc->ani_no = 0; } break; case 10: npc->act_no = 11; npc->bits |= NPC_SHOOTABLE; npc->bits &= ~NPC_INVULNERABLE; npc->bits &= ~NPC_IGNORE_SOLIDITY; deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); deg += (unsigned char)Random(-3, 3); npc->xm = GetCos(deg); npc->ym = GetSin(deg); npc->ani_no = 1; npc->ani_wait = 0; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 11: npc->x += npc->xm; npc->y += npc->ym; if (npc->flag & 0xFF) { SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100); SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100); SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100); npc->cond = 0; } if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 1; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // EXP capsule void ActNpc253(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; break; } if (npc->life <= 100) { SetExpObjects(npc->x, npc->y, npc->code_flag); SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8); PlaySoundObject(25, 1); npc->cond = 0; } RECT rc[2] = { {0, 64, 16, 80}, {16, 64, 32, 80}, }; npc->rect = rc[npc->ani_no]; } // Helicopter void ActNpc254(NPCHAR *npc) { RECT rc[2] = { {0, 0, 128, 64}, {0, 64, 128, 128}, }; switch (npc->act_no) { case 0: npc->act_no = 1; SetNpChar(255, npc->x + (18 * 0x200), npc->y - (57 * 0x200), 0, 0, 0, npc, 0x100); SetNpChar(255, npc->x - (32 * 0x200), npc->y - (52 * 0x200), 0, 0, 2, npc, 0x100); break; case 20: npc->act_wait = 0; npc->count1 = 60; npc->act_no = 21; break; case 30: npc->act_no = 21; SetNpChar(223, npc->x - (11 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100); break; case 40: npc->act_no = 21; SetNpChar(223, npc->x - (9 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100); SetNpChar(40, npc->x - (22 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100); SetNpChar(93, npc->x - (35 * 0x200), npc->y - (14 * 0x200), 0, 0, 0, NULL, 0x100); break; } if (npc->direct == 0) npc->rect = rc[0]; else npc->rect = rc[1]; } // Helicopter blades void ActNpc255(NPCHAR *npc) { RECT rcLeft[4] = { {128, 0, 240, 16}, {128, 16, 240, 32}, {128, 32, 240, 48}, {128, 16, 240, 32}, }; RECT rcRight[4] = { {240, 0, 320, 16}, {240, 16, 320, 32}, {240, 32, 320, 48}, {240, 16, 320, 32}, }; switch (npc->act_no) { case 0: npc->act_no = 1; if (npc->direct == 0) { npc->view.front = (56 * 0x200); npc->view.back = (56 * 0x200); } else { npc->view.front = (40 * 0x200); npc->view.back = (40 * 0x200); } // Fallthrough case 1: if (npc->pNpc->act_no >= 20) npc->act_no = 10; break; case 10: npc->act_no = 11; // Fallthrough case 11: if (++npc->ani_no > 3) npc->ani_no = 0; break; } if (npc->direct == 0) { npc->x = npc->pNpc->x + (18 * 0x200); npc->y = npc->pNpc->y - (57 * 0x200); } else { npc->x = npc->pNpc->x - (32 * 0x200); npc->y = npc->pNpc->y - (52 * 0x200); } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Doctor (facing away) void ActNpc256(NPCHAR *npc) { RECT rcLeft[6] = { {48, 160, 72, 192}, {72, 160, 96, 192}, {0, 128, 24, 160}, {24, 128, 48, 160}, {0, 160, 24, 192}, {24, 160, 48, 192}, }; switch (npc->act_no) { case 0: gSuperXpos = 0; npc->act_no = 1; npc->y -= 8 * 0x200; // Fallthrough case 1: npc->ani_no = 0; break; case 10: npc->act_no = 11; npc->ani_wait = 0; npc->ani_no = 0; npc->count1 = 0; // Fallthrough case 11: if (++npc->ani_wait > 5) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) { npc->ani_no = 0; ++npc->count1; } if (npc->count1 > 5) npc->act_no = 1; break; case 20: npc->act_no = 21; // Fallthrough case 21: npc->ani_no = 2; break; case 40: npc->act_no = 41; SetNpChar(257, npc->x - (14 * 0x200), npc->y - (16 * 0x200), 0, 0, 0, NULL, 0x100); SetNpChar(257, npc->x - (14 * 0x200), npc->y - (16 * 0x200), 0, 0, 2, NULL, 0xAA); // Fallthrough case 41: npc->ani_no = 4; break; case 50: npc->act_no = 51; npc->ani_wait = 0; npc->ani_no = 4; npc->count1 = 0; // Fallthrough case 51: if (++npc->ani_wait > 5) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) { npc->ani_no = 4; ++npc->count1; } if (npc->count1 > 5) npc->act_no = 41; break; } npc->rect = rcLeft[npc->ani_no]; } // Red crystal void ActNpc257(NPCHAR *npc) { RECT rc[3] = { {176, 32, 184, 48}, {184, 32, 192, 48}, {0, 0, 0, 0}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (gSuperXpos != 0) npc->act_no = 10; break; case 10: if (npc->x < gSuperXpos) npc->xm += 0x55; if (npc->x > gSuperXpos) npc->xm -= 0x55; if (npc->y < gSuperYpos) npc->ym += 0x55; if (npc->y > gSuperYpos) npc->ym -= 0x55; 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; break; } if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->direct == 0 && npc->xm > 0) npc->ani_no = 2; if (npc->direct == 2 && npc->xm < 0) npc->ani_no = 2; npc->rect = rc[npc->ani_no]; } // Mimiga (sleeping) void ActNpc258(NPCHAR *npc) { RECT rc = {48, 32, 64, 48}; npc->rect = rc; } // Curly (carried and unconcious) void ActNpc259(NPCHAR *npc) { RECT rcLeft = {224, 96, 240, 112}; RECT rcRight = {224, 112, 240, 128}; switch (npc->act_no) { case 0: npc->bits &= ~NPC_INTERACTABLE; npc->act_no = 1; // Fallthrough case 1: if (gMC.direct == 0) npc->direct = 0; else npc->direct = 2; npc->y = gMC.y - (4 * 0x200); if (npc->direct == 0) { npc->x = gMC.x + (3 * 0x200); npc->rect = rcLeft; } else { npc->x = gMC.x - (3 * 0x200); npc->rect = rcRight; } if (gMC.ani_no % 2) ++npc->rect.top; break; case 10: npc->act_no = 11; npc->xm = 0x40; npc->ym = -0x20; npc->rect = rcLeft; break; case 11: if (npc->y < (64 * 0x200)) npc->ym = 0x20; npc->x += npc->xm; npc->y += npc->ym; break; case 20: VanishNpChar(npc); SetDestroyNpCharUp(npc->x, npc->y, 0x2000, 0x40); break; } }