ref: 790a25ba6b48fd4d4ba71e8ec4b8e77ed48344e3
dir: /src/NpcAct180.cpp/
#include "NpcAct.h" #include <stddef.h> #include "WindowsWrapper.h" #include "Back.h" #include "Bullet.h" #include "Caret.h" #include "CommonDefines.h" #include "Flags.h" #include "Frame.h" #include "Game.h" #include "MyChar.h" #include "NpChar.h" #include "NpcHit.h" #include "Sound.h" #include "Triangle.h" // Curly AI void ActNpc180(NPCHAR *npc) { int xx, yy; RECT rcLeft[11] = { {0, 96, 16, 112}, {16, 96, 32, 112}, {0, 96, 16, 112}, {32, 96, 48, 112}, {0, 96, 16, 112}, {48, 96, 64, 112}, {64, 96, 80, 112}, {48, 96, 64, 112}, {80, 96, 96, 112}, {48, 96, 64, 112}, {144, 96, 160, 112}, }; RECT rcRight[11] = { {0, 112, 16, 128}, {16, 112, 32, 128}, {0, 112, 16, 128}, {32, 112, 48, 128}, {0, 112, 16, 128}, {48, 112, 64, 128}, {64, 112, 80, 128}, {48, 112, 64, 128}, {80, 112, 96, 128}, {48, 112, 64, 128}, {144, 112, 160, 128}, }; if (npc->y < gMC.y - (10 * 0x10 * 0x200)) { if (npc->y < 16 * 0x10 * 0x200) { npc->tgt_x = 320 * 0x10 * 0x200; npc->tgt_y = npc->y; } else { npc->tgt_x = 0; npc->tgt_y = npc->y; } } else { if (gCurlyShoot_wait != 0) { npc->tgt_x = gCurlyShoot_x; npc->tgt_y = gCurlyShoot_y; } else { npc->tgt_x = gMC.x; npc->tgt_y = gMC.y; } } if (npc->xm < 0 && npc->flag & 1) npc->xm = 0; if (npc->xm > 0 && npc->flag & 4) npc->xm = 0; switch (npc->act_no) { case 20: npc->x = gMC.x; npc->y = gMC.y; npc->act_no = 100; npc->ani_no = 0; SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100); if (GetNPCFlag(563)) SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100); else SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100); break; case 40: npc->act_no = 41; npc->act_wait = 0; npc->ani_no = 10; // Fallthrough case 41: if (++npc->act_wait == 750) { npc->bits &= ~NPC_INTERACTABLE; npc->ani_no = 0; } if (npc->act_wait > 1000) { npc->act_no = 100; npc->ani_no = 0; SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100); if (GetNPCFlag(563)) SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100); else SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100); } break; case 100: npc->ani_no = 0; npc->xm = (npc->xm * 7) / 8; npc->count1 = 0; if (npc->x > npc->tgt_x + (16 * 0x200)) { npc->act_no = 200; npc->ani_no = 1; npc->direct = 0; npc->act_wait = Random(20, 60); } else if (npc->x < npc->tgt_x - (16 * 0x200)) { npc->act_no = 300; npc->ani_no = 1; npc->direct = 2; npc->act_wait = Random(20, 60); } break; case 200: npc->xm -= 0x20; npc->direct = 0; if (npc->flag & 1) ++npc->count1; else npc->count1 = 0; break; case 210: npc->xm -= 0x20; npc->direct = 0; if (npc->flag & 8) npc->act_no = 100; break; case 300: npc->xm += 0x20; npc->direct = 2; if (npc->flag & 4) ++npc->count1; else npc->count1 = 0; break; case 310: npc->xm += 0x20; npc->direct = 2; if (npc->flag & 8) npc->act_no = 100; break; } if (gCurlyShoot_wait != 0) --gCurlyShoot_wait; if (gCurlyShoot_wait == 70) npc->count2 = 10; if (gCurlyShoot_wait == 60 && npc->flag & 8 && Random(0, 2)) { npc->count1 = 0; npc->ym = -0x600; npc->ani_no = 1; PlaySoundObject(15, SOUND_MODE_PLAY); if (npc->x > npc->tgt_x) npc->act_no = 210; else npc->act_no = 310; } xx = npc->x - npc->tgt_x; yy = npc->y - npc->tgt_y; if (xx < 0) xx *= -1; if (npc->act_no == 100) { if (xx + (2 * 0x200) < yy) npc->ani_no = 5; else npc->ani_no = 0; } if (npc->act_no == 210 || npc->act_no == 310) { if (xx + (2 * 0x200) < yy) npc->ani_no = 6; else npc->ani_no = 1; } if (npc->act_no == 200 || npc->act_no == 300) { ++npc->ani_wait; if (xx + (2 * 0x200) < yy) npc->ani_no = 6 + (npc->ani_wait / 4 % 4); else npc->ani_no = 1 + (npc->ani_wait / 4 % 4); if (npc->act_wait) { --npc->act_wait; #ifdef FIX_BUGS // I assume this is what was intended if (npc->flag & 8 && npc->count1 > 10) #else if (npc->flag && 8 && npc->count1 > 10) #endif { npc->count1 = 0; npc->ym = -0x600; npc->act_no += 10; npc->ani_no = 1; PlaySoundObject(15, SOUND_MODE_PLAY); } } else { npc->act_no = 100; npc->ani_no = 0; } } if (npc->act_no >= 100 && npc->act_no < 500) { if (npc->x < gMC.x - (80 * 0x200) || npc->x > gMC.x + (80 * 0x200)) { #ifdef FIX_BUGS if (npc->flag & 5) #else if (npc->flag && 5) #endif npc->ym += 0x200 / 32; else npc->ym += 0x200 / 10; } else { npc->ym += 0x200 / 10; } } if (npc->xm > 0x300) npc->xm = 0x300; if (npc->xm < -0x300) npc->xm = -0x300; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; if (npc->act_no >= 100 && !(npc->flag & 8)) { switch (npc->ani_no) { case 1000: break; default: if (xx + (2 * 0x200) < yy) npc->ani_no = 6; else npc->ani_no = 1; break; } } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Curly AI Machine Gun void ActNpc181(NPCHAR *npc) { RECT rcLeft[2] = { {216, 152, 232, 168}, {232, 152, 248, 168}, }; RECT rcRight[2] = { {216, 168, 232, 184}, {232, 168, 248, 184}, }; if (npc->pNpc == NULL) return; if (npc->pNpc->ani_no < 5) { if (npc->pNpc->direct == 0) { npc->direct = 0; npc->x = npc->pNpc->x - (8 * 0x200); } else { npc->direct = 2; npc->x = npc->pNpc->x + (8 * 0x200); } npc->y = npc->pNpc->y; npc->ani_no = 0; } else { if (npc->pNpc->direct == 0) { npc->direct = 0; npc->x = npc->pNpc->x; } else { npc->direct = 2; npc->x = npc->pNpc->x; } npc->y = npc->pNpc->y - (10 * 0x200); npc->ani_no = 1; } if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8) npc->y -= 1 * 0x200; switch (npc->act_no) { case 0: if (npc->pNpc->count2 == 10) { npc->pNpc->count2 = 0; npc->act_no = 10; npc->act_wait = 0; } break; case 10: if (++npc->act_wait % 6 == 1) { if (npc->ani_no == 0) { if (npc->direct == 0) { SetBullet(12, npc->x - (4 * 0x200), npc->y + (3 * 0x200), 0); SetCaret(npc->x - (4 * 0x200), npc->y + (3 * 0x200), CARET_SHOOT, DIR_LEFT); } else { SetBullet(12, npc->x + (4 * 0x200), npc->y + (3 * 0x200), 2); SetCaret(npc->x + (4 * 0x200), npc->y + (3 * 0x200), CARET_SHOOT, DIR_LEFT); } } else { if (npc->direct == 0) { SetBullet(12, npc->x - (2 * 0x200), npc->y - (4 * 0x200), 1); SetCaret(npc->x - (2 * 0x200), npc->y - (4 * 0x200), CARET_SHOOT, DIR_LEFT); } else { SetBullet(12, npc->x + (2 * 0x200), npc->y - (4 * 0x200), 1); SetCaret(npc->x + (2 * 0x200), npc->y - (4 * 0x200), CARET_SHOOT, DIR_LEFT); } } } if (npc->act_wait == 60) npc->act_no = 0; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Curly AI Polar Star void ActNpc182(NPCHAR *npc) { RECT rcLeft[2] = { {184, 152, 200, 168}, {200, 152, 216, 168}, }; RECT rcRight[2] = { {184, 168, 200, 184}, {200, 168, 216, 184}, }; if (npc->pNpc == NULL) return; if (npc->pNpc->ani_no < 5) { if (npc->pNpc->direct == 0) { npc->direct = 0; npc->x = npc->pNpc->x - (8 * 0x200); } else { npc->direct = 2; npc->x = npc->pNpc->x + (8 * 0x200); } npc->y = npc->pNpc->y; npc->ani_no = 0; } else { if (npc->pNpc->direct == 0) { npc->direct = 0; npc->x = npc->pNpc->x; } else { npc->direct = 2; npc->x = npc->pNpc->x; } npc->y = npc->pNpc->y - (10 * 0x200); npc->ani_no = 1; } if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8) npc->y -= 1 * 0x200; switch (npc->act_no) { case 0: if (npc->pNpc->count2 == 10) { npc->pNpc->count2 = 0; npc->act_no = 10; npc->act_wait = 0; } break; case 10: if (++npc->act_wait % 12 == 1) { if (npc->ani_no == 0) { if (npc->direct == 0) { SetBullet(6, npc->x - (4 * 0x200), npc->y + (3 * 0x200), 0); SetCaret(npc->x - (4 * 0x200), npc->y + (3 * 0x200), CARET_SHOOT, DIR_LEFT); } else { SetBullet(6, npc->x + (4 * 0x200), npc->y + (3 * 0x200), 2); SetCaret(npc->x + (4 * 0x200), npc->y + (3 * 0x200), CARET_SHOOT, DIR_LEFT); } } else { if (npc->direct == 0) { SetBullet(6, npc->x - (2 * 0x200), npc->y - (4 * 0x200), 1); SetCaret(npc->x - (2 * 0x200), npc->y - (4 * 0x200), CARET_SHOOT, DIR_LEFT); } else { SetBullet(6, npc->x + (2 * 0x200), npc->y - (4 * 0x200), 1); SetCaret(npc->x + (2 * 0x200), npc->y - (4 * 0x200), CARET_SHOOT, DIR_LEFT); } } } if (npc->act_wait == 60) npc->act_no = 0; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Curly Air Tank Bubble void ActNpc183(NPCHAR *npc) { RECT rect[2] = { {56, 96, 80, 120}, {80, 96, 104, 120}, }; if (npc->pNpc == NULL) return; switch (npc->act_no) { case 0: npc->x = npc->pNpc->x; npc->y = npc->pNpc->y; npc->act_no = 1; break; } npc->x += (npc->pNpc->x - npc->x) / 2; npc->y += (npc->pNpc->y - npc->y) / 2; if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->pNpc->flag & 0x100) npc->rect = rect[npc->ani_no]; else npc->rect.right = 0; } // Big Shutter void ActNpc184(NPCHAR *npc) { int i; RECT rc[4] = { {0, 64, 32, 96}, {32, 64, 64, 96}, {64, 64, 96, 96}, {32, 64, 64, 96}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->x += 8 * 0x200; npc->y += 8 * 0x200; break; case 10: npc->act_no = 11; npc->ani_no = 1; npc->act_wait = 0; npc->bits |= NPC_IGNORE_SOLIDITY; // Fallthrough case 11: switch (npc->direct) { case 0: npc->x -= 0x80; break; case 1: npc->y -= 0x80; break; case 2: npc->x += 0x80; break; case 3: npc->y += 0x80; break; } if ((++npc->act_wait % 8) == 0) PlaySoundObject(26, SOUND_MODE_PLAY); SetQuake(20); break; case 20: for (i = 0; i < 4; ++i) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (16 * 0x200), Random(-0x155, 0x155), Random(-0x600, 0), 0, NULL, 0x100); npc->act_no = 1; break; } if (++npc->ani_wait > 10) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 0; npc->rect = rc[npc->ani_no]; } // Small Shutter void ActNpc185(NPCHAR *npc) { RECT rc = {96, 64, 112, 96}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y += 8 * 0x200; break; case 10: npc->act_no = 11; npc->ani_no = 1; npc->act_wait = 0; npc->bits |= NPC_IGNORE_SOLIDITY; // Fallthrough case 11: switch (npc->direct) { case 0: npc->x -= 0x80; break; case 1: npc->y -= 0x80; break; case 2: npc->x += 0x80; break; case 3: npc->y += 0x80; break; } ++npc->act_wait; break; case 20: npc->y -= 24 * 0x200; npc->act_no = 1; break; } npc->rect = rc; } // Lift block void ActNpc186(NPCHAR *npc) { RECT rc[4] = { {48, 48, 64, 64}, {64, 48, 80, 64}, {80, 48, 96, 64}, {64, 48, 80, 64}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: break; case 10: npc->act_no = 11; npc->ani_no = 1; npc->act_wait = 0; npc->bits |= NPC_IGNORE_SOLIDITY; // Fallthrough case 11: switch (npc->direct) { case 0: npc->x -= 0x80; break; case 1: npc->y -= 0x80; break; case 2: npc->x += 0x80; break; case 3: npc->y += 0x80; break; } ++npc->act_wait; break; } if (++npc->ani_wait > 10) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 0; npc->rect = rc[npc->ani_no]; } // Fuzz Core void ActNpc187(NPCHAR *npc) { int i; 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); for (i = 0; i < 5; ++i) SetNpChar(188, 0, 0, 0, 0, 51 * i, npc, 0x100); // Fallthrough case 1: if (++npc->act_wait < 50) break; npc->act_wait = 0; npc->act_no = 2; npc->ym = 0x300; break; case 2: npc->count1 += 4; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->tgt_y < npc->y) npc->ym -= 0x10; if (npc->tgt_y > npc->y) npc->ym += 0x10; if (npc->ym > 0x355) npc->ym = 0x355; if (npc->ym < -0x355) npc->ym = -0x355; break; } npc->x += npc->xm; npc->y += npc->ym; RECT rect_left[2] = { {224, 104, 256, 136}, {256, 104, 288, 136}, }; RECT rect_right[2] = { {224, 136, 256, 168}, {256, 136, 288, 168}, }; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->direct == 0) npc->rect = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; } // Fuzz void ActNpc188(NPCHAR *npc) { unsigned char deg; switch (npc->act_no) { case 0: npc->act_no = 1; npc->count1 = npc->direct; // Fallthrough case 1: if (npc->pNpc->code_char == 187 && npc->pNpc->cond & 0x80) { deg = (npc->pNpc->count1 + npc->count1) % 0x100; npc->x = npc->pNpc->x + (GetSin(deg) * 20); npc->y = npc->pNpc->y + (GetCos(deg) * 0x20); } else { npc->xm = Random(-0x200, 0x200); npc->ym = Random(-0x200, 0x200); npc->act_no = 10; } break; case 10: if (gMC.x < npc->x) npc->xm -= 0x20; else npc->xm += 0x20; if (gMC.y < npc->y) npc->ym -= 0x20; else npc->ym += 0x20; if (npc->xm > 0x800) npc->xm = 0x800; if (npc->xm < -0x800) npc->xm = -0x800; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; npc->x += npc->xm; npc->y += npc->ym; break; } if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; RECT rect_left[2] = { {288, 104, 304, 120}, {304, 104, 320, 120}, }; RECT rect_right[2] = { {288, 120, 304, 136}, {304, 120, 320, 136}, }; if (npc->direct == 0) npc->rect = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; } // Unused homing flame object (possibly related to the Core?) void ActNpc189(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; npc->xm = -0x40; // Fallthrough case 1: npc->y += npc->ym; if (++npc->act_wait > 0x100) npc->act_no = 10; break; case 10: if (gMC.x < npc->x) npc->xm -= 8; else npc->xm += 8; if (gMC.y < npc->y) npc->ym -= 8; else npc->ym += 8; 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 (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; RECT rect[3] = { {224, 184, 232, 200}, {232, 184, 240, 200}, {240, 184, 248, 200}, }; npc->rect = rect[npc->ani_no]; } // Broken robot void ActNpc190(NPCHAR *npc) { RECT rect[2] = { {192, 32, 208, 48}, {208, 32, 224, 48}, }; int i; switch (npc->act_no) { case 0: npc->ani_no = 0; break; case 10: PlaySoundObject(72, SOUND_MODE_PLAY); for (i = 0; i < 8; ++i) SetNpChar(4, npc->x, npc->y + (Random(-8, 8) * 0x200), Random(-8, -2) * 0x200, Random(-3, 3) * 0x200, 0, NULL, 0x100); npc->cond = 0; break; case 20: if (++npc->ani_wait > 10) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; break; } npc->rect = rect[npc->ani_no]; } // Water level void ActNpc191(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 10; npc->tgt_y = npc->y; npc->ym = 0x200; // Fallthrough case 10: if (npc->y < npc->tgt_y) npc->ym += 4; else npc->ym -= 4; if (npc->ym < -0x100) npc->ym = -0x100; if (npc->ym > 0x100) npc->ym = 0x100; npc->y += npc->ym; break; case 20: npc->act_no = 21; npc->act_wait = 0; // Fallthrough case 21: if (npc->y < npc->tgt_y) npc->ym += 4; else npc->ym -= 4; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->ym > 0x200) npc->ym = 0x200; npc->y += npc->ym; if (++npc->act_wait > 1000) npc->act_no = 22; break; case 22: if (npc->y < 0) npc->ym += 4; else npc->ym -= 4; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->ym > 0x200) npc->ym = 0x200; npc->y += npc->ym; if (npc->y < 64 * 0x200 || gSuperYpos != 0) { npc->act_no = 21; npc->act_wait = 0; } break; case 30: if (npc->y < 0) npc->ym += 4; else npc->ym -= 4; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->ym > 0x100) npc->ym = 0x100; npc->y += npc->ym; break; } gWaterY = npc->y; npc->rect.right = 0; npc->rect.bottom = 0; } // Scooter void ActNpc192(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; npc->view.back = 16 * 0x200; npc->view.front = 16 * 0x200; npc->view.top = 8 * 0x200; npc->view.bottom = 8 * 0x200; break; case 10: npc->act_no = 11; npc->ani_no = 1; npc->view.top = 16 * 0x200; npc->view.bottom = 16 * 0x200; npc->y -= 5 * 0x200; break; case 20: npc->act_no = 21; npc->act_wait = 1; npc->tgt_x = npc->x; npc->tgt_y = npc->y; // Fallthrough case 21: npc->x = npc->tgt_x + (Random(-1, 1) * 0x200); npc->y = npc->tgt_y + (Random(-1, 1) * 0x200); if (++npc->act_wait > 30) npc->act_no = 30; break; case 30: npc->act_no = 31; npc->act_wait = 1; npc->xm = -0x800; npc->x = npc->tgt_x; npc->y = npc->tgt_y; PlaySoundObject(44, SOUND_MODE_PLAY); // Fallthrough case 31: npc->xm += 0x20; npc->x += npc->xm; ++npc->act_wait; npc->y = npc->tgt_y + (Random(-1, 1) * 0x200); if (npc->act_wait > 10) npc->direct = 2; if (npc->act_wait > 200) npc->act_no = 40; break; case 40: npc->act_no = 41; npc->act_wait = 2; npc->direct = 0; npc->y -= 48 * 0x200; npc->xm = -0x1000; // Fallthrough case 41: npc->x += npc->xm; npc->y += npc->ym; npc->act_wait += 2; if (npc->act_wait > 1200) npc->cond = 0; break; } if (npc->act_wait % 4 == 0 && npc->act_no >= 20) { PlaySoundObject(34, SOUND_MODE_PLAY); if (npc->direct == 0) SetCaret(npc->x + (10 * 0x200), npc->y + (10 * 0x200), CARET_EXHAUST, DIR_RIGHT); else SetCaret(npc->x - (10 * 0x200), npc->y + (10 * 0x200), CARET_EXHAUST, DIR_LEFT); } RECT rcLeft[2] = { {224, 64, 256, 80}, {256, 64, 288, 96}, }; RECT rcRight[2] = { {224, 80, 256, 96}, {288, 64, 320, 96}, }; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Scooter (broken) void ActNpc193(NPCHAR *npc) { RECT rc = {256, 96, 320, 112}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y = npc->y; // This line probably isn't accurate to the original source code, but it produces the same assembly npc->x += 24 * 0x200; break; } npc->rect = rc; } // Blue robot (broken) void ActNpc194(NPCHAR *npc) { RECT rc = {192, 120, 224, 128}; if (npc->act_no == 0) { npc->act_no = 1; npc->y += 4 * 0x200; } npc->rect = rc; } // Grate void ActNpc195(NPCHAR *npc) { RECT rc = {112, 64, 128, 80}; npc->rect = rc; } // Ironhead motion wall void ActNpc196(NPCHAR *npc) { RECT rcLeft = {112, 64, 144, 80}; RECT rcRight = {112, 80, 144, 96}; npc->x -= 6 * 0x200; if (npc->x <= 19 * 0x10 * 0x200) npc->x += 22 * 0x10 * 0x200; if (npc->direct == 0) npc->rect = rcLeft; else npc->rect = rcRight; } // Porcupine Fish void ActNpc197(NPCHAR *npc) { RECT rc[4] = { {0, 0, 16, 16}, {16, 0, 32, 16}, {32, 0, 48, 16}, {48, 0, 64, 16}, }; switch (npc->act_no) { case 0: npc->act_no = 10; npc->ani_wait = 0; npc->ym = Random(-0x200, 0x200); npc->xm = 0x800; // Fallthrough case 10: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->xm < 0) { npc->damage = 3; npc->act_no = 20; } break; case 20: npc->damage = 3; if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 2; if (npc->x < 48 * 0x200) { npc->destroy_voice = 0; LoseNpChar(npc, TRUE); } break; } if (npc->flag & 2) npc->ym = 0x200; if (npc->flag & 8) npc->ym = -0x200; npc->xm -= 12; npc->x += npc->xm; npc->y += npc->ym; npc->rect = rc[npc->ani_no]; } // Ironhead projectile void ActNpc198(NPCHAR *npc) { RECT rcRight[3] = { {208, 48, 224, 72}, {224, 48, 240, 72}, {240, 48, 256, 72}, }; switch (npc->act_no) { case 0: if (++npc->act_wait > 20) { npc->act_no = 1; npc->xm = 0; npc->ym = 0; npc->count1 = 0; } break; case 1: npc->xm += 0x20; break; } if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; npc->x += npc->xm; npc->y += npc->ym; npc->rect = rcRight[npc->ani_no]; if (++npc->count1 > 100) npc->cond = 0; if (npc->count1 % 4 == 1) PlaySoundObject(46, SOUND_MODE_PLAY); } // Water/wind particles void ActNpc199(NPCHAR *npc) { RECT rect[5] = { {72, 16, 74, 18}, {74, 16, 76, 18}, {76, 16, 78, 18}, {78, 16, 80, 18}, {80, 16, 82, 18}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = Random(0, 2); switch (npc->direct) { case 0: npc->xm = -1; break; case 1: npc->ym = -1; break; case 2: npc->xm = 1; break; case 3: npc->ym = 1; break; } npc->xm *= (Random(4, 8) * 0x200) / 2; npc->ym *= (Random(4, 8) * 0x200) / 2; break; } if (++npc->ani_wait > 6) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 4) { npc->cond = 0; #ifdef FIX_MAJOR_BUGS return; // The code below will use 'ani_no' to access 'rect', even though it's now too high #endif } npc->x += npc->xm; npc->y += npc->ym; npc->rect = rect[npc->ani_no]; }