ref: 7ac0fa91a242288cb72828ecfaa36817f65a5348
dir: /src/NpcAct260.cpp/
#include "NpcAct.h" #include "WindowsWrapper.h" #include "Caret.h" #include "Frame.h" #include "Game.h" #include "Map.h" #include "MyChar.h" #include "MycParam.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" // Shovel Brigade (caged) void ActNpc260(NPCHAR *npc) { RECT rcLeft[3] = { {128, 64, 144, 80}, {144, 64, 160, 80}, {224, 64, 240, 80}, }; RECT rcRight[3] = { {128, 80, 144, 96}, {144, 80, 160, 96}, {224, 80, 240, 96}, }; switch (npc->act_no) { case 0: npc->x += 0x200; npc->y -= 0x400; npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (Random(0, 160) == 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } break; case 2: if (++npc->act_wait > 12) { npc->act_no = 1; npc->ani_no = 0; } break; case 10: npc->act_no = 11; npc->ani_no = 2; SetNpChar(87, npc->x, npc->y - 0x2000, 0, 0, 0, 0, 0x100); break; } if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Chie (caged) void ActNpc261(NPCHAR *npc) { RECT rcLeft[2] = { {112, 32, 128, 48}, {128, 32, 144, 48}, }; RECT rcRight[2] = { {112, 48, 128, 64}, {128, 48, 144, 64}, }; switch (npc->act_no) { case 0: npc->x -= 0x200; npc->y -= 0x400; npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (Random(0, 160) == 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } break; case 2: if (++npc->act_wait > 12) { npc->act_no = 1; npc->ani_no = 0; } break; } if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Chaco (caged) void ActNpc262(NPCHAR *npc) { RECT rcLeft[2] = { {128, 0, 144, 16}, {144, 0, 160, 16}, }; RECT rcRight[2] = { {128, 16, 144, 32}, {144, 16, 160, 32}, }; switch (npc->act_no) { case 0: npc->x -= 0x200; npc->y -= 0x400; npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (Random(0, 160) == 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } break; case 2: if (++npc->act_wait > 12) { npc->act_no = 1; npc->ani_no = 0; } break; } if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Doctor (boss) void ActNpc263(NPCHAR *npc) { int deg; int xm; int ym; RECT rcLeft[9] = { {0, 0, 24, 32}, {24, 0, 48, 32}, {48, 0, 72, 32}, {0, 0, 0, 0}, {72, 0, 96, 32}, {96, 0, 120, 32}, {120, 0, 144, 32}, {144, 0, 168, 32}, {264, 0, 288, 32}, }; RECT rcRight[9] = { {0, 32, 24, 64}, {24, 32, 48, 64}, {48, 32, 72, 64}, {0, 0, 0, 0}, {72, 32, 96, 64}, {96, 32, 120, 64}, {120, 32, 144, 64}, {144, 32, 168, 64}, {264, 32, 288, 64}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y += 0x1000; npc->ani_no = 3; break; case 2: if (++npc->act_wait / 2 % 2) npc->ani_no = 0; else npc->ani_no = 3; if (npc->act_wait > 50) npc->act_no = 10; break; case 10: npc->ym += 0x80; npc->bits |= NPC_SHOOTABLE; npc->damage = 3; if (npc->flag & 8) { npc->act_no = 20; npc->act_wait = 0; npc->ani_no = 0; npc->count2 = npc->life; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } break; case 20: if (++npc->act_wait < 50 && npc->life < npc->count2 - 20) npc->act_wait = 50; if (npc->act_wait == 50) { if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; npc->ani_no = 4; } if (npc->act_wait == 80) { npc->ani_no = 5; PlaySoundObject(25, 1); if (npc->direct == 0) { SetNpChar(264, npc->x - 0x2000, npc->y, 0, 0, 0, 0, 0x100); SetNpChar(264, npc->x - 0x2000, npc->y, 0, 0, 0x400, 0, 0x100); } else { SetNpChar(264, npc->x + 0x2000, npc->y, 0, 0, 2, 0, 0x100); SetNpChar(264, npc->x + 0x2000, npc->y, 0, 0, 2 + 0x400, 0, 0x100); } } if (npc->act_wait == 120) npc->ani_no = 0; if (npc->act_wait > 130 && npc->life < npc->count2 - 50) npc->act_wait = 161; if (npc->act_wait > 160) { npc->act_no = 100; npc->ani_no = 0; } break; case 30: npc->act_no = 31; npc->act_wait = 0; npc->ani_no = 6; npc->tgt_x = npc->x; npc->bits |= NPC_SHOOTABLE; // Fallthrough case 31: if (++npc->act_wait / 2 % 2) npc->x = npc->tgt_x; else npc->x = npc->tgt_x + 0x200; if (npc->act_wait > 50) { npc->act_no = 32; npc->act_wait = 0; npc->ani_no = 7; PlaySoundObject(101, 1); for (deg = 8; deg < 0x100; deg += 0x10) { xm = 2 * GetCos(deg); ym = 2 * GetSin(deg); SetNpChar(266, npc->x, npc->y, xm, ym, 0, 0, 0x100); } } break; case 32: if (++npc->act_wait > 50) npc->act_no = 100; break; case 100: npc->act_no = 101; npc->bits &= ~NPC_SHOOTABLE; npc->damage = 0; npc->act_wait = 0; PlaySoundObject(29, 1); // Fallthrough case 101: npc->act_wait += 2; if (npc->act_wait > 16) { npc->act_no = 102; npc->act_wait = 0; npc->ani_no = 3; npc->tgt_x = Random(5, 35) * 0x200 * 0x10; npc->tgt_y = Random(5, 7) * 0x200 * 0x10; } break; case 102: if (++npc->act_wait > 40) { npc->act_no = 103; npc->act_wait = 16; npc->ani_no = 2; npc->ym = 0; npc->x = npc->tgt_x; npc->y = npc->tgt_y; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } break; case 103: npc->act_wait -= 2; if (npc->act_wait <= 0) { npc->bits |= NPC_SHOOTABLE; npc->damage = 3; if (npc->count1 < 3) { ++npc->count1; npc->act_no = 10; } else { npc->count1 = 0; npc->act_no = 30; } } break; case 500: npc->bits &= ~NPC_SHOOTABLE; npc->ani_no = 6; npc->ym += 0x10; if (npc->flag & 8) { npc->act_no = 501; npc->act_wait = 0; npc->tgt_x = npc->x; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } break; case 501: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; npc->ani_no = 8; if (++npc->act_wait / 2 % 2) npc->x = npc->tgt_x; else npc->x = npc->tgt_x + 0x200; break; } if (npc->act_no >= 10) { if (npc->act_no == 102) { gSuperXpos = npc->tgt_x; gSuperYpos = npc->tgt_y; } else { gSuperXpos = npc->x; gSuperYpos = npc->y; } } 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]; if (npc->act_no == 101 || npc->act_no == 103) { npc->rect.top += npc->act_wait; npc->rect.bottom -= npc->act_wait; npc->view.top = (16 - npc->act_wait) << 9; } else { npc->view.top = 0x2000; } } // Doctor red wave (projectile) void ActNpc264(NPCHAR *npc) { unsigned char deg; RECT rc = {288, 0, 304, 16}; 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->count1 = npc->direct / 8; npc->direct %= 8; // Fallthrough case 1: npc->count1 += 6; npc->count1 %= 0x100; deg = npc->count1; if (npc->act_wait < 128) ++npc->act_wait; if (npc->direct == 0) npc->xm -= 21; else npc->xm += 21; npc->tgt_x += npc->xm; npc->x = npc->tgt_x + npc->act_wait * GetCos(deg) / 2 / 4; npc->y = npc->tgt_y + npc->act_wait * GetSin(deg) / 2; SetNpChar(265, npc->x, npc->y, 0, 0, 0, 0, 0x100); break; } npc->rect = rc; } // Doctor red ball projectile void ActNpc265(NPCHAR *npc) { RECT rc[3] = { {288, 16, 304, 32}, {288, 32, 304, 48}, {288, 48, 304, 64}, }; if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->cond = 0; else npc->rect = rc[npc->ani_no]; } // Doctor red ball projectile (bouncing) void ActNpc266(NPCHAR *npc) { RECT rc[2] = { {304, 16, 320, 32}, {304, 32, 320, 48}, }; if (npc->flag & 1) npc->xm *= -1; if (npc->flag & 4) npc->xm *= -1; if (npc->flag & 2) npc->ym = 0x200; if (npc->flag & 8) npc->ym = -0x200; npc->x += npc->xm; npc->y += npc->ym; if (++npc->ani_no > 1) npc->ani_no = 0; npc->rect = rc[npc->ani_no]; if (++npc->act_wait % 4 == 1) SetNpChar(265, npc->x, npc->y, 0, 0, 0, 0, 0x100); if (npc->act_wait > 250) VanishNpChar(npc); } // Muscle Doctor void ActNpc267(NPCHAR *npc) { RECT rcLeft[10] = { {0, 0, 0, 0}, {0, 64, 40, 112}, {40, 64, 80, 112}, {80, 64, 120, 112}, {120, 64, 160, 112}, {160, 64, 200, 112}, {200, 64, 240, 112}, {240, 64, 280, 112}, {280, 64, 320, 112}, {0, 160, 40, 208}, }; RECT rcRight[10] = { {0, 0, 0, 0}, {0, 112, 40, 160}, {40, 112, 80, 160}, {80, 112, 120, 160}, {120, 112, 160, 160}, {160, 112, 200, 160}, {200, 112, 240, 160}, {240, 112, 280, 160}, {280, 112, 320, 160}, {40, 160, 80, 208}, }; int ym; int xm; int i; switch (npc->act_no) { case 0: if (gSuperXpos > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->direct == 0) npc->x = gSuperXpos - 0xC00; else npc->x = gSuperXpos + 0xC00; npc->y = gSuperYpos; // Fallthrough case 1: npc->act_no = 2; // Fallthrough case 2: npc->ym += 0x80; if (++npc->act_wait / 2 % 2) npc->ani_no = 0; else npc->ani_no = 3; break; case 5: npc->act_no = 6; npc->ani_no = 1; npc->ani_wait = 0; // Fallthrough case 6: npc->ym += 0x80; if (++npc->ani_wait > 40) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 1; break; case 7: npc->act_no = 8; npc->act_wait = 0; npc->ani_no = 3; // Fallthrough case 8: npc->ym += 0x40; if (++npc->act_wait > 40) npc->act_no = 10; break; case 10: npc->bits |= NPC_INVULNERABLE; npc->xm = 0; npc->act_no = 11; npc->act_wait = 0; npc->ani_no = 1; npc->ani_wait = 0; npc->count2 = npc->life; // Fallthrough case 11: npc->ym += 0x80; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->flag & 8) { if (npc->life < npc->count2 - 20) { if (gMC.flag & 8 && gMC.x > npc->x - 0x6000 && gMC.x < npc->x + 0x6000 && npc->ani_no != 6) { npc->ani_no = 6; DamageMyChar(5); SetQuake(10); PlaySoundObject(26, 1); gMC.ym = -0x400; if (npc->x > gMC.x) gMC.xm = -0x5FF; else gMC.xm = 0x5FF; for (i = 0; i < 100; ++i) SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y + (Random(-0x10, 0x10) * 0x200), 3 * Random(-0x200, 0x200), 3 * Random(-0x200, 0x200), 3, 0, 0xAA); } } else { if (++npc->ani_wait > 10) { npc->ani_wait = 0; if (++npc->ani_no > 2) npc->ani_no = 1; } } } else { npc->ani_no = 4; } if (++npc->act_wait > 30 || npc->life < npc->count2 - 20) { if (++npc->count1 > 10) npc->count1 = 0; switch (npc->count1) { case 8: npc->act_no = 20; break; case 2: case 7: npc->act_no = 100; break; case 3: case 6: npc->act_no = 30; break; case 1: case 9: npc->act_no = 40; break; default: npc->act_no = 15; npc->act_wait = 0; break; } } break; case 15: npc->ani_no = 3; ++npc->act_wait; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->act_wait > 20) { npc->act_no = 16; npc->ani_no = 4; npc->ani_wait = 0; npc->ym = -0x600; if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; } break; case 16: npc->ym += 0x40; if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 4; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->ym > 0 && npc->flag & 8) npc->act_no = 17; break; case 17: npc->act_no = 18; npc->act_wait = 0; SetQuake(10); PlaySoundObject(26, 1); // Fallthrough case 18: npc->ani_no = 3; ++npc->act_wait; npc->xm = 7 * npc->xm / 8; npc->ym += 0x80; if (npc->act_wait > 10) npc->act_no = 10; break; case 20: npc->act_no = 21; npc->act_wait = 0; // Fallthrough case 21: ++npc->act_wait; npc->ani_no = 6; if (npc->act_wait > 20 && npc->act_wait % 3 == 1) { ym = Random(-0x200, 0x200); xm = 4 * Random(0x100, 0x200); if (npc->direct == 0) SetNpChar(269, npc->x - 0x1000, npc->y - 0x800, -xm, ym, 0, 0, 0x100); else SetNpChar(269, npc->x + 0x1000, npc->y - 0x800, xm, ym, 2, 0, 0x100); PlaySoundObject(39, 1); } if (npc->act_wait > 90) npc->act_no = 10; break; case 30: npc->act_no = 31; npc->act_wait = 0; npc->bits |= NPC_SOLID_SOFT; npc->bits &= ~NPC_SHOOTABLE; // Fallthrough case 31: npc->ani_no = 3; if (++npc->act_wait > 20) { npc->act_no = 32; npc->act_wait = 0; npc->ani_no = 7; npc->bits |= NPC_REAR_AND_TOP_DONT_HURT; npc->damage = 10; PlaySoundObject(25, 1); if (npc->direct == 0) npc->xm = -0x5FF; else npc->xm = 0x5FF; } break; case 32: ++npc->act_wait; npc->ym = 0; if (npc->act_wait / 2 % 2) npc->ani_no = 7; else npc->ani_no = 8; if (npc->act_wait > 30) { npc->act_wait = 0; npc->act_no = 18; npc->damage = 5; npc->bits &= ~(NPC_SOLID_SOFT | NPC_REAR_AND_TOP_DONT_HURT); npc->bits |= NPC_SHOOTABLE; } if (npc->flag & 1 || npc->flag & 4) { npc->act_no = 15; npc->act_wait = 0; npc->damage = 5; npc->bits &= ~(NPC_SOLID_SOFT | NPC_REAR_AND_TOP_DONT_HURT); npc->bits |= NPC_SHOOTABLE; } break; case 40: npc->ani_no = 3; ++npc->act_wait; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->act_wait > 20) { npc->act_no = 41; npc->ani_no = 4; npc->ani_wait = 0; npc->ym = -0x800; if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; } break; case 41: npc->ym += 0x40; if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 4; if (gMC.y > npc->y && gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000) { npc->act_no = 16; npc->ym = 0x5FF; npc->xm = 0; } if (npc->ym > 0 && npc->flag & 8) npc->act_no = 17; break; case 100: npc->act_no = 101; npc->act_wait = 0; npc->bits &= ~(NPC_INVULNERABLE | NPC_SHOOTABLE); npc->damage = 0; PlaySoundObject(29, 1); // Fallthrough case 101: npc->act_wait += 2; if (npc->act_wait > 28) { npc->act_no = 102; npc->act_wait = 0; npc->ani_no = 0; npc->tgt_x = gMC.x; npc->tgt_y = gMC.y - 0x4000; if (npc->tgt_y < 0x8000) npc->tgt_y = 0x8000; if (npc->tgt_x < 0x8000) npc->tgt_x = 0x8000; if (npc->tgt_x > 0x48000) npc->tgt_x = 0x48000; } break; case 102: if (++npc->act_wait > 40) { npc->act_no = 103; npc->act_wait = 28; npc->ani_no = 4; npc->ym = 0; npc->x = npc->tgt_x; npc->y = npc->tgt_y; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } break; case 103: npc->act_wait -= 2; if (npc->act_wait <= 0) { npc->bits |= (NPC_INVULNERABLE | NPC_SHOOTABLE); npc->damage = 5; npc->act_no = 16; npc->ym = -0x200; npc->xm = 0; } break; case 500: DeleteNpCharCode(269, 1); npc->bits &= ~NPC_SHOOTABLE; npc->ani_no = 4; npc->ym += 0x20; npc->xm = 0; if (npc->flag & 8) { npc->act_no = 501; npc->act_wait = 0; npc->tgt_x = npc->x; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } break; case 501: npc->ani_no = 9; if (++npc->act_wait / 2 % 2) npc->x = npc->tgt_x; else npc->x = npc->tgt_x + 0x200; break; case 510: npc->act_no = 511; npc->act_wait = 0; npc->ani_no = 9; npc->tgt_x = npc->x; npc->y += 0x2000; npc->bits |= NPC_IGNORE_SOLIDITY; // Fallthrough case 511: SetQuake(2); if (++npc->act_wait % 6 == 3) PlaySoundObject(25, 1); if (npc->act_wait / 2 % 2) npc->x = npc->tgt_x; else npc->x = npc->tgt_x + 0x200; if (npc->act_wait > 352) { npc->ani_no = 0; npc->act_no = 0x200; } break; case 520: npc->damage = 0; gSuperYpos = -0x4000; break; } if (npc->act_no >= 11 && npc->act_no < 501) { if (npc->act_no == 102) { gSuperXpos = npc->tgt_x; gSuperYpos = npc->tgt_y; } else { gSuperXpos = npc->x; gSuperYpos = npc->y; } } if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; if (npc->act_no >= 512) { } else { if (npc->act_no < 510) { if (npc->act_no != 102 && npc->act_no != 103 && Random(0, 3) == 2) SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y + (Random(-8, 4) * 0x200), npc->xm, 0, 3, 0, 0x100); } else { SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - (((336 - npc->act_wait) / 8) * 0x200), Random(-0x200, 0x200), 2 * Random(-0x200, 0), 3, 0, 0xAA); SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - ((336 - npc->act_wait) / 8 * 0x200), Random(-0x200, 0x200), 2 * Random(-0x200, 0), 3, 0, 0xAA); SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - ((336 - npc->act_wait) / 8 * 0x200), 0, 2 * Random(-0x200, 0), 3, 0, 0xAA); SetNpChar(270, npc->x + (Random(-0x10, 0x10) * 0x200), npc->y - ((336 - npc->act_wait) / 8 * 0x200), 0, 2 * Random(-0x200, 0), 3, 0, 0xAA); } } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; if (npc->act_no == 511) { npc->rect.top += npc->act_wait / 8; npc->view.top = (44 - npc->act_wait / 8) * 0x200; npc->view.bottom = 0x800; } else if (npc->act_no == 101 || npc->act_no == 103) { npc->rect.top += npc->act_wait; npc->rect.bottom -= npc->act_wait; npc->view.top = (28 - npc->act_wait) * 0x200; } else { npc->view.top = 0x3800; } } // Igor (enemy) void ActNpc268(NPCHAR *npc) { unsigned char deg; int ym; int xm; RECT rcLeft[10] = { {0, 0, 40, 40}, {40, 0, 80, 40}, {80, 0, 120, 40}, {0, 0, 40, 40}, {120, 0, 160, 40}, {0, 0, 40, 40}, {40, 80, 80, 120}, {0, 80, 40, 120}, {240, 0, 280, 40}, {280, 0, 320, 40}, }; RECT rcRight[10] = { {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, 80, 200, 120}, {120, 80, 160, 120}, {240, 40, 280, 80}, {280, 40, 320, 80}, }; if (npc->x < gMC.x - 0x28000 || npc->x > gMC.x + 0x28000 || npc->y < gMC.y - 0x1E000 || npc->y > gMC.y + 0x1E000) npc->act_no = 1; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y += 0x1000; // Fallthrough case 1: if (++npc->ani_wait > 20) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; // This line makes absolutely no sense if (npc->x < gMC.x + 0xE000 && npc->x > gMC.x - 0xE000 && npc->x < gMC.x + 0x6000 && npc->x > gMC.x - 0xE000) npc->act_no = 10; if (npc->shock) npc->act_no = 10; break; case 10: npc->act_no = 11; npc->act_wait = 0; npc->ani_no = 0; npc->ani_wait = 0; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 11: if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; if (npc->x < gMC.x + 0x8000 && npc->x > gMC.x - 0x8000) { npc->act_no = 20; npc->act_wait = 0; } if (npc->xm < 0 && npc->flag & 1) { npc->act_no = 20; npc->act_wait = 0; } if (npc->xm > 0 && npc->flag & 4) { npc->act_no = 20; npc->act_wait = 0; } if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; break; case 20: npc->xm = 0; npc->ani_no = 6; if (++npc->act_wait > 10) { npc->act_no = 30; npc->ym = -0x5FF; if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; PlaySoundObject(108, 1); } break; case 30: npc->ani_no = 7; if (npc->flag & 8) { npc->act_no = 40; npc->act_wait = 0; SetQuake(20); PlaySoundObject(26, 1); } break; case 40: npc->xm = 0; npc->ani_no = 6; if (++npc->act_wait > 30) npc->act_no = 50; break; case 50: npc->act_no = 51; npc->act_wait = 0; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 51: if (++npc->act_wait > 30 && npc->act_wait % 4 == 1) { if (npc->direct == 0) deg = -120; else deg = -8; deg += (unsigned char)Random(-0x10, 0x10); ym = 5 * GetSin(deg); xm = 5 * GetCos(deg); SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100); PlaySoundObject(12, 1); } if (npc->act_wait < 50 && npc->act_wait / 2 % 2) npc->ani_no = 9; else npc->ani_no = 8; if (npc->act_wait > 82) { npc->act_no = 10; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; } break; } npc->ym += 0x33; 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]; } // Red Bat (bouncing) void ActNpc269(NPCHAR *npc) { RECT rcLeft[3] = { {232, 0, 248, 16}, {248, 0, 264, 16}, {248, 16, 264, 32}, }; RECT rcRight[3] = { {232, 32, 248, 48}, {248, 32, 264, 48}, {248, 48, 264, 64}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->xm2 = npc->xm; npc->ym2 = npc->ym; // Fallthrough case 1: if (npc->xm2 < 0 && npc->flag & 1) { npc->direct = 2; npc->xm2 *= -1; } else if (npc->xm2 > 0 && npc->flag & 4) { npc->direct = 0; npc->xm2 *= -1; } else if (npc->ym2 < 0 && npc->flag & 2) { npc->ym2 *= -1; } else if (npc->ym2 > 0 && npc->flag & 8) { npc->ym2 *= -1; } npc->x += npc->xm2; npc->y += npc->ym2; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Doctor's blood (or """"red energy"""") void ActNpc270(NPCHAR *npc) { RECT rc[2] = { {170, 34, 174, 38}, {170, 42, 174, 46}, }; if (npc->direct == 3 || npc->direct == 1) { if (npc->direct == 3) npc->ym += 0x40; if (npc->direct == 1) npc->ym -= 0x40; ++npc->act_wait; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; if (npc->act_wait > 50) npc->cond = 0; if (npc->flag & 0xFF) npc->cond = 0; } else if (npc->direct == 2) { switch (npc->act_no) { case 0: npc->act_no = 1; npc->bits |= NPC_IGNORE_SOLIDITY; npc->xm = 3 * Random(-0x200, 0x200); npc->ym = 3 * Random(-0x200, 0x200); npc->count1 = Random(0x10, 0x33); npc->count2 = Random(0x80, 0x100); break; } if (npc->x < npc->pNpc->x) npc->xm += 0x200 / npc->count1; if (npc->x > npc->pNpc->x) npc->xm -= 0x200 / npc->count1; if (npc->y < npc->pNpc->y) npc->ym += 0x200 / npc->count1; if (npc->y > npc->pNpc->y) npc->ym -= 0x200 / npc->count1; if (npc->xm > npc->count2 * 2) npc->xm = npc->count2 * 2; if (npc->xm < -npc->count2 * 2) npc->xm = -npc->count2 * 2; if (npc->ym > npc->count2 * 3) npc->ym = npc->count2 * 3; if (npc->ym < -npc->count2 * 3) npc->ym = -npc->count2 * 3; npc->x += npc->xm; npc->y += npc->ym; } npc->rect = rc[Random(0, 1)]; } // Ironhead block void ActNpc271(NPCHAR *npc) { if (npc->xm < 0 && npc->x < -0x2000) { VanishNpChar(npc); } else { if (npc->xm > 0 && npc->x > gMap.width * 0x200 * 0x10 + 0x200 * 0x10) { VanishNpChar(npc); } else { if (npc->act_no == 0) { npc->act_no = 1; int a = Random(0, 9); if (a == 9) { npc->rect.left = 0; npc->rect.right = 0x20; npc->rect.top = 0x40; npc->rect.bottom = 0x60; npc->view.front = 0x2000; npc->view.back = 0x2000; npc->view.top = 0x2000; npc->view.bottom = 0x2000; npc->hit.front = 0x1800; npc->hit.back = 0x1800; npc->hit.top = 0x1800; npc->hit.bottom = 0x1800; } else { npc->rect.left = (a % 3) * 16 + 7 * 16; npc->rect.top = (a / 3) * 16; npc->rect.right = npc->rect.left + 16; npc->rect.bottom = npc->rect.top + 16; } if (npc->direct == 0) npc->xm = -2 * Random(0x100, 0x200); else npc->xm = 2 * Random(0x100, 0x200); npc->ym = Random(-0x200, 0x200); } if (npc->ym < 0 && npc->y - npc->hit.top < 0x1000) { npc->ym *= -1; SetCaret(npc->x, npc->y - 0x1000, 13, 0); SetCaret(npc->x, npc->y - 0x1000, 13, 0); } if (npc->ym > 0 && npc->y + npc->hit.bottom > 0x1D000) { npc->ym *= -1; SetCaret(npc->x, npc->y + 0x1000, 13, 0); SetCaret(npc->x, npc->y + 0x1000, 13, 0); } npc->x += npc->xm; npc->y += npc->ym; } } } // Ironhead block generator void ActNpc272(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; npc->act_wait = Random(0, 200); // Fallthrough case 1: if (npc->act_wait) { --npc->act_wait; } else { npc->act_no = 0; SetNpChar(271, npc->x, npc->y + (Random(-32, 32) * 0x200), 0, 0, npc->direct, 0, 0x100); } break; } } // Droll projectile void ActNpc273(NPCHAR *npc) { RECT rc[3] = { {248, 40, 272, 64}, {272, 40, 296, 64}, {296, 40, 320, 64}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: npc->x += npc->xm; npc->y += npc->ym; if (npc->flag & 0xFF) { SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100); SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100); SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100); VanishNpChar(npc); return; } if (++npc->act_wait % 5 == 0) PlaySoundObject(110, 1); if (++npc->ani_no > 2) npc->ani_no = 0; break; } npc->rect = rc[npc->ani_no]; } // Droll void ActNpc274(NPCHAR *npc) { RECT rcLeft[6] = { {0, 0, 32, 40}, {32, 0, 64, 40}, {64, 0, 96, 40}, {64, 80, 96, 120}, {96, 80, 128, 120}, {96, 0, 128, 40}, }; RECT rcRight[6] = { {0, 40, 32, 80}, {32, 40, 64, 80}, {64, 40, 96, 80}, {64, 120, 96, 160}, {96, 120, 128, 160}, {96, 40, 128, 80}, }; unsigned char deg; int ym; int xm; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 0x1000; npc->tgt_x = npc->x; // Fallthrough case 1: npc->xm = 0; npc->act_no = 2; npc->ani_no = 0; // Fallthrough case 2: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (++npc->ani_wait > 40) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->shock) npc->act_no = 10; break; case 10: npc->act_no = 11; npc->ani_no = 2; npc->act_wait = 0; // Fallthrough case 11: if (++npc->act_wait > 10) { npc->act_no = 12; npc->ani_no = 3; npc->ym = -0x600; npc->count1 = 0; if (npc->tgt_x > npc->x) npc->xm = 0x200; else npc->xm = -0x200; } break; case 12: if (npc->ym > 0) { npc->ani_no = 4; if (npc->count1 == 0) { ++npc->count1; deg = GetArktan(npc->x - gMC.x, npc->y - 0x1400 - gMC.y); ym = 4 * GetSin(deg); xm = 4 * GetCos(deg); SetNpChar(273, npc->x, npc->y - 0x1400, xm, ym, 0, 0, 0x100); PlaySoundObject(39, 1); } } if (npc->ym > 0x200) npc->ani_no = 5; if (npc->flag & 8) { npc->ani_no = 2; npc->act_no = 13; npc->act_wait = 0; npc->xm = 0; } break; case 13: npc->xm /= 2; if (++npc->act_wait > 10) npc->act_no = 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]; } // Puppy (plantation) void ActNpc275(NPCHAR *npc) { RECT rcRight[4] = { {272, 80, 288, 96}, {288, 80, 304, 96}, {272, 80, 288, 96}, {304, 80, 320, 96}, }; 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 - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0x4000 < gMC.y && npc->y + 0x2000 > gMC.y) { if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 2; } break; case 2: if (++npc->act_wait > 8) { npc->act_no = 1; npc->ani_no = 0; } break; } npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; npc->rect = rcRight[npc->ani_no]; } // Red Demon void ActNpc276(NPCHAR *npc) { RECT rcLeft[9] = { {0, 64, 32, 104}, {32, 64, 64, 104}, {64, 64, 96, 104}, {96, 64, 128, 104}, {128, 64, 160, 104}, {160, 64, 192, 104}, {192, 64, 224, 104}, {224, 64, 256, 104}, {256, 64, 288, 104}, }; RECT rcRight[9] = { {0, 104, 32, 144}, {32, 104, 64, 144}, {64, 104, 96, 144}, {96, 104, 128, 144}, {128, 104, 160, 144}, {160, 104, 192, 144}, {192, 104, 224, 144}, {224, 104, 256, 144}, {256, 104, 288, 144}, }; unsigned char deg; int ym; int xm; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 0x1000; // Fallthrough case 1: npc->xm = 0; npc->act_no = 2; npc->ani_no = 0; // Fallthrough case 2: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (++npc->ani_wait > 20) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->shock) npc->act_no = 10; break; case 10: npc->act_no = 11; npc->act_wait = 0; npc->ani_no = 3; npc->bits |= NPC_SHOOTABLE; // Fallthrough case 11: switch (++npc->act_wait) { case 30: case 40: case 50: { npc->ani_no = 4; deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); ym = 4 * GetSin(deg); xm = 4 * GetCos(deg); SetNpChar(277, npc->x, npc->y, xm, ym, 0, 0, 0x100); PlaySoundObject(39, 1); break; } case 34: case 44: case 54: { npc->ani_no = 3; break; } } if (npc->act_wait > 60) { npc->act_no = 20; npc->act_wait = 0; npc->ani_no = 2; } break; case 20: if (++npc->act_wait > 20) { npc->act_no = 21; npc->act_wait = 0; npc->ani_no = 5; npc->ym = -0x5FF; if (npc->x < gMC.x) npc->xm = 0x100; else npc->xm = -0x100; } break; case 21: switch (++npc->act_wait) { case 30: case 40: case 50: { npc->ani_no = 6; deg = GetArktan(npc->x - gMC.x, npc->y - 0x1400 - gMC.y); ym = 4 * GetSin(deg); xm = 4 * GetCos(deg); SetNpChar(277, npc->x, npc->y - 0x1400, xm, ym, 0, 0, 0x100); PlaySoundObject(39, 1); break; } case 34: case 44: { npc->ani_no = 5; break; } } if (npc->act_wait > 53) npc->ani_no = 7; if (npc->flag & 8) { npc->act_no = 22; npc->act_wait = 0; npc->ani_no = 2; SetQuake(10); PlaySoundObject(26, 1); } break; case 22: npc->xm /= 2; if (++npc->act_wait > 22) npc->act_no = 10; break; case 50: npc->bits &= ~NPC_SHOOTABLE; npc->damage = 0; if (npc->flag & 8) { npc->act_no = 51; npc->ani_no = 2; SetQuake(10); SetExpObjects(npc->x, npc->y, 19); SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8); PlaySoundObject(72, 1); } break; case 51: npc->xm = 7 * npc->xm / 8; npc->ani_no = 8; break; } npc->ym += 0x20; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; if (npc->act_no < 50) { if (npc->x < gMC.x) npc->direct = 2; else npc->direct = 0; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Red Demon projectile void ActNpc277(NPCHAR *npc) { RECT rc[3] = { {128, 0, 152, 24}, {152, 0, 176, 24}, {176, 0, 200, 24}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: npc->x += npc->xm; npc->y += npc->ym; if (npc->flag & 0xFF) { SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100); SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100); SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100); VanishNpChar(npc); return; } if (++npc->act_wait % 5 == 0) PlaySoundObject(110, 1); if (++npc->ani_no > 2) npc->ani_no = 0; break; } npc->rect = rc[npc->ani_no]; } // Little family void ActNpc278(NPCHAR *npc) { RECT rcPapa[2] = { {0, 120, 8, 128}, {8, 120, 16, 128}, }; RECT rcMama[2] = { {16, 120, 24, 128}, {24, 120, 32, 128}, }; RECT rcKodomo[2] = { {32, 120, 40, 128}, {40, 120, 48, 128}, }; 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 = 0; 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 = -0x100; else npc->xm = 0x100; if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (++npc->act_wait > 0x20) npc->act_no = 0; break; } npc->ym += 0x20; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; switch (npc->code_event) { case 200: npc->rect = rcPapa[npc->ani_no]; break; case 210: npc->rect = rcMama[npc->ani_no]; break; default: npc->rect = rcKodomo[npc->ani_no]; break; } } // Falling block (large) void ActNpc279(NPCHAR *npc) { RECT rc[2] = { {0, 16, 32, 48}, {16, 0, 32, 16}, }; switch (npc->act_no) { case 0: switch (npc->direct) { case 0: npc->act_no = 100; npc->bits |= NPC_INVULNERABLE; npc->ani_no = 0; break; case 2: npc->act_no = 100; npc->bits |= NPC_INVULNERABLE; npc->ani_no = 1; npc->view.back = 0x1000; npc->view.front = 0x1000; npc->view.top = 0x1000; npc->view.bottom = 0x1000; npc->hit.back = 0x1000; npc->hit.front = 0x1000; npc->hit.top = 0x1000; npc->hit.bottom = 0x1000; break; case 1: npc->ani_no = 0; npc->act_no = 10; break; } if (npc->direct != 1) break; // Fallthrough case 10: npc->act_no = 11; npc->act_wait = 16; // Fallthrough case 11: npc->act_wait -= 2; if (npc->act_wait <= 0) { npc->act_no = 100; npc->bits |= NPC_INVULNERABLE; } break; case 100: npc->ym += 0x40; if (npc->ym > 0x700) npc->ym = 0x700; if (npc->y > 0x10000) npc->bits &= ~NPC_IGNORE_SOLIDITY; if (npc->flag & 8) { npc->ym = -0x200; npc->act_no = 110; npc->bits |= NPC_IGNORE_SOLIDITY; PlaySoundObject(26, 1); SetQuake(10); for (int i = 0; i < 4; ++i) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); } break; case 110: npc->ym += 0x40; if (npc->y > (gMap.length * 0x200 * 0x10) + (2 * 0x200 * 0x10)) { npc->cond = 0; return; } break; } if (gMC.y > npc->y) npc->damage = 10; else npc->damage = 0; npc->y += npc->ym; npc->rect = rc[npc->ani_no]; if (npc->act_no == 11) { npc->rect.top += npc->act_wait; npc->rect.bottom -= npc->act_wait; npc->view.top = (16 - npc->act_wait) * 0x200; } }