ref: 905ae02d77e87923d534ef72ef61c845cdbd0e28
dir: /src/NpcAct080.cpp/
#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
#include "Caret.h"
//Gravekeeper
void ActNpc080(NPCHAR *npc)
{
RECT rcLeft[7];
RECT rcRight[7];
rcLeft[0] = {0, 64, 24, 88};
rcLeft[1] = {24, 64, 48, 88};
rcLeft[2] = {0, 64, 24, 88};
rcLeft[3] = {48, 64, 72, 88};
rcLeft[4] = {72, 64, 96, 88};
rcLeft[5] = {96, 64, 120, 88};
rcLeft[6] = {120, 64, 144, 88};
rcRight[0] = {0, 88, 24, 112};
rcRight[1] = {24, 88, 48, 112};
rcRight[2] = {0, 88, 24, 112};
rcRight[3] = {48, 88, 72, 112};
rcRight[4] = {72, 88, 96, 112};
rcRight[5] = {96, 88, 120, 112};
rcRight[6] = {120, 88, 144, 112};
switch (npc->act_no)
{
case 0:
npc->bits &= ~0x20;
npc->act_no = 1;
npc->damage = 0;
npc->hit.front = 0x800;
// Fallthrough
case 1:
npc->ani_no = 0;
if (npc->x - 0x10000 < gMC.x && npc->x + 0x10000 > gMC.x && npc->y - 0x6000 < gMC.y && npc->y + 0x4000 > gMC.y)
{
npc->ani_wait = 0;
npc->act_no = 2;
}
if (npc->shock)
{
npc->ani_no = 1;
npc->ani_wait = 0;
npc->act_no = 2;
npc->bits &= ~0x20u;
}
if (gMC.x >= npc->x)
npc->direct = 2;
else
npc->direct = 0;
break;
case 2:
if (++npc->ani_wait > 6)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
if (npc->x - 0x2000 < gMC.x && npc->x + 0x2000 > gMC.x)
{
npc->hit.front = 0x2400;
npc->act_wait = 0;
npc->act_no = 3;
npc->bits |= 0x20;
PlaySoundObject(34, 1);
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
}
if (gMC.x >= npc->x)
{
npc->direct = 2;
npc->xm = 0x100;
}
else
{
npc->direct = 0;
npc->xm = -0x100;
}
break;
case 3:
npc->xm = 0;
if (++npc->act_wait > 40)
{
npc->act_wait = 0;
npc->act_no = 4;
PlaySoundObject(106, 1);
}
npc->ani_no = 4;
break;
case 4:
npc->damage = 10;
if (++npc->act_wait > 2)
{
npc->act_wait = 0;
npc->act_no = 5;
}
npc->ani_no = 5;
break;
case 5:
npc->ani_no = 6;
if (++npc->act_wait > 60)
npc->act_no = 0;
break;
}
if (npc->xm < 0 && npc->flag & 1)
npc->xm = 0;
if (npc->xm > 0 && npc->flag & 4)
npc->xm = 0;
npc->ym += 0x20;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
if (npc->ym > 0x5FF)
npc->xm = 0x5FF;
if (npc->ym < -0x5FF)
npc->xm = -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];
}
//Giant pignon
void ActNpc081(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {144, 64, 168, 88};
rcLeft[1] = {168, 64, 192, 88};
rcLeft[2] = {192, 64, 216, 88};
rcLeft[3] = {216, 64, 240, 88};
rcLeft[4] = {144, 64, 168, 88};
rcLeft[5] = {240, 64, 264, 88};
rcRight[0] = {144, 88, 168, 112};
rcRight[1] = {168, 88, 192, 112};
rcRight[2] = {192, 88, 216, 112};
rcRight[3] = {216, 88, 240, 112};
rcRight[4] = {144, 88, 168, 112};
rcRight[5] = {240, 88, 264, 112};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->xm = 0;
// Fallthrough
case 1:
if (Random(0, 100) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
else
{
if (Random(0, 150) == 1)
{
if (npc->direct == 0)
npc->direct = 2;
else
npc->direct = 0;
}
if (Random(0, 150) == 1)
{
npc->act_no = 3;
npc->act_wait = 50;
npc->ani_no = 0;
}
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 3:
npc->act_no = 4;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 4:
if (--npc->act_wait == 0)
npc->act_no = 0;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 2;
if (npc->flag & 1)
{
npc->direct = 2;
npc->xm = 0x200;
}
if (npc->flag & 4)
{
npc->direct = 0;
npc->xm = -0x200;
}
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
break;
case 5:
if (npc->flag & 8)
npc->act_no = 0;
break;
}
switch (npc->act_no)
{
case 1:
case 2:
case 4:
if (npc->shock )
{
npc->ym = -0x200;
npc->ani_no = 5;
npc->act_no = 5;
if (npc->x >= gMC.x)
npc->xm = -0x100;
else
npc->xm = 0x100;
}
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Igor (cutscene)
void ActNpc083(NPCHAR *npc)
{
RECT rcLeft[8];
RECT rcRight[8];
rcLeft[0] = {0, 0, 40, 40};
rcLeft[1] = {40, 0, 80, 40};
rcLeft[2] = {80, 0, 120, 40};
rcLeft[3] = {0, 0, 40, 40};
rcLeft[4] = {120, 0, 160, 40};
rcLeft[5] = {0, 0, 40, 40};
rcLeft[6] = {160, 0, 200, 40};
rcLeft[7] = {200, 0, 240, 40};
rcRight[0] = {0, 40, 40, 80};
rcRight[1] = {40, 40, 80, 80};
rcRight[2] = {80, 40, 120, 80};
rcRight[3] = {0, 40, 40, 80};
rcRight[4] = {120, 40, 160, 80};
rcRight[5] = {0, 40, 40, 80};
rcRight[6] = {160, 40, 200, 80};
rcRight[7] = {200, 40, 240, 80};
switch (npc->act_no)
{
case 0:
npc->xm = 0;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
case 2:
npc->act_no = 3;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 3:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
break;
case 4:
npc->xm = 0;
npc->act_no = 5;
npc->act_wait = 0;
npc->ani_no = 6;
// Fallthrough
case 5:
if (++npc->act_wait > 10)
{
npc->act_wait = 0;
npc->act_no = 6;
npc->ani_no = 7;
PlaySoundObject(70, 1);
}
break;
case 6:
if (++npc->act_wait > 8)
{
npc->act_no = 0;
npc->ani_no = 0;
}
break;
case 7:
npc->act_no = 1;
break;
}
npc->ym += 0x40;
if ( npc->ym > 0x5FF )
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Basu projectile (Egg Corridor)
void ActNpc084(NPCHAR *npc)
{
if (npc->flag & 0xFF)
{
SetCaret(npc->x, npc->y, 2, 0);
npc->cond = 0;
}
npc->y += npc->ym;
npc->x += npc->xm;
RECT rect_left[4];
rect_left[0] = {48, 48, 64, 64};
rect_left[1] = {64, 48, 80, 64};
rect_left[2] = {48, 64, 64, 80};
rect_left[3] = {64, 64, 80, 80};
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
if (++npc->count1 > 300)
{
SetCaret(npc->x, npc->y, 2, 0);
npc->cond = 0;
}
}
// Terminal
void ActNpc085(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {256, 96, 272, 120};
rcLeft[1] = {256, 96, 272, 120};
rcLeft[2] = {272, 96, 288, 120};
rcRight[0] = {256, 96, 272, 120};
rcRight[1] = {288, 96, 304, 120};
rcRight[2] = {304, 96, 320, 120};
switch(npc->act_no)
{
case 0:
npc->ani_no = 0;
if (npc->x - 0x1000 < gMC.x && npc->x + 0x1000 > gMC.x && npc->y - 0x2000 < gMC.y && npc->y + 0x1000 > gMC.y)
{
PlaySoundObject(43, 1);
npc->act_no = 1;
}
break;
case 1:
if (++npc->ani_no > 2)
npc->ani_no = 1;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Missile
void ActNpc086(NPCHAR *npc)
{
RECT rect1[2];
RECT rect3[2];
RECT rcLast[1];
rect1[0] = {0, 80, 16, 96};
rect1[1] = {16, 80, 32, 96};
rect3[0] = {0, 112, 16, 128};
rect3[1] = {16, 112, 32, 128};
rcLast[0] = {16, 0, 32, 16};
if (npc->direct == 0)
{
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
}
if (gBack.type == 5 || gBack.type == 6)
{
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->ym = Random(-0x20, 0x20);
npc->xm = Random(0x7F, 0x100);
}
npc->xm -= 8;
if (npc->x < 0xA000)
npc->cond = 0;
if (npc->x < -0x600)
npc->x = -0x600;
if (npc->flag & 1)
npc->xm = 0x100;
if (npc->flag & 2)
npc->ym = 0x40;
if (npc->flag & 8)
npc->ym = -0x40;
npc->x += npc->xm;
npc->y += npc->ym;
}
switch (npc->exp)
{
case 1:
npc->rect = rect1[npc->ani_no];
break;
case 3:
npc->rect = rect3[npc->ani_no];
break;
}
if (npc->direct == 0)
++npc->count1;
if (npc->count1 > 550)
npc->cond = 0;
if (npc->count1 > 500 && npc->count1 / 2 % 2)
npc->rect.right = 0;
if (npc->count1 > 547)
npc->rect = rcLast[0];;
}
// Heart
void ActNpc087(NPCHAR *npc)
{
RECT rect2[5];
RECT rect6[2];
RECT rcLast[1];
rect2[0] = {32, 80, 48, 96};
rect2[1] = {48, 80, 64, 96};
rect6[0] = {64, 80, 80, 96};
rect6[1] = {80, 80, 96, 96};
rcLast[0] = {16, 0, 32, 16};
if (npc->direct == 0)
{
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
}
if (gBack.type == 5 || gBack.type == 6)
{
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->ym = Random(-0x20, 0x20);
npc->xm = Random(0x7F, 0x100);
}
npc->xm -= 8;
if (npc->x < 0xA000)
npc->cond = 0;
if (npc->x < -0x600)
npc->x = -0x600;
if (npc->flag & 1)
npc->xm = 0x100;
if (npc->flag & 2)
npc->ym = 0x40;
if (npc->flag & 8)
npc->ym = -0x40;
npc->x += npc->xm;
npc->y += npc->ym;
}
switch (npc->exp)
{
case 2:
npc->rect = rect2[npc->ani_no];
break;
case 6:
npc->rect = rect6[npc->ani_no];
break;
}
if (npc->direct == 0)
++npc->count1;
if (npc->count1 > 550)
npc->cond = 0;
if (npc->count1 > 500 && npc->count1 / 2 % 2)
npc->rect.right = 0;
if (npc->count1 > 547)
npc->rect = rcLast[0];
}