ref: a1d4d588a866ce31b2abb3c89920ff4173e867ab
dir: /src/NpcAct100.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" // Grate void ActNpc100(NPCHAR *npc) { RECT rc[2] = { {272, 48, 288, 64}, {272, 48, 288, 64}, }; switch (npc->act_no) { case 0: npc->y += 16 * 0x200; npc->act_no = 1; break; } if (npc->direct == 0) npc->rect = rc[0]; else npc->rect = rc[1]; } // Malco computer screen void ActNpc101(NPCHAR *npc) { RECT rect[3] = { {240, 136, 256, 152}, {240, 136, 256, 152}, {256, 136, 272, 152}, }; if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; npc->rect = rect[npc->ani_no]; } // Malco computer wave void ActNpc102(NPCHAR *npc) { RECT rect[4] = { {208, 120, 224, 136}, {224, 120, 240, 136}, {240, 120, 256, 136}, {256, 120, 272, 136}, }; if (npc->act_no == 0) { npc->act_no = 1; npc->y += 8 * 0x200; } if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 0; npc->rect = rect[npc->ani_no]; } // Mannan projectile void ActNpc103(NPCHAR *npc) { RECT rcLeft[3] = { {192, 96, 208, 120}, {208, 96, 224, 120}, {224, 96, 240, 120}, }; RECT rcRight[3] = { {192, 120, 208, 144}, {208, 120, 224, 144}, {224, 120, 240, 144}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (npc->direct == 0) npc->xm -= 0x20; else npc->xm += 0x20; if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; break; } npc->x += npc->xm; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; if (++npc->count1 > 100) npc->cond = 0; if (npc->count1 % 4 == 1) PlaySoundObject(46, SOUND_MODE_PLAY); } // Frog void ActNpc104(NPCHAR *npc) { BOOL bJump; RECT rcLeft[3] = { {0, 112, 32, 144}, {32, 112, 64, 144}, {64, 112, 96, 144}, }; RECT rcRight[3] = { {0, 144, 32, 176}, {32, 144, 64, 176}, {64, 144, 96, 176}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->act_wait = 0; npc->xm = 0; npc->ym = 0; if (npc->direct == 4) { if (Random(0, 1)) npc->direct = 0; else npc->direct = 2; npc->bits |= NPC_IGNORE_SOLIDITY; npc->ani_no = 2; npc->act_no = 3; break; } npc->bits &= ~NPC_IGNORE_SOLIDITY; // Fallthrough case 1: ++npc->act_wait; if (Random(0, 50) == 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 0; npc->ani_wait = 0; break; } break; case 2: ++npc->act_wait; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->act_wait > 18) { npc->act_no = 1; npc->act_no = 1; // Duplicate line } break; case 3: if (++npc->act_wait > 40) npc->bits &= ~NPC_IGNORE_SOLIDITY; if (npc->flag & 8) { npc->act_no = 0; npc->ani_no = 0; npc->act_wait = 0; } break; case 10: npc->act_no = 11; // Fallthrough case 11: if (npc->flag & 1 && npc->xm < 0) { npc->xm *= -1; npc->direct = 2; } if (npc->flag & 4 && npc->xm > 0) { npc->xm *= -1; npc->direct = 0; } if (npc->flag & 8) { npc->act_no = 0; npc->ani_no = 0; npc->act_wait = 0; } break; } bJump = FALSE; if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10) { if (npc->shock) bJump = TRUE; if (npc->x < gMC.x - (160 * 0x200) || npc->x > gMC.x + (160 * 0x200) || npc->y < gMC.y - (64 * 0x200) || npc->y > gMC.y + (64 * 0x200)) { // This blank space is needed for the function to produce the same assembly. // Chances are there used to be some commented-out code here. } else { if (Random(0, 50) == 2) bJump = TRUE; } } if (bJump) { if (npc->x < gMC.x) npc->direct = 2; else npc->direct = 0; npc->act_no = 10; npc->ani_no = 2; npc->ym = -0x5FF; if (!(gMC.cond & 2)) PlaySoundObject(30, SOUND_MODE_PLAY); if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; } npc->ym += 0x80; 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]; } // "HEY!" speech bubble (low) void ActNpc105(NPCHAR *npc) { RECT rect[2] = { {128, 32, 144, 48}, {128, 32, 128, 32}, }; if (++npc->act_wait > 30) npc->cond = 0; if (npc->act_wait < 5) npc->y -= 1 * 0x200; npc->rect = rect[npc->ani_no]; } // "HEY!" speech bubble (high) void ActNpc106(NPCHAR *npc) { switch (npc->act_no) { case 0: SetNpChar(105, npc->x, npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x180); npc->act_no = 1; break; } } // Malco void ActNpc107(NPCHAR *npc) { int i; switch (npc->act_no) { case 0: npc->act_no = 1; if (npc->direct == 2) npc->ani_no = 5; break; case 10: npc->act_no = 11; npc->act_wait = 0; npc->ani_wait = 0; for (i = 0; i < 4; ++i) SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); // Fallthrough case 11: if (++npc->ani_wait > 1) { PlaySoundObject(43, SOUND_MODE_PLAY); npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (++npc->act_wait > 100) npc->act_no = 12; break; case 12: npc->act_no = 13; npc->act_wait = 0; npc->ani_no = 1; // Fallthrough case 13: if (++npc->act_wait > 50) npc->act_no = 14; break; case 14: npc->act_no = 15; npc->act_wait = 0; // Fallthrough case 15: if (npc->act_wait / 2 % 2) { npc->x += 1 * 0x200; PlaySoundObject(11, SOUND_MODE_PLAY); } else { npc->x -= 1 * 0x200; } if (++npc->act_wait > 50) npc->act_no = 16; break; case 16: npc->act_no = 17; npc->act_wait = 0; npc->ani_no = 2; PlaySoundObject(12, SOUND_MODE_PLAY); for (i = 0; i < 8; ++i) SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); // Fallthrough case 17: if (++npc->act_wait > 150) npc->act_no = 18; break; case 18: npc->act_no = 19; npc->act_wait = 0; npc->ani_no = 3; npc->ani_wait = 0; // Fallthrough case 19: if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 4) { PlaySoundObject(11, SOUND_MODE_PLAY); npc->ani_no = 3; } if (++npc->act_wait > 100) { npc->act_no = 20; PlaySoundObject(12, SOUND_MODE_PLAY); for (i = 0; i < 4; ++i) SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); } break; case 20: npc->ani_no = 4; break; case 21: npc->act_no = 22; npc->ani_no = 5; PlaySoundObject(51, SOUND_MODE_PLAY); break; case 100: npc->act_no = 101; npc->ani_no = 6; npc->ani_wait = 0; // Fallthrough case 101: if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 9) npc->ani_no = 6; break; case 110: SetDestroyNpChar(npc->x, npc->y, 0x2000, 16); npc->cond = 0; break; } RECT rcPoweron[10] = { {144, 0, 160, 24}, {160, 0, 176, 24}, {176, 0, 192, 24}, {192, 0, 208, 24}, {208, 0, 224, 24}, {224, 0, 240, 24}, {176, 0, 192, 24}, {192, 0, 208, 24}, {208, 0, 224, 24}, {192, 0, 208, 24}, }; npc->rect = rcPoweron[npc->ani_no]; } // Balfrog projectile void ActNpc108(NPCHAR *npc) { if (npc->flag & 0xFF) { SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); npc->cond = 0; } npc->y += npc->ym; npc->x += npc->xm; RECT rect_left[3] = { {96, 48, 112, 64}, {112, 48, 128, 64}, {128, 48, 144, 64}, }; 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) { SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); npc->cond = 0; } } // Malco (broken) void ActNpc109(NPCHAR *npc) { int i; RECT rcLeft[2] = { {240, 0, 256, 24}, {256, 0, 272, 24}, }; RECT rcRight[2] = { {240, 24, 256, 48}, {256, 24, 272, 48}, }; switch (npc->act_no) { case 0: if (--npc->act_wait != 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 - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y) { if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } break; case 2: if (++npc->act_wait > 8) { npc->act_no = 1; npc->ani_no = 0; } break; case 10: npc->act_no = 0; PlaySoundObject(12, SOUND_MODE_PLAY); for (i = 0; i < 8; ++i) SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); break; } npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Puchi void ActNpc110(NPCHAR *npc) { BOOL bJump; RECT rcLeft[3] = { {96, 128, 112, 144}, {112, 128, 128, 144}, {128, 128, 144, 144}, }; RECT rcRight[3] = { {96, 144, 112, 160}, {112, 144, 128, 160}, {128, 144, 144, 160}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->act_wait = 0; npc->xm = 0; npc->ym = 0; if (npc->direct == 4) { if (Random(0, 1)) npc->direct = 0; else npc->direct = 2; npc->bits |= NPC_IGNORE_SOLIDITY; npc->ani_no = 2; npc->act_no = 3; break; } npc->bits &= ~NPC_IGNORE_SOLIDITY; // Fallthrough case 1: ++npc->act_wait; if (Random(0, 50) == 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 0; npc->ani_wait = 0; break; } break; case 2: ++npc->act_wait; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->act_wait > 18) { npc->act_no = 1; npc->act_no = 1; // Duplicate line } break; case 3: if (++npc->act_wait > 40) npc->bits &= ~NPC_IGNORE_SOLIDITY; if (npc->flag & 8) { npc->act_no = 0; npc->ani_no = 0; npc->act_wait = 0; } break; case 10: npc->act_no = 11; // Fallthrough case 11: if (npc->flag & 1 && npc->xm < 0) { npc->xm *= -1; npc->direct = 2; } if (npc->flag & 4 && npc->xm > 0) { npc->xm *= -1; npc->direct = 0; } if (npc->flag & 8) { npc->act_no = 0; npc->ani_no = 0; npc->act_wait = 0; } break; } bJump = FALSE; if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10) { if (npc->shock) bJump = TRUE; if (npc->x < gMC.x - (160 * 0x200) || npc->x > gMC.x + (160 * 0x200) || npc->y < gMC.y - (64 * 0x200) || npc->y > gMC.y + (64 * 0x200)) { // This blank space is needed for the function to produce the same assembly. // Chances are there used to be some commented-out code here. } else { if (Random(0, 50) == 2) bJump = TRUE; } } if (bJump) { if (npc->x < gMC.x) npc->direct = 2; else npc->direct = 0; npc->act_no = 10; npc->ani_no = 2; npc->ym = -0x2FF; PlaySoundObject(6, SOUND_MODE_PLAY); if (npc->direct == 0) npc->xm = -0x100; else npc->xm = 0x100; } npc->ym += 0x80; 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]; } // Quote (teleport out) void ActNpc111(NPCHAR *npc) { RECT rcLeft[2] = { {0, 0, 16, 16}, {16, 0, 32, 16}, }; RECT rcRight[2] = { {0, 16, 16, 32}, {16, 16, 32, 32}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->y -= 16 * 0x200; break; case 1: if (++npc->act_wait > 20) { npc->act_wait = 0; npc->act_no = 2; npc->ani_no = 1; npc->ym = -0x2FF; } break; case 2: if (npc->ym > 0) npc->hit.bottom = 16 * 0x200; if (npc->flag & 8) { npc->act_no = 3; npc->act_wait = 0; npc->ani_no = 0; } break; case 3: if (++npc->act_wait > 40) { npc->act_no = 4; npc->act_wait = 64; PlaySoundObject(29, SOUND_MODE_PLAY); } break; case 4: --npc->act_wait; npc->ani_no = 0; if (npc->act_wait == 0) npc->cond = 0; break; } npc->ym += 0x40; npc->y += npc->ym; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; // Use a different sprite if the player is wearing the Mimiga Mask if (gMC.equip & EQUIP_MIMIGA_MASK) { npc->rect.top += 32; npc->rect.bottom += 32; } if (npc->act_no == 4) { npc->rect.bottom = npc->rect.top + (npc->act_wait / 4); if (npc->act_wait / 2 % 2) ++npc->rect.left; } } // Quote (teleport in) void ActNpc112(NPCHAR *npc) { RECT rcLeft[2] = { {0, 0, 16, 16}, {16, 0, 32, 16}, }; RECT rcRight[2] = { {0, 16, 16, 32}, {16, 16, 32, 32}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; npc->x += 16 * 0x200; npc->y += 8 * 0x200; PlaySoundObject(29, SOUND_MODE_PLAY); // Fallthrough case 1: if (++npc->act_wait == 64) { npc->act_no = 2; npc->act_wait = 0; } break; case 2: if (++npc->act_wait > 20) { npc->act_no = 3; npc->ani_no = 1; npc->hit.bottom = 8 * 0x200; } break; case 3: if (npc->flag & 8) { npc->act_no = 4; npc->act_wait = 0; npc->ani_no = 0; } break; } npc->ym += 0x40; npc->y += npc->ym; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; // Use a different sprite if the player is wearing the Mimiga Mask if (gMC.equip & EQUIP_MIMIGA_MASK) { npc->rect.top += 32; npc->rect.bottom += 32; } if (npc->act_no == 1) { npc->rect.bottom = npc->rect.top + (npc->act_wait / 4); if (npc->act_wait / 2 % 2) ++npc->rect.left; } } // Professor Booster void ActNpc113(NPCHAR *npc) { RECT rcLeft[7] = { {224, 0, 240, 16}, {240, 0, 256, 16}, {256, 0, 272, 16}, {224, 0, 240, 16}, {272, 0, 288, 16}, {224, 0, 240, 16}, {288, 0, 304, 16}, }; RECT rcRight[7] = { {224, 16, 240, 32}, {240, 16, 256, 32}, {256, 16, 272, 32}, {224, 16, 240, 32}, {272, 16, 288, 32}, {224, 16, 240, 32}, {288, 16, 304, 32}, }; 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; } 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->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; if (npc->direct == 0) npc->x -= 1 * 0x200; else npc->x += 1 * 0x200; break; case 5: npc->ani_no = 6; break; case 30: npc->act_no = 31; npc->ani_no = 0; npc->ani_wait = 0; npc->hit.bottom = 16 * 0x200; npc->x -= 16 * 0x200; npc->y += 8 * 0x200; PlaySoundObject(29, SOUND_MODE_PLAY); // Fallthrough case 31: if (++npc->act_wait == 64) { npc->act_no = 32; npc->act_wait = 0; } break; case 32: if (++npc->act_wait > 20) { npc->act_no = 33; npc->ani_no = 1; npc->hit.bottom = 8 * 0x200; } break; case 33: if (npc->flag & 8) { npc->act_no = 34; npc->act_wait = 0; npc->ani_no = 0; } break; } npc->ym += 0x40; 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 == 31) { npc->rect.bottom = npc->rect.top + (npc->act_wait / 4); if (npc->act_wait / 2 % 2) ++npc->rect.left; } } // Press void ActNpc114(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 (npc->flag & 8) { // 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, SOUND_MODE_PLAY); SetQuake(10); } npc->act_no = 1; npc->ani_no = 0; npc->damage = 0; npc->bits |= NPC_SOLID_HARD; } break; } npc->ym += 0x20; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; npc->rect = rcLeft[npc->ani_no]; } // Ravil void ActNpc115(NPCHAR *npc) { int i; RECT rcLeft[6] = { {0, 120, 24, 144}, {24, 120, 48, 144}, {48, 120, 72, 144}, {72, 120, 96, 144}, {96, 120, 120, 144}, {120, 120, 144, 144}, }; RECT rcRight[6] = { {0, 144, 24, 168}, {24, 144, 48, 168}, {48, 144, 72, 168}, {72, 144, 96, 168}, {96, 144, 120, 168}, {120, 144, 144, 168}, }; switch (npc->act_no) { case 0: npc->xm = 0; npc->act_no = 1; npc->act_wait = 0; npc->count1 = 0; // Fallthrough case 1: if (gMC.x < npc->x + (96 * 0x200) && gMC.x > npc->x - (96 * 0x200) && gMC.y < npc->y + (32 * 0x200) && gMC.y > npc->y - (96 * 0x200)) npc->act_no = 10; if (npc->shock) npc->act_no = 10; break; case 10: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; npc->ani_no = 1; if (++npc->act_wait > 20) { npc->act_wait = 0; npc->act_no = 20; } break; case 20: npc->damage = 0; npc->xm = 0; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) { if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; if (++npc->count1 > 2) { npc->count1 = 0; npc->ani_no = 4; npc->act_no = 21; npc->ym = -0x400; npc->xm *= 2; npc->damage = 5; PlaySoundObject(102, SOUND_MODE_PLAY); } else { npc->act_no = 21; npc->ym = -0x400; PlaySoundObject(30, SOUND_MODE_PLAY); } } break; case 21: if (npc->flag & 8) { PlaySoundObject(23, SOUND_MODE_PLAY); npc->act_no = 20; npc->ani_no = 1; npc->ani_wait = 0; npc->damage = 0; if (gMC.x > npc->x + (144 * 0x200) || gMC.x < npc->x - (144 * 0x200) || gMC.y > npc->y + (48 * 0x200) || gMC.y < npc->y - (144 * 0x200)) npc->act_no = 0; } break; case 30: for (i = 0; i < 8; ++i) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); npc->ani_no = 0; npc->act_no = 0; break; case 50: npc->act_no = 51; npc->ani_no = 4; npc->damage = 0; npc->ym = -0x200; npc->bits &= ~(NPC_SOLID_SOFT | NPC_SHOOTABLE); PlaySoundObject(51, SOUND_MODE_PLAY); // Fallthrough case 51: if (npc->flag & 8) { PlaySoundObject(23, SOUND_MODE_PLAY); npc->act_no = 52; npc->ani_no = 5; npc->xm = 0; } break; } if (npc->act_no > 50) npc->ym += 0x20; else 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]; } // Red petals void ActNpc116(NPCHAR *npc) { RECT rc = {272, 184, 320, 200}; npc->rect = rc; } // Curly void ActNpc117(NPCHAR *npc) { RECT rcLeft[10] = { {0, 96, 16, 112}, {16, 96, 32, 112}, {0, 96, 16, 112}, {32, 96, 48, 112}, {0, 96, 16, 112}, {176, 96, 192, 112}, {112, 96, 128, 112}, {160, 96, 176, 112}, {144, 96, 160, 112}, {48, 96, 64, 112}, }; RECT rcRight[10] = { {0, 112, 16, 128}, {16, 112, 32, 128}, {0, 112, 16, 128}, {32, 112, 48, 128}, {0, 112, 16, 128}, {176, 112, 192, 128}, {112, 112, 128, 128}, {160, 112, 176, 128}, {144, 112, 160, 128}, {48, 112, 64, 128}, }; switch (npc->act_no) { case 0: if (npc->direct == 4) { if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: npc->xm = 0; npc->ym += 0x40; break; case 3: if (0) { // There used to be an if-statement here that didn't do anything, but the compiler optimised it out. // We only know this was here because empty if-statements affect the assembly's register usage. // Since there's no code, we have no idea what the original condition actually was. } if (0) { // Another empty if-statement } npc->act_no = 4; npc->ani_no = 1; npc->ani_wait = 0; // Fallthrough case 4: if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 4) npc->ani_no = 1; npc->ym += 0x40; if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; break; case 5: npc->act_no = 6; npc->ani_no = 5; SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8); break; case 6: if (0) { // There used to be an if-statement here that didn't do anything, but the compiler optimised it out. // We only know this was here because empty if-statements affect the assembly's register usage. // Since there's no code, we have no idea what the original condition actually was. } npc->ani_no = 5; break; case 10: npc->act_no = 11; npc->ani_no = 1; npc->ani_wait = 0; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 11: if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 4) npc->ani_no = 1; if (npc->direct == 0) npc->x -= 1 * 0x200; else npc->x += 1 * 0x200; if (gMC.x < npc->x + (20 * 0x200) && gMC.x > npc->x - (20 * 0x200)) npc->act_no = 0; break; case 20: npc->xm = 0; npc->ani_no = 6; break; case 21: npc->xm = 0; npc->ani_no = 9; break; case 30: npc->act_no = 31; npc->act_wait = 0; npc->ym = -0x400; // Fallthrough case 31: npc->ani_no = 7; if (npc->direct == 0) npc->xm = 0x200; else npc->xm = -0x200; npc->ym += 0x40; if (npc->act_wait++ != 0 && npc->flag & 8) npc->act_no = 32; break; case 32: npc->ym += 0x40; npc->ani_no = 8; npc->xm = 0; break; case 70: npc->act_no = 71; npc->act_wait = 0; npc->ani_no = 1; npc->ani_wait = 0; // Fallthrough case 71: if (npc->direct == 0) npc->x += 0x100; else npc->x -= 0x100; if (++npc->ani_wait > 8) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 4) npc->ani_no = 1; break; } 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]; } // Curly (boss) void ActNpc118(NPCHAR *npc) { BOOL bUpper; RECT rcLeft[9] = { {0, 32, 32, 56}, {32, 32, 64, 56}, {64, 32, 96, 56}, {96, 32, 128, 56}, {0, 32, 32, 56}, {128, 32, 160, 56}, {0, 32, 32, 56}, {0, 32, 32, 56}, {160, 32, 192, 56}, }; RECT rcRight[9] = { {0, 56, 32, 80}, {32, 56, 64, 80}, {64, 56, 96, 80}, {96, 56, 128, 80}, {0, 56, 32, 80}, {128, 56, 160, 80}, {0, 56, 32, 80}, {0, 56, 32, 80}, {160, 56, 192, 80}, }; bUpper = FALSE; if (npc->direct == 0 && npc->x < gMC.x) bUpper = TRUE; if (npc->direct == 2 && npc->x > gMC.x) bUpper = TRUE; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; break; case 10: npc->act_no = 11; npc->act_wait = Random(50, 100); npc->ani_no = 0; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; npc->bits |= NPC_SHOOTABLE; npc->bits &= ~NPC_INVULNERABLE; // Fallthrough case 11: if (npc->act_wait != 0) --npc->act_wait; else npc->act_no = 13; break; case 13: npc->act_no = 14; npc->ani_no = 3; npc->act_wait = Random(50, 100); if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 14: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 6) npc->ani_no = 3; if (npc->direct == 0) npc->xm -= 0x40; else npc->xm += 0x40; if (npc->act_wait != 0) { --npc->act_wait; } else { npc->bits |= NPC_SHOOTABLE; npc->act_no = 20; npc->act_wait = 0; PlaySoundObject(103, SOUND_MODE_PLAY); } break; case 20: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; npc->xm = (npc->xm * 8) / 9; if (++npc->ani_no > 1) npc->ani_no = 0; if (++npc->act_wait > 50) { npc->act_no = 21; npc->act_wait = 0; } break; case 21: if (++npc->act_wait % 4 == 1) { if (npc->direct == 0) { if (bUpper) { npc->ani_no = 2; SetNpChar(123, npc->x, npc->y - (8 * 0x200), 0, 0, 1, NULL, 0x100); } else { npc->ani_no = 0; SetNpChar(123, npc->x - (8 * 0x200), npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100); npc->x += 1 * 0x200; } } else { if (bUpper) { npc->ani_no = 2; SetNpChar(123, npc->x, npc->y - (8 * 0x200), 0, 0, 1, NULL, 0x100); } else { npc->ani_no = 0; SetNpChar(123, npc->x + (8 * 0x200), npc->y + (4 * 0x200), 0, 0, 2, NULL, 0x100); npc->x -= 1 * 0x200; } } } if (npc->act_wait > 30) npc->act_no = 10; break; case 30: if (++npc->ani_no > 8) npc->ani_no = 7; if (++npc->act_wait > 30) { npc->act_no = 10; npc->ani_no = 0; } break; } if (npc->act_no > 10 && npc->act_no < 30 && CountArmsBullet(6)) { npc->act_wait = 0; npc->act_no = 30; npc->ani_no = 7; npc->bits &= ~NPC_SHOOTABLE; npc->bits |= NPC_INVULNERABLE; npc->xm = 0; } npc->ym += 0x20; if (npc->xm > 0x1FF) npc->xm = 0x1FF; if (npc->xm < -0x1FF) npc->xm = -0x1FF; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; npc->x += npc->xm; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Table and chair void ActNpc119(NPCHAR *npc) { RECT rc = {248, 184, 272, 200}; npc->rect = rc; }