ref: a1d4d588a866ce31b2abb3c89920ff4173e867ab
dir: /src/NpcAct160.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 "Caret.h" #include "CommonDefines.h" #include "Frame.h" #include "Game.h" #include "MyChar.h" #include "MycParam.h" #include "NpChar.h" #include "NpcHit.h" #include "Sound.h" #include "Triangle.h" // Puu Black void ActNpc160(NPCHAR *npc) { int i; switch (npc->act_no) { case 0: npc->bits &= ~NPC_SOLID_SOFT; npc->act_no = 1; // Fallthrough case 1: if (npc->x < gMC.x) npc->direct = 2; else npc->direct = 0; npc->ym = 0xA00; if (npc->y < 128 * 0x200) { ++npc->count1; } else { npc->bits &= ~NPC_IGNORE_SOLIDITY; npc->act_no = 2; } break; case 2: npc->ym = 0xA00; if (npc->flag & 8) { DeleteNpCharCode(161, TRUE); for (i = 0; i < 4; ++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->act_no = 3; npc->act_wait = 0; SetQuake(30); PlaySoundObject(26, SOUND_MODE_PLAY); PlaySoundObject(72, SOUND_MODE_PLAY); } if (npc->y < gMC.y && gMC.flag & 8) npc->damage = 20; else npc->damage = 0; break; case 3: npc->damage = 20; // Overwritten by the following line npc->damage = 0; if (++npc->act_wait > 24) { npc->act_no = 4; npc->count1 = 0; npc->count2 = 0; } break; case 4: gSuperXpos = npc->x; gSuperYpos = npc->y; if (npc->shock % 2 == 1) { SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, NULL, 0x100); if (++npc->count1 > 30) { npc->count1 = 0; npc->act_no = 5; npc->ym = -0xC00; npc->bits |= NPC_IGNORE_SOLIDITY; } } break; case 5: gSuperXpos = npc->x; gSuperYpos = npc->y; if (++npc->count1 > 60) { npc->count1 = 0; npc->act_no = 6; } break; case 6: gSuperXpos = gMC.x; gSuperYpos = 400 * 0x10 * 0x200; if (++npc->count1 > 110) { npc->count1 = 10; npc->x = gMC.x; npc->y = 0; npc->ym = 0x5FF; npc->act_no = 1; } break; } npc->y += npc->ym; switch (npc->act_no) { case 0: case 1: npc->ani_no = 3; break; case 2: npc->ani_no = 3; break; case 3: npc->ani_no = 2; break; case 4: npc->ani_no = 0; break; case 5: npc->ani_no = 3; break; case 6: npc->ani_no = 3; break; } RECT rect_left[4] = { {0, 0, 40, 24}, {40, 0, 80, 24}, {80, 0, 120, 24}, {120, 0, 160, 24}, }; RECT rect_right[4] = { {0, 24, 40, 48}, {40, 24, 80, 48}, {80, 24, 120, 48}, {120, 24, 160, 48}, }; if (npc->direct == 0) npc->rect = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; } // Puu Black projectile void ActNpc161(NPCHAR *npc) { npc->exp = 0; if (npc->x < gSuperXpos) npc->xm += 0x40; else npc->xm -= 0x40; if (npc->y < gSuperYpos) npc->ym += 0x40; else npc->ym -= 0x40; if (npc->xm < -4605) npc->xm = -4605; if (npc->xm > 4605) npc->xm = 4605; if (npc->ym < -4605) npc->ym = -4605; if (npc->ym > 4605) npc->ym = 4605; if (npc->life < 100) { npc->bits &= ~NPC_SHOOTABLE; npc->bits &= ~NPC_INVULNERABLE; npc->damage = 0; npc->ani_no = 2; } npc->x += npc->xm; npc->y += npc->ym; if (npc->ani_no < 2) { if (Random(0, 10) == 2) npc->ani_no = 0; else npc->ani_no = 1; } RECT rect[3] = { {0, 48, 16, 64}, {16, 48, 32, 64}, {32, 48, 48, 64}, }; npc->rect = rect[npc->ani_no]; } // Puu Black (dead) void ActNpc162(NPCHAR *npc) { int i; RECT rect_left = {40, 0, 80, 24}; RECT rect_right = {40, 24, 80, 48}; RECT rect_end = {0, 0, 0, 0}; switch (npc->act_no) { case 0: DeleteNpCharCode(161, TRUE); PlaySoundObject(72, SOUND_MODE_PLAY); for (i = 0; i < 10; ++i) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, NULL, 0x100); if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->direct == 0) npc->rect = rect_left; else npc->rect = rect_right; npc->count1 = 0; npc->act_no = 1; // Fallthrough case 1: ++npc->count1; if (npc->count1 % 4 == 0) SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), 0, 0, 0, NULL, 0x100); if (npc->count1 > 160) { npc->count1 = 0; npc->act_no = 2; npc->tgt_y = npc->y; } break; case 2: SetQuake(2); ++npc->count1; if (npc->count1 <= 240) { if (npc->direct == 0) npc->rect = rect_left; else npc->rect = rect_right; npc->rect.top += npc->count1 / 8; npc->y = npc->tgt_y + ((npc->count1 / 8) * 0x200); npc->rect.left -= (npc->count1 / 2) % 2; } else { npc->rect = rect_end; npc->count1 = 0; npc->act_no = 3; } if (npc->count1 % 3 == 2) SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y - (12 * 0x200), Random(-0x200, 0x200), 0x100, 0, NULL, 0x100); if (npc->count1 % 4 == 2) PlaySoundObject(21, SOUND_MODE_PLAY); break; case 3: if (++npc->count1 < 60) break; DeleteNpCharCode(161, TRUE); npc->cond = 0; break; } gSuperXpos = npc->x; gSuperYpos = -1000 * 0x200; } // Dr Gero void ActNpc163(NPCHAR *npc) { RECT rcLeft[2] = { {192, 0, 208, 16}, {208, 0, 224, 16}, }; RECT rcRight[2] = { {192, 16, 208, 32}, {208, 16, 224, 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; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Nurse Hasumi void ActNpc164(NPCHAR *npc) { RECT rcLeft[2] = { {224, 0, 240, 16}, {240, 0, 256, 16}, }; RECT rcRight[2] = { {224, 16, 240, 32}, {240, 16, 256, 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; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Curly (collapsed) void ActNpc165(NPCHAR *npc) { RECT rcRight[2] = { {192, 96, 208, 112}, {208, 96, 224, 112}, }; RECT rcLeft = {144, 96, 160, 112}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y += 10 * 0x200; // Fallthrough case 1: if (npc->direct == 2 && gMC.x > npc->x - (32 * 0x200) && gMC.x < npc->x + (32 * 0x200) && gMC.y > npc->y - (16 * 0x200) && gMC.y < npc->y + (16 * 0x200)) npc->ani_no = 1; else npc->ani_no = 0; break; } if (npc->direct == 0) npc->rect = rcLeft; else npc->rect = rcRight[npc->ani_no]; } // Chaba void ActNpc166(NPCHAR *npc) { RECT rcLeft[2] = { {144, 104, 184, 128}, {184, 104, 224, 128}, }; 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; } npc->rect = rcLeft[npc->ani_no]; } // Professor Booster (falling) void ActNpc167(NPCHAR *npc) { int i; RECT rect[3] = { {304, 0, 320, 16}, {304, 16, 320, 32}, {0, 0, 0, 0}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 1; break; case 10: npc->ani_no = 0; npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; break; case 20: npc->act_no = 21; npc->act_wait = 0; npc->ani_no = 0; PlaySoundObject(29, SOUND_MODE_PLAY); // Fallthrough case 21: if (++npc->ani_no > 2) npc->ani_no = 1; if (++npc->act_wait > 100) { for (i = 0; i < 4; ++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->cond = 0; } break; } npc->rect = rect[npc->ani_no]; } // Boulder void ActNpc168(NPCHAR *npc) { RECT rect = {264, 56, 320, 96}; switch (npc->act_no) { case 0: npc->act_no = 1; break; case 10: npc->act_no = 11; npc->act_wait = 0; npc->tgt_x = npc->x; // Fallthrough case 11: ++npc->act_wait; npc->x = npc->tgt_x; if (npc->act_wait / 3 % 2) npc->x += 1 * 0x200; break; case 20: npc->act_no = 21; npc->act_wait = 0; npc->ym = -0x400; npc->xm = 0x100; PlaySoundObject(25, SOUND_MODE_PLAY); // Fallthrough case 21: npc->ym += 0x10; npc->x += npc->xm; npc->y += npc->ym; if (npc->act_wait && npc->flag & 8) { PlaySoundObject(35, SOUND_MODE_PLAY); SetQuake(40); npc->act_no = 0; } if (npc->act_wait == 0) ++npc->act_wait; break; } npc->rect = rect; } // Balrog (missile) void ActNpc169(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->act_wait = 30; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 1: if (--npc->act_wait != 0) break; npc->act_no = 2; ++npc->count1; break; case 2: npc->act_no = 3; npc->act_wait = 0; npc->ani_no = 1; npc->ani_wait = 0; // Fallthrough case 3: ++npc->ani_wait; if (npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; if (npc->ani_no == 2 || npc->ani_no == 4) PlaySoundObject(23, SOUND_MODE_PLAY); } if (npc->ani_no > 4) npc->ani_no = 1; if (npc->direct == 0) npc->xm -= 0x20; else npc->xm += 0x20; if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y) { npc->act_no = 10; npc->ani_no = 5; gMC.cond |= 2; DamageMyChar(5); break; } ++npc->act_wait; if (npc->act_wait > 75) { npc->act_no = 9; npc->ani_no = 0; break; } if (npc->flag & 5) { if (npc->count2 < 5) { ++npc->count2; } else { npc->act_no = 4; npc->act_wait = 0; npc->ani_no = 7; npc->ym = -0x5FF; } } else { npc->count2 = 0; } if (npc->count1 % 2 == 0 && npc->act_wait > 25) { npc->act_no = 4; npc->act_wait = 0; npc->ani_no = 7; npc->ym = -0x5FF; break; } break; case 4: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; ++npc->act_wait; if (npc->act_wait < 30 && npc->act_wait % 6 == 1) { PlaySoundObject(39, SOUND_MODE_PLAY); SetNpChar(170, npc->x, npc->y, 0, 0, npc->direct, NULL, 0x100); } if (npc->flag & 8) { npc->act_no = 9; npc->ani_no = 8; SetQuake(30); PlaySoundObject(26, SOUND_MODE_PLAY); } if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y) { npc->act_no = 10; npc->ani_no = 5; gMC.cond |= 2; DamageMyChar(10); } break; case 9: npc->xm = (npc->xm * 4) / 5; if (npc->xm != 0) break; npc->act_no = 0; break; case 10: gMC.x = npc->x; gMC.y = npc->y; npc->xm = (npc->xm * 4) / 5; if (npc->xm != 0) break; npc->act_no = 11; npc->act_wait = 0; npc->ani_no = 5; npc->ani_wait = 0; break; case 11: gMC.x = npc->x; gMC.y = npc->y; ++npc->ani_wait; if (npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 6) npc->ani_no = 5; ++npc->act_wait; if (npc->act_wait > 100) npc->act_no = 20; break; case 20: PlaySoundObject(25, SOUND_MODE_PLAY); gMC.cond &= ~2; if (npc->direct == 0) { gMC.x += 4 * 0x200; gMC.y -= 8 * 0x200; gMC.xm = 0x5FF; gMC.ym = -0x200; gMC.direct = 2; npc->direct = 2; } else { gMC.x -= 4 * 0x200; gMC.y -= 8 * 0x200; gMC.xm = -0x5FF; gMC.ym = -0x200; gMC.direct = 0; npc->direct = 0; } npc->act_no = 21; npc->act_wait = 0; npc->ani_no = 7; // Fallthrough case 21: ++npc->act_wait; if (npc->act_wait < 50) break; npc->act_no = 0; break; } npc->ym += 0x20; 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; RECT rect_left[9] = { {0, 0, 40, 24}, {0, 48, 40, 72}, {0, 0, 40, 24}, {40, 48, 80, 72}, {0, 0, 40, 24}, {80, 48, 120, 72}, {120, 48, 160, 72}, {120, 0, 160, 24}, {80, 0, 120, 24}, }; RECT rect_right[9] = { {0, 24, 40, 48}, {0, 72, 40, 96}, {0, 24, 40, 48}, {40, 72, 80, 96}, {0, 24, 40, 48}, {80, 72, 120, 96}, {120, 72, 160, 96}, {120, 24, 160, 48}, {80, 24, 120, 48}, }; if (npc->direct == 0) npc->rect = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; } // Balrog missile void ActNpc170(NPCHAR *npc) { RECT rcLeft[2] = { {112, 96, 128, 104}, {128, 96, 144, 104}, }; RECT rcRight[2] = { {112, 104, 128, 112}, {128, 104, 144, 112}, }; BOOL bHit = FALSE; if (npc->direct == 0 && npc->flag & 1) bHit = TRUE; if (npc->direct == 2 && npc->flag & 4) bHit = TRUE; if (bHit) { PlaySoundObject(44, SOUND_MODE_PLAY); SetDestroyNpChar(npc->x, npc->y, 0, 3); VanishNpChar(npc); return; } switch (npc->act_no) { case 0: npc->act_no = 1; if (npc->direct == 0) npc->xm = Random(1, 2) * 0x200; else npc->xm = Random(-2, -1) * 0x200; npc->ym = Random(-2, 0) * 0x200; // Fallthrough case 1: ++npc->count1; if (npc->direct == 0) { npc->xm -= 0x20; if (npc->count1 % 3 == 1) SetCaret(npc->x + (8 * 0x200), npc->y, CARET_EXHAUST, DIR_RIGHT); } else { npc->xm += 0x20; if (npc->count1 % 3 == 1) SetCaret(npc->x - (8 * 0x200), npc->y, CARET_EXHAUST, DIR_LEFT); } if (npc->count1 < 50) { if (npc->y < gMC.y) npc->ym += 0x20; else npc->ym -= 0x20; } else { npc->ym = 0; } if (++npc->ani_no > 1) npc->ani_no = 0; break; } if (npc->xm < -0x400) npc->xm = -0x600; if (npc->xm > 0x400) npc->xm = 0x600; 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]; } // Fire Whirrr void ActNpc171(NPCHAR *npc) { RECT rcLeft[2] = { {120, 48, 152, 80}, {152, 48, 184, 80}, }; RECT rcRight[2] = { {184, 48, 216, 80}, {216, 48, 248, 80}, }; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; switch (npc->act_no) { case 0: npc->act_no = 1; npc->act_wait = Random(0, 50); npc->tgt_y = npc->y; // Fallthrough case 1: if (npc->act_wait != 0) { --npc->act_wait; } else { npc->act_no = 10; npc->ym = 0x200; } // Fallthrough case 10: if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->y < npc->tgt_y) npc->ym += 0x10; else npc->ym -= 0x10; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; npc->y += npc->ym; if (npc->direct == 0) { if (gMC.y < npc->y + (80 * 0x200) && gMC.y > npc->y - (80 * 0x200) && gMC.x < npc->x && gMC.x > npc->x - (160 * 0x200)) ++npc->count1; } else { if (gMC.y < npc->y + (80 * 0x200) && gMC.y > npc->y - (80 * 0x200) && gMC.x < npc->x + (160 * 0x200) && gMC.x > npc->x) ++npc->count1; } if (npc->count1 > 20) { SetNpChar(172, npc->x, npc->y, 0, 0, npc->direct, NULL, 0x100); npc->count1 = -100; gCurlyShoot_wait = Random(80, 100); gCurlyShoot_x = npc->x; gCurlyShoot_y = npc->y; } break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Fire Whirr projectile void ActNpc172(NPCHAR *npc) { RECT rect[3] = { {248, 48, 264, 80}, {264, 48, 280, 80}, {280, 48, 296, 80}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: 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->x -= 1 * 0x200; else npc->x += 1 * 0x200; if (npc->flag & 1 || npc->flag & 4) { SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); VanishNpChar(npc); return; } break; } npc->rect = rect[npc->ani_no]; } // Gaudi (armoured) void ActNpc173(NPCHAR *npc) { unsigned char deg; int xm, ym; RECT rcLeft[4] = { {0, 128, 24, 152}, {24, 128, 48, 152}, {48, 128, 72, 152}, {72, 128, 96, 152}, }; RECT rcRight[4] = { {0, 152, 24, 176}, {24, 152, 48, 176}, {48, 152, 72, 176}, {72, 152, 96, 176}, }; if (npc->x > gMC.x + (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->x < gMC.x - (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->y > gMC.y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) || npc->y < gMC.y - (((WINDOW_HEIGHT / 2) + 120) * 0x200)) return; switch (npc->act_no) { case 0: npc->tgt_x = npc->x; npc->act_no = 1; // Fallthrough case 1: npc->ani_no = 0; npc->xm = 0; if (npc->act_wait < 5) { ++npc->act_wait; } else { if (npc->x - (192 * 0x200) < gMC.x && npc->x + (192 * 0x200) > gMC.x && npc->y - (160 * 0x200) < gMC.y && npc->y + (160 * 0x200) > gMC.y) { npc->act_no = 10; npc->act_wait = 0; npc->ani_no = 1; } } break; case 10: if (++npc->act_wait > 3) { if (++npc->count1 == 3) { PlaySoundObject(30, SOUND_MODE_PLAY); npc->count1 = 0; npc->act_no = 25; npc->act_wait = 0; npc->ani_no = 2; npc->ym = -0x600; if (npc->x < npc->tgt_x) npc->xm = 0x80; else npc->xm = -0x80; } else { PlaySoundObject(30, SOUND_MODE_PLAY); npc->act_no = 20; npc->ani_no = 2; npc->ym = -0x200; if (npc->x < npc->tgt_x) npc->xm = 0x200; else npc->xm = -0x200; } } break; case 20: ++npc->act_wait; if (npc->flag & 8) { PlaySoundObject(23, SOUND_MODE_PLAY); npc->ani_no = 1; npc->act_no = 30; npc->act_wait = 0; } break; case 25: if (++npc->act_wait == 30 || npc->act_wait == 40) { deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); deg += (unsigned char)Random(-6, 6); ym = GetSin(deg) * 3; xm = GetCos(deg) * 3; SetNpChar(174, npc->x, npc->y, xm, ym, 0, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); npc->ani_no = 3; gCurlyShoot_wait = Random(80, 100); gCurlyShoot_x = npc->x; gCurlyShoot_y = npc->y; } if (npc->act_wait == 35 || npc->act_wait == 45) npc->ani_no = 2; if (npc->flag & 8) { PlaySoundObject(23, SOUND_MODE_PLAY); npc->ani_no = 1; npc->act_no = 30; npc->act_wait = 0; } break; case 30: npc->xm = 7 * npc->xm / 8; if (++npc->act_wait > 3) { npc->ani_no = 0; npc->act_no = 1; npc->act_wait = 0; } break; } npc->ym += 51; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->ym > 0x5FF) npc->ym = 0x5FF; 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->life <= 985) { SetDestroyNpChar(npc->x, npc->y, 0, 2); npc->code_char = 154; npc->act_no = 0; } } // Armoured-Gaudi projectile void ActNpc174(NPCHAR *npc) { BOOL bHit; switch (npc->act_no) { case 0: if (npc->direct == 2) npc->act_no = 2; // Fallthrough case 1: npc->x += npc->xm; npc->y += npc->ym; bHit = FALSE; if (npc->flag & 1) { bHit = TRUE; npc->xm = 0x200; } if (npc->flag & 4) { bHit = TRUE; npc->xm = -0x200; } if (npc->flag & 2) { bHit = TRUE; npc->ym = 0x200; } if (npc->flag & 8) { bHit = TRUE; npc->ym = -0x200; } if (bHit) { npc->act_no = 2; ++npc->count1; PlaySoundObject(31, SOUND_MODE_PLAY); } break; case 2: npc->ym += 0x40; npc->x += npc->xm; npc->y += npc->ym; if (npc->flag & 8) { if (++npc->count1 > 1) { SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); npc->cond = 0; } } break; } if (npc->ym > 0x5FF) npc->ym = 0x5FF; if (npc->ym < -0x5FF) npc->ym = -0x5FF; RECT rect_left[3] = { {120, 80, 136, 96}, {136, 80, 152, 96}, {152, 80, 168, 96}, }; if (++npc->ani_no > 2) npc->ani_no = 0; npc->rect = rect_left[npc->ani_no]; } // Gaudi egg void ActNpc175(NPCHAR *npc) { RECT rcLeft[2] = { {168, 80, 192, 104}, {192, 80, 216, 104}, }; RECT rcRight[2] = { {216, 80, 240, 104}, {240, 80, 264, 104}, }; if (npc->act_no < 3 && npc->life < 90) { LoseNpChar(npc, FALSE); npc->act_no = 10; npc->ani_no = 1; npc->bits &= ~NPC_SHOOTABLE; npc->damage = 0; } switch (npc->act_no) { case 0: npc->ani_no = 0; npc->act_no = 1; break; } if (npc->direct == 0) npc->ym += 0x20; else npc->ym -= 0x20; if (npc->ym < -0x5FF) npc->ym = -0x5FF; 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]; } // BuyoBuyo Base void ActNpc176(NPCHAR *npc) { RECT rcLeft[3] = { {96, 128, 128, 144}, {128, 128, 160, 144}, {160, 128, 192, 144}, }; RECT rcRight[3] = { {96, 144, 128, 160}, {128, 144, 160, 160}, {160, 144, 192, 160}, }; if (npc->act_no < 3 && npc->life < 940) { LoseNpChar(npc, FALSE); npc->act_no = 10; npc->ani_no = 2; npc->bits &= ~NPC_SHOOTABLE; npc->damage = 0; } switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (npc->direct == 0) { if (npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200) && npc->y < gMC.y + (160 * 0x200) && npc->y > gMC.y - (16 * 0x200)) ++npc->count1; } else { if (npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200) && npc->y < gMC.y + (16 * 0x200) && npc->y > gMC.y - (160 * 0x200)) ++npc->count1; } if (npc->count1 > 10) { npc->act_no = 2; npc->act_wait = 0; } break; case 2: if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (++npc->act_wait > 10) { if (++npc->count2 > 2) { npc->count2 = 0; npc->count1 = -90; } else { npc->count1 = -10; } if (npc->direct == 0) SetNpChar(177, npc->x, npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100); else SetNpChar(177, npc->x, npc->y + (8 * 0x200), 0, 0, 2, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); npc->act_no = 0; npc->ani_no = 0; gCurlyShoot_wait = Random(80, 100); gCurlyShoot_x = npc->x; gCurlyShoot_y = npc->y; } break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // BuyoBuyo void ActNpc177(NPCHAR *npc) { RECT rc[2] = { {192, 128, 208, 144}, {208, 128, 224, 144}, }; if (npc->flag & 0xFF) { SetCaret(npc->x, npc->y, CARET_SHOOT, DIR_LEFT); npc->cond = 0; return; } switch (npc->act_no) { case 0: npc->act_no = 1; if (npc->direct == 0) npc->ym = -0x600; else npc->ym = 0x600; // Fallthrough case 1: if (npc->y < gMC.y + (16 * 0x200) && npc->y > gMC.y - (16 * 0x200)) { npc->act_no = 10; npc->tgt_x = npc->x; npc->tgt_y = npc->y; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; npc->xm = ((Random(0, 1) * 0x200) - 0x100) * 2; npc->ym = ((Random(0, 1) * 0x200) - 0x100) * 2; } break; case 10: if (npc->x < npc->tgt_x) npc->xm += 0x20; else npc->xm -= 0x20; if (npc->y < npc->tgt_y) npc->ym += 0x20; else npc->ym -= 0x20; if (++npc->act_wait > 300) { SetCaret(npc->x, npc->y, CARET_SHOOT, DIR_LEFT); npc->cond = 0; return; } if (npc->direct == 0) npc->tgt_x -= 1 * 0x200; else npc->tgt_x += 1 * 0x200; break; } 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; if (++npc->ani_wait > 6) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; npc->rect = rc[npc->ani_no]; } // Core blade projectile void ActNpc178(NPCHAR *npc) { if (npc->flag & 0xFF) { SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); npc->cond = 0; } if (npc->flag & 0x100) { npc->y += npc->ym / 2; npc->x += npc->xm / 2; } else { npc->y += npc->ym; npc->x += npc->xm; } RECT rect_left[3] = { {0, 224, 16, 240}, {16, 224, 32, 240}, {32, 224, 48, 240}, }; 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 > 150) { VanishNpChar(npc); SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); } } // Core wisp projectile void ActNpc179(NPCHAR *npc) { if (npc->flag & 0xFF) { npc->cond = 0; SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); } npc->xm -= 0x20; npc->ym = 0; if (npc->xm < -0x400) npc->xm = -0x400; npc->y += npc->ym; npc->x += npc->xm; RECT rect_left[3] = { {48, 224, 72, 240}, {72, 224, 96, 240}, {96, 224, 120, 240}, }; 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) { VanishNpChar(npc); SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); } }