ref: e218b68df7d26a9394f27252ff34c1d96c38e35f
dir: /src/NpcAct000.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 "Back.h" #include "Caret.h" #include "CommonDefines.h" #include "Frame.h" #include "Game.h" #include "Map.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" // Null void ActNpc000(NPCHAR *npc) { RECT rect = {0, 0, 16, 16}; if (npc->act_no == 0) { npc->act_no = 1; if (npc->direct == 2) npc->y += 16 * 0x200; } npc->rect = rect; } // Experience void ActNpc001(NPCHAR *npc) { // In wind if (gBack.type == BACKGROUND_TYPE_AUTOSCROLL || gBack.type == BACKGROUND_TYPE_CLOUDS_WINDY) { if (npc->act_no == 0) { // Set state npc->act_no = 1; // Set random speed npc->ym = Random(-0x80, 0x80); npc->xm = Random(0x7F, 0x100); } // Blow to the left npc->xm -= 8; // Destroy when off-screen if (npc->x < 80 * 0x200) npc->cond = 0; #ifdef FIX_BUGS // Limit speed if (npc->xm < -0x600) npc->xm = -0x600; #else // Limit speed (except Pixel applied it to the X position) if (npc->x < -0x600) npc->x = -0x600; #endif // Bounce off walls if (npc->flag & 1) npc->xm = 0x100; if (npc->flag & 2) npc->ym = 0x40; if (npc->flag & 8) npc->ym = -0x40; } // When not in wind else { if (npc->act_no == 0) { // Set state npc->act_no = 1; npc->ani_no = Random(0, 4); // Random speed npc->xm = Random(-0x200, 0x200); npc->ym = Random(-0x400, 0); // Random direction (reverse animation or not) if (Random(0, 1) != 0) npc->direct = 0; else npc->direct = 2; } // Gravity if (npc->flag & 0x100) npc->ym += 0x15; else npc->ym += 0x2A; // Bounce off walls if (npc->flag & 1 && npc->xm < 0) npc->xm *= -1; if (npc->flag & 4 && npc->xm > 0) npc->xm *= -1; // Bounce off ceiling if (npc->flag & 2 && npc->ym < 0) npc->ym *= -1; // Bounce off floor if (npc->flag & 8) { PlaySoundObject(45, SOUND_MODE_PLAY); npc->ym = -0x280; npc->xm = 2 * npc->xm / 3; } // Play bounce song (and try to clip out of floor if stuck) if (npc->flag & 0xD) { PlaySoundObject(45, SOUND_MODE_PLAY); if (++npc->count2 > 2) npc->y -= 1 * 0x200; } else { npc->count2 = 0; } // Limit speed if (npc->xm < -0x5FF) npc->xm = -0x5FF; if (npc->xm > 0x5FF) npc->xm = 0x5FF; if (npc->ym < -0x5FF) npc->ym = -0x5FF; if (npc->ym > 0x5FF) npc->ym = 0x5FF; } // Move npc->y += npc->ym; npc->x += npc->xm; // Get framerects RECT rect[6] = { { 0, 16, 16, 32}, {16, 16, 32, 32}, {32, 16, 48, 32}, {48, 16, 64, 32}, {64, 16, 80, 32}, {80, 16, 96, 32}, }; RECT rcNo = {0, 0, 0, 0}; // Animate ++npc->ani_wait; if (npc->direct == 0) { if (npc->ani_wait > 2) { npc->ani_wait = 0; if (++npc->ani_no > 5) npc->ani_no = 0; } } else { if (npc->ani_wait > 2) { npc->ani_wait = 0; if (--npc->ani_no < 0) npc->ani_no = 5; } } npc->rect = rect[npc->ani_no]; // Size if (npc->act_no != 0) { switch (npc->exp) { case 5: npc->rect.top += 16; npc->rect.bottom += 16; break; case 20: npc->rect.top += 32; npc->rect.bottom += 32; break; } npc->act_no = 1; } // Delete after 500 frames if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2) npc->cond = 0; // Blink after 400 frames if (npc->count1 > 400) if (npc->count1 / 2 % 2) npc->rect = rcNo; } // Behemoth void ActNpc002(NPCHAR *npc) { // Rects RECT rcLeft[7] = { { 32, 0, 64, 24}, { 0, 0, 32, 24}, { 32, 0, 64, 24}, { 64, 0, 96, 24}, { 96, 0, 128, 24}, {128, 0, 160, 24}, {160, 0, 192, 24}, }; RECT rcRight[7] = { { 32, 24, 64, 48}, { 0, 24, 32, 48}, { 32, 24, 64, 48}, { 64, 24, 96, 48}, { 96, 24, 128, 48}, {128, 24, 160, 48}, {160, 24, 192, 48}, }; // Turn when touching a wall if (npc->flag & 1) npc->direct = 2; else if (npc->flag & 4) npc->direct = 0; switch (npc->act_no) { case 0: // Walking if (npc->direct == 0) npc->xm = -0x100; else npc->xm = 0x100; if (++npc->ani_wait > 8) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 0; if (npc->shock) { npc->count1 = 0; npc->act_no = 1; npc->ani_no = 4; } break; case 1: // Shot npc->xm = (npc->xm * 7) / 8; if (++npc->count1 > 40) { if (npc->shock) { npc->count1 = 0; npc->act_no = 2; npc->ani_no = 6; npc->ani_wait = 0; npc->damage = 5; } else { npc->act_no = 0; npc->ani_wait = 0; } } break; case 2: // Charge if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; if (++npc->count1 > 200) { npc->act_no = 0; npc->damage = 1; } if (++npc->ani_wait > 5) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 6) { npc->ani_no = 5; // These three lines are missing in the Linux port, because it's based on v1.0.0.4: // https://www.cavestory.org/forums/threads/version-1-0-0-5-really-different-than-1-0-0-6.102/#post-3231 PlaySoundObject(26, SOUND_MODE_PLAY); SetNpChar(4, npc->x, npc->y + (3 * 0x200), 0, 0, 0, NULL, 0x100); SetQuake(8); } break; } // Gravity npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; // Move npc->x += npc->xm; npc->y += npc->ym; // Set framerect if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Dead enemy (to make sure the damage-value doesn't teleport to a newly-loaded NPC) void ActNpc003(NPCHAR *npc) { if (++npc->count1 > 100) npc->cond = 0; RECT rect = {0, 0, 0, 0}; npc->rect = rect; } // Smoke void ActNpc004(NPCHAR *npc) { RECT rcLeft[8] = { { 16, 0, 17, 1}, { 16, 0, 32, 16}, { 32, 0, 48, 16}, { 48, 0, 64, 16}, { 64, 0, 80, 16}, { 80, 0, 96, 16}, { 96, 0, 112, 16}, {112, 0, 128, 16}, }; RECT rcUp[8] = { {16, 0, 17, 1}, {80, 48, 96, 64}, { 0, 128, 16, 144}, {16, 128, 32, 144}, {32, 128, 48, 144}, {48, 128, 64, 144}, {64, 128, 80, 144}, {80, 128, 96, 144}, }; unsigned char deg; if (npc->act_no == 0) { // Move in random direction at random speed if (npc->direct == 0 || npc->direct == 1) { deg = Random(0, 0xFF); npc->xm = GetCos(deg) * Random(0x200, 0x5FF) / 0x200; npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200; } // Set state npc->ani_no = Random(0, 4); npc->ani_wait = Random(0, 3); npc->act_no = 1; } else { // Slight drag npc->xm = (npc->xm * 20) / 21; npc->ym = (npc->ym * 20) / 21; // Move npc->x += npc->xm; npc->y += npc->ym; } // Animate if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } // Set framerect if (npc->ani_no > 7) { // Destroy if over npc->cond = 0; } else { if (npc->direct == 1) npc->rect = rcUp[npc->ani_no]; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; if (npc->direct == 2) npc->rect = rcLeft[npc->ani_no]; } } // Critter (Green, Egg Corridor) void ActNpc005(NPCHAR *npc) { RECT rcLeft[3] = { { 0, 48, 16, 64}, {16, 48, 32, 64}, {32, 48, 48, 64}, }; RECT rcRight[3] = { { 0, 64, 16, 80}, {16, 64, 32, 80}, {32, 64, 48, 80}, }; switch (npc->act_no) { case 0: // Initialize npc->y += 3 * 0x200; npc->act_no = 1; // Fallthrough case 1: // Waiting // Look at player if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; // Open eyes near player if (npc->act_wait >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y) { npc->ani_no = 1; } else { if (npc->act_wait < 8) ++npc->act_wait; npc->ani_no = 0; } // Jump if attacked if (npc->shock) { npc->act_no = 2; npc->ani_no = 0; npc->act_wait = 0; } // Jump if player is nearby if (npc->act_wait >= 8 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y) { npc->act_no = 2; npc->ani_no = 0; npc->act_wait = 0; } break; case 2: // Going to jump if (++npc->act_wait > 8) { // Set jump state npc->act_no = 3; npc->ani_no = 2; // Jump npc->ym = -0x5FF; PlaySoundObject(30, SOUND_MODE_PLAY); // Jump in facing direction if (npc->direct == 0) npc->xm = -0x100; else npc->xm = 0x100; } break; case 3: // Jumping // Land if (npc->flag & 8) { npc->xm = 0; npc->act_wait = 0; npc->ani_no = 0; npc->act_no = 1; PlaySoundObject(23, SOUND_MODE_PLAY); } break; } // Gravity npc->ym += 64; if (npc->ym > 0x5FF) npc->ym = 0x5FF; // Move npc->x += npc->xm; npc->y += npc->ym; // Set framerect if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Beetle (Goes left and right, Egg Corridor) void ActNpc006(NPCHAR *npc) { RECT rcLeft[5] = { { 0, 80, 16, 96}, {16, 80, 32, 96}, {32, 80, 48, 96}, {48, 80, 64, 96}, {64, 80, 80, 96}, }; RECT rcRight[5] = { { 0, 96, 16, 112}, {16, 96, 32, 112}, {32, 96, 48, 112}, {48, 96, 64, 112}, {64, 96, 80, 112}, }; switch (npc->act_no) { case 0: // Initialize npc->act_no = 1; if (npc->direct == 0) npc->act_no = 1; else npc->act_no = 3; break; case 1: // Accelerate to the left npc->xm -= 0x10; if (npc->xm < -0x400) npc->xm = -0x400; // Move if (npc->shock) npc->x += npc->xm / 2; else npc->x += npc->xm; // Animate if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 1; // Stop when hitting a wall if (npc->flag & 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 0; npc->xm = 0; npc->direct = 2; } break; case 2: // Wait 60 frames then move to the right if (++npc->act_wait > 60) { npc->act_no = 3; npc->ani_wait = 0; npc->ani_no = 1; } break; case 3: // Accelerate to the right npc->xm += 0x10; if (npc->xm > 0x400) npc->xm = 0x400; // Move if (npc->shock) npc->x += npc->xm / 2; else npc->x += npc->xm; // Animate if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 1; // Stop when hitting a wall if (npc->flag & 4) { npc->act_no = 4; npc->act_wait = 0; npc->ani_no = 0; npc->xm = 0; npc->direct = 0; } break; case 4: // Wait 60 frames then move to the left if (++npc->act_wait > 60) { npc->act_no = 1; npc->ani_wait = 0; npc->ani_no = 1; } break; } // Set framerect if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Basil void ActNpc007(NPCHAR *npc) { RECT rcLeft[3] = { {256, 64, 288, 80}, {256, 80, 288, 96}, {256, 96, 288, 112}, }; RECT rcRight[3] = { {288, 64, 320, 80}, {288, 80, 320, 96}, {288, 96, 320, 112}, }; switch (npc->act_no) { case 0: npc->x = gMC.x; // Spawn beneath player if (npc->direct == 0) npc->act_no = 1; else npc->act_no = 2; break; case 1: // Going left npc->xm -= 0x40; // Turn around if far enough away from the player if (npc->x < gMC.x - (192 * 0x200)) npc->act_no = 2; // Turn around if touching a wall if (npc->flag & 1) { npc->xm = 0; npc->act_no = 2; } break; case 2: // Going right npc->xm += 0x40; // Turn around if far enough away from the player if (npc->x > gMC.x + (192 * 0x200)) npc->act_no = 1; // Turn around if touching a wall if (npc->flag & 4) { npc->xm = 0; npc->act_no = 1; } break; } // Face direction Bazil is moving if (npc->xm < 0) npc->direct = 0; else npc->direct = 2; // Cap speed if (npc->xm > 0x5FF) npc->xm = 0x5FF; if (npc->xm < -0x5FF) npc->xm = -0x5FF; // Apply momentum npc->x += npc->xm; // Increment animation if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } // Loop animation if (npc->ani_no > 2) npc->ani_no = 0; // Update sprite if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Beetle (Follows you, Egg Corridor) void ActNpc008(NPCHAR *npc) { RECT rcLeft[2] = { {80, 80, 96, 96}, {96, 80, 112, 96}, }; RECT rcRight[2] = { {80, 96, 96, 112}, {96, 96, 112, 112}, }; switch (npc->act_no) { case 0: if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200)) { npc->bits |= NPC_SHOOTABLE; npc->ym = -0x100; npc->tgt_y = npc->y; npc->act_no = 1; npc->damage = 2; if (npc->direct == 0) { npc->x = gMC.x + (256 * 0x200); npc->xm = -0x2FF; } else { npc->x = gMC.x - (256 * 0x200); npc->xm = 0x2FF; } } else { npc->bits &= ~NPC_SHOOTABLE; npc->rect.right = 0; npc->damage = 0; npc->xm = 0; npc->ym = 0; return; } break; case 1: if (npc->x > gMC.x) { npc->direct = 0; npc->xm -= 0x10; } else { npc->direct = 2; npc->xm += 0x10; } if (npc->xm > 0x2FF) npc->xm = 0x2FF; if (npc->xm < -0x2FF) npc->xm = -0x2FF; if (npc->y < npc->tgt_y) npc->ym += 8; else npc->ym -= 8; if (npc->ym > 0x100) npc->ym = 0x100; if (npc->ym < -0x100) npc->ym = -0x100; if (npc->shock) { npc->x += npc->xm / 2; npc->y += npc->ym / 2; } else { npc->x += npc->xm; npc->y += npc->ym; } break; } if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Balrog (drop-in) void ActNpc009(NPCHAR *npc) { int i; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 2; // Fallthrough case 1: npc->ym += 0x20; if (npc->count1 < 40) { ++npc->count1; } else { npc->bits &= ~NPC_IGNORE_SOLIDITY; npc->bits |= NPC_SOLID_SOFT; } if (npc->flag & 8) { 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 = 2; npc->ani_no = 1; npc->act_wait = 0; PlaySoundObject(26, SOUND_MODE_PLAY); SetQuake(30); } break; case 2: if (++npc->act_wait > 16) { npc->act_no = 3; npc->ani_no = 0; npc->ani_wait = 0; } break; } if (npc->ym > 0x5FF) npc->ym = 0x5FF; if (npc->ym < -0x5FF) npc->ym = -0x5FF; npc->x += npc->xm; npc->y += npc->ym; RECT rect_left[3] = { {0, 0, 40, 24}, {80, 0, 120, 24}, {120, 0, 160, 24}, }; RECT rect_right[3] = { {0, 24, 40, 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]; } // Balrog (shooting) (super-secret unused version from the prototype) void ActNpc010(NPCHAR *npc) { unsigned char deg; int xm, ym; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (++npc->act_wait > 12) { npc->act_no = 2; npc->act_wait = 0; npc->count1 = 3; npc->ani_no = 1; } break; case 2: if (++npc->act_wait > 16) { --npc->count1; npc->act_wait = 0; deg = GetArktan(npc->x - gMC.x, npc->y + (4 * 0x200) - gMC.y); deg += (unsigned char)Random(-0x10, 0x10); ym = GetSin(deg); xm = GetCos(deg); SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); if (npc->count1 == 0) { npc->act_no = 3; npc->act_wait = 0; } } break; case 3: if (++npc->act_wait > 3) { npc->act_no = 4; npc->act_wait = 0; npc->xm = (gMC.x - npc->x) / 100; npc->ym = -0x600; npc->ani_no = 3; } break; case 4: if (npc->flag & 5) npc->xm = 0; if (npc->y + (16 * 0x200) < gMC.y) npc->damage = 5; else npc->damage = 0; if (npc->flag & 8) { npc->act_no = 5; npc->act_wait = 0; npc->ani_no = 2; PlaySoundObject(26, SOUND_MODE_PLAY); SetQuake(30); npc->damage = 0; } break; case 5: npc->xm = 0; if (++npc->act_wait > 3) { npc->act_no = 1; npc->act_wait = 0; } break; } npc->ym += 0x20; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; 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->x < gMC.x) npc->direct = 2; else npc->direct = 0; if (npc->direct == 0) npc->rect = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; } // Proto-Balrog's projectile void ActNpc011(NPCHAR *npc) { if (npc->flag & 0xFF) { npc->cond = 0; SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); } npc->y += npc->ym; npc->x += npc->xm; RECT rect_left[3] = { {208, 104, 224, 120}, {224, 104, 240, 120}, {240, 104, 256, 120}, }; if (++npc->ani_wait > 1) { npc->ani_wait = 0; if (++npc->ani_no > 2) npc->ani_no = 0; } npc->rect = rect_left[npc->ani_no]; if (++npc->count1 > 150) { SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); npc->cond = 0; } } // Balrog (cutscene) void ActNpc012(NPCHAR *npc) { int i; int x, y; 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; // Fallthrough case 1: if (Random(0, 100) == 0) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } break; case 2: if (++npc->act_wait > 16) { npc->act_no = 1; npc->ani_no = 0; } break; case 10: if (npc->direct == 4) { if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } npc->act_no = 11; npc->ani_no = 2; npc->act_wait = 0; npc->tgt_x = 0; // Fallthrough case 11: if (++npc->act_wait > 30) { npc->act_no = 12; npc->act_wait = 0; npc->ani_no = 3; npc->ym = -0x800; npc->bits |= NPC_IGNORE_SOLIDITY; } break; case 12: if (npc->flag & 5) npc->xm = 0; if (npc->y < 0) { npc->code_char = 0; PlaySoundObject(26, SOUND_MODE_PLAY); SetQuake(30); } break; case 20: if (npc->direct == 4) { if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } npc->act_no = 21; npc->ani_no = 5; npc->act_wait = 0; npc->count1 = 0; 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); PlaySoundObject(72, SOUND_MODE_PLAY); // Fallthrough case 21: npc->tgt_x = 1; if (npc->flag & 8) ++npc->act_wait; if (++npc->count1 / 2 % 2) npc->x += 1 * 0x200; else npc->x -= 1 * 0x200; if (npc->act_wait > 100) { npc->act_no = 11; npc->act_wait = 0; npc->ani_no = 2; } npc->ym += 0x20; if (npc->ym > 0x5FF) npc->ym = 0x5FF; break; case 30: npc->ani_no = 4; if (++npc->act_wait > 100) { npc->act_no = 0; npc->ani_no = 0; } break; case 40: if (npc->direct == 4) { if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } npc->act_no = 41; npc->act_wait = 0; npc->ani_no = 5; // Fallthrough case 41: if (++npc->ani_wait / 2 % 2) npc->ani_no = 5; else npc->ani_no = 6; break; case 42: if (npc->direct == 4) { if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } npc->act_no = 43; npc->act_wait = 0; npc->ani_no = 6; // Fallthrough case 43: if (++npc->ani_wait / 2 % 2) npc->ani_no = 7; else npc->ani_no = 6; break; case 50: npc->ani_no = 8; npc->xm = 0; break; case 60: npc->act_no = 61; npc->ani_no = 9; npc->ani_wait = 0; // Fallthrough case 61: if (++npc->ani_wait > 3) { npc->ani_wait = 0; if (++npc->ani_no == 10 || npc->ani_no == 11) PlaySoundObject(23, SOUND_MODE_PLAY); } if (npc->ani_no > 12) npc->ani_no = 9; if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; break; case 70: npc->act_no = 71; npc->act_wait = 64; PlaySoundObject(29, SOUND_MODE_PLAY); npc->ani_no = 13; // Fallthrough case 71: if (--npc->act_wait == 0) npc->cond = 0; break; case 80: npc->count1 = 0; npc->act_no = 81; // Fallthrough case 81: if (++npc->count1 / 2 % 2) npc->x += 1 * 0x200; else npc->x -= 1 * 0x200; npc->ani_no = 5; npc->xm = 0; npc->ym += 0x20; break; case 100: npc->act_no = 101; npc->act_wait = 0; npc->ani_no = 2; // Fallthrough case 101: if (++npc->act_wait > 20) { npc->act_no = 102; npc->act_wait = 0; npc->ani_no = 3; npc->ym = -0x800; npc->bits |= NPC_IGNORE_SOLIDITY; DeleteNpCharCode(150, FALSE); DeleteNpCharCode(117, FALSE); SetNpChar(355, 0, 0, 0, 0, 0, npc, 0x100); SetNpChar(355, 0, 0, 0, 0, 1, npc, 0x100); } break; case 102: { x = npc->x / 0x200 / 0x10; y = npc->y / 0x200 / 0x10; if (y >= 0 && y < 35 && ChangeMapParts(x, y, 0)) { ChangeMapParts(x - 1, y, 0); ChangeMapParts(x + 1, y, 0); PlaySoundObject(44, SOUND_MODE_PLAY); SetQuake2(10); } if (npc->y < -32 * 0x200) { npc->code_char = 0; SetQuake(30); } break; } } if (npc->tgt_x && Random(0, 10) == 0) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; RECT rect_left[14] = { {0, 0, 40, 24}, {160, 0, 200, 24}, {80, 0, 120, 24}, {120, 0, 160, 24}, {240, 0, 280, 24}, {200, 0, 240, 24}, {280, 0, 320, 24}, {0, 0, 0, 0}, {80, 48, 120, 72}, {0, 48, 40, 72}, {0, 0, 40, 24}, {40, 48, 80, 72}, {0, 0, 40, 24}, {280, 0, 320, 24}, }; RECT rect_right[14] = { {0, 24, 40, 48}, {160, 24, 200, 48}, {80, 24, 120, 48}, {120, 24, 160, 48}, {240, 24, 280, 48}, {200, 24, 240, 48}, {280, 24, 320, 48}, {0, 0, 0, 0}, {80, 72, 120, 96}, {0, 72, 40, 96}, {0, 24, 40, 48}, {40, 72, 80, 96}, {0, 24, 40, 48}, {280, 24, 320, 48}, }; if (npc->direct == 0) npc->rect = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; if (npc->act_no == 71) { npc->rect.bottom = npc->rect.top + npc->act_wait / 2; if (npc->act_wait % 2) ++npc->rect.left; } } // Forcefield void ActNpc013(NPCHAR *npc) { RECT rect[4] = { {128, 0, 144, 16}, {144, 0, 160, 16}, {160, 0, 176, 16}, {176, 0, 192, 16}, }; 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]; } // Santa's Key void ActNpc014(NPCHAR *npc) { RECT rect[3] = { {192, 0, 208, 16}, {208, 0, 224, 16}, {224, 0, 240, 16}, }; int i; switch (npc->act_no) { case 0: npc->act_no = 1; if (npc->direct == 2) { npc->ym = -0x200; 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); } break; } if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; npc->rect = rect[npc->ani_no]; } // Chest (closed) void ActNpc015(NPCHAR *npc) { RECT rcLeft[3] = { {240, 0, 256, 16}, {256, 0, 272, 16}, {272, 0, 288, 16}, }; int i; switch (npc->act_no) { case 0: npc->act_no = 1; npc->bits |= NPC_INTERACTABLE; if (npc->direct == 2) { npc->ym = -0x200; 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); } // Fallthrough case 1: npc->ani_no = 0; if (Random(0, 30) == 0) npc->act_no = 2; break; case 2: if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) { npc->ani_no = 0; npc->act_no = 1; } break; } npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; npc->rect = rcLeft[npc->ani_no]; } // Save point void ActNpc016(NPCHAR *npc) { RECT rect[8] = { {96, 16, 112, 32}, {112, 16, 128, 32}, {128, 16, 144, 32}, {144, 16, 160, 32}, {160, 16, 176, 32}, {176, 16, 192, 32}, {192, 16, 208, 32}, {208, 16, 224, 32}, }; int i; switch (npc->act_no) { case 0: npc->bits |= NPC_INTERACTABLE; npc->act_no = 1; if (npc->direct == 2) { npc->bits &= ~NPC_INTERACTABLE; npc->ym = -0x200; 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); } // Fallthrough case 1: if (npc->flag & 8) npc->bits |= NPC_INTERACTABLE; break; } if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 7) npc->ani_no = 0; npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; npc->rect = rect[npc->ani_no]; } // Health refill void ActNpc017(NPCHAR *npc) { RECT rect[2] = { {288, 0, 304, 16}, {304, 0, 320, 16}, }; int a; switch (npc->act_no) { case 0: npc->act_no = 1; if (npc->direct == 2) { npc->ym = -0x200; for (a = 0; a < 4; ++a) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); } // Fallthrough case 1: a = Random(0, 30); if (a < 10) npc->act_no = 2; else if (a < 25) npc->act_no = 3; else npc->act_no = 4; npc->act_wait = Random(0x10, 0x40); npc->ani_wait = 0; break; case 2: npc->rect = rect[0]; if (--npc->act_wait == 0) npc->act_no = 1; break; case 3: if (++npc->ani_wait % 2) npc->rect = rect[0]; else npc->rect = rect[1]; if (--npc->act_wait == 0) npc->act_no = 1; break; case 4: npc->rect = rect[1]; if (--npc->act_wait == 0) npc->act_no = 1; break; } npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; } // Door void ActNpc018(NPCHAR *npc) { int i; RECT rect[2] = { {224, 16, 240, 40}, {192, 112, 208, 136}, }; switch (npc->act_no) { case 0: if (npc->direct == 0) npc->rect = rect[0]; else npc->rect = rect[1]; break; case 1: for (i = 0; i < 4; ++i) SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); npc->act_no = 0; npc->rect = rect[0]; break; } } // Balrog (burst) void ActNpc019(NPCHAR *npc) { int i; switch (npc->act_no) { case 0: for (i = 0; i < 0x10; ++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->y += 10 * 0x200; npc->act_no = 1; npc->ani_no = 3; npc->ym = -0x100; PlaySoundObject(12, SOUND_MODE_PLAY); PlaySoundObject(26, SOUND_MODE_PLAY); SetQuake(30); // Fallthrough case 1: npc->ym += 0x10; if (npc->ym > 0 && npc->flag & 8) { npc->act_no = 2; npc->ani_no = 2; npc->act_wait = 0; PlaySoundObject(26, SOUND_MODE_PLAY); SetQuake(30); } break; case 2: if (++npc->act_wait > 0x10) { npc->act_no = 3; npc->ani_no = 0; npc->ani_wait = 0; } break; case 3: if (Random(0, 100) == 0) { npc->act_no = 4; npc->act_wait = 0; npc->ani_no = 1; } break; case 4: if (++npc->act_wait > 0x10) { npc->act_no = 3; npc->ani_no = 0; } break; } if (npc->ym > 0x5FF) npc->ym = 0x5FF; if (npc->ym < -0x5FF) npc->ym = -0x5FF; npc->x += npc->xm; npc->y += npc->ym; RECT rect_left[4] = { {0, 0, 40, 24}, {160, 0, 200, 24}, {80, 0, 120, 24}, {120, 0, 160, 24}, }; RECT rect_right[4] = { {0, 24, 40, 48}, {160, 24, 200, 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]; }