ref: ff44d2fd0653d45f549a7f85dac736447083844b
dir: /src/NpcAct300.cpp/
#include "NpcAct.h" #include <stddef.h> #include "WindowsWrapper.h" #include "Boss.h" #include "Bullet.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" // Demon crown (opening) void ActNpc300(NPCHAR *npc) { RECT rc = {192, 80, 208, 96}; if (npc->act_no == 0) { npc->act_no = 1; npc->y += 6 * 0x200; } if (++npc->ani_wait % 8 == 1) SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + (8 * 0x200), CARET_TINY_PARTICLES, DIR_UP); npc->rect = rc; } // Fish missile (Misery) void ActNpc301(NPCHAR *npc) { int dir; RECT rect[8] = { {144, 0, 160, 16}, {160, 0, 176, 16}, {176, 0, 192, 16}, {192, 0, 208, 16}, {144, 16, 160, 32}, {160, 16, 176, 32}, {176, 16, 192, 32}, {192, 16, 208, 32}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->count1 = npc->direct; // Fallthrough case 1: npc->xm = GetCos(npc->count1) * 2; npc->ym = GetSin(npc->count1) * 2; npc->y += npc->ym; npc->x += npc->xm; dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y); if (dir < npc->count1) { if (npc->count1 - dir < 0x80) --npc->count1; else ++npc->count1; } else { if (dir - npc->count1 < 0x80) ++npc->count1; else --npc->count1; } if (npc->count1 > 0xFF) npc->count1 -= 0x100; if (npc->count1 < 0) npc->count1 += 0x100; break; } if (++npc->ani_wait > 2) { npc->ani_wait = 0; SetCaret(npc->x, npc->y, CARET_EXHAUST, DIR_AUTO); } npc->ani_no = (npc->count1 + 0x10) / 0x20; if (npc->ani_no > 7) npc->ani_no = 7; npc->rect = rect[npc->ani_no]; } // Camera focus marker void ActNpc302(NPCHAR *npc) { int n; switch (npc->act_no) { case 10: npc->x = gMC.x; npc->y = gMC.y - 32 * 0x200; break; case 20: switch (npc->direct) { case 0: npc->x -= 2 * 0x200; break; case 1: npc->y -= 2 * 0x200; break; case 2: npc->x += 2 * 0x200; break; case 3: npc->y += 2 * 0x200; break; } gMC.x = npc->x; gMC.y = npc->y; break; case 30: npc->x = gMC.x; npc->y = gMC.y + (80 * 0x200); break; case 100: npc->act_no = 101; if (npc->direct != 0) { for (n = 0xAA; n < NPC_MAX; ++n) { if (gNPC[n].cond & 0x80 && gNPC[n].code_event == npc->direct) { npc->pNpc = &gNPC[n]; break; } } if (n == NPC_MAX) { npc->cond = 0; break; } } else { npc->pNpc = gBoss; } // Fallthrough case 101: npc->x = (gMC.x + npc->pNpc->x) / 2; npc->y = (gMC.y + npc->pNpc->y) / 2; break; } } // Curly's machine gun void ActNpc303(NPCHAR *npc) { RECT rcLeft[2] = { {216, 152, 232, 168}, {232, 152, 248, 168}, }; RECT rcRight[2] = { {216, 168, 232, 184}, {232, 168, 248, 184}, }; if (npc->pNpc == NULL) return; // Set position if (npc->pNpc->direct == 0) { npc->direct = 0; npc->x = npc->pNpc->x - (8 * 0x200); } else { npc->direct = 2; npc->x = npc->pNpc->x + (8 * 0x200); } npc->y = npc->pNpc->y; // Animation npc->ani_no = 0; if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5) npc->y -= 1 * 0x200; // Set framerect if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Gaudi in hospital void ActNpc304(NPCHAR *npc) { RECT rc[4] = { {0, 176, 24, 192}, {24, 176, 48, 192}, {48, 176, 72, 192}, {72, 176, 96, 192}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y += 10 * 0x200; // Fallthrough case 1: npc->ani_no = 0; break; case 10: npc->ani_no = 1; break; case 20: npc->act_no = 21; npc->ani_no = 2; // Fallthrough case 21: if (++npc->ani_wait > 10) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 2; break; } npc->rect = rc[npc->ani_no]; } // Small puppy void ActNpc305(NPCHAR *npc) { RECT rcLeft[2] = { {160, 144, 176, 160}, {176, 144, 192, 160}, }; RECT rcRight[2] = { {160, 160, 176, 176}, {176, 160, 192, 176}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 16 * 0x200; npc->ani_wait = Random(0, 6); // Fallthrough case 1: if (++npc->ani_wait > 6) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Balrog (nurse) void ActNpc306(NPCHAR *npc) { RECT rcLeft[2] = { {240, 96, 280, 128}, {280, 96, 320, 128}, }; RECT rcRight[2] = { {160, 152, 200, 184}, {200, 152, 240, 184}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; npc->y += 4 * 0x200; // 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]; } // Caged Santa void ActNpc307(NPCHAR *npc) { RECT rcLeft[2] = { {0, 32, 16, 48}, {16, 32, 32, 48}, }; RECT rcRight[2] = { {0, 48, 16, 64}, {16, 48, 32, 64}, }; switch (npc->act_no) { case 0: npc->x += 1 * 0x200; npc->y -= 2 * 0x200; 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]; } // Stumpy void ActNpc308(NPCHAR *npc) { unsigned char deg; RECT rcLeft[2] = { {128, 112, 144, 128}, {144, 112, 160, 128}, }; RECT rcRight[2] = { {128, 128, 144, 144}, {144, 128, 160, 144}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (gMC.x < npc->x + (240 * 0x200) && gMC.x > npc->x - (240 * 0x200) && gMC.y < npc->y + (192 * 0x200) && gMC.y > npc->y - (192 * 0x200)) npc->act_no = 10; break; case 10: npc->act_no = 11; npc->act_wait = 0; npc->xm2 = 0; npc->ym2 = 0; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 11: if (++npc->act_wait > 50) npc->act_no = 20; ++npc->ani_wait; if (npc->act_wait > 1) { npc->ani_wait = 0; if (++npc->ani_no > 1) npc->ani_no = 0; } if (gMC.x > npc->x + (320 * 0x200) || gMC.x < npc->x - (320 * 0x200) || gMC.y > npc->y + (240 * 0x200) || gMC.y < npc->y - (240 * 0x200)) npc->act_no = 0; break; case 20: npc->act_no = 21; npc->act_wait = 0; deg = (unsigned char)GetArktan(npc->x - gMC.x, npc->y - gMC.y); deg += (unsigned char)Random(-3, 3); npc->ym2 = GetSin(deg) * 2; npc->xm2 = GetCos(deg) * 2; if (npc->xm2 < 0) npc->direct = 0; else npc->direct = 2; // Fallthrough case 21: if (npc->xm2 < 0 && npc->flag & 1) { npc->direct = 2; npc->xm2 *= -1; } if (npc->xm2 > 0 && npc->flag & 4) { npc->direct = 0; npc->xm2 *= -1; } if (npc->ym2 < 0 && npc->flag & 2) npc->ym2 *= -1; if (npc->ym2 > 0 && npc->flag & 8) npc->ym2 *= -1; if (npc->flag & 0x100) npc->ym2 = -0x200; npc->x += npc->xm2; npc->y += npc->ym2; if (++npc->act_wait > 50) npc->act_no = 10; if (++npc->ani_no > 1) npc->ani_no = 0; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Bute void ActNpc309(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; // Fallthrough case 1: if (npc->direct == 0) { if (gMC.x > npc->x - (288 * 0x200) && gMC.x < npc->x - (272 * 0x200)) { npc->act_no = 10; break; } } else { if (gMC.x < npc->x + (288 * 0x200) && gMC.x > npc->x + (272 * 0x200)) { npc->act_no = 10; break; } } return; case 10: npc->act_no = 11; npc->bits |= NPC_SHOOTABLE; npc->damage = 5; // Fallthrough case 11: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->direct == 0) npc->xm2 -= 0x10; else npc->xm2 += 0x10; if (npc->y > gMC.y) npc->ym2 -= 0x10; else npc->ym2 += 0x10; if (npc->xm2 < 0 && npc->flag & 1) npc->xm2 *= -1; if (npc->xm2 > 0 && npc->flag & 4) npc->xm2 *= -1; if (npc->ym2 < 0 && npc->flag & 2) npc->ym2 *= -1; if (npc->ym2 > 0 && npc->flag & 8) npc->ym2 *= -1; if (npc->xm2 < -0x5FF) npc->xm2 = -0x5FF; if (npc->xm2 > 0x5FF) npc->xm2 = 0x5FF; if (npc->ym2 < -0x5FF) npc->ym2 = -0x5FF; if (npc->ym2 > 0x5FF) npc->ym2 = 0x5FF; npc->x += npc->xm2; npc->y += npc->ym2; if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; if (npc->life <= 996) { npc->code_char = 316; npc->act_no = 0; } } // Bute (with sword) void ActNpc310(NPCHAR *npc) { RECT rcLeft[5] = { {32, 0, 56, 16}, {56, 0, 80, 16}, {80, 0, 104, 16}, {104, 0, 128, 16}, {128, 0, 152, 16}, }; RECT rcRight[5] = { {32, 16, 56, 32}, {56, 16, 80, 32}, {80, 16, 104, 32}, {104, 16, 128, 32}, {128, 16, 152, 32}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->bits &= ~NPC_SHOOTABLE; npc->bits |= NPC_INVULNERABLE; npc->damage = 0; // Fallthrough case 1: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; npc->ani_no = 0; if (gMC.x > npc->x - (128 * 0x200) && gMC.x < npc->x + (128 * 0x200) && gMC.y > npc->y - (128 * 0x200) && gMC.y < npc->y + (16 * 0x200)) npc->act_no = 10; break; case 10: npc->xm = 0; npc->act_no = 11; npc->act_wait = 0; npc->bits &= ~NPC_SHOOTABLE; npc->bits |= NPC_INVULNERABLE; npc->damage = 0; npc->ani_no = 0; // Fallthrough case 11: if (++npc->act_wait > 30) npc->act_no = 20; break; case 20: npc->act_no = 21; npc->act_wait = 0; npc->bits &= ~NPC_INVULNERABLE; npc->bits |= NPC_SHOOTABLE; npc->damage = 0; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 21: if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; 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 > 50) npc->act_no = 10; if (npc->x < gMC.x + (40 * 0x200) && npc->x > gMC.x - (40 * 0x200)) { npc->ym = -0x300; npc->xm /= 2; npc->ani_no = 2; npc->act_no = 30; PlaySoundObject(30, SOUND_MODE_PLAY); } break; case 30: if (npc->ym > -0x80) { npc->act_no = 31; npc->ani_wait = 0; npc->ani_no = 3; npc->damage = 9; } break; case 31: if (++npc->ani_wait > 2) { npc->ani_wait = 0; npc->ani_no = 4; } if (npc->flag & 8) { npc->act_no = 32; npc->act_wait = 0; npc->xm = 0; npc->damage = 3; } break; case 32: if (++npc->act_wait > 30) { npc->act_no = 10; npc->damage = 0; } break; } npc->ym += 0x20; 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 <= 996) { npc->code_char = 316; npc->act_no = 0; } } // Bute archer void ActNpc311(NPCHAR *npc) { RECT rcLeft[7] = { {0, 32, 24, 56}, {24, 32, 48, 56}, {48, 32, 72, 56}, {72, 32, 96, 56}, {96, 32, 120, 56}, {120, 32, 144, 56}, {144, 32, 168, 56}, }; RECT rcRight[7] = { {0, 56, 24, 80}, {24, 56, 48, 80}, {48, 56, 72, 80}, {72, 56, 96, 80}, {96, 56, 120, 80}, {120, 56, 144, 80}, {144, 56, 168, 80}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (npc->direct == 0) { if (gMC.x > npc->x - (320 * 0x200) && gMC.x < npc->x && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (160 * 0x200)) npc->act_no = 10; } else { if (gMC.x > npc->x && gMC.x < npc->x + (320 * 0x200) && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (160 * 0x200)) npc->act_no = 10; } break; case 10: npc->act_no = 11; // Fallthrough case 11: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (gMC.x > npc->x - (224 * 0x200) && gMC.x < npc->x + (224 * 0x200) && gMC.y > npc->y - (8 * 0x200)) { npc->ani_no = 1; npc->count1 = 0; } else { npc->ani_no = 4; npc->count1 = 1; } if (++npc->act_wait > 10) npc->act_no = 20; break; case 20: npc->act_no = 21; npc->act_wait = 0; // Fallthrough case 21: if (npc->count1 == 0) { if (++npc->ani_no > 2) npc->ani_no = 1; } else { if (++npc->ani_no > 5) npc->ani_no = 4; } if (++npc->act_wait > 30) npc->act_no = 30; break; case 30: npc->act_no = 31; npc->act_wait = 0; if (npc->count1 == 0) { if (npc->direct == 0) SetNpChar(312, npc->x, npc->y, -0x600, 0, 0, NULL, 0x100); else SetNpChar(312, npc->x, npc->y, 0x600, 0, 2, NULL, 0x100); npc->ani_no = 3; } else { if (npc->direct == 0) SetNpChar(312, npc->x, npc->y, -0x600, -0x600, 0, NULL, 0x100); else SetNpChar(312, npc->x, npc->y, 0x600, -0x600, 2, NULL, 0x100); npc->ani_no = 6; } // Fallthrough case 31: if (++npc->act_wait > 30) { npc->act_no = 40; npc->act_wait = Random(0, 100); } break; case 40: npc->ani_no = 0; if (++npc->act_wait > 150) npc->act_no = 10; if (gMC.x < npc->x - (352 * 0x200) || gMC.x > npc->x + (352 * 0x200) || gMC.y < npc->y - (240 * 0x200) || gMC.y > npc->y + (240 * 0x200)) { npc->act_no = 40; npc->act_wait = 0; } break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; if (npc->life <= 992) { npc->code_char = 316; npc->act_no = 0; } } // Bute arrow projectile void ActNpc312(NPCHAR *npc) { RECT rcLeft[5] = { {0, 160, 16, 176}, {16, 160, 32, 176}, {32, 160, 48, 176}, {48, 160, 64, 176}, {64, 160, 80, 176}, }; RECT rcRight[5] = { {0, 176, 16, 192}, {16, 176, 32, 192}, {32, 176, 48, 192}, {48, 176, 64, 192}, {64, 176, 80, 192}, }; if (npc->act_no > 0 && npc->act_no < 20 && npc->flag & 0xFF) npc->act_no = 20; switch (npc->act_no) { case 0: npc->act_no = 1; npc->act_wait = 0; if (npc->xm < 0) npc->direct = 0; else npc->direct = 2; if (npc->ym < 0) npc->ani_no = 0; else npc->ani_no = 2; // Fallthrough case 1: ++npc->act_wait; if (npc->act_wait == 4) npc->bits &= ~NPC_IGNORE_SOLIDITY; if (npc->act_wait > 10) npc->act_no = 10; break; case 10: npc->act_no = 11; npc->ani_wait = 0; npc->xm = 3 * npc->xm / 4; npc->ym = 3 * npc->ym / 4; // Fallthrough case 11: npc->ym += 0x20; if (++npc->ani_wait > 10) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 4) npc->ani_no = 4; break; case 20: npc->act_no = 21; npc->act_wait = 0; npc->xm = 0; npc->ym = 0; npc->damage = 0; // Fallthrough case 21: if (++npc->act_wait > 30) npc->act_no = 30; break; case 30: npc->act_no = 31; npc->act_wait = 0; // Fallthrough case 31: if (++npc->act_wait > 30) { npc->cond = 0; return; } 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]; if (npc->act_no == 31) { if (npc->act_wait / 2 % 2) { npc->rect.left = 0; npc->rect.right = 0; } } } // Ma Pignon void ActNpc313(NPCHAR *npc) { RECT rcLeft[14] = { {128, 0, 144, 16}, {144, 0, 160, 16}, {160, 0, 176, 16}, {176, 0, 192, 16}, {192, 0, 208, 16}, {208, 0, 224, 16}, {224, 0, 240, 16}, {240, 0, 256, 16}, {256, 0, 272, 16}, {272, 0, 288, 16}, {288, 0, 304, 16}, {128, 0, 144, 16}, {176, 0, 192, 16}, {304, 0, 320, 16}, }; RECT rcRight[14] = { {128, 16, 144, 32}, {144, 16, 160, 32}, {160, 16, 176, 32}, {176, 16, 192, 32}, {192, 16, 208, 32}, {208, 16, 224, 32}, {224, 16, 240, 32}, {240, 16, 256, 32}, {256, 16, 272, 32}, {272, 16, 288, 32}, {288, 16, 304, 32}, {128, 16, 144, 32}, {176, 16, 192, 32}, {304, 16, 320, 32}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; npc->y += 4 * 0x200; // Fallthrough case 1: npc->ym += 0x40; 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) { 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 100: npc->act_no = 110; npc->act_wait = 0; npc->count1 = 0; npc->bits |= NPC_SHOOTABLE; // Fallthrough case 110: npc->damage = 1; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; npc->ani_no = 0; if (++npc->act_wait > 4) { npc->act_wait = 0; npc->act_no = 120; if (++npc->count2 > 12) { npc->count2 = 0; npc->act_no = 300; } } break; case 120: npc->ani_no = 2; if (++npc->act_wait > 4) { npc->act_no = 130; npc->ani_no = 3; npc->xm = 2 * Random(-0x200, 0x200); npc->ym = -0x800; PlaySoundObject(30, SOUND_MODE_PLAY); ++npc->count1; } break; case 130: npc->ym += 0x80; if (npc->y > 128 * 0x200) npc->bits &= ~NPC_IGNORE_SOLIDITY; if (npc->xm < 0 && npc->flag & 1) npc->xm *= -1; if (npc->xm > 0 && npc->flag & 4) npc->xm *= -1; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->ym < -0x200) npc->ani_no = 3; else if (npc->ym > 0x200) npc->ani_no = 4; else npc->ani_no = 0; if (npc->flag & 8) { npc->act_no = 140; npc->act_wait = 0; npc->ani_no = 2; npc->xm = 0; } if (npc->count1 > 4 && gMC.y < npc->y + (4 * 0x200)) { npc->act_no = 200; npc->act_wait = 0; npc->xm = 0; npc->ym = 0; } break; case 140: npc->ani_no = 2; if (++npc->act_wait > 4) npc->act_no = 110; break; case 200: npc->ani_no = 5; if (++npc->act_wait > 10) { npc->act_no = 210; npc->ani_no = 6; if (npc->direct == 0) npc->xm = -0x5FF; else npc->xm = 0x5FF; PlaySoundObject(25, SOUND_MODE_PLAY); npc->bits &= ~NPC_SHOOTABLE; npc->bits |= NPC_INVULNERABLE; npc->damage = 10; } break; case 210: if (++npc->ani_no > 7) npc->ani_no = 6; if (npc->xm < 0 && npc->flag & 1) npc->act_no = 220; if (npc->xm > 0 && npc->flag & 4) npc->act_no = 220; break; case 220: npc->act_no = 221; npc->act_wait = 0; SetQuake(16); PlaySoundObject(26, SOUND_MODE_PLAY); npc->damage = 4; // Fallthrough case 221: if (++npc->ani_no > 7) npc->ani_no = 6; if (++npc->act_wait % 6 == 0) SetNpChar(314, Random(4, 16) * 0x200 * 0x10, 1 * 0x200 * 0x10, 0, 0, 0, NULL, 0x100); if (npc->act_wait > 30) { npc->count1 = 0; npc->act_no = 130; npc->bits |= NPC_SHOOTABLE; npc->bits &= ~NPC_INVULNERABLE; npc->damage = 3; } break; case 300: npc->act_no = 301; npc->ani_no = 9; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 301: if (++npc->ani_no > 11) npc->ani_no = 9; if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; if (gMC.x > npc->x - (4 * 0x200) && gMC.x < npc->x + (4 * 0x200)) { npc->act_no = 310; npc->act_wait = 0; npc->ani_no = 2; npc->xm = 0; } break; case 310: npc->ani_no = 2; if (++npc->act_wait > 4) { npc->act_no = 320; npc->ani_no = 12; npc->ym = -0x800; PlaySoundObject(25, SOUND_MODE_PLAY); npc->bits |= NPC_IGNORE_SOLIDITY; npc->bits &= ~NPC_SHOOTABLE; npc->bits |= NPC_INVULNERABLE; npc->damage = 10; } break; case 320: if (++npc->ani_no > 13) npc->ani_no = 12; if (npc->y < (16 * 0x200)) npc->act_no = 330; break; case 330: npc->ym = 0; npc->act_no = 331; npc->act_wait = 0; SetQuake(16); PlaySoundObject(26, SOUND_MODE_PLAY); // Fallthrough case 331: if (++npc->ani_no > 13) npc->ani_no = 12; if (++npc->act_wait % 6 == 0) SetNpChar(315, Random(4, 16) * 0x200 * 0x10, 0, 0, 0, 0, NULL, 0x100); if (npc->act_wait > 30) { npc->count1 = 0; npc->act_no = 130; npc->bits |= NPC_SHOOTABLE; npc->bits &= ~NPC_INVULNERABLE; npc->damage = 3; } break; case 500: npc->bits &= ~NPC_SHOOTABLE; npc->act_no = 501; npc->act_wait = 0; npc->ani_no = 8; npc->tgt_x = npc->x; npc->damage = 0; DeleteNpCharCode(315, TRUE); // Fallthrough case 501: npc->ym += 0x20; if (++npc->act_wait % 2) npc->x = npc->tgt_x; else npc->x = npc->tgt_x + (1 * 0x200); break; } if (npc->act_no > 100 && npc->act_no < 500 && npc->act_no != 210 && npc->act_no != 320) { if (IsActiveSomeBullet()) { npc->bits &= ~NPC_SHOOTABLE; npc->bits |= NPC_INVULNERABLE; } else { npc->bits |= NPC_SHOOTABLE; npc->bits &= ~NPC_INVULNERABLE; } } 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]; } // Ma Pignon rock void ActNpc314(NPCHAR *npc) { RECT rc[3] = { {64, 64, 80, 80}, {80, 64, 96, 80}, {96, 64, 112, 80}, }; switch (npc->act_no) { case 0: npc->count2 = 0; npc->act_no = 100; npc->bits |= NPC_INVULNERABLE; npc->ani_no = Random(0, 2); // Fallthrough case 100: npc->ym += 0x40; if (npc->ym > 0x700) npc->ym = 0x700; if (npc->y > 128 * 0x200) npc->bits &= ~NPC_IGNORE_SOLIDITY; if (npc->flag & 8) { int i; npc->ym = -0x200; npc->act_no = 110; npc->bits |= NPC_IGNORE_SOLIDITY; PlaySoundObject(12, SOUND_MODE_PLAY); SetQuake(10); for (i = 0; i < 2; ++i) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); } break; case 110: npc->ym += 0x40; if (npc->y > (gMap.length * 0x200 * 0x10) + (2 * 0x200 * 0x10)) { npc->cond = 0; return; } break; } if (++npc->ani_wait > 6) { ++npc->ani_wait; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; if (gMC.y > npc->y) npc->damage = 10; else npc->damage = 0; npc->y += npc->ym; npc->rect = rc[npc->ani_no]; } // Ma Pignon clone void ActNpc315(NPCHAR *npc) { RECT rcLeft[4] = { {128, 0, 144, 16}, {160, 0, 176, 16}, {176, 0, 192, 16}, {192, 0, 208, 16}, }; RECT rcRight[4] = { {128, 16, 144, 32}, {160, 16, 176, 32}, {176, 16, 192, 32}, {192, 16, 208, 32}, }; switch (npc->act_no) { case 0: npc->ani_no = 3; npc->ym += 0x80; if (npc->y > 128 * 0x200) { npc->act_no = 130; npc->bits &= ~NPC_IGNORE_SOLIDITY; } break; case 100: npc->act_no = 110; npc->act_wait = 0; npc->count1 = 0; npc->bits |= NPC_SHOOTABLE; // Fallthrough case 110: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; npc->ani_no = 0; if (++npc->act_wait > 4) { npc->act_wait = 0; npc->act_no = 120; } break; case 120: npc->ani_no = 1; if (++npc->act_wait > 4) { npc->act_no = 130; npc->ani_no = 3; npc->xm = 2 * Random(-0x200, 0x200); npc->ym = -0x800; PlaySoundObject(30, SOUND_MODE_PLAY); } break; case 130: npc->ym += 0x80; if (npc->xm < 0 && npc->flag & 1) npc->xm *= -1; if (npc->xm > 0 && npc->flag & 4) npc->xm *= -1; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->ym < -0x200) npc->ani_no = 2; else if (npc->ym > 0x200) npc->ani_no = 0; else npc->ani_no = 3; if (npc->flag & 8) { npc->act_no = 140; npc->act_wait = 0; npc->ani_no = 1; npc->xm = 0; } break; case 140: npc->ani_no = 1; if (++npc->act_wait > 4) { npc->act_no = 110; npc->bits |= NPC_SHOOTABLE; } break; } if (npc->act_no > 100) { if (IsActiveSomeBullet()) { npc->bits &= ~NPC_SHOOTABLE; npc->bits |= NPC_INVULNERABLE; } else { npc->bits |= NPC_SHOOTABLE; npc->bits &= ~NPC_INVULNERABLE; } } if (++npc->count2 > 300) { VanishNpChar(npc); } else { 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]; } } // Bute (dead) void ActNpc316(NPCHAR *npc) { RECT rcLeft[3] = { {248, 32, 272, 56}, {272, 32, 296, 56}, {296, 32, 320, 56}, }; RECT rcRight[3] = { {248, 56, 272, 80}, {272, 56, 296, 80}, {296, 56, 320, 80}, }; switch (npc->act_no) { case 0: npc->bits &= ~NPC_SHOOTABLE; npc->bits &= ~NPC_IGNORE_SOLIDITY; npc->damage = 0; npc->act_no = 1; npc->ani_no = 0; npc->view.front = 12 * 0x200; npc->view.back = 12 * 0x200; npc->view.top = 12 * 0x200; npc->ym = -0x200; if (npc->direct == 0) npc->xm = 0x100; else npc->xm = -0x100; PlaySoundObject(50, SOUND_MODE_PLAY); break; case 1: if (npc->flag & 8) { npc->ani_no = 1; npc->ani_wait = 0; npc->act_no = 2; npc->act_wait = 0; } break; case 2: npc->xm = 8 * npc->xm / 9; if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 1; if (++npc->act_wait > 50) npc->cond |= 8; break; } npc->ym += 0x20; 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]; } // Mesa void ActNpc317(NPCHAR *npc) { RECT rcLeft[4] = { {0, 80, 32, 120}, {32, 80, 64, 120}, {64, 80, 96, 120}, {96, 80, 128, 120}, }; RECT rcRight[4] = { {0, 120, 32, 160}, {32, 120, 64, 160}, {64, 120, 96, 160}, {96, 120, 128, 160}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 8 * 0x200; npc->tgt_x = npc->x; // Fallthrough case 1: npc->xm = 0; npc->act_no = 2; npc->ani_no = 0; npc->count1 = 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 (gMC.x > npc->x - (320 * 0x200) && gMC.x < npc->x + (320 * 0x200) && gMC.y > npc->y - (160 * 0x200) && gMC.y < npc->y + (160 * 0x200) && ++npc->count1 > 50) npc->act_no = 10; break; case 10: npc->act_no = 11; npc->act_wait = 0; npc->ani_no = 2; SetNpChar(319, npc->x, npc->y, 0, 0, 0, npc, 0x100); // Fallthrough case 11: if (++npc->act_wait > 50) { npc->act_wait = 0; npc->act_no = 12; npc->ani_no = 3; PlaySoundObject(39, SOUND_MODE_PLAY); } break; case 12: if (++npc->act_wait > 20) 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]; if (npc->life <= 936) { npc->code_char = 318; npc->act_no = 0; } } // Mesa (dead) void ActNpc318(NPCHAR *npc) { RECT rcLeft[3] = { {224, 80, 256, 120}, {256, 80, 288, 120}, {288, 80, 320, 120}, }; RECT rcRight[3] = { {224, 120, 256, 160}, {256, 120, 288, 160}, {288, 120, 320, 160}, }; switch (npc->act_no) { case 0: npc->bits &= ~NPC_SHOOTABLE; npc->bits &= ~NPC_IGNORE_SOLIDITY; npc->bits &= ~NPC_SOLID_SOFT; npc->damage = 0; npc->act_no = 1; npc->ani_no = 0; npc->ym = -0x200; if (npc->direct == 0) npc->xm = 0x40; else npc->xm = -0x40; PlaySoundObject(54, SOUND_MODE_PLAY); break; case 1: if (npc->flag & 8) { npc->ani_no = 1; npc->ani_wait = 0; npc->act_no = 2; npc->act_wait = 0; } break; case 2: npc->xm = 8 * npc->xm / 9; if (++npc->ani_wait > 3) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 1; if (++npc->act_wait > 50) npc->cond |= 8; break; } npc->ym += 0x20; 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]; } // Mesa block void ActNpc319(NPCHAR *npc) { RECT rc[3] = { {16, 0, 32, 16}, {16, 0, 32, 16}, {96, 80, 112, 96}, }; switch (npc->act_no) { case 0: npc->y = npc->pNpc->y + (10 * 0x200); if (npc->pNpc->direct == 0) npc->x = npc->pNpc->x + (7 * 0x200); else npc->x = npc->pNpc->x - (7 * 0x200); if (npc->pNpc->code_char == 318) { SetDestroyNpChar(npc->x, npc->y, 0, 3); npc->cond = 0; return; } if (npc->pNpc->ani_no != 2) { npc->act_no = 2; npc->act_wait = 0; npc->ym = -0x400; npc->y = npc->pNpc->y - (4 * 0x200); if (npc->pNpc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; } break; case 2: if (++npc->act_wait == 4) npc->bits &= ~NPC_IGNORE_SOLIDITY; npc->ym += 0x2A; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; if (npc->flag & 8) { PlaySoundObject(12, SOUND_MODE_PLAY); SetDestroyNpChar(npc->x, npc->y, 0, 3); npc->cond = 0; } break; } if (++npc->ani_no > 2) npc->ani_no = 0; npc->rect = rc[npc->ani_no]; }