ref: 353798bf411161272613630d2a5f736230c43e7d
dir: /src/NpcAct340.cpp/
#include "NpcAct.h" #include <stddef.h> #include "WindowsWrapper.h" #include "Caret.h" #include "CommonDefines.h" #include "Draw.h" #include "Flash.h" #include "Flags.h" #include "Frame.h" #include "Game.h" #include "Map.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" // Ballos void ActNpc340(NPCHAR *npc) { int i; int x; switch (npc->act_no) { case 0: npc->act_no = 1; npc->cond = 0x80; npc->exp = 1; npc->direct = 0; npc->y -= 6 * 0x200; npc->damage = 0; SetNpChar(341, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0x100); break; case 10: npc->act_no = 11; npc->act_wait = 0; // Fallthrough case 11: if (++npc->act_wait > 100) npc->act_no = 100; break; case 100: npc->act_no = 110; npc->act_wait = 0; npc->ani_no = 1; npc->ani_wait = 0; npc->damage = 4; npc->bits |= NPC_SHOOTABLE; // Fallthrough case 110: npc->act_no = 111; npc->damage = 3; npc->tgt_x = npc->life; // Fallthrough case 111: if (++npc->ani_wait > 10) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 1; ++npc->act_wait; if (npc->life < npc->tgt_x - 50 || npc->act_wait > 150) { switch (npc->count2 % 5) { case 0: case 1: case 2: case 3: npc->act_no = 200; break; case 4: npc->act_no = 300; break; } ++npc->count2; } if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; break; case 200: npc->act_no = 201; npc->count1 = 0; // Fallthrough case 201: if (npc->xm == 0) npc->act_no = 202; else npc->act_no = 203; npc->act_wait = 0; npc->ani_no = 3; npc->damage = 3; ++npc->count1; // Fallthrough case 202: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; npc->xm = 8 * npc->xm / 9; npc->ym = 8 * npc->ym / 9; if (++npc->act_wait > 20) npc->act_no = 210; break; case 203: npc->xm = 8 * npc->xm / 9; npc->ym = 8 * npc->ym / 9; if (++npc->act_wait > 20) { if (gMC.y < npc->y + (12 * 0x200)) npc->act_no = 220; else npc->act_no = 230; } break; case 210: npc->act_no = 211; npc->act_wait = 0; npc->ani_no = 6; npc->ani_wait = 0; npc->ym = 0; npc->damage = 10; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; PlaySoundObject(25, 1); // Fallthrough case 211: if (npc->direct == 0) npc->xm = -0x800; else npc->xm = 0x800; if (++npc->act_wait / 2 % 2) npc->ani_no = 6; else npc->ani_no = 7; if (npc->direct == 0 && npc->flag & 1) { npc->act_no = 212; npc->act_wait = 0; npc->damage = 3; SetQuake2(10); PlaySoundObject(26, 1); } if (npc->direct == 2 && npc->flag & 4) { npc->act_no = 212; npc->act_wait = 0; npc->damage = 3; SetQuake2(10); PlaySoundObject(26, 1); } if (npc->count1 < 4 && gMC.x > npc->x - (16 * 0x200) && gMC.x < npc->x + (16 * 0x200)) npc->act_no = 201; break; case 212: ++npc->act_wait; npc->xm = 0; npc->ani_no = 6; if (npc->act_wait > 30) { if (npc->count1 > 3) npc->act_no = 240; else npc->act_no = 201; } break; case 220: npc->act_no = 221; npc->act_wait = 0; npc->ani_no = 8; npc->ani_wait = 0; npc->xm = 0; npc->damage = 10; npc->direct = 0; PlaySoundObject(25, 1); // Fallthrough case 221: npc->ym = -0x800; if (++npc->act_wait / 2 % 2) npc->ani_no = 8; else npc->ani_no = 9; if (npc->y < (48 * 0x200)) { npc->y = (48 * 0x200); npc->ym = 0; npc->act_no = 222; npc->act_wait = 0; npc->damage = 3; for (i = 0; i < 8; ++i) { x = npc->x + (Random(-0x10, 0x10) * 0x200); SetNpChar(4, x, npc->y - (10 * 0x200), 0, 0, 0, NULL, 0x100); } SetNpChar(332, npc->x - (12 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100); SetNpChar(332, npc->x + (12 * 0x200), npc->y - (12 * 0x200), 0, 0, 2, NULL, 0x100); SetQuake2(10); PlaySoundObject(26, 1); } if (npc->count1 < 4 && gMC.y > npc->y - (16 * 0x200) && gMC.y < npc->y + (16 * 0x200)) npc->act_no = 201; break; case 222: ++npc->act_wait; npc->xm = 0; npc->ani_no = 8; if (npc->act_wait > 30) { if (npc->count1 > 3) npc->act_no = 240; else npc->act_no = 201; } break; case 230: npc->act_no = 231; npc->act_wait = 0; npc->ani_no = 8; npc->ani_wait = 0; npc->xm = 0; npc->damage = 10; npc->direct = 2; PlaySoundObject(25, 1); // Fallthrough case 231: npc->ym = 0x800; if (++npc->act_wait / 2 % 2) npc->ani_no = 8; else npc->ani_no = 9; if (npc->flag & 8) { npc->act_no = 232; npc->act_wait = 0; npc->damage = 3; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; for (i = 0; i < 8; ++i) { x = npc->x + (Random(-0x10, 0x10) * 0x200); SetNpChar(4, x, npc->y + (10 * 0x200), 0, 0, 0, NULL, 0x100); } SetNpChar(332, npc->x - (12 * 0x200), npc->y + (12 * 0x200), 0, 0, 0, NULL, 0x100); SetNpChar(332, npc->x + (12 * 0x200), npc->y + (12 * 0x200), 0, 0, 2, NULL, 0x100); SetQuake2(10); PlaySoundObject(26, 1); } if (npc->count1 < 4 && gMC.y > npc->y - (16 * 0x200) && gMC.y < npc->y + (16 * 0x200)) npc->act_no = 201; break; case 232: ++npc->act_wait; npc->xm = 0; npc->ani_no = 3; if (npc->act_wait > 30) { if (npc->count1 > 3) npc->act_no = 242; else npc->act_no = 201; } break; case 240: npc->act_no = 241; npc->direct = 0; // Fallthrough case 241: npc->ym += 0x80; if (npc->ym > 0x5FF) npc->ym = 0x5FF; if (++npc->ani_wait / 2 % 2) npc->ani_no = 4; else npc->ani_no = 5; if (npc->flag & 8) { npc->act_no = 242; npc->act_wait = 0; npc->ani_no = 3; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; } break; case 242: npc->xm = 3 * npc->xm / 4; npc->ani_no = 3; if (++npc->act_wait > 10) npc->act_no = 110; break; case 300: npc->act_no = 310; npc->act_wait = 0; npc->ym = -0x600; if (npc->x > 320 * 0x200) { npc->direct = 2; npc->tgt_x = gMC.x; npc->tgt_y = 176 * 0x200; } else { npc->direct = 0; npc->tgt_x = gMC.x; npc->tgt_y = 176 * 0x200; } npc->ani_wait = 0; // Fallthrough case 310: ++npc->ani_wait; if (++npc->act_wait > 200 && npc->ani_wait < 20) npc->direct = 2; else npc->direct = 0; if (npc->ani_wait / 2 % 2) npc->ani_no = 4; else npc->ani_no = 5; if (npc->x < npc->tgt_x) npc->xm += 0x40; else npc->xm -= 0x40; if (npc->y < npc->tgt_y) npc->ym += 0x40; else npc->ym -= 0x40; 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; if (npc->act_wait > 200 && npc->act_wait % 40 == 1) { npc->ani_wait = 0; SetNpChar(333, gMC.x, 304 * 0x200, 0, 0, 0, NULL, 0x100); } if (npc->act_wait > 480) { npc->act_no = 320; npc->act_wait = 0; } break; case 320: npc->xm = 0; npc->ym = 0; npc->direct = 2; if (++npc->act_wait == 40) SetFlash(0, 0, 2); if (npc->act_wait > 50 && npc->act_wait % 10 == 1) { x = ((4 * npc->act_wait - 200) / 10 + 2) * 0x200 * 0x10; SetNpChar(333, x, 304 * 0x200, 0, 0, 0, NULL, 0x100); } if (npc->act_wait > 140) npc->act_no = 240; if (++npc->ani_wait / 2 % 2) npc->ani_no = 4; else npc->ani_no = 5; break; case 1000: npc->act_no = 1001; npc->act_wait = 0; npc->ani_no = 10; npc->tgt_x = npc->x; npc->xm = 0; npc->bits &= ~NPC_SHOOTABLE; SetDestroyNpChar(npc->x, npc->y, 0x10, 0x10); PlaySoundObject(72, 1); // Fallthrough case 1001: npc->ym += 0x20; if (npc->ym > 0x5FF) npc->ym = 0x5FF; if (++npc->act_wait / 2 % 2) npc->x = npc->tgt_x + 0x200; else npc->x = npc->tgt_x - 0x200; if (npc->flag & 8) { npc->act_no = 1002; npc->act_wait = 0; } break; case 1002: if (++npc->act_wait > 150) { npc->act_wait = 0; npc->act_no = 1003; npc->ani_no = 3; } if (npc->act_wait / 2 % 2) npc->x = npc->tgt_x + 0x200; else npc->x = npc->tgt_x - 0x200; break; case 1003: if (++npc->act_wait > 30) { npc->act_wait = 0; npc->act_no = 1004; npc->ani_no = 3; npc->ym -= 0xA00; npc->direct = 0; npc->bits |= NPC_IGNORE_SOLIDITY; } break; case 1004: if (npc->y < 0) { npc->xm = 0; npc->ym = 0; npc->act_no = 1005; npc->act_wait = 0; SetFlash(0, 0, 2); PlaySoundObject(29, 1); } if (++npc->act_wait / 2 % 2) npc->ani_no = 8; else npc->ani_no = 9; break; } npc->x += npc->xm; npc->y += npc->ym; RECT rcLeft[11] = { {0, 0, 48, 40}, {48, 0, 96, 40}, {96, 0, 144, 40}, {144, 0, 192, 40}, {192, 0, 240, 40}, {240, 0, 288, 40}, {0, 80, 48, 120}, {48, 80, 96, 120}, {96, 80, 144, 120}, {144, 80, 192, 120}, {192, 80, 240, 120}, }; RECT rcRight[11] = { {0, 40, 48, 80}, {48, 40, 96, 80}, {96, 40, 144, 80}, {144, 40, 192, 80}, {192, 40, 240, 80}, {240, 40, 288, 80}, {0, 120, 48, 160}, {48, 120, 96, 160}, {96, 120, 144, 160}, {144, 120, 192, 160}, {192, 120, 240, 160}, }; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Ballos 1 head void ActNpc341(NPCHAR *npc) { RECT rc[3] = { {288, 32, 320, 48}, {288, 48, 320, 64}, {288, 64, 320, 80}, }; if (npc->pNpc->act_no == 11 && npc->pNpc->act_wait > 50) ++npc->ani_wait; if (npc->ani_wait > 4) { npc->ani_wait = 0; if (npc->ani_no < 2) ++npc->ani_no; } if (npc->pNpc->ani_no) npc->cond = 0; npc->rect = rc[npc->ani_no]; } // Ballos 3 eye void ActNpc342(NPCHAR *npc) { static int flash; RECT rc[3] = { {240, 48, 280, 88}, {240, 88, 280, 128}, {280, 48, 320, 88}, }; unsigned char deg; if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000) npc->act_no = 1000; switch (npc->act_no) { case 0: npc->act_no = 10; npc->count1 = (npc->direct & 0xFF) * 2; npc->direct >>= 8; npc->count2 = 0xC0; npc->damage = 14; // Fallthrough case 10: if (npc->count2 < 320) npc->count2 += 8; else npc->act_no = 11; break; case 11: if (npc->count2 > 304) npc->count2 -= 4; else npc->act_no = 12; break; case 12: if (npc->pNpc->act_no == 311) npc->act_no = 20; break; case 20: npc->act_no = 21; npc->bits |= NPC_SHOOTABLE; npc->life = 1000; // Fallthrough case 21: npc->count1 -= 2; if (npc->count1 < 0) npc->count1 += 0x200; if (npc->shock) { if (++flash / 2 % 2) npc->ani_no = 1; else npc->ani_no = 0; } else { npc->ani_no = 0; } if (npc->life < 900) { npc->act_no = 22; npc->bits &= ~NPC_SHOOTABLE; SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20); PlaySoundObject(71, 1); } npc->pNpc->count1 = 4; if (npc->pNpc->act_no == 401) npc->act_no = 23; break; case 22: npc->ani_no = 2; npc->count1 -= 2; if (npc->count1 < 0) npc->count1 += 0x200; if (npc->pNpc->act_no == 401) npc->act_no = 23; break; case 23: npc->ani_no = 2; npc->count1 -= 4; if (npc->count1 < 0) npc->count1 += 0x200; if (npc->pNpc->act_no == 420) npc->act_no = 30; break; case 30: npc->act_no = 31; npc->life = 1000; npc->damage = 10; if (npc->direct == 0) npc->bits |= NPC_SHOOTABLE; npc->ym = 0; // Fallthrough case 31: ++npc->count1; npc->count1 %= 0x200; if (npc->count2 > 0x100) --npc->count2; if (npc->bits & NPC_SHOOTABLE) { if (npc->shock) { if (++flash / 2 % 2) npc->ani_no = 1; else npc->ani_no = 0; } else { npc->ani_no = 0; } } else { npc->ani_no = 2; } if (npc->life < 900) npc->act_no = 40; break; case 40: npc->act_no = 41; npc->xm = 0; npc->ym = 0; npc->ani_no = 2; npc->damage = 5; npc->bits &= ~(NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE); SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20); PlaySoundObject(71, 1); // Fallthrough case 41: if (npc->flag & 1) npc->xm = 0x100; if (npc->flag & 4) npc->xm = -0x100; if (npc->flag & 8) { if (npc->xm == 0) { if (gMC.x < npc->x) npc->xm = 0x100; else npc->xm = -0x100; } npc->ym = -0x800; PlaySoundObject(26, 1); } npc->ym += 0x20; if (npc->ym > 0x5FF) npc->ym = 0x5FF; break; case 1000: npc->act_no = 1001; npc->xm = 0; npc->ym = 0; npc->ani_no = 2; npc->bits &= ~(NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE); npc->damage = 0; npc->count1 /= 4; npc->exp = 0; // Fallthrough case 1001: if (npc->count1 > 0) { if (--npc->count1 / 2 % 2) npc->ani_no = 1; else npc->ani_no = 0; } else { SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20); PlaySoundObject(71, 1); VanishNpChar(npc); return; } break; } if (npc->act_no == 21 || npc->act_no == 22) { switch (npc->pNpc->direct) { case 0: if (npc->count1 == 140) { SetNpChar(4, npc->x + (8 * 0x200), npc->y + 0x1800, 0, 0, 0, NULL, 0x100); SetNpChar(4, npc->x - (8 * 0x200), npc->y + 0x1800, 0, 0, 0, NULL, 0x100); PlaySoundObject(26, 1); } break; case 1: if (npc->count1 == 268) { SetNpChar(4, npc->x - (12 * 0x200), npc->y + (8 * 0x200), 0, 0, 0, NULL, 0x100); SetNpChar(4, npc->x - (12 * 0x200), npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100); PlaySoundObject(26, 1); } break; case 2: if (npc->count1 == 396) { SetNpChar(4, npc->x + (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100); SetNpChar(4, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100); SetNpChar(345, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100); PlaySoundObject(26, 1); } break; case 3: if (npc->count1 == 12) { SetNpChar(4, npc->x + (12 * 0x200), npc->y + (8 * 0x200), 0, 0, 0, NULL, 0x100); SetNpChar(4, npc->x + (12 * 0x200), npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100); PlaySoundObject(26, 1); } break; } } if (npc->act_no < 40) { deg = npc->count1 / 2; npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4; npc->tgt_y = npc->pNpc->y + npc->count2 * GetSin(deg) / 4; npc->xm = npc->tgt_x - npc->x; npc->ym = npc->tgt_y - npc->y; } npc->x += npc->xm; npc->y += npc->ym; npc->rect = rc[npc->ani_no]; } // Ballos 2 cutscene void ActNpc343(NPCHAR *npc) { RECT rc = {0, 0, 120, 120}; npc->rect = rc; if (++npc->act_wait > 100) npc->cond = 0; npc->x = npc->pNpc->x; npc->y = npc->pNpc->y; } // Ballos 2 eyes void ActNpc344(NPCHAR *npc) { RECT rc[2] = { {272, 0, 296, 16}, {296, 0, 320, 16}, }; if (npc->direct == 0) { npc->rect = rc[0]; npc->x = npc->pNpc->x - (24 * 0x200); } else { npc->rect = rc[1]; npc->x = npc->pNpc->x + (24 * 0x200); } if (++npc->act_wait > 100) npc->cond = 0; npc->y = npc->pNpc->y - (36 * 0x200); } // Ballos skull projectile void ActNpc345(NPCHAR *npc) { RECT rc[4] = { {128, 176, 144, 192}, {144, 176, 160, 192}, {160, 176, 176, 192}, {176, 176, 192, 192}, }; int i; switch (npc->act_no) { case 0: npc->act_no = 100; npc->ani_no = Random(0, 16) % 4; // 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->act_wait++ / 2 % 2) SetNpChar(4, npc->x, npc->y, 0, 0, 0, NULL, 0x100); if (npc->flag & 8) { npc->ym = -0x200; npc->act_no = 110; npc->bits |= NPC_IGNORE_SOLIDITY; PlaySoundObject(12, 1); SetQuake(10); for (i = 0; i < 4; ++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 > 8) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 0; npc->y += npc->ym; npc->rect = rc[npc->ani_no]; } // Ballos 4 orbiting platform void ActNpc346(NPCHAR *npc) { RECT rc = {240, 0, 272, 16}; unsigned char deg; if (npc->act_no < 1000 && npc->pNpc->act_no >= 1000) npc->act_no = 1000; switch (npc->act_no) { case 0: npc->act_no = 10; npc->count1 = npc->direct * 4; npc->count2 = 192; npc->ani_no = 0; // Fallthrough case 10: if (npc->count2 < 448) npc->count2 += 8; else npc->act_no = 11; break; case 11: if (npc->pNpc->act_no == 411) npc->act_no = 20; break; case 20: if (--npc->count1 < 0) npc->count1 += 0x400; if (npc->pNpc->act_no == 421) npc->act_no = 40; if (npc->pNpc->act_no == 423) npc->act_no = 100; break; case 30: ++npc->count1; npc->count1 %= 0x400; if (npc->pNpc->act_no == 425) npc->act_no = 50; if (npc->pNpc->act_no == 427) npc->act_no = 100; break; case 40: npc->count1 -= 2; if (npc->count1 < 0) npc->count1 += 0x400; if (npc->pNpc->act_no == 422) npc->act_no = 20; break; case 50: npc->count1 += 2; npc->count1 %= 0x400; if (npc->pNpc->act_no == 426) npc->act_no = 30; break; case 100: npc->ani_no = 0; if (npc->pNpc->act_no == 424) npc->act_no = 30; if (npc->pNpc->act_no == 428) npc->act_no = 20; break; case 1000: npc->act_no = 1001; npc->xm = 0; npc->ym = 0; npc->bits &= ~NPC_SOLID_HARD; // Fallthrough case 1001: npc->ym += 0x40; if (npc->y > gMap.length * 0x10 * 0x200) npc->cond = 0; break; } if (npc->act_no < 1000) { if (gMC.y > npc->y - 0x1000 && gMC.ym < 0) npc->bits &= ~NPC_SOLID_HARD; else npc->bits |= NPC_SOLID_HARD; deg = npc->count1 / 4; npc->tgt_x = npc->pNpc->x + npc->count2 * GetCos(deg) / 4; npc->tgt_y = npc->pNpc->y + (16 * 0x200) + npc->count2 * GetSin(deg) / 4; npc->xm = npc->tgt_x - npc->x; if (npc->act_no == 20 || npc->act_no == 30) { if (npc->count1 % 4 == 0) npc->ani_no = (npc->tgt_y - npc->y) / 4; } else if (npc->act_no == 40 || npc->act_no == 50) { if ((npc->count1 / 2 % 2) == 0) npc->ani_no = (npc->tgt_y - npc->y) / 2; } else { npc->ani_no = npc->tgt_y - npc->y; } npc->ym = npc->ani_no; } npc->x += npc->xm; npc->y += npc->ym; npc->rect = rc; } // Hoppy void ActNpc347(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: npc->ani_no = 0; if (gMC.y < npc->y + (128 * 0x200) && gMC.y > npc->y - (128 * 0x200)) { npc->act_no = 10; npc->act_wait = 0; npc->ani_no = 1; } break; case 10: if (++npc->act_wait == 4) npc->ani_no = 2; if (npc->act_wait > 12) { npc->act_no = 12; npc->xm = 0x700; PlaySoundObject(6, 1); npc->ani_no = 3; } break; case 12: if (gMC.y < npc->y) npc->ym = -0xAA; else npc->ym = 0xAA; if (npc->flag & 1) { npc->act_no = 13; npc->act_wait = 0; npc->ani_no = 2; npc->xm = 0; npc->ym = 0; break; } npc->xm -= 42; if (npc->xm < -0x5FF) npc->xm = -0x5FF; npc->x += npc->xm; npc->y += npc->ym; break; case 13: ++npc->act_wait; if (npc->act_wait == 2) npc->ani_no = 1; if (npc->act_wait == 6) npc->ani_no = 0; if (npc->act_wait > 16) npc->act_no = 1; break; } RECT rc[4] = { {256, 48, 272, 64}, {272, 48, 288, 64}, {288, 48, 304, 64}, {304, 48, 320, 64}, }; npc->rect = rc[npc->ani_no]; } // Ballos 4 spikes void ActNpc348(NPCHAR *npc) { RECT rc[2] = { {128, 152, 160, 176}, {160, 152, 192, 176}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (++npc->act_wait < 0x80) { npc->y -= 0x80; if (npc->act_wait / 2 % 2) npc->ani_no = 1; else npc->ani_no = 0; } else { npc->act_no = 10; npc->ani_no = 0; npc->damage = 2; } break; } npc->rect = rc[npc->ani_no]; } // Statue void ActNpc349(NPCHAR *npc) { RECT rect = {0, 0, 16, 16}; if (npc->act_no == 0) { npc->act_no = 1; if (npc->direct == 0) npc->x += 8 * 0x200; if (npc->direct == 2) npc->y += 16 * 0x200; } npc->rect = rect; } // Flying Bute archer void ActNpc350(NPCHAR *npc) { RECT rcLeft[7] = { {0, 160, 24, 184}, {24, 160, 48, 184}, {48, 160, 72, 184}, {72, 160, 96, 184}, {96, 160, 120, 184}, {120, 160, 144, 184}, {144, 160, 168, 184}, }; RECT rcRight[7] = { {0, 184, 24, 208}, {24, 184, 48, 208}, {48, 184, 72, 208}, {72, 184, 96, 208}, {96, 184, 120, 208}, {120, 184, 144, 208}, {144, 184, 168, 208}, }; switch (npc->act_no) { case 0: npc->act_no = 1; if (npc->direct == 0) npc->tgt_x = npc->x - (128 * 0x200); else npc->tgt_x = npc->x + (128 * 0x200); npc->tgt_y = npc->y; npc->ym = Random(-0x200, 0x200) * 2; npc->xm = Random(-0x200, 0x200) * 2; // Fallthrough case 1: if (++npc->ani_wait > 1) { npc->ani_wait = 0; if (++npc->ani_no > 1) npc->ani_no = 0; } if (npc->direct == 0) { if (npc->x < npc->tgt_x) npc->act_no = 20; } else { if (npc->x > npc->tgt_x) npc->act_no = 20; } break; case 20: npc->act_no = 21; npc->act_wait = Random(0, 150); npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 21: if (++npc->ani_wait > 2) { npc->ani_wait = 0; if (++npc->ani_no > 3) npc->ani_no = 2; } if (++npc->act_wait > 300) npc->act_no = 30; if (gMC.x < npc->x + (112 * 0x200) && gMC.x > npc->x - (112 * 0x200) && gMC.y < npc->y + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200)) npc->act_no = 30; break; case 30: npc->act_no = 31; npc->act_wait = 0; npc->ani_wait = 0; // Fallthrough case 31: if (++npc->ani_wait / 2 % 2) npc->ani_no = 3; else npc->ani_no = 4; if (++npc->act_wait > 30) { npc->act_no = 40; npc->ani_no = 5; if (npc->direct == 0) SetNpChar(312, npc->x, npc->y, -0x800, 0, 0, NULL, 0x199); else SetNpChar(312, npc->x, npc->y, 0x800, 0, 2, NULL, 0x199); } break; case 40: npc->act_no = 41; npc->act_wait = 0; npc->ani_wait = 0; // Fallthrough case 41: if (++npc->ani_wait > 2) { npc->ani_wait = 0; if (++npc->ani_no > 6) npc->ani_no = 5; } if (++npc->act_wait > 40) { npc->act_no = 50; npc->ani_no = 0; npc->xm = 0; npc->ym = 0; } break; case 50: if (++npc->ani_wait > 1) { npc->ani_wait = 0; if (++npc->ani_no > 1) npc->ani_no = 0; } if (npc->direct == 0) npc->xm -= 0x20; else npc->xm += 0x20; if (npc->x < 0 || npc->x > gMap.width * 0x200 * 0x10) { VanishNpChar(npc); return; } break; } if (npc->act_no < 50) { if (npc->x < npc->tgt_x) npc->xm += 0x2A; if (npc->x > npc->tgt_x) npc->xm -= 0x2A; if (npc->y < npc->tgt_y) npc->ym += 0x2A; if (npc->y > npc->tgt_y) npc->ym -= 0x2A; 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->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Statue (shootable) void ActNpc351(NPCHAR *npc) { RECT rc[9] = { {0, 96, 32, 136}, {32, 96, 64, 136}, {64, 96, 96, 136}, {96, 96, 128, 136}, {128, 96, 160, 136}, {0, 176, 32, 216}, {32, 176, 64, 216}, {64, 176, 96, 216}, {96, 176, 128, 216}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = npc->direct / 10; npc->x += 8 * 0x200; npc->y += 12 * 0x200; break; case 10: if (GetNPCFlag(npc->code_flag)) { npc->act_no = 20; } else { npc->act_no = 11; npc->bits |= NPC_SHOOTABLE; } // Fallthrough case 11: if (npc->life <= 900) { SetNpChar(351, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, (npc->ani_no + 4) * 10, NULL, 0); npc->cond |= 8; } break; case 20: npc->ani_no += 4; npc->act_no = 1; break; } npc->rect = rc[npc->ani_no]; } // Ending characters void ActNpc352(NPCHAR *npc) { switch (npc->act_no) { case 0: // Set state npc->act_no = 1; npc->ani_no = 0; npc->count1 = npc->direct / 100; npc->direct %= 100; // Set surfaces / offset switch (npc->count1) { case 7: case 8: case 9: case 12: case 13: npc->surf = SURFACE_ID_LEVEL_SPRITESET_1; break; } switch (npc->count1) { case 2: case 4: case 9: case 12: npc->view.top = 16 * 0x200; break; } // Balrog if (npc->count1 == 9) { npc->view.back = 20 * 0x200; npc->view.front = 20 * 0x200; npc->x -= 1 * 0x200; } // Spawn King's sword if (npc->count1 == 0) SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100); // Fallthrough case 1: npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; if (npc->flag & 8) { npc->ym = 0; npc->act_no = 2; npc->ani_no = 1; } npc->y += npc->ym; break; } RECT rc[28] = { {304, 48, 320, 64}, {224, 48, 240, 64}, {32, 80, 48, 96}, {0, 80, 16, 96}, {224, 216, 240, 240}, {192, 216, 208, 240}, {48, 16, 64, 32}, {0, 16, 16, 32}, {112, 192, 128, 216}, {80, 192, 96, 216}, {304, 0, 320, 16}, {224, 0, 240, 16}, {176, 32, 192, 48}, {176, 32, 192, 48}, {240, 16, 256, 32}, {224, 16, 240, 32}, {208, 16, 224, 32}, {192, 16, 208, 32}, {280, 128, 320, 152}, {280, 152, 320, 176}, {32, 112, 48, 128}, {0, 112, 16, 128}, {80, 0, 96, 16}, {112, 0, 128, 16}, {16, 152, 32, 176}, {0, 152, 16, 176}, {48, 16, 64, 32}, {48, 0, 64, 16} }; npc->rect = rc[npc->ani_no + (npc->count1 * 2)]; } // Bute with sword (flying) void ActNpc353(NPCHAR *npc) { RECT rc[4] = { {168, 160, 184, 184}, {184, 160, 200, 184}, {168, 184, 184, 208}, {184, 184, 200, 208}, }; RECT rcLeft[2] = { {200, 160, 216, 176}, {216, 160, 232, 176}, }; RECT rcRight[2] = { {200, 176, 216, 192}, {216, 176, 232, 192}, }; switch (npc->act_no) { case 0: npc->act_no = 1; switch (npc->direct) { case 0: npc->xm = -0x600; break; case 2: npc->xm = 0x600; break; case 1: npc->ym = -0x600; break; case 3: npc->ym = 0x600; break; } // Fallthrough case 1: ++npc->act_wait; if (npc->act_wait == 8) npc->bits &= ~NPC_IGNORE_SOLIDITY; npc->x += npc->xm; npc->y += npc->ym; if (npc->act_wait == 0x10) npc->act_no = 10; if (++npc->ani_wait > 2) { npc->ani_wait = 0; if (++npc->ani_no > 3) npc->ani_no = 0; } npc->rect = rc[npc->ani_no]; break; case 10: npc->act_no = 11; npc->ani_no = 0; npc->bits |= NPC_SHOOTABLE; npc->bits &= ~NPC_IGNORE_SOLIDITY; npc->damage = 5; npc->view.top = 8 * 0x200; // Fallthrough case 11: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (gMC.y - (24 * 0x200) > npc->y) { if (npc->direct == 0) npc->xm2 += 0x10; else npc->xm2 -= 0x10; } else { 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; 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]; break; } } // Invisible deathtrap wall void ActNpc354(NPCHAR *npc) { int i, x, y; switch (npc->act_no) { case 0: npc->hit.bottom = 280 * 0x200; break; case 10: npc->act_no = 11; npc->act_wait = 0; if (npc->direct == 0) npc->x += 16 * 0x200; else npc->x -= 16 * 0x200; // Fallthrough case 11: if (++npc->act_wait > 100) { npc->act_wait = 0; SetQuake(20); PlaySoundObject(26, 1); PlaySoundObject(12, 1); if (npc->direct == 0) npc->x -= 16 * 0x200; else npc->x += 16 * 0x200; for (i = 0; i < 20; ++i) { x = (npc->x / 0x200 / 0x10); y = (npc->y / 0x200 / 0x10) + i; ChangeMapParts(x, y, 109); } } break; } } // Quote and Curly on Balrog's back void ActNpc355(NPCHAR *npc) { RECT rc[4] = { {80, 16, 96, 32}, {80, 96, 96, 112}, {128, 16, 144, 32}, {208, 96, 224, 112}, }; switch (npc->act_no) { case 0: switch (npc->direct) { case 0: npc->surf = SURFACE_ID_MY_CHAR; npc->ani_no = 0; npc->x = npc->pNpc->x - (14 * 0x200); npc->y = npc->pNpc->y + (10 * 0x200); break; case 1: npc->surf = SURFACE_ID_NPC_REGU; npc->ani_no = 1; npc->x = npc->pNpc->x + (14 * 0x200); npc->y = npc->pNpc->y + (10 * 0x200); break; case 2: npc->surf = SURFACE_ID_MY_CHAR; npc->ani_no = 2; npc->x = npc->pNpc->x - (7 * 0x200); npc->y = npc->pNpc->y - (19 * 0x200); break; case 3: npc->surf = SURFACE_ID_NPC_REGU; npc->ani_no = 3; npc->x = npc->pNpc->x + (4 * 0x200); npc->y = npc->pNpc->y - (19 * 0x200); break; } break; } npc->rect = rc[npc->ani_no]; } // Balrog rescue void ActNpc356(NPCHAR *npc) { RECT rcRight[2] = { {240, 128, 280, 152}, {240, 152, 280, 176}, }; switch (npc->act_no) { case 0: npc->act_no = 11; npc->ani_wait = 0; npc->tgt_y = npc->y - (16 * 0x200); npc->tgt_x = npc->x - (6 * 0x200); npc->ym = 0; SetNpChar(355, 0, 0, 0, 0, 3, npc, 0xAA); SetNpChar(355, 0, 0, 0, 0, 2, npc, 0xAA); // Fallthrough case 11: if (npc->x < npc->tgt_x) npc->xm += 8; else npc->xm -= 8; if (npc->y < npc->tgt_y) npc->ym += 8; else npc->ym -= 8; npc->x += npc->xm; npc->y += npc->ym; break; case 20: npc->act_no = 21; npc->xm = -0x400; npc->ym = 0x200; // Fallthrough case 21: ++npc->ani_wait; npc->xm += 0x10; npc->ym -= 8; npc->x += npc->xm; npc->y += npc->ym; if (npc->x > 60 * 0x10 * 0x200) npc->act_no = 22; break; case 22: npc->xm = 0; npc->ym = 0; break; } if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; npc->rect = rcRight[npc->ani_no]; } // Puppy ghost void ActNpc357(NPCHAR *npc) { RECT rc = {224, 136, 240, 152}; switch (npc->act_no) { case 0: npc->rect = rc; ++npc->act_wait; break; case 10: npc->act_wait = 0; npc->act_no = 11; PlaySoundObject(29, 1); // Fallthrough case 11: ++npc->act_wait; npc->rect = rc; if (npc->act_wait / 2 % 2) npc->rect.right = npc->rect.left; if (npc->act_wait > 50) npc->cond = 0; break; } if (npc->act_wait % 8 == 1) SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1); } // Misery (stood in the wind during the credits) void ActNpc358(NPCHAR *npc) { RECT rc[5] = { {208, 8, 224, 32}, {224, 8, 240, 32}, {240, 8, 256, 32}, {256, 8, 272, 32}, {272, 8, 288, 32}, }; switch (npc->act_no) { case 0: if (++npc->ani_wait > 6) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; break; case 10: if (++npc->ani_wait > 6) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 4) npc->ani_no = 3; break; } npc->rect = rc[npc->ani_no]; } // Water droplet generator void ActNpc359(NPCHAR *npc) { int x; if (gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2) { x = npc->x + (Random(-6, 6) * 0x200); SetNpChar(73, x, npc->y - (7 * 0x200), 0, 0, 0, 0, 0); } } // "Thank you" message at the end of the credits void ActNpc360(NPCHAR *npc) { RECT rc = {0, 176, 48, 184}; if (npc->act_no == 0) { ++npc->act_no; npc->x -= 8 * 0x200; npc->y -= 8 * 0x200; } npc->rect = rc; }