ref: b2eae2b262371db954fcc1e6d77486a94021b324
dir: /src/NpcAct320.cpp/
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK. // // The original code belongs to Daisuke "Pixel" Amaya. // // Modifications and custom code are under the MIT licence. // See LICENCE.txt for details. #include "NpcAct.h" #include <stddef.h> #include "WindowsWrapper.h" #include "Bullet.h" #include "Caret.h" #include "CommonDefines.h" #include "Frame.h" #include "Game.h" #include "KeyControl.h" #include "Map.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" // Curly (carried, shooting) void ActNpc320(NPCHAR *npc) { RECT rcLeft[3] = { {16, 96, 32, 112}, {48, 96, 64, 112}, {96, 96, 112, 112}, }; RECT rcRight[3] = { {16, 112, 32, 128}, {48, 112, 64, 128}, {96, 112, 112, 128}, }; if (npc->act_no == 0) { npc->act_no = 1; npc->x = gMC.x; npc->y = gMC.y; SetNpChar(321, 0, 0, 0, 0, 0, npc, 0x100); } if (gMC.flag & 8) { if (gMC.up) { npc->tgt_x = gMC.x; npc->tgt_y = gMC.y - (10 * 0x200); npc->ani_no = 1; } else { npc->ani_no = 0; if (gMC.direct == 0) { npc->tgt_x = gMC.x + (7 * 0x200); npc->tgt_y = gMC.y - (3 * 0x200); } else { npc->tgt_x = gMC.x - (7 * 0x200); npc->tgt_y = gMC.y - (3 * 0x200); } } } else { if (gMC.up) { npc->tgt_x = gMC.x; npc->tgt_y = gMC.y + (8 * 0x200); npc->ani_no = 2; } else if (gMC.down) { npc->tgt_x = gMC.x; npc->tgt_y = gMC.y - (8 * 0x200); npc->ani_no = 1; } else { npc->ani_no = 0; if (gMC.direct == 0) { npc->tgt_x = gMC.x + (7 * 0x200); npc->tgt_y = gMC.y - (3 * 0x200); } else { npc->tgt_x = gMC.x - (7 * 0x200); npc->tgt_y = gMC.y - (3 * 0x200); } } } npc->x += (npc->tgt_x - npc->x) / 2; npc->y += (npc->tgt_y - npc->y) / 2; if (gMC.ani_no % 2) npc->y -= 1 * 0x200; if (gMC.direct == 0) npc->rect = rcRight[npc->ani_no]; else npc->rect = rcLeft[npc->ani_no]; } // Curly's Nemesis void ActNpc321(NPCHAR *npc) { RECT rcLeft[3] = { {136, 152, 152, 168}, {152, 152, 168, 168}, {168, 152, 184, 168}, }; RECT rcRight[3] = { {136, 168, 152, 184}, {152, 168, 168, 184}, {168, 168, 184, 184}, }; int direct; if (npc->pNpc == NULL) return; switch (npc->pNpc->ani_no) { case 0: if (gMC.direct == 0) { npc->x = npc->pNpc->x + (8 * 0x200); direct = 2; } else { npc->x = npc->pNpc->x - (8 * 0x200); direct = 0; } npc->y = npc->pNpc->y; break; case 1: if (gMC.direct == 0) // Does the same thing whether this is false or true npc->x = npc->pNpc->x; else npc->x = npc->pNpc->x; direct = 1; npc->y = npc->pNpc->y - (10 * 0x200); break; case 2: if (gMC.direct == 0) // Does the same thing whether this is false or true npc->x = npc->pNpc->x; else npc->x = npc->pNpc->x; direct = 3; npc->y = npc->pNpc->y + (10 * 0x200); break; } npc->ani_no = npc->pNpc->ani_no; if (g_GameFlags & 2 && CountBulletNum(43) < 2 && gKeyTrg & gKeyShot) { SetBullet(43, npc->pNpc->x, npc->pNpc->y, direct); SetCaret(npc->pNpc->x, npc->pNpc->y, CARET_SHOOT, DIR_LEFT); PlaySoundObject(117, SOUND_MODE_PLAY); } if (gMC.direct == 0) npc->rect = rcRight[npc->ani_no]; else npc->rect = rcLeft[npc->ani_no]; } // Deleet void ActNpc322(NPCHAR *npc) { RECT rc[3] = { {272, 216, 296, 240}, {296, 216, 320, 240}, {160, 216, 184, 240}, }; if (npc->act_no < 2 && npc->life <= 968) { npc->act_no = 2; npc->act_wait = 0; npc->bits &= ~NPC_SHOOTABLE; npc->bits |= NPC_INVULNERABLE; PlaySoundObject(22, SOUND_MODE_PLAY); } switch (npc->act_no) { case 0: npc->act_no = 1; if (npc->direct == 0) npc->y += 8 * 0x200; else npc->x += 8 * 0x200; // Fallthrough case 1: if (npc->shock) ++npc->count1; else npc->count1 = 0; npc->rect = rc[npc->count1 / 2 % 2]; break; case 2: npc->ani_no = 2; switch (npc->act_wait) { // Interestingly, this NPC counts down at 50 frames per second, // while NPC206 (the Egg Corridor Counter Bomb), counts at 60. case 50 * 0: SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 0, NULL, 0x180); break; case 50 * 1: SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 1, NULL, 0x180); break; case 50 * 2: SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 2, NULL, 0x180); break; case 50 * 3: SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 3, NULL, 0x180); break; case 50 * 4: SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 4, NULL, 0x180); break; case 50 * 5: npc->hit.back = 48 * 0x200; npc->hit.front = 48 * 0x200; npc->hit.top = 48 * 0x200; npc->hit.bottom = 48 * 0x200; npc->damage = 12; PlaySoundObject(26, SOUND_MODE_PLAY); SetDestroyNpChar(npc->x, npc->y, 0x6000, 40); SetQuake(10); if (npc->direct == 0) { DeleteMapParts(npc->x / 0x200 / 0x10, (npc->y - (8 * 0x200)) / 0x200 / 0x10); DeleteMapParts(npc->x / 0x200 / 0x10, (npc->y + (8 * 0x200)) / 0x200 / 0x10); } else { DeleteMapParts((npc->x - (8 * 0x200)) / 0x200 / 0x10, npc->y / 0x200 / 0x10); DeleteMapParts((npc->x + (8 * 0x200)) / 0x200 / 0x10, npc->y / 0x200 / 0x10); } npc->cond |= 8; break; } ++npc->act_wait; npc->rect = rc[2]; break; } } // Bute (spinning) void ActNpc323(NPCHAR *npc) { RECT rc[4] = { {216, 32, 232, 56}, {232, 32, 248, 56}, {216, 56, 232, 80}, {232, 56, 248, 80}, }; if (++npc->ani_wait > 3) { npc->ani_wait = 0; if (++npc->ani_no > 3) npc->ani_no = 0; } 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: if (++npc->act_wait == 16) npc->bits &= ~NPC_IGNORE_SOLIDITY; npc->x += npc->xm; npc->y += npc->ym; if (npc->flag & 0xFF) npc->act_no = 10; if (npc->act_wait > 20) { switch (npc->direct) { case 0: if (npc->x <= gMC.x + (32 * 0x200)) npc->act_no = 10; break; case 2: if (npc->x >= gMC.x - (32 * 0x200)) npc->act_no = 10; break; case 1: if (npc->y <= gMC.y + (32 * 0x200)) npc->act_no = 10; break; case 3: if (npc->y >= gMC.y - (32 * 0x200)) npc->act_no = 10; break; } } break; } if (npc->act_no == 10) { npc->code_char = 309; npc->ani_no = 0; npc->act_no = 11; npc->bits |= NPC_SHOOTABLE; npc->bits &= ~NPC_IGNORE_SOLIDITY; npc->damage = 5; npc->view.top = 8 * 0x200; } npc->rect = rc[npc->ani_no]; } // Bute generator void ActNpc324(NPCHAR *npc) { switch (npc->act_no) { case 10: npc->act_no = 11; npc->act_wait = 0; // Fallthrough case 11: if (++npc->act_wait % 50 == 1) SetNpChar(323, npc->x, npc->y, 0, 0, npc->direct, NULL, 0x100); if (npc->act_wait > 351) npc->act_no = 0; break; } } // Heavy Press lightning void ActNpc325(NPCHAR *npc) { RECT rc[7] = { {240, 96, 272, 128}, {272, 96, 304, 128}, {240, 128, 272, 160}, {240, 0, 256, 96}, {256, 0, 272, 96}, {272, 0, 288, 96}, {288, 0, 304, 96}, }; switch (npc->act_no) { case 0: npc->act_no = 1; PlaySoundObject(29, SOUND_MODE_PLAY); // Fallthrough case 1: if (++npc->ani_wait > 0) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; if (++npc->act_wait > 50) { npc->act_no = 10; npc->ani_wait = 0; npc->ani_no = 3; npc->damage = 10; npc->view.front = 8 * 0x200; npc->view.top = 12 * 0x200; PlaySoundObject(101, SOUND_MODE_PLAY); SetDestroyNpChar(npc->x, npc->y + (84 * 0x200), 0, 3); } break; case 10: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 6) { npc->cond = 0; return; } break; } npc->rect = rc[npc->ani_no]; } // Sue/Itoh becoming human void ActNpc326(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 8 * 0x200; npc->x += 16 * 0x200; npc->ani_no = 0; // Fallthrough case 1: if (++npc->act_wait > 80) { npc->act_no = 10; npc->act_wait = 0; break; } if (npc->direct == 0) { if (npc->act_wait == 30) npc->ani_no = 1; if (npc->act_wait == 40) npc->ani_no = 0; } else { if (npc->act_wait == 50) npc->ani_no = 1; if (npc->act_wait == 60) npc->ani_no = 0; } break; case 10: if (++npc->act_wait > 50) { npc->act_no = 15; npc->ani_no = 4; if (npc->direct == 0) npc->act_wait = 0; else npc->act_wait = -20; break; } if (npc->act_wait / 2 % 2) npc->ani_no = 2; else npc->ani_no = 3; break; case 15: if (++npc->act_wait > 40) { npc->act_wait = 0; npc->act_no = 20; } break; case 20: npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; if (++npc->act_wait > 50) { npc->act_no = 30; npc->act_wait = 0; npc->ani_no = 6; if (npc->direct == 0) SetNpChar(327, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0x100); else SetNpChar(327, npc->x, npc->y - (8 * 0x200), 0, 0, 0, npc, 0x100); break; } break; case 30: if (++npc->act_wait == 30) npc->ani_no = 7; if (npc->act_wait == 40) npc->act_no = 40; break; case 40: npc->act_no = 41; npc->act_wait = 0; npc->ani_no = 0; // Fallthrough case 41: if (++npc->act_wait == 30) npc->ani_no = 1; if (npc->act_wait == 40) npc->ani_no = 0; break; } RECT rcItoh[8] = { {0, 128, 16, 152}, {16, 128, 32, 152}, {32, 128, 48, 152}, {48, 128, 64, 152}, {64, 128, 80, 152}, {80, 128, 96, 152}, {96, 128, 112, 152}, {112, 128, 128, 152}, }; RECT rcSu[8] = { {128, 128, 144, 152}, {144, 128, 160, 152}, {160, 128, 176, 152}, {176, 128, 192, 152}, {192, 128, 208, 152}, {208, 128, 224, 152}, {224, 128, 240, 152}, {32, 152, 48, 176}, }; if (npc->direct == 0) npc->rect = rcItoh[npc->ani_no]; else npc->rect = rcSu[npc->ani_no]; } // Sneeze void ActNpc327(NPCHAR *npc) { RECT rc[2] = { {240, 80, 256, 96}, {256, 80, 272, 96}, }; ++npc->act_wait; switch (npc->act_no) { case 0: if (npc->act_wait < 4) npc->y -= 2 * 0x200; if (npc->pNpc->ani_no == 7) { npc->ani_no = 1; npc->act_no = 1; npc->tgt_x = npc->x; npc->tgt_y = npc->y; } break; case 1: if (npc->act_wait < 48) { npc->x = npc->tgt_x + (Random(-1, 1) * 0x200); npc->y = npc->tgt_y + (Random(-1, 1) * 0x200); } else { npc->x = npc->tgt_x; npc->y = npc->tgt_y; } break; } if (npc->act_wait > 70) npc->cond = 0; npc->rect = rc[npc->ani_no]; } // Thingy that turns Sue and Itoh into humans for 4 seconds void ActNpc328(NPCHAR *npc) { RECT rc = {96, 0, 128, 48}; npc->rect = rc; } // Laboratory fan void ActNpc329(NPCHAR *npc) { RECT rc[2] = { {48, 0, 64, 16}, {64, 0, 80, 16}, }; if (++npc->ani_wait / 2 % 2) npc->rect = rc[0]; else npc->rect = rc[1]; } // Rolling void ActNpc330(NPCHAR *npc) { RECT rc[3] = { {144, 136, 160, 152}, {160, 136, 176, 152}, {176, 136, 192, 152}, }; switch (npc->act_no) { case 0: ChangeMapParts(npc->x / 0x200 / 0x10, npc->y / 0x200 / 0x10, 0); if (npc->direct == 0) npc->act_no = 10; else npc->act_no = 30; break; case 10: npc->xm -= 0x40; npc->ym = 0; if (npc->flag & 1) npc->act_no = 20; break; case 20: npc->xm = 0; npc->ym -= 0x40; if (npc->flag & 2) npc->act_no = 30; break; case 30: npc->xm += 0x40; npc->ym = 0; if (npc->flag & 4) npc->act_no = 40; break; case 40: npc->xm = 0; npc->ym += 0x40; if (npc->flag & 8) npc->act_no = 10; 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 > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; npc->rect = rc[npc->ani_no]; } // Ballos bone projectile void ActNpc331(NPCHAR *npc) { RECT rc[4] = { {288, 80, 304, 96}, {304, 80, 320, 96}, {288, 96, 304, 112}, {304, 96, 320, 112}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (npc->flag & 8) { npc->ym = -0x200; npc->act_no = 10; } break; case 10: if (npc->flag & 8) { npc->cond = 0; SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); } break; } npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; npc->x += npc->xm; if (++npc->ani_wait > 3) { npc->ani_wait = 0; if (npc->direct == 0) ++npc->ani_no; else --npc->ani_no; if (npc->ani_no < 0) npc->ani_no += 4; if (npc->ani_no > 3) npc->ani_no -= 4; } npc->rect = rc[npc->ani_no]; } // Ballos shockwave void ActNpc332(NPCHAR *npc) { RECT rc[3] = { {144, 96, 168, 120}, {168, 96, 192, 120}, {192, 96, 216, 120}, }; int xm; switch (npc->act_no) { case 0: PlaySoundObject(44, SOUND_MODE_PLAY); npc->act_no = 1; if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; // Fallthrough case 1: if (++npc->ani_wait > 1) { npc->ani_wait = 0; if (++npc->ani_no > 2) npc->ani_no = 0; } if (++npc->act_wait % 6 == 1) { if (npc->direct == 0) xm = (Random(-0x10, -4) * 0x200) / 8; else xm = (Random(4, 0x10) * 0x200) / 8; SetNpChar(331, npc->x, npc->y, xm, -0x400, 0, 0, 0x100); PlaySoundObject(12, SOUND_MODE_PLAY); } break; } if (npc->flag & 1) npc->cond = 0; if (npc->flag & 4) npc->cond = 0; npc->x += npc->xm; npc->rect = rc[npc->ani_no]; } // Ballos lightning void ActNpc333(NPCHAR *npc) { RECT rc[2] = { {80, 120, 104, 144}, {104, 120, 128, 144}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->tgt_x = npc->x; npc->tgt_y = npc->y; PlaySoundObject(103, SOUND_MODE_PLAY); npc->y = gMC.y; // Fallthrough case 1: if (++npc->act_wait / 2 % 2) npc->ani_no = 0; else npc->ani_no = 1; if (npc->direct == 0 && npc->act_wait == 20) SetNpChar(146, npc->tgt_x, npc->tgt_y, 0, 0, 0, NULL, 0x100); if (npc->act_wait > 40) npc->cond = 0; break; } npc->rect = rc[npc->ani_no]; } // Sweat void ActNpc334(NPCHAR *npc) { RECT rcLeft[2] = { {160, 184, 168, 200}, {168, 184, 176, 200}, }; RECT rcRight[2] = { {176, 184, 184, 200}, {184, 184, 192, 200}, }; switch (npc->act_no) { case 0: npc->act_no = 10; if (npc->direct == 0) { npc->x += 10 * 0x200; npc->y -= 18 * 0x200; } else { npc->x = gMC.x - (10 * 0x200); npc->y = gMC.y - (2 * 0x200); } // Fallthrough case 10: if (++npc->act_wait / 8 % 2) npc->ani_no = 0; else npc->ani_no = 1; if (npc->act_wait >= 64) npc->cond = 0; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Ikachan void ActNpc335(NPCHAR *npc) { RECT rc[3] = { {0, 16, 16, 32}, {16, 16, 32, 32}, {32, 16, 48, 32}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->act_wait = Random(3, 20); // Fallthrough case 1: if (--npc->act_wait <= 0) { npc->act_no = 2; npc->act_wait = Random(10, 50); npc->ani_no = 1; npc->xm = 0x600; } break; case 2: if (--npc->act_wait <= 0) { npc->act_no = 3; npc->act_wait = Random(40, 50); npc->ani_no = 2; npc->ym = Random(-0x100, 0x100); } break; case 3: if (--npc->act_wait <= 0) { npc->act_no = 1; npc->act_wait = 0; npc->ani_no = 0; } break; } npc->xm -= 0x10; npc->x += npc->xm; npc->y += npc->ym; npc->rect = rc[npc->ani_no]; } // Ikachan generator void ActNpc336(NPCHAR *npc) { int y; switch (npc->act_no) { case 0: if (gMC.shock) npc->cond = 0; break; case 10: if (++npc->act_wait % 4 == 1) { y = npc->y + (Random(0, 13) * 0x200 * 0x10); SetNpChar(335, npc->x, y, 0, 0, 0, 0, 0); } break; } } // Numhachi void ActNpc337(NPCHAR *npc) { RECT rcLeft[2] = { {256, 112, 288, 152}, {288, 112, 320, 152}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 8 * 0x200; // Fallthrough case 1: npc->xm = 0; npc->act_no = 2; npc->ani_no = 0; // Fallthrough case 2: if (++npc->ani_wait > 50) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; break; } npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; npc->rect = rcLeft[npc->ani_no]; } // Green Devil void ActNpc338(NPCHAR *npc) { RECT rcLeft[2] = { {288, 0, 304, 16}, {304, 0, 320, 16}, }; RECT rcRight[2] = { {288, 16, 304, 32}, {304, 16, 320, 32}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->view.top = 8 * 0x200; npc->view.bottom = 8 * 0x200; npc->damage = 3; npc->bits |= NPC_SHOOTABLE; npc->tgt_y = npc->y; npc->ym = (Random(-10, 10) * 0x200) / 2; // Fallthrough case 1: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->y < npc->tgt_y) npc->ym += 0x80; else npc->ym -= 0x80; if (npc->direct == 0) npc->xm -= 0x20; else npc->xm += 0x20; if (npc->xm > 0x400) npc->xm = 0x400; if (npc->xm < -0x400) npc->xm = -0x400; if (npc->x < 0 || npc->y < 0 || npc->x > gMap.width * 0x200 * 0x10 || npc->y > gMap.length * 0x200 * 0x10) { VanishNpChar(npc); return; } break; } 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]; } // Green Devil generator void ActNpc339(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; npc->act_wait = Random(0, 40); // Fallthrough case 1: if (npc->act_wait) { --npc->act_wait; } else { npc->act_no = 0; SetNpChar(338, npc->x, npc->y + (Random(-0x10, 0x10) * 0x200), 0, 0, npc->direct, NULL, 0x100); } break; } }