ref: b652bc842bf596d5f2d9ffa6bca911df8014c1b6
dir: /src/NpcAct040.cpp/
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK. // // The original code belongs to Daisuke "Pixel" Amaya. // // Modifications and custom code are under the MIT licence. // See LICENCE.txt for details. #include "NpcAct.h" #include <stddef.h> #include "WindowsWrapper.h" #include "Caret.h" #include "CommonDefines.h" #include "Game.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" // Santa void ActNpc040(NPCHAR *npc) { RECT rcLeft[7] = { {0, 32, 16, 48}, {16, 32, 32, 48}, {32, 32, 48, 48}, {0, 32, 16, 48}, {48, 32, 64, 48}, {0, 32, 16, 48}, {64, 32, 80, 48}, }; RECT rcRight[7] = { {0, 48, 16, 64}, {16, 48, 32, 64}, {32, 48, 48, 64}, {0, 48, 16, 64}, {48, 48, 64, 64}, {0, 48, 16, 64}, {64, 48, 80, 64}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (Random(0, 120) == 10) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } if (npc->x - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y) { 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 3: npc->act_no = 4; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 4: if (++npc->ani_wait > 4) { npc->ani_wait = 0; npc->ani_no++; } if (npc->ani_no > 5) npc->ani_no = 2; if (npc->direct == 0) npc->x -= 1 * 0x200; else npc->x += 1 * 0x200; break; case 5: npc->ani_no = 6; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Busted Door void ActNpc041(NPCHAR *npc) { RECT rect = {0, 80, 48, 112}; if (npc->act_no == 0) { ++npc->act_no; npc->y -= 1 * 0x10 * 0x200; // Move one tile up } npc->rect = rect; } // Sue void ActNpc042(NPCHAR *npc) { int n; RECT rcLeft[13] = { {0, 0, 16, 16}, {16, 0, 32, 16}, {32, 0, 48, 16}, {0, 0, 16, 16}, {48, 0, 64, 16}, {0, 0, 16, 16}, {64, 0, 80, 16}, {80, 32, 96, 48}, {96, 32, 112, 48}, {128, 32, 144, 48}, {0, 0, 16, 16}, {112, 32, 128, 48}, {160, 32, 176, 48}, }; RECT rcRight[13] = { {0, 16, 16, 32}, {16, 16, 32, 32}, {32, 16, 48, 32}, {0, 16, 16, 32}, {48, 16, 64, 32}, {0, 16, 16, 32}, {64, 16, 80, 32}, {80, 48, 96, 64}, {96, 48, 112, 64}, {128, 48, 144, 64}, {0, 16, 16, 32}, {112, 48, 128, 64}, {160, 48, 176, 64}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; npc->xm = 0; // Fallthrough case 1: if (Random(0, 120) == 10) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } break; case 2: if (++npc->act_wait > 8) { npc->act_no = 1; npc->ani_no = 0; } break; case 3: npc->act_no = 4; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 4: if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; break; case 5: npc->ani_no = 6; npc->xm = 0; break; case 6: PlaySoundObject(50, SOUND_MODE_PLAY); npc->act_wait = 0; npc->act_no = 7; npc->ani_no = 7; // Fallthrough case 7: if (++npc->act_wait > 10) npc->act_no = 0; break; case 8: PlaySoundObject(50, SOUND_MODE_PLAY); npc->act_wait = 0; npc->act_no = 9; npc->ani_no = 7; npc->ym = -0x200; if (npc->direct == 0) npc->xm = 0x400; else npc->xm = -0x400; // Fallthrough case 9: if (++npc->act_wait > 3 && npc->flag & 8) { npc->act_no = 10; if (npc->direct == 0) npc->direct = 2; else npc->direct = 0; } break; case 10: npc->xm = 0; npc->ani_no = 8; break; case 11: npc->act_no = 12; npc->act_wait = 0; npc->ani_no = 9; npc->ani_wait = 0; npc->xm = 0; // Fallthrough case 12: if (++npc->ani_wait > 8) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 10) npc->ani_no = 9; break; case 13: npc->ani_no = 11; npc->xm = 0; npc->ym = 0; npc->act_no = 14; for (n = 0; n < NPC_MAX; ++n) if (gNPC[n].code_event == 501) break; if (n == NPC_MAX) { npc->act_no = 0; break; } npc->pNpc = &gNPC[n]; // Fallthrough case 14: if (npc->pNpc->direct == 0) npc->direct = 2; else npc->direct = 0; if (npc->pNpc->direct == 0) npc->x = npc->pNpc->x - (6 * 0x200); else npc->x = npc->pNpc->x + (6 * 0x200); npc->y = npc->pNpc->y + (4 * 0x200); if (npc->pNpc->ani_no == 2 || npc->pNpc->ani_no == 4) npc->y -= 1 * 0x200; break; case 15: npc->act_no = 16; SetNpChar(257, npc->x + (128 * 0x200), npc->y, 0, 0, 0, NULL, 0); SetNpChar(257, npc->x + (128 * 0x200), npc->y, 0, 0, 2, NULL, 0x80); npc->xm = 0; npc->ani_no = 0; // Fallthrough case 16: gSuperXpos = npc->x - (24 * 0x200); gSuperYpos = npc->y - (8 * 0x200); break; case 17: npc->xm = 0; npc->ani_no = 12; gSuperXpos = npc->x; gSuperYpos = npc->y - (8 * 0x200); break; case 20: npc->act_no = 21; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 21: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; if (npc->x < gMC.x - (8 * 0x200)) { npc->direct = 2; npc->act_no = 0; } break; case 30: npc->act_no = 31; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 31: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; break; case 40: npc->act_no = 41; npc->ani_no = 9; npc->ym = -0x400; break; } if (npc->act_no != 14) { npc->ym += 0x40; if (npc->xm > 0x400) npc->xm = 0x400; if (npc->xm < -0x400) npc->xm = -0x400; 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]; } // Chalkboard void ActNpc043(NPCHAR *npc) { RECT rcLeft = {128, 80, 168, 112}; RECT rcRight = {168, 80, 208, 112}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 1 * 0x10 * 0x200; break; } if (npc->direct == 0) npc->rect = rcLeft; else npc->rect = rcRight; } // Polish void ActNpc044(NPCHAR *npc) { // Yeah, Pixel defined these backwards for some reason. RECT rcRight[3] = { {0, 0, 32, 32}, {32, 0, 64, 32}, {64, 0, 96, 32}, }; RECT rcLeft[3] = { {0, 0, 32, 32}, {96, 0, 128, 32}, {128, 0, 160, 32}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: npc->ani_no = 0; if (npc->direct == 0) npc->act_no = 8; else npc->act_no = 2; // Fallthrough case 2: npc->ym += 0x20; if (npc->ym > 0 && npc->flag & 8) { npc->ym = -0x100; npc->xm += 0x100; } if (npc->flag & 4) npc->act_no = 3; break; case 3: npc->xm += 0x20; if (npc->xm > 0 && npc->flag & 4) { npc->xm = -0x100; npc->ym -= 0x100; } if (npc->flag & 2) npc->act_no = 4; break; case 4: npc->ym -= 0x20; if (npc->ym < 0 && npc->flag & 2) { npc->ym = 0x100; npc->xm -= 0x100; } if (npc->flag & 1) npc->act_no = 5; break; case 5: npc->xm -= 0x20; if (npc->xm < 0 && npc->flag & 1) { npc->xm = 0x100; npc->ym += 0x100; } if (npc->flag & 8) npc->act_no = 2; break; case 6: npc->ym += 0x20; if (npc->ym > 0 && npc->flag & 8) { npc->ym = -0x100; npc->xm -= 0x100; } if (npc->flag & 1) npc->act_no = 7; break; case 7: npc->xm -= 0x20; if (npc->xm < 0 && npc->flag & 1) { npc->xm = 0x100; npc->ym -= 0x100; } if (npc->flag & 2) npc->act_no = 8; break; case 8: npc->ym -= 0x20; if (npc->ym < 0 && npc->flag & 2) { npc->ym = 0x100; npc->xm += 0x100; } if (npc->flag & 4) npc->act_no = 9; break; case 9: npc->xm += 0x20; if (npc->xm > 0 && npc->flag & 4) { npc->xm = -0x100; npc->ym += 0x100; } if (npc->flag & 8) npc->act_no = 6; break; } if (npc->life <= 100) { int i; for (i = 0; i < 10; ++i) SetNpChar(45, npc->x, npc->y, 0, 0, 0, NULL, 0x100); SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8); PlaySoundObject(25, SOUND_MODE_PLAY); npc->cond = 0; } if (npc->xm > 0x200) npc->xm = 0x200; if (npc->xm < -0x200) npc->xm = -0x200; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->shock) { npc->x += npc->xm / 2; npc->y += npc->ym / 2; } else { npc->x += npc->xm; npc->y += npc->ym; } if (npc->act_no >= 2 && npc->act_no <= 9 && ++npc->ani_no > 2) npc->ani_no = 1; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Baby void ActNpc045(NPCHAR *npc) { RECT rect[3] = { {0, 32, 16, 48}, {16, 32, 32, 48}, {32, 32, 48, 48}, }; switch (npc->act_no) { case 0: npc->act_no = 2; if (Random(0, 1)) npc->xm = Random(-0x200, -0x100); else npc->xm = Random(0x100, 0x200); if (Random(0, 1)) npc->ym = Random(-0x200, -0x100); else npc->ym = Random(0x100, 0x200); npc->xm2 = npc->xm; npc->ym2 = npc->ym; // Fallthrough case 1: case 2: if (++npc->ani_no > 2) npc->ani_no = 1; break; } 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 > 0x200) npc->xm2 = 0x200; if (npc->xm2 < -0x200) npc->xm2 = -0x200; if (npc->ym2 > 0x200) npc->ym2 = 0x200; if (npc->ym2 < -0x200) npc->ym2 = -0x200; if (npc->shock) { npc->x += npc->xm2 / 2; npc->y += npc->ym2 / 2; } else { npc->x += npc->xm2; npc->y += npc->ym2; } npc->rect = rect[npc->ani_no]; } // H/V Trigger void ActNpc046(NPCHAR *npc) { RECT rect = {0, 0, 16, 16}; npc->bits |= NPC_EVENT_WHEN_TOUCHED; if (npc->direct == 0) { if (npc->x < gMC.x) npc->x += 0x5FF; else npc->x -= 0x5FF; } else { if (npc->y < gMC.y) npc->y += 0x5FF; else npc->y -= 0x5FF; } npc->rect = rect; } // Sandcroc void ActNpc047(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->ani_no = 0; npc->act_no = 1; npc->act_wait = 0; npc->tgt_y = npc->y; npc->bits &= ~NPC_SHOOTABLE; npc->bits &= ~NPC_INVULNERABLE; npc->bits &= ~NPC_SOLID_SOFT; npc->bits &= ~NPC_IGNORE_SOLIDITY; // Fallthrough case 1: if (gMC.x > npc->x - (8 * 0x200) && gMC.x < npc->x + (8 * 0x200) && gMC.y > npc->y && gMC.y < npc->y + (8 * 0x200)) { npc->act_no = 2; npc->act_wait = 0; PlaySoundObject(102, SOUND_MODE_PLAY); } if (npc->x < gMC.x) npc->x += 2 * 0x200; if (npc->x > gMC.x) npc->x -= 2 * 0x200; break; case 2: if (++npc->ani_wait > 3) { ++npc->ani_no; npc->ani_wait = 0; } if (npc->ani_no == 3) npc->damage = 10; if (npc->ani_no == 4) { npc->bits |= NPC_SHOOTABLE; npc->act_no = 3; npc->act_wait = 0; } break; case 3: npc->bits |= NPC_SOLID_SOFT; npc->damage = 0; ++npc->act_wait; if (npc->shock) { npc->act_no = 4; npc->act_wait = 0; } break; case 4: npc->bits |= NPC_IGNORE_SOLIDITY; npc->y += 1 * 0x200; if (++npc->act_wait == 32) { npc->bits &= ~NPC_SOLID_SOFT; npc->bits &= ~NPC_SHOOTABLE; npc->act_no = 5; npc->act_wait = 0; } break; case 5: if (npc->act_wait < 100) { ++npc->act_wait; } else { npc->y = npc->tgt_y; npc->ani_no = 0; npc->act_no = 0; } break; } RECT rect[5] = { {0, 48, 48, 80}, {48, 48, 96, 80}, {96, 48, 144, 80}, {144, 48, 192, 80}, {192, 48, 240, 80}, }; npc->rect = rect[npc->ani_no]; } // Omega projectiles void ActNpc048(NPCHAR *npc) { if (npc->flag & 1 && npc->xm < 0) { npc->xm *= -1; } else if (npc->flag & 4 && npc->xm > 0) { npc->xm *= -1; } else if (npc->flag & 8) { if (++npc->count1 > 2 || npc->direct == 2) { VanishNpChar(npc); SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); } else { npc->ym = -0x100; } } if (npc->direct == 2) { npc->bits &= ~NPC_SHOOTABLE; npc->bits |= NPC_INVULNERABLE; } npc->ym += 5; npc->y += npc->ym; npc->x += npc->xm; RECT rcLeft[2] = { {288, 88, 304, 104}, {304, 88, 320, 104}, }; RECT rcRight[2] = { {288, 104, 304, 120}, {304, 104, 320, 120}, }; if (++npc->ani_wait > 2) { npc->ani_wait = 0; if (++npc->ani_no > 1) npc->ani_no = 0; } if (++npc->act_wait > 750) { SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); npc->cond = 0; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Skullhead void ActNpc049(NPCHAR *npc) { unsigned char deg; int xm, ym; if (npc->act_no >= 10 && npc->pNpc->code_char == 3) { npc->act_no = 3; npc->xm = 0; npc->ym = 0; npc->count2 = 1; } if (npc->flag & 1) { npc->direct = 2; npc->xm = 0x100; } if (npc->flag & 4) { npc->direct = 0; npc->xm = -0x100; } switch (npc->act_no) { case 0: if (npc->pNpc != NULL) npc->act_no = 10; else npc->act_no = 1; // Fallthrough case 1: if (++npc->act_wait > 3) { npc->ym = -0x400; npc->act_no = 3; npc->ani_no = 2; if (npc->count2 != 0) { if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; } else { if (npc->direct == 0) npc->xm = -0x100; else npc->xm = 0x100; } } npc->ani_no = 1; break; case 3: if (npc->flag & 8) { npc->act_no = 1; npc->act_wait = 0; npc->xm = 0; } if (npc->flag & 8 || npc->ym > 0) npc->ani_no = 1; else npc->ani_no = 2; break; case 10: if (npc->count1 < 50) { ++npc->count1; } else { if (npc->x - (128 * 0x200) < gMC.x && npc->x + (128 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (96 * 0x200) > gMC.y) { npc->act_no = 11; npc->act_wait = 0; npc->ani_no = 2; } } break; case 11: if (++npc->act_wait == 30 || npc->act_wait == 35) { deg = GetArktan(npc->x - gMC.x, npc->y + (4 * 0x200) - gMC.y); ym = GetSin(deg) * 2; xm = GetCos(deg) * 2; SetNpChar(50, npc->x, npc->y, xm, ym, 0, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); } if (npc->act_wait > 50) { npc->count1 = 0; npc->act_no = 10; npc->ani_no = 1; } break; } if (npc->act_no >= 10) { npc->x = npc->pNpc->x; npc->y = npc->pNpc->y + (16 * 0x200); npc->direct = npc->pNpc->direct; --npc->pNpc->count1; } npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; RECT rcLeft[3] = { {0, 80, 32, 104}, {32, 80, 64, 104}, {64, 80, 96, 104}, }; RECT rcRight[3] = { {0, 104, 32, 128}, {32, 104, 64, 128}, {64, 104, 96, 128}, }; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Skeleton projectile void ActNpc050(NPCHAR *npc) { switch (npc->act_no) { case 0: if (npc->direct == 2) npc->act_no = 2; // Fallthrough case 1: npc->x += npc->xm; npc->y += npc->ym; if (npc->flag & 1) { npc->act_no = 2; npc->xm = 0x200; ++npc->count1; } if (npc->flag & 4) { npc->act_no = 2; npc->xm = -0x200; ++npc->count1; } if (npc->flag & 2) { npc->act_no = 2; npc->ym = 0x200; ++npc->count1; } if (npc->flag & 8) { npc->act_no = 2; npc->ym = -0x200; ++npc->count1; } break; case 2: npc->ym += 0x40; npc->x += npc->xm; npc->y += npc->ym; if (npc->flag & 8) { if (++npc->count1 > 1) { SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); npc->cond = 0; } } break; } if (npc->ym > 0x5FF) npc->ym = 0x5FF; if (npc->ym < -0x5FF) npc->ym = -0x5FF; RECT rect[4] = { {48, 32, 64, 48}, {64, 32, 80, 48}, {80, 32, 96, 48}, {96, 32, 112, 48}, }; if (npc->direct == 0) { if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 0; } else { if (++npc->ani_wait > 1) { npc->ani_wait = 0; --npc->ani_no; } if (npc->ani_no < 0) npc->ani_no = 3; } npc->rect = rect[npc->ani_no]; } // Crow & Skullhead void ActNpc051(NPCHAR *npc) { switch (npc->act_no) { case 0: if (npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) < gMC.x && npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) > gMC.x && npc->y - (((WINDOW_HEIGHT / 2) + 200) * 0x200) < gMC.y && npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) > gMC.y) { npc->tgt_x = npc->x; npc->tgt_y = npc->y; if (npc->direct == 0) // Completely redundant as both the conditions are the same npc->ym = 0x400; else npc->ym = 0x400; npc->act_no = 1; SetNpChar(49, 0, 0, 0, 0, 0, npc, 0); } else { break; } // Fallthrough case 1: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->tgt_y < npc->y) npc->ym -= 10; if (npc->tgt_y > npc->y) npc->ym += 10; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->count1 < 10) ++npc->count1; else npc->act_no = 2; break; case 2: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->y > gMC.y + (32 * 0x200)) { if (gMC.x < npc->x) npc->xm += 0x10; if (gMC.x > npc->x) npc->xm -= 0x10; } else { if (gMC.x < npc->x) npc->xm -= 0x10; if (gMC.x > npc->x) npc->xm += 0x10; } if (gMC.y < npc->y) npc->ym -= 0x10; if (gMC.y > npc->y) npc->ym += 0x10; if (npc->shock) { npc->ym += 0x20; npc->xm = 0; } break; } if (npc->xm < 0 && npc->flag & 1) npc->xm = 0x100; if (npc->xm > 0 && npc->flag & 4) npc->xm = -0x100; if (npc->ym < 0 && npc->flag & 2) npc->ym = 0x100; if (npc->ym > 0 && npc->flag & 8) npc->ym = -0x100; if (npc->xm > 0x400) npc->xm = 0x400; if (npc->xm < -0x400) npc->xm = -0x400; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; npc->x += npc->xm; npc->y += npc->ym; RECT rect_left[5] = { {96, 80, 128, 112}, {128, 80, 160, 112}, {160, 80, 192, 112}, {192, 80, 224, 112}, {224, 80, 256, 112}, }; RECT rect_right[5] = { {96, 112, 128, 144}, {128, 112, 160, 144}, {160, 112, 192, 144}, {192, 112, 224, 144}, {224, 112, 256, 144}, }; if (npc->shock) { npc->ani_no = 4; } else if (npc->act_no == 2 && npc->y < gMC.y - (32 * 0x200)) { npc->ani_no = 0; } else { if (npc->act_no != 0) { 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 = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; } // Blue robot (sitting) void ActNpc052(NPCHAR *npc) { RECT rect = {240, 96, 256, 112}; npc->rect = rect; } // Skullstep leg void ActNpc053(NPCHAR *npc) { unsigned char deg; RECT rcLeft[2] = { {0, 128, 24, 144}, {24, 128, 48, 144}, }; RECT rcRight[2] = { {48, 128, 72, 144}, {72, 128, 96, 144}, }; if (npc->pNpc->code_char == 3) { VanishNpChar(npc); SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4); return; } switch (npc->act_no) { case 0: npc->act_no = 1; npc->count1 = 10; // Fallthrough case 1: if (npc->direct == 0 && npc->flag & 0x20) { npc->pNpc->y -= 2 * 0x200; npc->pNpc->ym -= 0x100; } if (npc->direct == 2 && npc->flag & 0x10) { npc->pNpc->y -= 2 * 0x200; npc->pNpc->ym -= 0x100; } if (npc->flag & 8) { npc->pNpc->y -= 2 * 0x200; npc->pNpc->ym -= 0x100; if (npc->pNpc->direct == 0) npc->pNpc->xm -= 0x80; else npc->pNpc->xm += 0x80; } deg = (unsigned char)npc->xm + (unsigned char)npc->pNpc->count2; npc->x = npc->pNpc->x + npc->count1 * GetCos(deg); npc->y = npc->pNpc->y + npc->count1 * GetSin(deg); npc->direct = npc->pNpc->direct; break; } npc->direct = npc->pNpc->direct; if (deg >= 20 && deg <= 108) npc->ani_no = 0; else npc->ani_no = 1; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Skullstep void ActNpc054(NPCHAR *npc) { RECT rcLeft[3] = { {0, 80, 32, 104}, {32, 80, 64, 104}, {64, 80, 96, 104}, }; RECT rcRight[3] = { {0, 104, 32, 128}, {32, 104, 64, 128}, {64, 104, 96, 128}, }; unsigned char deg; switch (npc->act_no) { case 0: SetNpChar(53, 0, 0, 0, 0, npc->direct, npc, 0x100); SetNpChar(53, 0, 0, 128, 0, npc->direct, npc, 0); npc->act_no = 1; npc->ani_no = 1; // Fallthrough case 1: deg = npc->count2; if (npc->direct == 0) deg -= 6; else deg += 6; npc->count2 = deg; if (npc->flag & 8) { npc->xm = (npc->xm * 3) / 4; if (++npc->act_wait > 60) { npc->act_no = 2; npc->act_wait = 0; } } else { npc->act_wait = 0; } if (npc->direct == 0 && npc->flag & 1) { if (++npc->count1 > 8) { npc->direct = 2; npc->xm *= -1; } } else if (npc->direct == 2 && npc->flag & 4) { if (++npc->count1 > 8) { npc->direct = 0; npc->xm *= -1; } } else { npc->count1 = 0; } break; case 2: ++npc->act_wait; npc->shock += (unsigned char)npc->act_wait; if (npc->act_wait > 50) { VanishNpChar(npc); SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8); PlaySoundObject(25, SOUND_MODE_PLAY); } break; } npc->ym += 0x80; if (npc->xm > 0x2FF) npc->xm = 0x2FF; if (npc->xm < -0x2FF) npc->xm = -0x2FF; if (npc->ym > 0x2FF) npc->ym = 0x2FF; if (npc->ym < -0x2FF) npc->ym = -0x2FF; 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]; } // Kazuma void ActNpc055(NPCHAR *npc) { RECT rcLeft[6] = { {192, 192, 208, 216}, {208, 192, 224, 216}, {192, 192, 208, 216}, {224, 192, 240, 216}, {192, 192, 208, 216}, {240, 192, 256, 216}, }; RECT rcRight[6] = { {192, 216, 208, 240}, {208, 216, 224, 240}, {192, 216, 208, 240}, {224, 216, 240, 240}, {192, 216, 208, 240}, {240, 216, 256, 240}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; break; case 3: npc->act_no = 4; npc->ani_no = 1; npc->ani_wait = 0; // Fallthrough case 4: if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 4) npc->ani_no = 1; if (npc->direct == 0) npc->x -= 1 * 0x200; else npc->x += 1 * 0x200; break; case 5: npc->ani_no = 5; break; } npc->ym += 0x20; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Beetle (Sand Zone) void ActNpc056(NPCHAR *npc) { RECT rcLeft[3] = { {0, 144, 16, 160}, {16, 144, 32, 160}, {32, 144, 48, 160}, }; RECT rcRight[3] = { {0, 160, 16, 176}, {16, 160, 32, 176}, {32, 160, 48, 176}, }; switch (npc->act_no) { case 0: npc->act_no = 1; if (npc->direct == 0) npc->act_no = 1; else npc->act_no = 3; break; case 1: npc->xm -= 0x10; if (npc->xm < -0x400) npc->xm = -0x400; if (npc->shock) npc->x += npc->xm / 2; else npc->x += npc->xm; if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 1; 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: if (npc->x < gMC.x && npc->x > gMC.x - (16 * 0x10 * 0x200) && npc->y < gMC.y + (8 * 0x200) && npc->y > gMC.y - (8 * 0x200)) { npc->act_no = 3; npc->ani_wait = 0; npc->ani_no = 1; } break; case 3: npc->xm += 0x10; if (npc->xm > 0x400) npc->xm = 0x400; if (npc->shock) npc->x += npc->xm / 2; else npc->x += npc->xm; if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 1; 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: if (npc->x < gMC.x + (16 * 0x10 * 0x200) && npc->x > gMC.x && npc->y < gMC.y + (8 * 0x200) && npc->y > gMC.y - (8 * 0x200)) { npc->act_no = 1; npc->ani_wait = 0; npc->ani_no = 1; } break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Crow void ActNpc057(NPCHAR *npc) { unsigned char deg; switch (npc->act_no) { case 0: deg = Random(0, 0xFF); npc->xm = GetCos(deg); deg += 0x40; npc->tgt_x = npc->x + (GetCos(deg) * 8); deg = Random(0, 0xFF); npc->ym = GetSin(deg); deg += 0x40; npc->tgt_y = npc->y + (GetSin(deg) * 8); npc->act_no = 1; npc->count1 = 120; npc->ani_no = Random(0, 1); npc->ani_wait = Random(0, 4); // Fallthrough case 1: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->tgt_x < npc->x) npc->xm -= 0x10; if (npc->tgt_x > npc->x) npc->xm += 0x10; if (npc->tgt_y < npc->y) npc->ym -= 0x10; if (npc->tgt_y > npc->y) npc->ym += 0x10; if (npc->xm > 0x200) npc->xm = 0x200; if (npc->xm < -0x200) npc->xm = -0x200; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->shock) { npc->act_no = 2; npc->act_wait = 0; if (npc->direct == 2) npc->xm = -0x200; else npc->xm = 0x200; npc->ym = 0; } break; case 2: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->y > gMC.y + (48 * 0x200)) { if (gMC.x < npc->x) npc->xm += 0x10; if (gMC.x > npc->x) npc->xm -= 0x10; } else { if (gMC.x < npc->x) npc->xm -= 0x10; if (gMC.x > npc->x) npc->xm += 0x10; } if (gMC.y < npc->y) npc->ym -= 0x10; if (gMC.y > npc->y) npc->ym += 0x10; if (npc->shock) { npc->ym += 0x20; npc->xm = 0; } if (npc->xm < 0 && npc->flag & 1) npc->xm = 0x200; if (npc->xm > 0 && npc->flag & 4) npc->xm = -0x200; if (npc->ym < 0 && npc->flag & 2) npc->ym = 0x200; if (npc->ym > 0 && npc->flag & 8) npc->ym = -0x200; 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; break; } npc->x += npc->xm; npc->y += npc->ym; RECT rect_left[5] = { {96, 80, 128, 112}, {128, 80, 160, 112}, {160, 80, 192, 112}, {192, 80, 224, 112}, {224, 80, 256, 112}, }; RECT rect_right[5] = { {96, 112, 128, 144}, {128, 112, 160, 144}, {160, 112, 192, 144}, {192, 112, 224, 144}, {224, 112, 256, 144}, }; if (npc->shock) { npc->ani_no = 4; } else { 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 = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; } // Basu (Egg Corridor) void ActNpc058(NPCHAR *npc) { RECT rcLeft[3] = { {192, 0, 216, 24}, {216, 0, 240, 24}, {240, 0, 264, 24}, }; RECT rcRight[3] = { {192, 24, 216, 48}, {216, 24, 240, 48}, {240, 24, 264, 48}, }; 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_x = npc->x; npc->tgt_y = npc->y; npc->act_no = 1; npc->act_wait = 0; npc->count1 = npc->direct; npc->count2 = 0; npc->damage = 6; if (npc->direct == 0) { npc->x = gMC.x + (16 * 0x10 * 0x200); npc->xm = -0x2FF; } else { npc->x = gMC.x - (16 * 0x10 * 0x200); npc->xm = 0x2FF; } return; } npc->rect.right = 0; npc->damage = 0; npc->xm = 0; npc->ym = 0; npc->bits &= ~NPC_SHOOTABLE; return; case 1: if (npc->x > gMC.x) { npc->direct = 0; npc->xm -= 0x10; } else { npc->direct = 2; npc->xm += 0x10; } if (npc->flag & 1) npc->xm = 0x200; if (npc->flag & 4) npc->xm = -0x200; if (npc->y < npc->tgt_y) npc->ym += 8; else npc->ym -= 8; if (npc->xm > 0x2FF) npc->xm = 0x2FF; if (npc->xm < -0x2FF) npc->xm = -0x2FF; 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; } if (gMC.x > npc->x + (400 * 0x200) || gMC.x < npc->x - (400 * 0x200)) // TODO: Maybe do something about this for widescreen { npc->act_no = 0; npc->xm = 0; npc->direct = npc->count1; npc->x = npc->tgt_x; npc->rect.right = 0; npc->damage = 0; return; } break; } if (npc->act_no != 0) // This is always true { if (npc->act_wait < 150) ++npc->act_wait; if (npc->act_wait == 150) { if ((++npc->count2 % 8) == 0 && npc->x < gMC.x + (160 * 0x200) && npc->x > gMC.x - (160 * 0x200)) // TODO: Maybe do something about this for widescreen { unsigned char deg; int xm; int ym; deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); deg += (unsigned char)Random(-6, 6); ym = GetSin(deg) * 2; xm = GetCos(deg) * 2; SetNpChar(84, npc->x, npc->y, xm, ym, 0, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); } if (npc->count2 > 8) { npc->act_wait = 0; npc->count2 = 0; } } } if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->act_wait > 120 && npc->act_wait / 2 % 2 == 1 && npc->ani_no == 1) npc->ani_no = 2; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Eye door void ActNpc059(NPCHAR *npc) { RECT rcLeft[4] = { {224, 16, 240, 40}, {208, 80, 224, 104}, {224, 80, 240, 104}, {240, 80, 256, 104}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (64 * 0x200) < gMC.y && npc->y + (64 * 0x200) > gMC.y) { npc->act_no = 2; npc->ani_wait = 0; } break; case 2: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no == 2) npc->act_no = 3; break; case 3: if (npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (64 * 0x200) < gMC.y && npc->y + (64 * 0x200) > gMC.y) { // There probably used to be some commented-out code here } else { npc->act_no = 4; npc->ani_wait = 0; } break; case 4: if (++npc->ani_wait > 2) { npc->ani_wait = 0; --npc->ani_no; } if (npc->ani_no == 0) npc->act_no = 1; break; } if (npc->shock) npc->rect = rcLeft[3]; else npc->rect = rcLeft[npc->ani_no]; }