1440 lines
22 KiB
C++
1440 lines
22 KiB
C++
#include "NpcAct.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Back.h"
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#include "Bullet.h"
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#include "Caret.h"
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#include "Flags.h"
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#include "Frame.h"
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#include "Game.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "NpcHit.h"
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#include "Sound.h"
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#include "Triangle.h"
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// Curly AI
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void ActNpc180(NPCHAR *npc)
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{
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int xx, yy;
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RECT rcLeft[11] = {
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{0, 96, 16, 112},
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{16, 96, 32, 112},
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{0, 96, 16, 112},
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{32, 96, 48, 112},
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{0, 96, 16, 112},
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{48, 96, 64, 112},
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{64, 96, 80, 112},
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{48, 96, 64, 112},
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{80, 96, 96, 112},
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{48, 96, 64, 112},
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{144, 96, 160, 112},
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};
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RECT rcRight[11] = {
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{0, 112, 16, 128},
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{16, 112, 32, 128},
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{0, 112, 16, 128},
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{32, 112, 48, 128},
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{0, 112, 16, 128},
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{48, 112, 64, 128},
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{64, 112, 80, 128},
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{48, 112, 64, 128},
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{80, 112, 96, 128},
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{48, 112, 64, 128},
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{144, 112, 160, 128},
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};
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if (npc->y < gMC.y - (10 * 0x10 * 0x200))
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{
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if (npc->y < 16 * 0x10 * 0x200)
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{
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npc->tgt_x = 320 * 0x10 * 0x200;
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npc->tgt_y = npc->y;
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}
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else
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{
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npc->tgt_x = 0;
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npc->tgt_y = npc->y;
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}
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}
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else
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{
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if (gCurlyShoot_wait != 0)
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{
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npc->tgt_x = gCurlyShoot_x;
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npc->tgt_y = gCurlyShoot_y;
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}
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else
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{
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y;
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}
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}
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if (npc->xm < 0 && npc->flag & 1)
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npc->xm = 0;
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if (npc->xm > 0 && npc->flag & 4)
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npc->xm = 0;
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switch (npc->act_no)
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{
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case 20:
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npc->x = gMC.x;
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npc->y = gMC.y;
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npc->act_no = 100;
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npc->ani_no = 0;
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SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100);
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if (GetNPCFlag(563))
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SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100);
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else
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SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100);
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break;
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case 40:
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npc->act_no = 41;
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npc->act_wait = 0;
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npc->ani_no = 10;
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// Fallthrough
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case 41:
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if (++npc->act_wait == 750)
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{
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npc->bits &= ~NPC_INTERACTABLE;
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npc->ani_no = 0;
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}
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if (npc->act_wait > 1000)
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{
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npc->act_no = 100;
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npc->ani_no = 0;
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SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100);
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if (GetNPCFlag(563))
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SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100);
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else
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SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100);
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}
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break;
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case 100:
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npc->ani_no = 0;
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npc->xm = (npc->xm * 7) / 8;
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npc->count1 = 0;
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if (npc->x > npc->tgt_x + (16 * 0x200))
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{
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npc->act_no = 200;
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npc->ani_no = 1;
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npc->direct = 0;
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npc->act_wait = Random(20, 60);
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}
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else if (npc->x < npc->tgt_x - (16 * 0x200))
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{
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npc->act_no = 300;
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npc->ani_no = 1;
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npc->direct = 2;
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npc->act_wait = Random(20, 60);
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}
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break;
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case 200:
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npc->xm -= 0x20;
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npc->direct = 0;
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if (npc->flag & 1)
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++npc->count1;
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else
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npc->count1 = 0;
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break;
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case 210:
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npc->xm -= 0x20;
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npc->direct = 0;
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if (npc->flag & 8)
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npc->act_no = 100;
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break;
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case 300:
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npc->xm += 0x20;
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npc->direct = 2;
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if (npc->flag & 4)
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++npc->count1;
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else
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npc->count1 = 0;
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break;
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case 310:
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npc->xm += 0x20;
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npc->direct = 2;
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if (npc->flag & 8)
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npc->act_no = 100;
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break;
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}
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if (gCurlyShoot_wait != 0)
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--gCurlyShoot_wait;
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if (gCurlyShoot_wait == 70)
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npc->count2 = 10;
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if (gCurlyShoot_wait == 60 && npc->flag & 8 && Random(0, 2))
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{
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npc->count1 = 0;
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npc->ym = -0x600;
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npc->ani_no = 1;
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PlaySoundObject(15, SOUND_MODE_PLAY);
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if (npc->x > npc->tgt_x)
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npc->act_no = 210;
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else
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npc->act_no = 310;
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}
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xx = npc->x - npc->tgt_x;
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yy = npc->y - npc->tgt_y;
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if (xx < 0)
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xx *= -1;
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if (npc->act_no == 100)
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{
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if (xx + (2 * 0x200) < yy)
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npc->ani_no = 5;
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else
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npc->ani_no = 0;
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}
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if (npc->act_no == 210 || npc->act_no == 310)
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{
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if (xx + (2 * 0x200) < yy)
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npc->ani_no = 6;
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else
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npc->ani_no = 1;
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}
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if (npc->act_no == 200 || npc->act_no == 300)
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{
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++npc->ani_wait;
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if (xx + (2 * 0x200) < yy)
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npc->ani_no = 6 + (npc->ani_wait / 4 % 4);
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else
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npc->ani_no = 1 + (npc->ani_wait / 4 % 4);
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if (npc->act_wait)
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{
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--npc->act_wait;
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#ifdef FIX_BUGS
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// I assume this is what was intended
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if (npc->flag & 8 && npc->count1 > 10)
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#else
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if (npc->flag && 8 && npc->count1 > 10)
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#endif
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{
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npc->count1 = 0;
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npc->ym = -0x600;
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npc->act_no += 10;
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npc->ani_no = 1;
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PlaySoundObject(15, SOUND_MODE_PLAY);
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}
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}
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else
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{
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npc->act_no = 100;
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npc->ani_no = 0;
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}
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}
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if (npc->act_no >= 100 && npc->act_no < 500)
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{
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if (npc->x < gMC.x - (80 * 0x200) || npc->x > gMC.x + (80 * 0x200))
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{
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#ifdef FIX_BUGS
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if (npc->flag & 5)
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#else
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if (npc->flag && 5)
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#endif
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npc->ym += 0x10;
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else
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npc->ym += 0x33;
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}
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else
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{
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npc->ym += 0x33;
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}
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}
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if (npc->xm > 0x300)
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npc->xm = 0x300;
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if (npc->xm < -0x300)
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npc->xm = -0x300;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->act_no >= 100 && !(npc->flag & 8))
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{
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switch (npc->ani_no)
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{
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case 1000:
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break;
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default:
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if (xx + (2 * 0x200) < yy)
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npc->ani_no = 6;
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else
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npc->ani_no = 1;
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break;
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}
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}
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Curly AI Machine Gun
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void ActNpc181(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{216, 152, 232, 168},
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{232, 152, 248, 168},
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};
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RECT rcRight[2] = {
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{216, 168, 232, 184},
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{232, 168, 248, 184},
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};
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if (npc->pNpc == NULL)
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return;
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if (npc->pNpc->ani_no < 5)
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{
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if (npc->pNpc->direct == 0)
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{
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npc->direct = 0;
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npc->x = npc->pNpc->x - (8 * 0x200);
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}
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else
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{
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npc->direct = 2;
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npc->x = npc->pNpc->x + (8 * 0x200);
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}
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npc->y = npc->pNpc->y;
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npc->ani_no = 0;
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}
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else
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{
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if (npc->pNpc->direct == 0)
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{
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npc->direct = 0;
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npc->x = npc->pNpc->x;
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}
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else
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{
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npc->direct = 2;
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npc->x = npc->pNpc->x;
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}
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npc->y = npc->pNpc->y - (10 * 0x200);
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npc->ani_no = 1;
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}
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if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8)
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npc->y -= 1 * 0x200;
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switch (npc->act_no)
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{
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case 0:
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if (npc->pNpc->count2 == 10)
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{
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npc->pNpc->count2 = 0;
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npc->act_no = 10;
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npc->act_wait = 0;
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}
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break;
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case 10:
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if (++npc->act_wait % 6 == 1)
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{
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if (npc->ani_no == 0)
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{
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if (npc->direct == 0)
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{
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SetBullet(12, npc->x - (4 * 0x200), npc->y + (3 * 0x200), 0);
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SetCaret(npc->x - (4 * 0x200), npc->y + (3 * 0x200), 3, 0);
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}
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else
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{
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SetBullet(12, npc->x + (4 * 0x200), npc->y + (3 * 0x200), 2);
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SetCaret(npc->x + (4 * 0x200), npc->y + (3 * 0x200), 3, 0);
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}
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}
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else
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{
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if (npc->direct == 0)
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{
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SetBullet(12, npc->x - (2 * 0x200), npc->y - (4 * 0x200), 1);
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SetCaret(npc->x - (2 * 0x200), npc->y - (4 * 0x200), 3, 0);
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}
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else
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{
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SetBullet(12, npc->x + (2 * 0x200), npc->y - (4 * 0x200), 1);
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SetCaret(npc->x + (2 * 0x200), npc->y - (4 * 0x200), 3, 0);
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}
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}
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}
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if (npc->act_wait == 60)
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npc->act_no = 0;
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break;
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}
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Curly AI Polar Star
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void ActNpc182(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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{184, 152, 200, 168},
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{200, 152, 216, 168},
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};
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RECT rcRight[2] = {
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{184, 168, 200, 184},
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{200, 168, 216, 184},
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};
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if (npc->pNpc == NULL)
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return;
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if (npc->pNpc->ani_no < 5)
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{
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if (npc->pNpc->direct == 0)
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{
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npc->direct = 0;
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npc->x = npc->pNpc->x - (8 * 0x200);
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}
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else
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{
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npc->direct = 2;
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npc->x = npc->pNpc->x + (8 * 0x200);
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}
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npc->y = npc->pNpc->y;
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npc->ani_no = 0;
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}
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else
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{
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if (npc->pNpc->direct == 0)
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{
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npc->direct = 0;
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npc->x = npc->pNpc->x;
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}
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else
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{
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npc->direct = 2;
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npc->x = npc->pNpc->x;
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}
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npc->y = npc->pNpc->y - (10 * 0x200);
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npc->ani_no = 1;
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}
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if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8)
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npc->y -= 1 * 0x200;
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switch (npc->act_no)
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{
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case 0:
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if (npc->pNpc->count2 == 10)
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{
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npc->pNpc->count2 = 0;
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npc->act_no = 10;
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npc->act_wait = 0;
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}
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break;
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case 10:
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if (++npc->act_wait % 12 == 1)
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{
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if (npc->ani_no == 0)
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{
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if (npc->direct == 0)
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{
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SetBullet(6, npc->x - (4 * 0x200), npc->y + (3 * 0x200), 0);
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SetCaret(npc->x - (4 * 0x200), npc->y + (3 * 0x200), 3, 0);
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}
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else
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{
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SetBullet(6, npc->x + (4 * 0x200), npc->y + (3 * 0x200), 2);
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SetCaret(npc->x + (4 * 0x200), npc->y + (3 * 0x200), 3, 0);
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}
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}
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else
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{
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if (npc->direct == 0)
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{
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SetBullet(6, npc->x - (2 * 0x200), npc->y - (4 * 0x200), 1);
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SetCaret(npc->x - (2 * 0x200), npc->y - (4 * 0x200), 3, 0);
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}
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else
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{
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SetBullet(6, npc->x + (2 * 0x200), npc->y - (4 * 0x200), 1);
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SetCaret(npc->x + (2 * 0x200), npc->y - (4 * 0x200), 3, 0);
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}
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}
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}
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if (npc->act_wait == 60)
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npc->act_no = 0;
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break;
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}
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Curly Air Tank Bubble
|
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void ActNpc183(NPCHAR *npc)
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{
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RECT rect[2] = {
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{56, 96, 80, 120},
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{80, 96, 104, 120},
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};
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if (npc->pNpc == NULL)
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return;
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|
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switch (npc->act_no)
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{
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case 0:
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npc->x = npc->pNpc->x;
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npc->y = npc->pNpc->y;
|
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npc->act_no = 1;
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break;
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}
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npc->x += (npc->pNpc->x - npc->x) / 2;
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npc->y += (npc->pNpc->y - npc->y) / 2;
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|
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if (++npc->ani_wait > 1)
|
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{
|
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npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->pNpc->flag & 0x100)
|
|
npc->rect = rect[npc->ani_no];
|
|
else
|
|
npc->rect.right = 0;
|
|
}
|
|
|
|
// Big Shutter
|
|
void ActNpc184(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
RECT rc[4] = {
|
|
{0, 64, 32, 96},
|
|
{32, 64, 64, 96},
|
|
{64, 64, 96, 96},
|
|
{32, 64, 64, 96},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->x += 8 * 0x200;
|
|
npc->y += 8 * 0x200;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 11:
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->x -= 0x80;
|
|
break;
|
|
|
|
case 1:
|
|
npc->y -= 0x80;
|
|
break;
|
|
|
|
case 2:
|
|
npc->x += 0x80;
|
|
break;
|
|
|
|
case 3:
|
|
npc->y += 0x80;
|
|
break;
|
|
}
|
|
|
|
if ((++npc->act_wait % 8) == 0)
|
|
PlaySoundObject(26, SOUND_MODE_PLAY);
|
|
|
|
SetQuake(20);
|
|
break;
|
|
|
|
case 20:
|
|
for (i = 0; i < 4; ++i)
|
|
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (16 * 0x200), Random(-0x155, 0x155), Random(-0x600, 0), 0, NULL, 0x100);
|
|
|
|
npc->act_no = 1;
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 10)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Small Shutter
|
|
void ActNpc185(NPCHAR *npc)
|
|
{
|
|
RECT rc = {96, 64, 112, 96};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y += 8 * 0x200;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 11:
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->x -= 0x80;
|
|
break;
|
|
|
|
case 1:
|
|
npc->y -= 0x80;
|
|
break;
|
|
|
|
case 2:
|
|
npc->x += 0x80;
|
|
break;
|
|
|
|
case 3:
|
|
npc->y += 0x80;
|
|
break;
|
|
}
|
|
|
|
++npc->act_wait;
|
|
break;
|
|
|
|
case 20:
|
|
npc->y -= 24 * 0x200;
|
|
npc->act_no = 1;
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Lift block
|
|
void ActNpc186(NPCHAR *npc)
|
|
{
|
|
RECT rc[4] = {
|
|
{48, 48, 64, 64},
|
|
{64, 48, 80, 64},
|
|
{80, 48, 96, 64},
|
|
{64, 48, 80, 64},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 11:
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->x -= 0x80;
|
|
break;
|
|
|
|
case 1:
|
|
npc->y -= 0x80;
|
|
break;
|
|
|
|
case 2:
|
|
npc->x += 0x80;
|
|
break;
|
|
|
|
case 3:
|
|
npc->y += 0x80;
|
|
break;
|
|
}
|
|
|
|
++npc->act_wait;
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 10)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Fuzz Core
|
|
void ActNpc187(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
npc->count1 = 120;
|
|
npc->act_wait = Random(0, 50);
|
|
|
|
for (i = 0; i < 5; ++i)
|
|
SetNpChar(188, 0, 0, 0, 0, 51 * i, npc, 0x100);
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait < 50)
|
|
break;
|
|
|
|
npc->act_wait = 0;
|
|
npc->act_no = 2;
|
|
npc->ym = 0x300;
|
|
break;
|
|
|
|
case 2:
|
|
npc->count1 += 4;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->tgt_y < npc->y)
|
|
npc->ym -= 0x10;
|
|
if (npc->tgt_y > npc->y)
|
|
npc->ym += 0x10;
|
|
|
|
if (npc->ym > 0x355)
|
|
npc->ym = 0x355;
|
|
if (npc->ym < -0x355)
|
|
npc->ym = -0x355;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rect_left[2] = {
|
|
{224, 104, 256, 136},
|
|
{256, 104, 288, 136},
|
|
};
|
|
|
|
RECT rect_right[2] = {
|
|
{224, 136, 256, 168},
|
|
{256, 136, 288, 168},
|
|
};
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
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];
|
|
}
|
|
|
|
// Fuzz
|
|
void ActNpc188(NPCHAR *npc)
|
|
{
|
|
unsigned char deg;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->count1 = npc->direct;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->pNpc->code_char == 187 && npc->pNpc->cond & 0x80)
|
|
{
|
|
deg = (npc->pNpc->count1 + npc->count1) % 0x100;
|
|
npc->x = npc->pNpc->x + (GetSin(deg) * 20);
|
|
npc->y = npc->pNpc->y + (GetCos(deg) * 0x20);
|
|
}
|
|
else
|
|
{
|
|
npc->xm = Random(-0x200, 0x200);
|
|
npc->ym = Random(-0x200, 0x200);
|
|
npc->act_no = 10;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (gMC.x < npc->x)
|
|
npc->xm -= 0x20;
|
|
else
|
|
npc->xm += 0x20;
|
|
|
|
if (gMC.y < npc->y)
|
|
npc->ym -= 0x20;
|
|
else
|
|
npc->ym += 0x20;
|
|
|
|
if (npc->xm > 0x800)
|
|
npc->xm = 0x800;
|
|
if (npc->xm < -0x800)
|
|
npc->xm = -0x800;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
break;
|
|
}
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
RECT rect_left[2] = {
|
|
{288, 104, 304, 120},
|
|
{304, 104, 320, 120},
|
|
};
|
|
|
|
RECT rect_right[2] = {
|
|
{288, 120, 304, 136},
|
|
{304, 120, 320, 136},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rect_left[npc->ani_no];
|
|
else
|
|
npc->rect = rect_right[npc->ani_no];
|
|
}
|
|
|
|
// Unused homing flame object (possibly related to the Core?)
|
|
void ActNpc189(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->xm = -0x40;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->y += npc->ym;
|
|
|
|
if (++npc->act_wait > 0x100)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (gMC.x < npc->x)
|
|
npc->xm -= 8;
|
|
else
|
|
npc->xm += 8;
|
|
|
|
if (gMC.y < npc->y)
|
|
npc->ym -= 8;
|
|
else
|
|
npc->ym += 8;
|
|
|
|
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;
|
|
|
|
break;
|
|
}
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
RECT rect[3] = {
|
|
{224, 184, 232, 200},
|
|
{232, 184, 240, 200},
|
|
{240, 184, 248, 200},
|
|
};
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Broken robot
|
|
void ActNpc190(NPCHAR *npc)
|
|
{
|
|
RECT rect[2] = {
|
|
{192, 32, 208, 48},
|
|
{208, 32, 224, 48},
|
|
};
|
|
|
|
int i;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->ani_no = 0;
|
|
break;
|
|
|
|
case 10:
|
|
PlaySoundObject(72, SOUND_MODE_PLAY);
|
|
|
|
for (i = 0; i < 8; ++i)
|
|
SetNpChar(4, npc->x, npc->y + (Random(-8, 8) * 0x200), Random(-8, -2) * 0x200, Random(-3, 3) * 0x200, 0, NULL, 0x100);
|
|
|
|
npc->cond = 0;
|
|
break;
|
|
|
|
case 20:
|
|
if (++npc->ani_wait > 10)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Water level
|
|
void ActNpc191(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 10;
|
|
npc->tgt_y = npc->y;
|
|
npc->ym = 0x200;
|
|
// Fallthrough
|
|
case 10:
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 4;
|
|
else
|
|
npc->ym -= 4;
|
|
|
|
if (npc->ym < -0x100)
|
|
npc->ym = -0x100;
|
|
if (npc->ym > 0x100)
|
|
npc->ym = 0x100;
|
|
|
|
npc->y += npc->ym;
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
// Fallthrough
|
|
case 21:
|
|
if (npc->y < npc->tgt_y)
|
|
npc->ym += 4;
|
|
else
|
|
npc->ym -= 4;
|
|
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
if (++npc->act_wait > 1000)
|
|
npc->act_no = 22;
|
|
|
|
break;
|
|
|
|
case 22:
|
|
if (npc->y < 0)
|
|
npc->ym += 4;
|
|
else
|
|
npc->ym -= 4;
|
|
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->y < 64 * 0x200 || gSuperYpos != 0)
|
|
{
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
}
|
|
break;
|
|
|
|
case 30:
|
|
if (npc->y < 0)
|
|
npc->ym += 4;
|
|
else
|
|
npc->ym -= 4;
|
|
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
if (npc->ym > 0x100)
|
|
npc->ym = 0x100;
|
|
|
|
npc->y += npc->ym;
|
|
break;
|
|
}
|
|
|
|
gWaterY = npc->y;
|
|
|
|
npc->rect.right = 0;
|
|
npc->rect.bottom = 0;
|
|
}
|
|
|
|
// Scooter
|
|
void ActNpc192(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->view.back = 16 * 0x200;
|
|
npc->view.front = 16 * 0x200;
|
|
npc->view.top = 8 * 0x200;
|
|
npc->view.bottom = 8 * 0x200;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 1;
|
|
npc->view.top = 16 * 0x200;
|
|
npc->view.bottom = 16 * 0x200;
|
|
npc->y -= 5 * 0x200;
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 1;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
// Fallthrough
|
|
case 21:
|
|
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
|
|
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
|
|
|
|
if (++npc->act_wait > 30)
|
|
npc->act_no = 30;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->act_wait = 1;
|
|
npc->xm = -0x800;
|
|
npc->x = npc->tgt_x;
|
|
npc->y = npc->tgt_y;
|
|
PlaySoundObject(44, SOUND_MODE_PLAY);
|
|
// Fallthrough
|
|
case 31:
|
|
npc->xm += 0x20;
|
|
npc->x += npc->xm;
|
|
++npc->act_wait;
|
|
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
|
|
|
|
if (npc->act_wait > 10)
|
|
npc->direct = 2;
|
|
|
|
if (npc->act_wait > 200)
|
|
npc->act_no = 40;
|
|
|
|
break;
|
|
|
|
case 40:
|
|
npc->act_no = 41;
|
|
npc->act_wait = 2;
|
|
npc->direct = 0;
|
|
npc->y -= 48 * 0x200;
|
|
npc->xm = -0x1000;
|
|
// Fallthrough
|
|
case 41:
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->act_wait += 2;
|
|
|
|
if (npc->act_wait > 1200)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_wait % 4 == 0 && npc->act_no >= 20)
|
|
{
|
|
PlaySoundObject(34, SOUND_MODE_PLAY);
|
|
|
|
if (npc->direct == 0)
|
|
SetCaret(npc->x + (10 * 0x200), npc->y + (10 * 0x200), 7, 2);
|
|
else
|
|
SetCaret(npc->x - (10 * 0x200), npc->y + (10 * 0x200), 7, 0);
|
|
}
|
|
|
|
RECT rcLeft[2] = {
|
|
{224, 64, 256, 80},
|
|
{256, 64, 288, 96},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{224, 80, 256, 96},
|
|
{288, 64, 320, 96},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Scooter (broken)
|
|
void ActNpc193(NPCHAR *npc)
|
|
{
|
|
RECT rc = {256, 96, 320, 112};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y = npc->y; // This line probably isn't accurate to the original source code, but it produces the same assembly
|
|
npc->x += 24 * 0x200;
|
|
break;
|
|
}
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Blue robot (broken)
|
|
void ActNpc194(NPCHAR *npc)
|
|
{
|
|
RECT rc = {192, 120, 224, 128};
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->y += 4 * 0x200;
|
|
}
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Grate
|
|
void ActNpc195(NPCHAR *npc)
|
|
{
|
|
RECT rc = {112, 64, 128, 80};
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Ironhead motion wall
|
|
void ActNpc196(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft = {112, 64, 144, 80};
|
|
RECT rcRight = {112, 80, 144, 96};
|
|
|
|
npc->x -= 6 * 0x200;
|
|
|
|
if (npc->x <= 19 * 0x10 * 0x200)
|
|
npc->x += 22 * 0x10 * 0x200;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft;
|
|
else
|
|
npc->rect = rcRight;
|
|
}
|
|
|
|
// Porcupine Fish
|
|
void ActNpc197(NPCHAR *npc)
|
|
{
|
|
RECT rc[4] = {
|
|
{0, 0, 16, 16},
|
|
{16, 0, 32, 16},
|
|
{32, 0, 48, 16},
|
|
{48, 0, 64, 16},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 10;
|
|
npc->ani_wait = 0;
|
|
npc->ym = Random(-0x200, 0x200);
|
|
npc->xm = 0x800;
|
|
// Fallthrough
|
|
case 10:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->xm < 0)
|
|
{
|
|
npc->damage = 3;
|
|
npc->act_no = 20;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->damage = 3;
|
|
|
|
if (++npc->ani_wait > 0)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->x < 48 * 0x200)
|
|
{
|
|
npc->destroy_voice = 0;
|
|
LoseNpChar(npc, TRUE);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->flag & 2)
|
|
npc->ym = 0x200;
|
|
if (npc->flag & 8)
|
|
npc->ym = -0x200;
|
|
|
|
npc->xm -= 12;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rc[npc->ani_no];
|
|
}
|
|
|
|
// Ironhead projectile
|
|
void ActNpc198(NPCHAR *npc)
|
|
{
|
|
RECT rcRight[3] = {
|
|
{208, 48, 224, 72},
|
|
{224, 48, 240, 72},
|
|
{240, 48, 256, 72},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (++npc->act_wait > 20)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
npc->count1 = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 1:
|
|
npc->xm += 0x20;
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 0)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (++npc->count1 > 100)
|
|
npc->cond = 0;
|
|
|
|
if (npc->count1 % 4 == 1)
|
|
PlaySoundObject(46, SOUND_MODE_PLAY);
|
|
}
|
|
|
|
// Water/wind particles
|
|
void ActNpc199(NPCHAR *npc)
|
|
{
|
|
RECT rect[5] = {
|
|
{72, 16, 74, 18},
|
|
{74, 16, 76, 18},
|
|
{76, 16, 78, 18},
|
|
{78, 16, 80, 18},
|
|
{80, 16, 82, 18},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = Random(0, 2);
|
|
|
|
switch (npc->direct)
|
|
{
|
|
case 0:
|
|
npc->xm = -1;
|
|
break;
|
|
|
|
case 1:
|
|
npc->ym = -1;
|
|
break;
|
|
|
|
case 2:
|
|
npc->xm = 1;
|
|
break;
|
|
|
|
case 3:
|
|
npc->ym = 1;
|
|
break;
|
|
}
|
|
|
|
npc->xm *= (Random(4, 8) * 0x200) / 2;
|
|
npc->ym *= (Random(4, 8) * 0x200) / 2;
|
|
break;
|
|
}
|
|
|
|
if (++npc->ani_wait > 6)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
{
|
|
npc->cond = 0;
|
|
#ifdef FIX_BUGS
|
|
return; // The code below will use 'ani_no' to access 'rect', even though it's now too high
|
|
#endif
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|