DoukutsuNikki/src/NpcAct180.cpp
2022-11-03 02:29:20 -04:00

1440 lines
22 KiB
C++

#include "NpcAct.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Back.h"
#include "Bullet.h"
#include "Caret.h"
#include "Flags.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
#include "NpChar.h"
#include "NpcHit.h"
#include "Sound.h"
#include "Triangle.h"
// Curly AI
void ActNpc180(NPCHAR *npc)
{
int xx, yy;
RECT rcLeft[11] = {
{0, 96, 16, 112},
{16, 96, 32, 112},
{0, 96, 16, 112},
{32, 96, 48, 112},
{0, 96, 16, 112},
{48, 96, 64, 112},
{64, 96, 80, 112},
{48, 96, 64, 112},
{80, 96, 96, 112},
{48, 96, 64, 112},
{144, 96, 160, 112},
};
RECT rcRight[11] = {
{0, 112, 16, 128},
{16, 112, 32, 128},
{0, 112, 16, 128},
{32, 112, 48, 128},
{0, 112, 16, 128},
{48, 112, 64, 128},
{64, 112, 80, 128},
{48, 112, 64, 128},
{80, 112, 96, 128},
{48, 112, 64, 128},
{144, 112, 160, 128},
};
if (npc->y < gMC.y - (10 * 0x10 * 0x200))
{
if (npc->y < 16 * 0x10 * 0x200)
{
npc->tgt_x = 320 * 0x10 * 0x200;
npc->tgt_y = npc->y;
}
else
{
npc->tgt_x = 0;
npc->tgt_y = npc->y;
}
}
else
{
if (gCurlyShoot_wait != 0)
{
npc->tgt_x = gCurlyShoot_x;
npc->tgt_y = gCurlyShoot_y;
}
else
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y;
}
}
if (npc->xm < 0 && npc->flag & 1)
npc->xm = 0;
if (npc->xm > 0 && npc->flag & 4)
npc->xm = 0;
switch (npc->act_no)
{
case 20:
npc->x = gMC.x;
npc->y = gMC.y;
npc->act_no = 100;
npc->ani_no = 0;
SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100);
if (GetNPCFlag(563))
SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100);
else
SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100);
break;
case 40:
npc->act_no = 41;
npc->act_wait = 0;
npc->ani_no = 10;
// Fallthrough
case 41:
if (++npc->act_wait == 750)
{
npc->bits &= ~NPC_INTERACTABLE;
npc->ani_no = 0;
}
if (npc->act_wait > 1000)
{
npc->act_no = 100;
npc->ani_no = 0;
SetNpChar(183, 0, 0, 0, 0, 0, npc, 0x100);
if (GetNPCFlag(563))
SetNpChar(182, 0, 0, 0, 0, 0, npc, 0x100);
else
SetNpChar(181, 0, 0, 0, 0, 0, npc, 0x100);
}
break;
case 100:
npc->ani_no = 0;
npc->xm = (npc->xm * 7) / 8;
npc->count1 = 0;
if (npc->x > npc->tgt_x + (16 * 0x200))
{
npc->act_no = 200;
npc->ani_no = 1;
npc->direct = 0;
npc->act_wait = Random(20, 60);
}
else if (npc->x < npc->tgt_x - (16 * 0x200))
{
npc->act_no = 300;
npc->ani_no = 1;
npc->direct = 2;
npc->act_wait = Random(20, 60);
}
break;
case 200:
npc->xm -= 0x20;
npc->direct = 0;
if (npc->flag & 1)
++npc->count1;
else
npc->count1 = 0;
break;
case 210:
npc->xm -= 0x20;
npc->direct = 0;
if (npc->flag & 8)
npc->act_no = 100;
break;
case 300:
npc->xm += 0x20;
npc->direct = 2;
if (npc->flag & 4)
++npc->count1;
else
npc->count1 = 0;
break;
case 310:
npc->xm += 0x20;
npc->direct = 2;
if (npc->flag & 8)
npc->act_no = 100;
break;
}
if (gCurlyShoot_wait != 0)
--gCurlyShoot_wait;
if (gCurlyShoot_wait == 70)
npc->count2 = 10;
if (gCurlyShoot_wait == 60 && npc->flag & 8 && Random(0, 2))
{
npc->count1 = 0;
npc->ym = -0x600;
npc->ani_no = 1;
PlaySoundObject(15, SOUND_MODE_PLAY);
if (npc->x > npc->tgt_x)
npc->act_no = 210;
else
npc->act_no = 310;
}
xx = npc->x - npc->tgt_x;
yy = npc->y - npc->tgt_y;
if (xx < 0)
xx *= -1;
if (npc->act_no == 100)
{
if (xx + (2 * 0x200) < yy)
npc->ani_no = 5;
else
npc->ani_no = 0;
}
if (npc->act_no == 210 || npc->act_no == 310)
{
if (xx + (2 * 0x200) < yy)
npc->ani_no = 6;
else
npc->ani_no = 1;
}
if (npc->act_no == 200 || npc->act_no == 300)
{
++npc->ani_wait;
if (xx + (2 * 0x200) < yy)
npc->ani_no = 6 + (npc->ani_wait / 4 % 4);
else
npc->ani_no = 1 + (npc->ani_wait / 4 % 4);
if (npc->act_wait)
{
--npc->act_wait;
#ifdef FIX_BUGS
// I assume this is what was intended
if (npc->flag & 8 && npc->count1 > 10)
#else
if (npc->flag && 8 && npc->count1 > 10)
#endif
{
npc->count1 = 0;
npc->ym = -0x600;
npc->act_no += 10;
npc->ani_no = 1;
PlaySoundObject(15, SOUND_MODE_PLAY);
}
}
else
{
npc->act_no = 100;
npc->ani_no = 0;
}
}
if (npc->act_no >= 100 && npc->act_no < 500)
{
if (npc->x < gMC.x - (80 * 0x200) || npc->x > gMC.x + (80 * 0x200))
{
#ifdef FIX_BUGS
if (npc->flag & 5)
#else
if (npc->flag && 5)
#endif
npc->ym += 0x10;
else
npc->ym += 0x33;
}
else
{
npc->ym += 0x33;
}
}
if (npc->xm > 0x300)
npc->xm = 0x300;
if (npc->xm < -0x300)
npc->xm = -0x300;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->act_no >= 100 && !(npc->flag & 8))
{
switch (npc->ani_no)
{
case 1000:
break;
default:
if (xx + (2 * 0x200) < yy)
npc->ani_no = 6;
else
npc->ani_no = 1;
break;
}
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Curly AI Machine Gun
void ActNpc181(NPCHAR *npc)
{
RECT rcLeft[2] = {
{216, 152, 232, 168},
{232, 152, 248, 168},
};
RECT rcRight[2] = {
{216, 168, 232, 184},
{232, 168, 248, 184},
};
if (npc->pNpc == NULL)
return;
if (npc->pNpc->ani_no < 5)
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x - (8 * 0x200);
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x + (8 * 0x200);
}
npc->y = npc->pNpc->y;
npc->ani_no = 0;
}
else
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x;
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x;
}
npc->y = npc->pNpc->y - (10 * 0x200);
npc->ani_no = 1;
}
if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8)
npc->y -= 1 * 0x200;
switch (npc->act_no)
{
case 0:
if (npc->pNpc->count2 == 10)
{
npc->pNpc->count2 = 0;
npc->act_no = 10;
npc->act_wait = 0;
}
break;
case 10:
if (++npc->act_wait % 6 == 1)
{
if (npc->ani_no == 0)
{
if (npc->direct == 0)
{
SetBullet(12, npc->x - (4 * 0x200), npc->y + (3 * 0x200), 0);
SetCaret(npc->x - (4 * 0x200), npc->y + (3 * 0x200), 3, 0);
}
else
{
SetBullet(12, npc->x + (4 * 0x200), npc->y + (3 * 0x200), 2);
SetCaret(npc->x + (4 * 0x200), npc->y + (3 * 0x200), 3, 0);
}
}
else
{
if (npc->direct == 0)
{
SetBullet(12, npc->x - (2 * 0x200), npc->y - (4 * 0x200), 1);
SetCaret(npc->x - (2 * 0x200), npc->y - (4 * 0x200), 3, 0);
}
else
{
SetBullet(12, npc->x + (2 * 0x200), npc->y - (4 * 0x200), 1);
SetCaret(npc->x + (2 * 0x200), npc->y - (4 * 0x200), 3, 0);
}
}
}
if (npc->act_wait == 60)
npc->act_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Curly AI Polar Star
void ActNpc182(NPCHAR *npc)
{
RECT rcLeft[2] = {
{184, 152, 200, 168},
{200, 152, 216, 168},
};
RECT rcRight[2] = {
{184, 168, 200, 184},
{200, 168, 216, 184},
};
if (npc->pNpc == NULL)
return;
if (npc->pNpc->ani_no < 5)
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x - (8 * 0x200);
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x + (8 * 0x200);
}
npc->y = npc->pNpc->y;
npc->ani_no = 0;
}
else
{
if (npc->pNpc->direct == 0)
{
npc->direct = 0;
npc->x = npc->pNpc->x;
}
else
{
npc->direct = 2;
npc->x = npc->pNpc->x;
}
npc->y = npc->pNpc->y - (10 * 0x200);
npc->ani_no = 1;
}
if (npc->pNpc->ani_no == 1 || npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 6 || npc->pNpc->ani_no == 8)
npc->y -= 1 * 0x200;
switch (npc->act_no)
{
case 0:
if (npc->pNpc->count2 == 10)
{
npc->pNpc->count2 = 0;
npc->act_no = 10;
npc->act_wait = 0;
}
break;
case 10:
if (++npc->act_wait % 12 == 1)
{
if (npc->ani_no == 0)
{
if (npc->direct == 0)
{
SetBullet(6, npc->x - (4 * 0x200), npc->y + (3 * 0x200), 0);
SetCaret(npc->x - (4 * 0x200), npc->y + (3 * 0x200), 3, 0);
}
else
{
SetBullet(6, npc->x + (4 * 0x200), npc->y + (3 * 0x200), 2);
SetCaret(npc->x + (4 * 0x200), npc->y + (3 * 0x200), 3, 0);
}
}
else
{
if (npc->direct == 0)
{
SetBullet(6, npc->x - (2 * 0x200), npc->y - (4 * 0x200), 1);
SetCaret(npc->x - (2 * 0x200), npc->y - (4 * 0x200), 3, 0);
}
else
{
SetBullet(6, npc->x + (2 * 0x200), npc->y - (4 * 0x200), 1);
SetCaret(npc->x + (2 * 0x200), npc->y - (4 * 0x200), 3, 0);
}
}
}
if (npc->act_wait == 60)
npc->act_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Curly Air Tank Bubble
void ActNpc183(NPCHAR *npc)
{
RECT rect[2] = {
{56, 96, 80, 120},
{80, 96, 104, 120},
};
if (npc->pNpc == NULL)
return;
switch (npc->act_no)
{
case 0:
npc->x = npc->pNpc->x;
npc->y = npc->pNpc->y;
npc->act_no = 1;
break;
}
npc->x += (npc->pNpc->x - npc->x) / 2;
npc->y += (npc->pNpc->y - npc->y) / 2;
if (++npc->ani_wait > 1)
{
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];
}