DoukutsuNikki/src/NpcAct000.cpp

1787 lines
28 KiB
C++

#include "NpcAct.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Back.h"
#include "Caret.h"
#include "Frame.h"
#include "Game.h"
#include "Map.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
// Null
void ActNpc000(NPCHAR *npc)
{
RECT rect = {0x00, 0x00, 0x10, 0x10};
if (npc->act_no == 0)
{
npc->act_no = 1;
if (npc->direct == 2)
npc->y += 16 * 0x200;
}
npc->rect = rect;
}
// Experience
void ActNpc001(NPCHAR *npc)
{
// In wind
if (gBack.type == 5 || gBack.type == 6)
{
if (npc->act_no == 0)
{
// Set state
npc->act_no = 1;
// Set random speed
npc->ym = Random(-0x80, 0x80);
npc->xm = Random(0x7F, 0x100);
}
// Blow to the left
npc->xm -= 8;
// Destroy when off-screen
if (npc->x < 80 * 0x200)
npc->cond = 0;
#ifdef FIX_BUGS
// Limit speed
if (npc->xm < -0x600)
npc->xm = -0x600;
#else
// Limit speed (except pixel applied it to the X position)
if (npc->x < -0x600)
npc->x = -0x600;
#endif
// Bounce off walls
if (npc->flag & 1)
npc->xm = 0x100;
if (npc->flag & 2)
npc->ym = 0x40;
if (npc->flag & 8)
npc->ym = -0x40;
}
// When not in wind
else
{
if (npc->act_no == 0)
{
// Set state
npc->act_no = 1;
npc->ani_no = Random(0, 4);
// Random speed
npc->xm = Random(-0x200, 0x200);
npc->ym = Random(-0x400, 0);
// Random direction (reverse animation or not)
if (Random(0, 1) != 0)
npc->direct = 0;
else
npc->direct = 2;
}
// Gravity
if (npc->flag & 0x100)
npc->ym += 0x15;
else
npc->ym += 0x2A;
// Bounce off walls
if (npc->flag & 1 && npc->xm < 0)
npc->xm *= -1;
if (npc->flag & 4 && npc->xm > 0)
npc->xm *= -1;
// Bounce off ceiling
if (npc->flag & 2 && npc->ym < 0)
npc->ym *= -1;
// Bounce off floor
if (npc->flag & 8)
{
PlaySoundObject(07, SOUND_MODE_PLAY);
npc->ym = -0x280;
npc->xm = 2 * npc->xm / 3;
}
// Play bounce song (and try to clip out of floor if stuck)
if (npc->flag & 0xD)
{
PlaySoundObject(07, SOUND_MODE_PLAY);
if (++npc->count2 > 2)
npc->y -= 1 * 0x200;
}
else
{
npc->count2 = 0;
}
// Limit speed
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;
}
// Move
npc->y += npc->ym;
npc->x += npc->xm;
// Get framerects
RECT rect[6] = {
{0x00, 0x10, 0x10, 0x20},
{0x10, 0x10, 0x20, 0x20},
{0x20, 0x10, 0x30, 0x20},
{0x30, 0x10, 0x40, 0x20},
{0x40, 0x10, 0x50, 0x20},
{0x50, 0x10, 0x60, 0x20},
};
RECT rcNo = {0, 0, 0, 0};
// Animate
++npc->ani_wait;
if (npc->direct == 0)
{
if (npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (++npc->ani_no > 5)
npc->ani_no = 0;
}
}
else
{
if (npc->ani_wait > 2)
{
npc->ani_wait = 0;
if (--npc->ani_no < 0)
npc->ani_no = 5;
}
}
npc->rect = rect[npc->ani_no];
// Size
if (npc->act_no != 0)
{
//cout << npc->exp;
switch (npc->exp) //SetCaret(gMC.x, gMC.y, 21, 0);
{
case 3:
npc->rect.top += 16;
npc->rect.bottom += 16;
//printf("me when 3 cion drop");
break;
case 8:
npc->rect.top += 32;
npc->rect.bottom += 32;
//printf("me when 8 cion drops");
break;
//case 1:
//printf("bruh whate da heall bruh");
}
npc->act_no = 1;
}
// Delete after 500 frames
if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2)
npc->cond = 0;
// Blink after 400 frames
if (npc->count1 > 400)
if (npc->count1 / 2 % 2)
npc->rect = rcNo;
}
// Behemoth
void ActNpc002(NPCHAR *npc)
{
// Rects
RECT rcLeft[7] = {
{32, 0, 64, 24},
{0, 0, 32, 24},
{32, 0, 64, 24},
{64, 0, 96, 24},
{96, 0, 128, 24},
{128, 0, 160, 24},
{160, 0, 192, 24},
};
RECT rcRight[7] = {
{32, 24, 64, 48},
{0, 24, 32, 48},
{32, 24, 64, 48},
{64, 24, 96, 48},
{96, 24, 128, 48},
{128, 24, 160, 48},
{160, 24, 192, 48},
};
// Turn when touching a wall
if (npc->flag & 1)
npc->direct = 2;
else if (npc->flag & 4)
npc->direct = 0;
switch (npc->act_no)
{
case 0: // Walking
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
if (++npc->ani_wait > 8)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
if (npc->shock)
{
npc->count1 = 0;
npc->act_no = 1;
npc->ani_no = 4;
}
break;
case 1: // Shot
npc->xm = (npc->xm * 7) / 8;
if (++npc->count1 > 40)
{
if (npc->shock)
{
npc->count1 = 0;
npc->act_no = 2;
npc->ani_no = 6;
npc->ani_wait = 0;
npc->damage = 5;
}
else
{
npc->act_no = 0;
npc->ani_wait = 0;
}
}
break;
case 2: // Charge
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
if (++npc->count1 > 200)
{
npc->act_no = 0;
npc->damage = 1;
}
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
{
npc->ani_no = 5;
// These three lines are missing in the Linux port, because it's based on v1.0.0.4:
// https://www.cavestory.org/forums/threads/version-1-0-0-5-really-different-than-1-0-0-6.102/#post-3231
PlaySoundObject(26, SOUND_MODE_PLAY);
SetNpChar(4, npc->x, npc->y + (3 * 0x200), 0, 0, 0, NULL, 0x100);
SetQuake(8);
}
break;
}
// Gravity
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
// Move
npc->x += npc->xm;
npc->y += npc->ym;
// Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Dead enemy (to make sure the damage-value doesn't teleport to a newly-loaded NPC)
void ActNpc003(NPCHAR *npc)
{
if (++npc->count1 > 100)
npc->cond = 0;
RECT rect = {0, 0, 0, 0};
npc->rect = rect;
}
// Smoke
void ActNpc004(NPCHAR *npc)
{
RECT rcLeft[8] = {
{16, 0, 17, 1},
{16, 0, 32, 16},
{32, 0, 48, 16},
{48, 0, 64, 16},
{64, 0, 80, 16},
{80, 0, 96, 16},
{96, 0, 112, 16},
{112, 0, 128, 16},
};
RECT rcUp[8] = {
{16, 0, 17, 1},
{80, 48, 96, 64},
{0, 128, 16, 144},
{16, 128, 32, 144},
{32, 128, 48, 144},
{48, 128, 64, 144},
{64, 128, 80, 144},
{80, 128, 96, 144},
};
unsigned char deg;
if (npc->act_no == 0)
{
// Move in random direction at random speed
if (npc->direct == 0 || npc->direct == 1)
{
deg = Random(0, 0xFF);
npc->xm = GetCos(deg) * Random(0x200, 0x5FF) / 0x200;
npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200;
}
// Set state
npc->ani_no = Random(0, 4);
npc->ani_wait = Random(0, 3);
npc->act_no = 1;
}
else
{
// Slight drag
npc->xm = (npc->xm * 20) / 21;
npc->ym = (npc->ym * 20) / 21;
// Move
npc->x += npc->xm;
npc->y += npc->ym;
}
// Animate
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
// Set framerect
if (npc->ani_no > 7)
{
// Destroy if over
npc->cond = 0;
}
else
{
if (npc->direct == 1)
npc->rect = rcUp[npc->ani_no];
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
if (npc->direct == 2)
npc->rect = rcLeft[npc->ani_no];
}
}
// Critter (Green, Egg Corridor)
void ActNpc005(NPCHAR *npc)
{
RECT rcLeft[3] = {
{0, 48, 16, 64},
{16, 48, 32, 64},
{32, 48, 48, 64},
};
RECT rcRight[3] = {
{0, 64, 16, 80},
{16, 64, 32, 80},
{32, 64, 48, 80},
};
switch (npc->act_no)
{
case 0: // Initialize
npc->y += 3 * 0x200;
npc->act_no = 1;
// Fallthrough
case 1: // Waiting
// Look at player
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
// Open eyes near player
if (npc->act_wait >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y)
{
npc->ani_no = 1;
}
else
{
if (npc->act_wait < 8)
++npc->act_wait;
npc->ani_no = 0;
}
// Jump if attacked
if (npc->shock)
{
npc->act_no = 2;
npc->ani_no = 0;
npc->act_wait = 0;
}
// Jump if player is nearby
if (npc->act_wait >= 8 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
npc->act_wait = 0;
}
break;
case 2: // Going to jump
if (++npc->act_wait > 8)
{
// Set jump state
npc->act_no = 3;
npc->ani_no = 2;
// Jump
npc->ym = -0x5FF;
PlaySoundObject(30, SOUND_MODE_PLAY);
// Jump in facing direction
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
}
break;
case 3: // Jumping
// Land
if (npc->flag & 8)
{
npc->xm = 0;
npc->act_wait = 0;
npc->ani_no = 0;
npc->act_no = 1;
PlaySoundObject(23, SOUND_MODE_PLAY);
}
break;
}
// Gravity
npc->ym += 64;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
// Move
npc->x += npc->xm;
npc->y += npc->ym;
// Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Beetle (Goes left and right, Egg Corridor)
void ActNpc006(NPCHAR *npc)
{
RECT rcLeft[5] = {
{0, 80, 16, 96},
{16, 80, 32, 96},
{32, 80, 48, 96},
{48, 80, 64, 96},
{64, 80, 80, 96},
};
RECT rcRight[5] = {
{0, 96, 16, 112},
{16, 96, 32, 112},
{32, 96, 48, 112},
{48, 96, 64, 112},
{64, 96, 80, 112},
};
switch (npc->act_no)
{
case 0: // Initialize
npc->act_no = 1;
if (npc->direct == 0)
npc->act_no = 1;
else
npc->act_no = 3;
break;
case 1:
// Accelerate to the left
npc->xm -= 0x10;
if (npc->xm < -0x400)
npc->xm = -0x400;
// Move
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
// Animate
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
// Stop when hitting a wall
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:
// Wait 60 frames then move to the right
if (++npc->act_wait > 60)
{
npc->act_no = 3;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break;
case 3:
// Accelerate to the right
npc->xm += 0x10;
if (npc->xm > 0x400)
npc->xm = 0x400;
// Move
if (npc->shock)
npc->x += npc->xm / 2;
else
npc->x += npc->xm;
// Animate
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 1;
// Stop when hitting a wall
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:
// Wait 60 frames then move to the left
if (++npc->act_wait > 60)
{
npc->act_no = 1;
npc->ani_wait = 0;
npc->ani_no = 1;
}
break;
}
// Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Basil
void ActNpc007(NPCHAR *npc)
{
RECT rcLeft[3] = {
{256, 64, 288, 80},
{256, 80, 288, 96},
{256, 96, 288, 112},
};
RECT rcRight[3] = {
{288, 64, 320, 80},
{288, 80, 320, 96},
{288, 96, 320, 112},
};
switch (npc->act_no)
{
case 0:
npc->x = gMC.x;
if (npc->direct == 0)
npc->act_no = 1;
else
npc->act_no = 2;
break;
case 1:
npc->xm -= 0x40;
if (npc->x < gMC.x - (192 * 0x200))
npc->act_no = 2;
if (npc->flag & 1)
{
npc->xm = 0;
npc->act_no = 2;
}
break;
case 2:
npc->xm += 0x40;
if (npc->x > gMC.x + (192 * 0x200))
npc->act_no = 1;
if (npc->flag & 4)
{
npc->xm = 0;
npc->act_no = 1;
}
break;
}
if (npc->xm < 0)
npc->direct = 0;
else
npc->direct = 2;
if (npc->xm > 0x5FF)
npc->xm = 0x5FF;
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
npc->x += npc->xm;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Beetle (Follows you, Egg Corridor)
void ActNpc008(NPCHAR *npc)
{
RECT rcLeft[2] = {
{80, 80, 96, 96},
{96, 80, 112, 96},
};
RECT rcRight[2] = {
{80, 96, 96, 112},
{96, 96, 112, 112},
};
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_y = npc->y;
npc->act_no = 1;
npc->damage = 2;
if (npc->direct == 0)
{
npc->x = gMC.x + (256 * 0x200);
npc->xm = -0x2FF;
}
else
{
npc->x = gMC.x - (256 * 0x200);
npc->xm = 0x2FF;
}
}
else
{
npc->bits &= ~NPC_SHOOTABLE;
npc->rect.right = 0;
npc->damage = 0;
npc->xm = 0;
npc->ym = 0;
return;
}
break;
case 1:
if (npc->x > gMC.x)
{
npc->direct = 0;
npc->xm -= 0x10;
}
else
{
npc->direct = 2;
npc->xm += 0x10;
}
if (npc->xm > 0x2FF)
npc->xm = 0x2FF;
if (npc->xm < -0x2FF)
npc->xm = -0x2FF;
if (npc->y < npc->tgt_y)
npc->ym += 8;
else
npc->ym -= 8;
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;
}
break;
}
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 = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Balrog (drop-in)
void ActNpc009(NPCHAR *npc)
{
int i;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 2;
// Fallthrough
case 1:
npc->ym += 0x20;
if (npc->count1 < 40)
{
++npc->count1;
}
else
{
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->bits |= NPC_SOLID_SOFT;
}
if (npc->flag & 8)
{
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->act_no = 2;
npc->ani_no = 1;
npc->act_wait = 0;
PlaySoundObject(26, SOUND_MODE_PLAY);
SetQuake(30);
}
break;
case 2:
if (++npc->act_wait > 16)
{
npc->act_no = 3;
npc->ani_no = 0;
npc->ani_wait = 0;
}
break;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[3] = {
{0, 0, 40, 24},
{80, 0, 120, 24},
{120, 0, 160, 24},
};
RECT rect_right[3] = {
{0, 24, 40, 48},
{80, 24, 120, 48},
{120, 24, 160, 48},
};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
// Balrog (shooting) (super-secret unused version from the prototype)
void ActNpc010(NPCHAR *npc)
{
unsigned char deg;
int xm, ym;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->act_wait > 12)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->count1 = 3;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 16)
{
--npc->count1;
npc->act_wait = 0;
deg = GetArktan(npc->x - gMC.x, npc->y + (4 * 0x200) - gMC.y);
deg += (unsigned char)Random(-0x10, 0x10);
ym = GetSin(deg);
xm = GetCos(deg);
SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, SOUND_MODE_PLAY);
if (npc->count1 == 0)
{
npc->act_no = 3;
npc->act_wait = 0;
}
}
break;
case 3:
if (++npc->act_wait > 3)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->xm = (gMC.x - npc->x) / 100;
npc->ym = -0x600;
npc->ani_no = 3;
}
break;
case 4:
if (npc->flag & 5)
npc->xm = 0;
if (npc->y + (16 * 0x200) < gMC.y)
npc->damage = 5;
else
npc->damage = 0;
if (npc->flag & 8)
{
npc->act_no = 5;
npc->act_wait = 0;
npc->ani_no = 2;
PlaySoundObject(26, SOUND_MODE_PLAY);
SetQuake(30);
npc->damage = 0;
}
break;
case 5:
npc->xm = 0;
if (++npc->act_wait > 3)
{
npc->act_no = 1;
npc->act_wait = 0;
}
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[4] = {
{0, 0, 40, 24},
{40, 0, 80, 24},
{80, 0, 120, 24},
{120, 0, 160, 24},
};
RECT rect_right[4] = {
{0, 24, 40, 48},
{40, 24, 80, 48},
{80, 24, 120, 48},
{120, 24, 160, 48},
};
if (npc->x < gMC.x)
npc->direct = 2;
else
npc->direct = 0;
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
// Proto-Balrog's projectile
void ActNpc011(NPCHAR *npc)
{
if (npc->flag & 0xFF)
{
npc->cond = 0;
SetCaret(npc->x, npc->y, 2, 0);
}
npc->y += npc->ym;
npc->x += npc->xm;
RECT rect_left[3] = {
{208, 104, 224, 120},
{224, 104, 240, 120},
{240, 104, 256, 120},
};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
if (++npc->ani_no > 2)
npc->ani_no = 0;
}
npc->rect = rect_left[npc->ani_no];
if (++npc->count1 > 150)
{
SetCaret(npc->x, npc->y, 2, 0);
npc->cond = 0;
}
}
// Balrog (cutscene)
void ActNpc012(NPCHAR *npc)
{
int i;
int x, y;
switch (npc->act_no)
{
case 0:
if (npc->direct == 4)
{
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 1;
npc->ani_no = 0;
// Fallthrough
case 1:
if (Random(0, 100) == 0)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 16)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
if (npc->direct == 4)
{
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 11;
npc->ani_no = 2;
npc->act_wait = 0;
npc->tgt_x = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 30)
{
npc->act_no = 12;
npc->act_wait = 0;
npc->ani_no = 3;
npc->ym = -0x800;
npc->bits |= NPC_IGNORE_SOLIDITY;
}
break;
case 12:
if (npc->flag & 5)
npc->xm = 0;
if (npc->y < 0)
{
npc->code_char = 0;
PlaySoundObject(26, SOUND_MODE_PLAY);
SetQuake(30);
}
break;
case 20:
if (npc->direct == 4)
{
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 21;
npc->ani_no = 5;
npc->act_wait = 0;
npc->count1 = 0;
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
PlaySoundObject(72, SOUND_MODE_PLAY);
// Fallthrough
case 21:
npc->tgt_x = 1;
if (npc->flag & 8)
++npc->act_wait;
if (++npc->count1 / 2 % 2)
npc->x += 1 * 0x200;
else
npc->x -= 1 * 0x200;
if (npc->act_wait > 100)
{
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 2;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
break;
case 30:
npc->ani_no = 4;
if (++npc->act_wait > 100)
{
npc->act_no = 0;
npc->ani_no = 0;
}
break;
case 40:
if (npc->direct == 4)
{
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 41;
npc->act_wait = 0;
npc->ani_no = 5;
// Fallthrough
case 41:
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 5;
else
npc->ani_no = 6;
break;
case 42:
if (npc->direct == 4)
{
if (npc->x > gMC.x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 43;
npc->act_wait = 0;
npc->ani_no = 6;
// Fallthrough
case 43:
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 7;
else
npc->ani_no = 6;
break;
case 50:
npc->ani_no = 8;
npc->xm = 0;
break;
case 60:
npc->act_no = 61;
npc->ani_no = 9;
npc->ani_wait = 0;
// Fallthrough
case 61:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
if (++npc->ani_no == 10 || npc->ani_no == 11)
PlaySoundObject(23, SOUND_MODE_PLAY);
}
if (npc->ani_no > 12)
npc->ani_no = 9;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
break;
case 70:
npc->act_no = 71;
npc->act_wait = 64;
PlaySoundObject(29, SOUND_MODE_PLAY);
npc->ani_no = 13;
// Fallthrough
case 71:
if (--npc->act_wait == 0)
npc->cond = 0;
break;
case 80:
npc->count1 = 0;
npc->act_no = 81;
// Fallthrough
case 81:
if (++npc->count1 / 2 % 2)
npc->x += 1 * 0x200;
else
npc->x -= 1 * 0x200;
npc->ani_no = 5;
npc->xm = 0;
npc->ym += 0x20;
break;
case 100:
npc->act_no = 101;
npc->act_wait = 0;
npc->ani_no = 2;
// Fallthrough
case 101:
if (++npc->act_wait > 20)
{
npc->act_no = 102;
npc->act_wait = 0;
npc->ani_no = 3;
npc->ym = -0x800;
npc->bits |= NPC_IGNORE_SOLIDITY;
DeleteNpCharCode(150, FALSE);
DeleteNpCharCode(117, FALSE);
SetNpChar(355, 0, 0, 0, 0, 0, npc, 0x100);
SetNpChar(355, 0, 0, 0, 0, 1, npc, 0x100);
}
break;
case 102:
{
x = npc->x / 0x200 / 0x10;
y = npc->y / 0x200 / 0x10;
if (y >= 0 && y < 35 && ChangeMapParts(x, y, 0))
{
ChangeMapParts(x - 1, y, 0);
ChangeMapParts(x + 1, y, 0);
PlaySoundObject(44, SOUND_MODE_PLAY);
SetQuake2(10);
}
if (npc->y < -32 * 0x200)
{
npc->code_char = 0;
SetQuake(30);
}
break;
}
}
if (npc->tgt_x && Random(0, 10) == 0)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[14] = {
{0, 0, 40, 24},
{160, 0, 200, 24},
{80, 0, 120, 24},
{120, 0, 160, 24},
{240, 0, 280, 24},
{200, 0, 240, 24},
{280, 0, 320, 24},
{0, 0, 0, 0},
{80, 48, 120, 72},
{0, 48, 40, 72},
{0, 0, 40, 24},
{40, 48, 80, 72},
{0, 0, 40, 24},
{280, 0, 320, 24},
};
RECT rect_right[14] = {
{0, 24, 40, 48},
{160, 24, 200, 48},
{80, 24, 120, 48},
{120, 24, 160, 48},
{240, 24, 280, 48},
{200, 24, 240, 48},
{280, 24, 320, 48},
{0, 0, 0, 0},
{80, 72, 120, 96},
{0, 72, 40, 96},
{0, 24, 40, 48},
{40, 72, 80, 96},
{0, 24, 40, 48},
{280, 24, 320, 48},
};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
if (npc->act_no == 71)
{
npc->rect.bottom = npc->rect.top + npc->act_wait / 2;
if (npc->act_wait % 2)
++npc->rect.left;
}
}
// Forcefield
void ActNpc013(NPCHAR *npc)
{
RECT rect[4] = {
{128, 0, 144, 16},
{144, 0, 160, 16},
{160, 0, 176, 16},
{176, 0, 192, 16},
};
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
npc->rect = rect[npc->ani_no];
}
// Santa's Key
void ActNpc014(NPCHAR *npc)
{
RECT rect[3] = {
{192, 0, 208, 16},
{208, 0, 224, 16},
{224, 0, 240, 16},
};
int i;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 2)
{
npc->ym = -0x200;
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
}
break;
}
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rect[npc->ani_no];
}
// Chest (closed)
void ActNpc015(NPCHAR *npc)
{
RECT rcLeft[3] = {
{240, 0, 256, 16},
{256, 0, 272, 16},
{272, 0, 288, 16},
};
int i;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->bits |= NPC_INTERACTABLE;
if (npc->direct == 2)
{
npc->ym = -0x200;
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
}
// Fallthrough
case 1:
npc->ani_no = 0;
if (Random(0, 30) == 0)
npc->act_no = 2;
break;
case 2:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
{
npc->ani_no = 0;
npc->act_no = 1;
}
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rcLeft[npc->ani_no];
}
// Save point
void ActNpc016(NPCHAR *npc)
{
RECT rect[8] = {
{96, 16, 112, 32},
{112, 16, 128, 32},
{128, 16, 144, 32},
{144, 16, 160, 32},
{160, 16, 176, 32},
{176, 16, 192, 32},
{192, 16, 208, 32},
{208, 16, 224, 32},
};
int i;
switch (npc->act_no)
{
case 0:
npc->bits |= NPC_INTERACTABLE;
npc->act_no = 1;
if (npc->direct == 2)
{
npc->bits &= ~NPC_INTERACTABLE;
npc->ym = -0x200;
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
}
// Fallthrough
case 1:
if (npc->flag & 8)
npc->bits |= NPC_INTERACTABLE;
break;
}
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 0;
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->rect = rect[npc->ani_no];
}
// Health refill
void ActNpc017(NPCHAR *npc)
{
RECT rect[2] = {
{288, 0, 304, 16},
{304, 0, 320, 16},
};
int a;
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 2)
{
npc->ym = -0x200;
for (a = 0; a < 4; ++a)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
}
// Fallthrough
case 1:
a = Random(0, 30);
if (a < 10)
npc->act_no = 2;
else if (a < 25)
npc->act_no = 3;
else
npc->act_no = 4;
npc->act_wait = Random(0x10, 0x40);
npc->ani_wait = 0;
break;
case 2:
npc->rect = rect[0];
if (--npc->act_wait == 0)
npc->act_no = 1;
break;
case 3:
if (++npc->ani_wait % 2)
npc->rect = rect[0];
else
npc->rect = rect[1];
if (--npc->act_wait == 0)
npc->act_no = 1;
break;
case 4:
npc->rect = rect[1];
if (--npc->act_wait == 0)
npc->act_no = 1;
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
}
// Door
void ActNpc018(NPCHAR *npc)
{
int i;
RECT rect[2] = {
{224, 16, 240, 40},
{192, 112, 208, 136},
};
switch (npc->act_no)
{
case 0:
if (npc->direct == 0)
npc->rect = rect[0];
else
npc->rect = rect[1];
break;
case 1:
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->act_no = 0;
npc->rect = rect[0];
break;
}
}
// Balrog (burst)
void ActNpc019(NPCHAR *npc)
{
int i;
switch (npc->act_no)
{
case 0:
for (i = 0; i < 0x10; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->y += 10 * 0x200;
npc->act_no = 1;
npc->ani_no = 3;
npc->ym = -0x100;
PlaySoundObject(12, SOUND_MODE_PLAY);
PlaySoundObject(26, SOUND_MODE_PLAY);
SetQuake(30);
// Fallthrough
case 1:
npc->ym += 0x10;
if (npc->ym > 0 && npc->flag & 8)
{
npc->act_no = 2;
npc->ani_no = 2;
npc->act_wait = 0;
PlaySoundObject(26, SOUND_MODE_PLAY);
SetQuake(30);
}
break;
case 2:
if (++npc->act_wait > 0x10)
{
npc->act_no = 3;
npc->ani_no = 0;
npc->ani_wait = 0;
}
break;
case 3:
if (Random(0, 100) == 0)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 4:
if (++npc->act_wait > 0x10)
{
npc->act_no = 3;
npc->ani_no = 0;
}
break;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[4] = {
{0, 0, 40, 24},
{160, 0, 200, 24},
{80, 0, 120, 24},
{120, 0, 160, 24},
};
RECT rect_right[4] = {
{0, 24, 40, 48},
{160, 24, 200, 48},
{80, 24, 120, 48},
{120, 24, 160, 48},
};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}