ref: 113c3fc124268633663c454f465459ad1c8172a3
dir: /src/NpcAct040.cpp/
#include "WindowsWrapper.h" #include "NpcAct.h" #include "MyChar.h" #include "NpChar.h" #include "Game.h" #include "Sound.h" #include "Back.h" #include "Triangle.h" //Busted Door void ActNpc041(NPCHAR *npc) { RECT rect[1]; rect[0] = {0, 80, 48, 112}; if (npc->act_no == 0) { ++npc->act_no; npc->y -= 0x2000; // Move a tile up } npc->rect = rect[0]; } //Sue void ActNpc042(NPCHAR *npc) { RECT rcLeft[13]; RECT rcRight[13]; rcLeft[0] = {0, 0, 16, 16}; rcLeft[1] = {16, 0, 32, 16}; rcLeft[2] = {32, 0, 48, 16}; rcLeft[3] = {0, 0, 16, 16}; rcLeft[4] = {48, 0, 64, 16}; rcLeft[5] = {0, 0, 16, 16}; rcLeft[6] = {64, 0, 80, 16}; rcLeft[7] = {80, 32, 96, 48}; rcLeft[8] = {96, 32, 112, 48}; rcLeft[9] = {128, 32, 144, 48}; rcLeft[10] = {0, 0, 16, 16}; rcLeft[11] = {112, 32, 128, 48}; rcLeft[12] = {160, 32, 176, 48}; rcRight[0] = {0, 16, 16, 32}; rcRight[1] = {16, 16, 32, 32}; rcRight[2] = {32, 16, 48, 32}; rcRight[3] = {0, 16, 16, 32}; rcRight[4] = {48, 16, 64, 32}; rcRight[5] = {0, 16, 16, 32}; rcRight[6] = {64, 16, 80, 32}; rcRight[7] = {80, 48, 96, 64}; rcRight[8] = {96, 48, 112, 64}; rcRight[9] = {128, 48, 144, 64}; rcRight[10] = {0, 16, 16, 32}; rcRight[11] = {112, 48, 128, 64}; rcRight[12] = {160, 48, 176, 64}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; npc->xm = 0; // Fallthrough case 1: if (Random(0, 120) == 10) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } break; case 2: if (++npc->act_wait > 8) { npc->act_no = 1; npc->ani_no = 0; } break; case 3: npc->act_no = 4; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 4: if (++npc->ani_wait > 4) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; if (npc->direct == 0) npc->xm = -0x200; else npc->xm = 0x200; break; case 5: npc->ani_no = 6; npc->xm = 0; break; case 6: PlaySoundObject(50, 1); npc->act_wait = 0; npc->act_no = 7; npc->ani_no = 7; // Fallthrough case 7: if (++npc->act_wait > 10) npc->act_no = 0; break; case 8: PlaySoundObject(50, 1); npc->act_wait = 0; npc->act_no = 9; npc->ani_no = 7; npc->ym = -0x200; if (npc->direct == 0) npc->xm = 0x400; else npc->xm = -0x400; // Fallthrough case 9: if (++npc->act_wait > 3 && npc->flag & 8) { npc->act_no = 10; if (npc->direct == 0) npc->direct = 2; else npc->direct = 0; } break; case 10: npc->xm = 0; npc->ani_no = 8; break; case 11: npc->act_no = 12; npc->act_wait = 0; npc->ani_no = 9; npc->ani_wait = 0; npc->xm = 0; // Fallthrough case 12: if (++npc->ani_wait > 8) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 10) npc->ani_no = 9; break; case 13: npc->ani_no = 11; npc->xm = 0; npc->ym = 0; npc->act_no = 14; int i; for (i = 0; i < 0x200 && gNPC[i].code_event != 501; ++i); if (i == 0x200) { npc->act_no = 0; break; } else { npc->pNpc = &gNPC[i]; } // Fallthrough case 14: if (npc->pNpc->direct == 0) npc->direct = 2; else npc->direct = 0; if (npc->pNpc->direct == 0) npc->x = npc->pNpc->x - 0xC00; else npc->x = npc->pNpc->x + 0xC00; npc->y = npc->pNpc->y + 0x800; if (npc->pNpc->ani_no == 2 || npc->pNpc->ani_no == 4) npc->y -= 0x200; break; case 15: npc->act_no = 16; SetNpChar(257, npc->x + 0x10000, npc->y, 0, 0, 0, 0, 0); SetNpChar(257, npc->x + 0x10000, npc->y, 0, 0, 2, 0, 0x80); npc->xm = 0; npc->ani_no = 0; // Fallthrough case 16: gSuperXpos = npc->x - 0x3000; gSuperYpos = npc->y - 0x1000; break; case 17: npc->xm = 0; npc->ani_no = 12; gSuperXpos = npc->x; gSuperYpos = npc->y - 0x1000; break; case 20: npc->act_no = 21; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 21: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; if (npc->x < gMC.x - 0x1000) { npc->direct = 2; npc->act_no = 0; } break; case 30: npc->act_no = 31; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 31: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 2; if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; break; case 40: npc->act_no = 41; npc->ani_no = 9; npc->ym = -0x400; break; } if (npc->act_no != 14) { npc->ym += 0x40; if (npc->xm > 0x400) npc->xm = 0x400; if (npc->xm < -0x400) npc->xm = -0x400; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } //Chalkboard void ActNpc043(NPCHAR *npc) { RECT rcLeft[1]; RECT rcRight[1]; rcLeft[0] = {128, 80, 168, 112}; rcRight[0] = {168, 80, 208, 112}; if (npc->act_no == 0) { npc->act_no = 1; npc->y -= 0x2000; } if (npc->direct == 0) npc->rect = rcLeft[0]; else npc->rect = rcRight[0]; } //H/V Trigger void ActNpc046(NPCHAR *npc) { RECT rect[1]; rect[0] = {0, 0, 16, 16}; npc->bits |= 0x100; if (npc->direct == 0) { if (npc->x >= gMC.x) npc->x -= 0x5FF; else npc->x += 0x5FF; } else { if (npc->y >= gMC.y) npc->y -= 0x5FF; else npc->y += 0x5FF; } npc->rect = rect[0]; } //Basu (Egg Corridor) void ActNpc058(NPCHAR *npc) { unsigned __int8 v1; // ST2F_1@42 char v2; // ST2F_1@42 int a5; // ST24_4@42 int a4; // ST28_4@42 RECT *v5; // edx@54 RECT *v6; // eax@54 RECT *v7; // edx@55 RECT *v8; // eax@55 int routine; // [sp+0h] [bp-70h]@1 RECT rcLeft[3]; RECT rcRight[3]; rcLeft[0] = {192, 0, 216, 24}; rcLeft[1] = {216, 0, 240, 24}; rcLeft[2] = {240, 0, 264, 24}; rcRight[0] = {192, 24, 216, 48}; rcRight[1] = {216, 24, 240, 48}; rcRight[2] = {240, 24, 264, 48}; switch (npc->act_no) { case 0: if ( gMC.x >= npc->x + 0x2000 || gMC.x <= npc->x - 0x2000 ) { npc->rect.right = 0; npc->damage = 0; npc->xm = 0; npc->ym = 0; npc->bits &= ~0x20; } else { npc->bits |= 0x20; npc->ym = -0x100; npc->tgt_x = npc->x; npc->tgt_y = npc->y; npc->act_no = 1; npc->act_wait = 0; npc->count1 = npc->direct; npc->count2 = 0; npc->damage = 6; if (npc->direct == 0) { npc->x = gMC.x + 0x20000; npc->xm = -0x2FFu; } else { npc->x = gMC.x - 0x20000; npc->xm = 0x2FF; } } break; case 1: if (npc->x <= gMC.x) { npc->direct = 2; npc->xm += 0x10; } else { npc->direct = 0; npc->xm -= 0x10; } if (npc->flag & 1) npc->xm = 0x200; if (npc->flag & 4) npc->xm = -0x200; if (npc->y >= npc->tgt_y) npc->ym -= 8; else npc->ym += 8; if (npc->xm > 0x2FF) npc->xm = 0x2FF; if (npc->xm < -0x2FF) npc->xm = -0x2FF; if (npc->ym > 0x100) npc->ym = 0x100; if (npc->ym < -0x100) npc->ym = -0x100; if (npc->shock) { npc->x += npc->xm / 2; npc->y += npc->ym / 2; } else { npc->x += npc->xm; npc->y += npc->ym; } if (gMC.x > npc->x + 0x32000 || gMC.x < npc->x - 0x32000) // TODO: Maybe do something about this for widescreen { npc->act_no = 0; npc->xm = 0; npc->direct = npc->count1; npc->x = npc->tgt_x; npc->rect.right = 0; npc->damage = 0; break; } // Fallthrough case 2: if (npc->act_no) { if (npc->act_wait < 150) ++npc->act_wait; if (npc->act_wait == 150) { if ((++npc->count2 % 8) == 0 && npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000) // TODO: Maybe do something about this for tallscreen { unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); unsigned char rand_deg = Random(-6, 6) + deg; int ym = 2 * GetSin(rand_deg); int xm = 2 * GetCos(rand_deg); SetNpChar(84, npc->x, npc->y, xm, ym, 0, 0, 0x100); PlaySoundObject(39, 1); } if (npc->count2 > 8) { npc->act_wait = 0; npc->count2 = 0; } } } if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; if (npc->act_wait > 120 && npc->act_wait / 2 % 2 == 1 && npc->ani_no == 1) npc->ani_no = 2; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; break; } } //Eye door void ActNpc059(NPCHAR *npc) { RECT rcLeft[4]; rcLeft[0] = {224, 16, 240, 40}; rcLeft[1] = {208, 80, 224, 104}; rcLeft[2] = {224, 80, 240, 104}; rcLeft[3] = {240, 80, 256, 104}; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0x8000 < gMC.y && npc->y + 0x8000 > gMC.y) { npc->act_no = 2; npc->ani_wait = 0; } break; case 2: if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no == 2) npc->act_no = 3; break; case 3: if (npc->x - 0x8000 >= gMC.x || npc->x + 0x8000 <= gMC.x || npc->y - 0x8000 >= gMC.y || npc->y + 0x8000 <= gMC.y) { npc->act_no = 4; npc->ani_wait = 0; } break; case 4: if (++npc->ani_wait > 2) { npc->ani_wait = 0; --npc->ani_no; } if (npc->ani_no == 0) npc->act_no = 1; break; } if (npc->shock) npc->rect = rcLeft[3]; else npc->rect = rcLeft[npc->ani_no]; }