ref: 113c3fc124268633663c454f465459ad1c8172a3
dir: /src/NpcAct080.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" #include "Caret.h" //Gravekeeper void ActNpc080(NPCHAR *npc) { RECT rcLeft[7]; RECT rcRight[7]; rcLeft[0] = {0, 64, 24, 88}; rcLeft[1] = {24, 64, 48, 88}; rcLeft[2] = {0, 64, 24, 88}; rcLeft[3] = {48, 64, 72, 88}; rcLeft[4] = {72, 64, 96, 88}; rcLeft[5] = {96, 64, 120, 88}; rcLeft[6] = {120, 64, 144, 88}; rcRight[0] = {0, 88, 24, 112}; rcRight[1] = {24, 88, 48, 112}; rcRight[2] = {0, 88, 24, 112}; rcRight[3] = {48, 88, 72, 112}; rcRight[4] = {72, 88, 96, 112}; rcRight[5] = {96, 88, 120, 112}; rcRight[6] = {120, 88, 144, 112}; switch (npc->act_no) { case 0: npc->bits &= ~0x20; npc->act_no = 1; npc->damage = 0; npc->hit.front = 0x800; // Fallthrough case 1: npc->ani_no = 0; if (npc->x - 0x10000 < gMC.x && npc->x + 0x10000 > gMC.x && npc->y - 0x6000 < gMC.y && npc->y + 0x4000 > gMC.y) { npc->ani_wait = 0; npc->act_no = 2; } if (npc->shock) { npc->ani_no = 1; npc->ani_wait = 0; npc->act_no = 2; npc->bits &= ~0x20u; } if (gMC.x >= npc->x) npc->direct = 2; else npc->direct = 0; break; case 2: if (++npc->ani_wait > 6) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 0; if (npc->x - 0x2000 < gMC.x && npc->x + 0x2000 > gMC.x) { npc->hit.front = 0x2400; npc->act_wait = 0; npc->act_no = 3; npc->bits |= 0x20; PlaySoundObject(34, 1); if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; } if (gMC.x >= npc->x) { npc->direct = 2; npc->xm = 0x100; } else { npc->direct = 0; npc->xm = -0x100; } break; case 3: npc->xm = 0; if (++npc->act_wait > 40) { npc->act_wait = 0; npc->act_no = 4; PlaySoundObject(106, 1); } npc->ani_no = 4; break; case 4: npc->damage = 10; if (++npc->act_wait > 2) { npc->act_wait = 0; npc->act_no = 5; } npc->ani_no = 5; break; case 5: npc->ani_no = 6; if (++npc->act_wait > 60) npc->act_no = 0; break; } if (npc->xm < 0 && npc->flag & 1) npc->xm = 0; if (npc->xm > 0 && npc->flag & 4) npc->xm = 0; npc->ym += 0x20; if (npc->xm > 0x400) npc->xm = 0x400; if (npc->xm < -0x400) npc->xm = -0x400; if (npc->ym > 0x5FF) npc->xm = 0x5FF; if (npc->ym < -0x5FF) npc->xm = -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]; } //Giant pignon void ActNpc081(NPCHAR *npc) { RECT rcLeft[6]; RECT rcRight[6]; rcLeft[0] = {144, 64, 168, 88}; rcLeft[1] = {168, 64, 192, 88}; rcLeft[2] = {192, 64, 216, 88}; rcLeft[3] = {216, 64, 240, 88}; rcLeft[4] = {144, 64, 168, 88}; rcLeft[5] = {240, 64, 264, 88}; rcRight[0] = {144, 88, 168, 112}; rcRight[1] = {168, 88, 192, 112}; rcRight[2] = {192, 88, 216, 112}; rcRight[3] = {216, 88, 240, 112}; rcRight[4] = {144, 88, 168, 112}; rcRight[5] = {240, 88, 264, 112}; 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, 100) == 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } else { if (Random(0, 150) == 1) { if (npc->direct == 0) npc->direct = 2; else npc->direct = 0; } if (Random(0, 150) == 1) { npc->act_no = 3; npc->act_wait = 50; npc->ani_no = 0; } } 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->act_wait == 0) npc->act_no = 0; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 4) npc->ani_no = 2; if (npc->flag & 1) { npc->direct = 2; npc->xm = 0x200; } if (npc->flag & 4) { npc->direct = 0; npc->xm = -0x200; } if (npc->direct == 0) npc->xm = -0x100; else npc->xm = 0x100; break; case 5: if (npc->flag & 8) npc->act_no = 0; break; } switch (npc->act_no) { case 1: case 2: case 4: if (npc->shock ) { npc->ym = -0x200; npc->ani_no = 5; npc->act_no = 5; if (npc->x >= gMC.x) npc->xm = -0x100; else npc->xm = 0x100; } break; } npc->ym += 0x40; 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]; } //Igor (cutscene) void ActNpc083(NPCHAR *npc) { RECT rcLeft[8]; RECT rcRight[8]; rcLeft[0] = {0, 0, 40, 40}; rcLeft[1] = {40, 0, 80, 40}; rcLeft[2] = {80, 0, 120, 40}; rcLeft[3] = {0, 0, 40, 40}; rcLeft[4] = {120, 0, 160, 40}; rcLeft[5] = {0, 0, 40, 40}; rcLeft[6] = {160, 0, 200, 40}; rcLeft[7] = {200, 0, 240, 40}; rcRight[0] = {0, 40, 40, 80}; rcRight[1] = {40, 40, 80, 80}; rcRight[2] = {80, 40, 120, 80}; rcRight[3] = {0, 40, 40, 80}; rcRight[4] = {120, 40, 160, 80}; rcRight[5] = {0, 40, 40, 80}; rcRight[6] = {160, 40, 200, 80}; rcRight[7] = {200, 40, 240, 80}; switch (npc->act_no) { case 0: npc->xm = 0; npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; // Fallthrough case 1: if (++npc->ani_wait > 5) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; break; case 2: npc->act_no = 3; npc->ani_no = 2; npc->ani_wait = 0; // Fallthrough case 3: if (++npc->ani_wait > 3) { 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 4: npc->xm = 0; npc->act_no = 5; npc->act_wait = 0; npc->ani_no = 6; // Fallthrough case 5: if (++npc->act_wait > 10) { npc->act_wait = 0; npc->act_no = 6; npc->ani_no = 7; PlaySoundObject(70, 1); } break; case 6: if (++npc->act_wait > 8) { npc->act_no = 0; npc->ani_no = 0; } break; case 7: npc->act_no = 1; break; } npc->ym += 0x40; 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]; } //Basu projectile (Egg Corridor) void ActNpc084(NPCHAR *npc) { if (npc->flag & 0xFF) { SetCaret(npc->x, npc->y, 2, 0); npc->cond = 0; } npc->y += npc->ym; npc->x += npc->xm; RECT rect_left[4]; rect_left[0] = {48, 48, 64, 64}; rect_left[1] = {64, 48, 80, 64}; rect_left[2] = {48, 64, 64, 80}; rect_left[3] = {64, 64, 80, 80}; if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 0; npc->rect = rect_left[npc->ani_no]; if (++npc->count1 > 300) { SetCaret(npc->x, npc->y, 2, 0); npc->cond = 0; } } // Terminal void ActNpc085(NPCHAR *npc) { RECT rcLeft[3]; RECT rcRight[3]; rcLeft[0] = {256, 96, 272, 120}; rcLeft[1] = {256, 96, 272, 120}; rcLeft[2] = {272, 96, 288, 120}; rcRight[0] = {256, 96, 272, 120}; rcRight[1] = {288, 96, 304, 120}; rcRight[2] = {304, 96, 320, 120}; switch(npc->act_no) { case 0: npc->ani_no = 0; if (npc->x - 0x1000 < gMC.x && npc->x + 0x1000 > gMC.x && npc->y - 0x2000 < gMC.y && npc->y + 0x1000 > gMC.y) { PlaySoundObject(43, 1); npc->act_no = 1; } break; case 1: if (++npc->ani_no > 2) npc->ani_no = 1; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Missile void ActNpc086(NPCHAR *npc) { RECT rect1[2]; RECT rect3[2]; RECT rcLast[1]; rect1[0] = {0, 80, 16, 96}; rect1[1] = {16, 80, 32, 96}; rect3[0] = {0, 112, 16, 128}; rect3[1] = {16, 112, 32, 128}; rcLast[0] = {16, 0, 32, 16}; if (npc->direct == 0) { if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; } if (gBack.type == 5 || gBack.type == 6) { if (npc->act_no == 0) { npc->act_no = 1; npc->ym = Random(-0x20, 0x20); npc->xm = Random(0x7F, 0x100); } npc->xm -= 8; if (npc->x < 0xA000) npc->cond = 0; if (npc->x < -0x600) npc->x = -0x600; if (npc->flag & 1) npc->xm = 0x100; if (npc->flag & 2) npc->ym = 0x40; if (npc->flag & 8) npc->ym = -0x40; npc->x += npc->xm; npc->y += npc->ym; } switch (npc->exp) { case 1: npc->rect = rect1[npc->ani_no]; break; case 3: npc->rect = rect3[npc->ani_no]; break; } if (npc->direct == 0) ++npc->count1; if (npc->count1 > 550) npc->cond = 0; if (npc->count1 > 500 && npc->count1 / 2 % 2) npc->rect.right = 0; if (npc->count1 > 547) npc->rect = rcLast[0];; } // Heart void ActNpc087(NPCHAR *npc) { RECT rect2[5]; RECT rect6[2]; RECT rcLast[1]; rect2[0] = {32, 80, 48, 96}; rect2[1] = {48, 80, 64, 96}; rect6[0] = {64, 80, 80, 96}; rect6[1] = {80, 80, 96, 96}; rcLast[0] = {16, 0, 32, 16}; if (npc->direct == 0) { if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; } if (gBack.type == 5 || gBack.type == 6) { if (npc->act_no == 0) { npc->act_no = 1; npc->ym = Random(-0x20, 0x20); npc->xm = Random(0x7F, 0x100); } npc->xm -= 8; if (npc->x < 0xA000) npc->cond = 0; if (npc->x < -0x600) npc->x = -0x600; if (npc->flag & 1) npc->xm = 0x100; if (npc->flag & 2) npc->ym = 0x40; if (npc->flag & 8) npc->ym = -0x40; npc->x += npc->xm; npc->y += npc->ym; } switch (npc->exp) { case 2: npc->rect = rect2[npc->ani_no]; break; case 6: npc->rect = rect6[npc->ani_no]; break; } if (npc->direct == 0) ++npc->count1; if (npc->count1 > 550) npc->cond = 0; if (npc->count1 > 500 && npc->count1 / 2 % 2) npc->rect.right = 0; if (npc->count1 > 547) npc->rect = rcLast[0]; }