ref: 32dd3bef65cce8bb969944253cd5f01300e0697a
dir: /src/NpcAct300.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" #include "Boss.h" #include "Frame.h" #include "Map.h" #include "Bullet.h" //Demon crown (opening) void ActNpc300(NPCHAR *npc) { RECT rc[1]; rc[0] = {192, 80, 208, 96}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y += 0xC00; break; } if (++npc->ani_wait % 8 == 1) SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1); npc->rect = rc[0]; } //Camera focus marker void ActNpc302(NPCHAR *npc) { switch (npc->act_no) { case 10: npc->x = gMC.x; npc->y = gMC.y - 0x4000; break; case 20: switch (npc->direct) { case 0: npc->x -= 0x400; break; case 1: npc->y -= 0x400; break; case 2: npc->x += 0x400; break; case 3: npc->y += 0x400; break; } gMC.x = npc->x; gMC.y = npc->y; break; case 30: npc->x = gMC.x; npc->y = gMC.y + 0xA000; break; case 100: npc->act_no = 101; if (npc->direct) { int i; for (i = 0xAA; i < 0x200; ++i) { if (gNPC[i].cond & 0x80 && gNPC[i].code_event == npc->direct) { npc->pNpc = &gNPC[i]; break; } } if (i == 0x200) { npc->cond = 0; break; } } else { npc->pNpc = gBoss; } // Fallthrough case 101: npc->x = (npc->pNpc->x + gMC.x) / 2; npc->y = (npc->pNpc->y + gMC.y) / 2; break; } } //Stumpy void ActNpc308(NPCHAR *npc) { RECT rcLeft[2]; RECT rcRight[2]; rcLeft[0] = {128, 112, 144, 128}; rcLeft[1] = {144, 112, 160, 128}; rcRight[0] = {128, 128, 144, 144}; rcRight[1] = {144, 128, 160, 144}; unsigned char deg; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (gMC.x < npc->x + 0x1E000 && gMC.x > npc->x - 0x1E000 && gMC.y < npc->y + 0x18000 && gMC.y > npc->y - 0x18000) npc->act_no = 10; break; case 10: npc->act_no = 11; npc->act_wait = 0; npc->xm2 = 0; npc->ym2 = 0; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 11: if (++npc->act_wait > 50) npc->act_no = 20; ++npc->ani_wait; if (npc->act_wait > 1) { npc->ani_wait = 0; if (++npc->ani_no > 1) npc->ani_no = 0; } if (gMC.x > npc->x + 0x28000 || gMC.x < npc->x - 0x28000 || gMC.y > npc->y + 0x1E000 || gMC.y < npc->y - 0x1E000) npc->act_no = 0; break; case 20: npc->act_no = 21; npc->act_wait = 0; deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-3, 3); npc->ym2 = 2 * GetSin(deg); npc->xm2 = 2 * GetCos(deg); if (npc->xm2 < 0) npc->direct = 0; else npc->direct = 2; // Fallthrough case 21: if (npc->xm2 < 0 && npc->flag & 1) { npc->direct = 2; npc->xm2 = -npc->xm2; } if (npc->xm2 > 0 && npc->flag & 4) { npc->direct = 0; npc->xm2 = -npc->xm2; } if (npc->ym2 < 0 && npc->flag & 2) npc->ym2 = -npc->ym2; if (npc->ym2 > 0 && npc->flag & 8) npc->ym2 = -npc->ym2; if (npc->flag & 0x100) npc->ym2 = -0x200; npc->x += npc->xm2; npc->y += npc->ym2; if (++npc->act_wait > 50) npc->act_no = 10; if (++npc->ani_no > 1) npc->ani_no = 0; break; } if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } //Ma Pignon void ActNpc313(NPCHAR *npc) { RECT rcLeft[14]; RECT rcRight[14]; rcLeft[0] = {128, 0, 144, 16}; rcLeft[1] = {144, 0, 160, 16}; rcLeft[2] = {160, 0, 176, 16}; rcLeft[3] = {176, 0, 192, 16}; rcLeft[4] = {192, 0, 208, 16}; rcLeft[5] = {208, 0, 224, 16}; rcLeft[6] = {224, 0, 240, 16}; rcLeft[7] = {240, 0, 256, 16}; rcLeft[8] = {256, 0, 272, 16}; rcLeft[9] = {272, 0, 288, 16}; rcLeft[10] = {288, 0, 304, 16}; rcLeft[11] = {128, 0, 144, 16}; rcLeft[12] = {176, 0, 192, 16}; rcLeft[13] = {304, 0, 320, 16}; rcRight[0] = {128, 16, 144, 32}; rcRight[1] = {144, 16, 160, 32}; rcRight[2] = {160, 16, 176, 32}; rcRight[3] = {176, 16, 192, 32}; rcRight[4] = {192, 16, 208, 32}; rcRight[5] = {208, 16, 224, 32}; rcRight[6] = {224, 16, 240, 32}; rcRight[7] = {240, 16, 256, 32}; rcRight[8] = {256, 16, 272, 32}; rcRight[9] = {272, 16, 288, 32}; rcRight[10] = {288, 16, 304, 32}; rcRight[11] = {128, 16, 144, 32}; rcRight[12] = {176, 16, 192, 32}; rcRight[13] = {304, 16, 320, 32}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; npc->y += 0x800; // Fallthrough case 1: npc->ym += 0x40; if (Random(0, 120) == 10) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } if (gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000) { if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; } break; case 2: if (++npc->act_wait > 8) { npc->act_no = 1; npc->ani_no = 0; } break; case 100: npc->act_no = 110; npc->act_wait = 0; npc->count1 = 0; npc->bits |= 0x20; // Fallthrough case 110: npc->damage = 1; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; npc->ani_no = 0; if (++npc->act_wait > 4) { npc->act_wait = 0; npc->act_no = 120; if (++npc->count2 > 12) { npc->count2 = 0; npc->act_no = 300; } } break; case 120: npc->ani_no = 2; if (++npc->act_wait > 4) { npc->act_no = 130; npc->ani_no = 3; npc->xm = 2 * Random(-0x200, 0x200); npc->ym = -0x800; PlaySoundObject(30, 1); ++npc->count1; } break; case 130: npc->ym += 0x80; if (npc->y > 0x10000) npc->bits &= ~8; if (npc->xm < 0 && npc->flag & 1) npc->xm = -npc->xm; if (npc->xm > 0 && npc->flag & 4) npc->xm = -npc->xm; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->ym < -0x200) npc->ani_no = 3; else if (npc->ym > 0x200) npc->ani_no = 4; else npc->ani_no = 0; if (npc->flag & 8) { npc->act_no = 140; npc->act_wait = 0; npc->ani_no = 2; npc->xm = 0; } if (npc->count1 > 4 && gMC.y < npc->y + 0x800) { npc->act_no = 200; npc->act_wait = 0; npc->xm = 0; npc->ym = 0; } break; case 140: npc->ani_no = 2; if (++npc->act_wait > 4) npc->act_no = 110; break; case 200: npc->ani_no = 5; if (++npc->act_wait > 10) { npc->act_no = 210; npc->ani_no = 6; if (npc->direct == 0) npc->xm = -0x5FF; else npc->xm = 0x5FF; PlaySoundObject(25, 1); npc->bits &= ~0x20; npc->bits |= 4; npc->damage = 10; } break; case 210: if (++npc->ani_no > 7) npc->ani_no = 6; if (npc->xm < 0 && npc->flag & 1) npc->act_no = 220; if (npc->xm > 0 && npc->flag & 4) npc->act_no = 220; break; case 220: npc->act_no = 221; npc->act_wait = 0; SetQuake(16); PlaySoundObject(26, 1); npc->damage = 4; // Fallthrough case 221: if (++npc->ani_no > 7) npc->ani_no = 6; if (++npc->act_wait % 6 == 0) SetNpChar(314, Random(4, 16) * 0x2000, 0x2000, 0, 0, 0, 0, 0x100); if (npc->act_wait > 30) { npc->count1 = 0; npc->act_no = 130; npc->bits |= 0x20; npc->bits &= ~4; npc->damage = 3; } break; case 300: npc->act_no = 301; npc->ani_no = 9; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 301: if (++npc->ani_no > 11) npc->ani_no = 9; if (npc->direct == 0) npc->xm = -0x400; else npc->xm = 0x400; if (gMC.x > npc->x - 0x800 && gMC.x < npc->x + 0x800) { npc->act_no = 310; npc->act_wait = 0; npc->ani_no = 2; npc->xm = 0; } break; case 310: npc->ani_no = 2; if (++npc->act_wait > 4) { npc->act_no = 320; npc->ani_no = 12; npc->ym = -0x800; PlaySoundObject(25, 1); npc->bits |= 8; npc->bits &= ~0x20; npc->bits |= 4; npc->damage = 10; } break; case 320: if (++npc->ani_no > 13) npc->ani_no = 12; if (npc->y < 0x2000) npc->act_no = 330; break; case 330: npc->ym = 0; npc->act_no = 331; npc->act_wait = 0; SetQuake(16); PlaySoundObject(26, 1); // Fallthrough case 331: if (++npc->ani_no > 13) npc->ani_no = 12; if (++npc->act_wait % 6 == 0) SetNpChar(315, Random(4, 16) * 0x2000, 0, 0, 0, 0, 0, 0x100); if (npc->act_wait > 30) { npc->count1 = 0; npc->act_no = 130; npc->bits |= 0x20; npc->bits &= ~4; npc->damage = 3; } break; case 500: npc->bits &= ~0x20; npc->act_no = 501; npc->act_wait = 0; npc->ani_no = 8; npc->tgt_x = npc->x; npc->damage = 0; DeleteNpCharCode(315, 1); // Fallthrough case 501: npc->ym += 0x20; if (++npc->act_wait % 2) npc->x = npc->tgt_x; else npc->x = npc->tgt_x + 0x200; break; } if (npc->act_no > 100 && npc->act_no < 500 && npc->act_no != 210 && npc->act_no != 320) { if (IsActiveSomeBullet()) { npc->bits &= ~0x20; npc->bits |= 4; } else { npc->bits |= 0x20; npc->bits &= ~4; } } 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]; } //Ma Pignon rock void ActNpc314(NPCHAR *npc) { RECT rc[3]; rc[0] = {64, 64, 80, 80}; rc[1] = {80, 64, 96, 80}; rc[2] = {96, 64, 112, 80}; switch (npc->act_no) { case 0: npc->count2 = 0; npc->act_no = 100; npc->bits |= 4; npc->ani_no = Random(0, 2); // Fallthrough case 100: npc->ym += 0x40; if (npc->ym > 0x700) npc->ym = 0x700; if (npc->y > 0x10000) npc->bits &= ~8; if (npc->flag & 8) { npc->ym = -0x200; npc->act_no = 110; npc->bits |= 8; PlaySoundObject(12, 1); SetQuake(10); for (int i = 0; i < 2; ++i) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); } break; case 110: npc->ym += 0x40; if (npc->y > (gMap.length * 0x2000) + 0x4000) { npc->cond = 0; return; } break; } if (++npc->ani_wait > 6) { ++npc->ani_wait; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; if (gMC.y > npc->y) npc->damage = 10; else npc->damage = 0; npc->y += npc->ym; npc->rect = rc[npc->ani_no]; } //Ma Pignon clone void ActNpc315(NPCHAR *npc) { RECT rcLeft[4]; RECT rcRight[4]; rcLeft[0] = {128, 0, 144, 16}; rcLeft[1] = {160, 0, 176, 16}; rcLeft[2] = {176, 0, 192, 16}; rcLeft[3] = {192, 0, 208, 16}; rcRight[0] = {128, 16, 144, 32}; rcRight[1] = {160, 16, 176, 32}; rcRight[2] = {176, 16, 192, 32}; rcRight[3] = {192, 16, 208, 32}; switch (npc->act_no) { case 0: npc->ani_no = 3; npc->ym += 0x80; if (npc->y > 0x10000) { npc->act_no = 130; npc->bits &= ~8; } break; case 100: npc->act_no = 110; npc->act_wait = 0; npc->count1 = 0; npc->bits |= 0x20; // Fallthrough case 110: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; npc->ani_no = 0; if (++npc->act_wait > 4) { npc->act_wait = 0; npc->act_no = 120; } break; case 120: npc->ani_no = 1; if (++npc->act_wait > 4) { npc->act_no = 130; npc->ani_no = 3; npc->xm = 2 * Random(-0x200, 0x200); npc->ym = -0x800; PlaySoundObject(30, 1); } break; case 130: npc->ym += 0x80; if (npc->xm < 0 && npc->flag & 1) npc->xm = -npc->xm; if (npc->xm > 0 && npc->flag & 4) npc->xm = -npc->xm; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->ym < -0x200) npc->ani_no = 2; else if (npc->ym > 0x200) npc->ani_no = 0; else npc->ani_no = 3; if (npc->flag & 8) { npc->act_no = 140; npc->act_wait = 0; npc->ani_no = 1; npc->xm = 0; } break; case 140: npc->ani_no = 1; if (++npc->act_wait > 4) { npc->act_no = 110; npc->bits |= 0x20; } break; } if (npc->act_no > 100) { if (IsActiveSomeBullet()) { npc->bits &= ~0x20; npc->bits |= 4; } else { npc->bits |= 0x20; npc->bits &= ~4; } } if (++npc->count2 > 300) { VanishNpChar(npc); } else { 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]; } }