shithub: cstory

ref: 613d2262b4298b3e6af6d6d40f210db8df6f8239
dir: /src/NpcAct180.cpp/

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#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 "Bullet.h"
#include "Flags.h"

//Curly AI
void ActNpc180(NPCHAR *npc)
{
	RECT rcLeft[11];
	RECT rcRight[11];

	rcLeft[0] = {0, 96, 16, 112};
	rcLeft[1] = {16, 96, 32, 112};
	rcLeft[2] = {0, 96, 16, 112};
	rcLeft[3] = {32, 96, 48, 112};
	rcLeft[4] = {0, 96, 16, 112};
	rcLeft[5] = {48, 96, 64, 112};
	rcLeft[6] = {64, 96, 80, 112};
	rcLeft[7] = {48, 96, 64, 112};
	rcLeft[8] = {80, 96, 96, 112};
	rcLeft[9] = {48, 96, 64, 112};
	rcLeft[10] = {144, 96, 160, 112};

	rcRight[0] = {0, 112, 16, 128};
	rcRight[1] = {16, 112, 32, 128};
	rcRight[2] = {0, 112, 16, 128};
	rcRight[3] = {32, 112, 48, 128};
	rcRight[4] = {0, 112, 16, 128};
	rcRight[5] = {48, 112, 64, 128};
	rcRight[6] = {64, 112, 80, 128};
	rcRight[7] = {48, 112, 64, 128};
	rcRight[8] = {80, 112, 96, 128};
	rcRight[9] = {48, 112, 64, 128};
	rcRight[10] = {144, 112, 160, 128};

	if (npc->y < gMC.y - 0x14000)
	{
		if ( npc->y >= 0x20000 )
		{
			npc->tgt_x = 0;
			npc->tgt_y = npc->y;
		}
		else
		{
			npc->tgt_x = 0x280000;
			npc->tgt_y = npc->y;
		}
	}
	else
	{
		if (gCurlyShoot_wait)
		{
			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 &= ~0x2000;
				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 = 7 * npc->xm / 8;
			npc->count1 = 0;

			if (npc->x > npc->tgt_x + 0x2000)
			{
				npc->act_no = 200;
				npc->ani_no = 1;
				npc->direct = 0;
				npc->act_wait = Random(20, 60);
			}
			else if (npc->x < npc->tgt_x - 0x2000)
			{
				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)
		--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, 1);

		if (npc->tgt_x < npc->x)
			npc->act_no = 210;
		else
			npc->act_no = 310;
	}

	int xx = npc->x - npc->tgt_x;
	int yy = npc->y - npc->tgt_y;

	if ( xx < 0 )
		xx = -xx;

	if (npc->act_no == 100)
	{
		if (xx + 0x400 < yy)
			npc->ani_no = 5;
		else
			npc->ani_no = 0;
	}

	if (npc->act_no == 210 || npc->act_no == 310)
	{
		if ( xx + 0x400 < yy )
			npc->ani_no = 6;
		else
			npc->ani_no = 1;
	}

	if (npc->act_no == 200 || npc->act_no == 300)
	{
		++npc->ani_wait;

		if (xx + 0x400 < 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;

			if (npc->flag && npc->count1 > 10)
			{
				npc->count1 = 0;
				npc->ym = -0x600;
				npc->act_no += 10;
				npc->ani_no = 1;
				PlaySoundObject(15, 1);
			}
		}
		else
		{
			npc->act_no = 100;
			npc->ani_no = 0;
		}
	}

	if (npc->act_no >= 100 && npc->act_no < 500)
	{
		if (npc->x >= gMC.x - 0xA000 && npc->x <= gMC.x + 0xA000)
		{
			npc->ym += 0x33;
		}
		else
		{
			if (npc->flag)
				npc->ym += 0x10;
			else
				npc->ym += 0x33;
		}
	}

	if (npc->xm > 0x300)
		npc->xm = 0x300;
	if (npc->xm < -0x300)
		npc->xm = -0x300u;

	if (npc->ym > 0x5FF)
		npc->ym = 0x5FF;

	npc->x += npc->xm;
	npc->y += npc->ym;

	if (npc->act_no >= 100 && (npc->flag & 8) == 0 && npc->ani_no != 1000)
	{
		if (xx + 0x400 < yy)
			npc->ani_no = 6;
		else
			npc->ani_no = 1;
	}

	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];
	RECT rcRight[2];

	rcLeft[0] = {216, 152, 232, 168};
	rcLeft[1] = {232, 152, 248, 168};

	rcRight[0] = {216, 168, 232, 184};
	rcRight[1] = {232, 168, 248, 184};

	if (npc->pNpc)
	{
		if (npc->pNpc->ani_no < 5)
		{
			if (npc->pNpc->direct == 0)
			{
				npc->direct = 0;
				npc->x = npc->pNpc->x - 0x1000;
			}
			else
			{
				npc->direct = 2;
				npc->x = npc->pNpc->x + 0x1000;
			}

			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 - 0x1400;
			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 -= 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)
					{
						if (npc->direct == 0)
						{
							SetBullet(12, npc->x - 0x400, npc->y - 0x800, 1);
							SetCaret(npc->x - 0x400, npc->y - 0x800, 3, 0);
						}
						else
						{
							SetBullet(12, npc->x + 0x400, npc->y - 0x800, 1);
							SetCaret(npc->x + 0x400, npc->y - 0x800, 3, 0);
						}
					}
					else
					{
						if (npc->direct == 0)
						{
							SetBullet(12, npc->x - 0x800, npc->y + 0x600, 0);
							SetCaret(npc->x - 0x800, npc->y + 0x600, 3, 0);
						}
						else
						{
							SetBullet(12, npc->x + 0x800, npc->y + 0x600, 2);
							SetCaret(npc->x + 0x800, npc->y + 0x600, 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];
	RECT rcRight[2];

	rcLeft[0] = {184, 152, 200, 168};
	rcLeft[1] = {200, 152, 216, 168};

	rcRight[0] = {184, 168, 200, 184};
	rcRight[1] = {200, 168, 216, 184};

	if (npc->pNpc)
	{
		if (npc->pNpc->ani_no < 5)
		{
			if (npc->pNpc->direct == 0)
			{
				npc->direct = 0;
				npc->x = npc->pNpc->x - 0x1000;
			}
			else
			{
				npc->direct = 2;
				npc->x = npc->pNpc->x + 0x1000;
			}

			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 - 0x1400;
			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 -= 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)
					{
						if (npc->direct == 0)
						{
							SetBullet(6, npc->x - 0x400, npc->y - 0x800, 1);
							SetCaret(npc->x - 0x400, npc->y - 0x800, 3, 0);
						}
						else
						{
							SetBullet(6, npc->x + 0x400, npc->y - 0x800, 1);
							SetCaret(npc->x + 0x400, npc->y - 0x800, 3, 0);
						}
					}
					else
					{
						if (npc->direct == 0)
						{
							SetBullet(6, npc->x - 0x800, npc->y + 0x600, 0);
							SetCaret(npc->x - 0x800, npc->y + 0x600, 3, 0);
						}
						else
						{
							SetBullet(6, npc->x + 0x800, npc->y + 0x600, 2);
							SetCaret(npc->x + 0x800, npc->y + 0x600, 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];

	rect[0] = {56, 96, 80, 120};
	rect[1] = {80, 96, 104, 120};

	if (npc->pNpc)
	{
		if (npc->act_no == 0)
		{
			npc->x = npc->pNpc->x;
			npc->y = npc->pNpc->y;
			npc->act_no = 1;
		}

		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;
		}
	}
}

//Scooter
void ActNpc192(NPCHAR *npc)
{
	switch ( npc->act_no )
	{
		case 0:
			npc->act_no = 1;
			npc->view.back = 0x2000;
			npc->view.front = 0x2000;
			npc->view.top = 0x1000;
			npc->view.bottom = 0x1000;
			break;

		case 10:
			npc->act_no = 11;
			npc->ani_no = 1;
			npc->view.top = 0x2000;
			npc->view.bottom = 0x2000;
			npc->y -= 0xA00;
			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, 1);
			// 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 -= 0x6000;
			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, 1);

		if (npc->direct == 0)
			SetCaret(npc->x + 5120, npc->y + 5120, 7, 2);
		else
			SetCaret(npc->x - 5120, npc->y + 5120, 7, 0);
	}

	RECT rcLeft[2];
	RECT rcRight[2];

	rcLeft[0] = {224, 64, 256, 80};
	rcLeft[1] = {256, 64, 288, 96};

	rcRight[0] = {224, 80, 256, 96};
	rcRight[1] = {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[1];

	rc[0] = {256, 96, 320, 112};

	if (npc->act_no == 0)
	{
		npc->act_no = 1;
		npc->y = npc->y;
		npc->x += 0x3000;
	}

	npc->rect = rc[0];
}

//Blue robot (broken)
void ActNpc194(NPCHAR *npc)
{
	RECT rc[1];

	rc[0] = {192, 120, 224, 128};

	if (npc->act_no == 0)
	{
		npc->act_no = 1;
		npc->y += 0x800;
	}

	npc->rect = rc[0];
}

//Water/wind particles
void ActNpc199(NPCHAR *npc)
{
	RECT rect[5];

	rect[0] = {72, 16, 74, 18};
	rect[1] = {74, 16, 76, 18};
	rect[2] = {76, 16, 78, 18};
	rect[3] = {78, 16, 80, 18};
	rect[4] = {80, 16, 82, 18};

	if (npc->act_no == 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;
	}

	if (++npc->ani_wait > 6)
	{
		npc->ani_wait = 0;
		++npc->ani_no;
	}

	if (npc->ani_no > 4)
		npc->cond = 0;

	npc->x += npc->xm;
	npc->y += npc->ym;

	npc->rect = rect[npc->ani_no];
}