1716 lines
26 KiB
C++
1716 lines
26 KiB
C++
#include "NpcAct.h"
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#include "WindowsWrapper.h"
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#include "Bullet.h"
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#include "Caret.h"
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#include "Frame.h"
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#include "Game.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Sound.h"
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// Grate
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void ActNpc100(NPCHAR *npc)
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{
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RECT rc[2] = {
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{272, 48, 288, 64},
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{272, 48, 288, 64},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->y += 0x2000;
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npc->act_no = 1;
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break;
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}
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if (npc->direct == 0)
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npc->rect = rc[0];
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else
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npc->rect = rc[1];
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}
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// Malco computer screen
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void ActNpc101(NPCHAR *npc)
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{
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RECT rect[3] = {
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{240, 136, 256, 152},
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{240, 136, 256, 152},
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{256, 136, 272, 152},
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};
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if (++npc->ani_wait > 3)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 2)
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npc->ani_no = 0;
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npc->rect = rect[npc->ani_no];
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}
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// Malco computer wave
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void ActNpc102(NPCHAR *npc)
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{
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RECT rect[4] = {
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{208, 120, 224, 136},
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{224, 120, 240, 136},
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{240, 120, 256, 136},
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{256, 120, 272, 136},
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};
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if (npc->act_no == 0)
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{
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npc->act_no = 1;
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npc->y += 0x1000;
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}
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if (++npc->ani_wait > 0)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 3)
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npc->ani_no = 0;
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npc->rect = rect[npc->ani_no];
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}
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// Mannan projectile
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void ActNpc103(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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{192, 96, 208, 120},
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{208, 96, 224, 120},
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{224, 96, 240, 120},
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};
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RECT rcRight[3] = {
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{192, 120, 208, 144},
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{208, 120, 224, 144},
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{224, 120, 240, 144},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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// Fallthrough
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case 1:
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if (npc->direct == 0)
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npc->xm -= 0x20;
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else
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npc->xm += 0x20;
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if (++npc->ani_wait > 0)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 2)
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npc->ani_no = 0;
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break;
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}
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npc->x += npc->xm;
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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if (++npc->count1 > 100)
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npc->cond = 0;
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if (npc->count1 % 4 == 1)
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PlaySoundObject(46, 1);
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}
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// Frog
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void ActNpc104(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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{0, 112, 32, 144},
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{32, 112, 64, 144},
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{64, 112, 96, 144},
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};
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RECT rcRight[3] = {
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{0, 144, 32, 176},
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{32, 144, 64, 176},
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{64, 144, 96, 176},
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};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->act_wait = 0;
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npc->xm = 0;
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npc->ym = 0;
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if (npc->direct == 4)
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{
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if (Random(0, 1))
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npc->direct = 0;
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else
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npc->direct = 2;
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npc->bits |= NPC_IGNORE_SOLIDITY;
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npc->ani_no = 2;
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npc->act_no = 3;
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break;
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}
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else
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{
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npc->bits &= ~NPC_IGNORE_SOLIDITY;
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}
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// Fallthrough
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case 1:
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++npc->act_wait;
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if (Random(0, 50) == 1)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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break;
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}
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break;
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case 2:
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++npc->act_wait;
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if (++npc->ani_wait > 2)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 1)
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npc->ani_no = 0;
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if (npc->act_wait > 18)
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{
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npc->act_no = 1;
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npc->act_no = 1; // Duplicate line
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}
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break;
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case 3:
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if (++npc->act_wait > 40)
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npc->bits &= ~NPC_IGNORE_SOLIDITY;
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if (npc->flag & 8)
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{
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npc->act_no = 0;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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break;
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case 10:
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npc->act_no = 11;
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// Fallthrough
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case 11:
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if (npc->flag & 1 && npc->xm < 0)
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{
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npc->xm *= -1;
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npc->direct = 2;
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}
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if (npc->flag & 4 && npc->xm > 0)
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{
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npc->xm *= -1;
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npc->direct = 0;
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}
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if (npc->flag & 8)
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{
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npc->act_no = 0;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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break;
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}
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BOOL bJump = FALSE;
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if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
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{
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if (npc->shock)
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bJump = TRUE;
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if (npc->x < gMC.x - 0x14000 || npc->x > gMC.x + 0x14000 || npc->y < gMC.y - 0x8000 || npc->y > gMC.y + 0x8000)
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{
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// For some reason this blank space is needed for the function to compile accurately
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}
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else
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{
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if (Random(0, 50) == 2)
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bJump = TRUE;
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}
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}
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if (bJump)
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{
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if (npc->x < gMC.x)
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npc->direct = 2;
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else
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npc->direct = 0;
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npc->act_no = 10;
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npc->ani_no = 2;
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npc->ym = -0x5FF;
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if (!(gMC.cond & 2))
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PlaySoundObject(30, 1);
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if (npc->direct == 0)
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npc->xm = -0x200;
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else
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npc->xm = 0x200;
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}
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npc->ym += 0x80;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// "HEY!" speech bubble (low)
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void ActNpc105(NPCHAR *npc)
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{
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RECT rect[2] = {
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{128, 32, 144, 48},
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{128, 32, 128, 32},
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};
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if (++npc->act_wait > 30)
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npc->cond = 0;
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if (npc->act_wait < 5)
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npc->y -= 0x200;
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npc->rect = rect[npc->ani_no];
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}
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// "HEY!" speech bubble (high)
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void ActNpc106(NPCHAR *npc)
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{
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switch (npc->act_no)
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{
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case 0:
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SetNpChar(105, npc->x, npc->y - 0x1000, 0, 0, 0, 0, 0x180);
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npc->act_no = 1;
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break;
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}
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}
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// Malco
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void ActNpc107(NPCHAR *npc)
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{
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int i;
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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if (npc->direct == 2)
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npc->ani_no = 5;
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break;
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case 10:
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npc->act_no = 11;
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npc->act_wait = 0;
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npc->ani_wait = 0;
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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// Fallthrough
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case 11:
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if (++npc->ani_wait > 1)
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{
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PlaySoundObject(43, 1);
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 1)
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npc->ani_no = 0;
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if (++npc->act_wait > 100)
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npc->act_no = 12;
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break;
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case 12:
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npc->act_no = 13;
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npc->act_wait = 0;
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npc->ani_no = 1;
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// Fallthrough
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case 13:
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if (++npc->act_wait > 50)
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npc->act_no = 14;
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break;
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case 14:
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npc->act_no = 15;
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npc->act_wait = 0;
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// Fallthrough
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case 15:
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if (npc->act_wait / 2 % 2)
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{
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npc->x += 0x200;
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PlaySoundObject(11, 1);
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}
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else
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{
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npc->x -= 0x200;
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}
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if (++npc->act_wait > 50)
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npc->act_no = 16;
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break;
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case 16:
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npc->act_no = 17;
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npc->act_wait = 0;
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npc->ani_no = 2;
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PlaySoundObject(12, 1);
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for (i = 0; i < 8; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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// Fallthrough
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case 17:
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if (++npc->act_wait > 150)
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npc->act_no = 18;
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break;
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case 18:
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npc->act_no = 19;
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npc->act_wait = 0;
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npc->ani_no = 3;
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npc->ani_wait = 0;
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// Fallthrough
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case 19:
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if (++npc->ani_wait > 3)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 4)
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{
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PlaySoundObject(11, 1);
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npc->ani_no = 3;
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}
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if (++npc->act_wait > 100)
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{
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npc->act_no = 20;
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PlaySoundObject(12, 1);
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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}
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break;
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case 20:
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npc->ani_no = 4;
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break;
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case 21:
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npc->act_no = 22;
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npc->ani_no = 5;
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PlaySoundObject(51, 1);
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break;
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case 100:
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npc->act_no = 101;
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npc->ani_no = 6;
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npc->ani_wait = 0;
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// Fallthrough
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case 101:
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if (++npc->ani_wait > 4)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 9)
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npc->ani_no = 6;
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break;
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case 110:
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SetDestroyNpChar(npc->x, npc->y, 0x2000, 16);
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npc->cond = 0;
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break;
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}
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RECT rcPoweron[10] = {
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{144, 0, 160, 24},
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{160, 0, 176, 24},
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{176, 0, 192, 24},
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{192, 0, 208, 24},
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{208, 0, 224, 24},
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{224, 0, 240, 24},
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{176, 0, 192, 24},
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{192, 0, 208, 24},
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{208, 0, 224, 24},
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{192, 0, 208, 24},
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};
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npc->rect = rcPoweron[npc->ani_no];
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}
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// Balfrog projectile
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void ActNpc108(NPCHAR *npc)
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{
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if (npc->flag & 0xFF)
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{
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SetCaret(npc->x, npc->y, 2, 0);
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npc->cond = 0;
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}
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npc->y += npc->ym;
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npc->x += npc->xm;
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RECT rect_left[3] = {
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{96, 48, 112, 64},
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{112, 48, 128, 64},
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{128, 48, 144, 64},
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};
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if (++npc->ani_wait > 1)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 2)
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npc->ani_no = 0;
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npc->rect = rect_left[npc->ani_no];
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if (++npc->count1 > 300)
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{
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SetCaret(npc->x, npc->y, 2, 0);
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npc->cond = 0;
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}
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}
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// Malco (broken)
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void ActNpc109(NPCHAR *npc)
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{
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int i;
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RECT rcLeft[2] = {
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{240, 0, 256, 24},
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{256, 0, 272, 24},
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};
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RECT rcRight[2] = {
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{240, 24, 256, 48},
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{256, 24, 272, 48},
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};
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switch (npc->act_no)
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{
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case 0:
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if (--npc->act_wait)
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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// Fallthrough
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case 1:
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if (Random(0, 120) == 10)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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if (npc->x - 0x4000 < gMC.x && npc->x + 0x4000 > gMC.x && npc->y - 0x4000 < gMC.y && npc->y + 0x2000 > gMC.y)
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{
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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case 10:
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npc->act_no = 0;
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PlaySoundObject(12, 1);
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for (i = 0; i < 8; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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break;
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}
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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->y += npc->ym;
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// Puchi
|
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void ActNpc110(NPCHAR *npc)
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{
|
|
RECT rcLeft[3] = {
|
|
{96, 128, 112, 144},
|
|
{112, 128, 128, 144},
|
|
{128, 128, 144, 144},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{96, 144, 112, 160},
|
|
{112, 144, 128, 160},
|
|
{128, 144, 144, 160},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->xm = 0;
|
|
npc->ym = 0;
|
|
|
|
if (npc->direct == 4)
|
|
{
|
|
if (Random(0, 1) != 0)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
npc->ani_no = 2;
|
|
npc->act_no = 3;
|
|
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
}
|
|
// Fallthrough
|
|
case 1:
|
|
++npc->act_wait;
|
|
|
|
if (Random(0, 50) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
++npc->act_wait;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->act_wait > 18)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->act_no = 1; // Duplicate line
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (++npc->act_wait > 40)
|
|
npc->bits &= ~NPC_IGNORE_SOLIDITY;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 0;
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->flag & 1 && npc->xm < 0)
|
|
{
|
|
npc->xm *= -1;
|
|
npc->direct = 2;
|
|
}
|
|
|
|
if (npc->flag & 4 && npc->xm > 0)
|
|
{
|
|
npc->xm *= -1;
|
|
npc->direct = 0;
|
|
}
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 0;
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
BOOL bJump = FALSE;
|
|
|
|
if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
|
|
{
|
|
if (npc->shock)
|
|
bJump = TRUE;
|
|
|
|
if (npc->x < gMC.x - 0x14000 || npc->x > gMC.x + 0x14000 || npc->y < gMC.y - 0x8000 || npc->y > gMC.y + 0x8000)
|
|
{
|
|
// For some reason this blank space is needed for the function to compile accurately
|
|
}
|
|
else
|
|
{
|
|
if (Random(0, 50) == 2)
|
|
bJump = TRUE;
|
|
}
|
|
}
|
|
|
|
if (bJump)
|
|
{
|
|
if (npc->x < gMC.x)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
|
|
npc->act_no = 10;
|
|
npc->ani_no = 2;
|
|
npc->ym = -0x2FF;
|
|
PlaySoundObject(6, 1);
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x100;
|
|
else
|
|
npc->xm = 0x100;
|
|
}
|
|
|
|
npc->ym += 0x80;
|
|
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];
|
|
}
|
|
|
|
// Quote (teleport out)
|
|
void ActNpc111(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{0, 0, 16, 16},
|
|
{16, 0, 32, 16},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{0, 16, 16, 32},
|
|
{16, 16, 32, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->y -= 0x2000;
|
|
break;
|
|
|
|
case 1:
|
|
if (++npc->act_wait > 20)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 2;
|
|
npc->ani_no = 1;
|
|
npc->ym = -0x2FF;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (npc->ym > 0)
|
|
npc->hit.bottom = 0x2000;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (++npc->act_wait > 40)
|
|
{
|
|
npc->act_no = 4;
|
|
npc->act_wait = 64;
|
|
PlaySoundObject(29, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
--npc->act_wait;
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->act_wait == 0)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (gMC.equip & 0x40)
|
|
{
|
|
npc->rect.top += 32;
|
|
npc->rect.bottom += 32;
|
|
}
|
|
|
|
if (npc->act_no == 4)
|
|
{
|
|
npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
++npc->rect.left;
|
|
}
|
|
}
|
|
|
|
// Quote (teleport in)
|
|
void ActNpc112(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{0, 0, 16, 16},
|
|
{16, 0, 32, 16},
|
|
};
|
|
|
|
RECT rcRight[2] = {
|
|
{0, 16, 16, 32},
|
|
{16, 16, 32, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->x += 0x2000;
|
|
npc->y += 0x1000;
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait == 64)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 20)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->ani_no = 1;
|
|
npc->hit.bottom = 0x1000;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 4;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (gMC.equip & 0x40)
|
|
{
|
|
npc->rect.top += 32;
|
|
npc->rect.bottom += 32;
|
|
}
|
|
|
|
if (npc->act_no == 1)
|
|
{
|
|
npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
++npc->rect.left;
|
|
}
|
|
}
|
|
|
|
// Professor Booster
|
|
void ActNpc113(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[7] = {
|
|
{224, 0, 240, 16},
|
|
{240, 0, 256, 16},
|
|
{256, 0, 272, 16},
|
|
{224, 0, 240, 16},
|
|
{272, 0, 288, 16},
|
|
{224, 0, 240, 16},
|
|
{288, 0, 304, 16},
|
|
};
|
|
|
|
RECT rcRight[7] = {
|
|
{224, 16, 240, 32},
|
|
{240, 16, 256, 32},
|
|
{256, 16, 272, 32},
|
|
{224, 16, 240, 32},
|
|
{272, 16, 288, 32},
|
|
{224, 16, 240, 32},
|
|
{288, 16, 304, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 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->x -= 0x200;
|
|
else
|
|
npc->x += 0x200;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
npc->ani_no = 6;
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->hit.bottom = 0x2000;
|
|
npc->x -= 0x2000;
|
|
npc->y += 0x1000;
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 31:
|
|
if (++npc->act_wait == 64)
|
|
{
|
|
npc->act_no = 32;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 32:
|
|
if (++npc->act_wait > 20)
|
|
{
|
|
npc->act_no = 33;
|
|
npc->ani_no = 1;
|
|
npc->hit.bottom = 0x1000;
|
|
}
|
|
|
|
break;
|
|
|
|
case 33:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 34;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->act_no == 31)
|
|
{
|
|
npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
++npc->rect.left;
|
|
}
|
|
}
|
|
|
|
// Press
|
|
void ActNpc114(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{144, 112, 160, 136},
|
|
{160, 112, 176, 136},
|
|
{176, 112, 192, 136},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y -= 0x800;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->flag & 8)
|
|
break;
|
|
|
|
npc->act_no = 10;
|
|
npc->ani_wait = 0;
|
|
npc->ani_no = 1;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 2;
|
|
|
|
if (gMC.y > npc->y)
|
|
{
|
|
npc->bits &= ~NPC_SOLID_HARD;
|
|
npc->damage = 0x7F;
|
|
}
|
|
else
|
|
{
|
|
npc->bits |= NPC_SOLID_HARD;
|
|
npc->damage = 0;
|
|
}
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
if (npc->ani_no > 1)
|
|
{
|
|
for (int i = 0; i < 4; ++i)
|
|
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
|
|
|
PlaySoundObject(26, 1);
|
|
SetQuake(10);
|
|
}
|
|
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->damage = 0;
|
|
npc->bits |= NPC_SOLID_HARD;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
}
|
|
|
|
// Ravil
|
|
void ActNpc115(NPCHAR *npc)
|
|
{
|
|
int i;
|
|
|
|
RECT rcLeft[6] = {
|
|
{0, 120, 24, 144},
|
|
{24, 120, 48, 144},
|
|
{48, 120, 72, 144},
|
|
{72, 120, 96, 144},
|
|
{96, 120, 120, 144},
|
|
{120, 120, 144, 144},
|
|
};
|
|
|
|
RECT rcRight[6] = {
|
|
{0, 144, 24, 168},
|
|
{24, 144, 48, 168},
|
|
{48, 144, 72, 168},
|
|
{72, 144, 96, 168},
|
|
{96, 144, 120, 168},
|
|
{120, 144, 144, 168},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->xm = 0;
|
|
npc->act_no = 1;
|
|
npc->act_wait = 0;
|
|
npc->count1 = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (gMC.x < npc->x + 0xC000 && gMC.x > npc->x - 0xC000 && gMC.y < npc->y + 0x4000 && gMC.y > npc->y - 0xC000)
|
|
npc->act_no = 10;
|
|
|
|
if (npc->shock)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->ani_no = 1;
|
|
|
|
if (++npc->act_wait > 20)
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 20;
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->damage = 0;
|
|
npc->xm = 0;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
{
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
|
|
if (++npc->count1 > 2)
|
|
{
|
|
npc->count1 = 0;
|
|
npc->ani_no = 4;
|
|
npc->act_no = 21;
|
|
npc->ym = -0x400;
|
|
npc->xm *= 2;
|
|
npc->damage = 5;
|
|
PlaySoundObject(102, 1);
|
|
}
|
|
else
|
|
{
|
|
npc->act_no = 21;
|
|
npc->ym = -0x400;
|
|
PlaySoundObject(30, 1);
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 21:
|
|
if (npc->flag & 8)
|
|
{
|
|
PlaySoundObject(23, 1);
|
|
npc->act_no = 20;
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
npc->damage = 0;
|
|
|
|
if (gMC.x > npc->x + 0x12000 || gMC.x < npc->x - 0x12000 || gMC.y > npc->y + 0x6000 || gMC.y < npc->y - 0x12000)
|
|
npc->act_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 30:
|
|
for (i = 0; i < 8; ++i)
|
|
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
|
|
|
npc->ani_no = 0;
|
|
npc->act_no = 0;
|
|
|
|
break;
|
|
|
|
case 50:
|
|
npc->act_no = 51;
|
|
npc->ani_no = 4;
|
|
npc->damage = 0;
|
|
npc->ym = -0x200;
|
|
npc->bits &= ~(NPC_SOLID_SOFT | NPC_SHOOTABLE);
|
|
PlaySoundObject(51, 1);
|
|
// Fallthrough
|
|
case 51:
|
|
if (npc->flag & 8)
|
|
{
|
|
PlaySoundObject(23, 1);
|
|
npc->act_no = 52;
|
|
npc->ani_no = 5;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no > 50)
|
|
npc->ym += 0x20;
|
|
else
|
|
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];
|
|
}
|
|
|
|
// Red petals
|
|
void ActNpc116(NPCHAR *npc)
|
|
{
|
|
RECT rc = {272, 184, 320, 200};
|
|
|
|
npc->rect = rc;
|
|
}
|
|
|
|
// Curly
|
|
void ActNpc117(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[10] = {
|
|
{0, 96, 16, 112},
|
|
{16, 96, 32, 112},
|
|
{0, 96, 16, 112},
|
|
{32, 96, 48, 112},
|
|
{0, 96, 16, 112},
|
|
{176, 96, 192, 112},
|
|
{112, 96, 128, 112},
|
|
{160, 96, 176, 112},
|
|
{144, 96, 160, 112},
|
|
{48, 96, 64, 112},
|
|
};
|
|
|
|
RECT rcRight[10] = {
|
|
{0, 112, 16, 128},
|
|
{16, 112, 32, 128},
|
|
{0, 112, 16, 128},
|
|
{32, 112, 48, 128},
|
|
{0, 112, 16, 128},
|
|
{176, 112, 192, 128},
|
|
{112, 112, 128, 128},
|
|
{160, 112, 176, 128},
|
|
{144, 112, 160, 128},
|
|
{48, 112, 64, 128},
|
|
};
|
|
|
|
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;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
npc->xm = 0;
|
|
npc->ym += 0x40;
|
|
break;
|
|
|
|
case 3:
|
|
if (0)
|
|
{
|
|
// There used to be an if here that didn't do anything, but the compiler optimised it out.
|
|
// We only know this was here because empty ifs mess with the register usage.
|
|
// Since there's no code, we have no idea what the original condition actually was.
|
|
}
|
|
|
|
if (0)
|
|
{
|
|
// Another empty if
|
|
}
|
|
|
|
npc->act_no = 4;
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 4:
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 1;
|
|
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
npc->act_no = 6;
|
|
npc->ani_no = 5;
|
|
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
|
|
break;
|
|
|
|
case 6:
|
|
if (0)
|
|
{
|
|
// There used to be an if here that didn't do anything, but the compiler optimised it out.
|
|
// We only know this was here because empty ifs mess with the register usage.
|
|
// Since there's no code, we have no idea what the original condition actually was.
|
|
}
|
|
|
|
npc->ani_no = 5;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
// Fallthrough
|
|
case 11:
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 1;
|
|
|
|
if (npc->direct == 0)
|
|
npc->x -= 0x200;
|
|
else
|
|
npc->x += 0x200;
|
|
|
|
if (gMC.x < npc->x + 0x2800 && gMC.x > npc->x - 0x2800)
|
|
npc->act_no = 0;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->xm = 0;
|
|
npc->ani_no = 6;
|
|
break;
|
|
|
|
case 21:
|
|
npc->xm = 0;
|
|
npc->ani_no = 9;
|
|
break;
|
|
|
|
case 30:
|
|
npc->act_no = 31;
|
|
npc->act_wait = 0;
|
|
npc->ym = -0x400;
|
|
// Fallthrough
|
|
case 31:
|
|
npc->ani_no = 7;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = 0x200;
|
|
else
|
|
npc->xm = -0x200;
|
|
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->act_wait++ && npc->flag & 8)
|
|
npc->act_no = 32;
|
|
|
|
break;
|
|
|
|
case 32:
|
|
npc->ym += 0x40;
|
|
npc->ani_no = 8;
|
|
npc->xm = 0;
|
|
break;
|
|
|
|
case 70:
|
|
npc->act_no = 71;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 71:
|
|
if (npc->direct == 0)
|
|
npc->x += 0x100;
|
|
else
|
|
npc->x -= 0x100;
|
|
|
|
if (++npc->ani_wait > 8)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 1;
|
|
|
|
break;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
// Curly (boss)
|
|
void ActNpc118(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[9] = {
|
|
{0, 32, 32, 56},
|
|
{32, 32, 64, 56},
|
|
{64, 32, 96, 56},
|
|
{96, 32, 128, 56},
|
|
{0, 32, 32, 56},
|
|
{128, 32, 160, 56},
|
|
{0, 32, 32, 56},
|
|
{0, 32, 32, 56},
|
|
{160, 32, 192, 56},
|
|
};
|
|
|
|
RECT rcRight[9] = {
|
|
{0, 56, 32, 80},
|
|
{32, 56, 64, 80},
|
|
{64, 56, 96, 80},
|
|
{96, 56, 128, 80},
|
|
{0, 56, 32, 80},
|
|
{128, 56, 160, 80},
|
|
{0, 56, 32, 80},
|
|
{0, 56, 32, 80},
|
|
{160, 56, 192, 80},
|
|
};
|
|
|
|
BOOL bUpper = FALSE;
|
|
|
|
if (npc->direct == 0 && npc->x < gMC.x)
|
|
bUpper = TRUE;
|
|
if (npc->direct == 2 && npc->x > gMC.x)
|
|
bUpper = TRUE;
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = Random(50, 100);
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->bits &= ~NPC_INVULNERABLE;
|
|
// Fallthrough
|
|
case 11:
|
|
if (npc->act_wait)
|
|
--npc->act_wait;
|
|
else
|
|
npc->act_no = 13;
|
|
|
|
break;
|
|
|
|
case 13:
|
|
npc->act_no = 14;
|
|
npc->ani_no = 3;
|
|
npc->act_wait = Random(50, 100);
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 14:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 6)
|
|
npc->ani_no = 3;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm -= 0x40;
|
|
else
|
|
npc->xm += 0x40;
|
|
|
|
if (npc->act_wait)
|
|
{
|
|
--npc->act_wait;
|
|
}
|
|
else
|
|
{
|
|
npc->bits |= NPC_SHOOTABLE;
|
|
npc->act_no = 20;
|
|
npc->act_wait = 0;
|
|
PlaySoundObject(103, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
npc->xm = 8 * npc->xm / 9;
|
|
|
|
if (++npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (++npc->act_wait > 50)
|
|
{
|
|
npc->act_no = 21;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 21:
|
|
if (++npc->act_wait % 4 == 1)
|
|
{
|
|
if (npc->direct == 0)
|
|
{
|
|
if (bUpper)
|
|
{
|
|
npc->ani_no = 2;
|
|
SetNpChar(123, npc->x, npc->y - 0x1000, 0, 0, 1, 0, 0x100);
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 0;
|
|
SetNpChar(123, npc->x - 0x1000, npc->y + 0x800, 0, 0, 0, 0, 0x100);
|
|
npc->x += 0x200;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (bUpper)
|
|
{
|
|
npc->ani_no = 2;
|
|
SetNpChar(123, npc->x, npc->y - 0x1000, 0, 0, 1, 0, 0x100);
|
|
}
|
|
else
|
|
{
|
|
npc->ani_no = 0;
|
|
SetNpChar(123, npc->x + 0x1000, npc->y + 0x800, 0, 0, 2, 0, 0x100);
|
|
npc->x -= 0x200;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (npc->act_wait > 30)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
if (++npc->ani_no > 8)
|
|
npc->ani_no = 7;
|
|
|
|
if (++npc->act_wait > 30)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no > 10 && npc->act_no < 30 && CountArmsBullet(6))
|
|
{
|
|
npc->act_wait = 0;
|
|
npc->act_no = 30;
|
|
npc->ani_no = 7;
|
|
npc->bits &= ~NPC_SHOOTABLE;
|
|
npc->bits |= NPC_INVULNERABLE;
|
|
npc->xm = 0;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
|
|
if (npc->xm > 0x1FF)
|
|
npc->xm = 0x1FF;
|
|
if (npc->xm < -0x1FF)
|
|
npc->xm = -0x1FF;
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->y += npc->ym;
|
|
npc->x += npc->xm;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Table and chair
|
|
void ActNpc119(NPCHAR *npc)
|
|
{
|
|
RECT rc = {248, 184, 272, 200};
|
|
|
|
npc->rect = rc;
|
|
}
|