cave-story-solaris/src/NpcAct160.cpp
2019-02-06 20:46:18 +00:00

1154 lines
19 KiB
C++

#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 "Frame.h"
#include "Caret.h"
#include "MycParam.h"
#include "CommonDefines.h"
//Puu Black
void ActNpc160(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->bits &= ~1;
npc->act_no = 1;
// Fallthrough
case 1:
if (gMC.x > npc->x)
npc->direct = 2;
else
npc->direct = 0;
npc->ym = 0xA00;
if (npc->y < 0x10000)
{
++npc->count1;
}
else
{
npc->bits &= ~8;
npc->act_no = 2;
}
break;
case 2:
npc->ym = 0xA00;
if (npc->flag & 8)
{
DeleteNpCharCode(161, 1);
for (int i = 0; i < 4; ++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->act_no = 3;
npc->act_wait = 0;
SetQuake(30);
PlaySoundObject(26, 1);
PlaySoundObject(72, 1);
}
if (gMC.y > npc->y && gMC.flag & 8)
npc->damage = 20;
else
npc->damage = 0;
break;
case 3:
npc->damage = 20;
npc->damage = 0; // Smart code
if (++npc->act_wait > 24)
{
npc->act_no = 4;
npc->count1 = 0;
npc->count2 = 0;
}
break;
case 4:
gSuperXpos = npc->x;
gSuperYpos = npc->y;
if (npc->shock % 2 == 1)
{
SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, 0, 0x100);
if (++npc->count1 > 30)
{
npc->count1 = 0;
npc->act_no = 5;
npc->ym = -0xC00;
npc->bits |= 8;
}
}
break;
case 5:
gSuperXpos = npc->x;
gSuperYpos = npc->y;
if (++npc->count1 > 60)
{
npc->count1 = 0;
npc->act_no = 6;
}
break;
case 6:
gSuperXpos = gMC.x;
gSuperYpos = 0x320000;
if (++npc->count1 > 110)
{
npc->count1 = 10;
npc->x = gMC.x;
npc->y = 0;
npc->ym = 0x5FF;
npc->act_no = 1;
}
break;
}
npc->y += npc->ym;
switch (npc->act_no)
{
case 0:
case 1:
npc->ani_no = 3;
break;
case 2:
npc->ani_no = 3;
break;
case 3:
npc->ani_no = 2;
break;
case 4:
npc->ani_no = 0;
break;
case 5:
npc->ani_no = 3;
break;
case 6:
npc->ani_no = 3;
break;
}
RECT rect_left[4];
RECT rect_right[4];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {40, 0, 80, 24};
rect_left[2] = {80, 0, 120, 24};
rect_left[3] = {120, 0, 160, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {40, 24, 80, 48};
rect_right[2] = {80, 24, 120, 48};
rect_right[3] = {120, 24, 160, 48};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
//Puu Black projectile
void ActNpc161(NPCHAR *npc)
{
RECT rect[3];
npc->exp = 0;
if (gSuperXpos > npc->x)
npc->xm += 0x40;
else
npc->xm -= 0x40;
if (gSuperYpos > npc->y)
npc->ym += 0x40;
else
npc->ym -= 0x40;
if (npc->xm < -4605)
npc->xm = -4605;
if (npc->xm > 4605)
npc->xm = 4605;
if (npc->ym < -4605)
npc->ym = -4605;
if (npc->ym > 4605)
npc->ym = 4605;
if (npc->life < 100)
{
npc->bits &= ~0x20;
npc->bits &= ~4;
npc->damage = 0;
npc->ani_no = 2;
}
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->ani_no < 2)
{
if (Random(0, 10) == 2)
npc->ani_no = 0;
else
npc->ani_no = 1;
}
rect[0] = {0, 48, 16, 64};
rect[1] = {16, 48, 32, 64};
rect[2] = {32, 48, 48, 64};
npc->rect = rect[npc->ani_no];
}
//Puu Black (dead)
void ActNpc162(NPCHAR *npc)
{
RECT rect_left = {40, 0, 80, 24};
RECT rect_right = {40, 24, 80, 48};
RECT rect_end = {0, 0, 0, 0};
switch (npc->act_no)
{
case 0:
DeleteNpCharCode(161, 1);
PlaySoundObject(72, 1);
for (int i = 0; i < 10; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, 0, 0x100);
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (npc->direct == 0)
npc->rect = rect_left;
else
npc->rect = rect_right;
npc->count1 = 0;
npc->act_no = 1;
// Fallthrough
case 1:
if (++npc->count1 % 4 == 0)
SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), 0, 0, 0, 0, 0x100);
if (npc->count1 > 160)
{
npc->count1 = 0;
npc->act_no = 2;
npc->tgt_y = npc->y;
}
break;
case 2:
SetQuake(2);
if (++npc->count1 > 240)
{
npc->rect = rect_end;
npc->count1 = 0;
npc->act_no = 3;
}
else
{
if (npc->direct == 0)
npc->rect = rect_left;
else
npc->rect = rect_right;
npc->rect.top += npc->count1 / 8;
npc->y = npc->tgt_y + ((npc->count1 / 8) * 0x200);
npc->rect.left -= (npc->count1 / 2) % 2;
}
if (npc->count1 % 3 == 2)
SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y - 0x1800, Random(-0x200, 0x200), 0x100, 0, 0, 0x100);
if (npc->count1 % 4 == 2)
PlaySoundObject(21, 1);
break;
case 3:
if (++npc->count1 >= 60)
{
DeleteNpCharCode(161, 1);
npc->cond = 0;
}
break;
}
gSuperXpos = npc->x;
gSuperYpos = -0x7D000;
}
//Dr Gero
void ActNpc163(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {192, 0, 208, 16};
rcLeft[1] = {208, 0, 224, 16};
rcRight[0] = {192, 16, 208, 32};
rcRight[1] = {208, 16, 224, 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;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Nurse Hasumi
void ActNpc164(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {224, 0, 240, 16};
rcLeft[1] = {240, 0, 256, 16};
rcRight[0] = {224, 16, 240, 32};
rcRight[1] = {240, 16, 256, 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;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Curly (collapsed)
void ActNpc165(NPCHAR *npc)
{
RECT rcRight[2];
RECT rcLeft[1];
rcRight[0] = {192, 96, 208, 112};
rcRight[1] = {208, 96, 224, 112};
rcLeft[0] = {144, 96, 160, 112};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y += 0x1400;
// Fallthrough
case 1:
if (npc->direct == 2 && gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000 && gMC.y > npc->y - 0x2000 && gMC.y < npc->y + 0x2000)
npc->ani_no = 1;
else
npc->ani_no = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[0];
else
npc->rect = rcRight[npc->ani_no];
}
//Chaba
void ActNpc166(NPCHAR *npc)
{
RECT rcLeft[2];
rcLeft[0] = {144, 104, 184, 128};
rcLeft[1] = {184, 104, 224, 128};
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;
}
npc->rect = rcLeft[npc->ani_no];
}
//Professor Booster (falling)
void ActNpc167(NPCHAR *npc)
{
RECT rect[3];
rect[0] = {304, 0, 320, 16};
rect[1] = {304, 16, 320, 32};
rect[2] = {0, 0, 0, 0};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 1;
break;
case 10:
npc->ani_no = 0;
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->ani_no = 0;
PlaySoundObject(29, 1);
// Fallthrough
case 21:
if (++npc->ani_no > 2)
npc->ani_no = 1;
if (++npc->act_wait > 100)
{
for (int i = 0; i < 4; ++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->cond = 0;
}
break;
}
npc->rect = rect[npc->ani_no];
}
//Boulder
void ActNpc168(NPCHAR *npc)
{
RECT rect[1];
rect[0] = {264, 56, 320, 96};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->tgt_x = npc->x;
// Fallthrough
case 11:
++npc->act_wait;
npc->x = npc->tgt_x;
if (npc->act_wait / 3 % 2)
npc->x += 0x200;
break;
case 20:
npc->act_no = 21;
npc->act_wait = 0;
npc->ym = -0x400;
npc->xm = 0x100;
PlaySoundObject(25, 1);
// Fallthrough
case 21:
npc->ym += 0x10;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->act_wait && npc->flag & 8)
{
PlaySoundObject(35, 1);
SetQuake(40);
npc->act_no = 0;
}
if (npc->act_wait == 0)
++npc->act_wait;
break;
}
npc->rect = rect[0];
}
//Balrog (missile)
void ActNpc169(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->act_wait = 30;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 1:
if (--npc->act_wait == 0)
{
npc->act_no = 2;
++npc->count1;
}
break;
case 2:
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ani_wait = 0;
// Fallthrough
case 3:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
if (npc->ani_no == 2 || npc->ani_no == 4)
PlaySoundObject(23, 1);
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->direct == 0)
npc->xm -= 0x20;
else
npc->xm += 0x20;
if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
{
npc->act_no = 10;
npc->ani_no = 5;
gMC.cond |= 2;
DamageMyChar(5);
}
else
{
if (++npc->act_wait > 75)
{
npc->act_no = 9;
npc->ani_no = 0;
}
else
{
if (npc->flag & 5)
{
if (npc->count2 < 5)
{
++npc->count2;
}
else
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 7;
npc->ym = -0x5FF;
}
}
else
{
npc->count2 = 0;
}
if (npc->count1 % 2 == 0 && npc->act_wait > 25)
{
npc->act_no = 4;
npc->act_wait = 0;
npc->ani_no = 7;
npc->ym = -0x5FF;
}
}
}
break;
case 4:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
++npc->act_wait;
if (npc->act_wait < 30 && npc->act_wait % 6 == 1)
{
PlaySoundObject(39, 1);
SetNpChar(170, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100);
}
if (npc->flag & 8)
{
npc->act_no = 9;
npc->ani_no = 8;
SetQuake(30);
PlaySoundObject(26, 1);
}
if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
{
npc->act_no = 10;
npc->ani_no = 5;
gMC.cond |= 2;
DamageMyChar(10);
}
break;
case 9:
npc->xm = 4 * npc->xm / 5;
if (npc->xm == 0)
npc->act_no = 0;
break;
case 10:
gMC.x = npc->x;
gMC.y = npc->y;
npc->xm = 4 * npc->xm / 5;
if (npc->xm == 0)
{
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 5;
npc->ani_wait = 0;
}
break;
case 11:
gMC.x = npc->x;
gMC.y = npc->y;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 5;
if (++npc->act_wait > 100)
npc->act_no = 20;
break;
case 20:
PlaySoundObject(25, 1);
gMC.cond &= ~2;
if (npc->direct == 0)
{
gMC.x += 0x800;
gMC.y -= 0x1000;
gMC.xm = 0x5FF;
gMC.ym = -0x200;
gMC.direct = 2;
npc->direct = 2;
}
else
{
gMC.x -= 0x800;
gMC.y -= 0x1000;
gMC.xm = -0x5FF;
gMC.ym = -0x200;
gMC.direct = 0;
npc->direct = 0;
}
npc->act_no = 21;
npc->act_wait = 0;
npc->ani_no = 7;
// Fallthrough
case 21:
if (++npc->act_wait >= 50)
npc->act_no = 0;
break;
}
npc->ym += 0x20;
if (npc->xm < -0x300)
npc->xm = -0x300;
if (npc->xm > 0x300)
npc->xm = 0x300;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[9];
RECT rect_right[9];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {0, 48, 40, 72};
rect_left[2] = {0, 0, 40, 24};
rect_left[3] = {40, 48, 80, 72};
rect_left[4] = {0, 0, 40, 24};
rect_left[5] = {80, 48, 120, 72};
rect_left[6] = {120, 48, 160, 72};
rect_left[7] = {120, 0, 160, 24};
rect_left[8] = {80, 0, 120, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {0, 72, 40, 96};
rect_right[2] = {0, 24, 40, 48};
rect_right[3] = {40, 72, 80, 96};
rect_right[4] = {0, 24, 40, 48};
rect_right[5] = {80, 72, 120, 96};
rect_right[6] = {120, 72, 160, 96};
rect_right[7] = {120, 24, 160, 48};
rect_right[8] = {80, 24, 120, 48};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
//Balrog missile
void ActNpc170(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {112, 96, 128, 104};
rcLeft[1] = {128, 96, 144, 104};
rcRight[0] = {112, 104, 128, 112};
rcRight[1] = {128, 104, 144, 112};
bool bHit = false;
if (npc->direct == 0 && npc->flag & 1)
bHit = true;
if (npc->direct == 2 && npc->flag & 4)
bHit = true;
if (bHit)
{
PlaySoundObject(44, 1);
SetDestroyNpChar(npc->x, npc->y, 0, 3);
VanishNpChar(npc);
return;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
npc->xm = Random(1, 2) * 0x200;
else
npc->xm = Random(-2, -1) * 0x200;
npc->ym = Random(-2, 0) * 0x200;
// Fallthrough
case 1:
++npc->count1;
if (npc->direct == 0)
{
npc->xm -= 0x20;
if (npc->count1 % 3 == 1)
SetCaret(npc->x + 0x1000, npc->y, 7, 2);
}
else
{
npc->xm += 0x20;
if (npc->count1 % 3 == 1)
SetCaret(npc->x - 0x1000, npc->y, 7, 0);
}
if (npc->count1 >= 50)
{
npc->ym = 0;
}
else
{
if (gMC.y > npc->y)
npc->ym += 0x20;
else
npc->ym -= 0x20;
}
if (++npc->ani_no > 1)
npc->ani_no = 0;
break;
}
if (npc->xm < -0x400)
npc->xm = -0x600;
if (npc->xm > 0x400)
npc->xm = 0x600;
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];
}
//Gaudi (armoured)
void ActNpc173(NPCHAR *npc)
{
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {0, 128, 24, 152};
rcLeft[1] = {24, 128, 48, 152};
rcLeft[2] = {48, 128, 72, 152};
rcLeft[3] = {72, 128, 96, 152};
rcRight[0] = {0, 152, 24, 176};
rcRight[1] = {24, 152, 48, 176};
rcRight[2] = {48, 152, 72, 176};
rcRight[3] = {72, 152, 96, 176};
if (npc->x <= gMC.x + (WINDOW_WIDTH * 0x200) && npc->x >= gMC.x - (WINDOW_WIDTH * 0x200) && npc->y <= gMC.y + (WINDOW_HEIGHT * 0x200) && npc->y >= gMC.y - (WINDOW_HEIGHT * 0x200))
{
switch (npc->act_no)
{
case 0:
npc->tgt_x = npc->x;
npc->act_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
npc->xm = 0;
if (npc->act_wait < 5)
{
++npc->act_wait;
}
else
{
if (gMC.x > npc->x - 0x18000 && gMC.x < npc->x + 0x18000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000)
{
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 1;
}
}
break;
case 10:
if (++npc->act_wait > 3)
{
if (++npc->count1 == 3)
{
PlaySoundObject(30, 1);
npc->count1 = 0;
npc->act_no = 25;
npc->act_wait = 0;
npc->ani_no = 2;
npc->ym = -0x600;
if (npc->tgt_x > npc->x)
npc->xm = 0x80;
else
npc->xm = -0x80;
}
else
{
PlaySoundObject(30, 1);
npc->act_no = 20;
npc->ani_no = 2;
npc->ym = -0x200;
if (npc->tgt_x > npc->x)
npc->xm = 0x200;
else
npc->xm = -0x200;
}
}
break;
case 20:
++npc->act_wait;
if (npc->flag & 8)
{
PlaySoundObject(23, 1);
npc->ani_no = 1;
npc->act_no = 30;
npc->act_wait = 0;
}
break;
case 25:
if (++npc->act_wait == 30 || npc->act_wait == 40)
{
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
const int ym = 3 * GetSin(deg);
const int xm = 3 * GetCos(deg);
SetNpChar(174, npc->x, npc->y, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
npc->ani_no = 3;
gCurlyShoot_wait = Random(80, 100);
gCurlyShoot_x = npc->x;
gCurlyShoot_y = npc->y;
}
if (npc->act_wait == 35 || npc->act_wait == 45)
npc->ani_no = 2;
if (npc->flag & 8)
{
PlaySoundObject(23, 1);
npc->ani_no = 1;
npc->act_no = 30;
npc->act_wait = 0;
}
break;
case 30:
npc->xm = 7 * npc->xm / 8;
if (++npc->act_wait > 3)
{
npc->ani_no = 0;
npc->act_no = 1;
npc->act_wait = 0;
}
break;
}
npc->ym += 51;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if ( npc->ym < -0x5FFu )
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];
if (npc->life <= 985)
{
SetDestroyNpChar(npc->x, npc->y, 0, 2);
npc->code_char = 154;
npc->act_no = 0;
}
}
}
//Armoured-Gaudi projectile
void ActNpc174(NPCHAR *npc)
{
RECT rect_left[3];
bool bHit;
switch (npc->act_no)
{
case 0:
if (npc->direct == 2)
npc->act_no = 2;
// Fallthrough
case 1:
npc->x += npc->xm;
npc->y += npc->ym;
bHit = false;
if (npc->flag & 1)
{
bHit = true;
npc->xm = 0x200;
}
if (npc->flag & 4)
{
bHit = true;
npc->xm = -0x200;
}
if (npc->flag & 2)
{
bHit = true;
npc->ym = 0x200;
}
if (npc->flag & 8)
{
bHit = true;
npc->ym = -0x200;
}
if (bHit)
{
npc->act_no = 2;
++npc->count1;
PlaySoundObject(31, 1);
}
break;
case 2:
npc->ym += 0x40;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 8)
{
if (++npc->count1 > 1)
{
SetCaret(npc->x, npc->y, 2, 0);
npc->cond = 0;
}
}
break;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
rect_left[0] = {120, 80, 136, 96};
rect_left[1] = {136, 80, 152, 96};
rect_left[2] = {152, 80, 168, 96};
if (++npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rect_left[npc->ani_no];
}