1051 lines
16 KiB
C++
1051 lines
16 KiB
C++
#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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#include "Sound.h"
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#include "Back.h"
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#include "Triangle.h"
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#include "Caret.h"
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#include "Frame.h"
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//Computer
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void ActNpc020(NPCHAR *npc)
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{
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RECT rcLeft[1];
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RECT rcRight[3];
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rcLeft[0] = {288, 16, 320, 40};
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rcRight[0] = {288, 40, 320, 64};
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rcRight[1] = {288, 40, 320, 64};
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rcRight[2] = {288, 64, 320, 88};
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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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if (npc->direct == 0)
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npc->rect = rcLeft[0];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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//Chest (open)
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void ActNpc021(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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npc->act_no = 1;
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if (npc->direct == 2)
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npc->y += 0x2000;
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break;
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}
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RECT rect[0];
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rect[0] = {224, 40, 240, 48};
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npc->rect = rect[0];
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}
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//Teleporter
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void ActNpc022(NPCHAR *npc)
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{
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RECT rect[2];
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rect[0] = {240, 16, 264, 48};
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rect[1] = {248, 152, 272, 184};
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switch (npc->act_no)
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{
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case 0:
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npc->ani_no = 0;
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break;
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case 1:
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if (++npc->ani_no > 1)
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npc->ani_no = 0;
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break;
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}
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npc->rect = rect[npc->ani_no];
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}
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//Teleporter lights
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void ActNpc023(NPCHAR *npc)
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{
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RECT rect[8];
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rect[0] = {264, 16, 288, 20};
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rect[1] = {264, 20, 288, 24};
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rect[2] = {264, 24, 288, 28};
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rect[3] = {264, 28, 288, 32};
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rect[4] = {264, 32, 288, 36};
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rect[5] = {264, 36, 288, 40};
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rect[6] = {264, 40, 288, 44};
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rect[7] = {264, 44, 288, 48};
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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 > 7)
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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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//Power Critter
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void ActNpc024(NPCHAR *npc)
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{
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RECT rcLeft[6];
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RECT rcRight[6];
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rcLeft[0] = {0, 0, 24, 24};
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rcLeft[1] = {24, 0, 48, 24};
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rcLeft[2] = {48, 0, 72, 24};
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rcLeft[3] = {72, 0, 96, 24};
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rcLeft[4] = {96, 0, 120, 24};
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rcLeft[5] = {120, 0, 144, 24};
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rcRight[0] = {0, 24, 24, 48};
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rcRight[1] = {24, 24, 48, 48};
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rcRight[2] = {48, 24, 72, 48};
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rcRight[3] = {72, 24, 96, 48};
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rcRight[4] = {96, 24, 120, 48};
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rcRight[5] = {120, 24, 144, 48};
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switch (npc->act_no)
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{
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case 0:
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npc->y += 0x600;
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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->act_wait >= 8 && gMC.x > npc->x - 0x10000 && gMC.x < npc->x + 0x10000 && gMC.y > npc->y - 0x10000 && gMC.y < npc->y + 0x6000)
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{
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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npc->ani_no = 1;
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}
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else
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{
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if (npc->act_wait < 8)
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++npc->act_wait;
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npc->ani_no = 0;
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}
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if (npc->shock)
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{
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npc->act_no = 2;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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if (npc->act_wait >= 8 && gMC.x > npc->x - 0xC000 && gMC.x < npc->x + 0xC000 && gMC.y > npc->y - 0xC000 && gMC.y < npc->y + 0x6000)
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{
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npc->act_no = 2;
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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 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 3;
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npc->ani_no = 2;
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npc->ym = -0x5FF;
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PlaySoundObject(108, 1);
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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if (npc->direct == 0)
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npc->xm = -0x100;
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else
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npc->xm = 0x100;
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}
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break;
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case 3:
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if (npc->ym > 0x200)
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{
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npc->tgt_y = npc->y;
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npc->act_no = 4;
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npc->ani_no = 3;
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npc->act_wait = 0;
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npc->act_wait = 0; // lol duplicate line
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}
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break;
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case 4:
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if (gMC.x > npc->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_wait;
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if (npc->flag & 7 || npc->act_wait > 100)
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{
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npc->damage = 12;
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npc->act_no = 5;
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npc->ani_no = 2;
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npc->xm /= 2;
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}
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else
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{
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if (npc->act_wait % 4 == 1)
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PlaySoundObject(110, 1);
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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 > 5)
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npc->ani_no = 3;
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}
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break;
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case 5:
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if (npc->flag & 8)
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{
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npc->damage = 2;
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npc->xm = 0;
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npc->act_wait = 0;
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npc->ani_no = 0;
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npc->act_no = 1;
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PlaySoundObject(26, 1);
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SetQuake(30);
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}
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break;
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}
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if (npc->act_no == 4)
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{
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if (gMC.x > npc->x)
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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->tgt_y < npc->y)
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npc->ym -= 0x10;
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else
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npc->ym += 0x10;
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if (npc->ym > 0x200)
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npc->ym = 0x200;
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if (npc->ym < -0x200)
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npc->ym = -0x200;
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if (npc->xm > 0x200)
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npc->xm = 0x200;
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if (npc->xm < -0x200)
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npc->xm = -0x200;
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}
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else
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{
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npc->ym += 0x20;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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}
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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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// Egg Corridor lift
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void ActNpc025(NPCHAR *npc)
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{
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RECT rcLeft[2];
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rcLeft[0] = {256, 64, 288, 80};
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rcLeft[1] = {256, 80, 288, 96};
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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->ani_no = 0;
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npc->ani_wait = 0;
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npc->x += 0x1000;
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// Fallthrough
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case 1:
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if (++npc->act_wait > 150)
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{
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npc->act_wait = 0;
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++npc->act_no;
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}
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break;
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case 2:
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if (++npc->act_wait > 0x40)
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{
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npc->act_wait = 0;
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++npc->act_no;
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}
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else
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{
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npc->y -= 0x200;
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}
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break;
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case 3:
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if (++npc->act_wait > 150)
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{
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npc->act_wait = 0;
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++npc->act_no;
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}
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break;
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case 4:
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if (++npc->act_wait > 0x40)
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{
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npc->act_wait = 0;
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++npc->act_no;
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}
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else
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{
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npc->y -= 0x200;
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}
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break;
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case 5:
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if (++npc->act_wait > 150)
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{
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npc->act_wait = 0;
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++npc->act_no;
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}
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break;
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case 6:
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if (++npc->act_wait > 0x40)
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{
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npc->act_wait = 0;
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++npc->act_no;
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}
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else
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{
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npc->y += 0x200;
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}
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break;
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case 7:
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if (++npc->act_wait > 150)
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{
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npc->act_wait = 0;
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++npc->act_no;
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}
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break;
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case 8:
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if (++npc->act_wait > 0x40)
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{
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npc->act_wait = 0;
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npc->act_no = 1;
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}
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else
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{
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npc->y += 0x200;
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}
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break;
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}
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switch ( npc->act_no )
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{
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case 2:
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case 4:
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case 6:
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case 8:
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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 > 1)
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npc->ani_no = 0;
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break;
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}
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npc->rect = rcLeft[npc->ani_no];
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}
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//Bat (Grasstown, flying)
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void ActNpc026(NPCHAR *npc)
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{
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unsigned char deg;
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switch (npc->act_no)
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{
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case 0:
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deg = Random(0, 0xFF);
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npc->xm = GetCos(deg);
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npc->tgt_x = npc->x + 8 * GetCos(deg + 0x40);
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deg = Random(0, 0xFF);
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npc->ym = GetSin(deg);
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npc->tgt_y = npc->y + 8 * GetSin(deg + 0x40);
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npc->act_no = 1;
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npc->count1 = 120;
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// Fallthrough
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case 1:
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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if (npc->tgt_x < npc->x)
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npc->xm -= 0x10;
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if (npc->tgt_x > npc->x)
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npc->xm += 0x10;
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if (npc->tgt_y < npc->y)
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npc->ym -= 0x10;
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if (npc->tgt_y > npc->y)
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npc->ym += 0x10;
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if (npc->xm > 0x200)
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npc->xm = 0x200;
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if (npc->xm < -0x200)
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npc->xm = -0x200;
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if (npc->ym > 0x200)
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npc->ym = 0x200;
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if (npc->ym < -0x200)
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npc->ym = -0x200;
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if (npc->count1 < 120)
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{
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++npc->count1;
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}
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else
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{
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if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y && gMC.y < npc->y + 0xC000)
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{
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npc->xm /= 2;
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npc->ym = 0;
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npc->act_no = 3;
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npc->bits &= ~8;
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}
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}
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break;
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case 3:
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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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if (npc->flag & 8)
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{
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npc->ym = 0;
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npc->xm *= 2;
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npc->count1 = 0;
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npc->act_no = 1;
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npc->bits |= 8;
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}
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break;
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}
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npc->x += npc->xm;
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npc->y += npc->ym;
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RECT rect_left[4];
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RECT rect_right[4];
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rect_left[0] = {32, 80, 48, 96};
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rect_left[1] = {48, 80, 64, 96};
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rect_left[2] = {64, 80, 80, 96};
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rect_left[3] = {80, 80, 96, 96};
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rect_right[0] = {32, 96, 48, 112};
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rect_right[1] = {48, 96, 64, 112};
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rect_right[2] = {64, 96, 80, 112};
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rect_right[3] = {80, 96, 96, 112};
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if (npc->act_no == 3)
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{
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npc->ani_no = 3;
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}
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else
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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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}
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if (npc->direct == 0)
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npc->rect = rect_left[npc->ani_no];
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else
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npc->rect = rect_right[npc->ani_no];
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}
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//Death trap
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void ActNpc027(NPCHAR *npc)
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{
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RECT rcLeft[1];
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rcLeft[0] = {96, 64, 128, 88};
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npc->rect = rcLeft[npc->ani_no];
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}
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//Flying Critter (Grasstown)
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void ActNpc028(NPCHAR *npc)
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{
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RECT rcLeft[6];
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RECT rcRight[6];
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rcLeft[0] = {0, 48, 16, 64};
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rcLeft[1] = {16, 48, 32, 64};
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rcLeft[2] = {32, 48, 48, 64};
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rcLeft[3] = {48, 48, 64, 64};
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rcLeft[4] = {64, 48, 80, 64};
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rcLeft[5] = {80, 48, 96, 64};
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rcRight[0] = {0, 64, 16, 80};
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rcRight[1] = {16, 64, 32, 80};
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rcRight[2] = {32, 64, 48, 80};
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rcRight[3] = {48, 64, 64, 80};
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rcRight[4] = {64, 64, 80, 80};
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rcRight[5] = {80, 64, 96, 80};
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switch (npc->act_no)
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{
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case 0:
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npc->y += 0x600;
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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->act_wait >= 8 && gMC.x > npc->x - 0x10000 && gMC.x < npc->x + 0x10000 && gMC.y > npc->y - 0x10000 && gMC.y < npc->y + 0x6000)
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{
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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npc->ani_no = 1;
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}
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else
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{
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if (npc->act_wait < 8)
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++npc->act_wait;
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npc->ani_no = 0;
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}
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|
|
if (npc->shock)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
if ( npc->act_wait >= 8 && gMC.x > npc->x - 0xC000 && gMC.x < npc->x + 0xC000 && gMC.y > npc->y - 0xC000 && gMC.y < npc->y + 0x6000)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->ani_no = 2;
|
|
npc->ym = -1228;
|
|
PlaySoundObject(30, 1);
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x100;
|
|
else
|
|
npc->xm = 0x100;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (npc->ym > 0x100)
|
|
{
|
|
npc->tgt_y = npc->y;
|
|
npc->act_no = 4;
|
|
npc->ani_no = 3;
|
|
npc->act_wait = 0;
|
|
npc->act_wait = 0; // lol duplicate line
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
if (gMC.x > npc->x)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
|
|
++npc->act_wait;
|
|
|
|
if (npc->flag & 7 || npc->act_wait > 100)
|
|
{
|
|
npc->damage = 3;
|
|
npc->act_no = 5;
|
|
npc->ani_no = 2;
|
|
npc->xm /= 2;
|
|
}
|
|
else
|
|
{
|
|
if (npc->act_wait % 4 == 1)
|
|
PlaySoundObject(109, 1);
|
|
|
|
if (npc->flag & 8)
|
|
npc->ym = -0x200;
|
|
|
|
if (++npc->ani_wait > 0)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 5)
|
|
npc->ani_no = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 5:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->damage = 2;
|
|
npc->xm = 0;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
npc->act_no = 1;
|
|
PlaySoundObject(23, 1);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no == 4)
|
|
{
|
|
if (gMC.x > npc->x)
|
|
npc->xm += 0x20;
|
|
else
|
|
npc->xm -= 0x20;
|
|
|
|
if (npc->tgt_y < npc->y)
|
|
npc->ym -= 0x10;
|
|
else
|
|
npc->ym += 0x10;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->xm > 0x200)
|
|
npc->xm = 0x200;
|
|
if (npc->xm < -0x200)
|
|
npc->xm = -0x200;
|
|
}
|
|
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];
|
|
}
|
|
|
|
//Cthulhu
|
|
void ActNpc029(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2];
|
|
RECT rcRight[2];
|
|
|
|
rcLeft[0] = {0, 192, 16, 216};
|
|
rcLeft[1] = {16, 192, 32, 216};
|
|
|
|
rcRight[0] = {0, 216, 16, 240};
|
|
rcRight[1] = {16, 216, 32, 240};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0x6000 < gMC.y && npc->y + 0x2000 > gMC.y)
|
|
npc->ani_no = 1;
|
|
else
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
//Gunsmith
|
|
void ActNpc030(NPCHAR *npc)
|
|
{
|
|
RECT rc[3];
|
|
|
|
rc[0] = {48, 0, 64, 16};
|
|
rc[1] = {48, 16, 64, 32};
|
|
rc[2] = {0, 32, 16, 48};
|
|
|
|
if (npc->direct != 0)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->y += 0x2000;
|
|
npc->ani_no = 2;
|
|
break;
|
|
}
|
|
|
|
if (++npc->act_wait > 100)
|
|
{
|
|
npc->act_wait = 0;
|
|
SetCaret(npc->x, npc->y - 0x400, 5, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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 = rc[npc->ani_no];
|
|
}
|
|
|
|
//Bat (Grasstown, hanging)
|
|
void ActNpc031(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[5];
|
|
RECT rcRight[5];
|
|
|
|
rcLeft[0] = {0, 80, 16, 96};
|
|
rcLeft[1] = {16, 80, 32, 96};
|
|
rcLeft[2] = {32, 80, 48, 96};
|
|
rcLeft[3] = {48, 80, 64, 96};
|
|
rcLeft[4] = {64, 80, 80, 96};
|
|
|
|
rcRight[0] = {0, 96, 16, 112};
|
|
rcRight[1] = {16, 96, 32, 112};
|
|
rcRight[2] = {32, 96, 48, 112};
|
|
rcRight[3] = {48, 96, 64, 112};
|
|
rcRight[4] = {64, 96, 80, 112};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y - 0x1000 && gMC.y < npc->y + 0xC000)
|
|
{
|
|
npc->ani_no = 0;
|
|
npc->act_no = 3;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->shock || gMC.x < npc->x - 0x2800 || gMC.x > npc->x + 0x2800)
|
|
{
|
|
npc->ani_no = 1;
|
|
npc->ani_wait = 0;
|
|
npc->act_no = 4;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
if ((++npc->act_wait >= 20 || npc->flag & 8) && (npc->flag & 8 || npc->y > gMC.y - 0x2000))
|
|
{
|
|
npc->ani_wait = 0;
|
|
npc->ani_no = 2;
|
|
npc->act_no = 5;
|
|
npc->tgt_y = npc->y;
|
|
|
|
if (npc->flag & 8)
|
|
npc->ym = -0x200;
|
|
}
|
|
|
|
break;
|
|
|
|
case 5:
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 2;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (gMC.x < npc->x)
|
|
npc->xm -= 0x10;
|
|
if (gMC.x > npc->x)
|
|
npc->xm += 0x10;
|
|
|
|
if (npc->tgt_y < npc->y)
|
|
npc->ym -= 0x10;
|
|
if (npc->tgt_y > npc->y)
|
|
npc->ym += 0x10;
|
|
|
|
if (npc->xm > 0x200)
|
|
npc->xm = 0x200;
|
|
if (npc->xm < -0x200)
|
|
npc->xm = -0x200;
|
|
|
|
if (npc->ym > 0x200)
|
|
npc->ym = 0x200;
|
|
if (npc->ym < -0x200)
|
|
npc->ym = -0x200;
|
|
|
|
if (npc->flag & 8)
|
|
npc->ym = -0x200;
|
|
if (npc->flag & 2)
|
|
npc->ym = 0x200;
|
|
|
|
break;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
//Life capsule
|
|
void ActNpc032(NPCHAR *npc)
|
|
{
|
|
RECT rect[2];
|
|
|
|
rect[0] = {32, 96, 48, 112};
|
|
rect[1] = {48, 96, 64, 112};
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if ( npc->ani_no > 1 )
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Bed
|
|
void ActNpc034(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[1];
|
|
RECT rcRight[1];
|
|
|
|
rcLeft[0] = {192, 48, 224, 64};
|
|
rcRight[0] = {192, 184, 224, 200};
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[0];
|
|
else
|
|
npc->rect = rcRight[0];
|
|
}
|
|
|
|
//Signpost
|
|
void ActNpc037(NPCHAR *npc)
|
|
{
|
|
RECT rect[2];
|
|
|
|
rect[0] = {192, 64, 208, 80};
|
|
rect[1] = {208, 64, 224, 80};
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
//Fireplace
|
|
void ActNpc038(NPCHAR *npc)
|
|
{
|
|
RECT rect[4];
|
|
|
|
rect[0] = {128, 64, 144, 80};
|
|
rect[1] = {144, 64, 160, 80};
|
|
rect[2] = {160, 64, 176, 80};
|
|
rect[3] = {176, 64, 192, 80};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 0;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
|
|
// Fallthrough
|
|
case 11:
|
|
npc->rect.left = 0;
|
|
npc->rect.right = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Save sign
|
|
void ActNpc039(NPCHAR *npc)
|
|
{
|
|
RECT rect[2];
|
|
|
|
rect[0] = {224, 64, 240, 80};
|
|
rect[1] = {240, 64, 256, 80};
|
|
|
|
if (npc->direct == 0)
|
|
npc->ani_no = 0;
|
|
else
|
|
npc->ani_no = 1;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|