1833 lines
28 KiB
C++
1833 lines
28 KiB
C++
#include "NpcAct.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "CommonDefines.h"
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#include "Draw.h"
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#include "Flash.h"
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#include "Frame.h"
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#include "Game.h"
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#include "Map.h"
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#include "MyChar.h"
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#include "MycParam.h"
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#include "NpChar.h"
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#include "Sound.h"
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#include "Triangle.h"
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// Toroko
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void ActNpc060(NPCHAR *npc)
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{
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RECT rcLeft[8] = {
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{0, 64, 16, 80},
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{16, 64, 32, 80},
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{32, 64, 48, 80},
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{16, 64, 32, 80},
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{48, 64, 64, 80},
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{16, 64, 32, 80},
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{112, 64, 128, 80},
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{128, 64, 144, 80},
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};
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RECT rcRight[8] = {
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{0, 80, 16, 96},
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{16, 80, 32, 96},
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{32, 80, 48, 96},
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{16, 80, 32, 96},
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{48, 80, 64, 96},
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{16, 80, 32, 96},
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{112, 80, 128, 96},
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{128, 80, 144, 96},
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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->ani_no = 0;
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npc->ani_wait = 0;
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npc->xm = 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 - (16 * 0x200) < gMC.x && npc->x + (16 * 0x200) > gMC.x && npc->y - (16 * 0x200) < gMC.y && npc->y + (16 * 0x200) > 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 3:
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npc->act_no = 4;
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npc->ani_no = 1;
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npc->ani_wait = 0;
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// Fallthrough
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case 4:
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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 > 4)
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npc->ani_no = 1;
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if (npc->flag & 1)
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{
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npc->direct = 2;
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npc->xm = 0x200;
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}
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if (npc->flag & 4)
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{
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npc->direct = 0;
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npc->xm = -0x200;
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}
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if (npc->direct == 0)
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npc->xm = -0x400;
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else
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npc->xm = 0x400;
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break;
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case 6:
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npc->act_no = 7;
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npc->act_wait = 0;
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npc->ani_no = 1;
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npc->ani_wait = 0;
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npc->ym = -0x400;
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// Fallthrough
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case 7:
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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 > 4)
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npc->ani_no = 1;
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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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if (npc->act_wait++ != 0 && npc->flag & 8)
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npc->act_no = 3;
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break;
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case 8:
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npc->ani_no = 1;
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npc->act_wait = 0;
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npc->act_no = 9;
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npc->ym = -0x200;
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// Fallthrough
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case 9:
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if (npc->act_wait++ != 0 && npc->flag & 8)
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npc->act_no = 0;
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break;
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case 10:
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npc->act_no = 11;
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npc->ani_no = 6;
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npc->ym = -0x400;
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PlaySoundObject(50, 1);
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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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break;
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case 11:
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if (npc->act_wait++ != 0 && npc->flag & 8)
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{
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npc->act_no = 12;
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npc->ani_no = 7;
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npc->bits |= NPC_INTERACTABLE;
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}
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break;
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case 12:
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npc->xm = 0;
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break;
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}
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npc->ym += 0x40;
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if (npc->xm > 0x400)
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npc->xm = 0x400;
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if (npc->xm < -0x400)
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npc->xm = -0x400;
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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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// King
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void ActNpc061(NPCHAR *npc)
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{
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RECT rcLeft[11] = {
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{224, 32, 240, 48},
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{240, 32, 256, 48},
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{256, 32, 272, 48},
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{272, 32, 288, 48},
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{288, 32, 304, 48},
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{224, 32, 240, 48},
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{304, 32, 320, 48},
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{224, 32, 240, 48},
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{272, 32, 288, 48},
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{0, 0, 0, 0},
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{112, 32, 128, 48},
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};
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RECT rcRight[11] = {
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{224, 48, 240, 64},
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{240, 48, 256, 64},
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{256, 48, 272, 64},
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{272, 48, 288, 64},
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{288, 48, 304, 64},
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{224, 48, 240, 64},
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{304, 48, 320, 64},
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{224, 48, 240, 64},
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{272, 48, 288, 64},
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{0, 0, 0, 0},
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{112, 32, 128, 48},
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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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npc->ani_no = 0;
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npc->ani_wait = 0;
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npc->xm = 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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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 5:
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npc->ani_no = 3;
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npc->xm = 0;
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break;
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case 6:
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npc->act_no = 7;
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npc->act_wait = 0;
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npc->ani_wait = 0;
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npc->ym = -0x400;
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// Fallthrough
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case 7:
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npc->ani_no = 2;
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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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if (npc->act_wait++ != 0 && npc->flag & 8)
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npc->act_no = 5;
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break;
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case 8:
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npc->act_no = 9;
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npc->ani_no = 4;
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npc->ani_wait = 0;
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// Fallthrough
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case 9:
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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 > 7)
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npc->ani_no = 4;
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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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break;
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case 10:
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npc->act_no = 11;
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npc->ani_no = 4;
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npc->ani_wait = 0;
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// Fallthrough
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case 11:
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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 > 7)
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npc->ani_no = 4;
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if (npc->direct == 0)
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npc->xm = -0x400;
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else
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npc->xm = 0x400;
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break;
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case 20:
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SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100);
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npc->ani_no = 0;
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npc->act_no = 0;
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break;
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case 30:
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npc->act_no = 31;
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npc->act_wait = 0;
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npc->ani_wait = 0;
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npc->ym = 0;
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// Fallthrough
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case 31:
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npc->ani_no = 2;
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if (npc->direct == 0)
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npc->xm = -0x600;
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else
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npc->xm = 0x600;
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if (npc->flag & 1)
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{
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npc->direct = 2;
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npc->act_no = 7;
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npc->act_wait = 0;
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npc->ani_wait = 0;
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npc->ym = -0x400;
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npc->xm = 0x200;
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PlaySoundObject(71, 1);
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SetDestroyNpChar(npc->x, npc->y, 0x800, 4);
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}
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break;
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case 40:
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npc->act_no = 42;
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npc->act_wait = 0;
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npc->ani_no = 8;
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PlaySoundObject(29, 1);
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// Fallthrough
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case 42:
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if (++npc->ani_no > 9)
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npc->ani_no = 8;
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if (++npc->act_wait > 100)
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{
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
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npc->act_no = 50;
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npc->surf = SURFACE_ID_NPC_SYM;
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npc->ani_no = 10;
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}
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break;
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case 60:
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npc->ani_no = 6;
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npc->act_no = 61;
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npc->ym = -0x5FF;
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npc->xm = 0x400;
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npc->count2 = 1;
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break;
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case 61:
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npc->ym += 0x40;
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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->count2 = 0;
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npc->xm = 0;
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}
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break;
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}
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if (npc->act_no < 30 || npc->act_no >= 40)
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{
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npc->ym += 0x40;
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if (npc->xm > 0x400)
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npc->xm = 0x400;
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if (npc->xm < -0x400)
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npc->xm = -0x400;
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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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// Kazuma at computer
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void ActNpc062(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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{272, 192, 288, 216},
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{288, 192, 304, 216},
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{304, 192, 320, 216},
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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->x -= 4 * 0x200;
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npc->y += 16 * 0x200;
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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 (++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 (Random(0, 80) == 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 = 1;
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}
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if (Random(0, 120) == 10)
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{
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npc->act_no = 3;
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npc->act_wait = 0;
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npc->ani_no = 2;
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}
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break;
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case 2:
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if (++npc->act_wait > 40)
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{
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npc->act_no = 3;
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npc->act_wait = 0;
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npc->ani_no = 2;
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}
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break;
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case 3:
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if (++npc->act_wait > 80)
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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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}
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npc->rect = rcLeft[npc->ani_no];
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}
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// Toroko with stick
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void ActNpc063(NPCHAR *npc)
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{
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RECT rcLeft[6] = {
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{64, 64, 80, 80},
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{80, 64, 96, 80},
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{64, 64, 80, 80},
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{96, 64, 112, 80},
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{112, 64, 128, 80},
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{128, 64, 144, 80},
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};
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RECT rcRight[6] = {
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{64, 80, 80, 96},
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{80, 80, 96, 96},
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{64, 80, 80, 96},
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{96, 80, 112, 96},
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{112, 80, 128, 96},
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{128, 80, 144, 96},
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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->ani_wait = 0;
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npc->ym = -0x400;
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// Fallthrough
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case 1:
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if (npc->ym > 0)
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npc->bits &= ~NPC_IGNORE_SOLIDITY;
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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 > 3)
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npc->ani_no = 0;
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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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if (npc->act_wait++ != 0 && npc->flag & 8)
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npc->act_no = 2;
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break;
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case 2:
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npc->act_no = 3;
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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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// Fallthrough
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case 3:
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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 > 3)
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npc->ani_no = 0;
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if (++npc->act_wait > 50)
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{
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npc->act_wait = 40;
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npc->xm *= -1;
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if (npc->direct == 0)
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npc->direct = 2;
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else
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npc->direct = 0;
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}
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if (npc->act_wait > 35)
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npc->bits |= NPC_SHOOTABLE;
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if (npc->direct == 0)
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npc->xm -= 0x40;
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else
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npc->xm += 0x40;
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if (npc->shock)
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{
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npc->act_no = 4;
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npc->ani_no = 4;
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npc->ym = -0x400;
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npc->bits &= ~NPC_SHOOTABLE;
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npc->damage = 0;
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}
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break;
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case 4:
|
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if (npc->direct == 0)
|
|
npc->xm = -0x100;
|
|
else
|
|
npc->xm = 0x100;
|
|
|
|
if (npc->act_wait++ != 0 && npc->flag & 8)
|
|
{
|
|
npc->act_no = 5;
|
|
npc->bits |= NPC_INTERACTABLE;
|
|
}
|
|
|
|
break;
|
|
|
|
case 5:
|
|
npc->xm = 0;
|
|
npc->ani_no = 5;
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
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];
|
|
}
|
|
|
|
// First Cave Critter
|
|
void ActNpc064(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{0, 0, 16, 16},
|
|
{16, 0, 32, 16},
|
|
{32, 0, 48, 16},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{0, 16, 16, 32},
|
|
{16, 16, 32, 32},
|
|
{32, 16, 48, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0: // Initialize
|
|
npc->y += 3 * 0x200;
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1: // Waiting
|
|
// Look at player
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->tgt_x < 100)
|
|
++npc->tgt_x;
|
|
|
|
// Open eyes near player
|
|
if (npc->act_wait >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y)
|
|
{
|
|
npc->ani_no = 1;
|
|
}
|
|
else
|
|
{
|
|
if (npc->act_wait < 8)
|
|
++npc->act_wait;
|
|
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
// Jump if attacked
|
|
if (npc->shock)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
// Jump if player is nearby
|
|
if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 0;
|
|
}
|
|
break;
|
|
|
|
case 2: // Going to jump
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
// Set jump state
|
|
npc->act_no = 3;
|
|
npc->ani_no = 2;
|
|
|
|
// Jump
|
|
npc->ym = -0x5FF;
|
|
PlaySoundObject(30, 1);
|
|
|
|
// Jump in facing direction
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x100;
|
|
else
|
|
npc->xm = 0x100;
|
|
}
|
|
break;
|
|
|
|
case 3: // Jumping
|
|
// Land
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->xm = 0;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
npc->act_no = 1;
|
|
PlaySoundObject(23, 1);
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Gravity
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
// Move
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
// Set framerect
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// First Cave Bat
|
|
void ActNpc065(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
npc->count1 = 120;
|
|
npc->act_no = 1;
|
|
npc->act_wait = Random(0, 50);
|
|
// Fallthrough
|
|
|
|
case 1:
|
|
if (++npc->act_wait < 50)
|
|
break;
|
|
|
|
npc->act_wait = 0;
|
|
npc->act_no = 2;
|
|
npc->ym = 0x300;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (gMC.x < npc->x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
|
|
if (npc->tgt_y < npc->y)
|
|
npc->ym -= 0x10;
|
|
if (npc->tgt_y > npc->y)
|
|
npc->ym += 0x10;
|
|
|
|
if (npc->ym > 0x300)
|
|
npc->ym = 0x300;
|
|
if (npc->ym < -0x300)
|
|
npc->ym = -0x300;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rect_left[4] = {
|
|
{32, 32, 48, 48},
|
|
{48, 32, 64, 48},
|
|
{64, 32, 80, 48},
|
|
{80, 32, 96, 48},
|
|
};
|
|
|
|
RECT rect_right[4] = {
|
|
{32, 48, 48, 64},
|
|
{48, 48, 64, 64},
|
|
{64, 48, 80, 64},
|
|
{80, 48, 96, 64},
|
|
};
|
|
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 2)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rect_left[npc->ani_no];
|
|
else
|
|
npc->rect = rect_right[npc->ani_no];
|
|
}
|
|
|
|
// Misery bubble
|
|
void ActNpc066(NPCHAR *npc)
|
|
{
|
|
RECT rect[4] = {
|
|
{32, 192, 56, 216},
|
|
{56, 192, 80, 216},
|
|
{32, 216, 56, 240},
|
|
{56, 216, 80, 240},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
int a;
|
|
for (a = 0; a < 0x200; ++a)
|
|
if (gNPC[a].code_event == 1000)
|
|
break;
|
|
|
|
if (a == 0x200)
|
|
break;
|
|
|
|
npc->tgt_x = gNPC[a].x;
|
|
npc->tgt_y = gNPC[a].y;
|
|
npc->count1 = a;
|
|
|
|
unsigned char deg;
|
|
deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
|
|
npc->xm = GetCos(deg) * 2;
|
|
npc->ym = GetSin(deg) * 2;
|
|
|
|
npc->act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->x - (3 * 0x200) < npc->tgt_x && npc->x + (3 * 0x200) > npc->tgt_x && npc->y - (3 * 0x200) < npc->tgt_y && npc->y + (3 * 0x200) > npc->tgt_y)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ani_no = 2;
|
|
gNPC[npc->count1].cond = 0;
|
|
PlaySoundObject(21, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
npc->xm -= 0x20;
|
|
npc->ym -= 0x20;
|
|
|
|
if (npc->xm < -0x5FF)
|
|
npc->xm = -0x5FF;
|
|
if (npc->ym < -0x5FF)
|
|
npc->ym = -0x5FF;
|
|
|
|
if (npc->y < -8 * 0x200)
|
|
npc->cond = 0;
|
|
|
|
if (++npc->ani_wait > 3)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 2;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Misery (floating)
|
|
void ActNpc067(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
npc->ani_no = 0;
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 1:
|
|
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
|
|
|
|
if (++npc->act_wait == 0x20)
|
|
npc->act_no = 10;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 0;
|
|
npc->ym = 0x200;
|
|
// Fallthrough
|
|
|
|
case 11:
|
|
if (npc->tgt_y < npc->y)
|
|
npc->ym -= 0x10;
|
|
if (npc->tgt_y > npc->y)
|
|
npc->ym += 0x10;
|
|
|
|
if (npc->ym > 0x100)
|
|
npc->ym = 0x100;
|
|
if (npc->ym < -0x100)
|
|
npc->ym = -0x100;
|
|
|
|
break;
|
|
|
|
case 13:
|
|
npc->ani_no = 1;
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
PlaySoundObject(23, 1);
|
|
npc->ym = 0;
|
|
npc->act_no = 14;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
npc->ani_no = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 15:
|
|
npc->act_no = 16;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 4;
|
|
// Fallthrough
|
|
case 16:
|
|
if (++npc->act_wait == 30)
|
|
{
|
|
PlaySoundObject(21, 1);
|
|
SetNpChar(66, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0);
|
|
}
|
|
|
|
if (npc->act_wait == 50)
|
|
npc->act_no = 14;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->ani_no = 0;
|
|
npc->ym = 0;
|
|
npc->bits |= NPC_IGNORE_SOLIDITY;
|
|
// Fallthrough
|
|
case 21:
|
|
npc->ym -= 0x20;
|
|
|
|
if (npc->y < -8 * 0x200)
|
|
npc->cond = 0;
|
|
|
|
break;
|
|
|
|
case 25:
|
|
npc->act_no = 26;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 5;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 26:
|
|
if (++npc->ani_no > 7)
|
|
npc->ani_no = 5;
|
|
|
|
if (++npc->act_wait == 30)
|
|
{
|
|
PlaySoundObject(101, 1);
|
|
SetFlash(0, 0, 2);
|
|
npc->act_no = 27;
|
|
npc->ani_no = 7;
|
|
}
|
|
|
|
break;
|
|
|
|
case 27:
|
|
if (++npc->act_wait == 50)
|
|
npc->act_no = 14;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rcLeft[8] = {
|
|
{80, 0, 96, 16},
|
|
{96, 0, 112, 16},
|
|
{112, 0, 128, 16},
|
|
{128, 0, 144, 16},
|
|
{144, 0, 160, 16},
|
|
{160, 0, 176, 16},
|
|
{176, 0, 192, 16},
|
|
{144, 0, 160, 16},
|
|
};
|
|
|
|
RECT rcRight[8] = {
|
|
{80, 16, 96, 32},
|
|
{96, 16, 112, 32},
|
|
{112, 16, 128, 32},
|
|
{128, 16, 144, 32},
|
|
{144, 16, 160, 32},
|
|
{160, 16, 176, 32},
|
|
{176, 16, 192, 32},
|
|
{144, 16, 160, 32},
|
|
};
|
|
|
|
if (npc->act_no == 11)
|
|
{
|
|
if (npc->ani_wait != 0)
|
|
{
|
|
--npc->ani_wait;
|
|
npc->ani_no = 1;
|
|
}
|
|
else
|
|
{
|
|
if (Random(0, 100) == 1)
|
|
npc->ani_wait = 30;
|
|
|
|
npc->ani_no = 0;
|
|
}
|
|
}
|
|
|
|
if (npc->act_no == 14)
|
|
{
|
|
if (npc->ani_wait != 0)
|
|
{
|
|
--npc->ani_wait;
|
|
npc->ani_no = 3;
|
|
}
|
|
else
|
|
{
|
|
if (Random(0, 100) == 1)
|
|
npc->ani_wait = 30;
|
|
|
|
npc->ani_no = 2;
|
|
}
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->act_no == 1 && npc->ani_wait < 32)
|
|
npc->rect.bottom = (++npc->ani_wait / 2) + npc->rect.bottom - 16;
|
|
}
|
|
|
|
// Balrog (running)
|
|
void ActNpc068(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->act_wait = 30;
|
|
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
// Fallthrough
|
|
case 1:
|
|
if (--npc->act_wait)
|
|
break;
|
|
|
|
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;
|
|
|
|
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 -= 0x10;
|
|
else
|
|
npc->xm += 0x10;
|
|
|
|
if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->ani_no = 5;
|
|
gMC.cond |= 2;
|
|
DamageMyChar(2);
|
|
break;
|
|
}
|
|
|
|
++npc->act_wait;
|
|
|
|
if (npc->flag & 5 || npc->act_wait > 75)
|
|
{
|
|
npc->act_no = 9;
|
|
npc->ani_no = 0;
|
|
break;
|
|
}
|
|
|
|
if ((npc->count1 % 3) == 0 && npc->act_wait > 25)
|
|
{
|
|
npc->act_no = 4;
|
|
npc->ani_no = 7;
|
|
npc->ym = -0x400;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 9;
|
|
npc->ani_no = 8;
|
|
SetQuake(30);
|
|
PlaySoundObject(26, 1);
|
|
}
|
|
|
|
if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
|
|
{
|
|
npc->act_no = 10;
|
|
npc->ani_no = 5;
|
|
gMC.cond |= 2;
|
|
DamageMyChar(2);
|
|
}
|
|
|
|
break;
|
|
|
|
case 9:
|
|
npc->xm = (npc->xm * 4) / 5;
|
|
|
|
if (npc->xm != 0)
|
|
break;
|
|
|
|
npc->act_no = 0;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
gMC.x = npc->x;
|
|
gMC.y = npc->y;
|
|
|
|
npc->xm = (npc->xm * 4) / 5;
|
|
|
|
if (npc->xm != 0)
|
|
break;
|
|
|
|
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 += 4 * 0x200;
|
|
gMC.y -= 8 * 0x200;
|
|
gMC.xm = 0x5FF;
|
|
gMC.ym = -0x200;
|
|
gMC.direct = 2;
|
|
npc->direct = 2;
|
|
}
|
|
else
|
|
{
|
|
gMC.x -= 4 * 0x200;
|
|
gMC.y -= 8 * 0x200;
|
|
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)
|
|
break;
|
|
|
|
npc->act_no = 0;
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x20;
|
|
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rect_left[9] = {
|
|
{0, 0, 40, 24},
|
|
{0, 48, 40, 72},
|
|
{0, 0, 40, 24},
|
|
{40, 48, 80, 72},
|
|
{0, 0, 40, 24},
|
|
{80, 48, 120, 72},
|
|
{120, 48, 160, 72},
|
|
{120, 0, 160, 24},
|
|
{80, 0, 120, 24},
|
|
};
|
|
|
|
RECT rect_right[9] = {
|
|
{0, 24, 40, 48},
|
|
{0, 72, 40, 96},
|
|
{0, 24, 40, 48},
|
|
{40, 72, 80, 96},
|
|
{0, 24, 40, 48},
|
|
{80, 72, 120, 96},
|
|
{120, 72, 160, 96},
|
|
{120, 24, 160, 48},
|
|
{80, 24, 120, 48},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rect_left[npc->ani_no];
|
|
else
|
|
npc->rect = rect_right[npc->ani_no];
|
|
}
|
|
|
|
// Pignon
|
|
void ActNpc069(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[6] = {
|
|
{48, 0, 64, 16},
|
|
{64, 0, 80, 16},
|
|
{80, 0, 96, 16},
|
|
{96, 0, 112, 16},
|
|
{48, 0, 64, 16},
|
|
{112, 0, 128, 16},
|
|
};
|
|
|
|
RECT rcRight[6] = {
|
|
{48, 16, 64, 32},
|
|
{64, 16, 80, 32},
|
|
{80, 16, 96, 32},
|
|
{96, 16, 112, 32},
|
|
{48, 16, 64, 32},
|
|
{112, 16, 128, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->xm = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (Random(0, 100) == 1)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
break;
|
|
}
|
|
|
|
if (Random(0, 150) == 1)
|
|
{
|
|
if (npc->direct == 0)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
}
|
|
|
|
if (Random(0, 150) == 1)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->act_wait = 50;
|
|
npc->ani_no = 0;
|
|
break;
|
|
}
|
|
|
|
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->act_wait == 0)
|
|
npc->act_no = 0;
|
|
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 4)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->flag & 1)
|
|
{
|
|
npc->direct = 2;
|
|
npc->xm = 0x200;
|
|
}
|
|
|
|
if (npc->flag & 4)
|
|
{
|
|
npc->direct = 0;
|
|
npc->xm = -0x200;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->xm = -0x100;
|
|
else
|
|
npc->xm = 0x100;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
if (npc->flag & 8)
|
|
npc->act_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 1:
|
|
case 2:
|
|
case 4:
|
|
if (npc->shock)
|
|
{
|
|
npc->ym = -0x200;
|
|
npc->ani_no = 5;
|
|
npc->act_no = 5;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
// Sparkle
|
|
void ActNpc070(NPCHAR *npc)
|
|
{
|
|
RECT rect[4] = {
|
|
{96, 48, 112, 64},
|
|
{112, 48, 128, 64},
|
|
{128, 48, 144, 64},
|
|
{144, 48, 160, 64},
|
|
};
|
|
|
|
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];
|
|
}
|
|
|
|
// Chinfish
|
|
void ActNpc071(NPCHAR *npc)
|
|
{
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
npc->ym = 0x80;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->tgt_y < npc->y)
|
|
npc->ym -= 8;
|
|
if (npc->tgt_y > npc->y)
|
|
npc->ym += 8;
|
|
|
|
if (npc->ym > 0x100)
|
|
npc->ym = 0x100;
|
|
if (npc->ym < -0x100)
|
|
npc->ym = -0x100;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
RECT rcLeft[3] = {
|
|
{64, 32, 80, 48},
|
|
{80, 32, 96, 48},
|
|
{96, 32, 112, 48},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{64, 48, 80, 64},
|
|
{80, 48, 96, 64},
|
|
{96, 48, 112, 64},
|
|
};
|
|
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->shock)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
// Sprinkler
|
|
void ActNpc072(NPCHAR *npc)
|
|
{
|
|
if (npc->direct == 0)
|
|
{
|
|
if (++npc->ani_wait > 1)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 1)
|
|
{
|
|
npc->ani_no = 0;
|
|
return;
|
|
}
|
|
|
|
if (gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
|
|
{
|
|
if (++npc->act_no % 2)
|
|
SetNpChar(73, npc->x, npc->y, Random(-0x200, 0x200) * 2, Random(-0x200, 0x80) * 3, 0, NULL, 0x100);
|
|
|
|
SetNpChar(73, npc->x, npc->y, Random(-0x200, 0x200) * 2, Random(-0x200, 0x80) * 3, 0, NULL, 0x100);
|
|
}
|
|
}
|
|
|
|
RECT rect[2] = {
|
|
{224, 48, 240, 64},
|
|
{240, 48, 256, 64},
|
|
};
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
// Water droplet
|
|
void ActNpc073(NPCHAR *npc)
|
|
{
|
|
RECT rect[5] = {
|
|
{72, 16, 74, 18},
|
|
{74, 16, 76, 18},
|
|
{76, 16, 78, 18},
|
|
{78, 16, 80, 18},
|
|
{80, 16, 82, 18},
|
|
};
|
|
|
|
npc->ym += 0x20;
|
|
npc->ani_no = Random(0, 4);
|
|
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->x += npc->xm;
|
|
npc->y += npc->ym;
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
|
|
if (npc->direct == 2)
|
|
{
|
|
npc->rect.top += 2;
|
|
npc->rect.bottom += 2;
|
|
}
|
|
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
if (npc->flag & 1)
|
|
npc->cond = 0;
|
|
if (npc->flag & 4)
|
|
npc->cond = 0;
|
|
if (npc->flag & 8)
|
|
npc->cond = 0;
|
|
if (npc->flag & 0x100)
|
|
npc->cond = 0;
|
|
}
|
|
|
|
if (npc->y > gMap.length * 0x200 * 0x10)
|
|
npc->cond = 0;
|
|
}
|
|
|
|
// Jack
|
|
void ActNpc074(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[6] = {
|
|
{64, 0, 80, 16},
|
|
{80, 0, 96, 16},
|
|
{96, 0, 112, 16},
|
|
{64, 0, 80, 16},
|
|
{112, 0, 128, 16},
|
|
{64, 0, 80, 16},
|
|
};
|
|
|
|
RECT rcRight[6] = {
|
|
{64, 16, 80, 32},
|
|
{80, 16, 96, 32},
|
|
{96, 16, 112, 32},
|
|
{64, 16, 80, 32},
|
|
{112, 16, 128, 32},
|
|
{64, 16, 80, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->xm = 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 8:
|
|
npc->act_no = 9;
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 9:
|
|
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->xm = -0x200;
|
|
else
|
|
npc->xm = 0x200;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
|
|
if (npc->xm > 0x400)
|
|
npc->xm = 0x400;
|
|
if (npc->xm < -0x400)
|
|
npc->xm = -0x400;
|
|
|
|
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];
|
|
}
|
|
|
|
// Kanpachi (fishing)
|
|
void ActNpc075(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2] = {
|
|
{272, 32, 296, 56},
|
|
{296, 32, 320, 56},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 1:
|
|
if (npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (48 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
|
|
npc->ani_no = 1;
|
|
else
|
|
npc->ani_no = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
}
|
|
|
|
// Flowers
|
|
void ActNpc076(NPCHAR *npc)
|
|
{
|
|
npc->rect.left = npc->code_event * 16;
|
|
npc->rect.top = 0;
|
|
npc->rect.right = npc->rect.left + 16;
|
|
npc->rect.bottom = 16;
|
|
}
|
|
|
|
// Yamashita
|
|
void ActNpc077(NPCHAR *npc)
|
|
{
|
|
RECT rc[3] = {
|
|
{0, 16, 48, 48},
|
|
{48, 16, 96, 48},
|
|
{96, 16, 144, 48},
|
|
};
|
|
|
|
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 = rc[npc->ani_no];
|
|
else
|
|
npc->rect = rc[2];
|
|
}
|
|
|
|
// Pot
|
|
void ActNpc078(NPCHAR *npc)
|
|
{
|
|
RECT rc[2] = {
|
|
{160, 48, 176, 64},
|
|
{176, 48, 192, 64},
|
|
};
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rc[0];
|
|
else
|
|
npc->rect = rc[1];
|
|
}
|
|
|
|
// Mahin
|
|
void ActNpc079(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[3] = {
|
|
{0, 0, 16, 16},
|
|
{16, 0, 32, 16},
|
|
{32, 0, 48, 16},
|
|
};
|
|
|
|
RECT rcRight[3] = {
|
|
{0, 16, 16, 32},
|
|
{16, 16, 32, 32},
|
|
{32, 16, 48, 32},
|
|
};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 2;
|
|
npc->ani_wait = 0;
|
|
break;
|
|
|
|
case 2:
|
|
npc->ani_no = 0;
|
|
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 3;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
if (npc->x - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y)
|
|
{
|
|
if (npc->x > gMC.x)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->y += npc->ym;
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|