ref: 004d5adf7bef6f20e05b5df6a7b76eceeb9c620c
dir: /src/NpcAct060.cpp/
#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
#include "Map.h"
//Kazuma at computer
void ActNpc062(NPCHAR *npc)
{
RECT rcLeft[3];
rcLeft[0] = {272, 192, 288, 216};
rcLeft[1] = {288, 192, 304, 216};
rcLeft[2] = {304, 192, 320, 216};
switch ( npc->act_no )
{
case 0:
npc->x -= 0x800;
npc->y += 0x2000;
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (Random(0, 80) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (Random(0, 120) == 10)
{
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 2;
}
break;
case 2:
if (++npc->act_wait > 40)
{
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 2;
}
break;
case 3:
if (++npc->act_wait > 80)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
npc->rect = rcLeft[npc->ani_no];
}
//First Cave Critter
void ActNpc064(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {0, 0, 16, 16};
rcLeft[1] = {16, 0, 32, 16};
rcLeft[2] = {32, 0, 48, 16};
rcRight[0] = {0, 16, 16, 32};
rcRight[1] = {16, 16, 32, 32};
rcRight[2] = {32, 16, 48, 32};
switch (npc->act_no)
{
case 0: //Init
npc->y += 0x600;
npc->act_no = 1;
case 1: //Waiting
//Look at player
if (npc->x <= gMC.x)
npc->direct = 2;
else
npc->direct = 0;
if (npc->tgt_x < 100)
++npc->tgt_x;
//Open eyes near player
if (npc->act_wait < 8 || npc->x - 0xE000 >= gMC.x || npc->x + 0xE000 <= gMC.x || npc->y - 0xA000 >= gMC.y || npc->y + 0xA000 <= gMC.y)
{
if (npc->act_wait < 8)
++npc->act_wait;
npc->ani_no = 0;
}
else
{
npc->ani_no = 1;
}
//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 - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > 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)
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)
{
npc->act_wait = 0;
npc->act_no = 2;
npc->ym = 0x300;
}
break;
case 2:
if (gMC.x >= npc->x)
npc->direct = 2;
else
npc->direct = 0;
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];
RECT rect_right[4];
rect_left[0] = {32, 32, 48, 48};
rect_left[1] = {48, 32, 64, 48};
rect_left[2] = {64, 32, 80, 48};
rect_left[3] = {80, 32, 96, 48};
rect_right[0] = {32, 48, 48, 64};
rect_right[1] = {48, 48, 64, 64};
rect_right[2] = {64, 48, 80, 64};
rect_right[3] = {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];
}
//Water droplet
void ActNpc073(NPCHAR *npc)
{
RECT rect[5];
rect[0] = {72, 16, 74, 18};
rect[1] = {74, 16, 76, 18};
rect[2] = {76, 16, 78, 18};
rect[3] = {78, 16, 80, 18};
rect[4] = {80, 16, 82, 18};
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 * 0x10 * 0x200)
npc->cond = 0;
}