ref: 26bcbdbef7fdfbe83d9d63f6daff81a44a588ad6
dir: /src/NpcAct340.cpp/
#include "WindowsWrapper.h" #include "NpcAct.h" #include "CommonDefines.h" #include "MyChar.h" #include "NpChar.h" #include "Game.h" #include "Sound.h" #include "Back.h" #include "Triangle.h" #include "Flags.h" //Hoppy void ActNpc347(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: npc->ani_no = 0; if (gMC.y < npc->y + 0x10000 && gMC.y > npc->y - 0x10000) { npc->act_no = 10; npc->act_wait = 0; npc->ani_no = 1; } break; case 10: if (++npc->act_wait == 4) npc->ani_no = 2; if (npc->act_wait > 12) { npc->act_no = 12; npc->xm = 0x700; PlaySoundObject(6, 1); npc->ani_no = 3; } break; case 12: if (gMC.y < npc->y) npc->ym = -0xAAu; else npc->ym = 0xAA; if (npc->flag & 1) { npc->act_no = 13; npc->act_wait = 0; npc->ani_no = 2; npc->xm = 0; npc->ym = 0; } else { npc->xm -= 42; if (npc->xm < -0x5FF) npc->xm = -0x5FF; npc->x += npc->xm; npc->y += npc->ym; } break; case 13: ++npc->act_wait; if (++npc->act_wait == 2) npc->ani_no = 1; if (npc->act_wait == 6) npc->ani_no = 0; if (npc->act_wait > 16) npc->act_no = 1; break; } RECT rc[4]; rc[0] = {256, 48, 272, 64}; rc[1] = {272, 48, 288, 64}; rc[2] = {288, 48, 304, 64}; rc[3] = {304, 48, 320, 64}; npc->rect = rc[npc->ani_no]; } //Statue void ActNpc349(NPCHAR *npc) { RECT rect = {0, 0, 16, 16}; if (npc->act_no == 0) { npc->act_no = 1; if (npc->direct == 0) npc->x += 0x1000; if (npc->direct == 2) npc->y += 0x2000; } npc->rect = rect; } //Statue (shootable) void ActNpc351(NPCHAR *npc) { RECT rc[9]; rc[0] = {0, 96, 32, 136}; rc[1] = {32, 96, 64, 136}; rc[2] = {64, 96, 96, 136}; rc[3] = {96, 96, 128, 136}; rc[4] = {128, 96, 160, 136}; rc[5] = {0, 176, 32, 216}; rc[6] = {32, 176, 64, 216}; rc[7] = {64, 176, 96, 216}; rc[8] = {96, 176, 128, 216}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = npc->direct / 10; npc->x += 0x1000; npc->y += 0x1800; break; case 10: if (GetNPCFlag(npc->code_flag)) { npc->act_no = 20; } else { npc->act_no = 11; npc->bits |= 0x20; } // Fallthrough case 11: if (npc->life <= 900) { SetNpChar(351, npc->x - 0x1000, npc->y - 0x1800, 0, 0, 10 * (npc->ani_no + 4), 0, 0); npc->cond |= 8; } break; case 20: npc->ani_no += 4; npc->act_no = 1; break; } npc->rect = rc[npc->ani_no]; } //Quote and Curly on Balrog's back void ActNpc355(NPCHAR *npc) { RECT rc[4]; rc[0] = {80, 16, 96, 32}; rc[1] = {80, 96, 96, 112}; rc[2] = {128, 16, 144, 32}; rc[3] = {208, 96, 224, 112}; if (npc->act_no == 0) { switch (npc->direct) { case 0: npc->surf = 16; npc->ani_no = 0; npc->x = npc->pNpc->x - 0x1C00; npc->y = npc->pNpc->y + 0x1400; break; case 1: npc->surf = 23; npc->ani_no = 1; npc->x = npc->pNpc->x + 0x1C00; npc->y = npc->pNpc->y + 0x1400; break; case 2: npc->surf = 16; npc->ani_no = 2; npc->x = npc->pNpc->x - 0xE00; npc->y = npc->pNpc->y - 0x2600; break; case 3: npc->surf = 23; npc->ani_no = 3; npc->x = npc->pNpc->x + 0x800; npc->y = npc->pNpc->y - 0x2600; break; } } npc->rect = rc[npc->ani_no]; } //Water droplet generator void ActNpc359(NPCHAR *npc) { 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) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2) SetNpChar(73, npc->x + (Random(-6, 6) * 0x200), npc->y - 0xE00, 0, 0, 0, 0, 0); }