ref: 6347cb406df36dbc6065fa3d89fc0919e9104f12
dir: /src/NpcAct220.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 "Bullet.h"
#include "Caret.h"
#include "Frame.h"
//Shovel Brigade
void ActNpc220(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {0, 64, 16, 80};
rcLeft[1] = {16, 64, 32, 80};
rcRight[0] = {0, 80, 16, 96};
rcRight[1] = {16, 80, 32, 96};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 8)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Shovel Brigade (walking)
void ActNpc221(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {0, 64, 16, 80};
rcLeft[1] = {16, 64, 32, 80};
rcLeft[2] = {32, 64, 48, 80};
rcLeft[3] = {0, 64, 16, 80};
rcLeft[4] = {48, 64, 64, 80};
rcLeft[5] = {0, 64, 16, 80};
rcRight[0] = {0, 80, 16, 96};
rcRight[1] = {16, 80, 32, 96};
rcRight[2] = {32, 80, 48, 96};
rcRight[3] = {0, 80, 16, 96};
rcRight[4] = {48, 80, 64, 96};
rcRight[5] = {0, 80, 16, 96};
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, 60) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (Random(0, 60) == 1)
{
npc->act_no = 10;
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 10:
npc->act_no = 11;
npc->act_wait = Random(0, 16);
npc->ani_no = 2;
npc->ani_wait = 0;
if (Random(0, 9) % 2)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 11:
if (npc->direct == 0 && npc->flag & 1)
npc->direct = 2;
else if ( npc->direct == 2 && npc->flag & 4 )
npc->direct = 0;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
if (++npc->act_wait > 32)
npc->act_no = 0;
break;
}
npc->ym += 0x20;
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];
}
//Prison bars
void ActNpc222(NPCHAR *npc)
{
RECT rc = {96, 168, 112, 200};
if (npc->act_no == 0)
{
++npc->act_no;
npc->y -= 0x1000;
}
npc->rect = rc;
}
//Momorin
void ActNpc223(NPCHAR *npc)
{
RECT rcLeft[3];
RECT rcRight[3];
rcLeft[0] = {80, 192, 96, 216};
rcLeft[1] = {96, 192, 112, 216};
rcLeft[2] = {112, 192, 128, 216};
rcRight[0] = {80, 216, 96, 240};
rcRight[1] = {96, 216, 112, 240};
rcRight[2] = {112, 216, 128, 240};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 160) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 12)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 3:
npc->ani_no = 2;
break;
}
if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Chie
void ActNpc224(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {112, 32, 128, 48};
rcLeft[1] = {128, 32, 144, 48};
rcRight[0] = {112, 48, 128, 64};
rcRight[1] = {128, 48, 144, 64};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 160) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 12 )
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Megane
void ActNpc225(NPCHAR *npc)
{
RECT rcLeft[2];
RECT rcRight[2];
rcLeft[0] = {64, 64, 80, 80};
rcLeft[1] = {80, 64, 96, 80};
rcRight[0] = {64, 80, 80, 96};
rcRight[1] = {80, 80, 96, 96};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 1:
if (Random(0, 160) == 1)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 12 )
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//Kanpachi
void ActNpc226(NPCHAR *npc)
{
RECT rcRight[7];
rcRight[0] = {256, 56, 272, 80};
rcRight[1] = {272, 56, 288, 80};
rcRight[2] = {288, 56, 304, 80};
rcRight[3] = {256, 56, 272, 80};
rcRight[4] = {304, 56, 320, 80};
rcRight[5] = {256, 56, 272, 80};
rcRight[6] = {240, 56, 256, 80};
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, 60) == 1)
{
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 10:
npc->act_no = 11;
npc->ani_no = 2;
npc->ani_wait = 0;
// Fallthrough
case 11:
npc->xm = 0x200;
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 2;
++npc->act_wait;
break;
case 20:
npc->xm = 0;
npc->ani_no = 6;
break;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rcRight[npc->ani_no];
}
//Bucket
void ActNpc227(NPCHAR *npc)
{
RECT rc = {208, 32, 224, 48};
npc->rect = rc;
}
//Droll (guard)
void ActNpc228(NPCHAR *npc)
{
RECT rcLeft[4];
RECT rcRight[4];
rcLeft[0] = {0, 0, 32, 40};
rcLeft[1] = {32, 0, 64, 40};
rcLeft[2] = {64, 0, 96, 40};
rcLeft[3] = {96, 0, 128, 40};
rcRight[0] = {0, 40, 32, 80};
rcRight[1] = {32, 40, 64, 80};
rcRight[2] = {64, 40, 96, 80};
rcRight[3] = {96, 40, 128, 80};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 0x1000;
// Fallthrough
case 1:
npc->xm = 0;
npc->act_no = 2;
npc->ani_no = 0;
// Fallthrough
case 2:
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
if (++npc->ani_wait > 50)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 2;
npc->act_wait = 0;
// Fallthrough
case 11:
if (++npc->act_wait > 10)
{
npc->act_no = 12;
npc->ani_no = 3;
npc->ym = -0x600;
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
}
break;
case 12:
if (npc->flag & 8)
{
npc->ani_no = 2;
npc->act_no = 13;
npc->act_wait = 0;
}
break;
case 13:
npc->xm /= 2;
if (++npc->act_wait > 10)
npc->act_no = 1;
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];
}