ref: b7decf07f26dfa31dabfa8b8c91f9fc82936008c
dir: /src/NpcAct020.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 "Caret.h"
#include "Frame.h"
//Computer
void ActNpc020(NPCHAR *npc)
{
RECT rcLeft[1];
RECT rcRight[3];
rcLeft[0] = {288, 16, 320, 40};
rcRight[0] = {288, 40, 320, 64};
rcRight[1] = {288, 40, 320, 64};
rcRight[2] = {288, 64, 320, 88};
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (npc->direct == 0)
npc->rect = rcLeft[0];
else
npc->rect = rcRight[npc->ani_no];
}
//Chest (open)
void ActNpc021(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 2)
npc->y += 0x2000;
break;
}
RECT rect[0];
rect[0] = {224, 40, 240, 48};
npc->rect = rect[0];
}
//Teleporter
void ActNpc022(NPCHAR *npc)
{
RECT rect[2];
rect[0] = {240, 16, 264, 48};
rect[1] = {248, 152, 272, 184};
switch (npc->act_no)
{
case 0:
npc->ani_no = 0;
break;
case 1:
if (++npc->ani_no > 1)
npc->ani_no = 0;
break;
}
npc->rect = rect[npc->ani_no];
}
//Teleporter lights
void ActNpc023(NPCHAR *npc)
{
RECT rect[8];
rect[0] = {264, 16, 288, 20};
rect[1] = {264, 20, 288, 24};
rect[2] = {264, 24, 288, 28};
rect[3] = {264, 28, 288, 32};
rect[4] = {264, 32, 288, 36};
rect[5] = {264, 36, 288, 40};
rect[6] = {264, 40, 288, 44};
rect[7] = {264, 44, 288, 48};
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 0;
npc->rect = rect[npc->ani_no];
}
//Power Critter
void ActNpc024(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {0, 0, 24, 24};
rcLeft[1] = {24, 0, 48, 24};
rcLeft[2] = {48, 0, 72, 24};
rcLeft[3] = {72, 0, 96, 24};
rcLeft[4] = {96, 0, 120, 24};
rcLeft[5] = {120, 0, 144, 24};
rcRight[0] = {0, 24, 24, 48};
rcRight[1] = {24, 24, 48, 48};
rcRight[2] = {48, 24, 72, 48};
rcRight[3] = {72, 24, 96, 48};
rcRight[4] = {96, 24, 120, 48};
rcRight[5] = {120, 24, 144, 48};
switch (npc->act_no)
{
case 0:
npc->y += 0x600;
npc->act_no = 1;
// Fallthrough
case 1:
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)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
npc->ani_no = 1;
}
else
{
if (npc->act_wait < 8)
++npc->act_wait;
npc->ani_no = 0;
}
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 = -0x5FF;
PlaySoundObject(108, 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 > 0x200)
{
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 = 12;
npc->act_no = 5;
npc->ani_no = 2;
npc->xm /= 2;
}
else
{
if (npc->act_wait % 4 == 1)
PlaySoundObject(110, 1);
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(26, 1);
SetQuake(30);
}
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 += 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];
}
// Egg Corridor lift
void ActNpc025(NPCHAR *npc)
{
RECT rcLeft[2];
rcLeft[0] = {256, 64, 288, 80};
rcLeft[1] = {256, 80, 288, 96};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
npc->x += 0x1000;
// Fallthrough
case 1:
if (++npc->act_wait > 150)
{
npc->act_wait = 0;
++npc->act_no;
}
break;
case 2:
if (++npc->act_wait > 0x40)
{
npc->act_wait = 0;
++npc->act_no;
}
else
{
npc->y -= 0x200;
}
break;
case 3:
if (++npc->act_wait > 150)
{
npc->act_wait = 0;
++npc->act_no;
}
break;
case 4:
if (++npc->act_wait > 0x40)
{
npc->act_wait = 0;
++npc->act_no;
}
else
{
npc->y -= 0x200;
}
break;
case 5:
if (++npc->act_wait > 150)
{
npc->act_wait = 0;
++npc->act_no;
}
break;
case 6:
if (++npc->act_wait > 0x40)
{
npc->act_wait = 0;
++npc->act_no;
}
else
{
npc->y += 0x200;
}
break;
case 7:
if (++npc->act_wait > 150)
{
npc->act_wait = 0;
++npc->act_no;
}
break;
case 8:
if (++npc->act_wait > 0x40)
{
npc->act_wait = 0;
npc->act_no = 1;
}
else
{
npc->y += 0x200;
}
break;
}
switch ( npc->act_no )
{
case 2:
case 4:
case 6:
case 8:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
}
npc->rect = rcLeft[npc->ani_no];
}
//Flying Critter (Grasstown)
void ActNpc028(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {0, 48, 16, 64};
rcLeft[1] = {16, 48, 32, 64};
rcLeft[2] = {32, 48, 48, 64};
rcLeft[3] = {48, 48, 64, 64};
rcLeft[4] = {64, 48, 80, 64};
rcLeft[5] = {80, 48, 96, 64};
rcRight[0] = {0, 64, 16, 80};
rcRight[1] = {16, 64, 32, 80};
rcRight[2] = {32, 64, 48, 80};
rcRight[3] = {48, 64, 64, 80};
rcRight[4] = {64, 64, 80, 80};
rcRight[5] = {80, 64, 96, 80};
switch (npc->act_no)
{
case 0:
npc->y += 0x600;
npc->act_no = 1;
// Fallthrough
case 1:
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)
{
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
npc->ani_no = 1;
}
else
{
if (npc->act_wait < 8)
++npc->act_wait;
npc->ani_no = 0;
}
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];
}
//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];
}