ref: b7decf07f26dfa31dabfa8b8c91f9fc82936008c
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"
#include "CommonDefines.h"
#include "Frame.h"
#include "MycParam.h"
#include "Flash.h"
//Toroko
void ActNpc060(NPCHAR *npc)
{
RECT rcLeft[8];
RECT rcRight[8];
rcLeft[0] = {0, 64, 16, 80};
rcLeft[1] = {16, 64, 32, 80};
rcLeft[2] = {32, 64, 48, 80};
rcLeft[3] = {16, 64, 32, 80};
rcLeft[4] = {48, 64, 64, 80};
rcLeft[5] = {16, 64, 32, 80};
rcLeft[6] = {112, 64, 128, 80};
rcLeft[7] = {128, 64, 144, 80};
rcRight[0] = {0, 80, 16, 96};
rcRight[1] = {16, 80, 32, 96};
rcRight[2] = {32, 80, 48, 96};
rcRight[3] = {16, 80, 32, 96};
rcRight[4] = {48, 80, 64, 96};
rcRight[5] = {16, 80, 32, 96};
rcRight[6] = {112, 80, 128, 96};
rcRight[7] = {128, 80, 144, 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, 120) == 10)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->ani_no = 1;
}
if (npc->x - 0x2000 < gMC.x && npc->x + 0x2000 > gMC.x && npc->y - 0x2000 < gMC.y && npc->y + 0x2000 > gMC.y)
{
if (npc->x <= gMC.x)
npc->direct = 2;
else
npc->direct = 0;
}
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 = 1;
npc->ani_wait = 0;
// Fallthrough
case 4:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->flag & 1)
{
npc->direct = 2;
npc->xm = 0x200;
}
if (npc->flag & 4)
{
npc->direct = 0;
npc->xm = -0x200;
}
if (npc->direct)
npc->xm = 0x400;
else
npc->xm = -0x400;
break;
case 6:
npc->act_no = 7;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ani_wait = 0;
npc->ym = -0x400;
// Fallthrough
case 7:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->direct)
npc->xm = 0x100;
else
npc->xm = -0x100;
if (npc->act_wait++ && npc->flag & 8)
npc->act_no = 3;
break;
case 8:
npc->ani_no = 1;
npc->act_wait = 0;
npc->act_no = 9;
npc->ym = -0x200;
// Fallthrough
case 9:
if (npc->act_wait++ && npc->flag & 8)
npc->act_no = 0;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 6;
npc->ym = -0x400;
PlaySoundObject(50, 1);
if (npc->direct)
npc->xm = 0x100;
else
npc->xm = -0x100;
break;
case 11:
if ( npc->act_wait++ && npc->flag & 8 )
{
npc->act_no = 12;
npc->ani_no = 7;
npc->bits |= 0x2000;
}
break;
case 12:
npc->xm = 0;
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];
}
//King
void ActNpc061(NPCHAR *npc)
{
RECT rcLeft[11];
RECT rcRight[11];
rcLeft[0] = {224, 32, 240, 48};
rcLeft[1] = {240, 32, 256, 48};
rcLeft[2] = {256, 32, 272, 48};
rcLeft[3] = {272, 32, 288, 48};
rcLeft[4] = {288, 32, 304, 48};
rcLeft[5] = {224, 32, 240, 48};
rcLeft[6] = {304, 32, 320, 48};
rcLeft[7] = {224, 32, 240, 48};
rcLeft[8] = {272, 32, 288, 48};
rcLeft[9] = {0, 0, 0, 0};
rcLeft[10] = {112, 32, 128, 48};
rcRight[0] = {224, 48, 240, 64};
rcRight[1] = {240, 48, 256, 64};
rcRight[2] = {256, 48, 272, 64};
rcRight[3] = {272, 48, 288, 64};
rcRight[4] = {288, 48, 304, 64};
rcRight[5] = {224, 48, 240, 64};
rcRight[6] = {304, 48, 320, 64};
rcRight[7] = {224, 48, 240, 64};
rcRight[8] = {272, 48, 288, 64};
rcRight[9] = {0, 0, 0, 0};
rcRight[10] = {112, 32, 128, 48};
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 5:
npc->ani_no = 3;
npc->xm = 0;
break;
case 6:
npc->act_no = 7;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = -0x400;
// Fallthrough
case 7:
npc->ani_no = 2;
if (npc->direct)
npc->xm = 0x200;
else
npc->xm = -0x200;
if (npc->act_wait++ && npc->flag & 8)
npc->act_no = 5;
break;
case 8:
npc->act_no = 9;
npc->ani_no = 4;
npc->ani_wait = 0;
// Fallthrough
case 9:
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 4;
if (npc->direct)
npc->xm = 0x200;
else
npc->xm = -0x200;
break;
case 10:
npc->act_no = 11;
npc->ani_no = 4;
npc->ani_wait = 0;
// Fallthrough
case 11:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 7)
npc->ani_no = 4;
if (npc->direct)
npc->xm = 0x400;
else
npc->xm = -0x400;
break;
case 20:
SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100);
npc->ani_no = 0;
npc->act_no = 0;
break;
case 30:
npc->act_no = 31;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = 0;
// Fallthrough
case 31:
npc->ani_no = 2;
if (npc->direct)
npc->xm = 0x600;
else
npc->xm = -0x600;
if (npc->flag & 1)
{
npc->direct = 2;
npc->act_no = 7;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = -0x400;
npc->xm = 0x200;
PlaySoundObject(71, 1);
SetDestroyNpChar(npc->x, npc->y, 0x800, 4);
}
break;
case 40:
npc->act_no = 42;
npc->act_wait = 0;
npc->ani_no = 8;
PlaySoundObject(29, 1);
// Fallthrough
case 42:
if (++npc->ani_no > 9)
npc->ani_no = 8;
if (++npc->act_wait > 100)
{
for (int i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
npc->act_no = 50;
npc->surf = 20;
npc->ani_no = 10;
}
break;
case 60:
npc->ani_no = 6;
npc->act_no = 61;
npc->ym = -0x5FF;
npc->xm = 0x400;
npc->count2 = 1;
break;
case 61:
npc->ym += 0x40;
if (npc->flag & 8)
{
npc->act_no = 0;
npc->count2 = 0;
npc->xm = 0;
}
break;
}
if (npc->act_no < 30 || npc->act_no >= 40)
{
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];
}
//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];
}
//Toroko with stick
void ActNpc063(NPCHAR *npc)
{
RECT rcLeft[8];
RECT rcRight[6];
rcLeft[0] = {64, 64, 80, 80};
rcLeft[1] = {80, 64, 96, 80};
rcLeft[2] = {64, 64, 80, 80};
rcLeft[3] = {96, 64, 112, 80};
rcLeft[4] = {112, 64, 128, 80};
rcLeft[5] = {128, 64, 144, 80};
rcRight[0] = {64, 80, 80, 96};
rcRight[1] = {80, 80, 96, 96};
rcRight[2] = {64, 80, 80, 96};
rcRight[3] = {96, 80, 112, 96};
rcRight[4] = {112, 80, 128, 96};
rcRight[5] = {128, 80, 144, 96};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = -0x400;
// Fallthrough
case 1:
if (npc->ym > 0)
npc->bits &= ~8;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
if (npc->act_wait++ && npc->flag & 8)
npc->act_no = 2;
break;
case 2:
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 3:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
if (++npc->act_wait > 50)
{
npc->act_wait = 40;
npc->xm = -npc->xm;
if (npc->direct == 0)
npc->direct = 2;
else
npc->direct = 0;
}
if (npc->act_wait > 35)
npc->bits |= 0x20;
if (npc->direct == 0)
npc->xm -= 0x40;
else
npc->xm += 0x40;
if (npc->shock)
{
npc->act_no = 4;
npc->ani_no = 4;
npc->ym = -0x400;
npc->bits &= ~0x20;
npc->damage = 0;
}
break;
case 4:
if (npc->direct == 0)
npc->xm = -0x100;
else
npc->xm = 0x100;
if (npc->act_wait++ && npc->flag & 8)
{
npc->act_no = 5;
npc->bits |= 0x2000;
}
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];
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];
}
//Misery bubble
void ActNpc066(NPCHAR *npc)
{
RECT rect[4];
rect[0] = {32, 192, 56, 216};
rect[1] = {56, 192, 80, 216};
rect[2] = {32, 216, 56, 240};
rect[3] = {56, 216, 80, 240};
switch (npc->act_no)
{
case 0:
for (int a = 0; a < 0x200; ++a)
{
if (gNPC[a].code_event == 1000)
{
npc->tgt_x = gNPC[a].x;
npc->tgt_y = gNPC[a].y;
npc->count1 = a;
unsigned char deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
npc->xm = 2 * GetCos(deg);
npc->ym = 2 * GetSin(deg);
npc->act_no = 1;
break;
}
}
// 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->tgt_x > npc->x - 0x600 && npc->tgt_x < npc->x + 0x600 && npc->tgt_y > npc->y - 0x600 && npc->tgt_y < npc->y + 0x600)
{
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 < -0x1000)
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 |= 8;
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 - 0x2000, 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 |= 8;
// Fallthrough
case 21:
npc->ym -= 0x20;
if (npc->y < -0x1000)
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];
RECT rcRight[8];
rcLeft[0] = {80, 0, 96, 16};
rcLeft[1] = {96, 0, 112, 16};
rcLeft[2] = {112, 0, 128, 16};
rcLeft[3] = {128, 0, 144, 16};
rcLeft[4] = {144, 0, 160, 16};
rcLeft[5] = {160, 0, 176, 16};
rcLeft[6] = {176, 0, 192, 16};
rcLeft[7] = {144, 0, 160, 16};
rcRight[0] = {80, 16, 96, 32};
rcRight[1] = {96, 16, 112, 32};
rcRight[2] = {112, 16, 128, 32};
rcRight[3] = {128, 16, 144, 32};
rcRight[4] = {144, 16, 160, 32};
rcRight[5] = {160, 16, 176, 32};
rcRight[6] = {176, 16, 192, 32};
rcRight[7] = {144, 16, 160, 32};
if (npc->act_no == 11)
{
if (npc->ani_wait)
{
--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)
{
--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 (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 1:
if (--npc->act_wait == 0)
{
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 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
{
npc->act_no = 10;
npc->ani_no = 5;
gMC.cond |= 2;
DamageMyChar(2);
}
else
{
++npc->act_wait;
if (npc->flag & 5 || npc->act_wait > 75)
{
npc->act_no = 9;
npc->ani_no = 0;
}
else if ((npc->count1 % 3) == 0 && npc->act_wait > 25)
{
npc->act_no = 4;
npc->ani_no = 7;
npc->ym = -0x400;
}
}
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 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
{
npc->act_no = 10;
npc->ani_no = 5;
gMC.cond |= 2;
DamageMyChar(2);
}
break;
case 9:
npc->xm = 4 * npc->xm / 5;
if (npc->xm == 0)
npc->act_no = 0;
break;
case 10:
gMC.x = npc->x;
gMC.y = npc->y;
npc->xm = 4 * npc->xm / 5;
if (npc->xm == 0)
{
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 += 0x800;
gMC.y -= 0x1000;
gMC.xm = 0x5FF;
gMC.ym = -0x200u;
gMC.direct = 2;
npc->direct = 2;
}
else
{
gMC.x -= 0x800;
gMC.y -= 0x1000;
gMC.xm = -0x5FFu;
gMC.ym = -0x200u;
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)
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];
RECT rect_right[9];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {0, 48, 40, 72};
rect_left[2] = {0, 0, 40, 24};
rect_left[3] = {40, 48, 80, 72};
rect_left[4] = {0, 0, 40, 24};
rect_left[5] = {80, 48, 120, 72};
rect_left[6] = {120, 48, 160, 72};
rect_left[7] = {120, 0, 160, 24};
rect_left[8] = {80, 0, 120, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {0, 72, 40, 96};
rect_right[2] = {0, 24, 40, 48};
rect_right[3] = {40, 72, 80, 96};
rect_right[4] = {0, 24, 40, 48};
rect_right[5] = {80, 72, 120, 96};
rect_right[6] = {120, 72, 160, 96};
rect_right[7] = {120, 24, 160, 48};
rect_right[8] = {80, 24, 120, 48};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
//Sparkle
void ActNpc069(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {48, 0, 64, 16};
rcLeft[1] = {64, 0, 80, 16};
rcLeft[2] = {80, 0, 96, 16};
rcLeft[3] = {96, 0, 112, 16};
rcLeft[4] = {48, 0, 64, 16};
rcLeft[5] = {112, 0, 128, 16};
rcRight[0] = {48, 16, 64, 32};
rcRight[1] = {64, 16, 80, 32};
rcRight[2] = {80, 16, 96, 32};
rcRight[3] = {96, 16, 112, 32};
rcRight[4] = {48, 16, 64, 32};
rcRight[5] = {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;
}
else
{
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;
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 = -0x100u;
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];
rect[0] = {96, 48, 112, 64};
rect[1] = {112, 48, 128, 64};
rect[2] = {128, 48, 144, 64};
rect[3] = {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];
RECT rcRight[3];
rcLeft[0].left = 64;
rcLeft[0].top = 32;
rcLeft[0].right = 80;
rcLeft[0].bottom = 48;
rcLeft[1].left = 80;
rcLeft[1].top = 32;
rcLeft[1].right = 96;
rcLeft[1].bottom = 48;
rcLeft[2].left = 96;
rcLeft[2].top = 32;
rcLeft[2].right = 112;
rcLeft[2].bottom = 48;
rcRight[0].left = 64;
rcRight[0].top = 48;
rcRight[0].right = 80;
rcRight[0].bottom = 64;
rcRight[1].left = 80;
rcRight[1].top = 48;
rcRight[1].right = 96;
rcRight[1].bottom = 64;
rcRight[2].left = 96;
rcRight[2].top = 48;
rcRight[2].right = 112;
rcRight[2].bottom = 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 * 0x200) && gMC.x > npc->x - (WINDOW_WIDTH * 0x200) && gMC.y < npc->y + (WINDOW_HEIGHT * 0x200) && gMC.y > npc->y - (WINDOW_HEIGHT * 0x200))
{
if (++npc->act_no % 2)
SetNpChar(73, npc->x, npc->y, 2 * Random(-0x200, 0x200), 3 * Random(-0x200, 0x80), 0, 0, 0x100);
SetNpChar(73, npc->x, npc->y, 2 * Random(-0x200, 0x200), 3 * Random(-0x200, 0x80), 0, 0, 0x100);
}
}
RECT rect[2];
rect[0] = {224, 48, 240, 64};
rect[1] = {240, 48, 256, 64};
npc->rect = rect[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;
}
// Jack
void ActNpc074(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {64, 0, 80, 16};
rcLeft[1] = {80, 0, 96, 16};
rcLeft[2] = {96, 0, 112, 16};
rcLeft[3] = {64, 0, 80, 16};
rcLeft[4] = {112, 0, 128, 16};
rcLeft[5] = {64, 0, 80, 16};
rcRight[0] = {64, 16, 80, 32};
rcRight[1] = {80, 16, 96, 32};
rcRight[2] = {96, 16, 112, 32};
rcRight[3] = {64, 16, 80, 32};
rcRight[4] = {112, 16, 128, 32};
rcRight[5] = {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)
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];
rcLeft[0].left = 272;
rcLeft[0].top = 32;
rcLeft[0].right = 296;
rcLeft[0].bottom = 56;
rcLeft[1].left = 296;
rcLeft[1].top = 32;
rcLeft[1].right = 320;
rcLeft[1].bottom = 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 - 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;
}
npc->rect = rcLeft[npc->ani_no];
}
//Flowers
void ActNpc076(NPCHAR *npc)
{
npc->rect = {16 * npc->code_event, 0, npc->rect.left + 16, 16};
}
//Yamashita
void ActNpc077(NPCHAR *npc)
{
RECT rc[3];
rc[0] = {0, 16, 48, 48};
rc[1] = {48, 16, 96, 48};
rc[2] = {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];
rc[0] = {160, 48, 176, 64};
rc[1] = {176, 48, 192, 64};
if (npc->direct == 0)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
// Mahin the sex god
void ActNpc079(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:
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 - 0x4000 < gMC.x && npc->x + 0x4000 > gMC.x && npc->y - 0x4000 < gMC.y && npc->y + 0x2000 > gMC.y)
{
if (npc->x <= gMC.x)
npc->direct = 2;
else
npc->direct = 0;
}
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];
}