ref: e7ad5271a4d5d0862dce9ca529b012fcef18a1e9
dir: /src/NpcAct020.cpp/
#include "NpcAct.h" #include "WindowsWrapper.h" #include "Back.h" #include "Caret.h" #include "Game.h" #include "Frame.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.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[1]; 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]; } //Bat (Grasstown, flying) void ActNpc026(NPCHAR *npc) { unsigned char deg; switch (npc->act_no) { case 0: deg = Random(0, 0xFF); npc->xm = GetCos(deg); npc->tgt_x = npc->x + 8 * GetCos(deg + 0x40); deg = Random(0, 0xFF); npc->ym = GetSin(deg); npc->tgt_y = npc->y + 8 * GetSin(deg + 0x40); npc->act_no = 1; npc->count1 = 120; // Fallthrough case 1: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (npc->tgt_x < npc->x) npc->xm -= 0x10; if (npc->tgt_x > npc->x) npc->xm += 0x10; if (npc->tgt_y < npc->y) npc->ym -= 0x10; if (npc->tgt_y > npc->y) npc->ym += 0x10; if (npc->xm > 0x200) npc->xm = 0x200; if (npc->xm < -0x200) npc->xm = -0x200; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->count1 < 120) { ++npc->count1; } else { if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y && gMC.y < npc->y + 0xC000) { npc->xm /= 2; npc->ym = 0; npc->act_no = 3; npc->bits &= ~8; } } break; case 3: npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; if (npc->flag & 8) { npc->ym = 0; npc->xm *= 2; npc->count1 = 0; npc->act_no = 1; npc->bits |= 8; } break; } npc->x += npc->xm; npc->y += npc->ym; RECT rect_left[4]; RECT rect_right[4]; rect_left[0] = {32, 80, 48, 96}; rect_left[1] = {48, 80, 64, 96}; rect_left[2] = {64, 80, 80, 96}; rect_left[3] = {80, 80, 96, 96}; rect_right[0] = {32, 96, 48, 112}; rect_right[1] = {48, 96, 64, 112}; rect_right[2] = {64, 96, 80, 112}; rect_right[3] = {80, 96, 96, 112}; if (npc->act_no == 3) { npc->ani_no = 3; } else { 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]; } //Death trap void ActNpc027(NPCHAR *npc) { RECT rcLeft[1]; rcLeft[0] = {96, 64, 128, 88}; 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]; } //Bat (Grasstown, hanging) void ActNpc031(NPCHAR *npc) { RECT rcLeft[5]; RECT rcRight[5]; rcLeft[0] = {0, 80, 16, 96}; rcLeft[1] = {16, 80, 32, 96}; rcLeft[2] = {32, 80, 48, 96}; rcLeft[3] = {48, 80, 64, 96}; rcLeft[4] = {64, 80, 80, 96}; rcRight[0] = {0, 96, 16, 112}; rcRight[1] = {16, 96, 32, 112}; rcRight[2] = {32, 96, 48, 112}; rcRight[3] = {48, 96, 64, 112}; rcRight[4] = {64, 96, 80, 112}; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (Random(0, 120) == 10) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y - 0x1000 && gMC.y < npc->y + 0xC000) { npc->ani_no = 0; npc->act_no = 3; } break; case 2: if (++npc->act_wait > 8) { npc->act_no = 1; npc->ani_no = 0; } break; case 3: npc->ani_no = 0; if (npc->shock || gMC.x < npc->x - 0x2800 || gMC.x > npc->x + 0x2800) { npc->ani_no = 1; npc->ani_wait = 0; npc->act_no = 4; npc->act_wait = 0; } break; case 4: npc->ym += 0x20; if (npc->ym > 0x5FF) npc->ym = 0x5FF; if ((++npc->act_wait >= 20 || npc->flag & 8) && (npc->flag & 8 || npc->y > gMC.y - 0x2000)) { npc->ani_wait = 0; npc->ani_no = 2; npc->act_no = 5; npc->tgt_y = npc->y; if (npc->flag & 8) npc->ym = -0x200; } break; case 5: if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 4) npc->ani_no = 2; if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; if (gMC.x < npc->x) npc->xm -= 0x10; if (gMC.x > npc->x) npc->xm += 0x10; if (npc->tgt_y < npc->y) npc->ym -= 0x10; if (npc->tgt_y > npc->y) npc->ym += 0x10; if (npc->xm > 0x200) npc->xm = 0x200; if (npc->xm < -0x200) npc->xm = -0x200; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->flag & 8) npc->ym = -0x200; if (npc->flag & 2) npc->ym = 0x200; break; } 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]; } //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]; } //Balrog bouncing projectile void ActNpc033(NPCHAR *npc) { if (npc->flag & 5) { SetCaret(npc->x, npc->y, 2, 0); npc->cond = 0; } else if (npc->flag & 8) { npc->ym = -0x400; } npc->ym += 0x2A; npc->y += npc->ym; npc->x += npc->xm; RECT rect_left[2]; rect_left[0] = {240, 64, 256, 80}; rect_left[1] = {240, 80, 256, 96}; if (++npc->ani_wait > 2) { npc->ani_wait = 0; if (++npc->ani_no > 1) npc->ani_no = 0; } npc->rect = rect_left[npc->ani_no]; if (++npc->act_wait > 250) { SetCaret(npc->x, npc->y, 2, 0); npc->cond = 0; } } //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]; } //Mannan void ActNpc035(NPCHAR *npc) { if (npc->act_no < 3 && npc->life < 90) { PlaySoundObject(71, 1); SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8); SetExpObjects(npc->x, npc->y, npc->exp); npc->act_no = 3; npc->act_wait = 0; npc->ani_no = 2; npc->bits &= ~0x20; npc->damage = 0; } switch (npc->act_no) { case 0: case 1: if (npc->shock) { if (npc->direct) SetNpChar(103, npc->x + 0x1000, npc->y + 0x1000, 0, 0, npc->direct, 0, 0x100); else SetNpChar(103, npc->x - 0x1000, npc->y + 0x1000, 0, 0, npc->direct, 0, 0x100); npc->ani_no = 1; npc->act_no = 2; npc->act_wait = 0; } break; case 2: if (++npc->act_wait > 20) { npc->act_wait = 0; npc->act_no = 1; npc->ani_no = 0; } break; case 3: if (++npc->act_wait == 50 || npc->act_wait == 60) npc->ani_no = 3; if (npc->act_wait == 53 || npc->act_wait == 63) npc->ani_no = 2; if (npc->act_wait > 100) npc->act_no = 4; break; } RECT rcLeft[4]; RECT rcRight[4]; rcLeft[0] = {96, 64, 120, 96}; rcLeft[1] = {120, 64, 144, 96}; rcLeft[2] = {144, 64, 168, 96}; rcLeft[3] = {168, 64, 192, 96}; rcRight[0] = {96, 96, 120, 128}; rcRight[1] = {120, 96, 144, 128}; rcRight[2] = {144, 96, 168, 128}; rcRight[3] = {168, 96, 192, 128}; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } //Balrog (hover) void ActNpc036(NPCHAR *npc) { switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: if (++npc->act_wait > 12) { npc->act_no = 2; npc->act_wait = 0; npc->count1 = 3; npc->ani_no = 1; } break; case 2: if (++npc->act_wait > 16) { --npc->count1; npc->act_wait = 0; const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y) + Random(-16, 16); const int ym = GetSin(deg); const int xm = GetCos(deg); SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100); PlaySoundObject(39, 1); if (npc->count1 == 0) { npc->act_no = 3; npc->act_wait = 0; } } break; case 3: if (++npc->act_wait > 3) { npc->act_no = 4; npc->act_wait = 0; npc->xm = (gMC.x - npc->x) / 100; npc->ym = -0x600; npc->ani_no = 3; } break; case 4: if (npc->ym > -0x200) { if (npc->life > 60) { npc->act_no = 5; npc->ani_no = 4; npc->ani_wait = 0; npc->act_wait = 0; npc->tgt_y = npc->y; } else { npc->act_no = 6; } } break; case 5: if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) { npc->ani_no = 4; PlaySoundObject(47, 1); } if (++npc->act_wait > 100) { npc->act_no = 6; npc->ani_no = 3; } if (npc->y < npc->tgt_y) npc->ym += 0x40; else npc->ym -= 0x40; if (npc->ym < -0x200) npc->ym = -0x200; if (npc->ym > 0x200) npc->ym = 0x200; break; case 6: if (gMC.y > npc->y + 0x2000) npc->damage = 10; else npc->damage = 0; if (npc->flag & 8) { npc->act_no = 7; npc->act_wait = 0; npc->ani_no = 2; PlaySoundObject(26, 1); PlaySoundObject(25, 1); SetQuake(30); npc->damage = 0; for (int i = 0; i < 8; ++i) SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100); for (int i = 0; i < 8; ++i) SetNpChar(33, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x400, 0x400), Random(-0x400, 0), 0, 0, 0x100); } break; case 7: npc->xm = 0; if (++npc->act_wait > 3) { npc->act_no = 1; npc->act_wait = 0; } break; } if (npc->act_no != 5) { npc->ym += 0x33; if (gMC.x > npc->x) npc->direct = 2; else npc->direct = 0; } if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; RECT rect_left[6]; RECT rect_right[6]; rect_left[0] = {0, 0, 40, 24}; rect_left[1] = {40, 0, 80, 24}; rect_left[2] = {80, 0, 120, 24}; rect_left[3] = {120, 0, 160, 24}; rect_left[4] = {160, 48, 200, 72}; rect_left[5] = {200, 48, 240, 72}; rect_right[0] = {0, 24, 40, 48}; rect_right[1] = {40, 24, 80, 48}; rect_right[2] = {80, 24, 120, 48}; rect_right[3] = {120, 24, 160, 48}; rect_right[4] = {160, 72, 200, 96}; rect_right[5] = {200, 72, 240, 96}; if (npc->direct == 0) npc->rect = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; } //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]; }