ref: ffcd989cead2365a399942a2799f419e0911c43d
dir: /src/NpcAct220.cpp/
#include "NpcAct.h" #include <stddef.h> #include "WindowsWrapper.h" #include "Caret.h" #include "CommonDefines.h" #include "Game.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" // Shovel Brigade void ActNpc220(NPCHAR *npc) { RECT rcLeft[2] = { {0, 64, 16, 80}, {16, 64, 32, 80}, }; RECT rcRight[2] = { {0, 80, 16, 96}, {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] = { {0, 64, 16, 80}, {16, 64, 32, 80}, {32, 64, 48, 80}, {0, 64, 16, 80}, {48, 64, 64, 80}, {0, 64, 16, 80}, }; RECT rcRight[6] = { {0, 80, 16, 96}, {16, 80, 32, 96}, {32, 80, 48, 96}, {0, 80, 16, 96}, {48, 80, 64, 96}, {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 -= 8 * 0x200; } npc->rect = rc; } // Momorin void ActNpc223(NPCHAR *npc) { RECT rcLeft[3] = { {80, 192, 96, 216}, {96, 192, 112, 216}, {112, 192, 128, 216}, }; RECT rcRight[3] = { {80, 216, 96, 240}, {96, 216, 112, 240}, {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 + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200)) { 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] = { {112, 32, 128, 48}, {128, 32, 144, 48}, }; RECT rcRight[2] = { {112, 48, 128, 64}, {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 + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200)) { 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] = { {64, 64, 80, 80}, {80, 64, 96, 80}, }; RECT rcRight[2] = { {64, 80, 80, 96}, {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] = { {256, 56, 272, 80}, {272, 56, 288, 80}, {288, 56, 304, 80}, {256, 56, 272, 80}, {304, 56, 320, 80}, {256, 56, 272, 80}, {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] = { {0, 0, 32, 40}, {32, 0, 64, 40}, {64, 0, 96, 40}, {96, 0, 128, 40}, }; RECT rcRight[4] = { {0, 40, 32, 80}, {32, 40, 64, 80}, {64, 40, 96, 80}, {96, 40, 128, 80}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 8 * 0x200; // Fallthrough case 1: npc->xm = 0; npc->act_no = 2; npc->ani_no = 0; // Fallthrough case 2: if (npc->x > gMC.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]; } // Red Flowers (sprouts) void ActNpc229(NPCHAR *npc) { RECT rc[2] = { {0, 96, 48, 112}, {0, 112, 48, 128}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y -= 16 * 0x200; break; } if (npc->direct == 0) npc->rect = rc[0]; else npc->rect = rc[1]; } // Red Flowers (blooming) void ActNpc230(NPCHAR *npc) { RECT rc[2] = { {48, 96, 96, 128}, {96, 96, 144, 128}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->x -= 16 * 0x200; npc->y -= 16 * 0x200; break; } if (npc->direct == 0) npc->rect = rc[0]; else npc->rect = rc[1]; } // Rocket void ActNpc231(NPCHAR *npc) { int i; RECT rc[2] = { {176, 32, 208, 48}, {176, 48, 208, 64}, }; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: npc->ani_no = 0; break; case 10: npc->act_no = 11; npc->act_wait = 0; // Fallthrough case 11: ++npc->act_wait; npc->ym += 8; if (npc->flag & 8) { if (npc->act_wait < 10) npc->act_no = 12; else npc->act_no = 1; } break; case 12: npc->bits &= ~NPC_INTERACTABLE; npc->act_no = 13; npc->act_wait = 0; npc->ani_no = 1; for (i = 0; i < 10; ++i) { SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100); PlaySoundObject(12, SOUND_MODE_PLAY); // Wait, it does this in a loop? } // Fallthrough case 13: npc->ym -= 8; ++npc->act_wait; if (npc->act_wait % 2 == 0) SetCaret(npc->x - (10 * 0x200), npc->y + (8 * 0x200), CARET_EXHAUST, DIR_DOWN); if (npc->act_wait % 2 == 1) SetCaret(npc->x + (10 * 0x200), npc->y + (8 * 0x200), CARET_EXHAUST, DIR_DOWN); if (npc->act_wait % 4 == 1) PlaySoundObject(34, SOUND_MODE_PLAY); if (npc->flag & 2 || gMC.flag & 2 || npc->act_wait > 450) { if (npc->flag & 2 || gMC.flag & 2) npc->ym = 0; npc->act_no = 15; for (i = 0; i < 6; ++i) { SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100); PlaySoundObject(12, SOUND_MODE_PLAY); // Here it does it again... } } break; case 15: npc->ym += 8; ++npc->act_wait; if (npc->ym < 0) { if (npc->act_wait % 8 == 0) SetCaret(npc->x - (10 * 0x200), npc->y + (8 * 0x200), CARET_EXHAUST, DIR_DOWN); if (npc->act_wait % 8 == 4) SetCaret(npc->x + (10 * 0x200), npc->y + (8 * 0x200), CARET_EXHAUST, DIR_DOWN); if (npc->act_wait % 16 == 1) PlaySoundObject(34, SOUND_MODE_PLAY); } if (npc->flag & 8) { npc->bits |= NPC_INTERACTABLE; npc->act_no = 1; npc->ani_no = 0; } break; } if (npc->ym < -0x5FF) npc->ym = -0x5FF; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->y += npc->ym; npc->rect = rc[npc->ani_no]; } // Orangebell void ActNpc232(NPCHAR *npc) { int i; switch (npc->act_no) { case 0: npc->act_no = 1; npc->tgt_x = npc->x; npc->tgt_y = npc->y; npc->ym = 0x200; for (i = 0; i < 8; ++i) SetNpChar(233, npc->x, npc->y, 0, 0, npc->direct, npc, 0x100); // Fallthrough case 1: if (npc->xm < 0 && npc->flag & 1) npc->direct = 2; if (npc->xm > 0 && npc->flag & 4) npc->direct = 0; if (npc->direct == 0) npc->xm = -0x100; else npc->xm = 0x100; if (npc->y < npc->tgt_y) npc->ym += 8; else npc->ym -= 8; if (npc->ym > 0x200) npc->ym = 0x200; if (npc->ym < -0x200) npc->ym = -0x200; if (++npc->ani_wait > 5) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; break; } npc->y += npc->ym; npc->x += npc->xm; RECT rcLeft[3] = { {128, 0, 160, 32}, {160, 0, 192, 32}, {192, 0, 224, 32}, }; RECT rcRight[3] = { {128, 32, 160, 64}, {160, 32, 192, 64}, {192, 32, 224, 64}, }; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Orangebell bat void ActNpc233(NPCHAR *npc) { unsigned char deg; switch (npc->act_no) { case 0: npc->act_no = 1; deg = Random(0, 0xFF); npc->xm = GetCos(deg); deg = Random(0, 0xFF); npc->ym = GetSin(deg); npc->count1 = 120; npc->count2 = Random(-0x20, 0x20) * 0x200; // Fallthrough case 1: if (npc->pNpc->code_char == 232) { npc->tgt_x = npc->pNpc->x; npc->tgt_y = npc->pNpc->y; npc->direct = npc->pNpc->direct; } if (npc->tgt_x < npc->x) npc->xm -= 8; if (npc->tgt_x > npc->x) npc->xm += 8; if (npc->tgt_y + npc->count2 < npc->y) npc->ym -= 0x20; if (npc->tgt_y + npc->count2 > npc->y) npc->ym += 0x20; if (npc->xm > 0x400) npc->xm = 0x400; if (npc->xm < -0x400) npc->xm = -0x400; if (npc->ym > 0x400) npc->ym = 0x400; if (npc->ym < -0x400) npc->ym = -0x400; if (npc->count1 < 120) { ++npc->count1; break; } if (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y < gMC.y && npc->y + (176 * 0x200) > gMC.y) { npc->xm /= 4; npc->ym = 0; npc->act_no = 3; npc->bits &= ~NPC_IGNORE_SOLIDITY; } 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 |= NPC_IGNORE_SOLIDITY; } break; } npc->x += npc->xm; npc->y += npc->ym; RECT rcLeft[4] = { {256, 0, 272, 16}, {272, 0, 288, 16}, {288, 0, 304, 16}, {304, 0, 320, 16}, }; RECT rcRight[4] = { {256, 16, 272, 32}, {272, 16, 288, 32}, {288, 16, 304, 32}, {304, 16, 320, 32}, }; 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 = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Red Flowers (picked) void ActNpc234(NPCHAR *npc) { RECT rc[2] = { {144, 96, 192, 112}, {144, 112, 192, 128}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y += 16 * 0x200; break; } if (npc->direct == 0) npc->rect = rc[0]; else npc->rect = rc[1]; } // Midorin void ActNpc235(NPCHAR *npc) { RECT rcLeft[4] = { {192, 96, 208, 112}, {208, 96, 224, 112}, {224, 96, 240, 112}, {192, 96, 208, 112}, }; RECT rcRight[4] = { {192, 112, 208, 128}, {208, 112, 224, 128}, {224, 112, 240, 128}, {192, 112, 208, 128}, }; 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, 30) == 1) { npc->act_no = 2; npc->act_wait = 0; npc->ani_no = 1; } if (Random(0, 30) == 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 = -0x400; else npc->xm = 0x400; if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 2; if (++npc->act_wait > 64) 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->ani_no == 2) npc->hit.top = 5 * 0x200; else npc->hit.top = 4 * 0x200; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Gunfish void ActNpc236(NPCHAR *npc) { RECT rcLeft[6] = { {128, 64, 152, 88}, {152, 64, 176, 88}, {176, 64, 200, 88}, {200, 64, 224, 88}, {224, 64, 248, 88}, {248, 64, 272, 88}, }; RECT rcRight[6] = { {128, 88, 152, 112}, {152, 88, 176, 112}, {176, 88, 200, 112}, {200, 88, 224, 112}, {224, 88, 248, 112}, {248, 88, 272, 112}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->act_wait = Random(0, 50); npc->tgt_x = npc->x; npc->tgt_y = npc->y; npc->ym = 0; // Fallthrough case 1: if (npc->act_wait != 0) { --npc->act_wait; } else { npc->ym = 0x200; npc->act_no = 2; } break; case 2: if (npc->x < gMC.x) npc->direct = 2; else npc->direct = 0; if (gMC.x < npc->x + (128 * 0x200) && gMC.x > npc->x - (128 * 0x200) && gMC.y < npc->y + (32 * 0x200) && gMC.y > npc->y - (160 * 0x200)) ++npc->act_wait; if (npc->act_wait > 80) { npc->act_no = 10; npc->act_wait = 0; } if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 1) npc->ani_no = 0; break; case 10: if (++npc->act_wait > 20) { npc->act_wait = 0; npc->act_no = 20; } if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 3) npc->ani_no = 2; break; case 20: if (++npc->act_wait > 60) { npc->act_wait = 0; npc->act_no = 2; } if (npc->act_wait % 10 == 3) { PlaySoundObject(39, SOUND_MODE_PLAY); if (npc->direct == 0) SetNpChar(237, npc->x - (8 * 0x200), npc->y - (8 * 0x200), -0x400, -0x400, 0, NULL, 0x100); else SetNpChar(237, npc->x + (8 * 0x200), npc->y - (8 * 0x200), 0x400, -0x400, 0, NULL, 0x100); } if (++npc->ani_wait > 1) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 5) npc->ani_no = 4; break; } if (npc->y < npc->tgt_y) npc->ym += 0x10; else npc->ym -= 0x10; if (npc->ym > 0x100) npc->ym = 0x100; if (npc->ym < -0x100) npc->ym = -0x100; npc->y += npc->ym; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } // Gunfish projectile void ActNpc237(NPCHAR *npc) { RECT rc = {312, 32, 320, 40}; int i; BOOL bHit; switch (npc->act_no) { case 0: npc->act_no = 1; // Fallthrough case 1: bHit = FALSE; ++npc->act_wait; if (npc->flag & 0xFF) bHit = TRUE; if (npc->act_wait > 10 && npc->flag & 0x100) bHit = TRUE; if (bHit) { for (i = 0; i < 5; ++i) SetCaret(npc->x, npc->y, CARET_BUBBLE, DIR_LEFT); PlaySoundObject(21, SOUND_MODE_PLAY); npc->cond = 0; return; } break; } npc->ym += 0x20; if (npc->ym > 0x5FF) npc->ym = 0x5FF; npc->x += npc->xm; npc->y += npc->ym; npc->rect = rc; } // Press (sideways) void ActNpc238(NPCHAR *npc) { int i; RECT rc[3] = { {184, 200, 208, 216}, {208, 200, 232, 216}, {232, 200, 256, 216}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->tgt_x = npc->x; npc->tgt_y = npc->y; npc->view.front = 16 * 0x200; npc->view.back = 8 * 0x200; // Fallthrough case 1: if (npc->direct == 0 && gMC.x < npc->x && gMC.x > npc->x - (192 * 0x200) && gMC.y > npc->y - (4 * 0x200) && gMC.y < npc->y + (8 * 0x200)) { npc->act_no = 10; npc->act_wait = 0; npc->ani_no = 2; } if (npc->direct == 2 && gMC.x > npc->x && gMC.x < npc->x + (192 * 0x200) && gMC.y > npc->y - (4 * 0x200) && gMC.y < npc->y + (8 * 0x200)) { npc->act_no = 10; npc->act_wait = 0; npc->ani_no = 2; } break; case 10: npc->damage = 0x7F; if (npc->direct == 0) npc->x -= 6 * 0x200; else npc->x += 6 * 0x200; if (++npc->act_wait == 8) { npc->act_no = 20; npc->act_wait = 0; for (i = 0; i < 4; ++i) { SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100); PlaySoundObject(12, SOUND_MODE_PLAY); } } break; case 20: npc->damage = 0; if (++npc->act_wait > 50) { npc->act_wait = 0; npc->act_no = 30; } break; case 30: npc->damage = 0; npc->ani_no = 1; if (++npc->act_wait == 12) { npc->act_no = 1; npc->act_wait = 0; npc->ani_no = 0; } if (npc->direct == 0) npc->x += 4 * 0x200; else npc->x -= 4 * 0x200; break; } if (npc->direct == 0 && gMC.x < npc->x) npc->hit.back = 16 * 0x200; else if (npc->direct == 2 && gMC.x > npc->x) npc->hit.back = 16 * 0x200; else npc->hit.back = 8 * 0x200; npc->rect = rc[npc->ani_no]; } // Cage bars void ActNpc239(NPCHAR *npc) { RECT rcLeft = {192, 48, 256, 80}; RECT rcRight = {96, 112, 144, 144}; switch (npc->act_no) { case 0: npc->act_no = 1; if (npc->direct == 0) { npc->x += 8 * 0x200; npc->y += 16 * 0x200; } else { npc->view.front = 24 * 0x200; npc->view.back = 24 * 0x200; npc->view.top = 8 * 0x200; npc->view.back = 24 * 0x200; } break; } if (npc->direct == 0) npc->rect = rcLeft; else npc->rect = rcRight; }