ref: 26bcbdbef7fdfbe83d9d63f6daff81a44a588ad6
dir: /src/NpcAct340.cpp/
#include "WindowsWrapper.h"
#include "NpcAct.h"
#include "CommonDefines.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
#include "Flags.h"
//Hoppy
void ActNpc347(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
npc->ani_no = 0;
if (gMC.y < npc->y + 0x10000 && gMC.y > npc->y - 0x10000)
{
npc->act_no = 10;
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 10:
if (++npc->act_wait == 4)
npc->ani_no = 2;
if (npc->act_wait > 12)
{
npc->act_no = 12;
npc->xm = 0x700;
PlaySoundObject(6, 1);
npc->ani_no = 3;
}
break;
case 12:
if (gMC.y < npc->y)
npc->ym = -0xAAu;
else
npc->ym = 0xAA;
if (npc->flag & 1)
{
npc->act_no = 13;
npc->act_wait = 0;
npc->ani_no = 2;
npc->xm = 0;
npc->ym = 0;
}
else
{
npc->xm -= 42;
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
}
break;
case 13:
++npc->act_wait;
if (++npc->act_wait == 2)
npc->ani_no = 1;
if (npc->act_wait == 6)
npc->ani_no = 0;
if (npc->act_wait > 16)
npc->act_no = 1;
break;
}
RECT rc[4];
rc[0] = {256, 48, 272, 64};
rc[1] = {272, 48, 288, 64};
rc[2] = {288, 48, 304, 64};
rc[3] = {304, 48, 320, 64};
npc->rect = rc[npc->ani_no];
}
//Statue
void ActNpc349(NPCHAR *npc)
{
RECT rect = {0, 0, 16, 16};
if (npc->act_no == 0)
{
npc->act_no = 1;
if (npc->direct == 0)
npc->x += 0x1000;
if (npc->direct == 2)
npc->y += 0x2000;
}
npc->rect = rect;
}
//Statue (shootable)
void ActNpc351(NPCHAR *npc)
{
RECT rc[9];
rc[0] = {0, 96, 32, 136};
rc[1] = {32, 96, 64, 136};
rc[2] = {64, 96, 96, 136};
rc[3] = {96, 96, 128, 136};
rc[4] = {128, 96, 160, 136};
rc[5] = {0, 176, 32, 216};
rc[6] = {32, 176, 64, 216};
rc[7] = {64, 176, 96, 216};
rc[8] = {96, 176, 128, 216};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = npc->direct / 10;
npc->x += 0x1000;
npc->y += 0x1800;
break;
case 10:
if (GetNPCFlag(npc->code_flag))
{
npc->act_no = 20;
}
else
{
npc->act_no = 11;
npc->bits |= 0x20;
}
// Fallthrough
case 11:
if (npc->life <= 900)
{
SetNpChar(351, npc->x - 0x1000, npc->y - 0x1800, 0, 0, 10 * (npc->ani_no + 4), 0, 0);
npc->cond |= 8;
}
break;
case 20:
npc->ani_no += 4;
npc->act_no = 1;
break;
}
npc->rect = rc[npc->ani_no];
}
//Quote and Curly on Balrog's back
void ActNpc355(NPCHAR *npc)
{
RECT rc[4];
rc[0] = {80, 16, 96, 32};
rc[1] = {80, 96, 96, 112};
rc[2] = {128, 16, 144, 32};
rc[3] = {208, 96, 224, 112};
if (npc->act_no == 0)
{
switch (npc->direct)
{
case 0:
npc->surf = 16;
npc->ani_no = 0;
npc->x = npc->pNpc->x - 0x1C00;
npc->y = npc->pNpc->y + 0x1400;
break;
case 1:
npc->surf = 23;
npc->ani_no = 1;
npc->x = npc->pNpc->x + 0x1C00;
npc->y = npc->pNpc->y + 0x1400;
break;
case 2:
npc->surf = 16;
npc->ani_no = 2;
npc->x = npc->pNpc->x - 0xE00;
npc->y = npc->pNpc->y - 0x2600;
break;
case 3:
npc->surf = 23;
npc->ani_no = 3;
npc->x = npc->pNpc->x + 0x800;
npc->y = npc->pNpc->y - 0x2600;
break;
}
}
npc->rect = rc[npc->ani_no];
}
//Water droplet generator
void ActNpc359(NPCHAR *npc)
{
if (gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2)
SetNpChar(73, npc->x + (Random(-6, 6) * 0x200), npc->y - 0xE00, 0, 0, 0, 0, 0);
}