ref: 6086cccbe4579cd964a797b57ff0816bc71cd121
dir: /src/NpcAct240.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"
//Mimiga (jailed)
void ActNpc240(NPCHAR *npc)
{
RECT rcLeft[6];
RECT rcRight[6];
rcLeft[0] = {160, 64, 176, 80};
rcLeft[1] = {176, 64, 192, 80};
rcLeft[2] = {192, 64, 208, 80};
rcLeft[3] = {160, 64, 176, 80};
rcLeft[4] = {208, 64, 224, 80};
rcLeft[5] = {160, 64, 176, 80};
rcRight[0] = {160, 80, 176, 96};
rcRight[1] = {176, 80, 192, 96};
rcRight[2] = {192, 80, 208, 96};
rcRight[3] = {160, 80, 176, 96};
rcRight[4] = {208, 80, 224, 96};
rcRight[5] = {160, 80, 176, 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 = -0x200u;
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];
}
//Curly (carried and unconcious)
void ActNpc259(NPCHAR *npc)
{
RECT rcLeft = {224, 96, 240, 112};
RECT rcRight = {224, 112, 240, 128};
switch (npc->act_no)
{
case 0:
npc->bits &= ~0x2000;
npc->act_no = 1;
// Fallthrough
case 1:
if (gMC.direct == 0)
npc->direct = 0;
else
npc->direct = 2;
npc->y = gMC.y - 0x800;
if (npc->direct == 0)
{
npc->x = gMC.x + 0x600;
npc->rect = rcLeft;
}
else
{
npc->x = gMC.x - 0x600;
npc->rect = rcRight;
}
if (gMC.ani_no % 2)
++npc->rect.top;
break;
case 10:
npc->act_no = 11;
npc->xm = 0x40;
npc->ym = -0x20;
npc->rect = rcLeft;
break;
case 11:
if (npc->y < 0x8000)
npc->ym = 0x20;
npc->x += npc->xm;
npc->y += npc->ym;
break;
case 20:
VanishNpChar(npc);
SetDestroyNpCharUp(npc->x, npc->y, 0x2000, 0x40);
break;
}
}