ref: b652bc842bf596d5f2d9ffa6bca911df8014c1b6
dir: /src/NpcAct060.cpp/
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK. // // The original code belongs to Daisuke "Pixel" Amaya. // // Modifications and custom code are under the MIT licence. // See LICENCE.txt for details. #include "NpcAct.h" #include <stddef.h> #include "WindowsWrapper.h" #include "CommonDefines.h" #include "Draw.h" #include "Flash.h" #include "Frame.h" #include "Game.h" #include "Map.h" #include "MyChar.h" #include "MycParam.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" // Toroko void ActNpc060(NPCHAR *npc) { RECT rcLeft[8] = { {0, 64, 16, 80}, {16, 64, 32, 80}, {32, 64, 48, 80}, {16, 64, 32, 80}, {48, 64, 64, 80}, {16, 64, 32, 80}, {112, 64, 128, 80}, {128, 64, 144, 80}, }; RECT rcRight[8] = { {0, 80, 16, 96}, {16, 80, 32, 96}, {32, 80, 48, 96}, {16, 80, 32, 96}, {48, 80, 64, 96}, {16, 80, 32, 96}, {112, 80, 128, 96}, {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 - (16 * 0x200) < gMC.x && npc->x + (16 * 0x200) > gMC.x && npc->y - (16 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y) { if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } 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 == 0) 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 == 0) npc->xm = -0x100; else npc->xm = 0x100; if (npc->act_wait++ != 0 && 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++ != 0 && npc->flag & 8) npc->act_no = 0; break; case 10: npc->act_no = 11; npc->ani_no = 6; npc->ym = -0x400; PlaySoundObject(50, SOUND_MODE_PLAY); if (npc->direct == 0) npc->xm = -0x100; else npc->xm = 0x100; break; case 11: if (npc->act_wait++ != 0 && npc->flag & 8) { npc->act_no = 12; npc->ani_no = 7; npc->bits |= NPC_INTERACTABLE; } 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) { int i; RECT rcLeft[11] = { // NpcRegu {224, 32, 240, 48}, // 0 - Stood {240, 32, 256, 48}, // 1 - Blinking {256, 32, 272, 48}, // 2 - Injured - falling backwards {272, 32, 288, 48}, // 3 - Lying down {288, 32, 304, 48}, // 4 - Walking - frame 1 {224, 32, 240, 48}, // 5 - Walking - frame 2 {304, 32, 320, 48}, // 6 - Walking - frame 3 {224, 32, 240, 48}, // 7 - Walking - frame 4 {272, 32, 288, 48}, // 8 - Dying - frame 1 {0, 0, 0, 0}, // 9 - Dying - frame 2 // NpcSym {112, 32, 128, 48}, // 10 - King's sword }; RECT rcRight[11] = { // NpcRegu {224, 48, 240, 64}, // 0 - Stood {240, 48, 256, 64}, // 1 - Blinking {256, 48, 272, 64}, // 2 - Injured - falling backwards {272, 48, 288, 64}, // 3 - Lying down {288, 48, 304, 64}, // 4 - Walking - frame 1 {224, 48, 240, 64}, // 5 - Walking - frame 2 {304, 48, 320, 64}, // 6 - Walking - frame 3 {224, 48, 240, 64}, // 7 - Walking - frame 4 {272, 48, 288, 64}, // 8 - Dying - frame 1 {0, 0, 0, 0}, // 9 - Dying - frame 2 // NpcSym {112, 32, 128, 48}, // 10 - King's sword }; switch (npc->act_no) { case 0: // Stood 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: // Blink if (++npc->act_wait > 8) { npc->act_no = 1; npc->ani_no = 0; } break; case 5: // Lying down npc->ani_no = 3; npc->xm = 0; break; case 6: // Being knocked-back 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 == 0) npc->xm = -0x200; else npc->xm = 0x200; // If touching ground, enter 'lying down' state (the `act_wait` check is probably // so he doesn't do it before he even leaves the ground in the first place) if (npc->act_wait++ != 0 && npc->flag & 8) npc->act_no = 5; break; case 8: // Walking 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 == 0) npc->xm = -0x200; else npc->xm = 0x200; break; case 10: // Running 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 == 0) npc->xm = -0x400; else npc->xm = 0x400; break; case 20: // Spawn his sword, before entering his 'idle' state SetNpChar(NPC_KINGS_SWORD, 0, 0, 0, 0, 2, npc, 0x100); npc->ani_no = 0; npc->act_no = 0; break; case 30: // Flying through air after being attacked by Misery 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 == 0) 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, SOUND_MODE_PLAY); SetDestroyNpChar(npc->x, npc->y, 0x800, 4); } break; case 40: // Dying npc->act_no = 42; npc->act_wait = 0; npc->ani_no = 8; PlaySoundObject(29, SOUND_MODE_PLAY); // Fallthrough case 42: if (++npc->ani_no > 9) npc->ani_no = 8; if (++npc->act_wait > 100) { for (i = 0; i < 4; ++i) SetNpChar(NPC_SMOKE, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100); npc->act_no = 50; npc->surf = SURFACE_ID_NPC_SYM; npc->ani_no = 10; } break; case 60: // Leap (used to attack Balrog in the Sand Zone storehouse) npc->ani_no = 6; npc->act_no = 61; npc->ym = -0x5FF; npc->xm = 0x400; npc->count2 = 1; break; case 61: // Leap - part 2 npc->ym += 0x40; if (npc->flag & 8) { npc->act_no = 0; npc->count2 = 0; npc->xm = 0; } break; } // Apply gravity and speed-caps during most states 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] = { {272, 192, 288, 216}, {288, 192, 304, 216}, {304, 192, 320, 216}, }; switch (npc->act_no) { case 0: npc->x -= 4 * 0x200; npc->y += 16 * 0x200; 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[6] = { {64, 64, 80, 80}, {80, 64, 96, 80}, {64, 64, 80, 80}, {96, 64, 112, 80}, {112, 64, 128, 80}, {128, 64, 144, 80}, }; RECT rcRight[6] = { {64, 80, 80, 96}, {80, 80, 96, 96}, {64, 80, 80, 96}, {96, 80, 112, 96}, {112, 80, 128, 96}, {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 &= ~NPC_IGNORE_SOLIDITY; 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++ != 0 && 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 *= -1; if (npc->direct == 0) npc->direct = 2; else npc->direct = 0; } if (npc->act_wait > 35) npc->bits |= NPC_SHOOTABLE; 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 &= ~NPC_SHOOTABLE; npc->damage = 0; } break; case 4: if (npc->direct == 0) npc->xm = -0x100; else npc->xm = 0x100; if (npc->act_wait++ != 0 && npc->flag & 8) { npc->act_no = 5; npc->bits |= NPC_INTERACTABLE; } 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] = { {0, 0, 16, 16}, {16, 0, 32, 16}, {32, 0, 48, 16}, }; RECT rcRight[3] = { {0, 16, 16, 32}, {16, 16, 32, 32}, {32, 16, 48, 32}, }; switch (npc->act_no) { case 0: // Initialize npc->y += 3 * 0x200; npc->act_no = 1; // Fallthrough case 1: // Waiting // Look at player if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; if (npc->tgt_x < 100) ++npc->tgt_x; // Open eyes near player if (npc->act_wait >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y) { npc->ani_no = 1; } else { if (npc->act_wait < 8) ++npc->act_wait; npc->ani_no = 0; } // 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 - (64 * 0x200) < gMC.x && npc->x + (64 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > 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, SOUND_MODE_PLAY); // Jump in facing direction if (npc->direct == 0) 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, SOUND_MODE_PLAY); } 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) break; npc->act_wait = 0; npc->act_no = 2; npc->ym = 0x300; break; case 2: if (gMC.x < npc->x) npc->direct = 0; else npc->direct = 2; 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] = { {32, 32, 48, 48}, {48, 32, 64, 48}, {64, 32, 80, 48}, {80, 32, 96, 48}, }; RECT rect_right[4] = { {32, 48, 48, 64}, {48, 48, 64, 64}, {64, 48, 80, 64}, {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) { int a; RECT rect[4] = { {32, 192, 56, 216}, {56, 192, 80, 216}, {32, 216, 56, 240}, {56, 216, 80, 240}, }; switch (npc->act_no) { case 0: for (a = 0; a < NPC_MAX; ++a) if (gNPC[a].code_event == 1000) break; if (a == NPC_MAX) break; npc->tgt_x = gNPC[a].x; npc->tgt_y = gNPC[a].y; npc->count1 = a; unsigned char deg; deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y); npc->xm = GetCos(deg) * 2; npc->ym = GetSin(deg) * 2; npc->act_no = 1; // 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->x - (3 * 0x200) < npc->tgt_x && npc->x + (3 * 0x200) > npc->tgt_x && npc->y - (3 * 0x200) < npc->tgt_y && npc->y + (3 * 0x200) > npc->tgt_y) { npc->act_no = 2; npc->ani_no = 2; gNPC[npc->count1].cond = 0; PlaySoundObject(21, SOUND_MODE_PLAY); } 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 < -8 * 0x200) 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, SOUND_MODE_PLAY); // 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, SOUND_MODE_PLAY); npc->ym = 0; npc->act_no = 14; npc->bits |= NPC_IGNORE_SOLIDITY; 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, SOUND_MODE_PLAY); SetNpChar(66, npc->x, npc->y - (16 * 0x200), 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 |= NPC_IGNORE_SOLIDITY; // Fallthrough case 21: npc->ym -= 0x20; if (npc->y < -8 * 0x200) 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, SOUND_MODE_PLAY); SetFlash(0, 0, FLASH_MODE_FLASH); 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] = { {80, 0, 96, 16}, {96, 0, 112, 16}, {112, 0, 128, 16}, {128, 0, 144, 16}, {144, 0, 160, 16}, {160, 0, 176, 16}, {176, 0, 192, 16}, {144, 0, 160, 16}, }; RECT rcRight[8] = { {80, 16, 96, 32}, {96, 16, 112, 32}, {112, 16, 128, 32}, {128, 16, 144, 32}, {144, 16, 160, 32}, {160, 16, 176, 32}, {176, 16, 192, 32}, {144, 16, 160, 32}, }; if (npc->act_no == 11) { if (npc->ani_wait != 0) { --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 != 0) { --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 (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; // Fallthrough case 1: if (--npc->act_wait) break; 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, SOUND_MODE_PLAY); } 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 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y) { npc->act_no = 10; npc->ani_no = 5; gMC.cond |= 2; DamageMyChar(2); break; } ++npc->act_wait; if (npc->flag & 5 || npc->act_wait > 75) { npc->act_no = 9; npc->ani_no = 0; break; } if ((npc->count1 % 3) == 0 && npc->act_wait > 25) { npc->act_no = 4; npc->ani_no = 7; npc->ym = -0x400; break; } break; case 4: if (npc->flag & 8) { npc->act_no = 9; npc->ani_no = 8; SetQuake(30); PlaySoundObject(26, SOUND_MODE_PLAY); } if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y) { npc->act_no = 10; npc->ani_no = 5; gMC.cond |= 2; DamageMyChar(2); } break; case 9: npc->xm = (npc->xm * 4) / 5; if (npc->xm != 0) break; npc->act_no = 0; break; case 10: gMC.x = npc->x; gMC.y = npc->y; npc->xm = (npc->xm * 4) / 5; if (npc->xm != 0) break; 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, SOUND_MODE_PLAY); gMC.cond &= ~2; if (npc->direct == 0) { gMC.x += 4 * 0x200; gMC.y -= 8 * 0x200; gMC.xm = 0x5FF; gMC.ym = -0x200; gMC.direct = 2; npc->direct = 2; } else { gMC.x -= 4 * 0x200; gMC.y -= 8 * 0x200; gMC.xm = -0x5FF; gMC.ym = -0x200; 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) break; 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] = { {0, 0, 40, 24}, {0, 48, 40, 72}, {0, 0, 40, 24}, {40, 48, 80, 72}, {0, 0, 40, 24}, {80, 48, 120, 72}, {120, 48, 160, 72}, {120, 0, 160, 24}, {80, 0, 120, 24}, }; RECT rect_right[9] = { {0, 24, 40, 48}, {0, 72, 40, 96}, {0, 24, 40, 48}, {40, 72, 80, 96}, {0, 24, 40, 48}, {80, 72, 120, 96}, {120, 72, 160, 96}, {120, 24, 160, 48}, {80, 24, 120, 48}, }; if (npc->direct == 0) npc->rect = rect_left[npc->ani_no]; else npc->rect = rect_right[npc->ani_no]; } // Pignon void ActNpc069(NPCHAR *npc) { RECT rcLeft[6] = { {48, 0, 64, 16}, {64, 0, 80, 16}, {80, 0, 96, 16}, {96, 0, 112, 16}, {48, 0, 64, 16}, {112, 0, 128, 16}, }; RECT rcRight[6] = { {48, 16, 64, 32}, {64, 16, 80, 32}, {80, 16, 96, 32}, {96, 16, 112, 32}, {48, 16, 64, 32}, {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; break; } 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; } 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 = -0x100; 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] = { {96, 48, 112, 64}, {112, 48, 128, 64}, {128, 48, 144, 64}, {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] = { {64, 32, 80, 48}, {80, 32, 96, 48}, {96, 32, 112, 48}, }; RECT rcRight[3] = { {64, 48, 80, 64}, {80, 48, 96, 64}, {96, 48, 112, 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 / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 120) * 0x200)) { if (++npc->act_no % 2) SetNpChar(73, npc->x, npc->y, Random(-0x200, 0x200) * 2, Random(-0x200, 0x80) * 3, 0, NULL, 0x100); SetNpChar(73, npc->x, npc->y, Random(-0x200, 0x200) * 2, Random(-0x200, 0x80) * 3, 0, NULL, 0x100); } } RECT rect[2] = { {224, 48, 240, 64}, {240, 48, 256, 64}, }; npc->rect = rect[npc->ani_no]; } // Water droplet void ActNpc073(NPCHAR *npc) { RECT rect[5] = { {72, 16, 74, 18}, {74, 16, 76, 18}, {76, 16, 78, 18}, {78, 16, 80, 18}, {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 * 0x200 * 0x10) npc->cond = 0; } // Jack void ActNpc074(NPCHAR *npc) { RECT rcLeft[6] = { {64, 0, 80, 16}, {80, 0, 96, 16}, {96, 0, 112, 16}, {64, 0, 80, 16}, {112, 0, 128, 16}, {64, 0, 80, 16}, }; RECT rcRight[6] = { {64, 16, 80, 32}, {80, 16, 96, 32}, {96, 16, 112, 32}, {64, 16, 80, 32}, {112, 16, 128, 32}, {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 == 0) 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] = { {272, 32, 296, 56}, {296, 32, 320, 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 - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (48 * 0x200) < gMC.y && npc->y + (16 * 0x200) > 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.left = npc->code_event * 16; npc->rect.top = 0; npc->rect.right = npc->rect.left + 16; npc->rect.bottom = 16; } // Yamashita void ActNpc077(NPCHAR *npc) { RECT rc[3] = { {0, 16, 48, 48}, {48, 16, 96, 48}, {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] = { {160, 48, 176, 64}, {176, 48, 192, 64}, }; if (npc->direct == 0) npc->rect = rc[0]; else npc->rect = rc[1]; } // Mahin void ActNpc079(NPCHAR *npc) { RECT rcLeft[3] = { {0, 0, 16, 16}, {16, 0, 32, 16}, {32, 0, 48, 16}, }; RECT rcRight[3] = { {0, 16, 16, 32}, {16, 16, 32, 32}, {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 - (32 * 0x200) < gMC.x && npc->x + (32 * 0x200) > gMC.x && npc->y - (32 * 0x200) < gMC.y && npc->y + (16 * 0x200) > gMC.y) { if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; } 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]; }