#include "NpcAct.h" #include #include "WindowsWrapper.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 = {288, 16, 320, 40}; RECT rcRight[3] = { {288, 40, 320, 64}, {288, 40, 320, 64}, {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; else npc->rect = rcRight[npc->ani_no]; } // Chest (open) void ActNpc021(NPCHAR *npc) { if (npc->act_no == 0) { npc->act_no = 1; if (npc->direct == 2) npc->y += 16 * 0x200; } RECT rect = {224, 40, 240, 48}; npc->rect = rect; } // Teleporter void ActNpc022(NPCHAR *npc) { RECT rect[2] = { {240, 16, 264, 48}, {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] = { {264, 16, 288, 20}, {264, 20, 288, 24}, {264, 24, 288, 28}, {264, 28, 288, 32}, {264, 32, 288, 36}, {264, 36, 288, 40}, {264, 40, 288, 44}, {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] = { {0, 0, 24, 24}, {24, 0, 48, 24}, {48, 0, 72, 24}, {72, 0, 96, 24}, {96, 0, 120, 24}, {120, 0, 144, 24}, }; RECT rcRight[6] = { {0, 24, 24, 48}, {24, 24, 48, 48}, {48, 24, 72, 48}, {72, 24, 96, 48}, {96, 24, 120, 48}, {120, 24, 144, 48}, }; switch (npc->act_no) { case 0: npc->y += 3 * 0x200; npc->act_no = 1; // Fallthrough case 1: if (npc->act_wait >= 8 && npc->x - (128 * 0x200) < gMC.x && npc->x + (128 * 0x200) > gMC.x && npc->y - (128 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y) { if (npc->x > gMC.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 && npc->x - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y) { 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, SOUND_MODE_PLAY); if (npc->x > gMC.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; // Pixel duplicated this line } break; case 4: if (npc->x < gMC.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; break; } if (npc->act_wait % 4 == 1) PlaySoundObject(110, SOUND_MODE_PLAY); 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, SOUND_MODE_PLAY); SetQuake(30); } break; } if (npc->act_no != 4) { npc->ym += 0x20; if (npc->ym > 0x5FF) npc->ym = 0x5FF; } else { if (npc->x < gMC.x) npc->xm += 0x20; else npc->xm -= 0x20; if (npc->y > npc->tgt_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; } 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] = { {256, 64, 288, 80}, {256, 80, 288, 96}, }; switch (npc->act_no) { case 0: npc->act_no = 1; npc->ani_no = 0; npc->ani_wait = 0; npc->x += 8 * 0x200; // Fallthrough case 1: if (++npc->act_wait > 150) { npc->act_wait = 0; ++npc->act_no; } break; case 2: // Identical to case 4 if (++npc->act_wait <= 0x40) { npc->y -= 1 * 0x200; } else { npc->act_wait = 0; ++npc->act_no; } break; case 3: if (++npc->act_wait > 150) { npc->act_wait = 0; ++npc->act_no; } break; case 4: // Identical to case 2 if (++npc->act_wait <= 0x40) { npc->y -= 1 * 0x200; } else { npc->act_wait = 0; ++npc->act_no; } break; case 5: if (++npc->act_wait > 150) { npc->act_wait = 0; ++npc->act_no; } break; case 6: if (++npc->act_wait <= 0x40) { npc->y += 1 * 0x200; } else { npc->act_wait = 0; ++npc->act_no; } break; case 7: if (++npc->act_wait > 150) { npc->act_wait = 0; ++npc->act_no; } break; case 8: if (++npc->act_wait <= 0x40) { npc->y += 1 * 0x200; } else { npc->act_wait = 0; npc->act_no = 1; } 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); deg += 0x40; npc->tgt_x = npc->x + (GetCos(deg) * 8); deg = Random(0, 0xFF); npc->ym = GetSin(deg); deg += 0x40; npc->tgt_y = npc->y + (GetSin(deg) * 8); 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; break; } if (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y < gMC.y && npc->y + (96 * 0x200) > gMC.y) { npc->xm /= 2; 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 rect_left[4] = { {32, 80, 48, 96}, {48, 80, 64, 96}, {64, 80, 80, 96}, {80, 80, 96, 96}, }; RECT rect_right[4] = { {32, 96, 48, 112}, {48, 96, 64, 112}, {64, 96, 80, 112}, {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] = { {96, 64, 128, 88} }; npc->rect = rcLeft[npc->ani_no]; } // Flying Critter (Grasstown) void ActNpc028(NPCHAR *npc) { RECT rcLeft[6] = { {0, 48, 16, 64}, {16, 48, 32, 64}, {32, 48, 48, 64}, {48, 48, 64, 64}, {64, 48, 80, 64}, {80, 48, 96, 64}, }; RECT rcRight[6] = { {0, 64, 16, 80}, {16, 64, 32, 80}, {32, 64, 48, 80}, {48, 64, 64, 80}, {64, 64, 80, 80}, {80, 64, 96, 80}, }; switch (npc->act_no) { case 0: npc->y += 3 * 0x200; npc->act_no = 1; // Fallthrough case 1: if (npc->act_wait >= 8 && npc->x - (128 * 0x200) < gMC.x && npc->x + (128 * 0x200) > gMC.x && npc->y - (128 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y) { if (npc->x > gMC.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 && npc->x - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y) { 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 = -0x4CC; PlaySoundObject(30, SOUND_MODE_PLAY); if (npc->x > gMC.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; // Pixel duplicated this line } break; case 4: if (npc->x < gMC.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; break; } if (npc->act_wait % 4 == 1) PlaySoundObject(109, SOUND_MODE_PLAY); 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, SOUND_MODE_PLAY); } break; } if (npc->act_no != 4) { npc->ym += 0x40; if (npc->ym > 0x5FF) npc->ym = 0x5FF; } else { if (npc->x < gMC.x) npc->xm += 0x20; else npc->xm -= 0x20; if (npc->y > npc->tgt_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; } 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] = { {0, 192, 16, 216}, {16, 192, 32, 216}, }; RECT rcRight[2] = { {0, 216, 16, 240}, {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 - (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; } 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] = { {48, 0, 64, 16}, {48, 16, 64, 32}, {0, 32, 16, 48}, }; if (npc->direct == 0) { 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; } } else { if (npc->act_no == 0) { npc->act_no = 1; npc->y += 16 * 0x200; npc->ani_no = 2; } if (++npc->act_wait > 100) { npc->act_wait = 0; SetCaret(npc->x, npc->y - (2 * 0x200), 5, 0); } } npc->rect = rc[npc->ani_no]; } // Bat (Grasstown, hanging) void ActNpc031(NPCHAR *npc) { RECT rcLeft[5] = { {0, 80, 16, 96}, {16, 80, 32, 96}, {32, 80, 48, 96}, {48, 80, 64, 96}, {64, 80, 80, 96}, }; RECT rcRight[5] = { {0, 96, 16, 112}, {16, 96, 32, 112}, {32, 96, 48, 112}, {48, 96, 64, 112}, {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 (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y - (8 * 0x200) < gMC.y && npc->y + (96 * 0x200) > gMC.y) { 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 || npc->x - (20 * 0x200) > gMC.x || npc->x + (20 * 0x200) < gMC.x) { 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)) break; if (npc->flag & 8 || npc->y > gMC.y - (16 * 0x200)) { 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] = { {32, 96, 48, 112}, {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] = { {240, 64, 256, 80}, {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 = {192, 48, 224, 64}; RECT rcRight = {192, 184, 224, 200}; if (npc->direct == 0) npc->rect = rcLeft; else npc->rect = rcRight; } // Mannan void ActNpc035(NPCHAR *npc) { if (npc->act_no < 3 && npc->life < 90) { PlaySoundObject(71, SOUND_MODE_PLAY); 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 &= ~NPC_SHOOTABLE; npc->damage = 0; } switch (npc->act_no) { case 0: case 1: if (npc->shock) { if (npc->direct == 0) SetNpChar(103, npc->x - (8 * 0x200), npc->y + (8 * 0x200), 0, 0, npc->direct, NULL, 0x100); else SetNpChar(103, npc->x + (8 * 0x200), npc->y + (8 * 0x200), 0, 0, npc->direct, NULL, 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] = { {96, 64, 120, 96}, {120, 64, 144, 96}, {144, 64, 168, 96}, {168, 64, 192, 96}, }; RECT rcRight[4] = { {96, 96, 120, 128}, {120, 96, 144, 128}, {144, 96, 168, 128}, {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) { int i; unsigned char deg; int xm, ym; 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; deg = GetArktan(npc->x - gMC.x, npc->y + (4 * 0x200) - gMC.y); deg += (unsigned char)Random(-0x10, 0x10); ym = GetSin(deg); xm = GetCos(deg); SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, NULL, 0x100); PlaySoundObject(39, SOUND_MODE_PLAY); 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, SOUND_MODE_PLAY); } 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 (npc->y + (16 * 0x200) < gMC.y) 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, SOUND_MODE_PLAY); PlaySoundObject(25, SOUND_MODE_PLAY); SetQuake(30); npc->damage = 0; for (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, NULL, 0x100); for (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, NULL, 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 (npc->x < gMC.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] = { {0, 0, 40, 24}, {40, 0, 80, 24}, {80, 0, 120, 24}, {120, 0, 160, 24}, {160, 48, 200, 72}, {200, 48, 240, 72}, }; RECT rect_right[6] = { {0, 24, 40, 48}, {40, 24, 80, 48}, {80, 24, 120, 48}, {120, 24, 160, 48}, {160, 72, 200, 96}, {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] = { {192, 64, 208, 80}, {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] = { {128, 64, 144, 80}, {144, 64, 160, 80}, {160, 64, 176, 80}, {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] = { {224, 64, 240, 80}, {240, 64, 256, 80}, }; if (npc->direct == 0) npc->ani_no = 0; else npc->ani_no = 1; npc->rect = rect[npc->ani_no]; }