shithub: cstory

ref: 6c8a02e604e61cc23998a47302d5584d8c2525bc
dir: /src/NpcAct020.cpp/

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#include "WindowsWrapper.h"

#include "NpcAct.h"

#include "MyChar.h"
#include "NpChar.h"
#include "Game.h"
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
#include "Caret.h"

//Computer
void ActNpc020(NPCHAR *npc)
{
	RECT rcLeft[1];
	RECT rcRight[3];

	rcLeft[0] = {288, 16, 320, 40};

	rcRight[0] = {288, 40, 320, 64};
	rcRight[1] = {288, 40, 320, 64};
	rcRight[2] = {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[0];
	else
		npc->rect = rcRight[npc->ani_no];
}

//Chest (open)
void ActNpc021(NPCHAR *npc)
{
	switch (npc->act_no)
	{
		case 0:
			npc->act_no = 1;

			if (npc->direct == 2)
				npc->y += 0x2000;

			break;
	}

	RECT rect[0];

	rect[0]	= {224, 40, 240, 48};

	npc->rect = rect[0];
}

//Teleporter
void ActNpc022(NPCHAR *npc)
{
	RECT rect[2];

	rect[0] = {240, 16, 264, 48};
	rect[1] = {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];

	rect[0] = {264, 16, 288, 20};
	rect[1] = {264, 20, 288, 24};
	rect[2] = {264, 24, 288, 28};
	rect[3] = {264, 28, 288, 32};
	rect[4] = {264, 32, 288, 36};
	rect[5] = {264, 36, 288, 40};
	rect[6] = {264, 40, 288, 44};
	rect[7] = {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];
}

//Gunsmith
void ActNpc030(NPCHAR *npc)
{
	RECT rc[3];

	rc[0] = {48, 0, 64, 16};
	rc[1] = {48, 16, 64, 32};
	rc[2] = {0, 32, 16, 48};

	if (npc->direct != 0)
	{
		switch (npc->act_no)
		{
			case 0:
				npc->act_no = 1;
				npc->y += 0x2000;
				npc->ani_no = 2;
				break;
		}

		if (++npc->act_wait > 100)
		{
			npc->act_wait = 0;
			SetCaret(npc->x, npc->y - 0x400, 5, 0);
		}
	}
	else
	{
		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;
		}
	}

	npc->rect = rc[npc->ani_no];
}

//Life capsule
void ActNpc032(NPCHAR *npc)
{
	RECT rect[2];

	rect[0] = {32, 96, 48, 112};
	rect[1] = {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];
}

//Signpost
void ActNpc037(NPCHAR *npc)
{
	RECT rect[2];

	rect[0] = {192, 64, 208, 80};
	rect[1] = {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];
}

//Save sign
void ActNpc039(NPCHAR *npc)
{
	RECT rect[2];

	rect[0] = {224, 64, 240, 80};
	rect[1] = {240, 64, 256, 80};

	if (npc->direct == 0)
		npc->ani_no = 0;
	else
		npc->ani_no = 1;

	npc->rect = rect[npc->ani_no];
}