ref: e4c520bb7c931f3595a19e9440bc2a5fe835c9c0
dir: /src/NpcAct300.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" #include "Caret.h" #include "Boss.h" //Demon crown (opening) void ActNpc300(NPCHAR *npc) { RECT rc[1]; rc[0] = {192, 80, 208, 96}; switch (npc->act_no) { case 0: npc->act_no = 1; npc->y += 0xC00; break; } if (++npc->ani_wait % 8 == 1) SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1); npc->rect = rc[0]; } //Camera focus marker void ActNpc302(NPCHAR *npc) { switch (npc->act_no) { case 10: npc->x = gMC.x; npc->y = gMC.y - 0x4000; break; case 20: switch (npc->direct) { case 0: npc->x -= 0x400; break; case 1: npc->y -= 0x400; break; case 2: npc->x += 0x400; break; case 3: npc->y += 0x400; break; } gMC.x = npc->x; gMC.y = npc->y; break; case 30: npc->x = gMC.x; npc->y = gMC.y + 0xA000; break; case 100: npc->act_no = 101; if (npc->direct) { int i; for (i = 0xAA; i < 0x200; ++i) { if (gNPC[i].cond & 0x80 && gNPC[i].code_event == npc->direct) { npc->pNpc = &gNPC[i]; break; } } if (i == 0x200) { npc->cond = 0; break; } } else { npc->pNpc = gBoss; } // Fallthrough case 101: npc->x = (npc->pNpc->x + gMC.x) / 2; npc->y = (npc->pNpc->y + gMC.y) / 2; break; } }