make wall scratching a little rarer

This commit is contained in:
Virt 2025-04-17 09:21:02 +02:00
commit 3ed4e4e1f8

View file

@ -858,13 +858,13 @@ static void animation_neko_do_sleep (void)
static void animation_neko_do_scratch (void) static void animation_neko_do_scratch (void)
{ {
current_neko = current_neko == NEKO_SCRATCH_1 ? NEKO_SCRATCH_2 : NEKO_SCRATCH_1; current_neko = current_neko == NEKO_SCRATCH_1 ? NEKO_SCRATCH_2 : NEKO_SCRATCH_1;
animation_ticks_until_next_frame = 0; animation_ticks_until_next_frame = 1;
} }
static void animation_neko_do_wall_left (void) static void animation_neko_do_wall_left (void)
{ {
current_neko = current_neko == NEKO_WALL_LEFT_1 ? NEKO_WALL_LEFT_2 : NEKO_WALL_LEFT_1; current_neko = current_neko == NEKO_WALL_LEFT_1 ? NEKO_WALL_LEFT_2 : NEKO_WALL_LEFT_1;
animation_ticks_until_next_frame = 0; animation_ticks_until_next_frame = 1;
} }
static void animation_neko_do_wall_right (void) static void animation_neko_do_wall_right (void)
@ -1038,7 +1038,7 @@ static bool animation_next_state_awake (void)
if ((wall_behaviour & WALL_RIGHT) && !animation_can_run_right(false) && animation_can_run_right(true) && rand() % 8 != 0) { if ((wall_behaviour & WALL_RIGHT) && !animation_can_run_right(false) && animation_can_run_right(true) && rand() % 8 != 0) {
animation_neko_do_run_right(); animation_neko_do_run_right();
animation_neko_advance_right(true); animation_neko_advance_right(true);
} else if ( animation_can_run_right(false) && rand() % (attracted_right ? 8 : 4) != 0 ) { } else if ( animation_can_run_right(false) && rand() % (attracted_right ? 6 : 4) != 0 ) {
animation_neko_do_run_right(); animation_neko_do_run_right();
animation_neko_advance_right(false); animation_neko_advance_right(false);
} else } else
@ -1053,7 +1053,7 @@ static bool animation_next_state_awake (void)
if ((wall_behaviour & WALL_LEFT) && !animation_can_run_left(false) && animation_can_run_left(true) && rand() % 8 != 0) { if ((wall_behaviour & WALL_LEFT) && !animation_can_run_left(false) && animation_can_run_left(true) && rand() % 8 != 0) {
animation_neko_do_run_left(); animation_neko_do_run_left();
animation_neko_advance_left(true); animation_neko_advance_left(true);
} else if ( animation_can_run_left(false) && rand() % (attracted_left ? 8 : 4) != 0 ) { } else if ( animation_can_run_left(false) && rand() % (attracted_left ? 6 : 4) != 0 ) {
animation_neko_do_run_left(); animation_neko_do_run_left();
animation_neko_advance_left(false); animation_neko_advance_left(false);
} else } else
@ -1078,7 +1078,7 @@ static bool animation_next_state_awake (void)
case NEKO_WALL_LEFT_1: case NEKO_WALL_LEFT_1:
case NEKO_WALL_LEFT_2: case NEKO_WALL_LEFT_2:
if ( rand() % 12 == 0 ) if ( rand() % 8 == 0 )
animation_neko_do_stare(false); animation_neko_do_stare(false);
else else
animation_neko_do_wall_left(); animation_neko_do_wall_left();
@ -1086,7 +1086,7 @@ static bool animation_next_state_awake (void)
case NEKO_WALL_RIGHT_1: case NEKO_WALL_RIGHT_1:
case NEKO_WALL_RIGHT_2: case NEKO_WALL_RIGHT_2:
if ( rand() % 12 == 0 ) if ( rand() % 8 == 0 )
animation_neko_do_stare(false); animation_neko_do_stare(false);
else else
animation_neko_do_wall_right(); animation_neko_do_wall_right();