ref: 97b8a3b4a29998e3d991d09eab8f838fa3795e92
parent: 32dd3bef65cce8bb969944253cd5f01300e0697a
author: cuckydev <[email protected]>
date: Fri Feb 8 13:29:55 EST 2019
Fortnite
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -284,12 +284,19 @@
void ActNpc292(NPCHAR *npc);
+void ActNpc295(NPCHAR *npc);
+void ActNpc296(NPCHAR *npc);
+void ActNpc297(NPCHAR *npc);
void ActNpc298(NPCHAR *npc);
void ActNpc299(NPCHAR *npc);
void ActNpc300(NPCHAR *npc);
void ActNpc302(NPCHAR *npc);
-
+void ActNpc303(NPCHAR *npc);
+void ActNpc304(NPCHAR *npc);
+void ActNpc305(NPCHAR *npc);
+void ActNpc306(NPCHAR *npc);
+void ActNpc307(NPCHAR *npc);
void ActNpc308(NPCHAR *npc);
void ActNpc313(NPCHAR *npc);
@@ -306,7 +313,9 @@
void ActNpc349(NPCHAR *npc);
void ActNpc351(NPCHAR *npc);
+void ActNpc352(NPCHAR *npc);
void ActNpc355(NPCHAR *npc);
void ActNpc359(NPCHAR *npc);
+void ActNpc360(NPCHAR *npc);
\ No newline at end of file
--- a/src/NpcAct280.cpp
+++ b/src/NpcAct280.cpp
@@ -18,17 +18,150 @@
SetQuake(10);
}
+//Cloud
+void ActNpc295(NPCHAR *npc)
+{
+ RECT rc[4];
+ rc[0] = {0, 0, 208, 64};
+ rc[1] = {32, 64, 144, 96};
+ rc[2] = {32, 96, 104, 0x80};
+ rc[3] = {104, 96, 144, 0x80};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = npc->direct % 4;
+ switch (npc->direct)
+ {
+ case 0:
+ npc->ym = -1000;
+ npc->view.back = 0xD000;
+ npc->view.front = 0xD000;
+ break;
+ case 1:
+ npc->ym = -0x800;
+ npc->view.back = 0x7000;
+ npc->view.front = 0x7000;
+ break;
+ case 2:
+ npc->ym = -0x400;
+ npc->view.back = 0x4000;
+ npc->view.front = 0x4000;
+ break;
+ case 3:
+ npc->ym = -0x200;
+ npc->view.back = 0x2800;
+ npc->view.front = 0x2800;
+ break;
+ case 4:
+ npc->xm = -0x400;
+ npc->view.back = 0xD000;
+ npc->view.front = 0xD000;
+ break;
+ case 5:
+ npc->xm = -0x200;
+ npc->view.back = 0x7000;
+ npc->view.front = 0x7000;
+ break;
+ case 6:
+ npc->xm = -0x100;
+ npc->view.back = 0x4000;
+ npc->view.front = 0x4000;
+ break;
+ case 7:
+ npc->xm = -0x80;
+ npc->view.back = 0x2800;
+ npc->view.front = 0x2800;
+ break;
+ default:
+ break;
+ }
+ //Fallthrough
+ case 1:
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+ if (npc->x < -0x8000)
+ npc->cond = 0;
+ if (npc->y < -0x4000)
+ npc->cond = 0;
+ break;
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Cloud generator
+void ActNpc296(NPCHAR *npc)
+{
+ if (++npc->act_wait > 16)
+ {
+ npc->act_wait = Random(0, 16);
+ int dir = Random(0, 100) % 4;
+
+ int pri;
+ if (npc->direct)
+ {
+ switch (dir)
+ {
+ case 0:
+ pri = 0x80;
+ break;
+ case 1:
+ pri = 0x55;
+ break;
+ case 2:
+ pri = 0x40;
+ break;
+ case 3:
+ pri = 0x00;
+ break;
+ }
+
+ SetNpChar(295, npc->x, npc->y + (Random(-7, 7) << 13), 0, 0, dir + 4, 0, pri);
+ }
+ else
+ {
+ switch (dir)
+ {
+ case 0:
+ pri = 0x180;
+ break;
+ case 1:
+ pri = 0x80;
+ break;
+ case 2:
+ pri = 0x40;
+ break;
+ case 3:
+ pri = 0x00;
+ break;
+ }
+
+ SetNpChar(295, npc->x + (Random(-10, 10) << 13), npc->y, 0, 0, dir, 0, pri);
+ }
+ }
+}
+
+//Sue in dragon's mouth
+void ActNpc297(NPCHAR *npc)
+{
+ npc->x = npc->pNpc->x + 0x2000;
+ npc->y = npc->pNpc->y + 0x1000;
+ npc->rect = {112, 48, 0x80, 64};
+}
+
//Doctor (opening)
void ActNpc298(NPCHAR *npc)
{
RECT rc[8];
- rc[0] = {72, 128, 88, 160};
- rc[1] = {88, 128, 104, 160};
- rc[2] = {104, 128, 120, 160};
- rc[3] = {72, 128, 88, 160};
- rc[4] = {120, 128, 136, 160};
- rc[5] = {72, 128, 88, 160};
+ rc[0] = {72, 0x80, 88, 160};
+ rc[1] = {88, 0x80, 104, 160};
+ rc[2] = {104, 0x80, 120, 160};
+ rc[3] = {72, 0x80, 88, 160};
+ rc[4] = {120, 0x80, 136, 160};
+ rc[5] = {72, 0x80, 88, 160};
rc[6] = {104, 160, 120, 192};
rc[7] = {120, 160, 136, 192};
--- a/src/NpcAct300.cpp
+++ b/src/NpcAct300.cpp
@@ -103,6 +103,212 @@
}
}
+//Curly's machine gun
+void ActNpc303(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {216, 152, 232, 168};
+ rcLeft[1] = {232, 152, 248, 168};
+ rcRight[0] = {216, 168, 232, 184};
+ rcRight[1] = {232, 168, 248, 184};
+
+ if (npc->pNpc)
+ {
+ //Set position
+ if (npc->pNpc->direct)
+ {
+ npc->direct = 2;
+ npc->x = npc->pNpc->x + 0x1000;
+ }
+ else
+ {
+ npc->direct = 0;
+ npc->x = npc->pNpc->x - 0x1000;
+ }
+ npc->y = npc->pNpc->y;
+
+ //Animation
+ npc->ani_no = 0;
+ if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5)
+ npc->y -= 0x200;
+
+ //Set framerect
+ if (npc->direct)
+ npc->rect = rcRight[npc->ani_no];
+ else
+ npc->rect = rcLeft[npc->ani_no];
+ }
+}
+
+//Gaudi in hospital
+void ActNpc304(NPCHAR *npc)
+{
+ RECT rc[4];
+ rc[0] = {0, 176, 24, 192};
+ rc[1] = {24, 176, 48, 192};
+ rc[2] = {48, 176, 72, 192};
+ rc[3] = {72, 176, 96, 192};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y += 5120;
+ //Fallthrough
+ case 1:
+ npc->ani_no = 0;
+ break;
+ case 10:
+ npc->ani_no = 1;
+ break;
+ case 20:
+ npc->act_no = 21;
+ npc->ani_no = 2;
+ //Fallthrough
+ case 21:
+ if (++npc->ani_wait > 10)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 2;
+ break;
+ default:
+ break;
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Small puppy
+void ActNpc305(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {160, 144, 176, 160};
+ rcLeft[1] = {176, 144, 192, 160};
+ rcRight[0] = {160, 160, 176, 176};
+ rcRight[1] = {176, 160, 192, 176};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y -= 0x2000;
+ npc->ani_wait = Random(0, 6);
+ //Fallthrough
+
+ case 1:
+ if (++npc->ani_wait > 6)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+ break;
+ }
+
+ if (npc->direct)
+ npc->rect = rcRight[npc->ani_no];
+ else
+ npc->rect = rcLeft[npc->ani_no];
+}
+
+//Balrog (nurse)
+void ActNpc306(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+ rcLeft[0] = {240, 96, 280, 128};
+ rcLeft[1] = {280, 96, 320, 128};
+ rcRight[0] = {160, 152, 200, 184};
+ rcRight[1] = {200, 152, 240, 184};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->y += 0x800;
+ //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)
+ npc->rect = rcRight[npc->ani_no];
+ else
+ npc->rect = rcLeft[npc->ani_no];
+}
+
+//Caged Santa
+void ActNpc307(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+ rcLeft[0] = {0, 32, 16, 48};
+ rcLeft[1] = {16, 32, 32, 48};
+ rcRight[0] = {0, 48, 16, 64};
+ rcRight[1] = {16, 48, 32, 64};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->x += 0x200;
+ npc->y -= 0x400;
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ //Fallthrough
+ case 1:
+ if (Random(0, 160) == 1)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+ break;
+ case 2:
+ if (++npc->act_wait > 12)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+ break;
+ }
+
+ if (gMC.x >= npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+
+ if (npc->direct)
+ npc->rect = rcRight[npc->ani_no];
+ else
+ npc->rect = rcLeft[npc->ani_no];
+}
+
//Stumpy
void ActNpc308(NPCHAR *npc)
{
--- a/src/NpcAct340.cpp
+++ b/src/NpcAct340.cpp
@@ -168,6 +168,106 @@
npc->rect = rc[npc->ani_no];
}
+//Ending characters
+void ActNpc352(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ //Set state
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->count1 = npc->direct / 100;
+ npc->direct %= 100;
+
+ //Set surfaces / offset
+ switch (npc->count1)
+ {
+ case 7:
+ case 8:
+ case 9:
+ case 12:
+ case 13:
+ npc->surf = 21;
+ break;
+ default:
+ break;
+ }
+
+ switch (npc->count1)
+ {
+ case 2:
+ case 4:
+ case 9:
+ case 12:
+ npc->view.top = 0x2000;
+ break;
+ default:
+ break;
+ }
+
+ //Balrog
+ if (npc->count1 == 9)
+ {
+ npc->view.back = 0x2800;
+ npc->view.front = 0x2800;
+ npc->x -= 0x200;
+ }
+
+ //Spawn King's sword
+ if (!npc->count1)
+ SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100);
+ //Fallthrough
+ case 1:
+ npc->ym += 0x40;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ if (npc->flag & 8)
+ {
+ npc->ym = 0;
+ npc->act_no = 2;
+ npc->ani_no = 1;
+ }
+
+ npc->y += npc->ym;
+ break;
+ }
+
+ static RECT rc[28] = {
+ {304, 48, 320, 64},
+ {224, 48, 240, 64},
+ {32, 80, 48, 96},
+ {0, 80, 16, 96},
+ {224, 216, 240, 240},
+ {192, 216, 208, 240},
+ {48, 16, 64, 32},
+ {0, 16, 16, 32},
+ {112, 192, 128, 216},
+ {80, 192, 96, 216},
+ {304, 0, 320, 16},
+ {224, 0, 240, 16},
+ {176, 32, 192, 48},
+ {176, 32, 192, 48},
+ {240, 16, 256, 32},
+ {224, 16, 240, 32},
+ {208, 16, 224, 32},
+ {192, 16, 208, 32},
+ {280, 128, 320, 152},
+ {280, 152, 320, 176},
+ {32, 112, 48, 128},
+ {0, 112, 16, 128},
+ {80, 0, 96, 16},
+ {112, 0, 128, 16},
+ {16, 152, 32, 176},
+ {0, 152, 16, 176},
+ {48, 16, 64, 32},
+ {48, 0, 64, 16}
+ };
+
+ npc->rect = rc[npc->ani_no + 2 * npc->count1];
+}
+
//Quote and Curly on Balrog's back
void ActNpc355(NPCHAR *npc)
{
@@ -220,4 +320,17 @@
{
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) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2)
SetNpChar(73, npc->x + (Random(-6, 6) * 0x200), npc->y - 0xE00, 0, 0, 0, 0, 0);
+}
+
+//Thank you
+void ActNpc360(NPCHAR *npc)
+{
+ if (!npc->act_no)
+ {
+ ++npc->act_no;
+ npc->x -= 0x1000;
+ npc->y -= 0x1000;
+ }
+
+ npc->rect = {0, 176, 48, 184};
}
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -351,19 +351,19 @@
ActNpc292,
nullptr,
nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc295,
+ ActNpc296,
+ ActNpc297,
ActNpc298,
ActNpc299,
ActNpc300,
nullptr,
ActNpc302,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc303,
+ ActNpc304,
+ ActNpc305,
+ ActNpc306,
+ ActNpc307,
ActNpc308,
nullptr,
nullptr,
@@ -408,13 +408,13 @@
ActNpc349,
nullptr,
ActNpc351,
+ ActNpc352,
nullptr,
nullptr,
- nullptr,
ActNpc355,
nullptr,
nullptr,
nullptr,
ActNpc359,
- nullptr,
+ ActNpc360,
};