#include "wasp.h" #include "engine.h" #include "runlist.h" #include "random.h" #include "exhumed.h" #include "sequence.h" #include "init.h" #include "move.h" #include "anims.h" #include "trigdat.h" #include #define kMaxWasps 100 static short nVelShift = 0; short nWaspCount; struct Wasp { short nHealth; short field_2; short nAction; short nSprite; short field_8; short nTarget; short field_C; short field_E; short field_10; short field_12; short field_14; short field_16; }; Wasp WaspList[kMaxWasps]; static actionSeq ActionSeq[] = {{0,0}, {0,0}, {9,0}, {18,0}, {27,1}, {28,1}, {29,1}}; void InitWasps() { nWaspCount = 0; } void SetWaspVel(short nSprite) { if (nVelShift < 0) { sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) << -nVelShift; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) << -nVelShift; } else { sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> nVelShift; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> nVelShift; } } int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle) { if (nWaspCount >= kMaxWasps) { return -1; } short nWasp = nWaspCount; nWaspCount++; // TODO - CHECKME uint8_t bSomeType = kTrue; if (nSprite == -2) { bSomeType = kFalse; } if (nSprite < 0) { nSprite = insertsprite(nSector, 107); assert(nSprite >= 0 && nSprite < kMaxSprites); sprite[nSprite].x = x; sprite[nSprite].y = y; sprite[nSprite].z = z; } else { nAngle = sprite[nSprite].ang; changespritestat(nSprite, 107); } sprite[nSprite].shade = -12; sprite[nSprite].cstat = 0x101; sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal; sprite[nSprite].clipdist = 70; if (bSomeType) { sprite[nSprite].yrepeat = 20; sprite[nSprite].xrepeat = 20; } else { sprite[nSprite].xrepeat = 50; sprite[nSprite].yrepeat = 50; } sprite[nSprite].xoffset = 0; sprite[nSprite].yoffset = 0; sprite[nSprite].picnum = 1; sprite[nSprite].ang = nAngle; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; sprite[nSprite].zvel = 0; sprite[nSprite].hitag = 0; sprite[nSprite].lotag = runlist_HeadRun() + 1; sprite[nSprite].extra = -1; // GrabTimeSlot(3); WaspList[nWasp].nAction = 0; WaspList[nWasp].field_2 = 0; WaspList[nWasp].nSprite = nSprite; WaspList[nWasp].nTarget = -1; WaspList[nWasp].nHealth = 800; WaspList[nWasp].field_16 = 10; if (bSomeType) { WaspList[nWasp].field_C = 60; WaspList[nWasp].field_16 = (WaspList[nWasp].field_16 - 1) >> 1; } else { WaspList[nWasp].field_C = RandomSize(5); } WaspList[nWasp].field_E = 0; WaspList[nWasp].field_14 = 0; WaspList[nWasp].field_12 = 0; WaspList[nWasp].field_10 = RandomSize(7) + 127; sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nWasp | 0x1E0000); WaspList[nWasp].field_8 = runlist_AddRunRec(NewRun, nWasp | 0x1E0000); nCreaturesLeft++; return nSprite; } void FuncWasp(int a, int nDamage, int nRun) { short nWasp = RunData[nRun].nVal; short nTarget = -1; short nSprite = WaspList[nWasp].nSprite; short nAction = WaspList[nWasp].nAction; int someval = 0; int nMessage = a & 0x7F0000; switch (nMessage) { case 0x90000: { seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqWasp] + ActionSeq[nAction].a, WaspList[nWasp].field_2, ActionSeq[nAction].b); return; } case 0xA0000: { if (!(sprite[nSprite].cstat & 0x101)) return; nDamage = runlist_CheckRadialDamage(nSprite); // fall through to case 0x80000 } case 0x80000: { if (!nDamage) { return; } if (WaspList[nWasp].nHealth > 0) { WaspList[nWasp].nHealth -= nDamage; if (WaspList[nWasp].nHealth > 0) { if (!RandomSize(4)) { WaspList[nWasp].nAction = 3; WaspList[nWasp].field_2 = 0; } WaspList[nWasp].nAction = 1; sprite[nSprite].ang += RandomSize(9) + 768; sprite[nSprite].ang &= kAngleMask; WaspList[nWasp].field_12 = 3000; sprite[nSprite].zvel = (-20) - RandomSize(6); } else { // Wasp is dead WaspList[nWasp].nAction = 4; WaspList[nWasp].field_2 = 0; nVelShift = 0; sprite[nSprite].cstat = 0; nCreaturesLeft--; sprite[nSprite].ang = (sprite[nSprite].ang + 1024) & kAngleMask; SetWaspVel(nSprite); sprite[nSprite].zvel = 512; } } return; } case 0x20000: { short nSeq = SeqOffsets[kSeqWasp] + ActionSeq[nAction].a; sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, WaspList[nWasp].field_2); seq_MoveSequence(nSprite, nSeq, WaspList[nWasp].field_2); WaspList[nWasp].field_2++; if (WaspList[nWasp].field_2 >= SeqSize[nSeq]) { WaspList[nWasp].field_2 = 0; someval = 1; } if (WaspList[nWasp].nHealth > 0) { nTarget = WaspList[nWasp].nTarget; if (nTarget > -1 && (!(sprite[nTarget].cstat & 0x101) || (SectFlag[sprite[nTarget].sectnum] & kSectUnderwater))) { // goto pink WaspList[nWasp].nTarget = -1; WaspList[nWasp].nAction = 0; WaspList[nWasp].field_C = RandomSize(6); return; } } switch (nAction) { case 0: { sprite[nSprite].zvel = Sin(WaspList[nWasp].field_E) >> 4; WaspList[nWasp].field_E += WaspList[nWasp].field_10; WaspList[nWasp].field_E &= kAngleMask; MoveCreature(nSprite); if (nTarget >= 0) { WaspList[nWasp].field_C--; if (WaspList[nWasp].field_C > 0) { PlotCourseToSprite(nSprite, nTarget); } else { WaspList[nWasp].nAction = 1; sprite[nSprite].zvel = 0; WaspList[nWasp].field_2 = 0; WaspList[nWasp].field_12 = 1500; WaspList[nWasp].field_C = RandomSize(5) + 60; } } else { if ((nWasp & 0x1F) == (totalmoves & 0x1F)) { WaspList[nWasp].nTarget = FindPlayer(nSprite, 60); } } return; } case 1: { WaspList[nWasp].field_C--; if (WaspList[nWasp].field_C <= 0) { WaspList[nWasp].nAction = 0; WaspList[nWasp].field_C = RandomSize(6); return; } int nChaseVal = AngleChase(nSprite, nTarget, WaspList[nWasp].field_12, 0, 16); switch (nChaseVal & 0xC000) { default: return; case 0x8000: { return; } case 0xC000: { short nSprite2 = (nChaseVal & 0x3FFF); if (nSprite2 == nTarget) { sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; runlist_DamageEnemy(nSprite2, nSprite, WaspList[nWasp].field_16); WaspList[nWasp].nAction = 2; WaspList[nWasp].field_2 = 0; } return; } } return; } case 2: case 3: { if (someval) { WaspList[nWasp].nAction = 1; sprite[nSprite].ang = RandomSize(9) + 768; sprite[nSprite].ang &= kAngleMask; WaspList[nWasp].field_12 = 3000; sprite[nSprite].zvel = (-20) - RandomSize(6); } return; } case 4: { int nMove = MoveCreature(nSprite) & 0x8000; nMove |= 0xC000; if (nMove) { sprite[nSprite].yvel = 0; WaspList[nWasp].nAction = 5; sprite[nSprite].xvel = 0; WaspList[nWasp].field_2 = 0; sprite[nSprite].zvel = 1024; } return; } case 5: { short nSector = sprite[nSprite].sectnum; sprite[nSprite].z += sprite[nSprite].zvel; if (sprite[nSprite].z >= sector[nSector].floorz) { if (SectBelow[nSector] > -1) { BuildSplash(nSprite, nSector); sprite[nSprite].cstat |= 0x8000; } sprite[nSprite].zvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; WaspList[nWasp].nAction = 6; WaspList[nWasp].field_2 = 0; runlist_SubRunRec(WaspList[nWasp].field_8); } return; } default: { return; } } break; } } }