#include "rex.h" #include "exhumed.h" #include "engine.h" #include "runlist.h" #include "move.h" #include "sequence.h" #include "sound.h" #include "random.h" #include "trigdat.h" #include "player.h" #include "aistuff.h" #include #define kMaxRex 50 short RexCount = 0; short RexChan[kMaxRex]; struct Rex { short nHealth; short field_2; short nAction; short nSprite; short nTarget; short field_A; }; Rex RexList[kMaxRex]; static actionSeq ActionSeq[] = { {29, 0}, {0, 0}, {0, 0}, {37, 0}, {9, 0}, {18, 0}, {27, 1}, {28, 1} }; void InitRexs() { RexCount = kMaxRex; } int BuildRex(short nSprite, int x, int y, int z, short nSector, short nAngle, int nVal) { RexCount--; int nRex = RexCount; if (nRex < 0) { return -1; } if (nSprite == -1) { nSprite = insertsprite(nSector, 119); } else { changespritestat(nSprite, 119); x = sprite[nSprite].x; y = sprite[nSprite].y; z = sector[sprite[nSprite].sectnum].floorz; nAngle = sprite[nSprite].ang; } assert(nSprite >= 0 && nSprite < kMaxSprites); sprite[nSprite].x = x; sprite[nSprite].y = y; sprite[nSprite].cstat = 0x101; sprite[nSprite].z = z; sprite[nSprite].cstat = 0x101; sprite[nSprite].shade = -12; sprite[nSprite].clipdist = 80; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 0; sprite[nSprite].xrepeat = 64; sprite[nSprite].yrepeat = 64; sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal; sprite[nSprite].xoffset = 0; sprite[nSprite].yoffset = 0; sprite[nSprite].ang = nAngle; sprite[nSprite].picnum = 1; sprite[nSprite].hitag = 0; sprite[nSprite].lotag = runlist_HeadRun() + 1; sprite[nSprite].extra = -1; GrabTimeSlot(3); RexList[nRex].nAction = 0; RexList[nRex].nHealth = 4000; RexList[nRex].field_2 = 0; RexList[nRex].nSprite = nSprite; RexList[nRex].nTarget = -1; RexList[nRex].field_A = 0; RexChan[nRex] = nVal; sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nRex | 0x180000); // this isn't stored anywhere... runlist_AddRunRec(NewRun, nRex | 0x180000); nCreaturesLeft++; return nRex | 0x180000; } void FuncRex(int a, int nDamage, int nRun) { short nRex = RunData[nRun].nVal; assert(nRex >= 0 && nRex < kMaxRex); int var_1C = 0; short nAction = RexList[nRex].nAction; short nSprite = RexList[nRex].nSprite; int nMessage = a & 0x7F0000; switch (nMessage) { default: { DebugOut("unknown msg %d for Rex\n", a & 0x7F0000); return; } case 0xA0000: { if (nAction == 5) { nDamage = runlist_CheckRadialDamage(nSprite); } // fall through to case 0x80000 } case 0x80000: { if (nDamage) { short nTarget = a & 0xFFFF; if (nTarget >= 0 && sprite[nTarget].statnum == 100) { RexList[nRex].nTarget = nTarget; } if (RexList[nRex].nAction == 5 && RexList[nRex].nHealth > 0) { RexList[nRex].nHealth -= nDamage; if (RexList[nRex].nHealth <= 0) { sprite[nSprite].zvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; RexList[nRex].nHealth = 0; sprite[nSprite].cstat &= 0xFEFE; nCreaturesLeft--; if (nAction < 6) { RexList[nRex].nAction = 6; RexList[nRex].field_2 = 0; } } } } return; } case 0x90000: { seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqRex] + ActionSeq[nAction].a, RexList[nRex].field_2, ActionSeq[nAction].b); return; } case 0x20000: { Gravity(nSprite); int nSeq = SeqOffsets[kSeqRex] + ActionSeq[nAction].a; sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, RexList[nRex].field_2); int ecx; if (nAction != 2) { ecx = 1; } else { ecx = 2; } // moves the mouth open and closed as it's idle? do { ecx--; seq_MoveSequence(nSprite, nSeq, RexList[nRex].field_2); RexList[nRex].field_2++; if (RexList[nRex].field_2 >= SeqSize[nSeq]) { RexList[nRex].field_2 = 0; var_1C = 1; } } while (ecx != -1); int nFlag = FrameFlag[SeqBase[nSeq] + RexList[nRex].field_2]; short nTarget = RexList[nRex].nTarget; if (nAction > 7) { return; } switch (nAction) { default: return; // OK case 0: { if (!RexList[nRex].field_A) { if ((nRex & 0x1F) == (totalmoves & 0x1F)) { if (nTarget < 0) { short nAngle = sprite[nSprite].ang; // make backup of this variable RexList[nRex].nTarget = FindPlayer(nSprite, 60); sprite[nSprite].ang = nAngle; } else { RexList[nRex].field_A = 60; } } } else { RexList[nRex].field_A--; if (RexList[nRex].field_A <= 0) { RexList[nRex].nAction = 1; RexList[nRex].field_2 = 0; sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 2; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2; D3PlayFX(StaticSound[kSound48], nSprite); RexList[nRex].field_A = 30; } } return; } // OK case 1: { if (RexList[nRex].field_A > 0) { RexList[nRex].field_A--; } if ((nRex & 0x0F) == (totalmoves & 0x0F)) { if (!RandomSize(1)) { RexList[nRex].nAction = 5; RexList[nRex].field_2 = 0; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; return; } else { if (((PlotCourseToSprite(nSprite, nTarget) >> 8) >= 60) || RexList[nRex].field_A > 0) { sprite[nSprite].xvel = Sin((sprite[nSprite].ang & 0xFFF8) + 512) >> 2; sprite[nSprite].yvel = Sin((sprite[nSprite].ang & 0xFFF8)) >> 2; } else { RexList[nRex].nAction = 2; RexList[nRex].field_A = 240; D3PlayFX(StaticSound[kSound48], nSprite); RexList[nRex].field_2 = 0; return; } } } int nVal = MoveCreatureWithCaution(nSprite); if ((nVal & 0xC000) == 0x8000) { sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 2; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2; RexList[nRex].nAction = 1; RexList[nRex].field_2 = 0; nAction = 1; break; } else if ((nVal & 0xC000) == 0xC000) { if ((nVal & 0x3FFF) == nTarget) { PlotCourseToSprite(nSprite, nTarget); RexList[nRex].nAction = 4; RexList[nRex].field_2 = 0; break; } else { sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 2; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2; RexList[nRex].nAction = 1; RexList[nRex].field_2 = 0; nAction = 1; break; } } break; } case 2: { RexList[nRex].field_A--; if (RexList[nRex].field_A > 0) { PlotCourseToSprite(nSprite, nTarget); sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 1; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1; int nVal = MoveCreatureWithCaution(nSprite); if ((nVal & 0x0C000) == 0x8000) { SetQuake(nSprite, 25); RexList[nRex].field_A = 60; sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 2; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2; RexList[nRex].nAction = 1; RexList[nRex].field_2 = 0; nAction = 1; break; } else if ((nVal & 0x0C000) == 0x0C000) { RexList[nRex].nAction = 3; RexList[nRex].field_2 = 0; short nSprite2 = nVal & 0x3FFF; if (sprite[nSprite2].statnum && sprite[nSprite2].statnum < 107) { short nAngle = sprite[nSprite].ang; runlist_DamageEnemy(nSprite2, nSprite, 15); int ebx = Sin(nAngle + 512) * 15; int edx = Sin(nAngle) * 15; if (sprite[nSprite2].statnum == 100) { short nPlayer = GetPlayerFromSprite(nSprite2); nXDamage[nPlayer] += (ebx << 4); nYDamage[nPlayer] += (edx << 4); sprite[nSprite2].zvel = -3584; } else { sprite[nSprite2].xvel += (ebx >> 3); sprite[nSprite2].yvel += (edx >> 3); sprite[nSprite2].zvel = -2880; } } RexList[nRex].field_A >>= 2; } } else { RexList[nRex].nAction = 1; RexList[nRex].field_2 = 0; RexList[nRex].field_A = 90; } return; } case 3: { if (var_1C) { RexList[nRex].nAction = 2; } return; } case 4: { if (nTarget != -1) { if (PlotCourseToSprite(nSprite, nTarget) < 768) { if (nFlag & 0x80) { runlist_DamageEnemy(nTarget, nSprite, 15); } break; } } RexList[nRex].nAction = 1; break; } case 5: { if (var_1C) { RexList[nRex].nAction = 1; RexList[nRex].field_A = 15; } return; } case 6: { if (var_1C) { RexList[nRex].nAction = 7; RexList[nRex].field_2 = 0; runlist_ChangeChannel(RexChan[nRex], 1); } return; } case 7: { sprite[nSprite].cstat &= 0xFEFE; return; } } // break-ed if (nAction > 0) { if ((nTarget != -1) && (!(sprite[nTarget].cstat & 0x101))) { RexList[nRex].nAction = 0; RexList[nRex].field_2 = 0; RexList[nRex].field_A = 0; RexList[nRex].nTarget = -1; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; } } return; } } }