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# include "engine.h"
# include "object.h"
# include "exhumed.h"
# include "move.h"
# include "random.h"
# include "view.h"
# include "sound.h"
# include "init.h"
# include "runlist.h"
# include "names.h"
# include "sequence.h"
# include "lighting.h"
# include "anims.h"
# include "items.h"
# include "player.h"
# include "trigdat.h"
# include "bullet.h"
# include <string.h>
# include <assert.h>
# define kMaxBobs 200
# define kMaxDrips 50
# define kMaxMoveSects 50
# define kMaxObjects 128
# define kMaxWallFace 4096
# define kMaxSlideData 128
# define kMaxPoints 1024
# define kMaxTraps 40
# define kMaxTrails 20
# define kMaxTrailPoints 100
static short ObjectSeq [ ] = {
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46 , - 1 , 72 , - 1
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} ;
static short ObjectStatnum [ ] = {
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kStatExplodeTrigger , kStatExplodeTarget , 98 , kStatDestructibleSprite
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} ;
struct Trail
{
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short field_0 ;
short field_2 ;
short field_4 ;
short pad ;
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} ;
struct TrailPoint
{
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int x ;
int y ;
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} ;
struct Bob
{
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short nSector ;
char field_2 ;
char field_3 ;
int z ;
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} ;
struct Drip
{
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short nSprite ;
short field_2 ;
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} ;
// 56 bytes
struct Elev
{
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short field_0 ;
short nChannel ;
short nSector ;
int field_6 ;
int field_A ;
short nCountZOffsets ; // count of items in zOffsets
short nCurZOffset ;
int zOffsets [ 8 ] ; // different Z offsets
short field_32 ;
short nSprite ;
short field_36 ;
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} ;
// 16 bytes
struct MoveSect
{
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short nSector ;
short nTrail ;
short nTrailPoint ;
short field_6 ;
short field_8 ; // nSector?
int field_10 ;
short field_14 ; // nChannel?
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} ;
struct Object
{
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short field_0 ;
short nHealth ;
short field_4 ;
short nSprite ;
short field_8 ;
short field_10 ;
short field_12 ;
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} ;
struct wallFace
{
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short nChannel ;
short nWall ;
short field_4 ;
short field_6 [ 8 ] ;
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} ;
// TODO - rename
struct slideData2
{
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short nChannel ;
short field_2 ;
short field_4 ;
short field_6 ;
short field_8 ;
uint8_t field_A [ 6 ] ; // pad?
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} ;
struct slideData
{
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int field_0 ;
int field_4 ;
int field_8 ;
int field_C ;
int field_10 ;
int field_14 ;
int field_18 ;
int field_1C ;
int field_20 ;
int field_24 ;
int field_28 ;
int field_2C ;
int field_30 ;
int field_34 ;
int field_38 ;
int field_3C ;
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} ;
struct Point
{
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short field_0 ;
short field_2 ;
short field_4 ;
short field_6 ;
short field_8 ;
short field_A ;
short field_C ;
short field_E ;
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} ;
struct Trap
{
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short field_0 ;
short nSprite ;
short nType ;
short field_6 ;
short field_8 ;
short field_A ;
short field_C ;
short field_E ;
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} ;
Trap sTrap [ kMaxTraps ] ;
Bob sBob [ kMaxBobs ] ;
Trail sTrail [ kMaxTrails ] ;
TrailPoint sTrailPoint [ kMaxTrailPoints ] ;
Elev Elevator [ kMaxElevs ] ;
Object ObjectList [ kMaxObjects ] ;
MoveSect sMoveSect [ kMaxMoveSects ] ;
slideData SlideData [ kMaxSlideData ] ;
short sMoveDir [ kMaxMoveSects ] ;
wallFace WallFace [ kMaxWallFace ] ;
slideData2 SlideData2 [ kMaxSlideData ] ;
Point PointList [ kMaxPoints ] ;
short nTrapInterval [ kMaxTraps ] ;
short sBobID [ kMaxBobs ] ;
short PointCount ;
short PointFree [ kMaxPoints ] ;
short SlideCount = 0 ;
short SlideFree [ kMaxSlides ] ;
char nTrailPointVal [ kMaxTrailPoints ] ;
short nTrailPointPrev [ kMaxTrailPoints ] ;
short nTrailPointNext [ kMaxTrailPoints ] ;
Drip sDrip [ kMaxDrips ] ;
short ElevCount = - 1 ;
short WallFaceCount = - 1 ;
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int lFinaleStart ;
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short nTrailPoints ;
short nEnergyBlocks ;
short nMoveSects ;
short nFinaleStage ;
short nTrails ;
short nTraps ;
short nFinaleSpr ;
short ObjectCount ;
short nDrips ;
short nBobs = 0 ;
short nDronePitch = 0 ;
short nSmokeSparks = 0 ;
// done
void InitObjects ( )
{
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ObjectCount = 0 ;
nTraps = 0 ;
nDrips = 0 ;
nBobs = 0 ;
nTrails = 0 ;
nTrailPoints = 0 ;
nMoveSects = 0 ;
memset ( sTrail , - 1 , sizeof ( sTrail ) ) ;
nEnergyBlocks = 0 ;
nDronePitch = 0 ;
nFinaleStage = 0 ;
lFinaleStart = 0 ;
nSmokeSparks = 0 ;
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}
// done
void InitElev ( )
{
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ElevCount = kMaxElevs ;
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}
// done
int BuildWallSprite ( int nSector )
{
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int nWall = sector [ nSector ] . wallptr ;
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int x = wall [ nWall ] . x ;
int y = wall [ nWall ] . y ;
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int x2 = wall [ nWall + 1 ] . x ;
int y2 = wall [ nWall + 1 ] . y ;
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int nSprite = insertsprite ( nSector , 401 ) ;
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sprite [ nSprite ] . x = ( x + x2 ) / 2 ;
sprite [ nSprite ] . y = ( y + y2 ) / 2 ;
sprite [ nSprite ] . z = ( sector [ nSector ] . floorz + sector [ nSector ] . ceilingz ) / 2 ;
sprite [ nSprite ] . cstat = 0x8000 ;
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return nSprite ;
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}
// done
short FindWallSprites ( short nSector )
{
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int var_24 = 0x7FFFFFFF ;
int ecx = 0x7FFFFFFF ;
int nWall = sector [ nSector ] . wallptr ;
int nWallCount = sector [ nSector ] . wallnum ;
int esi = 0x80000002 ;
int edi = 0x80000002 ;
int i ;
for ( i = 0 ; i < nWallCount ; i + + )
{
if ( wall [ nWall ] . x < var_24 ) {
var_24 = wall [ nWall ] . x ;
}
if ( esi < wall [ nWall ] . x ) {
esi = wall [ nWall ] . x ;
}
if ( ecx > wall [ nWall ] . y ) {
ecx = wall [ nWall ] . y ;
}
if ( edi < wall [ nWall ] . y ) {
edi = wall [ nWall ] . y ;
}
nWall + + ;
}
ecx - = 5 ;
esi + = 5 ;
edi + = 5 ;
var_24 - = 5 ;
int nSprite = - 1 ;
for ( i = 0 ; i < kMaxSprites ; i + + )
{
if ( sprite [ i ] . lotag = = 0 )
{
if ( ( sprite [ i ] . cstat & 0x50 ) = = 80 )
{
int var_28 = sprite [ i ] . x ;
int ebx = sprite [ i ] . y ;
if ( ( var_28 > = var_24 ) & & ( esi > = var_28 ) & & ( ebx > = ecx ) & & ( ebx < = edi ) )
{
sprite [ i ] . owner = nSprite ;
nSprite = i ;
}
}
}
}
if ( nSprite < 0 )
{
nSprite = insertsprite ( nSector , 401 ) ;
sprite [ nSprite ] . x = ( var_24 + esi ) / 2 ;
sprite [ nSprite ] . y = ( ecx + edi ) / 2 ;
sprite [ nSprite ] . z = sector [ nSector ] . floorz ;
sprite [ nSprite ] . cstat = 0x8000 ;
sprite [ nSprite ] . owner = - 1 ;
sprite [ nSprite ] . lotag = 0 ;
sprite [ nSprite ] . hitag = 0 ;
}
return nSprite ;
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}
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int BuildElevF ( int nChannel , int nSector , int nWallSprite , int arg_4 , int arg_5 , int nCount , . . . )
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{
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assert ( ElevCount > 0 ) ;
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if ( ElevCount < = 0 ) {
return - 1 ;
}
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ElevCount - - ;
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Elevator [ ElevCount ] . field_0 = 2 ;
Elevator [ ElevCount ] . field_6 = arg_4 ;
Elevator [ ElevCount ] . field_32 = - 1 ;
Elevator [ ElevCount ] . field_A = arg_5 ;
Elevator [ ElevCount ] . nChannel = nChannel ;
Elevator [ ElevCount ] . nSector = nSector ;
Elevator [ ElevCount ] . nCountZOffsets = 0 ;
Elevator [ ElevCount ] . nCurZOffset = 0 ;
Elevator [ ElevCount ] . field_36 = 0 ;
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if ( nWallSprite < 0 ) {
nWallSprite = BuildWallSprite ( nSector ) ;
}
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Elevator [ ElevCount ] . nSprite = nWallSprite ;
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va_list zlist ;
va_start ( zlist , nCount ) ;
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while ( 1 )
{
if ( Elevator [ ElevCount ] . nCountZOffsets > = nCount ) {
return ElevCount ;
}
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int nVal = Elevator [ ElevCount ] . nCountZOffsets ;
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Elevator [ ElevCount ] . nCountZOffsets + + ;
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Elevator [ ElevCount ] . zOffsets [ nVal ] = va_arg ( zlist , int ) ;
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}
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va_end ( zlist ) ;
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return ElevCount ;
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}
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int BuildElevC ( int arg1 , int nChannel , int nSector , int nWallSprite , int arg5 , int arg6 , int nCount , . . . )
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{
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int edi = arg5 ;
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assert ( ElevCount > 0 ) ;
if ( ElevCount < = 0 ) {
return - 1 ;
}
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ElevCount - - ;
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Elevator [ ElevCount ] . field_0 = arg1 ;
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if ( arg1 & 4 )
{
edi = arg5 / 2 ;
}
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Elevator [ ElevCount ] . field_6 = edi ;
Elevator [ ElevCount ] . nCountZOffsets = 0 ;
Elevator [ ElevCount ] . field_36 = 0 ;
Elevator [ ElevCount ] . nCurZOffset = 0 ;
Elevator [ ElevCount ] . field_A = arg6 ;
Elevator [ ElevCount ] . field_32 = - 1 ;
Elevator [ ElevCount ] . nChannel = nChannel ;
Elevator [ ElevCount ] . nSector = nSector ;
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if ( nWallSprite < 0 ) {
nWallSprite = BuildWallSprite ( nSector ) ;
}
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Elevator [ ElevCount ] . nSprite = nWallSprite ;
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va_list zlist ;
va_start ( zlist , nCount ) ;
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while ( 1 )
{
if ( Elevator [ ElevCount ] . nCountZOffsets > = nCount ) {
return ElevCount ;
}
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int nVal = Elevator [ ElevCount ] . nCountZOffsets ;
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Elevator [ ElevCount ] . nCountZOffsets + + ;
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Elevator [ ElevCount ] . zOffsets [ nVal ] = va_arg ( zlist , int ) ;
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}
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va_end ( zlist ) ;
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return ElevCount ;
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}
// TODO - tidy me up
// RENAME param A - not always Z
// Confirmed 100% correct with original .exe
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int LongSeek ( int * pZVal , int a2 , int a3 , int a4 )
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{
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int v4 ; // edx@1
int v5 ; // ebx@2
v4 = a2 - * pZVal ;
if ( v4 < 0 )
{
v5 = - a3 ;
if ( v5 > v4 )
v4 = v5 ;
( * pZVal ) + = v4 ;
}
if ( v4 > 0 )
{
if ( a4 < v4 )
v4 = a4 ;
( * pZVal ) + = v4 ;
}
return v4 ;
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}
// done
int CheckSectorSprites ( short nSector , int nVal )
{
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int b = 0 ;
if ( nVal )
{
short nSprite = headspritesect [ nSector ] ;
int nZDiff = sector [ nSector ] . floorz - sector [ nSector ] . ceilingz ;
while ( nSprite ! = - 1 )
{
if ( ( sprite [ nSprite ] . cstat & 0x101 ) & & ( nZDiff < GetSpriteHeight ( nSprite ) ) )
{
if ( nVal ! = 1 ) {
return 1 ;
}
b = 1 ;
runlist_DamageEnemy ( nSprite , - 1 , 5 ) ;
if ( sprite [ nSprite ] . statnum = = 100 & & PlayerList [ GetPlayerFromSprite ( nSprite ) ] . nHealth < = 0 )
{
PlayFXAtXYZ ( StaticSound [ kSoundJonFDie ] ,
sprite [ nSprite ] . x ,
sprite [ nSprite ] . y ,
sprite [ nSprite ] . z ,
sprite [ nSprite ] . sectnum | 0x40FF ) ; // TODO - check last param??
}
}
nSprite = nextspritesect [ nSprite ] ;
}
}
else
{
for ( int i = headspritesect [ nSector ] ; i ! = - 1 ; i = nextspritesect [ i ] )
{
if ( sprite [ i ] . cstat & 0x101 ) {
return 1 ;
}
}
b = 0 ;
}
return b ;
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}
// done
void MoveSectorSprites ( int nSector , int z )
{
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int nSprite = headspritesect [ nSector ] ;
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while ( nSprite ! = - 1 )
{
if ( sprite [ nSprite ] . statnum ! = 200 ) {
sprite [ nSprite ] . z + = z ;
}
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nSprite = nextspritesect [ nSprite ] ;
}
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}
void StartElevSound ( short nSprite , int nVal )
{
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short nSound ;
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if ( nVal & 2 ) {
nSound = nElevSound ;
}
else {
nSound = nStoneSound ;
}
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D3PlayFX ( StaticSound [ nSound ] , nSprite ) ;
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}
void FuncElev ( int a , int b , int nRun )
{
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short nElev = RunData [ nRun ] . nVal ;
assert ( nElev > = 0 & & nElev < kMaxElevs ) ;
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short nChannel = Elevator [ nElev ] . nChannel ;
short var_18 = Elevator [ nElev ] . field_0 ;
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RunChannel * pRunChannel = & sRunChannels [ nChannel ] ;
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assert ( nChannel > = 0 & & nChannel < kMaxChannels ) ;
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int nMessage = a & 0x7F0000 ;
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if ( nMessage < 0x10000 ) {
return ;
}
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// int var_24 = var_18 & 0x10; // floor based?
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switch ( nMessage )
{
default :
{
return ;
}
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case 0x10000 :
{
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// short ax = var_18 & 8;
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short dx = sRunChannels [ nChannel ] . c ;
int edi = 999 ; // FIXME CHECKME - this isn't default set to anything in the ASM that I can see - if ax is 0 and var_24 is 0, this will never be set to a known value otherwise!
if ( var_18 & 0x8 )
{
if ( dx ) {
edi = 1 ;
}
else {
edi = 0 ;
}
}
else
{
// loc_20D48:
if ( var_18 & 0x10 ) // was var_24
{
if ( Elevator [ nElev ] . field_32 < 0 )
{
Elevator [ nElev ] . field_32 = runlist_AddRunRec ( NewRun , RunData [ nRun ] . nMoves ) ;
StartElevSound ( Elevator [ nElev ] . nSprite , var_18 ) ;
edi = 1 ;
}
}
else
{
if ( dx < 0 ) {
edi = 0 ;
}
else
{
if ( dx = = Elevator [ nElev ] . nCurZOffset | | dx > = Elevator [ nElev ] . nCountZOffsets )
{
Elevator [ nElev ] . field_36 = dx ;
edi = 1 ;
}
else
{
Elevator [ nElev ] . nCurZOffset = sRunChannels [ nChannel ] . c ;
edi = 1 ;
}
}
}
}
assert ( edi ! = 999 ) ;
// loc_20DF9:
if ( edi )
{
if ( Elevator [ nElev ] . field_32 < 0 )
{
Elevator [ nElev ] . field_32 = runlist_AddRunRec ( NewRun , RunData [ nRun ] . nMoves ) ;
StartElevSound ( Elevator [ nElev ] . nSprite , var_18 ) ;
}
}
else
{
//loc_20E4E:
if ( Elevator [ nElev ] . field_32 > = 0 )
{
runlist_SubRunRec ( Elevator [ nElev ] . field_32 ) ;
Elevator [ nElev ] . field_32 = - 1 ;
}
}
return ;
}
case 0x20000 :
{
short nSector = Elevator [ nElev ] . nSector ;
short di = Elevator [ nElev ] . nSprite ;
int ebp = 0 ; // initialise to *something*
if ( var_18 & 0x2 )
{
int nZOffset = Elevator [ nElev ] . nCurZOffset ;
int nZVal = Elevator [ nElev ] . zOffsets [ nZOffset ] ;
short nSectorB = nSector ;
int nVal = LongSeek ( ( int * ) & sector [ nSector ] . floorz , nZVal , Elevator [ nElev ] . field_6 , Elevator [ nElev ] . field_A ) ;
ebp = nVal ;
if ( ! nVal )
{
if ( var_18 & 0x10 )
{
Elevator [ nElev ] . nCurZOffset ^ = 1 ;
StartElevSound ( di , var_18 ) ;
}
else
{
StopSpriteSound ( di ) ;
runlist_SubRunRec ( nRun ) ;
Elevator [ nElev ] . field_32 = - 1 ;
runlist_ReadyChannel ( nChannel ) ;
D3PlayFX ( StaticSound [ nStopSound ] , Elevator [ nElev ] . nSprite ) ;
}
}
else
{
assert ( nSector = = nSectorB ) ;
MoveSectorSprites ( nSector , nVal ) ;
if ( nVal < 0 & & CheckSectorSprites ( nSector , 2 ) )
{
runlist_ChangeChannel ( nChannel , sRunChannels [ nChannel ] . c = = 0 ) ;
return ;
}
}
}
else
{
// loc_20FC3:
int ceilZ = sector [ nSector ] . ceilingz ;
sectortype * var_28 = & sector [ nSector ] ;
int nZOffset = Elevator [ nElev ] . nCurZOffset ;
int zVal = Elevator [ nElev ] . zOffsets [ nZOffset ] ;
int nVal = LongSeek ( & ceilZ , zVal , Elevator [ nElev ] . field_6 , Elevator [ nElev ] . field_A ) ;
ebp = nVal ;
if ( ! nVal )
{
if ( var_18 & 0x10 )
{
Elevator [ nElev ] . nCurZOffset ^ = 1 ;
StartElevSound ( Elevator [ nElev ] . nSprite , var_18 ) ;
}
else
{
runlist_SubRunRec ( nRun ) ;
Elevator [ nElev ] . field_32 = - 1 ;
StopSpriteSound ( Elevator [ nElev ] . nSprite ) ;
D3PlayFX ( StaticSound [ nStopSound ] , Elevator [ nElev ] . nSprite ) ;
runlist_ReadyChannel ( nChannel ) ;
}
return ;
}
else if ( nVal > 0 )
{
if ( ceilZ = = zVal )
{
if ( var_18 & 0x4 ) {
SetQuake ( di , 30 ) ;
}
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PlayFXAtXYZ ( StaticSound [ kSound26 ] , sprite [ di ] . x , sprite [ di ] . y , sprite [ di ] . z , sprite [ di ] . sectnum ) ;
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}
if ( var_18 & 0x4 )
{
if ( CheckSectorSprites ( nSector , 1 ) ) {
return ;
}
}
else
{
if ( CheckSectorSprites ( nSector , 0 ) )
{
runlist_ChangeChannel ( nChannel , sRunChannels [ nChannel ] . c = = 0 ) ;
return ;
}
}
}
var_28 - > ceilingz = ceilZ ;
}
// maybe this doesn't go here?
while ( di ! = - 1 )
{
sprite [ di ] . z + = ebp ;
di = sprite [ di ] . owner ;
}
return ;
}
}
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}
// done
void InitWallFace ( )
{
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WallFaceCount = kMaxWallFace ;
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}
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int BuildWallFace ( short nChannel , short nWall , short nCount , . . . )
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{
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if ( WallFaceCount < = 0 ) {
bail2dos ( " Too many wall faces! \n " ) ;
}
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WallFaceCount - - ;
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WallFace [ WallFaceCount ] . field_4 = 0 ;
WallFace [ WallFaceCount ] . nWall = nWall ;
WallFace [ WallFaceCount ] . nChannel = nChannel ;
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if ( nCount > 8 ) {
nCount = 8 ;
}
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va_list piclist ;
va_start ( piclist , nCount ) ;
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while ( WallFace [ WallFaceCount ] . field_4 < nCount )
{
int i = WallFace [ WallFaceCount ] . field_4 ;
WallFace [ WallFaceCount ] . field_4 + + ;
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WallFace [ WallFaceCount ] . field_6 [ i ] = ( short ) va_arg ( piclist , int ) ;
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}
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va_end ( piclist ) ;
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return WallFaceCount | 0x70000 ;
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}
// Confirmed 100% correct with original .exe
void FuncWallFace ( int a , int b , int nRun )
{
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int nWallFace = RunData [ nRun ] . nVal ;
assert ( nWallFace > = 0 & & nWallFace < kMaxWallFace ) ;
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short nChannel = WallFace [ nWallFace ] . nChannel ;
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if ( ( a & 0x7F0000 ) ! = 0x10000 )
return ;
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short si = sRunChannels [ nChannel ] . c ;
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if ( ( si < = WallFace [ nWallFace ] . field_4 ) & & ( si > = 0 ) )
{
wall [ WallFace [ nWallFace ] . nWall ] . picnum = WallFace [ nWallFace ] . field_6 [ si ] ;
}
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}
// done
void InitPoint ( )
{
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PointCount = 0 ;
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for ( int i = 0 ; i < kMaxPoints ; i + + ) {
PointFree [ i ] = i ;
}
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}
// done
int GrabPoint ( )
{
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return PointFree [ PointCount + + ] ;
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}
// done
void InitSlide ( )
{
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SlideCount = kMaxSlides ;
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for ( int i = 0 ; i < kMaxSlides ; i + + ) {
SlideFree [ i ] = i ;
}
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}
int IdentifySector ( int nVal )
{
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for ( int i = 0 ; i < numsectors ; i + + )
{
for ( int j = 0 ; ; j + + )
{
if ( j < sector [ i ] . wallnum )
{
int nWall = sector [ i ] . wallptr ;
if ( nWall + j = = nVal )
return i ;
}
else {
break ;
}
}
}
return - 1 ;
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}
int BuildSlide ( int nChannel , int edx , int ebx , int ecx , int arg1 , int arg2 , int arg3 )
{
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int var_1C = edx ;
int ebp = ebx ;
int nVal = ecx ;
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if ( SlideCount < = 0 ) {
bail2dos ( " Too many slides! \n " ) ;
return - 1 ;
}
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SlideCount - - ;
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int nSlide = SlideCount ;
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short nSector = IdentifySector ( var_1C ) ;
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SlideData2 [ nSlide ] . field_4 = - 1 ;
SlideData2 [ nSlide ] . nChannel = nChannel ;
SlideData2 [ nSlide ] . field_2 = - 1 ;
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int nPoint = GrabPoint ( ) ;
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SlideData2 [ nSlide ] . field_2 = nPoint ;
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PointList [ nPoint ] . field_E = - 1 ;
PointList [ nPoint ] . field_0 = nSector ;
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short startwall = sector [ nSector ] . wallptr ;
short endwall = startwall + sector [ nSector ] . wallnum ;
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for ( int nWall = startwall ; nWall < endwall ; nWall + + )
{
short ax = SlideData2 [ nSlide ] . field_2 ;
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if ( ax > = 0 )
{
while ( ax > = 0 )
{
if ( wall [ nWall ] . nextsector = = PointList [ ax ] . field_0 ) {
break ;
}
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ax = PointList [ ax ] . field_E ;
}
}
else
{
if ( wall [ nWall ] . nextsector > = 0 )
{
nPoint = GrabPoint ( ) ;
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PointList [ nPoint ] . field_E = SlideData2 [ nSlide ] . field_2 ;
PointList [ nPoint ] . field_0 = wall [ nWall ] . nextsector ;
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SlideData2 [ nSlide ] . field_2 = nPoint ;
}
}
}
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SlideData [ nSlide ] . field_0 = var_1C ;
SlideData [ nSlide ] . field_8 = arg1 ;
SlideData [ nSlide ] . field_C = arg2 ;
SlideData [ nSlide ] . field_10 = wall [ var_1C ] . x ;
SlideData [ nSlide ] . field_14 = wall [ var_1C ] . y ;
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SlideData [ nSlide ] . field_1C = wall [ arg1 ] . y ;
SlideData [ nSlide ] . field_18 = wall [ arg1 ] . x ;
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SlideData [ nSlide ] . field_24 = wall [ ebp ] . y ;
SlideData [ nSlide ] . field_20 = wall [ ebp ] . x ;
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SlideData [ nSlide ] . field_2C = wall [ arg2 ] . y ;
SlideData [ nSlide ] . field_28 = wall [ arg2 ] . x ;
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SlideData [ nSlide ] . field_34 = wall [ nVal ] . y ;
SlideData [ nSlide ] . field_4 = ebp ;
SlideData [ nSlide ] . field_30 = wall [ nVal ] . x ;
SlideData [ nSlide ] . field_38 = wall [ arg3 ] . x ;
SlideData [ nSlide ] . field_3C = wall [ arg3 ] . y ;
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int nSprite = insertsprite ( nSector , 899 ) ;
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SlideData2 [ nSlide ] . field_6 = nSprite ;
sprite [ nSprite ] . cstat = 0x8000 ;
sprite [ nSprite ] . x = wall [ var_1C ] . x ;
sprite [ nSprite ] . y = wall [ var_1C ] . y ;
sprite [ nSprite ] . z = sector [ nSector ] . floorz ;
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SlideData2 [ nSlide ] . field_8 = 0 ;
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return nSlide | 0x80000 ;
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}
void FuncSlide ( int a , int b , int c )
{
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int nSlide = RunData [ c ] . nVal ;
assert ( nSlide > = 0 & & nSlide < kMaxSlides ) ;
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short nChannel = SlideData2 [ nSlide ] . nChannel ;
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int nMessage = a & 0x7F0000 ;
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int ebp = 0 ;
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short cx = sRunChannels [ nChannel ] . c ;
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switch ( nMessage )
{
case 0x10000 :
{
if ( SlideData2 [ nSlide ] . field_4 > = 0 )
{
runlist_SubRunRec ( SlideData2 [ nSlide ] . field_4 ) ;
SlideData2 [ nSlide ] . field_4 = - 1 ;
}
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if ( sRunChannels [ nChannel ] . c & & sRunChannels [ nChannel ] . c ! = 1 ) {
return ;
}
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SlideData2 [ nSlide ] . field_4 = runlist_AddRunRec ( NewRun , RunData [ c ] . nMoves ) ;
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if ( SlideData2 [ nSlide ] . field_8 ! = sRunChannels [ nChannel ] . c )
{
D3PlayFX ( StaticSound [ kSound23 ] , SlideData2 [ nSlide ] . field_6 ) ;
SlideData2 [ nSlide ] . field_8 = sRunChannels [ nChannel ] . c ;
}
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return ;
}
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case 0x20000 :
{
int clipmask = ebp + 1 ; // RENAME
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if ( cx = = 1 )
{
short nWall = SlideData [ nSlide ] . field_4 ;
int x = wall [ nWall ] . x ;
int y = wall [ nWall ] . y ;
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int nSeekA = LongSeek ( & x , SlideData [ nSlide ] . field_30 , 20 , 20 ) ;
int var_34 = nSeekA ;
int var_20 = nSeekA ;
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int nSeekB = LongSeek ( & y , SlideData [ nSlide ] . field_34 , 20 , 20 ) ;
int var_2C = nSeekB ;
int var_24 = nSeekB ;
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dragpoint ( SlideData [ nSlide ] . field_4 , x , y , 0 ) ;
movesprite ( SlideData2 [ nSlide ] . field_6 , var_34 < < 14 , var_2C < < 14 , 0 , 0 , 0 , CLIPMASK1 ) ;
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if ( var_34 = = 0 )
{
if ( var_2C = = 0 )
{
ebp = clipmask ;
}
}
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nWall = SlideData [ nSlide ] . field_0 ;
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y = wall [ nWall ] . y + var_24 ;
x = wall [ nWall ] . x + var_20 ;
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dragpoint ( SlideData [ nSlide ] . field_0 , x , y , 0 ) ;
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nWall = SlideData [ nSlide ] . field_C ;
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x = wall [ nWall ] . x ;
y = wall [ nWall ] . y ;
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int nSeekC = LongSeek ( & x , SlideData [ nSlide ] . field_38 , 20 , 20 ) ;
int var_30 = nSeekC ;
var_20 = nSeekC ;
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int nSeekD = LongSeek ( & y , SlideData [ nSlide ] . field_3C , 20 , 20 ) ;
int edi = nSeekD ;
var_24 = nSeekD ;
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dragpoint ( SlideData [ nSlide ] . field_C , x , y , 0 ) ;
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if ( var_30 = = 0 & & edi = = 0 ) {
ebp + + ;
}
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nWall = SlideData [ nSlide ] . field_8 ;
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x = wall [ nWall ] . x + var_20 ;
y = wall [ nWall ] . y + var_24 ;
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dragpoint ( SlideData [ nSlide ] . field_8 , x , y , 0 ) ;
}
else if ( cx = = 0 ) // right branch
{
short nWall = SlideData [ nSlide ] . field_0 ;
int x = wall [ nWall ] . x ;
int y = wall [ nWall ] . y ;
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int nSeekA = LongSeek ( & x , SlideData [ nSlide ] . field_10 , 20 , 20 ) ;
int edi = nSeekA ;
int var_1C = nSeekA ;
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int nSeekB = LongSeek ( & y , SlideData [ nSlide ] . field_14 , 20 , 20 ) ;
int ecx = nSeekB ;
int var_28 = nSeekB ;
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dragpoint ( SlideData [ nSlide ] . field_0 , x , y , 0 ) ;
if ( edi = = 0 & & ecx = = 0 ) {
ebp = clipmask ;
}
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nWall = SlideData [ nSlide ] . field_4 ;
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y = wall [ nWall ] . y + var_28 ;
x = wall [ nWall ] . x + var_1C ;
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dragpoint ( SlideData [ nSlide ] . field_4 , x , y , 0 ) ;
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nWall = SlideData [ nSlide ] . field_8 ;
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x = wall [ nWall ] . x ;
y = wall [ nWall ] . y ;
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int nSeekC = LongSeek ( & x , SlideData [ nSlide ] . field_18 , 20 , 20 ) ;
edi = nSeekC ;
var_1C = nSeekC ;
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int nSeekD = LongSeek ( & y , SlideData [ nSlide ] . field_1C , 20 , 20 ) ;
ecx = nSeekD ;
var_28 = nSeekD ;
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dragpoint ( SlideData [ nSlide ] . field_8 , x , y , 0 ) ;
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if ( edi = = 0 & & ecx = = 0 ) {
ebp + + ;
}
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nWall = SlideData [ nSlide ] . field_C ;
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y = wall [ nWall ] . y + var_28 ;
x = wall [ nWall ] . x + var_1C ;
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dragpoint ( SlideData [ nSlide ] . field_C , x , y , 0 ) ;
}
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// loc_21A51:
if ( ebp > = 2 )
{
runlist_SubRunRec ( SlideData2 [ nSlide ] . field_4 ) ;
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SlideData2 [ nSlide ] . field_4 = - 1 ;
D3PlayFX ( StaticSound [ nStopSound ] , SlideData2 [ nSlide ] . field_6 ) ;
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runlist_ReadyChannel ( nChannel ) ;
}
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return ;
}
}
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}
int BuildTrap ( int nSprite , int edx , int ebx , int ecx )
{
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int var_14 = edx ;
int var_18 = ebx ;
int var_10 = ecx ;
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if ( nTraps > = kMaxTraps ) {
bail2dos ( " Too many traps! \n " ) ;
}
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short nTrap = nTraps ;
nTraps + + ;
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changespritestat ( nSprite , 0 ) ;
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sprite [ nSprite ] . cstat = 0x8000 ;
sprite [ nSprite ] . xvel = 0 ;
sprite [ nSprite ] . yvel = 0 ;
sprite [ nSprite ] . zvel = 0 ;
sprite [ nSprite ] . extra = - 1 ;
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sprite [ nSprite ] . lotag = runlist_HeadRun ( ) + 1 ;
sprite [ nSprite ] . hitag = runlist_AddRunRec ( NewRun , nTrap | 0x1F0000 ) ;
sprite [ nSprite ] . owner = runlist_AddRunRec ( sprite [ nSprite ] . lotag - 1 , nTrap | 0x1F0000 ) ;
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// GrabTimeSlot(3);
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sTrap [ nTrap ] . nSprite = nSprite ;
sTrap [ nTrap ] . nType = ( var_14 = = 0 ) + 14 ;
sTrap [ nTrap ] . field_0 = - 1 ;
nTrapInterval [ nTrap ] = 64 - ( 2 * var_10 ) ;
if ( nTrapInterval [ nTrap ] < 5 ) {
nTrapInterval [ nTrap ] = 5 ;
}
sTrap [ nTrap ] . field_C = 0 ;
sTrap [ nTrap ] . field_A = 0 ;
if ( var_18 = = - 1 ) {
return nTrap | 0x1F0000 ;
}
sTrap [ nTrap ] . field_6 = - 1 ;
sTrap [ nTrap ] . field_8 = - 1 ;
short nSector = sprite [ nSprite ] . sectnum ;
short nWall = sector [ nSector ] . wallptr ;
int i = 0 ;
while ( 1 )
{
if ( sector [ nSector ] . wallnum > = i ) {
return nTrap | 0x1F0000 ;
}
if ( var_18 = = wall [ nWall ] . hitag )
{
if ( sTrap [ nTrap ] . field_6 ! = - 1 )
{
sTrap [ nTrap ] . field_8 = nWall ;
sTrap [ nTrap ] . field_C = wall [ nWall ] . picnum ;
return nTrap | 0x1F0000 ;
}
else
{
sTrap [ nTrap ] . field_6 = nWall ;
sTrap [ nTrap ] . field_A = wall [ nWall ] . picnum ;
}
}
ecx + + ;
nWall + + ;
}
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}
void FuncTrap ( int a , int b , int c )
{
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short nTrap = RunData [ c ] . nVal ;
short nSprite = sTrap [ nTrap ] . nSprite ;
int nMessage = a & 0x7F0000 ;
switch ( nMessage )
{
case 0x10000 :
{
short nChannel = a & 0x3FFF ;
if ( sRunChannels [ nChannel ] . c > 0 )
{
sTrap [ nTrap ] . field_0 = 12 ;
}
else
{
sTrap [ nTrap ] . field_0 = - 1 ;
}
return ;
}
case 0x20000 :
{
if ( sTrap [ nTrap ] . field_0 > = 0 )
{
sTrap [ nTrap ] . field_0 - - ;
if ( sTrap [ nTrap ] . field_0 > 10 ) {
return ;
}
short nType = sTrap [ nTrap ] . nType ;
if ( sTrap [ nTrap ] . field_0 = = 0 )
{
sTrap [ nTrap ] . field_0 = nTrapInterval [ nTrap ] ;
if ( nType = = 14 )
{
short nWall = sTrap [ nTrap ] . field_6 ;
if ( nWall > - 1 )
{
wall [ nWall ] . picnum = sTrap [ nTrap ] . field_A ;
}
nWall = sTrap [ nTrap ] . field_8 ;
if ( nWall > - 1 )
{
wall [ nWall ] . picnum = sTrap [ nTrap ] . field_C ;
}
}
}
else
{
// loc_21D92:
if ( sTrap [ nTrap ] . field_0 ! = 5 ) {
return ;
}
int nBullet = BuildBullet ( nSprite , nType , 0 , 0 , 0 , sprite [ nSprite ] . ang , 0 , 1 ) ;
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short nBulletSprite = nBullet & 0xFFFF ; // isolate the sprite index (disregard top 16 bits)
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if ( nType = = 15 )
{
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sprite [ nBulletSprite ] . ang = ( sprite [ nBulletSprite ] . ang - 512 ) & kAngleMask ;
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D3PlayFX ( StaticSound [ kSound32 ] , nSprite ) ;
}
else
{
sprite [ nBulletSprite ] . clipdist = 50 ;
short nWall = sTrap [ nTrap ] . field_6 ;
if ( nWall > - 1 )
{
wall [ nWall ] . picnum = sTrap [ nTrap ] . field_A + 1 ;
}
nWall = sTrap [ nTrap ] . field_8 ;
if ( nWall > - 1 )
{
wall [ nWall ] . picnum = sTrap [ nTrap ] . field_C + 1 ;
}
D3PlayFX ( StaticSound [ kSound36 ] , nSprite ) ;
}
}
}
return ;
}
case 0x30000 :
case 0x90000 :
case 0x80000 :
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case 0xA0000 :
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return ;
default :
DebugOut ( " unknown msg %d for trap \n " , a & 0x7F0000 ) ;
return ;
}
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}
int BuildArrow ( int nSprite , int nVal )
{
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return BuildTrap ( nSprite , 0 , - 1 , nVal ) ;
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}
int BuildFireBall ( int nSprite , int a , int b )
{
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return BuildTrap ( nSprite , 1 , a , b ) ;
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}
int BuildSpark ( int nSprite , int nVal )
{
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int var_14 = insertsprite ( sprite [ nSprite ] . sectnum , 0 ) ;
if ( var_14 < 0 ) {
return - 1 ;
}
assert ( var_14 < kMaxSprites ) ;
sprite [ var_14 ] . x = sprite [ nSprite ] . x ;
sprite [ var_14 ] . y = sprite [ nSprite ] . y ;
sprite [ var_14 ] . cstat = 0 ;
sprite [ var_14 ] . shade = - 127 ;
sprite [ var_14 ] . pal = 1 ;
sprite [ var_14 ] . xoffset = 0 ;
sprite [ var_14 ] . yoffset = 0 ;
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sprite [ var_14 ] . xrepeat = 50 ;
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sprite [ var_14 ] . yrepeat = 50 ;
if ( nVal > = 2 )
{
sprite [ var_14 ] . picnum = kEnergy2 ;
nSmokeSparks + + ;
if ( nVal = = 3 )
{
sprite [ var_14 ] . xrepeat = 120 ;
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sprite [ var_14 ] . yrepeat = 120 ;
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}
else
{
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sprite [ var_14 ] . xrepeat = sprite [ nSprite ] . xrepeat + 15 ;
sprite [ var_14 ] . yrepeat = sprite [ nSprite ] . xrepeat + 15 ;
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}
}
else
{
int nAngle = ( sprite [ nSprite ] . ang + 256 ) - RandomSize ( 9 ) ;
if ( nVal )
{
sprite [ var_14 ] . xvel = Sin ( nAngle + 512 ) > > 5 ;
sprite [ var_14 ] . yvel = Sin ( nAngle ) > > 5 ;
}
else
{
sprite [ var_14 ] . xvel = Sin ( nAngle + 512 ) > > 6 ;
sprite [ var_14 ] . yvel = Sin ( nAngle ) > > 6 ;
}
sprite [ var_14 ] . zvel = - ( RandomSize ( 4 ) < < 7 ) ;
sprite [ var_14 ] . picnum = nVal + 985 ;
}
sprite [ var_14 ] . z = sprite [ nSprite ] . z ;
sprite [ var_14 ] . lotag = runlist_HeadRun ( ) + 1 ;
sprite [ var_14 ] . clipdist = 1 ;
sprite [ var_14 ] . hitag = 0 ;
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// GrabTimeSlot(3);
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sprite [ var_14 ] . extra = - 1 ;
sprite [ var_14 ] . owner = runlist_AddRunRec ( sprite [ var_14 ] . lotag - 1 , var_14 | 0x260000 ) ;
sprite [ var_14 ] . hitag = runlist_AddRunRec ( NewRun , var_14 | 0x260000 ) ;
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return var_14 ;
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}
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void FuncSpark ( int a , int b , int nRun )
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{
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int nSprite = RunData [ nRun ] . nVal ;
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assert ( nSprite > = 0 & & nSprite < kMaxSprites ) ;
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int nMessage = a & 0x7F0000 ;
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if ( nMessage ! = 0x20000 ) {
return ;
}
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sprite [ nSprite ] . shade + = 3 ;
sprite [ nSprite ] . xrepeat - = 2 ;
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if ( sprite [ nSprite ] . xrepeat > = 4 & & sprite [ nSprite ] . shade < = 100 )
{
sprite [ nSprite ] . yrepeat - = 2 ;
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if ( sprite [ nSprite ] . picnum = = kTile986 & & ( sprite [ nSprite ] . xrepeat & 2 ) )
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{
BuildSpark ( nSprite , 2 ) ;
}
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if ( sprite [ nSprite ] . picnum > = kTile3000 ) {
return ;
}
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sprite [ nSprite ] . zvel + = 128 ;
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int nMov = movesprite ( nSprite , sprite [ nSprite ] . xvel < < 12 , sprite [ nSprite ] . yvel < < 12 , sprite [ nSprite ] . zvel , 2560 , - 2560 , CLIPMASK1 ) ;
if ( ! nMov ) {
return ;
}
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if ( sprite [ nSprite ] . zvel < = 0 ) {
return ;
}
}
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sprite [ nSprite ] . xvel = 0 ;
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sprite [ nSprite ] . yvel = 0 ;
sprite [ nSprite ] . zvel = 0 ;
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if ( sprite [ nSprite ] . picnum > kTile3000 ) {
nSmokeSparks - - ;
}
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runlist_DoSubRunRec ( sprite [ nSprite ] . owner ) ;
runlist_FreeRun ( sprite [ nSprite ] . lotag - 1 ) ;
runlist_SubRunRec ( sprite [ nSprite ] . hitag ) ;
mydeletesprite ( nSprite ) ;
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}
void DimLights ( )
{
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static short word_96786 = 0 ;
word_96786 = word_96786 = = 0 ;
if ( word_96786 = = 0 )
return ;
for ( int i = 0 ; i < numsectors ; i + + )
{
if ( sector [ i ] . ceilingshade < 100 )
sector [ i ] . ceilingshade + + ;
if ( sector [ i ] . floorshade < 100 )
sector [ i ] . floorshade + + ;
int nWall = sector [ i ] . wallptr ;
while ( nWall < nWall + sector [ i ] . wallnum )
{
if ( wall [ nWall ] . shade < 100 )
wall [ nWall ] . shade + + ;
}
}
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}
void DoFinale ( )
{
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static int dword_96788 = 0 ;
static int dword_1542FC = 0 ;
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if ( ! lFinaleStart )
return ;
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dword_96788 + + ;
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if ( dword_96788 < 90 )
{
if ( ! ( dword_96788 & 2 ) )
{
int nAng = RandomSize ( 11 ) ;
sprite [ nFinaleSpr ] . ang = nAng ;
BuildSpark ( nFinaleSpr , 1 ) ;
}
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if ( ! RandomSize ( 2 ) )
{
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PlayFX2 ( StaticSound [ kSound78 ] | 0x2000 , nFinaleSpr ) ;
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for ( int i = 0 ; i < nTotalPlayers ; i + + ) {
nQuake [ i ] = 1280 ;
}
}
}
else
{
DimLights ( ) ;
if ( nDronePitch < = - 2400 )
{
if ( nFinaleStage < 2 )
{
if ( nFinaleStage = = 1 )
{
StopLocalSound ( ) ;
PlayLocalSound ( StaticSound [ kSound76 ] , 0 ) ;
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dword_1542FC = ( int ) totalclock + 120 ;
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+ + nFinaleStage ;
}
}
else if ( nFinaleStage < = 2 )
{
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if ( ( int ) totalclock > = dword_1542FC )
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{
PlayLocalSound ( StaticSound [ kSound77 ] , 0 ) ;
nFinaleStage + + ;
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dword_1542FC = ( int ) totalclock + 360 ;
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}
}
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else if ( nFinaleStage = = 3 & & ( int ) totalclock > = dword_1542FC )
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{
FinishLevel ( ) ;
}
}
else
{
nDronePitch - = 128 ;
BendAmbientSound ( ) ;
nFinaleStage = 1 ;
}
}
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}
int BuildEnergyBlock ( short nSector )
{
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short startwall = sector [ nSector ] . wallptr ;
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int x = 0 ;
int y = 0 ;
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for ( int i = 0 ; i < sector [ nSector ] . wallnum ; i + + )
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{
x + = wall [ startwall + i ] . x ;
y + = wall [ startwall + i ] . y ;
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// wall[startwall + i].picnum = kTile3621;
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wall [ startwall + i ] . pal = 0 ;
wall [ startwall + i ] . shade = 50 ;
}
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int xAvg = x / 2 ;
int yAvg = y / 2 ;
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int nSprite = insertsprite ( nSector , 406 ) ;
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short nextsector = wall [ startwall ] . nextsector ;
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sprite [ nSprite ] . x = xAvg ;
sprite [ nSprite ] . y = yAvg ;
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sector [ nSector ] . extra = nSprite ;
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// GrabTimeSlot(3);
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sprite [ nSprite ] . z = sector [ nextsector ] . floorz ;
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// CHECKME - name of this variable?
int nRepeat = ( sprite [ nSprite ] . z - sector [ nSector ] . floorz ) > > 8 ;
if ( nRepeat > 255 ) {
nRepeat = 255 ;
}
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sprite [ nSprite ] . xrepeat = nRepeat ;
sprite [ nSprite ] . cstat = 0x8000 ;
sprite [ nSprite ] . xvel = 0 ;
sprite [ nSprite ] . yvel = 0 ;
sprite [ nSprite ] . zvel = 0 ;
sprite [ nSprite ] . extra = - 1 ;
sprite [ nSprite ] . lotag = runlist_HeadRun ( ) + 1 ;
sprite [ nSprite ] . hitag = 0 ;
sprite [ nSprite ] . owner = runlist_AddRunRec ( sprite [ nSprite ] . lotag - 1 , nSprite | 0x250000 ) ;
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nEnergyBlocks + + ;
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return nSprite | 0x250000 ;
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}
// TODO - tidy
void KillCreatures ( )
{
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signed int v0 ;
signed int v1 ;
int i ;
v0 = 99 ;
v1 = 99 ;
while ( 1 )
{
if ( v0 ! = 100 )
{
for ( i = headspritestat [ v1 ] ; i ! = - 1 ; i = nextspritestat [ i ] )
{
runlist_DamageEnemy ( i , - 1 , 1600 ) ;
}
}
+ + v0 ;
+ + v1 ;
if ( v0 > 107 ) {
return ;
}
}
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}
void ExplodeEnergyBlock ( int nSprite )
{
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short nSector = sprite [ nSprite ] . sectnum ;
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short startwall = sector [ nSector ] . wallptr ;
short nWalls = sector [ nSector ] . wallnum ;
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int i ;
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for ( i = 0 ; i < nWalls ; i + + )
{
short nextwall = wall [ startwall + i ] . nextwall ;
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if ( wall [ nextwall ] . pal > = 4 ) {
wall [ nextwall ] . pal = 7 ;
}
else {
wall [ nextwall ] . pal = 0 ;
}
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wall [ nextwall ] . shade = 50 ;
}
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if ( sector [ nSector ] . floorpal > = 4 ) {
sector [ nSector ] . floorpal = 7 ;
}
else {
sector [ nSector ] . floorpal = 0 ;
}
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sector [ nSector ] . floorshade = 50 ;
sector [ nSector ] . extra = - 1 ;
sector [ nSector ] . floorz = sprite [ nSprite ] . z ;
sprite [ nSprite ] . z = ( sprite [ nSprite ] . z + sector [ nSector ] . floorz ) / 2 ;
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BuildSpark ( nSprite , 3 ) ;
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sprite [ nSprite ] . cstat = 0 ;
sprite [ nSprite ] . xrepeat = 100 ;
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PlayFX2 ( StaticSound [ kSound78 ] , nSprite ) ;
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sprite [ nSprite ] . xrepeat = 0 ;
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nEnergyTowers - - ;
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for ( i = 0 ; i < 20 ; i + + )
{
sprite [ nSprite ] . ang = RandomSize ( 11 ) ;
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BuildSpark ( nSprite , 1 ) ;
}
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2019-10-12 21:09:55 +00:00
TintPalette ( 64 , 64 , 64 ) ;
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if ( nEnergyTowers = = 1 )
{
runlist_ChangeChannel ( nEnergyChan , nEnergyTowers ) ;
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StatusMessage ( 1000 , " TAKE OUT THE CONTROL CENTER! " ) ;
}
else if ( nEnergyTowers ! = 0 )
{
StatusMessage ( 500 , " %d TOWERS REMAINING " , nEnergyTowers ) ;
}
else
{
nFinaleSpr = nSprite ;
2019-09-06 05:18:12 +00:00
lFinaleStart = ( int ) totalclock ;
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if ( ! lFinaleStart ) {
lFinaleStart = lFinaleStart + 1 ;
}
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for ( i = 0 ; i < numsectors ; i + + )
{
if ( sector [ i ] . ceilingpal = = 1 ) {
sector [ i ] . ceilingpal = 0 ;
}
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if ( sector [ i ] . floorpal = = 1 ) {
sector [ i ] . floorpal = 0 ;
}
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short startwall = sector [ i ] . wallptr ;
short endwall = startwall + sector [ i ] . wallnum ;
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for ( int nWall = startwall ; nWall < endwall ; nWall + + )
{
if ( wall [ nWall ] . pal = = 1 ) {
wall [ nWall ] . pal = 0 ;
}
}
}
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KillCreatures ( ) ;
}
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changespritestat ( nSprite , 0 ) ;
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}
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void FuncEnergyBlock ( int a , int nDamage , int nRun )
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{
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short nSprite = RunData [ nRun ] . nVal ;
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int nMessage = a & 0x7F0000 ;
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switch ( nMessage )
{
case 0x20000 :
case 0x30000 :
case 0x90000 :
{
return ;
}
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case 0xA0000 :
{
short nSector = sprite [ nSprite ] . sectnum ;
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if ( sector [ nSector ] . extra = = - 1 ) {
return ;
}
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int nFloorZ = sector [ nSector ] . floorz ;
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sector [ nSector ] . floorz = sprite [ nSprite ] . z ;
sprite [ nSprite ] . z - = 256 ;
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nDamage = runlist_CheckRadialDamage ( nSprite ) ;
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// restore previous values
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sector [ nSector ] . floorz = nFloorZ ;
sprite [ nSprite ] . z + = 256 ;
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if ( nDamage < = 0 ) {
return ;
}
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// fall through to case 0x80000
}
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case 0x80000 :
{
nDamage > > = 2 ;
if ( nDamage < = 0 ) {
return ;
}
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if ( nDamage < sprite [ nSprite ] . xrepeat )
{
sprite [ nSprite ] . xrepeat - = nDamage ;
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int nSprite2 = insertsprite ( lasthitsect , 0 ) ;
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sprite [ nSprite2 ] . ang = a & 0xFFFF ;
sprite [ nSprite2 ] . x = lasthitx ;
sprite [ nSprite2 ] . y = lasthity ;
sprite [ nSprite2 ] . z = lasthitz ;
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BuildSpark ( nSprite2 , 0 ) ;
mydeletesprite ( nSprite2 ) ;
}
else
{
sprite [ nSprite ] . xrepeat = 0 ;
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ExplodeEnergyBlock ( nSprite ) ;
}
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return ;
}
}
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}
int BuildObject ( short nSprite , int nOjectType , int nHitag )
{
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if ( ObjectCount > = kMaxObjects ) {
bail2dos ( " Too many objects! \n " ) ;
}
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short nObject = ObjectCount ;
ObjectCount + + ;
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changespritestat ( nSprite , ObjectStatnum [ nOjectType ] ) ;
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// 0x7FFD to ensure set as blocking ('B' and 'H') sprite and also disable translucency and set not invisible
sprite [ nSprite ] . cstat = ( sprite [ nSprite ] . cstat | 0x101 ) & 0x7FFD ;
sprite [ nSprite ] . xvel = 0 ;
sprite [ nSprite ] . yvel = 0 ;
sprite [ nSprite ] . zvel = 0 ;
sprite [ nSprite ] . extra = - 1 ;
sprite [ nSprite ] . lotag = runlist_HeadRun ( ) + 1 ;
sprite [ nSprite ] . hitag = 0 ;
sprite [ nSprite ] . owner = runlist_AddRunRec ( sprite [ nSprite ] . lotag - 1 , nObject | 0x170000 ) ;
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// GrabTimeSlot(3);
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if ( sprite [ nSprite ] . statnum = = kStatDestructibleSprite ) {
ObjectList [ nObject ] . nHealth = 4 ;
}
else {
ObjectList [ nObject ] . nHealth = 120 ;
}
ObjectList [ nObject ] . nSprite = nSprite ;
ObjectList [ nObject ] . field_4 = runlist_AddRunRec ( NewRun , nObject | 0x170000 ) ;
short nSeq = ObjectSeq [ nOjectType ] ;
if ( nSeq < = - 1 )
{
ObjectList [ nObject ] . field_0 = 0 ;
ObjectList [ nObject ] . field_8 = - 1 ;
if ( sprite [ nSprite ] . statnum = = kStatDestructibleSprite ) {
ObjectList [ nObject ] . field_10 = - 1 ;
}
else {
ObjectList [ nObject ] . field_10 = - nHitag ;
}
}
else
{
ObjectList [ nObject ] . field_8 = SeqOffsets [ nSeq ] ;
if ( ! nOjectType ) // if not Explosion Trigger (e.g. Exploding Fire Cauldron)
{
ObjectList [ nObject ] . field_0 = RandomSize ( 4 ) % ( SeqSize [ nSeq ] - 1 ) ;
}
int nSprite2 = insertsprite ( sprite [ nSprite ] . sectnum , 0 ) ;
ObjectList [ nObject ] . field_10 = nSprite2 ;
sprite [ nSprite2 ] . cstat = 0x8000 ;
sprite [ nSprite2 ] . x = sprite [ nSprite ] . x ;
sprite [ nSprite2 ] . y = sprite [ nSprite ] . y ;
sprite [ nSprite2 ] . z = sprite [ nSprite ] . z ;
}
return nObject | 0x170000 ;
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}
void ExplodeScreen ( short nSprite )
{
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sprite [ nSprite ] . z - = GetSpriteHeight ( nSprite ) / 2 ;
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for ( int i = 0 ; i < 30 ; i + + ) {
BuildSpark ( nSprite , 0 ) ;
}
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sprite [ nSprite ] . cstat = 0x8000 ;
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PlayFX2 ( StaticSound [ kSound78 ] , nSprite ) ;
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}
void FuncObject ( int a , int b , int nRun )
{
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short nObject = RunData [ nRun ] . nVal ;
short nSprite = ObjectList [ nObject ] . nSprite ;
short nStat = sprite [ nSprite ] . statnum ;
short bx = ObjectList [ nObject ] . field_8 ;
int nMessage = a & 0x7F0000 ;
switch ( nMessage )
{
default :
{
DebugOut ( " unknown msg %d for Object \n " , a & 0x7F0000 ) ;
return ;
}
case 0x30000 :
return ;
case 0x80000 :
{
if ( nStat > = 150 | | ObjectList [ nObject ] . nHealth < = 0 ) {
return ;
}
if ( nStat = = 98 )
{
D3PlayFX ( ( StaticSound [ kSound47 ] | 0x2000 ) | ( RandomSize ( 2 ) < < 9 ) , nSprite ) ;
return ;
}
ObjectList [ nObject ] . nHealth - = ( short ) b ;
if ( ObjectList [ nObject ] . nHealth > 0 ) {
return ;
}
if ( nStat = = kStatDestructibleSprite )
{
ExplodeScreen ( nSprite ) ;
}
else
{
ObjectList [ nObject ] . nHealth = - ( RandomSize ( 3 ) + 1 ) ;
}
return ;
}
case 0x90000 :
{
if ( bx > - 1 )
{
seq_PlotSequence ( a & 0xFFFF , bx , ObjectList [ nObject ] . field_0 , 1 ) ;
}
return ;
}
case 0xA0000 :
{
if ( ObjectList [ nObject ] . nHealth > 0 & & sprite [ nSprite ] . cstat & 0x101
& & ( nStat ! = kStatExplodeTarget
| | sprite [ nRadialSpr ] . statnum = = 201
| | nRadialBullet ! = 3 & & nRadialBullet > - 1
| | sprite [ nRadialSpr ] . statnum = = kStatExplodeTrigger ) )
{
int nDamage = runlist_CheckRadialDamage ( nSprite ) ;
if ( nDamage < = 0 ) {
return ;
}
if ( sprite [ nSprite ] . statnum ! = kStat98 ) {
ObjectList [ nObject ] . nHealth - = nDamage ;
}
if ( sprite [ nSprite ] . statnum = = kStatExplodeTarget )
{
sprite [ nSprite ] . xvel = 0 ;
sprite [ nSprite ] . yvel = 0 ;
sprite [ nSprite ] . zvel = 0 ;
}
else if ( sprite [ nSprite ] . statnum ! = kStat98 )
{
sprite [ nSprite ] . xvel > > = 1 ;
sprite [ nSprite ] . yvel > > = 1 ;
sprite [ nSprite ] . zvel > > = 1 ;
}
if ( ObjectList [ nObject ] . nHealth > 0 ) {
return ;
}
if ( sprite [ nSprite ] . statnum = = kStatExplodeTarget )
{
ObjectList [ nObject ] . nHealth = - 1 ;
short ax = ObjectList [ nObject ] . field_10 ;
if ( ax < 0 | | ObjectList [ ax ] . nHealth < = 0 ) {
return ;
}
ObjectList [ ax ] . nHealth = - 1 ;
}
else if ( sprite [ nSprite ] . statnum = = kStatDestructibleSprite )
{
ObjectList [ nObject ] . nHealth = 0 ;
ExplodeScreen ( nSprite ) ;
}
else
{
ObjectList [ nObject ] . nHealth = - ( RandomSize ( 4 ) + 1 ) ;
}
}
return ;
}
case 0x20000 :
{
if ( nStat = = 97 | | ( ! ( sprite [ nSprite ] . cstat & 0x101 ) ) ) {
return ;
}
if ( nStat ! = kStatExplodeTarget ) {
Gravity ( nSprite ) ;
}
// do animation
if ( bx ! = - 1 )
{
ObjectList [ nObject ] . field_0 + + ;
if ( ObjectList [ nObject ] . field_0 > = SeqSize [ bx ] ) {
ObjectList [ nObject ] . field_0 = 0 ;
}
sprite [ nSprite ] . picnum = seq_GetSeqPicnum2 ( bx , ObjectList [ nObject ] . field_0 ) ;
}
if ( ObjectList [ nObject ] . nHealth > = 0 ) {
goto FUNCOBJECT_GOTO ;
}
ObjectList [ nObject ] . nHealth + + ;
if ( ObjectList [ nObject ] . nHealth )
{
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FUNCOBJECT_GOTO :
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if ( nStat ! = kStatExplodeTarget )
{
int nMov = movesprite ( nSprite , sprite [ nSprite ] . xvel < < 6 , sprite [ nSprite ] . yvel < < 6 , sprite [ nSprite ] . zvel , 0 , 0 , CLIPMASK0 ) ;
if ( sprite [ nSprite ] . statnum = = kStatExplodeTrigger ) {
sprite [ nSprite ] . pal = 1 ;
}
if ( nMov & 0x20000 )
{
sprite [ nSprite ] . xvel - = sprite [ nSprite ] . xvel > > 3 ;
sprite [ nSprite ] . yvel - = sprite [ nSprite ] . yvel > > 3 ;
}
if ( ( ( nMov & 0xC000 ) > 0x8000 ) & & ( ( nMov & 0xC000 ) = = 0xC000 ) )
{
sprite [ nSprite ] . yvel = 0 ;
sprite [ nSprite ] . xvel = 0 ;
}
}
return ;
}
else
{
int var_18 ;
// red branch
if ( ( nStat = = kStatExplodeTarget ) | | ( sprite [ nSprite ] . z < sector [ sprite [ nSprite ] . sectnum ] . floorz ) )
{
var_18 = 36 ;
}
else
{
var_18 = 34 ;
}
AddFlash ( sprite [ nSprite ] . sectnum , sprite [ nSprite ] . x , sprite [ nSprite ] . y , sprite [ nSprite ] . z , 128 ) ;
BuildAnim ( - 1 , var_18 , 0 , sprite [ nSprite ] . x , sprite [ nSprite ] . y , sector [ sprite [ nSprite ] . sectnum ] . floorz , sprite [ nSprite ] . sectnum , 240 , 4 ) ;
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// int edi = nSprite | 0x4000;
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if ( nStat = = kStatExplodeTrigger )
{
for ( int i = 4 ; i < 8 ; i + + ) {
BuildCreatureChunk ( nSprite | 0x4000 , seq_GetSeqPicnum ( kSeqFirePot , ( i > > 2 ) + 1 , 0 ) ) ;
}
runlist_RadialDamageEnemy ( nSprite , 200 , 20 ) ;
}
else if ( nStat = = kStatExplodeTarget )
{
for ( int i = 0 ; i < 8 ; i + + ) {
BuildCreatureChunk ( nSprite | 0x4000 , seq_GetSeqPicnum ( kSeqFirePot , ( i > > 1 ) + 3 , 0 ) ) ;
}
}
if ( levelnum < = 20 | | nStat ! = kStatExplodeTrigger )
{
runlist_SubRunRec ( sprite [ nSprite ] . owner ) ;
runlist_SubRunRec ( ObjectList [ nObject ] . field_4 ) ;
mydeletesprite ( nSprite ) ;
return ;
}
else
{
StartRegenerate ( nSprite ) ;
ObjectList [ nObject ] . nHealth = 120 ;
sprite [ nSprite ] . x = sprite [ ObjectList [ nObject ] . field_10 ] . x ;
sprite [ nSprite ] . y = sprite [ ObjectList [ nObject ] . field_10 ] . y ;
sprite [ nSprite ] . z = sprite [ ObjectList [ nObject ] . field_10 ] . z ;
mychangespritesect ( nSprite , sprite [ ObjectList [ nObject ] . field_10 ] . sectnum ) ;
return ;
}
}
}
}
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}
void BuildDrip ( int nSprite )
{
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if ( nDrips > = kMaxDrips ) {
bail2dos ( " Too many drips! \n " ) ;
}
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sDrip [ nDrips ] . nSprite = nSprite ;
sDrip [ nDrips ] . field_2 = RandomSize ( 8 ) + 90 ;
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nDrips + + ;
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sprite [ nSprite ] . cstat = 0x8000u ;
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}
void DoDrips ( )
{
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int i ;
for ( i = 0 ; i < nDrips ; i + + )
{
sDrip [ i ] . field_2 - - ;
if ( sDrip [ i ] . field_2 < = 0 )
{
short nSprite = sDrip [ i ] . nSprite ;
short nSeqOffset = SeqOffsets [ kSeqDrips ] ;
if ( ! ( SectFlag [ sprite [ nSprite ] . sectnum ] & kSectLava ) ) {
nSeqOffset + + ;
}
seq_MoveSequence ( nSprite , nSeqOffset , RandomSize ( 2 ) % SeqSize [ nSeqOffset ] ) ;
sDrip [ i ] . field_2 = RandomSize ( 8 ) + 90 ;
}
}
for ( i = 0 ; i < nBobs ; i + + )
{
sBob [ i ] . field_2 + = 4 ;
int edx = Sin ( sBob [ i ] . field_2 < < 3 ) > > 4 ;
short nSector = sBob [ i ] . nSector ;
if ( sBob [ i ] . field_3 )
{
sector [ nSector ] . ceilingz = edx + sBob [ i ] . z ;
}
else
{
int nFloorZ = sector [ nSector ] . floorz ;
sector [ nSector ] . floorz = edx + sBob [ i ] . z ;
MoveSectorSprites ( nSector , sector [ nSector ] . floorz - nFloorZ ) ;
}
}
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}
void SnapBobs ( short nSectorA , short nSectorB )
{
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int ecx = - 1 ;
int ebx = ecx ;
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// int var_14 = nSector;
// int edi = edx;
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for ( int i = 0 ; i < nBobs ; i + + )
{
int esi = sBob [ i ] . nSector ;
if ( esi ! = nSectorA )
{
if ( nSectorB ! = esi )
continue ;
esi = ebx ;
ecx = i ;
}
else
{
esi = ecx ;
ebx = i ;
}
if ( esi ! = - 1 ) {
break ;
}
}
if ( ecx < = - 1 ) {
return ;
}
if ( ebx < = - 1 ) {
return ;
}
sBob [ ecx ] . field_2 = sBob [ ebx ] . field_2 ;
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}
void AddSectorBob ( int nSector , int nHitag , int bx )
{
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if ( nBobs > = kMaxBobs ) {
bail2dos ( " Too many bobs! \n " ) ;
}
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sBob [ nBobs ] . field_3 = bx ;
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int z ;
if ( bx = = 0 ) {
z = sector [ nSector ] . floorz ;
}
else {
z = sector [ nSector ] . ceilingz ;
}
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sBob [ nBobs ] . z = z ;
sBob [ nBobs ] . field_2 = nHitag < < 4 ;
sBobID [ nBobs ] = nHitag ;
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sBob [ nBobs ] . nSector = nSector ;
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SectFlag [ nSector ] | = 0x0010 ;
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nBobs + + ;
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}
// Confirmed 100% correct with original .exe
int FindTrail ( int nVal )
{
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for ( int i = 0 ; i < nTrails ; i + + )
{
if ( sTrail [ i ] . field_2 = = nVal )
return i ;
}
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sTrail [ nTrails ] . field_2 = nVal ;
sTrail [ nTrails ] . field_0 = - 1 ;
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return nTrails + + ;
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}
// ok ?
void ProcessTrailSprite ( int nSprite , int nLotag , int nHitag )
{
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if ( nTrailPoints > = 100 ) {
bail2dos ( " Too many trail point sprites (900-949)... increase MAX_TRAILPOINTS \n " ) ;
}
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short nPoint = nTrailPoints ;
nTrailPoints + + ;
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sTrailPoint [ nPoint ] . x = sprite [ nSprite ] . x ;
sTrailPoint [ nPoint ] . y = sprite [ nSprite ] . y ;
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int nTrail = FindTrail ( nHitag ) ;
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int var_14 = nLotag - 900 ;
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nTrailPointVal [ nPoint ] = var_14 ;
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int field0 = sTrail [ nTrail ] . field_0 ;
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if ( field0 = = - 1 )
{
sTrail [ nTrail ] . field_0 = nPoint ;
sTrail [ nTrail ] . field_4 = nPoint ;
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nTrailPointNext [ nPoint ] = - 1 ;
nTrailPointPrev [ nPoint ] = - 1 ;
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}
else
{
int ecx = - 1 ;
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while ( field0 ! = - 1 )
{
if ( nTrailPointVal [ field0 ] > var_14 )
{
nTrailPointPrev [ nPoint ] = nTrailPointPrev [ field0 ] ;
nTrailPointPrev [ field0 ] = nPoint ;
nTrailPointNext [ nPoint ] = field0 ;
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if ( field0 = = sTrail [ nTrail ] . field_0 ) {
sTrail [ nTrail ] . field_0 = nPoint ;
}
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break ;
}
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ecx = field0 ;
field0 = nTrailPointNext [ field0 ] ;
}
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if ( field0 = = - 1 )
{
nTrailPointNext [ ecx ] = nPoint ;
nTrailPointPrev [ nPoint ] = ecx ;
nTrailPointNext [ nPoint ] = - 1 ;
sTrail [ nTrail ] . field_4 = nPoint ;
}
}
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mydeletesprite ( nSprite ) ;
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}
// ok?
void AddMovingSector ( int nSector , int edx , int ebx , int ecx )
{
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if ( nMoveSects > = kMaxMoveSects ) {
bail2dos ( " Too many moving sectors \n " ) ;
}
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CreatePushBlock ( nSector ) ;
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short nTrail = FindTrail ( ebx ) ;
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sMoveDir [ nMoveSects ] = 1 ;
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MoveSect * pMoveSect = & sMoveSect [ nMoveSects ] ;
nMoveSects + + ;
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pMoveSect - > nTrail = nTrail ;
pMoveSect - > nTrailPoint = - 1 ;
pMoveSect - > field_8 = - 1 ;
pMoveSect - > field_6 = ecx ;
pMoveSect - > field_10 = ( edx / 1000 ) + 1 ;
pMoveSect - > nSector = nSector ;
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if ( ecx & 8 )
{
pMoveSect - > field_14 = runlist_AllocChannel ( ebx % 1000 ) ;
}
else
{
pMoveSect - > field_14 = - 1 ;
}
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sector [ nSector ] . floorstat | = 0x40 ;
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}
void DoMovingSects ( )
{
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for ( int i = 0 ; i < nMoveSects ; i + + )
{
if ( sMoveSect [ i ] . nSector = = - 1 ) {
continue ;
}
if ( sMoveSect [ i ] . field_14 ! = - 1 & & ! sRunChannels [ sMoveSect [ i ] . field_14 ] . c ) {
continue ;
}
short nSector = sMoveSect [ i ] . nSector ;
short nBlock = sector [ nSector ] . extra ;
BlockInfo * pBlockInfo = & sBlockInfo [ nBlock ] ;
if ( sMoveSect [ i ] . nTrailPoint = = - 1 )
{
if ( sMoveSect [ i ] . field_6 & 0x20 )
{
runlist_ChangeChannel ( sMoveSect [ i ] . field_14 , 0 ) ;
}
short ax ;
if ( sMoveSect [ i ] . field_6 & 0x10 )
{
sMoveDir [ i ] = - sMoveDir [ i ] ;
if ( sMoveDir [ i ] > 0 )
{
ax = sTrail [ sMoveSect [ i ] . nTrail ] . field_0 ;
}
else
{
ax = sTrail [ sMoveSect [ i ] . nTrail ] . field_4 ;
}
}
else
{
ax = sTrail [ sMoveSect [ i ] . nTrail ] . field_0 ;
}
sMoveSect [ i ] . nTrailPoint = ax ;
}
short nTrail = sMoveSect [ i ] . nTrailPoint ;
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// TrailPoint *pTrail = &sTrailPoint[nTrail];
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// loc_23872:
int nAngle = GetMyAngle ( sTrailPoint [ nTrail ] . x - pBlockInfo - > x , sTrailPoint [ nTrail ] . y - pBlockInfo - > y ) ;
int nXVel = ( Sin ( nAngle + 512 ) < < 4 ) * sMoveSect [ i ] . field_10 ;
int nYVel = ( Sin ( nAngle ) < < 4 ) * sMoveSect [ i ] . field_10 ;
int ebx = ( sTrailPoint [ nTrail ] . x - pBlockInfo - > x ) < < 14 ;
int eax = nXVel ;
if ( eax < 0 ) {
eax = - eax ;
}
int edx = eax ;
eax = ebx ;
int ecx = ( sTrailPoint [ nTrail ] . y - pBlockInfo - > y ) < < 14 ;
if ( eax < 0 ) {
eax = - eax ;
}
// loc_238EC:
if ( edx < = eax )
{
eax = nYVel ;
if ( eax < 0 ) {
eax = - eax ;
}
edx = eax ;
eax = ecx ;
if ( eax < 0 ) {
eax = - eax ;
}
if ( edx > eax )
{
// loc_23908:
nYVel = ecx ;
nXVel = ebx ;
if ( sMoveDir [ i ] > 0 )
{
sMoveSect [ i ] . nTrailPoint = nTrailPointNext [ sMoveSect [ i ] . nTrailPoint ] ;
}
else
{
sMoveSect [ i ] . nTrailPoint = nTrailPointPrev [ sMoveSect [ i ] . nTrailPoint ] ;
}
}
}
else
{
// repeat of code from loc_23908
nYVel = ecx ;
nXVel = ebx ;
if ( sMoveDir [ i ] > 0 )
{
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sMoveSect [ i ] . nTrailPoint = nTrailPointNext [ sMoveSect [ i ] . nTrailPoint ] ;
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}
else
{
sMoveSect [ i ] . nTrailPoint = nTrailPointPrev [ sMoveSect [ i ] . nTrailPoint ] ;
}
}
// loc_2393A:
if ( sMoveSect [ i ] . field_8 ! = - 1 )
{
MoveSector ( sMoveSect [ i ] . field_8 , - 1 , & nXVel , & nYVel ) ;
}
int var_2C = nXVel ;
int var_30 = nYVel ;
MoveSector ( nSector , - 1 , & nXVel , & nYVel ) ;
if ( nXVel ! = var_2C | | nYVel ! = var_30 )
{
MoveSector ( sMoveSect [ i ] . field_8 , - 1 , & var_2C , & var_30 ) ;
MoveSector ( sMoveSect [ i ] . field_8 , - 1 , & nXVel , & nYVel ) ;
}
}
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}
void PostProcess ( )
{
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int i , j ;
for ( i = 0 ; i < nMoveSects ; i + + )
{
int nTrail = sMoveSect [ i ] . nTrail ;
sMoveSect [ i ] . nTrailPoint = sTrail [ nTrail ] . field_0 ;
if ( sMoveSect [ i ] . field_6 & 0x40 ) {
runlist_ChangeChannel ( sMoveSect [ i ] . field_14 , 1 ) ;
}
short nSector = sMoveSect [ i ] . nSector ;
if ( SectFlag [ nSector ] & kSectUnderwater )
{
sector [ nSector ] . ceilingstat | = 0x40 ;
sector [ nSector ] . floorstat & = 0xBFFF ;
for ( j = 0 ; j < nMoveSects ; j + + )
{
if ( j ! = i & & sMoveSect [ i ] . nTrail = = sMoveSect [ j ] . nTrail )
{
sMoveSect [ j ] . field_8 = sMoveSect [ i ] . nSector ;
SnapSectors ( sMoveSect [ j ] . nSector , sMoveSect [ i ] . nSector , 0 ) ;
sMoveSect [ i ] . nSector = - 1 ;
}
}
}
}
for ( i = 0 ; i < nBobs ; i + + )
{
if ( sBob [ i ] . field_3 = = 0 )
{
int bobID = sBobID [ i ] ;
for ( j = 0 ; j < nBobs ; j + + )
{
if ( j ! = i )
{
if ( sBob [ i ] . field_3 ! = 0 & & sBobID [ j ] = = bobID ) {
SnapSectors ( i , j , 0 ) ;
}
}
}
}
}
if ( levelnew ! = kMap20 )
{
// esi is i
for ( i = 0 ; i < numsectors ; i + + )
{
int var_20 = 30000 ;
if ( SectSpeed [ i ] & & SectDepth [ i ] & & ! ( SectFlag [ i ] & kSectLava ) )
{
SectSoundSect [ i ] = i ;
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SectSound [ i ] = StaticSound [ kSound43 ] ;
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}
else
{
// ebp and ecx are j
for ( j = 0 ; j < numsectors ; j + + )
{
// loc_23CA6:
if ( i ! = j & & SectSpeed [ j ] & & ! ( SectFlag [ i ] & kSectLava ) )
{
int xVal = wall [ sector [ i ] . wallptr ] . x - wall [ sector [ j ] . wallptr ] . x ;
if ( xVal < 0 ) {
xVal = - xVal ;
}
int yVal = wall [ sector [ i ] . wallptr ] . x - wall [ sector [ j ] . wallptr ] . x ;
if ( yVal < 0 ) {
yVal = - yVal ;
}
if ( xVal < 15000 & & yVal < 15000 & & ( xVal + yVal < var_20 ) )
{
var_20 = xVal + yVal ;
SectSoundSect [ i ] = j ;
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SectSound [ i ] = StaticSound [ kSound43 ] ;
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}
}
}
}
}
}
else // nMap == kMap20)
{
// int var_24 = 0;
int ebp = 0 ;
for ( i = 0 ; i < numsectors ; i + + )
{
SectSoundSect [ i ] = i ;
SectSound [ i ] = StaticSound [ kSound62 ] ;
int startwall = sector [ ebp ] . wallptr ;
int endwall = sector [ ebp ] . wallptr + sector [ ebp ] . wallnum ;
int nWall = startwall ;
while ( nWall < endwall )
{
if ( wall [ nWall ] . picnum = = kTile3603 )
{
wall [ nWall ] . pal = 1 ;
int nSprite = insertsprite ( i , 407 ) ;
sprite [ nSprite ] . cstat = 0x8000 ;
}
nWall + + ;
}
}
for ( i = 0 ; i < kMaxSprites ; i + + )
{
if ( sprite [ i ] . statnum < kMaxStatus & & sprite [ i ] . picnum = = kTile3603 )
{
changespritestat ( i , 407 ) ;
sprite [ i ] . pal = 1 ;
}
}
}
// esi is i
for ( i = 0 ; i < ObjectCount ; i + + )
{
int nObjectSprite = ObjectList [ i ] . nSprite ;
if ( sprite [ nObjectSprite ] . statnum = = kStatExplodeTarget )
{
if ( ! ObjectList [ i ] . field_10 ) {
ObjectList [ i ] . field_10 = - 1 ;
}
else
{
int edi = ObjectList [ i ] . field_10 ;
ObjectList [ i ] . field_10 = - 1 ;
// ecx, ebx is j
for ( j = 0 ; j < ObjectCount ; j + + )
{
if ( i ! = j & & sprite [ ObjectList [ j ] . nSprite ] . statnum = = kStatExplodeTarget & & edi = = ObjectList [ j ] . field_10 )
{
ObjectList [ i ] . field_10 = j ;
ObjectList [ j ] . field_10 = i ;
}
}
}
}
}
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}