#include "set.h" #include "engine.h" #include "exhumed.h" #include "runlist.h" #include "sequence.h" #include "random.h" #include "move.h" #include "trigdat.h" #include "bullet.h" #include #define kMaxSets 10 short SetCount = 0; static actionSeq ActionSeq[] = { {0, 0}, {77, 1}, {78, 1}, {0, 0}, {9, 0}, {63, 0}, {45, 0}, {18, 0}, {27, 0}, {36, 0}, {72, 1}, {74, 1} }; struct Set { short nHealth; short field_2; short nAction; short nSprite; short nTarget; short field_A; short field_C; short field_D; short field_E; }; Set SetList[kMaxSets]; short SetChan[kMaxSets]; void InitSets() { SetCount = kMaxSets; } int BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, int nVal) { SetCount--; short nSet = SetCount; if (nSet < 0) { return -1; } if (nSprite == -1) { nSprite = insertsprite(nSector, 120); } else { changespritestat(nSprite, 120); 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].z = z; sprite[nSprite].cstat = 0x101; sprite[nSprite].shade = -12; sprite[nSprite].clipdist = 110; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 0; sprite[nSprite].xrepeat = 87; sprite[nSprite].yrepeat = 96; 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); SetList[nSet].nAction = 1; SetList[nSet].nHealth = 8000; SetList[nSet].nSprite = nSprite; SetList[nSet].field_2 = 0; SetList[nSet].nTarget = -1; SetList[nSet].field_A = 90; SetList[nSet].field_C = 0; SetList[nSet].field_D = 0; SetChan[nSet] = nVal; sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nSet | 0x190000); // this isn't stored anywhere... runlist_AddRunRec(NewRun, nSet | 0x190000); nCreaturesLeft++; return nSet | 0x190000; } int BuildSoul(int nSet) { int nSetSprite = SetList[nSet].nSprite; int nSprite = insertsprite(sprite[nSetSprite].sectnum, 0); assert(nSprite >= 0 && nSprite < kMaxSprites); sprite[nSprite].cstat = 0x8000u; sprite[nSprite].shade = -127; sprite[nSprite].xrepeat = 1; sprite[nSprite].yrepeat = 1; sprite[nSprite].pal = 0; sprite[nSprite].clipdist = 5; sprite[nSprite].xoffset = 0; sprite[nSprite].yoffset = 0; sprite[nSprite].picnum = seq_GetSeqPicnum(kSeqSet, 75, 0); sprite[nSprite].ang = RandomSize(11); sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 65280 - RandomSize(10); sprite[nSprite].x = sprite[nSetSprite].x; sprite[nSprite].y = sprite[nSetSprite].y; short nSector = sprite[nSprite].sectnum; sprite[nSprite].z = (RandomSize(8) << 8) + 8192 + sector[nSector].ceilingz - GetSpriteHeight(nSprite); sprite[nSprite].hitag = nSet; sprite[nSprite].lotag = runlist_HeadRun() + 1; sprite[nSprite].extra = 0; // GrabTimeSlot(3); sprite[nSprite].owner = runlist_AddRunRec(NewRun, nSprite | 0x230000); return nSprite | 0x230000; } void FuncSoul(int pA, int, int nRun) { short nSoulSprite = RunData[nRun].nVal; int nMessage = pA & 0x7F0000; switch (nMessage) { case 0x20000: { seq_MoveSequence(nSoulSprite, SeqOffsets[kSeqSet] + 75, 0); if (sprite[nSoulSprite].xrepeat < 32) { sprite[nSoulSprite].xrepeat++; sprite[nSoulSprite].yrepeat++; } sprite[nSoulSprite].extra += (nSoulSprite & 0x0F) + 5; sprite[nSoulSprite].extra &= 0x7FF; int ebx = (Sin(sprite[nSoulSprite].extra + 512) >> 7);// *Sin(sprite[nSoulSprite].ang); if (movesprite(nSoulSprite, Sin(sprite[nSoulSprite].ang + 512) * ebx, Sin(sprite[nSoulSprite].ang) * ebx, sprite[nSoulSprite].zvel, 5120, 0, CLIPMASK0) & 0x10000) { int nSet = sprite[nSoulSprite].hitag; int nSetSprite = SetList[nSet].nSprite; sprite[nSoulSprite].cstat = 0; sprite[nSoulSprite].yrepeat = 1; sprite[nSoulSprite].xrepeat = 1; sprite[nSoulSprite].x = sprite[nSetSprite].x; sprite[nSoulSprite].y = sprite[nSetSprite].y; sprite[nSoulSprite].z = sprite[nSetSprite].z - (GetSpriteHeight(nSetSprite) >> 1); mychangespritesect(nSoulSprite, sprite[nSetSprite].sectnum); return; } } case 0x80000: case 0xA0000: case 0x90000: return; default: DebugOut("unknown msg %d for Soul\n", nMessage); } } void FuncSet(int a, int nDamage, int nRun) { int var_24 = 0; short nSet = RunData[nRun].nVal; assert(nSet >= 0 && nSet < kMaxSets); short nSprite = SetList[nSet].nSprite; short nAction = SetList[nSet].nAction; int nMessage = a & 0x7F0000; switch (nMessage) { default: { DebugOut("unknown msg %d for Set\n", nMessage); return; } case 0xA0000: { if (nAction == 5) { nDamage = runlist_CheckRadialDamage(nSprite); // fall through to case 0x80000 } } case 0x80000: { if (nDamage && SetList[nSet].nHealth > 0) { if (nAction != 1) { SetList[nSet].nHealth -= nDamage; } if (SetList[nSet].nHealth <= 0) { sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 0; SetList[nSet].nHealth = 0; sprite[nSprite].cstat &= 0xFEFE; nCreaturesLeft--; if (nAction < 10) { SetList[nSet].field_2 = 0; SetList[nSet].nAction = 10; } } else if (nAction == 1) { SetList[nSet].nAction = 2; SetList[nSet].field_2 = 0; } } return; } case 0x90000: { seq_PlotSequence(a, SeqOffsets[kSeqSet] + ActionSeq[nAction].a, SetList[nSet].field_2, ActionSeq[nAction].b); return; } case 0x20000: { Gravity(nSprite); short nSeq = SeqOffsets[kSeqSet] + ActionSeq[SetList[nSet].nAction].a; sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, SetList[nSet].field_2); seq_MoveSequence(nSprite, nSeq, SetList[nSet].field_2); if (nAction == 3) { if (SetList[nSet].field_D) { SetList[nSet].field_2++; } } SetList[nSet].field_2++; if (SetList[nSet].field_2 >= SeqSize[nSeq]) { SetList[nSet].field_2 = 0; var_24 = 1; } short nFlag = FrameFlag[SeqBase[nSeq] + SetList[nSet].field_2]; short nTarget = SetList[nSet].nTarget; if (nTarget > -1 && nAction < 10) { if (!(sprite[nTarget].cstat & 0x101)) { SetList[nSet].nTarget = -1; SetList[nSet].nAction = 0; nTarget = -1; SetList[nSet].field_2 = 0; } } int nVal = MoveCreature(nSprite); int nSprite_b = nSprite; pushmove_old(&sprite[nSprite].x, &sprite[nSprite].y, &sprite[nSprite].z, &sprite[nSprite].sectnum, sprite[nSprite].clipdist << 2, 5120, -5120, CLIPMASK0); if (sprite[nSprite].zvel > 4000) { if (nVal & 0x20000) { SetQuake(nSprite_b, 100); } } switch (nAction) { default: return; case 0: { if ((nSet & 0x1F) == (totalmoves & 0x1F)) { if (nTarget < 0) { nTarget = FindPlayer(nSprite, 1000); } if (nTarget >= 0) { SetList[nSet].nAction = 3; SetList[nSet].field_2 = 0; SetList[nSet].nTarget = nTarget; sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 1; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1; } } return; } case 1: { if (FindPlayer(nSprite, 1000) >= 0) { SetList[nSet].field_A--; if (SetList[nSet].field_A <= 0) { SetList[nSet].nAction = 2; SetList[nSet].field_2 = 0; } } return; } case 2: { if (var_24) { SetList[nSet].nAction = 7; SetList[nSet].field_C = 0; SetList[nSet].field_2 = 0; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; SetList[nSet].nTarget = FindPlayer(nSprite, 1000); } return; } case 3: { if (nTarget != -1) { if (nFlag & 0x10 && nVal != 0x20000) { SetQuake(nSprite, 100); } int nCourse = PlotCourseToSprite(nSprite, nTarget); if ((nSet & 0x1F) == (totalmoves & 0x1F)) { int nRand = RandomSize(3); switch (nRand) { case 0: case 2: { SetList[nSet].field_C = 0; SetList[nSet].nAction = 7; SetList[nSet].field_2 = 0; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; return; } case 1: { PlotCourseToSprite(nSprite, nTarget); SetList[nSet].nAction = 6; SetList[nSet].field_2 = 0; SetList[nSet].field_E = 5; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; return; } default: { if (nCourse <= 100) { SetList[nSet].field_D = 0; } else { SetList[nSet].field_D = 1; } break; } } } // loc_338E2 sprite[nSprite].xvel = Sin((sprite[nSprite].ang & 0xF8) + 512) >> 1; sprite[nSprite].yvel = Sin((sprite[nSprite].ang & 0xF8)) >> 1; if (SetList[nSet].field_D) { sprite[nSprite].xvel *= 2; sprite[nSprite].yvel *= 2; } if ((nVal & 0xC000) < 0x8000) { break; } else if ((nVal & 0xC000) == 0x8000) { short nWall = nVal & 0x3FFF; short nSector = wall[nWall].nextsector; if (nSector >= 0) { if ((sprite[nSprite].z - sector[nSector].floorz) < 55000) { if (sprite[nSprite].z > sector[nSector].ceilingz) { SetList[nSet].field_C = 1; SetList[nSet].nAction = 7; SetList[nSet].field_2 = 0; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; return; } } } sprite[nSprite].ang = (sprite[nSprite].ang + 512) & kAngleMask; // CHECKME loc_33A14 sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 1; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1; break; } else if ((nVal & 0xC000) == 0xC000) { if (nTarget == (nVal & 0x3FFF)) { int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y); if (AngleDiff(sprite[nSprite].ang, nAng) < 64) { SetList[nSet].nAction = 4; SetList[nSet].field_2 = 0; } break; } else { SetList[nSet].field_C = 1; SetList[nSet].nAction = 7; SetList[nSet].field_2 = 0; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; return; } } break; } else { SetList[nSet].nAction = 0; SetList[nSet].field_2 = 0; return; } } case 4: { if (nTarget == -1) { SetList[nSet].nAction = 0; SetList[nSet].field_A = 50; } else { if (PlotCourseToSprite(nSprite, nTarget) >= 768) { SetList[nSet].nAction = 3; } else if (nFlag & 0x80) { runlist_DamageEnemy(nTarget, nSprite, 5); } } break; } case 5: { if (var_24) { SetList[nSet].nAction = 0; SetList[nSet].field_A = 15; } return; } case 6: { if (nFlag & 0x80) { // low 16 bits of returned var contains the sprite index, the high 16 the bullet number int nBullet = BuildBullet(nSprite, 11, 0, 0, -1, sprite[nSprite].ang, nTarget + 10000, 1); SetBulletEnemy(nBullet >> 16, nTarget); // isolate the bullet number (shift off the sprite index) SetList[nSet].field_E--; if (SetList[nSet].field_E <= 0 || !RandomBit()) { SetList[nSet].nAction = 0; SetList[nSet].field_2 = 0; } } return; } case 7: { if (var_24) { if (SetList[nSet].field_C) { sprite[nSprite].zvel = -10000; } else { sprite[nSprite].zvel = -(PlotCourseToSprite(nSprite, nTarget)); } SetList[nSet].nAction = 8; SetList[nSet].field_2 = 0; sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512); sprite[nSprite].yvel = Sin(sprite[nSprite].ang); } return; } case 8: { if (var_24) { SetList[nSet].field_2 = SeqSize[nSeq] - 1; } if (nVal & 0x20000) { SetQuake(nSprite, 200); SetList[nSet].nAction = 9; SetList[nSet].field_2 = 0; } return; } case 9: { sprite[nSprite].xvel >>= 1; sprite[nSprite].yvel >>= 1; if (var_24) { sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; PlotCourseToSprite(nSprite, nTarget); SetList[nSet].nAction = 6; SetList[nSet].field_2 = 0; SetList[nSet].field_E = 5; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; } return; } case 10: { if (nFlag & 0x80) { sprite[nSprite].z -= GetSpriteHeight(nSprite); BuildCreatureChunk(nSprite, seq_GetSeqPicnum(kSeqSet, 76, 0)); sprite[nSprite].z += GetSpriteHeight(nSprite); } if (var_24) { SetList[nSet].nAction = 11; SetList[nSet].field_2 = 0; runlist_ChangeChannel(SetChan[nSet], 1); for (int i = 0; i < 20; i++) { BuildSoul(nSet); } } return; } case 11: { sprite[nSprite].cstat &= 0x0FEFE; return; } } // loc_33AE3: ? if (nAction) { if (nTarget != -1) { if (!(sprite[nTarget].cstat & 0x101)) { SetList[nSet].nAction = 0; SetList[nSet].field_2 = 0; SetList[nSet].field_A = 100; SetList[nSet].nTarget = -1; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; } } } return; } } }