mirror of
https://github.com/ZDoom/Raze.git
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d31fe01b6d
Just for fun. ;)
461 lines
12 KiB
C++
461 lines
12 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "aistuff.h"
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#include "exhumed.h"
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#include "engine.h"
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#include "sequence.h"
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#include "sound.h"
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#include <assert.h>
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BEGIN_PS_NS
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struct Spider
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{
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short nHealth;
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short nFrame;
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short nAction;
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short nSprite;
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short nTarget;
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short nRun;
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};
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static TArray<Spider> SpiderList;
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static actionSeq SpiderSeq[] = {
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{16, 0},
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{8, 0},
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{32, 0},
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{24, 0},
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{0, 0},
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{40, 1},
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{41, 1}
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};
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Spider& w, Spider* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("health", w.nHealth)
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("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.nSprite)
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("target", w.nTarget)
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("run", w.nRun)
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.EndObject();
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}
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return arc;
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}
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void SerializeSpider(FSerializer& arc)
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{
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arc("spider", SpiderList);
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}
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void InitSpider()
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{
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SpiderList.Clear();
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}
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int BuildSpider(int nSprite, int x, int y, int z, short nSector, int nAngle)
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{
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auto nSpider = SpiderList.Reserve(1);
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auto spp = &SpiderList[nSpider];
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spritetype* sp;
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if (nSprite == -1)
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{
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nSprite = insertsprite(nSector, 99);
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sp = &sprite[nSprite];
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}
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else
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{
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changespritestat(nSprite, 99);
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sp = &sprite[nSprite];
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x = sp->x;
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y = sp->y;
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z = sector[sp->sectnum].floorz;
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nAngle = sp->ang;
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}
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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sp->x = x;
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sp->y = y;
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sp->z = z;
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sp->cstat = 0x101;
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sp->shade = -12;
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sp->clipdist = 15;
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sp->xvel = 0;
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sp->yvel = 0;
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sp->zvel = 0;
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sp->xrepeat = 40;
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sp->yrepeat = 40;
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sp->pal = sector[sp->sectnum].ceilingpal;
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sp->xoffset = 0;
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sp->yoffset = 0;
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sp->ang = nAngle;
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sp->picnum = 1;
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sp->hitag = 0;
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sp->lotag = runlist_HeadRun() + 1;
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sp->extra = -1;
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// GrabTimeSlot(3);
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spp->nAction = 0;
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spp->nFrame = 0;
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spp->nSprite = nSprite;
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spp->nTarget = -1;
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spp->nHealth = 160;
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sp->owner = runlist_AddRunRec(sp->lotag - 1, nSpider | 0xC0000);
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spp->nRun = runlist_AddRunRec(NewRun, nSpider | 0xC0000);
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nCreaturesTotal++;
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return nSpider | 0xC0000;
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}
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void FuncSpider(int a, int nDamage, int nRun)
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{
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int nSpider = RunData[nRun].nVal;
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auto spp = &SpiderList[nSpider];
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assert(nSpider >= 0 && nSpider < (int)SpiderList.Size());
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int nVel = 0;
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int nSprite = spp->nSprite;
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auto sp = &sprite[nSprite];
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short nAction = spp->nAction;
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int nMessage = a & kMessageMask;
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switch (nMessage)
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{
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default:
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{
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DebugOut("unknown msg %d for Spider\n", nMessage);
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break;
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}
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case 0x20000:
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{
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nVel = 6;
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if (spp->nHealth)
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{
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if (sp->cstat & 8)
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{
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sp->z = sector[sp->sectnum].ceilingz + GetSpriteHeight(nSprite);
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}
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else
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{
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Gravity(nSprite);
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}
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}
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int nSeq = SeqOffsets[kSeqSpider] + SpiderSeq[nAction].a;
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sp->picnum = seq_GetSeqPicnum2(nSeq, spp->nFrame);
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seq_MoveSequence(nSprite, nSeq, spp->nFrame);
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int nFrameFlag = FrameFlag[SeqBase[nSeq] + spp->nFrame];
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spp->nFrame++;
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if (spp->nFrame >= SeqSize[nSeq]) {
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spp->nFrame = 0;
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}
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short nTarget = spp->nTarget;
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if (nTarget <= -1 || sprite[nTarget].cstat & 0x101)
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{
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switch (nAction)
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{
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default:
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return;
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case 0:
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{
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if ((nSpider & 0x1F) == (totalmoves & 0x1F))
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{
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if (nTarget < 0) {
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nTarget = FindPlayer(nSprite, 100);
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}
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if (nTarget >= 0)
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{
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spp->nAction = 1;
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spp->nFrame = 0;
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spp->nTarget = nTarget;
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sp->xvel = bcos(sp->ang);
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sp->yvel = bsin(sp->ang);
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return;
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}
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}
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break;
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}
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case 1:
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{
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if (nTarget >= 0) {
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nVel++;
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}
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goto case_3;
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break;
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}
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case 4:
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{
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if (!spp->nFrame)
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{
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spp->nFrame = 0;
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spp->nAction = 1;
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}
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fallthrough__;
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}
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case 3:
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{
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case_3:
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short nSector = sp->sectnum;
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if (sp->cstat & 8)
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{
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sp->zvel = 0;
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sp->z = sector[nSector].ceilingz + (tileHeight(sp->picnum) << 5);
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if (sector[nSector].ceilingstat & 1)
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{
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sp->cstat ^= 8;
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sp->zvel = 1;
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spp->nAction = 3;
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spp->nFrame = 0;
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}
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}
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if ((totalmoves & 0x1F) == (nSpider & 0x1F))
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{
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PlotCourseToSprite(nSprite, nTarget);
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if (RandomSize(3))
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{
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sp->xvel = bcos(sp->ang);
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sp->yvel = bsin(sp->ang);
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}
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else
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{
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sp->xvel = 0;
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sp->yvel = 0;
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}
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if (spp->nAction == 1 && RandomBit())
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{
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if (sp->cstat & 8)
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{
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sp->cstat ^= 8;
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sp->zvel = 1;
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sp->z = sector[nSector].ceilingz + GetSpriteHeight(nSprite);
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}
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else
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{
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sp->zvel = -5120;
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}
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spp->nAction = 3;
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spp->nFrame = 0;
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if (!RandomSize(3)) {
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D3PlayFX(StaticSound[kSound29], nSprite);
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}
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}
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}
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break;
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}
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case 5:
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{
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if (!spp->nFrame)
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{
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runlist_DoSubRunRec(sp->owner);
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runlist_FreeRun(sp->lotag - 1);
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runlist_SubRunRec(spp->nRun);
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sp->cstat = 0x8000;
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mydeletesprite(nSprite);
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}
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return;
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}
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case 2:
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{
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if (nTarget != -1)
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{
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if (nFrameFlag & 0x80)
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{
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runlist_DamageEnemy(nTarget, nSprite, 3);
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D3PlayFX(StaticSound[kSound38], nSprite);
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}
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if (PlotCourseToSprite(nSprite, nTarget) < 1024) {
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return;
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}
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spp->nAction = 1;
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}
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else
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{
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spp->nAction = 0;
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sp->xvel = 0;
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sp->yvel = 0;
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}
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spp->nFrame = 0;
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break;
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}
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}
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}
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else
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{
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spp->nTarget = -1;
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spp->nAction = 0;
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spp->nFrame = 0;
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sp->xvel = 0;
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sp->yvel = 0;
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}
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int nMov = movesprite(nSprite, sp->xvel << nVel, sp->yvel << nVel, sp->zvel, 1280, -1280, CLIPMASK0);
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if (!nMov)
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return;
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if (nMov & 0x10000
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&& sp->zvel < 0
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&& (hihit & 0xC000) != 0xC000
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&& !((sector[sp->sectnum].ceilingstat) & 1))
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{
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sp->cstat |= 8;
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sp->z = GetSpriteHeight(nSprite) + sector[sp->sectnum].ceilingz;
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sp->zvel = 0;
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spp->nAction = 1;
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spp->nFrame = 0;
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return;
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}
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else
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{
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switch (nMov & 0xC000)
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{
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case 0x8000:
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{
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sp->ang = (sp->ang + 256) & 0x7EF;
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sp->xvel = bcos(sp->ang);
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sp->yvel = bsin(sp->ang);
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return;
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}
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case 0xC000:
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{
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if ((nMov & 0x3FFF) == nTarget)
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{
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int nAng = getangle(sprite[nTarget].x - sp->x, sprite[nTarget].y - sp->y);
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if (AngleDiff(sp->ang, nAng) < 64)
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{
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spp->nAction = 2;
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spp->nFrame = 0;
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}
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}
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return;
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}
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default:
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break;
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}
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if (spp->nAction == 3)
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{
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spp->nAction = 1;
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spp->nFrame = 0;
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}
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return;
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}
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return;
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}
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqSpider] + SpiderSeq[nAction].a, spp->nFrame, SpiderSeq[nAction].b);
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break;
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}
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case 0xA0000:
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{
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if (spp->nHealth <= 0)
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return;
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nDamage = runlist_CheckRadialDamage(nSprite);
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// fall through
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fallthrough__;
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}
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case 0x80000:
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{
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if (!nDamage)
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return;
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short nTarget = a & 0xFFFF;
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spp->nHealth -= dmgAdjust(nDamage);
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if (spp->nHealth > 0)
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{
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/*
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NOTE:
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nTarget check was added, but should we return if it's invalid instead
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or should code below (action set, b set) happen?
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Other AI doesn't show consistency in this regard (see Scorpion code)
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*/
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if (nTarget > -1 && sprite[nTarget].statnum == 100)
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{
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spp->nTarget = nTarget;
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}
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spp->nAction = 4;
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spp->nFrame = 0;
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}
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else
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{
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// creature is dead, make some chunks
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spp->nHealth = 0;
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spp->nAction = 5;
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spp->nFrame = 0;
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sp->cstat &= 0xFEFE;
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nCreaturesKilled++;
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for (int i = 0; i < 7; i++)
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{
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BuildCreatureChunk(nSprite, seq_GetSeqPicnum(kSeqSpider, i + 41, 0));
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}
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}
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return;
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}
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}
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}
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END_PS_NS
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