mirror of
https://github.com/dwsJason/xrick2gs.git
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728 lines
16 KiB
C
728 lines
16 KiB
C
/*
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* xrick/src/e_them.c
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*
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* Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net). All rights reserved.
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*
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* The use and distribution terms for this software are contained in the file
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* named README, which can be found in the root of this distribution. By
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* using this software in any fashion, you are agreeing to be bound by the
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* terms of this license.
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*
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* You must not remove this notice, or any other, from this software.
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*/
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#include "system.h"
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#include "game.h"
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#include "ents.h"
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#include "e_them.h"
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#include "e_rick.h"
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#include "e_bomb.h"
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#include "e_bullet.h"
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#include "maps.h"
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#include "util.h"
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#define TYPE_1A (0x00)
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#define TYPE_1B (0xff)
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/*
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* public vars
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*/
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U32 e_them_rndseed = 0;
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/*
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* local vars
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*/
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static U16 e_them_rndnbr = 0;
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/*
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* Check if entity boxtests with a lethal e_them i.e. something lethal
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* in slot 0 and 4 to 8.
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*
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* ASM 122E
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*
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* e: entity slot number.
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* ret: TRUE/boxtests, FALSE/not
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*/
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U8
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u_themtest(U8 e)
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{
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U8 i;
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if ((ent_ents[0].n & ENT_LETHAL) && u_boxtest(e, 0))
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return TRUE;
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for (i = 4; i < 9; i++)
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if ((ent_ents[i].n & ENT_LETHAL) && u_boxtest(e, i))
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return TRUE;
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return FALSE;
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}
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/*
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* Go zombie
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*
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* ASM 237B
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*/
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void
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e_them_gozombie(U8 e)
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{
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#define offsx c1
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ent_ents[e].n = 0x47; /* zombie entity */
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ent_ents[e].front = TRUE;
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ent_ents[e].offsy = -0x0400;
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#ifdef ENABLE_SOUND
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syssnd_play(WAV_DIE, 1);
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#endif
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game_score += 50;
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if (ent_ents[e].flags & ENT_FLG_ONCE) {
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/* make sure entity won't be activated again */
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map_marks[ent_ents[e].mark].ent |= MAP_MARK_NACT;
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}
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ent_ents[e].offsx = (ent_ents[e].x >= 0x80 ? -0x02 : 0x02);
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#undef offsx
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}
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/*
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* Action sub-function for e_them _t1a and _t1b
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*
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* Those two types move horizontally, and fall if they have to.
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* Type 1a moves horizontally over a given distance and then
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* u-turns and repeats; type 1b is more subtle as it does u-turns
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* in order to move horizontally towards rick.
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*
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* ASM 2242
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*/
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void
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e_them_t1_action2(U8 e, U8 type)
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{
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#define offsx c1
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#define step_count c2
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U32 i;
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S16 x, y;
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U8 env0, env1;
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/* by default, try vertical move. calculate new y */
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i = (ent_ents[e].y << 8) + ent_ents[e].offsy + ent_ents[e].ylow;
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y = i >> 8;
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/* deactivate if outside vertical boundaries */
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/* no need to test zero since e_them _t1a/b don't go up */
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/* FIXME what if they got scrolled out ? */
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if (y > 0x140) {
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ent_ents[e].n = 0;
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return;
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}
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/* test environment */
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u_envtest(ent_ents[e].x, y, FALSE, &env0, &env1);
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if (!(env1 & (MAP_EFLG_VERT|MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP))) {
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/* vertical move possible: falling */
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if (env1 & MAP_EFLG_LETHAL) {
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/* lethal entities kill e_them */
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e_them_gozombie(e);
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return;
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}
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/* save, cleanup and return */
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ent_ents[e].y = y;
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ent_ents[e].ylow = i;
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ent_ents[e].offsy += 0x0080;
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if (ent_ents[e].offsy > 0x0800)
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ent_ents[e].offsy = 0x0800;
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return;
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}
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/* vertical move not possible. calculate new sprite */
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ent_ents[e].sprite = ent_ents[e].sprbase
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+ ent_sprseq[(ent_ents[e].x & 0x1c) >> 3]
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+ (ent_ents[e].offsx < 0 ? 0x03 : 0x00);
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/* reset offsy */
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ent_ents[e].offsy = 0x0080;
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/* align to ground */
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ent_ents[e].y &= 0xfff8;
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ent_ents[e].y |= 0x0003;
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/* latency: if not zero then decrease and return */
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if (ent_ents[e].latency > 0) {
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ent_ents[e].latency--;
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return;
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}
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/* horizontal move. calculate new x */
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if (ent_ents[e].offsx == 0) /* not supposed to move -> don't */
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return;
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x = ent_ents[e].x + ent_ents[e].offsx;
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if (ent_ents[e].x < 0 || ent_ents[e].x > 0xe8) {
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/* U-turn and return if reaching horizontal boundaries */
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ent_ents[e].step_count = 0;
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ent_ents[e].offsx = -ent_ents[e].offsx;
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return;
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}
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/* test environment */
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u_envtest(x, ent_ents[e].y, FALSE, &env0, &env1);
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if (env1 & (MAP_EFLG_VERT|MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP)) {
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/* horizontal move not possible: u-turn and return */
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ent_ents[e].step_count = 0;
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ent_ents[e].offsx = -ent_ents[e].offsx;
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return;
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}
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/* horizontal move possible */
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if (env1 & MAP_EFLG_LETHAL) {
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/* lethal entities kill e_them */
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e_them_gozombie(e);
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return;
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}
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/* save */
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ent_ents[e].x = x;
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/* depending on type, */
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if (type == TYPE_1B) {
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/* set direction to move horizontally towards rick */
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if ((ent_ents[e].x & 0x1e) != 0x10) /* prevents too frequent u-turns */
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return;
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ent_ents[e].offsx = (ent_ents[e].x < E_RICK_ENT.x) ? 0x02 : -0x02;
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return;
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}
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else {
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/* set direction according to step counter */
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ent_ents[e].step_count++;
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/* FIXME why trig_x (b16) ?? */
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if ((ent_ents[e].trig_x >> 1) > ent_ents[e].step_count)
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return;
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}
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/* type is 1A and step counter reached its limit: u-turn */
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ent_ents[e].step_count = 0;
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ent_ents[e].offsx = -ent_ents[e].offsx;
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#undef offsx
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#undef step_count
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}
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/*
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* ASM 21CF
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*/
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void
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e_them_t1_action(U8 e, U8 type)
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{
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e_them_t1_action2(e, type);
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/* lethal entities kill them */
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if (u_themtest(e)) {
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e_them_gozombie(e);
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return;
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}
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/* bullet kills them */
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if (E_BULLET_ENT.n &&
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u_fboxtest(e, E_BULLET_ENT.x + (e_bullet_offsx < 0 ? 0 : 0x18),
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E_BULLET_ENT.y)) {
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E_BULLET_ENT.n = 0;
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e_them_gozombie(e);
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return;
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}
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/* bomb kills them */
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if (e_bomb_lethal && e_bomb_hit(e)) {
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e_them_gozombie(e);
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return;
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}
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/* rick stops them */
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if (E_RICK_STTST(E_RICK_STSTOP) &&
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u_fboxtest(e, e_rick_stop_x, e_rick_stop_y))
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ent_ents[e].latency = 0x14;
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/* they kill rick */
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if (e_rick_boxtest(e))
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e_rick_gozombie();
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}
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/*
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* Action function for e_them _t1a type (stays within boundaries)
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*
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* ASM 2452
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*/
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void
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e_them_t1a_action(U8 e)
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{
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e_them_t1_action(e, TYPE_1A);
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}
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/*
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* Action function for e_them _t1b type (runs for rick)
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*
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* ASM 21CA
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*/
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void
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e_them_t1b_action(U8 e)
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{
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e_them_t1_action(e, TYPE_1B);
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}
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/*
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* Action function for e_them _z (zombie) type
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*
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* ASM 23B8
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*/
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void
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e_them_z_action(U8 e)
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{
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#define offsx c1
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U32 i;
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/* calc new sprite */
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ent_ents[e].sprite = ent_ents[e].sprbase
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+ ((ent_ents[e].x & 0x04) ? 0x07 : 0x06);
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/* calc new y */
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i = (ent_ents[e].y << 8) + ent_ents[e].offsy + ent_ents[e].ylow;
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/* deactivate if out of vertical boundaries */
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if (ent_ents[e].y < 0 || ent_ents[e].y > 0x0140) {
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ent_ents[e].n = 0;
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return;
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}
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/* save */
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ent_ents[e].offsy += 0x0080;
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ent_ents[e].ylow = i;
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ent_ents[e].y = i >> 8;
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/* calc new x */
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ent_ents[e].x += ent_ents[e].offsx;
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/* must stay within horizontal boundaries */
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if (ent_ents[e].x < 0)
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ent_ents[e].x = 0;
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if (ent_ents[e].x > 0xe8)
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ent_ents[e].x = 0xe8;
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#undef offsx
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}
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/*
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* Action sub-function for e_them _t2.
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*
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* Must document what it does.
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*
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* ASM 2792
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*/
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void
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e_them_t2_action2(U8 e)
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{
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#define flgclmb c1
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#define offsx c2
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U32 i;
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S16 x, y, yd;
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U8 env0, env1;
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/*
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* vars required by the Black Magic (tm) performance at the
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* end of this function.
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*/
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static U16 bx;
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static U8 *bl = (U8 *)&bx;
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static U8 *bh = (U8 *)&bx + 1;
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static U16 cx;
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static U8 *cl = (U8 *)&cx;
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static U8 *ch = (U8 *)&cx + 1;
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static U16 *sl = (U16 *)&e_them_rndseed;
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static U16 *sh = (U16 *)&e_them_rndseed + 2;
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/*sys_printf("e_them_t2 ------------------------------\n");*/
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/* latency: if not zero then decrease */
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if (ent_ents[e].latency > 0) ent_ents[e].latency--;
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/* climbing? */
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if (ent_ents[e].flgclmb != TRUE) goto climbing_not;
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/* CLIMBING */
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/*sys_printf("e_them_t2 climbing\n");*/
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/* latency: if not zero then return */
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if (ent_ents[e].latency > 0) return;
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/* calc new sprite */
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ent_ents[e].sprite = ent_ents[e].sprbase + 0x08 +
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(((ent_ents[e].x ^ ent_ents[e].y) & 0x04) ? 1 : 0);
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/* reached rick's level? */
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if ((ent_ents[e].y & 0xfe) != (E_RICK_ENT.y & 0xfe)) goto ymove;
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xmove:
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/* calc new x and test environment */
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ent_ents[e].offsx = (ent_ents[e].x < E_RICK_ENT.x) ? 0x02 : -0x02;
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x = ent_ents[e].x + ent_ents[e].offsx;
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u_envtest(x, ent_ents[e].y, FALSE, &env0, &env1);
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if (env1 & (MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP))
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return;
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if (env1 & MAP_EFLG_LETHAL) {
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e_them_gozombie(e);
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return;
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}
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ent_ents[e].x = x;
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if (env1 & (MAP_EFLG_VERT|MAP_EFLG_CLIMB)) /* still climbing */
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return;
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goto climbing_not; /* not climbing anymore */
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ymove:
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/* calc new y and test environment */
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yd = ent_ents[e].y < E_RICK_ENT.y ? 0x02 : -0x02;
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y = ent_ents[e].y + yd;
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if (y < 0 || y > 0x0140) {
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ent_ents[e].n = 0;
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return;
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}
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u_envtest(ent_ents[e].x, y, FALSE, &env0, &env1);
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if (env1 & (MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP)) {
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if (yd < 0)
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goto xmove; /* can't go up */
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else
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goto climbing_not; /* can't go down */
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}
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/* can move */
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ent_ents[e].y = y;
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if (env1 & (MAP_EFLG_VERT|MAP_EFLG_CLIMB)) /* still climbing */
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return;
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/* NOT CLIMBING */
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climbing_not:
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/*sys_printf("e_them_t2 climbing NOT\n");*/
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ent_ents[e].flgclmb = FALSE; /* not climbing */
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/* calc new y (falling) and test environment */
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i = (ent_ents[e].y << 8) + ent_ents[e].offsy + ent_ents[e].ylow;
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y = i >> 8;
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u_envtest(ent_ents[e].x, y, FALSE, &env0, &env1);
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if (!(env1 & (MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP))) {
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/*sys_printf("e_them_t2 y move OK\n");*/
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/* can go there */
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if (env1 & MAP_EFLG_LETHAL) {
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e_them_gozombie(e);
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return;
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}
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if (y > 0x0140) { /* deactivate if outside */
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ent_ents[e].n = 0;
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return;
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}
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if (!(env1 & MAP_EFLG_VERT)) {
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/* save */
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ent_ents[e].y = y;
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ent_ents[e].ylow = i;
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ent_ents[e].offsy += 0x0080;
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if (ent_ents[e].offsy > 0x0800)
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ent_ents[e].offsy = 0x0800;
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return;
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}
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if (((ent_ents[e].x & 0x07) == 0x04) && (y < E_RICK_ENT.y)) {
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/*sys_printf("e_them_t2 climbing00\n");*/
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ent_ents[e].flgclmb = TRUE; /* climbing */
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return;
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}
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}
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/*sys_printf("e_them_t2 ymove nok or ...\n");*/
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/* can't go there, or ... */
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ent_ents[e].y = (ent_ents[e].y & 0xf8) | 0x03; /* align to ground */
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ent_ents[e].offsy = 0x0100;
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if (ent_ents[e].latency != 00)
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return;
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if ((env1 & MAP_EFLG_CLIMB) &&
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((ent_ents[e].x & 0x0e) == 0x04) &&
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(ent_ents[e].y > E_RICK_ENT.y)) {
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/*sys_printf("e_them_t2 climbing01\n");*/
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ent_ents[e].flgclmb = TRUE; /* climbing */
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return;
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}
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/* calc new sprite */
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ent_ents[e].sprite = ent_ents[e].sprbase +
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ent_sprseq[(ent_ents[e].offsx < 0 ? 4 : 0) +
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((ent_ents[e].x & 0x0e) >> 3)];
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/*sys_printf("e_them_t2 sprite %02x\n", ent_ents[e].sprite);*/
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/* */
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if (ent_ents[e].offsx == 0)
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ent_ents[e].offsx = 2;
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x = ent_ents[e].x + ent_ents[e].offsx;
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/*sys_printf("e_them_t2 xmove x=%02x\n", x);*/
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if (x < 0xe8) {
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u_envtest(x, ent_ents[e].y, FALSE, &env0, &env1);
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if (!(env1 & (MAP_EFLG_VERT|MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP))) {
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ent_ents[e].x = x;
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if ((x & 0x1e) != 0x08)
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return;
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/*
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* Black Magic (tm)
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*
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* this is obviously some sort of randomizer to define a direction
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* for the entity. it is an exact copy of what the assembler code
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* does but I can't explain.
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*/
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bx = e_them_rndnbr + *sh + *sl + 0x0d;
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cx = *sh;
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*bl ^= *ch;
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*bl ^= *cl;
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*bl ^= *bh;
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e_them_rndnbr = bx;
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ent_ents[e].offsx = (*bl & 0x01) ? -0x02 : 0x02;
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/* back to normal */
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return;
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}
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}
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/* U-turn */
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/*sys_printf("e_them_t2 u-turn\n");*/
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if (ent_ents[e].offsx == 0)
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ent_ents[e].offsx = 2;
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else
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ent_ents[e].offsx = -ent_ents[e].offsx;
|
|
#undef offsx
|
|
}
|
|
|
|
/*
|
|
* Action function for e_them _t2 type
|
|
*
|
|
* ASM 2718
|
|
*/
|
|
void
|
|
e_them_t2_action(U8 e)
|
|
{
|
|
e_them_t2_action2(e);
|
|
|
|
/* they kill rick */
|
|
if (e_rick_boxtest(e))
|
|
e_rick_gozombie();
|
|
|
|
/* lethal entities kill them */
|
|
if (u_themtest(e)) {
|
|
e_them_gozombie(e);
|
|
return;
|
|
}
|
|
|
|
/* bullet kills them */
|
|
if (E_BULLET_ENT.n &&
|
|
u_fboxtest(e, E_BULLET_ENT.x + (e_bullet_offsx < 0 ? 00 : 0x18),
|
|
E_BULLET_ENT.y)) {
|
|
E_BULLET_ENT.n = 0;
|
|
e_them_gozombie(e);
|
|
return;
|
|
}
|
|
|
|
/* bomb kills them */
|
|
if (e_bomb_lethal && e_bomb_hit(e)) {
|
|
e_them_gozombie(e);
|
|
return;
|
|
}
|
|
|
|
/* rick stops them */
|
|
if (E_RICK_STTST(E_RICK_STSTOP) &&
|
|
u_fboxtest(e, e_rick_stop_x, e_rick_stop_y))
|
|
ent_ents[e].latency = 0x14;
|
|
}
|
|
|
|
|
|
/*
|
|
* Action sub-function for e_them _t3
|
|
*
|
|
* FIXME always starts asleep??
|
|
*
|
|
* Waits until triggered by something, then execute move steps from
|
|
* ent_mvstep with sprite from ent_sprseq. When done, either restart
|
|
* or disappear.
|
|
*
|
|
* Not always lethal ... but if lethal, kills rick.
|
|
*
|
|
* ASM: 255A
|
|
*/
|
|
void
|
|
e_them_t3_action2(U8 e)
|
|
{
|
|
#define sproffs c1
|
|
#define step_count c2
|
|
U8 i;
|
|
S16 x, y;
|
|
|
|
while (1) {
|
|
|
|
/* calc new sprite */
|
|
i = ent_sprseq[ent_ents[e].sprbase + ent_ents[e].sproffs];
|
|
if (i == 0xff)
|
|
i = ent_sprseq[ent_ents[e].sprbase];
|
|
ent_ents[e].sprite = i;
|
|
|
|
if (ent_ents[e].sproffs != 0) { /* awake */
|
|
|
|
/* rotate sprseq */
|
|
if (ent_sprseq[ent_ents[e].sprbase + ent_ents[e].sproffs] != 0xff)
|
|
ent_ents[e].sproffs++;
|
|
if (ent_sprseq[ent_ents[e].sprbase + ent_ents[e].sproffs] == 0xff)
|
|
ent_ents[e].sproffs = 1;
|
|
|
|
if (ent_ents[e].step_count < ent_mvstep[ent_ents[e].step_no].count) {
|
|
/*
|
|
* still running this step: try to increment x and y while
|
|
* checking that they remain within boudaries. if so, return.
|
|
* else switch to next step.
|
|
*/
|
|
ent_ents[e].step_count++;
|
|
x = ent_ents[e].x + ent_mvstep[ent_ents[e].step_no].dx;
|
|
|
|
/* check'n save */
|
|
if (x > 0 && x < 0xe8) {
|
|
ent_ents[e].x = x;
|
|
/*FIXME*/
|
|
/*
|
|
y = ent_mvstep[ent_ents[e].step_no].dy;
|
|
if (y < 0)
|
|
y += 0xff00;
|
|
y += ent_ents[e].y;
|
|
*/
|
|
y = ent_ents[e].y + ent_mvstep[ent_ents[e].step_no].dy;
|
|
if (y > 0 && y < 0x0140) {
|
|
ent_ents[e].y = y;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* step is done, or x or y is outside boundaries. try to
|
|
* switch to next step
|
|
*/
|
|
ent_ents[e].step_no++;
|
|
if (ent_mvstep[ent_ents[e].step_no].count != 0xff) {
|
|
/* there is a next step: init and loop */
|
|
ent_ents[e].step_count = 0;
|
|
}
|
|
else {
|
|
/* there is no next step: restart or deactivate */
|
|
if (!E_RICK_STTST(E_RICK_STZOMBIE) &&
|
|
!(ent_ents[e].flags & ENT_FLG_ONCE)) {
|
|
/* loop this entity */
|
|
ent_ents[e].sproffs = 0;
|
|
ent_ents[e].n &= ~ENT_LETHAL;
|
|
if (ent_ents[e].flags & ENT_FLG_LETHALR)
|
|
ent_ents[e].n |= ENT_LETHAL;
|
|
ent_ents[e].x = ent_ents[e].xsave;
|
|
ent_ents[e].y = ent_ents[e].ysave;
|
|
if (ent_ents[e].y < 0 || ent_ents[e].y > 0x140) {
|
|
ent_ents[e].n = 0;
|
|
return;
|
|
}
|
|
}
|
|
else {
|
|
/* deactivate this entity */
|
|
ent_ents[e].n = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else { /* ent_ents[e].sprseq1 == 0 -- waiting */
|
|
|
|
/* ugly GOTOs */
|
|
|
|
if (ent_ents[e].flags & ENT_FLG_TRIGRICK) { /* reacts to rick */
|
|
/* wake up if triggered by rick */
|
|
if (u_trigbox(e, E_RICK_ENT.x + 0x0C, E_RICK_ENT.y + 0x0A))
|
|
goto wakeup;
|
|
}
|
|
|
|
if (ent_ents[e].flags & ENT_FLG_TRIGSTOP) { /* reacts to rick "stop" */
|
|
/* wake up if triggered by rick "stop" */
|
|
if (E_RICK_STTST(E_RICK_STSTOP) &&
|
|
u_trigbox(e, e_rick_stop_x, e_rick_stop_y))
|
|
goto wakeup;
|
|
}
|
|
|
|
if (ent_ents[e].flags & ENT_FLG_TRIGBULLET) { /* reacts to bullets */
|
|
/* wake up if triggered by bullet */
|
|
if (E_BULLET_ENT.n && u_trigbox(e, e_bullet_xc, e_bullet_yc)) {
|
|
E_BULLET_ENT.n = 0;
|
|
goto wakeup;
|
|
}
|
|
}
|
|
|
|
if (ent_ents[e].flags & ENT_FLG_TRIGBOMB) { /* reacts to bombs */
|
|
/* wake up if triggered by bomb */
|
|
if (e_bomb_lethal && u_trigbox(e, e_bomb_xc, e_bomb_yc))
|
|
goto wakeup;
|
|
}
|
|
|
|
/* not triggered: keep waiting */
|
|
return;
|
|
|
|
/* something triggered the entity: wake up */
|
|
/* initialize step counter */
|
|
wakeup:
|
|
if E_RICK_STTST(E_RICK_STZOMBIE)
|
|
return;
|
|
#ifdef ENABLE_SOUND
|
|
/*
|
|
* FIXME the sound should come from a table, there are 10 of them
|
|
* but I dont have the table yet. must rip the data off the game...
|
|
* FIXME is it 8 of them, not 10?
|
|
* FIXME testing below...
|
|
*/
|
|
syssnd_play(WAV_ENTITY[(ent_ents[e].trigsnd & 0x1F) - 0x14], 1);
|
|
/*syssnd_play(WAV_ENTITY[0], 1);*/
|
|
#endif
|
|
ent_ents[e].n &= ~ENT_LETHAL;
|
|
if (ent_ents[e].flags & ENT_FLG_LETHALI)
|
|
ent_ents[e].n |= ENT_LETHAL;
|
|
ent_ents[e].sproffs = 1;
|
|
ent_ents[e].step_count = 0;
|
|
ent_ents[e].step_no = ent_ents[e].step_no_i;
|
|
return;
|
|
}
|
|
}
|
|
#undef step_count
|
|
}
|
|
|
|
|
|
/*
|
|
* Action function for e_them _t3 type
|
|
*
|
|
* ASM 2546
|
|
*/
|
|
void
|
|
e_them_t3_action(U8 e)
|
|
{
|
|
e_them_t3_action2(e);
|
|
|
|
/* if lethal, can kill rick */
|
|
if ((ent_ents[e].n & ENT_LETHAL) &&
|
|
!E_RICK_STTST(E_RICK_STZOMBIE) && e_rick_boxtest(e)) { /* CALL 1130 */
|
|
e_rick_gozombie();
|
|
}
|
|
}
|
|
|
|
/* eof */
|
|
|
|
|