/
aistuff.h
776 lines (622 loc) · 20.6 KB
/
aistuff.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#pragma once
#include "freelistarray.h"
#include "exhumedactor.h"
BEGIN_PS_NS
// anims
enum
{
kAnimFlag1 = (1 << 2),
kAnimLoop = (1 << 4)
};
void InitAnims();
void DestroyAnim(DExhumedActor* nAnim);
DExhumedActor* BuildAnim(DExhumedActor* actor, int val, int val2, const DVector3& pos, sectortype* pSector, double nScale, int nFlag);
void UnlinkIgnitedAnim(DExhumedActor* pActor);
void FuncAnim(int, int, int, int);
void BuildExplosion(DExhumedActor* actor);
void BuildSplash(DExhumedActor* actor, sectortype* pSector);
// anubis
void BuildAnubis(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle nAngle, uint8_t bIsDrummer);
void FuncAnubis(int, int a, int b, int c);
// bubbles
void BuildBubbleMachine(DExhumedActor* nSprite);
void DoBubbleMachines();
void DoBubbles(int nPlayer);
void FuncBubble(int, int, int, int);
// bullet
// 32 bytes
struct bulletInfo
{
int16_t nDamage; // 0
int16_t field_2; // 2
int field_4; // 4
int16_t field_8; // 8
int16_t nSeq; // 10
int16_t field_C; // 12
int16_t nFlags;
int16_t nRadius; // damage radius
int16_t xyRepeat;
};
extern bulletInfo BulletInfo[];
extern int nRadialBullet;
extern sectortype* lasthitsect;
extern DVector3 lasthit;
extern TArray<DExhumedActor*> EnergyBlocks;
void InitBullets();
int GrabBullet();
void DestroyBullet(int nRun);
int MoveBullet(int nBullet);
void SetBulletEnemy(int nBullet, DExhumedActor* nEnemy);
DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, double zofs, DAngle nAngle, DExhumedActor* pTarget, int val3, int horiz = 0);
void IgniteSprite(DExhumedActor* nSprite);
void FuncBullet(int, int, int, int);
// fish
void BuildFish(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle nAngle);
void FuncFish(int, int, int, int);
void FuncFishLimb(int a, int b, int c);
// grenade
enum { kMaxGrenades = 50 };
void BuildGrenade(int nPlayer);
void ThrowGrenade(int nPlayer, double ecx, double push1);
void FuncGrenade(int, int, int, int);
// gun
enum { kMaxWeapons = 7 };
enum
{
kWeaponSword = 0,
kWeaponPistol,
kWeaponM60,
kWeaponFlamer,
kWeaponGrenade,
kWeaponStaff,
kWeaponRing,
kWeaponMummified
};
struct Weapon
{
int16_t nSeq;
int16_t b[12]; // seq offsets?
int16_t nAmmoType;
int16_t c;
int16_t d; // default or min ammo? or ammo used per 'shot' ?
int16_t bFireUnderwater;
};
extern Weapon WeaponInfo[];
extern int16_t nTemperature[];
void RestoreMinAmmo(int nPlayer);
void FillWeapons(int nPlayer);
void ResetPlayerWeapons(int nPlayer);
void InitWeapons();
void SetNewWeapon(int nPlayer, int nWeapon);
void SetNewWeaponImmediate(int nPlayer, int nWeapon);
void SetNewWeaponIfBetter(int nPlayer, int nWeapon);
void SelectNewWeapon(int nPlayer);
void CheckClip(int nPlayer);
void MoveWeapons(int nPlayer);
void DrawWeapons(double interpfrac);
// items
enum
{
kItemHeart = 0,
kItemInvincibility,
kItemTorch,
kItemDoubleDamage,
kItemInvisibility,
kItemMask,
};
extern const int16_t nItemMagic[];
void BuildItemAnim(DExhumedActor* nSprite);
void ItemFlash();
void FillItems(int nPlayer);
void UseItem(int nPlayer, int nItem);
void UseCurItem(int nPlayer);
int GrabItem(int nPlayer, int nItem);
void DropMagic(DExhumedActor* actor);
void InitItems();
void StartRegenerate(DExhumedActor* nSprite);
void DoRegenerates();
// lavadude
void BuildLava(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle nAngle, int nChannel);
DExhumedActor* BuildLavaLimb(DExhumedActor* nSprite, int edx, double ebx);
void FuncLavaLimb(int, int, int, int);
void FuncLava(int, int, int, int);
// lighting
void InitLights();
void AddFlash(sectortype* pSector, const DVector3& pos, int val);
void SetTorch(int nPlayer, int bTorchOnOff);
void UndoFlashes();
void DoLights();
void AddFlow(sectortype* pSect, int nSpeed, int b, DAngle ang = -minAngle);
void AddFlow(walltype* pWall, int nSpeed, int b);
void BuildFlash(int nPlayer, int nVal);
void AddGlow(sectortype* pSector, int nVal);
void AddFlicker(sectortype* pSector, int nVal);
// lion
void BuildLion(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle nAngle);
void FuncLion(int, int, int, int);
// move
// 16 bytes
struct BlockInfo
{
TObjPtr<DExhumedActor*> pActor;
DVector2 pos;
double mindist;
};
extern BlockInfo sBlockInfo[];
extern Collision hiHit;
extern TObjPtr<DExhumedActor*> nChunkSprite[];
extern TObjPtr<DExhumedActor*> nBodySprite[];
void MoveThings();
void InitChunks();
void InitPushBlocks();
void Gravity(DExhumedActor* actor);
DExhumedActor* UpdateEnemy(DExhumedActor** ppEnemy);
Collision MoveCreature(DExhumedActor* nSprite);
Collision MoveCreatureWithCaution(DExhumedActor* actor);
DVector3 WheresMyMouth(int nPlayer, sectortype** sectnum);
double GetActorHeight(DExhumedActor* nSprite);
DExhumedActor* insertActor(sectortype* s, int st);
DExhumedActor* GrabBody();
DExhumedActor* GrabBodyGunSprite();
void FuncCreatureChunk(int a, int, int nRun);
DExhumedActor* FindPlayer(DExhumedActor* nSprite, int nDistance, bool dontengage = false);
DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial = false);
double PlotCourseToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
void CheckSectorFloor(sectortype* pSector, double z, DVector2& xy);
void MoveSector(sectortype* pSector, DAngle nAngle, DVector2& vel);
Collision AngleChase(DExhumedActor* nSprite, DExhumedActor* nSprite2, int ebx, int ecx, DAngle push1);
void SetQuake(DExhumedActor* nSprite, int nVal);
// mummy
enum { kMaxMummies = 150 };
void BuildMummy(DExhumedActor* val, const DVector3& pos, sectortype* pSector, DAngle nAngle);
// object
enum kStatus
{
kStatDestructibleSprite = 97,
kStatAnubisDrum,
kStatExplodeTrigger = 141,
kStatExplodeTarget = 152,
kStatBubbleMachine = 1022,
};
extern int nFlashDepth;
extern int bTorch;
extern int nSmokeSparks;
extern int nDronePitch;
extern int lFinaleStart;
extern TObjPtr<DExhumedActor*> pFinaleSpr;
void InitObjects();
void InitElev();
void InitPoint();
void InitSlide();
void InitWallFace();
void DoDrips();
void DoMovingSects();
void DoFinale();
void PostProcess();
void FuncElev(int, int, int, int);
void FuncWallFace(int, int, int, int);
void FuncSlide(int, int, int, int);
void FuncObject(int, int, int, int);
void FuncTrap(int, int, int, int);
void FuncEnergyBlock(int, int, int, int);
void FuncSpark(int, int, int, int);
void SnapBobs(sectortype* pSectorA, sectortype* pSectorB);
DExhumedActor* FindWallSprites(sectortype* pSector);
void AddMovingSector(sectortype* pSector, int edx, int ebx, int ecx);
void ProcessTrailSprite(DExhumedActor* nSprite, int nLotag, int nHitag);
void AddSectorBob(sectortype* pSector, int nHitag, int bx);
DExhumedActor* BuildObject(DExhumedActor* nSprite, int nOjectType, int nHitag);
int BuildArrow(DExhumedActor* nSprite, int nVal);
int BuildFireBall(DExhumedActor*, int a, int b);
void BuildDrip(DExhumedActor* nSprite);
DExhumedActor* BuildEnergyBlock(sectortype* pSector);
int BuildElevC(int arg1, int nChannel, sectortype* pSector, DExhumedActor* nWallSprite, int arg5, int arg6, int nCount, ...);
int BuildElevF(int nChannel, sectortype* pSector, DExhumedActor* nWallSprite, int arg_4, int arg_5, int nCount, ...);
int BuildWallFace(int nChannel, walltype* pWall, FTextureID pic);
int BuildSlide(int nChannel, walltype* edx, walltype* ebx, walltype* ecx, walltype* arg1, walltype* arg2, walltype* arg3);
// queen
void InitQueens();
void BuildQueen(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle nAngle, int nVal);
void FuncQueenEgg(int, int, int, int);
void FuncQueenHead(int, int, int, int);
void FuncQueen(int, int, int, int);
// ra
struct RA
{
TObjPtr<DExhumedActor*> pActor;
TObjPtr<DExhumedActor*> pTarget;
int16_t nAction;
int16_t nFrame;
int16_t nRun;
int16_t nState;
int nPlayer;
};
// ra
extern RA Ra[];
void FreeRa(int nPlayer);
void BuildRa(int nPlayer);
void InitRa();
void MoveRaToEnemy(int nPlayer);
void FuncRa(int, int, int, int);
// rat
void InitRats();
void BuildRat(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle nAngle);
void FuncRat(int a, int, int b, int nRun);
// rex
void BuildRex(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle nAngle, int nChannel);
void FuncRex(int, int, int, int);
// roach
void BuildRoach(int nType, DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle angle);
void FuncRoach(int a, int, int nDamage, int nRun);
// runlist
enum
{
kMaxRuns = 25600,
kMaxChannels = 4096
};
struct RunStruct
{
int nAIType; // todo later: replace this with an AI pointer
int nObjIndex; // If object is a non-actor / not refactored yet.
TObjPtr<DExhumedActor*> pObjActor; // If object is an actor
int next;
int prev;
};
struct RunChannel
{
int16_t a;
int16_t b;
int16_t c;
int16_t d;
};
struct RunListEvent
{
int nMessage;
int nParam; // mostly the player, sometimes the channel list
int nObjIndex;
DExhumedActor* pObjActor;
tspritetype* pTSprite; // for the draw event
DExhumedActor* pOtherActor; // for the damage event, radialSpr for radial damage - owner will not be passed as it can be retrieved from this.
int nDamage, nRun;
int nRadialDamage; // Radial damage needs a bit more info.
double nDamageRadius;
DExhumedActor* pRadialActor;
bool isRadialEvent() const { return nMessage == 1; }
};
struct ExhumedAI
{
//virtual ~ExhumedAI() = default;
virtual void ProcessChannel(RunListEvent* ev) {}
virtual void Tick(RunListEvent* ev) {}
virtual void Process(RunListEvent* ev) {}
virtual void Use(RunListEvent* ev) {}
virtual void TouchFloor(RunListEvent* ev) {}
virtual void LeaveSector(RunListEvent* ev) {}
virtual void EnterSector(RunListEvent* ev) {}
virtual void Damage(RunListEvent* ev) {}
virtual void Draw(RunListEvent* ev) {}
virtual void RadialDamage(RunListEvent* ev) {}
};
struct AIAnim : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AIAnubis : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
};
struct AIBubble : ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
class AIBullet : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AIFish : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
class AIFishLimb : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AIGrenade : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AILavaDude : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AILavaDudeLimb : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AILion : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AICreatureChunk : public ExhumedAI
{
virtual void Tick(RunListEvent* ev) override;
};
struct AIMummy : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIElev : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Tick(RunListEvent* ev) override;
};
struct AIWallFace : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
};
struct AISlide : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Tick(RunListEvent* ev) override;
};
struct AITrap : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Tick(RunListEvent* ev) override;
};
struct AISpark : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
};
struct AIEnergyBlock : public ExhumedAI
{
virtual void Damage(RunListEvent* ev) override;
virtual void RadialDamage(RunListEvent* ev) override;
};
struct AIObject : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIPlayer : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIQueenEgg : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIQueenHead : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIQueen : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIRa : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AIRat : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIRex : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIRoach : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIScorp : public ExhumedAI
{
void Effect(RunListEvent* ev, DExhumedActor* nTarget, int mode);
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AISet : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AISoul : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
};
struct AISnake : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AISpider : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIWasp : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AISWReady : public ExhumedAI
{
void Process(RunListEvent* ev) override;
};
struct AISWPause : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Tick(RunListEvent* ev) override;
void Process(RunListEvent* ev) override;
};
struct AISWStepOn : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void TouchFloor(RunListEvent* ev) override;
};
struct AISWNotOnPause : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Tick(RunListEvent* ev) override;
void Process(RunListEvent* ev) override;
void TouchFloor(RunListEvent* ev) override;
};
struct AISWPressSector : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Use(RunListEvent* ev) override;
};
struct AISWPressWall : public ExhumedAI
{
void Process(RunListEvent* ev) override;
void Use(RunListEvent* ev) override;
};
typedef void(*AiFunc)(int, int, int, int nRun);
extern FreeListArray<RunStruct, kMaxRuns> RunData;
extern RunChannel sRunChannels[kMaxChannels];
extern int NewRun;
void runlist_InitRun();
int runlist_GrabRun();
int runlist_FreeRun(int nRun);
int runlist_AddRunRec(int index, int object, int aitype);
int runlist_AddRunRec(int index, DExhumedActor* object, int aitype);
int runlist_AddRunRec(int index, RunStruct* other);
int runlist_HeadRun();
void runlist_InitChan();
void runlist_ChangeChannel(int eax, int dx);
void runlist_ReadyChannel(int eax);
void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag);
int runlist_AllocChannel(int a);
void runlist_DoSubRunRec(int RunPtr);
void runlist_SubRunRec(int RunPtr);
void runlist_ProcessWallTag(walltype* pWall, int nLotag, int nHitag);
int runlist_CheckRadialDamage(DExhumedActor* actor);
void runlist_RadialDamageEnemy(DExhumedActor* pActor, int nDamage, int nRadius);
void runlist_DamageEnemy(DExhumedActor* nSprite, DExhumedActor* nSprite2, int nDamage);
void runlist_SignalRun(int NxtPtr, int edx, void(ExhumedAI::* func)(RunListEvent*), RunListEvent* ev = nullptr);
void runlist_CleanRunRecs();
void runlist_ExecObjects();
// scorp
void BuildScorp(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle nAngle, int nChannel);
void FuncScorp(int, int, int, int);
// set
void BuildSet(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle nAngle, int nChannel);
void FuncSoul(int, int, int, int);
void FuncSet(int, int, int, int);
// snake
enum { kSnakeSprites = 8 }; // or rename to kSnakeParts?
// 32bytes
struct Snake
{
TObjPtr<DExhumedActor*> pEnemy; // nRun
TObjPtr<DExhumedActor*> pSprites[kSnakeSprites];
int16_t nCountdown;
int16_t nRun;
uint8_t c[8];
int16_t nAngle;
int16_t nSnakePlayer;
};
enum { kMaxSnakes = 50 };
extern FreeListArray<Snake, kMaxSnakes> SnakeList;
void InitSnakes();
int GrabSnake();
void BuildSnake(int nPlayer, double zVal);
void FuncSnake(int, int, int, int);
// spider
DExhumedActor* BuildSpider(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle nAngle);
void FuncSpider(int a, int, int b, int nRun);
// switch
void InitLink();
void InitSwitch();
void FuncSwReady(int, int, int, int);
void FuncSwPause(int, int, int, int);
void FuncSwStepOn(int, int, int, int);
void FuncSwNotOnPause(int, int, int, int);
void FuncSwPressSector(int, int, int, int);
void FuncSwPressWall(int, int, int, int);
std::pair<int, int> BuildSwPause(int nChannel, int nLink, int ebx);
std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, sectortype* pSector, int ecx);
int BuildLink(int nCount, ...);
std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, sectortype* pSector, int ecx);
std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, sectortype* pSector);
std::pair<int, int> BuildSwReady(int nChannel, int nLink);
std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, walltype* pWall);
// wasp
DExhumedActor* BuildWasp(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, DAngle nAngle, bool bEggWasp);
void FuncWasp(int eax, int, int edx, int nRun);
enum { kMessageMask = 0x7F0000 };
inline int GrabTimeSlot(int nVal) { return -1; }
inline int dmgAdjust(int dmg, int fact = 2) { return dmg; }
inline bool easy() { return false; }
END_PS_NS