3872 lines
91 KiB
C
3872 lines
91 KiB
C
// WL_ACT2.C
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#include "WL_DEF.H"
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#pragma hdrstop
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/*
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=============================================================================
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LOCAL CONSTANTS
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=============================================================================
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*/
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#define PROJECTILESIZE 0xc000l
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#define BJRUNSPEED 2048
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#define BJJUMPSPEED 680
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/*
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=============================================================================
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GLOBAL VARIABLES
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=============================================================================
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*/
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/*
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=============================================================================
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LOCAL VARIABLES
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=============================================================================
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*/
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dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east,
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southwest,south,southeast};
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int starthitpoints[4][NUMENEMIES] =
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//
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// BABY MODE
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//
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{
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{25, // guards
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50, // officer
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100, // SS
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1, // dogs
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850, // Hans
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850, // Schabbs
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200, // fake hitler
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800, // mecha hitler
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45, // mutants
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25, // ghosts
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25, // ghosts
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25, // ghosts
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25, // ghosts
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850, // Gretel
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850, // Gift
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850, // Fat
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5, // en_spectre,
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1450, // en_angel,
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850, // en_trans,
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1050, // en_uber,
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950, // en_will,
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1250 // en_death
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},
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//
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// DON'T HURT ME MODE
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//
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{25, // guards
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50, // officer
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100, // SS
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1, // dogs
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950, // Hans
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950, // Schabbs
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300, // fake hitler
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950, // mecha hitler
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55, // mutants
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25, // ghosts
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25, // ghosts
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25, // ghosts
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25, // ghosts
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950, // Gretel
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950, // Gift
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950, // Fat
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10, // en_spectre,
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1550, // en_angel,
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950, // en_trans,
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1150, // en_uber,
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1050, // en_will,
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1350 // en_death
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},
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//
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// BRING 'EM ON MODE
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//
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{25, // guards
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50, // officer
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100, // SS
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1, // dogs
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1050, // Hans
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1550, // Schabbs
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400, // fake hitler
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1050, // mecha hitler
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55, // mutants
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25, // ghosts
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25, // ghosts
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25, // ghosts
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25, // ghosts
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1050, // Gretel
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1050, // Gift
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1050, // Fat
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15, // en_spectre,
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1650, // en_angel,
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1050, // en_trans,
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1250, // en_uber,
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1150, // en_will,
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1450 // en_death
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},
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//
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// DEATH INCARNATE MODE
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//
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{25, // guards
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50, // officer
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100, // SS
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1, // dogs
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1200, // Hans
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2400, // Schabbs
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500, // fake hitler
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1200, // mecha hitler
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65, // mutants
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25, // ghosts
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25, // ghosts
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25, // ghosts
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25, // ghosts
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1200, // Gretel
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1200, // Gift
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1200, // Fat
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25, // en_spectre,
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2000, // en_angel,
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1200, // en_trans,
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1400, // en_uber,
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1300, // en_will,
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1600 // en_death
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}}
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;
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void A_StartDeathCam (objtype *ob);
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void T_Path (objtype *ob);
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void T_Shoot (objtype *ob);
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void T_Bite (objtype *ob);
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void T_DogChase (objtype *ob);
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void T_Chase (objtype *ob);
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void T_Projectile (objtype *ob);
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void T_Stand (objtype *ob);
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void A_DeathScream (objtype *ob);
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extern statetype s_rocket;
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extern statetype s_smoke1;
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extern statetype s_smoke2;
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extern statetype s_smoke3;
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extern statetype s_smoke4;
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extern statetype s_boom2;
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extern statetype s_boom3;
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void A_Smoke (objtype *ob);
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statetype s_rocket = {true,SPR_ROCKET_1,3,T_Projectile,A_Smoke,&s_rocket};
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statetype s_smoke1 = {false,SPR_SMOKE_1,3,NULL,NULL,&s_smoke2};
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statetype s_smoke2 = {false,SPR_SMOKE_2,3,NULL,NULL,&s_smoke3};
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statetype s_smoke3 = {false,SPR_SMOKE_3,3,NULL,NULL,&s_smoke4};
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statetype s_smoke4 = {false,SPR_SMOKE_4,3,NULL,NULL,NULL};
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statetype s_boom1 = {false,SPR_BOOM_1,6,NULL,NULL,&s_boom2};
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statetype s_boom2 = {false,SPR_BOOM_2,6,NULL,NULL,&s_boom3};
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statetype s_boom3 = {false,SPR_BOOM_3,6,NULL,NULL,NULL};
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#ifdef SPEAR
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extern statetype s_hrocket;
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extern statetype s_hsmoke1;
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extern statetype s_hsmoke2;
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extern statetype s_hsmoke3;
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extern statetype s_hsmoke4;
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extern statetype s_hboom2;
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extern statetype s_hboom3;
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void A_Smoke (objtype *ob);
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statetype s_hrocket = {true,SPR_HROCKET_1,3,T_Projectile,A_Smoke,&s_hrocket};
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statetype s_hsmoke1 = {false,SPR_HSMOKE_1,3,NULL,NULL,&s_hsmoke2};
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statetype s_hsmoke2 = {false,SPR_HSMOKE_2,3,NULL,NULL,&s_hsmoke3};
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statetype s_hsmoke3 = {false,SPR_HSMOKE_3,3,NULL,NULL,&s_hsmoke4};
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statetype s_hsmoke4 = {false,SPR_HSMOKE_4,3,NULL,NULL,NULL};
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statetype s_hboom1 = {false,SPR_HBOOM_1,6,NULL,NULL,&s_hboom2};
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statetype s_hboom2 = {false,SPR_HBOOM_2,6,NULL,NULL,&s_hboom3};
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statetype s_hboom3 = {false,SPR_HBOOM_3,6,NULL,NULL,NULL};
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#endif
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void T_Schabb (objtype *ob);
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void T_SchabbThrow (objtype *ob);
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void T_Fake (objtype *ob);
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void T_FakeFire (objtype *ob);
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void T_Ghosts (objtype *ob);
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void A_Slurpie (objtype *ob);
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void A_HitlerMorph (objtype *ob);
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void A_MechaSound (objtype *ob);
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/*
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=================
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=
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= A_Smoke
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=
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=================
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*/
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void A_Smoke (objtype *ob)
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{
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GetNewActor ();
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#ifdef SPEAR
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if (ob->obclass == hrocketobj)
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new->state = &s_hsmoke1;
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else
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#endif
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new->state = &s_smoke1;
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new->ticcount = 6;
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new->tilex = ob->tilex;
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new->tiley = ob->tiley;
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new->x = ob->x;
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new->y = ob->y;
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new->obclass = inertobj;
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new->active = true;
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new->flags = FL_NEVERMARK;
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}
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/*
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===================
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=
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= ProjectileTryMove
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=
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= returns true if move ok
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===================
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*/
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#define PROJSIZE 0x2000
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boolean ProjectileTryMove (objtype *ob)
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{
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int xl,yl,xh,yh,x,y;
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objtype *check;
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long deltax,deltay;
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xl = (ob->x-PROJSIZE) >>TILESHIFT;
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yl = (ob->y-PROJSIZE) >>TILESHIFT;
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xh = (ob->x+PROJSIZE) >>TILESHIFT;
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yh = (ob->y+PROJSIZE) >>TILESHIFT;
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//
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// check for solid walls
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//
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for (y=yl;y<=yh;y++)
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for (x=xl;x<=xh;x++)
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{
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check = actorat[x][y];
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if (check && check<objlist)
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return false;
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}
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return true;
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}
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/*
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=================
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=
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= T_Projectile
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=
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=================
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*/
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void T_Projectile (objtype *ob)
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{
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long deltax,deltay;
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int damage;
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long speed;
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speed = (long)ob->speed*tics;
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deltax = FixedByFrac(speed,costable[ob->angle]);
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deltay = -FixedByFrac(speed,sintable[ob->angle]);
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if (deltax>0x10000l)
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deltax = 0x10000l;
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if (deltay>0x10000l)
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deltay = 0x10000l;
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ob->x += deltax;
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ob->y += deltay;
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deltax = LABS(ob->x - player->x);
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deltay = LABS(ob->y - player->y);
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if (!ProjectileTryMove (ob))
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{
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if (ob->obclass == rocketobj)
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{
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PlaySoundLocActor(MISSILEHITSND,ob);
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ob->state = &s_boom1;
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}
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#ifdef SPEAR
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else if (ob->obclass == hrocketobj)
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{
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PlaySoundLocActor(MISSILEHITSND,ob);
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ob->state = &s_hboom1;
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}
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#endif
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else
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ob->state = NULL; // mark for removal
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return;
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}
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if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE)
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{ // hit the player
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switch (ob->obclass)
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{
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case needleobj:
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damage = (US_RndT() >>3) + 20;
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break;
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case rocketobj:
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case hrocketobj:
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case sparkobj:
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damage = (US_RndT() >>3) + 30;
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break;
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case fireobj:
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damage = (US_RndT() >>3);
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break;
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}
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TakeDamage (damage,ob);
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ob->state = NULL; // mark for removal
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return;
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}
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ob->tilex = ob->x >> TILESHIFT;
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ob->tiley = ob->y >> TILESHIFT;
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}
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/*
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=============================================================================
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GUARD
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=============================================================================
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*/
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//
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// guards
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//
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extern statetype s_grdstand;
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extern statetype s_grdpath1;
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extern statetype s_grdpath1s;
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extern statetype s_grdpath2;
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extern statetype s_grdpath3;
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extern statetype s_grdpath3s;
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extern statetype s_grdpath4;
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extern statetype s_grdpain;
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extern statetype s_grdpain1;
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extern statetype s_grdgiveup;
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extern statetype s_grdshoot1;
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extern statetype s_grdshoot2;
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extern statetype s_grdshoot3;
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extern statetype s_grdshoot4;
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extern statetype s_grdchase1;
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extern statetype s_grdchase1s;
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extern statetype s_grdchase2;
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extern statetype s_grdchase3;
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extern statetype s_grdchase3s;
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extern statetype s_grdchase4;
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extern statetype s_grddie1;
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extern statetype s_grddie1d;
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extern statetype s_grddie2;
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extern statetype s_grddie3;
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extern statetype s_grddie4;
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statetype s_grdstand = {true,SPR_GRD_S_1,0,T_Stand,NULL,&s_grdstand};
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statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,T_Path,NULL,&s_grdpath1s};
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statetype s_grdpath1s = {true,SPR_GRD_W1_1,5,NULL,NULL,&s_grdpath2};
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statetype s_grdpath2 = {true,SPR_GRD_W2_1,15,T_Path,NULL,&s_grdpath3};
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statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,T_Path,NULL,&s_grdpath3s};
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statetype s_grdpath3s = {true,SPR_GRD_W3_1,5,NULL,NULL,&s_grdpath4};
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statetype s_grdpath4 = {true,SPR_GRD_W4_1,15,T_Path,NULL,&s_grdpath1};
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statetype s_grdpain = {2,SPR_GRD_PAIN_1,10,NULL,NULL,&s_grdchase1};
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statetype s_grdpain1 = {2,SPR_GRD_PAIN_2,10,NULL,NULL,&s_grdchase1};
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statetype s_grdshoot1 = {false,SPR_GRD_SHOOT1,20,NULL,NULL,&s_grdshoot2};
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statetype s_grdshoot2 = {false,SPR_GRD_SHOOT2,20,NULL,T_Shoot,&s_grdshoot3};
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statetype s_grdshoot3 = {false,SPR_GRD_SHOOT3,20,NULL,NULL,&s_grdchase1};
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statetype s_grdchase1 = {true,SPR_GRD_W1_1,10,T_Chase,NULL,&s_grdchase1s};
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statetype s_grdchase1s = {true,SPR_GRD_W1_1,3,NULL,NULL,&s_grdchase2};
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statetype s_grdchase2 = {true,SPR_GRD_W2_1,8,T_Chase,NULL,&s_grdchase3};
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statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,T_Chase,NULL,&s_grdchase3s};
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statetype s_grdchase3s = {true,SPR_GRD_W3_1,3,NULL,NULL,&s_grdchase4};
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statetype s_grdchase4 = {true,SPR_GRD_W4_1,8,T_Chase,NULL,&s_grdchase1};
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statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,A_DeathScream,&s_grddie2};
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statetype s_grddie2 = {false,SPR_GRD_DIE_2,15,NULL,NULL,&s_grddie3};
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statetype s_grddie3 = {false,SPR_GRD_DIE_3,15,NULL,NULL,&s_grddie4};
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statetype s_grddie4 = {false,SPR_GRD_DEAD,0,NULL,NULL,&s_grddie4};
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#ifndef SPEAR
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//
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// ghosts
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//
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extern statetype s_blinkychase1;
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extern statetype s_blinkychase2;
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extern statetype s_inkychase1;
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extern statetype s_inkychase2;
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extern statetype s_pinkychase1;
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extern statetype s_pinkychase2;
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extern statetype s_clydechase1;
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extern statetype s_clydechase2;
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statetype s_blinkychase1 = {false,SPR_BLINKY_W1,10,T_Ghosts,NULL,&s_blinkychase2};
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statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,T_Ghosts,NULL,&s_blinkychase1};
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statetype s_inkychase1 = {false,SPR_INKY_W1,10,T_Ghosts,NULL,&s_inkychase2};
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statetype s_inkychase2 = {false,SPR_INKY_W2,10,T_Ghosts,NULL,&s_inkychase1};
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statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,T_Ghosts,NULL,&s_pinkychase2};
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statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,T_Ghosts,NULL,&s_pinkychase1};
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statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,T_Ghosts,NULL,&s_clydechase2};
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statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,T_Ghosts,NULL,&s_clydechase1};
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#endif
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//
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// dogs
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//
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extern statetype s_dogpath1;
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extern statetype s_dogpath1s;
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extern statetype s_dogpath2;
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extern statetype s_dogpath3;
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extern statetype s_dogpath3s;
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extern statetype s_dogpath4;
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extern statetype s_dogjump1;
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extern statetype s_dogjump2;
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extern statetype s_dogjump3;
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extern statetype s_dogjump4;
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extern statetype s_dogjump5;
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extern statetype s_dogchase1;
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extern statetype s_dogchase1s;
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extern statetype s_dogchase2;
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extern statetype s_dogchase3;
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extern statetype s_dogchase3s;
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extern statetype s_dogchase4;
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extern statetype s_dogdie1;
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extern statetype s_dogdie1d;
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extern statetype s_dogdie2;
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extern statetype s_dogdie3;
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extern statetype s_dogdead;
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statetype s_dogpath1 = {true,SPR_DOG_W1_1,20,T_Path,NULL,&s_dogpath1s};
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statetype s_dogpath1s = {true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2};
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statetype s_dogpath2 = {true,SPR_DOG_W2_1,15,T_Path,NULL,&s_dogpath3};
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statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,T_Path,NULL,&s_dogpath3s};
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statetype s_dogpath3s = {true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4};
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statetype s_dogpath4 = {true,SPR_DOG_W4_1,15,T_Path,NULL,&s_dogpath1};
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statetype s_dogjump1 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump2};
|
|
statetype s_dogjump2 = {false,SPR_DOG_JUMP2,10,NULL,T_Bite,&s_dogjump3};
|
|
statetype s_dogjump3 = {false,SPR_DOG_JUMP3,10,NULL,NULL,&s_dogjump4};
|
|
statetype s_dogjump4 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump5};
|
|
statetype s_dogjump5 = {false,SPR_DOG_W1_1,10,NULL,NULL,&s_dogchase1};
|
|
|
|
statetype s_dogchase1 = {true,SPR_DOG_W1_1,10,T_DogChase,NULL,&s_dogchase1s};
|
|
statetype s_dogchase1s = {true,SPR_DOG_W1_1,3,NULL,NULL,&s_dogchase2};
|
|
statetype s_dogchase2 = {true,SPR_DOG_W2_1,8,T_DogChase,NULL,&s_dogchase3};
|
|
statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,T_DogChase,NULL,&s_dogchase3s};
|
|
statetype s_dogchase3s = {true,SPR_DOG_W3_1,3,NULL,NULL,&s_dogchase4};
|
|
statetype s_dogchase4 = {true,SPR_DOG_W4_1,8,T_DogChase,NULL,&s_dogchase1};
|
|
|
|
statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,A_DeathScream,&s_dogdie2};
|
|
statetype s_dogdie2 = {false,SPR_DOG_DIE_2,15,NULL,NULL,&s_dogdie3};
|
|
statetype s_dogdie3 = {false,SPR_DOG_DIE_3,15,NULL,NULL,&s_dogdead};
|
|
statetype s_dogdead = {false,SPR_DOG_DEAD,15,NULL,NULL,&s_dogdead};
|
|
|
|
|
|
//
|
|
// officers
|
|
//
|
|
|
|
extern statetype s_ofcstand;
|
|
|
|
extern statetype s_ofcpath1;
|
|
extern statetype s_ofcpath1s;
|
|
extern statetype s_ofcpath2;
|
|
extern statetype s_ofcpath3;
|
|
extern statetype s_ofcpath3s;
|
|
extern statetype s_ofcpath4;
|
|
|
|
extern statetype s_ofcpain;
|
|
extern statetype s_ofcpain1;
|
|
|
|
extern statetype s_ofcgiveup;
|
|
|
|
extern statetype s_ofcshoot1;
|
|
extern statetype s_ofcshoot2;
|
|
extern statetype s_ofcshoot3;
|
|
extern statetype s_ofcshoot4;
|
|
|
|
extern statetype s_ofcchase1;
|
|
extern statetype s_ofcchase1s;
|
|
extern statetype s_ofcchase2;
|
|
extern statetype s_ofcchase3;
|
|
extern statetype s_ofcchase3s;
|
|
extern statetype s_ofcchase4;
|
|
|
|
extern statetype s_ofcdie1;
|
|
extern statetype s_ofcdie2;
|
|
extern statetype s_ofcdie3;
|
|
extern statetype s_ofcdie4;
|
|
extern statetype s_ofcdie5;
|
|
|
|
statetype s_ofcstand = {true,SPR_OFC_S_1,0,T_Stand,NULL,&s_ofcstand};
|
|
|
|
statetype s_ofcpath1 = {true,SPR_OFC_W1_1,20,T_Path,NULL,&s_ofcpath1s};
|
|
statetype s_ofcpath1s = {true,SPR_OFC_W1_1,5,NULL,NULL,&s_ofcpath2};
|
|
statetype s_ofcpath2 = {true,SPR_OFC_W2_1,15,T_Path,NULL,&s_ofcpath3};
|
|
statetype s_ofcpath3 = {true,SPR_OFC_W3_1,20,T_Path,NULL,&s_ofcpath3s};
|
|
statetype s_ofcpath3s = {true,SPR_OFC_W3_1,5,NULL,NULL,&s_ofcpath4};
|
|
statetype s_ofcpath4 = {true,SPR_OFC_W4_1,15,T_Path,NULL,&s_ofcpath1};
|
|
|
|
statetype s_ofcpain = {2,SPR_OFC_PAIN_1,10,NULL,NULL,&s_ofcchase1};
|
|
statetype s_ofcpain1 = {2,SPR_OFC_PAIN_2,10,NULL,NULL,&s_ofcchase1};
|
|
|
|
statetype s_ofcshoot1 = {false,SPR_OFC_SHOOT1,6,NULL,NULL,&s_ofcshoot2};
|
|
statetype s_ofcshoot2 = {false,SPR_OFC_SHOOT2,20,NULL,T_Shoot,&s_ofcshoot3};
|
|
statetype s_ofcshoot3 = {false,SPR_OFC_SHOOT3,10,NULL,NULL,&s_ofcchase1};
|
|
|
|
statetype s_ofcchase1 = {true,SPR_OFC_W1_1,10,T_Chase,NULL,&s_ofcchase1s};
|
|
statetype s_ofcchase1s = {true,SPR_OFC_W1_1,3,NULL,NULL,&s_ofcchase2};
|
|
statetype s_ofcchase2 = {true,SPR_OFC_W2_1,8,T_Chase,NULL,&s_ofcchase3};
|
|
statetype s_ofcchase3 = {true,SPR_OFC_W3_1,10,T_Chase,NULL,&s_ofcchase3s};
|
|
statetype s_ofcchase3s = {true,SPR_OFC_W3_1,3,NULL,NULL,&s_ofcchase4};
|
|
statetype s_ofcchase4 = {true,SPR_OFC_W4_1,8,T_Chase,NULL,&s_ofcchase1};
|
|
|
|
statetype s_ofcdie1 = {false,SPR_OFC_DIE_1,11,NULL,A_DeathScream,&s_ofcdie2};
|
|
statetype s_ofcdie2 = {false,SPR_OFC_DIE_2,11,NULL,NULL,&s_ofcdie3};
|
|
statetype s_ofcdie3 = {false,SPR_OFC_DIE_3,11,NULL,NULL,&s_ofcdie4};
|
|
statetype s_ofcdie4 = {false,SPR_OFC_DIE_4,11,NULL,NULL,&s_ofcdie5};
|
|
statetype s_ofcdie5 = {false,SPR_OFC_DEAD,0,NULL,NULL,&s_ofcdie5};
|
|
|
|
|
|
//
|
|
// mutant
|
|
//
|
|
|
|
extern statetype s_mutstand;
|
|
|
|
extern statetype s_mutpath1;
|
|
extern statetype s_mutpath1s;
|
|
extern statetype s_mutpath2;
|
|
extern statetype s_mutpath3;
|
|
extern statetype s_mutpath3s;
|
|
extern statetype s_mutpath4;
|
|
|
|
extern statetype s_mutpain;
|
|
extern statetype s_mutpain1;
|
|
|
|
extern statetype s_mutgiveup;
|
|
|
|
extern statetype s_mutshoot1;
|
|
extern statetype s_mutshoot2;
|
|
extern statetype s_mutshoot3;
|
|
extern statetype s_mutshoot4;
|
|
|
|
extern statetype s_mutchase1;
|
|
extern statetype s_mutchase1s;
|
|
extern statetype s_mutchase2;
|
|
extern statetype s_mutchase3;
|
|
extern statetype s_mutchase3s;
|
|
extern statetype s_mutchase4;
|
|
|
|
extern statetype s_mutdie1;
|
|
extern statetype s_mutdie2;
|
|
extern statetype s_mutdie3;
|
|
extern statetype s_mutdie4;
|
|
extern statetype s_mutdie5;
|
|
|
|
statetype s_mutstand = {true,SPR_MUT_S_1,0,T_Stand,NULL,&s_mutstand};
|
|
|
|
statetype s_mutpath1 = {true,SPR_MUT_W1_1,20,T_Path,NULL,&s_mutpath1s};
|
|
statetype s_mutpath1s = {true,SPR_MUT_W1_1,5,NULL,NULL,&s_mutpath2};
|
|
statetype s_mutpath2 = {true,SPR_MUT_W2_1,15,T_Path,NULL,&s_mutpath3};
|
|
statetype s_mutpath3 = {true,SPR_MUT_W3_1,20,T_Path,NULL,&s_mutpath3s};
|
|
statetype s_mutpath3s = {true,SPR_MUT_W3_1,5,NULL,NULL,&s_mutpath4};
|
|
statetype s_mutpath4 = {true,SPR_MUT_W4_1,15,T_Path,NULL,&s_mutpath1};
|
|
|
|
statetype s_mutpain = {2,SPR_MUT_PAIN_1,10,NULL,NULL,&s_mutchase1};
|
|
statetype s_mutpain1 = {2,SPR_MUT_PAIN_2,10,NULL,NULL,&s_mutchase1};
|
|
|
|
statetype s_mutshoot1 = {false,SPR_MUT_SHOOT1,6,NULL,T_Shoot,&s_mutshoot2};
|
|
statetype s_mutshoot2 = {false,SPR_MUT_SHOOT2,20,NULL,NULL,&s_mutshoot3};
|
|
statetype s_mutshoot3 = {false,SPR_MUT_SHOOT3,10,NULL,T_Shoot,&s_mutshoot4};
|
|
statetype s_mutshoot4 = {false,SPR_MUT_SHOOT4,20,NULL,NULL,&s_mutchase1};
|
|
|
|
statetype s_mutchase1 = {true,SPR_MUT_W1_1,10,T_Chase,NULL,&s_mutchase1s};
|
|
statetype s_mutchase1s = {true,SPR_MUT_W1_1,3,NULL,NULL,&s_mutchase2};
|
|
statetype s_mutchase2 = {true,SPR_MUT_W2_1,8,T_Chase,NULL,&s_mutchase3};
|
|
statetype s_mutchase3 = {true,SPR_MUT_W3_1,10,T_Chase,NULL,&s_mutchase3s};
|
|
statetype s_mutchase3s = {true,SPR_MUT_W3_1,3,NULL,NULL,&s_mutchase4};
|
|
statetype s_mutchase4 = {true,SPR_MUT_W4_1,8,T_Chase,NULL,&s_mutchase1};
|
|
|
|
statetype s_mutdie1 = {false,SPR_MUT_DIE_1,7,NULL,A_DeathScream,&s_mutdie2};
|
|
statetype s_mutdie2 = {false,SPR_MUT_DIE_2,7,NULL,NULL,&s_mutdie3};
|
|
statetype s_mutdie3 = {false,SPR_MUT_DIE_3,7,NULL,NULL,&s_mutdie4};
|
|
statetype s_mutdie4 = {false,SPR_MUT_DIE_4,7,NULL,NULL,&s_mutdie5};
|
|
statetype s_mutdie5 = {false,SPR_MUT_DEAD,0,NULL,NULL,&s_mutdie5};
|
|
|
|
|
|
//
|
|
// SS
|
|
//
|
|
|
|
extern statetype s_ssstand;
|
|
|
|
extern statetype s_sspath1;
|
|
extern statetype s_sspath1s;
|
|
extern statetype s_sspath2;
|
|
extern statetype s_sspath3;
|
|
extern statetype s_sspath3s;
|
|
extern statetype s_sspath4;
|
|
|
|
extern statetype s_sspain;
|
|
extern statetype s_sspain1;
|
|
|
|
extern statetype s_ssshoot1;
|
|
extern statetype s_ssshoot2;
|
|
extern statetype s_ssshoot3;
|
|
extern statetype s_ssshoot4;
|
|
extern statetype s_ssshoot5;
|
|
extern statetype s_ssshoot6;
|
|
extern statetype s_ssshoot7;
|
|
extern statetype s_ssshoot8;
|
|
extern statetype s_ssshoot9;
|
|
|
|
extern statetype s_sschase1;
|
|
extern statetype s_sschase1s;
|
|
extern statetype s_sschase2;
|
|
extern statetype s_sschase3;
|
|
extern statetype s_sschase3s;
|
|
extern statetype s_sschase4;
|
|
|
|
extern statetype s_ssdie1;
|
|
extern statetype s_ssdie2;
|
|
extern statetype s_ssdie3;
|
|
extern statetype s_ssdie4;
|
|
|
|
statetype s_ssstand = {true,SPR_SS_S_1,0,T_Stand,NULL,&s_ssstand};
|
|
|
|
statetype s_sspath1 = {true,SPR_SS_W1_1,20,T_Path,NULL,&s_sspath1s};
|
|
statetype s_sspath1s = {true,SPR_SS_W1_1,5,NULL,NULL,&s_sspath2};
|
|
statetype s_sspath2 = {true,SPR_SS_W2_1,15,T_Path,NULL,&s_sspath3};
|
|
statetype s_sspath3 = {true,SPR_SS_W3_1,20,T_Path,NULL,&s_sspath3s};
|
|
statetype s_sspath3s = {true,SPR_SS_W3_1,5,NULL,NULL,&s_sspath4};
|
|
statetype s_sspath4 = {true,SPR_SS_W4_1,15,T_Path,NULL,&s_sspath1};
|
|
|
|
statetype s_sspain = {2,SPR_SS_PAIN_1,10,NULL,NULL,&s_sschase1};
|
|
statetype s_sspain1 = {2,SPR_SS_PAIN_2,10,NULL,NULL,&s_sschase1};
|
|
|
|
statetype s_ssshoot1 = {false,SPR_SS_SHOOT1,20,NULL,NULL,&s_ssshoot2};
|
|
statetype s_ssshoot2 = {false,SPR_SS_SHOOT2,20,NULL,T_Shoot,&s_ssshoot3};
|
|
statetype s_ssshoot3 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot4};
|
|
statetype s_ssshoot4 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot5};
|
|
statetype s_ssshoot5 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot6};
|
|
statetype s_ssshoot6 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot7};
|
|
statetype s_ssshoot7 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot8};
|
|
statetype s_ssshoot8 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot9};
|
|
statetype s_ssshoot9 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_sschase1};
|
|
|
|
statetype s_sschase1 = {true,SPR_SS_W1_1,10,T_Chase,NULL,&s_sschase1s};
|
|
statetype s_sschase1s = {true,SPR_SS_W1_1,3,NULL,NULL,&s_sschase2};
|
|
statetype s_sschase2 = {true,SPR_SS_W2_1,8,T_Chase,NULL,&s_sschase3};
|
|
statetype s_sschase3 = {true,SPR_SS_W3_1,10,T_Chase,NULL,&s_sschase3s};
|
|
statetype s_sschase3s = {true,SPR_SS_W3_1,3,NULL,NULL,&s_sschase4};
|
|
statetype s_sschase4 = {true,SPR_SS_W4_1,8,T_Chase,NULL,&s_sschase1};
|
|
|
|
statetype s_ssdie1 = {false,SPR_SS_DIE_1,15,NULL,A_DeathScream,&s_ssdie2};
|
|
statetype s_ssdie2 = {false,SPR_SS_DIE_2,15,NULL,NULL,&s_ssdie3};
|
|
statetype s_ssdie3 = {false,SPR_SS_DIE_3,15,NULL,NULL,&s_ssdie4};
|
|
statetype s_ssdie4 = {false,SPR_SS_DEAD,0,NULL,NULL,&s_ssdie4};
|
|
|
|
|
|
#ifndef SPEAR
|
|
//
|
|
// hans
|
|
//
|
|
extern statetype s_bossstand;
|
|
|
|
extern statetype s_bosschase1;
|
|
extern statetype s_bosschase1s;
|
|
extern statetype s_bosschase2;
|
|
extern statetype s_bosschase3;
|
|
extern statetype s_bosschase3s;
|
|
extern statetype s_bosschase4;
|
|
|
|
extern statetype s_bossdie1;
|
|
extern statetype s_bossdie2;
|
|
extern statetype s_bossdie3;
|
|
extern statetype s_bossdie4;
|
|
|
|
extern statetype s_bossshoot1;
|
|
extern statetype s_bossshoot2;
|
|
extern statetype s_bossshoot3;
|
|
extern statetype s_bossshoot4;
|
|
extern statetype s_bossshoot5;
|
|
extern statetype s_bossshoot6;
|
|
extern statetype s_bossshoot7;
|
|
extern statetype s_bossshoot8;
|
|
|
|
|
|
statetype s_bossstand = {false,SPR_BOSS_W1,0,T_Stand,NULL,&s_bossstand};
|
|
|
|
statetype s_bosschase1 = {false,SPR_BOSS_W1,10,T_Chase,NULL,&s_bosschase1s};
|
|
statetype s_bosschase1s = {false,SPR_BOSS_W1,3,NULL,NULL,&s_bosschase2};
|
|
statetype s_bosschase2 = {false,SPR_BOSS_W2,8,T_Chase,NULL,&s_bosschase3};
|
|
statetype s_bosschase3 = {false,SPR_BOSS_W3,10,T_Chase,NULL,&s_bosschase3s};
|
|
statetype s_bosschase3s = {false,SPR_BOSS_W3,3,NULL,NULL,&s_bosschase4};
|
|
statetype s_bosschase4 = {false,SPR_BOSS_W4,8,T_Chase,NULL,&s_bosschase1};
|
|
|
|
statetype s_bossdie1 = {false,SPR_BOSS_DIE1,15,NULL,A_DeathScream,&s_bossdie2};
|
|
statetype s_bossdie2 = {false,SPR_BOSS_DIE2,15,NULL,NULL,&s_bossdie3};
|
|
statetype s_bossdie3 = {false,SPR_BOSS_DIE3,15,NULL,NULL,&s_bossdie4};
|
|
statetype s_bossdie4 = {false,SPR_BOSS_DEAD,0,NULL,NULL,&s_bossdie4};
|
|
|
|
statetype s_bossshoot1 = {false,SPR_BOSS_SHOOT1,30,NULL,NULL,&s_bossshoot2};
|
|
statetype s_bossshoot2 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot3};
|
|
statetype s_bossshoot3 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot4};
|
|
statetype s_bossshoot4 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot5};
|
|
statetype s_bossshoot5 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot6};
|
|
statetype s_bossshoot6 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot7};
|
|
statetype s_bossshoot7 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot8};
|
|
statetype s_bossshoot8 = {false,SPR_BOSS_SHOOT1,10,NULL,NULL,&s_bosschase1};
|
|
|
|
|
|
//
|
|
// gretel
|
|
//
|
|
extern statetype s_gretelstand;
|
|
|
|
extern statetype s_gretelchase1;
|
|
extern statetype s_gretelchase1s;
|
|
extern statetype s_gretelchase2;
|
|
extern statetype s_gretelchase3;
|
|
extern statetype s_gretelchase3s;
|
|
extern statetype s_gretelchase4;
|
|
|
|
extern statetype s_greteldie1;
|
|
extern statetype s_greteldie2;
|
|
extern statetype s_greteldie3;
|
|
extern statetype s_greteldie4;
|
|
|
|
extern statetype s_gretelshoot1;
|
|
extern statetype s_gretelshoot2;
|
|
extern statetype s_gretelshoot3;
|
|
extern statetype s_gretelshoot4;
|
|
extern statetype s_gretelshoot5;
|
|
extern statetype s_gretelshoot6;
|
|
extern statetype s_gretelshoot7;
|
|
extern statetype s_gretelshoot8;
|
|
|
|
|
|
statetype s_gretelstand = {false,SPR_GRETEL_W1,0,T_Stand,NULL,&s_gretelstand};
|
|
|
|
statetype s_gretelchase1 = {false,SPR_GRETEL_W1,10,T_Chase,NULL,&s_gretelchase1s};
|
|
statetype s_gretelchase1s = {false,SPR_GRETEL_W1,3,NULL,NULL,&s_gretelchase2};
|
|
statetype s_gretelchase2 = {false,SPR_GRETEL_W2,8,T_Chase,NULL,&s_gretelchase3};
|
|
statetype s_gretelchase3 = {false,SPR_GRETEL_W3,10,T_Chase,NULL,&s_gretelchase3s};
|
|
statetype s_gretelchase3s = {false,SPR_GRETEL_W3,3,NULL,NULL,&s_gretelchase4};
|
|
statetype s_gretelchase4 = {false,SPR_GRETEL_W4,8,T_Chase,NULL,&s_gretelchase1};
|
|
|
|
statetype s_greteldie1 = {false,SPR_GRETEL_DIE1,15,NULL,A_DeathScream,&s_greteldie2};
|
|
statetype s_greteldie2 = {false,SPR_GRETEL_DIE2,15,NULL,NULL,&s_greteldie3};
|
|
statetype s_greteldie3 = {false,SPR_GRETEL_DIE3,15,NULL,NULL,&s_greteldie4};
|
|
statetype s_greteldie4 = {false,SPR_GRETEL_DEAD,0,NULL,NULL,&s_greteldie4};
|
|
|
|
statetype s_gretelshoot1 = {false,SPR_GRETEL_SHOOT1,30,NULL,NULL,&s_gretelshoot2};
|
|
statetype s_gretelshoot2 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot3};
|
|
statetype s_gretelshoot3 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot4};
|
|
statetype s_gretelshoot4 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot5};
|
|
statetype s_gretelshoot5 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot6};
|
|
statetype s_gretelshoot6 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot7};
|
|
statetype s_gretelshoot7 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot8};
|
|
statetype s_gretelshoot8 = {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1};
|
|
#endif
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnStand
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnStand (enemy_t which, int tilex, int tiley, int dir)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
switch (which)
|
|
{
|
|
case en_guard:
|
|
SpawnNewObj (tilex,tiley,&s_grdstand);
|
|
new->speed = SPDPATROL;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
break;
|
|
|
|
case en_officer:
|
|
SpawnNewObj (tilex,tiley,&s_ofcstand);
|
|
new->speed = SPDPATROL;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
break;
|
|
|
|
case en_mutant:
|
|
SpawnNewObj (tilex,tiley,&s_mutstand);
|
|
new->speed = SPDPATROL;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
break;
|
|
|
|
case en_ss:
|
|
SpawnNewObj (tilex,tiley,&s_ssstand);
|
|
new->speed = SPDPATROL;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
break;
|
|
}
|
|
|
|
|
|
map = mapsegs[0]+farmapylookup[tiley]+tilex;
|
|
if (*map == AMBUSHTILE)
|
|
{
|
|
tilemap[tilex][tiley] = 0;
|
|
|
|
if (*(map+1) >= AREATILE)
|
|
tile = *(map+1);
|
|
if (*(map-mapwidth) >= AREATILE)
|
|
tile = *(map-mapwidth);
|
|
if (*(map+mapwidth) >= AREATILE)
|
|
tile = *(map+mapwidth);
|
|
if ( *(map-1) >= AREATILE)
|
|
tile = *(map-1);
|
|
|
|
*map = tile;
|
|
new->areanumber = tile-AREATILE;
|
|
|
|
new->flags |= FL_AMBUSH;
|
|
}
|
|
|
|
new->obclass = guardobj+which;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][which];
|
|
new->dir = dir*2;
|
|
new->flags |= FL_SHOOTABLE;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnDeadGuard
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnDeadGuard (int tilex, int tiley)
|
|
{
|
|
SpawnNewObj (tilex,tiley,&s_grddie4);
|
|
new->obclass = inertobj;
|
|
}
|
|
|
|
|
|
|
|
#ifndef SPEAR
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnBoss
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnBoss (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_bossstand);
|
|
new->speed = SPDPATROL;
|
|
|
|
new->obclass = bossobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
|
|
new->dir = south;
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnGretel
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnGretel (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_gretelstand);
|
|
new->speed = SPDPATROL;
|
|
|
|
new->obclass = gretelobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
|
|
new->dir = north;
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnPatrol
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir)
|
|
{
|
|
switch (which)
|
|
{
|
|
case en_guard:
|
|
SpawnNewObj (tilex,tiley,&s_grdpath1);
|
|
new->speed = SPDPATROL;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
break;
|
|
|
|
case en_officer:
|
|
SpawnNewObj (tilex,tiley,&s_ofcpath1);
|
|
new->speed = SPDPATROL;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
break;
|
|
|
|
case en_ss:
|
|
SpawnNewObj (tilex,tiley,&s_sspath1);
|
|
new->speed = SPDPATROL;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
break;
|
|
|
|
case en_mutant:
|
|
SpawnNewObj (tilex,tiley,&s_mutpath1);
|
|
new->speed = SPDPATROL;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
break;
|
|
|
|
case en_dog:
|
|
SpawnNewObj (tilex,tiley,&s_dogpath1);
|
|
new->speed = SPDDOG;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
break;
|
|
}
|
|
|
|
new->obclass = guardobj+which;
|
|
new->dir = dir*2;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][which];
|
|
new->distance = tileglobal;
|
|
new->flags |= FL_SHOOTABLE;
|
|
new->active = true;
|
|
|
|
actorat[new->tilex][new->tiley] = NULL; // don't use original spot
|
|
|
|
switch (dir)
|
|
{
|
|
case 0:
|
|
new->tilex++;
|
|
break;
|
|
case 1:
|
|
new->tiley--;
|
|
break;
|
|
case 2:
|
|
new->tilex--;
|
|
break;
|
|
case 3:
|
|
new->tiley++;
|
|
break;
|
|
}
|
|
|
|
actorat[new->tilex][new->tiley] = new;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= A_DeathScream
|
|
=
|
|
==================
|
|
*/
|
|
|
|
void A_DeathScream (objtype *ob)
|
|
{
|
|
#ifndef UPLOAD
|
|
#ifndef SPEAR
|
|
if (mapon==9 && !US_RndT())
|
|
#else
|
|
if ((mapon==18 || mapon==19) && !US_RndT())
|
|
#endif
|
|
{
|
|
switch(ob->obclass)
|
|
{
|
|
case mutantobj:
|
|
case guardobj:
|
|
case officerobj:
|
|
case ssobj:
|
|
case dogobj:
|
|
PlaySoundLocActor(DEATHSCREAM6SND,ob);
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
switch (ob->obclass)
|
|
{
|
|
case mutantobj:
|
|
PlaySoundLocActor(AHHHGSND,ob);
|
|
break;
|
|
|
|
case guardobj:
|
|
{
|
|
int sounds[9]={ DEATHSCREAM1SND,
|
|
DEATHSCREAM2SND,
|
|
DEATHSCREAM3SND,
|
|
DEATHSCREAM4SND,
|
|
DEATHSCREAM5SND,
|
|
DEATHSCREAM7SND,
|
|
DEATHSCREAM8SND,
|
|
DEATHSCREAM9SND
|
|
};
|
|
|
|
#ifndef UPLOAD
|
|
PlaySoundLocActor(sounds[US_RndT()%8],ob);
|
|
#else
|
|
PlaySoundLocActor(sounds[US_RndT()%2],ob);
|
|
#endif
|
|
}
|
|
break;
|
|
case officerobj:
|
|
PlaySoundLocActor(NEINSOVASSND,ob);
|
|
break;
|
|
case ssobj:
|
|
PlaySoundLocActor(LEBENSND,ob); // JAB
|
|
break;
|
|
case dogobj:
|
|
PlaySoundLocActor(DOGDEATHSND,ob); // JAB
|
|
break;
|
|
#ifndef SPEAR
|
|
case bossobj:
|
|
SD_PlaySound(MUTTISND); // JAB
|
|
break;
|
|
case schabbobj:
|
|
SD_PlaySound(MEINGOTTSND);
|
|
break;
|
|
case fakeobj:
|
|
SD_PlaySound(HITLERHASND);
|
|
break;
|
|
case mechahitlerobj:
|
|
SD_PlaySound(SCHEISTSND);
|
|
break;
|
|
case realhitlerobj:
|
|
SD_PlaySound(EVASND);
|
|
break;
|
|
case gretelobj:
|
|
SD_PlaySound(MEINSND);
|
|
break;
|
|
case giftobj:
|
|
SD_PlaySound(DONNERSND);
|
|
break;
|
|
case fatobj:
|
|
SD_PlaySound(ROSESND);
|
|
break;
|
|
#else
|
|
case spectreobj:
|
|
SD_PlaySound(GHOSTFADESND);
|
|
break;
|
|
case angelobj:
|
|
SD_PlaySound(ANGELDEATHSND);
|
|
break;
|
|
case transobj:
|
|
SD_PlaySound(TRANSDEATHSND);
|
|
break;
|
|
case uberobj:
|
|
SD_PlaySound(UBERDEATHSND);
|
|
break;
|
|
case willobj:
|
|
SD_PlaySound(WILHELMDEATHSND);
|
|
break;
|
|
case deathobj:
|
|
SD_PlaySound(KNIGHTDEATHSND);
|
|
break;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
SPEAR ACTORS
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
#ifdef SPEAR
|
|
|
|
void T_Launch (objtype *ob);
|
|
void T_Will (objtype *ob);
|
|
|
|
extern statetype s_angelshoot1;
|
|
extern statetype s_deathshoot1;
|
|
extern statetype s_spark1;
|
|
|
|
//
|
|
// trans
|
|
//
|
|
extern statetype s_transstand;
|
|
|
|
extern statetype s_transchase1;
|
|
extern statetype s_transchase1s;
|
|
extern statetype s_transchase2;
|
|
extern statetype s_transchase3;
|
|
extern statetype s_transchase3s;
|
|
extern statetype s_transchase4;
|
|
|
|
extern statetype s_transdie0;
|
|
extern statetype s_transdie01;
|
|
extern statetype s_transdie1;
|
|
extern statetype s_transdie2;
|
|
extern statetype s_transdie3;
|
|
extern statetype s_transdie4;
|
|
|
|
extern statetype s_transshoot1;
|
|
extern statetype s_transshoot2;
|
|
extern statetype s_transshoot3;
|
|
extern statetype s_transshoot4;
|
|
extern statetype s_transshoot5;
|
|
extern statetype s_transshoot6;
|
|
extern statetype s_transshoot7;
|
|
extern statetype s_transshoot8;
|
|
|
|
|
|
statetype s_transstand = {false,SPR_TRANS_W1,0,T_Stand,NULL,&s_transstand};
|
|
|
|
statetype s_transchase1 = {false,SPR_TRANS_W1,10,T_Chase,NULL,&s_transchase1s};
|
|
statetype s_transchase1s = {false,SPR_TRANS_W1,3,NULL,NULL,&s_transchase2};
|
|
statetype s_transchase2 = {false,SPR_TRANS_W2,8,T_Chase,NULL,&s_transchase3};
|
|
statetype s_transchase3 = {false,SPR_TRANS_W3,10,T_Chase,NULL,&s_transchase3s};
|
|
statetype s_transchase3s = {false,SPR_TRANS_W3,3,NULL,NULL,&s_transchase4};
|
|
statetype s_transchase4 = {false,SPR_TRANS_W4,8,T_Chase,NULL,&s_transchase1};
|
|
|
|
statetype s_transdie0 = {false,SPR_TRANS_W1,1,NULL,A_DeathScream,&s_transdie01};
|
|
statetype s_transdie01 = {false,SPR_TRANS_W1,1,NULL,NULL,&s_transdie1};
|
|
statetype s_transdie1 = {false,SPR_TRANS_DIE1,15,NULL,NULL,&s_transdie2};
|
|
statetype s_transdie2 = {false,SPR_TRANS_DIE2,15,NULL,NULL,&s_transdie3};
|
|
statetype s_transdie3 = {false,SPR_TRANS_DIE3,15,NULL,NULL,&s_transdie4};
|
|
statetype s_transdie4 = {false,SPR_TRANS_DEAD,0,NULL,NULL,&s_transdie4};
|
|
|
|
statetype s_transshoot1 = {false,SPR_TRANS_SHOOT1,30,NULL,NULL,&s_transshoot2};
|
|
statetype s_transshoot2 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot3};
|
|
statetype s_transshoot3 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot4};
|
|
statetype s_transshoot4 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot5};
|
|
statetype s_transshoot5 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot6};
|
|
statetype s_transshoot6 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot7};
|
|
statetype s_transshoot7 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot8};
|
|
statetype s_transshoot8 = {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1};
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnTrans
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnTrans (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
if (SoundBlasterPresent && DigiMode != sds_Off)
|
|
s_transdie01.tictime = 105;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_transstand);
|
|
new->obclass = transobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
|
|
//
|
|
// uber
|
|
//
|
|
void T_UShoot (objtype *ob);
|
|
|
|
extern statetype s_uberstand;
|
|
|
|
extern statetype s_uberchase1;
|
|
extern statetype s_uberchase1s;
|
|
extern statetype s_uberchase2;
|
|
extern statetype s_uberchase3;
|
|
extern statetype s_uberchase3s;
|
|
extern statetype s_uberchase4;
|
|
|
|
extern statetype s_uberdie0;
|
|
extern statetype s_uberdie01;
|
|
extern statetype s_uberdie1;
|
|
extern statetype s_uberdie2;
|
|
extern statetype s_uberdie3;
|
|
extern statetype s_uberdie4;
|
|
extern statetype s_uberdie5;
|
|
|
|
extern statetype s_ubershoot1;
|
|
extern statetype s_ubershoot2;
|
|
extern statetype s_ubershoot3;
|
|
extern statetype s_ubershoot4;
|
|
extern statetype s_ubershoot5;
|
|
extern statetype s_ubershoot6;
|
|
extern statetype s_ubershoot7;
|
|
|
|
|
|
statetype s_uberstand = {false,SPR_UBER_W1,0,T_Stand,NULL,&s_uberstand};
|
|
|
|
statetype s_uberchase1 = {false,SPR_UBER_W1,10,T_Chase,NULL,&s_uberchase1s};
|
|
statetype s_uberchase1s = {false,SPR_UBER_W1,3,NULL,NULL,&s_uberchase2};
|
|
statetype s_uberchase2 = {false,SPR_UBER_W2,8,T_Chase,NULL,&s_uberchase3};
|
|
statetype s_uberchase3 = {false,SPR_UBER_W3,10,T_Chase,NULL,&s_uberchase3s};
|
|
statetype s_uberchase3s = {false,SPR_UBER_W3,3,NULL,NULL,&s_uberchase4};
|
|
statetype s_uberchase4 = {false,SPR_UBER_W4,8,T_Chase,NULL,&s_uberchase1};
|
|
|
|
statetype s_uberdie0 = {false,SPR_UBER_W1,1,NULL,A_DeathScream,&s_uberdie01};
|
|
statetype s_uberdie01 = {false,SPR_UBER_W1,1,NULL,NULL,&s_uberdie1};
|
|
statetype s_uberdie1 = {false,SPR_UBER_DIE1,15,NULL,NULL,&s_uberdie2};
|
|
statetype s_uberdie2 = {false,SPR_UBER_DIE2,15,NULL,NULL,&s_uberdie3};
|
|
statetype s_uberdie3 = {false,SPR_UBER_DIE3,15,NULL,NULL,&s_uberdie4};
|
|
statetype s_uberdie4 = {false,SPR_UBER_DIE4,15,NULL,NULL,&s_uberdie5};
|
|
statetype s_uberdie5 = {false,SPR_UBER_DEAD,0,NULL,NULL,&s_uberdie5};
|
|
|
|
statetype s_ubershoot1 = {false,SPR_UBER_SHOOT1,30,NULL,NULL,&s_ubershoot2};
|
|
statetype s_ubershoot2 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot3};
|
|
statetype s_ubershoot3 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot4};
|
|
statetype s_ubershoot4 = {false,SPR_UBER_SHOOT4,12,NULL,T_UShoot,&s_ubershoot5};
|
|
statetype s_ubershoot5 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot6};
|
|
statetype s_ubershoot6 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot7};
|
|
statetype s_ubershoot7 = {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1};
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnUber
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnUber (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
if (SoundBlasterPresent && DigiMode != sds_Off)
|
|
s_uberdie01.tictime = 70;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_uberstand);
|
|
new->obclass = uberobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_UShoot
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void T_UShoot (objtype *ob)
|
|
{
|
|
int dx,dy,dist;
|
|
|
|
T_Shoot (ob);
|
|
|
|
dx = abs(ob->tilex - player->tilex);
|
|
dy = abs(ob->tiley - player->tiley);
|
|
dist = dx>dy ? dx : dy;
|
|
if (dist <= 1)
|
|
TakeDamage (10,ob);
|
|
}
|
|
|
|
|
|
//
|
|
// will
|
|
//
|
|
extern statetype s_willstand;
|
|
|
|
extern statetype s_willchase1;
|
|
extern statetype s_willchase1s;
|
|
extern statetype s_willchase2;
|
|
extern statetype s_willchase3;
|
|
extern statetype s_willchase3s;
|
|
extern statetype s_willchase4;
|
|
|
|
extern statetype s_willdie1;
|
|
extern statetype s_willdie2;
|
|
extern statetype s_willdie3;
|
|
extern statetype s_willdie4;
|
|
extern statetype s_willdie5;
|
|
extern statetype s_willdie6;
|
|
|
|
extern statetype s_willshoot1;
|
|
extern statetype s_willshoot2;
|
|
extern statetype s_willshoot3;
|
|
extern statetype s_willshoot4;
|
|
extern statetype s_willshoot5;
|
|
extern statetype s_willshoot6;
|
|
|
|
|
|
statetype s_willstand = {false,SPR_WILL_W1,0,T_Stand,NULL,&s_willstand};
|
|
|
|
statetype s_willchase1 = {false,SPR_WILL_W1,10,T_Will,NULL,&s_willchase1s};
|
|
statetype s_willchase1s = {false,SPR_WILL_W1,3,NULL,NULL,&s_willchase2};
|
|
statetype s_willchase2 = {false,SPR_WILL_W2,8,T_Will,NULL,&s_willchase3};
|
|
statetype s_willchase3 = {false,SPR_WILL_W3,10,T_Will,NULL,&s_willchase3s};
|
|
statetype s_willchase3s = {false,SPR_WILL_W3,3,NULL,NULL,&s_willchase4};
|
|
statetype s_willchase4 = {false,SPR_WILL_W4,8,T_Will,NULL,&s_willchase1};
|
|
|
|
statetype s_willdeathcam = {false,SPR_WILL_W1,1,NULL,NULL,&s_willdie1};
|
|
|
|
statetype s_willdie1 = {false,SPR_WILL_W1,1,NULL,A_DeathScream,&s_willdie2};
|
|
statetype s_willdie2 = {false,SPR_WILL_W1,10,NULL,NULL,&s_willdie3};
|
|
statetype s_willdie3 = {false,SPR_WILL_DIE1,10,NULL,NULL,&s_willdie4};
|
|
statetype s_willdie4 = {false,SPR_WILL_DIE2,10,NULL,NULL,&s_willdie5};
|
|
statetype s_willdie5 = {false,SPR_WILL_DIE3,10,NULL,NULL,&s_willdie6};
|
|
statetype s_willdie6 = {false,SPR_WILL_DEAD,20,NULL,NULL,&s_willdie6};
|
|
|
|
statetype s_willshoot1 = {false,SPR_WILL_SHOOT1,30,NULL,NULL,&s_willshoot2};
|
|
statetype s_willshoot2 = {false,SPR_WILL_SHOOT2,10,NULL,T_Launch,&s_willshoot3};
|
|
statetype s_willshoot3 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot4};
|
|
statetype s_willshoot4 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willshoot5};
|
|
statetype s_willshoot5 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot6};
|
|
statetype s_willshoot6 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willchase1};
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnWill
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnWill (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
if (SoundBlasterPresent && DigiMode != sds_Off)
|
|
s_willdie2.tictime = 70;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_willstand);
|
|
new->obclass = willobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_will];
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
=
|
|
= T_Will
|
|
=
|
|
================
|
|
*/
|
|
|
|
void T_Will (objtype *ob)
|
|
{
|
|
long move;
|
|
int dx,dy,dist;
|
|
boolean dodge;
|
|
|
|
dodge = false;
|
|
dx = abs(ob->tilex - player->tilex);
|
|
dy = abs(ob->tiley - player->tiley);
|
|
dist = dx>dy ? dx : dy;
|
|
|
|
if (CheckLine(ob)) // got a shot at player?
|
|
{
|
|
if ( US_RndT() < (tics<<3) )
|
|
{
|
|
//
|
|
// go into attack frame
|
|
//
|
|
if (ob->obclass == willobj)
|
|
NewState (ob,&s_willshoot1);
|
|
else if (ob->obclass == angelobj)
|
|
NewState (ob,&s_angelshoot1);
|
|
else
|
|
NewState (ob,&s_deathshoot1);
|
|
return;
|
|
}
|
|
dodge = true;
|
|
}
|
|
|
|
if (ob->dir == nodir)
|
|
{
|
|
if (dodge)
|
|
SelectDodgeDir (ob);
|
|
else
|
|
SelectChaseDir (ob);
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
move = ob->speed*tics;
|
|
|
|
while (move)
|
|
{
|
|
if (ob->distance < 0)
|
|
{
|
|
//
|
|
// waiting for a door to open
|
|
//
|
|
OpenDoor (-ob->distance-1);
|
|
if (doorobjlist[-ob->distance-1].action != dr_open)
|
|
return;
|
|
ob->distance = TILEGLOBAL; // go ahead, the door is now opoen
|
|
}
|
|
|
|
if (move < ob->distance)
|
|
{
|
|
MoveObj (ob,move);
|
|
break;
|
|
}
|
|
|
|
//
|
|
// reached goal tile, so select another one
|
|
//
|
|
|
|
//
|
|
// fix position to account for round off during moving
|
|
//
|
|
ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
|
|
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
|
|
|
|
move -= ob->distance;
|
|
|
|
if (dist <4)
|
|
SelectRunDir (ob);
|
|
else if (dodge)
|
|
SelectDodgeDir (ob);
|
|
else
|
|
SelectChaseDir (ob);
|
|
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// death
|
|
//
|
|
extern statetype s_deathstand;
|
|
|
|
extern statetype s_deathchase1;
|
|
extern statetype s_deathchase1s;
|
|
extern statetype s_deathchase2;
|
|
extern statetype s_deathchase3;
|
|
extern statetype s_deathchase3s;
|
|
extern statetype s_deathchase4;
|
|
|
|
extern statetype s_deathdie1;
|
|
extern statetype s_deathdie2;
|
|
extern statetype s_deathdie3;
|
|
extern statetype s_deathdie4;
|
|
extern statetype s_deathdie5;
|
|
extern statetype s_deathdie6;
|
|
extern statetype s_deathdie7;
|
|
extern statetype s_deathdie8;
|
|
extern statetype s_deathdie9;
|
|
|
|
extern statetype s_deathshoot1;
|
|
extern statetype s_deathshoot2;
|
|
extern statetype s_deathshoot3;
|
|
extern statetype s_deathshoot4;
|
|
extern statetype s_deathshoot5;
|
|
|
|
|
|
statetype s_deathstand = {false,SPR_DEATH_W1,0,T_Stand,NULL,&s_deathstand};
|
|
|
|
statetype s_deathchase1 = {false,SPR_DEATH_W1,10,T_Will,NULL,&s_deathchase1s};
|
|
statetype s_deathchase1s = {false,SPR_DEATH_W1,3,NULL,NULL,&s_deathchase2};
|
|
statetype s_deathchase2 = {false,SPR_DEATH_W2,8,T_Will,NULL,&s_deathchase3};
|
|
statetype s_deathchase3 = {false,SPR_DEATH_W3,10,T_Will,NULL,&s_deathchase3s};
|
|
statetype s_deathchase3s = {false,SPR_DEATH_W3,3,NULL,NULL,&s_deathchase4};
|
|
statetype s_deathchase4 = {false,SPR_DEATH_W4,8,T_Will,NULL,&s_deathchase1};
|
|
|
|
statetype s_deathdeathcam = {false,SPR_DEATH_W1,1,NULL,NULL,&s_deathdie1};
|
|
|
|
statetype s_deathdie1 = {false,SPR_DEATH_W1,1,NULL,A_DeathScream,&s_deathdie2};
|
|
statetype s_deathdie2 = {false,SPR_DEATH_W1,10,NULL,NULL,&s_deathdie3};
|
|
statetype s_deathdie3 = {false,SPR_DEATH_DIE1,10,NULL,NULL,&s_deathdie4};
|
|
statetype s_deathdie4 = {false,SPR_DEATH_DIE2,10,NULL,NULL,&s_deathdie5};
|
|
statetype s_deathdie5 = {false,SPR_DEATH_DIE3,10,NULL,NULL,&s_deathdie6};
|
|
statetype s_deathdie6 = {false,SPR_DEATH_DIE4,10,NULL,NULL,&s_deathdie7};
|
|
statetype s_deathdie7 = {false,SPR_DEATH_DIE5,10,NULL,NULL,&s_deathdie8};
|
|
statetype s_deathdie8 = {false,SPR_DEATH_DIE6,10,NULL,NULL,&s_deathdie9};
|
|
statetype s_deathdie9 = {false,SPR_DEATH_DEAD,0,NULL,NULL,&s_deathdie9};
|
|
|
|
statetype s_deathshoot1 = {false,SPR_DEATH_SHOOT1,30,NULL,NULL,&s_deathshoot2};
|
|
statetype s_deathshoot2 = {false,SPR_DEATH_SHOOT2,10,NULL,T_Launch,&s_deathshoot3};
|
|
statetype s_deathshoot3 = {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathshoot4};
|
|
statetype s_deathshoot4 = {false,SPR_DEATH_SHOOT3,10,NULL,T_Launch,&s_deathshoot5};
|
|
statetype s_deathshoot5 = {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathchase1};
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnDeath
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnDeath (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
if (SoundBlasterPresent && DigiMode != sds_Off)
|
|
s_deathdie2.tictime = 105;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_deathstand);
|
|
new->obclass = deathobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_death];
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_Launch
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void T_Launch (objtype *ob)
|
|
{
|
|
long deltax,deltay;
|
|
float angle;
|
|
int iangle;
|
|
|
|
deltax = player->x - ob->x;
|
|
deltay = ob->y - player->y;
|
|
angle = atan2 (deltay,deltax);
|
|
if (angle<0)
|
|
angle = M_PI*2+angle;
|
|
iangle = angle/(M_PI*2)*ANGLES;
|
|
if (ob->obclass == deathobj)
|
|
{
|
|
T_Shoot (ob);
|
|
if (ob->state == &s_deathshoot2)
|
|
{
|
|
iangle-=4;
|
|
if (iangle<0)
|
|
iangle+=ANGLES;
|
|
}
|
|
else
|
|
{
|
|
iangle+=4;
|
|
if (iangle>=ANGLES)
|
|
iangle-=ANGLES;
|
|
}
|
|
}
|
|
|
|
GetNewActor ();
|
|
new->state = &s_rocket;
|
|
new->ticcount = 1;
|
|
|
|
new->tilex = ob->tilex;
|
|
new->tiley = ob->tiley;
|
|
new->x = ob->x;
|
|
new->y = ob->y;
|
|
new->obclass = rocketobj;
|
|
switch(ob->obclass)
|
|
{
|
|
case deathobj:
|
|
new->state = &s_hrocket;
|
|
new->obclass = hrocketobj;
|
|
PlaySoundLocActor (KNIGHTMISSILESND,new);
|
|
break;
|
|
case angelobj:
|
|
new->state = &s_spark1;
|
|
new->obclass = sparkobj;
|
|
PlaySoundLocActor (ANGELFIRESND,new);
|
|
break;
|
|
default:
|
|
PlaySoundLocActor (MISSILEFIRESND,new);
|
|
}
|
|
|
|
new->dir = nodir;
|
|
new->angle = iangle;
|
|
new->speed = 0x2000l;
|
|
new->flags = FL_NONMARK;
|
|
new->active = true;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// angel
|
|
//
|
|
void A_Relaunch (objtype *ob);
|
|
void A_Victory (objtype *ob);
|
|
void A_StartAttack (objtype *ob);
|
|
void A_Breathing (objtype *ob);
|
|
|
|
extern statetype s_angelstand;
|
|
|
|
extern statetype s_angelchase1;
|
|
extern statetype s_angelchase1s;
|
|
extern statetype s_angelchase2;
|
|
extern statetype s_angelchase3;
|
|
extern statetype s_angelchase3s;
|
|
extern statetype s_angelchase4;
|
|
|
|
extern statetype s_angeldie1;
|
|
extern statetype s_angeldie11;
|
|
extern statetype s_angeldie2;
|
|
extern statetype s_angeldie3;
|
|
extern statetype s_angeldie4;
|
|
extern statetype s_angeldie5;
|
|
extern statetype s_angeldie6;
|
|
extern statetype s_angeldie7;
|
|
extern statetype s_angeldie8;
|
|
extern statetype s_angeldie9;
|
|
|
|
extern statetype s_angelshoot1;
|
|
extern statetype s_angelshoot2;
|
|
extern statetype s_angelshoot3;
|
|
extern statetype s_angelshoot4;
|
|
extern statetype s_angelshoot5;
|
|
extern statetype s_angelshoot6;
|
|
|
|
extern statetype s_angeltired;
|
|
extern statetype s_angeltired2;
|
|
extern statetype s_angeltired3;
|
|
extern statetype s_angeltired4;
|
|
extern statetype s_angeltired5;
|
|
extern statetype s_angeltired6;
|
|
extern statetype s_angeltired7;
|
|
|
|
extern statetype s_spark1;
|
|
extern statetype s_spark2;
|
|
extern statetype s_spark3;
|
|
extern statetype s_spark4;
|
|
|
|
|
|
statetype s_angelstand = {false,SPR_ANGEL_W1,0,T_Stand,NULL,&s_angelstand};
|
|
|
|
statetype s_angelchase1 = {false,SPR_ANGEL_W1,10,T_Will,NULL,&s_angelchase1s};
|
|
statetype s_angelchase1s = {false,SPR_ANGEL_W1,3,NULL,NULL,&s_angelchase2};
|
|
statetype s_angelchase2 = {false,SPR_ANGEL_W2,8,T_Will,NULL,&s_angelchase3};
|
|
statetype s_angelchase3 = {false,SPR_ANGEL_W3,10,T_Will,NULL,&s_angelchase3s};
|
|
statetype s_angelchase3s = {false,SPR_ANGEL_W3,3,NULL,NULL,&s_angelchase4};
|
|
statetype s_angelchase4 = {false,SPR_ANGEL_W4,8,T_Will,NULL,&s_angelchase1};
|
|
|
|
statetype s_angeldie1 = {false,SPR_ANGEL_W1,1,NULL,A_DeathScream,&s_angeldie11};
|
|
statetype s_angeldie11 = {false,SPR_ANGEL_W1,1,NULL,NULL,&s_angeldie2};
|
|
statetype s_angeldie2 = {false,SPR_ANGEL_DIE1,10,NULL,A_Slurpie,&s_angeldie3};
|
|
statetype s_angeldie3 = {false,SPR_ANGEL_DIE2,10,NULL,NULL,&s_angeldie4};
|
|
statetype s_angeldie4 = {false,SPR_ANGEL_DIE3,10,NULL,NULL,&s_angeldie5};
|
|
statetype s_angeldie5 = {false,SPR_ANGEL_DIE4,10,NULL,NULL,&s_angeldie6};
|
|
statetype s_angeldie6 = {false,SPR_ANGEL_DIE5,10,NULL,NULL,&s_angeldie7};
|
|
statetype s_angeldie7 = {false,SPR_ANGEL_DIE6,10,NULL,NULL,&s_angeldie8};
|
|
statetype s_angeldie8 = {false,SPR_ANGEL_DIE7,10,NULL,NULL,&s_angeldie9};
|
|
statetype s_angeldie9 = {false,SPR_ANGEL_DEAD,130,NULL,A_Victory,&s_angeldie9};
|
|
|
|
statetype s_angelshoot1 = {false,SPR_ANGEL_SHOOT1,10,NULL,A_StartAttack,&s_angelshoot2};
|
|
statetype s_angelshoot2 = {false,SPR_ANGEL_SHOOT2,20,NULL,T_Launch,&s_angelshoot3};
|
|
statetype s_angelshoot3 = {false,SPR_ANGEL_SHOOT1,10,NULL,A_Relaunch,&s_angelshoot2};
|
|
|
|
statetype s_angeltired = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired2};
|
|
statetype s_angeltired2 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired3};
|
|
statetype s_angeltired3 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired4};
|
|
statetype s_angeltired4 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired5};
|
|
statetype s_angeltired5 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired6};
|
|
statetype s_angeltired6 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired7};
|
|
statetype s_angeltired7 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angelchase1};
|
|
|
|
statetype s_spark1 = {false,SPR_SPARK1,6,T_Projectile,NULL,&s_spark2};
|
|
statetype s_spark2 = {false,SPR_SPARK2,6,T_Projectile,NULL,&s_spark3};
|
|
statetype s_spark3 = {false,SPR_SPARK3,6,T_Projectile,NULL,&s_spark4};
|
|
statetype s_spark4 = {false,SPR_SPARK4,6,T_Projectile,NULL,&s_spark1};
|
|
|
|
|
|
#pragma argsused
|
|
void A_Slurpie (objtype *ob)
|
|
{
|
|
SD_PlaySound(SLURPIESND);
|
|
}
|
|
|
|
#pragma argsused
|
|
void A_Breathing (objtype *ob)
|
|
{
|
|
SD_PlaySound(ANGELTIREDSND);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnAngel
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnAngel (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
|
|
if (SoundBlasterPresent && DigiMode != sds_Off)
|
|
s_angeldie11.tictime = 105;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_angelstand);
|
|
new->obclass = angelobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= A_Victory
|
|
=
|
|
=================
|
|
*/
|
|
|
|
#pragma argsused
|
|
void A_Victory (objtype *ob)
|
|
{
|
|
playstate = ex_victorious;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= A_StartAttack
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void A_StartAttack (objtype *ob)
|
|
{
|
|
ob->temp1 = 0;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= A_Relaunch
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void A_Relaunch (objtype *ob)
|
|
{
|
|
if (++ob->temp1 == 3)
|
|
{
|
|
NewState (ob,&s_angeltired);
|
|
return;
|
|
}
|
|
|
|
if (US_RndT()&1)
|
|
{
|
|
NewState (ob,&s_angelchase1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// spectre
|
|
//
|
|
void T_SpectreWait (objtype *ob);
|
|
void A_Dormant (objtype *ob);
|
|
|
|
extern statetype s_spectrewait1;
|
|
extern statetype s_spectrewait2;
|
|
extern statetype s_spectrewait3;
|
|
extern statetype s_spectrewait4;
|
|
|
|
extern statetype s_spectrechase1;
|
|
extern statetype s_spectrechase2;
|
|
extern statetype s_spectrechase3;
|
|
extern statetype s_spectrechase4;
|
|
|
|
extern statetype s_spectredie1;
|
|
extern statetype s_spectredie2;
|
|
extern statetype s_spectredie3;
|
|
extern statetype s_spectredie4;
|
|
|
|
extern statetype s_spectrewake;
|
|
|
|
statetype s_spectrewait1 = {false,SPR_SPECTRE_W1,10,T_Stand,NULL,&s_spectrewait2};
|
|
statetype s_spectrewait2 = {false,SPR_SPECTRE_W2,10,T_Stand,NULL,&s_spectrewait3};
|
|
statetype s_spectrewait3 = {false,SPR_SPECTRE_W3,10,T_Stand,NULL,&s_spectrewait4};
|
|
statetype s_spectrewait4 = {false,SPR_SPECTRE_W4,10,T_Stand,NULL,&s_spectrewait1};
|
|
|
|
statetype s_spectrechase1 = {false,SPR_SPECTRE_W1,10,T_Ghosts,NULL,&s_spectrechase2};
|
|
statetype s_spectrechase2 = {false,SPR_SPECTRE_W2,10,T_Ghosts,NULL,&s_spectrechase3};
|
|
statetype s_spectrechase3 = {false,SPR_SPECTRE_W3,10,T_Ghosts,NULL,&s_spectrechase4};
|
|
statetype s_spectrechase4 = {false,SPR_SPECTRE_W4,10,T_Ghosts,NULL,&s_spectrechase1};
|
|
|
|
statetype s_spectredie1 = {false,SPR_SPECTRE_F1,10,NULL,NULL,&s_spectredie2};
|
|
statetype s_spectredie2 = {false,SPR_SPECTRE_F2,10,NULL,NULL,&s_spectredie3};
|
|
statetype s_spectredie3 = {false,SPR_SPECTRE_F3,10,NULL,NULL,&s_spectredie4};
|
|
statetype s_spectredie4 = {false,SPR_SPECTRE_F4,300,NULL,NULL,&s_spectrewake};
|
|
statetype s_spectrewake = {false,SPR_SPECTRE_F4,10,NULL,A_Dormant,&s_spectrewake};
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnSpectre
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnSpectre (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_spectrewait1);
|
|
new->obclass = spectreobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH; // |FL_NEVERMARK|FL_NONMARK;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= A_Dormant
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void A_Dormant (objtype *ob)
|
|
{
|
|
long deltax,deltay;
|
|
int xl,xh,yl,yh;
|
|
int x,y;
|
|
unsigned tile;
|
|
|
|
deltax = ob->x - player->x;
|
|
if (deltax < -MINACTORDIST || deltax > MINACTORDIST)
|
|
goto moveok;
|
|
deltay = ob->y - player->y;
|
|
if (deltay < -MINACTORDIST || deltay > MINACTORDIST)
|
|
goto moveok;
|
|
|
|
return;
|
|
moveok:
|
|
|
|
xl = (ob->x-MINDIST) >> TILESHIFT;
|
|
xh = (ob->x+MINDIST) >> TILESHIFT;
|
|
yl = (ob->y-MINDIST) >> TILESHIFT;
|
|
yh = (ob->y+MINDIST) >> TILESHIFT;
|
|
|
|
for (y=yl ; y<=yh ; y++)
|
|
for (x=xl ; x<=xh ; x++)
|
|
{
|
|
tile = actorat[x][y];
|
|
if (!tile)
|
|
continue;
|
|
if (tile<256)
|
|
return;
|
|
if (((objtype *)tile)->flags&FL_SHOOTABLE)
|
|
return;
|
|
}
|
|
|
|
ob->flags |= FL_AMBUSH | FL_SHOOTABLE;
|
|
ob->flags &= ~FL_ATTACKMODE;
|
|
ob->dir = nodir;
|
|
NewState (ob,&s_spectrewait1);
|
|
}
|
|
|
|
|
|
#endif
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
SCHABBS / GIFT / FAT
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
#ifndef SPEAR
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnGhosts
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnGhosts (int which, int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
switch(which)
|
|
{
|
|
case en_blinky:
|
|
SpawnNewObj (tilex,tiley,&s_blinkychase1);
|
|
break;
|
|
case en_clyde:
|
|
SpawnNewObj (tilex,tiley,&s_clydechase1);
|
|
break;
|
|
case en_pinky:
|
|
SpawnNewObj (tilex,tiley,&s_pinkychase1);
|
|
break;
|
|
case en_inky:
|
|
SpawnNewObj (tilex,tiley,&s_inkychase1);
|
|
break;
|
|
}
|
|
|
|
new->obclass = ghostobj;
|
|
new->speed = SPDDOG;
|
|
|
|
new->dir = east;
|
|
new->flags |= FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
|
|
|
|
void T_Gift (objtype *ob);
|
|
void T_GiftThrow (objtype *ob);
|
|
|
|
void T_Fat (objtype *ob);
|
|
void T_FatThrow (objtype *ob);
|
|
|
|
//
|
|
// schabb
|
|
//
|
|
extern statetype s_schabbstand;
|
|
|
|
extern statetype s_schabbchase1;
|
|
extern statetype s_schabbchase1s;
|
|
extern statetype s_schabbchase2;
|
|
extern statetype s_schabbchase3;
|
|
extern statetype s_schabbchase3s;
|
|
extern statetype s_schabbchase4;
|
|
|
|
extern statetype s_schabbdie1;
|
|
extern statetype s_schabbdie2;
|
|
extern statetype s_schabbdie3;
|
|
extern statetype s_schabbdie4;
|
|
extern statetype s_schabbdie5;
|
|
extern statetype s_schabbdie6;
|
|
|
|
extern statetype s_schabbshoot1;
|
|
extern statetype s_schabbshoot2;
|
|
|
|
extern statetype s_needle1;
|
|
extern statetype s_needle2;
|
|
extern statetype s_needle3;
|
|
extern statetype s_needle4;
|
|
|
|
extern statetype s_schabbdeathcam;
|
|
|
|
|
|
statetype s_schabbstand = {false,SPR_SCHABB_W1,0,T_Stand,NULL,&s_schabbstand};
|
|
|
|
statetype s_schabbchase1 = {false,SPR_SCHABB_W1,10,T_Schabb,NULL,&s_schabbchase1s};
|
|
statetype s_schabbchase1s = {false,SPR_SCHABB_W1,3,NULL,NULL,&s_schabbchase2};
|
|
statetype s_schabbchase2 = {false,SPR_SCHABB_W2,8,T_Schabb,NULL,&s_schabbchase3};
|
|
statetype s_schabbchase3 = {false,SPR_SCHABB_W3,10,T_Schabb,NULL,&s_schabbchase3s};
|
|
statetype s_schabbchase3s = {false,SPR_SCHABB_W3,3,NULL,NULL,&s_schabbchase4};
|
|
statetype s_schabbchase4 = {false,SPR_SCHABB_W4,8,T_Schabb,NULL,&s_schabbchase1};
|
|
|
|
statetype s_schabbdeathcam = {false,SPR_SCHABB_W1,1,NULL,NULL,&s_schabbdie1};
|
|
|
|
statetype s_schabbdie1 = {false,SPR_SCHABB_W1,10,NULL,A_DeathScream,&s_schabbdie2};
|
|
statetype s_schabbdie2 = {false,SPR_SCHABB_W1,10,NULL,NULL,&s_schabbdie3};
|
|
statetype s_schabbdie3 = {false,SPR_SCHABB_DIE1,10,NULL,NULL,&s_schabbdie4};
|
|
statetype s_schabbdie4 = {false,SPR_SCHABB_DIE2,10,NULL,NULL,&s_schabbdie5};
|
|
statetype s_schabbdie5 = {false,SPR_SCHABB_DIE3,10,NULL,NULL,&s_schabbdie6};
|
|
statetype s_schabbdie6 = {false,SPR_SCHABB_DEAD,20,NULL,A_StartDeathCam,&s_schabbdie6};
|
|
|
|
statetype s_schabbshoot1 = {false,SPR_SCHABB_SHOOT1,30,NULL,NULL,&s_schabbshoot2};
|
|
statetype s_schabbshoot2 = {false,SPR_SCHABB_SHOOT2,10,NULL,T_SchabbThrow,&s_schabbchase1};
|
|
|
|
statetype s_needle1 = {false,SPR_HYPO1,6,T_Projectile,NULL,&s_needle2};
|
|
statetype s_needle2 = {false,SPR_HYPO2,6,T_Projectile,NULL,&s_needle3};
|
|
statetype s_needle3 = {false,SPR_HYPO3,6,T_Projectile,NULL,&s_needle4};
|
|
statetype s_needle4 = {false,SPR_HYPO4,6,T_Projectile,NULL,&s_needle1};
|
|
|
|
|
|
//
|
|
// gift
|
|
//
|
|
extern statetype s_giftstand;
|
|
|
|
extern statetype s_giftchase1;
|
|
extern statetype s_giftchase1s;
|
|
extern statetype s_giftchase2;
|
|
extern statetype s_giftchase3;
|
|
extern statetype s_giftchase3s;
|
|
extern statetype s_giftchase4;
|
|
|
|
extern statetype s_giftdie1;
|
|
extern statetype s_giftdie2;
|
|
extern statetype s_giftdie3;
|
|
extern statetype s_giftdie4;
|
|
extern statetype s_giftdie5;
|
|
extern statetype s_giftdie6;
|
|
|
|
extern statetype s_giftshoot1;
|
|
extern statetype s_giftshoot2;
|
|
|
|
extern statetype s_needle1;
|
|
extern statetype s_needle2;
|
|
extern statetype s_needle3;
|
|
extern statetype s_needle4;
|
|
|
|
extern statetype s_giftdeathcam;
|
|
|
|
extern statetype s_boom1;
|
|
extern statetype s_boom2;
|
|
extern statetype s_boom3;
|
|
|
|
|
|
statetype s_giftstand = {false,SPR_GIFT_W1,0,T_Stand,NULL,&s_giftstand};
|
|
|
|
statetype s_giftchase1 = {false,SPR_GIFT_W1,10,T_Gift,NULL,&s_giftchase1s};
|
|
statetype s_giftchase1s = {false,SPR_GIFT_W1,3,NULL,NULL,&s_giftchase2};
|
|
statetype s_giftchase2 = {false,SPR_GIFT_W2,8,T_Gift,NULL,&s_giftchase3};
|
|
statetype s_giftchase3 = {false,SPR_GIFT_W3,10,T_Gift,NULL,&s_giftchase3s};
|
|
statetype s_giftchase3s = {false,SPR_GIFT_W3,3,NULL,NULL,&s_giftchase4};
|
|
statetype s_giftchase4 = {false,SPR_GIFT_W4,8,T_Gift,NULL,&s_giftchase1};
|
|
|
|
statetype s_giftdeathcam = {false,SPR_GIFT_W1,1,NULL,NULL,&s_giftdie1};
|
|
|
|
statetype s_giftdie1 = {false,SPR_GIFT_W1,1,NULL,A_DeathScream,&s_giftdie2};
|
|
statetype s_giftdie2 = {false,SPR_GIFT_W1,10,NULL,NULL,&s_giftdie3};
|
|
statetype s_giftdie3 = {false,SPR_GIFT_DIE1,10,NULL,NULL,&s_giftdie4};
|
|
statetype s_giftdie4 = {false,SPR_GIFT_DIE2,10,NULL,NULL,&s_giftdie5};
|
|
statetype s_giftdie5 = {false,SPR_GIFT_DIE3,10,NULL,NULL,&s_giftdie6};
|
|
statetype s_giftdie6 = {false,SPR_GIFT_DEAD,20,NULL,A_StartDeathCam,&s_giftdie6};
|
|
|
|
statetype s_giftshoot1 = {false,SPR_GIFT_SHOOT1,30,NULL,NULL,&s_giftshoot2};
|
|
statetype s_giftshoot2 = {false,SPR_GIFT_SHOOT2,10,NULL,T_GiftThrow,&s_giftchase1};
|
|
|
|
|
|
//
|
|
// fat
|
|
//
|
|
extern statetype s_fatstand;
|
|
|
|
extern statetype s_fatchase1;
|
|
extern statetype s_fatchase1s;
|
|
extern statetype s_fatchase2;
|
|
extern statetype s_fatchase3;
|
|
extern statetype s_fatchase3s;
|
|
extern statetype s_fatchase4;
|
|
|
|
extern statetype s_fatdie1;
|
|
extern statetype s_fatdie2;
|
|
extern statetype s_fatdie3;
|
|
extern statetype s_fatdie4;
|
|
extern statetype s_fatdie5;
|
|
extern statetype s_fatdie6;
|
|
|
|
extern statetype s_fatshoot1;
|
|
extern statetype s_fatshoot2;
|
|
extern statetype s_fatshoot3;
|
|
extern statetype s_fatshoot4;
|
|
extern statetype s_fatshoot5;
|
|
extern statetype s_fatshoot6;
|
|
|
|
extern statetype s_needle1;
|
|
extern statetype s_needle2;
|
|
extern statetype s_needle3;
|
|
extern statetype s_needle4;
|
|
|
|
extern statetype s_fatdeathcam;
|
|
|
|
|
|
statetype s_fatstand = {false,SPR_FAT_W1,0,T_Stand,NULL,&s_fatstand};
|
|
|
|
statetype s_fatchase1 = {false,SPR_FAT_W1,10,T_Fat,NULL,&s_fatchase1s};
|
|
statetype s_fatchase1s = {false,SPR_FAT_W1,3,NULL,NULL,&s_fatchase2};
|
|
statetype s_fatchase2 = {false,SPR_FAT_W2,8,T_Fat,NULL,&s_fatchase3};
|
|
statetype s_fatchase3 = {false,SPR_FAT_W3,10,T_Fat,NULL,&s_fatchase3s};
|
|
statetype s_fatchase3s = {false,SPR_FAT_W3,3,NULL,NULL,&s_fatchase4};
|
|
statetype s_fatchase4 = {false,SPR_FAT_W4,8,T_Fat,NULL,&s_fatchase1};
|
|
|
|
statetype s_fatdeathcam = {false,SPR_FAT_W1,1,NULL,NULL,&s_fatdie1};
|
|
|
|
statetype s_fatdie1 = {false,SPR_FAT_W1,1,NULL,A_DeathScream,&s_fatdie2};
|
|
statetype s_fatdie2 = {false,SPR_FAT_W1,10,NULL,NULL,&s_fatdie3};
|
|
statetype s_fatdie3 = {false,SPR_FAT_DIE1,10,NULL,NULL,&s_fatdie4};
|
|
statetype s_fatdie4 = {false,SPR_FAT_DIE2,10,NULL,NULL,&s_fatdie5};
|
|
statetype s_fatdie5 = {false,SPR_FAT_DIE3,10,NULL,NULL,&s_fatdie6};
|
|
statetype s_fatdie6 = {false,SPR_FAT_DEAD,20,NULL,A_StartDeathCam,&s_fatdie6};
|
|
|
|
statetype s_fatshoot1 = {false,SPR_FAT_SHOOT1,30,NULL,NULL,&s_fatshoot2};
|
|
statetype s_fatshoot2 = {false,SPR_FAT_SHOOT2,10,NULL,T_GiftThrow,&s_fatshoot3};
|
|
statetype s_fatshoot3 = {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot4};
|
|
statetype s_fatshoot4 = {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatshoot5};
|
|
statetype s_fatshoot5 = {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot6};
|
|
statetype s_fatshoot6 = {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatchase1};
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnSchabbs
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnSchabbs (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
if (DigiMode != sds_Off)
|
|
s_schabbdie2.tictime = 140;
|
|
else
|
|
s_schabbdie2.tictime = 5;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_schabbstand);
|
|
new->speed = SPDPATROL;
|
|
|
|
new->obclass = schabbobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
|
|
new->dir = south;
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnGift
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnGift (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
if (DigiMode != sds_Off)
|
|
s_giftdie2.tictime = 140;
|
|
else
|
|
s_giftdie2.tictime = 5;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_giftstand);
|
|
new->speed = SPDPATROL;
|
|
|
|
new->obclass = giftobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
|
|
new->dir = north;
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnFat
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnFat (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
if (DigiMode != sds_Off)
|
|
s_fatdie2.tictime = 140;
|
|
else
|
|
s_fatdie2.tictime = 5;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_fatstand);
|
|
new->speed = SPDPATROL;
|
|
|
|
new->obclass = fatobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
|
|
new->dir = south;
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= T_SchabbThrow
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void T_SchabbThrow (objtype *ob)
|
|
{
|
|
long deltax,deltay;
|
|
float angle;
|
|
int iangle;
|
|
|
|
deltax = player->x - ob->x;
|
|
deltay = ob->y - player->y;
|
|
angle = atan2 (deltay,deltax);
|
|
if (angle<0)
|
|
angle = M_PI*2+angle;
|
|
iangle = angle/(M_PI*2)*ANGLES;
|
|
|
|
GetNewActor ();
|
|
new->state = &s_needle1;
|
|
new->ticcount = 1;
|
|
|
|
new->tilex = ob->tilex;
|
|
new->tiley = ob->tiley;
|
|
new->x = ob->x;
|
|
new->y = ob->y;
|
|
new->obclass = needleobj;
|
|
new->dir = nodir;
|
|
new->angle = iangle;
|
|
new->speed = 0x2000l;
|
|
|
|
new->flags = FL_NONMARK;
|
|
new->active = true;
|
|
|
|
PlaySoundLocActor (SCHABBSTHROWSND,new);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= T_GiftThrow
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void T_GiftThrow (objtype *ob)
|
|
{
|
|
long deltax,deltay;
|
|
float angle;
|
|
int iangle;
|
|
|
|
deltax = player->x - ob->x;
|
|
deltay = ob->y - player->y;
|
|
angle = atan2 (deltay,deltax);
|
|
if (angle<0)
|
|
angle = M_PI*2+angle;
|
|
iangle = angle/(M_PI*2)*ANGLES;
|
|
|
|
GetNewActor ();
|
|
new->state = &s_rocket;
|
|
new->ticcount = 1;
|
|
|
|
new->tilex = ob->tilex;
|
|
new->tiley = ob->tiley;
|
|
new->x = ob->x;
|
|
new->y = ob->y;
|
|
new->obclass = rocketobj;
|
|
new->dir = nodir;
|
|
new->angle = iangle;
|
|
new->speed = 0x2000l;
|
|
new->flags = FL_NONMARK;
|
|
new->active = true;
|
|
|
|
PlaySoundLocActor (MISSILEFIRESND,new);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= T_Schabb
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void T_Schabb (objtype *ob)
|
|
{
|
|
long move;
|
|
int dx,dy,dist;
|
|
boolean dodge;
|
|
|
|
dodge = false;
|
|
dx = abs(ob->tilex - player->tilex);
|
|
dy = abs(ob->tiley - player->tiley);
|
|
dist = dx>dy ? dx : dy;
|
|
|
|
if (CheckLine(ob)) // got a shot at player?
|
|
{
|
|
|
|
if ( US_RndT() < (tics<<3) )
|
|
{
|
|
//
|
|
// go into attack frame
|
|
//
|
|
NewState (ob,&s_schabbshoot1);
|
|
return;
|
|
}
|
|
dodge = true;
|
|
}
|
|
|
|
if (ob->dir == nodir)
|
|
{
|
|
if (dodge)
|
|
SelectDodgeDir (ob);
|
|
else
|
|
SelectChaseDir (ob);
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
move = ob->speed*tics;
|
|
|
|
while (move)
|
|
{
|
|
if (ob->distance < 0)
|
|
{
|
|
//
|
|
// waiting for a door to open
|
|
//
|
|
OpenDoor (-ob->distance-1);
|
|
if (doorobjlist[-ob->distance-1].action != dr_open)
|
|
return;
|
|
ob->distance = TILEGLOBAL; // go ahead, the door is now opoen
|
|
}
|
|
|
|
if (move < ob->distance)
|
|
{
|
|
MoveObj (ob,move);
|
|
break;
|
|
}
|
|
|
|
//
|
|
// reached goal tile, so select another one
|
|
//
|
|
|
|
//
|
|
// fix position to account for round off during moving
|
|
//
|
|
ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
|
|
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
|
|
|
|
move -= ob->distance;
|
|
|
|
if (dist <4)
|
|
SelectRunDir (ob);
|
|
else if (dodge)
|
|
SelectDodgeDir (ob);
|
|
else
|
|
SelectChaseDir (ob);
|
|
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= T_Gift
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void T_Gift (objtype *ob)
|
|
{
|
|
long move;
|
|
int dx,dy,dist;
|
|
boolean dodge;
|
|
|
|
dodge = false;
|
|
dx = abs(ob->tilex - player->tilex);
|
|
dy = abs(ob->tiley - player->tiley);
|
|
dist = dx>dy ? dx : dy;
|
|
|
|
if (CheckLine(ob)) // got a shot at player?
|
|
{
|
|
|
|
if ( US_RndT() < (tics<<3) )
|
|
{
|
|
//
|
|
// go into attack frame
|
|
//
|
|
NewState (ob,&s_giftshoot1);
|
|
return;
|
|
}
|
|
dodge = true;
|
|
}
|
|
|
|
if (ob->dir == nodir)
|
|
{
|
|
if (dodge)
|
|
SelectDodgeDir (ob);
|
|
else
|
|
SelectChaseDir (ob);
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
move = ob->speed*tics;
|
|
|
|
while (move)
|
|
{
|
|
if (ob->distance < 0)
|
|
{
|
|
//
|
|
// waiting for a door to open
|
|
//
|
|
OpenDoor (-ob->distance-1);
|
|
if (doorobjlist[-ob->distance-1].action != dr_open)
|
|
return;
|
|
ob->distance = TILEGLOBAL; // go ahead, the door is now opoen
|
|
}
|
|
|
|
if (move < ob->distance)
|
|
{
|
|
MoveObj (ob,move);
|
|
break;
|
|
}
|
|
|
|
//
|
|
// reached goal tile, so select another one
|
|
//
|
|
|
|
//
|
|
// fix position to account for round off during moving
|
|
//
|
|
ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
|
|
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
|
|
|
|
move -= ob->distance;
|
|
|
|
if (dist <4)
|
|
SelectRunDir (ob);
|
|
else if (dodge)
|
|
SelectDodgeDir (ob);
|
|
else
|
|
SelectChaseDir (ob);
|
|
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= T_Fat
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void T_Fat (objtype *ob)
|
|
{
|
|
long move;
|
|
int dx,dy,dist;
|
|
boolean dodge;
|
|
|
|
dodge = false;
|
|
dx = abs(ob->tilex - player->tilex);
|
|
dy = abs(ob->tiley - player->tiley);
|
|
dist = dx>dy ? dx : dy;
|
|
|
|
if (CheckLine(ob)) // got a shot at player?
|
|
{
|
|
|
|
if ( US_RndT() < (tics<<3) )
|
|
{
|
|
//
|
|
// go into attack frame
|
|
//
|
|
NewState (ob,&s_fatshoot1);
|
|
return;
|
|
}
|
|
dodge = true;
|
|
}
|
|
|
|
if (ob->dir == nodir)
|
|
{
|
|
if (dodge)
|
|
SelectDodgeDir (ob);
|
|
else
|
|
SelectChaseDir (ob);
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
move = ob->speed*tics;
|
|
|
|
while (move)
|
|
{
|
|
if (ob->distance < 0)
|
|
{
|
|
//
|
|
// waiting for a door to open
|
|
//
|
|
OpenDoor (-ob->distance-1);
|
|
if (doorobjlist[-ob->distance-1].action != dr_open)
|
|
return;
|
|
ob->distance = TILEGLOBAL; // go ahead, the door is now opoen
|
|
}
|
|
|
|
if (move < ob->distance)
|
|
{
|
|
MoveObj (ob,move);
|
|
break;
|
|
}
|
|
|
|
//
|
|
// reached goal tile, so select another one
|
|
//
|
|
|
|
//
|
|
// fix position to account for round off during moving
|
|
//
|
|
ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
|
|
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
|
|
|
|
move -= ob->distance;
|
|
|
|
if (dist <4)
|
|
SelectRunDir (ob);
|
|
else if (dodge)
|
|
SelectDodgeDir (ob);
|
|
else
|
|
SelectChaseDir (ob);
|
|
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
HITLERS
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
|
|
//
|
|
// fake
|
|
//
|
|
extern statetype s_fakestand;
|
|
|
|
extern statetype s_fakechase1;
|
|
extern statetype s_fakechase1s;
|
|
extern statetype s_fakechase2;
|
|
extern statetype s_fakechase3;
|
|
extern statetype s_fakechase3s;
|
|
extern statetype s_fakechase4;
|
|
|
|
extern statetype s_fakedie1;
|
|
extern statetype s_fakedie2;
|
|
extern statetype s_fakedie3;
|
|
extern statetype s_fakedie4;
|
|
extern statetype s_fakedie5;
|
|
extern statetype s_fakedie6;
|
|
|
|
extern statetype s_fakeshoot1;
|
|
extern statetype s_fakeshoot2;
|
|
extern statetype s_fakeshoot3;
|
|
extern statetype s_fakeshoot4;
|
|
extern statetype s_fakeshoot5;
|
|
extern statetype s_fakeshoot6;
|
|
extern statetype s_fakeshoot7;
|
|
extern statetype s_fakeshoot8;
|
|
extern statetype s_fakeshoot9;
|
|
|
|
extern statetype s_fire1;
|
|
extern statetype s_fire2;
|
|
|
|
statetype s_fakestand = {false,SPR_FAKE_W1,0,T_Stand,NULL,&s_fakestand};
|
|
|
|
statetype s_fakechase1 = {false,SPR_FAKE_W1,10,T_Fake,NULL,&s_fakechase1s};
|
|
statetype s_fakechase1s = {false,SPR_FAKE_W1,3,NULL,NULL,&s_fakechase2};
|
|
statetype s_fakechase2 = {false,SPR_FAKE_W2,8,T_Fake,NULL,&s_fakechase3};
|
|
statetype s_fakechase3 = {false,SPR_FAKE_W3,10,T_Fake,NULL,&s_fakechase3s};
|
|
statetype s_fakechase3s = {false,SPR_FAKE_W3,3,NULL,NULL,&s_fakechase4};
|
|
statetype s_fakechase4 = {false,SPR_FAKE_W4,8,T_Fake,NULL,&s_fakechase1};
|
|
|
|
statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,A_DeathScream,&s_fakedie2};
|
|
statetype s_fakedie2 = {false,SPR_FAKE_DIE2,10,NULL,NULL,&s_fakedie3};
|
|
statetype s_fakedie3 = {false,SPR_FAKE_DIE3,10,NULL,NULL,&s_fakedie4};
|
|
statetype s_fakedie4 = {false,SPR_FAKE_DIE4,10,NULL,NULL,&s_fakedie5};
|
|
statetype s_fakedie5 = {false,SPR_FAKE_DIE5,10,NULL,NULL,&s_fakedie6};
|
|
statetype s_fakedie6 = {false,SPR_FAKE_DEAD,0,NULL,NULL,&s_fakedie6};
|
|
|
|
statetype s_fakeshoot1 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot2};
|
|
statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot3};
|
|
statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot4};
|
|
statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot5};
|
|
statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot6};
|
|
statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot7};
|
|
statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot8};
|
|
statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot9};
|
|
statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1};
|
|
|
|
statetype s_fire1 = {false,SPR_FIRE1,6,NULL,T_Projectile,&s_fire2};
|
|
statetype s_fire2 = {false,SPR_FIRE2,6,NULL,T_Projectile,&s_fire1};
|
|
|
|
//
|
|
// hitler
|
|
//
|
|
extern statetype s_mechachase1;
|
|
extern statetype s_mechachase1s;
|
|
extern statetype s_mechachase2;
|
|
extern statetype s_mechachase3;
|
|
extern statetype s_mechachase3s;
|
|
extern statetype s_mechachase4;
|
|
|
|
extern statetype s_mechadie1;
|
|
extern statetype s_mechadie2;
|
|
extern statetype s_mechadie3;
|
|
extern statetype s_mechadie4;
|
|
|
|
extern statetype s_mechashoot1;
|
|
extern statetype s_mechashoot2;
|
|
extern statetype s_mechashoot3;
|
|
extern statetype s_mechashoot4;
|
|
extern statetype s_mechashoot5;
|
|
extern statetype s_mechashoot6;
|
|
|
|
|
|
extern statetype s_hitlerchase1;
|
|
extern statetype s_hitlerchase1s;
|
|
extern statetype s_hitlerchase2;
|
|
extern statetype s_hitlerchase3;
|
|
extern statetype s_hitlerchase3s;
|
|
extern statetype s_hitlerchase4;
|
|
|
|
extern statetype s_hitlerdie1;
|
|
extern statetype s_hitlerdie2;
|
|
extern statetype s_hitlerdie3;
|
|
extern statetype s_hitlerdie4;
|
|
extern statetype s_hitlerdie5;
|
|
extern statetype s_hitlerdie6;
|
|
extern statetype s_hitlerdie7;
|
|
extern statetype s_hitlerdie8;
|
|
extern statetype s_hitlerdie9;
|
|
extern statetype s_hitlerdie10;
|
|
|
|
extern statetype s_hitlershoot1;
|
|
extern statetype s_hitlershoot2;
|
|
extern statetype s_hitlershoot3;
|
|
extern statetype s_hitlershoot4;
|
|
extern statetype s_hitlershoot5;
|
|
extern statetype s_hitlershoot6;
|
|
|
|
extern statetype s_hitlerdeathcam;
|
|
|
|
statetype s_mechastand = {false,SPR_MECHA_W1,0,T_Stand,NULL,&s_mechastand};
|
|
|
|
statetype s_mechachase1 = {false,SPR_MECHA_W1,10,T_Chase,A_MechaSound,&s_mechachase1s};
|
|
statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2};
|
|
statetype s_mechachase2 = {false,SPR_MECHA_W2,8,T_Chase,NULL,&s_mechachase3};
|
|
statetype s_mechachase3 = {false,SPR_MECHA_W3,10,T_Chase,A_MechaSound,&s_mechachase3s};
|
|
statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4};
|
|
statetype s_mechachase4 = {false,SPR_MECHA_W4,8,T_Chase,NULL,&s_mechachase1};
|
|
|
|
statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,A_DeathScream,&s_mechadie2};
|
|
statetype s_mechadie2 = {false,SPR_MECHA_DIE2,10,NULL,NULL,&s_mechadie3};
|
|
statetype s_mechadie3 = {false,SPR_MECHA_DIE3,10,NULL,A_HitlerMorph,&s_mechadie4};
|
|
statetype s_mechadie4 = {false,SPR_MECHA_DEAD,0,NULL,NULL,&s_mechadie4};
|
|
|
|
statetype s_mechashoot1 = {false,SPR_MECHA_SHOOT1,30,NULL,NULL,&s_mechashoot2};
|
|
statetype s_mechashoot2 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot3};
|
|
statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot4};
|
|
statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot5};
|
|
statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot6};
|
|
statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechachase1};
|
|
|
|
|
|
statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,T_Chase,NULL,&s_hitlerchase1s};
|
|
statetype s_hitlerchase1s = {false,SPR_HITLER_W1,4,NULL,NULL,&s_hitlerchase2};
|
|
statetype s_hitlerchase2 = {false,SPR_HITLER_W2,2,T_Chase,NULL,&s_hitlerchase3};
|
|
statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,T_Chase,NULL,&s_hitlerchase3s};
|
|
statetype s_hitlerchase3s = {false,SPR_HITLER_W3,4,NULL,NULL,&s_hitlerchase4};
|
|
statetype s_hitlerchase4 = {false,SPR_HITLER_W4,2,T_Chase,NULL,&s_hitlerchase1};
|
|
|
|
statetype s_hitlerdeathcam = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie1};
|
|
|
|
statetype s_hitlerdie1 = {false,SPR_HITLER_W1,1,NULL,A_DeathScream,&s_hitlerdie2};
|
|
statetype s_hitlerdie2 = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie3};
|
|
statetype s_hitlerdie3 = {false,SPR_HITLER_DIE1,10,NULL,A_Slurpie,&s_hitlerdie4};
|
|
statetype s_hitlerdie4 = {false,SPR_HITLER_DIE2,10,NULL,NULL,&s_hitlerdie5};
|
|
statetype s_hitlerdie5 = {false,SPR_HITLER_DIE3,10,NULL,NULL,&s_hitlerdie6};
|
|
statetype s_hitlerdie6 = {false,SPR_HITLER_DIE4,10,NULL,NULL,&s_hitlerdie7};
|
|
statetype s_hitlerdie7 = {false,SPR_HITLER_DIE5,10,NULL,NULL,&s_hitlerdie8};
|
|
statetype s_hitlerdie8 = {false,SPR_HITLER_DIE6,10,NULL,NULL,&s_hitlerdie9};
|
|
statetype s_hitlerdie9 = {false,SPR_HITLER_DIE7,10,NULL,NULL,&s_hitlerdie10};
|
|
statetype s_hitlerdie10 = {false,SPR_HITLER_DEAD,20,NULL,A_StartDeathCam,&s_hitlerdie10};
|
|
|
|
statetype s_hitlershoot1 = {false,SPR_HITLER_SHOOT1,30,NULL,NULL,&s_hitlershoot2};
|
|
statetype s_hitlershoot2 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot3};
|
|
statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot4};
|
|
statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot5};
|
|
statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot6};
|
|
statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlerchase1};
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnFakeHitler
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnFakeHitler (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
|
|
if (DigiMode != sds_Off)
|
|
s_hitlerdie2.tictime = 140;
|
|
else
|
|
s_hitlerdie2.tictime = 5;
|
|
|
|
SpawnNewObj (tilex,tiley,&s_fakestand);
|
|
new->speed = SPDPATROL;
|
|
|
|
new->obclass = fakeobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
|
|
new->dir = north;
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnHitler
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnHitler (int tilex, int tiley)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
if (DigiMode != sds_Off)
|
|
s_hitlerdie2.tictime = 140;
|
|
else
|
|
s_hitlerdie2.tictime = 5;
|
|
|
|
|
|
SpawnNewObj (tilex,tiley,&s_mechastand);
|
|
new->speed = SPDPATROL;
|
|
|
|
new->obclass = mechahitlerobj;
|
|
new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
|
|
new->dir = south;
|
|
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
|
|
if (!loadedgame)
|
|
gamestate.killtotal++;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= A_HitlerMorph
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void A_HitlerMorph (objtype *ob)
|
|
{
|
|
unsigned far *map,tile,hitpoints[4]={500,700,800,900};
|
|
|
|
|
|
SpawnNewObj (ob->tilex,ob->tiley,&s_hitlerchase1);
|
|
new->speed = SPDPATROL*5;
|
|
|
|
new->x = ob->x;
|
|
new->y = ob->y;
|
|
|
|
new->distance = ob->distance;
|
|
new->dir = ob->dir;
|
|
new->flags = ob->flags | FL_SHOOTABLE;
|
|
|
|
new->obclass = realhitlerobj;
|
|
new->hitpoints = hitpoints[gamestate.difficulty];
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////
|
|
//
|
|
// A_MechaSound
|
|
// A_Slurpie
|
|
//
|
|
////////////////////////////////////////////////////////
|
|
void A_MechaSound (objtype *ob)
|
|
{
|
|
if (areabyplayer[ob->areanumber])
|
|
PlaySoundLocActor (MECHSTEPSND,ob);
|
|
}
|
|
|
|
|
|
#pragma argsused
|
|
void A_Slurpie (objtype *ob)
|
|
{
|
|
SD_PlaySound(SLURPIESND);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= T_FakeFire
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void T_FakeFire (objtype *ob)
|
|
{
|
|
long deltax,deltay;
|
|
float angle;
|
|
int iangle;
|
|
|
|
deltax = player->x - ob->x;
|
|
deltay = ob->y - player->y;
|
|
angle = atan2 (deltay,deltax);
|
|
if (angle<0)
|
|
angle = M_PI*2+angle;
|
|
iangle = angle/(M_PI*2)*ANGLES;
|
|
|
|
GetNewActor ();
|
|
new->state = &s_fire1;
|
|
new->ticcount = 1;
|
|
|
|
new->tilex = ob->tilex;
|
|
new->tiley = ob->tiley;
|
|
new->x = ob->x;
|
|
new->y = ob->y;
|
|
new->dir = nodir;
|
|
new->angle = iangle;
|
|
new->obclass = fireobj;
|
|
new->speed = 0x1200l;
|
|
new->flags = FL_NEVERMARK;
|
|
new->active = true;
|
|
|
|
PlaySoundLocActor (FLAMETHROWERSND,new);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= T_Fake
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void T_Fake (objtype *ob)
|
|
{
|
|
long move;
|
|
int dx,dy,dist;
|
|
boolean dodge;
|
|
|
|
if (CheckLine(ob)) // got a shot at player?
|
|
{
|
|
if ( US_RndT() < (tics<<1) )
|
|
{
|
|
//
|
|
// go into attack frame
|
|
//
|
|
NewState (ob,&s_fakeshoot1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (ob->dir == nodir)
|
|
{
|
|
SelectDodgeDir (ob);
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
move = ob->speed*tics;
|
|
|
|
while (move)
|
|
{
|
|
if (move < ob->distance)
|
|
{
|
|
MoveObj (ob,move);
|
|
break;
|
|
}
|
|
|
|
//
|
|
// reached goal tile, so select another one
|
|
//
|
|
|
|
//
|
|
// fix position to account for round off during moving
|
|
//
|
|
ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
|
|
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
|
|
|
|
move -= ob->distance;
|
|
|
|
SelectDodgeDir (ob);
|
|
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
/*
|
|
============================================================================
|
|
|
|
STAND
|
|
|
|
============================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_Stand
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void T_Stand (objtype *ob)
|
|
{
|
|
SightPlayer (ob);
|
|
}
|
|
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
CHASE
|
|
|
|
============================================================================
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= T_Chase
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void T_Chase (objtype *ob)
|
|
{
|
|
long move;
|
|
int dx,dy,dist,chance;
|
|
boolean dodge;
|
|
|
|
if (gamestate.victoryflag)
|
|
return;
|
|
|
|
dodge = false;
|
|
if (CheckLine(ob)) // got a shot at player?
|
|
{
|
|
dx = abs(ob->tilex - player->tilex);
|
|
dy = abs(ob->tiley - player->tiley);
|
|
dist = dx>dy ? dx : dy;
|
|
if (!dist || (dist==1 && ob->distance<0x4000) )
|
|
chance = 300;
|
|
else
|
|
chance = (tics<<4)/dist;
|
|
|
|
if ( US_RndT()<chance)
|
|
{
|
|
//
|
|
// go into attack frame
|
|
//
|
|
switch (ob->obclass)
|
|
{
|
|
case guardobj:
|
|
NewState (ob,&s_grdshoot1);
|
|
break;
|
|
case officerobj:
|
|
NewState (ob,&s_ofcshoot1);
|
|
break;
|
|
case mutantobj:
|
|
NewState (ob,&s_mutshoot1);
|
|
break;
|
|
case ssobj:
|
|
NewState (ob,&s_ssshoot1);
|
|
break;
|
|
#ifndef SPEAR
|
|
case bossobj:
|
|
NewState (ob,&s_bossshoot1);
|
|
break;
|
|
case gretelobj:
|
|
NewState (ob,&s_gretelshoot1);
|
|
break;
|
|
case mechahitlerobj:
|
|
NewState (ob,&s_mechashoot1);
|
|
break;
|
|
case realhitlerobj:
|
|
NewState (ob,&s_hitlershoot1);
|
|
break;
|
|
#else
|
|
case angelobj:
|
|
NewState (ob,&s_angelshoot1);
|
|
break;
|
|
case transobj:
|
|
NewState (ob,&s_transshoot1);
|
|
break;
|
|
case uberobj:
|
|
NewState (ob,&s_ubershoot1);
|
|
break;
|
|
case willobj:
|
|
NewState (ob,&s_willshoot1);
|
|
break;
|
|
case deathobj:
|
|
NewState (ob,&s_deathshoot1);
|
|
break;
|
|
#endif
|
|
}
|
|
return;
|
|
}
|
|
dodge = true;
|
|
}
|
|
|
|
if (ob->dir == nodir)
|
|
{
|
|
if (dodge)
|
|
SelectDodgeDir (ob);
|
|
else
|
|
SelectChaseDir (ob);
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
move = ob->speed*tics;
|
|
|
|
while (move)
|
|
{
|
|
if (ob->distance < 0)
|
|
{
|
|
//
|
|
// waiting for a door to open
|
|
//
|
|
OpenDoor (-ob->distance-1);
|
|
if (doorobjlist[-ob->distance-1].action != dr_open)
|
|
return;
|
|
ob->distance = TILEGLOBAL; // go ahead, the door is now opoen
|
|
}
|
|
|
|
if (move < ob->distance)
|
|
{
|
|
MoveObj (ob,move);
|
|
break;
|
|
}
|
|
|
|
//
|
|
// reached goal tile, so select another one
|
|
//
|
|
|
|
//
|
|
// fix position to account for round off during moving
|
|
//
|
|
ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
|
|
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
|
|
|
|
move -= ob->distance;
|
|
|
|
if (dodge)
|
|
SelectDodgeDir (ob);
|
|
else
|
|
SelectChaseDir (ob);
|
|
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= T_Ghosts
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void T_Ghosts (objtype *ob)
|
|
{
|
|
long move;
|
|
|
|
|
|
if (ob->dir == nodir)
|
|
{
|
|
SelectChaseDir (ob);
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
move = ob->speed*tics;
|
|
|
|
while (move)
|
|
{
|
|
if (move < ob->distance)
|
|
{
|
|
MoveObj (ob,move);
|
|
break;
|
|
}
|
|
|
|
//
|
|
// reached goal tile, so select another one
|
|
//
|
|
|
|
//
|
|
// fix position to account for round off during moving
|
|
//
|
|
ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
|
|
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
|
|
|
|
move -= ob->distance;
|
|
|
|
SelectChaseDir (ob);
|
|
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= T_DogChase
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void T_DogChase (objtype *ob)
|
|
{
|
|
long move;
|
|
int dist,chance;
|
|
long dx,dy;
|
|
|
|
|
|
if (ob->dir == nodir)
|
|
{
|
|
SelectDodgeDir (ob);
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
move = ob->speed*tics;
|
|
|
|
while (move)
|
|
{
|
|
//
|
|
// check for byte range
|
|
//
|
|
dx = player->x - ob->x;
|
|
if (dx<0)
|
|
dx = -dx;
|
|
dx -= move;
|
|
if (dx <= MINACTORDIST)
|
|
{
|
|
dy = player->y - ob->y;
|
|
if (dy<0)
|
|
dy = -dy;
|
|
dy -= move;
|
|
if (dy <= MINACTORDIST)
|
|
{
|
|
NewState (ob,&s_dogjump1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (move < ob->distance)
|
|
{
|
|
MoveObj (ob,move);
|
|
break;
|
|
}
|
|
|
|
//
|
|
// reached goal tile, so select another one
|
|
//
|
|
|
|
//
|
|
// fix position to account for round off during moving
|
|
//
|
|
ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
|
|
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
|
|
|
|
move -= ob->distance;
|
|
|
|
SelectDodgeDir (ob);
|
|
|
|
if (ob->dir == nodir)
|
|
return; // object is blocked in
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
PATH
|
|
|
|
============================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SelectPathDir
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SelectPathDir (objtype *ob)
|
|
{
|
|
unsigned spot;
|
|
|
|
spot = MAPSPOT(ob->tilex,ob->tiley,1)-ICONARROWS;
|
|
|
|
if (spot<8)
|
|
{
|
|
// new direction
|
|
ob->dir = spot;
|
|
}
|
|
|
|
ob->distance = TILEGLOBAL;
|
|
|
|
if (!TryWalk (ob))
|
|
ob->dir = nodir;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_Path
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void T_Path (objtype *ob)
|
|
{
|
|
long move;
|
|
long deltax,deltay,size;
|
|
|
|
if (SightPlayer (ob))
|
|
return;
|
|
|
|
if (ob->dir == nodir)
|
|
{
|
|
SelectPathDir (ob);
|
|
if (ob->dir == nodir)
|
|
return; // all movement is blocked
|
|
}
|
|
|
|
|
|
move = ob->speed*tics;
|
|
|
|
while (move)
|
|
{
|
|
if (ob->distance < 0)
|
|
{
|
|
//
|
|
// waiting for a door to open
|
|
//
|
|
OpenDoor (-ob->distance-1);
|
|
if (doorobjlist[-ob->distance-1].action != dr_open)
|
|
return;
|
|
ob->distance = TILEGLOBAL; // go ahead, the door is now opoen
|
|
}
|
|
|
|
if (move < ob->distance)
|
|
{
|
|
MoveObj (ob,move);
|
|
break;
|
|
}
|
|
|
|
if (ob->tilex>MAPSIZE || ob->tiley>MAPSIZE)
|
|
{
|
|
sprintf (str,"T_Path hit a wall at %u,%u, dir %u"
|
|
,ob->tilex,ob->tiley,ob->dir);
|
|
Quit (str);
|
|
}
|
|
|
|
|
|
|
|
ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
|
|
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
|
|
move -= ob->distance;
|
|
|
|
SelectPathDir (ob);
|
|
|
|
if (ob->dir == nodir)
|
|
return; // all movement is blocked
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
FIGHT
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_Shoot
|
|
=
|
|
= Try to damage the player, based on skill level and player's speed
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void T_Shoot (objtype *ob)
|
|
{
|
|
int dx,dy,dist;
|
|
int hitchance,damage;
|
|
|
|
hitchance = 128;
|
|
|
|
if (!areabyplayer[ob->areanumber])
|
|
return;
|
|
|
|
if (!CheckLine (ob)) // player is behind a wall
|
|
return;
|
|
|
|
dx = abs(ob->tilex - player->tilex);
|
|
dy = abs(ob->tiley - player->tiley);
|
|
dist = dx>dy ? dx:dy;
|
|
|
|
if (ob->obclass == ssobj || ob->obclass == bossobj)
|
|
dist = dist*2/3; // ss are better shots
|
|
|
|
if (thrustspeed >= RUNSPEED)
|
|
{
|
|
if (ob->flags&FL_VISABLE)
|
|
hitchance = 160-dist*16; // player can see to dodge
|
|
else
|
|
hitchance = 160-dist*8;
|
|
}
|
|
else
|
|
{
|
|
if (ob->flags&FL_VISABLE)
|
|
hitchance = 256-dist*16; // player can see to dodge
|
|
else
|
|
hitchance = 256-dist*8;
|
|
}
|
|
|
|
// see if the shot was a hit
|
|
|
|
if (US_RndT()<hitchance)
|
|
{
|
|
if (dist<2)
|
|
damage = US_RndT()>>2;
|
|
else if (dist<4)
|
|
damage = US_RndT()>>3;
|
|
else
|
|
damage = US_RndT()>>4;
|
|
|
|
TakeDamage (damage,ob);
|
|
}
|
|
|
|
switch(ob->obclass)
|
|
{
|
|
case ssobj:
|
|
PlaySoundLocActor(SSFIRESND,ob);
|
|
break;
|
|
#ifndef SPEAR
|
|
case giftobj:
|
|
case fatobj:
|
|
PlaySoundLocActor(MISSILEFIRESND,ob);
|
|
break;
|
|
case mechahitlerobj:
|
|
case realhitlerobj:
|
|
case bossobj:
|
|
PlaySoundLocActor(BOSSFIRESND,ob);
|
|
break;
|
|
case schabbobj:
|
|
PlaySoundLocActor(SCHABBSTHROWSND,ob);
|
|
break;
|
|
case fakeobj:
|
|
PlaySoundLocActor(FLAMETHROWERSND,ob);
|
|
break;
|
|
#endif
|
|
default:
|
|
PlaySoundLocActor(NAZIFIRESND,ob);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_Bite
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void T_Bite (objtype *ob)
|
|
{
|
|
long dx,dy;
|
|
int hitchance,damage;
|
|
|
|
|
|
PlaySoundLocActor(DOGATTACKSND,ob); // JAB
|
|
|
|
dx = player->x - ob->x;
|
|
if (dx<0)
|
|
dx = -dx;
|
|
dx -= TILEGLOBAL;
|
|
if (dx <= MINACTORDIST)
|
|
{
|
|
dy = player->y - ob->y;
|
|
if (dy<0)
|
|
dy = -dy;
|
|
dy -= TILEGLOBAL;
|
|
if (dy <= MINACTORDIST)
|
|
{
|
|
if (US_RndT()<180)
|
|
{
|
|
TakeDamage (US_RndT()>>4,ob);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
#ifndef SPEAR
|
|
/*
|
|
============================================================================
|
|
|
|
BJ VICTORY
|
|
|
|
============================================================================
|
|
*/
|
|
|
|
|
|
//
|
|
// BJ victory
|
|
//
|
|
|
|
void T_BJRun (objtype *ob);
|
|
void T_BJJump (objtype *ob);
|
|
void T_BJDone (objtype *ob);
|
|
void T_BJYell (objtype *ob);
|
|
|
|
void T_DeathCam (objtype *ob);
|
|
|
|
extern statetype s_bjrun1;
|
|
extern statetype s_bjrun1s;
|
|
extern statetype s_bjrun2;
|
|
extern statetype s_bjrun3;
|
|
extern statetype s_bjrun3s;
|
|
extern statetype s_bjrun4;
|
|
|
|
extern statetype s_bjjump1;
|
|
extern statetype s_bjjump2;
|
|
extern statetype s_bjjump3;
|
|
extern statetype s_bjjump4;
|
|
|
|
|
|
statetype s_bjrun1 = {false,SPR_BJ_W1,12,T_BJRun,NULL,&s_bjrun1s};
|
|
statetype s_bjrun1s = {false,SPR_BJ_W1,3, NULL,NULL,&s_bjrun2};
|
|
statetype s_bjrun2 = {false,SPR_BJ_W2,8,T_BJRun,NULL,&s_bjrun3};
|
|
statetype s_bjrun3 = {false,SPR_BJ_W3,12,T_BJRun,NULL,&s_bjrun3s};
|
|
statetype s_bjrun3s = {false,SPR_BJ_W3,3, NULL,NULL,&s_bjrun4};
|
|
statetype s_bjrun4 = {false,SPR_BJ_W4,8,T_BJRun,NULL,&s_bjrun1};
|
|
|
|
|
|
statetype s_bjjump1 = {false,SPR_BJ_JUMP1,14,T_BJJump,NULL,&s_bjjump2};
|
|
statetype s_bjjump2 = {false,SPR_BJ_JUMP2,14,T_BJJump,T_BJYell,&s_bjjump3};
|
|
statetype s_bjjump3 = {false,SPR_BJ_JUMP3,14,T_BJJump,NULL,&s_bjjump4};
|
|
statetype s_bjjump4 = {false,SPR_BJ_JUMP4,300,NULL,T_BJDone,&s_bjjump4};
|
|
|
|
|
|
statetype s_deathcam = {false,0,0,NULL,NULL,NULL};
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnBJVictory
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnBJVictory (void)
|
|
{
|
|
unsigned far *map,tile;
|
|
|
|
SpawnNewObj (player->tilex,player->tiley+1,&s_bjrun1);
|
|
new->x = player->x;
|
|
new->y = player->y;
|
|
new->obclass = bjobj;
|
|
new->dir = north;
|
|
new->temp1 = 6; // tiles to run forward
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_BJRun
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void T_BJRun (objtype *ob)
|
|
{
|
|
long move;
|
|
|
|
move = BJRUNSPEED*tics;
|
|
|
|
while (move)
|
|
{
|
|
if (move < ob->distance)
|
|
{
|
|
MoveObj (ob,move);
|
|
break;
|
|
}
|
|
|
|
|
|
ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
|
|
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
|
|
move -= ob->distance;
|
|
|
|
SelectPathDir (ob);
|
|
|
|
if ( !(--ob->temp1) )
|
|
{
|
|
NewState (ob,&s_bjjump1);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_BJJump
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void T_BJJump (objtype *ob)
|
|
{
|
|
long move;
|
|
|
|
move = BJJUMPSPEED*tics;
|
|
MoveObj (ob,move);
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_BJYell
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void T_BJYell (objtype *ob)
|
|
{
|
|
PlaySoundLocActor(YEAHSND,ob); // JAB
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_BJDone
|
|
=
|
|
===============
|
|
*/
|
|
|
|
#pragma argsused
|
|
void T_BJDone (objtype *ob)
|
|
{
|
|
playstate = ex_victorious; // exit castle tile
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= CheckPosition
|
|
=
|
|
===============
|
|
*/
|
|
|
|
boolean CheckPosition (objtype *ob)
|
|
{
|
|
int x,y,xl,yl,xh,yh;
|
|
objtype *check;
|
|
|
|
xl = (ob->x-PLAYERSIZE) >>TILESHIFT;
|
|
yl = (ob->y-PLAYERSIZE) >>TILESHIFT;
|
|
|
|
xh = (ob->x+PLAYERSIZE) >>TILESHIFT;
|
|
yh = (ob->y+PLAYERSIZE) >>TILESHIFT;
|
|
|
|
//
|
|
// check for solid walls
|
|
//
|
|
for (y=yl;y<=yh;y++)
|
|
for (x=xl;x<=xh;x++)
|
|
{
|
|
check = actorat[x][y];
|
|
if (check && check<objlist)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= A_StartDeathCam
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void A_StartDeathCam (objtype *ob)
|
|
{
|
|
long dx,dy;
|
|
float fangle;
|
|
long xmove,ymove;
|
|
long dist;
|
|
int temp,i;
|
|
|
|
FinishPaletteShifts ();
|
|
|
|
VW_WaitVBL (100);
|
|
|
|
if (gamestate.victoryflag)
|
|
{
|
|
playstate = ex_victorious; // exit castle tile
|
|
return;
|
|
}
|
|
|
|
gamestate.victoryflag = true;
|
|
VW_Bar (0,0,320,200-STATUSLINES,127);
|
|
FizzleFade(bufferofs,displayofs,320,200-STATUSLINES,70,false);
|
|
|
|
PM_UnlockMainMem ();
|
|
CA_UpLevel ();
|
|
CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);
|
|
#ifdef JAPAN
|
|
#ifndef JAPDEMO
|
|
CA_CacheScreen(C_LETSSEEPIC);
|
|
#endif
|
|
#else
|
|
Write(0,7,STR_SEEAGAIN);
|
|
#endif
|
|
CA_DownLevel ();
|
|
PM_CheckMainMem ();
|
|
|
|
VW_UpdateScreen ();
|
|
|
|
IN_UserInput(300);
|
|
|
|
//
|
|
// line angle up exactly
|
|
//
|
|
NewState (player,&s_deathcam);
|
|
|
|
player->x = gamestate.killx;
|
|
player->y = gamestate.killy;
|
|
|
|
dx = ob->x - player->x;
|
|
dy = player->y - ob->y;
|
|
|
|
fangle = atan2(dy,dx); // returns -pi to pi
|
|
if (fangle<0)
|
|
fangle = M_PI*2+fangle;
|
|
|
|
player->angle = fangle/(M_PI*2)*ANGLES;
|
|
|
|
//
|
|
// try to position as close as possible without being in a wall
|
|
//
|
|
dist = 0x14000l;
|
|
do
|
|
{
|
|
xmove = FixedByFrac(dist,costable[player->angle]);
|
|
ymove = -FixedByFrac(dist,sintable[player->angle]);
|
|
|
|
player->x = ob->x - xmove;
|
|
player->y = ob->y - ymove;
|
|
dist += 0x1000;
|
|
|
|
} while (!CheckPosition (player));
|
|
plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned
|
|
pluy = player->y >> UNSIGNEDSHIFT;
|
|
player->tilex = player->x >> TILESHIFT; // scale to tile values
|
|
player->tiley = player->y >> TILESHIFT;
|
|
|
|
//
|
|
// go back to the game
|
|
//
|
|
temp = bufferofs;
|
|
for (i=0;i<3;i++)
|
|
{
|
|
bufferofs = screenloc[i];
|
|
DrawPlayBorder ();
|
|
}
|
|
bufferofs = temp;
|
|
|
|
fizzlein = true;
|
|
switch (ob->obclass)
|
|
{
|
|
#ifndef SPEAR
|
|
case schabbobj:
|
|
NewState (ob,&s_schabbdeathcam);
|
|
break;
|
|
case realhitlerobj:
|
|
NewState (ob,&s_hitlerdeathcam);
|
|
break;
|
|
case giftobj:
|
|
NewState (ob,&s_giftdeathcam);
|
|
break;
|
|
case fatobj:
|
|
NewState (ob,&s_fatdeathcam);
|
|
break;
|
|
#endif
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|