ref: 5288bbb7556c87e95b0813bf5769eec6b3caf9bc
dir: /act2.c/
// WL_ACT2.C #include "WL_DEF.H" #pragma hdrstop /* ============================================================================= LOCAL CONSTANTS ============================================================================= */ #define PROJECTILESIZE 0xc000l #define BJRUNSPEED 2048 #define BJJUMPSPEED 680 /* ============================================================================= GLOBAL VARIABLES ============================================================================= */ /* ============================================================================= LOCAL VARIABLES ============================================================================= */ dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east, southwest,south,southeast}; s16int starthitpoints[4][NUMENEMIES] = // // BABY MODE // { {25, // guards 50, // officer 100, // SS 1, // dogs 850, // Hans 850, // Schabbs 200, // fake hitler 800, // mecha hitler 45, // mutants 25, // ghosts 25, // ghosts 25, // ghosts 25, // ghosts 850, // Gretel 850, // Gift 850, // Fat 5, // en_spectre, 1450, // en_angel, 850, // en_trans, 1050, // en_uber, 950, // en_will, 1250 // en_death }, // // DON'T HURT ME MODE // {25, // guards 50, // officer 100, // SS 1, // dogs 950, // Hans 950, // Schabbs 300, // fake hitler 950, // mecha hitler 55, // mutants 25, // ghosts 25, // ghosts 25, // ghosts 25, // ghosts 950, // Gretel 950, // Gift 950, // Fat 10, // en_spectre, 1550, // en_angel, 950, // en_trans, 1150, // en_uber, 1050, // en_will, 1350 // en_death }, // // BRING 'EM ON MODE // {25, // guards 50, // officer 100, // SS 1, // dogs 1050, // Hans 1550, // Schabbs 400, // fake hitler 1050, // mecha hitler 55, // mutants 25, // ghosts 25, // ghosts 25, // ghosts 25, // ghosts 1050, // Gretel 1050, // Gift 1050, // Fat 15, // en_spectre, 1650, // en_angel, 1050, // en_trans, 1250, // en_uber, 1150, // en_will, 1450 // en_death }, // // DEATH INCARNATE MODE // {25, // guards 50, // officer 100, // SS 1, // dogs 1200, // Hans 2400, // Schabbs 500, // fake hitler 1200, // mecha hitler 65, // mutants 25, // ghosts 25, // ghosts 25, // ghosts 25, // ghosts 1200, // Gretel 1200, // Gift 1200, // Fat 25, // en_spectre, 2000, // en_angel, 1200, // en_trans, 1400, // en_uber, 1300, // en_will, 1600 // en_death }} ; void A_StartDeathCam (objtype *ob); void T_Path (objtype *ob); void T_Shoot (objtype *ob); void T_Bite (objtype *ob); void T_DogChase (objtype *ob); void T_Chase (objtype *ob); void T_Projectile (objtype *ob); void T_Stand (objtype *ob); void A_DeathScream (objtype *ob); extern statetype s_rocket; extern statetype s_smoke1; extern statetype s_smoke2; extern statetype s_smoke3; extern statetype s_smoke4; extern statetype s_boom2; extern statetype s_boom3; void A_Smoke (objtype *ob); statetype s_rocket = {true,SPR_ROCKET_1,3,T_Projectile,A_Smoke,&s_rocket}; statetype s_smoke1 = {false,SPR_SMOKE_1,3,NULL,NULL,&s_smoke2}; statetype s_smoke2 = {false,SPR_SMOKE_2,3,NULL,NULL,&s_smoke3}; statetype s_smoke3 = {false,SPR_SMOKE_3,3,NULL,NULL,&s_smoke4}; statetype s_smoke4 = {false,SPR_SMOKE_4,3,NULL,NULL,NULL}; statetype s_boom1 = {false,SPR_BOOM_1,6,NULL,NULL,&s_boom2}; statetype s_boom2 = {false,SPR_BOOM_2,6,NULL,NULL,&s_boom3}; statetype s_boom3 = {false,SPR_BOOM_3,6,NULL,NULL,NULL}; #ifdef SPEAR extern statetype s_hrocket; extern statetype s_hsmoke1; extern statetype s_hsmoke2; extern statetype s_hsmoke3; extern statetype s_hsmoke4; extern statetype s_hboom2; extern statetype s_hboom3; void A_Smoke (objtype *ob); statetype s_hrocket = {true,SPR_HROCKET_1,3,T_Projectile,A_Smoke,&s_hrocket}; statetype s_hsmoke1 = {false,SPR_HSMOKE_1,3,NULL,NULL,&s_hsmoke2}; statetype s_hsmoke2 = {false,SPR_HSMOKE_2,3,NULL,NULL,&s_hsmoke3}; statetype s_hsmoke3 = {false,SPR_HSMOKE_3,3,NULL,NULL,&s_hsmoke4}; statetype s_hsmoke4 = {false,SPR_HSMOKE_4,3,NULL,NULL,NULL}; statetype s_hboom1 = {false,SPR_HBOOM_1,6,NULL,NULL,&s_hboom2}; statetype s_hboom2 = {false,SPR_HBOOM_2,6,NULL,NULL,&s_hboom3}; statetype s_hboom3 = {false,SPR_HBOOM_3,6,NULL,NULL,NULL}; #endif void T_Schabb (objtype *ob); void T_SchabbThrow (objtype *ob); void T_Fake (objtype *ob); void T_FakeFire (objtype *ob); void T_Ghosts (objtype *ob); void A_Slurpie (objtype *ob); void A_HitlerMorph (objtype *ob); void A_MechaSound (objtype *ob); /* ================= = = A_Smoke = ================= */ void A_Smoke (objtype *ob) { GetNewActor (); #ifdef SPEAR if (ob->obclass == hrocketobj) new->state = &s_hsmoke1; else #endif new->state = &s_smoke1; new->ticcount = 6; new->tilex = ob->tilex; new->tiley = ob->tiley; new->x = ob->x; new->y = ob->y; new->obclass = inertobj; new->active = true; new->flags = FL_NEVERMARK; } /* =================== = = ProjectileTryMove = = returns true if move ok =================== */ #define PROJSIZE 0x2000 int ProjectileTryMove (objtype *ob) { s16int xl,yl,xh,yh,x,y; objtype *check; s32int deltax,deltay; xl = (ob->x-PROJSIZE) >>TILESHIFT; yl = (ob->y-PROJSIZE) >>TILESHIFT; xh = (ob->x+PROJSIZE) >>TILESHIFT; yh = (ob->y+PROJSIZE) >>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; } /* ================= = = T_Projectile = ================= */ void T_Projectile (objtype *ob) { s32int deltax,deltay; s16int damage; s32int speed; speed = (s32int)ob->speed*tics; deltax = FixedByFrac(speed,costable[ob->angle]); deltay = -FixedByFrac(speed,sintable[ob->angle]); if (deltax>0x10000l) deltax = 0x10000l; if (deltay>0x10000l) deltay = 0x10000l; ob->x += deltax; ob->y += deltay; deltax = LABS(ob->x - player->x); deltay = LABS(ob->y - player->y); if (!ProjectileTryMove (ob)) { if (ob->obclass == rocketobj) { PlaySoundLocActor(Smissilehit,ob); ob->state = &s_boom1; } #ifdef SPEAR else if (ob->obclass == hrocketobj) { PlaySoundLocActor(Srockethit,ob); ob->state = &s_hboom1; } #endif else ob->state = NULL; // mark for removal return; } if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE) { // hit the player switch (ob->obclass) { case needleobj: damage = (US_RndT() >>3) + 20; break; case rocketobj: case hrocketobj: case sparkobj: damage = (US_RndT() >>3) + 30; break; case fireobj: damage = (US_RndT() >>3); break; } TakeDamage (damage,ob); ob->state = NULL; // mark for removal return; } ob->tilex = ob->x >> TILESHIFT; ob->tiley = ob->y >> TILESHIFT; } /* ============================================================================= GUARD ============================================================================= */ // // guards // extern statetype s_grdstand; extern statetype s_grdpath1; extern statetype s_grdpath1s; extern statetype s_grdpath2; extern statetype s_grdpath3; extern statetype s_grdpath3s; extern statetype s_grdpath4; extern statetype s_grdpain; extern statetype s_grdpain1; extern statetype s_grdgiveup; extern statetype s_grdshoot1; extern statetype s_grdshoot2; extern statetype s_grdshoot3; extern statetype s_grdshoot4; extern statetype s_grdchase1; extern statetype s_grdchase1s; extern statetype s_grdchase2; extern statetype s_grdchase3; extern statetype s_grdchase3s; extern statetype s_grdchase4; extern statetype s_grddie1; extern statetype s_grddie1d; extern statetype s_grddie2; extern statetype s_grddie3; extern statetype s_grddie4; statetype s_grdstand = {true,SPR_GRD_S_1,0,T_Stand,NULL,&s_grdstand}; statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,T_Path,NULL,&s_grdpath1s}; statetype s_grdpath1s = {true,SPR_GRD_W1_1,5,NULL,NULL,&s_grdpath2}; statetype s_grdpath2 = {true,SPR_GRD_W2_1,15,T_Path,NULL,&s_grdpath3}; statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,T_Path,NULL,&s_grdpath3s}; statetype s_grdpath3s = {true,SPR_GRD_W3_1,5,NULL,NULL,&s_grdpath4}; statetype s_grdpath4 = {true,SPR_GRD_W4_1,15,T_Path,NULL,&s_grdpath1}; statetype s_grdpain = {2,SPR_GRD_PAIN_1,10,NULL,NULL,&s_grdchase1}; statetype s_grdpain1 = {2,SPR_GRD_PAIN_2,10,NULL,NULL,&s_grdchase1}; statetype s_grdshoot1 = {false,SPR_GRD_SHOOT1,20,NULL,NULL,&s_grdshoot2}; statetype s_grdshoot2 = {false,SPR_GRD_SHOOT2,20,NULL,T_Shoot,&s_grdshoot3}; statetype s_grdshoot3 = {false,SPR_GRD_SHOOT3,20,NULL,NULL,&s_grdchase1}; statetype s_grdchase1 = {true,SPR_GRD_W1_1,10,T_Chase,NULL,&s_grdchase1s}; statetype s_grdchase1s = {true,SPR_GRD_W1_1,3,NULL,NULL,&s_grdchase2}; statetype s_grdchase2 = {true,SPR_GRD_W2_1,8,T_Chase,NULL,&s_grdchase3}; statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,T_Chase,NULL,&s_grdchase3s}; statetype s_grdchase3s = {true,SPR_GRD_W3_1,3,NULL,NULL,&s_grdchase4}; statetype s_grdchase4 = {true,SPR_GRD_W4_1,8,T_Chase,NULL,&s_grdchase1}; statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,A_DeathScream,&s_grddie2}; statetype s_grddie2 = {false,SPR_GRD_DIE_2,15,NULL,NULL,&s_grddie3}; statetype s_grddie3 = {false,SPR_GRD_DIE_3,15,NULL,NULL,&s_grddie4}; statetype s_grddie4 = {false,SPR_GRD_DEAD,0,NULL,NULL,&s_grddie4}; #ifndef SPEAR // // ghosts // extern statetype s_blinkychase1; extern statetype s_blinkychase2; extern statetype s_inkychase1; extern statetype s_inkychase2; extern statetype s_pinkychase1; extern statetype s_pinkychase2; extern statetype s_clydechase1; extern statetype s_clydechase2; statetype s_blinkychase1 = {false,SPR_BLINKY_W1,10,T_Ghosts,NULL,&s_blinkychase2}; statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,T_Ghosts,NULL,&s_blinkychase1}; statetype s_inkychase1 = {false,SPR_INKY_W1,10,T_Ghosts,NULL,&s_inkychase2}; statetype s_inkychase2 = {false,SPR_INKY_W2,10,T_Ghosts,NULL,&s_inkychase1}; statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,T_Ghosts,NULL,&s_pinkychase2}; statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,T_Ghosts,NULL,&s_pinkychase1}; statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,T_Ghosts,NULL,&s_clydechase2}; statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,T_Ghosts,NULL,&s_clydechase1}; #endif // // dogs // extern statetype s_dogpath1; extern statetype s_dogpath1s; extern statetype s_dogpath2; extern statetype s_dogpath3; extern statetype s_dogpath3s; extern statetype s_dogpath4; extern statetype s_dogjump1; extern statetype s_dogjump2; extern statetype s_dogjump3; extern statetype s_dogjump4; extern statetype s_dogjump5; extern statetype s_dogchase1; extern statetype s_dogchase1s; extern statetype s_dogchase2; extern statetype s_dogchase3; extern statetype s_dogchase3s; extern statetype s_dogchase4; extern statetype s_dogdie1; extern statetype s_dogdie1d; extern statetype s_dogdie2; extern statetype s_dogdie3; extern statetype s_dogdead; statetype s_dogpath1 = {true,SPR_DOG_W1_1,20,T_Path,NULL,&s_dogpath1s}; statetype s_dogpath1s = {true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2}; statetype s_dogpath2 = {true,SPR_DOG_W2_1,15,T_Path,NULL,&s_dogpath3}; statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,T_Path,NULL,&s_dogpath3s}; statetype s_dogpath3s = {true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4}; statetype s_dogpath4 = {true,SPR_DOG_W4_1,15,T_Path,NULL,&s_dogpath1}; 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, s16int tilex, s16int tiley, s16int dir) { u16int 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 (s16int tilex, s16int tiley) { SpawnNewObj (tilex,tiley,&s_grddie4); new->obclass = inertobj; } #ifndef SPEAR /* =============== = = SpawnBoss = =============== */ void SpawnBoss (s16int tilex, s16int tiley) { u16int 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 (s16int tilex, s16int tiley) { u16int 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, s16int tilex, s16int tiley, s16int 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(Sscream6,ob); return; } } #endif switch (ob->obclass) { case mutantobj: PlaySoundLocActor(Smutdeath,ob); break; case guardobj: { s16int sounds[9]={ Sscream1, Sscream2, Sscream3, Sscream4, Sscream5, Sscream7, Sscream8, Sscream9 }; #ifndef UPLOAD PlaySoundLocActor(sounds[US_RndT()%8],ob); #else PlaySoundLocActor(sounds[US_RndT()%2],ob); #endif } break; case officerobj: PlaySoundLocActor(Soffcdeath,ob); break; case ssobj: PlaySoundLocActor(Sssdeath,ob); // JAB break; case dogobj: PlaySoundLocActor(Sdogdeath,ob); // JAB break; #ifndef SPEAR case bossobj: SD_PlaySound(Shansdeath); // JAB break; case schabbobj: SD_PlaySound(Sschbdeath); break; case fakeobj: SD_PlaySound(Shilter); break; case mechahitlerobj: SD_PlaySound(Smechadeath); break; case realhitlerobj: SD_PlaySound(Seva); break; case gretelobj: SD_PlaySound(Sgreteldeath); break; case giftobj: SD_PlaySound(Sottodeath); break; case fatobj: SD_PlaySound(Sfettdeath); break; #else case spectreobj: SD_PlaySound(Sghostdeath); break; case angelobj: SD_PlaySound(Sangeldeath); break; case transobj: SD_PlaySound(Stransdeath); break; case uberobj: SD_PlaySound(Suberdeath); break; case willobj: SD_PlaySound(Swilhdeath); break; case deathobj: SD_PlaySound(Sknightdeath); 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 (s16int tilex, s16int tiley) { u16int 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 (s16int tilex, s16int tiley) { u16int 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) { s16int 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 (s16int tilex, s16int tiley) { u16int 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) { s32int move; s16int dx,dy,dist; int 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 = ((s32int)ob->tilex<<TILESHIFT)+TILEGLOBAL/2; ob->y = ((s32int)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 (s16int tilex, s16int tiley) { u16int 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) { s32int deltax,deltay; float angle; s16int 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 (Sknightmissile,new); break; case angelobj: new->state = &s_spark1; new->obclass = sparkobj; PlaySoundLocActor (Sangelfire,new); break; default: PlaySoundLocActor (Sthrow,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(Sslurp); } #pragma argsused void A_Breathing (objtype *ob) { SD_PlaySound(Sangeltired); } /* =============== = = SpawnAngel = =============== */ void SpawnAngel (s16int tilex, s16int tiley) { u16int 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 (s16int tilex, s16int tiley) { u16int 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) { s32int deltax,deltay; s16int xl,xh,yl,yh; s16int x,y; u16int 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 (s16int which, s16int tilex, s16int tiley) { u16int 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 (s16int tilex, s16int tiley) { u16int 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 (s16int tilex, s16int tiley) { u16int 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 (s16int tilex, s16int tiley) { u16int 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) { s32int deltax,deltay; float angle; s16int 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 (Sthrow,new); } /* ================= = = T_GiftThrow = ================= */ void T_GiftThrow (objtype *ob) { s32int deltax,deltay; float angle; s16int 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 (Smissile,new); } /* ================= = = T_Schabb = ================= */ void T_Schabb (objtype *ob) { s32int move; s16int dx,dy,dist; int 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 = ((s32int)ob->tilex<<TILESHIFT)+TILEGLOBAL/2; ob->y = ((s32int)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) { s32int move; s16int dx,dy,dist; int 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 = ((s32int)ob->tilex<<TILESHIFT)+TILEGLOBAL/2; ob->y = ((s32int)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) { s32int move; s16int dx,dy,dist; int 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 = ((s32int)ob->tilex<<TILESHIFT)+TILEGLOBAL/2; ob->y = ((s32int)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 (s16int tilex, s16int tiley) { u16int 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 (s16int tilex, s16int tiley) { u16int 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) { u16int 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 (Smechwalk,ob); } #pragma argsused void A_Slurpie (objtype *ob) { SD_PlaySound(Sslurp); } /* ================= = = T_FakeFire = ================= */ void T_FakeFire (objtype *ob) { s32int deltax,deltay; float angle; s16int 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 (Sflame,new); } /* ================= = = T_Fake = ================= */ void T_Fake (objtype *ob) { s32int move; s16int dx,dy,dist; int 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 = ((s32int)ob->tilex<<TILESHIFT)+TILEGLOBAL/2; ob->y = ((s32int)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) { s32int move; s16int dx,dy,dist,chance; int 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 = ((s32int)ob->tilex<<TILESHIFT)+TILEGLOBAL/2; ob->y = ((s32int)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) { s32int 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 = ((s32int)ob->tilex<<TILESHIFT)+TILEGLOBAL/2; ob->y = ((s32int)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) { s32int move; s16int dist,chance; s32int 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 = ((s32int)ob->tilex<<TILESHIFT)+TILEGLOBAL/2; ob->y = ((s32int)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) { u16int 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) { s32int move; s32int 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 = ((s32int)ob->tilex<<TILESHIFT)+TILEGLOBAL/2; ob->y = ((s32int)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) { s16int dx,dy,dist; s16int 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(Sssfire,ob); break; #ifndef SPEAR case giftobj: case fatobj: PlaySoundLocActor(Smissile,ob); break; case mechahitlerobj: case realhitlerobj: case bossobj: PlaySoundLocActor(Shansfire,ob); break; case schabbobj: PlaySoundLocActor(Sthrow,ob); break; case fakeobj: PlaySoundLocActor(Sflame,ob); break; #endif default: PlaySoundLocActor(Sgdfire,ob); } } /* =============== = = T_Bite = =============== */ void T_Bite (objtype *ob) { s32int dx,dy; s16int hitchance,damage; PlaySoundLocActor(Sdogfire,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) { u16int 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) { s32int move; move = BJRUNSPEED*tics; while (move) { if (move < ob->distance) { MoveObj (ob,move); break; } ob->x = ((s32int)ob->tilex<<TILESHIFT)+TILEGLOBAL/2; ob->y = ((s32int)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) { s32int move; move = BJJUMPSPEED*tics; MoveObj (ob,move); } /* =============== = = T_BJYell = =============== */ void T_BJYell (objtype *ob) { PlaySoundLocActor(Syeah,ob); // JAB } /* =============== = = T_BJDone = =============== */ #pragma argsused void T_BJDone (objtype *ob) { playstate = ex_victorious; // exit castle tile } //=========================================================================== /* =============== = = CheckPosition = =============== */ int CheckPosition (objtype *ob) { s16int 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) { s32int dx,dy; float fangle; s32int xmove,ymove; s32int dist; s16int 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 (); Write(0,7,"Let's see that again!"); 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 u16int 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