rockbox/apps/plugins/sdl/progs/wolf3d/wl_act2.c
Franklin Wei 3f59fc8b77 Wolfenstein 3-D!
This is a port of Wolf4SDL, which is derived from the original id
software source release. The port runs on top of the SDL plugin
runtime and is loaded as an overlay.

Licensing of the game code is not an issue, as discussed below
(essentially, the Debian project treats Wolf4SDL as GPLv2, with an
email from John Carmack backing it up):

  http://forums.rockbox.org/index.php?topic=52872

Included is a copy of MAME's Yamaha OPL sound chip emulator
(fmopl_gpl.c).  This file was not part of the original Wolf4SDL source
(which includes a non-GPL'd version), but was rather rebased from from
a later MAME source which had been relicensed to GPLv2.

Change-Id: I64c2ba035e0be7e2f49252f40640641416613439
2019-07-09 11:20:55 -04:00

3899 lines
107 KiB
C

// WL_ACT2.C
#include <stdio.h>
#include <math.h>
#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};
short 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,(statefunc)T_Projectile,(statefunc)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,(statefunc)T_Projectile,(statefunc)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)
newobj->state = &s_hsmoke1;
else
#endif
newobj->state = &s_smoke1;
newobj->ticcount = 6;
newobj->tilex = ob->tilex;
newobj->tiley = ob->tiley;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->obclass = inertobj;
newobj->active = ac_yes;
newobj->flags = FL_NEVERMARK;
}
/*
===================
=
= ProjectileTryMove
=
= returns true if move ok
===================
*/
#define PROJSIZE 0x2000
boolean ProjectileTryMove (objtype *ob)
{
int xl,yl,xh,yh,x,y;
objtype *check;
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 && !ISPOINTER(check))
return false;
}
return true;
}
/*
=================
=
= T_Projectile
=
=================
*/
void T_Projectile (objtype *ob)
{
int32_t deltax,deltay;
int damage;
int32_t speed;
speed = (int32_t)ob->speed*tics;
deltax = FixedMul(speed,costable[ob->angle]);
deltay = -FixedMul(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))
{
#ifndef APOGEE_1_0 // actually the whole method is never reached in shareware 1.0
if (ob->obclass == rocketobj)
{
PlaySoundLocActor(MISSILEHITSND,ob);
ob->state = &s_boom1;
}
#ifdef SPEAR
else if (ob->obclass == hrocketobj)
{
PlaySoundLocActor(MISSILEHITSND,ob);
ob->state = &s_hboom1;
}
#endif
else
#endif
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 = (short)(ob->x >> TILESHIFT);
ob->tiley = (short)(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,(statefunc)T_Stand,NULL,&s_grdstand};
statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,(statefunc)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,(statefunc)T_Path,NULL,&s_grdpath3};
statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_Chase,NULL,&s_grdchase3};
statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_grdchase1};
statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,(statefunc)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,(statefunc)T_Ghosts,NULL,&s_blinkychase2};
statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,(statefunc)T_Ghosts,NULL,&s_blinkychase1};
statetype s_inkychase1 = {false,SPR_INKY_W1,10,(statefunc)T_Ghosts,NULL,&s_inkychase2};
statetype s_inkychase2 = {false,SPR_INKY_W2,10,(statefunc)T_Ghosts,NULL,&s_inkychase1};
statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,(statefunc)T_Ghosts,NULL,&s_pinkychase2};
statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,(statefunc)T_Ghosts,NULL,&s_pinkychase1};
statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,(statefunc)T_Ghosts,NULL,&s_clydechase2};
statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,(statefunc)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,(statefunc)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,(statefunc)T_Path,NULL,&s_dogpath3};
statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_DogChase,NULL,&s_dogchase3};
statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,(statefunc)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,(statefunc)T_DogChase,NULL,&s_dogchase1};
statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,(statefunc)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,(statefunc)T_Stand,NULL,&s_ofcstand};
statetype s_ofcpath1 = {true,SPR_OFC_W1_1,20,(statefunc)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,(statefunc)T_Path,NULL,&s_ofcpath3};
statetype s_ofcpath3 = {true,SPR_OFC_W3_1,20,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_Chase,NULL,&s_ofcchase3};
statetype s_ofcchase3 = {true,SPR_OFC_W3_1,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_ofcchase1};
statetype s_ofcdie1 = {false,SPR_OFC_DIE_1,11,NULL,(statefunc)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,(statefunc)T_Stand,NULL,&s_mutstand};
statetype s_mutpath1 = {true,SPR_MUT_W1_1,20,(statefunc)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,(statefunc)T_Path,NULL,&s_mutpath3};
statetype s_mutpath3 = {true,SPR_MUT_W3_1,20,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_Chase,NULL,&s_mutchase3};
statetype s_mutchase3 = {true,SPR_MUT_W3_1,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_mutchase1};
statetype s_mutdie1 = {false,SPR_MUT_DIE_1,7,NULL,(statefunc)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,(statefunc)T_Stand,NULL,&s_ssstand};
statetype s_sspath1 = {true,SPR_SS_W1_1,20,(statefunc)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,(statefunc)T_Path,NULL,&s_sspath3};
statetype s_sspath3 = {true,SPR_SS_W3_1,20,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_Chase,NULL,&s_sschase3};
statetype s_sschase3 = {true,SPR_SS_W3_1,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_sschase1};
statetype s_ssdie1 = {false,SPR_SS_DIE_1,15,NULL,(statefunc)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,(statefunc)T_Stand,NULL,&s_bossstand};
statetype s_bosschase1 = {false,SPR_BOSS_W1,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_bosschase3};
statetype s_bosschase3 = {false,SPR_BOSS_W3,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_bosschase1};
statetype s_bossdie1 = {false,SPR_BOSS_DIE1,15,NULL,(statefunc)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,(statefunc)T_Shoot,&s_bossshoot3};
statetype s_bossshoot3 = {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_bossshoot4};
statetype s_bossshoot4 = {false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_bossshoot5};
statetype s_bossshoot5 = {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_bossshoot6};
statetype s_bossshoot6 = {false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_bossshoot7};
statetype s_bossshoot7 = {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)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,(statefunc)T_Stand,NULL,&s_gretelstand};
statetype s_gretelchase1 = {false,SPR_GRETEL_W1,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_gretelchase3};
statetype s_gretelchase3 = {false,SPR_GRETEL_W3,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_gretelchase1};
statetype s_greteldie1 = {false,SPR_GRETEL_DIE1,15,NULL,(statefunc)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,(statefunc)T_Shoot,&s_gretelshoot3};
statetype s_gretelshoot3 = {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_gretelshoot4};
statetype s_gretelshoot4 = {false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_gretelshoot5};
statetype s_gretelshoot5 = {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_gretelshoot6};
statetype s_gretelshoot6 = {false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_gretelshoot7};
statetype s_gretelshoot7 = {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)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)
{
word *map;
word tile;
switch (which)
{
case en_guard:
SpawnNewObj (tilex,tiley,&s_grdstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_officer:
SpawnNewObj (tilex,tiley,&s_ofcstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_mutant:
SpawnNewObj (tilex,tiley,&s_mutstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_ss:
SpawnNewObj (tilex,tiley,&s_ssstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
}
map = mapsegs[0]+(tiley<<mapshift)+tilex;
tile = *map;
if (tile == 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;
newobj->areanumber = tile-AREATILE;
newobj->flags |= FL_AMBUSH;
}
newobj->obclass = (classtype)(guardobj + which);
newobj->hitpoints = starthitpoints[gamestate.difficulty][which];
newobj->dir = (dirtype)(dir * 2);
newobj->flags |= FL_SHOOTABLE;
}
/*
===============
=
= SpawnDeadGuard
=
===============
*/
void SpawnDeadGuard (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_grddie4);
DEMOIF_SDL
{
newobj->flags |= FL_NONMARK; // walk through moving enemy fix
}
newobj->obclass = inertobj;
}
#ifndef SPEAR
/*
===============
=
= SpawnBoss
=
===============
*/
void SpawnBoss (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_bossstand);
newobj->speed = SPDPATROL;
newobj->obclass = bossobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= SpawnGretel
=
===============
*/
void SpawnGretel (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_gretelstand);
newobj->speed = SPDPATROL;
newobj->obclass = gretelobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
newobj->dir = nodir;
newobj->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);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_officer:
SpawnNewObj (tilex,tiley,&s_ofcpath1);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_ss:
SpawnNewObj (tilex,tiley,&s_sspath1);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_mutant:
SpawnNewObj (tilex,tiley,&s_mutpath1);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_dog:
SpawnNewObj (tilex,tiley,&s_dogpath1);
newobj->speed = SPDDOG;
if (!loadedgame)
gamestate.killtotal++;
break;
}
newobj->obclass = (classtype)(guardobj+which);
newobj->dir = (dirtype)(dir*2);
newobj->hitpoints = starthitpoints[gamestate.difficulty][which];
newobj->distance = TILEGLOBAL;
newobj->flags |= FL_SHOOTABLE;
newobj->active = ac_yes;
actorat[newobj->tilex][newobj->tiley] = NULL; // don't use original spot
switch (dir)
{
case 0:
newobj->tilex++;
break;
case 1:
newobj->tiley--;
break;
case 2:
newobj->tilex--;
break;
case 3:
newobj->tiley++;
break;
}
actorat[newobj->tilex][newobj->tiley] = newobj;
}
/*
==================
=
= 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,
#ifndef APOGEE_1_0
DEATHSCREAM4SND,
DEATHSCREAM5SND,
DEATHSCREAM7SND,
DEATHSCREAM8SND,
DEATHSCREAM9SND
#endif
};
#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;
#ifndef APOGEE_1_0
case gretelobj:
SD_PlaySound(MEINSND);
break;
case giftobj:
SD_PlaySound(DONNERSND);
break;
case fatobj:
SD_PlaySound(ROSESND);
break;
#endif
#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,(statefunc)T_Stand,NULL,&s_transstand};
statetype s_transchase1 = {false,SPR_TRANS_W1,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_transchase3};
statetype s_transchase3 = {false,SPR_TRANS_W3,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_transchase1};
statetype s_transdie0 = {false,SPR_TRANS_W1,1,NULL,(statefunc)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,(statefunc)T_Shoot,&s_transshoot3};
statetype s_transshoot3 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot4};
statetype s_transshoot4 = {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_transshoot5};
statetype s_transshoot5 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot6};
statetype s_transshoot6 = {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_transshoot7};
statetype s_transshoot7 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot8};
statetype s_transshoot8 = {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1};
/*
===============
=
= SpawnTrans
=
===============
*/
void SpawnTrans (int tilex, int tiley)
{
// word *map;
// word tile;
if (SoundBlasterPresent && DigiMode != sds_Off)
s_transdie01.tictime = 105;
SpawnNewObj (tilex,tiley,&s_transstand);
newobj->obclass = transobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
newobj->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,(statefunc)T_Stand,NULL,&s_uberstand};
statetype s_uberchase1 = {false,SPR_UBER_W1,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_uberchase3};
statetype s_uberchase3 = {false,SPR_UBER_W3,10,(statefunc)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,(statefunc)T_Chase,NULL,&s_uberchase1};
statetype s_uberdie0 = {false,SPR_UBER_W1,1,NULL,(statefunc)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,(statefunc)T_UShoot,&s_ubershoot3};
statetype s_ubershoot3 = {false,SPR_UBER_SHOOT3,12,NULL,(statefunc)T_UShoot,&s_ubershoot4};
statetype s_ubershoot4 = {false,SPR_UBER_SHOOT4,12,NULL,(statefunc)T_UShoot,&s_ubershoot5};
statetype s_ubershoot5 = {false,SPR_UBER_SHOOT3,12,NULL,(statefunc)T_UShoot,&s_ubershoot6};
statetype s_ubershoot6 = {false,SPR_UBER_SHOOT2,12,NULL,(statefunc)T_UShoot,&s_ubershoot7};
statetype s_ubershoot7 = {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1};
/*
===============
=
= SpawnUber
=
===============
*/
void SpawnUber (int tilex, int tiley)
{
if (SoundBlasterPresent && DigiMode != sds_Off)
s_uberdie01.tictime = 70;
SpawnNewObj (tilex,tiley,&s_uberstand);
newobj->obclass = uberobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
newobj->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,(statefunc)T_Stand,NULL,&s_willstand};
statetype s_willchase1 = {false,SPR_WILL_W1,10,(statefunc)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,(statefunc)T_Will,NULL,&s_willchase3};
statetype s_willchase3 = {false,SPR_WILL_W3,10,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_Launch,&s_willshoot3};
statetype s_willshoot3 = {false,SPR_WILL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_willshoot4};
statetype s_willshoot4 = {false,SPR_WILL_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_willshoot5};
statetype s_willshoot5 = {false,SPR_WILL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_willshoot6};
statetype s_willshoot6 = {false,SPR_WILL_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_willchase1};
/*
===============
=
= SpawnWill
=
===============
*/
void SpawnWill (int tilex, int tiley)
{
if (SoundBlasterPresent && DigiMode != sds_Off)
s_willdie2.tictime = 70;
SpawnNewObj (tilex,tiley,&s_willstand);
newobj->obclass = willobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_will];
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
================
=
= T_Will
=
================
*/
void T_Will (objtype *ob)
{
int32_t 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?
{
ob->hidden = false;
if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
{
//
// 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;
}
else
ob->hidden = 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 open
TryWalk(ob);
}
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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)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,(statefunc)T_Stand,NULL,&s_deathstand};
statetype s_deathchase1 = {false,SPR_DEATH_W1,10,(statefunc)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,(statefunc)T_Will,NULL,&s_deathchase3};
statetype s_deathchase3 = {false,SPR_DEATH_W3,10,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_Launch,&s_deathshoot3};
statetype s_deathshoot3 = {false,SPR_DEATH_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_deathshoot4};
statetype s_deathshoot4 = {false,SPR_DEATH_SHOOT3,10,NULL,(statefunc)T_Launch,&s_deathshoot5};
statetype s_deathshoot5 = {false,SPR_DEATH_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_deathchase1};
/*
===============
=
= SpawnDeath
=
===============
*/
void SpawnDeath (int tilex, int tiley)
{
if (SoundBlasterPresent && DigiMode != sds_Off)
s_deathdie2.tictime = 105;
SpawnNewObj (tilex,tiley,&s_deathstand);
newobj->obclass = deathobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_death];
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= T_Launch
=
===============
*/
void T_Launch (objtype *ob)
{
int32_t deltax,deltay;
float angle;
int iangle;
deltax = player->x - ob->x;
deltay = ob->y - player->y;
angle = (float) atan2 ((float) deltay, (float) deltax);
if (angle<0)
angle = (float) (M_PI*2+angle);
iangle = (int) (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 ();
newobj->state = &s_rocket;
newobj->ticcount = 1;
newobj->tilex = ob->tilex;
newobj->tiley = ob->tiley;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->obclass = rocketobj;
switch(ob->obclass)
{
case deathobj:
newobj->state = &s_hrocket;
newobj->obclass = hrocketobj;
PlaySoundLocActor (KNIGHTMISSILESND,newobj);
break;
case angelobj:
newobj->state = &s_spark1;
newobj->obclass = sparkobj;
PlaySoundLocActor (ANGELFIRESND,newobj);
break;
default:
PlaySoundLocActor (MISSILEFIRESND,newobj);
}
newobj->dir = nodir;
newobj->angle = iangle;
newobj->speed = 0x2000l;
newobj->flags = FL_NEVERMARK;
newobj->active = ac_yes;
}
//
// 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,(statefunc)T_Stand,NULL,&s_angelstand};
statetype s_angelchase1 = {false,SPR_ANGEL_W1,10,(statefunc)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,(statefunc)T_Will,NULL,&s_angelchase3};
statetype s_angelchase3 = {false,SPR_ANGEL_W3,10,(statefunc)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,(statefunc)T_Will,NULL,&s_angelchase1};
statetype s_angeldie1 = {false,SPR_ANGEL_W1,1,NULL,(statefunc)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,(statefunc)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,(statefunc)A_Victory,&s_angeldie9};
statetype s_angelshoot1 = {false,SPR_ANGEL_SHOOT1,10,NULL,(statefunc)A_StartAttack,&s_angelshoot2};
statetype s_angelshoot2 = {false,SPR_ANGEL_SHOOT2,20,NULL,(statefunc)T_Launch,&s_angelshoot3};
statetype s_angelshoot3 = {false,SPR_ANGEL_SHOOT1,10,NULL,(statefunc)A_Relaunch,&s_angelshoot2};
statetype s_angeltired = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)A_Breathing,&s_angelchase1};
statetype s_spark1 = {false,SPR_SPARK1,6,(statefunc)T_Projectile,NULL,&s_spark2};
statetype s_spark2 = {false,SPR_SPARK2,6,(statefunc)T_Projectile,NULL,&s_spark3};
statetype s_spark3 = {false,SPR_SPARK3,6,(statefunc)T_Projectile,NULL,&s_spark4};
statetype s_spark4 = {false,SPR_SPARK4,6,(statefunc)T_Projectile,NULL,&s_spark1};
void A_Slurpie (objtype *)
{
SD_PlaySound(SLURPIESND);
}
void A_Breathing (objtype *)
{
SD_PlaySound(ANGELTIREDSND);
}
/*
===============
=
= SpawnAngel
=
===============
*/
void SpawnAngel (int tilex, int tiley)
{
if (SoundBlasterPresent && DigiMode != sds_Off)
s_angeldie11.tictime = 105;
SpawnNewObj (tilex,tiley,&s_angelstand);
newobj->obclass = angelobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
=================
=
= A_Victory
=
=================
*/
void A_Victory (objtype *)
{
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,(statefunc)T_Stand,NULL,&s_spectrewait2};
statetype s_spectrewait2 = {false,SPR_SPECTRE_W2,10,(statefunc)T_Stand,NULL,&s_spectrewait3};
statetype s_spectrewait3 = {false,SPR_SPECTRE_W3,10,(statefunc)T_Stand,NULL,&s_spectrewait4};
statetype s_spectrewait4 = {false,SPR_SPECTRE_W4,10,(statefunc)T_Stand,NULL,&s_spectrewait1};
statetype s_spectrechase1 = {false,SPR_SPECTRE_W1,10,(statefunc)T_Ghosts,NULL,&s_spectrechase2};
statetype s_spectrechase2 = {false,SPR_SPECTRE_W2,10,(statefunc)T_Ghosts,NULL,&s_spectrechase3};
statetype s_spectrechase3 = {false,SPR_SPECTRE_W3,10,(statefunc)T_Ghosts,NULL,&s_spectrechase4};
statetype s_spectrechase4 = {false,SPR_SPECTRE_W4,10,(statefunc)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,(statefunc)A_Dormant,&s_spectrewake};
/*
===============
=
= SpawnSpectre
=
===============
*/
void SpawnSpectre (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_spectrewait1);
newobj->obclass = spectreobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH|FL_BONUS; // |FL_NEVERMARK|FL_NONMARK;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= A_Dormant
=
===============
*/
void A_Dormant (objtype *ob)
{
int32_t deltax,deltay;
int xl,xh,yl,yh;
int x,y;
uintptr_t 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 = (uintptr_t)actorat[x][y];
if (!tile)
continue;
if (!ISPOINTER(tile))
return;
if (((objtype *)tile)->flags&FL_SHOOTABLE)
return;
}
ob->flags |= FL_AMBUSH | FL_SHOOTABLE;
ob->flags &= ~FL_ATTACKMODE;
ob->flags &= ~FL_NONMARK; // stuck bugfix 1
ob->dir = nodir;
NewState (ob,&s_spectrewait1);
}
#endif
/*
=============================================================================
SCHABBS / GIFT / FAT
=============================================================================
*/
#ifndef SPEAR
/*
===============
=
= SpawnGhosts
=
===============
*/
void SpawnGhosts (int which, int tilex, int tiley)
{
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;
}
newobj->obclass = ghostobj;
newobj->speed = SPDDOG;
newobj->dir = east;
newobj->flags |= FL_AMBUSH;
if (!loadedgame)
{
gamestate.killtotal++;
gamestate.killcount++;
}
}
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,(statefunc)T_Stand,NULL,&s_schabbstand};
statetype s_schabbchase1 = {false,SPR_SCHABB_W1,10,(statefunc)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,(statefunc)T_Schabb,NULL,&s_schabbchase3};
statetype s_schabbchase3 = {false,SPR_SCHABB_W3,10,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_SchabbThrow,&s_schabbchase1};
statetype s_needle1 = {false,SPR_HYPO1,6,(statefunc)T_Projectile,NULL,&s_needle2};
statetype s_needle2 = {false,SPR_HYPO2,6,(statefunc)T_Projectile,NULL,&s_needle3};
statetype s_needle3 = {false,SPR_HYPO3,6,(statefunc)T_Projectile,NULL,&s_needle4};
statetype s_needle4 = {false,SPR_HYPO4,6,(statefunc)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,(statefunc)T_Stand,NULL,&s_giftstand};
statetype s_giftchase1 = {false,SPR_GIFT_W1,10,(statefunc)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,(statefunc)T_Gift,NULL,&s_giftchase3};
statetype s_giftchase3 = {false,SPR_GIFT_W3,10,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_Stand,NULL,&s_fatstand};
statetype s_fatchase1 = {false,SPR_FAT_W1,10,(statefunc)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,(statefunc)T_Fat,NULL,&s_fatchase3};
statetype s_fatchase3 = {false,SPR_FAT_W3,10,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_GiftThrow,&s_fatshoot3};
statetype s_fatshoot3 = {false,SPR_FAT_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_fatshoot4};
statetype s_fatshoot4 = {false,SPR_FAT_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_fatshoot5};
statetype s_fatshoot5 = {false,SPR_FAT_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_fatshoot6};
statetype s_fatshoot6 = {false,SPR_FAT_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_fatchase1};
/*
===============
=
= SpawnSchabbs
=
===============
*/
void SpawnSchabbs (int tilex, int tiley)
{
if (DigiMode != sds_Off)
s_schabbdie2.tictime = 140;
else
s_schabbdie2.tictime = 5;
SpawnNewObj (tilex,tiley,&s_schabbstand);
newobj->speed = SPDPATROL;
newobj->obclass = schabbobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= SpawnGift
=
===============
*/
void SpawnGift (int tilex, int tiley)
{
if (DigiMode != sds_Off)
s_giftdie2.tictime = 140;
else
s_giftdie2.tictime = 5;
SpawnNewObj (tilex,tiley,&s_giftstand);
newobj->speed = SPDPATROL;
newobj->obclass = giftobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= SpawnFat
=
===============
*/
void SpawnFat (int tilex, int tiley)
{
if (DigiMode != sds_Off)
s_fatdie2.tictime = 140;
else
s_fatdie2.tictime = 5;
SpawnNewObj (tilex,tiley,&s_fatstand);
newobj->speed = SPDPATROL;
newobj->obclass = fatobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
=================
=
= T_SchabbThrow
=
=================
*/
void T_SchabbThrow (objtype *ob)
{
int32_t deltax,deltay;
float angle;
int iangle;
deltax = player->x - ob->x;
deltay = ob->y - player->y;
angle = (float) atan2((float) deltay, (float) deltax);
if (angle<0)
angle = (float) (M_PI*2+angle);
iangle = (int) (angle/(M_PI*2)*ANGLES);
GetNewActor ();
newobj->state = &s_needle1;
newobj->ticcount = 1;
newobj->tilex = ob->tilex;
newobj->tiley = ob->tiley;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->obclass = needleobj;
newobj->dir = nodir;
newobj->angle = iangle;
newobj->speed = 0x2000l;
newobj->flags = FL_NEVERMARK;
newobj->active = ac_yes;
PlaySoundLocActor (SCHABBSTHROWSND,newobj);
}
/*
=================
=
= T_GiftThrow
=
=================
*/
void T_GiftThrow (objtype *ob)
{
int32_t deltax,deltay;
float angle;
int iangle;
deltax = player->x - ob->x;
deltay = ob->y - player->y;
angle = (float) atan2((float) deltay, (float) deltax);
if (angle<0)
angle = (float) (M_PI*2+angle);
iangle = (int) (angle/(M_PI*2)*ANGLES);
GetNewActor ();
newobj->state = &s_rocket;
newobj->ticcount = 1;
newobj->tilex = ob->tilex;
newobj->tiley = ob->tiley;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->obclass = rocketobj;
newobj->dir = nodir;
newobj->angle = iangle;
newobj->speed = 0x2000l;
newobj->flags = FL_NEVERMARK;
newobj->active = ac_yes;
#ifndef APOGEE_1_0 // T_GiftThrow will never be called in shareware v1.0
PlaySoundLocActor (MISSILEFIRESND,newobj);
#endif
}
/*
=================
=
= T_Schabb
=
=================
*/
void T_Schabb (objtype *ob)
{
int32_t 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?
{
ob->hidden = false;
if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
{
//
// go into attack frame
//
NewState (ob,&s_schabbshoot1);
return;
}
dodge = true;
}
else
ob->hidden = 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 open
TryWalk(ob);
}
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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)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)
{
int32_t 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?
{
ob->hidden = false;
if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
{
//
// go into attack frame
//
NewState (ob,&s_giftshoot1);
return;
}
dodge = true;
}
else
ob->hidden = 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 open
TryWalk(ob);
}
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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)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)
{
int32_t 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?
{
ob->hidden = false;
if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
{
//
// go into attack frame
//
NewState (ob,&s_fatshoot1);
return;
}
dodge = true;
}
else
ob->hidden = 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 open
TryWalk(ob);
}
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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)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,(statefunc)T_Stand,NULL,&s_fakestand};
statetype s_fakechase1 = {false,SPR_FAKE_W1,10,(statefunc)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,(statefunc)T_Fake,NULL,&s_fakechase3};
statetype s_fakechase3 = {false,SPR_FAKE_W3,10,(statefunc)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,(statefunc)T_Fake,NULL,&s_fakechase1};
statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,(statefunc)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,(statefunc)T_FakeFire,&s_fakeshoot2};
statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot3};
statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot4};
statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot5};
statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot6};
statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot7};
statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot8};
statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot9};
statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1};
statetype s_fire1 = {false,SPR_FIRE1,6,NULL,(statefunc)T_Projectile,&s_fire2};
statetype s_fire2 = {false,SPR_FIRE2,6,NULL,(statefunc)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,(statefunc)T_Stand,NULL,&s_mechastand};
statetype s_mechachase1 = {false,SPR_MECHA_W1,10,(statefunc)T_Chase,(statefunc)A_MechaSound,&s_mechachase1s};
statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2};
statetype s_mechachase2 = {false,SPR_MECHA_W2,8,(statefunc)T_Chase,NULL,&s_mechachase3};
statetype s_mechachase3 = {false,SPR_MECHA_W3,10,(statefunc)T_Chase,(statefunc)A_MechaSound,&s_mechachase3s};
statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4};
statetype s_mechachase4 = {false,SPR_MECHA_W4,8,(statefunc)T_Chase,NULL,&s_mechachase1};
statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,(statefunc)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,(statefunc)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,(statefunc)T_Shoot,&s_mechashoot3};
statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_mechashoot4};
statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_mechashoot5};
statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_mechashoot6};
statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_mechachase1};
statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,(statefunc)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,(statefunc)T_Chase,NULL,&s_hitlerchase3};
statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_Shoot,&s_hitlershoot3};
statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_hitlershoot4};
statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_hitlershoot5};
statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_hitlershoot6};
statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_hitlerchase1};
/*
===============
=
= SpawnFakeHitler
=
===============
*/
void SpawnFakeHitler (int tilex, int tiley)
{
if (DigiMode != sds_Off)
s_hitlerdie2.tictime = 140;
else
s_hitlerdie2.tictime = 5;
SpawnNewObj (tilex,tiley,&s_fakestand);
newobj->speed = SPDPATROL;
newobj->obclass = fakeobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= SpawnHitler
=
===============
*/
void SpawnHitler (int tilex, int tiley)
{
if (DigiMode != sds_Off)
s_hitlerdie2.tictime = 140;
else
s_hitlerdie2.tictime = 5;
SpawnNewObj (tilex,tiley,&s_mechastand);
newobj->speed = SPDPATROL;
newobj->obclass = mechahitlerobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= A_HitlerMorph
=
===============
*/
void A_HitlerMorph (objtype *ob)
{
short hitpoints[4]={500,700,800,900};
SpawnNewObj (ob->tilex,ob->tiley,&s_hitlerchase1);
newobj->speed = SPDPATROL*5;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->distance = ob->distance;
newobj->dir = ob->dir;
newobj->flags = ob->flags | FL_SHOOTABLE;
newobj->flags &= ~FL_NONMARK; // hitler stuck with nodir fix
newobj->obclass = realhitlerobj;
newobj->hitpoints = hitpoints[gamestate.difficulty];
}
////////////////////////////////////////////////////////
//
// A_MechaSound
// A_Slurpie
//
////////////////////////////////////////////////////////
void A_MechaSound (objtype *ob)
{
if (areabyplayer[ob->areanumber])
PlaySoundLocActor (MECHSTEPSND,ob);
}
void A_Slurpie (objtype * ob)
{
SD_PlaySound(SLURPIESND);
}
/*
=================
=
= T_FakeFire
=
=================
*/
void T_FakeFire (objtype *ob)
{
int32_t deltax,deltay;
float angle;
int iangle;
if (!objfreelist) // stop shooting if over MAXACTORS
{
NewState (ob,&s_fakechase1);
return;
}
deltax = player->x - ob->x;
deltay = ob->y - player->y;
angle = (float) atan2((float) deltay, (float) deltax);
if (angle<0)
angle = (float)(M_PI*2+angle);
iangle = (int) (angle/(M_PI*2)*ANGLES);
GetNewActor ();
newobj->state = &s_fire1;
newobj->ticcount = 1;
newobj->tilex = ob->tilex;
newobj->tiley = ob->tiley;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->dir = nodir;
newobj->angle = iangle;
newobj->obclass = fireobj;
newobj->speed = 0x1200l;
newobj->flags = FL_NEVERMARK;
newobj->active = ac_yes;
PlaySoundLocActor (FLAMETHROWERSND,newobj);
}
/*
=================
=
= T_Fake
=
=================
*/
void T_Fake (objtype *ob)
{
int32_t move;
if (CheckLine(ob)) // got a shot at player?
{
ob->hidden = false;
if ( (unsigned) US_RndT() < (tics<<1) && objfreelist)
{
//
// go into attack frame
//
NewState (ob,&s_fakeshoot1);
return;
}
}
else
ob->hidden = true;
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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)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)
{
int32_t move,target;
int dx,dy,dist,chance;
boolean dodge;
if (gamestate.victoryflag)
return;
dodge = false;
if (CheckLine(ob)) // got a shot at player?
{
ob->hidden = false;
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx : dy;
#ifdef PLAYDEMOLIKEORIGINAL
if(DEMOCOND_ORIG)
{
if(!dist || (dist == 1 && ob->distance < 0x4000))
chance = 300;
else
chance = (tics<<4)/dist;
}
else
#endif
{
if (dist)
chance = (tics<<4)/dist;
else
chance = 300;
if (dist == 1)
{
target = abs(ob->x - player->x);
if (target < 0x14000l)
{
target = abs(ob->y - player->y);
if (target < 0x14000l)
chance = 300;
}
}
}
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;
}
else
ob->hidden = 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 open
DEMOIF_SDL
{
TryWalk(ob);
}
}
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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)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)
{
int32_t 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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)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)
{
int32_t move;
int32_t 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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)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 = (dirtype)(spot);
}
ob->distance = TILEGLOBAL;
if (!TryWalk (ob))
ob->dir = nodir;
}
/*
===============
=
= T_Path
=
===============
*/
void T_Path (objtype *ob)
{
int32_t move;
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 open
DEMOIF_SDL
{
TryWalk(ob);
}
}
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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)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 not behind a wall
{
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
#ifndef APOGEE_1_0
case giftobj:
case fatobj:
PlaySoundLocActor(MISSILEFIRESND,ob);
break;
#endif
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)
{
int32_t dx,dy;
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;
}
}
}
}
#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,(statefunc)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,(statefunc)T_BJRun,NULL,&s_bjrun3};
statetype s_bjrun3 = {false,SPR_BJ_W3,12,(statefunc)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,(statefunc)T_BJRun,NULL,&s_bjrun1};
statetype s_bjjump1 = {false,SPR_BJ_JUMP1,14,(statefunc)T_BJJump,NULL,&s_bjjump2};
statetype s_bjjump2 = {false,SPR_BJ_JUMP2,14,(statefunc)T_BJJump,(statefunc)T_BJYell,&s_bjjump3};
statetype s_bjjump3 = {false,SPR_BJ_JUMP3,14,(statefunc)T_BJJump,NULL,&s_bjjump4};
statetype s_bjjump4 = {false,SPR_BJ_JUMP4,300,NULL,(statefunc)T_BJDone,&s_bjjump4};
statetype s_deathcam = {false,0,0,NULL,NULL,NULL};
/*
===============
=
= SpawnBJVictory
=
===============
*/
void SpawnBJVictory (void)
{
SpawnNewObj (player->tilex,player->tiley+1,&s_bjrun1);
newobj->x = player->x;
newobj->y = player->y;
newobj->obclass = bjobj;
newobj->dir = north;
newobj->temp1 = 6; // tiles to run forward
}
/*
===============
=
= T_BJRun
=
===============
*/
void T_BJRun (objtype *ob)
{
int32_t move;
move = BJRUNSPEED*tics;
while (move)
{
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)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)
{
int32_t move;
move = BJJUMPSPEED*tics;
MoveObj (ob,move);
}
/*
===============
=
= T_BJYell
=
===============
*/
void T_BJYell (objtype *ob)
{
PlaySoundLocActor(YEAHSND,ob); // JAB
}
/*
===============
=
= T_BJDone
=
===============
*/
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 && !ISPOINTER(check))
return false;
}
}
return true;
}
/*
===============
=
= A_StartDeathCam
=
===============
*/
void A_StartDeathCam (objtype *ob)
{
int32_t dx,dy;
float fangle;
int32_t xmove,ymove;
int32_t dist;
FinishPaletteShifts ();
VW_WaitVBL (100);
if (gamestate.victoryflag)
{
playstate = ex_victorious; // exit castle tile
return;
}
if(usedoublebuffering) VH_UpdateScreen();
gamestate.victoryflag = true;
unsigned fadeheight = viewsize != 21 ? screenHeight-scaleFactor*STATUSLINES : screenHeight;
VL_BarScaledCoord (0, 0, screenWidth, fadeheight, bordercol);
FizzleFade(screenBuffer, 0, 0, screenWidth, fadeheight, 70, false);
if (bordercol != VIEWCOLOR)
{
CA_CacheGrChunk (STARTFONT+1);
fontnumber = 1;
SETFONTCOLOR(15,bordercol);
PrintX = 68; PrintY = 45;
US_Print (STR_SEEAGAIN);
UNCACHEGRCHUNK(STARTFONT+1);
}
else
{
CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);
#ifdef JAPAN
#ifndef JAPDEMO
CA_CacheScreen(C_LETSSEEPIC);
#endif
#else
Write(0,7,STR_SEEAGAIN);
#endif
}
VW_UpdateScreen ();
if(usedoublebuffering) VH_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 = (float) atan2((float) dy, (float) dx); // returns -pi to pi
if (fangle<0)
fangle = (float) (M_PI*2+fangle);
player->angle = (short) (fangle/(M_PI*2)*ANGLES);
//
// try to position as close as possible without being in a wall
//
dist = 0x14000l;
do
{
xmove = FixedMul(dist,costable[player->angle]);
ymove = -FixedMul(dist,sintable[player->angle]);
player->x = ob->x - xmove;
player->y = ob->y - ymove;
dist += 0x1000;
} while (!CheckPosition (player));
plux = (word)(player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned
pluy = (word)(player->y >> UNSIGNEDSHIFT);
player->tilex = (word)(player->x >> TILESHIFT); // scale to tile values
player->tiley = (word)(player->y >> TILESHIFT);
//
// go back to the game
//
DrawPlayBorder ();
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