kolibrios/contrib/games/wolf3d/wl_act2.cpp
maxcodehack abebbdd698 Upload Wolfenstein 3D sources
git-svn-id: svn://kolibrios.org@8557 a494cfbc-eb01-0410-851d-a64ba20cac60
2021-01-30 12:31:40 +00:00

3900 lines
107 KiB
C++
Executable File

// 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 *)
{
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 *)
{
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