--- /dev/null
+/* Catacomb Apocalypse Source Code\r
+ * Copyright (C) 1993-2014 Flat Rock Software\r
+ *\r
+ * This program is free software; you can redistribute it and/or modify\r
+ * it under the terms of the GNU General Public License as published by\r
+ * the Free Software Foundation; either version 2 of the License, or\r
+ * (at your option) any later version.\r
+ *\r
+ * This program is distributed in the hope that it will be useful,\r
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
+ * GNU General Public License for more details.\r
+ *\r
+ * You should have received a copy of the GNU General Public License along\r
+ * with this program; if not, write to the Free Software Foundation, Inc.,\r
+ * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
+ */\r
+\r
+// C3_PLAY.C\r
+\r
+#include "DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean ShootPlayer (objtype *ob, short obclass, short speed, statetype *state);\r
+void T_ShootPlayer(objtype *ob);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ DEMON\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_TrollDemon (objtype *ob);\r
+\r
+statetype s_demonpause = {DEMON1PIC,40,NULL,&s_demon2};\r
+\r
+statetype s_demon1 = {DEMON1PIC,20,&T_TrollDemon,&s_demon2};\r
+statetype s_demon2 = {DEMON2PIC,20,&T_TrollDemon,&s_demon3};\r
+statetype s_demon3 = {DEMON3PIC,20,&T_TrollDemon,&s_demon4};\r
+statetype s_demon4 = {DEMON4PIC,20,&T_TrollDemon,&s_demon1};\r
+\r
+statetype s_demonattack1 = {DEMONATTACK1PIC,20,NULL,&s_demonattack2};\r
+statetype s_demonattack2 = {DEMONATTACK2PIC,20,NULL,&s_demonattack3};\r
+statetype s_demonattack3 = {DEMONATTACK3PIC,30,&T_DoDamage,&s_demonpause};\r
+\r
+statetype s_demonouch = {DEMONOUCHPIC,15,&T_TrollDemon,&s_demon1};\r
+\r
+statetype s_demondie1 = {DEMONDIE1PIC,40,NULL,&s_demondie2};\r
+statetype s_demondie2 = {DEMONDIE2PIC,30,&LargeSound,&s_demondie3};\r
+statetype s_demondie3 = {DEMONDIE3PIC,0,NULL,&s_demondie3};\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnDemon\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnDemon (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_demon1,PIXRADIUS*35);\r
+ new->obclass = demonobj;\r
+ new->speed = 2048;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(30);\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ TROLL\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_trollpause = {TROLL1PIC, 30, &T_DoDamage, &s_troll2};\r
+\r
+statetype s_troll1 = {TROLL1PIC, 13, &T_TrollDemon, &s_troll2};\r
+statetype s_troll2 = {TROLL2PIC, 13, &T_TrollDemon, &s_troll3};\r
+statetype s_troll3 = {TROLL3PIC, 13, &T_TrollDemon, &s_troll4};\r
+statetype s_troll4 = {TROLL4PIC, 13, &T_TrollDemon, &s_troll1};\r
+\r
+statetype s_trollattack1 = {TROLLATTACK1PIC, 15, NULL, &s_trollattack2};\r
+statetype s_trollattack2 = {TROLLATTACK2PIC, 20, NULL, &s_trollpause};\r
+\r
+statetype s_trollouch = {TROLLOUCHPIC, 14, &T_TrollDemon, &s_troll1};\r
+\r
+statetype s_trolldie1 = {TROLLDIE1PIC, 18, NULL, &s_trolldie2};\r
+statetype s_trolldie2 = {TROLLDIE2PIC, 15, &LargeSound, &s_trolldie3};\r
+statetype s_trolldie3 = {TROLLDIE3PIC, 0, NULL, &s_trolldie3};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnTroll\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnTroll (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_troll1,35*PIXRADIUS);\r
+ new->speed = 2500;\r
+ new->obclass = trollobj;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(15);\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CYBORG DEMON\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Demon (objtype *ob);\r
+\r
+statetype s_cyborg_demon1 = {CYBORG1PIC, 20, T_TrollDemon, &s_cyborg_demon2};\r
+statetype s_cyborg_demon2 = {CYBORG2PIC, 20, T_TrollDemon, &s_cyborg_demon3};\r
+statetype s_cyborg_demon3 = {CYBORG3PIC, 20, T_TrollDemon, &s_cyborg_demon4};\r
+statetype s_cyborg_demon4 = {CYBORG4PIC, 20, T_TrollDemon, &s_cyborg_demon1};\r
+\r
+statetype s_cyborg_demonattack1 = {CYBORGATTACK1PIC, 20, NULL, &s_cyborg_demonattack2};\r
+statetype s_cyborg_demonattack2 = {CYBORGATTACK2PIC, 20, NULL, &s_cyborg_demonattack3};\r
+statetype s_cyborg_demonattack3 = {CYBORGATTACK3PIC, 30, T_DoDamage, &s_cyborg_demon2};\r
+\r
+statetype s_cyborg_demonouch = {CYBORGOUCHPIC, 30, NULL, &s_cyborg_demon1};\r
+\r
+statetype s_cyborg_demondie1 = {CYBORGOUCHPIC, 40, NULL, &s_cyborg_demondie2};\r
+statetype s_cyborg_demondie2 = {CYBORGDIE1PIC, 30, &LargeSound, &s_cyborg_demondie3};\r
+statetype s_cyborg_demondie3 = {CYBORGDIE2PIC, 20, NULL, &s_cyborg_demondie3};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnCyborgDemon\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnCyborgDemon (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex, tiley, &s_cyborg_demon1, PIXRADIUS*35);\r
+ new->obclass = cyborgdemonobj;\r
+ new->speed = 2048;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(30);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_TrollDemon\r
+=\r
+===============\r
+*/\r
+\r
+void T_TrollDemon (objtype *ob)\r
+{\r
+ if (Chase (ob,true) || (random(1000)<RANDOM_ATTACK))\r
+ {\r
+ if (ob->obclass == cyborgdemonobj)\r
+ ob->state = &s_cyborg_demonattack1;\r
+ else\r
+ if (ob->obclass == trollobj)\r
+ ob->state = &s_trollattack1;\r
+ else\r
+ ob->state = &s_demonattack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ INVISIBLE DUDE!\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_InvisibleDude (objtype *ob);\r
+\r
+statetype s_invis_fizz1 = {INVIS_FIZZ1PIC, 8, &T_InvisibleDude, &s_invis_fizz2};\r
+statetype s_invis_fizz2 = {INVIS_FIZZ2PIC, 8, &T_InvisibleDude, &s_invis_fizz3};\r
+statetype s_invis_fizz3 = {INVIS_FIZZ3PIC, 8, &T_InvisibleDude, &s_invis_walk};\r
+\r
+statetype s_invis_walk = {0, 25, &T_InvisibleDude, &s_invis_walk};\r
+statetype s_invis_attack = {0, -1, &T_DoDamage, &s_invis_pause};\r
+statetype s_invis_pause = {0, 40, NULL, &s_invis_walk};\r
+\r
+statetype s_invis_flash1 = {INVIS_FIZZ1PIC, 8, &T_InvisibleDude, &s_invis_walk};\r
+statetype s_invis_flash2 = {INVIS_FIZZ2PIC, 8, &T_InvisibleDude, &s_invis_walk};\r
+statetype s_invis_flash3 = {INVIS_FIZZ3PIC, 8, &T_InvisibleDude, &s_invis_walk};\r
+\r
+statetype s_invis_death1 = {INVIS_DEATH1PIC, 40, NULL, &s_invis_death2};\r
+statetype s_invis_death2 = {INVIS_DEATH2PIC, 30, &LargeSound, &s_invis_death3};\r
+statetype s_invis_death3 = {INVIS_DEATH3PIC, 20, NULL, &s_invis_death3};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnInvisDude\r
+=\r
+===============\r
+*/\r
+void SpawnInvisDude(int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex, tiley, &s_invis_walk, PIXRADIUS*20);\r
+ new->obclass = invisdudeobj;\r
+ new->speed = 2048;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(20);\r
+ new->temp1 = 0; // for random flashing of pictures\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_InvisibleDude\r
+=\r
+===============\r
+*/\r
+void T_InvisibleDude (objtype *ob)\r
+{\r
+ if (!random(100))\r
+ {\r
+ switch (ob->temp1++)\r
+ {\r
+ case 0:\r
+ ob->state = &s_invis_flash1;\r
+ break;\r
+\r
+ case 1:\r
+ ob->state = &s_invis_flash2;\r
+ break;\r
+\r
+ case 2:\r
+ ob->state = &s_invis_flash3;\r
+ ob->temp1 = 0;\r
+ break;\r
+ }\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+\r
+\r
+ if (Chase (ob,true))\r
+ {\r
+ ob->state = &s_invis_attack;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BOUNCE\r
+\r
+temp2 = set when hit player, reset when hit wall\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define SPDBOUNCE 4096\r
+#define DMGBOUNCE 10\r
+\r
+void T_Bounce (objtype *ob);\r
+void T_Bounce_Death (objtype *ob);\r
+\r
+statetype s_bounce1 = {PSHOT1PIC, 8, &T_Bounce, &s_bounce2};\r
+statetype s_bounce2 = {PSHOT2PIC, 8, &T_Bounce, &s_bounce1};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnBounce\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBounce (int tilex, int tiley, boolean towest)\r
+{\r
+ SpawnNewObj(tilex, tiley, &s_bounce1, 24*PIXRADIUS);\r
+ new->obclass = bounceobj;\r
+ new->hitpoints = EasyHitPoints(10);\r
+ new->flags |= of_shootable;\r
+ if (towest)\r
+ new->dir = west;\r
+ else\r
+ new->dir = north;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Bounce\r
+=\r
+===============\r
+*/\r
+\r
+void T_Bounce (objtype *ob)\r
+{\r
+ long move;\r
+ long deltax,deltay,size;\r
+\r
+ move = SPDBOUNCE*tics;\r
+ size = (long)ob->size + player->size + move;\r
+\r
+ while (move)\r
+ {\r
+ deltax = ob->x - player->x;\r
+ deltay = ob->y - player->y;\r
+\r
+ if (deltax <= size && deltax >= -size\r
+ && deltay <= size && deltay >= -size && !ob->temp2)\r
+ {\r
+ ob->temp2 = 1;\r
+ TakeDamage (DMGBOUNCE);\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+ actorat[ob->tilex][ob->tiley] = 0; // pick up marker from goal\r
+\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ move -= ob->distance;\r
+\r
+ //\r
+ // bounce if hit wall\r
+ //\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ if (tilemap[ob->tilex][--ob->tiley])\r
+ {\r
+ ob->dir = south;\r
+ ob->tiley+=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ case east:\r
+ if (tilemap[++ob->tilex][ob->tiley])\r
+ {\r
+ ob->dir = west;\r
+ ob->tilex-=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ case south:\r
+ if (tilemap[ob->tilex][++ob->tiley])\r
+ {\r
+ ob->dir = north;\r
+ ob->tiley-=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ case west:\r
+ if (tilemap[--ob->tilex][ob->tiley])\r
+ {\r
+ ob->dir = east;\r
+ ob->tilex+=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ }\r
+\r
+ ob->distance = TILEGLOBAL;\r
+\r
+ actorat[ob->tilex][ob->tiley] = ob; // set down a new goal marker\r
+ }\r
+ CalcBounds (ob);\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GRELMINAR\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+void T_Grelminar (objtype *ob);\r
+void T_GrelminarShoot (objtype *ob);\r
+void T_Grelm_DropKey(objtype *ob);\r
+\r
+statetype s_grelpause = {GREL1PIC,50,NULL,&s_grel2};\r
+\r
+statetype s_grel1 = {GREL1PIC,20,T_Grelminar,&s_grel2};\r
+statetype s_grel2 = {GREL2PIC,20,T_Grelminar,&s_grel1};\r
+\r
+statetype s_grelattack3 = {GRELATTACKPIC,30,NULL,&s_grelpause};\r
+\r
+statetype s_grelouch = {GRELHITPIC,6,NULL,&s_grel1};\r
+\r
+statetype s_greldie1 = {GRELDIE1PIC,22,NULL,&s_greldie2};\r
+statetype s_greldie2 = {GRELDIE2PIC,22,NULL,&s_greldie3};\r
+statetype s_greldie3 = {GRELDIE3PIC,22,NULL,&s_greldie4};\r
+statetype s_greldie4 = {GRELDIE4PIC,22,NULL,&s_greldie5};\r
+statetype s_greldie5 = {GRELDIE5PIC,22,NULL,&s_greldie5a};\r
+statetype s_greldie5a = {GRELDIE5PIC,-1,T_Grelm_DropKey,&s_greldie6};\r
+statetype s_greldie6 = {GRELDIE6PIC,0,NULL,&s_greldie6};\r
+\r
+statetype s_gshot1 = {SKULL_SHOTPIC,8,T_ShootPlayer,&s_gshot1};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnGrelminar\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnGrelminar (int tilex, int tiley)\r
+{\r
+ unsigned Grel_Hard;\r
+ unsigned DropKey;\r
+\r
+ SpawnNewObj(tilex,tiley,&s_grel1,PIXRADIUS*25);\r
+ new->obclass = grelmobj;\r
+ new->speed = 2048;\r
+ new->flags |= of_shootable;\r
+\r
+ //\r
+ // if Grelminar is to drop a key the info-plane byte to the right\r
+ // should have a 1 in the highbyte, else he will not drop the key.\r
+ //\r
+ DropKey = *(mapsegs[2]+farmapylookup[tiley]+tilex+1);\r
+ if (DropKey)\r
+ new->temp1 = DropKey>>8;\r
+ else\r
+ new->temp1 = 0;\r
+\r
+ //\r
+ // The info-plane byte below Grelminar will determine how powerful\r
+ // Grelminar is. If nothing is there, he is the most powerful.\r
+ // -- affected are the hit points and the shot damage.\r
+ // The hit points are controlled here, the shot damage is controlled\r
+ // within the spawning of the shot. See ShootPlayer for more info.\r
+ //\r
+ Grel_Hard = *(mapsegs[2]+farmapylookup[tiley+1]+tilex);\r
+ if (Grel_Hard)\r
+ {\r
+ new->temp2 = Grel_Hard>>8;\r
+ new->hitpoints = EasyHitPoints((new->temp2 * 10));\r
+ }\r
+ else\r
+ {\r
+ new->hitpoints = EasyHitPoints(100);\r
+ new->temp2 = 10;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Grelminar\r
+=\r
+===============\r
+*/\r
+\r
+void T_Grelminar (objtype *ob)\r
+{\r
+ Chase (ob,false);\r
+\r
+ if (!random(10))\r
+ if (ShootPlayer(ob,gshotobj,ob->temp2,&s_gshot1))\r
+ {\r
+ ob->state = &s_grelattack3;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ if (CheckHandAttack(ob))\r
+ TakeDamage (ob->temp2*3);\r
+\r
+}\r
+\r
+\r
+//=================================\r
+//\r
+// T_Grelm_DropKey\r
+//\r
+//=================================\r
+void T_Grelm_DropKey(objtype *ob)\r
+{\r
+ if (!(ob->temp1))\r
+ {\r
+ ob->state = NULL;\r
+ return;\r
+ }\r
+\r
+ SpawnBonus(ob->tilex,ob->tiley,B_RKEY);\r
+ SD_PlaySound(GRELM_DEADSND);\r
+ ob->temp1 = false;\r
+}\r
+\r
+\r
+\r
+//--------------------------------------------------------------------------\r
+// ShootPlayer()\r
+//--------------------------------------------------------------------------\r
+boolean ShootPlayer(objtype *ob, short obclass, short speed, statetype *state)\r
+{\r
+ int angle = AngleNearPlayer(ob);\r
+\r
+ if (angle == -1)\r
+ return(false);\r
+\r
+ DSpawnNewObjFrac (ob->x,ob->y,state,PIXRADIUS*14);\r
+ new->obclass = obclass;\r
+ new->active = always;\r
+ new->angle = angle;\r
+\r
+ //\r
+ // If the shot is Grelminar's, then determine the power of the shot.\r
+ // The shot speed is hard-wired as 10000. But the shot power is\r
+ // determined by speed. Speed now contains "Grelminar's level of\r
+ // hardness" and this is multiplied by 3 to get the shot power.\r
+ //\r
+ if (obclass == gshotobj)\r
+ {\r
+ new->speed = 10000;\r
+ new->temp1 = speed*3;\r
+ }\r
+ else\r
+ new->speed = speed;\r
+\r
+\r
+ return(true);\r
+}\r
+\r
+//--------------------------------------------------------------------------\r
+// T_ShootPlayer()\r
+//--------------------------------------------------------------------------\r
+void T_ShootPlayer(objtype *ob)\r
+{\r
+ objtype *check;\r
+ long xmove,ymove,speed;\r
+\r
+ speed = ob->speed*tics;\r
+\r
+ xmove = FixedByFrac(speed,costable[ob->angle]);\r
+ ymove = -FixedByFrac(speed,sintable[ob->angle]);\r
+\r
+ if (ShotClipMove(ob,xmove,ymove))\r
+ {\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+\r
+ ob->tilex = ob->x >> TILESHIFT;\r
+ ob->tiley = ob->y >> TILESHIFT;\r
+\r
+\r
+// check for collision with wall\r
+//\r
+ if (tilemap[ob->tilex][ob->tiley])\r
+ {\r
+// SD_PlaySound (SHOOTWALLSND);\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = s_pshot_exp1.tictime;\r
+ return;\r
+ }\r
+\r
+\r
+\r
+// check for collision with player\r
+//\r
+ if ( ob->xl <= player->xh\r
+ && ob->xh >= player->xl\r
+ && ob->yl <= player->yh\r
+ && ob->yh >= player->yl)\r
+ {\r
+ switch (ob->obclass)\r
+ {\r
+ case wshotobj: // Wizard's shot\r
+ TakeDamage (7);\r
+ break;\r
+\r
+ case hshotobj: // Egyptian Head's shot\r
+ TakeDamage (5);\r
+ break;\r
+\r
+ case bshotobj: // Blob's shot\r
+ TakeDamage (5);\r
+ break;\r
+\r
+ case rshotobj: // Ray's shot\r
+ TakeDamage (5);\r
+ break;\r
+\r
+ case rbshotobj: // RamBone's shot\r
+ TakeDamage(7);\r
+ break;\r
+\r
+ case fmshotobj: // Future Mage's shot\r
+ TakeDamage(7);\r
+ break;\r
+\r
+ case rtshotobj: // RoboTank's shot\r
+ TakeDamage(15);\r
+ break;\r
+\r
+ case syshotobj: // Stompy's shot\r
+ TakeDamage(7);\r
+ break;\r
+\r
+ case bgshotobj: // Bug's shot\r
+ TakeDamage(7);\r
+ break;\r
+\r
+ case eshotobj: // Eye's shot\r
+ TakeDamage(5);\r
+ break;\r
+\r
+ case gshotobj:\r
+ TakeDamage (ob->temp1); // the damage of Grelminar's shot -\r
+ break; // see Grelminar's spawning\r
+\r
+ }\r
+ ob->state = NULL;\r
+ return;\r
+ }\r
+\r
+// check for collision with other solid and realsolid objects.\r
+// Great terminology!! -- solid objects really aren't solid\r
+// -- realsolid objects ARE solid\r
+// if ((actorat[ob->tilex][ob->tiley]) && (actorat[ob->tilex][ob->tiley]->obclass != ob->obclass))\r
+ if (((actorat[ob->tilex][ob->tiley]->obclass == realsolidobj) ||\r
+ (actorat[ob->tilex][ob->tiley]->obclass == solidobj)) &&\r
+ (actorat[ob->tilex][ob->tiley]->flags & of_shootable))\r
+ {\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = s_pshot_exp1.tictime;\r
+ return;\r
+ }\r
+\r
+\r
+// check for collision with player\r
+//\r
+ for (check = player->next; check; check=check->next)\r
+ if ((ob->flags & of_shootable)\r
+ && ob->xl <= check->xh\r
+ && ob->xh >= check->xl\r
+ && ob->yl <= check->yh\r
+ && ob->yh >= check->yl)\r
+ {\r
+ switch (ob->obclass)\r
+ {\r
+// APOCALYPSE\r
+ case wshotobj: // Wizard's shot\r
+ ShootActor (check, 3);\r
+ break;\r
+\r
+ case hshotobj: // Egyptian Head's shot\r
+ ShootActor (check, 5);\r
+ break;\r
+\r
+ case bshotobj: // Blob's shot\r
+ ShootActor (check, 2);\r
+ break;\r
+\r
+ case rshotobj: // Ray's shot\r
+ ShootActor (check, 5);\r
+ break;\r
+\r
+ case rbshotobj: // RamBone's shot\r
+ ShootActor (check, 5);\r
+ break;\r
+\r
+ case fmshotobj: // Future Mage's shot\r
+ ShootActor (check, 5);\r
+ break;\r
+\r
+ case rtshotobj: // RoboTank's shot\r
+ ShootActor (check, 15);\r
+ break;\r
+\r
+ case syshotobj: // Stompy's shot\r
+ ShootActor (check, 5);\r
+ break;\r
+\r
+ case bgshotobj: // Bug's shot\r
+ ShootActor (check, 3);\r
+ break;\r
+\r
+ case eshotobj: // Eye's shot\r
+ ShootActor (check, 2);\r
+ break;\r
+\r
+ case gshotobj:\r
+ ShootActor (check,25); //NOLAN--check on me!!!!!!!\r
+ break;\r
+\r
+ case pshotobj:\r
+ ShootActor (check,25);\r
+ break;\r
+\r
+ }\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = s_pshot_exp1.tictime;\r
+ return;\r
+ }\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// AngleNearPlayer()\r
+//-------------------------------------------------------------------------\r
+int AngleNearPlayer(objtype *ob)\r
+{\r
+ int angle=-1;\r
+ int xdiff = ob->tilex-player->tilex;\r
+ int ydiff = ob->tiley-player->tiley;\r
+\r
+ if (ob->tiley == player->tiley)\r
+ {\r
+ if (ob->tilex < player->tilex)\r
+ angle = 0;\r
+ else\r
+ angle = 180;\r
+ }\r
+ else\r
+ if (ob->tilex == player->tilex)\r
+ {\r
+ if (ob->tiley < player->tiley)\r
+ angle = 270;\r
+ else\r
+ angle = 90;\r
+ }\r
+ else\r
+ if (xdiff == ydiff)\r
+ if (ob->tilex < player->tilex)\r
+ {\r
+ if (ob->tiley < player->tiley)\r
+ angle = 315;\r
+ else\r
+ angle = 45;\r
+ }\r
+ else\r
+ {\r
+ if (ob->tiley < player->tiley)\r
+ angle = 225;\r
+ else\r
+ angle = 135;\r
+ }\r
+\r
+ return(angle);\r
+}\r
+\r
+\r