]> 4ch.mooo.com Git - 16.git/blobdiff - 16/keen456/KEEN4-6/KEEN5/K5_ACT2.C
extrcted keen code remake
[16.git] / 16 / keen456 / KEEN4-6 / KEEN5 / K5_ACT2.C
diff --git a/16/keen456/KEEN4-6/KEEN5/K5_ACT2.C b/16/keen456/KEEN4-6/KEEN5/K5_ACT2.C
new file mode 100755 (executable)
index 0000000..7148d46
--- /dev/null
@@ -0,0 +1,906 @@
+/* Reconstructed Commander Keen 4-6 Source Code\r
+ * Copyright (C) 2021 K1n9_Duk3\r
+ *\r
+ * This file is loosely based on:\r
+ * Keen Dreams Source Code\r
+ * Copyright (C) 2014 Javier M. Chavez\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
+/*\r
+K5_ACT2.C\r
+=========\r
+\r
+Contains the following actor types (in this order):\r
+\r
+- Sparky\r
+- Little Ampton\r
+- Slicestar\r
+- Shelley\r
+\r
+*/\r
+\r
+#include "CK_DEF.H"\r
+\r
+/*\r
+=============================================================================\r
+\r
+                                                 SPARKY\r
+\r
+temp1 = charge countdown\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_sparkywalk1   = {SPARKYWALKL1SPR, SPARKYWALKR1SPR, step,  false, true,  8, 128, 0, T_Sparky, C_Sparky, R_Sparky, &s_sparkywalk2};\r
+statetype s_sparkywalk2   = {SPARKYWALKL2SPR, SPARKYWALKR2SPR, step,  false, true,  8, 128, 0, NULL, C_Sparky, R_Sparky, &s_sparkywalk3};\r
+statetype s_sparkywalk3   = {SPARKYWALKL3SPR, SPARKYWALKR3SPR, step,  false, true,  8, 128, 0, NULL, C_Sparky, R_Sparky, &s_sparkywalk4};\r
+statetype s_sparkywalk4   = {SPARKYWALKL4SPR, SPARKYWALKR4SPR, step,  false, true,  8, 128, 0, NULL, C_Sparky, R_Sparky, &s_sparkywalk1};\r
+statetype s_sparkylook1   = {SPARKYTURN1SPR,  SPARKYTURN1SPR,  step,  false, true,  6,   0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook2};\r
+statetype s_sparkylook2   = {SPARKYTURN2SPR,  SPARKYTURN2SPR,  step,  false, true,  6,   0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook3};\r
+statetype s_sparkylook3   = {SPARKYTURN3SPR,  SPARKYTURN3SPR,  step,  false, true,  6,   0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook4};\r
+statetype s_sparkylook4   = {SPARKYWALKR1SPR, SPARKYWALKR1SPR, step,  false, true,  6,   0, 0, T_SparkyLookL, C_Sparky, R_Sparky, &s_sparkylook5};\r
+statetype s_sparkylook5   = {SPARKYTURN3SPR,  SPARKYTURN3SPR,  step,  false, true,  6,   0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook6};\r
+statetype s_sparkylook6   = {SPARKYTURN2SPR,  SPARKYTURN3SPR,  step,  false, true,  6,   0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook7};\r
+statetype s_sparkylook7   = {SPARKYTURN1SPR,  SPARKYTURN3SPR,  step,  false, true,  6,   0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook8};\r
+statetype s_sparkylook8   = {SPARKYWALKL1SPR, SPARKYWALKR1SPR, step,  false, true,  6,   0, 0, T_SparkyLookR, C_Sparky, R_Sparky, &s_sparkywalk2};\r
+statetype s_sparkyspeed1  = {SPARKYWALKL1SPR, SPARKYWALKR1SPR, step,  true,  true,  4,   0, 0, NULL, C_Sparky, R_Sparky, &s_sparkyspeed2};\r
+statetype s_sparkyspeed2  = {SPARKYWALKL2SPR, SPARKYWALKR2SPR, step,  true,  true,  4,   0, 0, NULL, C_Sparky, R_Sparky, &s_sparkyspeed3};\r
+statetype s_sparkyspeed3  = {SPARKYWALKL3SPR, SPARKYWALKR3SPR, step,  true,  true,  4,   0, 0, NULL, C_Sparky, R_Sparky, &s_sparkyspeed4};\r
+statetype s_sparkyspeed4  = {SPARKYWALKL4SPR, SPARKYWALKR4SPR, step,  true,  true,  4,   0, 0, T_ChargeCount, C_Sparky, R_Sparky, &s_sparkyspeed1};\r
+statetype s_sparkycharge1 = {SPARKYWALKL1SPR, SPARKYWALKR1SPR, step,  true,  true,  4, 128, 0, NULL, C_Sparky, R_Sparky, &s_sparkycharge2};\r
+statetype s_sparkycharge2 = {SPARKYWALKL2SPR, SPARKYWALKR2SPR, step,  true,  true,  4, 128, 0, T_RunSnd1, C_Sparky, R_Sparky, &s_sparkycharge3};\r
+statetype s_sparkycharge3 = {SPARKYWALKL3SPR, SPARKYWALKR3SPR, step,  true,  true,  4, 128, 0, NULL, C_Sparky, R_Sparky, &s_sparkycharge4};\r
+statetype s_sparkycharge4 = {SPARKYWALKL4SPR, SPARKYWALKR4SPR, step,  true,  true,  4, 128, 0, T_RunSnd2, C_Sparky, R_Sparky, &s_sparkycharge1};\r
+statetype s_sparkyturn1   = {SPARKYTURN3SPR,  SPARKYTURN1SPR,  step,  false, true,  8,   0, 0, NULL, C_Sparky, R_Draw, &s_sparkyturn2};\r
+statetype s_sparkyturn2   = {SPARKYTURN2SPR,  SPARKYTURN2SPR,  step,  false, true,  8,   0, 0, NULL, C_Sparky, R_Draw, &s_sparkyturn3};\r
+statetype s_sparkyturn3   = {SPARKYTURN1SPR,  SPARKYTURN3SPR,  step,  false, true,  8,   0, 0, NULL, C_Sparky, R_Draw, &s_sparkywalk1};\r
+statetype s_sparkystun    = {SPARKYSTUNSPR,   SPARKYSTUNSPR,   think, false, false, 0,   0, 0, T_Projectile, NULL, R_Stunned, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnSparky\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnSparky(Uint16 tileX, Uint16 tileY)\r
+{\r
+       GetNewObj(false);\r
+       new->obclass = sparkyobj;\r
+       new->active = ac_yes;\r
+       new->priority = 0;\r
+       new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+       new->y = CONVERT_TILE_TO_GLOBAL(tileY) + -1*TILEGLOBAL;\r
+       if (US_RndT() < 0x80)\r
+       {\r
+               new->xdir = 1;\r
+       }\r
+       else\r
+       {\r
+               new->xdir = -1;\r
+       }\r
+       new->ydir = 1;\r
+       NewState(new, &s_sparkywalk1);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_Sparky\r
+=\r
+===========================\r
+*/\r
+\r
+void T_Sparky(objtype *ob)\r
+{\r
+       if (US_RndT() < 0x40)\r
+       {\r
+               ob->state = &s_sparkylook1;\r
+               xtry = 0;\r
+       }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_ChargeCount\r
+=\r
+===========================\r
+*/\r
+\r
+void T_ChargeCount(objtype *ob)\r
+{\r
+       if (--ob->temp1 == 0)\r
+               ob->state = &s_sparkycharge1;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_SparkyLookL\r
+=\r
+===========================\r
+*/\r
+\r
+void T_SparkyLookL(objtype *ob)\r
+{\r
+       Uint16 dist = player->bottom + TILEGLOBAL - ob->bottom;\r
+       if (dist > 2*TILEGLOBAL)\r
+               return;\r
+\r
+       if (player->x < ob->x)\r
+       {       \r
+               ob->xdir = -1;\r
+               SD_PlaySound(SND_SPARKYCHARGE);\r
+               ob->state = &s_sparkyspeed1;\r
+               ob->temp1 = 3;\r
+       }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_SparkyLookR\r
+=\r
+===========================\r
+*/\r
+\r
+void T_SparkyLookR(objtype *ob)\r
+{\r
+       Uint16 dist = player->bottom + TILEGLOBAL - ob->bottom;\r
+       if (dist > 2*TILEGLOBAL)\r
+               return;\r
+\r
+       if (player->x > ob->x)\r
+       {\r
+               ob->xdir = 1;\r
+               SD_PlaySound(SND_SPARKYCHARGE);\r
+               ob->state = &s_sparkyspeed1;\r
+               ob->temp1 = 3;\r
+       }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_RunSnd1\r
+=\r
+===========================\r
+*/\r
+\r
+#pragma argsused\r
+void T_RunSnd1(objtype *ob)\r
+{\r
+       SD_PlaySound(SND_WORLDWALK1);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_RunSnd2\r
+=\r
+===========================\r
+*/\r
+\r
+#pragma argsused\r
+void T_RunSnd2(objtype *ob)\r
+{\r
+       SD_PlaySound(SND_WORLDWALK1);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_Sparky\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Sparky(objtype *ob, objtype *hit)\r
+{\r
+       if (hit->obclass == keenobj)\r
+       {\r
+               KillKeen();\r
+       }\r
+       else if (hit->obclass == stunshotobj)\r
+       {\r
+               StunObj(ob, hit, &s_sparkystun);\r
+       }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= R_Sparky\r
+=\r
+===========================\r
+*/\r
+\r
+void R_Sparky(objtype *ob)\r
+{\r
+       if (ob->xdir == 1 && ob->hitwest)\r
+       {\r
+               ob->x -= ob->xmove;\r
+               ob->xdir = -1;\r
+               ob->nothink = US_RndT() >> 5;\r
+               ChangeState(ob, &s_sparkyturn1);\r
+       }\r
+       else if (ob->xdir == -1 && ob->hiteast)\r
+       {\r
+               ob->x -= ob->xmove;\r
+               ob->xdir = 1;\r
+               ob->nothink = US_RndT() >> 5;\r
+               ChangeState(ob, &s_sparkyturn1);\r
+       }\r
+       else if (!ob->hitnorth)\r
+       {\r
+               ob->x -= ob->xmove;\r
+               ob->xdir = -ob->xdir;\r
+               ob->nothink = US_RndT() >> 5;\r
+               ChangeState(ob, &s_sparkyturn1);\r
+       }\r
+       RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+                                                 LITTLE AMPTON\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_amptonwalk1    = {AMTONWALKL1SPR, AMPTONWALKR1SPR, step,       false, true,  8, 128,  0, T_Ampton, C_Ampton, R_Ampton, &s_amptonwalk2};\r
+statetype s_amptonwalk2    = {AMTONWALKL2SPR, AMPTONWALKR2SPR, step,       false, true,  8, 128,  0, T_Ampton, C_Ampton, R_Ampton, &s_amptonwalk3};\r
+statetype s_amptonwalk3    = {AMTONWALKL3SPR, AMPTONWALKR3SPR, step,       false, true,  8, 128,  0, T_Ampton, C_Ampton, R_Ampton, &s_amptonwalk4};\r
+statetype s_amptonwalk4    = {AMTONWALKL4SPR, AMPTONWALKR4SPR, step,       false, true,  8, 128,  0, T_Ampton, C_Ampton, R_Ampton, &s_amptonwalk1};\r
+statetype s_amptonturn     = {AMPTONFACESPR,  AMPTONFACESPR,   step,       false, true,  8,   0,  0, NULL, C_Ampton, R_Draw, &s_amptonwalk1};\r
+statetype s_amptongrab1    = {AMPTONGRAB1SPR, AMPTONGRAB1SPR,  step,       false, true,  8,   0,  0, NULL, C_Ampton, R_Draw, &s_amptongrab2};\r
+statetype s_amptongrab2    = {AMPTONGRAB2SPR, AMPTONGRAB2SPR,  step,       false, true,  8,   0,  0, NULL, C_Ampton, R_Draw, &s_amptonclimb};\r
+statetype s_amptonclimb    = {AMPTONGRAB2SPR, AMPTONGRAB2SPR,  slidethink, false, false, 0,   0, 32, T_AmptonClimb, C_Ampton, R_Draw, NULL};\r
+statetype s_amptonrelease1 = {AMPTONGRAB2SPR, AMPTONGRAB2SPR,  step,       false, false, 8,   0,  0, NULL, C_Ampton, R_Draw, &s_amptonrelease2};\r
+statetype s_amptonrelease2 = {AMPTONGRAB1SPR, AMPTONGRAB1SPR,  step,       false, false, 8,   0,  0, T_SetNoThink, C_Ampton, R_Draw, &s_amptonwalk1};\r
+statetype s_amptonfiddle1  = {AMPTONGRAB1SPR, AMPTONGRAB1SPR,  step,       false, true, 12,   0,  0, NULL, C_Ampton, R_Draw, &s_amptonfiddle2};\r
+statetype s_amptonfiddle2  = {AMPTONGRAB2SPR, AMPTONGRAB2SPR,  step,       false, true, 12,   0,  0, NULL, C_Ampton, R_Draw, &s_amptonfiddle3};\r
+statetype s_amptonfiddle3  = {AMPTONGRAB1SPR, AMPTONGRAB1SPR,  step,       false, true, 12,   0,  0, NULL, C_Ampton, R_Draw, &s_amptonfiddle4};\r
+statetype s_amptonfiddle4  = {AMPTONGRAB2SPR, AMPTONGRAB2SPR,  step,       false, true, 12,   0,  0, NULL, C_Ampton, R_Draw, &s_amptonfiddle5};\r
+statetype s_amptonfiddle5  = {AMPTONGRAB1SPR, AMPTONGRAB1SPR,  step,       false, true, 12,   0,  0, T_SetNoThink, C_Ampton, R_Draw, &s_amptonwalk1};\r
+statetype s_amptonstun     = {AMPTONSTUNSPR,  AMPTONSTUNSPR,   think,      false, false, 0,   0,  0, T_Projectile, NULL, R_Stunned, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnAmpton\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnAmpton(Uint16 tileX, Uint16 tileY)\r
+{\r
+       GetNewObj(false);\r
+       new->obclass = amptonobj;\r
+       new->active = ac_yes;\r
+       new->priority = 0;\r
+       new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+       new->y = CONVERT_TILE_TO_GLOBAL(tileY) + -8*PIXGLOBAL;\r
+       if (US_RndT() < 0x80)\r
+       {\r
+               new->xdir = 1;\r
+       }\r
+       else\r
+       {\r
+               new->xdir = -1;\r
+       }\r
+       new->ydir = 1;\r
+       NewState(new, &s_amptonwalk1);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_Ampton\r
+=\r
+===========================\r
+*/\r
+\r
+void T_Ampton(objtype *ob)\r
+{\r
+       Uint16 far *map;\r
+       Uint16 intile, var8;\r
+       boolean poleup, poledown;\r
+\r
+       if (ob->state == &s_amptonwalk1)\r
+       {\r
+               SD_PlaySound(SND_AMPTONWALK1);\r
+       }\r
+       else if (ob->state == &s_amptonwalk3)\r
+       {\r
+               SD_PlaySound(SND_AMPTONWALK2);\r
+       }\r
+       if (ob->x & 0xFF)\r
+       {\r
+               map = mapsegs[1] + mapbwidthtable[ob->tiletop]/2 + ob->tileleft + 1;\r
+               intile = tinf[*map + INTILE] & INTILE_TYPEMASK;\r
+               if (intile == INTILE_AMPTONCOMPUTER)\r
+               {\r
+                       ob->state = &s_amptonfiddle1;\r
+               }\r
+               else if (intile == INTILE_POLE && US_RndT() < 196)\r
+               {\r
+                       if ((tinf[*(map + mapwidth*2) + INTILE] & INTILE_TYPEMASK) == INTILE_POLE)\r
+                       {\r
+                               poledown = true;\r
+                       }\r
+                       else\r
+                       {\r
+                               poledown = false;\r
+                       }\r
+                       if ((tinf[*(map - mapwidth*2) + INTILE] & INTILE_TYPEMASK) == INTILE_POLE)\r
+                       {\r
+                               poleup = true;\r
+                       }\r
+                       else\r
+                       {\r
+                               poleup = false;\r
+                       }\r
+                       if (poleup && poledown)\r
+                       {\r
+                               if (US_RndT() < 0x80)\r
+                                       poleup = false;\r
+                               else\r
+                                       poledown = false;\r
+                       }\r
+\r
+                       if (poleup)\r
+                       {\r
+                               ob->ydir = -1;\r
+                               ob->state = &s_amptongrab1;\r
+                               ob->needtoclip = cl_noclip;\r
+                               ob->nothink = 6;\r
+                               xtry = 0;\r
+                       }\r
+                       else if (poledown)\r
+                       {\r
+                               ob->ydir = 1;\r
+                               ob->state = &s_amptongrab1;\r
+                               ob->needtoclip = cl_noclip;\r
+                               ob->nothink = 6;\r
+                               xtry = 0;\r
+                       }\r
+               }\r
+       }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_AmptonClimb\r
+=\r
+===========================\r
+*/\r
+\r
+void T_AmptonClimb(objtype *ob)\r
+{\r
+       Uint16 newtile;\r
+       Uint16 far *map;\r
+       Uint16 move;\r
+\r
+       newtile = CONVERT_GLOBAL_TO_TILE(ob->bottom + ytry);\r
+       if (ob->tilebottom != newtile)\r
+       {\r
+               if (ob->ydir == -1)\r
+               {\r
+                       map = mapsegs[1] + mapbwidthtable[newtile]/2 + ob->tileleft + 1;\r
+                       if (!tinf[map[0] + NORTHWALL] && tinf[map[mapwidth]+NORTHWALL])\r
+                       {\r
+                               if ((tinf[*(map-4*mapwidth)+INTILE] & INTILE_TYPEMASK) == INTILE_POLE && US_RndT() < 0x80)\r
+                                       return;\r
+\r
+                               move = (ob->bottom & 0xFF) + 1;\r
+                               ob->y -= move;\r
+                               ob->bottom -= move;\r
+                               ob->needtoclip = cl_midclip;\r
+                               ob->state = &s_amptonrelease1;\r
+                               ytry = PIXGLOBAL;\r
+                               ob->ydir = 1;\r
+                               ClipToWalls(ob);\r
+                               ob->nothink = 4;\r
+                               return;\r
+                       }\r
+                       if ((tinf[*(map-mapwidth)+INTILE] & INTILE_TYPEMASK) != INTILE_POLE)\r
+                       {\r
+                               ytry = 0;\r
+                               ob->ydir = 1;\r
+                       }\r
+               }\r
+               else\r
+               {\r
+                       map = mapsegs[1] + mapbwidthtable[newtile]/2 + ob->tileleft + 1;\r
+                       if (tinf[map[0] + NORTHWALL] && !tinf[*(map-mapwidth)+NORTHWALL])\r
+                       {\r
+                               if ((tinf[map[2*mapwidth] + INTILE] & INTILE_TYPEMASK) == INTILE_POLE && US_RndT() < 0x80)\r
+                                       return;\r
+\r
+                               move = 0xFF - (ob->bottom & 0xFF);\r
+                               ob->y += move;\r
+                               ob->bottom += move;\r
+                               ob->needtoclip = cl_midclip;\r
+                               ob->state = &s_amptonrelease1;\r
+                               ytry = PIXGLOBAL;\r
+                               ClipToWalls(ob);\r
+                               ob->nothink = 4;\r
+                               return;\r
+                       }\r
+                       if ((tinf[map[0] + INTILE] & INTILE_TYPEMASK) != INTILE_POLE)\r
+                       {\r
+                               ytry = 0;\r
+                               ob->ydir = -1;\r
+                       }\r
+               }\r
+       }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_SetNoThink\r
+=\r
+===========================\r
+*/\r
+\r
+void T_SetNoThink(objtype *ob)\r
+{\r
+       ob->nothink = 4;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_Ampton\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Ampton(objtype *ob, objtype *hit)\r
+{\r
+       if (hit->obclass == keenobj)\r
+       {\r
+               if (ob->state == &s_amptonclimb)\r
+               {\r
+                       KillKeen();\r
+               }\r
+               else\r
+               {\r
+                       ClipToSpriteSide(hit, ob);\r
+               }\r
+       }\r
+       else if (hit->obclass == stunshotobj)\r
+       {\r
+               ob->needtoclip = cl_midclip;\r
+               ob->ydir = 1;\r
+               ob->yspeed = 0;\r
+               SD_PlaySound(SND_AMPTONDIE);\r
+               StunObj(ob, hit, &s_amptonstun);\r
+       }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= R_Ampton\r
+=\r
+===========================\r
+*/\r
+\r
+void R_Ampton(objtype *ob)\r
+{\r
+       if (ob->xdir == 1 && ob->hitwest)\r
+       {\r
+               ob->x -= ob->xmove;\r
+               ob->xdir = -1;\r
+               ChangeState(ob, &s_amptonturn);\r
+       }\r
+       else if (ob->xdir == -1 && ob->hiteast)\r
+       {\r
+               ob->x -= ob->xmove;\r
+               ob->xdir = 1;\r
+               ChangeState(ob, &s_amptonturn);\r
+       }\r
+       else if (!ob->hitnorth)\r
+       {\r
+               ob->x -= ob->xmove;\r
+               ob->xdir = -ob->xdir;\r
+               ChangeState(ob, &s_amptonturn);\r
+       }\r
+       RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+                                                 SLICESTAR\r
+\r
+temp4 = health\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_slicestarslide  = {SLICESTARSPR,     SLICESTARSPR,     think, false, false,  0,  0,  0, T_Platform, C_Slicestar, R_Draw, NULL};\r
+statetype s_slicestarbounce = {SLICESTARSPR,     SLICESTARSPR,     slide, false, false,  0, 24, 24, NULL, C_Slicestar, R_Slicestar, &s_slicestarbounce};\r
+statetype s_slicestarboom   = {SLICESTARBOOMSPR, SLICESTARBOOMSPR, step,  false, false, 20,  0,  0, NULL, NULL, R_Draw, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnSlicestarSlide\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnSlicestarSlide(Uint16 tileX, Uint16 tileY, Sint16 dir)\r
+{\r
+       GetNewObj(false);\r
+       new->obclass = slicestarobj;\r
+       new->active = ac_yes;\r
+       new->priority = 2;\r
+       new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+       new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+       new->temp4 = 20;        // health!\r
+       switch (dir)\r
+       {\r
+       case 0:\r
+               new->xdir = 0;\r
+               new->ydir = -1;\r
+               break;\r
+       case 1:\r
+               new->xdir = 1;\r
+               new->ydir = 0;\r
+               break;\r
+       case 2:\r
+               new->xdir = 0;\r
+               new->ydir = 1;\r
+               break;\r
+       case 3:\r
+               new->xdir = -1;\r
+               new->ydir = 0;\r
+       }\r
+       NewState(new, &s_slicestarslide);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnSlicestarBounce\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnSlicestarBounce(Uint16 tileX, Uint16 tileY)\r
+{\r
+       GetNewObj(false);\r
+       new->obclass = slicestarobj;\r
+       new->active = ac_yes;\r
+       new->priority = 2;\r
+       new->needtoclip = cl_fullclip;\r
+       new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+       new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+       new->temp4 = 50;        // health!\r
+       switch (US_RndT() / 0x40)\r
+       {\r
+       case 0:\r
+               new->xdir = -1;\r
+               new->ydir = -1;\r
+               break;\r
+       case 1:\r
+               new->xdir = 1;\r
+               new->ydir = 1;\r
+               break;\r
+       case 2:\r
+               new->xdir = -1;\r
+               new->ydir = 1;\r
+               break;\r
+       case 3:\r
+               new->xdir = 1;\r
+               new->ydir = -1;\r
+       }\r
+       NewState(new, &s_slicestarbounce);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_Slicestar\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Slicestar(objtype *ob, objtype *hit)\r
+{\r
+       if (hit->obclass == keenobj)\r
+       {\r
+               KillKeen();\r
+       }\r
+       else if (hit->obclass == stunshotobj)\r
+       {\r
+               ExplodeShot(hit);\r
+               if (--ob->temp4 == 0)\r
+               {\r
+                       ChangeState(ob, &s_slicestarboom);\r
+               }\r
+       }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= R_Slicestar\r
+=\r
+===========================\r
+*/\r
+\r
+void R_Slicestar(objtype *ob)\r
+{\r
+       if (ob->hitnorth)\r
+       {\r
+               ob->ydir = -1;\r
+               SD_PlaySound(SND_SLICESTARBOUNCE);\r
+       }\r
+       else if (ob->hitsouth)\r
+       {\r
+               ob->ydir = 1;\r
+               SD_PlaySound(SND_SLICESTARBOUNCE);\r
+       }\r
+       if (ob->hitwest)\r
+       {\r
+               ob->xdir = -1;\r
+               SD_PlaySound(SND_SLICESTARBOUNCE);\r
+       }\r
+       else if (ob->hiteast)\r
+       {\r
+               ob->xdir = 1;\r
+               SD_PlaySound(SND_SLICESTARBOUNCE);\r
+       }\r
+       RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+                                                 SHELLEY\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_shellywalk1  = {SHELLEYL1SPR,     SHELLEYR1SPR,     step,      false, true,    8, 128, 0, NULL, C_Shelly, R_Shelly, &s_shellywalk2};\r
+statetype s_shellywalk2  = {SHELLEYL2SPR,     SHELLEYR2SPR,     step,      false, true,    8, 128, 0, NULL, C_Shelly, R_Shelly, &s_shellywalk3};\r
+statetype s_shellywalk3  = {SHELLEYL3SPR,     SHELLEYR3SPR,     step,      false, true,    8, 128, 0, NULL, C_Shelly, R_Shelly, &s_shellywalk4};\r
+statetype s_shellywalk4  = {SHELLEYL4SPR,     SHELLEYR4SPR,     step,      false, true,    8, 128, 0, NULL, C_Shelly, R_Shelly, &s_shellywalk1};\r
+statetype s_shellylook   = {SHELLEYL2SPR,     SHELLEYR2SPR,     stepthink, false, true,  100,   0, 0, T_ShellyLook, C_Shelly, R_Draw, &s_shellylook2};\r
+statetype s_shellylook2  = {SHELLEYL2SPR,     SHELLEYR2SPR,     step,      true,  true,    1,   0, 0, T_Turn, C_Shelly, R_Draw, &s_shellywalk1};\r
+statetype s_shellyjump1  = {SHELLEYJUMPLSPR,  SHELLEYJUMPRSPR,  stepthink, false, false,   8,   0, 0, T_Projectile, C_Shelly, R_Shell, &s_shellyjump2};\r
+statetype s_shellyjump2  = {SHELLEYFALLLSPR,  SHELLEYFALLRSPR,  think,     false, false,   8,   0, 0, T_Projectile, C_Shelly, R_Shell, NULL};\r
+statetype s_shellydie    = {SHELLEYFALLLSPR,  SHELLEYFALLRSPR,  step,      false, false,   8,   0, 0, T_ShellyFrag, NULL, R_Shell, NULL};\r
+statetype s_shellydieup  = {SHELLEYL2SPR,     SHELLEYR2SPR,     step,      false, false,   8,   0, 0, T_ShellyFrag, NULL, R_Shell, NULL};\r
+statetype s_shellyboom1  = {SHELLEYBOOM1SPR,  SHELLEYBOOM1SPR,  step,      false, false,  20,   0, 0, NULL, C_Lethal, R_Draw, &s_shellyboom2};\r
+statetype s_shellyboom2  = {SHELLEYBOOM2SPR,  SHELLEYBOOM2SPR,  step,      false, false,  20,   0, 0, NULL, C_Lethal, R_Draw, &s_shellyboom3};\r
+statetype s_shellyboom3  = {SHELLEYBOOM3SPR,  SHELLEYBOOM3SPR,  step,      false, false,  20,   0, 0, NULL, C_Lethal, R_Draw, &s_shellyboom4};\r
+statetype s_shellyboom4  = {SHELLEYBOOM4SPR,  SHELLEYBOOM4SPR,  step,      false, false,  20,   0, 0, NULL, C_Lethal, R_Draw, NULL};\r
+statetype s_shellypiece1 = {SHELLEYPIECE1SPR, SHELLEYPIECE1SPR, think,     false, false,   8,   0, 0, T_Projectile, C_Lethal, R_Bounce, NULL};\r
+statetype s_shellypiece2 = {SHELLEYPIECE2SPR, SHELLEYPIECE2SPR, think,     false, false,   8,   0, 0, T_Projectile, C_Lethal, R_Bounce, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnShelly\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnShelly(Uint16 tileX, Uint16 tileY)\r
+{\r
+       GetNewObj(false);\r
+       new->obclass = sparkyobj;       // BUG: should use shelleyobj\r
+       new->active = ac_yes;\r
+       new->priority = 0;\r
+       new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+       new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+       if (US_RndT() < 0x80)\r
+       {\r
+               new->xdir = 1;\r
+       }\r
+       else\r
+       {\r
+               new->xdir = -1;\r
+       }\r
+       new->ydir = 1;\r
+       NewState(new, &s_shellywalk1);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_ShellyLook\r
+=\r
+===========================\r
+*/\r
+\r
+void T_ShellyLook(objtype *ob)\r
+{\r
+       Sint16 xdist;\r
+\r
+       if (player->top < ob->bottom)\r
+               return;\r
+\r
+       xdist = player->midx - ob->midx;\r
+       if (ob->xdir == 1)\r
+       {\r
+               if (xdist > 1*TILEGLOBAL && xdist < 3*TILEGLOBAL)\r
+               {\r
+                       ob->xspeed = 16;\r
+                       ob->yspeed = -24;\r
+                       ob->state = &s_shellyjump1;\r
+                       xtry = ytry = 0;\r
+               }\r
+       }\r
+       else\r
+       {\r
+               if (xdist < -1*TILEGLOBAL && xdist > -3*TILEGLOBAL)\r
+               {\r
+                       ob->xspeed = -16;\r
+                       ob->yspeed = -24;\r
+                       ob->state = &s_shellyjump1;\r
+                       xtry = ytry = 0;\r
+               }\r
+       }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_Turn\r
+=\r
+===========================\r
+*/\r
+\r
+void T_Turn(objtype *ob)\r
+{\r
+       ob->xdir = -ob->xdir;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_ShellyFrag\r
+=\r
+===========================\r
+*/\r
+\r
+void T_ShellyFrag(objtype *ob)\r
+{\r
+       GetNewObj(true);\r
+       new->x = ob->x;\r
+       new->y = ob->y;\r
+       new->xspeed = 32;\r
+       new->yspeed = -24;\r
+       NewState(new, &s_shellypiece1);\r
+\r
+       GetNewObj(true);\r
+       new->x = ob->x;\r
+       new->y = ob->y;\r
+       new->xspeed = -32;\r
+       new->yspeed = -24;\r
+       NewState(new, &s_shellypiece2);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_Shelly\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Shelly(objtype *ob, objtype *hit)\r
+{\r
+       if (hit->obclass == keenobj)\r
+       {\r
+               ClipToSpriteSide(hit, ob);\r
+               if (player->midx < ob->left || player->midx > ob->right)\r
+                       return;\r
+       }\r
+       else if (hit->obclass == stunshotobj)\r
+       {\r
+               ExplodeShot(hit);\r
+       }\r
+       else if (hit->obclass == mshotobj)\r
+       {\r
+               RemoveObj(hit);\r
+       }\r
+       else\r
+               return;\r
+\r
+explode:\r
+       SD_PlaySound(SND_SHELLEYEXPLODE);\r
+       if (ob->hitnorth)\r
+       {\r
+               ChangeState(ob, &s_shellydieup);\r
+       }\r
+       else\r
+       {\r
+               ChangeState(ob, &s_shellydie);\r
+       }\r
+       GetNewObj(true);\r
+       new->x = ob->x;\r
+       new->y = ob->y;\r
+       NewState(new, &s_shellyboom1);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= R_Shelly\r
+=\r
+===========================\r
+*/\r
+\r
+void R_Shelly(objtype *ob)\r
+{\r
+       if (ob->xdir == 1 && ob->hitwest)\r
+       {\r
+               ob->x -= ob->xmove;\r
+               ob->xdir = -1;\r
+       }\r
+       else if (ob->xdir == -1 && ob->hiteast)\r
+       {\r
+               ob->x -= ob->xmove;\r
+               ob->xdir = 1;\r
+       }\r
+       else if (!ob->hitnorth)\r
+       {\r
+               ob->x -= ob->xmove;\r
+               ChangeState(ob, &s_shellylook);\r
+       }\r
+       RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= R_Shell\r
+=\r
+===========================\r
+*/\r
+\r
+void R_Shell(objtype *ob)\r
+{\r
+       if (ob->hiteast || ob->hitwest)\r
+       {\r
+               ob->xspeed = 0;\r
+       }\r
+       if (ob->hitnorth)\r
+       {\r
+               SD_PlaySound(SND_SHELLEYEXPLODE);\r
+               ChangeState(ob, &s_shellydie);\r
+\r
+               GetNewObj(true);\r
+               new->x = ob->x;\r
+               new->y = ob->y;\r
+               NewState(new, &s_shellyboom1);\r
+       }\r
+       RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
+}
\ No newline at end of file