+// WL_ACT2.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define PROJECTILESIZE 0xc000l\r
+\r
+#define BJRUNSPEED 2048\r
+#define BJJUMPSPEED 680\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east,\r
+ southwest,south,southeast};\r
+\r
+int starthitpoints[4][NUMENEMIES] =\r
+ //\r
+ // BABY MODE\r
+ //\r
+ {\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+ 850, // Hans\r
+ 850, // Schabbs\r
+ 200, // fake hitler\r
+ 800, // mecha hitler\r
+ 45, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 850, // Gretel\r
+ 850, // Gift\r
+ 850, // Fat\r
+ 5, // en_spectre,\r
+ 1450, // en_angel,\r
+ 850, // en_trans,\r
+ 1050, // en_uber,\r
+ 950, // en_will,\r
+ 1250 // en_death\r
+ },\r
+ //\r
+ // DON'T HURT ME MODE\r
+ //\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+ 950, // Hans\r
+ 950, // Schabbs\r
+ 300, // fake hitler\r
+ 950, // mecha hitler\r
+ 55, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 950, // Gretel\r
+ 950, // Gift\r
+ 950, // Fat\r
+ 10, // en_spectre,\r
+ 1550, // en_angel,\r
+ 950, // en_trans,\r
+ 1150, // en_uber,\r
+ 1050, // en_will,\r
+ 1350 // en_death\r
+ },\r
+ //\r
+ // BRING 'EM ON MODE\r
+ //\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+\r
+ 1050, // Hans\r
+ 1550, // Schabbs\r
+ 400, // fake hitler\r
+ 1050, // mecha hitler\r
+\r
+ 55, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 1050, // Gretel\r
+ 1050, // Gift\r
+ 1050, // Fat\r
+ 15, // en_spectre,\r
+ 1650, // en_angel,\r
+ 1050, // en_trans,\r
+ 1250, // en_uber,\r
+ 1150, // en_will,\r
+ 1450 // en_death\r
+ },\r
+ //\r
+ // DEATH INCARNATE MODE\r
+ //\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+\r
+ 1200, // Hans\r
+ 2400, // Schabbs\r
+ 500, // fake hitler\r
+ 1200, // mecha hitler\r
+\r
+ 65, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 1200, // Gretel\r
+ 1200, // Gift\r
+ 1200, // Fat\r
+ 25, // en_spectre,\r
+ 2000, // en_angel,\r
+ 1200, // en_trans,\r
+ 1400, // en_uber,\r
+ 1300, // en_will,\r
+ 1600 // en_death\r
+ }}\r
+ ;\r
+\r
+void A_StartDeathCam (objtype *ob);\r
+\r
+\r
+void T_Path (objtype *ob);\r
+void T_Shoot (objtype *ob);\r
+void T_Bite (objtype *ob);\r
+void T_DogChase (objtype *ob);\r
+void T_Chase (objtype *ob);\r
+void T_Projectile (objtype *ob);\r
+void T_Stand (objtype *ob);\r
+\r
+void A_DeathScream (objtype *ob);\r
+\r
+extern statetype s_rocket;\r
+extern statetype s_smoke1;\r
+extern statetype s_smoke2;\r
+extern statetype s_smoke3;\r
+extern statetype s_smoke4;\r
+extern statetype s_boom2;\r
+extern statetype s_boom3;\r
+\r
+void A_Smoke (objtype *ob);\r
+\r
+statetype s_rocket = {true,SPR_ROCKET_1,3,T_Projectile,A_Smoke,&s_rocket};\r
+statetype s_smoke1 = {false,SPR_SMOKE_1,3,NULL,NULL,&s_smoke2};\r
+statetype s_smoke2 = {false,SPR_SMOKE_2,3,NULL,NULL,&s_smoke3};\r
+statetype s_smoke3 = {false,SPR_SMOKE_3,3,NULL,NULL,&s_smoke4};\r
+statetype s_smoke4 = {false,SPR_SMOKE_4,3,NULL,NULL,NULL};\r
+\r
+statetype s_boom1 = {false,SPR_BOOM_1,6,NULL,NULL,&s_boom2};\r
+statetype s_boom2 = {false,SPR_BOOM_2,6,NULL,NULL,&s_boom3};\r
+statetype s_boom3 = {false,SPR_BOOM_3,6,NULL,NULL,NULL};\r
+\r
+#ifdef SPEAR\r
+\r
+extern statetype s_hrocket;\r
+extern statetype s_hsmoke1;\r
+extern statetype s_hsmoke2;\r
+extern statetype s_hsmoke3;\r
+extern statetype s_hsmoke4;\r
+extern statetype s_hboom2;\r
+extern statetype s_hboom3;\r
+\r
+void A_Smoke (objtype *ob);\r
+\r
+statetype s_hrocket = {true,SPR_HROCKET_1,3,T_Projectile,A_Smoke,&s_hrocket};\r
+statetype s_hsmoke1 = {false,SPR_HSMOKE_1,3,NULL,NULL,&s_hsmoke2};\r
+statetype s_hsmoke2 = {false,SPR_HSMOKE_2,3,NULL,NULL,&s_hsmoke3};\r
+statetype s_hsmoke3 = {false,SPR_HSMOKE_3,3,NULL,NULL,&s_hsmoke4};\r
+statetype s_hsmoke4 = {false,SPR_HSMOKE_4,3,NULL,NULL,NULL};\r
+\r
+statetype s_hboom1 = {false,SPR_HBOOM_1,6,NULL,NULL,&s_hboom2};\r
+statetype s_hboom2 = {false,SPR_HBOOM_2,6,NULL,NULL,&s_hboom3};\r
+statetype s_hboom3 = {false,SPR_HBOOM_3,6,NULL,NULL,NULL};\r
+\r
+#endif\r
+\r
+void T_Schabb (objtype *ob);\r
+void T_SchabbThrow (objtype *ob);\r
+void T_Fake (objtype *ob);\r
+void T_FakeFire (objtype *ob);\r
+void T_Ghosts (objtype *ob);\r
+\r
+void A_Slurpie (objtype *ob);\r
+void A_HitlerMorph (objtype *ob);\r
+void A_MechaSound (objtype *ob);\r
+\r
+/*\r
+=================\r
+=\r
+= A_Smoke\r
+=\r
+=================\r
+*/\r
+\r
+void A_Smoke (objtype *ob)\r
+{\r
+ GetNewActor ();\r
+#ifdef SPEAR\r
+ if (ob->obclass == hrocketobj)\r
+ new->state = &s_hsmoke1;\r
+ else\r
+#endif\r
+ new->state = &s_smoke1;\r
+ new->ticcount = 6;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = inertobj;\r
+ new->active = true;\r
+\r
+ new->flags = FL_NEVERMARK;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= ProjectileTryMove\r
+=\r
+= returns true if move ok\r
+===================\r
+*/\r
+\r
+#define PROJSIZE 0x2000\r
+\r
+boolean ProjectileTryMove (objtype *ob)\r
+{\r
+ int xl,yl,xh,yh,x,y;\r
+ objtype *check;\r
+ long deltax,deltay;\r
+\r
+ xl = (ob->x-PROJSIZE) >>TILESHIFT;\r
+ yl = (ob->y-PROJSIZE) >>TILESHIFT;\r
+\r
+ xh = (ob->x+PROJSIZE) >>TILESHIFT;\r
+ yh = (ob->y+PROJSIZE) >>TILESHIFT;\r
+\r
+//\r
+// check for solid walls\r
+//\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check && check<objlist)\r
+ return false;\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Projectile\r
+=\r
+=================\r
+*/\r
+\r
+void T_Projectile (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ int damage;\r
+ long speed;\r
+\r
+ speed = (long)ob->speed*tics;\r
+\r
+ deltax = FixedByFrac(speed,costable[ob->angle]);\r
+ deltay = -FixedByFrac(speed,sintable[ob->angle]);\r
+\r
+ if (deltax>0x10000l)\r
+ deltax = 0x10000l;\r
+ if (deltay>0x10000l)\r
+ deltay = 0x10000l;\r
+\r
+ ob->x += deltax;\r
+ ob->y += deltay;\r
+\r
+ deltax = LABS(ob->x - player->x);\r
+ deltay = LABS(ob->y - player->y);\r
+\r
+ if (!ProjectileTryMove (ob))\r
+ {\r
+ if (ob->obclass == rocketobj)\r
+ {\r
+ PlaySoundLocActor(MISSILEHITSND,ob);\r
+ ob->state = &s_boom1;\r
+ }\r
+#ifdef SPEAR\r
+ else if (ob->obclass == hrocketobj)\r
+ {\r
+ PlaySoundLocActor(MISSILEHITSND,ob);\r
+ ob->state = &s_hboom1;\r
+ }\r
+#endif\r
+ else\r
+ ob->state = NULL; // mark for removal\r
+\r
+ return;\r
+ }\r
+\r
+ if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE)\r
+ { // hit the player\r
+ switch (ob->obclass)\r
+ {\r
+ case needleobj:\r
+ damage = (US_RndT() >>3) + 20;\r
+ break;\r
+ case rocketobj:\r
+ case hrocketobj:\r
+ case sparkobj:\r
+ damage = (US_RndT() >>3) + 30;\r
+ break;\r
+ case fireobj:\r
+ damage = (US_RndT() >>3);\r
+ break;\r
+ }\r
+\r
+ TakeDamage (damage,ob);\r
+ ob->state = NULL; // mark for removal\r
+ return;\r
+ }\r
+\r
+ ob->tilex = ob->x >> TILESHIFT;\r
+ ob->tiley = ob->y >> TILESHIFT;\r
+\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GUARD\r
+\r
+=============================================================================\r
+*/\r
+\r
+//\r
+// guards\r
+//\r
+\r
+extern statetype s_grdstand;\r
+\r
+extern statetype s_grdpath1;\r
+extern statetype s_grdpath1s;\r
+extern statetype s_grdpath2;\r
+extern statetype s_grdpath3;\r
+extern statetype s_grdpath3s;\r
+extern statetype s_grdpath4;\r
+\r
+extern statetype s_grdpain;\r
+extern statetype s_grdpain1;\r
+\r
+extern statetype s_grdgiveup;\r
+\r
+extern statetype s_grdshoot1;\r
+extern statetype s_grdshoot2;\r
+extern statetype s_grdshoot3;\r
+extern statetype s_grdshoot4;\r
+\r
+extern statetype s_grdchase1;\r
+extern statetype s_grdchase1s;\r
+extern statetype s_grdchase2;\r
+extern statetype s_grdchase3;\r
+extern statetype s_grdchase3s;\r
+extern statetype s_grdchase4;\r
+\r
+extern statetype s_grddie1;\r
+extern statetype s_grddie1d;\r
+extern statetype s_grddie2;\r
+extern statetype s_grddie3;\r
+extern statetype s_grddie4;\r
+\r
+statetype s_grdstand = {true,SPR_GRD_S_1,0,T_Stand,NULL,&s_grdstand};\r
+\r
+statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,T_Path,NULL,&s_grdpath1s};\r
+statetype s_grdpath1s = {true,SPR_GRD_W1_1,5,NULL,NULL,&s_grdpath2};\r
+statetype s_grdpath2 = {true,SPR_GRD_W2_1,15,T_Path,NULL,&s_grdpath3};\r
+statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,T_Path,NULL,&s_grdpath3s};\r
+statetype s_grdpath3s = {true,SPR_GRD_W3_1,5,NULL,NULL,&s_grdpath4};\r
+statetype s_grdpath4 = {true,SPR_GRD_W4_1,15,T_Path,NULL,&s_grdpath1};\r
+\r
+statetype s_grdpain = {2,SPR_GRD_PAIN_1,10,NULL,NULL,&s_grdchase1};\r
+statetype s_grdpain1 = {2,SPR_GRD_PAIN_2,10,NULL,NULL,&s_grdchase1};\r
+\r
+statetype s_grdshoot1 = {false,SPR_GRD_SHOOT1,20,NULL,NULL,&s_grdshoot2};\r
+statetype s_grdshoot2 = {false,SPR_GRD_SHOOT2,20,NULL,T_Shoot,&s_grdshoot3};\r
+statetype s_grdshoot3 = {false,SPR_GRD_SHOOT3,20,NULL,NULL,&s_grdchase1};\r
+\r
+statetype s_grdchase1 = {true,SPR_GRD_W1_1,10,T_Chase,NULL,&s_grdchase1s};\r
+statetype s_grdchase1s = {true,SPR_GRD_W1_1,3,NULL,NULL,&s_grdchase2};\r
+statetype s_grdchase2 = {true,SPR_GRD_W2_1,8,T_Chase,NULL,&s_grdchase3};\r
+statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,T_Chase,NULL,&s_grdchase3s};\r
+statetype s_grdchase3s = {true,SPR_GRD_W3_1,3,NULL,NULL,&s_grdchase4};\r
+statetype s_grdchase4 = {true,SPR_GRD_W4_1,8,T_Chase,NULL,&s_grdchase1};\r
+\r
+statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,A_DeathScream,&s_grddie2};\r
+statetype s_grddie2 = {false,SPR_GRD_DIE_2,15,NULL,NULL,&s_grddie3};\r
+statetype s_grddie3 = {false,SPR_GRD_DIE_3,15,NULL,NULL,&s_grddie4};\r
+statetype s_grddie4 = {false,SPR_GRD_DEAD,0,NULL,NULL,&s_grddie4};\r
+\r
+\r
+#ifndef SPEAR\r
+//\r
+// ghosts\r
+//\r
+extern statetype s_blinkychase1;\r
+extern statetype s_blinkychase2;\r
+extern statetype s_inkychase1;\r
+extern statetype s_inkychase2;\r
+extern statetype s_pinkychase1;\r
+extern statetype s_pinkychase2;\r
+extern statetype s_clydechase1;\r
+extern statetype s_clydechase2;\r
+\r
+statetype s_blinkychase1 = {false,SPR_BLINKY_W1,10,T_Ghosts,NULL,&s_blinkychase2};\r
+statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,T_Ghosts,NULL,&s_blinkychase1};\r
+\r
+statetype s_inkychase1 = {false,SPR_INKY_W1,10,T_Ghosts,NULL,&s_inkychase2};\r
+statetype s_inkychase2 = {false,SPR_INKY_W2,10,T_Ghosts,NULL,&s_inkychase1};\r
+\r
+statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,T_Ghosts,NULL,&s_pinkychase2};\r
+statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,T_Ghosts,NULL,&s_pinkychase1};\r
+\r
+statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,T_Ghosts,NULL,&s_clydechase2};\r
+statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,T_Ghosts,NULL,&s_clydechase1};\r
+#endif\r
+\r
+//\r
+// dogs\r
+//\r
+\r
+extern statetype s_dogpath1;\r
+extern statetype s_dogpath1s;\r
+extern statetype s_dogpath2;\r
+extern statetype s_dogpath3;\r
+extern statetype s_dogpath3s;\r
+extern statetype s_dogpath4;\r
+\r
+extern statetype s_dogjump1;\r
+extern statetype s_dogjump2;\r
+extern statetype s_dogjump3;\r
+extern statetype s_dogjump4;\r
+extern statetype s_dogjump5;\r
+\r
+extern statetype s_dogchase1;\r
+extern statetype s_dogchase1s;\r
+extern statetype s_dogchase2;\r
+extern statetype s_dogchase3;\r
+extern statetype s_dogchase3s;\r
+extern statetype s_dogchase4;\r
+\r
+extern statetype s_dogdie1;\r
+extern statetype s_dogdie1d;\r
+extern statetype s_dogdie2;\r
+extern statetype s_dogdie3;\r
+extern statetype s_dogdead;\r
+\r
+statetype s_dogpath1 = {true,SPR_DOG_W1_1,20,T_Path,NULL,&s_dogpath1s};\r
+statetype s_dogpath1s = {true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2};\r
+statetype s_dogpath2 = {true,SPR_DOG_W2_1,15,T_Path,NULL,&s_dogpath3};\r
+statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,T_Path,NULL,&s_dogpath3s};\r
+statetype s_dogpath3s = {true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4};\r
+statetype s_dogpath4 = {true,SPR_DOG_W4_1,15,T_Path,NULL,&s_dogpath1};\r
+\r
+statetype s_dogjump1 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump2};\r
+statetype s_dogjump2 = {false,SPR_DOG_JUMP2,10,NULL,T_Bite,&s_dogjump3};\r
+statetype s_dogjump3 = {false,SPR_DOG_JUMP3,10,NULL,NULL,&s_dogjump4};\r
+statetype s_dogjump4 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump5};\r
+statetype s_dogjump5 = {false,SPR_DOG_W1_1,10,NULL,NULL,&s_dogchase1};\r
+\r
+statetype s_dogchase1 = {true,SPR_DOG_W1_1,10,T_DogChase,NULL,&s_dogchase1s};\r
+statetype s_dogchase1s = {true,SPR_DOG_W1_1,3,NULL,NULL,&s_dogchase2};\r
+statetype s_dogchase2 = {true,SPR_DOG_W2_1,8,T_DogChase,NULL,&s_dogchase3};\r
+statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,T_DogChase,NULL,&s_dogchase3s};\r
+statetype s_dogchase3s = {true,SPR_DOG_W3_1,3,NULL,NULL,&s_dogchase4};\r
+statetype s_dogchase4 = {true,SPR_DOG_W4_1,8,T_DogChase,NULL,&s_dogchase1};\r
+\r
+statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,A_DeathScream,&s_dogdie2};\r
+statetype s_dogdie2 = {false,SPR_DOG_DIE_2,15,NULL,NULL,&s_dogdie3};\r
+statetype s_dogdie3 = {false,SPR_DOG_DIE_3,15,NULL,NULL,&s_dogdead};\r
+statetype s_dogdead = {false,SPR_DOG_DEAD,15,NULL,NULL,&s_dogdead};\r
+\r
+\r
+//\r
+// officers\r
+//\r
+\r
+extern statetype s_ofcstand;\r
+\r
+extern statetype s_ofcpath1;\r
+extern statetype s_ofcpath1s;\r
+extern statetype s_ofcpath2;\r
+extern statetype s_ofcpath3;\r
+extern statetype s_ofcpath3s;\r
+extern statetype s_ofcpath4;\r
+\r
+extern statetype s_ofcpain;\r
+extern statetype s_ofcpain1;\r
+\r
+extern statetype s_ofcgiveup;\r
+\r
+extern statetype s_ofcshoot1;\r
+extern statetype s_ofcshoot2;\r
+extern statetype s_ofcshoot3;\r
+extern statetype s_ofcshoot4;\r
+\r
+extern statetype s_ofcchase1;\r
+extern statetype s_ofcchase1s;\r
+extern statetype s_ofcchase2;\r
+extern statetype s_ofcchase3;\r
+extern statetype s_ofcchase3s;\r
+extern statetype s_ofcchase4;\r
+\r
+extern statetype s_ofcdie1;\r
+extern statetype s_ofcdie2;\r
+extern statetype s_ofcdie3;\r
+extern statetype s_ofcdie4;\r
+extern statetype s_ofcdie5;\r
+\r
+statetype s_ofcstand = {true,SPR_OFC_S_1,0,T_Stand,NULL,&s_ofcstand};\r
+\r
+statetype s_ofcpath1 = {true,SPR_OFC_W1_1,20,T_Path,NULL,&s_ofcpath1s};\r
+statetype s_ofcpath1s = {true,SPR_OFC_W1_1,5,NULL,NULL,&s_ofcpath2};\r
+statetype s_ofcpath2 = {true,SPR_OFC_W2_1,15,T_Path,NULL,&s_ofcpath3};\r
+statetype s_ofcpath3 = {true,SPR_OFC_W3_1,20,T_Path,NULL,&s_ofcpath3s};\r
+statetype s_ofcpath3s = {true,SPR_OFC_W3_1,5,NULL,NULL,&s_ofcpath4};\r
+statetype s_ofcpath4 = {true,SPR_OFC_W4_1,15,T_Path,NULL,&s_ofcpath1};\r
+\r
+statetype s_ofcpain = {2,SPR_OFC_PAIN_1,10,NULL,NULL,&s_ofcchase1};\r
+statetype s_ofcpain1 = {2,SPR_OFC_PAIN_2,10,NULL,NULL,&s_ofcchase1};\r
+\r
+statetype s_ofcshoot1 = {false,SPR_OFC_SHOOT1,6,NULL,NULL,&s_ofcshoot2};\r
+statetype s_ofcshoot2 = {false,SPR_OFC_SHOOT2,20,NULL,T_Shoot,&s_ofcshoot3};\r
+statetype s_ofcshoot3 = {false,SPR_OFC_SHOOT3,10,NULL,NULL,&s_ofcchase1};\r
+\r
+statetype s_ofcchase1 = {true,SPR_OFC_W1_1,10,T_Chase,NULL,&s_ofcchase1s};\r
+statetype s_ofcchase1s = {true,SPR_OFC_W1_1,3,NULL,NULL,&s_ofcchase2};\r
+statetype s_ofcchase2 = {true,SPR_OFC_W2_1,8,T_Chase,NULL,&s_ofcchase3};\r
+statetype s_ofcchase3 = {true,SPR_OFC_W3_1,10,T_Chase,NULL,&s_ofcchase3s};\r
+statetype s_ofcchase3s = {true,SPR_OFC_W3_1,3,NULL,NULL,&s_ofcchase4};\r
+statetype s_ofcchase4 = {true,SPR_OFC_W4_1,8,T_Chase,NULL,&s_ofcchase1};\r
+\r
+statetype s_ofcdie1 = {false,SPR_OFC_DIE_1,11,NULL,A_DeathScream,&s_ofcdie2};\r
+statetype s_ofcdie2 = {false,SPR_OFC_DIE_2,11,NULL,NULL,&s_ofcdie3};\r
+statetype s_ofcdie3 = {false,SPR_OFC_DIE_3,11,NULL,NULL,&s_ofcdie4};\r
+statetype s_ofcdie4 = {false,SPR_OFC_DIE_4,11,NULL,NULL,&s_ofcdie5};\r
+statetype s_ofcdie5 = {false,SPR_OFC_DEAD,0,NULL,NULL,&s_ofcdie5};\r
+\r
+\r
+//\r
+// mutant\r
+//\r
+\r
+extern statetype s_mutstand;\r
+\r
+extern statetype s_mutpath1;\r
+extern statetype s_mutpath1s;\r
+extern statetype s_mutpath2;\r
+extern statetype s_mutpath3;\r
+extern statetype s_mutpath3s;\r
+extern statetype s_mutpath4;\r
+\r
+extern statetype s_mutpain;\r
+extern statetype s_mutpain1;\r
+\r
+extern statetype s_mutgiveup;\r
+\r
+extern statetype s_mutshoot1;\r
+extern statetype s_mutshoot2;\r
+extern statetype s_mutshoot3;\r
+extern statetype s_mutshoot4;\r
+\r
+extern statetype s_mutchase1;\r
+extern statetype s_mutchase1s;\r
+extern statetype s_mutchase2;\r
+extern statetype s_mutchase3;\r
+extern statetype s_mutchase3s;\r
+extern statetype s_mutchase4;\r
+\r
+extern statetype s_mutdie1;\r
+extern statetype s_mutdie2;\r
+extern statetype s_mutdie3;\r
+extern statetype s_mutdie4;\r
+extern statetype s_mutdie5;\r
+\r
+statetype s_mutstand = {true,SPR_MUT_S_1,0,T_Stand,NULL,&s_mutstand};\r
+\r
+statetype s_mutpath1 = {true,SPR_MUT_W1_1,20,T_Path,NULL,&s_mutpath1s};\r
+statetype s_mutpath1s = {true,SPR_MUT_W1_1,5,NULL,NULL,&s_mutpath2};\r
+statetype s_mutpath2 = {true,SPR_MUT_W2_1,15,T_Path,NULL,&s_mutpath3};\r
+statetype s_mutpath3 = {true,SPR_MUT_W3_1,20,T_Path,NULL,&s_mutpath3s};\r
+statetype s_mutpath3s = {true,SPR_MUT_W3_1,5,NULL,NULL,&s_mutpath4};\r
+statetype s_mutpath4 = {true,SPR_MUT_W4_1,15,T_Path,NULL,&s_mutpath1};\r
+\r
+statetype s_mutpain = {2,SPR_MUT_PAIN_1,10,NULL,NULL,&s_mutchase1};\r
+statetype s_mutpain1 = {2,SPR_MUT_PAIN_2,10,NULL,NULL,&s_mutchase1};\r
+\r
+statetype s_mutshoot1 = {false,SPR_MUT_SHOOT1,6,NULL,T_Shoot,&s_mutshoot2};\r
+statetype s_mutshoot2 = {false,SPR_MUT_SHOOT2,20,NULL,NULL,&s_mutshoot3};\r
+statetype s_mutshoot3 = {false,SPR_MUT_SHOOT3,10,NULL,T_Shoot,&s_mutshoot4};\r
+statetype s_mutshoot4 = {false,SPR_MUT_SHOOT4,20,NULL,NULL,&s_mutchase1};\r
+\r
+statetype s_mutchase1 = {true,SPR_MUT_W1_1,10,T_Chase,NULL,&s_mutchase1s};\r
+statetype s_mutchase1s = {true,SPR_MUT_W1_1,3,NULL,NULL,&s_mutchase2};\r
+statetype s_mutchase2 = {true,SPR_MUT_W2_1,8,T_Chase,NULL,&s_mutchase3};\r
+statetype s_mutchase3 = {true,SPR_MUT_W3_1,10,T_Chase,NULL,&s_mutchase3s};\r
+statetype s_mutchase3s = {true,SPR_MUT_W3_1,3,NULL,NULL,&s_mutchase4};\r
+statetype s_mutchase4 = {true,SPR_MUT_W4_1,8,T_Chase,NULL,&s_mutchase1};\r
+\r
+statetype s_mutdie1 = {false,SPR_MUT_DIE_1,7,NULL,A_DeathScream,&s_mutdie2};\r
+statetype s_mutdie2 = {false,SPR_MUT_DIE_2,7,NULL,NULL,&s_mutdie3};\r
+statetype s_mutdie3 = {false,SPR_MUT_DIE_3,7,NULL,NULL,&s_mutdie4};\r
+statetype s_mutdie4 = {false,SPR_MUT_DIE_4,7,NULL,NULL,&s_mutdie5};\r
+statetype s_mutdie5 = {false,SPR_MUT_DEAD,0,NULL,NULL,&s_mutdie5};\r
+\r
+\r
+//\r
+// SS\r
+//\r
+\r
+extern statetype s_ssstand;\r
+\r
+extern statetype s_sspath1;\r
+extern statetype s_sspath1s;\r
+extern statetype s_sspath2;\r
+extern statetype s_sspath3;\r
+extern statetype s_sspath3s;\r
+extern statetype s_sspath4;\r
+\r
+extern statetype s_sspain;\r
+extern statetype s_sspain1;\r
+\r
+extern statetype s_ssshoot1;\r
+extern statetype s_ssshoot2;\r
+extern statetype s_ssshoot3;\r
+extern statetype s_ssshoot4;\r
+extern statetype s_ssshoot5;\r
+extern statetype s_ssshoot6;\r
+extern statetype s_ssshoot7;\r
+extern statetype s_ssshoot8;\r
+extern statetype s_ssshoot9;\r
+\r
+extern statetype s_sschase1;\r
+extern statetype s_sschase1s;\r
+extern statetype s_sschase2;\r
+extern statetype s_sschase3;\r
+extern statetype s_sschase3s;\r
+extern statetype s_sschase4;\r
+\r
+extern statetype s_ssdie1;\r
+extern statetype s_ssdie2;\r
+extern statetype s_ssdie3;\r
+extern statetype s_ssdie4;\r
+\r
+statetype s_ssstand = {true,SPR_SS_S_1,0,T_Stand,NULL,&s_ssstand};\r
+\r
+statetype s_sspath1 = {true,SPR_SS_W1_1,20,T_Path,NULL,&s_sspath1s};\r
+statetype s_sspath1s = {true,SPR_SS_W1_1,5,NULL,NULL,&s_sspath2};\r
+statetype s_sspath2 = {true,SPR_SS_W2_1,15,T_Path,NULL,&s_sspath3};\r
+statetype s_sspath3 = {true,SPR_SS_W3_1,20,T_Path,NULL,&s_sspath3s};\r
+statetype s_sspath3s = {true,SPR_SS_W3_1,5,NULL,NULL,&s_sspath4};\r
+statetype s_sspath4 = {true,SPR_SS_W4_1,15,T_Path,NULL,&s_sspath1};\r
+\r
+statetype s_sspain = {2,SPR_SS_PAIN_1,10,NULL,NULL,&s_sschase1};\r
+statetype s_sspain1 = {2,SPR_SS_PAIN_2,10,NULL,NULL,&s_sschase1};\r
+\r
+statetype s_ssshoot1 = {false,SPR_SS_SHOOT1,20,NULL,NULL,&s_ssshoot2};\r
+statetype s_ssshoot2 = {false,SPR_SS_SHOOT2,20,NULL,T_Shoot,&s_ssshoot3};\r
+statetype s_ssshoot3 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot4};\r
+statetype s_ssshoot4 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot5};\r
+statetype s_ssshoot5 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot6};\r
+statetype s_ssshoot6 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot7};\r
+statetype s_ssshoot7 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot8};\r
+statetype s_ssshoot8 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot9};\r
+statetype s_ssshoot9 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_sschase1};\r
+\r
+statetype s_sschase1 = {true,SPR_SS_W1_1,10,T_Chase,NULL,&s_sschase1s};\r
+statetype s_sschase1s = {true,SPR_SS_W1_1,3,NULL,NULL,&s_sschase2};\r
+statetype s_sschase2 = {true,SPR_SS_W2_1,8,T_Chase,NULL,&s_sschase3};\r
+statetype s_sschase3 = {true,SPR_SS_W3_1,10,T_Chase,NULL,&s_sschase3s};\r
+statetype s_sschase3s = {true,SPR_SS_W3_1,3,NULL,NULL,&s_sschase4};\r
+statetype s_sschase4 = {true,SPR_SS_W4_1,8,T_Chase,NULL,&s_sschase1};\r
+\r
+statetype s_ssdie1 = {false,SPR_SS_DIE_1,15,NULL,A_DeathScream,&s_ssdie2};\r
+statetype s_ssdie2 = {false,SPR_SS_DIE_2,15,NULL,NULL,&s_ssdie3};\r
+statetype s_ssdie3 = {false,SPR_SS_DIE_3,15,NULL,NULL,&s_ssdie4};\r
+statetype s_ssdie4 = {false,SPR_SS_DEAD,0,NULL,NULL,&s_ssdie4};\r
+\r
+\r
+#ifndef SPEAR\r
+//\r
+// hans\r
+//\r
+extern statetype s_bossstand;\r
+\r
+extern statetype s_bosschase1;\r
+extern statetype s_bosschase1s;\r
+extern statetype s_bosschase2;\r
+extern statetype s_bosschase3;\r
+extern statetype s_bosschase3s;\r
+extern statetype s_bosschase4;\r
+\r
+extern statetype s_bossdie1;\r
+extern statetype s_bossdie2;\r
+extern statetype s_bossdie3;\r
+extern statetype s_bossdie4;\r
+\r
+extern statetype s_bossshoot1;\r
+extern statetype s_bossshoot2;\r
+extern statetype s_bossshoot3;\r
+extern statetype s_bossshoot4;\r
+extern statetype s_bossshoot5;\r
+extern statetype s_bossshoot6;\r
+extern statetype s_bossshoot7;\r
+extern statetype s_bossshoot8;\r
+\r
+\r
+statetype s_bossstand = {false,SPR_BOSS_W1,0,T_Stand,NULL,&s_bossstand};\r
+\r
+statetype s_bosschase1 = {false,SPR_BOSS_W1,10,T_Chase,NULL,&s_bosschase1s};\r
+statetype s_bosschase1s = {false,SPR_BOSS_W1,3,NULL,NULL,&s_bosschase2};\r
+statetype s_bosschase2 = {false,SPR_BOSS_W2,8,T_Chase,NULL,&s_bosschase3};\r
+statetype s_bosschase3 = {false,SPR_BOSS_W3,10,T_Chase,NULL,&s_bosschase3s};\r
+statetype s_bosschase3s = {false,SPR_BOSS_W3,3,NULL,NULL,&s_bosschase4};\r
+statetype s_bosschase4 = {false,SPR_BOSS_W4,8,T_Chase,NULL,&s_bosschase1};\r
+\r
+statetype s_bossdie1 = {false,SPR_BOSS_DIE1,15,NULL,A_DeathScream,&s_bossdie2};\r
+statetype s_bossdie2 = {false,SPR_BOSS_DIE2,15,NULL,NULL,&s_bossdie3};\r
+statetype s_bossdie3 = {false,SPR_BOSS_DIE3,15,NULL,NULL,&s_bossdie4};\r
+statetype s_bossdie4 = {false,SPR_BOSS_DEAD,0,NULL,NULL,&s_bossdie4};\r
+\r
+statetype s_bossshoot1 = {false,SPR_BOSS_SHOOT1,30,NULL,NULL,&s_bossshoot2};\r
+statetype s_bossshoot2 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot3};\r
+statetype s_bossshoot3 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot4};\r
+statetype s_bossshoot4 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot5};\r
+statetype s_bossshoot5 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot6};\r
+statetype s_bossshoot6 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot7};\r
+statetype s_bossshoot7 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot8};\r
+statetype s_bossshoot8 = {false,SPR_BOSS_SHOOT1,10,NULL,NULL,&s_bosschase1};\r
+\r
+\r
+//\r
+// gretel\r
+//\r
+extern statetype s_gretelstand;\r
+\r
+extern statetype s_gretelchase1;\r
+extern statetype s_gretelchase1s;\r
+extern statetype s_gretelchase2;\r
+extern statetype s_gretelchase3;\r
+extern statetype s_gretelchase3s;\r
+extern statetype s_gretelchase4;\r
+\r
+extern statetype s_greteldie1;\r
+extern statetype s_greteldie2;\r
+extern statetype s_greteldie3;\r
+extern statetype s_greteldie4;\r
+\r
+extern statetype s_gretelshoot1;\r
+extern statetype s_gretelshoot2;\r
+extern statetype s_gretelshoot3;\r
+extern statetype s_gretelshoot4;\r
+extern statetype s_gretelshoot5;\r
+extern statetype s_gretelshoot6;\r
+extern statetype s_gretelshoot7;\r
+extern statetype s_gretelshoot8;\r
+\r
+\r
+statetype s_gretelstand = {false,SPR_GRETEL_W1,0,T_Stand,NULL,&s_gretelstand};\r
+\r
+statetype s_gretelchase1 = {false,SPR_GRETEL_W1,10,T_Chase,NULL,&s_gretelchase1s};\r
+statetype s_gretelchase1s = {false,SPR_GRETEL_W1,3,NULL,NULL,&s_gretelchase2};\r
+statetype s_gretelchase2 = {false,SPR_GRETEL_W2,8,T_Chase,NULL,&s_gretelchase3};\r
+statetype s_gretelchase3 = {false,SPR_GRETEL_W3,10,T_Chase,NULL,&s_gretelchase3s};\r
+statetype s_gretelchase3s = {false,SPR_GRETEL_W3,3,NULL,NULL,&s_gretelchase4};\r
+statetype s_gretelchase4 = {false,SPR_GRETEL_W4,8,T_Chase,NULL,&s_gretelchase1};\r
+\r
+statetype s_greteldie1 = {false,SPR_GRETEL_DIE1,15,NULL,A_DeathScream,&s_greteldie2};\r
+statetype s_greteldie2 = {false,SPR_GRETEL_DIE2,15,NULL,NULL,&s_greteldie3};\r
+statetype s_greteldie3 = {false,SPR_GRETEL_DIE3,15,NULL,NULL,&s_greteldie4};\r
+statetype s_greteldie4 = {false,SPR_GRETEL_DEAD,0,NULL,NULL,&s_greteldie4};\r
+\r
+statetype s_gretelshoot1 = {false,SPR_GRETEL_SHOOT1,30,NULL,NULL,&s_gretelshoot2};\r
+statetype s_gretelshoot2 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot3};\r
+statetype s_gretelshoot3 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot4};\r
+statetype s_gretelshoot4 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot5};\r
+statetype s_gretelshoot5 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot6};\r
+statetype s_gretelshoot6 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot7};\r
+statetype s_gretelshoot7 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot8};\r
+statetype s_gretelshoot8 = {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1};\r
+#endif\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnStand\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnStand (enemy_t which, int tilex, int tiley, int dir)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ switch (which)\r
+ {\r
+ case en_guard:\r
+ SpawnNewObj (tilex,tiley,&s_grdstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_officer:\r
+ SpawnNewObj (tilex,tiley,&s_ofcstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_mutant:\r
+ SpawnNewObj (tilex,tiley,&s_mutstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_ss:\r
+ SpawnNewObj (tilex,tiley,&s_ssstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+ }\r
+\r
+\r
+ map = mapsegs[0]+farmapylookup[tiley]+tilex;\r
+ if (*map == AMBUSHTILE)\r
+ {\r
+ tilemap[tilex][tiley] = 0;\r
+\r
+ if (*(map+1) >= AREATILE)\r
+ tile = *(map+1);\r
+ if (*(map-mapwidth) >= AREATILE)\r
+ tile = *(map-mapwidth);\r
+ if (*(map+mapwidth) >= AREATILE)\r
+ tile = *(map+mapwidth);\r
+ if ( *(map-1) >= AREATILE)\r
+ tile = *(map-1);\r
+\r
+ *map = tile;\r
+ new->areanumber = tile-AREATILE;\r
+\r
+ new->flags |= FL_AMBUSH;\r
+ }\r
+\r
+ new->obclass = guardobj+which;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
+ new->dir = dir*2;\r
+ new->flags |= FL_SHOOTABLE;\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnDeadGuard\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnDeadGuard (int tilex, int tiley)\r
+{\r
+ SpawnNewObj (tilex,tiley,&s_grddie4);\r
+ new->obclass = inertobj;\r
+}\r
+\r
+\r
+\r
+#ifndef SPEAR\r
+/*\r
+===============\r
+=\r
+= SpawnBoss\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBoss (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_bossstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = bossobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnGretel\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnGretel (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_gretelstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = gretelobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];\r
+ new->dir = north;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+#endif\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnPatrol\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir)\r
+{\r
+ switch (which)\r
+ {\r
+ case en_guard:\r
+ SpawnNewObj (tilex,tiley,&s_grdpath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_officer:\r
+ SpawnNewObj (tilex,tiley,&s_ofcpath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_ss:\r
+ SpawnNewObj (tilex,tiley,&s_sspath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_mutant:\r
+ SpawnNewObj (tilex,tiley,&s_mutpath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_dog:\r
+ SpawnNewObj (tilex,tiley,&s_dogpath1);\r
+ new->speed = SPDDOG;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+ }\r
+\r
+ new->obclass = guardobj+which;\r
+ new->dir = dir*2;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
+ new->distance = tileglobal;\r
+ new->flags |= FL_SHOOTABLE;\r
+ new->active = true;\r
+\r
+ actorat[new->tilex][new->tiley] = NULL; // don't use original spot\r
+\r
+ switch (dir)\r
+ {\r
+ case 0:\r
+ new->tilex++;\r
+ break;\r
+ case 1:\r
+ new->tiley--;\r
+ break;\r
+ case 2:\r
+ new->tilex--;\r
+ break;\r
+ case 3:\r
+ new->tiley++;\r
+ break;\r
+ }\r
+\r
+ actorat[new->tilex][new->tiley] = new;\r
+}\r
+\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= A_DeathScream\r
+=\r
+==================\r
+*/\r
+\r
+void A_DeathScream (objtype *ob)\r
+{\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+ if (mapon==9 && !US_RndT())\r
+#else\r
+ if ((mapon==18 || mapon==19) && !US_RndT())\r
+#endif\r
+ {\r
+ switch(ob->obclass)\r
+ {\r
+ case mutantobj:\r
+ case guardobj:\r
+ case officerobj:\r
+ case ssobj:\r
+ case dogobj:\r
+ PlaySoundLocActor(DEATHSCREAM6SND,ob);\r
+ return;\r
+ }\r
+ }\r
+#endif\r
+\r
+ switch (ob->obclass)\r
+ {\r
+ case mutantobj:\r
+ PlaySoundLocActor(AHHHGSND,ob);\r
+ break;\r
+\r
+ case guardobj:\r
+ {\r
+ int sounds[9]={ DEATHSCREAM1SND,\r
+ DEATHSCREAM2SND,\r
+ DEATHSCREAM3SND,\r
+ DEATHSCREAM4SND,\r
+ DEATHSCREAM5SND,\r
+ DEATHSCREAM7SND,\r
+ DEATHSCREAM8SND,\r
+ DEATHSCREAM9SND\r
+ };\r
+\r
+ #ifndef UPLOAD\r
+ PlaySoundLocActor(sounds[US_RndT()%8],ob);\r
+ #else\r
+ PlaySoundLocActor(sounds[US_RndT()%2],ob);\r
+ #endif\r
+ }\r
+ break;\r
+ case officerobj:\r
+ PlaySoundLocActor(NEINSOVASSND,ob);\r
+ break;\r
+ case ssobj:\r
+ PlaySoundLocActor(LEBENSND,ob); // JAB\r
+ break;\r
+ case dogobj:\r
+ PlaySoundLocActor(DOGDEATHSND,ob); // JAB\r
+ break;\r
+#ifndef SPEAR\r
+ case bossobj:\r
+ SD_PlaySound(MUTTISND); // JAB\r
+ break;\r
+ case schabbobj:\r
+ SD_PlaySound(MEINGOTTSND);\r
+ break;\r
+ case fakeobj:\r
+ SD_PlaySound(HITLERHASND);\r
+ break;\r
+ case mechahitlerobj:\r
+ SD_PlaySound(SCHEISTSND);\r
+ break;\r
+ case realhitlerobj:\r
+ SD_PlaySound(EVASND);\r
+ break;\r
+ case gretelobj:\r
+ SD_PlaySound(MEINSND);\r
+ break;\r
+ case giftobj:\r
+ SD_PlaySound(DONNERSND);\r
+ break;\r
+ case fatobj:\r
+ SD_PlaySound(ROSESND);\r
+ break;\r
+#else\r
+ case spectreobj:\r
+ SD_PlaySound(GHOSTFADESND);\r
+ break;\r
+ case angelobj:\r
+ SD_PlaySound(ANGELDEATHSND);\r
+ break;\r
+ case transobj:\r
+ SD_PlaySound(TRANSDEATHSND);\r
+ break;\r
+ case uberobj:\r
+ SD_PlaySound(UBERDEATHSND);\r
+ break;\r
+ case willobj:\r
+ SD_PlaySound(WILHELMDEATHSND);\r
+ break;\r
+ case deathobj:\r
+ SD_PlaySound(KNIGHTDEATHSND);\r
+ break;\r
+#endif\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SPEAR ACTORS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#ifdef SPEAR\r
+\r
+void T_Launch (objtype *ob);\r
+void T_Will (objtype *ob);\r
+\r
+extern statetype s_angelshoot1;\r
+extern statetype s_deathshoot1;\r
+extern statetype s_spark1;\r
+\r
+//\r
+// trans\r
+//\r
+extern statetype s_transstand;\r
+\r
+extern statetype s_transchase1;\r
+extern statetype s_transchase1s;\r
+extern statetype s_transchase2;\r
+extern statetype s_transchase3;\r
+extern statetype s_transchase3s;\r
+extern statetype s_transchase4;\r
+\r
+extern statetype s_transdie0;\r
+extern statetype s_transdie01;\r
+extern statetype s_transdie1;\r
+extern statetype s_transdie2;\r
+extern statetype s_transdie3;\r
+extern statetype s_transdie4;\r
+\r
+extern statetype s_transshoot1;\r
+extern statetype s_transshoot2;\r
+extern statetype s_transshoot3;\r
+extern statetype s_transshoot4;\r
+extern statetype s_transshoot5;\r
+extern statetype s_transshoot6;\r
+extern statetype s_transshoot7;\r
+extern statetype s_transshoot8;\r
+\r
+\r
+statetype s_transstand = {false,SPR_TRANS_W1,0,T_Stand,NULL,&s_transstand};\r
+\r
+statetype s_transchase1 = {false,SPR_TRANS_W1,10,T_Chase,NULL,&s_transchase1s};\r
+statetype s_transchase1s = {false,SPR_TRANS_W1,3,NULL,NULL,&s_transchase2};\r
+statetype s_transchase2 = {false,SPR_TRANS_W2,8,T_Chase,NULL,&s_transchase3};\r
+statetype s_transchase3 = {false,SPR_TRANS_W3,10,T_Chase,NULL,&s_transchase3s};\r
+statetype s_transchase3s = {false,SPR_TRANS_W3,3,NULL,NULL,&s_transchase4};\r
+statetype s_transchase4 = {false,SPR_TRANS_W4,8,T_Chase,NULL,&s_transchase1};\r
+\r
+statetype s_transdie0 = {false,SPR_TRANS_W1,1,NULL,A_DeathScream,&s_transdie01};\r
+statetype s_transdie01 = {false,SPR_TRANS_W1,1,NULL,NULL,&s_transdie1};\r
+statetype s_transdie1 = {false,SPR_TRANS_DIE1,15,NULL,NULL,&s_transdie2};\r
+statetype s_transdie2 = {false,SPR_TRANS_DIE2,15,NULL,NULL,&s_transdie3};\r
+statetype s_transdie3 = {false,SPR_TRANS_DIE3,15,NULL,NULL,&s_transdie4};\r
+statetype s_transdie4 = {false,SPR_TRANS_DEAD,0,NULL,NULL,&s_transdie4};\r
+\r
+statetype s_transshoot1 = {false,SPR_TRANS_SHOOT1,30,NULL,NULL,&s_transshoot2};\r
+statetype s_transshoot2 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot3};\r
+statetype s_transshoot3 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot4};\r
+statetype s_transshoot4 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot5};\r
+statetype s_transshoot5 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot6};\r
+statetype s_transshoot6 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot7};\r
+statetype s_transshoot7 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot8};\r
+statetype s_transshoot8 = {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnTrans\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnTrans (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_transdie01.tictime = 105;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_transstand);\r
+ new->obclass = transobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+//\r
+// uber\r
+//\r
+void T_UShoot (objtype *ob);\r
+\r
+extern statetype s_uberstand;\r
+\r
+extern statetype s_uberchase1;\r
+extern statetype s_uberchase1s;\r
+extern statetype s_uberchase2;\r
+extern statetype s_uberchase3;\r
+extern statetype s_uberchase3s;\r
+extern statetype s_uberchase4;\r
+\r
+extern statetype s_uberdie0;\r
+extern statetype s_uberdie01;\r
+extern statetype s_uberdie1;\r
+extern statetype s_uberdie2;\r
+extern statetype s_uberdie3;\r
+extern statetype s_uberdie4;\r
+extern statetype s_uberdie5;\r
+\r
+extern statetype s_ubershoot1;\r
+extern statetype s_ubershoot2;\r
+extern statetype s_ubershoot3;\r
+extern statetype s_ubershoot4;\r
+extern statetype s_ubershoot5;\r
+extern statetype s_ubershoot6;\r
+extern statetype s_ubershoot7;\r
+\r
+\r
+statetype s_uberstand = {false,SPR_UBER_W1,0,T_Stand,NULL,&s_uberstand};\r
+\r
+statetype s_uberchase1 = {false,SPR_UBER_W1,10,T_Chase,NULL,&s_uberchase1s};\r
+statetype s_uberchase1s = {false,SPR_UBER_W1,3,NULL,NULL,&s_uberchase2};\r
+statetype s_uberchase2 = {false,SPR_UBER_W2,8,T_Chase,NULL,&s_uberchase3};\r
+statetype s_uberchase3 = {false,SPR_UBER_W3,10,T_Chase,NULL,&s_uberchase3s};\r
+statetype s_uberchase3s = {false,SPR_UBER_W3,3,NULL,NULL,&s_uberchase4};\r
+statetype s_uberchase4 = {false,SPR_UBER_W4,8,T_Chase,NULL,&s_uberchase1};\r
+\r
+statetype s_uberdie0 = {false,SPR_UBER_W1,1,NULL,A_DeathScream,&s_uberdie01};\r
+statetype s_uberdie01 = {false,SPR_UBER_W1,1,NULL,NULL,&s_uberdie1};\r
+statetype s_uberdie1 = {false,SPR_UBER_DIE1,15,NULL,NULL,&s_uberdie2};\r
+statetype s_uberdie2 = {false,SPR_UBER_DIE2,15,NULL,NULL,&s_uberdie3};\r
+statetype s_uberdie3 = {false,SPR_UBER_DIE3,15,NULL,NULL,&s_uberdie4};\r
+statetype s_uberdie4 = {false,SPR_UBER_DIE4,15,NULL,NULL,&s_uberdie5};\r
+statetype s_uberdie5 = {false,SPR_UBER_DEAD,0,NULL,NULL,&s_uberdie5};\r
+\r
+statetype s_ubershoot1 = {false,SPR_UBER_SHOOT1,30,NULL,NULL,&s_ubershoot2};\r
+statetype s_ubershoot2 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot3};\r
+statetype s_ubershoot3 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot4};\r
+statetype s_ubershoot4 = {false,SPR_UBER_SHOOT4,12,NULL,T_UShoot,&s_ubershoot5};\r
+statetype s_ubershoot5 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot6};\r
+statetype s_ubershoot6 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot7};\r
+statetype s_ubershoot7 = {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnUber\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnUber (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_uberdie01.tictime = 70;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_uberstand);\r
+ new->obclass = uberobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_UShoot\r
+=\r
+===============\r
+*/\r
+\r
+void T_UShoot (objtype *ob)\r
+{\r
+ int dx,dy,dist;\r
+\r
+ T_Shoot (ob);\r
+\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+ if (dist <= 1)\r
+ TakeDamage (10,ob);\r
+}\r
+\r
+\r
+//\r
+// will\r
+//\r
+extern statetype s_willstand;\r
+\r
+extern statetype s_willchase1;\r
+extern statetype s_willchase1s;\r
+extern statetype s_willchase2;\r
+extern statetype s_willchase3;\r
+extern statetype s_willchase3s;\r
+extern statetype s_willchase4;\r
+\r
+extern statetype s_willdie1;\r
+extern statetype s_willdie2;\r
+extern statetype s_willdie3;\r
+extern statetype s_willdie4;\r
+extern statetype s_willdie5;\r
+extern statetype s_willdie6;\r
+\r
+extern statetype s_willshoot1;\r
+extern statetype s_willshoot2;\r
+extern statetype s_willshoot3;\r
+extern statetype s_willshoot4;\r
+extern statetype s_willshoot5;\r
+extern statetype s_willshoot6;\r
+\r
+\r
+statetype s_willstand = {false,SPR_WILL_W1,0,T_Stand,NULL,&s_willstand};\r
+\r
+statetype s_willchase1 = {false,SPR_WILL_W1,10,T_Will,NULL,&s_willchase1s};\r
+statetype s_willchase1s = {false,SPR_WILL_W1,3,NULL,NULL,&s_willchase2};\r
+statetype s_willchase2 = {false,SPR_WILL_W2,8,T_Will,NULL,&s_willchase3};\r
+statetype s_willchase3 = {false,SPR_WILL_W3,10,T_Will,NULL,&s_willchase3s};\r
+statetype s_willchase3s = {false,SPR_WILL_W3,3,NULL,NULL,&s_willchase4};\r
+statetype s_willchase4 = {false,SPR_WILL_W4,8,T_Will,NULL,&s_willchase1};\r
+\r
+statetype s_willdeathcam = {false,SPR_WILL_W1,1,NULL,NULL,&s_willdie1};\r
+\r
+statetype s_willdie1 = {false,SPR_WILL_W1,1,NULL,A_DeathScream,&s_willdie2};\r
+statetype s_willdie2 = {false,SPR_WILL_W1,10,NULL,NULL,&s_willdie3};\r
+statetype s_willdie3 = {false,SPR_WILL_DIE1,10,NULL,NULL,&s_willdie4};\r
+statetype s_willdie4 = {false,SPR_WILL_DIE2,10,NULL,NULL,&s_willdie5};\r
+statetype s_willdie5 = {false,SPR_WILL_DIE3,10,NULL,NULL,&s_willdie6};\r
+statetype s_willdie6 = {false,SPR_WILL_DEAD,20,NULL,NULL,&s_willdie6};\r
+\r
+statetype s_willshoot1 = {false,SPR_WILL_SHOOT1,30,NULL,NULL,&s_willshoot2};\r
+statetype s_willshoot2 = {false,SPR_WILL_SHOOT2,10,NULL,T_Launch,&s_willshoot3};\r
+statetype s_willshoot3 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot4};\r
+statetype s_willshoot4 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willshoot5};\r
+statetype s_willshoot5 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot6};\r
+statetype s_willshoot6 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnWill\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnWill (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_willdie2.tictime = 70;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_willstand);\r
+ new->obclass = willobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_will];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+================\r
+=\r
+= T_Will\r
+=\r
+================\r
+*/\r
+\r
+void T_Will (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ if (ob->obclass == willobj)\r
+ NewState (ob,&s_willshoot1);\r
+ else if (ob->obclass == angelobj)\r
+ NewState (ob,&s_angelshoot1);\r
+ else\r
+ NewState (ob,&s_deathshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+//\r
+// death\r
+//\r
+extern statetype s_deathstand;\r
+\r
+extern statetype s_deathchase1;\r
+extern statetype s_deathchase1s;\r
+extern statetype s_deathchase2;\r
+extern statetype s_deathchase3;\r
+extern statetype s_deathchase3s;\r
+extern statetype s_deathchase4;\r
+\r
+extern statetype s_deathdie1;\r
+extern statetype s_deathdie2;\r
+extern statetype s_deathdie3;\r
+extern statetype s_deathdie4;\r
+extern statetype s_deathdie5;\r
+extern statetype s_deathdie6;\r
+extern statetype s_deathdie7;\r
+extern statetype s_deathdie8;\r
+extern statetype s_deathdie9;\r
+\r
+extern statetype s_deathshoot1;\r
+extern statetype s_deathshoot2;\r
+extern statetype s_deathshoot3;\r
+extern statetype s_deathshoot4;\r
+extern statetype s_deathshoot5;\r
+\r
+\r
+statetype s_deathstand = {false,SPR_DEATH_W1,0,T_Stand,NULL,&s_deathstand};\r
+\r
+statetype s_deathchase1 = {false,SPR_DEATH_W1,10,T_Will,NULL,&s_deathchase1s};\r
+statetype s_deathchase1s = {false,SPR_DEATH_W1,3,NULL,NULL,&s_deathchase2};\r
+statetype s_deathchase2 = {false,SPR_DEATH_W2,8,T_Will,NULL,&s_deathchase3};\r
+statetype s_deathchase3 = {false,SPR_DEATH_W3,10,T_Will,NULL,&s_deathchase3s};\r
+statetype s_deathchase3s = {false,SPR_DEATH_W3,3,NULL,NULL,&s_deathchase4};\r
+statetype s_deathchase4 = {false,SPR_DEATH_W4,8,T_Will,NULL,&s_deathchase1};\r
+\r
+statetype s_deathdeathcam = {false,SPR_DEATH_W1,1,NULL,NULL,&s_deathdie1};\r
+\r
+statetype s_deathdie1 = {false,SPR_DEATH_W1,1,NULL,A_DeathScream,&s_deathdie2};\r
+statetype s_deathdie2 = {false,SPR_DEATH_W1,10,NULL,NULL,&s_deathdie3};\r
+statetype s_deathdie3 = {false,SPR_DEATH_DIE1,10,NULL,NULL,&s_deathdie4};\r
+statetype s_deathdie4 = {false,SPR_DEATH_DIE2,10,NULL,NULL,&s_deathdie5};\r
+statetype s_deathdie5 = {false,SPR_DEATH_DIE3,10,NULL,NULL,&s_deathdie6};\r
+statetype s_deathdie6 = {false,SPR_DEATH_DIE4,10,NULL,NULL,&s_deathdie7};\r
+statetype s_deathdie7 = {false,SPR_DEATH_DIE5,10,NULL,NULL,&s_deathdie8};\r
+statetype s_deathdie8 = {false,SPR_DEATH_DIE6,10,NULL,NULL,&s_deathdie9};\r
+statetype s_deathdie9 = {false,SPR_DEATH_DEAD,0,NULL,NULL,&s_deathdie9};\r
+\r
+statetype s_deathshoot1 = {false,SPR_DEATH_SHOOT1,30,NULL,NULL,&s_deathshoot2};\r
+statetype s_deathshoot2 = {false,SPR_DEATH_SHOOT2,10,NULL,T_Launch,&s_deathshoot3};\r
+statetype s_deathshoot3 = {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathshoot4};\r
+statetype s_deathshoot4 = {false,SPR_DEATH_SHOOT3,10,NULL,T_Launch,&s_deathshoot5};\r
+statetype s_deathshoot5 = {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnDeath\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnDeath (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_deathdie2.tictime = 105;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_deathstand);\r
+ new->obclass = deathobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_death];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= T_Launch\r
+=\r
+===============\r
+*/\r
+\r
+void T_Launch (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+ if (ob->obclass == deathobj)\r
+ {\r
+ T_Shoot (ob);\r
+ if (ob->state == &s_deathshoot2)\r
+ {\r
+ iangle-=4;\r
+ if (iangle<0)\r
+ iangle+=ANGLES;\r
+ }\r
+ else\r
+ {\r
+ iangle+=4;\r
+ if (iangle>=ANGLES)\r
+ iangle-=ANGLES;\r
+ }\r
+ }\r
+\r
+ GetNewActor ();\r
+ new->state = &s_rocket;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = rocketobj;\r
+ switch(ob->obclass)\r
+ {\r
+ case deathobj:\r
+ new->state = &s_hrocket;\r
+ new->obclass = hrocketobj;\r
+ PlaySoundLocActor (KNIGHTMISSILESND,new);\r
+ break;\r
+ case angelobj:\r
+ new->state = &s_spark1;\r
+ new->obclass = sparkobj;\r
+ PlaySoundLocActor (ANGELFIRESND,new);\r
+ break;\r
+ default:\r
+ PlaySoundLocActor (MISSILEFIRESND,new);\r
+ }\r
+\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->speed = 0x2000l;\r
+ new->flags = FL_NONMARK;\r
+ new->active = true;\r
+}\r
+\r
+\r
+\r
+//\r
+// angel\r
+//\r
+void A_Relaunch (objtype *ob);\r
+void A_Victory (objtype *ob);\r
+void A_StartAttack (objtype *ob);\r
+void A_Breathing (objtype *ob);\r
+\r
+extern statetype s_angelstand;\r
+\r
+extern statetype s_angelchase1;\r
+extern statetype s_angelchase1s;\r
+extern statetype s_angelchase2;\r
+extern statetype s_angelchase3;\r
+extern statetype s_angelchase3s;\r
+extern statetype s_angelchase4;\r
+\r
+extern statetype s_angeldie1;\r
+extern statetype s_angeldie11;\r
+extern statetype s_angeldie2;\r
+extern statetype s_angeldie3;\r
+extern statetype s_angeldie4;\r
+extern statetype s_angeldie5;\r
+extern statetype s_angeldie6;\r
+extern statetype s_angeldie7;\r
+extern statetype s_angeldie8;\r
+extern statetype s_angeldie9;\r
+\r
+extern statetype s_angelshoot1;\r
+extern statetype s_angelshoot2;\r
+extern statetype s_angelshoot3;\r
+extern statetype s_angelshoot4;\r
+extern statetype s_angelshoot5;\r
+extern statetype s_angelshoot6;\r
+\r
+extern statetype s_angeltired;\r
+extern statetype s_angeltired2;\r
+extern statetype s_angeltired3;\r
+extern statetype s_angeltired4;\r
+extern statetype s_angeltired5;\r
+extern statetype s_angeltired6;\r
+extern statetype s_angeltired7;\r
+\r
+extern statetype s_spark1;\r
+extern statetype s_spark2;\r
+extern statetype s_spark3;\r
+extern statetype s_spark4;\r
+\r
+\r
+statetype s_angelstand = {false,SPR_ANGEL_W1,0,T_Stand,NULL,&s_angelstand};\r
+\r
+statetype s_angelchase1 = {false,SPR_ANGEL_W1,10,T_Will,NULL,&s_angelchase1s};\r
+statetype s_angelchase1s = {false,SPR_ANGEL_W1,3,NULL,NULL,&s_angelchase2};\r
+statetype s_angelchase2 = {false,SPR_ANGEL_W2,8,T_Will,NULL,&s_angelchase3};\r
+statetype s_angelchase3 = {false,SPR_ANGEL_W3,10,T_Will,NULL,&s_angelchase3s};\r
+statetype s_angelchase3s = {false,SPR_ANGEL_W3,3,NULL,NULL,&s_angelchase4};\r
+statetype s_angelchase4 = {false,SPR_ANGEL_W4,8,T_Will,NULL,&s_angelchase1};\r
+\r
+statetype s_angeldie1 = {false,SPR_ANGEL_W1,1,NULL,A_DeathScream,&s_angeldie11};\r
+statetype s_angeldie11 = {false,SPR_ANGEL_W1,1,NULL,NULL,&s_angeldie2};\r
+statetype s_angeldie2 = {false,SPR_ANGEL_DIE1,10,NULL,A_Slurpie,&s_angeldie3};\r
+statetype s_angeldie3 = {false,SPR_ANGEL_DIE2,10,NULL,NULL,&s_angeldie4};\r
+statetype s_angeldie4 = {false,SPR_ANGEL_DIE3,10,NULL,NULL,&s_angeldie5};\r
+statetype s_angeldie5 = {false,SPR_ANGEL_DIE4,10,NULL,NULL,&s_angeldie6};\r
+statetype s_angeldie6 = {false,SPR_ANGEL_DIE5,10,NULL,NULL,&s_angeldie7};\r
+statetype s_angeldie7 = {false,SPR_ANGEL_DIE6,10,NULL,NULL,&s_angeldie8};\r
+statetype s_angeldie8 = {false,SPR_ANGEL_DIE7,10,NULL,NULL,&s_angeldie9};\r
+statetype s_angeldie9 = {false,SPR_ANGEL_DEAD,130,NULL,A_Victory,&s_angeldie9};\r
+\r
+statetype s_angelshoot1 = {false,SPR_ANGEL_SHOOT1,10,NULL,A_StartAttack,&s_angelshoot2};\r
+statetype s_angelshoot2 = {false,SPR_ANGEL_SHOOT2,20,NULL,T_Launch,&s_angelshoot3};\r
+statetype s_angelshoot3 = {false,SPR_ANGEL_SHOOT1,10,NULL,A_Relaunch,&s_angelshoot2};\r
+\r
+statetype s_angeltired = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired2};\r
+statetype s_angeltired2 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired3};\r
+statetype s_angeltired3 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired4};\r
+statetype s_angeltired4 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired5};\r
+statetype s_angeltired5 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired6};\r
+statetype s_angeltired6 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired7};\r
+statetype s_angeltired7 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angelchase1};\r
+\r
+statetype s_spark1 = {false,SPR_SPARK1,6,T_Projectile,NULL,&s_spark2};\r
+statetype s_spark2 = {false,SPR_SPARK2,6,T_Projectile,NULL,&s_spark3};\r
+statetype s_spark3 = {false,SPR_SPARK3,6,T_Projectile,NULL,&s_spark4};\r
+statetype s_spark4 = {false,SPR_SPARK4,6,T_Projectile,NULL,&s_spark1};\r
+\r
+\r
+#pragma argsused\r
+void A_Slurpie (objtype *ob)\r
+{\r
+ SD_PlaySound(SLURPIESND);\r
+}\r
+\r
+#pragma argsused\r
+void A_Breathing (objtype *ob)\r
+{\r
+ SD_PlaySound(ANGELTIREDSND);\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnAngel\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnAngel (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_angeldie11.tictime = 105;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_angelstand);\r
+ new->obclass = angelobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= A_Victory\r
+=\r
+=================\r
+*/\r
+\r
+#pragma argsused\r
+void A_Victory (objtype *ob)\r
+{\r
+ playstate = ex_victorious;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= A_StartAttack\r
+=\r
+=================\r
+*/\r
+\r
+void A_StartAttack (objtype *ob)\r
+{\r
+ ob->temp1 = 0;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= A_Relaunch\r
+=\r
+=================\r
+*/\r
+\r
+void A_Relaunch (objtype *ob)\r
+{\r
+ if (++ob->temp1 == 3)\r
+ {\r
+ NewState (ob,&s_angeltired);\r
+ return;\r
+ }\r
+\r
+ if (US_RndT()&1)\r
+ {\r
+ NewState (ob,&s_angelchase1);\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+//\r
+// spectre\r
+//\r
+void T_SpectreWait (objtype *ob);\r
+void A_Dormant (objtype *ob);\r
+\r
+extern statetype s_spectrewait1;\r
+extern statetype s_spectrewait2;\r
+extern statetype s_spectrewait3;\r
+extern statetype s_spectrewait4;\r
+\r
+extern statetype s_spectrechase1;\r
+extern statetype s_spectrechase2;\r
+extern statetype s_spectrechase3;\r
+extern statetype s_spectrechase4;\r
+\r
+extern statetype s_spectredie1;\r
+extern statetype s_spectredie2;\r
+extern statetype s_spectredie3;\r
+extern statetype s_spectredie4;\r
+\r
+extern statetype s_spectrewake;\r
+\r
+statetype s_spectrewait1 = {false,SPR_SPECTRE_W1,10,T_Stand,NULL,&s_spectrewait2};\r
+statetype s_spectrewait2 = {false,SPR_SPECTRE_W2,10,T_Stand,NULL,&s_spectrewait3};\r
+statetype s_spectrewait3 = {false,SPR_SPECTRE_W3,10,T_Stand,NULL,&s_spectrewait4};\r
+statetype s_spectrewait4 = {false,SPR_SPECTRE_W4,10,T_Stand,NULL,&s_spectrewait1};\r
+\r
+statetype s_spectrechase1 = {false,SPR_SPECTRE_W1,10,T_Ghosts,NULL,&s_spectrechase2};\r
+statetype s_spectrechase2 = {false,SPR_SPECTRE_W2,10,T_Ghosts,NULL,&s_spectrechase3};\r
+statetype s_spectrechase3 = {false,SPR_SPECTRE_W3,10,T_Ghosts,NULL,&s_spectrechase4};\r
+statetype s_spectrechase4 = {false,SPR_SPECTRE_W4,10,T_Ghosts,NULL,&s_spectrechase1};\r
+\r
+statetype s_spectredie1 = {false,SPR_SPECTRE_F1,10,NULL,NULL,&s_spectredie2};\r
+statetype s_spectredie2 = {false,SPR_SPECTRE_F2,10,NULL,NULL,&s_spectredie3};\r
+statetype s_spectredie3 = {false,SPR_SPECTRE_F3,10,NULL,NULL,&s_spectredie4};\r
+statetype s_spectredie4 = {false,SPR_SPECTRE_F4,300,NULL,NULL,&s_spectrewake};\r
+statetype s_spectrewake = {false,SPR_SPECTRE_F4,10,NULL,A_Dormant,&s_spectrewake};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnSpectre\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnSpectre (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_spectrewait1);\r
+ new->obclass = spectreobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH; // |FL_NEVERMARK|FL_NONMARK;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= A_Dormant\r
+=\r
+===============\r
+*/\r
+\r
+void A_Dormant (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ int xl,xh,yl,yh;\r
+ int x,y;\r
+ unsigned tile;\r
+\r
+ deltax = ob->x - player->x;\r
+ if (deltax < -MINACTORDIST || deltax > MINACTORDIST)\r
+ goto moveok;\r
+ deltay = ob->y - player->y;\r
+ if (deltay < -MINACTORDIST || deltay > MINACTORDIST)\r
+ goto moveok;\r
+\r
+ return;\r
+moveok:\r
+\r
+ xl = (ob->x-MINDIST) >> TILESHIFT;\r
+ xh = (ob->x+MINDIST) >> TILESHIFT;\r
+ yl = (ob->y-MINDIST) >> TILESHIFT;\r
+ yh = (ob->y+MINDIST) >> TILESHIFT;\r
+\r
+ for (y=yl ; y<=yh ; y++)\r
+ for (x=xl ; x<=xh ; x++)\r
+ {\r
+ tile = actorat[x][y];\r
+ if (!tile)\r
+ continue;\r
+ if (tile<256)\r
+ return;\r
+ if (((objtype *)tile)->flags&FL_SHOOTABLE)\r
+ return;\r
+ }\r
+\r
+ ob->flags |= FL_AMBUSH | FL_SHOOTABLE;\r
+ ob->flags &= ~FL_ATTACKMODE;\r
+ ob->dir = nodir;\r
+ NewState (ob,&s_spectrewait1);\r
+}\r
+\r
+\r
+#endif\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SCHABBS / GIFT / FAT\r
+\r
+=============================================================================\r
+*/\r
+\r
+#ifndef SPEAR\r
+/*\r
+===============\r
+=\r
+= SpawnGhosts\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnGhosts (int which, int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ switch(which)\r
+ {\r
+ case en_blinky:\r
+ SpawnNewObj (tilex,tiley,&s_blinkychase1);\r
+ break;\r
+ case en_clyde:\r
+ SpawnNewObj (tilex,tiley,&s_clydechase1);\r
+ break;\r
+ case en_pinky:\r
+ SpawnNewObj (tilex,tiley,&s_pinkychase1);\r
+ break;\r
+ case en_inky:\r
+ SpawnNewObj (tilex,tiley,&s_inkychase1);\r
+ break;\r
+ }\r
+\r
+ new->obclass = ghostobj;\r
+ new->speed = SPDDOG;\r
+\r
+ new->dir = east;\r
+ new->flags |= FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+\r
+void T_Gift (objtype *ob);\r
+void T_GiftThrow (objtype *ob);\r
+\r
+void T_Fat (objtype *ob);\r
+void T_FatThrow (objtype *ob);\r
+\r
+//\r
+// schabb\r
+//\r
+extern statetype s_schabbstand;\r
+\r
+extern statetype s_schabbchase1;\r
+extern statetype s_schabbchase1s;\r
+extern statetype s_schabbchase2;\r
+extern statetype s_schabbchase3;\r
+extern statetype s_schabbchase3s;\r
+extern statetype s_schabbchase4;\r
+\r
+extern statetype s_schabbdie1;\r
+extern statetype s_schabbdie2;\r
+extern statetype s_schabbdie3;\r
+extern statetype s_schabbdie4;\r
+extern statetype s_schabbdie5;\r
+extern statetype s_schabbdie6;\r
+\r
+extern statetype s_schabbshoot1;\r
+extern statetype s_schabbshoot2;\r
+\r
+extern statetype s_needle1;\r
+extern statetype s_needle2;\r
+extern statetype s_needle3;\r
+extern statetype s_needle4;\r
+\r
+extern statetype s_schabbdeathcam;\r
+\r
+\r
+statetype s_schabbstand = {false,SPR_SCHABB_W1,0,T_Stand,NULL,&s_schabbstand};\r
+\r
+statetype s_schabbchase1 = {false,SPR_SCHABB_W1,10,T_Schabb,NULL,&s_schabbchase1s};\r
+statetype s_schabbchase1s = {false,SPR_SCHABB_W1,3,NULL,NULL,&s_schabbchase2};\r
+statetype s_schabbchase2 = {false,SPR_SCHABB_W2,8,T_Schabb,NULL,&s_schabbchase3};\r
+statetype s_schabbchase3 = {false,SPR_SCHABB_W3,10,T_Schabb,NULL,&s_schabbchase3s};\r
+statetype s_schabbchase3s = {false,SPR_SCHABB_W3,3,NULL,NULL,&s_schabbchase4};\r
+statetype s_schabbchase4 = {false,SPR_SCHABB_W4,8,T_Schabb,NULL,&s_schabbchase1};\r
+\r
+statetype s_schabbdeathcam = {false,SPR_SCHABB_W1,1,NULL,NULL,&s_schabbdie1};\r
+\r
+statetype s_schabbdie1 = {false,SPR_SCHABB_W1,10,NULL,A_DeathScream,&s_schabbdie2};\r
+statetype s_schabbdie2 = {false,SPR_SCHABB_W1,10,NULL,NULL,&s_schabbdie3};\r
+statetype s_schabbdie3 = {false,SPR_SCHABB_DIE1,10,NULL,NULL,&s_schabbdie4};\r
+statetype s_schabbdie4 = {false,SPR_SCHABB_DIE2,10,NULL,NULL,&s_schabbdie5};\r
+statetype s_schabbdie5 = {false,SPR_SCHABB_DIE3,10,NULL,NULL,&s_schabbdie6};\r
+statetype s_schabbdie6 = {false,SPR_SCHABB_DEAD,20,NULL,A_StartDeathCam,&s_schabbdie6};\r
+\r
+statetype s_schabbshoot1 = {false,SPR_SCHABB_SHOOT1,30,NULL,NULL,&s_schabbshoot2};\r
+statetype s_schabbshoot2 = {false,SPR_SCHABB_SHOOT2,10,NULL,T_SchabbThrow,&s_schabbchase1};\r
+\r
+statetype s_needle1 = {false,SPR_HYPO1,6,T_Projectile,NULL,&s_needle2};\r
+statetype s_needle2 = {false,SPR_HYPO2,6,T_Projectile,NULL,&s_needle3};\r
+statetype s_needle3 = {false,SPR_HYPO3,6,T_Projectile,NULL,&s_needle4};\r
+statetype s_needle4 = {false,SPR_HYPO4,6,T_Projectile,NULL,&s_needle1};\r
+\r
+\r
+//\r
+// gift\r
+//\r
+extern statetype s_giftstand;\r
+\r
+extern statetype s_giftchase1;\r
+extern statetype s_giftchase1s;\r
+extern statetype s_giftchase2;\r
+extern statetype s_giftchase3;\r
+extern statetype s_giftchase3s;\r
+extern statetype s_giftchase4;\r
+\r
+extern statetype s_giftdie1;\r
+extern statetype s_giftdie2;\r
+extern statetype s_giftdie3;\r
+extern statetype s_giftdie4;\r
+extern statetype s_giftdie5;\r
+extern statetype s_giftdie6;\r
+\r
+extern statetype s_giftshoot1;\r
+extern statetype s_giftshoot2;\r
+\r
+extern statetype s_needle1;\r
+extern statetype s_needle2;\r
+extern statetype s_needle3;\r
+extern statetype s_needle4;\r
+\r
+extern statetype s_giftdeathcam;\r
+\r
+extern statetype s_boom1;\r
+extern statetype s_boom2;\r
+extern statetype s_boom3;\r
+\r
+\r
+statetype s_giftstand = {false,SPR_GIFT_W1,0,T_Stand,NULL,&s_giftstand};\r
+\r
+statetype s_giftchase1 = {false,SPR_GIFT_W1,10,T_Gift,NULL,&s_giftchase1s};\r
+statetype s_giftchase1s = {false,SPR_GIFT_W1,3,NULL,NULL,&s_giftchase2};\r
+statetype s_giftchase2 = {false,SPR_GIFT_W2,8,T_Gift,NULL,&s_giftchase3};\r
+statetype s_giftchase3 = {false,SPR_GIFT_W3,10,T_Gift,NULL,&s_giftchase3s};\r
+statetype s_giftchase3s = {false,SPR_GIFT_W3,3,NULL,NULL,&s_giftchase4};\r
+statetype s_giftchase4 = {false,SPR_GIFT_W4,8,T_Gift,NULL,&s_giftchase1};\r
+\r
+statetype s_giftdeathcam = {false,SPR_GIFT_W1,1,NULL,NULL,&s_giftdie1};\r
+\r
+statetype s_giftdie1 = {false,SPR_GIFT_W1,1,NULL,A_DeathScream,&s_giftdie2};\r
+statetype s_giftdie2 = {false,SPR_GIFT_W1,10,NULL,NULL,&s_giftdie3};\r
+statetype s_giftdie3 = {false,SPR_GIFT_DIE1,10,NULL,NULL,&s_giftdie4};\r
+statetype s_giftdie4 = {false,SPR_GIFT_DIE2,10,NULL,NULL,&s_giftdie5};\r
+statetype s_giftdie5 = {false,SPR_GIFT_DIE3,10,NULL,NULL,&s_giftdie6};\r
+statetype s_giftdie6 = {false,SPR_GIFT_DEAD,20,NULL,A_StartDeathCam,&s_giftdie6};\r
+\r
+statetype s_giftshoot1 = {false,SPR_GIFT_SHOOT1,30,NULL,NULL,&s_giftshoot2};\r
+statetype s_giftshoot2 = {false,SPR_GIFT_SHOOT2,10,NULL,T_GiftThrow,&s_giftchase1};\r
+\r
+\r
+//\r
+// fat\r
+//\r
+extern statetype s_fatstand;\r
+\r
+extern statetype s_fatchase1;\r
+extern statetype s_fatchase1s;\r
+extern statetype s_fatchase2;\r
+extern statetype s_fatchase3;\r
+extern statetype s_fatchase3s;\r
+extern statetype s_fatchase4;\r
+\r
+extern statetype s_fatdie1;\r
+extern statetype s_fatdie2;\r
+extern statetype s_fatdie3;\r
+extern statetype s_fatdie4;\r
+extern statetype s_fatdie5;\r
+extern statetype s_fatdie6;\r
+\r
+extern statetype s_fatshoot1;\r
+extern statetype s_fatshoot2;\r
+extern statetype s_fatshoot3;\r
+extern statetype s_fatshoot4;\r
+extern statetype s_fatshoot5;\r
+extern statetype s_fatshoot6;\r
+\r
+extern statetype s_needle1;\r
+extern statetype s_needle2;\r
+extern statetype s_needle3;\r
+extern statetype s_needle4;\r
+\r
+extern statetype s_fatdeathcam;\r
+\r
+\r
+statetype s_fatstand = {false,SPR_FAT_W1,0,T_Stand,NULL,&s_fatstand};\r
+\r
+statetype s_fatchase1 = {false,SPR_FAT_W1,10,T_Fat,NULL,&s_fatchase1s};\r
+statetype s_fatchase1s = {false,SPR_FAT_W1,3,NULL,NULL,&s_fatchase2};\r
+statetype s_fatchase2 = {false,SPR_FAT_W2,8,T_Fat,NULL,&s_fatchase3};\r
+statetype s_fatchase3 = {false,SPR_FAT_W3,10,T_Fat,NULL,&s_fatchase3s};\r
+statetype s_fatchase3s = {false,SPR_FAT_W3,3,NULL,NULL,&s_fatchase4};\r
+statetype s_fatchase4 = {false,SPR_FAT_W4,8,T_Fat,NULL,&s_fatchase1};\r
+\r
+statetype s_fatdeathcam = {false,SPR_FAT_W1,1,NULL,NULL,&s_fatdie1};\r
+\r
+statetype s_fatdie1 = {false,SPR_FAT_W1,1,NULL,A_DeathScream,&s_fatdie2};\r
+statetype s_fatdie2 = {false,SPR_FAT_W1,10,NULL,NULL,&s_fatdie3};\r
+statetype s_fatdie3 = {false,SPR_FAT_DIE1,10,NULL,NULL,&s_fatdie4};\r
+statetype s_fatdie4 = {false,SPR_FAT_DIE2,10,NULL,NULL,&s_fatdie5};\r
+statetype s_fatdie5 = {false,SPR_FAT_DIE3,10,NULL,NULL,&s_fatdie6};\r
+statetype s_fatdie6 = {false,SPR_FAT_DEAD,20,NULL,A_StartDeathCam,&s_fatdie6};\r
+\r
+statetype s_fatshoot1 = {false,SPR_FAT_SHOOT1,30,NULL,NULL,&s_fatshoot2};\r
+statetype s_fatshoot2 = {false,SPR_FAT_SHOOT2,10,NULL,T_GiftThrow,&s_fatshoot3};\r
+statetype s_fatshoot3 = {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot4};\r
+statetype s_fatshoot4 = {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatshoot5};\r
+statetype s_fatshoot5 = {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot6};\r
+statetype s_fatshoot6 = {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnSchabbs\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnSchabbs (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_schabbdie2.tictime = 140;\r
+ else\r
+ s_schabbdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_schabbstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = schabbobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnGift\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnGift (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_giftdie2.tictime = 140;\r
+ else\r
+ s_giftdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_giftstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = giftobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];\r
+ new->dir = north;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnFat\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnFat (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_fatdie2.tictime = 140;\r
+ else\r
+ s_fatdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_fatstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = fatobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_SchabbThrow\r
+=\r
+=================\r
+*/\r
+\r
+void T_SchabbThrow (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+\r
+ GetNewActor ();\r
+ new->state = &s_needle1;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = needleobj;\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->speed = 0x2000l;\r
+\r
+ new->flags = FL_NONMARK;\r
+ new->active = true;\r
+\r
+ PlaySoundLocActor (SCHABBSTHROWSND,new);\r
+}\r
+\r
+/*\r
+=================\r
+=\r
+= T_GiftThrow\r
+=\r
+=================\r
+*/\r
+\r
+void T_GiftThrow (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+\r
+ GetNewActor ();\r
+ new->state = &s_rocket;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = rocketobj;\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->speed = 0x2000l;\r
+ new->flags = FL_NONMARK;\r
+ new->active = true;\r
+\r
+ PlaySoundLocActor (MISSILEFIRESND,new);\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Schabb\r
+=\r
+=================\r
+*/\r
+\r
+void T_Schabb (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_schabbshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Gift\r
+=\r
+=================\r
+*/\r
+\r
+void T_Gift (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_giftshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Fat\r
+=\r
+=================\r
+*/\r
+\r
+void T_Fat (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_fatshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ HITLERS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+//\r
+// fake\r
+//\r
+extern statetype s_fakestand;\r
+\r
+extern statetype s_fakechase1;\r
+extern statetype s_fakechase1s;\r
+extern statetype s_fakechase2;\r
+extern statetype s_fakechase3;\r
+extern statetype s_fakechase3s;\r
+extern statetype s_fakechase4;\r
+\r
+extern statetype s_fakedie1;\r
+extern statetype s_fakedie2;\r
+extern statetype s_fakedie3;\r
+extern statetype s_fakedie4;\r
+extern statetype s_fakedie5;\r
+extern statetype s_fakedie6;\r
+\r
+extern statetype s_fakeshoot1;\r
+extern statetype s_fakeshoot2;\r
+extern statetype s_fakeshoot3;\r
+extern statetype s_fakeshoot4;\r
+extern statetype s_fakeshoot5;\r
+extern statetype s_fakeshoot6;\r
+extern statetype s_fakeshoot7;\r
+extern statetype s_fakeshoot8;\r
+extern statetype s_fakeshoot9;\r
+\r
+extern statetype s_fire1;\r
+extern statetype s_fire2;\r
+\r
+statetype s_fakestand = {false,SPR_FAKE_W1,0,T_Stand,NULL,&s_fakestand};\r
+\r
+statetype s_fakechase1 = {false,SPR_FAKE_W1,10,T_Fake,NULL,&s_fakechase1s};\r
+statetype s_fakechase1s = {false,SPR_FAKE_W1,3,NULL,NULL,&s_fakechase2};\r
+statetype s_fakechase2 = {false,SPR_FAKE_W2,8,T_Fake,NULL,&s_fakechase3};\r
+statetype s_fakechase3 = {false,SPR_FAKE_W3,10,T_Fake,NULL,&s_fakechase3s};\r
+statetype s_fakechase3s = {false,SPR_FAKE_W3,3,NULL,NULL,&s_fakechase4};\r
+statetype s_fakechase4 = {false,SPR_FAKE_W4,8,T_Fake,NULL,&s_fakechase1};\r
+\r
+statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,A_DeathScream,&s_fakedie2};\r
+statetype s_fakedie2 = {false,SPR_FAKE_DIE2,10,NULL,NULL,&s_fakedie3};\r
+statetype s_fakedie3 = {false,SPR_FAKE_DIE3,10,NULL,NULL,&s_fakedie4};\r
+statetype s_fakedie4 = {false,SPR_FAKE_DIE4,10,NULL,NULL,&s_fakedie5};\r
+statetype s_fakedie5 = {false,SPR_FAKE_DIE5,10,NULL,NULL,&s_fakedie6};\r
+statetype s_fakedie6 = {false,SPR_FAKE_DEAD,0,NULL,NULL,&s_fakedie6};\r
+\r
+statetype s_fakeshoot1 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot2};\r
+statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot3};\r
+statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot4};\r
+statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot5};\r
+statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot6};\r
+statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot7};\r
+statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot8};\r
+statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot9};\r
+statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1};\r
+\r
+statetype s_fire1 = {false,SPR_FIRE1,6,NULL,T_Projectile,&s_fire2};\r
+statetype s_fire2 = {false,SPR_FIRE2,6,NULL,T_Projectile,&s_fire1};\r
+\r
+//\r
+// hitler\r
+//\r
+extern statetype s_mechachase1;\r
+extern statetype s_mechachase1s;\r
+extern statetype s_mechachase2;\r
+extern statetype s_mechachase3;\r
+extern statetype s_mechachase3s;\r
+extern statetype s_mechachase4;\r
+\r
+extern statetype s_mechadie1;\r
+extern statetype s_mechadie2;\r
+extern statetype s_mechadie3;\r
+extern statetype s_mechadie4;\r
+\r
+extern statetype s_mechashoot1;\r
+extern statetype s_mechashoot2;\r
+extern statetype s_mechashoot3;\r
+extern statetype s_mechashoot4;\r
+extern statetype s_mechashoot5;\r
+extern statetype s_mechashoot6;\r
+\r
+\r
+extern statetype s_hitlerchase1;\r
+extern statetype s_hitlerchase1s;\r
+extern statetype s_hitlerchase2;\r
+extern statetype s_hitlerchase3;\r
+extern statetype s_hitlerchase3s;\r
+extern statetype s_hitlerchase4;\r
+\r
+extern statetype s_hitlerdie1;\r
+extern statetype s_hitlerdie2;\r
+extern statetype s_hitlerdie3;\r
+extern statetype s_hitlerdie4;\r
+extern statetype s_hitlerdie5;\r
+extern statetype s_hitlerdie6;\r
+extern statetype s_hitlerdie7;\r
+extern statetype s_hitlerdie8;\r
+extern statetype s_hitlerdie9;\r
+extern statetype s_hitlerdie10;\r
+\r
+extern statetype s_hitlershoot1;\r
+extern statetype s_hitlershoot2;\r
+extern statetype s_hitlershoot3;\r
+extern statetype s_hitlershoot4;\r
+extern statetype s_hitlershoot5;\r
+extern statetype s_hitlershoot6;\r
+\r
+extern statetype s_hitlerdeathcam;\r
+\r
+statetype s_mechastand = {false,SPR_MECHA_W1,0,T_Stand,NULL,&s_mechastand};\r
+\r
+statetype s_mechachase1 = {false,SPR_MECHA_W1,10,T_Chase,A_MechaSound,&s_mechachase1s};\r
+statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2};\r
+statetype s_mechachase2 = {false,SPR_MECHA_W2,8,T_Chase,NULL,&s_mechachase3};\r
+statetype s_mechachase3 = {false,SPR_MECHA_W3,10,T_Chase,A_MechaSound,&s_mechachase3s};\r
+statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4};\r
+statetype s_mechachase4 = {false,SPR_MECHA_W4,8,T_Chase,NULL,&s_mechachase1};\r
+\r
+statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,A_DeathScream,&s_mechadie2};\r
+statetype s_mechadie2 = {false,SPR_MECHA_DIE2,10,NULL,NULL,&s_mechadie3};\r
+statetype s_mechadie3 = {false,SPR_MECHA_DIE3,10,NULL,A_HitlerMorph,&s_mechadie4};\r
+statetype s_mechadie4 = {false,SPR_MECHA_DEAD,0,NULL,NULL,&s_mechadie4};\r
+\r
+statetype s_mechashoot1 = {false,SPR_MECHA_SHOOT1,30,NULL,NULL,&s_mechashoot2};\r
+statetype s_mechashoot2 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot3};\r
+statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot4};\r
+statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot5};\r
+statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot6};\r
+statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechachase1};\r
+\r
+\r
+statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,T_Chase,NULL,&s_hitlerchase1s};\r
+statetype s_hitlerchase1s = {false,SPR_HITLER_W1,4,NULL,NULL,&s_hitlerchase2};\r
+statetype s_hitlerchase2 = {false,SPR_HITLER_W2,2,T_Chase,NULL,&s_hitlerchase3};\r
+statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,T_Chase,NULL,&s_hitlerchase3s};\r
+statetype s_hitlerchase3s = {false,SPR_HITLER_W3,4,NULL,NULL,&s_hitlerchase4};\r
+statetype s_hitlerchase4 = {false,SPR_HITLER_W4,2,T_Chase,NULL,&s_hitlerchase1};\r
+\r
+statetype s_hitlerdeathcam = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie1};\r
+\r
+statetype s_hitlerdie1 = {false,SPR_HITLER_W1,1,NULL,A_DeathScream,&s_hitlerdie2};\r
+statetype s_hitlerdie2 = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie3};\r
+statetype s_hitlerdie3 = {false,SPR_HITLER_DIE1,10,NULL,A_Slurpie,&s_hitlerdie4};\r
+statetype s_hitlerdie4 = {false,SPR_HITLER_DIE2,10,NULL,NULL,&s_hitlerdie5};\r
+statetype s_hitlerdie5 = {false,SPR_HITLER_DIE3,10,NULL,NULL,&s_hitlerdie6};\r
+statetype s_hitlerdie6 = {false,SPR_HITLER_DIE4,10,NULL,NULL,&s_hitlerdie7};\r
+statetype s_hitlerdie7 = {false,SPR_HITLER_DIE5,10,NULL,NULL,&s_hitlerdie8};\r
+statetype s_hitlerdie8 = {false,SPR_HITLER_DIE6,10,NULL,NULL,&s_hitlerdie9};\r
+statetype s_hitlerdie9 = {false,SPR_HITLER_DIE7,10,NULL,NULL,&s_hitlerdie10};\r
+statetype s_hitlerdie10 = {false,SPR_HITLER_DEAD,20,NULL,A_StartDeathCam,&s_hitlerdie10};\r
+\r
+statetype s_hitlershoot1 = {false,SPR_HITLER_SHOOT1,30,NULL,NULL,&s_hitlershoot2};\r
+statetype s_hitlershoot2 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot3};\r
+statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot4};\r
+statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot5};\r
+statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot6};\r
+statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlerchase1};\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnFakeHitler\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnFakeHitler (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_hitlerdie2.tictime = 140;\r
+ else\r
+ s_hitlerdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_fakestand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = fakeobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];\r
+ new->dir = north;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnHitler\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnHitler (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_hitlerdie2.tictime = 140;\r
+ else\r
+ s_hitlerdie2.tictime = 5;\r
+\r
+\r
+ SpawnNewObj (tilex,tiley,&s_mechastand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = mechahitlerobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= A_HitlerMorph\r
+=\r
+===============\r
+*/\r
+\r
+void A_HitlerMorph (objtype *ob)\r
+{\r
+ unsigned far *map,tile,hitpoints[4]={500,700,800,900};\r
+\r
+\r
+ SpawnNewObj (ob->tilex,ob->tiley,&s_hitlerchase1);\r
+ new->speed = SPDPATROL*5;\r
+\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+\r
+ new->distance = ob->distance;\r
+ new->dir = ob->dir;\r
+ new->flags = ob->flags | FL_SHOOTABLE;\r
+\r
+ new->obclass = realhitlerobj;\r
+ new->hitpoints = hitpoints[gamestate.difficulty];\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////\r
+//\r
+// A_MechaSound\r
+// A_Slurpie\r
+//\r
+////////////////////////////////////////////////////////\r
+void A_MechaSound (objtype *ob)\r
+{\r
+ if (areabyplayer[ob->areanumber])\r
+ PlaySoundLocActor (MECHSTEPSND,ob);\r
+}\r
+\r
+\r
+#pragma argsused\r
+void A_Slurpie (objtype *ob)\r
+{\r
+ SD_PlaySound(SLURPIESND);\r
+}\r
+\r
+/*\r
+=================\r
+=\r
+= T_FakeFire\r
+=\r
+=================\r
+*/\r
+\r
+void T_FakeFire (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+\r
+ GetNewActor ();\r
+ new->state = &s_fire1;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->obclass = fireobj;\r
+ new->speed = 0x1200l;\r
+ new->flags = FL_NEVERMARK;\r
+ new->active = true;\r
+\r
+ PlaySoundLocActor (FLAMETHROWERSND,new);\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Fake\r
+=\r
+=================\r
+*/\r
+\r
+void T_Fake (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+ if ( US_RndT() < (tics<<1) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_fakeshoot1);\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectDodgeDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ SelectDodgeDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+#endif\r
+/*\r
+============================================================================\r
+\r
+ STAND\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Stand\r
+=\r
+===============\r
+*/\r
+\r
+void T_Stand (objtype *ob)\r
+{\r
+ SightPlayer (ob);\r
+}\r
+\r
+\r
+/*\r
+============================================================================\r
+\r
+ CHASE\r
+\r
+============================================================================\r
+*/\r
+\r
+/*\r
+=================\r
+=\r
+= T_Chase\r
+=\r
+=================\r
+*/\r
+\r
+void T_Chase (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist,chance;\r
+ boolean dodge;\r
+\r
+ if (gamestate.victoryflag)\r
+ return;\r
+\r
+ dodge = false;\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+ if (!dist || (dist==1 && ob->distance<0x4000) )\r
+ chance = 300;\r
+ else\r
+ chance = (tics<<4)/dist;\r
+\r
+ if ( US_RndT()<chance)\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ switch (ob->obclass)\r
+ {\r
+ case guardobj:\r
+ NewState (ob,&s_grdshoot1);\r
+ break;\r
+ case officerobj:\r
+ NewState (ob,&s_ofcshoot1);\r
+ break;\r
+ case mutantobj:\r
+ NewState (ob,&s_mutshoot1);\r
+ break;\r
+ case ssobj:\r
+ NewState (ob,&s_ssshoot1);\r
+ break;\r
+#ifndef SPEAR\r
+ case bossobj:\r
+ NewState (ob,&s_bossshoot1);\r
+ break;\r
+ case gretelobj:\r
+ NewState (ob,&s_gretelshoot1);\r
+ break;\r
+ case mechahitlerobj:\r
+ NewState (ob,&s_mechashoot1);\r
+ break;\r
+ case realhitlerobj:\r
+ NewState (ob,&s_hitlershoot1);\r
+ break;\r
+#else\r
+ case angelobj:\r
+ NewState (ob,&s_angelshoot1);\r
+ break;\r
+ case transobj:\r
+ NewState (ob,&s_transshoot1);\r
+ break;\r
+ case uberobj:\r
+ NewState (ob,&s_ubershoot1);\r
+ break;\r
+ case willobj:\r
+ NewState (ob,&s_willshoot1);\r
+ break;\r
+ case deathobj:\r
+ NewState (ob,&s_deathshoot1);\r
+ break;\r
+#endif\r
+ }\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Ghosts\r
+=\r
+=================\r
+*/\r
+\r
+void T_Ghosts (objtype *ob)\r
+{\r
+ long move;\r
+\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+/*\r
+=================\r
+=\r
+= T_DogChase\r
+=\r
+=================\r
+*/\r
+\r
+void T_DogChase (objtype *ob)\r
+{\r
+ long move;\r
+ int dist,chance;\r
+ long dx,dy;\r
+\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectDodgeDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ //\r
+ // check for byte range\r
+ //\r
+ dx = player->x - ob->x;\r
+ if (dx<0)\r
+ dx = -dx;\r
+ dx -= move;\r
+ if (dx <= MINACTORDIST)\r
+ {\r
+ dy = player->y - ob->y;\r
+ if (dy<0)\r
+ dy = -dy;\r
+ dy -= move;\r
+ if (dy <= MINACTORDIST)\r
+ {\r
+ NewState (ob,&s_dogjump1);\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ SelectDodgeDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+============================================================================\r
+\r
+ PATH\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SelectPathDir\r
+=\r
+===============\r
+*/\r
+\r
+void SelectPathDir (objtype *ob)\r
+{\r
+ unsigned spot;\r
+\r
+ spot = MAPSPOT(ob->tilex,ob->tiley,1)-ICONARROWS;\r
+\r
+ if (spot<8)\r
+ {\r
+ // new direction\r
+ ob->dir = spot;\r
+ }\r
+\r
+ ob->distance = TILEGLOBAL;\r
+\r
+ if (!TryWalk (ob))\r
+ ob->dir = nodir;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Path\r
+=\r
+===============\r
+*/\r
+\r
+void T_Path (objtype *ob)\r
+{\r
+ long move;\r
+ long deltax,deltay,size;\r
+\r
+ if (SightPlayer (ob))\r
+ return;\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectPathDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // all movement is blocked\r
+ }\r
+\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ if (ob->tilex>MAPSIZE || ob->tiley>MAPSIZE)\r
+ {\r
+ sprintf (str,"T_Path hit a wall at %u,%u, dir %u"\r
+ ,ob->tilex,ob->tiley,ob->dir);\r
+ Quit (str);\r
+ }\r
+\r
+\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
+ SelectPathDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // all movement is blocked\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ FIGHT\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Shoot\r
+=\r
+= Try to damage the player, based on skill level and player's speed\r
+=\r
+===============\r
+*/\r
+\r
+void T_Shoot (objtype *ob)\r
+{\r
+ int dx,dy,dist;\r
+ int hitchance,damage;\r
+\r
+ hitchance = 128;\r
+\r
+ if (!areabyplayer[ob->areanumber])\r
+ return;\r
+\r
+ if (!CheckLine (ob)) // player is behind a wall\r
+ return;\r
+\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx:dy;\r
+\r
+ if (ob->obclass == ssobj || ob->obclass == bossobj)\r
+ dist = dist*2/3; // ss are better shots\r
+\r
+ if (thrustspeed >= RUNSPEED)\r
+ {\r
+ if (ob->flags&FL_VISABLE)\r
+ hitchance = 160-dist*16; // player can see to dodge\r
+ else\r
+ hitchance = 160-dist*8;\r
+ }\r
+ else\r
+ {\r
+ if (ob->flags&FL_VISABLE)\r
+ hitchance = 256-dist*16; // player can see to dodge\r
+ else\r
+ hitchance = 256-dist*8;\r
+ }\r
+\r
+// see if the shot was a hit\r
+\r
+ if (US_RndT()<hitchance)\r
+ {\r
+ if (dist<2)\r
+ damage = US_RndT()>>2;\r
+ else if (dist<4)\r
+ damage = US_RndT()>>3;\r
+ else\r
+ damage = US_RndT()>>4;\r
+\r
+ TakeDamage (damage,ob);\r
+ }\r
+\r
+ switch(ob->obclass)\r
+ {\r
+ case ssobj:\r
+ PlaySoundLocActor(SSFIRESND,ob);\r
+ break;\r
+#ifndef SPEAR\r
+ case giftobj:\r
+ case fatobj:\r
+ PlaySoundLocActor(MISSILEFIRESND,ob);\r
+ break;\r
+ case mechahitlerobj:\r
+ case realhitlerobj:\r
+ case bossobj:\r
+ PlaySoundLocActor(BOSSFIRESND,ob);\r
+ break;\r
+ case schabbobj:\r
+ PlaySoundLocActor(SCHABBSTHROWSND,ob);\r
+ break;\r
+ case fakeobj:\r
+ PlaySoundLocActor(FLAMETHROWERSND,ob);\r
+ break;\r
+#endif\r
+ default:\r
+ PlaySoundLocActor(NAZIFIRESND,ob);\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Bite\r
+=\r
+===============\r
+*/\r
+\r
+void T_Bite (objtype *ob)\r
+{\r
+ long dx,dy;\r
+ int hitchance,damage;\r
+\r
+\r
+ PlaySoundLocActor(DOGATTACKSND,ob); // JAB\r
+\r
+ dx = player->x - ob->x;\r
+ if (dx<0)\r
+ dx = -dx;\r
+ dx -= TILEGLOBAL;\r
+ if (dx <= MINACTORDIST)\r
+ {\r
+ dy = player->y - ob->y;\r
+ if (dy<0)\r
+ dy = -dy;\r
+ dy -= TILEGLOBAL;\r
+ if (dy <= MINACTORDIST)\r
+ {\r
+ if (US_RndT()<180)\r
+ {\r
+ TakeDamage (US_RndT()>>4,ob);\r
+ return;\r
+ }\r
+ }\r
+ }\r
+\r
+ return;\r
+}\r
+\r
+\r
+#ifndef SPEAR\r
+/*\r
+============================================================================\r
+\r
+ BJ VICTORY\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+//\r
+// BJ victory\r
+//\r
+\r
+void T_BJRun (objtype *ob);\r
+void T_BJJump (objtype *ob);\r
+void T_BJDone (objtype *ob);\r
+void T_BJYell (objtype *ob);\r
+\r
+void T_DeathCam (objtype *ob);\r
+\r
+extern statetype s_bjrun1;\r
+extern statetype s_bjrun1s;\r
+extern statetype s_bjrun2;\r
+extern statetype s_bjrun3;\r
+extern statetype s_bjrun3s;\r
+extern statetype s_bjrun4;\r
+\r
+extern statetype s_bjjump1;\r
+extern statetype s_bjjump2;\r
+extern statetype s_bjjump3;\r
+extern statetype s_bjjump4;\r
+\r
+\r
+statetype s_bjrun1 = {false,SPR_BJ_W1,12,T_BJRun,NULL,&s_bjrun1s};\r
+statetype s_bjrun1s = {false,SPR_BJ_W1,3, NULL,NULL,&s_bjrun2};\r
+statetype s_bjrun2 = {false,SPR_BJ_W2,8,T_BJRun,NULL,&s_bjrun3};\r
+statetype s_bjrun3 = {false,SPR_BJ_W3,12,T_BJRun,NULL,&s_bjrun3s};\r
+statetype s_bjrun3s = {false,SPR_BJ_W3,3, NULL,NULL,&s_bjrun4};\r
+statetype s_bjrun4 = {false,SPR_BJ_W4,8,T_BJRun,NULL,&s_bjrun1};\r
+\r
+\r
+statetype s_bjjump1 = {false,SPR_BJ_JUMP1,14,T_BJJump,NULL,&s_bjjump2};\r
+statetype s_bjjump2 = {false,SPR_BJ_JUMP2,14,T_BJJump,T_BJYell,&s_bjjump3};\r
+statetype s_bjjump3 = {false,SPR_BJ_JUMP3,14,T_BJJump,NULL,&s_bjjump4};\r
+statetype s_bjjump4 = {false,SPR_BJ_JUMP4,300,NULL,T_BJDone,&s_bjjump4};\r
+\r
+\r
+statetype s_deathcam = {false,0,0,NULL,NULL,NULL};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnBJVictory\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBJVictory (void)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (player->tilex,player->tiley+1,&s_bjrun1);\r
+ new->x = player->x;\r
+ new->y = player->y;\r
+ new->obclass = bjobj;\r
+ new->dir = north;\r
+ new->temp1 = 6; // tiles to run forward\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJRun\r
+=\r
+===============\r
+*/\r
+\r
+void T_BJRun (objtype *ob)\r
+{\r
+ long move;\r
+\r
+ move = BJRUNSPEED*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\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
+ SelectPathDir (ob);\r
+\r
+ if ( !(--ob->temp1) )\r
+ {\r
+ NewState (ob,&s_bjjump1);\r
+ return;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJJump\r
+=\r
+===============\r
+*/\r
+\r
+void T_BJJump (objtype *ob)\r
+{\r
+ long move;\r
+\r
+ move = BJJUMPSPEED*tics;\r
+ MoveObj (ob,move);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJYell\r
+=\r
+===============\r
+*/\r
+\r
+void T_BJYell (objtype *ob)\r
+{\r
+ PlaySoundLocActor(YEAHSND,ob); // JAB\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJDone\r
+=\r
+===============\r
+*/\r
+\r
+#pragma argsused\r
+void T_BJDone (objtype *ob)\r
+{\r
+ playstate = ex_victorious; // exit castle tile\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= CheckPosition\r
+=\r
+===============\r
+*/\r
+\r
+boolean CheckPosition (objtype *ob)\r
+{\r
+ int x,y,xl,yl,xh,yh;\r
+ objtype *check;\r
+\r
+ xl = (ob->x-PLAYERSIZE) >>TILESHIFT;\r
+ yl = (ob->y-PLAYERSIZE) >>TILESHIFT;\r
+\r
+ xh = (ob->x+PLAYERSIZE) >>TILESHIFT;\r
+ yh = (ob->y+PLAYERSIZE) >>TILESHIFT;\r
+\r
+ //\r
+ // check for solid walls\r
+ //\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check && check<objlist)\r
+ return false;\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= A_StartDeathCam\r
+=\r
+===============\r
+*/\r
+\r
+void A_StartDeathCam (objtype *ob)\r
+{\r
+ long dx,dy;\r
+ float fangle;\r
+ long xmove,ymove;\r
+ long dist;\r
+ int temp,i;\r
+\r
+ FinishPaletteShifts ();\r
+\r
+ VW_WaitVBL (100);\r
+\r
+ if (gamestate.victoryflag)\r
+ {\r
+ playstate = ex_victorious; // exit castle tile\r
+ return;\r
+ }\r
+\r
+ gamestate.victoryflag = true;\r
+ VW_Bar (0,0,320,200-STATUSLINES,127);\r
+ FizzleFade(bufferofs,displayofs,320,200-STATUSLINES,70,false);\r
+\r
+ PM_UnlockMainMem ();\r
+ CA_UpLevel ();\r
+ CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);\r
+ #ifdef JAPAN\r
+ #ifndef JAPDEMO\r
+ CA_CacheScreen(C_LETSSEEPIC);\r
+ #endif\r
+ #else\r
+ Write(0,7,STR_SEEAGAIN);\r
+ #endif\r
+ CA_DownLevel ();\r
+ PM_CheckMainMem ();\r
+\r
+ VW_UpdateScreen ();\r
+\r
+ IN_UserInput(300);\r
+\r
+//\r
+// line angle up exactly\r
+//\r
+ NewState (player,&s_deathcam);\r
+\r
+ player->x = gamestate.killx;\r
+ player->y = gamestate.killy;\r
+\r
+ dx = ob->x - player->x;\r
+ dy = player->y - ob->y;\r
+\r
+ fangle = atan2(dy,dx); // returns -pi to pi\r
+ if (fangle<0)\r
+ fangle = M_PI*2+fangle;\r
+\r
+ player->angle = fangle/(M_PI*2)*ANGLES;\r
+\r
+//\r
+// try to position as close as possible without being in a wall\r
+//\r
+ dist = 0x14000l;\r
+ do\r
+ {\r
+ xmove = FixedByFrac(dist,costable[player->angle]);\r
+ ymove = -FixedByFrac(dist,sintable[player->angle]);\r
+\r
+ player->x = ob->x - xmove;\r
+ player->y = ob->y - ymove;\r
+ dist += 0x1000;\r
+\r
+ } while (!CheckPosition (player));\r
+ plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned\r
+ pluy = player->y >> UNSIGNEDSHIFT;\r
+ player->tilex = player->x >> TILESHIFT; // scale to tile values\r
+ player->tiley = player->y >> TILESHIFT;\r
+\r
+//\r
+// go back to the game\r
+//\r
+ temp = bufferofs;\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ DrawPlayBorder ();\r
+ }\r
+ bufferofs = temp;\r
+\r
+ fizzlein = true;\r
+ switch (ob->obclass)\r
+ {\r
+#ifndef SPEAR\r
+ case schabbobj:\r
+ NewState (ob,&s_schabbdeathcam);\r
+ break;\r
+ case realhitlerobj:\r
+ NewState (ob,&s_hitlerdeathcam);\r
+ break;\r
+ case giftobj:\r
+ NewState (ob,&s_giftdeathcam);\r
+ break;\r
+ case fatobj:\r
+ NewState (ob,&s_fatdeathcam);\r
+ break;\r
+#endif\r
+ }\r
+\r
+}\r
+\r
+#endif\r