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wl_act2.cpp
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wl_act2.cpp
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// WL_ACT2.C
#include <stdio.h>
#include <math.h>
#include "wl_def.h"
#pragma hdrstop
/*
=============================================================================
LOCAL CONSTANTS
=============================================================================
*/
#define PROJECTILESIZE 0xc000l
#define BJRUNSPEED 2048
#define BJJUMPSPEED 680
/*
=============================================================================
GLOBAL VARIABLES
=============================================================================
*/
/*
=============================================================================
LOCAL VARIABLES
=============================================================================
*/
dirtype dirtable[9] = { northwest,north,northeast,west,nodir,east,
southwest,south,southeast };
short starthitpoints[4][NUMENEMIES] =
//
// BABY MODE
//
{
{
25, // guards
50, // officer
100, // SS
1, // dogs
850, // Hans
850, // Schabbs
200, // fake hitler
800, // mecha hitler
45, // mutants
25, // ghosts
25, // ghosts
25, // ghosts
25, // ghosts
850, // Gretel
850, // Gift
850, // Fat
5, // en_spectre,
1450, // en_angel,
850, // en_trans,
1050, // en_uber,
950, // en_will,
1250 // en_death
},
//
// DON'T HURT ME MODE
//
{
25, // guards
50, // officer
100, // SS
1, // dogs
950, // Hans
950, // Schabbs
300, // fake hitler
950, // mecha hitler
55, // mutants
25, // ghosts
25, // ghosts
25, // ghosts
25, // ghosts
950, // Gretel
950, // Gift
950, // Fat
10, // en_spectre,
1550, // en_angel,
950, // en_trans,
1150, // en_uber,
1050, // en_will,
1350 // en_death
},
//
// BRING 'EM ON MODE
//
{
25, // guards
50, // officer
100, // SS
1, // dogs
1050, // Hans
1550, // Schabbs
400, // fake hitler
1050, // mecha hitler
55, // mutants
25, // ghosts
25, // ghosts
25, // ghosts
25, // ghosts
1050, // Gretel
1050, // Gift
1050, // Fat
15, // en_spectre,
1650, // en_angel,
1050, // en_trans,
1250, // en_uber,
1150, // en_will,
1450 // en_death
},
//
// DEATH INCARNATE MODE
//
{
25, // guards
50, // officer
100, // SS
1, // dogs
1200, // Hans
2400, // Schabbs
500, // fake hitler
1200, // mecha hitler
65, // mutants
25, // ghosts
25, // ghosts
25, // ghosts
25, // ghosts
1200, // Gretel
1200, // Gift
1200, // Fat
25, // en_spectre,
2000, // en_angel,
1200, // en_trans,
1400, // en_uber,
1300, // en_will,
1600 // en_death
}
};
void A_StartDeathCam(objtype* ob);
void T_Path(objtype* ob);
void T_Shoot(objtype* ob);
void T_Bite(objtype* ob);
void T_DogChase(objtype* ob);
void T_Chase(objtype* ob);
void T_Projectile(objtype* ob);
void T_Stand(objtype* ob);
void A_DeathScream(objtype* ob);
extern statetype s_rocket;
extern statetype s_smoke1;
extern statetype s_smoke2;
extern statetype s_smoke3;
extern statetype s_smoke4;
extern statetype s_boom2;
extern statetype s_boom3;
void A_Smoke(objtype* ob);
statetype s_rocket = { true,SPR_ROCKET_1,3,(statefunc)T_Projectile,(statefunc)A_Smoke,&s_rocket };
statetype s_smoke1 = { false,SPR_SMOKE_1,3,NULL,NULL,&s_smoke2 };
statetype s_smoke2 = { false,SPR_SMOKE_2,3,NULL,NULL,&s_smoke3 };
statetype s_smoke3 = { false,SPR_SMOKE_3,3,NULL,NULL,&s_smoke4 };
statetype s_smoke4 = { false,SPR_SMOKE_4,3,NULL,NULL,NULL };
statetype s_boom1 = { false,SPR_BOOM_1,6,NULL,NULL,&s_boom2 };
statetype s_boom2 = { false,SPR_BOOM_2,6,NULL,NULL,&s_boom3 };
statetype s_boom3 = { false,SPR_BOOM_3,6,NULL,NULL,NULL };
#ifdef SPEAR
extern statetype s_hrocket;
extern statetype s_hsmoke1;
extern statetype s_hsmoke2;
extern statetype s_hsmoke3;
extern statetype s_hsmoke4;
extern statetype s_hboom2;
extern statetype s_hboom3;
void A_Smoke(objtype* ob);
statetype s_hrocket = { true,SPR_HROCKET_1,3,(statefunc)T_Projectile,(statefunc)A_Smoke,&s_hrocket };
statetype s_hsmoke1 = { false,SPR_HSMOKE_1,3,NULL,NULL,&s_hsmoke2 };
statetype s_hsmoke2 = { false,SPR_HSMOKE_2,3,NULL,NULL,&s_hsmoke3 };
statetype s_hsmoke3 = { false,SPR_HSMOKE_3,3,NULL,NULL,&s_hsmoke4 };
statetype s_hsmoke4 = { false,SPR_HSMOKE_4,3,NULL,NULL,NULL };
statetype s_hboom1 = { false,SPR_HBOOM_1,6,NULL,NULL,&s_hboom2 };
statetype s_hboom2 = { false,SPR_HBOOM_2,6,NULL,NULL,&s_hboom3 };
statetype s_hboom3 = { false,SPR_HBOOM_3,6,NULL,NULL,NULL };
#endif
void T_Schabb(objtype* ob);
void T_SchabbThrow(objtype* ob);
void T_Fake(objtype* ob);
void T_FakeFire(objtype* ob);
void T_Ghosts(objtype* ob);
void A_Slurpie(objtype* ob);
void A_HitlerMorph(objtype* ob);
void A_MechaSound(objtype* ob);
/*
=================
=
= A_Smoke
=
=================
*/
void A_Smoke(objtype* ob)
{
GetNewActor();
#ifdef SPEAR
if (ob->obclass == hrocketobj)
newobj->state = &s_hsmoke1;
else
#endif
newobj->state = &s_smoke1;
newobj->ticcount = 6;
newobj->tilex = ob->tilex;
newobj->tiley = ob->tiley;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->obclass = inertobj;
newobj->active = ac_yes;
newobj->flags = FL_NEVERMARK;
}
/*
===================
=
= ProjectileTryMove
=
= returns true if move ok
===================
*/
#define PROJSIZE 0x2000
boolean ProjectileTryMove(objtype* ob)
{
int xl, yl, xh, yh, x, y;
objtype* check;
xl = (ob->x - PROJSIZE) >> TILESHIFT;
yl = (ob->y - PROJSIZE) >> TILESHIFT;
xh = (ob->x + PROJSIZE) >> TILESHIFT;
yh = (ob->y + PROJSIZE) >> TILESHIFT;
//
// check for solid walls
//
for (y = yl; y <= yh; y++)
for (x = xl; x <= xh; x++)
{
check = actorat[x][y];
if (check && !ISPOINTER(check))
return false;
}
return true;
}
/*
=================
=
= T_Projectile
=
=================
*/
void T_Projectile(objtype* ob)
{
int32_t deltax, deltay;
int damage;
int32_t speed;
speed = (int32_t)ob->speed * tics;
deltax = FixedMul(speed, costable[ob->angle]);
deltay = -FixedMul(speed, sintable[ob->angle]);
if (deltax > 0x10000l)
deltax = 0x10000l;
if (deltay > 0x10000l)
deltay = 0x10000l;
ob->x += deltax;
ob->y += deltay;
deltax = LABS(ob->x - player->x);
deltay = LABS(ob->y - player->y);
if (!ProjectileTryMove(ob))
{
#ifndef APOGEE_1_0 // actually the whole method is never reached in shareware 1.0
if (ob->obclass == rocketobj)
{
PlaySoundLocActor(MISSILEHITSND, ob);
ob->state = &s_boom1;
}
#ifdef SPEAR
else if (ob->obclass == hrocketobj)
{
PlaySoundLocActor(MISSILEHITSND, ob);
ob->state = &s_hboom1;
}
#endif
else
#endif
ob->state = NULL; // mark for removal
return;
}
if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE)
{ // hit the player
switch (ob->obclass)
{
case needleobj:
damage = (US_RndT() >> 3) + 20;
break;
case rocketobj:
case hrocketobj:
case sparkobj:
damage = (US_RndT() >> 3) + 30;
break;
case fireobj:
damage = (US_RndT() >> 3);
break;
}
TakeDamage(damage, ob);
ob->state = NULL; // mark for removal
return;
}
ob->tilex = (short)(ob->x >> TILESHIFT);
ob->tiley = (short)(ob->y >> TILESHIFT);
}
/*
=============================================================================
GUARD
=============================================================================
*/
//
// guards
//
extern statetype s_grdstand;
extern statetype s_grdpath1;
extern statetype s_grdpath1s;
extern statetype s_grdpath2;
extern statetype s_grdpath3;
extern statetype s_grdpath3s;
extern statetype s_grdpath4;
extern statetype s_grdpain;
extern statetype s_grdpain1;
extern statetype s_grdgiveup;
extern statetype s_grdshoot1;
extern statetype s_grdshoot2;
extern statetype s_grdshoot3;
extern statetype s_grdshoot4;
extern statetype s_grdchase1;
extern statetype s_grdchase1s;
extern statetype s_grdchase2;
extern statetype s_grdchase3;
extern statetype s_grdchase3s;
extern statetype s_grdchase4;
extern statetype s_grddie1;
extern statetype s_grddie1d;
extern statetype s_grddie2;
extern statetype s_grddie3;
extern statetype s_grddie4;
statetype s_grdstand = { true,SPR_GRD_S_1,0,(statefunc)T_Stand,NULL,&s_grdstand };
statetype s_grdpath1 = { true,SPR_GRD_W1_1,20,(statefunc)T_Path,NULL,&s_grdpath1s };
statetype s_grdpath1s = { true,SPR_GRD_W1_1,5,NULL,NULL,&s_grdpath2 };
statetype s_grdpath2 = { true,SPR_GRD_W2_1,15,(statefunc)T_Path,NULL,&s_grdpath3 };
statetype s_grdpath3 = { true,SPR_GRD_W3_1,20,(statefunc)T_Path,NULL,&s_grdpath3s };
statetype s_grdpath3s = { true,SPR_GRD_W3_1,5,NULL,NULL,&s_grdpath4 };
statetype s_grdpath4 = { true,SPR_GRD_W4_1,15,(statefunc)T_Path,NULL,&s_grdpath1 };
statetype s_grdpain = { 2,SPR_GRD_PAIN_1,10,NULL,NULL,&s_grdchase1 };
statetype s_grdpain1 = { 2,SPR_GRD_PAIN_2,10,NULL,NULL,&s_grdchase1 };
statetype s_grdshoot1 = { false,SPR_GRD_SHOOT1,20,NULL,NULL,&s_grdshoot2 };
statetype s_grdshoot2 = { false,SPR_GRD_SHOOT2,20,NULL,(statefunc)T_Shoot,&s_grdshoot3 };
statetype s_grdshoot3 = { false,SPR_GRD_SHOOT3,20,NULL,NULL,&s_grdchase1 };
statetype s_grdchase1 = { true,SPR_GRD_W1_1,10,(statefunc)T_Chase,NULL,&s_grdchase1s };
statetype s_grdchase1s = { true,SPR_GRD_W1_1,3,NULL,NULL,&s_grdchase2 };
statetype s_grdchase2 = { true,SPR_GRD_W2_1,8,(statefunc)T_Chase,NULL,&s_grdchase3 };
statetype s_grdchase3 = { true,SPR_GRD_W3_1,10,(statefunc)T_Chase,NULL,&s_grdchase3s };
statetype s_grdchase3s = { true,SPR_GRD_W3_1,3,NULL,NULL,&s_grdchase4 };
statetype s_grdchase4 = { true,SPR_GRD_W4_1,8,(statefunc)T_Chase,NULL,&s_grdchase1 };
statetype s_grddie1 = { false,SPR_GRD_DIE_1,15,NULL,(statefunc)A_DeathScream,&s_grddie2 };
statetype s_grddie2 = { false,SPR_GRD_DIE_2,15,NULL,NULL,&s_grddie3 };
statetype s_grddie3 = { false,SPR_GRD_DIE_3,15,NULL,NULL,&s_grddie4 };
statetype s_grddie4 = { false,SPR_GRD_DEAD,0,NULL,NULL,&s_grddie4 };
#ifndef SPEAR
//
// ghosts
//
extern statetype s_blinkychase1;
extern statetype s_blinkychase2;
extern statetype s_inkychase1;
extern statetype s_inkychase2;
extern statetype s_pinkychase1;
extern statetype s_pinkychase2;
extern statetype s_clydechase1;
extern statetype s_clydechase2;
statetype s_blinkychase1 = { false,SPR_BLINKY_W1,10,(statefunc)T_Ghosts,NULL,&s_blinkychase2 };
statetype s_blinkychase2 = { false,SPR_BLINKY_W2,10,(statefunc)T_Ghosts,NULL,&s_blinkychase1 };
statetype s_inkychase1 = { false,SPR_INKY_W1,10,(statefunc)T_Ghosts,NULL,&s_inkychase2 };
statetype s_inkychase2 = { false,SPR_INKY_W2,10,(statefunc)T_Ghosts,NULL,&s_inkychase1 };
statetype s_pinkychase1 = { false,SPR_PINKY_W1,10,(statefunc)T_Ghosts,NULL,&s_pinkychase2 };
statetype s_pinkychase2 = { false,SPR_PINKY_W2,10,(statefunc)T_Ghosts,NULL,&s_pinkychase1 };
statetype s_clydechase1 = { false,SPR_CLYDE_W1,10,(statefunc)T_Ghosts,NULL,&s_clydechase2 };
statetype s_clydechase2 = { false,SPR_CLYDE_W2,10,(statefunc)T_Ghosts,NULL,&s_clydechase1 };
#endif
//
// dogs
//
extern statetype s_dogpath1;
extern statetype s_dogpath1s;
extern statetype s_dogpath2;
extern statetype s_dogpath3;
extern statetype s_dogpath3s;
extern statetype s_dogpath4;
extern statetype s_dogjump1;
extern statetype s_dogjump2;
extern statetype s_dogjump3;
extern statetype s_dogjump4;
extern statetype s_dogjump5;
extern statetype s_dogchase1;
extern statetype s_dogchase1s;
extern statetype s_dogchase2;
extern statetype s_dogchase3;
extern statetype s_dogchase3s;
extern statetype s_dogchase4;
extern statetype s_dogdie1;
extern statetype s_dogdie1d;
extern statetype s_dogdie2;
extern statetype s_dogdie3;
extern statetype s_dogdead;
statetype s_dogpath1 = { true,SPR_DOG_W1_1,20,(statefunc)T_Path,NULL,&s_dogpath1s };
statetype s_dogpath1s = { true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2 };
statetype s_dogpath2 = { true,SPR_DOG_W2_1,15,(statefunc)T_Path,NULL,&s_dogpath3 };
statetype s_dogpath3 = { true,SPR_DOG_W3_1,20,(statefunc)T_Path,NULL,&s_dogpath3s };
statetype s_dogpath3s = { true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4 };
statetype s_dogpath4 = { true,SPR_DOG_W4_1,15,(statefunc)T_Path,NULL,&s_dogpath1 };
statetype s_dogjump1 = { false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump2 };
statetype s_dogjump2 = { false,SPR_DOG_JUMP2,10,NULL,(statefunc)T_Bite,&s_dogjump3 };
statetype s_dogjump3 = { false,SPR_DOG_JUMP3,10,NULL,NULL,&s_dogjump4 };
statetype s_dogjump4 = { false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump5 };
statetype s_dogjump5 = { false,SPR_DOG_W1_1,10,NULL,NULL,&s_dogchase1 };
statetype s_dogchase1 = { true,SPR_DOG_W1_1,10,(statefunc)T_DogChase,NULL,&s_dogchase1s };
statetype s_dogchase1s = { true,SPR_DOG_W1_1,3,NULL,NULL,&s_dogchase2 };
statetype s_dogchase2 = { true,SPR_DOG_W2_1,8,(statefunc)T_DogChase,NULL,&s_dogchase3 };
statetype s_dogchase3 = { true,SPR_DOG_W3_1,10,(statefunc)T_DogChase,NULL,&s_dogchase3s };
statetype s_dogchase3s = { true,SPR_DOG_W3_1,3,NULL,NULL,&s_dogchase4 };
statetype s_dogchase4 = { true,SPR_DOG_W4_1,8,(statefunc)T_DogChase,NULL,&s_dogchase1 };
statetype s_dogdie1 = { false,SPR_DOG_DIE_1,15,NULL,(statefunc)A_DeathScream,&s_dogdie2 };
statetype s_dogdie2 = { false,SPR_DOG_DIE_2,15,NULL,NULL,&s_dogdie3 };
statetype s_dogdie3 = { false,SPR_DOG_DIE_3,15,NULL,NULL,&s_dogdead };
statetype s_dogdead = { false,SPR_DOG_DEAD,15,NULL,NULL,&s_dogdead };
//
// officers
//
extern statetype s_ofcstand;
extern statetype s_ofcpath1;
extern statetype s_ofcpath1s;
extern statetype s_ofcpath2;
extern statetype s_ofcpath3;
extern statetype s_ofcpath3s;
extern statetype s_ofcpath4;
extern statetype s_ofcpain;
extern statetype s_ofcpain1;
extern statetype s_ofcgiveup;
extern statetype s_ofcshoot1;
extern statetype s_ofcshoot2;
extern statetype s_ofcshoot3;
extern statetype s_ofcshoot4;
extern statetype s_ofcchase1;
extern statetype s_ofcchase1s;
extern statetype s_ofcchase2;
extern statetype s_ofcchase3;
extern statetype s_ofcchase3s;
extern statetype s_ofcchase4;
extern statetype s_ofcdie1;
extern statetype s_ofcdie2;
extern statetype s_ofcdie3;
extern statetype s_ofcdie4;
extern statetype s_ofcdie5;
statetype s_ofcstand = { true,SPR_OFC_S_1,0,(statefunc)T_Stand,NULL,&s_ofcstand };
statetype s_ofcpath1 = { true,SPR_OFC_W1_1,20,(statefunc)T_Path,NULL,&s_ofcpath1s };
statetype s_ofcpath1s = { true,SPR_OFC_W1_1,5,NULL,NULL,&s_ofcpath2 };
statetype s_ofcpath2 = { true,SPR_OFC_W2_1,15,(statefunc)T_Path,NULL,&s_ofcpath3 };
statetype s_ofcpath3 = { true,SPR_OFC_W3_1,20,(statefunc)T_Path,NULL,&s_ofcpath3s };
statetype s_ofcpath3s = { true,SPR_OFC_W3_1,5,NULL,NULL,&s_ofcpath4 };
statetype s_ofcpath4 = { true,SPR_OFC_W4_1,15,(statefunc)T_Path,NULL,&s_ofcpath1 };
statetype s_ofcpain = { 2,SPR_OFC_PAIN_1,10,NULL,NULL,&s_ofcchase1 };
statetype s_ofcpain1 = { 2,SPR_OFC_PAIN_2,10,NULL,NULL,&s_ofcchase1 };
statetype s_ofcshoot1 = { false,SPR_OFC_SHOOT1,6,NULL,NULL,&s_ofcshoot2 };
statetype s_ofcshoot2 = { false,SPR_OFC_SHOOT2,20,NULL,(statefunc)T_Shoot,&s_ofcshoot3 };
statetype s_ofcshoot3 = { false,SPR_OFC_SHOOT3,10,NULL,NULL,&s_ofcchase1 };
statetype s_ofcchase1 = { true,SPR_OFC_W1_1,10,(statefunc)T_Chase,NULL,&s_ofcchase1s };
statetype s_ofcchase1s = { true,SPR_OFC_W1_1,3,NULL,NULL,&s_ofcchase2 };
statetype s_ofcchase2 = { true,SPR_OFC_W2_1,8,(statefunc)T_Chase,NULL,&s_ofcchase3 };
statetype s_ofcchase3 = { true,SPR_OFC_W3_1,10,(statefunc)T_Chase,NULL,&s_ofcchase3s };
statetype s_ofcchase3s = { true,SPR_OFC_W3_1,3,NULL,NULL,&s_ofcchase4 };
statetype s_ofcchase4 = { true,SPR_OFC_W4_1,8,(statefunc)T_Chase,NULL,&s_ofcchase1 };
statetype s_ofcdie1 = { false,SPR_OFC_DIE_1,11,NULL,(statefunc)A_DeathScream,&s_ofcdie2 };
statetype s_ofcdie2 = { false,SPR_OFC_DIE_2,11,NULL,NULL,&s_ofcdie3 };
statetype s_ofcdie3 = { false,SPR_OFC_DIE_3,11,NULL,NULL,&s_ofcdie4 };
statetype s_ofcdie4 = { false,SPR_OFC_DIE_4,11,NULL,NULL,&s_ofcdie5 };
statetype s_ofcdie5 = { false,SPR_OFC_DEAD,0,NULL,NULL,&s_ofcdie5 };
//
// mutant
//
extern statetype s_mutstand;
extern statetype s_mutpath1;
extern statetype s_mutpath1s;
extern statetype s_mutpath2;
extern statetype s_mutpath3;
extern statetype s_mutpath3s;
extern statetype s_mutpath4;
extern statetype s_mutpain;
extern statetype s_mutpain1;
extern statetype s_mutgiveup;
extern statetype s_mutshoot1;
extern statetype s_mutshoot2;
extern statetype s_mutshoot3;
extern statetype s_mutshoot4;
extern statetype s_mutchase1;
extern statetype s_mutchase1s;
extern statetype s_mutchase2;
extern statetype s_mutchase3;
extern statetype s_mutchase3s;
extern statetype s_mutchase4;
extern statetype s_mutdie1;
extern statetype s_mutdie2;
extern statetype s_mutdie3;
extern statetype s_mutdie4;
extern statetype s_mutdie5;
statetype s_mutstand = { true,SPR_MUT_S_1,0,(statefunc)T_Stand,NULL,&s_mutstand };
statetype s_mutpath1 = { true,SPR_MUT_W1_1,20,(statefunc)T_Path,NULL,&s_mutpath1s };
statetype s_mutpath1s = { true,SPR_MUT_W1_1,5,NULL,NULL,&s_mutpath2 };
statetype s_mutpath2 = { true,SPR_MUT_W2_1,15,(statefunc)T_Path,NULL,&s_mutpath3 };
statetype s_mutpath3 = { true,SPR_MUT_W3_1,20,(statefunc)T_Path,NULL,&s_mutpath3s };
statetype s_mutpath3s = { true,SPR_MUT_W3_1,5,NULL,NULL,&s_mutpath4 };
statetype s_mutpath4 = { true,SPR_MUT_W4_1,15,(statefunc)T_Path,NULL,&s_mutpath1 };
statetype s_mutpain = { 2,SPR_MUT_PAIN_1,10,NULL,NULL,&s_mutchase1 };
statetype s_mutpain1 = { 2,SPR_MUT_PAIN_2,10,NULL,NULL,&s_mutchase1 };
statetype s_mutshoot1 = { false,SPR_MUT_SHOOT1,6,NULL,(statefunc)T_Shoot,&s_mutshoot2 };
statetype s_mutshoot2 = { false,SPR_MUT_SHOOT2,20,NULL,NULL,&s_mutshoot3 };
statetype s_mutshoot3 = { false,SPR_MUT_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_mutshoot4 };
statetype s_mutshoot4 = { false,SPR_MUT_SHOOT4,20,NULL,NULL,&s_mutchase1 };
statetype s_mutchase1 = { true,SPR_MUT_W1_1,10,(statefunc)T_Chase,NULL,&s_mutchase1s };
statetype s_mutchase1s = { true,SPR_MUT_W1_1,3,NULL,NULL,&s_mutchase2 };
statetype s_mutchase2 = { true,SPR_MUT_W2_1,8,(statefunc)T_Chase,NULL,&s_mutchase3 };
statetype s_mutchase3 = { true,SPR_MUT_W3_1,10,(statefunc)T_Chase,NULL,&s_mutchase3s };
statetype s_mutchase3s = { true,SPR_MUT_W3_1,3,NULL,NULL,&s_mutchase4 };
statetype s_mutchase4 = { true,SPR_MUT_W4_1,8,(statefunc)T_Chase,NULL,&s_mutchase1 };
statetype s_mutdie1 = { false,SPR_MUT_DIE_1,7,NULL,(statefunc)A_DeathScream,&s_mutdie2 };
statetype s_mutdie2 = { false,SPR_MUT_DIE_2,7,NULL,NULL,&s_mutdie3 };
statetype s_mutdie3 = { false,SPR_MUT_DIE_3,7,NULL,NULL,&s_mutdie4 };
statetype s_mutdie4 = { false,SPR_MUT_DIE_4,7,NULL,NULL,&s_mutdie5 };
statetype s_mutdie5 = { false,SPR_MUT_DEAD,0,NULL,NULL,&s_mutdie5 };
//
// SS
//
extern statetype s_ssstand;
extern statetype s_sspath1;
extern statetype s_sspath1s;
extern statetype s_sspath2;
extern statetype s_sspath3;
extern statetype s_sspath3s;
extern statetype s_sspath4;
extern statetype s_sspain;
extern statetype s_sspain1;
extern statetype s_ssshoot1;
extern statetype s_ssshoot2;
extern statetype s_ssshoot3;
extern statetype s_ssshoot4;
extern statetype s_ssshoot5;
extern statetype s_ssshoot6;
extern statetype s_ssshoot7;
extern statetype s_ssshoot8;
extern statetype s_ssshoot9;
extern statetype s_sschase1;
extern statetype s_sschase1s;
extern statetype s_sschase2;
extern statetype s_sschase3;
extern statetype s_sschase3s;
extern statetype s_sschase4;
extern statetype s_ssdie1;
extern statetype s_ssdie2;
extern statetype s_ssdie3;
extern statetype s_ssdie4;
statetype s_ssstand = { true,SPR_SS_S_1,0,(statefunc)T_Stand,NULL,&s_ssstand };
statetype s_sspath1 = { true,SPR_SS_W1_1,20,(statefunc)T_Path,NULL,&s_sspath1s };
statetype s_sspath1s = { true,SPR_SS_W1_1,5,NULL,NULL,&s_sspath2 };
statetype s_sspath2 = { true,SPR_SS_W2_1,15,(statefunc)T_Path,NULL,&s_sspath3 };
statetype s_sspath3 = { true,SPR_SS_W3_1,20,(statefunc)T_Path,NULL,&s_sspath3s };
statetype s_sspath3s = { true,SPR_SS_W3_1,5,NULL,NULL,&s_sspath4 };
statetype s_sspath4 = { true,SPR_SS_W4_1,15,(statefunc)T_Path,NULL,&s_sspath1 };
statetype s_sspain = { 2,SPR_SS_PAIN_1,10,NULL,NULL,&s_sschase1 };
statetype s_sspain1 = { 2,SPR_SS_PAIN_2,10,NULL,NULL,&s_sschase1 };
statetype s_ssshoot1 = { false,SPR_SS_SHOOT1,20,NULL,NULL,&s_ssshoot2 };
statetype s_ssshoot2 = { false,SPR_SS_SHOOT2,20,NULL,(statefunc)T_Shoot,&s_ssshoot3 };
statetype s_ssshoot3 = { false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot4 };
statetype s_ssshoot4 = { false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_ssshoot5 };
statetype s_ssshoot5 = { false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot6 };
statetype s_ssshoot6 = { false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_ssshoot7 };
statetype s_ssshoot7 = { false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot8 };
statetype s_ssshoot8 = { false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_ssshoot9 };
statetype s_ssshoot9 = { false,SPR_SS_SHOOT3,10,NULL,NULL,&s_sschase1 };
statetype s_sschase1 = { true,SPR_SS_W1_1,10,(statefunc)T_Chase,NULL,&s_sschase1s };
statetype s_sschase1s = { true,SPR_SS_W1_1,3,NULL,NULL,&s_sschase2 };
statetype s_sschase2 = { true,SPR_SS_W2_1,8,(statefunc)T_Chase,NULL,&s_sschase3 };
statetype s_sschase3 = { true,SPR_SS_W3_1,10,(statefunc)T_Chase,NULL,&s_sschase3s };
statetype s_sschase3s = { true,SPR_SS_W3_1,3,NULL,NULL,&s_sschase4 };
statetype s_sschase4 = { true,SPR_SS_W4_1,8,(statefunc)T_Chase,NULL,&s_sschase1 };
statetype s_ssdie1 = { false,SPR_SS_DIE_1,15,NULL,(statefunc)A_DeathScream,&s_ssdie2 };
statetype s_ssdie2 = { false,SPR_SS_DIE_2,15,NULL,NULL,&s_ssdie3 };
statetype s_ssdie3 = { false,SPR_SS_DIE_3,15,NULL,NULL,&s_ssdie4 };
statetype s_ssdie4 = { false,SPR_SS_DEAD,0,NULL,NULL,&s_ssdie4 };
#ifndef SPEAR
//
// hans
//
extern statetype s_bossstand;
extern statetype s_bosschase1;
extern statetype s_bosschase1s;
extern statetype s_bosschase2;
extern statetype s_bosschase3;
extern statetype s_bosschase3s;
extern statetype s_bosschase4;
extern statetype s_bossdie1;
extern statetype s_bossdie2;
extern statetype s_bossdie3;
extern statetype s_bossdie4;
extern statetype s_bossshoot1;
extern statetype s_bossshoot2;
extern statetype s_bossshoot3;
extern statetype s_bossshoot4;
extern statetype s_bossshoot5;
extern statetype s_bossshoot6;
extern statetype s_bossshoot7;
extern statetype s_bossshoot8;
statetype s_bossstand = { false,SPR_BOSS_W1,0,(statefunc)T_Stand,NULL,&s_bossstand };
statetype s_bosschase1 = { false,SPR_BOSS_W1,10,(statefunc)T_Chase,NULL,&s_bosschase1s };
statetype s_bosschase1s = { false,SPR_BOSS_W1,3,NULL,NULL,&s_bosschase2 };
statetype s_bosschase2 = { false,SPR_BOSS_W2,8,(statefunc)T_Chase,NULL,&s_bosschase3 };
statetype s_bosschase3 = { false,SPR_BOSS_W3,10,(statefunc)T_Chase,NULL,&s_bosschase3s };
statetype s_bosschase3s = { false,SPR_BOSS_W3,3,NULL,NULL,&s_bosschase4 };
statetype s_bosschase4 = { false,SPR_BOSS_W4,8,(statefunc)T_Chase,NULL,&s_bosschase1 };
statetype s_bossdie1 = { false,SPR_BOSS_DIE1,15,NULL,(statefunc)A_DeathScream,&s_bossdie2 };
statetype s_bossdie2 = { false,SPR_BOSS_DIE2,15,NULL,NULL,&s_bossdie3 };
statetype s_bossdie3 = { false,SPR_BOSS_DIE3,15,NULL,NULL,&s_bossdie4 };
statetype s_bossdie4 = { false,SPR_BOSS_DEAD,0,NULL,NULL,&s_bossdie4 };
statetype s_bossshoot1 = { false,SPR_BOSS_SHOOT1,30,NULL,NULL,&s_bossshoot2 };
statetype s_bossshoot2 = { false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_bossshoot3 };
statetype s_bossshoot3 = { false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_bossshoot4 };
statetype s_bossshoot4 = { false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_bossshoot5 };
statetype s_bossshoot5 = { false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_bossshoot6 };
statetype s_bossshoot6 = { false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_bossshoot7 };
statetype s_bossshoot7 = { false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_bossshoot8 };
statetype s_bossshoot8 = { false,SPR_BOSS_SHOOT1,10,NULL,NULL,&s_bosschase1 };
//
// gretel
//
extern statetype s_gretelstand;
extern statetype s_gretelchase1;
extern statetype s_gretelchase1s;
extern statetype s_gretelchase2;
extern statetype s_gretelchase3;
extern statetype s_gretelchase3s;
extern statetype s_gretelchase4;
extern statetype s_greteldie1;
extern statetype s_greteldie2;
extern statetype s_greteldie3;
extern statetype s_greteldie4;
extern statetype s_gretelshoot1;
extern statetype s_gretelshoot2;
extern statetype s_gretelshoot3;
extern statetype s_gretelshoot4;
extern statetype s_gretelshoot5;
extern statetype s_gretelshoot6;
extern statetype s_gretelshoot7;
extern statetype s_gretelshoot8;
statetype s_gretelstand = { false,SPR_GRETEL_W1,0,(statefunc)T_Stand,NULL,&s_gretelstand };
statetype s_gretelchase1 = { false,SPR_GRETEL_W1,10,(statefunc)T_Chase,NULL,&s_gretelchase1s };
statetype s_gretelchase1s = { false,SPR_GRETEL_W1,3,NULL,NULL,&s_gretelchase2 };
statetype s_gretelchase2 = { false,SPR_GRETEL_W2,8,(statefunc)T_Chase,NULL,&s_gretelchase3 };
statetype s_gretelchase3 = { false,SPR_GRETEL_W3,10,(statefunc)T_Chase,NULL,&s_gretelchase3s };
statetype s_gretelchase3s = { false,SPR_GRETEL_W3,3,NULL,NULL,&s_gretelchase4 };
statetype s_gretelchase4 = { false,SPR_GRETEL_W4,8,(statefunc)T_Chase,NULL,&s_gretelchase1 };
statetype s_greteldie1 = { false,SPR_GRETEL_DIE1,15,NULL,(statefunc)A_DeathScream,&s_greteldie2 };
statetype s_greteldie2 = { false,SPR_GRETEL_DIE2,15,NULL,NULL,&s_greteldie3 };
statetype s_greteldie3 = { false,SPR_GRETEL_DIE3,15,NULL,NULL,&s_greteldie4 };
statetype s_greteldie4 = { false,SPR_GRETEL_DEAD,0,NULL,NULL,&s_greteldie4 };
statetype s_gretelshoot1 = { false,SPR_GRETEL_SHOOT1,30,NULL,NULL,&s_gretelshoot2 };
statetype s_gretelshoot2 = { false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_gretelshoot3 };
statetype s_gretelshoot3 = { false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_gretelshoot4 };
statetype s_gretelshoot4 = { false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_gretelshoot5 };
statetype s_gretelshoot5 = { false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_gretelshoot6 };
statetype s_gretelshoot6 = { false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_gretelshoot7 };
statetype s_gretelshoot7 = { false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_gretelshoot8 };
statetype s_gretelshoot8 = { false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1 };
#endif
/*
===============
=
= SpawnStand
=
===============
*/
void SpawnStand(enemy_t which, int tilex, int tiley, int dir)
{
word* map;
word tile;
switch (which)
{
case en_guard:
SpawnNewObj(tilex, tiley, &s_grdstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_officer:
SpawnNewObj(tilex, tiley, &s_ofcstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_mutant:
SpawnNewObj(tilex, tiley, &s_mutstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_ss:
SpawnNewObj(tilex, tiley, &s_ssstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
}
map = mapsegs[0] + (tiley << mapshift) + tilex;
tile = *map;
if (tile == AMBUSHTILE)
{
tilemap[tilex][tiley] = 0;
if (*(map + 1) >= AREATILE)
tile = *(map + 1);
if (*(map - mapwidth) >= AREATILE)
tile = *(map - mapwidth);
if (*(map + mapwidth) >= AREATILE)
tile = *(map + mapwidth);
if (*(map - 1) >= AREATILE)
tile = *(map - 1);
*map = tile;
newobj->areanumber = tile - AREATILE;
newobj->flags |= FL_AMBUSH;
}
newobj->obclass = (classtype)(guardobj + which);
newobj->hitpoints = starthitpoints[gamestate.difficulty][which];
newobj->dir = (dirtype)(dir * 2);
newobj->flags |= FL_SHOOTABLE;
}
/*
===============
=
= SpawnDeadGuard
=
===============
*/
void SpawnDeadGuard(int tilex, int tiley)
{
SpawnNewObj(tilex, tiley, &s_grddie4);
DEMOIF_SDL
{
newobj->flags |= FL_NONMARK; // walk through moving enemy fix
}
newobj->obclass = inertobj;
}
#ifndef SPEAR
/*
===============
=
= SpawnBoss
=
===============
*/
void SpawnBoss(int tilex, int tiley)
{
SpawnNewObj(tilex, tiley, &s_bossstand);
newobj->speed = SPDPATROL;
newobj->obclass = bossobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE | FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= SpawnGretel
=
===============
*/
void SpawnGretel(int tilex, int tiley)
{
SpawnNewObj(tilex, tiley, &s_gretelstand);
newobj->speed = SPDPATROL;
newobj->obclass = gretelobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE | FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
#endif
/*
===============
=
= SpawnPatrol
=
===============
*/
void SpawnPatrol(enemy_t which, int tilex, int tiley, int dir)
{
switch (which)
{
case en_guard:
SpawnNewObj(tilex, tiley, &s_grdpath1);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_officer:
SpawnNewObj(tilex, tiley, &s_ofcpath1);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_ss:
SpawnNewObj(tilex, tiley, &s_sspath1);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_mutant:
SpawnNewObj(tilex, tiley, &s_mutpath1);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_dog:
SpawnNewObj(tilex, tiley, &s_dogpath1);
newobj->speed = SPDDOG;