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C6_ACT1.C
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/* Catacomb Apocalypse Source Code
* Copyright (C) 1993-2014 Flat Rock Software
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
// C3_PLAY.C
#include "DEF.H"
#pragma hdrstop
/*
=============================================================================
LOCAL CONSTANTS
=============================================================================
*/
#if 0
#define MSHOTDAMAGE 2
#define MSHOTSPEED 10000
#define ESHOTDAMAGE 1
#define ESHOTSPEED 5000
#define SSHOTDAMAGE 3
#define SSHOTSPEED 6500
#define RANDOM_ATTACK 20
#endif
/*
=============================================================================
GLOBAL VARIABLES
=============================================================================
*/
boolean ShootPlayer (objtype *ob, short obclass, short speed, statetype *state);
void T_ShootPlayer(objtype *ob);
short zombie_base_delay;
short other_x[] = {0,39,39,0},
other_y[] = {0,0,27,27};
/*
=============================================================================
LOCAL VARIABLES
=============================================================================
*/
dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east,
southwest,south,southeast};
/*
=============================================================================
BONUS ITEMS
=============================================================================
*/
statetype s_boltbonus = {BOLTOBJPIC,8,NULL,&s_boltbonus2};
statetype s_boltbonus2 = {BOLT2OBJPIC,8,NULL,&s_boltbonus3};
statetype s_boltbonus3 = {BOLT3OBJPIC,8,NULL,&s_boltbonus};
statetype s_nukebonus = {NUKEOBJPIC,8,NULL,&s_nukebonus2};
statetype s_nukebonus2 = {NUKE2OBJPIC,8,NULL,&s_nukebonus3};
statetype s_nukebonus3 = {NUKE3OBJPIC,8,NULL,&s_nukebonus};
statetype s_potionbonus = {POTIONOBJPIC,0,NULL,&s_potionbonus};
statetype s_rkeybonus = {RKEYOBJPIC,0,NULL,&s_rkeybonus};
statetype s_ykeybonus = {YKEYOBJPIC,0,NULL,&s_ykeybonus};
statetype s_gkeybonus = {GKEYOBJPIC,0,NULL,&s_gkeybonus};
statetype s_bkeybonus = {BKEYOBJPIC,0,NULL,&s_bkeybonus};
statetype s_chestbonus = {CHESTOBJPIC,0,NULL,&s_chestbonus};
statetype s_oldchestbonus = {OLD_CHESTPIC,0,NULL,&s_oldchestbonus};
statetype s_waterchestbonus1 = {O_WATER_CHEST1PIC, 10, NULL, &s_waterchestbonus2};
statetype s_waterchestbonus2 = {O_WATER_CHEST2PIC, 10, NULL, &s_waterchestbonus3};
statetype s_waterchestbonus3 = {O_WATER_CHEST3PIC, 10, NULL, &s_waterchestbonus1};
statetype s_rgem1bonus = {RGEM1PIC,30,NULL,&s_rgem1bonus};
statetype s_ygem1bonus = {YGEM1PIC,30,NULL,&s_ygem1bonus};
statetype s_ggem1bonus = {GGEM1PIC,30,NULL,&s_ggem1bonus};
statetype s_bgem1bonus = {BGEM1PIC,30,NULL,&s_bgem1bonus};
statetype s_pgem1bonus = {PGEM1PIC,30,NULL,&s_pgem1bonus};
statetype s_bonus_die = {0,8,NULL,NULL};
/*
===============
=
= SpawnBonus
=
===============
*/
void SpawnBonus (int tilex, int tiley, int number)
{
extern unsigned gcolor;
statetype *state;
switch (number)
{
case B_BOLT: state = &s_boltbonus; break;
case B_NUKE: state = &s_nukebonus; break;
case B_POTION: state = &s_potionbonus; break;
case B_RKEY: state = &s_rkeybonus; break;
case B_YKEY: state = &s_ykeybonus; break;
case B_GKEY: state = &s_gkeybonus; break;
case B_BKEY: state = &s_bkeybonus; break;
case B_RGEM: state = &s_rgem1bonus; break;
case B_YGEM: state = &s_ygem1bonus; break;
case B_GGEM: state = &s_ggem1bonus; break;
case B_BGEM: state = &s_bgem1bonus; break;
case B_PGEM: state = &s_pgem1bonus; break;
case B_CHEST:
if (gcolor == 0x0101)
state = &s_waterchestbonus1;
else
state = &s_chestbonus;
break;
case B_OLDCHEST: state = &s_oldchestbonus; break;
default:
Quit("SpawnBonus(): INVALID BONUS");
break;
}
SpawnNewObj (tilex,tiley,state,TILEGLOBAL/2);
new->temp1 = number;
new->obclass = bonusobj;
switch (number)
{
case B_POTION:
case B_OLDCHEST:
case B_CHEST:
case B_BOLT:
case B_NUKE:
new->flags |= of_shootable;
break;
default:
new->flags &= ~of_shootable;
break;
}
}
/*
============================================================================
FREEZE TIME OBJECT
============================================================================
*/
extern statetype s_ftimebonus;
extern statetype s_ftimebonus2;
statetype s_ftimebonus = {TIMEOBJ1PIC,6,NULL,&s_ftimebonus2};
statetype s_ftimebonus2 = {TIMEOBJ2PIC,6,NULL,&s_ftimebonus};
/*
===============
=
= SpawnFTime
=
===============
*/
void SpawnFTime(int tilex, int tiley)
{
SpawnNewObj(tilex,tiley,&s_ftimebonus,TILEGLOBAL/2);
// new->tileobject = true;
new->obclass = freezeobj;
new->flags |= of_shootable;
}
/*
=============================================================================
EXPLODING WALL
=============================================================================
*/
void T_WallDie (objtype *ob);
extern statetype s_walldie1;
extern statetype s_walldie2;
extern statetype s_walldie3;
extern statetype s_walldie4;
extern statetype s_walldie5;
extern statetype s_walldie6;
statetype s_walldie1 = {0,20,NULL,&s_walldie2};
statetype s_walldie2 = {0,-1,T_WallDie,&s_walldie3};
statetype s_walldie3 = {0,20,NULL,&s_walldie4};
statetype s_walldie4 = {0,-1,T_WallDie,&s_walldie5};
statetype s_walldie5 = {0,20,NULL,&s_walldie6};
statetype s_walldie6 = {0,-1,T_WallDie,NULL};
/*
================
=
= ExplodeWall
=
================
*/
void ExplodeWall (int tilex, int tiley)
{
extern unsigned gcolor;
unsigned tilenum;
DSpawnNewObj (tilex,tiley,&s_walldie1,0);
if (new == &dummyobj)
return;
new->obclass = inertobj;
new->active = always;
if (gcolor == 0x0101)
tilenum = WATEREXP;
else
tilenum = WALLEXP;
(unsigned)actorat[new->tilex][new->tiley] = tilemap[new->tilex][new->tiley] =
*(mapsegs[0]+farmapylookup[new->tiley]+new->tilex) = tilenum;
*(mapsegs[2]+farmapylookup[new->tiley]+new->tilex) &= 0xFF;
}
/*
================
=
= T_WallDie
=
================
*/
void T_WallDie (objtype *ob)
{
extern unsigned gcolor;
unsigned tile,other,spot,x,y;
if (++ob->temp1 == 3)
tile = 0;
else
if (gcolor == 0x0101)
tile = WATEREXP-1 + ob->temp1;
else
tile = WALLEXP-1 + ob->temp1;
x = ob->tilex;
y = ob->tiley;
(unsigned)actorat[x][y] = tilemap[x][y] = *(mapsegs[0]+farmapylookup[y]+x) = tile;
if (ob->temp1 == 1)
{
//
// blow up nearby walls
//
spot = (*(mapsegs[2]+farmapylookup[y]+(x-1))) >> 8;
if (spot == EXP_WALL_CODE)
ExplodeWall (x-1,y);
spot = (*(mapsegs[2]+farmapylookup[y]+(x+1))) >> 8;
if (spot == EXP_WALL_CODE)
ExplodeWall (x+1,y);
spot = (*(mapsegs[2]+farmapylookup[y-1]+x)) >> 8;
if (spot == EXP_WALL_CODE)
ExplodeWall (x,y-1);
spot = (*(mapsegs[2]+farmapylookup[y+1]+x)) >> 8;
if (spot == EXP_WALL_CODE)
ExplodeWall (x,y+1);
}
}
/*
=============================================================================
OBJ_WARP GATE
=============================================================================
*/
void T_Gate (objtype *ob);
void T_Gate_Wait (objtype *ob);
extern statetype s_portal_wait;
statetype s_portal_wait = {0, 10, &T_Gate_Wait, &s_portal_wait};
statetype s_portal1 = {PORTAL1PIC, 6, &T_Gate, &s_portal2};
statetype s_portal2 = {PORTAL2PIC, 6, &T_Gate, &s_portal3};
statetype s_portal3 = {PORTAL3PIC, 6, &T_Gate, &s_portal4};
statetype s_portal4 = {PORTAL4PIC, 6, &T_Gate, &s_portal5};
statetype s_portal5 = {PORTAL5PIC, 6, &T_Gate, &s_portal6};
statetype s_portal6 = {PORTAL6PIC, 6, &T_Gate, &s_portal1};
//---------------------------------------------------------------------------
// SpawnWarp()
//---------------------------------------------------------------------------
void SpawnWarp (int tilex, int tiley)
{
unsigned spot;
objtype *ob;
spot = (*(mapsegs[2]+farmapylookup[tiley]+tilex+1)) >> 8;
if (spot)
{
SpawnNewObj (tilex, tiley, &s_portal_wait, TILEGLOBAL/3);
new->temp1 = spot*70;
}
else
SpawnNewObj (tilex, tiley, &s_portal1, TILEGLOBAL/3);
new->obclass = gateobj;
}
/*
===============
=
= T_Gate_Wait
=
===============
*/
void T_Gate_Wait (objtype *ob)
{
if ((ob->temp1 -= tics) <= 0)
{
if ((ob->tilex == player->tilex) && (ob->tiley == player->tiley))
return;
if (CheckHandAttack(ob))
return;
SD_PlaySound(PORTALSND);
ob->state = &s_portal1;
ob->ticcount = ob->state->tictime;
}
}
/*
===============
=
= T_Gate
=
===============
*/
void T_Gate (objtype *ob)
{
objtype *check;
unsigned temp,spot;
if (CheckHandAttack (ob) && !playstate)
{
//
// teleport out of level
//
playstate = ex_warped;
spot = (*(mapsegs[2]+farmapylookup[ob->tiley+1]+ob->tilex)) >> 8;
gamestate.mapon=spot;
SD_PlaySound(WARPUPSND);
}
}
/*
=============================================================================
AQUAMAN
=============================================================================
*/
void T_AquaMan(objtype *ob);
statetype s_aqua_under1 = {EYESTALKUNDER1PIC, 25, &T_AquaMan, &s_aqua_under2};
statetype s_aqua_under2 = {EYESTALKUNDER2PIC, 20, &T_AquaMan, &s_aqua_under3};
statetype s_aqua_under3 = {EYESTALKUNDER3PIC, 20, &T_AquaMan, &s_aqua_under2};
statetype s_aqua_left = {EYESTALKUNDER4PIC, 40, NULL, &s_aqua_under3};
statetype s_aqua_right = {EYESTALKUNDER5PIC, 40, NULL, &s_aqua_under3};
statetype s_aqua_rise1 = {EYESTALKRISE1PIC, 20, NULL, &s_aqua_rise2};
statetype s_aqua_rise2 = {EYESTALKRISE2PIC, 15, NULL, &s_aqua_walk1};
statetype s_aqua_sink1 = {EYESTALKRISE2PIC, 15, NULL, &s_aqua_sink2};
statetype s_aqua_sink2 = {EYESTALKRISE1PIC, 20, NULL, &s_aqua_under1};
statetype s_aqua_walk1 = {EYESTALKWALK1PIC, 12, &T_AquaMan, &s_aqua_walk2};
statetype s_aqua_walk2 = {EYESTALKWALK2PIC, 12, &T_AquaMan, &s_aqua_walk1};
statetype s_aqua_attack1 = {EYESTALKATTACKPIC, 10, NULL, &s_aqua_attack2};
statetype s_aqua_attack2 = {EYESTALKWALK1PIC, 10, &T_DoDamage, &s_aqua_walk1};
statetype s_aqua_die1 = {EYESTALKDEATH1PIC, 8, NULL, &s_aqua_die2};
statetype s_aqua_die2 = {EYESTALKDEATH2PIC, 8, NULL, &s_aqua_die3};
statetype s_aqua_die3 = {EYESTALKDEATH2PIC, -1, &T_AlternateStates, &s_aqua_die1};
statetype s_aqua_die4 = {EYESTALKDEATH2PIC, 30, NULL, &s_aqua_die5};
statetype s_aqua_die5 = {EYESTALKDEATH3PIC, 40, NULL, &s_aqua_die6};
statetype s_aqua_die6 = {EYESTALKDEATH4PIC, 30, &ExplosionSnd, &s_aqua_die7};
statetype s_aqua_die7 = {EYESTALKDEATH5PIC, 20, NULL, NULL};
typedef enum {wt_UNDER, wt_WALK} AquaManTypes;
#define AQ_TIMEREMAIN (ob->temp1)
#define AQ_STAGE (ob->temp2)
/*
===============
=
= SpawnAquaMan
=
===============
*/
void SpawnAquaMan(int tilex, int tiley)
{
objtype *ob;
SpawnNewObj(tilex,tiley,&s_aqua_under1,PIXRADIUS*32);
ob = new;
AQ_STAGE = wt_UNDER;
AQ_TIMEREMAIN = 60*4+random(60*3);
new->obclass = aquamanobj;
new->speed = 1000;
new->flags &= ~of_shootable;
new->hitpoints = EasyHitPoints(15);
}
void ExplosionSnd(objtype *ob)
{
if (ob->temp1 != SOUNDPLAYED)
{
SD_PlaySound(BODY_EXPLODESND);
ob->temp1 = SOUNDPLAYED;
}
}
/*
===============
=
= T_AquaMan
=
===============
*/
void T_AquaMan(objtype *ob)
{
switch (AQ_STAGE)
{
case wt_UNDER:
ob->flags &= ~of_shootable;
if (Chase(ob,true))
{
// RISE & GOTO WALK STAGE
//
AQ_STAGE = wt_WALK;
AQ_TIMEREMAIN = 60*5+random(60*5);
ob->state = &s_aqua_rise1;
ob->speed = 2200;
ob->ticcount = ob->state->tictime;
}
else
{
// DEC COUNTER - And check for WALK
//
if ((AQ_TIMEREMAIN-=realtics) < 0)
{
// RISE & GOTO WALK STAGE
//
if (CheckHandAttack(ob))
break;
AQ_STAGE = wt_WALK;
AQ_TIMEREMAIN = 60+random(60*2);
ob->state = &s_aqua_rise1;
ob->speed = 2200;
ob->ticcount = ob->state->tictime;
}
else
if (random(1000)<5)
{
// RANDOM PEEK UP OUT OF WATER
//
if (random(2) == 0)
ob->state = &s_aqua_left;
else
ob->state = &s_aqua_right;
ob->ticcount = ob->state->tictime;
}
}
break;
case wt_WALK:
ob->flags |= of_shootable;
if (Chase(ob,true) || (random(1000)<RANDOM_ATTACK))
{
ob->state = &s_aqua_attack1;
ob->ticcount = ob->state->tictime;
}
else
{
// DEC COUNTER - And check for SINK
//
if ((AQ_TIMEREMAIN-=realtics) < 0)
{
// SINK & GOTO BUBBLE STAGE
//
AQ_STAGE = wt_UNDER;
AQ_TIMEREMAIN = 60*4+random(60*3);
ob->state = &s_aqua_sink1;
ob->speed = 1200;
ob->ticcount = ob->state->tictime;
ob->flags &= ~of_shootable;
}
}
break;
}
}
/*
=============================================================================
WIZARD
=============================================================================
*/
void T_Wizard(objtype *ob);
void T_WizardShoot(objtype *ob);
statetype s_wizard_walk1 = {WIZARDWALK1PIC, 20, &T_Wizard, &s_wizard_walk2};
statetype s_wizard_walk2 = {WIZARDWALK2PIC, 20, &T_Wizard, &s_wizard_walk3};
statetype s_wizard_walk3 = {WIZARDWALK3PIC, 20, &T_Wizard, &s_wizard_walk4};
statetype s_wizard_walk4 = {WIZARDWALK4PIC, 20, &T_Wizard, &s_wizard_walk1};
statetype s_wizard_attack1 = {WIZARDATTACK1PIC, 20, NULL, &s_wizard_attack2};
statetype s_wizard_attack2 = {WIZARDATTACK2PIC, 20, &T_DoDamage, &s_wizard_walk1};
statetype s_wizard_ouch = {WIZARDOUCHPIC, 15, NULL, &s_wizard_walk1};
statetype s_wizard_die1 = {WIZARDDEATH1PIC, 45, &SmallSound, &s_wizard_die2};
statetype s_wizard_die2 = {WIZARDDEATH2PIC, 30, NULL, &s_wizard_die3};
statetype s_wizard_die3 = {WIZARDDEATH3PIC, 15, NULL, &s_wizard_die4};
statetype s_wizard_die4 = {WIZARDDEATH4PIC, 15, NULL, &s_wizard_die4};
statetype s_wizard_shoot1 = {WIZARDATTACK1PIC, 20, NULL, &s_wizard_shoot2};
statetype s_wizard_shoot2 = {WIZARDATTACK1PIC, -1, &T_WizardShoot, &s_wizard_shoot3};
statetype s_wizard_shoot3 = {WIZARDATTACK2PIC, 20, NULL, &s_wizard_walk1};
statetype s_wizard_shot1 = {WIZARD_SHOT1PIC, 8, &T_ShootPlayer, &s_wizard_shot2};
statetype s_wizard_shot2 = {WIZARD_SHOT2PIC, 8, &T_ShootPlayer, &s_wizard_shot1};
/*
===============
=
= SpawnWizard
=
===============
*/
void SpawnWizard (int tilex, int tiley)
{
SpawnNewObj(tilex,tiley,&s_wizard_walk1,TILEGLOBAL/2);
new->obclass = wizardobj;
new->speed = 1536;
new->flags |= of_shootable;
new->hitpoints = EasyHitPoints(10);
}
/*
===============
=
= T_Wizard
=
===============
*/
void T_Wizard(objtype *ob)
{
if (Chase (ob,true))// || (random(1000)<RANDOM_ATTACK))
{
ob->state = &s_wizard_attack1;
ob->ticcount = ob->state->tictime;
return;
}
else
if (AngleNearPlayer(ob) != -1)
{
ob->state = &s_wizard_shoot1;
ob->ticcount = ob->state->tictime;
return;
}
}
/*
===============
=
= T_Wizard
=
===============
*/
void T_WizardShoot(objtype *ob)
{
ShootPlayer(ob, wshotobj, 10000, &s_wizard_shot1);
}
/*
=============================================================================
RAY
=============================================================================
*/
void T_BlobRay(objtype *ob);
void T_RayShoot (objtype *ob);
statetype s_ray_under = {0, 20, &T_BlobRay, &s_ray_under};
statetype s_ray_rise = {RAYRISEPIC, 30, NULL, &s_ray_fly1};
statetype s_ray_sink = {RAYRISEPIC, 30, NULL, &s_ray_under};
statetype s_ray_fly1 = {RAYFLY1PIC, 10, &T_BlobRay, &s_ray_fly2};
statetype s_ray_fly2 = {RAYFLY2PIC, 10, &T_BlobRay, &s_ray_fly3};
statetype s_ray_fly3 = {RAYFLY1PIC, 10, &T_BlobRay, &s_ray_fly4};
statetype s_ray_fly4 = {RAYFLY3PIC, 10, &T_BlobRay, &s_ray_fly1};
statetype s_ray_attack1 = {RAYSHOOT1PIC, 15, NULL, &s_ray_attack2};
statetype s_ray_attack2 = {RAYSHOOT2PIC, -1, &T_RayShoot, &s_ray_attack3};
statetype s_ray_attack3 = {RAYSHOOT2PIC, 20, NULL, &s_ray_fly1};
statetype s_ray_die1 = {RAYDEATH1PIC, 50, &SmallSound, &s_ray_die2};
statetype s_ray_die2 = {RAYDEATH2PIC, 30, NULL, NULL};
statetype s_ray_shot1 = {RAYSHOT1PIC, 8, &T_ShootPlayer, &s_ray_shot2};
statetype s_ray_shot2 = {RAYSHOT2PIC, 8, &T_ShootPlayer, &s_ray_shot1};
typedef enum {br_GND, br_WALK, br_CORNER1, br_CORNER2, br_CORNER3, br_CORNER4} BlobTypes;
#define BR_TIMEREMAIN (ob->temp1)
#define BR_STAGE (ob->temp2)
#define BLOB_LEAVE 0x04
/*
===============
=
= SpawnRay
=
===============
*/
void SpawnRay(int tilex, int tiley)
{
objtype *ob;
SpawnNewObj(tilex, tiley, &s_ray_under, PIXRADIUS*25);
ob=new;
BR_STAGE = br_GND;
BR_TIMEREMAIN = random(60)+random(100);
new->obclass = rayobj;
new->speed = 1700;
new->flags &= ~of_shootable;
new->hitpoints = EasyHitPoints(15);
}
/*
=============================================================================
BLOB
=============================================================================
*/
statetype s_blob_gnd1 = {BLOBGND1PIC, 13, T_BlobRay, &s_blob_gnd2};
statetype s_blob_gnd2 = {BLOBGND2PIC, 15, T_BlobRay, &s_blob_gnd1};
statetype s_blob_rise1 = {BLOBRISE1PIC, 20, NULL, &s_blob_rise2};
statetype s_blob_rise2 = {BLOBRISE2PIC, 20, NULL, &s_blob_walk1};
statetype s_blob_sink1 = {BLOBRISE2PIC, 20, NULL, &s_blob_sink2};
statetype s_blob_sink2 = {BLOBRISE1PIC, 20, NULL, &s_blob_gnd1};
statetype s_blob_walk1 = {BLOBWALK1PIC, 15, T_BlobRay, &s_blob_walk2};
statetype s_blob_walk2 = {BLOBWALK2PIC, 15, T_BlobRay, &s_blob_walk3};
statetype s_blob_walk3 = {BLOBWALK3PIC, 15, T_BlobRay, &s_blob_walk1};
statetype s_blob_ouch = {BLOBRISE2PIC, 10, T_BlobRay, &s_blob_walk1};
statetype s_blob_die1 = {BLOBDEATH1PIC, 30, &ExplosionSnd, &s_blob_die2};
statetype s_blob_die2 = {BLOBDEATH2PIC, 30, NULL, &s_blob_die3};
statetype s_blob_die3 = {BLOBDEATH3PIC, 30, NULL, NULL};
statetype s_blob_shot1 = {BLOB_SHOT1PIC, 8, &T_ShootPlayer, &s_blob_shot2};
statetype s_blob_shot2 = {BLOB_SHOT2PIC, 8, &T_ShootPlayer, &s_blob_shot1};
/*
===============
=
= SpawnBlob
=
===============
*/
void SpawnBlob(int tilex, int tiley)
{
objtype *ob;
SpawnNewObj(tilex, tiley, &s_blob_gnd1, PIXRADIUS*14);
ob=new;
BR_STAGE = br_GND;
BR_TIMEREMAIN = random(60)+random(100);
new->obclass = blobobj;
new->speed = 1200;
new->flags &= ~of_shootable;
new->hitpoints = EasyHitPoints(13);
}
/*
===============
=
= T_BlobRay
=
===============
*/
void T_BlobRay(objtype *ob)
{
switch (BR_STAGE)
{
case br_GND:
ob->flags &= ~of_shootable;
if (Chase(ob,true))
{
// RISE & GOTO WALK STAGE
//
BR_STAGE = br_WALK;
BR_TIMEREMAIN = 60*8+random(60*5);
if (ob->obclass == blobobj)
ob->state = &s_blob_rise1;
else
ob->state = &s_ray_rise;
ob->speed = 2200;
ob->ticcount = ob->state->tictime;
}
else
{
// DEC COUNTER - And check for WALK
//
if ((BR_TIMEREMAIN -= realtics) < 0)
{
// RISE & GOTO WALK STAGE
//
BR_STAGE = br_WALK;
BR_TIMEREMAIN = 60*8+random(60*5);
if (ob->obclass == blobobj)
ob->state = &s_blob_rise1;
else
ob->state = &s_ray_rise;
ob->speed = 2200;
ob->ticcount = ob->state->tictime;
}
}
break;
case br_WALK:
ob->flags |= of_shootable;
if (Chase(ob,true) || (CheckHandAttack(ob)))
{
ob->flags |= BLOB_LEAVE;
BR_STAGE = random(br_CORNER3) + 2;
BR_TIMEREMAIN = 60*2+(random(6)*60);
if (ob->obclass == blobobj)
ob->state = &s_blob_gnd1;
else
ob->state = &s_ray_under;
ob->ticcount = ob->state->tictime;
}
else
if (AngleNearPlayer(ob) != -1)
{
if (ob->obclass == blobobj)
{
if (!(random(15)))
ShootPlayer(ob, bshotobj, 10000, &s_blob_shot1);
}
else
if (!(random(7)))
{
ob->state = &s_ray_attack1;
ob->ticcount = ob->state->tictime;
}
}
else
{
// DEC COUNTER - And check for SINK
//
if ((BR_TIMEREMAIN -= realtics) < 0)
{
// SINK & GOTO GROUND STAGE
//
BR_STAGE = br_GND;
BR_TIMEREMAIN = 60*2+random(60*2);
if (ob->obclass == blobobj)
{
ob->state = &s_blob_sink1;
ob->speed = 1200;
}
else
{
ob->state = &s_ray_sink;
ob->speed = 1700;
}
ob->ticcount = ob->state->tictime;
ob->flags &= ~of_shootable;
}
}
break;
case br_CORNER1:
case br_CORNER2:
case br_CORNER3:
case br_CORNER4:
ob->flags &= ~of_shootable;
if ((BR_TIMEREMAIN -= realtics) < 0)
{
BR_STAGE = br_GND;
ob->flags &= ~BLOB_LEAVE;
}
else
{
fixed tempx,tempy;
unsigned temp_tilex,temp_tiley;
tempx = player->x;
tempy = player->y;
temp_tilex = player->tilex;
temp_tiley = player->tiley;
player->x = ((long)other_x[BR_STAGE-2]<<TILESHIFT)+TILEGLOBAL/2;
player->y = ((long)other_y[BR_STAGE-2]<<TILESHIFT)+TILEGLOBAL/2;
player->tilex = other_x[BR_STAGE-2];
player->tiley = other_y[BR_STAGE-2];
Chase(ob,true);
player->x = tempx;
player->y = tempy;
player->tilex = temp_tilex;
player->tiley = temp_tiley;
}
break;
}
}
/*
===============
=
= T_RayShoot
=
===============
*/
void T_RayShoot (objtype *ob)
{
ShootPlayer(ob, rshotobj, 10000, &s_ray_shot1);
}