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WL_ACT2.C
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WL_ACT2.C
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// WL_ACT2.C
#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};
int 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,T_Projectile,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,T_Projectile,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)
new->state = &s_hsmoke1;
else
#endif
new->state = &s_smoke1;
new->ticcount = 6;
new->tilex = ob->tilex;
new->tiley = ob->tiley;
new->x = ob->x;
new->y = ob->y;
new->obclass = inertobj;
new->active = true;
new->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;
long deltax,deltay;
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 && check<objlist)
return false;
}
return true;
}
/*
=================
=
= T_Projectile
=
=================
*/
void T_Projectile (objtype *ob)
{
long deltax,deltay;
int damage;
long speed;
speed = (long)ob->speed*tics;
deltax = FixedByFrac(speed,costable[ob->angle]);
deltay = -FixedByFrac(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))
{
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
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 = ob->x >> TILESHIFT;
ob->tiley = 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,T_Stand,NULL,&s_grdstand};
statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,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,T_Path,NULL,&s_grdpath3};
statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,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,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,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,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,T_Chase,NULL,&s_grdchase3};
statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,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,T_Chase,NULL,&s_grdchase1};
statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,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,T_Ghosts,NULL,&s_blinkychase2};
statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,T_Ghosts,NULL,&s_blinkychase1};
statetype s_inkychase1 = {false,SPR_INKY_W1,10,T_Ghosts,NULL,&s_inkychase2};
statetype s_inkychase2 = {false,SPR_INKY_W2,10,T_Ghosts,NULL,&s_inkychase1};
statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,T_Ghosts,NULL,&s_pinkychase2};
statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,T_Ghosts,NULL,&s_pinkychase1};
statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,T_Ghosts,NULL,&s_clydechase2};
statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,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,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,T_Path,NULL,&s_dogpath3};
statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,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,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,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,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,T_DogChase,NULL,&s_dogchase3};
statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,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,T_DogChase,NULL,&s_dogchase1};
statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,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,T_Stand,NULL,&s_ofcstand};
statetype s_ofcpath1 = {true,SPR_OFC_W1_1,20,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,T_Path,NULL,&s_ofcpath3};
statetype s_ofcpath3 = {true,SPR_OFC_W3_1,20,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,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,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,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,T_Chase,NULL,&s_ofcchase3};
statetype s_ofcchase3 = {true,SPR_OFC_W3_1,10,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,T_Chase,NULL,&s_ofcchase1};
statetype s_ofcdie1 = {false,SPR_OFC_DIE_1,11,NULL,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,T_Stand,NULL,&s_mutstand};
statetype s_mutpath1 = {true,SPR_MUT_W1_1,20,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,T_Path,NULL,&s_mutpath3};
statetype s_mutpath3 = {true,SPR_MUT_W3_1,20,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,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,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,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,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,T_Chase,NULL,&s_mutchase3};
statetype s_mutchase3 = {true,SPR_MUT_W3_1,10,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,T_Chase,NULL,&s_mutchase1};
statetype s_mutdie1 = {false,SPR_MUT_DIE_1,7,NULL,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,T_Stand,NULL,&s_ssstand};
statetype s_sspath1 = {true,SPR_SS_W1_1,20,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,T_Path,NULL,&s_sspath3};
statetype s_sspath3 = {true,SPR_SS_W3_1,20,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,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,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,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,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,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,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,T_Chase,NULL,&s_sschase3};
statetype s_sschase3 = {true,SPR_SS_W3_1,10,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,T_Chase,NULL,&s_sschase1};
statetype s_ssdie1 = {false,SPR_SS_DIE_1,15,NULL,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,T_Stand,NULL,&s_bossstand};
statetype s_bosschase1 = {false,SPR_BOSS_W1,10,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,T_Chase,NULL,&s_bosschase3};
statetype s_bosschase3 = {false,SPR_BOSS_W3,10,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,T_Chase,NULL,&s_bosschase1};
statetype s_bossdie1 = {false,SPR_BOSS_DIE1,15,NULL,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,T_Shoot,&s_bossshoot3};
statetype s_bossshoot3 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot4};
statetype s_bossshoot4 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot5};
statetype s_bossshoot5 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot6};
statetype s_bossshoot6 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot7};
statetype s_bossshoot7 = {false,SPR_BOSS_SHOOT3,10,NULL,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,T_Stand,NULL,&s_gretelstand};
statetype s_gretelchase1 = {false,SPR_GRETEL_W1,10,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,T_Chase,NULL,&s_gretelchase3};
statetype s_gretelchase3 = {false,SPR_GRETEL_W3,10,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,T_Chase,NULL,&s_gretelchase1};
statetype s_greteldie1 = {false,SPR_GRETEL_DIE1,15,NULL,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,T_Shoot,&s_gretelshoot3};
statetype s_gretelshoot3 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot4};
statetype s_gretelshoot4 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot5};
statetype s_gretelshoot5 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot6};
statetype s_gretelshoot6 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot7};
statetype s_gretelshoot7 = {false,SPR_GRETEL_SHOOT3,10,NULL,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)
{
unsigned far *map,tile;
switch (which)
{
case en_guard:
SpawnNewObj (tilex,tiley,&s_grdstand);
new->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_officer:
SpawnNewObj (tilex,tiley,&s_ofcstand);
new->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_mutant:
SpawnNewObj (tilex,tiley,&s_mutstand);
new->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_ss:
SpawnNewObj (tilex,tiley,&s_ssstand);
new->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
}
map = mapsegs[0]+farmapylookup[tiley]+tilex;
if (*map == 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;
new->areanumber = tile-AREATILE;
new->flags |= FL_AMBUSH;
}
new->obclass = guardobj+which;
new->hitpoints = starthitpoints[gamestate.difficulty][which];
new->dir = dir*2;
new->flags |= FL_SHOOTABLE;
}
/*
===============
=
= SpawnDeadGuard
=
===============
*/
void SpawnDeadGuard (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_grddie4);
new->obclass = inertobj;
}
#ifndef SPEAR
/*
===============
=
= SpawnBoss
=
===============
*/
void SpawnBoss (int tilex, int tiley)
{
unsigned far *map,tile;
SpawnNewObj (tilex,tiley,&s_bossstand);
new->speed = SPDPATROL;
new->obclass = bossobj;
new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
new->dir = south;
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= SpawnGretel
=
===============
*/
void SpawnGretel (int tilex, int tiley)
{
unsigned far *map,tile;
SpawnNewObj (tilex,tiley,&s_gretelstand);
new->speed = SPDPATROL;
new->obclass = gretelobj;
new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
new->dir = north;
new->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);
new->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
case en_officer:
SpawnNewObj (tilex,tiley,&s_ofcpath1);
new->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;