// 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;
}