/*
=================
=
= T_Schabb
=
=================
*/
void T_Schabb (objtype *ob)
{
long move;
int dx,dy,dist;
boolean dodge;
dodge = false;
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx : dy;
if (CheckLine(ob)) // got a shot at player?
{
if ( US_RndT() (tics 3) )
{
//
// go into attack frame
//
NewState (ob,&s_schabbshoot1);
return;
}
dodge = true;
}
if (ob->dir == nodir)
{
if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
move = ob->speed*tics;
while (move)
{
if (ob->distance 0)
{
//
// waiting for a door to open
//
OpenDoor (-ob->distance-1);
if (doorobjlist[-ob->distance-1].action != dr_open)
return;
ob->distance = TILEGLOBAL; // go ahead, the door is now opoen
}
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
//
// reached goal tile, so select another one
//
//
// fix position to account for round off during moving
//
ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance;
if (dist <4)
SelectRunDir (ob);
else if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
}
/*
=================
=
= T_Gift
=
=================
*/
void T_Gift (objtype *ob)
{
long move;
int dx,dy,dist;
boolean dodge;
dodge = false;
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx : dy;
if (CheckLine(ob)) // got a shot at player?
{
if ( US_RndT() < (tics<<3) )
{
//
// go into attack frame
//
NewState (ob,&s_giftshoot1);
return;
}
dodge = true;
}
if (ob->dir == nodir)
{
if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
move = ob->speed*tics;
while (move)
{
if (ob->distance < 0)
{
//
// waiting for a door to open
//
OpenDoor (-ob->distance-1);
if (doorobjlist[-ob->distance-1].action != dr_open)
return;
ob->distance = TILEGLOBAL; // go ahead, the door is now opoen
}
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
//
// reached goal tile, so select another one
//
//
// fix position to account for round off during moving
//
ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance;
if (dist <4)
SelectRunDir (ob);
else if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
}
/*
=================
=
= T_Fat
=
=================
*/
void T_Fat (objtype *ob)
{
long move;
int dx,dy,dist;
boolean dodge;
dodge = false;
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx : dy;
if (CheckLine(ob)) // got a shot at player?
{
if ( US_RndT() < (tics<<3) )
{
//
// go into attack frame
//
NewState (ob,&s_fatshoot1);
return;
}
dodge = true;
}
if (ob->dir == nodir)
{
if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
move = ob->speed*tics;
while (move)
{
if (ob->distance < 0)
{
//
// waiting for a door to open
//
OpenDoor (-ob->distance-1);
if (doorobjlist[-ob->distance-1].action != dr_open)
return;
ob->distance = TILEGLOBAL; // go ahead, the door is now opoen
}
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
//
// reached goal tile, so select another one
//
//
// fix position to account for round off during moving
//
ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance;
if (dist <4)
SelectRunDir (ob);
else if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
}
/*
=============================================================================
HITLERS
=============================================================================
*/
//
// fake
//
extern statetype s_fakestand;
extern statetype s_fakechase1;
extern statetype s_fakechase1s;
extern statetype s_fakechase2;
extern statetype s_fakechase3;
extern statetype s_fakechase3s;
extern statetype s_fakechase4;
extern statetype s_fakedie1;
extern statetype s_fakedie2;
extern statetype s_fakedie3;
extern statetype s_fakedie4;
extern statetype s_fakedie5;
extern statetype s_fakedie6;
extern statetype s_fakeshoot1;
extern statetype s_fakeshoot2;
extern statetype s_fakeshoot3;
extern statetype s_fakeshoot4;
extern statetype s_fakeshoot5;
extern statetype s_fakeshoot6;
extern statetype s_fakeshoot7;
extern statetype s_fakeshoot8;
extern statetype s_fakeshoot9;
extern statetype s_fire1;
extern statetype s_fire2;
statetype s_fakestand = {false,SPR_FAKE_W1,0,T_Stand,NULL,&s_fakestand};
statetype s_fakechase1 = {false,SPR_FAKE_W1,10,T_Fake,NULL,&s_fakechase1s};
statetype s_fakechase1s = {false,SPR_FAKE_W1,3,NULL,NULL,&s_fakechase2};
statetype s_fakechase2 = {false,SPR_FAKE_W2,8,T_Fake,NULL,&s_fakechase3};
statetype s_fakechase3 = {false,SPR_FAKE_W3,10,T_Fake,NULL,&s_fakechase3s};
statetype s_fakechase3s = {false,SPR_FAKE_W3,3,NULL,NULL,&s_fakechase4};
statetype s_fakechase4 = {false,SPR_FAKE_W4,8,T_Fake,NULL,&s_fakechase1};
statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,A_DeathScream,&s_fakedie2};
statetype s_fakedie2 = {false,SPR_FAKE_DIE2,10,NULL,NULL,&s_fakedie3};
statetype s_fakedie3 = {false,SPR_FAKE_DIE3,10,NULL,NULL,&s_fakedie4};
statetype s_fakedie4 = {false,SPR_FAKE_DIE4,10,NULL,NULL,&s_fakedie5};
statetype s_fakedie5 = {false,SPR_FAKE_DIE5,10,NULL,NULL,&s_fakedie6};
statetype s_fakedie6 = {false,SPR_FAKE_DEAD,0,NULL,NULL,&s_fakedie6};
statetype s_fakeshoot1 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot2};
statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot3};
statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot4};
statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot5};
statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot6};
statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot7};
statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot8};
statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot9};
statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1};
statetype s_fire1 = {false,SPR_FIRE1,6,NULL,T_Projectile,&s_fire2};
statetype s_fire2 = {false,SPR_FIRE2,6,NULL,T_Projectile,&s_fire1};
//
// hitler
//
extern statetype s_mechachase1;
extern statetype s_mechachase1s;
extern statetype s_mechachase2;
extern statetype s_mechachase3;
extern statetype s_mechachase3s;
extern statetype s_mechachase4;
extern statetype s_mechadie1;
extern statetype s_mechadie2;
extern statetype s_mechadie3;
extern statetype s_mechadie4;
extern statetype s_mechashoot1;
extern statetype s_mechashoot2;
extern statetype s_mechashoot3;
extern statetype s_mechashoot4;
extern statetype s_mechashoot5;
extern statetype s_mechashoot6;
extern statetype s_hitlerchase1;
extern statetype s_hitlerchase1s;
extern statetype s_hitlerchase2;
extern statetype s_hitlerchase3;
extern statetype s_hitlerchase3s;
extern statetype s_hitlerchase4;
extern statetype s_hitlerdie1;
extern statetype s_hitlerdie2;
extern statetype s_hitlerdie3;
extern statetype s_hitlerdie4;
extern statetype s_hitlerdie5;
extern statetype s_hitlerdie6;
extern statetype s_hitlerdie7;
extern statetype s_hitlerdie8;
extern statetype s_hitlerdie9;
extern statetype s_hitlerdie10;
extern statetype s_hitlershoot1;
extern statetype s_hitlershoot2;
extern statetype s_hitlershoot3;
extern statetype s_hitlershoot4;
extern statetype s_hitlershoot5;
extern statetype s_hitlershoot6;
extern statetype s_hitlerdeathcam;
statetype s_mechastand = {false,SPR_MECHA_W1,0,T_Stand,NULL,&s_mechastand};
statetype s_mechachase1 = {false,SPR_MECHA_W1,10,T_Chase,A_MechaSound,&s_mechachase1s};
statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2};
statetype s_mechachase2 = {false,SPR_MECHA_W2,8,T_Chase,NULL,&s_mechachase3};
statetype s_mechachase3 = {false,SPR_MECHA_W3,10,T_Chase,A_MechaSound,&s_mechachase3s};
statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4};
statetype s_mechachase4 = {false,SPR_MECHA_W4,8,T_Chase,NULL,&s_mechachase1};
statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,A_DeathScream,&s_mechadie2};
statetype s_mechadie2 = {false,SPR_MECHA_DIE2,10,NULL,NULL,&s_mechadie3};
statetype s_mechadie3 = {false,SPR_MECHA_DIE3,10,NULL,A_HitlerMorph,&s_mechadie4};
statetype s_mechadie4 = {false,SPR_MECHA_DEAD,0,NULL,NULL,&s_mechadie4};
statetype s_mechashoot1 = {false,SPR_MECHA_SHOOT1,30,NULL,NULL,&s_mechashoot2};
statetype s_mechashoot2 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot3};
statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot4};
statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot5};
statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot6};
statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechachase1};
statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,T_Chase,NULL,&s_hitlerchase1s};
statetype s_hitlerchase1s = {false,SPR_HITLER_W1,4,NULL,NULL,&s_hitlerchase2};
statetype s_hitlerchase2 = {false,SPR_HITLER_W2,2,T_Chase,NULL,&s_hitlerchase3};
statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,T_Chase,NULL,&s_hitlerchase3s};
statetype s_hitlerchase3s = {false,SPR_HITLER_W3,4,NULL,NULL,&s_hitlerchase4};
statetype s_hitlerchase4 = {false,SPR_HITLER_W4,2,T_Chase,NULL,&s_hitlerchase1};
statetype s_hitlerdeathcam = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie1};
statetype s_hitlerdie1 = {false,SPR_HITLER_W1,1,NULL,A_DeathScream,&s_hitlerdie2};
statetype s_hitlerdie2 = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie3};
statetype s_hitlerdie3 = {false,SPR_HITLER_DIE1,10,NULL,A_Slurpie,&s_hitlerdie4};
statetype s_hitlerdie4 = {false,SPR_HITLER_DIE2,10,NULL,NULL,&s_hitlerdie5};
statetype s_hitlerdie5 = {false,SPR_HITLER_DIE3,10,NULL,NULL,&s_hitlerdie6};
statetype s_hitlerdie6 = {false,SPR_HITLER_DIE4,10,NULL,NULL,&s_hitlerdie7};
statetype s_hitlerdie7 = {false,SPR_HITLER_DIE5,10,NULL,NULL,&s_hitlerdie8};
statetype s_hitlerdie8 = {false,SPR_HITLER_DIE6,10,NULL,NULL,&s_hitlerdie9};
statetype s_hitlerdie9 = {false,SPR_HITLER_DIE7,10,NULL,NULL,&s_hitlerdie10};
statetype s_hitlerdie10 = {false,SPR_HITLER_DEAD,20,NULL,A_StartDeathCam,&s_hitlerdie10};
statetype s_hitlershoot1 = {false,SPR_HITLER_SHOOT1,30,NULL,NULL,&s_hitlershoot2};
statetype s_hitlershoot2 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot3};
statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot4};
statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot5};
statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot6};
statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlerchase1};
/*
===============
=
= SpawnFakeHitler
=
===============
*/
void SpawnFakeHitler (int tilex, int tiley)
{
unsigned far *map,tile;
if (DigiMode != sds_Off)
s_hitlerdie2.tictime = 140;
else
s_hitlerdie2.tictime = 5;
SpawnNewObj (tilex,tiley,&s_fakestand);
new->speed = SPDPATROL;
new->obclass = fakeobj;
new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
new->dir = north;
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= SpawnHitler
=
===============
*/
void SpawnHitler (int tilex, int tiley)
{
unsigned far *map,tile;
if (DigiMode != sds_Off)
s_hitlerdie2.tictime = 140;
else
s_hitlerdie2.tictime = 5;
SpawnNewObj (tilex,tiley,&s_mechastand);
new->speed = SPDPATROL;
new->obclass = mechahitlerobj;
new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
new->dir = south;
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= A_HitlerMorph
=
===============
*/
void A_HitlerMorph (objtype *ob)
{
unsigned far *map,tile,hitpoints[4]={500,700,800,900};
SpawnNewObj (ob->tilex,ob->tiley,&s_hitlerchase1);
new->speed = SPDPATROL*5;
new->x = ob->x;
new->y = ob->y;
new->distance = ob->distance;
new->dir = ob->dir;
new->flags = ob->flags | FL_SHOOTABLE;
new->obclass = realhitlerobj;
new->hitpoints = hitpoints[gamestate.difficulty];
}
////////////////////////////////////////////////////////
//
// A_MechaSound
// A_Slurpie
//
////////////////////////////////////////////////////////
void A_MechaSound (objtype *ob)
{
if (areabyplayer[ob->areanumber])
PlaySoundLocActor (MECHSTEPSND,ob);
}
#pragma argsused
void A_Slurpie (objtype *ob)
{
SD_PlaySound(SLURPIESND);
}
/*
=================
=
= T_FakeFire
=
=================
*/
void T_FakeFire (objtype *ob)
{
long deltax,deltay;
float angle;
int iangle;
deltax = player->x - ob->x;
deltay = ob->y - player->y;
angle = atan2 (deltay,deltax);
if (angle<0)
angle = M_PI*2+angle;
iangle = angle/(M_PI*2)*ANGLES;
GetNewActor ();
new->state = &s_fire1;
new->ticcount = 1;
new->tilex = ob->tilex;
new->tiley = ob->tiley;
new->x = ob->x;
new->y = ob->y;
new->dir = nodir;
new->angle = iangle;
new->obclass = fireobj;
new->speed = 0x1200l;
new->flags = FL_NEVERMARK;
new->active = true;
PlaySoundLocActor (FLAMETHROWERSND,new);
}
/*
=================
=
= T_Fake
=
=================
*/
void T_Fake (objtype *ob)
{
long move;
int dx,dy,dist;
boolean dodge;
if (CheckLine(ob)) // got a shot at player?
{
if ( US_RndT() < (tics<<1) )
{
//
// go into attack frame
//
NewState (ob,&s_fakeshoot1);
return;
}
}
if (ob->dir == nodir)
{
SelectDodgeDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
move = ob->speed*tics;
while (move)
{
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
//
// reached goal tile, so select another one
//
//
// fix position to account for round off during moving
//
ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance;
SelectDodgeDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
}
#endif
/*
============================================================================
STAND
============================================================================
*/
/*
===============
=
= T_Stand
=
===============
*/
void T_Stand (objtype *ob)
{
SightPlayer (ob);
}
/*
============================================================================
CHASE
============================================================================
*/
/*
=================
=
= T_Chase
=
=================
*/
void T_Chase (objtype *ob)
{
long move;
int dx,dy,dist,chance;
boolean dodge;
if (gamestate.victoryflag)
return;
dodge = false;
if (CheckLine(ob)) // got a shot at player?
{
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx : dy;
if (!dist || (dist==1 && ob->distance<0x4000) )
chance = 300;
else
chance = (tics<<4)/dist;
if ( US_RndT() //
// go into attack frame
//
switch (ob->obclass)
{
case guardobj:
NewState (ob,&s_grdshoot1);
break;
case officerobj:
NewState (ob,&s_ofcshoot1);
break;
case mutantobj:
NewState (ob,&s_mutshoot1);
break;
case ssobj:
NewState (ob,&s_ssshoot1);
break;
#ifndef SPEAR
case bossobj:
NewState (ob,&s_bossshoot1);
break;
case gretelobj:
NewState (ob,&s_gretelshoot1);
break;
case mechahitlerobj:
NewState (ob,&s_mechashoot1);
break;
case realhitlerobj:
NewState (ob,&s_hitlershoot1);
break;
#else
case angelobj:
NewState (ob,&s_angelshoot1);
break;
case transobj:
NewState (ob,&s_transshoot1);
break;
case uberobj:
NewState (ob,&s_ubershoot1);
break;
case willobj:
NewState (ob,&s_willshoot1);
break;
case deathobj:
NewState (ob,&s_deathshoot1);
break;
#endif
}
return;
}
dodge = true;
}
if (ob->dir == nodir)
{
if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
move = ob->speed*tics;
while (move)
{
if (ob->distance < 0)
{
//
// waiting for a door to open
//
OpenDoor (-ob->distance-1);
if (doorobjlist[-ob->distance-1].action != dr_open)
return;
ob->distance = TILEGLOBAL; // go ahead, the door is now opoen
}
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
//
// reached goal tile, so select another one
//
//
// fix position to account for round off during moving
//
ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance;
if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
}