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-rw-r--r--apps/plugins/sdl/progs/wolf3d/wl_act2.c3899
1 files changed, 3899 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/wolf3d/wl_act2.c b/apps/plugins/sdl/progs/wolf3d/wl_act2.c
new file mode 100644
index 0000000000..20a81f6329
--- /dev/null
+++ b/apps/plugins/sdl/progs/wolf3d/wl_act2.c
@@ -0,0 +1,3899 @@
+// 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;
+ if (!loadedgame)
+ gamestate.killtotal++;
+ break;
+ }
+
+ newobj->obclass = (classtype)(guardobj+which);
+ newobj->dir = (dirtype)(dir*2);
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][which];
+ newobj->distance = TILEGLOBAL;
+ newobj->flags |= FL_SHOOTABLE;
+ newobj->active = ac_yes;
+
+ actorat[newobj->tilex][newobj->tiley] = NULL; // don't use original spot
+
+ switch (dir)
+ {
+ case 0:
+ newobj->tilex++;
+ break;
+ case 1:
+ newobj->tiley--;
+ break;
+ case 2:
+ newobj->tilex--;
+ break;
+ case 3:
+ newobj->tiley++;
+ break;
+ }
+
+ actorat[newobj->tilex][newobj->tiley] = newobj;
+}
+
+
+
+/*
+==================
+=
+= A_DeathScream
+=
+==================
+*/
+
+void A_DeathScream (objtype *ob)
+{
+#ifndef UPLOAD
+#ifndef SPEAR
+ if (mapon==9 && !US_RndT())
+#else
+ if ((mapon==18 || mapon==19) && !US_RndT())
+#endif
+ {
+ switch(ob->obclass)
+ {
+ case mutantobj:
+ case guardobj:
+ case officerobj:
+ case ssobj:
+ case dogobj:
+ PlaySoundLocActor(DEATHSCREAM6SND,ob);
+ return;
+ }
+ }
+#endif
+
+ switch (ob->obclass)
+ {
+ case mutantobj:
+ PlaySoundLocActor(AHHHGSND,ob);
+ break;
+
+ case guardobj:
+ {
+ int sounds[9]={ DEATHSCREAM1SND,
+ DEATHSCREAM2SND,
+ DEATHSCREAM3SND,
+#ifndef APOGEE_1_0
+ DEATHSCREAM4SND,
+ DEATHSCREAM5SND,
+ DEATHSCREAM7SND,
+ DEATHSCREAM8SND,
+ DEATHSCREAM9SND
+#endif
+ };
+
+#ifndef UPLOAD
+ PlaySoundLocActor(sounds[US_RndT()%8],ob);
+#else
+ PlaySoundLocActor(sounds[US_RndT()%2],ob);
+#endif
+ break;
+ }
+ case officerobj:
+ PlaySoundLocActor(NEINSOVASSND,ob);
+ break;
+ case ssobj:
+ PlaySoundLocActor(LEBENSND,ob); // JAB
+ break;
+ case dogobj:
+ PlaySoundLocActor(DOGDEATHSND,ob); // JAB
+ break;
+#ifndef SPEAR
+ case bossobj:
+ SD_PlaySound(MUTTISND); // JAB
+ break;
+ case schabbobj:
+ SD_PlaySound(MEINGOTTSND);
+ break;
+ case fakeobj:
+ SD_PlaySound(HITLERHASND);
+ break;
+ case mechahitlerobj:
+ SD_PlaySound(SCHEISTSND);
+ break;
+ case realhitlerobj:
+ SD_PlaySound(EVASND);
+ break;
+#ifndef APOGEE_1_0
+ case gretelobj:
+ SD_PlaySound(MEINSND);
+ break;
+ case giftobj:
+ SD_PlaySound(DONNERSND);
+ break;
+ case fatobj:
+ SD_PlaySound(ROSESND);
+ break;
+#endif
+#else
+ case spectreobj:
+ SD_PlaySound(GHOSTFADESND);
+ break;
+ case angelobj:
+ SD_PlaySound(ANGELDEATHSND);
+ break;
+ case transobj:
+ SD_PlaySound(TRANSDEATHSND);
+ break;
+ case uberobj:
+ SD_PlaySound(UBERDEATHSND);
+ break;
+ case willobj:
+ SD_PlaySound(WILHELMDEATHSND);
+ break;
+ case deathobj:
+ SD_PlaySound(KNIGHTDEATHSND);
+ break;
+#endif
+ }
+}
+
+
+/*
+=============================================================================
+
+ SPEAR ACTORS
+
+=============================================================================
+*/
+
+#ifdef SPEAR
+
+void T_Launch (objtype *ob);
+void T_Will (objtype *ob);
+
+extern statetype s_angelshoot1;
+extern statetype s_deathshoot1;
+extern statetype s_spark1;
+
+//
+// trans
+//
+extern statetype s_transstand;
+
+extern statetype s_transchase1;
+extern statetype s_transchase1s;
+extern statetype s_transchase2;
+extern statetype s_transchase3;
+extern statetype s_transchase3s;
+extern statetype s_transchase4;
+
+extern statetype s_transdie0;
+extern statetype s_transdie01;
+extern statetype s_transdie1;
+extern statetype s_transdie2;
+extern statetype s_transdie3;
+extern statetype s_transdie4;
+
+extern statetype s_transshoot1;
+extern statetype s_transshoot2;
+extern statetype s_transshoot3;
+extern statetype s_transshoot4;
+extern statetype s_transshoot5;
+extern statetype s_transshoot6;
+extern statetype s_transshoot7;
+extern statetype s_transshoot8;
+
+
+statetype s_transstand = {false,SPR_TRANS_W1,0,(statefunc)T_Stand,NULL,&s_transstand};
+
+statetype s_transchase1 = {false,SPR_TRANS_W1,10,(statefunc)T_Chase,NULL,&s_transchase1s};
+statetype s_transchase1s = {false,SPR_TRANS_W1,3,NULL,NULL,&s_transchase2};
+statetype s_transchase2 = {false,SPR_TRANS_W2,8,(statefunc)T_Chase,NULL,&s_transchase3};
+statetype s_transchase3 = {false,SPR_TRANS_W3,10,(statefunc)T_Chase,NULL,&s_transchase3s};
+statetype s_transchase3s = {false,SPR_TRANS_W3,3,NULL,NULL,&s_transchase4};
+statetype s_transchase4 = {false,SPR_TRANS_W4,8,(statefunc)T_Chase,NULL,&s_transchase1};
+
+statetype s_transdie0 = {false,SPR_TRANS_W1,1,NULL,(statefunc)A_DeathScream,&s_transdie01};
+statetype s_transdie01 = {false,SPR_TRANS_W1,1,NULL,NULL,&s_transdie1};
+statetype s_transdie1 = {false,SPR_TRANS_DIE1,15,NULL,NULL,&s_transdie2};
+statetype s_transdie2 = {false,SPR_TRANS_DIE2,15,NULL,NULL,&s_transdie3};
+statetype s_transdie3 = {false,SPR_TRANS_DIE3,15,NULL,NULL,&s_transdie4};
+statetype s_transdie4 = {false,SPR_TRANS_DEAD,0,NULL,NULL,&s_transdie4};
+
+statetype s_transshoot1 = {false,SPR_TRANS_SHOOT1,30,NULL,NULL,&s_transshoot2};
+statetype s_transshoot2 = {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_transshoot3};
+statetype s_transshoot3 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot4};
+statetype s_transshoot4 = {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_transshoot5};
+statetype s_transshoot5 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot6};
+statetype s_transshoot6 = {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_transshoot7};
+statetype s_transshoot7 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot8};
+statetype s_transshoot8 = {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1};
+
+
+/*
+===============
+=
+= SpawnTrans
+=
+===============
+*/
+
+void SpawnTrans (int tilex, int tiley)
+{
+ // word *map;
+ // word tile;
+
+ if (SoundBlasterPresent && DigiMode != sds_Off)
+ s_transdie01.tictime = 105;
+
+ SpawnNewObj (tilex,tiley,&s_transstand);
+ newobj->obclass = transobj;
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
+ newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
+ if (!loadedgame)
+ gamestate.killtotal++;
+}
+
+
+//
+// uber
+//
+void T_UShoot (objtype *ob);
+
+extern statetype s_uberstand;
+
+extern statetype s_uberchase1;
+extern statetype s_uberchase1s;
+extern statetype s_uberchase2;
+extern statetype s_uberchase3;
+extern statetype s_uberchase3s;
+extern statetype s_uberchase4;
+
+extern statetype s_uberdie0;
+extern statetype s_uberdie01;
+extern statetype s_uberdie1;
+extern statetype s_uberdie2;
+extern statetype s_uberdie3;
+extern statetype s_uberdie4;
+extern statetype s_uberdie5;
+
+extern statetype s_ubershoot1;
+extern statetype s_ubershoot2;
+extern statetype s_ubershoot3;
+extern statetype s_ubershoot4;
+extern statetype s_ubershoot5;
+extern statetype s_ubershoot6;
+extern statetype s_ubershoot7;
+
+
+statetype s_uberstand = {false,SPR_UBER_W1,0,(statefunc)T_Stand,NULL,&s_uberstand};
+
+statetype s_uberchase1 = {false,SPR_UBER_W1,10,(statefunc)T_Chase,NULL,&s_uberchase1s};
+statetype s_uberchase1s = {false,SPR_UBER_W1,3,NULL,NULL,&s_uberchase2};
+statetype s_uberchase2 = {false,SPR_UBER_W2,8,(statefunc)T_Chase,NULL,&s_uberchase3};
+statetype s_uberchase3 = {false,SPR_UBER_W3,10,(statefunc)T_Chase,NULL,&s_uberchase3s};
+statetype s_uberchase3s = {false,SPR_UBER_W3,3,NULL,NULL,&s_uberchase4};
+statetype s_uberchase4 = {false,SPR_UBER_W4,8,(statefunc)T_Chase,NULL,&s_uberchase1};
+
+statetype s_uberdie0 = {false,SPR_UBER_W1,1,NULL,(statefunc)A_DeathScream,&s_uberdie01};
+statetype s_uberdie01 = {false,SPR_UBER_W1,1,NULL,NULL,&s_uberdie1};
+statetype s_uberdie1 = {false,SPR_UBER_DIE1,15,NULL,NULL,&s_uberdie2};
+statetype s_uberdie2 = {false,SPR_UBER_DIE2,15,NULL,NULL,&s_uberdie3};
+statetype s_uberdie3 = {false,SPR_UBER_DIE3,15,NULL,NULL,&s_uberdie4};
+statetype s_uberdie4 = {false,SPR_UBER_DIE4,15,NULL,NULL,&s_uberdie5};
+statetype s_uberdie5 = {false,SPR_UBER_DEAD,0,NULL,NULL,&s_uberdie5};
+
+statetype s_ubershoot1 = {false,SPR_UBER_SHOOT1,30,NULL,NULL,&s_ubershoot2};
+statetype s_ubershoot2 = {false,SPR_UBER_SHOOT2,12,NULL,(statefunc)T_UShoot,&s_ubershoot3};
+statetype s_ubershoot3 = {false,SPR_UBER_SHOOT3,12,NULL,(statefunc)T_UShoot,&s_ubershoot4};
+statetype s_ubershoot4 = {false,SPR_UBER_SHOOT4,12,NULL,(statefunc)T_UShoot,&s_ubershoot5};
+statetype s_ubershoot5 = {false,SPR_UBER_SHOOT3,12,NULL,(statefunc)T_UShoot,&s_ubershoot6};
+statetype s_ubershoot6 = {false,SPR_UBER_SHOOT2,12,NULL,(statefunc)T_UShoot,&s_ubershoot7};
+statetype s_ubershoot7 = {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1};
+
+
+/*
+===============
+=
+= SpawnUber
+=
+===============
+*/
+
+void SpawnUber (int tilex, int tiley)
+{
+ if (SoundBlasterPresent && DigiMode != sds_Off)
+ s_uberdie01.tictime = 70;
+
+ SpawnNewObj (tilex,tiley,&s_uberstand);
+ newobj->obclass = uberobj;
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
+ newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
+ if (!loadedgame)
+ gamestate.killtotal++;
+}
+
+
+/*
+===============
+=
+= T_UShoot
+=
+===============
+*/
+
+void T_UShoot (objtype *ob)
+{
+ int dx,dy,dist;
+
+ T_Shoot (ob);
+
+ dx = abs(ob->tilex - player->tilex);
+ dy = abs(ob->tiley - player->tiley);
+ dist = dx>dy ? dx : dy;
+ if (dist <= 1)
+ TakeDamage (10,ob);
+}
+
+
+//
+// will
+//
+extern statetype s_willstand;
+
+extern statetype s_willchase1;
+extern statetype s_willchase1s;
+extern statetype s_willchase2;
+extern statetype s_willchase3;
+extern statetype s_willchase3s;
+extern statetype s_willchase4;
+
+extern statetype s_willdie1;
+extern statetype s_willdie2;
+extern statetype s_willdie3;
+extern statetype s_willdie4;
+extern statetype s_willdie5;
+extern statetype s_willdie6;
+
+extern statetype s_willshoot1;
+extern statetype s_willshoot2;
+extern statetype s_willshoot3;
+extern statetype s_willshoot4;
+extern statetype s_willshoot5;
+extern statetype s_willshoot6;
+
+
+statetype s_willstand = {false,SPR_WILL_W1,0,(statefunc)T_Stand,NULL,&s_willstand};
+
+statetype s_willchase1 = {false,SPR_WILL_W1,10,(statefunc)T_Will,NULL,&s_willchase1s};
+statetype s_willchase1s = {false,SPR_WILL_W1,3,NULL,NULL,&s_willchase2};
+statetype s_willchase2 = {false,SPR_WILL_W2,8,(statefunc)T_Will,NULL,&s_willchase3};
+statetype s_willchase3 = {false,SPR_WILL_W3,10,(statefunc)T_Will,NULL,&s_willchase3s};
+statetype s_willchase3s = {false,SPR_WILL_W3,3,NULL,NULL,&s_willchase4};
+statetype s_willchase4 = {false,SPR_WILL_W4,8,(statefunc)T_Will,NULL,&s_willchase1};
+
+statetype s_willdeathcam = {false,SPR_WILL_W1,1,NULL,NULL,&s_willdie1};
+
+statetype s_willdie1 = {false,SPR_WILL_W1,1,NULL,(statefunc)A_DeathScream,&s_willdie2};
+statetype s_willdie2 = {false,SPR_WILL_W1,10,NULL,NULL,&s_willdie3};
+statetype s_willdie3 = {false,SPR_WILL_DIE1,10,NULL,NULL,&s_willdie4};
+statetype s_willdie4 = {false,SPR_WILL_DIE2,10,NULL,NULL,&s_willdie5};
+statetype s_willdie5 = {false,SPR_WILL_DIE3,10,NULL,NULL,&s_willdie6};
+statetype s_willdie6 = {false,SPR_WILL_DEAD,20,NULL,NULL,&s_willdie6};
+
+statetype s_willshoot1 = {false,SPR_WILL_SHOOT1,30,NULL,NULL,&s_willshoot2};
+statetype s_willshoot2 = {false,SPR_WILL_SHOOT2,10,NULL,(statefunc)T_Launch,&s_willshoot3};
+statetype s_willshoot3 = {false,SPR_WILL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_willshoot4};
+statetype s_willshoot4 = {false,SPR_WILL_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_willshoot5};
+statetype s_willshoot5 = {false,SPR_WILL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_willshoot6};
+statetype s_willshoot6 = {false,SPR_WILL_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_willchase1};
+
+
+/*
+===============
+=
+= SpawnWill
+=
+===============
+*/
+
+void SpawnWill (int tilex, int tiley)
+{
+ if (SoundBlasterPresent && DigiMode != sds_Off)
+ s_willdie2.tictime = 70;
+
+ SpawnNewObj (tilex,tiley,&s_willstand);
+ newobj->obclass = willobj;
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][en_will];
+ newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
+ if (!loadedgame)
+ gamestate.killtotal++;
+}
+
+
+/*
+================
+=
+= T_Will
+=
+================
+*/
+
+void T_Will (objtype *ob)
+{
+ int32_t 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?
+ {
+ ob->hidden = false;
+ if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
+ {
+ //
+ // go into attack frame
+ //
+ if (ob->obclass == willobj)
+ NewState (ob,&s_willshoot1);
+ else if (ob->obclass == angelobj)
+ NewState (ob,&s_angelshoot1);
+ else
+ NewState (ob,&s_deathshoot1);
+ return;
+ }
+ dodge = true;
+ }
+ else
+ ob->hidden = 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 open
+ TryWalk(ob);
+ }
+
+ 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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
+ ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
+
+ move -= ob->distance;
+
+ if (dist <4)
+ SelectRunDir (ob);
+ else if (dodge)
+ SelectDodgeDir (ob);
+ else
+ SelectChaseDir (ob);
+
+ if (ob->dir == nodir)
+ return; // object is blocked in
+ }
+
+}
+
+
+//
+// death
+//
+extern statetype s_deathstand;
+
+extern statetype s_deathchase1;
+extern statetype s_deathchase1s;
+extern statetype s_deathchase2;
+extern statetype s_deathchase3;
+extern statetype s_deathchase3s;
+extern statetype s_deathchase4;
+
+extern statetype s_deathdie1;
+extern statetype s_deathdie2;
+extern statetype s_deathdie3;
+extern statetype s_deathdie4;
+extern statetype s_deathdie5;
+extern statetype s_deathdie6;
+extern statetype s_deathdie7;
+extern statetype s_deathdie8;
+extern statetype s_deathdie9;
+
+extern statetype s_deathshoot1;
+extern statetype s_deathshoot2;
+extern statetype s_deathshoot3;
+extern statetype s_deathshoot4;
+extern statetype s_deathshoot5;
+
+
+statetype s_deathstand = {false,SPR_DEATH_W1,0,(statefunc)T_Stand,NULL,&s_deathstand};
+
+statetype s_deathchase1 = {false,SPR_DEATH_W1,10,(statefunc)T_Will,NULL,&s_deathchase1s};
+statetype s_deathchase1s = {false,SPR_DEATH_W1,3,NULL,NULL,&s_deathchase2};
+statetype s_deathchase2 = {false,SPR_DEATH_W2,8,(statefunc)T_Will,NULL,&s_deathchase3};
+statetype s_deathchase3 = {false,SPR_DEATH_W3,10,(statefunc)T_Will,NULL,&s_deathchase3s};
+statetype s_deathchase3s = {false,SPR_DEATH_W3,3,NULL,NULL,&s_deathchase4};
+statetype s_deathchase4 = {false,SPR_DEATH_W4,8,(statefunc)T_Will,NULL,&s_deathchase1};
+
+statetype s_deathdeathcam = {false,SPR_DEATH_W1,1,NULL,NULL,&s_deathdie1};
+
+statetype s_deathdie1 = {false,SPR_DEATH_W1,1,NULL,(statefunc)A_DeathScream,&s_deathdie2};
+statetype s_deathdie2 = {false,SPR_DEATH_W1,10,NULL,NULL,&s_deathdie3};
+statetype s_deathdie3 = {false,SPR_DEATH_DIE1,10,NULL,NULL,&s_deathdie4};
+statetype s_deathdie4 = {false,SPR_DEATH_DIE2,10,NULL,NULL,&s_deathdie5};
+statetype s_deathdie5 = {false,SPR_DEATH_DIE3,10,NULL,NULL,&s_deathdie6};
+statetype s_deathdie6 = {false,SPR_DEATH_DIE4,10,NULL,NULL,&s_deathdie7};
+statetype s_deathdie7 = {false,SPR_DEATH_DIE5,10,NULL,NULL,&s_deathdie8};
+statetype s_deathdie8 = {false,SPR_DEATH_DIE6,10,NULL,NULL,&s_deathdie9};
+statetype s_deathdie9 = {false,SPR_DEATH_DEAD,0,NULL,NULL,&s_deathdie9};
+
+statetype s_deathshoot1 = {false,SPR_DEATH_SHOOT1,30,NULL,NULL,&s_deathshoot2};
+statetype s_deathshoot2 = {false,SPR_DEATH_SHOOT2,10,NULL,(statefunc)T_Launch,&s_deathshoot3};
+statetype s_deathshoot3 = {false,SPR_DEATH_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_deathshoot4};
+statetype s_deathshoot4 = {false,SPR_DEATH_SHOOT3,10,NULL,(statefunc)T_Launch,&s_deathshoot5};
+statetype s_deathshoot5 = {false,SPR_DEATH_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_deathchase1};
+
+
+/*
+===============
+=
+= SpawnDeath
+=
+===============
+*/
+
+void SpawnDeath (int tilex, int tiley)
+{
+ if (SoundBlasterPresent && DigiMode != sds_Off)
+ s_deathdie2.tictime = 105;
+
+ SpawnNewObj (tilex,tiley,&s_deathstand);
+ newobj->obclass = deathobj;
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][en_death];
+ newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
+ if (!loadedgame)
+ gamestate.killtotal++;
+}
+
+/*
+===============
+=
+= T_Launch
+=
+===============
+*/
+
+void T_Launch (objtype *ob)
+{
+ int32_t deltax,deltay;
+ float angle;
+ int iangle;
+
+ deltax = player->x - ob->x;
+ deltay = ob->y - player->y;
+ angle = (float) atan2 ((float) deltay, (float) deltax);
+ if (angle<0)
+ angle = (float) (M_PI*2+angle);
+ iangle = (int) (angle/(M_PI*2)*ANGLES);
+ if (ob->obclass == deathobj)
+ {
+ T_Shoot (ob);
+ if (ob->state == &s_deathshoot2)
+ {
+ iangle-=4;
+ if (iangle<0)
+ iangle+=ANGLES;
+ }
+ else
+ {
+ iangle+=4;
+ if (iangle>=ANGLES)
+ iangle-=ANGLES;
+ }
+ }
+
+ GetNewActor ();
+ newobj->state = &s_rocket;
+ newobj->ticcount = 1;
+
+ newobj->tilex = ob->tilex;
+ newobj->tiley = ob->tiley;
+ newobj->x = ob->x;
+ newobj->y = ob->y;
+ newobj->obclass = rocketobj;
+ switch(ob->obclass)
+ {
+ case deathobj:
+ newobj->state = &s_hrocket;
+ newobj->obclass = hrocketobj;
+ PlaySoundLocActor (KNIGHTMISSILESND,newobj);
+ break;
+ case angelobj:
+ newobj->state = &s_spark1;
+ newobj->obclass = sparkobj;
+ PlaySoundLocActor (ANGELFIRESND,newobj);
+ break;
+ default:
+ PlaySoundLocActor (MISSILEFIRESND,newobj);
+ }
+
+ newobj->dir = nodir;
+ newobj->angle = iangle;
+ newobj->speed = 0x2000l;
+ newobj->flags = FL_NEVERMARK;
+ newobj->active = ac_yes;
+}
+
+
+
+//
+// angel
+//
+void A_Relaunch (objtype *ob);
+void A_Victory (objtype *ob);
+void A_StartAttack (objtype *ob);
+void A_Breathing (objtype *ob);
+
+extern statetype s_angelstand;
+
+extern statetype s_angelchase1;
+extern statetype s_angelchase1s;
+extern statetype s_angelchase2;
+extern statetype s_angelchase3;
+extern statetype s_angelchase3s;
+extern statetype s_angelchase4;
+
+extern statetype s_angeldie1;
+extern statetype s_angeldie11;
+extern statetype s_angeldie2;
+extern statetype s_angeldie3;
+extern statetype s_angeldie4;
+extern statetype s_angeldie5;
+extern statetype s_angeldie6;
+extern statetype s_angeldie7;
+extern statetype s_angeldie8;
+extern statetype s_angeldie9;
+
+extern statetype s_angelshoot1;
+extern statetype s_angelshoot2;
+extern statetype s_angelshoot3;
+extern statetype s_angelshoot4;
+extern statetype s_angelshoot5;
+extern statetype s_angelshoot6;
+
+extern statetype s_angeltired;
+extern statetype s_angeltired2;
+extern statetype s_angeltired3;
+extern statetype s_angeltired4;
+extern statetype s_angeltired5;
+extern statetype s_angeltired6;
+extern statetype s_angeltired7;
+
+extern statetype s_spark1;
+extern statetype s_spark2;
+extern statetype s_spark3;
+extern statetype s_spark4;
+
+
+statetype s_angelstand = {false,SPR_ANGEL_W1,0,(statefunc)T_Stand,NULL,&s_angelstand};
+
+statetype s_angelchase1 = {false,SPR_ANGEL_W1,10,(statefunc)T_Will,NULL,&s_angelchase1s};
+statetype s_angelchase1s = {false,SPR_ANGEL_W1,3,NULL,NULL,&s_angelchase2};
+statetype s_angelchase2 = {false,SPR_ANGEL_W2,8,(statefunc)T_Will,NULL,&s_angelchase3};
+statetype s_angelchase3 = {false,SPR_ANGEL_W3,10,(statefunc)T_Will,NULL,&s_angelchase3s};
+statetype s_angelchase3s = {false,SPR_ANGEL_W3,3,NULL,NULL,&s_angelchase4};
+statetype s_angelchase4 = {false,SPR_ANGEL_W4,8,(statefunc)T_Will,NULL,&s_angelchase1};
+
+statetype s_angeldie1 = {false,SPR_ANGEL_W1,1,NULL,(statefunc)A_DeathScream,&s_angeldie11};
+statetype s_angeldie11 = {false,SPR_ANGEL_W1,1,NULL,NULL,&s_angeldie2};
+statetype s_angeldie2 = {false,SPR_ANGEL_DIE1,10,NULL,(statefunc)A_Slurpie,&s_angeldie3};
+statetype s_angeldie3 = {false,SPR_ANGEL_DIE2,10,NULL,NULL,&s_angeldie4};
+statetype s_angeldie4 = {false,SPR_ANGEL_DIE3,10,NULL,NULL,&s_angeldie5};
+statetype s_angeldie5 = {false,SPR_ANGEL_DIE4,10,NULL,NULL,&s_angeldie6};
+statetype s_angeldie6 = {false,SPR_ANGEL_DIE5,10,NULL,NULL,&s_angeldie7};
+statetype s_angeldie7 = {false,SPR_ANGEL_DIE6,10,NULL,NULL,&s_angeldie8};
+statetype s_angeldie8 = {false,SPR_ANGEL_DIE7,10,NULL,NULL,&s_angeldie9};
+statetype s_angeldie9 = {false,SPR_ANGEL_DEAD,130,NULL,(statefunc)A_Victory,&s_angeldie9};
+
+statetype s_angelshoot1 = {false,SPR_ANGEL_SHOOT1,10,NULL,(statefunc)A_StartAttack,&s_angelshoot2};
+statetype s_angelshoot2 = {false,SPR_ANGEL_SHOOT2,20,NULL,(statefunc)T_Launch,&s_angelshoot3};
+statetype s_angelshoot3 = {false,SPR_ANGEL_SHOOT1,10,NULL,(statefunc)A_Relaunch,&s_angelshoot2};
+
+statetype s_angeltired = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angeltired2};
+statetype s_angeltired2 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired3};
+statetype s_angeltired3 = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angeltired4};
+statetype s_angeltired4 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired5};
+statetype s_angeltired5 = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angeltired6};
+statetype s_angeltired6 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired7};
+statetype s_angeltired7 = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angelchase1};
+
+statetype s_spark1 = {false,SPR_SPARK1,6,(statefunc)T_Projectile,NULL,&s_spark2};
+statetype s_spark2 = {false,SPR_SPARK2,6,(statefunc)T_Projectile,NULL,&s_spark3};
+statetype s_spark3 = {false,SPR_SPARK3,6,(statefunc)T_Projectile,NULL,&s_spark4};
+statetype s_spark4 = {false,SPR_SPARK4,6,(statefunc)T_Projectile,NULL,&s_spark1};
+
+
+void A_Slurpie (objtype *)
+{
+ SD_PlaySound(SLURPIESND);
+}
+
+void A_Breathing (objtype *)
+{
+ SD_PlaySound(ANGELTIREDSND);
+}
+
+/*
+===============
+=
+= SpawnAngel
+=
+===============
+*/
+
+void SpawnAngel (int tilex, int tiley)
+{
+ if (SoundBlasterPresent && DigiMode != sds_Off)
+ s_angeldie11.tictime = 105;
+
+ SpawnNewObj (tilex,tiley,&s_angelstand);
+ newobj->obclass = angelobj;
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
+ newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
+ if (!loadedgame)
+ gamestate.killtotal++;
+}
+
+
+/*
+=================
+=
+= A_Victory
+=
+=================
+*/
+
+void A_Victory (objtype *)
+{
+ playstate = ex_victorious;
+}
+
+
+/*
+=================
+=
+= A_StartAttack
+=
+=================
+*/
+
+void A_StartAttack (objtype *ob)
+{
+ ob->temp1 = 0;
+}
+
+
+/*
+=================
+=
+= A_Relaunch
+=
+=================
+*/
+
+void A_Relaunch (objtype *ob)
+{
+ if (++ob->temp1 == 3)
+ {
+ NewState (ob,&s_angeltired);
+ return;
+ }
+
+ if (US_RndT()&1)
+ {
+ NewState (ob,&s_angelchase1);
+ return;
+ }
+}
+
+
+
+
+//
+// spectre
+//
+void T_SpectreWait (objtype *ob);
+void A_Dormant (objtype *ob);
+
+extern statetype s_spectrewait1;
+extern statetype s_spectrewait2;
+extern statetype s_spectrewait3;
+extern statetype s_spectrewait4;
+
+extern statetype s_spectrechase1;
+extern statetype s_spectrechase2;
+extern statetype s_spectrechase3;
+extern statetype s_spectrechase4;
+
+extern statetype s_spectredie1;
+extern statetype s_spectredie2;
+extern statetype s_spectredie3;
+extern statetype s_spectredie4;
+
+extern statetype s_spectrewake;
+
+statetype s_spectrewait1 = {false,SPR_SPECTRE_W1,10,(statefunc)T_Stand,NULL,&s_spectrewait2};
+statetype s_spectrewait2 = {false,SPR_SPECTRE_W2,10,(statefunc)T_Stand,NULL,&s_spectrewait3};
+statetype s_spectrewait3 = {false,SPR_SPECTRE_W3,10,(statefunc)T_Stand,NULL,&s_spectrewait4};
+statetype s_spectrewait4 = {false,SPR_SPECTRE_W4,10,(statefunc)T_Stand,NULL,&s_spectrewait1};
+
+statetype s_spectrechase1 = {false,SPR_SPECTRE_W1,10,(statefunc)T_Ghosts,NULL,&s_spectrechase2};
+statetype s_spectrechase2 = {false,SPR_SPECTRE_W2,10,(statefunc)T_Ghosts,NULL,&s_spectrechase3};
+statetype s_spectrechase3 = {false,SPR_SPECTRE_W3,10,(statefunc)T_Ghosts,NULL,&s_spectrechase4};
+statetype s_spectrechase4 = {false,SPR_SPECTRE_W4,10,(statefunc)T_Ghosts,NULL,&s_spectrechase1};
+
+statetype s_spectredie1 = {false,SPR_SPECTRE_F1,10,NULL,NULL,&s_spectredie2};
+statetype s_spectredie2 = {false,SPR_SPECTRE_F2,10,NULL,NULL,&s_spectredie3};
+statetype s_spectredie3 = {false,SPR_SPECTRE_F3,10,NULL,NULL,&s_spectredie4};
+statetype s_spectredie4 = {false,SPR_SPECTRE_F4,300,NULL,NULL,&s_spectrewake};
+statetype s_spectrewake = {false,SPR_SPECTRE_F4,10,NULL,(statefunc)A_Dormant,&s_spectrewake};
+
+/*
+===============
+=
+= SpawnSpectre
+=
+===============
+*/
+
+void SpawnSpectre (int tilex, int tiley)
+{
+ SpawnNewObj (tilex,tiley,&s_spectrewait1);
+ newobj->obclass = spectreobj;
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
+ newobj->flags |= FL_SHOOTABLE|FL_AMBUSH|FL_BONUS; // |FL_NEVERMARK|FL_NONMARK;
+ if (!loadedgame)
+ gamestate.killtotal++;
+}
+
+
+/*
+===============
+=
+= A_Dormant
+=
+===============
+*/
+
+void A_Dormant (objtype *ob)
+{
+ int32_t deltax,deltay;
+ int xl,xh,yl,yh;
+ int x,y;
+ uintptr_t tile;
+
+ deltax = ob->x - player->x;
+ if (deltax < -MINACTORDIST || deltax > MINACTORDIST)
+ goto moveok;
+ deltay = ob->y - player->y;
+ if (deltay < -MINACTORDIST || deltay > MINACTORDIST)
+ goto moveok;
+
+ return;
+moveok:
+
+ xl = (ob->x-MINDIST) >> TILESHIFT;
+ xh = (ob->x+MINDIST) >> TILESHIFT;
+ yl = (ob->y-MINDIST) >> TILESHIFT;
+ yh = (ob->y+MINDIST) >> TILESHIFT;
+
+ for (y=yl ; y<=yh ; y++)
+ for (x=xl ; x<=xh ; x++)
+ {
+ tile = (uintptr_t)actorat[x][y];
+ if (!tile)
+ continue;
+ if (!ISPOINTER(tile))
+ return;
+ if (((objtype *)tile)->flags&FL_SHOOTABLE)
+ return;
+ }
+
+ ob->flags |= FL_AMBUSH | FL_SHOOTABLE;
+ ob->flags &= ~FL_ATTACKMODE;
+ ob->flags &= ~FL_NONMARK; // stuck bugfix 1
+ ob->dir = nodir;
+ NewState (ob,&s_spectrewait1);
+}
+
+
+#endif
+
+/*
+=============================================================================
+
+ SCHABBS / GIFT / FAT
+
+=============================================================================
+*/
+
+#ifndef SPEAR
+/*
+===============
+=
+= SpawnGhosts
+=
+===============
+*/
+
+void SpawnGhosts (int which, int tilex, int tiley)
+{
+ switch(which)
+ {
+ case en_blinky:
+ SpawnNewObj (tilex,tiley,&s_blinkychase1);
+ break;
+ case en_clyde:
+ SpawnNewObj (tilex,tiley,&s_clydechase1);
+ break;
+ case en_pinky:
+ SpawnNewObj (tilex,tiley,&s_pinkychase1);
+ break;
+ case en_inky:
+ SpawnNewObj (tilex,tiley,&s_inkychase1);
+ break;
+ }
+
+ newobj->obclass = ghostobj;
+ newobj->speed = SPDDOG;
+
+ newobj->dir = east;
+ newobj->flags |= FL_AMBUSH;
+ if (!loadedgame)
+ {
+ gamestate.killtotal++;
+ gamestate.killcount++;
+ }
+}
+
+
+
+void T_Gift (objtype *ob);
+void T_GiftThrow (objtype *ob);
+
+void T_Fat (objtype *ob);
+void T_FatThrow (objtype *ob);
+
+//
+// schabb
+//
+extern statetype s_schabbstand;
+
+extern statetype s_schabbchase1;
+extern statetype s_schabbchase1s;
+extern statetype s_schabbchase2;
+extern statetype s_schabbchase3;
+extern statetype s_schabbchase3s;
+extern statetype s_schabbchase4;
+
+extern statetype s_schabbdie1;
+extern statetype s_schabbdie2;
+extern statetype s_schabbdie3;
+extern statetype s_schabbdie4;
+extern statetype s_schabbdie5;
+extern statetype s_schabbdie6;
+
+extern statetype s_schabbshoot1;
+extern statetype s_schabbshoot2;
+
+extern statetype s_needle1;
+extern statetype s_needle2;
+extern statetype s_needle3;
+extern statetype s_needle4;
+
+extern statetype s_schabbdeathcam;
+
+
+statetype s_schabbstand = {false,SPR_SCHABB_W1,0,(statefunc)T_Stand,NULL,&s_schabbstand};
+
+statetype s_schabbchase1 = {false,SPR_SCHABB_W1,10,(statefunc)T_Schabb,NULL,&s_schabbchase1s};
+statetype s_schabbchase1s = {false,SPR_SCHABB_W1,3,NULL,NULL,&s_schabbchase2};
+statetype s_schabbchase2 = {false,SPR_SCHABB_W2,8,(statefunc)T_Schabb,NULL,&s_schabbchase3};
+statetype s_schabbchase3 = {false,SPR_SCHABB_W3,10,(statefunc)T_Schabb,NULL,&s_schabbchase3s};
+statetype s_schabbchase3s = {false,SPR_SCHABB_W3,3,NULL,NULL,&s_schabbchase4};
+statetype s_schabbchase4 = {false,SPR_SCHABB_W4,8,(statefunc)T_Schabb,NULL,&s_schabbchase1};
+
+statetype s_schabbdeathcam = {false,SPR_SCHABB_W1,1,NULL,NULL,&s_schabbdie1};
+
+statetype s_schabbdie1 = {false,SPR_SCHABB_W1,10,NULL,(statefunc)A_DeathScream,&s_schabbdie2};
+statetype s_schabbdie2 = {false,SPR_SCHABB_W1,10,NULL,NULL,&s_schabbdie3};
+statetype s_schabbdie3 = {false,SPR_SCHABB_DIE1,10,NULL,NULL,&s_schabbdie4};
+statetype s_schabbdie4 = {false,SPR_SCHABB_DIE2,10,NULL,NULL,&s_schabbdie5};
+statetype s_schabbdie5 = {false,SPR_SCHABB_DIE3,10,NULL,NULL,&s_schabbdie6};
+statetype s_schabbdie6 = {false,SPR_SCHABB_DEAD,20,NULL,(statefunc)A_StartDeathCam,&s_schabbdie6};
+
+statetype s_schabbshoot1 = {false,SPR_SCHABB_SHOOT1,30,NULL,NULL,&s_schabbshoot2};
+statetype s_schabbshoot2 = {false,SPR_SCHABB_SHOOT2,10,NULL,(statefunc)T_SchabbThrow,&s_schabbchase1};
+
+statetype s_needle1 = {false,SPR_HYPO1,6,(statefunc)T_Projectile,NULL,&s_needle2};
+statetype s_needle2 = {false,SPR_HYPO2,6,(statefunc)T_Projectile,NULL,&s_needle3};
+statetype s_needle3 = {false,SPR_HYPO3,6,(statefunc)T_Projectile,NULL,&s_needle4};
+statetype s_needle4 = {false,SPR_HYPO4,6,(statefunc)T_Projectile,NULL,&s_needle1};
+
+
+//
+// gift
+//
+extern statetype s_giftstand;
+
+extern statetype s_giftchase1;
+extern statetype s_giftchase1s;
+extern statetype s_giftchase2;
+extern statetype s_giftchase3;
+extern statetype s_giftchase3s;
+extern statetype s_giftchase4;
+
+extern statetype s_giftdie1;
+extern statetype s_giftdie2;
+extern statetype s_giftdie3;
+extern statetype s_giftdie4;
+extern statetype s_giftdie5;
+extern statetype s_giftdie6;
+
+extern statetype s_giftshoot1;
+extern statetype s_giftshoot2;
+
+extern statetype s_needle1;
+extern statetype s_needle2;
+extern statetype s_needle3;
+extern statetype s_needle4;
+
+extern statetype s_giftdeathcam;
+
+extern statetype s_boom1;
+extern statetype s_boom2;
+extern statetype s_boom3;
+
+
+statetype s_giftstand = {false,SPR_GIFT_W1,0,(statefunc)T_Stand,NULL,&s_giftstand};
+
+statetype s_giftchase1 = {false,SPR_GIFT_W1,10,(statefunc)T_Gift,NULL,&s_giftchase1s};
+statetype s_giftchase1s = {false,SPR_GIFT_W1,3,NULL,NULL,&s_giftchase2};
+statetype s_giftchase2 = {false,SPR_GIFT_W2,8,(statefunc)T_Gift,NULL,&s_giftchase3};
+statetype s_giftchase3 = {false,SPR_GIFT_W3,10,(statefunc)T_Gift,NULL,&s_giftchase3s};
+statetype s_giftchase3s = {false,SPR_GIFT_W3,3,NULL,NULL,&s_giftchase4};
+statetype s_giftchase4 = {false,SPR_GIFT_W4,8,(statefunc)T_Gift,NULL,&s_giftchase1};
+
+statetype s_giftdeathcam = {false,SPR_GIFT_W1,1,NULL,NULL,&s_giftdie1};
+
+statetype s_giftdie1 = {false,SPR_GIFT_W1,1,NULL,(statefunc)A_DeathScream,&s_giftdie2};
+statetype s_giftdie2 = {false,SPR_GIFT_W1,10,NULL,NULL,&s_giftdie3};
+statetype s_giftdie3 = {false,SPR_GIFT_DIE1,10,NULL,NULL,&s_giftdie4};
+statetype s_giftdie4 = {false,SPR_GIFT_DIE2,10,NULL,NULL,&s_giftdie5};
+statetype s_giftdie5 = {false,SPR_GIFT_DIE3,10,NULL,NULL,&s_giftdie6};
+statetype s_giftdie6 = {false,SPR_GIFT_DEAD,20,NULL,(statefunc)A_StartDeathCam,&s_giftdie6};
+
+statetype s_giftshoot1 = {false,SPR_GIFT_SHOOT1,30,NULL,NULL,&s_giftshoot2};
+statetype s_giftshoot2 = {false,SPR_GIFT_SHOOT2,10,NULL,(statefunc)T_GiftThrow,&s_giftchase1};
+
+
+//
+// fat
+//
+extern statetype s_fatstand;
+
+extern statetype s_fatchase1;
+extern statetype s_fatchase1s;
+extern statetype s_fatchase2;
+extern statetype s_fatchase3;
+extern statetype s_fatchase3s;
+extern statetype s_fatchase4;
+
+extern statetype s_fatdie1;
+extern statetype s_fatdie2;
+extern statetype s_fatdie3;
+extern statetype s_fatdie4;
+extern statetype s_fatdie5;
+extern statetype s_fatdie6;
+
+extern statetype s_fatshoot1;
+extern statetype s_fatshoot2;
+extern statetype s_fatshoot3;
+extern statetype s_fatshoot4;
+extern statetype s_fatshoot5;
+extern statetype s_fatshoot6;
+
+extern statetype s_needle1;
+extern statetype s_needle2;
+extern statetype s_needle3;
+extern statetype s_needle4;
+
+extern statetype s_fatdeathcam;
+
+
+statetype s_fatstand = {false,SPR_FAT_W1,0,(statefunc)T_Stand,NULL,&s_fatstand};
+
+statetype s_fatchase1 = {false,SPR_FAT_W1,10,(statefunc)T_Fat,NULL,&s_fatchase1s};
+statetype s_fatchase1s = {false,SPR_FAT_W1,3,NULL,NULL,&s_fatchase2};
+statetype s_fatchase2 = {false,SPR_FAT_W2,8,(statefunc)T_Fat,NULL,&s_fatchase3};
+statetype s_fatchase3 = {false,SPR_FAT_W3,10,(statefunc)T_Fat,NULL,&s_fatchase3s};
+statetype s_fatchase3s = {false,SPR_FAT_W3,3,NULL,NULL,&s_fatchase4};
+statetype s_fatchase4 = {false,SPR_FAT_W4,8,(statefunc)T_Fat,NULL,&s_fatchase1};
+
+statetype s_fatdeathcam = {false,SPR_FAT_W1,1,NULL,NULL,&s_fatdie1};
+
+statetype s_fatdie1 = {false,SPR_FAT_W1,1,NULL,(statefunc)A_DeathScream,&s_fatdie2};
+statetype s_fatdie2 = {false,SPR_FAT_W1,10,NULL,NULL,&s_fatdie3};
+statetype s_fatdie3 = {false,SPR_FAT_DIE1,10,NULL,NULL,&s_fatdie4};
+statetype s_fatdie4 = {false,SPR_FAT_DIE2,10,NULL,NULL,&s_fatdie5};
+statetype s_fatdie5 = {false,SPR_FAT_DIE3,10,NULL,NULL,&s_fatdie6};
+statetype s_fatdie6 = {false,SPR_FAT_DEAD,20,NULL,(statefunc)A_StartDeathCam,&s_fatdie6};
+
+statetype s_fatshoot1 = {false,SPR_FAT_SHOOT1,30,NULL,NULL,&s_fatshoot2};
+statetype s_fatshoot2 = {false,SPR_FAT_SHOOT2,10,NULL,(statefunc)T_GiftThrow,&s_fatshoot3};
+statetype s_fatshoot3 = {false,SPR_FAT_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_fatshoot4};
+statetype s_fatshoot4 = {false,SPR_FAT_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_fatshoot5};
+statetype s_fatshoot5 = {false,SPR_FAT_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_fatshoot6};
+statetype s_fatshoot6 = {false,SPR_FAT_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_fatchase1};
+
+
+/*
+===============
+=
+= SpawnSchabbs
+=
+===============
+*/
+
+void SpawnSchabbs (int tilex, int tiley)
+{
+ if (DigiMode != sds_Off)
+ s_schabbdie2.tictime = 140;
+ else
+ s_schabbdie2.tictime = 5;
+
+ SpawnNewObj (tilex,tiley,&s_schabbstand);
+ newobj->speed = SPDPATROL;
+
+ newobj->obclass = schabbobj;
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
+ newobj->dir = nodir;
+ newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
+ if (!loadedgame)
+ gamestate.killtotal++;
+}
+
+
+/*
+===============
+=
+= SpawnGift
+=
+===============
+*/
+
+void SpawnGift (int tilex, int tiley)
+{
+ if (DigiMode != sds_Off)
+ s_giftdie2.tictime = 140;
+ else
+ s_giftdie2.tictime = 5;
+
+ SpawnNewObj (tilex,tiley,&s_giftstand);
+ newobj->speed = SPDPATROL;
+
+ newobj->obclass = giftobj;
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
+ newobj->dir = nodir;
+ newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
+ if (!loadedgame)
+ gamestate.killtotal++;
+}
+
+
+/*
+===============
+=
+= SpawnFat
+=
+===============
+*/
+
+void SpawnFat (int tilex, int tiley)
+{
+ if (DigiMode != sds_Off)
+ s_fatdie2.tictime = 140;
+ else
+ s_fatdie2.tictime = 5;
+
+ SpawnNewObj (tilex,tiley,&s_fatstand);
+ newobj->speed = SPDPATROL;
+
+ newobj->obclass = fatobj;
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
+ newobj->dir = nodir;
+ newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
+ if (!loadedgame)
+ gamestate.killtotal++;
+}
+
+
+/*
+=================
+=
+= T_SchabbThrow
+=
+=================
+*/
+
+void T_SchabbThrow (objtype *ob)
+{
+ int32_t deltax,deltay;
+ float angle;
+ int iangle;
+
+ deltax = player->x - ob->x;
+ deltay = ob->y - player->y;
+ angle = (float) atan2((float) deltay, (float) deltax);
+ if (angle<0)
+ angle = (float) (M_PI*2+angle);
+ iangle = (int) (angle/(M_PI*2)*ANGLES);
+
+ GetNewActor ();
+ newobj->state = &s_needle1;
+ newobj->ticcount = 1;
+
+ newobj->tilex = ob->tilex;
+ newobj->tiley = ob->tiley;
+ newobj->x = ob->x;
+ newobj->y = ob->y;
+ newobj->obclass = needleobj;
+ newobj->dir = nodir;
+ newobj->angle = iangle;
+ newobj->speed = 0x2000l;
+
+ newobj->flags = FL_NEVERMARK;
+ newobj->active = ac_yes;
+
+ PlaySoundLocActor (SCHABBSTHROWSND,newobj);
+}
+
+/*
+=================
+=
+= T_GiftThrow
+=
+=================
+*/
+
+void T_GiftThrow (objtype *ob)
+{
+ int32_t deltax,deltay;
+ float angle;
+ int iangle;
+
+ deltax = player->x - ob->x;
+ deltay = ob->y - player->y;
+ angle = (float) atan2((float) deltay, (float) deltax);
+ if (angle<0)
+ angle = (float) (M_PI*2+angle);
+ iangle = (int) (angle/(M_PI*2)*ANGLES);
+
+ GetNewActor ();
+ newobj->state = &s_rocket;
+ newobj->ticcount = 1;
+
+ newobj->tilex = ob->tilex;
+ newobj->tiley = ob->tiley;
+ newobj->x = ob->x;
+ newobj->y = ob->y;
+ newobj->obclass = rocketobj;
+ newobj->dir = nodir;
+ newobj->angle = iangle;
+ newobj->speed = 0x2000l;
+ newobj->flags = FL_NEVERMARK;
+ newobj->active = ac_yes;
+
+#ifndef APOGEE_1_0 // T_GiftThrow will never be called in shareware v1.0
+ PlaySoundLocActor (MISSILEFIRESND,newobj);
+#endif
+}
+
+
+/*
+=================
+=
+= T_Schabb
+=
+=================
+*/
+
+void T_Schabb (objtype *ob)
+{
+ int32_t 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?
+ {
+ ob->hidden = false;
+ if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
+ {
+ //
+ // go into attack frame
+ //
+ NewState (ob,&s_schabbshoot1);
+ return;
+ }
+ dodge = true;
+ }
+ else
+ ob->hidden = 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 open
+ TryWalk(ob);
+ }
+
+ 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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
+ ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
+
+ move -= ob->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)
+{
+ int32_t 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?
+ {
+ ob->hidden = false;
+ if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
+ {
+ //
+ // go into attack frame
+ //
+ NewState (ob,&s_giftshoot1);
+ return;
+ }
+ dodge = true;
+ }
+ else
+ ob->hidden = 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 open
+ TryWalk(ob);
+ }
+
+ 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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
+ ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
+
+ move -= ob->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)
+{
+ int32_t 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?
+ {
+ ob->hidden = false;
+ if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
+ {
+ //
+ // go into attack frame
+ //
+ NewState (ob,&s_fatshoot1);
+ return;
+ }
+ dodge = true;
+ }
+ else
+ ob->hidden = 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 open
+ TryWalk(ob);
+ }
+
+ 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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
+ ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
+
+ move -= ob->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,(statefunc)T_Stand,NULL,&s_fakestand};
+
+statetype s_fakechase1 = {false,SPR_FAKE_W1,10,(statefunc)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,(statefunc)T_Fake,NULL,&s_fakechase3};
+statetype s_fakechase3 = {false,SPR_FAKE_W3,10,(statefunc)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,(statefunc)T_Fake,NULL,&s_fakechase1};
+
+statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,(statefunc)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,(statefunc)T_FakeFire,&s_fakeshoot2};
+statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot3};
+statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot4};
+statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot5};
+statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot6};
+statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot7};
+statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot8};
+statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot9};
+statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1};
+
+statetype s_fire1 = {false,SPR_FIRE1,6,NULL,(statefunc)T_Projectile,&s_fire2};
+statetype s_fire2 = {false,SPR_FIRE2,6,NULL,(statefunc)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,(statefunc)T_Stand,NULL,&s_mechastand};
+
+statetype s_mechachase1 = {false,SPR_MECHA_W1,10,(statefunc)T_Chase,(statefunc)A_MechaSound,&s_mechachase1s};
+statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2};
+statetype s_mechachase2 = {false,SPR_MECHA_W2,8,(statefunc)T_Chase,NULL,&s_mechachase3};
+statetype s_mechachase3 = {false,SPR_MECHA_W3,10,(statefunc)T_Chase,(statefunc)A_MechaSound,&s_mechachase3s};
+statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4};
+statetype s_mechachase4 = {false,SPR_MECHA_W4,8,(statefunc)T_Chase,NULL,&s_mechachase1};
+
+statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,(statefunc)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,(statefunc)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,(statefunc)T_Shoot,&s_mechashoot3};
+statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_mechashoot4};
+statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_mechashoot5};
+statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_mechashoot6};
+statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_mechachase1};
+
+
+statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,(statefunc)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,(statefunc)T_Chase,NULL,&s_hitlerchase3};
+statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)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,(statefunc)T_Shoot,&s_hitlershoot3};
+statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_hitlershoot4};
+statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_hitlershoot5};
+statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_hitlershoot6};
+statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_hitlerchase1};
+
+
+
+/*
+===============
+=
+= SpawnFakeHitler
+=
+===============
+*/
+
+void SpawnFakeHitler (int tilex, int tiley)
+{
+ if (DigiMode != sds_Off)
+ s_hitlerdie2.tictime = 140;
+ else
+ s_hitlerdie2.tictime = 5;
+
+ SpawnNewObj (tilex,tiley,&s_fakestand);
+ newobj->speed = SPDPATROL;
+
+ newobj->obclass = fakeobj;
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
+ newobj->dir = nodir;
+ newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
+ if (!loadedgame)
+ gamestate.killtotal++;
+}
+
+
+/*
+===============
+=
+= SpawnHitler
+=
+===============
+*/
+
+void SpawnHitler (int tilex, int tiley)
+{
+ if (DigiMode != sds_Off)
+ s_hitlerdie2.tictime = 140;
+ else
+ s_hitlerdie2.tictime = 5;
+
+
+ SpawnNewObj (tilex,tiley,&s_mechastand);
+ newobj->speed = SPDPATROL;
+
+ newobj->obclass = mechahitlerobj;
+ newobj->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
+ newobj->dir = nodir;
+ newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
+ if (!loadedgame)
+ gamestate.killtotal++;
+}
+
+
+/*
+===============
+=
+= A_HitlerMorph
+=
+===============
+*/
+
+void A_HitlerMorph (objtype *ob)
+{
+ short hitpoints[4]={500,700,800,900};
+
+ SpawnNewObj (ob->tilex,ob->tiley,&s_hitlerchase1);
+ newobj->speed = SPDPATROL*5;
+
+ newobj->x = ob->x;
+ newobj->y = ob->y;
+
+ newobj->distance = ob->distance;
+ newobj->dir = ob->dir;
+ newobj->flags = ob->flags | FL_SHOOTABLE;
+ newobj->flags &= ~FL_NONMARK; // hitler stuck with nodir fix
+
+ newobj->obclass = realhitlerobj;
+ newobj->hitpoints = hitpoints[gamestate.difficulty];
+}
+
+
+////////////////////////////////////////////////////////
+//
+// A_MechaSound
+// A_Slurpie
+//
+////////////////////////////////////////////////////////
+void A_MechaSound (objtype *ob)
+{
+ if (areabyplayer[ob->areanumber])
+ PlaySoundLocActor (MECHSTEPSND,ob);
+}
+
+void A_Slurpie (objtype * ob)
+{
+ SD_PlaySound(SLURPIESND);
+}
+
+/*
+=================
+=
+= T_FakeFire
+=
+=================
+*/
+
+void T_FakeFire (objtype *ob)
+{
+ int32_t deltax,deltay;
+ float angle;
+ int iangle;
+
+ if (!objfreelist) // stop shooting if over MAXACTORS
+ {
+ NewState (ob,&s_fakechase1);
+ return;
+ }
+
+ deltax = player->x - ob->x;
+ deltay = ob->y - player->y;
+ angle = (float) atan2((float) deltay, (float) deltax);
+ if (angle<0)
+ angle = (float)(M_PI*2+angle);
+ iangle = (int) (angle/(M_PI*2)*ANGLES);
+
+ GetNewActor ();
+ newobj->state = &s_fire1;
+ newobj->ticcount = 1;
+
+ newobj->tilex = ob->tilex;
+ newobj->tiley = ob->tiley;
+ newobj->x = ob->x;
+ newobj->y = ob->y;
+ newobj->dir = nodir;
+ newobj->angle = iangle;
+ newobj->obclass = fireobj;
+ newobj->speed = 0x1200l;
+ newobj->flags = FL_NEVERMARK;
+ newobj->active = ac_yes;
+
+ PlaySoundLocActor (FLAMETHROWERSND,newobj);
+}
+
+
+
+/*
+=================
+=
+= T_Fake
+=
+=================
+*/
+
+void T_Fake (objtype *ob)
+{
+ int32_t move;
+
+ if (CheckLine(ob)) // got a shot at player?
+ {
+ ob->hidden = false;
+ if ( (unsigned) US_RndT() < (tics<<1) && objfreelist)
+ {
+ //
+ // go into attack frame
+ //
+ NewState (ob,&s_fakeshoot1);
+ return;
+ }
+ }
+ else
+ ob->hidden = true;
+
+ 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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
+ ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
+
+ move -= ob->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)
+{
+ int32_t move,target;
+ int dx,dy,dist,chance;
+ boolean dodge;
+
+ if (gamestate.victoryflag)
+ return;
+
+ dodge = false;
+ if (CheckLine(ob)) // got a shot at player?
+ {
+ ob->hidden = false;
+ dx = abs(ob->tilex - player->tilex);
+ dy = abs(ob->tiley - player->tiley);
+ dist = dx>dy ? dx : dy;
+
+#ifdef PLAYDEMOLIKEORIGINAL
+ if(DEMOCOND_ORIG)
+ {
+ if(!dist || (dist == 1 && ob->distance < 0x4000))
+ chance = 300;
+ else
+ chance = (tics<<4)/dist;
+ }
+ else
+#endif
+ {
+ if (dist)
+ chance = (tics<<4)/dist;
+ else
+ chance = 300;
+
+ if (dist == 1)
+ {
+ target = abs(ob->x - player->x);
+ if (target < 0x14000l)
+ {
+ target = abs(ob->y - player->y);
+ if (target < 0x14000l)
+ chance = 300;
+ }
+ }
+ }
+
+ if ( US_RndT()<chance)
+ {
+ //
+ // 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;
+ }
+ else
+ ob->hidden = 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 open
+ DEMOIF_SDL
+ {
+ TryWalk(ob);
+ }
+ }
+
+ 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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
+ ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
+
+ move -= ob->distance;
+
+ if (dodge)
+ SelectDodgeDir (ob);
+ else
+ SelectChaseDir (ob);
+
+ if (ob->dir == nodir)
+ return; // object is blocked in
+ }
+}
+
+
+/*
+=================
+=
+= T_Ghosts
+=
+=================
+*/
+
+void T_Ghosts (objtype *ob)
+{
+ int32_t move;
+
+ if (ob->dir == nodir)
+ {
+ SelectChaseDir (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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
+ ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
+
+ move -= ob->distance;
+
+ SelectChaseDir (ob);
+
+ if (ob->dir == nodir)
+ return; // object is blocked in
+ }
+}
+
+/*
+=================
+=
+= T_DogChase
+=
+=================
+*/
+
+void T_DogChase (objtype *ob)
+{
+ int32_t move;
+ int32_t dx,dy;
+
+
+ if (ob->dir == nodir)
+ {
+ SelectDodgeDir (ob);
+ if (ob->dir == nodir)
+ return; // object is blocked in
+ }
+
+ move = ob->speed*tics;
+
+ while (move)
+ {
+ //
+ // check for byte range
+ //
+ dx = player->x - ob->x;
+ if (dx<0)
+ dx = -dx;
+ dx -= move;
+ if (dx <= MINACTORDIST)
+ {
+ dy = player->y - ob->y;
+ if (dy<0)
+ dy = -dy;
+ dy -= move;
+ if (dy <= MINACTORDIST)
+ {
+ NewState (ob,&s_dogjump1);
+ return;
+ }
+ }
+
+ 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 = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
+ ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
+
+ move -= ob->distance;
+
+ SelectDodgeDir (ob);
+
+ if (ob->dir == nodir)
+ return; // object is blocked in
+ }
+}
+
+
+
+/*
+============================================================================
+
+ PATH
+
+============================================================================
+*/
+
+
+/*
+===============
+=
+= SelectPathDir
+=
+===============
+*/
+
+void SelectPathDir (objtype *ob)
+{
+ unsigned spot;
+
+ spot = MAPSPOT(ob->tilex,ob->tiley,1)-ICONARROWS;
+
+ if (spot<8)
+ {
+ // new direction
+ ob->dir = (dirtype)(spot);
+ }
+
+ ob->distance = TILEGLOBAL;
+
+ if (!TryWalk (ob))
+ ob->dir = nodir;
+}
+
+
+/*
+===============
+=
+= T_Path
+=
+===============
+*/
+
+void T_Path (objtype *ob)
+{
+ int32_t move;
+
+ if (SightPlayer (ob))
+ return;
+
+ if (ob->dir == nodir)
+ {
+ SelectPathDir (ob);
+ if (ob->dir == nodir)
+ return; // all movement is blocked
+ }
+
+
+ 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 open
+ DEMOIF_SDL
+ {
+ TryWalk(ob);
+ }
+ }
+
+ if (move < ob->distance)
+ {
+ MoveObj (ob,move);
+ break;
+ }
+
+ if (ob->tilex>MAPSIZE || ob->tiley>MAPSIZE)
+ {
+ sprintf (str, "T_Path hit a wall at %u,%u, dir %u",
+ ob->tilex,ob->tiley,ob->dir);
+ Quit (str);
+ }
+
+ ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
+ ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
+ move -= ob->distance;
+
+ SelectPathDir (ob);
+
+ if (ob->dir == nodir)
+ return; // all movement is blocked
+ }
+}
+
+
+/*
+=============================================================================
+
+ FIGHT
+
+=============================================================================
+*/
+
+
+/*
+===============
+=
+= T_Shoot
+=
+= Try to damage the player, based on skill level and player's speed
+=
+===============
+*/
+
+void T_Shoot (objtype *ob)
+{
+ int dx,dy,dist;
+ int hitchance,damage;
+
+ hitchance = 128;
+
+ if (!areabyplayer[ob->areanumber])
+ return;
+
+ if (CheckLine (ob)) // player is not behind a wall
+ {
+ dx = abs(ob->tilex - player->tilex);
+ dy = abs(ob->tiley - player->tiley);
+ dist = dx>dy ? dx:dy;
+
+ if (ob->obclass == ssobj || ob->obclass == bossobj)
+ dist = dist*2/3; // ss are better shots
+
+ if (thrustspeed >= RUNSPEED)
+ {
+ if (ob->flags&FL_VISABLE)
+ hitchance = 160-dist*16; // player can see to dodge
+ else
+ hitchance = 160-dist*8;
+ }
+ else
+ {
+ if (ob->flags&FL_VISABLE)
+ hitchance = 256-dist*16; // player can see to dodge
+ else
+ hitchance = 256-dist*8;
+ }
+
+ // see if the shot was a hit
+
+ if (US_RndT()<hitchance)
+ {
+ if (dist<2)
+ damage = US_RndT()>>2;
+ else if (dist<4)
+ damage = US_RndT()>>3;
+ else
+ damage = US_RndT()>>4;
+
+ TakeDamage (damage,ob);
+ }
+ }
+
+ switch(ob->obclass)
+ {
+ case ssobj:
+ PlaySoundLocActor(SSFIRESND,ob);
+ break;
+#ifndef SPEAR
+#ifndef APOGEE_1_0
+ case giftobj:
+ case fatobj:
+ PlaySoundLocActor(MISSILEFIRESND,ob);
+ break;
+#endif
+ case mechahitlerobj:
+ case realhitlerobj:
+ case bossobj:
+ PlaySoundLocActor(BOSSFIRESND,ob);
+ break;
+ case schabbobj:
+ PlaySoundLocActor(SCHABBSTHROWSND,ob);
+ break;
+ case fakeobj:
+ PlaySoundLocActor(FLAMETHROWERSND,ob);
+ break;
+#endif
+ default:
+ PlaySoundLocActor(NAZIFIRESND,ob);
+ }
+}
+
+
+/*
+===============
+=
+= T_Bite
+=
+===============
+*/
+
+void T_Bite (objtype *ob)
+{
+ int32_t dx,dy;
+
+ PlaySoundLocActor(DOGATTACKSND,ob); // JAB
+
+ dx = player->x - ob->x;
+ if (dx<0)
+ dx = -dx;
+ dx -= TILEGLOBAL;
+ if (dx <= MINACTORDIST)
+ {
+ dy = player->y - ob->y;
+ if (dy<0)
+ dy = -dy;
+ dy -= TILEGLOBAL;
+ if (dy <= MINACTORDIST)
+ {
+ if (US_RndT()<180)
+ {
+ TakeDamage (US_RndT()>>4,ob);
+ return;
+ }
+ }
+ }
+}
+
+
+#ifndef SPEAR
+/*
+============================================================================
+
+ BJ VICTORY
+
+============================================================================
+*/
+
+
+//
+// BJ victory
+//
+
+void T_BJRun (objtype *ob);
+void T_BJJump (objtype *ob);
+void T_BJDone (objtype *ob);
+void T_BJYell (objtype *ob);
+
+void T_DeathCam (objtype *ob);
+
+extern statetype s_bjrun1;
+extern statetype s_bjrun1s;
+extern statetype s_bjrun2;
+extern statetype s_bjrun3;
+extern statetype s_bjrun3s;
+extern statetype s_bjrun4;
+
+extern statetype s_bjjump1;
+extern statetype s_bjjump2;
+extern statetype s_bjjump3;
+extern statetype s_bjjump4;
+
+
+statetype s_bjrun1 = {false,SPR_BJ_W1,12,(statefunc)T_BJRun,NULL,&s_bjrun1s};
+statetype s_bjrun1s = {false,SPR_BJ_W1,3, NULL,NULL,&s_bjrun2};
+statetype s_bjrun2 = {false,SPR_BJ_W2,8,(statefunc)T_BJRun,NULL,&s_bjrun3};
+statetype s_bjrun3 = {false,SPR_BJ_W3,12,(statefunc)T_BJRun,NULL,&s_bjrun3s};
+statetype s_bjrun3s = {false,SPR_BJ_W3,3, NULL,NULL,&s_bjrun4};
+statetype s_bjrun4 = {false,SPR_BJ_W4,8,(statefunc)T_BJRun,NULL,&s_bjrun1};
+
+
+statetype s_bjjump1 = {false,SPR_BJ_JUMP1,14,(statefunc)T_BJJump,NULL,&s_bjjump2};
+statetype s_bjjump2 = {false,SPR_BJ_JUMP2,14,(statefunc)T_BJJump,(statefunc)T_BJYell,&s_bjjump3};
+statetype s_bjjump3 = {false,SPR_BJ_JUMP3,14,(statefunc)T_BJJump,NULL,&s_bjjump4};
+statetype s_bjjump4 = {false,SPR_BJ_JUMP4,300,NULL,(statefunc)T_BJDone,&s_bjjump4};
+
+
+statetype s_deathcam = {false,0,0,NULL,NULL,NULL};
+
+
+/*
+===============
+=
+= SpawnBJVictory
+=
+===============
+*/
+
+void SpawnBJVictory (void)
+{
+ SpawnNewObj (player->tilex,player->tiley+1,&s_bjrun1);
+ newobj->x = player->x;
+ newobj->y = player->y;
+ newobj->obclass = bjobj;
+ newobj->dir = north;
+ newobj->temp1 = 6; // tiles to run forward
+}
+
+
+
+/*
+===============
+=
+= T_BJRun
+=
+===============
+*/
+
+void T_BJRun (objtype *ob)
+{
+ int32_t move;
+
+ move = BJRUNSPEED*tics;
+
+ while (move)
+ {
+ if (move < ob->distance)
+ {
+ MoveObj (ob,move);
+ break;
+ }
+
+
+ ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
+ ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
+ move -= ob->distance;
+
+ SelectPathDir (ob);
+
+ if ( !(--ob->temp1) )
+ {
+ NewState (ob,&s_bjjump1);
+ return;
+ }
+ }
+}
+
+
+/*
+===============
+=
+= T_BJJump
+=
+===============
+*/
+
+void T_BJJump (objtype *ob)
+{
+ int32_t move;
+
+ move = BJJUMPSPEED*tics;
+ MoveObj (ob,move);
+}
+
+
+/*
+===============
+=
+= T_BJYell
+=
+===============
+*/
+
+void T_BJYell (objtype *ob)
+{
+ PlaySoundLocActor(YEAHSND,ob); // JAB
+}
+
+
+/*
+===============
+=
+= T_BJDone
+=
+===============
+*/
+
+void T_BJDone (objtype * ob)
+{
+ playstate = ex_victorious; // exit castle tile
+}
+
+
+
+//===========================================================================
+
+
+/*
+===============
+=
+= CheckPosition
+=
+===============
+*/
+
+boolean CheckPosition (objtype *ob)
+{
+ int x,y,xl,yl,xh,yh;
+ objtype *check;
+
+ xl = (ob->x-PLAYERSIZE) >> TILESHIFT;
+ yl = (ob->y-PLAYERSIZE) >> TILESHIFT;
+
+ xh = (ob->x+PLAYERSIZE) >> TILESHIFT;
+ yh = (ob->y+PLAYERSIZE) >> 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;
+}
+
+
+/*
+===============
+=
+= A_StartDeathCam
+=
+===============
+*/
+
+void A_StartDeathCam (objtype *ob)
+{
+ int32_t dx,dy;
+ float fangle;
+ int32_t xmove,ymove;
+ int32_t dist;
+
+ FinishPaletteShifts ();
+
+ VW_WaitVBL (100);
+
+ if (gamestate.victoryflag)
+ {
+ playstate = ex_victorious; // exit castle tile
+ return;
+ }
+
+ if(usedoublebuffering) VH_UpdateScreen();
+
+ gamestate.victoryflag = true;
+ unsigned fadeheight = viewsize != 21 ? screenHeight-scaleFactor*STATUSLINES : screenHeight;
+ VL_BarScaledCoord (0, 0, screenWidth, fadeheight, bordercol);
+ FizzleFade(screenBuffer, 0, 0, screenWidth, fadeheight, 70, false);
+
+ if (bordercol != VIEWCOLOR)
+ {
+ CA_CacheGrChunk (STARTFONT+1);
+ fontnumber = 1;
+ SETFONTCOLOR(15,bordercol);
+ PrintX = 68; PrintY = 45;
+ US_Print (STR_SEEAGAIN);
+ UNCACHEGRCHUNK(STARTFONT+1);
+ }
+ else
+ {
+ CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);
+#ifdef JAPAN
+#ifndef JAPDEMO
+ CA_CacheScreen(C_LETSSEEPIC);
+#endif
+#else
+ Write(0,7,STR_SEEAGAIN);
+#endif
+ }
+
+ VW_UpdateScreen ();
+ if(usedoublebuffering) VH_UpdateScreen();
+
+ IN_UserInput(300);
+
+ //
+ // line angle up exactly
+ //
+ NewState (player,&s_deathcam);
+
+ player->x = gamestate.killx;
+ player->y = gamestate.killy;
+
+ dx = ob->x - player->x;
+ dy = player->y - ob->y;
+
+ fangle = (float) atan2((float) dy, (float) dx); // returns -pi to pi
+ if (fangle<0)
+ fangle = (float) (M_PI*2+fangle);
+
+ player->angle = (short) (fangle/(M_PI*2)*ANGLES);
+
+ //
+ // try to position as close as possible without being in a wall
+ //
+ dist = 0x14000l;
+ do
+ {
+ xmove = FixedMul(dist,costable[player->angle]);
+ ymove = -FixedMul(dist,sintable[player->angle]);
+
+ player->x = ob->x - xmove;
+ player->y = ob->y - ymove;
+ dist += 0x1000;
+
+ } while (!CheckPosition (player));
+ plux = (word)(player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned
+ pluy = (word)(player->y >> UNSIGNEDSHIFT);
+ player->tilex = (word)(player->x >> TILESHIFT); // scale to tile values
+ player->tiley = (word)(player->y >> TILESHIFT);
+
+ //
+ // go back to the game
+ //
+
+ DrawPlayBorder ();
+
+ fizzlein = true;
+
+ switch (ob->obclass)
+ {
+#ifndef SPEAR
+ case schabbobj:
+ NewState (ob,&s_schabbdeathcam);
+ break;
+ case realhitlerobj:
+ NewState (ob,&s_hitlerdeathcam);
+ break;
+ case giftobj:
+ NewState (ob,&s_giftdeathcam);
+ break;
+ case fatobj:
+ NewState (ob,&s_fatdeathcam);
+ break;
+#endif
+ }
+}
+
+#endif