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C4_ACT1.C
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C4_ACT1.C
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/* Catacomb Abyss Source Code
* Copyright (C) 1993-2014 Flat Rock Software
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
// C3_PLAY.C
#include "DEF.H"
#pragma hdrstop
/*
=============================================================================
LOCAL CONSTANTS
=============================================================================
*/
void SpawnSkeleton(int tilex, int tiley);
#define MSHOTDAMAGE 2
#define MSHOTSPEED 10000
#define ESHOTDAMAGE 1
#define ESHOTSPEED 5000
#define RANDOM_ATTACK 20
/*
=============================================================================
GLOBAL VARIABLES
=============================================================================
*/
boolean ShootPlayer (objtype *ob, short obclass, short speed, statetype *state);
void T_ShootPlayer(objtype *ob);
short zombie_base_delay;
short other_x[] = {0,39,39,0},
other_y[] = {0,0,27,27};
/*
=============================================================================
LOCAL VARIABLES
=============================================================================
*/
dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east,
southwest,south,southeast};
/*
=============================================================================
BONUS ITEMS
=============================================================================
*/
extern statetype s_boltbonus2;
extern statetype s_nukebonus2;
extern statetype s_boltbonus3;
extern statetype s_nukebonus3;
statetype s_boltbonus = {BOLTOBJPIC,8,NULL,&s_boltbonus2};
statetype s_boltbonus2 = {BOLT2OBJPIC,8,NULL,&s_boltbonus3};
statetype s_boltbonus3 = {BOLT3OBJPIC,8,NULL,&s_boltbonus};
statetype s_nukebonus = {NUKEOBJPIC,8,NULL,&s_nukebonus2};
statetype s_nukebonus2 = {NUKE2OBJPIC,8,NULL,&s_nukebonus3};
statetype s_nukebonus3 = {NUKE3OBJPIC,8,NULL,&s_nukebonus};
statetype s_potionbonus = {POTIONOBJPIC,0,NULL,&s_potionbonus};
statetype s_rkey2bonus = {RKEY2PIC,0,NULL,&s_rkey2bonus};
statetype s_rkeybonus = {RKEYOBJPIC,0,NULL,&s_rkeybonus};
statetype s_ykeybonus = {YKEYOBJPIC,0,NULL,&s_ykeybonus};
statetype s_gkeybonus = {GKEYOBJPIC,0,NULL,&s_gkeybonus};
statetype s_bkeybonus = {BKEYOBJPIC,0,NULL,&s_bkeybonus};
statetype s_scrollbonus = {SCROLLOBJPIC,0,NULL,&s_scrollbonus};
statetype s_chestbonus = {CHESTOBJPIC,0,NULL,&s_chestbonus};
//statetype s_goalbonus = {NEMESISPIC,0,NULL,&s_goalbonus};
extern statetype s_waterchestbonus2;
statetype s_waterchestbonus1 = {O_WATER_CHEST1PIC,8,NULL,&s_waterchestbonus2};
statetype s_waterchestbonus2 = {O_WATER_CHEST2PIC,8,NULL,&s_waterchestbonus1};
extern statetype s_rgem2bonus;
extern statetype s_ygem2bonus;
extern statetype s_ggem2bonus;
extern statetype s_bgem2bonus;
extern statetype s_pgem2bonus;
statetype s_rgem1bonus = {RGEM1PIC,30,NULL,&s_rgem2bonus};
statetype s_ygem1bonus = {YGEM1PIC,30,NULL,&s_ygem2bonus};
statetype s_ggem1bonus = {GGEM1PIC,30,NULL,&s_ggem2bonus};
statetype s_bgem1bonus = {BGEM1PIC,30,NULL,&s_bgem2bonus};
statetype s_pgem1bonus = {PGEM1PIC,30,NULL,&s_pgem2bonus};
statetype s_rgem2bonus = {RGEM2PIC,30,NULL,&s_rgem1bonus};
statetype s_ygem2bonus = {YGEM2PIC,30,NULL,&s_ygem1bonus};
statetype s_ggem2bonus = {GGEM2PIC,30,NULL,&s_ggem1bonus};
statetype s_bgem2bonus = {BGEM2PIC,30,NULL,&s_bgem1bonus};
statetype s_pgem2bonus = {PGEM2PIC,30,NULL,&s_pgem1bonus};
statetype s_bonus_die = {0,8,NULL,NULL};
/*
===============
=
= SpawnBonus
=
===============
*/
void SpawnBonus (int tilex, int tiley, int number)
{
extern unsigned gnd_colors[];
statetype *state;
switch (number)
{
case B_BOLT: state = &s_boltbonus; break;
case B_NUKE: state = &s_nukebonus; break;
case B_POTION: state = &s_potionbonus; break;
case B_RKEY: state = &s_rkeybonus; break;
case B_YKEY: state = &s_ykeybonus; break;
case B_GKEY: state = &s_gkeybonus; break;
case B_BKEY: state = &s_bkeybonus; break;
case B_RGEM: state = &s_rgem1bonus; break;
case B_YGEM: state = &s_ygem1bonus; break;
case B_GGEM: state = &s_ggem1bonus; break;
case B_BGEM: state = &s_bgem1bonus; break;
case B_PGEM: state = &s_pgem1bonus; break;
case B_CHEST:
if (gnd_colors[gamestate.mapon] == 0x0101)
state = &s_waterchestbonus1;
else
state = &s_chestbonus;
break;
case B_SCROLL1:
case B_SCROLL2:
case B_SCROLL3:
case B_SCROLL4:
case B_SCROLL5:
case B_SCROLL6:
case B_SCROLL7:
case B_SCROLL8: state = &s_scrollbonus; break;
case B_RKEY2: state = &s_rkey2bonus; break;
default:
Quit("SpawnBonus(): INVALID BONUS");
break;
}
SpawnNewObj (tilex,tiley,state,TILEGLOBAL/2);
// new->tileobject = true;
new->temp1 = number;
new->obclass = bonusobj;
switch (number)
{
case B_POTION:
case B_CHEST:
case B_BOLT:
case B_NUKE:
new->flags |= of_shootable;
break;
default:
new->flags &= ~of_shootable;
break;
}
}
/*
===============
=
= SpawnTombstone
=
===============
*/
statetype s_tombs[3] = {{TOMB1PIC,8,NULL,&s_tombs[0]},
{TOMB2PIC,8,NULL,&s_tombs[1]},
{TOMB3PIC,8,NULL,&s_tombs[2]}};
void SpawnTombstone (int tilex, int tiley, int shape)
{
statetype *state=&s_tombs[shape];
SpawnNewObj (tilex,tiley,state,TILEGLOBAL/2);
// new->tileobject = true;
new->obclass = solidobj;
new->flags |= of_shootable;
}
/*
============================================================================
FREEZE TIME OBJECT
============================================================================
*/
extern statetype s_ftimebonus;
extern statetype s_ftimebonus2;
statetype s_ftimebonus = {TIMEOBJ1PIC,6,NULL,&s_ftimebonus2};
statetype s_ftimebonus2 = {TIMEOBJ2PIC,6,NULL,&s_ftimebonus};
/*
===============
=
= SpawnFTime
=
===============
*/
void SpawnFTime(int tilex, int tiley)
{
SpawnNewObj(tilex,tiley,&s_ftimebonus,TILEGLOBAL/2);
// new->tileobject = true;
new->obclass = freezeobj;
new->flags |= of_shootable;
}
/*
=============================================================================
EXPLODING WALL
=============================================================================
*/
void T_WallDie (objtype *ob);
extern statetype s_walldie1;
extern statetype s_walldie2;
extern statetype s_walldie3;
extern statetype s_walldie4;
extern statetype s_walldie5;
extern statetype s_walldie6;
statetype s_walldie1 = {0,20,NULL,&s_walldie2};
statetype s_walldie2 = {0,-1,T_WallDie,&s_walldie3};
statetype s_walldie3 = {0,20,NULL,&s_walldie4};
statetype s_walldie4 = {0,-1,T_WallDie,&s_walldie5};
statetype s_walldie5 = {0,20,NULL,&s_walldie6};
statetype s_walldie6 = {0,-1,T_WallDie,NULL};
/*
================
=
= ExplodeWall
=
================
*/
extern unsigned gnd_colors[];
void ExplodeWall (int tilex, int tiley)
{
unsigned tilenum;
DSpawnNewObj (tilex,tiley,&s_walldie1,0);
if (new == &dummyobj)
return;
new->obclass = inertobj;
new->active = always;
if (gnd_colors[gamestate.mapon] == 0x0101)
tilenum = WATEREXP;
else
tilenum = WALLEXP;
(unsigned)actorat[new->tilex][new->tiley] = tilemap[new->tilex][new->tiley] =
*(mapsegs[0]+farmapylookup[new->tiley]+new->tilex) = tilenum;
*(mapsegs[2]+farmapylookup[new->tiley]+new->tilex) &= 0xFF;
}
/*
================
=
= T_WallDie
=
================
*/
void T_WallDie (objtype *ob)
{
unsigned tile,other,spot,x,y;
if (++ob->temp1 == 3)
tile = 0;
else
if (gnd_colors[gamestate.mapon] == 0x0101)
tile = WATEREXP-1 + ob->temp1;
else
tile = WALLEXP-1 + ob->temp1;
x = ob->tilex;
y = ob->tiley;
(unsigned)actorat[x][y] = tilemap[x][y] = *(mapsegs[0]+farmapylookup[y]+x) = tile;
if (ob->temp1 == 1)
{
//
// blow up nearby walls
//
spot = (*(mapsegs[2]+farmapylookup[y]+(x-1))) >> 8;
if (spot == EXP_WALL_CODE)
ExplodeWall (x-1,y);
spot = (*(mapsegs[2]+farmapylookup[y]+(x+1))) >> 8;
if (spot == EXP_WALL_CODE)
ExplodeWall (x+1,y);
spot = (*(mapsegs[2]+farmapylookup[y-1]+x)) >> 8;
if (spot == EXP_WALL_CODE)
ExplodeWall (x,y-1);
spot = (*(mapsegs[2]+farmapylookup[y+1]+x)) >> 8;
if (spot == EXP_WALL_CODE)
ExplodeWall (x,y+1);
}
}
/*
=============================================================================
OBJ_WARP GATE
=============================================================================
*/
void T_Gate (objtype *ob);
extern statetype s_obj_gate1;
extern statetype s_obj_gate2;
extern statetype s_obj_gate3;
extern statetype s_obj_gate4;
statetype s_obj_gate1 = {OBJ_WARP1PIC,10,T_Gate,&s_obj_gate2};
statetype s_obj_gate2 = {OBJ_WARP2PIC,10,T_Gate,&s_obj_gate3};
statetype s_obj_gate3 = {OBJ_WARP3PIC,10,T_Gate,&s_obj_gate4};
statetype s_obj_gate4 = {OBJ_WARP4PIC,10,T_Gate,&s_obj_gate1};
statetype s_pit = {PITOBJPIC,6,T_Gate,&s_pit};
//---------------------------------------------------------------------------
// SpawnWarp()
//
// TYPE : Type param is the gate number (1-what ever) will link you to
// gate of that type.
//---------------------------------------------------------------------------
void SpawnWarp (int tilex, int tiley, int type)
{
if (type)
SpawnNewObj (tilex,tiley,&s_obj_gate1,TILEGLOBAL/3);
else
SpawnNewObj (tilex,tiley,&s_pit,TILEGLOBAL/3);
new->obclass = gateobj;
new->temp1 = type;
}
/*
===============
=
= T_Gate
=
===============
*/
#define STATUSCOLOR 4
void T_Gate (objtype *ob)
{
objtype *check;
unsigned temp,spot;
if (CheckHandAttack (ob) && !playstate)
{
// make
//
// spot = (*(mapsegs[2]+farmapylookup[ob->tiley+1]+ob->tilex)) >> 8;
// if (spot--)
// if (gamestate.keys[spot])
// TakeKey(spot);
// else
// return;
//
// warp
//
// temp = bufferofs;
// bufferofs = 0;
// VW_Bar (26,4,232,9,STATUSCOLOR); // clear text description
// bufferofs = temp;
// IN_ClearKeysDown ();
if (ob->temp1)
{
//
// teleport inside level
//
for (check=player->next;check;check=check->next)
if (check->obclass==gateobj && check->temp1==ob->temp1 &&
check != ob)
{
player->x = check->x;
player->y = check->y;
Thrust (player->angle,TILEGLOBAL/2); // move forwards
Thrust (player->angle,TILEGLOBAL/2); // move forwards
Thrust (player->angle,TILEGLOBAL/2); // move forwards
fizzlein=true;
SD_PlaySound(WARPSND);
}
}
else
{
//
// teleport out of level
//
playstate = ex_warped;
spot = (*(mapsegs[2]+farmapylookup[ob->tiley+1]+ob->tilex)) >> 8;
gamestate.mapon=spot;
SD_PlaySound(WARPUPSND);
}
}
}
/*
=============================================================================
TROLLS
=============================================================================
*/
void T_Troll (objtype *ob);
extern statetype s_trollpause;
extern statetype s_troll1;
extern statetype s_troll2;
extern statetype s_troll3;
extern statetype s_troll4;
extern statetype s_trollattack1;
extern statetype s_trollattack2;
extern statetype s_trollattack3;
extern statetype s_trollouch;
extern statetype s_trolldie1;
extern statetype s_trolldie2;
extern statetype s_trolldie3;
statetype s_trollpause = {TROLL1PIC,40,NULL,&s_troll2};
statetype s_troll1 = {TROLL1PIC,13,T_Troll,&s_troll2};
statetype s_troll2 = {TROLL2PIC,13,T_Troll,&s_troll3};
statetype s_troll3 = {TROLL3PIC,13,T_Troll,&s_troll4};
statetype s_troll4 = {TROLL4PIC,13,T_Troll,&s_troll1};
statetype s_trollattack1 = {TROLLATTACK1PIC,15,NULL,&s_trollattack2};
statetype s_trollattack2 = {TROLLATTACK2PIC,15,NULL,&s_trollattack3};
statetype s_trollattack3 = {TROLLATTACK3PIC,30,T_DoDamage,&s_trollpause};
statetype s_trollouch = {TROLLOUCHPIC,14,T_Troll,&s_troll1};
statetype s_trolldie1 = {TROLLDIE1PIC,18,NULL,&s_trolldie2};
statetype s_trolldie2 = {TROLLDIE2PIC,18,NULL,&s_trolldie3};
statetype s_trolldie3 = {TROLLDIE3PIC,0,NULL,&s_trolldie3};
/*
===============
=
= SpawnTroll
=
===============
*/
void SpawnTroll (int tilex, int tiley)
{
SpawnNewObj(tilex,tiley,&s_troll1,35*PIXRADIUS);
new->speed = 2500;
new->obclass = trollobj;
new->flags |= of_shootable;
new->hitpoints = EasyHitPoints(14);
}
/*
===============
=
= T_Troll
=
===============
*/
void T_Troll (objtype *ob)
{
if (Chase(ob,true) || (random(1000)<RANDOM_ATTACK))
{
ob->state = &s_trollattack1;
ob->ticcount = ob->state->tictime;
return;
}
}
void T_WetMan(objtype *ob);
//statetype s_wet_pause = {WET_WALK1PIC,25,NULL,&s_wet_walk1};
statetype s_wet_bubbles1 = {WET_BUBBLE1PIC,13,T_WetMan,&s_wet_bubbles2};
statetype s_wet_bubbles2 = {WET_BUBBLE2PIC,15,T_WetMan,&s_wet_bubbles1};
statetype s_wet_bubbles3 = {0,18,T_WetMan,&s_wet_bubbles1};
statetype s_wet_peek = {WET_EYESPIC,45,NULL,&s_wet_bubbles1};
//statetype s_wet_rise1 = {WET_BUBBLE1PIC,14,NULL,&s_wet_rise2};
statetype s_wet_rise1 = {WET_BUBBLE2PIC,15,NULL,&s_wet_rise3};
statetype s_wet_rise3 = {WET_EYESPIC,20,NULL,&s_wet_rise4};
statetype s_wet_rise4 = {WET_RISE1PIC,20,NULL,&s_wet_rise5};
statetype s_wet_rise5 = {WET_RISE2PIC,20,NULL,&s_wet_walk1};
statetype s_wet_sink1 = {WET_RISE2PIC,20,NULL,&s_wet_sink2};
statetype s_wet_sink2 = {WET_RISE1PIC,20,NULL,&s_wet_sink3};
statetype s_wet_sink3 = {WET_EYESPIC,20,NULL,&s_wet_bubbles1};
statetype s_wet_walk1 = {WET_WALK1PIC,12,T_WetMan,&s_wet_walk2};
statetype s_wet_walk2 = {WET_WALK2PIC,12,T_WetMan,&s_wet_walk3};
statetype s_wet_walk3 = {WET_WALK3PIC,12,T_WetMan,&s_wet_walk4};
statetype s_wet_walk4 = {WET_WALK4PIC,12,T_WetMan,&s_wet_walk1};
statetype s_wet_attack1 = {WET_ATTACK1PIC,10,NULL,&s_wet_attack2};
statetype s_wet_attack2 = {WET_ATTACK2PIC,10,NULL,&s_wet_attack3};
statetype s_wet_attack3 = {WET_ATTACK2PIC,10,NULL,&s_wet_attack4};
statetype s_wet_attack4 = {WET_ATTACK3PIC,10,T_DoDamage,&s_wet_walk1};
statetype s_wet_ouch = {WET_OUCHPIC,10,NULL,&s_wet_walk1};
statetype s_wet_die1 = {WET_DIE1PIC,27,NULL,&s_wet_die2};
statetype s_wet_die2 = {WET_DIE2PIC,29,NULL,&s_wet_die3};
statetype s_wet_die3 = {WET_DIE3PIC,44,NULL,&s_wet_die4};
statetype s_wet_die4 = {WET_BUBBLE2PIC,26,NULL,&s_wet_die5};
statetype s_wet_die5 = {WET_BUBBLE1PIC,23,NULL,NULL};
typedef enum {wt_BUBBLES,wt_WALK} WetManTypes;
#define WT_TIMEREMAIN (ob->temp1)
#define WT_STAGE (ob->temp2)
/*
===============
=
= SpawnWetMan
=
===============
*/
void SpawnWetMan(int tilex, int tiley)
{
objtype *ob;
SpawnNewObj(tilex,tiley,&s_wet_bubbles1,PIXRADIUS*35);
ob=new;
WT_STAGE = wt_BUBBLES;
WT_TIMEREMAIN = 60*4+random(60*3);
new->obclass = wetobj;
new->speed = 1000;
new->flags &= ~of_shootable;
new->hitpoints = EasyHitPoints(18);
}
/*
===============
=
= T_WetMan
=
===============
*/
void T_WetMan(objtype *ob)
{
switch (WT_STAGE)
{
case wt_BUBBLES:
ob->flags &= ~of_shootable;
if (Chase(ob,true))
{
// RISE & GOTO WALK STAGE
//
WT_STAGE = wt_WALK;
WT_TIMEREMAIN = 60*5+random(60*5);
ob->state = &s_wet_rise1;
ob->speed = 2200;
ob->ticcount = ob->state->tictime;
}
else
{
// DEC COUNTER - And check for WALK
//
if ((WT_TIMEREMAIN-=realtics) < 0)
{
// RISE & GOTO WALK STAGE
//
WT_STAGE = wt_WALK;
WT_TIMEREMAIN = 60+random(60*2);
ob->state = &s_wet_rise1;
ob->speed = 2200;
ob->ticcount = ob->state->tictime;
}
else
if (random(1000)<5)
{
// RANDOM PEEK UP OUT OF WATER
//
ob->state=&s_wet_peek;
ob->ticcount = ob->state->tictime;
}
}
break;
case wt_WALK:
ob->flags |= of_shootable;
if (Chase(ob,true) || (random(1000)<RANDOM_ATTACK))
{
ob->state = &s_wet_attack1;
ob->ticcount = ob->state->tictime;
}
else
{
// DEC COUNTER - And check for SINK
//
if ((WT_TIMEREMAIN-=realtics) < 0)
{
// SINK & GOTO BUBBLE STAGE
//
WT_STAGE = wt_BUBBLES;
WT_TIMEREMAIN = 60*4+random(60*3);
ob->state = &s_wet_sink1;
ob->speed = 1200;
ob->ticcount = ob->state->tictime;
ob->flags &= ~of_shootable;
}
}
break;
}
}
/*
=============================================================================
ZOMBIE
=============================================================================
*/
extern statetype s_zombie_rise1;
extern statetype s_zombie_rise2;
extern statetype s_zombie_rise3;
extern statetype s_zombie_rise4;
extern statetype s_zombie_alive1;
extern statetype s_zombie_alive2;
extern statetype s_zombie_alive3;
//extern statetype s_zombie_attack1;
extern statetype s_zombie_death1;
extern statetype s_zombie_death2;
extern statetype s_zombie_death3;
void T_Zombie (objtype *ob);
void T_ZombieRisen(objtype *obj);
statetype s_zombie_risen = {ZOMB_WALK3PIC,1,T_ZombieRisen,&s_zombie_alive1};
statetype s_zombie_pause = {ZOMB_WALK1PIC,20,NULL,&s_zombie_alive1};
statetype s_zombie_inground = {0,13,T_Zombie,&s_zombie_inground};
statetype s_zombie_rise1 = {ZOMB_APPEAR1PIC,24,NULL,&s_zombie_rise2};
statetype s_zombie_rise2 = {ZOMB_APPEAR2PIC,24,NULL,&s_zombie_rise3};
statetype s_zombie_rise3 = {ZOMB_APPEAR3PIC,24,NULL,&s_zombie_rise4};
statetype s_zombie_rise4 = {ZOMB_APPEAR4PIC,24,NULL,&s_zombie_risen};
statetype s_zombie_alive1 = {ZOMB_WALK1PIC,13,T_Zombie,&s_zombie_alive2};
statetype s_zombie_alive2 = {ZOMB_WALK2PIC,13,T_Zombie,&s_zombie_alive3};
statetype s_zombie_alive3 = {ZOMB_WALK3PIC,13,T_Zombie,&s_zombie_alive1};
statetype s_zombie_death1 = {ZOMB_DIE1PIC,16,NULL,&s_zombie_death2};
statetype s_zombie_death2 = {ZOMB_DIE2PIC,16,NULL,&s_zombie_death3};
statetype s_zombie_death3 = {ZOMB_DIE3PIC,16,NULL,&s_zombie_death3};
statetype s_zombie_attack = {ZOMB_ATTACKPIC,15,T_DoDamage,&s_zombie_pause};
//statetype s_zombie_attack1 = {ZOMB_ATTACKPIC,15,NULL,&s_zombie_pause};
statetype s_zombie_ouch = {ZOMB_OUCHPIC,15,NULL,&s_zombie_alive1};
enum zombie_modes {zm_wait_for_dark,zm_wait_to_rise,zm_active};
#define zombie_mode ob->temp1
#define zombie_delay ob->temp2
//--------------------------------------------------------------------------
// SpawnZombie()
//--------------------------------------------------------------------------
void SpawnZombie (int tilex, int tiley)
{
objtype *ob;
short current_zombie_delay;
unsigned tile;
SpawnNewObj(tilex,tiley,&s_zombie_inground,35*PIXRADIUS);
ob = new;
zombie_mode = zm_wait_for_dark;
tile = *(mapsegs[2]+farmapylookup[tiley+1]+tilex);
if (tile)
zombie_delay = (tile>>8)*30;
else
{
current_zombie_delay = (2*60)+random(4*60);
zombie_delay = zombie_base_delay+current_zombie_delay;
zombie_base_delay += current_zombie_delay;
if (zombie_base_delay > 8*60)
zombie_base_delay = 0;
}
new->speed = 2500;
new->obclass = zombieobj;
new->hitpoints = EasyHitPoints(5);
new->active = yes;
new->flags &= ~of_shootable;
}
//--------------------------------------------------------------------------
// T_Zombie()
//--------------------------------------------------------------------------
void T_Zombie (objtype *ob)
{
switch (zombie_mode)
{
case zm_wait_for_dark:
if (gamestate.mapon == 0)
{
if (BGFLAGS & BGF_NIGHT)
zombie_mode = zm_wait_to_rise;
}
else
zombie_mode = zm_wait_to_rise;
break;
case zm_wait_to_rise:
if (zombie_delay < 0)
{
if ((ob->tilex == player->tilex) && (ob->tiley == player->tiley))
break;
ob->active = always;
ob->state = &s_zombie_rise1;
ob->ticcount = ob->state->tictime; // JIM Added
zombie_mode = zm_active;
}
else
zombie_delay -= tics;
break;
case zm_active:
if (Chase (ob,true) || (random(1000)<RANDOM_ATTACK))
{
ob->state = &s_zombie_attack;
ob->ticcount = ob->state->tictime;
return;
}
break;
}
}
//--------------------------------------------------------------------------
// T_ZombieRisen()
//--------------------------------------------------------------------------
void T_ZombieRisen(objtype *obj)
{
obj->flags |= of_shootable;
}
/*
=============================================================================
SPOOKS
=============================================================================
*/
void T_Spook(objtype *ob);
statetype s_spook_wait = {0,10,T_Spook,&s_spook_wait};
statetype s_spook0 = {SPOOK_INOUTPIC,7,NULL,&s_spook0_1};
statetype s_spook0_1 = {0,7,NULL,&s_spook0_2};
statetype s_spook0_2 = {SPOOK_INOUTPIC,7,NULL,&s_spook1};
statetype s_spook1 = {SPOOK1PIC,10,NULL,&s_spook2};
statetype s_spook2 = {SPOOK2PIC,10,T_Spook,&s_spook3};
statetype s_spook3 = {SPOOK3PIC,10,T_Spook,&s_spook4};
statetype s_spook4 = {SPOOK4PIC,10,T_Spook,&s_spook5};
statetype s_spook5 = {SPOOK3PIC,10,T_Spook,&s_spook6};
statetype s_spook6 = {SPOOK2PIC,10,T_Spook,&s_spook1};
statetype s_spook_attack1 = {SPOOK_ATTACKPIC,35,NULL,&s_spook_attack3};
statetype s_spook_attack3 = {SPOOK3PIC,20,T_DoDamage,&s_spook1};
statetype s_spook_pause = {SPOOK1PIC,20,NULL,&s_spook1};
statetype s_spookouch = {SPOOKHITPIC,5,NULL,&s_spook1};
statetype s_spookdie = {SPOOK_INOUTPIC,9,NULL,&s_spookdie1};
statetype s_spookdie1 = {SPOOK4PIC,9,NULL,&s_spookdie2};
statetype s_spookdie2 = {SPOOK_INOUTPIC,9,NULL,&s_spookdie3};
statetype s_spookdie3 = {SPOOK4PIC,9,NULL,&s_spookdie4};
statetype s_spookdie4 = {SPOOK_INOUTPIC,9,NULL,&s_spookdie5};
statetype s_spookdie5 = {0,11,NULL,NULL};
#define spook_mode ob->temp1
#define spook_delay ob->temp2
/*
===============
=
= SpawnSpook
=
===============
*/
void SpawnSpook(int tilex, int tiley)
{
objtype *ob;
unsigned tile;
SpawnNewObj(tilex,tiley,&s_spook_wait,PIXRADIUS*35);
ob = new;
tile = *(mapsegs[2]+farmapylookup[tiley+1]+tilex);
if (tile)
spook_delay = (tile>>8)*30;
else
spook_delay = 2*60+random(5*60);
spook_mode = zm_wait_for_dark;
new->active = yes;
new->obclass = spookobj;
new->speed = 1900;
new->flags &= ~of_shootable;
new->hitpoints = EasyHitPoints(5);
}
/*
===============
=
= T_Spook
=
===============
*/
void T_Spook(objtype *ob)
{
switch (zombie_mode)
{
case zm_wait_for_dark:
if (!gamestate.mapon)
{
if (BGFLAGS & BGF_NIGHT)
spook_mode = zm_wait_to_rise;
}
else
spook_mode = zm_wait_to_rise;
break;
case zm_wait_to_rise:
spook_delay -= tics;
if (spook_delay < 0)
{
if ((ob->tilex == player->tilex) && (ob->tiley == player->tiley))
break;
ob->active = always;
ob->flags |= of_shootable;
ob->state = &s_spook0;
ob->ticcount = ob->state->tictime;
spook_mode = zm_active;
}
else
spook_delay -= tics;
break;
case zm_active:
if (Chase (ob,true) || (random(1000)<RANDOM_ATTACK))
{
ob->state = &s_spook_attack1;
ob->ticcount = ob->state->tictime;
return;
}
break;
}
}
/*
=============================================================================
SKELETON IN WALL
=============================================================================
*/
void T_WallSkeleton(objtype *ob);
extern statetype s_skel_1;
statetype s_wallskel = {0,40,T_WallSkeleton,&s_wallskel};
statetype s_wallskel2 = {0,1,NULL,NULL};
enum wskel_modes {ws_wall1,ws_wall2,ws_wall3,ws_exit};
#define wskel_mode ob->temp1
#define wskel_delay ob->temp2
#define wskel_base ob->angle
#define wskel_wallx ob->hitpoints
#define wskel_wally ob->speed
/*
===============
=
= SpawnWallSkeleton
=
===============
*/
void SpawnWallSkeleton(int tilex, int tiley)
{
char xofs[] = {0,0,-1,+1};
char yofs[] = {-1,+1,0,0};