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📄 wl_act2.c

📁 Wolf 3D official source code.
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	}

	if (ob->dir == nodir)
	{
		if (dodge)
			SelectDodgeDir (ob);
		else
			SelectChaseDir (ob);
		if (ob->dir == nodir)
			return;							// object is blocked in
	}

	move = ob->speed*tics;

	while (move)
	{
		if (ob->distance < 0)
		{
		//
		// waiting for a door to open
		//
			OpenDoor (-ob->distance-1);
			if (doorobjlist[-ob->distance-1].action != dr_open)
				return;
			ob->distance = TILEGLOBAL;	// go ahead, the door is now opoen
		}

		if (move < ob->distance)
		{
			MoveObj (ob,move);
			break;
		}

		//
		// reached goal tile, so select another one
		//

		//
		// fix position to account for round off during moving
		//
		ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
		ob->y = ((long)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,T_Stand,NULL,&s_deathstand};

statetype s_deathchase1 	= {false,SPR_DEATH_W1,10,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,T_Will,NULL,&s_deathchase3};
statetype s_deathchase3 	= {false,SPR_DEATH_W3,10,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,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,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,T_Launch,&s_deathshoot3};
statetype s_deathshoot3 	= {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathshoot4};
statetype s_deathshoot4 	= {false,SPR_DEATH_SHOOT3,10,NULL,T_Launch,&s_deathshoot5};
statetype s_deathshoot5 	= {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathchase1};


/*
===============
=
= SpawnDeath
=
===============
*/

void SpawnDeath (int tilex, int tiley)
{
	unsigned	far *map,tile;

	if (SoundBlasterPresent && DigiMode != sds_Off)
		s_deathdie2.tictime = 105;

	SpawnNewObj (tilex,tiley,&s_deathstand);
	new->obclass = deathobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_death];
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}

/*
===============
=
= T_Launch
=
===============
*/

void T_Launch (objtype *ob)
{
	long	deltax,deltay;
	float	angle;
	int		iangle;

	deltax = player->x - ob->x;
	deltay = ob->y - player->y;
	angle = atan2 (deltay,deltax);
	if (angle<0)
		angle = M_PI*2+angle;
	iangle = angle/(M_PI*2)*ANGLES;
	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 ();
	new->state = &s_rocket;
	new->ticcount = 1;

	new->tilex = ob->tilex;
	new->tiley = ob->tiley;
	new->x = ob->x;
	new->y = ob->y;
	new->obclass = rocketobj;
	switch(ob->obclass)
	{
	case deathobj:
		new->state = &s_hrocket;
		new->obclass = hrocketobj;
		PlaySoundLocActor (KNIGHTMISSILESND,new);
		break;
	case angelobj:
		new->state = &s_spark1;
		new->obclass = sparkobj;
		PlaySoundLocActor (ANGELFIRESND,new);
		break;
	default:
		PlaySoundLocActor (MISSILEFIRESND,new);
	}

	new->dir = nodir;
	new->angle = iangle;
	new->speed = 0x2000l;
	new->flags = FL_NONMARK;
	new->active = true;
}



//
// 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,T_Stand,NULL,&s_angelstand};

statetype s_angelchase1 	= {false,SPR_ANGEL_W1,10,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,T_Will,NULL,&s_angelchase3};
statetype s_angelchase3 	= {false,SPR_ANGEL_W3,10,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,T_Will,NULL,&s_angelchase1};

statetype s_angeldie1	= {false,SPR_ANGEL_W1,1,NULL,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,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,A_Victory,&s_angeldie9};

statetype s_angelshoot1 	= {false,SPR_ANGEL_SHOOT1,10,NULL,A_StartAttack,&s_angelshoot2};
statetype s_angelshoot2 	= {false,SPR_ANGEL_SHOOT2,20,NULL,T_Launch,&s_angelshoot3};
statetype s_angelshoot3 	= {false,SPR_ANGEL_SHOOT1,10,NULL,A_Relaunch,&s_angelshoot2};

statetype s_angeltired 	= {false,SPR_ANGEL_TIRED1,40,NULL,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,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,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,A_Breathing,&s_angelchase1};

statetype s_spark1 	= {false,SPR_SPARK1,6,T_Projectile,NULL,&s_spark2};
statetype s_spark2 	= {false,SPR_SPARK2,6,T_Projectile,NULL,&s_spark3};
statetype s_spark3 	= {false,SPR_SPARK3,6,T_Projectile,NULL,&s_spark4};
statetype s_spark4 	= {false,SPR_SPARK4,6,T_Projectile,NULL,&s_spark1};


#pragma argsused
void A_Slurpie (objtype *ob)
{
 SD_PlaySound(SLURPIESND);
}

#pragma argsused
void A_Breathing (objtype *ob)
{
 SD_PlaySound(ANGELTIREDSND);
}

/*
===============
=
= SpawnAngel
=
===============
*/

void SpawnAngel (int tilex, int tiley)
{
	unsigned	far *map,tile;


	if (SoundBlasterPresent && DigiMode != sds_Off)
		s_angeldie11.tictime = 105;

	SpawnNewObj (tilex,tiley,&s_angelstand);
	new->obclass = angelobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
=================
=
= A_Victory
=
=================
*/

#pragma argsused
void A_Victory (objtype *ob)
{
	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,T_Stand,NULL,&s_spectrewait2};
statetype s_spectrewait2	= {false,SPR_SPECTRE_W2,10,T_Stand,NULL,&s_spectrewait3};
statetype s_spectrewait3	= {false,SPR_SPECTRE_W3,10,T_Stand,NULL,&s_spectrewait4};
statetype s_spectrewait4	= {false,SPR_SPECTRE_W4,10,T_Stand,NULL,&s_spectrewait1};

statetype s_spectrechase1	= {false,SPR_SPECTRE_W1,10,T_Ghosts,NULL,&s_spectrechase2};
statetype s_spectrechase2	= {false,SPR_SPECTRE_W2,10,T_Ghosts,NULL,&s_spectrechase3};
statetype s_spectrechase3	= {false,SPR_SPECTRE_W3,10,T_Ghosts,NULL,&s_spectrechase4};
statetype s_spectrechase4	= {false,SPR_SPECTRE_W4,10,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,A_Dormant,&s_spectrewake};

/*
===============
=
= SpawnSpectre
=
===============
*/

void SpawnSpectre (int tilex, int tiley)
{
	unsigned	far *map,tile;

	SpawnNewObj (tilex,tiley,&s_spectrewait1);
	new->obclass = spectreobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
	new->flags |= FL_SHOOTABLE|FL_AMBUSH; // |FL_NEVERMARK|FL_NONMARK;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
===============
=
= A_Dormant
=
===============
*/

void A_Dormant (objtype *ob)
{
	long	deltax,deltay;
	int	xl,xh,yl,yh;
	int	x,y;
	unsigned	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 = actorat[x][y];
			if (!tile)
				continue;
			if (tile<256)
				return;
			if (((objtype *)tile)->flags&FL_SHOOTABLE)
				return;
		}

	ob->flags |= FL_AMBUSH | FL_SHOOTABLE;

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