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📄 wl_act2.c

📁 Wolf 3D official source code.
💻 C
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	ob->flags &= ~FL_ATTACKMODE;
	ob->dir = nodir;
	NewState (ob,&s_spectrewait1);
}


#endif

/*
=============================================================================

						 SCHABBS / GIFT / FAT

=============================================================================
*/

#ifndef SPEAR
/*
===============
=
= SpawnGhosts
=
===============
*/

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

	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;
	}

	new->obclass = ghostobj;
	new->speed = SPDDOG;

	new->dir = east;
	new->flags |= FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}



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,T_Stand,NULL,&s_schabbstand};

statetype s_schabbchase1 	= {false,SPR_SCHABB_W1,10,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,T_Schabb,NULL,&s_schabbchase3};
statetype s_schabbchase3 	= {false,SPR_SCHABB_W3,10,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,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,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,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,T_SchabbThrow,&s_schabbchase1};

statetype s_needle1 	= {false,SPR_HYPO1,6,T_Projectile,NULL,&s_needle2};
statetype s_needle2 	= {false,SPR_HYPO2,6,T_Projectile,NULL,&s_needle3};
statetype s_needle3 	= {false,SPR_HYPO3,6,T_Projectile,NULL,&s_needle4};
statetype s_needle4 	= {false,SPR_HYPO4,6,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,T_Stand,NULL,&s_giftstand};

statetype s_giftchase1 	= {false,SPR_GIFT_W1,10,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,T_Gift,NULL,&s_giftchase3};
statetype s_giftchase3 	= {false,SPR_GIFT_W3,10,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,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,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,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,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,T_Stand,NULL,&s_fatstand};

statetype s_fatchase1 	= {false,SPR_FAT_W1,10,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,T_Fat,NULL,&s_fatchase3};
statetype s_fatchase3 	= {false,SPR_FAT_W3,10,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,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,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,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,T_GiftThrow,&s_fatshoot3};
statetype s_fatshoot3 	= {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot4};
statetype s_fatshoot4 	= {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatshoot5};
statetype s_fatshoot5 	= {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot6};
statetype s_fatshoot6 	= {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatchase1};


/*
===============
=
= SpawnSchabbs
=
===============
*/

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

	if (DigiMode != sds_Off)
		s_schabbdie2.tictime = 140;
	else
		s_schabbdie2.tictime = 5;

	SpawnNewObj (tilex,tiley,&s_schabbstand);
	new->speed = SPDPATROL;

	new->obclass = schabbobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
	new->dir = south;
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
===============
=
= SpawnGift
=
===============
*/

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

	if (DigiMode != sds_Off)
	  s_giftdie2.tictime = 140;
	else
	  s_giftdie2.tictime = 5;

	SpawnNewObj (tilex,tiley,&s_giftstand);
	new->speed = SPDPATROL;

	new->obclass = giftobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
	new->dir = north;
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
===============
=
= SpawnFat
=
===============
*/

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

	if (DigiMode != sds_Off)
	  s_fatdie2.tictime = 140;
	else
	  s_fatdie2.tictime = 5;

	SpawnNewObj (tilex,tiley,&s_fatstand);
	new->speed = SPDPATROL;

	new->obclass = fatobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
	new->dir = south;
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
=================
=
= T_SchabbThrow
=
=================
*/

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

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

	GetNewActor ();
	new->state = &s_needle1;
	new->ticcount = 1;

	new->tilex = ob->tilex;
	new->tiley = ob->tiley;
	new->x = ob->x;
	new->y = ob->y;
	new->obclass = needleobj;
	new->dir = nodir;
	new->angle = iangle;
	new->speed = 0x2000l;

	new->flags = FL_NONMARK;
	new->active = true;

	PlaySoundLocActor (SCHABBSTHROWSND,new);
}

/*
=================
=
= T_GiftThrow
=
=================
*/

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

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

	GetNewActor ();
	new->state = &s_rocket;
	new->ticcount = 1;

	new->tilex = ob->tilex;
	new->tiley = ob->tiley;
	new->x = ob->x;
	new->y = ob->y;
	new->obclass = rocketobj;
	new->dir = nodir;
	new->angle = iangle;
	new->speed = 0x2000l;
	new->flags = FL_NONMARK;
	new->active = true;

	PlaySoundLocActor (MISSILEFIRESND,new);
}



/*
=================
=
= T_Schabb
=
=================
*/

void T_Schabb (objtype *ob)
{
	long move;
	int	dx,dy,dist;
	boolean	dodge;

	dodge = false;
	dx = abs(ob->tilex - player->tilex);
	dy = abs(ob->tiley - player->tiley);
	dist = dx>dy ? dx : dy;

	if (CheckLine(ob))						// got a shot at player?
	{

		if ( US_RndT() < (tics<<3) )
		{
		//
		// go into attack frame
		//
			NewState (ob,&s_schabbshoot1);
			return;
		}
		dodge = true;
	}

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

	move = ob->speed*tics;

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

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

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

		//
		// fix position to account for round off during moving
		//
		ob->x = ((long)ob->tilex<<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
	}

}

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