Commit 328d9220 authored by Steven Fuller's avatar Steven Fuller

Temp checkin.

id_vh.c, vi_*: added VL_DirectPlotFlush (used by FizzleFade) to just update
the screen

wl_act2.c, wl_def.h, wl_agent.c, wl_act3.h, wl_act3.c: moved all statetype
declarations to wl_act3.c/wl_act3.h

wl_act2.c, wl_state.c: removed some UPLOAD ifndefs (from when the older wl1
sound header was used)

wl_menu.c: fixed the music functions again (no more trying to free null
chunk warnings)

rest: most likely whitespace changes
parent 60d51311
......@@ -7,7 +7,7 @@ CFLAGS = -g -Wall
#CFLAGS = -Os -Wall -fomit-frame-pointer -ffast-math -mpentiumpro -mcpu=pentiumpro -march=pentiumpro
OBJS = objs.o misc.o id_ca.o id_vh.o id_us.o \
wl_act1.o wl_act2.o wl_agent.o wl_game.o \
wl_act1.o wl_act2.o wl_act3.o wl_agent.o wl_game.o \
wl_inter.o wl_menu.o wl_play.o wl_state.o wl_text.o wl_main.o \
wl_debug.o gfxsave.o
ROBJS = wl_draw.o
......
......@@ -20,7 +20,9 @@ SD_StartMusic((MusicGroup *)audiosegs[STARTMUSIC + chunk]);
=>
SD_StartMusic(chunk);
------------------------------------------------------------------------------
* serialize reads/writes
* fix fix fix different size stuff
works alright at some res, but breaks on most others currently
* add ylookup
* remove farmapylookup?
* would be nice if Quit() used vsnprintf, etc
......
......@@ -49,6 +49,7 @@ boolean FizzleFade(unsigned xx, unsigned yy, unsigned width, unsigned height, un
int pixperframe;
unsigned x, y, p, frame;
long rndval;
int retr;
rndval = 1;
pixperframe = 64000/frames;
......@@ -60,10 +61,13 @@ boolean FizzleFade(unsigned xx, unsigned yy, unsigned width, unsigned height, un
if (vwidth != 320)
return false;
retr = -1;
do {
if (abortable && IN_CheckAck())
return true;
retr = true;
else
for (p = 0; p < pixperframe; p++) {
y = (rndval & 0x00FF) - 1;
x = (rndval & 0x00FFFF00) >> 8;
......@@ -79,13 +83,22 @@ boolean FizzleFade(unsigned xx, unsigned yy, unsigned width, unsigned height, un
VL_DirectPlot(xx+x, yy+y, xx+x, yy+y);
if (rndval == 1) /* entire sequence has been completed */
return false;
if (rndval == 1) {
/* entire sequence has been completed */
retr = false;
break;
}
}
VL_DirectPlotFlush();
frame++;
while (get_TimeCount() < frame);
} while (1);
} while (retr == -1);
VL_DirectPlotFlush();
return retr;
}
void VL_FillPalette(int red, int green, int blue)
......
......@@ -25,7 +25,7 @@ void VL_MemToScreen(const byte *source, int width, int height, int x, int y);
void VL_DeModeXize(byte *buf, int width, int height);
void VL_DirectPlot(int x1, int y1, int x2, int y2);
void VL_DirectPlotFlush();
#define MaxPlayers 4
#define MaxJoys 2
......
......@@ -143,9 +143,6 @@ void VL_SetPalette(const byte *palette)
SDL_SetColors(surface, colors, 0, 256);
}
//===========================================================================
/*
=================
=
......@@ -168,7 +165,11 @@ void VL_GetPalette(byte *palette)
void VL_DirectPlot(int x1, int y1, int x2, int y2)
{
*(((Uint8 *)surface->pixels) + x1 + y1 * vwidth) = *(gfxbuf + x2 + y2 * vwidth);
//SDL_UpdateRect(surface, x1,y1,x1,y1);
}
void VL_DirectPlotFlush()
{
SDL_UpdateRect(surface, 0, 0, 0, 0);
}
/*
......
......@@ -143,6 +143,10 @@ void VL_DirectPlot(int x1, int y1, int x2, int y2)
*(graph_mem + x1 + y1 * 320) = *(gfxbuf + x2 + y2 * 320);
}
void VL_DirectPlotFlush()
{
}
/*
=============================================================================
......
......@@ -526,6 +526,10 @@ void VL_DirectPlot(int x1, int y1, int x2, int y2)
}
}
void VL_DirectPlotFlush()
{
}
/*
=============================================================================
......
......@@ -137,70 +137,6 @@ int starthitpoints[4][NUMENEMIES] =
}}
;
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);
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,T_Projectile,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,T_Projectile,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);
/*
=================
=
......@@ -209,9 +145,9 @@ void A_MechaSound(objtype *ob);
=================
*/
void A_Smoke (objtype *ob)
void A_Smoke(objtype *ob)
{
GetNewActor ();
GetNewActor();
#ifdef SPEAR
if (ob->obclass == hrocketobj)
new->state = &s_hsmoke1;
......@@ -242,10 +178,10 @@ void A_Smoke (objtype *ob)
#define PROJSIZE 0x2000
boolean ProjectileTryMove (objtype *ob)
boolean ProjectileTryMove(objtype *ob)
{
int xl,yl,xh,yh,x,y;
objtype *check;
int xl,yl,xh,yh,x,y;
objtype *check;
xl = (ob->x-PROJSIZE) >>TILESHIFT;
yl = (ob->y-PROJSIZE) >>TILESHIFT;
......@@ -254,13 +190,13 @@ boolean ProjectileTryMove (objtype *ob)
yh = (ob->y+PROJSIZE) >>TILESHIFT;
/* check for solid walls */
for (y=yl;y<=yh;y++)
for (x=xl;x<=xh;x++)
{
for (y=yl;y<=yh;y++) {
for (x=xl;x<=xh;x++) {
check = actorat[x][y];
if (check && check<objlist)
if (check && check < objlist)
return false;
}
}
return true;
}
......@@ -275,7 +211,7 @@ boolean ProjectileTryMove (objtype *ob)
=================
*/
void T_Projectile (objtype *ob)
void T_Projectile(objtype *ob)
{
long deltax,deltay;
int damage;
......@@ -297,9 +233,8 @@ void T_Projectile (objtype *ob)
deltax = labs(ob->x - player->x);
deltay = labs(ob->y - player->y);
if (!ProjectileTryMove (ob))
if (!ProjectileTryMove(ob))
{
#ifndef UPLOAD
if (ob->obclass == rocketobj)
{
PlaySoundLocActor(MISSILEHITSND,ob);
......@@ -313,7 +248,6 @@ void T_Projectile (objtype *ob)
}
#endif
else
#endif
ob->state = NULL; // mark for removal
return;
......@@ -338,7 +272,7 @@ void T_Projectile (objtype *ob)
return;
}
TakeDamage (damage,ob);
TakeDamage(damage, ob);
ob->state = NULL; // mark for removal
return;
}
......@@ -356,462 +290,6 @@ void T_Projectile (objtype *ob)
=============================================================================
*/
//
// 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,T_Stand,NULL,&s_grdstand};
statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,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,T_Path,NULL,&s_grdpath3};
statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,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,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,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,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,T_Chase,NULL,&s_grdchase3};
statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,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,T_Chase,NULL,&s_grdchase1};
statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,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,T_Ghosts,NULL,&s_blinkychase2};
statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,T_Ghosts,NULL,&s_blinkychase1};
statetype s_inkychase1 = {false,SPR_INKY_W1,10,T_Ghosts,NULL,&s_inkychase2};
statetype s_inkychase2 = {false,SPR_INKY_W2,10,T_Ghosts,NULL,&s_inkychase1};
statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,T_Ghosts,NULL,&s_pinkychase2};
statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,T_Ghosts,NULL,&s_pinkychase1};
statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,T_Ghosts,NULL,&s_clydechase2};
statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,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,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,T_Path,NULL,&s_dogpath3};
statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,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,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,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,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,T_DogChase,NULL,&s_dogchase3};
statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,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,T_DogChase,NULL,&s_dogchase1};
statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,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,T_Stand,NULL,&s_ofcstand};
statetype s_ofcpath1 = {true,SPR_OFC_W1_1,20,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,T_Path,NULL,&s_ofcpath3};
statetype s_ofcpath3 = {true,SPR_OFC_W3_1,20,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,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,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,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,T_Chase,NULL,&s_ofcchase3};
statetype s_ofcchase3 = {true,SPR_OFC_W3_1,10,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,T_Chase,NULL,&s_ofcchase1};
statetype s_ofcdie1 = {false,SPR_OFC_DIE_1,11,NULL,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,T_Stand,NULL,&s_mutstand};
statetype s_mutpath1 = {true,SPR_MUT_W1_1,20,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,T_Path,NULL,&s_mutpath3};
statetype s_mutpath3 = {true,SPR_MUT_W3_1,20,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,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,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,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,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,T_Chase,NULL,&s_mutchase3};
statetype s_mutchase3 = {true,SPR_MUT_W3_1,10,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,T_Chase,NULL,&s_mutchase1};
statetype s_mutdie1 = {false,SPR_MUT_DIE_1,7,NULL,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,T_Stand,NULL,&s_ssstand};
statetype s_sspath1 = {true,SPR_SS_W1_1,20,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,T_Path,NULL,&s_sspath3};
statetype s_sspath3 = {true,SPR_SS_W3_1,20,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,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,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,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,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,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,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,T_Chase,NULL,&s_sschase3};
statetype s_sschase3 = {true,SPR_SS_W3_1,10,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,T_Chase,NULL,&s_sschase1};
statetype s_ssdie1 = {false,SPR_SS_DIE_1,15,NULL,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,T_Stand,NULL,&s_bossstand};
statetype s_bosschase1 = {false,SPR_BOSS_W1,10,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,T_Chase,NULL,&s_bosschase3};
statetype s_bosschase3 = {false,SPR_BOSS_W3,10,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,T_Chase,NULL,&s_bosschase1};
statetype s_bossdie1 = {false,SPR_BOSS_DIE1,15,NULL,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,T_Shoot,&s_bossshoot3};
statetype s_bossshoot3 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot4};
statetype s_bossshoot4 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot5};
statetype s_bossshoot5 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot6};
statetype s_bossshoot6 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot7};
statetype s_bossshoot7 = {false,SPR_BOSS_SHOOT3,10,NULL,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,T_Stand,NULL,&s_gretelstand};
statetype s_gretelchase1 = {false,SPR_GRETEL_W1,10,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,T_Chase,NULL,&s_gretelchase3};
statetype s_gretelchase3 = {false,SPR_GRETEL_W3,10,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,T_Chase,NULL,&s_gretelchase1};
statetype s_greteldie1 = {false,SPR_GRETEL_DIE1,15,NULL,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,T_Shoot,&s_gretelshoot3};
statetype s_gretelshoot3 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot4};
statetype s_gretelshoot4 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot5};
statetype s_gretelshoot5 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot6};
statetype s_gretelshoot6 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot7};
statetype s_gretelshoot7 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot8};
statetype s_gretelshoot8 = {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1};
#endif
/*
===============
......@@ -903,50 +381,6 @@ void SpawnDeadGuard (int tilex, int tiley)
#ifndef SPEAR
/*
===============
=
= SpawnBoss
=
===============
*/
void SpawnBoss (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_bossstand);
new->speed = SPDPATROL;
new->obclass = bossobj;
new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
new->dir = south;
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= SpawnGretel
=
===============
*/
void SpawnGretel (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_gretelstand);
new->speed = SPDPATROL;
new->obclass = gretelobj;
new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
new->dir = north;
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
#endif
/*
===============
=
......@@ -1037,8 +471,6 @@ void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir)
void A_DeathScream (objtype *ob)
{
/* TODO: what are on these maps? */
#ifndef UPLOAD
#ifndef SPEAR
if (mapon==9 && !US_RndT())
#else
......@@ -1058,7 +490,6 @@ void A_DeathScream (objtype *ob)
break;
}
}
#endif
switch (ob->obclass)
{
......@@ -1080,7 +511,7 @@ void A_DeathScream (objtype *ob)
DEATHSCREAM2SND,
DEATHSCREAM3SND
};
PlaySoundLocActor(sounds[US_RndT()%3],ob);
PlaySoundLocActor(sounds[US_RndT()%3], ob);
#endif
}
break;
......@@ -1088,16 +519,15 @@ void A_DeathScream (objtype *ob)
PlaySoundLocActor(NEINSOVASSND,ob);
break;
case ssobj:
PlaySoundLocActor(LEBENSND,ob); // JAB
PlaySoundLocActor(LEBENSND,ob);
break;
case dogobj:
PlaySoundLocActor(DOGDEATHSND,ob); // JAB
PlaySoundLocActor(DOGDEATHSND,ob);
break;
#ifndef SPEAR
case bossobj:
SD_PlaySound(MUTTISND); // JAB
SD_PlaySound(MUTTISND);
break;
#ifndef UPLOAD
case schabbobj:
SD_PlaySound(MEINGOTTSND);
break;
......@@ -1119,7 +549,6 @@ void A_DeathScream (objtype *ob)
case fatobj:
SD_PlaySound(ROSESND);
break;
#endif /* UPLOAD */
#else
case spectreobj:
SD_PlaySound(GHOSTFADESND);
......@@ -1145,77 +574,250 @@ void A_DeathScream (objtype *ob)
}
}
/*
============================================================================
PATH
============================================================================
*/
/*
===============
=
= SelectPathDir
=
===============
*/
void SelectPathDir(objtype *ob)
{
unsigned spot;
spot = *(mapsegs[1]+farmapylookup[ob->tiley]+ob->tilex)-ICONARROWS;
if (spot<8)
{
// new direction
ob->dir = spot;
}
ob->distance = TILEGLOBAL;
if (!TryWalk (ob))
ob->dir = nodir;
}
/*
===============
=
= T_Path
=
===============
*/
void T_Path (objtype *ob)
{
long 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 opoen
}
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 = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
move -= ob->distance;
SelectPathDir (ob);
if (ob->dir == nodir)
return; /* all movement is blocked */
}
}
/*
=============================================================================
SPEAR ACTORS
FIGHT
=============================================================================
*/
#ifdef SPEAR
void T_Launch (objtype *ob);
void T_Will (objtype *ob);
/*
===============
=
= T_Shoot
=
= Try to damage the player, based on skill level and player's speed
=
===============
*/
extern statetype s_angelshoot1;
extern statetype s_deathshoot1;
extern statetype s_spark1;
void T_Shoot (objtype *ob)
{
int dx,dy,dist;
int hitchance,damage;
//
// 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,T_Stand,NULL,&s_transstand};
statetype s_transchase1 = {false,SPR_TRANS_W1,10,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,T_Chase,NULL,&s_transchase3};
statetype s_transchase3 = {false,SPR_TRANS_W3,10,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,T_Chase,NULL,&s_transchase1};
statetype s_transdie0 = {false,SPR_TRANS_W1,1,NULL,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,T_Shoot,&s_transshoot3};
statetype s_transshoot3 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot4};
statetype s_transshoot4 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot5};
statetype s_transshoot5 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot6};
statetype s_transshoot6 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot7};
statetype s_transshoot7 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot8};
statetype s_transshoot8 = {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1};
hitchance = 128;
if (!areabyplayer[ob->areanumber])
return;
if (!CheckLine (ob)) // player is behind a wall
return;
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
case giftobj:
case fatobj:
PlaySoundLocActor(MISSILEFIRESND,ob);
break;
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)
{
long 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;
}
}
}
return;
}
/*
=============================================================================
SPEAR ACTORS
=============================================================================
*/
#ifdef SPEAR
/*
......@@ -1242,59 +844,6 @@ void SpawnTrans (int tilex, int tiley)
//
// 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,T_Stand,NULL,&s_uberstand};
statetype s_uberchase1 = {false,SPR_UBER_W1,10,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,T_Chase,NULL,&s_uberchase3};
statetype s_uberchase3 = {false,SPR_UBER_W3,10,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,T_Chase,NULL,&s_uberchase1};
statetype s_uberdie0 = {false,SPR_UBER_W1,1,NULL,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,T_UShoot,&s_ubershoot3};
statetype s_ubershoot3 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot4};
statetype s_ubershoot4 = {false,SPR_UBER_SHOOT4,12,NULL,T_UShoot,&s_ubershoot5};
statetype s_ubershoot5 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot6};
statetype s_ubershoot6 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot7};
statetype s_ubershoot7 = {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1};
/*
===============
......@@ -1325,11 +874,11 @@ void SpawnUber (int tilex, int tiley)
===============
*/
void T_UShoot (objtype *ob)
void T_UShoot(objtype *ob)
{
int dx,dy,dist;
int dx, dy, dist;
T_Shoot (ob);
T_Shoot(ob);
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
......@@ -1338,60 +887,6 @@ void T_UShoot (objtype *ob)
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,T_Stand,NULL,&s_willstand};
statetype s_willchase1 = {false,SPR_WILL_W1,10,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,T_Will,NULL,&s_willchase3};
statetype s_willchase3 = {false,SPR_WILL_W3,10,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,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,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,T_Launch,&s_willshoot3};
statetype s_willshoot3 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot4};
statetype s_willshoot4 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willshoot5};
statetype s_willshoot5 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot6};
statetype s_willshoot6 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willchase1};
/*
===============
=
......@@ -1507,62 +1002,6 @@ void T_Will (objtype *ob)
}
//
// 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};
/*
===============
......@@ -1654,95 +1093,6 @@ void T_Launch (objtype *ob)
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};
void A_Slurpie(objtype *ob)
{
SD_PlaySound(SLURPIESND);
......@@ -1826,48 +1176,6 @@ void A_Relaunch (objtype *ob)
}
}
//
// 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};
/*
===============
=
......@@ -1886,7 +1194,6 @@ void SpawnSpectre (int tilex, int tiley)
gamestate.killtotal++;
}
/*
===============
=
......@@ -1947,6 +1254,49 @@ moveok:
*/
#ifndef SPEAR
/*
===============
=
= SpawnBoss
=
===============
*/
void SpawnBoss (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_bossstand);
new->speed = SPDPATROL;
new->obclass = bossobj;
new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
new->dir = south;
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
= SpawnGretel
=
===============
*/
void SpawnGretel (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_gretelstand);
new->speed = SPDPATROL;
new->obclass = gretelobj;
new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
new->dir = north;
new->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
/*
===============
=
......@@ -1982,185 +1332,6 @@ void SpawnGhosts (int which, int tilex, int tiley)
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};
/*
===============
=
......@@ -2279,9 +1450,7 @@ void T_SchabbThrow (objtype *ob)
new->flags = FL_NONMARK;
new->active = true;
#ifndef UPLOAD
PlaySoundLocActor(SCHABBSTHROWSND, new);
#endif
}
/*
......@@ -2292,11 +1461,11 @@ void T_SchabbThrow (objtype *ob)
=================
*/
void T_GiftThrow (objtype *ob)
void T_GiftThrow(objtype *ob)
{
long deltax,deltay;
float angle;
int iangle;
long deltax,deltay;
float angle;
int iangle;
deltax = player->x - ob->x;
deltay = ob->y - player->y;
......@@ -2320,9 +1489,7 @@ void T_GiftThrow (objtype *ob)
new->flags = FL_NONMARK;
new->active = true;
#ifndef UPLOAD
PlaySoundLocActor(MISSILEFIRESND, new);
#endif
}
......@@ -2611,168 +1778,6 @@ void T_Fat (objtype *ob)
*/
//
// fake
//
extern statetype s_fakestand;
extern statetype s_fakechase1;
extern statetype s_fakechase1s;
extern statetype s_fakechase2;
extern statetype s_fakechase3;
extern statetype s_fakechase3s;
extern statetype s_fakechase4;
extern statetype s_fakedie1;
extern statetype s_fakedie2;
extern statetype s_fakedie3;
extern statetype s_fakedie4;
extern statetype s_fakedie5;
extern statetype s_fakedie6;
extern statetype s_fakeshoot1;
extern statetype s_fakeshoot2;
extern statetype s_fakeshoot3;
extern statetype s_fakeshoot4;
extern statetype s_fakeshoot5;
extern statetype s_fakeshoot6;
extern statetype s_fakeshoot7;
extern statetype s_fakeshoot8;
extern statetype s_fakeshoot9;
extern statetype s_fire1;
extern statetype s_fire2;
statetype s_fakestand = {false,SPR_FAKE_W1,0,T_Stand,NULL,&s_fakestand};
statetype s_fakechase1 = {false,SPR_FAKE_W1,10,T_Fake,NULL,&s_fakechase1s};
statetype s_fakechase1s = {false,SPR_FAKE_W1,3,NULL,NULL,&s_fakechase2};
statetype s_fakechase2 = {false,SPR_FAKE_W2,8,T_Fake,NULL,&s_fakechase3};
statetype s_fakechase3 = {false,SPR_FAKE_W3,10,T_Fake,NULL,&s_fakechase3s};
statetype s_fakechase3s = {false,SPR_FAKE_W3,3,NULL,NULL,&s_fakechase4};
statetype s_fakechase4 = {false,SPR_FAKE_W4,8,T_Fake,NULL,&s_fakechase1};
statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,A_DeathScream,&s_fakedie2};
statetype s_fakedie2 = {false,SPR_FAKE_DIE2,10,NULL,NULL,&s_fakedie3};
statetype s_fakedie3 = {false,SPR_FAKE_DIE3,10,NULL,NULL,&s_fakedie4};
statetype s_fakedie4 = {false,SPR_FAKE_DIE4,10,NULL,NULL,&s_fakedie5};
statetype s_fakedie5 = {false,SPR_FAKE_DIE5,10,NULL,NULL,&s_fakedie6};
statetype s_fakedie6 = {false,SPR_FAKE_DEAD,0,NULL,NULL,&s_fakedie6};
statetype s_fakeshoot1 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot2};
statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot3};
statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot4};
statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot5};
statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot6};
statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot7};
statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot8};
statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot9};
statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1};
statetype s_fire1 = {false,SPR_FIRE1,6,NULL,T_Projectile,&s_fire2};
statetype s_fire2 = {false,SPR_FIRE2,6,NULL,T_Projectile,&s_fire1};
//
// hitler
//
extern statetype s_mechachase1;
extern statetype s_mechachase1s;
extern statetype s_mechachase2;
extern statetype s_mechachase3;
extern statetype s_mechachase3s;
extern statetype s_mechachase4;
extern statetype s_mechadie1;
extern statetype s_mechadie2;
extern statetype s_mechadie3;
extern statetype s_mechadie4;
extern statetype s_mechashoot1;
extern statetype s_mechashoot2;
extern statetype s_mechashoot3;
extern statetype s_mechashoot4;
extern statetype s_mechashoot5;
extern statetype s_mechashoot6;
extern statetype s_hitlerchase1;
extern statetype s_hitlerchase1s;
extern statetype s_hitlerchase2;
extern statetype s_hitlerchase3;
extern statetype s_hitlerchase3s;
extern statetype s_hitlerchase4;
extern statetype s_hitlerdie1;
extern statetype s_hitlerdie2;
extern statetype s_hitlerdie3;
extern statetype s_hitlerdie4;
extern statetype s_hitlerdie5;
extern statetype s_hitlerdie6;
extern statetype s_hitlerdie7;
extern statetype s_hitlerdie8;
extern statetype s_hitlerdie9;
extern statetype s_hitlerdie10;
extern statetype s_hitlershoot1;
extern statetype s_hitlershoot2;
extern statetype s_hitlershoot3;
extern statetype s_hitlershoot4;
extern statetype s_hitlershoot5;
extern statetype s_hitlershoot6;
extern statetype s_hitlerdeathcam;
statetype s_mechastand = {false,SPR_MECHA_W1,0,T_Stand,NULL,&s_mechastand};
statetype s_mechachase1 = {false,SPR_MECHA_W1,10,T_Chase,A_MechaSound,&s_mechachase1s};
statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2};
statetype s_mechachase2 = {false,SPR_MECHA_W2,8,T_Chase,NULL,&s_mechachase3};
statetype s_mechachase3 = {false,SPR_MECHA_W3,10,T_Chase,A_MechaSound,&s_mechachase3s};
statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4};
statetype s_mechachase4 = {false,SPR_MECHA_W4,8,T_Chase,NULL,&s_mechachase1};
statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,A_DeathScream,&s_mechadie2};
statetype s_mechadie2 = {false,SPR_MECHA_DIE2,10,NULL,NULL,&s_mechadie3};
statetype s_mechadie3 = {false,SPR_MECHA_DIE3,10,NULL,A_HitlerMorph,&s_mechadie4};
statetype s_mechadie4 = {false,SPR_MECHA_DEAD,0,NULL,NULL,&s_mechadie4};
statetype s_mechashoot1 = {false,SPR_MECHA_SHOOT1,30,NULL,NULL,&s_mechashoot2};
statetype s_mechashoot2 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot3};
statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot4};
statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot5};
statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot6};
statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechachase1};
statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,T_Chase,NULL,&s_hitlerchase1s};
statetype s_hitlerchase1s = {false,SPR_HITLER_W1,4,NULL,NULL,&s_hitlerchase2};
statetype s_hitlerchase2 = {false,SPR_HITLER_W2,2,T_Chase,NULL,&s_hitlerchase3};
statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,T_Chase,NULL,&s_hitlerchase3s};
statetype s_hitlerchase3s = {false,SPR_HITLER_W3,4,NULL,NULL,&s_hitlerchase4};
statetype s_hitlerchase4 = {false,SPR_HITLER_W4,2,T_Chase,NULL,&s_hitlerchase1};
statetype s_hitlerdeathcam = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie1};
statetype s_hitlerdie1 = {false,SPR_HITLER_W1,1,NULL,A_DeathScream,&s_hitlerdie2};
statetype s_hitlerdie2 = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie3};
statetype s_hitlerdie3 = {false,SPR_HITLER_DIE1,10,NULL,A_Slurpie,&s_hitlerdie4};
statetype s_hitlerdie4 = {false,SPR_HITLER_DIE2,10,NULL,NULL,&s_hitlerdie5};
statetype s_hitlerdie5 = {false,SPR_HITLER_DIE3,10,NULL,NULL,&s_hitlerdie6};
statetype s_hitlerdie6 = {false,SPR_HITLER_DIE4,10,NULL,NULL,&s_hitlerdie7};
statetype s_hitlerdie7 = {false,SPR_HITLER_DIE5,10,NULL,NULL,&s_hitlerdie8};
statetype s_hitlerdie8 = {false,SPR_HITLER_DIE6,10,NULL,NULL,&s_hitlerdie9};
statetype s_hitlerdie9 = {false,SPR_HITLER_DIE7,10,NULL,NULL,&s_hitlerdie10};
statetype s_hitlerdie10 = {false,SPR_HITLER_DEAD,20,NULL,A_StartDeathCam,&s_hitlerdie10};
statetype s_hitlershoot1 = {false,SPR_HITLER_SHOOT1,30,NULL,NULL,&s_hitlershoot2};
statetype s_hitlershoot2 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot3};
statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot4};
statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot5};
statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot6};
statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlerchase1};
/*
===============
=
......@@ -2863,10 +1868,8 @@ void A_HitlerMorph (objtype *ob)
////////////////////////////////////////////////////////
void A_MechaSound(objtype *ob)
{
#ifndef UPLOAD
if (areabyplayer[ob->areanumber])
PlaySoundLocActor(MECHSTEPSND, ob);
#endif
}
......@@ -2911,9 +1914,7 @@ void T_FakeFire (objtype *ob)
new->flags = FL_NEVERMARK;
new->active = true;
#ifndef UPLOAD
PlaySoundLocActor(FLAMETHROWERSND, new);
#endif
}
/*
......@@ -3272,245 +2273,6 @@ void T_DogChase (objtype *ob)
/*
============================================================================
PATH
============================================================================
*/
/*
===============
=
= SelectPathDir
=
===============
*/
void SelectPathDir(objtype *ob)
{
unsigned spot;
spot = *(mapsegs[1]+farmapylookup[ob->tiley]+ob->tilex)-ICONARROWS;
if (spot<8)
{
// new direction
ob->dir = spot;
}
ob->distance = TILEGLOBAL;
if (!TryWalk (ob))
ob->dir = nodir;
}
/*
===============
=
= T_Path
=
===============
*/
void T_Path (objtype *ob)
{
long 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 opoen
}
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 = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((long)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 behind a wall
return;
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
case giftobj:
case fatobj:
#ifndef UPLOAD
PlaySoundLocActor(MISSILEFIRESND,ob);
#endif
break;
case mechahitlerobj:
case realhitlerobj:
case bossobj:
PlaySoundLocActor(BOSSFIRESND,ob);
break;
#ifndef UPLOAD
case schabbobj:
PlaySoundLocActor(SCHABBSTHROWSND,ob);
break;
case fakeobj:
PlaySoundLocActor(FLAMETHROWERSND,ob);
break;
#endif
#endif
default:
PlaySoundLocActor(NAZIFIRESND,ob);
}
}
/*
===============
=
= T_Bite
=
===============
*/
void T_Bite (objtype *ob)
{
long 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;
}
}
}
return;
}
#ifndef SPEAR
/*
......@@ -3522,46 +2284,6 @@ void T_Bite (objtype *ob)
*/
//
// 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,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,T_BJRun,NULL,&s_bjrun3};
statetype s_bjrun3 = {false,SPR_BJ_W3,12,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,T_BJRun,NULL,&s_bjrun1};
statetype s_bjjump1 = {false,SPR_BJ_JUMP1,14,T_BJJump,NULL,&s_bjjump2};
statetype s_bjjump2 = {false,SPR_BJ_JUMP2,14,T_BJJump,T_BJYell,&s_bjjump3};
statetype s_bjjump3 = {false,SPR_BJ_JUMP3,14,T_BJJump,NULL,&s_bjjump4};
statetype s_bjjump4 = {false,SPR_BJ_JUMP4,300,NULL,T_BJDone,&s_bjjump4};
statetype s_deathcam = {false,0,0,NULL,NULL,NULL};
/*
===============
......@@ -3571,9 +2293,9 @@ statetype s_deathcam = {false,0,0,NULL,NULL,NULL};
===============
*/
void SpawnBJVictory (void)
void SpawnBJVictory()
{
SpawnNewObj (player->tilex,player->tiley+1,&s_bjrun1);
SpawnNewObj(player->tilex,player->tiley+1, &s_bjrun1);
new->x = player->x;
new->y = player->y;
new->obclass = bjobj;
......@@ -3591,9 +2313,9 @@ void SpawnBJVictory (void)
===============
*/
void T_BJRun (objtype *ob)
void T_BJRun(objtype *ob)
{
long move;
long move;
move = BJRUNSPEED*tics;
......@@ -3605,16 +2327,15 @@ void T_BJRun (objtype *ob)
break;
}
ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
move -= ob->distance;
SelectPathDir (ob);
if ( !(--ob->temp1) )
if (!(--ob->temp1))
{
NewState (ob,&s_bjjump1);
NewState(ob,&s_bjjump1);
return;
}
}
......@@ -3634,7 +2355,7 @@ void T_BJJump(objtype *ob)
long move;
move = BJJUMPSPEED*tics;
MoveObj (ob,move);
MoveObj(ob,move);
}
......@@ -3660,7 +2381,7 @@ void T_BJYell(objtype *ob)
===============
*/
void T_BJDone (objtype *ob)
void T_BJDone(objtype *ob)
{
playstate = ex_victorious; // exit castle tile
}
......@@ -3712,16 +2433,16 @@ boolean CheckPosition (objtype *ob)
===============
*/
void A_StartDeathCam (objtype *ob)
void A_StartDeathCam(objtype *ob)
{
long dx,dy;
float fangle;
long xmove,ymove;
long dist;
FinishPaletteShifts ();
FinishPaletteShifts();
VW_WaitVBL (100);
VW_WaitVBL(100);
if (gamestate.victoryflag)
{
......@@ -3788,20 +2509,18 @@ void A_StartDeathCam (objtype *ob)
fizzlein = true;
switch (ob->obclass)
{
#ifndef SPEAR
case schabbobj:
NewState (ob,&s_schabbdeathcam);
NewState(ob, &s_schabbdeathcam);
break;
case realhitlerobj:
NewState (ob,&s_hitlerdeathcam);
NewState(ob, &s_hitlerdeathcam);
break;
case giftobj:
NewState (ob,&s_giftdeathcam);
NewState(ob, &s_giftdeathcam);
break;
case fatobj:
NewState (ob,&s_fatdeathcam);
NewState(ob, &s_fatdeathcam);
break;
#endif
default:
break;
}
......
#include "wl_def.h"
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_Smoke (objtype *ob);
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);
void T_UShoot (objtype *ob);
void T_Launch (objtype *ob);
void T_Will (objtype *ob);
void A_Relaunch (objtype *ob);
void A_Victory (objtype *ob);
void A_StartAttack (objtype *ob);
void A_Breathing (objtype *ob);
void T_SpectreWait (objtype *ob);
void A_Dormant (objtype *ob);
void T_Gift (objtype *ob);
void T_GiftThrow (objtype *ob);
void T_Fat (objtype *ob);
void T_FatThrow (objtype *ob);
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);
void T_Player(objtype *ob);
void T_Attack(objtype *ob);
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};
statetype s_rocket = {true,SPR_ROCKET_1,3,T_Projectile,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};
/* guards */
statetype s_grdstand = {true,SPR_GRD_S_1,0,T_Stand,NULL,&s_grdstand};
statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,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,T_Path,NULL,&s_grdpath3};
statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,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,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,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,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,T_Chase,NULL,&s_grdchase3};
statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,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,T_Chase,NULL,&s_grdchase1};
statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,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};
statetype s_dogpath1 = {true,SPR_DOG_W1_1,20,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,T_Path,NULL,&s_dogpath3};
statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,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,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,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,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,T_DogChase,NULL,&s_dogchase3};
statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,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,T_DogChase,NULL,&s_dogchase1};
statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,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};
statetype s_ofcstand = {true,SPR_OFC_S_1,0,T_Stand,NULL,&s_ofcstand};
statetype s_ofcpath1 = {true,SPR_OFC_W1_1,20,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,T_Path,NULL,&s_ofcpath3};
statetype s_ofcpath3 = {true,SPR_OFC_W3_1,20,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,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,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,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,T_Chase,NULL,&s_ofcchase3};
statetype s_ofcchase3 = {true,SPR_OFC_W3_1,10,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,T_Chase,NULL,&s_ofcchase1};
statetype s_ofcdie1 = {false,SPR_OFC_DIE_1,11,NULL,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};
statetype s_mutstand = {true,SPR_MUT_S_1,0,T_Stand,NULL,&s_mutstand};
statetype s_mutpath1 = {true,SPR_MUT_W1_1,20,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,T_Path,NULL,&s_mutpath3};
statetype s_mutpath3 = {true,SPR_MUT_W3_1,20,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,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,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,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,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,T_Chase,NULL,&s_mutchase3};
statetype s_mutchase3 = {true,SPR_MUT_W3_1,10,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,T_Chase,NULL,&s_mutchase1};
statetype s_mutdie1 = {false,SPR_MUT_DIE_1,7,NULL,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};
statetype s_ssstand = {true,SPR_SS_S_1,0,T_Stand,NULL,&s_ssstand};
statetype s_sspath1 = {true,SPR_SS_W1_1,20,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,T_Path,NULL,&s_sspath3};
statetype s_sspath3 = {true,SPR_SS_W3_1,20,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,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,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,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,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,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,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,T_Chase,NULL,&s_sschase3};
statetype s_sschase3 = {true,SPR_SS_W3_1,10,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,T_Chase,NULL,&s_sschase1};
statetype s_ssdie1 = {false,SPR_SS_DIE_1,15,NULL,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};
#ifdef SPEAR
statetype s_hrocket = {true,SPR_HROCKET_1,3,T_Projectile,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};
statetype s_transstand = {false,SPR_TRANS_W1,0,T_Stand,NULL,&s_transstand};
statetype s_transchase1 = {false,SPR_TRANS_W1,10,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,T_Chase,NULL,&s_transchase3};
statetype s_transchase3 = {false,SPR_TRANS_W3,10,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,T_Chase,NULL,&s_transchase1};
statetype s_transdie0 = {false,SPR_TRANS_W1,1,NULL,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,T_Shoot,&s_transshoot3};
statetype s_transshoot3 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot4};
statetype s_transshoot4 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot5};
statetype s_transshoot5 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot6};
statetype s_transshoot6 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot7};
statetype s_transshoot7 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot8};
statetype s_transshoot8 = {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1};
statetype s_uberstand = {false,SPR_UBER_W1,0,T_Stand,NULL,&s_uberstand};
statetype s_uberchase1 = {false,SPR_UBER_W1,10,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,T_Chase,NULL,&s_uberchase3};
statetype s_uberchase3 = {false,SPR_UBER_W3,10,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,T_Chase,NULL,&s_uberchase1};
statetype s_uberdie0 = {false,SPR_UBER_W1,1,NULL,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,T_UShoot,&s_ubershoot3};
statetype s_ubershoot3 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot4};
statetype s_ubershoot4 = {false,SPR_UBER_SHOOT4,12,NULL,T_UShoot,&s_ubershoot5};
statetype s_ubershoot5 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot6};
statetype s_ubershoot6 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot7};
statetype s_ubershoot7 = {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1};
statetype s_willstand = {false,SPR_WILL_W1,0,T_Stand,NULL,&s_willstand};
statetype s_willchase1 = {false,SPR_WILL_W1,10,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,T_Will,NULL,&s_willchase3};
statetype s_willchase3 = {false,SPR_WILL_W3,10,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,T_Will,NULL,&s_willchase1};
statetype s_willdie1 = {false,SPR_WILL_W1,1,NULL,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,T_Launch,&s_willshoot3};
statetype s_willshoot3 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot4};
statetype s_willshoot4 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willshoot5};
statetype s_willshoot5 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot6};
statetype s_willshoot6 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willchase1};
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_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};
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};
//
// spectre
//
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};
#endif
#ifndef SPEAR
statetype s_blinkychase1 = {false,SPR_BLINKY_W1,10,T_Ghosts,NULL,&s_blinkychase2};
statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,T_Ghosts,NULL,&s_blinkychase1};
statetype s_inkychase1 = {false,SPR_INKY_W1,10,T_Ghosts,NULL,&s_inkychase2};
statetype s_inkychase2 = {false,SPR_INKY_W2,10,T_Ghosts,NULL,&s_inkychase1};
statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,T_Ghosts,NULL,&s_pinkychase2};
statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,T_Ghosts,NULL,&s_pinkychase1};
statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,T_Ghosts,NULL,&s_clydechase2};
statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,T_Ghosts,NULL,&s_clydechase1};
statetype s_bossstand = {false,SPR_BOSS_W1,0,T_Stand,NULL,&s_bossstand};
statetype s_bosschase1 = {false,SPR_BOSS_W1,10,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,T_Chase,NULL,&s_bosschase3};
statetype s_bosschase3 = {false,SPR_BOSS_W3,10,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,T_Chase,NULL,&s_bosschase1};
statetype s_bossdie1 = {false,SPR_BOSS_DIE1,15,NULL,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,T_Shoot,&s_bossshoot3};
statetype s_bossshoot3 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot4};
statetype s_bossshoot4 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot5};
statetype s_bossshoot5 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot6};
statetype s_bossshoot6 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot7};
statetype s_bossshoot7 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot8};
statetype s_bossshoot8 = {false,SPR_BOSS_SHOOT1,10,NULL,NULL,&s_bosschase1};
statetype s_gretelstand = {false,SPR_GRETEL_W1,0,T_Stand,NULL,&s_gretelstand};
statetype s_gretelchase1 = {false,SPR_GRETEL_W1,10,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,T_Chase,NULL,&s_gretelchase3};
statetype s_gretelchase3 = {false,SPR_GRETEL_W3,10,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,T_Chase,NULL,&s_gretelchase1};
statetype s_greteldie1 = {false,SPR_GRETEL_DIE1,15,NULL,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,T_Shoot,&s_gretelshoot3};
statetype s_gretelshoot3 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot4};
statetype s_gretelshoot4 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot5};
statetype s_gretelshoot5 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot6};
statetype s_gretelshoot6 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot7};
statetype s_gretelshoot7 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot8};
statetype s_gretelshoot8 = {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1};
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};
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};
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};
statetype s_fakestand = {false,SPR_FAKE_W1,0,T_Stand,NULL,&s_fakestand};
statetype s_fakechase1 = {false,SPR_FAKE_W1,10,T_Fake,NULL,&s_fakechase1s};
statetype s_fakechase1s = {false,SPR_FAKE_W1,3,NULL,NULL,&s_fakechase2};
statetype s_fakechase2 = {false,SPR_FAKE_W2,8,T_Fake,NULL,&s_fakechase3};
statetype s_fakechase3 = {false,SPR_FAKE_W3,10,T_Fake,NULL,&s_fakechase3s};
statetype s_fakechase3s = {false,SPR_FAKE_W3,3,NULL,NULL,&s_fakechase4};
statetype s_fakechase4 = {false,SPR_FAKE_W4,8,T_Fake,NULL,&s_fakechase1};
statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,A_DeathScream,&s_fakedie2};
statetype s_fakedie2 = {false,SPR_FAKE_DIE2,10,NULL,NULL,&s_fakedie3};
statetype s_fakedie3 = {false,SPR_FAKE_DIE3,10,NULL,NULL,&s_fakedie4};
statetype s_fakedie4 = {false,SPR_FAKE_DIE4,10,NULL,NULL,&s_fakedie5};
statetype s_fakedie5 = {false,SPR_FAKE_DIE5,10,NULL,NULL,&s_fakedie6};
statetype s_fakedie6 = {false,SPR_FAKE_DEAD,0,NULL,NULL,&s_fakedie6};
statetype s_fakeshoot1 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot2};
statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot3};
statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot4};
statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot5};
statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot6};
statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot7};
statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot8};
statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot9};
statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1};
statetype s_fire1 = {false,SPR_FIRE1,6,NULL,T_Projectile,&s_fire2};
statetype s_fire2 = {false,SPR_FIRE2,6,NULL,T_Projectile,&s_fire1};
statetype s_mechastand = {false,SPR_MECHA_W1,0,T_Stand,NULL,&s_mechastand};
statetype s_mechachase1 = {false,SPR_MECHA_W1,10,T_Chase,A_MechaSound,&s_mechachase1s};
statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2};
statetype s_mechachase2 = {false,SPR_MECHA_W2,8,T_Chase,NULL,&s_mechachase3};
statetype s_mechachase3 = {false,SPR_MECHA_W3,10,T_Chase,A_MechaSound,&s_mechachase3s};
statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4};
statetype s_mechachase4 = {false,SPR_MECHA_W4,8,T_Chase,NULL,&s_mechachase1};
statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,A_DeathScream,&s_mechadie2};
statetype s_mechadie2 = {false,SPR_MECHA_DIE2,10,NULL,NULL,&s_mechadie3};
statetype s_mechadie3 = {false,SPR_MECHA_DIE3,10,NULL,A_HitlerMorph,&s_mechadie4};
statetype s_mechadie4 = {false,SPR_MECHA_DEAD,0,NULL,NULL,&s_mechadie4};
statetype s_mechashoot1 = {false,SPR_MECHA_SHOOT1,30,NULL,NULL,&s_mechashoot2};
statetype s_mechashoot2 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot3};
statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot4};
statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot5};
statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot6};
statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechachase1};
statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,T_Chase,NULL,&s_hitlerchase1s};
statetype s_hitlerchase1s = {false,SPR_HITLER_W1,4,NULL,NULL,&s_hitlerchase2};
statetype s_hitlerchase2 = {false,SPR_HITLER_W2,2,T_Chase,NULL,&s_hitlerchase3};
statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,T_Chase,NULL,&s_hitlerchase3s};
statetype s_hitlerchase3s = {false,SPR_HITLER_W3,4,NULL,NULL,&s_hitlerchase4};
statetype s_hitlerchase4 = {false,SPR_HITLER_W4,2,T_Chase,NULL,&s_hitlerchase1};
statetype s_hitlerdeathcam = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie1};
statetype s_hitlerdie1 = {false,SPR_HITLER_W1,1,NULL,A_DeathScream,&s_hitlerdie2};
statetype s_hitlerdie2 = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie3};
statetype s_hitlerdie3 = {false,SPR_HITLER_DIE1,10,NULL,A_Slurpie,&s_hitlerdie4};
statetype s_hitlerdie4 = {false,SPR_HITLER_DIE2,10,NULL,NULL,&s_hitlerdie5};
statetype s_hitlerdie5 = {false,SPR_HITLER_DIE3,10,NULL,NULL,&s_hitlerdie6};
statetype s_hitlerdie6 = {false,SPR_HITLER_DIE4,10,NULL,NULL,&s_hitlerdie7};
statetype s_hitlerdie7 = {false,SPR_HITLER_DIE5,10,NULL,NULL,&s_hitlerdie8};
statetype s_hitlerdie8 = {false,SPR_HITLER_DIE6,10,NULL,NULL,&s_hitlerdie9};
statetype s_hitlerdie9 = {false,SPR_HITLER_DIE7,10,NULL,NULL,&s_hitlerdie10};
statetype s_hitlerdie10 = {false,SPR_HITLER_DEAD,20,NULL,A_StartDeathCam,&s_hitlerdie10};
statetype s_hitlershoot1 = {false,SPR_HITLER_SHOOT1,30,NULL,NULL,&s_hitlershoot2};
statetype s_hitlershoot2 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot3};
statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot4};
statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot5};
statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot6};
statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlerchase1};
statetype s_bjrun1 = {false,SPR_BJ_W1,12,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,T_BJRun,NULL,&s_bjrun3};
statetype s_bjrun3 = {false,SPR_BJ_W3,12,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,T_BJRun,NULL,&s_bjrun1};
statetype s_bjjump1 = {false,SPR_BJ_JUMP1,14,T_BJJump,NULL,&s_bjjump2};
statetype s_bjjump2 = {false,SPR_BJ_JUMP2,14,T_BJJump,T_BJYell,&s_bjjump3};
statetype s_bjjump3 = {false,SPR_BJ_JUMP3,14,T_BJJump,NULL,&s_bjjump4};
statetype s_bjjump4 = {false,SPR_BJ_JUMP4,300,NULL,T_BJDone,&s_bjjump4};
statetype s_deathcam = {false,0,0,NULL,NULL,NULL};
#endif
statetype s_player = {false,0,0,T_Player,NULL,NULL};
statetype s_attack = {false,0,0,T_Attack,NULL,NULL};
#ifndef __WL_ACT3_H__
#define __WL_ACT3_H__
extern statetype s_boom1;
extern statetype s_boom2;
extern statetype s_boom3;
extern statetype s_rocket;
extern statetype s_smoke1;
extern statetype s_smoke2;
extern statetype s_smoke3;
extern statetype s_smoke4;
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_grdshoot1;
extern statetype s_grdshoot2;
extern statetype s_grdshoot3;
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_grddie2;
extern statetype s_grddie3;
extern statetype s_grddie4;
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_dogdie2;
extern statetype s_dogdie3;
extern statetype 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_ofcshoot1;
extern statetype s_ofcshoot2;
extern statetype s_ofcshoot3;
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;
//
// 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_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;
//
// 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;
#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_hboom1;
extern statetype s_hboom2;
extern statetype s_hboom3;
//
// 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;
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;
//
// 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;
//
// 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;
//
// angel
//
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_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;
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;
#endif
#ifndef SPEAR
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;
//
// 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;
//
// 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;
//
// 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_schabbdeathcam;
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;
//
// 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_giftdeathcam;
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;
//
// 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_fatdeathcam;
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;
//
// 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;
//
// hitler
//
extern statetype s_mechastand;
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_hitlerdeathcam;
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;
//
// BJ victory
//
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;
extern statetype s_deathcam;
#endif
extern statetype s_player;
extern statetype s_attack;
#endif
......@@ -41,12 +41,6 @@ objtype *LastAttacker;
*/
void T_Player(objtype *ob);
void T_Attack(objtype *ob);
statetype s_player = {false,0,0,T_Player,NULL,NULL};
statetype s_attack = {false,0,0,T_Attack,NULL,NULL};
struct atkinf
{
char tics, attack, frame; // attack is 1 for gun, 2 for knife
......@@ -62,13 +56,6 @@ void DrawWeapon (void);
void GiveWeapon (int weapon);
void GiveAmmo (int ammo);
//===========================================================================
boolean TryMove (objtype *ob);
void T_Player (objtype *ob);
void ClipMove (objtype *ob, long xmove, long ymove);
/*
=============================================================================
......@@ -87,7 +74,7 @@ void ClipMove (objtype *ob, long xmove, long ymove);
======================
*/
void CheckWeaponChange (void)
void CheckWeaponChange()
{
int i;
......@@ -264,7 +251,6 @@ void UpdateFace()
}
/*
===============
=
......@@ -734,11 +720,11 @@ void GetBonus (statobj_t *check)
= TryMove
=
= returns true if move ok
= debug: use pointers to optimize
=
===================
*/
boolean TryMove (objtype *ob)
boolean TryMove(objtype *ob)
{
int xl,yl,xh,yh,x,y;
objtype *check;
......@@ -803,7 +789,7 @@ boolean TryMove (objtype *ob)
===================
*/
void ClipMove (objtype *ob, long xmove, long ymove)
void ClipMove(objtype *ob, long xmove, long ymove)
{
long basex,basey;
......@@ -847,12 +833,11 @@ void ClipMove (objtype *ob, long xmove, long ymove)
===================
*/
void VictoryTile (void)
void VictoryTile()
{
#ifndef SPEAR
SpawnBJVictory ();
SpawnBJVictory();
#endif
gamestate.victoryflag = true;
}
......@@ -870,14 +855,13 @@ void Thrust(int angle, long speed)
long xmove,ymove;
unsigned offset;
#ifdef SPEAR
//
// ZERO FUNNY COUNTER IF MOVED!
//
#ifdef SPEAR
if (speed)
funnyticount = 0;
#endif
#endif
thrustspeed += speed;
//
......@@ -919,7 +903,7 @@ void Thrust(int angle, long speed)
===============
*/
void Cmd_Fire (void)
void Cmd_Fire()
{
buttonheld[bt_attack] = true;
......@@ -946,8 +930,8 @@ void Cmd_Fire (void)
void Cmd_Use()
{
int checkx,checky,doornum,dir;
boolean elevatorok;
int checkx, checky, doornum, dir;
boolean elevatorok;
//
// find which cardinal direction the player is facing
......@@ -1003,16 +987,16 @@ void Cmd_Use()
playstate = ex_secretlevel;
else
playstate = ex_completed;
SD_PlaySound (LEVELDONESND);
SD_PlaySound(LEVELDONESND);
SD_WaitSoundDone();
}
else if (!buttonheld[bt_use] && doornum & 0x80)
{
buttonheld[bt_use] = true;
OperateDoor (doornum & ~0x80);
OperateDoor(doornum & ~0x80);
}
else
SD_PlaySound (DONOTHINGSND);
SD_PlaySound(DONOTHINGSND);
}
......@@ -1191,9 +1175,9 @@ void GunAttack(objtype *ob)
===============
*/
void VictorySpin (void)
void VictorySpin()
{
long desty;
long desty;
if (player->angle > 270)
{
......@@ -1231,13 +1215,13 @@ void VictorySpin (void)
void T_Attack(objtype *ob)
{
struct atkinf *cur;
struct atkinf *cur;
UpdateFace ();
UpdateFace();
if (gamestate.victoryflag) // watching the BJ actor
{
VictorySpin ();
VictorySpin();
return;
}
......@@ -1317,10 +1301,6 @@ void T_Attack(objtype *ob)
}
//===========================================================================
/*
===============
=
......@@ -1329,32 +1309,29 @@ void T_Attack(objtype *ob)
===============
*/
void T_Player (objtype *ob)
void T_Player(objtype *ob)
{
if (gamestate.victoryflag) // watching the BJ actor
{
VictorySpin ();
VictorySpin();
return;
}
UpdateFace ();
CheckWeaponChange ();
UpdateFace();
CheckWeaponChange();
if ( buttonstate[bt_use] )
Cmd_Use ();
if (buttonstate[bt_use])
Cmd_Use();
if ( buttonstate[bt_attack] && !buttonheld[bt_attack])
Cmd_Fire ();
if (buttonstate[bt_attack] && !buttonheld[bt_attack])
Cmd_Fire();
ControlMovement (ob);
ControlMovement(ob);
if (gamestate.victoryflag) // watching the BJ actor
return;
plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned
pluy = player->y >> UNSIGNEDSHIFT;
player->tilex = player->x >> TILESHIFT; // scale to tile values
player->tiley = player->y >> TILESHIFT;
}
......@@ -862,9 +862,6 @@ extern fixed viewsin,viewcos;
extern int horizwall[],vertwall[];
extern unsigned pwallpos;
fixed FixedByFrac (fixed a, fixed b);
void BuildTables (void);
void CalcTics (void);
......@@ -977,66 +974,6 @@ void InitAreas (void);
=============================================================================
*/
extern statetype s_grddie1;
extern statetype s_dogdie1;
extern statetype s_ofcdie1;
extern statetype s_mutdie1;
extern statetype s_ssdie1;
extern statetype s_bossdie1;
extern statetype s_schabbdie1;
extern statetype s_fakedie1;
extern statetype s_mechadie1;
extern statetype s_hitlerdie1;
extern statetype s_greteldie1;
extern statetype s_giftdie1;
extern statetype s_fatdie1;
extern statetype s_spectredie1;
extern statetype s_angeldie1;
extern statetype s_transdie0;
extern statetype s_uberdie0;
extern statetype s_willdie1;
extern statetype s_deathdie1;
extern statetype s_grdchase1;
extern statetype s_dogchase1;
extern statetype s_ofcchase1;
extern statetype s_sschase1;
extern statetype s_mutchase1;
extern statetype s_bosschase1;
extern statetype s_schabbchase1;
extern statetype s_fakechase1;
extern statetype s_mechachase1;
extern statetype s_gretelchase1;
extern statetype s_giftchase1;
extern statetype s_fatchase1;
extern statetype s_spectrechase1;
extern statetype s_angelchase1;
extern statetype s_transchase1;
extern statetype s_uberchase1;
extern statetype s_willchase1;
extern statetype s_deathchase1;
extern statetype s_blinkychase1;
extern statetype s_hitlerchase1;
extern statetype s_grdpain;
extern statetype s_grdpain1;
extern statetype s_ofcpain;
extern statetype s_ofcpain1;
extern statetype s_sspain;
extern statetype s_sspain1;
extern statetype s_mutpain;
extern statetype s_mutpain1;
extern statetype s_deathcam;
extern statetype s_schabbdeathcam2;
extern statetype s_hitlerdeathcam2;
extern statetype s_giftdeathcam2;
extern statetype s_fatdeathcam2;
void A_DeathScream(objtype *ob);
void SpawnBJVictory(void);
......@@ -1073,4 +1010,6 @@ void SpawnHitler (int tilex, int tiley);
extern void HelpScreens();
extern void EndText();
#include "wl_act3.h"
#endif
......@@ -56,9 +56,10 @@ void EndSpear()
WindowW = 320;
PrintX = 0;
PrintY = 180;
US_CPrint (STR_ENDGAME1"\n");
US_CPrint (STR_ENDGAME2);
VW_UpdateScreen ();
US_CPrint(STR_ENDGAME1"\n");
US_CPrint(STR_ENDGAME2);
VW_UpdateScreen();
IN_StartAck ();
set_TimeCount(0);
while ( !IN_CheckAck () && (get_TimeCount() < 700) );
......@@ -66,9 +67,10 @@ void EndSpear()
PrintX = 0;
PrintY = 180;
VW_Bar(0,180,320,20,0);
US_CPrint (STR_ENDGAME3"\n");
US_CPrint (STR_ENDGAME4);
VW_UpdateScreen ();
US_CPrint(STR_ENDGAME3"\n");
US_CPrint(STR_ENDGAME4);
VW_UpdateScreen();
IN_StartAck ();
set_TimeCount(0);
while ( !IN_CheckAck () && (get_TimeCount() < 700) );
......@@ -493,7 +495,7 @@ void LevelCompleted()
};
CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);
ClearSplitVWB (); // set up for double buffering in split screen
ClearSplitVWB(); // set up for double buffering in split screen
VW_Bar (0,0,320,200-STATUSLINES,127);
StartCPMusic(ENDLEVEL_MUS);
......@@ -814,14 +816,14 @@ void LevelCompleted()
#ifdef SPEARDEMO
if (gamestate.mapon == 1)
{
SD_PlaySound (BONUS1UPSND);
SD_PlaySound(BONUS1UPSND);
CA_CacheGrChunk (STARTFONT+1);
Message ("This concludes your demo\n"
CA_CacheGrChunk(STARTFONT+1);
Message("This concludes your demo\n"
"of Spear of Destiny! Now,\n"
"go to your local software\n"
"store and buy it!");
CA_UnCacheGrChunk (STARTFONT+1);
CA_UnCacheGrChunk(STARTFONT+1);
IN_ClearKeysDown();
IN_Ack();
......@@ -933,14 +935,14 @@ void DrawHighScores()
fontnumber = 0;
#else
CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);
CacheLump(BACKDROP_LUMP_START,BACKDROP_LUMP_END);
ClearMScreen();
DrawStripes(10);
UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);
UnCacheLump(BACKDROP_LUMP_START,BACKDROP_LUMP_END);
CacheLump (HIGHSCORES_LUMP_START,HIGHSCORES_LUMP_END);
CA_CacheGrChunk (STARTFONT+1);
VWB_DrawPic (0,0,HIGHSCORESPIC);
CacheLump(HIGHSCORES_LUMP_START,HIGHSCORES_LUMP_END);
CA_CacheGrChunk(STARTFONT+1);
VWB_DrawPic(0,0,HIGHSCORESPIC);
fontnumber = 1;
#endif
......@@ -979,15 +981,13 @@ void DrawHighScores()
PrintX = 194 - w;
#endif
#ifndef UPLOAD
#ifndef SPEAR
#if !defined(UPLOAD) || !defined(SPEAR)
PrintX -= 6;
itoa(s->episode+1,buffer1,10);
US_Print("E");
US_Print(buffer1);
US_Print("/L");
#endif
#endif
#ifdef SPEAR
if (s->completed == 21)
......@@ -1015,14 +1015,11 @@ void DrawHighScores()
VW_UpdateScreen();
#ifdef SPEAR
UnCacheLump (HIGHSCORES_LUMP_START,HIGHSCORES_LUMP_END);
UnCacheLump(HIGHSCORES_LUMP_START, HIGHSCORES_LUMP_END);
fontnumber = 0;
#endif
}
//===========================================================================
/*
=======================
=
......@@ -1031,27 +1028,22 @@ void DrawHighScores()
=======================
*/
void CheckHighScore (long score,word other)
void CheckHighScore(long score, word other)
{
word i,j;
int n;
HighScore myscore;
word i, j;
int n;
HighScore myscore;
strcpy(myscore.name,"");
strcpy(myscore.name, "");
myscore.score = score;
myscore.episode = gamestate.episode;
myscore.completed = other;
for (i = 0,n = -1;i < MaxScores;i++)
for (i = 0, n = -1; i < MaxScores;i++)
{
if
(
(myscore.score > Scores[i].score)
|| (
(myscore.score == Scores[i].score)
&& (myscore.completed > Scores[i].completed)
)
)
if ((myscore.score > Scores[i].score) ||
((myscore.score == Scores[i].score) &&
(myscore.completed > Scores[i].completed)))
{
for (j = MaxScores;--j > i;)
Scores[j] = Scores[j - 1];
......@@ -1062,13 +1054,13 @@ void CheckHighScore (long score,word other)
}
#ifdef SPEAR
StartCPMusic (XAWARD_MUS);
StartCPMusic(XAWARD_MUS);
#else
StartCPMusic (ROSTER_MUS);
StartCPMusic(ROSTER_MUS);
#endif
DrawHighScores ();
DrawHighScores();
VW_FadeIn ();
VW_FadeIn();
if (n != -1)
{
......@@ -1085,7 +1077,7 @@ void CheckHighScore (long score,word other)
PrintX = 16;
fontnumber = 1;
VW_Bar(PrintX-2,PrintY-2,145,15,0x9c);
VW_UpdateScreen ();
VW_UpdateScreen();
backcolor = 0x9c;
fontcolor = 15;
US_LineInput(PrintX,PrintY,Scores[n].name,NULL,true,MaxHighName,130);
......@@ -1093,7 +1085,7 @@ void CheckHighScore (long score,word other)
}
else
{
IN_ClearKeysDown ();
IN_ClearKeysDown();
IN_UserInput(500);
}
......
......@@ -282,9 +282,9 @@ void DiskFlopAnim(int x, int y)
long DoChecksum(byte *source, unsigned size, long checksum)
{
unsigned i;
int i;
for (i=0;i<size-1;i++)
for (i = 0; i < size-1; i++)
checksum += source[i]^source[i+1];
return checksum;
......@@ -427,9 +427,9 @@ boolean LoadTheGame(int file,int x,int y)
if (nullobj.active == ac_badobject)
break;
GetNewActor ();
GetNewActor();
// don't copy over the links
memcpy(new,&nullobj,sizeof(nullobj)-4);
memcpy(new, &nullobj, sizeof(nullobj)-4);
}
......
......@@ -440,7 +440,7 @@ void US_ControlPanel(byte scancode)
#ifdef SPEAR
UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);
MM_SortMem ();
MM_SortMem();
#endif
}
......@@ -1344,7 +1344,6 @@ int CP_SaveGame(int quick)
if (SaveGamesAvail[which])
{
name[7]=which+'0';
unlink(name);
handle=creat(name,S_IREAD|S_IWRITE);
strcpy(input,&SaveGameNames[which][0]);
......@@ -1399,16 +1398,15 @@ int CP_SaveGame(int quick)
if (US_LineInput(LSM_X+LSItems.indent+2,LSM_Y+which*13+1,input,input,true,31,LSM_W-LSItems.indent-30))
{
SaveGamesAvail[which]=1;
SaveGamesAvail[which] = 1;
strcpy(&SaveGameNames[which][0],input);
unlink(name);
handle=creat(name,S_IREAD|S_IWRITE);
nwritten = write(handle,(void *)input,32);
lseek(handle,32,SEEK_SET);
handle = creat(name, S_IREAD|S_IWRITE);
nwritten = write(handle, (void *)input, 32);
lseek(handle, 32, SEEK_SET);
DrawLSAction(1);
SaveTheGame(handle,LSA_X+8,LSA_Y+5);
SaveTheGame(handle, LSA_X+8, LSA_Y+5);
close(handle);
......@@ -3244,7 +3242,6 @@ void StartCPMusic(int song)
lastmusic = song;
CA_CacheAudioChunk(STARTMUSIC + song);
MM_SetLock((memptr *)&(audiosegs[STARTMUSIC + song]), true);
SD_StartMusic((MusicGroup *)audiosegs[STARTMUSIC + song]);
}
......@@ -3252,8 +3249,10 @@ void FreeMusic()
{
SD_MusicOff();
if (lastmusic >= 0)
if (lastmusic >= 0) {
CA_UnCacheAudioChunk(STARTMUSIC + lastmusic);
lastmusic = -1;
}
}
///////////////////////////////////////////////////////////////////////////
......
......@@ -1104,7 +1104,7 @@ void FinishPaletteShifts (void)
=====================
*/
void DoActor (objtype *ob)
void DoActor(objtype *ob)
{
void (*think)(objtype *);
......@@ -1134,7 +1134,7 @@ void DoActor (objtype *ob)
if (ob->flags&FL_NEVERMARK)
return;
if ( (ob->flags&FL_NONMARK) && actorat[ob->tilex][ob->tiley])
if ((ob->flags&FL_NONMARK) && actorat[ob->tilex][ob->tiley])
return;
actorat[ob->tilex][ob->tiley] = ob;
......@@ -1153,7 +1153,7 @@ void DoActor (objtype *ob)
think (ob);
if (!ob->state)
{
RemoveObj (ob);
RemoveObj(ob);
return;
}
}
......@@ -1185,7 +1185,7 @@ think:
think (ob);
if (!ob->state)
{
RemoveObj (ob);
RemoveObj(ob);
return;
}
}
......@@ -1193,7 +1193,7 @@ think:
if (ob->flags&FL_NEVERMARK)
return;
if ( (ob->flags&FL_NONMARK) && actorat[ob->tilex][ob->tiley])
if ((ob->flags&FL_NONMARK) && actorat[ob->tilex][ob->tiley])
return;
actorat[ob->tilex][ob->tiley] = ob;
......
......@@ -1214,25 +1214,19 @@ void FirstSighting (objtype *ob)
break;
case gretelobj:
#ifndef UPLOAD
SD_PlaySound(KEINSND);
#endif
NewState (ob,&s_gretelchase1);
ob->speed *= 3; // go faster when chasing player
break;
case giftobj:
#ifndef UPLOAD
SD_PlaySound(EINESND);
#endif
NewState (ob,&s_giftchase1);
ob->speed *= 3; // go faster when chasing player
break;
case fatobj:
#ifndef UPLOAD
SD_PlaySound(ERLAUBENSND);
#endif
NewState (ob,&s_fatchase1);
ob->speed *= 3; // go faster when chasing player
break;
......
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