wolf3d

The original open source release of Wolfenstein 3D
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WL_ACT2.C (89716B)


      1 // WL_ACT2.C
      2 
      3 #include "WL_DEF.H"
      4 #pragma hdrstop
      5 
      6 /*
      7 =============================================================================
      8 
      9 						 LOCAL CONSTANTS
     10 
     11 =============================================================================
     12 */
     13 
     14 #define PROJECTILESIZE	0xc000l
     15 
     16 #define BJRUNSPEED	2048
     17 #define BJJUMPSPEED	680
     18 
     19 
     20 /*
     21 =============================================================================
     22 
     23 						 GLOBAL VARIABLES
     24 
     25 =============================================================================
     26 */
     27 
     28 
     29 
     30 /*
     31 =============================================================================
     32 
     33 						 LOCAL VARIABLES
     34 
     35 =============================================================================
     36 */
     37 
     38 
     39 dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east,
     40 	southwest,south,southeast};
     41 
     42 int	starthitpoints[4][NUMENEMIES] =
     43 	 //
     44 	 // BABY MODE
     45 	 //
     46 	 {
     47 	 {25,	// guards
     48 	  50,	// officer
     49 	  100,	// SS
     50 	  1,	// dogs
     51 	  850,	// Hans
     52 	  850,	// Schabbs
     53 	  200,	// fake hitler
     54 	  800,	// mecha hitler
     55 	  45,	// mutants
     56 	  25,	// ghosts
     57 	  25,	// ghosts
     58 	  25,	// ghosts
     59 	  25,	// ghosts
     60 
     61 	  850,	// Gretel
     62 	  850,	// Gift
     63 	  850,	// Fat
     64 	  5,	// en_spectre,
     65 	  1450,	// en_angel,
     66 	  850,	// en_trans,
     67 	  1050,	// en_uber,
     68 	  950,	// en_will,
     69 	  1250	// en_death
     70 	  },
     71 	 //
     72 	 // DON'T HURT ME MODE
     73 	 //
     74 	 {25,	// guards
     75 	  50,	// officer
     76 	  100,	// SS
     77 	  1,	// dogs
     78 	  950,	// Hans
     79 	  950,	// Schabbs
     80 	  300,	// fake hitler
     81 	  950,	// mecha hitler
     82 	  55,	// mutants
     83 	  25,	// ghosts
     84 	  25,	// ghosts
     85 	  25,	// ghosts
     86 	  25,	// ghosts
     87 
     88 	  950,	// Gretel
     89 	  950,	// Gift
     90 	  950,	// Fat
     91 	  10,	// en_spectre,
     92 	  1550,	// en_angel,
     93 	  950,	// en_trans,
     94 	  1150,	// en_uber,
     95 	  1050,	// en_will,
     96 	  1350	// en_death
     97 	  },
     98 	 //
     99 	 // BRING 'EM ON MODE
    100 	 //
    101 	 {25,	// guards
    102 	  50,	// officer
    103 	  100,	// SS
    104 	  1,	// dogs
    105 
    106 	  1050,	// Hans
    107 	  1550,	// Schabbs
    108 	  400,	// fake hitler
    109 	  1050,	// mecha hitler
    110 
    111 	  55,	// mutants
    112 	  25,	// ghosts
    113 	  25,	// ghosts
    114 	  25,	// ghosts
    115 	  25,	// ghosts
    116 
    117 	  1050,	// Gretel
    118 	  1050,	// Gift
    119 	  1050,	// Fat
    120 	  15,	// en_spectre,
    121 	  1650,	// en_angel,
    122 	  1050,	// en_trans,
    123 	  1250,	// en_uber,
    124 	  1150,	// en_will,
    125 	  1450	// en_death
    126 	  },
    127 	 //
    128 	 // DEATH INCARNATE MODE
    129 	 //
    130 	 {25,	// guards
    131 	  50,	// officer
    132 	  100,	// SS
    133 	  1,	// dogs
    134 
    135 	  1200,	// Hans
    136 	  2400,	// Schabbs
    137 	  500,	// fake hitler
    138 	  1200,	// mecha hitler
    139 
    140 	  65,	// mutants
    141 	  25,	// ghosts
    142 	  25,	// ghosts
    143 	  25,	// ghosts
    144 	  25,	// ghosts
    145 
    146 	  1200,	// Gretel
    147 	  1200,	// Gift
    148 	  1200,	// Fat
    149 	  25,	// en_spectre,
    150 	  2000,	// en_angel,
    151 	  1200,	// en_trans,
    152 	  1400,	// en_uber,
    153 	  1300,	// en_will,
    154 	  1600	// en_death
    155 	  }}
    156 	  ;
    157 
    158 void	A_StartDeathCam (objtype *ob);
    159 
    160 
    161 void	T_Path (objtype *ob);
    162 void	T_Shoot (objtype *ob);
    163 void	T_Bite (objtype *ob);
    164 void	T_DogChase (objtype *ob);
    165 void	T_Chase (objtype *ob);
    166 void	T_Projectile (objtype *ob);
    167 void	T_Stand (objtype *ob);
    168 
    169 void A_DeathScream (objtype *ob);
    170 
    171 extern	statetype s_rocket;
    172 extern	statetype s_smoke1;
    173 extern	statetype s_smoke2;
    174 extern	statetype s_smoke3;
    175 extern	statetype s_smoke4;
    176 extern	statetype s_boom2;
    177 extern	statetype s_boom3;
    178 
    179 void A_Smoke (objtype *ob);
    180 
    181 statetype s_rocket	 	= {true,SPR_ROCKET_1,3,T_Projectile,A_Smoke,&s_rocket};
    182 statetype s_smoke1	 	= {false,SPR_SMOKE_1,3,NULL,NULL,&s_smoke2};
    183 statetype s_smoke2	 	= {false,SPR_SMOKE_2,3,NULL,NULL,&s_smoke3};
    184 statetype s_smoke3	 	= {false,SPR_SMOKE_3,3,NULL,NULL,&s_smoke4};
    185 statetype s_smoke4	 	= {false,SPR_SMOKE_4,3,NULL,NULL,NULL};
    186 
    187 statetype s_boom1	 	= {false,SPR_BOOM_1,6,NULL,NULL,&s_boom2};
    188 statetype s_boom2	 	= {false,SPR_BOOM_2,6,NULL,NULL,&s_boom3};
    189 statetype s_boom3	 	= {false,SPR_BOOM_3,6,NULL,NULL,NULL};
    190 
    191 #ifdef SPEAR
    192 
    193 extern	statetype s_hrocket;
    194 extern	statetype s_hsmoke1;
    195 extern	statetype s_hsmoke2;
    196 extern	statetype s_hsmoke3;
    197 extern	statetype s_hsmoke4;
    198 extern	statetype s_hboom2;
    199 extern	statetype s_hboom3;
    200 
    201 void A_Smoke (objtype *ob);
    202 
    203 statetype s_hrocket	 	= {true,SPR_HROCKET_1,3,T_Projectile,A_Smoke,&s_hrocket};
    204 statetype s_hsmoke1	 	= {false,SPR_HSMOKE_1,3,NULL,NULL,&s_hsmoke2};
    205 statetype s_hsmoke2	 	= {false,SPR_HSMOKE_2,3,NULL,NULL,&s_hsmoke3};
    206 statetype s_hsmoke3	 	= {false,SPR_HSMOKE_3,3,NULL,NULL,&s_hsmoke4};
    207 statetype s_hsmoke4	 	= {false,SPR_HSMOKE_4,3,NULL,NULL,NULL};
    208 
    209 statetype s_hboom1	 	= {false,SPR_HBOOM_1,6,NULL,NULL,&s_hboom2};
    210 statetype s_hboom2	 	= {false,SPR_HBOOM_2,6,NULL,NULL,&s_hboom3};
    211 statetype s_hboom3	 	= {false,SPR_HBOOM_3,6,NULL,NULL,NULL};
    212 
    213 #endif
    214 
    215 void	T_Schabb (objtype *ob);
    216 void	T_SchabbThrow (objtype *ob);
    217 void	T_Fake (objtype *ob);
    218 void	T_FakeFire (objtype *ob);
    219 void	T_Ghosts (objtype *ob);
    220 
    221 void A_Slurpie (objtype *ob);
    222 void A_HitlerMorph (objtype *ob);
    223 void A_MechaSound (objtype *ob);
    224 
    225 /*
    226 =================
    227 =
    228 = A_Smoke
    229 =
    230 =================
    231 */
    232 
    233 void A_Smoke (objtype *ob)
    234 {
    235 	GetNewActor ();
    236 #ifdef SPEAR
    237 	if (ob->obclass == hrocketobj)
    238 		new->state = &s_hsmoke1;
    239 	else
    240 #endif
    241 		new->state = &s_smoke1;
    242 	new->ticcount = 6;
    243 
    244 	new->tilex = ob->tilex;
    245 	new->tiley = ob->tiley;
    246 	new->x = ob->x;
    247 	new->y = ob->y;
    248 	new->obclass = inertobj;
    249 	new->active = true;
    250 
    251 	new->flags = FL_NEVERMARK;
    252 }
    253 
    254 
    255 /*
    256 ===================
    257 =
    258 = ProjectileTryMove
    259 =
    260 = returns true if move ok
    261 ===================
    262 */
    263 
    264 #define PROJSIZE	0x2000
    265 
    266 boolean ProjectileTryMove (objtype *ob)
    267 {
    268 	int			xl,yl,xh,yh,x,y;
    269 	objtype		*check;
    270 	long		deltax,deltay;
    271 
    272 	xl = (ob->x-PROJSIZE) >>TILESHIFT;
    273 	yl = (ob->y-PROJSIZE) >>TILESHIFT;
    274 
    275 	xh = (ob->x+PROJSIZE) >>TILESHIFT;
    276 	yh = (ob->y+PROJSIZE) >>TILESHIFT;
    277 
    278 //
    279 // check for solid walls
    280 //
    281 	for (y=yl;y<=yh;y++)
    282 		for (x=xl;x<=xh;x++)
    283 		{
    284 			check = actorat[x][y];
    285 			if (check && check<objlist)
    286 				return false;
    287 		}
    288 
    289 	return true;
    290 }
    291 
    292 
    293 
    294 /*
    295 =================
    296 =
    297 = T_Projectile
    298 =
    299 =================
    300 */
    301 
    302 void T_Projectile (objtype *ob)
    303 {
    304 	long	deltax,deltay;
    305 	int		damage;
    306 	long	speed;
    307 
    308 	speed = (long)ob->speed*tics;
    309 
    310 	deltax = FixedByFrac(speed,costable[ob->angle]);
    311 	deltay = -FixedByFrac(speed,sintable[ob->angle]);
    312 
    313 	if (deltax>0x10000l)
    314 		deltax = 0x10000l;
    315 	if (deltay>0x10000l)
    316 		deltay = 0x10000l;
    317 
    318 	ob->x += deltax;
    319 	ob->y += deltay;
    320 
    321 	deltax = LABS(ob->x - player->x);
    322 	deltay = LABS(ob->y - player->y);
    323 
    324 	if (!ProjectileTryMove (ob))
    325 	{
    326 		if (ob->obclass == rocketobj)
    327 		{
    328 			PlaySoundLocActor(MISSILEHITSND,ob);
    329 			ob->state = &s_boom1;
    330 		}
    331 #ifdef SPEAR
    332 		else if (ob->obclass == hrocketobj)
    333 		{
    334 			PlaySoundLocActor(MISSILEHITSND,ob);
    335 			ob->state = &s_hboom1;
    336 		}
    337 #endif
    338 		else
    339 			ob->state = NULL;		// mark for removal
    340 
    341 		return;
    342 	}
    343 
    344 	if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE)
    345 	{	// hit the player
    346 		switch (ob->obclass)
    347 		{
    348 		case needleobj:
    349 			damage = (US_RndT() >>3) + 20;
    350 			break;
    351 		case rocketobj:
    352 		case hrocketobj:
    353 		case sparkobj:
    354 			damage = (US_RndT() >>3) + 30;
    355 			break;
    356 		case fireobj:
    357 			damage = (US_RndT() >>3);
    358 			break;
    359 		}
    360 
    361 		TakeDamage (damage,ob);
    362 		ob->state = NULL;		// mark for removal
    363 		return;
    364 	}
    365 
    366 	ob->tilex = ob->x >> TILESHIFT;
    367 	ob->tiley = ob->y >> TILESHIFT;
    368 
    369 }
    370 
    371 
    372 
    373 
    374 /*
    375 =============================================================================
    376 
    377 							GUARD
    378 
    379 =============================================================================
    380 */
    381 
    382 //
    383 // guards
    384 //
    385 
    386 extern	statetype s_grdstand;
    387 
    388 extern	statetype s_grdpath1;
    389 extern	statetype s_grdpath1s;
    390 extern	statetype s_grdpath2;
    391 extern	statetype s_grdpath3;
    392 extern	statetype s_grdpath3s;
    393 extern	statetype s_grdpath4;
    394 
    395 extern	statetype s_grdpain;
    396 extern	statetype s_grdpain1;
    397 
    398 extern	statetype s_grdgiveup;
    399 
    400 extern	statetype s_grdshoot1;
    401 extern	statetype s_grdshoot2;
    402 extern	statetype s_grdshoot3;
    403 extern	statetype s_grdshoot4;
    404 
    405 extern	statetype s_grdchase1;
    406 extern	statetype s_grdchase1s;
    407 extern	statetype s_grdchase2;
    408 extern	statetype s_grdchase3;
    409 extern	statetype s_grdchase3s;
    410 extern	statetype s_grdchase4;
    411 
    412 extern	statetype s_grddie1;
    413 extern	statetype s_grddie1d;
    414 extern	statetype s_grddie2;
    415 extern	statetype s_grddie3;
    416 extern	statetype s_grddie4;
    417 
    418 statetype s_grdstand	= {true,SPR_GRD_S_1,0,T_Stand,NULL,&s_grdstand};
    419 
    420 statetype s_grdpath1 	= {true,SPR_GRD_W1_1,20,T_Path,NULL,&s_grdpath1s};
    421 statetype s_grdpath1s 	= {true,SPR_GRD_W1_1,5,NULL,NULL,&s_grdpath2};
    422 statetype s_grdpath2 	= {true,SPR_GRD_W2_1,15,T_Path,NULL,&s_grdpath3};
    423 statetype s_grdpath3 	= {true,SPR_GRD_W3_1,20,T_Path,NULL,&s_grdpath3s};
    424 statetype s_grdpath3s 	= {true,SPR_GRD_W3_1,5,NULL,NULL,&s_grdpath4};
    425 statetype s_grdpath4 	= {true,SPR_GRD_W4_1,15,T_Path,NULL,&s_grdpath1};
    426 
    427 statetype s_grdpain 	= {2,SPR_GRD_PAIN_1,10,NULL,NULL,&s_grdchase1};
    428 statetype s_grdpain1 	= {2,SPR_GRD_PAIN_2,10,NULL,NULL,&s_grdchase1};
    429 
    430 statetype s_grdshoot1 	= {false,SPR_GRD_SHOOT1,20,NULL,NULL,&s_grdshoot2};
    431 statetype s_grdshoot2 	= {false,SPR_GRD_SHOOT2,20,NULL,T_Shoot,&s_grdshoot3};
    432 statetype s_grdshoot3 	= {false,SPR_GRD_SHOOT3,20,NULL,NULL,&s_grdchase1};
    433 
    434 statetype s_grdchase1 	= {true,SPR_GRD_W1_1,10,T_Chase,NULL,&s_grdchase1s};
    435 statetype s_grdchase1s 	= {true,SPR_GRD_W1_1,3,NULL,NULL,&s_grdchase2};
    436 statetype s_grdchase2 	= {true,SPR_GRD_W2_1,8,T_Chase,NULL,&s_grdchase3};
    437 statetype s_grdchase3 	= {true,SPR_GRD_W3_1,10,T_Chase,NULL,&s_grdchase3s};
    438 statetype s_grdchase3s 	= {true,SPR_GRD_W3_1,3,NULL,NULL,&s_grdchase4};
    439 statetype s_grdchase4 	= {true,SPR_GRD_W4_1,8,T_Chase,NULL,&s_grdchase1};
    440 
    441 statetype s_grddie1		= {false,SPR_GRD_DIE_1,15,NULL,A_DeathScream,&s_grddie2};
    442 statetype s_grddie2		= {false,SPR_GRD_DIE_2,15,NULL,NULL,&s_grddie3};
    443 statetype s_grddie3		= {false,SPR_GRD_DIE_3,15,NULL,NULL,&s_grddie4};
    444 statetype s_grddie4		= {false,SPR_GRD_DEAD,0,NULL,NULL,&s_grddie4};
    445 
    446 
    447 #ifndef SPEAR
    448 //
    449 // ghosts
    450 //
    451 extern	statetype s_blinkychase1;
    452 extern	statetype s_blinkychase2;
    453 extern	statetype s_inkychase1;
    454 extern	statetype s_inkychase2;
    455 extern	statetype s_pinkychase1;
    456 extern	statetype s_pinkychase2;
    457 extern	statetype s_clydechase1;
    458 extern	statetype s_clydechase2;
    459 
    460 statetype s_blinkychase1 	= {false,SPR_BLINKY_W1,10,T_Ghosts,NULL,&s_blinkychase2};
    461 statetype s_blinkychase2 	= {false,SPR_BLINKY_W2,10,T_Ghosts,NULL,&s_blinkychase1};
    462 
    463 statetype s_inkychase1 		= {false,SPR_INKY_W1,10,T_Ghosts,NULL,&s_inkychase2};
    464 statetype s_inkychase2 		= {false,SPR_INKY_W2,10,T_Ghosts,NULL,&s_inkychase1};
    465 
    466 statetype s_pinkychase1 	= {false,SPR_PINKY_W1,10,T_Ghosts,NULL,&s_pinkychase2};
    467 statetype s_pinkychase2 	= {false,SPR_PINKY_W2,10,T_Ghosts,NULL,&s_pinkychase1};
    468 
    469 statetype s_clydechase1 	= {false,SPR_CLYDE_W1,10,T_Ghosts,NULL,&s_clydechase2};
    470 statetype s_clydechase2 	= {false,SPR_CLYDE_W2,10,T_Ghosts,NULL,&s_clydechase1};
    471 #endif
    472 
    473 //
    474 // dogs
    475 //
    476 
    477 extern	statetype s_dogpath1;
    478 extern	statetype s_dogpath1s;
    479 extern	statetype s_dogpath2;
    480 extern	statetype s_dogpath3;
    481 extern	statetype s_dogpath3s;
    482 extern	statetype s_dogpath4;
    483 
    484 extern	statetype s_dogjump1;
    485 extern	statetype s_dogjump2;
    486 extern	statetype s_dogjump3;
    487 extern	statetype s_dogjump4;
    488 extern	statetype s_dogjump5;
    489 
    490 extern	statetype s_dogchase1;
    491 extern	statetype s_dogchase1s;
    492 extern	statetype s_dogchase2;
    493 extern	statetype s_dogchase3;
    494 extern	statetype s_dogchase3s;
    495 extern	statetype s_dogchase4;
    496 
    497 extern	statetype s_dogdie1;
    498 extern	statetype s_dogdie1d;
    499 extern	statetype s_dogdie2;
    500 extern	statetype s_dogdie3;
    501 extern	statetype s_dogdead;
    502 
    503 statetype s_dogpath1 	= {true,SPR_DOG_W1_1,20,T_Path,NULL,&s_dogpath1s};
    504 statetype s_dogpath1s 	= {true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2};
    505 statetype s_dogpath2 	= {true,SPR_DOG_W2_1,15,T_Path,NULL,&s_dogpath3};
    506 statetype s_dogpath3 	= {true,SPR_DOG_W3_1,20,T_Path,NULL,&s_dogpath3s};
    507 statetype s_dogpath3s 	= {true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4};
    508 statetype s_dogpath4 	= {true,SPR_DOG_W4_1,15,T_Path,NULL,&s_dogpath1};
    509 
    510 statetype s_dogjump1 	= {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump2};
    511 statetype s_dogjump2 	= {false,SPR_DOG_JUMP2,10,NULL,T_Bite,&s_dogjump3};
    512 statetype s_dogjump3 	= {false,SPR_DOG_JUMP3,10,NULL,NULL,&s_dogjump4};
    513 statetype s_dogjump4 	= {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump5};
    514 statetype s_dogjump5 	= {false,SPR_DOG_W1_1,10,NULL,NULL,&s_dogchase1};
    515 
    516 statetype s_dogchase1 	= {true,SPR_DOG_W1_1,10,T_DogChase,NULL,&s_dogchase1s};
    517 statetype s_dogchase1s 	= {true,SPR_DOG_W1_1,3,NULL,NULL,&s_dogchase2};
    518 statetype s_dogchase2 	= {true,SPR_DOG_W2_1,8,T_DogChase,NULL,&s_dogchase3};
    519 statetype s_dogchase3 	= {true,SPR_DOG_W3_1,10,T_DogChase,NULL,&s_dogchase3s};
    520 statetype s_dogchase3s 	= {true,SPR_DOG_W3_1,3,NULL,NULL,&s_dogchase4};
    521 statetype s_dogchase4 	= {true,SPR_DOG_W4_1,8,T_DogChase,NULL,&s_dogchase1};
    522 
    523 statetype s_dogdie1		= {false,SPR_DOG_DIE_1,15,NULL,A_DeathScream,&s_dogdie2};
    524 statetype s_dogdie2		= {false,SPR_DOG_DIE_2,15,NULL,NULL,&s_dogdie3};
    525 statetype s_dogdie3		= {false,SPR_DOG_DIE_3,15,NULL,NULL,&s_dogdead};
    526 statetype s_dogdead		= {false,SPR_DOG_DEAD,15,NULL,NULL,&s_dogdead};
    527 
    528 
    529 //
    530 // officers
    531 //
    532 
    533 extern	statetype s_ofcstand;
    534 
    535 extern	statetype s_ofcpath1;
    536 extern	statetype s_ofcpath1s;
    537 extern	statetype s_ofcpath2;
    538 extern	statetype s_ofcpath3;
    539 extern	statetype s_ofcpath3s;
    540 extern	statetype s_ofcpath4;
    541 
    542 extern	statetype s_ofcpain;
    543 extern	statetype s_ofcpain1;
    544 
    545 extern	statetype s_ofcgiveup;
    546 
    547 extern	statetype s_ofcshoot1;
    548 extern	statetype s_ofcshoot2;
    549 extern	statetype s_ofcshoot3;
    550 extern	statetype s_ofcshoot4;
    551 
    552 extern	statetype s_ofcchase1;
    553 extern	statetype s_ofcchase1s;
    554 extern	statetype s_ofcchase2;
    555 extern	statetype s_ofcchase3;
    556 extern	statetype s_ofcchase3s;
    557 extern	statetype s_ofcchase4;
    558 
    559 extern	statetype s_ofcdie1;
    560 extern	statetype s_ofcdie2;
    561 extern	statetype s_ofcdie3;
    562 extern	statetype s_ofcdie4;
    563 extern	statetype s_ofcdie5;
    564 
    565 statetype s_ofcstand	= {true,SPR_OFC_S_1,0,T_Stand,NULL,&s_ofcstand};
    566 
    567 statetype s_ofcpath1 	= {true,SPR_OFC_W1_1,20,T_Path,NULL,&s_ofcpath1s};
    568 statetype s_ofcpath1s 	= {true,SPR_OFC_W1_1,5,NULL,NULL,&s_ofcpath2};
    569 statetype s_ofcpath2 	= {true,SPR_OFC_W2_1,15,T_Path,NULL,&s_ofcpath3};
    570 statetype s_ofcpath3 	= {true,SPR_OFC_W3_1,20,T_Path,NULL,&s_ofcpath3s};
    571 statetype s_ofcpath3s 	= {true,SPR_OFC_W3_1,5,NULL,NULL,&s_ofcpath4};
    572 statetype s_ofcpath4 	= {true,SPR_OFC_W4_1,15,T_Path,NULL,&s_ofcpath1};
    573 
    574 statetype s_ofcpain 	= {2,SPR_OFC_PAIN_1,10,NULL,NULL,&s_ofcchase1};
    575 statetype s_ofcpain1 	= {2,SPR_OFC_PAIN_2,10,NULL,NULL,&s_ofcchase1};
    576 
    577 statetype s_ofcshoot1 	= {false,SPR_OFC_SHOOT1,6,NULL,NULL,&s_ofcshoot2};
    578 statetype s_ofcshoot2 	= {false,SPR_OFC_SHOOT2,20,NULL,T_Shoot,&s_ofcshoot3};
    579 statetype s_ofcshoot3 	= {false,SPR_OFC_SHOOT3,10,NULL,NULL,&s_ofcchase1};
    580 
    581 statetype s_ofcchase1 	= {true,SPR_OFC_W1_1,10,T_Chase,NULL,&s_ofcchase1s};
    582 statetype s_ofcchase1s 	= {true,SPR_OFC_W1_1,3,NULL,NULL,&s_ofcchase2};
    583 statetype s_ofcchase2 	= {true,SPR_OFC_W2_1,8,T_Chase,NULL,&s_ofcchase3};
    584 statetype s_ofcchase3 	= {true,SPR_OFC_W3_1,10,T_Chase,NULL,&s_ofcchase3s};
    585 statetype s_ofcchase3s 	= {true,SPR_OFC_W3_1,3,NULL,NULL,&s_ofcchase4};
    586 statetype s_ofcchase4 	= {true,SPR_OFC_W4_1,8,T_Chase,NULL,&s_ofcchase1};
    587 
    588 statetype s_ofcdie1		= {false,SPR_OFC_DIE_1,11,NULL,A_DeathScream,&s_ofcdie2};
    589 statetype s_ofcdie2		= {false,SPR_OFC_DIE_2,11,NULL,NULL,&s_ofcdie3};
    590 statetype s_ofcdie3		= {false,SPR_OFC_DIE_3,11,NULL,NULL,&s_ofcdie4};
    591 statetype s_ofcdie4		= {false,SPR_OFC_DIE_4,11,NULL,NULL,&s_ofcdie5};
    592 statetype s_ofcdie5		= {false,SPR_OFC_DEAD,0,NULL,NULL,&s_ofcdie5};
    593 
    594 
    595 //
    596 // mutant
    597 //
    598 
    599 extern	statetype s_mutstand;
    600 
    601 extern	statetype s_mutpath1;
    602 extern	statetype s_mutpath1s;
    603 extern	statetype s_mutpath2;
    604 extern	statetype s_mutpath3;
    605 extern	statetype s_mutpath3s;
    606 extern	statetype s_mutpath4;
    607 
    608 extern	statetype s_mutpain;
    609 extern	statetype s_mutpain1;
    610 
    611 extern	statetype s_mutgiveup;
    612 
    613 extern	statetype s_mutshoot1;
    614 extern	statetype s_mutshoot2;
    615 extern	statetype s_mutshoot3;
    616 extern	statetype s_mutshoot4;
    617 
    618 extern	statetype s_mutchase1;
    619 extern	statetype s_mutchase1s;
    620 extern	statetype s_mutchase2;
    621 extern	statetype s_mutchase3;
    622 extern	statetype s_mutchase3s;
    623 extern	statetype s_mutchase4;
    624 
    625 extern	statetype s_mutdie1;
    626 extern	statetype s_mutdie2;
    627 extern	statetype s_mutdie3;
    628 extern	statetype s_mutdie4;
    629 extern	statetype s_mutdie5;
    630 
    631 statetype s_mutstand	= {true,SPR_MUT_S_1,0,T_Stand,NULL,&s_mutstand};
    632 
    633 statetype s_mutpath1 	= {true,SPR_MUT_W1_1,20,T_Path,NULL,&s_mutpath1s};
    634 statetype s_mutpath1s 	= {true,SPR_MUT_W1_1,5,NULL,NULL,&s_mutpath2};
    635 statetype s_mutpath2 	= {true,SPR_MUT_W2_1,15,T_Path,NULL,&s_mutpath3};
    636 statetype s_mutpath3 	= {true,SPR_MUT_W3_1,20,T_Path,NULL,&s_mutpath3s};
    637 statetype s_mutpath3s 	= {true,SPR_MUT_W3_1,5,NULL,NULL,&s_mutpath4};
    638 statetype s_mutpath4 	= {true,SPR_MUT_W4_1,15,T_Path,NULL,&s_mutpath1};
    639 
    640 statetype s_mutpain 	= {2,SPR_MUT_PAIN_1,10,NULL,NULL,&s_mutchase1};
    641 statetype s_mutpain1 	= {2,SPR_MUT_PAIN_2,10,NULL,NULL,&s_mutchase1};
    642 
    643 statetype s_mutshoot1 	= {false,SPR_MUT_SHOOT1,6,NULL,T_Shoot,&s_mutshoot2};
    644 statetype s_mutshoot2 	= {false,SPR_MUT_SHOOT2,20,NULL,NULL,&s_mutshoot3};
    645 statetype s_mutshoot3 	= {false,SPR_MUT_SHOOT3,10,NULL,T_Shoot,&s_mutshoot4};
    646 statetype s_mutshoot4 	= {false,SPR_MUT_SHOOT4,20,NULL,NULL,&s_mutchase1};
    647 
    648 statetype s_mutchase1 	= {true,SPR_MUT_W1_1,10,T_Chase,NULL,&s_mutchase1s};
    649 statetype s_mutchase1s 	= {true,SPR_MUT_W1_1,3,NULL,NULL,&s_mutchase2};
    650 statetype s_mutchase2 	= {true,SPR_MUT_W2_1,8,T_Chase,NULL,&s_mutchase3};
    651 statetype s_mutchase3 	= {true,SPR_MUT_W3_1,10,T_Chase,NULL,&s_mutchase3s};
    652 statetype s_mutchase3s 	= {true,SPR_MUT_W3_1,3,NULL,NULL,&s_mutchase4};
    653 statetype s_mutchase4 	= {true,SPR_MUT_W4_1,8,T_Chase,NULL,&s_mutchase1};
    654 
    655 statetype s_mutdie1		= {false,SPR_MUT_DIE_1,7,NULL,A_DeathScream,&s_mutdie2};
    656 statetype s_mutdie2		= {false,SPR_MUT_DIE_2,7,NULL,NULL,&s_mutdie3};
    657 statetype s_mutdie3		= {false,SPR_MUT_DIE_3,7,NULL,NULL,&s_mutdie4};
    658 statetype s_mutdie4		= {false,SPR_MUT_DIE_4,7,NULL,NULL,&s_mutdie5};
    659 statetype s_mutdie5		= {false,SPR_MUT_DEAD,0,NULL,NULL,&s_mutdie5};
    660 
    661 
    662 //
    663 // SS
    664 //
    665 
    666 extern	statetype s_ssstand;
    667 
    668 extern	statetype s_sspath1;
    669 extern	statetype s_sspath1s;
    670 extern	statetype s_sspath2;
    671 extern	statetype s_sspath3;
    672 extern	statetype s_sspath3s;
    673 extern	statetype s_sspath4;
    674 
    675 extern	statetype s_sspain;
    676 extern	statetype s_sspain1;
    677 
    678 extern	statetype s_ssshoot1;
    679 extern	statetype s_ssshoot2;
    680 extern	statetype s_ssshoot3;
    681 extern	statetype s_ssshoot4;
    682 extern	statetype s_ssshoot5;
    683 extern	statetype s_ssshoot6;
    684 extern	statetype s_ssshoot7;
    685 extern	statetype s_ssshoot8;
    686 extern	statetype s_ssshoot9;
    687 
    688 extern	statetype s_sschase1;
    689 extern	statetype s_sschase1s;
    690 extern	statetype s_sschase2;
    691 extern	statetype s_sschase3;
    692 extern	statetype s_sschase3s;
    693 extern	statetype s_sschase4;
    694 
    695 extern	statetype s_ssdie1;
    696 extern	statetype s_ssdie2;
    697 extern	statetype s_ssdie3;
    698 extern	statetype s_ssdie4;
    699 
    700 statetype s_ssstand	= {true,SPR_SS_S_1,0,T_Stand,NULL,&s_ssstand};
    701 
    702 statetype s_sspath1 	= {true,SPR_SS_W1_1,20,T_Path,NULL,&s_sspath1s};
    703 statetype s_sspath1s 	= {true,SPR_SS_W1_1,5,NULL,NULL,&s_sspath2};
    704 statetype s_sspath2 	= {true,SPR_SS_W2_1,15,T_Path,NULL,&s_sspath3};
    705 statetype s_sspath3 	= {true,SPR_SS_W3_1,20,T_Path,NULL,&s_sspath3s};
    706 statetype s_sspath3s 	= {true,SPR_SS_W3_1,5,NULL,NULL,&s_sspath4};
    707 statetype s_sspath4 	= {true,SPR_SS_W4_1,15,T_Path,NULL,&s_sspath1};
    708 
    709 statetype s_sspain 		= {2,SPR_SS_PAIN_1,10,NULL,NULL,&s_sschase1};
    710 statetype s_sspain1 	= {2,SPR_SS_PAIN_2,10,NULL,NULL,&s_sschase1};
    711 
    712 statetype s_ssshoot1 	= {false,SPR_SS_SHOOT1,20,NULL,NULL,&s_ssshoot2};
    713 statetype s_ssshoot2 	= {false,SPR_SS_SHOOT2,20,NULL,T_Shoot,&s_ssshoot3};
    714 statetype s_ssshoot3 	= {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot4};
    715 statetype s_ssshoot4 	= {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot5};
    716 statetype s_ssshoot5 	= {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot6};
    717 statetype s_ssshoot6 	= {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot7};
    718 statetype s_ssshoot7  	= {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot8};
    719 statetype s_ssshoot8  	= {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot9};
    720 statetype s_ssshoot9  	= {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_sschase1};
    721 
    722 statetype s_sschase1 	= {true,SPR_SS_W1_1,10,T_Chase,NULL,&s_sschase1s};
    723 statetype s_sschase1s 	= {true,SPR_SS_W1_1,3,NULL,NULL,&s_sschase2};
    724 statetype s_sschase2 	= {true,SPR_SS_W2_1,8,T_Chase,NULL,&s_sschase3};
    725 statetype s_sschase3 	= {true,SPR_SS_W3_1,10,T_Chase,NULL,&s_sschase3s};
    726 statetype s_sschase3s 	= {true,SPR_SS_W3_1,3,NULL,NULL,&s_sschase4};
    727 statetype s_sschase4 	= {true,SPR_SS_W4_1,8,T_Chase,NULL,&s_sschase1};
    728 
    729 statetype s_ssdie1		= {false,SPR_SS_DIE_1,15,NULL,A_DeathScream,&s_ssdie2};
    730 statetype s_ssdie2		= {false,SPR_SS_DIE_2,15,NULL,NULL,&s_ssdie3};
    731 statetype s_ssdie3		= {false,SPR_SS_DIE_3,15,NULL,NULL,&s_ssdie4};
    732 statetype s_ssdie4		= {false,SPR_SS_DEAD,0,NULL,NULL,&s_ssdie4};
    733 
    734 
    735 #ifndef SPEAR
    736 //
    737 // hans
    738 //
    739 extern	statetype s_bossstand;
    740 
    741 extern	statetype s_bosschase1;
    742 extern	statetype s_bosschase1s;
    743 extern	statetype s_bosschase2;
    744 extern	statetype s_bosschase3;
    745 extern	statetype s_bosschase3s;
    746 extern	statetype s_bosschase4;
    747 
    748 extern	statetype s_bossdie1;
    749 extern	statetype s_bossdie2;
    750 extern	statetype s_bossdie3;
    751 extern	statetype s_bossdie4;
    752 
    753 extern	statetype s_bossshoot1;
    754 extern	statetype s_bossshoot2;
    755 extern	statetype s_bossshoot3;
    756 extern	statetype s_bossshoot4;
    757 extern	statetype s_bossshoot5;
    758 extern	statetype s_bossshoot6;
    759 extern	statetype s_bossshoot7;
    760 extern	statetype s_bossshoot8;
    761 
    762 
    763 statetype s_bossstand	= {false,SPR_BOSS_W1,0,T_Stand,NULL,&s_bossstand};
    764 
    765 statetype s_bosschase1 	= {false,SPR_BOSS_W1,10,T_Chase,NULL,&s_bosschase1s};
    766 statetype s_bosschase1s	= {false,SPR_BOSS_W1,3,NULL,NULL,&s_bosschase2};
    767 statetype s_bosschase2 	= {false,SPR_BOSS_W2,8,T_Chase,NULL,&s_bosschase3};
    768 statetype s_bosschase3 	= {false,SPR_BOSS_W3,10,T_Chase,NULL,&s_bosschase3s};
    769 statetype s_bosschase3s	= {false,SPR_BOSS_W3,3,NULL,NULL,&s_bosschase4};
    770 statetype s_bosschase4 	= {false,SPR_BOSS_W4,8,T_Chase,NULL,&s_bosschase1};
    771 
    772 statetype s_bossdie1	= {false,SPR_BOSS_DIE1,15,NULL,A_DeathScream,&s_bossdie2};
    773 statetype s_bossdie2	= {false,SPR_BOSS_DIE2,15,NULL,NULL,&s_bossdie3};
    774 statetype s_bossdie3	= {false,SPR_BOSS_DIE3,15,NULL,NULL,&s_bossdie4};
    775 statetype s_bossdie4	= {false,SPR_BOSS_DEAD,0,NULL,NULL,&s_bossdie4};
    776 
    777 statetype s_bossshoot1 	= {false,SPR_BOSS_SHOOT1,30,NULL,NULL,&s_bossshoot2};
    778 statetype s_bossshoot2 	= {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot3};
    779 statetype s_bossshoot3 	= {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot4};
    780 statetype s_bossshoot4 	= {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot5};
    781 statetype s_bossshoot5 	= {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot6};
    782 statetype s_bossshoot6 	= {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot7};
    783 statetype s_bossshoot7 	= {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot8};
    784 statetype s_bossshoot8 	= {false,SPR_BOSS_SHOOT1,10,NULL,NULL,&s_bosschase1};
    785 
    786 
    787 //
    788 // gretel
    789 //
    790 extern	statetype s_gretelstand;
    791 
    792 extern	statetype s_gretelchase1;
    793 extern	statetype s_gretelchase1s;
    794 extern	statetype s_gretelchase2;
    795 extern	statetype s_gretelchase3;
    796 extern	statetype s_gretelchase3s;
    797 extern	statetype s_gretelchase4;
    798 
    799 extern	statetype s_greteldie1;
    800 extern	statetype s_greteldie2;
    801 extern	statetype s_greteldie3;
    802 extern	statetype s_greteldie4;
    803 
    804 extern	statetype s_gretelshoot1;
    805 extern	statetype s_gretelshoot2;
    806 extern	statetype s_gretelshoot3;
    807 extern	statetype s_gretelshoot4;
    808 extern	statetype s_gretelshoot5;
    809 extern	statetype s_gretelshoot6;
    810 extern	statetype s_gretelshoot7;
    811 extern	statetype s_gretelshoot8;
    812 
    813 
    814 statetype s_gretelstand	= {false,SPR_GRETEL_W1,0,T_Stand,NULL,&s_gretelstand};
    815 
    816 statetype s_gretelchase1 	= {false,SPR_GRETEL_W1,10,T_Chase,NULL,&s_gretelchase1s};
    817 statetype s_gretelchase1s	= {false,SPR_GRETEL_W1,3,NULL,NULL,&s_gretelchase2};
    818 statetype s_gretelchase2 	= {false,SPR_GRETEL_W2,8,T_Chase,NULL,&s_gretelchase3};
    819 statetype s_gretelchase3 	= {false,SPR_GRETEL_W3,10,T_Chase,NULL,&s_gretelchase3s};
    820 statetype s_gretelchase3s	= {false,SPR_GRETEL_W3,3,NULL,NULL,&s_gretelchase4};
    821 statetype s_gretelchase4 	= {false,SPR_GRETEL_W4,8,T_Chase,NULL,&s_gretelchase1};
    822 
    823 statetype s_greteldie1	= {false,SPR_GRETEL_DIE1,15,NULL,A_DeathScream,&s_greteldie2};
    824 statetype s_greteldie2	= {false,SPR_GRETEL_DIE2,15,NULL,NULL,&s_greteldie3};
    825 statetype s_greteldie3	= {false,SPR_GRETEL_DIE3,15,NULL,NULL,&s_greteldie4};
    826 statetype s_greteldie4	= {false,SPR_GRETEL_DEAD,0,NULL,NULL,&s_greteldie4};
    827 
    828 statetype s_gretelshoot1 	= {false,SPR_GRETEL_SHOOT1,30,NULL,NULL,&s_gretelshoot2};
    829 statetype s_gretelshoot2 	= {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot3};
    830 statetype s_gretelshoot3 	= {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot4};
    831 statetype s_gretelshoot4 	= {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot5};
    832 statetype s_gretelshoot5 	= {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot6};
    833 statetype s_gretelshoot6 	= {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot7};
    834 statetype s_gretelshoot7 	= {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot8};
    835 statetype s_gretelshoot8 	= {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1};
    836 #endif
    837 
    838 
    839 /*
    840 ===============
    841 =
    842 = SpawnStand
    843 =
    844 ===============
    845 */
    846 
    847 void SpawnStand (enemy_t which, int tilex, int tiley, int dir)
    848 {
    849 	unsigned	far *map,tile;
    850 
    851 	switch (which)
    852 	{
    853 	case en_guard:
    854 		SpawnNewObj (tilex,tiley,&s_grdstand);
    855 		new->speed = SPDPATROL;
    856 		if (!loadedgame)
    857 		  gamestate.killtotal++;
    858 		break;
    859 
    860 	case en_officer:
    861 		SpawnNewObj (tilex,tiley,&s_ofcstand);
    862 		new->speed = SPDPATROL;
    863 		if (!loadedgame)
    864 		  gamestate.killtotal++;
    865 		break;
    866 
    867 	case en_mutant:
    868 		SpawnNewObj (tilex,tiley,&s_mutstand);
    869 		new->speed = SPDPATROL;
    870 		if (!loadedgame)
    871 		  gamestate.killtotal++;
    872 		break;
    873 
    874 	case en_ss:
    875 		SpawnNewObj (tilex,tiley,&s_ssstand);
    876 		new->speed = SPDPATROL;
    877 		if (!loadedgame)
    878 		  gamestate.killtotal++;
    879 		break;
    880 	}
    881 
    882 
    883 	map = mapsegs[0]+farmapylookup[tiley]+tilex;
    884 	if (*map == AMBUSHTILE)
    885 	{
    886 		tilemap[tilex][tiley] = 0;
    887 
    888 		if (*(map+1) >= AREATILE)
    889 			tile = *(map+1);
    890 		if (*(map-mapwidth) >= AREATILE)
    891 			tile = *(map-mapwidth);
    892 		if (*(map+mapwidth) >= AREATILE)
    893 			tile = *(map+mapwidth);
    894 		if ( *(map-1) >= AREATILE)
    895 			tile = *(map-1);
    896 
    897 		*map = tile;
    898 		new->areanumber = tile-AREATILE;
    899 
    900 		new->flags |= FL_AMBUSH;
    901 	}
    902 
    903 	new->obclass = guardobj+which;
    904 	new->hitpoints = starthitpoints[gamestate.difficulty][which];
    905 	new->dir = dir*2;
    906 	new->flags |= FL_SHOOTABLE;
    907 }
    908 
    909 
    910 
    911 /*
    912 ===============
    913 =
    914 = SpawnDeadGuard
    915 =
    916 ===============
    917 */
    918 
    919 void SpawnDeadGuard (int tilex, int tiley)
    920 {
    921 	SpawnNewObj (tilex,tiley,&s_grddie4);
    922 	new->obclass = inertobj;
    923 }
    924 
    925 
    926 
    927 #ifndef SPEAR
    928 /*
    929 ===============
    930 =
    931 = SpawnBoss
    932 =
    933 ===============
    934 */
    935 
    936 void SpawnBoss (int tilex, int tiley)
    937 {
    938 	unsigned	far *map,tile;
    939 
    940 	SpawnNewObj (tilex,tiley,&s_bossstand);
    941 	new->speed = SPDPATROL;
    942 
    943 	new->obclass = bossobj;
    944 	new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
    945 	new->dir = south;
    946 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
    947 	if (!loadedgame)
    948 	  gamestate.killtotal++;
    949 }
    950 
    951 /*
    952 ===============
    953 =
    954 = SpawnGretel
    955 =
    956 ===============
    957 */
    958 
    959 void SpawnGretel (int tilex, int tiley)
    960 {
    961 	unsigned	far *map,tile;
    962 
    963 	SpawnNewObj (tilex,tiley,&s_gretelstand);
    964 	new->speed = SPDPATROL;
    965 
    966 	new->obclass = gretelobj;
    967 	new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
    968 	new->dir = north;
    969 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
    970 	if (!loadedgame)
    971 	  gamestate.killtotal++;
    972 }
    973 #endif
    974 
    975 /*
    976 ===============
    977 =
    978 = SpawnPatrol
    979 =
    980 ===============
    981 */
    982 
    983 void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir)
    984 {
    985 	switch (which)
    986 	{
    987 	case en_guard:
    988 		SpawnNewObj (tilex,tiley,&s_grdpath1);
    989 		new->speed = SPDPATROL;
    990 		if (!loadedgame)
    991 		  gamestate.killtotal++;
    992 		break;
    993 
    994 	case en_officer:
    995 		SpawnNewObj (tilex,tiley,&s_ofcpath1);
    996 		new->speed = SPDPATROL;
    997 		if (!loadedgame)
    998 		  gamestate.killtotal++;
    999 		break;
   1000 
   1001 	case en_ss:
   1002 		SpawnNewObj (tilex,tiley,&s_sspath1);
   1003 		new->speed = SPDPATROL;
   1004 		if (!loadedgame)
   1005 		  gamestate.killtotal++;
   1006 		break;
   1007 
   1008 	case en_mutant:
   1009 		SpawnNewObj (tilex,tiley,&s_mutpath1);
   1010 		new->speed = SPDPATROL;
   1011 		if (!loadedgame)
   1012 		  gamestate.killtotal++;
   1013 		break;
   1014 
   1015 	case en_dog:
   1016 		SpawnNewObj (tilex,tiley,&s_dogpath1);
   1017 		new->speed = SPDDOG;
   1018 		if (!loadedgame)
   1019 		  gamestate.killtotal++;
   1020 		break;
   1021 	}
   1022 
   1023 	new->obclass = guardobj+which;
   1024 	new->dir = dir*2;
   1025 	new->hitpoints = starthitpoints[gamestate.difficulty][which];
   1026 	new->distance = tileglobal;
   1027 	new->flags |= FL_SHOOTABLE;
   1028 	new->active = true;
   1029 
   1030 	actorat[new->tilex][new->tiley] = NULL;		// don't use original spot
   1031 
   1032 	switch (dir)
   1033 	{
   1034 	case 0:
   1035 		new->tilex++;
   1036 		break;
   1037 	case 1:
   1038 		new->tiley--;
   1039 		break;
   1040 	case 2:
   1041 		new->tilex--;
   1042 		break;
   1043 	case 3:
   1044 		new->tiley++;
   1045 		break;
   1046 	}
   1047 
   1048 	actorat[new->tilex][new->tiley] = new;
   1049 }
   1050 
   1051 
   1052 
   1053 /*
   1054 ==================
   1055 =
   1056 = A_DeathScream
   1057 =
   1058 ==================
   1059 */
   1060 
   1061 void A_DeathScream (objtype *ob)
   1062 {
   1063 #ifndef UPLOAD
   1064 #ifndef SPEAR
   1065 	if (mapon==9 && !US_RndT())
   1066 #else
   1067 	if ((mapon==18 || mapon==19) && !US_RndT())
   1068 #endif
   1069 	{
   1070 	 switch(ob->obclass)
   1071 	 {
   1072 	  case mutantobj:
   1073 	  case guardobj:
   1074 	  case officerobj:
   1075 	  case ssobj:
   1076 	  case dogobj:
   1077 		PlaySoundLocActor(DEATHSCREAM6SND,ob);
   1078 		return;
   1079 	 }
   1080 	}
   1081 #endif
   1082 
   1083 	switch (ob->obclass)
   1084 	{
   1085 	case mutantobj:
   1086 		PlaySoundLocActor(AHHHGSND,ob);
   1087 		break;
   1088 
   1089 	case guardobj:
   1090 		{
   1091 		 int sounds[9]={ DEATHSCREAM1SND,
   1092 				 DEATHSCREAM2SND,
   1093 				 DEATHSCREAM3SND,
   1094 				 DEATHSCREAM4SND,
   1095 				 DEATHSCREAM5SND,
   1096 				 DEATHSCREAM7SND,
   1097 				 DEATHSCREAM8SND,
   1098 				 DEATHSCREAM9SND
   1099 				 };
   1100 
   1101 		 #ifndef UPLOAD
   1102 		 PlaySoundLocActor(sounds[US_RndT()%8],ob);
   1103 		 #else
   1104 		 PlaySoundLocActor(sounds[US_RndT()%2],ob);
   1105 		 #endif
   1106 		}
   1107 		break;
   1108 	case officerobj:
   1109 		PlaySoundLocActor(NEINSOVASSND,ob);
   1110 		break;
   1111 	case ssobj:
   1112 		PlaySoundLocActor(LEBENSND,ob);	// JAB
   1113 		break;
   1114 	case dogobj:
   1115 		PlaySoundLocActor(DOGDEATHSND,ob);	// JAB
   1116 		break;
   1117 #ifndef SPEAR
   1118 	case bossobj:
   1119 		SD_PlaySound(MUTTISND);				// JAB
   1120 		break;
   1121 	case schabbobj:
   1122 		SD_PlaySound(MEINGOTTSND);
   1123 		break;
   1124 	case fakeobj:
   1125 		SD_PlaySound(HITLERHASND);
   1126 		break;
   1127 	case mechahitlerobj:
   1128 		SD_PlaySound(SCHEISTSND);
   1129 		break;
   1130 	case realhitlerobj:
   1131 		SD_PlaySound(EVASND);
   1132 		break;
   1133 	case gretelobj:
   1134 		SD_PlaySound(MEINSND);
   1135 		break;
   1136 	case giftobj:
   1137 		SD_PlaySound(DONNERSND);
   1138 		break;
   1139 	case fatobj:
   1140 		SD_PlaySound(ROSESND);
   1141 		break;
   1142 #else
   1143 	case spectreobj:
   1144 		SD_PlaySound(GHOSTFADESND);
   1145 		break;
   1146 	case angelobj:
   1147 		SD_PlaySound(ANGELDEATHSND);
   1148 		break;
   1149 	case transobj:
   1150 		SD_PlaySound(TRANSDEATHSND);
   1151 		break;
   1152 	case uberobj:
   1153 		SD_PlaySound(UBERDEATHSND);
   1154 		break;
   1155 	case willobj:
   1156 		SD_PlaySound(WILHELMDEATHSND);
   1157 		break;
   1158 	case deathobj:
   1159 		SD_PlaySound(KNIGHTDEATHSND);
   1160 		break;
   1161 #endif
   1162 	}
   1163 }
   1164 
   1165 
   1166 /*
   1167 =============================================================================
   1168 
   1169 						 SPEAR ACTORS
   1170 
   1171 =============================================================================
   1172 */
   1173 
   1174 #ifdef SPEAR
   1175 
   1176 void T_Launch (objtype *ob);
   1177 void T_Will (objtype *ob);
   1178 
   1179 extern	statetype s_angelshoot1;
   1180 extern	statetype s_deathshoot1;
   1181 extern	statetype s_spark1;
   1182 
   1183 //
   1184 // trans
   1185 //
   1186 extern	statetype s_transstand;
   1187 
   1188 extern	statetype s_transchase1;
   1189 extern	statetype s_transchase1s;
   1190 extern	statetype s_transchase2;
   1191 extern	statetype s_transchase3;
   1192 extern	statetype s_transchase3s;
   1193 extern	statetype s_transchase4;
   1194 
   1195 extern	statetype s_transdie0;
   1196 extern	statetype s_transdie01;
   1197 extern	statetype s_transdie1;
   1198 extern	statetype s_transdie2;
   1199 extern	statetype s_transdie3;
   1200 extern	statetype s_transdie4;
   1201 
   1202 extern	statetype s_transshoot1;
   1203 extern	statetype s_transshoot2;
   1204 extern	statetype s_transshoot3;
   1205 extern	statetype s_transshoot4;
   1206 extern	statetype s_transshoot5;
   1207 extern	statetype s_transshoot6;
   1208 extern	statetype s_transshoot7;
   1209 extern	statetype s_transshoot8;
   1210 
   1211 
   1212 statetype s_transstand	= {false,SPR_TRANS_W1,0,T_Stand,NULL,&s_transstand};
   1213 
   1214 statetype s_transchase1 	= {false,SPR_TRANS_W1,10,T_Chase,NULL,&s_transchase1s};
   1215 statetype s_transchase1s	= {false,SPR_TRANS_W1,3,NULL,NULL,&s_transchase2};
   1216 statetype s_transchase2 	= {false,SPR_TRANS_W2,8,T_Chase,NULL,&s_transchase3};
   1217 statetype s_transchase3 	= {false,SPR_TRANS_W3,10,T_Chase,NULL,&s_transchase3s};
   1218 statetype s_transchase3s	= {false,SPR_TRANS_W3,3,NULL,NULL,&s_transchase4};
   1219 statetype s_transchase4 	= {false,SPR_TRANS_W4,8,T_Chase,NULL,&s_transchase1};
   1220 
   1221 statetype s_transdie0	= {false,SPR_TRANS_W1,1,NULL,A_DeathScream,&s_transdie01};
   1222 statetype s_transdie01	= {false,SPR_TRANS_W1,1,NULL,NULL,&s_transdie1};
   1223 statetype s_transdie1	= {false,SPR_TRANS_DIE1,15,NULL,NULL,&s_transdie2};
   1224 statetype s_transdie2	= {false,SPR_TRANS_DIE2,15,NULL,NULL,&s_transdie3};
   1225 statetype s_transdie3	= {false,SPR_TRANS_DIE3,15,NULL,NULL,&s_transdie4};
   1226 statetype s_transdie4	= {false,SPR_TRANS_DEAD,0,NULL,NULL,&s_transdie4};
   1227 
   1228 statetype s_transshoot1 	= {false,SPR_TRANS_SHOOT1,30,NULL,NULL,&s_transshoot2};
   1229 statetype s_transshoot2 	= {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot3};
   1230 statetype s_transshoot3 	= {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot4};
   1231 statetype s_transshoot4 	= {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot5};
   1232 statetype s_transshoot5 	= {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot6};
   1233 statetype s_transshoot6 	= {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot7};
   1234 statetype s_transshoot7 	= {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot8};
   1235 statetype s_transshoot8 	= {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1};
   1236 
   1237 
   1238 /*
   1239 ===============
   1240 =
   1241 = SpawnTrans
   1242 =
   1243 ===============
   1244 */
   1245 
   1246 void SpawnTrans (int tilex, int tiley)
   1247 {
   1248 	unsigned	far *map,tile;
   1249 
   1250 	if (SoundBlasterPresent && DigiMode != sds_Off)
   1251 		s_transdie01.tictime = 105;
   1252 
   1253 	SpawnNewObj (tilex,tiley,&s_transstand);
   1254 	new->obclass = transobj;
   1255 	new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
   1256 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
   1257 	if (!loadedgame)
   1258 	  gamestate.killtotal++;
   1259 }
   1260 
   1261 
   1262 //
   1263 // uber
   1264 //
   1265 void T_UShoot (objtype *ob);
   1266 
   1267 extern	statetype s_uberstand;
   1268 
   1269 extern	statetype s_uberchase1;
   1270 extern	statetype s_uberchase1s;
   1271 extern	statetype s_uberchase2;
   1272 extern	statetype s_uberchase3;
   1273 extern	statetype s_uberchase3s;
   1274 extern	statetype s_uberchase4;
   1275 
   1276 extern	statetype s_uberdie0;
   1277 extern	statetype s_uberdie01;
   1278 extern	statetype s_uberdie1;
   1279 extern	statetype s_uberdie2;
   1280 extern	statetype s_uberdie3;
   1281 extern	statetype s_uberdie4;
   1282 extern	statetype s_uberdie5;
   1283 
   1284 extern	statetype s_ubershoot1;
   1285 extern	statetype s_ubershoot2;
   1286 extern	statetype s_ubershoot3;
   1287 extern	statetype s_ubershoot4;
   1288 extern	statetype s_ubershoot5;
   1289 extern	statetype s_ubershoot6;
   1290 extern	statetype s_ubershoot7;
   1291 
   1292 
   1293 statetype s_uberstand	= {false,SPR_UBER_W1,0,T_Stand,NULL,&s_uberstand};
   1294 
   1295 statetype s_uberchase1 	= {false,SPR_UBER_W1,10,T_Chase,NULL,&s_uberchase1s};
   1296 statetype s_uberchase1s	= {false,SPR_UBER_W1,3,NULL,NULL,&s_uberchase2};
   1297 statetype s_uberchase2 	= {false,SPR_UBER_W2,8,T_Chase,NULL,&s_uberchase3};
   1298 statetype s_uberchase3 	= {false,SPR_UBER_W3,10,T_Chase,NULL,&s_uberchase3s};
   1299 statetype s_uberchase3s	= {false,SPR_UBER_W3,3,NULL,NULL,&s_uberchase4};
   1300 statetype s_uberchase4 	= {false,SPR_UBER_W4,8,T_Chase,NULL,&s_uberchase1};
   1301 
   1302 statetype s_uberdie0	= {false,SPR_UBER_W1,1,NULL,A_DeathScream,&s_uberdie01};
   1303 statetype s_uberdie01	= {false,SPR_UBER_W1,1,NULL,NULL,&s_uberdie1};
   1304 statetype s_uberdie1	= {false,SPR_UBER_DIE1,15,NULL,NULL,&s_uberdie2};
   1305 statetype s_uberdie2	= {false,SPR_UBER_DIE2,15,NULL,NULL,&s_uberdie3};
   1306 statetype s_uberdie3	= {false,SPR_UBER_DIE3,15,NULL,NULL,&s_uberdie4};
   1307 statetype s_uberdie4	= {false,SPR_UBER_DIE4,15,NULL,NULL,&s_uberdie5};
   1308 statetype s_uberdie5	= {false,SPR_UBER_DEAD,0,NULL,NULL,&s_uberdie5};
   1309 
   1310 statetype s_ubershoot1 	= {false,SPR_UBER_SHOOT1,30,NULL,NULL,&s_ubershoot2};
   1311 statetype s_ubershoot2 	= {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot3};
   1312 statetype s_ubershoot3 	= {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot4};
   1313 statetype s_ubershoot4 	= {false,SPR_UBER_SHOOT4,12,NULL,T_UShoot,&s_ubershoot5};
   1314 statetype s_ubershoot5 	= {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot6};
   1315 statetype s_ubershoot6 	= {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot7};
   1316 statetype s_ubershoot7 	= {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1};
   1317 
   1318 
   1319 /*
   1320 ===============
   1321 =
   1322 = SpawnUber
   1323 =
   1324 ===============
   1325 */
   1326 
   1327 void SpawnUber (int tilex, int tiley)
   1328 {
   1329 	unsigned	far *map,tile;
   1330 
   1331 	if (SoundBlasterPresent && DigiMode != sds_Off)
   1332 		s_uberdie01.tictime = 70;
   1333 
   1334 	SpawnNewObj (tilex,tiley,&s_uberstand);
   1335 	new->obclass = uberobj;
   1336 	new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
   1337 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
   1338 	if (!loadedgame)
   1339 	  gamestate.killtotal++;
   1340 }
   1341 
   1342 
   1343 /*
   1344 ===============
   1345 =
   1346 = T_UShoot
   1347 =
   1348 ===============
   1349 */
   1350 
   1351 void T_UShoot (objtype *ob)
   1352 {
   1353 	int	dx,dy,dist;
   1354 
   1355 	T_Shoot (ob);
   1356 
   1357 	dx = abs(ob->tilex - player->tilex);
   1358 	dy = abs(ob->tiley - player->tiley);
   1359 	dist = dx>dy ? dx : dy;
   1360 	if (dist <= 1)
   1361 		TakeDamage (10,ob);
   1362 }
   1363 
   1364 
   1365 //
   1366 // will
   1367 //
   1368 extern	statetype s_willstand;
   1369 
   1370 extern	statetype s_willchase1;
   1371 extern	statetype s_willchase1s;
   1372 extern	statetype s_willchase2;
   1373 extern	statetype s_willchase3;
   1374 extern	statetype s_willchase3s;
   1375 extern	statetype s_willchase4;
   1376 
   1377 extern	statetype s_willdie1;
   1378 extern	statetype s_willdie2;
   1379 extern	statetype s_willdie3;
   1380 extern	statetype s_willdie4;
   1381 extern	statetype s_willdie5;
   1382 extern	statetype s_willdie6;
   1383 
   1384 extern	statetype s_willshoot1;
   1385 extern	statetype s_willshoot2;
   1386 extern	statetype s_willshoot3;
   1387 extern	statetype s_willshoot4;
   1388 extern	statetype s_willshoot5;
   1389 extern	statetype s_willshoot6;
   1390 
   1391 
   1392 statetype s_willstand	= {false,SPR_WILL_W1,0,T_Stand,NULL,&s_willstand};
   1393 
   1394 statetype s_willchase1 	= {false,SPR_WILL_W1,10,T_Will,NULL,&s_willchase1s};
   1395 statetype s_willchase1s	= {false,SPR_WILL_W1,3,NULL,NULL,&s_willchase2};
   1396 statetype s_willchase2 	= {false,SPR_WILL_W2,8,T_Will,NULL,&s_willchase3};
   1397 statetype s_willchase3 	= {false,SPR_WILL_W3,10,T_Will,NULL,&s_willchase3s};
   1398 statetype s_willchase3s	= {false,SPR_WILL_W3,3,NULL,NULL,&s_willchase4};
   1399 statetype s_willchase4 	= {false,SPR_WILL_W4,8,T_Will,NULL,&s_willchase1};
   1400 
   1401 statetype s_willdeathcam	= {false,SPR_WILL_W1,1,NULL,NULL,&s_willdie1};
   1402 
   1403 statetype s_willdie1	= {false,SPR_WILL_W1,1,NULL,A_DeathScream,&s_willdie2};
   1404 statetype s_willdie2	= {false,SPR_WILL_W1,10,NULL,NULL,&s_willdie3};
   1405 statetype s_willdie3	= {false,SPR_WILL_DIE1,10,NULL,NULL,&s_willdie4};
   1406 statetype s_willdie4	= {false,SPR_WILL_DIE2,10,NULL,NULL,&s_willdie5};
   1407 statetype s_willdie5	= {false,SPR_WILL_DIE3,10,NULL,NULL,&s_willdie6};
   1408 statetype s_willdie6	= {false,SPR_WILL_DEAD,20,NULL,NULL,&s_willdie6};
   1409 
   1410 statetype s_willshoot1 	= {false,SPR_WILL_SHOOT1,30,NULL,NULL,&s_willshoot2};
   1411 statetype s_willshoot2 	= {false,SPR_WILL_SHOOT2,10,NULL,T_Launch,&s_willshoot3};
   1412 statetype s_willshoot3 	= {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot4};
   1413 statetype s_willshoot4 	= {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willshoot5};
   1414 statetype s_willshoot5 	= {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot6};
   1415 statetype s_willshoot6 	= {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willchase1};
   1416 
   1417 
   1418 /*
   1419 ===============
   1420 =
   1421 = SpawnWill
   1422 =
   1423 ===============
   1424 */
   1425 
   1426 void SpawnWill (int tilex, int tiley)
   1427 {
   1428 	unsigned	far *map,tile;
   1429 
   1430 	if (SoundBlasterPresent && DigiMode != sds_Off)
   1431 		s_willdie2.tictime = 70;
   1432 
   1433 	SpawnNewObj (tilex,tiley,&s_willstand);
   1434 	new->obclass = willobj;
   1435 	new->hitpoints = starthitpoints[gamestate.difficulty][en_will];
   1436 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
   1437 	if (!loadedgame)
   1438 	  gamestate.killtotal++;
   1439 }
   1440 
   1441 
   1442 /*
   1443 ================
   1444 =
   1445 = T_Will
   1446 =
   1447 ================
   1448 */
   1449 
   1450 void T_Will (objtype *ob)
   1451 {
   1452 	long move;
   1453 	int	dx,dy,dist;
   1454 	boolean	dodge;
   1455 
   1456 	dodge = false;
   1457 	dx = abs(ob->tilex - player->tilex);
   1458 	dy = abs(ob->tiley - player->tiley);
   1459 	dist = dx>dy ? dx : dy;
   1460 
   1461 	if (CheckLine(ob))						// got a shot at player?
   1462 	{
   1463 		if ( US_RndT() < (tics<<3) )
   1464 		{
   1465 		//
   1466 		// go into attack frame
   1467 		//
   1468 			if (ob->obclass == willobj)
   1469 				NewState (ob,&s_willshoot1);
   1470 			else if (ob->obclass == angelobj)
   1471 				NewState (ob,&s_angelshoot1);
   1472 			else
   1473 				NewState (ob,&s_deathshoot1);
   1474 			return;
   1475 		}
   1476 		dodge = true;
   1477 	}
   1478 
   1479 	if (ob->dir == nodir)
   1480 	{
   1481 		if (dodge)
   1482 			SelectDodgeDir (ob);
   1483 		else
   1484 			SelectChaseDir (ob);
   1485 		if (ob->dir == nodir)
   1486 			return;							// object is blocked in
   1487 	}
   1488 
   1489 	move = ob->speed*tics;
   1490 
   1491 	while (move)
   1492 	{
   1493 		if (ob->distance < 0)
   1494 		{
   1495 		//
   1496 		// waiting for a door to open
   1497 		//
   1498 			OpenDoor (-ob->distance-1);
   1499 			if (doorobjlist[-ob->distance-1].action != dr_open)
   1500 				return;
   1501 			ob->distance = TILEGLOBAL;	// go ahead, the door is now opoen
   1502 		}
   1503 
   1504 		if (move < ob->distance)
   1505 		{
   1506 			MoveObj (ob,move);
   1507 			break;
   1508 		}
   1509 
   1510 		//
   1511 		// reached goal tile, so select another one
   1512 		//
   1513 
   1514 		//
   1515 		// fix position to account for round off during moving
   1516 		//
   1517 		ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
   1518 		ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
   1519 
   1520 		move -= ob->distance;
   1521 
   1522 		if (dist <4)
   1523 			SelectRunDir (ob);
   1524 		else if (dodge)
   1525 			SelectDodgeDir (ob);
   1526 		else
   1527 			SelectChaseDir (ob);
   1528 
   1529 		if (ob->dir == nodir)
   1530 			return;							// object is blocked in
   1531 	}
   1532 
   1533 }
   1534 
   1535 
   1536 //
   1537 // death
   1538 //
   1539 extern	statetype s_deathstand;
   1540 
   1541 extern	statetype s_deathchase1;
   1542 extern	statetype s_deathchase1s;
   1543 extern	statetype s_deathchase2;
   1544 extern	statetype s_deathchase3;
   1545 extern	statetype s_deathchase3s;
   1546 extern	statetype s_deathchase4;
   1547 
   1548 extern	statetype s_deathdie1;
   1549 extern	statetype s_deathdie2;
   1550 extern	statetype s_deathdie3;
   1551 extern	statetype s_deathdie4;
   1552 extern	statetype s_deathdie5;
   1553 extern	statetype s_deathdie6;
   1554 extern	statetype s_deathdie7;
   1555 extern	statetype s_deathdie8;
   1556 extern	statetype s_deathdie9;
   1557 
   1558 extern	statetype s_deathshoot1;
   1559 extern	statetype s_deathshoot2;
   1560 extern	statetype s_deathshoot3;
   1561 extern	statetype s_deathshoot4;
   1562 extern	statetype s_deathshoot5;
   1563 
   1564 
   1565 statetype s_deathstand	= {false,SPR_DEATH_W1,0,T_Stand,NULL,&s_deathstand};
   1566 
   1567 statetype s_deathchase1 	= {false,SPR_DEATH_W1,10,T_Will,NULL,&s_deathchase1s};
   1568 statetype s_deathchase1s	= {false,SPR_DEATH_W1,3,NULL,NULL,&s_deathchase2};
   1569 statetype s_deathchase2 	= {false,SPR_DEATH_W2,8,T_Will,NULL,&s_deathchase3};
   1570 statetype s_deathchase3 	= {false,SPR_DEATH_W3,10,T_Will,NULL,&s_deathchase3s};
   1571 statetype s_deathchase3s	= {false,SPR_DEATH_W3,3,NULL,NULL,&s_deathchase4};
   1572 statetype s_deathchase4 	= {false,SPR_DEATH_W4,8,T_Will,NULL,&s_deathchase1};
   1573 
   1574 statetype s_deathdeathcam	= {false,SPR_DEATH_W1,1,NULL,NULL,&s_deathdie1};
   1575 
   1576 statetype s_deathdie1	= {false,SPR_DEATH_W1,1,NULL,A_DeathScream,&s_deathdie2};
   1577 statetype s_deathdie2	= {false,SPR_DEATH_W1,10,NULL,NULL,&s_deathdie3};
   1578 statetype s_deathdie3	= {false,SPR_DEATH_DIE1,10,NULL,NULL,&s_deathdie4};
   1579 statetype s_deathdie4	= {false,SPR_DEATH_DIE2,10,NULL,NULL,&s_deathdie5};
   1580 statetype s_deathdie5	= {false,SPR_DEATH_DIE3,10,NULL,NULL,&s_deathdie6};
   1581 statetype s_deathdie6	= {false,SPR_DEATH_DIE4,10,NULL,NULL,&s_deathdie7};
   1582 statetype s_deathdie7	= {false,SPR_DEATH_DIE5,10,NULL,NULL,&s_deathdie8};
   1583 statetype s_deathdie8	= {false,SPR_DEATH_DIE6,10,NULL,NULL,&s_deathdie9};
   1584 statetype s_deathdie9	= {false,SPR_DEATH_DEAD,0,NULL,NULL,&s_deathdie9};
   1585 
   1586 statetype s_deathshoot1 	= {false,SPR_DEATH_SHOOT1,30,NULL,NULL,&s_deathshoot2};
   1587 statetype s_deathshoot2 	= {false,SPR_DEATH_SHOOT2,10,NULL,T_Launch,&s_deathshoot3};
   1588 statetype s_deathshoot3 	= {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathshoot4};
   1589 statetype s_deathshoot4 	= {false,SPR_DEATH_SHOOT3,10,NULL,T_Launch,&s_deathshoot5};
   1590 statetype s_deathshoot5 	= {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathchase1};
   1591 
   1592 
   1593 /*
   1594 ===============
   1595 =
   1596 = SpawnDeath
   1597 =
   1598 ===============
   1599 */
   1600 
   1601 void SpawnDeath (int tilex, int tiley)
   1602 {
   1603 	unsigned	far *map,tile;
   1604 
   1605 	if (SoundBlasterPresent && DigiMode != sds_Off)
   1606 		s_deathdie2.tictime = 105;
   1607 
   1608 	SpawnNewObj (tilex,tiley,&s_deathstand);
   1609 	new->obclass = deathobj;
   1610 	new->hitpoints = starthitpoints[gamestate.difficulty][en_death];
   1611 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
   1612 	if (!loadedgame)
   1613 	  gamestate.killtotal++;
   1614 }
   1615 
   1616 /*
   1617 ===============
   1618 =
   1619 = T_Launch
   1620 =
   1621 ===============
   1622 */
   1623 
   1624 void T_Launch (objtype *ob)
   1625 {
   1626 	long	deltax,deltay;
   1627 	float	angle;
   1628 	int		iangle;
   1629 
   1630 	deltax = player->x - ob->x;
   1631 	deltay = ob->y - player->y;
   1632 	angle = atan2 (deltay,deltax);
   1633 	if (angle<0)
   1634 		angle = M_PI*2+angle;
   1635 	iangle = angle/(M_PI*2)*ANGLES;
   1636 	if (ob->obclass == deathobj)
   1637 	{
   1638 		T_Shoot (ob);
   1639 		if (ob->state == &s_deathshoot2)
   1640 		{
   1641 			iangle-=4;
   1642 			if (iangle<0)
   1643 				iangle+=ANGLES;
   1644 		}
   1645 		else
   1646 		{
   1647 			iangle+=4;
   1648 			if (iangle>=ANGLES)
   1649 				iangle-=ANGLES;
   1650 		}
   1651 	}
   1652 
   1653 	GetNewActor ();
   1654 	new->state = &s_rocket;
   1655 	new->ticcount = 1;
   1656 
   1657 	new->tilex = ob->tilex;
   1658 	new->tiley = ob->tiley;
   1659 	new->x = ob->x;
   1660 	new->y = ob->y;
   1661 	new->obclass = rocketobj;
   1662 	switch(ob->obclass)
   1663 	{
   1664 	case deathobj:
   1665 		new->state = &s_hrocket;
   1666 		new->obclass = hrocketobj;
   1667 		PlaySoundLocActor (KNIGHTMISSILESND,new);
   1668 		break;
   1669 	case angelobj:
   1670 		new->state = &s_spark1;
   1671 		new->obclass = sparkobj;
   1672 		PlaySoundLocActor (ANGELFIRESND,new);
   1673 		break;
   1674 	default:
   1675 		PlaySoundLocActor (MISSILEFIRESND,new);
   1676 	}
   1677 
   1678 	new->dir = nodir;
   1679 	new->angle = iangle;
   1680 	new->speed = 0x2000l;
   1681 	new->flags = FL_NONMARK;
   1682 	new->active = true;
   1683 }
   1684 
   1685 
   1686 
   1687 //
   1688 // angel
   1689 //
   1690 void A_Relaunch (objtype *ob);
   1691 void A_Victory (objtype *ob);
   1692 void A_StartAttack (objtype *ob);
   1693 void A_Breathing (objtype *ob);
   1694 
   1695 extern	statetype s_angelstand;
   1696 
   1697 extern	statetype s_angelchase1;
   1698 extern	statetype s_angelchase1s;
   1699 extern	statetype s_angelchase2;
   1700 extern	statetype s_angelchase3;
   1701 extern	statetype s_angelchase3s;
   1702 extern	statetype s_angelchase4;
   1703 
   1704 extern	statetype s_angeldie1;
   1705 extern	statetype s_angeldie11;
   1706 extern	statetype s_angeldie2;
   1707 extern	statetype s_angeldie3;
   1708 extern	statetype s_angeldie4;
   1709 extern	statetype s_angeldie5;
   1710 extern	statetype s_angeldie6;
   1711 extern	statetype s_angeldie7;
   1712 extern	statetype s_angeldie8;
   1713 extern	statetype s_angeldie9;
   1714 
   1715 extern	statetype s_angelshoot1;
   1716 extern	statetype s_angelshoot2;
   1717 extern	statetype s_angelshoot3;
   1718 extern	statetype s_angelshoot4;
   1719 extern	statetype s_angelshoot5;
   1720 extern	statetype s_angelshoot6;
   1721 
   1722 extern	statetype s_angeltired;
   1723 extern	statetype s_angeltired2;
   1724 extern	statetype s_angeltired3;
   1725 extern	statetype s_angeltired4;
   1726 extern	statetype s_angeltired5;
   1727 extern	statetype s_angeltired6;
   1728 extern	statetype s_angeltired7;
   1729 
   1730 extern	statetype s_spark1;
   1731 extern	statetype s_spark2;
   1732 extern	statetype s_spark3;
   1733 extern	statetype s_spark4;
   1734 
   1735 
   1736 statetype s_angelstand	= {false,SPR_ANGEL_W1,0,T_Stand,NULL,&s_angelstand};
   1737 
   1738 statetype s_angelchase1 	= {false,SPR_ANGEL_W1,10,T_Will,NULL,&s_angelchase1s};
   1739 statetype s_angelchase1s	= {false,SPR_ANGEL_W1,3,NULL,NULL,&s_angelchase2};
   1740 statetype s_angelchase2 	= {false,SPR_ANGEL_W2,8,T_Will,NULL,&s_angelchase3};
   1741 statetype s_angelchase3 	= {false,SPR_ANGEL_W3,10,T_Will,NULL,&s_angelchase3s};
   1742 statetype s_angelchase3s	= {false,SPR_ANGEL_W3,3,NULL,NULL,&s_angelchase4};
   1743 statetype s_angelchase4 	= {false,SPR_ANGEL_W4,8,T_Will,NULL,&s_angelchase1};
   1744 
   1745 statetype s_angeldie1	= {false,SPR_ANGEL_W1,1,NULL,A_DeathScream,&s_angeldie11};
   1746 statetype s_angeldie11	= {false,SPR_ANGEL_W1,1,NULL,NULL,&s_angeldie2};
   1747 statetype s_angeldie2	= {false,SPR_ANGEL_DIE1,10,NULL,A_Slurpie,&s_angeldie3};
   1748 statetype s_angeldie3	= {false,SPR_ANGEL_DIE2,10,NULL,NULL,&s_angeldie4};
   1749 statetype s_angeldie4	= {false,SPR_ANGEL_DIE3,10,NULL,NULL,&s_angeldie5};
   1750 statetype s_angeldie5	= {false,SPR_ANGEL_DIE4,10,NULL,NULL,&s_angeldie6};
   1751 statetype s_angeldie6	= {false,SPR_ANGEL_DIE5,10,NULL,NULL,&s_angeldie7};
   1752 statetype s_angeldie7	= {false,SPR_ANGEL_DIE6,10,NULL,NULL,&s_angeldie8};
   1753 statetype s_angeldie8	= {false,SPR_ANGEL_DIE7,10,NULL,NULL,&s_angeldie9};
   1754 statetype s_angeldie9	= {false,SPR_ANGEL_DEAD,130,NULL,A_Victory,&s_angeldie9};
   1755 
   1756 statetype s_angelshoot1 	= {false,SPR_ANGEL_SHOOT1,10,NULL,A_StartAttack,&s_angelshoot2};
   1757 statetype s_angelshoot2 	= {false,SPR_ANGEL_SHOOT2,20,NULL,T_Launch,&s_angelshoot3};
   1758 statetype s_angelshoot3 	= {false,SPR_ANGEL_SHOOT1,10,NULL,A_Relaunch,&s_angelshoot2};
   1759 
   1760 statetype s_angeltired 	= {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired2};
   1761 statetype s_angeltired2	= {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired3};
   1762 statetype s_angeltired3	= {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired4};
   1763 statetype s_angeltired4	= {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired5};
   1764 statetype s_angeltired5	= {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired6};
   1765 statetype s_angeltired6	= {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired7};
   1766 statetype s_angeltired7	= {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angelchase1};
   1767 
   1768 statetype s_spark1 	= {false,SPR_SPARK1,6,T_Projectile,NULL,&s_spark2};
   1769 statetype s_spark2 	= {false,SPR_SPARK2,6,T_Projectile,NULL,&s_spark3};
   1770 statetype s_spark3 	= {false,SPR_SPARK3,6,T_Projectile,NULL,&s_spark4};
   1771 statetype s_spark4 	= {false,SPR_SPARK4,6,T_Projectile,NULL,&s_spark1};
   1772 
   1773 
   1774 #pragma argsused
   1775 void A_Slurpie (objtype *ob)
   1776 {
   1777  SD_PlaySound(SLURPIESND);
   1778 }
   1779 
   1780 #pragma argsused
   1781 void A_Breathing (objtype *ob)
   1782 {
   1783  SD_PlaySound(ANGELTIREDSND);
   1784 }
   1785 
   1786 /*
   1787 ===============
   1788 =
   1789 = SpawnAngel
   1790 =
   1791 ===============
   1792 */
   1793 
   1794 void SpawnAngel (int tilex, int tiley)
   1795 {
   1796 	unsigned	far *map,tile;
   1797 
   1798 
   1799 	if (SoundBlasterPresent && DigiMode != sds_Off)
   1800 		s_angeldie11.tictime = 105;
   1801 
   1802 	SpawnNewObj (tilex,tiley,&s_angelstand);
   1803 	new->obclass = angelobj;
   1804 	new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
   1805 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
   1806 	if (!loadedgame)
   1807 	  gamestate.killtotal++;
   1808 }
   1809 
   1810 
   1811 /*
   1812 =================
   1813 =
   1814 = A_Victory
   1815 =
   1816 =================
   1817 */
   1818 
   1819 #pragma argsused
   1820 void A_Victory (objtype *ob)
   1821 {
   1822 	playstate = ex_victorious;
   1823 }
   1824 
   1825 
   1826 /*
   1827 =================
   1828 =
   1829 = A_StartAttack
   1830 =
   1831 =================
   1832 */
   1833 
   1834 void A_StartAttack (objtype *ob)
   1835 {
   1836 	ob->temp1 = 0;
   1837 }
   1838 
   1839 
   1840 /*
   1841 =================
   1842 =
   1843 = A_Relaunch
   1844 =
   1845 =================
   1846 */
   1847 
   1848 void A_Relaunch (objtype *ob)
   1849 {
   1850 	if (++ob->temp1 == 3)
   1851 	{
   1852 		NewState (ob,&s_angeltired);
   1853 		return;
   1854 	}
   1855 
   1856 	if (US_RndT()&1)
   1857 	{
   1858 		NewState (ob,&s_angelchase1);
   1859 		return;
   1860 	}
   1861 }
   1862 
   1863 
   1864 
   1865 
   1866 //
   1867 // spectre
   1868 //
   1869 void T_SpectreWait (objtype *ob);
   1870 void A_Dormant (objtype *ob);
   1871 
   1872 extern	statetype s_spectrewait1;
   1873 extern	statetype s_spectrewait2;
   1874 extern	statetype s_spectrewait3;
   1875 extern	statetype s_spectrewait4;
   1876 
   1877 extern	statetype s_spectrechase1;
   1878 extern	statetype s_spectrechase2;
   1879 extern	statetype s_spectrechase3;
   1880 extern	statetype s_spectrechase4;
   1881 
   1882 extern	statetype s_spectredie1;
   1883 extern	statetype s_spectredie2;
   1884 extern	statetype s_spectredie3;
   1885 extern	statetype s_spectredie4;
   1886 
   1887 extern	statetype s_spectrewake;
   1888 
   1889 statetype s_spectrewait1	= {false,SPR_SPECTRE_W1,10,T_Stand,NULL,&s_spectrewait2};
   1890 statetype s_spectrewait2	= {false,SPR_SPECTRE_W2,10,T_Stand,NULL,&s_spectrewait3};
   1891 statetype s_spectrewait3	= {false,SPR_SPECTRE_W3,10,T_Stand,NULL,&s_spectrewait4};
   1892 statetype s_spectrewait4	= {false,SPR_SPECTRE_W4,10,T_Stand,NULL,&s_spectrewait1};
   1893 
   1894 statetype s_spectrechase1	= {false,SPR_SPECTRE_W1,10,T_Ghosts,NULL,&s_spectrechase2};
   1895 statetype s_spectrechase2	= {false,SPR_SPECTRE_W2,10,T_Ghosts,NULL,&s_spectrechase3};
   1896 statetype s_spectrechase3	= {false,SPR_SPECTRE_W3,10,T_Ghosts,NULL,&s_spectrechase4};
   1897 statetype s_spectrechase4	= {false,SPR_SPECTRE_W4,10,T_Ghosts,NULL,&s_spectrechase1};
   1898 
   1899 statetype s_spectredie1	= {false,SPR_SPECTRE_F1,10,NULL,NULL,&s_spectredie2};
   1900 statetype s_spectredie2	= {false,SPR_SPECTRE_F2,10,NULL,NULL,&s_spectredie3};
   1901 statetype s_spectredie3	= {false,SPR_SPECTRE_F3,10,NULL,NULL,&s_spectredie4};
   1902 statetype s_spectredie4	= {false,SPR_SPECTRE_F4,300,NULL,NULL,&s_spectrewake};
   1903 statetype s_spectrewake	= {false,SPR_SPECTRE_F4,10,NULL,A_Dormant,&s_spectrewake};
   1904 
   1905 /*
   1906 ===============
   1907 =
   1908 = SpawnSpectre
   1909 =
   1910 ===============
   1911 */
   1912 
   1913 void SpawnSpectre (int tilex, int tiley)
   1914 {
   1915 	unsigned	far *map,tile;
   1916 
   1917 	SpawnNewObj (tilex,tiley,&s_spectrewait1);
   1918 	new->obclass = spectreobj;
   1919 	new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
   1920 	new->flags |= FL_SHOOTABLE|FL_AMBUSH; // |FL_NEVERMARK|FL_NONMARK;
   1921 	if (!loadedgame)
   1922 	  gamestate.killtotal++;
   1923 }
   1924 
   1925 
   1926 /*
   1927 ===============
   1928 =
   1929 = A_Dormant
   1930 =
   1931 ===============
   1932 */
   1933 
   1934 void A_Dormant (objtype *ob)
   1935 {
   1936 	long	deltax,deltay;
   1937 	int	xl,xh,yl,yh;
   1938 	int	x,y;
   1939 	unsigned	tile;
   1940 
   1941 	deltax = ob->x - player->x;
   1942 	if (deltax < -MINACTORDIST || deltax > MINACTORDIST)
   1943 		goto moveok;
   1944 	deltay = ob->y - player->y;
   1945 	if (deltay < -MINACTORDIST || deltay > MINACTORDIST)
   1946 		goto moveok;
   1947 
   1948 	return;
   1949 moveok:
   1950 
   1951 	xl = (ob->x-MINDIST) >> TILESHIFT;
   1952 	xh = (ob->x+MINDIST) >> TILESHIFT;
   1953 	yl = (ob->y-MINDIST) >> TILESHIFT;
   1954 	yh = (ob->y+MINDIST) >> TILESHIFT;
   1955 
   1956 	for (y=yl ; y<=yh ; y++)
   1957 		for (x=xl ; x<=xh ; x++)
   1958 		{
   1959 			tile = actorat[x][y];
   1960 			if (!tile)
   1961 				continue;
   1962 			if (tile<256)
   1963 				return;
   1964 			if (((objtype *)tile)->flags&FL_SHOOTABLE)
   1965 				return;
   1966 		}
   1967 
   1968 	ob->flags |= FL_AMBUSH | FL_SHOOTABLE;
   1969 	ob->flags &= ~FL_ATTACKMODE;
   1970 	ob->dir = nodir;
   1971 	NewState (ob,&s_spectrewait1);
   1972 }
   1973 
   1974 
   1975 #endif
   1976 
   1977 /*
   1978 =============================================================================
   1979 
   1980 						 SCHABBS / GIFT / FAT
   1981 
   1982 =============================================================================
   1983 */
   1984 
   1985 #ifndef SPEAR
   1986 /*
   1987 ===============
   1988 =
   1989 = SpawnGhosts
   1990 =
   1991 ===============
   1992 */
   1993 
   1994 void SpawnGhosts (int which, int tilex, int tiley)
   1995 {
   1996 	unsigned	far *map,tile;
   1997 
   1998 	switch(which)
   1999 	{
   2000 	 case en_blinky:
   2001 	   SpawnNewObj (tilex,tiley,&s_blinkychase1);
   2002 	   break;
   2003 	 case en_clyde:
   2004 	   SpawnNewObj (tilex,tiley,&s_clydechase1);
   2005 	   break;
   2006 	 case en_pinky:
   2007 	   SpawnNewObj (tilex,tiley,&s_pinkychase1);
   2008 	   break;
   2009 	 case en_inky:
   2010 	   SpawnNewObj (tilex,tiley,&s_inkychase1);
   2011 	   break;
   2012 	}
   2013 
   2014 	new->obclass = ghostobj;
   2015 	new->speed = SPDDOG;
   2016 
   2017 	new->dir = east;
   2018 	new->flags |= FL_AMBUSH;
   2019 	if (!loadedgame)
   2020 	  gamestate.killtotal++;
   2021 }
   2022 
   2023 
   2024 
   2025 void	T_Gift (objtype *ob);
   2026 void	T_GiftThrow (objtype *ob);
   2027 
   2028 void	T_Fat (objtype *ob);
   2029 void	T_FatThrow (objtype *ob);
   2030 
   2031 //
   2032 // schabb
   2033 //
   2034 extern	statetype s_schabbstand;
   2035 
   2036 extern	statetype s_schabbchase1;
   2037 extern	statetype s_schabbchase1s;
   2038 extern	statetype s_schabbchase2;
   2039 extern	statetype s_schabbchase3;
   2040 extern	statetype s_schabbchase3s;
   2041 extern	statetype s_schabbchase4;
   2042 
   2043 extern	statetype s_schabbdie1;
   2044 extern	statetype s_schabbdie2;
   2045 extern	statetype s_schabbdie3;
   2046 extern	statetype s_schabbdie4;
   2047 extern	statetype s_schabbdie5;
   2048 extern	statetype s_schabbdie6;
   2049 
   2050 extern	statetype s_schabbshoot1;
   2051 extern	statetype s_schabbshoot2;
   2052 
   2053 extern	statetype s_needle1;
   2054 extern	statetype s_needle2;
   2055 extern	statetype s_needle3;
   2056 extern	statetype s_needle4;
   2057 
   2058 extern	statetype s_schabbdeathcam;
   2059 
   2060 
   2061 statetype s_schabbstand	= {false,SPR_SCHABB_W1,0,T_Stand,NULL,&s_schabbstand};
   2062 
   2063 statetype s_schabbchase1 	= {false,SPR_SCHABB_W1,10,T_Schabb,NULL,&s_schabbchase1s};
   2064 statetype s_schabbchase1s	= {false,SPR_SCHABB_W1,3,NULL,NULL,&s_schabbchase2};
   2065 statetype s_schabbchase2 	= {false,SPR_SCHABB_W2,8,T_Schabb,NULL,&s_schabbchase3};
   2066 statetype s_schabbchase3 	= {false,SPR_SCHABB_W3,10,T_Schabb,NULL,&s_schabbchase3s};
   2067 statetype s_schabbchase3s	= {false,SPR_SCHABB_W3,3,NULL,NULL,&s_schabbchase4};
   2068 statetype s_schabbchase4 	= {false,SPR_SCHABB_W4,8,T_Schabb,NULL,&s_schabbchase1};
   2069 
   2070 statetype s_schabbdeathcam	= {false,SPR_SCHABB_W1,1,NULL,NULL,&s_schabbdie1};
   2071 
   2072 statetype s_schabbdie1	= {false,SPR_SCHABB_W1,10,NULL,A_DeathScream,&s_schabbdie2};
   2073 statetype s_schabbdie2	= {false,SPR_SCHABB_W1,10,NULL,NULL,&s_schabbdie3};
   2074 statetype s_schabbdie3	= {false,SPR_SCHABB_DIE1,10,NULL,NULL,&s_schabbdie4};
   2075 statetype s_schabbdie4	= {false,SPR_SCHABB_DIE2,10,NULL,NULL,&s_schabbdie5};
   2076 statetype s_schabbdie5	= {false,SPR_SCHABB_DIE3,10,NULL,NULL,&s_schabbdie6};
   2077 statetype s_schabbdie6	= {false,SPR_SCHABB_DEAD,20,NULL,A_StartDeathCam,&s_schabbdie6};
   2078 
   2079 statetype s_schabbshoot1 	= {false,SPR_SCHABB_SHOOT1,30,NULL,NULL,&s_schabbshoot2};
   2080 statetype s_schabbshoot2 	= {false,SPR_SCHABB_SHOOT2,10,NULL,T_SchabbThrow,&s_schabbchase1};
   2081 
   2082 statetype s_needle1 	= {false,SPR_HYPO1,6,T_Projectile,NULL,&s_needle2};
   2083 statetype s_needle2 	= {false,SPR_HYPO2,6,T_Projectile,NULL,&s_needle3};
   2084 statetype s_needle3 	= {false,SPR_HYPO3,6,T_Projectile,NULL,&s_needle4};
   2085 statetype s_needle4 	= {false,SPR_HYPO4,6,T_Projectile,NULL,&s_needle1};
   2086 
   2087 
   2088 //
   2089 // gift
   2090 //
   2091 extern	statetype s_giftstand;
   2092 
   2093 extern	statetype s_giftchase1;
   2094 extern	statetype s_giftchase1s;
   2095 extern	statetype s_giftchase2;
   2096 extern	statetype s_giftchase3;
   2097 extern	statetype s_giftchase3s;
   2098 extern	statetype s_giftchase4;
   2099 
   2100 extern	statetype s_giftdie1;
   2101 extern	statetype s_giftdie2;
   2102 extern	statetype s_giftdie3;
   2103 extern	statetype s_giftdie4;
   2104 extern	statetype s_giftdie5;
   2105 extern	statetype s_giftdie6;
   2106 
   2107 extern	statetype s_giftshoot1;
   2108 extern	statetype s_giftshoot2;
   2109 
   2110 extern	statetype s_needle1;
   2111 extern	statetype s_needle2;
   2112 extern	statetype s_needle3;
   2113 extern	statetype s_needle4;
   2114 
   2115 extern	statetype s_giftdeathcam;
   2116 
   2117 extern	statetype s_boom1;
   2118 extern	statetype s_boom2;
   2119 extern	statetype s_boom3;
   2120 
   2121 
   2122 statetype s_giftstand	= {false,SPR_GIFT_W1,0,T_Stand,NULL,&s_giftstand};
   2123 
   2124 statetype s_giftchase1 	= {false,SPR_GIFT_W1,10,T_Gift,NULL,&s_giftchase1s};
   2125 statetype s_giftchase1s	= {false,SPR_GIFT_W1,3,NULL,NULL,&s_giftchase2};
   2126 statetype s_giftchase2 	= {false,SPR_GIFT_W2,8,T_Gift,NULL,&s_giftchase3};
   2127 statetype s_giftchase3 	= {false,SPR_GIFT_W3,10,T_Gift,NULL,&s_giftchase3s};
   2128 statetype s_giftchase3s	= {false,SPR_GIFT_W3,3,NULL,NULL,&s_giftchase4};
   2129 statetype s_giftchase4 	= {false,SPR_GIFT_W4,8,T_Gift,NULL,&s_giftchase1};
   2130 
   2131 statetype s_giftdeathcam	= {false,SPR_GIFT_W1,1,NULL,NULL,&s_giftdie1};
   2132 
   2133 statetype s_giftdie1	= {false,SPR_GIFT_W1,1,NULL,A_DeathScream,&s_giftdie2};
   2134 statetype s_giftdie2	= {false,SPR_GIFT_W1,10,NULL,NULL,&s_giftdie3};
   2135 statetype s_giftdie3	= {false,SPR_GIFT_DIE1,10,NULL,NULL,&s_giftdie4};
   2136 statetype s_giftdie4	= {false,SPR_GIFT_DIE2,10,NULL,NULL,&s_giftdie5};
   2137 statetype s_giftdie5	= {false,SPR_GIFT_DIE3,10,NULL,NULL,&s_giftdie6};
   2138 statetype s_giftdie6	= {false,SPR_GIFT_DEAD,20,NULL,A_StartDeathCam,&s_giftdie6};
   2139 
   2140 statetype s_giftshoot1 	= {false,SPR_GIFT_SHOOT1,30,NULL,NULL,&s_giftshoot2};
   2141 statetype s_giftshoot2 	= {false,SPR_GIFT_SHOOT2,10,NULL,T_GiftThrow,&s_giftchase1};
   2142 
   2143 
   2144 //
   2145 // fat
   2146 //
   2147 extern	statetype s_fatstand;
   2148 
   2149 extern	statetype s_fatchase1;
   2150 extern	statetype s_fatchase1s;
   2151 extern	statetype s_fatchase2;
   2152 extern	statetype s_fatchase3;
   2153 extern	statetype s_fatchase3s;
   2154 extern	statetype s_fatchase4;
   2155 
   2156 extern	statetype s_fatdie1;
   2157 extern	statetype s_fatdie2;
   2158 extern	statetype s_fatdie3;
   2159 extern	statetype s_fatdie4;
   2160 extern	statetype s_fatdie5;
   2161 extern	statetype s_fatdie6;
   2162 
   2163 extern	statetype s_fatshoot1;
   2164 extern	statetype s_fatshoot2;
   2165 extern	statetype s_fatshoot3;
   2166 extern	statetype s_fatshoot4;
   2167 extern	statetype s_fatshoot5;
   2168 extern	statetype s_fatshoot6;
   2169 
   2170 extern	statetype s_needle1;
   2171 extern	statetype s_needle2;
   2172 extern	statetype s_needle3;
   2173 extern	statetype s_needle4;
   2174 
   2175 extern	statetype s_fatdeathcam;
   2176 
   2177 
   2178 statetype s_fatstand	= {false,SPR_FAT_W1,0,T_Stand,NULL,&s_fatstand};
   2179 
   2180 statetype s_fatchase1 	= {false,SPR_FAT_W1,10,T_Fat,NULL,&s_fatchase1s};
   2181 statetype s_fatchase1s	= {false,SPR_FAT_W1,3,NULL,NULL,&s_fatchase2};
   2182 statetype s_fatchase2 	= {false,SPR_FAT_W2,8,T_Fat,NULL,&s_fatchase3};
   2183 statetype s_fatchase3 	= {false,SPR_FAT_W3,10,T_Fat,NULL,&s_fatchase3s};
   2184 statetype s_fatchase3s	= {false,SPR_FAT_W3,3,NULL,NULL,&s_fatchase4};
   2185 statetype s_fatchase4 	= {false,SPR_FAT_W4,8,T_Fat,NULL,&s_fatchase1};
   2186 
   2187 statetype s_fatdeathcam	= {false,SPR_FAT_W1,1,NULL,NULL,&s_fatdie1};
   2188 
   2189 statetype s_fatdie1	= {false,SPR_FAT_W1,1,NULL,A_DeathScream,&s_fatdie2};
   2190 statetype s_fatdie2	= {false,SPR_FAT_W1,10,NULL,NULL,&s_fatdie3};
   2191 statetype s_fatdie3	= {false,SPR_FAT_DIE1,10,NULL,NULL,&s_fatdie4};
   2192 statetype s_fatdie4	= {false,SPR_FAT_DIE2,10,NULL,NULL,&s_fatdie5};
   2193 statetype s_fatdie5	= {false,SPR_FAT_DIE3,10,NULL,NULL,&s_fatdie6};
   2194 statetype s_fatdie6	= {false,SPR_FAT_DEAD,20,NULL,A_StartDeathCam,&s_fatdie6};
   2195 
   2196 statetype s_fatshoot1 	= {false,SPR_FAT_SHOOT1,30,NULL,NULL,&s_fatshoot2};
   2197 statetype s_fatshoot2 	= {false,SPR_FAT_SHOOT2,10,NULL,T_GiftThrow,&s_fatshoot3};
   2198 statetype s_fatshoot3 	= {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot4};
   2199 statetype s_fatshoot4 	= {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatshoot5};
   2200 statetype s_fatshoot5 	= {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot6};
   2201 statetype s_fatshoot6 	= {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatchase1};
   2202 
   2203 
   2204 /*
   2205 ===============
   2206 =
   2207 = SpawnSchabbs
   2208 =
   2209 ===============
   2210 */
   2211 
   2212 void SpawnSchabbs (int tilex, int tiley)
   2213 {
   2214 	unsigned	far *map,tile;
   2215 
   2216 	if (DigiMode != sds_Off)
   2217 		s_schabbdie2.tictime = 140;
   2218 	else
   2219 		s_schabbdie2.tictime = 5;
   2220 
   2221 	SpawnNewObj (tilex,tiley,&s_schabbstand);
   2222 	new->speed = SPDPATROL;
   2223 
   2224 	new->obclass = schabbobj;
   2225 	new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
   2226 	new->dir = south;
   2227 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
   2228 	if (!loadedgame)
   2229 	  gamestate.killtotal++;
   2230 }
   2231 
   2232 
   2233 /*
   2234 ===============
   2235 =
   2236 = SpawnGift
   2237 =
   2238 ===============
   2239 */
   2240 
   2241 void SpawnGift (int tilex, int tiley)
   2242 {
   2243 	unsigned	far *map,tile;
   2244 
   2245 	if (DigiMode != sds_Off)
   2246 	  s_giftdie2.tictime = 140;
   2247 	else
   2248 	  s_giftdie2.tictime = 5;
   2249 
   2250 	SpawnNewObj (tilex,tiley,&s_giftstand);
   2251 	new->speed = SPDPATROL;
   2252 
   2253 	new->obclass = giftobj;
   2254 	new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
   2255 	new->dir = north;
   2256 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
   2257 	if (!loadedgame)
   2258 	  gamestate.killtotal++;
   2259 }
   2260 
   2261 
   2262 /*
   2263 ===============
   2264 =
   2265 = SpawnFat
   2266 =
   2267 ===============
   2268 */
   2269 
   2270 void SpawnFat (int tilex, int tiley)
   2271 {
   2272 	unsigned	far *map,tile;
   2273 
   2274 	if (DigiMode != sds_Off)
   2275 	  s_fatdie2.tictime = 140;
   2276 	else
   2277 	  s_fatdie2.tictime = 5;
   2278 
   2279 	SpawnNewObj (tilex,tiley,&s_fatstand);
   2280 	new->speed = SPDPATROL;
   2281 
   2282 	new->obclass = fatobj;
   2283 	new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
   2284 	new->dir = south;
   2285 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
   2286 	if (!loadedgame)
   2287 	  gamestate.killtotal++;
   2288 }
   2289 
   2290 
   2291 /*
   2292 =================
   2293 =
   2294 = T_SchabbThrow
   2295 =
   2296 =================
   2297 */
   2298 
   2299 void T_SchabbThrow (objtype *ob)
   2300 {
   2301 	long	deltax,deltay;
   2302 	float	angle;
   2303 	int		iangle;
   2304 
   2305 	deltax = player->x - ob->x;
   2306 	deltay = ob->y - player->y;
   2307 	angle = atan2 (deltay,deltax);
   2308 	if (angle<0)
   2309 		angle = M_PI*2+angle;
   2310 	iangle = angle/(M_PI*2)*ANGLES;
   2311 
   2312 	GetNewActor ();
   2313 	new->state = &s_needle1;
   2314 	new->ticcount = 1;
   2315 
   2316 	new->tilex = ob->tilex;
   2317 	new->tiley = ob->tiley;
   2318 	new->x = ob->x;
   2319 	new->y = ob->y;
   2320 	new->obclass = needleobj;
   2321 	new->dir = nodir;
   2322 	new->angle = iangle;
   2323 	new->speed = 0x2000l;
   2324 
   2325 	new->flags = FL_NONMARK;
   2326 	new->active = true;
   2327 
   2328 	PlaySoundLocActor (SCHABBSTHROWSND,new);
   2329 }
   2330 
   2331 /*
   2332 =================
   2333 =
   2334 = T_GiftThrow
   2335 =
   2336 =================
   2337 */
   2338 
   2339 void T_GiftThrow (objtype *ob)
   2340 {
   2341 	long	deltax,deltay;
   2342 	float	angle;
   2343 	int		iangle;
   2344 
   2345 	deltax = player->x - ob->x;
   2346 	deltay = ob->y - player->y;
   2347 	angle = atan2 (deltay,deltax);
   2348 	if (angle<0)
   2349 		angle = M_PI*2+angle;
   2350 	iangle = angle/(M_PI*2)*ANGLES;
   2351 
   2352 	GetNewActor ();
   2353 	new->state = &s_rocket;
   2354 	new->ticcount = 1;
   2355 
   2356 	new->tilex = ob->tilex;
   2357 	new->tiley = ob->tiley;
   2358 	new->x = ob->x;
   2359 	new->y = ob->y;
   2360 	new->obclass = rocketobj;
   2361 	new->dir = nodir;
   2362 	new->angle = iangle;
   2363 	new->speed = 0x2000l;
   2364 	new->flags = FL_NONMARK;
   2365 	new->active = true;
   2366 
   2367 	PlaySoundLocActor (MISSILEFIRESND,new);
   2368 }
   2369 
   2370 
   2371 
   2372 /*
   2373 =================
   2374 =
   2375 = T_Schabb
   2376 =
   2377 =================
   2378 */
   2379 
   2380 void T_Schabb (objtype *ob)
   2381 {
   2382 	long move;
   2383 	int	dx,dy,dist;
   2384 	boolean	dodge;
   2385 
   2386 	dodge = false;
   2387 	dx = abs(ob->tilex - player->tilex);
   2388 	dy = abs(ob->tiley - player->tiley);
   2389 	dist = dx>dy ? dx : dy;
   2390 
   2391 	if (CheckLine(ob))						// got a shot at player?
   2392 	{
   2393 
   2394 		if ( US_RndT() < (tics<<3) )
   2395 		{
   2396 		//
   2397 		// go into attack frame
   2398 		//
   2399 			NewState (ob,&s_schabbshoot1);
   2400 			return;
   2401 		}
   2402 		dodge = true;
   2403 	}
   2404 
   2405 	if (ob->dir == nodir)
   2406 	{
   2407 		if (dodge)
   2408 			SelectDodgeDir (ob);
   2409 		else
   2410 			SelectChaseDir (ob);
   2411 		if (ob->dir == nodir)
   2412 			return;							// object is blocked in
   2413 	}
   2414 
   2415 	move = ob->speed*tics;
   2416 
   2417 	while (move)
   2418 	{
   2419 		if (ob->distance < 0)
   2420 		{
   2421 		//
   2422 		// waiting for a door to open
   2423 		//
   2424 			OpenDoor (-ob->distance-1);
   2425 			if (doorobjlist[-ob->distance-1].action != dr_open)
   2426 				return;
   2427 			ob->distance = TILEGLOBAL;	// go ahead, the door is now opoen
   2428 		}
   2429 
   2430 		if (move < ob->distance)
   2431 		{
   2432 			MoveObj (ob,move);
   2433 			break;
   2434 		}
   2435 
   2436 		//
   2437 		// reached goal tile, so select another one
   2438 		//
   2439 
   2440 		//
   2441 		// fix position to account for round off during moving
   2442 		//
   2443 		ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
   2444 		ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
   2445 
   2446 		move -= ob->distance;
   2447 
   2448 		if (dist <4)
   2449 			SelectRunDir (ob);
   2450 		else if (dodge)
   2451 			SelectDodgeDir (ob);
   2452 		else
   2453 			SelectChaseDir (ob);
   2454 
   2455 		if (ob->dir == nodir)
   2456 			return;							// object is blocked in
   2457 	}
   2458 
   2459 }
   2460 
   2461 
   2462 
   2463 
   2464 /*
   2465 =================
   2466 =
   2467 = T_Gift
   2468 =
   2469 =================
   2470 */
   2471 
   2472 void T_Gift (objtype *ob)
   2473 {
   2474 	long move;
   2475 	int	dx,dy,dist;
   2476 	boolean	dodge;
   2477 
   2478 	dodge = false;
   2479 	dx = abs(ob->tilex - player->tilex);
   2480 	dy = abs(ob->tiley - player->tiley);
   2481 	dist = dx>dy ? dx : dy;
   2482 
   2483 	if (CheckLine(ob))						// got a shot at player?
   2484 	{
   2485 
   2486 		if ( US_RndT() < (tics<<3) )
   2487 		{
   2488 		//
   2489 		// go into attack frame
   2490 		//
   2491 			NewState (ob,&s_giftshoot1);
   2492 			return;
   2493 		}
   2494 		dodge = true;
   2495 	}
   2496 
   2497 	if (ob->dir == nodir)
   2498 	{
   2499 		if (dodge)
   2500 			SelectDodgeDir (ob);
   2501 		else
   2502 			SelectChaseDir (ob);
   2503 		if (ob->dir == nodir)
   2504 			return;							// object is blocked in
   2505 	}
   2506 
   2507 	move = ob->speed*tics;
   2508 
   2509 	while (move)
   2510 	{
   2511 		if (ob->distance < 0)
   2512 		{
   2513 		//
   2514 		// waiting for a door to open
   2515 		//
   2516 			OpenDoor (-ob->distance-1);
   2517 			if (doorobjlist[-ob->distance-1].action != dr_open)
   2518 				return;
   2519 			ob->distance = TILEGLOBAL;	// go ahead, the door is now opoen
   2520 		}
   2521 
   2522 		if (move < ob->distance)
   2523 		{
   2524 			MoveObj (ob,move);
   2525 			break;
   2526 		}
   2527 
   2528 		//
   2529 		// reached goal tile, so select another one
   2530 		//
   2531 
   2532 		//
   2533 		// fix position to account for round off during moving
   2534 		//
   2535 		ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
   2536 		ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
   2537 
   2538 		move -= ob->distance;
   2539 
   2540 		if (dist <4)
   2541 			SelectRunDir (ob);
   2542 		else if (dodge)
   2543 			SelectDodgeDir (ob);
   2544 		else
   2545 			SelectChaseDir (ob);
   2546 
   2547 		if (ob->dir == nodir)
   2548 			return;							// object is blocked in
   2549 	}
   2550 
   2551 }
   2552 
   2553 
   2554 
   2555 
   2556 /*
   2557 =================
   2558 =
   2559 = T_Fat
   2560 =
   2561 =================
   2562 */
   2563 
   2564 void T_Fat (objtype *ob)
   2565 {
   2566 	long move;
   2567 	int	dx,dy,dist;
   2568 	boolean	dodge;
   2569 
   2570 	dodge = false;
   2571 	dx = abs(ob->tilex - player->tilex);
   2572 	dy = abs(ob->tiley - player->tiley);
   2573 	dist = dx>dy ? dx : dy;
   2574 
   2575 	if (CheckLine(ob))						// got a shot at player?
   2576 	{
   2577 
   2578 		if ( US_RndT() < (tics<<3) )
   2579 		{
   2580 		//
   2581 		// go into attack frame
   2582 		//
   2583 			NewState (ob,&s_fatshoot1);
   2584 			return;
   2585 		}
   2586 		dodge = true;
   2587 	}
   2588 
   2589 	if (ob->dir == nodir)
   2590 	{
   2591 		if (dodge)
   2592 			SelectDodgeDir (ob);
   2593 		else
   2594 			SelectChaseDir (ob);
   2595 		if (ob->dir == nodir)
   2596 			return;							// object is blocked in
   2597 	}
   2598 
   2599 	move = ob->speed*tics;
   2600 
   2601 	while (move)
   2602 	{
   2603 		if (ob->distance < 0)
   2604 		{
   2605 		//
   2606 		// waiting for a door to open
   2607 		//
   2608 			OpenDoor (-ob->distance-1);
   2609 			if (doorobjlist[-ob->distance-1].action != dr_open)
   2610 				return;
   2611 			ob->distance = TILEGLOBAL;	// go ahead, the door is now opoen
   2612 		}
   2613 
   2614 		if (move < ob->distance)
   2615 		{
   2616 			MoveObj (ob,move);
   2617 			break;
   2618 		}
   2619 
   2620 		//
   2621 		// reached goal tile, so select another one
   2622 		//
   2623 
   2624 		//
   2625 		// fix position to account for round off during moving
   2626 		//
   2627 		ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
   2628 		ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
   2629 
   2630 		move -= ob->distance;
   2631 
   2632 		if (dist <4)
   2633 			SelectRunDir (ob);
   2634 		else if (dodge)
   2635 			SelectDodgeDir (ob);
   2636 		else
   2637 			SelectChaseDir (ob);
   2638 
   2639 		if (ob->dir == nodir)
   2640 			return;							// object is blocked in
   2641 	}
   2642 
   2643 }
   2644 
   2645 
   2646 
   2647 /*
   2648 =============================================================================
   2649 
   2650 							HITLERS
   2651 
   2652 =============================================================================
   2653 */
   2654 
   2655 
   2656 //
   2657 // fake
   2658 //
   2659 extern	statetype s_fakestand;
   2660 
   2661 extern	statetype s_fakechase1;
   2662 extern	statetype s_fakechase1s;
   2663 extern	statetype s_fakechase2;
   2664 extern	statetype s_fakechase3;
   2665 extern	statetype s_fakechase3s;
   2666 extern	statetype s_fakechase4;
   2667 
   2668 extern	statetype s_fakedie1;
   2669 extern	statetype s_fakedie2;
   2670 extern	statetype s_fakedie3;
   2671 extern	statetype s_fakedie4;
   2672 extern	statetype s_fakedie5;
   2673 extern	statetype s_fakedie6;
   2674 
   2675 extern	statetype s_fakeshoot1;
   2676 extern	statetype s_fakeshoot2;
   2677 extern	statetype s_fakeshoot3;
   2678 extern	statetype s_fakeshoot4;
   2679 extern	statetype s_fakeshoot5;
   2680 extern	statetype s_fakeshoot6;
   2681 extern	statetype s_fakeshoot7;
   2682 extern	statetype s_fakeshoot8;
   2683 extern	statetype s_fakeshoot9;
   2684 
   2685 extern	statetype s_fire1;
   2686 extern	statetype s_fire2;
   2687 
   2688 statetype s_fakestand	= {false,SPR_FAKE_W1,0,T_Stand,NULL,&s_fakestand};
   2689 
   2690 statetype s_fakechase1 	= {false,SPR_FAKE_W1,10,T_Fake,NULL,&s_fakechase1s};
   2691 statetype s_fakechase1s	= {false,SPR_FAKE_W1,3,NULL,NULL,&s_fakechase2};
   2692 statetype s_fakechase2 	= {false,SPR_FAKE_W2,8,T_Fake,NULL,&s_fakechase3};
   2693 statetype s_fakechase3 	= {false,SPR_FAKE_W3,10,T_Fake,NULL,&s_fakechase3s};
   2694 statetype s_fakechase3s	= {false,SPR_FAKE_W3,3,NULL,NULL,&s_fakechase4};
   2695 statetype s_fakechase4 	= {false,SPR_FAKE_W4,8,T_Fake,NULL,&s_fakechase1};
   2696 
   2697 statetype s_fakedie1	= {false,SPR_FAKE_DIE1,10,NULL,A_DeathScream,&s_fakedie2};
   2698 statetype s_fakedie2	= {false,SPR_FAKE_DIE2,10,NULL,NULL,&s_fakedie3};
   2699 statetype s_fakedie3	= {false,SPR_FAKE_DIE3,10,NULL,NULL,&s_fakedie4};
   2700 statetype s_fakedie4	= {false,SPR_FAKE_DIE4,10,NULL,NULL,&s_fakedie5};
   2701 statetype s_fakedie5	= {false,SPR_FAKE_DIE5,10,NULL,NULL,&s_fakedie6};
   2702 statetype s_fakedie6	= {false,SPR_FAKE_DEAD,0,NULL,NULL,&s_fakedie6};
   2703 
   2704 statetype s_fakeshoot1 	= {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot2};
   2705 statetype s_fakeshoot2 	= {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot3};
   2706 statetype s_fakeshoot3 	= {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot4};
   2707 statetype s_fakeshoot4 	= {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot5};
   2708 statetype s_fakeshoot5 	= {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot6};
   2709 statetype s_fakeshoot6 	= {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot7};
   2710 statetype s_fakeshoot7 	= {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot8};
   2711 statetype s_fakeshoot8 	= {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot9};
   2712 statetype s_fakeshoot9 	= {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1};
   2713 
   2714 statetype s_fire1 	= {false,SPR_FIRE1,6,NULL,T_Projectile,&s_fire2};
   2715 statetype s_fire2 	= {false,SPR_FIRE2,6,NULL,T_Projectile,&s_fire1};
   2716 
   2717 //
   2718 // hitler
   2719 //
   2720 extern	statetype s_mechachase1;
   2721 extern	statetype s_mechachase1s;
   2722 extern	statetype s_mechachase2;
   2723 extern	statetype s_mechachase3;
   2724 extern	statetype s_mechachase3s;
   2725 extern	statetype s_mechachase4;
   2726 
   2727 extern	statetype s_mechadie1;
   2728 extern	statetype s_mechadie2;
   2729 extern	statetype s_mechadie3;
   2730 extern	statetype s_mechadie4;
   2731 
   2732 extern	statetype s_mechashoot1;
   2733 extern	statetype s_mechashoot2;
   2734 extern	statetype s_mechashoot3;
   2735 extern	statetype s_mechashoot4;
   2736 extern	statetype s_mechashoot5;
   2737 extern	statetype s_mechashoot6;
   2738 
   2739 
   2740 extern	statetype s_hitlerchase1;
   2741 extern	statetype s_hitlerchase1s;
   2742 extern	statetype s_hitlerchase2;
   2743 extern	statetype s_hitlerchase3;
   2744 extern	statetype s_hitlerchase3s;
   2745 extern	statetype s_hitlerchase4;
   2746 
   2747 extern	statetype s_hitlerdie1;
   2748 extern	statetype s_hitlerdie2;
   2749 extern	statetype s_hitlerdie3;
   2750 extern	statetype s_hitlerdie4;
   2751 extern	statetype s_hitlerdie5;
   2752 extern	statetype s_hitlerdie6;
   2753 extern	statetype s_hitlerdie7;
   2754 extern	statetype s_hitlerdie8;
   2755 extern	statetype s_hitlerdie9;
   2756 extern	statetype s_hitlerdie10;
   2757 
   2758 extern	statetype s_hitlershoot1;
   2759 extern	statetype s_hitlershoot2;
   2760 extern	statetype s_hitlershoot3;
   2761 extern	statetype s_hitlershoot4;
   2762 extern	statetype s_hitlershoot5;
   2763 extern	statetype s_hitlershoot6;
   2764 
   2765 extern	statetype s_hitlerdeathcam;
   2766 
   2767 statetype s_mechastand	= {false,SPR_MECHA_W1,0,T_Stand,NULL,&s_mechastand};
   2768 
   2769 statetype s_mechachase1 	= {false,SPR_MECHA_W1,10,T_Chase,A_MechaSound,&s_mechachase1s};
   2770 statetype s_mechachase1s	= {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2};
   2771 statetype s_mechachase2 	= {false,SPR_MECHA_W2,8,T_Chase,NULL,&s_mechachase3};
   2772 statetype s_mechachase3 	= {false,SPR_MECHA_W3,10,T_Chase,A_MechaSound,&s_mechachase3s};
   2773 statetype s_mechachase3s	= {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4};
   2774 statetype s_mechachase4 	= {false,SPR_MECHA_W4,8,T_Chase,NULL,&s_mechachase1};
   2775 
   2776 statetype s_mechadie1	= {false,SPR_MECHA_DIE1,10,NULL,A_DeathScream,&s_mechadie2};
   2777 statetype s_mechadie2	= {false,SPR_MECHA_DIE2,10,NULL,NULL,&s_mechadie3};
   2778 statetype s_mechadie3	= {false,SPR_MECHA_DIE3,10,NULL,A_HitlerMorph,&s_mechadie4};
   2779 statetype s_mechadie4	= {false,SPR_MECHA_DEAD,0,NULL,NULL,&s_mechadie4};
   2780 
   2781 statetype s_mechashoot1 	= {false,SPR_MECHA_SHOOT1,30,NULL,NULL,&s_mechashoot2};
   2782 statetype s_mechashoot2 	= {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot3};
   2783 statetype s_mechashoot3 	= {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot4};
   2784 statetype s_mechashoot4 	= {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot5};
   2785 statetype s_mechashoot5 	= {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot6};
   2786 statetype s_mechashoot6 	= {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechachase1};
   2787 
   2788 
   2789 statetype s_hitlerchase1 	= {false,SPR_HITLER_W1,6,T_Chase,NULL,&s_hitlerchase1s};
   2790 statetype s_hitlerchase1s	= {false,SPR_HITLER_W1,4,NULL,NULL,&s_hitlerchase2};
   2791 statetype s_hitlerchase2 	= {false,SPR_HITLER_W2,2,T_Chase,NULL,&s_hitlerchase3};
   2792 statetype s_hitlerchase3 	= {false,SPR_HITLER_W3,6,T_Chase,NULL,&s_hitlerchase3s};
   2793 statetype s_hitlerchase3s	= {false,SPR_HITLER_W3,4,NULL,NULL,&s_hitlerchase4};
   2794 statetype s_hitlerchase4 	= {false,SPR_HITLER_W4,2,T_Chase,NULL,&s_hitlerchase1};
   2795 
   2796 statetype s_hitlerdeathcam	= {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie1};
   2797 
   2798 statetype s_hitlerdie1	= {false,SPR_HITLER_W1,1,NULL,A_DeathScream,&s_hitlerdie2};
   2799 statetype s_hitlerdie2	= {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie3};
   2800 statetype s_hitlerdie3	= {false,SPR_HITLER_DIE1,10,NULL,A_Slurpie,&s_hitlerdie4};
   2801 statetype s_hitlerdie4	= {false,SPR_HITLER_DIE2,10,NULL,NULL,&s_hitlerdie5};
   2802 statetype s_hitlerdie5	= {false,SPR_HITLER_DIE3,10,NULL,NULL,&s_hitlerdie6};
   2803 statetype s_hitlerdie6	= {false,SPR_HITLER_DIE4,10,NULL,NULL,&s_hitlerdie7};
   2804 statetype s_hitlerdie7	= {false,SPR_HITLER_DIE5,10,NULL,NULL,&s_hitlerdie8};
   2805 statetype s_hitlerdie8	= {false,SPR_HITLER_DIE6,10,NULL,NULL,&s_hitlerdie9};
   2806 statetype s_hitlerdie9	= {false,SPR_HITLER_DIE7,10,NULL,NULL,&s_hitlerdie10};
   2807 statetype s_hitlerdie10	= {false,SPR_HITLER_DEAD,20,NULL,A_StartDeathCam,&s_hitlerdie10};
   2808 
   2809 statetype s_hitlershoot1 	= {false,SPR_HITLER_SHOOT1,30,NULL,NULL,&s_hitlershoot2};
   2810 statetype s_hitlershoot2 	= {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot3};
   2811 statetype s_hitlershoot3 	= {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot4};
   2812 statetype s_hitlershoot4 	= {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot5};
   2813 statetype s_hitlershoot5 	= {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot6};
   2814 statetype s_hitlershoot6 	= {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlerchase1};
   2815 
   2816 
   2817 
   2818 /*
   2819 ===============
   2820 =
   2821 = SpawnFakeHitler
   2822 =
   2823 ===============
   2824 */
   2825 
   2826 void SpawnFakeHitler (int tilex, int tiley)
   2827 {
   2828 	unsigned	far *map,tile;
   2829 
   2830 
   2831 	if (DigiMode != sds_Off)
   2832 	  s_hitlerdie2.tictime = 140;
   2833 	else
   2834 	  s_hitlerdie2.tictime = 5;
   2835 
   2836 	SpawnNewObj (tilex,tiley,&s_fakestand);
   2837 	new->speed = SPDPATROL;
   2838 
   2839 	new->obclass = fakeobj;
   2840 	new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
   2841 	new->dir = north;
   2842 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
   2843 	if (!loadedgame)
   2844 	  gamestate.killtotal++;
   2845 }
   2846 
   2847 
   2848 /*
   2849 ===============
   2850 =
   2851 = SpawnHitler
   2852 =
   2853 ===============
   2854 */
   2855 
   2856 void SpawnHitler (int tilex, int tiley)
   2857 {
   2858 	unsigned	far *map,tile;
   2859 
   2860 	if (DigiMode != sds_Off)
   2861 		s_hitlerdie2.tictime = 140;
   2862 	else
   2863 		s_hitlerdie2.tictime = 5;
   2864 
   2865 
   2866 	SpawnNewObj (tilex,tiley,&s_mechastand);
   2867 	new->speed = SPDPATROL;
   2868 
   2869 	new->obclass = mechahitlerobj;
   2870 	new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
   2871 	new->dir = south;
   2872 	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
   2873 	if (!loadedgame)
   2874 	  gamestate.killtotal++;
   2875 }
   2876 
   2877 
   2878 /*
   2879 ===============
   2880 =
   2881 = A_HitlerMorph
   2882 =
   2883 ===============
   2884 */
   2885 
   2886 void A_HitlerMorph (objtype *ob)
   2887 {
   2888 	unsigned	far *map,tile,hitpoints[4]={500,700,800,900};
   2889 
   2890 
   2891 	SpawnNewObj (ob->tilex,ob->tiley,&s_hitlerchase1);
   2892 	new->speed = SPDPATROL*5;
   2893 
   2894 	new->x = ob->x;
   2895 	new->y = ob->y;
   2896 
   2897 	new->distance = ob->distance;
   2898 	new->dir = ob->dir;
   2899 	new->flags = ob->flags | FL_SHOOTABLE;
   2900 
   2901 	new->obclass = realhitlerobj;
   2902 	new->hitpoints = hitpoints[gamestate.difficulty];
   2903 }
   2904 
   2905 
   2906 ////////////////////////////////////////////////////////
   2907 //
   2908 // A_MechaSound
   2909 // A_Slurpie
   2910 //
   2911 ////////////////////////////////////////////////////////
   2912 void A_MechaSound (objtype *ob)
   2913 {
   2914 	if (areabyplayer[ob->areanumber])
   2915 		PlaySoundLocActor (MECHSTEPSND,ob);
   2916 }
   2917 
   2918 
   2919 #pragma argsused
   2920 void A_Slurpie (objtype *ob)
   2921 {
   2922  SD_PlaySound(SLURPIESND);
   2923 }
   2924 
   2925 /*
   2926 =================
   2927 =
   2928 = T_FakeFire
   2929 =
   2930 =================
   2931 */
   2932 
   2933 void T_FakeFire (objtype *ob)
   2934 {
   2935 	long	deltax,deltay;
   2936 	float	angle;
   2937 	int		iangle;
   2938 
   2939 	deltax = player->x - ob->x;
   2940 	deltay = ob->y - player->y;
   2941 	angle = atan2 (deltay,deltax);
   2942 	if (angle<0)
   2943 		angle = M_PI*2+angle;
   2944 	iangle = angle/(M_PI*2)*ANGLES;
   2945 
   2946 	GetNewActor ();
   2947 	new->state = &s_fire1;
   2948 	new->ticcount = 1;
   2949 
   2950 	new->tilex = ob->tilex;
   2951 	new->tiley = ob->tiley;
   2952 	new->x = ob->x;
   2953 	new->y = ob->y;
   2954 	new->dir = nodir;
   2955 	new->angle = iangle;
   2956 	new->obclass = fireobj;
   2957 	new->speed = 0x1200l;
   2958 	new->flags = FL_NEVERMARK;
   2959 	new->active = true;
   2960 
   2961 	PlaySoundLocActor (FLAMETHROWERSND,new);
   2962 }
   2963 
   2964 
   2965 
   2966 /*
   2967 =================
   2968 =
   2969 = T_Fake
   2970 =
   2971 =================
   2972 */
   2973 
   2974 void T_Fake (objtype *ob)
   2975 {
   2976 	long move;
   2977 	int	dx,dy,dist;
   2978 	boolean	dodge;
   2979 
   2980 	if (CheckLine(ob))			// got a shot at player?
   2981 	{
   2982 		if ( US_RndT() < (tics<<1) )
   2983 		{
   2984 		//
   2985 		// go into attack frame
   2986 		//
   2987 			NewState (ob,&s_fakeshoot1);
   2988 			return;
   2989 		}
   2990 	}
   2991 
   2992 	if (ob->dir == nodir)
   2993 	{
   2994 		SelectDodgeDir (ob);
   2995 		if (ob->dir == nodir)
   2996 			return;							// object is blocked in
   2997 	}
   2998 
   2999 	move = ob->speed*tics;
   3000 
   3001 	while (move)
   3002 	{
   3003 		if (move < ob->distance)
   3004 		{
   3005 			MoveObj (ob,move);
   3006 			break;
   3007 		}
   3008 
   3009 		//
   3010 		// reached goal tile, so select another one
   3011 		//
   3012 
   3013 		//
   3014 		// fix position to account for round off during moving
   3015 		//
   3016 		ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
   3017 		ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
   3018 
   3019 		move -= ob->distance;
   3020 
   3021 		SelectDodgeDir (ob);
   3022 
   3023 		if (ob->dir == nodir)
   3024 			return;							// object is blocked in
   3025 	}
   3026 
   3027 }
   3028 
   3029 #endif
   3030 /*
   3031 ============================================================================
   3032 
   3033 							STAND
   3034 
   3035 ============================================================================
   3036 */
   3037 
   3038 
   3039 /*
   3040 ===============
   3041 =
   3042 = T_Stand
   3043 =
   3044 ===============
   3045 */
   3046 
   3047 void T_Stand (objtype *ob)
   3048 {
   3049 	SightPlayer (ob);
   3050 }
   3051 
   3052 
   3053 /*
   3054 ============================================================================
   3055 
   3056 								CHASE
   3057 
   3058 ============================================================================
   3059 */
   3060 
   3061 /*
   3062 =================
   3063 =
   3064 = T_Chase
   3065 =
   3066 =================
   3067 */
   3068 
   3069 void T_Chase (objtype *ob)
   3070 {
   3071 	long move;
   3072 	int	dx,dy,dist,chance;
   3073 	boolean	dodge;
   3074 
   3075 	if (gamestate.victoryflag)
   3076 		return;
   3077 
   3078 	dodge = false;
   3079 	if (CheckLine(ob))	// got a shot at player?
   3080 	{
   3081 		dx = abs(ob->tilex - player->tilex);
   3082 		dy = abs(ob->tiley - player->tiley);
   3083 		dist = dx>dy ? dx : dy;
   3084 		if (!dist || (dist==1 && ob->distance<0x4000) )
   3085 			chance = 300;
   3086 		else
   3087 			chance = (tics<<4)/dist;
   3088 
   3089 		if ( US_RndT()<chance)
   3090 		{
   3091 		//
   3092 		// go into attack frame
   3093 		//
   3094 			switch (ob->obclass)
   3095 			{
   3096 			case guardobj:
   3097 				NewState (ob,&s_grdshoot1);
   3098 				break;
   3099 			case officerobj:
   3100 				NewState (ob,&s_ofcshoot1);
   3101 				break;
   3102 			case mutantobj:
   3103 				NewState (ob,&s_mutshoot1);
   3104 				break;
   3105 			case ssobj:
   3106 				NewState (ob,&s_ssshoot1);
   3107 				break;
   3108 #ifndef SPEAR
   3109 			case bossobj:
   3110 				NewState (ob,&s_bossshoot1);
   3111 				break;
   3112 			case gretelobj:
   3113 				NewState (ob,&s_gretelshoot1);
   3114 				break;
   3115 			case mechahitlerobj:
   3116 				NewState (ob,&s_mechashoot1);
   3117 				break;
   3118 			case realhitlerobj:
   3119 				NewState (ob,&s_hitlershoot1);
   3120 				break;
   3121 #else
   3122 			case angelobj:
   3123 				NewState (ob,&s_angelshoot1);
   3124 				break;
   3125 			case transobj:
   3126 				NewState (ob,&s_transshoot1);
   3127 				break;
   3128 			case uberobj:
   3129 				NewState (ob,&s_ubershoot1);
   3130 				break;
   3131 			case willobj:
   3132 				NewState (ob,&s_willshoot1);
   3133 				break;
   3134 			case deathobj:
   3135 				NewState (ob,&s_deathshoot1);
   3136 				break;
   3137 #endif
   3138 			}
   3139 			return;
   3140 		}
   3141 		dodge = true;
   3142 	}
   3143 
   3144 	if (ob->dir == nodir)
   3145 	{
   3146 		if (dodge)
   3147 			SelectDodgeDir (ob);
   3148 		else
   3149 			SelectChaseDir (ob);
   3150 		if (ob->dir == nodir)
   3151 			return;							// object is blocked in
   3152 	}
   3153 
   3154 	move = ob->speed*tics;
   3155 
   3156 	while (move)
   3157 	{
   3158 		if (ob->distance < 0)
   3159 		{
   3160 		//
   3161 		// waiting for a door to open
   3162 		//
   3163 			OpenDoor (-ob->distance-1);
   3164 			if (doorobjlist[-ob->distance-1].action != dr_open)
   3165 				return;
   3166 			ob->distance = TILEGLOBAL;	// go ahead, the door is now opoen
   3167 		}
   3168 
   3169 		if (move < ob->distance)
   3170 		{
   3171 			MoveObj (ob,move);
   3172 			break;
   3173 		}
   3174 
   3175 		//
   3176 		// reached goal tile, so select another one
   3177 		//
   3178 
   3179 		//
   3180 		// fix position to account for round off during moving
   3181 		//
   3182 		ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
   3183 		ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
   3184 
   3185 		move -= ob->distance;
   3186 
   3187 		if (dodge)
   3188 			SelectDodgeDir (ob);
   3189 		else
   3190 			SelectChaseDir (ob);
   3191 
   3192 		if (ob->dir == nodir)
   3193 			return;							// object is blocked in
   3194 	}
   3195 
   3196 }
   3197 
   3198 
   3199 /*
   3200 =================
   3201 =
   3202 = T_Ghosts
   3203 =
   3204 =================
   3205 */
   3206 
   3207 void T_Ghosts (objtype *ob)
   3208 {
   3209 	long move;
   3210 
   3211 
   3212 	if (ob->dir == nodir)
   3213 	{
   3214 		SelectChaseDir (ob);
   3215 		if (ob->dir == nodir)
   3216 			return;							// object is blocked in
   3217 	}
   3218 
   3219 	move = ob->speed*tics;
   3220 
   3221 	while (move)
   3222 	{
   3223 		if (move < ob->distance)
   3224 		{
   3225 			MoveObj (ob,move);
   3226 			break;
   3227 		}
   3228 
   3229 		//
   3230 		// reached goal tile, so select another one
   3231 		//
   3232 
   3233 		//
   3234 		// fix position to account for round off during moving
   3235 		//
   3236 		ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
   3237 		ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
   3238 
   3239 		move -= ob->distance;
   3240 
   3241 		SelectChaseDir (ob);
   3242 
   3243 		if (ob->dir == nodir)
   3244 			return;							// object is blocked in
   3245 	}
   3246 
   3247 }
   3248 
   3249 /*
   3250 =================
   3251 =
   3252 = T_DogChase
   3253 =
   3254 =================
   3255 */
   3256 
   3257 void T_DogChase (objtype *ob)
   3258 {
   3259 	long 	move;
   3260 	int		dist,chance;
   3261 	long	dx,dy;
   3262 
   3263 
   3264 	if (ob->dir == nodir)
   3265 	{
   3266 		SelectDodgeDir (ob);
   3267 		if (ob->dir == nodir)
   3268 			return;							// object is blocked in
   3269 	}
   3270 
   3271 	move = ob->speed*tics;
   3272 
   3273 	while (move)
   3274 	{
   3275 	//
   3276 	// check for byte range
   3277 	//
   3278 		dx = player->x - ob->x;
   3279 		if (dx<0)
   3280 			dx = -dx;
   3281 		dx -= move;
   3282 		if (dx <= MINACTORDIST)
   3283 		{
   3284 			dy = player->y - ob->y;
   3285 			if (dy<0)
   3286 				dy = -dy;
   3287 			dy -= move;
   3288 			if (dy <= MINACTORDIST)
   3289 			{
   3290 				NewState (ob,&s_dogjump1);
   3291 				return;
   3292 			}
   3293 		}
   3294 
   3295 		if (move < ob->distance)
   3296 		{
   3297 			MoveObj (ob,move);
   3298 			break;
   3299 		}
   3300 
   3301 		//
   3302 		// reached goal tile, so select another one
   3303 		//
   3304 
   3305 		//
   3306 		// fix position to account for round off during moving
   3307 		//
   3308 		ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
   3309 		ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
   3310 
   3311 		move -= ob->distance;
   3312 
   3313 		SelectDodgeDir (ob);
   3314 
   3315 		if (ob->dir == nodir)
   3316 			return;							// object is blocked in
   3317 	}
   3318 
   3319 }
   3320 
   3321 
   3322 
   3323 /*
   3324 ============================================================================
   3325 
   3326 								PATH
   3327 
   3328 ============================================================================
   3329 */
   3330 
   3331 
   3332 /*
   3333 ===============
   3334 =
   3335 = SelectPathDir
   3336 =
   3337 ===============
   3338 */
   3339 
   3340 void SelectPathDir (objtype *ob)
   3341 {
   3342 	unsigned spot;
   3343 
   3344 	spot = MAPSPOT(ob->tilex,ob->tiley,1)-ICONARROWS;
   3345 
   3346 	if (spot<8)
   3347 	{
   3348 	// new direction
   3349 		ob->dir = spot;
   3350 	}
   3351 
   3352 	ob->distance = TILEGLOBAL;
   3353 
   3354 	if (!TryWalk (ob))
   3355 		ob->dir = nodir;
   3356 }
   3357 
   3358 
   3359 /*
   3360 ===============
   3361 =
   3362 = T_Path
   3363 =
   3364 ===============
   3365 */
   3366 
   3367 void T_Path (objtype *ob)
   3368 {
   3369 	long 	move;
   3370 	long 	deltax,deltay,size;
   3371 
   3372 	if (SightPlayer (ob))
   3373 		return;
   3374 
   3375 	if (ob->dir == nodir)
   3376 	{
   3377 		SelectPathDir (ob);
   3378 		if (ob->dir == nodir)
   3379 			return;					// all movement is blocked
   3380 	}
   3381 
   3382 
   3383 	move = ob->speed*tics;
   3384 
   3385 	while (move)
   3386 	{
   3387 		if (ob->distance < 0)
   3388 		{
   3389 		//
   3390 		// waiting for a door to open
   3391 		//
   3392 			OpenDoor (-ob->distance-1);
   3393 			if (doorobjlist[-ob->distance-1].action != dr_open)
   3394 				return;
   3395 			ob->distance = TILEGLOBAL;	// go ahead, the door is now opoen
   3396 		}
   3397 
   3398 		if (move < ob->distance)
   3399 		{
   3400 			MoveObj (ob,move);
   3401 			break;
   3402 		}
   3403 
   3404 		if (ob->tilex>MAPSIZE || ob->tiley>MAPSIZE)
   3405 		{
   3406 			sprintf (str,"T_Path hit a wall at %u,%u, dir %u"
   3407 			,ob->tilex,ob->tiley,ob->dir);
   3408 			Quit (str);
   3409 		}
   3410 
   3411 
   3412 
   3413 		ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
   3414 		ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
   3415 		move -= ob->distance;
   3416 
   3417 		SelectPathDir (ob);
   3418 
   3419 		if (ob->dir == nodir)
   3420 			return;					// all movement is blocked
   3421 	}
   3422 }
   3423 
   3424 
   3425 /*
   3426 =============================================================================
   3427 
   3428 								FIGHT
   3429 
   3430 =============================================================================
   3431 */
   3432 
   3433 
   3434 /*
   3435 ===============
   3436 =
   3437 = T_Shoot
   3438 =
   3439 = Try to damage the player, based on skill level and player's speed
   3440 =
   3441 ===============
   3442 */
   3443 
   3444 void T_Shoot (objtype *ob)
   3445 {
   3446 	int	dx,dy,dist;
   3447 	int	hitchance,damage;
   3448 
   3449 	hitchance = 128;
   3450 
   3451 	if (!areabyplayer[ob->areanumber])
   3452 		return;
   3453 
   3454 	if (!CheckLine (ob))			// player is behind a wall
   3455 	  return;
   3456 
   3457 	dx = abs(ob->tilex - player->tilex);
   3458 	dy = abs(ob->tiley - player->tiley);
   3459 	dist = dx>dy ? dx:dy;
   3460 
   3461 	if (ob->obclass == ssobj || ob->obclass == bossobj)
   3462 		dist = dist*2/3;					// ss are better shots
   3463 
   3464 	if (thrustspeed >= RUNSPEED)
   3465 	{
   3466 		if (ob->flags&FL_VISABLE)
   3467 			hitchance = 160-dist*16;		// player can see to dodge
   3468 		else
   3469 			hitchance = 160-dist*8;
   3470 	}
   3471 	else
   3472 	{
   3473 		if (ob->flags&FL_VISABLE)
   3474 			hitchance = 256-dist*16;		// player can see to dodge
   3475 		else
   3476 			hitchance = 256-dist*8;
   3477 	}
   3478 
   3479 // see if the shot was a hit
   3480 
   3481 	if (US_RndT()<hitchance)
   3482 	{
   3483 		if (dist<2)
   3484 			damage = US_RndT()>>2;
   3485 		else if (dist<4)
   3486 			damage = US_RndT()>>3;
   3487 		else
   3488 			damage = US_RndT()>>4;
   3489 
   3490 		TakeDamage (damage,ob);
   3491 	}
   3492 
   3493 	switch(ob->obclass)
   3494 	{
   3495 	 case ssobj:
   3496 	   PlaySoundLocActor(SSFIRESND,ob);
   3497 	   break;
   3498 #ifndef SPEAR
   3499 	 case giftobj:
   3500 	 case fatobj:
   3501 	   PlaySoundLocActor(MISSILEFIRESND,ob);
   3502 	   break;
   3503 	 case mechahitlerobj:
   3504 	 case realhitlerobj:
   3505 	 case bossobj:
   3506 	   PlaySoundLocActor(BOSSFIRESND,ob);
   3507 	   break;
   3508 	 case schabbobj:
   3509 	   PlaySoundLocActor(SCHABBSTHROWSND,ob);
   3510 	   break;
   3511 	 case fakeobj:
   3512 	   PlaySoundLocActor(FLAMETHROWERSND,ob);
   3513 	   break;
   3514 #endif
   3515 	 default:
   3516 	   PlaySoundLocActor(NAZIFIRESND,ob);
   3517 	}
   3518 
   3519 }
   3520 
   3521 
   3522 /*
   3523 ===============
   3524 =
   3525 = T_Bite
   3526 =
   3527 ===============
   3528 */
   3529 
   3530 void T_Bite (objtype *ob)
   3531 {
   3532 	long	dx,dy;
   3533 	int	hitchance,damage;
   3534 
   3535 
   3536 	PlaySoundLocActor(DOGATTACKSND,ob);	// JAB
   3537 
   3538 	dx = player->x - ob->x;
   3539 	if (dx<0)
   3540 		dx = -dx;
   3541 	dx -= TILEGLOBAL;
   3542 	if (dx <= MINACTORDIST)
   3543 	{
   3544 		dy = player->y - ob->y;
   3545 		if (dy<0)
   3546 			dy = -dy;
   3547 		dy -= TILEGLOBAL;
   3548 		if (dy <= MINACTORDIST)
   3549 		{
   3550 		   if (US_RndT()<180)
   3551 		   {
   3552 			   TakeDamage (US_RndT()>>4,ob);
   3553 			   return;
   3554 		   }
   3555 		}
   3556 	}
   3557 
   3558 	return;
   3559 }
   3560 
   3561 
   3562 #ifndef SPEAR
   3563 /*
   3564 ============================================================================
   3565 
   3566 							BJ VICTORY
   3567 
   3568 ============================================================================
   3569 */
   3570 
   3571 
   3572 //
   3573 // BJ victory
   3574 //
   3575 
   3576 void T_BJRun (objtype *ob);
   3577 void T_BJJump (objtype *ob);
   3578 void T_BJDone (objtype *ob);
   3579 void T_BJYell (objtype *ob);
   3580 
   3581 void T_DeathCam (objtype *ob);
   3582 
   3583 extern	statetype s_bjrun1;
   3584 extern	statetype s_bjrun1s;
   3585 extern	statetype s_bjrun2;
   3586 extern	statetype s_bjrun3;
   3587 extern	statetype s_bjrun3s;
   3588 extern	statetype s_bjrun4;
   3589 
   3590 extern	statetype s_bjjump1;
   3591 extern	statetype s_bjjump2;
   3592 extern	statetype s_bjjump3;
   3593 extern	statetype s_bjjump4;
   3594 
   3595 
   3596 statetype s_bjrun1 	= {false,SPR_BJ_W1,12,T_BJRun,NULL,&s_bjrun1s};
   3597 statetype s_bjrun1s	= {false,SPR_BJ_W1,3, NULL,NULL,&s_bjrun2};
   3598 statetype s_bjrun2 	= {false,SPR_BJ_W2,8,T_BJRun,NULL,&s_bjrun3};
   3599 statetype s_bjrun3 	= {false,SPR_BJ_W3,12,T_BJRun,NULL,&s_bjrun3s};
   3600 statetype s_bjrun3s	= {false,SPR_BJ_W3,3, NULL,NULL,&s_bjrun4};
   3601 statetype s_bjrun4 	= {false,SPR_BJ_W4,8,T_BJRun,NULL,&s_bjrun1};
   3602 
   3603 
   3604 statetype s_bjjump1	= {false,SPR_BJ_JUMP1,14,T_BJJump,NULL,&s_bjjump2};
   3605 statetype s_bjjump2	= {false,SPR_BJ_JUMP2,14,T_BJJump,T_BJYell,&s_bjjump3};
   3606 statetype s_bjjump3	= {false,SPR_BJ_JUMP3,14,T_BJJump,NULL,&s_bjjump4};
   3607 statetype s_bjjump4	= {false,SPR_BJ_JUMP4,300,NULL,T_BJDone,&s_bjjump4};
   3608 
   3609 
   3610 statetype s_deathcam = {false,0,0,NULL,NULL,NULL};
   3611 
   3612 
   3613 /*
   3614 ===============
   3615 =
   3616 = SpawnBJVictory
   3617 =
   3618 ===============
   3619 */
   3620 
   3621 void SpawnBJVictory (void)
   3622 {
   3623 	unsigned	far *map,tile;
   3624 
   3625 	SpawnNewObj (player->tilex,player->tiley+1,&s_bjrun1);
   3626 	new->x = player->x;
   3627 	new->y = player->y;
   3628 	new->obclass = bjobj;
   3629 	new->dir = north;
   3630 	new->temp1 = 6;			// tiles to run forward
   3631 }
   3632 
   3633 
   3634 
   3635 /*
   3636 ===============
   3637 =
   3638 = T_BJRun
   3639 =
   3640 ===============
   3641 */
   3642 
   3643 void T_BJRun (objtype *ob)
   3644 {
   3645 	long 	move;
   3646 
   3647 	move = BJRUNSPEED*tics;
   3648 
   3649 	while (move)
   3650 	{
   3651 		if (move < ob->distance)
   3652 		{
   3653 			MoveObj (ob,move);
   3654 			break;
   3655 		}
   3656 
   3657 
   3658 		ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
   3659 		ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
   3660 		move -= ob->distance;
   3661 
   3662 		SelectPathDir (ob);
   3663 
   3664 		if ( !(--ob->temp1) )
   3665 		{
   3666 			NewState (ob,&s_bjjump1);
   3667 			return;
   3668 		}
   3669 	}
   3670 }
   3671 
   3672 
   3673 /*
   3674 ===============
   3675 =
   3676 = T_BJJump
   3677 =
   3678 ===============
   3679 */
   3680 
   3681 void T_BJJump (objtype *ob)
   3682 {
   3683 	long 	move;
   3684 
   3685 	move = BJJUMPSPEED*tics;
   3686 	MoveObj (ob,move);
   3687 }
   3688 
   3689 
   3690 /*
   3691 ===============
   3692 =
   3693 = T_BJYell
   3694 =
   3695 ===============
   3696 */
   3697 
   3698 void T_BJYell (objtype *ob)
   3699 {
   3700 	PlaySoundLocActor(YEAHSND,ob);	// JAB
   3701 }
   3702 
   3703 
   3704 /*
   3705 ===============
   3706 =
   3707 = T_BJDone
   3708 =
   3709 ===============
   3710 */
   3711 
   3712 #pragma argsused
   3713 void T_BJDone (objtype *ob)
   3714 {
   3715 	playstate = ex_victorious;				// exit castle tile
   3716 }
   3717 
   3718 
   3719 
   3720 //===========================================================================
   3721 
   3722 
   3723 /*
   3724 ===============
   3725 =
   3726 = CheckPosition
   3727 =
   3728 ===============
   3729 */
   3730 
   3731 boolean	CheckPosition (objtype *ob)
   3732 {
   3733 	int	x,y,xl,yl,xh,yh;
   3734 	objtype *check;
   3735 
   3736 	xl = (ob->x-PLAYERSIZE) >>TILESHIFT;
   3737 	yl = (ob->y-PLAYERSIZE) >>TILESHIFT;
   3738 
   3739 	xh = (ob->x+PLAYERSIZE) >>TILESHIFT;
   3740 	yh = (ob->y+PLAYERSIZE) >>TILESHIFT;
   3741 
   3742 	//
   3743 	// check for solid walls
   3744 	//
   3745 	for (y=yl;y<=yh;y++)
   3746 		for (x=xl;x<=xh;x++)
   3747 		{
   3748 			check = actorat[x][y];
   3749 			if (check && check<objlist)
   3750 				return false;
   3751 		}
   3752 
   3753 	return true;
   3754 }
   3755 
   3756 
   3757 /*
   3758 ===============
   3759 =
   3760 = A_StartDeathCam
   3761 =
   3762 ===============
   3763 */
   3764 
   3765 void	A_StartDeathCam (objtype *ob)
   3766 {
   3767 	long	dx,dy;
   3768 	float	fangle;
   3769 	long    xmove,ymove;
   3770 	long	dist;
   3771 	int		temp,i;
   3772 
   3773 	FinishPaletteShifts ();
   3774 
   3775 	VW_WaitVBL (100);
   3776 
   3777 	if (gamestate.victoryflag)
   3778 	{
   3779 		playstate = ex_victorious;				// exit castle tile
   3780 		return;
   3781 	}
   3782 
   3783 	gamestate.victoryflag = true;
   3784 	VW_Bar (0,0,320,200-STATUSLINES,127);
   3785 	FizzleFade(bufferofs,displayofs,320,200-STATUSLINES,70,false);
   3786 
   3787 	PM_UnlockMainMem ();
   3788 	CA_UpLevel ();
   3789 	CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);
   3790 	#ifdef JAPAN
   3791 	#ifndef JAPDEMO
   3792 	CA_CacheScreen(C_LETSSEEPIC);
   3793 	#endif
   3794 	#else
   3795 	Write(0,7,STR_SEEAGAIN);
   3796 	#endif
   3797 	CA_DownLevel ();
   3798 	PM_CheckMainMem ();
   3799 
   3800 	VW_UpdateScreen ();
   3801 
   3802 	IN_UserInput(300);
   3803 
   3804 //
   3805 // line angle up exactly
   3806 //
   3807 	NewState (player,&s_deathcam);
   3808 
   3809 	player->x = gamestate.killx;
   3810 	player->y = gamestate.killy;
   3811 
   3812 	dx = ob->x - player->x;
   3813 	dy = player->y - ob->y;
   3814 
   3815 	fangle = atan2(dy,dx);			// returns -pi to pi
   3816 	if (fangle<0)
   3817 		fangle = M_PI*2+fangle;
   3818 
   3819 	player->angle = fangle/(M_PI*2)*ANGLES;
   3820 
   3821 //
   3822 // try to position as close as possible without being in a wall
   3823 //
   3824 	dist = 0x14000l;
   3825 	do
   3826 	{
   3827 		xmove = FixedByFrac(dist,costable[player->angle]);
   3828 		ymove = -FixedByFrac(dist,sintable[player->angle]);
   3829 
   3830 		player->x = ob->x - xmove;
   3831 		player->y = ob->y - ymove;
   3832 		dist += 0x1000;
   3833 
   3834 	} while (!CheckPosition (player));
   3835 	plux = player->x >> UNSIGNEDSHIFT;			// scale to fit in unsigned
   3836 	pluy = player->y >> UNSIGNEDSHIFT;
   3837 	player->tilex = player->x >> TILESHIFT;		// scale to tile values
   3838 	player->tiley = player->y >> TILESHIFT;
   3839 
   3840 //
   3841 // go back to the game
   3842 //
   3843 	temp = bufferofs;
   3844 	for (i=0;i<3;i++)
   3845 	{
   3846 		bufferofs = screenloc[i];
   3847 		DrawPlayBorder ();
   3848 	}
   3849 	bufferofs = temp;
   3850 
   3851 	fizzlein = true;
   3852 	switch (ob->obclass)
   3853 	{
   3854 #ifndef SPEAR
   3855 	case schabbobj:
   3856 		NewState (ob,&s_schabbdeathcam);
   3857 		break;
   3858 	case realhitlerobj:
   3859 		NewState (ob,&s_hitlerdeathcam);
   3860 		break;
   3861 	case giftobj:
   3862 		NewState (ob,&s_giftdeathcam);
   3863 		break;
   3864 	case fatobj:
   3865 		NewState (ob,&s_fatdeathcam);
   3866 		break;
   3867 #endif
   3868 	}
   3869 
   3870 }
   3871 
   3872 #endif