/* Copyright (C) 2004 Michael Liebscher Copyright (C) 2000-2002 by DarkOne the Hacker This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "../wolfiphone.h" #define BJRUNSPEED 2048 #define BJJUMPSPEED 680 /* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ void SpawnBJVictory( void ) { entity_t *bj; bj = SpawnActor( en_bj, POS2TILE(Player.position.origin[0]), POS2TILE(Player.position.origin[1]), dir4_north, r_world ); if( ! bj ) { return; } bj->x = Player.position.origin[ 0 ]; bj->y = Player.position.origin[ 1 ]; bj->state = st_path1; bj->speed = BJRUNSPEED; bj->flags = FL_NONMARK; // FL_NEVERMARK; bj->temp2 = 6; } /* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ void T_BJRun( entity_t *Guard ) { // MoveObj(Guard, Guard->speed); if( ! Guard->distance ) { Guard->distance = TILEGLOBAL; if ( !(--Guard->temp2) ) { A_StateChange( Guard, st_shoot1 ); Guard->speed = BJJUMPSPEED; return; } } } /* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ void T_BJJump( entity_t *Guard ) { // MoveObj(Guard, Guard->speed); } /* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ void T_BJYell( entity_t *Guard ) { Sound_StartSound( NULL, 0, CHAN_VOICE, Sound_RegisterSound( "sfx/082.wav" ), 1, ATTN_NORM, 0 ); } /* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ void T_BJDone( entity_t *Guard ) { Player.playstate = ex_victory; // exit castle tile }