Files
Wolf3D-iOS/wolf3d/code/wolf/wolf_bj.c

137 lines
2.8 KiB
C

/*
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
}