2 Copyright (C) Prikol Software 1996-1997
3 Copyright (C) Aleksey Volynskov 1996-1997
4 Copyright (C) <ARembo@gmail.com> 2011
6 This file is part of the Doom2D:Rembo project.
8 Doom2D:Rembo is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License version 2 as
10 published by the Free Software Foundation.
12 Doom2D:Rembo is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, see <http://www.gnu.org/licenses/> or
19 write to the Free Software Foundation, Inc.,
20 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
46 #define PL_AQUA_AIR 1091
54 static int wp_it
[11]={0,I_CSAW
,0,I_SGUN
,I_SGUN2
,I_MGUN
,I_LAUN
,I_PLAS
,I_BFG
,I_GUN2
,0};
56 enum{STAND
,GO
,DIE
,SLOP
,DEAD
,MESS
,OUT
,FALL
};
58 typedef void fire_f(int,int,int,int,int);
63 static void *aisnd
[3];
64 static void *pdsnd
[5];
67 byte plr_goanim
[]="BDACDA";
68 byte plr_dieanim
[]="HHHHIIIIJJJJKKKKLLLLMMMM";
69 byte plr_slopanim
[]="OOPPQQRRSSTTUUVVWW";
71 static void PL_save_player (player_t
*p
, FILE *h
) {
72 myfwrite32(p
->o
.x
, h
);
73 myfwrite32(p
->o
.y
, h
);
74 myfwrite32(p
->o
.xv
, h
);
75 myfwrite32(p
->o
.yv
, h
);
76 myfwrite32(p
->o
.vx
, h
);
77 myfwrite32(p
->o
.vy
, h
);
78 myfwrite32(p
->o
.r
, h
);
79 myfwrite32(p
->o
.h
, h
);
80 myfwrite32(p
->looky
, h
);
83 myfwrite32(p
->life
, h
);
84 myfwrite32(p
->armor
, h
);
85 myfwrite32(p
->hit
, h
);
86 myfwrite32(p
->hito
, h
);
87 myfwrite32(p
->pain
, h
);
88 myfwrite32(p
->air
, h
);
89 myfwrite32(p
->invl
, h
);
90 myfwrite32(p
->suit
, h
);
92 myfwrite32(p
->frag
, h
);
93 myfwrite32(p
->ammo
, h
);
94 myfwrite32(p
->shel
, h
);
95 myfwrite32(p
->rock
, h
);
96 myfwrite32(p
->cell
, h
);
97 myfwrite32(p
->fuel
, h
);
98 myfwrite32(p
->kills
, h
);
99 myfwrite32(p
->secrets
, h
);
100 myfwrite8(p
->fire
, h
);
101 myfwrite8(p
->cwpn
, h
);
102 myfwrite8(p
->csnd
, h
);
103 myfwrite8(p
->amul
, h
);
104 myfwrite16(p
->wpns
, h
);
105 myfwrite8(p
->wpn
, h
);
107 myfwrite8(p
->drawst
, h
);
108 myfwrite8(p
->color
, h
);
109 myfwrite32(p
->id
, h
);
110 myfwrite8(p
->keys
, h
);
111 myfwrite8(p
->lives
, h
);
115 void PL_savegame (FILE *h
) {
116 PL_save_player(&pl1
, h
);
118 PL_save_player(&pl2
, h
);
120 myfwrite32(PL_JUMP
, h
);
121 myfwrite32(PL_RUN
, h
);
122 myfwrite8(p_immortal
, h
);
125 static void PL_load_player (player_t
*p
, FILE *h
) {
126 p
->o
.x
= myfread32(h
);
127 p
->o
.y
= myfread32(h
);
128 p
->o
.xv
= myfread32(h
);
129 p
->o
.yv
= myfread32(h
);
130 p
->o
.vx
= myfread32(h
);
131 p
->o
.vy
= myfread32(h
);
132 p
->o
.r
= myfread32(h
);
133 p
->o
.h
= myfread32(h
);
134 p
->looky
= myfread32(h
);
135 p
->st
= myfread32(h
);
137 p
->life
= myfread32(h
);
138 p
->armor
= myfread32(h
);
139 p
->hit
= myfread32(h
);
140 p
->hito
= myfread32(h
);
141 p
->pain
= myfread32(h
);
142 p
->air
= myfread32(h
);
143 p
->invl
= myfread32(h
);
144 p
->suit
= myfread32(h
);
146 p
->frag
= myfread32(h
);
147 p
->ammo
= myfread32(h
);
148 p
->shel
= myfread32(h
);
149 p
->rock
= myfread32(h
);
150 p
->cell
= myfread32(h
);
151 p
->fuel
= myfread32(h
);
152 p
->kills
= myfread32(h
);
153 p
->secrets
= myfread32(h
);
154 p
->fire
= myfread8(h
);
155 p
->cwpn
= myfread8(h
);
156 p
->csnd
= myfread8(h
);
157 p
->amul
= myfread8(h
);
158 p
->wpns
= myfread16(h
);
159 p
->wpn
= myfread8(h
);
161 p
->drawst
= myfread8(h
);
162 p
->color
= myfread8(h
);
163 p
->id
= myfread32(h
);
164 p
->keys
= myfread8(h
);
165 p
->lives
= myfread8(h
);
169 void PL_loadgame (FILE *h
) {
170 PL_load_player(&pl1
, h
);
172 PL_load_player(&pl2
, h
);
174 PL_JUMP
= myfread32(h
);
175 PL_RUN
= myfread32(h
);
176 p_immortal
= myfread8(h
);
179 static int nonz (int a
) {
183 static int firediry(player_t
*p
) {
184 if(p
->f
&PLF_UP
) return -42;
185 if(p
->f
&PLF_DOWN
) return 19;
189 static void fire(player_t
*p
) {
190 static fire_f
*ff
[11]={
191 WP_pistol
,WP_pistol
,WP_pistol
,WP_shotgun
,WP_dshotgun
,
192 WP_mgun
,WP_rocket
,WP_plasma
,WP_bfgshot
,WP_shotgun
,WP_pistol
};
193 static int ft
[11]={5,2,6,18,36,2,12,2,0,2,1};
198 if(I_pressed(p
->kf
) && p
->cell
>=40)
199 {Z_sound(snd
[5],128);p
->fire
=21;p
->cell
-=40;p
->drawst
|=PL_DRAWWPN
;return;}
201 if(p
->fire
==1) p
->cwpn
=12;
203 }else if(p
->wpn
==1) {
205 if(!I_pressed(p
->kf
)) {Z_sound(snd
[7],128);p
->csnd
=13;return;}
207 if(I_pressed(p
->kf
) && !p
->fire
) {
209 WP_chainsaw(p
->o
.x
+((p
->d
)?4:-4),p
->o
.y
,(g_dm
)?9:3,p
->id
);
210 if(!p
->csnd
) {Z_sound(snd
[8],128);p
->csnd
=29;}
212 }else if(p
->fire
) return;
213 if(I_pressed(p
->kf
) || p
->wpn
==8) {
217 --p
->ammo
;p
->drawst
|=PL_DRAWWPN
;break;
220 --p
->shel
;p
->drawst
|=PL_DRAWWPN
;break;
222 if(p
->shel
<2) return;
223 p
->shel
-=2;p
->drawst
|=PL_DRAWWPN
;break;
226 --p
->rock
;p
->drawst
|=PL_DRAWWPN
;break;
229 --p
->cell
;p
->drawst
|=PL_DRAWWPN
;break;
232 --p
->fuel
;p
->drawst
|=PL_DRAWWPN
;break;
235 WP_ognemet(p
->o
.x
,p
->o
.y
-15,p
->o
.x
+((p
->d
)?30:-30),p
->o
.y
-15+firediry(p
),
236 p
->o
.xv
+p
->o
.vx
,p
->o
.yv
+p
->o
.vy
,p
->id
);
237 else if(p
->wpn
>=1) ff
[p
->wpn
] (p
->o
.x
,p
->o
.y
-15,p
->o
.x
+((p
->d
)?30:-30),
238 p
->o
.y
-15+firediry(p
),p
->id
);
239 else WP_punch(p
->o
.x
+((p
->d
)?4:-4),p
->o
.y
,3,p
->id
);
241 if(p
->wpn
>=2) p
->f
|=PLF_FIRE
;
245 static void chgwpn(player_t
*p
) {
247 if(p
->fire
&& p
->wpn
!=1) return;
248 if(I_pressed(p
->kwl
)) {
249 do{ if(--p
->wpn
<0) p
->wpn
=10; }while(!(p
->wpns
&(1<<p
->wpn
)));
251 }else if(I_pressed(p
->kwr
)) {
252 do{ if(++p
->wpn
>10) p
->wpn
=0; }while(!(p
->wpns
&(1<<p
->wpn
)));
256 p
->drawst
|=PL_DRAWWPN
;p
->fire
=0;
257 if(p
->wpn
==1) Z_sound(snd
[6],128);
261 static void jump(player_t
*p
,int st
) {
262 if(Z_canbreathe(p
->o
.x
,p
->o
.y
,p
->o
.r
,p
->o
.h
)) {
263 if(p
->air
<PL_AIR
) {p
->air
=PL_AIR
;p
->drawst
|=PL_DRAWAIR
;}
267 PL_hit(p
,10,-3,HIT_WATER
);
268 }else if((p
->air
&31)==0) {
269 FX_bubble(p
->o
.x
,p
->o
.y
-20,0,0,5);
271 p
->drawst
|=PL_DRAWAIR
;
273 if(I_pressed(p
->kj
)) {
277 if(Z_canstand(p
->o
.x
,p
->o
.y
,p
->o
.r
)) p
->o
.yv
=-PL_JUMP
;
278 else if(st
&Z_INWATER
) p
->o
.yv
=-PL_SWUP
;
283 int PL_isdead (player_t
*p
) {
285 case DEAD
: case MESS
:
292 void PL_init (void) {
301 void PL_alloc(void) {
303 static char nm
[][6]={
317 for(i
=0;i
<11;++i
) snd
[i
]=Z_getsnd(nm
[i
]);
321 aisnd
[i
]=Z_getsnd(s
);
323 memcpy(s
,"PLDTHx",6);
326 pdsnd
[i
]=Z_getsnd(s
);
330 static void PL_restore(player_t
*p
) {
331 p
->o
.xv
=p
->o
.yv
=p
->o
.vx
=p
->o
.vy
=0;
332 p
->o
.r
=PL_RAD
;p
->o
.h
=PL_HT
;
336 case DEAD
: case MESS
: case OUT
:
337 case DIE
: case SLOP
: case FALL
:
338 p
->life
=100;p
->armor
=0;p
->air
=PL_AIR
;
341 p
->ammo
=50;p
->fuel
=p
->shel
=p
->rock
=p
->cell
=0;
345 p
->fire
=p
->cwpn
=p
->csnd
=0;
349 p
->keys
=(g_dm
)?0x70:0;
352 void PL_reset (void) {
357 void PL_spawn (player_t
*p
,int x
,int y
,char d
) {
359 p
->o
.x
=x
;p
->o
.y
=y
;p
->d
=d
;
360 p
->kills
=p
->secrets
=0;
363 int PL_hit (player_t
*p
,int d
,int o
,int t
) {
367 case DEAD
: case MESS
:
371 if(t
==HIT_TRAP
) {if(!p_immortal
) {p
->armor
=0;p
->life
=-100;}}
372 else if(t
!=HIT_ROCKET
&& t
!=HIT_ELECTRO
) {
373 if(p
->id
==-1) {if(o
==-1) return 0;}
374 else if(o
==-2) return 0;
376 if(t
!=HIT_WATER
&& t
!=HIT_ELECTRO
)
377 DOT_blood(p
->o
.x
,p
->o
.y
-15,hit_xv
,hit_yv
,d
*2);
378 else if(t
==HIT_WATER
) FX_bubble(p
->o
.x
,p
->o
.y
-20,0,0,d
/2);
379 if(p_immortal
|| p
->invl
) return 1;
385 void PL_damage (player_t
*p
) {
388 if(!p
->hit
&& p
->life
>0) return;
391 case DEAD
: case MESS
:
395 i
=p
->hit
*p
->life
/nonz(p
->armor
*3/4+p
->life
);
397 p
->drawst
|=PL_DRAWLIFE
|PL_DRAWARMOR
;
398 if((p
->armor
-=p
->hit
-i
)<0) {p
->life
+=p
->armor
;p
->armor
=0;}
399 if((p
->life
-=i
)<=0) {
400 if(p
->life
>-30) {p
->st
=DIE
;p
->s
=0;Z_sound(pdsnd
[rand()%5
],128);}
401 else {p
->st
=SLOP
;p
->s
=0;Z_sound(snd
[3],128);}
402 if(p
->amul
>1) IT_spawn(p
->o
.x
,p
->o
.y
,I_BPACK
);
404 if(p
->keys
&16) IT_spawn(p
->o
.x
,p
->o
.y
,I_KEYR
);
405 if(p
->keys
&32) IT_spawn(p
->o
.x
,p
->o
.y
,I_KEYG
);
406 if(p
->keys
&64) IT_spawn(p
->o
.x
,p
->o
.y
,I_KEYB
);
408 for(i
=1,p
->wpns
>>=1;i
<11;++i
,p
->wpns
>>=1)
409 if(i
!=2) if(p
->wpns
&1) IT_spawn(p
->o
.x
,p
->o
.y
,wp_it
[i
]);
412 p
->drawst
|=PL_DRAWWPN
;
415 if(p
->hito
==-2) {++pl2
.kills
;++pl2
.frag
;}
416 else if(p
->hito
==-1) --pl1
.frag
;
418 if(p
->hito
==-1) {++pl1
.kills
;++pl1
.frag
;}
419 else if(p
->hito
==-2) --pl2
.frag
;
421 pl1
.drawst
|=PL_DRAWFRAG
;
422 if(_2pl
) pl2
.drawst
|=PL_DRAWFRAG
;
429 void PL_cry (player_t
*p
) {
430 Z_sound(snd
[(p
->pain
>20)?1:0],128);
434 int PL_give (player_t
*p
, int t
) {
439 case DEAD
: case MESS
: case OUT
:
443 case I_STIM
: case I_MEDI
:
444 if(p
->life
>=100) return 0;
445 if((p
->life
+=((t
==I_MEDI
)?25:10))>100) p
->life
=100;
446 p
->drawst
|=PL_DRAWLIFE
;return 1;
448 if(p
->ammo
>=200*p
->amul
) return 0;
449 if((p
->ammo
+=10)>200*p
->amul
) p
->ammo
=200*p
->amul
;
450 p
->drawst
|=PL_DRAWWPN
;return 1;
452 if(p
->ammo
>=200*p
->amul
) return 0;
453 if((p
->ammo
+=50)>200*p
->amul
) p
->ammo
=200*p
->amul
;
454 p
->drawst
|=PL_DRAWWPN
;return 1;
456 if(p
->shel
>=50*p
->amul
) return 0;
457 if((p
->shel
+=4)>50*p
->amul
) p
->shel
=50*p
->amul
;
458 p
->drawst
|=PL_DRAWWPN
;return 1;
460 if(p
->shel
>=50*p
->amul
) return 0;
461 if((p
->shel
+=25)>50*p
->amul
) p
->shel
=50*p
->amul
;
462 p
->drawst
|=PL_DRAWWPN
;return 1;
464 if(p
->rock
>=50*p
->amul
) return 0;
465 if((++p
->rock
)>50*p
->amul
) p
->rock
=50*p
->amul
;
466 p
->drawst
|=PL_DRAWWPN
;return 1;
468 if(p
->rock
>=50*p
->amul
) return 0;
469 if((p
->rock
+=5)>50*p
->amul
) p
->rock
=50*p
->amul
;
470 p
->drawst
|=PL_DRAWWPN
;return 1;
472 if(p
->cell
>=300*p
->amul
) return 0;
473 if((p
->cell
+=40)>300*p
->amul
) p
->cell
=300*p
->amul
;
474 p
->drawst
|=PL_DRAWWPN
;return 1;
476 if(p
->cell
>=300*p
->amul
) return 0;
477 if((p
->cell
+=100)>300*p
->amul
) p
->cell
=300*p
->amul
;
478 p
->drawst
|=PL_DRAWWPN
;return 1;
480 if(p
->amul
==1) {p
->amul
=2;i
=1;} else i
=0;
481 i
|=PL_give(p
,I_CLIP
);
482 i
|=PL_give(p
,I_SHEL
);
483 i
|=PL_give(p
,I_ROCKET
);
484 i
|=PL_give(p
,I_CELL
);
487 if(!(p
->wpns
&2)) {p
->wpns
|=2;p
->drawst
|=PL_DRAWWPN
;return 1;}
491 if(!(p
->wpns
&512)) {p
->wpns
|=512;i
=1;}
492 p
->drawst
|=PL_DRAWWPN
;return i
;
495 if(!(p
->wpns
&8)) {p
->wpns
|=8;i
=1;}
496 p
->drawst
|=PL_DRAWWPN
;return i
;
499 if(!(p
->wpns
&16)) {p
->wpns
|=16;i
=1;}
500 p
->drawst
|=PL_DRAWWPN
;return i
;
503 if(!(p
->wpns
&32)) {p
->wpns
|=32;i
=1;}
504 p
->drawst
|=PL_DRAWWPN
;return i
;
506 i
=PL_give(p
,I_ROCKET
);
507 i
|=PL_give(p
,I_ROCKET
);
508 if(!(p
->wpns
&64)) {p
->wpns
|=64;i
=1;}
509 p
->drawst
|=PL_DRAWWPN
;return i
;
512 if(!(p
->wpns
&128)) {p
->wpns
|=128;i
=1;}
513 p
->drawst
|=PL_DRAWWPN
;return i
;
516 if(!(p
->wpns
&256)) {p
->wpns
|=256;i
=1;}
517 p
->drawst
|=PL_DRAWWPN
;return i
;
519 if(p
->armor
>=100) return 0;
520 p
->armor
=100;p
->drawst
|=PL_DRAWARMOR
;return 1;
522 if(p
->armor
>=200) return 0;
523 p
->armor
=200;p
->drawst
|=PL_DRAWARMOR
;return 1;
526 if(p
->life
<200) {p
->life
=200;p
->drawst
|=PL_DRAWLIFE
;i
=1;}
527 if(p
->armor
<200) {p
->armor
=200;p
->drawst
|=PL_DRAWARMOR
;i
=1;}
530 if(p
->life
<200) {p
->life
=min(p
->life
+100,200);p
->drawst
|=PL_DRAWLIFE
;return 1;}
533 p
->invl
=PL_POWERUP_TIME
;
536 p
->suit
=PL_POWERUP_TIME
;
539 if(p
->air
>= PL_AQUA_AIR
) return 0;
540 p
->air
=PL_AQUA_AIR
;p
->drawst
|=PL_DRAWAIR
;
543 if(p
->keys
&16) return 0;
544 p
->keys
|=16;p
->drawst
|=PL_DRAWKEYS
;return 1;
546 if(p
->keys
&32) return 0;
547 p
->keys
|=32;p
->drawst
|=PL_DRAWKEYS
;return 1;
549 if(p
->keys
&64) return 0;
550 p
->keys
|=64;p
->drawst
|=PL_DRAWKEYS
;return 1;
556 void PL_act (player_t
*p
) {
559 if(--aitime
<0) aitime
=0;
560 SW_press(p
->o
.x
,p
->o
.y
,p
->o
.r
,p
->o
.h
,4|p
->keys
,p
->id
);
561 if(!p
->suit
) if((g_time
&15)==0)
562 PL_hit(p
,Z_getacid(p
->o
.x
,p
->o
.y
,p
->o
.r
,p
->o
.h
),-3,HIT_SOME
);
563 if(p
->st
!=FALL
&& p
->st
!=OUT
) {
564 if(((st
=Z_moveobj(&p
->o
))&Z_FALLOUT
) && p
->o
.y
>=FLDH
*CELH
+50) {
566 case DEAD
: case MESS
: case DIE
: case SLOP
:
569 p
->s
=Z_sound(snd
[10],128);
574 if(st
&Z_HITWATER
) Z_splash(&p
->o
,PL_RAD
+PL_HT
);
575 if(p
->f
&PLF_FIRE
) if(p
->fire
!=2) p
->f
-=PLF_FIRE
;
576 if(I_pressed(p
->ku
)) {p
->f
|=PLF_UP
;p
->looky
-=5;}
580 {p
->f
|=PLF_DOWN
;p
->looky
+=5;}
581 else {p
->f
&=0xFFFF-PLF_DOWN
;p
->looky
=Z_dec(p
->looky
,5);}
583 if(I_pressed(p
->kp
)) SW_press(p
->o
.x
,p
->o
.y
,p
->o
.r
,p
->o
.h
,1|p
->keys
,p
->id
);
584 if(p
->fire
) --p
->fire
;
585 if(p
->cwpn
) --p
->cwpn
;
586 if(p
->csnd
) --p
->csnd
;
587 if(p
->invl
) --p
->invl
;
588 if(p
->suit
) --p
->suit
;
592 if(!plr_dieanim
[++p
->s
]) {p
->st
=DEAD
;MN_killedp();}
593 p
->o
.xv
=Z_dec(p
->o
.xv
,1);
597 if(!plr_slopanim
[++p
->s
]) {p
->st
=MESS
;MN_killedp();}
598 p
->o
.xv
=Z_dec(p
->o
.xv
,1);
601 chgwpn(p
);fire(p
);jump(p
,st
);
603 SMK_gas(p
->o
.x
,p
->o
.y
-2,2,3,p
->o
.xv
+p
->o
.vx
,p
->o
.yv
+p
->o
.vy
,128);
604 if((p
->s
+=abs(p
->o
.xv
)/2) >= 24) p
->s
%=24;
605 if(!I_pressed(p
->kl
) && !I_pressed(p
->kr
)) {
606 if(p
->o
.xv
) p
->o
.xv
=Z_dec(p
->o
.xv
,1);
610 if(p
->o
.xv
<PL_RUN
&& I_pressed(p
->kr
)) {p
->o
.xv
+=PL_RUN
>>3;p
->d
=1;}
612 SMK_gas(p
->o
.x
,p
->o
.y
-2,2,3,p
->o
.xv
+p
->o
.vx
,p
->o
.yv
+p
->o
.vy
,32);
613 if(p
->o
.xv
>-PL_RUN
&& I_pressed(p
->kl
)) {p
->o
.xv
-=PL_RUN
>>3;p
->d
=0;}
615 SMK_gas(p
->o
.x
,p
->o
.y
-2,2,3,p
->o
.xv
+p
->o
.vx
,p
->o
.yv
+p
->o
.vy
,32);
618 chgwpn(p
);fire(p
);jump(p
,st
);
620 SMK_gas(p
->o
.x
,p
->o
.y
-2,2,3,p
->o
.xv
+p
->o
.vx
,p
->o
.yv
+p
->o
.vy
,128);
621 if(I_pressed(p
->kl
)) {p
->st
=GO
;p
->s
=0;p
->d
=0;}
622 else if(I_pressed(p
->kr
)) {p
->st
=GO
;p
->s
=0;p
->d
=1;}
627 p
->o
.xv
=Z_dec(p
->o
.xv
,1);
628 if(I_pressed(p
->ku
) || I_pressed(p
->kd
) || I_pressed(p
->kl
) || I_pressed(p
->kr
) ||
629 I_pressed(p
->kf
) || I_pressed(p
->kj
) || I_pressed(p
->kp
) || I_pressed(p
->kwl
) || I_pressed(p
->kwr
)) {
630 if(p
->st
!=OUT
) MN_spawn_deadpl(&p
->o
,p
->color
,(p
->st
==MESS
)?1:0);
632 if(g_dm
) {G_respawn_player(p
);break;}
634 if(--p
->lives
==0) {G_start();break;}
635 else{p
->o
.x
=dm_pos
[0].x
;p
->o
.y
=dm_pos
[0].y
;p
->d
=dm_pos
[0].d
;}
636 p
->drawst
|=PL_DRAWLIVES
;
639 {p
->o
.x
=dm_pos
[0].x
;p
->o
.y
=dm_pos
[0].y
;p
->d
=dm_pos
[0].d
;}
640 else {p
->o
.x
=dm_pos
[1].x
;p
->o
.y
=dm_pos
[1].y
;p
->d
=dm_pos
[1].d
;}
643 if(--p
->s
<=0) p
->st
=OUT
;
648 static void chk_bfg(player_t
*p
,int x
,int y
) {
653 case DIE
: case SLOP
: case FALL
:
654 case DEAD
: case MESS
: case OUT
:
657 dx
=p
->o
.x
-x
;dy
=p
->o
.y
-p
->o
.h
/2-y
;
658 if(dx
*dx
+dy
*dy
<=1600) {
659 aitime
=Z_sound(aisnd
[rand()%3
],128)*4;
663 void bfg_fly (int x
,int y
,int o
) {
665 if(o
!=-1) chk_bfg(&pl1
,x
,y
);
666 if(_2pl
) if(o
!=-2) chk_bfg(&pl2
,x
,y
);
667 if(o
==-1 || o
==-2) MN_warning(x
-50,y
-50,x
+50,y
+50);