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- /* Emacs style mode select -*- C++ -*- */
- /* ----------------------------------------------------------------------------- */
- /* */
- /* $Id:$ */
- /* */
- /* Copyright (C) 1993-1996 by id Software, Inc. */
- /* */
- /* This source is available for distribution and/or modification */
- /* only under the terms of the DOOM Source Code License as */
- /* published by id Software. All rights reserved. */
- /* */
- /* The source is distributed in the hope that it will be useful, */
- /* but WITHOUT ANY WARRANTY; without even the implied warranty of */
- /* FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License */
- /* for more details. */
- /* */
- /* $Log:$ */
- /* */
- /* DESCRIPTION: */
- /* Enemy thinking, AI. */
- /* Action Pointer Functions */
- /* that are associated with states/frames. */
- /* */
- /* ----------------------------------------------------------------------------- */
-
- static const char
- rcsid[] = "$Id: p_enemy.c,v 1.5 1997/02/03 22:45:11 b1 Exp $";
-
- #include <stdlib.h>
-
- #include "m_random.h"
- #include "i_system.h"
-
- #include "doomdef.h"
- #include "p_local.h"
-
- #include "s_sound.h"
-
- #include "g_game.h"
-
- /* State. */
- #include "doomstat.h"
- #include "r_state.h"
-
- /* Data. */
- #include "sounds.h"
-
-
-
-
- typedef enum
- {
- DI_EAST,
- DI_NORTHEAST,
- DI_NORTH,
- DI_NORTHWEST,
- DI_WEST,
- DI_SOUTHWEST,
- DI_SOUTH,
- DI_SOUTHEAST,
- DI_NODIR,
- NUMDIRS
-
- } dirtype_t;
-
-
- /* */
- /* P_NewChaseDir related LUT. */
- /* */
- dirtype_t opposite[] =
- {
- DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
- DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
- };
-
- dirtype_t diags[] =
- {
- DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
- };
-
-
-
-
-
- void A_Fall (mobj_t *actor);
-
-
- /* */
- /* ENEMY THINKING */
- /* Enemies are allways spawned */
- /* with targetplayer = -1, threshold = 0 */
- /* Most monsters are spawned unaware of all players, */
- /* but some can be made preaware */
- /* */
-
-
- /* */
- /* Called by P_NoiseAlert. */
- /* Recursively traverse adjacent sectors, */
- /* sound blocking lines cut off traversal. */
- /* */
-
- mobj_t* soundtarget;
-
- void
- P_RecursiveSound
- ( sector_t* sec,
- int soundblocks )
- {
- int i;
- line_t* check;
- sector_t* other;
-
- /* wake up all monsters in this sector */
- if (sec->validcount == validcount
- && sec->soundtraversed <= soundblocks+1)
- {
- return; /* already flooded */
- }
-
- sec->validcount = validcount;
- sec->soundtraversed = soundblocks+1;
- sec->soundtarget = soundtarget;
-
- for (i=0 ;i<sec->linecount ; i++)
- {
- check = sec->lines[i];
- if (! (check->flags & ML_TWOSIDED) )
- continue;
-
- P_LineOpening (check);
-
- if (openrange <= 0)
- continue; /* closed door */
-
- if ( sides[ check->sidenum[0] ].sector == sec)
- other = sides[ check->sidenum[1] ] .sector;
- else
- other = sides[ check->sidenum[0] ].sector;
-
- if (check->flags & ML_SOUNDBLOCK)
- {
- if (!soundblocks)
- P_RecursiveSound (other, 1);
- }
- else
- P_RecursiveSound (other, soundblocks);
- }
- }
-
-
-
- /* */
- /* P_NoiseAlert */
- /* If a monster yells at a player, */
- /* it will alert other monsters to the player. */
- /* */
- void
- P_NoiseAlert
- ( mobj_t* target,
- mobj_t* emmiter )
- {
- soundtarget = target;
- validcount++;
- P_RecursiveSound (emmiter->subsector->sector, 0);
- }
-
-
-
-
- /* */
- /* P_CheckMeleeRange */
- /* */
- boolean P_CheckMeleeRange (mobj_t* actor)
- {
- mobj_t* pl;
- fixed_t dist;
-
- if (!actor->target)
- return false;
-
- pl = actor->target;
- dist = P_AproxDistance (pl->x-actor->x, pl->y-actor->y);
-
- if (dist >= MELEERANGE-20*FRACUNIT+pl->info->radius)
- return false;
-
- if (! P_CheckSight (actor, actor->target) )
- return false;
-
- return true;
- }
-
- /* */
- /* P_CheckMissileRange */
- /* */
- boolean P_CheckMissileRange (mobj_t* actor)
- {
- fixed_t dist;
-
- if (! P_CheckSight (actor, actor->target) )
- return false;
-
- if ( actor->flags & MF_JUSTHIT )
- {
- /* the target just hit the enemy, */
- /* so fight back! */
- actor->flags &= ~MF_JUSTHIT;
- return true;
- }
-
- if (actor->reactiontime)
- return false; /* do not attack yet */
-
- /* OPTIMIZE: get this from a global checksight */
- dist = P_AproxDistance ( actor->x-actor->target->x,
- actor->y-actor->target->y) - 64*FRACUNIT;
-
- if (!actor->info->meleestate)
- dist -= 128*FRACUNIT; /* no melee attack, so fire more */
-
- dist >>= 16;
-
- if (actor->type == MT_VILE)
- {
- if (dist > 14*64)
- return false; /* too far away */
- }
-
-
- if (actor->type == MT_UNDEAD)
- {
- if (dist < 196)
- return false; /* close for fist attack */
- dist >>= 1;
- }
-
-
- if (actor->type == MT_CYBORG
- || actor->type == MT_SPIDER
- || actor->type == MT_SKULL)
- {
- dist >>= 1;
- }
-
- if (dist > 200)
- dist = 200;
-
- if (actor->type == MT_CYBORG && dist > 160)
- dist = 160;
-
- if (P_Random () < dist)
- return false;
-
- return true;
- }
-
-
- /* */
- /* P_Move */
- /* Move in the current direction, */
- /* returns false if the move is blocked. */
- /* */
- fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000};
- fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000};
-
- #define MAXSPECIALCROSS 8
-
- extern line_t* spechit[MAXSPECIALCROSS];
- extern int numspechit;
-
- boolean P_Move (mobj_t* actor)
- {
- fixed_t tryx;
- fixed_t tryy;
-
- line_t* ld;
-
- /* warning: 'catch', 'throw', and 'try' */
- /* are all C++ reserved words */
- boolean try_ok;
- boolean good;
-
- if (actor->movedir == DI_NODIR)
- return false;
-
- if ((unsigned)actor->movedir >= 8)
- I_Error ("Weird actor->movedir!");
-
- tryx = actor->x + actor->info->speed*xspeed[actor->movedir];
- tryy = actor->y + actor->info->speed*yspeed[actor->movedir];
-
- try_ok = P_TryMove (actor, tryx, tryy);
-
- if (!try_ok)
- {
- /* open any specials */
- if (actor->flags & MF_FLOAT && floatok)
- {
- /* must adjust height */
- if (actor->z < tmfloorz)
- actor->z += FLOATSPEED;
- else
- actor->z -= FLOATSPEED;
-
- actor->flags |= MF_INFLOAT;
- return true;
- }
-
- if (!numspechit)
- return false;
-
- actor->movedir = DI_NODIR;
- good = false;
- while (numspechit--)
- {
- ld = spechit[numspechit];
- /* if the special is not a door */
- /* that can be opened, */
- /* return false */
- if (P_UseSpecialLine (actor, ld,0))
- good = true;
- }
- return good;
- }
- else
- {
- actor->flags &= ~MF_INFLOAT;
- }
-
-
- if (! (actor->flags & MF_FLOAT) )
- actor->z = actor->floorz;
- return true;
- }
-
-
- /* */
- /* TryWalk */
- /* Attempts to move actor on */
- /* in its current (ob->moveangle) direction. */
- /* If blocked by either a wall or an actor */
- /* returns FALSE */
- /* If move is either clear or blocked only by a door, */
- /* returns TRUE and sets... */
- /* If a door is in the way, */
- /* an OpenDoor call is made to start it opening. */
- /* */
- boolean P_TryWalk (mobj_t* actor)
- {
- if (!P_Move (actor))
- {
- return false;
- }
-
- actor->movecount = P_Random()&15;
- return true;
- }
-
-
-
-
- void P_NewChaseDir (mobj_t* actor)
- {
- fixed_t deltax;
- fixed_t deltay;
-
- dirtype_t d[3];
-
- int tdir;
- dirtype_t olddir;
-
- dirtype_t turnaround;
-
- if (!actor->target)
- I_Error ("P_NewChaseDir: called with no target");
-
- olddir = actor->movedir;
- turnaround=opposite[olddir];
-
- deltax = actor->target->x - actor->x;
- deltay = actor->target->y - actor->y;
-
- if (deltax>10*FRACUNIT)
- d[1]= DI_EAST;
- else if (deltax<-10*FRACUNIT)
- d[1]= DI_WEST;
- else
- d[1]=DI_NODIR;
-
- if (deltay<-10*FRACUNIT)
- d[2]= DI_SOUTH;
- else if (deltay>10*FRACUNIT)
- d[2]= DI_NORTH;
- else
- d[2]=DI_NODIR;
-
- /* try direct route */
- if (d[1] != DI_NODIR
- && d[2] != DI_NODIR)
- {
- actor->movedir = diags[((deltay<0)<<1)+(deltax>0)];
- if (actor->movedir != turnaround && P_TryWalk(actor))
- return;
- }
-
- /* try other directions */
- if (P_Random() > 200
- || abs(deltay)>abs(deltax))
- {
- tdir=d[1];
- d[1]=d[2];
- d[2]=tdir;
- }
-
- if (d[1]==turnaround)
- d[1]=DI_NODIR;
- if (d[2]==turnaround)
- d[2]=DI_NODIR;
-
- if (d[1]!=DI_NODIR)
- {
- actor->movedir = d[1];
- if (P_TryWalk(actor))
- {
- /* either moved forward or attacked */
- return;
- }
- }
-
- if (d[2]!=DI_NODIR)
- {
- actor->movedir =d[2];
-
- if (P_TryWalk(actor))
- return;
- }
-
- /* there is no direct path to the player, */
- /* so pick another direction. */
- if (olddir!=DI_NODIR)
- {
- actor->movedir =olddir;
-
- if (P_TryWalk(actor))
- return;
- }
-
- /* randomly determine direction of search */
- if (P_Random()&1)
- {
- for ( tdir=DI_EAST;
- tdir<=DI_SOUTHEAST;
- tdir++ )
- {
- if (tdir!=turnaround)
- {
- actor->movedir =tdir;
-
- if ( P_TryWalk(actor) )
- return;
- }
- }
- }
- else
- {
- for ( tdir=DI_SOUTHEAST;
- tdir != (DI_EAST-1);
- tdir-- )
- {
- if (tdir!=turnaround)
- {
- actor->movedir =tdir;
-
- if ( P_TryWalk(actor) )
- return;
- }
- }
- }
-
- if (turnaround != DI_NODIR)
- {
- actor->movedir =turnaround;
- if ( P_TryWalk(actor) )
- return;
- }
-
- actor->movedir = DI_NODIR; /* can not move */
- }
-
-
-
- /* */
- /* P_LookForPlayers */
- /* If allaround is false, only look 180 degrees in front. */
- /* Returns true if a player is targeted. */
- /* */
- boolean
- P_LookForPlayers
- ( mobj_t* actor,
- boolean allaround )
- {
- int c;
- int stop;
- player_t* player;
- sector_t* sector;
- angle_t an;
- fixed_t dist;
-
- sector = actor->subsector->sector;
-
- c = 0;
- stop = (actor->lastlook-1)&3;
-
- for ( ; ; actor->lastlook = (actor->lastlook+1)&3 )
- {
- if (!playeringame[actor->lastlook])
- continue;
-
- if (c++ == 2
- || actor->lastlook == stop)
- {
- /* done looking */
- return false;
- }
-
- player = &players[actor->lastlook];
-
- if (player->health <= 0)
- continue; /* dead */
-
- if (!P_CheckSight (actor, player->mo))
- continue; /* out of sight */
-
- if (!allaround)
- {
- an = R_PointToAngle2 (actor->x,
- actor->y,
- player->mo->x,
- player->mo->y)
- - actor->angle;
-
- if (an > ANG90 && an < ANG270)
- {
- dist = P_AproxDistance (player->mo->x - actor->x,
- player->mo->y - actor->y);
- /* if real close, react anyway */
- if (dist > MELEERANGE)
- continue; /* behind back */
- }
- }
-
- actor->target = player->mo;
- return true;
- }
-
- return false;
- }
-
-
- /* */
- /* A_KeenDie */
- /* DOOM II special, map 32. */
- /* Uses special tag 666. */
- /* */
- void A_KeenDie (mobj_t* mo)
- {
- thinker_t* th;
- mobj_t* mo2;
- line_t junk;
-
- A_Fall (mo);
-
- /* scan the remaining thinkers */
- /* to see if all Keens are dead */
- for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
- {
- if (th->function.acp1 != (actionf_p1)P_MobjThinker)
- continue;
-
- mo2 = (mobj_t *)th;
- if (mo2 != mo
- && mo2->type == mo->type
- && mo2->health > 0)
- {
- /* other Keen not dead */
- return;
- }
- }
-
- junk.tag = 666;
- EV_DoDoor(&junk,open);
- }
-
-
- /* */
- /* ACTION ROUTINES */
- /* */
-
- /* */
- /* A_Look */
- /* Stay in state until a player is sighted. */
- /* */
- void A_Look (mobj_t* actor)
- {
- mobj_t* targ;
-
- actor->threshold = 0; /* any shot will wake up */
- targ = actor->subsector->sector->soundtarget;
-
- if (targ
- && (targ->flags & MF_SHOOTABLE) )
- {
- actor->target = targ;
-
- if ( actor->flags & MF_AMBUSH )
- {
- if (P_CheckSight (actor, actor->target))
- goto seeyou;
- }
- else
- goto seeyou;
- }
-
-
- if (!P_LookForPlayers (actor, false) )
- return;
-
- /* go into chase state */
- seeyou:
- if (actor->info->seesound)
- {
- int sound;
-
- switch (actor->info->seesound)
- {
- case sfx_posit1:
- case sfx_posit2:
- case sfx_posit3:
- sound = sfx_posit1+P_Random()%3;
- break;
-
- case sfx_bgsit1:
- case sfx_bgsit2:
- sound = sfx_bgsit1+P_Random()%2;
- break;
-
- default:
- sound = actor->info->seesound;
- break;
- }
-
- if (actor->type==MT_SPIDER
- || actor->type == MT_CYBORG)
- {
- /* full volume */
- S_StartSound (NULL, sound);
- }
- else
- S_StartSound (actor, sound);
- }
-
- P_SetMobjState (actor, actor->info->seestate);
- }
-
-
- /* */
- /* A_Chase */
- /* Actor has a melee attack, */
- /* so it tries to close as fast as possible */
- /* */
- void A_Chase (mobj_t* actor)
- {
- int delta;
-
- if (actor->reactiontime)
- actor->reactiontime--;
-
-
- /* modify target threshold */
- if (actor->threshold)
- {
- if (!actor->target
- || actor->target->health <= 0)
- {
- actor->threshold = 0;
- }
- else
- actor->threshold--;
- }
-
- /* turn towards movement direction if not there yet */
- if (actor->movedir < 8)
- {
- actor->angle &= (7<<29);
- delta = actor->angle - (actor->movedir << 29);
-
- if (delta > 0)
- actor->angle -= ANG90/2;
- else if (delta < 0)
- actor->angle += ANG90/2;
- }
-
- if (!actor->target
- || !(actor->target->flags&MF_SHOOTABLE))
- {
- /* look for a new target */
- if (P_LookForPlayers(actor,true))
- return; /* got a new target */
-
- P_SetMobjState (actor, actor->info->spawnstate);
- return;
- }
-
- /* do not attack twice in a row */
- if (actor->flags & MF_JUSTATTACKED)
- {
- actor->flags &= ~MF_JUSTATTACKED;
- if (gameskill != sk_nightmare && !fastparm)
- P_NewChaseDir (actor);
- return;
- }
-
- /* check for melee attack */
- if (actor->info->meleestate
- && P_CheckMeleeRange (actor))
- {
- if (actor->info->attacksound)
- S_StartSound (actor, actor->info->attacksound);
-
- P_SetMobjState (actor, actor->info->meleestate);
- return;
- }
-
- /* check for missile attack */
- if (actor->info->missilestate)
- {
- if (gameskill < sk_nightmare
- && !fastparm && actor->movecount)
- {
- goto nomissile;
- }
-
- if (!P_CheckMissileRange (actor))
- goto nomissile;
-
- P_SetMobjState (actor, actor->info->missilestate);
- actor->flags |= MF_JUSTATTACKED;
- return;
- }
-
- /* ? */
- nomissile:
- /* possibly choose another target */
- if (netgame
- && !actor->threshold
- && !P_CheckSight (actor, actor->target) )
- {
- if (P_LookForPlayers(actor,true))
- return; /* got a new target */
- }
-
- /* chase towards player */
- if (--actor->movecount<0
- || !P_Move (actor))
- {
- P_NewChaseDir (actor);
- }
-
- /* make active sound */
- if (actor->info->activesound
- && P_Random () < 3)
- {
- S_StartSound (actor, actor->info->activesound);
- }
- }
-
-
- /* */
- /* A_FaceTarget */
- /* */
- void A_FaceTarget (mobj_t* actor)
- {
- if (!actor->target)
- return;
-
- actor->flags &= ~MF_AMBUSH;
-
- actor->angle = R_PointToAngle2 (actor->x,
- actor->y,
- actor->target->x,
- actor->target->y);
-
- if (actor->target->flags & MF_SHADOW)
- actor->angle += (P_Random()-P_Random())<<21;
- }
-
-
- /* */
- /* A_PosAttack */
- /* */
- void A_PosAttack (mobj_t* actor)
- {
- int angle;
- int damage;
- int slope;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- angle = actor->angle;
- slope = P_AimLineAttack (actor, angle, MISSILERANGE);
-
- S_StartSound (actor, sfx_pistol);
- angle += (P_Random()-P_Random())<<20;
- damage = ((P_Random()%5)+1)*3;
- P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
- }
-
- void A_SPosAttack (mobj_t* actor)
- {
- int i;
- int angle;
- int bangle;
- int damage;
- int slope;
-
- if (!actor->target)
- return;
-
- S_StartSound (actor, sfx_shotgn);
- A_FaceTarget (actor);
- bangle = actor->angle;
- slope = P_AimLineAttack (actor, bangle, MISSILERANGE);
-
- for (i=0 ; i<3 ; i++)
- {
- angle = bangle + ((P_Random()-P_Random())<<20);
- damage = ((P_Random()%5)+1)*3;
- P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
- }
- }
-
- void A_CPosAttack (mobj_t* actor)
- {
- int angle;
- int bangle;
- int damage;
- int slope;
-
- if (!actor->target)
- return;
-
- S_StartSound (actor, sfx_shotgn);
- A_FaceTarget (actor);
- bangle = actor->angle;
- slope = P_AimLineAttack (actor, bangle, MISSILERANGE);
-
- angle = bangle + ((P_Random()-P_Random())<<20);
- damage = ((P_Random()%5)+1)*3;
- P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
- }
-
- void A_CPosRefire (mobj_t* actor)
- {
- /* keep firing unless target got out of sight */
- A_FaceTarget (actor);
-
- if (P_Random () < 40)
- return;
-
- if (!actor->target
- || actor->target->health <= 0
- || !P_CheckSight (actor, actor->target) )
- {
- P_SetMobjState (actor, actor->info->seestate);
- }
- }
-
-
- void A_SpidRefire (mobj_t* actor)
- {
- /* keep firing unless target got out of sight */
- A_FaceTarget (actor);
-
- if (P_Random () < 10)
- return;
-
- if (!actor->target
- || actor->target->health <= 0
- || !P_CheckSight (actor, actor->target) )
- {
- P_SetMobjState (actor, actor->info->seestate);
- }
- }
-
- void A_BspiAttack (mobj_t *actor)
- {
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
-
- /* launch a missile */
- P_SpawnMissile (actor, actor->target, MT_ARACHPLAZ);
- }
-
-
- /* */
- /* A_TroopAttack */
- /* */
- void A_TroopAttack (mobj_t* actor)
- {
- int damage;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- if (P_CheckMeleeRange (actor))
- {
- S_StartSound (actor, sfx_claw);
- damage = (P_Random()%8+1)*3;
- P_DamageMobj (actor->target, actor, actor, damage);
- return;
- }
-
-
- /* launch a missile */
- P_SpawnMissile (actor, actor->target, MT_TROOPSHOT);
- }
-
-
- void A_SargAttack (mobj_t* actor)
- {
- int damage;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- if (P_CheckMeleeRange (actor))
- {
- damage = ((P_Random()%10)+1)*4;
- P_DamageMobj (actor->target, actor, actor, damage);
- }
- }
-
- void A_HeadAttack (mobj_t* actor)
- {
- int damage;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- if (P_CheckMeleeRange (actor))
- {
- damage = (P_Random()%6+1)*10;
- P_DamageMobj (actor->target, actor, actor, damage);
- return;
- }
-
- /* launch a missile */
- P_SpawnMissile (actor, actor->target, MT_HEADSHOT);
- }
-
- void A_CyberAttack (mobj_t* actor)
- {
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- P_SpawnMissile (actor, actor->target, MT_ROCKET);
- }
-
-
- void A_BruisAttack (mobj_t* actor)
- {
- int damage;
-
- if (!actor->target)
- return;
-
- if (P_CheckMeleeRange (actor))
- {
- S_StartSound (actor, sfx_claw);
- damage = (P_Random()%8+1)*10;
- P_DamageMobj (actor->target, actor, actor, damage);
- return;
- }
-
- /* launch a missile */
- P_SpawnMissile (actor, actor->target, MT_BRUISERSHOT);
- }
-
-
- /* */
- /* A_SkelMissile */
- /* */
- void A_SkelMissile (mobj_t* actor)
- {
- mobj_t* mo;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- actor->z += 16*FRACUNIT; /* so missile spawns higher */
- mo = P_SpawnMissile (actor, actor->target, MT_TRACER);
- actor->z -= 16*FRACUNIT; /* back to normal */
-
- mo->x += mo->momx;
- mo->y += mo->momy;
- mo->tracer = actor->target;
- }
-
- int TRACEANGLE = 0xc000000;
-
- void A_Tracer (mobj_t* actor)
- {
- angle_t exact;
- fixed_t dist;
- fixed_t slope;
- mobj_t* dest;
- mobj_t* th;
-
- if (gametic & 3)
- return;
-
- /* spawn a puff of smoke behind the rocket */
- P_SpawnPuff (actor->x, actor->y, actor->z);
-
- th = P_SpawnMobj (actor->x-actor->momx,
- actor->y-actor->momy,
- actor->z, MT_SMOKE);
-
- th->momz = FRACUNIT;
- th->tics -= P_Random()&3;
- if (th->tics < 1)
- th->tics = 1;
-
- /* adjust direction */
- dest = actor->tracer;
-
- if (!dest || dest->health <= 0)
- return;
-
- /* change angle */
- exact = R_PointToAngle2 (actor->x,
- actor->y,
- dest->x,
- dest->y);
-
- if (exact != actor->angle)
- {
- if (exact - actor->angle > 0x80000000)
- {
- actor->angle -= TRACEANGLE;
- if (exact - actor->angle < 0x80000000)
- actor->angle = exact;
- }
- else
- {
- actor->angle += TRACEANGLE;
- if (exact - actor->angle > 0x80000000)
- actor->angle = exact;
- }
- }
-
- exact = actor->angle>>ANGLETOFINESHIFT;
- actor->momx = FixedMul (actor->info->speed, finecosine[exact]);
- actor->momy = FixedMul (actor->info->speed, finesine[exact]);
-
- /* change slope */
- dist = P_AproxDistance (dest->x - actor->x,
- dest->y - actor->y);
-
- dist = dist / actor->info->speed;
-
- if (dist < 1)
- dist = 1;
- slope = (dest->z+40*FRACUNIT - actor->z) / dist;
-
- if (slope < actor->momz)
- actor->momz -= FRACUNIT/8;
- else
- actor->momz += FRACUNIT/8;
- }
-
-
- void A_SkelWhoosh (mobj_t* actor)
- {
- if (!actor->target)
- return;
- A_FaceTarget (actor);
- S_StartSound (actor,sfx_skeswg);
- }
-
- void A_SkelFist (mobj_t* actor)
- {
- int damage;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
-
- if (P_CheckMeleeRange (actor))
- {
- damage = ((P_Random()%10)+1)*6;
- S_StartSound (actor, sfx_skepch);
- P_DamageMobj (actor->target, actor, actor, damage);
- }
- }
-
-
-
- /* */
- /* PIT_VileCheck */
- /* Detect a corpse that could be raised. */
- /* */
- mobj_t* corpsehit;
- mobj_t* vileobj;
- fixed_t viletryx;
- fixed_t viletryy;
-
- boolean PIT_VileCheck (mobj_t* thing)
- {
- int maxdist;
- boolean check;
-
- if (!(thing->flags & MF_CORPSE) )
- return true; /* not a monster */
-
- if (thing->tics != -1)
- return true; /* not lying still yet */
-
- if (thing->info->raisestate == S_NULL)
- return true; /* monster doesn't have a raise state */
-
- maxdist = thing->info->radius + mobjinfo[MT_VILE].radius;
-
- if ( abs(thing->x - viletryx) > maxdist
- || abs(thing->y - viletryy) > maxdist )
- return true; /* not actually touching */
-
- corpsehit = thing;
- corpsehit->momx = corpsehit->momy = 0;
- corpsehit->height <<= 2;
- check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
- corpsehit->height >>= 2;
-
- if (!check)
- return true; /* doesn't fit here */
-
- return false; /* got one, so stop checking */
- }
-
-
-
- /* */
- /* A_VileChase */
- /* Check for ressurecting a body */
- /* */
- void A_VileChase (mobj_t* actor)
- {
- int xl;
- int xh;
- int yl;
- int yh;
-
- int bx;
- int by;
-
- mobjinfo_t* info;
- mobj_t* temp;
-
- if (actor->movedir != DI_NODIR)
- {
- /* check for corpses to raise */
- viletryx =
- actor->x + actor->info->speed*xspeed[actor->movedir];
- viletryy =
- actor->y + actor->info->speed*yspeed[actor->movedir];
-
- xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
- xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
- yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
- yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
-
- vileobj = actor;
- for (bx=xl ; bx<=xh ; bx++)
- {
- for (by=yl ; by<=yh ; by++)
- {
- /* Call PIT_VileCheck to check */
- /* whether object is a corpse */
- /* that canbe raised. */
- if (!P_BlockThingsIterator(bx,by,PIT_VileCheck))
- {
- /* got one! */
- temp = actor->target;
- actor->target = corpsehit;
- A_FaceTarget (actor);
- actor->target = temp;
-
- P_SetMobjState (actor, S_VILE_HEAL1);
- S_StartSound (corpsehit, sfx_slop);
- info = corpsehit->info;
-
- P_SetMobjState (corpsehit,info->raisestate);
- corpsehit->height <<= 2;
- corpsehit->flags = info->flags;
- corpsehit->health = info->spawnhealth;
- corpsehit->target = NULL;
-
- return;
- }
- }
- }
- }
-
- /* Return to normal attack. */
- A_Chase (actor);
- }
-
-
- /* */
- /* A_VileStart */
- /* */
- void A_VileStart (mobj_t* actor)
- {
- S_StartSound (actor, sfx_vilatk);
- }
-
-
- /* */
- /* A_Fire */
- /* Keep fire in front of player unless out of sight */
- /* */
- void A_Fire (mobj_t* actor);
-
- void A_StartFire (mobj_t* actor)
- {
- S_StartSound(actor,sfx_flamst);
- A_Fire(actor);
- }
-
- void A_FireCrackle (mobj_t* actor)
- {
- S_StartSound(actor,sfx_flame);
- A_Fire(actor);
- }
-
- void A_Fire (mobj_t* actor)
- {
- mobj_t* dest;
- unsigned an;
-
- dest = actor->tracer;
- if (!dest)
- return;
-
- /* don't move it if the vile lost sight */
- if (!P_CheckSight (actor->target, dest) )
- return;
-
- an = dest->angle >> ANGLETOFINESHIFT;
-
- P_UnsetThingPosition (actor);
- actor->x = dest->x + FixedMul (24*FRACUNIT, finecosine[an]);
- actor->y = dest->y + FixedMul (24*FRACUNIT, finesine[an]);
- actor->z = dest->z;
- P_SetThingPosition (actor);
- }
-
-
-
- /* */
- /* A_VileTarget */
- /* Spawn the hellfire */
- /* */
- void A_VileTarget (mobj_t* actor)
- {
- mobj_t* fog;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
-
- fog = P_SpawnMobj (actor->target->x,
- actor->target->x,
- actor->target->z, MT_FIRE);
-
- actor->tracer = fog;
- fog->target = actor;
- fog->tracer = actor->target;
- A_Fire (fog);
- }
-
-
-
-
- /* */
- /* A_VileAttack */
- /* */
- void A_VileAttack (mobj_t* actor)
- {
- mobj_t* fire;
- int an;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
-
- if (!P_CheckSight (actor, actor->target) )
- return;
-
- S_StartSound (actor, sfx_barexp);
- P_DamageMobj (actor->target, actor, actor, 20);
- actor->target->momz = 1000*FRACUNIT/actor->target->info->mass;
-
- an = actor->angle >> ANGLETOFINESHIFT;
-
- fire = actor->tracer;
-
- if (!fire)
- return;
-
- /* move the fire between the vile and the player */
- fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]);
- fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]);
- P_RadiusAttack (fire, actor, 70 );
- }
-
-
-
-
- /* */
- /* Mancubus attack, */
- /* firing three missiles (bruisers) */
- /* in three different directions? */
- /* Doesn't look like it. */
- /* */
- #define FATSPREAD (ANG90/8)
-
- void A_FatRaise (mobj_t *actor)
- {
- A_FaceTarget (actor);
- S_StartSound (actor, sfx_manatk);
- }
-
-
- void A_FatAttack1 (mobj_t* actor)
- {
- mobj_t* mo;
- int an;
-
- A_FaceTarget (actor);
- /* Change direction to ... */
- actor->angle += FATSPREAD;
- P_SpawnMissile (actor, actor->target, MT_FATSHOT);
-
- mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT);
- mo->angle += FATSPREAD;
- an = mo->angle >> ANGLETOFINESHIFT;
- mo->momx = FixedMul (mo->info->speed, finecosine[an]);
- mo->momy = FixedMul (mo->info->speed, finesine[an]);
- }
-
- void A_FatAttack2 (mobj_t* actor)
- {
- mobj_t* mo;
- int an;
-
- A_FaceTarget (actor);
- /* Now here choose opposite deviation. */
- actor->angle -= FATSPREAD;
- P_SpawnMissile (actor, actor->target, MT_FATSHOT);
-
- mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT);
- mo->angle -= FATSPREAD*2;
- an = mo->angle >> ANGLETOFINESHIFT;
- mo->momx = FixedMul (mo->info->speed, finecosine[an]);
- mo->momy = FixedMul (mo->info->speed, finesine[an]);
- }
-
- void A_FatAttack3 (mobj_t* actor)
- {
- mobj_t* mo;
- int an;
-
- A_FaceTarget (actor);
-
- mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT);
- mo->angle -= FATSPREAD/2;
- an = mo->angle >> ANGLETOFINESHIFT;
- mo->momx = FixedMul (mo->info->speed, finecosine[an]);
- mo->momy = FixedMul (mo->info->speed, finesine[an]);
-
- mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT);
- mo->angle += FATSPREAD/2;
- an = mo->angle >> ANGLETOFINESHIFT;
- mo->momx = FixedMul (mo->info->speed, finecosine[an]);
- mo->momy = FixedMul (mo->info->speed, finesine[an]);
- }
-
-
- /* */
- /* SkullAttack */
- /* Fly at the player like a missile. */
- /* */
- #define SKULLSPEED (20*FRACUNIT)
-
- void A_SkullAttack (mobj_t* actor)
- {
- mobj_t* dest;
- angle_t an;
- int dist;
-
- if (!actor->target)
- return;
-
- dest = actor->target;
- actor->flags |= MF_SKULLFLY;
-
- S_StartSound (actor, actor->info->attacksound);
- A_FaceTarget (actor);
- an = actor->angle >> ANGLETOFINESHIFT;
- actor->momx = FixedMul (SKULLSPEED, finecosine[an]);
- actor->momy = FixedMul (SKULLSPEED, finesine[an]);
- dist = P_AproxDistance (dest->x - actor->x, dest->y - actor->y);
- dist = dist / SKULLSPEED;
-
- if (dist < 1)
- dist = 1;
- actor->momz = (dest->z+(dest->height>>1) - actor->z) / dist;
- }
-
-
- /* */
- /* A_PainShootSkull */
- /* Spawn a lost soul and launch it at the target */
- /* */
- void
- A_PainShootSkull
- ( mobj_t* actor,
- angle_t angle )
- {
- fixed_t x;
- fixed_t y;
- fixed_t z;
-
- mobj_t* newmobj;
- angle_t an;
- int prestep;
- int count;
- thinker_t* currentthinker;
-
- /* count total number of skull currently on the level */
- count = 0;
-
- currentthinker = thinkercap.next;
- while (currentthinker != &thinkercap)
- {
- if ( (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
- && ((mobj_t *)currentthinker)->type == MT_SKULL)
- count++;
- currentthinker = currentthinker->next;
- }
-
- /* if there are allready 20 skulls on the level, */
- /* don't spit another one */
- if (count > 20)
- return;
-
-
- /* okay, there's playe for another one */
- an = angle >> ANGLETOFINESHIFT;
-
- prestep =
- 4*FRACUNIT
- + 3*(actor->info->radius + mobjinfo[MT_SKULL].radius)/2;
-
- x = actor->x + FixedMul (prestep, finecosine[an]);
- y = actor->y + FixedMul (prestep, finesine[an]);
- z = actor->z + 8*FRACUNIT;
-
- newmobj = P_SpawnMobj (x , y, z, MT_SKULL);
-
- /* Check for movements. */
- if (!P_TryMove (newmobj, newmobj->x, newmobj->y))
- {
- /* kill it immediately */
- P_DamageMobj (newmobj,actor,actor,10000);
- return;
- }
-
- newmobj->target = actor->target;
- A_SkullAttack (newmobj);
- }
-
-
- /* */
- /* A_PainAttack */
- /* Spawn a lost soul and launch it at the target */
- /* */
- void A_PainAttack (mobj_t* actor)
- {
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- A_PainShootSkull (actor, actor->angle);
- }
-
-
- void A_PainDie (mobj_t* actor)
- {
- A_Fall (actor);
- A_PainShootSkull (actor, actor->angle+ANG90);
- A_PainShootSkull (actor, actor->angle+ANG180);
- A_PainShootSkull (actor, actor->angle+ANG270);
- }
-
-
-
-
-
-
- void A_Scream (mobj_t* actor)
- {
- int sound;
-
- switch (actor->info->deathsound)
- {
- case 0:
- return;
-
- case sfx_podth1:
- case sfx_podth2:
- case sfx_podth3:
- sound = sfx_podth1 + P_Random ()%3;
- break;
-
- case sfx_bgdth1:
- case sfx_bgdth2:
- sound = sfx_bgdth1 + P_Random ()%2;
- break;
-
- default:
- sound = actor->info->deathsound;
- break;
- }
-
- /* Check for bosses. */
- if (actor->type==MT_SPIDER
- || actor->type == MT_CYBORG)
- {
- /* full volume */
- S_StartSound (NULL, sound);
- }
- else
- S_StartSound (actor, sound);
- }
-
-
- void A_XScream (mobj_t* actor)
- {
- S_StartSound (actor, sfx_slop);
- }
-
- void A_Pain (mobj_t* actor)
- {
- if (actor->info->painsound)
- S_StartSound (actor, actor->info->painsound);
- }
-
-
-
- void A_Fall (mobj_t *actor)
- {
- /* actor is on ground, it can be walked over */
- actor->flags &= ~MF_SOLID;
-
- /* So change this if corpse objects */
- /* are meant to be obstacles. */
- }
-
-
- /* */
- /* A_Explode */
- /* */
- void A_Explode (mobj_t* thingy)
- {
- P_RadiusAttack ( thingy, thingy->target, 128 );
- }
-
-
- /* */
- /* A_BossDeath */
- /* Possibly trigger special effects */
- /* if on first boss level */
- /* */
- void A_BossDeath (mobj_t* mo)
- {
- thinker_t* th;
- mobj_t* mo2;
- line_t junk;
- int i;
-
- if ( gamemode == commercial)
- {
- if (gamemap != 7)
- return;
-
- if ((mo->type != MT_FATSO)
- && (mo->type != MT_BABY))
- return;
- }
- else
- {
- switch(gameepisode)
- {
- case 1:
- if (gamemap != 8)
- return;
-
- if (mo->type != MT_BRUISER)
- return;
- break;
-
- case 2:
- if (gamemap != 8)
- return;
-
- if (mo->type != MT_CYBORG)
- return;
- break;
-
- case 3:
- if (gamemap != 8)
- return;
-
- if (mo->type != MT_SPIDER)
- return;
-
- break;
-
- case 4:
- switch(gamemap)
- {
- case 6:
- if (mo->type != MT_CYBORG)
- return;
- break;
-
- case 8:
- if (mo->type != MT_SPIDER)
- return;
- break;
-
- default:
- return;
- break;
- }
- break;
-
- default:
- if (gamemap != 8)
- return;
- break;
- }
-
- }
-
-
- /* make sure there is a player alive for victory */
- for (i=0 ; i<MAXPLAYERS ; i++)
- if (playeringame[i] && players[i].health > 0)
- break;
-
- if (i==MAXPLAYERS)
- return; /* no one left alive, so do not end game */
-
- /* scan the remaining thinkers to see */
- /* if all bosses are dead */
- for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
- {
- if (th->function.acp1 != (actionf_p1)P_MobjThinker)
- continue;
-
- mo2 = (mobj_t *)th;
- if (mo2 != mo
- && mo2->type == mo->type
- && mo2->health > 0)
- {
- /* other boss not dead */
- return;
- }
- }
-
- /* victory! */
- if ( gamemode == commercial)
- {
- if (gamemap == 7)
- {
- if (mo->type == MT_FATSO)
- {
- junk.tag = 666;
- EV_DoFloor(&junk,lowerFloorToLowest);
- return;
- }
-
- if (mo->type == MT_BABY)
- {
- junk.tag = 667;
- EV_DoFloor(&junk,raiseToTexture);
- return;
- }
- }
- }
- else
- {
- switch(gameepisode)
- {
- case 1:
- junk.tag = 666;
- EV_DoFloor (&junk, lowerFloorToLowest);
- return;
- break;
-
- case 4:
- switch(gamemap)
- {
- case 6:
- junk.tag = 666;
- EV_DoDoor (&junk, blazeOpen);
- return;
- break;
-
- case 8:
- junk.tag = 666;
- EV_DoFloor (&junk, lowerFloorToLowest);
- return;
- break;
- }
- }
- }
-
- G_ExitLevel ();
- }
-
-
- void A_Hoof (mobj_t* mo)
- {
- S_StartSound (mo, sfx_hoof);
- A_Chase (mo);
- }
-
- void A_Metal (mobj_t* mo)
- {
- S_StartSound (mo, sfx_metal);
- A_Chase (mo);
- }
-
- void A_BabyMetal (mobj_t* mo)
- {
- S_StartSound (mo, sfx_bspwlk);
- A_Chase (mo);
- }
-
- void
- A_OpenShotgun2
- ( player_t* player,
- pspdef_t* psp )
- {
- S_StartSound (player->mo, sfx_dbopn);
- }
-
- void
- A_LoadShotgun2
- ( player_t* player,
- pspdef_t* psp )
- {
- S_StartSound (player->mo, sfx_dbload);
- }
-
- void
- A_ReFire
- ( player_t* player,
- pspdef_t* psp );
-
- void
- A_CloseShotgun2
- ( player_t* player,
- pspdef_t* psp )
- {
- S_StartSound (player->mo, sfx_dbcls);
- A_ReFire(player,psp);
- }
-
-
-
- mobj_t* braintargets[32];
- int numbraintargets;
- int braintargeton;
-
- void A_BrainAwake (mobj_t* mo)
- {
- thinker_t* thinker;
- mobj_t* m;
-
- /* find all the target spots */
- numbraintargets = 0;
- braintargeton = 0;
-
- thinker = thinkercap.next;
- for (thinker = thinkercap.next ;
- thinker != &thinkercap ;
- thinker = thinker->next)
- {
- if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
- continue; /* not a mobj */
-
- m = (mobj_t *)thinker;
-
- if (m->type == MT_BOSSTARGET )
- {
- braintargets[numbraintargets] = m;
- numbraintargets++;
- }
- }
-
- S_StartSound (NULL,sfx_bossit);
- }
-
-
- void A_BrainPain (mobj_t* mo)
- {
- S_StartSound (NULL,sfx_bospn);
- }
-
-
- void A_BrainScream (mobj_t* mo)
- {
- int x;
- int y;
- int z;
- mobj_t* th;
-
- for (x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8)
- {
- y = mo->y - 320*FRACUNIT;
- z = 128 + P_Random()*2*FRACUNIT;
- th = P_SpawnMobj (x,y,z, MT_ROCKET);
- th->momz = P_Random()*512;
-
- P_SetMobjState (th, S_BRAINEXPLODE1);
-
- th->tics -= P_Random()&7;
- if (th->tics < 1)
- th->tics = 1;
- }
-
- S_StartSound (NULL,sfx_bosdth);
- }
-
-
-
- void A_BrainExplode (mobj_t* mo)
- {
- int x;
- int y;
- int z;
- mobj_t* th;
-
- x = mo->x + (P_Random () - P_Random ())*2048;
- y = mo->y;
- z = 128 + P_Random()*2*FRACUNIT;
- th = P_SpawnMobj (x,y,z, MT_ROCKET);
- th->momz = P_Random()*512;
-
- P_SetMobjState (th, S_BRAINEXPLODE1);
-
- th->tics -= P_Random()&7;
- if (th->tics < 1)
- th->tics = 1;
- }
-
-
- void A_BrainDie (mobj_t* mo)
- {
- G_ExitLevel ();
- }
-
- void A_BrainSpit (mobj_t* mo)
- {
- mobj_t* targ;
- mobj_t* newmobj;
-
- static int easy = 0;
-
- easy ^= 1;
- if (gameskill <= sk_easy && (!easy))
- return;
-
- /* shoot a cube at current target */
- targ = braintargets[braintargeton];
- braintargeton = (braintargeton+1)%numbraintargets;
-
- /* spawn brain missile */
- newmobj = P_SpawnMissile (mo, targ, MT_SPAWNSHOT);
- newmobj->target = targ;
- newmobj->reactiontime =
- ((targ->y - mo->y)/newmobj->momy) / newmobj->state->tics;
-
- S_StartSound(NULL, sfx_bospit);
- }
-
-
-
- void A_SpawnFly (mobj_t* mo);
-
- /* travelling cube sound */
- void A_SpawnSound (mobj_t* mo)
- {
- S_StartSound (mo,sfx_boscub);
- A_SpawnFly(mo);
- }
-
- void A_SpawnFly (mobj_t* mo)
- {
- mobj_t* newmobj;
- mobj_t* fog;
- mobj_t* targ;
- int r;
- mobjtype_t type;
-
- if (--mo->reactiontime)
- return; /* still flying */
-
- targ = mo->target;
-
- /* First spawn teleport fog. */
- fog = P_SpawnMobj (targ->x, targ->y, targ->z, MT_SPAWNFIRE);
- S_StartSound (fog, sfx_telept);
-
- /* Randomly select monster to spawn. */
- r = P_Random ();
-
- /* Probability distribution (kind of :), */
- /* decreasing likelihood. */
- if ( r<50 )
- type = MT_TROOP;
- else if (r<90)
- type = MT_SERGEANT;
- else if (r<120)
- type = MT_SHADOWS;
- else if (r<130)
- type = MT_PAIN;
- else if (r<160)
- type = MT_HEAD;
- else if (r<162)
- type = MT_VILE;
- else if (r<172)
- type = MT_UNDEAD;
- else if (r<192)
- type = MT_BABY;
- else if (r<222)
- type = MT_FATSO;
- else if (r<246)
- type = MT_KNIGHT;
- else
- type = MT_BRUISER;
-
- newmobj = P_SpawnMobj (targ->x, targ->y, targ->z, type);
- if (P_LookForPlayers (newmobj, true) )
- P_SetMobjState (newmobj, newmobj->info->seestate);
-
- /* telefrag anything in this spot */
- P_TeleportMove (newmobj, newmobj->x, newmobj->y);
-
- /* remove self (i.e., cube). */
- P_RemoveMobj (mo);
- }
-
-
-
- void A_PlayerScream (mobj_t* mo)
- {
- /* Default death sound. */
- int sound = sfx_pldeth;
-
- if ( (gamemode == commercial)
- && (mo->health < -50))
- {
- /* IF THE PLAYER DIES */
- /* LESS THAN -50% WITHOUT GIBBING */
- sound = sfx_pdiehi;
- }
-
- S_StartSound (mo, sound);
- }
-