/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include
#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"
extern bool globalNetworking;
//
// P_NewChaseDir related LUT.
//
const dirtype_t opposite[] =
{
DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
};
const dirtype_t diags[] =
{
DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
};
extern "C" void A_Fall (mobj_t *actor, void *);
//
// ENEMY THINKING
// Enemies are allways spawned
// with targetplayer = -1, threshold = 0
// Most monsters are spawned unaware of all ::g->players,
// but some can be made preaware
//
//
// Called by P_NoiseAlert.
// Recursively traverse adjacent ::g->sectors,
// sound blocking ::g->lines cut off traversal.
//
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 == ::g->validcount
&& sec->soundtraversed <= soundblocks+1)
{
return; // already flooded
}
sec->validcount = ::g->validcount;
sec->soundtraversed = soundblocks+1;
sec->soundtarget = ::g->soundtarget;
for (i=0 ;ilinecount ; i++)
{
check = sec->lines[i];
if (! (check->flags & ML_TWOSIDED) )
continue;
P_LineOpening (check);
if (::g->openrange <= 0)
continue; // closed door
if ( ::g->sides[ check->sidenum[0] ].sector == sec)
other = ::g->sides[ check->sidenum[1] ] .sector;
else
other = ::g->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 )
{
::g->soundtarget = target;
::g->validcount++;
P_RecursiveSound (emmiter->subsector->sector, 0);
}
//
// P_CheckMeleeRange
//
qboolean 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
//
qboolean 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.
//
const fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000};
const fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000};
qboolean P_Move (mobj_t* actor)
{
fixed_t tryx;
fixed_t tryy;
line_t* ld;
// warning: 'catch', 'throw', and 'try'
// are all C++ reserved words
qboolean try_ok;
qboolean 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 && ::g->floatok)
{
// must adjust height
if (actor->z < ::g->tmfloorz)
actor->z += FLOATSPEED;
else
actor->z -= FLOATSPEED;
actor->flags |= MF_INFLOAT;
return true;
}
if (!::g->numspechit)
return false;
actor->movedir = DI_NODIR;
good = false;
while (::g->numspechit--)
{
ld = ::g->spechit[::g->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.
//
qboolean 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 = (dirtype_t)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]=(dirtype_t)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.
//
qboolean
P_LookForPlayers
( mobj_t* actor,
qboolean 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 (!::g->playeringame[actor->lastlook])
continue;
if (c++ == 2
|| actor->lastlook == stop)
{
// done looking
return false;
}
player = &::g->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;
}
extern "C" {
//
// A_KeenDie
// DOOM II special, map 32.
// Uses special tag 666.
//
void A_KeenDie (mobj_t* mo, void * )
{
thinker_t* th;
mobj_t* mo2;
line_t junk;
A_Fall (mo, 0);
// scan the remaining thinkers
// to see if all Keens are dead
for (th = ::g->thinkercap.next ; th != &::g->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,opened);
}
//
// ACTION ROUTINES
//
//
// A_Look
// Stay in state until a player is sighted.
//
void A_Look (mobj_t* actor, void * )
{
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, (statenum_t)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, void * )
{
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, (statenum_t)actor->info->spawnstate);
return;
}
// do not attack twice in a row
if (actor->flags & MF_JUSTATTACKED)
{
actor->flags &= ~MF_JUSTATTACKED;
if (::g->gameskill != sk_nightmare && !::g->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, (statenum_t)actor->info->meleestate);
return;
}
// check for missile attack
if (actor->info->missilestate)
{
if (::g->gameskill < sk_nightmare
&& !::g->fastparm && actor->movecount)
{
goto nomissile;
}
if (!P_CheckMissileRange (actor))
goto nomissile;
P_SetMobjState (actor, (statenum_t)actor->info->missilestate);
actor->flags |= MF_JUSTATTACKED;
return;
}
// ?
nomissile:
// possibly choose another target
if (::g->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, void * )
{
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, void * )
{
int angle;
int damage;
int slope;
if (!actor->target)
return;
A_FaceTarget (actor, 0);
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, void * )
{
int i;
int angle;
int bangle;
int damage;
int slope;
if (!actor->target)
return;
S_StartSound (actor, sfx_shotgn);
A_FaceTarget (actor, 0);
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, void * )
{
int angle;
int bangle;
int damage;
int slope;
if (!actor->target)
return;
S_StartSound (actor, sfx_shotgn);
A_FaceTarget (actor, 0);
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, void * )
{
// keep firing unless target got out of sight
A_FaceTarget (actor, 0);
if (P_Random () < 40)
return;
if (!actor->target
|| actor->target->health <= 0
|| !P_CheckSight (actor, actor->target) )
{
P_SetMobjState (actor, (statenum_t)actor->info->seestate);
}
}
void A_SpidRefire (mobj_t* actor, void * )
{
// keep firing unless target got out of sight
A_FaceTarget (actor, 0);
if (P_Random () < 10)
return;
if (!actor->target
|| actor->target->health <= 0
|| !P_CheckSight (actor, actor->target) )
{
P_SetMobjState (actor, (statenum_t)actor->info->seestate);
}
}
void A_BspiAttack (mobj_t *actor, void * )
{
if (!actor->target)
return;
A_FaceTarget (actor, 0);
// launch a missile
P_SpawnMissile (actor, actor->target, MT_ARACHPLAZ);
}
//
// A_TroopAttack
//
void A_TroopAttack (mobj_t* actor, void * )
{
int damage;
if (!actor->target)
return;
A_FaceTarget (actor, 0);
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, void * )
{
int damage;
if (!actor->target)
return;
A_FaceTarget (actor, 0);
if (P_CheckMeleeRange (actor))
{
damage = ((P_Random()%10)+1)*4;
P_DamageMobj (actor->target, actor, actor, damage);
}
}
void A_HeadAttack (mobj_t* actor, void * )
{
int damage;
if (!actor->target)
return;
A_FaceTarget (actor, 0);
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, void * )
{
if (!actor->target)
return;
A_FaceTarget (actor, 0);
P_SpawnMissile (actor, actor->target, MT_ROCKET);
}
void A_BruisAttack (mobj_t* actor, void * )
{
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, void * )
{
mobj_t* mo;
if (!actor->target)
return;
A_FaceTarget (actor, 0);
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;
}
void A_Tracer (mobj_t* actor, void * )
{
angle_t exact;
fixed_t dist;
fixed_t slope;
mobj_t* dest;
mobj_t* th;
//if (::g->gametic & 3)
//return;
// DHM - Nerve :: Demo fix - Keep the game state deterministic!!!
if ( ::g->leveltime & 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 -= ::g->TRACEANGLE;
if (exact - actor->angle < 0x80000000)
actor->angle = exact;
}
else
{
actor->angle += ::g->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, void * )
{
if (!actor->target)
return;
A_FaceTarget (actor, 0);
S_StartSound (actor,sfx_skeswg);
}
void A_SkelFist (mobj_t* actor, void * )
{
int damage;
if (!actor->target)
return;
A_FaceTarget (actor, 0);
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.
//
qboolean PIT_VileCheck (mobj_t* thing )
{
int maxdist;
qboolean 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 - ::g->viletryx) > maxdist
|| abs(thing->y - ::g->viletryy) > maxdist )
return true; // not actually touching
::g->corpsehit = thing;
::g->corpsehit->momx = ::g->corpsehit->momy = 0;
::g->corpsehit->height <<= 2;
check = P_CheckPosition (::g->corpsehit, ::g->corpsehit->x, ::g->corpsehit->y);
::g->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, void * )
{
int xl;
int xh;
int yl;
int yh;
int bx;
int by;
const mobjinfo_t* info;
mobj_t* temp;
if (actor->movedir != DI_NODIR)
{
// check for corpses to raise
::g->viletryx =
actor->x + actor->info->speed*xspeed[actor->movedir];
::g->viletryy =
actor->y + actor->info->speed*yspeed[actor->movedir];
xl = (::g->viletryx - ::g->bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
xh = (::g->viletryx - ::g->bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
yl = (::g->viletryy - ::g->bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
yh = (::g->viletryy - ::g->bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
::g->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 = ::g->corpsehit;
A_FaceTarget (actor, 0);
actor->target = temp;
P_SetMobjState (actor, S_VILE_HEAL1);
S_StartSound (::g->corpsehit, sfx_slop);
info = ::g->corpsehit->info;
P_SetMobjState (::g->corpsehit,(statenum_t)info->raisestate);
::g->corpsehit->height <<= 2;
::g->corpsehit->flags = info->flags;
::g->corpsehit->health = info->spawnhealth;
::g->corpsehit->target = NULL;
return;
}
}
}
}
// Return to normal attack.
A_Chase (actor, 0);
}
//
// A_VileStart
//
void A_VileStart (mobj_t* actor, void * )
{
S_StartSound (actor, sfx_vilatk);
}
//
// A_Fire
// Keep fire in front of player unless out of sight
//
void A_Fire (mobj_t* actor, void * );
void A_StartFire (mobj_t* actor, void * )
{
S_StartSound(actor,sfx_flamst);
A_Fire(actor, 0 );
}
void A_FireCrackle (mobj_t* actor, void * )
{
S_StartSound(actor,sfx_flame);
A_Fire(actor, 0);
}
void A_Fire (mobj_t* actor, void * )
{
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, void * )
{
mobj_t* fog;
if (!actor->target)
return;
A_FaceTarget (actor, 0);
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, 0);
}
//
// A_VileAttack
//
void A_VileAttack (mobj_t* actor, void * )
{
mobj_t* fire;
int an;
if (!actor->target)
return;
A_FaceTarget (actor, 0);
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.
//
void A_FatRaise (mobj_t *actor, void * )
{
A_FaceTarget (actor, 0);
S_StartSound (actor, sfx_manatk);
}
void A_FatAttack1 (mobj_t* actor, void * )
{
mobj_t* mo;
int an;
A_FaceTarget (actor, 0);
// 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, void * )
{
mobj_t* mo;
int an;
A_FaceTarget (actor, 0);
// 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, void * )
{
mobj_t* mo;
int an;
A_FaceTarget (actor, 0);
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.
//
void A_SkullAttack (mobj_t* actor, void * )
{
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, 0);
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 = ::g->thinkercap.next;
while (currentthinker != &::g->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, 0);
}
//
// A_PainAttack
// Spawn a lost soul and launch it at the target
//
void A_PainAttack (mobj_t* actor, void * )
{
if (!actor->target)
return;
A_FaceTarget (actor, 0);
A_PainShootSkull (actor, actor->angle);
}
void A_PainDie (mobj_t* actor, void * )
{
A_Fall (actor, 0);
A_PainShootSkull (actor, actor->angle+ANG90);
A_PainShootSkull (actor, actor->angle+ANG180);
A_PainShootSkull (actor, actor->angle+ANG270);
}
void A_Scream (mobj_t* actor, void * )
{
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, void * )
{
S_StartSound (actor, sfx_slop);
}
void A_Pain (mobj_t* actor, void * )
{
if (actor->info->painsound )
S_StartSound (actor, actor->info->painsound);
}
void A_Fall (mobj_t *actor, void * )
{
// 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, void * )
{
P_RadiusAttack ( thingy, thingy->target, 128 );
}
//
// A_BossDeath
// Possibly trigger special effects
// if on first boss level
//
void A_BossDeath (mobj_t* mo, void * )
{
thinker_t* th;
mobj_t* mo2;
line_t junk;
int i;
if ( ::g->gamemode == commercial)
{
if (::g->gamemap != 7)
return;
if ((mo->type != MT_FATSO)
&& (mo->type != MT_BABY))
return;
}
else
{
switch(::g->gameepisode)
{
case 1:
if (::g->gamemap != 8)
return;
if (mo->type != MT_BRUISER)
return;
break;
case 2:
if (::g->gamemap != 8)
return;
if (mo->type != MT_CYBORG)
return;
break;
case 3:
if (::g->gamemap != 8)
return;
if (mo->type != MT_SPIDER)
return;
break;
case 4:
switch(::g->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 (::g->gamemap != 8)
return;
break;
}
}
// make sure there is a player alive for victory
for (i=0 ; iplayeringame[i] && ::g->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 = ::g->thinkercap.next ; th != &::g->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 ( ::g->gamemode == commercial)
{
if (::g->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(::g->gameepisode)
{
case 1:
junk.tag = 666;
EV_DoFloor (&junk, lowerFloorToLowest);
return;
break;
case 4:
switch(::g->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, void * )
{
S_StartSound (mo, sfx_hoof);
A_Chase (mo, 0);
}
void A_Metal (mobj_t* mo, void * )
{
S_StartSound (mo, sfx_metal);
A_Chase (mo, 0);
}
void A_BabyMetal (mobj_t* mo, void * )
{
S_StartSound (mo, sfx_bspwlk);
A_Chase (mo, 0);
}
void
A_OpenShotgun2
( player_t* player,
pspdef_t* psp )
{
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound (player->mo, sfx_dbopn);
}
void
A_LoadShotgun2
( player_t* player,
pspdef_t* psp )
{
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound (player->mo, sfx_dbload);
}
void
A_ReFire
( player_t* player,
pspdef_t* psp );
void
A_CloseShotgun2
( player_t* player,
pspdef_t* psp )
{
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound (player->mo, sfx_dbcls);
A_ReFire(player,psp);
}
void A_BrainAwake (mobj_t* mo, void * )
{
thinker_t* thinker;
mobj_t* m;
// find all the target spots
::g->easy = 0;
::g->numbraintargets = 0;
::g->braintargeton = 0;
thinker = ::g->thinkercap.next;
for (thinker = ::g->thinkercap.next ;
thinker != &::g->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 )
{
::g->braintargets[::g->numbraintargets] = m;
::g->numbraintargets++;
}
}
S_StartSound (NULL,sfx_bossit);
}
void A_BrainPain (mobj_t* mo, void * )
{
S_StartSound (NULL,sfx_bospn);
}
void A_BrainScream (mobj_t* mo, void * )
{
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, void * )
{
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, void * )
{
G_ExitLevel ();
}
void A_BrainSpit (mobj_t* mo, void * )
{
mobj_t* targ;
mobj_t* newmobj;
::g->easy ^= 1;
if (::g->gameskill <= sk_easy && (!::g->easy))
return;
if ( 1 ) {
// count number of thinkers
int numCorpse = 0;
int numEnemies = 0;
for ( thinker_t* th = ::g->thinkercap.next; th != &::g->thinkercap; th = th->next ) {
if ( th->function.acp1 == (actionf_p1)P_MobjThinker ) {
mobj_t* obj = (mobj_t*)th;
if ( obj->flags & MF_CORPSE ) {
numCorpse++;
}
else if ( obj->type > MT_PLAYER && obj->type < MT_KEEN ) {
numEnemies++;
}
}
}
if ( numCorpse > 48 ) {
for ( int i = 0; i < 12; i++ ) {
for ( thinker_t* th = ::g->thinkercap.next; th != &::g->thinkercap; th = th->next ) {
if ( th->function.acp1 == (actionf_p1)P_MobjThinker ) {
mobj_t* obj = (mobj_t*)th;
if ( obj->flags & MF_CORPSE ) {
P_RemoveMobj( obj );
break;
}
}
}
}
}
if ( numEnemies > 32 ) {
return;
}
}
// shoot a cube at current target
targ = ::g->braintargets[::g->braintargeton];
::g->braintargeton = (::g->braintargeton+1) % ::g->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, void * );
// travelling cube sound
void A_SpawnSound (mobj_t* mo, void * )
{
S_StartSound (mo,sfx_boscub);
A_SpawnFly(mo, 0);
}
void A_SpawnFly (mobj_t* mo, void * )
{
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, (statenum_t)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, void * )
{
// Default death sound.
int sound = sfx_pldeth;
if ( (::g->gamemode == commercial)
&& (mo->health < -50))
{
// IF THE PLAYER DIES
// LESS THAN -50% WITHOUT GIBBING
sound = sfx_pdiehi;
}
if ( ::g->demoplayback || globalNetworking || (mo == ::g->players[::g->consoleplayer].mo))
S_StartSound (mo, sound);
}
}; // extern "C"