/* =========================================================================== 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"