mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
2028 lines
38 KiB
C++
2028 lines
38 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include <stdlib.h>
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#include "m_random.h"
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#include "i_system.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "g_game.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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// Data.
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#include "sounds.h"
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extern bool globalNetworking;
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//
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// P_NewChaseDir related LUT.
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//
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const dirtype_t opposite[] =
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{
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DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
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DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
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};
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const dirtype_t diags[] =
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{
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DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
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};
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extern "C" void A_Fall (mobj_t *actor, void *);
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//
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// ENEMY THINKING
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// Enemies are allways spawned
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// with targetplayer = -1, threshold = 0
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// Most monsters are spawned unaware of all ::g->players,
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// but some can be made preaware
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//
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//
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// Called by P_NoiseAlert.
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// Recursively traverse adjacent ::g->sectors,
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// sound blocking ::g->lines cut off traversal.
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//
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void
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P_RecursiveSound
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( sector_t* sec,
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int soundblocks )
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{
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int i;
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line_t* check;
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sector_t* other;
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// wake up all monsters in this sector
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if (sec->validcount == ::g->validcount
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&& sec->soundtraversed <= soundblocks+1)
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{
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return; // already flooded
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}
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sec->validcount = ::g->validcount;
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sec->soundtraversed = soundblocks+1;
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sec->soundtarget = ::g->soundtarget;
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for (i=0 ;i<sec->linecount ; i++)
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{
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check = sec->lines[i];
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if (! (check->flags & ML_TWOSIDED) )
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continue;
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P_LineOpening (check);
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if (::g->openrange <= 0)
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continue; // closed door
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if ( ::g->sides[ check->sidenum[0] ].sector == sec)
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other = ::g->sides[ check->sidenum[1] ] .sector;
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else
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other = ::g->sides[ check->sidenum[0] ].sector;
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if (check->flags & ML_SOUNDBLOCK)
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{
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if (!soundblocks)
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P_RecursiveSound (other, 1);
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}
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else
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P_RecursiveSound (other, soundblocks);
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}
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}
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//
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// P_NoiseAlert
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// If a monster yells at a player,
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// it will alert other monsters to the player.
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//
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void
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P_NoiseAlert
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( mobj_t* target,
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mobj_t* emmiter )
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{
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::g->soundtarget = target;
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::g->validcount++;
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P_RecursiveSound (emmiter->subsector->sector, 0);
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}
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//
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// P_CheckMeleeRange
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//
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qboolean P_CheckMeleeRange (mobj_t* actor)
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{
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mobj_t* pl;
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fixed_t dist;
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if (!actor->target)
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return false;
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pl = actor->target;
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dist = P_AproxDistance (pl->x-actor->x, pl->y-actor->y);
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if (dist >= MELEERANGE-20*FRACUNIT+pl->info->radius)
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return false;
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if (! P_CheckSight (actor, actor->target) )
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return false;
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return true;
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}
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//
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// P_CheckMissileRange
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//
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qboolean P_CheckMissileRange (mobj_t* actor)
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{
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fixed_t dist;
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if (! P_CheckSight (actor, actor->target) )
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return false;
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if ( actor->flags & MF_JUSTHIT )
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{
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// the target just hit the enemy,
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// so fight back!
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actor->flags &= ~MF_JUSTHIT;
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return true;
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}
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if (actor->reactiontime)
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return false; // do not attack yet
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// OPTIMIZE: get this from a global checksight
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dist = P_AproxDistance ( actor->x-actor->target->x,
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actor->y-actor->target->y) - 64*FRACUNIT;
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if (!actor->info->meleestate)
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dist -= 128*FRACUNIT; // no melee attack, so fire more
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dist >>= 16;
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if (actor->type == MT_VILE)
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{
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if (dist > 14*64)
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return false; // too far away
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}
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if (actor->type == MT_UNDEAD)
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{
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if (dist < 196)
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return false; // close for fist attack
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dist >>= 1;
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}
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if (actor->type == MT_CYBORG
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|| actor->type == MT_SPIDER
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|| actor->type == MT_SKULL)
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{
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dist >>= 1;
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}
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if (dist > 200)
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dist = 200;
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if (actor->type == MT_CYBORG && dist > 160)
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dist = 160;
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if (P_Random () < dist)
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return false;
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return true;
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}
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//
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// P_Move
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// Move in the current direction,
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// returns false if the move is blocked.
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//
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const fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000};
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const fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000};
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qboolean P_Move (mobj_t* actor)
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{
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fixed_t tryx;
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fixed_t tryy;
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line_t* ld;
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// warning: 'catch', 'throw', and 'try'
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// are all C++ reserved words
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qboolean try_ok;
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qboolean good;
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if (actor->movedir == DI_NODIR)
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return false;
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if ((unsigned)actor->movedir >= 8)
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I_Error ("Weird actor->movedir!");
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tryx = actor->x + actor->info->speed*xspeed[actor->movedir];
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tryy = actor->y + actor->info->speed*yspeed[actor->movedir];
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try_ok = P_TryMove (actor, tryx, tryy);
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if (!try_ok)
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{
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// open any specials
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if (actor->flags & MF_FLOAT && ::g->floatok)
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{
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// must adjust height
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if (actor->z < ::g->tmfloorz)
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actor->z += FLOATSPEED;
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else
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actor->z -= FLOATSPEED;
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actor->flags |= MF_INFLOAT;
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return true;
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}
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if (!::g->numspechit)
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return false;
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actor->movedir = DI_NODIR;
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good = false;
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while (::g->numspechit--)
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{
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ld = ::g->spechit[::g->numspechit];
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// if the special is not a door
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// that can be opened,
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// return false
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if (P_UseSpecialLine (actor, ld,0))
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good = true;
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}
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return good;
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}
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else
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{
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actor->flags &= ~MF_INFLOAT;
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}
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if (! (actor->flags & MF_FLOAT) )
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actor->z = actor->floorz;
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return true;
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}
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//
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// TryWalk
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// Attempts to move actor on
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// in its current (ob->moveangle) direction.
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// If blocked by either a wall or an actor
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// returns FALSE
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// If move is either clear or blocked only by a door,
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// returns TRUE and sets...
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// If a door is in the way,
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// an OpenDoor call is made to start it opening.
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//
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qboolean P_TryWalk (mobj_t* actor)
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{
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if (!P_Move (actor))
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{
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return false;
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}
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actor->movecount = P_Random()&15;
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return true;
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}
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void P_NewChaseDir (mobj_t* actor)
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{
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fixed_t deltax;
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fixed_t deltay;
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dirtype_t d[3];
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int tdir;
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dirtype_t olddir;
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dirtype_t turnaround;
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if (!actor->target)
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I_Error ("P_NewChaseDir: called with no target");
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olddir = (dirtype_t)actor->movedir;
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turnaround=opposite[olddir];
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deltax = actor->target->x - actor->x;
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deltay = actor->target->y - actor->y;
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if (deltax>10*FRACUNIT)
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d[1]= DI_EAST;
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else if (deltax<-10*FRACUNIT)
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d[1]= DI_WEST;
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else
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d[1]=DI_NODIR;
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if (deltay<-10*FRACUNIT)
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d[2]= DI_SOUTH;
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else if (deltay>10*FRACUNIT)
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d[2]= DI_NORTH;
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else
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d[2]=DI_NODIR;
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// try direct route
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if (d[1] != DI_NODIR
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&& d[2] != DI_NODIR)
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{
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actor->movedir = diags[((deltay<0)<<1)+(deltax>0)];
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if (actor->movedir != turnaround && P_TryWalk(actor))
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return;
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}
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// try other directions
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if (P_Random() > 200
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|| abs(deltay)>abs(deltax))
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{
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tdir=d[1];
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d[1]=d[2];
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d[2]=(dirtype_t)tdir;
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}
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if (d[1]==turnaround)
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d[1]=DI_NODIR;
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if (d[2]==turnaround)
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d[2]=DI_NODIR;
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if (d[1]!=DI_NODIR)
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{
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actor->movedir = d[1];
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if (P_TryWalk(actor))
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{
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// either moved forward or attacked
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return;
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}
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}
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if (d[2]!=DI_NODIR)
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{
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actor->movedir =d[2];
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if (P_TryWalk(actor))
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return;
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}
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// there is no direct path to the player,
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// so pick another direction.
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if (olddir!=DI_NODIR)
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{
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actor->movedir =olddir;
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if (P_TryWalk(actor))
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return;
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}
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// randomly determine direction of search
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if (P_Random()&1)
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{
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for ( tdir=DI_EAST;
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tdir<=DI_SOUTHEAST;
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tdir++ )
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{
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if (tdir!=turnaround)
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{
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actor->movedir =tdir;
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if ( P_TryWalk(actor) )
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return;
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}
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}
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}
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else
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{
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for ( tdir=DI_SOUTHEAST;
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tdir != (DI_EAST-1);
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tdir-- )
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{
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if (tdir!=turnaround)
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{
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actor->movedir =tdir;
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if ( P_TryWalk(actor) )
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return;
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}
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}
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}
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if (turnaround != DI_NODIR)
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{
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actor->movedir =turnaround;
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if ( P_TryWalk(actor) )
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return;
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}
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actor->movedir = DI_NODIR; // can not move
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}
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//
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// P_LookForPlayers
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// If allaround is false, only look 180 degrees in front.
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// Returns true if a player is targeted.
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//
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qboolean
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P_LookForPlayers
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( mobj_t* actor,
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qboolean allaround )
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{
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int c;
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int stop;
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player_t* player;
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sector_t* sector;
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angle_t an;
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fixed_t dist;
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sector = actor->subsector->sector;
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c = 0;
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stop = (actor->lastlook-1)&3;
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for ( ; ; actor->lastlook = (actor->lastlook+1)&3 )
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{
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if (!::g->playeringame[actor->lastlook])
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continue;
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if (c++ == 2
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|| actor->lastlook == stop)
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{
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// done looking
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return false;
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}
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player = &::g->players[actor->lastlook];
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|
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if (player->health <= 0)
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continue; // dead
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if (!P_CheckSight (actor, player->mo))
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continue; // out of sight
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|
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if (!allaround)
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{
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an = R_PointToAngle2 (actor->x,
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actor->y,
|
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player->mo->x,
|
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player->mo->y)
|
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- actor->angle;
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if (an > ANG90 && an < ANG270)
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{
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dist = P_AproxDistance (player->mo->x - actor->x,
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player->mo->y - actor->y);
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// if real close, react anyway
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if (dist > MELEERANGE)
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continue; // behind back
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}
|
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}
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|
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actor->target = player->mo;
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return true;
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}
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|
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return false;
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}
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|
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|
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extern "C" {
|
|
//
|
|
// A_KeenDie
|
|
// DOOM II special, map 32.
|
|
// Uses special tag 666.
|
|
//
|
|
void A_KeenDie (mobj_t* mo, void * )
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{
|
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thinker_t* th;
|
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mobj_t* mo2;
|
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line_t junk;
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A_Fall (mo, 0);
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|
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// scan the remaining thinkers
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// to see if all Keens are dead
|
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for (th = ::g->thinkercap.next ; th != &::g->thinkercap ; th=th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
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continue;
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|
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mo2 = (mobj_t *)th;
|
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if (mo2 != mo
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&& mo2->type == mo->type
|
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&& mo2->health > 0)
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{
|
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// other Keen not dead
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return;
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}
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}
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|
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junk.tag = 666;
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EV_DoDoor(&junk,opened);
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}
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|
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|
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//
|
|
// ACTION ROUTINES
|
|
//
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|
|
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//
|
|
// A_Look
|
|
// Stay in state until a player is sighted.
|
|
//
|
|
void A_Look (mobj_t* actor, void * )
|
|
{
|
|
mobj_t* targ;
|
|
|
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actor->threshold = 0; // any shot will wake up
|
|
targ = actor->subsector->sector->soundtarget;
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|
|
if (targ
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&& (targ->flags & MF_SHOOTABLE) )
|
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{
|
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actor->target = targ;
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|
|
if ( actor->flags & MF_AMBUSH )
|
|
{
|
|
if (P_CheckSight (actor, actor->target))
|
|
goto seeyou;
|
|
}
|
|
else
|
|
goto seeyou;
|
|
}
|
|
|
|
|
|
if (!P_LookForPlayers (actor, false) )
|
|
return;
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|
|
// 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 ; i<MAXPLAYERS ; i++)
|
|
if (::g->playeringame[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"
|
|
|