//************************************************************************** //** //** p_enemy.c : Heretic 2 : Raven Software, Corp. //** //** $RCSfile: p_enemy.c,v $ //** $Revision: 1.170 $ //** $Date: 96/01/06 03:23:28 $ //** $Author: bgokey $ //** //************************************************************************** #include "h2def.h" #include "p_local.h" #include "soundst.h" // Macros // Types // Private Data // External Data extern fixed_t FloatBobOffsets[64]; //---------------------------------------------------------------------------- // // PROC P_RecursiveSound // //---------------------------------------------------------------------------- mobj_t *soundtarget; void P_RecursiveSound(sector_t *sec, int soundblocks) { int i; line_t *check; sector_t *other; // Wake up all monsters in this sector if(sec->validcount == validcount && sec->soundtraversed <= soundblocks+1) { // Already flooded return; } sec->validcount = validcount; sec->soundtraversed = soundblocks+1; sec->soundtarget = soundtarget; for(i = 0; i < sec->linecount; i++) { check = sec->lines[i]; if(!(check->flags&ML_TWOSIDED)) { continue; } P_LineOpening(check); if(openrange <= 0) { // Closed door continue; } if(sides[check->sidenum[0]].sector == sec) { other = sides[check->sidenum[1]].sector; } else { other = sides[check->sidenum[0]].sector; } if(check->flags&ML_SOUNDBLOCK) { if(!soundblocks) { P_RecursiveSound(other, 1); } } else { P_RecursiveSound(other, soundblocks); } } } //---------------------------------------------------------------------------- // // PROC P_NoiseAlert // // If a monster yells at a player, it will alert other monsters to the // player. // //---------------------------------------------------------------------------- void P_NoiseAlert(mobj_t *target, mobj_t *emmiter) { soundtarget = target; validcount++; P_RecursiveSound(emmiter->subsector->sector, 0); } //---------------------------------------------------------------------------- // // FUNC P_CheckMeleeRange // //---------------------------------------------------------------------------- boolean P_CheckMeleeRange(mobj_t *actor) { mobj_t *mo; fixed_t dist; if(!actor->target) { return(false); } mo = actor->target; dist = P_AproxDistance(mo->x-actor->x, mo->y-actor->y); if(dist >= MELEERANGE) { return(false); } if(!P_CheckSight(actor, mo)) { return(false); } if(mo->z > actor->z+actor->height) { // Target is higher than the attacker return(false); } else if(actor->z > mo->z+mo->height) { // Attacker is higher return(false); } return(true); } //---------------------------------------------------------------------------- // // FUNC P_CheckMeleeRange2 // //---------------------------------------------------------------------------- boolean P_CheckMeleeRange2(mobj_t *actor) { mobj_t *mo; fixed_t dist; if(!actor->target) { return(false); } mo = actor->target; dist = P_AproxDistance(mo->x-actor->x, mo->y-actor->y); if(dist >= MELEERANGE*2 || dist < MELEERANGE) { return(false); } if(!P_CheckSight(actor, mo)) { return(false); } if(mo->z > actor->z+actor->height) { // Target is higher than the attacker return(false); } else if(actor->z > mo->z+mo->height) { // Attacker is higher return(false); } return(true); } //---------------------------------------------------------------------------- // // FUNC P_CheckMissileRange // //---------------------------------------------------------------------------- boolean P_CheckMissileRange(mobj_t *actor) { fixed_t dist; if(!P_CheckSight(actor, actor->target)) { return(false); } if(actor->flags&MF_JUSTHIT) { // The target just hit the enemy, so fight back! actor->flags &= ~MF_JUSTHIT; return(true); } if(actor->reactiontime) { // Don't attack yet return(false); } dist = (P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y)>>FRACBITS)-64; if(!actor->info->meleestate) { // No melee attack, so fire more frequently dist -= 128; } if(dist > 200) { dist = 200; } if(P_Random() < dist) { return(false); } return(true); } /* ================ = = P_Move = = Move in the current direction = returns false if the move is blocked ================ */ fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000}; fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000}; #define MAXSPECIALCROSS 8 extern line_t *spechit[MAXSPECIALCROSS]; extern int numspechit; boolean P_Move(mobj_t *actor) { fixed_t tryx, tryy; line_t *ld; boolean good; if(actor->flags2&MF2_BLASTED) return(true); if(actor->movedir == DI_NODIR) { return(false); } tryx = actor->x+actor->info->speed*xspeed[actor->movedir]; tryy = actor->y+actor->info->speed*yspeed[actor->movedir]; if(!P_TryMove(actor, tryx, tryy)) { // open any specials if(actor->flags&MF_FLOAT && floatok) { // must adjust height if(actor->z < tmfloorz) { actor->z += FLOATSPEED; } else { actor->z -= FLOATSPEED; } actor->flags |= MF_INFLOAT; return(true); } if(!numspechit) { return false; } actor->movedir = DI_NODIR; good = false; while(numspechit--) { ld = spechit[numspechit]; // if the special isn't a door that can be opened, return false if(P_ActivateLine(ld, actor, 0, SPAC_USE)) { good = true; } /* Old version before use/cross/impact specials were combined if(P_UseSpecialLine(actor, ld)) { good = true; } */ } return(good); } else { actor->flags &= ~MF_INFLOAT; } if(!(actor->flags&MF_FLOAT)) { if(actor->z > actor->floorz) { P_HitFloor(actor); } actor->z = actor->floorz; } return(true); } //---------------------------------------------------------------------------- // // FUNC P_TryWalk // // Attempts to move actor in its current (ob->moveangle) direction. // If blocked by either a wall or an actor returns FALSE. // If move is either clear of block only by a door, returns TRUE and sets. // If a door is in the way, an OpenDoor call is made to start it opening. // //---------------------------------------------------------------------------- boolean P_TryWalk(mobj_t *actor) { if(!P_Move(actor)) { return(false); } actor->movecount = P_Random()&15; return(true); } /* ================ = = P_NewChaseDir = ================ */ dirtype_t opposite[] = {DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR}; dirtype_t diags[] = {DI_NORTHWEST,DI_NORTHEAST,DI_SOUTHWEST,DI_SOUTHEAST}; void P_NewChaseDir (mobj_t *actor) { fixed_t deltax,deltay; dirtype_t d[3]; dirtype_t tdir, olddir, turnaround; if (!actor->target) I_Error ("P_NewChaseDir: called with no target"); olddir = actor->movedir; turnaround=opposite[olddir]; deltax = actor->target->x - actor->x; deltay = actor->target->y - actor->y; if (deltax>10*FRACUNIT) d[1]= DI_EAST; else if (deltax<-10*FRACUNIT) d[1]= DI_WEST; else d[1]=DI_NODIR; if (deltay<-10*FRACUNIT) d[2]= DI_SOUTH; else if (deltay>10*FRACUNIT) d[2]= DI_NORTH; else d[2]=DI_NODIR; // try direct route if (d[1] != DI_NODIR && d[2] != DI_NODIR) { actor->movedir = diags[((deltay<0)<<1)+(deltax>0)]; if (actor->movedir != turnaround && P_TryWalk(actor)) return; } // try other directions if (P_Random() > 200 || abs(deltay)>abs(deltax)) { tdir=d[1]; d[1]=d[2]; d[2]=tdir; } if (d[1]==turnaround) d[1]=DI_NODIR; if (d[2]==turnaround) d[2]=DI_NODIR; if (d[1]!=DI_NODIR) { actor->movedir = d[1]; if (P_TryWalk(actor)) return; /*either moved forward or attacked*/ } 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; } if (P_Random()&1) /*randomly determine direction of search*/ { 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;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't move } //--------------------------------------------------------------------------- // // FUNC P_LookForMonsters // //--------------------------------------------------------------------------- #define MONS_LOOK_RANGE (16*64*FRACUNIT) #define MONS_LOOK_LIMIT 64 boolean P_LookForMonsters(mobj_t *actor) { int count; mobj_t *mo; thinker_t *think; if(!P_CheckSight(players[0].mo, actor)) { // Player can't see monster return(false); } count = 0; for(think = thinkercap.next; think != &thinkercap; think = think->next) { if(think->function != P_MobjThinker) { // Not a mobj thinker continue; } mo = (mobj_t *)think; if(!(mo->flags&MF_COUNTKILL) || (mo == actor) || (mo->health <= 0)) { // Not a valid monster continue; } if(P_AproxDistance(actor->x-mo->x, actor->y-mo->y) > MONS_LOOK_RANGE) { // Out of range continue; } if(P_Random() < 16) { // Skip continue; } if(count++ > MONS_LOOK_LIMIT) { // Stop searching return(false); } if(!P_CheckSight(actor, mo)) { // Out of sight continue; } if (actor->type == MT_MINOTAUR) { if ((mo->type == MT_MINOTAUR) && (mo->target != ((player_t *)actor->special1)->mo)) { continue; } } // Found a target monster actor->target = mo; return(true); } return(false); } /* ================ = = P_LookForPlayers = = If allaround is false, only look 180 degrees in front = returns true if a player is targeted ================ */ boolean P_LookForPlayers(mobj_t *actor, boolean allaround) { int c; int stop; player_t *player; sector_t *sector; angle_t an; fixed_t dist; if(!netgame && players[0].health <= 0) { // Single player game and player is dead, look for monsters return(P_LookForMonsters(actor)); } sector = actor->subsector->sector; c = 0; stop = (actor->lastlook-1)&3; for( ; ; actor->lastlook = (actor->lastlook+1)&3 ) { if (!playeringame[actor->lastlook]) continue; if (c++ == 2 || actor->lastlook == stop) return false; // done looking player = &players[actor->lastlook]; if (player->health <= 0) continue; // dead if (!P_CheckSight (actor, player->mo)) continue; // out of sight if (!allaround) { an = R_PointToAngle2 (actor->x, actor->y, player->mo->x, player->mo->y) - actor->angle; if (an > ANG90 && an < ANG270) { dist = P_AproxDistance (player->mo->x - actor->x, player->mo->y - actor->y); // if real close, react anyway if (dist > MELEERANGE) continue; // behind back } } if(player->mo->flags&MF_SHADOW) { // Player is invisible if((P_AproxDistance(player->mo->x-actor->x, player->mo->y-actor->y) > 2*MELEERANGE) && P_AproxDistance(player->mo->momx, player->mo->momy) < 5*FRACUNIT) { // Player is sneaking - can't detect return(false); } if(P_Random() < 225) { // Player isn't sneaking, but still didn't detect return(false); } } if (actor->type == MT_MINOTAUR) { if(((player_t *)(actor->special1)) == player) { continue; // Don't target master } } actor->target = player->mo; return(true); } return(false); } /* =============================================================================== ACTION ROUTINES =============================================================================== */ /* ============== = = A_Look = = Stay in state until a player is sighted = ============== */ void A_Look (mobj_t *actor) { mobj_t *targ; actor->threshold = 0; // any shot will wake up targ = actor->subsector->sector->soundtarget; if (targ && (targ->flags & MF_SHOOTABLE) ) { actor->target = targ; if ( actor->flags & MF_AMBUSH ) { if (P_CheckSight (actor, actor->target)) goto seeyou; } else goto seeyou; } if (!P_LookForPlayers (actor, false) ) return; // go into chase state seeyou: if (actor->info->seesound) { int sound; sound = actor->info->seesound; if(actor->flags2&MF2_BOSS) { // Full volume S_StartSound(NULL, sound); } else { S_StartSound(actor, sound); } } P_SetMobjState(actor, actor->info->seestate); } /* ============== = = A_Chase = = Actor has a melee attack, so it tries to close as fast as possible = ============== */ void A_Chase(mobj_t *actor) { int delta; if(actor->reactiontime) { actor->reactiontime--; } // Modify target threshold if(actor->threshold) { actor->threshold--; } if(gameskill == sk_nightmare) { // Monsters move faster in nightmare mode actor->tics -= actor->tics/2; if(actor->tics < 3) { actor->tics = 3; } } // // 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)) { // got a new target return; } P_SetMobjState(actor, actor->info->spawnstate); return; } // // don't attack twice in a row // if(actor->flags & MF_JUSTATTACKED) { actor->flags &= ~MF_JUSTATTACKED; if (gameskill != sk_nightmare) P_NewChaseDir (actor); return; } // // check for melee attack // if (actor->info->meleestate && P_CheckMeleeRange (actor)) { if(actor->info->attacksound) { S_StartSound (actor, actor->info->attacksound); } P_SetMobjState (actor, actor->info->meleestate); return; } // // check for missile attack // if (actor->info->missilestate) { if (gameskill < sk_nightmare && actor->movecount) goto nomissile; if (!P_CheckMissileRange (actor)) goto nomissile; P_SetMobjState (actor, actor->info->missilestate); actor->flags |= MF_JUSTATTACKED; return; } nomissile: // // possibly choose another target // if (netgame && !actor->threshold && !P_CheckSight (actor, actor->target) ) { if (P_LookForPlayers(actor,true)) return; // got a new target } // // chase towards player // if (--actor->movecount<0 || !P_Move (actor)) { P_NewChaseDir (actor); } // // make active sound // if(actor->info->activesound && P_Random() < 3) { if(actor->type == MT_BISHOP && P_Random() < 128) { S_StartSound(actor, actor->info->seesound); } else if(actor->type == MT_PIG) { S_StartSound(actor, SFX_PIG_ACTIVE1+(P_Random()&1)); } else if(actor->flags2&MF2_BOSS) { S_StartSound(NULL, actor->info->activesound); } else { S_StartSound(actor, actor->info->activesound); } } } //---------------------------------------------------------------------------- // // PROC A_FaceTarget // //---------------------------------------------------------------------------- void A_FaceTarget(mobj_t *actor) { if(!actor->target) { return; } actor->flags &= ~MF_AMBUSH; actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); if(actor->target->flags&MF_SHADOW) { // Target is a ghost actor->angle += (P_Random()-P_Random())<<21; } } //---------------------------------------------------------------------------- // // PROC A_Pain // //---------------------------------------------------------------------------- void A_Pain(mobj_t *actor) { if(actor->info->painsound) { S_StartSound(actor, actor->info->painsound); } } //============================================================================ // // A_SetInvulnerable // //============================================================================ void A_SetInvulnerable(mobj_t *actor) { actor->flags2 |= MF2_INVULNERABLE; } //============================================================================ // // A_UnSetInvulnerable // //============================================================================ void A_UnSetInvulnerable(mobj_t *actor) { actor->flags2 &= ~MF2_INVULNERABLE; } //============================================================================ // // A_SetReflective // //============================================================================ void A_SetReflective(mobj_t *actor) { actor->flags2 |= MF2_REFLECTIVE; if ((actor->type == MT_CENTAUR) || (actor->type == MT_CENTAURLEADER)) { A_SetInvulnerable(actor); } } //============================================================================ // // A_UnSetReflective // //============================================================================ void A_UnSetReflective(mobj_t *actor) { actor->flags2 &= ~MF2_REFLECTIVE; if ((actor->type == MT_CENTAUR) || (actor->type == MT_CENTAURLEADER)) { A_UnSetInvulnerable(actor); } } //---------------------------------------------------------------------------- // // FUNC P_UpdateMorphedMonster // // Returns true if the pig morphs. // //---------------------------------------------------------------------------- boolean P_UpdateMorphedMonster(mobj_t *actor, int tics) { mobj_t *fog; fixed_t x; fixed_t y; fixed_t z; mobjtype_t moType; mobj_t *mo; mobj_t oldMonster; actor->special1 -= tics; if(actor->special1 > 0) { return(false); } moType = actor->special2; switch(moType) { case MT_WRAITHB: // These must remain morphed case MT_SERPENT: case MT_SERPENTLEADER: case MT_MINOTAUR: return(false); default: break; } x = actor->x; y = actor->y; z = actor->z; oldMonster = *actor; // Save pig vars P_RemoveMobjFromTIDList(actor); P_SetMobjState(actor, S_FREETARGMOBJ); mo = P_SpawnMobj(x, y, z, moType); if(P_TestMobjLocation(mo) == false) { // Didn't fit P_RemoveMobj(mo); mo = P_SpawnMobj(x, y, z, oldMonster.type); mo->angle = oldMonster.angle; mo->flags = oldMonster.flags; mo->health = oldMonster.health; mo->target = oldMonster.target; mo->special = oldMonster.special; mo->special1 = 5*35; // Next try in 5 seconds mo->special2 = moType; mo->tid = oldMonster.tid; memcpy(mo->args, oldMonster.args, 5); P_InsertMobjIntoTIDList(mo, oldMonster.tid); return(false); } mo->angle = oldMonster.angle; mo->target = oldMonster.target; mo->tid = oldMonster.tid; mo->special = oldMonster.special; memcpy(mo->args, oldMonster.args, 5); P_InsertMobjIntoTIDList(mo, oldMonster.tid); fog = P_SpawnMobj(x, y, z+TELEFOGHEIGHT, MT_TFOG); S_StartSound(fog, SFX_TELEPORT); return(true); } //---------------------------------------------------------------------------- // // PROC A_PigLook // //---------------------------------------------------------------------------- void A_PigLook(mobj_t *actor) { if(P_UpdateMorphedMonster(actor, 10)) { return; } A_Look(actor); } //---------------------------------------------------------------------------- // // PROC A_PigChase // //---------------------------------------------------------------------------- void A_PigChase(mobj_t *actor) { if(P_UpdateMorphedMonster(actor, 3)) { return; } A_Chase(actor); } //============================================================================ // // A_PigAttack // //============================================================================ void A_PigAttack(mobj_t *actor) { if(P_UpdateMorphedMonster(actor, 18)) { return; } if(!actor->target) { return; } if(P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, 2+(P_Random()&1)); S_StartSound(actor, SFX_PIG_ATTACK); } } //============================================================================ // // A_PigPain // //============================================================================ void A_PigPain(mobj_t *actor) { A_Pain(actor); if(actor->z <= actor->floorz) { actor->momz = 3.5*FRACUNIT; } } void FaceMovementDirection(mobj_t *actor) { switch(actor->movedir) { case DI_EAST: actor->angle = 0<<24; break; case DI_NORTHEAST: actor->angle = 32<<24; break; case DI_NORTH: actor->angle = 64<<24; break; case DI_NORTHWEST: actor->angle = 96<<24; break; case DI_WEST: actor->angle = 128<<24; break; case DI_SOUTHWEST: actor->angle = 160<<24; break; case DI_SOUTH: actor->angle = 192<<24; break; case DI_SOUTHEAST: actor->angle = 224<<24; break; } } //---------------------------------------------------------------------------- // // Minotaur variables // // special1 pointer to player that spawned it (mobj_t) // special2 internal to minotaur AI // args[0] args[0]-args[3] together make up minotaur start time // args[1] | // args[2] | // args[3] V // args[4] charge duration countdown //---------------------------------------------------------------------------- void A_MinotaurFade0(mobj_t *actor) { actor->flags &= ~MF_ALTSHADOW; actor->flags |= MF_SHADOW; } void A_MinotaurFade1(mobj_t *actor) { // Second level of transparency actor->flags &= ~MF_SHADOW; actor->flags |= MF_ALTSHADOW; } void A_MinotaurFade2(mobj_t *actor) { // Make fully visible actor->flags &= ~MF_SHADOW; actor->flags &= ~MF_ALTSHADOW; } //---------------------------------------------------------------------------- // // A_MinotaurRoam - // // //---------------------------------------------------------------------------- void A_MinotaurLook(mobj_t *actor); void A_MinotaurRoam(mobj_t *actor) { unsigned int *starttime = (unsigned int *)actor->args; actor->flags &= ~MF_SHADOW; // In case pain caused him to actor->flags &= ~MF_ALTSHADOW; // skip his fade in. if ((leveltime - *starttime) >= MAULATORTICS) { P_DamageMobj(actor,NULL,NULL,10000); return; } if (P_Random()<30) A_MinotaurLook(actor); // adjust to closest target if (P_Random()<6) { //Choose new direction actor->movedir = P_Random() % 8; FaceMovementDirection(actor); } if (!P_Move(actor)) { // Turn if (P_Random() & 1) actor->movedir = (++actor->movedir)%8; else actor->movedir = (actor->movedir+7)%8; FaceMovementDirection(actor); } } //---------------------------------------------------------------------------- // // PROC A_MinotaurLook // // Look for enemy of player //---------------------------------------------------------------------------- #define MINOTAUR_LOOK_DIST (16*54*FRACUNIT) void A_MinotaurLook(mobj_t *actor) { mobj_t *mo=NULL; player_t *player; thinker_t *think; fixed_t dist; int i; mobj_t *master = (mobj_t *)(actor->special1); actor->target = NULL; if (deathmatch) // Quick search for players { for (i=0; imo; if (mo == master) continue; if (mo->health <= 0) continue; dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y); if (dist > MINOTAUR_LOOK_DIST) continue; actor->target = mo; break; } } if (!actor->target) // Near player monster search { if (master && (master->health>0) && (master->player)) mo = P_RoughMonsterSearch(master, 20); else mo = P_RoughMonsterSearch(actor, 20); actor->target = mo; } if (!actor->target) // Normal monster search { for(think = thinkercap.next; think != &thinkercap; think = think->next) { if(think->function != P_MobjThinker) continue; mo = (mobj_t *)think; if (!(mo->flags&MF_COUNTKILL)) continue; if (mo->health <= 0) continue; if (!(mo->flags&MF_SHOOTABLE)) continue; dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y); if (dist > MINOTAUR_LOOK_DIST) continue; if ((mo == master) || (mo == actor)) continue; if ((mo->type == MT_MINOTAUR) && (mo->special1 == actor->special1)) continue; actor->target = mo; break; // Found mobj to attack } } if (actor->target) { P_SetMobjStateNF(actor, S_MNTR_WALK1); } else { P_SetMobjStateNF(actor, S_MNTR_ROAM1); } } void A_MinotaurChase(mobj_t *actor) { unsigned int *starttime = (unsigned int *)actor->args; actor->flags &= ~MF_SHADOW; // In case pain caused him to actor->flags &= ~MF_ALTSHADOW; // skip his fade in. if ((leveltime - *starttime) >= MAULATORTICS) { P_DamageMobj(actor,NULL,NULL,10000); return; } if (P_Random()<30) A_MinotaurLook(actor); // adjust to closest target if (!actor->target || (actor->target->health <= 0) || !(actor->target->flags&MF_SHOOTABLE)) { // look for a new target P_SetMobjState(actor, S_MNTR_LOOK1); return; } FaceMovementDirection(actor); actor->reactiontime=0; // Melee attack if (actor->info->meleestate && P_CheckMeleeRange(actor)) { if(actor->info->attacksound) { S_StartSound (actor, actor->info->attacksound); } P_SetMobjState (actor, actor->info->meleestate); return; } // Missile attack if (actor->info->missilestate && P_CheckMissileRange(actor)) { P_SetMobjState (actor, actor->info->missilestate); return; } // chase towards target if (!P_Move(actor)) { P_NewChaseDir(actor); } // Active sound if(actor->info->activesound && P_Random() < 6) { S_StartSound(actor, actor->info->activesound); } } //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk1 // // Melee attack. // //---------------------------------------------------------------------------- void A_MinotaurAtk1(mobj_t *actor) { if (!actor->target) return; S_StartSound(actor, SFX_MAULATOR_HAMMER_SWING); if(P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, HITDICE(4)); } } //---------------------------------------------------------------------------- // // PROC A_MinotaurDecide // // Choose a missile attack. // //---------------------------------------------------------------------------- #define MNTR_CHARGE_SPEED (23*FRACUNIT) void A_MinotaurDecide(mobj_t *actor) { angle_t angle; mobj_t *target = actor->target; int dist; if (!target) return; dist = P_AproxDistance(actor->x-target->x, actor->y-target->y); if(target->z+target->height > actor->z && target->z+target->height < actor->z+actor->height && dist < 16*64*FRACUNIT && dist > 1*64*FRACUNIT && P_Random() < 230) { // Charge attack // Don't call the state function right away P_SetMobjStateNF(actor, S_MNTR_ATK4_1); actor->flags |= MF_SKULLFLY; A_FaceTarget(actor); angle = actor->angle>>ANGLETOFINESHIFT; actor->momx = FixedMul(MNTR_CHARGE_SPEED, finecosine[angle]); actor->momy = FixedMul(MNTR_CHARGE_SPEED, finesine[angle]); actor->args[4] = 35/2; // Charge duration } else if(target->z == target->floorz && dist < 9*64*FRACUNIT && P_Random() < 100) { // Floor fire attack P_SetMobjState(actor, S_MNTR_ATK3_1); actor->special2 = 0; } else { // Swing attack A_FaceTarget(actor); // Don't need to call P_SetMobjState because the current state // falls through to the swing attack } } //---------------------------------------------------------------------------- // // PROC A_MinotaurCharge // //---------------------------------------------------------------------------- void A_MinotaurCharge(mobj_t *actor) { mobj_t *puff; if (!actor->target) return; if(actor->args[4] > 0) { puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PUNCHPUFF); puff->momz = 2*FRACUNIT; actor->args[4]--; } else { actor->flags &= ~MF_SKULLFLY; P_SetMobjState(actor, actor->info->seestate); } } //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk2 // // Swing attack. // //---------------------------------------------------------------------------- void A_MinotaurAtk2(mobj_t *actor) { mobj_t *mo; angle_t angle; fixed_t momz; if(!actor->target) return; S_StartSound(actor, SFX_MAULATOR_HAMMER_SWING); if(P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, HITDICE(3)); return; } mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1); if(mo) { //S_StartSound(mo, sfx_minat2); momz = mo->momz; angle = mo->angle; P_SpawnMissileAngle(actor, MT_MNTRFX1, angle-(ANG45/8), momz); P_SpawnMissileAngle(actor, MT_MNTRFX1, angle+(ANG45/8), momz); P_SpawnMissileAngle(actor, MT_MNTRFX1, angle-(ANG45/16), momz); P_SpawnMissileAngle(actor, MT_MNTRFX1, angle+(ANG45/16), momz); } } //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk3 // // Floor fire attack. // //---------------------------------------------------------------------------- void A_MinotaurAtk3(mobj_t *actor) { mobj_t *mo; player_t *player; if(!actor->target) { return; } if(P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, HITDICE(3)); if((player = actor->target->player) != NULL) { // Squish the player player->deltaviewheight = -16*FRACUNIT; } } else { mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX2); if(mo != NULL) { S_StartSound(mo, SFX_MAULATOR_HAMMER_HIT); } } if(P_Random() < 192 && actor->special2 == 0) { P_SetMobjState(actor, S_MNTR_ATK3_4); actor->special2 = 1; } } //---------------------------------------------------------------------------- // // PROC A_MntrFloorFire // //---------------------------------------------------------------------------- void A_MntrFloorFire(mobj_t *actor) { mobj_t *mo; actor->z = actor->floorz; mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<10), actor->y+((P_Random()-P_Random())<<10), ONFLOORZ, MT_MNTRFX3); mo->target = actor->target; mo->momx = 1; // Force block checking P_CheckMissileSpawn(mo); } //---------------------------------------------------------------------------- // // PROC A_Scream // //---------------------------------------------------------------------------- void A_Scream(mobj_t *actor) { int sound; S_StopSound(actor); if(actor->player) { if(actor->player->morphTics) { S_StartSound(actor, actor->info->deathsound); } else { // Handle the different player death screams if(actor->momz <= -39*FRACUNIT) { // Falling splat sound = SFX_PLAYER_FALLING_SPLAT; } else if(actor->health > -50) { // Normal death sound switch(actor->player->class) { case PCLASS_FIGHTER: sound = SFX_PLAYER_FIGHTER_NORMAL_DEATH; break; case PCLASS_CLERIC: sound = SFX_PLAYER_CLERIC_NORMAL_DEATH; break; case PCLASS_MAGE: sound = SFX_PLAYER_MAGE_NORMAL_DEATH; break; default: sound = SFX_NONE; break; } } else if(actor->health > -100) { // Crazy death sound switch(actor->player->class) { case PCLASS_FIGHTER: sound = SFX_PLAYER_FIGHTER_CRAZY_DEATH; break; case PCLASS_CLERIC: sound = SFX_PLAYER_CLERIC_CRAZY_DEATH; break; case PCLASS_MAGE: sound = SFX_PLAYER_MAGE_CRAZY_DEATH; break; default: sound = SFX_NONE; break; } } else { // Extreme death sound switch(actor->player->class) { case PCLASS_FIGHTER: sound = SFX_PLAYER_FIGHTER_EXTREME1_DEATH; break; case PCLASS_CLERIC: sound = SFX_PLAYER_CLERIC_EXTREME1_DEATH; break; case PCLASS_MAGE: sound = SFX_PLAYER_MAGE_EXTREME1_DEATH; break; default: sound = SFX_NONE; break; } sound += P_Random()%3; // Three different extreme deaths } S_StartSound(actor, sound); } } else { S_StartSound(actor, actor->info->deathsound); } } //--------------------------------------------------------------------------- // // PROC P_DropItem // //--------------------------------------------------------------------------- /* void P_DropItem(mobj_t *source, mobjtype_t type, int special, int chance) { mobj_t *mo; if(P_Random() > chance) { return; } mo = P_SpawnMobj(source->x, source->y, source->z+(source->height>>1), type); mo->momx = (P_Random()-P_Random())<<8; mo->momy = (P_Random()-P_Random())<<8; mo->momz = FRACUNIT*5+(P_Random()<<10); mo->flags2 |= MF2_DROPPED; mo->health = special; } */ //---------------------------------------------------------------------------- // // PROC A_NoBlocking // //---------------------------------------------------------------------------- void A_NoBlocking(mobj_t *actor) { actor->flags &= ~MF_SOLID; // Check for monsters dropping things /* switch(actor->type) { // Add the monster dropped items here case MT_MUMMYLEADERGHOST: P_DropItem(actor, MT_AMGWNDWIMPY, 3, 84); break; default: break; } */ } //---------------------------------------------------------------------------- // // PROC A_Explode // // Handles a bunch of exploding things. // //---------------------------------------------------------------------------- void A_Explode(mobj_t *actor) { int damage; int distance; boolean damageSelf; damage = 128; distance = 128; damageSelf = true; switch(actor->type) { case MT_FIREBOMB: // Time Bombs actor->z += 32*FRACUNIT; actor->flags &= ~MF_SHADOW; break; case MT_MNTRFX2: // Minotaur floor fire damage = 24; break; case MT_BISHOP: // Bishop radius death damage = 25+(P_Random()&15); break; case MT_HAMMER_MISSILE: // Fighter Hammer damage = 128; damageSelf = false; break; case MT_FSWORD_MISSILE: // Fighter Runesword damage = 64; damageSelf = false; break; case MT_CIRCLEFLAME: // Cleric Flame secondary flames damage = 20; damageSelf = false; break; case MT_SORCBALL1: // Sorcerer balls case MT_SORCBALL2: case MT_SORCBALL3: distance = 255; damage = 255; actor->args[0] = 1; // don't play bounce break; case MT_SORCFX1: // Sorcerer spell 1 damage = 30; break; case MT_SORCFX4: // Sorcerer spell 4 damage = 20; break; case MT_TREEDESTRUCTIBLE: damage = 10; break; case MT_DRAGON_FX2: damage = 80; damageSelf = false; break; case MT_MSTAFF_FX: damage = 64; distance = 192; damageSelf = false; break; case MT_MSTAFF_FX2: damage = 80; distance = 192; damageSelf = false; break; case MT_POISONCLOUD: damage = 4; distance = 40; break; case MT_ZXMAS_TREE: case MT_ZSHRUB2: damage = 30; distance = 64; break; default: break; } P_RadiusAttack(actor, actor->target, damage, distance, damageSelf); if(actor->z <= actor->floorz+(distance<type != MT_POISONCLOUD) { P_HitFloor(actor); } } //---------------------------------------------------------------------------- // // PROC P_Massacre // // Kills all monsters. // //---------------------------------------------------------------------------- int P_Massacre(void) { int count; mobj_t *mo; thinker_t *think; count = 0; for(think = thinkercap.next; think != &thinkercap; think = think->next) { if(think->function != P_MobjThinker) { // Not a mobj thinker continue; } mo = (mobj_t *)think; if((mo->flags&MF_COUNTKILL) && (mo->health > 0)) { mo->flags2 &= ~(MF2_NONSHOOTABLE+MF2_INVULNERABLE); mo->flags |= MF_SHOOTABLE; P_DamageMobj(mo, NULL, NULL, 10000); count++; } } return count; } //---------------------------------------------------------------------------- // // PROC A_SkullPop // //---------------------------------------------------------------------------- void A_SkullPop(mobj_t *actor) { mobj_t *mo; player_t *player; if(!actor->player) { return; } actor->flags &= ~MF_SOLID; mo = P_SpawnMobj(actor->x, actor->y, actor->z+48*FRACUNIT, MT_BLOODYSKULL); //mo->target = actor; mo->momx = (P_Random()-P_Random())<<9; mo->momy = (P_Random()-P_Random())<<9; mo->momz = FRACUNIT*2+(P_Random()<<6); // Attach player mobj to bloody skull player = actor->player; actor->player = NULL; actor->special1 = player->class; mo->player = player; mo->health = actor->health; mo->angle = actor->angle; player->mo = mo; player->lookdir = 0; player->damagecount = 32; } //---------------------------------------------------------------------------- // // PROC A_CheckSkullFloor // //---------------------------------------------------------------------------- void A_CheckSkullFloor(mobj_t *actor) { if(actor->z <= actor->floorz) { P_SetMobjState(actor, S_BLOODYSKULLX1); S_StartSound(actor, SFX_DRIP); } } //---------------------------------------------------------------------------- // // PROC A_CheckSkullDone // //---------------------------------------------------------------------------- void A_CheckSkullDone(mobj_t *actor) { if(actor->special2 == 666) { P_SetMobjState(actor, S_BLOODYSKULLX2); } } //---------------------------------------------------------------------------- // // PROC A_CheckBurnGone // //---------------------------------------------------------------------------- void A_CheckBurnGone(mobj_t *actor) { if(actor->special2 == 666) { P_SetMobjState(actor, S_PLAY_FDTH20); } } //---------------------------------------------------------------------------- // // PROC A_FreeTargMobj // //---------------------------------------------------------------------------- void A_FreeTargMobj(mobj_t *mo) { mo->momx = mo->momy = mo->momz = 0; mo->z = mo->ceilingz+4*FRACUNIT; mo->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_SOLID|MF_COUNTKILL); mo->flags |= MF_CORPSE|MF_DROPOFF|MF_NOGRAVITY; mo->flags2 &= ~(MF2_PASSMOBJ|MF2_LOGRAV); mo->flags2 |= MF2_DONTDRAW; mo->player = NULL; mo->health = -1000; // Don't resurrect } //---------------------------------------------------------------------------- // // CorpseQueue Routines // //---------------------------------------------------------------------------- // Corpse queue for monsters - this should be saved out #define CORPSEQUEUESIZE 64 mobj_t *corpseQueue[CORPSEQUEUESIZE]; int corpseQueueSlot; // throw another corpse on the queue void A_QueueCorpse(mobj_t *actor) { mobj_t *corpse; if(corpseQueueSlot >= CORPSEQUEUESIZE) { // Too many corpses - remove an old one corpse = corpseQueue[corpseQueueSlot%CORPSEQUEUESIZE]; if (corpse) P_RemoveMobj(corpse); } corpseQueue[corpseQueueSlot%CORPSEQUEUESIZE] = actor; corpseQueueSlot++; } // Remove a mobj from the queue (for resurrection) void A_DeQueueCorpse(mobj_t *actor) { int slot; for (slot=0; slotnext) { if(think->function != P_MobjThinker) continue; mo = (mobj_t *)think; if (!(mo->flags&MF_CORPSE)) continue; // Must be a corpse if (mo->flags&MF_ICECORPSE) continue; // Not ice corpses // Only corpses that call A_QueueCorpse from death routine switch(mo->type) { case MT_CENTAUR: case MT_CENTAURLEADER: case MT_DEMON: case MT_DEMON2: case MT_WRAITH: case MT_WRAITHB: case MT_BISHOP: case MT_ETTIN: case MT_PIG: case MT_CENTAUR_SHIELD: case MT_CENTAUR_SWORD: case MT_DEMONCHUNK1: case MT_DEMONCHUNK2: case MT_DEMONCHUNK3: case MT_DEMONCHUNK4: case MT_DEMONCHUNK5: case MT_DEMON2CHUNK1: case MT_DEMON2CHUNK2: case MT_DEMON2CHUNK3: case MT_DEMON2CHUNK4: case MT_DEMON2CHUNK5: case MT_FIREDEMON_SPLOTCH1: case MT_FIREDEMON_SPLOTCH2: A_QueueCorpse(mo); // Add corpse to queue break; default: break; } } } //---------------------------------------------------------------------------- // // PROC A_AddPlayerCorpse // //---------------------------------------------------------------------------- #define BODYQUESIZE 32 mobj_t *bodyque[BODYQUESIZE]; int bodyqueslot; void A_AddPlayerCorpse(mobj_t *actor) { if(bodyqueslot >= BODYQUESIZE) { // Too many player corpses - remove an old one P_RemoveMobj(bodyque[bodyqueslot%BODYQUESIZE]); } bodyque[bodyqueslot%BODYQUESIZE] = actor; bodyqueslot++; } //============================================================================ // // A_SerpentUnHide // //============================================================================ void A_SerpentUnHide(mobj_t *actor) { actor->flags2 &= ~MF2_DONTDRAW; actor->floorclip = 24*FRACUNIT; } //============================================================================ // // A_SerpentHide // //============================================================================ void A_SerpentHide(mobj_t *actor) { actor->flags2 |= MF2_DONTDRAW; actor->floorclip = 0; } //============================================================================ // // A_SerpentChase // //============================================================================ void A_SerpentChase(mobj_t *actor) { int delta; int oldX, oldY, oldFloor; if(actor->reactiontime) { actor->reactiontime--; } // Modify target threshold if(actor->threshold) { actor->threshold--; } if(gameskill == sk_nightmare) { // Monsters move faster in nightmare mode actor->tics -= actor->tics/2; if(actor->tics < 3) { actor->tics = 3; } } // // 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)) { // got a new target return; } P_SetMobjState(actor, actor->info->spawnstate); return; } // // don't attack twice in a row // if(actor->flags & MF_JUSTATTACKED) { actor->flags &= ~MF_JUSTATTACKED; if (gameskill != sk_nightmare) P_NewChaseDir (actor); return; } // // check for melee attack // if (actor->info->meleestate && P_CheckMeleeRange (actor)) { if(actor->info->attacksound) { S_StartSound (actor, actor->info->attacksound); } P_SetMobjState (actor, actor->info->meleestate); return; } // // possibly choose another target // if (netgame && !actor->threshold && !P_CheckSight (actor, actor->target) ) { if (P_LookForPlayers(actor,true)) return; // got a new target } // // chase towards player // oldX = actor->x; oldY = actor->y; oldFloor = actor->subsector->sector->floorpic; if (--actor->movecount<0 || !P_Move (actor)) { P_NewChaseDir (actor); } if(actor->subsector->sector->floorpic != oldFloor) { P_TryMove(actor, oldX, oldY); P_NewChaseDir (actor); } // // make active sound // if(actor->info->activesound && P_Random() < 3) { S_StartSound(actor, actor->info->activesound); } } //============================================================================ // // A_SerpentRaiseHump // // Raises the hump above the surface by raising the floorclip level //============================================================================ void A_SerpentRaiseHump(mobj_t *actor) { actor->floorclip -= 4*FRACUNIT; } //============================================================================ // // A_SerpentLowerHump // //============================================================================ void A_SerpentLowerHump(mobj_t *actor) { actor->floorclip += 4*FRACUNIT; } //============================================================================ // // A_SerpentHumpDecide // // Decided whether to hump up, or if the mobj is a serpent leader, // to missile attack //============================================================================ void A_SerpentHumpDecide(mobj_t *actor) { if(actor->type == MT_SERPENTLEADER) { if(P_Random() > 30) { return; } else if(P_Random() < 40) { // Missile attack P_SetMobjState(actor, S_SERPENT_SURFACE1); return; } } else if(P_Random() > 3) { return; } if(!P_CheckMeleeRange(actor)) { // The hump shouldn't occur when within melee range if(actor->type == MT_SERPENTLEADER && P_Random() < 128) { P_SetMobjState(actor, S_SERPENT_SURFACE1); } else { P_SetMobjState(actor, S_SERPENT_HUMP1); S_StartSound(actor, SFX_SERPENT_ACTIVE); } } } //============================================================================ // // A_SerpentBirthScream // //============================================================================ void A_SerpentBirthScream(mobj_t *actor) { S_StartSound(actor, SFX_SERPENT_BIRTH); } //============================================================================ // // A_SerpentDiveSound // //============================================================================ void A_SerpentDiveSound(mobj_t *actor) { S_StartSound(actor, SFX_SERPENT_ACTIVE); } //============================================================================ // // A_SerpentWalk // // Similar to A_Chase, only has a hardcoded entering of meleestate //============================================================================ void A_SerpentWalk(mobj_t *actor) { int delta; if(actor->reactiontime) { actor->reactiontime--; } // Modify target threshold if(actor->threshold) { actor->threshold--; } if(gameskill == sk_nightmare) { // Monsters move faster in nightmare mode actor->tics -= actor->tics/2; if(actor->tics < 3) { actor->tics = 3; } } // // 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)) { // got a new target return; } P_SetMobjState(actor, actor->info->spawnstate); return; } // // don't attack twice in a row // if(actor->flags & MF_JUSTATTACKED) { actor->flags &= ~MF_JUSTATTACKED; if (gameskill != sk_nightmare) 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, S_SERPENT_ATK1); return; } // // possibly choose another target // if (netgame && !actor->threshold && !P_CheckSight (actor, actor->target) ) { if (P_LookForPlayers(actor,true)) return; // got a new target } // // chase towards player // if (--actor->movecount<0 || !P_Move (actor)) { P_NewChaseDir (actor); } } //============================================================================ // // A_SerpentCheckForAttack // //============================================================================ void A_SerpentCheckForAttack(mobj_t *actor) { if(!actor->target) { return; } if(actor->type == MT_SERPENTLEADER) { if(!P_CheckMeleeRange(actor)) { P_SetMobjState(actor, S_SERPENT_ATK1); return; } } if(P_CheckMeleeRange2(actor)) { P_SetMobjState(actor, S_SERPENT_WALK1); } else if(P_CheckMeleeRange(actor)) { if(P_Random() < 32) { P_SetMobjState(actor, S_SERPENT_WALK1); } else { P_SetMobjState(actor, S_SERPENT_ATK1); } } } //============================================================================ // // A_SerpentChooseAttack // //============================================================================ void A_SerpentChooseAttack(mobj_t *actor) { if(!actor->target || P_CheckMeleeRange(actor)) { return; } if(actor->type == MT_SERPENTLEADER) { P_SetMobjState(actor, S_SERPENT_MISSILE1); } } //============================================================================ // // A_SerpentMeleeAttack // //============================================================================ void A_SerpentMeleeAttack(mobj_t *actor) { if(!actor->target) { return; } if(P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, HITDICE(5)); S_StartSound(actor, SFX_SERPENT_MELEEHIT); } if(P_Random() < 96) { A_SerpentCheckForAttack(actor); } } //============================================================================ // // A_SerpentMissileAttack // //============================================================================ void A_SerpentMissileAttack(mobj_t *actor) { mobj_t *mo; if(!actor->target) { return; } mo = P_SpawnMissile(actor, actor->target, MT_SERPENTFX); } //============================================================================ // // A_SerpentHeadPop // //============================================================================ void A_SerpentHeadPop(mobj_t *actor) { P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_SERPENT_HEAD); } //============================================================================ // // A_SerpentSpawnGibs // //============================================================================ void A_SerpentSpawnGibs(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x+((P_Random()-128)<<12), actor->y+((P_Random()-128)<<12), actor->floorz+FRACUNIT, MT_SERPENT_GIB1); if(mo) { mo->momx = (P_Random()-128)<<6; mo->momy = (P_Random()-128)<<6; mo->floorclip = 6*FRACUNIT; } mo = P_SpawnMobj(actor->x+((P_Random()-128)<<12), actor->y+((P_Random()-128)<<12), actor->floorz+FRACUNIT, MT_SERPENT_GIB2); if(mo) { mo->momx = (P_Random()-128)<<6; mo->momy = (P_Random()-128)<<6; mo->floorclip = 6*FRACUNIT; } mo = P_SpawnMobj(actor->x+((P_Random()-128)<<12), actor->y+((P_Random()-128)<<12), actor->floorz+FRACUNIT, MT_SERPENT_GIB3); if(mo) { mo->momx = (P_Random()-128)<<6; mo->momy = (P_Random()-128)<<6; mo->floorclip = 6*FRACUNIT; } } //============================================================================ // // A_FloatGib // //============================================================================ void A_FloatGib(mobj_t *actor) { actor->floorclip -= FRACUNIT; } //============================================================================ // // A_SinkGib // //============================================================================ void A_SinkGib(mobj_t *actor) { actor->floorclip += FRACUNIT; } //============================================================================ // // A_DelayGib // //============================================================================ void A_DelayGib(mobj_t *actor) { actor->tics -= P_Random()>>2; } //============================================================================ // // A_SerpentHeadCheck // //============================================================================ void A_SerpentHeadCheck(mobj_t *actor) { if(actor->z <= actor->floorz) { if(P_GetThingFloorType(actor) >= FLOOR_LIQUID) { P_HitFloor(actor); P_SetMobjState(actor, S_NULL); } else { P_SetMobjState(actor, S_SERPENT_HEAD_X1); } } } //============================================================================ // // A_CentaurAttack // //============================================================================ void A_CentaurAttack(mobj_t *actor) { if(!actor->target) { return; } if(P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, P_Random()%7+3); } } //============================================================================ // // A_CentaurAttack2 // //============================================================================ void A_CentaurAttack2(mobj_t *actor) { if(!actor->target) { return; } P_SpawnMissile(actor, actor->target, MT_CENTAUR_FX); S_StartSound(actor, SFX_CENTAURLEADER_ATTACK); } //============================================================================ // // A_CentaurDropStuff // // Spawn shield/sword sprites when the centaur pulps //============================================================================ void A_CentaurDropStuff(mobj_t *actor) { mobj_t *mo; angle_t angle; mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_CENTAUR_SHIELD); if(mo) { angle = actor->angle+ANG90; mo->momz = FRACUNIT*8+(P_Random()<<10); mo->momx = FixedMul(((P_Random()-128)<<11)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul(((P_Random()-128)<<11)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_CENTAUR_SWORD); if(mo) { angle = actor->angle-ANG90; mo->momz = FRACUNIT*8+(P_Random()<<10); mo->momx = FixedMul(((P_Random()-128)<<11)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul(((P_Random()-128)<<11)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } } //============================================================================ // // A_CentaurDefend // //============================================================================ void A_CentaurDefend(mobj_t *actor) { A_FaceTarget(actor); if(P_CheckMeleeRange(actor) && P_Random() < 32) { A_UnSetInvulnerable(actor); P_SetMobjState(actor, actor->info->meleestate); } } //============================================================================ // // A_BishopAttack // //============================================================================ void A_BishopAttack(mobj_t *actor) { if(!actor->target) { return; } S_StartSound(actor, actor->info->attacksound); if(P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, HITDICE(4)); return; } actor->special1 = (P_Random()&3)+5; } //============================================================================ // // A_BishopAttack2 // // Spawns one of a string of bishop missiles //============================================================================ void A_BishopAttack2(mobj_t *actor) { mobj_t *mo; if(!actor->target || !actor->special1) { actor->special1 = 0; P_SetMobjState(actor, S_BISHOP_WALK1); return; } mo = P_SpawnMissile(actor, actor->target, MT_BISH_FX); if(mo) { mo->special1 = (int)actor->target; mo->special2 = 16; // High word == x/y, Low word == z } actor->special1--; } //============================================================================ // // A_BishopMissileWeave // //============================================================================ void A_BishopMissileWeave(mobj_t *actor) { fixed_t newX, newY; int weaveXY, weaveZ; int angle; weaveXY = actor->special2>>16; weaveZ = actor->special2&0xFFFF; angle = (actor->angle+ANG90)>>ANGLETOFINESHIFT; newX = actor->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]<<1); newY = actor->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]<<1); weaveXY = (weaveXY+2)&63; newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]<<1); newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]<<1); P_TryMove(actor, newX, newY); actor->z -= FloatBobOffsets[weaveZ]; weaveZ = (weaveZ+2)&63; actor->z += FloatBobOffsets[weaveZ]; actor->special2 = weaveZ+(weaveXY<<16); } //============================================================================ // // A_BishopMissileSeek // //============================================================================ void A_BishopMissileSeek(mobj_t *actor) { P_SeekerMissile(actor, ANGLE_1*2, ANGLE_1*3); } //============================================================================ // // A_BishopDecide // //============================================================================ void A_BishopDecide(mobj_t *actor) { if(P_Random() < 220) { return; } else { P_SetMobjState(actor, S_BISHOP_BLUR1); } } //============================================================================ // // A_BishopDoBlur // //============================================================================ void A_BishopDoBlur(mobj_t *actor) { actor->special1 = (P_Random()&3)+3; // Random number of blurs if(P_Random() < 120) { P_ThrustMobj(actor, actor->angle+ANG90, 11*FRACUNIT); } else if(P_Random() > 125) { P_ThrustMobj(actor, actor->angle-ANG90, 11*FRACUNIT); } else { // Thrust forward P_ThrustMobj(actor, actor->angle, 11*FRACUNIT); } S_StartSound(actor, SFX_BISHOP_BLUR); } //============================================================================ // // A_BishopSpawnBlur // //============================================================================ void A_BishopSpawnBlur(mobj_t *actor) { mobj_t *mo; if(!--actor->special1) { actor->momx = 0; actor->momy = 0; if(P_Random() > 96) { P_SetMobjState(actor, S_BISHOP_WALK1); } else { P_SetMobjState(actor, S_BISHOP_ATK1); } } mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_BISHOPBLUR); if(mo) { mo->angle = actor->angle; } } //============================================================================ // // A_BishopChase // //============================================================================ void A_BishopChase(mobj_t *actor) { actor->z -= FloatBobOffsets[actor->special2]>>1; actor->special2 = (actor->special2+4)&63; actor->z += FloatBobOffsets[actor->special2]>>1; } //============================================================================ // // A_BishopPuff // //============================================================================ void A_BishopPuff(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z+40*FRACUNIT, MT_BISHOP_PUFF); if(mo) { mo->momz = FRACUNIT/2; } } //============================================================================ // // A_BishopPainBlur // //============================================================================ void A_BishopPainBlur(mobj_t *actor) { mobj_t *mo; if(P_Random() < 64) { P_SetMobjState(actor, S_BISHOP_BLUR1); return; } mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<12), actor->y +((P_Random()-P_Random())<<12), actor->z+((P_Random()-P_Random())<<11), MT_BISHOPPAINBLUR); if(mo) { mo->angle = actor->angle; } } //============================================================================ // // DragonSeek // //============================================================================ static void DragonSeek(mobj_t *actor, angle_t thresh, angle_t turnMax) { int dir; int dist; angle_t delta; angle_t angle; mobj_t *target; int search; int i; int bestArg; angle_t bestAngle; angle_t angleToSpot, angleToTarget; mobj_t *mo; target = (mobj_t *)actor->special1; if(target == NULL) { return; } dir = P_FaceMobj(actor, target, &delta); if(delta > thresh) { delta >>= 1; if(delta > turnMax) { delta = turnMax; } } if(dir) { // Turn clockwise actor->angle += delta; } else { // Turn counter clockwise actor->angle -= delta; } angle = actor->angle>>ANGLETOFINESHIFT; actor->momx = FixedMul(actor->info->speed, finecosine[angle]); actor->momy = FixedMul(actor->info->speed, finesine[angle]); if(actor->z+actor->height < target->z || target->z+target->height < actor->z) { dist = P_AproxDistance(target->x-actor->x, target->y-actor->y); dist = dist/actor->info->speed; if(dist < 1) { dist = 1; } actor->momz = (target->z-actor->z)/dist; } else { dist = P_AproxDistance(target->x-actor->x, target->y-actor->y); dist = dist/actor->info->speed; } if(target->flags&MF_SHOOTABLE && P_Random() < 64) { // attack the destination mobj if it's attackable mobj_t *oldTarget; if(abs(actor->angle-R_PointToAngle2(actor->x, actor->y, target->x, target->y)) < ANGLE_45/2) { oldTarget = actor->target; actor->target = target; if(P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, HITDICE(10)); S_StartSound(actor, SFX_DRAGON_ATTACK); } else if(P_Random() < 128 && P_CheckMissileRange(actor)) { P_SpawnMissile(actor, target, MT_DRAGON_FX); S_StartSound(actor, SFX_DRAGON_ATTACK); } actor->target = oldTarget; } } if(dist < 4) { // Hit the target thing if(actor->target && P_Random() < 200) { bestArg = -1; bestAngle = ANGLE_MAX; angleToTarget = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); for(i = 0; i < 5; i++) { if(!target->args[i]) { continue; } search = -1; mo = P_FindMobjFromTID(target->args[i], &search); angleToSpot = R_PointToAngle2(actor->x, actor->y, mo->x, mo->y); if(abs(angleToSpot-angleToTarget) < bestAngle) { bestAngle = abs(angleToSpot-angleToTarget); bestArg = i; } } if(bestArg != -1) { search = -1; actor->special1 = (int)P_FindMobjFromTID(target->args[bestArg], &search); } } else { do { i = (P_Random()>>2)%5; } while(!target->args[i]); search = -1; actor->special1 = (int)P_FindMobjFromTID(target->args[i], &search); } } } //============================================================================ // // A_DragonInitFlight // //============================================================================ void A_DragonInitFlight(mobj_t *actor) { int search; search = -1; do { // find the first tid identical to the dragon's tid actor->special1 = (int)P_FindMobjFromTID(actor->tid, &search); if(search == -1) { P_SetMobjState(actor, actor->info->spawnstate); return; } } while(actor->special1 == (int)actor); P_RemoveMobjFromTIDList(actor); } //============================================================================ // // A_DragonFlight // //============================================================================ void A_DragonFlight(mobj_t *actor) { angle_t angle; DragonSeek(actor, 4*ANGLE_1, 8*ANGLE_1); if(actor->target) { if(!(actor->target->flags&MF_SHOOTABLE)) { // target died actor->target = NULL; return; } angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); if(abs(actor->angle-angle) < ANGLE_45/2 && P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, HITDICE(8)); S_StartSound(actor, SFX_DRAGON_ATTACK); } else if(abs(actor->angle-angle) <= ANGLE_1*20) { P_SetMobjState(actor, actor->info->missilestate); S_StartSound(actor, SFX_DRAGON_ATTACK); } } else { P_LookForPlayers(actor, true); } } //============================================================================ // // A_DragonFlap // //============================================================================ void A_DragonFlap(mobj_t *actor) { A_DragonFlight(actor); if(P_Random() < 240) { S_StartSound(actor, SFX_DRAGON_WINGFLAP); } else { S_StartSound(actor, actor->info->activesound); } } //============================================================================ // // A_DragonAttack // //============================================================================ void A_DragonAttack(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMissile(actor, actor->target, MT_DRAGON_FX); } //============================================================================ // // A_DragonFX2 // //============================================================================ void A_DragonFX2(mobj_t *actor) { mobj_t *mo; int i; int delay; delay = 16+(P_Random()>>3); for(i = 1+(P_Random()&3); i; i--) { mo = P_SpawnMobj(actor->x+((P_Random()-128)<<14), actor->y+((P_Random()-128)<<14), actor->z+((P_Random()-128)<<12), MT_DRAGON_FX2); if(mo) { mo->tics = delay+(P_Random()&3)*i*2; mo->target = actor->target; } } } //============================================================================ // // A_DragonPain // //============================================================================ void A_DragonPain(mobj_t *actor) { A_Pain(actor); if(!actor->special1) { // no destination spot yet P_SetMobjState(actor, S_DRAGON_INIT); } } //============================================================================ // // A_DragonCheckCrash // //============================================================================ void A_DragonCheckCrash(mobj_t *actor) { if(actor->z <= actor->floorz) { P_SetMobjState(actor, S_DRAGON_CRASH1); } } //============================================================================ // Demon AI //============================================================================ // // A_DemonAttack1 (melee) // void A_DemonAttack1(mobj_t *actor) { if(P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, HITDICE(2)); } } // // A_DemonAttack2 (missile) // void A_DemonAttack2(mobj_t *actor) { mobj_t *mo; int fireBall; if(actor->type == MT_DEMON) { fireBall = MT_DEMONFX1; } else { fireBall = MT_DEMON2FX1; } mo = P_SpawnMissile(actor, actor->target, fireBall); if (mo) { mo->z += 30*FRACUNIT; S_StartSound(actor, SFX_DEMON_MISSILE_FIRE); } } // // A_DemonDeath // void A_DemonDeath(mobj_t *actor) { mobj_t *mo; angle_t angle; mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_DEMONCHUNK1); if(mo) { angle = actor->angle+ANG90; mo->momz = 8*FRACUNIT; mo->momx = FixedMul((P_Random()<<10)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul((P_Random()<<10)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_DEMONCHUNK2); if(mo) { angle = actor->angle-ANG90; mo->momz = 8*FRACUNIT; mo->momx = FixedMul((P_Random()<<10)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul((P_Random()<<10)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_DEMONCHUNK3); if(mo) { angle = actor->angle-ANG90; mo->momz = 8*FRACUNIT; mo->momx = FixedMul((P_Random()<<10)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul((P_Random()<<10)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_DEMONCHUNK4); if(mo) { angle = actor->angle-ANG90; mo->momz = 8*FRACUNIT; mo->momx = FixedMul((P_Random()<<10)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul((P_Random()<<10)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_DEMONCHUNK5); if(mo) { angle = actor->angle-ANG90; mo->momz = 8*FRACUNIT; mo->momx = FixedMul((P_Random()<<10)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul((P_Random()<<10)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } } //=========================================================================== // // A_Demon2Death // //=========================================================================== void A_Demon2Death(mobj_t *actor) { mobj_t *mo; angle_t angle; mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_DEMON2CHUNK1); if(mo) { angle = actor->angle+ANG90; mo->momz = 8*FRACUNIT; mo->momx = FixedMul((P_Random()<<10)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul((P_Random()<<10)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_DEMON2CHUNK2); if(mo) { angle = actor->angle-ANG90; mo->momz = 8*FRACUNIT; mo->momx = FixedMul((P_Random()<<10)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul((P_Random()<<10)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_DEMON2CHUNK3); if(mo) { angle = actor->angle-ANG90; mo->momz = 8*FRACUNIT; mo->momx = FixedMul((P_Random()<<10)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul((P_Random()<<10)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_DEMON2CHUNK4); if(mo) { angle = actor->angle-ANG90; mo->momz = 8*FRACUNIT; mo->momx = FixedMul((P_Random()<<10)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul((P_Random()<<10)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } mo = P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_DEMON2CHUNK5); if(mo) { angle = actor->angle-ANG90; mo->momz = 8*FRACUNIT; mo->momx = FixedMul((P_Random()<<10)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul((P_Random()<<10)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; } } // // A_SinkMobj // Sink a mobj incrementally into the floor // boolean A_SinkMobj(mobj_t *actor) { if (actor->floorclip < actor->info->height) { switch(actor->type) { case MT_THRUSTFLOOR_DOWN: case MT_THRUSTFLOOR_UP: actor->floorclip += 6*FRACUNIT; break; default: actor->floorclip += FRACUNIT; break; } return false; } return true; } // // A_RaiseMobj // Raise a mobj incrementally from the floor to // boolean A_RaiseMobj(mobj_t *actor) { int done = true; // Raise a mobj from the ground if (actor->floorclip > 0) { switch(actor->type) { case MT_WRAITHB: actor->floorclip -= 2*FRACUNIT; break; case MT_THRUSTFLOOR_DOWN: case MT_THRUSTFLOOR_UP: actor->floorclip -= actor->special2*FRACUNIT; break; default: actor->floorclip -= 2*FRACUNIT; break; } if (actor->floorclip <= 0) { actor->floorclip = 0; done=true; } else { done = false; } } return done; // Reached target height } //============================================================================ // Wraith Variables // // special1 Internal index into floatbob // special2 //============================================================================ // // A_WraithInit // void A_WraithInit(mobj_t *actor) { actor->z += 48<special1 = 0; // index into floatbob } void A_WraithRaiseInit(mobj_t *actor) { actor->flags2 &= ~MF2_DONTDRAW; actor->flags2 &= ~MF2_NONSHOOTABLE; actor->flags |= MF_SHOOTABLE|MF_SOLID; actor->floorclip = actor->info->height; } void A_WraithRaise(mobj_t *actor) { if (A_RaiseMobj(actor)) { // Reached it's target height P_SetMobjState(actor,S_WRAITH_CHASE1); } P_SpawnDirt(actor, actor->radius); } void A_WraithMelee(mobj_t *actor) { int amount; // Steal health from target and give to player if(P_CheckMeleeRange(actor) && (P_Random()<220)) { amount = HITDICE(2); P_DamageMobj(actor->target, actor, actor, amount); actor->health += amount; } } void A_WraithMissile(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMissile(actor, actor->target, MT_WRAITHFX1); if (mo) { S_StartSound(actor, SFX_WRAITH_MISSILE_FIRE); } } // // A_WraithFX2 - spawns sparkle tail of missile // void A_WraithFX2(mobj_t *actor) { mobj_t *mo; angle_t angle; int i; for (i=0; i<2; i++) { mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_WRAITHFX2); if(mo) { if (P_Random()<128) { angle = actor->angle+(P_Random()<<22); } else { angle = actor->angle-(P_Random()<<22); } mo->momz = 0; mo->momx = FixedMul((P_Random()<<7)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->momy = FixedMul((P_Random()<<7)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = actor; mo->floorclip = 10*FRACUNIT; } } } // Spawn an FX3 around the actor during attacks void A_WraithFX3(mobj_t *actor) { mobj_t *mo; int numdropped=P_Random()%15; int i; for (i=0; ix, actor->y, actor->z, MT_WRAITHFX3); if(mo) { mo->x += (P_Random()-128)<<11; mo->y += (P_Random()-128)<<11; mo->z += (P_Random()<<10); mo->target = actor; } } } // Spawn an FX4 during movement void A_WraithFX4(mobj_t *actor) { mobj_t *mo; int chance = P_Random(); int spawn4,spawn5; if (chance < 10) { spawn4 = true; spawn5 = false; } else if (chance < 20) { spawn4 = false; spawn5 = true; } else if (chance < 25) { spawn4 = true; spawn5 = true; } else { spawn4 = false; spawn5 = false; } if (spawn4) { mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_WRAITHFX4); if(mo) { mo->x += (P_Random()-128)<<12; mo->y += (P_Random()-128)<<12; mo->z += (P_Random()<<10); mo->target = actor; } } if (spawn5) { mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_WRAITHFX5); if(mo) { mo->x += (P_Random()-128)<<11; mo->y += (P_Random()-128)<<11; mo->z += (P_Random()<<10); mo->target = actor; } } } void A_WraithLook(mobj_t *actor) { // A_WraithFX4(actor); // too expensive A_Look(actor); } void A_WraithChase(mobj_t *actor) { int weaveindex = actor->special1; actor->z += FloatBobOffsets[weaveindex]; actor->special1 = (weaveindex+2)&63; // if (actor->floorclip > 0) // { // P_SetMobjState(actor, S_WRAITH_RAISE2); // return; // } A_Chase(actor); A_WraithFX4(actor); } //============================================================================ // Ettin AI //============================================================================ void A_EttinAttack(mobj_t *actor) { if(P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, HITDICE(2)); } } void A_DropMace(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z+(actor->height>>1), MT_ETTIN_MACE); if (mo) { mo->momx = (P_Random()-128)<<11; mo->momy = (P_Random()-128)<<11; mo->momz = FRACUNIT*10+(P_Random()<<10); mo->target = actor; } } //============================================================================ // Fire Demon AI // // special1 index into floatbob // special2 whether strafing or not //============================================================================ void A_FiredSpawnRock(mobj_t *actor) { mobj_t *mo; int x,y,z; int rtype; switch(P_Random()%5) { case 0: rtype = MT_FIREDEMON_FX1; break; case 1: rtype = MT_FIREDEMON_FX2; break; case 2: rtype = MT_FIREDEMON_FX3; break; case 3: rtype = MT_FIREDEMON_FX4; break; case 4: rtype = MT_FIREDEMON_FX5; break; } x = actor->x + ((P_Random()-128) << 12); y = actor->y + ((P_Random()-128) << 12); z = actor->z + ((P_Random()) << 11); mo = P_SpawnMobj(x,y,z,rtype); if (mo) { mo->target = actor; mo->momx = (P_Random()-128)<<10; mo->momy = (P_Random()-128)<<10; mo->momz = (P_Random()<<10); mo->special1 = 2; // Number bounces } // Initialize fire demon actor->special2 = 0; actor->flags &= ~MF_JUSTATTACKED; } void A_FiredRocks(mobj_t *actor) { A_FiredSpawnRock(actor); A_FiredSpawnRock(actor); A_FiredSpawnRock(actor); A_FiredSpawnRock(actor); A_FiredSpawnRock(actor); } void A_FiredAttack(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMissile(actor, actor->target, MT_FIREDEMON_FX6); if (mo) S_StartSound(actor, SFX_FIRED_ATTACK); } void A_SmBounce(mobj_t *actor) { // give some more momentum (x,y,&z) actor->z = actor->floorz + FRACUNIT; actor->momz = (2*FRACUNIT) + (P_Random()<<10); actor->momx = P_Random()%3<momy = P_Random()%3<special1; mobj_t *target = actor->target; angle_t ang; fixed_t dist; if(actor->reactiontime) actor->reactiontime--; if(actor->threshold) actor->threshold--; // Float up and down actor->z += FloatBobOffsets[weaveindex]; actor->special1 = (weaveindex+2)&63; // Insure it stays above certain height if (actor->z < actor->floorz + (64*FRACUNIT)) { actor->z += 2*FRACUNIT; } if(!actor->target || !(actor->target->flags&MF_SHOOTABLE)) { // Invalid target P_LookForPlayers(actor,true); return; } // Strafe if (actor->special2 > 0) { actor->special2--; } else { actor->special2 = 0; actor->momx = actor->momy = 0; dist = P_AproxDistance(actor->x - target->x, actor->y - target->y); if (dist < FIREDEMON_ATTACK_RANGE) { if (P_Random()<30) { ang = R_PointToAngle2(actor->x, actor->y, target->x, target->y); if (P_Random()<128) ang += ANGLE_90; else ang -= ANGLE_90; ang>>=ANGLETOFINESHIFT; actor->momx = FixedMul(8*FRACUNIT, finecosine[ang]); actor->momy = FixedMul(8*FRACUNIT, finesine[ang]); actor->special2 = 3; // strafe time } } } FaceMovementDirection(actor); // Normal movement if (!actor->special2) { if (--actor->movecount<0 || !P_Move (actor)) { P_NewChaseDir (actor); } } // Do missile attack if (!(actor->flags&MF_JUSTATTACKED)) { if (P_CheckMissileRange(actor) && (P_Random()<20)) { P_SetMobjState (actor, actor->info->missilestate); actor->flags |= MF_JUSTATTACKED; return; } } else { actor->flags &= ~MF_JUSTATTACKED; } // make active sound if(actor->info->activesound && P_Random() < 3) { S_StartSound(actor, actor->info->activesound); } } void A_FiredSplotch(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x,actor->y,actor->z, MT_FIREDEMON_SPLOTCH1); if (mo) { mo->momx = (P_Random()-128)<<11; mo->momy = (P_Random()-128)<<11; mo->momz = FRACUNIT*3 + (P_Random()<<10); } mo = P_SpawnMobj(actor->x,actor->y,actor->z, MT_FIREDEMON_SPLOTCH2); if (mo) { mo->momx = (P_Random()-128)<<11; mo->momy = (P_Random()-128)<<11; mo->momz = FRACUNIT*3 + (P_Random()<<10); } } //============================================================================ // // A_IceGuyLook // //============================================================================ void A_IceGuyLook(mobj_t *actor) { fixed_t dist; fixed_t an; A_Look(actor); if(P_Random() < 64) { dist = ((P_Random()-128)*actor->radius)>>7; an = (actor->angle+ANG90)>>ANGLETOFINESHIFT; P_SpawnMobj(actor->x+FixedMul(dist, finecosine[an]), actor->y+FixedMul(dist, finesine[an]), actor->z+60*FRACUNIT, MT_ICEGUY_WISP1+(P_Random()&1)); } } //============================================================================ // // A_IceGuyChase // //============================================================================ void A_IceGuyChase(mobj_t *actor) { fixed_t dist; fixed_t an; mobj_t *mo; A_Chase(actor); if(P_Random() < 128) { dist = ((P_Random()-128)*actor->radius)>>7; an = (actor->angle+ANG90)>>ANGLETOFINESHIFT; mo = P_SpawnMobj(actor->x+FixedMul(dist, finecosine[an]), actor->y+FixedMul(dist, finesine[an]), actor->z+60*FRACUNIT, MT_ICEGUY_WISP1+(P_Random()&1)); if(mo) { mo->momx = actor->momx; mo->momy = actor->momy; mo->momz = actor->momz; mo->target = actor; } } } //============================================================================ // // A_IceGuyAttack // //============================================================================ void A_IceGuyAttack(mobj_t *actor) { fixed_t an; if(!actor->target) { return; } an = (actor->angle+ANG90)>>ANGLETOFINESHIFT; P_SpawnMissileXYZ(actor->x+FixedMul(actor->radius>>1, finecosine[an]), actor->y+FixedMul(actor->radius>>1, finesine[an]), actor->z+40*FRACUNIT, actor, actor->target, MT_ICEGUY_FX); an = (actor->angle-ANG90)>>ANGLETOFINESHIFT; P_SpawnMissileXYZ(actor->x+FixedMul(actor->radius>>1, finecosine[an]), actor->y+FixedMul(actor->radius>>1, finesine[an]), actor->z+40*FRACUNIT, actor, actor->target, MT_ICEGUY_FX); S_StartSound(actor, actor->info->attacksound); } //============================================================================ // // A_IceGuyMissilePuff // //============================================================================ void A_IceGuyMissilePuff(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z+2*FRACUNIT, MT_ICEFX_PUFF); } //============================================================================ // // A_IceGuyDie // //============================================================================ void A_IceGuyDie(mobj_t *actor) { void A_FreezeDeathChunks(mobj_t *actor); actor->momx = 0; actor->momy = 0; actor->momz = 0; actor->height <<= 2; A_FreezeDeathChunks(actor); } //============================================================================ // // A_IceGuyMissileExplode // //============================================================================ void A_IceGuyMissileExplode(mobj_t *actor) { mobj_t *mo; int i; for(i = 0; i < 8; i++) { mo = P_SpawnMissileAngle(actor, MT_ICEGUY_FX2, i*ANG45, -0.3*FRACUNIT); if(mo) { mo->target = actor->target; } } } //============================================================================ // // Sorcerer stuff // // Sorcerer Variables // special1 Angle of ball 1 (all others relative to that) // special2 which ball to stop at in stop mode (MT_???) // args[0] Denfense time // args[1] Number of full rotations since stopping mode // args[2] Target orbit speed for acceleration/deceleration // args[3] Movement mode (see SORC_ macros) // args[4] Current ball orbit speed // Sorcerer Ball Variables // special1 Previous angle of ball (for woosh) // special2 Countdown of rapid fire (FX4) // args[0] If set, don't play the bounce sound when bouncing //============================================================================ #define SORCBALL_INITIAL_SPEED 7 #define SORCBALL_TERMINAL_SPEED 25 #define SORCBALL_SPEED_ROTATIONS 5 #define SORC_DEFENSE_TIME 255 #define SORC_DEFENSE_HEIGHT 45 #define BOUNCE_TIME_UNIT (35/2) #define SORCFX4_RAPIDFIRE_TIME (6*3) // 3 seconds #define SORCFX4_SPREAD_ANGLE 20 #define SORC_DECELERATE 0 #define SORC_ACCELERATE 1 #define SORC_STOPPING 2 #define SORC_FIRESPELL 3 #define SORC_STOPPED 4 #define SORC_NORMAL 5 #define SORC_FIRING_SPELL 6 #define BALL1_ANGLEOFFSET 0 #define BALL2_ANGLEOFFSET (ANGLE_MAX/3) #define BALL3_ANGLEOFFSET ((ANGLE_MAX/3)*2) void A_SorcBallOrbit(mobj_t *actor); void A_SorcSpinBalls(mobj_t *actor); void A_SpeedBalls(mobj_t *actor); void A_SlowBalls(mobj_t *actor); void A_StopBalls(mobj_t *actor); void A_AccelBalls(mobj_t *actor); void A_DecelBalls(mobj_t *actor); void A_SorcBossAttack(mobj_t *actor); void A_SpawnFizzle(mobj_t *actor); void A_CastSorcererSpell(mobj_t *actor); void A_SorcUpdateBallAngle(mobj_t *actor); void A_BounceCheck(mobj_t *actor); void A_SorcFX1Seek(mobj_t *actor); void A_SorcOffense1(mobj_t *actor); void A_SorcOffense2(mobj_t *actor); // Spawn spinning balls above head - actor is sorcerer void A_SorcSpinBalls(mobj_t *actor) { mobj_t *mo; fixed_t z; A_SlowBalls(actor); actor->args[0] = 0; // Currently no defense actor->args[3] = SORC_NORMAL; actor->args[4] = SORCBALL_INITIAL_SPEED; // Initial orbit speed actor->special1 = ANGLE_1; z = actor->z - actor->floorclip + actor->info->height; mo = P_SpawnMobj(actor->x, actor->y, z, MT_SORCBALL1); if (mo) { mo->target = actor; mo->special2 = SORCFX4_RAPIDFIRE_TIME; } mo = P_SpawnMobj(actor->x, actor->y, z, MT_SORCBALL2); if (mo) mo->target = actor; mo = P_SpawnMobj(actor->x, actor->y, z, MT_SORCBALL3); if (mo) mo->target = actor; } // // A_SorcBallOrbit() ========================================== // void A_SorcBallOrbit(mobj_t *actor) { int x,y; angle_t angle, baseangle; int mode = actor->target->args[3]; mobj_t *parent = (mobj_t *)actor->target; int dist = parent->radius - (actor->radius<<1); angle_t prevangle = actor->special1; if (actor->target->health <= 0) P_SetMobjState(actor, actor->info->painstate); baseangle = (angle_t)parent->special1; switch(actor->type) { case MT_SORCBALL1: angle = baseangle + BALL1_ANGLEOFFSET; break; case MT_SORCBALL2: angle = baseangle + BALL2_ANGLEOFFSET; break; case MT_SORCBALL3: angle = baseangle + BALL3_ANGLEOFFSET; break; default: I_Error("corrupted sorcerer"); break; } actor->angle = angle; angle >>= ANGLETOFINESHIFT; switch(mode) { case SORC_NORMAL: // Balls rotating normally A_SorcUpdateBallAngle(actor); break; case SORC_DECELERATE: // Balls decelerating A_DecelBalls(actor); A_SorcUpdateBallAngle(actor); break; case SORC_ACCELERATE: // Balls accelerating A_AccelBalls(actor); A_SorcUpdateBallAngle(actor); break; case SORC_STOPPING: // Balls stopping if ((parent->special2 == actor->type) && (parent->args[1] > SORCBALL_SPEED_ROTATIONS) && (abs(angle - (parent->angle>>ANGLETOFINESHIFT)) < (30<<5))) { // Can stop now actor->target->args[3] = SORC_FIRESPELL; actor->target->args[4] = 0; // Set angle so ball angle == sorcerer angle switch(actor->type) { case MT_SORCBALL1: parent->special1 = (int)(parent->angle - BALL1_ANGLEOFFSET); break; case MT_SORCBALL2: parent->special1 = (int)(parent->angle - BALL2_ANGLEOFFSET); break; case MT_SORCBALL3: parent->special1 = (int)(parent->angle - BALL3_ANGLEOFFSET); break; default: break; } } else { A_SorcUpdateBallAngle(actor); } break; case SORC_FIRESPELL: // Casting spell if (parent->special2 == actor->type) { // Put sorcerer into special throw spell anim if (parent->health > 0) P_SetMobjStateNF(parent, S_SORC_ATTACK1); if (actor->type==MT_SORCBALL1 && P_Random()<200) { S_StartSound(NULL, SFX_SORCERER_SPELLCAST); actor->special2 = SORCFX4_RAPIDFIRE_TIME; actor->args[4] = 128; parent->args[3] = SORC_FIRING_SPELL; } else { A_CastSorcererSpell(actor); parent->args[3] = SORC_STOPPED; } } break; case SORC_FIRING_SPELL: if (parent->special2 == actor->type) { if (actor->special2-- <= 0) { // Done rapid firing parent->args[3] = SORC_STOPPED; // Back to orbit balls if (parent->health > 0) P_SetMobjStateNF(parent, S_SORC_ATTACK4); } else { // Do rapid fire spell A_SorcOffense2(actor); } } break; case SORC_STOPPED: // Balls stopped default: break; } if ((angle < prevangle) && (parent->args[4]==SORCBALL_TERMINAL_SPEED)) { parent->args[1]++; // Bump rotation counter // Completed full rotation - make woosh sound S_StartSound(actor, SFX_SORCERER_BALLWOOSH); } actor->special1 = angle; // Set previous angle x = parent->x + FixedMul(dist, finecosine[angle]); y = parent->y + FixedMul(dist, finesine[angle]); actor->x = x; actor->y = y; actor->z = parent->z - parent->floorclip + parent->info->height; } // // Set balls to speed mode - actor is sorcerer // void A_SpeedBalls(mobj_t *actor) { actor->args[3] = SORC_ACCELERATE; // speed mode actor->args[2] = SORCBALL_TERMINAL_SPEED; // target speed } // // Set balls to slow mode - actor is sorcerer // void A_SlowBalls(mobj_t *actor) { actor->args[3] = SORC_DECELERATE; // slow mode actor->args[2] = SORCBALL_INITIAL_SPEED; // target speed } // // Instant stop when rotation gets to ball in special2 // actor is sorcerer // void A_StopBalls(mobj_t *actor) { int chance = P_Random(); actor->args[3] = SORC_STOPPING; // stopping mode actor->args[1] = 0; // Reset rotation counter if ((actor->args[0] <= 0) && (chance < 200)) { actor->special2 = MT_SORCBALL2; // Blue } else if((actor->health < (actor->info->spawnhealth >> 1)) && (chance < 200)) { actor->special2 = MT_SORCBALL3; // Green } else { actor->special2 = MT_SORCBALL1; // Yellow } } // // Increase ball orbit speed - actor is ball // void A_AccelBalls(mobj_t *actor) { mobj_t *sorc = actor->target; if (sorc->args[4] < sorc->args[2]) { sorc->args[4]++; } else { sorc->args[3] = SORC_NORMAL; if (sorc->args[4] >= SORCBALL_TERMINAL_SPEED) { // Reached terminal velocity - stop balls A_StopBalls(sorc); } } } // Decrease ball orbit speed - actor is ball void A_DecelBalls(mobj_t *actor) { mobj_t *sorc = actor->target; if (sorc->args[4] > sorc->args[2]) { sorc->args[4]--; } else { sorc->args[3] = SORC_NORMAL; } } // Update angle if first ball - actor is ball void A_SorcUpdateBallAngle(mobj_t *actor) { if (actor->type == MT_SORCBALL1) { actor->target->special1 += ANGLE_1*actor->target->args[4]; } } // actor is ball void A_CastSorcererSpell(mobj_t *actor) { mobj_t *mo; int spell = actor->type; angle_t ang1,ang2; fixed_t z; mobj_t *parent = actor->target; S_StartSound(NULL, SFX_SORCERER_SPELLCAST); // Put sorcerer into throw spell animation if (parent->health > 0) P_SetMobjStateNF(parent, S_SORC_ATTACK4); switch(spell) { case MT_SORCBALL1: // Offensive A_SorcOffense1(actor); break; case MT_SORCBALL2: // Defensive z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT; mo = P_SpawnMobj(actor->x, actor->y, z, MT_SORCFX2); parent->flags2 |= MF2_REFLECTIVE|MF2_INVULNERABLE; parent->args[0] = SORC_DEFENSE_TIME; if (mo) mo->target = parent; break; case MT_SORCBALL3: // Reinforcements ang1 = actor->angle - ANGLE_45; ang2 = actor->angle + ANGLE_45; if(actor->health < (actor->info->spawnhealth/3)) { // Spawn 2 at a time mo = P_SpawnMissileAngle(parent, MT_SORCFX3, ang1, 4*FRACUNIT); if (mo) mo->target = parent; mo = P_SpawnMissileAngle(parent, MT_SORCFX3, ang2, 4*FRACUNIT); if (mo) mo->target = parent; } else { if (P_Random() < 128) ang1 = ang2; mo = P_SpawnMissileAngle(parent, MT_SORCFX3, ang1, 4*FRACUNIT); if (mo) mo->target = parent; } break; default: break; } } /* void A_SpawnReinforcements(mobj_t *actor) { mobj_t *parent = actor->target; mobj_t *mo; angle_t ang; ang = ANGLE_1 * P_Random(); mo = P_SpawnMissileAngle(actor, MT_SORCFX3, ang, 5*FRACUNIT); if (mo) mo->target = parent; } */ // actor is ball void A_SorcOffense1(mobj_t *actor) { mobj_t *mo; angle_t ang1,ang2; mobj_t *parent=(mobj_t *)actor->target; ang1 = actor->angle + ANGLE_1*70; ang2 = actor->angle - ANGLE_1*70; mo = P_SpawnMissileAngle(parent, MT_SORCFX1, ang1, 0); if (mo) { mo->target = parent; mo->special1 = (int)parent->target; mo->args[4] = BOUNCE_TIME_UNIT; mo->args[3] = 15; // Bounce time in seconds } mo = P_SpawnMissileAngle(parent, MT_SORCFX1, ang2, 0); if (mo) { mo->target = parent; mo->special1 = (int)parent->target; mo->args[4] = BOUNCE_TIME_UNIT; mo->args[3] = 15; // Bounce time in seconds } } // Actor is ball void A_SorcOffense2(mobj_t *actor) { angle_t ang1; mobj_t *mo; int delta, index; mobj_t *parent = actor->target; mobj_t *dest = parent->target; int dist; index = actor->args[4] << 5; actor->args[4] += 15; delta = (finesine[index])*SORCFX4_SPREAD_ANGLE; delta = (delta>>FRACBITS)*ANGLE_1; ang1 = actor->angle + delta; mo = P_SpawnMissileAngle(parent, MT_SORCFX4, ang1, 0); if (mo) { mo->special2 = 35*5/2; // 5 seconds dist = P_AproxDistance(dest->x - mo->x, dest->y - mo->y); dist = dist/mo->info->speed; if(dist < 1) dist = 1; mo->momz = (dest->z-mo->z)/dist; } } // Resume ball spinning void A_SorcBossAttack(mobj_t *actor) { actor->args[3] = SORC_ACCELERATE; actor->args[2] = SORCBALL_INITIAL_SPEED; } // spell cast magic fizzle void A_SpawnFizzle(mobj_t *actor) { fixed_t x,y,z; fixed_t dist = 5*FRACUNIT; angle_t angle = actor->angle >> ANGLETOFINESHIFT; fixed_t speed = actor->info->speed; angle_t rangle; mobj_t *mo; int ix; x = actor->x + FixedMul(dist,finecosine[angle]); y = actor->y + FixedMul(dist,finesine[angle]); z = actor->z - actor->floorclip + (actor->height>>1); for (ix=0; ix<5; ix++) { mo = P_SpawnMobj(x,y,z,MT_SORCSPARK1); if (mo) { rangle = angle + ((P_Random()%5) << 1); mo->momx = FixedMul(P_Random()%speed,finecosine[rangle]); mo->momy = FixedMul(P_Random()%speed,finesine[rangle]); mo->momz = FRACUNIT*2; } } } //============================================================================ // Yellow spell - offense //============================================================================ void A_SorcFX1Seek(mobj_t *actor) { A_BounceCheck(actor); P_SeekerMissile(actor,ANGLE_1*2,ANGLE_1*6); } //============================================================================ // Blue spell - defense //============================================================================ // // FX2 Variables // special1 current angle // special2 // args[0] 0 = CW, 1 = CCW // args[1] //============================================================================ // Split ball in two void A_SorcFX2Split(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SORCFX2); if (mo) { mo->target = actor->target; mo->args[0] = 0; // CW mo->special1 = actor->angle; // Set angle P_SetMobjStateNF(mo, S_SORCFX2_ORBIT1); } mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SORCFX2); if (mo) { mo->target = actor->target; mo->args[0] = 1; // CCW mo->special1 = actor->angle; // Set angle P_SetMobjStateNF(mo, S_SORCFX2_ORBIT1); } P_SetMobjStateNF(actor, S_NULL); } // Orbit FX2 about sorcerer void A_SorcFX2Orbit(mobj_t *actor) { angle_t angle; fixed_t x,y,z; mobj_t *parent = actor->target; fixed_t dist = parent->info->radius; if ((parent->health <= 0) || // Sorcerer is dead (!parent->args[0])) // Time expired { P_SetMobjStateNF(actor, actor->info->deathstate); parent->args[0] = 0; parent->flags2 &= ~MF2_REFLECTIVE; parent->flags2 &= ~MF2_INVULNERABLE; } if (actor->args[0] && (parent->args[0]-- <= 0)) // Time expired { P_SetMobjStateNF(actor, actor->info->deathstate); parent->args[0] = 0; parent->flags2 &= ~MF2_REFLECTIVE; } // Move to new position based on angle if (actor->args[0]) // Counter clock-wise { actor->special1 += ANGLE_1*10; angle = ((angle_t)actor->special1) >> ANGLETOFINESHIFT; x = parent->x + FixedMul(dist, finecosine[angle]); y = parent->y + FixedMul(dist, finesine[angle]); z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT; z += FixedMul(15*FRACUNIT,finecosine[angle]); // Spawn trailer P_SpawnMobj(x,y,z, MT_SORCFX2_T1); } else // Clock wise { actor->special1 -= ANGLE_1*10; angle = ((angle_t)actor->special1) >> ANGLETOFINESHIFT; x = parent->x + FixedMul(dist, finecosine[angle]); y = parent->y + FixedMul(dist, finesine[angle]); z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT; z += FixedMul(20*FRACUNIT,finesine[angle]); // Spawn trailer P_SpawnMobj(x,y,z, MT_SORCFX2_T1); } actor->x = x; actor->y = y; actor->z = z; } //============================================================================ // Green spell - spawn bishops //============================================================================ void A_SpawnBishop(mobj_t *actor) { mobj_t *mo; mo=P_SpawnMobj(actor->x, actor->y, actor->z, MT_BISHOP); if(mo) { if(!P_TestMobjLocation(mo)) { P_SetMobjState(mo, S_NULL); } } P_SetMobjState(actor, S_NULL); } /* void A_SmokePuffEntry(mobj_t *actor) { P_SpawnMobj(actor->x, actor->y, actor->z, MT_MNTRSMOKE); } */ void A_SmokePuffExit(mobj_t *actor) { P_SpawnMobj(actor->x, actor->y, actor->z, MT_MNTRSMOKEEXIT); } void A_SorcererBishopEntry(mobj_t *actor) { P_SpawnMobj(actor->x, actor->y, actor->z, MT_SORCFX3_EXPLOSION); S_StartSound(actor, actor->info->seesound); } //============================================================================ // FX4 - rapid fire balls //============================================================================ void A_SorcFX4Check(mobj_t *actor) { if (actor->special2-- <= 0) { P_SetMobjStateNF(actor, actor->info->deathstate); } } //============================================================================ // Ball death - spawn stuff //============================================================================ void A_SorcBallPop(mobj_t *actor) { S_StartSound(NULL, SFX_SORCERER_BALLPOP); actor->flags &= ~MF_NOGRAVITY; actor->flags2 |= MF2_LOGRAV; actor->momx = ((P_Random()%10)-5) << FRACBITS; actor->momy = ((P_Random()%10)-5) << FRACBITS; actor->momz = (2+(P_Random()%3)) << FRACBITS; actor->special2 = 4*FRACUNIT; // Initial bounce factor actor->args[4] = BOUNCE_TIME_UNIT; // Bounce time unit actor->args[3] = 5; // Bounce time in seconds } void A_BounceCheck(mobj_t *actor) { if (actor->args[4]-- <= 0) { if (actor->args[3]-- <= 0) { P_SetMobjState(actor, actor->info->deathstate); switch(actor->type) { case MT_SORCBALL1: case MT_SORCBALL2: case MT_SORCBALL3: S_StartSound(NULL, SFX_SORCERER_BIGBALLEXPLODE); break; case MT_SORCFX1: S_StartSound(NULL, SFX_SORCERER_HEADSCREAM); break; default: break; } } else { actor->args[4] = BOUNCE_TIME_UNIT; } } } //============================================================================ // Class Bosses //============================================================================ #define CLASS_BOSS_STRAFE_RANGE 64*10*FRACUNIT void A_FastChase(mobj_t *actor) { int delta; fixed_t dist; angle_t ang; mobj_t *target; if(actor->reactiontime) { actor->reactiontime--; } // Modify target threshold if(actor->threshold) { actor->threshold--; } if(gameskill == sk_nightmare) { // Monsters move faster in nightmare mode actor->tics -= actor->tics/2; if(actor->tics < 3) { actor->tics = 3; } } // // 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)) { // got a new target return; } P_SetMobjState(actor, actor->info->spawnstate); return; } // // don't attack twice in a row // if(actor->flags & MF_JUSTATTACKED) { actor->flags &= ~MF_JUSTATTACKED; if (gameskill != sk_nightmare) P_NewChaseDir (actor); return; } // Strafe if (actor->special2 > 0) { actor->special2--; } else { target = actor->target; actor->special2 = 0; actor->momx = actor->momy = 0; dist=P_AproxDistance(actor->x - target->x, actor->y - target->y); if (dist < CLASS_BOSS_STRAFE_RANGE) { if (P_Random()<100) { ang = R_PointToAngle2(actor->x, actor->y, target->x, target->y); if (P_Random()<128) ang += ANGLE_90; else ang -= ANGLE_90; ang>>=ANGLETOFINESHIFT; actor->momx = FixedMul(13*FRACUNIT, finecosine[ang]); actor->momy = FixedMul(13*FRACUNIT, finesine[ang]); actor->special2 = 3; // strafe time } } } // // check for missile attack // if (actor->info->missilestate) { if (gameskill < sk_nightmare && actor->movecount) goto nomissile; if (!P_CheckMissileRange (actor)) goto nomissile; P_SetMobjState (actor, actor->info->missilestate); actor->flags |= MF_JUSTATTACKED; return; } nomissile: // // possibly choose another target // if (netgame && !actor->threshold && !P_CheckSight (actor, actor->target) ) { if (P_LookForPlayers(actor,true)) return; // got a new target } // // chase towards player // if (!actor->special2) { if (--actor->movecount<0 || !P_Move (actor)) { P_NewChaseDir (actor); } } } void A_FighterAttack(mobj_t *actor) { extern void A_FSwordAttack2(mobj_t *actor); if(!actor->target) return; A_FSwordAttack2(actor); } void A_ClericAttack(mobj_t *actor) { extern void A_CHolyAttack3(mobj_t *actor); if(!actor->target) return; A_CHolyAttack3(actor); } void A_MageAttack(mobj_t *actor) { extern void A_MStaffAttack2(mobj_t *actor); if(!actor->target) return; A_MStaffAttack2(actor); } void A_ClassBossHealth(mobj_t *actor) { if (netgame && !deathmatch) // co-op only { if (!actor->special1) { actor->health *= 5; actor->special1 = true; // has been initialized } } } //=========================================================================== // // A_CheckFloor - Checks if an object hit the floor // //=========================================================================== void A_CheckFloor(mobj_t *actor) { if(actor->z <= actor->floorz) { actor->z = actor->floorz; actor->flags2 &= ~MF2_LOGRAV; P_SetMobjState(actor, actor->info->deathstate); } } //============================================================================ // // A_FreezeDeath // //============================================================================ void A_FreezeDeath(mobj_t *actor) { actor->tics = 75+P_Random()+P_Random(); actor->flags |= MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD; actor->flags2 |= MF2_PUSHABLE|MF2_TELESTOMP|MF2_PASSMOBJ|MF2_SLIDE; actor->height <<= 2; S_StartSound(actor, SFX_FREEZE_DEATH); if(actor->player) { actor->player->damagecount = 0; actor->player->poisoncount = 0; actor->player->bonuscount = 0; if(actor->player == &players[consoleplayer]) { SB_PaletteFlash(false); } } else if(actor->flags&MF_COUNTKILL && actor->special) { // Initiate monster death actions P_ExecuteLineSpecial(actor->special, actor->args, NULL, 0, actor); } } //============================================================================ // // A_IceSetTics // //============================================================================ void A_IceSetTics(mobj_t *actor) { int floor; actor->tics = 70+(P_Random()&63); floor = P_GetThingFloorType(actor); if(floor == FLOOR_LAVA) { actor->tics >>= 2; } else if(floor == FLOOR_ICE) { actor->tics <<= 1; } } //============================================================================ // // A_IceCheckHeadDone // //============================================================================ void A_IceCheckHeadDone(mobj_t *actor) { if(actor->special2 == 666) { P_SetMobjState(actor, S_ICECHUNK_HEAD2); } } //============================================================================ // // A_FreezeDeathChunks // //============================================================================ void A_FreezeDeathChunks(mobj_t *actor) { int i; mobj_t *mo; if(actor->momx || actor->momy || actor->momz) { actor->tics = 105; return; } S_StartSound(actor, SFX_FREEZE_SHATTER); for(i = 12+(P_Random()&15); i >= 0; i--) { mo = P_SpawnMobj(actor->x+(((P_Random()-128)*actor->radius)>>7), actor->y+(((P_Random()-128)*actor->radius)>>7), actor->z+(P_Random()*actor->height/255), MT_ICECHUNK); P_SetMobjState(mo, mo->info->spawnstate+(P_Random()%3)); if(mo) { mo->momz = FixedDiv(mo->z-actor->z, actor->height)<<2; mo->momx = (P_Random()-P_Random())<<(FRACBITS-7); mo->momy = (P_Random()-P_Random())<<(FRACBITS-7); A_IceSetTics(mo); // set a random tic wait } } for(i = 12+(P_Random()&15); i >= 0; i--) { mo = P_SpawnMobj(actor->x+(((P_Random()-128)*actor->radius)>>7), actor->y+(((P_Random()-128)*actor->radius)>>7), actor->z+(P_Random()*actor->height/255), MT_ICECHUNK); P_SetMobjState(mo, mo->info->spawnstate+(P_Random()%3)); if(mo) { mo->momz = FixedDiv(mo->z-actor->z, actor->height)<<2; mo->momx = (P_Random()-P_Random())<<(FRACBITS-7); mo->momy = (P_Random()-P_Random())<<(FRACBITS-7); A_IceSetTics(mo); // set a random tic wait } } if(actor->player) { // attach the player's view to a chunk of ice mo = P_SpawnMobj(actor->x, actor->y, actor->z+VIEWHEIGHT, MT_ICECHUNK); P_SetMobjState(mo, S_ICECHUNK_HEAD); mo->momz = FixedDiv(mo->z-actor->z, actor->height)<<2; mo->momx = (P_Random()-P_Random())<<(FRACBITS-7); mo->momy = (P_Random()-P_Random())<<(FRACBITS-7); mo->flags2 |= MF2_ICEDAMAGE; // used to force blue palette mo->flags2 &= ~MF2_FLOORCLIP; mo->player = actor->player; actor->player = NULL; mo->health = actor->health; mo->angle = actor->angle; mo->player->mo = mo; mo->player->lookdir = 0; } P_RemoveMobjFromTIDList(actor); P_SetMobjState(actor, S_FREETARGMOBJ); actor->flags2 |= MF2_DONTDRAW; } //=========================================================================== // Korax Variables // special1 last teleport destination // special2 set if "below half" script not yet run // // Korax Scripts (reserved) // 249 Tell scripts that we are below half health // 250-254 Control scripts // 255 Death script // // Korax TIDs (reserved) // 245 Reserved for Korax himself // 248 Initial teleport destination // 249 Teleport destination // 250-254 For use in respective control scripts // 255 For use in death script (spawn spots) //=========================================================================== #define KORAX_SPIRIT_LIFETIME (5*(35/5)) // 5 seconds #define KORAX_COMMAND_HEIGHT (120*FRACUNIT) #define KORAX_COMMAND_OFFSET (27*FRACUNIT) void KoraxFire1(mobj_t *actor, int type); void KoraxFire2(mobj_t *actor, int type); void KoraxFire3(mobj_t *actor, int type); void KoraxFire4(mobj_t *actor, int type); void KoraxFire5(mobj_t *actor, int type); void KoraxFire6(mobj_t *actor, int type); void KSpiritInit(mobj_t *spirit, mobj_t *korax); #define KORAX_TID (245) #define KORAX_FIRST_TELEPORT_TID (248) #define KORAX_TELEPORT_TID (249) void A_KoraxChase(mobj_t *actor) { mobj_t *spot; int lastfound; byte args[3]={0,0,0}; if ((!actor->special2) && (actor->health <= (actor->info->spawnhealth/2))) { lastfound = 0; spot = P_FindMobjFromTID(KORAX_FIRST_TELEPORT_TID, &lastfound); if (spot) { P_Teleport(actor, spot->x, spot->y, spot->angle, true); } P_StartACS(249, 0, args, actor, NULL, 0); actor->special2 = 1; // Don't run again return; } if (!actor->target) return; if (P_Random()<30) { P_SetMobjState(actor, actor->info->missilestate); } else if (P_Random()<30) { S_StartSound(NULL, SFX_KORAX_ACTIVE); } // Teleport away if (actor->health < (actor->info->spawnhealth>>1)) { if (P_Random()<10) { lastfound = actor->special1; spot = P_FindMobjFromTID(KORAX_TELEPORT_TID, &lastfound); actor->special1 = lastfound; if (spot) { P_Teleport(actor, spot->x, spot->y, spot->angle, true); } } } } void A_KoraxStep(mobj_t *actor) { A_Chase(actor); } void A_KoraxStep2(mobj_t *actor) { S_StartSound(NULL, SFX_KORAX_STEP); A_Chase(actor); } void A_KoraxBonePop(mobj_t *actor) { fixed_t x,y,z; mobj_t *mo; byte args[5]; args[0]=args[1]=args[2]=args[3]=args[4]=0; x=actor->x, y=actor->y, z=actor->z; // Spawn 6 spirits equalangularly mo = P_SpawnMissileAngle(actor,MT_KORAX_SPIRIT1, ANGLE_60*0, 5*FRACUNIT); if (mo) KSpiritInit(mo,actor); mo = P_SpawnMissileAngle(actor,MT_KORAX_SPIRIT2, ANGLE_60*1, 5*FRACUNIT); if (mo) KSpiritInit(mo,actor); mo = P_SpawnMissileAngle(actor,MT_KORAX_SPIRIT3, ANGLE_60*2, 5*FRACUNIT); if (mo) KSpiritInit(mo,actor); mo = P_SpawnMissileAngle(actor,MT_KORAX_SPIRIT4, ANGLE_60*3, 5*FRACUNIT); if (mo) KSpiritInit(mo,actor); mo = P_SpawnMissileAngle(actor,MT_KORAX_SPIRIT5, ANGLE_60*4, 5*FRACUNIT); if (mo) KSpiritInit(mo,actor); mo = P_SpawnMissileAngle(actor,MT_KORAX_SPIRIT6, ANGLE_60*5, 5*FRACUNIT); if (mo) KSpiritInit(mo,actor); P_StartACS(255, 0, args, actor, NULL, 0); // Death script } void KSpiritInit(mobj_t *spirit, mobj_t *korax) { int i; mobj_t *tail, *next; spirit->health = KORAX_SPIRIT_LIFETIME; spirit->special1 = (int)korax; // Swarm around korax spirit->special2 = 32+(P_Random()&7); // Float bob index spirit->args[0] = 10; // initial turn value spirit->args[1] = 0; // initial look angle // Spawn a tail for spirit tail = P_SpawnMobj(spirit->x, spirit->y, spirit->z, MT_HOLY_TAIL); tail->special2 = (int)spirit; // parent for(i = 1; i < 3; i++) { next = P_SpawnMobj(spirit->x, spirit->y, spirit->z, MT_HOLY_TAIL); P_SetMobjState(next, next->info->spawnstate+1); tail->special1 = (int)next; tail = next; } tail->special1 = 0; // last tail bit } void A_KoraxDecide(mobj_t *actor) { if (P_Random()<220) { P_SetMobjState(actor, S_KORAX_MISSILE1); } else { P_SetMobjState(actor, S_KORAX_COMMAND1); } } void A_KoraxMissile(mobj_t *actor) { int type = P_Random()%6; int sound; S_StartSound(actor, SFX_KORAX_ATTACK); switch(type) { case 0: type = MT_WRAITHFX1; sound = SFX_WRAITH_MISSILE_FIRE; break; case 1: type = MT_DEMONFX1; sound = SFX_DEMON_MISSILE_FIRE; break; case 2: type = MT_DEMON2FX1; sound = SFX_DEMON_MISSILE_FIRE; break; case 3: type = MT_FIREDEMON_FX6; sound = SFX_FIRED_ATTACK; break; case 4: type = MT_CENTAUR_FX; sound = SFX_CENTAURLEADER_ATTACK; break; case 5: type = MT_SERPENTFX; sound = SFX_CENTAURLEADER_ATTACK; break; } // Fire all 6 missiles at once S_StartSound(NULL, sound); KoraxFire1(actor, type); KoraxFire2(actor, type); KoraxFire3(actor, type); KoraxFire4(actor, type); KoraxFire5(actor, type); KoraxFire6(actor, type); } // Call action code scripts (250-254) void A_KoraxCommand(mobj_t *actor) { byte args[5]; fixed_t x,y,z; angle_t ang; int numcommands; S_StartSound(actor, SFX_KORAX_COMMAND); // Shoot stream of lightning to ceiling ang = (actor->angle - ANGLE_90) >> ANGLETOFINESHIFT; x=actor->x + FixedMul(KORAX_COMMAND_OFFSET,finecosine[ang]); y=actor->y + FixedMul(KORAX_COMMAND_OFFSET,finesine[ang]); z=actor->z + KORAX_COMMAND_HEIGHT; P_SpawnMobj(x,y,z, MT_KORAX_BOLT); args[0]=args[1]=args[2]=args[3]=args[4]=0; if (actor->health <= (actor->info->spawnhealth >> 1)) { numcommands = 5; } else { numcommands = 4; } switch(P_Random() % numcommands) { case 0: P_StartACS(250, 0, args, actor, NULL, 0); break; case 1: P_StartACS(251, 0, args, actor, NULL, 0); break; case 2: P_StartACS(252, 0, args, actor, NULL, 0); break; case 3: P_StartACS(253, 0, args, actor, NULL, 0); break; case 4: P_StartACS(254, 0, args, actor, NULL, 0); break; } } #define KORAX_DELTAANGLE (85*ANGLE_1) #define KORAX_ARM_EXTENSION_SHORT (40*FRACUNIT) #define KORAX_ARM_EXTENSION_LONG (55*FRACUNIT) #define KORAX_ARM1_HEIGHT (108*FRACUNIT) #define KORAX_ARM2_HEIGHT (82*FRACUNIT) #define KORAX_ARM3_HEIGHT (54*FRACUNIT) #define KORAX_ARM4_HEIGHT (104*FRACUNIT) #define KORAX_ARM5_HEIGHT (86*FRACUNIT) #define KORAX_ARM6_HEIGHT (53*FRACUNIT) // Arm projectiles // arm positions numbered: // 1 top left // 2 middle left // 3 lower left // 4 top right // 5 middle right // 6 lower right // Arm 1 projectile void KoraxFire1(mobj_t *actor, int type) { mobj_t *mo; angle_t ang; fixed_t x,y,z; ang = (actor->angle - KORAX_DELTAANGLE) >> ANGLETOFINESHIFT; x = actor->x + FixedMul(KORAX_ARM_EXTENSION_SHORT, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_SHORT, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM1_HEIGHT; mo = P_SpawnKoraxMissile(x,y,z,actor, actor->target, type); } // Arm 2 projectile void KoraxFire2(mobj_t *actor, int type) { mobj_t *mo; angle_t ang; fixed_t x,y,z; ang = (actor->angle - KORAX_DELTAANGLE) >> ANGLETOFINESHIFT; x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM2_HEIGHT; mo = P_SpawnKoraxMissile(x,y,z,actor, actor->target, type); } // Arm 3 projectile void KoraxFire3(mobj_t *actor, int type) { mobj_t *mo; angle_t ang; fixed_t x,y,z; ang = (actor->angle - KORAX_DELTAANGLE) >> ANGLETOFINESHIFT; x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM3_HEIGHT; mo = P_SpawnKoraxMissile(x,y,z,actor, actor->target, type); } // Arm 4 projectile void KoraxFire4(mobj_t *actor, int type) { mobj_t *mo; angle_t ang; fixed_t x,y,z; ang = (actor->angle + KORAX_DELTAANGLE) >> ANGLETOFINESHIFT; x = actor->x + FixedMul(KORAX_ARM_EXTENSION_SHORT, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_SHORT, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM4_HEIGHT; mo = P_SpawnKoraxMissile(x,y,z,actor, actor->target, type); } // Arm 5 projectile void KoraxFire5(mobj_t *actor, int type) { mobj_t *mo; angle_t ang; fixed_t x,y,z; ang = (actor->angle + KORAX_DELTAANGLE) >> ANGLETOFINESHIFT; x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM5_HEIGHT; mo = P_SpawnKoraxMissile(x,y,z,actor, actor->target, type); } // Arm 6 projectile void KoraxFire6(mobj_t *actor, int type) { mobj_t *mo; angle_t ang; fixed_t x,y,z; ang = (actor->angle + KORAX_DELTAANGLE) >> ANGLETOFINESHIFT; x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM6_HEIGHT; mo = P_SpawnKoraxMissile(x,y,z,actor, actor->target, type); } void A_KSpiritWeave(mobj_t *actor) { fixed_t newX, newY; int weaveXY, weaveZ; int angle; weaveXY = actor->special2>>16; weaveZ = actor->special2&0xFFFF; angle = (actor->angle+ANG90)>>ANGLETOFINESHIFT; newX = actor->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]<<2); newY = actor->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]<<2); weaveXY = (weaveXY+(P_Random()%5))&63; newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]<<2); newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]<<2); P_TryMove(actor, newX, newY); actor->z -= FloatBobOffsets[weaveZ]<<1; weaveZ = (weaveZ+(P_Random()%5))&63; actor->z += FloatBobOffsets[weaveZ]<<1; actor->special2 = weaveZ+(weaveXY<<16); } void A_KSpiritSeeker(mobj_t *actor, angle_t thresh, angle_t turnMax) { int dir; int dist; angle_t delta; angle_t angle; mobj_t *target; fixed_t newZ; fixed_t deltaZ; target = (mobj_t *)actor->special1; if(target == NULL) { return; } dir = P_FaceMobj(actor, target, &delta); if(delta > thresh) { delta >>= 1; if(delta > turnMax) { delta = turnMax; } } if(dir) { // Turn clockwise actor->angle += delta; } else { // Turn counter clockwise actor->angle -= delta; } angle = actor->angle>>ANGLETOFINESHIFT; actor->momx = FixedMul(actor->info->speed, finecosine[angle]); actor->momy = FixedMul(actor->info->speed, finesine[angle]); if(!(leveltime&15) || actor->z > target->z+(target->info->height) || actor->z+actor->height < target->z) { newZ = target->z+((P_Random()*target->info->height)>>8); deltaZ = newZ-actor->z; if(abs(deltaZ) > 15*FRACUNIT) { if(deltaZ > 0) { deltaZ = 15*FRACUNIT; } else { deltaZ = -15*FRACUNIT; } } dist = P_AproxDistance(target->x-actor->x, target->y-actor->y); dist = dist/actor->info->speed; if(dist < 1) { dist = 1; } actor->momz = deltaZ/dist; } return; } void A_KSpiritRoam(mobj_t *actor) { if (actor->health-- <= 0) { S_StartSound(actor, SFX_SPIRIT_DIE); P_SetMobjState(actor, S_KSPIRIT_DEATH1); } else { if (actor->special1) { A_KSpiritSeeker(actor, actor->args[0]*ANGLE_1, actor->args[0]*ANGLE_1*2); } A_KSpiritWeave(actor); if (P_Random()<50) { S_StartSound(NULL, SFX_SPIRIT_ACTIVE); } } } void A_KBolt(mobj_t *actor) { // Countdown lifetime if (actor->special1-- <= 0) { P_SetMobjState(actor, S_NULL); } } #define KORAX_BOLT_HEIGHT 48*FRACUNIT #define KORAX_BOLT_LIFETIME 3 void A_KBoltRaise(mobj_t *actor) { mobj_t *mo; fixed_t z; // Spawn a child upward z = actor->z + KORAX_BOLT_HEIGHT; if ((z + KORAX_BOLT_HEIGHT) < actor->ceilingz) { mo = P_SpawnMobj(actor->x, actor->y, z, MT_KORAX_BOLT); if (mo) { mo->special1 = KORAX_BOLT_LIFETIME; } } else { // Maybe cap it off here } }