#include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "ravenshared.h" #include "a_action.h" #include "gi.h" #include "w_wad.h" #include "thingdef/thingdef.h" #include "g_level.h" #include "doomstat.h" #include "farchive.h" #define MAULATORTICS (25*35) static FRandom pr_minotauratk1 ("MinotaurAtk1"); static FRandom pr_minotaurdecide ("MinotaurDecide"); static FRandom pr_atk ("MinotaurAtk2"); static FRandom pr_minotauratk3 ("MinotaurAtk3"); static FRandom pr_fire ("MntrFloorFire"); static FRandom pr_minotaurslam ("MinotaurSlam"); static FRandom pr_minotaurroam ("MinotaurRoam"); static FRandom pr_minotaurchase ("MinotaurChase"); void P_MinotaurSlam (AActor *source, AActor *target); DECLARE_ACTION(A_MinotaurLook) IMPLEMENT_CLASS(AMinotaur) void AMinotaur::Tick () { Super::Tick (); // The unfriendly Minotaur (Heretic's) is invulnerable while charging if (!(flags5 & MF5_SUMMONEDMONSTER)) { // Get MF_SKULLFLY bit and shift it so it matches MF2_INVULNERABLE DWORD flying = (flags & MF_SKULLFLY) << 3; if ((flags2 & MF2_INVULNERABLE) != flying) { flags2 ^= MF2_INVULNERABLE; } } } bool AMinotaur::Slam (AActor *thing) { // Slamming minotaurs shouldn't move non-creatures if (!(thing->flags3&MF3_ISMONSTER) && !thing->player) { return false; } return Super::Slam (thing); } int AMinotaur::DoSpecialDamage (AActor *target, int damage, FName damagetype) { damage = Super::DoSpecialDamage (target, damage, damagetype); if ((damage != -1) && (flags & MF_SKULLFLY)) { // Slam only when in charge mode P_MinotaurSlam (this, target); return -1; } return damage; } // Minotaur Friend ---------------------------------------------------------- IMPLEMENT_CLASS(AMinotaurFriend) void AMinotaurFriend::BeginPlay () { Super::BeginPlay (); StartTime = -1; } void AMinotaurFriend::Serialize (FArchive &arc) { Super::Serialize (arc); arc << StartTime; } void AMinotaurFriend::Die (AActor *source, AActor *inflictor, int dmgflags) { Super::Die (source, inflictor, dmgflags); if (tracer && tracer->health > 0 && tracer->player) { // Search thinker list for minotaur TThinkerIterator iterator; AMinotaurFriend *mo; while ((mo = iterator.Next()) != NULL) { if (mo->health <= 0) continue; // [RH] Minotaurs can't be morphed, so this isn't needed //if (!(mo->flags&MF_COUNTKILL)) continue; // for morphed minotaurs if (mo->flags&MF_CORPSE) continue; if (mo->StartTime >= 0 && (level.maptime - StartTime) >= MAULATORTICS) continue; if (mo->tracer != NULL && mo->tracer->player == tracer->player) break; } if (mo == NULL) { AInventory *power = tracer->FindInventory(PClass::FindActor("PowerMinotaur")); if (power != NULL) { power->Destroy (); } } } } bool AMinotaurFriend::OkayToSwitchTarget (AActor *other) { if (other == tracer) return false; // Do not target the master return Super::OkayToSwitchTarget (other); } // Action functions for the minotaur ---------------------------------------- //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk1 // // Melee attack. // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDeath) { PARAM_ACTION_PROLOGUE; if (Wads.CheckNumForName ("MNTRF1", ns_sprites) < 0 && Wads.CheckNumForName ("MNTRF0", ns_sprites) < 0) self->SetState(self->FindState ("FadeOut")); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk1) { PARAM_ACTION_PROLOGUE; player_t *player; if (!self->target) { return 0; } S_Sound (self, CHAN_WEAPON, "minotaur/melee", 1, ATTN_NORM); if (self->CheckMeleeRange()) { int damage = pr_minotauratk1.HitDice (4); int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); if ((player = self->target->player) != NULL && player->mo == self->target) { // Squish the player player->deltaviewheight = -16*FRACUNIT; } } return 0; } //---------------------------------------------------------------------------- // // PROC A_MinotaurDecide // // Choose a missile attack. // //---------------------------------------------------------------------------- #define MNTR_CHARGE_SPEED (13*FRACUNIT) DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide) { PARAM_ACTION_PROLOGUE; bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER); angle_t angle; AActor *target; int dist; target = self->target; if (!target) { return 0; } if (!friendly) { S_Sound (self, CHAN_WEAPON, "minotaur/sight", 1, ATTN_NORM); } dist = P_AproxDistance (self->x-target->x, self->y-target->y); if (target->z+target->height > self->z && target->z+target->height < self->z+self->height && dist < (friendly ? 16*64*FRACUNIT : 8*64*FRACUNIT) && dist > 1*64*FRACUNIT && pr_minotaurdecide() < 150) { // Charge attack // Don't call the state function right away self->SetState (self->FindState ("Charge"), true); self->flags |= MF_SKULLFLY; if (!friendly) { // Heretic's Minotaur is invulnerable during charge attack self->flags2 |= MF2_INVULNERABLE; } A_FaceTarget (self); angle = self->angle>>ANGLETOFINESHIFT; self->velx = FixedMul (MNTR_CHARGE_SPEED, finecosine[angle]); self->vely = FixedMul (MNTR_CHARGE_SPEED, finesine[angle]); self->special1 = TICRATE/2; // Charge duration } else if (target->z == target->floorz && dist < 9*64*FRACUNIT && pr_minotaurdecide() < (friendly ? 100 : 220)) { // Floor fire attack self->SetState (self->FindState ("Hammer")); self->special2 = 0; } else { // Swing attack A_FaceTarget (self); // Don't need to call P_SetMobjState because the current state // falls through to the swing attack } return 0; } //---------------------------------------------------------------------------- // // PROC A_MinotaurCharge // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_MinotaurCharge) { PARAM_ACTION_PROLOGUE; AActor *puff; if (self->target == NULL) { return 0; } if (self->special1 > 0) { PClassActor *type; if (gameinfo.gametype == GAME_Heretic) { type = PClass::FindActor("PhoenixPuff"); } else { type = PClass::FindActor("PunchPuff"); } puff = Spawn (type, self->x, self->y, self->z, ALLOW_REPLACE); puff->velz = 2*FRACUNIT; self->special1--; } else { self->flags &= ~MF_SKULLFLY; self->flags2 &= ~MF2_INVULNERABLE; self->SetState (self->SeeState); } return 0; } //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk2 // // Swing attack. // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2) { PARAM_ACTION_PROLOGUE; AActor *mo; angle_t angle; fixed_t velz; fixed_t z; bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER); if (self->target == NULL) { return 0; } S_Sound (self, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM); if (self->CheckMeleeRange()) { int damage; damage = pr_atk.HitDice (friendly ? 3 : 5); int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); return 0; } z = self->z + 40*FRACUNIT; PClassActor *fx = PClass::FindActor("MinotaurFX1"); if (fx) { mo = P_SpawnMissileZ (self, z, self->target, fx); if (mo != NULL) { // S_Sound (mo, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM); velz = mo->velz; angle = mo->angle; P_SpawnMissileAngleZ (self, z, fx, angle-(ANG45/8), velz); P_SpawnMissileAngleZ (self, z, fx, angle+(ANG45/8), velz); P_SpawnMissileAngleZ (self, z, fx, angle-(ANG45/16), velz); P_SpawnMissileAngleZ (self, z, fx, angle+(ANG45/16), velz); } } return 0; } //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk3 // // Floor fire attack. // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk3) { PARAM_ACTION_PROLOGUE; AActor *mo; player_t *player; bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER); if (!self->target) { return 0; } S_Sound (self, CHAN_VOICE, "minotaur/attack3", 1, ATTN_NORM); if (self->CheckMeleeRange()) { int damage; damage = pr_minotauratk3.HitDice (friendly ? 3 : 5); int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); if ((player = self->target->player) != NULL && player->mo == self->target) { // Squish the player player->deltaviewheight = -16*FRACUNIT; } } else { if (self->floorclip > 0 && (i_compatflags & COMPATF_MINOTAUR)) { // only play the sound. S_Sound (self, CHAN_WEAPON, "minotaur/fx2hit", 1, ATTN_NORM); } else { mo = P_SpawnMissile (self, self->target, PClass::FindActor("MinotaurFX2")); if (mo != NULL) { S_Sound (mo, CHAN_WEAPON, "minotaur/attack1", 1, ATTN_NORM); } } } if (pr_minotauratk3() < 192 && self->special2 == 0) { self->SetState (self->FindState ("HammerLoop")); self->special2 = 1; } return 0; } //---------------------------------------------------------------------------- // // PROC A_MntrFloorFire // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_MntrFloorFire) { PARAM_ACTION_PROLOGUE; AActor *mo; fixed_t x, y; self->z = self->floorz; x = self->x + (pr_fire.Random2 () << 10); y = self->y + (pr_fire.Random2 () << 10); mo = Spawn("MinotaurFX3", x, y, self->floorz, ALLOW_REPLACE); mo->target = self->target; mo->velx = 1; // Force block checking P_CheckMissileSpawn (mo, self->radius); return 0; } //--------------------------------------------------------------------------- // // FUNC P_MinotaurSlam // //--------------------------------------------------------------------------- void P_MinotaurSlam (AActor *source, AActor *target) { angle_t angle; fixed_t thrust; int damage; angle = R_PointToAngle2 (source->x, source->y, target->x, target->y); angle >>= ANGLETOFINESHIFT; thrust = 16*FRACUNIT+(pr_minotaurslam()<<10); target->velx += FixedMul (thrust, finecosine[angle]); target->vely += FixedMul (thrust, finesine[angle]); damage = pr_minotaurslam.HitDice (static_cast(source) ? 4 : 6); int newdam = P_DamageMobj (target, NULL, NULL, damage, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : damage, target, angle, 0); if (target->player) { target->reactiontime = 14+(pr_minotaurslam()&7); } } //---------------------------------------------------------------------------- // // Minotaur variables // // special1 charge duration countdown // special2 internal to minotaur AI // StartTime minotaur start time // tracer pointer to player that spawned it //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- // // A_MinotaurRoam // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_MinotaurRoam) { PARAM_ACTION_PROLOGUE; // In case pain caused him to skip his fade in. self->RenderStyle = STYLE_Normal; if (self->IsKindOf(RUNTIME_CLASS(AMinotaurFriend))) { AMinotaurFriend *self1 = static_cast (self); if (self1->StartTime >= 0 && (level.maptime - self1->StartTime) >= MAULATORTICS) { P_DamageMobj (self1, NULL, NULL, TELEFRAG_DAMAGE, NAME_None); return 0; } } if (pr_minotaurroam() < 30) CALL_ACTION(A_MinotaurLook, self); // adjust to closest target if (pr_minotaurroam() < 6) { //Choose new direction self->movedir = pr_minotaurroam() % 8; FaceMovementDirection (self); } if (!P_Move(self)) { // Turn if (pr_minotaurroam() & 1) self->movedir = (self->movedir + 1) % 8; else self->movedir = (self->movedir + 7) % 8; FaceMovementDirection (self); } return 0; } //---------------------------------------------------------------------------- // // PROC A_MinotaurLook // // Look for enemy of player //---------------------------------------------------------------------------- #define MINOTAUR_LOOK_DIST (16*54*FRACUNIT) DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook) { PARAM_ACTION_PROLOGUE; if (!self->IsKindOf(RUNTIME_CLASS(AMinotaurFriend))) { CALL_ACTION(A_Look, self); return 0; } AActor *mo = NULL; player_t *player; fixed_t dist; int i; AActor *master = self->tracer; self->target = NULL; if (deathmatch) // Quick search for players { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; player = &players[i]; mo = player->mo; if (mo == master) continue; if (mo->health <= 0) continue; dist = P_AproxDistance(self->x - mo->x, self->y - mo->y); if (dist > MINOTAUR_LOOK_DIST) continue; self->target = mo; break; } } if (!self->target) // Near player monster search { if (master && (master->health>0) && (master->player)) mo = P_RoughMonsterSearch(master, 20); else mo = P_RoughMonsterSearch(self, 20); self->target = mo; } if (!self->target) // Normal monster search { FActorIterator iterator (0); while ((mo = iterator.Next()) != NULL) { if (!(mo->flags3 & MF3_ISMONSTER)) continue; if (mo->health <= 0) continue; if (!(mo->flags & MF_SHOOTABLE)) continue; dist = P_AproxDistance (self->x - mo->x, self->y - mo->y); if (dist > MINOTAUR_LOOK_DIST) continue; if ((mo == master) || (mo == self)) continue; if ((mo->flags5 & MF5_SUMMONEDMONSTER) && (mo->tracer == master)) continue; self->target = mo; break; // Found actor to attack } } if (self->target) { self->SetState (self->SeeState, true); } else { self->SetState (self->FindState ("Roam"), true); } return 0; } DEFINE_ACTION_FUNCTION(AActor, A_MinotaurChase) { PARAM_ACTION_PROLOGUE; if (!self->IsKindOf(RUNTIME_CLASS(AMinotaurFriend))) { A_Chase (stack, self); return 0; } AMinotaurFriend *self1 = static_cast (self); // In case pain caused him to skip his fade in. self1->RenderStyle = STYLE_Normal; if (self1->StartTime >= 0 && (level.maptime - self1->StartTime) >= MAULATORTICS) { P_DamageMobj (self1, NULL, NULL, TELEFRAG_DAMAGE, NAME_None); return 0; } if (pr_minotaurchase() < 30) CALL_ACTION(A_MinotaurLook, self1); // adjust to closest target if (!self1->target || (self1->target->health <= 0) || !(self1->target->flags&MF_SHOOTABLE)) { // look for a new target self1->SetIdle(); return 0; } FaceMovementDirection (self1); self1->reactiontime = 0; // Melee attack if (self1->MeleeState && self1->CheckMeleeRange ()) { if (self1->AttackSound) { S_Sound (self1, CHAN_WEAPON, self1->AttackSound, 1, ATTN_NORM); } self1->SetState (self1->MeleeState); return 0; } // Missile attack if (self1->MissileState && P_CheckMissileRange(self1)) { self1->SetState (self1->MissileState); return 0; } // chase towards target if (!P_Move (self1)) { P_NewChaseDir (self1); FaceMovementDirection (self1); } // Active sound if (pr_minotaurchase() < 6) { self1->PlayActiveSound (); } return 0; }