// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Enemy thinking, AI. // Action Pointer Functions // that are associated with states/frames. // //----------------------------------------------------------------------------- #include #include "m_random.h" #include "i_system.h" #include "doomdef.h" #include "p_local.h" #include "p_lnspec.h" #include "p_effect.h" #include "s_sound.h" #include "g_game.h" // State. #include "doomstat.h" #include "r_state.h" #include "c_cvars.h" cvar_t *testgibs; typedef enum { DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, DI_NODIR, NUMDIRS } dirtype_t; // // P_NewChaseDir related LUT. // 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 A_Fall (mobj_t *actor); // // ENEMY THINKING // Enemies are allways spawned // with targetplayer = -1, threshold = 0 // Most monsters are spawned unaware of all players, // but some can be made preaware // // // Called by P_NoiseAlert. // Recursively traverse adjacent sectors, // sound blocking lines cut off traversal. // 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) { return; // already flooded } sec->validcount = validcount; sec->soundtraversed = soundblocks+1; sec->soundtarget = soundtarget; for (i=0 ;ilinecount ; i++) { check = sec->lines[i]; if (! (check->flags & ML_TWOSIDED) ) continue; P_LineOpening (check); if (openrange <= 0) continue; // closed door 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); } } // // 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) { if (target->player && (target->player->cheats & CF_NOTARGET)) return; soundtarget = target; validcount++; P_RecursiveSound (emmiter->subsector->sector, 0); } // // P_CheckMeleeRange // BOOL P_CheckMeleeRange (mobj_t *actor) { mobj_t *pl; fixed_t dist; if (!actor->target) return false; pl = actor->target; dist = P_AproxDistance (pl->x-actor->x, pl->y-actor->y); if (dist >= MELEERANGE-20*FRACUNIT+pl->info->radius) return false; // [RH] If moving toward goal, then we've reached it. if (actor->target == actor->goal) return true; // [RH] Don't melee things too far above or below actor. if (pl->z > actor->z + actor->height) return false; if (pl->z + pl->height < actor->z) return false; if (!P_CheckSight (actor, pl, false)) return false; return true; } // // P_CheckMissileRange // BOOL P_CheckMissileRange (mobj_t *actor) { fixed_t dist; if (!P_CheckSight (actor, actor->target, false)) return false; if (actor->flags & MF_JUSTHIT) { // the target just hit the enemy, // so fight back! actor->flags &= ~MF_JUSTHIT; return true; } if (actor->reactiontime) return false; // do not attack yet // OPTIMIZE: get this from a global checksight dist = P_AproxDistance ( actor->x-actor->target->x, actor->y-actor->target->y) - 64*FRACUNIT; if (!actor->info->meleestate) dist -= 128*FRACUNIT; // no melee attack, so fire more dist >>= 16; if (actor->type == MT_VILE) { if (dist > 14*64) return false; // too far away } if (actor->type == MT_UNDEAD) { if (dist < 196) return false; // close for fist attack dist >>= 1; } if (actor->type == MT_CYBORG || actor->type == MT_SPIDER || actor->type == MT_SKULL) { dist >>= 1; } if (dist > 200) dist = 200; if (actor->type == MT_CYBORG && dist > 160) dist = 160; if (P_Random (pr_checkmissilerange) < 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}; extern line_t **spechit; extern int numspechit; BOOL P_Move (mobj_t *actor) { fixed_t tryx, tryy, deltax, deltay, origx, origy; BOOL try_ok; int good; int movefactor = ORIG_FRICTION_FACTOR; int friction = ORIG_FRICTION; int speed; if (actor->movedir == DI_NODIR) return false; if ((unsigned)actor->movedir >= 8) I_Error ("Weird actor->movedir!"); // killough 10/98: make monsters get affected by ice and sludge too: movefactor = P_GetMoveFactor (actor, &friction); speed = actor->info->speed; if (friction < ORIG_FRICTION && // sludge !(speed = ((ORIG_FRICTION_FACTOR - (ORIG_FRICTION_FACTOR-movefactor)/2) * speed) / ORIG_FRICTION_FACTOR)) speed = 1; // always give the monster a little bit of speed tryx = (origx = actor->x) + (deltax = speed * xspeed[actor->movedir]); tryy = (origy = actor->y) + (deltay = speed * yspeed[actor->movedir]); // killough 3/15/98: don't jump over dropoffs: try_ok = P_TryMove (actor, tryx, tryy, false); if (try_ok && friction > ORIG_FRICTION) { actor->x = origx; actor->y = origy; movefactor *= FRACUNIT / ORIG_FRICTION_FACTOR / 4; actor->momx += FixedMul (deltax, movefactor); actor->momy += FixedMul (deltay, movefactor); } if (!try_ok) { // 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; // if the special is not a door that can be opened, return false // // killough 8/9/98: this is what caused monsters to get stuck in // doortracks, because it thought that the monster freed itself // by opening a door, even if it was moving towards the doortrack, // and not the door itself. // // killough 9/9/98: If a line blocking the monster is activated, // return true 90% of the time. If a line blocking the monster is // not activated, but some other line is, return false 90% of the // time. A bit of randomness is needed to ensure it's free from // lockups, but for most cases, it returns the correct result. // // Do NOT simply return false 1/4th of the time (causes monsters to // back out when they shouldn't, and creates secondary stickiness). for (good = 0; numspechit--; ) { line_t *ld = spechit[numspechit]; // [RH] let monsters push lines, as well as use them if (P_ActivateLine (ld, actor, 0, SPAC_USE) || P_ActivateLine (ld, actor, 0, SPAC_PUSH)) { good |= ld == BlockingLine ? 1 : 2; } } return good && ((P_Random (pr_opendoor) >= 203) ^ (good & 1)); } else { actor->flags &= ~MF_INFLOAT; } if (!(actor->flags & MF_FLOAT)) { if (actor->z > actor->floorz) { P_HitFloor (actor); } actor->z = actor->floorz; } return true; } // // TryWalk // Attempts to move actor on // in its current (ob->moveangle) direction. // If blocked by either a wall or an actor // returns FALSE // If move is either clear or blocked only by a door, // returns TRUE and sets... // If a door is in the way, // an OpenDoor call is made to start it opening. // BOOL P_TryWalk (mobj_t *actor) { if (!P_Move (actor)) { return false; } actor->movecount = P_Random (pr_trywalk) & 15; return true; } void P_NewChaseDir (mobj_t *actor) { fixed_t deltax; fixed_t deltay; dirtype_t d[3]; int tdir; dirtype_t olddir; dirtype_t turnaround; if (!actor->target) I_Error ("P_NewChaseDir: called with no target"); olddir = 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 (pr_newchasedir) > 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)) { // either moved forward or attacked return; } } if (d[2] != DI_NODIR) { actor->movedir = d[2]; if (P_TryWalk (actor)) return; } // there is no direct path to the player, // so pick another direction. if (olddir != DI_NODIR) { actor->movedir = olddir; if (P_TryWalk (actor)) return; } // randomly determine direction of search if (P_Random (pr_newchasedir) & 1) { for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++) { if (tdir != turnaround) { actor->movedir =tdir; if ( P_TryWalk(actor) ) return; } } } else { for (tdir = DI_SOUTHEAST; tdir != (DI_EAST-1); tdir--) { if (tdir != turnaround) { actor->movedir = tdir; if ( P_TryWalk(actor) ) return; } } } if (turnaround != DI_NODIR) { actor->movedir =turnaround; if ( P_TryWalk(actor) ) return; } actor->movedir = DI_NODIR; // can not move } // // P_LookForPlayers // If allaround is false, only look 180 degrees in front. // Returns true if a player is targeted. // BOOL P_LookForPlayers (mobj_t *actor, BOOL allaround) { int c; int stop; player_t* player; sector_t* sector; angle_t an; fixed_t dist; sector = actor->subsector->sector; c = 0; stop = (actor->lastlook-1) & (MAXPLAYERS-1); for ( ; ; actor->lastlook = (actor->lastlook+1)&(MAXPLAYERS-1) ) { if (!playeringame[actor->lastlook]) continue; if (c++ == 2 || actor->lastlook == stop) { // done looking // [RH] use goal as target if (!actor->target && actor->goal) { actor->target = actor->goal; return true; } return false; } player = &players[actor->lastlook]; if (player->cheats & CF_NOTARGET) continue; // no target if (player->health <= 0) continue; // dead if (!P_CheckSight (actor, player->mo, false)) 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 } } // [RH] Need to be sure the reactiontime is 0 if the monster is // leaving its goal to go after a player. if (actor->goal && actor->target == actor->goal) actor->reactiontime = 0; actor->target = player->mo; return true; } // Use last known enemy if no players sighted -- killough 2/15/98: if (actor->lastenemy && actor->lastenemy->health > 0) { actor->target = actor->lastenemy; actor->lastenemy = NULL; return true; } // [RH] Use goal as a last resort if (!actor->target && actor->goal) { actor->target = actor->goal; return true; } return false; } // // A_KeenDie // DOOM II special, map 32. // Uses special tag 666. // void A_KeenDie (mobj_t *mo) { thinker_t* th; mobj_t* mo2; A_Fall (mo); // scan the remaining thinkers // to see if all Keens are dead for (th = thinkercap.next ; th != &thinkercap ; th=th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2 != mo && mo2->type == mo->type && mo2->health > 0) { // other Keen not dead return; } } EV_DoDoor (doorOpen, NULL, NULL, 666, 2*FRACUNIT, 0, 0); } // // ACTION ROUTINES // // // A_Look // Stay in state until a player is sighted. // [RH] Will also leave state to move to goal. // void A_Look (mobj_t *actor) { mobj_t *targ; // [RH] Set goal now if appropriate if (actor->special == Thing_SetGoal && actor->args[0] == 0) { actor->special = 0; actor->goal = P_FindGoal (NULL, actor->args[1], MT_PATHNODE); actor->reactiontime = actor->args[2] * TICRATE + level.time; } actor->threshold = 0; // any shot will wake up targ = actor->subsector->sector->soundtarget; if (targ && targ->player && (targ->player->cheats & CF_NOTARGET)) return; // [RH] Andy Baker's stealth monsters if (actor->flags & MF_STEALTH) { P_IncreaseVisibility(actor); } if (targ && (targ->flags & MF_SHOOTABLE) ) { actor->target = targ; if ( actor->flags & MF_AMBUSH ) { if (P_CheckSight (actor, actor->target, false)) goto seeyou; } else goto seeyou; } if (!P_LookForPlayers (actor, false) ) return; // go into chase state seeyou: // [RH] Don't start chasing after a goal if it isn't time yet. if (actor->target == actor->goal) { if (actor->reactiontime > level.time) actor->target = NULL; } else if (actor->info->seesound) { char sound[MAX_SNDNAME]; strcpy (sound, actor->info->seesound); if (sound[strlen(sound)-1] == '1') { sound[strlen(sound)-1] = P_Random(pr_look)%3 + '1'; if (S_FindSound (sound) == -1) sound[strlen(sound)-1] = '1'; } if (actor->flags2 & MF2_BOSS) { // full volume S_Sound (actor, CHAN_VOICE, sound, 1, ATTN_SURROUND); } else S_Sound (actor, CHAN_VOICE, sound, 1, ATTN_NORM); } if (actor->target) 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; // [RH] Andy Baker's stealth monsters if (actor->flags & MF_STEALTH) { P_DecreaseVisibility(actor); } if (actor->reactiontime) actor->reactiontime--; // modify target threshold if (actor->threshold) { if (!actor->target || actor->target->health <= 0) { actor->threshold = 0; } else actor->threshold--; } // turn towards movement direction if not there yet if (actor->movedir < 8) { actor->angle &= (7<<29); delta = actor->angle - (actor->movedir << 29); if (delta > 0) actor->angle -= ANG90/2; else if (delta < 0) actor->angle += ANG90/2; } // [RH] If the target is dead (and not a goal), stop chasing it. if (actor->target && actor->target != actor->goal && actor->target->health <= 0) actor->target = NULL; if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) { // look for a new target if (P_LookForPlayers (actor, true) && actor->target != actor->goal) return; // got a new target if (actor->target == NULL) { P_SetMobjState (actor, actor->info->spawnstate); return; } } // do not attack twice in a row if (actor->flags & MF_JUSTATTACKED) { actor->flags &= ~MF_JUSTATTACKED; if ((gameskill->value != sk_nightmare) && !(dmflags & DF_FAST_MONSTERS)) P_NewChaseDir (actor); return; } // [RH] Don't attack if just moving toward goal if (actor->target == actor->goal) { if (P_CheckMeleeRange (actor)) { // reached the goal actor->reactiontime = actor->goal->args[1] * TICRATE + level.time; actor->goal = P_FindGoal (NULL, actor->goal->args[0], MT_PATHNODE); actor->target = NULL; P_SetMobjState (actor, actor->info->spawnstate); return; } goto nomissile; } // check for melee attack if (actor->info->meleestate && P_CheckMeleeRange (actor)) { if (actor->info->attacksound) S_Sound (actor, CHAN_WEAPON, actor->info->attacksound, 1, ATTN_NORM); P_SetMobjState (actor, actor->info->meleestate); return; } // check for missile attack if (actor->info->missilestate) { if (gameskill->value < sk_nightmare && actor->movecount && !(dmflags & DF_FAST_MONSTERS)) { 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, false) ) { 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 (pr_chase) < 3) { S_Sound (actor, CHAN_VOICE, actor->info->activesound, 1, ATTN_IDLE); } } // // A_FaceTarget // void A_FaceTarget (mobj_t *actor) { if (!actor->target) return; // [RH] Andy Baker's stealth monsters if (actor->flags & MF_STEALTH) { P_IncreaseVisibility(actor); } actor->flags &= ~MF_AMBUSH; actor->angle = R_PointToAngle2 (actor->x, actor->y, actor->target->x, actor->target->y); if (actor->target->flags & MF_SHADOW) { int t = P_Random(pr_facetarget); actor->angle += (t-P_Random(pr_facetarget))<<21; } } // // [RH] A_MonsterRail // // New function to let monsters shoot a railgun // void A_MonsterRail (mobj_t *actor) { if (!actor->target) return; // [RH] Andy Baker's stealth monsters if (actor->flags & MF_STEALTH) { P_IncreaseVisibility(actor); } actor->flags &= ~MF_AMBUSH; actor->angle = R_PointToAngle2 (actor->x, actor->y, actor->target->x, actor->target->y); actor->pitch = FixedDiv (P_AimLineAttack (actor, actor->angle, MISSILERANGE), -40960); // Let the aim trail behind the player actor->angle = R_PointToAngle2 (actor->x, actor->y, actor->target->x - actor->target->momx * 3, actor->target->y - actor->target->momy * 3); if (actor->target->flags & MF_SHADOW) { int t = P_Random(pr_facetarget); actor->angle += (t-P_Random(pr_facetarget))<<21; } P_RailAttack (actor, actor->damage, 0); } // // A_PosAttack // void A_PosAttack (mobj_t *actor) { int angle; int damage; int slope; int t; if (!actor->target) return; A_FaceTarget (actor); angle = actor->angle; slope = P_AimLineAttack (actor, angle, MISSILERANGE); S_Sound (actor, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM); t = P_Random(pr_posattack); angle += (t - P_Random (pr_posattack))<<20; damage = ((P_Random (pr_posattack)%5)+1)*3; P_LineAttack (actor, angle, MISSILERANGE, slope, damage); } void A_SPosAttack (mobj_t *actor) { int i; int bangle; int slope; if (!actor->target) return; S_Sound (actor, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM); A_FaceTarget (actor); bangle = actor->angle; slope = P_AimLineAttack (actor, bangle, MISSILERANGE); for (i=0 ; i<3 ; i++) { int t = P_Random (pr_sposattack); int angle = bangle + ((t - P_Random (pr_sposattack))<<20); int damage = ((P_Random (pr_sposattack)%5)+1)*3; P_LineAttack(actor, angle, MISSILERANGE, slope, damage); } } void A_CPosAttack (mobj_t *actor) { int angle; int bangle; int damage; int slope; int t; if (!actor->target) return; // [RH] Andy Baker's stealth monsters if (actor->flags & MF_STEALTH) { P_IncreaseVisibility(actor); } S_Sound (actor, CHAN_WEAPON, "chainguy/attack", 1, ATTN_NORM); A_FaceTarget (actor); bangle = actor->angle; slope = P_AimLineAttack (actor, bangle, MISSILERANGE); t = P_Random (pr_cposattack); angle = bangle + ((t - P_Random (pr_cposattack))<<20); damage = ((P_Random (pr_cposattack)%5)+1)*3; P_LineAttack (actor, angle, MISSILERANGE, slope, damage); } void A_CPosRefire (mobj_t *actor) { // keep firing unless target got out of sight A_FaceTarget (actor); if (P_Random (pr_cposrefire) < 40) return; if (!actor->target || actor->target->health <= 0 || !P_CheckSight (actor, actor->target, false) ) { P_SetMobjState (actor, actor->info->seestate); } } void A_SpidRefire (mobj_t *actor) { // keep firing unless target got out of sight A_FaceTarget (actor); if (P_Random (pr_spidrefire) < 10) return; if (!actor->target || actor->target->health <= 0 || !P_CheckSight (actor, actor->target, false) ) { P_SetMobjState (actor, actor->info->seestate); } } void A_BspiAttack (mobj_t *actor) { if (!actor->target) return; // [RH] Andy Baker's stealth monsters if (actor->flags & MF_STEALTH) { P_IncreaseVisibility(actor); } A_FaceTarget (actor); // launch a missile P_SpawnMissile (actor, actor->target, MT_ARACHPLAZ); } // // A_TroopAttack // void A_TroopAttack (mobj_t *actor) { if (!actor->target) return; A_FaceTarget (actor); if (P_CheckMeleeRange (actor)) { int damage = (P_Random (pr_troopattack)%8+1)*3; S_Sound (actor, CHAN_WEAPON, "imp/melee", 1, ATTN_NORM); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); return; } // launch a missile P_SpawnMissile (actor, actor->target, MT_TROOPSHOT); } void A_SargAttack (mobj_t *actor) { if (!actor->target) return; A_FaceTarget (actor); if (P_CheckMeleeRange (actor)) { int damage = ((P_Random (pr_sargattack)%10)+1)*4; P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); } } void A_HeadAttack (mobj_t *actor) { if (!actor->target) return; A_FaceTarget (actor); if (P_CheckMeleeRange (actor)) { int damage = (P_Random (pr_headattack)%6+1)*10; P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); return; } // launch a missile P_SpawnMissile (actor, actor->target, MT_HEADSHOT); } void A_CyberAttack (mobj_t *actor) { mobj_t *rocket; if (!actor->target) return; A_FaceTarget (actor); rocket = P_SpawnMissile (actor, actor->target, MT_ROCKET); if (rocket) rocket->effects = FX_ROCKET; // [RH] leave a trail behind the rocket } void A_BruisAttack (mobj_t *actor) { if (!actor->target) return; if (P_CheckMeleeRange (actor)) { int damage = (P_Random (pr_bruisattack)%8+1)*10; S_Sound (actor, CHAN_WEAPON, "baron/melee", 1, ATTN_NORM); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); return; } // launch a missile P_SpawnMissile (actor, actor->target, MT_BRUISERSHOT); } // // A_SkelMissile // void A_SkelMissile (mobj_t *actor) { mobj_t *mo; if (!actor->target) return; A_FaceTarget (actor); actor->z += 16*FRACUNIT; // so missile spawns higher mo = P_SpawnMissile (actor, actor->target, MT_TRACER); actor->z -= 16*FRACUNIT; // back to normal mo->x += mo->momx; mo->y += mo->momy; mo->tracer = actor->target; } #define TRACEANGLE (0xc000000) void A_Tracer (mobj_t *actor) { angle_t exact; fixed_t dist; fixed_t slope; mobj_t* dest; mobj_t* th; // killough 1/18/98: this is why some missiles do not have smoke // and some do. Also, internal demos start at random gametics, thus // the bug in which revenants cause internal demos to go out of sync. // // killough 3/6/98: fix revenant internal demo bug by subtracting // levelstarttic from gametic: // // [RH] level.time is always 0-based, so nothing special to do here. if (level.time & 3) return; // spawn a puff of smoke behind the rocket P_SpawnPuff (actor->x, actor->y, actor->z, 0, 3); th = P_SpawnMobj (actor->x-actor->momx, actor->y-actor->momy, actor->z, MT_SMOKE); th->momz = FRACUNIT; th->tics -= P_Random (pr_tracer)&3; if (th->tics < 1) th->tics = 1; // adjust direction dest = actor->tracer; if (!dest || dest->health <= 0) return; // change angle exact = R_PointToAngle2 (actor->x, actor->y, dest->x, dest->y); if (exact != actor->angle) { if (exact - actor->angle > 0x80000000) { actor->angle -= TRACEANGLE; if (exact - actor->angle < 0x80000000) actor->angle = exact; } else { actor->angle += TRACEANGLE; if (exact - actor->angle > 0x80000000) actor->angle = exact; } } exact = actor->angle>>ANGLETOFINESHIFT; actor->momx = FixedMul (actor->info->speed, finecosine[exact]); actor->momy = FixedMul (actor->info->speed, finesine[exact]); // change slope dist = P_AproxDistance (dest->x - actor->x, dest->y - actor->y); dist = dist / actor->info->speed; if (dist < 1) dist = 1; slope = (dest->z+40*FRACUNIT - actor->z) / dist; if (slope < actor->momz) actor->momz -= FRACUNIT/8; else actor->momz += FRACUNIT/8; } void A_SkelWhoosh (mobj_t *actor) { if (!actor->target) return; A_FaceTarget (actor); S_Sound (actor, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM); } void A_SkelFist (mobj_t *actor) { if (!actor->target) return; A_FaceTarget (actor); if (P_CheckMeleeRange (actor)) { int damage = ((P_Random (pr_skelfist)%10)+1)*6; S_Sound (actor, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); } } // // PIT_VileCheck // Detect a corpse that could be raised. // mobj_t* corpsehit; mobj_t* vileobj; fixed_t viletryx; fixed_t viletryy; BOOL PIT_VileCheck (mobj_t *thing) { int maxdist; BOOL check; if (!(thing->flags & MF_CORPSE) ) return true; // not a monster if (thing->tics != -1) return true; // not lying still yet if (thing->info->raisestate == S_NULL) return true; // monster doesn't have a raise state maxdist = thing->info->radius + mobjinfo[MT_VILE].radius; if ( abs(thing->x - viletryx) > maxdist || abs(thing->y - viletryy) > maxdist ) return true; // not actually touching corpsehit = thing; corpsehit->momx = corpsehit->momy = 0; // [RH] Check against real height and radius { fixed_t oldheight = corpsehit->height; fixed_t oldradius = corpsehit->radius; int oldflags = corpsehit->flags; corpsehit->flags |= MF_SOLID; corpsehit->height = corpsehit->info->height; check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y); corpsehit->flags = oldflags; corpsehit->radius = oldradius; corpsehit->height = oldheight; } return !check; } // // A_VileChase // Check for ressurecting a body // void A_VileChase (mobj_t *actor) { int xl; int xh; int yl; int yh; int bx; int by; mobjinfo_t* info; mobj_t* temp; if (actor->movedir != DI_NODIR) { // check for corpses to raise viletryx = actor->x + actor->info->speed*xspeed[actor->movedir]; viletryy = actor->y + actor->info->speed*yspeed[actor->movedir]; xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT; xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT; yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT; yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT; vileobj = actor; for (bx=xl ; bx<=xh ; bx++) { for (by=yl ; by<=yh ; by++) { // Call PIT_VileCheck to check // whether object is a corpse // that canbe raised. if (!P_BlockThingsIterator(bx,by,PIT_VileCheck)) { // got one! temp = actor->target; actor->target = corpsehit; A_FaceTarget (actor); actor->target = temp; P_SetMobjState (actor, S_VILE_HEAL1); S_Sound (corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE); info = corpsehit->info; P_SetMobjState (corpsehit,info->raisestate); corpsehit->height = info->height; // [RH] Use real mobj height corpsehit->radius = info->radius; // [RH] Use real radius corpsehit->flags = (info->flags & ~MF_TRANSLUCBITS) | MF_TRANSLUC50; corpsehit->health = info->spawnhealth; corpsehit->target = NULL; return; } } } } // Return to normal attack. A_Chase (actor); } // // A_VileStart // void A_VileStart (mobj_t *actor) { S_Sound (actor, CHAN_VOICE, "vile/start", 1, ATTN_NORM); } // // A_Fire // Keep fire in front of player unless out of sight // void A_Fire (mobj_t *actor); void A_StartFire (mobj_t *actor) { S_Sound(actor, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM); A_Fire(actor); } void A_FireCrackle (mobj_t *actor) { S_Sound(actor, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM); A_Fire(actor); } void A_Fire (mobj_t *actor) { mobj_t* dest; unsigned an; dest = actor->tracer; if (!dest) return; // don't move it if the vile lost sight if (!P_CheckSight (actor->target, dest, false) ) return; an = dest->angle >> ANGLETOFINESHIFT; P_UnsetThingPosition (actor); actor->x = dest->x + FixedMul (24*FRACUNIT, finecosine[an]); actor->y = dest->y + FixedMul (24*FRACUNIT, finesine[an]); actor->z = dest->z; P_SetThingPosition (actor); } // // A_VileTarget // Spawn the hellfire // void A_VileTarget (mobj_t *actor) { mobj_t *fog; if (!actor->target) return; A_FaceTarget (actor); fog = P_SpawnMobj (actor->target->x, actor->target->x, actor->target->z, MT_FIRE); actor->tracer = fog; fog->target = actor; fog->tracer = actor->target; A_Fire (fog); } // // A_VileAttack // void A_VileAttack (mobj_t *actor) { mobj_t *fire; int an; if (!actor->target) return; A_FaceTarget (actor); if (!P_CheckSight (actor, actor->target, false) ) return; S_Sound (actor, CHAN_WEAPON, "vile/stop", 1, ATTN_NORM); P_DamageMobj (actor->target, actor, actor, 20, MOD_UNKNOWN); actor->target->momz = 1000*FRACUNIT/actor->target->info->mass; an = actor->angle >> ANGLETOFINESHIFT; fire = actor->tracer; if (!fire) return; // move the fire between the vile and the player fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]); fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]); P_RadiusAttack (fire, actor, 70, MOD_UNKNOWN); } // // Mancubus attack, // firing three missiles (bruisers) in three different directions? // Doesn't look like it. // #define FATSPREAD (ANG90/8) void A_FatRaise (mobj_t *actor) { A_FaceTarget (actor); S_Sound (actor, CHAN_WEAPON, "fatso/attack", 1, ATTN_NORM); } void A_FatAttack1 (mobj_t *actor) { mobj_t* mo; int an; A_FaceTarget (actor); // Change direction to ... actor->angle += FATSPREAD; P_SpawnMissile (actor, actor->target, MT_FATSHOT); mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT); mo->angle += FATSPREAD; an = mo->angle >> ANGLETOFINESHIFT; mo->momx = FixedMul (mo->info->speed, finecosine[an]); mo->momy = FixedMul (mo->info->speed, finesine[an]); } void A_FatAttack2 (mobj_t *actor) { mobj_t* mo; int an; A_FaceTarget (actor); // Now here choose opposite deviation. actor->angle -= FATSPREAD; P_SpawnMissile (actor, actor->target, MT_FATSHOT); mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT); mo->angle -= FATSPREAD*2; an = mo->angle >> ANGLETOFINESHIFT; mo->momx = FixedMul (mo->info->speed, finecosine[an]); mo->momy = FixedMul (mo->info->speed, finesine[an]); } void A_FatAttack3 (mobj_t *actor) { mobj_t* mo; int an; A_FaceTarget (actor); mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT); mo->angle -= FATSPREAD/2; an = mo->angle >> ANGLETOFINESHIFT; mo->momx = FixedMul (mo->info->speed, finecosine[an]); mo->momy = FixedMul (mo->info->speed, finesine[an]); mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT); mo->angle += FATSPREAD/2; an = mo->angle >> ANGLETOFINESHIFT; mo->momx = FixedMul (mo->info->speed, finecosine[an]); mo->momy = FixedMul (mo->info->speed, finesine[an]); } // // SkullAttack // Fly at the player like a missile. // #define SKULLSPEED (20*FRACUNIT) void A_SkullAttack (mobj_t *actor) { mobj_t* dest; angle_t an; int dist; if (!actor->target) return; dest = actor->target; actor->flags |= MF_SKULLFLY; S_Sound (actor, CHAN_VOICE, actor->info->attacksound, 1, ATTN_NORM); A_FaceTarget (actor); an = actor->angle >> ANGLETOFINESHIFT; actor->momx = FixedMul (SKULLSPEED, finecosine[an]); actor->momy = FixedMul (SKULLSPEED, finesine[an]); dist = P_AproxDistance (dest->x - actor->x, dest->y - actor->y); dist = dist / SKULLSPEED; if (dist < 1) dist = 1; actor->momz = (dest->z+(dest->height>>1) - actor->z) / dist; } // // A_PainShootSkull // Spawn a lost soul and launch it at the target // void A_PainShootSkull (mobj_t *actor, angle_t angle) { fixed_t x; fixed_t y; fixed_t z; mobj_t* newmobj; angle_t an; int prestep; int count; thinker_t* currentthinker; // count total number of skull currently on the level count = 0; currentthinker = thinkercap.next; while (currentthinker != &thinkercap) { if ( (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker) && ((mobj_t *)currentthinker)->type == MT_SKULL) count++; currentthinker = currentthinker->next; } // if there are already 20 skulls on the level, // don't spit another one if (count > 20) return; // okay, there's room for another one an = angle >> ANGLETOFINESHIFT; prestep = 4*FRACUNIT + 3*(actor->info->radius + mobjinfo[MT_SKULL].radius)/2; x = actor->x + FixedMul (prestep, finecosine[an]); y = actor->y + FixedMul (prestep, finesine[an]); z = actor->z + 8*FRACUNIT; // Check whether the Lost Soul is being fired through a 1-sided // phares // wall or an impassible line, or a "monsters can't cross" line.// | // If it is, then we don't allow the spawn. // V if (Check_Sides(actor,x,y)) return; newmobj = P_SpawnMobj (x, y, z, MT_SKULL); // Check to see if the new Lost Soul's z value is above the // ceiling of its new sector, or below the floor. If so, kill it. if ((newmobj->z > (newmobj->subsector->sector->ceilingheight - newmobj->height)) || (newmobj->z < newmobj->subsector->sector->floorheight)) { // kill it immediately P_DamageMobj(newmobj,actor,actor,10000,MOD_UNKNOWN); // ^ return; // | } // phares // Check for movements. if (!P_CheckPosition (newmobj, newmobj->x, newmobj->y)) { // kill it immediately P_DamageMobj (newmobj,actor,actor,10000,MOD_UNKNOWN); return; } newmobj->target = actor->target; A_SkullAttack (newmobj); } // // A_PainAttack // Spawn a lost soul and launch it at the target // void A_PainAttack (mobj_t *actor) { if (!actor->target) return; A_FaceTarget (actor); A_PainShootSkull (actor, actor->angle); } void A_PainDie (mobj_t *actor) { A_Fall (actor); A_PainShootSkull (actor, actor->angle+ANG90); A_PainShootSkull (actor, actor->angle+ANG180); A_PainShootSkull (actor, actor->angle+ANG270); } void A_Scream (mobj_t *actor) { char sound[MAX_SNDNAME]; strcpy (sound, actor->info->deathsound); if (sound[strlen(sound)-1] == '1') { sound[strlen(sound)-1] = P_Random(pr_look)%3 + '1'; if (S_FindSound (sound) == -1) sound[strlen(sound)-1] = '1'; } // Check for bosses. if (actor->flags2 & MF2_BOSS) { // full volume S_Sound (actor, CHAN_VOICE, sound, 1, ATTN_SURROUND); } else S_Sound (actor, CHAN_VOICE, sound, 1, ATTN_NORM); } void A_XScream (mobj_t *actor) { if (actor->player) S_Sound (actor, CHAN_VOICE, "*gibbed", 1, ATTN_NORM); else S_Sound (actor, CHAN_VOICE, "misc/gibbed", 1, ATTN_NORM); } void A_Pain (mobj_t *actor) { // [RH] Have some variety in player pain sounds if (actor->player) { int l, r = (P_Random (pr_playerpain) & 1) + 1; char nametemp[128]; if (actor->health < 25) l = 25; else if (actor->health < 50) l = 50; else if (actor->health < 75) l = 75; else l = 100; sprintf (nametemp, "*pain%d_%d", l, r); S_Sound (actor, CHAN_VOICE, nametemp, 1, ATTN_NORM); } else if (actor->info->painsound) S_Sound (actor, CHAN_VOICE, actor->info->painsound, 1, ATTN_NORM); } void A_Fall (mobj_t *actor) { // [RH] Andy Baker's stealth monsters if (actor->flags & MF_STEALTH) { P_BecomeVisible(actor); } // actor is on ground, it can be walked over actor->flags &= ~MF_SOLID; // So change this if corpse objects // are meant to be obstacles. #if 0 // [RH] Toss some gibs //if (actor->health < -80) { int n; if (testgibs->value) for (n = 0; n < 6; n++) ThrowGib (actor, MT_GIB0 + (int)(P_Random(pr_gengib) >> 5), -actor->health); } #endif } // killough 11/98: kill an object void A_Die (mobj_t *actor) { P_DamageMobj (actor, NULL, NULL, actor->health, MOD_UNKNOWN); } // // A_Detonate // killough 8/9/98: same as A_Explode, except that the damage is variable // void A_Detonate (mobj_t *mo) { P_RadiusAttack (mo, mo->target, mo->info->damage, MOD_UNKNOWN); } // // A_Explode // void A_Explode (mobj_t *thing) { // [RH] figure out means of death; int mod; switch (thing->type) { case MT_BARREL: mod = MOD_BARREL; break; case MT_ROCKET: mod = MOD_ROCKET; break; default: mod = MOD_UNKNOWN; break; } P_RadiusAttack (thing, thing->target, 128, mod); } // // killough 9/98: a mushroom explosion effect, sorta :) // Original idea: Linguica // void A_Mushroom (mobj_t *actor) { int i, j, n = actor->info->damage; A_Explode (actor); // First make normal explosion // Now launch mushroom cloud for (i = -n; i <= n; i += 8) { for (j = -n; j <= n; j += 8) { mobj_t target = *actor, *mo; target.x += i << FRACBITS; // Aim in many directions from source target.y += j << FRACBITS; target.z += P_AproxDistance(i,j) << (FRACBITS+2); // Aim up fairly high mo = P_SpawnMissile (actor, &target, MT_FATSHOT); // Launch fireball mo->momx >>= 1; mo->momy >>= 1; // Slow it down a bit mo->momz >>= 1; mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity } } } // // A_BossDeath // Possibly trigger special effects // if on first boss level // void A_BossDeath (mobj_t *mo) { thinker_t* th; mobj_t* mo2; int i; // [RH] These all depend on the presence of level flags now // rather than being hard-coded to specific levels. if ((level.flags & (LEVEL_MAP07SPECIAL| LEVEL_BRUISERSPECIAL| LEVEL_CYBORGSPECIAL| LEVEL_SPIDERSPECIAL)) == 0) return; if ( ((level.flags & LEVEL_MAP07SPECIAL) && (mo->type == MT_FATSO || mo->type == MT_BABY)) || ((level.flags & LEVEL_BRUISERSPECIAL) && (mo->type == MT_BRUISER)) || ((level.flags & LEVEL_CYBORGSPECIAL) && (mo->type == MT_CYBORG)) || ((level.flags & LEVEL_SPIDERSPECIAL) && (mo->type == MT_SPIDER)) ) ; else return; // make sure there is a player alive for victory for (i=0 ; i 0) break; if (i==MAXPLAYERS) return; // no one left alive, so do not end game // scan the remaining thinkers to see // if all bosses are dead for (th = thinkercap.next ; th != &thinkercap ; th=th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2 != mo && mo2->type == mo->type && mo2->health > 0) { // other boss not dead return; } } // victory! if (level.flags & LEVEL_MAP07SPECIAL) { if (mo->type == MT_FATSO) { EV_DoFloor (floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0); return; } if (mo->type == MT_BABY) { EV_DoFloor (floorRaiseByTexture, NULL, 667, FRACUNIT, 0, 0, 0); return; } } else { switch (level.flags & LEVEL_SPECACTIONSMASK) { case LEVEL_SPECLOWERFLOOR: EV_DoFloor (floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0); return; break; case LEVEL_SPECOPENDOOR: EV_DoDoor (doorOpen, NULL, NULL, 666, 8*TICRATE, 0, 0); return; break; } } // [RH] If noexit, then don't end the level. if (deathmatch->value && (dmflags & DF_NO_EXIT)) return; G_ExitLevel (0); } void A_Hoof (mobj_t *mo) { S_Sound (mo, CHAN_BODY, "cyber/hoof", 1, ATTN_IDLE); A_Chase (mo); } void A_Metal (mobj_t *mo) { S_Sound (mo, CHAN_BODY, "spider/walk", 1, ATTN_IDLE); A_Chase (mo); } void A_BabyMetal (mobj_t *mo) { S_Sound (mo, CHAN_BODY, "baby/walk", 1, ATTN_IDLE); A_Chase (mo); } void A_OpenShotgun2 (player_t *player, pspdef_t *psp) { S_Sound (player->mo, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM); } void A_LoadShotgun2 (player_t *player, pspdef_t *psp) { S_Sound (player->mo, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM); } void A_ReFire (player_t *player, pspdef_t *psp); void A_CloseShotgun2 (player_t *player, pspdef_t *psp) { S_Sound (player->mo, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM); A_ReFire(player,psp); } // killough 2/7/98: Remove limit on icon landings: mobj_t **braintargets; int numbraintargets_alloc; int numbraintargets; struct brain_s brain; // killough 3/26/98: global state of boss brain // killough 3/26/98: initialize icon landings at level startup, // rather than at boss wakeup, to prevent savegame-related crashes void P_SpawnBrainTargets (void) // killough 3/26/98: renamed old function { thinker_t *thinker; // find all the target spots numbraintargets = 0; brain.targeton = 0; brain.easy = 0; // killough 3/26/98: always init easy to 0 for (thinker = thinkercap.next ; thinker != &thinkercap ; thinker = thinker->next) if (thinker->function.acp1 == (actionf_p1)P_MobjThinker) { mobj_t *m = (mobj_t *) thinker; if (m->type == MT_BOSSTARGET ) { // killough 2/7/98: remove limit on icon landings: if (numbraintargets >= numbraintargets_alloc) braintargets = realloc(braintargets, (numbraintargets_alloc = numbraintargets_alloc ? numbraintargets_alloc*2 : 32) *sizeof *braintargets); braintargets[numbraintargets++] = m; } } } void A_BrainAwake (mobj_t *mo) { // killough 3/26/98: only generates sound now S_Sound (mo, CHAN_VOICE, "brain/sight", 1, ATTN_SURROUND); } void A_BrainPain (mobj_t *mo) { S_Sound (mo, CHAN_VOICE, "brain/pain", 1, ATTN_SURROUND); } void A_BrainScream (mobj_t *mo) { int x; int y; int z; mobj_t* th; for (x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8) { y = mo->y - 320*FRACUNIT; z = 128 + (P_Random (pr_brainscream) << (FRACBITS + 1)); th = P_SpawnMobj (x,y,z, MT_ROCKET); th->momz = P_Random (pr_brainscream) << 9; P_SetMobjState (th, S_BRAINEXPLODE1); th->tics -= P_Random (pr_brainscream) & 7; if (th->tics < 1) th->tics = 1; } S_Sound (mo, CHAN_VOICE, "brain/death", 1, ATTN_SURROUND); } void A_BrainExplode (mobj_t *mo) { int t = P_Random (pr_brainexplode); int x = mo->x + (t - P_Random (pr_brainexplode))*2048; int y = mo->y; int z = 128 + P_Random (pr_brainexplode)*2*FRACUNIT; mobj_t *th = P_SpawnMobj (x,y,z, MT_ROCKET); th->momz = P_Random (pr_brainexplode) << 9; P_SetMobjState (th, S_BRAINEXPLODE1); th->tics -= P_Random (pr_brainexplode) & 7; if (th->tics < 1) th->tics = 1; } void A_BrainDie (mobj_t *mo) { // [RH] If noexit, then don't end the level. if (deathmatch->value && (dmflags & DF_NO_EXIT)) return; G_ExitLevel (0); } void A_BrainSpit (mobj_t *mo) { mobj_t* targ; mobj_t* newmobj; // [RH] Do nothing if there are no brain targets. if (numbraintargets == 0) return; brain.easy ^= 1; // killough 3/26/98: use brain struct if (gameskill->value <= sk_easy && (!brain.easy)) return; // shoot a cube at current target targ = braintargets[brain.targeton++]; // killough 3/26/98: brain.targeton %= numbraintargets; // Use brain struct for targets // spawn brain missile newmobj = P_SpawnMissile (mo, targ, MT_SPAWNSHOT); newmobj->target = targ; newmobj->reactiontime = ((targ->y - mo->y)/newmobj->momy) / newmobj->state->tics; S_Sound (mo, CHAN_WEAPON, "brain/spit", 1, ATTN_SURROUND); } void A_SpawnFly (mobj_t *mo); // travelling cube sound void A_SpawnSound (mobj_t *mo) { S_Sound (mo, CHAN_BODY, "brain/cube", 1, ATTN_IDLE); A_SpawnFly(mo); } void A_SpawnFly (mobj_t *mo) { mobj_t* newmobj; mobj_t* fog; mobj_t* targ; int r; mobjtype_t type; if (--mo->reactiontime) return; // still flying targ = mo->target; // First spawn teleport fog. fog = P_SpawnMobj (targ->x, targ->y, targ->z, MT_SPAWNFIRE); S_Sound (fog, CHAN_BODY, "misc/teleport", 1, ATTN_NORM); // Randomly select monster to spawn. r = P_Random (pr_spawnfly); // Probability distribution (kind of :), // decreasing likelihood. if ( r<50 ) type = MT_TROOP; else if (r<90) type = MT_SERGEANT; else if (r<120) type = MT_SHADOWS; else if (r<130) type = MT_PAIN; else if (r<160) type = MT_HEAD; else if (r<162) type = MT_VILE; else if (r<172) type = MT_UNDEAD; else if (r<192) type = MT_BABY; else if (r<222) type = MT_FATSO; else if (r<246) type = MT_KNIGHT; else type = MT_BRUISER; newmobj = P_SpawnMobj (targ->x, targ->y, targ->z, type); if (P_LookForPlayers (newmobj, true)) P_SetMobjState (newmobj, newmobj->info->seestate); // telefrag anything in this spot P_TeleportMove (newmobj, newmobj->x, newmobj->y, newmobj->z, true); // remove self (i.e., cube). P_RemoveMobj (mo); } void A_PlayerScream (mobj_t *mo) { char nametemp[128]; char *sound; if ((gamemode == commercial) && (mo->health < -50)) { // IF THE PLAYER DIES LESS THAN -50% WITHOUT GIBBING sound = "*xdeath1"; } else { // [RH] More variety in death sounds sprintf (nametemp, "*death%d", (P_Random (pr_playerscream)&3) + 1); sound = nametemp; } S_Sound (mo, CHAN_VOICE, sound, 1, ATTN_NORM); } /***** Start of new functions for Andy Baker's stealth monsters ******/ void P_BecomeVisible (mobj_t *actor) { actor->flags2 &= ~MF2_DONTDRAW; actor->flags &= ~MF_TRANSLUCBITS; }; void P_IncreaseVisibility (mobj_t *actor) { if (actor->flags2 & MF2_DONTDRAW) { actor->flags2 &= ~MF2_DONTDRAW; actor->flags |= MF_TRANSLUC25; } else switch (actor->flags & MF_TRANSLUCBITS) { case MF_TRANSLUC25: actor->flags ^= MF_TRANSLUCBITS; break; case MF_TRANSLUC50: actor->flags |= MF_TRANSLUC25; break; case MF_TRANSLUC75: actor->flags &= ~MF_TRANSLUCBITS; break; } } void P_DecreaseVisibility (mobj_t *actor) { if (actor->flags2 & MF2_DONTDRAW) return; // already invisible switch (actor->flags & MF_TRANSLUCBITS) { case 0: actor->flags |= MF_TRANSLUC75; break; case MF_TRANSLUC75: actor->flags &= ~MF_TRANSLUC25; break; case MF_TRANSLUC50: actor->flags ^= MF_TRANSLUCBITS; break; case MF_TRANSLUC25: actor->flags &= ~MF_TRANSLUCBITS; actor->flags2 |= MF2_DONTDRAW; } } /***** End of new functions for Andy Baker's stealth monsters ******/