#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" #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 A_MinotaurDecide (AActor *); void A_MinotaurAtk1 (AActor *); void A_MinotaurAtk2 (AActor *); void A_MinotaurAtk3 (AActor *); void A_MinotaurCharge (AActor *); void A_MntrFloorFire (AActor *); void A_MinotaurFade0 (AActor *); void A_MinotaurFade1 (AActor *); void A_MinotaurFade2 (AActor *); void A_MinotaurLook (AActor *); void A_MinotaurRoam (AActor *); void A_SmokePuffExit (AActor *); void A_MinotaurChase (AActor *); void P_MinotaurSlam (AActor *source, AActor *target); // Class definitions -------------------------------------------------------- FState AMinotaur::States[] = { #define S_MNTR_LOOK 0 S_NORMAL (MNTR, 'A', 10, A_MinotaurLook , &States[S_MNTR_LOOK+1]), S_NORMAL (MNTR, 'B', 10, A_MinotaurLook , &States[S_MNTR_LOOK+0]), #define S_MNTR_ROAM (S_MNTR_LOOK+2) S_NORMAL (MNTR, 'A', 5, A_MinotaurRoam , &States[S_MNTR_ROAM+1]), S_NORMAL (MNTR, 'B', 5, A_MinotaurRoam , &States[S_MNTR_ROAM+2]), S_NORMAL (MNTR, 'C', 5, A_MinotaurRoam , &States[S_MNTR_ROAM+3]), S_NORMAL (MNTR, 'D', 5, A_MinotaurRoam , &States[S_MNTR_ROAM]), #define S_MNTR_WALK (S_MNTR_ROAM+4) S_NORMAL (MNTR, 'A', 5, A_MinotaurChase , &States[S_MNTR_WALK+1]), S_NORMAL (MNTR, 'B', 5, A_MinotaurChase , &States[S_MNTR_WALK+2]), S_NORMAL (MNTR, 'C', 5, A_MinotaurChase , &States[S_MNTR_WALK+3]), S_NORMAL (MNTR, 'D', 5, A_MinotaurChase , &States[S_MNTR_WALK+0]), #define S_MNTR_ATK1 (S_MNTR_WALK+4) S_NORMAL (MNTR, 'V', 10, A_FaceTarget , &States[S_MNTR_ATK1+1]), S_NORMAL (MNTR, 'W', 7, A_FaceTarget , &States[S_MNTR_ATK1+2]), S_NORMAL (MNTR, 'X', 12, A_MinotaurAtk1 , &States[S_MNTR_WALK+0]), #define S_MNTR_ATK2 (S_MNTR_ATK1+3) S_NORMAL (MNTR, 'V', 10, A_MinotaurDecide , &States[S_MNTR_ATK2+1]), S_NORMAL (MNTR, 'Y', 4, A_FaceTarget , &States[S_MNTR_ATK2+2]), S_NORMAL (MNTR, 'Z', 9, A_MinotaurAtk2 , &States[S_MNTR_WALK+0]), #define S_MNTR_ATK3 (S_MNTR_ATK2+3) S_NORMAL (MNTR, 'V', 10, A_FaceTarget , &States[S_MNTR_ATK3+1]), S_NORMAL (MNTR, 'W', 7, A_FaceTarget , &States[S_MNTR_ATK3+2]), S_NORMAL (MNTR, 'X', 12, A_MinotaurAtk3 , &States[S_MNTR_WALK+0]), S_NORMAL (MNTR, 'X', 12, NULL , &States[S_MNTR_ATK3+0]), #define S_MNTR_ATK4 (S_MNTR_ATK3+4) S_NORMAL (MNTR, 'U', 2, A_MinotaurCharge , &States[S_MNTR_ATK4+0]), #define S_MNTR_PAIN (S_MNTR_ATK4+1) S_NORMAL (MNTR, 'E', 3, NULL , &States[S_MNTR_PAIN+1]), S_NORMAL (MNTR, 'E', 6, A_Pain , &States[S_MNTR_WALK+0]), #define S_MNTR_DIE (S_MNTR_PAIN+2) S_NORMAL (MNTR, 'F', 6, NULL , &States[S_MNTR_DIE+1]), S_NORMAL (MNTR, 'G', 5, NULL , &States[S_MNTR_DIE+2]), S_NORMAL (MNTR, 'H', 6, A_Scream , &States[S_MNTR_DIE+3]), S_NORMAL (MNTR, 'I', 5, NULL , &States[S_MNTR_DIE+4]), S_NORMAL (MNTR, 'J', 6, NULL , &States[S_MNTR_DIE+5]), S_NORMAL (MNTR, 'K', 5, NULL , &States[S_MNTR_DIE+6]), S_NORMAL (MNTR, 'L', 6, NULL , &States[S_MNTR_DIE+7]), S_NORMAL (MNTR, 'M', 5, A_NoBlocking , &States[S_MNTR_DIE+8]), S_NORMAL (MNTR, 'N', 6, NULL , &States[S_MNTR_DIE+9]), S_NORMAL (MNTR, 'O', 5, NULL , &States[S_MNTR_DIE+10]), S_NORMAL (MNTR, 'P', 6, NULL , &States[S_MNTR_DIE+11]), S_NORMAL (MNTR, 'Q', 5, NULL , &States[S_MNTR_DIE+12]), S_NORMAL (MNTR, 'R', 6, NULL , &States[S_MNTR_DIE+13]), S_NORMAL (MNTR, 'S', 5, NULL , &States[S_MNTR_DIE+14]), S_NORMAL (MNTR, 'T', -1, A_BossDeath , NULL), #define S_MNTR_FADEIN (S_MNTR_DIE+15) S_NORMAL (MNTR, 'A', 15, NULL , &States[S_MNTR_FADEIN+1]), S_NORMAL (MNTR, 'A', 15, A_MinotaurFade1 , &States[S_MNTR_FADEIN+2]), S_NORMAL (MNTR, 'A', 3, A_MinotaurFade2 , &States[S_MNTR_LOOK]), #define S_MNTR_FADEOUT (S_MNTR_FADEIN+3) S_NORMAL (MNTR, 'E', 6, NULL , &States[S_MNTR_FADEOUT+1]), S_NORMAL (MNTR, 'E', 2, A_Scream , &States[S_MNTR_FADEOUT+2]), S_NORMAL (MNTR, 'E', 5, A_SmokePuffExit , &States[S_MNTR_FADEOUT+3]), S_NORMAL (MNTR, 'E', 5, NULL , &States[S_MNTR_FADEOUT+4]), S_NORMAL (MNTR, 'E', 5, A_NoBlocking , &States[S_MNTR_FADEOUT+5]), S_NORMAL (MNTR, 'E', 5, NULL , &States[S_MNTR_FADEOUT+6]), S_NORMAL (MNTR, 'E', 5, A_MinotaurFade1 , &States[S_MNTR_FADEOUT+7]), S_NORMAL (MNTR, 'E', 5, A_MinotaurFade0 , &States[S_MNTR_FADEOUT+8]), S_NORMAL (MNTR, 'E', 10, NULL , NULL), }; IMPLEMENT_ACTOR (AMinotaur, Heretic, 9, 0) PROP_SpawnHealth (3000) PROP_RadiusFixed (28) PROP_HeightFixed (100) PROP_Mass (800) PROP_SpeedFixed (16) PROP_Damage (7) PROP_PainChance (25) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF) PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_BOSS|MF2_PUSHWALL) PROP_Flags3 (MF3_NORADIUSDMG|MF3_DONTMORPH|MF3_NOTARGET) PROP_SpawnState (S_MNTR_LOOK) PROP_SeeState (S_MNTR_WALK) PROP_PainState (S_MNTR_PAIN) PROP_MeleeState (S_MNTR_ATK1) PROP_MissileState (S_MNTR_ATK2) PROP_DeathState (S_MNTR_DIE) PROP_SeeSound ("minotaur/sight") PROP_AttackSound ("minotaur/attack1") PROP_PainSound ("minotaur/pain") PROP_DeathSound ("minotaur/death") PROP_ActiveSound ("minotaur/active") END_DEFAULTS void AMinotaur::BeginPlay () { Super::BeginPlay (); StartTime = -1; } void AMinotaur::Serialize (FArchive &arc) { Super::Serialize (arc); arc << StartTime; } void AMinotaur::Tick () { Super::Tick (); // The unfriendly Minotaur (Heretic's) is invulnerable while charging if (!(flags & MF_FRIENDLY)) { // 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; } } } void AMinotaur::NoBlockingSet () { if (!(flags & MF_FRIENDLY)) { P_DropItem (this, "ArtiSuperHealth", 0, 51); P_DropItem (this, "PhoenixRodAmmo", 10, 84); } } 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) { damage = Super::DoSpecialDamage (target, damage); if ((damage != -1) && (flags & MF_SKULLFLY)) { // Slam only when in charge mode P_MinotaurSlam (this, target); return -1; } return damage; } bool AMinotaur::IsOkayToAttack (AActor *link) { if ((link->flags3&MF3_ISMONSTER) && (link != tracer)) { if (!((link->flags ^ flags) & MF_FRIENDLY)) { // Don't attack friends if (link->flags & MF_FRIENDLY) { if (!deathmatch || link->FriendPlayer == 0 || FriendPlayer == 0 || link->FriendPlayer != FriendPlayer) { return false; } } else { return false; } } if (!(link->flags&MF_SHOOTABLE)) { return false; } if (link->flags2&MF2_DORMANT) { return false; } if ((link->IsKindOf (RUNTIME_CLASS(AMinotaur))) && (link->tracer == tracer)) { return false; } if (multiplayer && !deathmatch && link->player) { return false; } if (P_CheckSight (this, link)) { return true; } } return false; } void AMinotaur::Die (AActor *source, AActor *inflictor) { Super::Die (source, inflictor); if (tracer && tracer->health > 0 && tracer->player) { // Search thinker list for minotaur TThinkerIterator iterator; AMinotaur *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 (RUNTIME_CLASS(APowerMinotaur)); if (power != NULL) { power->Destroy (); } } } } bool AMinotaur::OkayToSwitchTarget (AActor *other) { // Minotaurs with masters never change their target until // they've killed their current one. if (tracer != NULL && tracer->health > 0) return false; if (other == tracer) return false; // Do not target the master return Super::OkayToSwitchTarget (other); } // Minotaur Friend ---------------------------------------------------------- IMPLEMENT_STATELESS_ACTOR (AMinotaurFriend, Hexen, -1, 0) PROP_SpawnState (S_MNTR_FADEIN) PROP_DeathState (S_MNTR_FADEOUT) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (OPAQUE/3) PROP_SpawnHealth (2500) PROP_FlagsClear (MF_DROPOFF|MF_COUNTKILL) PROP_FlagsSet (MF_FRIENDLY) PROP_Flags2Clear (MF2_BOSS) PROP_Flags2Set (MF2_TELESTOMP) PROP_Flags3Set (MF3_STAYMORPHED) PROP_Flags3Clear (MF3_DONTMORPH) END_DEFAULTS AT_GAME_SET (Minotaur) { // Modify the Minotaur to accomodate the difference in Hexen's graphics. // (Hexen's has fewer frames than Heretic's.) Sprites have not been loaded // yet, so check the wad for their presence. if (Wads.CheckNumForName ("MNTRZ1", ns_sprites) < 0 && Wads.CheckNumForName ("MNTRZ0", ns_sprites) < 0) { AMinotaur::States[S_MNTR_ATK1+0].SetFrame ('G'); AMinotaur::States[S_MNTR_ATK1+1].SetFrame ('H'); AMinotaur::States[S_MNTR_ATK1+2].SetFrame ('I'); AMinotaur::States[S_MNTR_ATK2+0].SetFrame ('G'); AMinotaur::States[S_MNTR_ATK2+1].SetFrame ('J'); AMinotaur::States[S_MNTR_ATK2+2].SetFrame ('K'); AMinotaur::States[S_MNTR_ATK3+0].SetFrame ('G'); AMinotaur::States[S_MNTR_ATK3+1].SetFrame ('H'); AMinotaur::States[S_MNTR_ATK3+2].SetFrame ('I'); AMinotaur::States[S_MNTR_ATK3+3].SetFrame ('I'); AMinotaur::States[S_MNTR_ATK4+0].SetFrame ('F'); GetDefault()->DeathState = &AMinotaur::States[S_MNTR_FADEOUT]; } } void AMinotaurFriend::NoBlockingSet () { // Do not drop anything } // Minotaur FX 1 ------------------------------------------------------------ class AMinotaurFX1 : public AActor { DECLARE_ACTOR (AMinotaurFX1, AActor) }; FState AMinotaurFX1::States[] = { #define S_MNTRFX1 0 S_BRIGHT (FX12, 'A', 6, NULL , &States[S_MNTRFX1+1]), S_BRIGHT (FX12, 'B', 6, NULL , &States[S_MNTRFX1+0]), #define S_MNTRFXI1 (S_MNTRFX1+2) S_BRIGHT (FX12, 'C', 5, NULL , &States[S_MNTRFXI1+1]), S_BRIGHT (FX12, 'D', 5, NULL , &States[S_MNTRFXI1+2]), S_BRIGHT (FX12, 'E', 5, NULL , &States[S_MNTRFXI1+3]), S_BRIGHT (FX12, 'F', 5, NULL , &States[S_MNTRFXI1+4]), S_BRIGHT (FX12, 'G', 5, NULL , &States[S_MNTRFXI1+5]), S_BRIGHT (FX12, 'H', 5, NULL , NULL) }; IMPLEMENT_ACTOR (AMinotaurFX1, Raven, -1, 0) PROP_RadiusFixed (10) PROP_HeightFixed (6) PROP_SpeedFixed (20) PROP_Damage (3) PROP_DamageType (MOD_FIRE) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_NOTELEPORT) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_MNTRFX1) PROP_DeathState (S_MNTRFXI1) END_DEFAULTS AT_SPEED_SET (MinotaurFX1, speed) { SimpleSpeedSetter (AMinotaurFX1, 20*FRACUNIT, 26*FRACUNIT, speed); } // Minotaur FX 2 ------------------------------------------------------------ class AMinotaurFX2 : public AMinotaurFX1 { DECLARE_ACTOR (AMinotaurFX2, AMinotaurFX1) public: void GetExplodeParms (int &damage, int &distance, bool &hurtSource) { damage = 24; } }; FState AMinotaurFX2::States[] = { #define S_MNTRFX2 0 S_NORMAL (FX13, 'A', 2, A_MntrFloorFire , &States[S_MNTRFX2+0]), #define S_MNTRFXI2 (S_MNTRFX2+1) S_BRIGHT (FX13, 'I', 4, A_Explode , &States[S_MNTRFXI2+1]), S_BRIGHT (FX13, 'J', 4, NULL , &States[S_MNTRFXI2+2]), S_BRIGHT (FX13, 'K', 4, NULL , &States[S_MNTRFXI2+3]), S_BRIGHT (FX13, 'L', 4, NULL , &States[S_MNTRFXI2+4]), S_BRIGHT (FX13, 'M', 4, NULL , NULL) }; IMPLEMENT_ACTOR (AMinotaurFX2, Raven, -1, 0) PROP_RadiusFixed (5) PROP_HeightFixed (12) PROP_SpeedFixed (14) PROP_Damage (4) PROP_Flags3 (MF3_FLOORHUGGER) PROP_SpawnState (S_MNTRFX2) PROP_DeathState (S_MNTRFXI2) PROP_DeathSound ("minotaur/fx2hit") END_DEFAULTS AT_SPEED_SET (MinotaurFX2, speed) { SimpleSpeedSetter (AMinotaurFX2, 14*FRACUNIT, 20*FRACUNIT, speed); } // Minotaur FX 3 ------------------------------------------------------------ class AMinotaurFX3 : public AMinotaurFX2 { DECLARE_ACTOR (AMinotaurFX3, AMinotaurFX2) public: void GetExplodeParms (int &damage, int &distance, bool &hurtSource) { damage = 128; } }; FState AMinotaurFX3::States[] = { #define S_MNTRFX3 0 S_BRIGHT (FX13, 'D', 4, NULL , &States[S_MNTRFX3+1]), S_BRIGHT (FX13, 'C', 4, NULL , &States[S_MNTRFX3+2]), S_BRIGHT (FX13, 'B', 5, NULL , &States[S_MNTRFX3+3]), S_BRIGHT (FX13, 'C', 5, NULL , &States[S_MNTRFX3+4]), S_BRIGHT (FX13, 'D', 5, NULL , &States[S_MNTRFX3+5]), S_BRIGHT (FX13, 'E', 5, NULL , &States[S_MNTRFX3+6]), S_BRIGHT (FX13, 'F', 4, NULL , &States[S_MNTRFX3+7]), S_BRIGHT (FX13, 'G', 4, NULL , &States[S_MNTRFX3+8]), S_BRIGHT (FX13, 'H', 4, NULL , NULL) }; IMPLEMENT_ACTOR (AMinotaurFX3, Raven, -1, 0) PROP_RadiusFixed (8) PROP_HeightFixed (16) PROP_SpeedFixed (0) PROP_SpawnState (S_MNTRFX3) PROP_DeathSound ("minotaur/fx3hit") END_DEFAULTS // Minotaur Smoke Exit ------------------------------------------------------ class AMinotaurSmokeExit : public AActor { DECLARE_ACTOR (AMinotaurSmokeExit, AActor) }; FState AMinotaurSmokeExit::States[] = { S_NORMAL (MNSM, 'A', 3, NULL , &States[1]), S_NORMAL (MNSM, 'B', 3, NULL , &States[2]), S_NORMAL (MNSM, 'C', 3, NULL , &States[3]), S_NORMAL (MNSM, 'D', 3, NULL , &States[4]), S_NORMAL (MNSM, 'E', 3, NULL , &States[5]), S_NORMAL (MNSM, 'F', 3, NULL , &States[6]), S_NORMAL (MNSM, 'G', 3, NULL , &States[7]), S_NORMAL (MNSM, 'H', 3, NULL , &States[8]), S_NORMAL (MNSM, 'I', 3, NULL , &States[9]), S_NORMAL (MNSM, 'J', 3, NULL , &States[10]), S_NORMAL (MNSM, 'I', 3, NULL , &States[11]), S_NORMAL (MNSM, 'H', 3, NULL , &States[12]), S_NORMAL (MNSM, 'G', 3, NULL , &States[13]), S_NORMAL (MNSM, 'F', 3, NULL , &States[14]), S_NORMAL (MNSM, 'E', 3, NULL , &States[15]), S_NORMAL (MNSM, 'D', 3, NULL , &States[16]), S_NORMAL (MNSM, 'C', 3, NULL , &States[17]), S_NORMAL (MNSM, 'B', 3, NULL , &States[18]), S_NORMAL (MNSM, 'A', 3, NULL , NULL), }; IMPLEMENT_ACTOR (AMinotaurSmokeExit, Hexen, -1, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_Flags2 (MF2_NOTELEPORT) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (HX_SHADOW) PROP_SpawnState (0) END_DEFAULTS // Action functions for the minotaur ---------------------------------------- //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk1 // // Melee attack. // //---------------------------------------------------------------------------- void A_MinotaurAtk1 (AActor *actor) { player_t *player; if (!actor->target) { return; } S_Sound (actor, CHAN_WEAPON, "minotaur/melee", 1, ATTN_NORM); if (actor->CheckMeleeRange()) { int damage = pr_minotauratk1.HitDice (4); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); P_TraceBleed (damage, actor->target, actor); if ((player = actor->target->player) != NULL && player->mo == actor->target) { // Squish the player player->deltaviewheight = -16*FRACUNIT; } } } //---------------------------------------------------------------------------- // // PROC A_MinotaurDecide // // Choose a missile attack. // //---------------------------------------------------------------------------- #define MNTR_CHARGE_SPEED (13*FRACUNIT) void A_MinotaurDecide (AActor *actor) { bool friendly = !!(actor->flags & MF_FRIENDLY); angle_t angle; AActor *target; int dist; target = actor->target; if (!target) { return; } if (!friendly) { S_Sound (actor, CHAN_WEAPON, "minotaur/sight", 1, ATTN_NORM); } 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 < (friendly ? 16*64*FRACUNIT : 8*64*FRACUNIT) && dist > 1*64*FRACUNIT && pr_minotaurdecide() < 150) { // Charge attack // Don't call the state function right away actor->SetStateNF (&AMinotaur::States[S_MNTR_ATK4]); actor->flags |= MF_SKULLFLY; if (!friendly) { // Heretic's Minotaur is invulnerable during charge attack actor->flags2 |= MF2_INVULNERABLE; } A_FaceTarget (actor); angle = actor->angle>>ANGLETOFINESHIFT; actor->momx = FixedMul (MNTR_CHARGE_SPEED, finecosine[angle]); actor->momy = FixedMul (MNTR_CHARGE_SPEED, finesine[angle]); actor->special1 = TICRATE/2; // Charge duration } else if (target->z == target->floorz && dist < 9*64*FRACUNIT && pr_minotaurdecide() < (friendly ? 100 : 220)) { // Floor fire attack actor->SetState (&AMinotaur::States[S_MNTR_ATK3]); 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 (AActor *actor) { AActor *puff; if (!actor->target) return; if (actor->special1 > 0) { const TypeInfo *type; if (gameinfo.gametype == GAME_Heretic) { type = TypeInfo::FindType ("PhoenixPuff"); } else { type = TypeInfo::FindType ("PunchPuff"); } puff = Spawn (type, actor->x, actor->y, actor->z); puff->momz = 2*FRACUNIT; actor->special1--; } else { actor->flags &= ~MF_SKULLFLY; actor->flags2 &= ~MF2_INVULNERABLE; actor->SetState (actor->SeeState); } } //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk2 // // Swing attack. // //---------------------------------------------------------------------------- void A_MinotaurAtk2 (AActor *actor) { AActor *mo; angle_t angle; fixed_t momz; fixed_t z; if (!actor->target) { return; } S_Sound (actor, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM); if (actor->CheckMeleeRange()) { int damage; damage = pr_atk.HitDice ((actor->flags & MF_FRIENDLY) ? 3 : 5); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); P_TraceBleed (damage, actor->target, actor); return; } z = actor->z + 40*FRACUNIT; mo = P_SpawnMissileZ (actor, z, actor->target, RUNTIME_CLASS(AMinotaurFX1)); if (mo != NULL) { // S_Sound (mo, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM); momz = mo->momz; angle = mo->angle; P_SpawnMissileAngleZ (actor, z, RUNTIME_CLASS(AMinotaurFX1), angle-(ANG45/8), momz); P_SpawnMissileAngleZ (actor, z, RUNTIME_CLASS(AMinotaurFX1), angle+(ANG45/8), momz); P_SpawnMissileAngleZ (actor, z, RUNTIME_CLASS(AMinotaurFX1), angle-(ANG45/16), momz); P_SpawnMissileAngleZ (actor, z, RUNTIME_CLASS(AMinotaurFX1), angle+(ANG45/16), momz); } } //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk3 // // Floor fire attack. // //---------------------------------------------------------------------------- void A_MinotaurAtk3 (AActor *actor) { AActor *mo; player_t *player; if (!actor->target) { return; } S_Sound (actor, CHAN_VOICE, "minotaur/attack3", 1, ATTN_NORM); if (actor->CheckMeleeRange()) { int damage; damage = pr_minotauratk3.HitDice ((actor->flags & MF_FRIENDLY) ? 3 : 5); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); P_TraceBleed (damage, actor->target, actor); if ((player = actor->target->player) != NULL && player->mo == actor->target) { // Squish the player player->deltaviewheight = -16*FRACUNIT; } } else { mo = P_SpawnMissileZ (actor, ONFLOORZ, actor->target, RUNTIME_CLASS(AMinotaurFX2)); if (mo != NULL) { S_Sound (mo, CHAN_WEAPON, "minotaur/attack1", 1, ATTN_NORM); } } if (pr_minotauratk3() < 192 && actor->special2 == 0) { actor->SetState (&AMinotaur::States[S_MNTR_ATK3+3]); actor->special2 = 1; } } //---------------------------------------------------------------------------- // // PROC A_MntrFloorFire // //---------------------------------------------------------------------------- void A_MntrFloorFire (AActor *actor) { AActor *mo; fixed_t x, y; actor->z = actor->floorz; x = actor->x + (pr_fire.Random2 () << 10); y = actor->y + (pr_fire.Random2 () << 10); mo = Spawn (x, y, ONFLOORZ); mo->target = actor->target; mo->momx = 1; // Force block checking P_CheckMissileSpawn (mo); } //--------------------------------------------------------------------------- // // 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->momx += FixedMul (thrust, finecosine[angle]); target->momy += FixedMul (thrust, finesine[angle]); damage = pr_minotaurslam.HitDice (static_cast(source) ? 4 : 6); P_DamageMobj (target, NULL, NULL, damage, MOD_HIT); P_TraceBleed (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 //---------------------------------------------------------------------------- void A_MinotaurFade0 (AActor *actor) { actor->RenderStyle = STYLE_Translucent; actor->alpha = OPAQUE/3; } void A_MinotaurFade1 (AActor *actor) { // Second level of transparency actor->RenderStyle = STYLE_Translucent; actor->alpha = OPAQUE*2/3; } void A_MinotaurFade2 (AActor *actor) { // Make fully visible actor->RenderStyle = STYLE_Normal; } //---------------------------------------------------------------------------- // // A_MinotaurRoam // //---------------------------------------------------------------------------- void A_MinotaurRoam (AActor *actor) { AMinotaur *self = static_cast (actor); // In case pain caused him to skip his fade in. actor->RenderStyle = STYLE_Normal; if (self->StartTime >= 0 && (level.maptime - self->StartTime) >= MAULATORTICS) { P_DamageMobj (actor, NULL, NULL, 1000000, MOD_UNKNOWN); return; } if (pr_minotaurroam() < 30) A_MinotaurLook (actor); // adjust to closest target if (pr_minotaurroam() < 6) { //Choose new direction actor->movedir = pr_minotaurroam() % 8; FaceMovementDirection (actor); } if (!P_Move(actor)) { // Turn if (pr_minotaurroam() & 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 (AActor *actor) { AMinotaur *self = static_cast (actor); if (!(self->flags & MF_FRIENDLY)) { A_Look (actor); return; } AActor *mo = NULL; player_t *player; fixed_t dist; int i; AActor *master = actor->tracer; actor->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(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 { 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 (actor->x - mo->x, actor->y - mo->y); if (dist > MINOTAUR_LOOK_DIST) continue; if ((mo == master) || (mo == actor)) continue; if ((mo->IsKindOf (RUNTIME_CLASS(AMinotaur))) && (mo->tracer == master)) continue; actor->target = mo; break; // Found actor to attack } } if (actor->target) { actor->SetStateNF (&AMinotaur::States[S_MNTR_WALK]); } else { actor->SetStateNF (&AMinotaur::States[S_MNTR_ROAM]); } } void A_MinotaurChase (AActor *actor) { AMinotaur *self = static_cast (actor); // In case pain caused him to skip his fade in. actor->RenderStyle = STYLE_Normal; if (self->StartTime >= 0 && (level.maptime - self->StartTime) >= MAULATORTICS) { P_DamageMobj (actor, NULL, NULL, 1000000, MOD_UNKNOWN); return; } if (!(self->flags & MF_FRIENDLY)) { A_Chase (actor); return; } if (pr_minotaurchase() < 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 actor->SetState (&AMinotaur::States[S_MNTR_LOOK]); return; } FaceMovementDirection (actor); actor->reactiontime = 0; // Melee attack if (actor->MeleeState && actor->CheckMeleeRange ()) { if (actor->AttackSound) { S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM); } actor->SetState (actor->MeleeState); return; } // Missile attack if (actor->MissileState && P_CheckMissileRange(actor)) { actor->SetState (actor->MissileState); return; } // chase towards target if (!P_Move (actor)) { P_NewChaseDir (actor); } // Active sound if (pr_minotaurchase() < 6) { actor->PlayActiveSound (); } } /* void A_SmokePuffEntry(mobj_t *actor) { P_SpawnMobj(actor->x, actor->y, actor->z, MT_MNTRSMOKE); } */ void A_SmokePuffExit (AActor *actor) { Spawn (actor->x, actor->y, actor->z); }