gzdoom/code/P_enemy.c
1999-02-21 00:00:00 +00:00

2248 lines
No EOL
46 KiB
C

// 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 <stdlib.h>
#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 ;i<sec->linecount ; 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<MAXPLAYERS ; i++)
if (playeringame[i] && players[i].health > 0)
break;
if (i==MAXPLAYERS)
return; // no one left alive, so do not end game
// scan the remaining thinkers to see
// if all bosses are dead
for (th = 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 ******/