mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 04:22:34 +00:00
66eb4e5048
Having everything lumped together made this a maintenance hassle because it affected how the level has to be stored. This hasn't been tested yet, so it may not work as intended!
3226 lines
81 KiB
C++
3226 lines
81 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Enemy thinking, AI.
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// Action Pointer Functions
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// that are associated with states/frames.
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include "templates.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "d_player.h"
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#include "p_lnspec.h"
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#include "g_game.h"
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#include "p_enemy.h"
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#include "a_sharedglobal.h"
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#include "p_blockmap.h"
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#include "teaminfo.h"
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#include "p_spec.h"
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#include "p_checkposition.h"
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#include "g_levellocals.h"
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#include "vm.h"
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#include "actorinlines.h"
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#include "gi.h"
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static FRandom pr_checkmissilerange ("CheckMissileRange");
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static FRandom pr_opendoor ("OpenDoor");
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static FRandom pr_trywalk ("TryWalk");
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static FRandom pr_newchasedir ("NewChaseDir");
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static FRandom pr_lookformonsters ("LookForMonsters");
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static FRandom pr_lookforplayers ("LookForPlayers");
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static FRandom pr_scaredycat ("Anubis");
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FRandom pr_chase ("Chase");
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static FRandom pr_facetarget ("FaceTarget");
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static FRandom pr_railface ("RailFace");
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static FRandom pr_look2 ("LookyLooky");
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static FRandom pr_look3 ("IGotHooky");
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static FRandom pr_slook ("SlooK");
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static FRandom pr_dropoff ("Dropoff");
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static FRandom pr_defect ("Defect");
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static FRandom pr_skiptarget("SkipTarget");
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static FRandom pr_enemystrafe("EnemyStrafe");
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// movement interpolation is fine for objects that are moved by their own
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// velocity. But for monsters it is problematic.
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// 1. They don't move every tic
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// 2. Their animation is not designed for movement interpolation
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// The result is that they tend to 'glide' across the floor
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// so this CVAR allows to switch it off.
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CVAR(Bool, nomonsterinterpolation, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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CVAR(Int, sv_dropstyle, 0, CVAR_SERVERINFO | CVAR_ARCHIVE);
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//
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// P_NewChaseDir related LUT.
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//
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dirtype_t opposite[9] =
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{
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DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
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DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
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};
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dirtype_t diags[4] =
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{
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DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
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};
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#define SQRTHALF 0.7071075439453125
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double xspeed[8] = {1,SQRTHALF,0,-SQRTHALF,-1,-SQRTHALF,0,SQRTHALF};
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double yspeed[8] = {0,SQRTHALF,1,SQRTHALF,0,-SQRTHALF,-1,-SQRTHALF};
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//
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// ENEMY THINKING
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// Enemies are always spawned
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// with targetplayer = -1, threshold = 0
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// Most monsters are spawned unaware of all players,
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// but some can be made preaware
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//
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//----------------------------------------------------------------------------
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//
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// PROC P_RecursiveSound
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//
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// Called by P_NoiseAlert.
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// Traverses adjacent sectors,
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// sound blocking lines cut off traversal.
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//----------------------------------------------------------------------------
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struct NoiseTarget
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{
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sector_t *sec;
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int soundblocks;
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};
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static TArray<NoiseTarget> NoiseList(128);
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static void NoiseMarkSector(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist)
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{
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// wake up all monsters in this sector
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if (sec->validcount == validcount
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&& sec->soundtraversed <= soundblocks + 1)
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{
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return; // already flooded
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}
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sec->validcount = validcount;
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sec->soundtraversed = soundblocks + 1;
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sec->SoundTarget = soundtarget;
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// [RH] Set this in the actors in the sector instead of the sector itself.
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for (AActor *actor = sec->thinglist; actor != NULL; actor = actor->snext)
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{
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if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) &&
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(!maxdist || (actor->Distance2D(emitter) <= maxdist)))
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{
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actor->LastHeard = soundtarget;
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}
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}
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NoiseList.Push({ sec, soundblocks });
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}
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static void P_RecursiveSound(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist)
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{
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bool checkabove = !sec->PortalBlocksSound(sector_t::ceiling);
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bool checkbelow = !sec->PortalBlocksSound(sector_t::floor);
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for (auto check : sec->Lines)
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{
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// check sector portals
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// I wish there was a better method to do this than randomly looking through the portal at a few places...
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if (checkabove)
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{
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sector_t *upper = sec->Level->PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling));
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NoiseMarkSector(upper, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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if (checkbelow)
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{
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sector_t *lower = sec->Level->PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor));
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NoiseMarkSector(lower, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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// ... and line portals;
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FLinePortal *port = check->getPortal();
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if (port && (port->mFlags & PORTF_SOUNDTRAVERSE))
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{
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if (port->mDestination)
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{
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NoiseMarkSector(port->mDestination->frontsector, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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}
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if (check->sidedef[1] == NULL ||
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!(check->flags & ML_TWOSIDED))
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{
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continue;
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}
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// Early out for intra-sector lines
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if (check->sidedef[0]->sector == check->sidedef[1]->sector) continue;
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sector_t *other;
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if (check->sidedef[0]->sector == sec)
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other = check->sidedef[1]->sector;
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else
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other = check->sidedef[0]->sector;
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// check for closed door
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if ((sec->floorplane.ZatPoint(check->v1->fPos()) >=
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other->ceilingplane.ZatPoint(check->v1->fPos()) &&
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sec->floorplane.ZatPoint(check->v2->fPos()) >=
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other->ceilingplane.ZatPoint(check->v2->fPos()))
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|| (other->floorplane.ZatPoint(check->v1->fPos()) >=
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sec->ceilingplane.ZatPoint(check->v1->fPos()) &&
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other->floorplane.ZatPoint(check->v2->fPos()) >=
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sec->ceilingplane.ZatPoint(check->v2->fPos()))
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|| (other->floorplane.ZatPoint(check->v1->fPos()) >=
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other->ceilingplane.ZatPoint(check->v1->fPos()) &&
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other->floorplane.ZatPoint(check->v2->fPos()) >=
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other->ceilingplane.ZatPoint(check->v2->fPos())))
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{
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continue;
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}
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if (check->flags & ML_SOUNDBLOCK)
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{
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if (!soundblocks)
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NoiseMarkSector(other, soundtarget, splash, emitter, 1, maxdist);
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}
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else
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{
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NoiseMarkSector(other, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_NoiseAlert
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//
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// If a monster yells at a player, it will alert other monsters to the
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// player.
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//
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//----------------------------------------------------------------------------
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void P_NoiseAlert (AActor *emitter, AActor *target, bool splash, double maxdist)
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{
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if (emitter == NULL)
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return;
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if (target != NULL && target->player && (target->player->cheats & CF_NOTARGET))
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return;
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validcount++;
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NoiseList.Clear();
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NoiseMarkSector(emitter->Sector, target, splash, emitter, 0, maxdist);
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for (unsigned i = 0; i < NoiseList.Size(); i++)
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{
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P_RecursiveSound(NoiseList[i].sec, target, splash, emitter, NoiseList[i].soundblocks, maxdist);
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}
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}
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//----------------------------------------------------------------------------
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//
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// AActor :: CheckMeleeRange
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//
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//----------------------------------------------------------------------------
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bool AActor::CheckMeleeRange ()
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{
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AActor *pl = target;
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double dist;
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if (!pl || (Sector->Flags & SECF_NOATTACK))
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return false;
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dist = Distance2D (pl);
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if (dist >= meleerange + pl->radius)
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return false;
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// [RH] If moving toward goal, then we've reached it.
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if (pl == goal)
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return true;
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// [RH] Don't melee things too far above or below actor.
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if (!(flags5 & MF5_NOVERTICALMELEERANGE))
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{
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if (pl->Z() > Top())
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return false;
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if (pl->Top() < Z())
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return false;
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}
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// killough 7/18/98: friendly monsters don't attack other friends
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if (IsFriend(pl))
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return false;
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if (!P_CheckSight (this, pl, 0))
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return false;
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return true;
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckMeleeRange)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_INT(self->CheckMeleeRange());
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}
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//=============================================================================
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//
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// P_CheckMissileRange
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//
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//=============================================================================
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bool P_CheckMissileRange (AActor *actor)
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{
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double dist;
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if ((actor->Sector->Flags & SECF_NOATTACK)) return false;
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if (!P_CheckSight (actor, actor->target, SF_SEEPASTBLOCKEVERYTHING))
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return false;
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if (actor->flags & MF_JUSTHIT)
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{
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// the target just hit the enemy, so fight back!
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actor->flags &= ~MF_JUSTHIT;
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// killough 7/18/98: no friendly fire at corpses
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// killough 11/98: prevent too much infighting among friends
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// Cleaned up and made readable
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if (!(actor->flags & MF_FRIENDLY)) return true;
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if (actor->target->health <= 0) return false;
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if (!actor->IsFriend(actor->target)) return true;
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if (actor->target->player != NULL)
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{
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return (pr_defect() >128);
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}
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else
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{
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return !(actor->target->flags & MF_JUSTHIT) && pr_defect() >128;
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}
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}
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if (actor->reactiontime)
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return false; // do not attack yet
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// killough 7/18/98: friendly monsters don't attack other friendly
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// monsters or players (except when attacked, and then only once)
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if (actor->IsFriend(actor->target))
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return false;
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if (actor->flags & MF_FRIENDLY && P_HitFriend(actor))
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return false;
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// OPTIMIZE: get this from a global checksight
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// [RH] What?
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dist = actor->Distance2D (actor->target) - 64;
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if (actor->MeleeState == NULL)
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dist -= 128; // no melee attack, so fire more
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return actor->SuggestMissileAttack (dist);
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckMissileRange)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(P_CheckMissileRange(self));
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}
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bool AActor::SuggestMissileAttack (double dist)
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{
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// new version encapsulates the different behavior in flags instead of virtual functions
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// The advantage is that this allows inheriting the missile attack attributes from the
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// various Doom monsters by custom monsters
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if (maxtargetrange > 0 && dist > maxtargetrange)
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return false; // The Arch Vile's special behavior turned into a property
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if (MeleeState != NULL && dist < meleethreshold)
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return false; // From the Revenant: close enough for fist attack
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if (flags4 & MF4_MISSILEMORE) dist *= 0.5;
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if (flags4 & MF4_MISSILEEVENMORE) dist *= 0.125;
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int mmc = int(MinMissileChance * G_SkillProperty(SKILLP_Aggressiveness));
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return pr_checkmissilerange() >= MIN<int> (int(dist), mmc);
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}
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//=============================================================================
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//
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// P_HitFriend()
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//
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// killough 12/98
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// This function tries to prevent shooting at friends that get in the line of fire
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//
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// [GrafZahl] Taken from MBF but this has been cleaned up to make it readable.
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//
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//=============================================================================
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int P_HitFriend(AActor * self)
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{
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FTranslatedLineTarget t;
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if (self->flags&MF_FRIENDLY && self->target != NULL)
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{
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DAngle angle = self->AngleTo(self->target);
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double dist = self->Distance2D(self->target);
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P_AimLineAttack (self, angle, dist, &t, 0., true);
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if (t.linetarget != NULL && t.linetarget != self->target)
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{
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return self->IsFriend (t.linetarget);
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}
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}
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return false;
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}
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//
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// P_Move
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// Move in the current direction,
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// returns false if the move is blocked.
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//
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int P_Move (AActor *actor)
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{
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double tryx, tryy, deltax, deltay, origx, origy;
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bool try_ok;
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double speed = actor->Speed;
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double movefactor = ORIG_FRICTION_FACTOR;
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double friction = ORIG_FRICTION;
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int dropoff = 0;
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if (actor->flags2 & MF2_BLASTED)
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{
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return true;
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}
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if (actor->movedir >= DI_NODIR)
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{
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actor->movedir = DI_NODIR; // make sure it's valid.
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return false;
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}
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// [RH] Walking actors that are not on the ground cannot walk. We don't
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// want to yank them to the ground here as Doom did, since that makes
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// it difficult to thrust them vertically in a reasonable manner.
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// [GZ] Let jumping actors jump.
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if (!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
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&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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{
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return false;
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}
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// killough 10/98: allow dogs to drop off of taller ledges sometimes.
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// dropoff==1 means always allow it, dropoff==2 means only up to 128 high,
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// and only if the target is immediately on the other side of the line.
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AActor *target = actor->target;
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if ((actor->flags6 & MF6_JUMPDOWN) && target &&
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!(target->IsFriend(actor)) &&
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actor->Distance2D(target) < 144 &&
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pr_dropoff() < 235)
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{
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dropoff = 2;
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}
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// [RH] I'm not so sure this is such a good idea
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// [GZ] That's why it's compat-optioned.
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if (actor->Level->i_compatflags & COMPATF_MBFMONSTERMOVE && !(actor->flags8 & MF8_NOFRICTION))
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{
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// killough 10/98: make monsters get affected by ice and sludge too:
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movefactor = P_GetMoveFactor (actor, &friction);
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if (friction < ORIG_FRICTION)
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{ // sludge
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speed = speed * ((ORIG_FRICTION_FACTOR - (ORIG_FRICTION_FACTOR-movefactor)/2)) / ORIG_FRICTION_FACTOR;
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if (speed == 0)
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{ // always give the monster a little bit of speed
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speed = actor->Speed;
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}
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}
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}
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tryx = (origx = actor->X()) + (deltax = (speed * xspeed[actor->movedir]));
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tryy = (origy = actor->Y()) + (deltay = (speed * yspeed[actor->movedir]));
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// Like P_XYMovement this should do multiple moves if the step size is too large
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double maxmove = actor->radius - 1;
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int steps = 1;
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if (maxmove > 0)
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{
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const double xspeed = fabs (deltax);
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const double yspeed = fabs (deltay);
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if (xspeed > yspeed)
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{
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if (xspeed > maxmove)
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{
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steps = 1 + int(xspeed / maxmove);
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}
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}
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else
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{
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if (yspeed > maxmove)
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{
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steps = 1 + int(yspeed / maxmove);
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}
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}
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}
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FCheckPosition tm;
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tm.FromPMove = true;
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DVector2 start = { origx, origy };
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DVector2 move = { deltax, deltay };
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DAngle oldangle = actor->Angles.Yaw;
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try_ok = true;
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for (int i = 1; i <= steps; i++)
|
|
{
|
|
DVector2 ptry = start + move * i / steps;
|
|
// killough 3/15/98: don't jump over dropoffs:
|
|
try_ok = P_TryMove(actor, ptry, dropoff, NULL, tm);
|
|
if (!try_ok) break;
|
|
|
|
// Handle portal transitions just like P_XYMovement.
|
|
if (steps > 1 && actor->Pos().XY() != ptry)
|
|
{
|
|
DAngle anglediff = deltaangle(oldangle, actor->Angles.Yaw);
|
|
|
|
if (anglediff != 0)
|
|
{
|
|
move = move.Rotated(anglediff);
|
|
oldangle = actor->Angles.Yaw;
|
|
}
|
|
start = actor->Pos() - move * i / steps;
|
|
}
|
|
}
|
|
|
|
// [GrafZahl] Interpolating monster movement as it is done here just looks bad
|
|
// so make it switchable
|
|
if (nomonsterinterpolation)
|
|
{
|
|
actor->ClearInterpolation();
|
|
}
|
|
|
|
if (try_ok && friction > ORIG_FRICTION)
|
|
{
|
|
actor->SetOrigin(origx, origy, actor->Z(), false);
|
|
movefactor *= 1.f / ORIG_FRICTION_FACTOR / 4;
|
|
actor->Vel.X += deltax * movefactor;
|
|
actor->Vel.Y += deltay * movefactor;
|
|
}
|
|
|
|
// [RH] If a walking monster is no longer on the floor, move it down
|
|
// to the floor if it is within MaxStepHeight, presuming that it is
|
|
// actually walking down a step.
|
|
if (try_ok &&
|
|
!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
|
|
&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
|
|
{
|
|
if (actor->Z() <= actor->floorz + actor->MaxStepHeight)
|
|
{
|
|
double savedz = actor->Z();
|
|
actor->SetZ(actor->floorz);
|
|
// Make sure that there isn't some other actor between us and
|
|
// the floor we could get stuck in. The old code did not do this.
|
|
if (!P_TestMobjZ(actor))
|
|
{
|
|
actor->SetZ(savedz);
|
|
}
|
|
else
|
|
{ // The monster just hit the floor, so trigger any actions.
|
|
if (actor->floorsector->SecActTarget != NULL &&
|
|
actor->floorz == actor->floorsector->floorplane.ZatPoint(actor->PosRelative(actor->floorsector)))
|
|
{
|
|
actor->floorsector->TriggerSectorActions(actor, SECSPAC_HitFloor);
|
|
}
|
|
P_CheckFor3DFloorHit(actor, actor->Z(), true);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!try_ok)
|
|
{
|
|
if (((actor->flags6 & MF6_CANJUMP)||(actor->flags & MF_FLOAT)) && tm.floatok)
|
|
{ // must adjust height
|
|
double savedz = actor->Z();
|
|
|
|
if (actor->Z() < tm.floorz)
|
|
actor->AddZ(actor->FloatSpeed);
|
|
else
|
|
actor->AddZ(-actor->FloatSpeed);
|
|
|
|
|
|
// [RH] Check to make sure there's nothing in the way of the float
|
|
if (P_TestMobjZ (actor))
|
|
{
|
|
actor->flags |= MF_INFLOAT;
|
|
return true;
|
|
}
|
|
actor->SetZ(savedz);
|
|
}
|
|
|
|
if (!spechit.Size ())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// open any specials
|
|
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).
|
|
|
|
spechit_t spec;
|
|
int good = 0;
|
|
|
|
if (!(actor->flags6 & MF6_NOTRIGGER))
|
|
{
|
|
while (spechit.Pop (spec))
|
|
{
|
|
// [RH] let monsters push lines, as well as use them
|
|
if (((actor->flags4 & MF4_CANUSEWALLS) && P_ActivateLine (spec.line, actor, 0, SPAC_Use)) ||
|
|
((actor->flags2 & MF2_PUSHWALL) && P_ActivateLine (spec.line, actor, 0, SPAC_Push)))
|
|
{
|
|
good |= spec.line == actor->BlockingLine ? 1 : 2;
|
|
}
|
|
}
|
|
}
|
|
else spechit.Clear();
|
|
return good && ((pr_opendoor() >= 203) ^ (good & 1));
|
|
}
|
|
else
|
|
{
|
|
actor->flags &= ~MF_INFLOAT;
|
|
}
|
|
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 (AActor *actor)
|
|
{
|
|
if (!P_Move (actor))
|
|
{
|
|
return false;
|
|
}
|
|
actor->movecount = pr_trywalk() & 15;
|
|
return true;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_DoNewChaseDir
|
|
//
|
|
// killough 9/8/98:
|
|
//
|
|
// Most of P_NewChaseDir(), except for what
|
|
// determines the new direction to take
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_DoNewChaseDir (AActor *actor, double deltax, double deltay)
|
|
{
|
|
dirtype_t d[2];
|
|
int tdir;
|
|
dirtype_t olddir, turnaround;
|
|
bool attempts[NUMDIRS-1]; // We don't need to attempt DI_NODIR.
|
|
|
|
memset(&attempts, false, sizeof(attempts));
|
|
olddir = (dirtype_t)actor->movedir;
|
|
turnaround = opposite[olddir];
|
|
|
|
if (deltax > 10)
|
|
d[0] = DI_EAST;
|
|
else if (deltax < -10)
|
|
d[0] = DI_WEST;
|
|
else
|
|
d[0] = DI_NODIR;
|
|
|
|
if (deltay < -10)
|
|
d[1] = DI_SOUTH;
|
|
else if (deltay>10)
|
|
d[1] = DI_NORTH;
|
|
else
|
|
d[1] = DI_NODIR;
|
|
|
|
// try direct route
|
|
if (d[0] != DI_NODIR && d[1] != DI_NODIR)
|
|
{
|
|
actor->movedir = diags[((deltay<0)<<1) + (deltax>0)];
|
|
if (actor->movedir != turnaround)
|
|
{
|
|
attempts[actor->movedir] = true;
|
|
if (P_TryWalk(actor))
|
|
return;
|
|
}
|
|
}
|
|
|
|
// try other directions
|
|
if (!(actor->flags5 & MF5_AVOIDINGDROPOFF))
|
|
{
|
|
if ((pr_newchasedir() > 200 || fabs(deltay) > fabs(deltax)))
|
|
{
|
|
swapvalues (d[0], d[1]);
|
|
}
|
|
|
|
if (d[0] == turnaround)
|
|
d[0] = DI_NODIR;
|
|
if (d[1] == turnaround)
|
|
d[1] = DI_NODIR;
|
|
}
|
|
|
|
if (d[0] != DI_NODIR && attempts[d[0]] == false)
|
|
{
|
|
actor->movedir = d[0];
|
|
attempts[d[0]] = true;
|
|
if (P_TryWalk (actor))
|
|
{
|
|
// either moved forward or attacked
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (d[1] != DI_NODIR && attempts[d[1]] == false)
|
|
{
|
|
actor->movedir = d[1];
|
|
attempts[d[1]] = true;
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
|
|
if (!(actor->flags5 & MF5_AVOIDINGDROPOFF))
|
|
{
|
|
// there is no direct path to the player, so pick another direction.
|
|
if (olddir != DI_NODIR && attempts[olddir] == false)
|
|
{
|
|
actor->movedir = olddir;
|
|
attempts[olddir] = true;
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
}
|
|
|
|
// randomly determine direction of search
|
|
if (pr_newchasedir() & 1)
|
|
{
|
|
for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++)
|
|
{
|
|
if (tdir != turnaround && attempts[tdir] == false)
|
|
{
|
|
actor->movedir = tdir;
|
|
attempts[tdir] = true;
|
|
if ( P_TryWalk(actor) )
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (tdir = DI_SOUTHEAST; tdir != (DI_EAST-1); tdir--)
|
|
{
|
|
if (tdir != turnaround && attempts[tdir] == false)
|
|
{
|
|
actor->movedir = tdir;
|
|
attempts[tdir] = true;
|
|
if ( P_TryWalk(actor) )
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (turnaround != DI_NODIR && attempts[turnaround] == false)
|
|
{
|
|
actor->movedir =turnaround;
|
|
if ( P_TryWalk(actor) )
|
|
return;
|
|
}
|
|
|
|
actor->movedir = DI_NODIR; // cannot move
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// killough 11/98:
|
|
//
|
|
// Monsters try to move away from tall dropoffs.
|
|
//
|
|
// In Doom, they were never allowed to hang over dropoffs,
|
|
// and would remain stuck if involuntarily forced over one.
|
|
// This logic, combined with p_map.c (P_TryMove), allows
|
|
// monsters to free themselves without making them tend to
|
|
// hang over dropoffs.
|
|
//=============================================================================
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_NewChaseDir
|
|
//
|
|
// killough 9/8/98: Split into two functions
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_NewChaseDir(AActor * actor)
|
|
{
|
|
DVector2 delta;
|
|
|
|
actor->strafecount = 0;
|
|
|
|
if ((actor->flags5&MF5_CHASEGOAL || actor->goal == actor->target) && actor->goal!=NULL)
|
|
{
|
|
delta = actor->Vec2To(actor->goal);
|
|
}
|
|
else if (actor->target != NULL)
|
|
{
|
|
delta = actor->Vec2To(actor->target);
|
|
|
|
if (!(actor->flags6 & MF6_NOFEAR))
|
|
{
|
|
if ((actor->target->player != NULL && (actor->target->player->cheats & CF_FRIGHTENING)) ||
|
|
(actor->flags4 & MF4_FRIGHTENED) ||
|
|
(actor->target->flags8 & MF8_FRIGHTENING))
|
|
{
|
|
delta = -delta;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Don't abort if this happens.
|
|
Printf ("P_NewChaseDir: called with no target\n");
|
|
P_RandomChaseDir(actor);
|
|
return;
|
|
}
|
|
|
|
// Try to move away from a dropoff
|
|
if (actor->floorz - actor->dropoffz > actor->MaxDropOffHeight &&
|
|
actor->Z() <= actor->floorz && !(actor->flags & MF_DROPOFF) &&
|
|
!(actor->flags2 & MF2_ONMOBJ) &&
|
|
!(actor->flags & MF_FLOAT) && !(actor->Level->i_compatflags & COMPATF_DROPOFF))
|
|
{
|
|
FBoundingBox box(actor->X(), actor->Y(), actor->radius);
|
|
FBlockLinesIterator it(actor->Level, box);
|
|
line_t *line;
|
|
|
|
double deltax = 0;
|
|
double deltay = 0;
|
|
while ((line = it.Next()))
|
|
{
|
|
if (line->backsector && // Ignore one-sided linedefs
|
|
box.inRange(line) &&
|
|
box.BoxOnLineSide(line) == -1)
|
|
{
|
|
double front = line->frontsector->floorplane.ZatPoint(actor->PosRelative(line));
|
|
double back = line->backsector->floorplane.ZatPoint(actor->PosRelative(line));
|
|
DAngle angle;
|
|
|
|
// The monster must contact one of the two floors,
|
|
// and the other must be a tall dropoff.
|
|
|
|
if (back == actor->Z() && front < actor->Z() - actor->MaxDropOffHeight)
|
|
{
|
|
angle = line->Delta().Angle(); // front side dropoff
|
|
}
|
|
else if (front == actor->Z() && back < actor->Z() - actor->MaxDropOffHeight)
|
|
{
|
|
angle = line->Delta().Angle() + 180.; // back side dropoff
|
|
}
|
|
else continue;
|
|
|
|
// Move away from dropoff at a standard speed.
|
|
// Multiple contacted linedefs are cumulative (e.g. hanging over corner)
|
|
deltax -= 32 * angle.Sin();
|
|
deltay += 32 * angle.Cos();
|
|
}
|
|
}
|
|
|
|
if (deltax != 0 || deltay != 0)
|
|
{
|
|
// [Graf Zahl] I have changed P_TryMove to only apply this logic when
|
|
// being called from here. AVOIDINGDROPOFF activates the code that
|
|
// allows monsters to move away from a dropoff. This is different from
|
|
// MBF which requires unconditional use of the altered logic and therefore
|
|
// forcing a massive change in the monster behavior to use this.
|
|
|
|
// use different dropoff movement logic in P_TryMove
|
|
actor->flags5|=MF5_AVOIDINGDROPOFF;
|
|
P_DoNewChaseDir(actor, deltax, deltay);
|
|
actor->flags5&=~MF5_AVOIDINGDROPOFF;
|
|
|
|
// If moving away from dropoff, set movecount to 1 so that
|
|
// small steps are taken to get monster away from dropoff.
|
|
actor->movecount = 1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
// Move away from friends when too close, except
|
|
// in certain situations (e.g. a crowded lift)
|
|
|
|
// MBF code for friends. Cannot be done in ZDoom but left here as a reminder for later implementation.
|
|
|
|
if (actor->flags & target->flags & MF_FRIEND &&
|
|
distfriend > dist &&
|
|
!P_IsOnLift(target) && !P_IsUnderDamage(actor))
|
|
deltax = -deltax, deltay = -deltay;
|
|
else
|
|
#endif
|
|
|
|
// MBF's monster_backing option. Made an actor flag instead. Also cleaned the code up to make it readable.
|
|
// Todo: implement the movement logic
|
|
AActor *target = actor->target;
|
|
if (target->health > 0 && !actor->IsFriend(target) && target != actor->goal)
|
|
{ // Live enemy target
|
|
|
|
if (actor->flags3 & MF3_AVOIDMELEE)
|
|
{
|
|
bool ismeleeattacker = false;
|
|
double dist = actor->Distance2D(target);
|
|
if (target->player == NULL)
|
|
{
|
|
ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2);
|
|
}
|
|
else if (target->player->ReadyWeapon != NULL)
|
|
{
|
|
// melee range of player weapon is a parameter of the action function and cannot be checked here.
|
|
// Add a new weapon property?
|
|
ismeleeattacker = ((target->player->ReadyWeapon->IntVar(NAME_WeaponFlags) & WIF_MELEEWEAPON) && dist < 192);
|
|
}
|
|
if (ismeleeattacker)
|
|
{
|
|
actor->strafecount = pr_enemystrafe() & 15;
|
|
delta = -delta;
|
|
}
|
|
}
|
|
}
|
|
|
|
P_DoNewChaseDir(actor, delta.X, delta.Y);
|
|
|
|
// If strafing, set movecount to strafecount so that old Doom
|
|
// logic still works the same, except in the strafing part
|
|
|
|
if (actor->strafecount)
|
|
actor->movecount = actor->strafecount;
|
|
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_RandomChaseDir
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_RandomChaseDir (AActor *actor)
|
|
{
|
|
dirtype_t olddir, turnaround;
|
|
int tdir, i;
|
|
|
|
olddir = (dirtype_t)actor->movedir;
|
|
turnaround = opposite[olddir];
|
|
int turndir;
|
|
|
|
// Friendly monsters like to head toward a player
|
|
if (actor->flags & MF_FRIENDLY)
|
|
{
|
|
AActor *player;
|
|
DVector2 delta;
|
|
dirtype_t d[3];
|
|
|
|
if (actor->FriendPlayer != 0)
|
|
{
|
|
player = actor->Level->Players[i = actor->FriendPlayer - 1]->mo;
|
|
}
|
|
else
|
|
{
|
|
if (!multiplayer)
|
|
{
|
|
i = 0;
|
|
}
|
|
else for (i = pr_newchasedir() & (MAXPLAYERS-1); !actor->Level->PlayerInGame(i); i = (i+1) & (MAXPLAYERS-1))
|
|
{
|
|
}
|
|
player = actor->Level->Players[i]->mo;
|
|
}
|
|
if (player != NULL && actor->Level->PlayerInGame(i))
|
|
{
|
|
if (pr_newchasedir() & 1 || !P_CheckSight (actor, player))
|
|
{
|
|
delta = actor->Vec2To(player);
|
|
|
|
if (delta.X>128)
|
|
d[1]= DI_EAST;
|
|
else if (delta.X<-128)
|
|
d[1]= DI_WEST;
|
|
else
|
|
d[1]=DI_NODIR;
|
|
|
|
if (delta.Y<-128)
|
|
d[2]= DI_SOUTH;
|
|
else if (delta.Y>128)
|
|
d[2]= DI_NORTH;
|
|
else
|
|
d[2]=DI_NODIR;
|
|
|
|
// try direct route
|
|
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
|
|
{
|
|
actor->movedir = diags[((delta.Y<0)<<1) + (delta.X>0)];
|
|
if (actor->movedir != turnaround && P_TryWalk(actor))
|
|
return;
|
|
}
|
|
|
|
// try other directions
|
|
if (pr_newchasedir() > 200 || fabs(delta.Y) > fabs(delta.X))
|
|
{
|
|
swapvalues (d[1], d[2]);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If the actor elects to continue in its current direction, let it do
|
|
// so unless the way is blocked. Then it must turn.
|
|
if (pr_newchasedir() < 150)
|
|
{
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
|
|
turndir = (pr_newchasedir() & 1) ? -1 : 1;
|
|
|
|
if (olddir == DI_NODIR)
|
|
{
|
|
olddir = (dirtype_t)(pr_newchasedir() & 7);
|
|
}
|
|
for (tdir = (olddir + turndir) & 7; tdir != olddir; tdir = (tdir + turndir) & 7)
|
|
{
|
|
if (tdir != turnaround)
|
|
{
|
|
actor->movedir = tdir;
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
}
|
|
/*
|
|
if (pr_newchasedir() & 1)
|
|
{
|
|
for (tdir = olddir; tdir <= DI_SOUTHEAST; ++tdir)
|
|
{
|
|
if (tdir != turnaround)
|
|
{
|
|
actor->movedir = tdir;
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (tdir = DI_SOUTHEAST; tdir >= DI_EAST; --tdir)
|
|
{
|
|
if (tdir != turnaround)
|
|
{
|
|
actor->movedir = tdir;
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
if (turnaround != DI_NODIR)
|
|
{
|
|
actor->movedir = turnaround;
|
|
if (P_TryWalk (actor))
|
|
{
|
|
actor->movecount = pr_newchasedir() & 15;
|
|
return;
|
|
}
|
|
}
|
|
|
|
actor->movedir = DI_NODIR; // cannot move
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// P_IsVisible
|
|
//
|
|
// killough 9/9/98: whether a target is visible to a monster
|
|
// Extended to handle all A_LookEx related checking, too.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams *params)
|
|
{
|
|
double maxdist;
|
|
double mindist;
|
|
DAngle fov;
|
|
|
|
if (other == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (params != NULL)
|
|
{
|
|
maxdist = params->maxDist;
|
|
mindist = params->minDist;
|
|
fov = params->Fov;
|
|
}
|
|
else
|
|
{
|
|
mindist = maxdist = 0;
|
|
fov = allaround ? 0. : 180.;
|
|
}
|
|
|
|
double dist = lookee->Distance2D (other);
|
|
|
|
if (maxdist && dist > maxdist)
|
|
return false; // [KS] too far
|
|
|
|
if (mindist && dist < mindist)
|
|
return false; // [KS] too close
|
|
|
|
if (fov != 0)
|
|
{
|
|
DAngle an = absangle(lookee->AngleTo(other), lookee->Angles.Yaw);
|
|
|
|
if (an > (fov / 2))
|
|
{
|
|
// if real close, react anyway
|
|
// [KS] but respect minimum distance rules
|
|
if (mindist || dist > lookee->meleerange + lookee->radius)
|
|
return false; // outside of fov
|
|
}
|
|
}
|
|
|
|
// P_CheckSight is by far the most expensive operation in here so let's do it last.
|
|
return P_CheckSight(lookee, other, SF_SEEPASTSHOOTABLELINES);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_LookForMonsters
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
#define MONS_LOOK_RANGE (20*64)
|
|
#define MONS_LOOK_LIMIT 64
|
|
|
|
int P_LookForMonsters (AActor *actor)
|
|
{
|
|
int count;
|
|
AActor *mo;
|
|
auto iterator = actor->Level->GetThinkerIterator<AActor>();
|
|
|
|
if (!P_CheckSight (actor->Level->Players[0]->mo, actor, SF_SEEPASTBLOCKEVERYTHING))
|
|
{ // Player can't see monster
|
|
return false;
|
|
}
|
|
count = 0;
|
|
while ( (mo = iterator.Next ()) )
|
|
{
|
|
if (!(mo->flags3 & MF3_ISMONSTER) || (mo == actor) || (mo->health <= 0))
|
|
{ // Not a valid monster
|
|
continue;
|
|
}
|
|
if (mo->Distance2D (actor) > MONS_LOOK_RANGE)
|
|
{ // Out of range
|
|
continue;
|
|
}
|
|
if (pr_lookformonsters() < 16)
|
|
{ // Skip
|
|
continue;
|
|
}
|
|
if (++count >= MONS_LOOK_LIMIT)
|
|
{ // Stop searching
|
|
return false;
|
|
}
|
|
if (mo->GetSpecies() == actor->GetSpecies())
|
|
{ // [RH] Don't go after same species
|
|
continue;
|
|
}
|
|
if (!P_CheckSight (actor, mo, SF_SEEPASTBLOCKEVERYTHING))
|
|
{ // Out of sight
|
|
continue;
|
|
}
|
|
// Found a target monster
|
|
actor->target = mo;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// LookForTIDinBlock
|
|
//
|
|
// Finds a target with the specified TID in a mapblock. Alternatively, it
|
|
// can find a target with a specified TID if something in this mapblock is
|
|
// already targetting it.
|
|
//
|
|
//============================================================================
|
|
|
|
AActor *LookForTIDInBlock (AActor *lookee, int index, void *extparams)
|
|
{
|
|
FLookExParams *params = (FLookExParams *)extparams;
|
|
FBlockNode *block;
|
|
AActor *link;
|
|
AActor *other;
|
|
|
|
for (block = lookee->Level->blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
|
|
{
|
|
link = block->Me;
|
|
|
|
if (!(link->flags & MF_SHOOTABLE))
|
|
continue; // not shootable (observer or dead)
|
|
|
|
if (link == lookee)
|
|
continue;
|
|
|
|
if (link->health <= 0)
|
|
continue; // dead
|
|
|
|
if (link->flags2 & MF2_DORMANT)
|
|
continue; // don't target dormant things
|
|
|
|
if (link->tid == lookee->TIDtoHate)
|
|
{
|
|
other = link;
|
|
}
|
|
else if (link->target != NULL && link->target->tid == lookee->TIDtoHate)
|
|
{
|
|
other = link->target;
|
|
if (!(other->flags & MF_SHOOTABLE) ||
|
|
other->health <= 0 ||
|
|
(other->flags2 & MF2_DORMANT))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!(lookee->flags3 & MF3_NOSIGHTCHECK))
|
|
{
|
|
if (!P_IsVisible(lookee, other, true, params))
|
|
continue; // out of sight
|
|
}
|
|
|
|
return other;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_LookForTID
|
|
//
|
|
// Selects a live monster with the given TID
|
|
//
|
|
//============================================================================
|
|
|
|
int P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params)
|
|
{
|
|
AActor *other;
|
|
bool reachedend = false;
|
|
bool chasegoal = params? (!(params->flags & LOF_DONTCHASEGOAL)) : true;
|
|
|
|
other = P_BlockmapSearch (actor, 0, LookForTIDInBlock, params);
|
|
|
|
if (other != NULL)
|
|
{
|
|
if (actor->goal && actor->target == actor->goal)
|
|
actor->reactiontime = 0;
|
|
|
|
actor->target = other;
|
|
actor->LastLookActor = other;
|
|
return true;
|
|
}
|
|
|
|
// The actor's TID could change because of death or because of
|
|
// Thing_ChangeTID. If it's not what we expect, then don't use
|
|
// it as a base for the iterator.
|
|
if (actor->LastLookActor != NULL &&
|
|
actor->LastLookActor->tid != actor->TIDtoHate)
|
|
{
|
|
actor->LastLookActor = nullptr;
|
|
}
|
|
|
|
auto iterator = actor->Level->GetActorIterator(actor->TIDtoHate, actor->LastLookActor);
|
|
int c = (pr_look3() & 31) + 7; // Look for between 7 and 38 hatees at a time
|
|
while ((other = iterator.Next()) != actor->LastLookActor)
|
|
{
|
|
if (other == NULL)
|
|
{
|
|
if (reachedend)
|
|
{
|
|
// we have cycled through the entire list at least once
|
|
// so let's abort because even if we continue nothing can
|
|
// be found.
|
|
break;
|
|
}
|
|
reachedend = true;
|
|
continue;
|
|
}
|
|
|
|
if (!(other->flags & MF_SHOOTABLE))
|
|
continue; // not shootable (observer or dead)
|
|
|
|
if (other == actor)
|
|
continue; // don't hate self
|
|
|
|
if (other->health <= 0)
|
|
continue; // dead
|
|
|
|
if (other->flags2 & MF2_DORMANT)
|
|
continue; // don't target dormant things
|
|
|
|
if (--c == 0)
|
|
break;
|
|
|
|
if (!(actor->flags3 & MF3_NOSIGHTCHECK))
|
|
{
|
|
if (!P_IsVisible (actor, other, !!allaround, params))
|
|
continue; // out of sight
|
|
}
|
|
|
|
// [RH] Need to be sure the reactiontime is 0 if the monster is
|
|
// leaving its goal to go after something else.
|
|
if (actor->goal && actor->target == actor->goal)
|
|
actor->reactiontime = 0;
|
|
|
|
actor->target = other;
|
|
actor->LastLookActor = other;
|
|
return true;
|
|
}
|
|
actor->LastLookActor = other;
|
|
if (actor->target == NULL)
|
|
{
|
|
// [RH] use goal as target
|
|
if (actor->goal != NULL && chasegoal)
|
|
{
|
|
actor->target = actor->goal;
|
|
return true;
|
|
}
|
|
// Use last known enemy if no hatee sighted -- killough 2/15/98:
|
|
if (actor->lastenemy != NULL && actor->lastenemy->health > 0)
|
|
{
|
|
if (!actor->IsFriend(actor->lastenemy))
|
|
{
|
|
actor->target = actor->lastenemy;
|
|
actor->lastenemy = nullptr;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
actor->lastenemy = nullptr;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// LookForEnemiesinBlock
|
|
//
|
|
// Finds a non-friendly monster in a mapblock. It can also use targets of
|
|
// friendlies in this mapblock to find non-friendlies in other mapblocks.
|
|
//
|
|
//============================================================================
|
|
|
|
AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam)
|
|
{
|
|
FBlockNode *block;
|
|
AActor *link;
|
|
AActor *other;
|
|
FLookExParams *params = (FLookExParams *)extparam;
|
|
|
|
for (block = lookee->Level->blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
|
|
{
|
|
link = block->Me;
|
|
|
|
if (!(link->flags & MF_SHOOTABLE))
|
|
continue; // not shootable (observer or dead)
|
|
|
|
if (link == lookee)
|
|
continue;
|
|
|
|
if (link->health <= 0)
|
|
continue; // dead
|
|
|
|
if (link->flags2 & MF2_DORMANT)
|
|
continue; // don't target dormant things
|
|
|
|
if (!(link->flags3 & MF3_ISMONSTER))
|
|
continue; // don't target it if it isn't a monster (could be a barrel)
|
|
|
|
if (link->flags7 & MF7_NEVERTARGET)
|
|
continue;
|
|
|
|
other = NULL;
|
|
if (link->flags & MF_FRIENDLY)
|
|
{
|
|
if (!lookee->IsFriend(link))
|
|
{
|
|
// This is somebody else's friend, so go after it
|
|
other = link;
|
|
}
|
|
else if (link->target != NULL && !(link->target->flags & MF_FRIENDLY))
|
|
{
|
|
other = link->target;
|
|
if (!(other->flags & MF_SHOOTABLE) ||
|
|
other->health <= 0 ||
|
|
(other->flags2 & MF2_DORMANT))
|
|
{
|
|
other = NULL;;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
other = link;
|
|
}
|
|
|
|
// [MBF] If the monster is already engaged in a one-on-one attack
|
|
// with a healthy friend, don't attack around 60% the time.
|
|
|
|
// [GrafZahl] This prevents friendlies from attacking all the same
|
|
// target.
|
|
|
|
if (other)
|
|
{
|
|
AActor *targ = other->target;
|
|
if (targ && targ->target == other && pr_skiptarget() > 100 && lookee->IsFriend (targ) &&
|
|
targ->health*2 >= targ->SpawnHealth())
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// [KS] Hey, shouldn't there be a check for MF3_NOSIGHTCHECK here?
|
|
|
|
if (other == NULL || !P_IsVisible (lookee, other, true, params))
|
|
continue; // out of sight
|
|
|
|
|
|
return other;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_LookForEnemies
|
|
//
|
|
// Selects a live enemy monster
|
|
//
|
|
//============================================================================
|
|
|
|
int P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
|
|
{
|
|
AActor *other;
|
|
|
|
other = P_BlockmapSearch (actor, actor->friendlyseeblocks, LookForEnemiesInBlock, params);
|
|
|
|
if (other != NULL)
|
|
{
|
|
if (actor->goal && actor->target == actor->goal)
|
|
actor->reactiontime = 0;
|
|
|
|
actor->target = other;
|
|
// actor->LastLook.Actor = other;
|
|
return true;
|
|
}
|
|
|
|
if (actor->target == NULL)
|
|
{
|
|
// [RH] use goal as target
|
|
if (actor->goal != NULL)
|
|
{
|
|
actor->target = actor->goal;
|
|
return true;
|
|
}
|
|
// Use last known enemy if no hatee sighted -- killough 2/15/98:
|
|
if (actor->lastenemy != NULL && actor->lastenemy->health > 0)
|
|
{
|
|
if (!actor->IsFriend(actor->lastenemy))
|
|
{
|
|
actor->target = actor->lastenemy;
|
|
actor->lastenemy = nullptr;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
actor->lastenemy = nullptr;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
=
|
|
= P_LookForPlayers
|
|
=
|
|
= If allaround is false, only look 180 degrees in front
|
|
= returns true if a player is targeted
|
|
================
|
|
*/
|
|
|
|
int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
|
|
{
|
|
int c;
|
|
int pnum;
|
|
player_t* player;
|
|
bool chasegoal = params? (!(params->flags & LOF_DONTCHASEGOAL)) : true;
|
|
|
|
if (actor->TIDtoHate != 0)
|
|
{
|
|
if (P_LookForTID (actor, allaround, params))
|
|
{
|
|
return true;
|
|
}
|
|
if (!(actor->flags3 & MF3_HUNTPLAYERS))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else if (actor->flags & MF_FRIENDLY)
|
|
{
|
|
bool result = P_LookForEnemies (actor, allaround, params);
|
|
|
|
#ifdef MBF_FRIENDS
|
|
if (!result && (actor->flags & MF_FRIEND_MBF))
|
|
{ // killough 9/9/98: friendly monsters go about players differently
|
|
|
|
// Go back to a player, no matter whether it's visible or not
|
|
for (int anyone=0; anyone<=1; anyone++)
|
|
{
|
|
auto Level = actor->Level;
|
|
for (int c=0; c<MAXPLAYERS; c++)
|
|
{
|
|
auto p = Level->Players[i];
|
|
if (Level->PlayerInGame(c) && p->playerstate==PST_LIVE &&
|
|
actor->IsFriend(p->mo) &&
|
|
(anyone || P_IsVisible(actor, p->mo, allaround)))
|
|
{
|
|
actor->target = Level->Players[c]->mo;
|
|
|
|
// killough 12/98:
|
|
// get out of refiring loop, to avoid hitting player accidentally
|
|
|
|
if (actor->MissileState != NULL)
|
|
{
|
|
actor->SetState(actor->SeeState, true);
|
|
actor->flags &= ~MF_JUSTHIT;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
// [SP] If you don't see any enemies in deathmatch, look for players (but only when friend to a specific player.)
|
|
if (actor->FriendPlayer == 0 && (!teamplay || actor->GetTeam() == TEAM_NONE)) return result;
|
|
if (result || !deathmatch) return true;
|
|
|
|
|
|
} // [SP] if false, and in deathmatch, intentional fall-through
|
|
|
|
if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
|
|
actor->Level->isPrimaryLevel() &&
|
|
!multiplayer &&
|
|
actor->Level->Players[0]->health <= 0 &&
|
|
actor->goal == NULL &&
|
|
gamestate != GS_TITLELEVEL
|
|
)
|
|
{ // Single player game and player is dead; look for monsters
|
|
return P_LookForMonsters (actor);
|
|
}
|
|
|
|
c = 0;
|
|
if (actor->TIDtoHate != 0)
|
|
{
|
|
pnum = pr_look2() & (MAXPLAYERS-1);
|
|
}
|
|
else
|
|
{
|
|
pnum = actor->LastLookPlayerNumber;
|
|
}
|
|
|
|
for (;;)
|
|
{
|
|
// [ED850] Each and every player should only ever be checked once.
|
|
if (c++ < MAXPLAYERS)
|
|
{
|
|
pnum = (pnum + 1) & (MAXPLAYERS - 1);
|
|
if (!actor->Level->PlayerInGame(pnum))
|
|
continue;
|
|
|
|
if (actor->TIDtoHate == 0)
|
|
{
|
|
actor->LastLookPlayerNumber = pnum;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// done looking
|
|
if (actor->target == NULL)
|
|
{
|
|
// [RH] use goal as target
|
|
// [KS] ...unless we're ignoring goals and we don't already have one
|
|
if (actor->goal != NULL && chasegoal)
|
|
{
|
|
actor->target = actor->goal;
|
|
return true;
|
|
}
|
|
// Use last known enemy if no players sighted -- killough 2/15/98:
|
|
if (actor->lastenemy != NULL && actor->lastenemy->health > 0)
|
|
{
|
|
if (!actor->IsFriend(actor->lastenemy))
|
|
{
|
|
actor->target = actor->lastenemy;
|
|
actor->lastenemy = nullptr;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
actor->lastenemy = nullptr;
|
|
}
|
|
}
|
|
}
|
|
return actor->target == actor->goal && actor->goal != NULL;
|
|
}
|
|
|
|
player = actor->Level->Players[pnum];
|
|
|
|
if (!(player->mo->flags & MF_SHOOTABLE))
|
|
continue; // not shootable (observer or dead)
|
|
|
|
if (actor->IsFriend(player->mo))
|
|
continue; // same +MF_FRIENDLY, ignore
|
|
|
|
if (player->cheats & CF_NOTARGET)
|
|
continue; // no target
|
|
|
|
if (player->health <= 0)
|
|
continue; // dead
|
|
|
|
if (!P_IsVisible (actor, player->mo, allaround, params))
|
|
continue; // out of sight
|
|
|
|
// [SP] Deathmatch fixes - if we have MF_FRIENDLY we're definitely in deathmatch
|
|
// We're going to ignore our master, but go after his enemies.
|
|
if ( actor->flags & MF_FRIENDLY )
|
|
{
|
|
if ( actor->IsFriend(player->mo) )
|
|
continue;
|
|
}
|
|
|
|
// [RC] Well, let's let special monsters with this flag active be able to see
|
|
// the player then, eh?
|
|
if(!(actor->flags6 & MF6_SEEINVISIBLE))
|
|
{
|
|
if ((player->mo->flags & MF_SHADOW && !(actor->Level->i_compatflags & COMPATF_INVISIBILITY)) ||
|
|
player->mo->flags3 & MF3_GHOST)
|
|
{
|
|
if (player->mo->Distance2D (actor) > 128 && player->mo->Vel.XY().LengthSquared() < 5*5)
|
|
{ // Player is sneaking - can't detect
|
|
continue;
|
|
}
|
|
if (pr_lookforplayers() < 225)
|
|
{ // Player isn't sneaking, but still didn't detect
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
// [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;
|
|
}
|
|
}
|
|
|
|
//
|
|
// ACTION ROUTINES
|
|
//
|
|
|
|
//
|
|
// A_Look
|
|
// Stay in state until a player is sighted.
|
|
// [RH] Will also leave state to move to goal.
|
|
//
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Look)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
|
|
AActor *targ;
|
|
|
|
if (self->flags5 & MF5_INCONVERSATION)
|
|
return 0;
|
|
|
|
// [RH] Set goal now if appropriate
|
|
if (self->special == Thing_SetGoal && self->args[0] == 0)
|
|
{
|
|
auto iterator = self->Level->GetActorIterator(NAME_PatrolPoint, self->args[1]);
|
|
self->special = 0;
|
|
self->goal = iterator.Next ();
|
|
self->reactiontime = self->args[2] * TICRATE + self->Level->maptime;
|
|
if (self->args[3] == 0) self->flags5 &= ~MF5_CHASEGOAL;
|
|
else self->flags5 |= MF5_CHASEGOAL;
|
|
}
|
|
|
|
self->threshold = 0; // any shot will wake up
|
|
|
|
if (self->TIDtoHate != 0)
|
|
{
|
|
targ = self->target;
|
|
}
|
|
else
|
|
{
|
|
targ = (self->Level->i_compatflags & COMPATF_SOUNDTARGET || self->flags & MF_NOSECTOR)?
|
|
self->Sector->SoundTarget : self->LastHeard;
|
|
|
|
// [RH] If the soundtarget is dead, don't chase it
|
|
if (targ != NULL && targ->health <= 0)
|
|
{
|
|
targ = NULL;
|
|
}
|
|
|
|
if (targ && targ->player && ((targ->player->cheats & CF_NOTARGET) || !(targ->flags & MF_FRIENDLY)))
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (self->flags & MF_STEALTH)
|
|
{
|
|
self->visdir = -1;
|
|
}
|
|
|
|
if (targ && (targ->flags & MF_SHOOTABLE))
|
|
{
|
|
if (self->IsFriend (targ)) // be a little more precise!
|
|
{
|
|
// If we find a valid target here, the wandering logic should *not*
|
|
// be activated! It would cause the seestate to be set twice.
|
|
if (P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND, NULL))
|
|
goto seeyou;
|
|
|
|
// Let the self wander around aimlessly looking for a fight
|
|
if (self->SeeState != NULL)
|
|
{
|
|
self->SetState (self->SeeState);
|
|
}
|
|
else
|
|
{
|
|
A_Wander(self);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->target = targ;
|
|
|
|
if (self->flags & MF_AMBUSH)
|
|
{
|
|
if (P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING))
|
|
goto seeyou;
|
|
}
|
|
else
|
|
goto seeyou;
|
|
}
|
|
}
|
|
|
|
if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND, NULL))
|
|
return 0;
|
|
|
|
// go into chase state
|
|
seeyou:
|
|
// [RH] Don't start chasing after a goal if it isn't time yet.
|
|
if (self->target == self->goal)
|
|
{
|
|
if (self->reactiontime > self->Level->maptime)
|
|
self->target = nullptr;
|
|
}
|
|
else if (self->SeeSound)
|
|
{
|
|
if (self->flags2 & MF2_BOSS)
|
|
{ // full volume
|
|
S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NONE);
|
|
}
|
|
else
|
|
{
|
|
S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
if (self->target && self->SeeState)
|
|
{
|
|
self->SetState (self->SeeState);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_LookEx (int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state wakestate)
|
|
// [KS] Borrowed the A_Look code to make a parameterized version.
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_INT (flags)
|
|
PARAM_FLOAT (minseedist)
|
|
PARAM_FLOAT (maxseedist)
|
|
PARAM_FLOAT (maxheardist)
|
|
PARAM_ANGLE (fov)
|
|
PARAM_STATE (seestate)
|
|
|
|
AActor *targ = NULL; // Shuts up gcc
|
|
double dist;
|
|
if (fov == 0) fov = 180.;
|
|
FLookExParams params = { fov, minseedist, maxseedist, maxheardist, flags, seestate };
|
|
|
|
if (self->flags5 & MF5_INCONVERSATION)
|
|
return 0;
|
|
|
|
// [RH] Set goal now if appropriate
|
|
if (self->special == Thing_SetGoal && self->args[0] == 0)
|
|
{
|
|
auto iterator = self->Level->GetActorIterator(NAME_PatrolPoint, self->args[1]);
|
|
self->special = 0;
|
|
self->goal = iterator.Next ();
|
|
self->reactiontime = self->args[2] * TICRATE + self->Level->maptime;
|
|
if (self->args[3] == 0)
|
|
self->flags5 &= ~MF5_CHASEGOAL;
|
|
else
|
|
self->flags5 |= MF5_CHASEGOAL;
|
|
}
|
|
|
|
self->threshold = 0; // any shot will wake up
|
|
|
|
if (self->TIDtoHate != 0)
|
|
{
|
|
targ = self->target;
|
|
}
|
|
else
|
|
{
|
|
if (!(flags & LOF_NOSOUNDCHECK))
|
|
{
|
|
targ = (self->Level->i_compatflags & COMPATF_SOUNDTARGET || self->flags & MF_NOSECTOR)?
|
|
self->Sector->SoundTarget : self->LastHeard;
|
|
if (targ != NULL)
|
|
{
|
|
// [RH] If the soundtarget is dead, don't chase it
|
|
if (targ->health <= 0)
|
|
{
|
|
targ = NULL;
|
|
}
|
|
else
|
|
{
|
|
dist = self->Distance2D (targ);
|
|
|
|
// [KS] If the target is too far away, don't respond to the sound.
|
|
if (maxheardist && dist > maxheardist)
|
|
{
|
|
targ = NULL;
|
|
self->LastHeard = nullptr;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (targ && targ->player && (targ->player->cheats & CF_NOTARGET))
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (self->flags & MF_STEALTH)
|
|
{
|
|
self->visdir = -1;
|
|
}
|
|
|
|
if (targ && (targ->flags & MF_SHOOTABLE))
|
|
{
|
|
if (self->IsFriend (targ)) // be a little more precise!
|
|
{
|
|
if (!(self->flags4 & MF4_STANDSTILL))
|
|
{
|
|
if (!(flags & LOF_NOSIGHTCHECK))
|
|
{
|
|
// If we find a valid target here, the wandering logic should *not*
|
|
// be activated! If would cause the seestate to be set twice.
|
|
if (P_LookForPlayers(self, true, ¶ms))
|
|
goto seeyou;
|
|
}
|
|
|
|
// Let the self wander around aimlessly looking for a fight
|
|
if (!(self->flags & MF_INCHASE))
|
|
{
|
|
if (seestate)
|
|
{
|
|
self->SetState (seestate);
|
|
}
|
|
else
|
|
{
|
|
if (self->SeeState != NULL)
|
|
{
|
|
self->SetState (self->SeeState);
|
|
}
|
|
else
|
|
{
|
|
A_Wander(self);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->target = targ; //We already have a target?
|
|
|
|
// [KS] The target can become ourselves in rare circumstances (like
|
|
// if we committed suicide), so if that's the case, just ignore it.
|
|
if (self->target == self) self->target = nullptr;
|
|
|
|
if (self->target != NULL)
|
|
{
|
|
if (self->flags & MF_AMBUSH)
|
|
{
|
|
dist = self->Distance2D (self->target);
|
|
if (P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING) &&
|
|
(!minseedist || dist > minseedist) &&
|
|
(!maxseedist || dist < maxseedist))
|
|
{
|
|
goto seeyou;
|
|
}
|
|
}
|
|
else
|
|
goto seeyou;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!(flags & LOF_NOSIGHTCHECK))
|
|
{
|
|
if (!P_LookForPlayers(self, true, ¶ms))
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// go into chase state
|
|
seeyou:
|
|
// [RH] Don't start chasing after a goal if it isn't time yet.
|
|
if (self->target == self->goal)
|
|
{
|
|
if (self->reactiontime > self->Level->maptime)
|
|
self->target = nullptr;
|
|
}
|
|
else if (self->SeeSound && !(flags & LOF_NOSEESOUND))
|
|
{
|
|
if (flags & LOF_FULLVOLSEESOUND)
|
|
{ // full volume
|
|
S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NONE);
|
|
}
|
|
else
|
|
{
|
|
S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
if (self->target && !(self->flags & MF_INCHASE))
|
|
{
|
|
if (!(flags & LOF_NOJUMP))
|
|
{
|
|
if (seestate)
|
|
{
|
|
self->SetState (seestate);
|
|
}
|
|
else
|
|
{
|
|
self->SetState (self->SeeState);
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// [KS] *** End additions by me ***
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_ClearLastHeard
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_ClearLastHeard)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
self->LastHeard = nullptr;
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_Wander
|
|
//
|
|
//==========================================================================
|
|
enum ChaseFlags
|
|
{
|
|
CHF_FASTCHASE = 1,
|
|
CHF_NOPLAYACTIVE = 2,
|
|
CHF_NIGHTMAREFAST = 4,
|
|
CHF_RESURRECT = 8,
|
|
CHF_DONTMOVE = 16,
|
|
CHF_NORANDOMTURN = 32,
|
|
CHF_NODIRECTIONTURN = 64,
|
|
CHF_NOPOSTATTACKTURN = 128,
|
|
CHF_STOPIFBLOCKED = 256,
|
|
};
|
|
|
|
void A_Wander(AActor *self, int flags)
|
|
{
|
|
// [RH] Strife probably clears this flag somewhere, but I couldn't find where.
|
|
// This seems as good a place as any.
|
|
self->flags4 &= ~MF4_INCOMBAT;
|
|
|
|
if (self->flags5 & MF5_INCONVERSATION)
|
|
return;
|
|
|
|
if (self->flags4 & MF4_STANDSTILL)
|
|
return;
|
|
|
|
if (self->reactiontime != 0)
|
|
{
|
|
self->reactiontime--;
|
|
return;
|
|
}
|
|
|
|
// turn towards movement direction if not there yet
|
|
if (!(flags & CHF_NODIRECTIONTURN) && (self->movedir < DI_NODIR))
|
|
{
|
|
self->Angles.Yaw = floor(self->Angles.Yaw.Degrees / 45) * 45.;
|
|
DAngle delta = deltaangle(self->Angles.Yaw, (self->movedir * 45));
|
|
if (delta < 0)
|
|
{
|
|
self->Angles.Yaw -= 45;
|
|
}
|
|
else if (delta > 0)
|
|
{
|
|
self->Angles.Yaw += 45;
|
|
}
|
|
}
|
|
|
|
if ((--self->movecount < 0 && !(flags & CHF_NORANDOMTURN)) || (!P_Move(self) && !(flags & CHF_STOPIFBLOCKED)))
|
|
{
|
|
P_RandomChaseDir(self);
|
|
self->movecount += 5;
|
|
}
|
|
return;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_Look2
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Look2)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
|
|
AActor *targ;
|
|
|
|
if (self->flags5 & MF5_INCONVERSATION)
|
|
return 0;
|
|
|
|
self->threshold = 0;
|
|
targ = self->LastHeard;
|
|
|
|
if (targ != NULL && targ->health <= 0)
|
|
{
|
|
targ = NULL;
|
|
}
|
|
|
|
if (targ && (targ->flags & MF_SHOOTABLE))
|
|
{
|
|
if ((self->Level->flags & LEVEL_NOALLIES) ||
|
|
(self->flags & MF_FRIENDLY) != (targ->flags & MF_FRIENDLY))
|
|
{
|
|
if (self->flags & MF_AMBUSH)
|
|
{
|
|
if (!P_CheckSight (self, targ, SF_SEEPASTBLOCKEVERYTHING))
|
|
goto nosee;
|
|
}
|
|
self->target = targ;
|
|
self->threshold = 10;
|
|
self->SetState (self->SeeState);
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND, NULL))
|
|
goto nosee;
|
|
self->SetState (self->SeeState);
|
|
self->flags4 |= MF4_INCOMBAT;
|
|
return 0;
|
|
}
|
|
}
|
|
nosee:
|
|
if (pr_look2() < 30)
|
|
{
|
|
self->SetState (self->SpawnState + (pr_look2() & 1) + 1);
|
|
}
|
|
if (!(self->flags4 & MF4_STANDSTILL) && pr_look2() < 40)
|
|
{
|
|
self->SetState (self->SpawnState + 3);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// A_Chase
|
|
//
|
|
// Actor has a melee attack, so it tries to close as fast as possible
|
|
//
|
|
// [GrafZahl] integrated A_FastChase, A_SerpentChase and A_SerpentWalk into this
|
|
// to allow the monsters using those functions to take advantage of the
|
|
// enhancements.
|
|
//
|
|
//=============================================================================
|
|
#define CLASS_BOSS_STRAFE_RANGE 64*10
|
|
|
|
void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove, int flags)
|
|
{
|
|
|
|
if (actor->flags5 & MF5_INCONVERSATION)
|
|
return;
|
|
|
|
if (actor->flags & MF_INCHASE)
|
|
{
|
|
return;
|
|
}
|
|
actor->flags |= MF_INCHASE;
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (actor->flags & MF_STEALTH)
|
|
{
|
|
actor->visdir = -1;
|
|
}
|
|
|
|
if (actor->reactiontime)
|
|
{
|
|
actor->reactiontime--;
|
|
}
|
|
|
|
// [RH] Don't chase invisible targets
|
|
if (actor->target != NULL &&
|
|
actor->target->renderflags & RF_INVISIBLE &&
|
|
actor->target != actor->goal)
|
|
{
|
|
actor->target = nullptr;
|
|
}
|
|
|
|
// modify target threshold
|
|
if (actor->threshold)
|
|
{
|
|
if (actor->target == NULL || actor->target->health <= 0)
|
|
{
|
|
actor->threshold = 0;
|
|
}
|
|
else
|
|
{
|
|
actor->threshold--;
|
|
}
|
|
}
|
|
|
|
if (nightmarefast && G_SkillProperty(SKILLP_FastMonsters))
|
|
{ // Monsters move faster in nightmare mode
|
|
if (actor->tics > 3)
|
|
{
|
|
actor->tics -= actor->tics / 2;
|
|
if (actor->tics < 3)
|
|
{
|
|
actor->tics = 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
// turn towards movement direction if not there yet
|
|
if (actor->strafecount)
|
|
{
|
|
A_FaceTarget(actor);
|
|
}
|
|
else if (!(flags & CHF_NODIRECTIONTURN) && actor->movedir < 8)
|
|
{
|
|
actor->Angles.Yaw = floor(actor->Angles.Yaw.Degrees / 45) * 45.;
|
|
DAngle delta = deltaangle(actor->Angles.Yaw, (actor->movedir * 45));
|
|
if (delta < 0)
|
|
{
|
|
actor->Angles.Yaw -= 45;
|
|
}
|
|
else if (delta > 0)
|
|
{
|
|
actor->Angles.Yaw += 45;
|
|
}
|
|
}
|
|
|
|
// [RH] If the target is dead or a friend (and not a goal), stop chasing it.
|
|
if (actor->target && actor->target != actor->goal && (actor->target->health <= 0 || actor->IsFriend(actor->target)))
|
|
actor->target = nullptr;
|
|
|
|
// [RH] Friendly monsters will consider chasing whoever hurts a player if they
|
|
// don't already have a target.
|
|
if (actor->flags & MF_FRIENDLY && actor->target == NULL)
|
|
{
|
|
player_t *player;
|
|
|
|
if (actor->FriendPlayer != 0)
|
|
{
|
|
player = actor->Level->Players[actor->FriendPlayer - 1];
|
|
}
|
|
else
|
|
{
|
|
int i;
|
|
if (!multiplayer)
|
|
{
|
|
i = 0;
|
|
}
|
|
else for (i = pr_newchasedir() & (MAXPLAYERS-1); !actor->Level->PlayerInGame(i); i = (i+1) & (MAXPLAYERS-1))
|
|
{
|
|
}
|
|
player = actor->Level->Players[i];
|
|
}
|
|
if (player->attacker && player->attacker->health > 0 && player->attacker->flags & MF_SHOOTABLE && pr_newchasedir() < 80)
|
|
{
|
|
if (!(player->attacker->flags & MF_FRIENDLY) ||
|
|
(deathmatch && actor->FriendPlayer != 0 && player->attacker->FriendPlayer != 0 &&
|
|
actor->FriendPlayer != player->attacker->FriendPlayer))
|
|
{
|
|
actor->target = player->attacker;
|
|
}
|
|
}
|
|
}
|
|
if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
|
|
{ // look for a new target
|
|
if (actor->target != NULL && (actor->target->flags2 & MF2_NONSHOOTABLE))
|
|
{
|
|
// Target is only temporarily unshootable, so remember it.
|
|
actor->lastenemy = actor->target;
|
|
// Switch targets faster, since we're only changing because we can't
|
|
// hurt our old one temporarily.
|
|
actor->threshold = 0;
|
|
}
|
|
if (P_LookForPlayers (actor, true, NULL) && actor->target != actor->goal)
|
|
{ // got a new target
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
if (actor->target == NULL)
|
|
{
|
|
if (actor->flags & MF_FRIENDLY)
|
|
{
|
|
//A_Look(actor);
|
|
if (actor->target == NULL)
|
|
{
|
|
if (!dontmove) A_Wander(actor);
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->SetIdle();
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// do not attack twice in a row
|
|
if (actor->flags & MF_JUSTATTACKED)
|
|
{
|
|
actor->flags &= ~MF_JUSTATTACKED;
|
|
if (!actor->isFast() && !dontmove && !(flags & CHF_NOPOSTATTACKTURN) && !(flags & CHF_STOPIFBLOCKED))
|
|
{
|
|
P_NewChaseDir (actor);
|
|
}
|
|
//Because P_TryWalk would never be reached if the actor is stopped by a blocking object,
|
|
//need to make sure the movecount is reset, otherwise they will just keep attacking
|
|
//over and over again.
|
|
if (flags & CHF_STOPIFBLOCKED)
|
|
actor->movecount = pr_trywalk() & 15;
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
|
|
// [RH] Don't attack if just moving toward goal
|
|
if (actor->target == actor->goal || (actor->flags5&MF5_CHASEGOAL && actor->goal != NULL))
|
|
{
|
|
AActor * savedtarget = actor->target;
|
|
actor->target = actor->goal;
|
|
bool result = actor->CheckMeleeRange();
|
|
actor->target = savedtarget;
|
|
|
|
if (result)
|
|
{
|
|
// reached the goal
|
|
auto iterator = actor->Level->GetActorIterator(NAME_PatrolPoint, actor->goal->args[0]);
|
|
auto specit = actor->Level->GetActorIterator(NAME_PatrolSpecial, actor->goal->tid);
|
|
AActor *spec;
|
|
|
|
// Execute the specials of any PatrolSpecials with the same TID
|
|
// as the goal.
|
|
while ( (spec = specit.Next()) )
|
|
{
|
|
P_ExecuteSpecial(actor->Level, spec->special, NULL, actor, false, spec->args[0],
|
|
spec->args[1], spec->args[2], spec->args[3], spec->args[4]);
|
|
}
|
|
|
|
DAngle lastgoalang = actor->goal->Angles.Yaw;
|
|
int delay;
|
|
AActor * newgoal = iterator.Next ();
|
|
if (newgoal != NULL && actor->goal == actor->target)
|
|
{
|
|
delay = newgoal->args[1];
|
|
actor->reactiontime = delay * TICRATE + actor->Level->maptime;
|
|
}
|
|
else
|
|
{
|
|
delay = 0;
|
|
actor->reactiontime = actor->GetDefault()->reactiontime;
|
|
actor->Angles.Yaw = lastgoalang; // Look in direction of last goal
|
|
}
|
|
if (actor->target == actor->goal) actor->target = nullptr;
|
|
actor->flags |= MF_JUSTATTACKED;
|
|
if (newgoal != NULL && delay != 0)
|
|
{
|
|
actor->flags4 |= MF4_INCOMBAT;
|
|
actor->SetIdle();
|
|
}
|
|
actor->flags &= ~MF_INCHASE;
|
|
actor->goal = newgoal;
|
|
return;
|
|
}
|
|
if (actor->goal == actor->target) goto nomissile;
|
|
}
|
|
|
|
// Strafe (Hexen's class bosses)
|
|
// This was the sole reason for the separate A_FastChase function but
|
|
// it can be just as easily handled by a simple flag so the monsters
|
|
// can take advantage of all the other enhancements of A_Chase.
|
|
|
|
if (fastchase && !dontmove)
|
|
{
|
|
if (actor->FastChaseStrafeCount > 0)
|
|
{
|
|
actor->FastChaseStrafeCount--;
|
|
}
|
|
else
|
|
{
|
|
actor->FastChaseStrafeCount = 0;
|
|
actor->Vel.X = actor->Vel.Y = 0;
|
|
double dist = actor->Distance2D (actor->target);
|
|
if (dist < CLASS_BOSS_STRAFE_RANGE)
|
|
{
|
|
if (pr_chase() < 100)
|
|
{
|
|
DAngle ang = actor->AngleTo(actor->target);
|
|
if (pr_chase() < 128) ang += 90.;
|
|
else ang -= 90.;
|
|
actor->VelFromAngle(13., ang);
|
|
actor->FastChaseStrafeCount = 3; // strafe time
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// [RH] Scared monsters attack less frequently
|
|
if (((actor->target->player == NULL ||
|
|
!((actor->target->player->cheats & CF_FRIGHTENING) || (actor->target->flags8 & MF8_FRIGHTENING))) &&
|
|
!(actor->flags4 & MF4_FRIGHTENED)) ||
|
|
pr_scaredycat() < 43)
|
|
{
|
|
// check for melee attack
|
|
if (meleestate && actor->CheckMeleeRange ())
|
|
{
|
|
if (actor->AttackSound)
|
|
S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
|
|
|
|
actor->SetState (meleestate);
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
|
|
// check for missile attack
|
|
if (missilestate)
|
|
{
|
|
if (!actor->isFast() && actor->movecount)
|
|
{
|
|
goto nomissile;
|
|
}
|
|
|
|
if (!P_CheckMissileRange (actor))
|
|
goto nomissile;
|
|
|
|
actor->SetState (missilestate);
|
|
actor->flags |= MF_JUSTATTACKED;
|
|
actor->flags4 |= MF4_INCOMBAT;
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
}
|
|
|
|
nomissile:
|
|
// possibly choose another target
|
|
if ((multiplayer || actor->TIDtoHate)
|
|
&& !actor->threshold
|
|
&& !P_CheckSight (actor, actor->target, 0) )
|
|
{
|
|
bool lookForBetter = false;
|
|
bool gotNew;
|
|
if (actor->flags3 & MF3_NOSIGHTCHECK)
|
|
{
|
|
actor->flags3 &= ~MF3_NOSIGHTCHECK;
|
|
lookForBetter = true;
|
|
}
|
|
AActor * oldtarget = actor->target;
|
|
gotNew = P_LookForPlayers (actor, true, NULL);
|
|
if (lookForBetter)
|
|
{
|
|
actor->flags3 |= MF3_NOSIGHTCHECK;
|
|
}
|
|
if (gotNew && actor->target != oldtarget)
|
|
{
|
|
actor->flags &= ~MF_INCHASE;
|
|
return; // got a new target
|
|
}
|
|
}
|
|
|
|
//
|
|
// chase towards player
|
|
//
|
|
|
|
if (actor->strafecount)
|
|
actor->strafecount--;
|
|
|
|
// class bosses don't do this when strafing
|
|
if ((!fastchase || !actor->FastChaseStrafeCount) && !dontmove)
|
|
{
|
|
// CANTLEAVEFLOORPIC handling was completely missing in the non-serpent functions.
|
|
DVector2 old = actor->Pos();
|
|
int oldgroup = actor->PrevPortalGroup;
|
|
FTextureID oldFloor = actor->floorpic;
|
|
|
|
// chase towards player
|
|
if ((--actor->movecount < 0 && !(flags & CHF_NORANDOMTURN)) || (!P_Move(actor) && !(flags & CHF_STOPIFBLOCKED)))
|
|
{
|
|
P_NewChaseDir(actor);
|
|
}
|
|
// if the move was illegal, reset it
|
|
// (copied from A_SerpentChase - it applies to everything with CANTLEAVEFLOORPIC!)
|
|
if (actor->flags2&MF2_CANTLEAVEFLOORPIC && actor->floorpic != oldFloor )
|
|
{
|
|
if (P_TryMove(actor, old, false))
|
|
{
|
|
if (nomonsterinterpolation)
|
|
{
|
|
actor->Prev.X = old.X;
|
|
actor->Prev.Y = old.Y;
|
|
actor->PrevPortalGroup = oldgroup;
|
|
}
|
|
}
|
|
if (!(flags & CHF_STOPIFBLOCKED))
|
|
P_NewChaseDir(actor);
|
|
}
|
|
}
|
|
else if (dontmove && actor->movecount > 0) actor->movecount--;
|
|
|
|
// make active sound
|
|
if (playactive && pr_chase() < 3)
|
|
{
|
|
actor->PlayActiveSound ();
|
|
}
|
|
|
|
actor->flags &= ~MF_INCHASE;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CanResurrect
|
|
//
|
|
// Checks if an actor can resurrect with another one, calling virtual script
|
|
// functions to check.
|
|
//
|
|
//==========================================================================
|
|
// [MC] Code is almost a duplicate of CanCollideWith but with changes to
|
|
// accommodate checking of just one actor.
|
|
bool P_CanResurrect(AActor *raiser, AActor *thing)
|
|
{
|
|
if (raiser == nullptr)
|
|
return false;
|
|
|
|
static unsigned VIndex = ~0u;
|
|
if (VIndex == ~0u)
|
|
{
|
|
VIndex = GetVirtualIndex(RUNTIME_CLASS(AActor), "CanResurrect");
|
|
assert(VIndex != ~0u);
|
|
}
|
|
|
|
VMValue params[3] = { raiser, thing, false };
|
|
VMReturn ret;
|
|
int retval;
|
|
ret.IntAt(&retval);
|
|
|
|
auto clss = raiser->GetClass();
|
|
VMFunction *func = clss->Virtuals.Size() > VIndex ? clss->Virtuals[VIndex] : nullptr;
|
|
if (func != nullptr)
|
|
{
|
|
VMCall(func, params, 3, &ret, 1);
|
|
if (!retval) return false;
|
|
}
|
|
|
|
// Pointless to be running it again if it's just self.
|
|
if (thing == nullptr || thing == raiser)
|
|
return true;
|
|
|
|
std::swap(params[0].a, params[1].a);
|
|
params[2].i = true;
|
|
|
|
// re-get for the other actor.
|
|
clss = thing->GetClass();
|
|
func = clss->Virtuals.Size() > VIndex ? clss->Virtuals[VIndex] : nullptr;
|
|
if (func != nullptr)
|
|
{
|
|
VMCall(func, params, 3, &ret, 1);
|
|
if (!retval) return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_CheckForResurrection (formerly part of A_VileChase)
|
|
// Check for resurrecting a body
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|
{
|
|
const AActor *info;
|
|
AActor *temp;
|
|
|
|
if (self->movedir != DI_NODIR)
|
|
{
|
|
const double absSpeed = fabs (self->Speed);
|
|
DVector2 viletry = self->Vec2Offset(
|
|
absSpeed * xspeed[self->movedir],
|
|
absSpeed * yspeed[self->movedir], true);
|
|
|
|
FPortalGroupArray check(FPortalGroupArray::PGA_Full3d);
|
|
|
|
FMultiBlockThingsIterator it(check, self->Level, viletry.X, viletry.Y, self->Z() - 64, self->Top() + 64, 32., false, NULL);
|
|
FMultiBlockThingsIterator::CheckResult cres;
|
|
while (it.Next(&cres))
|
|
{
|
|
AActor *corpsehit = cres.thing;
|
|
FState *raisestate = corpsehit->GetRaiseState();
|
|
if (raisestate != NULL)
|
|
{
|
|
// use the current actor's radius instead of the Arch Vile's default.
|
|
double maxdist = corpsehit->GetDefault()->radius + self->radius;
|
|
|
|
if (fabs(corpsehit->X() - cres.Position.X) > maxdist ||
|
|
fabs(corpsehit->Y() - cres.Position.Y) > maxdist)
|
|
continue; // not actually touching
|
|
// Let's check if there are floors in between the archvile and its target
|
|
|
|
if (corpsehit->Sector->PortalGroup != self->Sector->PortalGroup)
|
|
{
|
|
// if in a different section of the map, only consider possible if a line of sight exists.
|
|
if (!P_CheckSight(self, corpsehit))
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
sector_t *vilesec = self->Sector;
|
|
sector_t *corpsec = corpsehit->Sector;
|
|
// We only need to test if at least one of the sectors has a 3D floor.
|
|
sector_t *testsec = vilesec->e->XFloor.ffloors.Size() ? vilesec :
|
|
(vilesec != corpsec && corpsec->e->XFloor.ffloors.Size()) ? corpsec : NULL;
|
|
if (testsec)
|
|
{
|
|
double zdist1, zdist2;
|
|
if (P_Find3DFloor(testsec, corpsehit->Pos(), false, true, zdist1)
|
|
!= P_Find3DFloor(testsec, self->Pos(), false, true, zdist2))
|
|
{
|
|
// Not on same floor
|
|
if (vilesec == corpsec || fabs(zdist1 - self->Z()) > self->Height)
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
corpsehit->Vel.X = corpsehit->Vel.Y = 0;
|
|
// [RH] Check against real height and radius
|
|
|
|
double oldheight = corpsehit->Height;
|
|
double oldradius = corpsehit->radius;
|
|
ActorFlags oldflags = corpsehit->flags;
|
|
|
|
corpsehit->flags |= MF_SOLID;
|
|
corpsehit->Height = corpsehit->GetDefault()->Height;
|
|
bool check = P_CheckPosition(corpsehit, corpsehit->Pos());
|
|
corpsehit->flags = oldflags;
|
|
corpsehit->radius = oldradius;
|
|
corpsehit->Height = oldheight;
|
|
if (!check || !P_CanResurrect(self, corpsehit)) continue;
|
|
|
|
// got one!
|
|
temp = self->target;
|
|
self->target = corpsehit;
|
|
A_FaceTarget(self);
|
|
if (self->flags & MF_FRIENDLY)
|
|
{
|
|
// If this is a friendly Arch-Vile (which is turning the resurrected monster into its friend)
|
|
// and the Arch-Vile is currently targetting the resurrected monster the target must be cleared.
|
|
if (self->lastenemy == temp) self->lastenemy = nullptr;
|
|
if (self->lastenemy == corpsehit) self->lastenemy = nullptr;
|
|
if (temp == self->target) temp = NULL;
|
|
}
|
|
self->target = temp;
|
|
|
|
// Make the state the monster enters customizable.
|
|
FState * state = self->FindState(NAME_Heal);
|
|
if (state != NULL)
|
|
{
|
|
self->SetState(state);
|
|
}
|
|
else if (usevilestates)
|
|
{
|
|
// For Dehacked compatibility this has to use the Arch Vile's
|
|
// heal state as a default if the actor doesn't define one itself.
|
|
PClassActor *archvile = PClass::FindActor("Archvile");
|
|
if (archvile != NULL)
|
|
{
|
|
self->SetState(archvile->FindState(NAME_Heal));
|
|
}
|
|
}
|
|
S_Sound(corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
|
|
info = corpsehit->GetDefault();
|
|
|
|
if (GetTranslationType(corpsehit->Translation) == TRANSLATION_Blood)
|
|
{
|
|
corpsehit->Translation = info->Translation; // Clean up bloodcolor translation from crushed corpses
|
|
}
|
|
if (self->Level->ib_compatflags & BCOMPATF_VILEGHOSTS)
|
|
{
|
|
corpsehit->Height *= 4;
|
|
// [GZ] This was a commented-out feature, so let's make use of it,
|
|
// but only for ghost monsters so that they are visibly different.
|
|
if (corpsehit->Height == 0)
|
|
{
|
|
// Make raised corpses look ghostly
|
|
if (corpsehit->Alpha > 0.5)
|
|
{
|
|
corpsehit->Alpha /= 2;
|
|
}
|
|
// This will only work if the render style is changed as well.
|
|
if (corpsehit->RenderStyle == LegacyRenderStyles[STYLE_Normal])
|
|
{
|
|
corpsehit->RenderStyle = STYLE_Translucent;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
corpsehit->Height = info->Height; // [RH] Use real mobj height
|
|
corpsehit->radius = info->radius; // [RH] Use real radius
|
|
}
|
|
|
|
corpsehit->Revive();
|
|
|
|
// You are the Archvile's minion now, so hate what it hates
|
|
corpsehit->CopyFriendliness(self, false);
|
|
corpsehit->SetState(raisestate);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
// for internal use
|
|
void A_Chase(AActor *self)
|
|
{
|
|
A_DoChase(self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false, 0);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Chase)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_STATELABEL(meleelabel);
|
|
PARAM_STATELABEL(missilelabel);
|
|
PARAM_INT(flags);
|
|
|
|
FName meleename = ENamedName(meleelabel - 0x10000000);
|
|
FName missilename = ENamedName(missilelabel - 0x10000000);
|
|
if (meleename != NAME__a_chase_default || missilename != NAME__a_chase_default)
|
|
{
|
|
FState *melee = StateLabels.GetState(meleelabel, self->GetClass());
|
|
FState *missile = StateLabels.GetState(missilelabel, self->GetClass());
|
|
if ((flags & CHF_RESURRECT) && P_CheckForResurrection(self, false))
|
|
return 0;
|
|
|
|
A_DoChase(self, !!(flags&CHF_FASTCHASE), melee, missile, !(flags&CHF_NOPLAYACTIVE),
|
|
!!(flags&CHF_NIGHTMAREFAST), !!(flags&CHF_DONTMOVE), flags & 0x3fffffff);
|
|
}
|
|
else // this is the old default A_Chase
|
|
{
|
|
A_DoChase(self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false, 0);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// A_FaceTarget
|
|
// A_FaceMaster
|
|
// A_FaceTracer
|
|
//
|
|
//=============================================================================
|
|
enum FAF_Flags
|
|
{
|
|
FAF_BOTTOM = 1,
|
|
FAF_MIDDLE = 2,
|
|
FAF_TOP = 4,
|
|
FAF_NODISTFACTOR = 8, // deprecated
|
|
};
|
|
void A_Face(AActor *self, AActor *other, DAngle max_turn, DAngle max_pitch, DAngle ang_offset, DAngle pitch_offset, int flags, double z_add)
|
|
{
|
|
if (!other)
|
|
return;
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (self->flags & MF_STEALTH)
|
|
{
|
|
self->visdir = 1;
|
|
}
|
|
|
|
self->flags &= ~MF_AMBUSH;
|
|
|
|
DAngle other_angle = self->AngleTo(other);
|
|
DAngle delta = -deltaangle(self->Angles.Yaw, other_angle);
|
|
|
|
// 0 means no limit. Also, if we turn in a single step anyways, no need to go through the algorithms.
|
|
// It also means that there is no need to check for going past the other.
|
|
if (max_turn != 0 && (max_turn < fabs(delta)))
|
|
{
|
|
if (delta > 0)
|
|
{
|
|
self->Angles.Yaw -= max_turn + ang_offset;
|
|
}
|
|
else
|
|
{
|
|
self->Angles.Yaw += max_turn + ang_offset;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->Angles.Yaw = other_angle + ang_offset;
|
|
}
|
|
|
|
// [DH] Now set pitch. In order to maintain compatibility, this can be
|
|
// disabled and is so by default.
|
|
if (max_pitch <= 180.)
|
|
{
|
|
DVector2 dist = self->Vec2To(other);
|
|
|
|
// Positioning ala missile spawning, 32 units above foot level
|
|
double source_z = self->Z() + 32 + self->GetBobOffset();
|
|
double target_z = other->Z() + 32 + other->GetBobOffset();
|
|
|
|
// If the target z is above the target's head, reposition to the middle of
|
|
// its body.
|
|
if (target_z >= other->Top())
|
|
{
|
|
target_z = other->Center();
|
|
}
|
|
if (source_z >= self->Top())
|
|
{
|
|
source_z = self->Center();
|
|
}
|
|
|
|
//Note there is no +32 on purpose. This is for customization sake.
|
|
//If one doesn't want this behavior, just don't use FAF_BOTTOM.
|
|
if (flags & FAF_BOTTOM)
|
|
target_z = other->Z() + other->GetBobOffset();
|
|
if (flags & FAF_MIDDLE)
|
|
target_z = other->Center() + other->GetBobOffset();
|
|
if (flags & FAF_TOP)
|
|
target_z = other->Top() + other->GetBobOffset();
|
|
|
|
target_z += z_add;
|
|
|
|
double dist_z = target_z - source_z;
|
|
double ddist = g_sqrt(dist.X*dist.X + dist.Y*dist.Y + dist_z*dist_z);
|
|
|
|
DAngle other_pitch = -DAngle::ToDegrees(g_asin(dist_z / ddist)).Normalized180();
|
|
|
|
if (max_pitch != 0)
|
|
{
|
|
if (self->Angles.Pitch > other_pitch)
|
|
{
|
|
max_pitch = MIN(max_pitch, (self->Angles.Pitch - other_pitch).Normalized360());
|
|
self->Angles.Pitch -= max_pitch;
|
|
}
|
|
else
|
|
{
|
|
max_pitch = MIN(max_pitch, (other_pitch - self->Angles.Pitch).Normalized360());
|
|
self->Angles.Pitch += max_pitch;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->Angles.Pitch = other_pitch;
|
|
}
|
|
self->Angles.Pitch += pitch_offset;
|
|
}
|
|
|
|
|
|
|
|
// This will never work well if the turn angle is limited.
|
|
if (max_turn == 0 && (self->Angles.Yaw == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
|
|
{
|
|
self->Angles.Yaw += pr_facetarget.Random2() * (45 / 256.);
|
|
}
|
|
}
|
|
|
|
void A_FaceTarget(AActor *self)
|
|
{
|
|
A_Face(self, self->target);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// [RH] A_MonsterRail
|
|
//
|
|
// New function to let monsters shoot a railgun
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
|
|
if (!self->target)
|
|
return 0;
|
|
|
|
DAngle saved_pitch = self->Angles.Pitch;
|
|
FTranslatedLineTarget t;
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (self->flags & MF_STEALTH)
|
|
{
|
|
self->visdir = 1;
|
|
}
|
|
|
|
self->flags &= ~MF_AMBUSH;
|
|
|
|
self->Angles.Yaw = self->AngleTo(self->target);
|
|
|
|
self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, 60., 0, self->target);
|
|
if (t.linetarget == NULL)
|
|
{
|
|
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
|
|
DVector2 xydiff = self->Vec2To(self->target);
|
|
double zdiff = self->target->Center() - self->Center() - self->Floorclip;
|
|
self->Angles.Pitch = -VecToAngle(xydiff.Length(), zdiff);
|
|
}
|
|
|
|
// Let the aim trail behind the player
|
|
self->Angles.Yaw = self->AngleTo(self->target, -self->target->Vel.X * 3, -self->target->Vel.Y * 3);
|
|
|
|
if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE))
|
|
{
|
|
self->Angles.Yaw += pr_railface.Random2() * 45./256;
|
|
}
|
|
|
|
FRailParams p;
|
|
|
|
p.source = self;
|
|
p.damage = self->GetMissileDamage(0, 1);
|
|
P_RailAttack (&p);
|
|
self->Angles.Pitch = saved_pitch;
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_DropItem
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AActor *P_DropItem (AActor *source, PClassActor *type, int dropamount, int chance)
|
|
{
|
|
IFVM(Actor, A_DropItem)
|
|
{
|
|
VMValue params[] = { source, type, dropamount, chance };
|
|
AActor *retval;
|
|
VMReturn ret((void**)&retval);
|
|
VMCall(func, params, 4, &ret, 1);
|
|
return retval;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Pain)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
|
|
// [RH] Vary player pain sounds depending on health (ala Quake2)
|
|
if (self->player && self->player->morphTics == 0)
|
|
{
|
|
const char *pain_amount;
|
|
FSoundID sfx_id;
|
|
|
|
if (self->health < 25)
|
|
pain_amount = "*pain25";
|
|
else if (self->health < 50)
|
|
pain_amount = "*pain50";
|
|
else if (self->health < 75)
|
|
pain_amount = "*pain75";
|
|
else
|
|
pain_amount = "*pain100";
|
|
|
|
// Try for damage-specific sounds first.
|
|
if (self->player->LastDamageType != NAME_None)
|
|
{
|
|
FString pain_sound = pain_amount;
|
|
pain_sound += '-';
|
|
pain_sound += self->player->LastDamageType;
|
|
sfx_id = pain_sound;
|
|
if (sfx_id == 0)
|
|
{
|
|
// Try again without a specific pain amount.
|
|
pain_sound = "*pain-";
|
|
pain_sound += self->player->LastDamageType;
|
|
sfx_id = pain_sound;
|
|
}
|
|
}
|
|
if (sfx_id == 0)
|
|
{
|
|
sfx_id = pain_amount;
|
|
}
|
|
|
|
S_Sound (self, CHAN_VOICE, sfx_id, 1, ATTN_NORM);
|
|
}
|
|
else if (self->PainSound)
|
|
{
|
|
S_Sound (self, CHAN_VOICE, self->PainSound, 1, ATTN_NORM);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int CheckBossDeath (AActor *actor)
|
|
{
|
|
int i;
|
|
|
|
// make sure there is a player alive for victory
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (actor->Level->PlayerInGame(i) && actor->Level->Players[i]->health > 0)
|
|
break;
|
|
|
|
if (i == MAXPLAYERS)
|
|
return false; // no one left alive, so do not end game
|
|
|
|
// Make sure all bosses are dead
|
|
auto iterator = actor->Level->GetThinkerIterator<AActor>();
|
|
AActor *other;
|
|
|
|
while ( (other = iterator.Next ()) )
|
|
{
|
|
if (other != actor &&
|
|
(other->health > 0 || (other->flags & MF_ICECORPSE))
|
|
&& other->GetClass() == actor->GetClass())
|
|
{ // Found a living boss
|
|
// [RH] Frozen bosses don't count as dead until they shatter
|
|
return false;
|
|
}
|
|
}
|
|
// The boss death is good
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// A_BossDeath
|
|
// Possibly trigger special effects if on a boss level
|
|
//
|
|
void A_BossDeath(AActor *self)
|
|
{
|
|
FName mytype = self->GetClass()->TypeName;
|
|
|
|
// Ugh...
|
|
FName type = self->GetClass()->GetReplacee(self->Level)->TypeName;
|
|
|
|
// Do generic special death actions first
|
|
bool checked = false;
|
|
auto Level = self->Level;
|
|
for (unsigned i = 0; i < Level->info->specialactions.Size(); i++)
|
|
{
|
|
FSpecialAction *sa = &Level->info->specialactions[i];
|
|
|
|
if (type == sa->Type || mytype == sa->Type)
|
|
{
|
|
if (!checked && !CheckBossDeath(self))
|
|
{
|
|
return;
|
|
}
|
|
checked = true;
|
|
|
|
if (sa->Action & 0x40000000)
|
|
{
|
|
// This is a Doom format special from UMAPINFO. It must be translated here, because at parsing time there is not sufficient context to do it.
|
|
maplinedef_t ml;
|
|
ml.special = sa->Action & 0x3fffffff;
|
|
ml.tag = sa->Args[0];
|
|
line_t line;
|
|
self->Level->TranslateLineDef(&line, &ml);
|
|
P_ExecuteSpecial(self->Level, line.special, nullptr, self, false, line.args[0], line.args[1], line.args[2], line.args[3], line.args[4]);
|
|
}
|
|
else
|
|
{
|
|
P_ExecuteSpecial(self->Level, sa->Action, nullptr, self, false, sa->Args[0], sa->Args[1], sa->Args[2], sa->Args[3], sa->Args[4]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] These all depend on the presence of level flags now
|
|
// rather than being hard-coded to specific levels/episodes.
|
|
|
|
if ((Level->flags & (LEVEL_MAP07SPECIAL|
|
|
LEVEL_BRUISERSPECIAL|
|
|
LEVEL_CYBORGSPECIAL|
|
|
LEVEL_SPIDERSPECIAL|
|
|
LEVEL_HEADSPECIAL|
|
|
LEVEL_MINOTAURSPECIAL|
|
|
LEVEL_SORCERER2SPECIAL)) == 0)
|
|
return;
|
|
|
|
if ((Level->i_compatflags & COMPATF_ANYBOSSDEATH) || ( // [GZ] Added for UAC_DEAD
|
|
((Level->flags & LEVEL_MAP07SPECIAL) && (type == NAME_Fatso || type == NAME_Arachnotron)) ||
|
|
((Level->flags & LEVEL_BRUISERSPECIAL) && (type == NAME_BaronOfHell)) ||
|
|
((Level->flags & LEVEL_CYBORGSPECIAL) && (type == NAME_Cyberdemon)) ||
|
|
((Level->flags & LEVEL_SPIDERSPECIAL) && (type == NAME_SpiderMastermind)) ||
|
|
((Level->flags & LEVEL_HEADSPECIAL) && (type == NAME_Ironlich)) ||
|
|
((Level->flags & LEVEL_MINOTAURSPECIAL) && (type == NAME_Minotaur)) ||
|
|
((Level->flags & LEVEL_SORCERER2SPECIAL) && (type == NAME_Sorcerer2))
|
|
))
|
|
;
|
|
else
|
|
return;
|
|
|
|
if (!CheckBossDeath (self))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// victory!
|
|
if (Level->flags & LEVEL_SPECKILLMONSTERS)
|
|
{ // Kill any remaining monsters
|
|
Level->Massacre ();
|
|
}
|
|
if (Level->flags & LEVEL_MAP07SPECIAL)
|
|
{
|
|
if (type == NAME_Fatso)
|
|
{
|
|
Level->EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, 1., 0, -1, 0, false);
|
|
return;
|
|
}
|
|
|
|
if (type == NAME_Arachnotron)
|
|
{
|
|
Level->EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, 1., 0, -1, 0, false);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (Level->flags & LEVEL_SPECACTIONSMASK)
|
|
{
|
|
case LEVEL_SPECLOWERFLOOR:
|
|
Level->EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, 1., 0, -1, 0, false);
|
|
return;
|
|
|
|
case LEVEL_SPECLOWERFLOORTOHIGHEST:
|
|
Level->EV_DoFloor (DFloor::floorLowerToHighest, NULL, 666, 1., 0, -1, 0, false);
|
|
return;
|
|
|
|
case LEVEL_SPECOPENDOOR:
|
|
Level->EV_DoDoor (DDoor::doorOpen, NULL, NULL, 666, 8., 0, 0, 0);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// [RH] If noexit, then don't end the Level->
|
|
if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
|
|
return;
|
|
|
|
Level->ExitLevel (0, false);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_Massacre
|
|
//
|
|
// Kills all monsters.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
int FLevelLocals::Massacre (bool baddies, FName cls)
|
|
{
|
|
// jff 02/01/98 'em' cheat - kill all monsters
|
|
// partially taken from Chi's .46 port
|
|
//
|
|
// killough 2/7/98: cleaned up code and changed to use dprintf;
|
|
// fixed lost soul bug (LSs left behind when PEs are killed)
|
|
|
|
int killcount = 0;
|
|
AActor *actor;
|
|
auto iterator = GetThinkerIterator<AActor>(cls);
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (!(actor->flags2 & MF2_DORMANT) && (actor->flags3 & MF3_ISMONSTER) && (!baddies || !(actor->flags & MF_FRIENDLY)))
|
|
{
|
|
killcount += actor->Massacre();
|
|
}
|
|
}
|
|
return killcount;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_ClassBossHealth)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
if (multiplayer && !deathmatch) // co-op only
|
|
{
|
|
if (!self->special1)
|
|
{
|
|
self->health *= 5;
|
|
self->special1 = true; // has been initialized
|
|
}
|
|
}
|
|
return 0;
|
|
}
|