gzdoom/src/p_enemy.cpp
Christoph Oelckers 170b633e91 - added two new things which can set a sector's color without the need of tags
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
  sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
  enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
  for implementing custom skill definitions but right now all it does is
  returning the original values but keeping the related information all in one
  place


SVN r557 (trunk)
2007-10-29 22:15:46 +00:00

2823 lines
69 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Enemy thinking, AI.
// Action Pointer Functions
// that are associated with states/frames.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include "templates.h"
#include "m_random.h"
#include "m_alloc.h"
#include "i_system.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "s_sound.h"
#include "g_game.h"
#include "doomstat.h"
#include "r_state.h"
#include "c_cvars.h"
#include "p_enemy.h"
#include "a_sharedglobal.h"
#include "a_doomglobal.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
#include "gi.h"
static FRandom pr_checkmissilerange ("CheckMissileRange");
static FRandom pr_opendoor ("OpenDoor");
static FRandom pr_trywalk ("TryWalk");
static FRandom pr_newchasedir ("NewChaseDir");
static FRandom pr_lookformonsters ("LookForMonsters");
static FRandom pr_lookforplayers ("LookForPlayers");
static FRandom pr_scaredycat ("Anubis");
FRandom pr_chase ("Chase");
static FRandom pr_facetarget ("FaceTarget");
static FRandom pr_railface ("RailFace");
static FRandom pr_dropitem ("DropItem");
static FRandom pr_look2 ("LookyLooky");
static FRandom pr_look3 ("IGotHooky");
static FRandom pr_slook ("SlooK");
static FRandom pr_skiptarget("SkipTarget");
// movement interpolation is fine for objects that are moved by their own
// momentum. But for monsters it is problematic.
// 1. They don't move every tic
// 2. Their animation is not designed for movement interpolation
// The result is that they tend to 'glide' across the floor
// so this CVAR allows to switch it off.
CVAR(Bool, nomonsterinterpolation, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
//
// P_NewChaseDir related LUT.
//
dirtype_t opposite[9] =
{
DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
};
dirtype_t diags[4] =
{
DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
};
fixed_t xspeed[8] = {FRACUNIT,46341,0,-46341,-FRACUNIT,-46341,0,46341};
fixed_t yspeed[8] = {0,46341,FRACUNIT,46341,0,-46341,-FRACUNIT,-46341};
void P_RandomChaseDir (AActor *actor);
//
// ENEMY THINKING
// Enemies are always spawned
// with targetplayer = -1, threshold = 0
// Most monsters are spawned unaware of all players,
// but some can be made preaware
//
//----------------------------------------------------------------------------
//
// PROC P_RecursiveSound
//
// Called by P_NoiseAlert.
// Recursively traverse adjacent sectors,
// sound blocking lines cut off traversal.
//----------------------------------------------------------------------------
void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks)
{
int i;
line_t* check;
sector_t* other;
AActor* actor;
// wake up all monsters in this sector
if (sec->validcount == validcount
&& sec->soundtraversed <= soundblocks+1)
{
return; // already flooded
}
sec->validcount = validcount;
sec->soundtraversed = soundblocks+1;
sec->SoundTarget = soundtarget;
// [RH] Set this in the actors in the sector instead of the sector itself.
for (actor = sec->thinglist; actor != NULL; actor = actor->snext)
{
if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)))
{
actor->LastHeard = soundtarget;
}
}
for (i = 0; i < sec->linecount; i++)
{
check = sec->lines[i];
if (check->sidenum[1] == NO_SIDE ||
!(check->flags & ML_TWOSIDED))
{
continue;
}
// Early out for intra-sector lines
if (sides[check->sidenum[0]].sector==sides[check->sidenum[1]].sector) continue;
if ( sides[ check->sidenum[0] ].sector == sec)
other = sides[ check->sidenum[1] ].sector;
else
other = sides[ check->sidenum[0] ].sector;
// check for closed door
if ((sec->floorplane.ZatPoint (check->v1->x, check->v1->y) >=
other->ceilingplane.ZatPoint (check->v1->x, check->v1->y) &&
sec->floorplane.ZatPoint (check->v2->x, check->v2->y) >=
other->ceilingplane.ZatPoint (check->v2->x, check->v2->y))
|| (other->floorplane.ZatPoint (check->v1->x, check->v1->y) >=
sec->ceilingplane.ZatPoint (check->v1->x, check->v1->y) &&
other->floorplane.ZatPoint (check->v2->x, check->v2->y) >=
sec->ceilingplane.ZatPoint (check->v2->x, check->v2->y))
|| (other->floorplane.ZatPoint (check->v1->x, check->v1->y) >=
other->ceilingplane.ZatPoint (check->v1->x, check->v1->y) &&
other->floorplane.ZatPoint (check->v2->x, check->v2->y) >=
other->ceilingplane.ZatPoint (check->v2->x, check->v2->y)))
{
continue;
}
if (check->flags & ML_SOUNDBLOCK)
{
if (!soundblocks)
P_RecursiveSound (other, soundtarget, splash, 1);
}
else
{
P_RecursiveSound (other, soundtarget, splash, soundblocks);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_NoiseAlert
//
// If a monster yells at a player, it will alert other monsters to the
// player.
//
//----------------------------------------------------------------------------
void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash)
{
if (emmiter == NULL)
return;
if (target != NULL && target->player && (target->player->cheats & CF_NOTARGET))
return;
validcount++;
P_RecursiveSound (emmiter->Sector, target, splash, 0);
}
//----------------------------------------------------------------------------
//
// AActor :: CheckMeleeRange
//
//----------------------------------------------------------------------------
bool AActor::CheckMeleeRange ()
{
AActor *pl;
fixed_t dist;
if (!target)
return false;
pl = target;
dist = P_AproxDistance (pl->x - x, pl->y - y);
if (dist >= meleerange + pl->radius)
return false;
// [RH] If moving toward goal, then we've reached it.
if (target == goal)
return true;
// [RH] Don't melee things too far above or below actor.
if (pl->z > z + height)
return false;
if (pl->z + pl->height < z)
return false;
if (!P_CheckSight (this, pl, 0))
return false;
return true;
}
//----------------------------------------------------------------------------
//
// FUNC P_CheckMeleeRange2
//
//----------------------------------------------------------------------------
bool P_CheckMeleeRange2 (AActor *actor)
{
AActor *mo;
fixed_t dist;
if (!actor->target)
{
return false;
}
mo = actor->target;
dist = P_AproxDistance (mo->x-actor->x, mo->y-actor->y);
if (dist >= MELEERANGE*2 || dist < MELEERANGE-20*FRACUNIT + mo->radius)
{
return false;
}
if (mo->z > actor->z+actor->height)
{ // Target is higher than the attacker
return false;
}
else if (actor->z > mo->z+mo->height)
{ // Attacker is higher
return false;
}
if (!P_CheckSight(actor, mo))
{
return false;
}
return true;
}
//=============================================================================
//
// P_CheckMissileRange
//
//=============================================================================
bool P_CheckMissileRange (AActor *actor)
{
fixed_t dist;
if (!P_CheckSight (actor, actor->target, 4))
return false;
if (actor->flags & MF_JUSTHIT)
{
// the target just hit the enemy, so fight back!
actor->flags &= ~MF_JUSTHIT;
return true;
}
if (actor->reactiontime)
return false; // do not attack yet
// OPTIMIZE: get this from a global checksight
// [RH] What?
dist = P_AproxDistance (actor->x-actor->target->x,
actor->y-actor->target->y) - 64*FRACUNIT;
if (actor->MeleeState == NULL)
dist -= 128*FRACUNIT; // no melee attack, so fire more
return actor->SuggestMissileAttack (dist);
}
bool AActor::SuggestMissileAttack (fixed_t dist)
{
// new version encapsulates the different behavior in flags instead of virtual functions
// The advantage is that this allows inheriting the missile attack attributes from the
// various Doom monsters by custom monsters
if (maxtargetrange > 0 && dist > maxtargetrange)
return false; // The Arch Vile's special behavior turned into a property
if (MeleeState != NULL && dist < meleethreshold)
return false; // From the Revenant: close enough for fist attack
if (flags4 & MF4_MISSILEMORE) dist >>= 1;
if (flags4 & MF4_MISSILEEVENMORE) dist >>= 3;
int mmc = FixedMul(MinMissileChance, G_SkillProperty(SKILLP_Aggressiveness));
return pr_checkmissilerange() >= MIN<int> (dist >> FRACBITS, mmc);
}
//=============================================================================
//
// P_HitFriend()
//
// killough 12/98
// This function tries to prevent shooting at friends that get in the line of fire
//
// [GrafZahl] Taken from MBF but this has been cleaned up to make it readable.
//
//=============================================================================
bool P_HitFriend(AActor * self)
{
if (self->flags&MF_FRIENDLY && self->target != NULL)
{
angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
fixed_t dist = P_AproxDistance (self->x-self->target->x, self->y-self->target->y);
P_AimLineAttack (self, angle, dist, 0, true);
if (linetarget != NULL && linetarget != self->target)
{
return self->IsFriend (linetarget);
}
}
return false;
}
//
// P_Move
// Move in the current direction,
// returns false if the move is blocked.
//
bool P_Move (AActor *actor)
{
fixed_t tryx, tryy, deltax, deltay, origx, origy;
bool try_ok;
int speed;
int movefactor = ORIG_FRICTION_FACTOR;
int friction = ORIG_FRICTION;
if (actor->flags2 & MF2_BLASTED)
return true;
if (actor->movedir == DI_NODIR)
return false;
// [RH] Instead of yanking non-floating monsters to the ground,
// let gravity drop them down, unless they're moving down a step.
if (!(actor->flags & MF_NOGRAVITY) && actor->z > actor->floorz
&& !(actor->flags2 & MF2_ONMOBJ))
{
if (actor->z > actor->floorz + actor->MaxStepHeight)
{
return false;
}
else
{
actor->z = actor->floorz;
}
}
if ((unsigned)actor->movedir >= 8)
I_Error ("Weird actor->movedir!");
speed = actor->Speed;
#if 0 // [RH] I'm not so sure this is such a good idea
// killough 10/98: make monsters get affected by ice and sludge too:
movefactor = P_GetMoveFactor (actor, &friction);
if (friction < ORIG_FRICTION)
{ // sludge
speed = ((ORIG_FRICTION_FACTOR - (ORIG_FRICTION_FACTOR-movefactor)/2)
* speed) / ORIG_FRICTION_FACTOR;
if (speed == 0)
{ // always give the monster a little bit of speed
speed = ksgn(actor->Speed);
}
}
#endif
tryx = (origx = actor->x) + (deltax = FixedMul (speed, xspeed[actor->movedir]));
tryy = (origy = actor->y) + (deltay = FixedMul (speed, yspeed[actor->movedir]));
// Like P_XYMovement this should do multiple moves if the step size is too large
fixed_t maxmove = actor->radius - FRACUNIT;
int steps = 1;
if (maxmove > 0)
{
const fixed_t xspeed = abs (deltax);
const fixed_t yspeed = abs (deltay);
if (xspeed > yspeed)
{
if (xspeed > maxmove)
{
steps = 1 + xspeed / maxmove;
}
}
else
{
if (yspeed > maxmove)
{
steps = 1 + yspeed / maxmove;
}
}
}
try_ok = true;
for(int i=1; i < steps; i++)
{
try_ok = P_TryMove(actor, origx + Scale(deltax, i, steps), origy + Scale(deltay, i, steps), false);
if (!try_ok) break;
}
// killough 3/15/98: don't jump over dropoffs:
if (try_ok) try_ok = P_TryMove (actor, tryx, tryy, false);
// [GrafZahl] Interpolating monster movement as it is done here just looks bad
// so make it switchable!
if (nomonsterinterpolation)
{
actor->PrevX = actor->x;
actor->PrevY = actor->y;
actor->PrevZ = actor->z;
}
if (try_ok && friction > ORIG_FRICTION)
{
actor->x = origx;
actor->y = origy;
movefactor *= FRACUNIT / ORIG_FRICTION_FACTOR / 4;
actor->momx += FixedMul (deltax, movefactor);
actor->momy += FixedMul (deltay, movefactor);
}
if (!try_ok)
{
if ((actor->flags & MF_FLOAT) && floatok)
{ // must adjust height
fixed_t savedz = actor->z;
if (actor->z < tmfloorz)
actor->z += actor->FloatSpeed;
else
actor->z -= 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->z = 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).
line_t *ld;
int good = 0;
while (spechit.Pop (ld))
{
// [RH] let monsters push lines, as well as use them
if (((actor->flags4 & MF4_CANUSEWALLS) && P_ActivateLine (ld, actor, 0, SPAC_USE)) ||
((actor->flags2 & MF2_PUSHWALL) && P_ActivateLine (ld, actor, 0, SPAC_PUSH)))
{
good |= ld == BlockingLine ? 1 : 2;
}
}
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, fixed_t deltax, fixed_t deltay)
{
dirtype_t d[3];
int tdir;
dirtype_t olddir, turnaround;
olddir = (dirtype_t)actor->movedir;
turnaround = opposite[olddir];
if (deltax>10*FRACUNIT)
d[1]= DI_EAST;
else if (deltax<-10*FRACUNIT)
d[1]= DI_WEST;
else
d[1]=DI_NODIR;
if (deltay<-10*FRACUNIT)
d[2]= DI_SOUTH;
else if (deltay>10*FRACUNIT)
d[2]= DI_NORTH;
else
d[2]=DI_NODIR;
// try direct route
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
{
actor->movedir = diags[((deltay<0)<<1) + (deltax>0)];
if (actor->movedir != turnaround && P_TryWalk(actor))
return;
}
// try other directions
if (pr_newchasedir() > 200 || abs(deltay) > abs(deltax))
{
swap (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;
}
// there is no direct path to the player, so pick another direction.
if (olddir != DI_NODIR)
{
actor->movedir = olddir;
if (P_TryWalk (actor))
return;
}
// randomly determine direction of search
if (pr_newchasedir() & 1)
{
for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++)
{
if (tdir != turnaround)
{
actor->movedir = tdir;
if ( P_TryWalk(actor) )
return;
}
}
}
else
{
for (tdir = DI_SOUTHEAST; tdir != (DI_EAST-1); tdir--)
{
if (tdir != turnaround)
{
actor->movedir = tdir;
if ( P_TryWalk(actor) )
return;
}
}
}
if (turnaround != DI_NODIR)
{
actor->movedir =turnaround;
if ( P_TryWalk(actor) )
return;
}
actor->movedir = DI_NODIR; // can not move
}
//=============================================================================
//
// 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.
//=============================================================================
struct avoiddropoff_t
{
AActor * thing;
fixed_t deltax;
fixed_t deltay;
fixed_t floorx;
fixed_t floory;
fixed_t floorz;
fixed_t t_bbox[4];
} a;
static bool PIT_AvoidDropoff(line_t *line)
{
if (line->backsector && // Ignore one-sided linedefs
a.t_bbox[BOXRIGHT] > line->bbox[BOXLEFT] &&
a.t_bbox[BOXLEFT] < line->bbox[BOXRIGHT] &&
a.t_bbox[BOXTOP] > line->bbox[BOXBOTTOM] && // Linedef must be contacted
a.t_bbox[BOXBOTTOM] < line->bbox[BOXTOP] &&
P_BoxOnLineSide(a.t_bbox, line) == -1)
{
fixed_t front = line->frontsector->floorplane.ZatPoint(a.floorx,a.floory);
fixed_t back = line->backsector->floorplane.ZatPoint(a.floorx,a.floory);
angle_t angle;
// The monster must contact one of the two floors,
// and the other must be a tall dropoff.
if (back == a.floorz && front < a.floorz - a.thing->MaxDropOffHeight)
{
angle = R_PointToAngle2(0,0,line->dx,line->dy); // front side dropoff
}
else if (front == a.floorz && back < a.floorz - a.thing->MaxDropOffHeight)
{
angle = R_PointToAngle2(line->dx,line->dy,0,0); // back side dropoff
}
else return true;
// Move away from dropoff at a standard speed.
// Multiple contacted linedefs are cumulative (e.g. hanging over corner)
a.deltax -= finesine[angle >> ANGLETOFINESHIFT]*32;
a.deltay += finecosine[angle >> ANGLETOFINESHIFT]*32;
}
return true;
}
//=============================================================================
//
// P_NewChaseDir
//
// killough 9/8/98: Split into two functions
//
//=============================================================================
void P_NewChaseDir(AActor * actor)
{
fixed_t deltax;
fixed_t deltay;
if ((actor->flags5&MF5_CHASEGOAL || actor->goal == actor->target) && actor->goal!=NULL)
{
deltax = actor->goal->x - actor->x;
deltay = actor->goal->y - actor->y;
}
else if (actor->target != NULL)
{
deltax = actor->target->x - actor->x;
deltay = actor->target->y - actor->y;
if ((actor->target->player != NULL && (actor->target->player->cheats & CF_FRIGHTENING)) ||
(actor->flags4 & MF4_FRIGHTENED))
{
deltax = -deltax;
deltay = -deltay;
}
}
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) && !(i_compatflags & COMPATF_DROPOFF))
{
a.thing = actor;
a.deltax = a.deltay = 0;
a.floorx = actor->x;
a.floory = actor->y;
a.floorz = actor->z;
int yh=((a.t_bbox[BOXTOP] = actor->y+actor->radius)-bmaporgy)>>MAPBLOCKSHIFT;
int yl=((a.t_bbox[BOXBOTTOM]= actor->y-actor->radius)-bmaporgy)>>MAPBLOCKSHIFT;
int xh=((a.t_bbox[BOXRIGHT] = actor->x+actor->radius)-bmaporgx)>>MAPBLOCKSHIFT;
int xl=((a.t_bbox[BOXLEFT] = actor->x-actor->radius)-bmaporgx)>>MAPBLOCKSHIFT;
int bx, by;
// check lines
validcount++;
for (bx=xl ; bx<=xh ; bx++)
for (by=yl ; by<=yh ; by++)
P_BlockLinesIterator(bx, by, PIT_AvoidDropoff); // all contacted lines
if (a.deltax || a.deltay)
{
// [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, a.deltax, a.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;
}
}
P_DoNewChaseDir(actor, deltax, deltay);
}
//=============================================================================
//
// 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;
fixed_t deltax, deltay;
dirtype_t d[3];
if (actor->FriendPlayer != 0)
{
player = players[actor->FriendPlayer - 1].mo;
}
else
{
if (!multiplayer)
{
i = 0;
}
else for (i = pr_newchasedir() & (MAXPLAYERS-1); !playeringame[i]; i = (i+1) & (MAXPLAYERS-1))
{
}
player = players[i].mo;
}
if (pr_newchasedir() & 1 || !P_CheckSight (actor, player))
{
deltax = player->x - actor->x;
deltay = player->y - actor->y;
if (deltax>128*FRACUNIT)
d[1]= DI_EAST;
else if (deltax<-128*FRACUNIT)
d[1]= DI_WEST;
else
d[1]=DI_NODIR;
if (deltay<-128*FRACUNIT)
d[2]= DI_SOUTH;
else if (deltay>128*FRACUNIT)
d[2]= DI_NORTH;
else
d[2]=DI_NODIR;
// try direct route
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
{
actor->movedir = diags[((deltay<0)<<1) + (deltax>0)];
if (actor->movedir != turnaround && P_TryWalk(actor))
return;
}
// try other directions
if (pr_newchasedir() > 200 || abs(deltay) > abs(deltax))
{
swap (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
}
//---------------------------------------------------------------------------
//
// FUNC P_LookForMonsters
//
//---------------------------------------------------------------------------
#define MONS_LOOK_RANGE (20*64*FRACUNIT)
#define MONS_LOOK_LIMIT 64
bool P_LookForMonsters (AActor *actor)
{
int count;
AActor *mo;
TThinkerIterator<AActor> iterator;
if (!P_CheckSight (players[0].mo, actor, 2))
{ // 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 (P_AproxDistance (actor->x-mo->x, actor->y-mo->y)
> MONS_LOOK_RANGE)
{ // Out of range
continue;
}
if (pr_lookformonsters() < 16)
{ // Skip
continue;
}
if (++count >= MONS_LOOK_LIMIT)
{ // Stop searching
return false;
}
if (mo->IsKindOf (RUNTIME_TYPE(actor)) ||
actor->IsKindOf (RUNTIME_TYPE(mo)))
{ // [RH] Don't go after same species
continue;
}
if (!P_CheckSight (actor, mo, 2))
{ // 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)
{
FBlockNode *block;
AActor *link;
AActor *other;
for (block = 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_CheckSight (lookee, other, 2))
continue; // out of sight
/*
if (!allaround)
{
angle_t an = R_PointToAngle2 (actor->x, actor->y,
other->x, other->y)
- actor->angle;
if (an > ANG90 && an < ANG270)
{
fixed_t dist = P_AproxDistance (other->x - actor->x,
other->y - actor->y);
// if real close, react anyway
if (dist > MELEERANGE)
continue; // behind back
}
}
*/
}
return other;
}
return NULL;
}
//============================================================================
//
// P_LookForTID
//
// Selects a live monster with the given TID
//
//============================================================================
bool P_LookForTID (AActor *actor, INTBOOL allaround)
{
AActor *other;
bool reachedend = false;
other = P_BlockmapSearch (actor, 0, LookForTIDinBlock);
if (other != NULL)
{
if (actor->goal && actor->target == actor->goal)
actor->reactiontime = 0;
actor->target = other;
actor->LastLook.Actor = 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->LastLook.Actor != NULL &&
actor->LastLook.Actor->tid != actor->TIDtoHate)
{
actor->LastLook.Actor = NULL;
}
FActorIterator iterator (actor->TIDtoHate, actor->LastLook.Actor);
int c = (pr_look3() & 31) + 7; // Look for between 7 and 38 hatees at a time
while ((other = iterator.Next()) != actor->LastLook.Actor)
{
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_CheckSight (actor, other, 2))
continue; // out of sight
if (!allaround)
{
angle_t an = R_PointToAngle2 (actor->x, actor->y,
other->x, other->y)
- actor->angle;
if (an > ANG90 && an < ANG270)
{
fixed_t dist = P_AproxDistance (other->x - actor->x,
other->y - actor->y);
// if real close, react anyway
if (dist > MELEERANGE)
continue; // behind back
}
}
}
// [RH] Need to be sure the reactiontime is 0 if the monster is
// leaving its goal to go after something else.
if (actor->goal && actor->target == actor->goal)
actor->reactiontime = 0;
actor->target = other;
actor->LastLook.Actor = other;
return true;
}
actor->LastLook.Actor = other;
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 = NULL;
return true;
}
else
{
actor->lastenemy = NULL;
}
}
}
return false;
}
//============================================================================
//
// LookForTIDinBlock
//
// 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)
{
FBlockNode *block;
AActor *link;
AActor *other;
for (block = 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)
other = NULL;
if (link->flags & MF_FRIENDLY)
{
if (deathmatch &&
lookee->FriendPlayer != 0 && link->FriendPlayer != 0 &&
lookee->FriendPlayer != link->FriendPlayer)
{
// 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->GetDefault()->health)
{
continue;
}
}
if (other == NULL || !P_CheckSight (lookee, other, 2))
continue; // out of sight
/*
if (!allaround)
{
angle_t an = R_PointToAngle2 (actor->x, actor->y,
other->x, other->y)
- actor->angle;
if (an > ANG90 && an < ANG270)
{
fixed_t dist = P_AproxDistance (other->x - actor->x,
other->y - actor->y);
// if real close, react anyway
if (dist > MELEERANGE)
continue; // behind back
}
}
*/
return other;
}
return NULL;
}
//============================================================================
//
// P_LookForEnemies
//
// Selects a live enemy monster
//
//============================================================================
bool P_LookForEnemies (AActor *actor, INTBOOL allaround)
{
AActor *other;
other = P_BlockmapSearch (actor, 10, LookForEnemiesInBlock);
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 = NULL;
return true;
}
else
{
actor->lastenemy = NULL;
}
}
}
return false;
}
/*
================
=
= P_LookForPlayers
=
= If allaround is false, only look 180 degrees in front
= returns true if a player is targeted
================
*/
bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
{
int c;
int stop;
int pnum;
player_t* player;
angle_t an;
fixed_t dist;
if (actor->TIDtoHate != 0)
{
if (P_LookForTID (actor, allaround))
{
return true;
}
if (!(actor->flags3 & MF3_HUNTPLAYERS))
{
return false;
}
}
else if (actor->flags & MF_FRIENDLY)
{
return P_LookForEnemies (actor, allaround);
}
if (!(gameinfo.gametype & (GAME_Doom|GAME_Strife)) &&
!multiplayer &&
players[0].health <= 0)
{ // 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->LastLook.PlayerNumber;
}
stop = (pnum - 1) & (MAXPLAYERS-1);
for (;;)
{
pnum = (pnum + 1) & (MAXPLAYERS-1);
if (!playeringame[pnum])
continue;
if (actor->TIDtoHate == 0)
{
actor->LastLook.PlayerNumber = pnum;
}
if (++c == MAXPLAYERS-1 || pnum == stop)
{
// done looking
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 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 = NULL;
return true;
}
else
{
actor->lastenemy = NULL;
}
}
}
return actor->target == actor->goal && actor->goal != NULL;
}
player = &players[pnum];
if (!(player->mo->flags & MF_SHOOTABLE))
continue; // not shootable (observer or dead)
if (player->cheats & CF_NOTARGET)
continue; // no target
if (player->health <= 0)
continue; // dead
if (!P_CheckSight (actor, player->mo, 2))
continue; // out of sight
if (!allaround)
{
an = R_PointToAngle2 (actor->x,
actor->y,
player->mo->x,
player->mo->y)
- actor->angle;
if (an > ANG90 && an < ANG270)
{
dist = P_AproxDistance (player->mo->x - actor->x,
player->mo->y - actor->y);
// if real close, react anyway
if (dist > MELEERANGE)
continue; // behind back
}
}
if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) ||
player->mo->flags3 & MF3_GHOST)
{
if ((P_AproxDistance (player->mo->x - actor->x,
player->mo->y - actor->y) > 2*MELEERANGE)
&& P_AproxDistance (player->mo->momx, player->mo->momy)
< 5*FRACUNIT)
{ // Player is sneaking - can't detect
return false;
}
if (pr_lookforplayers() < 225)
{ // Player isn't sneaking, but still didn't detect
return false;
}
}
// [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.
//
void A_Look (AActor *actor)
{
AActor *targ;
// [RH] Set goal now if appropriate
if (actor->special == Thing_SetGoal && actor->args[0] == 0)
{
NActorIterator iterator (NAME_PatrolPoint, actor->args[1]);
actor->special = 0;
actor->goal = iterator.Next ();
actor->reactiontime = actor->args[2] * TICRATE + level.maptime;
if (actor->args[3] == 0) actor->flags5 &=~ MF5_CHASEGOAL;
else actor->flags5 |= MF5_CHASEGOAL;
}
actor->threshold = 0; // any shot will wake up
if (actor->TIDtoHate != 0)
{
targ = actor->target;
}
else
{
targ = (i_compatflags & COMPATF_SOUNDTARGET || actor->flags & MF_NOSECTOR)?
actor->Sector->SoundTarget : actor->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))
{
return;
}
}
// [RH] Andy Baker's stealth monsters
if (actor->flags & MF_STEALTH)
{
actor->visdir = -1;
}
if (targ && (targ->flags & MF_SHOOTABLE))
{
if (actor->IsFriend (targ)) // be a little more precise!
{
// 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 (actor, actor->flags4 & MF4_LOOKALLAROUND))
goto seeyou;
// Let the actor wander around aimlessly looking for a fight
if (actor->SeeState != NULL)
{
if (!(actor->flags & MF_INCHASE))
{
actor->SetState (actor->SeeState);
}
}
else
{
A_Wander (actor);
}
}
else
{
actor->target = targ;
if (actor->flags & MF_AMBUSH)
{
if (P_CheckSight (actor, actor->target, 2))
goto seeyou;
}
else
goto seeyou;
}
}
if (!P_LookForPlayers (actor, actor->flags4 & MF4_LOOKALLAROUND))
return;
// go into chase state
seeyou:
// [RH] Don't start chasing after a goal if it isn't time yet.
if (actor->target == actor->goal)
{
if (actor->reactiontime > level.maptime)
actor->target = NULL;
}
else if (actor->SeeSound)
{
if (actor->flags2 & MF2_BOSS)
{ // full volume
S_SoundID (actor, CHAN_VOICE, actor->SeeSound, 1, ATTN_SURROUND);
}
else
{
S_SoundID (actor, CHAN_VOICE, actor->SeeSound, 1, ATTN_NORM);
}
}
if (actor->target && !(actor->flags & MF_INCHASE))
{
actor->SetState (actor->SeeState);
}
}
//==========================================================================
//
// A_Wander
//
//==========================================================================
void A_Wander (AActor *self)
{
int delta;
// [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->flags4 & MF4_STANDSTILL)
return;
if (self->threshold != 0)
{
self->threshold--;
return;
}
// turn towards movement direction if not there yet
if (self->movedir < DI_NODIR)
{
self->angle &= (angle_t)(7<<29);
delta = self->angle - (self->movedir << 29);
if (delta > 0)
{
self->angle -= ANG90/2;
}
else if (delta < 0)
{
self->angle += ANG90/2;
}
}
if (--self->movecount < 0 || !P_Move (self))
{
P_RandomChaseDir (self);
self->movecount += 5;
}
}
//==========================================================================
//
// A_Look2
//
//==========================================================================
void A_Look2 (AActor *self)
{
AActor *targ;
self->threshold = 0;
targ = self->LastHeard;
if (targ != NULL && targ->health <= 0)
{
targ = NULL;
}
if (targ && (targ->flags & MF_SHOOTABLE))
{
if ((level.flags & LEVEL_NOALLIES) ||
(self->flags & MF_FRIENDLY) != (targ->flags & MF_FRIENDLY))
{
if (self->flags & MF_AMBUSH)
{
if (!P_CheckSight (self, targ, 2))
goto nosee;
}
self->target = targ;
self->threshold = 10;
self->SetState (self->SeeState);
return;
}
else
{
if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND))
goto nosee;
self->SetState (self->SeeState);
self->flags4 |= MF4_INCOMBAT;
return;
}
}
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);
}
}
//=============================================================================
//
// 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*FRACUNIT
void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove)
{
int delta;
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 = NULL;
}
// 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
actor->tics -= actor->tics / 2;
if (actor->tics < 3)
{
actor->tics = 3;
}
}
// turn towards movement direction if not there yet
if (actor->movedir < 8)
{
actor->angle &= (angle_t)(7<<29);
delta = actor->angle - (actor->movedir << 29);
if (delta > 0)
{
actor->angle -= ANG90/2;
}
else if (delta < 0)
{
actor->angle += ANG90/2;
}
}
// [RH] If the target is dead 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 = NULL;
// [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 = &players[actor->FriendPlayer - 1];
}
else
{
int i;
if (!multiplayer)
{
i = 0;
}
else for (i = pr_newchasedir() & (MAXPLAYERS-1); !playeringame[i]; i = (i+1) & (MAXPLAYERS-1))
{
}
player = &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 (P_LookForPlayers (actor, true) && 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->SetState (actor->SpawnState);
actor->flags &= ~MF_INCHASE;
return;
}
}
}
// do not attack twice in a row
if (actor->flags & MF_JUSTATTACKED)
{
actor->flags &= ~MF_JUSTATTACKED;
if (!actor->isFast())
{
P_NewChaseDir (actor);
}
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
NActorIterator iterator (NAME_PatrolPoint, actor->goal->args[0]);
NActorIterator specit (NAME_PatrolSpecial, actor->goal->tid);
AActor *spec;
// Execute the specials of any PatrolSpecials with the same TID
// as the goal.
while ( (spec = specit.Next()) )
{
LineSpecials[spec->special] (NULL, actor, false, spec->args[0],
spec->args[1], spec->args[2], spec->args[3], spec->args[4]);
}
angle_t lastgoalang = actor->goal->angle;
int delay;
AActor * newgoal = iterator.Next ();
if (newgoal != NULL && actor->goal == actor->target)
{
delay = newgoal->args[1];
actor->reactiontime = delay * TICRATE + level.maptime;
}
else
{
delay = 0;
actor->reactiontime = actor->GetDefault()->reactiontime;
actor->angle = lastgoalang; // Look in direction of last goal
}
if (actor->target == actor->goal) actor->target = NULL;
actor->flags |= MF_JUSTATTACKED;
if (newgoal != NULL && delay != 0)
{
actor->flags4 |= MF4_INCOMBAT;
actor->SetState (actor->SpawnState);
}
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->special2 > 0)
{
actor->special2--;
}
else
{
actor->special2 = 0;
actor->momx = 0;
actor->momy = 0;
fixed_t dist = P_AproxDistance (actor->x - actor->target->x, actor->y - actor->target->y);
if (dist < CLASS_BOSS_STRAFE_RANGE)
{
if (pr_chase() < 100)
{
angle_t ang = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
if (pr_chase() < 128) ang += ANGLE_90;
else ang -= ANGLE_90;
actor->momx = 13 * finecosine[ang>>ANGLETOFINESHIFT];
actor->momy = 13 * finesine[ang>>ANGLETOFINESHIFT];
actor->special2 = 3; // strafe time
}
}
}
}
// [RH] Scared monsters attack less frequently
if (((actor->target->player == NULL ||
!(actor->target->player->cheats & CF_FRIGHTENING)) &&
!(actor->flags4 & MF4_FRIGHTENED)) ||
pr_scaredycat() < 43)
{
// check for melee attack
if (meleestate && actor->CheckMeleeRange ())
{
if (actor->AttackSound)
S_SoundID (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);
if (lookForBetter)
{
actor->flags3 |= MF3_NOSIGHTCHECK;
}
if (gotNew && actor->target != oldtarget)
{
actor->flags &= ~MF_INCHASE;
return; // got a new target
}
}
//
// chase towards player
//
// class bosses don't do this when strafing
if ((!fastchase || !actor->special2) && !dontmove)
{
// CANTLEAVEFLOORPIC handling was completely missing in the non-serpent functions.
fixed_t oldX = actor->x;
fixed_t oldY = actor->y;
int oldFloor = actor->floorpic;
// chase towards player
if (--actor->movecount < 0 || !P_Move (actor))
{
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, oldX, oldY, false))
{
if (nomonsterinterpolation)
{
actor->PrevX = oldX;
actor->PrevY = oldY;
}
}
P_NewChaseDir (actor);
}
}
// make active sound
if (playactive && pr_chase() < 3)
{
actor->PlayActiveSound ();
}
actor->flags &= ~MF_INCHASE;
}
//==========================================================================
//
// PIT_VileCheck
//
//==========================================================================
static AActor *corpsehit;
static AActor *vileobj;
static fixed_t viletryx;
static fixed_t viletryy;
static FState *raisestate;
static bool PIT_VileCheck (AActor *thing)
{
int maxdist;
bool check;
if (!(thing->flags & MF_CORPSE) )
return true; // not a monster
if (thing->tics != -1)
return true; // not lying still yet
raisestate = thing->FindState(NAME_Raise);
if (raisestate == NULL)
return true; // monster doesn't have a raise state
// This may be a potential problem if this is used by something other
// than an Arch Vile.
//maxdist = thing->GetDefault()->radius + GetDefault<AArchvile>()->radius;
// use the current actor's radius instead of the Arch Vile's default.
maxdist = thing->GetDefault()->radius + vileobj->radius;
if ( abs(thing->x - viletryx) > maxdist
|| abs(thing->y - viletryy) > maxdist )
return true; // not actually touching
corpsehit = thing;
corpsehit->momx = corpsehit->momy = 0;
// [RH] Check against real height and radius
fixed_t oldheight = corpsehit->height;
fixed_t oldradius = corpsehit->radius;
int oldflags = corpsehit->flags;
corpsehit->flags |= MF_SOLID;
corpsehit->height = corpsehit->GetDefault()->height;
check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
corpsehit->flags = oldflags;
corpsehit->radius = oldradius;
corpsehit->height = oldheight;
return !check;
}
//==========================================================================
//
// P_CheckForResurrection (formerly part of A_VileChase)
// Check for ressurecting a body
//
//==========================================================================
static bool P_CheckForResurrection(AActor *self, bool usevilestates)
{
static TArray<AActor *> vilebt;
int xl, xh, yl, yh;
int bx, by;
const AActor *info;
AActor *temp;
if (self->movedir != DI_NODIR)
{
const fixed_t absSpeed = abs (self->Speed);
// check for corpses to raise
viletryx = self->x + FixedMul (absSpeed, xspeed[self->movedir]);
viletryy = self->y + FixedMul (absSpeed, yspeed[self->movedir]);
xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
vileobj = self;
validcount++;
vilebt.Clear();
for (bx = xl; bx <= xh; bx++)
{
for (by = yl; by <= yh; by++)
{
// Call PIT_VileCheck to check
// whether object is a corpse
// that can be raised.
if (!P_BlockThingsIterator (bx, by, PIT_VileCheck, vilebt))
{
// 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 = NULL;
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.
const PClass *archvile = PClass::FindClass("Archvile");
if (archvile != NULL)
{
self->SetState (archvile->ActorInfo->FindState(NAME_Heal));
}
}
S_Sound (corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
info = corpsehit->GetDefault ();
corpsehit->SetState (raisestate);
corpsehit->height = info->height; // [RH] Use real mobj height
corpsehit->radius = info->radius; // [RH] Use real radius
/*
// Make raised corpses look ghostly
if (corpsehit->alpha > TRANSLUC50)
corpsehit->alpha /= 2;
*/
corpsehit->flags = info->flags;
corpsehit->flags2 = info->flags2;
corpsehit->flags3 = info->flags3;
corpsehit->flags4 = info->flags4;
corpsehit->health = info->health;
corpsehit->target = NULL;
corpsehit->lastenemy = NULL;
// [RH] If it's a monster, it gets to count as another kill
if (corpsehit->CountsAsKill())
{
level.total_monsters++;
}
// You are the Archvile's minion now, so hate what it hates
corpsehit->CopyFriendliness (self, false);
return true;
}
}
}
}
return false;
}
//==========================================================================
//
// A_Chase and variations
//
//==========================================================================
enum ChaseFlags
{
CHF_FASTCHASE = 1,
CHF_NOPLAYACTIVE = 2,
CHF_NIGHTMAREFAST = 4,
CHF_RESURRECT = 8,
CHF_DONTMOVE = 16,
};
void A_Chase (AActor *actor)
{
int index=CheckIndex(3, &CallingState);
if (index>=0)
{
int flags = EvalExpressionI (StateParameters[index+2], actor);
if (flags & CHF_RESURRECT && P_CheckForResurrection(actor, false)) return;
FState *melee = StateParameters[index]==0? NULL : P_GetState(actor, CallingState, StateParameters[index]);
FState *missile = StateParameters[index+1]==0? NULL : P_GetState(actor, CallingState, StateParameters[index+1]);
A_DoChase(actor, !!(flags&CHF_FASTCHASE), melee, missile, !(flags&CHF_NOPLAYACTIVE),
!!(flags&CHF_NIGHTMAREFAST), !!(flags&CHF_DONTMOVE));
}
else // this is the old default A_Chase
{
A_DoChase (actor, false, actor->MeleeState, actor->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false);
}
}
void A_FastChase (AActor *actor)
{
A_DoChase (actor, true, actor->MeleeState, actor->MissileState, true, true, false);
}
void A_VileChase (AActor *actor)
{
if (!P_CheckForResurrection(actor, true))
A_DoChase (actor, false, actor->MeleeState, actor->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false);
}
void A_ExtChase(AActor * self)
{
// Now that A_Chase can handle state label parameters, this function has become rather useless...
int index=CheckIndex(4, &CallingState);
if (index<0) return;
A_DoChase(self, false,
EvalExpressionI (StateParameters[index], self) ? self->MeleeState:NULL,
EvalExpressionI (StateParameters[index+1], self) ? self->MissileState:NULL,
EvalExpressionN (StateParameters[index+2], self),
!!EvalExpressionI (StateParameters[index+3], self), false);
}
//=============================================================================
//
// A_FaceTarget
//
//=============================================================================
void A_FaceTarget (AActor *actor)
{
if (!actor->target)
return;
// [RH] Andy Baker's stealth monsters
if (actor->flags & MF_STEALTH)
{
actor->visdir = 1;
}
actor->flags &= ~MF_AMBUSH;
actor->angle = R_PointToAngle2 (actor->x, actor->y,
actor->target->x, actor->target->y);
if (actor->target->flags & MF_SHADOW)
{
actor->angle += pr_facetarget.Random2() << 21;
}
}
//===========================================================================
//
// [RH] A_MonsterRail
//
// New function to let monsters shoot a railgun
//
//===========================================================================
void A_MonsterRail (AActor *actor)
{
if (!actor->target)
return;
// [RH] Andy Baker's stealth monsters
if (actor->flags & MF_STEALTH)
{
actor->visdir = 1;
}
actor->flags &= ~MF_AMBUSH;
actor->angle = R_PointToAngle2 (actor->x,
actor->y,
actor->target->x,
actor->target->y);
actor->pitch = P_AimLineAttack (actor, actor->angle, MISSILERANGE);
// Let the aim trail behind the player
actor->angle = R_PointToAngle2 (actor->x,
actor->y,
actor->target->x - actor->target->momx * 3,
actor->target->y - actor->target->momy * 3);
if (actor->target->flags & MF_SHADOW)
{
actor->angle += pr_railface.Random2() << 21;
}
P_RailAttack (actor, actor->GetMissileDamage (0, 1), 0);
}
void A_Scream (AActor *actor)
{
if (actor->DeathSound)
{
// Check for bosses.
if (actor->flags2 & MF2_BOSS)
{
// full volume
S_SoundID (actor, CHAN_VOICE, actor->DeathSound, 1, ATTN_SURROUND);
}
else
{
S_SoundID (actor, CHAN_VOICE, actor->DeathSound, 1, ATTN_NORM);
}
}
}
void A_XScream (AActor *actor)
{
if (actor->player)
S_Sound (actor, CHAN_VOICE, "*gibbed", 1, ATTN_NORM);
else
S_Sound (actor, CHAN_VOICE, "misc/gibbed", 1, ATTN_NORM);
}
// Strife's version of A_XScrem
void A_XXScream (AActor *actor)
{
if (!(actor->flags & MF_NOBLOOD) || actor->DeathSound == 0)
{
A_XScream (actor);
}
else
{
S_SoundID (actor, CHAN_VOICE, actor->DeathSound, 1, ATTN_NORM);
}
}
//---------------------------------------------------------------------------
//
// PROC P_DropItem
//
//---------------------------------------------------------------------------
CVAR(Int, sv_dropstyle, 0, CVAR_SERVERINFO | CVAR_ARCHIVE);
AInventory *P_DropItem (AActor *source, const PClass *type, int special, int chance)
{
if (type != NULL && pr_dropitem() <= chance)
{
AActor *mo;
fixed_t spawnz;
spawnz = source->z;
if (!(i_compatflags & COMPATF_NOTOSSDROPS))
{
int style = sv_dropstyle;
if (style==0) style= (gameinfo.gametype == GAME_Strife)? 2:1;
if (style==2)
{
spawnz += 24*FRACUNIT;
}
else
{
spawnz += source->height / 2;
}
}
mo = Spawn (type, source->x, source->y, spawnz, ALLOW_REPLACE);
mo->flags |= MF_DROPPED;
mo->flags &= ~MF_NOGRAVITY; // [RH] Make sure it is affected by gravity
if (mo->IsKindOf (RUNTIME_CLASS(AInventory)))
{
AInventory * inv = static_cast<AInventory *>(mo);
if (special > 0)
{
inv->Amount = special;
}
else if (mo->IsKindOf (RUNTIME_CLASS(AAmmo)))
{
// Half ammo when dropped by bad guys.
inv->Amount = inv->GetClass()->Meta.GetMetaInt (AIMETA_DropAmount, MAX(1, inv->Amount / 2 ));
}
else if (mo->IsKindOf (RUNTIME_CLASS(AWeapon)))
{
// The same goes for ammo from a weapon.
static_cast<AWeapon *>(mo)->AmmoGive1 /= 2;
static_cast<AWeapon *>(mo)->AmmoGive2 /= 2;
}
if (inv->SpecialDropAction (source))
{
return NULL;
}
}
if (!(i_compatflags & COMPATF_NOTOSSDROPS))
{
P_TossItem (mo);
}
return static_cast<AInventory *>(mo);
}
return NULL;
}
//============================================================================
//
// P_TossItem
//
//============================================================================
void P_TossItem (AActor *item)
{
int style = sv_dropstyle;
if (style==0) style= (gameinfo.gametype == GAME_Strife)? 2:1;
if (style==2)
{
item->momx += pr_dropitem.Random2(7) << FRACBITS;
item->momy += pr_dropitem.Random2(7) << FRACBITS;
}
else
{
item->momx = pr_dropitem.Random2() << 8;
item->momy = pr_dropitem.Random2() << 8;
item->momz = FRACUNIT*5 + (pr_dropitem() << 10);
}
}
void A_Pain (AActor *actor)
{
// [RH] Vary player pain sounds depending on health (ala Quake2)
if (actor->player && actor->player->morphTics == 0)
{
const char *pain_amount;
int sfx_id = 0;
if (actor->health < 25)
pain_amount = "*pain25";
else if (actor->health < 50)
pain_amount = "*pain50";
else if (actor->health < 75)
pain_amount = "*pain75";
else
pain_amount = "*pain100";
// Try for damage-specific sounds first.
if (actor->player->LastDamageType != NAME_None)
{
FString pain_sound = pain_amount;
pain_sound += '-';
pain_sound += actor->player->LastDamageType;
sfx_id = S_FindSound (pain_sound);
if (sfx_id == 0)
{
// Try again without a specific pain amount.
pain_sound = "*pain-";
pain_sound += actor->player->LastDamageType;
sfx_id = S_FindSound (pain_sound);
}
}
if (sfx_id == 0)
{
sfx_id = S_FindSound (pain_amount);
}
S_SoundID (actor, CHAN_VOICE, sfx_id, 1, ATTN_NORM);
}
else if (actor->PainSound)
{
S_SoundID (actor, CHAN_VOICE, actor->PainSound, 1, ATTN_NORM);
}
}
// killough 11/98: kill an object
void A_Die (AActor *actor)
{
P_DamageMobj (actor, NULL, NULL, actor->health, NAME_None);
}
//
// A_Detonate
// killough 8/9/98: same as A_Explode, except that the damage is variable
//
void A_Detonate (AActor *mo)
{
int damage = mo->GetMissileDamage (0, 1);
P_RadiusAttack (mo, mo->target, damage, damage, mo->DamageType, true);
if (mo->z <= mo->floorz + (damage << FRACBITS))
{
P_HitFloor (mo);
}
}
//
// A_Explode
//
void A_Explode (AActor *thing)
{
int damage = 128;
int distance = 128;
bool hurtSource = true;
thing->PreExplode ();
thing->GetExplodeParms (damage, distance, hurtSource);
P_RadiusAttack (thing, thing->target, damage, distance, thing->DamageType, hurtSource);
if (thing->z <= thing->floorz + (distance<<FRACBITS))
{
P_HitFloor (thing);
}
}
void A_ExplodeAndAlert (AActor *thing)
{
A_Explode (thing);
if (thing->target != NULL && thing->target->player != NULL)
{
validcount++;
P_RecursiveSound (thing->Sector, thing->target, false, 0);
}
}
bool CheckBossDeath (AActor *actor)
{
int i;
// make sure there is a player alive for victory
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].health > 0)
break;
if (i == MAXPLAYERS)
return false; // no one left alive, so do not end game
// Make sure all bosses are dead
TThinkerIterator<AActor> iterator;
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 *actor)
{
FName mytype = actor->GetClass()->TypeName;
// Ugh...
FName type = actor->GetClass()->ActorInfo->GetReplacee()->Class->TypeName;
// Do generic special death actions first
bool checked = false;
FSpecialAction *sa = level.info->specialactions;
while (sa)
{
if (type == sa->Type || mytype == sa->Type)
{
if (!checked && !CheckBossDeath(actor))
{
return;
}
checked = true;
LineSpecials[sa->Action](NULL, actor, false,
sa->Args[0], sa->Args[1], sa->Args[2], sa->Args[3], sa->Args[4]);
}
sa = sa->Next;
}
// [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.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 (actor))
{
return;
}
// victory!
if (level.flags & LEVEL_SPECKILLMONSTERS)
{ // Kill any remaining monsters
P_Massacre ();
}
if (level.flags & LEVEL_MAP07SPECIAL)
{
if (type == NAME_Fatso)
{
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0);
return;
}
if (type == NAME_Arachnotron)
{
EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, FRACUNIT, 0, 0, 0);
return;
}
}
else
{
switch (level.flags & LEVEL_SPECACTIONSMASK)
{
case LEVEL_SPECLOWERFLOOR:
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0);
return;
case LEVEL_SPECOPENDOOR:
EV_DoDoor (DDoor::doorOpen, NULL, NULL, 666, 8*FRACUNIT, 0, 0, 0);
return;
}
}
// [RH] If noexit, then don't end the level.
if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
return;
G_ExitLevel (0, false);
}
//----------------------------------------------------------------------------
//
// PROC P_Massacre
//
// Kills all monsters.
//
//----------------------------------------------------------------------------
int P_Massacre ()
{
// 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;
TThinkerIterator<AActor> iterator;
while ( (actor = iterator.Next ()) )
{
if (!(actor->flags2 & MF2_DORMANT) && (actor->flags3 & MF3_ISMONSTER))
{
killcount += actor->Massacre();
}
}
return killcount;
}
//
// A_SinkMobj
// Sink a mobj incrementally into the floor
//
bool A_SinkMobj (AActor *actor)
{
if (actor->floorclip < actor->height)
{
actor->floorclip += actor->GetSinkSpeed ();
return false;
}
return true;
}
//
// A_RaiseMobj
// Raise a mobj incrementally from the floor to
//
bool A_RaiseMobj (AActor *actor)
{
bool done = true;
// Raise a mobj from the ground
if (actor->floorclip > 0)
{
actor->floorclip -= actor->GetRaiseSpeed ();
if (actor->floorclip <= 0)
{
actor->floorclip = 0;
done = true;
}
else
{
done = false;
}
}
return done; // Reached target height
}
void A_ClassBossHealth (AActor *actor)
{
if (multiplayer && !deathmatch) // co-op only
{
if (!actor->special1)
{
actor->health *= 5;
actor->special1 = true; // has been initialized
}
}
}