gzdoom/src/p_enemy.cpp

3501 lines
90 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 "i_system.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_maputl.h"
#include "d_player.h"
#include "m_bbox.h"
#include "p_lnspec.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_action.h"
#include "thingdef/thingdef.h"
#include "d_dehacked.h"
#include "g_level.h"
#include "r_utility.h"
#include "p_blockmap.h"
#include "r_data/r_translate.h"
#include "teaminfo.h"
#include "p_spec.h"
#include "p_checkposition.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_dropoff ("Dropoff");
static FRandom pr_defect ("Defect");
static FRandom pr_skiptarget("SkipTarget");
static FRandom pr_enemystrafe("EnemyStrafe");
// movement interpolation is fine for objects that are moved by their own
// velocity. 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, AActor *emitter, fixed_t maxdist)
{
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)) &&
(!maxdist || (actor->AproxDistance(emitter) <= maxdist)))
{
actor->LastHeard = soundtarget;
}
}
for (i = 0; i < sec->linecount; i++)
{
check = sec->lines[i];
if (check->sidedef[1] == NULL ||
!(check->flags & ML_TWOSIDED))
{
continue;
}
// Early out for intra-sector lines
if (check->sidedef[0]->sector == check->sidedef[1]->sector) continue;
if ( check->sidedef[0]->sector == sec)
other = check->sidedef[1]->sector;
else
other = check->sidedef[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, emitter, maxdist);
}
else
{
P_RecursiveSound (other, soundtarget, splash, soundblocks, emitter, maxdist);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_NoiseAlert
//
// If a monster yells at a player, it will alert other monsters to the
// player.
//
//----------------------------------------------------------------------------
void P_NoiseAlert (AActor *target, AActor *emitter, bool splash, fixed_t maxdist)
{
if (emitter == NULL)
return;
if (target != NULL && target->player && (target->player->cheats & CF_NOTARGET))
return;
validcount++;
P_RecursiveSound (emitter->Sector, target, splash, 0, emitter, maxdist);
}
//----------------------------------------------------------------------------
//
// AActor :: CheckMeleeRange
//
//----------------------------------------------------------------------------
bool AActor::CheckMeleeRange ()
{
AActor *pl = target;
fixed_t dist;
if (!pl)
return false;
dist = AproxDistance (pl);
if (dist >= meleerange + pl->radius)
return false;
// [RH] If moving toward goal, then we've reached it.
if (pl == goal)
return true;
// [RH] Don't melee things too far above or below actor.
if (!(flags5 & MF5_NOVERTICALMELEERANGE))
{
if (pl->Z() > Top())
return false;
if (pl->Top() < Z())
return false;
}
// killough 7/18/98: friendly monsters don't attack other friends
if (IsFriend(pl))
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 = mo->AproxDistance (actor);
if (dist >= MELEERANGE*2 || dist < MELEERANGE-20*FRACUNIT + mo->radius)
{
return false;
}
if (mo->Z() > actor->Top())
{ // Target is higher than the attacker
return false;
}
else if (actor->Z() > mo->Top())
{ // Attacker is higher
return false;
}
else if (actor->IsFriend(mo))
{
// killough 7/18/98: friendly monsters don't attack other friends
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, SF_SEEPASTBLOCKEVERYTHING))
return false;
if (actor->flags & MF_JUSTHIT)
{
// the target just hit the enemy, so fight back!
actor->flags &= ~MF_JUSTHIT;
// killough 7/18/98: no friendly fire at corpses
// killough 11/98: prevent too much infighting among friends
// Cleaned up and made readable
if (!(actor->flags & MF_FRIENDLY)) return true;
if (actor->target->health <= 0) return false;
if (!actor->IsFriend(actor->target)) return true;
if (actor->target->player != NULL)
{
return (pr_defect() >128);
}
else
{
return !(actor->target->flags & MF_JUSTHIT) && pr_defect() >128;
}
}
if (actor->reactiontime)
return false; // do not attack yet
// killough 7/18/98: friendly monsters don't attack other friendly
// monsters or players (except when attacked, and then only once)
if (actor->IsFriend(actor->target))
return false;
if (actor->flags & MF_FRIENDLY && P_HitFriend(actor))
return false;
// OPTIMIZE: get this from a global checksight
// [RH] What?
dist = actor->AproxDistance (actor->target) - 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)
{
AActor *linetarget;
if (self->flags&MF_FRIENDLY && self->target != NULL)
{
angle_t angle = self->AngleTo(self->target);
fixed_t dist = self->AproxDistance (self->target);
P_AimLineAttack (self, angle, dist, &linetarget, 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 = actor->Speed;
int movefactor = ORIG_FRICTION_FACTOR;
int friction = ORIG_FRICTION;
int dropoff = 0;
if (actor->flags2 & MF2_BLASTED)
{
return true;
}
if (actor->movedir == DI_NODIR)
{
return false;
}
// [RH] Walking actors that are not on the ground cannot walk. We don't
// want to yank them to the ground here as Doom did, since that makes
// it difficult to thrust them vertically in a reasonable manner.
// [GZ] Let jumping actors jump.
if (!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
{
return false;
}
if ((unsigned)actor->movedir >= 8)
I_Error ("Weird actor->movedir!");
// killough 10/98: allow dogs to drop off of taller ledges sometimes.
// dropoff==1 means always allow it, dropoff==2 means only up to 128 high,
// and only if the target is immediately on the other side of the line.
AActor *target = actor->target;
if ((actor->flags6 & MF6_JUMPDOWN) && target &&
!(target->IsFriend(actor)) &&
actor->AproxDistance(target) < FRACUNIT*144 &&
pr_dropoff() < 235)
{
dropoff = 2;
}
// [RH] I'm not so sure this is such a good idea
// [GZ] That's why it's compat-optioned.
if (compatflags & COMPATF_MBFMONSTERMOVE)
{
// 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);
}
}
}
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;
}
}
}
FCheckPosition tm;
tm.FromPMove = true;
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), dropoff, NULL, tm);
if (!try_ok) break;
}
// killough 3/15/98: don't jump over dropoffs:
if (try_ok) try_ok = P_TryMove (actor, tryx, tryy, dropoff, NULL, tm);
// [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 *= FRACUNIT / ORIG_FRICTION_FACTOR / 4;
actor->velx += FixedMul (deltax, movefactor);
actor->vely += FixedMul (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)
{
fixed_t 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->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
}
P_CheckFor3DFloorHit(actor);
}
}
}
if (!try_ok)
{
if (((actor->flags6 & MF6_CANJUMP)||(actor->flags & MF_FLOAT)) && tm.floatok)
{ // must adjust height
fixed_t 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, fixed_t deltax, fixed_t 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*FRACUNIT)
d[0]= DI_EAST;
else if (deltax<-10*FRACUNIT)
d[0]= DI_WEST;
else
d[0]=DI_NODIR;
if (deltay<-10*FRACUNIT)
d[1]= DI_SOUTH;
else if (deltay>10*FRACUNIT)
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 || abs(deltay) > abs(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)
{
fixedvec2 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))
{
delta.x = -delta.x;
delta.y = -delta.y;
}
}
}
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))
{
FBoundingBox box(actor->X(), actor->Y(), actor->radius);
FBlockLinesIterator it(box);
line_t *line;
fixed_t deltax = 0;
fixed_t deltay = 0;
while ((line = it.Next()))
{
if (line->backsector && // Ignore one-sided linedefs
box.Right() > line->bbox[BOXLEFT] &&
box.Left() < line->bbox[BOXRIGHT] &&
box.Top() > line->bbox[BOXBOTTOM] && // Linedef must be contacted
box.Bottom() < line->bbox[BOXTOP] &&
box.BoxOnLineSide(line) == -1)
{
fixed_t front = line->frontsector->floorplane.ZatPoint(actor->PosRelative(line));
fixed_t back = line->backsector->floorplane.ZatPoint(actor->PosRelative(line));
angle_t 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 = R_PointToAngle2(0,0,line->dx,line->dy); // front side dropoff
}
else if (front == actor->Z() && back < actor->Z() - actor->MaxDropOffHeight)
{
angle = R_PointToAngle2(line->dx,line->dy,0,0); // back side dropoff
}
else continue;
// Move away from dropoff at a standard speed.
// Multiple contacted linedefs are cumulative (e.g. hanging over corner)
deltax -= finesine[angle >> ANGLETOFINESHIFT]*32;
deltay += finecosine[angle >> ANGLETOFINESHIFT]*32;
}
}
if (deltax || 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, 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 << FRACBITS > 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;
fixed_t dist = actor->AproxDistance(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->WeaponFlags & WIF_MELEEWEAPON && dist < MELEERANGE*3);
}
if (ismeleeattacker)
{
actor->strafecount = pr_enemystrafe() & 15;
delta.x = -delta.x, delta.y = -delta.y;
}
}
}
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;
fixedvec2 delta;
dirtype_t d[3];
if (actor->FriendPlayer != 0)
{
player = players[i = 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 (player != NULL && playeringame[i])
{
if (pr_newchasedir() & 1 || !P_CheckSight (actor, player))
{
delta = actor->Vec2To(player);
if (delta.x>128*FRACUNIT)
d[1]= DI_EAST;
else if (delta.x<-128*FRACUNIT)
d[1]= DI_WEST;
else
d[1]=DI_NODIR;
if (delta.y<-128*FRACUNIT)
d[2]= DI_SOUTH;
else if (delta.y>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[((delta.y<0)<<1) + (delta.x>0)];
if (actor->movedir != turnaround && P_TryWalk(actor))
return;
}
// try other directions
if (pr_newchasedir() > 200 || abs(delta.y) > abs(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.
//
//---------------------------------------------------------------------------
bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams *params)
{
fixed_t maxdist;
fixed_t mindist;
angle_t fov;
if (params != NULL)
{
maxdist = params->maxdist;
mindist = params->mindist;
fov = params->fov;
}
else
{
mindist = maxdist = 0;
fov = allaround ? 0 : ANGLE_180;
}
fixed_t dist = lookee->AproxDistance (other);
if (maxdist && dist > maxdist)
return false; // [KS] too far
if (mindist && dist < mindist)
return false; // [KS] too close
if (fov && fov < ANGLE_MAX)
{
angle_t an = lookee->AngleTo(other) - lookee->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
// if real close, react anyway
// [KS] but respect minimum distance rules
if (mindist || dist > MELEERANGE)
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*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, 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->AproxDistance (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 = 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
//
//============================================================================
bool 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 = NULL;
}
FActorIterator iterator (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 = NULL;
return true;
}
else
{
actor->lastenemy = NULL;
}
}
}
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 = 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
//
//============================================================================
bool P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
{
AActor *other;
other = P_BlockmapSearch (actor, 10, 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 = 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, 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++)
{
for (int c=0; c<MAXPLAYERS; c++)
{
if (playeringame[c] && players[c].playerstate==PST_LIVE &&
actor->IsFriend(players[c].mo) &&
(anyone || P_IsVisible(actor, players[c].mo, allaround)))
{
actor->target = 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)) &&
!multiplayer &&
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 (!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 = 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_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 && !(i_compatflags & COMPATF_INVISIBILITY)) ||
player->mo->flags3 & MF3_GHOST)
{
if ((player->mo->AproxDistance (actor) > 2*MELEERANGE)
&& P_AproxDistance (player->mo->velx, player->mo->vely) < 5*FRACUNIT)
{ // 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_ACTION_PROLOGUE;
AActor *targ;
if (self->flags5 & MF5_INCONVERSATION)
return 0;
// [RH] Set goal now if appropriate
if (self->special == Thing_SetGoal && self->args[0] == 0)
{
NActorIterator iterator (NAME_PatrolPoint, self->args[1]);
self->special = 0;
self->goal = iterator.Next ();
self->reactiontime = self->args[2] * TICRATE + 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 = (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))
{
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 > level.maptime)
self->target = NULL;
}
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->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_PARAMS(AActor, A_LookEx)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_FIXED_OPT (minseedist) { minseedist = 0; }
PARAM_FIXED_OPT (maxseedist) { maxseedist = 0; }
PARAM_FIXED_OPT (maxheardist) { maxheardist = 0; }
PARAM_FLOAT_OPT (fov_f) { fov_f = 0; }
PARAM_STATE_OPT (seestate) { seestate = NULL; }
AActor *targ = NULL; // Shuts up gcc
fixed_t dist;
angle_t fov = (fov_f == 0) ? ANGLE_180 : FLOAT2ANGLE(fov_f);
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)
{
NActorIterator iterator(NAME_PatrolPoint, self->args[1]);
self->special = 0;
self->goal = iterator.Next ();
self->reactiontime = self->args[2] * TICRATE + 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 = (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->AproxDistance (targ);
// [KS] If the target is too far away, don't respond to the sound.
if (maxheardist && dist > maxheardist)
{
targ = NULL;
self->LastHeard = NULL;
}
}
}
}
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, &params))
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 = NULL;
if (self->target != NULL)
{
if (self->flags & MF_AMBUSH)
{
dist = self->AproxDistance (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, &params))
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 > level.maptime)
self->target = NULL;
}
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_ACTION_PROLOGUE;
self->LastHeard = NULL;
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,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Wander)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(flags) { flags = 0; }
A_Wander(self, flags);
return 0;
}
// [MC] I had to move this out from within A_Wander in order to allow flags to
// pass into it. That meant replacing the CALL_ACTION(A_Wander) functions with
// just straight up defining A_Wander in order to compile. Looking around though,
// actors from the games themselves just do a straight A_Chase call itself so
// I saw no harm in it.
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->angle &= (angle_t)(7 << 29);
int 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 && !(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_ACTION_PROLOGUE;
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 ((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*FRACUNIT
void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove, int flags)
{
int delta;
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 = 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
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->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 (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)
{
//CALL_ACTION(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
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()) )
{
P_ExecuteSpecial(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->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->velx = 0;
actor->vely = 0;
fixed_t dist = actor->AproxDistance (actor->target);
if (dist < CLASS_BOSS_STRAFE_RANGE)
{
if (pr_chase() < 100)
{
angle_t ang = actor->AngleTo(actor->target);
if (pr_chase() < 128) ang += ANGLE_90;
else ang -= ANGLE_90;
actor->velx = 13 * finecosine[ang>>ANGLETOFINESHIFT];
actor->vely = 13 * finesine[ang>>ANGLETOFINESHIFT];
actor->FastChaseStrafeCount = 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_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.
fixed_t oldX = actor->X();
fixed_t oldY = actor->Y();
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, oldX, oldY, false))
{
if (nomonsterinterpolation)
{
actor->PrevX = oldX;
actor->PrevY = oldY;
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;
}
//==========================================================================
//
// P_CheckForResurrection (formerly part of A_VileChase)
// Check for ressurecting a body
//
//==========================================================================
static bool P_CheckForResurrection(AActor *self, bool usevilestates)
{
const AActor *info;
AActor *temp;
if (self->movedir != DI_NODIR)
{
const fixed_t absSpeed = abs (self->Speed);
fixedvec2 viletry = self->Vec2Offset(
FixedMul (absSpeed, xspeed[self->movedir]),
FixedMul (absSpeed, yspeed[self->movedir]), true);
AActor *corpsehit;
FBlockThingsIterator it(FBoundingBox(viletry.x, viletry.y, 32*FRACUNIT));
while ((corpsehit = it.Next()))
{
FState *raisestate = corpsehit->GetRaiseState();
if (raisestate != NULL)
{
// use the current actor's radius instead of the Arch Vile's default.
fixed_t maxdist = corpsehit->GetDefault()->radius + self->radius;
if (abs(corpsehit->X() - viletry.x) > maxdist ||
abs(corpsehit->Y() - viletry.y) > maxdist)
continue; // not actually touching
// Let's check if there are floors in between the archvile and its target
// if in a different section of the map, only consider possible if a line of sight exists.
if (corpsehit->Sector->PortalGroup != self->Sector->PortalGroup && !P_CheckSight(self, corpsehit))
continue;
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)
{
fixed_t 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 || abs(zdist1 - self->Z()) > self->height)
continue;
}
}
corpsehit->velx = corpsehit->vely = 0;
// [RH] Check against real height and radius
fixed_t oldheight = corpsehit->height;
fixed_t 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) 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 = NULL;
if (self->lastenemy == corpsehit) 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.
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 (ib_compatflags & BCOMPATF_VILEGHOSTS)
{
corpsehit->height <<= 2;
// [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 > TRANSLUC50)
{
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;
}
//==========================================================================
//
// A_Chase and variations
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Chase)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE_OPT (melee) { melee = NULL; }
PARAM_STATE_OPT (missile) { missile = NULL; }
PARAM_INT_OPT (flags) { flags = 0; }
if (numparam >= NAP + 1)
{
if ((flags & CHF_RESURRECT) && P_CheckForResurrection(self, false))
return 0;
A_DoChase(stack, self, !!(flags&CHF_FASTCHASE), melee, missile, !(flags&CHF_NOPLAYACTIVE),
!!(flags&CHF_NIGHTMAREFAST), !!(flags&CHF_DONTMOVE), flags);
}
else // this is the old default A_Chase
{
A_DoChase(stack, self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false, flags);
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_FastChase)
{
PARAM_ACTION_PROLOGUE;
A_DoChase(stack, self, true, self->MeleeState, self->MissileState, true, true, false, 0);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_VileChase)
{
PARAM_ACTION_PROLOGUE;
if (!P_CheckForResurrection(self, true))
{
A_DoChase(stack, self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false, 0);
}
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ExtChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_BOOL (domelee);
PARAM_BOOL (domissile);
PARAM_BOOL_OPT (playactive) { playactive = true; }
PARAM_BOOL_OPT (nightmarefast) { nightmarefast = false; }
// Now that A_Chase can handle state label parameters, this function has become rather useless...
A_DoChase(stack, self, false,
domelee ? self->MeleeState : NULL, domissile ? self->MissileState : NULL,
playactive, nightmarefast, false, 0);
return 0;
}
// for internal use
void A_Chase(VMFrameStack *stack, AActor *self)
{
A_DoChase(stack, self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false, 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, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags, fixed_t z_add)
{
if (!other)
return;
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->visdir = 1;
}
self->flags &= ~MF_AMBUSH;
angle_t other_angle = self->AngleTo(other);
// 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 && (max_turn < absangle(self->angle - other_angle)))
{
if (self->angle > other_angle)
{
if (self->angle - other_angle < ANGLE_180)
{
self->angle -= max_turn + ang_offset;
}
else
{
self->angle += max_turn + ang_offset;
}
}
else
{
if (other_angle - self->angle < ANGLE_180)
{
self->angle += max_turn + ang_offset;
}
else
{
self->angle -= max_turn + ang_offset;
}
}
}
else
{
self->angle = 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 <= ANGLE_180)
{
fixedvec2 pos = self->Vec2To(other);
TVector2<double> dist(pos.x, pos.y);
// Positioning ala missile spawning, 32 units above foot level
fixed_t source_z = self->Z() + 32*FRACUNIT + self->GetBobOffset();
fixed_t target_z = other->Z() + 32*FRACUNIT + 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->Z() + (other->height / 2);
}
//Note there is no +32*FRACUNIT 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->Z() + (other->height / 2) + other->GetBobOffset();
if (flags & FAF_TOP)
target_z = other->Z() + (other->height) + other->GetBobOffset();
target_z += z_add;
double dist_z = target_z - source_z;
double ddist = sqrt(dist.X*dist.X + dist.Y*dist.Y + dist_z*dist_z);
int other_pitch = (int)RAD2ANGLE(asin(dist_z / ddist));
if (max_pitch != 0)
{
if (self->pitch > other_pitch)
{
max_pitch = MIN(max_pitch, unsigned(self->pitch - other_pitch));
self->pitch -= max_pitch;
}
else
{
max_pitch = MIN(max_pitch, unsigned(other_pitch - self->pitch));
self->pitch += max_pitch;
}
}
else
{
self->pitch = other_pitch;
}
self->pitch += pitch_offset;
}
// This will never work well if the turn angle is limited.
if (max_turn == 0 && (self->angle == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
{
self->angle += pr_facetarget.Random2() << 21;
}
}
void A_FaceTarget(AActor *self)
{
A_Face(self, self->target);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
{
PARAM_ACTION_PROLOGUE;
PARAM_ANGLE_OPT(max_turn) { max_turn = 0; }
PARAM_ANGLE_OPT(max_pitch) { max_pitch = 270; }
PARAM_ANGLE_OPT(ang_offset) { ang_offset = 0; }
PARAM_ANGLE_OPT(pitch_offset) { pitch_offset = 0; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_FIXED_OPT(z_add) { z_add = 0; }
A_Face(self, self->target, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
{
PARAM_ACTION_PROLOGUE;
PARAM_ANGLE_OPT(max_turn) { max_turn = 0; }
PARAM_ANGLE_OPT(max_pitch) { max_pitch = 270; }
PARAM_ANGLE_OPT(ang_offset) { ang_offset = 0; }
PARAM_ANGLE_OPT(pitch_offset) { pitch_offset = 0; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_FIXED_OPT(z_add) { z_add = 0; }
A_Face(self, self->master, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
{
PARAM_ACTION_PROLOGUE;
PARAM_ANGLE_OPT(max_turn) { max_turn = 0; }
PARAM_ANGLE_OPT(max_pitch) { max_pitch = 270; }
PARAM_ANGLE_OPT(ang_offset) { ang_offset = 0; }
PARAM_ANGLE_OPT(pitch_offset) { pitch_offset = 0; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_FIXED_OPT(z_add) { z_add = 0; }
A_Face(self, self->tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
return 0;
}
//===========================================================================
//
// [RH] A_MonsterRail
//
// New function to let monsters shoot a railgun
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
{
PARAM_ACTION_PROLOGUE;
if (!self->target)
return 0;
fixed_t saved_pitch = self->pitch;
AActor *linetarget;
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->visdir = 1;
}
self->flags &= ~MF_AMBUSH;
self->angle = self->AngleTo(self->target);
self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, self->target);
if (linetarget == NULL)
{
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
fixedvec2 pos = self->Vec2To(self->target);
TVector2<double> xydiff(pos.x, pos.y);
double zdiff = (self->target->Z() + (self->target->height>>1)) - (self->Z() + (self->height>>1) - self->floorclip);
self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);
}
// Let the aim trail behind the player
self->angle = self->AngleTo(self->target, -self->target->velx * 3, -self->target->vely * 3);
if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE))
{
self->angle += pr_railface.Random2() << 21;
}
P_RailAttack (self, self->GetMissileDamage (0, 1), 0);
self->pitch = saved_pitch;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_Scream)
{
PARAM_ACTION_PROLOGUE;
if (self->DeathSound)
{
// Check for bosses.
if (self->flags2 & MF2_BOSS)
{
// full volume
S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NONE);
}
else
{
S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_XScream)
{
PARAM_ACTION_PROLOGUE;
if (self->player)
S_Sound (self, CHAN_VOICE, "*gibbed", 1, ATTN_NORM);
else
S_Sound (self, CHAN_VOICE, "misc/gibbed", 1, ATTN_NORM);
return 0;
}
//===========================================================================
//
// A_ScreamAndUnblock
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ScreamAndUnblock)
{
PARAM_ACTION_PROLOGUE;
CALL_ACTION(A_Scream, self);
A_Unblock(self, true);
return 0;
}
//===========================================================================
//
// A_ActiveSound
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound)
{
PARAM_ACTION_PROLOGUE;
if (self->ActiveSound)
{
S_Sound (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
}
return 0;
}
//===========================================================================
//
// A_ActiveAndUnblock
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ActiveAndUnblock)
{
PARAM_ACTION_PROLOGUE;
CALL_ACTION(A_ActiveSound, self);
A_Unblock(self, true);
return 0;
}
//---------------------------------------------------------------------------
//
// Modifies the drop amount of this item according to the current skill's
// settings (also called by ADehackedPickup::TryPickup)
//
//---------------------------------------------------------------------------
void ModifyDropAmount(AInventory *inv, int dropamount)
{
int flagmask = IF_IGNORESKILL;
fixed_t dropammofactor = G_SkillProperty(SKILLP_DropAmmoFactor);
// Default drop amount is half of regular amount * regular ammo multiplication
if (dropammofactor == -1)
{
dropammofactor = FRACUNIT/2;
flagmask = 0;
}
if (dropamount > 0)
{
if (flagmask != 0 && inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
inv->Amount = FixedMul(dropamount, dropammofactor);
inv->ItemFlags |= IF_IGNORESKILL;
}
else
{
inv->Amount = dropamount;
}
}
else if (inv->IsKindOf (RUNTIME_CLASS(AAmmo)))
{
// Half ammo when dropped by bad guys.
int amount = static_cast<PClassAmmo *>(inv->GetClass())->DropAmount;
if (amount <= 0)
{
amount = MAX(1, FixedMul(inv->Amount, dropammofactor));
}
inv->Amount = amount;
inv->ItemFlags |= flagmask;
}
else if (inv->IsKindOf (RUNTIME_CLASS(AWeaponGiver)))
{
static_cast<AWeaponGiver *>(inv)->DropAmmoFactor = dropammofactor;
inv->ItemFlags |= flagmask;
}
else if (inv->IsKindOf (RUNTIME_CLASS(AWeapon)))
{
// The same goes for ammo from a weapon.
static_cast<AWeapon *>(inv)->AmmoGive1 = FixedMul(static_cast<AWeapon *>(inv)->AmmoGive1, dropammofactor);
static_cast<AWeapon *>(inv)->AmmoGive2 = FixedMul(static_cast<AWeapon *>(inv)->AmmoGive2, dropammofactor);
inv->ItemFlags |= flagmask;
}
else if (inv->IsKindOf (RUNTIME_CLASS(ADehackedPickup)))
{
// For weapons and ammo modified by Dehacked we need to flag the item.
static_cast<ADehackedPickup *>(inv)->droppedbymonster = true;
}
}
//---------------------------------------------------------------------------
//
// PROC P_DropItem
//
//---------------------------------------------------------------------------
CVAR(Int, sv_dropstyle, 0, CVAR_SERVERINFO | CVAR_ARCHIVE);
AInventory *P_DropItem (AActor *source, PClassActor *type, int dropamount, 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);
if (mo != NULL)
{
mo->flags |= MF_DROPPED;
mo->flags &= ~MF_NOGRAVITY; // [RH] Make sure it is affected by gravity
if (!(i_compatflags & COMPATF_NOTOSSDROPS))
{
P_TossItem (mo);
}
if (mo->IsKindOf (RUNTIME_CLASS(AInventory)))
{
AInventory *inv = static_cast<AInventory *>(mo);
ModifyDropAmount(inv, dropamount);
inv->ItemFlags |= IF_TOSSED;
if (inv->SpecialDropAction (source))
{
// The special action indicates that the item should not spawn
inv->Destroy();
return NULL;
}
return inv;
}
// we can't really return an AInventory pointer to a non-inventory item here, can we?
}
}
return NULL;
}
//============================================================================
//
// P_TossItem
//
//============================================================================
void P_TossItem (AActor *item)
{
int style = sv_dropstyle;
if (style==0) style= gameinfo.defaultdropstyle;
if (style==2)
{
item->velx += pr_dropitem.Random2(7) << FRACBITS;
item->vely += pr_dropitem.Random2(7) << FRACBITS;
}
else
{
item->velx = pr_dropitem.Random2() << 8;
item->vely = pr_dropitem.Random2() << 8;
item->velz = FRACUNIT*5 + (pr_dropitem() << 10);
}
}
DEFINE_ACTION_FUNCTION(AActor, A_Pain)
{
PARAM_ACTION_PROLOGUE;
// [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;
}
// killough 11/98: kill an object
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Die)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
P_DamageMobj(self, NULL, NULL, self->health, damagetype, DMG_FORCED);
return 0;
}
//
// A_Detonate
// killough 8/9/98: same as A_Explode, except that the damage is variable
//
DEFINE_ACTION_FUNCTION(AActor, A_Detonate)
{
PARAM_ACTION_PROLOGUE;
int damage = self->GetMissileDamage(0, 1);
P_RadiusAttack (self, self->target, damage, damage, self->DamageType, RADF_HURTSOURCE);
P_CheckSplash(self, damage<<FRACBITS);
return 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 *self)
{
FName mytype = self->GetClass()->TypeName;
// Ugh...
FName type = self->GetClass()->GetReplacee()->TypeName;
// Do generic special death actions first
bool checked = false;
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;
P_ExecuteSpecial(sa->Action, NULL, 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 ((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
P_Massacre ();
}
if (level.flags & LEVEL_MAP07SPECIAL)
{
if (type == NAME_Fatso)
{
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, -1, 0, false);
return;
}
if (type == NAME_Arachnotron)
{
EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, FRACUNIT, 0, -1, 0, false);
return;
}
}
else
{
switch (level.flags & LEVEL_SPECACTIONSMASK)
{
case LEVEL_SPECLOWERFLOOR:
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, -1, 0, false);
return;
case LEVEL_SPECLOWERFLOORTOHIGHEST:
EV_DoFloor (DFloor::floorLowerToHighest, NULL, 666, FRACUNIT, 0, -1, 0, false);
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);
}
DEFINE_ACTION_FUNCTION(AActor, A_BossDeath)
{
PARAM_ACTION_PROLOGUE;
A_BossDeath(self);
return 0;
}
//----------------------------------------------------------------------------
//
// 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, fixed_t speed)
{
if (actor->floorclip < actor->height)
{
actor->floorclip += speed;
return false;
}
return true;
}
//
// A_RaiseMobj
// Raise a mobj incrementally from the floor to
//
bool A_RaiseMobj (AActor *actor, fixed_t speed)
{
bool done = true;
// Raise a mobj from the ground
if (actor->floorclip > 0)
{
actor->floorclip -= speed;
if (actor->floorclip <= 0)
{
actor->floorclip = 0;
done = true;
}
else
{
done = false;
}
}
return done; // Reached target height
}
DEFINE_ACTION_FUNCTION(AActor, A_ClassBossHealth)
{
PARAM_ACTION_PROLOGUE;
if (multiplayer && !deathmatch) // co-op only
{
if (!self->special1)
{
self->health *= 5;
self->special1 = true; // has been initialized
}
}
return 0;
}