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https://github.com/ZDoom/qzdoom-gpl.git
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bfd9e2bc1c
- CHF_STOPIFBLOCKED simply prevents the actor from changing directions for movement. - CHF_DONTTURN implies NORANDOMTURN, NOPOSTATTACKTURN and STOPIFBLOCKED.
3471 lines
90 KiB
C++
3471 lines
90 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Enemy thinking, AI.
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// Action Pointer Functions
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// that are associated with states/frames.
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include "templates.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "m_bbox.h"
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#include "p_lnspec.h"
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#include "s_sound.h"
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#include "g_game.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "c_cvars.h"
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#include "p_enemy.h"
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#include "a_sharedglobal.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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#include "d_dehacked.h"
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#include "g_level.h"
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#include "r_data/r_translate.h"
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#include "teaminfo.h"
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#include "gi.h"
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static FRandom pr_checkmissilerange ("CheckMissileRange");
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static FRandom pr_opendoor ("OpenDoor");
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static FRandom pr_trywalk ("TryWalk");
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static FRandom pr_newchasedir ("NewChaseDir");
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static FRandom pr_lookformonsters ("LookForMonsters");
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static FRandom pr_lookforplayers ("LookForPlayers");
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static FRandom pr_scaredycat ("Anubis");
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FRandom pr_chase ("Chase");
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static FRandom pr_facetarget ("FaceTarget");
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static FRandom pr_railface ("RailFace");
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static FRandom pr_dropitem ("DropItem");
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static FRandom pr_look2 ("LookyLooky");
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static FRandom pr_look3 ("IGotHooky");
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static FRandom pr_slook ("SlooK");
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static FRandom pr_dropoff ("Dropoff");
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static FRandom pr_defect ("Defect");
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static FRandom pr_skiptarget("SkipTarget");
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static FRandom pr_enemystrafe("EnemyStrafe");
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// movement interpolation is fine for objects that are moved by their own
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// velocity. But for monsters it is problematic.
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// 1. They don't move every tic
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// 2. Their animation is not designed for movement interpolation
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// The result is that they tend to 'glide' across the floor
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// so this CVAR allows to switch it off.
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CVAR(Bool, nomonsterinterpolation, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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//
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// P_NewChaseDir related LUT.
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//
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dirtype_t opposite[9] =
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{
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DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
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DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
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};
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dirtype_t diags[4] =
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{
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DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
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};
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fixed_t xspeed[8] = {FRACUNIT,46341,0,-46341,-FRACUNIT,-46341,0,46341};
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fixed_t yspeed[8] = {0,46341,FRACUNIT,46341,0,-46341,-FRACUNIT,-46341};
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void P_RandomChaseDir (AActor *actor);
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//
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// ENEMY THINKING
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// Enemies are always spawned
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// with targetplayer = -1, threshold = 0
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// Most monsters are spawned unaware of all players,
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// but some can be made preaware
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//
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//----------------------------------------------------------------------------
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//
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// PROC P_RecursiveSound
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//
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// Called by P_NoiseAlert.
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// Recursively traverse adjacent sectors,
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// sound blocking lines cut off traversal.
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//----------------------------------------------------------------------------
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void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter, fixed_t maxdist)
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{
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int i;
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line_t* check;
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sector_t* other;
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AActor* actor;
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// wake up all monsters in this sector
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if (sec->validcount == validcount
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&& sec->soundtraversed <= soundblocks+1)
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{
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return; // already flooded
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}
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sec->validcount = validcount;
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sec->soundtraversed = soundblocks+1;
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sec->SoundTarget = soundtarget;
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// [RH] Set this in the actors in the sector instead of the sector itself.
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for (actor = sec->thinglist; actor != NULL; actor = actor->snext)
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{
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if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) &&
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(!maxdist || (P_AproxDistance(actor->x - emitter->x, actor->y - emitter->y) <= maxdist)))
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{
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actor->LastHeard = soundtarget;
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}
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}
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for (i = 0; i < sec->linecount; i++)
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{
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check = sec->lines[i];
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if (check->sidedef[1] == NULL ||
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!(check->flags & ML_TWOSIDED))
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{
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continue;
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}
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// Early out for intra-sector lines
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if (check->sidedef[0]->sector == check->sidedef[1]->sector) continue;
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if ( check->sidedef[0]->sector == sec)
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other = check->sidedef[1]->sector;
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else
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other = check->sidedef[0]->sector;
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// check for closed door
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if ((sec->floorplane.ZatPoint (check->v1->x, check->v1->y) >=
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other->ceilingplane.ZatPoint (check->v1->x, check->v1->y) &&
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sec->floorplane.ZatPoint (check->v2->x, check->v2->y) >=
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other->ceilingplane.ZatPoint (check->v2->x, check->v2->y))
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|| (other->floorplane.ZatPoint (check->v1->x, check->v1->y) >=
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sec->ceilingplane.ZatPoint (check->v1->x, check->v1->y) &&
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other->floorplane.ZatPoint (check->v2->x, check->v2->y) >=
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sec->ceilingplane.ZatPoint (check->v2->x, check->v2->y))
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|| (other->floorplane.ZatPoint (check->v1->x, check->v1->y) >=
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other->ceilingplane.ZatPoint (check->v1->x, check->v1->y) &&
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other->floorplane.ZatPoint (check->v2->x, check->v2->y) >=
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other->ceilingplane.ZatPoint (check->v2->x, check->v2->y)))
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{
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continue;
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}
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if (check->flags & ML_SOUNDBLOCK)
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{
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if (!soundblocks)
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P_RecursiveSound (other, soundtarget, splash, 1, emitter, maxdist);
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}
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else
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{
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P_RecursiveSound (other, soundtarget, splash, soundblocks, emitter, maxdist);
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_NoiseAlert
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//
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// If a monster yells at a player, it will alert other monsters to the
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// player.
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//
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//----------------------------------------------------------------------------
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void P_NoiseAlert (AActor *target, AActor *emitter, bool splash, fixed_t maxdist)
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{
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if (emitter == NULL)
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return;
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if (target != NULL && target->player && (target->player->cheats & CF_NOTARGET))
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return;
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validcount++;
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P_RecursiveSound (emitter->Sector, target, splash, 0, emitter, maxdist);
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}
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//----------------------------------------------------------------------------
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//
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// AActor :: CheckMeleeRange
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//
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//----------------------------------------------------------------------------
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bool AActor::CheckMeleeRange ()
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{
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AActor *pl = target;
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fixed_t dist;
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if (!pl)
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return false;
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dist = P_AproxDistance (pl->x - x, pl->y - y);
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if (dist >= meleerange + pl->radius)
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return false;
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// [RH] If moving toward goal, then we've reached it.
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if (pl == goal)
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return true;
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// [RH] Don't melee things too far above or below actor.
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if (!(flags5 & MF5_NOVERTICALMELEERANGE))
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{
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if (pl->z > z + height)
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return false;
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if (pl->z + pl->height < z)
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return false;
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}
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// killough 7/18/98: friendly monsters don't attack other friends
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if (IsFriend(pl))
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return false;
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if (!P_CheckSight (this, pl, 0))
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return false;
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return true;
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_CheckMeleeRange2
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//
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//----------------------------------------------------------------------------
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bool P_CheckMeleeRange2 (AActor *actor)
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{
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AActor *mo;
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fixed_t dist;
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if (!actor->target)
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{
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return false;
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}
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mo = actor->target;
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dist = P_AproxDistance (mo->x-actor->x, mo->y-actor->y);
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if (dist >= MELEERANGE*2 || dist < MELEERANGE-20*FRACUNIT + mo->radius)
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{
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return false;
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}
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if (mo->z > actor->z+actor->height)
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{ // Target is higher than the attacker
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return false;
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}
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else if (actor->z > mo->z+mo->height)
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{ // Attacker is higher
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return false;
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}
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else if (actor->IsFriend(mo))
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{
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// killough 7/18/98: friendly monsters don't attack other friends
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return false;
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}
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if (!P_CheckSight(actor, mo))
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{
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return false;
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}
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return true;
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}
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//=============================================================================
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//
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// P_CheckMissileRange
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//
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//=============================================================================
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bool P_CheckMissileRange (AActor *actor)
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{
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fixed_t dist;
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if (!P_CheckSight (actor, actor->target, SF_SEEPASTBLOCKEVERYTHING))
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return false;
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if (actor->flags & MF_JUSTHIT)
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{
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// the target just hit the enemy, so fight back!
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actor->flags &= ~MF_JUSTHIT;
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// killough 7/18/98: no friendly fire at corpses
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// killough 11/98: prevent too much infighting among friends
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// Cleaned up and made readable
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if (!(actor->flags & MF_FRIENDLY)) return true;
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if (actor->target->health <= 0) return false;
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if (!actor->IsFriend(actor->target)) return true;
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if (actor->target->player != NULL)
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{
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return (pr_defect() >128);
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}
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else
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{
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return !(actor->target->flags & MF_JUSTHIT) && pr_defect() >128;
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}
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}
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if (actor->reactiontime)
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return false; // do not attack yet
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// killough 7/18/98: friendly monsters don't attack other friendly
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// monsters or players (except when attacked, and then only once)
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if (actor->IsFriend(actor->target))
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return false;
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if (actor->flags & MF_FRIENDLY && P_HitFriend(actor))
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return false;
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// OPTIMIZE: get this from a global checksight
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// [RH] What?
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dist = P_AproxDistance (actor->x-actor->target->x,
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actor->y-actor->target->y) - 64*FRACUNIT;
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if (actor->MeleeState == NULL)
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dist -= 128*FRACUNIT; // no melee attack, so fire more
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return actor->SuggestMissileAttack (dist);
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}
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bool AActor::SuggestMissileAttack (fixed_t dist)
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{
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// new version encapsulates the different behavior in flags instead of virtual functions
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// The advantage is that this allows inheriting the missile attack attributes from the
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// various Doom monsters by custom monsters
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if (maxtargetrange > 0 && dist > maxtargetrange)
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return false; // The Arch Vile's special behavior turned into a property
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if (MeleeState != NULL && dist < meleethreshold)
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return false; // From the Revenant: close enough for fist attack
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if (flags4 & MF4_MISSILEMORE) dist >>= 1;
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if (flags4 & MF4_MISSILEEVENMORE) dist >>= 3;
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int mmc = FixedMul(MinMissileChance, G_SkillProperty(SKILLP_Aggressiveness));
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return pr_checkmissilerange() >= MIN<int> (dist >> FRACBITS, mmc);
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}
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//=============================================================================
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//
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// P_HitFriend()
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//
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// killough 12/98
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// This function tries to prevent shooting at friends that get in the line of fire
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//
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// [GrafZahl] Taken from MBF but this has been cleaned up to make it readable.
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//
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//=============================================================================
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bool P_HitFriend(AActor * self)
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{
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AActor *linetarget;
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if (self->flags&MF_FRIENDLY && self->target != NULL)
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{
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angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
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fixed_t dist = P_AproxDistance (self->x - self->target->x, self->y - self->target->y);
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P_AimLineAttack (self, angle, dist, &linetarget, 0, true);
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if (linetarget != NULL && linetarget != self->target)
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{
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return self->IsFriend (linetarget);
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}
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}
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return false;
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}
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//
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// P_Move
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// Move in the current direction,
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// returns false if the move is blocked.
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//
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bool P_Move (AActor *actor)
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{
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fixed_t tryx, tryy, deltax, deltay, origx, origy;
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bool try_ok;
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int speed = actor->Speed;
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int movefactor = ORIG_FRICTION_FACTOR;
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int friction = ORIG_FRICTION;
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int dropoff = 0;
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if (actor->flags2 & MF2_BLASTED)
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{
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return true;
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}
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if (actor->movedir == DI_NODIR)
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{
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return false;
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}
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// [RH] Walking actors that are not on the ground cannot walk. We don't
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// want to yank them to the ground here as Doom did, since that makes
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// it difficult to thrust them vertically in a reasonable manner.
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// [GZ] Let jumping actors jump.
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if (!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
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&& actor->z > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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{
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return false;
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}
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if ((unsigned)actor->movedir >= 8)
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I_Error ("Weird actor->movedir!");
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// killough 10/98: allow dogs to drop off of taller ledges sometimes.
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// dropoff==1 means always allow it, dropoff==2 means only up to 128 high,
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// and only if the target is immediately on the other side of the line.
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AActor *target = actor->target;
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if ((actor->flags6 & MF6_JUMPDOWN) && target &&
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!(target->IsFriend(actor)) &&
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P_AproxDistance(actor->x - target->x, actor->y - target->y) < FRACUNIT*144 &&
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pr_dropoff() < 235)
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{
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dropoff = 2;
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}
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// [RH] I'm not so sure this is such a good idea
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// [GZ] That's why it's compat-optioned.
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if (compatflags & COMPATF_MBFMONSTERMOVE)
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{
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// killough 10/98: make monsters get affected by ice and sludge too:
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movefactor = P_GetMoveFactor (actor, &friction);
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if (friction < ORIG_FRICTION)
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{ // sludge
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speed = ((ORIG_FRICTION_FACTOR - (ORIG_FRICTION_FACTOR-movefactor)/2)
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* speed) / ORIG_FRICTION_FACTOR;
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if (speed == 0)
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{ // always give the monster a little bit of speed
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speed = ksgn(actor->Speed);
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}
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}
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}
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tryx = (origx = actor->x) + (deltax = FixedMul (speed, xspeed[actor->movedir]));
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tryy = (origy = actor->y) + (deltay = FixedMul (speed, yspeed[actor->movedir]));
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// Like P_XYMovement this should do multiple moves if the step size is too large
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fixed_t maxmove = actor->radius - FRACUNIT;
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int steps = 1;
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if (maxmove > 0)
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{
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const fixed_t xspeed = abs (deltax);
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const fixed_t yspeed = abs (deltay);
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|
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if (xspeed > yspeed)
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{
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if (xspeed > maxmove)
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{
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steps = 1 + xspeed / maxmove;
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}
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}
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else
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{
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if (yspeed > maxmove)
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{
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steps = 1 + yspeed / maxmove;
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}
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}
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}
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FCheckPosition tm;
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tm.FromPMove = true;
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try_ok = true;
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for(int i=1; i < steps; i++)
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{
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try_ok = P_TryMove(actor, origx + Scale(deltax, i, steps), origy + Scale(deltay, i, steps), dropoff, NULL, tm);
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if (!try_ok) break;
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}
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// killough 3/15/98: don't jump over dropoffs:
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if (try_ok) try_ok = P_TryMove (actor, tryx, tryy, dropoff, NULL, tm);
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|
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// [GrafZahl] Interpolating monster movement as it is done here just looks bad
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// so make it switchable
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if (nomonsterinterpolation)
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{
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actor->PrevX = actor->x;
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actor->PrevY = actor->y;
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actor->PrevZ = actor->z;
|
|
}
|
|
|
|
if (try_ok && friction > ORIG_FRICTION)
|
|
{
|
|
actor->x = origx;
|
|
actor->y = origy;
|
|
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->z = 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->z = savedz;
|
|
}
|
|
else
|
|
{ // The monster just hit the floor, so trigger any actions.
|
|
if (actor->floorsector->SecActTarget != NULL &&
|
|
actor->floorz == actor->floorsector->floorplane.ZatPoint(actor->x, actor->y))
|
|
{
|
|
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->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;
|
|
|
|
if (!(actor->flags6 & MF6_NOTRIGGER))
|
|
{
|
|
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 == 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)
|
|
{
|
|
fixed_t deltax;
|
|
fixed_t deltay;
|
|
|
|
actor->strafecount = 0;
|
|
|
|
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->flags6 & MF6_NOFEAR))
|
|
{
|
|
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))
|
|
{
|
|
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->x,actor->y);
|
|
fixed_t back = line->backsector->floorplane.ZatPoint(actor->x,actor->y);
|
|
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 = P_AproxDistance(actor->x-target->x, actor->y-target->y);
|
|
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;
|
|
deltax = -deltax, deltay = -deltay;
|
|
}
|
|
}
|
|
}
|
|
|
|
P_DoNewChaseDir(actor, deltax, deltay);
|
|
|
|
// 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;
|
|
fixed_t deltax, deltay;
|
|
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))
|
|
{
|
|
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))
|
|
{
|
|
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 = P_AproxDistance (other->x - lookee->x, other->y - lookee->y);
|
|
|
|
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 = R_PointToAngle2 (lookee->x, lookee->y, other->x, other->y) - 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 (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->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 ((P_AproxDistance (player->mo->x - actor->x,
|
|
player->mo->y - actor->y) > 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)
|
|
{
|
|
AActor *targ;
|
|
|
|
if (self->flags5 & MF5_INCONVERSATION)
|
|
return;
|
|
|
|
// [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;
|
|
}
|
|
}
|
|
|
|
// [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;
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
ACTION_PARAM_START(6);
|
|
ACTION_PARAM_INT(flags, 0);
|
|
ACTION_PARAM_FIXED(minseedist, 1);
|
|
ACTION_PARAM_FIXED(maxseedist, 2);
|
|
ACTION_PARAM_FIXED(maxheardist, 3);
|
|
ACTION_PARAM_DOUBLE(fov_f, 4);
|
|
ACTION_PARAM_STATE(seestate, 5);
|
|
|
|
AActor *targ = NULL; // Shuts up gcc
|
|
fixed_t dist;
|
|
angle_t fov = (fov_f == 0) ? ANGLE_180 : angle_t(fov_f * ANGLE_90 / 90);
|
|
FLookExParams params = { fov, minseedist, maxseedist, maxheardist, flags, seestate };
|
|
|
|
if (self->flags5 & MF5_INCONVERSATION)
|
|
return;
|
|
|
|
// [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 = P_AproxDistance (targ->x - self->x,
|
|
targ->y - self->y);
|
|
|
|
// [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;
|
|
}
|
|
}
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (self->flags & MF_STEALTH)
|
|
{
|
|
self->visdir = -1;
|
|
}
|
|
|
|
if (targ && (targ->flags & MF_SHOOTABLE))
|
|
{
|
|
if (self->IsFriend (targ)) // be a little more precise!
|
|
{
|
|
if (!(self->flags4 & MF4_STANDSTILL))
|
|
{
|
|
if (!(flags & LOF_NOSIGHTCHECK))
|
|
{
|
|
// If we find a valid target here, the wandering logic should *not*
|
|
// be activated! If would cause the seestate to be set twice.
|
|
if (P_LookForPlayers(self, true, ¶ms))
|
|
goto seeyou;
|
|
}
|
|
|
|
// Let the self wander around aimlessly looking for a fight
|
|
if (!(self->flags & MF_INCHASE))
|
|
{
|
|
if (seestate)
|
|
{
|
|
self->SetState (seestate);
|
|
}
|
|
else
|
|
{
|
|
if (self->SeeState != NULL)
|
|
{
|
|
self->SetState (self->SeeState);
|
|
}
|
|
else
|
|
{
|
|
A_Wander(self);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->target = targ; //We already have a target?
|
|
|
|
// [KS] The target can become ourselves in rare circumstances (like
|
|
// if we committed suicide), so if that's the case, just ignore it.
|
|
if (self->target == self) self->target = NULL;
|
|
|
|
if (self->target != NULL)
|
|
{
|
|
if (self->flags & MF_AMBUSH)
|
|
{
|
|
dist = P_AproxDistance (self->target->x - self->x,
|
|
self->target->y - self->y);
|
|
if (P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING) &&
|
|
(!minseedist || dist > minseedist) &&
|
|
(!maxseedist || dist < maxseedist))
|
|
{
|
|
goto seeyou;
|
|
}
|
|
}
|
|
else
|
|
goto seeyou;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!(flags & LOF_NOSIGHTCHECK))
|
|
{
|
|
if (!P_LookForPlayers(self, true, ¶ms))
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// [KS] *** End additions by me ***
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_ClearLastHeard
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ClearLastHeard)
|
|
{
|
|
self->LastHeard = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_Wander
|
|
//
|
|
//==========================================================================
|
|
enum WFFlags
|
|
{
|
|
WF_NORANDOMTURN = 1,
|
|
WF_DONTANGLE = 2,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Wander)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_INT(flags, 0);
|
|
|
|
A_Wander(self, flags);
|
|
}
|
|
|
|
// [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 & WF_DONTANGLE) && (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)
|
|
self->movecount--;
|
|
|
|
if ((!(flags & WF_NORANDOMTURN) && self->movecount < 0) || !P_Move(self))
|
|
{
|
|
P_RandomChaseDir(self);
|
|
self->movecount += 5;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_Look2
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Look2)
|
|
{
|
|
AActor *targ;
|
|
|
|
if (self->flags5 & MF5_INCONVERSATION)
|
|
return;
|
|
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND, NULL))
|
|
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
|
|
|
|
enum ChaseFlags
|
|
{
|
|
CHF_FASTCHASE = 1,
|
|
CHF_NOPLAYACTIVE = 2,
|
|
CHF_NIGHTMAREFAST = 4,
|
|
CHF_RESURRECT = 8,
|
|
CHF_DONTMOVE = 16,
|
|
CHF_NORANDOMTURN = 32,
|
|
CHF_DONTANGLE = 64,
|
|
CHF_NOPOSTATTACKTURN = 128,
|
|
CHF_STOPIFBLOCKED = 256,
|
|
};
|
|
|
|
void A_DoChase (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_DONTANGLE) && 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 = 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->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--;
|
|
|
|
bool movecheck = P_Move(actor);
|
|
|
|
// 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;
|
|
FTextureID oldFloor = actor->floorpic;
|
|
|
|
// chase towards player
|
|
if (actor->movecount >= 0)
|
|
actor->movecount--;
|
|
if (!(flags & CHF_STOPIFBLOCKED))
|
|
{
|
|
if ((!(flags & CHF_NORANDOMTURN) && (actor->movecount < 0)) || !movecheck)
|
|
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 (!(flags & CHF_STOPIFBLOCKED) && P_TryMove(actor, oldX, oldY, false))
|
|
{
|
|
if (nomonsterinterpolation)
|
|
{
|
|
actor->PrevX = oldX;
|
|
actor->PrevY = oldY;
|
|
}
|
|
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);
|
|
fixed_t viletryx = self->x + FixedMul (absSpeed, xspeed[self->movedir]);
|
|
fixed_t viletryy = self->y + FixedMul (absSpeed, yspeed[self->movedir]);
|
|
AActor *corpsehit;
|
|
|
|
FBlockThingsIterator it(FBoundingBox(viletryx, viletryy, 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 - viletryx) > maxdist ||
|
|
abs(corpsehit->y - viletryy) > maxdist)
|
|
continue; // not actually touching
|
|
// Let's check if there are floors in between the archvile and its target
|
|
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->x, corpsehit->y, corpsehit->z, false, true, zdist1)
|
|
!= P_Find3DFloor(testsec, self->x, self->y, self->z, 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->x, corpsehit->y);
|
|
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.
|
|
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();
|
|
|
|
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)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_STATE(melee, 0);
|
|
ACTION_PARAM_STATE(missile, 1);
|
|
ACTION_PARAM_INT(flags, 2);
|
|
|
|
if (melee != (FState*)-1)
|
|
{
|
|
if (flags & CHF_RESURRECT && P_CheckForResurrection(self, false)) return;
|
|
|
|
A_DoChase(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 (self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false, flags);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FastChase)
|
|
{
|
|
A_DoChase (self, true, self->MeleeState, self->MissileState, true, true, false, 0);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_VileChase)
|
|
{
|
|
if (!P_CheckForResurrection(self, true))
|
|
A_DoChase(self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false, 0);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ExtChase)
|
|
{
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_BOOL(domelee, 0);
|
|
ACTION_PARAM_BOOL(domissile, 1);
|
|
ACTION_PARAM_BOOL(playactive, 2);
|
|
ACTION_PARAM_BOOL(nightmarefast, 3);
|
|
|
|
// Now that A_Chase can handle state label parameters, this function has become rather useless...
|
|
A_DoChase(self, false,
|
|
domelee ? self->MeleeState:NULL, domissile ? self->MissileState:NULL,
|
|
playactive, nightmarefast, false, 0);
|
|
}
|
|
|
|
// for internal use
|
|
void A_Chase(AActor *self)
|
|
{
|
|
A_DoChase(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,
|
|
};
|
|
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)
|
|
{
|
|
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 = R_PointToAngle2 (self->x, self->y, other->x, other->y);
|
|
|
|
// 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)
|
|
{
|
|
// [DH] Don't need to do proper fixed->double conversion, since the
|
|
// result is only used in a ratio.
|
|
double dist_x = other->x - self->x;
|
|
double dist_y = other->y - self->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->z + other->height)
|
|
{
|
|
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();
|
|
if (!(flags & FAF_NODISTFACTOR))
|
|
target_z += pitch_offset;
|
|
|
|
double dist_z = target_z - source_z;
|
|
double dist = sqrt(dist_x*dist_x + dist_y*dist_y + dist_z*dist_z);
|
|
int other_pitch = (int)rad2bam(asin(dist_z / dist));
|
|
|
|
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;
|
|
}
|
|
if (flags & FAF_NODISTFACTOR)
|
|
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, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
|
|
{
|
|
A_Face(self, self->target, max_turn, max_pitch, ang_offset, pitch_offset, flags);
|
|
}
|
|
|
|
void A_FaceMaster(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
|
|
{
|
|
A_Face(self, self->master, max_turn, max_pitch, ang_offset, pitch_offset, flags);
|
|
}
|
|
|
|
void A_FaceTracer(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
|
|
{
|
|
A_Face(self, self->tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_ANGLE(max_turn, 0);
|
|
ACTION_PARAM_ANGLE(max_pitch, 1);
|
|
ACTION_PARAM_ANGLE(ang_offset, 2);
|
|
ACTION_PARAM_ANGLE(pitch_offset, 3);
|
|
ACTION_PARAM_INT(flags, 4);
|
|
|
|
A_FaceTarget(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_ANGLE(max_turn, 0);
|
|
ACTION_PARAM_ANGLE(max_pitch, 1);
|
|
ACTION_PARAM_ANGLE(ang_offset, 2);
|
|
ACTION_PARAM_ANGLE(pitch_offset, 3);
|
|
ACTION_PARAM_INT(flags, 4);
|
|
|
|
A_FaceMaster(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_ANGLE(max_turn, 0);
|
|
ACTION_PARAM_ANGLE(max_pitch, 1);
|
|
ACTION_PARAM_ANGLE(ang_offset, 2);
|
|
ACTION_PARAM_ANGLE(pitch_offset, 3);
|
|
ACTION_PARAM_INT(flags, 4);
|
|
|
|
A_FaceTracer(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// [RH] A_MonsterRail
|
|
//
|
|
// New function to let monsters shoot a railgun
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
|
|
{
|
|
if (!self->target)
|
|
return;
|
|
|
|
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 = R_PointToAngle2 (self->x,
|
|
self->y,
|
|
self->target->x,
|
|
self->target->y);
|
|
|
|
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.
|
|
TVector2<double> xydiff(self->target->x - self->x, self->target->y - self->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 = R_PointToAngle2 (self->x,
|
|
self->y,
|
|
self->target->x - self->target->velx * 3,
|
|
self->target->y - 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;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Scream)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_XScream)
|
|
{
|
|
if (self->player)
|
|
S_Sound (self, CHAN_VOICE, "*gibbed", 1, ATTN_NORM);
|
|
else
|
|
S_Sound (self, CHAN_VOICE, "misc/gibbed", 1, ATTN_NORM);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ScreamAndUnblock
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_ScreamAndUnblock)
|
|
{
|
|
CALL_ACTION(A_Scream, self);
|
|
A_Unblock(self, true);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ActiveSound
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound)
|
|
{
|
|
if (self->ActiveSound)
|
|
{
|
|
S_Sound (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ActiveAndUnblock
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_ActiveAndUnblock)
|
|
{
|
|
CALL_ACTION(A_ActiveSound, self);
|
|
A_Unblock(self, true);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// 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.
|
|
inv->Amount = inv->GetClass()->Meta.GetMetaInt (AIMETA_DropAmount, MAX(1, FixedMul(inv->Amount, dropammofactor)));
|
|
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, const PClass *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)
|
|
{
|
|
// [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);
|
|
}
|
|
}
|
|
|
|
// killough 11/98: kill an object
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Die)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_NAME(damagetype, 0);
|
|
|
|
P_DamageMobj (self, NULL, NULL, self->health, damagetype, DMG_FORCED);
|
|
}
|
|
|
|
//
|
|
// A_Detonate
|
|
// killough 8/9/98: same as A_Explode, except that the damage is variable
|
|
//
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Detonate)
|
|
{
|
|
int damage = self->GetMissileDamage (0, 1);
|
|
P_RadiusAttack (self, self->target, damage, damage, self->DamageType, RADF_HURTSOURCE);
|
|
P_CheckSplash(self, damage<<FRACBITS);
|
|
}
|
|
|
|
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
|
|
//
|
|
DEFINE_ACTION_FUNCTION(AActor, A_BossDeath)
|
|
{
|
|
FName mytype = self->GetClass()->TypeName;
|
|
|
|
// Ugh...
|
|
FName type = self->GetClass()->ActorInfo->GetReplacee()->Class->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);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// 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)
|
|
{
|
|
if (multiplayer && !deathmatch) // co-op only
|
|
{
|
|
if (!self->special1)
|
|
{
|
|
self->health *= 5;
|
|
self->special1 = true; // has been initialized
|
|
}
|
|
}
|
|
}
|