mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-17 01:32:19 +00:00
88812ed0f5
cycled through the entire list of actors. - Reverted AActor::FindState to its R407 version because the change in R408 doesn't compile properly with VC++. - Changed FIXMAPTHINGPOS further so that it also affects objects that are not directly on a wall but closer than its radius. - Changed FIXEDMAPTHINGPOS to move objects completely out of the wall and adjusted the radii of all affected objects to actually represent half the sprite's width. SVN r409 (trunk)
2588 lines
62 KiB
C++
2588 lines
62 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 "m_alloc.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 "p_lnspec.h"
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#include "p_effect.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_doomglobal.h"
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#include "a_action.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_skiptarget("SkipTarget");
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// movement interpolation is fine for objects that are moved by their own
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// momentum. 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)
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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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{
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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->sidenum[1] == NO_SIDE ||
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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 (sides[check->sidenum[0]].sector==sides[check->sidenum[1]].sector) continue;
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if ( sides[ check->sidenum[0] ].sector == sec)
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other = sides[ check->sidenum[1] ].sector;
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else
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other = sides[ check->sidenum[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);
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}
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else
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{
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P_RecursiveSound (other, soundtarget, splash, soundblocks);
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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 *emmiter, bool splash)
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{
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if (emmiter == 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 (emmiter->Sector, target, splash, 0);
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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;
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fixed_t dist;
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if (!target)
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return false;
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pl = target;
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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 (target == 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 (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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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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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, 4))
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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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return true;
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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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// 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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// Making these values customizable is not necessary and in most case more confusing than
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// helpful because no value here translates into anything really meaningful.
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if (flags4 & MF4_SHORTMISSILERANGE && dist>14*64*FRACUNIT)
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return false; // The Arch Vile's special behavior turned into a flag
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if (flags4 & MF4_LONGMELEERANGE && dist < 196*FRACUNIT)
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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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return pr_checkmissilerange() >= MIN<int> (dist >> FRACBITS, MinMissileChance);
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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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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, 0);
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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;
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int movefactor = ORIG_FRICTION_FACTOR;
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int friction = ORIG_FRICTION;
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if (actor->flags2 & MF2_BLASTED)
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return true;
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if (actor->movedir == DI_NODIR)
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return false;
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// [RH] Instead of yanking non-floating monsters to the ground,
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// let gravity drop them down, unless they're moving down a step.
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if (!(actor->flags & MF_NOGRAVITY) && actor->z > actor->floorz
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&& !(actor->flags2 & MF2_ONMOBJ))
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{
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if (actor->z > actor->floorz + actor->MaxStepHeight)
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{
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return false;
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}
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else
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{
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actor->z = actor->floorz;
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}
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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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speed = actor->Speed;
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#if 0 // [RH] I'm not so sure this is such a good idea
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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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#endif
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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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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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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), false);
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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, false);
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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;
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}
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if (try_ok && friction > ORIG_FRICTION)
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{
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actor->x = origx;
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actor->y = origy;
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movefactor *= FRACUNIT / ORIG_FRICTION_FACTOR / 4;
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actor->momx += FixedMul (deltax, movefactor);
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actor->momy += FixedMul (deltay, movefactor);
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}
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if (!try_ok)
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{
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if ((actor->flags & MF_FLOAT) && floatok)
|
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{ // must adjust height
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fixed_t savedz = actor->z;
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if (actor->z < tmfloorz)
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actor->z += actor->FloatSpeed;
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else
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actor->z -= actor->FloatSpeed;
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// [RH] Check to make sure there's nothing in the way of the float
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if (P_TestMobjZ (actor))
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{
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actor->flags |= MF_INFLOAT;
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return true;
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}
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actor->z = savedz;
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}
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|
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if (!spechit.Size ())
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return false;
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|
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// open any specials
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actor->movedir = DI_NODIR;
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|
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// if the special is not a door that can be opened, return false
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//
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// killough 8/9/98: this is what caused monsters to get stuck in
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|
// doortracks, because it thought that the monster freed itself
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// by opening a door, even if it was moving towards the doortrack,
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// and not the door itself.
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//
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// killough 9/9/98: If a line blocking the monster is activated,
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// return true 90% of the time. If a line blocking the monster is
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// not activated, but some other line is, return false 90% of the
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// time. A bit of randomness is needed to ensure it's free from
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// lockups, but for most cases, it returns the correct result.
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//
|
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// Do NOT simply return false 1/4th of the time (causes monsters to
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// back out when they shouldn't, and creates secondary stickiness).
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|
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line_t *ld;
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int good = 0;
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while (spechit.Pop (ld))
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{
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// [RH] let monsters push lines, as well as use them
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if (P_ActivateLine (ld, actor, 0, SPAC_USE) ||
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((actor->flags & MF2_PUSHWALL) && P_ActivateLine (ld, actor, 0, SPAC_PUSH)))
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{
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|
good |= ld == BlockingLine ? 1 : 2;
|
|
}
|
|
}
|
|
return good && ((pr_opendoor() >= 203) ^ (good & 1));
|
|
}
|
|
else
|
|
{
|
|
actor->flags &= ~MF_INFLOAT;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// TryWalk
|
|
// Attempts to move actor on
|
|
// in its current (ob->moveangle) direction.
|
|
// If blocked by either a wall or an actor
|
|
// returns FALSE
|
|
// If move is either clear or blocked only by a door,
|
|
// returns TRUE and sets...
|
|
// If a door is in the way,
|
|
// an OpenDoor call is made to start it opening.
|
|
//
|
|
//=============================================================================
|
|
|
|
bool P_TryWalk (AActor *actor)
|
|
{
|
|
if (!P_Move (actor))
|
|
{
|
|
return false;
|
|
}
|
|
actor->movecount = pr_trywalk() & 15;
|
|
return true;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_DoNewChaseDir
|
|
//
|
|
// killough 9/8/98:
|
|
//
|
|
// Most of P_NewChaseDir(), except for what
|
|
// determines the new direction to take
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
|
|
{
|
|
dirtype_t d[3];
|
|
int tdir;
|
|
dirtype_t olddir, turnaround;
|
|
|
|
olddir = (dirtype_t)actor->movedir;
|
|
turnaround = opposite[olddir];
|
|
|
|
if (deltax>10*FRACUNIT)
|
|
d[1]= DI_EAST;
|
|
else if (deltax<-10*FRACUNIT)
|
|
d[1]= DI_WEST;
|
|
else
|
|
d[1]=DI_NODIR;
|
|
|
|
if (deltay<-10*FRACUNIT)
|
|
d[2]= DI_SOUTH;
|
|
else if (deltay>10*FRACUNIT)
|
|
d[2]= DI_NORTH;
|
|
else
|
|
d[2]=DI_NODIR;
|
|
|
|
// try direct route
|
|
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
|
|
{
|
|
actor->movedir = diags[((deltay<0)<<1) + (deltax>0)];
|
|
if (actor->movedir != turnaround && P_TryWalk(actor))
|
|
return;
|
|
}
|
|
|
|
// try other directions
|
|
if (pr_newchasedir() > 200 || abs(deltay) > abs(deltax))
|
|
{
|
|
swap (d[1], d[2]);
|
|
}
|
|
|
|
if (d[1] == turnaround)
|
|
d[1] = DI_NODIR;
|
|
if (d[2] == turnaround)
|
|
d[2] = DI_NODIR;
|
|
|
|
if (d[1] != DI_NODIR)
|
|
{
|
|
actor->movedir = d[1];
|
|
if (P_TryWalk (actor))
|
|
{
|
|
// either moved forward or attacked
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (d[2] != DI_NODIR)
|
|
{
|
|
actor->movedir = d[2];
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
|
|
// there is no direct path to the player, so pick another direction.
|
|
if (olddir != DI_NODIR)
|
|
{
|
|
actor->movedir = olddir;
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
|
|
// randomly determine direction of search
|
|
if (pr_newchasedir() & 1)
|
|
{
|
|
for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++)
|
|
{
|
|
if (tdir != turnaround)
|
|
{
|
|
actor->movedir = tdir;
|
|
if ( P_TryWalk(actor) )
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (tdir = DI_SOUTHEAST; tdir != (DI_EAST-1); tdir--)
|
|
{
|
|
if (tdir != turnaround)
|
|
{
|
|
actor->movedir = tdir;
|
|
if ( P_TryWalk(actor) )
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (turnaround != DI_NODIR)
|
|
{
|
|
actor->movedir =turnaround;
|
|
if ( P_TryWalk(actor) )
|
|
return;
|
|
}
|
|
|
|
actor->movedir = DI_NODIR; // can not move
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// killough 11/98:
|
|
//
|
|
// Monsters try to move away from tall dropoffs.
|
|
//
|
|
// In Doom, they were never allowed to hang over dropoffs,
|
|
// and would remain stuck if involuntarily forced over one.
|
|
// This logic, combined with p_map.c (P_TryMove), allows
|
|
// monsters to free themselves without making them tend to
|
|
// hang over dropoffs.
|
|
//=============================================================================
|
|
|
|
struct avoiddropoff_t
|
|
{
|
|
AActor * thing;
|
|
fixed_t deltax;
|
|
fixed_t deltay;
|
|
fixed_t floorx;
|
|
fixed_t floory;
|
|
fixed_t floorz;
|
|
fixed_t t_bbox[4];
|
|
} a;
|
|
|
|
static bool PIT_AvoidDropoff(line_t *line)
|
|
{
|
|
if (line->backsector && // Ignore one-sided linedefs
|
|
a.t_bbox[BOXRIGHT] > line->bbox[BOXLEFT] &&
|
|
a.t_bbox[BOXLEFT] < line->bbox[BOXRIGHT] &&
|
|
a.t_bbox[BOXTOP] > line->bbox[BOXBOTTOM] && // Linedef must be contacted
|
|
a.t_bbox[BOXBOTTOM] < line->bbox[BOXTOP] &&
|
|
P_BoxOnLineSide(a.t_bbox, line) == -1)
|
|
{
|
|
fixed_t front = line->frontsector->floorplane.ZatPoint(a.floorx,a.floory);
|
|
fixed_t back = line->backsector->floorplane.ZatPoint(a.floorx,a.floory);
|
|
angle_t angle;
|
|
|
|
// The monster must contact one of the two floors,
|
|
// and the other must be a tall dropoff.
|
|
|
|
if (back == a.floorz && front < a.floorz - a.thing->MaxDropOffHeight)
|
|
{
|
|
angle = R_PointToAngle2(0,0,line->dx,line->dy); // front side dropoff
|
|
}
|
|
else if (front == a.floorz && back < a.floorz - a.thing->MaxDropOffHeight)
|
|
{
|
|
angle = R_PointToAngle2(line->dx,line->dy,0,0); // back side dropoff
|
|
}
|
|
else return true;
|
|
|
|
// Move away from dropoff at a standard speed.
|
|
// Multiple contacted linedefs are cumulative (e.g. hanging over corner)
|
|
a.deltax -= finesine[angle >> ANGLETOFINESHIFT]*32;
|
|
a.deltay += finecosine[angle >> ANGLETOFINESHIFT]*32;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_NewChaseDir
|
|
//
|
|
// killough 9/8/98: Split into two functions
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_NewChaseDir(AActor * actor)
|
|
{
|
|
fixed_t deltax;
|
|
fixed_t deltay;
|
|
|
|
if ((actor->flags5&MF5_CHASEGOAL || actor->goal == actor->target) && actor->goal!=NULL)
|
|
{
|
|
deltax = actor->goal->x - actor->x;
|
|
deltay = actor->goal->y - actor->y;
|
|
}
|
|
else if (actor->target != NULL)
|
|
{
|
|
deltax = actor->target->x - actor->x;
|
|
deltay = actor->target->y - actor->y;
|
|
|
|
if ((actor->target->player != NULL && (actor->target->player->cheats & CF_FRIGHTENING)) ||
|
|
(actor->flags4 & MF4_FRIGHTENED))
|
|
{
|
|
deltax = -deltax;
|
|
deltay = -deltay;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Don't abort if this happens.
|
|
Printf ("P_NewChaseDir: called with no target\n");
|
|
P_RandomChaseDir(actor);
|
|
return;
|
|
}
|
|
|
|
// Try to move away from a dropoff
|
|
if (actor->floorz - actor->dropoffz > actor->MaxDropOffHeight &&
|
|
actor->z <= actor->floorz && !(actor->flags & MF_DROPOFF) &&
|
|
!(actor->flags2 & MF2_ONMOBJ) &&
|
|
!(actor->flags & MF_FLOAT) && !(i_compatflags & COMPATF_DROPOFF))
|
|
{
|
|
a.thing = actor;
|
|
a.deltax = a.deltay = 0;
|
|
a.floorx = actor->x;
|
|
a.floory = actor->y;
|
|
a.floorz = actor->z;
|
|
|
|
int yh=((a.t_bbox[BOXTOP] = actor->y+actor->radius)-bmaporgy)>>MAPBLOCKSHIFT;
|
|
int yl=((a.t_bbox[BOXBOTTOM]= actor->y-actor->radius)-bmaporgy)>>MAPBLOCKSHIFT;
|
|
int xh=((a.t_bbox[BOXRIGHT] = actor->x+actor->radius)-bmaporgx)>>MAPBLOCKSHIFT;
|
|
int xl=((a.t_bbox[BOXLEFT] = actor->x-actor->radius)-bmaporgx)>>MAPBLOCKSHIFT;
|
|
int bx, by;
|
|
|
|
// check lines
|
|
|
|
validcount++;
|
|
for (bx=xl ; bx<=xh ; bx++)
|
|
for (by=yl ; by<=yh ; by++)
|
|
P_BlockLinesIterator(bx, by, PIT_AvoidDropoff); // all contacted lines
|
|
|
|
if (a.deltax || a.deltay)
|
|
{
|
|
// [Graf Zahl] I have changed P_TryMove to only apply this logic when
|
|
// being called from here. AVOIDINGDROPOFF activates the code that
|
|
// allows monsters to move away from a dropoff. This is different from
|
|
// MBF which requires unconditional use of the altered logic and therefore
|
|
// forcing a massive change in the monster behavior to use this.
|
|
|
|
// use different dropoff movement logic in P_TryMove
|
|
actor->flags5|=MF5_AVOIDINGDROPOFF;
|
|
P_DoNewChaseDir(actor, a.deltax, a.deltay);
|
|
actor->flags5&=~MF5_AVOIDINGDROPOFF;
|
|
|
|
// If moving away from dropoff, set movecount to 1 so that
|
|
// small steps are taken to get monster away from dropoff.
|
|
actor->movecount = 1;
|
|
return;
|
|
}
|
|
}
|
|
P_DoNewChaseDir(actor, deltax, deltay);
|
|
}
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_RandomChaseDir
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_RandomChaseDir (AActor *actor)
|
|
{
|
|
dirtype_t olddir, turnaround;
|
|
int tdir, i;
|
|
|
|
olddir = (dirtype_t)actor->movedir;
|
|
turnaround = opposite[olddir];
|
|
int turndir;
|
|
|
|
// Friendly monsters like to head toward a player
|
|
if (actor->flags & MF_FRIENDLY)
|
|
{
|
|
AActor *player;
|
|
fixed_t deltax, deltay;
|
|
dirtype_t d[3];
|
|
|
|
if (actor->FriendPlayer != 0)
|
|
{
|
|
player = players[actor->FriendPlayer - 1].mo;
|
|
}
|
|
else
|
|
{
|
|
if (!multiplayer)
|
|
{
|
|
i = 0;
|
|
}
|
|
else for (i = pr_newchasedir() & (MAXPLAYERS-1); !playeringame[i]; i = (i+1) & (MAXPLAYERS-1))
|
|
{
|
|
}
|
|
player = players[i].mo;
|
|
}
|
|
|
|
if (pr_newchasedir() & 1 || !P_CheckSight (actor, player))
|
|
{
|
|
deltax = player->x - actor->x;
|
|
deltay = player->y - actor->y;
|
|
|
|
if (deltax>128*FRACUNIT)
|
|
d[1]= DI_EAST;
|
|
else if (deltax<-128*FRACUNIT)
|
|
d[1]= DI_WEST;
|
|
else
|
|
d[1]=DI_NODIR;
|
|
|
|
if (deltay<-128*FRACUNIT)
|
|
d[2]= DI_SOUTH;
|
|
else if (deltay>128*FRACUNIT)
|
|
d[2]= DI_NORTH;
|
|
else
|
|
d[2]=DI_NODIR;
|
|
|
|
// try direct route
|
|
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
|
|
{
|
|
actor->movedir = diags[((deltay<0)<<1) + (deltax>0)];
|
|
if (actor->movedir != turnaround && P_TryWalk(actor))
|
|
return;
|
|
}
|
|
|
|
// try other directions
|
|
if (pr_newchasedir() > 200 || abs(deltay) > abs(deltax))
|
|
{
|
|
swap (d[1], d[2]);
|
|
}
|
|
|
|
if (d[1] == turnaround)
|
|
d[1] = DI_NODIR;
|
|
if (d[2] == turnaround)
|
|
d[2] = DI_NODIR;
|
|
|
|
if (d[1] != DI_NODIR)
|
|
{
|
|
actor->movedir = d[1];
|
|
if (P_TryWalk (actor))
|
|
{
|
|
// either moved forward or attacked
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (d[2] != DI_NODIR)
|
|
{
|
|
actor->movedir = d[2];
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If the actor elects to continue in its current direction, let it do
|
|
// so unless the way is blocked. Then it must turn.
|
|
if (pr_newchasedir() < 150)
|
|
{
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
|
|
turndir = (pr_newchasedir() & 1) ? -1 : 1;
|
|
|
|
if (olddir == DI_NODIR)
|
|
{
|
|
olddir = (dirtype_t)(pr_newchasedir() & 7);
|
|
}
|
|
for (tdir = (olddir + turndir) & 7; tdir != olddir; tdir = (tdir + turndir) & 7)
|
|
{
|
|
if (tdir != turnaround)
|
|
{
|
|
actor->movedir = tdir;
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
}
|
|
/*
|
|
if (pr_newchasedir() & 1)
|
|
{
|
|
for (tdir = olddir; tdir <= DI_SOUTHEAST; ++tdir)
|
|
{
|
|
if (tdir != turnaround)
|
|
{
|
|
actor->movedir = tdir;
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (tdir = DI_SOUTHEAST; tdir >= DI_EAST; --tdir)
|
|
{
|
|
if (tdir != turnaround)
|
|
{
|
|
actor->movedir = tdir;
|
|
if (P_TryWalk (actor))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
if (turnaround != DI_NODIR)
|
|
{
|
|
actor->movedir = turnaround;
|
|
if (P_TryWalk (actor))
|
|
{
|
|
actor->movecount = pr_newchasedir() & 15;
|
|
return;
|
|
}
|
|
}
|
|
|
|
actor->movedir = DI_NODIR; // cannot move
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_LookForMonsters
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
#define MONS_LOOK_RANGE (20*64*FRACUNIT)
|
|
#define MONS_LOOK_LIMIT 64
|
|
|
|
bool P_LookForMonsters (AActor *actor)
|
|
{
|
|
int count;
|
|
AActor *mo;
|
|
TThinkerIterator<AActor> iterator;
|
|
|
|
if (!P_CheckSight (players[0].mo, actor, 2))
|
|
{ // Player can't see monster
|
|
return false;
|
|
}
|
|
count = 0;
|
|
while ( (mo = iterator.Next ()) )
|
|
{
|
|
if (!(mo->flags3 & MF3_ISMONSTER) || (mo == actor) || (mo->health <= 0))
|
|
{ // Not a valid monster
|
|
continue;
|
|
}
|
|
if (P_AproxDistance (actor->x-mo->x, actor->y-mo->y)
|
|
> MONS_LOOK_RANGE)
|
|
{ // Out of range
|
|
continue;
|
|
}
|
|
if (pr_lookformonsters() < 16)
|
|
{ // Skip
|
|
continue;
|
|
}
|
|
if (++count >= MONS_LOOK_LIMIT)
|
|
{ // Stop searching
|
|
return false;
|
|
}
|
|
if (mo->IsKindOf (RUNTIME_TYPE(actor)) ||
|
|
actor->IsKindOf (RUNTIME_TYPE(mo)))
|
|
{ // [RH] Don't go after same species
|
|
continue;
|
|
}
|
|
if (!P_CheckSight (actor, mo, 2))
|
|
{ // Out of sight
|
|
continue;
|
|
}
|
|
// Found a target monster
|
|
actor->target = mo;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// LookForTIDinBlock
|
|
//
|
|
// Finds a target with the specified TID in a mapblock. Alternatively, it
|
|
// can find a target with a specified TID if something in this mapblock is
|
|
// already targetting it.
|
|
//
|
|
//============================================================================
|
|
|
|
AActor *LookForTIDinBlock (AActor *lookee, int index)
|
|
{
|
|
FBlockNode *block;
|
|
AActor *link;
|
|
AActor *other;
|
|
|
|
for (block = blocklinks[index]; block != NULL; block = block->NextActor)
|
|
{
|
|
link = block->Me;
|
|
|
|
if (!(link->flags & MF_SHOOTABLE))
|
|
continue; // not shootable (observer or dead)
|
|
|
|
if (link == lookee)
|
|
continue;
|
|
|
|
if (link->health <= 0)
|
|
continue; // dead
|
|
|
|
if (link->flags2 & MF2_DORMANT)
|
|
continue; // don't target dormant things
|
|
|
|
if (link->tid == lookee->TIDtoHate)
|
|
{
|
|
other = link;
|
|
}
|
|
else if (link->target != NULL && link->target->tid == lookee->TIDtoHate)
|
|
{
|
|
other = link->target;
|
|
if (!(other->flags & MF_SHOOTABLE) ||
|
|
other->health <= 0 ||
|
|
(other->flags2 & MF2_DORMANT))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!(lookee->flags3 & MF3_NOSIGHTCHECK))
|
|
{
|
|
if (!P_CheckSight (lookee, other, 2))
|
|
continue; // out of sight
|
|
/*
|
|
if (!allaround)
|
|
{
|
|
angle_t an = R_PointToAngle2 (actor->x, actor->y,
|
|
other->x, other->y)
|
|
- actor->angle;
|
|
|
|
if (an > ANG90 && an < ANG270)
|
|
{
|
|
fixed_t dist = P_AproxDistance (other->x - actor->x,
|
|
other->y - actor->y);
|
|
// if real close, react anyway
|
|
if (dist > MELEERANGE)
|
|
continue; // behind back
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
return other;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_LookForTID
|
|
//
|
|
// Selects a live monster with the given TID
|
|
//
|
|
//============================================================================
|
|
|
|
bool P_LookForTID (AActor *actor, INTBOOL allaround)
|
|
{
|
|
AActor *other;
|
|
bool reachedend = false;
|
|
|
|
other = P_BlockmapSearch (actor, 0, LookForTIDinBlock);
|
|
|
|
if (other != NULL)
|
|
{
|
|
if (actor->goal && actor->target == actor->goal)
|
|
actor->reactiontime = 0;
|
|
|
|
actor->target = other;
|
|
actor->LastLook.Actor = other;
|
|
return true;
|
|
}
|
|
|
|
// The actor's TID could change because of death or because of
|
|
// Thing_ChangeTID. If it's not what we expect, then don't use
|
|
// it as a base for the iterator.
|
|
if (actor->LastLook.Actor != NULL &&
|
|
actor->LastLook.Actor->tid != actor->TIDtoHate)
|
|
{
|
|
actor->LastLook.Actor = NULL;
|
|
}
|
|
|
|
FActorIterator iterator (actor->TIDtoHate, actor->LastLook.Actor);
|
|
int c = (pr_look3() & 31) + 7; // Look for between 7 and 38 hatees at a time
|
|
while ((other = iterator.Next()) != actor->LastLook.Actor)
|
|
{
|
|
if (other == NULL)
|
|
{
|
|
if (reachedend)
|
|
{
|
|
// we have cycled through the entire list at least once
|
|
// so let's abort because even if we continue nothing can
|
|
// be found.
|
|
break;
|
|
}
|
|
reachedend = true;
|
|
continue;
|
|
}
|
|
|
|
if (!(other->flags & MF_SHOOTABLE))
|
|
continue; // not shootable (observer or dead)
|
|
|
|
if (other == actor)
|
|
continue; // don't hate self
|
|
|
|
if (other->health <= 0)
|
|
continue; // dead
|
|
|
|
if (other->flags2 & MF2_DORMANT)
|
|
continue; // don't target dormant things
|
|
|
|
if (--c == 0)
|
|
break;
|
|
|
|
if (!(actor->flags3 & MF3_NOSIGHTCHECK))
|
|
{
|
|
if (!P_CheckSight (actor, other, 2))
|
|
continue; // out of sight
|
|
|
|
if (!allaround)
|
|
{
|
|
angle_t an = R_PointToAngle2 (actor->x, actor->y,
|
|
other->x, other->y)
|
|
- actor->angle;
|
|
|
|
if (an > ANG90 && an < ANG270)
|
|
{
|
|
fixed_t dist = P_AproxDistance (other->x - actor->x,
|
|
other->y - actor->y);
|
|
// if real close, react anyway
|
|
if (dist > MELEERANGE)
|
|
continue; // behind back
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Need to be sure the reactiontime is 0 if the monster is
|
|
// leaving its goal to go after something else.
|
|
if (actor->goal && actor->target == actor->goal)
|
|
actor->reactiontime = 0;
|
|
|
|
actor->target = other;
|
|
actor->LastLook.Actor = other;
|
|
return true;
|
|
}
|
|
actor->LastLook.Actor = other;
|
|
if (actor->target == NULL)
|
|
{
|
|
// [RH] use goal as target
|
|
if (actor->goal != NULL)
|
|
{
|
|
actor->target = actor->goal;
|
|
return true;
|
|
}
|
|
// Use last known enemy if no hatee sighted -- killough 2/15/98:
|
|
if (actor->lastenemy != NULL && actor->lastenemy->health > 0)
|
|
{
|
|
if (!actor->IsFriend(actor->lastenemy))
|
|
{
|
|
actor->target = actor->lastenemy;
|
|
actor->lastenemy = NULL;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
actor->lastenemy = NULL;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// LookForTIDinBlock
|
|
//
|
|
// Finds a non-friendly monster in a mapblock. It can also use targets of
|
|
// friendlies in this mapblock to find non-friendlies in other mapblocks.
|
|
//
|
|
//============================================================================
|
|
|
|
AActor *LookForEnemiesInBlock (AActor *lookee, int index)
|
|
{
|
|
FBlockNode *block;
|
|
AActor *link;
|
|
AActor *other;
|
|
|
|
for (block = blocklinks[index]; block != NULL; block = block->NextActor)
|
|
{
|
|
link = block->Me;
|
|
|
|
if (!(link->flags & MF_SHOOTABLE))
|
|
continue; // not shootable (observer or dead)
|
|
|
|
if (link == lookee)
|
|
continue;
|
|
|
|
if (link->health <= 0)
|
|
continue; // dead
|
|
|
|
if (link->flags2 & MF2_DORMANT)
|
|
continue; // don't target dormant things
|
|
|
|
if (!(link->flags3 & MF3_ISMONSTER))
|
|
continue; // don't target it if it isn't a monster (could be a barrel)
|
|
|
|
other = NULL;
|
|
if (link->flags & MF_FRIENDLY)
|
|
{
|
|
if (deathmatch &&
|
|
lookee->FriendPlayer != 0 && link->FriendPlayer != 0 &&
|
|
lookee->FriendPlayer != link->FriendPlayer)
|
|
{
|
|
// This is somebody else's friend, so go after it
|
|
other = link;
|
|
}
|
|
else if (link->target != NULL && !(link->target->flags & MF_FRIENDLY))
|
|
{
|
|
other = link->target;
|
|
if (!(other->flags & MF_SHOOTABLE) ||
|
|
other->health <= 0 ||
|
|
(other->flags2 & MF2_DORMANT))
|
|
{
|
|
other = NULL;;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
other = link;
|
|
}
|
|
|
|
// [MBF] If the monster is already engaged in a one-on-one attack
|
|
// with a healthy friend, don't attack around 60% the time.
|
|
|
|
// [GrafZahl] This prevents friendlies from attacking all the same
|
|
// target.
|
|
|
|
if (other)
|
|
{
|
|
AActor *targ = other->target;
|
|
if (targ && targ->target == other && pr_skiptarget() > 100 && lookee->IsFriend (targ) &&
|
|
targ->health*2 >= targ->GetDefault()->health)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (other == NULL || !P_CheckSight (lookee, other, 2))
|
|
continue; // out of sight
|
|
/*
|
|
if (!allaround)
|
|
{
|
|
angle_t an = R_PointToAngle2 (actor->x, actor->y,
|
|
other->x, other->y)
|
|
- actor->angle;
|
|
|
|
if (an > ANG90 && an < ANG270)
|
|
{
|
|
fixed_t dist = P_AproxDistance (other->x - actor->x,
|
|
other->y - actor->y);
|
|
// if real close, react anyway
|
|
if (dist > MELEERANGE)
|
|
continue; // behind back
|
|
}
|
|
}
|
|
*/
|
|
|
|
return other;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_LookForEnemies
|
|
//
|
|
// Selects a live enemy monster
|
|
//
|
|
//============================================================================
|
|
|
|
bool P_LookForEnemies (AActor *actor, INTBOOL allaround)
|
|
{
|
|
AActor *other;
|
|
|
|
other = P_BlockmapSearch (actor, 10, LookForEnemiesInBlock);
|
|
|
|
if (other != NULL)
|
|
{
|
|
if (actor->goal && actor->target == actor->goal)
|
|
actor->reactiontime = 0;
|
|
|
|
actor->target = other;
|
|
// actor->LastLook.Actor = other;
|
|
return true;
|
|
}
|
|
|
|
if (actor->target == NULL)
|
|
{
|
|
// [RH] use goal as target
|
|
if (actor->goal != NULL)
|
|
{
|
|
actor->target = actor->goal;
|
|
return true;
|
|
}
|
|
// Use last known enemy if no hatee sighted -- killough 2/15/98:
|
|
if (actor->lastenemy != NULL && actor->lastenemy->health > 0)
|
|
{
|
|
if (!actor->IsFriend(actor->lastenemy))
|
|
{
|
|
actor->target = actor->lastenemy;
|
|
actor->lastenemy = NULL;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
actor->lastenemy = NULL;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
=
|
|
= P_LookForPlayers
|
|
=
|
|
= If allaround is false, only look 180 degrees in front
|
|
= returns true if a player is targeted
|
|
================
|
|
*/
|
|
|
|
bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
|
|
{
|
|
int c;
|
|
int stop;
|
|
int pnum;
|
|
player_t* player;
|
|
angle_t an;
|
|
fixed_t dist;
|
|
|
|
if (actor->TIDtoHate != 0)
|
|
{
|
|
if (P_LookForTID (actor, allaround))
|
|
{
|
|
return true;
|
|
}
|
|
if (!(actor->flags3 & MF3_HUNTPLAYERS))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else if (actor->flags & MF_FRIENDLY)
|
|
{
|
|
return P_LookForEnemies (actor, allaround);
|
|
}
|
|
|
|
if (!(gameinfo.gametype & (GAME_Doom|GAME_Strife)) &&
|
|
!multiplayer &&
|
|
players[0].health <= 0)
|
|
{ // Single player game and player is dead; look for monsters
|
|
return P_LookForMonsters (actor);
|
|
}
|
|
|
|
c = 0;
|
|
if (actor->TIDtoHate != 0)
|
|
{
|
|
pnum = pr_look2() & (MAXPLAYERS-1);
|
|
}
|
|
else
|
|
{
|
|
pnum = actor->LastLook.PlayerNumber;
|
|
}
|
|
stop = (pnum - 1) & (MAXPLAYERS-1);
|
|
|
|
for (;;)
|
|
{
|
|
pnum = (pnum + 1) & (MAXPLAYERS-1);
|
|
if (!playeringame[pnum])
|
|
continue;
|
|
|
|
if (actor->TIDtoHate == 0)
|
|
{
|
|
actor->LastLook.PlayerNumber = pnum;
|
|
}
|
|
|
|
if (++c == MAXPLAYERS-1 || pnum == stop)
|
|
{
|
|
// done looking
|
|
if (actor->target == NULL)
|
|
{
|
|
// [RH] use goal as target
|
|
if (actor->goal != NULL)
|
|
{
|
|
actor->target = actor->goal;
|
|
return true;
|
|
}
|
|
// Use last known enemy if no players sighted -- killough 2/15/98:
|
|
if (actor->lastenemy != NULL && actor->lastenemy->health > 0)
|
|
{
|
|
if (!actor->IsFriend(actor->lastenemy))
|
|
{
|
|
actor->target = actor->lastenemy;
|
|
actor->lastenemy = NULL;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
actor->lastenemy = NULL;
|
|
}
|
|
}
|
|
}
|
|
return actor->target == actor->goal && actor->goal != NULL;
|
|
}
|
|
|
|
player = &players[pnum];
|
|
|
|
if (!(player->mo->flags & MF_SHOOTABLE))
|
|
continue; // not shootable (observer or dead)
|
|
|
|
if (player->cheats & CF_NOTARGET)
|
|
continue; // no target
|
|
|
|
if (player->health <= 0)
|
|
continue; // dead
|
|
|
|
if (!P_CheckSight (actor, player->mo, 2))
|
|
continue; // out of sight
|
|
|
|
if (!allaround)
|
|
{
|
|
an = R_PointToAngle2 (actor->x,
|
|
actor->y,
|
|
player->mo->x,
|
|
player->mo->y)
|
|
- actor->angle;
|
|
|
|
if (an > ANG90 && an < ANG270)
|
|
{
|
|
dist = P_AproxDistance (player->mo->x - actor->x,
|
|
player->mo->y - actor->y);
|
|
// if real close, react anyway
|
|
if (dist > MELEERANGE)
|
|
continue; // behind back
|
|
}
|
|
}
|
|
if (player->mo->RenderStyle == STYLE_Translucent ||
|
|
player->mo->RenderStyle == STYLE_OptFuzzy)
|
|
{
|
|
if ((P_AproxDistance (player->mo->x - actor->x,
|
|
player->mo->y - actor->y) > 2*MELEERANGE)
|
|
&& P_AproxDistance (player->mo->momx, player->mo->momy)
|
|
< 5*FRACUNIT)
|
|
{ // Player is sneaking - can't detect
|
|
return false;
|
|
}
|
|
if (pr_lookforplayers() < 225)
|
|
{ // Player isn't sneaking, but still didn't detect
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// [RH] Need to be sure the reactiontime is 0 if the monster is
|
|
// leaving its goal to go after a player.
|
|
if (actor->goal && actor->target == actor->goal)
|
|
actor->reactiontime = 0;
|
|
|
|
actor->target = player->mo;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//
|
|
// ACTION ROUTINES
|
|
//
|
|
|
|
//
|
|
// A_Look
|
|
// Stay in state until a player is sighted.
|
|
// [RH] Will also leave state to move to goal.
|
|
//
|
|
void A_Look (AActor *actor)
|
|
{
|
|
AActor *targ;
|
|
|
|
// [RH] Set goal now if appropriate
|
|
if (actor->special == Thing_SetGoal && actor->args[0] == 0)
|
|
{
|
|
NActorIterator iterator (NAME_PatrolPoint, actor->args[1]);
|
|
actor->special = 0;
|
|
actor->goal = iterator.Next ();
|
|
actor->reactiontime = actor->args[2] * TICRATE + level.maptime;
|
|
if (actor->args[3] == 0) actor->flags5 &=~ MF5_CHASEGOAL;
|
|
else actor->flags5 |= MF5_CHASEGOAL;
|
|
}
|
|
|
|
actor->threshold = 0; // any shot will wake up
|
|
|
|
if (actor->TIDtoHate != 0)
|
|
{
|
|
targ = actor->target;
|
|
}
|
|
else
|
|
{
|
|
targ = (i_compatflags & COMPATF_SOUNDTARGET)? actor->Sector->SoundTarget : actor->LastHeard;
|
|
|
|
// [RH] If the soundtarget is dead, don't chase it
|
|
if (targ != NULL && targ->health <= 0)
|
|
{
|
|
targ = NULL;
|
|
}
|
|
|
|
if (targ && targ->player && (targ->player->cheats & CF_NOTARGET))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (actor->flags & MF_STEALTH)
|
|
{
|
|
actor->visdir = -1;
|
|
}
|
|
|
|
if (targ && (targ->flags & MF_SHOOTABLE))
|
|
{
|
|
if (actor->IsFriend (targ)) // be a little more precise!
|
|
{
|
|
// If we find a valid target here, the wandering logic should *not*
|
|
// be activated! If would cause the seestate to be set twice.
|
|
if (P_LookForPlayers (actor, actor->flags4 & MF4_LOOKALLAROUND))
|
|
goto seeyou;
|
|
|
|
// Let the actor wander around aimlessly looking for a fight
|
|
if (actor->SeeState != NULL)
|
|
{
|
|
if (!(actor->flags & MF_INCHASE))
|
|
{
|
|
actor->SetState (actor->SeeState);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
A_Wander (actor);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->target = targ;
|
|
|
|
if (actor->flags & MF_AMBUSH)
|
|
{
|
|
if (P_CheckSight (actor, actor->target, 2))
|
|
goto seeyou;
|
|
}
|
|
else
|
|
goto seeyou;
|
|
}
|
|
}
|
|
|
|
|
|
if (!P_LookForPlayers (actor, actor->flags4 & MF4_LOOKALLAROUND))
|
|
return;
|
|
|
|
// go into chase state
|
|
seeyou:
|
|
// [RH] Don't start chasing after a goal if it isn't time yet.
|
|
if (actor->target == actor->goal)
|
|
{
|
|
if (actor->reactiontime > level.maptime)
|
|
actor->target = NULL;
|
|
}
|
|
else if (actor->SeeSound)
|
|
{
|
|
if (actor->flags2 & MF2_BOSS)
|
|
{ // full volume
|
|
S_SoundID (actor, CHAN_VOICE, actor->SeeSound, 1, ATTN_SURROUND);
|
|
}
|
|
else
|
|
{
|
|
S_SoundID (actor, CHAN_VOICE, actor->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
if (actor->target && !(actor->flags & MF_INCHASE))
|
|
{
|
|
actor->SetState (actor->SeeState);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_Wander
|
|
//
|
|
//==========================================================================
|
|
void A_Wander (AActor *self)
|
|
{
|
|
int delta;
|
|
|
|
// [RH] Strife probably clears this flag somewhere, but I couldn't find where.
|
|
// This seems as good a place as any.
|
|
self->flags4 &= ~MF4_INCOMBAT;
|
|
|
|
if (self->flags4 & MF4_STANDSTILL)
|
|
return;
|
|
|
|
if (self->threshold != 0)
|
|
{
|
|
self->threshold--;
|
|
return;
|
|
}
|
|
|
|
// turn towards movement direction if not there yet
|
|
if (self->movedir < DI_NODIR)
|
|
{
|
|
self->angle &= (angle_t)(7<<29);
|
|
delta = self->angle - (self->movedir << 29);
|
|
if (delta > 0)
|
|
{
|
|
self->angle -= ANG90/2;
|
|
}
|
|
else if (delta < 0)
|
|
{
|
|
self->angle += ANG90/2;
|
|
}
|
|
}
|
|
|
|
if (--self->movecount < 0 || !P_Move (self))
|
|
{
|
|
P_RandomChaseDir (self);
|
|
self->movecount += 5;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_Look2
|
|
//
|
|
//==========================================================================
|
|
void A_Look2 (AActor *self)
|
|
{
|
|
AActor *targ;
|
|
|
|
self->threshold = 0;
|
|
targ = self->LastHeard;
|
|
|
|
if (targ != NULL && targ->health <= 0)
|
|
{
|
|
targ = NULL;
|
|
}
|
|
|
|
if (targ && (targ->flags & MF_SHOOTABLE))
|
|
{
|
|
if ((level.flags & LEVEL_NOALLIES) ||
|
|
(self->flags & MF_FRIENDLY) != (targ->flags & MF_FRIENDLY))
|
|
{
|
|
if (self->flags & MF_AMBUSH)
|
|
{
|
|
if (!P_CheckSight (self, targ, 2))
|
|
goto nosee;
|
|
}
|
|
self->target = targ;
|
|
self->threshold = 10;
|
|
self->SetState (self->SeeState);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND))
|
|
goto nosee;
|
|
self->SetState (self->SeeState);
|
|
self->flags4 |= MF4_INCOMBAT;
|
|
return;
|
|
}
|
|
}
|
|
nosee:
|
|
if (pr_look2() < 30)
|
|
{
|
|
self->SetState (self->SpawnState + (pr_look2() & 1) + 1);
|
|
}
|
|
if (!(self->flags4 & MF4_STANDSTILL) && pr_look2() < 40)
|
|
{
|
|
self->SetState (self->SpawnState + 3);
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
=
|
|
= A_Chase
|
|
=
|
|
= Actor has a melee attack, so it tries to close as fast as possible
|
|
=
|
|
*/
|
|
// [GrafZahl] integrated A_FastChase, A_SerpentChase and A_SerpentWalk into this
|
|
// to allow the monsters using those functions to take advantage of the
|
|
// enhancements.
|
|
//
|
|
//=============================================================================
|
|
#define CLASS_BOSS_STRAFE_RANGE 64*10*FRACUNIT
|
|
|
|
void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast)
|
|
{
|
|
int delta;
|
|
|
|
actor->flags |= MF_INCHASE;
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (actor->flags & MF_STEALTH)
|
|
{
|
|
actor->visdir = -1;
|
|
}
|
|
|
|
if (actor->reactiontime)
|
|
{
|
|
actor->reactiontime--;
|
|
}
|
|
|
|
// [RH] Don't chase invisible targets
|
|
if (actor->target != NULL &&
|
|
actor->target->renderflags & RF_INVISIBLE &&
|
|
actor->target != actor->goal)
|
|
{
|
|
actor->target = NULL;
|
|
}
|
|
|
|
// modify target threshold
|
|
if (actor->threshold)
|
|
{
|
|
if (actor->target == NULL || actor->target->health <= 0)
|
|
{
|
|
actor->threshold = 0;
|
|
}
|
|
else
|
|
{
|
|
actor->threshold--;
|
|
}
|
|
}
|
|
|
|
if (nightmarefast &&
|
|
(gameskill == sk_nightmare || (dmflags & DF_FAST_MONSTERS)))
|
|
{ // Monsters move faster in nightmare mode
|
|
actor->tics -= actor->tics / 2;
|
|
if (actor->tics < 3)
|
|
{
|
|
actor->tics = 3;
|
|
}
|
|
}
|
|
|
|
// turn towards movement direction if not there yet
|
|
if (actor->movedir < 8)
|
|
{
|
|
actor->angle &= (angle_t)(7<<29);
|
|
delta = actor->angle - (actor->movedir << 29);
|
|
if (delta > 0)
|
|
{
|
|
actor->angle -= ANG90/2;
|
|
}
|
|
else if (delta < 0)
|
|
{
|
|
actor->angle += ANG90/2;
|
|
}
|
|
}
|
|
|
|
// [RH] If the target is dead or a friend (and not a goal), stop chasing it.
|
|
if (actor->target && actor->target != actor->goal && (actor->target->health <= 0 || actor->IsFriend(actor->target)))
|
|
actor->target = NULL;
|
|
|
|
// [RH] Friendly monsters will consider chasing whoever hurts a player if they
|
|
// don't already have a target.
|
|
if (actor->flags & MF_FRIENDLY && actor->target == NULL)
|
|
{
|
|
player_t *player;
|
|
|
|
if (actor->FriendPlayer != 0)
|
|
{
|
|
player = &players[actor->FriendPlayer - 1];
|
|
}
|
|
else
|
|
{
|
|
int i;
|
|
if (!multiplayer)
|
|
{
|
|
i = 0;
|
|
}
|
|
else for (i = pr_newchasedir() & (MAXPLAYERS-1); !playeringame[i]; i = (i+1) & (MAXPLAYERS-1))
|
|
{
|
|
}
|
|
player = &players[i];
|
|
}
|
|
if (player->attacker && player->attacker->health > 0 && player->attacker->flags & MF_SHOOTABLE && pr_newchasedir() < 80)
|
|
{
|
|
if (!(player->attacker->flags & MF_FRIENDLY) ||
|
|
(deathmatch && actor->FriendPlayer != 0 && player->attacker->FriendPlayer != 0 &&
|
|
actor->FriendPlayer != player->attacker->FriendPlayer))
|
|
{
|
|
actor->target = player->attacker;
|
|
}
|
|
}
|
|
}
|
|
if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
|
|
{ // look for a new target
|
|
if (P_LookForPlayers (actor, true) && actor->target != actor->goal)
|
|
{ // got a new target
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
if (actor->target == NULL)
|
|
{
|
|
if (actor->flags & MF_FRIENDLY)
|
|
{
|
|
A_Look (actor);
|
|
if (actor->target == NULL)
|
|
{
|
|
A_Wander (actor);
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->SetState (actor->SpawnState);
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// do not attack twice in a row
|
|
if (actor->flags & MF_JUSTATTACKED)
|
|
{
|
|
actor->flags &= ~MF_JUSTATTACKED;
|
|
if ((gameskill != sk_nightmare) && !(dmflags & DF_FAST_MONSTERS))
|
|
{
|
|
P_NewChaseDir (actor);
|
|
}
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
|
|
// [RH] Don't attack if just moving toward goal
|
|
if (actor->target == actor->goal || (actor->flags5&MF5_CHASEGOAL && actor->goal != NULL))
|
|
{
|
|
AActor * savedtarget = actor->target;
|
|
actor->target = actor->goal;
|
|
bool result = actor->CheckMeleeRange();
|
|
actor->target = savedtarget;
|
|
|
|
if (result)
|
|
{
|
|
// reached the goal
|
|
NActorIterator iterator (NAME_PatrolPoint, actor->goal->args[0]);
|
|
NActorIterator specit (NAME_PatrolSpecial, actor->goal->tid);
|
|
AActor *spec;
|
|
|
|
// Execute the specials of any PatrolSpecials with the same TID
|
|
// as the goal.
|
|
while ( (spec = specit.Next()) )
|
|
{
|
|
LineSpecials[spec->special] (NULL, actor, false, spec->args[0],
|
|
spec->args[1], spec->args[2], spec->args[3], spec->args[4]);
|
|
}
|
|
|
|
angle_t lastgoalang = actor->goal->angle;
|
|
int delay;
|
|
AActor * newgoal = iterator.Next ();
|
|
if (newgoal != NULL && actor->goal == actor->target)
|
|
{
|
|
delay = newgoal->args[1];
|
|
actor->reactiontime = delay * TICRATE + level.maptime;
|
|
}
|
|
else
|
|
{
|
|
delay = 0;
|
|
actor->reactiontime = actor->GetDefault()->reactiontime;
|
|
actor->angle = lastgoalang; // Look in direction of last goal
|
|
}
|
|
if (actor->target == actor->goal) actor->target = NULL;
|
|
actor->flags |= MF_JUSTATTACKED;
|
|
if (newgoal != NULL && delay != 0)
|
|
{
|
|
actor->flags4 |= MF4_INCOMBAT;
|
|
actor->SetState (actor->SpawnState);
|
|
}
|
|
actor->flags &= ~MF_INCHASE;
|
|
actor->goal = newgoal;
|
|
return;
|
|
}
|
|
if (actor->goal == actor->target) goto nomissile;
|
|
}
|
|
|
|
// Strafe (Hexen's class bosses)
|
|
// This was the sole reason for the separate A_FastChase function but
|
|
// it can be just as easily handled by a simple flag so the monsters
|
|
// can take advantage of all the other enhancements of A_Chase.
|
|
|
|
if (fastchase)
|
|
{
|
|
if (actor->special2 > 0)
|
|
{
|
|
actor->special2--;
|
|
}
|
|
else
|
|
{
|
|
actor->special2 = 0;
|
|
actor->momx = 0;
|
|
actor->momy = 0;
|
|
fixed_t dist = P_AproxDistance (actor->x - actor->target->x, actor->y - actor->target->y);
|
|
if (dist < CLASS_BOSS_STRAFE_RANGE)
|
|
{
|
|
if (pr_chase() < 100)
|
|
{
|
|
angle_t ang = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
|
|
if (pr_chase() < 128) ang += ANGLE_90;
|
|
else ang -= ANGLE_90;
|
|
actor->momx = 13 * finecosine[ang>>ANGLETOFINESHIFT];
|
|
actor->momy = 13 * finesine[ang>>ANGLETOFINESHIFT];
|
|
actor->special2 = 3; // strafe time
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// [RH] Scared monsters attack less frequently
|
|
if (((actor->target->player == NULL ||
|
|
!(actor->target->player->cheats & CF_FRIGHTENING)) &&
|
|
!(actor->flags4 & MF4_FRIGHTENED)) ||
|
|
pr_scaredycat() < 43)
|
|
{
|
|
// check for melee attack
|
|
if (meleestate && actor->CheckMeleeRange ())
|
|
{
|
|
if (actor->AttackSound)
|
|
S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
|
|
|
|
actor->SetState (meleestate);
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
|
|
// check for missile attack
|
|
if (missilestate)
|
|
{
|
|
if (gameskill < sk_nightmare
|
|
&& actor->movecount && !(dmflags & DF_FAST_MONSTERS))
|
|
{
|
|
goto nomissile;
|
|
}
|
|
|
|
if (!P_CheckMissileRange (actor))
|
|
goto nomissile;
|
|
|
|
actor->SetState (missilestate);
|
|
actor->flags |= MF_JUSTATTACKED;
|
|
actor->flags4 |= MF4_INCOMBAT;
|
|
actor->flags &= ~MF_INCHASE;
|
|
return;
|
|
}
|
|
}
|
|
|
|
nomissile:
|
|
// possibly choose another target
|
|
if ((multiplayer || actor->TIDtoHate)
|
|
&& !actor->threshold
|
|
&& !P_CheckSight (actor, actor->target, 0) )
|
|
{
|
|
bool lookForBetter = false;
|
|
bool gotNew;
|
|
if (actor->flags3 & MF3_NOSIGHTCHECK)
|
|
{
|
|
actor->flags3 &= ~MF3_NOSIGHTCHECK;
|
|
lookForBetter = true;
|
|
}
|
|
AActor * oldtarget = actor->target;
|
|
gotNew = P_LookForPlayers (actor, true);
|
|
if (lookForBetter)
|
|
{
|
|
actor->flags3 |= MF3_NOSIGHTCHECK;
|
|
}
|
|
if (gotNew && actor->target != oldtarget)
|
|
{
|
|
actor->flags &= ~MF_INCHASE;
|
|
return; // got a new target
|
|
}
|
|
}
|
|
|
|
//
|
|
// chase towards player
|
|
//
|
|
|
|
// class bosses don't do this when strafing
|
|
if (!fastchase || !actor->special2)
|
|
{
|
|
// CANTLEAVEFLOORPIC handling was completely missing in the non-serpent functions.
|
|
fixed_t oldX = actor->x;
|
|
fixed_t oldY = actor->y;
|
|
int oldFloor = actor->floorpic;
|
|
|
|
// chase towards player
|
|
if (--actor->movecount < 0 || !P_Move (actor))
|
|
{
|
|
P_NewChaseDir (actor);
|
|
}
|
|
|
|
// if the move was illegal, reset it
|
|
// (copied from A_SerpentChase - it applies to everything with CANTLEAVEFLOORPIC!)
|
|
if (actor->flags2&MF2_CANTLEAVEFLOORPIC && actor->floorpic != oldFloor )
|
|
{
|
|
if (P_TryMove (actor, oldX, oldY, false))
|
|
{
|
|
if (nomonsterinterpolation)
|
|
{
|
|
actor->PrevX = oldX;
|
|
actor->PrevY = oldY;
|
|
}
|
|
}
|
|
P_NewChaseDir (actor);
|
|
}
|
|
}
|
|
|
|
// make active sound
|
|
if (playactive && pr_chase() < 3)
|
|
{
|
|
actor->PlayActiveSound ();
|
|
}
|
|
|
|
actor->flags &= ~MF_INCHASE;
|
|
}
|
|
|
|
void A_Chase (AActor *actor)
|
|
{
|
|
A_DoChase (actor, false, actor->MeleeState, actor->MissileState, true, !!(gameinfo.gametype & GAME_Raven));
|
|
}
|
|
|
|
void A_FastChase (AActor *actor)
|
|
{
|
|
A_DoChase (actor, true, actor->MeleeState, actor->MissileState, true, true);
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// A_FaceTarget
|
|
//
|
|
//=============================================================================
|
|
void A_FaceTarget (AActor *actor)
|
|
{
|
|
if (!actor->target)
|
|
return;
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (actor->flags & MF_STEALTH)
|
|
{
|
|
actor->visdir = 1;
|
|
}
|
|
|
|
actor->flags &= ~MF_AMBUSH;
|
|
actor->angle = R_PointToAngle2 (actor->x, actor->y,
|
|
actor->target->x, actor->target->y);
|
|
|
|
if (actor->target->flags & MF_SHADOW)
|
|
{
|
|
actor->angle += pr_facetarget.Random2() << 21;
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// [RH] A_MonsterRail
|
|
//
|
|
// New function to let monsters shoot a railgun
|
|
//
|
|
//===========================================================================
|
|
void A_MonsterRail (AActor *actor)
|
|
{
|
|
if (!actor->target)
|
|
return;
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (actor->flags & MF_STEALTH)
|
|
{
|
|
actor->visdir = 1;
|
|
}
|
|
|
|
actor->flags &= ~MF_AMBUSH;
|
|
|
|
actor->angle = R_PointToAngle2 (actor->x,
|
|
actor->y,
|
|
actor->target->x,
|
|
actor->target->y);
|
|
|
|
actor->pitch = P_AimLineAttack (actor, actor->angle, MISSILERANGE);
|
|
|
|
// Let the aim trail behind the player
|
|
actor->angle = R_PointToAngle2 (actor->x,
|
|
actor->y,
|
|
actor->target->x - actor->target->momx * 3,
|
|
actor->target->y - actor->target->momy * 3);
|
|
|
|
if (actor->target->flags & MF_SHADOW)
|
|
{
|
|
actor->angle += pr_railface.Random2() << 21;
|
|
}
|
|
|
|
P_RailAttack (actor, actor->GetMissileDamage (0, 1), 0);
|
|
}
|
|
|
|
void A_Scream (AActor *actor)
|
|
{
|
|
if (actor->DeathSound)
|
|
{
|
|
// Check for bosses.
|
|
if (actor->flags2 & MF2_BOSS)
|
|
{
|
|
// full volume
|
|
S_SoundID (actor, CHAN_VOICE, actor->DeathSound, 1, ATTN_SURROUND);
|
|
}
|
|
else
|
|
{
|
|
S_SoundID (actor, CHAN_VOICE, actor->DeathSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
|
|
void A_XScream (AActor *actor)
|
|
{
|
|
if (actor->player)
|
|
S_Sound (actor, CHAN_VOICE, "*gibbed", 1, ATTN_NORM);
|
|
else
|
|
S_Sound (actor, CHAN_VOICE, "misc/gibbed", 1, ATTN_NORM);
|
|
}
|
|
|
|
// Strife's version of A_XScrem
|
|
void A_XXScream (AActor *actor)
|
|
{
|
|
if (!(actor->flags & MF_NOBLOOD) || actor->DeathSound == 0)
|
|
{
|
|
A_XScream (actor);
|
|
}
|
|
else
|
|
{
|
|
S_SoundID (actor, CHAN_VOICE, actor->DeathSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_DropItem
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
CVAR(Int, sv_dropstyle, 0, CVAR_SERVERINFO | CVAR_ARCHIVE);
|
|
|
|
AInventory *P_DropItem (AActor *source, const PClass *type, int special, int chance)
|
|
{
|
|
if (type != NULL && pr_dropitem() <= chance)
|
|
{
|
|
AActor *mo;
|
|
fixed_t spawnz;
|
|
|
|
spawnz = source->z;
|
|
if (!(i_compatflags & COMPATF_NOTOSSDROPS))
|
|
{
|
|
int style = sv_dropstyle;
|
|
if (style==0) style= (gameinfo.gametype == GAME_Strife)? 2:1;
|
|
|
|
if (style==2)
|
|
{
|
|
spawnz += 24*FRACUNIT;
|
|
}
|
|
else
|
|
{
|
|
spawnz += source->height / 2;
|
|
}
|
|
}
|
|
mo = Spawn (type, source->x, source->y, spawnz, ALLOW_REPLACE);
|
|
mo->flags |= MF_DROPPED;
|
|
mo->flags &= ~MF_NOGRAVITY; // [RH] Make sure it is affected by gravity
|
|
if (mo->IsKindOf (RUNTIME_CLASS(AInventory)))
|
|
{
|
|
AInventory * inv = static_cast<AInventory *>(mo);
|
|
if (special > 0)
|
|
{
|
|
inv->Amount = special;
|
|
}
|
|
else if (mo->IsKindOf (RUNTIME_CLASS(AAmmo)))
|
|
{
|
|
// Half ammo when dropped by bad guys.
|
|
inv->Amount = inv->GetClass()->Meta.GetMetaInt (AIMETA_DropAmount, MAX(1, inv->Amount / 2 ));
|
|
}
|
|
else if (mo->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
|
{
|
|
// The same goes for ammo from a weapon.
|
|
static_cast<AWeapon *>(mo)->AmmoGive1 /= 2;
|
|
static_cast<AWeapon *>(mo)->AmmoGive2 /= 2;
|
|
}
|
|
if (inv->SpecialDropAction (source))
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
if (!(i_compatflags & COMPATF_NOTOSSDROPS))
|
|
{
|
|
P_TossItem (mo);
|
|
}
|
|
return static_cast<AInventory *>(mo);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_TossItem
|
|
//
|
|
//============================================================================
|
|
|
|
void P_TossItem (AActor *item)
|
|
{
|
|
int style = sv_dropstyle;
|
|
if (style==0) style= (gameinfo.gametype == GAME_Strife)? 2:1;
|
|
|
|
if (style==2)
|
|
{
|
|
item->momx += pr_dropitem.Random2(7) << FRACBITS;
|
|
item->momy += pr_dropitem.Random2(7) << FRACBITS;
|
|
}
|
|
else
|
|
{
|
|
item->momx = pr_dropitem.Random2() << 8;
|
|
item->momy = pr_dropitem.Random2() << 8;
|
|
item->momz = FRACUNIT*5 + (pr_dropitem() << 10);
|
|
}
|
|
}
|
|
|
|
void A_Pain (AActor *actor)
|
|
{
|
|
// [RH] Vary player pain sounds depending on health (ala Quake2)
|
|
if (actor->player && actor->player->morphTics == 0)
|
|
{
|
|
const char *painchoice;
|
|
|
|
if (actor->health < 25)
|
|
painchoice = "*pain25";
|
|
else if (actor->health < 50)
|
|
painchoice = "*pain50";
|
|
else if (actor->health < 75)
|
|
painchoice = "*pain75";
|
|
else
|
|
painchoice = "*pain100";
|
|
|
|
S_Sound (actor, CHAN_VOICE, painchoice, 1, ATTN_NORM);
|
|
}
|
|
else if (actor->PainSound)
|
|
{
|
|
S_SoundID (actor, CHAN_VOICE, actor->PainSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
// killough 11/98: kill an object
|
|
void A_Die (AActor *actor)
|
|
{
|
|
P_DamageMobj (actor, NULL, NULL, actor->health, NAME_None);
|
|
}
|
|
|
|
//
|
|
// A_Detonate
|
|
// killough 8/9/98: same as A_Explode, except that the damage is variable
|
|
//
|
|
|
|
void A_Detonate (AActor *mo)
|
|
{
|
|
int damage = mo->GetMissileDamage (0, 1);
|
|
P_RadiusAttack (mo, mo->target, damage, damage, mo->DamageType, true);
|
|
if (mo->z <= mo->floorz + (damage << FRACBITS))
|
|
{
|
|
P_HitFloor (mo);
|
|
}
|
|
}
|
|
|
|
//
|
|
// A_Explode
|
|
//
|
|
void A_Explode (AActor *thing)
|
|
{
|
|
int damage = 128;
|
|
int distance = 128;
|
|
bool hurtSource = true;
|
|
|
|
thing->PreExplode ();
|
|
thing->GetExplodeParms (damage, distance, hurtSource);
|
|
P_RadiusAttack (thing, thing->target, damage, distance, thing->DamageType, hurtSource);
|
|
if (thing->z <= thing->floorz + (distance<<FRACBITS))
|
|
{
|
|
P_HitFloor (thing);
|
|
}
|
|
}
|
|
|
|
void A_ExplodeAndAlert (AActor *thing)
|
|
{
|
|
A_Explode (thing);
|
|
if (thing->target != NULL && thing->target->player != NULL)
|
|
{
|
|
validcount++;
|
|
P_RecursiveSound (thing->Sector, thing->target, false, 0);
|
|
}
|
|
}
|
|
|
|
bool CheckBossDeath (AActor *actor)
|
|
{
|
|
int i;
|
|
|
|
// make sure there is a player alive for victory
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && players[i].health > 0)
|
|
break;
|
|
|
|
if (i == MAXPLAYERS)
|
|
return false; // no one left alive, so do not end game
|
|
|
|
// Make sure all bosses are dead
|
|
TThinkerIterator<AActor> iterator;
|
|
AActor *other;
|
|
|
|
while ( (other = iterator.Next ()) )
|
|
{
|
|
if (other != actor &&
|
|
(other->health > 0 || (other->flags & MF_ICECORPSE))
|
|
&& other->GetClass() == actor->GetClass())
|
|
{ // Found a living boss
|
|
// [RH] Frozen bosses don't count as dead until they shatter
|
|
return false;
|
|
}
|
|
}
|
|
// The boss death is good
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// A_BossDeath
|
|
// Possibly trigger special effects if on a boss level
|
|
//
|
|
void A_BossDeath (AActor *actor)
|
|
{
|
|
FName mytype = actor->GetClass()->TypeName;
|
|
|
|
// Ugh...
|
|
FName type = actor->GetClass()->ActorInfo->GetReplacee()->Class->TypeName;
|
|
|
|
// Do generic special death actions first
|
|
bool checked = false;
|
|
FSpecialAction *sa = level.info->specialactions;
|
|
while (sa)
|
|
{
|
|
if (type == sa->Type || mytype == sa->Type)
|
|
{
|
|
if (!checked && !CheckBossDeath(actor))
|
|
{
|
|
return;
|
|
}
|
|
checked = true;
|
|
|
|
LineSpecials[sa->Action](NULL, actor, false,
|
|
sa->Args[0], sa->Args[1], sa->Args[2], sa->Args[3], sa->Args[4]);
|
|
}
|
|
sa = sa->Next;
|
|
}
|
|
|
|
// [RH] These all depend on the presence of level flags now
|
|
// rather than being hard-coded to specific levels/episodes.
|
|
|
|
if ((level.flags & (LEVEL_MAP07SPECIAL|
|
|
LEVEL_BRUISERSPECIAL|
|
|
LEVEL_CYBORGSPECIAL|
|
|
LEVEL_SPIDERSPECIAL|
|
|
LEVEL_HEADSPECIAL|
|
|
LEVEL_MINOTAURSPECIAL|
|
|
LEVEL_SORCERER2SPECIAL)) == 0)
|
|
return;
|
|
|
|
if (
|
|
((level.flags & LEVEL_MAP07SPECIAL) && (type == NAME_Fatso || type == NAME_Arachnotron)) ||
|
|
((level.flags & LEVEL_BRUISERSPECIAL) && (type == NAME_BaronOfHell)) ||
|
|
((level.flags & LEVEL_CYBORGSPECIAL) && (type == NAME_Cyberdemon)) ||
|
|
((level.flags & LEVEL_SPIDERSPECIAL) && (type == NAME_SpiderMastermind)) ||
|
|
((level.flags & LEVEL_HEADSPECIAL) && (type == NAME_Ironlich)) ||
|
|
((level.flags & LEVEL_MINOTAURSPECIAL) && (type == NAME_Minotaur)) ||
|
|
((level.flags & LEVEL_SORCERER2SPECIAL) && (type == NAME_Sorcerer2))
|
|
)
|
|
;
|
|
else
|
|
return;
|
|
|
|
if (!CheckBossDeath (actor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// victory!
|
|
if (level.flags & LEVEL_SPECKILLMONSTERS)
|
|
{ // Kill any remaining monsters
|
|
P_Massacre ();
|
|
}
|
|
if (level.flags & LEVEL_MAP07SPECIAL)
|
|
{
|
|
if (type == NAME_Fatso)
|
|
{
|
|
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0);
|
|
return;
|
|
}
|
|
|
|
if (type == NAME_Arachnotron)
|
|
{
|
|
EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, FRACUNIT, 0, 0, 0);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (level.flags & LEVEL_SPECACTIONSMASK)
|
|
{
|
|
case LEVEL_SPECLOWERFLOOR:
|
|
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0);
|
|
return;
|
|
|
|
case LEVEL_SPECOPENDOOR:
|
|
EV_DoDoor (DDoor::doorOpen, NULL, NULL, 666, 8*FRACUNIT, 0, 0, 0);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// [RH] If noexit, then don't end the level.
|
|
if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
|
|
return;
|
|
|
|
G_ExitLevel (0, false);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_Massacre
|
|
//
|
|
// Kills all monsters.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
int P_Massacre ()
|
|
{
|
|
// jff 02/01/98 'em' cheat - kill all monsters
|
|
// partially taken from Chi's .46 port
|
|
//
|
|
// killough 2/7/98: cleaned up code and changed to use dprintf;
|
|
// fixed lost soul bug (LSs left behind when PEs are killed)
|
|
|
|
int killcount = 0;
|
|
AActor *actor;
|
|
TThinkerIterator<AActor> iterator;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (!(actor->flags2 & MF2_DORMANT) && (actor->flags3 & MF3_ISMONSTER))
|
|
{
|
|
killcount += actor->Massacre();
|
|
}
|
|
}
|
|
return killcount;
|
|
}
|
|
|
|
//
|
|
// A_SinkMobj
|
|
// Sink a mobj incrementally into the floor
|
|
//
|
|
|
|
bool A_SinkMobj (AActor *actor)
|
|
{
|
|
if (actor->floorclip < actor->height)
|
|
{
|
|
actor->floorclip += actor->GetSinkSpeed ();
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// A_RaiseMobj
|
|
// Raise a mobj incrementally from the floor to
|
|
//
|
|
|
|
bool A_RaiseMobj (AActor *actor)
|
|
{
|
|
bool done = true;
|
|
|
|
// Raise a mobj from the ground
|
|
if (actor->floorclip > 0)
|
|
{
|
|
actor->floorclip -= actor->GetRaiseSpeed ();
|
|
if (actor->floorclip <= 0)
|
|
{
|
|
actor->floorclip = 0;
|
|
done = true;
|
|
}
|
|
else
|
|
{
|
|
done = false;
|
|
}
|
|
}
|
|
return done; // Reached target height
|
|
}
|
|
|
|
void A_ClassBossHealth (AActor *actor)
|
|
{
|
|
if (multiplayer && !deathmatch) // co-op only
|
|
{
|
|
if (!actor->special1)
|
|
{
|
|
actor->health *= 5;
|
|
actor->special1 = true; // has been initialized
|
|
}
|
|
}
|
|
}
|