// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Enemy thinking, AI. // Action Pointer Functions // that are associated with states/frames. // //----------------------------------------------------------------------------- #include #include "templates.h" #include "m_random.h" #include "i_system.h" #include "doomdef.h" #include "p_local.h" #include "m_bbox.h" #include "p_lnspec.h" #include "s_sound.h" #include "g_game.h" #include "doomstat.h" #include "r_state.h" #include "c_cvars.h" #include "p_enemy.h" #include "a_sharedglobal.h" #include "a_action.h" #include "thingdef/thingdef.h" #include "d_dehacked.h" #include "g_level.h" #include "r_data/r_translate.h" #include "teaminfo.h" #include "gi.h" static FRandom pr_checkmissilerange ("CheckMissileRange"); static FRandom pr_opendoor ("OpenDoor"); static FRandom pr_trywalk ("TryWalk"); static FRandom pr_newchasedir ("NewChaseDir"); static FRandom pr_lookformonsters ("LookForMonsters"); static FRandom pr_lookforplayers ("LookForPlayers"); static FRandom pr_scaredycat ("Anubis"); FRandom pr_chase ("Chase"); static FRandom pr_facetarget ("FaceTarget"); static FRandom pr_railface ("RailFace"); static FRandom pr_dropitem ("DropItem"); static FRandom pr_look2 ("LookyLooky"); static FRandom pr_look3 ("IGotHooky"); static FRandom pr_slook ("SlooK"); static FRandom pr_dropoff ("Dropoff"); static FRandom pr_defect ("Defect"); static FRandom pr_skiptarget("SkipTarget"); static FRandom pr_enemystrafe("EnemyStrafe"); // movement interpolation is fine for objects that are moved by their own // velocity. But for monsters it is problematic. // 1. They don't move every tic // 2. Their animation is not designed for movement interpolation // The result is that they tend to 'glide' across the floor // so this CVAR allows to switch it off. CVAR(Bool, nomonsterinterpolation, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // // P_NewChaseDir related LUT. // dirtype_t opposite[9] = { DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR }; dirtype_t diags[4] = { DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST }; fixed_t xspeed[8] = {FRACUNIT,46341,0,-46341,-FRACUNIT,-46341,0,46341}; fixed_t yspeed[8] = {0,46341,FRACUNIT,46341,0,-46341,-FRACUNIT,-46341}; void P_RandomChaseDir (AActor *actor); // // ENEMY THINKING // Enemies are always spawned // with targetplayer = -1, threshold = 0 // Most monsters are spawned unaware of all players, // but some can be made preaware // //---------------------------------------------------------------------------- // // PROC P_RecursiveSound // // Called by P_NoiseAlert. // Recursively traverse adjacent sectors, // sound blocking lines cut off traversal. //---------------------------------------------------------------------------- void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter, fixed_t maxdist) { int i; line_t* check; sector_t* other; AActor* actor; // wake up all monsters in this sector if (sec->validcount == validcount && sec->soundtraversed <= soundblocks+1) { return; // already flooded } sec->validcount = validcount; sec->soundtraversed = soundblocks+1; sec->SoundTarget = soundtarget; // [RH] Set this in the actors in the sector instead of the sector itself. for (actor = sec->thinglist; actor != NULL; actor = actor->snext) { if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) && (!maxdist || (P_AproxDistance(actor->x - emitter->x, actor->y - emitter->y) <= maxdist))) { actor->LastHeard = soundtarget; } } for (i = 0; i < sec->linecount; i++) { check = sec->lines[i]; if (check->sidedef[1] == NULL || !(check->flags & ML_TWOSIDED)) { continue; } // Early out for intra-sector lines if (check->sidedef[0]->sector == check->sidedef[1]->sector) continue; if ( check->sidedef[0]->sector == sec) other = check->sidedef[1]->sector; else other = check->sidedef[0]->sector; // check for closed door if ((sec->floorplane.ZatPoint (check->v1->x, check->v1->y) >= other->ceilingplane.ZatPoint (check->v1->x, check->v1->y) && sec->floorplane.ZatPoint (check->v2->x, check->v2->y) >= other->ceilingplane.ZatPoint (check->v2->x, check->v2->y)) || (other->floorplane.ZatPoint (check->v1->x, check->v1->y) >= sec->ceilingplane.ZatPoint (check->v1->x, check->v1->y) && other->floorplane.ZatPoint (check->v2->x, check->v2->y) >= sec->ceilingplane.ZatPoint (check->v2->x, check->v2->y)) || (other->floorplane.ZatPoint (check->v1->x, check->v1->y) >= other->ceilingplane.ZatPoint (check->v1->x, check->v1->y) && other->floorplane.ZatPoint (check->v2->x, check->v2->y) >= other->ceilingplane.ZatPoint (check->v2->x, check->v2->y))) { continue; } if (check->flags & ML_SOUNDBLOCK) { if (!soundblocks) P_RecursiveSound (other, soundtarget, splash, 1, emitter, maxdist); } else { P_RecursiveSound (other, soundtarget, splash, soundblocks, emitter, maxdist); } } } //---------------------------------------------------------------------------- // // PROC P_NoiseAlert // // If a monster yells at a player, it will alert other monsters to the // player. // //---------------------------------------------------------------------------- void P_NoiseAlert (AActor *target, AActor *emitter, bool splash, fixed_t maxdist) { if (emitter == NULL) return; if (target != NULL && target->player && (target->player->cheats & CF_NOTARGET)) return; validcount++; P_RecursiveSound (emitter->Sector, target, splash, 0, emitter, maxdist); } //---------------------------------------------------------------------------- // // AActor :: CheckMeleeRange // //---------------------------------------------------------------------------- bool AActor::CheckMeleeRange () { AActor *pl = target; fixed_t dist; if (!pl) return false; dist = P_AproxDistance (pl->x - x, pl->y - y); if (dist >= meleerange + pl->radius) return false; // [RH] If moving toward goal, then we've reached it. if (pl == goal) return true; // [RH] Don't melee things too far above or below actor. if (!(flags5 & MF5_NOVERTICALMELEERANGE)) { if (pl->z > z + height) return false; if (pl->z + pl->height < z) return false; } // killough 7/18/98: friendly monsters don't attack other friends if (IsFriend(pl)) return false; if (!P_CheckSight (this, pl, 0)) return false; return true; } //---------------------------------------------------------------------------- // // FUNC P_CheckMeleeRange2 // //---------------------------------------------------------------------------- bool P_CheckMeleeRange2 (AActor *actor) { AActor *mo; fixed_t dist; if (!actor->target) { return false; } mo = actor->target; dist = P_AproxDistance (mo->x-actor->x, mo->y-actor->y); if (dist >= MELEERANGE*2 || dist < MELEERANGE-20*FRACUNIT + mo->radius) { return false; } if (mo->z > actor->z+actor->height) { // Target is higher than the attacker return false; } else if (actor->z > mo->z+mo->height) { // Attacker is higher return false; } else if (actor->IsFriend(mo)) { // killough 7/18/98: friendly monsters don't attack other friends return false; } if (!P_CheckSight(actor, mo)) { return false; } return true; } //============================================================================= // // P_CheckMissileRange // //============================================================================= bool P_CheckMissileRange (AActor *actor) { fixed_t dist; if (!P_CheckSight (actor, actor->target, SF_SEEPASTBLOCKEVERYTHING)) return false; if (actor->flags & MF_JUSTHIT) { // the target just hit the enemy, so fight back! actor->flags &= ~MF_JUSTHIT; // killough 7/18/98: no friendly fire at corpses // killough 11/98: prevent too much infighting among friends // Cleaned up and made readable if (!(actor->flags & MF_FRIENDLY)) return true; if (actor->target->health <= 0) return false; if (!actor->IsFriend(actor->target)) return true; if (actor->target->player != NULL) { return (pr_defect() >128); } else { return !(actor->target->flags & MF_JUSTHIT) && pr_defect() >128; } } if (actor->reactiontime) return false; // do not attack yet // killough 7/18/98: friendly monsters don't attack other friendly // monsters or players (except when attacked, and then only once) if (actor->IsFriend(actor->target)) return false; if (actor->flags & MF_FRIENDLY && P_HitFriend(actor)) return false; // OPTIMIZE: get this from a global checksight // [RH] What? dist = P_AproxDistance (actor->x-actor->target->x, actor->y-actor->target->y) - 64*FRACUNIT; if (actor->MeleeState == NULL) dist -= 128*FRACUNIT; // no melee attack, so fire more return actor->SuggestMissileAttack (dist); } bool AActor::SuggestMissileAttack (fixed_t dist) { // new version encapsulates the different behavior in flags instead of virtual functions // The advantage is that this allows inheriting the missile attack attributes from the // various Doom monsters by custom monsters if (maxtargetrange > 0 && dist > maxtargetrange) return false; // The Arch Vile's special behavior turned into a property if (MeleeState != NULL && dist < meleethreshold) return false; // From the Revenant: close enough for fist attack if (flags4 & MF4_MISSILEMORE) dist >>= 1; if (flags4 & MF4_MISSILEEVENMORE) dist >>= 3; int mmc = FixedMul(MinMissileChance, G_SkillProperty(SKILLP_Aggressiveness)); return pr_checkmissilerange() >= MIN (dist >> FRACBITS, mmc); } //============================================================================= // // P_HitFriend() // // killough 12/98 // This function tries to prevent shooting at friends that get in the line of fire // // [GrafZahl] Taken from MBF but this has been cleaned up to make it readable. // //============================================================================= bool P_HitFriend(AActor * self) { AActor *linetarget; if (self->flags&MF_FRIENDLY && self->target != NULL) { angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y); fixed_t dist = P_AproxDistance (self->x - self->target->x, self->y - self->target->y); P_AimLineAttack (self, angle, dist, &linetarget, 0, true); if (linetarget != NULL && linetarget != self->target) { return self->IsFriend (linetarget); } } return false; } // // P_Move // Move in the current direction, // returns false if the move is blocked. // bool P_Move (AActor *actor) { fixed_t tryx, tryy, deltax, deltay, origx, origy; bool try_ok; int speed = actor->Speed; int movefactor = ORIG_FRICTION_FACTOR; int friction = ORIG_FRICTION; int dropoff = 0; if (actor->flags2 & MF2_BLASTED) { return true; } if (actor->movedir == DI_NODIR) { return false; } // [RH] Walking actors that are not on the ground cannot walk. We don't // want to yank them to the ground here as Doom did, since that makes // it difficult to thrust them vertically in a reasonable manner. // [GZ] Let jumping actors jump. if (!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP)) && actor->z > actor->floorz && !(actor->flags2 & MF2_ONMOBJ)) { return false; } if ((unsigned)actor->movedir >= 8) I_Error ("Weird actor->movedir!"); // killough 10/98: allow dogs to drop off of taller ledges sometimes. // dropoff==1 means always allow it, dropoff==2 means only up to 128 high, // and only if the target is immediately on the other side of the line. AActor *target = actor->target; if ((actor->flags6 & MF6_JUMPDOWN) && target && !(target->IsFriend(actor)) && P_AproxDistance(actor->x - target->x, actor->y - target->y) < FRACUNIT*144 && pr_dropoff() < 235) { dropoff = 2; } // [RH] I'm not so sure this is such a good idea // [GZ] That's why it's compat-optioned. if (compatflags & COMPATF_MBFMONSTERMOVE) { // killough 10/98: make monsters get affected by ice and sludge too: movefactor = P_GetMoveFactor (actor, &friction); if (friction < ORIG_FRICTION) { // sludge speed = ((ORIG_FRICTION_FACTOR - (ORIG_FRICTION_FACTOR-movefactor)/2) * speed) / ORIG_FRICTION_FACTOR; if (speed == 0) { // always give the monster a little bit of speed speed = ksgn(actor->Speed); } } } tryx = (origx = actor->x) + (deltax = FixedMul (speed, xspeed[actor->movedir])); tryy = (origy = actor->y) + (deltay = FixedMul (speed, yspeed[actor->movedir])); // Like P_XYMovement this should do multiple moves if the step size is too large fixed_t maxmove = actor->radius - FRACUNIT; int steps = 1; if (maxmove > 0) { const fixed_t xspeed = abs (deltax); const fixed_t yspeed = abs (deltay); if (xspeed > yspeed) { if (xspeed > maxmove) { steps = 1 + xspeed / maxmove; } } else { if (yspeed > maxmove) { steps = 1 + yspeed / maxmove; } } } FCheckPosition tm; tm.FromPMove = true; try_ok = true; for(int i=1; i < steps; i++) { try_ok = P_TryMove(actor, origx + Scale(deltax, i, steps), origy + Scale(deltay, i, steps), dropoff, NULL, tm); if (!try_ok) break; } // killough 3/15/98: don't jump over dropoffs: if (try_ok) try_ok = P_TryMove (actor, tryx, tryy, dropoff, NULL, tm); // [GrafZahl] Interpolating monster movement as it is done here just looks bad // so make it switchable if (nomonsterinterpolation) { actor->PrevX = actor->x; actor->PrevY = actor->y; actor->PrevZ = actor->z; } if (try_ok && friction > ORIG_FRICTION) { actor->x = origx; actor->y = origy; movefactor *= FRACUNIT / ORIG_FRICTION_FACTOR / 4; actor->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 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; cIsFriend(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 { CALL_ACTION(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 { CALL_ACTION(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 // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_Wander) { // [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 (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 || !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 void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove) { 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 (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) CALL_ACTION(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) { 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()) ) { 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--; // 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 || !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); } } 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 #ifdef _3DFLOORS // 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; } } #endif 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 // //========================================================================== enum ChaseFlags { CHF_FASTCHASE = 1, CHF_NOPLAYACTIVE = 2, CHF_NIGHTMAREFAST = 4, CHF_RESURRECT = 8, CHF_DONTMOVE = 16, }; 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)); } else // this is the old default A_Chase { A_DoChase (self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false); } } DEFINE_ACTION_FUNCTION(AActor, A_FastChase) { A_DoChase (self, true, self->MeleeState, self->MissileState, true, true, false); } DEFINE_ACTION_FUNCTION(AActor, A_VileChase) { if (!P_CheckForResurrection(self, true)) A_DoChase (self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false); } 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); } // for internal use void A_Chase(AActor *self) { A_DoChase (self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false); } //============================================================================= // // 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. FVector2 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(inv)->DropAmmoFactor = dropammofactor; inv->ItemFlags |= flagmask; } else if (inv->IsKindOf (RUNTIME_CLASS(AWeapon))) { // The same goes for ammo from a weapon. static_cast(inv)->AmmoGive1 = FixedMul(static_cast(inv)->AmmoGive1, dropammofactor); static_cast(inv)->AmmoGive2 = FixedMul(static_cast(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(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(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< 0) break; if (i == MAXPLAYERS) return false; // no one left alive, so do not end game // Make sure all bosses are dead TThinkerIterator 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; ispecialactions.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 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 } } }