#include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "ravenshared.h" #include "a_action.h" #include "gi.h" #include "w_wad.h" #define MAULATORTICS (25*35) static FRandom pr_minotauratk1 ("MinotaurAtk1"); static FRandom pr_minotaurdecide ("MinotaurDecide"); static FRandom pr_atk ("MinotaurAtk2"); static FRandom pr_minotauratk3 ("MinotaurAtk3"); static FRandom pr_fire ("MntrFloorFire"); static FRandom pr_minotaurslam ("MinotaurSlam"); static FRandom pr_minotaurroam ("MinotaurRoam"); static FRandom pr_minotaurchase ("MinotaurChase"); void A_MinotaurLook (AActor *); void P_MinotaurSlam (AActor *source, AActor *target); IMPLEMENT_CLASS(AMinotaur) void AMinotaur::Tick () { Super::Tick (); // The unfriendly Minotaur (Heretic's) is invulnerable while charging if (!(flags5 & MF5_SUMMONEDMONSTER)) { // Get MF_SKULLFLY bit and shift it so it matches MF2_INVULNERABLE DWORD flying = (flags & MF_SKULLFLY) << 3; if ((flags2 & MF2_INVULNERABLE) != flying) { flags2 ^= MF2_INVULNERABLE; } } } bool AMinotaur::Slam (AActor *thing) { // Slamming minotaurs shouldn't move non-creatures if (!(thing->flags3&MF3_ISMONSTER) && !thing->player) { return false; } return Super::Slam (thing); } int AMinotaur::DoSpecialDamage (AActor *target, int damage) { damage = Super::DoSpecialDamage (target, damage); if ((damage != -1) && (flags & MF_SKULLFLY)) { // Slam only when in charge mode P_MinotaurSlam (this, target); return -1; } return damage; } // Minotaur Friend ---------------------------------------------------------- IMPLEMENT_CLASS(AMinotaurFriend) void AMinotaurFriend::BeginPlay () { Super::BeginPlay (); StartTime = -1; } void AMinotaurFriend::Serialize (FArchive &arc) { Super::Serialize (arc); arc << StartTime; } bool AMinotaurFriend::IsOkayToAttack (AActor *link) { if ((link->flags3&MF3_ISMONSTER) && (link != tracer)) { if (!((link->flags ^ flags) & MF_FRIENDLY)) { // Don't attack friends if (link->flags & MF_FRIENDLY) { if (!deathmatch || link->FriendPlayer == 0 || FriendPlayer == 0 || link->FriendPlayer != FriendPlayer) { return false; } } else { return false; } } if (!(link->flags&MF_SHOOTABLE)) { return false; } if (link->flags2&MF2_DORMANT) { return false; } if ((link->flags5 & MF5_SUMMONEDMONSTER) && (link->tracer == tracer)) { return false; } if (multiplayer && !deathmatch && link->player) { return false; } if (P_CheckSight (this, link)) { return true; } } return false; } void AMinotaurFriend::Die (AActor *source, AActor *inflictor) { Super::Die (source, inflictor); if (tracer && tracer->health > 0 && tracer->player) { // Search thinker list for minotaur TThinkerIterator iterator; AMinotaurFriend *mo; while ((mo = iterator.Next()) != NULL) { if (mo->health <= 0) continue; // [RH] Minotaurs can't be morphed, so this isn't needed //if (!(mo->flags&MF_COUNTKILL)) continue; // for morphed minotaurs if (mo->flags&MF_CORPSE) continue; if (mo->StartTime >= 0 && (level.maptime - StartTime) >= MAULATORTICS) continue; if (mo->tracer != NULL && mo->tracer->player == tracer->player) break; } if (mo == NULL) { AInventory *power = tracer->FindInventory (PClass::FindClass("PowerMinotaur")); if (power != NULL) { power->Destroy (); } } } } bool AMinotaurFriend::OkayToSwitchTarget (AActor *other) { if (other == tracer) return false; // Do not target the master return Super::OkayToSwitchTarget (other); } // Action functions for the minotaur ---------------------------------------- //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk1 // // Melee attack. // //---------------------------------------------------------------------------- void A_MinotaurDeath (AActor *actor) { if (Wads.CheckNumForName ("MNTRF1", ns_sprites) < 0 && Wads.CheckNumForName ("MNTRF0", ns_sprites) < 0) actor->SetState(actor->FindState ("FadeOut")); } void A_MinotaurAtk1 (AActor *actor) { player_t *player; if (!actor->target) { return; } S_Sound (actor, CHAN_WEAPON, "minotaur/melee", 1, ATTN_NORM); if (actor->CheckMeleeRange()) { int damage = pr_minotauratk1.HitDice (4); P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee); P_TraceBleed (damage, actor->target, actor); if ((player = actor->target->player) != NULL && player->mo == actor->target) { // Squish the player player->deltaviewheight = -16*FRACUNIT; } } } //---------------------------------------------------------------------------- // // PROC A_MinotaurDecide // // Choose a missile attack. // //---------------------------------------------------------------------------- #define MNTR_CHARGE_SPEED (13*FRACUNIT) void A_MinotaurDecide (AActor *actor) { bool friendly = !!(actor->flags5 & MF5_SUMMONEDMONSTER); angle_t angle; AActor *target; int dist; target = actor->target; if (!target) { return; } if (!friendly) { S_Sound (actor, CHAN_WEAPON, "minotaur/sight", 1, ATTN_NORM); } dist = P_AproxDistance (actor->x-target->x, actor->y-target->y); if (target->z+target->height > actor->z && target->z+target->height < actor->z+actor->height && dist < (friendly ? 16*64*FRACUNIT : 8*64*FRACUNIT) && dist > 1*64*FRACUNIT && pr_minotaurdecide() < 150) { // Charge attack // Don't call the state function right away actor->SetStateNF (actor->FindState ("Charge")); actor->flags |= MF_SKULLFLY; if (!friendly) { // Heretic's Minotaur is invulnerable during charge attack actor->flags2 |= MF2_INVULNERABLE; } A_FaceTarget (actor); angle = actor->angle>>ANGLETOFINESHIFT; actor->momx = FixedMul (MNTR_CHARGE_SPEED, finecosine[angle]); actor->momy = FixedMul (MNTR_CHARGE_SPEED, finesine[angle]); actor->special1 = TICRATE/2; // Charge duration } else if (target->z == target->floorz && dist < 9*64*FRACUNIT && pr_minotaurdecide() < (friendly ? 100 : 220)) { // Floor fire attack actor->SetState (actor->FindState ("Hammer")); actor->special2 = 0; } else { // Swing attack A_FaceTarget (actor); // Don't need to call P_SetMobjState because the current state // falls through to the swing attack } } //---------------------------------------------------------------------------- // // PROC A_MinotaurCharge // //---------------------------------------------------------------------------- void A_MinotaurCharge (AActor *actor) { AActor *puff; if (!actor->target) return; if (actor->special1 > 0) { const PClass *type; if (gameinfo.gametype == GAME_Heretic) { type = PClass::FindClass ("PhoenixPuff"); } else { type = PClass::FindClass ("PunchPuff"); } puff = Spawn (type, actor->x, actor->y, actor->z, ALLOW_REPLACE); puff->momz = 2*FRACUNIT; actor->special1--; } else { actor->flags &= ~MF_SKULLFLY; actor->flags2 &= ~MF2_INVULNERABLE; actor->SetState (actor->SeeState); } } //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk2 // // Swing attack. // //---------------------------------------------------------------------------- void A_MinotaurAtk2 (AActor *actor) { AActor *mo; angle_t angle; fixed_t momz; fixed_t z; bool friendly = !!(actor->flags5 & MF5_SUMMONEDMONSTER); if (!actor->target) { return; } S_Sound (actor, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM); if (actor->CheckMeleeRange()) { int damage; damage = pr_atk.HitDice (friendly ? 3 : 5); P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee); P_TraceBleed (damage, actor->target, actor); return; } z = actor->z + 40*FRACUNIT; const PClass *fx = PClass::FindClass("MinotaurFX1"); if (fx) { mo = P_SpawnMissileZ (actor, z, actor->target, fx); if (mo != NULL) { // S_Sound (mo, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM); momz = mo->momz; angle = mo->angle; P_SpawnMissileAngleZ (actor, z, fx, angle-(ANG45/8), momz); P_SpawnMissileAngleZ (actor, z, fx, angle+(ANG45/8), momz); P_SpawnMissileAngleZ (actor, z, fx, angle-(ANG45/16), momz); P_SpawnMissileAngleZ (actor, z, fx, angle+(ANG45/16), momz); } } } //---------------------------------------------------------------------------- // // PROC A_MinotaurAtk3 // // Floor fire attack. // //---------------------------------------------------------------------------- void A_MinotaurAtk3 (AActor *actor) { AActor *mo; player_t *player; bool friendly = !!(actor->flags5 & MF5_SUMMONEDMONSTER); if (!actor->target) { return; } S_Sound (actor, CHAN_VOICE, "minotaur/attack3", 1, ATTN_NORM); if (actor->CheckMeleeRange()) { int damage; damage = pr_minotauratk3.HitDice (friendly ? 3 : 5); P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee); P_TraceBleed (damage, actor->target, actor); if ((player = actor->target->player) != NULL && player->mo == actor->target) { // Squish the player player->deltaviewheight = -16*FRACUNIT; } } else { mo = P_SpawnMissile (actor, actor->target, PClass::FindClass("MinotaurFX2")); if (mo != NULL) { S_Sound (mo, CHAN_WEAPON, "minotaur/attack1", 1, ATTN_NORM); } } if (pr_minotauratk3() < 192 && actor->special2 == 0) { actor->SetState (actor->FindState ("Hammer")); actor->special2 = 1; } } //---------------------------------------------------------------------------- // // PROC A_MntrFloorFire // //---------------------------------------------------------------------------- void A_MntrFloorFire (AActor *actor) { AActor *mo; fixed_t x, y; actor->z = actor->floorz; x = actor->x + (pr_fire.Random2 () << 10); y = actor->y + (pr_fire.Random2 () << 10); mo = Spawn("MinotaurFX3", x, y, ONFLOORZ, ALLOW_REPLACE); mo->target = actor->target; mo->momx = 1; // Force block checking P_CheckMissileSpawn (mo); } //--------------------------------------------------------------------------- // // FUNC P_MinotaurSlam // //--------------------------------------------------------------------------- void P_MinotaurSlam (AActor *source, AActor *target) { angle_t angle; fixed_t thrust; int damage; angle = R_PointToAngle2 (source->x, source->y, target->x, target->y); angle >>= ANGLETOFINESHIFT; thrust = 16*FRACUNIT+(pr_minotaurslam()<<10); target->momx += FixedMul (thrust, finecosine[angle]); target->momy += FixedMul (thrust, finesine[angle]); damage = pr_minotaurslam.HitDice (static_cast(source) ? 4 : 6); P_DamageMobj (target, NULL, NULL, damage, NAME_Melee); P_TraceBleed (damage, target, angle, 0); if (target->player) { target->reactiontime = 14+(pr_minotaurslam()&7); } } //---------------------------------------------------------------------------- // // Minotaur variables // // special1 charge duration countdown // special2 internal to minotaur AI // StartTime minotaur start time // tracer pointer to player that spawned it //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- // // A_MinotaurRoam // //---------------------------------------------------------------------------- void A_MinotaurRoam (AActor *actor) { AMinotaurFriend *self = static_cast (actor); // In case pain caused him to skip his fade in. actor->RenderStyle = STYLE_Normal; if (self->StartTime >= 0 && (level.maptime - self->StartTime) >= MAULATORTICS) { P_DamageMobj (actor, NULL, NULL, 1000000, NAME_None); return; } if (pr_minotaurroam() < 30) A_MinotaurLook (actor); // adjust to closest target if (pr_minotaurroam() < 6) { //Choose new direction actor->movedir = pr_minotaurroam() % 8; FaceMovementDirection (actor); } if (!P_Move(actor)) { // Turn if (pr_minotaurroam() & 1) actor->movedir = (++actor->movedir)%8; else actor->movedir = (actor->movedir+7)%8; FaceMovementDirection (actor); } } //---------------------------------------------------------------------------- // // PROC A_MinotaurLook // // Look for enemy of player //---------------------------------------------------------------------------- #define MINOTAUR_LOOK_DIST (16*54*FRACUNIT) void A_MinotaurLook (AActor *actor) { if (!actor->IsKindOf(RUNTIME_CLASS(AMinotaurFriend))) { A_Look (actor); return; } AActor *mo = NULL; player_t *player; fixed_t dist; int i; AActor *master = actor->tracer; actor->target = NULL; if (deathmatch) // Quick search for players { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; player = &players[i]; mo = player->mo; if (mo == master) continue; if (mo->health <= 0) continue; dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y); if (dist > MINOTAUR_LOOK_DIST) continue; actor->target = mo; break; } } if (!actor->target) // Near player monster search { if (master && (master->health>0) && (master->player)) mo = P_RoughMonsterSearch(master, 20); else mo = P_RoughMonsterSearch(actor, 20); actor->target = mo; } if (!actor->target) // Normal monster search { FActorIterator iterator (0); while ((mo = iterator.Next()) != NULL) { if (!(mo->flags3&MF3_ISMONSTER)) continue; if (mo->health <= 0) continue; if (!(mo->flags&MF_SHOOTABLE)) continue; dist = P_AproxDistance (actor->x - mo->x, actor->y - mo->y); if (dist > MINOTAUR_LOOK_DIST) continue; if ((mo == master) || (mo == actor)) continue; if ((mo->flags5 & MF5_SUMMONEDMONSTER) && (mo->tracer == master)) continue; actor->target = mo; break; // Found actor to attack } } if (actor->target) { actor->SetStateNF (actor->SeeState); } else { actor->SetStateNF (actor->FindState ("Roam")); } } void A_MinotaurChase (AActor *actor) { if (!actor->IsKindOf(RUNTIME_CLASS(AMinotaurFriend))) { A_Chase (actor); return; } AMinotaurFriend *self = static_cast (actor); // In case pain caused him to skip his fade in. actor->RenderStyle = STYLE_Normal; if (self->StartTime >= 0 && (level.maptime - self->StartTime) >= MAULATORTICS) { P_DamageMobj (actor, NULL, NULL, 1000000, NAME_None); return; } if (pr_minotaurchase() < 30) A_MinotaurLook (actor); // adjust to closest target if (!actor->target || (actor->target->health <= 0) || !(actor->target->flags&MF_SHOOTABLE)) { // look for a new target actor->SetState (actor->FindState ("Spawn")); return; } FaceMovementDirection (actor); actor->reactiontime = 0; // Melee attack if (actor->MeleeState && actor->CheckMeleeRange ()) { if (actor->AttackSound) { S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM); } actor->SetState (actor->MeleeState); return; } // Missile attack if (actor->MissileState && P_CheckMissileRange(actor)) { actor->SetState (actor->MissileState); return; } // chase towards target if (!P_Move (actor)) { P_NewChaseDir (actor); FaceMovementDirection (actor); } // Active sound if (pr_minotaurchase() < 6) { actor->PlayActiveSound (); } }