v4k-git-backup/demos/ports/doom/src/p_enemy.c

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// 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 "doom_config.h"
#include "m_random.h"
#include "i_system.h"
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
#include "g_game.h"
#include "doomstat.h" // State.
#include "r_state.h" // State.
#include "sounds.h" // Data.
#define MAXSPECIALCROSS 8
#define FATSPREAD (ANG90/8)
#define SKULLSPEED (20*FRACUNIT)
typedef enum
{
DI_EAST,
DI_NORTHEAST,
DI_NORTH,
DI_NORTHWEST,
DI_WEST,
DI_SOUTHWEST,
DI_SOUTH,
DI_SOUTHEAST,
DI_NODIR,
NUMDIRS
} dirtype_t;
//
// P_NewChaseDir related LUT.
//
dirtype_t opposite[] =
{
DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
};
dirtype_t diags[] =
{
DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
};
mobj_t* soundtarget;
fixed_t xspeed[8] = { FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000 };
fixed_t yspeed[8] = { 0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000 };
int TRACEANGLE = 0xc000000;
mobj_t* corpsehit;
mobj_t* vileobj;
fixed_t viletryx;
fixed_t viletryy;
mobj_t* braintargets[32];
int numbraintargets;
int braintargeton;
extern line_t* spechit[MAXSPECIALCROSS];
extern int numspechit;
void A_Fall(mobj_t* actor);
void A_Fire(mobj_t* actor);
void A_ReFire(player_t* player, pspdef_t* psp);
void A_SpawnFly(mobj_t* mo);
//
// ENEMY THINKING
// Enemies are allways spawned
// with targetplayer = -1, threshold = 0
// Most monsters are spawned unaware of all players,
// but some can be made preaware
//
//
// Called by P_NoiseAlert.
// Recursively traverse adjacent sectors,
// sound blocking lines cut off traversal.
//
void P_RecursiveSound(sector_t* sec, int soundblocks)
{
int i;
line_t* check;
sector_t* other;
// 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;
for (i = 0; i < sec->linecount; i++)
{
check = sec->lines[i];
if (!(check->flags & ML_TWOSIDED))
continue;
P_LineOpening(check);
if (openrange <= 0)
continue; // closed door
if (sides[check->sidenum[0]].sector == sec)
other = sides[check->sidenum[1]].sector;
else
other = sides[check->sidenum[0]].sector;
if (check->flags & ML_SOUNDBLOCK)
{
if (!soundblocks)
P_RecursiveSound(other, 1);
}
else
P_RecursiveSound(other, soundblocks);
}
}
//
// P_NoiseAlert
// If a monster yells at a player,
// it will alert other monsters to the player.
//
void P_NoiseAlert(mobj_t* target, mobj_t* emmiter)
{
soundtarget = target;
validcount++;
P_RecursiveSound(emmiter->subsector->sector, 0);
}
//
// P_CheckMeleeRange
//
doom_boolean P_CheckMeleeRange(mobj_t* actor)
{
mobj_t* pl;
fixed_t dist;
if (!actor->target)
return false;
pl = actor->target;
dist = P_AproxDistance(pl->x - actor->x, pl->y - actor->y);
if (dist >= MELEERANGE - 20 * FRACUNIT + pl->info->radius)
return false;
if (!P_CheckSight(actor, actor->target))
return false;
return true;
}
//
// P_CheckMissileRange
//
doom_boolean P_CheckMissileRange(mobj_t* actor)
{
fixed_t dist;
if (!P_CheckSight(actor, actor->target))
return false;
if (actor->flags & MF_JUSTHIT)
{
// the target just hit the enemy,
// so fight back!
actor->flags &= ~MF_JUSTHIT;
return true;
}
if (actor->reactiontime)
return false; // do not attack yet
// OPTIMIZE: get this from a global checksight
dist = P_AproxDistance(actor->x - actor->target->x,
actor->y - actor->target->y) - 64 * FRACUNIT;
if (!actor->info->meleestate)
dist -= 128 * FRACUNIT; // no melee attack, so fire more
dist >>= 16;
if (actor->type == MT_VILE)
{
if (dist > 14 * 64)
return false; // too far away
}
if (actor->type == MT_UNDEAD)
{
if (dist < 196)
return false; // close for fist attack
dist >>= 1;
}
if (actor->type == MT_CYBORG
|| actor->type == MT_SPIDER
|| actor->type == MT_SKULL)
{
dist >>= 1;
}
if (dist > 200)
dist = 200;
if (actor->type == MT_CYBORG && dist > 160)
dist = 160;
if (P_Random() < dist)
return false;
return true;
}
//
// P_Move
// Move in the current direction,
// returns false if the move is blocked.
//
doom_boolean P_Move(mobj_t* actor)
{
fixed_t tryx;
fixed_t tryy;
line_t* ld;
// warning: 'catch', 'throw', and 'try'
// are all C++ reserved words
doom_boolean try_ok;
doom_boolean good;
if (actor->movedir == DI_NODIR)
return false;
if ((unsigned)actor->movedir >= 8)
I_Error("Error: Weird actor->movedir!");
tryx = actor->x + actor->info->speed * xspeed[actor->movedir];
tryy = actor->y + actor->info->speed * yspeed[actor->movedir];
try_ok = P_TryMove(actor, tryx, tryy);
if (!try_ok)
{
// open any specials
if (actor->flags & MF_FLOAT && floatok)
{
// must adjust height
if (actor->z < tmfloorz)
actor->z += FLOATSPEED;
else
actor->z -= FLOATSPEED;
actor->flags |= MF_INFLOAT;
return true;
}
if (!numspechit)
return false;
actor->movedir = DI_NODIR;
good = false;
while (numspechit--)
{
ld = spechit[numspechit];
// if the special is not a door
// that can be opened,
// return false
if (P_UseSpecialLine(actor, ld, 0))
good = true;
}
return good;
}
else
{
actor->flags &= ~MF_INFLOAT;
}
if (!(actor->flags & MF_FLOAT))
actor->z = actor->floorz;
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.
//
doom_boolean P_TryWalk(mobj_t* actor)
{
if (!P_Move(actor))
{
return false;
}
actor->movecount = P_Random() & 15;
return true;
}
void P_NewChaseDir(mobj_t* actor)
{
fixed_t deltax;
fixed_t deltay;
dirtype_t d[3];
int tdir;
dirtype_t olddir;
dirtype_t turnaround;
if (!actor->target)
I_Error("Error: P_NewChaseDir: called with no target");
olddir = actor->movedir;
turnaround = opposite[olddir];
deltax = actor->target->x - actor->x;
deltay = actor->target->y - actor->y;
if (deltax > 10 * FRACUNIT)
d[1] = DI_EAST;
else if (deltax < -10 * FRACUNIT)
d[1] = DI_WEST;
else
d[1] = DI_NODIR;
if (deltay < -10 * FRACUNIT)
d[2] = DI_SOUTH;
else if (deltay > 10 * FRACUNIT)
d[2] = DI_NORTH;
else
d[2] = DI_NODIR;
// try direct route
if (d[1] != DI_NODIR
&& d[2] != DI_NODIR)
{
actor->movedir = diags[((deltay < 0) << 1) + (deltax > 0)];
if (actor->movedir != turnaround && P_TryWalk(actor))
return;
}
// try other directions
if (P_Random() > 200
|| doom_abs(deltay) > doom_abs(deltax))
{
tdir = d[1];
d[1] = d[2];
d[2] = tdir;
}
if (d[1] == turnaround)
d[1] = DI_NODIR;
if (d[2] == turnaround)
d[2] = DI_NODIR;
if (d[1] != DI_NODIR)
{
actor->movedir = d[1];
if (P_TryWalk(actor))
{
// either moved forward or attacked
return;
}
}
if (d[2] != DI_NODIR)
{
actor->movedir = d[2];
if (P_TryWalk(actor))
return;
}
// there is no direct path to the player,
// so pick another direction.
if (olddir != DI_NODIR)
{
actor->movedir = olddir;
if (P_TryWalk(actor))
return;
}
// randomly determine direction of search
if (P_Random() & 1)
{
for (tdir = DI_EAST;
tdir <= DI_SOUTHEAST;
tdir++)
{
if (tdir != turnaround)
{
actor->movedir = tdir;
if (P_TryWalk(actor))
return;
}
}
}
else
{
for (tdir = DI_SOUTHEAST;
tdir != (DI_EAST - 1);
tdir--)
{
if (tdir != turnaround)
{
actor->movedir = tdir;
if (P_TryWalk(actor))
return;
}
}
}
if (turnaround != DI_NODIR)
{
actor->movedir = turnaround;
if (P_TryWalk(actor))
return;
}
actor->movedir = DI_NODIR; // can not move
}
//
// P_LookForPlayers
// If allaround is false, only look 180 degrees in front.
// Returns true if a player is targeted.
//
doom_boolean P_LookForPlayers(mobj_t* actor, doom_boolean allaround)
{
int c;
int stop;
player_t* player;
sector_t* sector;
angle_t an;
fixed_t dist;
sector = actor->subsector->sector;
c = 0;
stop = (actor->lastlook - 1) & 3;
for (; ; actor->lastlook = (actor->lastlook + 1) & 3)
{
if (!playeringame[actor->lastlook])
continue;
if (c++ == 2
|| actor->lastlook == stop)
{
// done looking
return false;
}
player = &players[actor->lastlook];
if (player->health <= 0)
continue; // dead
if (!P_CheckSight(actor, player->mo))
continue; // out of sight
if (!allaround)
{
an = R_PointToAngle2(actor->x,
actor->y,
player->mo->x,
player->mo->y)
- actor->angle;
if (an > ANG90 && an < ANG270)
{
dist = P_AproxDistance(player->mo->x - actor->x,
player->mo->y - actor->y);
// if real close, react anyway
if (dist > MELEERANGE)
continue; // behind back
}
}
actor->target = player->mo;
return true;
}
return false;
}
//
// A_KeenDie
// DOOM II special, map 32.
// Uses special tag 666.
//
void A_KeenDie(mobj_t* mo)
{
thinker_t* th;
mobj_t* mo2;
line_t junk;
A_Fall(mo);
// scan the remaining thinkers
// to see if all Keens are dead
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t*)th;
if (mo2 != mo
&& mo2->type == mo->type
&& mo2->health > 0)
{
// other Keen not dead
return;
}
}
junk.tag = 666;
EV_DoDoor(&junk, door_open);
}
//
// ACTION ROUTINES
//
//
// A_Look
// Stay in state until a player is sighted.
//
void A_Look(mobj_t* actor)
{
mobj_t* targ;
actor->threshold = 0; // any shot will wake up
targ = actor->subsector->sector->soundtarget;
if (targ
&& (targ->flags & MF_SHOOTABLE))
{
actor->target = targ;
if (actor->flags & MF_AMBUSH)
{
if (P_CheckSight(actor, actor->target))
goto seeyou;
}
else
goto seeyou;
}
if (!P_LookForPlayers(actor, false))
return;
// go into chase state
seeyou:
if (actor->info->seesound)
{
int sound;
switch (actor->info->seesound)
{
case sfx_posit1:
case sfx_posit2:
case sfx_posit3:
sound = sfx_posit1 + P_Random() % 3;
break;
case sfx_bgsit1:
case sfx_bgsit2:
sound = sfx_bgsit1 + P_Random() % 2;
break;
default:
sound = actor->info->seesound;
break;
}
if (actor->type == MT_SPIDER
|| actor->type == MT_CYBORG)
{
// full volume
S_StartSound(0, sound);
}
else
S_StartSound(actor, sound);
}
P_SetMobjState(actor, actor->info->seestate);
}
//
// A_Chase
// Actor has a melee attack,
// so it tries to close as fast as possible
//
void A_Chase(mobj_t* actor)
{
int delta;
if (actor->reactiontime)
actor->reactiontime--;
// modify target threshold
if (actor->threshold)
{
if (!actor->target
|| actor->target->health <= 0)
{
actor->threshold = 0;
}
else
actor->threshold--;
}
// turn towards movement direction if not there yet
if (actor->movedir < 8)
{
actor->angle &= (7 << 29);
delta = actor->angle - (actor->movedir << 29);
if (delta > 0)
actor->angle -= ANG90 / 2;
else if (delta < 0)
actor->angle += ANG90 / 2;
}
if (!actor->target
|| !(actor->target->flags & MF_SHOOTABLE))
{
// look for a new target
if (P_LookForPlayers(actor, true))
return; // got a new target
P_SetMobjState(actor, actor->info->spawnstate);
return;
}
// do not attack twice in a row
if (actor->flags & MF_JUSTATTACKED)
{
actor->flags &= ~MF_JUSTATTACKED;
if (gameskill != sk_nightmare && !fastparm)
P_NewChaseDir(actor);
return;
}
// check for melee attack
if (actor->info->meleestate
&& P_CheckMeleeRange(actor))
{
if (actor->info->attacksound)
S_StartSound(actor, actor->info->attacksound);
P_SetMobjState(actor, actor->info->meleestate);
return;
}
// check for missile attack
if (actor->info->missilestate)
{
if (gameskill < sk_nightmare
&& !fastparm && actor->movecount)
{
goto nomissile;
}
if (!P_CheckMissileRange(actor))
goto nomissile;
P_SetMobjState(actor, actor->info->missilestate);
actor->flags |= MF_JUSTATTACKED;
return;
}
// ?
nomissile:
// possibly choose another target
if (netgame
&& !actor->threshold
&& !P_CheckSight(actor, actor->target))
{
if (P_LookForPlayers(actor, true))
return; // got a new target
}
// chase towards player
if (--actor->movecount < 0
|| !P_Move(actor))
{
P_NewChaseDir(actor);
}
// make active sound
if (actor->info->activesound
&& P_Random() < 3)
{
S_StartSound(actor, actor->info->activesound);
}
}
//
// A_FaceTarget
//
void A_FaceTarget(mobj_t* actor)
{
if (!actor->target)
return;
actor->flags &= ~MF_AMBUSH;
actor->angle = R_PointToAngle2(actor->x,
actor->y,
actor->target->x,
actor->target->y);
if (actor->target->flags & MF_SHADOW)
actor->angle += (P_Random() - P_Random()) << 21;
}
//
// A_PosAttack
//
void A_PosAttack(mobj_t* actor)
{
int angle;
int damage;
int slope;
if (!actor->target)
return;
A_FaceTarget(actor);
angle = actor->angle;
slope = P_AimLineAttack(actor, angle, MISSILERANGE);
S_StartSound(actor, sfx_pistol);
angle += (P_Random() - P_Random()) << 20;
damage = ((P_Random() % 5) + 1) * 3;
P_LineAttack(actor, angle, MISSILERANGE, slope, damage);
}
void A_SPosAttack(mobj_t* actor)
{
int i;
int angle;
int bangle;
int damage;
int slope;
if (!actor->target)
return;
S_StartSound(actor, sfx_shotgn);
A_FaceTarget(actor);
bangle = actor->angle;
slope = P_AimLineAttack(actor, bangle, MISSILERANGE);
for (i = 0; i < 3; i++)
{
angle = bangle + ((P_Random() - P_Random()) << 20);
damage = ((P_Random() % 5) + 1) * 3;
P_LineAttack(actor, angle, MISSILERANGE, slope, damage);
}
}
void A_CPosAttack(mobj_t* actor)
{
int angle;
int bangle;
int damage;
int slope;
if (!actor->target)
return;
S_StartSound(actor, sfx_shotgn);
A_FaceTarget(actor);
bangle = actor->angle;
slope = P_AimLineAttack(actor, bangle, MISSILERANGE);
angle = bangle + ((P_Random() - P_Random()) << 20);
damage = ((P_Random() % 5) + 1) * 3;
P_LineAttack(actor, angle, MISSILERANGE, slope, damage);
}
void A_CPosRefire(mobj_t* actor)
{
// keep firing unless target got out of sight
A_FaceTarget(actor);
if (P_Random() < 40)
return;
if (!actor->target
|| actor->target->health <= 0
|| !P_CheckSight(actor, actor->target))
{
P_SetMobjState(actor, actor->info->seestate);
}
}
void A_SpidRefire(mobj_t* actor)
{
// keep firing unless target got out of sight
A_FaceTarget(actor);
if (P_Random() < 10)
return;
if (!actor->target
|| actor->target->health <= 0
|| !P_CheckSight(actor, actor->target))
{
P_SetMobjState(actor, actor->info->seestate);
}
}
void A_BspiAttack(mobj_t* actor)
{
if (!actor->target)
return;
A_FaceTarget(actor);
// launch a missile
P_SpawnMissile(actor, actor->target, MT_ARACHPLAZ);
}
//
// A_TroopAttack
//
void A_TroopAttack(mobj_t* actor)
{
int damage;
if (!actor->target)
return;
A_FaceTarget(actor);
if (P_CheckMeleeRange(actor))
{
S_StartSound(actor, sfx_claw);
damage = (P_Random() % 8 + 1) * 3;
P_DamageMobj(actor->target, actor, actor, damage);
return;
}
// launch a missile
P_SpawnMissile(actor, actor->target, MT_TROOPSHOT);
}
void A_SargAttack(mobj_t* actor)
{
int damage;
if (!actor->target)
return;
A_FaceTarget(actor);
if (P_CheckMeleeRange(actor))
{
damage = ((P_Random() % 10) + 1) * 4;
P_DamageMobj(actor->target, actor, actor, damage);
}
}
void A_HeadAttack(mobj_t* actor)
{
int damage;
if (!actor->target)
return;
A_FaceTarget(actor);
if (P_CheckMeleeRange(actor))
{
damage = (P_Random() % 6 + 1) * 10;
P_DamageMobj(actor->target, actor, actor, damage);
return;
}
// launch a missile
P_SpawnMissile(actor, actor->target, MT_HEADSHOT);
}
void A_CyberAttack(mobj_t* actor)
{
if (!actor->target)
return;
A_FaceTarget(actor);
P_SpawnMissile(actor, actor->target, MT_ROCKET);
}
void A_BruisAttack(mobj_t* actor)
{
int damage;
if (!actor->target)
return;
if (P_CheckMeleeRange(actor))
{
S_StartSound(actor, sfx_claw);
damage = (P_Random() % 8 + 1) * 10;
P_DamageMobj(actor->target, actor, actor, damage);
return;
}
// launch a missile
P_SpawnMissile(actor, actor->target, MT_BRUISERSHOT);
}
//
// A_SkelMissile
//
void A_SkelMissile(mobj_t* actor)
{
mobj_t* mo;
if (!actor->target)
return;
A_FaceTarget(actor);
actor->z += 16 * FRACUNIT; // so missile spawns higher
mo = P_SpawnMissile(actor, actor->target, MT_TRACER);
actor->z -= 16 * FRACUNIT; // back to normal
mo->x += mo->momx;
mo->y += mo->momy;
mo->tracer = actor->target;
}
void A_Tracer(mobj_t* actor)
{
angle_t exact;
fixed_t dist;
fixed_t slope;
mobj_t* dest;
mobj_t* th;
if (gametic & 3)
return;
// spawn a puff of smoke behind the rocket
P_SpawnPuff(actor->x, actor->y, actor->z);
th = P_SpawnMobj(actor->x - actor->momx,
actor->y - actor->momy,
actor->z, MT_SMOKE);
th->momz = FRACUNIT;
th->tics -= P_Random() & 3;
if (th->tics < 1)
th->tics = 1;
// adjust direction
dest = actor->tracer;
if (!dest || dest->health <= 0)
return;
// change angle
exact = R_PointToAngle2(actor->x,
actor->y,
dest->x,
dest->y);
if (exact != actor->angle)
{
if (exact - actor->angle > 0x80000000)
{
actor->angle -= TRACEANGLE;
if (exact - actor->angle < 0x80000000)
actor->angle = exact;
}
else
{
actor->angle += TRACEANGLE;
if (exact - actor->angle > 0x80000000)
actor->angle = exact;
}
}
exact = actor->angle >> ANGLETOFINESHIFT;
actor->momx = FixedMul(actor->info->speed, finecosine[exact]);
actor->momy = FixedMul(actor->info->speed, finesine[exact]);
// change slope
dist = P_AproxDistance(dest->x - actor->x,
dest->y - actor->y);
dist = dist / actor->info->speed;
if (dist < 1)
dist = 1;
slope = (dest->z + 40 * FRACUNIT - actor->z) / dist;
if (slope < actor->momz)
actor->momz -= FRACUNIT / 8;
else
actor->momz += FRACUNIT / 8;
}
void A_SkelWhoosh(mobj_t* actor)
{
if (!actor->target)
return;
A_FaceTarget(actor);
S_StartSound(actor, sfx_skeswg);
}
void A_SkelFist(mobj_t* actor)
{
int damage;
if (!actor->target)
return;
A_FaceTarget(actor);
if (P_CheckMeleeRange(actor))
{
damage = ((P_Random() % 10) + 1) * 6;
S_StartSound(actor, sfx_skepch);
P_DamageMobj(actor->target, actor, actor, damage);
}
}
//
// PIT_VileCheck
// Detect a corpse that could be raised.
//
doom_boolean PIT_VileCheck(mobj_t* thing)
{
int maxdist;
doom_boolean check;
if (!(thing->flags & MF_CORPSE))
return true; // not a monster
if (thing->tics != -1)
return true; // not lying still yet
if (thing->info->raisestate == S_NULL)
return true; // monster doesn't have a raise state
maxdist = thing->info->radius + mobjinfo[MT_VILE].radius;
if (doom_abs(thing->x - viletryx) > maxdist
|| doom_abs(thing->y - viletryy) > maxdist)
return true; // not actually touching
corpsehit = thing;
corpsehit->momx = corpsehit->momy = 0;
corpsehit->height <<= 2;
check = P_CheckPosition(corpsehit, corpsehit->x, corpsehit->y);
corpsehit->height >>= 2;
if (!check)
return true; // doesn't fit here
return false; // got one, so stop checking
}
//
// A_VileChase
// Check for ressurecting a body
//
void A_VileChase(mobj_t* actor)
{
int xl;
int xh;
int yl;
int yh;
int bx;
int by;
mobjinfo_t* info;
mobj_t* temp;
if (actor->movedir != DI_NODIR)
{
// check for corpses to raise
viletryx =
actor->x + actor->info->speed * xspeed[actor->movedir];
viletryy =
actor->y + actor->info->speed * yspeed[actor->movedir];
xl = (viletryx - bmaporgx - MAXRADIUS * 2) >> MAPBLOCKSHIFT;
xh = (viletryx - bmaporgx + MAXRADIUS * 2) >> MAPBLOCKSHIFT;
yl = (viletryy - bmaporgy - MAXRADIUS * 2) >> MAPBLOCKSHIFT;
yh = (viletryy - bmaporgy + MAXRADIUS * 2) >> MAPBLOCKSHIFT;
vileobj = actor;
for (bx = xl; bx <= xh; bx++)
{
for (by = yl; by <= yh; by++)
{
// Call PIT_VileCheck to check
// whether object is a corpse
// that canbe raised.
if (!P_BlockThingsIterator(bx, by, PIT_VileCheck))
{
// got one!
temp = actor->target;
actor->target = corpsehit;
A_FaceTarget(actor);
actor->target = temp;
P_SetMobjState(actor, S_VILE_HEAL1);
S_StartSound(corpsehit, sfx_slop);
info = corpsehit->info;
P_SetMobjState(corpsehit, info->raisestate);
corpsehit->height <<= 2;
corpsehit->flags = info->flags;
corpsehit->health = info->spawnhealth;
corpsehit->target = 0;
return;
}
}
}
}
// Return to normal attack.
A_Chase(actor);
}
//
// A_VileStart
//
void A_VileStart(mobj_t* actor)
{
S_StartSound(actor, sfx_vilatk);
}
//
// A_Fire
// Keep fire in front of player unless out of sight
//
void A_StartFire(mobj_t* actor)
{
S_StartSound(actor, sfx_flamst);
A_Fire(actor);
}
void A_FireCrackle(mobj_t* actor)
{
S_StartSound(actor, sfx_flame);
A_Fire(actor);
}
void A_Fire(mobj_t* actor)
{
mobj_t* dest;
unsigned an;
dest = actor->tracer;
if (!dest)
return;
// don't move it if the vile lost sight
if (!P_CheckSight(actor->target, dest))
return;
an = dest->angle >> ANGLETOFINESHIFT;
P_UnsetThingPosition(actor);
actor->x = dest->x + FixedMul(24 * FRACUNIT, finecosine[an]);
actor->y = dest->y + FixedMul(24 * FRACUNIT, finesine[an]);
actor->z = dest->z;
P_SetThingPosition(actor);
}
//
// A_VileTarget
// Spawn the hellfire
//
void A_VileTarget(mobj_t* actor)
{
mobj_t* fog;
if (!actor->target)
return;
A_FaceTarget(actor);
fog = P_SpawnMobj(actor->target->x,
actor->target->x,
actor->target->z, MT_FIRE);
actor->tracer = fog;
fog->target = actor;
fog->tracer = actor->target;
A_Fire(fog);
}
//
// A_VileAttack
//
void A_VileAttack(mobj_t* actor)
{
mobj_t* fire;
int an;
if (!actor->target)
return;
A_FaceTarget(actor);
if (!P_CheckSight(actor, actor->target))
return;
S_StartSound(actor, sfx_barexp);
P_DamageMobj(actor->target, actor, actor, 20);
actor->target->momz = 1000 * FRACUNIT / actor->target->info->mass;
an = actor->angle >> ANGLETOFINESHIFT;
fire = actor->tracer;
if (!fire)
return;
// move the fire between the vile and the player
fire->x = actor->target->x - FixedMul(24 * FRACUNIT, finecosine[an]);
fire->y = actor->target->y - FixedMul(24 * FRACUNIT, finesine[an]);
P_RadiusAttack(fire, actor, 70);
}
//
// Mancubus attack,
// firing three missiles (bruisers)
// in three different directions?
// Doesn't look like it.
//
void A_FatRaise(mobj_t* actor)
{
A_FaceTarget(actor);
S_StartSound(actor, sfx_manatk);
}
void A_FatAttack1(mobj_t* actor)
{
mobj_t* mo;
int an;
A_FaceTarget(actor);
// Change direction to ...
actor->angle += FATSPREAD;
P_SpawnMissile(actor, actor->target, MT_FATSHOT);
mo = P_SpawnMissile(actor, actor->target, MT_FATSHOT);
mo->angle += FATSPREAD;
an = mo->angle >> ANGLETOFINESHIFT;
mo->momx = FixedMul(mo->info->speed, finecosine[an]);
mo->momy = FixedMul(mo->info->speed, finesine[an]);
}
void A_FatAttack2(mobj_t* actor)
{
mobj_t* mo;
int an;
A_FaceTarget(actor);
// Now here choose opposite deviation.
actor->angle -= FATSPREAD;
P_SpawnMissile(actor, actor->target, MT_FATSHOT);
mo = P_SpawnMissile(actor, actor->target, MT_FATSHOT);
mo->angle -= FATSPREAD * 2;
an = mo->angle >> ANGLETOFINESHIFT;
mo->momx = FixedMul(mo->info->speed, finecosine[an]);
mo->momy = FixedMul(mo->info->speed, finesine[an]);
}
void A_FatAttack3(mobj_t* actor)
{
mobj_t* mo;
int an;
A_FaceTarget(actor);
mo = P_SpawnMissile(actor, actor->target, MT_FATSHOT);
mo->angle -= FATSPREAD / 2;
an = mo->angle >> ANGLETOFINESHIFT;
mo->momx = FixedMul(mo->info->speed, finecosine[an]);
mo->momy = FixedMul(mo->info->speed, finesine[an]);
mo = P_SpawnMissile(actor, actor->target, MT_FATSHOT);
mo->angle += FATSPREAD / 2;
an = mo->angle >> ANGLETOFINESHIFT;
mo->momx = FixedMul(mo->info->speed, finecosine[an]);
mo->momy = FixedMul(mo->info->speed, finesine[an]);
}
//
// SkullAttack
// Fly at the player like a missile.
//
void A_SkullAttack(mobj_t* actor)
{
mobj_t* dest;
angle_t an;
int dist;
if (!actor->target)
return;
dest = actor->target;
actor->flags |= MF_SKULLFLY;
S_StartSound(actor, actor->info->attacksound);
A_FaceTarget(actor);
an = actor->angle >> ANGLETOFINESHIFT;
actor->momx = FixedMul(SKULLSPEED, finecosine[an]);
actor->momy = FixedMul(SKULLSPEED, finesine[an]);
dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y);
dist = dist / SKULLSPEED;
if (dist < 1)
dist = 1;
actor->momz = (dest->z + (dest->height >> 1) - actor->z) / dist;
}
//
// A_PainShootSkull
// Spawn a lost soul and launch it at the target
//
void A_PainShootSkull(mobj_t* actor, angle_t angle)
{
fixed_t x;
fixed_t y;
fixed_t z;
mobj_t* newmobj;
angle_t an;
int prestep;
int count;
thinker_t* currentthinker;
// count total number of skull currently on the level
count = 0;
currentthinker = thinkercap.next;
while (currentthinker != &thinkercap)
{
if ((currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
&& ((mobj_t*)currentthinker)->type == MT_SKULL)
count++;
currentthinker = currentthinker->next;
}
// if there are allready 20 skulls on the level,
// don't spit another one
if (count > 20)
return;
// okay, there's playe for another one
an = angle >> ANGLETOFINESHIFT;
prestep =
4 * FRACUNIT
+ 3 * (actor->info->radius + mobjinfo[MT_SKULL].radius) / 2;
x = actor->x + FixedMul(prestep, finecosine[an]);
y = actor->y + FixedMul(prestep, finesine[an]);
z = actor->z + 8 * FRACUNIT;
newmobj = P_SpawnMobj(x, y, z, MT_SKULL);
// Check for movements.
if (!P_TryMove(newmobj, newmobj->x, newmobj->y))
{
// kill it immediately
P_DamageMobj(newmobj, actor, actor, 10000);
return;
}
newmobj->target = actor->target;
A_SkullAttack(newmobj);
}
//
// A_PainAttack
// Spawn a lost soul and launch it at the target
//
void A_PainAttack(mobj_t* actor)
{
if (!actor->target)
return;
A_FaceTarget(actor);
A_PainShootSkull(actor, actor->angle);
}
void A_PainDie(mobj_t* actor)
{
A_Fall(actor);
A_PainShootSkull(actor, actor->angle + ANG90);
A_PainShootSkull(actor, actor->angle + ANG180);
A_PainShootSkull(actor, actor->angle + ANG270);
}
void A_Scream(mobj_t* actor)
{
int sound;
switch (actor->info->deathsound)
{
case 0:
return;
case sfx_podth1:
case sfx_podth2:
case sfx_podth3:
sound = sfx_podth1 + P_Random() % 3;
break;
case sfx_bgdth1:
case sfx_bgdth2:
sound = sfx_bgdth1 + P_Random() % 2;
break;
default:
sound = actor->info->deathsound;
break;
}
// Check for bosses.
if (actor->type == MT_SPIDER
|| actor->type == MT_CYBORG)
{
// full volume
S_StartSound(0, sound);
}
else
S_StartSound(actor, sound);
}
void A_XScream(mobj_t* actor)
{
S_StartSound(actor, sfx_slop);
}
void A_Pain(mobj_t* actor)
{
if (actor->info->painsound)
S_StartSound(actor, actor->info->painsound);
}
void A_Fall(mobj_t* actor)
{
// actor is on ground, it can be walked over
actor->flags &= ~MF_SOLID;
// So change this if corpse objects
// are meant to be obstacles.
}
//
// A_Explode
//
void A_Explode(mobj_t* thingy)
{
P_RadiusAttack(thingy, thingy->target, 128);
}
//
// A_BossDeath
// Possibly trigger special effects
// if on first boss level
//
void A_BossDeath(mobj_t* mo)
{
thinker_t* th;
mobj_t* mo2;
line_t junk;
int i;
if (gamemode == commercial)
{
if (gamemap != 7)
return;
if ((mo->type != MT_FATSO)
&& (mo->type != MT_BABY))
return;
}
else
{
switch (gameepisode)
{
case 1:
if (gamemap != 8)
return;
if (mo->type != MT_BRUISER)
return;
break;
case 2:
if (gamemap != 8)
return;
if (mo->type != MT_CYBORG)
return;
break;
case 3:
if (gamemap != 8)
return;
if (mo->type != MT_SPIDER)
return;
break;
case 4:
switch (gamemap)
{
case 6:
if (mo->type != MT_CYBORG)
return;
break;
case 8:
if (mo->type != MT_SPIDER)
return;
break;
default:
return;
break;
}
break;
default:
if (gamemap != 8)
return;
break;
}
}
// make sure there is a player alive for victory
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].health > 0)
break;
if (i == MAXPLAYERS)
return; // no one left alive, so do not end game
// scan the remaining thinkers to see
// if all bosses are dead
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t*)th;
if (mo2 != mo
&& mo2->type == mo->type
&& mo2->health > 0)
{
// other boss not dead
return;
}
}
// victory!
if (gamemode == commercial)
{
if (gamemap == 7)
{
if (mo->type == MT_FATSO)
{
junk.tag = 666;
EV_DoFloor(&junk, lowerFloorToLowest);
return;
}
if (mo->type == MT_BABY)
{
junk.tag = 667;
EV_DoFloor(&junk, raiseToTexture);
return;
}
}
}
else
{
switch (gameepisode)
{
case 1:
junk.tag = 666;
EV_DoFloor(&junk, lowerFloorToLowest);
return;
break;
case 4:
switch (gamemap)
{
case 6:
junk.tag = 666;
EV_DoDoor(&junk, blazeOpen);
return;
break;
case 8:
junk.tag = 666;
EV_DoFloor(&junk, lowerFloorToLowest);
return;
break;
}
}
}
G_ExitLevel();
}
void A_Hoof(mobj_t* mo)
{
S_StartSound(mo, sfx_hoof);
A_Chase(mo);
}
void A_Metal(mobj_t* mo)
{
S_StartSound(mo, sfx_metal);
A_Chase(mo);
}
void A_BabyMetal(mobj_t* mo)
{
S_StartSound(mo, sfx_bspwlk);
A_Chase(mo);
}
void A_OpenShotgun2(player_t* player, pspdef_t* psp)
{
S_StartSound(player->mo, sfx_dbopn);
}
void A_LoadShotgun2(player_t* player, pspdef_t* psp)
{
S_StartSound(player->mo, sfx_dbload);
}
void A_CloseShotgun2(player_t* player, pspdef_t* psp)
{
S_StartSound(player->mo, sfx_dbcls);
A_ReFire(player, psp);
}
void A_BrainAwake(mobj_t* mo)
{
thinker_t* thinker;
mobj_t* m;
// find all the target spots
numbraintargets = 0;
braintargeton = 0;
thinker = thinkercap.next;
for (thinker = thinkercap.next;
thinker != &thinkercap;
thinker = thinker->next)
{
if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
continue; // not a mobj
m = (mobj_t*)thinker;
if (m->type == MT_BOSSTARGET)
{
braintargets[numbraintargets] = m;
numbraintargets++;
}
}
S_StartSound(0, sfx_bossit);
}
void A_BrainPain(mobj_t* mo)
{
S_StartSound(0, sfx_bospn);
}
void A_BrainScream(mobj_t* mo)
{
int x;
int y;
int z;
mobj_t* th;
for (x = mo->x - 196 * FRACUNIT; x < mo->x + 320 * FRACUNIT; x += FRACUNIT * 8)
{
y = mo->y - 320 * FRACUNIT;
z = 128 + P_Random() * 2 * FRACUNIT;
th = P_SpawnMobj(x, y, z, MT_ROCKET);
th->momz = P_Random() * 512;
P_SetMobjState(th, S_BRAINEXPLODE1);
th->tics -= P_Random() & 7;
if (th->tics < 1)
th->tics = 1;
}
S_StartSound(0, sfx_bosdth);
}
void A_BrainExplode(mobj_t* mo)
{
int x;
int y;
int z;
mobj_t* th;
x = mo->x + (P_Random() - P_Random()) * 2048;
y = mo->y;
z = 128 + P_Random() * 2 * FRACUNIT;
th = P_SpawnMobj(x, y, z, MT_ROCKET);
th->momz = P_Random() * 512;
P_SetMobjState(th, S_BRAINEXPLODE1);
th->tics -= P_Random() & 7;
if (th->tics < 1)
th->tics = 1;
}
void A_BrainDie(mobj_t* mo)
{
G_ExitLevel();
}
void A_BrainSpit(mobj_t* mo)
{
mobj_t* targ;
mobj_t* newmobj;
static int easy = 0;
easy ^= 1;
if (gameskill <= sk_easy && (!easy))
return;
// shoot a cube at current target
targ = braintargets[braintargeton];
braintargeton = (braintargeton + 1) % numbraintargets;
// spawn brain missile
newmobj = P_SpawnMissile(mo, targ, MT_SPAWNSHOT);
newmobj->target = targ;
newmobj->reactiontime =
((targ->y - mo->y) / newmobj->momy) / newmobj->state->tics;
S_StartSound(0, sfx_bospit);
}
// travelling cube sound
void A_SpawnSound(mobj_t* mo)
{
S_StartSound(mo, sfx_boscub);
A_SpawnFly(mo);
}
void A_SpawnFly(mobj_t* mo)
{
mobj_t* newmobj;
mobj_t* fog;
mobj_t* targ;
int r;
mobjtype_t type;
if (--mo->reactiontime)
return; // still flying
targ = mo->target;
// First spawn teleport fog.
fog = P_SpawnMobj(targ->x, targ->y, targ->z, MT_SPAWNFIRE);
S_StartSound(fog, sfx_telept);
// Randomly select monster to spawn.
r = P_Random();
// Probability distribution (kind of :),
// decreasing likelihood.
if (r < 50)
type = MT_TROOP;
else if (r < 90)
type = MT_SERGEANT;
else if (r < 120)
type = MT_SHADOWS;
else if (r < 130)
type = MT_PAIN;
else if (r < 160)
type = MT_HEAD;
else if (r < 162)
type = MT_VILE;
else if (r < 172)
type = MT_UNDEAD;
else if (r < 192)
type = MT_BABY;
else if (r < 222)
type = MT_FATSO;
else if (r < 246)
type = MT_KNIGHT;
else
type = MT_BRUISER;
newmobj = P_SpawnMobj(targ->x, targ->y, targ->z, type);
if (P_LookForPlayers(newmobj, true))
P_SetMobjState(newmobj, newmobj->info->seestate);
// telefrag anything in this spot
P_TeleportMove(newmobj, newmobj->x, newmobj->y);
// remove self (i.e., cube).
P_RemoveMobj(mo);
}
void A_PlayerScream(mobj_t* mo)
{
// Default death sound.
int sound = sfx_pldeth;
if ((gamemode == commercial)
&& (mo->health < -50))
{
// IF THE PLAYER DIES
// LESS THAN -50% WITHOUT GIBBING
sound = sfx_pdiehi;
}
S_StartSound(mo, sound);
}