From 28f8d3e9b5794e188ccff1cc68c62be9001985b7 Mon Sep 17 00:00:00 2001 From: James Haley Date: Mon, 1 Feb 2010 18:15:40 +0000 Subject: Populated src/strife with copy of source files from src/doom - TODOs: needs own Makefile.am, and eventual removal of modules not used by Strife / addition of modules not sharable with Doom. Subversion-branch: /branches/strife-branch Subversion-revision: 1838 --- src/strife/p_enemy.c | 2022 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2022 insertions(+) create mode 100644 src/strife/p_enemy.c (limited to 'src/strife/p_enemy.c') diff --git a/src/strife/p_enemy.c b/src/strife/p_enemy.c new file mode 100644 index 00000000..10846d20 --- /dev/null +++ b/src/strife/p_enemy.c @@ -0,0 +1,2022 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 2005 Simon Howard +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. +// +// DESCRIPTION: +// Enemy thinking, AI. +// Action Pointer Functions +// that are associated with states/frames. +// +//----------------------------------------------------------------------------- + +#include +#include + +#include "m_random.h" +#include "i_system.h" + +#include "doomdef.h" +#include "p_local.h" + +#include "s_sound.h" + +#include "g_game.h" + +// State. +#include "doomstat.h" +#include "r_state.h" + +// Data. +#include "sounds.h" + + + + +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 +}; + + + + + +void A_Fall (mobj_t *actor); + + +// +// 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. +// + +mobj_t* soundtarget; + +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 ;ilinecount ; 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 +// +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 +// +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. +// +fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000}; +fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000}; + +#define MAXSPECIALCROSS 8 + +extern line_t* spechit[MAXSPECIALCROSS]; +extern int numspechit; + +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 + boolean try_ok; + boolean good; + + if (actor->movedir == DI_NODIR) + return false; + + if ((unsigned)actor->movedir >= 8) + I_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. +// +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 ("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 != (int) turnaround && P_TryWalk(actor)) + return; + } + + // try other directions + if (P_Random() > 200 + || abs(deltay)>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 != (int) turnaround) + { + actor->movedir =tdir; + + if ( P_TryWalk(actor) ) + return; + } + } + } + else + { + for ( tdir=DI_SOUTHEAST; + tdir != (DI_EAST-1); + tdir-- ) + { + if (tdir != (int) 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. +// +boolean +P_LookForPlayers +( mobj_t* actor, + 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,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 (NULL, 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; +} + +int TRACEANGLE = 0xc000000; + +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. +// +mobj_t* corpsehit; +mobj_t* vileobj; +fixed_t viletryx; +fixed_t viletryy; + +boolean PIT_VileCheck (mobj_t* thing) +{ + int maxdist; + 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 ( abs(thing->x - viletryx) > maxdist + || 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 = NULL; + + 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_Fire (mobj_t* actor); + +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; + mobj_t* target; + unsigned an; + + dest = actor->tracer; + if (!dest) + return; + + target = P_SubstNullMobj(actor->target); + + // don't move it if the vile lost sight + if (!P_CheckSight (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. +// +#define FATSPREAD (ANG90/8) + +void A_FatRaise (mobj_t *actor) +{ + A_FaceTarget (actor); + S_StartSound (actor, sfx_manatk); +} + + +void A_FatAttack1 (mobj_t* actor) +{ + mobj_t* mo; + mobj_t* target; + int an; + + A_FaceTarget (actor); + + // Change direction to ... + actor->angle += FATSPREAD; + target = P_SubstNullMobj(actor->target); + P_SpawnMissile (actor, target, MT_FATSHOT); + + mo = P_SpawnMissile (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; + mobj_t* target; + int an; + + A_FaceTarget (actor); + // Now here choose opposite deviation. + actor->angle -= FATSPREAD; + target = P_SubstNullMobj(actor->target); + P_SpawnMissile (actor, target, MT_FATSHOT); + + mo = P_SpawnMissile (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; + mobj_t* target; + int an; + + A_FaceTarget (actor); + + target = P_SubstNullMobj(actor->target); + + mo = P_SpawnMissile (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, 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. +// +#define SKULLSPEED (20*FRACUNIT) + +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 (NULL, 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); +} + +// Check whether the death of the specified monster type is allowed +// to trigger the end of episode special action. +// +// This behavior changed in v1.9, the most notable effect of which +// was to break uac_dead.wad + +static boolean CheckBossEnd(mobjtype_t motype) +{ + if (gameversion < exe_ultimate) + { + if (gamemap != 8) + { + return false; + } + + // Baron death on later episodes is nothing special. + + if (motype == MT_BRUISER && gameepisode != 1) + { + return false; + } + + return true; + } + else + { + // New logic that appeared in Ultimate Doom. + // Looks like the logic was overhauled while adding in the + // episode 4 support. Now bosses only trigger on their + // specific episode. + + switch(gameepisode) + { + case 1: + return gamemap == 8 && motype == MT_BRUISER; + + case 2: + return gamemap == 8 && motype == MT_CYBORG; + + case 3: + return gamemap == 8 && motype == MT_SPIDER; + + case 4: + return (gamemap == 6 && motype == MT_CYBORG) + || (gamemap == 8 && motype == MT_SPIDER); + + default: + return gamemap == 8; + } + } +} + +// +// 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 + { + if (!CheckBossEnd(mo->type)) + { + return; + } + } + + // make sure there is a player alive for victory + for (i=0 ; i 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_ReFire +( player_t* player, + pspdef_t* psp ); + +void +A_CloseShotgun2 +( player_t* player, + pspdef_t* psp ) +{ + S_StartSound (player->mo, sfx_dbcls); + A_ReFire(player,psp); +} + + + +mobj_t* braintargets[32]; +int numbraintargets; +int braintargeton = 0; + +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 (NULL,sfx_bossit); +} + + +void A_BrainPain (mobj_t* mo) +{ + S_StartSound (NULL,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 (NULL,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(NULL, sfx_bospit); +} + + + +void A_SpawnFly (mobj_t* mo); + +// 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 = P_SubstNullMobj(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); +} -- cgit v1.2.3