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298 | serge | 1 | // Emacs style mode select -*- C++ -*- |
2 | //----------------------------------------------------------------------------- |
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3 | // |
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4 | // $Id:$ |
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5 | // |
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6 | // Copyright (C) 1993-1996 by id Software, Inc. |
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7 | // |
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8 | // This source is available for distribution and/or modification |
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9 | // only under the terms of the DOOM Source Code License as |
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10 | // published by id Software. All rights reserved. |
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11 | // |
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12 | // The source is distributed in the hope that it will be useful, |
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13 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License |
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15 | // for more details. |
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16 | // |
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17 | // $Log:$ |
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18 | // |
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19 | // DESCRIPTION: |
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20 | // Enemy thinking, AI. |
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21 | // Action Pointer Functions |
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22 | // that are associated with states/frames. |
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23 | // |
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24 | //----------------------------------------------------------------------------- |
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25 | |||
26 | static const char |
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27 | rcsid[] = "$Id: p_enemy.c,v 1.5 1997/02/03 22:45:11 b1 Exp $"; |
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28 | |||
29 | #include |
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30 | |||
31 | #include "m_random.h" |
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32 | #include "i_system.h" |
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33 | |||
34 | #include "doomdef.h" |
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35 | #include "p_local.h" |
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36 | |||
37 | #include "s_sound.h" |
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38 | |||
39 | #include "g_game.h" |
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40 | |||
41 | // State. |
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42 | #include "doomstat.h" |
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43 | #include "r_state.h" |
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44 | |||
45 | // Data. |
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46 | #include "sounds.h" |
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47 | |||
48 | |||
49 | |||
50 | |||
51 | typedef enum |
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52 | { |
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53 | DI_EAST, |
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54 | DI_NORTHEAST, |
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55 | DI_NORTH, |
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56 | DI_NORTHWEST, |
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57 | DI_WEST, |
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58 | DI_SOUTHWEST, |
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59 | DI_SOUTH, |
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60 | DI_SOUTHEAST, |
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61 | DI_NODIR, |
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62 | NUMDIRS |
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63 | |||
64 | } dirtype_t; |
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65 | |||
66 | |||
67 | // |
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68 | // P_NewChaseDir related LUT. |
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69 | // |
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70 | dirtype_t opposite[] = |
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71 | { |
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72 | DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, |
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73 | DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR |
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74 | }; |
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75 | |||
76 | dirtype_t diags[] = |
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77 | { |
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78 | DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST |
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79 | }; |
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80 | |||
81 | |||
82 | |||
83 | |||
84 | |||
85 | void A_Fall (mobj_t *actor); |
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86 | |||
87 | |||
88 | // |
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89 | // ENEMY THINKING |
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90 | // Enemies are allways spawned |
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91 | // with targetplayer = -1, threshold = 0 |
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92 | // Most monsters are spawned unaware of all players, |
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93 | // but some can be made preaware |
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94 | // |
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95 | |||
96 | |||
97 | // |
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98 | // Called by P_NoiseAlert. |
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99 | // Recursively traverse adjacent sectors, |
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100 | // sound blocking lines cut off traversal. |
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101 | // |
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102 | |||
103 | mobj_t* soundtarget; |
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104 | |||
105 | void |
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106 | P_RecursiveSound |
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107 | ( sector_t* sec, |
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108 | int soundblocks ) |
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109 | { |
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110 | int i; |
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111 | line_t* check; |
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112 | sector_t* other; |
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113 | |||
114 | // wake up all monsters in this sector |
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115 | if (sec->validcount == validcount |
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116 | && sec->soundtraversed <= soundblocks+1) |
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117 | { |
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118 | return; // already flooded |
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119 | } |
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120 | |||
121 | sec->validcount = validcount; |
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122 | sec->soundtraversed = soundblocks+1; |
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123 | sec->soundtarget = soundtarget; |
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124 | |||
125 | for (i=0 ;i |
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126 | { |
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127 | check = sec->lines[i]; |
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128 | if (! (check->flags & ML_TWOSIDED) ) |
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129 | continue; |
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130 | |||
131 | P_LineOpening (check); |
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132 | |||
133 | if (openrange <= 0) |
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134 | continue; // closed door |
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135 | |||
136 | if ( sides[ check->sidenum[0] ].sector == sec) |
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137 | other = sides[ check->sidenum[1] ] .sector; |
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138 | else |
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139 | other = sides[ check->sidenum[0] ].sector; |
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140 | |||
141 | if (check->flags & ML_SOUNDBLOCK) |
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142 | { |
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143 | if (!soundblocks) |
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144 | P_RecursiveSound (other, 1); |
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145 | } |
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146 | else |
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147 | P_RecursiveSound (other, soundblocks); |
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148 | } |
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149 | } |
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150 | |||
151 | |||
152 | |||
153 | // |
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154 | // P_NoiseAlert |
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155 | // If a monster yells at a player, |
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156 | // it will alert other monsters to the player. |
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157 | // |
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158 | void |
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159 | P_NoiseAlert |
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160 | ( mobj_t* target, |
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161 | mobj_t* emmiter ) |
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162 | { |
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163 | soundtarget = target; |
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164 | validcount++; |
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165 | P_RecursiveSound (emmiter->subsector->sector, 0); |
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166 | } |
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167 | |||
168 | |||
169 | |||
170 | |||
171 | // |
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172 | // P_CheckMeleeRange |
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173 | // |
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174 | boolean P_CheckMeleeRange (mobj_t* actor) |
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175 | { |
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176 | mobj_t* pl; |
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177 | fixed_t dist; |
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178 | |||
179 | if (!actor->target) |
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180 | return false; |
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181 | |||
182 | pl = actor->target; |
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183 | dist = P_AproxDistance (pl->x-actor->x, pl->y-actor->y); |
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184 | |||
185 | if (dist >= MELEERANGE-20*FRACUNIT+pl->info->radius) |
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186 | return false; |
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187 | |||
188 | if (! P_CheckSight (actor, actor->target) ) |
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189 | return false; |
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190 | |||
191 | return true; |
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192 | } |
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193 | |||
194 | // |
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195 | // P_CheckMissileRange |
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196 | // |
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197 | boolean P_CheckMissileRange (mobj_t* actor) |
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198 | { |
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199 | fixed_t dist; |
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200 | |||
201 | if (! P_CheckSight (actor, actor->target) ) |
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202 | return false; |
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203 | |||
204 | if ( actor->flags & MF_JUSTHIT ) |
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205 | { |
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206 | // the target just hit the enemy, |
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207 | // so fight back! |
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208 | actor->flags &= ~MF_JUSTHIT; |
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209 | return true; |
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210 | } |
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211 | |||
212 | if (actor->reactiontime) |
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213 | return false; // do not attack yet |
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214 | |||
215 | // OPTIMIZE: get this from a global checksight |
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216 | dist = P_AproxDistance ( actor->x-actor->target->x, |
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217 | actor->y-actor->target->y) - 64*FRACUNIT; |
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218 | |||
219 | if (!actor->info->meleestate) |
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220 | dist -= 128*FRACUNIT; // no melee attack, so fire more |
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221 | |||
222 | dist >>= 16; |
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223 | |||
224 | if (actor->type == MT_VILE) |
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225 | { |
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226 | if (dist > 14*64) |
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227 | return false; // too far away |
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228 | } |
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229 | |||
230 | |||
231 | if (actor->type == MT_UNDEAD) |
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232 | { |
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233 | if (dist < 196) |
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234 | return false; // close for fist attack |
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235 | dist >>= 1; |
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236 | } |
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237 | |||
238 | |||
239 | if (actor->type == MT_CYBORG |
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240 | || actor->type == MT_SPIDER |
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241 | || actor->type == MT_SKULL) |
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242 | { |
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243 | dist >>= 1; |
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244 | } |
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245 | |||
246 | if (dist > 200) |
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247 | dist = 200; |
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248 | |||
249 | if (actor->type == MT_CYBORG && dist > 160) |
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250 | dist = 160; |
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251 | |||
252 | if (P_Random () < dist) |
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253 | return false; |
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254 | |||
255 | return true; |
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256 | } |
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257 | |||
258 | |||
259 | // |
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260 | // P_Move |
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261 | // Move in the current direction, |
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262 | // returns false if the move is blocked. |
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263 | // |
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264 | fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000}; |
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265 | fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000}; |
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266 | |||
267 | #define MAXSPECIALCROSS 8 |
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268 | |||
269 | extern line_t* spechit[MAXSPECIALCROSS]; |
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270 | extern int numspechit; |
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271 | |||
272 | boolean P_Move (mobj_t* actor) |
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273 | { |
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274 | fixed_t tryx; |
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275 | fixed_t tryy; |
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276 | |||
277 | line_t* ld; |
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278 | |||
279 | // warning: 'catch', 'throw', and 'try' |
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280 | // are all C++ reserved words |
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281 | boolean try_ok; |
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282 | boolean good; |
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283 | |||
284 | if (actor->movedir == DI_NODIR) |
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285 | return false; |
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286 | |||
287 | if ((unsigned)actor->movedir >= 8) |
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288 | I_Error ("Weird actor->movedir!"); |
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289 | |||
290 | tryx = actor->x + actor->info->speed*xspeed[actor->movedir]; |
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291 | tryy = actor->y + actor->info->speed*yspeed[actor->movedir]; |
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292 | |||
293 | try_ok = P_TryMove (actor, tryx, tryy); |
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294 | |||
295 | if (!try_ok) |
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296 | { |
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297 | // open any specials |
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298 | if (actor->flags & MF_FLOAT && floatok) |
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299 | { |
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300 | // must adjust height |
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301 | if (actor->z < tmfloorz) |
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302 | actor->z += FLOATSPEED; |
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303 | else |
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304 | actor->z -= FLOATSPEED; |
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305 | |||
306 | actor->flags |= MF_INFLOAT; |
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307 | return true; |
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308 | } |
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309 | |||
310 | if (!numspechit) |
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311 | return false; |
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312 | |||
313 | actor->movedir = DI_NODIR; |
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314 | good = false; |
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315 | while (numspechit--) |
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316 | { |
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317 | ld = spechit[numspechit]; |
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318 | // if the special is not a door |
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319 | // that can be opened, |
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320 | // return false |
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321 | if (P_UseSpecialLine (actor, ld,0)) |
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322 | good = true; |
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323 | } |
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324 | return good; |
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325 | } |
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326 | else |
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327 | { |
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328 | actor->flags &= ~MF_INFLOAT; |
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329 | } |
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330 | |||
331 | |||
332 | if (! (actor->flags & MF_FLOAT) ) |
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333 | actor->z = actor->floorz; |
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334 | return true; |
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335 | } |
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336 | |||
337 | |||
338 | // |
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339 | // TryWalk |
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340 | // Attempts to move actor on |
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341 | // in its current (ob->moveangle) direction. |
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342 | // If blocked by either a wall or an actor |
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343 | // returns FALSE |
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344 | // If move is either clear or blocked only by a door, |
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345 | // returns TRUE and sets... |
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346 | // If a door is in the way, |
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347 | // an OpenDoor call is made to start it opening. |
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348 | // |
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349 | boolean P_TryWalk (mobj_t* actor) |
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350 | { |
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351 | if (!P_Move (actor)) |
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352 | { |
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353 | return false; |
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354 | } |
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355 | |||
356 | actor->movecount = P_Random()&15; |
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357 | return true; |
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358 | } |
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359 | |||
360 | |||
361 | |||
362 | |||
363 | void P_NewChaseDir (mobj_t* actor) |
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364 | { |
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365 | fixed_t deltax; |
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366 | fixed_t deltay; |
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367 | |||
368 | dirtype_t d[3]; |
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369 | |||
370 | int tdir; |
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371 | dirtype_t olddir; |
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372 | |||
373 | dirtype_t turnaround; |
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374 | |||
375 | if (!actor->target) |
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376 | I_Error ("P_NewChaseDir: called with no target"); |
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377 | |||
378 | olddir = actor->movedir; |
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379 | turnaround=opposite[olddir]; |
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380 | |||
381 | deltax = actor->target->x - actor->x; |
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382 | deltay = actor->target->y - actor->y; |
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383 | |||
384 | if (deltax>10*FRACUNIT) |
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385 | d[1]= DI_EAST; |
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386 | else if (deltax<-10*FRACUNIT) |
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387 | d[1]= DI_WEST; |
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388 | else |
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389 | d[1]=DI_NODIR; |
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390 | |||
391 | if (deltay<-10*FRACUNIT) |
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392 | d[2]= DI_SOUTH; |
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393 | else if (deltay>10*FRACUNIT) |
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394 | d[2]= DI_NORTH; |
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395 | else |
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396 | d[2]=DI_NODIR; |
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397 | |||
398 | // try direct route |
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399 | if (d[1] != DI_NODIR |
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400 | && d[2] != DI_NODIR) |
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401 | { |
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402 | actor->movedir = diags[((deltay<0)<<1)+(deltax>0)]; |
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403 | if (actor->movedir != turnaround && P_TryWalk(actor)) |
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404 | return; |
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405 | } |
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406 | |||
407 | // try other directions |
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408 | if (P_Random() > 200 |
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409 | || abs(deltay)>abs(deltax)) |
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410 | { |
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411 | tdir=d[1]; |
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412 | d[1]=d[2]; |
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413 | d[2]=tdir; |
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414 | } |
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415 | |||
416 | if (d[1]==turnaround) |
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417 | d[1]=DI_NODIR; |
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418 | if (d[2]==turnaround) |
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419 | d[2]=DI_NODIR; |
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420 | |||
421 | if (d[1]!=DI_NODIR) |
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422 | { |
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423 | actor->movedir = d[1]; |
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424 | if (P_TryWalk(actor)) |
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425 | { |
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426 | // either moved forward or attacked |
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427 | return; |
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428 | } |
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429 | } |
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430 | |||
431 | if (d[2]!=DI_NODIR) |
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432 | { |
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433 | actor->movedir =d[2]; |
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434 | |||
435 | if (P_TryWalk(actor)) |
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436 | return; |
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437 | } |
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438 | |||
439 | // there is no direct path to the player, |
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440 | // so pick another direction. |
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441 | if (olddir!=DI_NODIR) |
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442 | { |
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443 | actor->movedir =olddir; |
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444 | |||
445 | if (P_TryWalk(actor)) |
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446 | return; |
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447 | } |
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448 | |||
449 | // randomly determine direction of search |
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450 | if (P_Random()&1) |
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451 | { |
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452 | for ( tdir=DI_EAST; |
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453 | tdir<=DI_SOUTHEAST; |
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454 | tdir++ ) |
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455 | { |
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456 | if (tdir!=turnaround) |
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457 | { |
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458 | actor->movedir =tdir; |
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459 | |||
460 | if ( P_TryWalk(actor) ) |
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461 | return; |
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462 | } |
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463 | } |
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464 | } |
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465 | else |
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466 | { |
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467 | for ( tdir=DI_SOUTHEAST; |
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468 | tdir != (DI_EAST-1); |
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469 | tdir-- ) |
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470 | { |
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471 | if (tdir!=turnaround) |
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472 | { |
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473 | actor->movedir =tdir; |
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474 | |||
475 | if ( P_TryWalk(actor) ) |
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476 | return; |
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477 | } |
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478 | } |
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479 | } |
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480 | |||
481 | if (turnaround != DI_NODIR) |
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482 | { |
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483 | actor->movedir =turnaround; |
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484 | if ( P_TryWalk(actor) ) |
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485 | return; |
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486 | } |
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487 | |||
488 | actor->movedir = DI_NODIR; // can not move |
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489 | } |
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490 | |||
491 | |||
492 | |||
493 | // |
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494 | // P_LookForPlayers |
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495 | // If allaround is false, only look 180 degrees in front. |
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496 | // Returns true if a player is targeted. |
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497 | // |
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498 | boolean |
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499 | P_LookForPlayers |
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500 | ( mobj_t* actor, |
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501 | boolean allaround ) |
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502 | { |
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503 | int c; |
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504 | int stop; |
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505 | player_t* player; |
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506 | sector_t* sector; |
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507 | angle_t an; |
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508 | fixed_t dist; |
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509 | |||
510 | sector = actor->subsector->sector; |
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511 | |||
512 | c = 0; |
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513 | stop = (actor->lastlook-1)&3; |
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514 | |||
515 | for ( ; ; actor->lastlook = (actor->lastlook+1)&3 ) |
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516 | { |
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517 | if (!playeringame[actor->lastlook]) |
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518 | continue; |
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519 | |||
520 | if (c++ == 2 |
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521 | || actor->lastlook == stop) |
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522 | { |
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523 | // done looking |
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524 | return false; |
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525 | } |
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526 | |||
527 | player = &players[actor->lastlook]; |
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528 | |||
529 | if (player->health <= 0) |
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530 | continue; // dead |
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531 | |||
532 | if (!P_CheckSight (actor, player->mo)) |
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533 | continue; // out of sight |
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534 | |||
535 | if (!allaround) |
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536 | { |
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537 | an = R_PointToAngle2 (actor->x, |
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538 | actor->y, |
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539 | player->mo->x, |
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540 | player->mo->y) |
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541 | - actor->angle; |
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542 | |||
543 | if (an > ANG90 && an < ANG270) |
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544 | { |
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545 | dist = P_AproxDistance (player->mo->x - actor->x, |
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546 | player->mo->y - actor->y); |
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547 | // if real close, react anyway |
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548 | if (dist > MELEERANGE) |
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549 | continue; // behind back |
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550 | } |
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551 | } |
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552 | |||
553 | actor->target = player->mo; |
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554 | return true; |
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555 | } |
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556 | |||
557 | return false; |
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558 | } |
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559 | |||
560 | |||
561 | // |
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562 | // A_KeenDie |
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563 | // DOOM II special, map 32. |
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564 | // Uses special tag 666. |
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565 | // |
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566 | void A_KeenDie (mobj_t* mo) |
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567 | { |
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568 | thinker_t* th; |
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569 | mobj_t* mo2; |
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570 | line_t junk; |
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571 | |||
572 | A_Fall (mo); |
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573 | |||
574 | // scan the remaining thinkers |
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575 | // to see if all Keens are dead |
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576 | for (th = thinkercap.next ; th != &thinkercap ; th=th->next) |
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577 | { |
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578 | if (th->function.acp1 != (actionf_p1)P_MobjThinker) |
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579 | continue; |
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580 | |||
581 | mo2 = (mobj_t *)th; |
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582 | if (mo2 != mo |
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583 | && mo2->type == mo->type |
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584 | && mo2->health > 0) |
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585 | { |
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586 | // other Keen not dead |
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587 | return; |
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588 | } |
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589 | } |
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590 | |||
591 | junk.tag = 666; |
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592 | EV_DoDoor(&junk,open); |
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593 | } |
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594 | |||
595 | |||
596 | // |
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597 | // ACTION ROUTINES |
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598 | // |
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599 | |||
600 | // |
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601 | // A_Look |
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602 | // Stay in state until a player is sighted. |
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603 | // |
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604 | void A_Look (mobj_t* actor) |
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605 | { |
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606 | mobj_t* targ; |
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607 | |||
608 | actor->threshold = 0; // any shot will wake up |
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609 | targ = actor->subsector->sector->soundtarget; |
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610 | |||
611 | if (targ |
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612 | && (targ->flags & MF_SHOOTABLE) ) |
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613 | { |
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614 | actor->target = targ; |
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615 | |||
616 | if ( actor->flags & MF_AMBUSH ) |
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617 | { |
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618 | if (P_CheckSight (actor, actor->target)) |
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619 | goto seeyou; |
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620 | } |
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621 | else |
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622 | goto seeyou; |
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623 | } |
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624 | |||
625 | |||
626 | if (!P_LookForPlayers (actor, false) ) |
||
627 | return; |
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628 | |||
629 | // go into chase state |
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630 | seeyou: |
||
631 | if (actor->info->seesound) |
||
632 | { |
||
633 | int sound; |
||
634 | |||
635 | switch (actor->info->seesound) |
||
636 | { |
||
637 | case sfx_posit1: |
||
638 | case sfx_posit2: |
||
639 | case sfx_posit3: |
||
640 | sound = sfx_posit1+P_Random()%3; |
||
641 | break; |
||
642 | |||
643 | case sfx_bgsit1: |
||
644 | case sfx_bgsit2: |
||
645 | sound = sfx_bgsit1+P_Random()%2; |
||
646 | break; |
||
647 | |||
648 | default: |
||
649 | sound = actor->info->seesound; |
||
650 | break; |
||
651 | } |
||
652 | |||
653 | if (actor->type==MT_SPIDER |
||
654 | || actor->type == MT_CYBORG) |
||
655 | { |
||
656 | // full volume |
||
657 | S_StartSound (NULL, sound); |
||
658 | } |
||
659 | else |
||
660 | S_StartSound (actor, sound); |
||
661 | } |
||
662 | |||
663 | P_SetMobjState (actor, actor->info->seestate); |
||
664 | } |
||
665 | |||
666 | |||
667 | // |
||
668 | // A_Chase |
||
669 | // Actor has a melee attack, |
||
670 | // so it tries to close as fast as possible |
||
671 | // |
||
672 | void A_Chase (mobj_t* actor) |
||
673 | { |
||
674 | int delta; |
||
675 | |||
676 | if (actor->reactiontime) |
||
677 | actor->reactiontime--; |
||
678 | |||
679 | |||
680 | // modify target threshold |
||
681 | if (actor->threshold) |
||
682 | { |
||
683 | if (!actor->target |
||
684 | || actor->target->health <= 0) |
||
685 | { |
||
686 | actor->threshold = 0; |
||
687 | } |
||
688 | else |
||
689 | actor->threshold--; |
||
690 | } |
||
691 | |||
692 | // turn towards movement direction if not there yet |
||
693 | if (actor->movedir < 8) |
||
694 | { |
||
695 | actor->angle &= (7<<29); |
||
696 | delta = actor->angle - (actor->movedir << 29); |
||
697 | |||
698 | if (delta > 0) |
||
699 | actor->angle -= ANG90/2; |
||
700 | else if (delta < 0) |
||
701 | actor->angle += ANG90/2; |
||
702 | } |
||
703 | |||
704 | if (!actor->target |
||
705 | || !(actor->target->flags&MF_SHOOTABLE)) |
||
706 | { |
||
707 | // look for a new target |
||
708 | if (P_LookForPlayers(actor,true)) |
||
709 | return; // got a new target |
||
710 | |||
711 | P_SetMobjState (actor, actor->info->spawnstate); |
||
712 | return; |
||
713 | } |
||
714 | |||
715 | // do not attack twice in a row |
||
716 | if (actor->flags & MF_JUSTATTACKED) |
||
717 | { |
||
718 | actor->flags &= ~MF_JUSTATTACKED; |
||
719 | if (gameskill != sk_nightmare && !fastparm) |
||
720 | P_NewChaseDir (actor); |
||
721 | return; |
||
722 | } |
||
723 | |||
724 | // check for melee attack |
||
725 | if (actor->info->meleestate |
||
726 | && P_CheckMeleeRange (actor)) |
||
727 | { |
||
728 | if (actor->info->attacksound) |
||
729 | S_StartSound (actor, actor->info->attacksound); |
||
730 | |||
731 | P_SetMobjState (actor, actor->info->meleestate); |
||
732 | return; |
||
733 | } |
||
734 | |||
735 | // check for missile attack |
||
736 | if (actor->info->missilestate) |
||
737 | { |
||
738 | if (gameskill < sk_nightmare |
||
739 | && !fastparm && actor->movecount) |
||
740 | { |
||
741 | goto nomissile; |
||
742 | } |
||
743 | |||
744 | if (!P_CheckMissileRange (actor)) |
||
745 | goto nomissile; |
||
746 | |||
747 | P_SetMobjState (actor, actor->info->missilestate); |
||
748 | actor->flags |= MF_JUSTATTACKED; |
||
749 | return; |
||
750 | } |
||
751 | |||
752 | // ? |
||
753 | nomissile: |
||
754 | // possibly choose another target |
||
755 | if (netgame |
||
756 | && !actor->threshold |
||
757 | && !P_CheckSight (actor, actor->target) ) |
||
758 | { |
||
759 | if (P_LookForPlayers(actor,true)) |
||
760 | return; // got a new target |
||
761 | } |
||
762 | |||
763 | // chase towards player |
||
764 | if (--actor->movecount<0 |
||
765 | || !P_Move (actor)) |
||
766 | { |
||
767 | P_NewChaseDir (actor); |
||
768 | } |
||
769 | |||
770 | // make active sound |
||
771 | if (actor->info->activesound |
||
772 | && P_Random () < 3) |
||
773 | { |
||
774 | S_StartSound (actor, actor->info->activesound); |
||
775 | } |
||
776 | } |
||
777 | |||
778 | |||
779 | // |
||
780 | // A_FaceTarget |
||
781 | // |
||
782 | void A_FaceTarget (mobj_t* actor) |
||
783 | { |
||
784 | if (!actor->target) |
||
785 | return; |
||
786 | |||
787 | actor->flags &= ~MF_AMBUSH; |
||
788 | |||
789 | actor->angle = R_PointToAngle2 (actor->x, |
||
790 | actor->y, |
||
791 | actor->target->x, |
||
792 | actor->target->y); |
||
793 | |||
794 | if (actor->target->flags & MF_SHADOW) |
||
795 | actor->angle += (P_Random()-P_Random())<<21; |
||
796 | } |
||
797 | |||
798 | |||
799 | // |
||
800 | // A_PosAttack |
||
801 | // |
||
802 | void A_PosAttack (mobj_t* actor) |
||
803 | { |
||
804 | int angle; |
||
805 | int damage; |
||
806 | int slope; |
||
807 | |||
808 | if (!actor->target) |
||
809 | return; |
||
810 | |||
811 | A_FaceTarget (actor); |
||
812 | angle = actor->angle; |
||
813 | slope = P_AimLineAttack (actor, angle, MISSILERANGE); |
||
814 | |||
815 | S_StartSound (actor, sfx_pistol); |
||
816 | angle += (P_Random()-P_Random())<<20; |
||
817 | damage = ((P_Random()%5)+1)*3; |
||
818 | P_LineAttack (actor, angle, MISSILERANGE, slope, damage); |
||
819 | } |
||
820 | |||
821 | void A_SPosAttack (mobj_t* actor) |
||
822 | { |
||
823 | int i; |
||
824 | int angle; |
||
825 | int bangle; |
||
826 | int damage; |
||
827 | int slope; |
||
828 | |||
829 | if (!actor->target) |
||
830 | return; |
||
831 | |||
832 | S_StartSound (actor, sfx_shotgn); |
||
833 | A_FaceTarget (actor); |
||
834 | bangle = actor->angle; |
||
835 | slope = P_AimLineAttack (actor, bangle, MISSILERANGE); |
||
836 | |||
837 | for (i=0 ; i<3 ; i++) |
||
838 | { |
||
839 | angle = bangle + ((P_Random()-P_Random())<<20); |
||
840 | damage = ((P_Random()%5)+1)*3; |
||
841 | P_LineAttack (actor, angle, MISSILERANGE, slope, damage); |
||
842 | } |
||
843 | } |
||
844 | |||
845 | void A_CPosAttack (mobj_t* actor) |
||
846 | { |
||
847 | int angle; |
||
848 | int bangle; |
||
849 | int damage; |
||
850 | int slope; |
||
851 | |||
852 | if (!actor->target) |
||
853 | return; |
||
854 | |||
855 | S_StartSound (actor, sfx_shotgn); |
||
856 | A_FaceTarget (actor); |
||
857 | bangle = actor->angle; |
||
858 | slope = P_AimLineAttack (actor, bangle, MISSILERANGE); |
||
859 | |||
860 | angle = bangle + ((P_Random()-P_Random())<<20); |
||
861 | damage = ((P_Random()%5)+1)*3; |
||
862 | P_LineAttack (actor, angle, MISSILERANGE, slope, damage); |
||
863 | } |
||
864 | |||
865 | void A_CPosRefire (mobj_t* actor) |
||
866 | { |
||
867 | // keep firing unless target got out of sight |
||
868 | A_FaceTarget (actor); |
||
869 | |||
870 | if (P_Random () < 40) |
||
871 | return; |
||
872 | |||
873 | if (!actor->target |
||
874 | || actor->target->health <= 0 |
||
875 | || !P_CheckSight (actor, actor->target) ) |
||
876 | { |
||
877 | P_SetMobjState (actor, actor->info->seestate); |
||
878 | } |
||
879 | } |
||
880 | |||
881 | |||
882 | void A_SpidRefire (mobj_t* actor) |
||
883 | { |
||
884 | // keep firing unless target got out of sight |
||
885 | A_FaceTarget (actor); |
||
886 | |||
887 | if (P_Random () < 10) |
||
888 | return; |
||
889 | |||
890 | if (!actor->target |
||
891 | || actor->target->health <= 0 |
||
892 | || !P_CheckSight (actor, actor->target) ) |
||
893 | { |
||
894 | P_SetMobjState (actor, actor->info->seestate); |
||
895 | } |
||
896 | } |
||
897 | |||
898 | void A_BspiAttack (mobj_t *actor) |
||
899 | { |
||
900 | if (!actor->target) |
||
901 | return; |
||
902 | |||
903 | A_FaceTarget (actor); |
||
904 | |||
905 | // launch a missile |
||
906 | P_SpawnMissile (actor, actor->target, MT_ARACHPLAZ); |
||
907 | } |
||
908 | |||
909 | |||
910 | // |
||
911 | // A_TroopAttack |
||
912 | // |
||
913 | void A_TroopAttack (mobj_t* actor) |
||
914 | { |
||
915 | int damage; |
||
916 | |||
917 | if (!actor->target) |
||
918 | return; |
||
919 | |||
920 | A_FaceTarget (actor); |
||
921 | if (P_CheckMeleeRange (actor)) |
||
922 | { |
||
923 | S_StartSound (actor, sfx_claw); |
||
924 | damage = (P_Random()%8+1)*3; |
||
925 | P_DamageMobj (actor->target, actor, actor, damage); |
||
926 | return; |
||
927 | } |
||
928 | |||
929 | |||
930 | // launch a missile |
||
931 | P_SpawnMissile (actor, actor->target, MT_TROOPSHOT); |
||
932 | } |
||
933 | |||
934 | |||
935 | void A_SargAttack (mobj_t* actor) |
||
936 | { |
||
937 | int damage; |
||
938 | |||
939 | if (!actor->target) |
||
940 | return; |
||
941 | |||
942 | A_FaceTarget (actor); |
||
943 | if (P_CheckMeleeRange (actor)) |
||
944 | { |
||
945 | damage = ((P_Random()%10)+1)*4; |
||
946 | P_DamageMobj (actor->target, actor, actor, damage); |
||
947 | } |
||
948 | } |
||
949 | |||
950 | void A_HeadAttack (mobj_t* actor) |
||
951 | { |
||
952 | int damage; |
||
953 | |||
954 | if (!actor->target) |
||
955 | return; |
||
956 | |||
957 | A_FaceTarget (actor); |
||
958 | if (P_CheckMeleeRange (actor)) |
||
959 | { |
||
960 | damage = (P_Random()%6+1)*10; |
||
961 | P_DamageMobj (actor->target, actor, actor, damage); |
||
962 | return; |
||
963 | } |
||
964 | |||
965 | // launch a missile |
||
966 | P_SpawnMissile (actor, actor->target, MT_HEADSHOT); |
||
967 | } |
||
968 | |||
969 | void A_CyberAttack (mobj_t* actor) |
||
970 | { |
||
971 | if (!actor->target) |
||
972 | return; |
||
973 | |||
974 | A_FaceTarget (actor); |
||
975 | P_SpawnMissile (actor, actor->target, MT_ROCKET); |
||
976 | } |
||
977 | |||
978 | |||
979 | void A_BruisAttack (mobj_t* actor) |
||
980 | { |
||
981 | int damage; |
||
982 | |||
983 | if (!actor->target) |
||
984 | return; |
||
985 | |||
986 | if (P_CheckMeleeRange (actor)) |
||
987 | { |
||
988 | S_StartSound (actor, sfx_claw); |
||
989 | damage = (P_Random()%8+1)*10; |
||
990 | P_DamageMobj (actor->target, actor, actor, damage); |
||
991 | return; |
||
992 | } |
||
993 | |||
994 | // launch a missile |
||
995 | P_SpawnMissile (actor, actor->target, MT_BRUISERSHOT); |
||
996 | } |
||
997 | |||
998 | |||
999 | // |
||
1000 | // A_SkelMissile |
||
1001 | // |
||
1002 | void A_SkelMissile (mobj_t* actor) |
||
1003 | { |
||
1004 | mobj_t* mo; |
||
1005 | |||
1006 | if (!actor->target) |
||
1007 | return; |
||
1008 | |||
1009 | A_FaceTarget (actor); |
||
1010 | actor->z += 16*FRACUNIT; // so missile spawns higher |
||
1011 | mo = P_SpawnMissile (actor, actor->target, MT_TRACER); |
||
1012 | actor->z -= 16*FRACUNIT; // back to normal |
||
1013 | |||
1014 | mo->x += mo->momx; |
||
1015 | mo->y += mo->momy; |
||
1016 | mo->tracer = actor->target; |
||
1017 | } |
||
1018 | |||
1019 | int TRACEANGLE = 0xc000000; |
||
1020 | |||
1021 | void A_Tracer (mobj_t* actor) |
||
1022 | { |
||
1023 | angle_t exact; |
||
1024 | fixed_t dist; |
||
1025 | fixed_t slope; |
||
1026 | mobj_t* dest; |
||
1027 | mobj_t* th; |
||
1028 | |||
1029 | if (gametic & 3) |
||
1030 | return; |
||
1031 | |||
1032 | // spawn a puff of smoke behind the rocket |
||
1033 | P_SpawnPuff (actor->x, actor->y, actor->z); |
||
1034 | |||
1035 | th = P_SpawnMobj (actor->x-actor->momx, |
||
1036 | actor->y-actor->momy, |
||
1037 | actor->z, MT_SMOKE); |
||
1038 | |||
1039 | th->momz = FRACUNIT; |
||
1040 | th->tics -= P_Random()&3; |
||
1041 | if (th->tics < 1) |
||
1042 | th->tics = 1; |
||
1043 | |||
1044 | // adjust direction |
||
1045 | dest = actor->tracer; |
||
1046 | |||
1047 | if (!dest || dest->health <= 0) |
||
1048 | return; |
||
1049 | |||
1050 | // change angle |
||
1051 | exact = R_PointToAngle2 (actor->x, |
||
1052 | actor->y, |
||
1053 | dest->x, |
||
1054 | dest->y); |
||
1055 | |||
1056 | if (exact != actor->angle) |
||
1057 | { |
||
1058 | if (exact - actor->angle > 0x80000000) |
||
1059 | { |
||
1060 | actor->angle -= TRACEANGLE; |
||
1061 | if (exact - actor->angle < 0x80000000) |
||
1062 | actor->angle = exact; |
||
1063 | } |
||
1064 | else |
||
1065 | { |
||
1066 | actor->angle += TRACEANGLE; |
||
1067 | if (exact - actor->angle > 0x80000000) |
||
1068 | actor->angle = exact; |
||
1069 | } |
||
1070 | } |
||
1071 | |||
1072 | exact = actor->angle>>ANGLETOFINESHIFT; |
||
1073 | actor->momx = FixedMul (actor->info->speed, finecosine[exact]); |
||
1074 | actor->momy = FixedMul (actor->info->speed, finesine[exact]); |
||
1075 | |||
1076 | // change slope |
||
1077 | dist = P_AproxDistance (dest->x - actor->x, |
||
1078 | dest->y - actor->y); |
||
1079 | |||
1080 | dist = dist / actor->info->speed; |
||
1081 | |||
1082 | if (dist < 1) |
||
1083 | dist = 1; |
||
1084 | slope = (dest->z+40*FRACUNIT - actor->z) / dist; |
||
1085 | |||
1086 | if (slope < actor->momz) |
||
1087 | actor->momz -= FRACUNIT/8; |
||
1088 | else |
||
1089 | actor->momz += FRACUNIT/8; |
||
1090 | } |
||
1091 | |||
1092 | |||
1093 | void A_SkelWhoosh (mobj_t* actor) |
||
1094 | { |
||
1095 | if (!actor->target) |
||
1096 | return; |
||
1097 | A_FaceTarget (actor); |
||
1098 | S_StartSound (actor,sfx_skeswg); |
||
1099 | } |
||
1100 | |||
1101 | void A_SkelFist (mobj_t* actor) |
||
1102 | { |
||
1103 | int damage; |
||
1104 | |||
1105 | if (!actor->target) |
||
1106 | return; |
||
1107 | |||
1108 | A_FaceTarget (actor); |
||
1109 | |||
1110 | if (P_CheckMeleeRange (actor)) |
||
1111 | { |
||
1112 | damage = ((P_Random()%10)+1)*6; |
||
1113 | S_StartSound (actor, sfx_skepch); |
||
1114 | P_DamageMobj (actor->target, actor, actor, damage); |
||
1115 | } |
||
1116 | } |
||
1117 | |||
1118 | |||
1119 | |||
1120 | // |
||
1121 | // PIT_VileCheck |
||
1122 | // Detect a corpse that could be raised. |
||
1123 | // |
||
1124 | mobj_t* corpsehit; |
||
1125 | mobj_t* vileobj; |
||
1126 | fixed_t viletryx; |
||
1127 | fixed_t viletryy; |
||
1128 | |||
1129 | boolean PIT_VileCheck (mobj_t* thing) |
||
1130 | { |
||
1131 | int maxdist; |
||
1132 | boolean check; |
||
1133 | |||
1134 | if (!(thing->flags & MF_CORPSE) ) |
||
1135 | return true; // not a monster |
||
1136 | |||
1137 | if (thing->tics != -1) |
||
1138 | return true; // not lying still yet |
||
1139 | |||
1140 | if (thing->info->raisestate == S_NULL) |
||
1141 | return true; // monster doesn't have a raise state |
||
1142 | |||
1143 | maxdist = thing->info->radius + mobjinfo[MT_VILE].radius; |
||
1144 | |||
1145 | if ( abs(thing->x - viletryx) > maxdist |
||
1146 | || abs(thing->y - viletryy) > maxdist ) |
||
1147 | return true; // not actually touching |
||
1148 | |||
1149 | corpsehit = thing; |
||
1150 | corpsehit->momx = corpsehit->momy = 0; |
||
1151 | corpsehit->height <<= 2; |
||
1152 | check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y); |
||
1153 | corpsehit->height >>= 2; |
||
1154 | |||
1155 | if (!check) |
||
1156 | return true; // doesn't fit here |
||
1157 | |||
1158 | return false; // got one, so stop checking |
||
1159 | } |
||
1160 | |||
1161 | |||
1162 | |||
1163 | // |
||
1164 | // A_VileChase |
||
1165 | // Check for ressurecting a body |
||
1166 | // |
||
1167 | void A_VileChase (mobj_t* actor) |
||
1168 | { |
||
1169 | int xl; |
||
1170 | int xh; |
||
1171 | int yl; |
||
1172 | int yh; |
||
1173 | |||
1174 | int bx; |
||
1175 | int by; |
||
1176 | |||
1177 | mobjinfo_t* info; |
||
1178 | mobj_t* temp; |
||
1179 | |||
1180 | if (actor->movedir != DI_NODIR) |
||
1181 | { |
||
1182 | // check for corpses to raise |
||
1183 | viletryx = |
||
1184 | actor->x + actor->info->speed*xspeed[actor->movedir]; |
||
1185 | viletryy = |
||
1186 | actor->y + actor->info->speed*yspeed[actor->movedir]; |
||
1187 | |||
1188 | xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT; |
||
1189 | xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT; |
||
1190 | yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT; |
||
1191 | yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT; |
||
1192 | |||
1193 | vileobj = actor; |
||
1194 | for (bx=xl ; bx<=xh ; bx++) |
||
1195 | { |
||
1196 | for (by=yl ; by<=yh ; by++) |
||
1197 | { |
||
1198 | // Call PIT_VileCheck to check |
||
1199 | // whether object is a corpse |
||
1200 | // that canbe raised. |
||
1201 | if (!P_BlockThingsIterator(bx,by,PIT_VileCheck)) |
||
1202 | { |
||
1203 | // got one! |
||
1204 | temp = actor->target; |
||
1205 | actor->target = corpsehit; |
||
1206 | A_FaceTarget (actor); |
||
1207 | actor->target = temp; |
||
1208 | |||
1209 | P_SetMobjState (actor, S_VILE_HEAL1); |
||
1210 | S_StartSound (corpsehit, sfx_slop); |
||
1211 | info = corpsehit->info; |
||
1212 | |||
1213 | P_SetMobjState (corpsehit,info->raisestate); |
||
1214 | corpsehit->height <<= 2; |
||
1215 | corpsehit->flags = info->flags; |
||
1216 | corpsehit->health = info->spawnhealth; |
||
1217 | corpsehit->target = NULL; |
||
1218 | |||
1219 | return; |
||
1220 | } |
||
1221 | } |
||
1222 | } |
||
1223 | } |
||
1224 | |||
1225 | // Return to normal attack. |
||
1226 | A_Chase (actor); |
||
1227 | } |
||
1228 | |||
1229 | |||
1230 | // |
||
1231 | // A_VileStart |
||
1232 | // |
||
1233 | void A_VileStart (mobj_t* actor) |
||
1234 | { |
||
1235 | S_StartSound (actor, sfx_vilatk); |
||
1236 | } |
||
1237 | |||
1238 | |||
1239 | // |
||
1240 | // A_Fire |
||
1241 | // Keep fire in front of player unless out of sight |
||
1242 | // |
||
1243 | void A_Fire (mobj_t* actor); |
||
1244 | |||
1245 | void A_StartFire (mobj_t* actor) |
||
1246 | { |
||
1247 | S_StartSound(actor,sfx_flamst); |
||
1248 | A_Fire(actor); |
||
1249 | } |
||
1250 | |||
1251 | void A_FireCrackle (mobj_t* actor) |
||
1252 | { |
||
1253 | S_StartSound(actor,sfx_flame); |
||
1254 | A_Fire(actor); |
||
1255 | } |
||
1256 | |||
1257 | void A_Fire (mobj_t* actor) |
||
1258 | { |
||
1259 | mobj_t* dest; |
||
1260 | unsigned an; |
||
1261 | |||
1262 | dest = actor->tracer; |
||
1263 | if (!dest) |
||
1264 | return; |
||
1265 | |||
1266 | // don't move it if the vile lost sight |
||
1267 | if (!P_CheckSight (actor->target, dest) ) |
||
1268 | return; |
||
1269 | |||
1270 | an = dest->angle >> ANGLETOFINESHIFT; |
||
1271 | |||
1272 | P_UnsetThingPosition (actor); |
||
1273 | actor->x = dest->x + FixedMul (24*FRACUNIT, finecosine[an]); |
||
1274 | actor->y = dest->y + FixedMul (24*FRACUNIT, finesine[an]); |
||
1275 | actor->z = dest->z; |
||
1276 | P_SetThingPosition (actor); |
||
1277 | } |
||
1278 | |||
1279 | |||
1280 | |||
1281 | // |
||
1282 | // A_VileTarget |
||
1283 | // Spawn the hellfire |
||
1284 | // |
||
1285 | void A_VileTarget (mobj_t* actor) |
||
1286 | { |
||
1287 | mobj_t* fog; |
||
1288 | |||
1289 | if (!actor->target) |
||
1290 | return; |
||
1291 | |||
1292 | A_FaceTarget (actor); |
||
1293 | |||
1294 | fog = P_SpawnMobj (actor->target->x, |
||
1295 | actor->target->x, |
||
1296 | actor->target->z, MT_FIRE); |
||
1297 | |||
1298 | actor->tracer = fog; |
||
1299 | fog->target = actor; |
||
1300 | fog->tracer = actor->target; |
||
1301 | A_Fire (fog); |
||
1302 | } |
||
1303 | |||
1304 | |||
1305 | |||
1306 | |||
1307 | // |
||
1308 | // A_VileAttack |
||
1309 | // |
||
1310 | void A_VileAttack (mobj_t* actor) |
||
1311 | { |
||
1312 | mobj_t* fire; |
||
1313 | int an; |
||
1314 | |||
1315 | if (!actor->target) |
||
1316 | return; |
||
1317 | |||
1318 | A_FaceTarget (actor); |
||
1319 | |||
1320 | if (!P_CheckSight (actor, actor->target) ) |
||
1321 | return; |
||
1322 | |||
1323 | S_StartSound (actor, sfx_barexp); |
||
1324 | P_DamageMobj (actor->target, actor, actor, 20); |
||
1325 | actor->target->momz = 1000*FRACUNIT/actor->target->info->mass; |
||
1326 | |||
1327 | an = actor->angle >> ANGLETOFINESHIFT; |
||
1328 | |||
1329 | fire = actor->tracer; |
||
1330 | |||
1331 | if (!fire) |
||
1332 | return; |
||
1333 | |||
1334 | // move the fire between the vile and the player |
||
1335 | fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]); |
||
1336 | fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]); |
||
1337 | P_RadiusAttack (fire, actor, 70 ); |
||
1338 | } |
||
1339 | |||
1340 | |||
1341 | |||
1342 | |||
1343 | // |
||
1344 | // Mancubus attack, |
||
1345 | // firing three missiles (bruisers) |
||
1346 | // in three different directions? |
||
1347 | // Doesn't look like it. |
||
1348 | // |
||
1349 | #define FATSPREAD (ANG90/8) |
||
1350 | |||
1351 | void A_FatRaise (mobj_t *actor) |
||
1352 | { |
||
1353 | A_FaceTarget (actor); |
||
1354 | S_StartSound (actor, sfx_manatk); |
||
1355 | } |
||
1356 | |||
1357 | |||
1358 | void A_FatAttack1 (mobj_t* actor) |
||
1359 | { |
||
1360 | mobj_t* mo; |
||
1361 | int an; |
||
1362 | |||
1363 | A_FaceTarget (actor); |
||
1364 | // Change direction to ... |
||
1365 | actor->angle += FATSPREAD; |
||
1366 | P_SpawnMissile (actor, actor->target, MT_FATSHOT); |
||
1367 | |||
1368 | mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT); |
||
1369 | mo->angle += FATSPREAD; |
||
1370 | an = mo->angle >> ANGLETOFINESHIFT; |
||
1371 | mo->momx = FixedMul (mo->info->speed, finecosine[an]); |
||
1372 | mo->momy = FixedMul (mo->info->speed, finesine[an]); |
||
1373 | } |
||
1374 | |||
1375 | void A_FatAttack2 (mobj_t* actor) |
||
1376 | { |
||
1377 | mobj_t* mo; |
||
1378 | int an; |
||
1379 | |||
1380 | A_FaceTarget (actor); |
||
1381 | // Now here choose opposite deviation. |
||
1382 | actor->angle -= FATSPREAD; |
||
1383 | P_SpawnMissile (actor, actor->target, MT_FATSHOT); |
||
1384 | |||
1385 | mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT); |
||
1386 | mo->angle -= FATSPREAD*2; |
||
1387 | an = mo->angle >> ANGLETOFINESHIFT; |
||
1388 | mo->momx = FixedMul (mo->info->speed, finecosine[an]); |
||
1389 | mo->momy = FixedMul (mo->info->speed, finesine[an]); |
||
1390 | } |
||
1391 | |||
1392 | void A_FatAttack3 (mobj_t* actor) |
||
1393 | { |
||
1394 | mobj_t* mo; |
||
1395 | int an; |
||
1396 | |||
1397 | A_FaceTarget (actor); |
||
1398 | |||
1399 | mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT); |
||
1400 | mo->angle -= FATSPREAD/2; |
||
1401 | an = mo->angle >> ANGLETOFINESHIFT; |
||
1402 | mo->momx = FixedMul (mo->info->speed, finecosine[an]); |
||
1403 | mo->momy = FixedMul (mo->info->speed, finesine[an]); |
||
1404 | |||
1405 | mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT); |
||
1406 | mo->angle += FATSPREAD/2; |
||
1407 | an = mo->angle >> ANGLETOFINESHIFT; |
||
1408 | mo->momx = FixedMul (mo->info->speed, finecosine[an]); |
||
1409 | mo->momy = FixedMul (mo->info->speed, finesine[an]); |
||
1410 | } |
||
1411 | |||
1412 | |||
1413 | // |
||
1414 | // SkullAttack |
||
1415 | // Fly at the player like a missile. |
||
1416 | // |
||
1417 | #define SKULLSPEED (20*FRACUNIT) |
||
1418 | |||
1419 | void A_SkullAttack (mobj_t* actor) |
||
1420 | { |
||
1421 | mobj_t* dest; |
||
1422 | angle_t an; |
||
1423 | int dist; |
||
1424 | |||
1425 | if (!actor->target) |
||
1426 | return; |
||
1427 | |||
1428 | dest = actor->target; |
||
1429 | actor->flags |= MF_SKULLFLY; |
||
1430 | |||
1431 | S_StartSound (actor, actor->info->attacksound); |
||
1432 | A_FaceTarget (actor); |
||
1433 | an = actor->angle >> ANGLETOFINESHIFT; |
||
1434 | actor->momx = FixedMul (SKULLSPEED, finecosine[an]); |
||
1435 | actor->momy = FixedMul (SKULLSPEED, finesine[an]); |
||
1436 | dist = P_AproxDistance (dest->x - actor->x, dest->y - actor->y); |
||
1437 | dist = dist / SKULLSPEED; |
||
1438 | |||
1439 | if (dist < 1) |
||
1440 | dist = 1; |
||
1441 | actor->momz = (dest->z+(dest->height>>1) - actor->z) / dist; |
||
1442 | } |
||
1443 | |||
1444 | |||
1445 | // |
||
1446 | // A_PainShootSkull |
||
1447 | // Spawn a lost soul and launch it at the target |
||
1448 | // |
||
1449 | void |
||
1450 | A_PainShootSkull |
||
1451 | ( mobj_t* actor, |
||
1452 | angle_t angle ) |
||
1453 | { |
||
1454 | fixed_t x; |
||
1455 | fixed_t y; |
||
1456 | fixed_t z; |
||
1457 | |||
1458 | mobj_t* newmobj; |
||
1459 | angle_t an; |
||
1460 | int prestep; |
||
1461 | int count; |
||
1462 | thinker_t* currentthinker; |
||
1463 | |||
1464 | // count total number of skull currently on the level |
||
1465 | count = 0; |
||
1466 | |||
1467 | currentthinker = thinkercap.next; |
||
1468 | while (currentthinker != &thinkercap) |
||
1469 | { |
||
1470 | if ( (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker) |
||
1471 | && ((mobj_t *)currentthinker)->type == MT_SKULL) |
||
1472 | count++; |
||
1473 | currentthinker = currentthinker->next; |
||
1474 | } |
||
1475 | |||
1476 | // if there are allready 20 skulls on the level, |
||
1477 | // don't spit another one |
||
1478 | if (count > 20) |
||
1479 | return; |
||
1480 | |||
1481 | |||
1482 | // okay, there's playe for another one |
||
1483 | an = angle >> ANGLETOFINESHIFT; |
||
1484 | |||
1485 | prestep = |
||
1486 | 4*FRACUNIT |
||
1487 | + 3*(actor->info->radius + mobjinfo[MT_SKULL].radius)/2; |
||
1488 | |||
1489 | x = actor->x + FixedMul (prestep, finecosine[an]); |
||
1490 | y = actor->y + FixedMul (prestep, finesine[an]); |
||
1491 | z = actor->z + 8*FRACUNIT; |
||
1492 | |||
1493 | newmobj = P_SpawnMobj (x , y, z, MT_SKULL); |
||
1494 | |||
1495 | // Check for movements. |
||
1496 | if (!P_TryMove (newmobj, newmobj->x, newmobj->y)) |
||
1497 | { |
||
1498 | // kill it immediately |
||
1499 | P_DamageMobj (newmobj,actor,actor,10000); |
||
1500 | return; |
||
1501 | } |
||
1502 | |||
1503 | newmobj->target = actor->target; |
||
1504 | A_SkullAttack (newmobj); |
||
1505 | } |
||
1506 | |||
1507 | |||
1508 | // |
||
1509 | // A_PainAttack |
||
1510 | // Spawn a lost soul and launch it at the target |
||
1511 | // |
||
1512 | void A_PainAttack (mobj_t* actor) |
||
1513 | { |
||
1514 | if (!actor->target) |
||
1515 | return; |
||
1516 | |||
1517 | A_FaceTarget (actor); |
||
1518 | A_PainShootSkull (actor, actor->angle); |
||
1519 | } |
||
1520 | |||
1521 | |||
1522 | void A_PainDie (mobj_t* actor) |
||
1523 | { |
||
1524 | A_Fall (actor); |
||
1525 | A_PainShootSkull (actor, actor->angle+ANG90); |
||
1526 | A_PainShootSkull (actor, actor->angle+ANG180); |
||
1527 | A_PainShootSkull (actor, actor->angle+ANG270); |
||
1528 | } |
||
1529 | |||
1530 | |||
1531 | |||
1532 | |||
1533 | |||
1534 | |||
1535 | void A_Scream (mobj_t* actor) |
||
1536 | { |
||
1537 | int sound; |
||
1538 | |||
1539 | switch (actor->info->deathsound) |
||
1540 | { |
||
1541 | case 0: |
||
1542 | return; |
||
1543 | |||
1544 | case sfx_podth1: |
||
1545 | case sfx_podth2: |
||
1546 | case sfx_podth3: |
||
1547 | sound = sfx_podth1 + P_Random ()%3; |
||
1548 | break; |
||
1549 | |||
1550 | case sfx_bgdth1: |
||
1551 | case sfx_bgdth2: |
||
1552 | sound = sfx_bgdth1 + P_Random ()%2; |
||
1553 | break; |
||
1554 | |||
1555 | default: |
||
1556 | sound = actor->info->deathsound; |
||
1557 | break; |
||
1558 | } |
||
1559 | |||
1560 | // Check for bosses. |
||
1561 | if (actor->type==MT_SPIDER |
||
1562 | || actor->type == MT_CYBORG) |
||
1563 | { |
||
1564 | // full volume |
||
1565 | S_StartSound (NULL, sound); |
||
1566 | } |
||
1567 | else |
||
1568 | S_StartSound (actor, sound); |
||
1569 | } |
||
1570 | |||
1571 | |||
1572 | void A_XScream (mobj_t* actor) |
||
1573 | { |
||
1574 | S_StartSound (actor, sfx_slop); |
||
1575 | } |
||
1576 | |||
1577 | void A_Pain (mobj_t* actor) |
||
1578 | { |
||
1579 | if (actor->info->painsound) |
||
1580 | S_StartSound (actor, actor->info->painsound); |
||
1581 | } |
||
1582 | |||
1583 | |||
1584 | |||
1585 | void A_Fall (mobj_t *actor) |
||
1586 | { |
||
1587 | // actor is on ground, it can be walked over |
||
1588 | actor->flags &= ~MF_SOLID; |
||
1589 | |||
1590 | // So change this if corpse objects |
||
1591 | // are meant to be obstacles. |
||
1592 | } |
||
1593 | |||
1594 | |||
1595 | // |
||
1596 | // A_Explode |
||
1597 | // |
||
1598 | void A_Explode (mobj_t* thingy) |
||
1599 | { |
||
1600 | P_RadiusAttack ( thingy, thingy->target, 128 ); |
||
1601 | } |
||
1602 | |||
1603 | |||
1604 | // |
||
1605 | // A_BossDeath |
||
1606 | // Possibly trigger special effects |
||
1607 | // if on first boss level |
||
1608 | // |
||
1609 | void A_BossDeath (mobj_t* mo) |
||
1610 | { |
||
1611 | thinker_t* th; |
||
1612 | mobj_t* mo2; |
||
1613 | line_t junk; |
||
1614 | int i; |
||
1615 | |||
1616 | if ( gamemode == commercial) |
||
1617 | { |
||
1618 | if (gamemap != 7) |
||
1619 | return; |
||
1620 | |||
1621 | if ((mo->type != MT_FATSO) |
||
1622 | && (mo->type != MT_BABY)) |
||
1623 | return; |
||
1624 | } |
||
1625 | else |
||
1626 | { |
||
1627 | switch(gameepisode) |
||
1628 | { |
||
1629 | case 1: |
||
1630 | if (gamemap != 8) |
||
1631 | return; |
||
1632 | |||
1633 | if (mo->type != MT_BRUISER) |
||
1634 | return; |
||
1635 | break; |
||
1636 | |||
1637 | case 2: |
||
1638 | if (gamemap != 8) |
||
1639 | return; |
||
1640 | |||
1641 | if (mo->type != MT_CYBORG) |
||
1642 | return; |
||
1643 | break; |
||
1644 | |||
1645 | case 3: |
||
1646 | if (gamemap != 8) |
||
1647 | return; |
||
1648 | |||
1649 | if (mo->type != MT_SPIDER) |
||
1650 | return; |
||
1651 | |||
1652 | break; |
||
1653 | |||
1654 | case 4: |
||
1655 | switch(gamemap) |
||
1656 | { |
||
1657 | case 6: |
||
1658 | if (mo->type != MT_CYBORG) |
||
1659 | return; |
||
1660 | break; |
||
1661 | |||
1662 | case 8: |
||
1663 | if (mo->type != MT_SPIDER) |
||
1664 | return; |
||
1665 | break; |
||
1666 | |||
1667 | default: |
||
1668 | return; |
||
1669 | break; |
||
1670 | } |
||
1671 | break; |
||
1672 | |||
1673 | default: |
||
1674 | if (gamemap != 8) |
||
1675 | return; |
||
1676 | break; |
||
1677 | } |
||
1678 | |||
1679 | } |
||
1680 | |||
1681 | |||
1682 | // make sure there is a player alive for victory |
||
1683 | for (i=0 ; i |
||
1684 | if (playeringame[i] && players[i].health > 0) |
||
1685 | break; |
||
1686 | |||
1687 | if (i==MAXPLAYERS) |
||
1688 | return; // no one left alive, so do not end game |
||
1689 | |||
1690 | // scan the remaining thinkers to see |
||
1691 | // if all bosses are dead |
||
1692 | for (th = thinkercap.next ; th != &thinkercap ; th=th->next) |
||
1693 | { |
||
1694 | if (th->function.acp1 != (actionf_p1)P_MobjThinker) |
||
1695 | continue; |
||
1696 | |||
1697 | mo2 = (mobj_t *)th; |
||
1698 | if (mo2 != mo |
||
1699 | && mo2->type == mo->type |
||
1700 | && mo2->health > 0) |
||
1701 | { |
||
1702 | // other boss not dead |
||
1703 | return; |
||
1704 | } |
||
1705 | } |
||
1706 | |||
1707 | // victory! |
||
1708 | if ( gamemode == commercial) |
||
1709 | { |
||
1710 | if (gamemap == 7) |
||
1711 | { |
||
1712 | if (mo->type == MT_FATSO) |
||
1713 | { |
||
1714 | junk.tag = 666; |
||
1715 | EV_DoFloor(&junk,lowerFloorToLowest); |
||
1716 | return; |
||
1717 | } |
||
1718 | |||
1719 | if (mo->type == MT_BABY) |
||
1720 | { |
||
1721 | junk.tag = 667; |
||
1722 | EV_DoFloor(&junk,raiseToTexture); |
||
1723 | return; |
||
1724 | } |
||
1725 | } |
||
1726 | } |
||
1727 | else |
||
1728 | { |
||
1729 | switch(gameepisode) |
||
1730 | { |
||
1731 | case 1: |
||
1732 | junk.tag = 666; |
||
1733 | EV_DoFloor (&junk, lowerFloorToLowest); |
||
1734 | return; |
||
1735 | break; |
||
1736 | |||
1737 | case 4: |
||
1738 | switch(gamemap) |
||
1739 | { |
||
1740 | case 6: |
||
1741 | junk.tag = 666; |
||
1742 | EV_DoDoor (&junk, blazeOpen); |
||
1743 | return; |
||
1744 | break; |
||
1745 | |||
1746 | case 8: |
||
1747 | junk.tag = 666; |
||
1748 | EV_DoFloor (&junk, lowerFloorToLowest); |
||
1749 | return; |
||
1750 | break; |
||
1751 | } |
||
1752 | } |
||
1753 | } |
||
1754 | |||
1755 | G_ExitLevel (); |
||
1756 | } |
||
1757 | |||
1758 | |||
1759 | void A_Hoof (mobj_t* mo) |
||
1760 | { |
||
1761 | S_StartSound (mo, sfx_hoof); |
||
1762 | A_Chase (mo); |
||
1763 | } |
||
1764 | |||
1765 | void A_Metal (mobj_t* mo) |
||
1766 | { |
||
1767 | S_StartSound (mo, sfx_metal); |
||
1768 | A_Chase (mo); |
||
1769 | } |
||
1770 | |||
1771 | void A_BabyMetal (mobj_t* mo) |
||
1772 | { |
||
1773 | S_StartSound (mo, sfx_bspwlk); |
||
1774 | A_Chase (mo); |
||
1775 | } |
||
1776 | |||
1777 | void |
||
1778 | A_OpenShotgun2 |
||
1779 | ( player_t* player, |
||
1780 | pspdef_t* psp ) |
||
1781 | { |
||
1782 | S_StartSound (player->mo, sfx_dbopn); |
||
1783 | } |
||
1784 | |||
1785 | void |
||
1786 | A_LoadShotgun2 |
||
1787 | ( player_t* player, |
||
1788 | pspdef_t* psp ) |
||
1789 | { |
||
1790 | S_StartSound (player->mo, sfx_dbload); |
||
1791 | } |
||
1792 | |||
1793 | void |
||
1794 | A_ReFire |
||
1795 | ( player_t* player, |
||
1796 | pspdef_t* psp ); |
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1797 | |||
1798 | void |
||
1799 | A_CloseShotgun2 |
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1800 | ( player_t* player, |
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1801 | pspdef_t* psp ) |
||
1802 | { |
||
1803 | S_StartSound (player->mo, sfx_dbcls); |
||
1804 | A_ReFire(player,psp); |
||
1805 | } |
||
1806 | |||
1807 | |||
1808 | |||
1809 | mobj_t* braintargets[32]; |
||
1810 | int numbraintargets; |
||
1811 | int braintargeton; |
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1812 | |||
1813 | void A_BrainAwake (mobj_t* mo) |
||
1814 | { |
||
1815 | thinker_t* thinker; |
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1816 | mobj_t* m; |
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1817 | |||
1818 | // find all the target spots |
||
1819 | numbraintargets = 0; |
||
1820 | braintargeton = 0; |
||
1821 | |||
1822 | thinker = thinkercap.next; |
||
1823 | for (thinker = thinkercap.next ; |
||
1824 | thinker != &thinkercap ; |
||
1825 | thinker = thinker->next) |
||
1826 | { |
||
1827 | if (thinker->function.acp1 != (actionf_p1)P_MobjThinker) |
||
1828 | continue; // not a mobj |
||
1829 | |||
1830 | m = (mobj_t *)thinker; |
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1831 | |||
1832 | if (m->type == MT_BOSSTARGET ) |
||
1833 | { |
||
1834 | braintargets[numbraintargets] = m; |
||
1835 | numbraintargets++; |
||
1836 | } |
||
1837 | } |
||
1838 | |||
1839 | S_StartSound (NULL,sfx_bossit); |
||
1840 | } |
||
1841 | |||
1842 | |||
1843 | void A_BrainPain (mobj_t* mo) |
||
1844 | { |
||
1845 | S_StartSound (NULL,sfx_bospn); |
||
1846 | } |
||
1847 | |||
1848 | |||
1849 | void A_BrainScream (mobj_t* mo) |
||
1850 | { |
||
1851 | int x; |
||
1852 | int y; |
||
1853 | int z; |
||
1854 | mobj_t* th; |
||
1855 | |||
1856 | for (x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8) |
||
1857 | { |
||
1858 | y = mo->y - 320*FRACUNIT; |
||
1859 | z = 128 + P_Random()*2*FRACUNIT; |
||
1860 | th = P_SpawnMobj (x,y,z, MT_ROCKET); |
||
1861 | th->momz = P_Random()*512; |
||
1862 | |||
1863 | P_SetMobjState (th, S_BRAINEXPLODE1); |
||
1864 | |||
1865 | th->tics -= P_Random()&7; |
||
1866 | if (th->tics < 1) |
||
1867 | th->tics = 1; |
||
1868 | } |
||
1869 | |||
1870 | S_StartSound (NULL,sfx_bosdth); |
||
1871 | } |
||
1872 | |||
1873 | |||
1874 | |||
1875 | void A_BrainExplode (mobj_t* mo) |
||
1876 | { |
||
1877 | int x; |
||
1878 | int y; |
||
1879 | int z; |
||
1880 | mobj_t* th; |
||
1881 | |||
1882 | x = mo->x + (P_Random () - P_Random ())*2048; |
||
1883 | y = mo->y; |
||
1884 | z = 128 + P_Random()*2*FRACUNIT; |
||
1885 | th = P_SpawnMobj (x,y,z, MT_ROCKET); |
||
1886 | th->momz = P_Random()*512; |
||
1887 | |||
1888 | P_SetMobjState (th, S_BRAINEXPLODE1); |
||
1889 | |||
1890 | th->tics -= P_Random()&7; |
||
1891 | if (th->tics < 1) |
||
1892 | th->tics = 1; |
||
1893 | } |
||
1894 | |||
1895 | |||
1896 | void A_BrainDie (mobj_t* mo) |
||
1897 | { |
||
1898 | G_ExitLevel (); |
||
1899 | } |
||
1900 | |||
1901 | void A_BrainSpit (mobj_t* mo) |
||
1902 | { |
||
1903 | mobj_t* targ; |
||
1904 | mobj_t* newmobj; |
||
1905 | |||
1906 | static int easy = 0; |
||
1907 | |||
1908 | easy ^= 1; |
||
1909 | if (gameskill <= sk_easy && (!easy)) |
||
1910 | return; |
||
1911 | |||
1912 | // shoot a cube at current target |
||
1913 | targ = braintargets[braintargeton]; |
||
1914 | braintargeton = (braintargeton+1)%numbraintargets; |
||
1915 | |||
1916 | // spawn brain missile |
||
1917 | newmobj = P_SpawnMissile (mo, targ, MT_SPAWNSHOT); |
||
1918 | newmobj->target = targ; |
||
1919 | newmobj->reactiontime = |
||
1920 | ((targ->y - mo->y)/newmobj->momy) / newmobj->state->tics; |
||
1921 | |||
1922 | S_StartSound(NULL, sfx_bospit); |
||
1923 | } |
||
1924 | |||
1925 | |||
1926 | |||
1927 | void A_SpawnFly (mobj_t* mo); |
||
1928 | |||
1929 | // travelling cube sound |
||
1930 | void A_SpawnSound (mobj_t* mo) |
||
1931 | { |
||
1932 | S_StartSound (mo,sfx_boscub); |
||
1933 | A_SpawnFly(mo); |
||
1934 | } |
||
1935 | |||
1936 | void A_SpawnFly (mobj_t* mo) |
||
1937 | { |
||
1938 | mobj_t* newmobj; |
||
1939 | mobj_t* fog; |
||
1940 | mobj_t* targ; |
||
1941 | int r; |
||
1942 | mobjtype_t type; |
||
1943 | |||
1944 | if (--mo->reactiontime) |
||
1945 | return; // still flying |
||
1946 | |||
1947 | targ = mo->target; |
||
1948 | |||
1949 | // First spawn teleport fog. |
||
1950 | fog = P_SpawnMobj (targ->x, targ->y, targ->z, MT_SPAWNFIRE); |
||
1951 | S_StartSound (fog, sfx_telept); |
||
1952 | |||
1953 | // Randomly select monster to spawn. |
||
1954 | r = P_Random (); |
||
1955 | |||
1956 | // Probability distribution (kind of :), |
||
1957 | // decreasing likelihood. |
||
1958 | if ( r<50 ) |
||
1959 | type = MT_TROOP; |
||
1960 | else if (r<90) |
||
1961 | type = MT_SERGEANT; |
||
1962 | else if (r<120) |
||
1963 | type = MT_SHADOWS; |
||
1964 | else if (r<130) |
||
1965 | type = MT_PAIN; |
||
1966 | else if (r<160) |
||
1967 | type = MT_HEAD; |
||
1968 | else if (r<162) |
||
1969 | type = MT_VILE; |
||
1970 | else if (r<172) |
||
1971 | type = MT_UNDEAD; |
||
1972 | else if (r<192) |
||
1973 | type = MT_BABY; |
||
1974 | else if (r<222) |
||
1975 | type = MT_FATSO; |
||
1976 | else if (r<246) |
||
1977 | type = MT_KNIGHT; |
||
1978 | else |
||
1979 | type = MT_BRUISER; |
||
1980 | |||
1981 | newmobj = P_SpawnMobj (targ->x, targ->y, targ->z, type); |
||
1982 | if (P_LookForPlayers (newmobj, true) ) |
||
1983 | P_SetMobjState (newmobj, newmobj->info->seestate); |
||
1984 | |||
1985 | // telefrag anything in this spot |
||
1986 | P_TeleportMove (newmobj, newmobj->x, newmobj->y); |
||
1987 | |||
1988 | // remove self (i.e., cube). |
||
1989 | P_RemoveMobj (mo); |
||
1990 | } |
||
1991 | |||
1992 | |||
1993 | |||
1994 | void A_PlayerScream (mobj_t* mo) |
||
1995 | { |
||
1996 | // Default death sound. |
||
1997 | int sound = sfx_pldeth; |
||
1998 | |||
1999 | if ( (gamemode == commercial) |
||
2000 | && (mo->health < -50)) |
||
2001 | { |
||
2002 | // IF THE PLAYER DIES |
||
2003 | // LESS THAN -50% WITHOUT GIBBING |
||
2004 | sound = sfx_pdiehi; |
||
2005 | } |
||
2006 | |||
2007 | S_StartSound (mo, sound); |
||
2008 | }>246) |