ref: 6537d7e90c48d76eb982701de8d0af6feb147fd0
dir: /src/heretic/p_enemy.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2008 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.
//
//-----------------------------------------------------------------------------
// P_enemy.c
#include <stdlib.h>
#include "doomdef.h"
#include "i_system.h"
#include "i_timer.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "v_video.h"
// Macros
#define MAX_BOSS_SPOTS 8
// Types
typedef struct
{
fixed_t x;
fixed_t y;
angle_t angle;
} BossSpot_t;
// Private Data
static int BossSpotCount;
static BossSpot_t BossSpots[MAX_BOSS_SPOTS];
//----------------------------------------------------------------------------
//
// PROC P_InitMonsters
//
// Called at level load.
//
//----------------------------------------------------------------------------
void P_InitMonsters(void)
{
BossSpotCount = 0;
}
//----------------------------------------------------------------------------
//
// PROC P_AddBossSpot
//
//----------------------------------------------------------------------------
void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle)
{
if (BossSpotCount == MAX_BOSS_SPOTS)
{
I_Error("Too many boss spots.");
}
BossSpots[BossSpotCount].x = x;
BossSpots[BossSpotCount].y = y;
BossSpots[BossSpotCount].angle = angle;
BossSpotCount++;
}
//----------------------------------------------------------------------------
//
// PROC P_RecursiveSound
//
//----------------------------------------------------------------------------
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)
{ // Already flooded
return;
}
sec->validcount = validcount;
sec->soundtraversed = soundblocks + 1;
sec->soundtarget = soundtarget;
for (i = 0; i < sec->linecount; i++)
{
check = sec->lines[i];
if (!(check->flags & ML_TWOSIDED))
{
continue;
}
P_LineOpening(check);
if (openrange <= 0)
{ // Closed door
continue;
}
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);
}
}
}
//----------------------------------------------------------------------------
//
// PROC 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);
}
//----------------------------------------------------------------------------
//
// FUNC P_CheckMeleeRange
//
//----------------------------------------------------------------------------
boolean P_CheckMeleeRange(mobj_t * actor)
{
mobj_t *mo;
fixed_t dist;
if (!actor->target)
{
return (false);
}
mo = actor->target;
dist = P_AproxDistance(mo->x - actor->x, mo->y - actor->y);
if (dist >= MELEERANGE)
{
return (false);
}
if (!P_CheckSight(actor, mo))
{
return (false);
}
if (mo->z > actor->z + actor->height)
{ // Target is higher than the attacker
return (false);
}
else if (actor->z > mo->z + mo->height)
{ // Attacker is higher
return (false);
}
return (true);
}
//----------------------------------------------------------------------------
//
// FUNC 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)
{ // Don't attack yet
return (false);
}
dist = (P_AproxDistance(actor->x - actor->target->x,
actor->y - actor->target->y) >> FRACBITS) - 64;
if (!actor->info->meleestate)
{ // No melee attack, so fire more frequently
dist -= 128;
}
if (actor->type == MT_IMP)
{ // Imp's fly attack from far away
dist >>= 1;
}
if (dist > 200)
{
dist = 200;
}
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, tryy;
line_t *ld;
boolean good;
if (actor->movedir == DI_NODIR)
{
return (false);
}
tryx = actor->x + actor->info->speed * xspeed[actor->movedir];
tryy = actor->y + actor->info->speed * yspeed[actor->movedir];
if (!P_TryMove(actor, tryx, tryy))
{ // 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 isn't a door that can be opened, return false
if (P_UseSpecialLine(actor, ld))
{
good = true;
}
}
return (good);
}
else
{
actor->flags &= ~MF_INFLOAT;
}
if (!(actor->flags & MF_FLOAT))
{
if (actor->z > actor->floorz)
{
P_HitFloor(actor);
}
actor->z = actor->floorz;
}
return (true);
}
//----------------------------------------------------------------------------
//
// FUNC P_TryWalk
//
// Attempts to move actor in its current (ob->moveangle) direction.
// If blocked by either a wall or an actor returns FALSE.
// If move is either clear of block 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);
}
/*
================
=
= P_NewChaseDir
=
================
*/
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 P_NewChaseDir(mobj_t * actor)
{
fixed_t deltax, deltay;
dirtype_t d[3];
dirtype_t tdir, olddir, 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 != 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))
return; /*either moved forward or attacked */
}
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;
}
if (P_Random() & 1) /*randomly determine direction of search */
{
for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++)
{
if (tdir != turnaround)
{
actor->movedir = tdir;
if (P_TryWalk(actor))
return;
}
}
}
else
{
// Iterate over all movedirs.
tdir = DI_SOUTHEAST;
for (;;)
{
if (tdir != turnaround)
{
actor->movedir = tdir;
if (P_TryWalk(actor))
return;
}
if (tdir == DI_EAST)
{
break;
}
--tdir;
}
}
if (turnaround != DI_NODIR)
{
actor->movedir = turnaround;
if (P_TryWalk(actor))
return;
}
actor->movedir = DI_NODIR; // can't move
}
//---------------------------------------------------------------------------
//
// FUNC P_LookForMonsters
//
//---------------------------------------------------------------------------
#define MONS_LOOK_RANGE (20*64*FRACUNIT)
#define MONS_LOOK_LIMIT 64
boolean P_LookForMonsters(mobj_t * actor)
{
int count;
mobj_t *mo;
thinker_t *think;
if (!P_CheckSight(players[0].mo, actor))
{ // Player can't see monster
return (false);
}
count = 0;
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function != P_MobjThinker)
{ // Not a mobj thinker
continue;
}
mo = (mobj_t *) think;
if (!(mo->flags & MF_COUNTKILL) || (mo == actor) || (mo->health <= 0))
{ // Not a valid monster
continue;
}
if (P_AproxDistance(actor->x - mo->x, actor->y - mo->y)
> MONS_LOOK_RANGE)
{ // Out of range
continue;
}
if (P_Random() < 16)
{ // Skip
continue;
}
if (count++ > MONS_LOOK_LIMIT)
{ // Stop searching
return (false);
}
if (!P_CheckSight(actor, mo))
{ // Out of sight
continue;
}
// Found a target monster
actor->target = mo;
return (true);
}
return (false);
}
/*
================
=
= 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;
angle_t an;
fixed_t dist;
if (!netgame && players[0].health <= 0)
{ // Single player game and player is dead, look for monsters
return (P_LookForMonsters(actor));
}
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)
return false; // done looking
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
}
}
if (player->mo->flags & MF_SHADOW)
{ // Player is invisible
if ((P_AproxDistance(player->mo->x - actor->x,
player->mo->y - actor->y) > 2 * MELEERANGE)
&& P_AproxDistance(player->mo->momx, player->mo->momy)
< 5 * FRACUNIT)
{ // Player is sneaking - can't detect
return (false);
}
if (P_Random() < 225)
{ // Player isn't sneaking, but still didn't detect
return (false);
}
}
actor->target = player->mo;
return (true);
}
return (false);
}
/*
===============================================================================
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;
}
*/
sound = actor->info->seesound;
if (actor->flags2 & MF2_BOSS)
{ // 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)
{
actor->threshold--;
}
if (gameskill == sk_nightmare)
{ // Monsters move faster in nightmare mode
actor->tics -= actor->tics / 2;
if (actor->tics < 3)
{
actor->tics = 3;
}
}
//
// 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))
{ // got a new target
return;
}
P_SetMobjState(actor, actor->info->spawnstate);
return;
}
//
// don't attack twice in a row
//
if (actor->flags & MF_JUSTATTACKED)
{
actor->flags &= ~MF_JUSTATTACKED;
if (gameskill != sk_nightmare)
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 && 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)
{
if (actor->type == MT_WIZARD && P_Random() < 128)
{
S_StartSound(actor, actor->info->seesound);
}
else if (actor->type == MT_SORCERER2)
{
S_StartSound(NULL, actor->info->activesound);
}
else
{
S_StartSound(actor, actor->info->activesound);
}
}
}
//----------------------------------------------------------------------------
//
// PROC 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)
{ // Target is a ghost
actor->angle += (P_Random() - P_Random()) << 21;
}
}
//----------------------------------------------------------------------------
//
// PROC A_Pain
//
//----------------------------------------------------------------------------
void A_Pain(mobj_t * actor)
{
if (actor->info->painsound)
{
S_StartSound(actor, actor->info->painsound);
}
}
//----------------------------------------------------------------------------
//
// PROC A_DripBlood
//
//----------------------------------------------------------------------------
void A_DripBlood(mobj_t * actor)
{
mobj_t *mo;
mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 11),
actor->y + ((P_Random() - P_Random()) << 11), actor->z,
MT_BLOOD);
mo->momx = (P_Random() - P_Random()) << 10;
mo->momy = (P_Random() - P_Random()) << 10;
mo->flags2 |= MF2_LOGRAV;
}
//----------------------------------------------------------------------------
//
// PROC A_KnightAttack
//
//----------------------------------------------------------------------------
void A_KnightAttack(mobj_t * actor)
{
if (!actor->target)
{
return;
}
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, HITDICE(3));
S_StartSound(actor, sfx_kgtat2);
return;
}
// Throw axe
S_StartSound(actor, actor->info->attacksound);
if (actor->type == MT_KNIGHTGHOST || P_Random() < 40)
{ // Red axe
P_SpawnMissile(actor, actor->target, MT_REDAXE);
return;
}
// Green axe
P_SpawnMissile(actor, actor->target, MT_KNIGHTAXE);
}
//----------------------------------------------------------------------------
//
// PROC A_ImpExplode
//
//----------------------------------------------------------------------------
void A_ImpExplode(mobj_t * actor)
{
mobj_t *mo;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_IMPCHUNK1);
mo->momx = (P_Random() - P_Random()) << 10;
mo->momy = (P_Random() - P_Random()) << 10;
mo->momz = 9 * FRACUNIT;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_IMPCHUNK2);
mo->momx = (P_Random() - P_Random()) << 10;
mo->momy = (P_Random() - P_Random()) << 10;
mo->momz = 9 * FRACUNIT;
if (actor->special1.i == 666)
{ // Extreme death crash
P_SetMobjState(actor, S_IMP_XCRASH1);
}
}
//----------------------------------------------------------------------------
//
// PROC A_BeastPuff
//
//----------------------------------------------------------------------------
void A_BeastPuff(mobj_t * actor)
{
if (P_Random() > 64)
{
P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 10),
actor->y + ((P_Random() - P_Random()) << 10),
actor->z + ((P_Random() - P_Random()) << 10), MT_PUFFY);
}
}
//----------------------------------------------------------------------------
//
// PROC A_ImpMeAttack
//
//----------------------------------------------------------------------------
void A_ImpMeAttack(mobj_t * actor)
{
if (!actor->target)
{
return;
}
S_StartSound(actor, actor->info->attacksound);
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, 5 + (P_Random() & 7));
}
}
//----------------------------------------------------------------------------
//
// PROC A_ImpMsAttack
//
//----------------------------------------------------------------------------
void A_ImpMsAttack(mobj_t * actor)
{
mobj_t *dest;
angle_t an;
int dist;
if (!actor->target || P_Random() > 64)
{
P_SetMobjState(actor, actor->info->seestate);
return;
}
dest = actor->target;
actor->flags |= MF_SKULLFLY;
S_StartSound(actor, actor->info->attacksound);
A_FaceTarget(actor);
an = actor->angle >> ANGLETOFINESHIFT;
actor->momx = FixedMul(12 * FRACUNIT, finecosine[an]);
actor->momy = FixedMul(12 * FRACUNIT, finesine[an]);
dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y);
dist = dist / (12 * FRACUNIT);
if (dist < 1)
{
dist = 1;
}
actor->momz = (dest->z + (dest->height >> 1) - actor->z) / dist;
}
//----------------------------------------------------------------------------
//
// PROC A_ImpMsAttack2
//
// Fireball attack of the imp leader.
//
//----------------------------------------------------------------------------
void A_ImpMsAttack2(mobj_t * actor)
{
if (!actor->target)
{
return;
}
S_StartSound(actor, actor->info->attacksound);
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, 5 + (P_Random() & 7));
return;
}
P_SpawnMissile(actor, actor->target, MT_IMPBALL);
}
//----------------------------------------------------------------------------
//
// PROC A_ImpDeath
//
//----------------------------------------------------------------------------
void A_ImpDeath(mobj_t * actor)
{
actor->flags &= ~MF_SOLID;
actor->flags2 |= MF2_FOOTCLIP;
if (actor->z <= actor->floorz)
{
P_SetMobjState(actor, S_IMP_CRASH1);
}
}
//----------------------------------------------------------------------------
//
// PROC A_ImpXDeath1
//
//----------------------------------------------------------------------------
void A_ImpXDeath1(mobj_t * actor)
{
actor->flags &= ~MF_SOLID;
actor->flags |= MF_NOGRAVITY;
actor->flags2 |= MF2_FOOTCLIP;
actor->special1.i = 666; // Flag the crash routine
}
//----------------------------------------------------------------------------
//
// PROC A_ImpXDeath2
//
//----------------------------------------------------------------------------
void A_ImpXDeath2(mobj_t * actor)
{
actor->flags &= ~MF_NOGRAVITY;
if (actor->z <= actor->floorz)
{
P_SetMobjState(actor, S_IMP_CRASH1);
}
}
//----------------------------------------------------------------------------
//
// FUNC P_UpdateChicken
//
// Returns true if the chicken morphs.
//
//----------------------------------------------------------------------------
boolean P_UpdateChicken(mobj_t * actor, int tics)
{
mobj_t *fog;
fixed_t x;
fixed_t y;
fixed_t z;
mobjtype_t moType;
mobj_t *mo;
mobj_t oldChicken;
actor->special1.i -= tics;
if (actor->special1.i > 0)
{
return (false);
}
moType = actor->special2.i;
x = actor->x;
y = actor->y;
z = actor->z;
oldChicken = *actor;
P_SetMobjState(actor, S_FREETARGMOBJ);
mo = P_SpawnMobj(x, y, z, moType);
if (P_TestMobjLocation(mo) == false)
{ // Didn't fit
P_RemoveMobj(mo);
mo = P_SpawnMobj(x, y, z, MT_CHICKEN);
mo->angle = oldChicken.angle;
mo->flags = oldChicken.flags;
mo->health = oldChicken.health;
mo->target = oldChicken.target;
mo->special1.i = 5 * 35; // Next try in 5 seconds
mo->special2.i = moType;
return (false);
}
mo->angle = oldChicken.angle;
mo->target = oldChicken.target;
fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG);
S_StartSound(fog, sfx_telept);
return (true);
}
//----------------------------------------------------------------------------
//
// PROC A_ChicAttack
//
//----------------------------------------------------------------------------
void A_ChicAttack(mobj_t * actor)
{
if (P_UpdateChicken(actor, 18))
{
return;
}
if (!actor->target)
{
return;
}
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, 1 + (P_Random() & 1));
}
}
//----------------------------------------------------------------------------
//
// PROC A_ChicLook
//
//----------------------------------------------------------------------------
void A_ChicLook(mobj_t * actor)
{
if (P_UpdateChicken(actor, 10))
{
return;
}
A_Look(actor);
}
//----------------------------------------------------------------------------
//
// PROC A_ChicChase
//
//----------------------------------------------------------------------------
void A_ChicChase(mobj_t * actor)
{
if (P_UpdateChicken(actor, 3))
{
return;
}
A_Chase(actor);
}
//----------------------------------------------------------------------------
//
// PROC A_ChicPain
//
//----------------------------------------------------------------------------
void A_ChicPain(mobj_t * actor)
{
if (P_UpdateChicken(actor, 10))
{
return;
}
S_StartSound(actor, actor->info->painsound);
}
//----------------------------------------------------------------------------
//
// PROC A_Feathers
//
//----------------------------------------------------------------------------
void A_Feathers(mobj_t * actor)
{
int i;
int count;
mobj_t *mo;
if (actor->health > 0)
{ // Pain
count = P_Random() < 32 ? 2 : 1;
}
else
{ // Death
count = 5 + (P_Random() & 3);
}
for (i = 0; i < count; i++)
{
mo = P_SpawnMobj(actor->x, actor->y, actor->z + 20 * FRACUNIT,
MT_FEATHER);
mo->target = actor;
mo->momx = (P_Random() - P_Random()) << 8;
mo->momy = (P_Random() - P_Random()) << 8;
mo->momz = FRACUNIT + (P_Random() << 9);
P_SetMobjState(mo, S_FEATHER1 + (P_Random() & 7));
}
}
//----------------------------------------------------------------------------
//
// PROC A_MummyAttack
//
//----------------------------------------------------------------------------
void A_MummyAttack(mobj_t * actor)
{
if (!actor->target)
{
return;
}
S_StartSound(actor, actor->info->attacksound);
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, HITDICE(2));
S_StartSound(actor, sfx_mumat2);
return;
}
S_StartSound(actor, sfx_mumat1);
}
//----------------------------------------------------------------------------
//
// PROC A_MummyAttack2
//
// Mummy leader missile attack.
//
//----------------------------------------------------------------------------
void A_MummyAttack2(mobj_t * actor)
{
mobj_t *mo;
if (!actor->target)
{
return;
}
//S_StartSound(actor, actor->info->attacksound);
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, HITDICE(2));
return;
}
mo = P_SpawnMissile(actor, actor->target, MT_MUMMYFX1);
//mo = P_SpawnMissile(actor, actor->target, MT_EGGFX);
if (mo != NULL)
{
mo->special1.m = actor->target;
}
}
//----------------------------------------------------------------------------
//
// PROC A_MummyFX1Seek
//
//----------------------------------------------------------------------------
void A_MummyFX1Seek(mobj_t * actor)
{
P_SeekerMissile(actor, ANG1_X * 10, ANG1_X * 20);
}
//----------------------------------------------------------------------------
//
// PROC A_MummySoul
//
//----------------------------------------------------------------------------
void A_MummySoul(mobj_t * mummy)
{
mobj_t *mo;
mo = P_SpawnMobj(mummy->x, mummy->y, mummy->z + 10 * FRACUNIT,
MT_MUMMYSOUL);
mo->momz = FRACUNIT;
}
//----------------------------------------------------------------------------
//
// PROC A_Sor1Pain
//
//----------------------------------------------------------------------------
void A_Sor1Pain(mobj_t * actor)
{
actor->special1.i = 20; // Number of steps to walk fast
A_Pain(actor);
}
//----------------------------------------------------------------------------
//
// PROC A_Sor1Chase
//
//----------------------------------------------------------------------------
void A_Sor1Chase(mobj_t * actor)
{
if (actor->special1.i)
{
actor->special1.i--;
actor->tics -= 3;
}
A_Chase(actor);
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr1Attack
//
// Sorcerer demon attack.
//
//----------------------------------------------------------------------------
void A_Srcr1Attack(mobj_t * actor)
{
mobj_t *mo;
fixed_t momz;
angle_t angle;
if (!actor->target)
{
return;
}
S_StartSound(actor, actor->info->attacksound);
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, HITDICE(8));
return;
}
if (actor->health > (actor->info->spawnhealth / 3) * 2)
{ // Spit one fireball
P_SpawnMissile(actor, actor->target, MT_SRCRFX1);
}
else
{ // Spit three fireballs
mo = P_SpawnMissile(actor, actor->target, MT_SRCRFX1);
if (mo)
{
momz = mo->momz;
angle = mo->angle;
P_SpawnMissileAngle(actor, MT_SRCRFX1, angle - ANG1_X * 3, momz);
P_SpawnMissileAngle(actor, MT_SRCRFX1, angle + ANG1_X * 3, momz);
}
if (actor->health < actor->info->spawnhealth / 3)
{ // Maybe attack again
if (actor->special1.i)
{ // Just attacked, so don't attack again
actor->special1.i = 0;
}
else
{ // Set state to attack again
actor->special1.i = 1;
P_SetMobjState(actor, S_SRCR1_ATK4);
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_SorcererRise
//
//----------------------------------------------------------------------------
void A_SorcererRise(mobj_t * actor)
{
mobj_t *mo;
actor->flags &= ~MF_SOLID;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SORCERER2);
P_SetMobjState(mo, S_SOR2_RISE1);
mo->angle = actor->angle;
mo->target = actor->target;
}
//----------------------------------------------------------------------------
//
// PROC P_DSparilTeleport
//
//----------------------------------------------------------------------------
void P_DSparilTeleport(mobj_t * actor)
{
int i;
fixed_t x;
fixed_t y;
fixed_t prevX;
fixed_t prevY;
fixed_t prevZ;
mobj_t *mo;
if (!BossSpotCount)
{ // No spots
return;
}
i = P_Random();
do
{
i++;
x = BossSpots[i % BossSpotCount].x;
y = BossSpots[i % BossSpotCount].y;
}
while (P_AproxDistance(actor->x - x, actor->y - y) < 128 * FRACUNIT);
prevX = actor->x;
prevY = actor->y;
prevZ = actor->z;
if (P_TeleportMove(actor, x, y))
{
mo = P_SpawnMobj(prevX, prevY, prevZ, MT_SOR2TELEFADE);
S_StartSound(mo, sfx_telept);
P_SetMobjState(actor, S_SOR2_TELE1);
S_StartSound(actor, sfx_telept);
actor->z = actor->floorz;
actor->angle = BossSpots[i % BossSpotCount].angle;
actor->momx = actor->momy = actor->momz = 0;
}
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr2Decide
//
//----------------------------------------------------------------------------
void A_Srcr2Decide(mobj_t * actor)
{
static int chance[] = {
192, 120, 120, 120, 64, 64, 32, 16, 0
};
if (!BossSpotCount)
{ // No spots
return;
}
if (P_Random() < chance[actor->health / (actor->info->spawnhealth / 8)])
{
P_DSparilTeleport(actor);
}
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr2Attack
//
//----------------------------------------------------------------------------
void A_Srcr2Attack(mobj_t * actor)
{
int chance;
if (!actor->target)
{
return;
}
S_StartSound(NULL, actor->info->attacksound);
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, HITDICE(20));
return;
}
chance = actor->health < actor->info->spawnhealth / 2 ? 96 : 48;
if (P_Random() < chance)
{ // Wizard spawners
P_SpawnMissileAngle(actor, MT_SOR2FX2,
actor->angle - ANG45, FRACUNIT / 2);
P_SpawnMissileAngle(actor, MT_SOR2FX2,
actor->angle + ANG45, FRACUNIT / 2);
}
else
{ // Blue bolt
P_SpawnMissile(actor, actor->target, MT_SOR2FX1);
}
}
//----------------------------------------------------------------------------
//
// PROC A_BlueSpark
//
//----------------------------------------------------------------------------
void A_BlueSpark(mobj_t * actor)
{
int i;
mobj_t *mo;
for (i = 0; i < 2; i++)
{
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SOR2FXSPARK);
mo->momx = (P_Random() - P_Random()) << 9;
mo->momy = (P_Random() - P_Random()) << 9;
mo->momz = FRACUNIT + (P_Random() << 8);
}
}
//----------------------------------------------------------------------------
//
// PROC A_GenWizard
//
//----------------------------------------------------------------------------
void A_GenWizard(mobj_t * actor)
{
mobj_t *mo;
mobj_t *fog;
mo = P_SpawnMobj(actor->x, actor->y,
actor->z - mobjinfo[MT_WIZARD].height / 2, MT_WIZARD);
if (P_TestMobjLocation(mo) == false)
{ // Didn't fit
P_RemoveMobj(mo);
return;
}
actor->momx = actor->momy = actor->momz = 0;
P_SetMobjState(actor, mobjinfo[actor->type].deathstate);
actor->flags &= ~MF_MISSILE;
fog = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TFOG);
S_StartSound(fog, sfx_telept);
}
//----------------------------------------------------------------------------
//
// PROC A_Sor2DthInit
//
//----------------------------------------------------------------------------
void A_Sor2DthInit(mobj_t * actor)
{
actor->special1.i = 7; // Animation loop counter
P_Massacre(); // Kill monsters early
}
//----------------------------------------------------------------------------
//
// PROC A_Sor2DthLoop
//
//----------------------------------------------------------------------------
void A_Sor2DthLoop(mobj_t * actor)
{
if (--actor->special1.i)
{ // Need to loop
P_SetMobjState(actor, S_SOR2_DIE4);
}
}
//----------------------------------------------------------------------------
//
// D'Sparil Sound Routines
//
//----------------------------------------------------------------------------
void A_SorZap(mobj_t * actor)
{
S_StartSound(NULL, sfx_sorzap);
}
void A_SorRise(mobj_t * actor)
{
S_StartSound(NULL, sfx_sorrise);
}
void A_SorDSph(mobj_t * actor)
{
S_StartSound(NULL, sfx_sordsph);
}
void A_SorDExp(mobj_t * actor)
{
S_StartSound(NULL, sfx_sordexp);
}
void A_SorDBon(mobj_t * actor)
{
S_StartSound(NULL, sfx_sordbon);
}
void A_SorSightSnd(mobj_t * actor)
{
S_StartSound(NULL, sfx_sorsit);
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurAtk1
//
// Melee attack.
//
//----------------------------------------------------------------------------
void A_MinotaurAtk1(mobj_t * actor)
{
player_t *player;
if (!actor->target)
{
return;
}
S_StartSound(actor, sfx_stfpow);
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, HITDICE(4));
if ((player = actor->target->player) != NULL)
{ // Squish the player
player->deltaviewheight = -16 * FRACUNIT;
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurDecide
//
// Choose a missile attack.
//
//----------------------------------------------------------------------------
#define MNTR_CHARGE_SPEED (13*FRACUNIT)
void A_MinotaurDecide(mobj_t * actor)
{
angle_t angle;
mobj_t *target;
int dist;
target = actor->target;
if (!target)
{
return;
}
S_StartSound(actor, sfx_minsit);
dist = P_AproxDistance(actor->x - target->x, actor->y - target->y);
if (target->z + target->height > actor->z
&& target->z + target->height < actor->z + actor->height
&& dist < 8 * 64 * FRACUNIT
&& dist > 1 * 64 * FRACUNIT && P_Random() < 150)
{ // Charge attack
// Don't call the state function right away
P_SetMobjStateNF(actor, S_MNTR_ATK4_1);
actor->flags |= MF_SKULLFLY;
A_FaceTarget(actor);
angle = actor->angle >> ANGLETOFINESHIFT;
actor->momx = FixedMul(MNTR_CHARGE_SPEED, finecosine[angle]);
actor->momy = FixedMul(MNTR_CHARGE_SPEED, finesine[angle]);
actor->special1.i = 35 / 2; // Charge duration
}
else if (target->z == target->floorz
&& dist < 9 * 64 * FRACUNIT && P_Random() < 220)
{ // Floor fire attack
P_SetMobjState(actor, S_MNTR_ATK3_1);
actor->special2.i = 0;
}
else
{ // Swing attack
A_FaceTarget(actor);
// Don't need to call P_SetMobjState because the current state
// falls through to the swing attack
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurCharge
//
//----------------------------------------------------------------------------
void A_MinotaurCharge(mobj_t * actor)
{
mobj_t *puff;
if (actor->special1.i)
{
puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PHOENIXPUFF);
puff->momz = 2 * FRACUNIT;
actor->special1.i--;
}
else
{
actor->flags &= ~MF_SKULLFLY;
P_SetMobjState(actor, actor->info->seestate);
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurAtk2
//
// Swing attack.
//
//----------------------------------------------------------------------------
void A_MinotaurAtk2(mobj_t * actor)
{
mobj_t *mo;
angle_t angle;
fixed_t momz;
if (!actor->target)
{
return;
}
S_StartSound(actor, sfx_minat2);
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, HITDICE(5));
return;
}
mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1);
if (mo)
{
S_StartSound(mo, sfx_minat2);
momz = mo->momz;
angle = mo->angle;
P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 8), momz);
P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 8), momz);
P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 16), momz);
P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 16), momz);
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurAtk3
//
// Floor fire attack.
//
//----------------------------------------------------------------------------
void A_MinotaurAtk3(mobj_t * actor)
{
mobj_t *mo;
player_t *player;
if (!actor->target)
{
return;
}
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, HITDICE(5));
if ((player = actor->target->player) != NULL)
{ // Squish the player
player->deltaviewheight = -16 * FRACUNIT;
}
}
else
{
mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX2);
if (mo != NULL)
{
S_StartSound(mo, sfx_minat1);
}
}
if (P_Random() < 192 && actor->special2.i == 0)
{
P_SetMobjState(actor, S_MNTR_ATK3_4);
actor->special2.i = 1;
}
}
//----------------------------------------------------------------------------
//
// PROC A_MntrFloorFire
//
//----------------------------------------------------------------------------
void A_MntrFloorFire(mobj_t * actor)
{
mobj_t *mo;
actor->z = actor->floorz;
mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 10),
actor->y + ((P_Random() - P_Random()) << 10), ONFLOORZ,
MT_MNTRFX3);
mo->target = actor->target;
mo->momx = 1; // Force block checking
P_CheckMissileSpawn(mo);
}
//----------------------------------------------------------------------------
//
// PROC A_BeastAttack
//
//----------------------------------------------------------------------------
void A_BeastAttack(mobj_t * actor)
{
if (!actor->target)
{
return;
}
S_StartSound(actor, actor->info->attacksound);
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, HITDICE(3));
return;
}
P_SpawnMissile(actor, actor->target, MT_BEASTBALL);
}
//----------------------------------------------------------------------------
//
// PROC A_HeadAttack
//
//----------------------------------------------------------------------------
void A_HeadAttack(mobj_t * actor)
{
int i;
mobj_t *fire;
mobj_t *baseFire;
mobj_t *mo;
mobj_t *target;
int randAttack;
static int atkResolve1[] = { 50, 150 };
static int atkResolve2[] = { 150, 200 };
int dist;
// Ice ball (close 20% : far 60%)
// Fire column (close 40% : far 20%)
// Whirlwind (close 40% : far 20%)
// Distance threshold = 8 cells
target = actor->target;
if (target == NULL)
{
return;
}
A_FaceTarget(actor);
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(target, actor, actor, HITDICE(6));
return;
}
dist = P_AproxDistance(actor->x - target->x, actor->y - target->y)
> 8 * 64 * FRACUNIT;
randAttack = P_Random();
if (randAttack < atkResolve1[dist])
{ // Ice ball
P_SpawnMissile(actor, target, MT_HEADFX1);
S_StartSound(actor, sfx_hedat2);
}
else if (randAttack < atkResolve2[dist])
{ // Fire column
baseFire = P_SpawnMissile(actor, target, MT_HEADFX3);
if (baseFire != NULL)
{
P_SetMobjState(baseFire, S_HEADFX3_4); // Don't grow
for (i = 0; i < 5; i++)
{
fire = P_SpawnMobj(baseFire->x, baseFire->y,
baseFire->z, MT_HEADFX3);
if (i == 0)
{
S_StartSound(actor, sfx_hedat1);
}
fire->target = baseFire->target;
fire->angle = baseFire->angle;
fire->momx = baseFire->momx;
fire->momy = baseFire->momy;
fire->momz = baseFire->momz;
fire->damage = 0;
fire->health = (i + 1) * 2;
P_CheckMissileSpawn(fire);
}
}
}
else
{ // Whirlwind
mo = P_SpawnMissile(actor, target, MT_WHIRLWIND);
if (mo != NULL)
{
mo->z -= 32 * FRACUNIT;
mo->special1.m = target;
mo->special2.i = 50; // Timer for active sound
mo->health = 20 * TICRATE; // Duration
S_StartSound(actor, sfx_hedat3);
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_WhirlwindSeek
//
//----------------------------------------------------------------------------
void A_WhirlwindSeek(mobj_t * actor)
{
actor->health -= 3;
if (actor->health < 0)
{
actor->momx = actor->momy = actor->momz = 0;
P_SetMobjState(actor, mobjinfo[actor->type].deathstate);
actor->flags &= ~MF_MISSILE;
return;
}
if ((actor->special2.i -= 3) < 0)
{
actor->special2.i = 58 + (P_Random() & 31);
S_StartSound(actor, sfx_hedat3);
}
if (actor->special1.m
&& (((mobj_t *) (actor->special1.m))->flags & MF_SHADOW))
{
return;
}
P_SeekerMissile(actor, ANG1_X * 10, ANG1_X * 30);
}
//----------------------------------------------------------------------------
//
// PROC A_HeadIceImpact
//
//----------------------------------------------------------------------------
void A_HeadIceImpact(mobj_t * ice)
{
int i;
angle_t angle;
mobj_t *shard;
for (i = 0; i < 8; i++)
{
shard = P_SpawnMobj(ice->x, ice->y, ice->z, MT_HEADFX2);
angle = i * ANG45;
shard->target = ice->target;
shard->angle = angle;
angle >>= ANGLETOFINESHIFT;
shard->momx = FixedMul(shard->info->speed, finecosine[angle]);
shard->momy = FixedMul(shard->info->speed, finesine[angle]);
shard->momz = (fixed_t)(-.6 * FRACUNIT);
P_CheckMissileSpawn(shard);
}
}
//----------------------------------------------------------------------------
//
// PROC A_HeadFireGrow
//
//----------------------------------------------------------------------------
void A_HeadFireGrow(mobj_t * fire)
{
fire->health--;
fire->z += 9 * FRACUNIT;
if (fire->health == 0)
{
fire->damage = fire->info->damage;
P_SetMobjState(fire, S_HEADFX3_4);
}
}
//----------------------------------------------------------------------------
//
// PROC A_SnakeAttack
//
//----------------------------------------------------------------------------
void A_SnakeAttack(mobj_t * actor)
{
if (!actor->target)
{
P_SetMobjState(actor, S_SNAKE_WALK1);
return;
}
S_StartSound(actor, actor->info->attacksound);
A_FaceTarget(actor);
P_SpawnMissile(actor, actor->target, MT_SNAKEPRO_A);
}
//----------------------------------------------------------------------------
//
// PROC A_SnakeAttack2
//
//----------------------------------------------------------------------------
void A_SnakeAttack2(mobj_t * actor)
{
if (!actor->target)
{
P_SetMobjState(actor, S_SNAKE_WALK1);
return;
}
S_StartSound(actor, actor->info->attacksound);
A_FaceTarget(actor);
P_SpawnMissile(actor, actor->target, MT_SNAKEPRO_B);
}
//----------------------------------------------------------------------------
//
// PROC A_ClinkAttack
//
//----------------------------------------------------------------------------
void A_ClinkAttack(mobj_t * actor)
{
int damage;
if (!actor->target)
{
return;
}
S_StartSound(actor, actor->info->attacksound);
if (P_CheckMeleeRange(actor))
{
damage = ((P_Random() % 7) + 3);
P_DamageMobj(actor->target, actor, actor, damage);
}
}
//----------------------------------------------------------------------------
//
// PROC A_GhostOff
//
//----------------------------------------------------------------------------
void A_GhostOff(mobj_t * actor)
{
actor->flags &= ~MF_SHADOW;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk1
//
//----------------------------------------------------------------------------
void A_WizAtk1(mobj_t * actor)
{
A_FaceTarget(actor);
actor->flags &= ~MF_SHADOW;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk2
//
//----------------------------------------------------------------------------
void A_WizAtk2(mobj_t * actor)
{
A_FaceTarget(actor);
actor->flags |= MF_SHADOW;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk3
//
//----------------------------------------------------------------------------
void A_WizAtk3(mobj_t * actor)
{
mobj_t *mo;
angle_t angle;
fixed_t momz;
actor->flags &= ~MF_SHADOW;
if (!actor->target)
{
return;
}
S_StartSound(actor, actor->info->attacksound);
if (P_CheckMeleeRange(actor))
{
P_DamageMobj(actor->target, actor, actor, HITDICE(4));
return;
}
mo = P_SpawnMissile(actor, actor->target, MT_WIZFX1);
if (mo)
{
momz = mo->momz;
angle = mo->angle;
P_SpawnMissileAngle(actor, MT_WIZFX1, angle - (ANG45 / 8), momz);
P_SpawnMissileAngle(actor, MT_WIZFX1, angle + (ANG45 / 8), momz);
}
}
//----------------------------------------------------------------------------
//
// PROC A_Scream
//
//----------------------------------------------------------------------------
void A_Scream(mobj_t * actor)
{
switch (actor->type)
{
case MT_CHICPLAYER:
case MT_SORCERER1:
case MT_MINOTAUR:
// Make boss death sounds full volume
S_StartSound(NULL, actor->info->deathsound);
break;
case MT_PLAYER:
// Handle the different player death screams
if (actor->special1.i < 10)
{ // Wimpy death sound
S_StartSound(actor, sfx_plrwdth);
}
else if (actor->health > -50)
{ // Normal death sound
S_StartSound(actor, actor->info->deathsound);
}
else if (actor->health > -100)
{ // Crazy death sound
S_StartSound(actor, sfx_plrcdth);
}
else
{ // Extreme death sound
S_StartSound(actor, sfx_gibdth);
}
break;
default:
S_StartSound(actor, actor->info->deathsound);
break;
}
}
//---------------------------------------------------------------------------
//
// PROC P_DropItem
//
//---------------------------------------------------------------------------
void P_DropItem(mobj_t * source, mobjtype_t type, int special, int chance)
{
mobj_t *mo;
if (P_Random() > chance)
{
return;
}
mo = P_SpawnMobj(source->x, source->y,
source->z + (source->height >> 1), type);
mo->momx = (P_Random() - P_Random()) << 8;
mo->momy = (P_Random() - P_Random()) << 8;
mo->momz = FRACUNIT * 5 + (P_Random() << 10);
mo->flags |= MF_DROPPED;
mo->health = special;
}
//----------------------------------------------------------------------------
//
// PROC A_NoBlocking
//
//----------------------------------------------------------------------------
void A_NoBlocking(mobj_t * actor)
{
actor->flags &= ~MF_SOLID;
// Check for monsters dropping things
switch (actor->type)
{
case MT_MUMMY:
case MT_MUMMYLEADER:
case MT_MUMMYGHOST:
case MT_MUMMYLEADERGHOST:
P_DropItem(actor, MT_AMGWNDWIMPY, 3, 84);
break;
case MT_KNIGHT:
case MT_KNIGHTGHOST:
P_DropItem(actor, MT_AMCBOWWIMPY, 5, 84);
break;
case MT_WIZARD:
P_DropItem(actor, MT_AMBLSRWIMPY, 10, 84);
P_DropItem(actor, MT_ARTITOMEOFPOWER, 0, 4);
break;
case MT_HEAD:
P_DropItem(actor, MT_AMBLSRWIMPY, 10, 84);
P_DropItem(actor, MT_ARTIEGG, 0, 51);
break;
case MT_BEAST:
P_DropItem(actor, MT_AMCBOWWIMPY, 10, 84);
break;
case MT_CLINK:
P_DropItem(actor, MT_AMSKRDWIMPY, 20, 84);
break;
case MT_SNAKE:
P_DropItem(actor, MT_AMPHRDWIMPY, 5, 84);
break;
case MT_MINOTAUR:
P_DropItem(actor, MT_ARTISUPERHEAL, 0, 51);
P_DropItem(actor, MT_AMPHRDWIMPY, 10, 84);
break;
default:
break;
}
}
//----------------------------------------------------------------------------
//
// PROC A_Explode
//
// Handles a bunch of exploding things.
//
//----------------------------------------------------------------------------
void A_Explode(mobj_t * actor)
{
int damage;
damage = 128;
switch (actor->type)
{
case MT_FIREBOMB: // Time Bombs
actor->z += 32 * FRACUNIT;
actor->flags &= ~MF_SHADOW;
break;
case MT_MNTRFX2: // Minotaur floor fire
damage = 24;
break;
case MT_SOR2FX1: // D'Sparil missile
damage = 80 + (P_Random() & 31);
break;
default:
break;
}
P_RadiusAttack(actor, actor->target, damage);
P_HitFloor(actor);
}
//----------------------------------------------------------------------------
//
// PROC A_PodPain
//
//----------------------------------------------------------------------------
void A_PodPain(mobj_t * actor)
{
int i;
int count;
int chance;
mobj_t *goo;
chance = P_Random();
if (chance < 128)
{
return;
}
count = chance > 240 ? 2 : 1;
for (i = 0; i < count; i++)
{
goo = P_SpawnMobj(actor->x, actor->y,
actor->z + 48 * FRACUNIT, MT_PODGOO);
goo->target = actor;
goo->momx = (P_Random() - P_Random()) << 9;
goo->momy = (P_Random() - P_Random()) << 9;
goo->momz = FRACUNIT / 2 + (P_Random() << 9);
}
}
//----------------------------------------------------------------------------
//
// PROC A_RemovePod
//
//----------------------------------------------------------------------------
void A_RemovePod(mobj_t * actor)
{
mobj_t *mo;
if (actor->special2.m)
{
mo = (mobj_t *) actor->special2.m;
if (mo->special1.i > 0)
{
mo->special1.i--;
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_MakePod
//
//----------------------------------------------------------------------------
#define MAX_GEN_PODS 16
void A_MakePod(mobj_t * actor)
{
mobj_t *mo;
fixed_t x;
fixed_t y;
if (actor->special1.i == MAX_GEN_PODS)
{ // Too many generated pods
return;
}
x = actor->x;
y = actor->y;
mo = P_SpawnMobj(x, y, ONFLOORZ, MT_POD);
if (P_CheckPosition(mo, x, y) == false)
{ // Didn't fit
P_RemoveMobj(mo);
return;
}
P_SetMobjState(mo, S_POD_GROW1);
P_ThrustMobj(mo, P_Random() << 24, (fixed_t) (4.5 * FRACUNIT));
S_StartSound(mo, sfx_newpod);
actor->special1.i++; // Increment generated pod count
mo->special2.m = actor; // Link the generator to the pod
return;
}
//----------------------------------------------------------------------------
//
// PROC P_Massacre
//
// Kills all monsters.
//
//----------------------------------------------------------------------------
void P_Massacre(void)
{
mobj_t *mo;
thinker_t *think;
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function != P_MobjThinker)
{ // Not a mobj thinker
continue;
}
mo = (mobj_t *) think;
if ((mo->flags & MF_COUNTKILL) && (mo->health > 0))
{
P_DamageMobj(mo, NULL, NULL, 10000);
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_BossDeath
//
// Trigger special effects if all bosses are dead.
//
//----------------------------------------------------------------------------
void A_BossDeath(mobj_t * actor)
{
mobj_t *mo;
thinker_t *think;
line_t dummyLine;
static mobjtype_t bossType[6] = {
MT_HEAD,
MT_MINOTAUR,
MT_SORCERER2,
MT_HEAD,
MT_MINOTAUR,
-1
};
if (gamemap != 8)
{ // Not a boss level
return;
}
if (actor->type != bossType[gameepisode - 1])
{ // Not considered a boss in this episode
return;
}
// Make sure all bosses are dead
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function != P_MobjThinker)
{ // Not a mobj thinker
continue;
}
mo = (mobj_t *) think;
if ((mo != actor) && (mo->type == actor->type) && (mo->health > 0))
{ // Found a living boss
return;
}
}
if (gameepisode > 1)
{ // Kill any remaining monsters
P_Massacre();
}
dummyLine.tag = 666;
EV_DoFloor(&dummyLine, lowerFloor);
}
//----------------------------------------------------------------------------
//
// PROC A_ESound
//
//----------------------------------------------------------------------------
void A_ESound(mobj_t * mo)
{
int sound = sfx_None;
switch (mo->type)
{
case MT_SOUNDWATERFALL:
sound = sfx_waterfl;
break;
case MT_SOUNDWIND:
sound = sfx_wind;
break;
default:
break;
}
S_StartSound(mo, sound);
}
//----------------------------------------------------------------------------
//
// PROC A_SpawnTeleGlitter
//
//----------------------------------------------------------------------------
void A_SpawnTeleGlitter(mobj_t * actor)
{
mobj_t *mo;
mo = P_SpawnMobj(actor->x + ((P_Random() & 31) - 16) * FRACUNIT,
actor->y + ((P_Random() & 31) - 16) * FRACUNIT,
actor->subsector->sector->floorheight, MT_TELEGLITTER);
mo->momz = FRACUNIT / 4;
}
//----------------------------------------------------------------------------
//
// PROC A_SpawnTeleGlitter2
//
//----------------------------------------------------------------------------
void A_SpawnTeleGlitter2(mobj_t * actor)
{
mobj_t *mo;
mo = P_SpawnMobj(actor->x + ((P_Random() & 31) - 16) * FRACUNIT,
actor->y + ((P_Random() & 31) - 16) * FRACUNIT,
actor->subsector->sector->floorheight, MT_TELEGLITTER2);
mo->momz = FRACUNIT / 4;
}
//----------------------------------------------------------------------------
//
// PROC A_AccTeleGlitter
//
//----------------------------------------------------------------------------
void A_AccTeleGlitter(mobj_t * actor)
{
if (++actor->health > 35)
{
actor->momz += actor->momz / 2;
}
}
//----------------------------------------------------------------------------
//
// PROC A_InitKeyGizmo
//
//----------------------------------------------------------------------------
void A_InitKeyGizmo(mobj_t * gizmo)
{
mobj_t *mo;
statenum_t state = S_NULL;
switch (gizmo->type)
{
case MT_KEYGIZMOBLUE:
state = S_KGZ_BLUEFLOAT1;
break;
case MT_KEYGIZMOGREEN:
state = S_KGZ_GREENFLOAT1;
break;
case MT_KEYGIZMOYELLOW:
state = S_KGZ_YELLOWFLOAT1;
break;
default:
break;
}
mo = P_SpawnMobj(gizmo->x, gizmo->y, gizmo->z + 60 * FRACUNIT,
MT_KEYGIZMOFLOAT);
P_SetMobjState(mo, state);
}
//----------------------------------------------------------------------------
//
// PROC A_VolcanoSet
//
//----------------------------------------------------------------------------
void A_VolcanoSet(mobj_t * volcano)
{
volcano->tics = 105 + (P_Random() & 127);
}
//----------------------------------------------------------------------------
//
// PROC A_VolcanoBlast
//
//----------------------------------------------------------------------------
void A_VolcanoBlast(mobj_t * volcano)
{
int i;
int count;
mobj_t *blast;
angle_t angle;
count = 1 + (P_Random() % 3);
for (i = 0; i < count; i++)
{
blast = P_SpawnMobj(volcano->x, volcano->y, volcano->z + 44 * FRACUNIT, MT_VOLCANOBLAST); // MT_VOLCANOBLAST
blast->target = volcano;
angle = P_Random() << 24;
blast->angle = angle;
angle >>= ANGLETOFINESHIFT;
blast->momx = FixedMul(1 * FRACUNIT, finecosine[angle]);
blast->momy = FixedMul(1 * FRACUNIT, finesine[angle]);
blast->momz = (fixed_t)(2.5 * FRACUNIT) + (P_Random() << 10);
S_StartSound(blast, sfx_volsht);
P_CheckMissileSpawn(blast);
}
}
//----------------------------------------------------------------------------
//
// PROC A_VolcBallImpact
//
//----------------------------------------------------------------------------
void A_VolcBallImpact(mobj_t * ball)
{
int i;
mobj_t *tiny;
angle_t angle;
if (ball->z <= ball->floorz)
{
ball->flags |= MF_NOGRAVITY;
ball->flags2 &= ~MF2_LOGRAV;
ball->z += 28 * FRACUNIT;
//ball->momz = 3*FRACUNIT;
}
P_RadiusAttack(ball, ball->target, 25);
for (i = 0; i < 4; i++)
{
tiny = P_SpawnMobj(ball->x, ball->y, ball->z, MT_VOLCANOTBLAST);
tiny->target = ball;
angle = i * ANG90;
tiny->angle = angle;
angle >>= ANGLETOFINESHIFT;
tiny->momx = FixedMul((fixed_t)(FRACUNIT * .7), finecosine[angle]);
tiny->momy = FixedMul((fixed_t)(FRACUNIT * .7), finesine[angle]);
tiny->momz = FRACUNIT + (P_Random() << 9);
P_CheckMissileSpawn(tiny);
}
}
//----------------------------------------------------------------------------
//
// PROC A_SkullPop
//
//----------------------------------------------------------------------------
void A_SkullPop(mobj_t * actor)
{
mobj_t *mo;
player_t *player;
actor->flags &= ~MF_SOLID;
mo = P_SpawnMobj(actor->x, actor->y, actor->z + 48 * FRACUNIT,
MT_BLOODYSKULL);
//mo->target = actor;
mo->momx = (P_Random() - P_Random()) << 9;
mo->momy = (P_Random() - P_Random()) << 9;
mo->momz = FRACUNIT * 2 + (P_Random() << 6);
// Attach player mobj to bloody skull
player = actor->player;
actor->player = NULL;
mo->player = player;
mo->health = actor->health;
mo->angle = actor->angle;
// fraggle: This check wasn't originally here in the Vanilla Heretic
// source, causing crashes if the player respawns before this
// function is called.
if (player != NULL)
{
player->mo = mo;
player->lookdir = 0;
player->damagecount = 32;
}
}
//----------------------------------------------------------------------------
//
// PROC A_CheckSkullFloor
//
//----------------------------------------------------------------------------
void A_CheckSkullFloor(mobj_t * actor)
{
if (actor->z <= actor->floorz)
{
P_SetMobjState(actor, S_BLOODYSKULLX1);
}
}
//----------------------------------------------------------------------------
//
// PROC A_CheckSkullDone
//
//----------------------------------------------------------------------------
void A_CheckSkullDone(mobj_t * actor)
{
if (actor->special2.i == 666)
{
P_SetMobjState(actor, S_BLOODYSKULLX2);
}
}
//----------------------------------------------------------------------------
//
// PROC A_CheckBurnGone
//
//----------------------------------------------------------------------------
void A_CheckBurnGone(mobj_t * actor)
{
if (actor->special2.i == 666)
{
P_SetMobjState(actor, S_PLAY_FDTH20);
}
}
//----------------------------------------------------------------------------
//
// PROC A_FreeTargMobj
//
//----------------------------------------------------------------------------
void A_FreeTargMobj(mobj_t * mo)
{
mo->momx = mo->momy = mo->momz = 0;
mo->z = mo->ceilingz + 4 * FRACUNIT;
mo->flags &= ~(MF_SHOOTABLE | MF_FLOAT | MF_SKULLFLY | MF_SOLID);
mo->flags |= MF_CORPSE | MF_DROPOFF | MF_NOGRAVITY;
mo->flags2 &= ~(MF2_PASSMOBJ | MF2_LOGRAV);
mo->player = NULL;
}
//----------------------------------------------------------------------------
//
// PROC A_AddPlayerCorpse
//
//----------------------------------------------------------------------------
#define BODYQUESIZE 32
mobj_t *bodyque[BODYQUESIZE];
int bodyqueslot;
void A_AddPlayerCorpse(mobj_t * actor)
{
if (bodyqueslot >= BODYQUESIZE)
{ // Too many player corpses - remove an old one
P_RemoveMobj(bodyque[bodyqueslot % BODYQUESIZE]);
}
bodyque[bodyqueslot % BODYQUESIZE] = actor;
bodyqueslot++;
}
//----------------------------------------------------------------------------
//
// PROC A_FlameSnd
//
//----------------------------------------------------------------------------
void A_FlameSnd(mobj_t * actor)
{
S_StartSound(actor, sfx_hedat1); // Burn sound
}
//----------------------------------------------------------------------------
//
// PROC A_HideThing
//
//----------------------------------------------------------------------------
void A_HideThing(mobj_t * actor)
{
//P_UnsetThingPosition(actor);
actor->flags2 |= MF2_DONTDRAW;
}
//----------------------------------------------------------------------------
//
// PROC A_UnHideThing
//
//----------------------------------------------------------------------------
void A_UnHideThing(mobj_t * actor)
{
//P_SetThingPosition(actor);
actor->flags2 &= ~MF2_DONTDRAW;
}