shithub: choc

ref: ebc8378619e9ddca26eb7cda1f4a4f2be1e98091
dir: /src/heretic/p_enemy.c/

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// 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
    {
        for (tdir = DI_SOUTHEAST; tdir != DI_EAST-1; tdir--)
        {
            if (tdir != turnaround)
            {
                actor->movedir = tdir;
                if (P_TryWalk(actor))
                    return;
            }
        }
    }

    if (turnaround != DI_NODIR)
    {
        actor->movedir = turnaround;
        if (P_TryWalk(actor))
            return;
    }

    actor->movedir = DI_NODIR;  // can'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;
    sector_t *sector;
    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));
    }
    sector = actor->subsector->sector;
    c = 0;
    stop = (actor->lastlook - 1) & 3;
    for (;; actor->lastlook = (actor->lastlook + 1) & 3)
    {
        if (!playeringame[actor->lastlook])
            continue;

        if (c++ == 2 || actor->lastlook == stop)
            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 == 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 = 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 -= tics;
    if (actor->special1 > 0)
    {
        return (false);
    }
    moType = actor->special2;
    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 = 5 * 35;  // Next try in 5 seconds
        mo->special2 = 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 = (int) 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 = 20;       // Number of steps to walk fast
    A_Pain(actor);
}

//----------------------------------------------------------------------------
//
// PROC A_Sor1Chase
//
//----------------------------------------------------------------------------

void A_Sor1Chase(mobj_t * actor)
{
    if (actor->special1)
    {
        actor->special1--;
        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)
            {                   // Just attacked, so don't attack again
                actor->special1 = 0;
            }
            else
            {                   // Set state to attack again
                actor->special1 = 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 = 7;        // Animation loop counter
    P_Massacre();               // Kill monsters early
}

//----------------------------------------------------------------------------
//
// PROC A_Sor2DthLoop
//
//----------------------------------------------------------------------------

void A_Sor2DthLoop(mobj_t * actor)
{
    if (--actor->special1)
    {                           // 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 = 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 = 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)
    {
        puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PHOENIXPUFF);
        puff->momz = 2 * FRACUNIT;
        actor->special1--;
    }
    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 == 0)
    {
        P_SetMobjState(actor, S_MNTR_ATK3_4);
        actor->special2 = 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 = (int) target;
            mo->special2 = 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 -= 3) < 0)
    {
        actor->special2 = 58 + (P_Random() & 31);
        S_StartSound(actor, sfx_hedat3);
    }
    if (actor->special1
        && (((mobj_t *) (actor->special1))->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 = -.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 < 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)
    {
        mo = (mobj_t *) actor->special2;
        if (mo->special1 > 0)
        {
            mo->special1--;
        }
    }
}

//----------------------------------------------------------------------------
//
// PROC A_MakePod
//
//----------------------------------------------------------------------------

#define MAX_GEN_PODS 16

void A_MakePod(mobj_t * actor)
{
    mobj_t *mo;
    fixed_t x;
    fixed_t y;
    fixed_t z;

    if (actor->special1 == MAX_GEN_PODS)
    {                           // Too many generated pods
        return;
    }
    x = actor->x;
    y = actor->y;
    z = actor->z;
    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++;          // Increment generated pod count
    mo->special2 = (int) 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 = (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(FRACUNIT * .7, finecosine[angle]);
        tiny->momy = FixedMul(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;
    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 == 666)
    {
        P_SetMobjState(actor, S_BLOODYSKULLX2);
    }
}

//----------------------------------------------------------------------------
//
// PROC A_CheckBurnGone
//
//----------------------------------------------------------------------------

void A_CheckBurnGone(mobj_t * actor)
{
    if (actor->special2 == 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;
}