ref: ebeccb0ff209b62ed4bf61dfd74f87565eb35a05
dir: /src/heretic/p_enemy.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 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. // // 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) { unsigned 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) { unsigned 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; }