ref: 993315afc4b1fddaf8952e7e55d1373b5052dd7c
dir: /src/strife/p_enemy.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // DESCRIPTION: // Enemy thinking, AI. // Action Pointer Functions // that are associated with states/frames. // //----------------------------------------------------------------------------- #include <stdio.h> #include <stdlib.h> #include "m_random.h" #include "i_system.h" #include "doomdef.h" #include "p_local.h" #include "s_sound.h" #include "g_game.h" #include "z_zone.h" // villsa [STRIFE] // State. #include "doomstat.h" #include "r_state.h" // Data. #include "sounds.h" // [STRIFE] Dialog / Inventory #include "p_dialog.h" #include "deh_str.h" #include "w_wad.h" #include "f_finale.h" #include "p_inter.h" // Forward Declarations: void A_RandomWalk(mobj_t *); void A_ProgrammerAttack(mobj_t* actor); void A_FireSigilEOffshoot(mobj_t *actor); void A_SpectreCAttack(mobj_t *actor); void A_SpectreDAttack(mobj_t *actor); void A_SpectreEAttack(mobj_t *actor); void P_ThrustMobj(mobj_t *actor, angle_t angle, fixed_t force); typedef enum { DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, DI_NODIR, NUMDIRS } dirtype_t; // // P_NewChaseDir related LUT. // dirtype_t opposite[] = { DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR }; dirtype_t diags[] = { DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST }; void A_Fall (mobj_t *actor); // // ENEMY THINKING // Enemies are allways spawned // with targetplayer = -1, threshold = 0 // Most monsters are spawned unaware of all players, // but some can be made preaware // // // Called by P_NoiseAlert. // Recursively traverse adjacent sectors, // sound blocking lines cut off traversal. // // haleyjd 09/05/10: [STRIFE] Verified unmodified // mobj_t* soundtarget; void P_RecursiveSound ( sector_t* sec, int soundblocks ) { int i; line_t* check; sector_t* other; // wake up all monsters in this sector if (sec->validcount == validcount && sec->soundtraversed <= soundblocks+1) { return; // already flooded } sec->validcount = validcount; sec->soundtraversed = soundblocks+1; sec->soundtarget = soundtarget; for (i=0 ;i<sec->linecount ; i++) { check = sec->lines[i]; if (! (check->flags & ML_TWOSIDED) ) continue; P_LineOpening (check); if (openrange <= 0) continue; // closed door if ( sides[ check->sidenum[0] ].sector == sec) other = sides[ check->sidenum[1] ] .sector; else other = sides[ check->sidenum[0] ].sector; if (check->flags & ML_SOUNDBLOCK) { if (!soundblocks) P_RecursiveSound (other, 1); } else P_RecursiveSound (other, soundblocks); } } // // P_NoiseAlert // If a monster yells at a player, // it will alert other monsters to the player. // // haleyjd 09/05/10: [STRIFE] Verified unmodified // void P_NoiseAlert ( mobj_t* target, mobj_t* emmiter ) { soundtarget = target; validcount++; P_RecursiveSound (emmiter->subsector->sector, 0); } // // P_WakeUpThing // // villsa [STRIFE] New function // Wakes up an mobj.nearby when somebody has been punched. // static void P_WakeUpThing(mobj_t* puncher, mobj_t* bystander) { if(!(bystander->flags & MF_NODIALOG)) { bystander->target = puncher; if(bystander->info->seesound) S_StartSound(bystander, bystander->info->seesound); P_SetMobjState(bystander, bystander->info->seestate); } } // // P_DoPunchAlert // // villsa [STRIFE] New function (by Quasar ;) // Wake up buddies nearby when the player thinks he's gotten too clever // with the punch dagger. Walks sector links. // void P_DoPunchAlert(mobj_t *puncher, mobj_t *punchee) { mobj_t *rover; // don't bother with this crap if we're already on alert if(punchee->subsector->sector->soundtarget) return; // gotta still be alive to call for help if(punchee->health <= 0) return; // has to be something you can wake up and kill too if(!(punchee->flags & MF_COUNTKILL) || punchee->flags & MF_NODIALOG) return; // make the punchee hurt - haleyjd 09/05/10: Fixed to use painstate. punchee->target = puncher; P_SetMobjState(punchee, punchee->info->painstate); // wake up everybody nearby // scan forward on sector list for(rover = punchee->snext; rover; rover = rover->snext) { // we only wake up certain thing types (Acolytes and Templars?) if(rover->health > 0 && rover->type >= MT_GUARD1 && rover->type <= MT_PGUARD && (P_CheckSight(rover, puncher) || P_CheckSight(rover, punchee))) { P_WakeUpThing(puncher, rover); rover->flags |= MF_NODIALOG; } } // scan backward on sector list for(rover = punchee->sprev; rover; rover = rover->sprev) { // we only wake up certain thing types (Acolytes and Templars?) if(rover->health > 0 && rover->type >= MT_GUARD1 && rover->type <= MT_PGUARD && (P_CheckSight(rover, puncher) || P_CheckSight(rover, punchee))) { P_WakeUpThing(puncher, rover); rover->flags |= MF_NODIALOG; } } } // // P_CheckMeleeRange // // [STRIFE] Minor change to meleerange. // boolean P_CheckMeleeRange(mobj_t* actor) { mobj_t* pl; fixed_t dist; if(!actor->target) return false; pl = actor->target; if(actor->z + 3 * actor->height / 2 < pl->z) // villsa [STRIFE] return false; dist = P_AproxDistance(pl->x - actor->x, pl->y - actor->y); if(dist >= MELEERANGE - 20*FRACUNIT + pl->info->radius) return false; if(!P_CheckSight (actor, actor->target)) return false; return true; } // // P_CheckMissileRange // // [STRIFE] // Changes to eliminate DOOM-specific code and to allow for // varying attack ranges for Strife monsters, as well as a general tweak // to considered distance for all monsters. // boolean P_CheckMissileRange(mobj_t* actor) { fixed_t dist; if(!P_CheckSight(actor, actor->target)) return false; if(actor->flags & MF_JUSTHIT) { // the target just hit the enemy, // so fight back! actor->flags &= ~MF_JUSTHIT; return true; } if(actor->reactiontime) return false; // do not attack yet // OPTIMIZE: get this from a global checksight dist = P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) - 64*FRACUNIT; if (!actor->info->meleestate) dist -= 128*FRACUNIT; // no melee attack, so fire more dist >>= 16; // villsa [STRIFE] checks for acolytes // haleyjd 09/05/10: Repaired to match disassembly: Was including // SHADOWGUARD in the wrong case, was missing MT_SENTINEL entirely. // Structure of ASM also indicates this was probably a switch // statement turned into a cascading if/else by the compiler. switch(actor->type) { case MT_GUARD1: case MT_GUARD2: case MT_GUARD3: case MT_GUARD4: case MT_GUARD5: case MT_GUARD6: // oddly, not all Acolytes are included here... dist >>= 4; break; case MT_SHADOWGUARD: case MT_CRUSADER: case MT_SENTINEL: dist >>= 1; break; default: break; } // villsa [STRIFE] changed to 150 if (dist > 150) dist = 150; // haleyjd 20100910: Hex-Rays was leaving this out completely: if (actor->type == MT_CRUSADER && dist > 120) dist = 120; // haleyjd 20110224 [STRIFE]: reversed predicate return (dist < P_Random()); } // // P_CheckRobotRange // // villsa [STRIFE] New function // boolean P_CheckRobotRange(mobj_t *actor) { fixed_t dist; if(!P_CheckSight(actor, actor->target)) return false; if(actor->reactiontime) return false; // do not attack yet dist = (P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) - 64*FRACUNIT) >> FRACBITS; return (dist < 200); } // // P_Move // Move in the current direction, // returns false if the move is blocked. // // [STRIFE] // villsa/haleyjd 09/05/10: Modified for terrain types and 3D object // clipping. Below constants are verified to be unmodified: // fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000}; fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000}; #define MAXSPECIALCROSS 8 extern line_t* spechit[MAXSPECIALCROSS]; extern int numspechit; boolean P_Move (mobj_t* actor) { fixed_t tryx; fixed_t tryy; line_t* ld; // warning: 'catch', 'throw', and 'try' // are all C++ reserved words boolean try_ok; boolean good; if (actor->movedir == DI_NODIR) return false; if ((unsigned)actor->movedir >= 8) I_Error ("Weird actor->movedir!"); tryx = actor->x + actor->info->speed*xspeed[actor->movedir]; tryy = actor->y + actor->info->speed*yspeed[actor->movedir]; try_ok = P_TryMove (actor, tryx, tryy); if (!try_ok) { // open any specials if (actor->flags & MF_FLOAT && floatok) { // must adjust height if (actor->z < tmfloorz) actor->z += FLOATSPEED; // [STRIFE] Note FLOATSPEED == 5*FRACUNIT else actor->z -= FLOATSPEED; actor->flags |= MF_INFLOAT; return true; } if (!numspechit) return false; actor->movedir = DI_NODIR; good = false; while (numspechit--) { ld = spechit[numspechit]; // if the special is not a door // that can be opened, // return false if (P_UseSpecialLine (actor, ld,0)) good = true; } return good; } else { actor->flags &= ~(MF_INFLOAT|MF_FEETCLIPPED); // villsa [STRIFE] // villsa [STRIFE] if(P_GetTerrainType(actor) != FLOOR_SOLID) actor->flags |= MF_FEETCLIPPED; } // villsa [STRIFE] Removed pulling non-floating actors down to the ground. // (haleyjd 09/05/10: Verified) /*if (! (actor->flags & MF_FLOAT) ) actor->z = actor->floorz;*/ return true; } // // TryWalk // Attempts to move actor on // in its current (ob->moveangle) direction. // If blocked by either a wall or an actor // returns FALSE // If move is either clear or blocked only by a door, // returns TRUE and sets... // If a door is in the way, // an OpenDoor call is made to start it opening. // // haleyjd 09/05/10: [STRIFE] Verified unmodified. // boolean P_TryWalk (mobj_t* actor) { if (!P_Move (actor)) { return false; } actor->movecount = P_Random()&15; return true; } // // P_NewChaseDir // void P_NewChaseDir(mobj_t* actor) { fixed_t deltax; fixed_t deltay; dirtype_t d[3]; int tdir; dirtype_t olddir; dirtype_t turnaround; // villsa [STRIFE] don't bomb out and instead set spawnstate if(!actor->target) { //I_Error("P_NewChaseDir: called with no target"); P_SetMobjState(actor, actor->info->spawnstate); return; } olddir = actor->movedir; turnaround=opposite[olddir]; deltax = actor->target->x - actor->x; deltay = actor->target->y - actor->y; if (deltax>10*FRACUNIT) d[1]= DI_EAST; else if (deltax<-10*FRACUNIT) d[1]= DI_WEST; else d[1]=DI_NODIR; if (deltay<-10*FRACUNIT) d[2]= DI_SOUTH; else if (deltay>10*FRACUNIT) d[2]= DI_NORTH; else d[2]=DI_NODIR; // try direct route if (d[1] != DI_NODIR && d[2] != DI_NODIR) { actor->movedir = diags[((deltay<0)<<1)+(deltax>0)]; if (actor->movedir != (int) turnaround && P_TryWalk(actor)) return; } // try other directions if (P_Random() > 200 || abs(deltay)>abs(deltax)) { tdir=d[1]; d[1]=d[2]; d[2]=tdir; } if (d[1]==turnaround) d[1]=DI_NODIR; if (d[2]==turnaround) d[2]=DI_NODIR; if (d[1]!=DI_NODIR) { actor->movedir = d[1]; if (P_TryWalk(actor)) { // either moved forward or attacked return; } } if (d[2]!=DI_NODIR) { actor->movedir =d[2]; if (P_TryWalk(actor)) return; } // there is no direct path to the player, // so pick another direction. if (olddir!=DI_NODIR) { actor->movedir =olddir; if (P_TryWalk(actor)) return; } // randomly determine direction of search if (P_Random()&1) { for ( tdir=DI_EAST; tdir<=DI_SOUTHEAST; tdir++ ) { if (tdir != (int) turnaround) { actor->movedir =tdir; if ( P_TryWalk(actor) ) return; } } } else { for ( tdir=DI_SOUTHEAST; tdir != (DI_EAST-1); tdir-- ) { if (tdir != (int) turnaround) { actor->movedir = tdir; if ( P_TryWalk(actor) ) return; } } } if (turnaround != DI_NODIR) { actor->movedir =turnaround; if ( P_TryWalk(actor) ) return; } actor->movedir = DI_NODIR; // can not move } // // P_NewRandomDir // // villsa [STRIFE] new function // // haleyjd: Almost identical to the tail-end of P_NewChaseDir, this function // finds a purely random direction for an object to walk. Called from // A_RandomWalk. // // Shockingly similar to the RandomWalk pointer in Eternity :) // void P_NewRandomDir(mobj_t* actor) { int dir = 0; int omovedir = opposite[actor->movedir]; // haleyjd 20110223: nerfed this... // randomly determine direction of search if(P_Random() & 1) { // Try all non-reversal directions forward, first for(dir = 0; dir < DI_NODIR; dir++) { if(dir != omovedir) { actor->movedir = dir; if(P_Random() & 1) { if(P_TryWalk(actor)) break; } } } // haleyjd 20110223: logic missing entirely: // failed all non-reversal directions? try reversing if(dir > DI_SOUTHEAST) { if(omovedir == DI_NODIR) { actor->movedir = DI_NODIR; return; } actor->movedir = omovedir; if(P_TryWalk(actor)) return; else { actor->movedir = DI_NODIR; return; } } } else { // Try directions one at a time in backward order dir = DI_SOUTHEAST; while(1) { // haleyjd 09/05/10: missing random code. if(dir != omovedir) { actor->movedir = dir; // villsa 09/06/10: un-inlined code if(P_TryWalk(actor)) return; } // Ran out of non-reversal directions to try? Reverse. if(--dir == -1) { if(omovedir == DI_NODIR) { actor->movedir = DI_NODIR; return; } actor->movedir = omovedir; // villsa 09/06/10: un-inlined code if(P_TryWalk(actor)) return; else { actor->movedir = DI_NODIR; return; } } // end if(--dir == -1) } // end while(1) } // end else } // haleyjd 09/05/10: Needed below. extern void P_BulletSlope (mobj_t *mo); // // P_LookForPlayers // // If allaround is false, only look 180 degrees in front. // Returns true if a player is targeted. // // [STRIFE] // haleyjd 09/05/10: Modifications to support friendly units. // boolean P_LookForPlayers ( mobj_t* actor, boolean allaround ) { int c; int stop; player_t* player; sector_t* sector; angle_t an; fixed_t dist; mobj_t * master = players[actor->miscdata].mo; // haleyjd 09/05/10: handle Allies if(actor->flags & MF_ALLY) { // Deathmatch: support team behavior for Rebels. if(netgame) { // Rebels adopt the allied player's target if it is not of the same // allegiance. Other allies do it unconditionally. if(master && master->target && (master->target->type != MT_REBEL1 || master->target->miscdata != actor->miscdata)) { actor->target = master->target; } else { // haleyjd 09/06/10: Note that this sets actor->target in Strife! P_BulletSlope(actor); // Clear target if nothing is visible, or if the target is a // friendly Rebel or the allied player. if (linetarget == NULL || (actor->target->type == MT_REBEL1 && actor->target->miscdata == actor->miscdata) || actor->target == master) { actor->target = NULL; return false; } } } else { // Single-player: Adopt any non-allied player target. if(master && master->target && !(master->target->flags & MF_ALLY)) { actor->target = master->target; return true; } // haleyjd 09/06/10: Note that this sets actor->target in Strife! P_BulletSlope(actor); // Clear target if nothing is visible, or if the target is an ally. if(!linetarget || actor->target->flags & MF_ALLY) { actor->target = NULL; return false; } } return true; } sector = actor->subsector->sector; c = 0; // NOTE: This behavior has been changed from the Vanilla behavior, where // an infinite loop can occur if players 0-3 all quit the game. Although // technically this is not what Vanilla does, fixing this is highly // desirable, and having the game simply lock up is not acceptable. // stop = (actor->lastlook - 1) & 3; // for (;; actor->lastlook = (actor->lastlook + 1) & 3) stop = (actor->lastlook + MAXPLAYERS - 1) % MAXPLAYERS; for ( ; ; actor->lastlook = (actor->lastlook + 1) % MAXPLAYERS) { if (!playeringame[actor->lastlook]) continue; if (c++ == 2 || actor->lastlook == stop) { // done looking return false; } player = &players[actor->lastlook]; if (player->health <= 0) continue; // dead if (!P_CheckSight (actor, player->mo)) continue; // out of sight if (!allaround) { an = R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y) - actor->angle; if (an > ANG90 && an < ANG270) { dist = P_AproxDistance (player->mo->x - actor->x, player->mo->y - actor->y); // if real close, react anyway if (dist > MELEERANGE) continue; // behind back } } actor->target = player->mo; return true; } return false; } // haleyjd 09/05/10: [STRIFE] Removed A_KeenDie // // ACTION ROUTINES // // // A_Look // Stay in state until a player is sighted. // // [STRIFE] // haleyjd 09/05/10: Adjusted for allies, Inquisitors, etc. // 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) ) { // [STRIFE] Allies wander when they call this. if(actor->flags & MF_ALLY) A_RandomWalk(actor); else { actor->target = targ; if ( actor->flags & MF_AMBUSH ) { if (P_CheckSight (actor, actor->target)) goto seeyou; } else goto seeyou; } } // haleyjd 09/05/10: This is bizarre, as Rogue keeps using the GIVEQUEST flag // as a parameter to control allaround look behavior. Did they just run out of // flags, or what? // STRIFE-TODO: Needs serious verification. if (!P_LookForPlayers (actor, actor->flags & MF_GIVEQUEST) ) return; // go into chase state seeyou: if (actor->info->seesound) { int sound = actor->info->seesound; mobj_t * emitter = actor; // [STRIFE] Removed DOOM random sounds. // [STRIFE] Only Inquisitors roar loudly here. if (actor->type == MT_INQUISITOR) emitter = NULL; S_StartSound (emitter, sound); } // [STRIFE] Set threshold (kinda odd as it's still set to 0 above...) actor->threshold = 20; P_SetMobjState (actor, actor->info->seestate); } // // A_RandomWalk // // [STRIFE] New function. // haleyjd 09/05/10: Action routine used to meander about. // void A_RandomWalk(mobj_t* actor) { // Standing actors do not wander. if(actor->flags & MF_STAND) return; if(actor->reactiontime) actor->reactiontime--; // count down reaction time else { // turn to a new angle if(actor->movedir < DI_NODIR) { int delta; 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; } // try moving if(--actor->movecount < 0 || !P_Move(actor)) { P_NewRandomDir(actor); actor->movecount += 5; } } } // // A_FriendLook // // [STRIFE] New function // haleyjd 09/05/10: Action function used mostly by mundane characters such as // peasants. // void A_FriendLook(mobj_t* actor) { mobj_t *soundtarget = actor->subsector->sector->soundtarget; actor->threshold = 0; if(soundtarget && soundtarget->flags & MF_SHOOTABLE) { // Handle allies, except on maps 3 and 34 (Front Base/Movement Base) if((actor->flags & MF_ALLY) == (soundtarget->flags & MF_ALLY) && gamemap != 3 && gamemap != 34) { // STRIFE-TODO: Needs serious verification. if(P_LookForPlayers(actor, actor->flags & MF_GIVEQUEST)) { P_SetMobjState(actor, actor->info->seestate); actor->flags |= MF_NODIALOG; return; } } else { actor->target = soundtarget; if(!(actor->flags & MF_AMBUSH) || P_CheckSight(actor, actor->target)) { actor->threshold = 10; P_SetMobjState(actor, actor->info->seestate); return; } } } // do some idle animation if(P_Random() < 30) { int t = P_Random(); P_SetMobjState(actor, (t & 1) + actor->info->spawnstate + 1); } // wander around a bit if(!(actor->flags & MF_STAND) && P_Random() < 40) P_SetMobjState(actor, actor->info->spawnstate + 3); } // // A_Listen // // [STRIFE] New function // haleyjd 09/05/10: Action routine used to strictly listen for a target. // void A_Listen(mobj_t* actor) { mobj_t *soundtarget; actor->threshold = 0; soundtarget = actor->subsector->sector->soundtarget; if(soundtarget && (soundtarget->flags & MF_SHOOTABLE)) { if((actor->flags & MF_ALLY) != (soundtarget->flags & MF_ALLY)) { actor->target = soundtarget; if(!(actor->flags & MF_AMBUSH) || P_CheckSight(actor, actor->target)) { if(actor->info->seesound) S_StartSound(actor, actor->info->seesound); actor->threshold = 10; P_SetMobjState(actor, actor->info->seestate); } } } } // // A_Chase // Actor has a melee attack, // so it tries to close as fast as possible // // haleyjd 09/05/10: [STRIFE] Various minor changes // void A_Chase (mobj_t* actor) { int delta; if (actor->reactiontime) actor->reactiontime--; // modify target threshold if (actor->threshold) { // haleyjd 20110204 [STRIFE]: No health <= 0 check here! if (actor->target) actor->threshold--; else actor->threshold = 0; } // turn towards movement direction if not there yet if (actor->movedir < 8) { actor->angle &= (7<<29); delta = actor->angle - (actor->movedir << 29); if (delta > 0) actor->angle -= ANG90/2; else if (delta < 0) actor->angle += ANG90/2; } if (!actor->target || !(actor->target->flags&MF_SHOOTABLE)) { // look for a new target if (P_LookForPlayers(actor, true)) return; // got a new target P_SetMobjState (actor, actor->info->spawnstate); return; } // do not attack twice in a row if (actor->flags & MF_JUSTATTACKED) { actor->flags &= ~MF_JUSTATTACKED; // [STRIFE] Checks only against fastparm, not gameskill == 5 if (!fastparm) P_NewChaseDir (actor); return; } // check for melee attack if (actor->info->meleestate && P_CheckMeleeRange (actor)) { if (actor->info->attacksound) S_StartSound (actor, actor->info->attacksound); P_SetMobjState (actor, actor->info->meleestate); return; } // check for missile attack if (actor->info->missilestate) { // [STRIFE] Checks only fastparm. if (!fastparm && actor->movecount) { goto nomissile; } if (!P_CheckMissileRange (actor)) goto nomissile; P_SetMobjState (actor, actor->info->missilestate); // [STRIFE] Add NODIALOG flag to disable dialog actor->flags |= (MF_NODIALOG|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); } // [STRIFE] Changes to active sound behavior: // * Significantly more frequent // * Acolytes have randomized wandering sounds // make active sound if (actor->info->activesound && P_Random () < 38) { if(actor->info->activesound >= sfx_agrac1 && actor->info->activesound <= sfx_agrac4) { S_StartSound(actor, sfx_agrac1 + P_Random() % 4); } else S_StartSound(actor, actor->info->activesound); } } // // A_FaceTarget // // [STRIFE] // haleyjd 09/05/10: Handling for visibility-modifying flags. // 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) { // [STRIFE] increased SHADOW inaccuracy by a power of 2 int t = P_Random(); actor->angle += (t - P_Random()) << 22; } else if(actor->target->flags & MF_MVIS) { // [STRIFE] MVIS gives even worse aiming! int t = P_Random(); actor->angle += (t - P_Random()) << 23; } } // // A_PeasantPunch // // [STRIFE] New function // haleyjd 09/05/10: Attack used by Peasants as a one-time retaliation // when the player or a monster injures them. Weak doesn't begin to // describe it :P // void A_PeasantPunch(mobj_t* actor) { if(!actor->target) return; A_FaceTarget(actor); if(P_CheckMeleeRange(actor)) P_DamageMobj(actor->target, actor, actor, 2 * (P_Random() % 5) + 2); } // // A_ReaverAttack // // [STRIFE] New function // haleyjd 09/06/10: Action routine used by Reavers to fire bullets. // Also apparently used by Inquistors, though they don't seem to use // it too often, as they're content to blow your face off with their // HE grenades instead. // void A_ReaverAttack(mobj_t* actor) { int i = 0; fixed_t slope; if(!actor->target) return; S_StartSound(actor, sfx_reavat); A_FaceTarget(actor); slope = P_AimLineAttack(actor, actor->angle, 2048*FRACUNIT); do { int t = P_Random(); angle_t shootangle = actor->angle + ((t - P_Random()) << 20); int damage = (P_Random() & 7) + 1; P_LineAttack(actor, shootangle, 2048*FRACUNIT, slope, damage); ++i; } while(i < 3); } // // A_BulletAttack // // [STRIFE] New function // haleyjd 09/06/10: Action function for generic bullet attacks. Used by // a lot of different characters, including Acolytes, Rebels, and Macil. // void A_BulletAttack(mobj_t* actor) { int t, damage; fixed_t slope; angle_t shootangle; if(!actor->target) return; S_StartSound(actor, sfx_rifle); A_FaceTarget(actor); slope = P_AimLineAttack(actor, actor->angle, 2048*FRACUNIT); t = P_Random(); shootangle = ((t - P_Random()) << 19) + actor->angle; damage = 3 * (P_Random() % 5 + 1); P_LineAttack(actor, shootangle, 2048*FRACUNIT, slope, damage); } // // A_CheckTargetVisible // // [STRIFE] New function // haleyjd 09/06/10: Action routine which sets a thing back to its // seestate at random, or if it cannot see its target, or its target // is dead. Used by diverse actors. // void A_CheckTargetVisible(mobj_t* actor) { A_FaceTarget(actor); if(P_Random() >= 30) { mobj_t *target = actor->target; if(!target || target->health <= 0 || !P_CheckSight(actor, target) || P_Random() < 40) { P_SetMobjState(actor, actor->info->seestate); } } } // // A_SentinelAttack // // [STRIFE] New function // haleyjd 09/06/10: Action function implementing the Sentinel's laser attack // villsa 09/06/10 implemented // void A_SentinelAttack(mobj_t* actor) { mobj_t* mo; mobj_t* mo2; fixed_t x; fixed_t y; fixed_t z; angle_t an; int i; mo = P_SpawnFacingMissile(actor, actor->target, MT_L_LASER); an = actor->angle >> ANGLETOFINESHIFT; if(mo->momy | mo->momx) // villsa - fixed typo (yes, they actually used '|' instead of'||') { for(i = 8; i > 1; i--) { x = mo->x + FixedMul(mobjinfo[MT_L_LASER].radius * i, finecosine[an]); y = mo->y + FixedMul(mobjinfo[MT_L_LASER].radius * i, finesine[an]); z = mo->z + i * (mo->momz >> 2); mo2 = P_SpawnMobj(x, y, z, MT_R_LASER); mo2->target = actor; mo2->momx = mo->momx; mo2->momy = mo->momy; mo2->momz = mo->momz; P_CheckMissileSpawn(mo2); } } mo->z += mo->momz >> 2; } // // A_StalkerThink // // [STRIFE] New function // haleyjd 09/06/10: Action function to drive Stalker logic. // void A_StalkerThink(mobj_t* actor) { statenum_t statenum; if(actor->flags & MF_NOGRAVITY) { if(actor->ceilingz - actor->info->height <= actor->z) return; statenum = S_SPID_11; // 1020 } else statenum = S_SPID_18; // 1027 P_SetMobjState(actor, statenum); } // // A_StalkerSetLook // // [STRIFE] New function // haleyjd 09/06/10: Action function to marshall transitions to the // Stalker's spawnstate. // void A_StalkerSetLook(mobj_t* actor) { statenum_t statenum; if(!actor) // weird; totally unnecessary. return; if(actor->flags & MF_NOGRAVITY) { if(actor->state->nextstate == S_SPID_01) // 1010 return; statenum = S_SPID_01; // 1010 } else { if(actor->state->nextstate == S_SPID_02) // 1011 return; statenum = S_SPID_02; // 1011 } P_SetMobjState(actor, statenum); } // // A_StalkerDrop // // [STRIFE] New function // haleyjd 09/06/10: Dead simple: removes NOGRAVITY status. // void A_StalkerDrop(mobj_t* actor) { actor->flags &= ~MF_NOGRAVITY; } // // A_StalkerScratch // // [STRIFE] New function // haleyjd 09/06/10: Action function for Stalker's attack. // void A_StalkerScratch(mobj_t* actor) { if(actor->flags & MF_NOGRAVITY) { // Drop him down before he can attack P_SetMobjState(actor, S_SPID_11); // 1020 return; } if(!actor->target) return; A_FaceTarget(actor); if(P_CheckMeleeRange(actor)) P_DamageMobj(actor->target, actor, actor, 2 * (P_Random() % 8) + 2); } // // A_FloatWeave // // [STRIFE] New function // haleyjd 09/06/10: Action function which is responsible for floating // actors' constant upward and downward movement. Probably a really bad // idea in retrospect given how dodgy the 3D clipping implementation is. // void A_FloatWeave(mobj_t* actor) { fixed_t height; fixed_t z; if(actor->threshold) return; if(actor->flags & MF_INFLOAT) return; height = actor->info->height; // v2 z = actor->floorz + 96*FRACUNIT; // v1 if ( z > actor->ceilingz - height - 16*FRACUNIT ) z = actor->ceilingz - height - 16*FRACUNIT; if ( z >= actor->z ) actor->momz += FRACUNIT; else actor->momz -= FRACUNIT; if ( z == actor->z ) actor->threshold = 4; else actor->threshold = 8; } // // A_RobotMelee // // [STRIFE] New function // haleyjd 09/06/10: Action function for Reaver and Templar melee attacks. // void A_RobotMelee(mobj_t* actor) { if(!actor->target) return; A_FaceTarget(actor); if(P_CheckMeleeRange(actor)) { S_StartSound(actor, sfx_revbld); P_DamageMobj(actor->target, actor, actor, 3 * (P_Random() % 8 + 1)); } } // // A_TemplarMauler // // [STRIFE] New function // haleyjd 09/06/10: Exactly what it sounds like. Kicks your ass. // void A_TemplarMauler(mobj_t* actor) { int i, t; int angle; int bangle; int damage; int slope; if(!actor->target) return; S_StartSound(actor, sfx_pgrdat); A_FaceTarget(actor); bangle = actor->angle; slope = P_AimLineAttack(actor, bangle, 2048*FRACUNIT); for(i = 0; i < 10; i++) { // haleyjd 09/06/10: Very carefully preserved order of P_Random calls damage = (P_Random() & 4) * 2; t = P_Random(); angle = bangle + ((t - P_Random()) << 19); t = P_Random(); slope = ((t - P_Random()) << 5) + slope; P_LineAttack(actor, angle, 2112*FRACUNIT, slope, damage); } } // // A_CrusaderAttack // // villsa [STRIFE] new codepointer // 09/06/10: Action function for the Crusader's Flamethrower. // Very similar to the player's flamethrower, seeing how it was ripped // off a Crusader by the Rat People ;) // void A_CrusaderAttack(mobj_t* actor) { if(!actor->target) return; actor->z += (8*FRACUNIT); if(P_CheckRobotRange(actor)) { A_FaceTarget(actor); actor->angle -= (ANG90 / 8); P_SpawnFacingMissile(actor, actor->target, MT_C_FLAME); } else if(P_CheckMissileRange(actor)) { A_FaceTarget(actor); actor->z += (16*FRACUNIT); P_SpawnFacingMissile(actor, actor->target, MT_C_MISSILE); actor->angle -= (ANG45 / 32); actor->z -= (16*FRACUNIT); P_SpawnFacingMissile(actor, actor->target, MT_C_MISSILE); actor->angle += (ANG45 / 16); P_SpawnFacingMissile(actor, actor->target, MT_C_MISSILE); P_SetMobjState(actor, actor->info->seestate); actor->reactiontime += 15; } else P_SetMobjState(actor, actor->info->seestate); actor->z -= (8*FRACUNIT); } // // A_CrusaderLeft // // villsa [STRIFE] new codepointer // void A_CrusaderLeft(mobj_t* actor) { mobj_t* mo; actor->angle += (ANG90 / 16); mo = P_SpawnFacingMissile(actor, actor->target, MT_C_FLAME); mo->momz = FRACUNIT; mo->z += (16*FRACUNIT); } // // A_CrusaderRight // // villsa [STRIFE] new codepointer // void A_CrusaderRight(mobj_t* actor) { mobj_t* mo; actor->angle -= (ANG90 / 16); mo = P_SpawnFacingMissile(actor, actor->target, MT_C_FLAME); mo->momz = FRACUNIT; mo->z += (16*FRACUNIT); } // // A_CheckTargetVisible2 // // [STRIFE] New function // haleyjd 09/06/10: Mostly the same as CheckTargetVisible, except without // the randomness. // void A_CheckTargetVisible2(mobj_t* actor) { if(!actor->target || actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) { P_SetMobjState(actor, actor->info->seestate); } } // // A_InqFlyCheck // // [STRIFE] New function // haleyjd 09/06/10: Action function to check if an Inquisitor wishes // to take to flight. // void A_InqFlyCheck(mobj_t* actor) { if(!actor->target) return; A_FaceTarget(actor); // if not in "robot" range, shoot grenades. if(!P_CheckRobotRange(actor)) P_SetMobjState(actor, S_ROB3_14); // 1061 if(actor->z != actor->target->z) { // Take off all zig! if(actor->z + actor->height + 54*FRACUNIT < actor->ceilingz) P_SetMobjState(actor, S_ROB3_17); // 1064 } } // // A_InqGrenade // // villsa [STRIFE] new codepointer // 09/06/10: Inquisitor grenade attack action routine. // void A_InqGrenade(mobj_t* actor) { mobj_t* mo; if(!actor->target) return; A_FaceTarget(actor); actor->z += MAXRADIUS; // grenade 1 actor->angle -= (ANG45 / 32); mo = P_SpawnFacingMissile(actor, actor->target, MT_INQGRENADE); mo->momz += (9*FRACUNIT); // grenade 2 actor->angle += (ANG45 / 16); mo = P_SpawnFacingMissile(actor, actor->target, MT_INQGRENADE); mo->momz += (16*FRACUNIT); actor->z -= MAXRADIUS; } // // A_InqTakeOff // // [STRIFE] New function // haleyjd 09/06/10: Makes an Inquisitor start flying. // void A_InqTakeOff(mobj_t* actor) { angle_t an; fixed_t speed = actor->info->speed * (2 * FRACUNIT / 3); fixed_t dist; if(!actor->target) return; S_StartSound(actor, sfx_inqjmp); actor->z += 64 * FRACUNIT; A_FaceTarget(actor); an = actor->angle >> ANGLETOFINESHIFT; actor->momx = FixedMul(finecosine[an], speed); actor->momy = FixedMul(finesine[an], speed); dist = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); dist /= speed; if(dist < 1) dist = 1; actor->momz = (actor->target->z - actor->z) / dist; actor->reactiontime = 60; actor->flags |= MF_NOGRAVITY; } // // A_InqFly // // [STRIFE] New function // haleyjd 09/06/10: Handles an Inquisitor in flight. // void A_InqFly(mobj_t* actor) { if(!(leveltime & 7)) S_StartSound(actor, sfx_inqjmp); if(--actor->reactiontime < 0 || !actor->momx || !actor->momy || actor->z <= actor->floorz) { // Come in for a landing. P_SetMobjState(actor, actor->info->seestate); actor->reactiontime = 0; actor->flags &= ~MF_NOGRAVITY; } } // // A_FireSigilWeapon // // [STRIFE] New function // haleyjd 09/06/10: Action function for the Entity's attack. // void A_FireSigilWeapon(mobj_t* actor) { int choice = P_Random() % 5; // STRIFE-TODO: Needs verification. This switch is just weird. switch(choice) { case 0: A_ProgrammerAttack(actor); break; // ain't not seen no case 1, bub... case 2: A_FireSigilEOffshoot(actor); break; case 3: A_SpectreCAttack(actor); break; case 4: A_SpectreDAttack(actor); break; case 5: // BUG: never used? wtf were they thinking? A_SpectreEAttack(actor); break; default: break; } } // // A_ProgrammerAttack // // [STRIFE] New function // haleyjd 09/06/10: Action function for the Programmer's main // attack; equivalent to the player's first Sigil. // void A_ProgrammerAttack(mobj_t* actor) { mobj_t *mo; if(!actor->target) return; mo = P_SpawnMobj(actor->target->x, actor->target->y, ONFLOORZ, MT_SIGIL_A_GROUND); mo->threshold = 25; mo->target = actor; mo->health = -2; mo->tracer = actor->target; } // // A_Sigil_A_Action // // [STRIFE] New function // haleyjd 09/06/10: Called by MT_SIGIL_A_GROUND to zot anyone nearby with // corny looking lightning bolts. // void A_Sigil_A_Action(mobj_t* actor) { int t, x, y, type; mobj_t *mo; if(actor->threshold) actor->threshold--; t = P_Random(); actor->momx += ((t & 3) - (P_Random() & 3)) << FRACBITS; t = P_Random(); actor->momy += ((t & 3) - (P_Random() & 3)) << FRACBITS; t = P_Random(); x = 50*FRACUNIT * ((t & 3) - (P_Random() & 3)) + actor->x; t = P_Random(); y = 50*FRACUNIT * ((t & 3) - (P_Random() & 3)) + actor->y; if(actor->threshold <= 25) type = MT_SIGIL_A_ZAP_LEFT; else type = MT_SIGIL_A_ZAP_RIGHT; mo = P_SpawnMobj(x, y, ONCEILINGZ, type); mo->momz = -18 * FRACUNIT; mo->target = actor->target; mo->health = actor->health; mo = P_SpawnMobj(actor->x, actor->y, ONCEILINGZ, MT_SIGIL_A_ZAP_RIGHT); mo->momz = -18 * FRACUNIT; mo->target = actor->target; mo->health = actor->health; } // // A_SpectreEAttack // // [STRIFE] New function // haleyjd 09/06/10: Action function for the Loremaster's Spectre. // Equivalent to the player's final Sigil attack. // void A_SpectreEAttack(mobj_t* actor) { mobj_t *mo; if(!actor->target) return; mo = P_SpawnMissile(actor, actor->target, MT_SIGIL_SE_SHOT); mo->health = -2; } // // A_SpectreCAttack // // villsa [STRIFE] new codepointer // 09/06/10: Action routine for the Oracle's Spectre. Equivalent to the player's // third Sigil attack. // void A_SpectreCAttack(mobj_t* actor) { mobj_t* mo; int i; if(!actor->target) return; mo = P_SpawnMobj(actor->x, actor->y, actor->z + (32*FRACUNIT), MT_SIGIL_A_ZAP_RIGHT); mo->momz = -(18*FRACUNIT); mo->target = actor; mo->health = -2; mo->tracer = actor->target; actor->angle -= ANG90; for(i = 0; i < 20; i++) { actor->angle += (ANG90 / 10); mo = P_SpawnMortar(actor, MT_SIGIL_C_SHOT); mo->health = -2; mo->z = actor->z + (32*FRACUNIT); } actor->angle -= ANG90; } // // A_AlertSpectreC // // [STRIFE] New function // haleyjd 09/06/10: Action function called by the Oracle when it is // killed. Finds an MT_SPECTRE_C anywhere on the map and awakens it. // void A_AlertSpectreC(mobj_t* actor) { thinker_t *th; for(th = thinkercap.next; th != &thinkercap; th = th->next) { if(th->function.acp1 == (actionf_p1)P_MobjThinker) { mobj_t *mo = (mobj_t *)th; if(mo->type == MT_SPECTRE_C) { P_SetMobjState(mo, mo->info->seestate); mo->target = actor->target; return; } } } } // // A_Sigil_E_Action // // villsa [STRIFE] new codepointer // 09/06/10: Action routine for Sigil "E" shots. Spawns the room-filling // lightning bolts that seem to often do almost nothing. // void A_Sigil_E_Action(mobj_t* actor) { actor->angle += ANG90; P_SpawnMortar(actor, MT_SIGIL_E_OFFSHOOT); actor->angle -= ANG180; P_SpawnMortar(actor, MT_SIGIL_E_OFFSHOOT); actor->angle += ANG90; P_SpawnMortar(actor, MT_SIGIL_E_OFFSHOOT); } // // A_SigilTrail // // villsa [STRIFE] new codepointer // void A_SigilTrail(mobj_t* actor) { mobj_t* mo; mo = P_SpawnMobj(actor->x - actor->momx, actor->y - actor->momy, actor->z, MT_SIGIL_TRAIL); mo->angle = actor->angle; mo->health = actor->health; } // // A_SpectreDAttack // // [STRIFE] New function // haleyjd 09/06/10: Action function for Macil's Spectre. // Equivalent of the player's fourth Sigil attack. // void A_SpectreDAttack(mobj_t* actor) { mobj_t *mo; if(!actor->target) return; mo = P_SpawnMissile(actor, actor->target, MT_SIGIL_SD_SHOT); mo->health = -2; mo->tracer = actor->target; } // // A_FireSigilEOffshoot // // [STRIFE] New function // haleyjd 09/06/10: Action function to fire part of a Sigil E // attack. Used at least by the Entity. // void A_FireSigilEOffshoot(mobj_t* actor) { mobj_t *mo; if(!actor->target) return; mo = P_SpawnMissile(actor, actor->target, MT_SIGIL_E_OFFSHOOT); mo->health = -2; } // // A_ShadowOff // // villsa [STRIFE] new codepointer // 09/06/10: Disables SHADOW and MVIS flags. // void A_ShadowOff(mobj_t* actor) { actor->flags &= ~(MF_SHADOW|MF_MVIS); } // // A_ModifyVisibility // // villsa [STRIFE] new codepointer // 09/06/10: Turns on SHADOW, and turns off MVIS. // void A_ModifyVisibility(mobj_t* actor) { actor->flags |= MF_SHADOW; actor->flags &= ~MF_MVIS; } // // A_ShadowOn // // villsa [STRIFE] new codepointer // 09/06/10: Turns on SHADOW and MVIS. // void A_ShadowOn(mobj_t* actor) { actor->flags |= (MF_SHADOW|MF_MVIS); } // // A_SetTLOptions // // villsa [STRIFE] new codepointer // 09/06/10: Sets SHADOW and/or MVIS based on the thing's spawnpoint options. // void A_SetTLOptions(mobj_t* actor) { if(actor->spawnpoint.options & MTF_TRANSLUCENT) actor->flags |= MF_SHADOW; if(actor->spawnpoint.options & MTF_MVIS) actor->flags |= MF_MVIS; } // // A_BossMeleeAtk // // villsa [STRIFE] new codepointer // 09/06/10: Gratuitous melee attack used by multiple boss characters, // just for the sake of having one. It's not like anybody in their right // mind would get close to any of the maniacs that use this ;) // void A_BossMeleeAtk(mobj_t* actor) { if(!actor->target) return; P_DamageMobj(actor->target, actor, actor, 10 * (P_Random() & 9)); } // // A_BishopAttack // // villsa [STRIFE] new codepointer // 09/06/10: Bishop's homing missile attack. // void A_BishopAttack(mobj_t* actor) { mobj_t* mo; if(!actor->target) return; actor->z += MAXRADIUS; mo = P_SpawnMissile(actor, actor->target, MT_SEEKMISSILE); mo->tracer = actor->target; actor->z -= MAXRADIUS; } // // A_FireHookShot // // villsa [STRIFE] new codepointer // 09/06/10: Action function for the Loremaster's hookshot attack. // void A_FireHookShot(mobj_t* actor) { if(!actor->target) return; P_SpawnMissile(actor, actor->target, MT_HOOKSHOT); } // // A_FireChainShot // // villsa [STRIFE] new codepointer // 09/06/10: Action function for the hookshot projectile. Spawns echoes // to create a chain-like appearance. // void A_FireChainShot(mobj_t* actor) { S_StartSound(actor, sfx_tend); P_SpawnMobj(actor->x, actor->y, actor->z, MT_CHAINSHOT); // haleyjd: fixed type P_SpawnMobj(actor->x - (actor->momx >> 1), actor->y - (actor->momy >> 1), actor->z, MT_CHAINSHOT); P_SpawnMobj(actor->x - actor->momx, actor->y - actor->momy, actor->z, MT_CHAINSHOT); } // // A_MissileSmoke // // villsa [STRIFE] new codepointer // void A_MissileSmoke(mobj_t* actor) { mobj_t* mo; S_StartSound(actor, sfx_rflite); P_SpawnPuff(actor->x, actor->y, actor->z); mo = P_SpawnMobj(actor->x - actor->momx, actor->y - actor->momy, actor->z, MT_MISSILESMOKE); mo->momz = FRACUNIT; } // // A_SpawnSparkPuff // // villsa [STRIFE] new codepointer // void A_SpawnSparkPuff(mobj_t* actor) { int r; mobj_t* mo; fixed_t x; fixed_t y; r = P_Random(); x = (10*FRACUNIT) * ((r & 3) - (P_Random() & 3)) + actor->x; r = P_Random(); y = (10*FRACUNIT) * ((r & 3) - (P_Random() & 3)) + actor->y; mo = P_SpawnMobj(x, y, actor->z, MT_SPARKPUFF); P_SetMobjState(mo, S_BNG4_01); // 199 mo->momz = FRACUNIT; } // haleyjd 09/05/10: [STRIFE] Removed: // A_PosAttack, A_SPosAttack, A_CPosAttack, A_CPosRefire, A_SpidRefire, // A_BspiAttack, A_TroopAttack, A_SargAttack, A_HeadAttack, A_CyberAttack, // A_BruisAttack, A_SkelMissile int TRACEANGLE = 0xE000000; // villsa [STRIFE] changed from 0xC000000 to 0xE000000 // // A_Tracer // void A_Tracer (mobj_t* actor) { angle_t exact; fixed_t dist; fixed_t slope; mobj_t* dest; //mobj_t* th; // villsa [STRIFE] removed all randomization and puff code // adjust direction dest = actor->tracer; if(!dest || dest->health <= 0) return; // change angle exact = R_PointToAngle2(actor->x, actor->y, dest->x, dest->y); if(exact != actor->angle) { // villsa [STRIFE] slightly different algorithm if(exact - actor->angle <= 0x80000000) { actor->angle += TRACEANGLE; if(exact - actor->angle > 0x80000000) actor->angle = exact; } else { actor->angle -= TRACEANGLE; if (exact - actor->angle < 0x80000000) actor->angle = exact; } } exact = actor->angle>>ANGLETOFINESHIFT; actor->momx = FixedMul (actor->info->speed, finecosine[exact]); actor->momy = FixedMul (actor->info->speed, finesine[exact]); // change slope dist = P_AproxDistance (dest->x - actor->x, dest->y - actor->y); dist = dist / actor->info->speed; if (dist < 1) dist = 1; slope = (dest->z+40*FRACUNIT - actor->z) / dist; if (slope < actor->momz) actor->momz -= FRACUNIT/8; else actor->momz += FRACUNIT/8; } // // A_ProgrammerMelee // // villsa [STRIFE] new codepointer // 09/08/10: Melee attack for the Programmer. // haleyjd - fixed damage formula // void A_ProgrammerMelee(mobj_t* actor) { if(!actor->target) return; A_FaceTarget(actor); if(P_CheckMeleeRange(actor)) { int damage = 8 * (P_Random() % 10 + 1); S_StartSound(actor, sfx_mtalht); P_DamageMobj(actor->target, actor, actor, damage); } } // haleyjd 09/05/10: [STRIFE] Removed: // A_SkelWhoosh, A_SkelFist, PIT_VileCheck, A_VileChase, A_VileStart, // A_StartFire, A_FireCrackle, A_Fire, A_VileTarget, A_VileAttack // A_FatRaise, A_FatAttack1, A_FatAttack2, A_FatAttack3, A_SkullAttack, // A_PainShootSkull, A_PainAttack, A_PainDie // // A_Scream // // villsa [STRIFE] // * Has no random death sounds, so play deathsound directly // * Full-volume roars for the Entity and Inquisitor. // void A_Scream(mobj_t* actor) { if(!actor->info->deathsound) return; // Check for bosses. if(actor->type == MT_ENTITY || actor->type == MT_INQUISITOR) S_StartSound(NULL, actor->info->deathsound); // full volume else S_StartSound(actor, actor->info->deathsound); } // // A_XScream // // villsa [STRIFE] // * Robots will play deathsound while non-robots play the slop sfx // void A_XScream(mobj_t* actor) { int sound; if(actor->flags & MF_NOBLOOD && actor->info->deathsound) sound = actor->info->deathsound; else sound = sfx_slop; S_StartSound(actor, sound); } // // A_Pain // // villsa [STRIFE] // * Play random peasant sounds; otherwise play painsound directly // void A_Pain(mobj_t* actor) { int sound = actor->info->painsound; if(sound) { if(sound >= sfx_pespna && sound <= sfx_pespnd) sound = sfx_pespna + (P_Random() % 4); S_StartSound(actor, sound); } } // // A_PeasantCrash // // villsa [STRIFE] new codepointer // 09/08/10: Called from Peasant's "crash" state (not to be confused with // Heretic crash states), which is invoked when the Peasant has taken // critical but sub-fatal damage. It will "bleed out" the rest of its // health by calling this function repeatedly. // void A_PeasantCrash(mobj_t* actor) { // Set NODIALOG, because you probably wouldn't feel like talking either // if somebody just stabbed you in the gut with a punch dagger... actor->flags |= MF_NODIALOG; if(!(P_Random() % 5)) { A_Pain(actor); // inlined in asm actor->health--; } if(actor->health <= 0) P_KillMobj(actor->target, actor); } // // A_Fall // // [STRIFE] // * Set NODIALOG, and clear NOGRAVITY and SHADOW // void A_Fall (mobj_t *actor) { // villsa [STRIFE] set NODIALOG flag to stop dialog actor->flags |= MF_NODIALOG; // actor is on ground, it can be walked over // villsa [STRIFE] remove nogravity/shadow flags as well actor->flags &= ~(MF_SOLID|MF_NOGRAVITY|MF_SHADOW); } // // A_HideZombie // // villsa [STRIFE] new codepointer // Used by the "Becoming" Acolytes on the Loremaster's level. // void A_HideZombie(mobj_t* actor) { line_t junk; junk.tag = 999; EV_DoDoor(&junk, blazeClose); if(actor->target && actor->target->player) P_NoiseAlert(actor->target, actor); // inlined in asm } // // A_MerchantPain // // villsa [STRIFE] new codepointer // 09/08/10: Pain pointer for merchant characters. They close up shop for // a while and set off the alarm. // void A_MerchantPain(mobj_t* actor) { line_t junk; junk.tag = 999; EV_DoDoor(&junk, shopClose); if(actor->target && actor->target->player) P_NoiseAlert(actor->target, actor); // inlined in asm } // haleyjd 09/05/10: Removed unused CheckBossEnd Choco routine. // haleyjd 09/05/10: [STRIFE] Removed: // A_Hoof, A_Metal, A_BabyMetal, A_OpenShotgun2, A_LoadShotgun2, // A_CloseShotgun2, A_BrainAwake, A_BrainPain, A_BrainScream, A_BrainExplode, // A_BrainDie, A_BrainSpit, A_SpawnSound, A_SpawnFly // // A_ProgrammerDie // // villsa [STRIFE] new codepointer // 09/08/10: Action routine for the Programmer's grisly death. Spawns the // separate mechanical base object and sends it flying off in some random // direction. // void A_ProgrammerDie(mobj_t* actor) { int r; angle_t an; mobj_t* mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z + 24*FRACUNIT, MT_PROGRAMMERBASE); // haleyjd 20110223: fix add w/ANG180 r = P_Random(); an = ((r - P_Random()) << 22) + actor->angle + ANG180; mo->angle = an; P_ThrustMobj(mo, an, mo->info->speed); // inlined in asm mo->momz = P_Random() << 9; } // // A_InqTossArm // // villsa [STRIFE] new codepointer // 09/08/10: Inquisitor death action. Spawns an arm and tosses it. // void A_InqTossArm(mobj_t* actor) { int r; angle_t an; mobj_t* mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z + (24*FRACUNIT), MT_INQARM); r = P_Random(); an = ((r - P_Random()) << 22) + actor->angle - ANG90; mo->angle = an; P_ThrustMobj(mo, an, mo->info->speed); // inlined in asm mo->momz = P_Random() << 10; } // // A_SpawnSpectreA // // villsa [STRIFE] new codepointer (unused) // 09/08/10: Spawns Spectre A. Or would, if anything actually used this. // This is evidence that the Programmer's spectre, which appears in the // Catacombs in the final version, was originally meant to be spawned // after his death. // void A_SpawnSpectreA(mobj_t* actor) { mobj_t* mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SPECTRE_A); mo->momz = P_Random() << 9; } // // A_SpawnSpectreB // // villsa [STRIFE] new codepointer // 09/08/10: Action function to spawn the Bishop's spectre. // void A_SpawnSpectreB(mobj_t* actor) { mobj_t* mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SPECTRE_B); mo->momz = P_Random() << 9; } // // A_SpawnSpectreC // // villsa [STRIFE] new codepointer (unused) // 09/08/10: Action function to spawn the Oracle's spectre. Also // unused, because the Oracle's spectre is already present on the // map and is awakened on his death. Also left over from the // unreleased beta (and demo) versions. // void A_SpawnSpectreC(mobj_t* actor) { mobj_t* mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SPECTRE_C); mo->momz = P_Random() << 9; } // // A_SpawnSpectreD // // villsa [STRIFE] new codepointer // 09/08/10: Action function to spawn Macil's Spectre. // void A_SpawnSpectreD(mobj_t* actor) { mobj_t* mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SPECTRE_D); mo->momz = P_Random() << 9; } // // A_SpawnSpectreE // // villsa [STRIFE] new codepointer // 09/08/10: Action function to spawn the Loremaster's Spectre. // void A_SpawnSpectreE(mobj_t* actor) { mobj_t* mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SPECTRE_E); mo->momz = P_Random() << 9; } // [STRIFE] New statics - Remember the Entity's spawning position. static fixed_t entity_pos_x = 0; static fixed_t entity_pos_y = 0; static fixed_t entity_pos_z = 0; // // A_SpawnEntity // // villsa [STRIFE] new codepointer // 09/08/10: You will fall on your knees before the True God, the One Light. // void A_SpawnEntity(mobj_t* actor) { mobj_t* mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z + 70*FRACUNIT, MT_ENTITY); mo->momz = 5*FRACUNIT; entity_pos_x = mo->x; entity_pos_y = mo->y; entity_pos_z = mo->z; } // // P_ThrustMobj // // villsa [STRIFE] new function // Thrusts an thing in a specified force/direction // Beware! This is inlined everywhere in the asm // void P_ThrustMobj(mobj_t *actor, angle_t angle, fixed_t force) { angle_t an = angle >> ANGLETOFINESHIFT; actor->momx += FixedMul(finecosine[an], force); actor->momy += FixedMul(finesine[an], force); } // // A_EntityDeath // // [STRIFE] // haleyjd 09/08/10: The death of the Entity's spectre brings forth // three subentities, which are significantly less dangerous on their // own but threatening together. // void A_EntityDeath(mobj_t* actor) { mobj_t *subentity; angle_t an; fixed_t dist; dist = 2 * mobjinfo[MT_SUBENTITY].radius; // Subentity One an = actor->angle >> ANGLETOFINESHIFT; subentity = P_SpawnMobj(FixedMul(finecosine[an], dist) + entity_pos_x, FixedMul(finesine[an], dist) + entity_pos_y, entity_pos_z, MT_SUBENTITY); subentity->target = actor->target; A_FaceTarget(subentity); P_ThrustMobj(subentity, subentity->angle, 625 << 13); // Subentity Two an = (actor->angle + ANG90) >> ANGLETOFINESHIFT; subentity = P_SpawnMobj(FixedMul(finecosine[an], dist) + entity_pos_x, FixedMul(finesine[an], dist) + entity_pos_y, entity_pos_z, MT_SUBENTITY); subentity->target = actor->target; P_ThrustMobj(subentity, actor->angle + ANG90, 4); A_FaceTarget(subentity); // Subentity Three an = (actor->angle - ANG90) >> ANGLETOFINESHIFT; subentity = P_SpawnMobj(FixedMul(finecosine[an], dist) + entity_pos_x, FixedMul(finesine[an], dist) + entity_pos_y, entity_pos_z, MT_SUBENTITY); subentity->target = actor->target; P_ThrustMobj(subentity, actor->angle - ANG90, 4); A_FaceTarget(subentity); } // // A_SpawnZombie // // villsa [STRIFE] new codepointer // void A_SpawnZombie(mobj_t* actor) { P_SpawnMobj(actor->x, actor->y, actor->z, MT_ZOMBIE); } // // A_ZombieInSpecialSector // // villsa [STRIFE] new codepointer // void A_ZombieInSpecialSector(mobj_t* actor) { sector_t* sector; fixed_t force; angle_t angle; int tagval; sector = actor->subsector->sector; if(actor->z != sector->floorheight) return; if(sector->special <= 15) P_DamageMobj(actor, NULL, NULL, 999); else if(sector->special == 18) { tagval = sector->tag - 100; force = (tagval % 10) << 12; angle = (tagval / 10) << 29; P_ThrustMobj(actor, angle, force); // inlined in asm } } // // A_CrystalExplode // // villsa [STRIFE] new codepointer // Throws out debris from the Power Crystal and sets its sector floorheight // to the lowest surrounding floor (this is maybe the only time a direct // level-changing action is done by an object in this fashion in any of // the DOOM engine games... they usually call a line special instead) // void A_CrystalExplode(mobj_t* actor) { sector_t* sector; mobj_t* rubble; int i; int r; sector = actor->subsector->sector; sector->lightlevel = 0; sector->floorheight = P_FindLowestFloorSurrounding(sector); // spawn rubble for(i = 0; i < 8; i++) { rubble = P_SpawnMobj(actor->x, actor->y, actor->z, MT_RUBBLE1 + i); r = P_Random(); rubble->momx = ((r & 0x0f) - (P_Random() & 7)) << FRACBITS; r = P_Random(); rubble->momy = ((r & 7) - (P_Random() & 7)) << FRACBITS; rubble->momz = ((P_Random() & 3) << FRACBITS) + (7*FRACUNIT); } } // [STRIFE] New static global - buffer used for various player messages. static char pmsgbuffer[80]; // // P_FreePrisoners // // haleyjd 09/08/10: [STRIFE] New function // * Called when the prisoners get freed, obviously. Gives a // message and awards quest token 13. // void P_FreePrisoners(void) { int i; DEH_snprintf(pmsgbuffer, sizeof(pmsgbuffer), "You've freed the prisoners!"); for(i = 0; i < MAXPLAYERS; i++) { P_GiveItemToPlayer(&players[i], SPR_TOKN, MT_TOKEN_QUEST13); players[i].message = pmsgbuffer; } } // // P_DestroyConverter // // haleyjd 09/08/10: [STRIFE] New function // * Called when the converter is shut down in the factory. // Gives several items and a message. // void P_DestroyConverter(void) { int i; DEH_snprintf(pmsgbuffer, sizeof(pmsgbuffer), "You've destroyed the Converter!"); for(i = 0; i < MAXPLAYERS; i++) { P_GiveItemToPlayer(&players[i], SPR_TOKN, MT_TOKEN_QUEST25); P_GiveItemToPlayer(&players[i], SPR_TOKN, MT_TOKEN_STAMINA); P_GiveItemToPlayer(&players[i], SPR_TOKN, MT_TOKEN_NEW_ACCURACY); players[i].message = pmsgbuffer; } } // // A_QuestMsg // // villsa [STRIFE] new codepointer // Displays text based on quest item's name // Quest item is based on actor's speed // void A_QuestMsg(mobj_t* actor) { char* name; int quest; int i; // get name name = DEH_String(mobjinfo[(MT_TOKEN_QUEST1 - 1) + actor->info->speed].name); strcpy(pmsgbuffer, name); // inlined in asm // give quest and display message to players for(i = 0; i < MAXPLAYERS; i++) { quest = 1 << (actor->info->speed - 1); players[i].message = pmsgbuffer; players[i].questflags |= quest; } } // // A_ExtraLightOff // // villsa [STRIFE] new codepointer // 09/08/10: Called by the Power Crystal to turn off the extended // flash of light caused by its explosion. // void A_ExtraLightOff(mobj_t* actor) { if(!actor->target) return; if(!actor->target->player) return; actor->target->player->extralight = 0; } // // A_CrystalRadiusAtk // // villsa [STRIFE] new codepointer // 09/08/10: Called by the power crystal when it dies. // void A_CrystalRadiusAtk(mobj_t* actor) { P_RadiusAttack(actor, actor->target, 512); if(!(actor->target && actor->target->player)) return; // set extralight to 5 for near full-bright actor->target->player->extralight = 5; } // // A_DeathExplode5 // // villsa [STRIFE] new codepointer // void A_DeathExplode5(mobj_t* actor) { P_RadiusAttack(actor, actor->target, 192); if(actor->target && actor->target->player) P_NoiseAlert(actor->target, actor); // inlined in asm } // // A_DeathExplode1 // // villsa [STRIFE] new codepointer // void A_DeathExplode1(mobj_t* actor) { P_RadiusAttack(actor, actor->target, 128); if(actor->target && actor->target->player) P_NoiseAlert(actor->target, actor); // inlined in asm } // // A_DeathExplode2 // // villsa [STRIFE] new codepointer // void A_DeathExplode2(mobj_t* actor) { P_RadiusAttack(actor, actor->target, 64); if(actor->target && actor->target->player) P_NoiseAlert(actor->target, actor); // inlined in asm } // // A_DeathExplode3 // // villsa [STRIFE] new codepointer // void A_DeathExplode3(mobj_t* actor) { P_RadiusAttack(actor, actor->target, 32); if(actor->target && actor->target->player) P_NoiseAlert(actor->target, actor); // inlined in asm } // // A_RaiseAlarm // // villsa [STRIFE] new codepointer // 09/08/10: Set off the infamous alarm. This is just a noise alert. // void A_RaiseAlarm(mobj_t* actor) { if(actor->target && actor->target->player) P_NoiseAlert(actor->target, actor); // inlined in asm } // // A_MissileTick // villsa [STRIFE] - new codepointer // void A_MissileTick(mobj_t* actor) { if(--actor->reactiontime <= 0) { P_ExplodeMissile(actor); actor->flags &= ~MF_MISSILE; } } // // A_SpawnGrenadeFire // villsa [STRIFE] - new codepointer // void A_SpawnGrenadeFire(mobj_t* actor) { P_SpawnMobj(actor->x, actor->y, actor->z, MT_PFLAME); } // // A_NodeChunk // // villsa [STRIFE] - new codepointer // Throw out "nodes" from a spectral entity // void A_NodeChunk(mobj_t* actor) { int r; mobj_t* mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z + 10*FRACUNIT, MT_NODE); r = P_Random(); mo->momx = ((r & 0x0f) - (P_Random() & 7)) << FRACBITS; r = P_Random(); mo->momy = ((r & 7) - (P_Random() & 0x0f)) << FRACBITS; mo->momz = (P_Random() & 0x0f) << FRACBITS; } // // A_HeadChunk // // villsa [STRIFE] - new codepointer // Throw out the little "eye"-like object from a spectral entity when it dies. // void A_HeadChunk(mobj_t* actor) { int r; mobj_t* mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z + 10*FRACUNIT, MT_SPECTREHEAD); r = P_Random(); mo->momx = ((r & 7) - (P_Random() & 0x0f)) << FRACBITS; r = P_Random(); mo->momy = ((r & 0x0f) - (P_Random() & 7)) << FRACBITS; mo->momz = (P_Random() & 7) << FRACBITS; } // // A_BurnSpread // villsa [STRIFE] - new codepointer // void A_BurnSpread(mobj_t* actor) { int t; mobj_t* mo; fixed_t x; fixed_t y; actor->momz -= (8*FRACUNIT); t = P_Random(); actor->momx += ((t & 3) - (P_Random() & 3)) << FRACBITS; t = P_Random(); actor->momy += ((t & 3) - (P_Random() & 3)) << FRACBITS; S_StartSound(actor, sfx_lgfire); if(actor->flags & MF_DROPPED) return; // not the parent // haleyjd 20110223: match order of calls in binary y = actor->y + (((P_Random() + 12) & 31) << FRACBITS); x = actor->x + (((P_Random() + 12) & 31) << FRACBITS); // spawn child mo = P_SpawnMobj(x, y, actor->z + (4*FRACUNIT), MT_PFLAME); t = P_Random(); mo->momx += ((t & 7) - (P_Random() & 7)) << FRACBITS; t = P_Random(); mo->momy += ((t & 7) - (P_Random() & 7)) << FRACBITS; mo->momz -= FRACUNIT; mo->flags |= MF_DROPPED; mo->reactiontime = (P_Random() & 3) + 2; } // // A_BossDeath // // Possibly trigger special effects // if on first boss level // // haleyjd 09/17/10: [STRIFE] // * Modified to handle all Strife bosses. // void A_BossDeath (mobj_t* actor) { int i; thinker_t *th; line_t junk; // only the following types can be a boss: switch(actor->type) { case MT_CRUSADER: case MT_SPECTRE_A: case MT_SPECTRE_B: case MT_SPECTRE_C: case MT_SPECTRE_D: case MT_SPECTRE_E: case MT_SUBENTITY: case MT_PROGRAMMER: break; default: return; } // check for a living player for(i = 0; i < MAXPLAYERS; i++) { if(playeringame[i] && players[i].health > 0) break; } if(i == MAXPLAYERS) return; // everybody's dead. // check for a still living boss for(th = thinkercap.next; th != &thinkercap; th = th->next) { if(th->function.acp1 == (actionf_p1) P_MobjThinker) { mobj_t *mo = (mobj_t *)th; if(mo != actor && mo->type == actor->type && mo->health > 0) return; // one is still alive. } } // Victory! switch(actor->type) { case MT_CRUSADER: junk.tag = 667; EV_DoFloor(&junk, lowerFloorToLowest); break; case MT_SPECTRE_A: GiveVoiceObjective("VOC95", "LOG95", 0); junk.tag = 999; EV_DoFloor(&junk, lowerFloorToLowest); break; case MT_SPECTRE_B: P_GiveItemToPlayer(&players[0], SPR_TOKN, MT_TOKEN_BISHOP); GiveVoiceObjective("VOC74", "LOG74", 0); break; case MT_SPECTRE_C: // Look for an MT_ORACLE - this is for in case the player awakened the // Oracle's spectre without killing the Oracle, which is possible by // looking up to max and firing the Sigil at it. If this were not done, // a serious sequence break possibility would arise where one could // kill both the Oracle AND Macil, possibly throwing the game out of // sorts entirely. Too bad they thought of it ;) However this also // causes a bug sometimes! The Oracle, in its death state, sets the // Spectre C back to its seestate. If the Spectre C is already dead, // it becomes an undead ghost monster. Then it's a REAL spectre ;) for(th = thinkercap.next; th != &thinkercap; th = th->next) { if(th->function.acp1 == (actionf_p1) P_MobjThinker) { mobj_t *mo = (mobj_t *)th; // KILL ALL ORACLES! RAWWR! if(mo != actor && mo->type == MT_ORACLE && mo->health > 0) P_KillMobj(actor, mo); } } P_GiveItemToPlayer(&players[0], SPR_TOKN, MT_TOKEN_ORACLE); // Bishop is dead? - verify. if(players[0].questflags & QF_QUEST21) P_GiveItemToPlayer(&players[0], SPR_TOKN, MT_TOKEN_QUEST22); // Macil is dead? if(players[0].questflags & QF_QUEST24) { // Loremaster is dead? if(players[0].questflags & QF_QUEST26) { // We wield the complete sigil, blahblah GiveVoiceObjective("VOC85", "LOG85", 0); } } else { // So much for prognostication! GiveVoiceObjective("VOC87", "LOG87", 0); } junk.tag = 222; // Open the exit door again; EV_DoDoor(&junk, open); // Note this is NOT the Loremaster door... break; case MT_SPECTRE_D: P_GiveItemToPlayer(&players[0], SPR_TOKN, MT_TOKEN_MACIL); if(players[0].questflags & QF_QUEST25) // Destroyed converter? GiveVoiceObjective("VOC106", "LOG106", 0); else GiveVoiceObjective("VOC79", "LOG79", 0); break; case MT_SPECTRE_E: P_GiveItemToPlayer(&players[0], SPR_TOKN, MT_TOKEN_LOREMASTER); if(!netgame) { P_GiveItemToPlayer(&players[0], SPR_TOKN, MT_TOKEN_STAMINA); P_GiveItemToPlayer(&players[0], SPR_TOKN, MT_TOKEN_NEW_ACCURACY); } if(players[0].sigiltype == 4) GiveVoiceObjective("VOC85", "LOG85", 0); else GiveVoiceObjective("VOC83", "LOG83", 0); junk.tag = 666; EV_DoFloor(&junk, lowerFloorToLowest); break; case MT_SUBENTITY: F_StartFinale(); break; case MT_PROGRAMMER: F_StartFinale(); G_ExitLevel(0); break; default: // Real classy, Rogue. if(actor->type) I_Error("Error: Unconnected BossDeath id %d", actor->type); break; } } // // A_AcolyteSpecial // // villsa [STRIFE] - new codepointer // Awards quest #7 when all the Blue Acolytes are killed in Tarnhill // void A_AcolyteSpecial(mobj_t* actor) { int i; thinker_t* th; if(actor->type != MT_GUARD8) return; // must be MT_GUARD8 for(i = 0; i < MAXPLAYERS; i++) { if(playeringame[i] && players[i].health > 0) break; } if(i == 8) return; for(th = thinkercap.next; th != &thinkercap; th = th->next) { if(th->function.acp1 == (actionf_p1) P_MobjThinker) { mobj_t *mo = (mobj_t *)th; // Found a living MT_GUARD8? if(mo != actor && mo->type == actor->type && mo->health > 0) return; } } // All MT_GUARD8 are dead, give quest token #7 to all players for(i = 0; i < MAXPLAYERS; i++) P_GiveItemToPlayer(&players[i], SPR_TOKN, MT_TOKEN_QUEST7); // play voice, give objective GiveVoiceObjective("VOC14", "LOG14", 0); } // // A_InqChase // villsa [STRIFE] - new codepointer // void A_InqChase(mobj_t* actor) { S_StartSound(actor, sfx_inqact); A_Chase(actor); } // // A_StalkerChase // villsa [STRIFE] - new codepointer // void A_StalkerChase(mobj_t* actor) { S_StartSound(actor, sfx_spdwlk); A_Chase(actor); } // // A_PlayerScream // // [STRIFE] // * Modified to eliminate gamemode check and to use Strife sound. // void A_PlayerScream (mobj_t* mo) { // Default death sound. int sound = sfx_pldeth; // villsa [STRIFE] don't check for gamemode if(mo->health < -50) { // IF THE PLAYER DIES // LESS THAN -50% WITHOUT GIBBING sound = sfx_plxdth; // villsa [STRIFE] different sound } S_StartSound (mo, sound); } // // A_TeleportBeacon // // villsa [STRIFE] - new codepointer // void A_TeleportBeacon(mobj_t* actor) { mobj_t* mobj; mobj_t* fog; fixed_t fog_x; fixed_t fog_y; if(actor->target != players[actor->miscdata].mo) actor->target = players[actor->miscdata].mo; mobj = P_SpawnMobj(actor->x, actor->y, ONFLOORZ, MT_REBEL1); if(!P_TryMove(mobj, mobj->x, mobj->y)) { // Rebel is probably stuck in something.. too bad P_RemoveMobj(mobj); return; } // beacon no longer solid actor->flags &= ~MF_SOLID; // set color and flags mobj->flags |= ((actor->miscdata << MF_TRANSSHIFT) | MF_NODIALOG); mobj->target = NULL; // double Rebel's health in deathmatch mode if(deathmatch) mobj->health <<= 1; if(actor->target) { mobj_t* targ = actor->target->target; if(targ) { if(targ->type != MT_REBEL1 || targ->miscdata != mobj->miscdata) mobj->target = targ; } } P_SetMobjState(mobj, mobj->info->seestate); mobj->angle = actor->angle; fog_x = mobj->x + FixedMul(20*FRACUNIT, finecosine[actor->angle>>ANGLETOFINESHIFT]); fog_y = mobj->y + FixedMul(20*FRACUNIT, finesine[actor->angle>>ANGLETOFINESHIFT]); fog = P_SpawnMobj(fog_x, fog_y, mobj->z, MT_TFOG); S_StartSound(fog, sfx_telept); if(--actor->health < 0) P_RemoveMobj(actor); } // // A_BodyParts // // villsa [STRIFE] new codepointer // 09/06/10: Spawns gibs when organic actors get splattered, or junk // when robots explode. // void A_BodyParts(mobj_t* actor) { mobjtype_t type; mobj_t* mo; angle_t an; if(actor->flags & MF_NOBLOOD) // Robots are flagged NOBLOOD type = MT_JUNK; else type = MT_MEAT; mo = P_SpawnMobj(actor->x, actor->y, actor->z + (24*FRACUNIT), type); P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 19)); an = (P_Random() << 13) / 255; mo->angle = an << ANGLETOFINESHIFT; mo->momx = FixedMul(finecosine[an], (P_Random() & 0x0f) << FRACBITS); mo->momy = FixedMul(finesine[an], (P_Random() & 0x0f) << FRACBITS); mo->momz = (P_Random() & 0x0f) << FRACBITS; } // // A_ClaxonBlare // // [STRIFE] New function // haleyjd 09/08/10: The ever-dreadful Strife alarm! // void A_ClaxonBlare(mobj_t* actor) { // Timer ran down? if(--actor->reactiontime < 0) { // reset to initial state actor->target = NULL; actor->reactiontime = actor->info->reactiontime; // listen for more noise A_Listen(actor); // If we heard something, stay on for a while, // otherwise return to spawnstate. if(actor->target) actor->reactiontime = 50; else P_SetMobjState(actor, actor->info->spawnstate); } // When almost ran down, clear the soundtarget so it doesn't // retrigger the alarm. // Also, play the harsh, grating claxon. if(actor->reactiontime == 2) actor->subsector->sector->soundtarget = NULL; else if(actor->reactiontime > 50) S_StartSound(actor, sfx_alarm); } // // A_ActiveSound // // villsa [STRIFE] new codepointer // 09/06/10: Plays an object's active sound periodically. // void A_ActiveSound(mobj_t* actor) { if(actor->info->activesound) { if(!(leveltime & 7)) // haleyjd: added parens S_StartSound(actor, actor->info->activesound); } } // // A_ClearSoundTarget // // villsa [STRIFE] new codepointer // 09/06/10: Clears the actor's sector soundtarget, so that the actor // will not be continually alerted/awakened ad infinitum. Used by // shopkeepers. // void A_ClearSoundTarget(mobj_t* actor) { actor->subsector->sector->soundtarget = NULL; } // // A_DropBurnFlesh // // villsa [STRIFE] new codepointer // void A_DropBurnFlesh(mobj_t* actor) { mobj_t* mo; mobjtype_t type; type = actor->type; mo = P_SpawnMobj(actor->x, actor->y, actor->z + (24*FRACUNIT), MT_BURNDROP); mo->momz = -FRACUNIT; actor->type = MT_SFIREBALL; P_RadiusAttack(actor, actor, 64); actor->type = type; } // // A_FlameDeath // // villsa [STRIFE] new codepointer // 09/06/10: Death animation for flamethrower fireballs. // void A_FlameDeath(mobj_t* actor) { actor->flags |= MF_NOGRAVITY; actor->momz = (P_Random() & 3) << FRACBITS; } // // A_ClearForceField // // villsa [STRIFE] new codepointer // check for all matching lines in the sector // and disable blocking/midtextures // void A_ClearForceField(mobj_t* actor) { int i; sector_t *sec; line_t *secline; actor->flags &= ~(MF_SOLID|MF_SPECIAL); sec = actor->subsector->sector; if(!sec->linecount) return; for(i = 0; i < sec->linecount; i++) { secline = sec->lines[i]; // BUG: will crash if 1S line has TWOSIDED flag! if(!(secline->flags & ML_TWOSIDED)) continue; if(secline->special != 148) continue; secline->flags &= ~ML_BLOCKING; secline->special = 0; sides[secline->sidenum[0]].midtexture = 0; sides[secline->sidenum[1]].midtexture = 0; } }