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authorDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
committerDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
commit47f4a458d636a889e955e68f896708f1276febc0 (patch)
tree99f770c02ef606f0abbdcd332ac39e69830d8007 /apps/plugins/doom/p_enemy.c
parentfff7d6157d56f233cad5c2003475e47a5ff809a7 (diff)
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Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins/doom/p_enemy.c')
-rw-r--r--apps/plugins/doom/p_enemy.c2623
1 files changed, 2623 insertions, 0 deletions
diff --git a/apps/plugins/doom/p_enemy.c b/apps/plugins/doom/p_enemy.c
new file mode 100644
index 0000000..b1f40bc
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+++ b/apps/plugins/doom/p_enemy.c
@@ -0,0 +1,2623 @@
+/* Emacs style mode select -*- C++ -*-
+ *-----------------------------------------------------------------------------
+ *
+ *
+ * PrBoom a Doom port merged with LxDoom and LSDLDoom
+ * based on BOOM, a modified and improved DOOM engine
+ * Copyright (C) 1999 by
+ * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
+ * Copyright (C) 1999-2000 by
+ * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
+ *
+ * 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 "doomstat.h"
+#include "m_random.h"
+#include "r_main.h"
+#include "p_maputl.h"
+#include "p_map.h"
+#include "p_setup.h"
+#include "p_spec.h"
+#include "s_sound.h"
+#include "sounds.h"
+#include "p_inter.h"
+#include "g_game.h"
+#include "p_enemy.h"
+#include "p_tick.h"
+#include "m_bbox.h"
+
+#include "rockmacros.h"
+
+static mobj_t *current_actor;
+
+typedef enum {
+ DI_EAST,
+ DI_NORTHEAST,
+ DI_NORTH,
+ DI_NORTHWEST,
+ DI_WEST,
+ DI_SOUTHWEST,
+ DI_SOUTH,
+ DI_SOUTHEAST,
+ DI_NODIR,
+ NUMDIRS
+} dirtype_t;
+
+void A_Fall(mobj_t *actor);
+void A_FaceTarget(mobj_t *actor);
+static void P_NewChaseDir(mobj_t *actor);
+void P_ZBumpCheck(mobj_t *); // phares
+
+//
+// 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.
+//
+// killough 5/5/98: reformatted, cleaned up
+
+static void P_RecursiveSound(sector_t *sec, int soundblocks,
+ mobj_t *soundtarget)
+{
+ int i;
+
+ // 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;
+ P_SetTarget(&sec->soundtarget, soundtarget);
+
+ for (i=0; i<sec->linecount; i++)
+ {
+ sector_t *other;
+ line_t *check = sec->lines[i];
+
+ if (!(check->flags & ML_TWOSIDED))
+ continue;
+
+ P_LineOpening(check);
+
+ if (openrange <= 0)
+ continue; // closed door
+
+ other=sides[check->sidenum[sides[check->sidenum[0]].sector==sec]].sector;
+
+ if (!(check->flags & ML_SOUNDBLOCK))
+ P_RecursiveSound(other, soundblocks, soundtarget);
+ else
+ if (!soundblocks)
+ P_RecursiveSound(other, 1, soundtarget);
+ }
+}
+
+//
+// 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 *emitter)
+{
+ validcount++;
+ P_RecursiveSound(emitter->subsector->sector, 0, target);
+}
+
+//
+// P_CheckMeleeRange
+//
+
+static boolean P_CheckMeleeRange(mobj_t *actor)
+{
+ mobj_t *pl = actor->target;
+
+ return // killough 7/18/98: friendly monsters don't attack other friends
+ pl && !(actor->flags & pl->flags & MF_FRIEND) &&
+ (P_AproxDistance(pl->x-actor->x, pl->y-actor->y) <
+ MELEERANGE - 20*FRACUNIT + pl->info->radius) &&
+ P_CheckSight(actor, actor->target);
+}
+
+//
+// P_HitFriend()
+//
+// killough 12/98
+// This function tries to prevent shooting at friends
+
+static boolean P_HitFriend(mobj_t *actor)
+{
+ return actor->flags & MF_FRIEND && actor->target &&
+ (P_AimLineAttack(actor,
+ R_PointToAngle2(actor->x, actor->y,
+ actor->target->x, actor->target->y),
+ P_AproxDistance(actor->x-actor->target->x,
+ actor->y-actor->target->y), 0),
+ linetarget) && linetarget != actor->target &&
+ !((linetarget->flags ^ actor->flags) & MF_FRIEND);
+}
+
+//
+// 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;
+
+ /* killough 7/18/98: no friendly fire at corpses
+ * killough 11/98: prevent too much infighting among friends
+ * cph - yikes, talk about fitting everything on one line... */
+
+ return
+ !(actor->flags & MF_FRIEND) ||
+ (actor->target->health > 0 &&
+ (!(actor->target->flags & MF_FRIEND) ||
+ (actor->target->player ?
+ monster_infighting || P_Random(pr_defect) >128 :
+ !(actor->target->flags & MF_JUSTHIT) && P_Random(pr_defect) >128)));
+ }
+
+ /* killough 7/18/98: friendly monsters don't attack other friendly
+ * monsters or players (except when attacked, and then only once)
+ */
+ if (actor->flags & actor->target->flags & MF_FRIEND)
+ return false;
+
+ 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 >>= FRACBITS;
+
+ if (actor->type == MT_VILE)
+ if (dist > 14*64)
+ return false; // too far away
+
+
+ if (actor->type == MT_UNDEAD)
+ {
+ if (dist < 196)
+ return false; // close for fist attack
+ dist >>= 1;
+ }
+
+ if (actor->type == MT_CYBORG ||
+ actor->type == MT_SPIDER ||
+ actor->type == MT_SKULL)
+ dist >>= 1;
+
+ if (dist > 200)
+ dist = 200;
+
+ if (actor->type == MT_CYBORG && dist > 160)
+ dist = 160;
+
+ if (P_Random(pr_missrange) < dist)
+ return false;
+
+ if (P_HitFriend(actor))
+ return false;
+
+ return true;
+}
+
+/*
+ * P_IsOnLift
+ *
+ * killough 9/9/98:
+ *
+ * Returns true if the object is on a lift. Used for AI,
+ * since it may indicate the need for crowded conditions,
+ * or that a monster should stay on the lift for a while
+ * while it goes up or down.
+ */
+
+static boolean P_IsOnLift(const mobj_t *actor)
+{
+ const sector_t *sec = actor->subsector->sector;
+ line_t line;
+ int l;
+
+ // Short-circuit: it's on a lift which is active.
+ if (sec->floordata && ((thinker_t *) sec->floordata)->function==T_PlatRaise)
+ return true;
+
+ // Check to see if it's in a sector which can be activated as a lift.
+ if ((line.tag = sec->tag))
+ for (l = -1; (l = P_FindLineFromLineTag(&line, l)) >= 0;)
+ switch (lines[l].special)
+ {
+case 10: case 14: case 15: case 20: case 21: case 22:
+case 47: case 53: case 62: case 66: case 67: case 68:
+case 87: case 88: case 95: case 120: case 121: case 122:
+case 123: case 143: case 162: case 163: case 181: case 182:
+case 144: case 148: case 149: case 211: case 227: case 228:
+case 231: case 232: case 235: case 236:
+ return true;
+ }
+
+ return false;
+}
+
+/*
+ * P_IsUnderDamage
+ *
+ * killough 9/9/98:
+ *
+ * Returns nonzero if the object is under damage based on
+ * their current position. Returns 1 if the damage is moderate,
+ * -1 if it is serious. Used for AI.
+ */
+
+static int P_IsUnderDamage(mobj_t *actor)
+{
+ const struct msecnode_s *seclist;
+ const ceiling_t *cl; // Crushing ceiling
+ int dir = 0;
+ for (seclist=actor->touching_sectorlist; seclist; seclist=seclist->m_tnext)
+ if ((cl = seclist->m_sector->ceilingdata) &&
+ cl->thinker.function == T_MoveCeiling)
+ dir |= cl->direction;
+ return dir;
+}
+
+//
+// P_Move
+// Move in the current direction,
+// returns false if the move is blocked.
+//
+
+static fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000};
+static fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000};
+
+// 1/11/98 killough: Limit removed on special lines crossed
+extern line_t **spechit; // New code -- killough
+extern int numspechit;
+
+static boolean P_Move(mobj_t *actor, boolean dropoff) /* killough 9/12/98 */
+{
+ fixed_t tryx, tryy, deltax, deltay, origx, origy;
+ boolean try_ok;
+ int movefactor = ORIG_FRICTION_FACTOR; // killough 10/98
+ int friction = ORIG_FRICTION;
+ int speed;
+
+ if (actor->movedir == DI_NODIR)
+ return false;
+
+#ifdef RANGECHECK
+ if ((unsigned)actor->movedir >= 8)
+ I_Error ("P_Move: Weird actor->movedir!");
+#endif
+
+ // killough 10/98: make monsters get affected by ice and sludge too:
+
+ if (monster_friction)
+ movefactor = P_GetMoveFactor(actor, &friction);
+
+ speed = actor->info->speed;
+
+ if (friction < ORIG_FRICTION && // sludge
+ !(speed = ((ORIG_FRICTION_FACTOR - (ORIG_FRICTION_FACTOR-movefactor)/2)
+ * speed) / ORIG_FRICTION_FACTOR))
+ speed = 1; // always give the monster a little bit of speed
+
+ tryx = (origx = actor->x) + (deltax = speed * xspeed[actor->movedir]);
+ tryy = (origy = actor->y) + (deltay = speed * yspeed[actor->movedir]);
+
+ try_ok = P_TryMove(actor, tryx, tryy, dropoff);
+
+ // killough 10/98:
+ // Let normal momentum carry them, instead of steptoeing them across ice.
+
+ if (try_ok && friction > ORIG_FRICTION)
+ {
+ actor->x = origx;
+ actor->y = origy;
+ movefactor *= FRACUNIT / ORIG_FRICTION_FACTOR / 4;
+ actor->momx += FixedMul(deltax, movefactor);
+ actor->momy += FixedMul(deltay, movefactor);
+ }
+
+ if (!try_ok)
+ { // open any specials
+ int good;
+
+ if (actor->flags & MF_FLOAT && floatok)
+ {
+ if (actor->z < tmfloorz) // must adjust height
+ actor->z += FLOATSPEED;
+ else
+ actor->z -= FLOATSPEED;
+
+ actor->flags |= MF_INFLOAT;
+
+ return true;
+ }
+
+ if (!numspechit)
+ return false;
+
+ actor->movedir = DI_NODIR;
+
+ /* if the special is not a door that can be opened, return false
+ *
+ * killough 8/9/98: this is what caused monsters to get stuck in
+ * doortracks, because it thought that the monster freed itself
+ * by opening a door, even if it was moving towards the doortrack,
+ * and not the door itself.
+ *
+ * killough 9/9/98: If a line blocking the monster is activated,
+ * return true 90% of the time. If a line blocking the monster is
+ * not activated, but some other line is, return false 90% of the
+ * time. A bit of randomness is needed to ensure it's free from
+ * lockups, but for most cases, it returns the correct result.
+ *
+ * Do NOT simply return false 1/4th of the time (causes monsters to
+ * back out when they shouldn't, and creates secondary stickiness).
+ */
+
+ for (good = false; numspechit--; )
+ if (P_UseSpecialLine(actor, spechit[numspechit], 0))
+ good |= spechit[numspechit] == blockline ? 1 : 2;
+
+ /* cph - compatibility maze here
+ * Boom v2.01 and orig. Doom return "good"
+ * Boom v2.02 and LxDoom return good && (P_Random(pr_trywalk)&3)
+ * MBF plays even more games
+ */
+ if (!good || comp[comp_doorstuck]) return good;
+ if (!mbf_features)
+ return (P_Random(pr_trywalk)&3); /* jff 8/13/98 */
+ else /* finally, MBF code */
+ return ((P_Random(pr_opendoor) >= 230) ^ (good & 1));
+ }
+ else
+ actor->flags &= ~MF_INFLOAT;
+
+ /* killough 11/98: fall more slowly, under gravity, if felldown==true */
+ if (!(actor->flags & MF_FLOAT) &&
+ (!felldown || !mbf_features))
+ actor->z = actor->floorz;
+
+ return true;
+}
+
+/*
+ * P_SmartMove
+ *
+ * killough 9/12/98: Same as P_Move, except smarter
+ */
+
+static boolean P_SmartMove(mobj_t *actor)
+{
+ mobj_t *target = actor->target;
+ int on_lift, dropoff = false, under_damage;
+
+ /* killough 9/12/98: Stay on a lift if target is on one */
+ on_lift = !comp[comp_staylift]
+ && target && target->health > 0
+ && target->subsector->sector->tag==actor->subsector->sector->tag &&
+ P_IsOnLift(actor);
+
+ under_damage = monster_avoid_hazards && P_IsUnderDamage(actor);
+
+ // killough 10/98: allow dogs to drop off of taller ledges sometimes.
+ // dropoff==1 means always allow it, dropoff==2 means only up to 128 high,
+ // and only if the target is immediately on the other side of the line.
+
+#ifdef DOGS
+ if (actor->type == MT_DOGS && target && dog_jumping &&
+ !((target->flags ^ actor->flags) & MF_FRIEND) &&
+ P_AproxDistance(actor->x - target->x,
+ actor->y - target->y) < FRACUNIT*144 &&
+ P_Random(pr_dropoff) < 235)
+ dropoff = 2;
+#endif
+
+ if (!P_Move(actor, dropoff))
+ return false;
+
+ // killough 9/9/98: avoid crushing ceilings or other damaging areas
+ if (
+ (on_lift && P_Random(pr_stayonlift) < 230 && // Stay on lift
+ !P_IsOnLift(actor))
+ ||
+ (monster_avoid_hazards && !under_damage && // Get away from damage
+ (under_damage = P_IsUnderDamage(actor)) &&
+ (under_damage < 0 || P_Random(pr_avoidcrush) < 200))
+ )
+ actor->movedir = DI_NODIR; // avoid the area (most of the time anyway)
+
+ 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.
+//
+
+boolean P_TryWalk(mobj_t *actor)
+{
+ if (!P_SmartMove(actor))
+ return false;
+ actor->movecount = P_Random(pr_trywalk)&15;
+ return true;
+}
+
+//
+// P_DoNewChaseDir
+//
+// killough 9/8/98:
+//
+// Most of P_NewChaseDir(), except for what
+// determines the new direction to take
+//
+
+static void P_DoNewChaseDir(mobj_t *actor, fixed_t deltax, fixed_t deltay)
+{
+ dirtype_t xdir, ydir, tdir;
+ dirtype_t olddir = actor->movedir;
+ dirtype_t turnaround = olddir;
+
+ if (turnaround != DI_NODIR) // find reverse direction
+ turnaround ^= 4;
+
+ xdir =
+ deltax > 10*FRACUNIT ? DI_EAST :
+ deltax < -10*FRACUNIT ? DI_WEST : DI_NODIR;
+
+ ydir =
+ deltay < -10*FRACUNIT ? DI_SOUTH :
+ deltay > 10*FRACUNIT ? DI_NORTH : DI_NODIR;
+
+ // try direct route
+ if (xdir != DI_NODIR && ydir != DI_NODIR && turnaround !=
+ (actor->movedir = deltay < 0 ? deltax > 0 ? DI_SOUTHEAST : DI_SOUTHWEST :
+ deltax > 0 ? DI_NORTHEAST : DI_NORTHWEST) && P_TryWalk(actor))
+ return;
+
+ // try other directions
+ if (P_Random(pr_newchase) > 200 || abs(deltay)>abs(deltax))
+ tdir = xdir, xdir = ydir, ydir = tdir;
+
+ if ((xdir == turnaround ? xdir = DI_NODIR : xdir) != DI_NODIR &&
+ (actor->movedir = xdir, P_TryWalk(actor)))
+ return; // either moved forward or attacked
+
+ if ((ydir == turnaround ? ydir = DI_NODIR : ydir) != DI_NODIR &&
+ (actor->movedir = ydir, P_TryWalk(actor)))
+ return;
+
+ // there is no direct path to the player, so pick another direction.
+ if (olddir != DI_NODIR && (actor->movedir = olddir, P_TryWalk(actor)))
+ return;
+
+ // randomly determine direction of search
+ if (P_Random(pr_newchasedir) & 1)
+ {
+ for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++)
+ if (tdir != turnaround && (actor->movedir = tdir, P_TryWalk(actor)))
+ return;
+ }
+ else
+ for (tdir = DI_SOUTHEAST; tdir != (unsigned)(DI_EAST-1); tdir--)
+ if (tdir != turnaround && (actor->movedir = tdir, P_TryWalk(actor)))
+ return;
+
+ if ((actor->movedir = turnaround) != DI_NODIR && !P_TryWalk(actor))
+ actor->movedir = DI_NODIR;
+}
+
+//
+// killough 11/98:
+//
+// Monsters try to move away from tall dropoffs.
+//
+// In Doom, they were never allowed to hang over dropoffs,
+// and would remain stuck if involuntarily forced over one.
+// This logic, combined with p_map.c (P_TryMove), allows
+// monsters to free themselves without making them tend to
+// hang over dropoffs.
+
+static fixed_t dropoff_deltax, dropoff_deltay, floorz;
+
+static boolean PIT_AvoidDropoff(line_t *line)
+{
+ if (line->backsector && // Ignore one-sided linedefs
+ tmbbox[BOXRIGHT] > line->bbox[BOXLEFT] &&
+ tmbbox[BOXLEFT] < line->bbox[BOXRIGHT] &&
+ tmbbox[BOXTOP] > line->bbox[BOXBOTTOM] && // Linedef must be contacted
+ tmbbox[BOXBOTTOM] < line->bbox[BOXTOP] &&
+ P_BoxOnLineSide(tmbbox, line) == -1)
+ {
+ fixed_t front = line->frontsector->floorheight;
+ fixed_t back = line->backsector->floorheight;
+ angle_t angle;
+
+ // The monster must contact one of the two floors,
+ // and the other must be a tall dropoff (more than 24).
+
+ if (back == floorz && front < floorz - FRACUNIT*24)
+ angle = R_PointToAngle2(0,0,line->dx,line->dy); // front side dropoff
+ else
+ if (front == floorz && back < floorz - FRACUNIT*24)
+ angle = R_PointToAngle2(line->dx,line->dy,0,0); // back side dropoff
+ else
+ return true;
+
+ // Move away from dropoff at a standard speed.
+ // Multiple contacted linedefs are cumulative (e.g. hanging over corner)
+ dropoff_deltax -= finesine[angle >> ANGLETOFINESHIFT]*32;
+ dropoff_deltay += finecosine[angle >> ANGLETOFINESHIFT]*32;
+ }
+ return true;
+}
+
+//
+// Driver for above
+//
+
+static fixed_t P_AvoidDropoff(mobj_t *actor)
+{
+ int yh=((tmbbox[BOXTOP] = actor->y+actor->radius)-bmaporgy)>>MAPBLOCKSHIFT;
+ int yl=((tmbbox[BOXBOTTOM]= actor->y-actor->radius)-bmaporgy)>>MAPBLOCKSHIFT;
+ int xh=((tmbbox[BOXRIGHT] = actor->x+actor->radius)-bmaporgx)>>MAPBLOCKSHIFT;
+ int xl=((tmbbox[BOXLEFT] = actor->x-actor->radius)-bmaporgx)>>MAPBLOCKSHIFT;
+ int bx, by;
+
+ floorz = actor->z; // remember floor height
+
+ dropoff_deltax = dropoff_deltay = 0;
+
+ // check lines
+
+ validcount++;
+ for (bx=xl ; bx<=xh ; bx++)
+ for (by=yl ; by<=yh ; by++)
+ P_BlockLinesIterator(bx, by, PIT_AvoidDropoff); // all contacted lines
+
+ return dropoff_deltax | dropoff_deltay; // Non-zero if movement prescribed
+}
+
+//
+// P_NewChaseDir
+//
+// killough 9/8/98: Split into two functions
+//
+
+static void P_NewChaseDir(mobj_t *actor)
+{
+ mobj_t *target = actor->target;
+ fixed_t deltax = target->x - actor->x;
+ fixed_t deltay = target->y - actor->y;
+
+ // killough 8/8/98: sometimes move away from target, keeping distance
+ //
+ // 1) Stay a certain distance away from a friend, to avoid being in their way
+ // 2) Take advantage over an enemy without missiles, by keeping distance
+
+ actor->strafecount = 0;
+
+ if (mbf_features) {
+ if (actor->floorz - actor->dropoffz > FRACUNIT*24 &&
+ actor->z <= actor->floorz &&
+ !(actor->flags & (MF_DROPOFF|MF_FLOAT)) &&
+ !comp[comp_dropoff] &&
+ P_AvoidDropoff(actor)) /* Move away from dropoff */
+ {
+ P_DoNewChaseDir(actor, dropoff_deltax, dropoff_deltay);
+
+ // If moving away from dropoff, set movecount to 1 so that
+ // small steps are taken to get monster away from dropoff.
+
+ actor->movecount = 1;
+ return;
+ }
+ else
+ {
+ fixed_t dist = P_AproxDistance(deltax, deltay);
+
+ // Move away from friends when too close, except
+ // in certain situations (e.g. a crowded lift)
+
+ if (actor->flags & target->flags & MF_FRIEND &&
+ distfriend << FRACBITS > dist &&
+ !P_IsOnLift(target) && !P_IsUnderDamage(actor))
+ {
+ deltax = -deltax, deltay = -deltay;
+ } else
+ if (target->health > 0 && (actor->flags ^ target->flags) & MF_FRIEND)
+ { // Live enemy target
+ if (monster_backing &&
+ actor->info->missilestate && actor->type != MT_SKULL &&
+ ((!target->info->missilestate && dist < MELEERANGE*2) ||
+ (target->player && dist < MELEERANGE*3 &&
+ (target->player->readyweapon == wp_fist ||
+ target->player->readyweapon == wp_chainsaw))))
+ { // Back away from melee attacker
+ actor->strafecount = P_Random(pr_enemystrafe) & 15;
+ deltax = -deltax, deltay = -deltay;
+ }
+ }
+ }
+ }
+
+ P_DoNewChaseDir(actor, deltax, deltay);
+
+ // If strafing, set movecount to strafecount so that old Doom
+ // logic still works the same, except in the strafing part
+
+ if (actor->strafecount)
+ actor->movecount = actor->strafecount;
+}
+
+//
+// P_IsVisible
+//
+// killough 9/9/98: whether a target is visible to a monster
+//
+
+static boolean P_IsVisible(mobj_t *actor, mobj_t *mo, boolean allaround)
+{
+ if (!allaround)
+ {
+ angle_t an = R_PointToAngle2(actor->x, actor->y,
+ mo->x, mo->y) - actor->angle;
+ if (an > ANG90 && an < ANG270 &&
+ P_AproxDistance(mo->x-actor->x, mo->y-actor->y) > MELEERANGE)
+ return false;
+ }
+ return P_CheckSight(actor, mo);
+}
+
+//
+// PIT_FindTarget
+//
+// killough 9/5/98
+//
+// Finds monster targets for other monsters
+//
+
+static int current_allaround;
+
+static boolean PIT_FindTarget(mobj_t *mo)
+{
+ mobj_t *actor = current_actor;
+
+ if (!((mo->flags ^ actor->flags) & MF_FRIEND && // Invalid target
+ mo->health > 0 && (mo->flags & MF_COUNTKILL || mo->type == MT_SKULL)))
+ return true;
+
+ // If the monster is already engaged in a one-on-one attack
+ // with a healthy friend, don't attack around 60% the time
+ {
+ const mobj_t *targ = mo->target;
+ if (targ && targ->target == mo &&
+ P_Random(pr_skiptarget) > 100 &&
+ (targ->flags ^ mo->flags) & MF_FRIEND &&
+ targ->health*2 >= targ->info->spawnhealth)
+ return true;
+ }
+
+ if (!P_IsVisible(actor, mo, current_allaround))
+ return true;
+
+ P_SetTarget(&actor->lastenemy, actor->target); // Remember previous target
+ P_SetTarget(&actor->target, mo); // Found target
+
+ // Move the selected monster to the end of its associated
+ // list, so that it gets searched last next time.
+
+ {
+ thinker_t *cap = &thinkerclasscap[mo->flags & MF_FRIEND ?
+ th_friends : th_enemies];
+ (mo->thinker.cprev->cnext = mo->thinker.cnext)->cprev = mo->thinker.cprev;
+ (mo->thinker.cprev = cap->cprev)->cnext = &mo->thinker;
+ (mo->thinker.cnext = cap)->cprev = &mo->thinker;
+ }
+
+ return false;
+}
+
+//
+// P_LookForPlayers
+// If allaround is false, only look 180 degrees in front.
+// Returns true if a player is targeted.
+//
+
+static boolean P_LookForPlayers(mobj_t *actor, boolean allaround)
+{
+ player_t *player;
+ int stop, stopc, c;
+
+ if (actor->flags & MF_FRIEND)
+ { // killough 9/9/98: friendly monsters go about players differently
+ int anyone;
+
+#if 0
+ if (!allaround) // If you want friendly monsters not to awaken unprovoked
+ return false;
+#endif
+
+ // Go back to a player, no matter whether it's visible or not
+ for (anyone=0; anyone<=1; anyone++)
+ for (c=0; c<MAXPLAYERS; c++)
+ if (playeringame[c] && players[c].playerstate==PST_LIVE &&
+ (anyone || P_IsVisible(actor, players[c].mo, allaround)))
+ {
+ P_SetTarget(&actor->target, players[c].mo);
+
+ // killough 12/98:
+ // get out of refiring loop, to avoid hitting player accidentally
+
+ if (actor->info->missilestate)
+ {
+ P_SetMobjState(actor, actor->info->seestate);
+ actor->flags &= ~MF_JUSTHIT;
+ }
+
+ return true;
+ }
+
+ return false;
+ }
+
+ // Change mask of 3 to (MAXPLAYERS-1) -- killough 2/15/98:
+ stop = (actor->lastlook-1)&(MAXPLAYERS-1);
+
+ c = 0;
+
+ stopc = !mbf_features &&
+ !demo_compatibility && monsters_remember ?
+ MAXPLAYERS : 2; // killough 9/9/98
+
+ for (;; actor->lastlook = (actor->lastlook+1)&(MAXPLAYERS-1))
+ {
+ if (!playeringame[actor->lastlook])
+ continue;
+
+ // killough 2/15/98, 9/9/98:
+ if (c++ == stopc || actor->lastlook == stop) // done looking
+ return false;
+
+ player = &players[actor->lastlook];
+
+ if (player->health <= 0)
+ continue; // dead
+
+ if (!P_IsVisible(actor, player->mo, allaround))
+ continue;
+
+ P_SetTarget(&actor->target, player->mo);
+
+ /* killough 9/9/98: give monsters a threshold towards getting players
+ * (we don't want it to be too easy for a player with dogs :)
+ */
+ if (!comp[comp_pursuit])
+ actor->threshold = 60;
+
+ return true;
+ }
+}
+
+//
+// Friendly monsters, by Lee Killough 7/18/98
+//
+// Friendly monsters go after other monsters first, but
+// also return to owner if they cannot find any targets.
+// A marine's best friend :) killough 7/18/98, 9/98
+//
+
+static boolean P_LookForMonsters(mobj_t *actor, boolean allaround)
+{
+ thinker_t *cap, *th;
+
+ if (demo_compatibility)
+ return false;
+
+ if (actor->lastenemy && actor->lastenemy->health > 0 && monsters_remember &&
+ !(actor->lastenemy->flags & actor->flags & MF_FRIEND)) // not friends
+ {
+ P_SetTarget(&actor->target, actor->lastenemy);
+ P_SetTarget(&actor->lastenemy, NULL);
+ return true;
+ }
+
+ /* Old demos do not support monster-seeking bots */
+ if (!mbf_features)
+ return false;
+
+ // Search the threaded list corresponding to this object's potential targets
+ cap = &thinkerclasscap[actor->flags & MF_FRIEND ? th_enemies : th_friends];
+
+ // Search for new enemy
+
+ if (cap->cnext != cap) // Empty list? bail out early
+ {
+ int x = (actor->x - bmaporgx)>>MAPBLOCKSHIFT;
+ int y = (actor->y - bmaporgy)>>MAPBLOCKSHIFT;
+ int d;
+
+ current_actor = actor;
+ current_allaround = allaround;
+
+ // Search first in the immediate vicinity.
+
+ if (!P_BlockThingsIterator(x, y, PIT_FindTarget))
+ return true;
+
+ for (d=1; d<5; d++)
+ {
+ int i = 1 - d;
+ do
+ if (!P_BlockThingsIterator(x+i, y-d, PIT_FindTarget) ||
+ !P_BlockThingsIterator(x+i, y+d, PIT_FindTarget))
+ return true;
+ while (++i < d);
+ do
+ if (!P_BlockThingsIterator(x-d, y+i, PIT_FindTarget) ||
+ !P_BlockThingsIterator(x+d, y+i, PIT_FindTarget))
+ return true;
+ while (--i + d >= 0);
+ }
+
+ { // Random number of monsters, to prevent patterns from forming
+ int n = (P_Random(pr_friends) & 31) + 15;
+
+ for (th = cap->cnext; th != cap; th = th->cnext)
+ if (--n < 0)
+ {
+ // Only a subset of the monsters were searched. Move all of
+ // the ones which were searched so far, to the end of the list.
+
+ (cap->cnext->cprev = cap->cprev)->cnext = cap->cnext;
+ (cap->cprev = th->cprev)->cnext = cap;
+ (th->cprev = cap)->cnext = th;
+ break;
+ }
+ else
+ if (!PIT_FindTarget((mobj_t *) th)) // If target sighted
+ return true;
+ }
+ }
+
+ return false; // No monster found
+}
+
+//
+// P_LookForTargets
+//
+// killough 9/5/98: look for targets to go after, depending on kind of monster
+//
+
+static boolean P_LookForTargets(mobj_t *actor, int allaround)
+{
+ return actor->flags & MF_FRIEND ?
+ P_LookForMonsters(actor, allaround) || P_LookForPlayers (actor, allaround):
+ P_LookForPlayers (actor, allaround) || P_LookForMonsters(actor, allaround);
+}
+
+//
+// P_HelpFriend
+//
+// killough 9/8/98: Help friends in danger of dying
+//
+
+static boolean P_HelpFriend(mobj_t *actor)
+{
+ thinker_t *cap, *th;
+
+ // If less than 33% health, self-preservation rules
+ if (actor->health*3 < actor->info->spawnhealth)
+ return false;
+
+ current_actor = actor;
+ current_allaround = true;
+
+ // Possibly help a friend under 50% health
+ cap = &thinkerclasscap[actor->flags & MF_FRIEND ? th_friends : th_enemies];
+
+ for (th = cap->cnext; th != cap; th = th->cnext)
+ if (((mobj_t *) th)->health*2 >= ((mobj_t *) th)->info->spawnhealth)
+ {
+ if (P_Random(pr_helpfriend) < 180)
+ break;
+ }
+ else
+ if (((mobj_t *) th)->flags & MF_JUSTHIT &&
+ ((mobj_t *) th)->target &&
+ ((mobj_t *) th)->target != actor->target &&
+ !PIT_FindTarget(((mobj_t *) th)->target))
+ {
+ // Ignore any attacking monsters, while searching for friend
+ actor->threshold = BASETHRESHOLD;
+ return true;
+ }
+
+ return false;
+}
+
+//
+// A_KeenDie
+// DOOM II special, map 32.
+// Uses special tag 666.
+//
+void A_KeenDie(mobj_t* mo)
+{
+ thinker_t *th;
+ line_t junk;
+
+ A_Fall(mo);
+
+ // scan the remaining thinkers to see if all Keens are dead
+
+ for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+ if (th->function == P_MobjThinker)
+ {
+ mobj_t *mo2 = (mobj_t *) th;
+ if (mo2 != mo && mo2->type == mo->type && mo2->health > 0)
+ return; // other Keen not dead
+ }
+
+ junk.tag = 666;
+ EV_DoDoor(&junk,p_open);
+}
+
+
+//
+// ACTION ROUTINES
+//
+
+//
+// A_Look
+// Stay in state until a player is sighted.
+//
+
+void A_Look(mobj_t *actor)
+{
+ mobj_t *targ = actor->subsector->sector->soundtarget;
+ actor->threshold = 0; // any shot will wake up
+
+ /* killough 7/18/98:
+ * Friendly monsters go after other monsters first, but
+ * also return to player, without attacking them, if they
+ * cannot find any targets. A marine's best friend :)
+ */
+ actor->pursuecount = 0;
+
+ if (!(actor->flags & MF_FRIEND && P_LookForTargets(actor, false)) &&
+ !((targ = actor->subsector->sector->soundtarget) &&
+ targ->flags & MF_SHOOTABLE &&
+ (P_SetTarget(&actor->target, targ),
+ !(actor->flags & MF_AMBUSH) || P_CheckSight(actor, targ))) &&
+ (actor->flags & MF_FRIEND || !P_LookForTargets(actor, false)))
+ return;
+
+ // go into chase state
+
+ if (actor->info->seesound)
+ {
+ int sound;
+ switch (actor->info->seesound)
+ {
+ case sfx_posit1:
+ case sfx_posit2:
+ case sfx_posit3:
+ sound = sfx_posit1+P_Random(pr_see)%3;
+ break;
+
+ case sfx_bgsit1:
+ case sfx_bgsit2:
+ sound = sfx_bgsit1+P_Random(pr_see)%2;
+ break;
+
+ default:
+ sound = actor->info->seesound;
+ break;
+ }
+ if (actor->type==MT_SPIDER || actor->type == MT_CYBORG)
+ S_StartSound(NULL, sound); // full volume
+ else
+ S_StartSound(actor, sound);
+ }
+ P_SetMobjState(actor, actor->info->seestate);
+}
+
+//
+// A_KeepChasing
+//
+// killough 10/98:
+// Allows monsters to continue movement while attacking
+//
+
+void A_KeepChasing(mobj_t *actor)
+{
+ if (actor->movecount)
+ {
+ actor->movecount--;
+ if (actor->strafecount)
+ actor->strafecount--;
+ P_SmartMove(actor);
+ }
+}
+
+//
+// A_Chase
+// Actor has a melee attack,
+// so it tries to close as fast as possible
+//
+
+void A_Chase(mobj_t *actor)
+{
+ if (actor->reactiontime)
+ actor->reactiontime--;
+
+ if (actor->threshold) { /* modify target threshold */
+ if (!actor->target || actor->target->health <= 0)
+ actor->threshold = 0;
+ else
+ actor->threshold--;
+ }
+
+ /* turn towards movement direction if not there yet
+ * killough 9/7/98: keep facing towards target if strafing or backing out
+ */
+
+ if (actor->strafecount)
+ A_FaceTarget(actor);
+ else if (actor->movedir < 8)
+ {
+ int delta = (actor->angle &= (7<<29)) - (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))
+ {
+ if (!P_LookForTargets(actor,true)) // look for a new target
+ P_SetMobjState(actor, actor->info->spawnstate); // no new target
+ return;
+ }
+
+ // do not attack twice in a row
+ if (actor->flags & MF_JUSTATTACKED)
+ {
+ actor->flags &= ~MF_JUSTATTACKED;
+ if (gameskill != sk_nightmare && !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);
+ /* killough 8/98: remember an attack
+ * cph - DEMOSYNC? */
+ if (!actor->info->missilestate)
+ actor->flags |= MF_JUSTHIT;
+ return;
+ }
+
+ // check for missile attack
+ if (actor->info->missilestate)
+ if (!(gameskill < sk_nightmare && !fastparm && actor->movecount))
+ if (P_CheckMissileRange(actor))
+ {
+ P_SetMobjState(actor, actor->info->missilestate);
+ actor->flags |= MF_JUSTATTACKED;
+ return;
+ }
+
+ if (!actor->threshold) {
+ if (!mbf_features)
+ { /* killough 9/9/98: for backward demo compatibility */
+ if (netgame && !P_CheckSight(actor, actor->target) &&
+ P_LookForPlayers(actor, true))
+ return;
+ }
+ /* killough 7/18/98, 9/9/98: new monster AI */
+ else if (help_friends && P_HelpFriend(actor))
+ return; /* killough 9/8/98: Help friends in need */
+ /* Look for new targets if current one is bad or is out of view */
+ else if (actor->pursuecount)
+ actor->pursuecount--;
+ else {
+ /* Our pursuit time has expired. We're going to think about
+ * changing targets */
+ actor->pursuecount = BASETHRESHOLD;
+
+ /* Unless (we have a live target
+ * and it's not friendly
+ * and we can see it)
+ * try to find a new one; return if sucessful */
+
+ if (!(actor->target && actor->target->health > 0 &&
+ ((comp[comp_pursuit] && !netgame) ||
+ (((actor->target->flags ^ actor->flags) & MF_FRIEND ||
+ (!(actor->flags & MF_FRIEND) && monster_infighting)) &&
+ P_CheckSight(actor, actor->target))))
+ && P_LookForTargets(actor, true))
+ return;
+
+ /* (Current target was good, or no new target was found.)
+ *
+ * If monster is a missile-less friend, give up pursuit and
+ * return to player, if no attacks have occurred recently.
+ */
+
+ if (!actor->info->missilestate && actor->flags & MF_FRIEND) {
+ if (actor->flags & MF_JUSTHIT) /* if recent action, */
+ actor->flags &= ~MF_JUSTHIT; /* keep fighting */
+ else if (P_LookForPlayers(actor, true)) /* else return to player */
+ return;
+ }
+ }
+ }
+
+ if (actor->strafecount)
+ actor->strafecount--;
+
+ // chase towards player
+ if (--actor->movecount<0 || !P_SmartMove(actor))
+ P_NewChaseDir(actor);
+
+ // make active sound
+ if (actor->info->activesound && P_Random(pr_see)<3)
+ S_StartSound(actor, actor->info->activesound);
+}
+
+//
+// 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)
+ { // killough 5/5/98: remove dependence on order of evaluation:
+ int t = P_Random(pr_facetarget);
+ actor->angle += (t-P_Random(pr_facetarget))<<21;
+ }
+}
+
+//
+// A_PosAttack
+//
+
+void A_PosAttack(mobj_t *actor)
+{
+ int angle, damage, slope, t;
+
+ if (!actor->target)
+ return;
+ A_FaceTarget(actor);
+ angle = actor->angle;
+ slope = P_AimLineAttack(actor, angle, MISSILERANGE, 0); /* killough 8/2/98 */
+ S_StartSound(actor, sfx_pistol);
+
+ // killough 5/5/98: remove dependence on order of evaluation:
+ t = P_Random(pr_posattack);
+ angle += (t - P_Random(pr_posattack))<<20;
+ damage = (P_Random(pr_posattack)%5 + 1)*3;
+ P_LineAttack(actor, angle, MISSILERANGE, slope, damage);
+}
+
+void A_SPosAttack(mobj_t* actor)
+{
+ int i, bangle, slope;
+
+ if (!actor->target)
+ return;
+ S_StartSound(actor, sfx_shotgn);
+ A_FaceTarget(actor);
+ bangle = actor->angle;
+ slope = P_AimLineAttack(actor, bangle, MISSILERANGE, 0); /* killough 8/2/98 */
+ for (i=0; i<3; i++)
+ { // killough 5/5/98: remove dependence on order of evaluation:
+ int t = P_Random(pr_sposattack);
+ int angle = bangle + ((t - P_Random(pr_sposattack))<<20);
+ int damage = ((P_Random(pr_sposattack)%5)+1)*3;
+ P_LineAttack(actor, angle, MISSILERANGE, slope, damage);
+ }
+}
+
+void A_CPosAttack(mobj_t *actor)
+{
+ int angle, bangle, damage, slope, t;
+
+ if (!actor->target)
+ return;
+ S_StartSound(actor, sfx_shotgn);
+ A_FaceTarget(actor);
+ bangle = actor->angle;
+ slope = P_AimLineAttack(actor, bangle, MISSILERANGE, 0); /* killough 8/2/98 */
+
+ // killough 5/5/98: remove dependence on order of evaluation:
+ t = P_Random(pr_cposattack);
+ angle = bangle + ((t - P_Random(pr_cposattack))<<20);
+ damage = ((P_Random(pr_cposattack)%5)+1)*3;
+ P_LineAttack(actor, angle, MISSILERANGE, slope, damage);
+}
+
+void A_CPosRefire(mobj_t *actor)
+{
+ // keep firing unless target got out of sight
+ A_FaceTarget(actor);
+
+ /* killough 12/98: Stop firing if a friend has gotten in the way */
+ if (P_HitFriend(actor))
+ goto stop;
+
+ /* killough 11/98: prevent refiring on friends continuously */
+ if (P_Random(pr_cposrefire) < 40) {
+ if (actor->target && actor->flags & actor->target->flags & MF_FRIEND)
+ goto stop;
+ else
+ return;
+ }
+
+ if (!actor->target || actor->target->health <= 0
+ || !P_CheckSight(actor, actor->target))
+stop: P_SetMobjState(actor, actor->info->seestate);
+}
+
+void A_SpidRefire(mobj_t* actor)
+{
+ // keep firing unless target got out of sight
+ A_FaceTarget(actor);
+
+ /* killough 12/98: Stop firing if a friend has gotten in the way */
+ if (P_HitFriend(actor))
+ goto stop;
+
+ if (P_Random(pr_spidrefire) < 10)
+ return;
+
+ // killough 11/98: prevent refiring on friends continuously
+ if (!actor->target || actor->target->health <= 0
+ || actor->flags & actor->target->flags & MF_FRIEND
+ || !P_CheckSight(actor, actor->target))
+stop: P_SetMobjState(actor, actor->info->seestate);
+}
+
+void A_BspiAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ return;
+ A_FaceTarget(actor);
+ P_SpawnMissile(actor, actor->target, MT_ARACHPLAZ); // launch a missile
+}
+
+//
+// A_TroopAttack
+//
+
+void A_TroopAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ return;
+ A_FaceTarget(actor);
+ if (P_CheckMeleeRange(actor))
+ {
+ int damage;
+ S_StartSound(actor, sfx_claw);
+ damage = (P_Random(pr_troopattack)%8+1)*3;
+ P_DamageMobj(actor->target, actor, actor, damage);
+ return;
+ }
+ P_SpawnMissile(actor, actor->target, MT_TROOPSHOT); // launch a missile
+}
+
+void A_SargAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ return;
+ A_FaceTarget(actor);
+ if (P_CheckMeleeRange(actor))
+ {
+ int damage = ((P_Random(pr_sargattack)%10)+1)*4;
+ P_DamageMobj(actor->target, actor, actor, damage);
+ }
+}
+
+void A_HeadAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ return;
+ A_FaceTarget (actor);
+ if (P_CheckMeleeRange(actor))
+ {
+ int damage = (P_Random(pr_headattack)%6+1)*10;
+ P_DamageMobj(actor->target, actor, actor, damage);
+ return;
+ }
+ P_SpawnMissile(actor, actor->target, MT_HEADSHOT); // launch a missile
+}
+
+void A_CyberAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ return;
+ A_FaceTarget(actor);
+ P_SpawnMissile(actor, actor->target, MT_ROCKET);
+}
+
+void A_BruisAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ return;
+ if (P_CheckMeleeRange(actor))
+ {
+ int damage;
+ S_StartSound(actor, sfx_claw);
+ damage = (P_Random(pr_bruisattack)%8+1)*10;
+ P_DamageMobj(actor->target, actor, actor, damage);
+ return;
+ }
+ P_SpawnMissile(actor, actor->target, MT_BRUISERSHOT); // launch a missile
+}
+
+//
+// A_SkelMissile
+//
+
+void A_SkelMissile(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+ actor->z += 16*FRACUNIT; // so missile spawns higher
+ mo = P_SpawnMissile (actor, actor->target, MT_TRACER);
+ actor->z -= 16*FRACUNIT; // back to normal
+
+ mo->x += mo->momx;
+ mo->y += mo->momy;
+ P_SetTarget(&mo->tracer, actor->target);
+}
+
+int TRACEANGLE = 0xc000000;
+
+void A_Tracer(mobj_t *actor)
+{
+ angle_t exact;
+ fixed_t dist;
+ fixed_t slope;
+ mobj_t *dest;
+ mobj_t *th;
+
+ /* killough 1/18/98: this is why some missiles do not have smoke
+ * and some do. Also, internal demos start at random gametics, thus
+ * the bug in which revenants cause internal demos to go out of sync.
+ *
+ * killough 3/6/98: fix revenant internal demo bug by subtracting
+ * levelstarttic from gametic.
+ *
+ * killough 9/29/98: use new "basetic" so that demos stay in sync
+ * during pauses and menu activations, while retaining old demo sync.
+ *
+ * leveltime would have been better to use to start with in Doom, but
+ * since old demos were recorded using gametic, we must stick with it,
+ * and improvise around it (using leveltime causes desync across levels).
+ */
+
+ if ((gametic-basetic) & 3)
+ return;
+
+ // spawn a puff of smoke behind the rocket
+ P_SpawnPuff(actor->x, actor->y, actor->z);
+
+ th = P_SpawnMobj (actor->x-actor->momx,
+ actor->y-actor->momy,
+ actor->z, MT_SMOKE);
+
+ th->momz = FRACUNIT;
+ th->tics -= P_Random(pr_tracer) & 3;
+ if (th->tics < 1)
+ th->tics = 1;
+
+ // 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) {
+ 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;
+}
+
+void A_SkelWhoosh(mobj_t *actor)
+{
+ if (!actor->target)
+ return;
+ A_FaceTarget(actor);
+ S_StartSound(actor,sfx_skeswg);
+}
+
+void A_SkelFist(mobj_t *actor)
+{
+ if (!actor->target)
+ return;
+ A_FaceTarget(actor);
+ if (P_CheckMeleeRange(actor))
+ {
+ int damage = ((P_Random(pr_skelfist)%10)+1)*6;
+ S_StartSound(actor, sfx_skepch);
+ P_DamageMobj(actor->target, actor, actor, damage);
+ }
+}
+
+//
+// PIT_VileCheck
+// Detect a corpse that could be raised.
+//
+
+mobj_t* corpsehit;
+mobj_t* vileobj;
+fixed_t viletryx;
+fixed_t viletryy;
+
+boolean PIT_VileCheck(mobj_t *thing)
+{
+ int maxdist;
+ boolean check;
+
+ if (!(thing->flags & MF_CORPSE) )
+ return true; // not a monster
+
+ if (thing->tics != -1)
+ return true; // not lying still yet
+
+ if (thing->info->raisestate == S_NULL)
+ return true; // monster doesn't have a raise state
+
+ maxdist = thing->info->radius + mobjinfo[MT_VILE].radius;
+
+ if (D_abs(thing->x-viletryx) > maxdist || D_abs(thing->y-viletryy) > maxdist)
+ return true; // not actually touching
+
+ // Check to see if the radius and height are zero. If they are // phares
+ // then this is a crushed monster that has been turned into a // |
+ // gib. One of the options may be to ignore this guy. // V
+
+ // Option 1: the original, buggy method, -> ghost (compatibility)
+ // Option 2: ressurect the monster, but not as a ghost
+ // Option 3: ignore the gib
+
+ // if (Option3) // ^
+ // if ((thing->height == 0) && (thing->radius == 0)) // |
+ // return true; // phares
+
+ corpsehit = thing;
+ corpsehit->momx = corpsehit->momy = 0;
+ if (comp[comp_vile]) // phares
+ { // |
+ corpsehit->height <<= 2; // V
+ check = P_CheckPosition(corpsehit,corpsehit->x,corpsehit->y);
+ corpsehit->height >>= 2;
+ }
+ else
+ {
+ int height,radius;
+
+ height = corpsehit->height; // save temporarily
+ radius = corpsehit->radius; // save temporarily
+ corpsehit->height = corpsehit->info->height;
+ corpsehit->radius = corpsehit->info->radius;
+ corpsehit->flags |= MF_SOLID;
+ check = P_CheckPosition(corpsehit,corpsehit->x,corpsehit->y);
+ corpsehit->height = height; // restore
+ corpsehit->radius = radius; // restore // ^
+ corpsehit->flags &= ~MF_SOLID;
+ } // |
+ // phares
+ if (!check)
+ return true; // doesn't fit here
+ return false; // got one, so stop checking
+}
+
+//
+// A_VileChase
+// Check for ressurecting a body
+//
+
+void A_VileChase(mobj_t* actor)
+{
+ int xl, xh;
+ int yl, yh;
+ int bx, by;
+
+ if (actor->movedir != DI_NODIR)
+ {
+ // check for corpses to raise
+ viletryx =
+ actor->x + actor->info->speed*xspeed[actor->movedir];
+ viletryy =
+ actor->y + actor->info->speed*yspeed[actor->movedir];
+
+ xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
+ xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
+ yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
+ yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
+
+ vileobj = actor;
+ for (bx=xl ; bx<=xh ; bx++)
+ {
+ for (by=yl ; by<=yh ; by++)
+ {
+ // Call PIT_VileCheck to check
+ // whether object is a corpse
+ // that canbe raised.
+ if (!P_BlockThingsIterator(bx,by,PIT_VileCheck))
+ {
+ mobjinfo_t *info;
+
+ // got one!
+ mobj_t* temp = actor->target;
+ actor->target = corpsehit;
+ A_FaceTarget(actor);
+ actor->target = temp;
+
+ P_SetMobjState(actor, S_VILE_HEAL1);
+ S_StartSound(corpsehit, sfx_slop);
+ info = corpsehit->info;
+
+ P_SetMobjState(corpsehit,info->raisestate);
+
+ if (comp[comp_vile]) // phares
+ corpsehit->height <<= 2; // |
+ else // V
+ {
+ corpsehit->height = info->height; // fix Ghost bug
+ corpsehit->radius = info->radius; // fix Ghost bug
+ } // phares
+
+ /* killough 7/18/98:
+ * friendliness is transferred from AV to raised corpse
+ */
+ corpsehit->flags =
+ (info->flags & ~MF_FRIEND) | (actor->flags & MF_FRIEND);
+
+ if (!((corpsehit->flags ^ MF_COUNTKILL) & (MF_FRIEND | MF_COUNTKILL)))
+ totallive++;
+
+ corpsehit->health = info->spawnhealth;
+ P_SetTarget(&corpsehit->target, NULL); // killough 11/98
+
+ if (mbf_features)
+ { /* kilough 9/9/98 */
+ P_SetTarget(&corpsehit->lastenemy, NULL);
+ corpsehit->flags &= ~MF_JUSTHIT;
+ }
+
+ /* killough 8/29/98: add to appropriate thread */
+ P_UpdateThinker(&corpsehit->thinker);
+
+ return;
+ }
+ }
+ }
+ }
+ A_Chase(actor); // Return to normal attack.
+}
+
+//
+// A_VileStart
+//
+
+void A_VileStart(mobj_t *actor)
+{
+ S_StartSound(actor, sfx_vilatk);
+}
+
+//
+// A_Fire
+// Keep fire in front of player unless out of sight
+//
+
+void A_Fire(mobj_t *actor);
+
+void A_StartFire(mobj_t *actor)
+{
+ S_StartSound(actor,sfx_flamst);
+ A_Fire(actor);
+}
+
+void A_FireCrackle(mobj_t* actor)
+{
+ S_StartSound(actor,sfx_flame);
+ A_Fire(actor);
+}
+
+void A_Fire(mobj_t *actor)
+{
+ unsigned an;
+ mobj_t *dest = actor->tracer;
+
+ if (!dest)
+ return;
+
+ // don't move it if the vile lost sight
+ if (!P_CheckSight(actor->target, dest) )
+ return;
+
+ an = dest->angle >> ANGLETOFINESHIFT;
+
+ P_UnsetThingPosition(actor);
+ actor->x = dest->x + FixedMul(24*FRACUNIT, finecosine[an]);
+ actor->y = dest->y + FixedMul(24*FRACUNIT, finesine[an]);
+ actor->z = dest->z;
+ P_SetThingPosition(actor);
+}
+
+//
+// A_VileTarget
+// Spawn the hellfire
+//
+
+void A_VileTarget(mobj_t *actor)
+{
+ mobj_t *fog;
+
+ if (!actor->target)
+ return;
+
+ A_FaceTarget(actor);
+
+ // killough 12/98: fix Vile fog coordinates // CPhipps - compatibility optioned
+ fog = P_SpawnMobj(actor->target->x,
+ (compatibility_level < lxdoom_1_compatibility) ? actor->target->x : actor->target->y,
+ actor->target->z,MT_FIRE);
+
+ P_SetTarget(&actor->tracer, fog);
+ P_SetTarget(&fog->target, actor);
+ P_SetTarget(&fog->tracer, actor->target);
+ A_Fire(fog);
+}
+
+//
+// A_VileAttack
+//
+
+void A_VileAttack(mobj_t *actor)
+{
+ mobj_t *fire;
+ int an;
+
+ if (!actor->target)
+ return;
+
+ A_FaceTarget(actor);
+
+ if (!P_CheckSight(actor, actor->target))
+ return;
+
+ S_StartSound(actor, sfx_barexp);
+ P_DamageMobj(actor->target, actor, actor, 20);
+ actor->target->momz = 1000*FRACUNIT/actor->target->info->mass;
+
+ an = actor->angle >> ANGLETOFINESHIFT;
+
+ fire = actor->tracer;
+
+ if (!fire)
+ return;
+
+ // move the fire between the vile and the player
+ fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]);
+ fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]);
+ P_RadiusAttack(fire, actor, 70);
+}
+
+//
+// Mancubus attack,
+// firing three missiles (bruisers)
+// in three different directions?
+// Doesn't look like it.
+//
+
+#define FATSPREAD (ANG90/8)
+
+void A_FatRaise(mobj_t *actor)
+{
+ A_FaceTarget(actor);
+ S_StartSound(actor, sfx_manatk);
+}
+
+void A_FatAttack1(mobj_t *actor)
+{
+ mobj_t *mo;
+ int an;
+
+ A_FaceTarget(actor);
+
+ // Change direction to ...
+ actor->angle += FATSPREAD;
+
+ P_SpawnMissile(actor, actor->target, MT_FATSHOT);
+
+ mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT);
+ mo->angle += FATSPREAD;
+ an = mo->angle >> ANGLETOFINESHIFT;
+ mo->momx = FixedMul(mo->info->speed, finecosine[an]);
+ mo->momy = FixedMul(mo->info->speed, finesine[an]);
+}
+
+void A_FatAttack2(mobj_t *actor)
+{
+ mobj_t *mo;
+ int an;
+
+ A_FaceTarget(actor);
+ // Now here choose opposite deviation.
+ actor->angle -= FATSPREAD;
+ P_SpawnMissile(actor, actor->target, MT_FATSHOT);
+
+ mo = P_SpawnMissile(actor, actor->target, MT_FATSHOT);
+ mo->angle -= FATSPREAD*2;
+ an = mo->angle >> ANGLETOFINESHIFT;
+ mo->momx = FixedMul(mo->info->speed, finecosine[an]);
+ mo->momy = FixedMul(mo->info->speed, finesine[an]);
+}
+
+void A_FatAttack3(mobj_t *actor)
+{
+ mobj_t *mo;
+ int an;
+
+ A_FaceTarget(actor);
+
+ mo = P_SpawnMissile(actor, actor->target, MT_FATSHOT);
+ mo->angle -= FATSPREAD/2;
+ an = mo->angle >> ANGLETOFINESHIFT;
+ mo->momx = FixedMul(mo->info->speed, finecosine[an]);
+ mo->momy = FixedMul(mo->info->speed, finesine[an]);
+
+ mo = P_SpawnMissile(actor, actor->target, MT_FATSHOT);
+ mo->angle += FATSPREAD/2;
+ an = mo->angle >> ANGLETOFINESHIFT;
+ mo->momx = FixedMul(mo->info->speed, finecosine[an]);
+ mo->momy = FixedMul(mo->info->speed, finesine[an]);
+}
+
+
+//
+// SkullAttack
+// Fly at the player like a missile.
+//
+#define SKULLSPEED (20*FRACUNIT)
+
+void A_SkullAttack(mobj_t *actor)
+{
+ mobj_t *dest;
+ angle_t an;
+ int dist;
+
+ if (!actor->target)
+ return;
+
+ dest = actor->target;
+ actor->flags |= MF_SKULLFLY;
+
+ S_StartSound(actor, actor->info->attacksound);
+ A_FaceTarget(actor);
+ an = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(SKULLSPEED, finecosine[an]);
+ actor->momy = FixedMul(SKULLSPEED, finesine[an]);
+ dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y);
+ dist = dist / SKULLSPEED;
+
+ if (dist < 1)
+ dist = 1;
+ actor->momz = (dest->z+(dest->height>>1) - actor->z) / dist;
+}
+
+//
+// A_PainShootSkull
+// Spawn a lost soul and launch it at the target
+//
+
+void A_PainShootSkull(mobj_t *actor, angle_t angle)
+{
+ fixed_t x,y,z;
+ mobj_t *newmobj;
+ angle_t an;
+ int prestep;
+
+ // The original code checked for 20 skulls on the level, // phares
+ // and wouldn't spit another one if there were. If not in // phares
+ // compatibility mode, we remove the limit. // phares
+ // phares
+ if (comp[comp_pain]) /* killough 10/98: compatibility-optioned */
+ {
+ // count total number of skulls currently on the level
+ int count = 0;
+ thinker_t *currentthinker;
+ for (currentthinker = thinkercap.next;
+ currentthinker != &thinkercap;
+ currentthinker = currentthinker->next)
+ if ((currentthinker->function == P_MobjThinker)
+ && ((mobj_t *)currentthinker)->type == MT_SKULL)
+ count++;
+ if (count > 20) // phares
+ return; // phares
+ }
+
+ // okay, there's room for another one
+
+ an = angle >> ANGLETOFINESHIFT;
+
+ prestep = 4*FRACUNIT + 3*(actor->info->radius + mobjinfo[MT_SKULL].radius)/2;
+
+ x = actor->x + FixedMul(prestep, finecosine[an]);
+ y = actor->y + FixedMul(prestep, finesine[an]);
+ z = actor->z + 8*FRACUNIT;
+
+ if (comp[comp_skull]) /* killough 10/98: compatibility-optioned */
+ newmobj = P_SpawnMobj(x, y, z, MT_SKULL); // phares
+ else // V
+ {
+ // Check whether the Lost Soul is being fired through a 1-sided
+ // wall or an impassible line, or a "monsters can't cross" line.
+ // If it is, then we don't allow the spawn. This is a bug fix, but
+ // it should be considered an enhancement, since it may disturb
+ // existing demos, so don't do it in compatibility mode.
+
+ if (Check_Sides(actor,x,y))
+ return;
+
+ newmobj = P_SpawnMobj(x, y, z, MT_SKULL);
+
+ // Check to see if the new Lost Soul's z value is above the
+ // ceiling of its new sector, or below the floor. If so, kill it.
+
+ if ((newmobj->z >
+ (newmobj->subsector->sector->ceilingheight - newmobj->height)) ||
+ (newmobj->z < newmobj->subsector->sector->floorheight))
+ {
+ // kill it immediately
+ P_DamageMobj(newmobj,actor,actor,10000);
+ return; // ^
+ } // |
+ } // phares
+
+ /* killough 7/20/98: PEs shoot lost souls with the same friendliness */
+ newmobj->flags = (newmobj->flags & ~MF_FRIEND) | (actor->flags & MF_FRIEND);
+
+ /* killough 8/29/98: add to appropriate thread */
+ P_UpdateThinker(&newmobj->thinker);
+
+ // Check for movements.
+ // killough 3/15/98: don't jump over dropoffs:
+
+ if (!P_TryMove(newmobj, newmobj->x, newmobj->y, false))
+ {
+ // kill it immediately
+ P_DamageMobj(newmobj, actor, actor, 10000);
+ return;
+ }
+
+ P_SetTarget(&newmobj->target, actor->target);
+ A_SkullAttack(newmobj);
+}
+
+//
+// A_PainAttack
+// Spawn a lost soul and launch it at the target
+//
+
+void A_PainAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ return;
+ A_FaceTarget(actor);
+ A_PainShootSkull(actor, actor->angle);
+}
+
+void A_PainDie(mobj_t *actor)
+{
+ A_Fall(actor);
+ A_PainShootSkull(actor, actor->angle+ANG90);
+ A_PainShootSkull(actor, actor->angle+ANG180);
+ A_PainShootSkull(actor, actor->angle+ANG270);
+}
+
+void A_Scream(mobj_t *actor)
+{
+ int sound;
+
+ switch (actor->info->deathsound)
+ {
+ case 0:
+ return;
+
+ case sfx_podth1:
+ case sfx_podth2:
+ case sfx_podth3:
+ sound = sfx_podth1 + P_Random(pr_scream)%3;
+ break;
+
+ case sfx_bgdth1:
+ case sfx_bgdth2:
+ sound = sfx_bgdth1 + P_Random(pr_scream)%2;
+ break;
+
+ default:
+ sound = actor->info->deathsound;
+ break;
+ }
+
+ // Check for bosses.
+ if (actor->type==MT_SPIDER || actor->type == MT_CYBORG)
+ S_StartSound(NULL, sound); // full volume
+ else
+ S_StartSound(actor, sound);
+}
+
+void A_XScream(mobj_t *actor)
+{
+ S_StartSound(actor, sfx_slop);
+}
+
+void A_Pain(mobj_t *actor)
+{
+ if (actor->info->painsound)
+ S_StartSound(actor, actor->info->painsound);
+}
+
+void A_Fall(mobj_t *actor)
+{
+ // actor is on ground, it can be walked over
+ actor->flags &= ~MF_SOLID;
+}
+
+//
+// A_Explode
+//
+void A_Explode(mobj_t *thingy)
+{
+ P_RadiusAttack( thingy, thingy->target, 128 );
+}
+
+//
+// A_BossDeath
+// Possibly trigger special effects
+// if on first boss level
+//
+
+void A_BossDeath(mobj_t *mo)
+{
+ thinker_t *th;
+ line_t junk;
+ int i;
+
+ if (gamemode == commercial)
+ {
+ if (gamemap != 7)
+ return;
+
+ if ((mo->type != MT_FATSO)
+ && (mo->type != MT_BABY))
+ return;
+ }
+ else
+ {
+ switch(gameepisode)
+ {
+ case 1:
+ if (gamemap != 8)
+ return;
+
+ if (mo->type != MT_BRUISER)
+ return;
+ break;
+
+ case 2:
+ if (gamemap != 8)
+ return;
+
+ if (mo->type != MT_CYBORG)
+ return;
+ break;
+
+ case 3:
+ if (gamemap != 8)
+ return;
+
+ if (mo->type != MT_SPIDER)
+ return;
+
+ break;
+
+ case 4:
+ switch(gamemap)
+ {
+ case 6:
+ if (mo->type != MT_CYBORG)
+ return;
+ break;
+
+ case 8:
+ if (mo->type != MT_SPIDER)
+ return;
+ break;
+
+ default:
+ return;
+ break;
+ }
+ break;
+
+ default:
+ if (gamemap != 8)
+ return;
+ break;
+ }
+
+ }
+
+ // make sure there is a player alive for victory
+ for (i=0; i<MAXPLAYERS; i++)
+ if (playeringame[i] && players[i].health > 0)
+ break;
+
+ if (i==MAXPLAYERS)
+ return; // no one left alive, so do not end game
+
+ // scan the remaining thinkers to see
+ // if all bosses are dead
+ for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+ if (th->function == P_MobjThinker)
+ {
+ mobj_t *mo2 = (mobj_t *) th;
+ if (mo2 != mo && mo2->type == mo->type && mo2->health > 0)
+ return; // other boss not dead
+ }
+
+ // victory!
+ if ( gamemode == commercial)
+ {
+ if (gamemap == 7)
+ {
+ if (mo->type == MT_FATSO)
+ {
+ junk.tag = 666;
+ EV_DoFloor(&junk,lowerFloorToLowest);
+ return;
+ }
+
+ if (mo->type == MT_BABY)
+ {
+ junk.tag = 667;
+ EV_DoFloor(&junk,raiseToTexture);
+ return;
+ }
+ }
+ }
+ else
+ {
+ switch(gameepisode)
+ {
+ case 1:
+ junk.tag = 666;
+ EV_DoFloor(&junk, lowerFloorToLowest);
+ return;
+ break;
+
+ case 4:
+ switch(gamemap)
+ {
+ case 6:
+ junk.tag = 666;
+ EV_DoDoor(&junk, blazeOpen);
+ return;
+ break;
+
+ case 8:
+ junk.tag = 666;
+ EV_DoFloor(&junk, lowerFloorToLowest);
+ return;
+ break;
+ }
+ }
+ }
+ G_ExitLevel();
+}
+
+
+void A_Hoof (mobj_t* mo)
+{
+ S_StartSound(mo, sfx_hoof);
+ A_Chase(mo);
+}
+
+void A_Metal(mobj_t *mo)
+{
+ S_StartSound(mo, sfx_metal);
+ A_Chase(mo);
+}
+
+void A_BabyMetal(mobj_t *mo)
+{
+ S_StartSound(mo, sfx_bspwlk);
+ A_Chase(mo);
+}
+
+void A_OpenShotgun2(player_t *player, pspdef_t *psp)
+{
+ (void)psp;
+ S_StartSound(player->mo, sfx_dbopn);
+}
+
+void A_LoadShotgun2(player_t *player, pspdef_t *psp)
+{
+ (void)psp;
+ S_StartSound(player->mo, sfx_dbload);
+}
+
+void A_ReFire(player_t *player, pspdef_t *psp);
+
+void A_CloseShotgun2(player_t *player, pspdef_t *psp)
+{
+ S_StartSound(player->mo, sfx_dbcls);
+ A_ReFire(player,psp);
+}
+
+// killough 2/7/98: Remove limit on icon landings:
+mobj_t **braintargets;
+int numbraintargets_alloc;
+int numbraintargets;
+
+struct brain_s brain; // killough 3/26/98: global state of boss brain
+
+// killough 3/26/98: initialize icon landings at level startup,
+// rather than at boss wakeup, to prevent savegame-related crashes
+
+void P_SpawnBrainTargets(void) // killough 3/26/98: renamed old function
+{
+ thinker_t *thinker;
+
+ // find all the target spots
+ numbraintargets = 0;
+ brain.targeton = 0;
+ brain.easy = 0; // killough 3/26/98: always init easy to 0
+
+ for (thinker = thinkercap.next ;
+ thinker != &thinkercap ;
+ thinker = thinker->next)
+ if (thinker->function == P_MobjThinker)
+ {
+ mobj_t *m = (mobj_t *) thinker;
+
+ if (m->type == MT_BOSSTARGET )
+ { // killough 2/7/98: remove limit on icon landings:
+ if (numbraintargets >= numbraintargets_alloc)
+ braintargets = realloc(braintargets,
+ (numbraintargets_alloc = numbraintargets_alloc ?
+ numbraintargets_alloc*2 : 32) *sizeof *braintargets);
+ braintargets[numbraintargets++] = m;
+ }
+ }
+}
+
+void A_BrainAwake(mobj_t *mo)
+{
+ (void)mo;
+ S_StartSound(NULL,sfx_bossit); // killough 3/26/98: only generates sound now
+}
+
+void A_BrainPain(mobj_t *mo)
+{
+ (void)mo;
+ S_StartSound(NULL,sfx_bospn);
+}
+
+void A_BrainScream(mobj_t *mo)
+{
+ int x;
+ for (x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8)
+ {
+ int y = mo->y - 320*FRACUNIT;
+ int z = 128 + P_Random(pr_brainscream)*2*FRACUNIT;
+ mobj_t *th = P_SpawnMobj (x,y,z, MT_ROCKET);
+ th->momz = P_Random(pr_brainscream)*512;
+ P_SetMobjState(th, S_BRAINEXPLODE1);
+ th->tics -= P_Random(pr_brainscream)&7;
+ if (th->tics < 1)
+ th->tics = 1;
+ }
+ S_StartSound(NULL,sfx_bosdth);
+}
+
+void A_BrainExplode(mobj_t *mo)
+{ // killough 5/5/98: remove dependence on order of evaluation:
+ (void)mo;
+ int t = P_Random(pr_brainexp);
+ int x = mo->x + (t - P_Random(pr_brainexp))*2048;
+ int y = mo->y;
+ int z = 128 + P_Random(pr_brainexp)*2*FRACUNIT;
+ mobj_t *th = P_SpawnMobj(x,y,z, MT_ROCKET);
+ th->momz = P_Random(pr_brainexp)*512;
+ P_SetMobjState(th, S_BRAINEXPLODE1);
+ th->tics -= P_Random(pr_brainexp)&7;
+ if (th->tics < 1)
+ th->tics = 1;
+}
+
+void A_BrainDie(mobj_t *mo)
+{
+ (void)mo;
+ G_ExitLevel();
+}
+
+void A_BrainSpit(mobj_t *mo)
+{
+ mobj_t *targ, *newmobj;
+
+ if (!numbraintargets) // killough 4/1/98: ignore if no targets
+ return;
+
+ brain.easy ^= 1; // killough 3/26/98: use brain struct
+ if (gameskill <= sk_easy && !brain.easy)
+ return;
+
+ // shoot a cube at current target
+ targ = braintargets[brain.targeton++]; // killough 3/26/98:
+ brain.targeton %= numbraintargets; // Use brain struct for targets
+
+ // spawn brain missile
+ newmobj = P_SpawnMissile(mo, targ, MT_SPAWNSHOT);
+ P_SetTarget(&newmobj->target, targ);
+ newmobj->reactiontime = (short)(((targ->y-mo->y)/newmobj->momy)/newmobj->state->tics);
+
+ // killough 7/18/98: brain friendliness is transferred
+ newmobj->flags = (newmobj->flags & ~MF_FRIEND) | (mo->flags & MF_FRIEND);
+
+ // killough 8/29/98: add to appropriate thread
+ P_UpdateThinker(&newmobj->thinker);
+
+ S_StartSound(NULL, sfx_bospit);
+}
+
+void A_SpawnFly(mobj_t *mo);
+
+// travelling cube sound
+void A_SpawnSound(mobj_t *mo)
+{
+ S_StartSound(mo,sfx_boscub);
+ A_SpawnFly(mo);
+}
+
+void A_SpawnFly(mobj_t *mo)
+{
+ mobj_t *newmobj;
+ mobj_t *fog;
+ mobj_t *targ;
+ int r;
+ mobjtype_t type;
+
+ if (--mo->reactiontime)
+ return; // still flying
+
+ targ = mo->target;
+
+ // First spawn teleport fog.
+ fog = P_SpawnMobj(targ->x, targ->y, targ->z, MT_SPAWNFIRE);
+ S_StartSound(fog, sfx_telept);
+
+ // Randomly select monster to spawn.
+ r = P_Random(pr_spawnfly);
+
+ // Probability distribution (kind of :), decreasing likelihood.
+ if ( r<50 )
+ type = MT_TROOP;
+ else if (r<90)
+ type = MT_SERGEANT;
+ else if (r<120)
+ type = MT_SHADOWS;
+ else if (r<130)
+ type = MT_PAIN;
+ else if (r<160)
+ type = MT_HEAD;
+ else if (r<162)
+ type = MT_VILE;
+ else if (r<172)
+ type = MT_UNDEAD;
+ else if (r<192)
+ type = MT_BABY;
+ else if (r<222)
+ type = MT_FATSO;
+ else if (r<246)
+ type = MT_KNIGHT;
+ else
+ type = MT_BRUISER;
+
+ newmobj = P_SpawnMobj(targ->x, targ->y, targ->z, type);
+
+ /* killough 7/18/98: brain friendliness is transferred */
+ newmobj->flags = (newmobj->flags & ~MF_FRIEND) | (mo->flags & MF_FRIEND);
+
+ /* killough 8/29/98: add to appropriate thread */
+ P_UpdateThinker(&newmobj->thinker);
+
+ if (P_LookForTargets(newmobj,true)) /* killough 9/4/98 */
+ P_SetMobjState(newmobj, newmobj->info->seestate);
+
+ // telefrag anything in this spot
+ P_TeleportMove(newmobj, newmobj->x, newmobj->y, true); /* killough 8/9/98 */
+
+ // remove self (i.e., cube).
+ P_RemoveMobj(mo);
+}
+
+void A_PlayerScream(mobj_t *mo)
+{
+ int sound = sfx_pldeth; // Default death sound.
+ if (gamemode != shareware && mo->health < -50)
+ sound = sfx_pdiehi; // IF THE PLAYER DIES LESS THAN -50% WITHOUT GIBBING
+ S_StartSound(mo, sound);
+}
+
+/* cph - MBF-added codepointer functions */
+
+// killough 11/98: kill an object
+void A_Die(mobj_t *actor)
+{
+ P_DamageMobj(actor, NULL, NULL, actor->health);
+}
+
+//
+// A_Detonate
+// killough 8/9/98: same as A_Explode, except that the damage is variable
+//
+
+void A_Detonate(mobj_t *mo)
+{
+ P_RadiusAttack(mo, mo->target, mo->info->damage);
+}
+
+//
+// killough 9/98: a mushroom explosion effect, sorta :)
+// Original idea: Linguica
+//
+
+void A_Mushroom(mobj_t *actor)
+{
+ int i, j, n = actor->info->damage;
+
+ A_Explode(actor); // First make normal explosion
+
+ // Now launch mushroom cloud
+ for (i = -n; i <= n; i += 8)
+ for (j = -n; j <= n; j += 8)
+ {
+ mobj_t target = *actor, *mo;
+ target.x += i << FRACBITS; // Aim in many directions from source
+ target.y += j << FRACBITS;
+ target.z += P_AproxDistance(i,j) << (FRACBITS+2); // Aim up fairly high
+ mo = P_SpawnMissile(actor, &target, MT_FATSHOT); // Launch fireball
+ mo->momx >>= 1;
+ mo->momy >>= 1; // Slow it down a bit
+ mo->momz >>= 1;
+ mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity
+ }
+}
+
+//
+// killough 11/98
+//
+// The following were inspired by Len Pitre
+//
+// A small set of highly-sought-after code pointers
+//
+
+void A_Spawn(mobj_t *mo)
+{
+ if (mo->state->misc1)
+ {
+ /* mobj_t *newmobj = */
+ P_SpawnMobj(mo->x, mo->y, (mo->state->misc2 << FRACBITS) + mo->z,
+ mo->state->misc1 - 1);
+ /* CPhipps - no friendlyness (yet)
+ newmobj->flags = (newmobj->flags & ~MF_FRIEND) | (mo->flags & MF_FRIEND);
+ */
+ }
+}
+
+void A_Turn(mobj_t *mo)
+{
+ mo->angle += (unsigned int)(((uint_64_t) mo->state->misc1 << 32) / 360);
+}
+
+void A_Face(mobj_t *mo)
+{
+ mo->angle = (unsigned int)(((uint_64_t) mo->state->misc1 << 32) / 360);
+}
+
+void A_Scratch(mobj_t *mo)
+{
+ mo->target && (A_FaceTarget(mo), P_CheckMeleeRange(mo)) ?
+ mo->state->misc2 ? S_StartSound(mo, mo->state->misc2) : (void) 0,
+ P_DamageMobj(mo->target, mo, mo, mo->state->misc1) : (void) 0;
+}
+
+void A_PlaySound(mobj_t *mo)
+{
+ S_StartSound(mo->state->misc2 ? NULL : mo, mo->state->misc1);
+}
+
+void A_RandomJump(mobj_t *mo)
+{
+ if (P_Random(pr_randomjump) < mo->state->misc2)
+ P_SetMobjState(mo, mo->state->misc1);
+}
+
+//
+// This allows linedef effects to be activated inside deh frames.
+//
+
+void A_LineEffect(mobj_t *mo)
+{
+ static line_t junk;
+ player_t player;
+ player_t *oldplayer;
+ junk = *lines;
+ oldplayer = mo->player;
+ mo->player = &player;
+ player.health = 100;
+ junk.special = (short)mo->state->misc1;
+ if (!junk.special)
+ return;
+ junk.tag = (short)mo->state->misc2;
+ if (!P_UseSpecialLine(mo, &junk, 0))
+ P_CrossSpecialLine(&junk, 0, mo);
+ mo->state->misc1 = junk.special;
+ mo->player = oldplayer;
+}
+
+/***** Start of new functions for Andy Baker's stealth monsters ******/
+
+void P_BecomeVisible(mobj_t* actor)
+{
+ actor->invisible = false;
+ actor->flags &= ~MF_TRANSLUCBITS;
+};
+
+void P_IncreaseVisibility(mobj_t* actor)
+{
+ if (actor->invisible) {
+ actor->invisible = false;
+ actor->flags |= MF_TRANSLUC25;
+ } else switch (actor->flags & MF_TRANSLUCBITS) {
+ case MF_TRANSLUC25:
+ actor->flags &= ~MF_TRANSLUCBITS;
+ actor->flags |= MF_TRANSLUC50;
+ break;
+ case MF_TRANSLUC50:
+ actor->flags &= ~MF_TRANSLUCBITS;
+ actor->flags |= MF_TRANSLUC25;
+ actor->flags |= MF_TRANSLUC50;
+ break;
+ case MF_TRANSLUC75:
+ actor->flags &= ~MF_TRANSLUCBITS;
+ break;
+ }
+}
+
+void P_DecreaseVisibility(mobj_t* actor)
+{
+ if (actor->invisible)
+ return; // already invisible
+
+ switch (actor->flags & MF_TRANSLUCBITS) {
+ case 0:
+ actor->flags &= ~MF_TRANSLUCBITS;
+ actor->flags |= MF_TRANSLUC75;
+ break;
+ case MF_TRANSLUC75:
+ actor->flags &= ~MF_TRANSLUCBITS;
+ actor->flags |= MF_TRANSLUC50;
+ break;
+ case MF_TRANSLUC50:
+ actor->flags &= ~MF_TRANSLUCBITS;
+ actor->flags |= MF_TRANSLUC25;
+ break;
+ case MF_TRANSLUC25:
+ actor->flags &= ~MF_TRANSLUCBITS;
+ actor->invisible = true;
+ }
+}
+/***** End of new functions for Andy Baker's stealth monsters ******/
+