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p_enemy.cpp
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p_enemy.cpp
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//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// 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 3 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, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Enemy thinking, AI.
// Action Pointer Functions
// that are associated with states/frames.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include "templates.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_maputl.h"
#include "d_player.h"
#include "p_lnspec.h"
#include "g_game.h"
#include "p_enemy.h"
#include "a_sharedglobal.h"
#include "p_blockmap.h"
#include "teaminfo.h"
#include "p_spec.h"
#include "p_checkposition.h"
#include "g_levellocals.h"
#include "vm.h"
#include "actorinlines.h"
#include "gi.h"
static FRandom pr_checkmissilerange ("CheckMissileRange");
static FRandom pr_opendoor ("OpenDoor");
static FRandom pr_trywalk ("TryWalk");
static FRandom pr_newchasedir ("NewChaseDir");
static FRandom pr_lookformonsters ("LookForMonsters");
static FRandom pr_lookforplayers ("LookForPlayers");
static FRandom pr_scaredycat ("Anubis");
FRandom pr_chase ("Chase");
static FRandom pr_facetarget ("FaceTarget");
static FRandom pr_railface ("RailFace");
static FRandom pr_look2 ("LookyLooky");
static FRandom pr_look3 ("IGotHooky");
static FRandom pr_slook ("SlooK");
static FRandom pr_dropoff ("Dropoff");
static FRandom pr_defect ("Defect");
static FRandom pr_skiptarget("SkipTarget");
static FRandom pr_enemystrafe("EnemyStrafe");
// movement interpolation is fine for objects that are moved by their own
// velocity. But for monsters it is problematic.
// 1. They don't move every tic
// 2. Their animation is not designed for movement interpolation
// The result is that they tend to 'glide' across the floor
// so this CVAR allows to switch it off.
CVAR(Bool, nomonsterinterpolation, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
CVAR(Int, sv_dropstyle, 0, CVAR_SERVERINFO | CVAR_ARCHIVE);
//
// P_NewChaseDir related LUT.
//
dirtype_t opposite[9] =
{
DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
};
dirtype_t diags[4] =
{
DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
};
#define SQRTHALF 0.7071075439453125
double xspeed[8] = {1,SQRTHALF,0,-SQRTHALF,-1,-SQRTHALF,0,SQRTHALF};
double yspeed[8] = {0,SQRTHALF,1,SQRTHALF,0,-SQRTHALF,-1,-SQRTHALF};
//
// ENEMY THINKING
// Enemies are always spawned
// with targetplayer = -1, threshold = 0
// Most monsters are spawned unaware of all players,
// but some can be made preaware
//
//----------------------------------------------------------------------------
//
// PROC P_RecursiveSound
//
// Called by P_NoiseAlert.
// Traverses adjacent sectors,
// sound blocking lines cut off traversal.
//----------------------------------------------------------------------------
struct NoiseTarget
{
sector_t *sec;
int soundblocks;
};
static TArray<NoiseTarget> NoiseList(128);
static void NoiseMarkSector(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist)
{
// 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;
// [RH] Set this in the actors in the sector instead of the sector itself.
for (AActor *actor = sec->thinglist; actor != NULL; actor = actor->snext)
{
if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) &&
(!maxdist || (actor->Distance2D(emitter) <= maxdist)))
{
actor->LastHeard = soundtarget;
}
}
NoiseList.Push({ sec, soundblocks });
}
static void P_RecursiveSound(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist)
{
bool checkabove = !sec->PortalBlocksSound(sector_t::ceiling);
bool checkbelow = !sec->PortalBlocksSound(sector_t::floor);
for (auto check : sec->Lines)
{
// check sector portals
// I wish there was a better method to do this than randomly looking through the portal at a few places...
if (checkabove)
{
sector_t *upper = sec->Level->PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling));
NoiseMarkSector(upper, soundtarget, splash, emitter, soundblocks, maxdist);
}
if (checkbelow)
{
sector_t *lower = sec->Level->PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor));
NoiseMarkSector(lower, soundtarget, splash, emitter, soundblocks, maxdist);
}
// ... and line portals;
FLinePortal *port = check->getPortal();
if (port && (port->mFlags & PORTF_SOUNDTRAVERSE))
{
if (port->mDestination)
{
NoiseMarkSector(port->mDestination->frontsector, soundtarget, splash, emitter, soundblocks, maxdist);
}
}
if (check->sidedef[1] == NULL ||
!(check->flags & ML_TWOSIDED))
{
continue;
}
// Early out for intra-sector lines
if (check->sidedef[0]->sector == check->sidedef[1]->sector) continue;
sector_t *other;
if (check->sidedef[0]->sector == sec)
other = check->sidedef[1]->sector;
else
other = check->sidedef[0]->sector;
// check for closed door
if ((sec->floorplane.ZatPoint(check->v1->fPos()) >=
other->ceilingplane.ZatPoint(check->v1->fPos()) &&
sec->floorplane.ZatPoint(check->v2->fPos()) >=
other->ceilingplane.ZatPoint(check->v2->fPos()))
|| (other->floorplane.ZatPoint(check->v1->fPos()) >=
sec->ceilingplane.ZatPoint(check->v1->fPos()) &&
other->floorplane.ZatPoint(check->v2->fPos()) >=
sec->ceilingplane.ZatPoint(check->v2->fPos()))
|| (other->floorplane.ZatPoint(check->v1->fPos()) >=
other->ceilingplane.ZatPoint(check->v1->fPos()) &&
other->floorplane.ZatPoint(check->v2->fPos()) >=
other->ceilingplane.ZatPoint(check->v2->fPos())))
{
continue;
}
if (check->flags & ML_SOUNDBLOCK)
{
if (!soundblocks)
NoiseMarkSector(other, soundtarget, splash, emitter, 1, maxdist);
}
else
{
NoiseMarkSector(other, soundtarget, splash, emitter, soundblocks, maxdist);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_NoiseAlert
//
// If a monster yells at a player, it will alert other monsters to the
// player.
//
//----------------------------------------------------------------------------
void P_NoiseAlert (AActor *emitter, AActor *target, bool splash, double maxdist)
{
if (emitter == NULL)
return;
if (target != NULL && target->player && (target->player->cheats & CF_NOTARGET))
return;
validcount++;
NoiseList.Clear();
NoiseMarkSector(emitter->Sector, target, splash, emitter, 0, maxdist);
for (unsigned i = 0; i < NoiseList.Size(); i++)
{
P_RecursiveSound(NoiseList[i].sec, target, splash, emitter, NoiseList[i].soundblocks, maxdist);
}
}
//----------------------------------------------------------------------------
//
// AActor :: CheckMeleeRange
//
//----------------------------------------------------------------------------
bool AActor::CheckMeleeRange ()
{
AActor *pl = target;
double dist;
if (!pl || (Sector->Flags & SECF_NOATTACK))
return false;
dist = Distance2D (pl);
if (dist >= meleerange + pl->radius)
return false;
// [RH] If moving toward goal, then we've reached it.
if (pl == goal)
return true;
// [RH] Don't melee things too far above or below actor.
if (!(flags5 & MF5_NOVERTICALMELEERANGE))
{
if (pl->Z() > Top())
return false;
if (pl->Top() < Z())
return false;
}
// killough 7/18/98: friendly monsters don't attack other friends
if (IsFriend(pl))
return false;
if (!P_CheckSight (this, pl, 0))
return false;
return true;
}
DEFINE_ACTION_FUNCTION(AActor, CheckMeleeRange)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(self->CheckMeleeRange());
}
//=============================================================================
//
// P_CheckMissileRange
//
//=============================================================================
bool P_CheckMissileRange (AActor *actor)
{
double dist;
if ((actor->Sector->Flags & SECF_NOATTACK)) return false;
if (!P_CheckSight (actor, actor->target, SF_SEEPASTBLOCKEVERYTHING))
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
// Cleaned up and made readable
if (!(actor->flags & MF_FRIENDLY)) return true;
if (actor->target->health <= 0) return false;
if (!actor->IsFriend(actor->target)) return true;
if (actor->target->player != NULL)
{
return (pr_defect() >128);
}
else
{
return !(actor->target->flags & MF_JUSTHIT) && pr_defect() >128;
}
}
if (actor->reactiontime)
return false; // do not attack yet
// killough 7/18/98: friendly monsters don't attack other friendly
// monsters or players (except when attacked, and then only once)
if (actor->IsFriend(actor->target))
return false;
if (actor->flags & MF_FRIENDLY && P_HitFriend(actor))
return false;
// OPTIMIZE: get this from a global checksight
// [RH] What?
dist = actor->Distance2D (actor->target) - 64;
if (actor->MeleeState == NULL)
dist -= 128; // no melee attack, so fire more
return actor->SuggestMissileAttack (dist);
}
DEFINE_ACTION_FUNCTION(AActor, CheckMissileRange)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(P_CheckMissileRange(self));
}
bool AActor::SuggestMissileAttack (double dist)
{
// new version encapsulates the different behavior in flags instead of virtual functions
// The advantage is that this allows inheriting the missile attack attributes from the
// various Doom monsters by custom monsters
if (maxtargetrange > 0 && dist > maxtargetrange)
return false; // The Arch Vile's special behavior turned into a property
if (MeleeState != NULL && dist < meleethreshold)
return false; // From the Revenant: close enough for fist attack
if (flags4 & MF4_MISSILEMORE) dist *= 0.5;
if (flags4 & MF4_MISSILEEVENMORE) dist *= 0.125;
int mmc = int(MinMissileChance * G_SkillProperty(SKILLP_Aggressiveness));
return pr_checkmissilerange() >= MIN<int> (int(dist), mmc);
}
//=============================================================================
//
// P_HitFriend()
//
// killough 12/98
// This function tries to prevent shooting at friends that get in the line of fire
//
// [GrafZahl] Taken from MBF but this has been cleaned up to make it readable.
//
//=============================================================================
int P_HitFriend(AActor * self)
{
FTranslatedLineTarget t;
if (self->flags&MF_FRIENDLY && self->target != NULL)
{
DAngle angle = self->AngleTo(self->target);
double dist = self->Distance2D(self->target);
P_AimLineAttack (self, angle, dist, &t, 0., true);
if (t.linetarget != NULL && t.linetarget != self->target)
{
return self->IsFriend (t.linetarget);
}
}
return false;
}
//
// P_Move
// Move in the current direction,
// returns false if the move is blocked.
//
int P_Move (AActor *actor)
{
double tryx, tryy, deltax, deltay, origx, origy;
bool try_ok;
double speed = actor->Speed;
double movefactor = ORIG_FRICTION_FACTOR;
double friction = ORIG_FRICTION;
int dropoff = 0;
if (actor->flags2 & MF2_BLASTED)
{
return true;
}
if (actor->movedir >= DI_NODIR)
{
actor->movedir = DI_NODIR; // make sure it's valid.
return false;
}
// [RH] Walking actors that are not on the ground cannot walk. We don't
// want to yank them to the ground here as Doom did, since that makes
// it difficult to thrust them vertically in a reasonable manner.
// [GZ] Let jumping actors jump.
if (!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
{
return false;
}
// 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.
AActor *target = actor->target;
if ((actor->flags6 & MF6_JUMPDOWN) && target &&
!(target->IsFriend(actor)) &&
actor->Distance2D(target) < 144 &&
pr_dropoff() < 235)
{
dropoff = 2;
}
// [RH] I'm not so sure this is such a good idea
// [GZ] That's why it's compat-optioned.
if (actor->Level->i_compatflags & COMPATF_MBFMONSTERMOVE && !(actor->flags8 & MF8_NOFRICTION))
{
// killough 10/98: make monsters get affected by ice and sludge too:
movefactor = P_GetMoveFactor (actor, &friction);
if (friction < ORIG_FRICTION)
{ // sludge
speed = speed * ((ORIG_FRICTION_FACTOR - (ORIG_FRICTION_FACTOR-movefactor)/2)) / ORIG_FRICTION_FACTOR;
if (speed == 0)
{ // always give the monster a little bit of speed
speed = actor->Speed;
}
}
}
tryx = (origx = actor->X()) + (deltax = (speed * xspeed[actor->movedir]));
tryy = (origy = actor->Y()) + (deltay = (speed * yspeed[actor->movedir]));
// Like P_XYMovement this should do multiple moves if the step size is too large
double maxmove = actor->radius - 1;
int steps = 1;
if (maxmove > 0)
{
const double xspeed = fabs (deltax);
const double yspeed = fabs (deltay);
if (xspeed > yspeed)
{
if (xspeed > maxmove)
{
steps = 1 + int(xspeed / maxmove);
}
}
else
{
if (yspeed > maxmove)
{
steps = 1 + int(yspeed / maxmove);
}
}
}
FCheckPosition tm;
tm.FromPMove = true;
DVector2 start = { origx, origy };
DVector2 move = { deltax, deltay };
DAngle oldangle = actor->Angles.Yaw;
try_ok = true;
for (int i = 1; i <= steps; i++)
{
DVector2 ptry = start + move * i / steps;
// killough 3/15/98: don't jump over dropoffs:
try_ok = P_TryMove(actor, ptry, dropoff, NULL, tm);
if (!try_ok) break;
// Handle portal transitions just like P_XYMovement.
if (steps > 1 && actor->Pos().XY() != ptry)
{
DAngle anglediff = deltaangle(oldangle, actor->Angles.Yaw);
if (anglediff != 0)
{
move = move.Rotated(anglediff);
oldangle = actor->Angles.Yaw;
}
start = actor->Pos() - move * i / steps;
}
}
// [GrafZahl] Interpolating monster movement as it is done here just looks bad
// so make it switchable
if (nomonsterinterpolation)
{
actor->ClearInterpolation();
}
if (try_ok && friction > ORIG_FRICTION)
{
actor->SetOrigin(origx, origy, actor->Z(), false);
movefactor *= 1.f / ORIG_FRICTION_FACTOR / 4;
actor->Vel.X += deltax * movefactor;
actor->Vel.Y += deltay * movefactor;
}
// [RH] If a walking monster is no longer on the floor, move it down
// to the floor if it is within MaxStepHeight, presuming that it is
// actually walking down a step.
if (try_ok &&
!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
{
if (actor->Z() <= actor->floorz + actor->MaxStepHeight)
{
double savedz = actor->Z();
actor->SetZ(actor->floorz);
// Make sure that there isn't some other actor between us and
// the floor we could get stuck in. The old code did not do this.
if (!P_TestMobjZ(actor))
{
actor->SetZ(savedz);
}
else
{ // The monster just hit the floor, so trigger any actions.
if (actor->floorsector->SecActTarget != NULL &&
actor->floorz == actor->floorsector->floorplane.ZatPoint(actor->PosRelative(actor->floorsector)))
{
actor->floorsector->TriggerSectorActions(actor, SECSPAC_HitFloor);
}
P_CheckFor3DFloorHit(actor, actor->Z(), true);
}
}
}
if (!try_ok)
{
if (((actor->flags6 & MF6_CANJUMP)||(actor->flags & MF_FLOAT)) && tm.floatok)
{ // must adjust height
double savedz = actor->Z();
if (actor->Z() < tm.floorz)
actor->AddZ(actor->FloatSpeed);
else
actor->AddZ(-actor->FloatSpeed);
// [RH] Check to make sure there's nothing in the way of the float
if (P_TestMobjZ (actor))
{
actor->flags |= MF_INFLOAT;
return true;
}
actor->SetZ(savedz);
}
if (!spechit.Size ())
{
return false;
}
// open any specials
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).
spechit_t spec;
int good = 0;
if (!(actor->flags6 & MF6_NOTRIGGER))
{
while (spechit.Pop (spec))
{
// [RH] let monsters push lines, as well as use them
if (((actor->flags4 & MF4_CANUSEWALLS) && P_ActivateLine (spec.line, actor, 0, SPAC_Use)) ||
((actor->flags2 & MF2_PUSHWALL) && P_ActivateLine (spec.line, actor, 0, SPAC_Push)))
{
good |= spec.line == actor->BlockingLine ? 1 : 2;
}
}
}
else spechit.Clear();
return good && ((pr_opendoor() >= 203) ^ (good & 1));
}
else
{
actor->flags &= ~MF_INFLOAT;
}
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.
//
//=============================================================================
bool P_TryWalk (AActor *actor)
{
if (!P_Move (actor))
{
return false;
}
actor->movecount = pr_trywalk() & 15;
return true;
}
//=============================================================================
//
// P_DoNewChaseDir
//
// killough 9/8/98:
//
// Most of P_NewChaseDir(), except for what
// determines the new direction to take
//
//=============================================================================
void P_DoNewChaseDir (AActor *actor, double deltax, double deltay)
{
dirtype_t d[2];
int tdir;
dirtype_t olddir, turnaround;
bool attempts[NUMDIRS-1]; // We don't need to attempt DI_NODIR.
memset(&attempts, false, sizeof(attempts));
olddir = (dirtype_t)actor->movedir;
turnaround = opposite[olddir];
if (deltax > 10)
d[0] = DI_EAST;
else if (deltax < -10)
d[0] = DI_WEST;
else
d[0] = DI_NODIR;
if (deltay < -10)
d[1] = DI_SOUTH;
else if (deltay>10)
d[1] = DI_NORTH;
else
d[1] = DI_NODIR;
// try direct route
if (d[0] != DI_NODIR && d[1] != DI_NODIR)
{
actor->movedir = diags[((deltay<0)<<1) + (deltax>0)];
if (actor->movedir != turnaround)
{
attempts[actor->movedir] = true;
if (P_TryWalk(actor))
return;
}
}
// try other directions
if (!(actor->flags5 & MF5_AVOIDINGDROPOFF))
{
if ((pr_newchasedir() > 200 || fabs(deltay) > fabs(deltax)))
{
swapvalues (d[0], d[1]);
}
if (d[0] == turnaround)
d[0] = DI_NODIR;
if (d[1] == turnaround)
d[1] = DI_NODIR;
}
if (d[0] != DI_NODIR && attempts[d[0]] == false)
{
actor->movedir = d[0];
attempts[d[0]] = true;
if (P_TryWalk (actor))
{
// either moved forward or attacked
return;
}
}
if (d[1] != DI_NODIR && attempts[d[1]] == false)
{
actor->movedir = d[1];
attempts[d[1]] = true;
if (P_TryWalk (actor))
return;
}
if (!(actor->flags5 & MF5_AVOIDINGDROPOFF))
{
// there is no direct path to the player, so pick another direction.
if (olddir != DI_NODIR && attempts[olddir] == false)
{
actor->movedir = olddir;
attempts[olddir] = true;
if (P_TryWalk (actor))
return;
}
}
// randomly determine direction of search
if (pr_newchasedir() & 1)
{
for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++)
{
if (tdir != turnaround && attempts[tdir] == false)
{
actor->movedir = tdir;
attempts[tdir] = true;
if ( P_TryWalk(actor) )
return;
}
}
}
else
{
for (tdir = DI_SOUTHEAST; tdir != (DI_EAST-1); tdir--)
{
if (tdir != turnaround && attempts[tdir] == false)
{
actor->movedir = tdir;
attempts[tdir] = true;
if ( P_TryWalk(actor) )
return;
}
}
}
if (turnaround != DI_NODIR && attempts[turnaround] == false)
{
actor->movedir =turnaround;
if ( P_TryWalk(actor) )
return;
}
actor->movedir = DI_NODIR; // cannot move
}
//=============================================================================
//
// 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.
//=============================================================================
//=============================================================================
//
// P_NewChaseDir
//
// killough 9/8/98: Split into two functions
//
//=============================================================================
void P_NewChaseDir(AActor * actor)
{
DVector2 delta;
actor->strafecount = 0;
if ((actor->flags5&MF5_CHASEGOAL || actor->goal == actor->target) && actor->goal!=NULL)
{
delta = actor->Vec2To(actor->goal);
}
else if (actor->target != NULL)
{
delta = actor->Vec2To(actor->target);
if (!(actor->flags6 & MF6_NOFEAR))
{
if ((actor->target->player != NULL && (actor->target->player->cheats & CF_FRIGHTENING)) ||
(actor->flags4 & MF4_FRIGHTENED) ||
(actor->target->flags8 & MF8_FRIGHTENING))
{
delta = -delta;
}
}
}
else
{
// Don't abort if this happens.
Printf ("P_NewChaseDir: called with no target\n");
P_RandomChaseDir(actor);
return;
}
// Try to move away from a dropoff
if (actor->floorz - actor->dropoffz > actor->MaxDropOffHeight &&
actor->Z() <= actor->floorz && !(actor->flags & MF_DROPOFF) &&
!(actor->flags2 & MF2_ONMOBJ) &&
!(actor->flags & MF_FLOAT) && !(actor->Level->i_compatflags & COMPATF_DROPOFF))
{
FBoundingBox box(actor->X(), actor->Y(), actor->radius);
FBlockLinesIterator it(actor->Level, box);
line_t *line;
double deltax = 0;
double deltay = 0;
while ((line = it.Next()))
{
if (line->backsector && // Ignore one-sided linedefs
box.inRange(line) &&
box.BoxOnLineSide(line) == -1)
{
double front = line->frontsector->floorplane.ZatPoint(actor->PosRelative(line));
double back = line->backsector->floorplane.ZatPoint(actor->PosRelative(line));
DAngle angle;
// The monster must contact one of the two floors,
// and the other must be a tall dropoff.
if (back == actor->Z() && front < actor->Z() - actor->MaxDropOffHeight)
{
angle = line->Delta().Angle(); // front side dropoff
}
else if (front == actor->Z() && back < actor->Z() - actor->MaxDropOffHeight)
{
angle = line->Delta().Angle() + 180.; // back side dropoff
}
else continue;
// Move away from dropoff at a standard speed.
// Multiple contacted linedefs are cumulative (e.g. hanging over corner)
deltax -= 32 * angle.Sin();
deltay += 32 * angle.Cos();
}
}
if (deltax != 0 || deltay != 0)
{
// [Graf Zahl] I have changed P_TryMove to only apply this logic when
// being called from here. AVOIDINGDROPOFF activates the code that
// allows monsters to move away from a dropoff. This is different from
// MBF which requires unconditional use of the altered logic and therefore
// forcing a massive change in the monster behavior to use this.
// use different dropoff movement logic in P_TryMove
actor->flags5|=MF5_AVOIDINGDROPOFF;
P_DoNewChaseDir(actor, deltax, deltay);
actor->flags5&=~MF5_AVOIDINGDROPOFF;
// 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;
}
}
#if 0
// Move away from friends when too close, except
// in certain situations (e.g. a crowded lift)
// MBF code for friends. Cannot be done in ZDoom but left here as a reminder for later implementation.
if (actor->flags & target->flags & MF_FRIEND &&
distfriend > dist &&
!P_IsOnLift(target) && !P_IsUnderDamage(actor))
deltax = -deltax, deltay = -deltay;
else
#endif
// MBF's monster_backing option. Made an actor flag instead. Also cleaned the code up to make it readable.
// Todo: implement the movement logic
AActor *target = actor->target;
if (target->health > 0 && !actor->IsFriend(target) && target != actor->goal)
{ // Live enemy target
if (actor->flags3 & MF3_AVOIDMELEE)
{
bool ismeleeattacker = false;
double dist = actor->Distance2D(target);
if (target->player == NULL)
{
ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2);
}
else if (target->player->ReadyWeapon != NULL)
{
// melee range of player weapon is a parameter of the action function and cannot be checked here.
// Add a new weapon property?
ismeleeattacker = ((target->player->ReadyWeapon->IntVar(NAME_WeaponFlags) & WIF_MELEEWEAPON) && dist < 192);
}
if (ismeleeattacker)
{
actor->strafecount = pr_enemystrafe() & 15;
delta = -delta;
}
}
}
P_DoNewChaseDir(actor, delta.X, delta.Y);
// 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_RandomChaseDir
//
//=============================================================================
void P_RandomChaseDir (AActor *actor)
{
dirtype_t olddir, turnaround;
int tdir, i;
olddir = (dirtype_t)actor->movedir;
turnaround = opposite[olddir];
int turndir;
// Friendly monsters like to head toward a player
if (actor->flags & MF_FRIENDLY)
{
AActor *player;
DVector2 delta;
dirtype_t d[3];
if (actor->FriendPlayer != 0)
{
player = actor->Level->Players[i = actor->FriendPlayer - 1]->mo;