Pain state

From DoomWiki.org

Revision as of 14:31, 21 March 2014 by Ryan W (talk | contribs) (Chaingun cha-cha: hmm fair enough. Though the last sentence is kind of a non sequitur now, and the section title only pertains to the first paragraph)


A monster's pain state is an action frame used for that monster when being momentarily stunned by a damaging attack. Each monster type has a different probability of suffering this effect when hurt. This probability is called the monster's pain chance (from DeHackEd). The monster, when in pain from being hit by a projectile or shot, clawed or bitten, or punched or chainsawed, halts its movement or attack and displays its pain state sprite frame while usually giving a cry of pain, and then continues moving or possibly retaliates against its attacker. The player's pain state includes a reddening effect of the screen, as well as the third-person view sprite frame.

Combat strategies

The chaingun is particularly useful against monsters with a high pain chance, as due to its rapid rate of fire each bullet causes the monster to cringe convulsively in pain. This is called "doing the chaingun cha-cha" in the original Doom manual. Monsters especially vulnerable to be stunned due to continuous damage are imps, demons, lost souls, cacodemons, pain elementals, mancubi, arachnotrons and revenants. Only Lost Souls and Commander Keens have a 100% pain chance.

For those monsters with a low pain chance, the shotguns or plasma guns are more effective. Pain stunning is often exploited in the final battle with the Spiderdemon in Doom E3M8: Dis, as it is highly likely that the player is carrying a plasma gun from the previous level.

Technical

The pain chance is handled in P_DamageMobj() in p_inter.c. This is the generic "hurt something" code which is called for all damage events. On each call, the monster's pain chance is compared to a random number from 0 to 255. If this number is less than the monster's pain chance, then the monster goes into pain state. There are no situations in the game where multiple separate damage events are combined into one pain chance check. For example, for rocket splashes, P_RadiusAttack() from p_map.c calls P_DamageMobj individually for each splash it makes, and the direct hit is also a separate call. BFG tracers and shotgun pellets also call P_DamageMobj individually for each one, even if many hit one target. A straightforward consequence of this handling is that attacks with many individual components, like super shotgun hits or BFG tracers, are very likely to give a monster pain, because the pain chance check only needs to succeed for one component.

List of monsters sorted by pain chance

Monster Pain Chance Hit Points
Lost soul 256 (100%) 100
Commander Keen 256 (100%) 100
Boss Brain 255 (99.61%) 250
Imp 200 (79.30%) 60
Zombieman 200 (79.30%) 20
Demon 180 (70.70%) 150
Spectre 180 (70.70%) 150
Heavy weapon dude 170 (67.58%) 70
Wolfenstein SS 170 (67.58%) 50
Shotgun guy 170 (67.58%) 30
Arachnotron 128 (50%) 500
Pain elemental 128 (50%) 400
Cacodemon 128 (50%) 400
Revenant 100 (39.84%) 300
Mancubus 80 (30.86%) 600
Baron of hell 50 (16.80%) 1000
Hell knight 50 (16.80%) 500
Spiderdemon 40 (12.89%) 3000
Cyberdemon 20 (5.47%) 4000
Arch-vile 10 (3.13%) 700