/* #include "actor.h" #include "info.h" #include "p_enemy.h" #include "p_local.h" #include "a_action.h" #include "templates.h" #include "m_bbox.h" #include "thingdef/thingdef.h" #include "doomstat.h" */ DECLARE_ACTION(A_SkullAttack) static const PClass *GetSpawnType(DECLARE_PARAMINFO) { ACTION_PARAM_START(1); ACTION_PARAM_CLASS(spawntype, 0); if (spawntype == NULL) spawntype = PClass::FindClass("LostSoul"); return spawntype; } enum PA_Flags { PAF_NOSKULLATTACK = 1, PAF_AIMFACING = 2, PAF_NOTARGET = 4, }; // // A_PainShootSkull // Spawn a lost soul and launch it at the target // void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype, int flags = 0, int limit = -1) { fixed_t x, y, z; AActor *other; angle_t an; int prestep; if (spawntype == NULL) return; if (self->DamageType==NAME_Massacre) return; // [RH] check to make sure it's not too close to the ceiling if (self->z + self->height + 8*FRACUNIT > self->ceilingz) { if (self->flags & MF_FLOAT) { self->velz -= 2*FRACUNIT; self->flags |= MF_INFLOAT; self->flags4 |= MF4_VFRICTION; } return; } // [RH] make this optional if (limit == -1 && (i_compatflags & COMPATF_LIMITPAIN)) limit = 21; if (limit) { // count total number of skulls currently on the level // if there are already 21 skulls on the level, don't spit another one int count = limit; FThinkerIterator iterator (spawntype); DThinker *othink; while ( (othink = iterator.Next ()) ) { if (--count == 0) return; } } // okay, there's room for another one an = angle >> ANGLETOFINESHIFT; prestep = 4*FRACUNIT + 3*(self->radius + GetDefaultByType(spawntype)->radius)/2; x = self->x + FixedMul (prestep, finecosine[an]); y = self->y + FixedMul (prestep, finesine[an]); z = self->z + 8*FRACUNIT; // Check whether the Lost Soul is being fired through a 1-sided // phares // wall or an impassible line, or a "monsters can't cross" line.// | // If it is, then we don't allow the spawn. // V FBoundingBox box(MIN(self->x, x), MIN(self->y, y), MAX(self->x, x), MAX(self->y, y)); FBlockLinesIterator it(box); line_t *ld; while ((ld = it.Next())) { if (!(ld->flags & ML_TWOSIDED) || (ld->flags & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_BLOCKEVERYTHING))) { if (!(box.Left() > ld->bbox[BOXRIGHT] || box.Right() < ld->bbox[BOXLEFT] || box.Top() < ld->bbox[BOXBOTTOM] || box.Bottom() > ld->bbox[BOXTOP])) { if (P_PointOnLineSide(self->x,self->y,ld) != P_PointOnLineSide(x,y,ld)) return; // line blocks trajectory // ^ } } } other = Spawn (spawntype, x, y, z, ALLOW_REPLACE); // 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 ((other->z > (other->Sector->ceilingplane.ZatPoint (other->x, other->y) - other->height)) || (other->z < other->Sector->floorplane.ZatPoint (other->x, other->y))) { // kill it immediately P_DamageMobj (other, self, self, TELEFRAG_DAMAGE, NAME_None);// ^ return; // | } // phares // Check for movements. if (!P_CheckPosition (other, other->x, other->y)) { // kill it immediately P_DamageMobj (other, self, self, TELEFRAG_DAMAGE, NAME_None); return; } // [RH] Lost souls hate the same things as their pain elementals other->CopyFriendliness (self, !(flags & PAF_NOTARGET)); if (!(flags & PAF_NOSKULLATTACK)) A_SkullAttack(other, SKULLSPEED); } // // A_PainAttack // Spawn a lost soul and launch it at the target // DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainAttack) { if (!self->target) return; ACTION_PARAM_START(4); ACTION_PARAM_CLASS(spawntype, 0); ACTION_PARAM_ANGLE(angle, 1); ACTION_PARAM_INT(flags, 2); ACTION_PARAM_INT(limit, 3); if (spawntype == NULL) spawntype = PClass::FindClass("LostSoul"); if (!(flags & PAF_AIMFACING)) A_FaceTarget (self); A_PainShootSkull (self, self->angle+angle, spawntype, flags, limit); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack) { if (!self->target) return; const PClass *spawntype = GetSpawnType(PUSH_PARAMINFO); A_FaceTarget (self); A_PainShootSkull (self, self->angle + ANG45, spawntype); A_PainShootSkull (self, self->angle - ANG45, spawntype); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainDie) { if (self->target != NULL && self->IsFriend (self->target)) { // And I thought you were my friend! self->flags &= ~MF_FRIENDLY; } const PClass *spawntype = GetSpawnType(PUSH_PARAMINFO); A_Unblock(self, true); A_PainShootSkull (self, self->angle + ANG90, spawntype); A_PainShootSkull (self, self->angle + ANG180, spawntype); A_PainShootSkull (self, self->angle + ANG270, spawntype); }