#include "actor.h" #include "info.h" #include "p_enemy.h" #include "p_local.h" #include "a_doomglobal.h" #include "a_action.h" #include "thingdef/thingdef.h" void A_PainAttack (AActor *); void A_PainDie (AActor *); void A_SkullAttack (AActor *self); static const PClass *GetSpawnType() { const PClass *spawntype = NULL; int index=CheckIndex(1, NULL); if (index>=0) { spawntype = PClass::FindClass((ENamedName)StateParameters[index]); } if (spawntype == NULL) spawntype = PClass::FindClass("LostSoul"); return spawntype; } // // A_PainShootSkull // Spawn a lost soul and launch it at the target // void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype) { fixed_t x, y, z; AActor *other; angle_t an; int prestep; 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->momz -= 2*FRACUNIT; self->flags |= MF_INFLOAT; self->flags4 |= MF4_VFRICTION; } return; } // [RH] make this optional if (i_compatflags & COMPATF_LIMITPAIN) { // count total number of skulls currently on the level // if there are already 20 skulls on the level, don't spit another one int count = 20; 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 if (Check_Sides (self, x, y)) { return; } 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, 1000000, NAME_None); // ^ return; // | } // phares // Check for movements. if (!P_CheckPosition (other, other->x, other->y)) { // kill it immediately P_DamageMobj (other, self, self, 1000000, NAME_None); return; } // [RH] Lost souls hate the same things as their pain elementals other->CopyFriendliness (self, true); A_SkullAttack (other); } // // A_PainAttack // Spawn a lost soul and launch it at the target // void A_PainAttack (AActor *self) { if (!self->target) return; const PClass *spawntype = GetSpawnType(); A_FaceTarget (self); A_PainShootSkull (self, self->angle, spawntype); } void A_DualPainAttack (AActor *self) { if (!self->target) return; const PClass *spawntype = GetSpawnType(); A_FaceTarget (self); A_PainShootSkull (self, self->angle + ANG45, spawntype); A_PainShootSkull (self, self->angle - ANG45, spawntype); } void A_PainDie (AActor *self) { if (self->target != NULL && self->IsFriend (self->target)) { // And I thought you were my friend! self->flags &= ~MF_FRIENDLY; } const PClass *spawntype = GetSpawnType(); A_NoBlocking (self); A_PainShootSkull (self, self->angle + ANG90, spawntype); A_PainShootSkull (self, self->angle + ANG180, spawntype); A_PainShootSkull (self, self->angle + ANG270, spawntype); }