gzdoom/src/g_doom/a_painelemental.cpp
Christoph Oelckers ebd17de30a - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but
P_FindFloorCeiling never did that.
- Merged Check_Sides and PIT_CrossLine into A_PainShootSkull.
- Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was
  used. This also allowed to remove all the global variable saving in
  P_CreateSecNodeList.
- Added a new FBlockLinesIterator class that doesn't need a callback
  function because debugging the previous bug proved to be a bit annoying
  because it involved a P_BlockLinesIterator loop.
- Fixed: The MBF code to move monsters away from dropoffs did not work as 
  intended due to some random decisions in P_DoNewChaseDir. When in the
  avoiding dropoff mode these are ignored now. This should cure the problem
  that monsters hanging over a dropoff tended to drop down. 

SVN r887 (trunk)
2008-04-06 17:33:43 +00:00

173 lines
4.4 KiB
C++

#include "actor.h"
#include "info.h"
#include "p_enemy.h"
#include "p_local.h"
#include "a_doomglobal.h"
#include "a_action.h"
#include "templates.h"
#include "m_bbox.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 (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->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
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, 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);
}