/* #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) { AActor *other; 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->Top() + 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 prestep = 4*FRACUNIT + 3*(self->radius + GetDefaultByType(spawntype)->radius)/2; // NOTE: The following code contains some advance work for line-to-line portals which is currenty inactive. fixedvec2 dist = Vec2Angle(prestep, angle); fixedvec3 pos = self->Vec3Offset(dist.x, dist.y, 8 * FRACUNIT, true); fixedvec3 src = { self->X(), self->Y(), self->Z() }; for (int i = 0; i < 2; i++) { // 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(src.x, pos.x), MIN(src.y, pos.y), MAX(src.x, pos.x), MAX(src.y, pos.y)); FBlockLinesIterator it(box); line_t *ld; bool inportal = false; while ((ld = it.Next())) { if (ld->isLinePortal() && i == 0) { if (P_PointOnLineSidePrecise(src.x, src.y, ld) == 0 && P_PointOnLineSidePrecise(pos.x, pos.y, ld) == 1) { // crossed a portal line from front to back, we need to repeat the check on the other side as well. inportal = true; } } else 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_PointOnLineSidePrecise(src.x, src.y, ld) != P_PointOnLineSidePrecise(pos.x, pos.y, ld)) return; // line blocks trajectory // ^ } } } if (!inportal) break; // recalculate position and redo the check on the other side of the portal pos = self->Vec3Offset(dist.x, dist.y, 8 * FRACUNIT, false); src.x = pos.x - dist.x; src.y = pos.y - dist.y; } other = Spawn (spawntype, pos.x, pos.y, pos.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->HighestCeiling(other) - other->height)) || (other->Z() < other->Sector->LowestFloor(other))) { // 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); }