qzdoom/src/g_doom/a_painelemental.cpp
Christoph Oelckers 47dafa3824 - Fixed: A_PainDie and A_DualPainAttack could fail to spawn the correct actor
if the first spawned one died and executed some code in its death state.
- Added Karate Chris's submission for 'allowrespawn' MAPINFO option.
- Added Karate Chris's submission for customizable skill confirmation text.
- Fixed: Doom's statusbar only checked for primary attacks, not secondary ones when
  setting Doomguy's face. (Thanks to Karate Chris for the fix.)
- added Skulltag's FORCEYBILLBOARD and FORCEXYBILLBOARD flags to the DECORATE parser.
  Even though the software renderer has no use for them it is necessary to support them
  so that mods can use these flags without becoming incompatible with ZDoom.


SVN r576 (trunk)
2007-12-06 08:55:17 +00:00

154 lines
3.8 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 "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);
}