/* #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 "vm.h" #include "doomstat.h" */ 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 (VMFrameStack *stack, AActor *self, DAngle Angle, PClassActor *spawntype, int flags = 0, int limit = -1) { AActor *other; double prestep; if (spawntype == NULL) spawntype = PClass::FindActor("LostSoul"); assert(spawntype != NULL); if (self->DamageType == NAME_Massacre) return; // [RH] check to make sure it's not too close to the ceiling if (self->Top() + 8 > self->ceilingz) { if (self->flags & MF_FLOAT) { self->Vel.Z -= 2; 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 + (self->radius + GetDefaultByType(spawntype)->radius) * 1.5; // NOTE: The following code contains some advance work for line-to-line portals which is currenty inactive. DVector2 dist = Angle.ToVector(prestep); DVector3 pos = self->Vec3Offset(dist.X, dist.Y, 8., true); DVector3 src = self->Pos(); 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, ld) == 0 && P_PointOnLineSidePrecise(pos, 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.inRange(ld)) { if (P_PointOnLineSidePrecise(src, ld) != P_PointOnLineSidePrecise(pos, 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.); src.X = pos.X - dist.X; src.Y = pos.Y - dist.Y; } other = Spawn (spawntype, pos, 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->Top() > other->Sector->HighestCeilingAt(other) || other->Z() < other->Sector->LowestFloorAt(other)) { // kill it immediately P_DamageMobj (other, self, self, TELEFRAG_DAMAGE, NAME_None);// ^ return; // | } // phares // Check for movements. if (!P_CheckPosition (other, other->Pos())) { // 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)) { DECLARE_VMFUNC(AActor, A_SkullAttack); CallAction(stack, A_SkullAttack, other); } } DEFINE_ACTION_FUNCTION(AActor, A_PainShootSkull) { PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS(spawntype, AActor); PARAM_FLOAT(angle); PARAM_INT_DEF(flags); PARAM_INT_DEF(limit); A_PainShootSkull(stack, self, angle, spawntype, flags, limit); return 0; }