vkdoom_m/src/g_doom/a_painelemental.cpp
Christoph Oelckers 091c73969d - fixed: A_PainShootSkull was missing a NULL pointer check for the spawn type.
- implemented Vavoom's vertex height things (1504, 1505) that can explicitly
  define slopes for triangular sectors. The height is specified as the thing's
  z-coordinate.


SVN r804 (trunk)
2008-03-14 09:27:02 +00:00

155 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 (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
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);
}