- made some tests about calling script code from native functions. * scriptified A_SkullAttack to have something to test * changed the A_SkullAttack call in A_PainShootSkull. * use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.) * Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
158 lines
3.9 KiB
C++
158 lines
3.9 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "p_enemy.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "templates.h"
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#include "m_bbox.h"
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#include "vm.h"
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#include "doomstat.h"
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*/
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enum PA_Flags
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{
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PAF_NOSKULLATTACK = 1,
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PAF_AIMFACING = 2,
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PAF_NOTARGET = 4,
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};
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//
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// A_PainShootSkull
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// Spawn a lost soul and launch it at the target
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//
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void A_PainShootSkull (VMFrameStack *stack, AActor *self, DAngle Angle, PClassActor *spawntype, int flags = 0, int limit = -1)
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{
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AActor *other;
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double prestep;
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if (spawntype == NULL) spawntype = PClass::FindActor("LostSoul");
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assert(spawntype != NULL);
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if (self->DamageType == NAME_Massacre) return;
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// [RH] check to make sure it's not too close to the ceiling
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if (self->Top() + 8 > self->ceilingz)
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{
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if (self->flags & MF_FLOAT)
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{
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self->Vel.Z -= 2;
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self->flags |= MF_INFLOAT;
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self->flags4 |= MF4_VFRICTION;
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}
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return;
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}
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// [RH] make this optional
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if (limit == -1 && (i_compatflags & COMPATF_LIMITPAIN))
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limit = 21;
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if (limit)
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{
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// count total number of skulls currently on the level
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// if there are already 21 skulls on the level, don't spit another one
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int count = limit;
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FThinkerIterator iterator (spawntype);
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DThinker *othink;
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while ( (othink = iterator.Next ()) )
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{
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if (--count == 0)
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return;
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}
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}
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// okay, there's room for another one
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prestep = 4 + (self->radius + GetDefaultByType(spawntype)->radius) * 1.5;
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// NOTE: The following code contains some advance work for line-to-line portals which is currenty inactive.
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DVector2 dist = Angle.ToVector(prestep);
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DVector3 pos = self->Vec3Offset(dist.X, dist.Y, 8., true);
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DVector3 src = self->Pos();
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for (int i = 0; i < 2; i++)
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{
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// Check whether the Lost Soul is being fired through a 1-sided // phares
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// wall or an impassible line, or a "monsters can't cross" line.// |
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// If it is, then we don't allow the spawn. // V
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FBoundingBox box(MIN(src.X, pos.X), MIN(src.Y, pos.Y), MAX(src.X, pos.X), MAX(src.Y, pos.Y));
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FBlockLinesIterator it(box);
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line_t *ld;
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bool inportal = false;
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while ((ld = it.Next()))
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{
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if (ld->isLinePortal() && i == 0)
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{
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if (P_PointOnLineSidePrecise(src, ld) == 0 &&
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P_PointOnLineSidePrecise(pos, ld) == 1)
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{
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// crossed a portal line from front to back, we need to repeat the check on the other side as well.
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inportal = true;
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}
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}
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else if (!(ld->flags & ML_TWOSIDED) ||
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(ld->flags & (ML_BLOCKING | ML_BLOCKMONSTERS | ML_BLOCKEVERYTHING)))
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{
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if (box.inRange(ld))
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{
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if (P_PointOnLineSidePrecise(src, ld) != P_PointOnLineSidePrecise(pos, ld))
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return; // line blocks trajectory // ^
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}
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}
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}
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if (!inportal) break;
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// recalculate position and redo the check on the other side of the portal
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pos = self->Vec3Offset(dist.X, dist.Y, 8.);
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src.X = pos.X - dist.X;
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src.Y = pos.Y - dist.Y;
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}
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other = Spawn (spawntype, pos, ALLOW_REPLACE);
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// Check to see if the new Lost Soul's z value is above the
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// ceiling of its new sector, or below the floor. If so, kill it.
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if (other->Top() > other->Sector->HighestCeilingAt(other) ||
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other->Z() < other->Sector->LowestFloorAt(other))
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{
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// kill it immediately
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P_DamageMobj (other, self, self, TELEFRAG_DAMAGE, NAME_None);// ^
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return; // |
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} // phares
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// Check for movements.
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if (!P_CheckPosition (other, other->Pos()))
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{
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// kill it immediately
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P_DamageMobj (other, self, self, TELEFRAG_DAMAGE, NAME_None);
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return;
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}
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// [RH] Lost souls hate the same things as their pain elementals
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other->CopyFriendliness (self, !(flags & PAF_NOTARGET));
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if (!(flags & PAF_NOSKULLATTACK))
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{
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DECLARE_VMFUNC(AActor, A_SkullAttack);
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CallAction(stack, A_SkullAttack, other);
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_PainShootSkull)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(spawntype, AActor);
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PARAM_FLOAT(angle);
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PARAM_INT_DEF(flags);
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PARAM_INT_DEF(limit);
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A_PainShootSkull(stack, self, angle, spawntype, flags, limit);
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return 0;
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}
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