#include "actor.h" #include "info.h" #include "p_local.h" #include "s_sound.h" #include "p_enemy.h" #include "a_doomglobal.h" #include "gstrings.h" #include "a_action.h" // // PIT_VileCheck // Detect a corpse that could be raised. // void A_Fire (AActor *self); // // A_VileStart // void A_VileStart (AActor *self) { S_Sound (self, CHAN_VOICE, "vile/start", 1, ATTN_NORM); } // // A_Fire // Keep fire in front of player unless out of sight // void A_StartFire (AActor *self) { S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM); A_Fire (self); } void A_FireCrackle (AActor *self) { S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM); A_Fire (self); } void A_Fire (AActor *self) { AActor *dest; angle_t an; dest = self->tracer; if (!dest) return; // don't move it if the vile lost sight if (!P_CheckSight (self->target, dest, 0) ) return; an = dest->angle >> ANGLETOFINESHIFT; self->SetOrigin (dest->x + FixedMul (24*FRACUNIT, finecosine[an]), dest->y + FixedMul (24*FRACUNIT, finesine[an]), dest->z); } // // A_VileTarget // Spawn the hellfire // void A_VileTarget (AActor *actor) { AActor *fog; if (!actor->target) return; A_FaceTarget (actor); fog = Spawn ("ArchvileFire", actor->target->x, actor->target->x, actor->target->z, ALLOW_REPLACE); actor->tracer = fog; fog->target = actor; fog->tracer = actor->target; A_Fire (fog); } // // A_VileAttack // void A_VileAttack (AActor *actor) { AActor *fire; int an; if (!actor->target) return; A_FaceTarget (actor); if (!P_CheckSight (actor, actor->target, 0) ) return; S_Sound (actor, CHAN_WEAPON, "vile/stop", 1, ATTN_NORM); P_DamageMobj (actor->target, actor, actor, 20, NAME_None); P_TraceBleed (20, actor->target); actor->target->momz = 1000 * FRACUNIT / actor->target->Mass; an = actor->angle >> ANGLETOFINESHIFT; fire = actor->tracer; if (!fire) return; // move the fire between the vile and the player fire->SetOrigin (actor->target->x + FixedMul (24*FRACUNIT, finecosine[an]), actor->target->y + FixedMul (24*FRACUNIT, finesine[an]), actor->target->z); P_RadiusAttack (fire, actor, 70, 70, NAME_Fire, false); }