mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 07:10:53 +00:00
5875e91f39
Only things left here are accesses to AActor::ceilingz and radius in A_PainShootSkull, plus scaleX and scaleY in the ScriptedMarine sprite setting code. Most is still using wrapper functions around the fixed point versions.
160 lines
3 KiB
C++
160 lines
3 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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*/
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//
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// PIT_VileCheck
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// Detect a corpse that could be raised.
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//
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void A_Fire(AActor *self, double height);
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//
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// A_VileStart
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//
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DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
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{
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PARAM_ACTION_PROLOGUE;
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S_Sound (self, CHAN_VOICE, "vile/start", 1, ATTN_NORM);
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return 0;
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}
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//
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// A_Fire
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// Keep fire in front of player unless out of sight
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//
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DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
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{
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PARAM_ACTION_PROLOGUE;
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S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
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A_Fire (self, 0);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
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{
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PARAM_ACTION_PROLOGUE;
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S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
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A_Fire (self, 0);
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return 0;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_FLOAT_OPT(height) { height = 0; }
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A_Fire(self, height);
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return 0;
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}
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void A_Fire(AActor *self, double height)
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{
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AActor *dest;
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dest = self->tracer;
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if (dest == NULL || self->target == NULL)
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return;
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// don't move it if the vile lost sight
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if (!P_CheckSight (self->target, dest, 0) )
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return;
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DVector3 newpos = dest->Vec3Angle(24., dest->Angles.Yaw, height);
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self->SetOrigin(newpos, true);
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}
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//
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// A_VileTarget
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// Spawn the hellfire
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//
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS_OPT(fire, AActor) { fire = PClass::FindActor("ArchvileFire"); }
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AActor *fog;
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if (!self->target)
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return 0;
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A_FaceTarget (self);
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fog = Spawn (fire, self->target->Pos(), ALLOW_REPLACE);
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self->tracer = fog;
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fog->target = self;
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fog->tracer = self->target;
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A_Fire(fog, 0);
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return 0;
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}
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//
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// A_VileAttack
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//
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// A_VileAttack flags
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#define VAF_DMGTYPEAPPLYTODIRECT 1
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SOUND_OPT (snd) { snd = "vile/stop"; }
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PARAM_INT_OPT (dmg) { dmg = 20; }
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PARAM_INT_OPT (blastdmg) { blastdmg = 70; }
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PARAM_INT_OPT (blastrad) { blastrad = 70; }
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PARAM_FLOAT_OPT (thrust) { thrust = 1; }
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PARAM_NAME_OPT (dmgtype) { dmgtype = NAME_Fire; }
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PARAM_INT_OPT (flags) { flags = 0; }
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AActor *fire, *target;
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if (NULL == (target = self->target))
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return 0;
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A_FaceTarget (self);
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if (!P_CheckSight (self, target, 0) )
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return 0;
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S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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int newdam;
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if (flags & VAF_DMGTYPEAPPLYTODIRECT)
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newdam = P_DamageMobj (target, self, self, dmg, dmgtype);
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else
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newdam = P_DamageMobj (target, self, self, dmg, NAME_None);
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P_TraceBleed (newdam > 0 ? newdam : dmg, target);
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fire = self->tracer;
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if (fire != NULL)
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{
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// move the fire between the vile and the player
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DVector3 pos = target->Vec3Angle(-24., self->Angles.Yaw, 0);
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fire->SetOrigin (pos, true);
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P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, 0);
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}
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if (!(target->flags7 & MF7_DONTTHRUST))
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{
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target->Vel.Z = thrust * 1000 / MAX(1, target->Mass);
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}
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return 0;
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}
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