gzdoom-gles/src/g_doom/a_archvile.cpp
Christoph Oelckers 5875e91f39 - finished conversion of most of g_doom.
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.
2016-03-20 10:52:10 +01:00

160 lines
3 KiB
C++

/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
//
// PIT_VileCheck
// Detect a corpse that could be raised.
//
void A_Fire(AActor *self, double height);
//
// A_VileStart
//
DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_VOICE, "vile/start", 1, ATTN_NORM);
return 0;
}
//
// A_Fire
// Keep fire in front of player unless out of sight
//
DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
A_Fire (self, 0);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
A_Fire (self, 0);
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT_OPT(height) { height = 0; }
A_Fire(self, height);
return 0;
}
void A_Fire(AActor *self, double height)
{
AActor *dest;
dest = self->tracer;
if (dest == NULL || self->target == NULL)
return;
// don't move it if the vile lost sight
if (!P_CheckSight (self->target, dest, 0) )
return;
DVector3 newpos = dest->Vec3Angle(24., dest->Angles.Yaw, height);
self->SetOrigin(newpos, true);
}
//
// A_VileTarget
// Spawn the hellfire
//
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT(fire, AActor) { fire = PClass::FindActor("ArchvileFire"); }
AActor *fog;
if (!self->target)
return 0;
A_FaceTarget (self);
fog = Spawn (fire, self->target->Pos(), ALLOW_REPLACE);
self->tracer = fog;
fog->target = self;
fog->tracer = self->target;
A_Fire(fog, 0);
return 0;
}
//
// A_VileAttack
//
// A_VileAttack flags
#define VAF_DMGTYPEAPPLYTODIRECT 1
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SOUND_OPT (snd) { snd = "vile/stop"; }
PARAM_INT_OPT (dmg) { dmg = 20; }
PARAM_INT_OPT (blastdmg) { blastdmg = 70; }
PARAM_INT_OPT (blastrad) { blastrad = 70; }
PARAM_FLOAT_OPT (thrust) { thrust = 1; }
PARAM_NAME_OPT (dmgtype) { dmgtype = NAME_Fire; }
PARAM_INT_OPT (flags) { flags = 0; }
AActor *fire, *target;
if (NULL == (target = self->target))
return 0;
A_FaceTarget (self);
if (!P_CheckSight (self, target, 0) )
return 0;
S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
int newdam;
if (flags & VAF_DMGTYPEAPPLYTODIRECT)
newdam = P_DamageMobj (target, self, self, dmg, dmgtype);
else
newdam = P_DamageMobj (target, self, self, dmg, NAME_None);
P_TraceBleed (newdam > 0 ? newdam : dmg, target);
fire = self->tracer;
if (fire != NULL)
{
// move the fire between the vile and the player
DVector3 pos = target->Vec3Angle(-24., self->Angles.Yaw, 0);
fire->SetOrigin (pos, true);
P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, 0);
}
if (!(target->flags7 & MF7_DONTTHRUST))
{
target->Vel.Z = thrust * 1000 / MAX(1, target->Mass);
}
return 0;
}