gzdoom-gles/src/g_doom/a_archvile.cpp
Randy Heit bb9b5ebf92 - Added a NULL pointer check to A_Fire() and copied the target to a local
variable inside A_VileAttack() so that if P_DamageMobj() destroys the
  target, the function will still have a valid pointer to it (since reading
  it from the actor's instance data invokes the read barrier, which would
  return NULL).


SVN r1538 (trunk)
2009-04-10 03:54:28 +00:00

135 lines
2.6 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, int height);
//
// A_VileStart
//
DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
{
S_Sound (self, CHAN_VOICE, "vile/start", 1, ATTN_NORM);
}
//
// A_Fire
// Keep fire in front of player unless out of sight
//
DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
{
S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
A_Fire (self, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
{
S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
A_Fire (self, 0);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(height,0);
A_Fire(self, height);
}
void A_Fire(AActor *self, int height)
{
AActor *dest;
angle_t an;
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;
an = dest->angle >> ANGLETOFINESHIFT;
self->SetOrigin (dest->x + FixedMul (24*FRACUNIT, finecosine[an]),
dest->y + FixedMul (24*FRACUNIT, finesine[an]),
dest->z + height);
}
//
// A_VileTarget
// Spawn the hellfire
//
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(fire,0);
AActor *fog;
if (!self->target)
return;
A_FaceTarget (self);
fog = Spawn (fire, self->target->x, self->target->y,
self->target->z, ALLOW_REPLACE);
self->tracer = fog;
fog->target = self;
fog->tracer = self->target;
A_Fire(fog, 0);
}
//
// A_VileAttack
//
DEFINE_ACTION_FUNCTION(AActor, A_VileAttack)
{
AActor *fire, *target;
int an;
if (NULL == (target = self->target))
return;
A_FaceTarget (self);
if (!P_CheckSight (self, target, 0) )
return;
S_Sound (self, CHAN_WEAPON, "vile/stop", 1, ATTN_NORM);
P_TraceBleed (20, target);
P_DamageMobj (target, self, self, 20, NAME_None);
target->momz = 1000 * FRACUNIT / target->Mass;
an = self->angle >> ANGLETOFINESHIFT;
fire = self->tracer;
if (fire != NULL)
{
// move the fire between the vile and the player
fire->SetOrigin (target->x - FixedMul (24*FRACUNIT, finecosine[an]),
target->y - FixedMul (24*FRACUNIT, finesine[an]),
target->z);
P_RadiusAttack (fire, self, 70, 70, NAME_Fire, false);
}
}