gzdoom/src/g_doom/a_archvile.cpp
Randy Heit 8330a69212 - Moved the terget->velz assignment to the end of A_VileAttack to remove the
influence of vertical thrust from the radius attack, since ZDoom does
  explosions in three dimensions, but Doom only did it in two.
- Fixed: The last three parameters to A_VileAttack had their references off
  by one. Most notably as a result, the blast radius was used as the thrust,
  so it sent you flying far faster than it should have.


SVN r1745 (trunk)
2009-08-02 04:11:48 +00:00

142 lines
2.8 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_PARAMS(AActor, A_VileAttack)
{
ACTION_PARAM_START(6);
ACTION_PARAM_SOUND(snd,0);
ACTION_PARAM_INT(dmg,1);
ACTION_PARAM_INT(blastdmg,2);
ACTION_PARAM_INT(blastrad,3);
ACTION_PARAM_FIXED(thrust,4);
ACTION_PARAM_NAME(dmgtype,5);
AActor *fire, *target;
angle_t an;
if (NULL == (target = self->target))
return;
A_FaceTarget (self);
if (!P_CheckSight (self, target, 0) )
return;
S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
P_TraceBleed (dmg, target);
P_DamageMobj (target, self, self, dmg, NAME_None);
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, blastdmg, blastrad, dmgtype, false);
}
target->velz = Scale(thrust, 1000, target->Mass);
}