qzdoom/src/g_doom/a_archvile.cpp
Christoph Oelckers 153a2a4c2c - Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it
failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
  for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
  submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.


SVN r1304 (trunk)
2008-12-06 10:22:37 +00:00

135 lines
2.5 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)
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;
int an;
if (!self->target)
return;
A_FaceTarget (self);
if (!P_CheckSight (self, self->target, 0) )
return;
S_Sound (self, CHAN_WEAPON, "vile/stop", 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, 20, NAME_None);
P_TraceBleed (20, self->target);
self->target->momz = 1000 * FRACUNIT / self->target->Mass;
an = self->angle >> ANGLETOFINESHIFT;
fire = self->tracer;
if (!fire)
return;
// move the fire between the vile and the player
fire->SetOrigin (self->target->x - FixedMul (24*FRACUNIT, finecosine[an]),
self->target->y - FixedMul (24*FRACUNIT, finesine[an]),
self->target->z);
P_RadiusAttack (fire, self, 70, 70, NAME_Fire, false);
}