gzdoom-gles/src/g_hexen/a_summon.cpp

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#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "ravenshared.h"
void A_Summon (AActor *);
// Dark Servant Artifact ----------------------------------------------------
class AArtiDarkServant : public AInventory
{
DECLARE_ACTOR (AArtiDarkServant, AInventory)
public:
bool Use (bool pickup);
};
FState AArtiDarkServant::States[] =
{
#define S_ARTI_SUMMON 0
S_NORMAL (SUMN, 'A', 350, NULL , &States[S_ARTI_SUMMON]),
};
IMPLEMENT_ACTOR (AArtiDarkServant, Hexen, 86, 16)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (S_ARTI_SUMMON)
PROP_Inventory_RespawnTics (30+4200)
PROP_Inventory_DefMaxAmount
PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
PROP_Inventory_Icon ("ARTISUMN")
PROP_Inventory_PickupSound ("misc/p_pkup")
PROP_Inventory_PickupMessage("$TXT_ARTISUMMON")
END_DEFAULTS
// Summoning Doll -----------------------------------------------------------
class ASummoningDoll : public AActor
{
DECLARE_ACTOR (ASummoningDoll, AActor)
};
FState ASummoningDoll::States[] =
{
#define S_SUMMON_FX1_1 0
S_NORMAL (SUMN, 'A', 4, NULL , &States[S_SUMMON_FX1_1]),
#define S_SUMMON_FX2_1 (S_SUMMON_FX1_1+1)
S_NORMAL (SUMN, 'A', 4, NULL , &States[S_SUMMON_FX2_1+1]),
S_NORMAL (SUMN, 'A', 4, NULL , &States[S_SUMMON_FX2_1+2]),
S_NORMAL (SUMN, 'A', 4, A_Summon , NULL),
};
IMPLEMENT_ACTOR (ASummoningDoll, Hexen, -1, 0)
PROP_SpeedFixed (20)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (S_SUMMON_FX1_1)
PROP_DeathState (S_SUMMON_FX2_1)
END_DEFAULTS
// Minotaur Smoke -----------------------------------------------------------
class AMinotaurSmoke : public AActor
{
DECLARE_ACTOR (AMinotaurSmoke, AActor)
};
FState AMinotaurSmoke::States[] =
{
S_NORMAL (MNSM, 'A', 3, NULL , &States[1]),
S_NORMAL (MNSM, 'B', 3, NULL , &States[2]),
S_NORMAL (MNSM, 'C', 3, NULL , &States[3]),
S_NORMAL (MNSM, 'D', 3, NULL , &States[4]),
S_NORMAL (MNSM, 'E', 3, NULL , &States[5]),
S_NORMAL (MNSM, 'F', 3, NULL , &States[6]),
S_NORMAL (MNSM, 'G', 3, NULL , &States[7]),
S_NORMAL (MNSM, 'H', 3, NULL , &States[8]),
S_NORMAL (MNSM, 'I', 3, NULL , &States[9]),
S_NORMAL (MNSM, 'J', 3, NULL , &States[10]),
S_NORMAL (MNSM, 'K', 3, NULL , &States[11]),
S_NORMAL (MNSM, 'L', 3, NULL , &States[12]),
S_NORMAL (MNSM, 'M', 3, NULL , &States[13]),
S_NORMAL (MNSM, 'N', 3, NULL , &States[14]),
S_NORMAL (MNSM, 'O', 3, NULL , &States[15]),
S_NORMAL (MNSM, 'P', 3, NULL , &States[16]),
S_NORMAL (MNSM, 'Q', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (AMinotaurSmoke, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (0)
END_DEFAULTS
//============================================================================
//
// Activate the summoning artifact
//
//============================================================================
bool AArtiDarkServant::Use (bool pickup)
{
AActor *mo = P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(ASummoningDoll));
if (mo)
{
mo->target = Owner;
mo->tracer = Owner;
mo->momz = 5*FRACUNIT;
}
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return true;
}
//============================================================================
//
// A_Summon
//
//============================================================================
void A_Summon (AActor *actor)
{
AMinotaurFriend *mo;
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mo = Spawn<AMinotaurFriend> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (mo)
{
if (P_TestMobjLocation(mo) == false || !actor->tracer)
{ // Didn't fit - change back to artifact
mo->Destroy ();
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AActor *arti = Spawn<AArtiDarkServant> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (arti) arti->flags |= MF_DROPPED;
return;
}
mo->StartTime = level.maptime;
if (actor->tracer->flags & MF_CORPSE)
{ // Master dead
mo->tracer = NULL; // No master
}
else
{
mo->tracer = actor->tracer; // Pointer to master
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AInventory *power = Spawn<APowerMinotaur> (0, 0, 0, NO_REPLACE);
power->TryPickup (actor->tracer);
if (actor->tracer->player != NULL)
{
mo->FriendPlayer = int(actor->tracer->player - players + 1);
}
}
// Make smoke puff
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Spawn<AMinotaurSmoke> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
S_SoundID (actor, CHAN_VOICE, mo->ActiveSound, 1, ATTN_NORM);
}
}