gzdoom-gles/src/g_hexen/a_summon.cpp
Randy Heit e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00

85 lines
2.1 KiB
C++

/*
#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "s_sound.h"
#include "ravenshared.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
void A_Summon (AActor *);
// Dark Servant Artifact ----------------------------------------------------
class AArtiDarkServant : public AInventory
{
DECLARE_CLASS (AArtiDarkServant, AInventory)
public:
bool Use (bool pickup);
};
IMPLEMENT_CLASS (AArtiDarkServant)
//============================================================================
//
// Activate the summoning artifact
//
//============================================================================
bool AArtiDarkServant::Use (bool pickup)
{
AActor *mo = P_SpawnPlayerMissile (Owner, PClass::FindClass ("SummoningDoll"));
if (mo)
{
mo->target = Owner;
mo->tracer = Owner;
mo->velz = 5*FRACUNIT;
}
return true;
}
//============================================================================
//
// A_Summon
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Summon)
{
AMinotaurFriend *mo;
mo = Spawn<AMinotaurFriend> (self->x, self->y, self->z, ALLOW_REPLACE);
if (mo)
{
if (P_TestMobjLocation(mo) == false || !self->tracer)
{ // Didn't fit - change back to artifact
mo->Destroy ();
AActor *arti = Spawn<AArtiDarkServant> (self->x, self->y, self->z, ALLOW_REPLACE);
if (arti) arti->flags |= MF_DROPPED;
return;
}
mo->StartTime = level.maptime;
if (self->tracer->flags & MF_CORPSE)
{ // Master dead
mo->tracer = NULL; // No master
}
else
{
mo->tracer = self->tracer; // Pointer to master
AInventory *power = Spawn<APowerMinotaur> (0, 0, 0, NO_REPLACE);
power->CallTryPickup (self->tracer);
if (self->tracer->player != NULL)
{
mo->FriendPlayer = int(self->tracer->player - players + 1);
}
}
// Make smoke puff
Spawn ("MinotaurSmoke", self->x, self->y, self->z, ALLOW_REPLACE);
S_Sound (self, CHAN_VOICE, mo->ActiveSound, 1, ATTN_NORM);
}
}