gzdoom/src/g_hexen/a_summon.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

163 lines
4.6 KiB
C++

#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;
}
return true;
}
//============================================================================
//
// A_Summon
//
//============================================================================
void A_Summon (AActor *actor)
{
AMinotaurFriend *mo;
mo = Spawn<AMinotaurFriend> (actor->x, actor->y, actor->z);
if (mo)
{
if (P_TestMobjLocation(mo) == false || !actor->tracer)
{ // Didn't fit - change back to artifact
mo->Destroy ();
AActor *arti = Spawn<AArtiDarkServant> (actor->x, actor->y, actor->z);
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
AInventory *power = Spawn<APowerMinotaur> (0, 0, 0);
power->TryPickup (actor->tracer);
if (actor->tracer->player != NULL)
{
mo->FriendPlayer = int(actor->tracer->player - players + 1);
}
}
// Make smoke puff
Spawn<AMinotaurSmoke> (actor->x, actor->y, actor->z);
S_SoundID (actor, CHAN_VOICE, mo->ActiveSound, 1, ATTN_NORM);
}
}