gzdoom/src/g_hexen/a_summon.cpp
Christoph Oelckers 1983b5c586 - Changed action function definition so that they have to be defined with a
DEFINE_ACTION_FUNCTION macro. This should make it easier to improve the
  whole system.


SVN r1148 (trunk)
2008-08-10 20:48:55 +00:00

83 lines
2.1 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"
#include "thingdef/thingdef.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->momz = 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->TryPickup (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);
}
}