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1983b5c586
DEFINE_ACTION_FUNCTION macro. This should make it easier to improve the whole system. SVN r1148 (trunk)
83 lines
2.1 KiB
C++
83 lines
2.1 KiB
C++
#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "ravenshared.h"
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#include "thingdef/thingdef.h"
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void A_Summon (AActor *);
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// Dark Servant Artifact ----------------------------------------------------
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class AArtiDarkServant : public AInventory
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{
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DECLARE_CLASS (AArtiDarkServant, AInventory)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS (AArtiDarkServant)
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//============================================================================
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//
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// Activate the summoning artifact
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//
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//============================================================================
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bool AArtiDarkServant::Use (bool pickup)
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{
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AActor *mo = P_SpawnPlayerMissile (Owner, PClass::FindClass ("SummoningDoll"));
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if (mo)
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{
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mo->target = Owner;
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mo->tracer = Owner;
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mo->momz = 5*FRACUNIT;
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}
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return true;
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}
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//============================================================================
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//
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// A_Summon
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_Summon)
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{
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AMinotaurFriend *mo;
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mo = Spawn<AMinotaurFriend> (self->x, self->y, self->z, ALLOW_REPLACE);
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if (mo)
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{
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if (P_TestMobjLocation(mo) == false || !self->tracer)
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{ // Didn't fit - change back to artifact
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mo->Destroy ();
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AActor *arti = Spawn<AArtiDarkServant> (self->x, self->y, self->z, ALLOW_REPLACE);
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if (arti) arti->flags |= MF_DROPPED;
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return;
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}
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mo->StartTime = level.maptime;
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if (self->tracer->flags & MF_CORPSE)
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{ // Master dead
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mo->tracer = NULL; // No master
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}
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else
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{
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mo->tracer = self->tracer; // Pointer to master
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AInventory *power = Spawn<APowerMinotaur> (0, 0, 0, NO_REPLACE);
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power->TryPickup (self->tracer);
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if (self->tracer->player != NULL)
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{
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mo->FriendPlayer = int(self->tracer->player - players + 1);
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}
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}
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// Make smoke puff
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Spawn ("MinotaurSmoke", self->x, self->y, self->z, ALLOW_REPLACE);
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S_Sound (self, CHAN_VOICE, mo->ActiveSound, 1, ATTN_NORM);
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}
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}
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