mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 05:51:09 +00:00
cf11cbdb30
SVN r4 (trunk)
169 lines
4.7 KiB
C++
169 lines
4.7 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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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_ACTOR (AArtiDarkServant, AInventory)
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public:
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bool Use (bool pickup);
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const char *PickupMessage ();
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};
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FState AArtiDarkServant::States[] =
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{
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#define S_ARTI_SUMMON 0
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S_NORMAL (SUMN, 'A', 350, NULL , &States[S_ARTI_SUMMON]),
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};
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IMPLEMENT_ACTOR (AArtiDarkServant, Hexen, 86, 16)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (S_ARTI_SUMMON)
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PROP_Inventory_RespawnTics (30+4200)
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PROP_Inventory_DefMaxAmount
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PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
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PROP_Inventory_Icon ("ARTISUMN")
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PROP_Inventory_PickupSound ("misc/p_pkup")
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END_DEFAULTS
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const char *AArtiDarkServant::PickupMessage ()
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{
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return GStrings("TXT_ARTISUMMON");
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}
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// Summoning Doll -----------------------------------------------------------
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class ASummoningDoll : public AActor
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{
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DECLARE_ACTOR (ASummoningDoll, AActor)
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};
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FState ASummoningDoll::States[] =
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{
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#define S_SUMMON_FX1_1 0
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S_NORMAL (SUMN, 'A', 4, NULL , &States[S_SUMMON_FX1_1]),
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#define S_SUMMON_FX2_1 (S_SUMMON_FX1_1+1)
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S_NORMAL (SUMN, 'A', 4, NULL , &States[S_SUMMON_FX2_1+1]),
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S_NORMAL (SUMN, 'A', 4, NULL , &States[S_SUMMON_FX2_1+2]),
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S_NORMAL (SUMN, 'A', 4, A_Summon , NULL),
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};
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IMPLEMENT_ACTOR (ASummoningDoll, Hexen, -1, 0)
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PROP_SpeedFixed (20)
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PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (S_SUMMON_FX1_1)
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PROP_DeathState (S_SUMMON_FX2_1)
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END_DEFAULTS
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// Minotaur Smoke -----------------------------------------------------------
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class AMinotaurSmoke : public AActor
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{
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DECLARE_ACTOR (AMinotaurSmoke, AActor)
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};
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FState AMinotaurSmoke::States[] =
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{
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S_NORMAL (MNSM, 'A', 3, NULL , &States[1]),
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S_NORMAL (MNSM, 'B', 3, NULL , &States[2]),
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S_NORMAL (MNSM, 'C', 3, NULL , &States[3]),
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S_NORMAL (MNSM, 'D', 3, NULL , &States[4]),
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S_NORMAL (MNSM, 'E', 3, NULL , &States[5]),
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S_NORMAL (MNSM, 'F', 3, NULL , &States[6]),
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S_NORMAL (MNSM, 'G', 3, NULL , &States[7]),
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S_NORMAL (MNSM, 'H', 3, NULL , &States[8]),
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S_NORMAL (MNSM, 'I', 3, NULL , &States[9]),
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S_NORMAL (MNSM, 'J', 3, NULL , &States[10]),
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S_NORMAL (MNSM, 'K', 3, NULL , &States[11]),
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S_NORMAL (MNSM, 'L', 3, NULL , &States[12]),
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S_NORMAL (MNSM, 'M', 3, NULL , &States[13]),
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S_NORMAL (MNSM, 'N', 3, NULL , &States[14]),
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S_NORMAL (MNSM, 'O', 3, NULL , &States[15]),
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S_NORMAL (MNSM, 'P', 3, NULL , &States[16]),
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S_NORMAL (MNSM, 'Q', 3, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AMinotaurSmoke, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (0)
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END_DEFAULTS
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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, RUNTIME_CLASS(ASummoningDoll));
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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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return true;
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}
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return false;
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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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void A_Summon (AActor *actor)
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{
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AMinotaur *mo;
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mo = Spawn<AMinotaurFriend> (actor->x, actor->y, actor->z);
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if (mo)
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{
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if (P_TestMobjLocation(mo) == false || !actor->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> (actor->x, actor->y, actor->z);
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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 (actor->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 = actor->tracer; // Pointer to master
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AInventory *power = Spawn<APowerMinotaur> (0, 0, 0);
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power->TryPickup (actor->tracer);
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if (actor->tracer->player != NULL)
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{
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mo->FriendPlayer = int(actor->tracer->player - players + 1);
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}
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}
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// Make smoke puff
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Spawn<AMinotaurSmoke> (actor->x, actor->y, actor->z);
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S_SoundID (actor, CHAN_VOICE, mo->ActiveSound, 1, ATTN_NORM);
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}
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}
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