#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 (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 (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 (0, 0, 0); power->TryPickup (actor->tracer); if (actor->tracer->player != NULL) { mo->FriendPlayer = int(actor->tracer->player - players + 1); } } // Make smoke puff Spawn (actor->x, actor->y, actor->z); S_SoundID (actor, CHAN_VOICE, mo->ActiveSound, 1, ATTN_NORM); } }