767 lines
23 KiB
Plaintext
767 lines
23 KiB
Plaintext
// ----------------------------------------------------------------------
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// Cursed Cacodemon Plushie
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// ----------------------------------------------------------------------
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//
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// Scrawled on the tag is the text "Even in death, I will protect you,
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// and not even the gods can stop me."
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//
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const HDLD_KIRI_CACOPLUSHIE = "kac";
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const KIRI_CACOPLUSHIE_FAINTED_MONSTER_COOLDOWN = 60;
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const KIRI_CACOPLUSHIE_CLASS = "Trilobite";
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// For testing out shield mechanics, if we ever open this up to other
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// monster types...
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//
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// const KIRI_CACOPLUSHIE_CLASS = "PainLord";
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//
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// Hey, want to see something totally broken? Spawn an imp healer and
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// raise an army!
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//
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// const KIRI_CACOPLUSHIE_CLASS = "Regentipede";
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const KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_HEALTH = 1;
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const KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_SHIELD = 2;
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const KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_NAME_INDEX = 3;
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const KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_FAINTED = 4;
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class KiriCacodemonPlushieProjectile : SlowProjectile
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{
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// Copied some necessary bits from the normal grenade.
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default
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{
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mass 500;
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scale 0.3;
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}
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// What item threw this?
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actor thrower;
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states
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{
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spawn:
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APBX BCDE 2 {
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A_Trail();
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} loop;
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}
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override void ExplodeSlowMissile(line blockingline, actor blockingobject)
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{
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spawnCritter(blockingobject);
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destroy();
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}
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action void spawnCritter(actor beaned_actor)
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{
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KiriCacodemonPlushie plushie = KiriCacodemonPlushie(invoker.thrower);
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if(plushie) {
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plushie.spawnCritter(invoker, beaned_actor);
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}
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}
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}
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class KiriCacodemonPlushie : HDWeapon {
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static const String KIRI_CACOPLUSHIE_NAMES[] = {
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"<unnamed>",
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"Billy",
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"Jimmy",
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"Bob",
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"Kiddo",
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"Lucky",
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"Daisy",
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"Murderface Skullslasher",
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"Monica, Destroyer of Worlds",
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"Fido",
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"Thor",
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"Loki",
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"Taiyo",
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"Fluffy",
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"Leonardo",
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"Donatello",
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"Raphael",
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"Michaelangelo",
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"Winston",
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"Egon",
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"Ray",
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"Peter",
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"Zuul",
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"Gozer",
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"Slimer",
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"Janine",
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"Dana",
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"Quark",
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"Odo",
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"Sisko",
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"Jake",
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"Nog",
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"Rom",
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"Kira",
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"Jadzia",
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"Ezri",
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"Kor",
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"Koloth",
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"Kang",
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"Garrack",
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"Bashir",
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"O'brien"
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};
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actor spawned_creature;
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actor spawned_spawnball;
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int fainted_monster_despawn_countdown;
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default
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{
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+hdweapon.fitsinbackpack;
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+INVENTORY.PERSISTENTPOWER;
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+INVENTORY.INVBAR;
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inventory.icon "KCPLD0";
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inventory.pickupsound "misc/p_pkup";
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inventory.pickupmessage "Picked up a cursed Cacodemon plushie.";
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inventory.amount 1;
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inventory.maxamount 1;
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hdweapon.refid HDLD_KIRI_CACOPLUSHIE;
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scale 0.63;
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tag "cacodemon plushie";
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}
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states
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{
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spawn:
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KCPL D 0 -1;
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stop;
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unload:
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goto ready;
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firemode:
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goto ready;
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altfire:
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goto ready;
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ready:
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KCPL B 0 { A_weaponready(WRF_ALL); A_WeaponBusy(false); }
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// Jump to idle and skip glowing anim if we have a monster or
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// spawnball out.
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KCPL B 0 A_JumpIf(!(invoker.spawned_spawnball || invoker.spawned_creature), 4);
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// Glowing animation.
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KCPL E 5;
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KCPL F 5;
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KCPL G 5;
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KCPL G 0 A_Jump(255, 2);
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// Idle animation.
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KCPL B 1;
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KCPL B 0;
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goto readyend;
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waiting:
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KCPL B 5;
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KCPL B 0 A_Refire("waiting");
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goto ready;
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fire:
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KCPL B 2 offset(0, 20);
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KCPL B 2 offset(0, 40);
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KCPL B 2 offset(0, 55) {
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A_StartSound("kiri/cacoplushie_throw");
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}
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KCPL B 2 offset(0, 70);
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KCPL B 0 {
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if(!invoker.spawned_spawnball && !invoker.spawned_creature) {
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// No spawn ball or monster. Throw a new one.
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A_AlertMonsters();
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bool success;
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actor newcaconade;
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[success, newcaconade] = A_SpawnItemEx(
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"KiriCacodemonPlushieProjectile",
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xofs : cos(invoker.owner.pitch) * -4,
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yofs : 3, // Offset a little bit for a right handed throw.
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zofs : invoker.owner.height * 0.88 - sin(invoker.owner.pitch) * -4,
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xvel : cos(invoker.owner.pitch) * 20,
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yvel : 0,
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zvel : -sin(invoker.owner.pitch) * 20,
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flags : SXF_NOCHECKPOSITION | SXF_TRANSFERPITCH);
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if(success) {
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KiriCacodemonPlushieProjectile newcaconade2 =
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KiriCacodemonPlushieProjectile(newcaconade);
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newcaconade2.thrower = invoker;
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invoker.spawned_spawnball = newcaconade2;
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invoker.fainted_monster_despawn_countdown =
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KIRI_CACOPLUSHIE_FAINTED_MONSTER_COOLDOWN;
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}
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} else {
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// Monster or spawn ball is already out. Recall it.
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invoker.despawnMonster();
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}
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// Reset help text, now that the context has changed.
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invoker.A_SetHelpText();
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}
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KCPL B 2 offset(0, 70);
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KCPL B 2 offset(0, 55);
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KCPL B 2 offset(0, 40);
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KCPL B 2 offset(0, 20);
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goto waiting;
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reload:
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KCPL B 2 offset(0, 20);
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KCPL B 2 offset(0, 40);
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KCPL B 2 offset(0, 55);
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KCPL B 5 offset(0, 70);
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KCPL B 0 { drinkBloodPack(); }
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KCPL B 2 offset(0, 70);
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KCPL B 2 offset(0, 55);
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KCPL B 2 offset(0, 40);
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KCPL B 2 offset(0, 20);
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goto ready;
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select0:
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KCPL B 0 offset(0, 120);
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---- B 1 A_Raise(12);
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wait;
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deselect0:
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KCPL B 0;
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---- B 1 A_Lower(12);
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wait;
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}
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action void drinkBloodPack()
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{
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// Refuse to feed active monsters.
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if(invoker.spawned_creature || invoker.spawned_spawnball) {
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console.printf(
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"Cannot feed blood to %s when they're not in their plushie!",
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invoker.getMonsterName());
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return;
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}
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// Refuse to feed monsters that don't need any more.
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if(invoker.getMonsterHealth() == invoker.getMonsterMaxHealth()) {
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console.printf(
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"%s doesn't need any more food for now.",
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invoker.getMonsterName());
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return;
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}
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if(invoker.owner.countInv("SecondBlood")) {
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// Consume a bloodbag and add health.
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A_StartSound("potion/chug");
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invoker.owner.A_TakeInventory("SecondBlood", 1, TIF_NOTAKEINFINITE);
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invoker.setMonsterHealth(
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invoker.getMonsterHealth() +
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invoker.getMonsterMaxHealth() * 0.25);
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// Throw out a spend blood bag.
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A_SpawnItemEx(
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"BloodBagWorn",
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xofs : 0,
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yofs : 0,
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zofs : invoker.owner.height / 2.0,
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xvel : frandom(0, 10),
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yvel : frandom(-5, 5),
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flags : SXF_NOCHECKPOSITION);
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} else {
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// No bloodbags available. Take health instead.
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HDBleedingWound hbl = HDBleedingWound.inflict(
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invoker.owner, 2, 1, source : invoker.owner);
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HDPlayerPawn(invoker.owner).bloodloss += 0.1;
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A_StartSound(invoker.owner.painsound);
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invoker.setMonsterHealth(
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invoker.getMonsterHealth() +
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invoker.getMonsterMaxHealth() * 0.1);
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}
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}
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// These are for allowing multiple copies of this weapon at the
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// same time, but the only things on it that get stored are the
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// weaponstatus, meaning that we lose the pointer to the spawned
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// actor. So we have to despawn any actor we have out before
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// switching.
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//
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// Yes, this means you only get one monster to play with at a
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// time.
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override bool AddSpareWeapon(
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actor newowner)
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{
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return AddSpareWeaponRegular(newowner);
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}
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override hdweapon GetSpareWeapon(actor newowner, bool reverse, bool doselect)
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{
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despawnMonster();
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return GetSpareWeaponRegular(newowner, reverse, doselect);
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}
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override void beginPlay()
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{
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super.beginPlay();
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setRandomMonsterName();
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setMonsterHealth(getMonsterMaxHealth());
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setMonsterShield(getMonsterMaxShield());
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}
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int getMonsterHealth() const
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{
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return weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_HEALTH];
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}
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int getMonsterMaxHealth() const
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{
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return getDefaultByType(KIRI_CACOPLUSHIE_CLASS).health;
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}
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void setMonsterHealth(int health)
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{
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if(health > getMonsterMaxHealth()) {
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health = getMonsterMaxHealth();
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}
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weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_HEALTH] = health;
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if(health > getMonsterMaxHealth() / 2.0) {
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setMonsterFainted(false);
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}
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}
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int getMonsterShield() const
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{
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return weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_SHIELD];
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}
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int getMonsterMaxShield() const
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{
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return getDefaultByType(KIRI_CACOPLUSHIE_CLASS).maxshields;
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}
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void setMonsterShield(int shield)
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{
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if(shield > getMonsterMaxShield()) {
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shield = getMonsterMaxShield();
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}
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weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_SHIELD] = shield;
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}
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override void DrawHUDStuff(HDStatusBar sb, HDWeapon hdw, HDPlayerPawn hpl)
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{
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KiriCacodemonPlushie plushie = KiriCacodemonPlushie(hdw);
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String monsterName = getMonsterName();
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int monsterHealth = getMonsterHealth();
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int monsterShield = getMonsterShield();
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int monsterFainted = getMonsterFainted();
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if(plushie) {
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// Draw the monster name. Use a green color if it's okay
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// or a red color if it's fainted.
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sb.drawstring(
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sb.psmallfont,
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monsterName, (-20,-30),
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sb.DI_TEXT_ALIGN_RIGHT | sb.DI_TRANSLATABLE | sb.DI_SCREEN_CENTER_BOTTOM,
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monsterFainted ? Font.CR_DARKRED : Font.CR_GREEN);
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// Draw blood packs where we'd normally put ammo.
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sb.drawimage(
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"PBLDA0",
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(-48,-10),
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sb.DI_SCREEN_CENTER_BOTTOM,
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scale : (0.75, 0.75));
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sb.drawnum(
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hpl.countinv("SecondBlood"),
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-48, -8,
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sb.DI_SCREEN_CENTER_BOTTOM);
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// TODO: Draw something like blue potions or batteries for
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// shields?
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// Draw health.
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sb.drawwepnum(
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monsterHealth,
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getMonsterMaxHealth());
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// Draw shield.
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sb.drawwepnum(
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monsterShield,
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getMonsterMaxShield(), posy: -10);
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}
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}
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override double weaponbulk()
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{
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return 10;
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}
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void setRandomMonsterName()
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{
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weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_NAME_INDEX] =
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random(1, KiriCacodemonPlushie.KIRI_CACOPLUSHIE_NAMES.size() - 1);
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A_SetHelpText();
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}
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String getMonsterName() const
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{
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return KiriCacodemonPlushie.KIRI_CACOPLUSHIE_NAMES[
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weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_NAME_INDEX]];
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}
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void despawnMonster()
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{
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// Whatever we despawn, play the despawn sound for it.
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if(spawned_spawnball || spawned_creature) {
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A_StartSound("kiri/cacoplushie_despawn");
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}
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// If we have a spawn projectile flying through the air,
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// despawn that.
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if(spawned_spawnball) {
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spawned_spawnball.A_SpawnItemEx("TeleFog");
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spawned_spawnball.destroy();
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}
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// If we have the creature in the world, despawn that.
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if(spawned_creature) {
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spawned_creature.A_SpawnItemEx("TeleFog");
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spawned_creature.destroy();
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A_PrintBold(String.format("%s has returned to the plushie.", getMonsterName()));
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}
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// Adjust help text because the context changed. Now we can
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// feed it and possibly deploy it.
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A_SetHelpText();
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}
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void setMonsterFainted(bool fainted)
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{
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weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_FAINTED] = fainted;
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}
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bool getMonsterFainted() const
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{
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return weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_FAINTED];
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}
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override void DoEffect()
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{
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if(spawned_creature) {
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// Check on shields.
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HDMobBase mob = HDMobBase(spawned_creature);
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if(mob) {
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Actor shieldItemActor = mob.FindInventory("HDMagicShield");
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HDMagicShield shieldItem = HDMagicShield(shieldItemActor);
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if(shieldItem) {
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// Counteract natural shield regeneration. We want
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// to limit this to when the monster is asleep.
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if(shieldItem.amount > getMonsterShield()) {
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shieldItem.amount = getMonsterShield();
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}
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// Notify us if shields have dropped below what we
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// last saw them at.
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if(shieldItem.amount != getMonsterShield()) {
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setMonsterShield(shieldItem.amount);
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}
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}
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}
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// Counteract monster health regeneration. We want to
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// limit this to when the player feeds the monster.
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if(spawned_creature.health > getMonsterHealth())
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{
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spawned_creature.health = getMonsterHealth();
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}
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// Notify us if the health has dropped.
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if(spawned_creature.health != getMonsterHealth())
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{
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setMonsterHealth(spawned_creature.health);
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}
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// If the monster reaches zero health, then despawn it
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// after a short delay. We still want the death animation
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// to play out.
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if(spawned_creature.health <= 0.0) {
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setMonsterFainted(true);
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// On the first frame of the monster being downed,
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// show the message.
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if(fainted_monster_despawn_countdown ==
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KIRI_CACOPLUSHIE_FAINTED_MONSTER_COOLDOWN)
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{
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A_PrintBold(String.format("%s has fainted!", getMonsterName()));
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}
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// After some number of frames, actually despawn the
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// monster.
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fainted_monster_despawn_countdown -= 1;
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if(fainted_monster_despawn_countdown <= 0) {
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despawnMonster();
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}
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}
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} else {
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// Monster is inside plushie. Sloooooooooooooowly
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// regenerate shields, if the monster is awake.
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if(!getMonsterFainted()) {
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if(getMonsterShield() == -64) {
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// Shields were totally broken. Extremely low chance
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// to restore shields each frame.
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if(frandom(0, 100) < 0.1) {
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A_PrintBold(
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String.format(
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"%s's shields have started charging.",
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getMonsterName()));
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setMonsterShield(0);
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}
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} else {
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// Shields are up and slowly recharging.
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if(frandom(0, 100) < 5) {
|
|
setMonsterShield(getMonsterShield() + 1);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
override void consolidate()
|
|
{
|
|
// Restore shields on level exit.
|
|
if(!getMonsterFainted()) {
|
|
setMonsterShield(getMonsterMaxShield());
|
|
}
|
|
|
|
A_SetHelpText();
|
|
}
|
|
|
|
action void spawnCritter(actor spawn_ball, actor beaned_actor)
|
|
{
|
|
bool success = false;
|
|
|
|
// Handle monsters that have already fainted. They won't
|
|
// spawn.
|
|
if(invoker.getMonsterFainted())
|
|
{
|
|
A_PrintBold(
|
|
String.format(
|
|
"%s has fainted and cannot manifest yet.",
|
|
invoker.getMonsterName()));
|
|
|
|
spawn_ball.A_SpawnItemEx("TeleFog");
|
|
|
|
return;
|
|
}
|
|
|
|
int tries = 0;
|
|
|
|
// Offset to spawn at. Absolute directions, not relative.
|
|
float offset_x = 0;
|
|
float offset_y = 0;
|
|
float offset_z = 0;
|
|
|
|
// If we hit an enemy in the face, back off of that enemy by
|
|
// the sum of us and their radius. We already know we can't
|
|
// spawn inside of it.
|
|
if(beaned_actor) {
|
|
offset_x -= cos(spawn_ball.angle) * (beaned_actor.radius + 30);
|
|
offset_y -= sin(spawn_ball.angle) * (beaned_actor.radius + 30);
|
|
}
|
|
|
|
int extra_flags = 0; // FIXME: Remove this.
|
|
actor spawned_thing;
|
|
|
|
// Cumulative random offset we'll use to jitter the location a
|
|
// bit in the hopes of finding a valid spot.
|
|
float random_offset_x = 0;
|
|
float random_offset_y = 0;
|
|
|
|
// We need to give this a LOT of leeway as far as where we can
|
|
// spawn. The monsters are quite large compared to the
|
|
// projectile, meaning it can easily get into places that the
|
|
// monsters can't spawn into, so we need to aggressively
|
|
// search for a nearby spot to spawn into.
|
|
while(tries < 30 && !success) {
|
|
|
|
// This will add some jitter that will thrash
|
|
// back-and-forth on both X and Y axes, allowing us to
|
|
// gradually cover a bigger and bigger potential area.
|
|
float jitter_amount = 1;
|
|
if(frandom(0, 1) <= 0.5) {
|
|
random_offset_x = -abs(random_offset_x) - frandom(0, jitter_amount);
|
|
} else {
|
|
random_offset_x = abs(random_offset_x) + frandom(0, jitter_amount);
|
|
}
|
|
if(frandom(0, 1) <= 0.5) {
|
|
random_offset_y = -abs(random_offset_y) - frandom(0, jitter_amount);
|
|
} else {
|
|
random_offset_y = abs(random_offset_y) + frandom(0, jitter_amount);
|
|
}
|
|
|
|
// This will move the offset back a bit, away from the
|
|
// point of contact, and back towards the player, while
|
|
// also mixing in the jitter we calculated.
|
|
offset_x -= (spawn_ball.vel.x * 0.3) + random_offset_x;
|
|
offset_y -= (spawn_ball.vel.y * 0.3) + random_offset_y;
|
|
|
|
// Z axis is a little different. We already know the
|
|
// optimal height to spawn at would be the center of the
|
|
// sector, vertically, so nudge us, on that axis, towards
|
|
// the center of the sector. No need for jitter.
|
|
float sector_center_z =
|
|
(spawn_ball.ceilingz + spawn_ball.floorz) / 2.0;
|
|
if(spawn_ball.pos.z + offset_z > sector_center_z) {
|
|
offset_z -= 2.0;
|
|
} else if(spawn_ball.pos.z + offset_z < sector_center_z) {
|
|
offset_z += 2.0;
|
|
}
|
|
|
|
tries += 1;
|
|
|
|
// Spawn debug particles showing all the points we've
|
|
// tried.
|
|
if(hd_debug > 1) {
|
|
spawn_ball.A_SpawnParticle(
|
|
"yellow",
|
|
flags : 0,
|
|
size : 12,
|
|
xoff : offset_x,
|
|
yoff : offset_y,
|
|
zoff : offset_z);
|
|
}
|
|
|
|
// Attempt to spawn the monster.
|
|
[success, spawned_thing] = spawn_ball.A_SpawnItemEx(
|
|
KIRI_CACOPLUSHIE_CLASS,
|
|
xofs : offset_x,
|
|
yofs : offset_y,
|
|
zofs : offset_z,
|
|
xvel : 0,
|
|
yvel : 0,
|
|
zvel : 0,
|
|
angle : 0,
|
|
flags : SXF_SETMASTER | SXF_ABSOLUTEPOSITION | extra_flags);
|
|
|
|
if(success) {
|
|
|
|
// Spawn succeeded. Stop searching.
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(success) {
|
|
|
|
// Copy health over.
|
|
spawned_thing.health = invoker.getMonsterHealth();
|
|
|
|
// Copy shields over (if applicable).
|
|
Actor shieldItemActor = spawned_thing.FindInventory("HDMagicShield");
|
|
HDMagicShield shieldItem = HDMagicShield(shieldItemActor);
|
|
if(shieldItem) {
|
|
shieldItem.amount = invoker.getMonsterShield();
|
|
}
|
|
|
|
// Copy player colors over.
|
|
spawned_thing.translation = invoker.owner.translation;
|
|
|
|
// FIXME: Would prefer something to make the monster more
|
|
// distinct. Other attempts were made to distinguish the
|
|
// monster...
|
|
//
|
|
// This one was good because it made the monsters very
|
|
// distinct (built-in GZDoom translation):
|
|
//
|
|
// spawned_thing.settranslation("Ice")
|
|
// spawned_thing.translation = TRANSLATION_ICE;
|
|
//
|
|
// This would make it render in the transparent style of
|
|
// the ghosts (minus the coloration):
|
|
//
|
|
// spawned_thing.A_SetRenderStyle(1.0, STYLE_ADD);
|
|
//
|
|
// This one just made it all purple. Certainly looks
|
|
// distinct!
|
|
//
|
|
// spawned_thing.A_SetTranslation("AllPurple");
|
|
|
|
// Spawn flash.
|
|
spawn_ball.A_SpawnItemEx(
|
|
"TeleFog",
|
|
xofs : offset_x,
|
|
yofs : offset_y,
|
|
zofs : offset_z,
|
|
flags : SXF_ABSOLUTEPOSITION);
|
|
|
|
// Keep track of the spawned creature.
|
|
invoker.spawned_creature = spawned_thing;
|
|
|
|
// If we smacked a mob in the face, then make that the
|
|
// spawned monster's target immediately.
|
|
if(beaned_actor) {
|
|
if(beaned_actor is "HDMobBase") {
|
|
spawned_thing.target = beaned_actor;
|
|
}
|
|
}
|
|
|
|
} else {
|
|
|
|
// Tell the player we failed.
|
|
console.printf("Failed to summon %s: Not enough room.", invoker.getMonsterName());
|
|
|
|
}
|
|
}
|
|
|
|
override String, double getPickupSprite(bool usespare)
|
|
{
|
|
return "KCPLD0";
|
|
}
|
|
|
|
override String getHelpText()
|
|
{
|
|
if(spawned_creature || spawned_spawnball) {
|
|
return WEPHELP_FIRE.." Return "..getMonsterName().." to the plushie.\n";
|
|
}
|
|
|
|
return
|
|
WEPHELP_FIRE .. " Summon "..getMonsterName()..".\n"..
|
|
WEPHELP_RELOAD .. " Feed blood to "..getMonsterName()..".\n";
|
|
}
|
|
}
|