gzdoom-gles/wadsrc/static/zscript/strife/sigil.txt
Christoph Oelckers 3d61d2c1f4 - reviewd script code for spawn calls that did not check their results.
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
2016-12-31 15:40:51 +01:00

520 lines
11 KiB
Text

// The Almighty Sigil! ------------------------------------------------------
class Sigil : Weapon
{
// NUmPieces gets stored in 'health', so that it can be quickly accessed by ACS's GetSigilPieces function.
int downpieces;
Default
{
Weapon.Kickback 100;
Weapon.SelectionOrder 4000;
Health 1;
+FLOORCLIP
+WEAPON.CHEATNOTWEAPON
Inventory.PickupSound "weapons/sigilcharge";
Tag "$TAG_SIGIL";
Inventory.Icon "I_SGL1";
Inventory.PickupMessage "$TXT_SIGIL";
}
States(Actor)
{
Spawn:
SIGL A 1;
SIGL A -1 A_SelectPiece;
Stop;
SIGL B -1;
Stop;
SIGL C -1;
Stop;
SIGL D -1;
Stop;
SIGL E -1;
Stop;
}
States(Weapon)
{
Ready:
SIGH A 0 Bright A_SelectSigilView;
Wait;
SIGH A 1 Bright A_WeaponReady;
Wait;
SIGH B 1 Bright A_WeaponReady;
Wait;
SIGH C 1 Bright A_WeaponReady;
Wait;
SIGH D 1 Bright A_WeaponReady;
Wait;
SIGH E 1 Bright A_WeaponReady;
Wait;
Deselect:
SIGH A 1 Bright A_SelectSigilDown;
Wait;
SIGH A 1 Bright A_Lower;
Wait;
SIGH B 1 Bright A_Lower;
Wait;
SIGH C 1 Bright A_Lower;
Wait;
SIGH D 1 Bright A_Lower;
Wait;
SIGH E 1 Bright A_Lower;
Wait;
Select:
SIGH A 1 Bright A_SelectSigilView;
Wait;
SIGH A 1 Bright A_Raise;
Wait;
SIGH B 1 Bright A_Raise;
Wait;
SIGH C 1 Bright A_Raise;
Wait;
SIGH D 1 Bright A_Raise;
Wait;
SIGH E 1 Bright A_Raise;
Wait;
Fire:
SIGH A 0 Bright A_SelectSigilAttack;
SIGH A 18 Bright A_SigilCharge;
SIGH A 3 Bright A_GunFlash;
SIGH A 10 A_FireSigil1;
SIGH A 5;
Goto Ready;
SIGH B 18 Bright A_SigilCharge;
SIGH B 3 Bright A_GunFlash;
SIGH B 10 A_FireSigil2;
SIGH B 5;
Goto Ready;
SIGH C 18 Bright A_SigilCharge;
SIGH C 3 Bright A_GunFlash;
SIGH C 10 A_FireSigil3;
SIGH C 5;
Goto Ready;
SIGH D 18 Bright A_SigilCharge;
SIGH D 3 Bright A_GunFlash;
SIGH D 10 A_FireSigil4;
SIGH D 5;
Goto Ready;
SIGH E 18 Bright A_SigilCharge;
SIGH E 3 Bright A_GunFlash;
SIGH E 10 A_FireSigil5;
SIGH E 5;
Goto Ready;
Flash:
SIGF A 4 Bright A_Light2;
SIGF B 6 Bright A_LightInverse;
SIGF C 4 Bright A_Light1;
SIGF C 0 Bright A_Light0;
Stop;
}
//============================================================================
//
// ASigil :: HandlePickup
//
//============================================================================
override bool HandlePickup (Inventory item)
{
if (item is "Sigil")
{
int otherPieces = item.health;
if (otherPieces > health)
{
item.bPickupGood = true;
Icon = item.Icon;
// If the player is holding the Sigil right now, drop it and bring
// it back with the new piece(s) in view.
if (Owner.player != null && Owner.player.ReadyWeapon == self)
{
DownPieces = health;
Owner.player.PendingWeapon = self;
}
health = otherPieces;
}
return true;
}
return false;
}
//============================================================================
//
// ASigil :: CreateCopy
//
//============================================================================
override Inventory CreateCopy (Actor other)
{
Sigil copy = Sigil(Spawn("Sigil"));
copy.Amount = Amount;
copy.MaxAmount = MaxAmount;
copy.health = health;
copy.Icon = Icon;
GoAwayAndDie ();
return copy;
}
//============================================================================
//
// A_SelectPiece
//
// Decide which sprite frame self Sigil should use as an item, based on how
// many pieces it represents.
//
//============================================================================
void A_SelectPiece ()
{
int pieces = min (health, 5);
if (pieces > 1)
{
SetState (FindState("Spawn") + pieces);
}
}
//============================================================================
//
// A_SelectSigilView
//
// Decide which first-person frame self Sigil should show, based on how many
// pieces it represents. Strife did self by selecting a flash that looked like
// the Sigil whenever you switched to it and at the end of an attack. I have
// chosen to make the weapon sprite choose the correct frame and let the flash
// be a regular flash. It means I need to use more states, but I think it's
// worth it.
//
//============================================================================
action void A_SelectSigilView ()
{
if (player == null)
{
return;
}
PSprite pspr = player.GetPSprite(PSP_WEAPON);
pspr.SetState(pspr.CurState + invoker.health);
}
//============================================================================
//
// A_SelectSigilDown
//
// Same as A_SelectSigilView, except it uses DownPieces. self is so that when
// you pick up a Sigil, the old one will drop and *then* change to the new
// one.
//
//============================================================================
action void A_SelectSigilDown ()
{
if (player == null)
{
return;
}
PSprite pspr = player.GetPSprite(PSP_WEAPON);
int pieces = invoker.downpieces;
if (pieces < 1 || pieces > 5) pieces = invoker.health;
pspr.SetState(pspr.CurState + pieces);
}
//============================================================================
//
// A_SelectSigilAttack
//
// Same as A_SelectSigilView, but used just before attacking.
//
//============================================================================
action void A_SelectSigilAttack ()
{
if (player == null)
{
return;
}
PSprite pspr = player.GetPSprite(PSP_WEAPON);
pspr.SetState(pspr.CurState + (4 * invoker.health - 3));
}
//============================================================================
//
// A_SigilCharge
//
//============================================================================
action void A_SigilCharge ()
{
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
if (player != null)
{
player.extralight = 2;
}
}
//============================================================================
//
// A_FireSigil1
//
//============================================================================
action void A_FireSigil1 ()
{
Actor spot = null;
FTranslatedLineTarget t;
if (player == null || player.ReadyWeapon == null)
return;
DamageMobj (self, null, 1*4, 'Sigil', DMG_NO_ARMOR);
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
BulletSlope (t, ALF_PORTALRESTRICT);
if (t.linetarget != null)
{
spot = Spawn("SpectralLightningSpot", (t.linetarget.pos.xy, t.linetarget.floorz), ALLOW_REPLACE);
if (spot != null)
{
spot.tracer = t.linetarget;
}
}
else
{
spot = Spawn("SpectralLightningSpot", Pos, ALLOW_REPLACE);
if (spot != null)
{
spot.VelFromAngle(28., angle);
}
}
if (spot != null)
{
spot.SetFriendPlayer(player);
spot.target = self;
}
}
//============================================================================
//
// A_FireSigil2
//
//============================================================================
action void A_FireSigil2 ()
{
if (player == null || player.ReadyWeapon == null)
return;
DamageMobj (self, null, 2*4, 'Sigil', DMG_NO_ARMOR);
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
SpawnPlayerMissile ("SpectralLightningH1");
}
//============================================================================
//
// A_FireSigil3
//
//============================================================================
action void A_FireSigil3 ()
{
if (player == null || player.ReadyWeapon == null)
return;
DamageMobj (self, null, 3*4, 'Sigil', DMG_NO_ARMOR);
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
angle -= 90.;
for (int i = 0; i < 20; ++i)
{
angle += 9.;
Actor spot = SpawnSubMissile ("SpectralLightningBall1", self);
if (spot != null)
{
spot.SetZ(pos.z + 32);
}
}
angle -= 90.;
}
//============================================================================
//
// A_FireSigil4
//
//============================================================================
action void A_FireSigil4 ()
{
FTranslatedLineTarget t;
if (player == null || player.ReadyWeapon == null)
return;
DamageMobj (self, null, 4*4, 'Sigil', DMG_NO_ARMOR);
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
BulletSlope (t, ALF_PORTALRESTRICT);
if (t.linetarget != null)
{
Actor spot = SpawnPlayerMissile ("SpectralLightningBigV1", angle, pLineTarget: t, aimFlags: ALF_PORTALRESTRICT);
if (spot != null)
{
spot.tracer = t.linetarget;
}
}
else
{
Actor spot = SpawnPlayerMissile ("SpectralLightningBigV1");
if (spot != null)
{
spot.VelFromAngle(spot.Speed, angle);
}
}
}
//============================================================================
//
// A_FireSigil5
//
//============================================================================
action void A_FireSigil5 ()
{
if (player == null || player.ReadyWeapon == null)
return;
DamageMobj (self, null, 5*4, 'Sigil', DMG_NO_ARMOR);
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
SpawnPlayerMissile ("SpectralLightningBigBall1");
}
//============================================================================
//
// ASigil :: SpecialDropAction
//
// Monsters don't drop Sigil pieces. The Sigil pieces grab hold of the person
// who killed the dropper and automatically enter their inventory. That's the
// way it works if you believe Macil, anyway...
//
//============================================================================
override bool SpecialDropAction (Actor dropper)
{
// Give a Sigil piece to every player in the game
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].mo != null)
{
GiveSigilPiece (players[i].mo);
Destroy ();
}
}
return true;
}
//============================================================================
//
// ASigil :: GiveSigilPiece
//
// Gives the actor another Sigil piece, up to 5. Returns the number of Sigil
// pieces the actor previously held.
//
//============================================================================
static int GiveSigilPiece (Actor receiver)
{
Sigil sigl = Sigil(receiver.FindInventory("Sigil"));
if (sigl == null)
{
sigl = Sigil(Spawn("Sigil1"));
if (!sigl.CallTryPickup (receiver))
{
sigl.Destroy ();
}
return 0;
}
else if (sigl.health < 5)
{
++sigl.health;
static const class<Sigil> sigils[] =
{
"Sigil1", "Sigil2", "Sigil3", "Sigil4", "Sigil5"
};
sigl.Icon = GetDefaultByType(sigils[clamp(sigl.health, 1, 5)-1]).Icon;
// If the player has the Sigil out, drop it and bring it back up.
if (sigl.Owner.player != null && sigl.Owner.player.ReadyWeapon == sigl)
{
sigl.Owner.player.PendingWeapon = sigl;
sigl.DownPieces = sigl.health - 1;
}
return sigl.health - 1;
}
else
{
return 5;
}
}
}
// Sigil 1 ------------------------------------------------------------------
class Sigil1 : Sigil
{
Default
{
Inventory.Icon "I_SGL1";
Health 1;
}
}
// Sigil 2 ------------------------------------------------------------------
class Sigil2 : Sigil
{
Default
{
Inventory.Icon "I_SGL2";
Health 2;
}
}
// Sigil 3 ------------------------------------------------------------------
class Sigil3 : Sigil
{
Default
{
Inventory.Icon "I_SGL3";
Health 3;
}
}
// Sigil 4 ------------------------------------------------------------------
class Sigil4 : Sigil
{
Default
{
Inventory.Icon "I_SGL4";
Health 4;
}
}
// Sigil 5 ------------------------------------------------------------------
class Sigil5 : Sigil
{
Default
{
Inventory.Icon "I_SGL5";
Health 5;
}
}