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- scriptified the Sigil. This isn't fully tested yet.
This commit is contained in:
parent
c9a4087c18
commit
8551a4f6e1
19 changed files with 450 additions and 494 deletions
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@ -3545,6 +3545,16 @@ const PClass *PClass::NativeClass() const
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return cls;
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}
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VMFunction *PClass::FindFunction(FName clsname, FName funcname)
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{
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auto cls = PClass::FindActor(clsname);
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if (!cls) return nullptr;
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auto func = dyn_cast<PFunction>(cls->Symbols.FindSymbol(funcname, true));
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if (!func) return nullptr;
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return func->Variants[0].Implementation;
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}
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/* FTypeTable **************************************************************/
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//==========================================================================
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@ -859,6 +859,7 @@ public:
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static PClassActor *FindActor(const FString &name) { return FindActor(FName(name, true)); }
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static PClassActor *FindActor(ENamedName name) { return FindActor(FName(name)); }
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static PClassActor *FindActor(FName name);
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static VMFunction *FindFunction(FName cls, FName func);
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PClass *FindClassTentative(FName name);
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static TArray<PClass *> AllClasses;
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@ -589,6 +589,28 @@ bool AInventory::SpecialDropAction (AActor *dropper)
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return false;
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}
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DEFINE_ACTION_FUNCTION(AInventory, SpecialDropAction)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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PARAM_OBJECT(dropper, AActor);
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ACTION_RETURN_BOOL(self->SpecialDropAction(dropper));
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}
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bool AInventory::CallSpecialDropAction(AActor *dropper)
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{
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IFVIRTUAL(AInventory, SpecialDropAction)
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{
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VMValue params[2] = { (DObject*)this, (DObject*)dropper };
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VMReturn ret;
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VMFrameStack stack;
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int retval;
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ret.IntAt(&retval);
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stack.Call(func, params, 2, &ret, 1, nullptr);
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return !!retval;
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}
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return SpecialDropAction(dropper);
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}
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//===========================================================================
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//
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// AInventory :: ShouldRespawn
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@ -168,6 +168,7 @@ public:
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bool CallTryPickup (AActor *toucher, AActor **toucher_return = NULL);
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virtual void DoPickupSpecial (AActor *toucher);
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virtual bool SpecialDropAction (AActor *dropper);
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bool CallSpecialDropAction(AActor *dropper);
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virtual bool DrawPowerup (int x, int y);
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virtual void DoEffect ();
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virtual bool Grind(bool items);
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@ -268,7 +268,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl
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}
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else if(type == SIGIL)
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{
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AInventory *item = statusBar->CPlayer->mo->FindInventory<ASigil>();
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AInventory *item = statusBar->CPlayer->mo->FindInventory(PClass::FindActor(NAME_Sigil));
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if (item != NULL)
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texture = TexMan(item->Icon);
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}
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@ -49,20 +49,6 @@ public:
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bool TryPickup (AActor *&toucher);
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};
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class ASigil : public AWeapon
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{
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DECLARE_CLASS (ASigil, AWeapon)
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public:
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bool HandlePickup (AInventory *item);
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AInventory *CreateCopy (AActor *other);
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void Serialize(FSerializer &arc);
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bool SpecialDropAction (AActor *dropper);
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static int GiveSigilPiece (AActor *daPlayer);
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void BeginPlay();
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int NumPieces, DownPieces;
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};
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extern PClassActor *QuestItemClasses[31];
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@ -698,435 +698,3 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGrenade)
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return 0;
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}
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// The Almighty Sigil! ------------------------------------------------------
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IMPLEMENT_CLASS(ASigil, false, false)
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//============================================================================
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//
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// ASigil :: Serialize
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//
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//============================================================================
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void ASigil::BeginPlay()
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{
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NumPieces = health;
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}
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//============================================================================
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//
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// ASigil :: Serialize
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//
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//============================================================================
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void ASigil::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("numpieces", NumPieces)
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("downpieces", DownPieces);
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}
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//============================================================================
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//
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// ASigil :: HandlePickup
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//
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//============================================================================
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bool ASigil::HandlePickup (AInventory *item)
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{
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if (item->IsKindOf (RUNTIME_CLASS(ASigil)))
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{
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int otherPieces = static_cast<ASigil*>(item)->NumPieces;
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if (otherPieces > NumPieces)
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{
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item->ItemFlags |= IF_PICKUPGOOD;
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Icon = item->Icon;
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// If the player is holding the Sigil right now, drop it and bring
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// it back with the new piece(s) in view.
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if (Owner->player != NULL && Owner->player->ReadyWeapon == this)
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{
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DownPieces = NumPieces;
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Owner->player->PendingWeapon = this;
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}
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NumPieces = otherPieces;
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}
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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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// ASigil :: CreateCopy
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//
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//============================================================================
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AInventory *ASigil::CreateCopy (AActor *other)
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{
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ASigil *copy = Spawn<ASigil> ();
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copy->Amount = Amount;
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copy->MaxAmount = MaxAmount;
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copy->NumPieces = NumPieces;
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copy->Icon = Icon;
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GoAwayAndDie ();
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return copy;
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}
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//============================================================================
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//
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// A_SelectPiece
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//
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// Decide which sprite frame this Sigil should use as an item, based on how
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// many pieces it represents.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SelectPiece)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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int pieces = MIN (static_cast<ASigil*>(self)->NumPieces, 5);
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if (pieces > 1)
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{
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self->SetState (self->FindState("Spawn")+pieces);
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}
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return 0;
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}
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//============================================================================
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//
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// A_SelectSigilView
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//
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// Decide which first-person frame this Sigil should show, based on how many
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// pieces it represents. Strife did this by selecting a flash that looked like
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// the Sigil whenever you switched to it and at the end of an attack. I have
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// chosen to make the weapon sprite choose the correct frame and let the flash
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// be a regular flash. It means I need to use more states, but I think it's
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// worth it.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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DPSprite *pspr;
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int pieces;
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if (self->player == nullptr)
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{
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return 0;
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}
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pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
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pspr = self->player->GetPSprite(PSP_WEAPON);
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pspr->SetState(pspr->GetState() + pieces);
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return 0;
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}
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//============================================================================
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//
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// A_SelectSigilDown
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//
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// Same as A_SelectSigilView, except it uses DownPieces. This is so that when
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// you pick up a Sigil, the old one will drop and *then* change to the new
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// one.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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DPSprite *pspr;
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int pieces;
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if (self->player == nullptr)
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{
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return 0;
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}
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pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->DownPieces;
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static_cast<ASigil*>(self->player->ReadyWeapon)->DownPieces = 0;
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if (pieces == 0)
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{
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pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
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}
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pspr = self->player->GetPSprite(PSP_WEAPON);
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pspr->SetState(pspr->GetState() + pieces);
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return 0;
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}
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//============================================================================
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//
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// A_SelectSigilAttack
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//
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// Same as A_SelectSigilView, but used just before attacking.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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DPSprite *pspr;
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int pieces;
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if (self->player == nullptr)
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{
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return 0;
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}
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pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
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pspr = self->player->GetPSprite(PSP_WEAPON);
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pspr->SetState(pspr->GetState() + 4*pieces - 3);
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return 0;
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}
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//============================================================================
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//
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// A_SigilCharge
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SigilCharge)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
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if (self->player != NULL)
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{
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self->player->extralight = 2;
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}
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return 0;
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}
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//============================================================================
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//
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// A_FireSigil1
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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AActor *spot;
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player_t *player = self->player;
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FTranslatedLineTarget t;
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if (player == NULL || player->ReadyWeapon == NULL)
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return 0;
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P_DamageMobj (self, self, NULL, 1*4, 0, DMG_NO_ARMOR);
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S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
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P_BulletSlope (self, &t, ALF_PORTALRESTRICT);
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if (t.linetarget != NULL)
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{
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spot = Spawn("SpectralLightningSpot", t.linetarget->PosAtZ(t.linetarget->floorz), ALLOW_REPLACE);
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if (spot != NULL)
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{
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spot->tracer = t.linetarget;
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}
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}
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else
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{
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spot = Spawn("SpectralLightningSpot", self->Pos(), ALLOW_REPLACE);
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if (spot != NULL)
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{
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spot->VelFromAngle(28., self->Angles.Yaw);
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}
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}
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if (spot != NULL)
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{
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spot->SetFriendPlayer(player);
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spot->target = self;
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}
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return 0;
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}
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//============================================================================
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//
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// A_FireSigil2
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireSigil2)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player = self->player;
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if (player == NULL || player->ReadyWeapon == NULL)
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return 0;
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P_DamageMobj (self, self, NULL, 2*4, 0, DMG_NO_ARMOR);
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S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
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P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningH1"));
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return 0;
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}
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//============================================================================
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//
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// A_FireSigil3
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireSigil3)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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AActor *spot;
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player_t *player = self->player;
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int i;
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if (player == NULL || player->ReadyWeapon == NULL)
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return 0;
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P_DamageMobj (self, self, NULL, 3*4, 0, DMG_NO_ARMOR);
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S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
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self->Angles.Yaw -= 90.;
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for (i = 0; i < 20; ++i)
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{
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self->Angles.Yaw += 9.;
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spot = P_SpawnSubMissile (self, PClass::FindActor("SpectralLightningBall1"), self);
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if (spot != NULL)
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{
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spot->SetZ(self->Z() + 32);
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}
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}
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self->Angles.Yaw -= 90.;
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return 0;
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}
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//============================================================================
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//
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// A_FireSigil4
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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AActor *spot;
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player_t *player = self->player;
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FTranslatedLineTarget t;
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if (player == NULL || player->ReadyWeapon == NULL)
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return 0;
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P_DamageMobj (self, self, NULL, 4*4, 0, DMG_NO_ARMOR);
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S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
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P_BulletSlope (self, &t, ALF_PORTALRESTRICT);
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if (t.linetarget != NULL)
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{
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spot = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindActor("SpectralLightningBigV1"), self->Angles.Yaw, &t, NULL, false, false, ALF_PORTALRESTRICT);
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if (spot != NULL)
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{
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spot->tracer = t.linetarget;
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}
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}
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else
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{
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spot = P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigV1"));
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if (spot != NULL)
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{
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spot->VelFromAngle(spot->Speed, self->Angles.Yaw);
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}
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}
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return 0;
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}
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//============================================================================
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//
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// A_FireSigil5
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireSigil5)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player = self->player;
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if (player == NULL || player->ReadyWeapon == NULL)
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return 0;
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P_DamageMobj (self, self, NULL, 5*4, 0, DMG_NO_ARMOR);
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S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
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P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigBall1"));
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return 0;
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}
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//============================================================================
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//
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// ASigil :: SpecialDropAction
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//
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// Monsters don't drop Sigil pieces. The Sigil pieces grab hold of the person
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// who killed the dropper and automatically enter their inventory. That's the
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// way it works if you believe Macil, anyway...
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//
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//============================================================================
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bool ASigil::SpecialDropAction (AActor *dropper)
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{
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// Give a Sigil piece to every player in the game
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].mo != NULL)
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{
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GiveSigilPiece (players[i].mo);
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Destroy ();
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}
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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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// ASigil :: GiveSigilPiece
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//
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// Gives the actor another Sigil piece, up to 5. Returns the number of Sigil
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// pieces the actor previously held.
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//
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//============================================================================
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int ASigil::GiveSigilPiece (AActor *receiver)
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{
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ASigil *sigil;
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sigil = receiver->FindInventory<ASigil> ();
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if (sigil == NULL)
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{
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sigil = static_cast<ASigil*>(Spawn("Sigil1"));
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if (!sigil->CallTryPickup (receiver))
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{
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sigil->Destroy ();
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}
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return 0;
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}
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else if (sigil->NumPieces < 5)
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{
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++sigil->NumPieces;
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static const char* sigils[5] =
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{
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"Sigil1", "Sigil2", "Sigil3", "Sigil4", "Sigil5"
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};
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sigil->Icon = ((AInventory*)GetDefaultByName (sigils[MAX(0,sigil->NumPieces-1)]))->Icon;
|
||||
// If the player has the Sigil out, drop it and bring it back up.
|
||||
if (sigil->Owner->player != NULL && sigil->Owner->player->ReadyWeapon == sigil)
|
||||
{
|
||||
sigil->Owner->player->PendingWeapon = sigil;
|
||||
sigil->DownPieces = sigil->NumPieces - 1;
|
||||
}
|
||||
return sigil->NumPieces - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 5;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -439,7 +439,7 @@ private:
|
|||
}
|
||||
|
||||
// Sigil
|
||||
item = CPlayer->mo->FindInventory<ASigil>();
|
||||
item = CPlayer->mo->FindInventory(PClass::FindActor(NAME_Sigil));
|
||||
if (item != NULL)
|
||||
{
|
||||
DrawImage (TexMan(item->Icon), 253, 7);
|
||||
|
|
|
@ -483,18 +483,28 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
case CHT_LEGO:
|
||||
if (player->mo != NULL && player->health >= 0)
|
||||
{
|
||||
int oldpieces = ASigil::GiveSigilPiece (player->mo);
|
||||
item = player->mo->FindInventory (RUNTIME_CLASS(ASigil));
|
||||
|
||||
if (item != NULL)
|
||||
static VMFunction *gsp = nullptr;
|
||||
if (gsp == nullptr) gsp = PClass::FindFunction(NAME_Sigil, NAME_GiveSigilPiece);
|
||||
if (gsp)
|
||||
{
|
||||
if (oldpieces == 5)
|
||||
VMValue params[1] = { player->mo };
|
||||
VMFrameStack stack;
|
||||
VMReturn ret;
|
||||
int oldpieces = 1;
|
||||
ret.IntAt(&oldpieces);
|
||||
stack.Call(gsp, params, 1, &ret, 1, nullptr);
|
||||
item = player->mo->FindInventory(PClass::FindActor(NAME_Sigil));
|
||||
|
||||
if (item != NULL)
|
||||
{
|
||||
item->Destroy ();
|
||||
}
|
||||
else
|
||||
{
|
||||
player->PendingWeapon = static_cast<AWeapon *> (item);
|
||||
if (oldpieces == 5)
|
||||
{
|
||||
item->Destroy();
|
||||
}
|
||||
else
|
||||
{
|
||||
player->PendingWeapon = static_cast<AWeapon *> (item);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -120,6 +120,11 @@ xx(ArtiPoisonBag3)
|
|||
|
||||
// Strife quests
|
||||
xx(QuestItem)
|
||||
xx(Sigil)
|
||||
xx(ScriptedMarine)
|
||||
xx(GiveSigilPiece)
|
||||
xx(SetWeapon)
|
||||
xx(SetSprite)
|
||||
|
||||
// Armor
|
||||
xx(BasicArmor)
|
||||
|
|
|
@ -6112,29 +6112,25 @@ static bool CharArrayParms(int &capacity, int &offset, int &a, int *Stack, int &
|
|||
static void SetMarineWeapon(AActor *marine, int weapon)
|
||||
{
|
||||
static VMFunction *smw = nullptr;
|
||||
if (smw == nullptr)
|
||||
if (smw == nullptr) smw = PClass::FindFunction(NAME_ScriptedMarine, NAME_SetWeapon);
|
||||
if (smw)
|
||||
{
|
||||
auto cls = PClass::FindActor("ScriptedMarine");
|
||||
auto func = dyn_cast<PFunction>(cls->Symbols.FindSymbol("SetWeapon", true));
|
||||
smw = func->Variants[0].Implementation;
|
||||
VMValue params[2] = { marine, weapon };
|
||||
VMFrameStack stack;
|
||||
stack.Call(smw, params, 2, nullptr, 0, nullptr);
|
||||
}
|
||||
VMValue params[2] = { marine, weapon };
|
||||
VMFrameStack stack;
|
||||
stack.Call(smw, params, 2, nullptr, 0, nullptr);
|
||||
}
|
||||
|
||||
static void SetMarineSprite(AActor *marine, PClassActor *source)
|
||||
{
|
||||
static VMFunction *sms = nullptr;
|
||||
if (sms == nullptr)
|
||||
if (sms == nullptr) sms = PClass::FindFunction(NAME_ScriptedMarine, NAME_SetSprite);
|
||||
if (sms)
|
||||
{
|
||||
auto cls = PClass::FindActor("ScriptedMarine");
|
||||
auto func = dyn_cast<PFunction>(cls->Symbols.FindSymbol("SetSprite", true));
|
||||
sms = func->Variants[0].Implementation;
|
||||
VMValue params[2] = { marine, source };
|
||||
VMFrameStack stack;
|
||||
stack.Call(sms, params, 2, nullptr, 0, nullptr);
|
||||
}
|
||||
VMValue params[2] = { marine, source };
|
||||
VMFrameStack stack;
|
||||
stack.Call(sms, params, 2, nullptr, 0, nullptr);
|
||||
}
|
||||
|
||||
int DLevelScript::RunScript ()
|
||||
|
@ -8577,15 +8573,15 @@ scriptwait:
|
|||
|
||||
case PCD_GETSIGILPIECES:
|
||||
{
|
||||
ASigil *sigil;
|
||||
AInventory *sigil;
|
||||
|
||||
if (activator == NULL || (sigil = activator->FindInventory<ASigil>()) == NULL)
|
||||
if (activator == NULL || (sigil = activator->FindInventory(PClass::FindActor(NAME_Sigil))) == NULL)
|
||||
{
|
||||
PushToStack (0);
|
||||
}
|
||||
else
|
||||
{
|
||||
PushToStack (sigil->NumPieces);
|
||||
PushToStack (sigil->health);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -646,7 +646,7 @@ static void TakeStrifeItem (player_t *player, PClassActor *itemtype, int amount)
|
|||
return;
|
||||
|
||||
// Don't take the sigil.
|
||||
if (itemtype == RUNTIME_CLASS(ASigil))
|
||||
if (itemtype->GetClass()->TypeName == NAME_Sigil)
|
||||
return;
|
||||
|
||||
player->mo->TakeInventory(itemtype, amount);
|
||||
|
|
|
@ -3209,7 +3209,7 @@ AInventory *P_DropItem (AActor *source, PClassActor *type, int dropamount, int c
|
|||
AInventory *inv = static_cast<AInventory *>(mo);
|
||||
ModifyDropAmount(inv, dropamount);
|
||||
inv->ItemFlags |= IF_TOSSED;
|
||||
if (inv->SpecialDropAction (source))
|
||||
if (inv->CallSpecialDropAction (source))
|
||||
{
|
||||
// The special action indicates that the item should not spawn
|
||||
inv->Destroy();
|
||||
|
|
|
@ -439,6 +439,15 @@ void DPSprite::SetState(FState *newstate, bool pending)
|
|||
return;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DPSprite, SetState)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DPSprite);
|
||||
PARAM_POINTER(state, FState);
|
||||
PARAM_BOOL_DEF(pending);
|
||||
self->SetState(state, pending);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_BringUpWeapon
|
||||
|
|
|
@ -2408,7 +2408,7 @@ static bool CheckRandom(ZCC_Expression *duration)
|
|||
// Sets up the action function call
|
||||
//
|
||||
//==========================================================================
|
||||
FxExpression *ZCCCompiler::SetupActionFunction(PClass *cls, ZCC_TreeNode *af)
|
||||
FxExpression *ZCCCompiler::SetupActionFunction(PClass *cls, ZCC_TreeNode *af, int StateFlags)
|
||||
{
|
||||
// We have 3 cases to consider here:
|
||||
// 1. A function without parameters. This can be called directly
|
||||
|
@ -2436,7 +2436,9 @@ FxExpression *ZCCCompiler::SetupActionFunction(PClass *cls, ZCC_TreeNode *af)
|
|||
// We can use this function directly without wrapping it in a caller.
|
||||
auto selfclass = dyn_cast<PClass>(afd->Variants[0].SelfClass);
|
||||
assert(selfclass != nullptr); // non classes are not supposed to get here.
|
||||
if ((afd->Variants[0].Flags & VARF_Action) || !cls->IsDescendantOf(RUNTIME_CLASS(AStateProvider)) || !selfclass->IsDescendantOf(RUNTIME_CLASS(AStateProvider)))
|
||||
|
||||
int comboflags = afd->Variants[0].UseFlags & StateFlags;
|
||||
if (comboflags == StateFlags) // the function must satisfy all the flags the state requires
|
||||
{
|
||||
return new FxVMFunctionCall(new FxSelf(*af), afd, argumentlist, *af, false);
|
||||
}
|
||||
|
@ -2627,7 +2629,7 @@ void ZCCCompiler::CompileStates()
|
|||
|
||||
if (sl->Action != nullptr)
|
||||
{
|
||||
auto code = SetupActionFunction(static_cast<PClassActor *>(c->Type()), sl->Action);
|
||||
auto code = SetupActionFunction(static_cast<PClassActor *>(c->Type()), sl->Action, state.UseFlags);
|
||||
if (code != nullptr)
|
||||
{
|
||||
auto funcsym = CreateAnonymousFunction(c->Type(), nullptr, state.UseFlags);
|
||||
|
|
|
@ -108,7 +108,7 @@ private:
|
|||
|
||||
void InitFunctions();
|
||||
void CompileStates();
|
||||
FxExpression *SetupActionFunction(PClass *cls, ZCC_TreeNode *sl);
|
||||
FxExpression *SetupActionFunction(PClass *cls, ZCC_TreeNode *sl, int stateflags);
|
||||
|
||||
bool SimplifyingConstant;
|
||||
TArray<ZCC_ConstantDef *> Constants;
|
||||
|
|
|
@ -29,6 +29,7 @@ class Inventory : Actor native
|
|||
virtual native color GetBlend ();
|
||||
virtual native bool HandlePickup(Inventory item);
|
||||
virtual native Inventory CreateCopy(Actor other);
|
||||
virtual native bool SpecialDropAction (Actor dropper);
|
||||
|
||||
native void GoAwayAndDie();
|
||||
|
||||
|
|
|
@ -133,6 +133,9 @@ class PSprite : Object native
|
|||
native bool bPowDouble;
|
||||
native bool bCVarFast;
|
||||
native bool bFlip;
|
||||
|
||||
native void SetState(State newstate, bool pending = false);
|
||||
|
||||
}
|
||||
|
||||
struct PlayerInfo native // this is what internally is known as player_t
|
||||
|
|
|
@ -1,8 +1,11 @@
|
|||
|
||||
// The Almighty Sigil! ------------------------------------------------------
|
||||
|
||||
class Sigil : Weapon native
|
||||
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;
|
||||
|
@ -16,18 +19,7 @@ class Sigil : Weapon native
|
|||
Inventory.PickupMessage "$TXT_SIGIL";
|
||||
}
|
||||
|
||||
action native void A_SelectPiece ();
|
||||
action native void A_SelectSigilView ();
|
||||
action native void A_SelectSigilDown ();
|
||||
action native void A_SelectSigilAttack ();
|
||||
action native void A_SigilCharge ();
|
||||
action native void A_FireSigil1 ();
|
||||
action native void A_FireSigil2 ();
|
||||
action native void A_FireSigil3 ();
|
||||
action native void A_FireSigil4 ();
|
||||
action native void A_FireSigil5 ();
|
||||
|
||||
States
|
||||
States(Actor)
|
||||
{
|
||||
Spawn:
|
||||
SIGL A 1;
|
||||
|
@ -41,6 +33,9 @@ class Sigil : Weapon native
|
|||
Stop;
|
||||
SIGL E -1;
|
||||
Stop;
|
||||
}
|
||||
States(Weapon)
|
||||
{
|
||||
Ready:
|
||||
SIGH A 0 Bright A_SelectSigilView;
|
||||
Wait;
|
||||
|
@ -120,6 +115,353 @@ class Sigil : Weapon native
|
|||
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;
|
||||
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)]).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 ------------------------------------------------------------------
|
||||
|
|
Loading…
Reference in a new issue