- scriptified the Sigil. This isn't fully tested yet.

This commit is contained in:
Christoph Oelckers 2016-11-28 14:39:25 +01:00
parent c9a4087c18
commit 8551a4f6e1
19 changed files with 450 additions and 494 deletions

View file

@ -3545,6 +3545,16 @@ const PClass *PClass::NativeClass() const
return cls;
}
VMFunction *PClass::FindFunction(FName clsname, FName funcname)
{
auto cls = PClass::FindActor(clsname);
if (!cls) return nullptr;
auto func = dyn_cast<PFunction>(cls->Symbols.FindSymbol(funcname, true));
if (!func) return nullptr;
return func->Variants[0].Implementation;
}
/* FTypeTable **************************************************************/
//==========================================================================

View file

@ -859,6 +859,7 @@ public:
static PClassActor *FindActor(const FString &name) { return FindActor(FName(name, true)); }
static PClassActor *FindActor(ENamedName name) { return FindActor(FName(name)); }
static PClassActor *FindActor(FName name);
static VMFunction *FindFunction(FName cls, FName func);
PClass *FindClassTentative(FName name);
static TArray<PClass *> AllClasses;

View file

@ -589,6 +589,28 @@ bool AInventory::SpecialDropAction (AActor *dropper)
return false;
}
DEFINE_ACTION_FUNCTION(AInventory, SpecialDropAction)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_OBJECT(dropper, AActor);
ACTION_RETURN_BOOL(self->SpecialDropAction(dropper));
}
bool AInventory::CallSpecialDropAction(AActor *dropper)
{
IFVIRTUAL(AInventory, SpecialDropAction)
{
VMValue params[2] = { (DObject*)this, (DObject*)dropper };
VMReturn ret;
VMFrameStack stack;
int retval;
ret.IntAt(&retval);
stack.Call(func, params, 2, &ret, 1, nullptr);
return !!retval;
}
return SpecialDropAction(dropper);
}
//===========================================================================
//
// AInventory :: ShouldRespawn

View file

@ -168,6 +168,7 @@ public:
bool CallTryPickup (AActor *toucher, AActor **toucher_return = NULL);
virtual void DoPickupSpecial (AActor *toucher);
virtual bool SpecialDropAction (AActor *dropper);
bool CallSpecialDropAction(AActor *dropper);
virtual bool DrawPowerup (int x, int y);
virtual void DoEffect ();
virtual bool Grind(bool items);

View file

@ -268,7 +268,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl
}
else if(type == SIGIL)
{
AInventory *item = statusBar->CPlayer->mo->FindInventory<ASigil>();
AInventory *item = statusBar->CPlayer->mo->FindInventory(PClass::FindActor(NAME_Sigil));
if (item != NULL)
texture = TexMan(item->Icon);
}

View file

@ -49,20 +49,6 @@ public:
bool TryPickup (AActor *&toucher);
};
class ASigil : public AWeapon
{
DECLARE_CLASS (ASigil, AWeapon)
public:
bool HandlePickup (AInventory *item);
AInventory *CreateCopy (AActor *other);
void Serialize(FSerializer &arc);
bool SpecialDropAction (AActor *dropper);
static int GiveSigilPiece (AActor *daPlayer);
void BeginPlay();
int NumPieces, DownPieces;
};
extern PClassActor *QuestItemClasses[31];

View file

@ -698,435 +698,3 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGrenade)
return 0;
}
// The Almighty Sigil! ------------------------------------------------------
IMPLEMENT_CLASS(ASigil, false, false)
//============================================================================
//
// ASigil :: Serialize
//
//============================================================================
void ASigil::BeginPlay()
{
NumPieces = health;
}
//============================================================================
//
// ASigil :: Serialize
//
//============================================================================
void ASigil::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("numpieces", NumPieces)
("downpieces", DownPieces);
}
//============================================================================
//
// ASigil :: HandlePickup
//
//============================================================================
bool ASigil::HandlePickup (AInventory *item)
{
if (item->IsKindOf (RUNTIME_CLASS(ASigil)))
{
int otherPieces = static_cast<ASigil*>(item)->NumPieces;
if (otherPieces > NumPieces)
{
item->ItemFlags |= IF_PICKUPGOOD;
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 == this)
{
DownPieces = NumPieces;
Owner->player->PendingWeapon = this;
}
NumPieces = otherPieces;
}
return true;
}
return false;
}
//============================================================================
//
// ASigil :: CreateCopy
//
//============================================================================
AInventory *ASigil::CreateCopy (AActor *other)
{
ASigil *copy = Spawn<ASigil> ();
copy->Amount = Amount;
copy->MaxAmount = MaxAmount;
copy->NumPieces = NumPieces;
copy->Icon = Icon;
GoAwayAndDie ();
return copy;
}
//============================================================================
//
// A_SelectPiece
//
// Decide which sprite frame this Sigil should use as an item, based on how
// many pieces it represents.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectPiece)
{
PARAM_ACTION_PROLOGUE(AActor);
int pieces = MIN (static_cast<ASigil*>(self)->NumPieces, 5);
if (pieces > 1)
{
self->SetState (self->FindState("Spawn")+pieces);
}
return 0;
}
//============================================================================
//
// A_SelectSigilView
//
// Decide which first-person frame this Sigil should show, based on how many
// pieces it represents. Strife did this 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.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
{
PARAM_ACTION_PROLOGUE(AActor);
DPSprite *pspr;
int pieces;
if (self->player == nullptr)
{
return 0;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
pspr = self->player->GetPSprite(PSP_WEAPON);
pspr->SetState(pspr->GetState() + pieces);
return 0;
}
//============================================================================
//
// A_SelectSigilDown
//
// Same as A_SelectSigilView, except it uses DownPieces. This is so that when
// you pick up a Sigil, the old one will drop and *then* change to the new
// one.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
{
PARAM_ACTION_PROLOGUE(AActor);
DPSprite *pspr;
int pieces;
if (self->player == nullptr)
{
return 0;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->DownPieces;
static_cast<ASigil*>(self->player->ReadyWeapon)->DownPieces = 0;
if (pieces == 0)
{
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
}
pspr = self->player->GetPSprite(PSP_WEAPON);
pspr->SetState(pspr->GetState() + pieces);
return 0;
}
//============================================================================
//
// A_SelectSigilAttack
//
// Same as A_SelectSigilView, but used just before attacking.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
{
PARAM_ACTION_PROLOGUE(AActor);
DPSprite *pspr;
int pieces;
if (self->player == nullptr)
{
return 0;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
pspr = self->player->GetPSprite(PSP_WEAPON);
pspr->SetState(pspr->GetState() + 4*pieces - 3);
return 0;
}
//============================================================================
//
// A_SigilCharge
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SigilCharge)
{
PARAM_ACTION_PROLOGUE(AActor);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
if (self->player != NULL)
{
self->player->extralight = 2;
}
return 0;
}
//============================================================================
//
// A_FireSigil1
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1)
{
PARAM_ACTION_PROLOGUE(AActor);
AActor *spot;
player_t *player = self->player;
FTranslatedLineTarget t;
if (player == NULL || player->ReadyWeapon == NULL)
return 0;
P_DamageMobj (self, self, NULL, 1*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_BulletSlope (self, &t, ALF_PORTALRESTRICT);
if (t.linetarget != NULL)
{
spot = Spawn("SpectralLightningSpot", t.linetarget->PosAtZ(t.linetarget->floorz), ALLOW_REPLACE);
if (spot != NULL)
{
spot->tracer = t.linetarget;
}
}
else
{
spot = Spawn("SpectralLightningSpot", self->Pos(), ALLOW_REPLACE);
if (spot != NULL)
{
spot->VelFromAngle(28., self->Angles.Yaw);
}
}
if (spot != NULL)
{
spot->SetFriendPlayer(player);
spot->target = self;
}
return 0;
}
//============================================================================
//
// A_FireSigil2
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil2)
{
PARAM_ACTION_PROLOGUE(AActor);
player_t *player = self->player;
if (player == NULL || player->ReadyWeapon == NULL)
return 0;
P_DamageMobj (self, self, NULL, 2*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningH1"));
return 0;
}
//============================================================================
//
// A_FireSigil3
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil3)
{
PARAM_ACTION_PROLOGUE(AActor);
AActor *spot;
player_t *player = self->player;
int i;
if (player == NULL || player->ReadyWeapon == NULL)
return 0;
P_DamageMobj (self, self, NULL, 3*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
self->Angles.Yaw -= 90.;
for (i = 0; i < 20; ++i)
{
self->Angles.Yaw += 9.;
spot = P_SpawnSubMissile (self, PClass::FindActor("SpectralLightningBall1"), self);
if (spot != NULL)
{
spot->SetZ(self->Z() + 32);
}
}
self->Angles.Yaw -= 90.;
return 0;
}
//============================================================================
//
// A_FireSigil4
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4)
{
PARAM_ACTION_PROLOGUE(AActor);
AActor *spot;
player_t *player = self->player;
FTranslatedLineTarget t;
if (player == NULL || player->ReadyWeapon == NULL)
return 0;
P_DamageMobj (self, self, NULL, 4*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_BulletSlope (self, &t, ALF_PORTALRESTRICT);
if (t.linetarget != NULL)
{
spot = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindActor("SpectralLightningBigV1"), self->Angles.Yaw, &t, NULL, false, false, ALF_PORTALRESTRICT);
if (spot != NULL)
{
spot->tracer = t.linetarget;
}
}
else
{
spot = P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigV1"));
if (spot != NULL)
{
spot->VelFromAngle(spot->Speed, self->Angles.Yaw);
}
}
return 0;
}
//============================================================================
//
// A_FireSigil5
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil5)
{
PARAM_ACTION_PROLOGUE(AActor);
player_t *player = self->player;
if (player == NULL || player->ReadyWeapon == NULL)
return 0;
P_DamageMobj (self, self, NULL, 5*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigBall1"));
return 0;
}
//============================================================================
//
// 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...
//
//============================================================================
bool ASigil::SpecialDropAction (AActor *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.
//
//============================================================================
int ASigil::GiveSigilPiece (AActor *receiver)
{
ASigil *sigil;
sigil = receiver->FindInventory<ASigil> ();
if (sigil == NULL)
{
sigil = static_cast<ASigil*>(Spawn("Sigil1"));
if (!sigil->CallTryPickup (receiver))
{
sigil->Destroy ();
}
return 0;
}
else if (sigil->NumPieces < 5)
{
++sigil->NumPieces;
static const char* sigils[5] =
{
"Sigil1", "Sigil2", "Sigil3", "Sigil4", "Sigil5"
};
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;
}
}

View file

@ -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);

View file

@ -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);
}
}
}
}

View file

@ -120,6 +120,11 @@ xx(ArtiPoisonBag3)
// Strife quests
xx(QuestItem)
xx(Sigil)
xx(ScriptedMarine)
xx(GiveSigilPiece)
xx(SetWeapon)
xx(SetSprite)
// Armor
xx(BasicArmor)

View file

@ -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;

View file

@ -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);

View file

@ -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();

View file

@ -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

View file

@ -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);

View file

@ -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;

View file

@ -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();

View file

@ -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

View file

@ -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 ------------------------------------------------------------------