// 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 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; } }