qzdoom/wadsrc/static/zscript/actors/strife/sigil.zs

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Text

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