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3d61d2c1f4
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
520 lines
11 KiB
Text
520 lines
11 KiB
Text
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// The Almighty Sigil! ------------------------------------------------------
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class Sigil : Weapon
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{
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// NUmPieces gets stored in 'health', so that it can be quickly accessed by ACS's GetSigilPieces function.
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int downpieces;
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Default
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{
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Weapon.Kickback 100;
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Weapon.SelectionOrder 4000;
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Health 1;
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+FLOORCLIP
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+WEAPON.CHEATNOTWEAPON
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Inventory.PickupSound "weapons/sigilcharge";
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Tag "$TAG_SIGIL";
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Inventory.Icon "I_SGL1";
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Inventory.PickupMessage "$TXT_SIGIL";
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}
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States(Actor)
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{
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Spawn:
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SIGL A 1;
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SIGL A -1 A_SelectPiece;
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Stop;
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SIGL B -1;
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Stop;
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SIGL C -1;
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Stop;
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SIGL D -1;
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Stop;
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SIGL E -1;
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Stop;
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}
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States(Weapon)
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{
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Ready:
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SIGH A 0 Bright A_SelectSigilView;
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Wait;
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SIGH A 1 Bright A_WeaponReady;
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Wait;
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SIGH B 1 Bright A_WeaponReady;
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Wait;
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SIGH C 1 Bright A_WeaponReady;
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Wait;
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SIGH D 1 Bright A_WeaponReady;
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Wait;
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SIGH E 1 Bright A_WeaponReady;
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Wait;
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Deselect:
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SIGH A 1 Bright A_SelectSigilDown;
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Wait;
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SIGH A 1 Bright A_Lower;
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Wait;
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SIGH B 1 Bright A_Lower;
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Wait;
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SIGH C 1 Bright A_Lower;
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Wait;
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SIGH D 1 Bright A_Lower;
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Wait;
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SIGH E 1 Bright A_Lower;
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Wait;
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Select:
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SIGH A 1 Bright A_SelectSigilView;
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Wait;
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SIGH A 1 Bright A_Raise;
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Wait;
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SIGH B 1 Bright A_Raise;
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Wait;
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SIGH C 1 Bright A_Raise;
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Wait;
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SIGH D 1 Bright A_Raise;
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Wait;
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SIGH E 1 Bright A_Raise;
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Wait;
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Fire:
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SIGH A 0 Bright A_SelectSigilAttack;
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SIGH A 18 Bright A_SigilCharge;
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SIGH A 3 Bright A_GunFlash;
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SIGH A 10 A_FireSigil1;
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SIGH A 5;
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Goto Ready;
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SIGH B 18 Bright A_SigilCharge;
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SIGH B 3 Bright A_GunFlash;
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SIGH B 10 A_FireSigil2;
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SIGH B 5;
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Goto Ready;
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SIGH C 18 Bright A_SigilCharge;
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SIGH C 3 Bright A_GunFlash;
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SIGH C 10 A_FireSigil3;
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SIGH C 5;
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Goto Ready;
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SIGH D 18 Bright A_SigilCharge;
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SIGH D 3 Bright A_GunFlash;
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SIGH D 10 A_FireSigil4;
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SIGH D 5;
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Goto Ready;
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SIGH E 18 Bright A_SigilCharge;
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SIGH E 3 Bright A_GunFlash;
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SIGH E 10 A_FireSigil5;
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SIGH E 5;
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Goto Ready;
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Flash:
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SIGF A 4 Bright A_Light2;
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SIGF B 6 Bright A_LightInverse;
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SIGF C 4 Bright A_Light1;
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SIGF C 0 Bright A_Light0;
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Stop;
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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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override bool HandlePickup (Inventory item)
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{
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if (item is "Sigil")
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{
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int otherPieces = item.health;
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if (otherPieces > health)
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{
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item.bPickupGood = true;
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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 == self)
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{
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DownPieces = health;
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Owner.player.PendingWeapon = self;
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}
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health = 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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override Inventory CreateCopy (Actor other)
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{
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Sigil copy = Sigil(Spawn("Sigil"));
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copy.Amount = Amount;
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copy.MaxAmount = MaxAmount;
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copy.health = health;
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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 self 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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void A_SelectPiece ()
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{
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int pieces = min (health, 5);
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if (pieces > 1)
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{
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SetState (FindState("Spawn") + pieces);
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}
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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 self Sigil should show, based on how many
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// pieces it represents. Strife did self 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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action void A_SelectSigilView ()
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{
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if (player == null)
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{
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return;
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}
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PSprite pspr = player.GetPSprite(PSP_WEAPON);
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pspr.SetState(pspr.CurState + invoker.health);
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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. self 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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action void A_SelectSigilDown ()
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{
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if (player == null)
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{
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return;
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}
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PSprite pspr = player.GetPSprite(PSP_WEAPON);
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int pieces = invoker.downpieces;
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if (pieces < 1 || pieces > 5) pieces = invoker.health;
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pspr.SetState(pspr.CurState + pieces);
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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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action void A_SelectSigilAttack ()
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{
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if (player == null)
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{
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return;
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}
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PSprite pspr = player.GetPSprite(PSP_WEAPON);
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pspr.SetState(pspr.CurState + (4 * invoker.health - 3));
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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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action void A_SigilCharge ()
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{
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A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
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if (player != null)
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{
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player.extralight = 2;
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}
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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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action void A_FireSigil1 ()
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{
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Actor spot = null;
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FTranslatedLineTarget t;
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if (player == null || player.ReadyWeapon == null)
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return;
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DamageMobj (self, null, 1*4, 'Sigil', DMG_NO_ARMOR);
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A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
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BulletSlope (t, ALF_PORTALRESTRICT);
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if (t.linetarget != null)
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{
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spot = Spawn("SpectralLightningSpot", (t.linetarget.pos.xy, 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", Pos, ALLOW_REPLACE);
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if (spot != null)
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{
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spot.VelFromAngle(28., angle);
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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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}
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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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action void A_FireSigil2 ()
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{
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if (player == null || player.ReadyWeapon == null)
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return;
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DamageMobj (self, null, 2*4, 'Sigil', DMG_NO_ARMOR);
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A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
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SpawnPlayerMissile ("SpectralLightningH1");
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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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action void A_FireSigil3 ()
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{
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if (player == null || player.ReadyWeapon == null)
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return;
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DamageMobj (self, null, 3*4, 'Sigil', DMG_NO_ARMOR);
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A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
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angle -= 90.;
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for (int i = 0; i < 20; ++i)
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{
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angle += 9.;
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Actor spot = SpawnSubMissile ("SpectralLightningBall1", self);
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if (spot != null)
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{
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spot.SetZ(pos.z + 32);
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}
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}
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angle -= 90.;
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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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action void A_FireSigil4 ()
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{
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FTranslatedLineTarget t;
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if (player == null || player.ReadyWeapon == null)
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return;
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DamageMobj (self, null, 4*4, 'Sigil', DMG_NO_ARMOR);
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A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
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BulletSlope (t, ALF_PORTALRESTRICT);
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if (t.linetarget != null)
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{
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Actor spot = SpawnPlayerMissile ("SpectralLightningBigV1", angle, pLineTarget: t, aimFlags: 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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Actor spot = SpawnPlayerMissile ("SpectralLightningBigV1");
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if (spot != null)
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{
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spot.VelFromAngle(spot.Speed, angle);
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}
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}
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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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action void A_FireSigil5 ()
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{
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if (player == null || player.ReadyWeapon == null)
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return;
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DamageMobj (self, null, 5*4, 'Sigil', DMG_NO_ARMOR);
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A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
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SpawnPlayerMissile ("SpectralLightningBigBall1");
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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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override bool SpecialDropAction (Actor 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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static int GiveSigilPiece (Actor receiver)
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{
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Sigil sigl = Sigil(receiver.FindInventory("Sigil"));
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if (sigl == null)
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{
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sigl = Sigil(Spawn("Sigil1"));
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if (!sigl.CallTryPickup (receiver))
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{
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sigl.Destroy ();
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}
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return 0;
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}
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else if (sigl.health < 5)
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{
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++sigl.health;
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static const class<Sigil> sigils[] =
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{
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"Sigil1", "Sigil2", "Sigil3", "Sigil4", "Sigil5"
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};
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sigl.Icon = GetDefaultByType(sigils[clamp(sigl.health, 1, 5)-1]).Icon;
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// If the player has the Sigil out, drop it and bring it back up.
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if (sigl.Owner.player != null && sigl.Owner.player.ReadyWeapon == sigl)
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{
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sigl.Owner.player.PendingWeapon = sigl;
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sigl.DownPieces = sigl.health - 1;
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}
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return sigl.health - 1;
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}
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else
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{
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return 5;
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}
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}
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}
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// Sigil 1 ------------------------------------------------------------------
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class Sigil1 : Sigil
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{
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Default
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{
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Inventory.Icon "I_SGL1";
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Health 1;
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}
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}
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// Sigil 2 ------------------------------------------------------------------
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class Sigil2 : Sigil
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{
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Default
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{
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Inventory.Icon "I_SGL2";
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Health 2;
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}
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}
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// Sigil 3 ------------------------------------------------------------------
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class Sigil3 : Sigil
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{
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Default
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{
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Inventory.Icon "I_SGL3";
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Health 3;
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}
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}
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// Sigil 4 ------------------------------------------------------------------
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class Sigil4 : Sigil
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{
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Default
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{
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Inventory.Icon "I_SGL4";
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Health 4;
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}
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}
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// Sigil 5 ------------------------------------------------------------------
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class Sigil5 : Sigil
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{
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Default
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{
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Inventory.Icon "I_SGL5";
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Health 5;
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}
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}
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