//Spawn A Weapon on the Death of Another Weapon
//'Replace on Death'
//By ZoriaRPG
//19th March, 2019
//v0.1 : Initial
//v0.2 : Fixed compile. Fixed weapon orientations.
lweapon script ReplaceOnDeath
{
void run(int newWeaponType, int requireItem, int requireCounter, int CounterAmount, bool flipOnDeath, bool newDirOnDeath, int newDir, int newScript) //could be flags here
{
itemdata bomb; bool found; bool super; int x; int y; int pow;
if ( requireItem > 0 )
{
bomb = Game->LoadItemData(Link->ItemA);
if ( bomb->ID == requireItem ) found = true;
if ( !found )
{
bomb = Game->LoadItemData(Link->ItemB);
if ( bomb->Family == IC_BOMB ) { found = true; }
}
if ( !found ) Quit(); //quit if bombs not in a slot
}
pow = bomb->Power;
if ( requireCounter )
{
if ( Game->Counter[requireCounter] < CounterAmount ) Quit(); //quit if not enough bombs
else Game->Counter[requireCounter] -=CounterAmount;
}
while(this->isValid())
{
x = this->X; y = this->Y;
if ( this->DeadState != WDS_ALIVE ) //When the arrow itself dies, make an explosion.
{
lweapon boom = Screen->CreateLWeapon(newWeaponType);
boom->Damage = pow;
boom->X = x;
boom->Y = y;
boom->Step = this->Step;
boom->Dir = this->Dir;
if ( flipOnDeath ) { boom->Dir = reversedirection(this->Dir); boom->Flip = AdjustFlip(this); } //ReflectWeapon(boom, this->Angular);
else if ( newDirOnDeath ) { boom->Dir = newDir; boom->Flip = AdjustFlip(this); }
boom->Damage = this->Damage; //need a new damage attribute; reduce param count to accomplish this
if ( Abs(newScript) < 511 ) boom->Script = newScript;
Quit(); //Spawn only one weapon.
}
Waitframe();
}
}
//Returns the reverse f any of the eight cardinal directions.
int reversedirection(int dir)
{
switch(dir)
{
case DIR_UP: return DIR_DOWN; break;
case DIR_DOWN: return DIR_UP; break;
case DIR_LEFT: return DIR_RIGHT; break;
case DIR_RIGHT: return DIR_LEFT; break;
}
//if ( dir == DIR_LEFT) return DIR_RIGHT;
//if ( dir == DIR_DOWN) return DIR_UP;
//if ( dir == DIR_UP) return DIR_DOWN;
//if ( dir == DIR_RIGHT) return DIR_LEFT;
///if ( dir == DIR_LEFTUP) return DIR_RIGHTDOWN;
//if ( dir == DIR_RIGHTDOWN) return DIR_LEFTUP;
//if ( dir == DIR_LEFTDOWN) return DIR_RIGHTUP;
//if ( dir == DIR_RIGHTUP) return DIR_LEFTDOWN;
}
/*
int FlipRev(lweapon l){
if ( l->Dir == DIR_DOWN || l->Dir == DIR_UP && !l->Flip ) return 2;
if ( l->Dir == DIR_DOWN || l->Dir == DIR_UP && l->Flip ) return 0;
if ( l->Dir == DIR_LEFT || l->Dir == DIR_RIGHT && !l->Flip ) return 1;
if ( l->Dir == DIR_LEFT || l->Dir == DIR_RIGHT && l->Flip ) return 0;
return -1;
}
*/
int AdjustFlip(lweapon l)
{
switch(l->Dir)
{
case DIR_DOWN: return 0; break;
case DIR_UP: return 2; break;
case DIR_LEFT: return 4; break;
case DIR_RIGHT: return 7; break;
}
}
lweapon ReflectWeapon(lweapon l, bool angular)
{
l->Dir = reversedirection(l->Dir);
//l->Flip = FlipRev(l);
l->Angular = angular;
if ( angular )
{
if (l->Angle >= 180 ) l->Angle -= 180;
else l->Angle += 180;
}
}
}
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