commit 22dac448eab282dc9382fde5a8601c4ce20b2054 Author: Marisa Kirisame Date: Wed Jun 6 19:53:37 2018 +0200 First! diff --git a/Readme.md b/Readme.md new file mode 100644 index 0000000..b85b950 --- /dev/null +++ b/Readme.md @@ -0,0 +1,70 @@ +# DOOMREAL (working title) + +The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items +(including dummied out stuff and others). + +This mod requires very recent devbuilds of GZDoom or QZDoom. You can get them +[here](https://devbuilds.drdteam.org/). + +## Currently Implemented + + - Stinger (slot 3) (replaces shotgun) + - Backpack (replaces backpack, identical to Doom Tournament version) + +## In progress + + - Unreal 1 HUD + - Translator (has to be spawned in, since it would only be useful for mappers) + +## Planned + + - Dispersion Pistol (slot 1) (replaces fist) + - Dispersion Pistol Powerup (replaces Berserk) + - Automag (slot 2) (replaces pistol) + - ASMD (slot 4) (replaces shotgun) + - Eightball (slot 5) (replaces rocket launcher) + - Flak Cannon (slot 6) (replaces rocket launcher) + - Razorjack (slot 7) (replaces chaingun) + - GES Bio Rifle (slot 8) (replaces plasma rifle) + - Rifle (slot 9) (replaces plasma rifle) + - Minigun (slot 0) (replaces chaingun) + + - Stunner (slot 1) (replaces chainsaw) + - Translocator (slot 1) (replaces chainsaw) + - Old Automag (slot 2) (replaces pistol) + - Quadshot (slot 3) (replaces super shotgun) + - Peacemaker (slot 5) (replaces backpack) + - Impaler (slot 4) (replaces super shotgun) + - Flamethrower (slot 8) (replaces plasma rifle) + - Gatling Gun (slot 0) (replaces bfg9000) + + - Amplifier (replaces berserk) + - Armor (replaces blue armor) + - Flare (replaces armor bonus) + - Flashlight (replaces light amplifier) + - Searchlight (replaces light amplifier) + - Medkit (replaces medkit) + - Bandages (replaces stimpak) + - Nali Fruit (replaces stimpak) + - Nali Fruit Seed (replaces health bonus) + - Super Health (replaces soulsphere) + - Invisibility (replaces blursphere) + - AntiGrav Boots (replaces radsuit) + - Shield Belt (replaces megasphere) + - Power Shield (replaces invulnerability) + - Asbestos Suit (replaces backpack) + - Kevlar Suit (replaces green armor) + - Toxin Suit (replaces radsuit) + - Voice Box (replaces backpack) + - Forcefield (replaces backpack) + - Dampener (replaces blursphere) + + - Motion Detector (replaces computer map) + - Chameleon's Heart (replaces blursphere) + - Light/Dark Flare (given at start, infinite use) + - Minigun Sentry (replaces backpack) + - Powerup (replaces berserk) + +## Known bugs + + - N/A diff --git a/brightmaps/Sting1.png b/brightmaps/Sting1.png new file mode 100644 index 0000000..37e00ab Binary files /dev/null and b/brightmaps/Sting1.png differ diff --git a/credits.txt b/credits.txt new file mode 100644 index 0000000..ac826ae --- /dev/null +++ b/credits.txt @@ -0,0 +1,3 @@ +Models, textures and audio (C)1995-1999 Epic Games. + +Porting and adjustments by Marisa Kirisame. diff --git a/cvarinfo.txt b/cvarinfo.txt new file mode 100644 index 0000000..c121b02 --- /dev/null +++ b/cvarinfo.txt @@ -0,0 +1,3 @@ +user bool stinger_footsteps = true; +user int stinger_hudmode = 0; +user int stinger_hudscale = 1; diff --git a/fontdefs.txt b/fontdefs.txt new file mode 100644 index 0000000..bf590b5 --- /dev/null +++ b/fontdefs.txt @@ -0,0 +1,32 @@ +ULargeFont +{ + TEMPLATE lfnt_%03d +} +UMedFont +{ + TEMPLATE mfnt_%03d +} +ULargeRedFont +{ + TEMPLATE lrf_%03d +} +UTinyFont +{ + TEMPLATE tf_%03d +} +UTinyRedFont +{ + TEMPLATE trf_%03d +} +UTinyWhiteFont +{ + TEMPLATE twf_%03d +} +UWhiteFont +{ + TEMPLATE wf_%03d +} +UTahoma10 +{ + TEMPLATE th10_%03d +} diff --git a/gldefs.txt b/gldefs.txt new file mode 100644 index 0000000..c9fd8a0 --- /dev/null +++ b/gldefs.txt @@ -0,0 +1,48 @@ +/*Brightmap Texture "models/JRelicSkull_01b.png" +{ + Map "brightmaps/JRelicSkull_01b.png" +}*/ +HardwareShader Texture "models/JRelicSkull_01b.png" +{ + Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" +} +/*Brightmap Texture "models/JRelicSkull_01g.png" +{ + Map "brightmaps/JRelicSkull_01g.png" +}*/ +HardwareShader Texture "models/JRelicSkull_01g.png" +{ + Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" +} +/*Brightmap Texture "models/JRelicSkull_01r.png" +{ + Map "brightmaps/JRelicSkull_01r.png" +}*/ +HardwareShader Texture "models/JRelicSkull_01r.png" +{ + Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" +} +HardwareShader Texture "models/BlueSkin2.png" +{ + Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" +} +HardwareShader Texture "models/RedSkin2.png" +{ + Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" +} +HardwareShader Texture "models/GoldSkin2.png" +{ + Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" +} +HardwareShader Texture "models/Sting1_.png" +{ + Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" +} +Brightmap Texture "models/Sting1.png" +{ + Map "brightmaps/Sting1.png" +} +HardwareShader Texture "models/JTaryPick1.png" +{ + Shader "shaders/glsl/AmbientGlow.fp" +} diff --git a/graphics/Border.png b/graphics/Border.png new file mode 100644 index 0000000..7c6c49a Binary files /dev/null and b/graphics/Border.png differ diff --git a/graphics/Crosshr6.png b/graphics/Crosshr6.png new file mode 100644 index 0000000..1deee6f Binary files /dev/null and b/graphics/Crosshr6.png differ diff --git a/graphics/Hud1.png b/graphics/Hud1.png new file mode 100644 index 0000000..2d32cd2 Binary files /dev/null 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100644 index 0000000..4832423 Binary files /dev/null and b/graphics/icons/I_Tran.png differ diff --git a/graphics/icons/I_VoiceB.png b/graphics/icons/I_VoiceB.png new file mode 100644 index 0000000..5f264da Binary files /dev/null and b/graphics/icons/I_VoiceB.png differ diff --git a/menudef.txt b/menudef.txt new file mode 100644 index 0000000..7de47f2 --- /dev/null +++ b/menudef.txt @@ -0,0 +1,8 @@ +OptionMenu "UnrealOptionMenu" +{ + Title "Unreal Options" + + StaticText "HUD Options", "Gold" + Slider "HUD Mode", "stinger_hudmode", 0, 5, 1, 0 + Slider "HUD Mode", "stinger_hudscale", 1, 8, 1, 0 +} diff --git a/modeldef.misc b/modeldef.misc new file mode 100644 index 0000000..0aa6c69 --- /dev/null +++ b/modeldef.misc @@ -0,0 +1,13 @@ +Model "UnrealBackpack" +{ + Path "models" + Model 0 "Backpack2_d.3d" // cheaply edited out of SelectionMale1 (offsets weren't even readjusted, so I have to do it here) + Skin 0 "bpak.png" + Offset -15.795 13.1625 -16 // calculating the X and Y offsets was hard, but I'm glad I added the "estimated center" feature in umeshinfo now + Scale 0.36 0.3 0.3 + AngleOffset 90 + RollOffset -90 + ROTATING + + FrameIndex BPAK A 0 0 +} diff --git a/modeldef.stinger b/modeldef.stinger new file mode 100644 index 0000000..d84376f --- /dev/null +++ b/modeldef.stinger @@ -0,0 +1,137 @@ +Model "Stinger" +{ + Path "models" + Model 1 "StingerPickup_d.3d" + Skin 1 "Sting1_.png" + Offset -3 -3 4 + Scale 0.06 0.06 0.072 + + FrameIndex STNP B 1 0 + + Offset -3 -3 12 + ROTATING + FrameIndex STNP A 1 0 +} + +Model "StingerAmmo" +{ + Path "models" + Model 0 "TarydiumPickup_d.3d" + Skin 0 "JTaryPick1.png" + Scale 0.04 0.04 0.048 + ZOffset 1 + + FrameIndex SAMO A 0 0 +} + +Model "StingerProjectile" +{ + Path "models" + Model 0 "TarydiumProjectile_d.3d" + Skin 0 "JTaryPick1.png" + Scale 0.03 0.03 0.036 + AngleOffset -90 + PITCHFROMMOMENTUM + + FrameIndex TPRJ A 0 0 +} +Model "StingerProjectile" +{ + Path "models" + Model 1 "burst_d.3d" + Skin 1 "Jburst1.png" + Scale 0.4 0.4 0.48 + AngleOffset 90 + + FrameIndex TPRJ B 1 0 + FrameIndex TPRJ C 1 1 + FrameIndex TPRJ D 1 2 + FrameIndex TPRJ E 1 3 + FrameIndex TPRJ F 1 4 + FrameIndex TPRJ G 1 5 +} + +Model "Stinger" +{ + Path "models" + Model 2 "StingerM_d.3d" + SurfaceSkin 2 2 "FireEffect18.png" + SurfaceSkin 2 3 "FireEffect18.png" + Scale 0.1 -0.05 0.1 + AngleOffset 89 + Offset 6.8 -13.2 -10.6 + DONTCULLBACKFACES + + // Fire + FrameIndex STFF A 2 33 + FrameIndex STFF B 2 34 + FrameIndex STFF C 2 35 + // Hold + FrameIndex STFH A 2 36 + FrameIndex STFH B 2 37 + FrameIndex STFH C 2 38 + FrameIndex STFH D 2 39 + FrameIndex STFH E 2 40 + FrameIndex STFH F 2 41 + FrameIndex STFH G 2 42 +} + +Model "Stinger" +{ + Path "models" + Model 0 "StingerM_d.3d" + SurfaceSkin 0 0 "Sting1.png" + SurfaceSkin 0 1 "Sting1.png" + Scale 0.1 -0.05 0.1 + AngleOffset 89 + Offset 6.8 -13.2 -10.6 + + // Select + FrameIndex STNS A 0 0 + FrameIndex STNS B 0 1 + FrameIndex STNS C 0 2 + FrameIndex STNS D 0 3 + FrameIndex STNS E 0 4 + FrameIndex STNS F 0 5 + FrameIndex STNS G 0 6 + FrameIndex STNS H 0 7 + FrameIndex STNS I 0 8 + FrameIndex STNS J 0 9 + FrameIndex STNS K 0 10 + FrameIndex STNS L 0 11 + FrameIndex STNS M 0 12 + FrameIndex STNS N 0 13 + FrameIndex STNS O 0 14 + FrameIndex STNS P 0 15 + FrameIndex STNS Q 0 16 + FrameIndex STNS R 0 17 + FrameIndex STNS S 0 18 + FrameIndex STNS T 0 19 + FrameIndex STNS U 0 20 + // Idle + FrameIndex STNI A 0 21 + // Deselect + FrameIndex STND A 0 22 + FrameIndex STND B 0 23 + FrameIndex STND C 0 24 + FrameIndex STND D 0 25 + FrameIndex STND E 0 26 + FrameIndex STND F 0 27 + FrameIndex STND G 0 28 + FrameIndex STND H 0 29 + FrameIndex STND I 0 30 + FrameIndex STND J 0 31 + FrameIndex STND K 0 32 + // Fire + FrameIndex STNF A 0 33 + FrameIndex STNF B 0 34 + FrameIndex STNF C 0 35 + // Hold + FrameIndex STNH A 0 36 + FrameIndex STNH B 0 37 + FrameIndex STNH C 0 38 + FrameIndex STNH D 0 39 + FrameIndex STNH E 0 40 + FrameIndex STNH F 0 41 + FrameIndex STNH G 0 42 +} diff 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b/shaders/glsl/AmbientGlow.fp new file mode 100644 index 0000000..7e54247 --- /dev/null +++ b/shaders/glsl/AmbientGlow.fp @@ -0,0 +1,12 @@ +// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off +#define PI 3.14159265 +vec4 ProcessLight( vec4 color ) +{ + float glow = (1.0+sin(timer*2*PI))*0.25; + return vec4(min(color.rgb+vec3(glow),1.0),color.a); +} + +vec4 ProcessTexel() +{ + return getTexel(vTexCoord.st); +} diff --git a/shaders/glsl/AmbientGlow_Brightmapped.fp b/shaders/glsl/AmbientGlow_Brightmapped.fp new file mode 100644 index 0000000..fb739d7 --- /dev/null +++ b/shaders/glsl/AmbientGlow_Brightmapped.fp @@ -0,0 +1,15 @@ +// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off +// combining with brightmaps requires the brightmap to be embedded into the +// alpha channel of the diffuse texture +#define PI 3.14159265 +vec4 ProcessLight( vec4 color ) +{ + float bright = getTexel(vTexCoord.st).a; + float glow = (1.0+sin(timer*2*PI))*0.25; + return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a); +} + +vec4 ProcessTexel() +{ + return vec4(getTexel(vTexCoord.st).rgb,1.0); +} diff --git a/shaders/glsl/MeshEnviroMap.fp b/shaders/glsl/MeshEnviroMap.fp new file mode 100644 index 0000000..09ed936 --- /dev/null +++ b/shaders/glsl/MeshEnviroMap.fp @@ -0,0 +1,7 @@ +// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close +vec4 ProcessTexel() +{ + vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz); + vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz)); + return getTexel(norm.xz*0.5); +} diff --git a/shaders/glsl/MeshEnviroMap_AmbientGlow.fp b/shaders/glsl/MeshEnviroMap_AmbientGlow.fp new file mode 100644 index 0000000..3c73e00 --- /dev/null +++ b/shaders/glsl/MeshEnviroMap_AmbientGlow.fp @@ -0,0 +1,15 @@ +// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off +#define PI 3.14159265 +vec4 ProcessLight( vec4 color ) +{ + float glow = (1.0+sin(timer*4*PI))*0.25; + return vec4(min(color.rgb+vec3(glow),1.0),color.a); +} + +// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close +vec4 ProcessTexel() +{ + vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz); + vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz)); + return getTexel(norm.xz*0.5); +} diff --git a/sndinfo.txt b/sndinfo.txt new file mode 100644 index 0000000..8077ee9 --- /dev/null +++ b/sndinfo.txt @@ -0,0 +1,133 @@ +$pitchshiftrange 0 + +misc/gibbed1 gib1 +misc/gibbed2 gib2 +misc/gibbed3 gib3 +misc/gibbed4 gib4 +misc/gibbed5 gib5 +$random misc/gibbed { misc/gibbed1 misc/gibbed2 misc/gibbed3 misc/gibbed4 misc/gibbed5 } +// universal gibs compat +$alias UniversalGibs/Gib misc/gibbed +// droplets compat +misc/gibp1 gibp1 +misc/gibp2 gibp3 +misc/gibp3 gibp4 +misc/gibp4 gibp5 +misc/gibp5 gibp6 +$random misc/gibp { misc/gibp1 misc/gibp2 misc/gibp3 misc/gibp4 misc/gibp5 } +$alias blood/hit misc/gibp + +// player sounds +u1/maledie1 mdeath1 +u1/maledie2 mdeath3 +u1/maledie3 mdeath4 +$random u1/maledie { u1/maledie1 u1/maledie2 u1/maledie3 } +u1/malepain1 minjur1 +u1/malepain2 minjur2 +u1/malepain3 minjur3 +u1/malepain4 minjur4 +u1/land land1 +u1/malegrunt lland01 +u1/malejump mjump1 +u1/malehump lland01 +u1/malesurf mgasp1 +u1/malegasp mgasp2 +u1/maledrowned1 muwhit1 +u1/drowned muwhit2 +$random u1/maledrowned { u1/maledrowned1 u1/drowned } +u1/maledrowning mdrown1 + +$playeralias player male *death u1/maledie +$playeralias player male *xdeath u1/maledie +$playeralias player male *gibbed misc/gibbed +$playeralias player male *pain100 u1/malepain1 +$playeralias player male *pain75 u1/malepain2 +$playeralias player male *pain50 u1/malepain3 +$playeralias player male *pain25 u1/malepain4 +$playeralias player male *grunt u1/malegrunt +$playeralias player male *land u1/land +$playeralias player male *jump u1/malejump +$playeralias player male *usefail u1/malehump +$playeralias player male *surface u1/malesurface +$playeralias player male *gasp u1/malegasp + +$playeralias player male *death-drowning u1/maledrowned +$playeralias player male *xdeath-drowning u1/maledrowned +$playeralias player male *pain100-drowning u1/maledrowning +$playeralias player male *pain75-drowning u1/maledrowning +$playeralias player male *pain50-drowning u1/maledrowning +$playeralias player male *pain25-drowning u1/maledrowning + +u1/femaledie1 death1df +u1/femaledie2 death2af +u1/femaledie3 death3cf +u1/femaledie4 death4cf +$random u1/femaledie { u1/femaledie1 u1/femaledie2 u1/femaledie3 u1/femaledie4 } +u1/femalepain1 linjur1f +u1/femalepain2 linjur2f +u1/femalepain3 linjur3f +u1/femalepain4 hinjur4f +u1/femalegrunt lland1f +u1/femalejump jump1f +u1/femalesurf lgasp1f +u1/femalegasp hgasp3f +u1/femaledrowned1 fuwhit1 +$random u1/femaledrowned { u1/femaledroenwd1 u1/drowned } +u1/femaledrowning mdrown2f + +$playeralias player female *death u1/femaledie +$playeralias player female *xdeath u1/femaledie +$playeralias player female *gibbed misc/gibbed +$playeralias player female *pain100 u1/femalepain1 +$playeralias player female *pain75 u1/femalepain2 +$playeralias player female *pain50 u1/femalepain3 +$playeralias player female *pain25 u1/femalepain4 +$playeralias player female *grunt u1/femalegrunt +$playeralias player female *land u1/land +$playeralias player female *jump u1/femalejump +$playeralias player female *usefail u1/femalegrunt +$playeralias player female *surface u1/femalesurf +$playeralias player female *gasp u1/femalegasp + +$playeralias player female *death-drowning u1/femaledrowned +$playeralias player female *xdeath-drowning u1/femaledrowned +$playeralias player female *pain100-drowning u1/femaledrowning +$playeralias player female *pain75-drowning u1/femaledrowning +$playeralias player female *pain50-drowning u1/femaledrowning +$playeralias player female *pain25-drowning u1/femaledrowning + +u1/playerfootstep1 stwalk1 +u1/playerfootstep2 stwalk2 +u1/playerfootstep3 stwalk3 +$random u1/playerfootstep { u1/playerfootstep1 u1/playerfootstep2 u1/playerfootstep3 } + +u1/playerfootstepwet lsplash +u1/wetsplash dsplash + +misc/secret teleprt1 +misc/i_pkup ammosnd +misc/k_pkup ammosnd +misc/w_pkup weappick +misc/p_pkup gpicksnd +misc/spawn respsnd +misc/chat beep +misc/chat2 beep +misc/teleport resp2a +misc/u1superh health1 +misc/u1heal health2 +misc/u1armor armorsnd +belt/pickup beltsnd +belt/absorb sbelthe2 +boot/pickup bootsnd +boot/jump bootjmp +invis/pickup invisibl + +stinger/select stingerl +stinger/fire stingerf +stinger/hold stingert +stinger/release endfire +stinger/altfire stingera +stinger/hit bladehit +stinger/hit2 ricochet +stinger/flesh chunkhit +$pitchshift stinger/hit2 5 diff --git a/sounds/AUTOMAG.ogg b/sounds/AUTOMAG.ogg new file mode 100644 index 0000000..cb6fe02 Binary files /dev/null and b/sounds/AUTOMAG.ogg differ diff --git a/sounds/AltF1.ogg b/sounds/AltF1.ogg new file mode 100644 index 0000000..c34245a Binary files /dev/null and b/sounds/AltF1.ogg differ diff --git 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b/sounds/pdown.ogg differ diff --git a/sounds/shot.ogg b/sounds/shot.ogg new file mode 100644 index 0000000..06e1d3a Binary files /dev/null and b/sounds/shot.ogg differ diff --git a/sounds/shot1.ogg b/sounds/shot1.ogg new file mode 100644 index 0000000..9bd1e68 Binary files /dev/null and b/sounds/shot1.ogg differ diff --git a/sounds/stwalk1.ogg b/sounds/stwalk1.ogg new file mode 100644 index 0000000..4fd4246 Binary files /dev/null and b/sounds/stwalk1.ogg differ diff --git a/sounds/stwalk2.ogg b/sounds/stwalk2.ogg new file mode 100644 index 0000000..714df4b Binary files /dev/null and b/sounds/stwalk2.ogg differ diff --git a/sounds/stwalk3.ogg b/sounds/stwalk3.ogg new file mode 100644 index 0000000..0eea1f1 Binary files /dev/null and b/sounds/stwalk3.ogg differ diff --git a/sounds/suitsnd.ogg b/sounds/suitsnd.ogg new file mode 100644 index 0000000..cd3056a Binary files /dev/null and b/sounds/suitsnd.ogg differ diff --git a/textcolo.txt b/textcolo.txt new file mode 100644 index 0000000..5495612 --- /dev/null +++ b/textcolo.txt @@ -0,0 +1,40 @@ +// Guarantee there's dark variants of team colors (yes, even black and white) +DarkBlack +{ + #090909 #282828 +Console: + #000000 #191919 0 127 + #050505 #282828 128 256 +Flat: + #000000 +} + +DarkPurple +{ + #110011 #670067 +Console: + #000000 #4F004D 0 127 + #800080 #808080 128 256 +Flat: + #4C3366 +} + +DarkOrange +{ + #100000 #804000 +Console: + #100000 #482000 0 127 + #804000 #807F7F 128 256 +Flat: + #805500 +} + +DarkWhite +{ + #121212 #808080 +Console: + #000000 #404040 0 127 + #808080 #808080 128 256 +Flat: + #707070 +} diff --git a/textures.misc b/textures.misc new file mode 100644 index 0000000..c045330 --- /dev/null +++ b/textures.misc @@ -0,0 +1,9 @@ +// shrunk version of -noflat- for Kinsie's test map, looks better +Texture "-kinsie-",128,128 +{ + XScale 8 + YScale 8 + WorldPanning + Patch "-noflat-",0,0{} +} +Sprite "BPAKA0",0,0{} diff --git a/textures.stinger b/textures.stinger new file mode 100644 index 0000000..efb8457 --- /dev/null +++ b/textures.stinger @@ -0,0 +1,63 @@ +Sprite "STNPA0",1,1{} +Sprite "STNPB0",1,1{} +Sprite "STNSA0",1,1{} +Sprite "STNSB0",1,1{} +Sprite "STNSC0",1,1{} +Sprite "STNSD0",1,1{} +Sprite "STNSE0",1,1{} +Sprite "STNSF0",1,1{} +Sprite "STNSG0",1,1{} +Sprite "STNSH0",1,1{} +Sprite "STNSI0",1,1{} +Sprite "STNSJ0",1,1{} +Sprite "STNSK0",1,1{} +Sprite "STNSL0",1,1{} +Sprite "STNSM0",1,1{} +Sprite "STNSN0",1,1{} +Sprite "STNSO0",1,1{} +Sprite "STNSP0",1,1{} +Sprite "STNSQ0",1,1{} +Sprite "STNSR0",1,1{} +Sprite "STNSS0",1,1{} +Sprite "STNST0",1,1{} +Sprite "STNSU0",1,1{} +Sprite "STNIA0",1,1{} +Sprite "STNDA0",1,1{} +Sprite "STNDB0",1,1{} +Sprite "STNDC0",1,1{} +Sprite "STNDD0",1,1{} +Sprite "STNDE0",1,1{} +Sprite "STNDF0",1,1{} +Sprite "STNDG0",1,1{} +Sprite "STNDH0",1,1{} +Sprite "STNDI0",1,1{} +Sprite "STNDJ0",1,1{} +Sprite "STNDK0",1,1{} +Sprite "STNFA0",1,1{} +Sprite "STNFB0",1,1{} +Sprite "STNFC0",1,1{} +Sprite "STNHA0",1,1{} +Sprite "STNHB0",1,1{} +Sprite "STNHC0",1,1{} +Sprite "STNHD0",1,1{} +Sprite "STNHE0",1,1{} +Sprite "STNHF0",1,1{} +Sprite "STNHG0",1,1{} +Sprite "STFFA0",1,1{} +Sprite "STFFB0",1,1{} +Sprite "STFFC0",1,1{} +Sprite "STFHA0",1,1{} +Sprite "STFHB0",1,1{} +Sprite "STFHC0",1,1{} +Sprite "STFHD0",1,1{} +Sprite "STFHE0",1,1{} +Sprite "STFHF0",1,1{} +Sprite "STFHG0",1,1{} +Sprite "SAMOA0",1,1{} +Sprite "TPRJA0",1,1{} +Sprite "TPRJB0",1,1{} +Sprite "TPRJC0",1,1{} +Sprite "TPRJD0",1,1{} +Sprite "TPRJE0",1,1{} +Sprite "TPRJF0",1,1{} +Sprite "TPRJG0",1,1{} diff --git a/textures/-noflat-.png b/textures/-noflat-.png new file mode 100644 index 0000000..c54af49 Binary files /dev/null and b/textures/-noflat-.png differ diff --git a/trnslate.txt b/trnslate.txt new file mode 100644 index 0000000..ec400eb --- /dev/null +++ b/trnslate.txt @@ -0,0 +1 @@ +RedIcon="0:255=#[255,0,0]" diff --git a/zmapinfo.txt b/zmapinfo.txt new file mode 100644 index 0000000..d0770bb --- /dev/null +++ b/zmapinfo.txt @@ -0,0 +1,9 @@ +GameInfo +{ + AddEventHandlers = "UnrealMainHandler" + PlayerClasses = "UnrealPlayer" + StatusBarClass = "UnrealHud" + BorderFlat = "Border" + BackpackType = "UnrealBackpack" + Border = 0,0,"","","","","","","","" +} diff --git a/zscript.txt b/zscript.txt new file mode 100644 index 0000000..84886be --- /dev/null +++ b/zscript.txt @@ -0,0 +1,29 @@ +version "3.3" + +#include "zscript/mk_matrix.zsc" +#include "zscript/mk_coordutil.zsc" +#include "zscript/unrealcommon.zsc" +#include "zscript/dispersionpistol.zsc" +#include "zscript/translocator.zsc" +#include "zscript/stunner.zsc" +#include "zscript/automag.zsc" +#include "zscript/betamag.zsc" +#include "zscript/stinger.zsc" +#include "zscript/quadshot.zsc" +#include "zscript/asmd.zsc" +#include "zscript/impaler.zsc" +#include "zscript/eightball.zsc" +#include "zscript/peacemaker.zsc" +#include "zscript/flakcannon.zsc" +#include "zscript/razorjack.zsc" +#include "zscript/biorifle.zsc" +#include "zscript/napalm.zsc" +#include "zscript/rifle.zsc" +#include "zscript/minigun.zsc" +#include "zscript/gatling.zsc" +#include "zscript/healitems.zsc" +#include "zscript/armoritems.zsc" +#include "zscript/miscitems.zsc" +#include "zscript/powerups.zsc" +#include "zscript/spawners.zsc" +#include "zscript/unrealhud.zsc" diff --git a/zscript/LGPL3.txt b/zscript/LGPL3.txt new file mode 100644 index 0000000..0a04128 --- /dev/null +++ b/zscript/LGPL3.txt @@ -0,0 +1,165 @@ + GNU LESSER GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + + This version of the GNU Lesser General Public License incorporates +the terms and conditions of version 3 of the GNU General Public +License, supplemented by the additional permissions listed below. + + 0. Additional Definitions. + + As used herein, "this License" refers to version 3 of the GNU Lesser +General Public License, and the "GNU GPL" refers to version 3 of the GNU +General Public License. + + "The Library" refers to a covered work governed by this License, +other than an Application or a Combined Work as defined below. + + An "Application" is any work that makes use of an interface provided +by the Library, but which is not otherwise based on the Library. +Defining a subclass of a class defined by the Library is deemed a mode +of using an interface provided by the Library. + + A "Combined Work" is a work produced by combining or linking an +Application with the Library. The particular version of the Library +with which the Combined Work was made is also called the "Linked +Version". + + The "Minimal Corresponding Source" for a Combined Work means the +Corresponding Source for the Combined Work, excluding any source code +for portions of the Combined Work that, considered in isolation, are +based on the Application, and not on the Linked Version. + + The "Corresponding Application Code" for a Combined Work means the +object code and/or source code for the Application, including any data +and utility programs needed for reproducing the Combined Work from the +Application, but excluding the System Libraries of the Combined Work. + + 1. Exception to Section 3 of the GNU GPL. + + You may convey a covered work under sections 3 and 4 of this License +without being bound by section 3 of the GNU GPL. + + 2. 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Combined Libraries. + + You may place library facilities that are a work based on the +Library side by side in a single library together with other library +facilities that are not Applications and are not covered by this +License, and convey such a combined library under terms of your +choice, if you do both of the following: + + a) Accompany the combined library with a copy of the same work based + on the Library, uncombined with any other library facilities, + conveyed under the terms of this License. + + b) Give prominent notice with the combined library that part of it + is a work based on the Library, and explaining where to find the + accompanying uncombined form of the same work. + + 6. Revised Versions of the GNU Lesser General Public License. + + The Free Software Foundation may publish revised and/or new versions +of the GNU Lesser General Public License from time to time. Such new +versions will be similar in spirit to the present version, but may +differ in detail to address new problems or concerns. + + Each version is given a distinguishing version number. If the +Library as you received it specifies that a certain numbered version +of the GNU Lesser General Public License "or any later version" +applies to it, you have the option of following the terms and +conditions either of that published version or of any later version +published by the Free Software Foundation. If the Library as you +received it does not specify a version number of the GNU Lesser +General Public License, you may choose any version of the GNU Lesser +General Public License ever published by the Free Software Foundation. + + If the Library as you received it specifies that a proxy can decide +whether future versions of the GNU Lesser General Public License shall +apply, that proxy's public statement of acceptance of any version is +permanent authorization for you to choose that version for the +Library. diff --git a/zscript/armoritems.zsc b/zscript/armoritems.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/asmd.zsc b/zscript/asmd.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/automag.zsc b/zscript/automag.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/betamag.zsc b/zscript/betamag.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/biorifle.zsc b/zscript/biorifle.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/dispersionpistol.zsc b/zscript/dispersionpistol.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/eightball.zsc b/zscript/eightball.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/flakcannon.zsc b/zscript/flakcannon.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/gatling.zsc b/zscript/gatling.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/healitems.zsc b/zscript/healitems.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/impaler.zsc b/zscript/impaler.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/minigun.zsc b/zscript/minigun.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/miscitems.zsc b/zscript/miscitems.zsc new file mode 100644 index 0000000..ed341b5 --- /dev/null +++ b/zscript/miscitems.zsc @@ -0,0 +1,151 @@ +// Backpack that only gives ammo for valid weapons +Class UnrealBackpack : BackpackItem replaces Backpack +{ + override Inventory CreateCopy( Actor other ) + { + // Find every unique type of ammoitem. Give it to the player if + // he doesn't have it already, and double its maximum capacity. + for ( int i=0; i)(AllActorClasses[i]); + if ( !type || (type.GetParentClass() != 'Ammo') ) continue; + // check that it's for a valid weapon + bool isvalid = false; + for ( int j=0; j)(AllActorClasses[j]); + if ( !type2 ) continue; + let rep = GetReplacement(type2); + if ( (rep != type2) && !(rep is "DehackedPickup") ) continue; + readonly weap = GetDefaultByType(type2); + if ( !other.player || !other.player.weapons.LocateWeapon(type2) || weap.bCheatNotWeapon ) continue; + if ( (weap.AmmoType1 == type) || (weap.AmmoType2 == type) ) + { + isvalid = true; + break; + } + } + if ( !isvalid ) continue; + let ammoitem = Ammo(other.FindInventory(type)); + int amount = GetDefaultByType(type).BackpackAmount; + // extra ammo in baby mode and nightmare mode + if ( !bIgnoreSkill ) amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor)); + if ( amount < 0 ) amount = 0; + if ( !ammoitem ) + { + // The player did not have the ammoitem. Add it. + ammoitem = Ammo(Spawn(type)); + ammoitem.Amount = bDepleted?0:amount; + if ( ammoitem.BackpackMaxAmount > ammoitem.MaxAmount ) + ammoitem.MaxAmount = ammoitem.BackpackMaxAmount; + if ( ammoitem.Amount > ammoitem.MaxAmount ) + ammoitem.Amount = ammoitem.MaxAmount; + ammoitem.AttachToOwner(other); + } + else + { + // The player had the ammoitem. Give some more. + if ( ammoitem.MaxAmount < ammoitem.BackpackMaxAmount ) + ammoitem.MaxAmount = ammoitem.BackpackMaxAmount; + if ( !bDepleted && (ammoitem.Amount < ammoitem.MaxAmount) ) + { + ammoitem.Amount += amount; + if ( ammoitem.Amount > ammoitem.MaxAmount ) + ammoitem.Amount = ammoitem.MaxAmount; + } + } + } + return Inventory.CreateCopy(other); + } + override bool HandlePickup (Inventory item) + { + // Since you already have a backpack, that means you already have every + // kind of ammo in your inventory, so we don't need to look at the + // entire PClass list to discover what kinds of ammo exist, and we don't + // have to alter the MaxAmount either. + if ( item is 'BackpackItem' ) + { + for ( let probe = Owner.Inv; probe; probe = probe.Inv ) + { + if ( probe.GetParentClass() != 'Ammo' ) continue; + if ( probe.Amount >= probe.MaxAmount && !sv_unlimited_pickup ) continue; + int amount = Ammo(probe).Default.BackpackAmount; + // extra ammo in baby mode and nightmare mode + if ( !bIgnoreSkill ) + amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor)); + probe.Amount += amount; + if ( (probe.Amount > probe.MaxAmount) && !sv_unlimited_pickup ) + probe.Amount = probe.MaxAmount; + } + // The pickup always succeeds, even if you didn't get anything + item.bPickupGood = true; + return true; + } + return false; + } + Default + { + Tag "Backpack"; + Inventory.PickupMessage "You got a Backpack."; + Inventory.RespawnTics 2100; + } + States + { + Spawn: + BPAK A -1; + Stop; + } +} + +Class UTranslator : UnrealInventory +{ + bool bCurrentlyActivated, bNewMessage, bNotNewMessage, bShowHint; + string NewMessage, Hint; + ui TextureID thud; + ui Font tfnt; + + ui void DrawTranslator( Vector2 scalev, double ClipX, double ClipY ) + { + if ( thud.IsNull() ) thud = TexMan.CheckForTexture("TranHUD3",TexMan.Type_Any); + if ( !tfnt ) tfnt = Font.FindFont('UTahoma10'); + double CurX, CurY; + CurX = ClipX/2-128; + CurY = ClipY/2-68; + Screen.DrawTexture(thud,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + String ttxt; + if ( bShowHint && (Hint.length() > 0) ) ttxt = String.Format("Hint: %s",Hint); + else if ( NewMessage.length() > 0 ) ttxt = NewMessage; + else ttxt = "I'd just like to interject for a moment. What you're referring to as Linux, is in fact, GNU/Linux, or as I've recently taken to calling it, GNU plus Linux. Linux is not an operating system unto itself, but rather another free component of a fully functioning GNU system made useful by the GNU corelibs, shell utilities and vital system components comprising a full OS as defined by POSIX."; + BrokenLines lines = tfnt.BreakLines(ttxt,220); + int th = tfnt.GetHeight(); + CurX += 20; + CurY += 18; + for ( int i=0; i=1.3)?1.333333:ar; + double fov = 2*atan(tan(clamp(vfov,5,170)*0.5)/fovr); + float pr = level.pixelstretch; + double angx = cos(pitch); + double angy = sin(pitch)*pr; + double alen = sqrt(angx*angx+angy*angy); + double apitch = asin(angy/alen); + double ayaw = yaw-90; + // rotations + Matrix4 mRoll = Matrix4.rotate((0,0,1),roll); + Matrix4 mPitch = Matrix4.rotate((1,0,0),apitch); + Matrix4 mYaw = Matrix4.rotate((0,-1,0),ayaw); + // scaling + Matrix4 mScale = Matrix4.identity(); + mScale.set(1,1,pr); + // YZ swap + Matrix4 mYZ = Matrix4.create(); + mYZ.set(0,0,1); + mYZ.set(2,1,1); + mYZ.set(1,2,-1); + mYZ.set(3,3,1); + // translation + Matrix4 mMove = Matrix4.identity(); + mMove.set(3,0,-eye.x); + mMove.set(3,1,-eye.y); + mMove.set(3,2,-eye.z); + // perspective + Matrix4 mPerspective = Matrix4.perspective(fov,ar,5,65535); + // full matrix + Matrix4 mView = mRoll.mul(mPitch); + mView = mView.mul(mYaw); + mView = mView.mul(mScale); + mView = mView.mul(mYZ); + mView = mView.mul(mMove); + Matrix4 mWorldToScreen = mPerspective.mul(mView); + return mWorldToScreen.vmat(vect); + } + + // converts a projected screen position to 2D canvas coords + // thanks once again to gutawer for making this thing screenblocks-aware + // [NEW] added second return value: true if the point has valid depth (i.e.: it's not behind view) + // [TODO] handle forced aspect ratio (e.g.: 320x200 scaling) + static Vector2, bool ToViewport( Vector3 screenpos, bool scrblocks = true ) + { + if ( scrblocks ) + { + int winx, winy, winw, winh; + [winx,winy,winw,winh] = Screen.getViewWindow(); + int sh = Screen.getHeight(); + int ht = sh; + int screenblocks = CVar.GetCVar("screenblocks",players[consoleplayer]).getInt(); + if ( screenblocks < 10 ) ht = (screenblocks*sh/10)&~7; + int bt = sh-(ht+winy-((ht-winh)/2)); + return (winx,sh-bt-ht)+((screenpos.x+1)*winw,(-screenpos.y+1)*ht)*0.5, (screenpos.z<=1.0); + } + else return ((screenpos.x+1)*Screen.getWidth(),(-screenpos.y+1)*Screen.getHeight())*0.5, (screenpos.z<=1.0); + } +} diff --git a/zscript/mk_matrix.zsc b/zscript/mk_matrix.zsc new file mode 100644 index 0000000..37ddf69 --- /dev/null +++ b/zscript/mk_matrix.zsc @@ -0,0 +1,123 @@ +/* + Matrix Math helper class. + (C)2018 Marisa Kirisame, UnSX Team. + Released under the GNU Lesser General Public License version 3 (or later). + See https://www.gnu.org/licenses/lgpl-3.0.txt for its terms. +*/ + +Class Matrix4 +{ + private double m[16]; + + Matrix4 init() + { + int i; + for ( i=0; i<16; i++ ) m[i] = 0; + return self; + } + + static Matrix4 create() + { + return new("Matrix4").init(); + } + + static Matrix4 identity() + { + Matrix4 o = Matrix4.create(); + for ( int i=0; i<4; i++ ) o.set(i,i,1); + return o; + } + + double get( int c, int r ) + { + return m[r*4+c]; + } + + void set( int c, int r, double v ) + { + m[r*4+c] = v; + } + + Matrix4 add( Matrix4 o ) + { + Matrix4 r = Matrix4.create(); + int i, j; + for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ ) + r.set(j,i,get(j,i)+o.get(j,i)); + return r; + } + + Matrix4 scale( double s ) + { + Matrix4 r = Matrix4.create(); + int i, j; + for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ ) + r.set(j,i,get(j,i)*s); + return r; + } + + Matrix4 mul( Matrix4 o ) + { + Matrix4 r = Matrix4.create(); + int i, j; + for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ ) + r.set(j,i,get(0,i)*o.get(j,0)+get(1,i)*o.get(j,1)+get(2,i)*o.get(j,2)+get(3,i)*o.get(j,3)); + return r; + } + + Vector3 vmat( Vector3 o ) + { + double x, y, z, w; + x = get(0,0)*o.x+get(1,0)*o.y+get(2,0)*o.z+get(3,0); + y = get(0,1)*o.x+get(1,1)*o.y+get(2,1)*o.z+get(3,1); + z = get(0,2)*o.x+get(1,2)*o.y+get(2,2)*o.z+get(3,2); + w = get(0,3)*o.x+get(1,3)*o.y+get(2,3)*o.z+get(3,3); + return (x,y,z)/w; + } + + static Matrix4 rotate( Vector3 axis, double theta ) + { + Matrix4 r = Matrix4.identity(); + double s, c, oc; + s = sin(theta); + c = cos(theta); + oc = 1.0-c; + r.set(0,0,oc*axis.x*axis.x+c); + r.set(1,0,oc*axis.x*axis.y-axis.z*s); + r.set(2,0,oc*axis.x*axis.z+axis.y*s); + r.set(0,1,oc*axis.y*axis.x+axis.z*s); + r.set(1,1,oc*axis.y*axis.y+c); + r.set(2,1,oc*axis.y*axis.z-axis.x*s); + r.set(0,2,oc*axis.z*axis.x-axis.y*s); + r.set(1,2,oc*axis.z*axis.y+axis.x*s); + r.set(2,2,oc*axis.z*axis.z+c); + return r; + } + + static Matrix4 perspective( double fov, double ar, double znear, double zfar ) + { + Matrix4 r = Matrix4.create(); + double f = 1/tan(fov*0.5); + r.set(0,0,f/ar); + r.set(1,1,f); + r.set(2,2,(zfar+znear)/(znear-zfar)); + r.set(3,2,(2*zfar*znear)/(znear-zfar)); + r.set(2,3,-1); + return r; + } + + // UE-like axes from rotation + static Vector3, Vector3, Vector3 getaxes( double pitch, double yaw, double roll ) + { + Vector3 x = (1,0,0), y = (0,-1,0), z = (0,0,1); // y inverted for left-handed result + Matrix4 mRoll = Matrix4.rotate((1,0,0),roll); + Matrix4 mPitch = Matrix4.rotate((0,1,0),pitch); + Matrix4 mYaw = Matrix4.rotate((0,0,1),yaw); + Matrix4 mRot = mRoll.mul(mYaw); + mRot = mRot.mul(mPitch); + x = mRot.vmat(x); + y = mRot.vmat(y); + z = mRot.vmat(z); + return x, y, z; + } +} diff --git a/zscript/napalm.zsc b/zscript/napalm.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/peacemaker.zsc b/zscript/peacemaker.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/powerups.zsc b/zscript/powerups.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/quadshot.zsc b/zscript/quadshot.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/razorjack.zsc b/zscript/razorjack.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/rifle.zsc b/zscript/rifle.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/spawners.zsc b/zscript/spawners.zsc new file mode 100644 index 0000000..fcd841f --- /dev/null +++ b/zscript/spawners.zsc @@ -0,0 +1,192 @@ +// Tier 1 (chainsaw) +Class Tier1Weapon : RandomSpawner2 replaces Chainsaw +{ + Default + { + DropItem "Stunner", 255; + DropItem "UnrealTranslocator", 255; + } +} + +// Tier 2 (pistol, clip) +Class Tier2Weapon : RandomSpawner2 replaces Pistol +{ + Default + { + DropItem "Automag", 255; + DropItem "OldAutomag", 255; + } +} + +Class Tier2Ammo : RandomSpawner2 replaces Clip +{ + Default + { + DropItem "UClip", 255; + } +} + +// Tier 3 (shotgun, shells) +Class Tier3Weapon : RandomSpawner2 replaces Shotgun +{ + Default + { + DropItem "Stinger", 255; + DropItem "ASMD", 255; + DropItem "Quadshot", 255; + DropItem "Impaler", 255; + } +} +Class Tier3Weapon2 : Tier3Weapon replaces SuperShotgun {} +Class Tier3Ammo : RandomSpawner2 replaces Shell +{ + Default + { + DropItem "StingerAmmo", 255; + DropItem "ASMDAmmo", 255; + DropItem "QShells", 255; + } +} +Class Tier3Ammo2 : Tier3Ammo replaces ShellBox {} + +// Tier 4 (chaingun, ammo box) +Class Tier4Weapon : RandomSpawner2 replaces Chaingun +{ + Default + { + DropItem "Razorjack", 255; + DropItem "UMinigun", 255; + } +} +Class Tier4Ammo : RandomSpawner2 replaces ClipBox +{ + Default + { + DropItem "RazorAmmo", 255; + DropItem "UMiniAmmo", 255; + } +} + +// Tier 5 (rocket launcher, rocket ammo) +Class Tier5Weapon : RandomSpawner2 replaces RocketLauncher +{ + Default + { + DropItem "Eightball", 255; + DropItem "UFlakCannon", 255; + } +} +Class Tier5Ammo : RandomSpawner2 replaces RocketAmmo +{ + Default + { + DropItem "RocketCan", 255; + DropItem "UFlakAmmo", 255; + } +} +Class Tier5Ammo2 : RandomSpawner2 replaces RocketBox +{ + Default + { + DropItem "RocketCan", 255; + DropItem "UFlakBox", 255; + } +} + +// Tier 6 (plasma rifle, cell) +Class Tier6Weapon : RandomSpawner2 replaces PlasmaRifle +{ + Default + { + DropItem "GESBioRifle", 255; + DropItem "Rifle", 255; + DropItem "Flamethrower", 255; + } +} +Class Tier6Ammo : RandomSpawner2 replaces Cell +{ + Default + { + DropItem "BioSludge", 255; + DropItem "URifleShell", 255; + DropItem "NapalmCan", 255; + } +} +Class Tier6Ammo2 : RandomSpawner2 replaces CellPack +{ + Default + { + DropItem "BioSludge", 255; + DropItem "URifleAmmo", 255; + DropItem "NapalmCan", 255; + } +} + +// Tier 7 (bfg9000) +Class Tier7Weapon : RandomSpawner2 replaces BFG9000 +{ + Default + { + DropItem "GatlingGun", 255; + } +} + +// Misc. +Class BerserkSpawner : RandomSpawner2 replaces Berserk +{ + Default + { + DropItem "Amplifier", 255; + DropItem "WeaponPowerup", 255; + DropItem "UPowerup", 255; + } +} + +Class LightSpawner : RandomSpawner2 replaces Infrared +{ + Default + { + DropItem "Flashlight", 255; + DropItem "USearchlight", 255; + } +} + +Class RadsuitSpawner : RandomSpawner2 replaces Radsuit +{ + Default + { + DropItem "UJumpBoots", 255; + DropItem "ToxinSuit", 255; + } +} + +Class BackpackSpawner : RandomSpawner2 replaces Backpack +{ + Default + { + DropItem "AsbestosSuit", 255; + DropItem "VoiceBox", 255; + DropItem "ForceField", 255; + DropItem "UnrealBackpack", 255; + DropItem "MinigunSentry", 255; + } +} + +Class BlursphereSpawner : RandomSpawner2 replaces Blursphere +{ + Default + { + DropItem "UInvisibility", 255; + DropItem "Dampener", 255; + DropItem "ChameleonHeart", 255; + } +} + +Class StimpakSpawner : RandomSpawner2 replaces Stimpack +{ + Default + { + DropItem "Bandages", 255; + DropItem "NaliFruit", 255; + } +} diff --git a/zscript/stinger.zsc b/zscript/stinger.zsc new file mode 100644 index 0000000..9eba0bc --- /dev/null +++ b/zscript/stinger.zsc @@ -0,0 +1,185 @@ +Class StingerAmmo : Ammo +{ + Default + { + Tag "Tarydium Shards"; + Inventory.Icon "I_Stingr"; + Inventory.PickupMessage "You picked up 40 Tarydium Shards."; + Inventory.Amount 40; + Inventory.MaxAmount 200; + Ammo.BackpackAmount 80; + Ammo.BackpackMaxAmount 400; + Ammo.DropAmount 10; + } + States + { + Spawn: + SAMO A -1; + Stop; + } +} + +Class StingerProjectile : Actor +{ + Default + { + Obituary "%o was perforated by %k's Stinger."; + DamageType 'shot'; + DamageFunction Random[Stinger](15,25); + Speed 40; + Radius 2; + Height 2; + PROJECTILE; + +SKYEXPLODE; + +BLOODSPLATTER; + } + States + { + Spawn: + TPRJ A -1 Bright; + Stop; + Death: + TNT1 A 0 + { + if ( !Random[Stinger](0,2) ) A_PlaySound("stinger/hit2",CHAN_BODY,0.5); + else A_PlaySound("stinger/hit",CHAN_BODY,0.6); + } + TPRJ BCDEFG 2 Bright; + Stop; + XDeath: + TNT1 A 1 A_PlaySound("stinger/flesh"); + Stop; + } +} + +Class Stinger : UnrealWeapon +{ + Default + { + Tag "Stinger"; + Inventory.PickupMessage "You picked up the Stinger."; + Weapon.UpSound "stinger/select"; + Weapon.SlotNumber 3; + Weapon.SelectionOrder 7; + Weapon.AmmoType "StingerAmmo"; + Weapon.AmmoUse 1; + Weapon.AmmoType2 "StingerAmmo"; + Weapon.AmmoUse2 1; + Weapon.AmmoGive 40; + } + action void A_StingerFire() + { + Weapon weap = Weapon(invoker); + if ( !weap ) return; + if ( weap.Ammo1.Amount <= 0 ) return; + if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return; + UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1); + A_AlertMonsters(); + A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); + Vector3 x, y, z; + [x, y, z] = Matrix4.GetAxes(pitch,angle,roll); + Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z; + Actor p = Spawn("StingerProjectile",origin); + p.angle = angle; + p.pitch = BulletSlope(); + p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed; + p.target = self; + } + action void A_StingerAltFire() + { + Weapon weap = Weapon(invoker); + if ( !weap ) return; + if ( weap.Ammo1.Amount <= 0 ) return; + UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1); + A_AlertMonsters(); + A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); + Vector3 x, y, z; + [x, y, z] = Matrix4.GetAxes(pitch,angle,roll); + Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z; + [x, y, z] = Matrix4.GetAxes(BulletSlope(),angle,roll); + A_PlaySound("stinger/altfire",CHAN_WEAPON); + Actor p; + double a, s; + Vector3 dir; + for ( int i=0; i<4; i++ ) + { + if ( weap.Ammo1.Amount <= 0 ) return; + if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return; + a = FRandom[Stinger](0,360); + s = FRandom[Stinger](0,0.08); + dir = (x+y*cos(a)*s+z*sin(a)*s).unit(); + p = Spawn("StingerProjectile",origin); + p.angle = atan2(dir.y,dir.x); + p.pitch = asin(-dir.z); + p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed; + p.target = self; + } + } + States + { + Spawn: + STNP A -1; + Stop; + STNP B -1; + Stop; + Select: + STNS A 1 A_Raise(int.max); + Wait; + Ready: + STNS ABCDEFGHIJKLMNOPQRSTU 1 A_WeaponReady(WRF_NOFIRE); + Idle: + STNI A 1 + { + A_CheckReload(); + A_WeaponReady(); + } + Wait; + Fire: + STNF A 2 + { + A_PlaySound("stinger/fire",CHAN_WEAPON); + A_StingerFire(); + A_Overlay(PSP_FLASH,"MFlash"); + A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); + A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); + } + STNF BC 2; + STNI A 3; + STNI A 0 A_Refire(1); + Goto Idle; + STNI A 0 A_PlaySound("stinger/hold",CHAN_WEAPON,1.0,true); + Hold: + STNH A 1 + { + A_StingerFire(); + A_Overlay(PSP_FLASH,"MFlashHold"); + A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); + A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); + } + STNH BCDEFG 1; + STNH A 0 A_Refire(); + STNH A 2 A_PlaySound("stinger/release",CHAN_WEAPON); + Goto Idle; + AltFire: + STNF A 2 + { + A_StingerAltFire(); + A_Overlay(PSP_FLASH,"MFlash"); + A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); + A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); + } + STNF BC 2; + STNI A 35; // yes, 1 second cooldown + Goto Idle; + Deselect: + STND ABCDEFGHIJK 1; + STND K 1 A_Lower(int.max); + Wait; + MFlash: + STFF ABC 2 Bright; + Stop; + MFlashHold: + STFH ABCDEFG 1 Bright; + Stop; + } +} diff --git a/zscript/stunner.zsc b/zscript/stunner.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/translocator.zsc b/zscript/translocator.zsc new file mode 100644 index 0000000..e69de29 diff --git a/zscript/unrealcommon.zsc b/zscript/unrealcommon.zsc new file mode 100644 index 0000000..309656c --- /dev/null +++ b/zscript/unrealcommon.zsc @@ -0,0 +1,388 @@ +Class UnrealPlayer : DoomPlayer +{ + bool lastground; + double lastvelz, prevvelz; + transient CVar footsteps; + + Default + { + Player.StartItem "Automag"; + Player.StartItem "DispersionPistol"; + Player.StartItem "UMiniAmmo", 30; + Player.DamageScreenColor "FF 00 00", 1.0; + Player.ViewHeight 46; + } + + // Have to modify the give cheat to handle UT armor + override void CheatGive( String name, int amount ) + { + if ( PlayerNumber() != consoleplayer ) + A_Log(String.Format("%s is a cheater: give %s\n",player.GetUserName(),name)); + if ( !player.mo || (player.health <= 0) ) return; + int giveall = ALL_NO; + if ( name ~== "all" ) giveall = ALL_YES; + else if (name ~== "everything") giveall = ALL_YESYES; + if ( name ~== "health" ) + { + if ( amount > 0 ) + { + health += amount; + player.health = health; + } + else player.health = health = GetMaxHealth(true); + } + if ( giveall || (name ~== "backpack") ) + { + // Select the correct type of backpack based on the game + let type = (class)(gameinfo.backpacktype); + if ( type ) GiveInventory(type,1,true); + if ( !giveall ) return; + } + if ( giveall || (name ~== "ammo") ) + { + // Find every unique type of ammo. Give it to the player if + // he doesn't have it already, and set each to its maximum. + for ( int i=0; i)(AllActorClasses[i]); + if ( !type || (type.GetParentClass() != "Ammo") ) + continue; + // Only give if it's for a valid weapon, unless using "give everything" + bool isvalid = false; + for ( int j=0; j)(AllActorClasses[j]); + if ( !type2 ) continue; + let rep = GetReplacement(type2); + if ( (rep != type2) && !(rep is "DehackedPickup") ) continue; + readonly weap = GetDefaultByType(type2); + if ( !player.weapons.LocateWeapon(type2) || (weap.bCheatNotWeapon && (giveall != ALL_YESYES)) ) continue; + if ( (weap.AmmoType1 == type) || (weap.AmmoType2 == type) ) + { + isvalid = true; + break; + } + } + if ( !isvalid ) continue; + let ammoitem = FindInventory(type); + if ( !ammoitem ) + { + ammoitem = Inventory(Spawn(type)); + ammoitem.AttachToOwner(self); + ammoitem.Amount = ammoitem.MaxAmount; + } + else if ( ammoitem.Amount < ammoitem.MaxAmount ) + ammoitem.Amount = ammoitem.MaxAmount; + } + if ( !giveall ) return; + } + if ( giveall || (name ~== "armor") ) + { + // Doomreal gives the player all subclasses of UnrealArmor + for ( int i=0; i)(AllActorClasses[i]); + if ( !type || (type == "Weapon") ) continue; + // Don't give replaced weapons unless the replacement was done by Dehacked. + let rep = GetReplacement(type); + if ( (rep == type) || (rep is "DehackedPickup") ) + { + // Give the weapon only if it is set in a weapon slot. + if ( !player.weapons.LocateWeapon(type) ) continue; + readonly def = GetDefaultByType(type); + if ( (giveall == ALL_YESYES) || !def.bCheatNotWeapon ) + GiveInventory(type,1,true); + } + } + player.PendingWeapon = savedpending; + if ( !giveall ) return; + } + if ( giveall || (name ~== "artifacts") ) + { + for ( int i=0; i)(AllActorClasses[i]); + if ( !type ) continue; + let def = GetDefaultByType (type); + if ( def.Icon.isValid() && (def.MaxAmount > 1) && + !(type is "PuzzleItem") && !(type is "Powerup") && !(type is "Ammo") && !(type is "Armor")) + { + // Do not give replaced items unless using "give everything" + if ( (giveall == ALL_YESYES) || (GetReplacement(type) == type) ) + GiveInventory(type,(amount<=0)?def.MaxAmount:amount,true); + } + } + if ( !giveall ) return; + } + if ( giveall || (name ~== "puzzlepieces") ) + { + for ( int i=0; i)(AllActorClasses[i]); + if ( !type ) continue; + let def = GetDefaultByType(type); + if ( !def.Icon.isValid() ) continue; + // Do not give replaced items unless using "give everything" + if ( (giveall == ALL_YESYES) || (GetReplacement(type) == type) ) + GiveInventory(type,(amount<=0)?def.MaxAmount:amount,true); + } + if ( !giveall ) return; + } + if ( giveall ) return; + let type = name; + if ( !type ) + { + if ( PlayerNumber() == consoleplayer ) + A_Log(String.Format("Unknown item \"%s\"\n",name)); + } + else GiveInventory(type,amount,true); + } + + override void Tick() + { + Super.Tick(); + if ( !player ) return; + if ( !footsteps ) footsteps = CVar.GetCVar('stinger_footsteps',players[consoleplayer]); + if ( !footsteps.GetBool() ) return; + double ang = level.time/(20*TICRATE/35.)*360.; + if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) ) + { + if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03); + else A_PlaySound("u1/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03); + } + if ( player.onground && !bNoGravity && !lastground && (lastvelz < -4) && (lastvelz >= -8) ) + { + if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/wetsplash",CHAN_AUTO,abs(lastvelz*0.0625)); + else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.03)); + } + lastground = player.onground; + lastvelz = prevvelz; + prevvelz = vel.z; + } +} + +// Random Spawner that passes through dropped status to items +Class RandomSpawner2 : RandomSpawner +{ + override void PostSpawn( Actor spawned ) + { + if ( !bDROPPED ) return; + if ( spawned is 'Inventory' ) Inventory(spawned).bTOSSED = bDROPPED; + if ( spawned is 'UnrealWeapon' ) + { + spawned.SetState(spawned.ResolveState("Spawn")+1); + Inventory(spawned).bALWAYSPICKUP = true; + } + } +} + +Class UnrealWeapon : Weapon +{ + // Drawstuffs under HUD + virtual ui void PreRender( double lbottom ) {} + // Drawstuffs over HUD + virtual ui void PostRender( double lbottom ) {} + + override Inventory CreateTossable( int amt ) + { + if ( Ammo1 && (Ammo1.Amount <= 0) ) return null; + Inventory d = Super.CreateTossable(amt); + if ( d && (d.GetClass() == GetClass()) ) + { + d.SetState(d.ResolveState("Spawn")+1); + d.bALWAYSPICKUP = true; + } + return d; + } + + override bool SpecialDropAction( Actor dropper ) + { + SetState(ResolveState("Spawn")+1); + bALWAYSPICKUP = true; + return false; + } + + override void Tick() + { + Super.Tick(); + if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) ) return; + Owner.player.WeaponState |= WF_WEAPONBOBBING; // U1 weapons always bob + } + + override void OwnerDied() + { + Super.OwnerDied(); + A_ClearRefire(); + } + + Default + { + Weapon.BobStyle "Smooth"; + Weapon.BobSpeed 1.5; + Weapon.BobRangeX 0.2; + Weapon.BobRangeY 0.4; + +WEAPON.NOALERT; + } +} + +Class UnrealInventory : Inventory +{ + bool bActive; // is currently activated + int Charge; // for timed items + int DefaultCharge; + + Property Charge : DefaultCharge; + + // Drawstuffs under HUD + virtual ui void PreRender( double lbottom ) {} + // Drawstuffs over HUD + virtual ui void PostRender( double lbottom ) {} + + Default + { + +INVENTORY.INVBAR; + UnrealInventory.Charge 0; + } +} + +Class UnrealArmor : Armor +{ + int absorb; + + Property ArmorAbsorption : absorb; + + Default + { + +INVENTORY.AUTOACTIVATE; + +INVENTORY.UNTOSSABLE; + Inventory.MaxAmount 0; + } + override void AbsorbDamage( int damage, Name damageType, out int newdamage ) + { + int saved; + if ( (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) ) + { + saved = damage*absorb/100.; + if ( amount <= saved ) saved = amount; + newdamage -= saved; + amount -= saved; + damage = newdamage; + } + if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage); + if ( amount <= 0 ) Destroy(); + } +} + +Class GenericFlash : HUDMessageBase +{ + Color col; + int duration; + double alpha; + Actor cam; + GenericFlash Setup( Actor camera, Color c, int d ) + { + alpha = 1.0; + col = c; + duration = d; + cam = camera; + return self; + } + override bool Tick() + { + alpha -= 1./duration; + return (alpha<=0); + } + override void Draw( int bottom, int visibility ) + { + if ( automapactive || (visibility != BaseStatusBar.HUDMSGLayer_UnderHUD) ) return; + if ( cam && (players[consoleplayer].camera != cam) ) return; + Screen.Dim(col,(col.a/255.)*alpha,0,0,Screen.GetWidth(),Screen.GetHeight()); + } +} + +Class QueuedFlash +{ + Color c; + int duration; + int tic; + Actor cam; +} + +Class UnrealMainHandler : StaticEventHandler +{ + Array flashes; + + override void WorldLoaded( WorldEvent e ) + { + if ( gamestate != GS_LEVEL || e.IsSaveGame ) return; + // prettify Kinsie's test map for a more Unreal feel + if ( level.levelname ~== "Modder Test Map" ) + { + TexMan.ReplaceTextures("-noflat-","-kinsie-",0); + TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any); + level.ChangeSky(skytx,skytx); + // TODO handplace some dynamic lights and add Unreal/UT ambient sounds + } + } + + override void WorldThingSpawned( WorldEvent e ) + { + if ( e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true; + } + + override void WorldTick() + { + for ( int i=0; i= gametic ) continue; + flashes.Delete(i); + i--; + } + } + + override void PostUiTick() + { + for ( int i=0; i 0)) ) + wslots[slot] = w; + else if ( (w.SelectionOrder >= wslots[slot].SelectionOrder) && wslots[slot].Ammo1 && (wslots[slot].Ammo1.Amount <= 0) ) + wslots[slot] = w; + } + } + // draw the slots + if ( HudMode < 4 ) + { + for ( int i=0; i<10; i++ ) + { + if ( !wslots[i] ) continue; + Font cfont = TinyFont; + if ( cwslot == i ) cfont = TinyWhiteFont; + int realslot = (i<9)?(i+1):i; + CurX = HalfHUDX-3+realslot*6; + CurY = HalfHUDY+4; + Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",realslot),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + // Draw ammo bar + let amo = wslots[i].Ammo1; + if ( !amo ) continue; + CurY = HalfHUDY+11; + AmmoBarSize = 16*min(1.0,amo.Amount/double(amo.MaxAmount)); + CurY = HalfHUDY+29-AmmoBarSize; + if ( (AmmoBarSize < 8) && (amo.Amount < 10) && (amo.Amount > 0) ) + { + CurY -= 9; + Screen.DrawText(TinyRedFont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",amo.Amount),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + CurY += 9; + } + DrawColor = "00 FF 00"; + if ( AmmoBarSize < 8 ) DrawColor = Color(255-int(AmmoBarSize)*30,int(AmmoBarSize)*30+40,0); + if ( amo.Amount > 0 ) + { + Screen.DrawTexture(HudAmmo,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_FillColor,BlackColor,DTA_DestWidth,4,DTA_DestHeightF,AmmoBarSize); + Screen.DrawTexture(HudAmmo,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_AlphaChannel,true,DTA_FillColor,DrawColor,DTA_DestWidth,4,DTA_DestHeightF,AmmoBarSize); + } + } + } + // TODO draw translator + if ( translator ) + { + if ( translator.bCurrentlyActivated ) translator.DrawTranslator(scalev,ClipX,ClipY); + else bFlashTranslator = (translator.bNewMessage || translator.bNotNewMessage); + } + // draw the inventory bar + if ( (HUDMode == 5) || !SelectedItem ) return; + Count++; + if ( Count > 20 ) Count = 0; + if ( Prev ) + { + bRed = ((Prev is 'UnrealInventory') && UnrealInventory(Prev).bActive) || (Prev is 'Powerup') || ((Prev is 'UTranslator') && bFlashTranslator); + DrawHudIcon(x,y,Prev,bRed); + if ( Prev.MaxAmount > 1 ) DrawNumberOf(Prev.Amount,x,y); + } + bRed = ((SelectedItem is 'UnrealInventory') && UnrealInventory(SelectedItem).bActive) || (SelectedItem is 'Powerup') || ((SelectedItem is 'UTranslator') && bFlashTranslator); + if ( !Next && !Prev && !bDrawOne ) DrawHudIcon(x+64,y,SelectedItem,bRed); + else DrawHudIcon(x+32,y,SelectedItem,bRed); + CurX = x+32; + if ( !Next && !Prev && !bDrawOne ) CurX = x+64; + CurY = y; + Screen.DrawTexture(IconSel,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + if ( SelectedItem.MaxAmount > 1 ) DrawNumberOf(SelectedItem.Amount,CurX,y); + if ( Next ) + { + bRed = ((Next is 'UnrealInventory') && UnrealInventory(Next).bActive) || (Next is 'Powerup') || ((Next is 'UTranslator') && bFlashTranslator); + DrawHudIcon(x+64,y,Next,bRed); + if ( Next.MaxAmount > 1 ) DrawNumberOf(Next.Amount,x+64,y); + } + } + + private void DrawArmor( double x, double y, bool bDrawOne ) + { + int ArmorAmount = 0, CurAbs = 0; + Inventory Inv, BestArmor; + double XL, YL; + CurX = x; + CurY = y; + for ( Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv ) + { + if ( !(Inv is 'UnrealArmor') ) continue; + ArmorAmount += Inv.Amount; + if ( (Inv.Amount <= 0) || Inv.Icon.IsNull() ) continue; + if ( !bDrawOne ) + { + DrawHudIcon(CurX,y,Inv,false); + DrawIconValue(Inv.Amount); + CurX += 32; + } + else if ( UnrealArmor(Inv).absorb > CurAbs ) + { + CurAbs = UnrealArmor(Inv).absorb; + BestArmor = Inv; + } + } + if ( bDrawOne && BestArmor ) + { + DrawHudIcon(CurX,Y,BestArmor,false); + DrawIconValue(BestArmor.Amount); + CurX += 32; + } + if ( (ArmorAmount > 0) && !HudMode ) + Screen.DrawText(LargeFont,Font.CR_UNTRANSLATED,CurX,Y,String.Format("%d",ArmorAmount),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + } + + private void DrawAmmo( double x, double y ) + { + CurX = x; + CurY = y; + if ( !CPlayer.ReadyWeapon || !CPlayer.ReadyWeapon.Ammo1 ) + { + Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + return; + } + Font cfont = LargeFont; + if ( CPlayer.ReadyWeapon.Ammo1.Amount < 10 ) cfont = LargeRedFont; + if ( !HudMode ) + { + CurX -= cfont.StringWidth(String.Format("%d",CPlayer.ReadyWeapon.Ammo1.Amount)); + Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",CPlayer.ReadyWeapon.Ammo1.Amount),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + } + CurX = x; + Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + // TODO downscale icons in cases where they're bigger than a 32x32 box + TextureID icon = CPlayer.ReadyWeapon.Icon.IsNull()?CPlayer.ReadyWeapon.Ammo1.Icon:CPlayer.ReadyWeapon.Icon; + Screen.DrawTexture(icon,false,CurX+16,CurY+16,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_CenterOffset,true); + CurX += 32; + CurY += 29; + DrawIconValue(CPlayer.ReadyWeapon.Ammo1.Amount); + CurX = X+2; + CurY = Y+29; + if ( (HudMode != 1) && (HudMode != 2) && (HudMode != 4) ) + Screen.DrawTexture(HudLine,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(27.*(CPlayer.ReadyWeapon.Ammo1.Amount/double(CPlayer.ReadyWeapon.Ammo1.MaxAmount)),27.)); + } + + private void DrawHealth( double x, double y ) + { + CurX = X; + CurY = Y; + Font cfont = LargeFont; + if ( CPlayer.mo.Health < 25 ) cfont = LargeRedFont; + Screen.DrawTexture(IconHeal,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + CurX += 32; + CurY += 29; + DrawIconValue(Max(0,CPlayer.mo.Health)); + CurY -= 29; + if ( !HudMode ) Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",Max(0,CPlayer.mo.Health)),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + CurX = X+2; + CurY = Y+29; + if ( (HudMode != 1) && (HudMode != 2) && (HudMode != 4) ) + Screen.DrawTexture(HudLine,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(27.*(CPlayer.mo.Health/double(CPlayer.mo.SpawnHealth())),27.)); + } + + private void DrawIdentifyInfo() + { + double lalpha = 2.0-((gametic+fractic)-lastseentic)/Thinker.TICRATE; + if ( !lastseen || (lalpha <= 0) ) return; + String cl1 = "DarkGreen", cl2 = "Green"; + if ( deathmatch && (lastseen.player.GetTeam() < teams.size()) ) + { + cl2 = teams[lastseen.player.GetTeam()].mName; + cl1 = String.Format("Dark%s",cl2); + } + String tname = String.Format("\c[%s]Name:\c[%s] %s",cl1,cl2,lastseen.player.GetUserName()); + CurX = (ClipX-WhiteFont.StringWidth(tname))/2; + CurY = ClipY-54; + Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.); + if ( !deathmatch || (lastseen.IsTeammate(CPlayer.mo)) ) + { + CurY += 1.2*WhiteFont.GetHeight(); + tname = String.Format("\c[%s]Health:\c[%s] %d",cl1,cl2,lastseen.Health); + Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.); + } + } + + private void DrawKeys( double x, double y ) + { + // TODO + } + + private void DrawUnrealHUD() + { + if ( HudMode == 5 ) + { + DrawInventory(ClipX-96,0,false); + return; + } + if ( ClipX < 320 ) HudMode = 4; + // Draw Armor + if ( HudMode < 2 ) DrawArmor(0,0,false); + else if ( (HudMode == 3) || (HudMode == 2) ) DrawArmor(0,ClipY-32,false); + else if ( HudMode == 4 ) DrawArmor(ClipX-64,ClipY-64,true); + // Draw Ammo + if ( HudMode != 4 ) DrawAmmo(ClipX-96,ClipY-32); + else DrawAmmo(ClipX-32,ClipY-32); + // Draw Health + if ( HudMode < 2 ) DrawHealth(0,ClipY-32); + else if ( (HudMode == 3) || (HudMode == 2) ) DrawHealth(ClipX-128,ClipY-32); + else if ( HudMode == 4 ) DrawHealth(ClipX-64,ClipY-32); + // Display Inventory + if ( HudMode < 2 ) DrawInventory(ClipX-96,0,false); + else if ( HudMode == 3 ) DrawInventory(ClipX-96,ClipY-64,false); + else if ( HudMode == 4 ) DrawInventory(ClipX-64,ClipY-64,true); + else if ( HudMode == 2 ) DrawInventory(ClipX/2-64,ClipY-32,false); + // Display Frag count + if ( HudMode < 3 ) DrawFragCount(ClipX-32,ClipY-64); + else if ( HudMode == 3 ) DrawFragCount(0,ClipY-64); + else if ( HudMode == 4 ) DrawFragCount(0,ClipY-32); + // Display Keys + if ( HudMode < 3 ) DrawKeys(ClipX,ClipY-64); + else if ( HudMode < 6 ) DrawKeys(ClipX,ClipY); + // Display Identification Info + DrawIdentifyInfo(); + } + + override void Tick() + { + Super.Tick(); + vtracer.ignore = CPlayer.mo; + vtracer.trace(CPlayer.mo.Vec2OffsetZ(0,0,CPlayer.viewz),CPlayer.mo.CurSector,(cos(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),sin(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),-sin(CPlayer.mo.pitch)),1000,0); + if ( vtracer.Results.HitType != TRACE_HitActor ) return; + lastseen = vtracer.Results.HitActor; + lastseentic = gametic; + CPlayer.inventorytics = 0; + } + + override void DrawAutomapHUD( double TicFrac ) + { + } +}