"Wait, chanceboxes are back?" Well, not really...

This commit is contained in:
Mari the Deer 2020-08-17 17:58:15 +02:00
commit 7020dadbc3
25 changed files with 635 additions and 24 deletions

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@ -82,7 +82,6 @@ be purchased from the store, they have to be found in maps.
Item | Price
------------- | -----
Health Nugget | 1200
Froggy Chair | 1440
H.Tetrahedron | 3000
H.Cube | 8000
Refresher | 160000
@ -102,3 +101,49 @@ be purchased from the store, they have to be found in maps.
T2 Fabricator | 12000
T3 Fabricator | 150000
T4 Fabricator | 1920000
#### Collectables
Items that can sometimes be found in special boxes hidden in secret rooms. When
collected they give credits according to their price.
Item | Price
------------- | -----
Nutatco Bar | 200
Frispy Corn | 500
Hoagie | 800
PISS Whiskey | 1200
Froggy Chair | 1440
Cat C. Poster | 1500
MMiaSR Vol.1 | 2000
MMiaSR Vol.2 | 2000
MMiaSR Vol.3 | 2000
Akari Proj. | 3000
Lithium Vol.1 | 3500
Love Signals | 4000
Mashiro Plush | 5000
BRC Debut LP | 6000
Hege Cactus | 8000
Raidemin Fig. | 9000
The following unlock when playing Heretic and up.
Item | Price
------------- | -----
Quartz Flask | 4000
Demo Plush | 6400
Doomguy Fig. | 9000
Firemace | 10000
Saya Bean | 12000
Tome of Power | 16000
The following unlock when playing Hexen and up.
Item | Price
------------- | -----
Peach Juice | 400
Milk Breads | 900
Kirin Manga | 1600
Puzzle Book | 2500
Kirin Plush | 10000
Obelisk | 24000

20
gldefs.chancebox Normal file
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@ -0,0 +1,20 @@
HardwareShader Texture "models/Chancebox.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/Chancebox_mask.png"
Texture "envtex" "models/silvermap.png"
Texture "brighttex" "models/Chancebox_bright.png"
}
PointLight CHANCELIGHT
{
Color 1.0 0.7 0.2
Size 50
Offset 0 16 0
Attenuate 1
}
Object Chancebox
{
Frame "XZW2" { light "CHANCELIGHT" }
}

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@ -220,6 +220,7 @@ SWWM_RADIOTAB = "Radio";
SWWM_GAMETAB = "Games";
SWWM_TRADETAB = "Trading";
SWWM_TRADEFULL = "They can't hold more of that";
SWWM_TRADEFAIL = "You can't trade this item";
SWWM_NOTRADE = "(no units found nearby for trade)";
SWWM_TRADETO = "Sent to";
SWWM_TRADEFROM = "Received from";

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@ -216,6 +216,7 @@ SWWM_NOSTORE = "(no queda nada que comprar)";
SWWM_GAMETAB = "Juegos";
SWWM_TRADETAB = "Intercambio";
SWWM_TRADEFULL = "No puede llevar más de eso";
SWWM_TRADEFAIL = "No puedes enviar este item";
SWWM_NOTRADE = "(no hay unidades con las que intercambiar)";
SWWM_TRADETO = "Enviado a";
SWWM_TRADEFROM = "Recibido de";

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@ -1,2 +1,2 @@
[default]
SWWM_MODVER="\chSWWM \cwGZ\c- r491 (Mon 17 Aug 00:05:48 CEST 2020)";
SWWM_MODVER="\chSWWM \cwGZ\c- r492 (Mon 17 Aug 17:58:15 CEST 2020)";

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@ -170,7 +170,7 @@ OptionMenu "SWWMCreditsMenu"
StaticText " "
StaticText "$SWWM_CTHANK", "Red"
StaticText " "
StaticText "Marrub, Sink, Ribonucleic Asshat", "Heliotrope"
StaticText "Marrub, Ribonucleic Asshat", "Heliotrope"
StaticText "(愛してる ♥)", "BlushPink"
StaticText " "
StaticText "KynikossDragonn", "Gold"

53
modeldef.chancebox Normal file
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@ -0,0 +1,53 @@
Model "Chancebox"
{
Path "models"
Model 0 "Chancebox_d.3d"
Skin 0 "Chancebox.png"
Scale 0.25 0.25 0.25
AngleOffset -90
ZOffset 16
USEACTORPITCH
USEACTORROLL
FrameIndex XZW1 A 0 0
// deploy
FrameIndex XZW2 A 0 8
FrameIndex XZW2 B 0 9
FrameIndex XZW2 C 0 10
FrameIndex XZW2 D 0 11
FrameIndex XZW2 E 0 12
FrameIndex XZW2 F 0 13
FrameIndex XZW2 G 0 14
FrameIndex XZW2 H 0 15
FrameIndex XZW2 I 0 16
FrameIndex XZW2 J 0 17
FrameIndex XZW2 K 0 18
FrameIndex XZW2 L 0 19
FrameIndex XZW2 M 0 20
FrameIndex XZW2 N 0 21
FrameIndex XZW2 O 0 22
FrameIndex XZW2 P 0 23
FrameIndex XZW2 Q 0 24
}
Model "ChanceboxTop"
{
Path "models"
Model 0 "Chancebox_Top_d.3d"
Skin 0 "Chancebox.png"
Scale 0.25 0.25 0.25
AngleOffset -90
ZOffset 4
FrameIndex XZW1 A 0 0
}
Model "ChanceboxSide"
{
Path "models"
Model 0 "Chancebox_Side_d.3d"
Skin 0 "Chancebox.png"
Scale 0.25 0.25 0.25
AngleOffset -90
ZOffset 16
FrameIndex XZW1 A 0 0
}

13
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@ -0,0 +1,13 @@
Model "FroggyChair"
{
Path "models"
Model 0 "ASmallPriceToPay_d.3d"
Skin 0 "ASmallPriceToPay.png"
Scale 0.14 0.14 0.18
ZOffset 16
AngleOffset -90
ROTATING
FrameIndex XZW1 A 0 0
}

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@ -43,18 +43,6 @@ Model "ReflectedBullet"
FrameIndex XZW1 A 0 0
}
Model "FroggyChair"
{
Path "models"
Model 0 "ASmallPriceToPay_d.3d"
Skin 0 "ASmallPriceToPay.png"
Scale 0.14 0.14 0.18
AngleOffset -90
FrameIndex XZW1 A 0 0
}
Model "mkBloodDrop"
{
Path "models/extra"

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@ -936,6 +936,11 @@ $limit moth/fly 30
fabricator/use sounds/items/makeammo.ogg
chancebox/explode1 sounds/items/lootexpl1.ogg
chancebox/explode2 sounds/items/lootexpl2.ogg
chancebox/explode3 sounds/items/lootexpl3.ogg
$random chancebox/explode { chancebox/explode1 chancebox/explode2 chancebox/explode3 }
menu/activate sounds/hmenu/hmenu1.ogg
menu/backup sounds/hmenu/hmenu2.ogg
menu/prompt sounds/hmenu/hmenu1.ogg

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@ -2,23 +2,62 @@
Class SWWMCollectable : Inventory abstract
{
int avail;
Property Availability : avail;
// minimum gametype requirements
enum EAvailability
{
AVAIL_Strife = GAME_Strife,
AVAIL_Hexen = AVAIL_Strife|GAME_Hexen,
AVAIL_Heretic = AVAIL_Hexen|GAME_Heretic,
AVAIL_All = AVAIL_Heretic|GAME_DoomChex
};
Default
{
Inventory.PickupSound "menu/buyinv";
Inventory.Amount 1;
Inventory.MaxAmount 1;
SWWMCollectable.Availability AVAIL_All;
+INVENTORY.UNTOSSABLE;
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNCLEARABLE;
+FLOATBOB;
FloatBobStrength 0.25;
}
override string PickupMessage()
{
return StringTable.Localize(PickupMsg)..String.Format(" \cj(\cg¥\cf%d\cj)\c-",Stamina);
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
// give credit
if ( other.player )
{
SWWMScoreObj.Spawn(Stamina,other.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+other.Height/2),Font.CR_GOLD);
SWWMCredits.Give(other.player,Stamina);
}
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
// April Fools 2020
Class FroggyChair : Inventory
Class FroggyChair : SWWMCollectable
{
int cdown;
Default
{
Tag "$T_FROGGY";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$T_FROGGY";
Inventory.Amount 1;
Inventory.MaxAmount 1;
+INVENTORY.UNTOSSABLE;
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNCLEARABLE;
Stamina 1440;
}
override void AttachToOwner( Actor other )
@ -38,10 +77,444 @@ Class FroggyChair : Inventory
}
if ( cdown > 0 ) cdown--;
}
}
// The other collectables, which will be implemented eventually
/*
Class MMiaSRVol1 : SWWMCollectable
{
Default
{
Tag "$T_SEXROBOT1";
Inventory.PickupMessage "$T_SEXROBOT1";
Stamina 2000;
}
}
Class MMiaSRVol2 : SWWMCollectable
{
Default
{
Tag "$T_SEXROBOT2";
Inventory.PickupMessage "$T_SEXROBOT2";
Stamina 2000;
}
}
Class MMiaSRVol3 : SWWMCollectable
{
Default
{
Tag "$T_SEXROBOT3";
Inventory.PickupMessage "$T_SEXROBOT3";
Stamina 2000;
}
}
Class MothPlushy : SWWMCollectable
{
Default
{
Tag "$T_MOTHPLUSH";
Inventory.PickupMessage "$T_MOTHPLUSH";
Stamina 5000;
}
}
Class BRCDebutLP : SWWMCollectable
{
Default
{
Tag "$T_BLACKRATS";
Inventory.PickupMessage "$T_BLACKRATS";
Stamina 6000;
}
}
Class AkariProject : SWWMCollectable
{
Default
{
Tag "$T_AKARIPROJECT";
Inventory.PickupMessage "$T_AKARIPROJECT";
Stamina 3000;
}
}
Class CatCatcherPoster : SWWMCollectable
{
Default
{
Tag "$T_CATCATCHER";
Inventory.PickupMessage "$T_CATCATCHER";
Stamina 1500;
}
}
Class LoveSignalsCD : SWWMCollectable
{
Default
{
Tag "$T_LOVESIGNALS";
Inventory.PickupMessage "$T_LOVESIGNALS";
Stamina 4000;
}
}
Class NutatcoBar : SWWMCollectable
{
Default
{
Tag "$T_NUTATCO";
Inventory.PickupMessage "$T_NUTATCO";
Stamina 200;
}
}
Class HegeCactus : SWWMCollectable
{
Default
{
Tag "$T_HEGE";
Inventory.PickupMessage "$T_HEGE";
Stamina 8000;
}
}
Class RaideminFig : SWWMCollectable
{
Default
{
Tag "$T_RAIDEMIN";
Inventory.PickupMessage "$T_RAIDEMIN";
Stamina 9000;
}
}
Class FrispyCorn : SWWMCollectable
{
Default
{
Tag "$T_FRISPYCORN";
Inventory.PickupMessage "$T_FRISPYCORN";
Stamina 500;
}
}
Class Hoagie : SWWMCollectable
{
Default
{
Tag "$T_HOAGIE";
Inventory.PickupMessage "$T_HOAGIE";
Stamina 800;
}
}
Class LithiumVol1 : SWWMCollectable
{
Default
{
Tag "$T_LITHIUM";
Inventory.PickupMessage "$T_LITHIUM";
Stamina 3500;
}
}
Class MeetTheSniper : SWWMCollectable
{
Default
{
Tag "$T_PISS";
Inventory.PickupMessage "$T_PISS";
Stamina 1200;
}
}
// Heretic
Class DemoPlush : SWWMCollectable
{
Default
{
Tag "$T_DEMOPLUSH";
Inventory.PickupMessage "$T_DEMOPLUSH";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 6400;
}
}
Class Firemace : SWWMCollectable
{
Default
{
Tag "$T_FIREMACE";
Inventory.PickupMessage "$T_FIREMACE";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 10000;
}
}
Class DoomguyFig : SWWMCollectable
{
Default
{
Tag "$T_DOOMFIG";
Inventory.PickupMessage "$T_DOOMFIG";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 9000;
}
}
Class TomeOfPower : SWWMCollectable
{
Default
{
Tag "$T_TOMEPOWER";
Inventory.PickupMessage "$T_TOMEPOWER";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 16000;
}
}
Class QuartzFlask : SWWMCollectable
{
Default
{
Tag "$T_YEFLASK";
Inventory.PickupMessage "$T_YEFLASK";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 4000;
}
}
Class SayaBean : SWWMCollectable
{
Default
{
Tag "$T_SAYABEAN";
Inventory.PickupMessage "$T_SAYABEAN";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 12000;
}
}
// Hexen
Class PuzzleDesignBook : SWWMCollectable
{
Default
{
Tag "$T_PUZZLEBOOK";
Inventory.PickupMessage "$T_PUZZLEBOOK";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 2500;
}
}
Class KirinCummies : SWWMCollectable
{
Default
{
Tag "$T_PEACH";
Inventory.PickupMessage "$T_PEACH";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 400;
}
}
Class MilkBreads : SWWMCollectable
{
Default
{
Tag "$T_MILKBREAD";
Inventory.PickupMessage "$T_MILKBREAD";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 900;
}
}
Class EyeObelisk : SWWMCollectable
{
Default
{
Tag "$T_OBELISK";
Inventory.PickupMessage "$T_OBELISK";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 24000;
}
}
Class KirinManga : SWWMCollectable
{
Default
{
Tag "$T_KIRINMANGA";
Inventory.PickupMessage "$T_KIRINMANGA";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 1600;
}
}
*/
// Collectable box (recycling of discarded "chance box" item)
Class Chancebox : Actor
{
static void SpawnChanceboxes()
{
// TODO the whole damn deal of finding secret sectors and whatnot
// this will be huge, and get called from the event handler on first level load
}
action void A_DropSomething()
{
Array<Class <SWWMCollectable> > candidates;
candidates.Clear();
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let c = (Class<SWWMCollectable>)(AllActorClasses[i]);
if ( !c || (c == 'SWWMCollectable') ) continue;
let def = GetDefaultByType(c);
// check that we can collect it in this IWAD
if ( !(gameinfo.gametype&def.avail) ) continue;
candidates.Push(c);
}
let ti = ThinkerIterator.Create("SWWMCollectable");
SWWMCollectable c;
while ( c = SWWMCollectable(ti.Next()) )
{
int f = candidates.Find(inv.GetClass());
if ( f < candidates.Size() )
candidates.Delete(f);
}
if ( candidates.Size() <= 0 )
{
// TODO no candidates? just spawn some random loot
Console.Printf("\cg// TODO spawn random loot\c-");
}
else
{
// pop one at random
let a = Spawn(candidates[Random[Chancebox](0,candidates.Size()-1)],pos);
a.bDROPPED = true;
a.bNOGRAVITY = false;
a.vel.z = FRandom[Chancebox](2,4);
}
int numpt = Random[ExploS](16,32);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](.3,8);
let s = Spawn("SWWMHalfSmoke",Vec3Offset(0,0,16));
s.vel = pvel;
s.SetShade(Color(2,1,3)*Random[ExploS](64,85));
s.special1 = Random[ExploS](1,4);
s.alpha *= .4;
s.scale *= 2.4;
}
}
action void A_Confetti()
{
A_StartSound("misc/tada",CHAN_ITEM);
double ang, pt;
int numpt = Random[ExploS](64,128);
for ( int i=0; i<numpt; i++ )
{
ang = FRandom[ExploS](0,360);
pt = FRandom[ExploS](-90,30);
let c = Spawn("FancyConfetti",Vec3Offset(0,0,16));
c.vel = (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[ExploS](2,8);
}
}
override bool Used( Actor user )
{
if ( CurState != FindState("Spawn") ) return false;
SetStateLabel("Active");
return true;
}
Default
{
Radius 16;
Height 32;
+MOVEWITHSECTOR;
+ROLLSPRITE;
}
States
{
Spawn:
XZW1 A -1;
Stop;
Active:
XZW1 A 1
{
specialf1 = angle;
A_StartSound("misc/drumroll",CHAN_WEAPON);
}
XZW1 A 1
{
angle = specialf1+FRandom[Chancebox](-5,5);
pitch = FRandom[Chancebox](-5,5);
roll = FRandom[Chancebox](-5,5);
special1++;
return A_JumpIf(special1>40,"BlowUp");
}
Wait;
BlowUp:
XZW2 A 1
{
A_SetSize(16,4);
A_QuakeEx(2,2,2,9,0,500,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:.2);
A_StartSound("chancebox/explode",CHAN_VOICE);
angle = specialf1;
pitch = roll = 0;
let t = Spawn("ChanceboxTop",Vec3Offset(0,0,32));
t.angle = angle;
let s1 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((16,0),angle+90),0)));
s1.angle = angle+90;
let s2 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((16,0),angle-90),0)));
s2.angle = angle-90;
A_DropSomething();
}
XZW2 BCDEFGHIJKLMNO 1;
XZW2 P -1 A_Confetti();
Stop;
}
}
}
// top side of chancebox, shoots upwards
Class ChanceboxTop : Actor
{
Default
{
Radius 16;
Height 4;
PROJECTILE;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel = (0,0,20);
}
States
{
Spawn:
XZW1 A 1
{
double magvel = vel.length();
if ( magvel > 0. )
{
magvel = min(60,magvel*1.2);
vel = vel.unit()*magvel;
}
}
Wait;
Death:
TNT1 A 1 A_SpawnItemEx("ExplodiumBulletImpact");
Stop;
}
}
// left/right side of chancebox, shoots forward
Class ChanceboxSide : Actor
{
Default
{
Radius 16;
Height 32;
PROJECTILE;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch))*20;
}
States
{
Spawn:
XZW1 A 1
{
double magvel = vel.length();
if ( magvel > 0. )
{
magvel = min(60,magvel*1.2);
vel = vel.unit()*magvel;
}
}
Wait;
Death:
TNT1 A 1 A_SpawnItemEx("ExplodiumBulletImpact");
Stop;
}
}

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@ -590,7 +590,8 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
if ( (curtab == TAB_INVENTORY) && (invlist.Size() > 0) && (sel0 < invlist.Size()) )
{
// can't use this
if ( invlist[sel0] is 'Ammo' ) return true;
if ( (invlist[sel0] is 'Ammo') || (invlist[sel0] is 'MagAmmo') || (invlist[sel0] is 'SWWMCollectable') )
return true;
let t = new("MenuTransaction");
t.uid = GenTUID();
t.type = MenuTransaction.TT_ITEMUSE;
@ -663,6 +664,14 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
}
else if ( sub && (sel0 != -1) && (invlist.Size() > 0) )
{
// cannot trade these
if ( invlist[sel1].bUNDROPPABLE || invlist[sel1].bUNTOSSABLE )
{
MenuSound("menu/noinvuse");
tmsg = StringTable.Localize("$SWWM_TRADEFAIL");
tmsgtic = gametic+70;
return true;
}
// trade item
let t = new("MenuTransaction");
t.uid = GenTUID();
@ -1698,6 +1707,8 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
{
let type = (Class<Inventory>)(AllActorClasses[i]);
if ( !type ) continue;
// no collectables
if ( type is 'SWWMCollectable' ) continue;
// no fabricators outside of hexen
if ( !(gameinfo.gametype&GAME_Hexen) && (type is 'AmmoFabricator') ) continue;
// skip maxed items
@ -2366,6 +2377,7 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
else if ( (invlist[i] is 'Health') || (invlist[i] is 'HealthPickup') || (invlist[i] is 'SWWMHealth') ) clscol = Font.CR_RED;
else if ( (invlist[i] is 'Armor') || (invlist[i] is 'SWWMSpareArmor') ) clscol = Font.CR_GREEN;
else if ( invlist[i] is 'PuzzleItem' ) clscol = Font.CR_LIGHTBLUE;
else if ( invlist[i] is 'SWWMCollectable' ) clscol = Font.CR_FIRE;
Screen.DrawText(fnt,clscol,origin.x+xx,origin.y+yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(i!=sel0)?Color(96,0,0,0):Color(0,0,0,0));
yy += 16;
if ( yy >= 370 )