"Wait, chanceboxes are back?" Well, not really...
This commit is contained in:
parent
1b0077d42d
commit
7020dadbc3
25 changed files with 635 additions and 24 deletions
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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 )
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue