Add blood pools to the effect queue system.

This commit is contained in:
Mari the Deer 2025-03-16 21:02:13 +01:00
commit 9757aed5e6
10 changed files with 63 additions and 25 deletions

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@ -23,6 +23,7 @@ server int swwm_maxblood = 200; // max blood effects at any time
server int swwm_maxgibs = 100; // max gibs at any time
server int swwm_maxcasings = 100; // max casings and spent mags at any time
server int swwm_maxdebris = 200; // max chunks of debris at any time
server int swwm_maxpools = 100; // max corpse blood pools at any time
nosave bool swwm_fuzz = true; // allows toggling the fuzz shader on menus/backgrounds, useful if you're streaming/recording since it destroys the encoding quality
server bool swwm_cbtall = false; // wallbuster breaks any wall, not just movable ones
server bool swwm_doomfall = false; // monsters take fall damage outside of hexen

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@ -71,6 +71,7 @@ SWWM_PARTYTIME = "Super Fun Party Time";
SWWM_BIGTAGS = "Use Large Font for Names";
SWWM_MAXBLOOD = "Blood Limit";
SWWM_MAXGIBS = "Gib Limit";
SWWM_MAXPOOLS = "Pool Limit";
SWWM_MAXCASINGS = "Casing Limit";
SWWM_MAXDEBRIS = "Debris Limit";
SWWM_ENEMYDROPS = "Enemy Ammo/Weapon Drops";
@ -234,6 +235,7 @@ TOOLTIP_SWWM_PARTYTIME = "When something dies, it shoots out a cloud of confetti
TOOLTIP_SWWM_BIGTAGS = "By default name labels on healthbars are shown with a small, compact font. Enabling this will use a bigger one.";
TOOLTIP_SWWM_MAXBLOOD = "Caps the maximum amount of blood effects. Surpassing this limit will cause the excess to fade out.";
TOOLTIP_SWWM_MAXGIBS = "Caps the maximum amount of gibs. Surpassing this limit will cause the excess to fade out.";
TOOLTIP_SWWM_MAXPOOLS = "Caps the maximum amount of blood pools. Surpassing this limit will cause the excess to fade out.";
TOOLTIP_SWWM_MAXCASINGS = "Caps the maximum amount of casings and spent magazines. Surpassing this limit will cause the excess to fade out.";
TOOLTIP_SWWM_MAXDEBRIS = "Caps the maximum amount of rubble from explosions and others. Surpassing this limit will cause the excess to fade out.";
TOOLTIP_SWWM_ENEMYDROPS = "By default, enemies only drop ammo for a better progression. In maps with excessive amounts of enemies, it's recommended to disable this entirely.";

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@ -69,6 +69,7 @@ SWWM_PARTYTIME = "Modo Fiesta Tope";
SWWM_BIGTAGS = "Usar Fuente Grande para Nombres";
SWWM_MAXBLOOD = "Límite de Sangre";
SWWM_MAXGIBS = "Límite de Vísceras";
SWWM_MAXPOOLS = "Límite de Charcos";
SWWM_MAXCASINGS = "Límite de Casquillos";
SWWM_MAXDEBRIS = "Límite de Escombros";
SWWM_ENEMYDROPS = "Drops de Armas y Munición de Enemigos";
@ -229,6 +230,7 @@ TOOLTIP_SWWM_PARTYTIME = "Cuando algo muere, expulsa una nube de confetti.";
TOOLTIP_SWWM_BIGTAGS = "Por defecto los nombres de las barras de vida usan una fuente pequeña. Activando esta opción, se cambiará por una mayor.";
TOOLTIP_SWWM_MAXBLOOD = "Limita la cantidad máxima de efectos de sangre. Sobrepasar este límite causará que el exceso se desvanezca.";
TOOLTIP_SWWM_MAXGIBS = "Limita la cantidad máxima de vísceras. Sobrepasar este límite causará que el exceso se desvanezca.";
TOOLTIP_SWWM_MAXPOOLS = "Limita la cantidad máxima de charcos de sangre. Sobrepasar este límite causará que el exceso se desvanezca.";
TOOLTIP_SWWM_MAXCASINGS = "Limita la cantidad máxima de casquillos y cargadores usados. Sobrepasar este límite causará que el exceso se desvanezca.";
TOOLTIP_SWWM_MAXDEBRIS = "Limita la cantidad máxima de escombros por explosiones y otros. Sobrepasar este límite causará que el exceso se desvanezca.";
TOOLTIP_SWWM_ENEMYDROPS = "Por defecto, los enemigos solo dropean munición para una mejor progresión. En mapas con enemigos excesivos, se recomienda desactivar los drops por completo.";

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1204 \cu(dom 16 mar 2025 20:21:10 CET)\c-";
SWWM_SHORTVER="\cw1.3pre r1204 \cu(2025-03-16 20:21:10)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1205 \cu(dom 16 mar 2025 21:02:13 CET)\c-";
SWWM_SHORTVER="\cw1.3pre r1205 \cu(2025-03-16 21:02:13)\c-";

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@ -169,6 +169,7 @@ OptionMenu "SWWMOptionMenu"
Option "$SWWM_NOMAGDROP", "swwm_nomagdrop", "NoYes"
ScaleSliderFix "$SWWM_MAXBLOOD", "swwm_maxblood", -1, 1000, 100, "$SWWM_NONE", "$SWWM_UNLIMITED"
ScaleSliderFix "$SWWM_MAXGIBS", "swwm_maxgibs", -1, 1000, 100, "$SWWM_NONE", "$SWWM_UNLIMITED"
ScaleSliderFix "$SWWM_MAXPOOLS", "swwm_maxpools", -1, 1000, 100, "$SWWM_NONE", "$SWWM_UNLIMITED"
ScaleSliderFix "$SWWM_MAXCASINGS", "swwm_maxcasings", -1, 1000, 100, "$SWWM_NONE", "$SWWM_UNLIMITED"
ScaleSliderFix "$SWWM_MAXDEBRIS", "swwm_maxdebris", -1, 1000, 100, "$SWWM_NONE", "$SWWM_UNLIMITED"
SafeCommand "$SWWM_CLEARFX", "netevent swwmcleareffects"

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@ -53,9 +53,6 @@ Class SWWMHandler : EventHandler
transient ui Vector2 oldplayerpos;
transient ui bool do_trace_steps;
// for bloody footsteps
mkBloodPool bloodpools;
enum EProfileTimer
{
PT_WORLDTICK,

View file

@ -445,7 +445,7 @@ extend Class SWWMHandler
Console.Printf("Only the net arbitrator can call this event.");
return;
}
int n = casings_cnt+chips_cnt+blods_cnt+meats_cnt;
int n = casings_cnt+chips_cnt+blods_cnt+meats_cnt+pools_cnt;
CleanQueues();
Console.Printf("%d effects cleared.",n);
return;

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@ -12,6 +12,8 @@ extend Class SWWMHandler
int blods_cnt, oldmaxblood, blods_realcnt;
mkFlyingGib meats, meats_end;
int meats_cnt, oldmaxgibs, meats_realcnt;
mkBloodPool pools, pools_end;
int pools_cnt, oldmaxpools, pools_realcnt;
static void QueueCasing( SWWMCasing c )
{
@ -149,6 +151,40 @@ extend Class SWWMHandler
m.prevmeat = null;
m.nextmeat = null;
}
static void QueuePool( mkBloodPool p )
{
let hnd = SWWMHandler(EventHandler.Find('SWWMHandler'));
if ( !hnd ) return;
hnd.pools_cnt++;
if ( !hnd.pools )
{
// this is the initial one
hnd.pools = p;
hnd.pools_end = p;
}
else
{
hnd.pools_end.nextpool = p;
p.prevpool = hnd.pools_end;
hnd.pools_end = p;
}
while ( hnd.pools && (swwm_maxpools >= 0) && (hnd.pools_cnt > swwm_maxpools) )
DeQueuePool(hnd.pools);
}
static void DeQueuePool( mkBloodPool p )
{
let hnd = SWWMHandler(EventHandler.Find('SWWMHandler'));
if ( !hnd || !hnd.pools ) return;
if ( (hnd.pools != p) && !p.prevpool && !p.nextpool ) return;
hnd.pools_cnt--;
if ( !p.prevpool ) hnd.pools = p.nextpool;
else p.prevpool.nextpool = p.nextpool;
if ( p == hnd.pools_end ) hnd.pools_end = p.prevpool;
if ( p.nextpool ) p.nextpool.prevpool = p.prevpool;
p.killme = true;
p.prevpool = null;
p.nextpool = null;
}
private void CleanQueues()
{
@ -156,6 +192,7 @@ extend Class SWWMHandler
while ( chips ) DeQueueChip(chips);
while ( blods ) DeQueueBlod(blods);
while ( meats ) DeQueueMeat(meats);
while ( pools ) DeQueuePool(pools);
}
private void RecheckQueues()
@ -168,6 +205,8 @@ extend Class SWWMHandler
DeQueueBlod(blods);
while ( meats && (meats_cnt > swwm_maxgibs) )
DeQueueMeat(meats);
while ( pools && (pools_cnt > swwm_maxpools) )
DeQueuePool(pools);
}
private void QueueMaintenance()
@ -192,9 +231,15 @@ extend Class SWWMHandler
while ( meats && (swwm_maxgibs >= 0) && (meats_cnt > swwm_maxgibs) )
DeQueueMeat(meats);
}
if ( swwm_maxpools != oldmaxpools )
{
while ( pools && (swwm_maxpools >= 0) && (pools_cnt > swwm_maxpools) )
DeQueuePool(pools);
}
oldmaxcasings = swwm_maxcasings;
oldmaxdebris = swwm_maxdebris;
oldmaxblood = swwm_maxblood;
oldmaxgibs = swwm_maxgibs;
oldmaxpools = swwm_maxpools;
}
}

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@ -81,7 +81,7 @@ extend Class Demolitionist
}
// part 2: check for stepping on a blood pool, make feet bloody
if ( !hnd ) hnd = SWWMHandler(EventHandler.Find('SWWMHandler'));
for ( mkBloodPool p=hnd.bloodpools; p; p=p.nextpool )
for ( mkBloodPool p=hnd.pools; p; p=p.nextpool )
{
// vertical distance fast check
if ( abs(checkpos.z-p.pos.z) > 8. )

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@ -893,21 +893,14 @@ Class mkBloodPool : SWWMNonInteractiveActor
double basesz, sz, accel;
Color stepcol;
mkBloodPool prevpool, nextpool;
bool bRaised; // dead body was revived, fade out faster
bool killme, bRaised;
Property BaseAccel : accel;
override void OnDestroy()
{
SWWMHandler.DeQueuePool(self);
Super.OnDestroy();
if ( prevpool )
{
prevpool.nextpool = nextpool;
if ( nextpool ) nextpool.prevpool = prevpool;
}
let hnd = SWWMHandler(EventHandler.Find('SWWMHandler'));
if ( !hnd || (hnd.bloodpools != self) ) return;
hnd.bloodpools = nextpool;
}
override void PostBeginPlay()
@ -918,13 +911,8 @@ Class mkBloodPool : SWWMNonInteractiveActor
basesz = scale.x;
sz = .01;
A_SetScale(sz);
A_QueueCorpse();
SWWMUtility.SetToSlope(self,FRandom[Blood](0,360));
let hnd = SWWMHandler(EventHandler.Find('SWWMHandler'));
if ( !hnd ) return;
nextpool = hnd.bloodpools;
hnd.bloodpools = self;
if ( nextpool ) nextpool.prevpool = self;
SWWMHandler.QueuePool(self);
}
override void Tick()
@ -939,12 +927,14 @@ Class mkBloodPool : SWWMNonInteractiveActor
if ( fz != pos.z ) SetOrigin((pos.x,pos.y,fz),true);
if ( (waterlevel > 0) || GetFloorTerrain().isliquid )
A_FadeOut();
if ( !master ) A_FadeOut(.01);
else if ( (master.Health > 0) || bRaised )
if ( killme ) A_FadeOut(.01);
if ( master && (master.Health > 0) )
{
bRaised = true;
A_FadeOut();
master = null;
}
if ( bRaised || !master )
A_FadeOut();
if ( accel <= 0. ) return;
sz += accel;
double fact = min(special1++/1200.,1.);