swwmgz_m/zscript/swwm_common.zsc
Marisa Kirisame 0acdce0327 Eviscerator chunks leave visible trails, sparks also, sparkles from Ynykron singularity explosions too, this looks absolutely amazing let me tell ya.
Alternate sprites for Hellblazer explosion trails.
Alternate sprites for Eviscerator explosion ring.
A couple extra things that will be needed in the future.
2021-01-14 20:27:21 +01:00

1554 lines
34 KiB
Text

// common code goes here
enum ESWWMGZChannels
{
CHAN_YOUDONEFUCKEDUP = 63200, // exception handler
CHAN_DEMOVOICE = 63201, // demolitionist voices
CHAN_FOOTSTEP = 63202, // footstep sounds and others
CHAN_WEAPONEXTRA = 63203, // additional weapon sounds (usually loops)
CHAN_POWERUP = 63204, // powerup sounds
CHAN_POWERUPEXTRA = 63205, // additional powerup sounds
CHAN_JETPACK = 63206, // jetpack sound
CHAN_ITEMEXTRA = 63207, // additional item sounds
CHAN_WEAPONEXTRA2 = 63208, // additional weapon sound slot
CHAN_WEAPONEXTRA3 = 63209, // additional weapon sound slot (again)
CHAN_DAMAGE = 63210, // used for impact/hit sounds
CHAN_AMBEXTRA = 63211 // player ambience when submerged
};
// Future planning, will be filled out with AI stuff and whatnot someday
Class SWWMMonster : Actor abstract
{
// integrated fun tags
virtual clearscope String GetFunTag( String defstr = "" )
{
return GetTag(defstr);
}
// the function that should be overriden in subclasses
virtual int HandleLocationalDamage( Actor inflictor, Actor source, int damage, Name mod, Vector3 HitLocation, int flags = 0, double angle = 0 )
{
return damage;
}
// locational damage support, akin to UE1, but hitlocation will be treated as a relative offset, to make things easier
// this one should be called directly by everything in this mod, when possible
int LocationalDamageMobj( Actor inflictor, Actor source, int damage, Name mod, Vector3 HitLocation, int flags = 0, double angle = 0 )
{
damage = HandleLocationalDamage(inflictor,source,damage,mod,HitLocation,flags,angle);
return Super.DamageMobj(inflictor,source,damage,mod,flags,angle);
}
// "estimated" locational damage for the vanilla DamageMobj
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
Vector3 guesspos = (0,0,Height/2.);
// use inflictor if available, as it may be a projectile or hitscan puff
// if damage comes from an item, use owner
// all of this could be done better (or implemented as an engine feature), but whatever
Actor whomst = inflictor?inflictor:source;
if ( whomst is 'Inventory' ) whomst = Inventory(whomst).Owner;
if ( whomst )
{
if ( whomst.bMISSILE || (flags&DMG_INFLICTOR_IS_PUFF) )
guesspos = level.Vec3Diff(pos,whomst.pos);
else guesspos = level.Vec3Diff(pos,whomst.Vec3Offset(0,0,whomst.Height/2));
guesspos.x = clamp(guesspos.x,-radius,radius);
guesspos.y = clamp(guesspos.y,-radius,radius);
guesspos.z = clamp(guesspos.z,0,height);
}
return LocationalDamageMobj(inflictor,source,damage,mod,guesspos,flags,angle);
}
}
// Less mean-spirited Keen
Class SWWMHangingKeen : Actor
{
action void A_DropKeen()
{
Spawn("SWWMDroppedKeen",Vec3Offset(0,0,8));
}
override bool Used( Actor user )
{
// test vertical range
Vector3 diff = level.Vec3Diff(user.Vec3Offset(0,0,user.Height/2),Vec3Offset(0,0,Height/2));
double rang = user.player?PlayerPawn(user.player.mo).UseRange:(user.Height/2);
if ( abs(diff.z) > rang ) return false;
if ( Health > 0 )
{
DamageMobj(user,user,Health,'Untie',DMG_FORCED|DMG_THRUSTLESS);
return true;
}
return false;
}
Default
{
Tag "$FN_KEEN";
Health 100;
Radius 10;
Height 54;
Mass int.max;
PainChance 256;
+SOLID;
+SPAWNCEILING;
+NOGRAVITY;
+SHOOTABLE;
+NOICEDEATH;
+DONTFALL;
+NOBLOOD;
+DONTTHRUST;
PainSound "keen/pain";
DeathSound "keen/death";
}
States
{
Spawn:
KEE2 A -1;
Stop;
Death:
KEE2 A 6;
KEE2 B 6 A_DropKeen();
KEE2 C 6 A_Scream();
KEE2 DE 6;
KEE2 F 30;
KEE2 F -1 A_KeenDie();
Stop;
Pain:
KEE2 G 4;
KEE2 G 8 A_Pain();
Goto Spawn;
}
}
Class SWWMDroppedKeen : Actor
{
Default
{
Radius 10;
Height 32;
Gravity .5;
+NOBLOCKMAP;
}
States
{
Spawn:
KEE3 A 1 A_JumpIf(pos.z<=floorz,1);
Wait;
KEE3 B 1 { vel.z = 4; }
KEE3 B 1 A_JumpIf(pos.z<=floorz,1);
Wait;
KEE3 B 1 { vel.z = 2; }
KEE3 B 1 A_JumpIf(pos.z<=floorz,1);
Wait;
KEE3 B 12;
TNT1 A 1 { Spawn("TeleportFog",pos,ALLOW_REPLACE); }
Stop;
}
}
Class SWWMBossBrainExpl : Actor
{
void A_Ignite()
{
A_QuakeEx(3,3,3,20,0,400,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollintensity:2.);
A_StartSound("explodium/hit",CHAN_VOICE,CHANF_DEFAULT,.4,.5);
Scale *= FRandom[ExploS](0.8,1.1);
Scale.x *= RandomPick[ExploS](-1,1);
Scale.y *= RandomPick[ExploS](-1,1);
int numpt = Random[ExploS](8,16);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,6);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[ExploS](64,224));
s.special1 = Random[ExploS](1,4);
s.scale *= 2.8;
s.alpha *= .4;
}
numpt = Random[ExploS](5,10);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,12);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[ExploS](10,15);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,24);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
numpt = int(Random[ExploS](-1,2)+special1);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("SWWMBossBrainExplArm",pos);
s.target = target;
}
}
Default
{
RenderStyle "Add";
Scale 2.5;
Radius .1;
Height 0.;
+NOGRAVITY;
+NOBLOCKMAP;
+NOINTERACTION;
+DONTSPLASH;
+NOTELEPORT;
+FORCEXYBILLBOARD;
}
States
{
Spawn:
TNT1 A 10;
TNT1 A 0 A_Ignite();
XEX1 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright;
Stop;
}
}
Class SWWMBossBrainExplArm : Actor
{
Default
{
PROJECTILE;
+THRUACTORS;
+BOUNCEONWALLS;
+BOUNCEONFLOORS;
+BOUNCEONCEILINGS;
-NOGRAVITY;
Gravity 0.35;
BounceFactor 1.0;
Radius 4;
Height 4;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
reactiontime = Random[ExploS](10,15);
double ang, pt;
ang = FRandom[ExploS](0,360);
pt = FRandom[ExploS](-90,90);
vel = (cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[ExploS](8.,20.);
}
States
{
Spawn:
TNT1 A 1
{
A_CountDown();
Spawn("ExplodiumMagTrail",pos);
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,5);
let s = Spawn("SWWMHalfSmoke",pos);
s.vel = pvel+vel*.2;
s.SetShade(Color(1,1,1)*Random[ExploS](64,224));
s.special1 = Random[ExploS](1,3);
s.scale *= 2.4;
s.alpha *= 0.1+.4*(ReactionTime/15.);
}
Wait;
}
}
Class SWWMBossBrainPain : Actor
{
Default
{
RenderStyle "Add";
Radius .1;
Height 0.;
}
States
{
Spawn:
MBRN B 1 Bright A_FadeOut(.05);
Wait;
}
}
Class SWWMBossBrain : BossBrain
{
bool eyeless;
int smallcooldown;
override void PostBeginPlay()
{
Super.PostBeginPlay();
let ti = ThinkerIterator.Create("BossEye");
if ( ti.Next() ) eyeless = false;
else eyeless = true;
}
void SpawnBrainExpl( bool death = false )
{
if ( death )
{
// big explosions throughout
for ( int x=-350; x<=350; x+=5 )
{
let s = Spawn("SWWMBossBrainExpl",Vec2OffsetZ(x,-280,Random[BrainExplode](120,500)));
s.tics = Random[BrainExplode](5,120);
s.special1 = Random[BrainExplode](0,3);
}
return;
}
if ( level.maptime < smallcooldown ) return;
smallcooldown = level.maptime+10;
// small explosion on brain hole
for ( int x=-40; x<=40; x+=10 )
{
let s = Spawn("SWWMBossBrainExpl",Vec2OffsetZ(x,-280,Random[BrainExplode](380,420)));
s.tics = Random[BrainExplode](1,8);
s.scale *= .5;
}
}
// kill every single monster in the map, burn away spawn cubes, remove eyes
// just let players have their 100% kills in peace
void EverythingDies()
{
let ti = ThinkerIterator.Create("Actor");
Actor a;
while ( a = Actor(ti.Next()) )
{
if ( a is 'BossEye' ) a.SetStateLabel("Null");
else if ( a is 'SpawnShot' )
{
a.Spawn("SpawnFire",a.pos,ALLOW_REPLACE);
a.SetStateLabel("Null");
}
else if ( (a.Health > 0) && (a.bBossSpawned || a.bCOUNTKILL) )
a.DamageMobj(self,self,int.max,'EndMii',DMG_FORCED|DMG_THRUSTLESS);
}
}
Default
{
Tag "$FN_BOSSBRAIN";
Radius 20;
Height 40;
+NOBLOOD;
+COUNTKILL;
}
States
{
Spawn:
MBRN A -1;
Stop;
Pain:
MBRN A 10
{
A_StartSound("brain/pain",CHAN_VOICE,attenuation:ATTN_NONE);
A_QuakeEx(3,3,3,15,0,65535,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.3);
if ( !eyeless ) SpawnBrainExpl(false);
Spawn("SWWMBossBrainPain",pos);
}
Goto Spawn;
Death:
MBRN A 120
{
A_StartSound("brain/death",CHAN_VOICE,attenuation:ATTN_NONE);
A_QuakeEx(9,9,9,120,0,65535,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.);
if ( !eyeless )
{
SpawnBrainExpl(true);
EverythingDies();
}
Spawn("SWWMBossBrainPain",pos);
}
MBRN A -1 A_BrainDie();
Stop;
}
}
// imitates UE1 light type LT_TexturePaletteOnce/LT_TexturePaletteLoop
Class PaletteLight : PointLight
{
Color pal[256];
bool IsLooping;
int InitialReactionTime;
Default
{
Tag "Explosion";
Args 0,0,0,80;
ReactionTime 15;
}
private void UpdateLight()
{
int index = clamp(255-((255*ReactionTime)/abs(InitialReactionTime)),0,255);
args[LIGHT_RED] = pal[index].r;
args[LIGHT_GREEN] = pal[index].g;
args[LIGHT_BLUE] = pal[index].b;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
InitialReactionTime = ReactionTime;
String palname = GetTag();
int sep = palname.IndexOf(",");
int palnum = 0;
if ( sep != -1 )
{
String palnumstr = palname.Mid(sep+1);
palnum = palnumstr.ToInt()*768;
palname.Truncate(sep);
}
int lump = Wads.CheckNumForFullname(String.Format("palettes/%s.pal",palname));
String paldat = Wads.ReadLump(lump);
for ( int i=0; i<256; i++ )
{
pal[i].r = paldat.ByteAt(palnum++);
pal[i].g = paldat.ByteAt(palnum++);
pal[i].b = paldat.ByteAt(palnum++);
}
if ( ReactionTime < 0 )
{
ReactionTime = -ReactionTime;
IsLooping = true;
}
UpdateLight();
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
ReactionTime--;
if ( ReactionTime < 0 )
{
if ( !IsLooping )
{
Destroy();
return;
}
else ReactionTime = abs(InitialReactionTime);
}
if ( target ) SetOrigin(target.pos,true);
UpdateLight();
}
}
// Generic smoke, lightweight tick
Class SWWMSmoke : Actor
{
Default
{
RenderStyle "Shaded";
StencilColor "FFFFFF";
Radius 2;
Height 2;
Speed 1;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+ROLLSPRITE;
+ROLLCENTER;
+THRUACTORS;
+NOTELEPORT;
+NOINTERACTION;
Scale .3;
FloatBobPhase 0;
}
override void PostBeginPlay()
{
double ang, pt;
scale *= FRandom[Puff](.5,1.5);
alpha = min(1.,alpha*FRandom[Puff](.5,1.5));
ang = FRandom[Puff](0,360);
pt = FRandom[Puff](-90,90);
vel += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](.2,.8)*speed;
roll = Frandom[Puff](0,360);
scale.x *= RandomPick[Puff](-1,1);
scale.y *= RandomPick[Puff](-1,1);
}
override void Tick()
{
prev = pos; // for interpolation
if ( isFrozen() ) return;
vel *= .96;
vel.z += .01;
// linetrace-based movement (hopefully more reliable than traditional methods)
Vector3 dir = vel;
double spd = vel.length();
dir /= spd;
double dist = spd;
FLineTraceData d;
Vector3 newpos = pos;
newpos.z = clamp(newpos.z,floorz,ceilingz);
int nstep = 0;
while ( dist > 0 )
{
// safeguard, too many bounces
if ( nstep > MAXBOUNCEPERTIC )
{
Destroy();
return;
}
double ang = atan2(dir.y,dir.x);
double pt = asin(-dir.z);
LineTrace(ang,dist,pt,TRF_THRUACTORS|TRF_THRUHITSCAN|TRF_ABSPOSITION,newpos.z,newpos.x,newpos.y,d);
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
if ( d.HitType != TRACE_HitNone )
{
dist -= d.Distance;
// should only happen if we bounced
dir = d.HitDir-(FRandom[Puff](1.,1.2)*hitnormal*(d.HitDir dot hitnormal));
vel = dir*spd;
newpos = d.HitLocation+dir;
}
else
{
dist = 0.;
newpos = level.Vec3Offset(newpos,dir*spd);
}
nstep++;
}
newpos.z = clamp(newpos.z,floorz,ceilingz);
SetOrigin(newpos,true);
UpdateWaterLevel();
if ( (waterlevel > 0) && !bAMBUSH )
{
let b = Spawn("SWWMBubble",pos);
b.scale *= abs(scale.x);
b.vel = vel;
Destroy();
return;
}
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XSMK ABCDEFGHIJKLMNOPQRST 1 A_SetTics(1+special1);
Stop;
}
}
// strictly non-interacting smoke, much lighter tick, used for heavier effects
Class SWWMHalfSmoke : Actor
{
Default
{
RenderStyle "Shaded";
StencilColor "FFFFFF";
Radius 0.1;
Height 0;
Speed 1;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+ROLLSPRITE;
+ROLLCENTER;
+NOTELEPORT;
+NOINTERACTION;
Scale 0.3;
FloatBobPhase 0;
}
override void PostBeginPlay()
{
double ang, pt;
scale *= FRandom[Puff](0.5,1.5);
alpha *= FRandom[Puff](0.5,1.5);
ang = FRandom[Puff](0,360);
pt = FRandom[Puff](-90,90);
vel += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](0.2,0.8)*speed;
roll = Frandom[Puff](0,360);
scale.x *= RandomPick[Puff](-1,1);
scale.y *= RandomPick[Puff](-1,1);
}
override void Tick()
{
prev = pos; // for interpolation
if ( isFrozen() ) return;
vel *= 0.96;
vel.z += 0.01;
SetOrigin(level.Vec3Offset(pos,vel),true);
UpdateWaterLevel();
if ( (waterlevel > 0) && !bAMBUSH )
{
let b = Spawn("SWWMBubble",pos);
b.scale *= abs(scale.x);
b.vel = vel;
Destroy();
return;
}
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XSMK ABCDEFGHIJKLMNOPQRST 1 A_SetTics(1+special1);
Stop;
}
}
Class SWWMSmallSmoke : SWWMHalfSmoke
{
override void PostBeginPlay()
{
double ang, pt;
scale *= FRandom[Puff](0.1,0.3);
alpha *= FRandom[Puff](0.5,1.5);
ang = FRandom[Puff](0,360);
pt = FRandom[Puff](-90,90);
vel += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](0.04,0.16);
roll = Frandom[Puff](0,360);
scale.x *= RandomPick[Puff](-1,1);
scale.y *= RandomPick[Puff](-1,1);
}
States
{
Spawn:
QSM6 ABCDEFGHIJKLMNOPQR 1 A_SetTics(1+special1);
Stop;
}
}
Class SWWMBubble : Actor
{
Default
{
RenderStyle "Add";
Radius 2;
Height 2;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+NOTELEPORT;
+THRUACTORS;
+NOINTERACTION;
Scale 0.5;
FloatBobPhase 0;
}
override void PostBeginPlay()
{
double ang, pt;
scale *= FRandom[Puff](0.5,1.5);
ang = FRandom[Puff](0,360);
pt = FRandom[Puff](-90,90);
vel += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](0.2,0.8);
if ( waterlevel <= 0 ) Destroy();
SetState(ResolveState("Spawn")+Random[Puff](0,19));
}
override void Tick()
{
prev = pos;
if ( isFrozen() ) return;
vel *= 0.96;
vel.z += 0.05;
// linetrace-based movement (hopefully more reliable than traditional methods)
Vector3 dir = vel;
double spd = vel.length();
dir /= spd;
double dist = spd;
FLineTraceData d;
Vector3 newpos = pos;
newpos.z = clamp(newpos.z,floorz,ceilingz);
int nstep = 0;
while ( dist > 0 )
{
// safeguard, too many bounces
if ( nstep > MAXBOUNCEPERTIC )
{
Destroy();
return;
}
double ang = atan2(dir.y,dir.x);
double pt = asin(-dir.z);
LineTrace(ang,dist,pt,TRF_THRUACTORS|TRF_THRUHITSCAN|TRF_ABSPOSITION,newpos.z,newpos.x,newpos.y,d);
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
if ( d.HitType != TRACE_HitNone )
{
dist -= d.Distance;
// should only happen if we bounced
dir = d.HitDir-(FRandom[Puff](1.,1.2)*hitnormal*(d.HitDir dot hitnormal));
vel = dir*spd;
newpos = d.HitLocation+dir;
}
else
{
dist = 0.;
newpos = level.Vec3Offset(newpos,dir*spd);
}
nstep++;
}
newpos.z = clamp(newpos.z,floorz,ceilingz);
SetOrigin(newpos,true);
UpdateWaterLevel();
if ( (waterlevel <= 0) || !Random[Puff](0,100) ) Destroy();
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XBUB ABCDEFGHIJKLMNOPQRST 1;
Loop;
}
}
Class SWWMSparkTrail : Actor
{
Default
{
RenderStyle "Add";
Radius .1;
Height 0.;
+FORCEXYBILLBOARD;
+NOGRAVITY;
+NOBLOCKMAP;
+NOINTERACTION;
+DONTSPLASH;
+NOTELEPORT;
}
override void Tick()
{
if ( isFrozen() ) return;
A_SetScale(scale.x*.9,scale.y);
A_FadeOut(.06);
}
States
{
Spawn:
XZW1 A -1 Bright;
Stop;
}
}
Class SWWMSpark : Actor
{
bool dead;
Sector tracksector;
int trackplane;
Default
{
RenderStyle "Add";
Radius 2;
Height 2;
+NOBLOCKMAP;
+FORCEXYBILLBOARD;
+THRUACTORS;
+NOTELEPORT;
+DONTSPLASH;
+NOINTERACTION;
Gravity 0.2;
Scale 0.05;
FloatBobPhase 0;
}
override void Tick()
{
prev = pos;
if ( isFrozen() ) return;
if ( dead )
{
// do nothing but follow floor movement
if ( tracksector )
{
double trackz;
if ( trackplane ) trackz = tracksector.ceilingplane.ZAtPoint(pos.xy);
else trackz = tracksector.floorplane.ZAtPoint(pos.xy);
if ( trackz != pos.z ) SetZ(trackz);
}
}
else
{
vel.z -= GetGravity();
// linetrace-based movement (hopefully more reliable than traditional methods)
Vector3 dir = vel;
double spd = vel.length();
dir /= spd;
double dist = spd;
FLineTraceData d;
Vector3 newpos = pos;
newpos.z = clamp(newpos.z,floorz,ceilingz);
int nstep = 0;
while ( dist > 0 )
{
Vector3 oldpos = newpos;
// safeguard, too many bounces
if ( nstep > MAXBOUNCEPERTIC )
{
Destroy();
return;
}
double ang = atan2(dir.y,dir.x);
double pt = asin(-dir.z);
LineTrace(ang,dist,pt,TRF_THRUACTORS|TRF_THRUHITSCAN|TRF_ABSPOSITION,newpos.z,newpos.x,newpos.y,d);
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
if ( d.HitType != TRACE_HitNone )
{
dist -= d.Distance;
// should only happen if we bounced
dir = d.HitDir-(2*hitnormal*(d.HitDir dot hitnormal));
spd *= .4;
dist *= .4;
vel = dir*spd;
newpos = d.HitLocation+dir;
}
else
{
dist = 0.;
newpos = level.Vec3Offset(newpos,dir*spd);
}
if ( ((spd < 1.) || (dir.z <= 0.)) && ((d.HitType == TRACE_HitFloor) || (newpos.z <= floorz)) )
{
// lose speed and die
if ( d.Hit3DFloor )
{
newpos.z = d.Hit3DFloor.top.ZAtPoint(newpos.xy);
tracksector = d.Hit3DFloor.model;
trackplane = 1;
}
else
{
// hacky workaround
if ( !d.HitSector ) d.HitSector = floorsector;
newpos.z = d.HitSector.floorplane.ZAtPoint(newpos.xy);
tracksector = d.HitSector;
trackplane = 0;
}
vel = (0,0,0);
pitch = 0;
roll = 0;
dead = true;
SetStateLabel("Death");
break;
}
nstep++;
}
newpos.z = clamp(newpos.z,floorz,ceilingz);
Vector3 taildir = level.Vec3Diff(newpos,pos);
double taillen = taildir.length();
if ( (taillen > 0.) && (alpha > .3) )
{
taildir /= taillen;
let t = Spawn("SWWMSparkTrail",newpos);
t.alpha = alpha*.3;
t.scale.y = taillen;
t.angle = atan2(taildir.y,taildir.x);
t.pitch = asin(-taildir.z)+90;
}
SetOrigin(newpos,true);
}
UpdateWaterLevel();
if ( waterlevel > 0 )
{
let b = Spawn("SWWMBubble",pos);
b.vel = vel;
b.scale *= 0.3;
Destroy();
return;
}
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
BLPF A 1 Bright A_FadeOut(0.01);
Wait;
Death:
BLPF A 1 Bright A_FadeOut(0.05);
Wait;
}
}
Class SWWMChip : Actor
{
SWWMChip prevchip, nextchip;
bool killme;
double anglevel, pitchvel, rollvel;
bool dead;
Sector tracksector;
int trackplane;
Default
{
Radius 1;
Height 1;
+NOBLOCKMAP;
+THRUACTORS;
+NOTELEPORT;
+DONTSPLASH;
+INTERPOLATEANGLES;
+ROLLSPRITE;
+ROLLCENTER;
+FORCEXYBILLBOARD;
+NOINTERACTION;
Gravity 0.35;
Scale 0.2;
FloatBobPhase 0;
}
override void PostBeginPlay()
{
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
frame = Random[Junk](0,7);
scale *= Frandom[Junk](0.8,1.2);
SWWMHandler.QueueChip(self);
}
override void OnDestroy()
{
SWWMHandler.DeQueueChip(self);
Super.OnDestroy();
}
override void Tick()
{
prev = pos; // for interpolation
if ( isFrozen() ) return;
if ( dead )
{
// do nothing but follow floor movement
if ( tracksector )
{
double trackz;
if ( trackplane ) trackz = tracksector.ceilingplane.ZAtPoint(pos.xy);
else trackz = tracksector.floorplane.ZAtPoint(pos.xy);
if ( trackz != pos.z )
{
SetZ(trackz);
UpdateWaterLevel(false);
}
}
}
else
{
if ( waterlevel <= 0 ) vel.z -= GetGravity();
// linetrace-based movement (hopefully more reliable than traditional methods)
Vector3 dir = vel;
double spd = vel.length();
dir /= spd;
double dist = spd;
FLineTraceData d;
Vector3 newpos = pos;
newpos.z = clamp(newpos.z,floorz,ceilingz);
int nstep = 0;
while ( dist > 0 )
{
// safeguard, too many bounces
if ( nstep > MAXBOUNCEPERTIC )
{
Destroy();
return;
}
double ang = atan2(dir.y,dir.x);
double pt = asin(-dir.z);
LineTrace(ang,dist,pt,TRF_THRUACTORS|TRF_THRUHITSCAN|TRF_ABSPOSITION,newpos.z,newpos.x,newpos.y,d);
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
if ( d.HitType != TRACE_HitNone )
{
dist -= d.Distance;
// should only happen if we bounced
dir = d.HitDir-(2*hitnormal*(d.HitDir dot hitnormal));
spd *= .3;
dist *= .3;
vel = dir*spd;
newpos = d.HitLocation+dir;
SetStateLabel("Bounce");
}
else
{
dist = 0.;
newpos = level.Vec3Offset(newpos,dir*spd);
}
newpos.z = clamp(newpos.z,floorz,ceilingz);
if ( ((spd < 1.) || (dir.z <= 0.)) && ((d.HitType == TRACE_HitFloor) || (newpos.z <= floorz)) )
{
// lose speed and die
if ( d.Hit3DFloor )
{
newpos.z = d.Hit3DFloor.top.ZAtPoint(newpos.xy);
tracksector = d.Hit3DFloor.model;
trackplane = 1;
}
else
{
// hacky workaround
if ( !d.HitSector ) d.HitSector = floorsector;
newpos.z = d.HitSector.floorplane.ZAtPoint(newpos.xy);
tracksector = d.HitSector;
trackplane = 0;
}
vel = (0,0,0);
pitch = 0;
roll = 0;
dead = true;
SetStateLabel("Death");
break;
}
nstep++;
}
SetOrigin(newpos,true);
UpdateWaterLevel();
}
if ( killme ) A_FadeOut(.01);
if ( waterlevel > 0 )
{
vel *= .98;
anglevel *= .98;
pitchvel *= .98;
rollvel *= .98;
}
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XZW1 # 1
{
angle += anglevel;
pitch += pitchvel;
roll += rollvel;
}
Loop;
Bounce:
XZW1 # 0
{
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
}
Goto Spawn;
Death:
XZW2 # -1;
Stop;
}
}
Class SWWMNothing : Actor
{
States
{
Spawn:
TNT1 A 1;
Stop;
}
}
Class PoofLight : PaletteLight
{
Default
{
Tag "Yellow";
ReactionTime 5;
Args 0,0,0,60;
}
}
Class PoofLight2 : PaletteLight
{
Default
{
Tag "Yellow";
ReactionTime 20;
Args 0,0,0,90;
}
}
Class SWWMItemFog : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOBLOCKMAP;
+DONTSPLASH;
+ROLLSPRITE;
+ROLLCENTER;
+NOINTERACTION;
+FORCEXYBILLBOARD;
FloatBobPhase 0;
}
States
{
Spawn:
BLPF A 2 Bright NoDelay
{
// offset up
SetOrigin(Vec3Offset(0,0,16),false);
roll = FRandom[ExploS](0,360);
scale *= FRandom[ExploS](0.9,1.1);
scale.x *= RandomPick[ExploS](-1,1);
scale.y *= RandomPick[ExploS](-1,1);
int numpt = Random[ExploS](8,12);
if ( bAMBUSH ) numpt *= 2;
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(bAMBUSH?"SWWMSmoke":"SWWMSmallSmoke",pos);
s.vel = pvel;
s.SetShade(Color(3,2,1)*Random[ExploS](64,85));
s.A_SetRenderStyle(s.alpha,STYLE_AddShaded);
s.scale *= 3.;
s.alpha *= bAMBUSH?.4:.2;
}
Spawn(bAMBUSH?"PoofLight2":"PoofLight",pos);
}
BLPF A 1 Bright A_FadeOut(.3);
Wait;
}
}
Class TeleLight : PaletteLight
{
Default
{
Tag "ImpactWav";
ReactionTime 10;
Args 0,0,0,150;
}
}
Class SWWMTeleportSparkle : Actor
{
Default
{
RenderStyle "Add";
Scale 0.3;
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOBLOCKMAP;
+DONTSPLASH;
+ROLLSPRITE;
+ROLLCENTER;
+FORCEXYBILLBOARD;
+NOINTERACTION;
FloatBobPhase 0;
}
override void Tick()
{
if ( isFrozen() ) return;
A_SetScale(scale.x*specialf1);
A_FadeOut(specialf2);
}
States
{
Spawn:
BLPF C -1 Bright;
Stop;
}
}
Class SWWMTeleportFog : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOBLOCKMAP;
+DONTSPLASH;
+NOINTERACTION;
+FORCEXYBILLBOARD;
Radius .1;
Height 0.;
FloatBobPhase 0;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_StartSound("misc/teleport",CHAN_VOICE);
Spawn("TeleLight",pos);
if ( swwm_simplefog ) SetStateLabel("Simple");
}
States
{
Spawn:
TNT1 A 1
{
int numpt = int(Random[ExploS](6,12)*alpha);
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)*alpha;
let s = Spawn("SWWMSmallSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,2,3)*int(Random[ExploS](64,85)*alpha));
s.A_SetRenderStyle(s.alpha,STYLE_AddShaded);
s.scale *= 3.*alpha;
s.alpha *= alpha;
}
numpt = int(Random[ExploS](4,8));
for ( int i=0; i<numpt; i++ )
{
double ang = FRandom[ExploS](0,360);
double pt = FRandom[ExploS](-90,90);
double dist = (FRandom[ExploS](5,10)+60*(1.-alpha));
if ( LineTrace(ang,dist,pt,TRF_THRUACTORS|TRF_THRUHITSCAN) ) continue;
Vector3 ofs = (cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*dist;
Vector3 spos = level.Vec3Offset(pos,ofs);
let s = Spawn("SWWMTeleportSparkle",spos);
s.scale *= FRandom[ExploS](.8,1.2);
s.specialf1 = FRandom[ExploS](.93,.97);
s.specialf2 = FRandom[ExploS](.02,.04);
s.roll = FRandom[ExploS](0,360);
}
A_FadeOut(.07);
}
Wait;
Simple:
SPEX ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright;
Stop;
}
}
Class SWWMPickupFlash : Actor
{
Default
{
RenderStyle "Add";
Args 0,3,2,1;
+NOGRAVITY;
+NOBLOCKMAP;
+DONTSPLASH;
+ROLLSPRITE;
+ROLLCENTER;
+NOINTERACTION;
+FORCEXYBILLBOARD;
FloatBobPhase 0;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
frame = Args[0];
}
States
{
Spawn:
BLPF # 1 Bright NoDelay
{
// offset up
SetOrigin(Vec3Offset(0,0,16),false);
roll = FRandom[ExploS](0,360);
scale *= FRandom[ExploS](0.9,1.1);
scale.x *= RandomPick[ExploS](-1,1);
scale.y *= RandomPick[ExploS](-1,1);
int numpt = Random[ExploS](8,10);
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("SWWMSmallSmoke",pos);
s.vel = pvel;
s.SetShade(Color(Args[1],Args[2],Args[3])*Random[ExploS](64,85));
s.A_SetRenderStyle(s.alpha,STYLE_AddShaded);
s.scale *= 3.;
s.alpha *= .5;
}
}
BLPF # 1 Bright A_FadeOut(.2);
Wait;
}
}
Class SWWMPinkPickupFlash : SWWMPickupFlash
{
Default
{
Args 1,3,1,2;
}
}
Class SWWMCyanPickupFlash : SWWMPickupFlash
{
Default
{
Args 2,1,2,3;
}
}
Class SWWMGreenPickupFlash : SWWMPickupFlash
{
Default
{
Args 3,1,3,1;
}
}
Class SWWMBluePickupFlash : SWWMPickupFlash
{
Default
{
Args 4,1,1,3;
}
}
Class SWWMPurplePickupFlash : SWWMPickupFlash
{
Default
{
Args 5,2,1,3;
}
}
Class SWWMRedPickupFlash : SWWMPickupFlash
{
Default
{
Args 6,3,1,1;
}
}
Class SWWMWhitePickupFlash : SWWMPickupFlash
{
Default
{
Args 7,3,3,3;
}
}
// Bullet trails from DT
Class WaterHit
{
Sector sect;
Vector3 hitpos;
}
Class InvisibleSplasher : Actor
{
Default
{
Mass 100;
VSpeed -2;
Radius 2;
Radius 2;
+NOBLOCKMAP; // needed to prevent infinite loops with some 3D floor water (yes, you read that right)
FloatBobPhase 0;
}
States
{
Spawn:
TNT1 A 2;
Stop;
}
}
Class SmolInvisibleSplasher : InvisibleSplasher
{
Default
{
Mass 5;
}
}
Class SWWMBulletTrail : LineTracer
{
Array<WaterHit> WaterHitList;
Array<Line> ShootThroughList;
Actor ignoreme;
static play void DoTrail( Actor target, Vector3 pos, Vector3 dir, double dist, int bubblechance, bool smoky = false )
{
let t = new("SWWMBulletTrail");
t.ignoreme = target;
t.WaterHitList.Clear();
t.ShootThroughList.Clear();
t.Trace(pos,level.PointInSector(pos.xy),dir,dist,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
{
// have to do both because WOW, HOW THE FUCK IS THIS INTENTIONAL???
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
t.ShootThroughList[i].Activate(target,0,SPAC_Impact);
}
for ( int i=0; i<t.WaterHitList.Size(); i++ )
{
let b = Actor.Spawn("InvisibleSplasher",t.WaterHitList[i].hitpos);
b.A_CheckTerrain();
}
for ( int i=5; i<t.Results.Distance; i+=10 )
{
if ( !Random[Boolet](0,bubblechance) ) continue;
let b = Actor.Spawn(smoky?"SWWMSmallSmoke":"SWWMBubble",level.Vec3Offset(pos,dir*i));
b.Scale *= FRandom[Boolet](.4,.6);
}
t.Destroy();
}
override ETraceStatus TraceCallback()
{
// liquid splashes
if ( Results.CrossedWater )
{
let hl = new("WaterHit");
hl.sect = Results.CrossedWater;
hl.hitpos = Results.CrossedWaterPos;
WaterHitList.Push(hl);
}
else if ( Results.Crossed3DWater )
{
let hl = new("WaterHit");
hl.sect = Results.Crossed3DWater;
hl.hitpos = Results.Crossed3DWaterPos;
WaterHitList.Push(hl);
}
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignoreme ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE ) return TRACE_Stop;
return TRACE_Skip;
}
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
return TRACE_Stop;
ShootThroughList.Push(Results.HitLine);
return TRACE_Skip;
}
return TRACE_Stop;
}
}
// Blob shadows
Class SWWMShadow : Actor
{
Sector oldfloor;
static void Track( Actor other )
{
// prevent infinite recursion
if ( other is 'SWWMShadow' ) return;
// no shadows for overlay actors
if ( other is 'GhostArtifactX' ) return;
let s = SWWMShadow(Spawn("SWWMShadow",other.pos));
s.target = other;
s.Update(true);
}
private void Update( bool nointerpolate = false )
{
// update scale / alpha
if ( ((target is 'Inventory') && Inventory(target).Owner) || target.bKILLED || target.bINVISIBLE || (target.sprite == target.GetSpriteIndex('TNT1')) || (target.sprite == target.GetSpriteIndex('ACLO')) )
alpha = 0.;
else
{
alpha = 1.-min(1.,.006*abs(target.pos.z-pos.z));
alpha *= target.alpha;
double relz = target.pos.z-pos.z;
if ( target.bFLOATBOB ) relz += BobSin(target.FloatBobPhase)*target.FloatBobStrength;
double bscale = (target.radius/16.)*(1.-min(1.,.003*relz));
// hax
if ( target is 'CompanionLamp' ) bscale *= 2.;
A_SetScale(bscale);
}
// update position
double curz = target.CurSector.NextLowestFloorAt(target.pos.x,target.pos.y,target.pos.z);
if ( (target.pos.xy == pos.xy) && (pos.z == curz) ) return;
SetOrigin((target.pos.x,target.pos.y,curz),true);
if ( nointerpolate )
prev = pos;
else if ( oldfloor != target.CurSector )
prev.z = pos.z; // prevent interpolation of steep height changes
// update slope alignment
if ( !oldfloor || (oldfloor != target.CurSector) )
SWWMUtility.SetToSlope(self,0);
oldfloor = target.CurSector;
}
override void Tick()
{
if ( !target )
{
Destroy();
return;
}
Update();
}
default
{
RenderStyle "Shaded";
StencilColor "000000";
DistanceCheck 'swwm_shadowdist';
Radius .1;
Height 0.;
+NOBLOCKMAP;
+NOINTERACTION;
+DONTSPLASH;
+NOTELEPORT;
FloatBobPhase 0;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}