swwmgz_m/zscript/items/swwm_funstuff.zsc

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Text

// April Fools 2020
Class FroggyChair : Actor
{
int cdown;
bool carried;
bool wasonground;
double lastvelz;
Actor lasthit;
Default
{
Tag "$T_FROGGY";
Radius 12;
Height 16;
+SOLID;
+SHOOTABLE;
+NODAMAGE;
+NOBLOOD;
+INTERPOLATEANGLES;
+FORCEPAIN;
+CANPASS;
+NOBLOCKMONST;
+MOVEWITHSECTOR;
+SLIDESONWALLS;
}
private void BeginCarry( Actor carrier )
{
if ( !carrier ) return;
SWWMLoreLibrary.Add(carrier.player,"FroggyChair");
carrier.A_StartSound("demolitionist/handsup",CHAN_ITEM,CHANF_OVERLAP);
if ( carrier is 'Demolitionist' ) Demolitionist(carrier).froggy = self;
A_SetRenderStyle(.5,STYLE_Translucent);
A_SetSize(default.radius,32); // full body blocks
carried = true;
bSOLID = false;
bNOGRAVITY = true;
vel *= 0;
tracer = master = carrier;
lasthit = null;
}
private void EndCarry()
{
if ( master ) master.A_StartSound("demolitionist/handsdown",CHAN_ITEM,CHANF_OVERLAP);
if ( master is 'Demolitionist' ) Demolitionist(master).froggy = null;
A_SetRenderStyle(1.,STYLE_Normal);
A_SetSize(default.radius,default.height);
carried = false;
bSOLID = true;
bNOGRAVITY = false;
master = null;
vel.z += vel.xy.length()*.2;
lasthit = null;
}
override void Tick()
{
if ( cdown < 80 )
{
cdown++;
if ( cdown == 10 )
Console.MidPrint(newsmallfont,"$D_FROGGY1");
else if ( cdown == 80 )
Console.MidPrint(newsmallfont,"$D_FROGGY2");
}
if ( carried )
{
prev = pos;
if ( !master || (master.Health <= 0) ) EndCarry();
else
{
Vector2 tofs = AngleToVector(master.angle,40.);
Vector3 tomove = master.Vec2OffsetZ(tofs.x,tofs.y,master.player.viewz-32.);
Vector3 dirto = level.Vec3Diff(pos,tomove);
double intp = clamp(dirto.length()*.01,.3,.7);
SetOrigin(level.Vec3Offset(pos,dirto*intp),true);
double magvel = dirto.length();
dirto /= magvel;
vel = dirto*min(50,magvel);
double angleto = deltaangle(angle,AngleTo(master));
A_SetAngle(angle+angleto*.3,SPF_INTERPOLATE);
}
return;
}
wasonground = ((pos.z <= floorz) || !TestMobjZ());
lastvelz = vel.z;
Super.Tick();
if ( isFrozen() || (freezetics > 0) ) return;
if ( (pos.z <= floorz) || !TestMobjZ() )
{
if ( !wasonground && (lastvelz < -1) ) A_StartSound("squeak",CHAN_BODY,CHANF_OVERLAP,clamp(-lastvelz*.05,0.,1.));
vel.xy *= .9; // fast friction
}
}
override bool Used( Actor user )
{
if ( carried )
{
if ( user != master ) return false;
A_SetSize(default.radius,default.height);
if ( TestMobjLocation() && level.IsPointInLevel(pos) ) EndCarry();
else A_SetSize(default.radius,32);
}
else
{
Vector3 itempos = Vec3Offset(0,0,Height/2),
userpos = user.Vec2OffsetZ(0,0,user.player.viewz);
// 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;
BeginCarry(user);
}
return true;
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
if ( (damage > 0) && (special1 < level.maptime) )
{
special1 = level.maptime+5;
A_StartSound("squeak",CHAN_VOICE);
}
return Super.DamageMobj(inflictor,source,damage,mod,flags,angle);
}
override bool CanCollideWith( Actor other, bool passive )
{
if ( !other.bSHOOTABLE && !other.bSOLID ) return false;
Vector3 dir = vel;
double vsize = dir.length();
// we need to compare Z height because wow thanks
Vector3 diff = level.Vec3Diff(pos,other.pos);
if ( (diff.z > height) || (diff.z < -other.height) ) return false;
if ( vsize > 1 )
{
if ( other == lasthit )
return false;
dir /= vsize;
if ( !passive && other.bSHOOTABLE && (!tracer || !other.IsFriend(tracer)) )
{
lasthit = other;
SWWMUtility.DoKnockback(other,dir,5000*vsize);
Vector3 dirto = level.Vec3Diff(other.Vec3Offset(0,0,other.height/2),Vec3Offset(0,0,height));
double lento = dirto.length();
if ( lento <= double.epsilon )
{
double ang = FRandom[DoBlast](0,360);
double pt = FRandom[DoBlast](-90,90);
dirto = SWWMUtility.Vec3FromAngles(ang,pt);
}
else dirto /= lento;
vel = (dirto+(0,0,.1))*vsize*.3;
Spawn("SWWMItemFog",pos);
other.DamageMobj(self,tracer,int(2.5*vsize),'Melee',DMG_THRUSTLESS);
A_StartSound("squeak",CHAN_WEAPON);
return false;
}
if ( other == tracer )
return false;
}
return true;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
// a flag
Class SWWMFlag : Actor
{
int seq;
int holdtime;
bool carried;
void ChangeFlag()
{
seq = (seq+1)%4;
switch ( seq )
{
case 0:
A_ChangeModel("",0,"","",0,"models","SWWMFlag.png");
break;
case 1:
A_ChangeModel("",0,"","",0,"models","SWWMFlag_Pride.png");
break;
case 2:
A_ChangeModel("",0,"","",0,"models","SWWMFlag_Trans.png");
break;
case 3:
A_ChangeModel("",0,"","",0,"models","SWWMFlag_Enby.png");
break;
}
A_StartSound("bestsound",CHAN_BODY,CHANF_OVERLAP);
}
void BeginCarry()
{
master.A_StartSound("demolitionist/handsup",CHAN_ITEM,CHANF_OVERLAP);
A_SetScale(.5);
A_SetRenderStyle(.5,STYLE_Translucent);
carried = true;
bSOLID = false;
bNOGRAVITY = true;
vel *= 0.;
}
void UpdateCarry()
{
prev = pos;
Vector2 tofs = AngleToVector(master.angle,40.);
Vector3 tomove = master.Vec2OffsetZ(tofs.x,tofs.y,master.player.viewz-32.);
Vector3 dirto = level.Vec3Diff(pos,tomove);
double intp = clamp(dirto.length()*.01,.3,.7);
SetOrigin(level.Vec3Offset(pos,dirto*intp),true);
double magvel = dirto.length();
dirto /= magvel;
vel = dirto*min(50,magvel);
double angleto = deltaangle(angle,master.AngleTo(self));
A_SetAngle(angle+angleto*.3,SPF_INTERPOLATE);
}
void EndCarry()
{
if ( master ) master.A_StartSound("demolitionist/handsdown",CHAN_ITEM,CHANF_OVERLAP);
A_SetScale(1.);
A_SetRenderStyle(1.,STYLE_Normal);
carried = false;
bSOLID = true;
bNOGRAVITY = false;
vel *= 0.;
}
override void Tick()
{
if ( master && (master.Health > 0) && master.player && master.player.usedown )
{
if ( carried ) UpdateCarry();
else if ( master.Distance2D(self) <= PlayerPawn(master).UseRange )
{
holdtime++;
if ( holdtime >= 15 ) BeginCarry();
}
}
else if ( holdtime > 0 )
{
if ( holdtime < 15 ) ChangeFlag();
if ( carried ) EndCarry();
master = null;
holdtime = 0;
}
if ( !carried )
{
Super.Tick();
return;
}
// no need to care about everything when carried
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
override bool Used( Actor user )
{
if ( carried ) return false;
master = user;
holdtime = 1;
return true;
}
Default
{
+SOLID;
+NOTELEPORT;
+DONTSPLASH;
Radius 2;
Height 104;
}
States
{
Spawn:
XZW1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2;
XZW2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2;
XZW3 ABCDEFGH 2;
Loop;
}
}
// oof
Class SWWMGasCloudSpawner : SWWMNonInteractiveActor
{
override void Tick()
{
if ( freezetics > 0 )
{
freezetics--;
return;
}
if ( isFrozen() ) return;
if ( !(special1%5) )
{
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
let c = Spawn("SWWMGasCloud",level.Vec3Offset(pos,x*(20+special1*12)));
c.target = target;
c.specialf1 = 1+special1/10.;
}
special1++;
if ( special1 > 20 ) Destroy();
}
}
Class SWWMGasCloud : SWWMNonInteractiveActor
{
Default
{
+FORCERADIUSDMG;
}
override void Tick()
{
if ( freezetics > 0 )
{
freezetics--;
return;
}
if ( isFrozen() ) return;
for ( int i=0; i<2; i++ )
{
let e = Spawn("SWWMFart",level.Vec3Offset(pos,specialf1*SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*20.));
e.target = target;
e.scale *= specialf1;
}
SWWMUtility.DoExplosion(self,Random[ExploS](2,6),0,60*specialf1,40,DE_NOBLEED|DE_NOSPLASH|DE_THRUWALLS|DE_HOWL,'Gas',target);
special1++;
if ( special1 >= 90 ) Destroy();
}
}
Class SWWMFart : SWWMHalfSmoke
{
Default
{
RenderStyle "Add";
Alpha .1;
}
States
{
Spawn:
FRT1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 Bright;
FRT2 ABCDEFGHI 2 Bright;
Stop;
}
}
// yay!
Class FancyConfetti : SWWMNonInteractiveActor
{
int deadtimer;
bool dead;
double anglevel, pitchvel, rollvel;
Sector tracksector;
int trackplane;
Default
{
+INTERPOLATEANGLES;
+ROLLSPRITE;
+ROLLCENTER;
Gravity 0.05;
}
override void PostBeginPlay()
{
deadtimer = Random[Junk](-30,30);
anglevel = FRandom[Junk](3,12)*RandomPick[Junk](-1,1);
pitchvel = FRandom[Junk](3,12)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](3,12)*RandomPick[Junk](-1,1);
if ( bAMBUSH ) frame = 0;
else frame = Random[Junk](0,13);
scale *= Frandom[Junk](0.8,1.2);
}
override void Tick()
{
prev = pos; // for interpolation
if ( freezetics > 0 )
{
freezetics--;
return;
}
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);
}
}
deadtimer++;
if ( deadtimer > 300 ) A_FadeOut(0.05);
return;
}
vel.z -= GetGravity();
vel.xy *= .98;
if ( vel.z > 0 ) vel.z *= .98;
// 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) && (d.HitType != TRACE_HitFloor) )
{
dist -= d.Distance;
// should only happen if we bounced
dir = d.HitDir-(1.2*hitnormal*(d.HitDir dot hitnormal));
vel = dir*spd;
newpos = d.HitLocation+dir;
}
else
{
dist = 0.;
newpos = level.Vec3Offset(newpos,dir*spd);
}
if ( (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);
SetOrigin(newpos,true);
UpdateWaterLevel();
if ( waterlevel > 0 )
{
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;
}
Wait;
Death:
XZW1 # -1;
Stop;
Dummy:
XZW1 ABCDEFGHIJKLMN -1;
Stop;
}
}
Class SuperFancyTrail : SWWMNonInteractiveActor
{
Default
{
RenderStyle "Add";
XScale 24.;
+FORCEXYBILLBOARD;
}
override void Tick()
{
if ( freezetics > 0 )
{
freezetics--;
return;
}
if ( isFrozen() ) return;
A_SetScale(scale.x*.95,scale.y);
A_FadeOut(.01);
}
States
{
Spawn:
XZW1 ABCDEFGH -1 Bright;
Stop;
}
}
Class SuperFancySparkle : SWWMNonInteractiveActor
{
Default
{
RenderStyle "Add";
Scale .25;
+ROLLSPRITE;
+ROLLCENTER;
+INTERPOLATEANGLES;
+FORCEXYBILLBOARD;
}
override void PostBeginPlay()
{
Scale *= FRandom[ExploS](.75,1.5);
specialf1 = FRandom[ExploS](.94,.97);
specialf2 = FRandom[ExploS](.004,.012);
double ang = FRandom[ExploS](0,360);
double pt = FRandom[ExploS](-90,30);
vel = SWWMUtility.Vec3FromAngles(ang,pt)*FRandom[ExploS](2.,16.);
frame = Random[ExploS](0,7);
special1 = RandomPick[ExploS](-1,1)*Random[ExploS](1,6);
roll = FRandom[ExploS](0,360);
}
override void Tick()
{
prev = pos;
if ( freezetics > 0 )
{
freezetics--;
return;
}
if ( isFrozen() ) return;
A_SetScale(scale.x*specialf1);
A_SetRoll(roll+special1,SPF_INTERPOLATE);
A_FadeOut(specialf2);
Vector3 dir = vel;
double magvel = dir.length();
magvel *= .99;
if ( magvel > 0. )
{
dir /= magvel;
dir += .2*SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90));
vel = dir.unit()*magvel;
}
SetOrigin(level.Vec3Offset(pos,vel),true);
dir = level.Vec3Diff(pos,prev);
double dist = dir.length();
if ( dist < .1 ) return;
dir /= dist;
let t = Spawn("SuperFancyTrail",pos);
t.alpha = alpha*.5;
t.scale.x *= scale.x;
[t.angle, t.pitch, t.scale.y] = SWWMUtility.CalcYBeam(dir,dist);
t.SetState(t.SpawnState+frame);
}
States
{
Spawn:
BLPF # -1 Bright;
Stop;
}
}
Class SuperPartyLight : PaletteLight
{
Default
{
Tag "SpRainbow";
Args 0,0,0,100;
ReactionTime 40;
}
override void PostBeginPlay()
{
SetTag(String.Format("SpRainbow,%d",Random[ExploS](0,7)));
ReactionTime = Random[ExploS](30,50);
double ang = FRandom[ExploS](0,360);
double pt = FRandom[ExploS](-90,30);
vel = SWWMUtility.Vec3FromAngles(ang,pt)*FRandom[ExploS](2,10);
Super.PostBeginPlay();
}
override void Tick()
{
Super.Tick();
if ( isFrozen() || (freezetics > 0) ) return;
SetOrigin(level.Vec3Offset(pos,vel),true);
}
}
Class PartyTime : SWWMNonInteractiveActor
{
bool ignite;
override void PostBeginPlay()
{
if ( target ) specialf1 = target.Height/2.;
else specialf1 = 16.;
}
override void Tick()
{
if ( ignite )
{
// wait for the sound to stop
if ( !IsActorPlayingSound(CHAN_ITEM) )
Destroy();
return;
}
if ( !target || (target.tics == -1) )
{
// burst into treats!
ignite = true;
A_Confetti();
return;
}
SetOrigin(target.pos,false);
}
void A_Confetti()
{
if ( !bAMBUSH && !bSTANDSTILL ) A_StartSound("misc/tada",CHAN_ITEM);
double ang, pt;
int numpt = Random[ExploS](100,120);
if ( bAMBUSH ) numpt *= 4;
else if ( bSTANDSTILL ) numpt *= 2;
for ( int i=0; i<numpt; i++ )
{
ang = FRandom[ExploS](0,360);
pt = FRandom[ExploS](-90,30);
let c = Spawn("FancyConfetti",Vec3Offset(0,0,specialf1));
c.vel = SWWMUtility.Vec3FromAngles(ang,pt)*FRandom[ExploS](2,8);
if ( bAMBUSH ) c.vel *= 2;
}
if ( !bAMBUSH ) return;
numpt = Random[ExploS](60,90);
for ( int i=0; i<numpt; i++ )
Spawn("SuperFancySparkle",Vec3Offset(0,0,specialf1));
numpt = Random[ExploS](6,9);
for ( int i=0; i<numpt; i++ )
Spawn("SuperPartyLight",Vec3Offset(0,0,specialf1));
}
}
Class ChanceboxSpawner : Actor
{
override void PostBeginPlay()
{
if ( deathmatch )
{
// not in DM
let b = Spawn("HealthNuggetItem",pos);
SWWMUtility.TransferItemProp(self,b);
ClearCounters();
Destroy();
return;
}
int numbox = 0;
ThinkerIterator ti = ThinkerIterator.Create("Chancebox");
while ( ti.Next() ) numbox++;
if ( numbox >= 3 )
{
// there's three boxes in the map already
let b = Spawn("HealthNuggetItem",pos);
SWWMUtility.TransferItemProp(self,b);
ClearCounters();
Destroy();
return;
}
BlockLinesIterator bl = BlockLinesIterator.CreateFromPos(pos,32,32,CurSector);
double tbox[4];
// top, bottom, left, right
tbox[0] = pos.y+32;
tbox[1] = pos.y-32;
tbox[2] = pos.x-32;
tbox[3] = pos.x+32;
while ( bl.Next() )
{
Line l = bl.CurLine;
if ( !l ) continue;
if ( tbox[2] > l.bbox[3] ) continue;
if ( tbox[3] < l.bbox[2] ) continue;
if ( tbox[0] < l.bbox[1] ) continue;
if ( tbox[1] > l.bbox[0] ) continue;
if ( SWWMUtility.BoxOnLineSide(tbox[0],tbox[1],tbox[2],tbox[3],l) != -1 ) continue;
// there isn't enough space to spawn a box here
let b = Spawn("HealthNuggetItem",pos);
SWWMUtility.TransferItemProp(self,b);
ClearCounters();
Destroy();
return;
}
let b = Spawn("Chancebox",pos);
// copy all our stuff
SWWMUtility.TransferItemProp(self,b);
ClearCounters();
Destroy();
}
Default
{
Radius 12;
Height 20;
}
}
Class BoxSpawnSpot
{
Vector3 pos;
double angle;
}
Class CBoxLight : SpotLightAttenuated
{
Default
{
Args 112,64,224,100;
DynamicLight.SpotInnerAngle 20;
DynamicLight.SpotOuterAngle 80;
+INTERPOLATEANGLES;
}
override void Tick()
{
Super.Tick();
if ( !target || target.InStateSequence(target.CurState,target.FindState("BlowUp")) )
{
Destroy();
return;
}
Vector2 ofs = ((special1<2)?8:-8,(special1%2)?12:-12)*target.scale.x;
double ang = (special1<2)?0:180;
angle = target.angle+ang;
ofs = RotateVector(ofs,target.angle);
SetOrigin(target.Vec3Offset(ofs.x,ofs.y,10*target.scale.y),true);
}
}
Class ChanceboxReward play abstract
{
// check if this reward can drop (e.g.: if player owns a specific weapon)
virtual bool CheckRequirements()
{
// always available by default
return true;
}
// spawn the reward from this subclass
abstract void SpawnReward( Vector3 pos );
// drop <item> at <pos>
// optionally, set bDROPPED flag on it
static void SpawnCenter( Vector3 pos, Class<Actor> item, bool bDROPPED = false )
{
let a = Actor.Spawn(item,pos);
a.bDROPPED = bDROPPED;
a.vel.z = FRandom[Chancebox](2.,4.);
}
// drop <number> of <item> in a circle at <pos> with FRandom[Chancebox](<minthrow>+1) horizontal speed, and optionally choosing <item2> whenever (i%<item2ratio>)
// circle drops will always have bDROPPED
static void SpawnCircle( Vector3 pos, int number, Class<Actor> item, double minthrow = 1., double maxthrow = 1., Class<Actor> item2 = null, int item2ratio = 2 )
{
Actor a;
for ( int i=0; i<number; i++ )
{
if ( item2 ) a = Actor.Spawn((i%item2ratio)?item2:item,pos);
else a = Actor.Spawn(item,pos);
a.bDROPPED = true;
a.vel.z = FRandom[Chancebox](2.,4.);
a.vel.xy = Actor.AngleToVector(i*(360./number),minthrow+FRandom[Chancebox](0.,maxthrow));
}
}
}
// various VIP items (ammo, powerups), with sandwich as fallback
// this reward is always available
Class RewardVIPItems : ChanceboxReward
{
override void SpawnReward( Vector3 pos )
{
Class<Inventory> vipammodrop = null;
if ( SWWMUtility.ItemExists("Ynykron",ownedonly:true) && SWWMUtility.CheckNeedsItem("YnykronAmmo",true) && Random[Chancebox](0,1) ) vipammodrop = "YnykronAmmo";
if ( SWWMUtility.ItemExists("RafanKos",ownedonly:true) && SWWMUtility.CheckNeedsItem("UltimateAmmo",true) && Random[Chancebox](0,1) && !vipammodrop ) vipammodrop = "UltimateAmmo";
if ( SWWMUtility.ItemExists("Spreadgun",ownedonly:true) && SWWMUtility.CheckNeedsItem("GoldShell",true) && !vipammodrop ) vipammodrop = "GoldShell";
Class<Inventory> vipitemdrop = null;
if ( SWWMUtility.CheckNeedsItem("Mykradvo",true) && !SWWMUtility.ItemExists("Mykradvo",worldonly:true) && Random[Chancebox](0,1) ) vipitemdrop = "Mykradvo";
if ( SWWMUtility.CheckNeedsItem("AngerySigil",true) && !SWWMUtility.ItemExists("AngerySigil",worldonly:true) && Random[Chancebox](0,1) && !vipitemdrop ) vipitemdrop = "AngerySigil";
if ( SWWMUtility.CheckNeedsItem("DivineSprite",true) && !SWWMUtility.ItemExists("DivineSprite",worldonly:true) && Random[Chancebox](0,1) && !vipitemdrop ) vipitemdrop = "DivineSprite";
if ( !vipitemdrop ) vipitemdrop = "GrilledCheeseSandwich";
SpawnCenter(pos,(!Random[Chancebox](0,2)&&vipammodrop)?vipammodrop:vipitemdrop);
}
}
// sometimes mapsets don't have chainsaw spawns for whatever reason
// so we drop a hammer as reward
Class RewardHammer : ChanceboxReward
{
override bool CheckRequirements()
{
return SWWMUtility.CheckNeedsItem("ItamexHammer");
}
override void SpawnReward( Vector3 pos )
{
SpawnCenter(pos,"ItamexHammer");
}
}
// mortal rifle ammo treats
Class RewardMisterRifle : ChanceboxReward
{
override bool CheckRequirements()
{
return SWWMUtility.ItemExists("MisterRifle",ownedonly:true);
}
override void SpawnReward( Vector3 pos )
{
SpawnCenter(pos,"MisterGAmmo");
SpawnCircle(pos,4,"MisterRound");
SpawnCircle(pos,8,"MisterRound",3.);
}
}
// a spare candy gun and some bullets
Class RewardCandyGun : ChanceboxReward
{
override bool CheckRequirements()
{
return SWWMUtility.ItemExists("CandyGun",ownedonly:true);
}
override void SpawnReward( Vector3 pos )
{
SpawnCenter(pos,"CandyGun");
SpawnCircle(pos,7,"CandyGunBullets");
}
}
// TODO ray-khom bolts all over
// them silver bullets
Class RewardSilverBullets : ChanceboxReward
{
override bool CheckRequirements()
{
return SWWMUtility.ItemExists("SilverBullet",ownedonly:true);
}
override void SpawnReward( Vector3 pos )
{
SpawnCircle(pos,4,"SilverBullets");
SpawnCircle(pos,6,"SilverBullets",3.);
}
}
// TODO cyan/red plasma cells for the sparkster
// buncha spark units
Class RewardSparkUnits : ChanceboxReward
{
override bool CheckRequirements()
{
return SWWMUtility.ItemExists("Sparkster",ownedonly:true);
}
override void SpawnReward( Vector3 pos )
{
SpawnCenter(pos,"SparkUnit2",true);
SpawnCircle(pos,3,"SparkUnit");
}
}
// assortment of Quadravol cells
Class RewardQuadCells : ChanceboxReward
{
override bool CheckRequirements()
{
return SWWMUtility.ItemExists("Quadravol",ownedonly:true);
}
override void SpawnReward( Vector3 pos )
{
SpawnCenter(pos,"QuadravolAmmo3",true);
SpawnCircle(pos,3,"QuadravolAmmo");
SpawnCircle(pos,6,"QuadravolAmmo",3.);
}
}
// lotta hellblazers
Class RewardHellblazers : ChanceboxReward
{
override bool CheckRequirements()
{
return SWWMUtility.ItemExists("Hellblazer",ownedonly:true);
}
override void SpawnReward( Vector3 pos )
{
SpawnCenter(pos,"HellblazerMissiles3",true);
SpawnCircle(pos,3,"HellblazerMissiles");
SpawnCircle(pos,6,"HellblazerMissiles",3.);
}
}
// BOOLETS
Class RewardSheenAmmo : ChanceboxReward
{
override bool CheckRequirements()
{
return SWWMUtility.ItemExists("HeavyMahSheenGun",ownedonly:true);
}
override void SpawnReward( Vector3 pos )
{
SpawnCenter(pos,"SheenBigAmmo",true);
SpawnCircle(pos,5,"SheenSmallAmmo",3.);
SpawnCircle(pos,8,"SheenAmmo3",5.,item2:"SheenAmmo2");
}
}
// Flak'em
Class RewardFlakShells : ChanceboxReward
{
override bool CheckRequirements()
{
return SWWMUtility.ItemExists("Eviscerator",ownedonly:true);
}
override void SpawnReward( Vector3 pos )
{
SpawnCenter(pos,"EvisceratorSixPack",true);
SpawnCircle(pos,6,"EvisceratorShell",3.);
}
}
// TODO screwbullet droppage for the puntzers
// Lotta shells
Class RewardShells : ChanceboxReward
{
override bool CheckRequirements()
{
return SWWMUtility.ItemExists("Spreadgun",ownedonly:true)||SWWMUtility.ItemExists("Wallbuster",ownedonly:true);
}
override void SpawnReward( Vector3 pos )
{
SpawnCircle(pos,8,"RedShell",2.);
SpawnCircle(pos,12,"RedShell",4.,item2:"RedShell");
}
}
// Buncha nuggets
Class RewardNuggets : ChanceboxReward
{
override void SpawnReward( Vector3 pos )
{
SpawnCircle(pos,20,Random[ChanceBox](0,1)?"HealthNuggetItem":"ArmorNuggetItem",1.,7.);
}
}
// Healing surprise
Class RewardSuperHealth : ChanceboxReward
{
override void SpawnReward( Vector3 pos )
{
SpawnCenter(pos,"RefresherItem");
SpawnCircle(pos,15,"HealthNuggetItem",3.);
}
}
// Collectible box (recycling of discarded "chance box" item)
Class Chancebox : Actor
{
bool dud; // if true, cannot drop a collectible
bool chanceinit; // internal state has been initialized
static void SpawnChanceboxes()
{
// find all secret sectors, find potential spawn spots within them
// after that, spawn up to 3 boxes total within them
int tboxes = 0;
for ( int i=0; i<level.Sectors.Size(); i++ )
{
if ( !(level.Sectors[i].flags&Sector.SECF_SECRET) ) continue;
Sector s = level.Sectors[i];
// find any spots in the sector that are within it and have no linedefs or blocking actors within a 32 unit box
// start from the center, expand in rings
Vector2 origin = s.centerspot;
double maxradius = 0;
for ( int j=0; j<s.lines.Size(); j++ )
{
Line l = s.lines[j];
double v1len = (l.v1.p-origin).length(),
v2len = (l.v2.p-origin).length();
if ( v1len > maxradius ) maxradius = v1len;
if ( v2len > maxradius ) maxradius = v2len;
}
int rings = 1;
bool spawned = false;
Array<BoxSpawnSpot> spots;
spots.Clear();
for ( double j=0.; j<maxradius; j+=16. )
{
for ( double k=0.; k<360.; k+=(360./rings) )
{
// check spot
Vector3 testpos = (origin.x,origin.y,0)+SWWMUtility.AngleToVector3(k,j);
testpos.z = s.floorplane.ZAtPoint(testpos.xy);
if ( (level.PointInSector(testpos.xy) != s) || !level.IsPointInLevel(testpos) ) continue;
double ceil = s.ceilingplane.ZAtPoint(testpos.xy);
bool blocked = false;
BlockLinesIterator bl = BlockLinesIterator.CreateFromPos(testpos,32,32,s);
double tbox[4];
// top, bottom, left, right
tbox[0] = testpos.y+32;
tbox[1] = testpos.y-32;
tbox[2] = testpos.x-32;
tbox[3] = testpos.x+32;
while ( bl.Next() )
{
Line l = bl.CurLine;
if ( !l ) continue;
if ( tbox[2] > l.bbox[3] ) continue;
if ( tbox[3] < l.bbox[2] ) continue;
if ( tbox[0] < l.bbox[1] ) continue;
if ( tbox[1] > l.bbox[0] ) continue;
if ( SWWMUtility.BoxOnLineSide(tbox[0],tbox[1],tbox[2],tbox[3],l) != -1 ) continue;
blocked = true;
break;
}
if ( blocked ) continue;
// check for 3D floors first
int nffloor = s.Get3DFloorCount();
double bceil = ceil;
for ( int l=0; l<nffloor; l++ )
{
if ( !(s.Get3DFloor(l).flags&F3DFloor.FF_SOLID) ) continue;
double fz = s.Get3DFloor(l).top.ZAtPoint(testpos.xy);
if ( fz < testpos.z ) continue;
double cz = ceil;
for ( int l2=0; l2<nffloor; l2++ )
{
if ( !(s.Get3DFloor(l2).flags&F3DFloor.FF_SOLID) ) continue;
if ( (s.Get3DFloor(l2).top.ZAtPoint(testpos.xy) < fz) ) continue;
cz = s.Get3DFloor(l2).bottom.ZAtPoint(testpos.xy);
break;
}
if ( cz < bceil ) bceil = cz;
if ( cz-fz < 60 ) continue; // too short
bool blockedff = false;
BlockThingsIterator bt = BlockThingsIterator.CreateFromPos(testpos.x,testpos.y,fz,60,256,false);
while ( bt.Next() )
{
if ( !bt.Thing ) continue;
if ( abs(bt.Thing.pos.x-testpos.x) > 32+bt.Thing.Radius ) continue;
if ( abs(bt.Thing.pos.y-testpos.y) > 32+bt.Thing.Radius ) continue;
blockedff = true;
break;
}
if ( blockedff ) continue;
let sp = new("BoxSpawnSpot");
sp.pos = (testpos.x,testpos.y,fz);
sp.angle = k+180;
spots.Push(sp);
}
// spawn at the real floor
if ( bceil-testpos.z < 60 ) continue; // too short
// don't spawn on sky or hurtfloors if there are 3D floors
if ( (nffloor > 0) && ((s.GetTexture(0) == skyflatnum) || (s.damageamount > 0)) ) continue;
BlockThingsIterator bt = BlockThingsIterator.CreateFromPos(testpos.x,testpos.y,testpos.z,60,256,false);
while ( bt.Next() )
{
if ( !bt.Thing ) continue;
if ( abs(bt.Thing.pos.x-testpos.x) > 32+bt.Thing.Radius ) continue;
if ( abs(bt.Thing.pos.y-testpos.y) > 32+bt.Thing.Radius ) continue;
blocked = true;
break;
}
if ( blocked ) continue;
let sp = new("BoxSpawnSpot");
sp.pos = testpos;
sp.angle = k+180;
spots.Push(sp);
}
rings += 3;
}
if ( spots.Size() < 10 ) continue;
int ws = Random[Chancebox](0,spots.Size()-1);
let c = Spawn("ChanceboxSpawner",spots[ws].pos);
c.angle = spots[ws].angle;
tboxes++;
if ( tboxes >= 3 ) break; // already spawned 3 boxes in one map (which is a lot)
}
}
void A_DropSomething()
{
Array<Class <SWWMCollectible> > candidates;
candidates.Clear();
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let c = (Class<SWWMCollectible>)(AllActorClasses[i]);
if ( !c || (c == 'SWWMCollectible') ) continue;
let def = GetDefaultByType(c);
// check that we can collect it in this IWAD
if ( !def.ValidGame() ) continue;
candidates.Push(c);
}
let ti = ThinkerIterator.Create("SWWMCollectible");
SWWMCollectible c;
while ( c = SWWMCollectible(ti.Next()) )
{
int f = candidates.Find(c.GetClass());
if ( f < candidates.Size() )
candidates.Delete(f);
}
if ( (candidates.Size() <= 0) || dud )
{
// no collectible candidates? just burst into treats
if ( (scale.x > .5) && (Random[Chancebox](0,int(9*scale.x*scale.x)) < 3) )
{
// spawn another smaller chancebox
// (chance increases for the inner box, up until a scale factor of 50% is reached)
let a = Spawn("Chancebox",pos+(0,0,3*scale.y));
a.vel.z = FRandom[Chancebox](2,4);
a.angle = angle;
a.scale *= scale.x-.125;
if ( target && (a.scale.x <= .5) ) SWWMUtility.MarkAchievement("matryoshka",target.player);
}
else
{
// populate reward choices to randomize
Array<ChanceboxReward> rewards;
for ( int i=0; i<AllClasses.Size(); i++ )
{
let cls = (Class<ChanceboxReward>)(AllClasses[i]);
if ( !cls || cls.isAbstract() ) continue;
let cr = ChanceboxReward(new(cls));
rewards.Push(cr);
}
// discard those that don't meet requirements
for ( int i=0; i<rewards.Size(); i++ )
{
if ( rewards[i].CheckRequirements() ) continue;
rewards.Delete(i--);
}
// pick one at random (array size is guaranteed to be non-zero)
rewards[Random[Chancebox](0,rewards.Size()-1)].SpawnReward(pos);
}
}
else ChanceboxReward.SpawnCenter(pos,candidates[Random[Chancebox](0,candidates.Size()-1)]); // pop a random collectible
int numpt = Random[ExploS](16,32);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*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;
}
}
void A_Confetti()
{
A_StartSound("misc/tada",CHAN_ITEM,pitch:1./scale.x);
double ang, pt;
int numpt = Random[ExploS](100,120);
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*scale.y));
c.vel = SWWMUtility.Vec3FromAngles(ang,pt)*FRandom[ExploS](2,8);
}
}
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 ( CurState != FindState("Spawn") ) return false;
if ( !chanceinit )
{
int col = 0;
let ti = ThinkerIterator.Create("SWWMCollectible");
SWWMCollectible c;
while ( c = SWWMCollectible(ti.Next()) ) col++;
int tcol = 0;
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let c = (Class<SWWMCollectible>)(AllActorClasses[i]);
if ( !c || (c == 'SWWMCollectible') ) continue;
let def = GetDefaultByType(c);
// check that we can collect it in this IWAD
if ( !def.ValidGame() ) continue;
tcol++;
}
int alldudchance = 5-(4*col)/tcol; // chance for all boxes to be duds (no collectibles)
if ( (col > 0) && !Random[Chancebox](0,alldudchance) )
{
// all boxes are duds
let ti = ThinkerIterator.Create("Chancebox");
Chancebox c;
while ( c = Chancebox(ti.Next()) )
{
c.chanceinit = true;
c.dud = true;
}
}
else if ( Random[Chancebox](0,2) )
{
int nbox = 0, ndud = 0;
// this one's a dud (unless all the others are)
let ti = ThinkerIterator.Create("Chancebox");
Chancebox c;
while ( c = Chancebox(ti.Next()) )
{
if ( c == self ) continue;
nbox++;
if ( c.dud ) ndud++;
}
if ( ndud < nbox ) dud = true;
}
else
{
// the others are duds
let ti = ThinkerIterator.Create("Chancebox");
Chancebox c;
bool onemore = !Random[Chancebox](0,2); // unless...
while ( c = Chancebox(ti.Next()) )
{
if ( (c == self) || c.chanceinit ) continue;
c.chanceinit = true;
if ( onemore )
{
onemore = false;
// this one isn't a dud either (wow, how lucky)
c.dud = false;
}
else c.dud = true; // this one's a dud
}
}
chanceinit = true;
}
if ( bCOUNTITEM )
{
user.player.itemcount++;
level.found_items++;
bCOUNTITEM = false;
}
if ( bCOUNTSECRET )
{
user.GiveSecret();
bCOUNTSECRET = false;
}
if ( special )
{
user.A_CallSpecial(special,args[0],args[1],args[2],args[3],args[4]);
special = 0;
}
SWWMLoreLibrary.Add(user.player,"Chancebox");
specialf2 = AngleTo(user);
SetStateLabel("PreActive");
target = user;
return true;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
for ( int i=0; i<4; i++ )
{
let l = Spawn("CBoxLight",pos);
l.special1 = i;
l.target = self;
}
let ti = ThinkerIterator.Create("Chancebox");
Chancebox c;
while ( c = Chancebox(ti.Next()) )
{
if ( c.dud || (c.CurState == c.FindState("Spawn")) )
continue;
// automatically become a dud if collectible has been found
dud = true;
break;
}
A_SetSize(default.radius*scale.x,default.height*scale.y);
}
Default
{
Tag "$T_CHANCEBOX";
Radius 12;
Height 20;
+MOVEWITHSECTOR;
+ROLLSPRITE;
+SOLID;
+INTERPOLATEANGLES;
+COUNTITEM;
+CANPASS;
Species "Chancebox";
}
States
{
Spawn:
XZW1 A -1;
Stop;
PreActive:
XZW1 A 1
{
double delta = deltaangle(angle,specialf2);
int sign = (delta>=0.)?1:-1;
delta = clamp(abs(delta)*.15,.1,10.)*sign;
angle += delta;
return A_JumpIf(abs(deltaangle(angle,specialf2))<1.,"Active");
}
Wait;
Active:
XZW1 A 1
{
angle = specialf2;
specialf1 = angle;
A_StartSound("misc/drumroll",CHAN_WEAPON,pitch:1./scale.x);
}
XZW1 A 1
{
bINTERPOLATEANGLES = false;
angle = specialf1+FRandom[Chancebox](-5,5);
pitch = FRandom[Chancebox](-5,5);
roll = FRandom[Chancebox](-5,5);
special1++;
return A_JumpIf(special1>int(40*scale.x),"BlowUp");
}
Wait;
BlowUp:
XZW2 A 1
{
A_SetSize(default.radius*scale.x,2.5*scale.y);
A_QuakeEx(2,2,2,9,0,500,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:200,rollIntensity:.2);
A_StartSound("chancebox/explode",CHAN_VOICE,pitch:1./scale.x);
angle = specialf1;
pitch = roll = 0;
let t = Spawn("ChanceboxTop",Vec3Offset(0,0,20*scale.y));
t.angle = angle;
t.scale = scale;
let s1 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((12*scale.x,0),angle+90),0)));
s1.angle = angle+90;
s1.scale = scale;
let s2 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((12*scale.x,0),angle-90),0)));
s2.angle = angle-90;
s2.scale = scale;
A_DropSomething();
}
XZW2 BCDEFGHIJKLMNO 1;
XZW2 P -1 A_Confetti();
Stop;
}
}
// top side of chancebox, shoots upwards
Class ChanceboxTop : Actor
{
Default
{
Radius 12;
Height 3;
Species "Chancebox";
PROJECTILE;
+THRUSPECIES;
+NOFRICTION;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel = (0,0,20);
A_SetSize(default.radius*scale.x,default.height*scale.y);
}
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 12;
Height 24;
Species "Chancebox";
PROJECTILE;
+THRUSPECIES;
+NOFRICTION;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel = SWWMUtility.Vec3FromAngles(angle,pitch)*20;
A_SetSize(default.radius*scale.x,default.height*scale.y);
}
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;
}
}