swwmgz_m/zscript/utility/swwm_utility.zsc
Marisa Kirisame 4d7019ae86 Several changes from devel once more:
- Fuck it, Quadravol will be lever action.
 - Tiny cleanup.
 - Rewrite the weapon replacement system (less of a mess now maybe?).
 - Some menu fixes.
 - Minimap zoom increments like in the Common Library.
 - Add missing sound definition for Safety Tether.
   (This mostly went unnoticed because it's VERY rare to have it play)
 - Shift Sparkster x3 (DLC2) to slot 7.
   This way you can have both it and the Quadravol simultaneously.
   It would be unfair to not let you hold both "iconic" UnSX weapons at once.
 - Small lore tweak on Quadravol stance swap.
 - Fix off-by-one bug in looping palette lights.
 - Re-do logo shader. Use separate layer textures.
 - Fix Elemental Coating breaking "End Level" damage sectors.
(This will be the last batch of changes before I continue working on menus)
2021-12-08 18:17:41 +01:00

2351 lines
72 KiB
Text

// Misc. Utility code
enum EDoExplosionFlags
{
DE_BLAST = 1, // sets BLASTED flag on pushed actors
DE_NOBLEED = 2, // does not spawn blood decals on hit
DE_NOSPLASH = 4, // like XF_NOSPLASH
DE_THRUWALLS = 8, // damages through geometry (no sight check)
DE_NOTMISSILE = 16, // instigator is the source itself (normally it'd be its target pointer)
DE_EXTRAZTHRUST = 32, // applies a higher Z thrust to enemies on ground
DE_HOWL = 64, // 25% chance for hit enemies to howl
DE_COUNTENEMIES = 128, // only count hits for hostiles
DE_COUNTSTEALTH = 256, // only count hits for inactive monsters
DE_COUNTFHKILLS = 512 // only count kills for enemies that were at full health
};
Class SWWMAchievement
{
int baseindex; // order of the achievement in the list
String basename;
transient CVar state, progress;
TextureID icon;
int maxval;
bool hasformat;
}
Struct SWWMProjectionData
{
swwm_GM_Matrix wtc;
int viewx, viewy, vieww, viewh;
}
Class SWWMUtility
{
// loaded from a file, neater than having a bunch of static arrays
// filter: excludes unobtained achievements if swwm_filterachievements is 2
// also excludes the "everything" achievement unless unlocked
static clearscope void LoadAchievements( out Array<SWWMAchievement> achievements, bool filter = false )
{
achievements.Clear();
let lmp = Wads.FindLump("achievements.lst");
if ( lmp == -1 ) ThrowAbortException("'achievements.lst' not found");
String dat;
Array<String> list, ln;
bool hide = (filter&&(swwm_filterachievements==2));
int bidx = 0;
while ( lmp != -1 )
{
dat = Wads.ReadLump(lmp);
// fucking Windows
dat.Replace("\r","");
list.Clear();
dat.Split(list,"\n");
for ( int i=0; i<list.Size(); i++ )
{
if ( (list[i].Length() == 0) || (list[i].Left(1) == "#") || (list[i].Left(1) == "") )
continue;
ln.Clear();
list[i].Split(ln,",",0);
// game filtering
if ( !(gameinfo.gametype&GAME_DOOM) && (ln[3] ~== "doom") ) continue;
else if ( !(gameinfo.gametype&GAME_HERETIC) && (ln[3] ~== "heretic") ) continue;
else if ( !(gameinfo.gametype&GAME_HEXEN) && (ln[3] ~== "hexen") ) continue;
else if ( !(gameinfo.gametype&GAME_RAVEN) && (ln[3] ~== "raven") ) continue;
else if ( !(gameinfo.gametype&(GAME_DOOM|GAME_HERETIC)) && (ln[3] ~== "nothexen") ) continue;
let ac = new("SWWMAchievement");
ac.baseindex = bidx;
ac.basename = ln[0];
ac.maxval = ln[1].ToInt();
ac.state = CVar.FindCVar("swwm_achievement_"..ac.basename);
// if filtering, always hide the full completion achievement until it's unlocked
if ( filter && (ac.basename == "everything") && (ac.state.GetInt() <= 0) )
{
ac.Destroy();
continue;
}
if ( !ac.state ) ThrowAbortException("could not find cvar 'swwm_achievement_"..ac.basename.."'");
if ( ac.maxval )
{
ac.progress = CVar.FindCVar("swwm_progress_"..ac.basename);
if ( !ac.progress ) ThrowAbortException("could not find cvar 'swwm_progress_"..ac.basename.."'");
// special case for maxval
if ( ac.basename == "allcoll" )
{
int nc = 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;
nc++;
}
ac.maxval = nc;
}
}
else ac.progress = null;
// hide away achievements at 0%
if ( hide && (ac.state.GetInt() <= 0) && (!ac.progress || (ac.progress.GetInt() <= 0)) )
{
ac.Destroy();
continue;
}
ac.hasformat = (ln[2]~=="yes");
ac.icon = TexMan.CheckForTexture("graphics/Achievements/Achievement"..ac.basename..".png",TexMan.Type_Any);
// fallback icon if one is not found
if ( !ac.icon.IsValid() ) ac.icon = TexMan.CheckForTexture("graphics/Achievements/DefaultAchievement.png",TexMan.Type_Any);
achievements.Push(ac);
bidx++;
}
lmp = Wads.FindLump("achievements.lst",lmp+1);
}
}
// achievement helpers
static clearscope void MarkAchievement( Name mvar, PlayerInfo p = null )
{
if ( !p || (p != players[consoleplayer]) ) return;
let cv = CVar.FindCVar(mvar);
if ( !cv )
{
if ( developer >= 2 ) Console.Printf("MarkAchievement: CVar '"..mvar.."' not found");
return;
}
if ( cv.GetInt() < 1 ) cv.SetInt(1);
}
static clearscope void AchievementProgress( Name pvar, int val, PlayerInfo p = null )
{
if ( !p || (p != players[consoleplayer]) ) return;
let cv = CVar.FindCVar(pvar);
if ( !cv )
{
if ( developer >= 2 ) Console.Printf("AchievementProgress: CVar '"..pvar.."' not found");
return;
}
int cval = cv.GetInt();
if ( val <= cval ) return;
cv.SetInt(val);
}
static clearscope void AchievementProgressInc( Name pvar, int inc, PlayerInfo p = null )
{
if ( !p || (p != players[consoleplayer]) ) return;
let cv = CVar.FindCVar(pvar);
if ( !cv )
{
if ( developer >= 2 ) Console.Printf("AchievementProgressInc: CVar '"..pvar.."' not found");
return;
}
int cval = cv.GetInt();
cv.SetInt(cval+inc);
}
static clearscope void AchievementProgressIncDouble( Name pvar, double inc, PlayerInfo p = null )
{
if ( !p || (p != players[consoleplayer]) ) return;
let cv = CVar.FindCVar(pvar);
if ( !cv )
{
if ( developer >= 2 ) Console.Printf("AchievementProgressIncDouble: CVar '"..pvar.."' not found");
return;
}
double cval = cv.GetFloat();
cv.SetFloat(cval+inc);
}
// gets the names of all mod cvars
static clearscope void GetCVars( out Array<String> cvarlist )
{
cvarlist.Clear();
let lmp = Wads.CheckNumForFullname("cvarinfo.base");
if ( lmp == -1 ) ThrowAbortException("'cvarinfo.base' not found");
String dat = Wads.ReadLump(lmp);
Array<String> list, ln;
// fucking Windows
dat.Replace("\r","");
list.Clear();
dat.Split(list,"\n");
for ( int i=0; i<list.Size(); i++ )
{
if ( (list[i].Length() == 0) || (list[i].Left(2) == "//") || (list[i].Left(1) == "") )
continue;
int eq = list[i].IndexOf("=");
if ( eq == -1 ) continue;
list[i].Truncate(eq);
ln.Clear();
list[i].Split(ln," ",0);
for ( int j=0; j<ln.Size(); j++ )
{
if ( (ln[j].Left(5) != "swwm_") ) continue;
cvarlist.Push(ln[j]);
}
}
}
// sends
static clearscope void SendTooltip( Class<SWWMWeapon> which )
{
if ( !swwm_weapontooltips ) return;
CVar v = CVar.FindCVar('swwm_tooltipshown');
String tt = v.GetString();
Array<String> wpn;
tt.Split(wpn,",");
for ( int i=0; i<wpn.Size(); i++ )
{
if ( wpn[i] == which.GetClassName() ) return;
}
if ( tt == "" ) tt = which.GetClassName();
else tt = tt..","..which.GetClassName();
v.SetString(tt);
// this is kinda hacky but hey, as long as it works
Console.MidPrint(null,"swwmwpntooltip."..which.GetClassName());
v = CVar.FindCVar('swwm_tooltipnote');
if ( v.GetBool() ) return;
v.SetBool(true);
Console.Printf(StringTable.Localize("$SWWM_TTNOTE"));
}
// gutamatics caching
static clearscope void PrepareProjData( out SWWMProjectionData d, Vector3 viewpos, double angle, double pitch, double roll, double fov )
{
double aspect = Screen.GetAspectRatio();
// vertical fov
double fovratio = (aspect>=1.3)?1.333333:aspect;
double fovy = 2.*atan(tan(clamp(fov,5,170)/2.)/fovratio);
// world→clip matrix
swwm_GM_Matrix view = swwm_GM_Matrix.view(viewpos,angle,pitch,roll);
swwm_GM_Matrix perp = swwm_GM_Matrix.perspective(fovy,aspect,5,65535);
d.wtc = perp.multiplyMatrix(view);
// screen coord data
int sblocks = CVar.FindCVar('screenblocks').GetInt();
int viewx, viewy, vieww, viewh;
[viewx, viewy, vieww, viewh] = Screen.GetViewWindow();
int sh = Screen.GetHeight();
int h = sh;
if ( sblocks < 10 ) h = (sblocks*sh/10)&~7;
int bottom = sh-(h+viewy-((h-viewh)/2));
d.viewx = viewx;
d.viewy = sh-bottom-h;
d.vieww = vieww;
d.viewh = h;
}
static clearscope Vector3 ProjectPoint( SWWMProjectionData d, Vector3 worldpos )
{
return d.wtc.multiplyVector3(worldpos).asVector3();
}
static clearscope Vector2 NDCToViewport( SWWMProjectionData d, Vector3 ndc )
{
return (d.viewx,d.viewy)+(((ndc.x+1)*d.vieww)/2,((-ndc.y+1)*d.viewh)/2);
}
// checks if a point is inside the viewport
static clearscope bool TestScreenBounds( SWWMProjectionData d, Vector2 vpos )
{
return ((vpos.x == clamp(vpos.x,d.viewx,d.viewx+d.vieww))
&& (vpos.y == clamp(vpos.y,d.viewy,d.viewy+d.viewh)));
}
// less code duplication
static clearscope void AdjustClean_1( out double x, out double y )
{
x = (x-160)*CleanXFac_1+(Screen.GetWidth()*.5);
y = (y-100)*CleanYFac_1+(Screen.GetHeight()*.5);
}
static clearscope void AdjustClean_1x( out double x )
{
x = (x-160)*CleanXFac_1+(Screen.GetWidth()*.5);
}
// thanks zscript
static clearscope double fract( double a )
{
return (a<0)?(a+floor(a)):(a-floor(a));
}
static clearscope Color LerpColor( Color a, Color b, double theta )
{
Color c = Color(
int(a.a*(1.-theta)+b.a*theta),
int(a.r*(1.-theta)+b.r*theta),
int(a.g*(1.-theta)+b.g*theta),
int(a.b*(1.-theta)+b.b*theta)
);
return c;
}
// not sure if I should use this, looks a bit ugly
static clearscope void ThousandsStr( out String s )
{
String nstr = s;
s.Truncate(0);
int len = nstr.CodePointCount();
int t = len;
if ( nstr.Left(1) == "-" ) t++;
for ( int i=0, pos=0; i<len; i++ )
{
int ch;
[ch, pos] = nstr.GetNextCodePoint(pos);
s.AppendCharacter(ch);
t = (t-1)%3;
if ( (pos < len) && !t )
s.AppendCharacter(0x2C); // comma
}
}
static clearscope String ThousandsNum( int n )
{
String nstr = String.Format("%d",n);
ThousandsStr(nstr);
return nstr;
}
// this can probably be simplified, but I'm lazy
static clearscope Vector3 HSVtoRGB( Vector3 hsv )
{
Vector3 p;
p.x = abs(fract(hsv.x+1.)*6.-3.);
p.y = abs(fract(hsv.x+(2./3.))*6.-3.);
p.z = abs(fract(hsv.x+(1./3.))*6.-3.);
Vector3 p2;
p2.x = (1.-hsv.y)+clamp(p.x-1.,0.,1.)*hsv.y;
p2.y = (1.-hsv.y)+clamp(p.y-1.,0.,1.)*hsv.y;
p2.z = (1.-hsv.y)+clamp(p.z-1.,0.,1.)*hsv.y;
return p2*hsv.z;
}
static clearscope void StripColor( out String str )
{
int len = str.CodePointCount();
for ( int i=0, pos=0; i<len; i++ )
{
int remlen = 0;
int cplen = 0;
int ch, nxt;
[ch, nxt] = str.GetNextCodePoint(pos);
if ( ch != 0x1C )
{
pos = nxt;
continue;
}
remlen++;
cplen++;
[ch, nxt] = str.GetNextCodePoint(pos+remlen);
if ( ch == 0x5B )
{
int ch2;
do
{
[ch2, nxt] = str.GetNextCodePoint(pos+remlen);
remlen += nxt-(pos+remlen);
cplen++;
}
while ( ch2 != 0x5D );
}
remlen++;
str.Remove(pos,remlen);
len -= cplen;
i--;
}
}
static clearscope String SuperscriptNum( int val )
{
// unicode is fun
static const int digs[] = {0x2070,0x00B9,0x00B2,0x00B3,0x2074,0x2075,0x2076,0x2077,0x2078,0x2079};
String str = "";
int digits = int(Log10(val));
for ( int i=digits; i>=0; i-- )
{
int d = int(val/(10**i))%10;
str.AppendCharacter(digs[d]);
}
return str;
}
static clearscope String BlockBar( int a, int b, int width, int acol, int bcol )
{
String str = "";
int blocks = clamp(int(a/double(b)*width),0,width);
int eblocks = width-blocks;
if ( blocks )
{
str.AppendCharacter(0x1C);
str.AppendCharacter(0x41+acol);
}
for ( int i=0; i<blocks; i++ ) str.AppendCharacter(0x258F);
if ( eblocks )
{
str.AppendCharacter(0x1C);
str.AppendCharacter(0x41+bcol);
}
for ( int i=0; i<eblocks; i++ ) str.AppendCharacter(0x258F);
if ( blocks || eblocks )
{
str.AppendCharacter(0x1C);
str.AppendCharacter(0x2D);
}
return str;
}
static clearscope void ObscureText( out String str, int seed )
{
int len = str.CodePointCount();
String newstr = "";
for ( int i=0, pos=0; i<len; i++ )
{
seed = ((seed<<1)*35447+(seed/87));
int ch;
[ch, pos] = str.GetNextCodePoint(pos);
if ( (ch == 0x20) || (ch == 0x09) || (ch == 0x0A) )
newstr.AppendCharacter(ch);
else newstr.AppendCharacter((abs(seed)%95)+32);
}
str = newstr;
}
static clearscope void BeautifyClassName( out String str )
{
String workstr = str;
str.Truncate(0);
workstr.Replace("_"," ");
int len = workstr.CodePointCount();
for ( int i=0, pos=0; i<len; i++ )
{
int cp1;
[cp1, pos] = workstr.GetNextCodePoint(pos);
str.AppendCharacter(cp1);
if ( i < len-1 )
{
int cp2 = workstr.GetNextCodePoint(pos);
// this looks awkward, but I have to also account for non-letter characters
// uppercase after lowercase
if ( (String.CharUpper(cp1) != cp1) && (String.CharLower(cp2) != cp2) )
str.AppendCharacter(0x20);
// uppercase after non-letter
else if ( (String.CharUpper(cp1) == cp1) && (String.CharLower(cp1) == cp1) && (String.CharLower(cp2) != cp2) )
str.AppendCharacter(0x20);
// non-letter after lowercase
else if ( (String.CharUpper(cp1) != cp1) && (String.CharLower(cp2) == cp2) && (String.CharUpper(cp2) == cp2) )
str.AppendCharacter(0x20);
}
}
}
static double PitchTo( Actor a, Actor b, double hfact = 1. )
{
if ( !a || !b ) return 0;
Vector3 thispos = a.player?a.Vec2OffsetZ(0,0,a.player.viewz):a.Vec3Offset(0,0,a.missileheight);
Vector3 otherpos = b.Vec3Offset(0,0,b.height*hfact);
Vector3 diff = level.Vec3Diff(thispos,otherpos);
double dist = diff.length();
if ( dist > 0 ) return -asin(diff.z/dist);
return 0;
}
static clearscope int GetLineLock( Line l )
{
int locknum = l.locknumber;
if ( !locknum )
{
// check the special
switch ( l.special )
{
case FS_Execute:
locknum = l.Args[2];
break;
case Door_LockedRaise:
case Door_Animated:
locknum = l.Args[3];
break;
case ACS_LockedExecute:
case ACS_LockedExecuteDoor:
case Generic_Door:
locknum = l.Args[4];
break;
}
}
return locknum;
}
static clearscope bool IsExitLine( Line l )
{
if ( (l.special == Exit_Normal) || (l.special == Exit_Secret) || (l.special == Teleport_EndGame) || (l.special == Teleport_NewMap) )
return true;
// E1M8 compat
if ( (l.special == ACS_Execute) && (l.Args[0] == -Int('E1M8_KNOCKOUT')) )
return true;
// spooktober™
if ( ((l.special == ACS_Execute) || (l.special == ACS_ExecuteAlways)) && (l.Args[0] == -Int('MapFadeOut')) )
return true;
return false;
}
static clearscope bool IsTeleportLine( Line l, bool all = false )
{
// must be two-sided and crossable
if ( !l.sidedef[1] || !(l.Activation&(SPAC_Cross|SPAC_MCross|SPAC_PCross|SPAC_AnyCross)) ) return false;
// filter lines that aren't player-activated (unless checking all)
if ( !all && !(l.Activation&SPAC_PlayerActivate) ) return false;
// typical teleports
if ( (l.special == Teleport) || (l.special == Teleport_NoStop) )
return true;
// if checking all, also include sneaky teleports
if ( all && ((l.special == Teleport_Line) || (l.special == Teleport_NoFog)) )
return true;
// exits are included too
if ( IsExitLine(l) )
return true;
return false;
}
// how the fuck is this not available to ZScript?
// copied from P_PointOnLineSidePrecise()
static clearscope int PointOnLineSide( Vector2 p, Line l )
{
if ( !l ) return 0;
return (((p.y-l.v1.p.y)*l.delta.x+(l.v1.p.x-p.x)*l.delta.y) > double.epsilon);
}
// haha another one
// copied from BoxOnLineSide()
static clearscope int BoxOnLineSide( double top, double bottom, double left, double right, Line l )
{
if ( !l ) return 0;
int p1, p2;
if ( l.delta.x == 0 )
{
// ST_VERTICAL:
p1 = (right < l.v1.p.x);
p2 = (left < l.v1.p.x);
if ( l.delta.y < 0 )
{
p1 ^= 1;
p2 ^= 1;
}
}
else if ( l.delta.y == 0 )
{
// ST_HORIZONTAL:
p1 = (top > l.v1.p.y);
p2 = (bottom > l.v1.p.y);
if ( l.delta.x < 0 )
{
p1 ^= 1;
p2 ^= 1;
}
}
else if ( (l.delta.x*l.delta.y) >= 0 )
{
// ST_POSITIVE:
p1 = PointOnLineSide((left,top),l);
p2 = PointOnLineSide((right,bottom),l);
}
else
{
// ST_NEGATIVE:
p1 = PointOnLineSide((right,top),l);
p2 = PointOnLineSide((left,bottom),l);
}
return (p1==p2)?p1:-1;
}
// wrapper
static clearscope int ActorOnLineSide( Actor a, Line l )
{
double box[4];
box[0] = a.pos.y+a.radius;
box[1] = a.pos.y-a.radius;
box[2] = a.pos.x-a.radius;
box[3] = a.pos.x+a.radius;
return BoxOnLineSide(box[0],box[1],box[2],box[3],l);
}
// box intersection check, for collision detection
static clearscope bool BoxIntersect( Actor a, Actor b, Vector3 ofs = (0,0,0), int pad = 0 )
{
Vector3 diff = level.Vec3Diff(level.Vec3Offset(a.pos,ofs),b.pos);
if ( (abs(diff.x) > (a.radius+b.radius+pad)) || (abs(diff.y) > (a.radius+b.radius+pad)) ) return false;
if ( (diff.z > a.height+pad) || (diff.z < -(b.height+pad)) ) return false;
return true;
}
// extruded box intersection check, useful when checking things that might be hit along a path
static clearscope bool ExtrudeIntersect( Actor a, Actor b, Vector3 range, int steps, int pad = 0 )
{
if ( steps <= 0 ) return BoxIntersect(a,b,pad:pad);
double step = 1./steps;
for ( double i=step; i<=1.; i+=step )
{
if ( BoxIntersect(a,b,range*i,pad) )
return true;
}
return false;
}
// sphere intersection check, useful for proximity detection
static clearscope bool SphereIntersect( Actor a, Vector3 p, double radius )
{
Vector3 ap = p+level.Vec3Diff(p,a.pos); // portal-relative actor position
Vector3 amin = ap+(-a.radius,-a.radius,0),
amax = ap+(a.radius,a.radius,a.height);
double distsq = 0.;
if ( p.x < amin.x ) distsq += (amin.x-p.x)**2;
if ( p.x > amax.x ) distsq += (p.x-amax.x)**2;
if ( p.y < amin.y ) distsq += (amin.y-p.y)**2;
if ( p.y > amax.y ) distsq += (p.y-amax.y)**2;
if ( p.z < amin.z ) distsq += (amin.z-p.z)**2;
if ( p.z > amax.z ) distsq += (p.z-amax.z)**2;
return (distsq <= (radius**2));
}
// Liang-Barsky line clipping
static clearscope bool, Vector2, Vector2 LiangBarsky( Vector2 minclip, Vector2 maxclip, Vector2 v0, Vector2 v1 )
{
double t0 = 0., t1 = 1.;
double xdelta = v1.x-v0.x;
double ydelta = v1.y-v0.y;
double p, q, r;
for ( int i=0;i<4; i++ )
{
switch ( i )
{
case 0:
p = -xdelta;
q = -(minclip.x-v0.x);
break;
case 1:
p = xdelta;
q = (maxclip.x-v0.x);
break;
case 2:
p = -ydelta;
q = -(minclip.y-v0.y);
break;
case 3:
p = ydelta;
q = (maxclip.y-v0.y);
break;
}
if ( (p == 0.) && (q<0.) ) return false;
if ( p < 0 )
{
r = q/p;
if ( r > t1 ) return false;
else if ( r > t0 ) t0 = r;
}
else if ( p > 0 )
{
r = q/p;
if ( r < t0 ) return false;
else if ( r < t1 ) t1 = r;
}
}
Vector2 ov0 = v0+(xdelta,ydelta)*t0;
Vector2 ov1 = v0+(xdelta,ydelta)*t1;
return true, ov0, ov1;
}
static clearscope bool IsValidLockNum( int l )
{
if ( (l < 1) || (l > 255) ) return true;
return SWWMCachedLockInfo.IsValidLock(l);
}
static clearscope Color GetLockColor( int l )
{
return SWWMCachedLockInfo.GetLockColor(l);
}
// Thanks to ZZYZX and Nash
static play void SetToSlopeSpecific( Actor a, double dang, SecPlane plane, bool flipnorm )
{
Vector3 fnormal;
if ( flipnorm ) fnormal = -plane.Normal;
else fnormal = plane.Normal;
vector2 fnormalp1 = ((fnormal.x != 0) || (fnormal.y != 0))?(fnormal.x,fnormal.y).Unit():(0,0);
vector2 fnormalp2 = ((fnormal.x,fnormal.y).Length(),fnormal.z);
double fang = atan2(fnormalp1.y,fnormalp1.x); // floor angle (not pitch!)
double fpitch = atan2(fnormalp2.x,fnormalp2.y); // floor pitch
double ddiff1 = sin(fang-dang);
double ddiff2 = cos(fang-dang);
a.pitch = fpitch*ddiff2;
a.roll = -fpitch*ddiff1;
a.angle = dang;
}
static play void SetToSlope( Actor a, double dang, bool ceil = false )
{
Sector sect;
SecPlane plane;
Vector3 fnormal;
bool flipnorm;
if ( ceil )
{
sect = a.CeilingSector;
plane = sect.ceilingplane;
flipnorm = true;
fnormal = -sect.ceilingplane.Normal;
}
else
{
sect = a.FloorSector;
plane = sect.floorplane;
flipnorm = false;
fnormal = sect.floorplane.Normal;
}
// find closest 3d floor for its normal
F3DFloor ff;
for ( int i=0; i<sect.Get3DFloorCount(); i++ )
{
if ( !(sect.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
if ( !ceil && !(sect.Get3DFloor(i).top.ZAtPoint(a.pos.xy) ~== a.floorz) ) continue;
else if ( ceil && !(sect.Get3DFloor(i).top.ZAtPoint(a.pos.xy) ~== a.ceilingz) ) continue;
ff = sect.Get3DFloor(i);
break;
}
if ( ff )
{
if ( ceil )
{
plane = ff.bottom;
flipnorm = false;
fnormal = ff.bottom.Normal;
}
else
{
plane = ff.top;
flipnorm = true;
fnormal = -ff.top.Normal;
}
}
SetToSlopeSpecific(a,dang,plane,flipnorm);
}
static clearscope int Round100( double x )
{
return int(ceil(x/100.)*100.);
}
static clearscope bool IsDoorSector( Sector s, int part )
{
// super-easy mode: check for boss special sectors
if ( (level.mapname ~== "E1M8") || (level.mapname ~== "E2M8") || (level.mapname ~== "E3M8")
|| (level.mapname ~== "E4M6") || (level.mapname ~== "E4M8") || (level.mapname ~== "E5M8")
|| (level.mapname ~== "MAP07") )
{
let si = level.CreateSectorTagIterator(666);
int idx;
while ( (idx = si.Next()) != -1 )
if ( level.Sectors[idx] == s )
return true;
if ( level.mapname ~== "MAP07" )
{
let si2 = level.CreateSectorTagIterator(667);
while ( (idx = si.Next()) != -1 )
if ( level.Sectors[idx] == s )
return true;
}
}
// moderate: see if it's a busted crusher, we need to be able to break those in case they cause a softlock
let ti = ThinkerIterator.Create("SWWMCrusherBroken",Thinker.STAT_USER);
SWWMCrusherBroken cb;
while ( cb = SWWMCrusherBroken(ti.Next()) )
{
if ( (part == 0) && (cb.fsec == s) ) return true;
if ( (part == 1) && (cb.csec == s) ) return true;
}
// hard mode: look for all lines/actors with movement specials referencing us
for ( int i=0; i<level.Lines.Size(); i++ )
{
Line l = level.Lines[i];
if ( !l.special ) continue;
if ( (part && (l.special >= 10) && (l.special <= 13))
|| (!part && (l.special >= 20) && (l.special <= 25))
|| (!part && (l.special == 28))
|| ((l.special >= 29) && (l.special <= 30))
|| (!part && (l.special >= 35) && (l.special <= 37))
|| (part && (l.special >= 40) && (l.special <= 45))
|| (!part && (l.special == 46))
|| (part && (l.special == 47))
|| (!part && (l.special >= 60) && (l.special <= 68))
|| (part && (l.special == 69))
|| ((l.special >= 94) && (l.special <= 96))
|| (part && (l.special == 97))
|| (!part && (l.special == 99))
|| (part && (l.special == 104))
|| (part && (l.special >= 105) && (l.special <= 106))
|| (part && (l.special >= 168) && (l.special <= 169))
|| (!part && (l.special == 172))
|| (part && (l.special >= 192) && (l.special <= 199))
|| (!part && (l.special == 200))
|| (part && (l.special >= 201) && (l.special <= 202))
|| (!part && (l.special == 203))
|| (part && (l.special == 205))
|| (!part && (l.special >= 206) && (l.special <= 207))
|| (!part && (l.special == 228))
|| (!part && (l.special >= 230) && (l.special <= 231))
|| (!part && (l.special >= 238) && (l.special <= 242))
|| ((l.special >= 245) && (l.special <= 247))
|| (part && (l.special == 249))
|| (!part && (l.special >= 250) && (l.special <= 251))
|| (part && (l.special >= 251) && (l.special <= 255))
|| (!part && (l.special >= 256) && (l.special <= 261))
|| (part && (l.special >= 262) && (l.special <= 269))
|| (!part && (l.special == 275))
|| (part && (l.special == 276))
|| (!part && (l.special == 279))
|| (part && (l.special == 280)) )
{
let si = level.CreateSectorTagIterator(l.Args[0],l);
int idx;
while ( (idx = si.Next()) != -1 )
if ( level.Sectors[idx] == s )
return true;
}
}
ti = ThinkerIterator.Create("Actor");
Actor a;
while ( a = Actor(ti.Next()) )
{
if ( !a.special || !a.Args[0] ) continue;
if ( (part && (a.special >= 10) && (a.special <= 13))
|| (!part && (a.special >= 20) && (a.special <= 25))
|| (!part && (a.special == 28))
|| ((a.special >= 29) && (a.special <= 30))
|| (!part && (a.special >= 35) && (a.special <= 37))
|| (part && (a.special >= 40) && (a.special <= 45))
|| (!part && (a.special == 46))
|| (part && (a.special == 47))
|| (!part && (a.special >= 60) && (a.special <= 68))
|| (part && (a.special == 69))
|| ((a.special >= 94) && (a.special <= 96))
|| (part && (a.special == 97))
|| (!part && (a.special == 99))
|| (part && (a.special == 104))
|| (part && (a.special >= 105) && (a.special <= 106))
|| (part && (a.special >= 168) && (a.special <= 169))
|| (!part && (a.special == 172))
|| (part && (a.special >= 192) && (a.special <= 199))
|| (!part && (a.special == 200))
|| (part && (a.special >= 201) && (a.special <= 202))
|| (!part && (a.special == 203))
|| (part && (a.special == 205))
|| (!part && (a.special >= 206) && (a.special <= 207))
|| (!part && (a.special == 228))
|| (!part && (a.special >= 230) && (a.special <= 231))
|| (!part && (a.special >= 238) && (a.special <= 242))
|| ((a.special >= 245) && (a.special <= 247))
|| (part && (a.special == 249))
|| (!part && (a.special >= 250) && (a.special <= 251))
|| (part && (a.special >= 251) && (a.special <= 255))
|| (!part && (a.special >= 256) && (a.special <= 261))
|| (part && (a.special >= 262) && (a.special <= 269))
|| (!part && (a.special == 275))
|| (part && (a.special == 276))
|| (!part && (a.special == 279))
|| (part && (a.special == 280)) )
{
let si = level.CreateSectorTagIterator(a.Args[0]);
int idx;
while ( (idx = si.Next()) != -1 )
if ( level.Sectors[idx] == s )
return true;
}
}
return false;
}
// try to be as thorough as possible in checking if DEHACKED has altered this actor
static clearscope bool CheckDehackery( Class<Actor> cls )
{
let def = GetDefaultByType(cls);
for ( State s=def.SpawnState; s; s=s.NextState )
{
if ( s.bDEHACKED ) return true;
// keep checking until we hit a loop, just in case
if ( s.NextState && (s.DistanceTo(s.NextState) <= 0) ) break;
}
for ( State s=def.SeeState; s; s=s.NextState )
{
if ( s.bDEHACKED ) return true;
// keep checking until we hit a loop, just in case
if ( s.NextState && (s.DistanceTo(s.NextState) <= 0) ) break;
}
for ( State s=def.MissileState; s; s=s.NextState )
{
if ( s.bDEHACKED ) return true;
// keep checking until we hit a loop, just in case
if ( s.NextState && (s.DistanceTo(s.NextState) <= 0) ) break;
}
for ( State s=def.MeleeState; s; s=s.NextState )
{
if ( s.bDEHACKED ) return true;
// keep checking until we hit a loop, just in case
if ( s.NextState && (s.DistanceTo(s.NextState) <= 0) ) break;
}
return false;
}
// because GetTag() returns the localized string, we need to do things the hard way
static play String GetFunTag( Actor a, String defstr = "" )
{
// look up any fun tag services
let si = ServiceIterator.Find("FunTagService");
Service sv;
String res;
while ( sv = si.Next() )
{
res = sv.GetString("GetFunTag",objectArg:a);
if ( res == "" ) continue;
si.Destroy();
return res;
}
si.Destroy();
int ntags = 1;
String basetag = "";
switch ( a.GetClassName() )
{
// Doom
case 'ZombieMan':
case 'StealthZombieMan':
basetag = "ZOMBIE";
break;
case 'ShotgunGuy':
case 'StealthShotgunGuy':
basetag = "SHOTGUN";
break;
case 'ChaingunGuy':
case 'StealthChaingunGuy':
basetag = "HEAVY";
break;
case 'DoomImp':
case 'StealthDoomImp':
basetag = "IMP";
break;
case 'Demon':
case 'StealthDemon':
basetag = "DEMON";
break;
case 'Spectre':
basetag = "SPECTRE";
break;
case 'LostSoul':
basetag = "LOST";
break;
case 'Cacodemon':
case 'StealthCacodemon':
basetag = "CACO";
break;
case 'HellKnight':
case 'StealthHellKnight':
basetag = "HELL";
break;
case 'BaronOfHell':
case 'StealthBaron':
basetag = "BARON";
break;
case 'Arachnotron':
case 'StealthArachnotron':
basetag = "ARACH";
break;
case 'PainElemental':
basetag = "PAIN";
break;
case 'Revenant':
case 'StealthRevenant':
basetag = "REVEN";
break;
case 'Fatso':
case 'StealthFatso':
basetag = "MANCU";
break;
case 'Archvile':
case 'StealthArchvile':
basetag = "ARCH";
break;
case 'SpiderMastermind':
basetag = "SPIDER";
break;
case 'Cyberdemon':
basetag = "CYBER";
break;
case 'SWWMBossBrain':
basetag = "BOSSBRAIN";
break;
case 'WolfensteinSS':
if ( IsUltDoom2() )
{
basetag = "ELITEZOMBIE";
break;
}
// ensure it's not being replaced
if ( CheckDehackery('WolfensteinSS') ) break;
case 'SWWMSS':
basetag = "WOLFSS";
break;
case 'SWWMHangingKeen':
basetag = "KEEN";
break;
case 'MBFHelperDog':
case 'SWWMDog':
basetag = "DOG";
break;
case 'SWWMGuard':
basetag = "WOLFGUARD";
break;
case 'SWWMHans':
basetag = "WOLFHANS";
break;
// Heretic
case 'Chicken':
basetag = "CHICKEN";
break;
case 'Beast':
basetag = "BEAST";
break;
case 'Clink':
basetag = "CLINK";
break;
case 'Sorcerer1':
case 'Sorcerer2':
basetag = "DSPARIL";
break;
case 'HereticImp':
case 'HereticImpLeader':
basetag = "HERETICIMP";
break;
case 'Ironlich':
basetag = "IRONLICH";
break;
case 'Knight':
case 'KnightGhost':
basetag = "BONEKNIGHT";
break;
case 'Minotaur':
case 'MinotaurFriend':
basetag = "MINOTAUR";
break;
case 'Mummy':
case 'MummyGhost':
basetag = "MUMMY";
break;
case 'MummyLeader':
case 'MummyLeaderGhost':
basetag = "MUMMYLEADER";
break;
case 'Snake':
basetag = "SNAKE";
break;
case 'Wizard':
basetag = "WIZARD";
break;
// Hexen
case 'FireDemon':
basetag = "FIREDEMON";
break;
case 'Demon1':
case 'Demon1Mash':
case 'Demon2':
case 'Demon2Mash':
basetag = "DEMON1";
break;
case 'Ettin':
case 'EttinMash':
basetag = "ETTIN";
break;
case 'Centaur':
case 'CentaurMash':
basetag = "CENTAUR";
break;
case 'CentaurLeader':
basetag = "SLAUGHTAUR";
break;
case 'Bishop':
basetag = "BISHOP";
break;
case 'IceGuy':
basetag = "ICEGUY";
break;
case 'Serpent':
case 'SerpentLeader':
basetag = "SERPENT";
break;
case 'Wraith':
case 'WraithBuried':
basetag = "WRAITH";
break;
case 'Dragon':
basetag = "DRAGON";
break;
case 'Korax':
basetag = "KORAX";
break;
case 'FighterBoss':
basetag = "FBOSS";
break;
case 'MageBoss':
basetag = "MBOSS";
break;
case 'ClericBoss':
basetag = "CBOSS";
break;
case 'Heresiarch':
basetag = "HERESIARCH";
break;
case 'Pig':
basetag = "PIG";
break;
// eviternity
case 'ArchangelusA':
case 'ArchangelusB':
basetag = "ANGEL";
break;
case 'AstralCaco':
basetag = "ASTRAL";
break;
case 'Annihilator':
basetag = "ANNIHIL";
break;
case 'FormerCaptain':
basetag = "FCAPTAIN";
break;
case 'NightmareDemon':
basetag = "NDEMON";
break;
}
if ( basetag == "" ) return a.GetTag(defstr);
String funtag = "FN_"..basetag.."_FUN";
String lfuntag = StringTable.Localize(funtag,false);
if ( lfuntag != funtag ) return lfuntag;
String nfuntag = "FN_"..basetag.."_FUNN";
String lnfuntag = StringTable.Localize(nfuntag,false);
if ( lnfuntag == nfuntag ) return a.GetTag(defstr);
ntags = lnfuntag.ToInt();
return StringTable.Localize(String.Format("$FN_%s_FUN%d",basetag,Random[FunTags](1,ntags)));
}
// Apply full 3D knockback in a specific direction, useful for hitscan
static play void DoKnockback( Actor Victim, Vector3 HitDirection, double MomentumTransfer, bool ExtraZThrust = false )
{
if ( !Victim )
return;
if ( Victim.bDORMANT ) // no dormant knockback
return;
if ( !Victim.bSHOOTABLE && !Victim.bVULNERABLE )
return;
if ( Victim.bDONTTHRUST || (Victim.Mass >= Actor.LARGE_MASS) )
return;
Vector3 Momentum = HitDirection*MomentumTransfer;
if ( (Victim.pos.z <= Victim.floorz) || !Victim.TestMobjZ() )
Momentum.z = max(Momentum.z,(ExtraZThrust?.4:.1)*Momentum.length());
Momentum /= GameTicRate*max(50,Victim.Mass);
Victim.vel += Momentum;
}
// complete spherical and more accurate replacement of A_Explode
// 100% free of the buggery GZDoom's own splash damage has
// returns the number of shootables hit/killed
static play int, int DoExplosion( Actor Source, double Damage, double MomentumTransfer, double ExplosionRadius, double FullDamageRadius = 0., int flags = 0, Name DamageType = '', Actor ignoreme = null )
{
// debug, display radius sphere
if ( swwm_debugblast )
{
let s = Actor.Spawn("RadiusDebugSphere",Source.pos);
s.Scale *= ExplosionRadius;
s.SetShade((Damage>0)?"Green":"Blue");
if ( FullDamageRadius > 0. )
{
let s = Actor.Spawn("RadiusDebugSphere",Source.pos);
s.Scale *= FullDamageRadius;
s.SetShade("Red");
}
}
if ( !(flags&DE_NOSPLASH) ) Source.CheckSplash(ExplosionRadius);
double brange = 1./(ExplosionRadius-FullDamageRadius);
Actor Instigator = (flags&DE_NOTMISSILE)?Source:Source.target;
BlockThingsIterator bi = BlockThingsIterator.Create(Source,ExplosionRadius);
int nhit = 0, nkill = 0;
Array<Actor> washit;
washit.Clear();
while ( bi.Next() )
{
Actor a = bi.Thing;
washit.Push(a);
// early checks for self and ignored actor (usually the instigator)
if ( !a || (a == ignoreme) || (a == Source) )
continue;
// can't be affected
if ( !a.bSHOOTABLE && !a.bVULNERABLE )
continue;
// no blasting if no radius dmg (unless forced)
if ( a.bNORADIUSDMG && !Source.bFORCERADIUSDMG )
continue;
// check the DONTHARMCLASS/DONTHARMSPECIES flags
if ( !a.player && ((Source.bDONTHARMCLASS && (a.GetClass() == Source.GetClass())) || (Source.bDONTHARMSPECIES && (a.GetSpecies() == Source.GetSpecies()))) )
continue;
// can we see it
if ( !(flags&DE_THRUWALLS) && !Source.CheckSight(a,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) )
continue;
// intersecting?
if ( !SWWMUtility.SphereIntersect(a,Source.pos,ExplosionRadius) )
continue;
// calculate factor
Vector3 dir = level.Vec3Diff(Source.pos,a.Vec3Offset(0,0,a.Height/2));
double dist = dir.length();
// intersecting, randomize direction
if ( dir.length() <= double.epsilon )
{
double ang = FRandom[DoBlast](0,360);
double pt = FRandom[DoBlast](-90,90);
dir = (cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt));
}
dir /= dist;
dist = clamp(dist-FullDamageRadius,0,min(dist,ExplosionRadius));
double damagescale = 1.-clamp((dist-a.Radius)*brange,0.,1.);
double mm = MomentumTransfer*damagescale;
// no knockback if massive/unpushable
if ( (abs(mm) > 0.) && !a.bDORMANT && !a.bDONTTHRUST && (a.Mass < Actor.LARGE_MASS) )
{
Vector3 Momentum = dir*mm;
if ( (a.pos.z <= a.floorz) || !a.TestMobjZ() )
Momentum.z = max(Momentum.z,(flags&DE_EXTRAZTHRUST?.4:.1)*Momentum.length());
Momentum /= GameTicRate*max(50,a.Mass); // prevent tiny things from getting yeeted at warp speed
a.vel += Momentum;
if ( (flags&DE_BLAST) && a.bCANBLAST && !a.bDONTBLAST ) a.bBLASTED = true;
}
// hit it
bool inactive = (!a.player&&!a.target);
bool hostile = (Instigator&&a.IsHostile(Instigator)&&(a.bISMONSTER||a.player));
if ( (!(flags&DE_COUNTENEMIES) || hostile) && (!(flags&DE_COUNTSTEALTH) || inactive) ) nhit++;
int dmg = int(Damage*damagescale);
if ( dmg <= 0 ) continue; // no harm
int oldhp = a.Health;
int basehp = a.GetSpawnHealth();
int ndmg = a.DamageMobj(Source,Instigator,dmg,(DamageType=='')?Source.DamageType:DamageType,DMG_EXPLOSION,atan2(-dir.y,-dir.x));
if ( a && !(flags&DE_NOBLEED) ) a.TraceBleed((ndmg>0)?ndmg:dmg,Source);
if ( (flags&DE_HOWL) && a && (a.Health > 0) && a.bISMONSTER && !Random[DoBlast](0,3) ) a.Howl();
if ( (flags&DE_COUNTFHKILLS) && (oldhp < basehp) ) continue; // was not at full health
if ( (!a || (a.Health <= 0)) && (!(flags&DE_COUNTENEMIES) || hostile) && (!(flags&DE_COUNTSTEALTH) || inactive) ) nkill++;
}
// traverse portals (needed since BlockThingsIterator can't properly cross sector portals in both vertical directions)
let hnd = SWWMHandler(EventHandler.Find("SWWMHandler"));
if ( !hnd || (hnd.psectors.Size() <= 1) ) return nhit, nkill;
int thisgroup = Source.CurSector.portalgroup;
for ( int i=0; i<hnd.psectors.Size(); i++ )
{
if ( i == thisgroup ) continue;
Vector2 relpos = Source.pos.xy+SWWMUtility.PortalDisplacement(level.Sectors[hnd.psectors[thisgroup]],level.Sectors[hnd.psectors[i]]);
bi = BlockThingsIterator.CreateFromPos(relpos.x,relpos.y,Source.pos.z,Source.pos.z+Source.height,ExplosionRadius,false);
while ( bi.Next() )
{
Actor a = bi.Thing;
// early exit for already processed actors
if ( washit.Find(a) < washit.Size() )
continue;
washit.Push(a);
// early checks for self and ignored actor (usually the instigator)
if ( !a || (a == ignoreme) || (a == Source) )
continue;
// can't be affected
if ( !a.bSHOOTABLE && !a.bVULNERABLE )
continue;
// no blasting if no radius dmg (unless forced)
if ( a.bNORADIUSDMG && !Source.bFORCERADIUSDMG )
continue;
// check the DONTHARMCLASS/DONTHARMSPECIES flags
if ( !a.player && ((Source.bDONTHARMCLASS && (a.GetClass() == Source.GetClass())) || (Source.bDONTHARMSPECIES && (a.GetSpecies() == Source.GetSpecies()))) )
continue;
// can we see it
if ( !(flags&DE_THRUWALLS) && !Source.CheckSight(a,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) )
continue;
// intersecting?
if ( !SWWMUtility.SphereIntersect(a,Source.pos,ExplosionRadius) )
continue;
// calculate factor
Vector3 dir = level.Vec3Diff(Source.pos,a.Vec3Offset(0,0,a.Height/2));
double dist = dir.length();
// intersecting, randomize direction
if ( dir.length() <= double.epsilon )
{
double ang = FRandom[DoBlast](0,360);
double pt = FRandom[DoBlast](-90,90);
dir = (cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt));
}
dir /= dist;
dist = clamp(dist-FullDamageRadius,0,min(dist,ExplosionRadius));
double damagescale = 1.-clamp((dist-a.Radius)*brange,0.,1.);
double mm = MomentumTransfer*damagescale;
// no knockback if massive/unpushable
if ( (abs(mm) > 0.) && !a.bDORMANT && !a.bDONTTHRUST && (a.Mass < Actor.LARGE_MASS) )
{
Vector3 Momentum = dir*mm;
if ( (a.pos.z <= a.floorz) || !a.TestMobjZ() )
Momentum.z = max(Momentum.z,(flags&DE_EXTRAZTHRUST?.4:.1)*Momentum.length());
Momentum /= GameTicRate*max(50,a.Mass); // prevent tiny things from getting yeeted at warp speed
a.vel += Momentum;
if ( (flags&DE_BLAST) && a.bCANBLAST && !a.bDONTBLAST ) a.bBLASTED = true;
}
// hit it
bool inactive = (!a.player&&!a.target);
bool hostile = (Instigator&&a.IsHostile(Instigator)&&(a.bISMONSTER||a.player));
if ( (!(flags&DE_COUNTENEMIES) || hostile) && (!(flags&DE_COUNTSTEALTH) || inactive) ) nhit++;
int dmg = int(Damage*damagescale);
if ( dmg <= 0 ) continue; // no harm
int ndmg = a.DamageMobj(Source,Instigator,dmg,(DamageType=='')?Source.DamageType:DamageType,DMG_EXPLOSION,atan2(-dir.y,-dir.x));
if ( a && !(flags&DE_NOBLEED) ) a.TraceBleed((ndmg>0)?ndmg:dmg,Source);
if ( (flags&DE_HOWL) && a && (a.Health > 0) && a.bISMONSTER && !Random[DoBlast](0,3) ) a.Howl();
if ( (!a || (a.Health <= 0)) && (!(flags&DE_COUNTENEMIES) || hostile) && (!(flags&DE_COUNTSTEALTH) || inactive) ) nkill++;
}
}
return nhit, nkill;
}
static play bool InPlayerFOV( PlayerInfo p, Actor a, double maxdist = 0. )
{
double vfov = p.fov*.5;
double hfov = atan(Screen.GetAspectRatio()*tan(vfov));
let mo = p.camera;
if ( !mo ) return false;
Vector3 pp;
if ( !mo.CheckSight(a,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) ) return false;
if ( mo is 'PlayerPawn' ) pp = mo.Vec2OffsetZ(0,0,PlayerPawn(mo).player.viewz);
else pp = mo.Vec3Offset(0,0,mo.CameraHeight);
Vector3 sc = level.SphericalCoords(pp,a.pos,(mo.angle,mo.pitch));
if ( (abs(sc.x) > hfov) || (abs(sc.y) > vfov) ) return false;
if ( (maxdist > 0.) && (sc.z > maxdist) ) return false;
return true;
}
// ui-friendly version without CheckSight call
static clearscope bool InPlayerFOVSimple( PlayerInfo p, Actor a, double maxdist = 0. )
{
double vfov = p.fov*.5;
double hfov = atan(Screen.GetAspectRatio()*tan(vfov));
let mo = p.camera;
if ( !mo ) return false;
Vector3 pp;
if ( mo is 'PlayerPawn' ) pp = mo.Vec2OffsetZ(0,0,PlayerPawn(mo).player.viewz);
else pp = mo.Vec3Offset(0,0,mo.CameraHeight);
Vector3 sc = level.SphericalCoords(pp,a.pos,(mo.angle,mo.pitch));
if ( (abs(sc.x) > hfov) || (abs(sc.y) > vfov) ) return false;
if ( (maxdist > 0.) && (sc.z > maxdist) ) return false;
return true;
}
static clearscope bool CheatsDisabled( int p = -1 )
{
if ( cl_blockcheats || ((G_SkillPropertyInt(SKILLP_DisableCheats) || netgame || deathmatch) && !sv_cheats) )
{
if ( (p != -1) && (p == consoleplayer) )
{
Console.Printf("\cxSORRY NOTHING\c-");
S_StartSound("misc/trombone",CHAN_VOICE,CHANF_UI);
}
return true;
}
return false;
}
// IsZeroDamage() can lead to some false negatives, we have to account for that
static play bool ValidProjectile( Actor a )
{
if ( !a.bMISSILE ) return false;
if ( a is 'AirBullet' ) return true;
if ( a is 'PusherProjectile' ) return true;
if ( a is 'ExplodiumMagProj' ) return true;
if ( a is 'CorrosiveFlechette' ) return true;
if ( a is 'TheBall' ) return true;
if ( a is 'EvisceratorChunk' ) return true;
if ( a is 'EvisceratorProj' ) return true;
if ( a is 'HellblazerMissile' ) return true;
if ( a is 'BigBiospark' ) return true;
if ( a is 'BiosparkBall' ) return true;
if ( a is 'BiosparkCore' ) return true;
if ( a is 'CandyGunProj' ) return true;
if ( a is 'CandyMagProj' ) return true;
if ( a is 'LoveHeart' ) return true;
if ( a is 'SWWMLightProjectile' ) return true;
if ( !a.IsZeroDamage() ) return true;
return false;
}
// Is this a beam projectile? (speed == length)
static play bool IsBeamProj( Actor a )
{
if ( a is 'SaltBeam' ) return true;
if ( a is 'BiosparkBeam' ) return true;
if ( a is 'BiosparkArc' ) return true;
if ( a is 'CandyBeam' ) return true;
if ( a is 'YnykronBeam' ) return true;
if ( a is 'YnykronLightningArc' ) return true;
if ( a is 'YnykronAltBeam' ) return true;
if ( a is 'MykradvoTendril' ) return true;
return false;
}
static clearscope bool IdentifyingDog( Actor a )
{
if ( a is 'MBFHelperDog' ) return true;
if ( a is 'SWWMDog' ) return true;
if ( a.GetClassName() == 'GermanDog' ) return true; // brote dote
if ( a.GetClassName() == '64HellHound' ) return true; // brote dote 64
if ( a.GetClassName() == 'AbyssDemon2' ) return true; // CH
if ( a.GetClassName() == 'WHOLETTHEDOGSOUT' ) return true; // CH
// more dogs will be added as found
// because all dogs must be pet
return false;
}
static clearscope bool IdentifyingCaco( Actor a )
{
if ( a is 'DeadCacodemon' ) return false;
if ( a is 'Cacodemon' ) return true;
if ( a.Species == 'RLCacodemon' ) return true; // DRLA
if ( a.Species == 'Caco' ) return true; // CH and others
if ( a.Species == 'Cacodemon' ) return true; // Beautiful Doom
if ( a.GetClassName() == 'AstralCaco' ) return true; // Eviternity
return false;
}
// Друг
static clearscope bool IdentifyingDrug( Actor a )
{
if ( a is 'Beast' ) return true;
return false;
}
static clearscope bool IdentifyingDoubleBoi( Actor a )
{
if ( a is 'Ettin' ) return true;
return false;
}
// the stupidest thing ever, it's called BlockingLine but it's not always blocking us
static play bool BlockingLineIsBlocking( Actor a, int blockflags = Line.ML_BLOCKEVERYTHING, Line testline = null )
{
Line l = testline?testline:a.BlockingLine;
// not blocked
if ( !l ) return false;
// one-sided always blocking
if ( !l.sidedef[1] ) return true;
// same for block everything lines
if ( l.flags&blockflags ) return true;
// lower and upper bounds hit?
double afloor = l.frontsector.floorplane.ZAtPoint(a.pos.xy),
bfloor = l.backsector.floorplane.ZAtPoint(a.pos.xy),
aceil = l.frontsector.ceilingplane.ZAtPoint(a.pos.xy),
bceil = l.backsector.ceilingplane.ZAtPoint(a.pos.xy);
if ( (min(a.pos.z+a.height,a.ceilingz) > min(aceil,bceil)) || (max(a.pos.z,a.floorz) < max(afloor,bfloor)) )
return true;
// solid 3d floor bounds hit?
for ( int i=0; i<l.frontsector.Get3DFloorCount(); i++ )
{
F3DFloor ff = l.frontsector.Get3DFloor(i);
if ( !(ff.flags&(F3DFloor.FF_EXISTS|F3DFloor.FF_SOLID)) ) continue;
double floor = ff.top.ZAtPoint(a.pos.xy);
double ceil = ff.bottom.ZAtPoint(a.pos.xy);
if ( (a.pos.z+a.height > ceil) && (a.pos.z < floor) )
return true;
}
for ( int i=0; i<l.backsector.Get3DFloorCount(); i++ )
{
F3DFloor ff = l.backsector.Get3DFloor(i);
if ( !(ff.flags&(F3DFloor.FF_EXISTS|F3DFloor.FF_SOLID)) ) continue;
double floor = ff.top.ZAtPoint(a.pos.xy);
double ceil = ff.bottom.ZAtPoint(a.pos.xy);
if ( (a.pos.z+a.height > ceil) && (a.pos.z < floor) )
return true;
}
return false;
}
static play Vector3 UseLinePos( Line l )
{
Vector3 al, ah, bl, bh;
if ( !l.sidedef[1] )
{
// just the whole line
al = (l.v1.p,l.frontsector.floorplane.ZatPoint(l.v1.p));
ah = (l.v1.p,l.frontsector.ceilingplane.ZatPoint(l.v1.p));
bl = (l.v2.p,l.frontsector.floorplane.ZatPoint(l.v2.p));
bh = (l.v2.p,l.frontsector.ceilingplane.ZatPoint(l.v2.p));
return (al+ah+bl+bh)*.25;
}
SecPlane highestfloor, lowestfloor, lowestceiling, highestceiling;
if ( (l.frontsector.floorplane.ZatPoint(l.v1.p) > l.backsector.floorplane.ZatPoint(l.v1.p))
&& (l.frontsector.floorplane.ZatPoint(l.v2.p) > l.backsector.floorplane.ZatPoint(l.v2.p)) )
{
highestfloor = l.frontsector.floorplane;
lowestfloor = l.backsector.floorplane;
}
else
{
highestfloor = l.backsector.floorplane;
lowestfloor = l.frontsector.floorplane;
}
if ( (l.frontsector.ceilingplane.ZatPoint(l.v1.p) < l.backsector.ceilingplane.ZatPoint(l.v1.p))
&& (l.frontsector.ceilingplane.ZatPoint(l.v2.p) < l.backsector.ceilingplane.ZatPoint(l.v2.p)) )
{
lowestceiling = l.frontsector.ceilingplane;
highestceiling = l.backsector.ceilingplane;
}
else
{
lowestceiling = l.backsector.ceilingplane;
highestceiling = l.frontsector.ceilingplane;
}
// try to guess what the part that triggers this is
if ( l.Activation&SPAC_Cross )
{
// pick the "intersection"
al = (l.v1.p,highestfloor.ZatPoint(l.v1.p));
ah = (l.v1.p,lowestceiling.ZatPoint(l.v1.p));
bl = (l.v2.p,highestfloor.ZatPoint(l.v2.p));
bh = (l.v2.p,lowestceiling.ZatPoint(l.v2.p));
return (al+ah+bl+bh)*.25;
}
// check if lower part available
al = (l.v1.p,lowestfloor.ZatPoint(l.v1.p));
ah = (l.v1.p,highestfloor.ZatPoint(l.v1.p));
bl = (l.v2.p,lowestfloor.ZatPoint(l.v2.p));
bh = (l.v2.p,highestfloor.ZatPoint(l.v2.p));
if ( ((al-ah).length() > 0) && ((bl-bh).length() > 0) )
return (al+ah+bl+bh)*.25;
// check if upper part available
al = (l.v1.p,lowestceiling.ZatPoint(l.v1.p));
ah = (l.v1.p,highestceiling.ZatPoint(l.v1.p));
bl = (l.v2.p,lowestceiling.ZatPoint(l.v2.p));
bh = (l.v2.p,highestceiling.ZatPoint(l.v2.p));
if ( ((al-ah).length() > 0) && ((bl-bh).length() > 0) )
return (al+ah+bl+bh)*.25;
// check for 3d floors
bool floorfound = false;
Vector3 fal, fah, fbl, fbh;
for ( int i=0; i<l.backsector.Get3DFloorCount(); i++ )
{
let ff = l.backsector.Get3DFloor(i);
fal = (l.v1.p,ff.model.floorplane.ZAtPoint(l.v1.p));
fah = (l.v1.p,ff.model.floorplane.ZAtPoint(l.v1.p));
fbl = (l.v2.p,ff.model.ceilingplane.ZAtPoint(l.v2.p));
fbh = (l.v2.p,ff.model.ceilingplane.ZAtPoint(l.v2.p));
// skip if higher, we'll go with the lowest 3d floor (may not be right, but whatever)
if ( floorfound && (fah.z > ah.z) && (fbh.z > bh.z) && (fal.z > al.z) && (fbl.z > bl.z) ) continue;
al = fal;
ah = fah;
bl = fbl;
bh = fbh;
floorfound = true;
}
if ( floorfound ) return (al+ah+bl+bh)*.25;
for ( int i=0; i<l.frontsector.Get3DFloorCount(); i++ )
{
let ff = l.frontsector.Get3DFloor(i);
fal = (l.v1.p,ff.model.floorplane.ZAtPoint(l.v1.p));
fah = (l.v1.p,ff.model.floorplane.ZAtPoint(l.v1.p));
fbl = (l.v2.p,ff.model.ceilingplane.ZAtPoint(l.v2.p));
fbh = (l.v2.p,ff.model.ceilingplane.ZAtPoint(l.v2.p));
// skip if higher, we'll go with the lowest 3d floor (may not be right, but whatever)
if ( floorfound && (fah.z > ah.z) && (fbh.z > bh.z) && (fal.z > al.z) && (fbl.z > bl.z) ) continue;
al = fal;
ah = fah;
bl = fbl;
bh = fbh;
floorfound = true;
}
if ( floorfound ) return (al+ah+bl+bh)*.25;
// check for midtex
if ( !l.sidedef[0].GetTexture(1).IsNull() )
{
double ofs = l.sidedef[0].GetTextureYOffset(1);
Vector2 siz = TexMan.GetScaledSize(l.sidedef[0].GetTexture(1));
Vector2 tofs = TexMan.GetScaledOffset(l.sidedef[0].GetTexture(1));
ofs += tofs.y;
ofs *= l.sidedef[0].GetTextureYScale(1);
siz.y *= l.sidedef[0].GetTextureYScale(1);
if ( l.flags&Line.ML_DONTPEGBOTTOM )
{
al = (l.v1.p,highestfloor.ZAtPoint(l.v1.p)+ofs);
bl = (l.v2.p,highestfloor.ZAtPoint(l.v2.p)+ofs);
ah = al+(0,0,siz.y);
bh = bl+(0,0,siz.y);
}
else
{
ah = (l.v1.p,lowestceiling.ZAtPoint(l.v1.p)+ofs);
bh = (l.v2.p,lowestceiling.ZAtPoint(l.v2.p)+ofs);
al = ah-(0,0,siz.y);
bl = bh-(0,0,siz.y);
}
return (al+ah+bl+bh)*.25;
}
if ( !l.sidedef[1].GetTexture(1).IsNull() )
{
double ofs = l.sidedef[1].GetTextureYOffset(1);
Vector2 siz = TexMan.GetScaledSize(l.sidedef[1].GetTexture(1));
Vector2 tofs = TexMan.GetScaledOffset(l.sidedef[1].GetTexture(1));
ofs += tofs.y;
ofs *= l.sidedef[1].GetTextureYScale(1);
siz.y *= l.sidedef[1].GetTextureYScale(1);
if ( l.flags&Line.ML_DONTPEGBOTTOM )
{
al = (l.v1.p,highestfloor.ZAtPoint(l.v1.p)+ofs);
bl = (l.v2.p,highestfloor.ZAtPoint(l.v2.p)+ofs);
ah = al+(0,0,siz.y);
bh = bl+(0,0,siz.y);
}
else
{
ah = (l.v1.p,lowestceiling.ZAtPoint(l.v1.p)+ofs);
bh = (l.v2.p,lowestceiling.ZAtPoint(l.v2.p)+ofs);
al = ah-(0,0,siz.y);
bl = bh-(0,0,siz.y);
}
return (al+ah+bl+bh)*.25;
}
// just use the intersection
al = (l.v1.p,highestfloor.ZatPoint(l.v1.p));
ah = (l.v1.p,lowestceiling.ZatPoint(l.v1.p));
bl = (l.v2.p,highestfloor.ZatPoint(l.v2.p));
bh = (l.v2.p,lowestceiling.ZatPoint(l.v2.p));
return (al+ah+bl+bh)*.25;
}
// get how much a sector's physical position is offset by portals
static Vector2 PortalDisplacement( Sector a, Sector b )
{
if ( a.portalgroup == b.portalgroup ) return (0,0); // ez
// we can't access level.displacements, so we gotta improvise
Vector2 pdisp = b.centerspot-a.centerspot;
Vector2 vdisp = level.Vec2Diff(a.centerspot,b.centerspot);
return pdisp-vdisp;
}
// shorthand for some of these checks (these are generally used by the mission briefing system)
static bool IsKnownMap()
{
if ( (gameinfo.gametype&GAME_DOOM) && (IsKnownCustomWAD() || CheckMD5List("vanilladoom.lst")) )
return true;
if ( (gameinfo.gametype&GAME_HERETIC) && CheckMD5List("vanillaheretic.lst") )
return true;
if ( (gameinfo.gametype&GAME_HEXEN) && CheckMD5List("vanillahexen.lst") )
return true;
return false;
}
// to be filled
static bool IsKnownCustomWAD()
{
if ( gameinfo.gametype&GAME_DOOM )
{
if ( IsEviternity() ) return true;
if ( IsUltDoom2() ) return true;
}
return false;
}
// detect ultimate doom 2
static bool IsUltDoom2()
{
return CheckMD5List("ultdoom2.lst");
}
// detect eviternity (naive method)
static bool IsEviternity()
{
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
if ( AllActorClasses[i].GetClassName() != "Archangelus" )
continue;
return true;
}
return false;
}
// detect doom vacation
static bool InDoomVacation()
{
// cheap, but hey, it should work
if ( Wads.FindLump("VACABEX") != -1 )
{
// just to make sure
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
if ( AllActorClasses[i].GetClassName() != "Babe" )
continue;
return true;
}
}
return false;
}
static bool IsDeathkings()
{
if ( (gameinfo.gametype&GAME_HEXEN) && LevelInfo.MapExists("MAP41") )
{
let inf = LevelInfo.FindLevelInfo("MAP41");
if ( inf.cluster == 1 ) return true;
}
return false;
}
// detect vanilla maps (across all IWAD versions)
static bool CheckMD5List( String fname )
{
String csum = level.GetChecksum();
let lmp = Wads.CheckNumForFullName(fname);
if ( lmp == -1 ) return false;
String dat = Wads.ReadLump(lmp);
// fucking Windows
dat.Replace("\r","");
Array<String> list;
list.Clear();
dat.Split(list,"\n");
for ( int i=0; i<list.Size(); i++ )
{
if ( (list[i].Length() == 0) || (list[i].Left(1) == "#") || (list[i].Left(1) == "") )
continue;
if ( csum ~== list[i] )
return true;
}
return false;
}
// gendered languages are a fuck
static clearscope bool SellFemaleItem( Inventory i )
{
// no gendered string alt
if ( StringTable.Localize("$SWWM_SELLEXTRA_FEM") == "SWWM_SELLEXTRA_FEM" )
return false;
if ( i is 'DeepImpact' ) return true;
if ( i is 'FistGun' ) return true;
if ( i is 'ExplodiumGun' ) return true;
if ( i is 'Wallbuster' ) return true;
if ( i is 'HeavyMahSheenGun' ) return true;
if ( i is 'Quadravol' ) return true;
if ( i is 'Sparkster' ) return true;
if ( i is 'EMPCarbine' ) return true;
if ( i is 'CandyGun' ) return true;
if ( i is 'RayKhom' ) return true;
if ( i is 'GrandLance' ) return true;
if ( i is 'RayKhom' ) return true;
if ( i is 'HealthNuggetItem' ) return true;
if ( i is 'ArmorNuggetItem' ) return true;
if ( i is 'WarArmor' ) return true;
if ( i is 'FuckingInvinciball' ) return true;
if ( i is 'SWWMLamp' ) return true;
if ( i is 'AngerySigil' ) return true;
return false;
}
// returns the plural tag (if available)
static clearscope string GetAmmoTag( Inventory i )
{
if ( i is 'MagAmmo' ) return StringTable.Localize("$T_"..MagAmmo(i).PickupTag.."S");
if ( i is 'SWWMAmmo' ) return StringTable.Localize("$T_"..SWWMAmmo(i).PickupTag.."S");
return i.GetTag();
}
// because of zscript fuckery with GetDefaultByType
static clearscope string GetAmmoTagClass( Class<Inventory> i )
{
if ( i is 'MagAmmo' ) return StringTable.Localize("$T_"..GetDefaultByType((Class<MagAmmo>)(i)).PickupTag.."S");
if ( i is 'SWWMAmmo' ) return StringTable.Localize("$T_"..GetDefaultByType((Class<SWWMAmmo>)(i)).PickupTag.."S");
return GetDefaultByType(i).GetTag();
}
static bool, TextureID DefaceTexture( TextureID checkme )
{
String tn = TexMan.GetName(checkme);
// special case: alt texture names in Doom 2 In Spain Only
if ( (tn ~== "MARBFAC2") || (tn ~== "SP_MAR01") )
return true, TexMan.CheckForTexture("defaced_MARBFAC2",TexMan.Type_Any);
if ( (tn ~== "MARBFAC3") || (tn ~== "SP_MAR02"))
return true, TexMan.CheckForTexture("defaced_MARBFAC3",TexMan.Type_Any);
if ( (tn ~== "MARBFAC4") || (tn ~== "SP_MAR03") )
return true, TexMan.CheckForTexture("defaced_MARBFAC4",TexMan.Type_Any);
if ( (tn ~== "MARBFACE") || (tn ~== "SP_MAR04") )
return true, TexMan.CheckForTexture("defaced_MARBFACE",TexMan.Type_Any);
if ( (tn ~== "ZZWOLF2") )
return true, TexMan.CheckForTexture("defaced_ZZWOLF2",TexMan.Type_Any);
if ( (tn ~== "ZZWOLF3") )
return true, TexMan.CheckForTexture("defaced_ZZWOLF3",TexMan.Type_Any);
if ( (tn ~== "ZZWOLF4") )
return true, TexMan.CheckForTexture("defaced_ZZWOLF4",TexMan.Type_Any);
if ( (tn ~== "ZZWOLF6") )
return true, TexMan.CheckForTexture("defaced_ZZWOLF6",TexMan.Type_Any);
if ( (tn ~== "ZZWOLF7") )
return true, TexMan.CheckForTexture("defaced_ZZWOLF7",TexMan.Type_Any);
if ( (tn ~== "ZZWOLF12") )
return true, TexMan.CheckForTexture("defaced_ZZWOLF12",TexMan.Type_Any);
if ( (tn ~== "ZZWOLF13") )
return true, TexMan.CheckForTexture("defaced_ZZWOLF13",TexMan.Type_Any);
return false, checkme;
}
// iterate through polyobjects and see if this line is part of one (returning which, if any)
static bool IsPolyLine( Line l, out swwm_PolyobjectHandle o )
{
let pi = swwm_PolyobjectIterator.Create();
swwm_PolyobjectHandle p;
while ( p = pi.Next() )
{
if ( p.Lines.Find(l) >= p.Lines.Size() ) continue;
o = p;
return true;
}
o = null;
return false;
}
// checks if the specified world coordinate is inside the polyobject
// this check is very naive but it should handle most "normal" shapes
// (yeah, sorry if you somehow want to play this mod with lilith.pk3)
static bool PointInPolyobj( Vector2 p, swwm_PolyobjectHandle o )
{
// first pass, find which vertex out of all lines is closest
Vertex v = o.StartLine.v1;
double dist = (v.p-p).length();
for ( int i=0; i<o.Lines.Size(); i++ )
{
Line l = o.Lines[i];
double dist2 = (l.v1.p-p).length();
if ( dist2 < dist )
{
v = l.v1;
dist = dist2;
}
dist2 = (l.v2.p-p).length();
if ( dist2 < dist )
{
v = l.v2;
dist = dist2;
}
}
// second pass, find which two lines share that vertex
// (in theory there should only be two)
Line a = null, b = null;
for ( int i=0; i<o.Lines.Size(); i++ )
{
Line l = o.Lines[i];
if ( (l.v1 == v) || (l.v2 == v) )
{
if ( !a ) a = l;
else if ( !b ) b = l;
else break;
}
}
// is the point behind both lines?
return (PointOnLineSide(p,a) && PointOnLineSide(p,b));
}
// full reset of inventory (excluding collectibles, and optionally resetting the score)
static play void WipeInventory( Actor mo, bool resetscore = false, bool allplayers = false )
{
if ( allplayers )
{
for ( int i=0; i<MAXPLAYERS; i++ )
{
if ( !playeringame[i] || !players[i].mo ) continue;
WipeInventory(players[i].mo,resetscore,false);
}
return;
}
PlayerInfo p = mo.player;
if ( !p || !p.mo ) return;
SWWMCredits c = SWWMCredits.Find(p);
if ( resetscore && c ) c.hcredits = c.credits = 0;
Actor last = p.mo;
while ( last.inv )
{
let inv = last.inv;
if ( !(inv is 'SWWMCollectible') )
{
inv.Destroy();
if ( !inv.bDestroyed ) last = inv;
}
else last = inv;
}
p.mo.GiveDefaultInventory();
p.mo.BringUpWeapon();
p.health = p.mo.Health = p.mo.SpawnHealth();
}
// sets all carried ammo back to zero
// resets hammerspace capacity
static play void ResetAmmo( Actor mo )
{
PlayerInfo p = mo.player;
if ( !p || !p.mo ) return;
for ( Inventory i=p.mo.inv; i; i=i.inv )
{
if ( (i is 'Ammo') || (i is 'MagAmmo') )
{
i.Amount = 0;
i.MaxAmount = i.default.MaxAmount;
}
if ( i is 'HammerspaceEmbiggener' )
i.Amount = 0;
}
// also gives back any ammo from carried weapons (provided they don't have NOFIRSTGIVE)
for ( Inventory i=p.mo.inv; i; i=i.inv )
{
if ( !(i is 'Weapon') ) continue;
let w = Weapon(i);
if ( (w is 'SWWMWeapon') && SWWMWeapon(w).bNOFIRSTGIVE ) continue;
if ( w.Ammo1 ) w.Ammo1.Amount = min(w.Ammo1.MaxAmount,w.Ammo1.Amount+w.AmmoGive1);
if ( w.Ammo2 && (w.Ammo2 != w.Ammo1) ) w.Ammo2.Amount = min(w.Ammo2.MaxAmount,w.Ammo2.Amount+w.AmmoGive2);
}
}
// removes all usable items
static play void ResetItems( Actor mo )
{
PlayerInfo p = mo.player;
if ( !p || !p.mo ) return;
Actor last = p.mo;
while ( last.inv )
{
let inv = last.inv;
if ( !inv.bINVBAR )
{
last = inv;
continue;
}
inv.Destroy();
if ( !inv.bDestroyed ) last = inv;
}
}
// resets health and removes worn armor
static play void ResetHealth( Actor mo )
{
PlayerInfo p = mo.player;
if ( !p || !p.mo ) return;
p.health = p.mo.health = 100;
for ( Inventory i=p.mo.inv; i; i=i.inv )
{
if ( !(i is 'SWWMArmor') ) continue;
i.Amount = 0;
}
}
// WHACK
static play void EndLevelDie( Actor victim )
{
victim.DamageMobj(null,null,victim.Health,'EndLevel',DMG_FORCED|DMG_THRUSTLESS);
}
// for Equinox
static play void SpawnVanillaBossBrain( int tid )
{
let ai = Level.CreateActorIterator(tid);
Actor a;
while ( a = ai.Next() )
{
let bb = a.Spawn("BossBrain",a.pos,NO_REPLACE);
bb.angle = a.angle;
}
}
// checks if we're playing in doom 1
// this is used so we can sometimes replace the shotgun with a SSG slot weapon
static bool IsDoomOne()
{
if ( !(gameinfo.GameType&GAME_DOOM) ) return false;
// is the map in ExMx format? Then it's likely we're playing a doom 1 map
if ( (level.mapname.Length() >= 4) && (level.mapname.Mid(0,1) == "E") && (level.mapname.ByteAt(1) >= 0x30) && (level.mapname.ByteAt(1) < 0x40) && (level.mapname.Mid(2,1) == "M") && (level.mapname.ByteAt(3) >= 0x30) && (level.mapname.ByteAt(3) < 0x40) )
return true;
return false;
}
static bool IsVipItem( Actor target )
{
if ( (target is 'Chancebox') && (target.CurState==target.SpawnState) )
return true;
if ( target is 'SWWMCollectible' )
return true;
if ( (target is 'Ynykron') || (target is 'GrandLance') || (target is 'RayKhom') )
return true;
if ( (target is 'GoldShell') || (target is 'YnykronAmmo') || (target is 'GrandAmmo') || (target is 'GrandSpear') || (target is 'UltimatePod') || (target is 'UltimateAmmo') )
return true;
if ( (target is 'Mykradvo') || (target is 'AngerySigil') || (target is 'DivineSprite') )
return true;
if ( target is 'PuzzleItem' )
return true;
return false;
}
// used by the store
static bool IsVipItemClass( Class<Actor> target )
{
if ( (target is 'Ynykron') || (target is 'GrandLance') || (target is 'RayKhom') )
return true;
if ( (target is 'GoldShell') || (target is 'YnykronAmmo') || (target is 'GrandAmmo') || (target is 'GrandSpear') || (target is 'UltimatePod') || (target is 'UltimateAmmo') )
return true;
if ( (target is 'Mykradvo') || (target is 'AngerySigil') || (target is 'DivineSprite') )
return true;
return false;
}
static bool IsScoreItem( Actor target )
{
if ( target is 'Key' )
return true;
if ( target is 'HammerspaceEmbiggener' )
return true;
return target.bCOUNTITEM;
}
// check that all players can get enough of this if needed
// multi: check for multiple copies, not just single instances
// (useful e.g. for dual wieldable weapons)
static bool CheckNeedsItem( Class<Inventory> itm, bool multi = false )
{
int np = 0;
for ( int i=0; i<MAXPLAYERS; i++ )
{
if ( !playeringame[i] ) continue;
np++;
}
int required = np;
if ( multi ) required *= GetDefaultByType(itm).MaxAmount;
// subtract all that exist already (either in world or owned)
let ti = ThinkerIterator.Create(itm);
Inventory i;
while ( i = Inventory(ti.Next()) )
{
if ( multi ) required -= i.Amount;
else required--;
}
// check travelling inventory separately, as by default iterators don't check anything below STAT_FIRST_THINKING
ti = ThinkerIterator.Create(itm,Thinker.STAT_TRAVELLING);
while ( i = Inventory(ti.Next()) )
{
if ( multi ) required -= i.Amount;
else required--;
}
return (required>0);
}
// checks if instances of a certain item exist
// skipme: optionally, ignore checking for one specific instance
// (useful to check if we're the only copy of an item)
// mapstart: this function is being called during map load, so we
// should also check STAT_TRAVELLING inventory
// worldonly: only checks for items that are placed in the world
static bool ItemExists( Class<Inventory> itm, Inventory skipme = null, bool mapstart = false, bool worldonly = false )
{
let ti = ThinkerIterator.Create(itm);
Inventory i;
while ( i = Inventory(ti.Next()) )
{
if ( i == skipme ) continue;
if ( worldonly && i.Owner ) continue;
return true;
}
if ( worldonly || !mapstart ) return false;
ti = ThinkerIterator.Create(itm,Thinker.STAT_TRAVELLING);
while ( i = Inventory(ti.Next()) )
{
if ( i == skipme ) continue;
return true;
}
return false;
}
// multi-weapon spawn stuff
static private Class<Weapon> PickPair( Class<Weapon> a, Class<Weapon> b )
{
if ( ItemExists(a,mapstart:true) ) return b;
return Random[Replacements](0,1)?a:b;
}
static private Class<Weapon> PickTrio( Class<Weapon> a, Class<Weapon> b, Class<Weapon> c )
{
if ( ItemExists(a,mapstart:true) )
{
if ( ItemExists(b,mapstart:true) )
return c;
return Random[Replacements](0,1)?b:c;
}
if ( ItemExists(b,mapstart:true) )
{
if ( ItemExists(c,mapstart:true) )
return a;
return Random[Replacements](0,1)?a:c;
}
if ( ItemExists(c,mapstart:true) )
Random[Replacements](0,1)?a:b;
switch ( Random[Replacements](0,2) )
{
case 0:
return a;
case 1:
return b;
}
return c;
}
// melee weapons + extra slot 2 guns (50% chance)
static Class<Weapon> PickSWWMSlot1()
{
// so the player can recover it if they decided to drop it in a previous map, or they didn't start with it
if ( CheckNeedsItem('DeepImpact') ) return 'DeepImpact';
bool hasmelee = (!CheckNeedsItem('PusherWeapon')/*||!CheckNeedsItem('ItamexHammer')||!CheckNeedsItem('FistGun')*/);
bool gunexists = ItemExists('ExplodiumGun',worldonly:true)/*||ItemExists('PlasmaBlast',worldonly:true)*/;
// if the player already has a melee weapon, 50% chance to spawn either slot 2 weapon as long as one doesn't exist in the map already
if ( hasmelee && !gunexists && Random[Replacements](0,1) )
return PickSWWMSlot2();
//return PickTrio('PusherWeapon','ItamexHammer','FistGun');
//return PickPair('PusherWeapon','ItamexHammer');
return 'PusherWeapon';
}
// pistol spawn, pretty simple
static Class<Weapon> PickSWWMSlot2()
{
//return PickPair('ExplodiumGun','PlasmaBlast');
return 'ExplodiumGun';
}
// shotgun spawn
static Class<Weapon> PickSWWMSlot3()
{
//return PickPair('Spreadgun','PuntzerBeta');
return 'Spreadgun';
}
// super shotgun spawn
static Class<Weapon> PickSWWMSlot4()
{
//return PickPair('Wallbuster','PuntzerGamma');
return 'Wallbuster';
}
// chaingun spawn
static Class<Weapon> PickSWWMSlot5()
{
//return PickPair('Eviscerator','HeavyMahSheenGun');
return 'Eviscerator';
}
// rocket launcher spawn
static Class<Weapon> PickSWWMSlot6()
{
//return PickTrio('Hellblazer','Quadravol','ModernSparkster');
//return PickPair('Hellblazer','Quadravol');
return 'Hellblazer';
}
// first plasma rifle spawn
static Class<Weapon> PickSWWMSlot7()
{
//return PickPair('Sparkster','BlackfireIgniter');
return 'Sparkster';
}
// second plasma rifle spawn
static Class<Weapon> PickSWWMSlot8()
{
//return PickPair('SilverBullet','EMPCarbine');
return 'SilverBullet';
}
// first bfg spawn
static Class<Weapon> PickSWWMSlot9()
{
//return PickTrio('CandyGun','RayKhom','MisterRifle');
//return PickPair('CandyGun','RayKhom');
return 'CandyGun';
}
// second bfg spawn (each weapon can only exist once)
static Class<Weapon> PickSWWMSlot0( bool fallback = true )
{
/*if ( ItemExists('Ynykron',mapstart:true) )
{
if ( ItemExists('GrandLance',mapstart:true) )
{
if ( ItemExists('RafanKos',null,true) )
return fallback?PickSWWMSlot9():null;
return 'RafanKos';
}
if ( ItemExists('RafanKos',mapstart:true) )
return 'GrandLance';
return Random[Replacements](0,1)?'GrandLance':'RafanKos';
}
if ( ItemExists('GrandLance',mapstart:true) )
{
if ( ItemExists('RafanKos',mapstart:true) )
return 'Ynykron';
return Random[Replacements](0,1)?'Ynykron':'RafanKos';
}
if ( ItemExists('RafanKos',mapstart:truee) )
return Random[Replacements](0,1)?'Ynykron':'GrandLance';
switch ( Random[Replacements](0,2) )
{
case 0:
return 'Ynykron';
case 1:
return 'GrandLance';
}
return 'RafanKos';*/
/*if ( ItemExists('Ynykron',mapstart:true) )
{
if ( ItemExists('GrandLance',mapstart:true) )
return fallback?PickSWWMSlot9():null;
return 'GrandLance';
}
if ( ItemExists('GrandLance',mapstart:true) )
return 'Ynykron';
return Random[Replacements](0,1)?'Ynykron':'GrandLance';*/
if ( ItemExists('Ynykron',mapstart:true) ) return fallback?PickSWWMSlot9():null;
return 'Ynykron';
}
// either plasma rifle spawn
static Class<Weapon> PickDoomSlot6()
{
bool hasslot7 = (!CheckNeedsItem('Sparkster')/*||!CheckNeedsItem('BlackfireIgniter')*/);
bool hasslot8 = (!CheckNeedsItem('SilverBullet')/*||!CheckNeedsItem('EMPCarbine')*/);
// if the player already has a slot 7 weapon...
if ( hasslot7 )
{
// ... and also has a slot 8 weapon, 33% chance of a slot 8 spawn
// otherwise, guaranteed slot 8 spawn
if ( hasslot8 && Random[Replacements](0,2) ) return PickSWWMSlot7();
else return PickSWWMSlot8();
}
// otherwise, always spawn a slot 7 weapon first
return PickSWWMSlot7();
}
// either bfg spawn
static Class<Weapon> PickDoomSlot7()
{
bool hasslot9 = (!CheckNeedsItem('CandyGun')/*||!CheckNeedsItem('RayKhom')||!CheckNeedsItem('MortalRifle')*/);
bool hasslot0 = (!CheckNeedsItem('Ynykron')/*||!CheckNeedsItem('GrandLance')||!CheckNeedsItem('RafanKos')*/);
let rep = PickSWWMSlot0(false);
// if the player already has a slot 9 weapon (and a slot 0 weapon can still spawn)...
if ( hasslot9 && rep )
{
// ... and also has a slot 0 weapon already, 33% chance of a slot 0 spawn
// otherwise, guaranteed slot 0 spawn
if ( hasslot0 && Random[Replacements](0,2) ) return PickSWWMSlot9();
else return rep;
}
// otherwise, always spawn a slot 9 weapon first
return PickSWWMSlot9();
}
// either shotgun spawn (also used for Heretic)
static Class<Weapon> PickDoomSlot3()
{
// always slot 3 after map start, prevents shotgun guys from dropping wallbusters, which is weird af
if ( level.maptime ) return PickSWWMSlot3();
bool hasslot3 = (!CheckNeedsItem('Spreadgun')/*||!CheckNeedsItem('PuntzerBeta')*/);
bool hasslot4 = (!CheckNeedsItem('Wallbuster')/*||!CheckNeedsItem('PuntzerGamma')*/);
// if the player already has a slot 3 weapon...
if ( hasslot3 )
{
// ... and also has a slot 4 weapon, 33% chance of a slot 4 spawn
// otherwise, guaranteed slot 4 spawn
if ( hasslot4 && Random[Replacements](0,2) ) return PickSWWMSlot3();
return PickSWWMSlot4();
}
// otherwise, always spawn a slot 3 weapon first
return PickSWWMSlot3();
}
// what RandomSpawner does, basically (simplified for items)
static play void TransferItemProp( Actor a, Actor b, bool bundlehack = false )
{
if ( bundlehack )
{
b.spawnpoint = b.pos;
b.spawnangle = int(b.angle);
}
else
{
b.spawnpoint = a.spawnpoint;
b.spawnangle = a.spawnangle;
b.angle = a.angle;
b.pitch = a.pitch;
b.roll = a.roll;
}
b.special = a.special;
b.FloatBobPhase = a.FloatBobPhase; // important
for ( int i=0; i<5; i++ ) b.args[i] = a.args[i];
b.special1 = a.special1;
b.special2 = a.special2;
b.spawnflags = a.spawnflags&~MTF_SECRET;
b.HandleSpawnFlags();
b.spawnflags = a.spawnflags;
b.bCountSecret = a.spawnflags&MTF_SECRET;
b.ChangeTid(a.tid);
b.vel = b.vel;
b.master = b.master;
b.tracer = b.tracer;
b.target = b.target;
b.bDROPPED = a.bDROPPED;
}
}
Class RadiusDebugSphere : Actor
{
Default
{
RenderStyle "AddStencil";
StencilColor "White";
Radius .1;
Height 0.;
+NOGRAVITY;
+NOINTERACTION;
}
States
{
Spawn:
XZW1 A 1 BRIGHT A_FadeOut();
Wait;
}
}
Class ShinemapDebugSphere : Actor
{
override bool Used( Actor user )
{
if ( CurState.NextState )
SetState(CurState.NextState);
else SetState(SpawnState);
return true;
}
override void Tick() {}
Default
{
RenderStyle "Add";
Radius 16;
Height 48;
}
States
{
Spawn:
XZW1 A -1 Bright NoDelay A_SetRenderStyle(1.,STYLE_Add);
XZW1 B -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 C -1 Bright A_SetRenderStyle(1.,STYLE_Add);
XZW1 D -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 E -1 Bright A_SetRenderStyle(1.,STYLE_Normal);
XZW1 F -1 A_SetRenderStyle(1.,STYLE_Add);
XZW1 G -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 H -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 I -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 J -1 Bright A_SetRenderStyle(1.,STYLE_Add);
XZW1 K -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 L -1 Bright A_SetRenderStyle(1.,STYLE_Add);
XZW1 M -1 Bright A_SetRenderStyle(1.,STYLE_Add);
XZW1 N -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 O -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 P -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 Q -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 R -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 S -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 T -1 A_SetRenderStyle(1.,STYLE_Normal);
Loop;
}
}