swwmgz_m/zscript/swwm_funstuff.zsc
Marisa Kirisame f28e7e01fb Big changes (still no Ynykron altfire, sorry):
- Split off big code files for easier navigation.
- Moved DoExplosion and DoKnockback to the SWWMUtility class.
- Removed DoBlast as it is no longer used, having been replaced entirely.
- Finalized Mag Manager:
  * Implemented partial mag loading for Silver Bullet and Candygun.
  * Show spare bullets on ammo displays of Silver Bullet and Candygun.
- Rebalanced Eviscerator and Hellblazer damages.
- Adjusted Dragon's Breath damage and effects.
- Adjusted ammo spawns again.
  * Reduced shell spawns, as they seemed to max out too quickly.
  * Added "intermediate" bundle spawns for Eviscerator shells, Hellblazer missiles and Silver Bullet / Candygun rounds.
- Doubled max ammo of Biospark Carbine.
- Biospark beams no longer spawn arcs near their start point. This should reduce the likelihood of self-damage.
2020-08-23 16:32:44 +02:00

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// collectable items that may drop sometimes (future feature)
Class SWWMCollectable : Inventory abstract
{
int avail;
Property Availability : avail;
// minimum gametype requirements
enum EAvailability
{
AVAIL_Strife = GAME_Strife,
AVAIL_Hexen = AVAIL_Strife|GAME_Hexen,
AVAIL_Heretic = AVAIL_Hexen|GAME_Heretic,
AVAIL_All = AVAIL_Heretic|GAME_DoomChex
};
Default
{
Inventory.PickupSound "menu/buyinv";
Inventory.Amount 1;
Inventory.MaxAmount 1;
SWWMCollectable.Availability AVAIL_All;
+INVENTORY.UNTOSSABLE;
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNCLEARABLE;
+FLOATBOB;
FloatBobStrength 0.25;
}
override string PickupMessage()
{
return StringTable.Localize(PickupMsg)..String.Format(" \cj(\cg¥\cf%d\cj)\c-",Stamina);
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
// give credit
if ( other.player )
{
SWWMScoreObj.Spawn(Stamina,other.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+other.Height/2),Font.CR_GOLD);
SWWMCredits.Give(other.player,Stamina);
}
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
// April Fools 2020
Class FroggyChair : SWWMCollectable
{
int cdown;
Default
{
Tag "$T_FROGGY";
Inventory.PickupMessage "$T_FROGGY";
Stamina 1440;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
cdown = 150;
}
override void DoEffect()
{
Super.DoEffect();
if ( Owner && Owner.CheckLocalView() )
{
if ( cdown == 140 )
Console.MidPrint(newsmallfont,"$D_FROGGY1");
else if ( cdown == 70 )
Console.MidPrint(newsmallfont,"$D_FROGGY2");
}
if ( cdown > 0 ) cdown--;
}
}
// The other collectables, which will be implemented eventually
/*
Class MMiaSRVol1 : SWWMCollectable
{
Default
{
Tag "$T_SEXROBOT1";
Inventory.PickupMessage "$T_SEXROBOT1";
Stamina 2000;
}
}
Class MMiaSRVol2 : SWWMCollectable
{
Default
{
Tag "$T_SEXROBOT2";
Inventory.PickupMessage "$T_SEXROBOT2";
Stamina 2000;
}
}
Class MMiaSRVol3 : SWWMCollectable
{
Default
{
Tag "$T_SEXROBOT3";
Inventory.PickupMessage "$T_SEXROBOT3";
Stamina 2000;
}
}
Class MothPlushy : SWWMCollectable
{
Default
{
Tag "$T_MOTHPLUSH";
Inventory.PickupMessage "$T_MOTHPLUSH";
Stamina 5000;
}
}
Class BRCDebutLP : SWWMCollectable
{
Default
{
Tag "$T_BLACKRATS";
Inventory.PickupMessage "$T_BLACKRATS";
Stamina 6000;
}
}
Class AkariProject : SWWMCollectable
{
Default
{
Tag "$T_AKARIPROJECT";
Inventory.PickupMessage "$T_AKARIPROJECT";
Stamina 3000;
}
}
Class CatCatcherPoster : SWWMCollectable
{
Default
{
Tag "$T_CATCATCHER";
Inventory.PickupMessage "$T_CATCATCHER";
Stamina 1500;
}
}
Class LoveSignalsCD : SWWMCollectable
{
Default
{
Tag "$T_LOVESIGNALS";
Inventory.PickupMessage "$T_LOVESIGNALS";
Stamina 4000;
}
}
Class NutatcoBar : SWWMCollectable
{
Default
{
Tag "$T_NUTATCO";
Inventory.PickupMessage "$T_NUTATCO";
Stamina 200;
}
}
Class HegeCactus : SWWMCollectable
{
Default
{
Tag "$T_HEGE";
Inventory.PickupMessage "$T_HEGE";
Stamina 8000;
}
}
Class RaideminFig : SWWMCollectable
{
Default
{
Tag "$T_RAIDEMIN";
Inventory.PickupMessage "$T_RAIDEMIN";
Stamina 9000;
}
}
Class FrispyCorn : SWWMCollectable
{
Default
{
Tag "$T_FRISPYCORN";
Inventory.PickupMessage "$T_FRISPYCORN";
Stamina 500;
}
}
Class Hoagie : SWWMCollectable
{
Default
{
Tag "$T_HOAGIE";
Inventory.PickupMessage "$T_HOAGIE";
Stamina 800;
}
}
Class LithiumVol1 : SWWMCollectable
{
Default
{
Tag "$T_LITHIUM";
Inventory.PickupMessage "$T_LITHIUM";
Stamina 3500;
}
}
Class MeetTheSniper : SWWMCollectable
{
Default
{
Tag "$T_PISS";
Inventory.PickupMessage "$T_PISS";
Stamina 1200;
}
}
// Heretic
Class DemoPlush : SWWMCollectable
{
Default
{
Tag "$T_DEMOPLUSH";
Inventory.PickupMessage "$T_DEMOPLUSH";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 6400;
}
}
Class Firemace : SWWMCollectable
{
Default
{
Tag "$T_FIREMACE";
Inventory.PickupMessage "$T_FIREMACE";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 10000;
}
}
Class DoomguyFig : SWWMCollectable
{
Default
{
Tag "$T_DOOMFIG";
Inventory.PickupMessage "$T_DOOMFIG";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 9000;
}
}
Class TomeOfPower : SWWMCollectable
{
Default
{
Tag "$T_TOMEPOWER";
Inventory.PickupMessage "$T_TOMEPOWER";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 16000;
}
}
Class QuartzFlask : SWWMCollectable
{
Default
{
Tag "$T_YEFLASK";
Inventory.PickupMessage "$T_YEFLASK";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 4000;
}
}
Class SayaBean : SWWMCollectable
{
Default
{
Tag "$T_SAYABEAN";
Inventory.PickupMessage "$T_SAYABEAN";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 12000;
}
}
// Hexen
Class PuzzleDesignBook : SWWMCollectable
{
Default
{
Tag "$T_PUZZLEBOOK";
Inventory.PickupMessage "$T_PUZZLEBOOK";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 2500;
}
}
Class KirinCummies : SWWMCollectable
{
Default
{
Tag "$T_PEACH";
Inventory.PickupMessage "$T_PEACH";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 400;
}
}
Class MilkBreads : SWWMCollectable
{
Default
{
Tag "$T_MILKBREAD";
Inventory.PickupMessage "$T_MILKBREAD";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 900;
}
}
Class EyeObelisk : SWWMCollectable
{
Default
{
Tag "$T_OBELISK";
Inventory.PickupMessage "$T_OBELISK";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 24000;
}
}
Class KirinManga : SWWMCollectable
{
Default
{
Tag "$T_KIRINMANGA";
Inventory.PickupMessage "$T_KIRINMANGA";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 1600;
}
}
*/
// yay!
Class FancyConfetti : Actor
{
int deadtimer;
double anglevel, pitchvel, rollvel;
Default
{
Radius 2;
Height 2;
+NOBLOCKMAP;
+DROPOFF;
+MOVEWITHSECTOR;
+THRUACTORS;
+NOTELEPORT;
+DONTSPLASH;
+INTERPOLATEANGLES;
+ROLLSPRITE;
+ROLLCENTER;
+SLIDESONWALLS;
Gravity 0.05;
}
override void PostBeginPlay()
{
Super.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](0,9);
scale *= Frandom[Junk](0.8,1.2);
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
vel.xy *= 0.98;
if ( vel.z > 0 ) vel.z *= 0.98;
if ( CurState == ResolveState("Death") )
{
deadtimer++;
if ( deadtimer > 300 ) A_FadeOut(0.05);
return;
}
}
States
{
Spawn:
XZW1 # 1
{
angle += anglevel;
pitch += pitchvel;
roll += rollvel;
return A_JumpIf(pos.z<=floorz,"Death");
}
Loop;
Death:
XZW1 # -1
{
A_Stop();
pitch = roll = 0;
}
Stop;
Dummy:
XZW1 ABCDEFGHIJ -1;
Stop;
}
}
// Collectable box (recycling of discarded "chance box" item)
Class Chancebox : Actor
{
static void SpawnChanceboxes()
{
// TODO the whole damn deal of finding secret sectors and whatnot
// this will be huge, and get called from the event handler on first level load
}
action void A_DropSomething()
{
Array<Class <SWWMCollectable> > candidates;
candidates.Clear();
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let c = (Class<SWWMCollectable>)(AllActorClasses[i]);
if ( !c || (c == 'SWWMCollectable') ) continue;
let def = GetDefaultByType(c);
// check that we can collect it in this IWAD
if ( !(gameinfo.gametype&def.avail) ) continue;
candidates.Push(c);
}
let ti = ThinkerIterator.Create("SWWMCollectable");
SWWMCollectable c;
while ( c = SWWMCollectable(ti.Next()) )
{
int f = candidates.Find(inv.GetClass());
if ( f < candidates.Size() )
candidates.Delete(f);
}
if ( candidates.Size() <= 0 )
{
// TODO no candidates? just spawn some random loot
Console.Printf("\cg// TODO spawn random loot\c-");
}
else
{
// pop one at random
let a = Spawn(candidates[Random[Chancebox](0,candidates.Size()-1)],pos);
a.bDROPPED = true;
a.bNOGRAVITY = false;
a.vel.z = FRandom[Chancebox](2,4);
}
int numpt = Random[ExploS](16,32);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](.3,8);
let s = Spawn("SWWMHalfSmoke",Vec3Offset(0,0,16));
s.vel = pvel;
s.SetShade(Color(2,1,3)*Random[ExploS](64,85));
s.special1 = Random[ExploS](1,4);
s.alpha *= .4;
s.scale *= 2.4;
}
}
action void A_Confetti()
{
A_StartSound("misc/tada",CHAN_ITEM);
double ang, pt;
int numpt = Random[ExploS](64,128);
for ( int i=0; i<numpt; i++ )
{
ang = FRandom[ExploS](0,360);
pt = FRandom[ExploS](-90,30);
let c = Spawn("FancyConfetti",Vec3Offset(0,0,16));
c.vel = (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[ExploS](2,8);
}
}
override bool Used( Actor user )
{
if ( CurState != FindState("Spawn") ) return false;
SetStateLabel("Active");
return true;
}
Default
{
Radius 16;
Height 32;
+MOVEWITHSECTOR;
+ROLLSPRITE;
}
States
{
Spawn:
XZW1 A -1;
Stop;
Active:
XZW1 A 1
{
specialf1 = angle;
A_StartSound("misc/drumroll",CHAN_WEAPON);
}
XZW1 A 1
{
angle = specialf1+FRandom[Chancebox](-5,5);
pitch = FRandom[Chancebox](-5,5);
roll = FRandom[Chancebox](-5,5);
special1++;
return A_JumpIf(special1>40,"BlowUp");
}
Wait;
BlowUp:
XZW2 A 1
{
A_SetSize(16,4);
A_QuakeEx(2,2,2,9,0,500,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:.2);
A_StartSound("chancebox/explode",CHAN_VOICE);
angle = specialf1;
pitch = roll = 0;
let t = Spawn("ChanceboxTop",Vec3Offset(0,0,32));
t.angle = angle;
let s1 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((16,0),angle+90),0)));
s1.angle = angle+90;
let s2 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((16,0),angle-90),0)));
s2.angle = angle-90;
A_DropSomething();
}
XZW2 BCDEFGHIJKLMNO 1;
XZW2 P -1 A_Confetti();
Stop;
}
}
// top side of chancebox, shoots upwards
Class ChanceboxTop : Actor
{
Default
{
Radius 16;
Height 4;
PROJECTILE;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel = (0,0,20);
}
States
{
Spawn:
XZW1 A 1
{
double magvel = vel.length();
if ( magvel > 0. )
{
magvel = min(60,magvel*1.2);
vel = vel.unit()*magvel;
}
}
Wait;
Death:
TNT1 A 1 A_SpawnItemEx("ExplodiumBulletImpact");
Stop;
}
}
// left/right side of chancebox, shoots forward
Class ChanceboxSide : Actor
{
Default
{
Radius 16;
Height 32;
PROJECTILE;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch))*20;
}
States
{
Spawn:
XZW1 A 1
{
double magvel = vel.length();
if ( magvel > 0. )
{
magvel = min(60,magvel*1.2);
vel = vel.unit()*magvel;
}
}
Wait;
Death:
TNT1 A 1 A_SpawnItemEx("ExplodiumBulletImpact");
Stop;
}
}