swwmgz_m/zscript/items/swwm_lamp.zsc
Marisa the Magician f78b747ff7 Add secret difficulty for a dragon.
Remove 2x speed mult from hardest skill(s) (causes glitches).
Allow moths to still attack while following the lamp.
(Still do not know what causes moths to print "asin domain error" to terminal).
2023-10-16 14:00:46 +02:00

653 lines
17 KiB
Text

// Lämp
Class LampMoth : Actor
{
Actor lamp;
Vector3 trail, ofs;
int lifespan;
Default
{
Tag "$T_MOTH";
Radius 2;
Height 4;
Speed 2;
DamageFunction 1;
MeleeRange 16;
Mass 10;
Health 50;
DeathSound "moth/die";
BloodColor "20 10 10";
MONSTER;
-COUNTKILL;
+THRUACTORS;
+NOGRAVITY;
+NOTELEPORT;
+FLOAT;
+NOPAIN;
+FRIENDLY;
+LOOKALLAROUND;
+QUICKTORETALIATE;
+INTERPOLATEANGLES;
+NOBLOCKMONST;
}
override string GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( inflictor && (inflictor != self) )
{
if ( inflictor == master ) return StringTable.Localize("$O_MOTHSELF"); // not likely to happen
else return StringTable.Localize("$O_MOTH");
}
return StringTable.Localize("$O_MOTH2");
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_StartSound("moth/fly",CHAN_BODY,CHANF_LOOP,.02,4.,FRandom[Moth](.8,1.2));
if ( master && master.player ) SetFriendPlayer(master.player);
else bFRIENDLY = false;
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
// no hurt moff
if ( source && IsFriend(source) ) damage = 0;
return Super.DamageMobj(inflictor,source,damage,mod,flags,angle);
}
bool isEntranced()
{
if ( !lamp )
{
// look for nearby lamps
double mindist = 62500.;
foreach ( s:level.Sectors ) for ( Actor a=s.thinglist; a; a=a.snext )
{
if ( !(a is 'CompanionLamp') ) continue;
double dist = Distance3DSquared(a);
if ( (a.frame == 0) || (dist > mindist) && !CheckSight(a,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) ) continue;
mindist = dist;
lamp = a;
master = a.target;
if ( CompanionLamp(lamp).moff.Find(self) == CompanionLamp(lamp).moff.Size() )
CompanionLamp(lamp).moff.Push(self);
if ( master && master.player ) SetFriendPlayer(master.player);
else bFRIENDLY = false;
}
}
if ( !lamp || (lamp.frame == 0) || (Distance3DSquared(lamp) > 62500) || !CheckSight(lamp,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) ) return false;
if ( target && (target.Health > 0) && CheckSight(target) ) return false;
return true;
}
void A_SmoothWander()
{
if ( level.Vec3Diff(pos,trail).length() < speed )
{
double ang = FRandom[Moth](0,360);
double pt = FRandom[Moth](-30,30);
double dist = FRandom[Moth](20,40);
ofs = SWWMUtility.Vec3FromAngles(ang,pt)*dist;
}
Vector3 newpos = level.Vec3Offset(pos,ofs);
if ( level.IsPointInLevel(newpos) ) trail = newpos;
if ( vel.length() > 0 )
{
Vector3 uvel = vel.unit();
angle += Clamp(deltaangle(angle,atan2(uvel.y,uvel.x)),-5.,5.);
pitch += Clamp(deltaangle(pitch,asin(-uvel.z)),-5.,5.);
}
vel *= .8;
Vector3 dir = level.Vec3Diff(pos,trail);
if ( dir.length() > 0 ) vel += dir.unit()*clamp(dir.length()*.05,.4*speed,.5*speed);
}
void A_SmoothChase()
{
if ( !target || (target.Health <= 0) )
{
A_ClearTarget();
SetStateLabel("Spawn");
return;
}
if ( CheckMeleeRange() )
{
SetStateLabel("Melee");
return;
}
Vector3 dest = target.Vec3Offset(0,0,target.height*.75);
Vector3 dir = level.Vec3Diff(pos,dest);
if ( dir.length() > 0 )
{
Vector3 dirunit = dir.unit();
FLineTraceData d;
LineTrace(atan2(dirunit.y,dirunit.x),dir.length(),asin(-dirunit.z),data:d);
if ( (d.HitType != TRACE_HitActor) && (d.HitActor != target) )
{
A_Chase();
return;
}
}
if ( vel.length() > 0 )
{
Vector3 uvel = vel.unit();
angle = atan2(uvel.y,uvel.x);
pitch = asin(-uvel.z);
}
vel *= .8;
if ( dir.length() > 0 ) vel += dir.unit()*clamp(dir.length()*.02,.3*speed,2.*speed);
}
void A_FollowLamp()
{
if ( !lamp )
{
SetStateLabel("Spawn");
return;
}
double dst = level.Vec3Diff(pos,trail).length();
if ( (dst < speed) || (dst > 50) )
{
double ang = FRandom[Moth](0,360);
double pt = FRandom[Moth](-30,30);
double dist = FRandom[Moth](20,30);
ofs = SWWMUtility.Vec3FromAngles(ang,pt)*dist;
}
Vector3 newpos = level.Vec3Offset(lamp.Vec3Offset(0,0,lamp.height/2),ofs);
if ( level.IsPointInLevel(newpos) ) trail = newpos;
if ( vel.length() > 0 )
{
Vector3 uvel = vel.unit();
angle = atan2(uvel.y,uvel.x);
pitch = asin(-uvel.z);
}
vel *= .8;
Vector3 dir = level.Vec3Diff(pos,trail);
if ( dir.length() > 0 ) vel += dir.unit()*clamp(dir.length()*.02,.4*speed,2.*speed);
Vector3 diff = level.Vec3Diff(pos,lamp.pos);
if ( (diff.x > -8) && (diff.x < 8) && (diff.y > -8) && (diff.y < 8) && (diff.z > -4) && (diff.z < lamp.height+4) )
{
if ( diff.x < 0 ) vel.x -= .2;
else vel.x += .2;
if ( diff.y < 0 ) vel.y -= .2;
else vel.y += .2;
if ( diff.z < 0 ) vel.z -= .2;
else vel.z += .2;
}
}
void A_SmoothMove()
{
if ( vel.length() > 0 )
{
Vector3 uvel = vel.unit();
angle = atan2(uvel.y,uvel.x);
pitch = asin(-uvel.z);
}
vel *= .8;
}
void A_Scrape()
{
if ( CheckMeleeRange() )
{
A_FaceTarget(0,0);
lifespan -= 5;
Vector3 awaydir = level.Vec3Diff(target.Vec3Offset(0,0,target.height),pos).unit();
vel += awaydir*8.;
int dmg = target.DamageMobj(self,master?master:Actor(self),GetMissileDamage(0,0),'Melee',Random[Moth](0,8)?DMG_NO_PAIN:0);
if ( (dmg > 0) && target && !target.bNOBLOOD && !target.bDORMANT && !target.bINVULNERABLE )
{
target.TraceBleed(dmg,self);
target.SpawnBlood(pos,atan2(awaydir.y,awaydir.x)+180,dmg);
}
A_StartSound("moth/scrape",CHAN_WEAPON,CHANF_OVERLAP,.2,2.5);
DamageMobj(target,target,1,'Melee');
}
}
override void Tick()
{
Super.Tick();
if ( isFrozen() || (freezetics > 0) ) return;
if ( isEntranced() )
{
lifespan = 100;
return;
}
if ( target && (target.Health > 0) ) lifespan = max(20,lifespan);
lifespan--;
if ( lifespan <= 0 )
{
let s = Spawn("SWWMSmallSmoke",pos);
s.alpha *= .3;
Destroy();
}
}
States
{
Spawn:
XZW1 B 0 A_JumpIf(isEntranced(),"See.Entranced");
XZW1 BC 1
{
A_SmoothWander();
A_Look();
}
Loop;
See: // go for enemies
XZW1 B 0 A_JumpIf(isEntranced(),"See.Entranced");
XZW1 BC 1 A_SmoothChase();
Loop;
See.Entranced: // follow the lamp
XZW1 B 0 A_JumpIf(!isEntranced(),"Spawn");
XZW1 BC 1
{
A_FollowLamp();
// allow moths to still target enemies while following the lamp, but only if they get really close
A_LookEx(LOF_NOSOUNDCHECK|LOF_NOJUMP,maxseedist:150);
}
Loop;
Melee:
XZW1 B 0 A_Scrape();
XZW1 BCBC 1 A_SmoothMove();
Goto See;
Death:
TNT1 A 1
{
A_StartSound("moth/die",CHAN_VOICE,CHANF_OVERLAP,.6,2.5);
let s = Spawn("SWWMSmallSmoke",pos);
s.alpha *= .3;
}
Stop;
}
}
Class LampMoth2 : LampMoth
{
Default
{
Tag "$T_WMOTH";
DamageFunction 3;
Speed 3;
Scale 1.5;
Health 200;
}
}
Class CompanionLamp : Actor
{
Vector3 Trail;
Array<LampMoth> moff;
Actor parent;
bool justteleport;
Default
{
Tag "$T_LAMP";
+NOGRAVITY;
+NOTELEPORT;
+DONTSPLASH;
+INTERPOLATEANGLES;
+LOOKALLAROUND;
+FRIENDLY;
+NOBLOCKMONST;
Radius 4;
Height 16;
}
// random chance to spawn moths
void A_Moth()
{
// count up
special1++;
for ( int i=0; i<moff.Size(); i++ )
{
if ( moff[i] && (moff[i].lamp == self) && moff[i].isEntranced() ) continue;
moff.Delete(i);
i--;
}
if ( (special1%35) || Random[Moth](0,9) || (moff.Size() >= 30) ) return;
// spawn a moth at a random offset
double ang = FRandom[Moth](0,360);
double pt = FRandom[Moth](-30,30);
double dist = FRandom[Moth](10,30);
Vector3 ofs = SWWMUtility.Vec3FromAngles(ang,pt)*dist;
Vector3 spawnpos = level.Vec3Offset(Vec3Offset(0,0,height/2),ofs);
if ( !level.IsPointInLevel(spawnpos) ) return;
// higher chance of white moths if carrying the plush
int mchance = parent.FindInventory("MothPlushy")?3:9;
let m = LampMoth(Spawn(Random[Moth](0,mchance)?"LampMoth":"LampMoth2",spawnpos));
if ( !m.TestMobjLocation() )
{
m.Destroy();
return;
}
let s = Spawn("SWWMSmallSmoke",m.pos);
s.alpha *= .3;
m.master = parent;
m.lamp = self;
m.trail = m.pos;
moff.Push(m);
SWWMUtility.AchievementProgressInc("moth",1,parent.player);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( !parent || !SWWMLamp(master) )
{
Destroy();
return;
}
Spawn("SWWMItemFog",pos);
Trail = pos;
}
override void Tick()
{
Super.Tick();
if ( !parent || !SWWMLamp(master) )
{
Destroy();
return;
}
if ( isFrozen() || (freezetics > 0) ) return;
// update trailing position
bool foundspot = false;
for ( int i=0; i<180; i+=5 )
{
for ( int j=1; j>=-1; j-=2 )
{
double ang = (parent.angle-180)+i*j;
Vector3 testpos = level.Vec3Offset(parent.pos,SWWMUtility.RotateVector3((32,0,parent.height-8+1.5*sin(level.maptime*3.)),ang));
if ( !level.IsPointInLevel(testpos) ) continue;
Vector3 oldpos = pos;
Vector3 oldprev = prev;
Actor oldblockingmobj = blockingmobj;
Line oldblockingline = blockingline;
Sector oldblockingfloor = blockingfloor, oldblockingceiling = blockingceiling;
SetOrigin(testpos,false);
if ( !TestMobjLocation() || SWWMUtility.BlockingLineIsBlocking(self,Line.ML_BLOCKING|Line.ML_BLOCKEVERYTHING) || BlockingFloor || BlockingCeiling )
{
SetOrigin(oldpos,false);
prev = oldprev;
blockingmobj = oldblockingmobj;
blockingline = oldblockingline;
blockingfloor = oldblockingfloor;
blockingceiling = oldblockingceiling;
continue;
}
SetOrigin(oldpos,false);
prev = oldprev;
blockingmobj = oldblockingmobj;
blockingline = oldblockingline;
blockingfloor = oldblockingfloor;
blockingceiling = oldblockingceiling;
Trail = testpos;
foundspot = true;
}
// check at most for a 45 degree offset
if ( foundspot && (i > 45) ) break;
}
Vector3 diff = level.Vec3Diff(pos,parent.pos);
if ( (diff.length() > 400) || justteleport )
{
Vector3 rel = level.Vec3Diff(pos,trail);
justteleport = false;
Actor f = Spawn("SWWMItemFog",pos);
f.A_StartSound("lamp/disappear",CHAN_VOICE);
// carry over the moths
foreach ( m:moff )
{
if ( !m ) continue;
Vector3 whereto = level.Vec3Offset(m.pos,rel);
if ( !level.IsPointInLevel(whereto) )
continue;
Vector3 oldp = m.pos;
m.SetOrigin(whereto,false);
if ( !m.TestMobjLocation() )
m.SetOrigin(oldp,false);
}
SetOrigin(trail,false);
angle = AngleTo(parent);
vel *= 0.;
f = Spawn("SWWMItemFog",pos);
f.A_StartSound("lamp/appear",CHAN_VOICE);
return;
}
angle += Clamp(deltaangle(angle,AngleTo(parent)),-5.,5.);
vel *= .8;
bool blocked = false;
if ( SWWMUtility.BlockingLineIsBlocking(self,Line.ML_BLOCKING|Line.ML_BLOCKEVERYTHING) )
{
// push away from wall
Vector3 normal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
if ( !Level.PointOnLineSide(pos.xy,BlockingLine) ) normal *= -1;
vel += 4.*normal;
blocked = true;
}
if ( BlockingFloor )
{
// push away from floor
Vector3 normal = BlockingFloor.floorplane.Normal;
// find closest 3d floor for its normal
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
{
if ( !(BlockingFloor.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
normal = -BlockingFloor.Get3DFLoor(i).top.Normal;
break;
}
vel += 4.*normal;
blocked = true;
}
if ( BlockingCeiling )
{
// push away from ceiling
Vector3 normal = BlockingCeiling.ceilingplane.Normal;
// find closest 3d floor for its normal
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
{
if ( !(BlockingCeiling.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
normal = -BlockingCeiling.Get3DFloor(i).bottom.Normal;
break;
}
vel += 4.*normal;
blocked = true;
}
if ( (diff.x > -16) && (diff.x < 16) && (diff.y > -16) && (diff.y < 16) && (diff.z > -16) && (diff.z < parent.height+8) )
{
if ( diff.x < 0 ) vel.x -= .2;
else vel.x += .2;
if ( diff.y < 0 ) vel.y -= .2;
else vel.y += .2;
if ( diff.z < 0 ) vel.z -= .2;
else vel.z += .2;
blocked = true;
}
if ( blocked ) return;
Vector3 dir = level.Vec3Diff(pos,trail);
if ( dir.length() > 0 )
vel += dir.unit()*min(dir.length()*.05,20.);
}
States
{
Spawn:
XZW1 A 1
{
if ( SWWMLamp(master) && SWWMLamp(master).bActive )
{
A_StartSound("lamp/on",CHAN_ITEMEXTRA,CHANF_OVERLAP);
return ResolveState("Active");
}
return ResolveState(null);
}
Wait;
Active:
XZW1 B 1
{
A_Moth();
if ( !SWWMLamp(master) || !SWWMLamp(master).bActive )
{
A_StartSound("lamp/off",CHAN_ITEMEXTRA,CHANF_OVERLAP);
return ResolveState("Spawn");
}
return ResolveState(null);
}
Wait;
}
}
Class SWWMLamp : Inventory
{
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Mixin SWWMRespawn;
Mixin SWWMRotatingPickup;
Mixin SWWMPickupGlow;
Mixin SWWMUnrealStyleDrop;
bool bActive, bActivated;
TextureID OnIcon;
Actor thelamp;
int charge;
int inactivetime;
Property Charge : charge;
override Inventory CreateCopy( Actor other )
{
// additional lore
SWWMLoreLibrary.Add(other.player,"MothLamp");
return Super.CreateCopy(other);
}
override bool HandlePickup( Inventory item )
{
// add charge
if ( item.GetClass() == GetClass() )
{
if ( (Charge >= Default.Charge) && (Amount+item.Amount > MaxAmount) )
{
// sell excess
int sellprice = abs(Stamina)/2;
SWWMScoreObj.Spawn(sellprice,level.Vec3Offset(Owner.pos,SWWMUtility.Vec3FromAngles(FRandom[ScoreBits](0,360),FRandom[ScoreBits](-90,90))*8.+(0,0,Owner.Height/2)));
SWWMCredits.Give(Owner.player,sellprice);
if ( Owner.player )
{
if ( Owner.player == players[consoleplayer] ) Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),GetTag(),sellprice);
else Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRAREM_FEM":"$SWWM_SELLEXTRAREM"),Owner.player.GetUserName(),GetTag(),sellprice);
}
}
else if ( Charge > 0 )
{
int AddCharge = Charge+SWWMLamp(item).Charge;
Charge = min(Default.Charge,AddCharge);
// if there's charge to spare, increase amount
if ( AddCharge > Charge )
{
if ( (Amount > 0) && (Amount+item.Amount < 0) ) Amount = int.max;
Amount = min(MaxAmount,Amount+item.Amount);
Charge = AddCharge-Charge;
}
}
else
{
if ( (Amount > 0) && (Amount+item.Amount < 0) ) Amount = int.max;
// new copy, increase and take its charge
Amount = min(MaxAmount,Amount+item.Amount);
Charge = SWWMLamp(item).Charge;
}
item.bPickupGood = true;
return true;
}
return Super.HandlePickup(item);
}
override bool Use( bool pickup )
{
if ( pickup && !deathmatch ) return false;
bActivated = true;
bActive = !bActive;
if ( !OnIcon ) OnIcon = TexMan.CheckForTexture("graphics/HUD/Icons/I_Lamp.png");
Icon = bActive?OnIcon:default.Icon;
// don't consume on use
Amount++;
return true;
}
override bool ShouldSpawn()
{
if ( deathmatch ) return false;
return Super.ShouldSpawn();
}
override void PreTravelled()
{
// remove the lamp
if ( thelamp ) thelamp.Destroy();
}
override void DoEffect()
{
Super.DoEffect();
if ( !thelamp && bActivated )
{
thelamp = Spawn("CompanionLamp",level.Vec3Offset(Owner.pos,SWWMUtility.RotateVector3((20,0,24),Owner.angle)));
CompanionLamp(thelamp).parent = Owner;
thelamp.master = self;
let f = Spawn("SWWMItemFog",thelamp.pos);
f.A_StartSound("lamp/appear",CHAN_VOICE);
}
if ( bActive && !(level.maptime%35) && !isFrozen() ) Charge--;
if ( bActive || !thelamp ) inactivetime = 0;
else if ( thelamp )
{
inactivetime++;
if ( inactivetime > 350 ) // hide the lamp after 10 seconds of inactivity, so it doesn't get in your way
{
let f = Spawn("SWWMItemFog",thelamp.pos);
f.A_StartSound("lamp/disappear",CHAN_VOICE);
thelamp.Destroy();
bActivated = false;
}
}
if ( Charge <= 0 )
{
Amount--;
if ( Amount <= 0 ) DepleteOrDestroy();
else Charge = default.Charge;
}
}
override void DetachFromOwner()
{
Super.DetachFromOwner();
if ( thelamp )
{
let f = Spawn("SWWMItemFog",thelamp.pos);
f.A_StartSound("lamp/disappear",CHAN_VOICE);
thelamp.Destroy();
}
Icon = default.Icon;
bActive = false;
bActivated = false;
}
clearscope bool isBlinking() const
{
return ( (Charge < 10) && (level.maptime&8) );
}
Default
{
Tag "$T_LAMP";
Inventory.Icon "graphics/HUD/Icons/I_LampOff.png";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$I_LAMP";
Inventory.Amount 1;
Inventory.MaxAmount 5;
Inventory.InterHubAmount 5;
Inventory.PickupFlash "SWWMPurplePickupFlash";
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.INVBAR;
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+FLOATBOB;
+DONTGIB;
FloatBobStrength 0.25;
SWWMLamp.Charge 100;
Stamina 70000;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}