Initial commit. README.md still incoming.
This commit is contained in:
commit
5cbbb5f062
3
Changelog
Normal file
3
Changelog
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@ -0,0 +1,3 @@
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2022-10-09 Kiri Jolly <expiredpopsicle@gmail.com>
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* *: Initial release.
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20
LICENSE.txt
Normal file
20
LICENSE.txt
Normal file
@ -0,0 +1,20 @@
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|||||||
|
Copyright 2022 Kiri Jolly
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|
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||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of this software and associated documentation files (the
|
||||||
|
"Software"), to deal in the Software without restriction, including
|
||||||
|
without limitation the rights to use, copy, modify, merge, publish,
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||||||
|
distribute, sublicense, and/or sell copies of the Software, and to
|
||||||
|
permit persons to whom the Software is furnished to do so, subject to
|
||||||
|
the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be
|
||||||
|
included in all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
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|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||||
|
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
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|
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||||
|
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||||
|
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
768
caco_summon.zs
Normal file
768
caco_summon.zs
Normal file
@ -0,0 +1,768 @@
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|||||||
|
// ----------------------------------------------------------------------
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||||||
|
// Cursed Cacodemon Plushie
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||||||
|
// ----------------------------------------------------------------------
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||||||
|
//
|
||||||
|
// Scrawled on the tag is the text "Even in death, I will protect you,
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||||||
|
// and not even the gods can stop me."
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|
//
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|
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||||||
|
const HDLD_KIRI_CACOPLUSHIE = "kac";
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|
const KIRI_CACOPLUSHIE_FAINTED_MONSTER_COOLDOWN = 60;
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|
const KIRI_CACOPLUSHIE_MAX_HEALTH = 420;
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|
const KIRI_CACOPLUSHIE_CLASS = "Trilobite";
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|
|
||||||
|
// For testing out shield mechanics, if we ever open this up to other
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|
// monster types...
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||||||
|
//
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||||||
|
// const KIRI_CACOPLUSHIE_CLASS = "PainLord";
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|
//
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|
// Hey, want to see something totally broken? Spawn an imp healer and
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|
// raise an army!
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||||||
|
//
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|
// const KIRI_CACOPLUSHIE_CLASS = "Regentipede";
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|
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|
const KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_HEALTH = 1;
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|
const KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_SHIELD = 2;
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|
const KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_NAME_INDEX = 3;
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const KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_FAINTED = 4;
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|
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|
class KiriCacodemonPlushieProjectile : SlowProjectile
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|
{
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|
// Copied some necessary bits from the normal grenade.
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|
default
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|
{
|
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|
mass 500;
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|
scale 0.3;
|
||||||
|
}
|
||||||
|
|
||||||
|
// What item threw this?
|
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|
actor thrower;
|
||||||
|
|
||||||
|
states
|
||||||
|
{
|
||||||
|
spawn:
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|
APBX BCDE 2 {
|
||||||
|
A_Trail();
|
||||||
|
} loop;
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||||||
|
}
|
||||||
|
|
||||||
|
override void ExplodeSlowMissile(line blockingline, actor blockingobject)
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|
{
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||||||
|
spawnCritter(blockingobject);
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||||||
|
destroy();
|
||||||
|
}
|
||||||
|
|
||||||
|
action void spawnCritter(actor beaned_actor)
|
||||||
|
{
|
||||||
|
KiriCacodemonPlushie plushie = KiriCacodemonPlushie(invoker.thrower);
|
||||||
|
|
||||||
|
if(plushie) {
|
||||||
|
plushie.spawnCritter(invoker, beaned_actor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class KiriCacodemonPlushie : HDWeapon {
|
||||||
|
|
||||||
|
static const String KIRI_CACOPLUSHIE_NAMES[] = {
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||||||
|
"<unnamed>",
|
||||||
|
"Billy",
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||||||
|
"Jimmy",
|
||||||
|
"Bob",
|
||||||
|
"Kiddo",
|
||||||
|
"Lucky",
|
||||||
|
"Daisy",
|
||||||
|
"Murderface Skullslasher",
|
||||||
|
"Monica, Destroyer of Worlds",
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||||||
|
"Fido",
|
||||||
|
"Thor",
|
||||||
|
"Loki",
|
||||||
|
"Taiyo",
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||||||
|
"Fluffy",
|
||||||
|
"Leonardo",
|
||||||
|
"Donatello",
|
||||||
|
"Raphael",
|
||||||
|
"Michaelangelo",
|
||||||
|
"Winston",
|
||||||
|
"Egon",
|
||||||
|
"Ray",
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||||||
|
"Peter",
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||||||
|
"Zuul",
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||||||
|
"Gozer",
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||||||
|
"Slimer",
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||||||
|
"Janine",
|
||||||
|
"Dana",
|
||||||
|
"Quark",
|
||||||
|
"Odo",
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||||||
|
"Sisko",
|
||||||
|
"Jake",
|
||||||
|
"Nog",
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||||||
|
"Rom",
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||||||
|
"Kira",
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||||||
|
"Jadzia",
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||||||
|
"Ezri",
|
||||||
|
"Kor",
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||||||
|
"Koloth",
|
||||||
|
"Kang",
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|
"Garrack",
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||||||
|
"Bashir",
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||||||
|
"O'brien"
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||||||
|
};
|
||||||
|
|
||||||
|
actor spawned_creature;
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|
actor spawned_spawnball;
|
||||||
|
int fainted_monster_despawn_countdown;
|
||||||
|
|
||||||
|
default
|
||||||
|
{
|
||||||
|
+hdweapon.fitsinbackpack;
|
||||||
|
|
||||||
|
+INVENTORY.PERSISTENTPOWER;
|
||||||
|
+INVENTORY.INVBAR;
|
||||||
|
|
||||||
|
inventory.icon "KCPLD0";
|
||||||
|
inventory.pickupsound "misc/p_pkup";
|
||||||
|
inventory.pickupmessage "Picked up a cursed Cacodemon plushie.";
|
||||||
|
inventory.amount 1;
|
||||||
|
inventory.maxamount 1;
|
||||||
|
|
||||||
|
hdweapon.refid HDLD_KIRI_CACOPLUSHIE;
|
||||||
|
|
||||||
|
scale 0.63;
|
||||||
|
|
||||||
|
tag "cacodemon plushie";
|
||||||
|
}
|
||||||
|
|
||||||
|
states
|
||||||
|
{
|
||||||
|
spawn:
|
||||||
|
KCPL D 0 -1;
|
||||||
|
stop;
|
||||||
|
|
||||||
|
unload:
|
||||||
|
goto ready;
|
||||||
|
|
||||||
|
firemode:
|
||||||
|
goto ready;
|
||||||
|
|
||||||
|
altfire:
|
||||||
|
goto ready;
|
||||||
|
|
||||||
|
ready:
|
||||||
|
KCPL B 0 { A_weaponready(WRF_ALL); A_WeaponBusy(false); }
|
||||||
|
|
||||||
|
// Jump to idle and skip glowing anim if we have a monster or
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||||||
|
// spawnball out.
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||||||
|
KCPL B 0 A_JumpIf(!(invoker.spawned_spawnball || invoker.spawned_creature), 4);
|
||||||
|
|
||||||
|
// Glowing animation.
|
||||||
|
KCPL E 5;
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||||||
|
KCPL F 5;
|
||||||
|
KCPL G 5;
|
||||||
|
KCPL G 0 A_Jump(255, 2);
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|
|
||||||
|
// Idle animation.
|
||||||
|
KCPL B 1;
|
||||||
|
KCPL B 0;
|
||||||
|
|
||||||
|
goto readyend;
|
||||||
|
|
||||||
|
waiting:
|
||||||
|
KCPL B 5;
|
||||||
|
KCPL B 0 A_Refire("waiting");
|
||||||
|
goto ready;
|
||||||
|
|
||||||
|
fire:
|
||||||
|
KCPL B 2 offset(0, 20);
|
||||||
|
KCPL B 2 offset(0, 40);
|
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|
KCPL B 2 offset(0, 55) {
|
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|
A_StartSound("kiri/cacoplushie_throw");
|
||||||
|
}
|
||||||
|
|
||||||
|
KCPL B 2 offset(0, 70);
|
||||||
|
KCPL B 0 {
|
||||||
|
if(!invoker.spawned_spawnball && !invoker.spawned_creature) {
|
||||||
|
|
||||||
|
// No spawn ball or monster. Throw a new one.
|
||||||
|
|
||||||
|
A_AlertMonsters();
|
||||||
|
|
||||||
|
bool success;
|
||||||
|
actor newcaconade;
|
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|
|
||||||
|
[success, newcaconade] = A_SpawnItemEx(
|
||||||
|
"KiriCacodemonPlushieProjectile",
|
||||||
|
xofs : cos(invoker.owner.pitch) * -4,
|
||||||
|
yofs : 3, // Offset a little bit for a right handed throw.
|
||||||
|
zofs : invoker.owner.height * 0.88 - sin(invoker.owner.pitch) * -4,
|
||||||
|
xvel : cos(invoker.owner.pitch) * 20,
|
||||||
|
yvel : 0,
|
||||||
|
zvel : -sin(invoker.owner.pitch) * 20,
|
||||||
|
flags : SXF_NOCHECKPOSITION | SXF_TRANSFERPITCH);
|
||||||
|
|
||||||
|
if(success) {
|
||||||
|
|
||||||
|
KiriCacodemonPlushieProjectile newcaconade2 =
|
||||||
|
KiriCacodemonPlushieProjectile(newcaconade);
|
||||||
|
newcaconade2.thrower = invoker;
|
||||||
|
invoker.spawned_spawnball = newcaconade2;
|
||||||
|
invoker.fainted_monster_despawn_countdown =
|
||||||
|
KIRI_CACOPLUSHIE_FAINTED_MONSTER_COOLDOWN;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
// Monster or spawn ball is already out. Recall it.
|
||||||
|
invoker.despawnMonster();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reset help text, now that the context has changed.
|
||||||
|
invoker.A_SetHelpText();
|
||||||
|
}
|
||||||
|
KCPL B 2 offset(0, 70);
|
||||||
|
KCPL B 2 offset(0, 55);
|
||||||
|
KCPL B 2 offset(0, 40);
|
||||||
|
KCPL B 2 offset(0, 20);
|
||||||
|
goto waiting;
|
||||||
|
|
||||||
|
reload:
|
||||||
|
KCPL B 2 offset(0, 20);
|
||||||
|
KCPL B 2 offset(0, 40);
|
||||||
|
KCPL B 2 offset(0, 55);
|
||||||
|
KCPL B 5 offset(0, 70);
|
||||||
|
KCPL B 0 { drinkBloodPack(); }
|
||||||
|
KCPL B 2 offset(0, 70);
|
||||||
|
KCPL B 2 offset(0, 55);
|
||||||
|
KCPL B 2 offset(0, 40);
|
||||||
|
KCPL B 2 offset(0, 20);
|
||||||
|
goto ready;
|
||||||
|
|
||||||
|
select0:
|
||||||
|
KCPL B 0 offset(0, 120);
|
||||||
|
---- B 1 A_Raise(12);
|
||||||
|
wait;
|
||||||
|
|
||||||
|
deselect0:
|
||||||
|
KCPL B 0;
|
||||||
|
---- B 1 A_Lower(12);
|
||||||
|
wait;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
action void drinkBloodPack()
|
||||||
|
{
|
||||||
|
// Refuse to feed active monsters.
|
||||||
|
if(invoker.spawned_creature || invoker.spawned_spawnball) {
|
||||||
|
console.printf(
|
||||||
|
"Cannot feed blood to %s when they're not in their plushie!",
|
||||||
|
invoker.getMonsterName());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Refuse to feed monsters that don't need any more.
|
||||||
|
if(invoker.getMonsterHealth() == invoker.getMonsterMaxHealth()) {
|
||||||
|
console.printf(
|
||||||
|
"%s doesn't need any more food for now.",
|
||||||
|
invoker.getMonsterName());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(invoker.owner.countInv("SecondBlood")) {
|
||||||
|
|
||||||
|
// Consume a bloodbag and add health.
|
||||||
|
A_StartSound("potion/chug");
|
||||||
|
invoker.owner.A_TakeInventory("SecondBlood", 1, TIF_NOTAKEINFINITE);
|
||||||
|
invoker.setMonsterHealth(
|
||||||
|
invoker.getMonsterHealth() +
|
||||||
|
invoker.getMonsterMaxHealth() * 0.25);
|
||||||
|
|
||||||
|
// Throw out a spend blood bag.
|
||||||
|
A_SpawnItemEx(
|
||||||
|
"BloodBagWorn",
|
||||||
|
xofs : 0,
|
||||||
|
yofs : 0,
|
||||||
|
zofs : invoker.owner.height / 2.0,
|
||||||
|
xvel : frandom(0, 10),
|
||||||
|
yvel : frandom(-5, 5),
|
||||||
|
flags : SXF_NOCHECKPOSITION);
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
// No bloodbags available. Take health instead.
|
||||||
|
HDBleedingWound hbl = HDBleedingWound.inflict(
|
||||||
|
invoker.owner, 2, 1, source : invoker.owner);
|
||||||
|
|
||||||
|
HDPlayerPawn(invoker.owner).bloodloss += 0.1;
|
||||||
|
|
||||||
|
A_StartSound(invoker.owner.painsound);
|
||||||
|
|
||||||
|
invoker.setMonsterHealth(
|
||||||
|
invoker.getMonsterHealth() +
|
||||||
|
invoker.getMonsterMaxHealth() * 0.1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// These are for allowing multiple copies of this weapon at the
|
||||||
|
// same time, but the only things on it that get stored are the
|
||||||
|
// weaponstatus, meaning that we lose the pointer to the spawned
|
||||||
|
// actor. So we have to despawn any actor we have out before
|
||||||
|
// switching.
|
||||||
|
//
|
||||||
|
// Yes, this means you only get one monster to play with at a
|
||||||
|
// time.
|
||||||
|
override bool AddSpareWeapon(
|
||||||
|
actor newowner)
|
||||||
|
{
|
||||||
|
return AddSpareWeaponRegular(newowner);
|
||||||
|
}
|
||||||
|
|
||||||
|
override hdweapon GetSpareWeapon(actor newowner, bool reverse, bool doselect)
|
||||||
|
{
|
||||||
|
despawnMonster();
|
||||||
|
return GetSpareWeaponRegular(newowner, reverse, doselect);
|
||||||
|
}
|
||||||
|
|
||||||
|
override void beginPlay()
|
||||||
|
{
|
||||||
|
super.beginPlay();
|
||||||
|
setRandomMonsterName();
|
||||||
|
setMonsterHealth(getMonsterMaxHealth());
|
||||||
|
setMonsterShield(getMonsterMaxShield());
|
||||||
|
}
|
||||||
|
|
||||||
|
int getMonsterHealth() const
|
||||||
|
{
|
||||||
|
return weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_HEALTH];
|
||||||
|
}
|
||||||
|
|
||||||
|
int getMonsterMaxHealth() const
|
||||||
|
{
|
||||||
|
return getDefaultByType(KIRI_CACOPLUSHIE_CLASS).health;
|
||||||
|
}
|
||||||
|
|
||||||
|
void setMonsterHealth(int health)
|
||||||
|
{
|
||||||
|
if(health > getMonsterMaxHealth()) {
|
||||||
|
health = getMonsterMaxHealth();
|
||||||
|
}
|
||||||
|
weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_HEALTH] = health;
|
||||||
|
|
||||||
|
if(health > getMonsterMaxHealth() / 2.0) {
|
||||||
|
setMonsterFainted(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int getMonsterShield() const
|
||||||
|
{
|
||||||
|
return weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_SHIELD];
|
||||||
|
}
|
||||||
|
|
||||||
|
int getMonsterMaxShield() const
|
||||||
|
{
|
||||||
|
return getDefaultByType(KIRI_CACOPLUSHIE_CLASS).maxshields;
|
||||||
|
}
|
||||||
|
|
||||||
|
void setMonsterShield(int shield)
|
||||||
|
{
|
||||||
|
if(shield > getMonsterMaxShield()) {
|
||||||
|
shield = getMonsterMaxShield();
|
||||||
|
}
|
||||||
|
|
||||||
|
weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_SHIELD] = shield;
|
||||||
|
}
|
||||||
|
|
||||||
|
override void DrawHUDStuff(HDStatusBar sb, HDWeapon hdw, HDPlayerPawn hpl)
|
||||||
|
{
|
||||||
|
KiriCacodemonPlushie plushie = KiriCacodemonPlushie(hdw);
|
||||||
|
String monsterName = getMonsterName();
|
||||||
|
int monsterHealth = getMonsterHealth();
|
||||||
|
int monsterShield = getMonsterShield();
|
||||||
|
int monsterFainted = getMonsterFainted();
|
||||||
|
|
||||||
|
if(plushie) {
|
||||||
|
|
||||||
|
// Draw the monster name. Use a green color if it's okay
|
||||||
|
// or a red color if it's fainted.
|
||||||
|
sb.drawstring(
|
||||||
|
sb.psmallfont,
|
||||||
|
monsterName, (-20,-30),
|
||||||
|
sb.DI_TEXT_ALIGN_RIGHT | sb.DI_TRANSLATABLE | sb.DI_SCREEN_CENTER_BOTTOM,
|
||||||
|
monsterFainted ? Font.CR_DARKRED : Font.CR_GREEN);
|
||||||
|
|
||||||
|
// Draw blood packs where we'd normally put ammo.
|
||||||
|
sb.drawimage(
|
||||||
|
"PBLDA0",
|
||||||
|
(-48,-10),
|
||||||
|
sb.DI_SCREEN_CENTER_BOTTOM,
|
||||||
|
scale : (0.75, 0.75));
|
||||||
|
|
||||||
|
sb.drawnum(
|
||||||
|
hpl.countinv("SecondBlood"),
|
||||||
|
-48, -8,
|
||||||
|
sb.DI_SCREEN_CENTER_BOTTOM);
|
||||||
|
|
||||||
|
// TODO: Draw something like blue potions or batteries for
|
||||||
|
// shields?
|
||||||
|
|
||||||
|
// Draw health.
|
||||||
|
sb.drawwepnum(
|
||||||
|
monsterHealth,
|
||||||
|
getMonsterMaxHealth());
|
||||||
|
|
||||||
|
// Draw shield.
|
||||||
|
sb.drawwepnum(
|
||||||
|
monsterShield,
|
||||||
|
getMonsterMaxShield(), posy: -10);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
override double weaponbulk()
|
||||||
|
{
|
||||||
|
return 10;
|
||||||
|
}
|
||||||
|
|
||||||
|
void setRandomMonsterName()
|
||||||
|
{
|
||||||
|
weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_NAME_INDEX] =
|
||||||
|
random(1, KiriCacodemonPlushie.KIRI_CACOPLUSHIE_NAMES.size() - 1);
|
||||||
|
|
||||||
|
A_SetHelpText();
|
||||||
|
}
|
||||||
|
|
||||||
|
String getMonsterName() const
|
||||||
|
{
|
||||||
|
return KiriCacodemonPlushie.KIRI_CACOPLUSHIE_NAMES[
|
||||||
|
weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_NAME_INDEX]];
|
||||||
|
}
|
||||||
|
|
||||||
|
void despawnMonster()
|
||||||
|
{
|
||||||
|
// Whatever we despawn, play the despawn sound for it.
|
||||||
|
if(spawned_spawnball || spawned_creature) {
|
||||||
|
A_StartSound("kiri/cacoplushie_despawn");
|
||||||
|
}
|
||||||
|
|
||||||
|
// If we have a spawn projectile flying through the air,
|
||||||
|
// despawn that.
|
||||||
|
if(spawned_spawnball) {
|
||||||
|
spawned_spawnball.A_SpawnItemEx("TeleFog");
|
||||||
|
spawned_spawnball.destroy();
|
||||||
|
}
|
||||||
|
|
||||||
|
// If we have the creature in the world, despawn that.
|
||||||
|
if(spawned_creature) {
|
||||||
|
spawned_creature.A_SpawnItemEx("TeleFog");
|
||||||
|
spawned_creature.destroy();
|
||||||
|
A_PrintBold(String.format("%s has returned to the plushie.", getMonsterName()));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Adjust help text because the context changed. Now we can
|
||||||
|
// feed it and possibly deploy it.
|
||||||
|
A_SetHelpText();
|
||||||
|
}
|
||||||
|
|
||||||
|
void setMonsterFainted(bool fainted)
|
||||||
|
{
|
||||||
|
weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_FAINTED] = fainted;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool getMonsterFainted() const
|
||||||
|
{
|
||||||
|
return weaponstatus[KIRI_CACOPLUSHIE_WEAPONSTATUS_MONSTER_FAINTED];
|
||||||
|
}
|
||||||
|
|
||||||
|
override void DoEffect()
|
||||||
|
{
|
||||||
|
if(spawned_creature) {
|
||||||
|
|
||||||
|
// Check on shields.
|
||||||
|
HDMobBase mob = HDMobBase(spawned_creature);
|
||||||
|
if(mob) {
|
||||||
|
Actor shieldItemActor = mob.FindInventory("HDMagicShield");
|
||||||
|
HDMagicShield shieldItem = HDMagicShield(shieldItemActor);
|
||||||
|
if(shieldItem) {
|
||||||
|
|
||||||
|
// Counteract natural shield regeneration. We want
|
||||||
|
// to limit this to when the monster is asleep.
|
||||||
|
if(shieldItem.amount > getMonsterShield()) {
|
||||||
|
shieldItem.amount = getMonsterShield();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Notify us if shields have dropped below what we
|
||||||
|
// last saw them at.
|
||||||
|
if(shieldItem.amount != getMonsterShield()) {
|
||||||
|
setMonsterShield(shieldItem.amount);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Counteract monster health regeneration. We want to
|
||||||
|
// limit this to when the player feeds the monster.
|
||||||
|
if(spawned_creature.health > getMonsterHealth())
|
||||||
|
{
|
||||||
|
spawned_creature.health = getMonsterHealth();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Notify us if the health has dropped.
|
||||||
|
if(spawned_creature.health != getMonsterHealth())
|
||||||
|
{
|
||||||
|
setMonsterHealth(spawned_creature.health);
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the monster reaches zero health, then despawn it
|
||||||
|
// after a short delay. We still want the death animation
|
||||||
|
// to play out.
|
||||||
|
if(spawned_creature.health <= 0.0) {
|
||||||
|
|
||||||
|
setMonsterFainted(true);
|
||||||
|
|
||||||
|
// On the first frame of the monster being downed,
|
||||||
|
// show the message.
|
||||||
|
if(fainted_monster_despawn_countdown ==
|
||||||
|
KIRI_CACOPLUSHIE_FAINTED_MONSTER_COOLDOWN)
|
||||||
|
{
|
||||||
|
A_PrintBold(String.format("%s has fainted!", getMonsterName()));
|
||||||
|
}
|
||||||
|
|
||||||
|
// After some number of frames, actually despawn the
|
||||||
|
// monster.
|
||||||
|
fainted_monster_despawn_countdown -= 1;
|
||||||
|
if(fainted_monster_despawn_countdown <= 0) {
|
||||||
|
despawnMonster();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
// Monster is inside plushie. Sloooooooooooooowly
|
||||||
|
// regenerate shields, if the monster is awake.
|
||||||
|
if(!getMonsterFainted()) {
|
||||||
|
|
||||||
|
if(getMonsterShield() == -64) {
|
||||||
|
|
||||||
|
// Shields were totally broken. Extremely low chance
|
||||||
|
// to restore shields each frame.
|
||||||
|
if(frandom(0, 100) < 0.1) {
|
||||||
|
A_PrintBold(
|
||||||
|
String.format(
|
||||||
|
"%s's shields have started charging.",
|
||||||
|
getMonsterName()));
|
||||||
|
setMonsterShield(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
// Shields are up and slowly recharging.
|
||||||
|
if(frandom(0, 100) < 5) {
|
||||||
|
setMonsterShield(getMonsterShield() + 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
override void consolidate()
|
||||||
|
{
|
||||||
|
// Restore shields on level exit.
|
||||||
|
if(!getMonsterFainted()) {
|
||||||
|
setMonsterShield(getMonsterMaxShield());
|
||||||
|
}
|
||||||
|
|
||||||
|
A_SetHelpText();
|
||||||
|
}
|
||||||
|
|
||||||
|
action void spawnCritter(actor spawn_ball, actor beaned_actor)
|
||||||
|
{
|
||||||
|
bool success = false;
|
||||||
|
|
||||||
|
// Handle monsters that have already fainted. They won't
|
||||||
|
// spawn.
|
||||||
|
if(invoker.getMonsterFainted())
|
||||||
|
{
|
||||||
|
A_PrintBold(
|
||||||
|
String.format(
|
||||||
|
"%s has fainted and cannot manifest yet.",
|
||||||
|
invoker.getMonsterName()));
|
||||||
|
|
||||||
|
spawn_ball.A_SpawnItemEx("TeleFog");
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int tries = 0;
|
||||||
|
|
||||||
|
// Offset to spawn at. Absolute directions, not relative.
|
||||||
|
float offset_x = 0;
|
||||||
|
float offset_y = 0;
|
||||||
|
float offset_z = 0;
|
||||||
|
|
||||||
|
// If we hit an enemy in the face, back off of that enemy by
|
||||||
|
// the sum of us and their radius. We already know we can't
|
||||||
|
// spawn inside of it.
|
||||||
|
if(beaned_actor) {
|
||||||
|
offset_x -= cos(spawn_ball.angle) * (beaned_actor.radius + 30);
|
||||||
|
offset_y -= sin(spawn_ball.angle) * (beaned_actor.radius + 30);
|
||||||
|
}
|
||||||
|
|
||||||
|
int extra_flags = 0; // FIXME: Remove this.
|
||||||
|
actor spawned_thing;
|
||||||
|
|
||||||
|
// Cumulative random offset we'll use to jitter the location a
|
||||||
|
// bit in the hopes of finding a valid spot.
|
||||||
|
float random_offset_x = 0;
|
||||||
|
float random_offset_y = 0;
|
||||||
|
|
||||||
|
// We need to give this a LOT of leeway as far as where we can
|
||||||
|
// spawn. The monsters are quite large compared to the
|
||||||
|
// projectile, meaning it can easily get into places that the
|
||||||
|
// monsters can't spawn into, so we need to aggressively
|
||||||
|
// search for a nearby spot to spawn into.
|
||||||
|
while(tries < 30 && !success) {
|
||||||
|
|
||||||
|
// This will add some jitter that will thrash
|
||||||
|
// back-and-forth on both X and Y axes, allowing us to
|
||||||
|
// gradually cover a bigger and bigger potential area.
|
||||||
|
float jitter_amount = 1;
|
||||||
|
if(frandom(0, 1) <= 0.5) {
|
||||||
|
random_offset_x = -abs(random_offset_x) - frandom(0, jitter_amount);
|
||||||
|
} else {
|
||||||
|
random_offset_x = abs(random_offset_x) + frandom(0, jitter_amount);
|
||||||
|
}
|
||||||
|
if(frandom(0, 1) <= 0.5) {
|
||||||
|
random_offset_y = -abs(random_offset_y) - frandom(0, jitter_amount);
|
||||||
|
} else {
|
||||||
|
random_offset_y = abs(random_offset_y) + frandom(0, jitter_amount);
|
||||||
|
}
|
||||||
|
|
||||||
|
// This will move the offset back a bit, away from the
|
||||||
|
// point of contact, and back towards the player, while
|
||||||
|
// also mixing in the jitter we calculated.
|
||||||
|
offset_x -= (spawn_ball.vel.x * 0.3) + random_offset_x;
|
||||||
|
offset_y -= (spawn_ball.vel.y * 0.3) + random_offset_y;
|
||||||
|
|
||||||
|
// Z axis is a little different. We already know the
|
||||||
|
// optimal height to spawn at would be the center of the
|
||||||
|
// sector, vertically, so nudge us, on that axis, towards
|
||||||
|
// the center of the sector. No need for jitter.
|
||||||
|
float sector_center_z =
|
||||||
|
(spawn_ball.ceilingz + spawn_ball.floorz) / 2.0;
|
||||||
|
if(spawn_ball.pos.z + offset_z > sector_center_z) {
|
||||||
|
offset_z -= 2.0;
|
||||||
|
} else if(spawn_ball.pos.z + offset_z < sector_center_z) {
|
||||||
|
offset_z += 2.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
tries += 1;
|
||||||
|
|
||||||
|
// Spawn debug particles showing all the points we've
|
||||||
|
// tried.
|
||||||
|
if(hd_debug > 1) {
|
||||||
|
spawn_ball.A_SpawnParticle(
|
||||||
|
"yellow",
|
||||||
|
flags : 0,
|
||||||
|
size : 12,
|
||||||
|
xoff : offset_x,
|
||||||
|
yoff : offset_y,
|
||||||
|
zoff : offset_z);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Attempt to spawn the monster.
|
||||||
|
[success, spawned_thing] = spawn_ball.A_SpawnItemEx(
|
||||||
|
KIRI_CACOPLUSHIE_CLASS,
|
||||||
|
xofs : offset_x,
|
||||||
|
yofs : offset_y,
|
||||||
|
zofs : offset_z,
|
||||||
|
xvel : 0,
|
||||||
|
yvel : 0,
|
||||||
|
zvel : 0,
|
||||||
|
angle : 0,
|
||||||
|
flags : SXF_SETMASTER | SXF_ABSOLUTEPOSITION | extra_flags);
|
||||||
|
|
||||||
|
if(success) {
|
||||||
|
|
||||||
|
// Spawn succeeded. Stop searching.
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(success) {
|
||||||
|
|
||||||
|
// Copy health over.
|
||||||
|
spawned_thing.health = invoker.getMonsterHealth();
|
||||||
|
|
||||||
|
// Copy shields over (if applicable).
|
||||||
|
Actor shieldItemActor = spawned_thing.FindInventory("HDMagicShield");
|
||||||
|
HDMagicShield shieldItem = HDMagicShield(shieldItemActor);
|
||||||
|
if(shieldItem) {
|
||||||
|
shieldItem.amount = invoker.getMonsterShield();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Copy player colors over.
|
||||||
|
spawned_thing.translation = invoker.owner.translation;
|
||||||
|
|
||||||
|
// FIXME: Would prefer something to make the monster more
|
||||||
|
// distinct. Other attempts were made to distinguish the
|
||||||
|
// monster...
|
||||||
|
//
|
||||||
|
// This one was good because it made the monsters very
|
||||||
|
// distinct (built-in GZDoom translation):
|
||||||
|
//
|
||||||
|
// spawned_thing.settranslation("Ice")
|
||||||
|
// spawned_thing.translation = TRANSLATION_ICE;
|
||||||
|
//
|
||||||
|
// This would make it render in the transparent style of
|
||||||
|
// the ghosts (minus the coloration):
|
||||||
|
//
|
||||||
|
// spawned_thing.A_SetRenderStyle(1.0, STYLE_ADD);
|
||||||
|
//
|
||||||
|
// This one just made it all purple. Certainly looks
|
||||||
|
// distinct!
|
||||||
|
//
|
||||||
|
// spawned_thing.A_SetTranslation("AllPurple");
|
||||||
|
|
||||||
|
// Spawn flash.
|
||||||
|
spawn_ball.A_SpawnItemEx(
|
||||||
|
"TeleFog",
|
||||||
|
xofs : offset_x,
|
||||||
|
yofs : offset_y,
|
||||||
|
zofs : offset_z,
|
||||||
|
flags : SXF_ABSOLUTEPOSITION);
|
||||||
|
|
||||||
|
// Keep track of the spawned creature.
|
||||||
|
invoker.spawned_creature = spawned_thing;
|
||||||
|
|
||||||
|
// If we smacked a mob in the face, then make that the
|
||||||
|
// spawned monster's target immediately.
|
||||||
|
if(beaned_actor) {
|
||||||
|
if(beaned_actor is "HDMobBase") {
|
||||||
|
spawned_thing.target = beaned_actor;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
// Tell the player we failed.
|
||||||
|
console.printf("Failed to summon %s: Not enough room.", invoker.getMonsterName());
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
override String, double getPickupSprite(bool usespare)
|
||||||
|
{
|
||||||
|
return "KCPLD0";
|
||||||
|
}
|
||||||
|
|
||||||
|
override String getHelpText()
|
||||||
|
{
|
||||||
|
if(spawned_creature || spawned_spawnball)
|
||||||
|
{
|
||||||
|
return WEPHELP_FIRE.." Return "..getMonsterName().." to the plushie.\n";
|
||||||
|
}
|
||||||
|
|
||||||
|
return
|
||||||
|
WEPHELP_FIRE .. " Summon "..getMonsterName()..".\n"..
|
||||||
|
WEPHELP_RELOAD .. " Feed blood to "..getMonsterName()..".\n";
|
||||||
|
}
|
||||||
|
}
|
2
sndinfo.txt
Normal file
2
sndinfo.txt
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
kiri/cacoplushie_throw "sounds/kiri_caco_throw.wav"
|
||||||
|
kiri/cacoplushie_despawn "sounds/kiri_caco_despawn.wav"
|
BIN
sounds/kiri_caco_despawn.wav
Normal file
BIN
sounds/kiri_caco_despawn.wav
Normal file
Binary file not shown.
BIN
sounds/kiri_caco_throw.wav
Normal file
BIN
sounds/kiri_caco_throw.wav
Normal file
Binary file not shown.
BIN
source_sprites/cacoplushie.aseprite
Normal file
BIN
source_sprites/cacoplushie.aseprite
Normal file
Binary file not shown.
BIN
source_sprites/cacoplushie_glowing1.png
Normal file
BIN
source_sprites/cacoplushie_glowing1.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.9 KiB |
BIN
source_sprites/cacoplushie_glowing2.png
Normal file
BIN
source_sprites/cacoplushie_glowing2.png
Normal file
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BIN
source_sprites/cacoplushie_glowing3.png
Normal file
BIN
source_sprites/cacoplushie_glowing3.png
Normal file
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After Width: | Height: | Size: 3.9 KiB |
BIN
source_sprites/cacoplushie_idle.png
Normal file
BIN
source_sprites/cacoplushie_idle.png
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BIN
source_sprites/cacoplushie_small.png
Normal file
BIN
source_sprites/cacoplushie_small.png
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33
textures.txt
Normal file
33
textures.txt
Normal file
@ -0,0 +1,33 @@
|
|||||||
|
// First-person view while holding.
|
||||||
|
Sprite "KCPLB0", 100, 83
|
||||||
|
{
|
||||||
|
Offset -120, -100
|
||||||
|
Patch "source_sprites/cacoplushie_idle.png", 0, 0
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pickup sprite on the ground.
|
||||||
|
Sprite "KCPLD0", 32, 26
|
||||||
|
{
|
||||||
|
Offset 16, 13
|
||||||
|
Patch "source_sprites/cacoplushie_small.png", 0, 0
|
||||||
|
}
|
||||||
|
|
||||||
|
// Glowing frames.
|
||||||
|
Sprite "KCPLE0", 100, 83
|
||||||
|
{
|
||||||
|
Offset -120, -100
|
||||||
|
Patch "source_sprites/cacoplushie_glowing1.png", 0, 0
|
||||||
|
}
|
||||||
|
|
||||||
|
Sprite "KCPLF0", 100, 83
|
||||||
|
{
|
||||||
|
Offset -120, -100
|
||||||
|
Patch "source_sprites/cacoplushie_glowing2.png", 0, 0
|
||||||
|
}
|
||||||
|
|
||||||
|
Sprite "KCPLG0", 100, 83
|
||||||
|
{
|
||||||
|
Offset -120, -100
|
||||||
|
Patch "source_sprites/cacoplushie_glowing3.png", 0, 0
|
||||||
|
}
|
||||||
|
|
3
zscript.zs
Normal file
3
zscript.zs
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
version "4.8"
|
||||||
|
|
||||||
|
#include "caco_summon.zs"
|
Loading…
Reference in New Issue
Block a user