522 lines
14 KiB
Plaintext
522 lines
14 KiB
Plaintext
// ----------------------------------------------------------------------
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// Spraypaint cans
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// ----------------------------------------------------------------------
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//
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// Super cheap.
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//
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const KIRI_SPRAY_DISTANCE = 96;
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const KIRI_SPRAY_SHAKEANIM_MAXANGLE = 20.0;
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const KIRI_SPRAY_MAXPAINT = 50;
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const KIRI_SPRAY_MAXPRESSURE = 100;
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const KIRI_SPRAY_PRESSUREBUILDSCALE = 20;
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const KIRI_SPRAY_PRESSURE_PER_USE = (KIRI_SPRAY_MAXPRESSURE / 2);
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const KIRI_SPRAY_PRESSURE_DECAY_RATE = 0.1;
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const HDLD_KIRI_SPRAYCAN = "ksp";
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enum KiriSprayerStatus
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{
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KIRI_SPRAY_WS_PAINT = 1,
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KIRI_SPRAY_WS_PRESSURE = 2
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}
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class Sprayer : HDWeapon
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{
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default
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{
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radius 2;
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height 4;
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+SpriteAngle;
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Scale 0.4;
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+hdweapon.fitsinbackpack;
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+weapon.wimpy_weapon;
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+INVENTORY.PERSISTENTPOWER;
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+INVENTORY.INVBAR;
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// inventory.icon "KSPRB0";
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inventory.pickupsound "kiri/spraycan_rattle";
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inventory.pickupmessage "Picked up some spraypaint cans.";
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inventory.amount 1;
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inventory.maxamount 100;
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hdweapon.refid HDLD_KIRI_SPRAYCAN;
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tag "Spraypaint Can";
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}
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states
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{
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spawn:
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KSPR B -1;
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stop;
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ready:
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KSPR A 1 {
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A_WeaponReady(WRF_ALL);
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A_WeaponBusy(false);
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}
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goto readyend;
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altfire:
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reload:
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KSPR A 1 offset(0, 20) {
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A_OverlayPivot(0, 0.5, 1.0);
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A_OverlayRotate(0, 0);
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A_StartSound(
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"kiri/spraycan_rattle",
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CHAN_WEAPON, CHANF_NOSTOP);
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}
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KSPR A 1 offset(0, 40) { A_OverlayRotate(0, sin(level.time * 5.0) * KIRI_SPRAY_SHAKEANIM_MAXANGLE * 1.0/3.0); }
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KSPR A 1 offset(0, 60) { A_OverlayRotate(0, sin(level.time * 5.0) * KIRI_SPRAY_SHAKEANIM_MAXANGLE * 2.0/3.0); }
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KSPR A 1 offset(0, 80) {
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A_OverlayRotate(0, sin(level.time * 5.0) * KIRI_SPRAY_SHAKEANIM_MAXANGLE);
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// Taper off pressure increase amount based on how much
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// pressure is in there already.
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float pressureIncreaseScale = 1.0 - (
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float(invoker.GetPressure()) /
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float(KIRI_SPRAY_MAXPRESSURE));
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pressureIncreaseScale *= pressureIncreaseScale;
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// Add pressure.
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int pressure = invoker.GetPressure();
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pressure +=
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random(0,
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KIRI_SPRAY_PRESSUREBUILDSCALE
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* invoker.weaponstatus[KIRI_SPRAY_WS_PAINT]
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/ KIRI_SPRAY_MAXPAINT);
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// Cap pressure amount.
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if(pressure > KIRI_SPRAY_MAXPRESSURE) {
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pressure = KIRI_SPRAY_MAXPRESSURE;
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}
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invoker.SetPressure(pressure);
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}
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KSPR A 1 offset(0, 60) { A_OverlayRotate(0, sin(level.time * 5.0) * KIRI_SPRAY_SHAKEANIM_MAXANGLE * 2.0/3.0); }
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KSPR A 1 offset(0, 40) { A_OverlayRotate(0, sin(level.time * 5.0) * KIRI_SPRAY_SHAKEANIM_MAXANGLE * 1.0/3.0); }
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KSPR A 1 offset(0, 20) { A_OverlayRotate(0, 0); }
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goto ready;
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fire:
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KSPR A 2 {
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if(invoker.GetPressure() < KIRI_SPRAY_PRESSURE_PER_USE) {
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invoker.owner.A_Log("Not enough pressure to spray.");
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} else {
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Actor spawnedThing;
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bool success;
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float zOffset = GunHeight() * 0.8;
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FLineTraceData lineTraceData;
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class<SprayerPattern> sprayerPatternClass = "SprayerPattern";
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// Find the spray pattern class that matches the
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// player's CVar for selected pattern.
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String currentSprayCVar = CVar.GetCVar(
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"snektech_spraypattern",
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invoker.owner.player).GetString();
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for(int i = 0; i < AllActorClasses.size(); i++) {
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class<SprayerPattern> thisPatternClass = (class<SprayerPattern>)(AllActorClasses[i]);
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if(thisPatternClass) {
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if(thisPatternClass.GetClassName() == currentSprayCVar) {
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sprayerPatternClass = (class<SprayerPattern>)(AllActorClasses[i]);
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break;
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}
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}
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}
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// Get the actual decal name out of it.
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let defaultSprayClass = GetDefaultByType(sprayerPatternClass);
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String actualDecalName = defaultSprayClass.decalName;
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// Find a wall to spray on.
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bool traceHit = LineTrace(
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angle,
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KIRI_SPRAY_DISTANCE,
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pitch,
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flags : TRF_THRUACTORS,
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offsetz : zOffset,
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data : lineTraceData);
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if(traceHit && lineTraceData.HitLine) {
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A_StartSound(
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"kiri/spraycan_spray",
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CHAN_WEAPON);
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[success, spawnedThing] = A_SpawnItemEx(
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"SprayerDecalSpawner",
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xofs : 0, yofs : 0, zofs : zOffset);
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SprayerDecalSpawner spawner = SprayerDecalSpawner(spawnedThing);
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if(success && spawner) {
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spawner.A_SetPitch(pitch);
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spawner.A_SetAngle(angle);
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spawner.actualDecalName = actualDecalName;
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spawner.master = invoker.owner;
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invoker.SetPressure(invoker.GetPressure() - KIRI_SPRAY_PRESSURE_PER_USE);
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invoker.weaponstatus[KIRI_SPRAY_WS_PAINT] -= 1;
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}
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} else {
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invoker.owner.A_Log("Not close enough to a wall to spray.");
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}
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}
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}
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goto waiting;
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firemode:
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KSPR A 2 { invoker.CycleSprayPattern(); }
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goto waiting;
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waiting:
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KSPR A 5;
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KSPR A 0 A_Refire("waiting");
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goto ready;
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select0:
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KSPR A 0 offset(0, 120);
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---- A 1 A_Raise(12);
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wait;
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deselect0:
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KSPR A 0;
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---- A 1 A_Lower(12);
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wait;
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}
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override bool AddSpareWeapon(actor newowner)
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{
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return AddSpareWeaponRegular(newowner);
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}
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override HDWeapon GetSpareWeapon(actor newowner, bool reverse, bool doselect)
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{
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return GetSpareWeaponRegular(newowner, reverse, doselect);
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}
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// Why do we store pressure as this weird equation?
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//
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// Pressure is stored as a time since the a hypothetical last
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// "fully charged" time, based on the level time and pressure
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// decay rate.
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//
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// This way we can decay pressure without ticking, important for
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// spare weapons and stuff in backpacks.
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int GetPressure() const
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{
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int time = level.TotalTime;
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int lastChargedTime = weaponstatus[KIRI_SPRAY_WS_PRESSURE];
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int pressure = int(
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float(KIRI_SPRAY_MAXPRESSURE) -
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float(time - lastChargedTime) * KIRI_SPRAY_PRESSURE_DECAY_RATE);
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if(pressure > KIRI_SPRAY_MAXPRESSURE) {
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pressure = KIRI_SPRAY_MAXPRESSURE;
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}
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if(pressure < 0) {
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pressure = 0;
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}
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return pressure;
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}
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void SetPressure(int pressure)
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{
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if(pressure > KIRI_SPRAY_MAXPRESSURE) {
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pressure = KIRI_SPRAY_MAXPRESSURE;
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}
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if(pressure < 0) {
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pressure = 0;
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}
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int time = level.TotalTime;
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int lastChargedTime = round(
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float(pressure - KIRI_SPRAY_MAXPRESSURE) / float(KIRI_SPRAY_PRESSURE_DECAY_RATE) + time);
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weaponstatus[KIRI_SPRAY_WS_PRESSURE] = lastChargedTime;
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}
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void ResetPressure()
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{
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int resetValue = -int(float(KIRI_SPRAY_MAXPRESSURE) / float(KIRI_SPRAY_PRESSURE_DECAY_RATE));
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weaponstatus[KIRI_SPRAY_WS_PRESSURE] = resetValue;
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}
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override void Consolidate()
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{
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ResetPressure();
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}
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override void InitializeWepStats(bool idfa)
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{
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super.InitializeWepStats(idfa);
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SetPressure(0);
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// Add a little bit of randomness to the amount of paint in
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// the can.
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weaponstatus[KIRI_SPRAY_WS_PAINT] =
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KIRI_SPRAY_MAXPAINT
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- random(0, KIRI_SPRAY_MAXPAINT / 10);
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}
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override void DrawHUDStuff(
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HDStatusBar statusBar, HDWeapon weapon,
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HDPlayerPawn pawn)
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{
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// Current pressure (top bar).
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statusBar.DrawWepNum(
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GetPressure(),
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KIRI_SPRAY_MAXPRESSURE, posy:-10);
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// Total paint remaining (bottom bar).
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statusBar.DrawWepNum(
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weaponstatus[KIRI_SPRAY_WS_PAINT],
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KIRI_SPRAY_MAXPAINT);
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}
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void GetSprayPatternList(Array<String> ret)
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{
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ret.clear();
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for(int i = 0; i < AllActorClasses.Size(); i++) {
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class<Actor> c = AllActorClasses[i];
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if(c is "SprayerPattern" && c != "SprayerPattern") {
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ret.push(c.GetClassName());
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}
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}
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}
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void CycleSprayPattern()
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{
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// Find the current entry in the list of patterns.
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String currentPattern = CVar.GetCVar("snektech_spraypattern", owner.player).GetString();
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Array<String> patternList;
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GetSprayPatternList(patternList);
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int currentIndex = patternList.find(currentPattern);
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// Make sure we're actually in the list (CVar might not be in
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// list, due to mods getting shuffled around and whatever).
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if(currentIndex >= patternList.size()) {
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currentIndex = -1;
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}
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// Increment the index.
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int newIndex = (currentIndex + 1) % patternList.size();
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// Set the new CVar.
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CVar.GetCVar("snektech_spraypattern", owner.player).SetString(patternList[newIndex]);
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currentPattern = CVar.GetCVar("snektech_spraypattern", owner.player).GetString();
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owner.A_Log("Selected spray pattern: "..currentPattern);
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// Current pattern is referenced in the help text, so reset
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// it.
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A_SetHelpText();
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}
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override double WeaponBulk()
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{
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return 10;
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}
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override String GetHelpText()
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{
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super.GetHelpText();
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int messageIndex = level.time;
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Array<String> messages = {
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"Deface the tyrant's property.",
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"Engage in civil disobedience.",
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"Create a beautiful work of art.",
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"Show the world that you still exist.",
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"Defy the tyrant."
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};
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String currentPattern = CVar.GetCVar("snektech_spraypattern", owner.player).GetString();
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return
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WEPHELP_FIREMODE .. " Cycle pattern (current: "..currentPattern..").\n"..
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WEPHELP_ALTFIRE .. " Shake the can.\n"..
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WEPHELP_FIRE .. " "..messages[messageIndex % messages.Size()].."\n";
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}
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}
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class SprayerDecalSpawner : Actor
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{
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default
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{
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+nogravity;
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}
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states
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{
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spawn:
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TNT1 A -1;
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stop;
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}
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int timeSinceLastSpray;
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int thisSprayerId;
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String actualDecalName;
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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A_SprayDecal(actualDecalName, KIRI_SPRAY_DISTANCE);
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// Figure out a new ID number.
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ThinkerIterator iter = ThinkerIterator.Create("SprayerDecalSpawner");
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SprayerDecalSpawner otherSpawner;
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int maxId = 0;
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while(otherSpawner = SprayerDecalSpawner(iter.Next())) {
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if(otherSpawner == self) {
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continue;
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}
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// Keep track of the highest ID.
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if(otherSpawner.thisSprayerId > maxId) {
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if(otherSpawner.master == master) {
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maxId = otherSpawner.thisSprayerId;
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}
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}
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}
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thisSprayerId = maxId + 1;
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// Clear old sprayers.
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iter = ThinkerIterator.Create("SprayerDecalSpawner");
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while(otherSpawner = SprayerDecalSpawner(iter.Next())) {
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if(otherSpawner == self) {
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continue;
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}
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if(otherSpawner.thisSprayerId < (thisSprayerId - 5)) {
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if(otherSpawner.master == master) {
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otherSpawner.Destroy();
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}
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}
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}
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}
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override void Tick()
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{
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super.Tick();
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timeSinceLastSpray++;
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if(timeSinceLastSpray >= 35 * 60) {
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A_SprayDecal(actualDecalName, KIRI_SPRAY_DISTANCE);
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timeSinceLastSpray = 0;
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}
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}
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}
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class SprayerPattern : Actor
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{
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string decalName;
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property decalName:decalName;
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default {
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SprayerPattern.decalName "KiriTestDecal";
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}
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}
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class SnekSpray_TransPride : SprayerPattern
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{
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default
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{
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SprayerPattern.decalName "SnekSpray_TransPride";
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}
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}
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class SnekSpray_LesbianPride : SprayerPattern
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{
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default
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{
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SprayerPattern.decalName "SnekSpray_LesbianPride";
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}
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}
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class SnekSpray_NBPride : SprayerPattern
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{
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default
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{
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SprayerPattern.decalName "SnekSpray_NBPride";
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}
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}
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class SnekSpray_AcePride : SprayerPattern
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{
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default
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{
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SprayerPattern.decalName "SnekSpray_AcePride";
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}
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}
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class SnekSpray_ProgressPride : SprayerPattern
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{
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default
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{
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SprayerPattern.decalName "SnekSpray_ProgressPride";
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}
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}
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class SnekSpray_DemiPride : SprayerPattern
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{
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default
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{
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SprayerPattern.decalName "SnekSpray_DemiPride";
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}
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}
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class SnekSpray_PanPride : SprayerPattern
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{
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default
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{
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SprayerPattern.decalName "SnekSpray_PanPride";
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}
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}
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class SnekSpray_SwitchPride : SprayerPattern
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{
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default
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{
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SprayerPattern.decalName "SnekSpray_SwitchPride";
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}
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}
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class SnekSpray_BiPride : SprayerPattern
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{
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default
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{
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SprayerPattern.decalName "SnekSpray_BiPride";
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}
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}
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class SnekSpray_GayPride : SprayerPattern
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{
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default
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{
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SprayerPattern.decalName "SnekSpray_GayPride";
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}
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}
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