Stuff to make things at least run.

This commit is contained in:
Marisa the Magician 2021-11-27 01:32:43 +01:00
parent d4144234a3
commit f13317aeb8
36 changed files with 777 additions and 2 deletions

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Doom

4
gameinfo.txt Normal file
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STARTUPCOLORS = "FF 00 00", "A0 00 00"
STARTUPTITLE = "RED-EYED RAMPAGE"
STARTUPTYPE = "Hexen"
STARTUPSONG = "music/saya_intermus.ogg"

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gldefs.misc Normal file
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HardwareShader Texture "graphics/tempbg.png"
{
Shader "shaders/glsl/Fuzz.fp"
Texture "noisetex" "textures/graynoise.png"
Define "SAYACOLORS"
}
HardwareShader Texture "graphics/title_saya.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/title_saya_dark.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/title_saya_eye.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/title_saya_smoke.png"
{
Shader "shaders/glsl/Bilinear_wave.fp"
}
HardwareShader Texture "graphics/title_smoke_0.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/title_smoke_1.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/title_smoke_2.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/title_smoke_3.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/title_smoke_4.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/title_smoke_5.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/title_smoke_6.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/title_smoke_7.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/SayaLogo.png"
{
Shader "shaders/glsl/SayaLogoAnimated.fp"
Define "TEX_SZ" = "vec2(1024.,512.)"
Define "TEX_AR" = "2."
Texture "LogoTex" "graphics/SayaLogo_Layers.png"
}
HardwareShader Texture "graphics/SayaLogo_Glow.png"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/M_SAYA.png"
{
Shader "shaders/glsl/SayaLogoAnimated.fp"
Define "TEX_SZ" = "vec2(256.,128.)"
Define "TEX_AR" = "2."
Define "NO_BILINEAR"
Texture "LogoTex" "graphics/M_SAYA_Layers.png"
}

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keyconf.txt Normal file
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addkeysection "$SAYA_KEYS" "RED_EYED_RAMPAGE"
addmenukey "$SAYA_PRIMARYFIRE" "+attack"
addmenukey "$SAYA_SECONDARYFIRE" "+altattack"
addmenukey "$SAYA_RELOADFIRE" "+reload"
addmenukey "$SAYA_MELEE" "+user1"
addmenukey "$SAYA_EXTRAFIRE" "+user4"
addmenukey "$SAYA_SPELL1" "use SayaReviledSign"
addmenukey "$SAYA_SPELL2" "use SayaRtributionSign"
addmenukey "$SAYA_SPELL3" "use SayaRudeSign"
addmenukey "$SAYA_SPELL4" "use SayaRadiantSign"
addmenukey "$SWWM_MINIMAPIN" "event swwmzoomin"
addmenukey "$SWWM_MINIMAPOUT" "event swwmzoomout"
defaultbind "mouse1" "+attack"
defaultbind "mouse2" "+altattack"
defaultbind "r" "+reload"
defaultbind "f" "+user1"
defaultbind "g" "+user4"
defaultbind "h" "use SayaReviledSign"
defaultbind "j" "use SayaRetributionSign"
defaultbind "k" "use SayaRudeSign"
defaultbind "l" "use SayaRadiantSign"
defaultbind "kp+" "event swwmzoomin"
defaultbind "kp-" "event swwmzoomout"

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[default]
SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a \cu(Thu 25 Nov 15:12:23 CET 2021)\c-";
SAYA_SHORTVER="\cw0.1a \cu(2021-11-25 15:12:23)\c-";
SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a \cu(Sat 27 Nov 01:32:43 CET 2021)\c-";
SAYA_SHORTVER="\cw0.1a \cu(2021-11-27 01:32:43)\c-";

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menudef.txt Normal file
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OptionValue "SWWMEnemyDropType"
{
-1, "$SWWM_DROPS_NONE"
0, "$SWWM_DROPS_AMMO"
1, "$SWWM_DROPS_WEAPONS"
}
OptionValue "SWWMForceStats"
{
0, "$SWWM_STATS_DISABLED"
1, "$SWWM_STATS_ALWAYS"
2, "$SWWM_STATS_MAPNAME"
}
OptionValue "SWWMDRLASkill"
{
0, "$SWWM_DRLASKILL_BABY"
1, "$SWWM_DRLASKILL_EASY"
2, "$SWWM_DRLASKILL_NORMAL"
3, "$SWWM_DRLASKILL_HARD"
4, "$SWWM_DRLASKILL_NIGHTMARE"
5, "$SWWM_DRLASKILL_TECHNOPHOBIA"
6, "$SWWM_DRLASKILL_ARMAGEDDON"
7, "$SWWM_DRLASKILL_ADAPTIVE"
}
OptionValue "SWWMPistolStart"
{
0, "$TXT_NO"
1, "$SWWM_PISTOLSTART_MAP"
2, "$SWWM_PISTOLSTART_CLUSTER"
}
OptionMenu "SayaOptionMenu"
{
Class "SWWMOptionMenu"
Title "$SAYA_MTITLE"
SafeCommand "$SWWM_CRESET", "event swwmresetcvars"
StaticText " "
StaticText "$SWWM_PTITLE", "Red"
SWWMPlayTime "$SWWM_PLAYTIME", "saya_playtime"
StaticText " "
StaticText "$SWWM_OTITLE", "Red"
Option "$SWWM_SHADERS", "saya_shaders", "YesNo"
Slider "$SWWM_FLASH", "saya_flashstrength", 0.0, 1.0, 0.1, 1
Slider "$SWWM_BUMP", "saya_bumpstrength", 0.0, 1.0, 0.1, 1
Option "$SWWM_MM_ENABLE", "saya_mm_enable", "YesNo"
Option "$SWWM_FORCESTATS", "saya_forcestats", "SWWMForceStats"
Slider "$SWWM_HUDMARGIN", "saya_hudmargin", 0, 40, 1, 0
Slider "$SWWM_MAXMSG", "saya_maxshown", 1, 10, 1, 0
Slider "$SWWM_MAXMSGBIG", "saya_maxshownbig", 1, 20, 1, 0
Slider "$SWWM_MAXPICK", "saya_maxpickup", 1, 10, 1, 0
Slider "$SWWM_CHATLEN", "saya_chatduration", 1, 30, 1, 0
Slider "$SWWM_MSGLEN", "saya_msgduration", 1, 30, 1, 0
Slider "$SWWM_PICKLEN", "saya_pickduration", 1, 30, 1, 0
Option "$SWWM_FUZZ", "saya_fuzz", "YesNo"
StaticText " "
StaticText "$SWWM_ETITLE", "Red"
Option "$SWWM_SHADOWS", "saya_shadows", "YesNo"
ScaleSlider "$SWWM_SHADOWDIST", "saya_shadowdist", -1, 4000, 1, "$SWWM_NONE", "$SWWM_UNLIMITED"
Option "$SWWM_BLOOD", "saya_blood", "YesNo"
ScaleSlider "$SWWM_MAXBLOOD", "saya_maxblood", -1, 1000, 1, "$SWWM_NONE", "$SWWM_UNLIMITED"
ScaleSlider "$SWWM_MAXGIBS", "saya_maxgibs", -1, 1000, 1, "$SWWM_NONE", "$SWWM_UNLIMITED"
ScaleSlider "$SWWM_MAXCASINGS", "saya_maxcasings", -1, 1000, 1, "$SWWM_NONE", "$SWWM_UNLIMITED"
ScaleSlider "$SWWM_MAXDEBRIS", "saya_maxdebris", -1, 1000, 1, "$SWWM_NONE", "$SWWM_UNLIMITED"
StaticText " "
StaticText "$SWWM_BTITLE", "Red"
Option "$SWWM_PS_FULLRESET", "saya_ps_fullreset", "SWWMPistolStart"
Option "$SWWM_PS_RESETAMMO", "saya_ps_resetammo", "SWWMPistolStart"
Option "$SWWM_PS_RESETITEMS", "saya_ps_resetitems", "SWWMPistolStart"
Option "$SWWM_PS_RESETHEALTH", "saya_ps_resethealth", "SWWMPistolStart"
Option "$SWWM_ENEMYDROPS", "saya_enemydrops", "SWWMEnemyDropType"
StaticText " "
StaticText "$SWWM_ITITLE", "Red"
Option "$SWWM_SINGLEFIRST", "saya_singlefirst", "YesNo"
Option "$SWWM_WEAPONTOOLTIPS", "saya_weapontooltips", "YesNo"
SafeCommand "$SWWM_RESETTOOLTIPS", "event swwmresettooltips"
StaticText " "
StaticText "$SWWM_MCTITLE", "Red"
Option "$SWWM_DRLASKILL", "saya_drlaskill", "SWWMDRLASkill"
StaticText " "
StaticText " "
}
AddOptionMenu "OptionsMenu"
{
Submenu "$SAYA_MTITLE", "SayaOptionMenu"
Submenu "$SAYA_MCREDS", "SayaCreditsMenu"
}
AddOptionMenu "OptionsMenuSimple"
{
Submenu "$SAYA_MTITLE", "SayaOptionMenu"
Submenu "$SAYA_MCREDS", "SayaCreditsMenu"
}
ListMenu "MainMenu"
{
Class "SWWMMainMenu"
Size Clean
Font "BigFont", "DarkRed", "Brick"
Selector "graphics/SayaIcon.png", -24, 0
LineSpacing 36
SWWMLogo
Position 0, 56
SWWMTextItemM "$MNU_NEWGAME", "n", "PlayerclassMenu"
SWWMTextItemM "$MNU_OPTIONS", "o", "OptionsMenu"
SWWMTextItemM "$MNU_GAMEFILES", "g", "GameFilesMenu"
SWWMTextItemM "$MNU_INFO", "i", "ReadThisMenu"
SWWMTextItemM "$MNU_QUITGAME", "q", "QuitMenu"
}
ListMenu "MainMenuTextOnly"
{
Class "SWWMMainMenu"
Size Clean
Font "BigFont", "DarkRed", "Brick"
Selector "graphics/SayaIcon.png", -24, 0
LineSpacing 36
SWWMLogo
Position 0, 56
SWWMTextItemM "$MNU_NEWGAME", "n", "PlayerclassMenu"
SWWMTextItemM "$MNU_OPTIONS", "o", "OptionsMenu"
SWWMTextItemM "$MNU_GAMEFILES", "g", "GameFilesMenu"
SWWMTextItemM "$MNU_INFO", "i", "ReadThisMenu"
SWWMTextItemM "$MNU_QUITGAME", "q", "QuitMenu"
}
ListMenu "GameFilesMenu"
{
Class "SWWMCleanMenu"
Size Clean
Font "BigFont", "DarkRed", "Brick"
Selector "graphics/SayaIcon.png", -24, 0
LineSpacing 36
Position 0, 88
SWWMTextItemM "$MNU_LOADGAME", "l", "LoadGameMenu"
SWWMTextItemM "$MNU_SAVEGAME", "s", "SaveGameMenu"
}
ListMenu "EpisodeMenu"
{
Class "SWWMBigMenuHack"
Size Clean
IfGame(Doom, Heretic, Hexen, Strife)
{
NetgameMessage "$NEWGAME"
}
IfGame(Chex)
{
NetgameMessage "$CNEWGAME"
}
Font "BigFont", "DarkGray", "Brick"
Selector "graphics/SayaIcon.png", -24, 0
LineSpacing 0
SWWMStaticTextM 0, 0, "$MNU_EPISODE", "Red"
Position 0, 0
}
ListMenu "SkillMenu"
{
Class "SWWMBigMenuHack"
Size Clean
Font "BigFont", "DarkRed", "Brick"
Selector "graphics/SayaIcon.png", -24, 0
LineSpacing 0
SWWMStaticTextM 0, 0, "$MNU_CHOOSESKILL", "Red"
Position 0, 0
}

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// This should act as Bilinear filtering when texture filtering is disabled
// the algo is pretty much public domain, so no credit given
vec4 BilinearSample( in vec2 size, in vec2 pxsize, in vec2 pos )
{
vec2 f = fract(pos*size);
pos += (.5-f)*pxsize;
vec4 p0q0 = texture(tex,pos);
vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0));
vec4 p0q1 = texture(tex,pos+vec2(0,pxsize.y));
vec4 p1q1 = texture(tex,pos+vec2(pxsize.x,pxsize.y));
vec4 pInterp_q0 = mix(p0q0,p1q0,f.x);
vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);
return mix(pInterp_q0,pInterp_q1,f.y);
}
void SetupMaterial( inout Material mat )
{
vec2 size = textureSize(tex,0);
vec2 pxsize = vec2(1./size.x,1./size.y);
vec2 pos = vTexCoord.st;
pos.x += .15*sin(pos.y*6.+timer*1.4)*clamp(.9-pos.y,0.,1.);
mat.Base = BilinearSample(size,pxsize,pos);
mat.Normal = ApplyNormalMap(pos);
}

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// ah shit here we go again
#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
const float pi = 3.14159265358979323846;
vec2 warpcoord( in vec2 uv )
{
vec2 offset = vec2(0,0);
offset.x = sin(pi*2.*(uv.x*2.*TEX_AR+timer*.125))*.02;
offset.y += timer*.25;
offset.x = cos(pi*2.*(uv.y*2.+timer*.125))*.02;
return fract(uv+offset);
}
vec2 warpcoord2( in vec2 uv )
{
vec2 offset = vec2(0,0);
offset.y = sin(pi*2.*(uv.x*4.*TEX_AR+timer*.25))*.01;
offset.x = cos(pi*2.*(uv.y*4.+timer*.25))*.01;
return fract(uv+offset);
}
#ifdef NO_BILINEAR
#define BilinearSampleNoWrap(x,y,z,w) texture(x,y)
#define BilinearSample(x,y,z,w) texture(x,y)
#else
vec4 BilinearSampleNoWrap( in sampler2D tex, in vec2 pos, in vec2 size, in vec2 pxsize )
{
vec2 f = fract(pos*size);
pos += (.5-f)*pxsize;
vec4 p0q0 = texture(tex,pos);
vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0));
vec4 p0q1 = texture(tex,pos+vec2(0,pxsize.y));
vec4 p1q1 = texture(tex,pos+vec2(pxsize.x,pxsize.y));
vec4 pInterp_q0 = mix(p0q0,p1q0,f.x);
vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);
return mix(pInterp_q0,pInterp_q1,f.y);
}
vec4 BilinearSample( in sampler2D tex, in vec2 pos, in vec2 size, in vec2 pxsize )
{
vec2 disp = floor(pos*vec2(4.,2.))/vec2(4.,2.);
vec2 f = fract(pos*size);
pos += (.5-f)*pxsize;
vec4 p0q0 = texture(tex,fract((pos*vec2(4.,2.)))/vec2(4.,2.)+disp);
vec4 p1q0 = texture(tex,fract((pos+vec2(pxsize.x,0))*vec2(4.,2.))/vec2(4.,2.)+disp);
vec4 p0q1 = texture(tex,fract((pos+vec2(0,pxsize.y))*vec2(4.,2.))/vec2(4.,2.)+disp);
vec4 p1q1 = texture(tex,fract((pos+vec2(pxsize.x,pxsize.y))*vec2(4.,2.))/vec2(4.,2.)+disp);
vec4 pInterp_q0 = mix(p0q0,p1q0,f.x);
vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);
return mix(pInterp_q0,pInterp_q1,f.y);
}
#endif
// based on gimp color to alpha, but simplified
vec4 blacktoalpha( in vec4 src )
{
vec4 dst = src;
float dist = 0., alpha = 0.;
float d, a;
a = clamp(dst.r,0.,1.);
if ( a > alpha )
{
alpha = a;
dist = d;
}
a = clamp(dst.g,0.,1.);
if ( a > alpha )
{
alpha = a;
dist = d;
}
a = clamp(dst.b,0.,1.);
if ( a > alpha )
{
alpha = a;
dist = d;
}
if ( alpha > 0. )
{
float ainv = 1./alpha;
dst.rgb *= ainv;
}
dst.a *= alpha;
return dst;
}
void SetupMaterial( inout Material mat )
{
// store these to save some time
vec2 size = vec2(textureSize(LogoTex,0));
vec2 pxsize = 1./size;
// y'all ready for this multilayered madness?
vec2 uv = vTexCoord.st;
// copy
vec4 base = BilinearSampleNoWrap(LogoTex,uv*vec2(.5,.25)+vec2(0.,.25),size,pxsize);
// overlay
vec4 tmp = BilinearSample(LogoTex,warpcoord2(uv)*vec2(.5,.25)+vec2(0.,.5),size,pxsize);
base.r = overlay(base.r,tmp.r);
base.g = overlay(base.g,tmp.g);
base.b = overlay(base.b,tmp.b);
// color to alpha
base = blacktoalpha(base);
// separate layer
tmp = BilinearSampleNoWrap(LogoTex,uv*vec2(.5,.25)+vec2(0.,.75),size,pxsize);
// overlay
vec4 tmp2 = BilinearSample(LogoTex,warpcoord(uv)*vec2(.5,.25)+vec2(.5,0.),size,pxsize);
tmp.r = overlay(tmp.r,tmp2.r);
tmp.g = overlay(tmp.g,tmp2.g);
tmp.b = overlay(tmp.b,tmp2.b);
// mask
tmp.a = BilinearSampleNoWrap(LogoTex,uv*vec2(.5,.25)+vec2(.5,.25),size,pxsize).x;
// darken
tmp2.x = BilinearSampleNoWrap(LogoTex,uv*vec2(.5,.25)+vec2(.5,.5),size,pxsize).x;
tmp.rgb *= 1.-tmp2.x;
tmp.a = min(tmp.a+tmp2.x,1.);
// merge down
base.rgb = mix(base.rgb,tmp.rgb,tmp.a);
base.a = min(base.a+tmp.a,1.);
// add
base.rgb += BilinearSampleNoWrap(LogoTex,uv*vec2(.5,.25)+vec2(.5,.75),size,pxsize).rgb;
// clamp borders
vec2 sz = TEX_SZ;
vec2 px = uv*sz;
if ( (px.x <= 1) || (px.x >= (sz.x-1)) || (px.y <= 1) || (px.y >= (sz.y-1)) )
base = vec4(0.);
// ding, logo's done
mat.Base = base;
mat.Normal = ApplyNormalMap(vTexCoord.st);
}

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$pitchshiftrange 0
title/cock sounds/title_cock.ogg
title/fire sounds/title_fire.ogg
title/thump sounds/title_thump.ogg

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sounds/title_cock.ogg Normal file

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BIN
sounds/title_fire.ogg Normal file

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sounds/title_thump.ogg Normal file

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GameInfo
{
AddEventHandlers = "SWWMStaticHandler", "SWWMHandler"
PlayerClasses = "SayaPlayer"
StatusBarClass = "SayaStatusBar"
StatScreen_Single = "SayaStatScreen"
BackpackType = "HammerspaceEmbiggener"
QuitSound = "misc/teleport"
QuitMessages = "$QUITMSG", "$QUITMSG1", "$QUITMSG2", "$QUITMSG3",
"$QUITMSG4", "$QUITMSG5", "$QUITMSG6", "$QUITMSG7",
"$QUITMSG8", "$QUITMSG9", "$QUITMSG10", "$QUITMSG11"
ChatSound = "misc/chat"
NoMergePickupMsg = true
CursorPic = "graphics/sayacurs.png"
DimColor = "Black"
DimAmount = 0.5
BlurAmount = 0
Endoom = "ENDSAYA"
PickupColor = "White"
MenuFontColor_Title = "Red"
MenuFontColor_Label = "DarkRed"
MenuFontColor_Value = "Red"
MenuFontColor_Action = "DarkRed"
MenuFontColor_Header = "Red"
MenuFontColor_Highlight = "Brick"
MenuFontColor_Selection = "Brick"
MenuSliderColor = "Red"
MenuSliderBackColor = "Gray"
MenuBackButton = "graphics/sayaback.png"
MessageBoxClass = "SWWMMessageBox"
HelpMenuClass = "SWWMHelpMenu"
MenuDelegateClass = "SWWMMenuDelegate"
PauseSign = "graphics/sayapause.png"
BorderFlat = "graphics/bord_flat.png"
Border = 2, 0, "graphics/bord_tr.png", "graphics/bord_t.png", "graphics/bord_tl.png", "graphics/bord_r.png", "graphics/bord_l.png", "graphics/bord_br.png", "graphics/bord_b.png", "graphics/bord_bl.png"
ForceTextInMenus = true
TelefogHeight = 28
// precache all intro sounds
PrecacheSounds = "title/cock", "title/fire", "title/thump"
// precache all intro textures, to avoid hiccups
PrecacheTextures = "graphics/SayaLogo.png",
"graphics/SayaLogo_Glow.png",
"graphics/SayaLogo_Layers.png",
"graphics/title_grad.png",
"graphics/title_saya.png",
"graphics/title_saya_dark.png",
"graphics/title_saya_eye.png",
"graphics/title_saya_smoke.png",
"graphics/title_smoke_0.png",
"graphics/title_smoke_1.png",
"graphics/title_smoke_2.png",
"graphics/title_smoke_3.png",
"graphics/title_smoke_4.png",
"graphics/title_smoke_5.png",
"graphics/title_smoke_6.png",
"graphics/title_smoke_7.png",
"graphics/M_SAYA.png",
"graphics/M_SAYA_Layers.png"
}
ClearSkills
Skill chill
{
AutoUseHealth
DamageFactor = 0.5
EasyBossBrain
SlowMonsters
SpawnFilter = baby
ACSReturn = 0
Name = "$SAYA_SKCHILL"
}
Skill easy
{
DamageFactor = 0.75
SpawnFilter = easy
ACSReturn = 1
Name = "$SAYA_SKEASY"
}
Skill normal
{
SpawnFilter = normal
ACSReturn = 2
Name = "$SAYA_SKNORMAL"
DefaultSkill
}
Skill hard
{
DamageFactor = 1.25
SpawnFilter = hard
ACSReturn = 3
Name = "$SAYA_SKHARD"
}
Skill hardcore
{
DisableCheats
FastMonsters
HealthFactor = 1.5
DamageFactor = 1.5
Aggressiveness = 0.25
SpawnFilter = nightmare
SpawnMulti
ACSReturn = 4
Name = "$SAYA_SKHARDCORE"
MustConfirm = "$SAYA_SKHARDCORECONFIRM"
}
Skill lunatic
{
DisableCheats
HealthFactor = 2.0
DamageFactor = 2.0
Aggressiveness = 1.0
SpawnFilter = nightmare
SpawnMulti
TotalInfighting
InstantReaction
NoPain
ACSReturn = 4
Name = "$SAYA_SKLUNATIC"
MustConfirm = "$SAYA_SKLUNATICCONFIRM"
}
Map TITLEMAP "RED-EYED RAMPAGE Title Map"
{
Music = ""
EventHandlers = "SayaTitleStuff"
}
DamageType EndLevel
{
NoArmor
Obituary = "$O_ENDLEVEL"
}

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// Red-Eyed Rampage event processing
extend Class SWWMHandler
{
transient int WeaponFlash[10];
private ui void ModConsoleProcess( ConsoleEvent e )
{
// nothing here yet
}
private void ModNetworkProcess( ConsoleEvent e )
{
if ( e.Name ~== "sayaweaponreceive" )
{
if ( (e.Args[0] < 0) || (e.Args[0] > 9) ) return;
WeaponFlash[e.Args[0]] = gametic+25;
}
}
}

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// Red-Eyed Rampage replacements
extend Class SWWMHandler
{
private bool ModReplacement( ReplaceEvent e )
{
// nothing here yet
return false;
}
}

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// Red-Eyed Rampage shaders
extend Class SWWMHandler
{
private ui void RenderShaders( RenderEvent e )
{
PlayerInfo p = players[consoleplayer];
let mo = p.mo;
bool pc = (p.camera == mo);
if ( !mo || !saya_shaders || !pc )
{
if ( !saya_shaders ) ClearAllShaders(p,true);
return;
}
let coat = BarrierPower(mo.FindInventory("BarrierPower"));
if ( coat )
{
Shader.SetEnabled(p,"BarrierShader",true);
Shader.SetUniform1f(p,"BarrierShader","timer",(gametic+e.FracTic)/GameTicRate);
}
else Shader.SetEnabled(p,"BarrierShader",false);
if ( !(mo is 'SWWMPlayer') )
{
Shader.SetEnabled(p,"WaterWarp",false);
Shader.SetEnabled(p,"LavaWarp",false);
Shader.SetEnabled(p,"SlimeWarp",false);
return;
}
let demo = SWWMPlayer(mo);
if ( demo.lastunder == SWWMPlayer.UNDER_WATER )
{
Shader.SetEnabled(p,"WaterWarp",true);
Shader.SetUniform1f(p,"WaterWarp","timer",(gametic+e.FracTic)/GameTicRate);
Shader.SetUniform1f(p,"WaterWarp","dfact",coat?.25:1.);
Shader.SetUniform3f(p,"WaterWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
}
else Shader.SetEnabled(p,"WaterWarp",false);
if ( demo.lastunder == SWWMPlayer.UNDER_LAVA )
{
Shader.SetEnabled(p,"LavaWarp",true);
Shader.SetUniform1f(p,"LavaWarp","timer",(gametic+e.FracTic)/GameTicRate);
Shader.SetUniform1f(p,"LavaWarp","dfact",coat?.25:1.);
Shader.SetUniform3f(p,"LavaWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
}
else Shader.SetEnabled(p,"LavaWarp",false);
if ( demo.lastunder == SWWMPlayer.UNDER_SLIME )
{
Shader.SetEnabled(p,"SlimeWarp",true);
Shader.SetUniform1f(p,"SlimeWarp","timer",(gametic+e.FracTic)/GameTicRate);
Shader.SetUniform1f(p,"SlimeWarp","dfact",coat?.25:1.);
Shader.SetUniform3f(p,"SlimeWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
}
else Shader.SetEnabled(p,"SlimeWarp",false);
}
static clearscope void ClearAllShaders( PlayerInfo p, bool noscope = false )
{
Shader.SetEnabled(p,"WaterWarp",false);
Shader.SetEnabled(p,"LavaWarp",false);
Shader.SetEnabled(p,"SlimeWarp",false);
Shader.SetEnabled(p,"BarrierShader",false);
}
}

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// RED-EYED RAMPAGE HUD
Class SayaStatusBar : SWWMStatusBar
{
override void UpdateInterpolators()
{
}
override void GetMinimapColors()
{
mm_backcolor = "10 10 10";
mm_cdwallcolor = "50 30 30";
mm_efwallcolor = "a0 80 80";
mm_fdwallcolor = "70 50 50";
mm_interlevelcolor = "ff 00 60";
mm_intralevelcolor = "00 60 ff";
mm_lockedcolor = "00 90 80";
mm_notseencolor = "30 20 20";
mm_portalcolor = "40 30 20";
mm_secretsectorcolor = "80 00 ff";
mm_secretwallcolor = "60 40 80";
mm_specialwallcolor = "ff a0 00";
mm_tswallcolor = "30 20 40";
mm_unexploredsecretcolor = "40 00 80";
mm_wallcolor = "e0 c0 c0";
mm_yourcolor = "80 00 00";
}
override void DrawWeapons()
{
}
override int DrawStatus()
{
return 0;
}
}

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// mod credits
Class SayaCreditsMenu : SWWMCreditsMenu
{
override void ChildInit( Menu parent )
{
cmusic.Push(new("SWWMCreditsEntry").Init("DeGenerator","Stompah"));
cmusic.Push(new("SWWMCreditsEntry").Init("Teque","Triangular Bells"));
}
override String, int GetCreditsMus()
{
return "music/saya_titlemus.ogg", 0;
}
}

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// intermission stat screen
Class SayaStatScreen : StatusScreen
{
// TODO replicate what Ibuki's screen does once it's fully implemented
}

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// Things for the titlemap
Struct TitleSmoke
{
int age, maxage;
Vector2 pos, vel;
double ang, angvel;
double scale;
}
Class SayaTitleStuff : EventHandler
{
}

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// Stinky nerd gremlin Saya Miyamoto
Class SayaPlayer : SWWMPlayer
{
Default
{
Tag "$T_SAYA";
Speed 1;
Radius 16;
Height 47;
Mass 150;
PainChance 255;
Health 100;
Player.DisplayName "$T_SAYA";
Player.AttackZOffset 13;
Player.ViewHeight 43;
Player.AirCapacity 0;
Player.GruntSpeed 20;
Player.ForwardMove 1., 1.;
Player.SideMove 1., 1.;
Player.SoundClass "saya";
DamageFactor "Drowning", 0.;
+DONTMORPH;
}
override void Tick()
{
Super.Tick();
if ( player && (player.mo == self) )
{
if ( Health > 1000 ) player.Health = Health -= 8;
else if ( Health > 900 ) player.Health = Health -= 4;
else if ( Health > 800 ) player.Health = Health -= 2;
else if ( Health > 700 ) player.Health = Health -= 1;
else if ( !(level.maptime&1) && (Health > 600) ) player.Health = Health -= 1;
else if ( !(level.maptime&3) && (Health > 500) ) player.Health = Health -= 1;
else if ( !(level.maptime&5) && (Health > 400) ) player.Health = Health -= 1;
else if ( !(level.maptime&7) && (Health > 300) ) player.Health = Health -= 1;
else if ( !(level.maptime&15) && (Health > 200) ) player.Health = Health -= 1;
else if ( !(level.maptime&31) && (Health > 100) ) player.Health = Health -= 1;
}
}
}

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// mod-specific utility code
extend Class SWWMUtility
{
// IsZeroDamage() can lead to some false negatives, we have to account for that
static play bool ValidProjectile( Actor a )
{
if ( !a.bMISSILE ) return false;
// TODO add mod projectiles here
if ( !a.IsZeroDamage() ) return true;
return false;
}
// TODO slot replacers
}