flak_m/zscript/powerups.zsc
Marisa the Magician 602a89cc68 1.2 update w/ GZDoom 4.9 features:
- Changeable player skins.
 - Ammo LEDs are now 1:1 with UT by using canvas textures.
 - Integrate some add-ons, including reskins.
 - Various fixes (some backported from Demolitionist).
 - Migrated from libeye to Gutamatics.
2022-11-05 23:59:16 +01:00

620 lines
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Text

Class UDamage : PowerupGiver
{
bool bOldSkin;
void A_CheckSkin()
{
if ( flak_oldudamage )
{
if ( !bOldSkin ) A_ChangeModel("",0,"models/220","UDamage_d.3d",0,"models/220","Judamage1.png");
bOldSkin = true;
}
else
{
if ( bOldSkin ) A_ChangeModel("",0,"models","UDamage_d.3d",0,"models","GoldSkin2.png");
bOldSkin = false;
}
}
Default
{
Tag "$T_UDAMAGE";
Inventory.PickupMessage "$I_UDAMAGE";
+COUNTITEM;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.BIGPOWERUP;
Inventory.MaxAmount 0;
Powerup.Type "DamageAmplifier";
Inventory.PickupSound "udamage/pickup";
Inventory.RespawnTics 4200;
}
States
{
Spawn:
UDAM A 1 A_CheckSkin();
Wait;
}
}
Class DamageAmpLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 238,0,255,80;
}
override void Tick()
{
Super.Tick();
if ( !target || !master )
{
Destroy();
return;
}
if ( target.player )
SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
args[LIGHT_INTENSITY] = Random[UDamage](10,12)*8;
bDORMANT = Powerup(master).isBlinking();
}
}
Class DamageAmplifier : Powerup
{
Actor l;
int lasteffect;
Default
{
Powerup.Duration -60;
Powerup.Color "EE00FF", 0.05;
}
override void BeginPlay()
{
Super.BeginPlay();
if ( deathmatch ) EffectTics /= 2;
}
override void InitEffect()
{
Super.InitEffect();
lasteffect = int.min;
l = Spawn("DamageAmpLight",Owner.pos);
l.target = Owner;
l.master = self;
}
override void DoEffect()
{
Super.DoEffect();
if ( (EffectTics == 175) || (EffectTics == 140) || (EffectTics == 105) || (EffectTics == 70) || (EffectTics == 35) )
Owner.A_StartSound("udamage/drain",CHAN_POWERUP2,attenuation:.25);
}
override void EndEffect()
{
Super.EndEffect();
if ( (EffectTics <= 0) && Owner && Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_UDAMAGE"));
}
override bool isBlinking()
{
return ((EffectTics <= 175) && (EffectTics%35 >= 30));
}
void FireEffect()
{
if ( gametic < lasteffect ) return;
if ( EffectTics < 350 ) Owner.A_StartSound("udamage/fire2",CHAN_POWERUP,attenuation:.25);
else Owner.A_StartSound("udamage/fire1",CHAN_POWERUP,attenuation:.25);
UTMainHandler.DoFlash(Owner,Color(48,238,0,255),6);
lasteffect = gametic+5; // prevent excess flash
}
override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive )
{
if ( passive || (damage <= 0) ) return;
newdamage = max(1,ApplyDamageFactors(GetClass(),damageType,damage,damage*3));
if ( !(Owner.player.ReadyWeapon is 'UTWeapon') ) FireEffect();
}
}
Class UTInvulnerability : PowerupGiver
{
Default
{
Tag "$T_UTINVUL";
Inventory.PickupMessage "$I_UTINVUL";
+COUNTITEM;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.BIGPOWERUP;
Inventory.MaxAmount 0;
Powerup.Type "UTInvulPower";
Inventory.PickupSound "uinvul/pickup";
Inventory.RespawnTics 4200;
}
States
{
Spawn:
UKEY A -1;
Stop;
}
}
Class UTInvulLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 255,238,0,80;
}
override void Tick()
{
Super.Tick();
if ( !target || !master )
{
Destroy();
return;
}
if ( target.player )
SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
args[LIGHT_INTENSITY] = Random[UInvuln](10,12)*8;
bDORMANT = Powerup(master).isBlinking();
}
}
Class UTInvulPower : Powerup
{
Actor l;
int lasteffect;
Default
{
Powerup.Duration -60;
Powerup.Color "FFEE00", 0.05;
}
override void BeginPlay()
{
Super.BeginPlay();
if ( deathmatch ) EffectTics /= 2;
}
override void InitEffect()
{
Super.InitEffect();
lasteffect = int.min;
l = Spawn("UTInvulLight",Owner.pos);
l.target = Owner;
l.master = self;
}
override void DoEffect()
{
Super.DoEffect();
if ( (EffectTics == 175) || (EffectTics == 140) || (EffectTics == 105) || (EffectTics == 70) || (EffectTics == 35) )
Owner.A_StartSound("uinvul/drain",CHAN_POWERUP2,attenuation:.25);
}
override void EndEffect()
{
Super.EndEffect();
if ( (EffectTics <= 0) && Owner && Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_UTINVUL"));
}
override bool isBlinking()
{
return ((EffectTics <= 175) && (EffectTics%35 >= 30));
}
override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive )
{
if ( !passive || (damage <= 0) ) return;
newdamage = 0;
if ( gametic < lasteffect ) return;
Owner.A_StartSound("uinvul/hit",CHAN_POWERUP4,attenuation:.25);
UTMainHandler.DoFlash(Owner,Color(48,255,238,0),6);
lasteffect = gametic+5; // prevent excess flash
}
}
// Backpack that only gives ammo for valid weapons
Class UTBackpack : BackpackItem
{
override Inventory CreateCopy( Actor other )
{
// Find every unique type of ammoitem. Give it to the player if
// he doesn't have it already, and double its maximum capacity.
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let type = (class<Ammo>)(AllActorClasses[i]);
if ( !type || (type.GetParentClass() != 'Ammo') ) continue;
// check that it's for a valid weapon
bool isvalid = false;
for ( int j=0; j<AllActorClasses.Size(); j++ )
{
let type2 = (class<Weapon>)(AllActorClasses[j]);
if ( !type2 ) continue;
let rep = GetReplacement(type2);
if ( (rep != type2) && !(rep is "DehackedPickup") ) continue;
readonly<Weapon> weap = GetDefaultByType(type2);
if ( !other.player || !other.player.weapons.LocateWeapon(type2) || weap.bCheatNotWeapon ) continue;
if ( (weap.AmmoType1 == type) || (weap.AmmoType2 == type) )
{
isvalid = true;
break;
}
}
// sneaky fix for chainsaw ammo
if ( (type is 'ChainsawAmmo') && flak_sawammo && (GetReplacement(type) == type) ) isvalid = true;
if ( !isvalid ) continue;
let ammoitem = Ammo(other.FindInventory(type));
int amount = GetDefaultByType(type).BackpackAmount;
// extra ammo in baby mode and nightmare mode
if ( !bIgnoreSkill ) amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor));
if ( amount < 0 ) amount = 0;
if ( !ammoitem )
{
// The player did not have the ammoitem. Add it.
ammoitem = Ammo(Spawn(type));
ammoitem.Amount = bDepleted?0:amount;
if ( ammoitem.BackpackMaxAmount > ammoitem.MaxAmount )
ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
if ( ammoitem.Amount > ammoitem.MaxAmount )
ammoitem.Amount = ammoitem.MaxAmount;
ammoitem.AttachToOwner(other);
}
else
{
// The player had the ammoitem. Give some more.
if ( ammoitem.MaxAmount < ammoitem.BackpackMaxAmount )
ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
if ( !bDepleted && (ammoitem.Amount < ammoitem.MaxAmount) )
{
ammoitem.Amount += amount;
if ( ammoitem.Amount > ammoitem.MaxAmount )
ammoitem.Amount = ammoitem.MaxAmount;
}
}
}
return Inventory.CreateCopy(other);
}
override bool HandlePickup (Inventory item)
{
// Since you already have a backpack, that means you already have every
// kind of ammo in your inventory, so we don't need to look at the
// entire PClass list to discover what kinds of ammo exist, and we don't
// have to alter the MaxAmount either.
if ( item is 'BackpackItem' )
{
for ( let probe = Owner.Inv; probe; probe = probe.Inv )
{
if ( probe.GetParentClass() != 'Ammo' ) continue;
if ( probe.Amount >= probe.MaxAmount && !sv_unlimited_pickup ) continue;
int amount = Ammo(probe).Default.BackpackAmount;
// extra ammo in baby mode and nightmare mode
if ( !bIgnoreSkill )
amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor));
probe.Amount += amount;
if ( (probe.Amount > probe.MaxAmount) && !sv_unlimited_pickup )
probe.Amount = probe.MaxAmount;
}
// The pickup always succeeds, even if you didn't get anything
item.bPickupGood = true;
return true;
}
return false;
}
Default
{
Tag "$T_BACKPACK";
Inventory.PickupMessage "$I_BACKPACK";
Inventory.RespawnTics 2100;
}
States
{
Spawn:
BPAK A -1;
Stop;
}
}
Class PowerUTInvisibility : PowerInvisibility
{
Default
{
Powerup.Duration -100;
Powerup.Strength 90;
Powerup.Mode "Additive";
Powerup.Color "FFFFFF", 0.1;
}
override void BeginPlay()
{
Super.BeginPlay();
if ( deathmatch ) EffectTics /= 2;
}
override void EndEffect()
{
Super.EndEffect();
if ( (EffectTics <= 0) && Owner && Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_INVISIBILITY"));
}
}
Class UTInvisibility : PowerupGiver
{
Default
{
Tag "$T_INVISIBILITY";
+COUNTITEM;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.BIGPOWERUP;
Inventory.MaxAmount 0;
Powerup.Type "PowerUTInvisibility";
Inventory.PickupMessage "$I_INVISIBILITY";
Inventory.PickupSound "invis/pickup";
Inventory.RespawnTics 4200;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("UTInvisibilityX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
INVS A -1;
Stop;
}
}
Class UTInvisibilityX : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
Radius 0.1;
Height 0;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
Warp(target,flags:WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION);
bInvisible = target.bInvisible||!target.InStateSequence(target.CurState,target.FindState("Spawn"));
}
States
{
Spawn:
INVS A -1 Bright;
Stop;
}
}
Class UTMapRevealer : MapRevealer
{
Default
{
Tag "$T_MAPREVEALER";
+COUNTITEM;
+INVENTORY.FANCYPICKUPSOUND;
+INVENTORY.ALWAYSPICKUP;
Inventory.MaxAmount 0;
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$I_MAPREVEALER";
}
States
{
Spawn:
TRNS ABCDCB 6;
Loop;
}
}
Class UTJumpBoots : Inventory
{
Default
{
Tag "$T_JUMPBOOTS";
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
Inventory.Amount 2100;
Inventory.MaxAmount 2100;
Inventory.InterHubAmount 2100;
Inventory.PickupMessage "$I_JUMPBOOTS";
Inventory.PickupSound "boot/pickup";
Inventory.RespawnTics 1050;
}
override bool Use( bool pickup )
{
if ( pickup )
{
Owner.GiveInventory("PowerJumpBoots_HighJump",1);
if ( flak_radboots )
Owner.GiveInventory("PowerJumpBoots_IronFeet",1);
}
return false;
}
override void Tick()
{
Super.Tick();
if ( !Owner || !Owner.player ) return;
if ( flak_radboots )
amount--;
if ( (amount > 0) && (owner.player.jumptics == -1) )
{
Amount = max(0,Amount-700);
Owner.A_StartSound("boot/jump",CHAN_POWERUP3);
}
else if ( (Amount <= 0) && owner.player.onground )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_JUMPBOOTS"));
DepleteOrDestroy();
}
}
override void DetachFromOwner()
{
Super.DetachFromOwner();
Owner.TakeInventory("PowerJumpBoots_HighJump",1);
Owner.TakeInventory("PowerJumpBoots_IronFeet",1);
}
override void OwnerDied()
{
Super.OwnerDied();
DepleteOrDestroy();
}
States
{
Spawn:
JBUT A -1;
Stop;
}
}
Class PowerJumpBoots_HighJump : PowerHighJump
{
Default
{
Powerup.Strength 3;
Powerup.Duration int.max;
+INVENTORY.PERSISTENTPOWER;
}
}
Class PowerJumpBoots_IronFeet : PowerIronFeet
{
Default
{
Powerup.Duration int.max;
Powerup.Color "00 00 00", 0.0;
+INVENTORY.PERSISTENTPOWER;
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
Inventory.AbsorbDamage(damage,damageType,newdamage);
}
override void DoEffect()
{
Powerup.DoEffect();
if ( !flak_radboots )
DepleteOrDestroy();
}
}
Class UTNightVision : PowerupGiver
{
Default
{
Tag "$T_UTVISION";
Inventory.PickupMessage "$I_UTVISION";
+COUNTITEM;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.BIGPOWERUP;
Inventory.MaxAmount 0;
Powerup.Type "UTVisionPower";
Inventory.PickupSound "uvision/pickup";
Inventory.RespawnTics 4200;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("UTNightVisionX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
UKEY A -1;
Stop;
}
}
Class UTNightVisionX : UTInvisibilityX
{
Default
{
Alpha 0.3;
}
States
{
Spawn:
UKEY A -1 Bright;
Stop;
}
}
Class UTVisionLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
+DYNAMICLIGHT.SPOT;
DynamicLight.SpotInnerAngle 60;
DynamicLight.SpotOuterAngle 90;
Args 224,238,255,800;
}
override void Tick()
{
Super.Tick();
if ( !target || !master )
{
Destroy();
return;
}
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
if ( target.player )
origin = target.Vec2OffsetZ(0,0,target.player.viewz);
else origin = target.Vec3Offset(0,0,target.height/2);
SetOrigin(origin,true);
angle = target.angle;
pitch = target.pitch;
args[LIGHT_INTENSITY] = Random[UVision](40,48)*20;
bDORMANT = ((players[consoleplayer].Camera != target)||Powerup(master).isBlinking());
}
}
Class UTVisionPower : Powerup
{
Actor l;
Default
{
Powerup.Duration -90;
Powerup.Color "AAEEFF", 0.05;
}
override void BeginPlay()
{
Super.BeginPlay();
if ( deathmatch ) EffectTics /= 2;
}
override void InitEffect()
{
Super.InitEffect();
l = Spawn("UTVisionLight",Owner.pos);
l.target = Owner;
l.master = self;
}
override void EndEffect()
{
Super.EndEffect();
if ( (EffectTics <= 0) && Owner && Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_UTVISION"));
}
}