flak_m/zscript/utcommon.zsc
Marisa Kirisame e194f44ffd Fix Enforcer not being autoselected on pistol start.
Made "custom color" the default choice for HUD.
2018-06-01 11:40:04 +02:00

783 lines
16 KiB
Text

Class UTPlayer : DoomPlayer
{
bool lastground;
double lastvelz, prevvelz;
Default
{
Player.StartItem "Enforcer";
Player.StartItem "Translocator";
Player.StartItem "ImpactHammer";
Player.StartItem "MiniAmmo", 30;
Player.DamageScreenColor "FF 00 00", 1.0;
Player.ViewHeight 46;
}
// Have to modify the give cheat to handle UT armor
override void CheatGive( String name, int amount )
{
if ( PlayerNumber() != consoleplayer )
A_Log(String.Format("%s is a cheater: give %s\n",player.GetUserName(),name));
if ( !player.mo || (player.health <= 0) ) return;
int giveall = ALL_NO;
if ( name ~== "all" ) giveall = ALL_YES;
else if (name ~== "everything") giveall = ALL_YESYES;
if ( name ~== "health" )
{
if ( amount > 0 )
{
health += amount;
player.health = health;
}
else player.health = health = GetMaxHealth(true);
}
if ( giveall || (name ~== "backpack") )
{
// Select the correct type of backpack based on the game
let type = (class<Inventory>)(gameinfo.backpacktype);
if ( type ) GiveInventory(type,1,true);
if ( !giveall ) return;
}
if ( giveall || (name ~== "ammo") )
{
// Find every unique type of ammo. Give it to the player if
// he doesn't have it already, and set each to its maximum.
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let type = (class<Ammo>)(AllActorClasses[i]);
if ( !type || (type.GetParentClass() != "Ammo") )
continue;
// Only give if it's for a valid weapon, unless using "give everything"
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 ( !player.weapons.LocateWeapon(type2) || (weap.bCheatNotWeapon && (giveall != ALL_YESYES)) ) continue;
if ( (weap.AmmoType1 == type) || (weap.AmmoType2 == type) )
{
isvalid = true;
break;
}
}
if ( !isvalid ) continue;
let ammoitem = FindInventory(type);
if ( !ammoitem )
{
ammoitem = Inventory(Spawn(type));
ammoitem.AttachToOwner(self);
ammoitem.Amount = ammoitem.MaxAmount;
}
else if ( ammoitem.Amount < ammoitem.MaxAmount )
ammoitem.Amount = ammoitem.MaxAmount;
}
if ( !giveall ) return;
}
if ( giveall || (name ~== "armor") )
{
// Doom Tournament just gives the player a shield belt and maximum bonuses
let belt = Inventory(Spawn("UTShieldBelt"));
if ( !belt.CallTryPickup(self) ) belt.Destroy();
let bonus = Inventory(Spawn("UTArmorBonus"));
bonus.Amount = bonus.MaxAmount;
if ( !bonus.CallTryPickup(self) ) bonus.Destroy();
level.total_items -= 2; // spawning them in raises item count
if ( !giveall ) return;
}
if ( giveall || (name ~== "keys") )
{
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
if ( !(AllActorClasses[i] is "Key") ) continue;
let keyitem = GetDefaultByType(AllActorClasses[i]);
if ( keyitem.special1 )
{
let item = Inventory(Spawn(AllActorClasses[i]));
if ( !item.CallTryPickup(self) ) item.Destroy();
}
}
if ( !giveall ) return;
}
if ( giveall || (name ~== "weapons") )
{
let savedpending = player.PendingWeapon;
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let type = (class<Weapon>)(AllActorClasses[i]);
if ( !type || (type == "Weapon") ) continue;
// Don't give replaced weapons unless the replacement was done by Dehacked.
let rep = GetReplacement(type);
if ( (rep == type) || (rep is "DehackedPickup") )
{
// Give the weapon only if it is set in a weapon slot.
if ( !player.weapons.LocateWeapon(type) ) continue;
readonly<Weapon> def = GetDefaultByType(type);
if ( (giveall == ALL_YESYES) || !def.bCheatNotWeapon )
GiveInventory(type,1,true);
}
}
player.PendingWeapon = savedpending;
if ( !giveall ) return;
}
if ( giveall || (name ~== "artifacts") )
{
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let type = (class<Inventory>)(AllActorClasses[i]);
if ( !type ) continue;
let def = GetDefaultByType (type);
if ( def.Icon.isValid() && (def.MaxAmount > 1) &&
!(type is "PuzzleItem") && !(type is "Powerup") && !(type is "Ammo") && !(type is "Armor"))
{
// Do not give replaced items unless using "give everything"
if ( (giveall == ALL_YESYES) || (GetReplacement(type) == type) )
GiveInventory(type,(amount<=0)?def.MaxAmount:amount,true);
}
}
if ( !giveall ) return;
}
if ( giveall || (name ~== "puzzlepieces") )
{
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let type = (class<PuzzleItem>)(AllActorClasses[i]);
if ( !type ) continue;
let def = GetDefaultByType(type);
if ( !def.Icon.isValid() ) continue;
// Do not give replaced items unless using "give everything"
if ( (giveall == ALL_YESYES) || (GetReplacement(type) == type) )
GiveInventory(type,(amount<=0)?def.MaxAmount:amount,true);
}
if ( !giveall ) return;
}
if ( giveall ) return;
let type = name;
if ( !type )
{
if ( PlayerNumber() == consoleplayer )
A_Log(String.Format("Unknown item \"%s\"\n",name));
}
else GiveInventory(type,amount,true);
}
override void Tick()
{
Super.Tick();
double ang = level.time/(20*TICRATE/35.)*360.;
if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) )
A_PlaySound("ut/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
if ( player.onground && !bNoGravity && !lastground && (lastvelz < -2) && (lastvelz >= -8) )
A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.0625));
lastground = player.onground;
lastvelz = prevvelz;
prevvelz = vel.z;
}
}
// Random Spawner that passes through dropped status to items
Class RandomSpawner2 : RandomSpawner
{
override void PostSpawn( Actor spawned )
{
if ( !bDROPPED ) return;
if ( spawned is 'Inventory' ) Inventory(spawned).bTOSSED = bDROPPED;
if ( spawned is 'UTWeapon' )
{
spawned.SetState(spawned.ResolveState("Spawn")+1);
Inventory(spawned).bALWAYSPICKUP = true;
}
}
}
Class UTWeapon : Weapon
{
// Drawstuffs under HUD
virtual ui void PreRender( double lbottom ) {}
// Drawstuffs over HUD
virtual ui void PostRender( double lbottom ) {}
override Inventory CreateTossable( int amt )
{
if ( Ammo1 && (Ammo1.Amount <= 0) ) return null;
Inventory d = Super.CreateTossable(amt);
if ( d && (d.GetClass() == GetClass()) )
{
d.SetState(d.ResolveState("Spawn")+1);
d.bALWAYSPICKUP = true;
}
return d;
}
override bool SpecialDropAction( Actor dropper )
{
SetState(ResolveState("Spawn")+1);
bALWAYSPICKUP = true;
return false;
}
override void Tick()
{
Super.Tick();
if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) ) return;
Owner.player.WeaponState |= WF_WEAPONBOBBING; // UT weapons always bob
}
void FireEffect()
{
let amp = DamageAmplifier(Owner.FindInventory("DamageAmplifier",true));
if ( amp ) amp.FireEffect();
}
Default
{
Weapon.BobStyle "Smooth";
Weapon.BobSpeed 1.5;
Weapon.BobRangeX 0.2;
Weapon.BobRangeY 0.4;
+WEAPON.NOALERT;
}
}
Class UTTeleportLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 128,160,255,80;
}
override void Tick()
{
Super.Tick();
if ( alpha <= 0 )
{
Destroy();
return;
}
args[LIGHT_RED] = 128*alpha;
args[LIGHT_GREEN] = 160*alpha;
args[LIGHT_BLUE] = 255*alpha;
args[LIGHT_INTENSITY] = Random[Tele](10,14)*8;
alpha -= 1./35;
}
}
Class UTItemLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 255,224,160,48;
}
override void Tick()
{
Super.Tick();
if ( alpha <= 0 )
{
Destroy();
return;
}
args[LIGHT_RED] = 255*alpha;
args[LIGHT_GREEN] = 224*alpha;
args[LIGHT_BLUE] = 160*alpha;
args[LIGHT_INTENSITY] = Random[Tele](6,8)*8;
alpha -= 3./35;
}
}
Class UTTeleportFog : Actor replaces TeleportFog
{
Default
{
+NOBLOCKMAP;
+NOTELEPORT;
+NOGRAVITY;
RenderStyle "Add";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
Spawn("UTTeleportLight",pos+(0,0,16));
A_PlaySound ("misc/teleport");
}
States
{
Spawn:
TELE ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_FadeOut(1./35);
TEL2 ABCDEFGHI 1 Bright A_FadeOut(1./35);
Stop;
}
}
Class UTItemFog : Actor replaces ItemFog
{
Default
{
+NOBLOCKMAP;
+NOTELEPORT;
+NOGRAVITY;
RenderStyle "Add";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
Spawn("UTItemLight",pos+(0,0,16));
}
States
{
Spawn:
TNT1 A 1;
Stop;
}
}
Class UTSpark : Actor
{
Default
{
RenderStyle "Add";
Radius 2;
Height 0;
+NOBLOCKMAP;
+FORCEXYBILLBOARD;
+MISSILE;
+MOVEWITHSECTOR;
+THRUACTORS;
+NOTELEPORT;
BounceType "Doom";
BounceFactor 0.4;
Gravity 0.5;
Scale 0.05;
}
override void Tick()
{
Super.Tick();
if ( waterlevel > 0 )
{
let b = Spawn("UTBubble",pos);
b.vel = vel;
b.scale *= 0.3;
Destroy();
}
}
States
{
Spawn:
SPRK A 1 Bright A_FadeOut(0.01);
Wait;
Death:
SPRK A 1 Bright A_FadeOut(0.05);
Wait;
}
}
Class UTChip : Actor
{
int deadtimer;
double rollvel, anglevel, pitchvel;
Default
{
Radius 2;
Height 0;
+NOBLOCKMAP;
+MISSILE;
+MOVEWITHSECTOR;
+THRUACTORS;
+NOTELEPORT;
BounceType "Doom";
BounceFactor 0.3;
Gravity 0.7;
Scale 0.2;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
deadtimer = 0;
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
frame = Random[Junk](0,3);
scale *= Frandom[Junk](0.8,1.2);
}
override void Tick()
{
Super.Tick();
if ( level.frozen || globalfreeze ) return;
if ( InStateSequence(CurState,ResolveState("Death")) )
{
deadtimer++;
if ( deadtimer > 300 ) A_FadeOut(0.05);
return;
}
}
States
{
Spawn:
CHIP # 1
{
A_SetAngle(angle+anglevel,SPF_INTERPOLATE);
A_SetPitch(pitch+pitchvel,SPF_INTERPOLATE);
A_SetRoll(roll+rollvel,SPF_INTERPOLATE);
}
Loop;
Bounce:
CHIP # 0
{
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
}
Goto Spawn;
Death:
CHIP # -1;
Stop;
Dummy:
CHIP ABCD -1;
Stop;
}
}
Class UTBubble : Actor
{
Default
{
RenderStyle "Add";
Radius 2;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+NOTELEPORT;
Scale 0.05;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
double ang, pt;
scale *= FRandom[Puff](0.5,1.5);
ang = FRandom[Puff](0,360);
pt = FRandom[Puff](-90,90);
vel += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](0.2,0.8);
if ( waterlevel <= 0 ) Destroy();
SetState(ResolveState("Spawn")+Random[Puff](0,2));
}
override void Tick()
{
Super.Tick();
if ( level.frozen || globalfreeze ) return;
vel *= 0.96;
vel.z += 0.05;
if ( (waterlevel <= 0) || !Random[Puff](0,100) ) Destroy();
}
States
{
Spawn:
BUBL ABC -1;
Stop;
}
}
Class UTSmoke : Actor
{
Default
{
RenderStyle "Shaded";
StencilColor "FFFFFF";
Radius 2;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+THRUACTORS;
+NOTELEPORT;
BounceType "Hexen";
BounceFactor 1.0;
WallBounceFactor 1.0;
Scale 0.5;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
double ang, pt;
scale *= FRandom[Puff](0.5,1.5);
alpha *= FRandom[Puff](0.5,1.5);
ang = FRandom[Puff](0,360);
pt = FRandom[Puff](-90,90);
vel += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](0.2,0.8);
}
override void Tick()
{
Super.Tick();
if ( level.frozen || globalfreeze ) return;
vel *= 0.96;
vel.z += 0.01;
A_FadeOut(1/32.);
if ( waterlevel > 0 )
{
let b = Spawn("UTBubble",pos);
b.vel = vel;
Destroy();
}
}
States
{
Spawn:
TNT1 A 0 NoDelay A_Jump(255,"US1","US2","US3","US4","US5","US6","US7","US8","US9","US10");
Stop;
US1:
US1_ ABCDEFGHIJKLMNOP 2;
Stop;
US2:
US2_ ABCDEFGHIJKLMNOP 2;
Stop;
US3:
US3_ ABCDEFGHIJKLMNOP 2;
Stop;
US4:
US4_ ABCDEFGHIJKLMNO 2;
Stop;
US5:
US5_ ABCDEFGHIJKLMNO 2;
Stop;
US6:
US6_ ABCDEFGHIJKLMNOP 2;
Stop;
US7:
US7_ ABCDEFGHIJKLMNOP 2;
Stop;
US8:
US8_ ABCDEFGHIJKLMNOP 2;
Stop;
US9:
US9_ ABCDEFGHIJKLMNOP 2;
Stop;
US10:
US10 ABCDEFGHIJKLMNOP 2;
Stop;
}
}
Class UTRedSkull : RedSkull replaces RedSkull
{
Default
{
Tag "Red Skull";
Species "RedSkull";
Inventory.PickupMessage "You got the Red Skull.";
}
States
{
Spawn:
USKL A -1;
Stop;
}
}
Class UTGoldSkull : YellowSkull replaces YellowSkull
{
Default
{
Tag "Gold Skull";
Species "YellowSkull";
Inventory.PickupMessage "You got the Gold Skull.";
}
States
{
Spawn:
USKL B -1;
Stop;
}
}
Class UTBlueSkull : BlueSkull replaces BlueSkull
{
Default
{
Tag "Blue Skull";
Species "BlueSkull";
Inventory.PickupMessage "You got the Blue Skull.";
}
States
{
Spawn:
USKL C -1;
Stop;
}
}
Class UTRedKey : RedCard replaces RedCard
{
Default
{
Tag "Red Key";
Species "RedCard";
Inventory.PickupMessage "You got the Red Key.";
}
States
{
Spawn:
UKEY A -1;
Stop;
}
}
Class UTGoldKey : YellowCard replaces YellowCard
{
Default
{
Tag "Gold Key";
Species "YellowCard";
Inventory.PickupMessage "You got the Gold Key.";
}
States
{
Spawn:
UKEY B -1;
Stop;
}
}
Class UTBlueKey : BlueCard replaces BlueCard
{
Default
{
Tag "Blue Key";
Species "BlueCard";
Inventory.PickupMessage "You got the Blue Key.";
}
States
{
Spawn:
UKEY C -1;
Stop;
}
}
Class GenericFlash : HUDMessageBase
{
Color col;
int duration;
double alpha;
Actor cam;
GenericFlash Setup( Actor camera, Color c, int d )
{
alpha = 1.0;
col = c;
duration = d;
cam = camera;
return self;
}
override bool Tick()
{
alpha -= 1./duration;
return (alpha<=0);
}
override void Draw( int bottom, int visibility )
{
if ( automapactive || (visibility != BaseStatusBar.HUDMSGLayer_UnderHUD) ) return;
if ( cam && (players[consoleplayer].camera != cam) ) return;
Screen.Dim(col,(col.a/255.)*alpha,0,0,Screen.GetWidth(),Screen.GetHeight());
}
}
Class QueuedFlash
{
Color c;
int duration;
int tic;
Actor cam;
}
Class UTMainHandler : StaticEventHandler
{
ui TextureID tex;
Array<QueuedFlash> flashes;
override void WorldLoaded( WorldEvent e )
{
if ( gamestate != GS_LEVEL || e.IsSaveGame ) return;
// prettify Kinsie's test map for a more Unreal feel
if ( level.levelname ~== "Modder Test Map" )
{
TexMan.ReplaceTextures("-noflat-","-kinsie-",0);
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
level.ChangeSky(skytx,skytx);
// TODO handplace some dynamic lights and add Unreal/UT ambient sounds
}
}
override void WorldThingSpawned( WorldEvent e )
{
if ( e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true;
}
ui void StartMenu()
{
if ( gamestate != GS_TITLELEVEL ) return;
int proto = CVar.GetCVar('flak_protomenu',players[consoleplayer]).GetInt();
if ( proto )
{
if ( proto > 1 ) S_ChangeMusic("menu2");
else S_ChangeMusic("xyzdMenu");
tex = TexMan.CheckForTexture("protobg",TexMan.Type_Any);
}
else
{
S_ChangeMusic("utmenu23");
tex = TexMan.CheckForTexture("finalbg",TexMan.Type_Any);
}
}
override void ConsoleProcess( ConsoleEvent e )
{
if ( e.Name ~== "refreshmenu" ) StartMenu();
}
override void WorldTick()
{
for ( int i=0; i<flashes.size(); i++ )
{
if ( flashes[i].tic >= gametic ) continue;
flashes.Delete(i);
i--;
}
}
override void PostUiTick()
{
for ( int i=0; i<flashes.size(); i++ )
{
if ( flashes[i].tic < gametic ) continue;
GenericFlash gf = new("GenericFlash").Setup(flashes[i].cam,flashes[i].c,flashes[i].duration);
StatusBar.AttachMessage(gf,0,BaseStatusBar.HUDMSGLayer_UnderHUD);
}
if ( gametic <= 0 ) StartMenu();
}
override void RenderOverlay( RenderEvent e )
{
if ( gamestate != GS_TITLELEVEL ) return;
if ( tex.IsNull() || !tex.IsValid() ) return;
if ( !CVar.GetCVar('flak_showmenu',players[consoleplayer]).GetBool() ) return;
Screen.Dim("Black",1.0,0,0,Screen.GetWidth(),Screen.GetHeight());
Screen.DrawTexture(tex,true,0,0,DTA_VirtualWidth,1024,DTA_VirtualHeight,768);
}
static void DoFlash( Actor camera, Color c, int duration )
{
QueuedFlash qf = new("QueuedFlash");
qf.duration = duration;
qf.c = c;
qf.tic = gametic;
qf.cam = camera;
let hnd = UTMainHandler(StaticEventHandler.Find("UTMainHandler"));
hnd.flashes.push(qf);
}
}