stinger_m/zscript/unrealcommon.zsc

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Text

Class UPlayer : UTPlayer
{
Default
{
//Player.StartItem "Automag";
//Player.StartItem "DispersionPistol";
//Player.StartItem "UMiniAmmo", 30;
}
// 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") )
{
// Doomreal gives the player all subclasses of UnrealArmor
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
if ( !(AllActorClasses[i].GetParentClass() is "UnrealArmor") ) continue;
let item = Inventory(Spawn(AllActorClasses[i]));
if ( !item.CallTryPickup(self) ) item.Destroy();
}
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);
}
}
Class UPlayerFemale1 : UPlayer
{
Default
{
Player.SoundClass "ufemale";
Player.DisplayName "$N_FEMALE1";
Player.Portrait "";
UTPlayer.VoiceType VOICE_FemaleTwo;
-NOMENU;
}
}
Class UPlayerFemale2 : UPlayer
{
Default
{
Player.SoundClass "ufemale";
Player.DisplayName "$N_FEMALE2";
Player.Portrait "";
UTPlayer.VoiceType VOICE_FemaleOne;
-NOMENU;
}
}
Class UPlayerMale1 : UPlayer
{
Default
{
Player.SoundClass "umale";
Player.DisplayName "$N_MALE1";
Player.Portrait "";
UTPlayer.VoiceType VOICE_MaleOne;
-NOMENU;
}
}
Class UPlayerMale2 : UPlayer
{
Default
{
Player.SoundClass "umale";
Player.DisplayName "$N_MALE2";
Player.Portrait "";
UTPlayer.VoiceType VOICE_MaleOne;
-NOMENU;
}
}
Class UPlayerMale3 : UPlayer
{
Default
{
Player.SoundClass "umale";
Player.DisplayName "$N_MALE3";
Player.Portrait "";
UTPlayer.VoiceType VOICE_MaleTwo;
-NOMENU;
}
}
Class UnrealInventory : Inventory
{
bool bActive; // is currently activated
int Charge; // for timed items
int DefaultCharge;
Property Charge : DefaultCharge;
// Drawstuffs under HUD
virtual ui void PreRender( double lbottom ) {}
// Drawstuffs over HUD
virtual ui void PostRender( double lbottom ) {}
Default
{
+INVENTORY.INVBAR;
UnrealInventory.Charge 0;
}
}
Class UnrealStaticHandler : StaticEventHandler
{
ui TextureID tex[6];
ui int mtics, cur;
ui String lastmusic;
ui void StartMenu()
{
CVar protomenu = CVar.GetCVar('stinger_introtype',players[consoleplayer]);
if ( !protomenu ) return; // this can happen
int proto = protomenu.GetInt();
tex[0] = TexMan.CheckForTexture("graphics/UnLogo0.png",TexMan.Type_Any);
tex[1] = TexMan.CheckForTexture("graphics/UnLogo1.png",TexMan.Type_Any);
tex[2] = TexMan.CheckForTexture("graphics/UnLogo2.png",TexMan.Type_Any);
tex[3] = TexMan.CheckForTexture("graphics/UnBg.png",TexMan.Type_Any);
tex[4] = TexMan.CheckForTexture("graphics/97Bg.png",TexMan.Type_Any);
tex[5] = TexMan.CheckForTexture("graphics/95Bg.png",TexMan.Type_Any);
if ( proto > 1 ) S_ChangeMusic("Unreal");
else if ( proto == 1 ) S_ChangeMusic("Unreal2");
else S_ChangeMusic("FlyBy");
cur = proto;
}
override void OnRegister()
{
// remove the UT static handler
let hnd = UTStaticHandler(StaticEventHandler.Find("UTStaticHandler"));
if ( hnd ) hnd.Destroy();
}
override void ConsoleProcess( ConsoleEvent e )
{
if ( gamestate != GS_TITLELEVEL ) return;
if ( e.Name ~== "refreshmenu" ) StartMenu();
}
override void PostUiTick()
{
if ( gamestate != GS_TITLELEVEL ) return;
if ( gametic <= 0 ) StartMenu();
if ( musplaying.Name != lastmusic )
{
mtics = 0;
lastmusic = musplaying.Name;
}
else mtics++;
}
override void RenderOverlay( RenderEvent e )
{
// we have to stand in for the UT handler on this function
// although it doesn't make much sense yet
if ( players[consoleplayer].camera.player && players[consoleplayer].camera.player.ReadyWeapon && (players[consoleplayer].camera.player.ReadyWeapon is 'UTWeapon') )
UTWeapon(players[consoleplayer].camera.player.ReadyWeapon).RenderOverlay(e);
if ( gamestate != GS_TITLELEVEL ) return;
double ar = Screen.GetAspectRatio();
Vector2 tsize = TexMan.GetScaledSize(tex[cur+3]);
double sar = tsize.x/tsize.y;
Vector2 vsize;
if ( sar > ar ) vsize = (tsize.y*ar,tsize.y);
else if ( sar < ar ) vsize = (tsize.x,tsize.x/ar);
else vsize = tsize;
Screen.DrawTexture(tex[cur+3],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true);
Screen.Dim("Black",clamp(1.-((mtics+e.FracTic)/Thinker.TICRATE)*.2,0.,1.),0,0,Screen.GetWidth(),Screen.GetHeight());
if ( menuactive ) return;
tsize = TexMan.GetScaledSize(tex[cur]);
sar = tsize.x/tsize.y;
if ( sar > ar ) vsize = (tsize.x,tsize.x/ar);
else if ( sar < ar ) vsize = (tsize.y*ar,tsize.y);
else vsize = tsize;
double alf = clamp(((mtics+e.FracTic)/Thinker.TICRATE)-8,0.,1.);
Screen.DrawTexture(tex[cur],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,alf);
}
}
Class UnrealMainHandler : EventHandler
{
override void CheckReplacement( ReplaceEvent e )
{
if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') || (e.Replacee == 'Crossbow') )
{
/*if ( !Random[Replacements](0,3) ) e.Replacement = 'Automag';
else if ( Random[Replacements](0,1) ) */e.Replacement = 'Stinger';
/*else e.Replacement = 'ASMD';*/
}
else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') )
{
/*if ( Random[Replacements](0,1) ) */e.Replacement = 'UFlakCannon';
/*else e.Replacement = 'Eightball';*/
}
else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UnrealBackpack';
}
}