stinger_m/zscript/miscitems.zsc
Marisa Kirisame a3357251fe Fixups and adjustments to some item code.
Armors now properly sort themselves.
Powershield drains over time, for balance reasons.
Backpack no longer displays extra items text, I felt this was too verbose.
A little tease of something that's coming soon. The code is commented out until the feature is greenlit and merged.
2019-08-16 22:35:42 +02:00

577 lines
13 KiB
Text

// Backpack that only gives ammo for valid weapons
Class UnrealBackpack : BackpackItem replaces Backpack
{
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;
}
}
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;
}
override void DoPickupSpecial( Actor toucher )
{
Super.DoPickupSpecial(toucher);
if ( gameinfo.gametype&GAME_DOOMCHEX )
{
static const Class<Inventory> xitems[] = {"Flare", "Seeds", "SentryItem", "VoiceBox", "ForceField", "Dampener", "Peacemaker"};
int xitemn[7];
xitemn[0] = max(0,Random[BackpackExtra](-1,3));
xitemn[1] = max(0,Random[BackpackExtra](-1,3));
xitemn[2] = max(0,Random[BackpackExtra](-2,1));
xitemn[3] = max(0,Random[BackpackExtra](-2,1));
xitemn[4] = max(0,Random[BackpackExtra](-2,1));
xitemn[5] = max(0,Random[BackpackExtra](-1,1));
xitemn[6] = max(0,Random[BackpackExtra](-2,1));
// random doubling
if ( !Random[BackpackExtra](0,4) ) xitemn[0] *= 2;
if ( !Random[BackpackExtra](0,4) ) xitemn[1] *= 2;
if ( !Random[BackpackExtra](0,9) ) xitemn[2] *= 2;
if ( !Random[BackpackExtra](0,7) ) xitemn[3] *= 2;
if ( !Random[BackpackExtra](0,6) ) xitemn[4] *= 2;
if ( !Random[BackpackExtra](0,5) ) xitemn[5] *= 2;
if ( !Random[BackpackExtra](0,9) ) xitemn[6] *= 2;
for ( int i=0; i<7; i++ )
{
if ( xitemn[i] <= 0 ) continue;
toucher.GiveInventory(xitems[i],xitemn[i]);
}
}
}
Default
{
Tag "$T_BACKPACK";
Inventory.PickupMessage "$I_BACKPACK";
Inventory.RespawnTics 2100;
}
States
{
Spawn:
BPAK A -1;
Stop;
}
}
Class UTranslator : UnrealInventory
{
bool bCurrentlyActivated, bNewMessage, bNotNewMessage, bShowHint;
string NewMessage, Hint;
ui TextureID thud;
ui Font tfnt;
ui void DrawTranslator( Vector2 scalev, double ClipX, double ClipY )
{
if ( thud.IsNull() ) thud = TexMan.CheckForTexture("TranHUD3",TexMan.Type_Any);
if ( !tfnt ) tfnt = Font.FindFont('UTahoma10');
double CurX, CurY;
CurX = ClipX/2-128;
CurY = ClipY/2-68;
Screen.DrawTexture(thud,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
String ttxt;
if ( bShowHint && (Hint.length() > 0) ) ttxt = String.Format("%s: %s",StringTable.Localize("$TR_HINT"),Hint);
else if ( NewMessage.length() > 0 ) ttxt = NewMessage;
else ttxt = StringTable.Localize("$TR_NOMSG");
BrokenLines lines = tfnt.BreakLines(ttxt,220);
int th = tfnt.GetHeight();
CurX += 20;
CurY += 18;
for ( int i=0; i<lines.Count() && i<(110/th); i++ )
{
Screen.DrawText(tfnt,Font.CR_GREEN,CurX,CurY,lines.StringAt(i),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
CurY += th-1;
}
}
override void Travelled()
{
Super.Travelled();
NewMessage = Hint = "";
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = bCurrentlyActivated = !bCurrentlyActivated;
if ( !bActive ) bShowHint = bNewMessage = bNotNewmessage = false;
return false;
}
Default
{
Tag "$T_TRANSLATOR";
Inventory.PickupMessage "$I_TRANSLATOR";
Inventory.Icon "I_Tran";
Inventory.MaxAmount 1;
}
}
Class VoiceBox : UnrealInventory
{
Actor box;
Default
{
Tag "$T_VOICEBOX";
Inventory.PickupMessage "$I_VOICEBOX";
Inventory.Icon "I_VoiceB";
Inventory.MaxAmount 5;
UnrealInventory.Charge 600;
}
override void Tick()
{
Super.Tick();
if ( bActive )
{
if ( box ) Charge = box.ReactionTime;
else
{
Charge = DefaultCharge;
bActive = false;
Amount--;
if ( Amount <= 0 ) DepleteOrDestroy();
}
}
}
override bool Use( bool pickup )
{
if ( pickup || bActive ) return false;
bActive = true;
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll);
Vector3 origin = Owner.Vec2OffsetZ(0,0,Owner.player.viewz);
origin = level.Vec3Offset(origin,x*20.-z*8.);
box = Spawn("VoiceBoxActive",origin);
box.ReactionTime = Charge;
box.vel = x*12.;
box.vel.z += 3.;
box.target = Owner;
box.angle = Owner.angle;
box.pitch = Owner.pitch;
return false;
}
States
{
Spawn:
VBOX A -1;
Stop;
}
}
Class VoiceBoxHitbox : Actor
{
Default
{
Tag "$T_VOICEBOX";
Radius 6;
Height 9;
Health 60;
+SHOOTABLE;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOBLOOD;
+NOTELEPORT;
}
override void Tick()
{
Super.Tick();
if ( !master )
{
Destroy();
return;
}
SetOrigin(master.pos,true);
}
override void Die( Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath )
{
if ( master ) master.ReactionTime = 0;
Super.Die(source,inflictor,dmgflags,MeansOfDeath);
}
}
Class VoiceBoxActive : Actor
{
Actor b;
bool alreadyhit;
override void PostBeginPlay()
{
Super.PostBeginPlay();
b = Spawn("VoiceBoxHitbox",pos);
b.master = self;
}
action void A_VoiceBoxPlay()
{
static const String BattleSounds[] =
{
"automag/shot",
"utrl/explode",
"automag/shot",
"automag/shot",
"flak/altfire",
"utrl/explode",
"flak/fire",
"shock/fire",
"stinger/hit2",
"automag/shot"
};
if ( invoker.b ) invoker.b.A_AlertMonsters(0,AMF_TARGETEMITTER);
for ( int i=0; i<10; i++ ) if ( !Random[Voicebox](0,30) ) A_PlaySound(BattleSounds[i],CHAN_AUTO,FRandom[Voicebox](0.5,1.0));
}
Default
{
Radius 6;
Height 6;
PROJECTILE;
-NOGRAVITY;
+USEBOUNCESTATE;
+SKYEXPLODE;
+MOVEWITHSECTOR;
+CANBOUNCEWATER;
BounceType "Hexen";
BounceFactor 0.3;
WallBounceFactor 0.3;
Gravity 0.35;
ReactionTime 200;
}
States
{
Spawn:
VBOX A -1;
Stop;
Bounce:
VBOX A 0
{
if ( alreadyhit )
{
ClearBounce();
ExplodeMissile();
}
else
{
A_SetPitch(0);
A_PlaySound("transloc/bounce");
if ( BlockingFloor ) alreadyhit = true;
}
}
Goto Spawn;
Death:
VBOX A 30;
VBOX ABCDEFGHIJ 1
{
A_VoiceBoxPlay();
ReactionTime--;
return A_JumpIf(ReactionTime<=0,"Death2");
}
Goto Death+1;
Death2:
TNT1 A 1 A_Log("// TODO explosion");
Stop;
}
}
Class Flare : UnrealInventory
{
}
Class LightFlare : UnrealInventory
{
}
Class DarkFlare : UnrealInventory
{
}
Class Dampener : UnrealInventory
{
static bool Active( Actor Owner )
{
let d = Dampener(Owner.FindInventory("Dampener"));
if ( d && d.bActive ) return true;
return false;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound(bActive?"dampener/on":"dampener/off",CHAN_ITEM);
return false;
}
override void Tick()
{
Super.Tick();
if ( !bActive ) return;
if ( DrainCharge(1) )
{
Owner.A_PlaySound("dampener/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_DAMPENER"));
}
}
Default
{
Tag "$T_DAMPENER";
Inventory.PickupMessage "$I_DAMPENER";
Inventory.Icon "I_Dampen";
Inventory.MaxAmount 5;
UnrealInventory.Charge 1000;
}
States
{
Spawn:
DAMP A 8 A_CheckProximity(1,"PlayerPawn",80,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT);
Wait;
DAMP ABC 8;
DAMP DEFGHIJ 3;
DAMP D 0 A_CheckProximity(1,"PlayerPawn",80,0,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_EXACT);
Goto Spawn+4;
DAMP CBA 8;
Goto Spawn;
}
}
Class Forcefield : UnrealInventory
{
Default
{
Tag "$T_FORCEFIELD";
Inventory.PickupMessage "$I_FORCEFIELD";
Inventory.Icon "I_ForceF";
Inventory.MaxAmount 5;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll);
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*90.);
origin = level.Vec3Offset(origin,(0,0,-GetDefaultByType("ForceFieldEffect").Height*.5));
if ( !level.IsPointInLevel(origin) )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_FFNOROOM"));
return false;
}
let a = Spawn("ForceFieldEffect",origin);
if ( !a.TestMobjLocation() )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_FFNOROOM"));
a.Destroy();
return false;
}
a.target = Owner;
a.angle = Owner.angle;
return true;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("ForcefieldX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
FFPK A -1;
Stop;
}
}
Class ForcefieldX : 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:
FFPK A -1 Bright;
Stop;
}
}
Class ForceFieldLight : DynamicLight
{
double cdown;
Default
{
DynamicLight.Type "Point";
+DYNAMICLIGHT.ATTENUATE;
Args 0,0,0,100;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.Vec3Offset(0,0,target.height/2.),true);
if ( isFrozen() ) return;
args[LIGHT_RED] = int(255*cdown);
args[LIGHT_BLUE] = int(255*cdown);
if ( target.bSOLID )
{
cdown = min(1.,cdown+1./27);
return;
}
cdown = max(0.,cdown-1./35);
if ( cdown <= 0. ) Destroy();
}
}
Class ForcefieldEffect : Actor
{
double nvol;
Default
{
Tag "$T_FORCEFIELD";
RenderStyle "Add";
+NOGRAVITY;
+NOTELEPORT;
+DONTSPLASH;
+CANNOTPUSH;
+SHOOTABLE;
+SOLID;
+NODAMAGE;
+NOBLOOD;
Mass int.max;
Health int.max;
Radius 15;
Height 45;
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
A_PlaySound("ffield/hit",CHAN_BODY);
return Super.DamageMobj(inflictor,source,damage,mod,flags,angle);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("ffield/on",CHAN_ITEM);
A_PlaySound("ffield/active",CHAN_VOICE,0.6,true);
let tracer = Spawn("ForceFieldLight",pos);
tracer.target = self;
}
States
{
Spawn:
FFLD ABCDEFGHI 3 Bright;
FFLD J 700 Bright;
FFLD J 35 Bright
{
A_UnsetShootable();
A_UnsetSolid();
}
FFLD A 1 Bright A_PlaySound("ffield/hit",CHAN_VOICE);
Stop;
}
}
Class UFlashlight : UnrealInventory
{
}
Class USearchlight : UnrealInventory
{
}
Class SentryItem : UnrealInventory
{
}
Class MinigunSentry : Actor
{
}