388 lines
10 KiB
Text
388 lines
10 KiB
Text
Class UnrealPlayer : DoomPlayer
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{
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bool lastground;
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double lastvelz, prevvelz;
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transient CVar footsteps;
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Default
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{
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Player.StartItem "Automag";
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Player.StartItem "DispersionPistol";
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Player.StartItem "UMiniAmmo", 30;
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Player.DamageScreenColor "FF 00 00", 1.0;
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Player.ViewHeight 46;
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}
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// Have to modify the give cheat to handle UT armor
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override void CheatGive( String name, int amount )
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{
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if ( PlayerNumber() != consoleplayer )
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A_Log(String.Format("%s is a cheater: give %s\n",player.GetUserName(),name));
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if ( !player.mo || (player.health <= 0) ) return;
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int giveall = ALL_NO;
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if ( name ~== "all" ) giveall = ALL_YES;
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else if (name ~== "everything") giveall = ALL_YESYES;
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if ( name ~== "health" )
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{
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if ( amount > 0 )
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{
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health += amount;
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player.health = health;
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}
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else player.health = health = GetMaxHealth(true);
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}
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if ( giveall || (name ~== "backpack") )
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{
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// Select the correct type of backpack based on the game
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let type = (class<Inventory>)(gameinfo.backpacktype);
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if ( type ) GiveInventory(type,1,true);
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "ammo") )
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{
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// Find every unique type of ammo. Give it to the player if
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// he doesn't have it already, and set each to its maximum.
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let type = (class<Ammo>)(AllActorClasses[i]);
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if ( !type || (type.GetParentClass() != "Ammo") )
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continue;
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// Only give if it's for a valid weapon, unless using "give everything"
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bool isvalid = false;
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for ( int j=0; j<AllActorClasses.Size(); j++ )
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{
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let type2 = (class<Weapon>)(AllActorClasses[j]);
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if ( !type2 ) continue;
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let rep = GetReplacement(type2);
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if ( (rep != type2) && !(rep is "DehackedPickup") ) continue;
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readonly<Weapon> weap = GetDefaultByType(type2);
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if ( !player.weapons.LocateWeapon(type2) || (weap.bCheatNotWeapon && (giveall != ALL_YESYES)) ) continue;
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if ( (weap.AmmoType1 == type) || (weap.AmmoType2 == type) )
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{
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isvalid = true;
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break;
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}
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}
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if ( !isvalid ) continue;
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let ammoitem = FindInventory(type);
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if ( !ammoitem )
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{
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ammoitem = Inventory(Spawn(type));
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ammoitem.AttachToOwner(self);
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ammoitem.Amount = ammoitem.MaxAmount;
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}
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else if ( ammoitem.Amount < ammoitem.MaxAmount )
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ammoitem.Amount = ammoitem.MaxAmount;
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}
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "armor") )
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{
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// Doomreal gives the player all subclasses of UnrealArmor
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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if ( !(AllActorClasses[i] is "UnrealArmor") ) continue;
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let item = Inventory(Spawn(AllActorClasses[i]));
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if ( !item.CallTryPickup(self) ) item.Destroy();
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}
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "keys") )
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{
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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if ( !(AllActorClasses[i] is "Key") ) continue;
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let keyitem = GetDefaultByType(AllActorClasses[i]);
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if ( keyitem.special1 )
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{
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let item = Inventory(Spawn(AllActorClasses[i]));
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if ( !item.CallTryPickup(self) ) item.Destroy();
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}
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}
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "weapons") )
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{
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let savedpending = player.PendingWeapon;
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let type = (class<Weapon>)(AllActorClasses[i]);
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if ( !type || (type == "Weapon") ) continue;
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// Don't give replaced weapons unless the replacement was done by Dehacked.
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let rep = GetReplacement(type);
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if ( (rep == type) || (rep is "DehackedPickup") )
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{
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// Give the weapon only if it is set in a weapon slot.
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if ( !player.weapons.LocateWeapon(type) ) continue;
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readonly<Weapon> def = GetDefaultByType(type);
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if ( (giveall == ALL_YESYES) || !def.bCheatNotWeapon )
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GiveInventory(type,1,true);
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}
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}
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player.PendingWeapon = savedpending;
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "artifacts") )
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{
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let type = (class<Inventory>)(AllActorClasses[i]);
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if ( !type ) continue;
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let def = GetDefaultByType (type);
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if ( def.Icon.isValid() && (def.MaxAmount > 1) &&
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!(type is "PuzzleItem") && !(type is "Powerup") && !(type is "Ammo") && !(type is "Armor"))
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{
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// Do not give replaced items unless using "give everything"
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if ( (giveall == ALL_YESYES) || (GetReplacement(type) == type) )
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GiveInventory(type,(amount<=0)?def.MaxAmount:amount,true);
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}
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}
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "puzzlepieces") )
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{
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let type = (class<PuzzleItem>)(AllActorClasses[i]);
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if ( !type ) continue;
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let def = GetDefaultByType(type);
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if ( !def.Icon.isValid() ) continue;
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// Do not give replaced items unless using "give everything"
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if ( (giveall == ALL_YESYES) || (GetReplacement(type) == type) )
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GiveInventory(type,(amount<=0)?def.MaxAmount:amount,true);
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}
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if ( !giveall ) return;
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}
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if ( giveall ) return;
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let type = name;
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if ( !type )
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{
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if ( PlayerNumber() == consoleplayer )
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A_Log(String.Format("Unknown item \"%s\"\n",name));
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}
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else GiveInventory(type,amount,true);
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}
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override void Tick()
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{
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Super.Tick();
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if ( !player ) return;
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if ( !footsteps ) footsteps = CVar.GetCVar('stinger_footsteps',players[consoleplayer]);
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if ( !footsteps.GetBool() ) return;
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double ang = level.time/(20*TICRATE/35.)*360.;
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if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) )
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{
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if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03);
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else A_PlaySound("u1/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
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}
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if ( player.onground && !bNoGravity && !lastground && (lastvelz < -4) && (lastvelz >= -8) )
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{
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if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/wetsplash",CHAN_AUTO,abs(lastvelz*0.0625));
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else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.03));
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}
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lastground = player.onground;
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lastvelz = prevvelz;
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prevvelz = vel.z;
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}
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}
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// Random Spawner that passes through dropped status to items
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Class RandomSpawner2 : RandomSpawner
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{
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override void PostSpawn( Actor spawned )
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{
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if ( !bDROPPED ) return;
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if ( spawned is 'Inventory' ) Inventory(spawned).bTOSSED = bDROPPED;
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if ( spawned is 'UnrealWeapon' )
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{
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spawned.SetState(spawned.ResolveState("Spawn")+1);
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Inventory(spawned).bALWAYSPICKUP = true;
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}
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}
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}
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Class UnrealWeapon : Weapon
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{
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// Drawstuffs under HUD
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virtual ui void PreRender( double lbottom ) {}
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// Drawstuffs over HUD
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virtual ui void PostRender( double lbottom ) {}
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override Inventory CreateTossable( int amt )
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{
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if ( Ammo1 && (Ammo1.Amount <= 0) ) return null;
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Inventory d = Super.CreateTossable(amt);
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if ( d && (d.GetClass() == GetClass()) )
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{
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d.SetState(d.ResolveState("Spawn")+1);
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d.bALWAYSPICKUP = true;
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}
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return d;
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}
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override bool SpecialDropAction( Actor dropper )
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{
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SetState(ResolveState("Spawn")+1);
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bALWAYSPICKUP = true;
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return false;
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}
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override void Tick()
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{
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Super.Tick();
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if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) ) return;
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Owner.player.WeaponState |= WF_WEAPONBOBBING; // U1 weapons always bob
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}
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override void OwnerDied()
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{
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Super.OwnerDied();
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A_ClearRefire();
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}
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Default
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{
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Weapon.BobStyle "Smooth";
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Weapon.BobSpeed 1.5;
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Weapon.BobRangeX 0.2;
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Weapon.BobRangeY 0.4;
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+WEAPON.NOALERT;
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}
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}
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Class UnrealInventory : Inventory
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{
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bool bActive; // is currently activated
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int Charge; // for timed items
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int DefaultCharge;
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Property Charge : DefaultCharge;
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// Drawstuffs under HUD
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virtual ui void PreRender( double lbottom ) {}
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// Drawstuffs over HUD
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virtual ui void PostRender( double lbottom ) {}
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Default
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{
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+INVENTORY.INVBAR;
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UnrealInventory.Charge 0;
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}
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}
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Class UnrealArmor : Armor
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{
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int absorb;
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Property ArmorAbsorption : absorb;
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Default
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{
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+INVENTORY.AUTOACTIVATE;
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+INVENTORY.UNTOSSABLE;
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Inventory.MaxAmount 0;
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}
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override void AbsorbDamage( int damage, Name damageType, out int newdamage )
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{
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int saved;
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if ( (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
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{
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saved = damage*absorb/100.;
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if ( amount <= saved ) saved = amount;
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newdamage -= saved;
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amount -= saved;
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damage = newdamage;
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}
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if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
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if ( amount <= 0 ) Destroy();
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}
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}
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Class GenericFlash : HUDMessageBase
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{
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Color col;
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int duration;
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double alpha;
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Actor cam;
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GenericFlash Setup( Actor camera, Color c, int d )
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{
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alpha = 1.0;
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col = c;
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duration = d;
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cam = camera;
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return self;
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}
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override bool Tick()
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{
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alpha -= 1./duration;
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return (alpha<=0);
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}
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override void Draw( int bottom, int visibility )
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{
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if ( automapactive || (visibility != BaseStatusBar.HUDMSGLayer_UnderHUD) ) return;
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if ( cam && (players[consoleplayer].camera != cam) ) return;
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Screen.Dim(col,(col.a/255.)*alpha,0,0,Screen.GetWidth(),Screen.GetHeight());
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}
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}
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Class QueuedFlash
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{
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Color c;
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int duration;
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int tic;
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Actor cam;
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}
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Class UnrealMainHandler : StaticEventHandler
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{
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Array<QueuedFlash> flashes;
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override void WorldLoaded( WorldEvent e )
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{
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if ( gamestate != GS_LEVEL || e.IsSaveGame ) return;
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// prettify Kinsie's test map for a more Unreal feel
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if ( level.levelname ~== "Modder Test Map" )
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{
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TexMan.ReplaceTextures("-noflat-","-kinsie-",0);
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TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
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level.ChangeSky(skytx,skytx);
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// TODO handplace some dynamic lights and add Unreal/UT ambient sounds
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}
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}
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override void WorldThingSpawned( WorldEvent e )
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{
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if ( e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true;
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}
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override void WorldTick()
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{
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for ( int i=0; i<flashes.size(); i++ )
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{
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if ( flashes[i].tic >= gametic ) continue;
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flashes.Delete(i);
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i--;
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}
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}
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override void PostUiTick()
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{
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for ( int i=0; i<flashes.size(); i++ )
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{
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if ( flashes[i].tic < gametic ) continue;
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GenericFlash gf = new("GenericFlash").Setup(flashes[i].cam,flashes[i].c,flashes[i].duration);
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StatusBar.AttachMessage(gf,0,BaseStatusBar.HUDMSGLayer_UnderHUD);
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}
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}
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static void DoFlash( Actor camera, Color c, int duration )
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{
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QueuedFlash qf = new("QueuedFlash");
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qf.duration = duration;
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qf.c = c;
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qf.tic = gametic;
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qf.cam = camera;
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let hnd = UnrealMainHandler(StaticEventHandler.Find("UnrealMainHandler"));
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hnd.flashes.push(qf);
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}
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}
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