stinger_m/zscript/upowerups.zsc
Marisa Kirisame ad20f46db7 I think with this all vanilla usable items are done.
However the SCUBA Gear won't spawn yet because a certain PR is needed.
2019-09-05 18:31:30 +02:00

445 lines
10 KiB
Text

Class UInvisibility : UnrealInventory
{
Default
{
Tag "$T_INVISIBILITY";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+INVENTORY.ALWAYSPICKUP;
Inventory.Icon "I_Invis";
Inventory.PickupMessage "$I_INVISIBILITY";
Inventory.RespawnTics 3500;
Inventory.MaxAmount 2;
UnrealInventory.Charge 100;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
if ( bActive )
{
Owner.A_PlaySound("uinvis/toggle",CHAN_ITEM);
Owner.GiveInventory("PowerUInvisibility",1);
}
else Owner.TakeInventory("PowerUInvisibility",1);
return false;
}
override void DoEffect()
{
Super.DoEffect();
if ( !bActive ) return;
if ( special1 == -1 )
{
Owner.TakeInventory("PowerUInvisibility",1);
special1 = 3;
}
else if ( special1 > 1 ) special1--;
else if ( special1 == 1 )
{
Owner.GiveInventory("PowerUInvisibility",1);
special1 = 0;
}
if ( !(level.maptime%35) && DrainCharge(1) )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_INVISIBILITY"));
Owner.TakeInventory("PowerUInvisibility",1);
DepleteOrDestroy();
}
}
override void OnDrop( Actor dropper )
{
Super.OnDrop(dropper);
dropper.TakeInventory("PowerUInvisibility",1);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("UInvisibilityX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
INVS A -1;
Stop;
}
}
Class UInvisibilityX : AsmdAmmoX
{
States
{
Spawn:
INVS A -1 Bright;
Stop;
}
}
Class PowerUInvisibility : PowerInvisibility
{
Default
{
Powerup.Duration 0x7FFFFFFD;
Powerup.Strength 90;
Powerup.Mode "Additive";
}
}
Class Amplifier : UnrealInventory
{
Default
{
Tag "$T_AMPLIFIER";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+INVENTORY.ALWAYSPICKUP;
Inventory.Icon "I_Amp";
Inventory.PickupMessage "$I_AMPLIFIER";
Inventory.RespawnTics 3150;
Inventory.MaxAmount 2;
UnrealInventory.Charge 1000;
}
static double GetMult( Actor Owner, int val )
{
if ( !Owner ) return 1.;
let d = Amplifier(Owner.FindInventory("Amplifier"));
if ( !d || !d.bActive ) return 1.;
double Multiplier = max(1,4*(double(d.Charge-val)/d.DefaultCharge));
d.DrainCharge(val);
return Multiplier;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound("amplifier/set",CHAN_ITEM);
return false;
}
override void DoEffect()
{
Super.DoEffect();
if ( bActive && !tracer )
{
tracer = Spawn("AmpSound",Owner.pos);
tracer.target = Owner;
tracer.master = self;
}
else if ( !bActive && tracer ) tracer.Destroy();
if ( !bActive ) return;
if ( (Charge <= 0) || (!(level.maptime%35) && DrainCharge(2)) )
{
Owner.A_PlaySound("amplifier/set",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_AMPLIFIER"));
if ( tracer ) tracer.Destroy();
DepleteOrDestroy();
}
}
States
{
Spawn:
AMPP A -1;
Stop;
}
}
Class AmpSound : Actor
{
Default
{
+NOBLOCKMAP;
+NOGRAVITY;
}
override void Tick()
{
Super.Tick();
if ( !target || !master )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
if ( target.CheckLocalView() )
{
A_SoundVolume(CHAN_VOICE,0.0);
A_SoundVolume(CHAN_7,1.0);
}
else
{
A_SoundVolume(CHAN_VOICE,0.25);
A_SoundVolume(CHAN_7,0.0);
}
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("amplifier/act",CHAN_VOICE,0.25,true,1.5);
A_PlaySound("amplifier/act",CHAN_7,1.0,true,ATTN_NONE);
}
override void OnDestroy()
{
Super.OnDestroy();
A_StopSound(CHAN_VOICE);
A_StopSound(CHAN_7);
}
}
Class UJumpBoots : UnrealInventory
{
int draincnt;
Default
{
Tag "$T_JUMPBOOTS";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+INVENTORY.ALWAYSPICKUP;
Inventory.MaxAmount 3;
Inventory.Icon "I_Boots";
Inventory.PickupMessage "$I_JUMPBOOTS";
Inventory.RespawnTics 1050;
UnrealInventory.Charge 3;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound("boot/pickup",CHAN_ITEM);
if ( bActive ) Owner.GiveInventory("PowerJumpBoots_HighJump",1);
else Owner.TakeInventory("PowerJumpBoots_HighJump",1);
return false;
}
override void DoEffect()
{
Super.DoEffect();
if ( !Owner || !Owner.player ) return;
draincnt++;
if ( (draincnt >= 700) || (bActive && (owner.player.jumptics == -1)) )
{
draincnt = 0;
charge--;
Owner.A_PlaySound("boot/jump",CHAN_BODY);
}
else if ( (charge <= 0) && owner.player.onground )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_JUMPBOOTS"));
Amount--;
Owner.TakeInventory("PowerJumpBoots_HighJump",1);
charge = defaultcharge;
bActive = false;
if ( Amount <= 0 ) DepleteOrDestroy();
}
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( (level.maptime > 0) || !InStateSequence(CurState,FindState("Spawn")) ) return;
// detect hurtfloors
// can't detect terraindef-based damage
// this is currently an engine limitation
bool foundslime = false;
bool foundlava = false;
bool foundswim = false;
for ( int i=0; i<level.Sectors.Size(); i++ )
{
Sector s = level.Sectors[i];
if ( s.MoreFlags&(Sector.SECMF_UNDERWATER|Sector.SECMF_FORCEDUNDERWATER) ) foundswim = true;
if ( !s.DamageInterval || !s.DamageAmount ) continue;
if ( s.DamageType == 'Slime' ) foundslime = true;
else if ( s.DamageType == 'Fire' ) foundlava = true;
// 3d floors don't set the underwater flags or anything so we're completely screwed until Graf merges my goddamn PR
//for ( int i=0; i<s.Get3DFloorCount(); i++ )
// if ( s.Get3DFloor(i).flags&F3DFloor.FF_SWIMMABLE ) foundswim = true;
}
// random chance to ignore if a replacement already was made
let ti = ThinkerIterator.Create("Inventory");
Inventory a;
while ( a = Inventory(ti.Next()) )
{
// exclude owned items
if ( a.Owner ) continue;
if ( (a is "ToxinSuit") && Random[LBootRep](0,2) )
foundslime = false;
if ( (a is "AsbestosSuit") && Random[LBootRep](0,2) )
foundlava = false;
if ( (a is "SCUBAGear") && Random[LBootRep](0,2) )
foundswim = false;
}
// replace self with asbestos/toxin suits or scuba
// this is extremely naive and doesn't check proximity to the
// hurtfloor/swimmable, but it's better than nothing
Array<String> replacements;
replacements.Clear();
if ( foundslime ) replacements.Push("ToxinSuit");
if ( foundlava ) replacements.Push("AsbestosSuit");
if ( foundswim ) replacements.Push("SCUBAGear");
if ( replacements.Size() > 0 )
{
int rslot = Random[LBootRep](0,replacements.Size()-1);
let r = Spawn(replacements[rslot],pos,ALLOW_REPLACE);
r.spawnangle = spawnangle;
r.spawnpoint = spawnpoint;
r.angle = angle;
r.pitch = pitch;
r.roll = roll;
r.special = special;
r.args[0] = args[0];
r.args[1] = args[1];
r.args[2] = args[2];
r.args[3] = args[3];
r.args[4] = args[4];
r.ChangeTid(tid);
r.SpawnFlags = SpawnFlags&~MTF_SECRET;
r.HandleSpawnFlags();
r.SpawnFlags = SpawnFlags;
r.bCountSecret = SpawnFlags&MTF_SECRET;
r.vel = vel;
r.master = master;
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
Destroy();
}
}
override void AttachToOwner( Actor Other )
{
Super.AttachToOwner(Other);
Other.GiveInventory("PowerJumpBoots_IronFeet",1);
}
override void DetachFromOwner()
{
Super.DetachFromOwner();
Owner.TakeInventory("PowerJumpBoots_HighJump",1);
Owner.TakeInventory("PowerJumpBoots_IronFeet",1);
}
States
{
Spawn:
JBUT A -1;
Stop;
}
}
Class MotionDetector : UnrealInventory
{
Default
{
Tag "$T_DETECTOR";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+INVENTORY.ALWAYSPICKUP;
Inventory.MaxAmount 1;
Inventory.Icon "I_Detect";
Inventory.PickupMessage "$I_DETECTOR";
Inventory.RespawnTics 1050;
UnrealInventory.Charge 3500;
}
States
{
Spawn:
MDET A -1;
Stop;
}
}
Class SCUBAGear : UnrealInventory
{
Default
{
Tag "$T_SCUBA";
Inventory.MaxAmount 1;
Inventory.Icon "I_Scuba";
Inventory.PickupMessage "$I_SCUBA";
Inventory.RespawnTics 700;
UnrealInventory.Charge 4200;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
if ( !bActive ) Owner.A_PlaySound("scuba/stop",CHAN_ITEM);
return false;
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( bActive && (damageType == 'Drowning') )
newdamage = 0;
}
override void DoEffect()
{
Super.DoEffect();
if ( sting_autoscuba && ((bActive && (Owner.waterlevel < 2)) || (!bActive && (Owner.waterlevel > 2))) )
Use(false);
if ( bActive && !tracer )
{
tracer = Spawn("SCUBASound",Owner.pos);
tracer.target = Owner;
tracer.master = self;
}
else if ( !bActive && tracer ) tracer.Destroy();
if ( !bActive ) return;
if ( PlayerPawn(Owner) ) PlayerPawn(Owner).ResetAirSupply();
if ( (Charge <= 0) || DrainCharge(1) )
{
Owner.A_PlaySound("scuba/stop",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_SCUBA"));
if ( tracer ) tracer.Destroy();
DepleteOrDestroy();
}
}
States
{
Spawn:
SCUB A -1;
Stop;
}
}
Class SCUBASound : Actor
{
Default
{
+NOBLOCKMAP;
+NOGRAVITY;
}
override void Tick()
{
Super.Tick();
if ( !target || !master )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
if ( target.CheckLocalView() )
{
A_SoundVolume(CHAN_VOICE,0.0);
A_SoundVolume(CHAN_5,0.0);
A_SoundVolume(CHAN_6,(target.waterlevel<3)?1.0:0.0);
A_SoundVolume(CHAN_7,(target.waterlevel>=3)?1.0:0.0);
}
else
{
A_SoundVolume(CHAN_VOICE,(target.waterlevel<3)?0.25:0.0);
A_SoundVolume(CHAN_5,(target.waterlevel>=3)?0.25:0.0);
A_SoundVolume(CHAN_6,0.0);
A_SoundVolume(CHAN_7,0.0);
}
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("scuba/air",CHAN_VOICE,0.25,true,1.5);
A_PlaySound("scuba/water",CHAN_5,0.25,true,1.5);
A_PlaySound("scuba/air",CHAN_6,1.0,true,ATTN_NONE);
A_PlaySound("scuba/water",CHAN_7,1.0,true,ATTN_NONE);
}
override void OnDestroy()
{
Super.OnDestroy();
A_StopSound(CHAN_VOICE);
A_StopSound(CHAN_5);
A_StopSound(CHAN_6);
A_StopSound(CHAN_7);
}
}