diff --git a/Classic/scripts/inventory.cs b/Classic/scripts/inventory.cs new file mode 100644 index 0000000..e3e4538 --- /dev/null +++ b/Classic/scripts/inventory.cs @@ -0,0 +1,634 @@ +//---------------------------------------------------------------------------- + +// Item Datablocks +// image = Name of mounted image datablock +// onUse(%this,%object) + +// Item Image Datablocks +// item = Name of item inventory datablock + +// ShapeBase Datablocks +// max[Item] = Maximum amount that can be caried + +// ShapeBase Objects +// inv[Item] = Count of item in inventory +//---------------------------------------------------------------------------- + +$TestCheats = 0; + +function serverCmdUse(%client,%data) +{ + // Item names from the client must converted + // into DataBlocks + // %data = ItemDataBlock[%item]; + if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix + %client.getControlObject().use(%data); +} + +function serverCmdThrow(%client,%data) +{ + // Item names from the client must converted + // into DataBlocks + // %data = ItemDataBlock[%item]; + + //----------------------------------------------------------------------- + // z0dd - ZOD, 4/18/02. Let one keybind handle all grenade types. + if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix + { + if(%data $= Grenade) + { + // figure out which grenade type you're using + for(%x = 0; $InvGrenade[%x] !$= ""; %x++) + { + if(%client.getControlObject().inv[$NameToInv[$InvGrenade[%x]]] > 0) + { + %data = $NameToInv[$InvGrenade[%x]]; + break; + } + } + %client.getControlObject().throw(%data); + } + else if(%data $= Mine) + { + for(%x = 0; $InvMine[%x] !$= ""; %x++) + { + if(%client.getControlObject().inv[$NameToInv[$InvMine[%x]]] > 0) + { + %data = $NameToInv[$InvMine[%x]]; + break; + } + } + %client.getControlObject().throw(%data); + } + else if(%data $= "Ammo") + { + %weapon = %client.getControlObject().getMountedImage($WeaponSlot); + if(%weapon !$= "") + { + if(%weapon.ammo !$= "") + %client.getControlObject().throw(%weapon.ammo); + else + return; + } + } + else + %client.getControlObject().throw(%data); + } +} + +function serverCmdThrowWeapon(%client,%data) +{ + // Item names from the client must converted + // into DataBlocks + // %data = ItemDataBlock[%item]; + if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix + %client.getControlObject().throwWeapon(); +} + +function serverCmdThrowPack(%client,%data) +{ + if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix + %client.getControlObject().throwPack(); +} + +function serverCmdTogglePack(%client,%data) +{ + // this function is apparently never called + %client.getControlObject().togglePack(); +} + +function serverCmdThrowFlag(%client) +{ + //Game.playerDroppedFlag(%client.player); + Game.dropFlag(%client.player); +} + +function serverCmdSelectWeaponSlot( %client, %data ) +{ + if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix + %client.getControlObject().selectWeaponSlot( %data ); +} + +function serverCmdCycleWeapon( %client, %data ) +{ + if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix + %client.getControlObject().cycleWeapon( %data ); +} + +function serverCmdStartThrowCount(%client, %data) +{ + %client.player.throwStart = getSimTime(); +} + +$maxThrowStr = 2.2; // z0dd - ZOD, 8/6/02. New throw str features + +function serverCmdEndThrowCount(%client, %data) +{ + if(%client.player.throwStart == 0) + return; + + // --------------------------------------------------------------- + // z0dd - ZOD, 8/6/02. New throw str features + %throwStrength = (getSimTime() - %client.player.throwStart) / 150; + if(%throwStrength > $maxThrowStr) + %throwStrength = $maxThrowStr; + else if(%throwStrength < 0.5) + %throwStrength = 0.5; + // --------------------------------------------------------------- + + %throwScale = %throwStrength / 2; + %client.player.throwStrength = %throwScale; + + %client.player.throwStart = 0; +} + +// -------------------------------------------------------------------- +// z0dd - ZOD, 9/27/02. No buildup power. Rewrote function +function serverCmdthrowMaxEnd(%client, %data) +{ + %client.player.throwStrength = $maxThrowStr / 2; +} +// -------------------------------------------------------------------- + +function ShapeBase::throwWeapon(%this) +{ + if(Game.shapeThrowWeapon(%this)) { + %image = %this.getMountedImage($WeaponSlot); + %this.throw(%image.item); + %this.client.setWeaponsHudItem(%image.item, 0, 0); + } +} + +function ShapeBase::throwPack(%this) +{ + if(isObject(%this)) // z0dd - ZOD, 5/18/03. Console spam fix + { + %image = %this.getMountedImage($BackpackSlot); + %this.throw(%image.item); + %this.client.setBackpackHudItem(%image.item, 0); + } +} + +function ShapeBase::throw(%this,%data) +{ + if(!isObject(%data)) + return false; + + if (%this.inv[%data.getName()] > 0) { + + // save off the ammo count on this item + if( %this.getInventory( %data ) < $AmmoIncrement[%data.getName()] ) + %data.ammoStore = %this.getInventory( %data ); + else + %data.ammoStore = $AmmoIncrement[%data.getName()]; + + // Throw item first... + %this.throwItem(%data); + if($AmmoIncrement[%data.getName()] !$= "") + %this.decInventory(%data,$AmmoIncrement[%data.getName()]); + else + %this.decInventory(%data,1); + return true; + } + return false; +} + +function ShapeBase::use(%this, %data) +{ + //if(%data.class $= "Weapon") { + // error("ShapeBase::use " @ %data); + //} + if(isObject(%this) && %data !$= "") // z0dd - ZOD, 5/18/03. Console spam fix + { + if(%data $= Grenade) + { + // figure out which grenade type you're using + for(%x = 0; $InvGrenade[%x] !$= ""; %x++) { + if(%this.inv[$NameToInv[$InvGrenade[%x]]] > 0) + { + %data = $NameToInv[$InvGrenade[%x]]; + break; + } + } + } + else if(%data $= Mine) // z0dd - ZOD, 5/18/03. For more mine types + { + // figure out which mine type you're using + for(%m = 0; $InvMine[%m] !$= ""; %m++) { + if(%this.inv[$NameToInv[$InvMine[%m]]] > 0) + { + %data = $NameToInv[$InvMine[%m]]; + break; + } + } + } + else if(%data $= "Backpack") { + %pack = %this.getMountedImage($BackpackSlot); + // if you don't have a pack but have placed a satchel charge, detonate it + if(!%pack && (%this.thrownChargeId > 0) && %this.thrownChargeId.armed ) + { + %this.playAudio( 0, SatchelChargeExplosionSound ); + schedule( 600, %this, "detonateSatchelCharge", %this ); // z0dd - ZOD, 8/24/02. Time after pressing fire that satchel blows. Was 800 + return true; + } + return false; + } + else if(%data $= Beacon) + { + %data.onUse(%this); + if (%this.inv[%data.getName()] > 0) + return true; + } + + // default case + if (%this.inv[%data.getName()] > 0) { + %data.onUse(%this); + return true; + } + return false; + } +} + +function ShapeBase::pickup(%this,%obj,%amount) +{ + %data = %obj.getDatablock(); + %delta = %this.incInventory(%data,%amount); + + if (%delta) + %data.onPickup(%obj,%this,%delta); + return %delta; +} + +function ShapeBase::hasInventory(%this, %data) +{ + // changed because it was preventing weapons cycling correctly (MES) + return (%this.inv[%data] > 0); +} + +function ShapeBase::maxInventory(%this, %data) +{ + //error("ShapeBase::maxInventory( " @ %this.client.nameBase @ ", " @ %data @ " )"); + if(isObject(%data)) // z0dd - ZOD, 5/18/03. Console spam fix + { + if($TestCheats) + return 999; + else + return %this.getDatablock().max[%data.getName()]; + } +} + +function ShapeBase::incInventory(%this, %data, %amount) +{ + if(isObject(%data)) // z0dd - ZOD, 5/18/03. Console spam fix + { + %max = %this.maxInventory(%data); + %cv = %this.inv[%data.getName()]; + if (%cv < %max) { + if (%cv + %amount > %max) + %amount = %max - %cv; + + %this.setInventory(%data,%cv + %amount); + %data.incCatagory(%this); // Inc the players weapon count + return %amount; + } + return 0; + } +} + +function ShapeBase::decInventory(%this,%data,%amount) +{ + %name = %data.getName(); + %cv = %this.inv[%name]; + if (%cv > 0) { + if (%cv < %amount) + %amount = %cv; + %this.setInventory(%data,%cv - %amount, true); + %data.decCatagory(%this); // Dec the players weapon count + return %amount; + } + return 0; +} + +function SimObject::decCatagory(%this) +{ + //function was added to reduce console err msg spam +} + +function SimObject::incCatagory(%this) +{ + //function was added to reduce console err msg spam +} + +function ShapeBase::setInventory(%this,%data,%value,%force) +{ + if (!isObject(%data)) + return; + + %name = %data.getName(); + if (%value < 0) + %value = 0; + else + { + if (!%force) + { + // Impose inventory limits + %max = %this.maxInventory(%data); + if (%value > %max) + %value = %max; + } + } + if (%this.inv[%name] != %value) + { + %this.inv[%name] = %value; + %data.onInventory(%this,%value); + + if ( %data.className $= "Weapon" ) + { + if ( %this.weaponSlotCount $= "" ) + %this.weaponSlotCount = 0; + + %cur = -1; + for ( %slot = 0; %slot < %this.weaponSlotCount; %slot++ ) + { + if ( %this.weaponSlot[%slot] $= %name ) + { + %cur = %slot; + break; + } + } + + if ( %cur == -1 ) + { + // Put this weapon in the next weapon slot: + if ( %this.weaponSlot[%this.weaponSlotCount - 1] $= "TargetingLaser" ) + { + %this.weaponSlot[%this.weaponSlotCount - 1] = %name; + %this.weaponSlot[%this.weaponSlotCount] = "TargetingLaser"; + } + else + %this.weaponSlot[%this.weaponSlotCount] = %name; + %this.weaponSlotCount++; + } + else + { + // Remove the weapon from the weapon slot: + for ( %i = %cur; %i < %this.weaponSlotCount - 1; %i++ ) + %this.weaponSlot[%i] = %this.weaponSlot[%i + 1]; + %this.weaponSlot[%i] = ""; + %this.weaponSlotCount--; + } + } + + %this.getDataBlock().onInventory(%data,%value); + } + return %value; +} + +function ShapeBase::getInventory(%this,%data) +{ + if ( isObject( %data ) ) + return( %this.inv[%data.getName()] ); + else + return( 0 ); +} + +// z0dd - ZOD, 9/13/02. Streamlined. +function ShapeBase::hasAmmo( %this, %weapon ) +{ + if(%weapon $= LaserRifle) + return( %this.getInventory( EnergyPack ) ); + + if (%weapon.image.ammo $= "") + { + if (%weapon $= TargetingLaser) + { + return( false ); + } + else + { + return( true ); + } + } + else + { + return( %this.getInventory( %weapon.image.ammo ) > 0 ); + } +} + +function SimObject::onInventory(%this, %obj) +{ + //function was added to reduce console error msg spam +} + +function ShapeBase::throwItem(%this,%data) +{ + %item = new Item() { + dataBlock = %data; + rotation = "0 0 1 " @ (getRandom() * 360); + }; + + %item.ammoStore = %data.ammoStore; + MissionCleanup.add(%item); + %this.throwObject(%item); +} + +function ShapeBase::throwObject(%this,%obj) +{ + //------------------------------------------------------------------ + // z0dd - ZOD, 4/15/02. Allow respawn switching during tourney wait. + if(!$MatchStarted) + return; + //------------------------------------------------------------------ + + // z0dd - ZOD, 5/26/02. Remove anti-hover so flag can be thrown properly + if(%obj.getDataBlock().getName() $= "Flag") + { + %obj.static = false; + // z0dd - ZOD - SquirrelOfDeath, 10/02/02. Hack for flag collision bug. + if(Game.Class $= CTFGame || Game.Class $= PracticeCTFGame) + %obj.searchSchedule = Game.schedule(10, "startFlagCollisionSearch", %obj); + } + //------------------------------------------------------------------ + + %srcCorpse = (%this.getState() $= "Dead"); // z0dd - ZOD, 4/14/02. Flag tossed from corpse + //if the object is being thrown by a corpse, use a random vector + if (%srcCorpse && %obj.getDataBlock().getName() !$= "Flag") // z0dd - ZOD, 4/14/02. Except for flags.. + { + %vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom(); + %vec = vectorScale(%vec, 10); + } + else // else Initial vel based on the dir the player is looking + { + %eye = %this.getEyeVector(); + %vec = vectorScale(%eye, 20); + } + + // Add a vertical component to give the item a better arc + %dot = vectorDot("0 0 1",%eye); + if (%dot < 0) + %dot = -%dot; + %vec = vectorAdd(%vec,vectorScale("0 0 12",1 - %dot)); // z0dd - ZOD, 9/10/02. 10 was 8 + + // Add player's velocity + %vec = vectorAdd(%vec,%this.getVelocity()); + %pos = getBoxCenter(%this.getWorldBox()); + + //since flags have a huge mass (so when you shoot them, they don't bounce too far) + //we need to up the %vec so that you can still throw them... + if (%obj.getDataBlock().getName() $= "Flag") + { + %vec = vectorScale(%vec, (%srcCorpse ? 40 : 75)); // z0dd - ZOD, 4/14/02. Throw flag force. Value was 40 + // ------------------------------------------------------------ + // z0dd - ZOD, 9/27/02. Delay on grabbing flag after tossing it + %this.flagTossWait = true; + %this.schedule(1000, resetFlagTossWait); + // ------------------------------------------------------------ + } + + // + %obj.setTransform(%pos); + %obj.applyImpulse(%pos,%vec); + %obj.setCollisionTimeout(%this); + %data = %obj.getDatablock(); + + %data.onThrow(%obj,%this); + + //call the AI hook + AIThrowObject(%obj); +} + +function ShapeBase::clearInventory(%this) +{ + // z0dd - ZOD, 5/18/03. Auto cleanup of weapons and ammo. Streamline + for(%i = 0; %i < $WeaponsHudCount; %i++) + { + %this.setInventory($WeaponsHudData[%i, itemDataName], 0); + if($WeaponsHudData[%i, ammoDataName] !$= "") + %this.setInventory($WeaponsHudData[%i, ammoDataName], 0); + } + for(%i = 0; $InvGrenade[%i] !$= ""; %i++) + %this.setInventory($NameToInv[$InvGrenade[%i]], 0); + + for(%i = 0; $InvMine[%i] !$= ""; %i++) + %this.setInventory($NameToInv[$InvMine[%i]], 0); + + %this.setInventory(RepairKit, 0); + %this.setInventory(Beacon, 0); + + // take away any pack the player has + %curPack = %this.getMountedImage($BackpackSlot); + if(%curPack > 0) + %this.setInventory(%curPack.item, 0); +} + +//---------------------------------------------------------------------------- +function ShapeBase::cycleWeapon( %this, %data ) +{ + if ( %this.weaponSlotCount == 0 ) + return; + + %slot = -1; + if ( %this.getMountedImage($WeaponSlot) != 0 ) + { + %curWeapon = %this.getMountedImage($WeaponSlot).item.getName(); + for ( %i = 0; %i < %this.weaponSlotCount; %i++ ) + { + //error("curWeaponName == " @ %curWeaponName); + if ( %curWeapon $= %this.weaponSlot[%i] ) + { + %slot = %i; + break; + } + } + } + + if ( %data $= "prev" ) + { + // Previous weapon... + if ( %slot == 0 || %slot == -1 ) + { + %i = %this.weaponSlotCount - 1; + %slot = 0; + } + else + %i = %slot - 1; + } + else + { + // Next weapon... + if ( %slot == ( %this.weaponSlotCount - 1 ) || %slot == -1 ) + { + %i = 0; + %slot = ( %this.weaponSlotCount - 1 ); + } + else + %i = %slot + 1; + } + + %newSlot = -1; + while ( %i != %slot ) + { + if ( %this.weaponSlot[%i] !$= "" + && %this.hasInventory( %this.weaponSlot[%i] ) + && %this.hasAmmo( %this.weaponSlot[%i] ) ) + { + // player has this weapon and it has ammo or doesn't need ammo + %newSlot = %i; + break; + } + + if ( %data $= "prev" ) + { + if ( %i == 0 ) + %i = %this.weaponSlotCount - 1; + else + %i--; + } + else + { + if ( %i == ( %this.weaponSlotCount - 1 ) ) + %i = 0; + else + %i++; + } + } + + if ( %newSlot != -1 ) + %this.use( %this.weaponSlot[%newSlot] ); +} + +//---------------------------------------------------------------------------- +function ShapeBase::selectWeaponSlot( %this, %data ) +{ + if ( %data < 0 || %data > %this.weaponSlotCount + || %this.weaponSlot[%data] $= "" || %this.weaponSlot[%data] $= "TargetingLaser" ) + return; + + %this.use( %this.weaponSlot[%data] ); +} + +//---------------------------------------------------------------------------- + +function serverCmdGiveAll(%client) +{ + if($TestCheats) + { + %player = %client.player; + // z0dd - ZOD, 5/18/03. Auto increment of weapons and ammo. Streamline + for(%i = 0; %i < $WeaponsHudCount; %i++) + { + %player.setInventory($WeaponsHudData[%i, itemDataName], 1); + if($WeaponsHudData[%i, ammoDataName] !$= "") + %player.setInventory($WeaponsHudData[%i, ammoDataName], 999); + } + for(%i = 0; $InvGrenade[%i] !$= ""; %i++) + %player.setInventory($NameToInv[$InvGrenade[%i]], 0); + + for(%i = 0; $InvMine[%i] !$= ""; %i++) + %player.setInventory($NameToInv[$InvMine[%i]], 0); + + %player.setInventory(RepairKit, 999); + %player.setInventory(Beacon, 999); + %player.setInventory(RocketCannonAmmo, 999); + } +}