diff --git a/Classic/scripts/item.cs b/Classic/scripts/item.cs new file mode 100644 index 0000000..027b861 --- /dev/null +++ b/Classic/scripts/item.cs @@ -0,0 +1,758 @@ +//---------------------------------------------------------------------------- + +// When first mounted (assuming there is ammo): +// SingleShot activate -> ready +// Spinning activate -> idle (spin 0) +// Sustained activate -> ready +// DiscLauncher activate -> reload -> spinup -> ready +// +// Normal operation: +// SingleShot ready -> fire -> reload -> ready +// Spinning idle (spin 0) -> spinup -> ready -> fire -> spindown -> idle +// Sustained ready -> fire -> reload -> ready +// DiscLauncher ready -> fire -> reload -> spinup -> ready + +// Image properties +// emap +// preload +// shapeFile +// mountPoint +// offset +// rotation +// firstPerson +// mass +// usesEnergy +// minEnergy +// accuFire +// lightType +// lightTime +// lightRadius +// lightColor + +// Image state variables +// stateName +// stateTransitionOnLoaded +// stateTransitionOnNotLoaded +// stateTransitionOnAmmo +// stateTransitionOnNoAmmo +// stateTransitionOnTriggerUp +// stateTransitionOnTriggerDown +// stateTransitionOnTimeout +// stateTimeoutValue +// stateFire +// stateEnergyDrain +// stateAllowImageChange +// stateScaleAnimation +// stateDirection +// stateLoadedFlag +// stateSpinThread +// stateRecoil +// stateSequence +// stateSound +// stateScript +// stateEmitter +// stateEmitterTime +// stateEmitterNode + +//---------------------------------------------------------------------------- + +$ItemRespawnTime = 30000; +$ItemPopTime = 30 * 1000; // 30 seconds + +$WeaponSlot = 0; +$AuxiliarySlot = 1; +$BackpackSlot = 2; +$FlagSlot = 3; + +//---------------------------------------------------------------------------- +datablock EffectProfile(ItemPickupEffect) +{ + effectname = "packs/packs.pickupPack"; + minDistance = 2.5; +}; + +datablock AudioProfile(ItemPickupSound) +{ + filename = "fx/packs/packs.pickuppack.wav"; + description = AudioClosest3d; + effect = ItemPickupEffect; + preload = true; +}; + +datablock EffectProfile(ItemThrowEffect) +{ + effectname = "packs/packs.throwpack"; + minDistance = 2.5; + maxDistance = 2.5; +}; + +datablock AudioProfile(ItemThrowSound) +{ + filename = "fx/packs/packs.throwpack.wav"; + description = AudioClosest3d; + effect = ItemThrowEffect; + preload = true; +}; + +datablock AudioProfile(RepairPatchSound) +{ + filename = "fx/misc/health_patch.wav"; + description = AudioClosest3d; + preload = true; + effect = ItemPickupEffect; + preload = true; +}; + +function ItemData::create(%block) +{ + if(%block $= "flag") + %obj = new Item() { + className = FlagObj; + dataBlock = %block; + static = false; + rotate = false; + }; + else + %obj = new Item() { + dataBlock = %block; + static = true; + //rotate = true; + // don't make "placed items" rotate + rotate = false; + }; + return(%obj); +} + +//-------------------------------------------------------------------------- +function Item::schedulePop(%this) +{ + %itemFadeTime = 1000; // items will take 1 second (1000 milliseconds) to fade out + %this.startFade(%itemFadeTime, $ItemPopTime - %itemFadeTime, true); + %this.schedule($ItemPopTime, "delete"); +} + +function Item::respawn(%this) +{ + %this.startFade(0, 0, true); + %this.schedule($ItemRespawnTime + 100, "startFade", 1000, 0, false); + %this.hide(true); + %this.schedule($ItemRespawnTime, "hide", false); +} + +function ItemData::onThrow(%data,%obj,%shape) +{ + serverPlay3D(ItemThrowSound, %obj.getTransform()); + // don't schedule a delete for satchelCharges when they're deployed + if(!%data.noTimeout) + %obj.schedulePop(); +} + +function ItemData::onInventory(%data,%shape,%value) +{ + if (!%value) { + // If we don't have any more of these items, make sure + // we don't have an image mounted. + %slot = %shape.getMountSlot(%data.image); + if (%slot != -1) + %shape.unmountImage(%slot); + } +} + +// z0dd - ZOD - Founder, 5/18/03. ItemData pickup Parent. Streamline +// Function also servers as console spam fix related to item pickup +function ItemData::onPickup(%this, %pack, %player, %amount) +{ + // %this = Pack datablock + // %pack = Pack object number + // %player = player + // %amount = amount picked up (1) + + if(%pack.sensors !$= "") + { + // find out how many sensor were in the pack + %player.deploySensors = %pack.sensors; + %player.client.updateSensorPackText(%player.deploySensors); + } +} + +function ItemData::onEnterLiquid(%data, %obj, %coverage, %type) +{ + if(%data.isInvincible) + return; + + switch(%type) + { + case 0: + //Water + case 1: + //Ocean Water + case 2: + //River Water + case 3: + //Stagnant Water + case 4: + //Lava + %obj.delete(); + case 5: + //Hot Lava + %obj.delete(); + case 6: + //Crusty Lava + %obj.delete(); + case 7: + //Quick Sand + } +} + +function ItemData::onLeaveLiquid(%data, %obj, %type) +{ + // dummy +} + +function ItemData::onCollision(%data,%obj,%col) +{ + // Default behavior for items is to get picked + // by the colliding object. + if (%col.getDataBlock().className $= Armor && %col.getState() !$= "Dead") + { + if (%col.isMounted()) + return; + + if (%col.pickup(%obj, 1)) + { + if (%col.client) + { + messageClient(%col.client, 'MsgItemPickup', '\c0You picked up %1.', %data.pickUpName); + serverPlay3D(ItemPickupSound, %col.getTransform()); + } + if (%obj.isStatic()) + %obj.respawn(); + else + %obj.delete(); + } + } +} + +//---------------------------------------------------------------------------- +datablock ItemData(RepairKit) +{ + className = HandInventory; + catagory = "Misc"; + shapeFile = "repair_kit.dts"; + mass = 1; + elasticity = 0.2; + friction = 0.6; + pickupRadius = 2.0; + pickUpName = "a repair kit"; + alwaysAmbient = true; + + computeCRC = true; + emap = true; + +}; + +function RepairKit::onUse(%data,%obj) +{ + //---------------------------------------------------------------------------- + // z0dd - ZOD, 8/10/02. Let players use repair kit regardless of health status + // if they choose so via client $pref:: + if (%obj.client.wasteRepKit == 1) + { + %obj.decInventory(%data,1); + messageClient(%obj.client, 'MsgRepairKitUsed', '\c2Repair Kit Used.'); + if (%obj.getDamageLevel() != 0) + { + %obj.applyRepair(0.2); + } + } + else + { + // Don't use the kit unless we're damaged + if (%obj.getDamageLevel() != 0) + { + %obj.applyRepair(0.2); + %obj.decInventory(%data,1); + messageClient(%obj.client, 'MsgRepairKitUsed', '\c2Repair Kit Used.'); + } + } +} + +function serverCmdSetRepairKitWaste(%client, %value) +{ + %val = deTag(%value); + %client.wasteRepKit = %val; +} + +//---------------------------------------------------------------------------- + +datablock ItemData(RepairPatch) +{ + catagory = "Misc"; + shapeFile = "repair_patch.dts"; + mass = 1; + elasticity = 0.2; + friction = 0.6; + pickupRadius = 2.0; + pickUpName = "a repair patch"; + alwaysAmbient = true; + + computeCRC = true; + emap = true; + +}; + +function RepairPatch::onCollision(%data,%obj,%col) +{ + if ( %col.getDataBlock().className $= Armor + && %col.getDamageLevel() != 0 + && %col.getState() !$= "Dead" ) + { + if (%col.isMounted()) + return; + + %col.playAudio(0, RepairPatchSound); + %col.applyRepair(0.125); + %obj.respawn(); + if (%col.client > 0) + messageClient(%col.client, 'MsgItemPickup', '\c0You picked up %1.', %data.pickUpName); + } +} + +//---------------------------------------------------------------------------- +// Flag: +//---------------------------------------------------------------------------- +datablock ShapeBaseImageData(FlagImage) +{ + shapeFile = "flag.dts"; + item = Flag; + mountPoint = 2; + offset = "0 0 0"; + + lightType = "PulsingLight"; + lightColor = "0.5 0.5 0.5 1.0"; + lightTime = "1000"; + lightRadius = "3"; + cloakable = false; +}; + +datablock ItemData(Flag) +{ + catagory = "Objectives"; + shapefile = "flag.dts"; + mass = 80; // z0dd - ZOD, 3/27/02. Keep flag from flying all over when damaged. was 55. + elasticity = 0.2; + friction = 0.6; + pickupRadius = 4.0; // z0dd - ZOD, 8/11/02. Was 3 + pickUpName = "a flag"; + computeCRC = true; + + lightType = "PulsingLight"; + lightColor = "0.5 0.5 0.5 1.0"; + lightTime = "1000"; + lightRadius = "3"; + + isInvincible = true; + cmdCategory = "Objectives"; + cmdIcon = CMDFlagIcon; + cmdMiniIconName = "commander/MiniIcons/com_flag_grey"; + targetTypeTag = 'Flag'; + + //used in CTF to mark the flag during a stalemate... + hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey"; + hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey"; + hudRenderModulated[1] = true; + hudRenderAlways[1] = true; + hudRenderCenter[1] = true; + hudRenderDistance[1] = true; + hudRenderName[1] = true; +}; + +//---------------------------------------------------------------------------- +function Flag::onThrow(%data,%obj,%src) +{ + Game.playerDroppedFlag(%src); +} + +function Flag::onAdd(%this, %obj) +{ + // make sure flags play "flapping" ambient thread + Parent::onAdd(%this, %obj); + %obj.playThread($AmbientThread, "ambient"); + + %blocker = new VehicleBlocker() + { + position = %obj.position; + rotation = %obj.rotation; + dimensions = "2 2 4"; + }; + MissionCleanup.add(%blocker); +} + +function Flag::onCollision(%data,%obj,%col) +{ + if (%col.getDataBlock().className $= Armor) + { + if (%col.isMounted()) + return; + + // z0dd - ZOD, 6/13/02. Touch the flag and your invincibility and cloaking goes away. + if(%col.station $= "" && %col.isCloaked()) + { + if( %col.respawnCloakThread !$= "" ) + { + Cancel(%col.respawnCloakThread); + %col.setCloaked( false ); + %col.respawnCloakThread = ""; + } + } + if( %col.client > 0 ) + { + %col.setInvincibleMode(0, 0.00); + %col.setInvincible( false ); + } + + // a player hit the flag + Game.playerTouchFlag(%col, %obj); + } +} + +//---------------------------------------------------------------------------- +// HuntersFlag: +//---------------------------------------------------------------------------- +datablock ShapeBaseImageData(HuntersFlagImage) +{ + shapeFile = "Huntersflag.dts"; + item = Flag; + mountPoint = 2; + offset = "0 0 0"; + + lightType = "PulsingLight"; + lightColor = "0.5 0.5 0.5 1.0"; + lightTime = "1000"; + lightRadius = "3"; +}; + +// 1: red +// 2: blue +// 4: yellow +// 8: green +datablock ItemData(HuntersFlag1) +{ + className = HuntersFlag; + + shapefile = "Huntersflag.dts"; + mass = 80; // z0dd - ZOD, 3/27/02. Keep flag from flying all over when damaged. was 55. + elasticity = 0.2; + friction = 0.6; + pickupRadius = 4.0; // z0dd - ZOD, 8/11/02. Was 3 + isInvincible = true; + pickUpName = "a flag"; + //computeCRC = true; // z0dd - ZOD, 5/18/03. This causes several crc checks, moved. + + lightType = "PulsingLight"; + lightColor = "0.8 0.2 0.2 1.0"; + lightTime = "1000"; + lightRadius = "3"; +}; + +datablock ItemData(HuntersFlag2) : HuntersFlag1 +{ + lightColor = "0.2 0.2 0.8 1.0"; + computeCRC = true; // z0dd - ZOD, 5/18/03. Check this model just once. +}; + +datablock ItemData(HuntersFlag4) : HuntersFlag1 +{ + lightColor = "0.8 0.8 0.2 1.0"; +}; + +datablock ItemData(HuntersFlag8) : HuntersFlag1 +{ + lightColor = "0.2 0.8 0.2 1.0"; +}; + +function HuntersFlag::onRemove(%data, %obj) +{ + // dont want target removed... +} + +function HuntersFlag::onThrow(%data,%obj,%src) +{ + Game.playerDroppedFlag(%src); +} + +function HuntersFlag::onCollision(%data,%obj,%col) +{ + if (%col.getDataBlock().className $= Armor) + { + if (%col.isMounted()) + return; + + // a player hit the flag + Game.playerTouchFlag(%col, %obj); + } +} + +//---------------------------------------------------------------------------- +// Nexus: +//---------------------------------------------------------------------------- +datablock ItemData(Nexus) +{ + catagory = "Objectives"; + shapefile = "nexus_effect.dts"; + mass = 10; + elasticity = 0.2; + friction = 0.6; + pickupRadius = 2; + icon = "CMDNexusIcon"; + targetTypeTag = 'Nexus'; + + computeCRC = true; + +}; + +datablock ParticleData(NexusParticleDenied) +{ + dragCoeffiecient = 0.4; + gravityCoefficient = 3.0; + inheritedVelFactor = 0.0; + + lifetimeMS = 1200; + lifetimeVarianceMS = 400; + + textureName = "particleTest"; + + useInvAlpha = false; + spinRandomMin = -200.0; + spinRandomMax = 200.0; + + colors[0] = "0.3 0.0 0.0 1.0"; + colors[1] = "0.5 0.0 0.0 0.5"; + colors[2] = "0.7 0.0 0.0 0.0"; + sizes[0] = 0.2; + sizes[1] = 0.1; + sizes[2] = 0.0; + times[0] = 0.0; + times[1] = 0.5; + times[2] = 1.0; +}; + +datablock ParticleEmitterData(NexusParticleDeniedEmitter) +{ + ejectionPeriodMS = 2; + ejectionOffset = 0.2; + periodVarianceMS = 0.5; + ejectionVelocity = 10.0; + velocityVariance = 4.0; + thetaMin = 0.0; + thetaMax = 30.0; + lifetimeMS = 0; + + particles = "NexusParticleDenied"; +}; + +datablock ParticleData(NexusParticleCap) +{ + dragCoeffiecient = 0.4; + gravityCoefficient = 3.0; + inheritedVelFactor = 0.0; + + lifetimeMS = 1200; + lifetimeVarianceMS = 400; + + textureName = "particleTest"; + + useInvAlpha = false; + spinRandomMin = -200.0; + spinRandomMax = 200.0; + + colors[0] = "0.5 0.8 0.2 1.0"; + colors[1] = "0.6 0.9 0.3 1.0"; + colors[2] = "0.7 1.0 0.4 1.0"; + sizes[0] = 0.2; + sizes[1] = 0.1; + sizes[2] = 0.0; + times[0] = 0.0; + times[1] = 0.5; + times[2] = 1.0; +}; + +datablock ParticleEmitterData(NexusParticleCapEmitter) +{ + ejectionPeriodMS = 2; + ejectionOffset = 0.5; + periodVarianceMS = 0.5; + ejectionVelocity = 10.0; + velocityVariance = 4.0; + thetaMin = 0.0; + thetaMax = 30.0; + lifetimeMS = 0; + + particles = "NexusParticleCap"; +}; + +//---------------------------------------------------------------------------- + +function getVector(%string, %num) +{ + %start = %num * 3; + return getWords(%string,%start, %start + 2); +} + +// -------------------------------------------- +// explosion datablock +// -------------------------------------------- + +datablock ExplosionData(DeployablesExplosion) +{ + soundProfile = DeployablesExplosionSound; + faceViewer = true; + + explosionShape = "effect_plasma_explosion.dts"; + sizes[0] = "0.2 0.2 0.2"; + sizes[1] = "0.3 0.3 0.3"; +}; + +$TeamDeployableMax[TargetBeacon] = 10; +$TeamDeployableMax[MarkerBeacon] = 20; + +datablock ItemData(Beacon) +{ + className = HandInventory; + catagory = "Misc"; + shapeFile = "beacon.dts"; + mass = 1; + elasticity = 0.2; + friction = 0.8; + pickupRadius = 1; + pickUpName = "a deployable beacon"; + + computeCRC = true; + +}; + +datablock StaticShapeData(DeployedBeacon) : StaticShapeDamageProfile +{ + shapeFile = "beacon.dts"; + explosion = DeployablesExplosion; + maxDamage = 0.45; + disabledLevel = 0.45; + destroyedLevel = 0.45; + targetNameTag = 'beacon'; + deployedObject = true; + dynamicType = $TypeMasks::SensorObjectType; + debrisShapeName = "debris_generic_small.dts"; + debris = SmallShapeDebris; + damageScale[$DamageType::Mine] = 1.0; // z0dd - ZOD, 5/17/03. Kill beacons that mark mines. +}; + +function DeployedBeacon::onDestroyed(%data, %obj, %prevState) +{ + if(%obj.getBeaconType() $= "friend") + %bType = "MarkerBeacon"; + else + %bType = "TargetBeacon"; + $TeamDeployedCount[%obj.team, %bType]--; + %obj.schedule(500, delete); +} + +function Beacon::onUse(%data, %obj) +{ + // look for 3 meters along player's viewpoint for interior or terrain + %searchRange = 3.0; + %mask = $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType; + // get the eye vector and eye transform of the player + %eyeVec = %obj.getEyeVector(); + %eyeTrans = %obj.getEyeTransform(); + // extract the position of the player's camera from the eye transform (first 3 words) + %eyePos = posFromTransform(%eyeTrans); + // normalize the eye vector + %nEyeVec = VectorNormalize(%eyeVec); + // scale (lengthen) the normalized eye vector according to the search range + %scEyeVec = VectorScale(%nEyeVec, %searchRange); + // add the scaled & normalized eye vector to the position of the camera + %eyeEnd = VectorAdd(%eyePos, %scEyeVec); + // see if anything gets hit + %searchResult = containerRayCast(%eyePos, %eyeEnd, %mask, 0); + if(!%searchResult ) + { + // no terrain/interior collision within search range + if(%obj.inv[%data.getName()] > 0) + messageClient(%obj.client, 'MsgBeaconNoSurface', '\c2Cannot place beacon. Too far from surface.'); + return 0; + } + else + { + %searchObj = GetWord(%searchResult, 0); + if(%searchObj.getType() & ($TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType) ) + { + // if there's already a beacon where player is aiming, switch its type + // otherwise, player can't deploy a beacon there + if(%searchObj.getDataBlock().getName() $= DeployedBeacon) + switchBeaconType(%searchObj); + else + messageClient(%obj.client, 'MsgBeaconNoSurface', '\c2Cannot place beacon. Not a valid surface.'); + return 0; + } + else if(%obj.inv[%data.getName()] <= 0) + return 0; + } + // newly deployed beacons default to "target" type + if($TeamDeployedCount[%obj.team, TargetBeacon] >= $TeamDeployableMax[TargetBeacon]) + { + messageClient(%obj.client, 'MsgDeployFailed', '\c2Your team\'s control network has reached its capacity for this item.~wfx/misc/misc.error.wav'); + return 0; + } + %terrPt = posFromRaycast(%searchResult); + %terrNrm = normalFromRaycast(%searchResult); + + %intAngle = getTerrainAngle(%terrNrm); // getTerrainAngle() function found in staticShape.cs + %rotAxis = vectorNormalize(vectorCross(%terrNrm, "0 0 1")); + if (getWord(%terrNrm, 2) == 1 || getWord(%terrNrm, 2) == -1) + %rotAxis = vectorNormalize(vectorCross(%terrNrm, "0 1 0")); + %rotation = %rotAxis @ " " @ %intAngle; + + %obj.decInventory(%data, 1); + %depBeac = new BeaconObject() { + dataBlock = "DeployedBeacon"; + position = VectorAdd(%terrPt, VectorScale(%terrNrm, 0.05)); + rotation = %rotation; + }; + $TeamDeployedCount[%obj.team, TargetBeacon]++; + + %depBeac.playThread($AmbientThread, "ambient"); + %depBeac.team = %obj.team; + %depBeac.sourceObject = %obj; + + // give it a team target + %depBeac.setTarget(%depBeac.team); + MissionCleanup.add(%depBeac); +} + +function switchBeaconType(%beacon) +{ + if(%beacon.getBeaconType() $= "friend") + { + // switch from marker beacon to target beacon + if($TeamDeployedCount[%beacon.team, TargetBeacon] >= $TeamDeployableMax[TargetBeacon]) + { + messageClient(%beacon.sourceObject.client, 'MsgDeployFailed', '\c2Your team\'s control network has reached its capacity for this item.~wfx/misc/misc.error.wav'); + return 0; + } + %beacon.setBeaconType(enemy); + $TeamDeployedCount[%beacon.team, MarkerBeacon]--; + $TeamDeployedCount[%beacon.team, TargetBeacon]++; + } + else + { + // switch from target beacon to marker beacon + if($TeamDeployedCount[%beacon.team, MarkerBeacon] >= $TeamDeployableMax[MarkerBeacon]) + { + messageClient(%beacon.sourceObject.client, 'MsgDeployFailed', '\c2Your team\'s control network has reached its capacity for this item.~wfx/misc/misc.error.wav'); + return 0; + } + %beacon.setBeaconType(friend); + $TeamDeployedCount[%beacon.team, TargetBeacon]--; + $TeamDeployedCount[%beacon.team, MarkerBeacon]++; + } +} \ No newline at end of file