TribesReplay/base/scripts/inventoryHud.cs
Robert MacGregor 7f1fccfdff v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.

- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.

- (bug fix) Immersion iForce force feedback mouse is now working properly again.

- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.

- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.

- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.

- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)

- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.

- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.

- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.

- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.

- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.

- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.

- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.

- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)

- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.

- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.

- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.

- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.

- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.

- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.

- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.

- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)

- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.

- (improvement) Old Password is now required in order to enter a New Password when editing your account.

- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.

- (improvement) Made more room for player names to display on the Server Info box.

- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)

- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.

- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)

- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.

- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.

- (improvement) Added observer points to Tombstone (it previously had none).

- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)

- (community) Player histories are now accurate.

- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00

1018 lines
35 KiB
C#

//------------------------------------------------------------------------------
function setUpFavPrefs()
{
if($pref::FavCurrentSelect $= "")
$pref::FavCurrentSelect = 0;
for(%i = 0; %i < 10; %i++)
{
if($pref::FavNames[%i] $= "")
$pref::FavNames[%i] = "Favorite " @ %i + 1;
if($pref::Favorite[%i] $= "")
$pref::Favorite[%i] = "armor\tLight Armor";
}
if($pref::FavCurrentList $= "")
$pref::FavCurrentList = 0;
}
$FavCurrent = 0;
setUpFavPrefs();
$InvArmor[0] = "Scout";
$InvArmor[1] = "Assault";
$InvArmor[2] = "Juggernaut";
$NameToInv["Scout"] = "Light";
$NameToInv["Assault"] = "Medium";
$NameToInv["Juggernaut"] = "Heavy";
$InvWeapon[0] = "Blaster";
$InvWeapon[1] = "Plasma Rifle";
$InvWeapon[2] = "Chaingun";
$InvWeapon[3] = "Spinfusor";
$InvWeapon[4] = "Grenade Launcher";
$InvWeapon[5] = "Laser Rifle";
$InvWeapon[6] = "ELF Projector";
$InvWeapon[7] = "Fusion Mortar";
$InvWeapon[8] = "Missile Launcher";
$InvWeapon[9] = "Shocklance";
//$InvWeapon[10] = "Targeting Laser";
$NameToInv["Blaster"] = "Blaster";
$NameToInv["Plasma Rifle"] = "Plasma";
$NameToInv["Chaingun"] = "Chaingun";
$NameToInv["Spinfusor"] = "Disc";
$NameToInv["Grenade Launcher"] = "GrenadeLauncher";
$NameToInv["Laser Rifle"] = "SniperRifle";
$NameToInv["ELF Projector"] = "ELFGun";
$NameToInv["Fusion Mortar"] = "Mortar";
$NameToInv["Missile Launcher"] = "MissileLauncher";
$NameToInv["Shocklance"] = "ShockLance";
//$NameToInv["Targeting Laser"] = "TargetingLaser";
$InvPack[0] = "Energy Pack";
$InvPack[1] = "Repair Pack";
$InvPack[2] = "Shield Pack";
$InvPack[3] = "Cloak Pack";
$InvPack[4] = "Sensor Jammer Pack";
$InvPack[5] = "Ammunition Pack";
$InvPack[6] = "Satchel Charge";
$InvPack[7] = "Motion Sensor Pack";
$InvPack[8] = "Pulse Sensor Pack";
$InvPack[9] = "Inventory Station";
$InvPack[10] = "Landspike Turret";
$InvPack[11] = "Spider Clamp Turret";
$InvPack[12] = "ELF Turret Barrel";
$InvPack[13] = "Mortar Turret Barrel";
$InvPack[14] = "Plasma Turret Barrel";
$InvPack[15] = "AA Turret Barrel";
$InvPack[16] = "Missile Turret Barrel";
// non-team mission pack choices (DM, Hunters, Rabbit)
$NTInvPack[0] = "Energy Pack";
$NTInvPack[1] = "Repair Pack";
$NTInvPack[2] = "Shield Pack";
$NTInvPack[3] = "Cloak Pack";
$NTInvPack[4] = "Sensor Jammer Pack";
$NTInvPack[5] = "Ammunition Pack";
$NTInvPack[6] = "Satchel Charge";
$NTInvPack[7] = "Motion Sensor Pack";
$NTInvPack[8] = "Pulse Sensor Pack";
$NTInvPack[9] = "Inventory Station";
$NameToInv["Energy Pack"] = "EnergyPack";
$NameToInv["Repair Pack"] = "RepairPack";
$NameToInv["Shield Pack"] = "ShieldPack";
$NameToInv["Cloak Pack"] = "CloakingPack";
$NameToInv["Sensor Jammer Pack"] = "SensorJammerPack";
$NameToInv["Ammunition Pack"] = "AmmoPack";
$NameToInv["Satchel Charge"] = "SatchelCharge";
$NameToInv["Motion Sensor Pack"] = "MotionSensorDeployable";
$NameToInv["Pulse Sensor Pack"] = "PulseSensorDeployable";
$NameToInv["Inventory Station"] = "InventoryDeployable";
$NameToInv["Landspike Turret"] = "TurretOutdoorDeployable";
$NameToInv["Spider Clamp Turret"] = "TurretIndoorDeployable";
$NameToInv["ELF Turret Barrel"] = "ELFBarrelPack";
$NameToInv["Mortar Turret Barrel"] = "MortarBarrelPack";
$NameToInv["Plasma Turret Barrel"] = "PlasmaBarrelPack";
$NameToInv["AA Turret Barrel"] = "AABarrelPack";
$NameToInv["Missile Turret Barrel"] = "MissileBarrelPack";
$InvGrenade[0] = "Grenade";
$InvGrenade[1] = "Whiteout Grenade";
$InvGrenade[2] = "Concussion Grenade";
$InvGrenade[3] = "Flare Grenade";
$InvGrenade[4] = "Deployable Camera";
$NameToInv["Grenade"] = "Grenade";
$NameToInv["Whiteout Grenade"] = "FlashGrenade";
$NameToInv["Concussion Grenade"] = "ConcussionGrenade";
$NameToInv["Flare Grenade"] = "FlareGrenade";
$NameToInv["Deployable Camera"] = "CameraGrenade";
$InvMine[0] = "Mine";
$NameToInv["Mine"] = "Mine";
//$InvBanList[DeployInv, "ElfBarrelPack"] = 1;
//$InvBanList[DeployInv, "MortarBarrelPack"] = 1;
//$InvBanList[DeployInv, "PlasmaBarrelPack"] = 1;
//$InvBanList[DeployInv, "AABarrelPack"] = 1;
//$InvBanList[DeployInv, "MissileBarrelPack"] = 1;
$InvBanList[DeployInv, "InventoryDeployable"] = 1;
//------------------------------------------------------------------------------
function InventoryScreen::loadHud( %this, %tag )
{
$Hud[%tag] = InventoryScreen;
$Hud[%tag].childGui = INV_Root;
$Hud[%tag].parent = INV_Root;
}
//------------------------------------------------------------------------------
function InventoryScreen::setupHud( %this, %tag )
{
%favListStart = $pref::FavCurrentList * 10;
%this.selId = $pref::FavCurrentSelect - %favListStart + 1;
// Add the list menu:
$Hud[%tag].staticData[0, 0] = new ShellPopupMenu(INV_ListMenu)
{
profile = "ShellPopupProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "16 313";
extent = "170 36";
minExtent = "8 8";
visible = "1";
setFirstResponder = "0";
modal = "1";
helpTag = "0";
maxPopupHeight = "220";
text = "";
};
// Add favorite tabs:
for( %i = 0; %i < 10; %i++ )
{
%yOffset = ( %i * 30 ) + 10;
$Hud[%tag].staticData[0, %i + 1] = new ShellTabButton() {
profile = "ShellTabProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "4 " @ %yOffset;
extent = "206 38";
minExtent = "8 8";
visible = "1";
setFirstResponder = "0";
modal = "1";
helpTag = "0";
command = "InventoryScreen.onTabSelect(" @ %favListStart + %i @ ");";
text = strupr( $pref::FavNames[%favListStart + %i] );
};
$Hud[%tag].staticData[0, %i + 1].setValue( ( %favListStart + %i ) == $pref::FavCurrentSelect );
$Hud[%tag].parent.add( $Hud[%tag].staticData[0, %i + 1] );
}
%text = "Favorites " @ %favListStart + 1 SPC "-" SPC %favListStart + 10;
$Hud[%tag].staticData[0, 0].onSelect( $pref::FavCurrentList, %text, true );
$Hud[%tag].parent.add( $Hud[%tag].staticData[0, 0] );
// Add the SAVE button:
$Hud[%tag].staticData[1, 0] = new ShellBitmapButton()
{
profile = "ShellButtonProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "409 295";
extent = "75 38";
minExtent = "8 8";
visible = "1";
setFirstResponder = "0";
modal = "1";
helpTag = "0";
command = "saveFavorite();";
text = "SAVE";
};
// Add the name edit control:
$Hud[%tag].staticData[1, 1] = new ShellTextEditCtrl()
{
profile = "NewTextEditProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "217 295";
extent = "196 38";
minExtent = "8 8";
visible = "1";
altCommand = "saveFavorite()";
setFirstResponder = "1";
modal = "1";
helpTag = "0";
historySize = "0";
maxLength = "16";
};
$Hud[%tag].staticData[1, 1].setValue( $pref::FavNames[$pref::FavCurrentSelect] );
$Hud[%tag].parent.add( $Hud[%tag].staticData[1, 0] );
$Hud[%tag].parent.add( $Hud[%tag].staticData[1, 1] );
}
//------------------------------------------------------------------------------
function InventoryScreen::addLine( %this, %tag, %lineNum, %type, %count )
{
$Hud[%tag].count = %count;
// Add label:
%yOffset = ( %lineNum * 30 ) + 28;
$Hud[%tag].data[%lineNum, 0] = new GuiTextCtrl()
{
profile = "ShellTextRightProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "228 " @ %yOffset;
extent = "80 22";
minExtent = "8 8";
visible = "1";
setFirstResponder = "0";
modal = "1";
helpTag = "0";
text = "";
};
// Add drop menu:
$Hud[%tag].data[%lineNum, 1] = new ShellPopupMenu(INV_Menu)
{
profile = "ShellPopupProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "305 " @ %yOffset - 9;
extent = "180 36";
minExtent = "8 8";
visible = "1";
setFirstResponder = "0";
modal = "1";
helpTag = "0";
maxPopupHeight = "200";
text = "";
type = %type;
};
return 2;
}
//------------------------------------------------------------------------------
function InventoryScreen::updateHud( %this, %client, %tag )
{
%noSniperRifle = true;
%armor = getArmorDatablock( %client, $NameToInv[%client.favorites[0]] );
if ( %client.lastArmor !$= %armor )
{
%client.lastArmor = %armor;
for ( %x = 0; %x < %client.lastNumFavs; %x++ )
messageClient( %client, 'RemoveLineHud', "", 'inventoryScreen', %x );
%setLastNum = true;
}
%cmt = $CurrentMissionType;
//Create - ARMOR - List
%armorList = %client.favorites[0];
for ( %y = 0; $InvArmor[%y] !$= ""; %y++ )
if ( $InvArmor[%y] !$= %client.favorites[0] )
%armorList = %armorList TAB $InvArmor[%y];
//Create - WEAPON - List
for ( %y = 0; $InvWeapon[%y] !$= ""; %y++ )
{
%notFound = true;
for ( %i = 0; %i < getFieldCount( %client.weaponIndex ); %i++ )
{
%WInv = $NameToInv[$InvWeapon[%y]];
if ( ( $InvWeapon[%y] $= %client.favorites[getField( %client.weaponIndex,%i )] ) || !%armor.max[%WInv] )
{
%notFound = false;
break;
}
else if ( "SniperRifle" $= $NameToInv[%client.favorites[getField( %client.weaponIndex,%i )]] )
{
%noSniperRifle = false;
%packList = "noSelect\tEnergy Pack\tEnergy Pack must be used when \tLaser Rifle is selected!";
%client.favorites[getField(%client.packIndex,0)] = "Energy Pack";
}
}
if ( !($InvBanList[%cmt, %WInv]) )
{
if ( %notFound && %weaponList $= "" )
%weaponList = $InvWeapon[%y];
else if ( %notFound )
%weaponList = %weaponList TAB $InvWeapon[%y];
}
}
//Create - PACK - List
if ( %noSniperRifle )
{
if ( getFieldCount( %client.packIndex ) )
%packList = %client.favorites[getField( %client.packIndex, 0 )];
else
{
%packList = "EMPTY";
%client.numFavs++;
}
for ( %y = 0; $InvPack[%y] !$= ""; %y++ )
{
%PInv = $NameToInv[$InvPack[%y]];
if ( ( $InvPack[%y] !$= %client.favorites[getField( %client.packIndex, 0 )]) &&
%armor.max[%PInv] && !($InvBanList[%cmt, %PInv]))
%packList = %packList TAB $Invpack[%y];
}
}
//Create - GRENADE - List
for ( %y = 0; $InvGrenade[%y] !$= ""; %y++ )
{
%notFound = true;
for(%i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++)
{
%GInv = $NameToInv[$InvGrenade[%y]];
if ( ( $InvGrenade[%y] $= %client.favorites[getField( %client.grenadeIndex, %i )] ) || !%armor.max[%GInv] )
{
%notFound = false;
break;
}
}
if ( !($InvBanList[%cmt, %GInv]) )
{
if ( %notFound && %grenadeList $= "" )
%grenadeList = $InvGrenade[%y];
else if ( %notFound )
%grenadeList = %grenadeList TAB $InvGrenade[%y];
}
}
//Create - MINE - List
for ( %y = 0; $InvMine[%y] !$= "" ; %y++ )
{
%notFound = true;
%MInv = $NameToInv[$InvMine[%y]];
for ( %i = 0; %i < getFieldCount( %client.mineIndex ); %i++ )
if ( ( $InvMine[%y] $= %client.favorites[getField( %client.mineIndex, %i )] ) || !%armor.max[%MInv] )
{
%notFound = false;
break;
}
if ( !($InvBanList[%cmt, %MInv]) )
{
if ( %notFound && %mineList $= "" )
%mineList = $InvMine[%y];
else if ( %notFound )
%mineList = %mineList TAB $InvMine[%y];
}
}
%client.numFavsCount++;
messageClient( %client, 'SetLineHud', "", %tag, 0, "Armor:", %armorList, armor, %client.numFavsCount );
%lineCount = 1;
for ( %x = 0; %x < %armor.maxWeapons; %x++ )
{
%client.numFavsCount++;
if ( %x < getFieldCount( %client.weaponIndex ) )
{
%list = %client.favorites[getField( %client.weaponIndex,%x )];
if ( %list $= Invalid )
{
%client.favorites[%client.numFavs] = "INVALID";
%client.weaponIndex = %client.weaponIndex TAB %client.numFavs;
}
}
else
{
%list = "EMPTY";
%client.favorites[%client.numFavs] = "EMPTY";
%client.weaponIndex = %client.weaponIndex TAB %client.numFavs;
%client.numFavs++;
}
if ( %list $= empty )
%list = %list TAB %weaponList;
else
%list = %list TAB %weaponList TAB "EMPTY";
messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Weapon Slot " @ %x + 1 @ ": ", %list , weapon, %client.numFavsCount );
}
%lineCount = %lineCount + %armor.maxWeapons;
%client.numFavsCount++;
if ( getField( %packList, 0 ) !$= empty && %noSniperRifle )
%packList = %packList TAB "EMPTY";
%packText = %packList;
%packOverFlow = "";
if ( strlen( %packList ) > 255 )
{
%packText = getSubStr( %packList, 0, 255 );
%packOverFlow = getSubStr( %packList, 255, 512 );
}
messageClient( %client, 'SetLineHud', "", %tag, %lineCount, "Pack:", %packText, pack, %client.numFavsCount, %packOverFlow );
%lineCount++;
for( %x = 0; %x < %armor.maxGrenades; %x++ )
{
%client.numFavsCount++;
if ( %x < getFieldCount( %client.grenadeIndex ) )
{
%list = %client.favorites[getField( %client.grenadeIndex, %x )];
if (%list $= Invalid)
{
%client.favorites[%client.numFavs] = "INVALID";
%client.grenadeIndex = %client.grenadeIndex TAB %client.numFavs;
}
}
else
{
%list = "EMPTY";
%client.favorites[%client.numFavs] = "EMPTY";
%client.grenadeIndex = %client.grenadeIndex TAB %client.numFavs;
%client.numFavs++;
}
if ( %list $= empty )
%list = %list TAB %grenadeList;
else
%list = %list TAB %grenadeList TAB "EMPTY";
messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Grenade:", %list, grenade, %client.numFavsCount );
}
%lineCount = %lineCount + %armor.maxGrenades;
for ( %x = 0; %x < %armor.maxMines; %x++ )
{
%client.numFavsCount++;
if ( %x < getFieldCount( %client.mineIndex ) )
{
%list = %client.favorites[getField( %client.mineIndex, %x )];
if ( %list $= Invalid )
{
%client.favorites[%client.numFavs] = "INVALID";
%client.mineIndex = %client.mineIndex TAB %client.numFavs;
}
}
else
{
%list = "EMPTY";
%client.favorites[%client.numFavs] = "EMPTY";
%client.mineIndex = %client.mineIndex TAB %client.numFavs;
%client.numFavs++;
}
if ( %list !$= Invalid )
{
if ( %list $= empty )
%list = %list TAB %mineList;
else if ( %mineList !$= "" )
%list = %list TAB %mineList TAB "EMPTY";
else
%list = %list TAB "EMPTY";
}
messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Mine:", %list, mine, %client.numFavsCount );
}
if ( %setLastNum )
%client.lastNumFavs = %client.numFavs;
}
//------------------------------------------------------------------------------
function buyFavorites(%client)
{
// don't forget -- for many functions, anything done here also needs to be done
// below in buyDeployableFavorites !!!
%client.player.clearInventory();
%client.setWeaponsHudClearAll();
%cmt = $CurrentMissionType;
%curArmor = %client.player.getDatablock();
%curDmgPct = getDamagePercent(%curArmor.maxDamage, %client.player.getDamageLevel());
// armor
%client.armor = $NameToInv[%client.favorites[0]];
%client.player.setArmor( %client.armor );
%newArmor = %client.player.getDataBlock();
%client.player.setDamageLevel(%curDmgPct * %newArmor.maxDamage);
%weaponCount = 0;
// weapons
for(%i = 0; %i < getFieldCount( %client.weaponIndex ); %i++)
{
%inv = $NameToInv[%client.favorites[getField( %client.weaponIndex, %i )]];
if( %inv !$= "" )
{
%weaponCount++;
%client.player.setInventory( %inv, 1 );
}
switch$ ( %inv )
{
case Plasma:
%client.player.setInventory( PlasmaAmmo, 400 );
case Disc:
%client.player.setInventory( DiscAmmo, 400 );
case GrenadeLauncher:
%client.player.setInventory( GrenadeLauncherAmmo, 400 );
case Mortar:
%client.player.setInventory( MortarAmmo, 400 );
case MissileLauncher:
%client.player.setInventory( MissileLauncherAmmo, 400 );
case Chaingun:
%client.player.setInventory( ChaingunAmmo, 400 );
}
}
%client.player.weaponCount = %weaponCount;
// pack
%pCh = $NameToInv[%client.favorites[%client.packIndex]];
if ( %pCh $= "" )
%client.clearBackpackIcon();
else
%client.player.setInventory( %pCh, 1 );
// if this pack is a deployable that has a team limit, warn the purchaser
// if it's a deployable turret, the limit depends on the number of players (deployables.cs)
if(%pCh $= "TurretIndoorDeployable" || %pCh $= "TurretOutdoorDeployable")
%maxDep = countTurretsAllowed(%pCh);
else
%maxDep = $TeamDeployableMax[%pCh];
if(%maxDep !$= "")
{
%depSoFar = $TeamDeployedCount[%client.player.team, %pCh];
%packName = %client.favorites[%client.packIndex];
if(Game.numTeams > 1)
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep SPC %packName@"s deployed.";
else
%msTxt = "You have deployed "@%depSoFar@" of "@%maxDep SPC %packName@"s.";
messageClient(%client, 'MsgTeamDepObjCount', %msTxt);
}
// grenades
for ( %i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++ )
%client.player.setInventory( $NameToInv[%client.favorites[getField( %client.grenadeIndex,%i )]], 30 );
// if player is buying cameras, show how many are already deployed
if(%client.favorites[%client.grenadeIndex] $= "Deployable Camera")
{
%maxDep = $TeamDeployableMax[DeployedCamera];
%depSoFar = $TeamDeployedCount[%client.player.team, DeployedCamera];
if(Game.numTeams > 1)
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep@" Deployable Cameras placed.";
else
%msTxt = "You have placed "@%depSoFar@" of "@%maxDep@" Deployable Cameras.";
messageClient(%client, 'MsgTeamDepObjCount', %msTxt);
}
// mines
for ( %i = 0; %i < getFieldCount( %client.mineIndex ); %i++ )
%client.player.setInventory( $NameToInv[%client.favorites[getField( %client.mineIndex,%i )]], 30 );
// miscellaneous stuff -- Repair Kit, Beacons, Targeting Laser
if ( !($InvBanList[%cmt, RepairKit]) )
%client.player.setInventory( RepairKit, 1 );
if ( !($InvBanList[%cmt, Beacon]) )
%client.player.setInventory( Beacon, 400 );
if ( !($InvBanList[%cmt, TargetingLaser]) )
%client.player.setInventory( TargetingLaser, 1 );
// ammo pack pass -- hack! hack!
if( %pCh $= "AmmoPack" )
invAmmoPackPass(%client);
}
//------------------------------------------------------------------------------
function buyDeployableFavorites(%client)
{
%player = %client.player;
%prevPack = %player.getMountedImage($BackpackSlot);
%player.clearInventory();
%client.setWeaponsHudClearAll();
%cmt = $CurrentMissionType;
// players cannot buy armor from deployable inventory stations
%weapCount = 0;
for ( %i = 0; %i < getFieldCount( %client.weaponIndex ); %i++ )
{
%inv = $NameToInv[%client.favorites[getField( %client.weaponIndex, %i )]];
if ( !($InvBanList[DeployInv, %inv]) )
{
%player.setInventory( %inv, 1 );
// increment weapon count if current armor can hold this weapon
if(%player.getDatablock().max[%inv] > 0)
%weapCount++;
switch$ ( %inv )
{
case Plasma:
%player.setInventory( PlasmaAmmo,400 );
case Disc:
%player.setInventory( DiscAmmo, 400 );
case GrenadeLauncher:
%player.setInventory( GrenadeLauncherAmmo, 400 );
case Mortar:
%player.setInventory( MortarAmmo, 400 );
case MissileLauncher:
%player.setInventory( MissileLauncherAmmo, 400 );
case Chaingun:
%player.setInventory( ChaingunAmmo, 400 );
}
if(%weapCount >= %player.getDatablock().maxWeapons)
break;
}
}
%player.weaponCount = %weapCount;
// give player the grenades and mines they chose, beacons, and a repair kit
for ( %i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++)
{
%GInv = $NameToInv[%client.favorites[getField( %client.grenadeIndex, %i )]];
if ( !($InvBanList[DeployInv, %GInv]) )
%player.setInventory( %GInv, 30 );
}
// if player is buying cameras, show how many are already deployed
if(%client.favorites[%client.grenadeIndex] $= "Deployable Camera")
{
%maxDep = $TeamDeployableMax[DeployedCamera];
%depSoFar = $TeamDeployedCount[%client.player.team, DeployedCamera];
if(Game.numTeams > 1)
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep@" Deployable Cameras placed.";
else
%msTxt = "You have placed "@%depSoFar@" of "@%maxDep@" Deployable Cameras.";
messageClient(%client, 'MsgTeamDepObjCount', %msTxt);
}
for ( %i = 0; %i < getFieldCount( %client.mineIndex ); %i++ )
{
%MInv = $NameToInv[%client.favorites[getField( %client.mineIndex, %i )]];
if ( !($InvBanList[DeployInv, %MInv]) )
%player.setInventory( %MInv, 30 );
}
if ( !($InvBanList[DeployInv, Beacon]) && !($InvBanList[%cmt, Beacon]) )
%player.setInventory( Beacon, 400 );
if ( !($InvBanList[DeployInv, RepairKit]) && !($InvBanList[%cmt, RepairKit]) )
%player.setInventory( RepairKit, 1 );
if ( !($InvBanList[DeployInv, TargetingLaser]) && !($InvBanList[%cmt, TargetingLaser]) )
%player.setInventory( TargetingLaser, 1 );
// players cannot buy deployable station packs from a deployable inventory station
%packChoice = $NameToInv[%client.favorites[%client.packIndex]];
if ( !($InvBanList[DeployInv, %packChoice]) )
%player.setInventory( %packChoice, 1 );
// if this pack is a deployable that has a team limit, warn the purchaser
// if it's a deployable turret, the limit depends on the number of players (deployables.cs)
if(%packChoice $= "TurretIndoorDeployable" || %packChoice $= "TurretOutdoorDeployable")
%maxDep = countTurretsAllowed(%packChoice);
else
%maxDep = $TeamDeployableMax[%packChoice];
if((%maxDep !$= "") && (%packChoice !$= "InventoryDeployable"))
{
%depSoFar = $TeamDeployedCount[%client.player.team, %packChoice];
%packName = %client.favorites[%client.packIndex];
if(Game.numTeams > 1)
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep SPC %packName@"s deployed.";
else
%msTxt = "You have deployed "@%depSoFar@" of "@%maxDep SPC %packName@"s.";
messageClient(%client, 'MsgTeamDepObjCount', %msTxt);
}
if(%prevPack > 0)
{
// if player had a "forbidden" pack (such as a deployable inventory station)
// BEFORE visiting a deployed inventory station AND still has that pack chosen
// as a favorite, give it back
if((%packChoice $= %prevPack.item) && ($InvBanList[DeployInv, %packChoice]))
%player.setInventory( %prevPack.item, 1 );
}
if(%packChoice $= "AmmoPack")
invAmmoPackPass(%client);
}
function invAmmoPackPass(%client)
{
// "normal" ammo stuff (everything but mines and grenades)
for ( %idx = 0; %idx < $numAmmoItems; %idx++ )
{
%ammo = $AmmoItem[%idx];
%client.player.incInventory(%ammo, AmmoPack.max[%ammo]);
}
//our good friends, the grenade family *SIGH*
// first find out what type of grenade the player has selected
%grenFav = %client.favorites[getField(%client.grenadeIndex, 0)];
if((%grenFav !$= "EMPTY") && (%grenFav !$= "INVALID"))
%client.player.incInventory($NameToInv[%grenFav], AmmoPack.max[$NameToInv[%grenFav]]);
// now the same check for mines
%mineFav = %client.favorites[getField(%client.mineIndex, 0)];
if((%mineFav !$= "EMPTY") && (%mineFav !$= "INVALID") && !($InvBanList[%cmt, Mine]))
%client.player.incInventory($NameToInv[%mineFav], AmmoPack.max[$NameToInv[%mineFav]]);
}
//------------------------------------------------------------------------------
function loadFavorite( %index, %echo )
{
$pref::FavCurrentSelect = %index;
%list = mFloor( %index / 10 );
if ( isObject( $Hud['inventoryScreen'] ) )
{
// Deselect the old tab:
if ( InventoryScreen.selId !$= "" )
$Hud['inventoryScreen'].staticData[0, InventoryScreen.selId].setValue( false );
// Make sure we are looking at the same list:
if ( $pref::FavCurrentList != %list )
{
%favListStart = %list * 10;
%text = "Favorites " @ %favListStart + 1 SPC "-" SPC %favListStart + 10;
$Hud['inventoryScreen'].staticData[0, 0].onSelect( %list, %text, true );
}
// Select the new tab:
%tab = $pref::FavCurrentSelect - ( $pref::FavCurrentList * 10 ) + 1;
InventoryScreen.selId = %tab;
$Hud['inventoryScreen'].staticData[0, %tab].setValue( true );
// Update the Edit Name field:
$Hud['inventoryScreen'].staticData[1, 1].setValue( $pref::FavNames[%index] );
}
if ( %echo )
addMessageHudLine( "Inventory set \"" @ $pref::FavNames[%index] @ "\" selected." );
commandToServer( 'setClientFav', $pref::Favorite[%index] );
}
//------------------------------------------------------------------------------
function saveFavorite()
{
if ( $pref::FavCurrentSelect !$= "" )
{
%favName = $Hud['inventoryScreen'].staticData[1, 1].getValue();
$pref::FavNames[$pref::FavCurrentSelect] = %favName;
$Hud['inventoryScreen'].staticData[0, $pref::FavCurrentSelect - ($pref::FavCurrentList * 10) + 1].setText( strupr( %favName ) );
//$Hud[%tag].staticData[1, 1].setValue( %favName );
%favList = $Hud['inventoryScreen'].data[0, 1].type TAB $Hud['inventoryScreen'].data[0, 1].getValue();
for ( %i = 1; %i < $Hud['inventoryScreen'].count; %i++ )
{
%name = $Hud['inventoryScreen'].data[%i, 1].getValue();
if ( %name $= invalid )
%name = "EMPTY";
%favList = %favList TAB $Hud['inventoryScreen'].data[%i, 1].type TAB %name;
}
$pref::Favorite[$pref::FavCurrentSelect] = %favList;
echo("exporting pref::* to ClientPrefs.cs");
export("$pref::*", "prefs/ClientPrefs.cs", False);
}
// else
// addMessageHudLine("Must First Select A Favorite Button.");
}
//------------------------------------------------------------------------------
function addQuickPackFavorite( %pack, %item )
{
// this has been such a success it has been changed to handle grenades
// and other equipment as well as packs so everything seems to be called 'pack'
// including the function itself. The default IS pack
if(%item $= "")
%item = "Pack";
%packFailMsg = "You cannot use that equipment with your selected loadout.";
if ( !isObject($Hud['inventoryScreen'].staticData[1, 1]) || $Hud['inventoryScreen'].staticData[1, 1].getValue() $= "" )
{
//if the player hasnt brought up the inv screen we use his current fav
%currentFav = $pref::Favorite[$pref::FavCurrentSelect];
//echo(%currentFav);
for ( %i = 0; %i < getFieldCount( %currentFav ); %i++ )
{
%type = getField( %currentFav, %i );
%equipment = getField( %currentFav, %i++ );
%invalidPack = checkPackValidity(%pack, %equipment, %item );
if(%invalidPack)
{
addMessageHudLine( %packFailMsg );
return;
}
// Success--------------------------------------------------
if ( %type $= %item )
%favList = %favList @ %type TAB %pack @ "\t";
else
%favList = %favList @ %type TAB %equipment @ "\t";
}
//echo(%favList);
}
else
{
//otherwise we go with whats on the invScreen (even if its asleep)
%armor = $Hud['inventoryScreen'].data[0, 1].getValue();
// check pack validity with armor
%invalidPack = checkPackValidity(%pack, %armor, %item );
if(%invalidPack)
{
addMessageHudLine( %packFailMsg );
return;
}
%favList = $Hud['inventoryScreen'].data[0, 1].type TAB %armor;
for ( %i = 1; %i < $Hud['inventoryScreen'].count; %i++ )
{
//echo( $Hud['inventoryScreen'].Data[%i, 1].type);
%type = $Hud['inventoryScreen'].data[%i, 1].type;
%equipment = $Hud['inventoryScreen'].data[%i, 1].getValue();
if(%type $= %item)
%equipment = %pack;
// Special Cases again------------------------------------------------
%invalidPack = checkPackValidity(%pack, %equipment, %item );
if(%invalidPack)
{
addMessageHudLine( %packFailMsg );
return;
}
%favList = %favList TAB %type TAB %equipment;
}
//echo(%favList);
}
commandToServer( 'setClientFav', %favList );
//we message the player real nice like
addMessageHudLine( "Inventory updated to " @ %pack @ "." );
}
function checkPackValidity(%pack, %equipment, %item)
{
//echo("validityChecking:" SPC %pack SPC %equipment);
// this is mostly for ease of mod makers
// this is the base restrictions stuff
// for your mod just overwrite this function and
// change the restrictions and onlyUses
// you must have #1 to use #2
//%restrict[#1, #2] = true;
%restrict["Scout", "Inventory Station"] = true;
%restrict["Scout", "Landspike Turret"] = true;
%restrict["Scout", "Spider Clamp Turret"] = true;
%restrict["Scout", "ELF Turret Barrel"] = true;
%restrict["Scout", "Mortar Turret Barrel"] = true;
%restrict["Scout", "AA Turret Barrel"] = true;
%restrict["Scout", "Plasma Turret Barrel"] = true;
%restrict["Scout", "Missile Turret Barrel"] = true;
%restrict["Assault", "Cloak Pack"] = true;
%restrict["Juggernaut", "Cloak Pack"] = true;
// you can only use #1 if you have a #2 of type #3
//%require[#1] = #2 TAB #3;
%require["Laser Rifle"] = "Pack" TAB "Energy Pack";
if(%restrict[%equipment, %pack] )
return true;
else if(%require[%equipment] !$="" )
{
if(%item $= getField(%require[%equipment], 0) )
{
if(%pack !$= getField(%require[%equipment], 1) )
return true;
}
}
}
//------------------------------------------------------------------------------
function setDefaultInventory(%client)
{
commandToClient(%client,'InitLoadClientFavorites');
}
//------------------------------------------------------------------------------
function checkInventory( %client, %text )
{
%armor = getArmorDatablock( %client, $NameToInv[getField( %text, 1 )] );
%list = getField( %text, 0 ) TAB getField( %text, 1 );
%cmt = $CurrentMissionType;
for( %i = 3; %i < getFieldCount( %text ); %i = %i + 2 )
{
%inv = $NameToInv[getField(%text,%i)];
if ( (( %armor.max[%inv] && !($InvBanList[%cmt, %inv]) ) ||
getField( %text, %i ) $= Empty || getField( %text, %i ) $= Invalid)
&& (($InvTotalCount[getField( %text, %i - 1 )] - $BanCount[getField( %text, %i - 1 )]) > 0))
%list = %list TAB getField( %text, %i - 1 ) TAB getField( %text, %i );
else if( $InvBanList[%cmt, %inv] || %inv $= empty || %inv $= "")
%list = %list TAB getField( %text, %i - 1 ) TAB "INVALID";
}
return %list;
}
//------------------------------------------------------------------------------
function getArmorDatablock(%client, %size)
{
if ( %client.race $= "Bioderm" )
%armor = %size @ "Male" @ %client.race @ Armor;
else
%armor = %size @ %client.sex @ %client.race @ Armor;
return %armor;
}
//------------------------------------------------------------------------------
function InventoryScreen::onWake(%this)
{
if ( $HudHandle['inventoryScreen'] !$= "" )
alxStop( $HudHandle['inventoryScreen'] );
alxPlay(HudInventoryActivateSound, 0, 0, 0);
$HudHandle['inventoryScreen'] = alxPlay(HudInventoryHumSound, 0, 0, 0);
if ( isObject( hudMap ) )
{
hudMap.pop();
hudMap.delete();
}
new ActionMap( hudMap );
hudMap.blockBind( moveMap, toggleScoreScreen );
hudMap.blockBind( moveMap, toggleCommanderMap );
hudMap.bindCmd( keyboard, escape, "", "InventoryScreen.onDone();" );
hudMap.push();
}
//------------------------------------------------------------------------------
function InventoryScreen::onSleep()
{
hudMap.pop();
hudMap.delete();
alxStop($HudHandle['inventoryScreen']);
alxPlay(HudInventoryDeactivateSound, 0, 0, 0);
$HudHandle['inventoryScreen'] = "";
}
//------------------------------------------------------------------------------
function InventoryScreen::onDone( %this )
{
toggleCursorHuds( 'inventoryScreen' );
}
//------------------------------------------------------------------------------
function InventoryScreen::onTabSelect( %this, %favId )
{
loadFavorite( %favId, 0 );
}
function createInvBanCount()
{
$BanCount["Armor"] = 0;
$BanCount["Weapon"] = 0;
$BanCount["Pack"] = 0;
$BanCount["Grenade"] = 0;
$BanCount["Mine"] = 0;
for(%i = 0; $InvArmor[%i] !$= ""; %i++)
if($InvBanList[$CurrentMissionType, $NameToInv[$InvArmor[%i]]])
$BanCount["Armor"]++;
$InvTotalCount["Armor"] = %i;
for(%i = 0; $InvWeapon[%i] !$= ""; %i++)
if($InvBanList[$CurrentMissionType, $NameToInv[$InvWeapon[%i]]])
$BanCount["Weapon"]++;
$InvTotalCount["Weapon"] = %i;
for(%i = 0; $InvPack[%i] !$= ""; %i++)
if($InvBanList[$CurrentMissionType, $NameToInv[$InvPack[%i]]])
$BanCount["Pack"]++;
$InvTotalCount["Pack"] = %i;
for(%i = 0; $InvGrenade[%i] !$= ""; %i++)
if($InvBanList[$CurrentMissionType, $NameToInv[$InvGrenade[%i]]])
$BanCount["Grenade"]++;
$InvTotalCount["Grenade"] = %i;
for(%i = 0; $InvMine[%i] !$= ""; %i++)
if($InvBanList[$CurrentMissionType, $NameToInv[$InvMine[%i]]])
$BanCount["Mine"]++;
$InvTotalCount["Mine"] = %i;
}