TribesReplay/base/scripts/inventoryHud.cs
Robert MacGregor f9ca0b52f9 v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.

**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.

*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.

*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.

*A stray underground generator was removed from Caldera.

*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.

*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.

*Bounty & Hunter: The player icons on the command maps are now the correct colors.

*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.

*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.

*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )

*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.

*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.

*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)

*Fixed a small texture leak on 3Space objects.

*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-17 23:07:50 -04:00

1011 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);
// weapons
for(%i = 0; %i < getFieldCount( %client.weaponIndex ); %i++)
{
%inv = $NameToInv[%client.favorites[getField( %client.weaponIndex, %i )]];
%client.player.setInventory( %inv, 1 );
switch$ ( %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 = getFieldCount( %client.weaponIndex );
// 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;
}