mirror of
https://github.com/Jusctsch5/ironsphererpg.git
synced 2026-01-20 03:54:45 +00:00
Taking everything obtained from http://ironsphererpg2.webs.com/ and dumping it in a git repo
568 lines
15 KiB
C#
568 lines
15 KiB
C#
//----------------------------------------------------------------------------
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// Item Datablocks
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// image = Name of mounted image datablock
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// onUse(%this,%object)
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// Item Image Datablocks
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// item = Name of item inventory datablock
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// ShapeBase Datablocks
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// max[Item] = Maximum amount that can be caried
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// ShapeBase Objects
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// inv[Item] = Count of item in inventory
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//----------------------------------------------------------------------------
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$TestCheats = 0;
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function serverCmdUse(%client,%data)
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{
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// Item names from the client must converted
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// into DataBlocks
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// %data = ItemDataBlock[%item];
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%client.getControlObject().use(%data);
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}
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function serverCmdThrow(%client,%data)
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{
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// Item names from the client must converted
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// into DataBlocks
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// %data = ItemDataBlock[%item];
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%client.getControlObject().throw(%data);
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}
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function serverCmdThrowWeapon(%client,%data)
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{
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// Item names from the client must converted
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// into DataBlocks
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// %data = ItemDataBlock[%item];
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%client.getControlObject().throwWeapon();
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}
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function serverCmdThrowPack(%client,%data)
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{
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%client.getControlObject().throwPack();
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}
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function serverCmdTogglePack(%client,%data)
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{
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// this function is apparently never called
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%client.getControlObject().togglePack();
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}
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function serverCmdThrowFlag(%client)
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{
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//Game.playerDroppedFlag(%client.player);
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Game.dropFlag(%client.player);
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}
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function serverCmdSelectWeaponSlot( %client, %data )
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{
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%client.getControlObject().selectWeaponSlot( %data );
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}
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function serverCmdCycleWeapon( %client, %data )
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{
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%client.getControlObject().cycleWeapon( %data );
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}
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function serverCmdStartThrowCount(%client, %data)
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{
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%client.player.throwStart = getSimTime();
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}
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function serverCmdEndThrowCount(%client, %data)
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{
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if(%client.player.throwStart == 0)
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return;
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// throwStrength will be how many seconds the key was held
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%throwStrength = (getSimTime() - %client.player.throwStart) / 150;
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// trim the time to fit between 0.5 and 1.5
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if(%throwStrength > 1.5)
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%throwStrength = 1.5;
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else if(%throwStrength < 0.5)
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%throwStrength = 0.5;
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%throwScale = %throwStrength / 2;
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%client.player.throwStrength = %throwScale;
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%client.player.throwStart = 0;
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}
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//----------------------------------------------------------------------------
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function ShapeBase::throwWeapon(%this)
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{
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if(Game.shapeThrowWeapon(%this)) {
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%image = %this.getMountedImage($WeaponSlot);
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%this.throw(%image.item);
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%this.client.setWeaponsHudItem(%image.item, 0, 0);
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}
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}
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function ShapeBase::throwPack(%this)
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{
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%image = %this.getMountedImage($BackpackSlot);
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%this.throw(%image.item);
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%this.client.setBackpackHudItem(%image.item, 0);
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}
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function ShapeBase::throw(%this,%data)
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{
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if(!isObject(%data))
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return false;
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if (%this.inv[%data.getName()] > 0) {
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// save off the ammo count on this item
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if( %this.getInventory( %data ) < $AmmoIncrement[%data.getName()] )
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%data.ammoStore = %this.getInventory( %data );
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else
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%data.ammoStore = $AmmoIncrement[%data.getName()];
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// Throw item first...
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%this.throwItem(%data);
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if($AmmoIncrement[%data.getName()] !$= "")
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%this.decInventory(%data,$AmmoIncrement[%data.getName()]);
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else
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%this.decInventory(%data,1);
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return true;
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}
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return false;
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}
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function ShapeBase::use(%this, %data)
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{
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//if(%data.class $= "Weapon") {
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// error("ShapeBase::use " @ %data);
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//}
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if(%data $= Grenade)
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{
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// figure out which grenade type you're using
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for(%x = 0; $InvGrenade[%x] !$= ""; %x++) {
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if(%this.inv[$NameToInv[$InvGrenade[%x]]] > 0)
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{
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%data = $NameToInv[$InvGrenade[%x]];
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break;
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}
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}
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}
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else if(%data $= "Backpack") {
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%pack = %this.getMountedImage($BackpackSlot);
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// if you don't have a pack but have placed a satchel charge, detonate it
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if(!%pack && (%this.thrownChargeId > 0) && %this.thrownChargeId.armed )
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{
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%this.playAudio( 0, SatchelChargeExplosionSound );
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schedule( 800, %this, "detonateSatchelCharge", %this );
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return true;
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}
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return false;
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}
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else if(%data $= Beacon)
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{
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%data.onUse(%this);
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if (%this.inv[%data.getName()] > 0)
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return true;
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}
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// default case
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if (%this.inv[%data.getName()] > 0) {
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%data.onUse(%this);
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return true;
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}
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return false;
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}
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function ShapeBase::pickup(%this,%obj,%amount)
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{
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%data = %obj.getDatablock();
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%delta = %this.incInventory(%data,%amount);
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if (%delta)
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%data.onPickup(%obj,%this,%delta);
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return %delta;
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}
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function ShapeBase::hasInventory(%this, %data)
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{
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// changed because it was preventing weapons cycling correctly (MES)
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return (%this.inv[%data] > 0);
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}
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function ShapeBase::maxInventory(%this,%data)
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{
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if($TestCheats)
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return 999;
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else
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return %this.getDatablock().max[%data.getName()];
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}
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function ShapeBase::incInventory(%this,%data,%amount)
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{
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%max = %this.maxInventory(%data);
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%cv = %this.inv[%data.getName()];
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if (%cv < %max) {
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if (%cv + %amount > %max)
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%amount = %max - %cv;
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%this.setInventory(%data,%cv + %amount);
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%data.incCatagory(%this); // Inc the players weapon count
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return %amount;
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}
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return 0;
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}
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function ShapeBase::decInventory(%this,%data,%amount)
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{
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%name = %data.getName();
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%cv = %this.inv[%name];
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if (%cv > 0) {
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if (%cv < %amount)
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%amount = %cv;
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%this.setInventory(%data,%cv - %amount, true);
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%data.decCatagory(%this); // Dec the players weapon count
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return %amount;
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}
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return 0;
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}
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function SimObject::decCatagory(%this)
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{
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//function was added to reduce console err msg spam
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}
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function SimObject::incCatagory(%this)
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{
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//function was added to reduce console err msg spam
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}
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function ShapeBase::setInventory(%this,%data,%value,%force)
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{
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if (!isObject(%data))
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return;
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%name = %data.getName();
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if (%value < 0)
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%value = 0;
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else
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{
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if (!%force)
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{
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// Impose inventory limits
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%max = %this.maxInventory(%data);
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if (%value > %max)
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%value = %max;
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}
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}
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if (%this.inv[%name] != %value)
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{
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%this.inv[%name] = %value;
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%data.onInventory(%this,%value);
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if ( %data.className $= "Weapon" )
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{
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if ( %this.weaponSlotCount $= "" )
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%this.weaponSlotCount = 0;
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%cur = -1;
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for ( %slot = 0; %slot < %this.weaponSlotCount; %slot++ )
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{
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if ( %this.weaponSlot[%slot] $= %name )
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{
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%cur = %slot;
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break;
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}
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}
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if ( %cur == -1 )
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{
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// Put this weapon in the next weapon slot:
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if ( %this.weaponSlot[%this.weaponSlotCount - 1] $= "TargetingLaser" )
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{
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%this.weaponSlot[%this.weaponSlotCount - 1] = %name;
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%this.weaponSlot[%this.weaponSlotCount] = "TargetingLaser";
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}
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else
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%this.weaponSlot[%this.weaponSlotCount] = %name;
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%this.weaponSlotCount++;
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}
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else
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{
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// Remove the weapon from the weapon slot:
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for ( %i = %cur; %i < %this.weaponSlotCount - 1; %i++ )
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%this.weaponSlot[%i] = %this.weaponSlot[%i + 1];
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%this.weaponSlot[%i] = "";
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%this.weaponSlotCount--;
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}
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}
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%this.getDataBlock().onInventory(%data,%value);
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}
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return %value;
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}
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function ShapeBase::getInventory(%this,%data)
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{
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if ( isObject( %data ) )
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return( %this.inv[%data.getName()] );
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else
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return( 0 );
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}
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// z0dd - ZOD, 9/13/02. Streamlined.
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function ShapeBase::hasAmmo( %this, %weapon )
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{
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if(%weapon $= LaserRifle)
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return( %this.getInventory( EnergyPack ) );
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if (%weapon.image.ammo $= "")
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{
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if (%weapon $= TargetingLaser)
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{
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return( false );
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}
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else
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{
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return( true );
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}
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}
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else
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{
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return( %this.getInventory( %weapon.image.ammo ) > 0 );
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}
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}
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function SimObject::onInventory(%this, %obj)
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{
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//function was added to reduce console error msg spam
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}
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function ShapeBase::throwItem(%this,%data)
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{
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%item = new Item() {
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dataBlock = %data;
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rotation = "0 0 1 " @ (getRandom() * 360);
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};
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%item.ammoStore = %data.ammoStore;
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MissionCleanup.add(%item);
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%this.throwObject(%item);
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}
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function ShapeBase::throwObject(%this,%obj)
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{
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//-------------------------------------------
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// z0dd - ZOD, 5/27/02. Fixes flags hovering
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// over friendly player when collision occurs
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if(%obj.getDataBlock().getName() $= "Flag")
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%obj.static = false;
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//-------------------------------------------
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//if the object is being thrown by a corpse, use a random vector
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if (%this.getState() $= "Dead")
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{
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%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
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%vec = vectorScale(%vec, 10);
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}
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// else Initial vel based on the dir the player is looking
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else
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{
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%eye = %this.getEyeVector();
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%vec = vectorScale(%eye, 20);
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}
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// Add a vertical component to give the item a better arc
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%dot = vectorDot("0 0 1",%eye);
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if (%dot < 0)
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%dot = -%dot;
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%vec = vectorAdd(%vec,vectorScale("0 0 8",1 - %dot));
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// Add player's velocity
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%vec = vectorAdd(%vec,%this.getVelocity());
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%pos = getBoxCenter(%this.getWorldBox());
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//since flags have a huge mass (so when you shoot them, they don't bounce too far)
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//we need to up the %vec so that you can still throw them...
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if (%obj.getDataBlock().getName() $= "Flag")
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%vec = vectorScale(%vec, 40);
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//
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%obj.setTransform(%pos);
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%obj.applyImpulse(%pos,%vec);
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%obj.setCollisionTimeout(%this);
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%data = %obj.getDatablock();
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%data.onThrow(%obj,%this);
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//call the AI hook
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AIThrowObject(%obj);
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}
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function ShapeBase::clearInventory(%this)
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{
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%this.setInventory(RepairKit,0);
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%this.setInventory(Mine,0);
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//%this.setInventory(MineAir,0);
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//%this.setInventory(MineLand,0);
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//%this.setInventory(MineSticky,0);
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%this.setInventory(Grenade,0);
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%this.setInventory(FlashGrenade,0);
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%this.setInventory(ConcussionGrenade,0);
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%this.setInventory(FlareGrenade,0);
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%this.setInventory(CameraGrenade, 0);
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%this.setInventory(Blaster,0);
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%this.setInventory(Plasma,0);
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%this.setInventory(Disc,0);
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%this.setInventory(Chaingun, 0);
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%this.setInventory(Mortar, 0);
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%this.setInventory(GrenadeLauncher, 0);
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%this.setInventory(MissileLauncher, 0);
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%this.setInventory(SniperRifle, 0);
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%this.setInventory(TargetingLaser, 0);
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%this.setInventory(ELFGun, 0);
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%this.setInventory(ShockLance, 0);
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%this.setInventory(PlasmaAmmo,0);
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%this.setInventory(ChaingunAmmo, 0);
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%this.setInventory(DiscAmmo, 0);
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%this.setInventory(GrenadeLauncherAmmo, 0);
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%this.setInventory(MissileLauncherAmmo, 0);
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%this.setInventory(MortarAmmo, 0);
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%this.setInventory(Beacon, 0);
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// take away any pack the player has
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%curPack = %this.getMountedImage($BackpackSlot);
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if(%curPack > 0)
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%this.setInventory(%curPack.item, 0);
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}
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//----------------------------------------------------------------------------
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function ShapeBase::cycleWeapon( %this, %data )
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{
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if ( %this.weaponSlotCount == 0 )
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return;
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%slot = -1;
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if ( %this.getMountedImage($WeaponSlot) != 0 )
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{
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%curWeapon = %this.getMountedImage($WeaponSlot).item.getName();
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for ( %i = 0; %i < %this.weaponSlotCount; %i++ )
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{
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//error("curWeaponName == " @ %curWeaponName);
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if ( %curWeapon $= %this.weaponSlot[%i] )
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{
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%slot = %i;
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break;
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}
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}
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}
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if ( %data $= "prev" )
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{
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// Previous weapon...
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if ( %slot == 0 || %slot == -1 )
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{
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%i = %this.weaponSlotCount - 1;
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%slot = 0;
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}
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else
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%i = %slot - 1;
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}
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else
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{
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// Next weapon...
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if ( %slot == ( %this.weaponSlotCount - 1 ) || %slot == -1 )
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{
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%i = 0;
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%slot = ( %this.weaponSlotCount - 1 );
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}
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else
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%i = %slot + 1;
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}
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%newSlot = -1;
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while ( %i != %slot )
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{
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if ( %this.weaponSlot[%i] !$= ""
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&& %this.hasInventory( %this.weaponSlot[%i] )
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&& %this.hasAmmo( %this.weaponSlot[%i] ) )
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{
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// player has this weapon and it has ammo or doesn't need ammo
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%newSlot = %i;
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break;
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}
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if ( %data $= "prev" )
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{
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if ( %i == 0 )
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%i = %this.weaponSlotCount - 1;
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else
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%i--;
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}
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else
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{
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if ( %i == ( %this.weaponSlotCount - 1 ) )
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%i = 0;
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else
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%i++;
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}
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}
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if ( %newSlot != -1 )
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%this.use( %this.weaponSlot[%newSlot] );
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}
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//----------------------------------------------------------------------------
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function ShapeBase::selectWeaponSlot( %this, %data )
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{
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if ( %data < 0 || %data > %this.weaponSlotCount
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|| %this.weaponSlot[%data] $= "" || %this.weaponSlot[%data] $= "TargetingLaser" )
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return;
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%this.use( %this.weaponSlot[%data] );
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}
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//----------------------------------------------------------------------------
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function serverCmdGiveAll(%client)
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{
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if($TestCheats)
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{
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%player = %client.player;
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%player.setInventory(RepairKit,999);
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%player.setInventory(Mine,999);
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//%player.setInventory(MineAir,999);
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//%player.setInventory(MineLand,999);
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//%player.setInventory(MineSticky,999);
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%player.setInventory(Grenade,999);
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%player.setInventory(FlashGrenade,999);
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%player.setInventory(FlareGrenade,999);
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%player.setInventory(ConcussionGrenade,999);
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%player.setInventory(CameraGrenade, 999);
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%player.setInventory(Blaster,1);
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%player.setInventory(Plasma,1);
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%player.setInventory(Chaingun, 1);
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%player.setInventory(Disc,1);
|
|
%player.setInventory(GrenadeLauncher, 1);
|
|
%player.setInventory(SniperRifle, 1);
|
|
%player.setInventory(ELFGun, 1);
|
|
%player.setInventory(Mortar, 1);
|
|
%player.setInventory(MissileLauncher, 1);
|
|
%player.setInventory(ShockLance, 1);
|
|
%player.setInventory(TargetingLaser, 1);
|
|
%player.setInventory(MissileLauncherAmmo, 999);
|
|
%player.setInventory(GrenadeLauncherAmmo, 999);
|
|
%player.setInventory(MortarAmmo, 999);
|
|
%player.setInventory(PlasmaAmmo,999);
|
|
%player.setInventory(ChaingunAmmo, 999);
|
|
%player.setInventory(DiscAmmo, 999);
|
|
%player.setInventory(Beacon, 999);
|
|
}
|
|
}
|