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fteqw/quakec/fallout2/mod_buy.qc

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void(entity to, float iid, float amount) AddNonStackable =
{
local float slot;
slot = FindSuitableEmptySlot(to, iid);
if (slot)
SetItemSlot(to, slot, SlotVal(iid, amount));
};
void(entity to, float iid, float amount) AddStackable =
{
local float slot;
slot = SlotOfItem(to, iid);
if (!slot)
slot = FindSuitableEmptySlot(to, iid);
if (slot)
SetItemSlot(to, slot, SlotVal(iid, amount + ToStatus(ItemInSlot(to, slot))));
}
void(float cost, float iid) BuyStackable =
{
local string z;
if (self.ammo_shells < cost)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not enough money.\n");
return;
}
sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
self.ammo_shells = self.ammo_shells - cost;
sprint(self, PRINT_HIGH, "you bought a ");
z = GetItemName(iid);
sprint(self, PRINT_HIGH, z);
sprint(self, PRINT_HIGH, "\n");
//put grenade in inventory
//finds existing grenades, otherwise, empty slot
AddStackable(self, iid, 1);
};
void() BuyBandages =
{
local string y;
if (self.ammo_shells < 2)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not enough money.\n");
return;
}
if (self.class != 2)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not a medic.\n");
return;
}
if (self.bandages >= 50)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "too many bandages.\n");
return;
}
sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
self.bandages = self.bandages + 25;
self.ammo_shells = self.ammo_shells - 2;
if (self.bandages > 50)
self.bandages = 50;
y = ftos(self.bandages);
sprint(self, PRINT_HIGH, "you now have ");
sprint(self, PRINT_HIGH, y);
sprint(self, PRINT_HIGH, "/50 bandages.\n");
};
void(float cost, float type) BuyChem =
{
local string chemname;
local float max;
local float alreadygot;
if (self.ammo_shells < cost)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not enough money.\n");
return;
}
if (type != IID_CHEM_STIMPACK && self.class != 1)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not a medic.\n");
return;
}
if (self.equipment == 1)
max = 4;
else
max = 2;
alreadygot = TotalQuantity(self, type);
if (alreadygot >= max)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "you can't hold any more chems.\n");
return;
}
sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
self.ammo_shells = self.ammo_shells - cost;
chemname = GetItemName(type);
sprint(self, PRINT_HIGH, chemname);
sprint(self, PRINT_HIGH, " purchased.\n");
AddStackable(self, type, 1);
};
void(string type) ChangeAmmo =
{
if (self.ammo_shells < 1)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not enough money.\n");
return;
}
sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
if (self.current_slot == 1)
self.ammotype1 = type;
if (self.current_slot == 2)
self.ammotype2 = type;
};
void() BuyScraps =
{
local string y;
if (self.ammo_shells < 5)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not enough money.\n");
return;
}
if (self.class != 6)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not a scientist.\n");
return;
}
if (self.scraps >= 15)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "too many metal scraps.\n");
return;
}
sound (self, CHAN_BODY, "items/armor1.wav", 1, ATTN_NORM);
self.scraps = self.scraps + 5;
self.ammo_shells = self.ammo_shells - 5;
if (self.scraps > 15)
self.scraps = 15;
y = ftos(self.scraps);
sprint(self, PRINT_HIGH, "you now have ");
sprint(self, PRINT_HIGH, y);
sprint(self, PRINT_HIGH, "/15 scraps.\n");
};
void (float wt, float cost, float wid) BuyWeapon =
{
local string itname;
local float ammotype, ammocount;
local float slotnum;
local float curweap;
if (self.ammo_shells < cost)
{
self.currentmenu = "none";
sound (self, CHAN_BODY, "misc/menu3.wav", 1, ATTN_IDLE);
sprint(self, PRINT_HIGH, "not enough money.\n");
return;
}
sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
self.ammo_shells = self.ammo_shells - cost;
sprint(self, PRINT_HIGH, "you bought ");
itname = GetItemName(wid);
sprint(self, PRINT_HIGH, itname);
sprint(self, PRINT_HIGH, ".\n");
//put new weapon in current slot
//put old weapon in empty slot (but not armor slot!)
//otherwise, drop it.
curweap = ItemInSlot(self, self.current_slot);
slotnum = FindSuitableEmptySlot(self, ToIID(curweap));
if (slotnum == 0)//no more room
DropFromSlot (self.current_slot, 1, 0);
else //found a place to stick old weapon
SetItemSlot(self, slotnum, curweap);
ammocount = WeaponMagQuant(wid);//load weapon with full ammo (may be changed)
SetItemSlot(self, self.current_slot, SlotVal(wid, ammocount));
ammotype = WeaponAmmoType(wid);//load weapon with full ammo (may be changed)
AddStackable(self, ammotype, ammocount*3);
};
void (float cost, float item) BuyPerk =
{
if (self.frags < cost)
{
sprint (self, PRINT_HIGH, "not enough kills\n");
self.currentmenu = "none";
return;
}
sprint (self, PRINT_HIGH, "ok, ability gained.\n");
self.perk = item;
self.currentmenu = "none";
return;
};
/*
void (float wt, float cost, float item) BuyArmor =
{
local float curr;
local float lbs;
local string x;
lbs = weightx ();
if (((item >= TE_LIGHTNING2) && (self.protect >= SPAWNFLAG_SUPERSPIKE)))
{
sprint (self, PRINT_HIGH, "remove your hardware before buying\nany kind of advanced armor!\ntoo much interference otherwise.");
self.currentmenu = "none";
return;
}
if ((cost > self.ammo_shells))
{
sprint (self, PRINT_HIGH, "not enough money.\n");
self.currentmenu = "none";
return;
}
if ((((lbs + wt) - GetItemsWeight(self.islot3)) > self.max_weight))
{
sprint (self, PRINT_HIGH, "you can't carry that much.\n");
self.currentmenu = "none";
return;
}
sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
self.ammo_shells = (self.ammo_shells - cost);
// self.armor_weight = wt;
self.armor = item;
x = GetArmorName();
sprint (self, PRINT_HIGH, x);
sprint (self, PRINT_HIGH, " purchased.\n");
return;
};*/
void (float wt, float cost, float item) BuyArmor =
{
local string z;
local float x;
if (self.ammo_shells < cost)
{
self.currentmenu = "none";
sound (self, CHAN_BODY, "misc/menu3.wav", 1, ATTN_IDLE);
sprint(self, PRINT_HIGH, "not enough money.\n");
return;
}
sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
self.ammo_shells = self.ammo_shells - cost;
sprint(self, PRINT_HIGH, "you bought ");
z = GetItemName(item);
sprint(self, PRINT_HIGH, z);
sprint(self, PRINT_HIGH, ".\n");
//put new armor in armor slot
//put old armor in inventory
x = FindEmptySlot(self);
if (x == 0)
sprint(self, 2, "no more room. giving armor to merchant.\n");
if (x != 0) //found a place to stick old armor
SetItemSlot(self, x, SlotVal(self.islot3, 1));
SetItemSlot(self, 3, SlotVal(item, 1));
};
void (float cost, float item) BuyEquipment =
{
local float lbs;
local string x;
lbs = weightx ();
if ((cost > self.ammo_shells))
{
sprint (self, PRINT_HIGH, "not enough money.\n");
self.currentmenu = "none";
return;
}
sound (self, CHAN_BODY, "items/item1.wav", 1, ATTN_NORM);
self.equipment = item;
x = GetEquipmentName();
sprint (self, PRINT_HIGH, x);
sprint (self, PRINT_HIGH, " purchased.\n");
self.ammo_shells = (self.ammo_shells - cost);
return;
};
void (float cost, float item) BuyProtect =
{
local string x;
/*
if ((self.armor >= TE_LIGHTNING2))
{
sprint (self, PRINT_HIGH, "too many electronics in\nyour currently worn armor!");
self.currentmenu = "none";
return;
}
*/
if ((cost > self.ammo_shells))
{
sprint (self, PRINT_HIGH, "not enough money.\n");
self.currentmenu = "none";
return;
}
sound (self, CHAN_BODY, "items/item1.wav", 1, ATTN_NORM);
self.ammo_shells = (self.ammo_shells - cost);
self.protect = item;
x = GetProtectName();
sprint (self, PRINT_HIGH, x);
sprint (self, PRINT_HIGH, " purchased.\n");
return;
};
float (float input) overweight =
{
local float tmp;
local float max;
tmp = input + self.weight;
max = self.max_weight;
if (self.class == TE_LIGHTNING2)
{
max = max + SPAWNFLAG_LASER;
}
if (self.perk == TE_LAVASPLASH)
{
return (FALSE);
}
if (tmp > max)
{
return (TRUE);
}
else
{
return (FALSE);
}
};
void () W_GetClass =
{
if ((self.currentmenu == "select_skill"))
{
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
if (self.impulse == 1)
{
self.currentmenu = "none";
self.max_health = 80;
self.class = 1;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your class will be<62>\n\nMedic - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
self.ghost = 0;
return;
}
if ((self.impulse == 2))
{
self.currentmenu = "none";
self.max_health = 70;
self.class = 2;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your class will be<62>\n\nAssassin - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
self.ghost = 0;
return;
}
if (self.impulse == 3)
{
self.currentmenu = "none";
self.max_health = 100;
self.class = 3;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your class will be<62>\n\nSoldiier - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
self.ghost = 0;
return;
}
if (self.impulse == 4)
{
self.max_health = 80;
self.currentmenu = "none";
self.class = 4;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your class will be<62>\n\nScientist - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
self.ghost = 0;
return;
}
}
if (self.impulse > 4)
return;
};
void() W_PlayerMenu =
{
if (self.currentmenu == "none")
return;
if (self.currentmenu == "shop_list")
{
if (self.impulse == 1)
self.currentmenu = "shop_trait";
if (self.impulse == 2)
self.currentmenu = "shop_perk";
if (self.impulse == 3)
self.currentmenu = "shop_armor";
if (self.impulse == 4)
self.currentmenu = "shop_protect";
if (self.impulse == 5)
self.currentmenu = "shop_weapons";
if (self.impulse == 6)
self.currentmenu = "shop_equipment";
if (self.impulse == 7)
self.currentmenu = "shop_chems";
if (self.impulse == 8)
self.currentmenu = "shop_other";
DisplayMenu();
return;
}
if (self.currentmenu == "shop_trait")
{
if (self.impulse == 1)
self.currentmenu = "shop_trait";
if (self.impulse == 2)
self.currentmenu = "shop_perk";
if (self.impulse == 3)
self.currentmenu = "shop_armor";
if (self.impulse == 4)
self.currentmenu = "shop_protect";
if (self.impulse == 5)
self.currentmenu = "shop_weapons";
if (self.impulse == 6)
self.currentmenu = "shop_equipment";
if (self.impulse == 7)
self.currentmenu = "shop_chems";
if (self.impulse == 8)
self.currentmenu = "shop_other";
DisplayMenu();
return;
}
if (self.currentmenu == "shop_perk")
{
if (self.impulse == 1)
BuyPerk(1, 1);
if (self.impulse == 2)
BuyPerk(1, 2);
if (self.impulse == 3)
BuyPerk(1, 3);
if (self.impulse == 4)
BuyPerk(2, 4);
if (self.impulse == 5)
BuyPerk(2, 5);
if (self.impulse == 6)
BuyPerk(2, 6);
if (self.impulse == 7)
BuyPerk(2, 7);
if (self.impulse == 8)
BuyPerk(3, 8);
if (self.impulse == 9)
BuyPerk(4, 9);
return;
}
if (self.currentmenu == "shop_armor")
{
if (self.impulse == 1)
BuyArmor(3, 03, IID_ARM_SHIRT); //weight, cost, item
if (self.impulse == 2)
BuyArmor(7, 05, IID_ARM_LEATHER); //weight, cost, item
if (self.impulse == 3)
BuyArmor(9, 10, IID_ARM_KEVLAR); //weight, cost, item
if (self.impulse == 4)
BuyArmor(15, 12, IID_ARM_METAL); //weight, cost, item
if (self.impulse == 5)
BuyArmor(12, 25, IID_ARM_COMBAT); //weight, cost, item
if (self.impulse == 6)
BuyArmor(17, 35, IID_ARM_BROTHERHOOD); //weight, cost, item
if (self.impulse == 7)
BuyArmor(5, 45, IID_ARM_FORCE); //weight, cost, item
if (self.impulse == 8)
BuyArmor(20, 55, IID_ARM_LPOWER); //weight, cost, item
return;
}
if (self.currentmenu == "shop_protect")
{
if (self.impulse == 1)
BuyProtect(20, 1);
if (self.impulse == 2)
BuyProtect(20, 2);
if (self.impulse == 3)
BuyProtect(30, 3);
if (self.impulse == 4)
BuyProtect(30, 4);
if (self.impulse == 5)
BuyProtect(40, 5);
return;
}
if (self.currentmenu == "shop_weapons")
{
if (self.impulse == 1)
self.currentmenu = "shop_melee";
if (self.impulse == 2)
self.currentmenu = "shop_thrown";
if (self.impulse == 3)
self.currentmenu = "shop_pistols";
if (self.impulse == 4)
self.currentmenu = "shop_shotguns";
if (self.impulse == 5)
self.currentmenu = "shop_rifles";
DisplayMenu();
return;
}
if (self.currentmenu == "shop_melee")
{
if (self.impulse == 1)
BuyWeapon(1, 1, IID_WP_KNIFE); //weight, cost, item
if (self.impulse == 2)
BuyWeapon(6, 3, IID_WP_AXE); //weight, cost, item
if (self.impulse == 3)
BuyWeapon(3, 10, IID_WP_VIBROBLADE); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(10, 15, IID_WP_POWERAXE); //weight, cost, item
return;
}
if (self.currentmenu == "shop_thrown")
{
if (self.impulse == 1)
BuyStackable(3, IID_GREN_SMOKE); //weight, cost, item
if (self.impulse == 2)
BuyStackable(4, IID_GREN_FRAG); //weight, cost, item
if (self.impulse == 3)
BuyStackable(5, IID_GREN_EMP); //weight, cost, item
if (self.impulse == 4)
BuyStackable(6, IID_GREN_FLASH); //weight, cost, item
return;
}
if (self.currentmenu == "shop_pistols")
{
if (self.impulse == 1)
BuyWeapon(1, 5, IID_WP_USP); //weight, cost, item
if (self.impulse == 2)
BuyWeapon(2, 7, IID_WP_DEAGLE); //weight, cost, item
if (self.impulse == 3)
BuyWeapon(2, 9, IID_WP_NEEDLER); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(3, 14, IID_WP_MP9); //weight, cost, item
if (self.impulse == 5)
BuyWeapon(3, 17, IID_WP_MP7); //weight, cost, item
if (self.impulse == 6)
BuyWeapon(2, 21, IID_WP_ALIENBLASTER); //weight, cost, item
return;
}
if (self.currentmenu == "shop_shotguns")
{
if (self.impulse == 1)
BuyWeapon(3, 3, IID_WP_PIPERIFLE); //weight, cost, item
if (self.impulse == 2)
BuyWeapon(4, 7, IID_WP_WINCHESTER); //weight, cost, item
if (self.impulse == 3)
BuyWeapon(5, 12, IID_WP_MOSSBERG); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(7, 34, IID_WP_JACKHAMMER); //weight, cost, item
return;
}
if (self.currentmenu == "shop_rifles")
{
if (self.impulse == 1)
BuyWeapon(3, 11, IID_WP_RANGEMASTER); //weight, cost, item
if (self.impulse == 2)
BuyWeapon(4, 21, IID_WP_AK112); //weight, cost, item
if (self.impulse == 3)
BuyWeapon(5, 25, IID_WP_AK74); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(6, 28, IID_WP_DKS1); //weight, cost, item
if (self.impulse == 5)
BuyWeapon(5, 30, IID_WP_MOONLIGHT); //weight, cost, item
if (self.impulse == 6)
BuyWeapon(4, 32, IID_WP_SA80); //weight, cost, item
if (self.impulse == 7)
BuyWeapon(7, 40, IID_WP_GAUSERIFLE); //weight, cost, item
if (self.impulse == 8)
BuyWeapon(10, 45, IID_WP_PULSERIFLE); //weight, cost, item
return;
}
if (self.currentmenu == "shop_equipment")
{
if (self.impulse == 1)
BuyEquipment(20, 1); //cost, item
if (self.impulse == 2)
BuyEquipment(20, 2); //cost, item
if (self.impulse == 3)
BuyEquipment(20, 3); //cost, item
if (self.impulse == 4)
BuyEquipment(20, 4); //cost, item
if (self.impulse == 5)
BuyEquipment(20, 5); //cost, item
if (self.impulse == 6)
BuyEquipment(20, 6); //cost, item
if (self.impulse == 7)
BuyEquipment(20, 7); //cost, item
if (self.impulse == 8)
BuyEquipment(20, 8); //cost, item
if (self.impulse == 9)
BuyEquipment(20, 9); //cost, item
if (self.impulse == 10)
BuyEquipment(20, 10); //cost, item
return;
}
if (self.currentmenu == "shop_chems")
{
if (self.impulse == 1)
BuyChem(3, IID_CHEM_STIMPACK); //cost, item
if (self.impulse == 2)
BuyChem(5, IID_CHEM_MEDICALBAG); //cost, item
if (self.impulse == 3)
BuyChem(10, IID_CHEM_SUPERSTIM); //cost, item
if (self.impulse == 4)
BuyChem(12, IID_CHEM_ADRENALINE); //cost, item
if (self.impulse == 5)
BuyChem(18, IID_CHEM_PSYCHO); //cost, item
if (self.impulse == 6)
BuyChem(21, IID_CHEM_BESERK); //cost, item
return;
}
if (self.currentmenu == "shop_other")
{
if (self.impulse == 3)
BuyStackable(20, IID_BUILD_MRAMMO);
if (self.impulse == 4)
BuyStackable(20, IID_BUILD_AUTODOC);
if (self.impulse == 5)
BuyStackable(20, IID_BUILD_SHIELDGEN);
return;
}
if (self.currentmenu == "select_team")
{
if (self.impulse == 1)
{
bprint(2, self.netname);
bprint(2, " has joined the rangers.\n");
self.currentmenu = "confirm_team";
DisplayMenu();
self.team = 1;
return;
}
if (self.impulse == 2)
{
bprint(2, self.netname);
bprint(2, " has joined the raiders.\n");
self.currentmenu = "confirm_team";
DisplayMenu();
self.team = 2;
return;
}
}
if (self.currentmenu == "select_skill")
{
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
if (self.impulse == 1)
{
self.currentmenu = "none";
self.max_health = 80;
self.class = 1;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your class will be<62>\n\nMedic - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
self.ghost = 0;
return;
}
if ((self.impulse == 2))
{
self.currentmenu = "none";
self.max_health = 70;
self.class = 2;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your class will be<62>\n\nAssassin - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
self.ghost = 0;
return;
}
if (self.impulse == 3)
{
self.currentmenu = "none";
self.max_health = 100;
self.class = 3;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your class will be<62>\n\nSoldiier - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
self.ghost = 0;
return;
}
if (self.impulse == 4)
{
self.max_health = 80;
self.currentmenu = "none";
self.class = 4;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your class will be<62>\n\nScientist - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
self.ghost = 0;
return;
}
}
if (self.currentmenu == "confirm_team")
{
if (self.impulse == 1)
{
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
self.currentmenu = "select_skill";
DisplayMenu();
self.impulse = 0;
return;
}
if (self.impulse == 2)
{
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
self.currentmenu = "select_team";
DisplayMenu();
self.impulse = 0;
self.team = 0;
return;
}
}
if (self.currentmenu == "confirm_skill")
{
if (self.impulse == 1)
{
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
self.currentmenu = "none";
PutClientInServer();
self.impulse = 0;
return;
}
if (self.impulse == 2)
{
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
self.currentmenu = "select_skill";
DisplayMenu();
self.impulse = 0;
self.class = 0;
return;
}
}
};