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fteqw/quakec/fallout2/mod_buy.qc

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16 KiB
C++
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void (entity chest, float iid, float num) DropFromChest;
void(entity to, float iid, float amount) AddNonStackable =
{
local float slot;
slot = SlotOfItem(to, iid);
if (!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 = 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;
}
if (!TryGiveStackable(self, iid))
{
sprint(self, 2, "full inventory.\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");
self.impulse = 0;
};
void(float cost, float iid, float amount) BuyStackableMulti =
{
local string z;
if (self.ammo_shells < cost)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not enough money.\n");
return;
}
if (!TryGiveStackable(self, iid))
{
sprint(self, 2, "full inventory.\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
};
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() SetWeaponModel;
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)
TryGiveStackable(self, ammotype, ammocount*3);
SetWeaponModel();
};
void (float cost, float item, float slot) BuyPerk =
{
if (slot == 1 && self.perk2 == item)
{
sprint (self, PRINT_HIGH, "you already know that ability!\n");
return;
}
if (slot == 2 && self.perk1 == item)
{
sprint (self, PRINT_HIGH, "you already know that ability!\n");
return;
}
sprint (self, PRINT_HIGH, "you have learned a new ability in the wastes.\n");
if (slot == 1)
self.perk1 = item;
else if (slot == 2)
self.perk2 = item;
self.currentmenu = "none";
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);
x = GetItemName(item);
SetItemSlot(self, 4, SlotVal(item, 1));
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 (tmp > max)
return (TRUE);
else
return (FALSE);
};
void() W_PlayerMenu =
{
local float xx;
local string yy, q, x;
if (self.currentmenu == "none")
return;
else if (self.currentmenu == "display_enter_screen")
{
if (self.impulse == 1 && coop == 1)
{
self.missionbrief = 0;
self.team = 1;
self.connected = 1;
sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM);
centerprint(self, "\n");
self.currentmenu = "none";
PutClientInServer();
self.impulse = 0;
self.current_slot = 1;
return;
}
else if (self.impulse == 1 && coop == 0)
{
self.missionbrief = 0;
if (teamblue == teamred)
{
if (random()*100 <= 50)
{
self.team = 1;
teamblue = teamblue + 1;
}
else
{
self.team = 2;
teamred = teamred + 1;
}
}
else if (teamblue > teamred)
{
self.team = 2;
teamred = teamred + 1;
}
else if (teamblue < teamred)
{
self.team = 1;
teamblue = teamblue + 1;
}
self.connected = 1;
sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM);
centerprint(self, "\n");
self.currentmenu = "none";
PutClientInServer();
self.impulse = 0;
self.current_slot = 1;
return;
}
}
else if (self.currentmenu == "select_mission")
{
if (self.impulse >= 1 && self.impulse <= 6)
{
if (self.impulse == 1)
get_new_mission(1);
if (self.impulse == 2)
get_new_mission(2);
if (self.impulse == 3)
get_new_mission(3);
if (self.impulse == 4)
get_new_mission(4);
if (self.impulse == 5)
get_new_mission(5);
if (self.impulse == 6)
get_new_mission(6);
self.team = 1;
sound (self, CHAN_WEAPON, "effects/radio2.wav", TRUE, ATTN_IDLE);
centerprint(self, "mission obtained\n");
self.currentmenu = "none";
self.impulse = 0;
return;
}
else
{
centerprint(self, "\n");
self.currentmenu = "none";
self.impulse = 0;
return;
}
}
else if (self.currentmenu == "confirm_depart")
{
if (self.impulse == 1)
{
if (infokey(world, "objective") == "return")
{
sprint(self, 2, "you're not on a mission!\n");
self.currentmenu = "none";
return;
}
else
{
changelevel(m_map);
return;
}
}
else if (self.impulse == 2)
{
centerprint(self, "\n");
self.currentmenu = "none";
self.impulse = 0;
return;
}
}
else if (self.currentmenu == "menu_lockpick")
{
if (self.impulse == 1)
{
if (self.chest.inplace == 1 && self.chest.tumbler1.inplace == 1 && self.chest.tumbler2.inplace == 1)
{
local entity te;
local float greed;
te = findradius (self.origin, 600);
while (te)
{
if (te.classname == "player" && te != self)
greed = 0;
else
greed = 1;
te = te.chain;
}
if (greed == 1)
self.score = self.score - 50;
else
self.score = self.score - 25;
sound (self, CHAN_WEAPON, "effects/openlock.wav", TRUE, ATTN_NORM);
sprint(self, 2, "you manage to pick the lock. you find:\n");
if (random()<1)
{
sprint(self, 2, "<EFBFBD><EFBFBD> money (");
xx = 10 + ceil(random()*30);
yy = ftos(xx);
sprint(self, 2, yy);
sprint(self, 2, ")\n");
self.ammo_shells = self.ammo_shells + xx;
}
if (random()<0.5)
{
xx = ceil(random()*2);
DropFromChest(self.chest.owner, IID_CHEM_STIMPACK, xx);
sprint(self, 2, "<EFBFBD><EFBFBD> stimpacks (");
yy = ftos(xx);
sprint(self, 2, yy);
sprint(self, 2, ")\n");
}
if (random()<0.75)
{
xx = ceil(309+random()*12);
yy = GetItemName(xx);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, xx, 1);
//TryGiveStackable(self, xx, 1);
}
if (random()<0.75)
{
xx = ceil(309+random()*12);
yy = GetItemName(xx);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, xx, 1);
//TryGiveStackable(self, xx, 1);
}
if (random()<0.75)
{
xx = ceil(309+random()*12);
yy = GetItemName(xx);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, xx, 1);
//TryGiveStackable(self, xx, 1);
}
if (random()<0.75)
{
xx = ceil(309+random()*12);
yy = GetItemName(xx);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, xx, 1);
//TryGiveStackable(self, xx, 1);
}
if (random()<0.05)
{
yy = GetItemName(IID_WP_MP9);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, IID_WP_MP9, 30);
//AddNonStackable(self, IID_WP_MP9, 30);
}
if (random()<0.05)
{
yy = GetItemName(IID_WP_NEEDLER);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, IID_WP_NEEDLER, 10);
//AddNonStackable(self, IID_WP_NEEDLER, 10);
}
if (random()<0.50)
{
yy = GetItemName(IID_ARM_LEATHER);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, IID_ARM_LEATHER, 1);
//AddNonStackable(self, IID_ARM_LEATHER, 1);
}
if (random()<0.05)
{
yy = GetItemName(IID_WP_PIPERIFLE_SCOPE_S);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, IID_WP_PIPERIFLE_SCOPE_S, 1);
//AddNonStackable(self, IID_WP_PIPERIFLE_SCOPE_S, 1);
//AddNonStackable(self, IID_AM_44MAGNUM, 12);
}
if (random()<0.05)
{
yy = GetItemName(IID_WP_USP);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, IID_WP_USP, 12);
//AddNonStackable(self, IID_WP_USP, 10);
//AddNonStackable(self, IID_AM_45ACP, 12);
}
if (random()<0.05)
{
yy = GetItemName(IID_WP_WINCHESTER);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, IID_WP_WINCHESTER, 2);
//AddNonStackable(self, IID_WP_WINCHESTER, 2);
//AddNonStackable(self, IID_AM_12GAUGESHELLS, 18);
}
if (random()<0.75)
{
xx = ceil(309+random()*12);
yy = GetItemName(xx);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, xx, 1);
//TryGiveStackable(self, xx, 1);
}
if (random()<0.25)
{
yy = GetItemName(IID_GREN_FRAG);
sprint(self, 2, "<EFBFBD><EFBFBD> ");
sprint(self, 2, yy);
sprint(self, 2, "\n");
DropFromChest(self.chest.owner, IID_GREN_FRAG, 1);
//TryGiveStackable(self, IID_GREN_FRAG, 1);
}
self.picking = 0;
self.chest.owner.picking = 2;
self.chest.owner.frame = 1;
self.currentmenu = "none";
remove(self.chest.tumbler1);
remove(self.chest.tumbler2);
remove(self.chest);
return;
}
else
{
if (random()<0.90)
{
sprint(self, 2, "failed to pick the lock.\n");
self.chest.owner.picking = 0;
}
else if (ToIID(self.islot4) == IID_EQUIP_TOOLKIT)
{
sprint(self, 2, "failed, almost jammed but super toolkit prevented.\n");
self.chest.owner.picking = 0;
}
else
{
sprint(self, 2, "failed. lock is jammed.\n");
self.chest.owner.picking = 3;
}
self.picking = 0;
self.currentmenu = "none";
remove(self.chest.tumbler1);
remove(self.chest.tumbler2);
remove(self.chest);
return;
}
}
else if (self.impulse == 2)
{
self.picking = 0;
self.chest.owner.picking = 0;
remove(self.chest.tumbler1);
remove(self.chest.tumbler2);
remove(self.chest);
self.currentmenu = "none";
self.impulse = 0;
return;
}
}
else if (self.currentmenu == "menu_defuse")
{
if (self.impulse == 1)
{
if (self.chest.inplace == 1 && self.chest.tumbler1.inplace == 1 && self.chest.tumbler2.inplace == 1)
{
if (self.chest.owner.rtime <= 0)
{
sound (self, CHAN_WEAPON, "effects/beep1.wav", TRUE, ATTN_NORM);
sprint(self, 2, "you manage to disarm the bomb\n");
self.score = self.score + 75;
spawn_excla(self.chest.owner, 3000);
remove(self.chest.owner);
self.picking = 0;
self.chest.owner.picking = 2;
self.chest.owner.frame = 1;
self.currentmenu = "none";
remove(self.chest.tumbler1);
remove(self.chest.tumbler2);
remove(self.chest);
return;
}
else
{
sprint(self, 2, "almost got it... ");
self.chest.owner.rtime = self.chest.owner.rtime - 1;
x = ftos(self.chest.owner.rtime);
sprint(self, 2, x);
sprint(self, 2, " circuits left\n");
return;
}
}
else
{
if (random()<0.75)
{
sprint(self, 2, "oops! slipped...\n");
self.chest.owner.picking = 0;
}
else if (ToIID(self.islot4) == IID_EQUIP_TOOLKIT)
{
sprint(self, 2, "failed, almost jammed but super toolkit prevented.\n");
self.chest.owner.picking = 0;
}
else
{
sprint(self, 2, "oops! circuits have been shorted. ");
self.chest.owner.rtime = self.chest.owner.rtime + 1;
self.chest.owner.picking = 0;
x = ftos(self.chest.owner.rtime);
sprint(self, 2, x);
sprint(self, 2, " circuits left\n");
}
self.picking = 0;
self.currentmenu = "none";
remove(self.chest.tumbler1);
remove(self.chest.tumbler2);
remove(self.chest);
return;
}
}
else if (self.impulse == 2)
{
self.picking = 0;
self.chest.owner.picking = 0;
remove(self.chest.tumbler1);
remove(self.chest.tumbler2);
remove(self.chest);
self.currentmenu = "none";
self.impulse = 0;
return;
}
}
};