Should fix buying ammo, chems, grenades.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1789 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2006-01-05 00:45:36 +00:00
parent b8d44415fa
commit dc93cdfca4
3 changed files with 108 additions and 49 deletions

View file

@ -87,7 +87,7 @@ float IID_BUILD_ROBOFANG = 353;
#define IsShootable(iid) (IsMelee(iid) || IsRanged(iid) || IsGrenade(iid)) #define IsShootable(iid) (IsMelee(iid) || IsRanged(iid) || IsGrenade(iid))
float(float slotno, float iid) FitsInSlot;
//slot1 and slot2 are the two hand slots //slot1 and slot2 are the two hand slots
//slot3 is the armour slot. //slot3 is the armour slot.
@ -325,6 +325,60 @@ float(entity e) FindEmptySlot =
return 0; return 0;
}; };
float(entity e, float iid) FindSuitableEmptySlot =
{
if (ToIID(e.islot1) == IID_NONE)
if (FitsInSlot(1, iid))
return 1;
if (ToIID(e.islot2) == IID_NONE)
if (FitsInSlot(2, iid))
return 2;
if (ToIID(e.islot3) == IID_NONE)
if (FitsInSlot(3, iid))
return 3;
if (ToIID(e.islot4) == IID_NONE)
if (FitsInSlot(4, iid))
return 4;
if (ToIID(e.islot5) == IID_NONE)
if (FitsInSlot(5, iid))
return 5;
if (ToIID(e.islot6) == IID_NONE)
if (FitsInSlot(6, iid))
return 6;
if (ToIID(e.islot7) == IID_NONE)
if (FitsInSlot(7, iid))
return 7;
if (ToIID(e.islot8) == IID_NONE)
if (FitsInSlot(8, iid))
return 8;
if (ToIID(e.islot9) == IID_NONE)
if (FitsInSlot(9, iid))
return 9;
if (ToIID(e.islot10) == IID_NONE)
if (FitsInSlot(10, iid))
return 10;
if (ToIID(e.islot11) == IID_NONE)
if (FitsInSlot(11, iid))
return 11;
if (ToIID(e.islot12) == IID_NONE)
if (FitsInSlot(12, iid))
return 12;
if (ToIID(e.islot13) == IID_NONE)
if (FitsInSlot(13, iid))
return 13;
if (ToIID(e.islot14) == IID_NONE)
if (FitsInSlot(14, iid))
return 14;
if (ToIID(e.islot15) == IID_NONE)
if (FitsInSlot(15, iid))
return 15;
if (ToIID(e.islot16) == IID_NONE)
if (FitsInSlot(16, iid))
return 16;
return 0;
};
typedef .float slot_t; typedef .float slot_t;
slot_t(float slot) SlotField = slot_t(float slot) SlotField =
{ {
@ -825,7 +879,7 @@ string(float iid) GetItemName =
return "robofang"; return "robofang";
bprint(PRINT_MEDIUM, ftos(iid), " without a name!\n"); bprint(PRINT_MEDIUM, ftos(iid), " without a name!\n");
return "unknown"; return strcat("unknown", ftos(iid));
}; };

View file

@ -422,17 +422,25 @@ void() armor_touch =
/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32) /*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
*/ */
void() item_armor1 = void() item_armor1_finish =
{ {
SUB_UseTargets ();
self.touch = SUB_Null; self.touch = SUB_Null;
self.solid = SOLID_BBOX; self.solid = SOLID_BBOX;
precache_model ("progs/enforcer.mdl");
setmodel (self, "progs/enforcer.mdl"); setmodel (self, "progs/enforcer.mdl");
self.skin = 0; self.skin = 0;
setsize (self, '-16 -16 -24', '16 16 32'); setsize (self, '-16 -16 -24', '16 16 32');
setorigin(self, self.origin + '0 0 24'); setorigin(self, self.origin + '0 0 24');
self.classname = "merchant"; self.classname = "merchant";
}; };
void() item_armor1 =
{
precache_model ("progs/enforcer.mdl");
self.think = item_armor1_finish;
self.nextthink = time + 0.1;
};
/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32) /*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
*/ */

View file

@ -1,5 +1,14 @@
void(entity to, float iid, float count) AddStackable =
{
local float slot;
slot = SlotOfItem(to, iid);
if (!slot)
slot = FindSuitableEmptySlot(to, iid);
if (slot)
SetItemSlot(to, slot, SlotVal(iid, count + ToStatus(ItemInSlot(to, slot))));
}
void(float cost, float type) BuyGrenade = void(float cost, float type) BuyGrenade =
{ {
@ -32,14 +41,7 @@ void(float cost, float type) BuyGrenade =
//put grenade in inventory //put grenade in inventory
//finds existing grenades, otherwise, empty slot //finds existing grenades, otherwise, empty slot
x = SlotOfItem(self, y); AddStackable(self, y, 1);
if (x != 0) //found existing grenades
SetItemSlot(self, x, SlotVal(y, 1));
if (x == 0)
x = FindEmptySlot(self);
SetItemSlot(self, x, SlotVal(y, 1));
}; };
void() BuyBandages = void() BuyBandages =
@ -78,9 +80,9 @@ void() BuyBandages =
void(float cost, float type) BuyChem = void(float cost, float type) BuyChem =
{ {
/* local string chemname;
local string x; local float max;
local float y; local float alreadygot;
if (self.ammo_shells < cost) if (self.ammo_shells < cost)
{ {
@ -88,18 +90,19 @@ void(float cost, float type) BuyChem =
sprint(self, PRINT_HIGH, "not enough money.\n"); sprint(self, PRINT_HIGH, "not enough money.\n");
return; return;
} }
if (type >= 2 && self.class != 1) if (type != IID_CHEM_STIMPACK && self.class != 1)
{ {
self.currentmenu = "none"; self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not a medic.\n"); sprint(self, PRINT_HIGH, "not a medic.\n");
return; return;
} }
if (self.equipment == 1) if (self.equipment == 1)
y = 4; max = 4;
else else
y = 2; max = 2;
if (self.chemcount >= y) alreadygot = TotalQuantity(self, type);
if (alreadygot >= max)
{ {
self.currentmenu = "none"; self.currentmenu = "none";
sprint(self, PRINT_HIGH, "you can't hold any more chems.\n"); sprint(self, PRINT_HIGH, "you can't hold any more chems.\n");
@ -107,13 +110,11 @@ void(float cost, float type) BuyChem =
} }
sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM); sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
self.chemcount = y;
self.chem = type;
self.ammo_shells = self.ammo_shells - cost; self.ammo_shells = self.ammo_shells - cost;
x = GetChemName(); chemname = GetItemName(type);
sprint (self, PRINT_HIGH, x); sprint(self, PRINT_HIGH, chemname);
sprint(self, PRINT_HIGH, " purchased.\n"); sprint(self, PRINT_HIGH, " purchased.\n");
*/ AddStackable(self, type, 1);
}; };
void(string type) ChangeAmmo = void(string type) ChangeAmmo =
@ -173,8 +174,10 @@ void() BuyScraps =
void (float wt, float cost, float wid) BuyWeapon = void (float wt, float cost, float wid) BuyWeapon =
{ {
local string z; local string itname;
local float x, y; local float ammotype, ammocount;
local float slotnum;
local float curweap;
if (self.ammo_shells < cost) if (self.ammo_shells < cost)
{ {
@ -189,34 +192,28 @@ void (float wt, float cost, float wid) BuyWeapon =
sprint(self, PRINT_HIGH, "you bought "); sprint(self, PRINT_HIGH, "you bought ");
z = GetItemName(wid); itname = GetItemName(wid);
sprint(self, PRINT_HIGH, z); sprint(self, PRINT_HIGH, itname);
sprint(self, PRINT_HIGH, ".\n"); sprint(self, PRINT_HIGH, ".\n");
//put new weapon in current slot //put new weapon in current slot
//put old weapon in empty slot //put old weapon in empty slot (but not armor slot!)
//otherwise, drop it. //otherwise, drop it.
x = SlotOfItem(self, IID_NONE); curweap = ItemInSlot(self, self.current_slot);
slotnum = FindSuitableEmptySlot(self, ToIID(curweap));
if (x == 0)//no more room if (slotnum == 0)//no more room
DropFromSlot (self.current_slot, 1, 0); DropFromSlot (self.current_slot, 1, 0);
else //found a place to stick old weapon else //found a place to stick old weapon
SetItemSlot(self, x, SlotVal(self.current_slot, 1)); SetItemSlot(self, slotnum, curweap);
SetItemSlot(self, self.current_slot, SlotVal(wid, 1)); ammocount = WeaponMagQuant(wid);//load weapon with full ammo (may be changed)
SetItemSlot(self, self.current_slot, SlotVal(wid, ammocount));
x = WeaponMagQuant(wid);//load weapon with full ammo (may be changed)
if (self.current_slot == 1)
self.islot1 = SlotVal(wid, x + ToStatus(1));
if (self.current_slot == 2)
self.islot2 = SlotVal(wid, x + ToStatus(2));
x = SlotOfItem(self, IID_NONE); //give ammo
if (x != 0)
SetItemSlot(self, x, WeaponAmmoType(wid));
ammotype = WeaponAmmoType(wid);//load weapon with full ammo (may be changed)
AddStackable(self, ammotype, ammocount*3);
}; };
@ -668,17 +665,17 @@ void() W_PlayerMenu =
if (self.currentmenu == "shop_chems") if (self.currentmenu == "shop_chems")
{ {
if (self.impulse == 1) if (self.impulse == 1)
BuyChem(3, 1); //cost, item BuyChem(3, IID_CHEM_STIMPACK); //cost, item
if (self.impulse == 2) if (self.impulse == 2)
BuyChem(5, 2); //cost, item BuyChem(5, IID_CHEM_MEDICALBAG); //cost, item
if (self.impulse == 3) if (self.impulse == 3)
BuyChem(10, 3); //cost, item BuyChem(10, IID_CHEM_SUPERSTIM); //cost, item
if (self.impulse == 4) if (self.impulse == 4)
BuyChem(12, 4); //cost, item BuyChem(12, IID_CHEM_ADRENALINE); //cost, item
if (self.impulse == 5) if (self.impulse == 5)
BuyChem(18, 5); //cost, item BuyChem(18, IID_CHEM_PSYCHO); //cost, item
if (self.impulse == 6) if (self.impulse == 6)
BuyChem(21, 6); //cost, item BuyChem(21, IID_CHEM_BESERK); //cost, item
} }
if (self.currentmenu == "shop_other") if (self.currentmenu == "shop_other")