fteqw/quakec/fallout2/modbuy.qc

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void(float cost, float type) BuyGrenade =
{
local string z;
local float x, y;
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 ");
if (type == 1)
y = IID_GREN_SMOKE;
if (type == 2)
y = IID_GREN_FRAG;
if (type == 3)
y = IID_GREN_EMP;
z = GetItemName(y);
sprint(self, PRINT_HIGH, z);
sprint(self, PRINT_HIGH, "\n");
//put grenade in inventory
//finds existing grenades, otherwise, empty slot
x = SlotOfItem(self, y);
SlotVal(IID_GREN_SMOKE, 500)
if (x != 0) //found existing grenades
SetItemSlot(self, x, SlotVal(y, 1));
if (x == 0)
x = FindEmptySlot(self, y);
SetItemSlot(self, x, SlotVal(y, 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 x;
local float y;
if (self.ammo_shells < cost)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not enough money.\n");
return;
}
if (type >= 2 && self.class != 1)
{
self.currentmenu = "none";
sprint(self, PRINT_HIGH, "not a medic.\n");
return;
}
if (self.equipment == 1)
y = 4;
else
y = 2;
if (self.chemcount >= y)
{
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.chemcount = y;
self.chem = type;
self.ammo_shells = self.ammo_shells - cost;
x = GetChemName();
sprint (self, PRINT_HIGH, x);
sprint(self, PRINT_HIGH, " purchased.\n");
};
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 item) BuyWeapon =
{
sprint (self, PRINT_HIGH, "The shop is not open today.\n");
self.currentmenu = "none";
SetWeaponModel ();
return;
/*
local float lbs;
local string qq;
local float curr;
local float c3;
local string c1;
local string c2;
lbs = weightx ();
if ((self.current_slot == 1))
{
curr = self.slot1_weight;
if (self.slot2 == 0)
self.slot2 = self.slot1;
if (self.slot1 != 0)
{
DropWeapon (self.slot1, 1, 0);
self.slot1 = 0;
}
GetWeaponModel ();
}
if ((self.current_slot == 2))
{
curr = self.slot2_weight;
if (self.slot1 == 0)
self.slot1 = self.slot2;
if (self.slot2 != 0)
{
DropWeapon (self.slot2, 1, 0);
self.slot2 = 0;
}
GetWeaponModel ();
}
if ((lbs + wt - curr) > self.max_weight)
{
sprint (self, PRINT_HIGH, "you can't carry that much.\n");
self.currentmenu = "none";
GetWeaponModel ();
return;
}
if (cost > self.ammo_shells)
{
sprint (self, PRINT_HIGH, "not enough money.\n");
self.currentmenu = "none";
GetWeaponModel ();
return;
}
self.ammo_shells = self.ammo_shells - cost;
if ((self.current_slot == 1))
{
GetWeaponWeight (self, self.current_slot);
stuffcmd (self, "impulse 1\n");
self.slot1 = item;
self.items = (self.items | IT_SUPER_NAILGUN);
GetWeaponModel ();
}
if (self.current_slot == 2)
{
GetWeaponWeight (self, self.current_slot);
stuffcmd (self, "impulse 2\n");
self.slot2 = item;
self.items = (self.items | IT_GRENADE_LAUNCHER);
GetWeaponModel ();
}
qq = GetWeaponName (self, item);
sprint (self, PRINT_HIGH, qq);
sprint (self, PRINT_HIGH, " purchased.\n");
sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
self.currentmenu = "none";
WeaponAmmo (SPAWNFLAG_SUPERSPIKE);
WeaponAmmo (SPAWNFLAG_LASER);
GetWeaponWeight (self, 1);
GetWeaponWeight (self, 2);
GetWeaponModel ();
return;
*/
};
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) - self.armor_weight) > 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 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.armor_weight) + self.slot1_weight) + self.slot2_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);
}
};
float () weightx =
{
local float tmp;
tmp = self.slot1_weight + self.slot2_weight + self.armor_weight;
return tmp;
};
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, 1); //weight, cost, item
if (self.impulse == 2)
BuyArmor(7, 05, 2); //weight, cost, item
if (self.impulse == 3)
BuyArmor(9, 10, 3); //weight, cost, item
if (self.impulse == 4)
BuyArmor(15, 12, 4); //weight, cost, item
if (self.impulse == 5)
BuyArmor(12, 25, 5); //weight, cost, item
if (self.impulse == 6)
BuyArmor(17, 35, 6); //weight, cost, item
if (self.impulse == 7)
BuyArmor(5, 45, 7); //weight, cost, item
if (self.impulse == 8)
BuyArmor(20, 55, 8); //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, 1); //weight, cost, item
if (self.impulse == 2)
BuyWeapon(6, 3, 2); //weight, cost, item
if (self.impulse == 3)
BuyWeapon(3, 10, 3); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(10, 15, 4); //weight, cost, item
return;
}
if (self.currentmenu == "shop_thrown")
{
if (self.impulse == 1)
BuyGrenade(3, 1); //weight, cost, item
if (self.impulse == 2)
BuyGrenade(4, 2); //weight, cost, item
if (self.impulse == 3)
BuyGrenade(5, 3); //weight, cost, item
if (self.impulse == 4)
BuyGrenade(6, 4); //weight, cost, item
return;
}
if (self.currentmenu == "shop_pistols")
{
if (self.impulse == 1)
BuyWeapon(1, 5, 5); //weight, cost, item
if (self.impulse == 2)
BuyWeapon(2, 7, 6); //weight, cost, item
if (self.impulse == 3)
BuyWeapon(2, 9, 7); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(2, 21, 8); //weight, cost, item
if (self.impulse == 5)
BuyWeapon(3, 14, 13); //weight, cost, item
if (self.impulse == 6)
BuyWeapon(3, 17, 14); //weight, cost, item
return;
}
if (self.currentmenu == "shop_shotguns")
{
if (self.impulse == 1)
BuyWeapon(3, 3, 9); //weight, cost, item
if (self.impulse == 2)
BuyWeapon(4, 7, 10); //weight, cost, item
if (self.impulse == 3)
BuyWeapon(5, 12, 11); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(7, 34, 12); //weight, cost, item
return;
}
if (self.currentmenu == "shop_rifles")
{
if (self.impulse == 1)
BuyWeapon(3, 11, 15); //weight, cost, item
if (self.impulse == 2)
BuyWeapon(4, 21, 16); //weight, cost, item
if (self.impulse == 3)
BuyWeapon(5, 25, 17); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(6, 28, 18); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(5, 30, 19); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(4, 32, 20); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(7, 40, 21); //weight, cost, item
if (self.impulse == 4)
BuyWeapon(10, 45, 22); //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, 1); //cost, item
if (self.impulse == 2)
BuyChem(5, 2); //cost, item
if (self.impulse == 3)
BuyChem(10, 3); //cost, item
if (self.impulse == 4)
BuyChem(12, 4); //cost, item
if (self.impulse == 5)
BuyChem(18, 5); //cost, item
if (self.impulse == 6)
BuyChem(21, 6); //cost, item
}
if (self.currentmenu == "shop_other")
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 == "gain_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 = "gain_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 = "gain_skill";
DisplayMenu();
self.impulse = 0;
self.class = 0;
return;
}
}
};