hexen2/H2MP/hcode/artifact.hc

916 lines
21 KiB
C++

/*
* $Header: /H2 Mission Pack/HCode/artifact.hc 10 3/23/98 7:25p Jmonroe $
*/
/*
* artifact_touch() -- Called when an artifact is being touched.
* Awards players random amounts of whatever they represent.
*/
void() SUB_regen;
void() StartItem;
void ring_touch(void);
void artifact_touch()
{
float amount;
if(other.classname != "player"||other.model=="models/sheep.mdl")
{ // Only players can take artifacts
return;
}
if(other.health <= 0)
{ // Player is dead
return;
}
if (self.owner == other && self.artifact_ignore_owner_time > time)
return;
if (self.artifact_ignore_time > time)
return;
// Take appropriate action
if(self.netname == STR_TORCH)
{
if ((other.cnt_torch + 1) > 15)
return;
else
other.cnt_torch += 1;
}
else if(self.netname == STR_HEALTHBOOST) // 25 limit
{
if ((other.cnt_h_boost + 1) > 30||(other.playerclass!=CLASS_CRUSADER&&other.cnt_h_boost + 1 > 15))
return;
else
other.cnt_h_boost += 1;
}
else if(self.netname == STR_SUPERHEALTHBOOST) // 5 limit
{
if (deathmatch&&(other.cnt_sh_boost + 1) > 2)
return;
else if ((other.cnt_sh_boost + 1) > 5)
return;
else
other.cnt_sh_boost += 1;
}
else if(self.netname == STR_MANABOOST)
{
if ((other.cnt_mana_boost + 1) > 15)
return;
else
other.cnt_mana_boost += 1;
}
else if(self.netname == STR_TELEPORT)
{
if ((other.cnt_teleport + 1) > 15)
return;
else
other.cnt_teleport += 1;
}
else if(self.netname == STR_TOME)
{
if ((other.cnt_tome + 1) > 15)
return;
else
other.cnt_tome += 1;
}
else if(self.netname == STR_SUMMON)
{
if ((other.cnt_summon + 1) > 15)
return;
else
other.cnt_summon += 1;
}
else if(self.netname == STR_INVISIBILITY)
{
if ((other.cnt_invisibility + 1) > 15)
return;
else
other.cnt_invisibility += 1;
}
else if(self.netname == STR_GLYPH)
{
if(other.playerclass==CLASS_CRUSADER)
{
if ((other.cnt_glyph + 5) > 50)
return;
else
other.cnt_glyph += 5;
}
else
{
if ((other.cnt_glyph + 1) > 15)
return;
else
other.cnt_glyph += 1;
}
}
else if(self.netname == STR_HASTE)
{
if ((other.cnt_haste + 1) > 15)
return;
else
other.cnt_haste += 1;
}
else if(self.netname == STR_BLAST)
{
if ((other.cnt_blast + 1) > 15)
return;
else
other.cnt_blast += 1;
}
else if(self.netname == STR_POLYMORPH)
{
if ((other.cnt_polymorph + 1) > 15)
return;
else
other.cnt_polymorph += 1;
}
else if(self.netname == STR_FLIGHT)
{
if ((other.cnt_flight + 1) > 15)
return;
else
other.cnt_flight += 1;
}
else if(self.netname == STR_CUBEOFFORCE)
{
if ((other.cnt_cubeofforce + 1) > 15)
return;
else
other.cnt_cubeofforce += 1;
}
else if(self.netname == STR_INVINCIBILITY)
{
if ((other.cnt_invincibility + 1) > 15)
return;
else
other.cnt_invincibility += 1;
}
else if(self.classname == "art_sword_and_crown"&&other.team==2)
{
sound(self,CHAN_AUTO,"crusader/Lghtn2.mdl",1,ATTN_NONE);
centerprint(other,"You are victorious!\n");
bprint(other.netname);
bprint(" has captured the Crown!\n");
}
amount = random();
if (amount < 0.5)
{
sprint (other, STR_YOUPOSSESS);
sprint (other, self.netname);
}
else
{
sprint (other, STR_YOUHAVEACQUIRED);
sprint (other, self.netname);
}
sprint (other,"\n");
if (self.artifact_respawn)
{
self.mdl = self.model;
if(self.netname==STR_INVINCIBILITY)
thinktime self : 120;
else if(self.netname==STR_INVISIBILITY)
thinktime self : 90;
else
thinktime self : 60;
self.think = SUB_regen;
}
sound(other, CHAN_VOICE, "items/artpkup.wav", 1, ATTN_NORM);
stuffcmd(other, "bf\n");
self.solid = SOLID_NOT;
// other.items = other.items | self.items;
self.model = string_null;
activator = other;
SUB_UseTargets(); // Fire all targets / killtargets
if(!self.artifact_respawn)
{
remove(self);
}
}
void Artifact_Cheat(void)
{
self.cnt_sh_boost = 20;
self.cnt_summon = 20;
self.cnt_glyph = 20;
self.cnt_blast = 20;
self.cnt_polymorph = 20;
self.cnt_flight = 20;
self.cnt_cubeofforce = 20;
self.cnt_invincibility = 20;
self.cnt_invisibility = 20;
self.cnt_haste = 20;
self.cnt_mana_boost = 20;
self.cnt_sh_boost = 20;
self.cnt_h_boost = 20;
self.cnt_teleport = 20;
self.cnt_tome = 20;
self.cnt_torch = 20;
}
/*-----------------------------------------
GenerateArtifactModel - generate the artifact
-----------------------------------------*/
void GenerateArtifactModel(string modelname,string art_name,float respawnflag)
{
if (respawnflag) // Should this thing respawn
{
self.artifact_respawn = deathmatch;
if((art_name==STR_TOME||art_name==STR_MANABOOST)&&mapname=="tibet10")
self.artifact_respawn = TRUE;
else if((art_name==STR_HEALTHBOOST||art_name==STR_MANABOOST)&&skill>3)
self.artifact_respawn = TRUE; //jfm: this should help out a bit...
}
setmodel(self, modelname);
self.netname = art_name;
if (modelname == "models/ringft.mdl")
{
self.netname = "Ring of Flight";
self.touch = ring_touch;
}
else //if (modelname != "models/a_xray.mdl")
self.touch = artifact_touch;
setsize (self, '0 0 0', '0 0 0');
StartItem();
}
/*-----------------------------------------
spawn_artifact - decide which artifact to spawn
-----------------------------------------*/
void spawn_artifact (float artifact,float respawnflag)
{
if (artifact == ARTIFACT_HASTE)
GenerateArtifactModel("models/a_haste.mdl",STR_HASTE,respawnflag);
else if (artifact == ARTIFACT_POLYMORPH)
GenerateArtifactModel("models/a_poly.mdl",STR_POLYMORPH,respawnflag);
else if (artifact == ARTIFACT_GLYPH)
GenerateArtifactModel("models/a_glyph.mdl",STR_GLYPH,respawnflag);
else if (artifact == ARTIFACT_INVISIBILITY)
GenerateArtifactModel("models/a_invis.mdl",STR_INVISIBILITY,respawnflag);
else if (artifact == ARTIFACT_INVINCIBILITY)
GenerateArtifactModel("models/a_invinc.mdl",STR_INVINCIBILITY,respawnflag);
else if (artifact == ARTIFACT_CUBEOFFORCE)
GenerateArtifactModel("models/a_cube.mdl",STR_CUBEOFFORCE,respawnflag);
else if (artifact == ARTIFACT_SUMMON)
GenerateArtifactModel("models/a_summon.mdl",STR_SUMMON,respawnflag);
else if (artifact == ARTIFACT_TOME)
GenerateArtifactModel("models/a_tome.mdl",STR_TOME,respawnflag);
else if (artifact == ARTIFACT_TELEPORT)
GenerateArtifactModel("models/a_telprt.mdl",STR_TELEPORT,respawnflag);
else if (artifact == ARTIFACT_MANA_BOOST)
GenerateArtifactModel("models/a_mboost.mdl",STR_MANABOOST,respawnflag);
else if (artifact == ARTIFACT_BLAST)
GenerateArtifactModel("models/a_blast.mdl",STR_BLAST,respawnflag);
else if (artifact == ARTIFACT_TORCH)
GenerateArtifactModel("models/a_torch.mdl",STR_TORCH,respawnflag);
else if (artifact == ARTIFACT_HP_BOOST)
GenerateArtifactModel("models/a_hboost.mdl",STR_HEALTHBOOST,respawnflag);
else if (artifact == ARTIFACT_SUPER_HP_BOOST)
GenerateArtifactModel("models/a_shbost.mdl",STR_SUPERHEALTHBOOST,respawnflag);
else if (artifact == ARTIFACT_FLIGHT)
GenerateArtifactModel("models/ringft.mdl",STR_FLIGHT,respawnflag);
}
/*
====================================================================================================
SUPER HP BOOST
====================================================================================================
*/
void DecrementSuperHealth()
{
float wait_time,over,decr_health;
if (self.health > self.max_health)
{
if (self.health<200)
{
wait_time = 2;
decr_health = 1;
}
else if (self.health<400) // Vary rate of update time
{
decr_health = 1;
over = 200 - (self.health - 200);
wait_time = over/400;
if (wait_time < .10)
wait_time = .10;
}
else // Vary the amount of the decrement
{
wait_time = .10;
over = self.health - 400;
decr_health = over * .016;
decr_health = ceil(decr_health);
if (decr_health < 2)
decr_health = 2;
}
self.health = self.health - decr_health;
self.healthtime = time + wait_time;
}
else // All done, get rid of it
self.artifact_flags (-) AFL_SUPERHEALTH;
}
void use_super_healthboost()
{
self.healthtime = time + .05;
if(self.health<-100)
self.health=1;
else if(self.health<0)
self.health+=100;
else if (self.health < 899)
self.health = self.health + 100;
else if (self.health > 999)
self.health = 999;
self.cnt_sh_boost -= 1;
self.artifact_flags(+)AFL_SUPERHEALTH; // Show the health is in use
if(self.flags2&FL2_POISONED)
{
self.flags2(-)FL2_POISONED;
centerprint(self,"The poison has been cleansed from your blood...\n");
}
}
/*QUAKED art_SuperHBoost (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for the Super Health Boost
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_SuperHBoost()
{
spawn_artifact(ARTIFACT_SUPER_HP_BOOST,RESPAWN);
}
/*
====================================================================================================
HP BOOST
====================================================================================================
*/
void use_healthboost()
{
if(self.health >= self.max_health)
{ // Already at max health
return;
}
self.cnt_h_boost -= 1;
self.health += 25;
if(self.health > self.max_health)
{
self.health = self.max_health;
}
if(self.flags2&FL2_POISONED)
{
self.flags2(-)FL2_POISONED;
centerprint(self,"The poison has been cleansed from your blood...\n");
}
}
/*QUAKED art_HealthBoost (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for the Health Boost
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_HealthBoost()
{
spawn_artifact(ARTIFACT_HP_BOOST,RESPAWN);
}
/*
====================================================================================================
The TORCH
====================================================================================================
*/
/*QUAKED art_torch (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for the torch
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_torch()
{
spawn_artifact(ARTIFACT_TORCH,RESPAWN);
}
void KillTorch()
{
if(!self.artifact_active&ART_INVISIBILITY)
self.effects(-)EF_DIMLIGHT; // Turn off lights
self.artifact_flags(-)AFL_TORCH; // Turn off torch flag
if(self.netname==STR_TORCH)
remove(self);
else
self.cnt_torch -= 1;
}
/*
void DouseTorch()//Never called?!
{//water?
sound (self, CHAN_BODY, "raven/douse.wav", 1, ATTN_IDLE);
self.torchtime = 0;
KillTorch();
}
*/
void DimTorch()
{
sound (self, CHAN_BODY, "raven/kiltorch.wav", 1, ATTN_IDLE);
self.effects(-)EF_TORCHLIGHT;
self.torchtime = time + 7;
self.torchthink = KillTorch;
}
void FullTorch()
{
sound (self, CHAN_BODY, "raven/fire1.wav", 1, ATTN_NORM);
self.effects(+)EF_TORCHLIGHT;
self.torchtime = time + 23;
self.torchthink = DimTorch;
}
void thrown_torch_think ()
{//FIXME: If you pick it back up, it should still be lit and timing out
if (self.torchtime < time)
self.torchthink ();
self.think=thrown_torch_think;
thinktime self : 0.5;
}
void throw_torch (entity throwtorch)
{
makevectors(self.v_angle);
throwtorch.netname=STR_TORCH;
throwtorch.torchtime = self.torchtime;
if(self.effects&EF_DIMLIGHT)
throwtorch.effects(+)EF_DIMLIGHT;
if(self.effects&EF_TORCHLIGHT)
throwtorch.effects(+)EF_TORCHLIGHT;
throwtorch.torchthink=self.torchthink;
throwtorch.think=thrown_torch_think;
thinktime throwtorch : 0;
if(!self.artifact_active&ART_INVISIBILITY)
self.effects(-)EF_DIMLIGHT; // Turn off lights
self.artifact_flags(-)AFL_TORCH; // Turn off torch flag
self.effects(-)EF_TORCHLIGHT;
self.torchtime = 0;
}
/*
============
TorchBurn
============
*/
void UseTorch()
{
if((self.effects!=EF_DIMLIGHT) && (self.effects!=EF_TORCHLIGHT))
{
sound (self, CHAN_WEAPON, "raven/littorch.wav", 1, ATTN_NORM);
self.effects(+)EF_DIMLIGHT; // set player to emit light
self.torchtime = time + 1;
self.torchthink = FullTorch;
self.artifact_flags (+) AFL_TORCH; // Show the torch is in use
}
}
/*QUAKED art_blastradius (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Blast Radius
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_blastradius()
{
spawn_artifact(ARTIFACT_BLAST,RESPAWN);
}
void UseManaBoost()
{
self.bluemana = self.max_mana;
self.greenmana = self.max_mana;
self.cnt_mana_boost -= 1;
}
/*QUAKED art_manaboost (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Mana Boost
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_manaboost()
{
spawn_artifact(ARTIFACT_MANA_BOOST,RESPAWN);
}
/*QUAKED art_teleport (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Teleportation
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_teleport()
{
spawn_artifact(ARTIFACT_TELEPORT,RESPAWN);
}
/*QUAKED art_tomeofpower (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Tome of Power
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_tomeofpower()
{
spawn_artifact(ARTIFACT_TOME,RESPAWN);
}
/*QUAKED art_summon (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Summoning
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_summon()
{
spawn_artifact(ARTIFACT_SUMMON,RESPAWN);
}
/*QUAKED art_glyph (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Glyph of the Ancients
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_glyph()
{
spawn_artifact(ARTIFACT_GLYPH,RESPAWN);
}
/*QUAKED art_haste (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Haste
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_haste()
{
spawn_artifact(ARTIFACT_HASTE,RESPAWN);
}
/*QUAKED art_polymorph (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Polymorph
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_polymorph()
{
spawn_artifact(ARTIFACT_POLYMORPH,RESPAWN);
}
/*QUAKED art_cubeofforce (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Cube Of Force
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_cubeofforce()
{
spawn_artifact(ARTIFACT_CUBEOFFORCE,RESPAWN);
}
/*QUAKED art_invincibility (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Invincibility
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_invincibility()
{
spawn_artifact(ARTIFACT_INVINCIBILITY,RESPAWN);
}
/*QUAKED art_invisibility (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Invisibility
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_invisibility()
{
spawn_artifact(ARTIFACT_INVISIBILITY,RESPAWN);
}
void spawn_art_sword_and_crown(void)
{
self.effects=EF_BRIGHTLIGHT;
setmodel(self, "models/xcalibur.mdl");
self.netname = "Sword";
self.touch = artifact_touch;
setsize (self, '-8 -8 -44', '8 8 20');
StartItem();
}
/*QUAKED art_sword_and_crown (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
Artifact for Sword and Crown
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void art_sword_and_crown()
{
precache_model2("models/xcalibur.mdl");
self.artifact_respawn = deathmatch;
spawn_art_sword_and_crown();
}
void item_spawner_use(void)
{
DropBackpack();
}
/*QUAKED item_spawner (.0 .0 .5) (-8 -8 -44) (8 8 20)
Generic item spawner
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
void item_spawner()
{
setmodel(self, self.model); // set size and link into world
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NONE;
self.modelindex = 0;
self.model = "";
self.effects = EF_NODRAW;
self.use = item_spawner_use;
}
/*
* $Log: /H2 Mission Pack/HCode/artifact.hc $
*
* 10 3/23/98 7:25p Jmonroe
* added item respawn in nightmare
*
* 9 3/22/98 6:27p Jmonroe
* fixed spiders for nightmare mode
*
* 8 3/19/98 12:17a Mgummelt
* last bug fixes
*
* 7 2/12/98 5:55p Jmonroe
* remove unreferenced funcs
*
* 6 2/08/98 3:09p Mgummelt
*
* 5 1/31/98 10:42p Mgummelt
*
* 4 1/31/98 10:30p Mgummelt
*
* 3 1/28/98 6:55p Mgummelt
*
* 2 1/28/98 3:10p Mgummelt
*
* 77 10/28/97 1:00p Mgummelt
* Massive replacement, rewrote entire code... just kidding. Added
* support for 5th class.
*
* 75 9/10/97 8:00p Mgummelt
*
* 74 9/02/97 2:01a Rlove
*
* 73 9/01/97 6:45p Mgummelt
*
* 72 9/01/97 1:35a Mgummelt
*
* 70 8/29/97 11:14p Mgummelt
*
* 69 8/26/97 2:26a Mgummelt
*
* 68 8/25/97 6:37p Rlove
*
* 67 8/25/97 6:01p Rlove
*
* 66 8/23/97 7:15p Rlove
*
* 65 8/20/97 3:44p Mgummelt
*
* 64 8/16/97 5:46p Mgummelt
*
* 63 8/06/97 10:11p Mgummelt
*
* 62 7/28/97 12:31p Rlove
* Health doesn't count down as fast
*
* 61 7/24/97 6:14p Rlove
* Artifacts can no longer be used if the current one is still in use.
*
* 60 7/24/97 3:53p Rlove
*
* 59 7/24/97 11:29a Mgummelt
*
* 58 7/24/97 3:26a Mgummelt
*
* 57 7/21/97 3:03p Rlove
*
* 56 7/19/97 2:30a Bgokey
*
* 55 7/17/97 2:17p Mgummelt
*
* 54 7/14/97 1:00p Mgummelt
*
* 53 7/08/97 3:09p Rlove
*
* 52 7/08/97 7:00a Rlove
*
* 51 7/07/97 2:58p Mgummelt
*
* 50 7/07/97 10:56a Mgummelt
*
* 49 6/28/97 2:43p Rlove
*
* 48 6/26/97 4:44p Rjohnson
* Cheat gives you all artifacts
*
* 47 6/20/97 9:43a Rlove
* New mana system
*
* 46 6/19/97 7:51a Rlove
*
* 45 6/18/97 4:00p Mgummelt
*
* 44 6/17/97 10:26a Rlove
*
* 43 6/16/97 11:49p Bgokey
*
* 42 6/16/97 6:40p Bgokey
*
* 41 6/16/97 4:01p Rlove
*
* 40 6/16/97 3:37p Rlove
* Fixed the cheat so not everything is given (E3)
*
* 39 6/16/97 3:00p Rlove
*
* 38 6/13/97 10:11a Rlove
* Moved all message.hc to strings.hc
*
* 37 6/09/97 7:26a Rlove
* Torch Artifact bit was being turned off without being checked if it was
* on.
*
* 36 6/06/97 2:52p Rlove
* Artifact of Super Health now functions properly
*
* 35 6/04/97 8:16p Mgummelt
*
* 34 6/03/97 7:59a Rlove
* Change take_art.wav to artpkup.wav
*
* 33 5/27/97 3:52p Rjohnson
* Added a generic item spawner
*
* 32 5/23/97 12:22p Bgokey
*
* 31 5/22/97 3:30p Mgummelt
*
* 30 5/19/97 5:29p Rlove
*
* 29 5/19/97 4:35p Rlove
*
* 28 5/19/97 8:58a Rlove
* Adding sprites and such to the axe.
*
* 27 5/11/97 8:54p Mgummelt
*
* 26 4/28/97 10:17a Rlove
* New artifacts and items
*
* 25 4/24/97 10:00p Rjohnson
* Fixed problem with precache and spawning artifacts
*
* 24 4/24/97 2:53p Rjohnson
* Added backpack functionality and spawning of objects
*
* 23 4/21/97 4:44p Rlove
* Changed bounding box and color for artifacts
*
* 22 4/15/97 8:46a Rlove
* Weapon pick ups are working better. Instant health is also working
*
* 21 4/09/96 7:33p Mgummelt
*
* 20 4/09/96 7:31p Mgummelt
*
* 19 4/04/97 5:40p Rlove
*
* 18 3/29/97 1:02p Aleggett
*
* 17 2/13/97 3:22p Rlove
* Blast Radius
*
* 16 2/12/97 10:17a Rlove
*
* 15 2/07/97 1:34p Rlove
* Artifact of invincibility
*
* 14 2/04/97 3:37p Rlove
* Rewrote super health, made the code tighter
*
* 13 2/04/97 3:05p Rlove
* Rewrote the torch, doesn't use an entity anymore (what was I thinking?)
*
* 12 12/18/96 3:14p Rlove
* Mana system started
*
* 11 12/18/96 11:50a Rlove
* Changes for Health and Super Health use
*
* 10 12/18/96 8:56a Rlove
* Inventory screen is operational now
*
* 9 12/16/96 12:42p Rlove
* New gauntlets, artifacts, and inventory
*
* 1 12/13/96 3:46p Rlove
*
* 8 12/09/96 4:02p Rlove
* Inventory now keeps track of what the hero has
*
* 7 12/09/96 10:34a Rlove
*
* 6 12/02/96 8:47a Rlove
* Added mana and blast radius artifacts
*
* 5 11/12/96 2:39p Rlove
* Updates for the inventory system. Torch, HP boost and Super HP Boost.
*
* 4 11/11/96 1:03p Rlove
* Put in Source Safe stuff
*/