gzdoom-gles/wadsrc/static/zscript/strife/strifeitems.txt
Christoph Oelckers ddab2c3e78 - removed the playernum parameter from CheckLocalView
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.

In particular, this makes no real sense in case of secondary maps where it should always return false.
2019-01-31 03:29:25 +01:00

821 lines
14 KiB
Text

// Med patch -----------------------------------------------------------------
class MedPatch : HealthPickup
{
Default
{
Health 10;
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.MaxAmount 20;
Tag "$TAG_MEDPATCH";
Inventory.Icon "I_STMP";
Inventory.PickupMessage "$TXT_MEDPATCH";
HealthPickup.Autouse 3;
}
States
{
Spawn:
STMP A -1;
Stop;
}
}
// Medical Kit ---------------------------------------------------------------
class MedicalKit : HealthPickup
{
Default
{
Health 25;
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.MaxAmount 15;
Tag "$TAG_MEDICALKIT";
Inventory.Icon "I_MDKT";
Inventory.PickupMessage "$TXT_MEDICALKIT";
HealthPickup.Autouse 3;
}
States
{
Spawn:
MDKT A -1;
Stop;
}
}
// Surgery Kit --------------------------------------------------------------
class SurgeryKit : HealthPickup
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Health -100;
Inventory.MaxAmount 5;
Tag "$TAG_SURGERYKIT";
Inventory.Icon "I_FULL";
Inventory.PickupMessage "$TXT_SURGERYKIT";
}
States
{
Spawn:
FULL AB 35;
Loop;
}
}
// StrifeMap ----------------------------------------------------------------
class StrifeMap : MapRevealer
{
Default
{
+FLOORCLIP
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_STRIFEMAP";
}
States
{
Spawn:
SMAP AB 6 Bright;
Loop;
}
}
// Beldin's Ring ------------------------------------------------------------
class BeldinsRing : Inventory
{
Default
{
+NOTDMATCH
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_BELDINSRING";
Inventory.Icon "I_RING";
Inventory.GiveQuest 1;
Inventory.PickupMessage "$TXT_BELDINSRING";
}
States
{
Spawn:
RING A -1;
Stop;
}
}
// Offering Chalice ---------------------------------------------------------
class OfferingChalice : Inventory
{
Default
{
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
Radius 10;
Height 16;
Tag "$TAG_OFFERINGCHALICE";
Inventory.Icon "I_RELC";
Inventory.PickupMessage "$TXT_OFFERINGCHALICE";
Inventory.GiveQuest 2;
}
States
{
Spawn:
RELC A -1;
Stop;
}
}
// Ear ----------------------------------------------------------------------
class Ear : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_EAR";
Inventory.Icon "I_EARS";
Inventory.PickupMessage "$TXT_EAR";
Inventory.GiveQuest 9;
}
States
{
Spawn:
EARS A -1;
Stop;
}
}
// Broken Power Coupling ----------------------------------------------------
class BrokenPowerCoupling : Inventory
{
Default
{
Health 40;
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
Radius 16;
Height 16;
Tag "$TAG_BROKENCOUPLING";
Inventory.MaxAmount 1;
Inventory.Icon "I_COUP";
Inventory.PickupMessage "$TXT_BROKENCOUPLING";
Inventory.GiveQuest 8;
}
States
{
Spawn:
COUP C -1;
Stop;
}
}
// Shadow Armor -------------------------------------------------------------
class ShadowArmor : PowerupGiver
{
Default
{
+FLOORCLIP
+VISIBILITYPULSE
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
RenderStyle "Translucent";
Tag "$TAG_SHADOWARMOR";
Inventory.MaxAmount 2;
Powerup.Type "PowerShadow";
Inventory.Icon "I_SHD1";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_SHADOWARMOR";
}
States
{
Spawn:
SHD1 A -1 Bright;
Stop;
}
}
// Environmental suit -------------------------------------------------------
class EnvironmentalSuit : PowerupGiver
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 5;
Powerup.Type "PowerMask";
Tag "$TAG_ENVSUIT";
Inventory.Icon "I_MASK";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_ENVSUIT";
}
States
{
Spawn:
MASK A -1;
Stop;
}
}
// Guard Uniform ------------------------------------------------------------
class GuardUniform : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_GUARDUNIFORM";
Inventory.Icon "I_UNIF";
Inventory.PickupMessage "$TXT_GUARDUNIFORM";
Inventory.GiveQuest 15;
}
States
{
Spawn:
UNIF A -1;
Stop;
}
}
// Officer's Uniform --------------------------------------------------------
class OfficersUniform : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_OFFICERSUNIFORM";
Inventory.Icon "I_OFIC";
Inventory.PickupMessage "$TXT_OFFICERSUNIFORM";
}
States
{
Spawn:
OFIC A -1;
Stop;
}
}
// Flame Thrower Parts ------------------------------------------------------
class FlameThrowerParts : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.Icon "I_BFLM";
Tag "$TAG_FTHROWERPARTS";
Inventory.PickupMessage "$TXT_FTHROWERPARTS";
}
States
{
Spawn:
BFLM A -1;
Stop;
}
}
// InterrogatorReport -------------------------------------------------------
// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
// find that Acolyte in the map. It seems to be totally unused in the
// final game.
class InterrogatorReport : Inventory
{
Default
{
+FLOORCLIP
Tag "$TAG_REPORT";
Inventory.PickupMessage "$TXT_REPORT";
}
States
{
Spawn:
TOKN A -1;
Stop;
}
}
// Info ---------------------------------------------------------------------
class Info : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_INFO";
Inventory.Icon "I_TOKN";
Inventory.PickupMessage "$TXT_INFO";
}
States
{
Spawn:
TOKN A -1;
Stop;
}
}
// Targeter -----------------------------------------------------------------
class Targeter : PowerupGiver
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
Tag "$TAG_TARGETER";
Powerup.Type "PowerTargeter";
Inventory.MaxAmount 5;
Inventory.Icon "I_TARG";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_TARGETER";
}
States
{
Spawn:
TARG A -1;
Stop;
}
}
// Communicator -----------------------------------------------------------------
class Communicator : Inventory
{
Default
{
+NOTDMATCH
Tag "$TAG_COMMUNICATOR";
Inventory.Icon "I_COMM";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_COMMUNICATOR";
}
States
{
Spawn:
COMM A -1;
Stop;
}
}
// Degnin Ore ---------------------------------------------------------------
class DegninOre : Inventory
{
Default
{
Health 10;
Radius 16;
Height 16;
Inventory.MaxAmount 10;
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
+INCOMBAT
+INVENTORY.INVBAR
Tag "$TAG_DEGNINORE";
DeathSound "ore/explode";
Inventory.Icon "I_XPRK";
Inventory.PickupMessage "$TXT_DEGNINORE";
}
States
{
Spawn:
XPRK A -1;
Stop;
Death:
XPRK A 1 A_RemoveForceField;
BNG3 A 0 A_SetRenderStyle(1, STYLE_Normal);
BNG3 A 0 A_Scream;
BNG3 A 3 Bright A_Explode(192, 192, alert:true);
BNG3 BCDEFGH 3 Bright;
Stop;
}
override bool Use (bool pickup)
{
if (pickup)
{
return false;
}
else
{
Inventory drop;
// Increase the amount by one so that when DropInventory decrements it,
// the actor will have the same number of beacons that he started with.
// When we return to UseInventory, it will take care of decrementing
// Amount again and disposing of this item if there are no more.
Amount++;
drop = Owner.DropInventory (self);
if (drop == NULL)
{
Amount--;
return false;
}
return true;
}
}
}
// Gun Training -------------------------------------------------------------
class GunTraining : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
Inventory.MaxAmount 100;
Tag "$TAG_GUNTRAINING";
Inventory.Icon "I_GUNT";
}
States
{
Spawn:
GUNT A -1;
Stop;
}
}
// Health Training ----------------------------------------------------------
class HealthTraining : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
Inventory.MaxAmount 100;
Tag "$TAG_HEALTHTRAINING";
Inventory.Icon "I_HELT";
}
States
{
Spawn:
HELT A -1;
Stop;
}
override bool TryPickup (in out Actor toucher)
{
if (Super.TryPickup(toucher))
{
toucher.GiveInventoryType ("GunTraining");
toucher.A_GiveInventory("Coin", toucher.player.mo.accuracy*5 + 300);
return true;
}
return false;
}
}
// Scanner ------------------------------------------------------------------
class Scanner : PowerupGiver
{
Default
{
+FLOORCLIP
+INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 1;
Tag "$TAG_SCANNER";
Inventory.Icon "I_PMUP";
Powerup.Type "PowerScanner";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_SCANNER";
}
States
{
Spawn:
PMUP AB 6;
Loop;
}
override bool Use (bool pickup)
{
if (!level.AllMap)
{
if (Owner.CheckLocalView())
{
Console.MidPrint("SmallFont", "$TXT_NEEDMAP");
}
return false;
}
return Super.Use (pickup);
}
}
// Prison Pass --------------------------------------------------------------
class PrisonPass : Key
{
Default
{
Inventory.Icon "I_TOKN";
Tag "$TAG_PRISONPASS";
Inventory.PickupMessage "$TXT_PRISONPASS";
}
States
{
Spawn:
TOKN A -1;
Stop;
}
override bool TryPickup (in out Actor toucher)
{
Super.TryPickup (toucher);
Door_Open(223, 16);
toucher.GiveInventoryType ("QuestItem10");
return true;
}
//============================================================================
//
// APrisonPass :: SpecialDropAction
//
// Trying to make a monster that drops a prison pass turns it into an
// OpenDoor223 item instead. That means the only way to get it in Strife
// is through dialog, which is why it doesn't have its own sprite.
//
//============================================================================
override bool SpecialDropAction (Actor dropper)
{
Door_Open(223, 16);
Destroy ();
return true;
}
}
//---------------------------------------------------------------------------
// Dummy items. They are just used by Strife to perform ---------------------
// actions and cannot be held. ----------------------------------------------
//---------------------------------------------------------------------------
class DummyStrifeItem : Inventory
{
States
{
Spawn:
TOKN A -1;
Stop;
}
}
// Sound the alarm! ---------------------------------------------------------
class RaiseAlarm : DummyStrifeItem
{
Default
{
Tag "$TAG_ALARM";
}
override bool TryPickup (in out Actor toucher)
{
toucher.SoundAlert (toucher);
ThinkerIterator it = ThinkerIterator.Create("AlienSpectre3");
Actor spectre = Actor(it.Next());
if (spectre != NULL && spectre.health > 0 && toucher != spectre)
{
spectre.CurSector.SoundTarget = spectre.LastHeard = toucher;
spectre.target = toucher;
spectre.SetState (spectre.SeeState);
}
GoAwayAndDie ();
return true;
}
override bool SpecialDropAction (Actor dropper)
{
if (dropper.target != null)
{
dropper.target.SoundAlert(dropper.target);
if (dropper.target.CheckLocalView())
{
Console.MidPrint(SmallFont, "$TXT_YOUFOOL");
}
}
Destroy ();
return true;
}
}
// Open door tag 222 --------------------------------------------------------
class OpenDoor222 : DummyStrifeItem
{
override bool TryPickup (in out Actor toucher)
{
Door_Open(222, 16);
GoAwayAndDie ();
return true;
}
}
// Close door tag 222 -------------------------------------------------------
class CloseDoor222 : DummyStrifeItem
{
override bool TryPickup (in out Actor toucher)
{
Door_Close(222, 16);
GoAwayAndDie ();
return true;
}
override bool SpecialDropAction (Actor dropper)
{
Door_Close(222, 16);
if (dropper.target != null)
{
if (dropper.target.CheckLocalView())
{
Console.MidPrint(SmallFont, "$TXT_YOUREDEAD");
}
dropper.target.SoundAlert(dropper.target);
}
Destroy ();
return true;
}
}
// Open door tag 224 --------------------------------------------------------
class OpenDoor224 : DummyStrifeItem
{
override bool TryPickup (in out Actor toucher)
{
Door_Open(224, 16);
GoAwayAndDie ();
return true;
}
override bool SpecialDropAction (Actor dropper)
{
Door_Open(224, 16);
Destroy ();
return true;
}
}
// Ammo ---------------------------------------------------------------------
class AmmoFillup : DummyStrifeItem
{
Default
{
Tag "$TAG_AMMOFILLUP";
}
override bool TryPickup (in out Actor toucher)
{
Inventory item = toucher.FindInventory("ClipOfBullets");
if (item == NULL)
{
item = toucher.GiveInventoryType ("ClipOfBullets");
if (item != NULL)
{
item.Amount = 50;
}
}
else if (item.Amount < 50)
{
item.Amount = 50;
}
else
{
return false;
}
GoAwayAndDie ();
return true;
}
}
// Health -------------------------------------------------------------------
class HealthFillup : DummyStrifeItem
{
Default
{
Tag "$TAG_HEALTHFILLUP";
}
override bool TryPickup (in out Actor toucher)
{
static const int skillhealths[] = { -100, -75, -50, -50, -100 };
int index = clamp(skill, 0,4);
if (!toucher.GiveBody (skillhealths[index]))
{
return false;
}
GoAwayAndDie ();
return true;
}
}
// Upgrade Stamina ----------------------------------------------------------
class UpgradeStamina : DummyStrifeItem
{
Default
{
Inventory.Amount 10;
Inventory.MaxAmount 100;
}
override bool TryPickup (in out Actor toucher)
{
if (toucher.player == NULL)
return false;
toucher.player.mo.stamina += Amount;
if (toucher.player.mo.stamina >= MaxAmount)
toucher.player.mo.stamina = MaxAmount;
toucher.GiveBody (-100);
GoAwayAndDie ();
return true;
}
}
// Upgrade Accuracy ---------------------------------------------------------
class UpgradeAccuracy : DummyStrifeItem
{
override bool TryPickup (in out Actor toucher)
{
if (toucher.player == NULL || toucher.player.mo.accuracy >= 100)
return false;
toucher.player.mo.accuracy += 10;
GoAwayAndDie ();
return true;
}
}
// Start a slideshow --------------------------------------------------------
class SlideshowStarter : DummyStrifeItem
{
override bool TryPickup (in out Actor toucher)
{
Level.StartSlideshow();
if (level.levelnum == 10)
{
toucher.GiveInventoryType ("QuestItem17");
}
GoAwayAndDie ();
return true;
}
}