qzdoom-gpl/wadsrc/static/zscript/shared/inventory.txt

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class Inventory : Actor native
{
Default
{
Inventory.Amount 1;
Inventory.MaxAmount 1;
Inventory.InterHubAmount 1;
Inventory.UseSound "misc/invuse";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
}
// These are regular functions for the item itself.
private native void A_RestoreSpecialPosition();
private native void A_RestoreSpecialDoomThing();
private native void A_RestoreSpecialThing1();
private native void A_RestoreSpecialThing2();
States(Actor, Overlay, Weapon, Item)
{
HideDoomish:
TNT1 A 1050;
TNT1 A 0 A_RestoreSpecialPosition;
TNT1 A 1 A_RestoreSpecialDoomThing;
Stop;
HideSpecial:
ACLO E 1400;
ACLO A 0 A_RestoreSpecialPosition;
ACLO A 4 A_RestoreSpecialThing1;
ACLO BABCBCDC 4;
ACLO D 4 A_RestoreSpecialThing2;
Stop;
Held:
TNT1 A -1;
Stop;
HoldAndDestroy:
TNT1 A 1;
Stop;
}
}
class StateProvider : Inventory native
{
- fixed: State labels were resolved in the calling function's context instead of the called function one's. This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx. This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem. Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table. The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions. - refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility. - let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests. - the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 13:12:27 +00:00
action native state A_JumpIfNoAmmo(statelabel label);
action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "");
action native void A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0, class<Actor> missile = null, float Spawnheight = 32, float Spawnofs_xy = 0);
action native void A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, float spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
action native void A_WeaponReady(int flags = 0);
action native void A_Lower();
action native void A_Raise();
action native void A_FirePistol();
action native void A_FireShotgun();
action native void A_FireShotgun2();
action void A_OpenShotgun2() { A_PlaySound("weapons/sshoto", CHAN_WEAPON); }
action void A_LoadShotgun2() { A_PlaySound("weapons/sshotl", CHAN_WEAPON); }
action void A_CloseShotgun2() { A_PlaySound("weapons/sshotc", CHAN_WEAPON); }
action native void A_FireCGun();
action native void A_FireSTGrenade(class<Actor> grenadetype = "Grenade");
action native void A_FireMissile();
action native void A_FirePlasma();
action native void A_FireRailgun();
action native void A_FireRailgunLeft();
action native void A_FireRailgunRight();
action void A_RailWait() {}
action void A_BFGsound() { A_PlaySound("weapons/bfgf", CHAN_WEAPON); }
action native void A_FireBFG();
action native void A_FireOldBFG();
- fixed: State labels were resolved in the calling function's context instead of the called function one's. This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx. This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem. Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table. The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions. - refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility. - let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests. - the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 13:12:27 +00:00
action native void A_ReFire(statelabel flash = null);
action native void A_ClearReFire();
action native void A_CheckReload();
- fixed: State labels were resolved in the calling function's context instead of the called function one's. This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx. This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem. Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table. The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions. - refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility. - let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests. - the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 13:12:27 +00:00
action native void A_GunFlash(statelabel flash = null, int flags = 0);
action native void A_FireAssaultGun();
action native void A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", int flags = 0, float range = 0, float spread_xy = 2.8125, float spread_z = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus");
- fixed: State labels were resolved in the calling function's context instead of the called function one's. This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx. This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem. Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table. The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions. - refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility. - let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests. - the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 13:12:27 +00:00
action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false);
action native void A_ResetReloadCounter();
}
class ScoreItem : Inventory native
{
Default
{
Height 10;
+COUNTITEM
Inventory.Amount 1;
+Inventory.ALWAYSPICKUP
}
}
class Ammo : Inventory native
{
Default
{
+INVENTORY.KEEPDEPLETED
Inventory.PickupSound "misc/ammo_pkup";
}
}
class BackpackItem : Inventory native
{
}
class Armor : Inventory native
{
Default
{
Inventory.PickupSound "misc/armor_pkup";
}
}
class BasicArmor : Armor native
{
Default
{
+Inventory.KEEPDEPLETED
}
}
class BasicArmorBonus : Armor native
{
Default
{
+Inventory.AUTOACTIVATE
+Inventory.ALWAYSPICKUP
Inventory.MaxAmount 0;
Armor.SavePercent 33.335;
}
}
class BasicArmorPickup : Armor native
{
Default
{
+Inventory.AUTOACTIVATE;
Inventory.MaxAmount 0;
}
}
class HexenArmor : Armor native
{
Default
{
+Inventory.KEEPDEPLETED
+Inventory.UNDROPPABLE
}
}
class DehackedPickup : Inventory native {}
class FakeInventory : Inventory native {}
class CustomInventory : StateProvider native
{
Default
{
DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_ITEM;
}
}
class Health : Inventory native
{
Default
{
Inventory.Amount 1;
Inventory.MaxAmount 0;
Inventory.PickupSound "misc/health_pkup";
}
}
class HealthPickup : Inventory native
{
Default
{
Inventory.DefMaxAmount;
+INVENTORY.INVBAR
}
}
class Key : Inventory native
{
Default
{
+DONTGIB; // Don't disappear due to a crusher
Inventory.InterHubAmount 0;
Inventory.PickupSound "misc/k_pkup";
}
}
class PowerupGiver : Inventory native
{
Default
{
Inventory.DefMaxAmount;
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.PickupSound "misc/p_pkup";
}
}
class Powerup : Inventory native {}
class PowerInvulnerable : Powerup native
{
Default
{
Powerup.Duration -30;
inventory.icon "SPSHLD0";
}
}
class PowerStrength : Powerup native
{
Default
{
Powerup.Duration 1;
Powerup.Color "ff 00 00", 0.5;
+INVENTORY.HUBPOWER
}
}
class PowerInvisibility : Powerup native
{
Default
{
+SHADOW;
Powerup.Duration -60;
Powerup.Strength 80;
Powerup.Mode "Fuzzy";
}
}
class PowerGhost : PowerInvisibility
{
Default
{
+GHOST;
Powerup.Duration -60;
Powerup.Strength 60;
Powerup.Mode "None";
}
}
class PowerShadow : PowerInvisibility
{
Default
{
+INVENTORY.HUBPOWER
Powerup.Duration -55;
Powerup.Strength 75;
Powerup.Mode "Cumulative";
}
}
class PowerIronFeet : Powerup native
{
Default
{
Powerup.Duration -60;
Powerup.Color "00 ff 00", 0.125;
}
}
class PowerMask : PowerIronFeet native
{
Default
{
Powerup.Duration -80;
Powerup.Color "00 00 00", 0;
+INVENTORY.HUBPOWER
Inventory.Icon "I_MASK";
}
}
class PowerLightAmp : Powerup native
{
Default
{
Powerup.Duration -120;
}
}
class PowerTorch : PowerLightAmp native {}
class PowerFlight : Powerup native
{
Default
{
Powerup.Duration -60;
+INVENTORY.HUBPOWER
}
}
class PowerWeaponLevel2 : Powerup native
{
Default
{
Powerup.Duration -40;
Inventory.Icon "SPINBK0";
+INVENTORY.NOTELEPORTFREEZE
}
}
class PowerSpeed : Powerup native
{
Default
{
Powerup.Duration -45;
Speed 1.5;
Inventory.Icon "SPBOOT0";
+INVENTORY.NOTELEPORTFREEZE
}
}
// Player Speed Trail (used by the Speed Powerup) ----------------------------
class PlayerSpeedTrail native
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
Alpha 0.6;
RenderStyle "Translucent";
}
}
class PowerMinotaur : Powerup native
{
Default
{
Powerup.Duration -25;
Inventory.Icon "SPMINO0";
}
}
class PowerTargeter : Powerup native
{
Default
{
Powerup.Duration -160;
+INVENTORY.HUBPOWER
}
States
{
Targeter:
TRGT A -1;
Stop;
TRGT B -1;
Stop;
TRGT C -1;
Stop;
}
}
class PowerFrightener : Powerup native
{
Default
{
Powerup.Duration -60;
}
}
class PowerBuddha : Powerup native
{
Default
{
Powerup.Duration -60;
}
}
class PowerScanner : Powerup native
{
Default
{
Powerup.Duration -80;
+INVENTORY.HUBPOWER
}
}
class PowerTimeFreezer : Powerup native
{
Default
{
Powerup.Duration -12;
}
}
class PowerDamage : Powerup native
{
Default
{
Powerup.Duration -25;
}
}
class PowerProtection : Powerup native
{
Default
{
Powerup.Duration -25;
}
}
class PowerDrain : Powerup native
{
Default
{
Powerup.Duration -60;
}
}
class PowerRegeneration : Powerup native
{
Default
{
Powerup.Duration -120;
Powerup.Strength 5;
}
}
class PowerHighJump : Powerup native {}
class PowerDoubleFiringSpeed : Powerup native {}
class PowerMorph : Powerup native
{
Default
{
Powerup.Duration -40;
}
}
class PowerInfiniteAmmo : Powerup native
{
Default
{
Powerup.Duration -30;
}
}
class MapRevealer : Inventory native {}
class PuzzleItem : Inventory native
{
Default
{
+NOGRAVITY
+INVENTORY.INVBAR
Inventory.DefMaxAmount;
Inventory.UseSound "PuzzleSuccess";
Inventory.PickupSound "misc/i_pkup";
}
}
class Weapon : StateProvider native
{
Default
{
Inventory.PickupSound "misc/w_pkup";
Weapon.DefaultKickback;
Weapon.BobSpeed 1.0;
Weapon.BobRangeX 1.0;
Weapon.BobRangeY 1.0;
+WEAPONSPAWN
DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
}
States
{
LightDone:
SHTG E 0 A_Light0;
Stop;
}
native action void A_ZoomFactor(float scale = 1, int flags = 0);
native action void A_SetCrosshair(int xhair);
const ZOOM_INSTANT = 1;
const ZOOM_NOSCALETURNING = 2;
}
class WeaponGiver : Weapon native
{
Default
{
Weapon.AmmoGive1 -1;
Weapon.AmmoGive2 -1;
}
}
class WeaponHolder : Inventory native
{
Default
{
+NOBLOCKMAP
+NOSECTOR
+INVENTORY.UNDROPPABLE
}
}
class WeaponPiece : Inventory native
{
Default
{
+WEAPONSPAWN;
}
}