mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-22 17:50:52 +00:00
42ac64d964
- Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. SVN r1452 (trunk)
401 lines
7.5 KiB
Text
401 lines
7.5 KiB
Text
#include "zcommon.acs"
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#library "strfhelp"
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#define VDOORSPEED 16
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#define VDOORWAIT 150
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str QuestItems[32] =
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{
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"QuestItemThatDoesNotExist",
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"QuestItem1", "QuestItem2", "QuestItem3",
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"QuestItem4", "QuestItem5", "QuestItem6", "QuestItem7",
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"QuestItem8", "QuestItem9", "QuestItem10", "QuestItem11",
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"QuestItem12", "QuestItem13", "QuestItem14", "QuestItem15",
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"QuestItem16", "QuestItem17", "QuestItem18", "QuestItem19",
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"QuestItem20", "QuestItem21", "QuestItem22", "QuestItem23",
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"QuestItem24", "QuestItem25", "QuestItem26", "QuestItem27",
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"QuestItem28", "QuestItem29", "QuestItem30", "QuestItem31"
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};
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str MusicNames[34] =
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{
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"",
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"d_action",
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"d_tavern",
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"d_danger",
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"d_fast",
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"d_intro",
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"d_darker",
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"d_strike",
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"d_slide",
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"d_tribal",
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"d_march",
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"d_danger",
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"d_mood",
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"d_castle",
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"d_darker",
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"d_action",
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"d_fight",
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"d_spense",
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"d_slide",
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"d_strike",
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"d_dark",
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"d_tech",
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"d_slide",
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"d_drone",
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"d_panthr",
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"d_sad",
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"d_instry",
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"d_tech",
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"d_action",
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"d_instry",
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"d_drone",
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"d_fight",
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"d_happy",
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"d_end"
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};
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// Script 0 is used to implement several of Strife's unique line types.
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// It's also used to implement the sky change after the Programmer dies.
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script << 0 >> (int type, int tag)
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{
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int i;
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switch (type)
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{
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// WALK TRIGGERS
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case 230:
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i = GetLineRowOffset() & 31;
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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Door_Open (tag, VDOORSPEED);
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clearlinespecial ();
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}
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break;
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case 227:
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i = GetLineRowOffset() & 31;
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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Door_Close (tag, VDOORSPEED);
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clearlinespecial ();
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}
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break;
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case 228:
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if (CheckInventory ("QuestItem24"))
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{
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if (CheckInventory ("QuestItem28"))
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{
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LocalAmbientSound ("svox/voc130", 127);
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}
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else
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{
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LocalAmbientSound ("svox/voc128", 127);
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}
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clearlinespecial ();
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}
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break;
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case 196:
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if (GetSigilPieces() > 1)
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{
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Floor_LowerToLowest (tag, 8);
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clearlinespecial ();
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}
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break;
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case 197:
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if (GetSigilPieces() > 1)
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{
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Door_Close (tag, VDOORSPEED*4);
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clearlinespecial ();
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}
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break;
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case 212:
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if (CheckInventory ("FlameThrower"))
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{
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Floor_LowerToLowest (tag, 8);
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clearlinespecial ();
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}
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break;
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case 193:
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i = GetLineRowOffset() & 31;
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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Floor_LowerToLowest (tag, 8);
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clearlinespecial ();
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}
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break;
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case 52:
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tag /= 100;
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if (tag == 0)
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{
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Exit_Normal (0);
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}
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else
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{
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Teleport_NewMap (tag, 0, FALSE);
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}
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break;
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case 187:
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i = GetLineRowOffset() & 31;
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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ClearForceField (tag);
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clearlinespecial ();
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}
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break;
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case 188:
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if (CheckInventory ("QuestItem16") || gametype() == GAME_NET_DEATHMATCH)
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{
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Door_Open (tag, VDOORSPEED);
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clearlinespecial ();
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}
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break;
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case 200:
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if (CheckInventory ("Sigil"))
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{
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Door_Open (tag, VDOORSPEED);
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clearlinespecial ();
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}
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break;
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case 215:
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i = (tag % 100) & 31;
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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SendToCommunicator (tag/100, 0, 1, 0);
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clearlinespecial ();
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}
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break;
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case 204:
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case 203:
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if (tag >= 0 && tag <= 33)
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{
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SetMusic (MusicNames[tag]);
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}
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break;
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// WALK RETRIGGERS
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case 216:
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i = GetLineRowOffset() & 31;
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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Door_Raise (tag, VDOORSPEED, VDOORWAIT);
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}
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break;
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case 186:
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if (lineside() != LINE_FRONT)
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break;
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case 145:
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if (gametype() == GAME_NET_DEATHMATCH)
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{
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Floor_RaiseByValue (tag, 128, 64);
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clearlinespecial();
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}
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else
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{
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Teleport_NewMap (tag/100, tag%100, TRUE);
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}
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break;
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case 175:
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if (GetActorFloorZ(0) + 16.0 > GetActorZ(0))
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{
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NoiseAlert (0, 0);
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}
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break;
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case 198:
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if (!CheckInventory ("OfficersUniform"))
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{
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NoiseAlert (0, 0);
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}
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break;
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case 208:
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if (CheckInventory ("FlameThrower"))
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{
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NoiseAlert (0, 0);
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}
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break;
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case 206:
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if (CheckInventory ("OfferingChalice"))
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{
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NoiseAlert (0, 0);
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}
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break;
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case 184:
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if (Plat_UpNearestWaitDownStay (tag, 16, 35))
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{
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// FIXME
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}
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break;
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case 213:
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if (!CheckInventory ("OfferingChalice"))
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{
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print (s:"You need the chalice !");
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activatorsound ("*usefail", 127);
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SetResultValue (0);
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}
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else
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{
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SetResultValue (Door_Raise (0, VDOORSPEED, VDOORWAIT, tag));
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}
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break;
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case 232:
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if (!CheckInventory ("QuestItem18") && gametype() != GAME_NET_DEATHMATCH)
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{
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print (s:"You need the Oracle Pass!");
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activatorsound ("*usefail", 127);
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SetResultValue (0);
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}
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else
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{
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SetResultValue (Door_Raise (0, VDOORSPEED, VDOORWAIT, tag));
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}
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break;
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case 180:
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case 181:
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SetResultValue (Floor_RaiseByValueTxTy (tag, 8, 512));
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break;
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case 194:
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if (Door_Open (tag, VDOORSPEED))
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{
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print (s:"You've freed the prisoners!");
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GiveInventory ("QuestItem13", 1);
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}
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else
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{
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SetResultValue (0);
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}
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break;
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case 199:
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if (Ceiling_LowerAndCrush (tag, 8, 10))
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{
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print (s:"You've destroyed the Converter!");
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GiveInventory ("QuestItem25", 1);
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GiveInventory ("UpgradeStamina", 10);
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GiveInventory ("UpgradeAccuracy", 1);
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}
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else
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{
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SetResultValue (0);
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}
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break;
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case 209:
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if (CheckInventory ("OfferingChalice"))
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{
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SetResultValue (Generic_Stairs (tag, 16, 16, 0, 0));
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}
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else
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{
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print (s:"You need the chalice!");
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activatorsound ("*usefail", 127);
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SetResultValue (0);
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}
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break;
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case 219:
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case 220:
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SetResultValue (Floor_LowerToHighest (tag, 8, 128));
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break;
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case 226:
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if (Floor_LowerToHighest (tag, 8, 128))
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{
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GiveInventory ("UpgradeStamina", 10);
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GiveInventory ("UpgradeAccuracy", 1);
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print (s:"Congratulations! You have completed the training area");
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}
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else
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{
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SetResultValue (0);
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}
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break;
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case 154:
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SetResultValue (Plat_DownWaitUpStayLip (tag, 32, 105, 0));
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break;
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case 177:
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SetResultValue (Plat_DownWaitUpStayLip (tag, 32, 105, 0));
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break;
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case 214: // This only needs to be ACS for the long delay
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SetResultValue (Plat_DownWaitUpStayLip (tag, 8, 1050, 0, 1));
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break;
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case 235:
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if (GetSigilPieces() < 5)
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{
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SetResultValue (0);
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break;
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}
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// Intentional fall-through
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case 174:
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case 40:
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case 189:
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case 233:
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i = Door_Open (tag, VDOORSPEED/2);
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i = i | Floor_LowerToLowest (tag, VDOORSPEED/2);
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SetResultValue (i);
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if (type == 233 && i)
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{
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SendToCommunicator (70, 0, 0, 0);
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}
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break;
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case 183:
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i = Door_Open (tag, VDOORSPEED/2);
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i = i | Floor_LowerToHighest (tag, VDOORSPEED/2, 128);
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SetResultValue (i);
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break;
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case 229:
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SetResultValue (0);
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if (GetSigilPieces() == 5)
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{
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SetResultValue (Door_Animated (tag, 4, 105));
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}
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break;
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case 234:
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if (CheckInventory ("QuestItem3") || gametype() == GAME_NET_DEATHMATCH)
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{
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SetResultValue (Door_Raise (tag, VDOORSPEED, VDOORWAIT));
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}
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else
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{
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SetResultValue (Door_LockedRaise (0, 0, 0, 102));
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}
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break;
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case 256:
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// Not a line type, but used by the Programmer death script.
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ChangeSky ("SKYMNT01", "SKYMNT01");
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break;
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}
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}
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