qzdoom/wadsrc/static/zscript/scriptutil/scriptutil.txt

152 lines
3.3 KiB
Text
Raw Normal View History

// Container for utility functions used by ACS and FraggleScript.
class ScriptUtil play
{
//==========================================================================
//
//
//
//==========================================================================
static int SetWeapon(Actor activator, class<Inventory> cls)
{
if(activator != NULL && activator.player != NULL && cls != null)
{
let item = Weapon(activator.FindInventory(cls));
if(item != NULL)
{
if(activator.player.ReadyWeapon == item)
{
// The weapon is already selected, so setweapon succeeds by default,
// but make sure the player isn't switching away from it.
activator.player.PendingWeapon = WP_NOCHANGE;
return 1;
}
else
{
if(item.CheckAmmo(Weapon.EitherFire, false))
{
// There's enough ammo, so switch to it.
activator.player.PendingWeapon = item;
return 1;
}
}
}
}
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
static void SetMarineWeapon(Actor activator, int tid, int marineweapontype)
{
if (tid != 0)
{
let it = ActorIterator.Create(tid, 'ScriptedMarine');
ScriptedMarine marine;
while ((marine = ScriptedMarine(it.Next())) != NULL)
{
marine.SetWeapon(marineweapontype);
}
}
else
{
let marine = ScriptedMarine(activator);
if (marine != null)
{
marine.SetWeapon(marineweapontype);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
static void SetMarineSprite(Actor activator, int tid, class<Actor> type)
{
if (type != NULL)
{
if (tid != 0)
{
let it = ActorIterator.Create(tid, 'ScriptedMarine');
ScriptedMarine marine;
while ((marine = ScriptedMarine(it.Next())) != NULL)
{
marine.SetSprite(type);
}
}
else
{
let marine = ScriptedMarine(activator);
if (marine != null)
{
marine.SetSprite(type);
}
}
}
else
{
Console.Printf ("Unknown actor type: %s\n", type.GetClassName());
}
}
//==========================================================================
//
//
//
//==========================================================================
static int PlayerMaxAmmo(Actor activator, class<Actor> type, int newmaxamount = int.min, int newbpmaxamount = int.min)
{
if (activator == null) return 0;
let ammotype = (class<Ammo>)(type);
if (ammotype == null) return 0;
if (newmaxamount != int.min)
{
let iammo = Ammo(activator.FindInventory(ammotype));
if(newmaxamount < 0) newmaxamount = 0;
if (!iammo)
{
activator.GiveAmmo(ammotype, 1);
iammo = Ammo(activator.FindInventory(ammotype));
if (iammo)
iammo.Amount = 0;
}
for (Inventory item = activator.Inv; item != NULL; item = item.Inv)
{
if (item is 'BackpackItem')
{
if (newbpmaxamount == int.min) newbpmaxamount = newmaxamount * 2;
break;
}
}
if (iammo)
{
iammo.MaxAmount = newmaxamount;
iammo.BackpackMaxAmount = newbpmaxamount;
}
}
let rammo = activator.FindInventory(ammotype);
if (rammo) return rammo.maxamount;
else return GetDefaultByType(ammotype).MaxAmount;
}
}