qzdoom/wadsrc/static/zscript/scriptutil/scriptutil.txt
2019-01-23 21:50:11 +01:00

280 lines
6.1 KiB
Text

// Container for utility functions used by ACS and FraggleScript.
class ScriptUtil play
{
//============================================================================
//
// GiveInventory
//
// Gives an item to one or more actors.
//
//============================================================================
static void GiveInventory (Actor activator, Name type, int amount)
{
if (amount <= 0 || type == 'none')
{
return;
}
if (type == 'Armor')
{
type = "BasicArmorPickup";
}
Class<Actor> info = type;
if (info == NULL)
{
Console.Printf ("GiveInventory: Unknown item type %s.\n", type);
}
else if (!(info is 'Inventory'))
{
Console.Printf ("GiveInventory: %s is not an inventory item.\n", type);
}
else if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
players[i].mo.GiveInventory((class<Inventory>)(info), amount);
}
}
else
{
activator.GiveInventory((class<Inventory>)(info), amount);
}
}
//============================================================================
//
// TakeInventory
//
// Takes an item from one or more actors.
//
//============================================================================
static void TakeInventory (Actor activator, Name type, int amount)
{
if (type == 'none')
{
return;
}
if (type == 'Armor')
{
type = "BasicArmor";
}
if (amount <= 0)
{
return;
}
Class<Inventory> info = type;
if (info == NULL)
{
return;
}
if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
players[i].mo.TakeInventory(info, amount);
}
}
else
{
activator.TakeInventory(info, amount);
}
}
//============================================================================
//
// ClearInventory
//
// Clears the inventory for one or more actors.
//
//============================================================================
static void ClearInventory (Actor activator)
{
if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
players[i].mo.ClearInventory();
}
}
else
{
activator.ClearInventory();
}
}
//==========================================================================
//
//
//
//==========================================================================
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;
}
//==========================================================================
//
//
//
//==========================================================================
static int PlayerAmmo(Actor activator, class<Inventory> type, int newamount = int.min)
{
if (activator == null) return 0;
let ammotype = (class<Ammo>)(type);
if (ammotype == null) return 0;
if (newamount != int.min)
{
let iammo = activator.FindInventory(ammotype);
newamount = max(newamount, 0);
if (iammo) iammo.Amount = newamount;
else activator.GiveAmmo(ammotype, newamount);
}
let iammo = activator.FindInventory(ammotype);
if (iammo) return iammo.Amount;
else return 0;
}
}