| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151 |
- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- // These scripts make use of dynamic attribute values on Item datablocks,
- // these are as follows:
- //
- // maxInventory Max inventory per object (100 bullets per box, etc.)
- // pickupName Name to display when client pickups item
- //
- // Item objects can have:
- //
- // count The # of inventory items in the object. This
- // defaults to maxInventory if not set.
- // Respawntime is the amount of time it takes for a static "auto-respawn"
- // object, such as an ammo box or weapon, to re-appear after it's been
- // picked up. Any item marked as "static" is automaticlly respawned.
- $Item::RespawnTime = 30 * 1000;
- // Poptime represents how long dynamic items (those that are thrown or
- // dropped) will last in the world before being deleted.
- $Item::PopTime = 30 * 1000;
- //-----------------------------------------------------------------------------
- // ItemData base class methods used by all items
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- function Item::respawn(%this)
- {
- // This method is used to respawn static ammo and weapon items
- // and is usually called when the item is picked up.
- // Instant fade...
- %this.startFade(0, 0, true);
- %this.setHidden(true);
- // Shedule a reapearance
- %this.schedule($Item::RespawnTime, "setHidden", false);
- %this.schedule($Item::RespawnTime + 100, "startFade", 1000, 0, false);
- }
- function Item::schedulePop(%this)
- {
- // This method deletes the object after a default duration. Dynamic
- // items such as thrown or drop weapons are usually popped to avoid
- // world clutter.
- %this.schedule($Item::PopTime - 1000, "startFade", 1000, 0, true);
- %this.schedule($Item::PopTime, "delete");
- }
- //-----------------------------------------------------------------------------
- // Callbacks to hook items into the inventory system
- function ItemData::onThrow(%this, %user, %amount)
- {
- // Remove the object from the inventory
- if (%amount $= "")
- %amount = 1;
- if (%this.maxInventory !$= "")
- if (%amount > %this.maxInventory)
- %amount = %this.maxInventory;
- if (!%amount)
- return 0;
- %user.decInventory(%this,%amount);
- // Construct the actual object in the world, and add it to
- // the mission group so it's cleaned up when the mission is
- // done. The object is given a random z rotation.
- %obj = new Item()
- {
- datablock = %this;
- rotation = "0 0 1 "@ (getRandom() * 360);
- count = %amount;
- };
- MissionGroup.add(%obj);
- %obj.schedulePop();
- return %obj;
- }
- function ItemData::onPickup(%this, %obj, %user, %amount)
- {
- // Add it to the inventory, this currently ignores the request
- // amount, you get what you get. If the object doesn't have
- // a count or the datablock doesn't have maxIventory set, the
- // object cannot be picked up.
- // See if the object has a count
- %count = %obj.count;
- if (%count $= "")
- {
- // No, so check the datablock
- %count = %this.count;
- if (%count $= "")
- {
- // No, so attempt to provide the maximum amount
- if (%this.maxInventory !$= "")
- {
- if (!(%count = %this.maxInventory))
- return;
- }
- else
- %count = 1;
- }
- }
-
- %user.incInventory(%this, %count);
- // Inform the client what they got.
- if (%user.client)
- messageClient(%user.client, 'MsgItemPickup', '\c0You picked up %1', %this.pickupName);
- // If the item is a static respawn item, then go ahead and
- // respawn it, otherwise remove it from the world.
- // Anything not taken up by inventory is lost.
- if (%obj.isStatic())
- %obj.respawn();
- else
- %obj.delete();
- return true;
- }
- function ItemData::createItem(%data)
- {
- %obj = new Item()
- {
- dataBlock = %data;
- static = true;
- rotate = true;
- };
- return %obj;
- }
|