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- //============================================================================
- // control/misc/items.cs
- //
- //
- // Copyright (c) 2003 by Kenneth C. Finney.
- //============================================================================
-
- // 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 = 20 * 1000;
-
- // Poptime represents how long dynamic items (those that are thrown or
- // dropped) will last in the world before being deleted.
- $Item::PopTime = 10 * 1000;
-
-
- //-----------------------------------------------------------------------------
- // ItemData base class methods used by all items
- //-----------------------------------------------------------------------------
-
- //-----------------------------------------------------------------------------
-
- function Item::respawn(%this)
- {
- // This method is used to respawn static ammo and weapon items
- // and is usually called when the item is picked up.
- // Instant fade...
- %this.startFade(0, 0, true);
- %this.setHidden(true);
-
- // Shedule a reapearance
- %this.schedule($Item::RespawnTime, "hide", 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.
- %count = %obj.count;
-
- if (%count $= "")
- if (%this.maxInventory !$= "") {
- 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);
- %user.client.money += %this.value;
- %user.client.DoScore();
- }
-
- // 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;
- }
-
- //-----------------------------------------------------------------------------
- // Hook into the mission editor.
-
- function ItemData::create(%data)
- {
- // The mission editor invokes this method when it wants to create
- // an object of the given datablock type. For the mission editor
- // we always create "static" re-spawnable rotating objects.
- %obj = new Item() {
- dataBlock = %data;
- static = true;
- rotate = true;
- };
- return %obj;
- }
-
- datablock ItemData(Copper)
- {
- // Mission editor category, this datablock will show up in the
- // specified category under the "shapes" root category.
- category = "Coins";
-
- // Basic Item properties
- shapeFile = "~/data/models/items/kash1.dts";
- mass = 0.7;
- friction = 0.8;
- elasticity = 0.3;
-
-
- respawnTime = 30 * 60000;
- salvageTime = 15 * 60000;
- // Dynamic properties defined by the scripts
- pickupName = "a copper coin";
- value = 1;
- };
-
- datablock ItemData(Silver)
- {
- // Mission editor category, this datablock will show up in the
- // specified category under the "shapes" root category.
- category = "Coins";
-
- // Basic Item properties
- shapeFile = "~/data/models/items/kash100.dts";
- mass = 0.7;
- friction = 0.8;
- elasticity = 0.3;
-
-
- respawnTime = 30 * 60000;
- salvageTime = 15 * 60000;
- // Dynamic properties defined by the scripts
- pickupName = "a silver coin";
- value = 100;
- };
-
- datablock ItemData(Gold)
- {
- // Mission editor category, this datablock will show up in the
- // specified category under the "shapes" root category.
- category = "Coins";
-
- // Basic Item properties
- shapeFile = "~/data/models/items/kash1000.dts";
- mass = 0.7;
- friction = 0.8;
- elasticity = 0.3;
-
-
- respawnTime = 30 * 60000;
- salvageTime = 15 * 60000;
- // Dynamic properties defined by the scripts
- pickupName = "a gold coin";
- value = 1000;
- };
-
-
- //-----------------------------------------------------------------------------
- // Health Patchs cannot be picked up and are not meant to be added to
- // inventory. Health is applied automatically when an objects collides
- // with a patch.
- //-----------------------------------------------------------------------------
-
- datablock ItemData(FirstAidKit)
- {
- // Mission editor category, this datablock will show up in the
- // specified category under the "shapes" root category.
- category = "Health";
-
- // Basic Item properties
- shapeFile = "~/data/models/items/healthPatch.dts";
- mass = 1;
- friction = 1;
- elasticity = 0.3;
-
- respawnTime = 600000;
- // Dynamic properties defined by the scripts
- repairAmount = 200;
- maxInventory = 0; // No pickup or throw
- };
-
- function FirstAidKit::onCollision(%this,%obj,%col)
- {
- // Apply health to colliding object if it needs it.
- // Works for all shapebase objects.
- if (%col.getDamageLevel() != 0 && %col.getState() !$= "Dead" )
- {
- %col.applyRepair(%this.repairAmount);
- %obj.respawn();
- if (%col.client)
- {
- messageClient
- (%col.client,'MSG_Treatment','\c2Medical treatment applied');
- }
- }
- }
-
-
-