131 lines
4.3 KiB
C#
Executable File
131 lines
4.3 KiB
C#
Executable File
//-----------------------------------------------------------------------------
|
|
// Torque Game Engine
|
|
// Copyright (C) GarageGames.com, Inc.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// 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, "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.
|
|
%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);
|
|
|
|
// 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;
|
|
}
|
|
|