コード例 #1
0
ファイル: samsara.c プロジェクト: Orangestar12/samsaraJunk
script SAMSARA_DECORATE (int choice, int arg1, int arg2)
{
    int clipcount;
    int result;
    int i, j, k;
    int x, y, z;
    int armorIndex, armorToSet;
    int pln = PlayerNumber();
    
    switch (choice)
    {
      case 1:
        result = GetActorProperty(0, APROP_Dropped);
        break;
        
      case 2:
        if (CheckInventory("WolfenMovement") == 1) { SetActorState(0, "Spawn"); }
        break;
        
      case 3:
        result = !(GetCVar("sv_itemrespawn") || GetCVar("sv_weaponstay"));
        break;
        
      case 4:
        result = isInvasion() || !(isCoop() || isSinglePlayer());
        break;

      case 5:
        SetActivatorToTarget(0);
        result = CheckInventory("Cell");
        if (arg1) { TakeInventory("Cell", result); }
        break;

      case 6:
        result = GetCVar("skulltag");
        break;
      
      case 7:
        if (arg2 != 1)
        {
            GiveQuad(arg1);
        }
        else
        {
            if (isLMS())
            {
                if (GetCvar("samsara_permaquad") == 1)
                { GiveInventory("QuadDamageItem", 1); }
                break;
            }

            GiveQuad(arg1);

            if (GetCvar("samsara_permaquad") == 1)//if (isCoop() || isSinglePlayer())
            { GiveInventory("QuadDamageItem", 1); }
        }
        break;

      case 8:
        result = defaultCVar("samsara_cl_expparticles", 0);
        if (!result) { result = 100; }

        result = max(0, result);

        result *= max(arg1, 1);
        result /= max(arg2, 1);

        GiveInventory("QuakeExplosionCounter", result);
        break;

      case 9:
        clipcount = CheckInventory("Clip");

        if (clipcount < 50)
        {
            GiveInventory("Clip", 50 - clipcount);
            TakeInventory("Clip", CheckInventory("Clip") - 50);
            result = 1;
        }
        break;

      case 10:
        TakeInventory("QuakeExplosionCounter", arg1);
        result = CheckInventory("QuakeExplosionCounter");
        break;

      case 15:
        SetActorProperty(0, APROP_Speed, percFloat(arg1, arg2));
        break;
        
      case 16:
        if (GameType () != GAME_SINGLE_PLAYER)
        {
            SetHudSize(400, 300, 0);
            Hudmessage(s:"Press any button to respawn.";
            HUDMSG_PLAIN,1,CR_LIGHTBLUE,200.4,9.1,1.75);
            delay(15);

            if (!CheckInventory("DukeBallgag"))
            {
                LocalAmbientSound("duke/mpdeath",127);
                GiveInventory("DukeTauntCooldown",5);
                ACS_ExecuteAlways(205,0,0);
            }
        }
        break;

      case 17:
        if (arg1) { result = GetCVar("samsara_permault"); }
        else { result = GetCVar("sv_weaponstay"); }
        break;

      case 18:
        if (MapArmors[0] == -1) { CheckMapArmors(); }
        SetArmorMode();

        i = Timer() != 0;

        if (MapArmors[ARMOR_YELLOW] == 1) { i += 2; }

        SetActorState(0, ArmorModeStates[ArmorMode][i]);
        break;

      case 19:
        result = isLMS();
        break;

      case 20:
        SetArmorMode();

        armorIndex = -1;
        armorToSet = arg1;

        for (i = 0; i < ARMORCOUNT; i++)
        {
            if (GetArmorType(ArmorItems[ArmorMode][i][0], pln))
            {
                armorIndex = i;
                break;
            }
        }

        arg1 = middle(0, arg1, ARMORCOUNT-1);
        i = CheckInventory("Armor");
        j = ArmorItems[ArmorMode][arg1][1];

        if (j == 0) { result = 0; break; }


        /* If we're adding armor, always follow through
           Else, if the ending armor count is lower than the current armor count
           and we're not upgrading our armor, give up now */

        if (arg2 > 0)
        {
            if (arg1 <= armorIndex) { armorToSet = armorIndex; }
        }
        else if (((arg2 == 0 && i > j) || (arg2 < 0 && i > -arg2)) && (arg1 <= armorIndex))
        {
            result = 0;
            break;
        }

        if (arg2 <= 0)
        {
            TakeInventory("BasicArmor", i);
            GiveInventory(ArmorItems[ArmorMode][armorToSet][0], 1);

            k = CheckInventory("Armor");

            if (arg2 == 0) { break; }

            TakeInventory("BasicArmor", k-1);
            GiveInventory("InfiniteArmorBonus", -arg2 - 1);
        }
        else
        {
            TakeInventory("BasicArmor", i);
            GiveInventory(ArmorItems[ArmorMode][armorToSet][0], 1);

            k = CheckInventory("Armor");
            TakeInventory("BasicArmor", k-1);

            GiveInventory("InfiniteArmorBonus", (i + arg2) - 1);
        }

        result = 1;
        break;

      case 21:
        i = CheckInventory("Armor");
        if (i < arg1) { result = 0; break; }

        TakeInventory("BasicArmor", i-arg1);
        result = 1;
        break;

      case 22:
        result = GetCVar("samsara_nohealthcap");
        break;

      case 23:
        GiveInventory("TimeBombPause", 1);
        Delay(arg1);
        TakeInventory("TimeBombPause", 1);
        break;

      case 24:
        result = GetCVar("samsara_noult");
        break;

      case 25:
        if (GameType() == GAME_NET_COOPERATIVE)
		{ AmbientSound("quake/invisannouncer",127); }
		else
		{ LocalAmbientSound("quake/invisannouncer",127); }
        break;
		
	  case 26:
	    if (CheckInventory("PowerInvisibility") == 0)
		{ GiveInventory("PowerInvisibility",1); }
		else
		{ TakeInventory("PowerInvisibility",1); 
		delay(1);
		GiveInventory("PowerShadow",1);
		delay(1);
		GiveInventory("PowerShadow",1); }
	    break;

      case 27:
        result = GetCVar("samsara_nounique");
        break;

      case 28:
        result = GetCVar("samsara_noinvuln");
        break;

      case 29:
        result = GetCVar("instagib");
        break;

      case 30:
        result = GetCVar("samsara_cl_bloodyhell");
        break;

      case 31:
        result = GetCVar("samsara_cl_bloodypersistent");
        break;

      case 32:
        result = GetCVar("samsara_nohealth");
        break;

      case 33:
        result = GetCVar("samsara_vanillaquake");
        break;
    }
コード例 #2
0
ファイル: api_database.cpp プロジェクト: silentdark/loot
ApiDatabase::ApiDatabase(const GameType game, const std::string& gamePath, const std::string& gameLocalDataPath)
  : game_(Game(GameType(game))) {
  game_.SetGamePath(gamePath);
  game_.Init(false, gameLocalDataPath);
}
コード例 #3
0
ファイル: rominfo.cpp プロジェクト: MythTV/mythtv
void RomInfo::SaveToDatabase()
{
    MSqlQuery query(MSqlQuery::InitCon());

    bool inserting = false;

    if (m_id == 0)
        inserting = true;

    if (inserting)
    {
        LOG(VB_GENERAL, LOG_INFO, LOC + QString("Adding %1 - %2").arg(Rompath())
            .arg(Romname()));

        query.prepare("INSERT INTO gamemetadata "
                      "(system, romname, gamename, genre, year, gametype, "
                      "rompath, country, crc_value, diskcount, display, plot, "
                      "publisher, version, fanart, boxart, screenshot) "
                      "VALUES (:SYSTEM, :ROMNAME, :GAMENAME, :GENRE, :YEAR, "
                      ":GAMETYPE, :ROMPATH, :COUNTRY, :CRC32, '1', '1', :PLOT, "
                      ":PUBLISHER, :VERSION, :FANART, :BOXART, :SCREENSHOT)");

        query.bindValue(":SYSTEM",System());
        query.bindValue(":ROMNAME",Romname());
        query.bindValue(":GAMENAME",Gamename());
        query.bindValue(":GENRE",Genre());
        query.bindValue(":YEAR",Year());
        query.bindValue(":GAMETYPE",GameType());
        query.bindValue(":ROMPATH",Rompath());
        query.bindValue(":COUNTRY",Country());
        query.bindValue(":CRC32", QString());
        query.bindValue(":PLOT", Plot());
        query.bindValue(":PUBLISHER", Publisher());
        query.bindValue(":VERSION", Version());
        query.bindValue(":FANART", Fanart());
        query.bindValue(":BOXART", Boxart());
        query.bindValue(":SCREENSHOT", Screenshot());
    }
    else
    {
        query.prepare("UPDATE gamemetadata "
                      "SET version = 'CUSTOM', "
                      "    gamename = :GAMENAME,"
                      "    genre = :GENRE,"
                      "    year = :YEAR,"
                      "    country = :COUNTRY,"
                      "    plot = :PLOT,"
                      "    publisher = :PUBLISHER,"
                      "    favorite = :FAVORITE,"
                      "    screenshot = :SCREENSHOT,"
                      "    fanart = :FANART,"
                      "    boxart = :BOXART, "
                      "    inetref = :INETREF "
                      "WHERE gametype = :GAMETYPE AND "
                      "      romname  = :ROMNAME");
        query.bindValue(":GAMENAME", Gamename());
        query.bindValue(":GENRE", Genre());
        query.bindValue(":YEAR", Year());
        query.bindValue(":COUNTRY", Country());
        query.bindValue(":PLOT", Plot());
        query.bindValue(":PUBLISHER", Publisher());
        query.bindValue(":FAVORITE", Favorite());
        query.bindValue(":SCREENSHOT", Screenshot());
        query.bindValue(":FANART", Fanart());
        query.bindValue(":BOXART", Boxart());
        query.bindValue(":INETREF", Inetref());
        query.bindValue(":GAMETYPE", GameType());
        query.bindValue(":ROMNAME", Romname());
    }

    if (!query.exec())
    {
        MythDB::DBError("RomInfo::SaveToDatabase", query);
        return;
    }
}
コード例 #4
0
ファイル: rominfo.cpp プロジェクト: pierrchen/mythtv
void RomInfo::UpdateDatabase()
{
    MSqlQuery query(MSqlQuery::InitCon());
    query.prepare("SELECT gamename,genre,year,country,plot,publisher, "
                  "favorite,screenshot,fanart,boxart,inetref "
                  "FROM gamemetadata "
                  "WHERE gametype = :GAMETYPE "
                  "AND romname = :ROMNAME");

    query.bindValue(":GAMETYPE", GameType());
    query.bindValue(":ROMNAME", Romname());

    if (!query.exec())
    {
        MythDB::DBError("RomInfo::UpdateDatabase", query);
        return;
    }

    if (!query.next())
        return;

    QString t_gamename  = query.value(0).toString();
    QString t_genre     = query.value(1).toString();
    QString t_year      = query.value(2).toString();
    QString t_country   = query.value(3).toString();
    QString t_plot      = query.value(4).toString();
    QString t_publisher = query.value(5).toString();
    bool    t_favourite = query.value(6).toBool();
    QString t_screenshot = query.value(7).toString();
    QString t_fanart = query.value(8).toString();
    QString t_boxart = query.value(9).toString();
    QString t_inetref = query.value(10).toString();

    if ((t_gamename  != Gamename())  || (t_genre     != Genre())   ||
            (t_year      != Year())      || (t_country   != Country()) ||
            (t_plot      != Plot())      || (t_publisher != Publisher()) ||
            (t_favourite != Favorite())  || (t_screenshot != Screenshot()) ||
            (t_fanart    != Fanart())    || (t_boxart    != Boxart()) ||
            (t_inetref   != Inetref()))
    {
        query.prepare("UPDATE gamemetadata "
                      "SET version = 'CUSTOM', "
                      "    gamename = :GAMENAME,"
                      "    genre = :GENRE,"
                      "    year = :YEAR,"
                      "    country = :COUNTRY,"
                      "    plot = :PLOT,"
                      "    publisher = :PUBLISHER,"
                      "    favorite = :FAVORITE,"
                      "    screenshot = :SCREENSHOT,"
                      "    fanart = :FANART,"
                      "    boxart = :BOXART, "
                      "    inetref = :INETREF "
                      "WHERE gametype = :GAMETYPE AND "
                      "      romname  = :ROMNAME");
        query.bindValue(":GAMENAME", Gamename());
        query.bindValue(":GENRE", Genre());
        query.bindValue(":YEAR", Year());
        query.bindValue(":COUNTRY", Country());
        query.bindValue(":PLOT", Plot());
        query.bindValue(":PUBLISHER", Publisher());
        query.bindValue(":FAVORITE", Favorite());
        query.bindValue(":SCREENSHOT", Screenshot());
        query.bindValue(":FANART", Fanart());
        query.bindValue(":BOXART", Boxart());
        query.bindValue(":INETREF", Inetref());
        query.bindValue(":GAMETYPE", GameType());
        query.bindValue(":ROMNAME", Romname());

        if (!query.exec())
        {
            MythDB::DBError("RomInfo::UpdateDatabase", query);
            return;
        }
    }
}