/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== items.cpp ======================================================== functions governing the selection/use of weapons for players */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "weapons.h" #include "player.h" #include "skill.h" #include "items.h" #include "gamerules.h" extern int gmsgItemPickup; class CWorldItem : public CBaseEntity { public: void KeyValue( KeyValueData *pkvd ); void Spawn( void ); int m_iType; }; LINK_ENTITY_TO_CLASS( world_items, CWorldItem ) void CWorldItem::KeyValue( KeyValueData *pkvd ) { if( FStrEq( pkvd->szKeyName, "type" ) ) { m_iType = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseEntity::KeyValue( pkvd ); } void CWorldItem::Spawn( void ) { CBaseEntity *pEntity = NULL; switch( m_iType ) { case 44: // ITEM_BATTERY: pEntity = CBaseEntity::Create( "item_battery", pev->origin, pev->angles ); break; case 42: // ITEM_ANTIDOTE: pEntity = CBaseEntity::Create( "item_antidote", pev->origin, pev->angles ); break; case 43: // ITEM_SECURITY: pEntity = CBaseEntity::Create( "item_security", pev->origin, pev->angles ); break; case 45: // ITEM_SUIT: pEntity = CBaseEntity::Create( "item_suit", pev->origin, pev->angles ); break; } if( !pEntity ) { ALERT( at_console, "unable to create world_item %d\n", m_iType ); } else { pEntity->pev->target = pev->target; pEntity->pev->targetname = pev->targetname; pEntity->pev->spawnflags = pev->spawnflags; } REMOVE_ENTITY( edict() ); } void CItem::Spawn( void ) { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; UTIL_SetOrigin( pev, pev->origin ); UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ) ); SetTouch( &CItem::ItemTouch ); if( DROP_TO_FLOOR(ENT( pev ) ) == 0 ) { ALERT(at_error, "Item %s fell out of level at %f,%f,%f\n", STRING( pev->classname ), (double)pev->origin.x, (double)pev->origin.y, (double)pev->origin.z); UTIL_Remove( this ); return; } } extern int gEvilImpulse101; void CItem::ItemTouch( CBaseEntity *pOther ) { // if it's not a player, ignore if( !pOther->IsPlayer() ) { return; } CBasePlayer *pPlayer = (CBasePlayer *)pOther; // ok, a player is touching this item, but can he have it? if( !g_pGameRules->CanHaveItem( pPlayer, this ) ) { // no? Ignore the touch. return; } if( MyTouch( pPlayer ) ) { SUB_UseTargets( pOther, USE_TOGGLE, 0 ); SetTouch( NULL ); // player grabbed the item. g_pGameRules->PlayerGotItem( pPlayer, this ); if( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES ) { Respawn(); } else { UTIL_Remove( this ); } } else if( gEvilImpulse101 ) { UTIL_Remove( this ); } } CBaseEntity* CItem::Respawn( void ) { SetTouch( NULL ); pev->effects |= EF_NODRAW; UTIL_SetOrigin( pev, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn. SetThink( &CItem::Materialize ); pev->nextthink = g_pGameRules->FlItemRespawnTime( this ); return this; } void CItem::Materialize( void ) { if( pev->effects & EF_NODRAW ) { // changing from invisible state to visible. EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } SetTouch( &CItem::ItemTouch ); SetThink( NULL ); } #define SF_SUIT_SHORTLOGON 0x0001 class CItemSuit : public CItem { void Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_blue_suit.mdl" ); CItem::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_blue_suit.mdl" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { if( !FBitSet( pPlayer->pev->weapons, 1 << WEAPON_SUIT ) ) pPlayer->pev->weapons |= ( 1 << WEAPON_SUIT ); pPlayer->m_bHaveSuit = TRUE; if( gEvilImpulse101 ) return TRUE; if( pev->spawnflags & SF_SUIT_SHORTLOGON ) EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A0" ); // short version of suit logon, else EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_AAx" ); // long version of suit logon return TRUE; } }; LINK_ENTITY_TO_CLASS( item_suit, CItemSuit ) class CItemArmor : public CItem { void Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_suit.mdl" ); CItem::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_suit.mdl" ); PRECACHE_SOUND( "armor/pickup.wav" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { if( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) return FALSE; EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "armor/pickup.wav", 1, ATTN_NORM ); pPlayer->pev->armorvalue += gSkillData.batteryCapacity; pPlayer->pev->armorvalue = Q_min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY ); pPlayer->pev->weapons |= ( 1 << WEAPON_SUIT ); return TRUE; } }; //begin Alex LINK_ENTITY_TO_CLASS( item_armor, CItemArmor ) // for Azure Sheep //end Alex class CItemBattery : public CItem { void Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_battery.mdl" ); CItem::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_battery.mdl" ); PRECACHE_SOUND( "items/gunpickup2.wav" ); PRECACHE_SOUND( "barney/nope.wav" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { if( pPlayer->pev->deadflag != DEAD_NO ) { return FALSE; } if( ( pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY ) && ( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) && pPlayer->m_bHaveSuit ) { int pct; char szcharge[64]; pPlayer->pev->armorvalue += gSkillData.batteryCapacity; pPlayer->pev->armorvalue = Q_min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY ); EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev ); WRITE_STRING( STRING( pev->classname ) ); MESSAGE_END(); if( gEvilImpulse101 ) return TRUE; // Suit reports new power level // For some reason this wasn't working in release build -- round it. pct = (int)( (float)( pPlayer->pev->armorvalue * 100.0f ) * ( 1.0f / MAX_NORMAL_BATTERY ) + 0.5f ); pct = ( pct / 5 ); if( pct > 0 ) pct--; sprintf( szcharge,"!HEV_%1dP", pct ); //EMIT_SOUND_SUIT( ENT( pev ), szcharge ); pPlayer->SetSuitUpdate( szcharge, FALSE, SUIT_NEXT_IN_30SEC); return TRUE; } else if( NextMessageTime < gpGlobals->time && !pPlayer->m_bHaveSuit ) { EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "barney/nope.wav", 1, ATTN_NORM ); UTIL_ShowMessageAll( "NOHEVBATTERY" ); NextMessageTime = gpGlobals->time + 4.0f; } return FALSE; } float NextMessageTime; }; LINK_ENTITY_TO_CLASS( item_battery, CItemBattery ) class CItemAntidote : public CItem { void Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_antidote.mdl" ); CItem::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_antidote.mdl" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { pPlayer->SetSuitUpdate( "!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN ); pPlayer->m_rgItems[ITEM_ANTIDOTE] += 1; return TRUE; } }; LINK_ENTITY_TO_CLASS( item_antidote, CItemAntidote ) class CItemSecurity : public CItem { void Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_security.mdl" ); CItem::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_security.mdl" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { pPlayer->m_rgItems[ITEM_SECURITY] += 1; return TRUE; } }; LINK_ENTITY_TO_CLASS( item_security, CItemSecurity ) class CItemLongJump : public CItem { void Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_longjump.mdl" ); CItem::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_longjump.mdl" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { if( pPlayer->m_fLongJump ) { return FALSE; } if( ( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) { pPlayer->m_fLongJump = TRUE;// player now has longjump module g_engfuncs.pfnSetPhysicsKeyValue( pPlayer->edict(), "slj", "1" ); MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev ); WRITE_STRING( STRING( pev->classname ) ); MESSAGE_END(); EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound? return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump )