/*** * * 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" #include "game.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; pev->velocity = Vector( 0, 0, 0 ); pev->avelocity = Vector( 0, 0, 0 ); 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 ), pev->origin.x, pev->origin.y, pev->origin.z); UTIL_Remove( this ); return; } m_SpawnPoint = pev->origin; m_SpawnAngles = pev->angles; } extern int gEvilImpulse101; void CItem::ItemTouch( CBaseEntity *pOther ) { pev->velocity = ( pev->velocity + pOther->pev->velocity) / 2; pev->avelocity = pev->avelocity / 3; // if it's not a player, ignore if( !pOther->IsPlayer() ) { if( pev->velocity.Length() < 5 ) pev->velocity = Vector( 0, 0 ,0 ); SetThink( &CItem::Materialize ); pev->nextthink = g_pGameRules->FlItemRespawnTime( this ); if( ( pOther->pev->solid == SOLID_BSP || pOther->entindex() == 0 ) && pev->movetype == MOVETYPE_BOUNCE && pev->velocity.Length() ) switch( RANDOM_LONG( 0, 2 ) ) { case 0:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/concrete1.wav", 0.15, ATTN_NORM );break; case 1:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/concrete2.wav", 0.15, ATTN_NORM );break; case 2:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/concrete3.wav", 0.15, ATTN_NORM );break; } else if( !( pev->flags & FL_ONGROUND ) || !( (pOther->pev->solid == SOLID_BSP) || (pOther->entindex() <= 1) ) ) pev->movetype = MOVETYPE_TOSS; 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 ); } else { pev->movetype = MOVETYPE_TOSS; pev->velocity = Vector( 0 ,0 ,0 ); } } CBaseEntity* CItem::Respawn( void ) { SetTouch( NULL ); pev->effects |= EF_NODRAW; UTIL_SetOrigin( pev, m_SpawnPoint );// blip to whereever you should respawn. SetThink( &CItem::Materialize ); pev->nextthink = g_pGameRules->FlItemRespawnTime( this ); if( mp_coop.value) pev->target = 0; return this; } float CItem::TouchGravGun( CBaseEntity *attacker, int stage) { if( stage == 2 ) if( (attacker->pev->origin - pev->origin ).Length() < 90 ) Touch( attacker ); if( pev->movetype == MOVETYPE_FOLLOW ) return 0; if( pev->movetype == MOVETYPE_NONE ) return 0; if( pev->effects & EF_NODRAW ) return 0; //if( pev->mins == pev->maxs ) //return 0; if( stage == 2 ) { UTIL_MakeVectors( attacker->pev->v_angle + attacker->pev->punchangle); float atarget = UTIL_VecToAngles(gpGlobals->v_forward).y; pev->angles.y = UTIL_AngleMod(pev->angles.y); atarget = UTIL_AngleMod(atarget); pev->avelocity.y = UTIL_AngleDiff(atarget, pev->angles.y) * 10; } if( stage == 3 ) { pev->avelocity.y = pev->avelocity.y*1.5 + RANDOM_FLOAT(100, -100); } SetThink( &CItem::Materialize ); pev->nextthink = g_pGameRules->FlItemRespawnTime( this ); if( ( pev->movetype == MOVETYPE_TOSS ) && ( stage > 1 ) ) { pev->movetype = MOVETYPE_BOUNCE; pev->velocity = Vector( 0, 0, 0 ); } return 400; } void CItem::Materialize( void ) { pev->velocity = Vector( 0, 0, 0 ); pev->avelocity = Vector( 0, 0, 0 ); pev->movetype = MOVETYPE_TOSS; 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; if( m_SpawnPoint == Vector( 0, 0, 0 ) ) { m_SpawnPoint = pev->origin; m_SpawnAngles = pev->angles; } } if( m_SpawnPoint != Vector( 0, 0, 0 ) ) { pev->angles = m_SpawnAngles; UTIL_SetOrigin( pev, m_SpawnPoint );// blip to whereever you should respawn. } SetTouch( &CItem::ItemTouch ); SetThink( NULL ); } #define SF_SUIT_SHORTLOGON 0x0001 class CItemSuit : 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" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { if( !mp_coop.value && pPlayer->pev->weapons & ( 1<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 } pPlayer->pev->weapons |= ( 1 << WEAPON_SUIT ); return TRUE; } }; LINK_ENTITY_TO_CLASS( item_suit, CItemSuit ) 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" ); } 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 ) ) ) { 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(); // Suit reports new power level // For some reason this wasn't working in release build -- round it. pct = (int)( (float)( pPlayer->pev->armorvalue * 100.0 ) * ( 1.0 / MAX_NORMAL_BATTERY ) + 0.5 ); 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; } return FALSE; } }; 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 )