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364 lines
8.3 KiB
364 lines
8.3 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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/* |
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===== items.cpp ======================================================== |
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functions governing the selection/use of weapons for players |
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*/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "weapons.h" |
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#include "player.h" |
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#include "skill.h" |
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#include "items.h" |
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#include "gamerules.h" |
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extern int gmsgItemPickup; |
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class CWorldItem : public CBaseEntity |
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{ |
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public: |
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void KeyValue(KeyValueData *pkvd ); |
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void Spawn( void ); |
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int m_iType; |
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}; |
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LINK_ENTITY_TO_CLASS(world_items, CWorldItem); |
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void CWorldItem::KeyValue(KeyValueData *pkvd) |
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{ |
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if (FStrEq(pkvd->szKeyName, "type")) |
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{ |
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m_iType = atoi(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseEntity::KeyValue( pkvd ); |
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} |
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void CWorldItem::Spawn( void ) |
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{ |
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CBaseEntity *pEntity = NULL; |
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switch (m_iType) |
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{ |
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case 44: // ITEM_BATTERY: |
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pEntity = CBaseEntity::Create( "item_battery", pev->origin, pev->angles ); |
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break; |
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case 42: // ITEM_ANTIDOTE: |
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pEntity = CBaseEntity::Create( "item_antidote", pev->origin, pev->angles ); |
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break; |
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case 43: // ITEM_SECURITY: |
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pEntity = CBaseEntity::Create( "item_security", pev->origin, pev->angles ); |
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break; |
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case 45: // ITEM_SUIT: |
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pEntity = CBaseEntity::Create( "item_suit", pev->origin, pev->angles ); |
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break; |
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} |
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if (!pEntity) |
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{ |
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ALERT( at_console, "unable to create world_item %d\n", m_iType ); |
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} |
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else |
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{ |
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pEntity->pev->target = pev->target; |
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pEntity->pev->targetname = pev->targetname; |
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pEntity->pev->spawnflags = pev->spawnflags; |
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} |
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REMOVE_ENTITY(edict()); |
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} |
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void CItem::Spawn( void ) |
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{ |
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pev->movetype = MOVETYPE_TOSS; |
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pev->solid = SOLID_TRIGGER; |
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UTIL_SetOrigin( pev, pev->origin ); |
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m_SpawnPoint = Vector( 0, 0, 0 ); |
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UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); |
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SetTouch( &ItemTouch); |
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if (DROP_TO_FLOOR(ENT(pev)) == 0) |
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{ |
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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); |
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UTIL_Remove( this ); |
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return; |
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} |
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} |
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extern int gEvilImpulse101; |
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void CItem::ItemTouch( CBaseEntity *pOther ) |
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{ |
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// if it's not a player, ignore |
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if ( !pOther->IsPlayer() ) |
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{ |
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return; |
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} |
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CBasePlayer *pPlayer = (CBasePlayer *)pOther; |
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// ok, a player is touching this item, but can he have it? |
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if ( !g_pGameRules->CanHaveItem( pPlayer, this ) ) |
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{ |
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// no? Ignore the touch. |
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return; |
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} |
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if (MyTouch( pPlayer )) |
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{ |
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SUB_UseTargets( pOther, USE_TOGGLE, 0 ); |
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SetTouch( NULL ); |
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// player grabbed the item. |
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g_pGameRules->PlayerGotItem( pPlayer, this ); |
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES ) |
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{ |
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Respawn(); |
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} |
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else |
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{ |
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UTIL_Remove( this ); |
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} |
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} |
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else if (gEvilImpulse101) |
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{ |
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UTIL_Remove( this ); |
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} |
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} |
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CBaseEntity* CItem::Respawn( void ) |
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{ |
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SetTouch( NULL ); |
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pev->effects |= EF_NODRAW; |
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UTIL_SetOrigin( pev, m_SpawnPoint );// blip to whereever you should respawn. |
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SetThink( &Materialize ); |
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pev->nextthink = g_pGameRules->FlItemRespawnTime( this ); |
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return this; |
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} |
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float CItem::TouchGravGun( CBaseEntity *attacker, int stage) |
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{ |
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if( stage == 2 ) |
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if( (attacker->pev->origin - pev->origin ).Length() < 90 ) |
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Touch( attacker ); |
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if( pev->movetype == MOVETYPE_FOLLOW ) |
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return 0; |
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if( pev->movetype == MOVETYPE_NONE ) |
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return 0; |
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if( pev->effects & EF_NODRAW ) |
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return 0; |
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//if( pev->mins == pev->maxs ) |
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//return 0; |
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SetThink( &CItem::Materialize ); |
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pev->nextthink = g_pGameRules->FlItemRespawnTime( this ); |
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return 200; |
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} |
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void CItem::Materialize( void ) |
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{ |
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if ( pev->effects & EF_NODRAW ) |
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{ |
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// changing from invisible state to visible. |
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); |
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pev->effects &= ~EF_NODRAW; |
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pev->effects |= EF_MUZZLEFLASH; |
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if( m_SpawnPoint == Vector( 0, 0, 0 ) ) |
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m_SpawnPoint = pev->origin; |
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} |
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if( m_SpawnPoint != Vector( 0, 0, 0 ) ) |
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UTIL_SetOrigin( pev, m_SpawnPoint );// blip to whereever you should respawn. |
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SetTouch( &ItemTouch ); |
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} |
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#define SF_SUIT_SHORTLOGON 0x0001 |
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class CItemSuit : public CItem |
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{ |
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void Spawn( void ) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_suit.mdl"); |
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CItem::Spawn( ); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL ("models/w_suit.mdl"); |
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} |
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BOOL MyTouch( CBasePlayer *pPlayer ) |
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{ |
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if ( pPlayer->pev->weapons & (1<<WEAPON_SUIT) ) |
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return FALSE; |
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if ( pev->spawnflags & SF_SUIT_SHORTLOGON ) |
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EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_A0"); // short version of suit logon, |
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else |
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EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_AAx"); // long version of suit logon |
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pPlayer->pev->weapons |= (1<<WEAPON_SUIT); |
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return TRUE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(item_suit, CItemSuit); |
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class CItemBattery : public CItem |
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{ |
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void Spawn( void ) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_battery.mdl"); |
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CItem::Spawn( ); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL ("models/w_battery.mdl"); |
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PRECACHE_SOUND( "items/gunpickup2.wav" ); |
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} |
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BOOL MyTouch( CBasePlayer *pPlayer ) |
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{ |
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if ( pPlayer->pev->deadflag != DEAD_NO ) |
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{ |
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return FALSE; |
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} |
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if ((pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY) && |
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(pPlayer->pev->weapons & (1<<WEAPON_SUIT))) |
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{ |
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int pct; |
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char szcharge[64]; |
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pPlayer->pev->armorvalue += gSkillData.batteryCapacity; |
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pPlayer->pev->armorvalue = min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY); |
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); |
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MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev ); |
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WRITE_STRING( STRING(pev->classname) ); |
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MESSAGE_END(); |
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// Suit reports new power level |
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// For some reason this wasn't working in release build -- round it. |
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pct = (int)( (float)(pPlayer->pev->armorvalue * 100.0) * (1.0/MAX_NORMAL_BATTERY) + 0.5); |
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pct = (pct / 5); |
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if (pct > 0) |
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pct--; |
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sprintf( szcharge,"!HEV_%1dP", pct ); |
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//EMIT_SOUND_SUIT(ENT(pev), szcharge); |
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pPlayer->SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(item_battery, CItemBattery); |
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class CItemAntidote : public CItem |
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{ |
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void Spawn( void ) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_antidote.mdl"); |
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CItem::Spawn( ); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL ("models/w_antidote.mdl"); |
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} |
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BOOL MyTouch( CBasePlayer *pPlayer ) |
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{ |
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pPlayer->SetSuitUpdate("!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN); |
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pPlayer->m_rgItems[ITEM_ANTIDOTE] += 1; |
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return TRUE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(item_antidote, CItemAntidote); |
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class CItemSecurity : public CItem |
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{ |
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void Spawn( void ) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_security.mdl"); |
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CItem::Spawn( ); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL ("models/w_security.mdl"); |
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} |
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BOOL MyTouch( CBasePlayer *pPlayer ) |
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{ |
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pPlayer->m_rgItems[ITEM_SECURITY] += 1; |
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return TRUE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(item_security, CItemSecurity); |
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class CItemLongJump : public CItem |
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{ |
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void Spawn( void ) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_longjump.mdl"); |
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CItem::Spawn( ); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL ("models/w_longjump.mdl"); |
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} |
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BOOL MyTouch( CBasePlayer *pPlayer ) |
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{ |
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if ( pPlayer->m_fLongJump ) |
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{ |
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return FALSE; |
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} |
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if ( ( pPlayer->pev->weapons & (1<<WEAPON_SUIT) ) ) |
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{ |
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pPlayer->m_fLongJump = TRUE;// player now has longjump module |
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g_engfuncs.pfnSetPhysicsKeyValue( pPlayer->edict(), "slj", "1" ); |
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MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev ); |
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WRITE_STRING( STRING(pev->classname) ); |
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MESSAGE_END(); |
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EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound? |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump );
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