Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 ), pev->origin.x, pev->origin.y, 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
extern int g_iStartSuit;
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( pPlayer->pev->weapons & ( 1<<WEAPON_SUIT ) )
return FALSE;
if( !g_iStartSuit )
{
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
}
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 )
// Derive from CBaseMonster to use SetActivity
class CEyeScanner : public CBaseMonster
{
public:
void KeyValue( KeyValueData *pkvd );
void Spawn();
void Precache(void);
void EXPORT PlayBeep();
void EXPORT WaitForSequenceEnd();
int ObjectCaps( void ) { return CBaseMonster::ObjectCaps() | FCAP_IMPULSE_USE; }
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int Classify();
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
string_t unlockedTarget;
string_t lockedTarget;
string_t unlockerName;
string_t activatorName;
};
TYPEDESCRIPTION CEyeScanner::m_SaveData[] =
{
DEFINE_FIELD( CEyeScanner, unlockedTarget, FIELD_STRING ),
DEFINE_FIELD( CEyeScanner, lockedTarget, FIELD_STRING ),
DEFINE_FIELD( CEyeScanner, unlockerName, FIELD_STRING ),
DEFINE_FIELD( CEyeScanner, activatorName, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CEyeScanner, CBaseMonster )
LINK_ENTITY_TO_CLASS( item_eyescanner, CEyeScanner )
void CEyeScanner::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "unlocked_target"))
{
unlockedTarget = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "locked_target"))
{
lockedTarget = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "unlockersname"))
{
unlockerName = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "reset_delay")) // Dunno if it affects anything in PC version of Decay
{
m_flWait = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
void CEyeScanner::Spawn()
{
Precache();
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_FLY;
pev->takedamage = DAMAGE_NO;
pev->health = 1;
pev->weapons = 0;
SET_MODEL(ENT(pev), "models/EYE_SCANNER.mdl");
UTIL_SetOrigin(pev, pev->origin);
UTIL_SetSize(pev, Vector(-12, -16, 0), Vector(12, 16, 48));
SetActivity(ACT_CROUCHIDLE);
ResetSequenceInfo();
SetThink(NULL);
}
void CEyeScanner::Precache()
{
PRECACHE_MODEL("models/EYE_SCANNER.mdl");
PRECACHE_SOUND("buttons/blip1.wav");
PRECACHE_SOUND("buttons/blip2.wav");
PRECACHE_SOUND("buttons/button11.wav");
}
void CEyeScanner::PlayBeep()
{
pev->skin = pev->weapons % 3 + 1;
pev->weapons++;
if (pev->weapons < 10) {
EMIT_SOUND( ENT(pev), CHAN_VOICE, "buttons/blip1.wav", 1, ATTN_NORM );
pev->nextthink = gpGlobals->time + 0.125;
} else {
pev->skin = 0;
pev->weapons = 0;
if (FStringNull(unlockerName) || (!FStringNull(activatorName) && FStrEq(STRING(unlockerName), STRING(activatorName)))) {
EMIT_SOUND( ENT(pev), CHAN_VOICE, "buttons/blip2.wav", 1, ATTN_NORM );
FireTargets( STRING( unlockedTarget ), this, this, USE_TOGGLE, 0.0f );
} else {
EMIT_SOUND( ENT(pev), CHAN_VOICE, "buttons/button11.wav", 1, ATTN_NORM );
FireTargets( STRING( lockedTarget ), this, this, USE_TOGGLE, 0.0f );
}
activatorName = iStringNull;
SetActivity(ACT_CROUCH);
ResetSequenceInfo();
SetThink(&CEyeScanner::WaitForSequenceEnd);
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CEyeScanner::WaitForSequenceEnd()
{
if (m_fSequenceFinished) {
if (m_Activity == ACT_STAND) {
SetActivity(ACT_IDLE);
SetThink(&CEyeScanner::PlayBeep);
pev->nextthink = gpGlobals->time;
} else if (m_Activity == ACT_CROUCH) {
SetActivity(ACT_CROUCHIDLE);
SetThink(NULL);
}
ResetSequenceInfo();
} else {
StudioFrameAdvance(0.1);
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CEyeScanner::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
if (m_Activity == ACT_CROUCHIDLE) {
pActivator = pActivator ? pActivator : pCaller;
activatorName = pActivator ? pActivator->pev->targetname : iStringNull;
SetActivity( ACT_STAND );
ResetSequenceInfo();
SetThink(&CEyeScanner::WaitForSequenceEnd);
pev->nextthink = gpGlobals->time + 0.1;
}
}
int CEyeScanner::Classify()
{
return CLASS_NONE;
}
//==================================================================
// item_slave_collar
//==================================================================
#define SF_COLLAR_STARTON 1
#define MAX_COLLAR_BEAMS 2
class CItemSlaveCollar : public CPointEntity
{
public:
void Spawn();
void Precache();
void EXPORT ZapThink();
void EXPORT OffThink();
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
CBeam* m_pBeam[MAX_COLLAR_BEAMS];
int m_iBeams;
BOOL m_bActive;
};
TYPEDESCRIPTION CItemSlaveCollar::m_SaveData[] =
{
DEFINE_FIELD( CItemSlaveCollar, m_bActive, FIELD_BOOLEAN ),
DEFINE_ARRAY( CItemSlaveCollar, m_pBeam, FIELD_CLASSPTR, MAX_COLLAR_BEAMS ),
};
IMPLEMENT_SAVERESTORE( CItemSlaveCollar, CPointEntity )
LINK_ENTITY_TO_CLASS( item_slave_collar, CItemSlaveCollar )
void CItemSlaveCollar::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/collar_test.mdl" );
for( m_iBeams = 0; m_iBeams < MAX_COLLAR_BEAMS; ++m_iBeams );
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 );
if( FBitSet( pev->spawnflags, SF_COLLAR_STARTON ) )
{
SetThink( &CItemSlaveCollar::ZapThink );
pev->nextthink = gpGlobals->time;
}
}
void CItemSlaveCollar::Precache()
{
PRECACHE_MODEL( "models/collar_test.mdl" );
PRECACHE_MODEL( "sprites/lgtning.spr" );
PRECACHE_SOUND( "weapons/electro4.wav" );
PRECACHE_SOUND( "debris/zap4.wav" );
}
void CItemSlaveCollar::ZapThink()
{
/*
TraceResult tr;
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "debris/zap4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
UTIL_Sparks( 50 );
DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
*/
pev->nextthink = gpGlobals->time + 5.0f;
}
void CItemSlaveCollar::OffThink()
{
for( m_iBeams = 0; m_iBeams < MAX_COLLAR_BEAMS; ++m_iBeams );
SetBits( m_pBeam[m_iBeams]->pev->effects, EF_NODRAW );
}
void CItemSlaveCollar::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if( useType == USE_TOGGLE )
{
m_bActive = !m_bActive;
}
else if( useType == USE_ON )
{
m_bActive = TRUE;
}
else if( useType == USE_OFF )
{
m_bActive = FALSE;
}
if( m_bActive )
SetThink( &CItemSlaveCollar::ZapThink );
else
SetThink( &CItemSlaveCollar::OffThink );
pev->nextthink = gpGlobals->time + 0.01f;
}