You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
405 lines
9.1 KiB
405 lines
9.1 KiB
/*** |
|
* |
|
* 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_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( 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 CItemArmorVest : public CItem |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache(); |
|
SET_MODEL( ENT( pev ), "models/barney_vest.mdl" ); |
|
CItem::Spawn(); |
|
} |
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/barney_vest.mdl" ); |
|
PRECACHE_SOUND( "items/gunpickup2.wav" ); |
|
} |
|
BOOL MyTouch( CBasePlayer *pPlayer ) |
|
{ |
|
if( ( pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY ) && |
|
( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) |
|
{ |
|
pPlayer->pev->armorvalue += 60; |
|
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(); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( item_armorvest, CItemArmorVest ) |
|
|
|
class CItemHelmet : public CItem |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache(); |
|
SET_MODEL( ENT( pev ), "models/barney_helmet.mdl" ); |
|
CItem::Spawn(); |
|
} |
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/barney_helmet.mdl" ); |
|
PRECACHE_SOUND( "items/gunpickup2.wav" ); |
|
} |
|
BOOL MyTouch( CBasePlayer *pPlayer ) |
|
{ |
|
if( ( pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY ) && |
|
( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) |
|
{ |
|
pPlayer->pev->armorvalue += 40; |
|
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(); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( item_helmet, CItemHelmet ) |
|
|
|
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 * 100.0f ) * ( 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; |
|
} |
|
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 )
|
|
|