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338 lines
7.3 KiB
338 lines
7.3 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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extern int gmsgStartUp; |
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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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UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ) ); |
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SetTouch( &CItem::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, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn. |
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SetThink( &CItem::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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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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} |
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SetTouch( &CItem::ItemTouch ); |
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SetThink( NULL ); |
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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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// |
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// Make HUD completely transparent and slowly increase it's alpha. |
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// |
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pPlayer->ShowPlayerHUD(); |
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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 = Q_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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