338 lines
7.3 KiB
C++
338 lines
7.3 KiB
C++
|
/***
|
||
|
*
|
||
|
* 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", 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 );
|
||
|
}
|
||
|
|
||
|
#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 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->armorvalue < MAX_NORMAL_BATTERY) &&
|
||
|
(pPlayer->pev->weapons & (1<<WEAPON_SUIT)))
|
||
|
{
|
||
|
int pct;
|
||
|
char szcharge[64];
|
||
|
|
||
|
pPlayer->pev->armorvalue += gSkillData.batteryCapacity;
|
||
|
pPlayer->pev->armorvalue = 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 );
|