forked from a1batross/Paranoia2_original
507 lines
11 KiB
C++
507 lines
11 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_debug, "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());
|
|
}
|
|
|
|
// Wargon: SaveData для юзабельных итемов.
|
|
TYPEDESCRIPTION CItem::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CItem, m_iCurrCaps, FIELD_INTEGER ),
|
|
};
|
|
IMPLEMENT_SAVERESTORE( CItem, CBaseEntity );
|
|
|
|
void CItem::Spawn( void )
|
|
{
|
|
pev->movetype = MOVETYPE_TOSS;
|
|
pev->solid = SOLID_TRIGGER;
|
|
UTIL_SetOrigin( this, pev->origin );
|
|
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
|
|
|
|
if( !FBitSet( ObjectCaps(), FCAP_USE_ONLY ) || FBitSet( pev->spawnflags, SF_NORESPAWN ))
|
|
SetTouch(&CItem::ItemTouch);
|
|
|
|
// Wargon: Итем юзабельный.
|
|
SetUse( &CItem::ItemUse );
|
|
m_iCurrCaps = CBaseEntity::ObjectCaps() | FCAP_IMPULSE_USE;
|
|
|
|
DROP_TO_FLOOR(ENT(pev));
|
|
}
|
|
|
|
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 );
|
|
|
|
// Wargon: Итем неюзабельный.
|
|
SetUse( NULL );
|
|
m_iCurrCaps = CBaseEntity::ObjectCaps();
|
|
|
|
// 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 )
|
|
{
|
|
// Wargon: Итем юзабельный.
|
|
SetUse( NULL );
|
|
m_iCurrCaps = CBaseEntity::ObjectCaps();
|
|
|
|
SetTouch( NULL );
|
|
pev->effects |= EF_NODRAW;
|
|
|
|
UTIL_SetOrigin( this, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn.
|
|
|
|
SetThink(&CItem:: Materialize );
|
|
AbsoluteNextThink( 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;
|
|
}
|
|
|
|
if( !FBitSet( ObjectCaps(), FCAP_USE_ONLY ))
|
|
SetTouch(&CItem:: ItemTouch );
|
|
|
|
// Wargon: Итем юзабельный.
|
|
SetUse( &CItem::ItemUse );
|
|
m_iCurrCaps = CBaseEntity::ObjectCaps() | FCAP_IMPULSE_USE;
|
|
}
|
|
|
|
#define SF_SUIT_SHORTLOGON 0x0001
|
|
#define SF_SUIT_WITHHEADSHIELD 0x0002
|
|
#define SF_SUIT_WITHARMOR 0x0004
|
|
|
|
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->deadflag != DEAD_NO )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if( FBitSet( pPlayer->m_iHideHUD, ITEM_SUIT ))
|
|
return FALSE;
|
|
|
|
if ( pev->spawnflags & SF_SUIT_WITHHEADSHIELD )
|
|
{
|
|
if ( FBitSet( pPlayer->m_iHideHUD, ITEM_HEADSHIELD ))
|
|
return FALSE;
|
|
|
|
SetBits( pPlayer->m_iHideHUD, ITEM_HEADSHIELD );
|
|
}
|
|
|
|
if ( pev->spawnflags & SF_SUIT_WITHARMOR )
|
|
{
|
|
pPlayer->pev->armorvalue = MAX_NORMAL_BATTERY;
|
|
}
|
|
|
|
SetBits( pPlayer->m_iHideHUD, ITEM_SUIT );
|
|
|
|
return TRUE;
|
|
}
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS(item_suit, CItemSuit);
|
|
|
|
|
|
|
|
class CItemBattery : public CItem
|
|
{
|
|
void Spawn( void )
|
|
{
|
|
Precache( );
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/w_battery.mdl");
|
|
CItem::Spawn( );
|
|
}
|
|
void Precache( void )
|
|
{
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL ("models/w_battery.mdl");
|
|
|
|
if (pev->noise)
|
|
PRECACHE_SOUND( (char*)STRING(pev->noise) ); //LRC
|
|
else
|
|
PRECACHE_SOUND( "items/gunpickup2.wav" );
|
|
}
|
|
BOOL MyTouch( CBasePlayer *pPlayer )
|
|
{
|
|
if ( pPlayer->pev->deadflag != DEAD_NO )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if ((pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY) && FBitSet( pPlayer->m_iHideHUD, ITEM_SUIT ))
|
|
{
|
|
int pct;
|
|
char szcharge[64];
|
|
|
|
if (pev->armorvalue)
|
|
pPlayer->pev->armorvalue += pev->armorvalue;
|
|
else
|
|
pPlayer->pev->armorvalue += gSkillData.batteryCapacity;
|
|
pPlayer->pev->armorvalue = min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
|
|
|
|
if (pev->noise)
|
|
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, STRING(pev->noise), 1, ATTN_NORM ); //LRC
|
|
else
|
|
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);
|
|
|
|
|
|
// buz: big battery, 100%
|
|
class CItemArmour : public CItem
|
|
{
|
|
void Spawn( void )
|
|
{
|
|
Precache( );
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/w_armour.mdl");
|
|
CItem::Spawn( );
|
|
}
|
|
void Precache( void )
|
|
{
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL ("models/w_armour.mdl");
|
|
|
|
PRECACHE_SOUND( "items/armour.wav" );
|
|
}
|
|
BOOL MyTouch( CBasePlayer *pPlayer )
|
|
{
|
|
if ( pPlayer->pev->deadflag != DEAD_NO )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY)
|
|
{
|
|
pPlayer->pev->armorvalue = MAX_NORMAL_BATTERY;
|
|
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/armour.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_armour, CItemArmour);
|
|
|
|
|
|
|
|
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 ( FBitSet( pPlayer->m_iHideHUD, ITEM_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();
|
|
|
|
// buz 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 );
|
|
|
|
|
|
// buz: gasmask
|
|
class CItemGasMask : public CItem
|
|
{
|
|
void Spawn( void )
|
|
{
|
|
Precache( );
|
|
SET_MODEL(ENT(pev), "models/w_gasmask.mdl");
|
|
CItem::Spawn( );
|
|
}
|
|
void Precache( void )
|
|
{
|
|
PRECACHE_MODEL ("models/w_gasmask.mdl");
|
|
PRECACHE_SOUND( "items/gunpickup2.wav" );
|
|
}
|
|
BOOL MyTouch( CBasePlayer *pPlayer )
|
|
{
|
|
if( FBitSet( pPlayer->m_iHideHUD, ITEM_GASMASK ))
|
|
return FALSE;
|
|
|
|
SetBits( pPlayer->m_iHideHUD, ITEM_GASMASK );
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
|
|
WRITE_STRING( STRING(pev->classname) );
|
|
MESSAGE_END();
|
|
|
|
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
|
|
return TRUE;
|
|
}
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( item_gasmask, CItemGasMask );
|
|
|
|
// buz: head shield
|
|
class CItemHeadShield : public CItem
|
|
{
|
|
void Spawn( void )
|
|
{
|
|
Precache( );
|
|
SET_MODEL(ENT(pev), "models/w_headshield.mdl");
|
|
CItem::Spawn( );
|
|
}
|
|
void Precache( void )
|
|
{
|
|
PRECACHE_MODEL ("models/w_headshield.mdl");
|
|
PRECACHE_SOUND( "items/gunpickup2.wav" );
|
|
}
|
|
BOOL MyTouch( CBasePlayer *pPlayer )
|
|
{
|
|
if ( FBitSet( pPlayer->m_iHideHUD, ITEM_HEADSHIELD) )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
SetBits( pPlayer->m_iHideHUD, ITEM_HEADSHIELD );
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
|
|
WRITE_STRING( STRING(pev->classname) );
|
|
MESSAGE_END();
|
|
|
|
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
|
|
return TRUE;
|
|
}
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( item_headshield, CItemHeadShield ); |