forked from FWGS/Paranoia2
507 lines
11 KiB
C++
507 lines
11 KiB
C++
/***
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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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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_debug, "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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// Wargon: SaveData <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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TYPEDESCRIPTION CItem::m_SaveData[] =
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{
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DEFINE_FIELD( CItem, m_iCurrCaps, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CItem, CBaseEntity );
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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( this, pev->origin );
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UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
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if( !FBitSet( ObjectCaps(), FCAP_USE_ONLY ) || FBitSet( pev->spawnflags, SF_NORESPAWN ))
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SetTouch(&CItem::ItemTouch);
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// Wargon: <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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SetUse( &CItem::ItemUse );
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m_iCurrCaps = CBaseEntity::ObjectCaps() | FCAP_IMPULSE_USE;
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DROP_TO_FLOOR(ENT(pev));
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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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// Wargon: <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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SetUse( NULL );
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m_iCurrCaps = CBaseEntity::ObjectCaps();
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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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// Wargon: <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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SetUse( NULL );
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m_iCurrCaps = CBaseEntity::ObjectCaps();
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SetTouch( NULL );
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pev->effects |= EF_NODRAW;
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UTIL_SetOrigin( this, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn.
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SetThink(&CItem:: Materialize );
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AbsoluteNextThink( 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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if( !FBitSet( ObjectCaps(), FCAP_USE_ONLY ))
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SetTouch(&CItem:: ItemTouch );
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// Wargon: <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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SetUse( &CItem::ItemUse );
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m_iCurrCaps = CBaseEntity::ObjectCaps() | FCAP_IMPULSE_USE;
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}
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#define SF_SUIT_SHORTLOGON 0x0001
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#define SF_SUIT_WITHHEADSHIELD 0x0002
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#define SF_SUIT_WITHARMOR 0x0004
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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->deadflag != DEAD_NO )
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{
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return FALSE;
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}
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if( FBitSet( pPlayer->m_iHideHUD, ITEM_SUIT ))
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return FALSE;
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if ( pev->spawnflags & SF_SUIT_WITHHEADSHIELD )
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{
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if ( FBitSet( pPlayer->m_iHideHUD, ITEM_HEADSHIELD ))
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return FALSE;
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SetBits( pPlayer->m_iHideHUD, ITEM_HEADSHIELD );
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}
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if ( pev->spawnflags & SF_SUIT_WITHARMOR )
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{
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pPlayer->pev->armorvalue = MAX_NORMAL_BATTERY;
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}
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SetBits( pPlayer->m_iHideHUD, ITEM_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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if (pev->model)
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
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else
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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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if (pev->model)
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PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
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else
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PRECACHE_MODEL ("models/w_battery.mdl");
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if (pev->noise)
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PRECACHE_SOUND( (char*)STRING(pev->noise) ); //LRC
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else
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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) && FBitSet( pPlayer->m_iHideHUD, ITEM_SUIT ))
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{
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int pct;
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char szcharge[64];
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if (pev->armorvalue)
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pPlayer->pev->armorvalue += pev->armorvalue;
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else
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pPlayer->pev->armorvalue += gSkillData.batteryCapacity;
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pPlayer->pev->armorvalue = min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
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if (pev->noise)
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, STRING(pev->noise), 1, ATTN_NORM ); //LRC
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else
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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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// buz: big battery, 100%
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class CItemArmour : 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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if (pev->model)
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
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else
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SET_MODEL(ENT(pev), "models/w_armour.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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if (pev->model)
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PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
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else
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PRECACHE_MODEL ("models/w_armour.mdl");
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PRECACHE_SOUND( "items/armour.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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{
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pPlayer->pev->armorvalue = MAX_NORMAL_BATTERY;
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/armour.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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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_armour, CItemArmour);
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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 ( FBitSet( pPlayer->m_iHideHUD, ITEM_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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// buz 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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// buz: gasmask
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class CItemGasMask : 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_gasmask.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_gasmask.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( FBitSet( pPlayer->m_iHideHUD, ITEM_GASMASK ))
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return FALSE;
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SetBits( pPlayer->m_iHideHUD, ITEM_GASMASK );
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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( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
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return TRUE;
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}
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};
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LINK_ENTITY_TO_CLASS( item_gasmask, CItemGasMask );
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// buz: head shield
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class CItemHeadShield : 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_headshield.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_headshield.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 ( FBitSet( pPlayer->m_iHideHUD, ITEM_HEADSHIELD) )
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{
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return FALSE;
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}
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SetBits( pPlayer->m_iHideHUD, ITEM_HEADSHIELD );
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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( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
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return TRUE;
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}
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};
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LINK_ENTITY_TO_CLASS( item_headshield, CItemHeadShield ); |