/*** * * Copyright (c) 1999, 2000 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(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 ( 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( 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 );
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 7292 | Andrew McDonald | initial submittal | ||
//guest/sam_stafford/p4hl/src/dlls/items.cpp | |||||
#1 | 937 | Sam Stafford |
Renaming my guest directory to the more conventional sam_stafford. |
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//guest/samwise/p4hl/src/dlls/items.cpp | |||||
#1 | 936 | Sam Stafford |
Adding P4HL to the public depot. See relnotes.txt for installation instructions; all relevant files are under p4hl/dist. Source code is under p4hl/src in the form of a VC++ project. |