sof-sdk/Source/Game/player/w_equipment.cpp

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2000-06-15 00:00:00 +00:00
#include "q_shared.h"
#include "..\ghoul\ighoul.h"
#include "w_public.h"
#include "w_types.h"
#include "w_weapons.h"
#include "w_utils.h"
#include "player.h"
#include "../gamecpp/game.h"
#include "w_equipment.h"
#include "../strings/items.h"
extern player_com_import_t picom;
extern player_cl_import_t picl;
extern player_sv_import_t pisv;
extern int isClient;
itemInfo_c noItem;
flashpackInfo flashpack;
//neuralGrenadeInfo neuralGrenade;
c4Info c4;
lightGogglesInfo lightGoggles;
claymoreInfo claymore;
medkitInfo medkit;
grenadeInfo grenade;
flagInfo flag;
itemInfo_c *itInfo[SFE_NUMITEMS] =
{
&noItem,
&flashpack,
// &neuralGrenade,
&c4,
&lightGoggles,
&claymore,
&medkit,
&grenade,
&flag,
};
//------------------------------------------------------------------------------------
itemSlot_c::itemSlot_c(void)
{
clear();
}
void itemSlot_c::useAmmo(sharedEdict_t &ent)
{
// 1/10/00 kef -- the light goggles are different. annoying, too.
if (itemType == SFE_LIGHT_GOGGLES)
{
// since lightGogglesInfo::frameUpdate() will take care of the current power (ammo) for the
//goggles, don't update ammo here.
if (ammo-1 <= 0)
{
int nBreak =1 ;
}
// kef -- Eric said get rid of this message for the light goggles
/*
if(!isClient)
{
pisv.SP_Print(ent.edict, ITEMS_AMMO_COUNT, ammo, itInfo[itemType]->getName());
}
*/
return;
}
ammo--;
if(ammo <= 0)
{
if(!isClient)
pisv.SP_Print(ent.edict, ITEMS_AMMO_GONE, itInfo[itemType]->getName());
itemType = SFE_EMPTYSLOT;
status = 0;
inven(ent)->getItems()->setNextCommand(PEC_ITEMNEXT);
}
else
{
if(!isClient)
pisv.SP_Print(ent.edict, ITEMS_AMMO_COUNT, ammo, itInfo[itemType]->getName());
}
}
void itemSlot_c::clear(void)
{
itemType = SFE_EMPTYSLOT;
ammo = 0;
status = 0;
nextupdate=0.0;
}
//------------------------------------------------------------------------------------
item_c::item_c(void)
{
curSlotNum = 0;
nextCommand = PEC_NOCOMMAND;
lastUseTime = 0;
}
int item_c::getSlotNumFromName(char *itemName)
{
int type=-1;
if(!stricmp (itemName,"fpak"))
type=SFE_FLASHPACK;
else if(!stricmp (itemName,"c4"))
type=SFE_C4;
else if(!stricmp (itemName,"goggles"))
type=SFE_LIGHT_GOGGLES;
else if(!stricmp (itemName,"medkit"))
type=SFE_MEDKIT;
else if(!stricmp (itemName,"grenade"))
type=SFE_GRENADE;
else if(!stricmp (itemName,"ctf_flag"))
type=SFE_CTFFLAG;
if(type<0)
return(-2);
for(int i = 0; i < MAXITEMS; i++)
if(slots[i].getSlotType() == type)
return(i);
return(-1);
}
int item_c::addItemType(int type, int amount, int maxAmount)
{
int i;
for(i = 0; i < MAXITEMS; i++)
{
if(slots[i].getSlotType() == type)
{
// Do some tests to see if this many can actually be held.
if (maxAmount != -1) // Do we have a defined maximum?
{
if ((slots[i].getSlotCount() + amount) > maxAmount) // we can't pick up ALL of these
{
if(slots[i].getSlotCount() < maxAmount) // but we can pick up SOME of them
{
slots[i].setSlotCount(maxAmount);
return 1;
}
else // nope, no room at the inn, we're full
{
return 0;
}
}
}
slots[i].setSlotCount(slots[i].getSlotCount() + amount);
return 1;
}
}
for(i = 0; i < MAXITEMS; i++)
{
// Okay, add it to an empty slot then.
if(slots[i].getSlotType() == SFE_EMPTYSLOT)
{
slots[i].setSlotType(type);
// Do some tests to see if this many can actually be held. In this case, we're checking in case for SOME reason
// we don't have ANY of an item, but the item pickup actually has MORE than we are allowed to carry. Proper design
// should render this test unnecessary, but...
if (maxAmount != -1) // Do we have a defined maximum?
{
if ((slots[i].getSlotCount() + amount) > maxAmount) // we can't pick up ALL of these
{
if(slots[i].getSlotCount() < maxAmount) // but we can pick up SOME of them
{
slots[i].setSlotCount(maxAmount);
return 1;
}
else // nope, no room at the inn, we're full
{
return 0;
}
}
}
slots[i].setSlotCount(amount);
return 1;
}
}
return 0;
}
int item_c::hasItemType(int type)
{
for(int i = 0; i < MAXITEMS; i++)
{
if(slots[i].getSlotType() == type)
return 1;
}
return(0);
}
void item_c::HandleInput(sharedEdict_t &ent)
{
int startSlot;
if(nextCommand == PEC_NOCOMMAND)
return;
startSlot = curSlotNum;
if(nextCommand == PEC_DROP)
{
if(getCurSlot()->getSlotType()!=SFE_EMPTYSLOT)
{
// Handle deactivation of item, where required.
itInfo[getCurSlot()->getSlotType()]->deactivate(*(ent.edict), *getCurSlot());
// Some items like the light-goggles are unique in the inventory but
// have ammo / charge so we need to ensure the dropped item has this much ammo.
// Other items like flahsbangs exist in multiples and we just drop one at a time.
int amount=(itInfo[getCurSlot()->getSlotType()]->itemExistsAsUnique())?getCurSlot()->getSlotCount():1;
// Drop an in-world entity.
if(!isClient)
pisv.ItemDrop(inven(ent)->getOwner()->edict,getCurSlot()->getSlotType(),amount);
if(itInfo[getCurSlot()->getSlotType()]->itemExistsAsUnique())
{
// Claer the item slot 'cos we just dropped a unique item (e.g. light-goggles).
getCurSlot()->clear();
// Select the next item slot.
nextCommand = PEC_ITEMNEXT;
}
else
{
// Decrement the ammo count for the slot by 1 as we just dropped one :).
getCurSlot()->useAmmo(ent);
}
}
}
if((nextCommand >= PEC_USEITEM)&&(nextCommand < PEC_USEITEMFIRST + MAXITEMS))
{
if(!isClient)
{
if(lastUseTime + ITEM_USE_TIME > *pisv.levelTime)
{
// Can't mash on the item_c use button.
return;
}
}
else
{
if(lastUseTime + ITEM_USE_TIME > *picl.levelTime)
{
// Can't mash on the item_c use button.
return;
}
}
itemSlot_c *slot;
if(nextCommand == PEC_USEITEM)
{
slot=getCurSlot();
}
else
{
slot=&slots[nextCommand-PEC_USEITEMFIRST];
}
if(slot->getSlotCount())
{
if(ent.inv->inDisguise())
{
// If we try to use anything other than medkit whilst disguised,
// we toggle outa disguise!
if(slot->getSlotType() != SFE_MEDKIT)
ent.inv->becomeDisguised();
}
// Can't use the CTF FLAG!!
if (slot->getSlotType() == SFE_CTFFLAG)
return;
if (!isClient)
pisv.ShowItemUse(ent.edict, slot->getSlotType());
int lastCmd=nextCommand;
if (itInfo[slot->getSlotType()]->use(*(ent.edict), *slot))
slot->useAmmo(ent);
if((nextCommand==PEC_ITEMNEXT)&&(lastCmd>PEC_USEITEM)&&(slot!=getCurSlot()))
{
// PEC_ITEMNEXT can be issued if all slot's ammo was used. Don't
// want this though if a shortcut was used and it wasn't the current
// slot.
nextCommand=PEC_NOCOMMAND;
}
}
if(!isClient)
lastUseTime = *pisv.levelTime;
else
lastUseTime = *picl.levelTime;
}
if(nextCommand == PEC_ITEMNEXT)
{
do
{
curSlotNum++;
if(curSlotNum >= MAXITEMS)
{
curSlotNum = 0;
}
}while((curSlotNum != startSlot)&&(getCurSlot()->getSlotType() == SFE_EMPTYSLOT));
}
else if(nextCommand == PEC_ITEMPREV)
{
do
{
curSlotNum--;
if(curSlotNum < 0)
{
curSlotNum = MAXITEMS - 1;
}
}while((curSlotNum != startSlot)&&(getCurSlot()->getSlotType() == SFE_EMPTYSLOT));
}
nextCommand = PEC_NOCOMMAND;
}
void item_c::frameUpdate(sharedEdict_t &ent)
{
int i;
HandleInput(ent);
for(i = 0; i < MAXITEMS; i++)
{
itInfo[slots[i].getSlotType()]->frameUpdate(ent, slots[i]);
}
}
int item_c::handleDamage(sharedEdict_t &ent, int initDamage)
{
int i;
int curDamage = initDamage;
for(i = 0; i < MAXITEMS; i++)
{
// FIXME: Will this change?
curDamage = itInfo[slots[i].getSlotType()]->handleDamage(ent, curDamage, slots[i]);
}
return curDamage;
}
void item_c::deactivate(sharedEdict_t &ent)
{
for(int i = 0; i < MAXITEMS; i++)
{
itInfo[slots[i].getSlotType()]->deactivate(*(ent.edict), *getCurSlot());
}
}