ef2gamesource/dlls/game/ammo.cpp
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

175 lines
3.8 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/ammo.cpp $
// $Revision:: 15 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:35p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Base class for all ammunition for entities derived from the Weapon class.
//
// AmmoEntity is the Class which represents ammo that the player "sees" and "
// picks up" in the game
//
// Ammo is the Class which is used to keep track of how much ammo a player has
// in his inventory
#include "_pch_cpp.h"
#include "ammo.h"
#include "player.h"
CLASS_DECLARATION( Item, AmmoEntity, NULL )
{
{ NULL, NULL }
};
AmmoEntity::AmmoEntity()
{
if ( LoadingSavegame )
{
// all data will be setup by the archive function
return;
}
setName( "UnknownAmmo" );
amount = 0;
_lastPrintTime = 0.0f;
}
Item *AmmoEntity::ItemPickup( Entity *other, qboolean add_to_inventory, qboolean )
{
Sentient *player;
str realname;
int amountUsed;
if ( !other->isSubclassOf( Player ) )
return NULL;
if ( !Pickupable( other ) )
return NULL;
player = ( Sentient * )other;
// Give the ammo to the player
amountUsed = player->GiveAmmo( item_name, (int) amount, true );
if ( amountUsed == 0 )
{
if ( level.time > _lastPrintTime + 1.0f )
{
_lastPrintTime = level.time;
((Player *)other)->setItemText( getIcon(), va( "$$CouldNotPickUp$$ $$Ammo-%s$$ $$FullAmmo$$", item_name.c_str() ) );
//gi.centerprintf ( other->edict, CENTERPRINT_IMPORTANCE_NORMAL, "$$CouldNotPickUp$$ %s $$FullAmmo$$", item_name.c_str() );
}
return NULL;
}
// Play pickup sound
realname = GetRandomAlias( "snd_pickup" );
if ( realname.length() > 1 )
player->Sound( realname, CHAN_ITEM );
// Cancel some events
CancelEventsOfType( EV_Item_DropToFloor );
CancelEventsOfType( EV_Item_Respawn );
CancelEventsOfType( EV_FadeOut );
// Hide the model
setSolidType( SOLID_NOT );
if ( _missingSkin )
{
ChangeSkin( _missingSkin, true );
}
else
{
hideModel();
}
// Respawn?
if ( !Respawnable() )
PostEvent( EV_Remove, FRAMETIME );
else
PostEvent( EV_Item_Respawn, RespawnTime() );
// fire off any pickup_thread's
if ( pickup_thread.length() )
{
ExecuteThread( pickup_thread );
}
return NULL; // This doesn't create any items
}
void AmmoEntity::cacheStrings( void )
{
G_FindConfigstringIndex( va( "$$CouldNotPickUp$$ $$Ammo-%s$$ $$FullAmmo$$", item_name.c_str() ), CS_GENERAL_STRINGS, MAX_GENERAL_STRINGS, true );
G_FindConfigstringIndex( va( "$$PickedUp$$ %d $$Ammo-%s$$\n", (int)amount, item_name.c_str() ), CS_GENERAL_STRINGS, MAX_GENERAL_STRINGS, true );
}
// This is the Class that is used to keep track of ammo in the player's inventory.
// It is not an entity, just a name and an amount.
CLASS_DECLARATION( Class, Ammo, NULL )
{
{NULL, NULL}
};
Ammo::Ammo()
{
if ( LoadingSavegame )
{
// all data will be setup by the archive function
return;
}
setName( "UnknownAmmo" );
setAmount( 0 );
setMaxAmount( 100 );
}
void Ammo::setAmount( int a )
{
amount = a;
if ( ( maxamount > 0 ) && ( amount > maxamount ) )
amount = maxamount;
}
int Ammo::getAmount( void )
{
return amount;
}
void Ammo::setMaxAmount( int a )
{
maxamount = a;
}
int Ammo::getMaxAmount( void )
{
return maxamount;
}
void Ammo::setName( const str &n )
{
name = n;
name_index = gi.itemindex( name );
}
str Ammo::getName( void )
{
return name;
}
int Ammo::getIndex( void )
{
return name_index;
}