openmohaa/code/game/item.cpp

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/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// item.cpp: Base class for respawnable, carryable objects.
//
#include "g_local.h"
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#include "g_phys.h"
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#include "entity.h"
#include "trigger.h"
#include "item.h"
#include "inventoryitem.h"
#include "scriptmaster.h"
#include "health.h"
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#include "game.h"
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typedef struct {
str name;
str prefix;
bool mohprefix;
} prefix_t;
static prefix_t r_prefixlist[ 256 ] =
{
{ "Unarmed", "unarmed", true },
{ "Binoculars", "binoculars", true },
{ "Papers", "papers", true },
{ "Packed MG42 Turret", "mg42portable", true },
{ "Colt 45", "colt45", true },
{ "Walther P38", "p38", true },
{ "Hi-Standard Silenced", "histandard", true },
{ "Webley Revolver", "webley", true },
{ "Nagant Revolver", "nagantrev", true },
{ "Beretta", "beretta", true },
{ "M1 Garand", "garand", true },
{ "Mauser KAR 98K", "kar98", true },
{ "KAR98 - Sniper", "kar98sniper", true },
{ "Springfield '03 Sniper", "springfield", true },
{ "Lee-Enfield", "enfield", true },
{ "SVT 40", "svt", true },
{ "Mosin Nagant Rifle", "mosin", true },
{ "G 43", "g43", true },
{ "Enfield L42A1", "enfieldl42a1", true },
{ "Carcano", "carcano", true },
{ "DeLisle", "delisle", true },
{ "Thompson", "thompson", true },
{ "MP40", "mp40", true },
{ "Sten Mark II", "sten", true },
{ "PPSH SMG", "ppsh", true },
{ "Moschetto", "moschetto", true },
{ "BAR", "bar", true },
{ "StG 44", "mp44", true },
{ "FG 42", "fg42", true },
{ "Vickers-Berthier", "vickers", true },
{ "Breda", "breda", true },
{ "Frag Grenade", "fraggrenade", true },
{ "Stielhandgranate", "stielhandgranate", true },
{ "F1 Grenade", "f1grenade", true },
{ "Mills Grenade", "millsgrenade", true },
{ "Nebelhandgranate", "nebelhandgranate", true },
{ "M18 Smoke Grenade", "m18smokegrenade", true },
{ "RDG-1 Smoke Grenade", "rdg1smokegrenade", true },
{ "Bomba A Mano", "bomba", true },
{ "Bomba A Mano Breda", "bombabreda", true },
{ "Landmine", "mine", true },
{ "LandmineAllies", "minedetector", true },
{ "LandmineAxis", "minedetectoraxis", true },
{ "Unarmed", "detonator", true },
{ "Bazooka", "bazooka", true },
{ "Panzerschreck", "panzerschreck", true },
{ "Gewehrgranate", "kar98mortar", true },
{ "Shotgun", "shotgun", true },
{ "PIAT", "PIAT", true },
};
void AddItemToList( const char *name, const char *prefix )
{
for( int i = 0; i < sizeof( r_prefixlist ) / sizeof( r_prefixlist[ 0 ] ); i++ )
{
if( !r_prefixlist[ i ].name.length() )
{
r_prefixlist[ i ].name = name;
r_prefixlist[ i ].prefix = prefix;
r_prefixlist[ i ].mohprefix = false;
return;
}
}
}
const char *GetItemName( const char *prefix, qboolean *mohprefix )
{
for( int i = 0; i < sizeof( r_prefixlist ) / sizeof( r_prefixlist[ 0 ] ); i++ )
{
if( !r_prefixlist[ i ].prefix.c_str() )
{
continue;
}
if( r_prefixlist[ i ].prefix == prefix )
{
if( mohprefix )
{
*mohprefix = r_prefixlist[ i ].mohprefix;
}
return r_prefixlist[ i ].name;
}
}
if( mohprefix )
{
*mohprefix = false;
}
return NULL;
}
const char *GetItemPrefix( const char *name, qboolean *mohprefix )
{
for( int i = 0; i < sizeof( r_prefixlist ) / sizeof( r_prefixlist[ 0 ] ); i++ )
{
if( r_prefixlist[ i ].name == name )
{
if( mohprefix )
{
*mohprefix = r_prefixlist[ i ].mohprefix;
}
return r_prefixlist[ i ].prefix;
}
}
if( mohprefix )
{
*mohprefix = false;
}
return NULL;
}
Event EV_Item_Pickup
(
"item_pickup",
EV_DEFAULT,
"e",
"item",
"Pickup the specified item.",
EV_NORMAL
);
Event EV_Item_DropToFloor
(
"item_droptofloor",
EV_DEFAULT,
NULL,
NULL,
"Drops the item to the ground.",
EV_NORMAL
);
Event EV_Item_Respawn
(
"respawn",
EV_DEFAULT,
NULL,
NULL,
"Respawns the item.",
EV_NORMAL
);
Event EV_Item_SetRespawn
(
"set_respawn",
EV_DEFAULT,
"i",
"respawn",
"Turns respawn on or off.",
EV_NORMAL
);
Event EV_Item_SetRespawnTime
(
"set_respawn_time",
EV_DEFAULT,
"f",
"respawn_time",
"Sets the respawn time.",
EV_NORMAL
);
Event EV_Item_SetAmount
(
"amount",
EV_DEFAULT,
"i",
"amount",
"Sets the amount of the item.",
EV_NORMAL
);
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Event EV_Item_SetDMAmount
(
"dmamount",
EV_DEFAULT,
"i",
"amount",
"Sets the amount of the item.",
EV_NORMAL
);
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Event EV_Item_SetMaxAmount
(
"maxamount",
EV_DEFAULT,
"i",
"max_amount",
"Sets the max amount of the item.",
EV_NORMAL
);
Event EV_Item_SetItemName
(
"name",
EV_DEFAULT,
"s",
"item_name",
"Sets the item name.",
EV_NORMAL
);
Event EV_Item_RespawnSound
(
"respawnsound",
EV_DEFAULT,
NULL,
NULL,
"Turns on the respawn sound for this item.",
EV_NORMAL
);
Event EV_Item_DialogNeeded
(
"dialogneeded",
EV_DEFAULT,
"s",
"dialog_needed",
"Sets the dialog needed string.",
EV_NORMAL
);
Event EV_Item_NoRemove
(
"no_remove",
EV_DEFAULT,
NULL,
NULL,
"Makes it so the item is not removed from the world when it is picked up.",
EV_NORMAL
);
Event EV_Item_RespawnDone
(
"respawn_done",
EV_DEFAULT,
NULL,
NULL,
"Called when the item respawn is done.",
EV_NORMAL
);
Event EV_Item_PickupDone
(
"pickup_done",
EV_DEFAULT,
NULL,
NULL,
"Called when the item pickup is done.",
EV_NORMAL
);
Event EV_Item_CoolItem
(
"coolitem",
EV_DEFAULT,
"SS",
"dialog anim_to_play",
"Specify that this is a cool item when we pick it up for the first time.\n"
"If dialog is specified, than the dialog will be played during the pickup.\n"
"If anim_to_play is specified, than the specified anim will be played after\n"
"the initial cinematic.",
EV_NORMAL
);
Event EV_Item_ForceCoolItem
(
"forcecoolitem",
EV_DEFAULT,
"SS",
"dialog anim_to_play",
"Specify that this is a cool item when we pick it up regardless of whether or not we have it.\n"
"If dialog is specified, than the dialog will be played during the pickup.\n"
"If anim_to_play is specified, than the specified anim will be played after\n"
"the initial cinematic.",
EV_NORMAL
);
Event EV_Item_SetPickupSound
(
"pickupsound",
EV_DEFAULT,
"s",
"name",
"sets the item's pickup sound alias"
);
Event EV_Item_ViewModelPrefix
(
"viewmodelprefix",
EV_DEFAULT,
"s",
"prefix",
"Sets the item's prefix for viewmodelanim."
);
Event EV_Item_UpdatePrefix
(
"_updateprefix",
EV_CODEONLY,
NULL,
NULL,
"internal event - update the custom viewmodel prefix"
);
CLASS_DECLARATION( Trigger, Item, NULL )
{
{ &EV_Trigger_Effect, &Item::ItemTouch },
{ &EV_Item_DropToFloor, &Item::DropToFloor },
{ &EV_Item_Respawn, &Item::Respawn },
{ &EV_Item_SetAmount, &Item::SetAmountEvent },
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{ &EV_Item_SetDMAmount, &Item::SetDMAmountEvent },
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{ &EV_Item_SetMaxAmount, &Item::SetMaxAmount },
{ &EV_Item_SetItemName, &Item::SetItemName },
{ &EV_Item_Pickup, &Item::Pickup },
{ &EV_Use, &Item::TriggerStuff },
{ &EV_Item_RespawnSound, &Item::RespawnSound },
{ &EV_Item_DialogNeeded, &Item::DialogNeeded },
{ &EV_Item_NoRemove, &Item::SetNoRemove },
{ &EV_Item_RespawnDone, &Item::RespawnDone },
{ &EV_Item_PickupDone, &Item::PickupDone },
{ &EV_Item_SetRespawn, &Item::setRespawn },
{ &EV_Item_SetRespawnTime, &Item::setRespawnTime },
{ &EV_Item_CoolItem, &Item::CoolItemEvent },
{ &EV_Item_ForceCoolItem, &Item::ForceCoolItemEvent },
{ &EV_Stop, &Item::Landed },
{ &EV_SetAngle, &Item::SetAngleEvent },
{ &EV_Item_SetPickupSound, &Item::SetPickupSound },
{ &EV_Item_ViewModelPrefix, &Item::EventViewModelPrefix },
{ &EV_Item_UpdatePrefix, &Item::updatePrefix },
{ NULL, NULL }
};
Item::Item()
{
str fullname;
entflags |= EF_ITEM;
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AddWaitTill(STRING_PICKUP);
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if( LoadingSavegame )
{
return;
}
setSolidType( SOLID_NOT );
// Set default respawn behavior
// Derived classes should use setRespawn
// if they want to override the default behavior
setRespawn( deathmatch->integer ? true : false );
setRespawnTime( 20 );
//
// set a minimum mins and maxs for the model
//
if( size.length() < 10 )
{
mins = "-10 -10 0";
maxs = "10 10 20";
}
//
// reset the mins and maxs to pickup the FL_ROTATEDBOUNDS flag
//
setSize( mins, maxs );
// Items can't be immediately dropped to floor, because they might
// be on an entity that hasn't spawned yet.
PostEvent( EV_Item_DropToFloor, EV_POSTSPAWN );
respondto = TRIGGER_PLAYERS;
// items should collide with everything that the player does
edict->clipmask = MASK_ITEM;
item_index = 0;
maximum_amount = 1;
playrespawn = false;
// this is an item entity
edict->s.eType = ET_ITEM;
amount = 1;
no_remove = false;
setName( "Unknown Item" );
sPickupSound = "snd_pickup";
m_sVMprefix = "Unarmed";
m_bMOHPrefix = true;
}
Item::~Item()
{
if( owner )
{
owner->RemoveItem( this );
owner = NULL;
}
entflags &= ~EF_ITEM;
}
void Item::SetNoRemove
(
Event *ev
)
{
no_remove = true;
}
/*
============
PlaceItem
Puts an item back in the world
============
*/
void Item::PlaceItem
(
void
)
{
setSolidType( SOLID_TRIGGER );
setMoveType( MOVETYPE_TOSS );
showModel();
groundentity = NULL;
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setSize(Vector(-12, -12, -2), Vector(12, 12, 12));
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}
/*
============
DropToFloor
plants the object on the floor
============
*/
void Item::DropToFloor
(
Event *ev
)
{
str fullname;
Vector save;
PlaceItem();
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setMoveType(MOVETYPE_NONE);
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/*
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addOrigin( Vector( "0 0 1" ) );
save = origin;
if( !droptofloor( 8192 ) )
{
gi.DPrintf( "%s (%d) stuck in world at '%5.1f %5.1f %5.1f'\n",
getClassID(), entnum, origin.x, origin.y, origin.z );
setOrigin( save );
setMoveType( MOVETYPE_NONE );
}
else
{
setMoveType( MOVETYPE_NONE );
}
//
// if the our global variable doesn't exist, lets zero it out
//
fullname = str( "playeritem_" ) + getName();
game.vars->GetOrCreateVariable( fullname.c_str() );
level.vars->GetOrCreateVariable( fullname.c_str() );
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*/
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}
qboolean Item::Drop
(
void
)
{
if( !owner )
{
return false;
}
setOrigin( owner->origin + Vector( "0 0 40" ) );
// drop the item
PlaceItem();
velocity = owner->velocity * 0.5 + Vector( G_CRandom( 50 ), G_CRandom( 50 ), 100 );
setAngles( owner->angles );
avelocity = Vector( 0, G_CRandom( 360 ), 0 );
trigger_time = level.time + 1;
if( owner->isClient() )
{
spawnflags |= DROPPED_PLAYER_ITEM;
}
else
{
spawnflags |= DROPPED_ITEM;
}
// Remove this from the owner's item list
RemoveFromOwner();
PostEvent( EV_Remove, g_droppeditemlife->value );
return true;
}
void Item::ItemTouch
(
Event *ev
)
{
Entity *other;
Event *e;
if ( owner )
{
// Don't respond to trigger events after item is picked up.
// we really don't need to see this.
//gi.DPrintf( "%s with targetname of %s was triggered unexpectedly.\n", getClassID(), TargetName() );
return;
}
other = ev->GetEntity( 1 );
e = new Event( EV_Item_Pickup );
e->AddEntity( other );
ProcessEvent( e );
}
void Item::SetOwner
(
Sentient *ent
)
{
assert( ent );
if( !ent )
{
// return to avoid any buggy behaviour
return;
}
owner = ent;
setRespawn( false );
setSolidType( SOLID_NOT );
hideModel();
CancelEventsOfType( EV_Touch );
CancelEventsOfType( EV_Item_DropToFloor );
CancelEventsOfType( EV_Remove );
Event *ev = new Event( EV_Item_UpdatePrefix );
ev->AddEntity( ent );
PostEvent( ev, EV_POSTSPAWN );
}
Sentient *Item::GetOwner
(
void
)
{
return owner;
}
void Item::Delete
(
void
)
{
if( g_iInThinks )
{
if( owner )
RemoveFromOwner();
PostEvent( EV_Remove, 0 );
}
else
{
delete this;
}
}
void Item::RemoveFromOwner
(
void
)
{
owner->RemoveItem( this );
owner = NULL;
}
Item * Item::ItemPickup
(
Entity *other,
qboolean add_to_inventory
)
{
Sentient * sent;
Item * item = NULL;
str realname;
if( !Pickupable( other ) )
{
return NULL;
}
sent = ( Sentient * )other;
if( add_to_inventory )
{
item = sent->giveItem( model, getAmount() );
if( !item )
return NULL;
}
else
{
item = this;
}
//
// let our sent know they received it
// we put this here so we can transfer information from the original item we picked up
//
sent->ReceivedItem( item );
Sound( sPickupSound );
if( !Removable() )
{
// leave the item for others to pickup
return item;
}
CancelEventsOfType( EV_Item_DropToFloor );
CancelEventsOfType( EV_Item_Respawn );
CancelEventsOfType( EV_FadeOut );
setSolidType( SOLID_NOT );
if( HasAnim( "pickup" ) )
{
NewAnim( "pickup", EV_Item_PickupDone );
}
else
{
if( !no_remove )
{
hideModel();
if( !Respawnable() )
PostEvent( EV_Remove, FRAMETIME );
}
}
if( !no_remove )
{
hideModel();
if( !Respawnable() )
PostEvent( EV_Remove, FRAMETIME );
}
if( Respawnable() )
PostEvent( EV_Item_Respawn, RespawnTime() );
return item;
}
void Item::Respawn
(
Event *ev
)
{
showModel();
// allow it to be touched again
setSolidType( SOLID_TRIGGER );
// play respawn sound
if( playrespawn )
{
Sound( "snd_itemspawn" );
}
setOrigin();
if( HasAnim( "respawn" ) )
NewAnim( "respawn", EV_Item_RespawnDone );
}
void Item::setRespawn
(
Event *ev
)
{
if ( ev->NumArgs() < 1 )
return;
setRespawn( ev->GetInteger( 1 ) );
}
void Item::setRespawnTime
(
Event *ev
)
{
if ( ev->NumArgs() < 1 )
return;
setRespawnTime( ev->GetFloat( 1 ) );
}
void Item::RespawnDone( Event *ev )
{
NewAnim( "idle" );
}
void Item::PickupDone( Event *ev )
{
if( !no_remove )
{
hideModel();
if( !Respawnable() )
PostEvent( EV_Remove, FRAMETIME );
}
else
{
if( HasAnim( "pickup_idle" ) )
NewAnim( "pickup_idle" );
else
NewAnim( "pickup" );
}
}
void Item::setRespawn
(
qboolean flag
)
{
respawnable = flag;
}
qboolean Item::Respawnable
(
void
)
{
return respawnable;
}
void Item::setRespawnTime
(
float time
)
{
respawntime = time;
}
float Item::RespawnTime
(
void
)
{
return respawntime;
}
int Item::getAmount
(
void
)
{
return amount;
}
int Item::MaxAmount
(
void
)
{
return maximum_amount;
}
qboolean Item::Pickupable
(
Entity *other
)
{
if( !other->IsSubclassOfSentient() )
{
return false;
}
else
{
Sentient * sent;
Item * item;
sent = ( Sentient * )other;
item = sent->FindItem( getName() );
if( item && ( item->getAmount() >= item->MaxAmount() ) )
{
return false;
}
}
return true;
}
void Item::Pickup
(
Event * ev
)
{
ItemPickup( ev->GetEntity( 1 ) );
}
void Item::setName
(
const char *i
)
{
const char *prefix;
item_name = i;
item_index = gi.itemindex( i );
strcpy( edict->entname, i );
prefix = GetItemPrefix( item_name );
if( prefix )
{
m_sVMprefix = prefix;
m_bMOHPrefix = true;
}
}
str Item::getName
(
void
)
{
return( item_name );
}
int Item::getIndex
(
void
)
{
return item_index;
}
void Item::setAmount
(
int startamount
)
{
amount = startamount;
if ( amount >= MaxAmount() )
{
SetMax( amount );
}
}
void Item::SetMax
(
int maxamount
)
{
maximum_amount = maxamount;
}
void Item::SetAmountEvent
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(
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Event *ev
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)
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{
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setAmount( ev->GetInteger( 1 ) );
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}
void Item::SetDMAmountEvent
(
Event *ev
)
{
if (!g_gametype->integer)
return;
setAmount(ev->GetInteger(1));
}
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void Item::SetMaxAmount
(
Event *ev
)
{
SetMax( ev->GetInteger( 1 ) );
}
void Item::SetItemName
(
Event *ev
)
{
setName( ev->GetString( 1 ) );
}
void Item::Add
(
int num
)
{
amount += num;
if ( amount >= MaxAmount() )
amount = MaxAmount();
}
void Item::Remove
(
int num
)
{
amount -= num;
if (amount < 0)
amount = 0;
}
qboolean Item::Use
(
int num
)
{
if ( num > amount )
{
return false;
}
amount -= num;
return true;
}
qboolean Item::Removable
(
void
)
{
return true;
}
void Item::RespawnSound
(
Event *ev
)
{
playrespawn = true;
}
void Item::DialogNeeded
(
Event *ev
)
{
//
// if this item is needed for a trigger, play this dialog
//
dialog_needed = ev->GetString( 1 );
}
str Item::GetDialogNeeded
(
void
)
{
return dialog_needed;
}
//
// once item has landed on the floor, go to movetype none
//
void Item::Landed
(
Event *ev
)
{
if ( groundentity && ( groundentity->entity != world ) )
{
warning( "Item::Landed", "Item %d has landed on an entity that might move\n", entnum );
}
setMoveType( MOVETYPE_NONE );
}
void Item::SetCoolItem
(
qboolean cool,
str &dialog,
str &anim
)
{
}
void Item::CoolItemEvent
(
Event *ev
)
{
}
void Item::ForceCoolItemEvent
(
Event *ev
)
{
}
void Item::SetPickupSound
(
Event *ev
)
{
sPickupSound = ev->GetString( 1 );
}
void Item::EventViewModelPrefix
(
Event *ev
)
{
int i;
gentity_t *ent;
m_sVMprefix = ev->GetString( 1 );
if( !GetItemPrefix( item_name, &m_bMOHPrefix ) )
{
AddItemToList( item_name, m_sVMprefix );
}
for( i = 0, ent = g_entities; i < game.maxclients; i++, ent++ )
{
if( !ent->inuse || !ent->entity ) {
continue;
}
Event *ev = new Event( EV_Item_UpdatePrefix );
ev->AddEntity( ent->entity );
PostEvent( ev, EV_POSTSPAWN );
}
}
void Item::updatePrefix
(
Event *ev
)
{
if( !level.reborn ) {
return;
}
if( m_bMOHPrefix ) {
return;
}
Entity *ent = ev->GetEntity( 1 );
gi.MSG_SetClient( ent->edict - g_entities );
gi.MSG_StartCGM( CGM_VIEWMODELPREFIX );
gi.MSG_WriteString( item_name.c_str() );
gi.MSG_WriteString( m_sVMprefix.c_str() );
gi.MSG_EndCGM();
}
qboolean Item::IsItemCool
(
str * dialog,
str * anim,
qboolean * forced
)
{
return qfalse;
}