ReGameDLL_CS/regamedll/dlls/items.cpp
2023-10-11 05:02:27 +07:00

584 lines
14 KiB
C++

#include "precompiled.h"
ItemInfo itemInfo[] = {
DEFINE_ITEMINFO(ITEM_SHIELDGUN, "weapon_shield"),
DEFINE_ITEMINFO(ITEM_P228, "weapon_p228"),
DEFINE_ITEMINFO(ITEM_GLOCK, "weapon_glock"),
DEFINE_ITEMINFO(ITEM_SCOUT, "weapon_scout"),
DEFINE_ITEMINFO(ITEM_HEGRENADE, "weapon_hegrenade"),
DEFINE_ITEMINFO(ITEM_XM1014, "weapon_xm1014"),
DEFINE_ITEMINFO(ITEM_C4, "weapon_c4"),
DEFINE_ITEMINFO(ITEM_MAC10, "weapon_mac10"),
DEFINE_ITEMINFO(ITEM_AUG, "weapon_aug"),
DEFINE_ITEMINFO(ITEM_SMOKEGRENADE, "weapon_smokegrenade"),
DEFINE_ITEMINFO(ITEM_ELITE, "weapon_elite"),
DEFINE_ITEMINFO(ITEM_FIVESEVEN, "weapon_fiveseven"),
DEFINE_ITEMINFO(ITEM_UMP45, "weapon_ump45"),
DEFINE_ITEMINFO(ITEM_SG550, "weapon_sg550"),
DEFINE_ITEMINFO(ITEM_GALIL, "weapon_galil"),
DEFINE_ITEMINFO(ITEM_FAMAS, "weapon_famas"),
DEFINE_ITEMINFO(ITEM_USP, "weapon_usp"),
DEFINE_ITEMINFO(ITEM_GLOCK18, "weapon_glock18"),
DEFINE_ITEMINFO(ITEM_AWP, "weapon_awp"),
DEFINE_ITEMINFO(ITEM_MP5N, "weapon_mp5navy"),
DEFINE_ITEMINFO(ITEM_M249, "weapon_m249"),
DEFINE_ITEMINFO(ITEM_M3, "weapon_m3"),
DEFINE_ITEMINFO(ITEM_M4A1, "weapon_m4a1"),
DEFINE_ITEMINFO(ITEM_TMP, "weapon_tmp"),
DEFINE_ITEMINFO(ITEM_G3SG1, "weapon_g3sg1"),
DEFINE_ITEMINFO(ITEM_FLASHBANG, "weapon_flashbang"),
DEFINE_ITEMINFO(ITEM_DEAGLE, "weapon_deagle"),
DEFINE_ITEMINFO(ITEM_SG552, "weapon_sg552"),
DEFINE_ITEMINFO(ITEM_AK47, "weapon_ak47"),
DEFINE_ITEMINFO(ITEM_KNIFE, "weapon_knife"),
DEFINE_ITEMINFO(ITEM_P90, "weapon_p90"),
DEFINE_ITEMINFO(ITEM_NVG, ""),
DEFINE_ITEMINFO(ITEM_DEFUSEKIT, "item_thighpack"),
DEFINE_ITEMINFO(ITEM_KEVLAR, "item_kevlar"),
DEFINE_ITEMINFO(ITEM_ASSAULT, "item_assaultsuit"),
DEFINE_ITEMINFO(ITEM_LONGJUMP, "item_longjump"),
DEFINE_ITEMINFO(ITEM_HEALTHKIT, "item_healthkit"),
DEFINE_ITEMINFO(ITEM_ANTIDOTE, "item_antidote"),
DEFINE_ITEMINFO(ITEM_BATTERY, "item_battery"),
};
LINK_ENTITY_TO_CLASS(world_items, CWorldItem, CCSWorldItem)
void CWorldItem::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "type"))
{
m_iType = Q_atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
{
CBaseEntity::KeyValue(pkvd);
}
}
void CWorldItem::Spawn()
{
CBaseEntity *pEntity = nullptr;
switch (m_iType)
{
case 41: // ITEM_HEALTHKIT
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 44: // ITEM_BATTERY
pEntity = CBaseEntity::Create("item_battery", pev->origin, pev->angles);
break;
case 45: // ITEM_SUIT
pEntity = CBaseEntity::Create("item_suit", pev->origin, pev->angles);
break;
}
if (pEntity)
{
pEntity->pev->target = pev->target;
pEntity->pev->targetname = pev->targetname;
pEntity->pev->spawnflags = pev->spawnflags;
}
REMOVE_ENTITY(edict());
}
void CItem::Spawn()
{
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(&CItem::ItemTouch);
if (!DROP_TO_FLOOR(ENT(pev)))
{
UTIL_Remove(this);
return;
}
}
void CItem::ItemTouch(CBaseEntity *pOther)
{
if (!pOther->IsPlayer() || pOther->pev->deadflag != DEAD_NO)
return;
CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pOther);
if (!g_pGameRules->CanHaveItem(pPlayer, this))
return;
if (MyTouch(pPlayer))
{
SUB_UseTargets(pOther, USE_TOGGLE, 0);
SetTouch(nullptr);
g_pGameRules->PlayerGotItem(pPlayer, this);
if (g_pGameRules->ItemShouldRespawn(this) == GR_ITEM_RESPAWN_YES)
Respawn();
else
UTIL_Remove(this);
}
}
CBaseEntity *CItem::Respawn()
{
SetTouch(nullptr);
pev->effects |= EF_NODRAW;
// blip to whereever you should respawn.
UTIL_SetOrigin(pev, g_pGameRules->VecItemRespawnSpot(this));
SetThink(&CItem::Materialize);
pev->nextthink = g_pGameRules->FlItemRespawnTime(this);
return this;
}
void CItem::Materialize()
{
if (pev->effects & EF_NODRAW)
{
// changing from invisible state to visible.
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150);
pev->effects &= ~EF_NODRAW;
pev->effects |= EF_MUZZLEFLASH;
}
SetTouch(&CItem::ItemTouch);
}
void CItemSuit::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_kevlar.mdl");
CItem::Spawn();
}
void CItemSuit::Precache()
{
PRECACHE_MODEL("models/w_kevlar.mdl");
PRECACHE_SOUND("items/tr_kevlar.wav");
}
BOOL CItemSuit::MyTouch(CBasePlayer *pPlayer)
{
if (pPlayer->pev->weapons & (1 << WEAPON_SUIT))
return FALSE;
EMIT_SOUND(pPlayer->edict(), CHAN_VOICE, "items/tr_kevlar.wav", VOL_NORM, ATTN_NORM);
pPlayer->pev->weapons |= (1 << WEAPON_SUIT);
pPlayer->m_iHideHUD &= ~(HIDEHUD_HEALTH | HIDEHUD_MONEY);
return TRUE;
}
LINK_ENTITY_TO_CLASS(item_suit, CItemSuit, CCSItemSuit)
void CItemBattery::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_battery.mdl");
CItem::Spawn();
}
void CItemBattery::Precache()
{
PRECACHE_MODEL("models/w_battery.mdl");
PRECACHE_SOUND("items/gunpickup2.wav");
}
BOOL CItemBattery::MyTouch(CBasePlayer *pPlayer)
{
#ifdef REGAMEDLL_ADD
if (pPlayer->HasRestrictItem(ITEM_BATTERY, ITEM_TYPE_TOUCHED))
return FALSE;
#endif
if (pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY && (pPlayer->pev->weapons & (1 << WEAPON_SUIT)))
{
auto armorValue = gSkillData.batteryCapacity;
#ifdef REGAMEDLL_FIXES
if (pev->armorvalue != 0.0f) {
armorValue = pev->armorvalue;
}
if (pPlayer->m_iKevlar == ARMOR_NONE)
pPlayer->m_iKevlar = ARMOR_KEVLAR;
#endif
pPlayer->pev->armorvalue += armorValue;
pPlayer->pev->armorvalue = Q_min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM);
MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, 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.
int pct = int(float(pPlayer->pev->armorvalue * 100.0f) * (1.0f / MAX_NORMAL_BATTERY) + 0.5f);
pct = (pct / 5);
if (pct > 0)
pct--;
char szcharge[64];
Q_sprintf(szcharge, "!HEV_%1dP", pct);
pPlayer->SetSuitUpdate(szcharge, SUIT_SENTENCE, SUIT_NEXT_IN_30SEC);
return TRUE;
}
return FALSE;
}
LINK_ENTITY_TO_CLASS(item_battery, CItemBattery, CCSItemBattery)
void CItemAntidote::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_antidote.mdl");
CItem::Spawn();
}
void CItemAntidote::Precache()
{
PRECACHE_MODEL("models/w_antidote.mdl");
}
BOOL CItemAntidote::MyTouch(CBasePlayer *pPlayer)
{
#ifdef REGAMEDLL_ADD
if (pPlayer->HasRestrictItem(ITEM_ANTIDOTE, ITEM_TYPE_TOUCHED))
return FALSE;
#endif
pPlayer->SetSuitUpdate("!HEV_DET4", SUIT_SENTENCE, SUIT_NEXT_IN_1MIN);
pPlayer->m_rgItems[ITEM_ID_ANTIDOTE] += 1;
return TRUE;
}
LINK_ENTITY_TO_CLASS(item_antidote, CItemAntidote, CCSItemAntidote)
void CItemSecurity::Spawn()
{
Precache();
if (pev->model.IsNullOrEmpty())
{
// default model
SET_MODEL(ENT(pev), "models/w_security.mdl");
}
else
{
// custom model
SET_MODEL(ENT(pev), pev->model);
}
CItem::Spawn();
}
void CItemSecurity::Precache()
{
if (pev->model.IsNullOrEmpty())
{
// default model
PRECACHE_MODEL("models/w_security.mdl");
return;
}
// custom model
PRECACHE_MODEL(pev->model);
}
BOOL CItemSecurity::MyTouch(CBasePlayer *pPlayer)
{
pPlayer->m_rgItems[ITEM_ID_SECURITY] += 1;
return TRUE;
}
LINK_ENTITY_TO_CLASS(item_security, CItemSecurity, CCSItemSecurity)
void CItemLongJump::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_longjump.mdl");
CItem::Spawn();
}
void CItemLongJump::Precache()
{
PRECACHE_MODEL("models/w_longjump.mdl");
}
BOOL CItemLongJump::MyTouch(CBasePlayer *pPlayer)
{
#ifdef REGAMEDLL_ADD
if (pPlayer->HasRestrictItem(ITEM_LONGJUMP, ITEM_TYPE_TOUCHED))
return FALSE;
#endif
if (pPlayer->m_fLongJump)
return FALSE;
if (pPlayer->pev->weapons & (1 << WEAPON_SUIT))
{
// player now has longjump module
pPlayer->m_fLongJump = TRUE;
SET_PHYSICS_KEY_VALUE(pPlayer->edict(), "slj", "1");
MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, pPlayer->pev);
WRITE_STRING(STRING(pev->classname));
MESSAGE_END();
// Play the longjump sound UNDONE: Kelly? correct sound?
EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_A1");
return TRUE;
}
return FALSE;
}
LINK_ENTITY_TO_CLASS(item_longjump, CItemLongJump, CCSItemLongJump)
void CItemKevlar::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_kevlar.mdl");
CItem::Spawn();
}
void CItemKevlar::Precache()
{
PRECACHE_MODEL("models/w_kevlar.mdl");
}
BOOL CItemKevlar::MyTouch(CBasePlayer *pPlayer)
{
#ifdef REGAMEDLL_ADD
if (!g_bItemCreatedByBuying && pPlayer->HasRestrictItem(ITEM_KEVLAR, ITEM_TYPE_TOUCHED))
return FALSE;
g_bItemCreatedByBuying = false;
#endif
#ifdef REGAMEDLL_FIXES
if (pPlayer->m_iKevlar != ARMOR_NONE && pPlayer->pev->armorvalue >= MAX_NORMAL_BATTERY)
return FALSE;
#endif
if (pPlayer->m_iKevlar == ARMOR_NONE)
pPlayer->m_iKevlar = ARMOR_KEVLAR;
pPlayer->pev->armorvalue = MAX_NORMAL_BATTERY;
EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/ammopickup2.wav", VOL_NORM, ATTN_NORM);
MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, pPlayer->pev);
WRITE_STRING(STRING(pev->classname));
MESSAGE_END();
MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, nullptr, pPlayer->pev);
#ifdef REGAMEDLL_FIXES
WRITE_BYTE(pPlayer->m_iKevlar == ARMOR_KEVLAR ? 0 : 1); // 0 = ARMOR_KEVLAR, 1 = ARMOR_VESTHELM
#else
WRITE_BYTE(0);
#endif
MESSAGE_END();
if (TheTutor)
{
TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
}
return TRUE;
}
LINK_ENTITY_TO_CLASS(item_kevlar, CItemKevlar, CCSItemKevlar)
void CItemAssaultSuit::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_assault.mdl");
CItem::Spawn();
}
void CItemAssaultSuit::Precache()
{
PRECACHE_MODEL("models/w_assault.mdl");
}
BOOL CItemAssaultSuit::MyTouch(CBasePlayer *pPlayer)
{
#ifdef REGAMEDLL_ADD
if (!g_bItemCreatedByBuying && pPlayer->HasRestrictItem(ITEM_ASSAULT, ITEM_TYPE_TOUCHED))
return FALSE;
g_bItemCreatedByBuying = false;
#endif
#ifdef REGAMEDLL_FIXES
if (pPlayer->m_iKevlar == ARMOR_VESTHELM && pPlayer->pev->armorvalue >= MAX_NORMAL_BATTERY)
return FALSE;
#endif
pPlayer->m_iKevlar = ARMOR_VESTHELM;
pPlayer->pev->armorvalue = MAX_NORMAL_BATTERY;
EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/ammopickup2.wav", VOL_NORM, ATTN_NORM);
MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, pPlayer->pev);
WRITE_STRING(STRING(pev->classname));
MESSAGE_END();
MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, nullptr, pPlayer->pev);
WRITE_BYTE(1); // 0 = ARMOR_KEVLAR, 1 = ARMOR_VESTHELM
MESSAGE_END();
if (TheTutor)
{
TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
}
return TRUE;
}
LINK_ENTITY_TO_CLASS(item_assaultsuit, CItemAssaultSuit, CCSItemAssaultSuit)
void CItemThighPack::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_thighpack.mdl");
CItem::Spawn();
}
void CItemThighPack::Precache()
{
PRECACHE_MODEL("models/w_thighpack.mdl");
}
BOOL CItemThighPack::MyTouch(CBasePlayer *pPlayer)
{
if (pPlayer->m_iTeam != CT || pPlayer->m_bHasDefuser)
return FALSE;
#ifdef REGAMEDLL_ADD
if (pPlayer->HasRestrictItem(ITEM_DEFUSEKIT, ITEM_TYPE_TOUCHED))
return FALSE;
#endif
pPlayer->GiveDefuser();
ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_defuser");
EMIT_SOUND(pPlayer->edict(), CHAN_VOICE, "items/kevlar.wav", VOL_NORM, ATTN_NORM);
if (TheTutor)
{
TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
}
return TRUE;
}
LINK_ENTITY_TO_CLASS(item_thighpack, CItemThighPack, CCSItemThighPack)
ItemID GetItemIdByName(const char *pszName)
{
for (auto& item : itemInfo) {
if (item.pszName[0] != '\0' && FStrEq(item.pszName, pszName))
return (ItemID)item.iId;
}
return ITEM_NONE;
}
ItemID GetItemIdByArmoury(ArmouryItemPack armoury)
{
switch (armoury)
{
case ARMOURY_MP5NAVY: return ITEM_MP5N;
case ARMOURY_TMP: return ITEM_TMP;
case ARMOURY_P90: return ITEM_P90;
case ARMOURY_MAC10: return ITEM_MAC10;
case ARMOURY_AK47: return ITEM_AK47;
case ARMOURY_SG552: return ITEM_SG552;
case ARMOURY_M4A1: return ITEM_M4A1;
case ARMOURY_AUG: return ITEM_AUG;
case ARMOURY_SCOUT: return ITEM_SCOUT;
case ARMOURY_G3SG1: return ITEM_G3SG1;
case ARMOURY_AWP: return ITEM_AWP;
case ARMOURY_M3: return ITEM_M3;
case ARMOURY_XM1014: return ITEM_XM1014;
case ARMOURY_M249: return ITEM_M249;
case ARMOURY_FLASHBANG: return ITEM_FLASHBANG;
case ARMOURY_HEGRENADE: return ITEM_HEGRENADE;
case ARMOURY_KEVLAR: return ITEM_KEVLAR;
case ARMOURY_ASSAULT: return ITEM_ASSAULT;
case ARMOURY_SMOKEGRENADE: return ITEM_SMOKEGRENADE;
case ARMOURY_SHIELD: return ITEM_SHIELDGUN;
case ARMOURY_GLOCK18: return ITEM_GLOCK18;
case ARMOURY_USP: return ITEM_USP;
case ARMOURY_ELITE: return ITEM_ELITE;
case ARMOURY_FIVESEVEN: return ITEM_FIVESEVEN;
case ARMOURY_P228: return ITEM_P228;
case ARMOURY_DEAGLE: return ITEM_DEAGLE;
case ARMOURY_FAMAS: return ITEM_FAMAS;
case ARMOURY_SG550: return ITEM_SG550;
case ARMOURY_GALIL: return ITEM_GALIL;
case ARMOURY_UMP45: return ITEM_UMP45;
default: return ITEM_NONE;
}
}
ItemID GetItemIdByWeaponId(int weaponId)
{
switch (static_cast<WeaponIdType>(weaponId))
{
case WEAPON_KNIFE: return ITEM_KNIFE;
case WEAPON_MP5N: return ITEM_MP5N;
case WEAPON_TMP: return ITEM_TMP;
case WEAPON_P90: return ITEM_P90;
case WEAPON_MAC10: return ITEM_MAC10;
case WEAPON_AK47: return ITEM_AK47;
case WEAPON_SG552: return ITEM_SG552;
case WEAPON_M4A1: return ITEM_M4A1;
case WEAPON_AUG: return ITEM_AUG;
case WEAPON_SCOUT: return ITEM_SCOUT;
case WEAPON_G3SG1: return ITEM_G3SG1;
case WEAPON_AWP: return ITEM_AWP;
case WEAPON_M3: return ITEM_M3;
case WEAPON_XM1014: return ITEM_XM1014;
case WEAPON_C4: return ITEM_C4;
case WEAPON_M249: return ITEM_M249;
case WEAPON_FLASHBANG: return ITEM_FLASHBANG;
case WEAPON_HEGRENADE: return ITEM_HEGRENADE;
case WEAPON_SMOKEGRENADE: return ITEM_SMOKEGRENADE;
case WEAPON_SHIELDGUN: return ITEM_SHIELDGUN;
case WEAPON_GLOCK18: return ITEM_GLOCK18;
case WEAPON_USP: return ITEM_USP;
case WEAPON_ELITE: return ITEM_ELITE;
case WEAPON_FIVESEVEN: return ITEM_FIVESEVEN;
case WEAPON_P228: return ITEM_P228;
case WEAPON_DEAGLE: return ITEM_DEAGLE;
case WEAPON_FAMAS: return ITEM_FAMAS;
case WEAPON_SG550: return ITEM_SG550;
case WEAPON_GALIL: return ITEM_GALIL;
case WEAPON_UMP45: return ITEM_UMP45;
default: return ITEM_NONE;
}
}