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📄 powerups.cpp

📁 this keik game source
💻 CPP
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//-----------------------------------------------------------------------------
//
//  $Logfile:: /Quake 2 Engine/Sin/code/game/powerups.cpp                     $
// $Revision:: 23                                                             $
//   $Author:: Aldie                                                          $
//     $Date:: 11/13/98 2:36a                                                 $
//
// Copyright (C) 1998 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.
//
// $Log:: /Quake 2 Engine/Sin/code/game/powerups.cpp                          $
// 
// 23    11/13/98 2:36a Aldie
// Added a fixdeadbodies for mutagen
// 
// 22    11/09/98 1:47a Aldie
// Change tesselate stuff for mutagen
// 
// 21    11/08/98 5:12p Markd
// Added mutant hands to precache of mutagen as well
// 
// 20    11/07/98 9:32p Markd
// pre-cached manumit_pl in mutagen constructor
// 
// 19    10/22/98 2:44a Aldie
// Reduced POWERUP_TIME to 30
// 
// 18    10/20/98 8:05p Aldie
// Made oxygen autopickup and use.
// 
// 17    10/19/98 11:50p Aldie
// Added yellow dynamic light to adrenaline
// 
// 16    10/19/98 12:05a Jimdose
// made all code use fast checks for inheritance (no text lookups when
// possible)
// isSubclassOf no longer requires ::_classinfo()
// moved ScubaGear from keys.cpp
// 
// 15    10/16/98 10:53p Aldie
// Remove mutagen after using
// 
// 14    10/13/98 2:29p Aldie
// Check for owners on Powedown
// 
// 13    10/12/98 3:49p Aldie
// Oxygen requires scubagear
// 
// 12    10/11/98 8:58p Aldie
// Moved savemodel and saveskin to sentient
// 
// 11    10/11/98 12:03a Aldie
// Adrenaline effects
// 
// 10    10/06/98 9:17p Aldie
// Fixed some bugs with models and skins
// 
// 9     10/06/98 3:06p Aldie
// Fix adrenaline function
// 
// 8     10/01/98 7:57p Aldie
// Consolidated the cprintf
// 
// 7     9/28/98 4:17p Aldie
// Added oxygen powerup
// 
// 6     9/26/98 4:45p Aldie
// Added mutant mode
// 
// 5     9/25/98 2:59p Aldie
// Added medkit
// 
// 4     9/05/98 12:12p Aldie
// Added checks to see if powerups were active
// 
// 3     8/31/98 5:44p Aldie
// Added cloak
// 
// 2     8/27/98 2:30p Aldie
// Adrenaline
//
// DESCRIPTION:
// Miscellaneous powerups

#include "powerups.h"
#include "specialfx.h"
#include "player.h"

#define POWERUP_TIME 30

CLASS_DECLARATION( InventoryItem, ScubaGear, "inventory_scubagear" )

ResponseDef ScubaGear::Responses[] =
	{
		{ NULL, NULL }
	};

ScubaGear::ScubaGear
	(
	)
	{
   setModel( "scubagear.def" );
	}

CLASS_DECLARATION( InventoryItem, Adrenaline, "powerup_adrenaline" );

Event EV_Adrenaline_Powerdown( "adrenaline_powerdown" );

ResponseDef Adrenaline::Responses[] =
	{
      { &EV_Adrenaline_Powerdown, 		( Response )Adrenaline::Powerdown },
		{ NULL, NULL }
	};

Adrenaline::Adrenaline
	(
	)

	{
   setModel( "adren.def" );
   Set( 1 );
   setRespawnTime( 180 + G_Random( 60 ) );
	}

void Adrenaline::Powerdown
   (
   Event *ev
   )

   {
   if ( !owner )
      {
      PostEvent( EV_Remove, 0 );
      return;
      }

   owner->flags &= ~FL_ADRENALINE;
   owner->edict->s.renderfx &= ~RF_DLIGHT;
   owner->edict->s.color_r	= 0;
	owner->edict->s.color_g	= 0;
	owner->edict->s.color_b	= 0;
	owner->edict->s.radius	= 0;
   }

void Adrenaline::Use
   (
   Event *ev
   )

   {
   str         realname;
   Event       *event;

   assert( owner );
   
   if ( owner->PowerupActive() )
      {
      return;
      }

   // Make sure there is one available
   assert( amount );
   amount--;
   if (amount <= 0)
      {
      owner->RemoveItem( this );
      }

   PostEvent( EV_Adrenaline_Powerdown, POWERUP_TIME );

   owner->flags     |= FL_ADRENALINE;
   
   event = new Event( "poweruptimer" );
   event->AddInteger( POWERUP_TIME );
   event->AddInteger( P_ADRENALINE );
   owner->edict->s.renderfx |= RF_DLIGHT;
   owner->edict->s.color_r	= 1;
	owner->edict->s.color_g	= 1;
	owner->edict->s.color_b	= 0;
	owner->edict->s.radius	= 120;
   owner->ProcessEvent ( event );

	realname = GetRandomAlias( "snd_activate" );

   if ( realname.length() )
      owner->sound( realname, 1, CHAN_ITEM, ATTN_NORM );
   }

CLASS_DECLARATION( InventoryItem, Cloak, "powerups_cloak" );

Event EV_Cloak_Powerdown( "Cloak_powerdown" );

ResponseDef Cloak::Responses[] =
	{
      { &EV_Cloak_Powerdown, 		( Response )Cloak::Powerdown },
		{ NULL, NULL }
	};


Cloak::Cloak
	(
	)

	{
   setModel( "cloak.def" );
   Set( 1 );
   setRespawnTime( 180 + G_Random( 60 ) );
	}

void Cloak::Powerdown
   (
   Event *ev
   )

   {
   if ( !owner )
      {
      PostEvent( EV_Remove, 0 );
      return;
      }

   if ( owner->flags & FL_CLOAK )
      {
      str realname;

      owner->flags &= ~FL_CLOAK;
	   realname = GetRandomAlias( "snd_deactivate" );
      if ( realname.length() )
         owner->sound( realname, 1, CHAN_ITEM, ATTN_NORM );
      owner->edict->s.renderfx &= ~RF_DLIGHT;
	   owner->edict->s.color_r	= 0;
	   owner->edict->s.color_g	= 0;
	   owner->edict->s.color_b	= 0;
	   owner->edict->s.radius	= 0;
      }
   PostEvent( EV_Remove, 0 );
   }

void Cloak::Use
   (
   Event *ev
   )

   {
   str         realname;
   Event       *event;

   assert( owner );
   
   if ( owner->PowerupActive() )
      {
      return;
      }

   // Make sure there is one available
   assert( amount );
   amount--;
   if (amount <= 0)
      {
      owner->RemoveItem( this );
      }

   PostEvent( EV_Cloak_Powerdown, POWERUP_TIME );
  
   owner->flags |= FL_CLOAK;
   owner->edict->s.renderfx |= RF_DLIGHT;
	owner->edict->s.color_r	= 1;
	owner->edict->s.color_g	= 1;
	owner->edict->s.color_b	= 1;
	owner->edict->s.radius	= -120;

   event = new Event( "poweruptimer" );
   event->AddInteger( POWERUP_TIME );
   event->AddInteger( P_CLOAK );
   owner->ProcessEvent ( event );

   realname = GetRandomAlias( "snd_activate" );

   if ( realname.length() )
      owner->sound( realname, 1, CHAN_ITEM, ATTN_NORM );
   }

CLASS_DECLARATION( InventoryItem, Mutagen, "powerups_mutagen" );

Event EV_Mutagen_Powerdown( "mutagen_powerdown" );

ResponseDef Mutagen::Responses[] =
	{
      { &EV_Mutagen_Powerdown, 		( Response )Mutagen::Powerdown },
      { NULL, NULL }
	};

Mutagen::Mutagen
	(
	)

	{
   modelIndex( "manumit_pl.def" );
   modelIndex( "view_mutanthands.def" );
   setModel( "u4vial.def" );
   Set( 1 );
   setRespawnTime( 180 + G_Random( 60 ) );
	}

void Mutagen::Powerdown
   (
   Event *ev
   )

   {
   str realname;

   if ( !owner )
      {
      PostEvent( EV_Remove, 0 );
      return;
      }

   owner->flags &= ~FL_MUTANT;
   realname = GetRandomAlias( "snd_deactivate" );
   
   if ( realname.length() )
     owner->sound( realname, 1, CHAN_ITEM, ATTN_NORM );
          
   if ( owner->isClient() )
      {
      int playernum = owner->edict-g_edicts-1;

      owner->setModel( owner->savemodel );
      owner->RandomAnimate( "idle", NULL );
   
      strcpy( owner->client->pers.model, owner->savemodel.c_str() );
      strcpy( owner->client->pers.skin,  owner->saveskin.c_str() );

	   // combine name, skin and model into a configstring
	   gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s\\%s", 
                       owner->client->pers.netname,
                       owner->client->pers.model,
                       owner->client->pers.skin));
      }
 
   owner->takeWeapon( "MutantHands" );
   PostEvent( EV_Remove, 0 );
   }

void Mutagen::Use
   (
   Event *ev
   )

   {
   str         realname;
   Event       *event;
   Weapon      *mutanthands;

   assert( owner );
   
   if ( owner->PowerupActive() )
      {
      return;
      }

   // Make sure there is one available
   assert( amount );
   amount--;
   
   if (amount <= 0)
      {
      owner->RemoveItem( this );
      }

   PostEvent( EV_Mutagen_Powerdown, POWERUP_TIME );  
   owner->flags |= FL_MUTANT;

   //Set the timer
   event = new Event( "poweruptimer" );
   event->AddInteger( POWERUP_TIME );
   event->AddInteger( P_MUTAGEN );
   owner->ProcessEvent ( event );

   TesselateModel(owner,
                  1,
                  1000,
                  Vector( "0 0 1" ),
                  50,
                  0.1f,
                  owner->tess_thickness,
                  vec3_origin
                  );

   owner->savemodel = COM_SkipPath(owner->model.c_str());
   owner->saveskin  = COM_SkipPath(owner->client->pers.skin);

   owner->setModel( "manumit_pl.def" );
   owner->RandomAnimate( "idle", NULL );

   if ( owner->isClient() )
      {
      int playernum = owner->edict-g_edicts-1;
   
      strcpy( owner->client->pers.model, "manumit_pl.def" );
      strcpy( owner->client->pers.skin,  "manu_base.tga" );
      // combine name, skin and model into a configstring
      gi.configstring (CS_PLAYERSKINS+playernum, 
                       va("%s\\%s\\%s", 
                       owner->client->pers.netname,
                       owner->client->pers.model,
                       owner->client->pers.skin)
                      );

      FixDeadBodiesForPlayer( owner->edict );
      } 

   // Give the mutanthands weapon. - Force it.
   mutanthands = owner->giveWeapon( "MutantHands" );
   owner->ForceChangeWeapon( mutanthands );

   realname = GetRandomAlias( "snd_activate" );

   if ( realname.length() )
      owner->sound( realname, 1, CHAN_ITEM, ATTN_NORM );
   }


/*****************************************************************************/
/*SINED misc_medkit (1.0 0.2 0.2)
Heals whoever uses it to their max health.
/*****************************************************************************/
CLASS_DECLARATION( Entity, Medkit, "misc_medkit" );

ResponseDef Medkit::Responses[] =
	{
      { &EV_Use, 		         ( Response )Medkit::Use },
		{ NULL, NULL }
	};

Medkit::Medkit
   (
   )

   {
	setSolidType( SOLID_BSP );
   setMoveType( MOVETYPE_NONE );
   showModel();
   }

void Medkit::Use
   (
   Event *ev
   )

   {
   Entity      *other;
   str         realname;

   other = ev->GetEntity( 1 );
   if ( other->health < other->max_health )
      {
      other->health = other->max_health;
      realname = GetRandomAlias( "snd_activate" );

      if ( realname.length() )
         other->sound( realname, 1, CHAN_ITEM, ATTN_NORM );
      }
   }

CLASS_DECLARATION( InventoryItem, Oxygen, "powerups_oxygen" );

Event EV_Oxygen_Powerdown( "oxygen_powerdown" );

ResponseDef Oxygen::Responses[] =
	{
      { &EV_Oxygen_Powerdown, 		( Response )Oxygen::Powerdown },
      { &EV_Item_Pickup,      		( Response )Oxygen::Pickup },
      { NULL, NULL }
	};

Oxygen::Oxygen
	(
	)

	{
   setModel( "oxygen.def" );
   Set( 1 );
   setRespawnTime( 180 + G_Random( 60 ) );
	}

void Oxygen::Powerdown
   (
   Event *ev
   )

   {
   if ( !owner )
      {
      PostEvent( EV_Remove, 0 );
      return;
      }

   if ( owner->flags & FL_OXYGEN )
      {
      str realname;

      owner->flags &= ~FL_OXYGEN;
	   realname = GetRandomAlias( "snd_deactivate" );
      if ( realname.length() )
         owner->sound( realname, 1, CHAN_ITEM, ATTN_NORM );
      }
   PostEvent( EV_Remove, 0 );
   }

void Oxygen::Pickup
   (
   Event *ev 
   )

   {
   Entity   *other;
   Sentient *sen;
   Item     *item;

   other  = ev->GetEntity( 1 );

   assert( other );
   
   if ( !other )
      return;

   sen = ( Sentient * )other;

   // Single player must have the scuba gear to use oxygen
   if ( !deathmatch->value && !sen->FindItem( "ScubaGear" ) )
      {
      Item *item;

      item = ( Item * )new ScubaGear;
      item->CancelEventsOfType( EV_Item_DropToFloor );
	   item->CancelEventsOfType( EV_Remove );
      item->ProcessPendingEvents();

      gi.centerprintf( other->edict, "jcx yv 20 string \"You need this item to use Oxygen:\" jcx yv -20 icon %d", item->GetIconIndex() );
      delete item;

      return;
      }

  if ( !ItemPickup( sen ) )
      return;

  if ( sen->isSubclassOf( Player ) )
      {
      Player *player = ( Player * )sen;
      
      player->GiveOxygen( 60 );
      }

   item = sen->FindItem( getClassname() );
   if ( item )
      item->PostEvent( EV_Remove, 0 );
   }

void Oxygen::Use
   (
   Event *ev
   )

   {
   str         realname;
   Event       *event;

   assert( owner );
   
   // Single player must have the scuba gear to use oxygen
   if ( !deathmatch->value && !owner->FindItem( "ScubaGear" ) )
      {
      Item *item;

      item = ( Item * )new ScubaGear;
      item->CancelEventsOfType( EV_Item_DropToFloor );
	   item->CancelEventsOfType( EV_Remove );
      item->ProcessPendingEvents();

      gi.centerprintf( owner->edict, "jcx yv 20 string \"You need this item to use Oxygen:\" jcx yv -20 icon %d", item->GetIconIndex() );
      delete item;

      return;
      }

   if ( owner->PowerupActive() )
      {
      return;
      }

   // Make sure there is one available
   assert( amount );
   amount--;
   if (amount <= 0)
      {
      owner->RemoveItem( this );
      }

   PostEvent( EV_Oxygen_Powerdown, 60 );
  
   owner->flags |= FL_OXYGEN;

   event = new Event( "poweruptimer" );
   event->AddInteger( 60 );
   event->AddInteger( P_OXYGEN );
   owner->ProcessEvent ( event );

   realname = GetRandomAlias( "snd_activate" );

   if ( realname.length() )
      owner->sound( realname, 1, CHAN_ITEM, ATTN_NORM );
   }

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