tfc/src/server/item_armor.qc

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/*
* Copyright (c) 2022 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED item_armor1 (0 0 0.8) (-16 -16 -36) (16 16 36)
TEAM FORTRESS/QUAKE (1996) ENTITY
Armor pickup, which will also replenish metal.
It has a 100 points.
-------- KEYS --------
"targetname" : Name
"areaname" : Name of the specified area
"team_no" : Which team can pick up the armor (0 = all)
"respawn_delay" : Time it takes to respawn after having been picked up
*/
/*QUAKED item_armor2 (0 0 0.8) (-16 -16 -36) (16 16 36)
TEAM FORTRESS/QUAKE (1996) ENTITY
Armor pickup, which will also replenish metal
It has a 150 points.
-------- KEYS --------
"targetname" : Name
"areaname" : Name of the specified area
"team_no" : Which team can pick up the armor (0 = all)
"respawn_delay" : Time it takes to respawn after having been picked up
*/
/*QUAKED item_armor3 (0 0 0.8) (-16 -16 -36) (16 16 36)
TEAM FORTRESS/QUAKE (1996) ENTITY
Armor pickup, which will also replenish metal
It has a 200 points.
-------- KEYS --------
"targetname" : Name
"areaname" : Name of the specified area
"team_no" : Which team can pick up the armor (0 = all)
"respawn_delay" : Time it takes to respawn after having been picked up
*/
class
item_armor:NSRenderableEntity
{
float m_flRespawnDelay;
int m_iTeamUses;
void(void) item_armor;
virtual void(entity) Touch;
virtual void(void) Respawn;
virtual void(string,string) SpawnKey;
};
void
item_armor::Touch(entity eToucher)
{
if (eToucher.classname != "player") {
return;
}
player pl = (player)eToucher;
/* check for team eligibility */
if (m_iTeamUses)
if (pl.team != m_iTeamUses)
return;
/* if we can't add anything, don't bother */
if (pl.armor >= pl.m_iMaxArmor && pl.m_iAmmoCells >= pl.m_iMaxCells)
return;
int ap;
int tp;
/* get remaining points */
ap = pl.m_iMaxArmor - pl.armor;
/* get the total points the armor can give */
switch (classname) {
case "item_armor1":
tp = 100;
break;
case "item_armor2":
tp = 150;
break;
case "item_armor3":
tp = 200;
break;
default:
print("^1item_armor: unknown armor type\n");
return;
}
/* if that's all we can give... */
if (ap > tp) {
pl.armor += tp;
} else {
/* give whatever armor points we need */
pl.armor += ap;
/* give the remaining as metal... engineers only!*/
if (pl.classtype == CLASS_ENGINEER) {
pl. m_iAmmoCells = bound(0, pl.m_iAmmoCells + (tp - ap), pl.m_iMaxCells);
}
}
Sound_Play(this, CHAN_ITEM, "item_armor_tfc.pickup");
/* hide and respawn */
Hide();
think = Respawn;
nextthink = time + m_flRespawnDelay;
}
void
item_armor::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "team_no":
m_iTeamUses = stoi(strValue);
break;
case "respawn_delay":
m_flRespawnDelay = stof(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
item_armor::Respawn(void)
{
SetModel("models/g_armor.mdl");
SetSize([-16,-16,0], [16,16,56]);
SetSolid(SOLID_TRIGGER);
SetOrigin(GetSpawnOrigin());
DropToFloor();
}
void
item_armor::item_armor(void)
{
Sound_Precache("item_armor_tfc.pickup");
precache_model("models/g_armor.mdl");
}
void
item_armor1(void)
{
spawnfunc_item_armor();
self.classname = "item_armor1";
self.skin = 0;
}
void
item_armor2(void)
{
spawnfunc_item_armor();
self.classname = "item_armor2";
self.skin = 1;
}
void
item_armor3(void)
{
spawnfunc_item_armor();
self.classname = "item_armor3";
self.skin = 2;
}