Ejemplo n.º 1
0
/*
* CG_ValidateItemDef
*
* Compares name and tag against the itemlist to make sure cgame and game lists match
*/
void CG_ValidateItemDef( int tag, char *name )
{
	gsitem_t *item;

	item = GS_FindItemByName( name );
	if( !item )
		CG_Error( "Client/Server itemlist missmatch (Game and Cgame version/mod differs). Item '%s' not found\n", name );

	if( item->tag != tag )
		CG_Error( "Client/Server itemlist missmatch (Game and Cgame version/mod differs).\n" );
}
Ejemplo n.º 2
0
/*
* Cmd_Give_f
* 
* Give items to a client
*/
static void Cmd_Give_f( edict_t *ent )
{
	char *name;
	gsitem_t	*it;
	int i;
	bool give_all;

	if( !sv_cheats->integer )
	{
		G_PrintMsg( ent, "Cheats are not enabled on this server.\n" );
		return;
	}

	name = trap_Cmd_Args();

	if( !Q_stricmp( name, "all" ) )
		give_all = true;
	else
		give_all = false;

	if( give_all || !Q_stricmp( trap_Cmd_Argv( 1 ), "health" ) )
	{
		if( trap_Cmd_Argc() == 3 )
			ent->health = atoi( trap_Cmd_Argv( 2 ) );
		else
			ent->health = ent->max_health;
		if( !give_all )
			return;
	}

	if( give_all || !Q_stricmp( name, "weapons" ) )
	{
		for( i = 0; i < GS_MAX_ITEM_TAGS; i++ )
		{
			it = GS_FindItemByTag( i );
			if( !it )
				continue;

			if( !( it->flags & ITFLAG_PICKABLE ) )
				continue;

			if( !( it->type & IT_WEAPON ) )
				continue;

			ent->r.client->ps.inventory[i] += 1;
		}
		if( !give_all )
			return;
	}

	if( give_all || !Q_stricmp( name, "ammo" ) )
	{
		for( i = 0; i < GS_MAX_ITEM_TAGS; i++ )
		{
			it = GS_FindItemByTag( i );
			if( !it )
				continue;

			if( !( it->flags & ITFLAG_PICKABLE ) )
				continue;

			if( !( it->type & IT_AMMO ) )
				continue;

			Add_Ammo( ent->r.client, it, 1000, true );
		}
		if( !give_all )
			return;
	}

	if( give_all || !Q_stricmp( name, "armor" ) )
	{
		ent->r.client->resp.armor = GS_Armor_MaxCountForTag( ARMOR_RA );
		if( !give_all )
			return;
	}

	if( give_all )
	{
		for( i = 0; i < GS_MAX_ITEM_TAGS; i++ )
		{
			it = GS_FindItemByTag( i );
			if( !it )
				continue;

			if( !( it->flags & ITFLAG_PICKABLE ) )
				continue;

			if( it->type & ( IT_ARMOR|IT_WEAPON|IT_AMMO ) )
				continue;

			ent->r.client->ps.inventory[i] = 1;
		}
		return;
	}

	it = GS_FindItemByName( name );
	if( !it )
	{
		name = trap_Cmd_Argv( 1 );
		it = GS_FindItemByName( name );
		if( !it )
		{
			G_PrintMsg( ent, "unknown item\n" );
			return;
		}
	}

	if( !( it->flags & ITFLAG_PICKABLE ) )
	{
		G_PrintMsg( ent, "non-pickup (givable) item\n" );
		return;
	}

	if( it->type & IT_AMMO )
	{
		if( trap_Cmd_Argc() == 3 )
			ent->r.client->ps.inventory[it->tag] = atoi( trap_Cmd_Argv( 2 ) );
		else
			ent->r.client->ps.inventory[it->tag] += it->quantity;
	}
	else
	{
		if( it->tag && ( it->tag > 0 ) && ( it->tag < GS_MAX_ITEM_TAGS ) )
		{
			if( GS_FindItemByTag( it->tag ) != NULL )
				ent->r.client->ps.inventory[it->tag]++;
		}
		else
			G_PrintMsg( ent, "non-pickup (givable) item\n" );
	}
}
Ejemplo n.º 3
0
/*
* GS_Cmd_UseItem
*/
gsitem_t *GS_Cmd_UseItem( player_state_t *playerState, const char *string, int typeMask )
{
	gsitem_t *item = NULL;

	assert( playerState );

	if( playerState->pmove.pm_type >= PM_SPECTATOR )
		return NULL;

	if( !string || !string[0] )
		return NULL;

	if( Q_isdigit( string ) )
	{
		int tag = atoi( string );
		item = GS_FindItemByTag( tag );
	}
	else
		item = GS_FindItemByName( string );

	if( !item )
		return NULL;

	if( typeMask && !( item->type & typeMask ) )
		return NULL;

	// we don't have this item in the inventory
	if( !playerState->inventory[item->tag] )
	{
		if( gs.module == GS_MODULE_CGAME && !( item->type & IT_WEAPON ) )
			module_Printf( "Item %s is not in inventory\n", item->name );
		return NULL;
	}

	// see if we can use it

	if( !(item->flags & ITFLAG_USABLE) )
		return NULL;

	if( item->type & IT_WEAPON )
	{
		if( !( playerState->pmove.stats[PM_STAT_FEATURES] & PMFEAT_WEAPONSWITCH ) )
			return NULL;

		if( item->tag == playerState->stats[STAT_PENDING_WEAPON] )  // it's already being loaded
			return NULL;

		// check for need of any kind of ammo/fuel/whatever
		if( item->ammo_tag != AMMO_NONE && item->weakammo_tag != AMMO_NONE )
		{
			gs_weapon_definition_t *weapondef = GS_GetWeaponDef( item->tag );

			if( weapondef )
			{	
				// do we have any of these ammos ?
				if( playerState->inventory[item->weakammo_tag] >= weapondef->firedef_weak.usage_count )
					return item;

				if( playerState->inventory[item->ammo_tag] >= weapondef->firedef.usage_count )
					return item;
			}

			return NULL;
		}

		return item; // one of the weapon modes doesn't require ammo to be fired
	}

	if( item->type & IT_AMMO )
		return item;

	if( item->type & IT_HEALTH )
		return item;

	if( item->type & IT_POWERUP )
		return item;

	return NULL;
}