Exemple #1
0
/*
-----------------------------------------------------------------------------
 Function: 
 
 Parameters: Nothing.
 
 Returns: Nothing.
 
 Notes: 

-----------------------------------------------------------------------------
*/
PRIVATE void Cmd_Give_f( void )
{
	Com_Printf( "Giving stuff.\n" );
	PL_GiveHealth( &Player, 999, 0 );
	PL_GiveAmmo( &Player, AMMO_BULLETS, 99 );
	PL_GiveWeapon( &Player, WEAPON_AUTO );
	PL_GiveWeapon( &Player, WEAPON_CHAIN );
	PL_GiveKey( &Player, KEY_GOLD );
	PL_GiveKey( &Player, KEY_SILVER );
}
Exemple #2
0
/**
 * \brief Console callback command to give player weapons and keys
 */
PRIVATE void Cmd_Give_f( void )
{
	char		*name;


	if( Cmd_Argc( ) < 2 )
	{
		return;
	}

	name = Cmd_Argv( 1 );

	if(com_stricmp( name, "all" ) == 0 )
	{
		PL_GiveHealth( &Player, 999, 0 );
		PL_GiveAmmo( &Player, AMMO_BULLETS, 99 );
		PL_GiveWeapon( &Player, WEAPON_MACHINEGUN );
		PL_GiveWeapon( &Player, WEAPON_GATLINGGUN );
		PL_GiveKey( &Player, KEY_GOLD );
		PL_GiveKey( &Player, KEY_SILVER );
	}

}
Exemple #3
0
/*
-----------------------------------------------------------------------------
 Function: 
 
 Parameters:
 
 Returns: 1 if powerup is picked up, otherwise 0.
 
 Notes: 

-----------------------------------------------------------------------------
*/
PRIVATE int Pow_Give( pow_t type )
{
	static const char *keynames[] = { "Gold", "Silver", "?", "?" };

	switch( type )
	{
//
// Keys
//
		case pow_key1:
		case pow_key2:
		case pow_key3:
		case pow_key4:
			type -= pow_key1;
			PL_GiveKey( &Player, type );
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/012.wav" ), 1, ATTN_NORM, 0 );
			iphoneSetNotifyText( "%s key\n", keynames[ type ] );
			break;
//
// Treasure
//
		case pow_cross:
			PL_GiveHealth( &Player, 1, 150 );	// iphone -- trasure acts as health crumbs
			PL_GivePoints( &Player, 100 );
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/035.wav" ), 1, ATTN_NORM, 0 );
			if ( ++levelstate.found_treasure == levelstate.total_treasure ) {
				iphoneSetNotifyText( "You found the last treasure!" );
			}
			break;

		case pow_chalice:
			PL_GiveHealth( &Player, 1, 150 );	// iphone -- trasure acts as health crumbs
			PL_GivePoints( &Player, 500 );
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/036.wav" ), 1, ATTN_NORM, 0 );
			if ( ++levelstate.found_treasure == levelstate.total_treasure ) {
				iphoneSetNotifyText( "You found the last treasure!" );
			}
			break;

		case pow_bible:
			PL_GiveHealth( &Player, 1, 150 );	// iphone -- trasure acts as health crumbs
			PL_GivePoints( &Player, 1000 );
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/037.wav" ), 1, ATTN_NORM, 0 );
			if ( ++levelstate.found_treasure == levelstate.total_treasure ) {
				iphoneSetNotifyText( "You found the last treasure!" );
			}
			break;

		case pow_crown:
			PL_GiveHealth( &Player, 1, 150 );	// iphone -- trasure acts as health crumbs
			PL_GivePoints( &Player, 5000 );
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/045.wav" ), 1, ATTN_NORM, 0 );
			if ( ++levelstate.found_treasure == levelstate.total_treasure ) {
				iphoneSetNotifyText( "You found the last treasure!" );
			}
			break;

//
// Health
//
		case pow_gibs:
			if( ! PL_GiveHealth( &Player, 1, 11 ) )
			{
				return 0;
			}
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/061.wav" ), 1, ATTN_NORM, 0 );
			break;

		case pow_alpo:
			if( ! PL_GiveHealth( &Player, 4, 0 ) )
			{
				return 0;
			}
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/033.wav" ), 1, ATTN_NORM, 0 );
			break;

		case pow_food:
			if( ! PL_GiveHealth( &Player, 10, 0 ) ) 
			{
				return 0;
			}
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/033.wav" ), 1, ATTN_NORM, 0 );
			break;

		case pow_firstaid:
			if( ! PL_GiveHealth( &Player, 25, 0 ) )
			{
				return 0;
			}
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/034.wav" ), 1, ATTN_NORM, 0 );
			break;

//
// Weapon & Ammo
//
		case pow_clip:
			if( ! PL_GiveAmmo( &Player, AMMO_BULLETS, 8 ) ) 
			{
				return 0;
			}
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/031.wav" ), 1, ATTN_NORM, 0 );
			break;

		case pow_clip2:
			if( ! PL_GiveAmmo( &Player, AMMO_BULLETS, 4 ) ) 
			{
				return 0;
			}
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/031.wav" ), 1, ATTN_NORM, 0 );
			break;

		case pow_25clip:
			if( ! PL_GiveAmmo( &Player, AMMO_BULLETS, 25 ) ) 
			{
				return 0;
			}
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/064.wav" ), 1, ATTN_NORM, 0 );
			break;

		case pow_machinegun:
			PL_GiveWeapon( &Player, WEAPON_AUTO );
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/030.wav" ), 1, ATTN_NORM, 0 );
			iphoneSetNotifyText( "Machinegun" );
			break;

		case pow_chaingun:
			PL_GiveWeapon( &Player, WEAPON_CHAIN );
			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/038.wav" ), 1, ATTN_NORM, 0 );
			iphoneSetNotifyText( "Chaingun" );

			Player.facecount = -100;
			Player.face_gotgun = true;
			break;

//
// Artifacts
//
		case pow_fullheal:
			PL_GiveHealth( &Player, 999, 0 );
			PL_GiveAmmo( &Player, AMMO_BULLETS, 25 );
			PL_GiveLife( &Player );
			if ( ++levelstate.found_treasure == levelstate.total_treasure ) {
				iphoneSetNotifyText( "You found the last treasure!" );
			} else {
				iphoneSetNotifyText( "Full Heal" );
			}
			// no extra lives on iPhone			Com_Printf( "Extra life!\n" );
			break;

		case pow_spear:
			{
			char szTextMsg[ 256 ];

			Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "sodsfx/109.wav" ), 1, ATTN_NORM, 0 );
			iphoneSetNotifyText( "Spear of Destiny" );

			my_snprintf( szTextMsg, sizeof( szTextMsg ), 
				"loading ; map s%.2d.map\n", 20 );
			Cbuf_AddText( szTextMsg );
			}
			break;

		default:
			Com_DPrintf( "Warning: Unknown item type: %d\n", type );
			break;
	}

	iphoneStartBonusFlash();
	
	return 1;
}
static int Pow_Give (pow_t type)
{

    switch (type) {
//
// Keys
//
    case pow_key1:
    case pow_key2:
        type -= pow_key1;
        PL_GiveKey (&Player, type);
        //Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/012.wav"), 1, ATTN_NORM, 0);
        break;
//
// Treasure
//
    case pow_cross:
        PL_GivePoints (&Player, 100);
       // Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/035.wav"), 1, ATTN_NORM, 0);

        if (++levelstate.found_treasure == levelstate.total_treasure) {
        }
        break;

    case pow_chalice:
        PL_GivePoints (&Player, 500);
       // Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/036.wav"), 1, ATTN_NORM, 0);

        if (++levelstate.found_treasure == levelstate.total_treasure) {
        }
        break;

    case pow_bible:
        PL_GivePoints (&Player, 1000);
       // Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/037.wav"), 1, ATTN_NORM, 0);

        if (++levelstate.found_treasure == levelstate.total_treasure) {
        }
        break;

    case pow_crown:
        PL_GivePoints (&Player, 5000);
        //Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/045.wav"), 1, ATTN_NORM, 0);

        if (++levelstate.found_treasure == levelstate.total_treasure) {
        }
        break;

//
// Health
//
    case pow_gibs:
        if (! PL_GiveHealth (&Player, 1, 11)) {
            return 0;
        }

        //Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/061.wav"), 1, ATTN_NORM, 0);
        break;

    case pow_alpo:
        if (! PL_GiveHealth (&Player, 4, 0)) {
            return 0;
        }

        //Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/033.wav"), 1, ATTN_NORM, 0);
        break;

    case pow_food:
        if (! PL_GiveHealth (&Player, 10, 0)) {
            return 0;
        }

       // Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/033.wav"), 1, ATTN_NORM, 0);
        break;

    case pow_firstaid:
        if (! PL_GiveHealth (&Player, 25, 0)) {
            return 0;
        }

        //Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/034.wav"), 1, ATTN_NORM, 0);
        break;

//
// Weapon & Ammo
//
    case pow_clip:
        if (! PL_GiveAmmo (&Player, AMMO_BULLETS, 8)) {
            return 0;
        }

        //Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/031.wav"), 1, ATTN_NORM, 0);
        break;

    case pow_clip2:
        if (! PL_GiveAmmo (&Player, AMMO_BULLETS, 4)) {
            return 0;
        }

        //Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/031.wav"), 1, ATTN_NORM, 0);
        break;

    case pow_25clip:
        if (! PL_GiveAmmo (&Player, AMMO_BULLETS, 25)) {
            return 0;
        }

//          Sound_StartSound( NULL, 0, CHAN_ITEM, Sound_RegisterSound( "lsfx/064.wav" ), 1, ATTN_NORM, 0 ); //gsh, I don't like this sound
       // Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/031.wav"), 1, ATTN_NORM, 0);   //gsh, I like this sound
        break;

    case pow_machinegun:
        PL_GiveWeapon (&Player, WEAPON_MACHINEGUN);
        //Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/030.wav"), 1, ATTN_NORM, 0);

        break;

    case pow_gatlinggun:
        PL_GiveWeapon (&Player, WEAPON_GATLINGGUN);
        //Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/038.wav"), 1, ATTN_NORM, 0);


        Player.facecount = -100;
        Player.face_gotgun = true;
        break;

//
// Artifacts
//
    case pow_fullheal:
        PL_GiveHealth (&Player, 150, 150);
        PL_GiveAmmo (&Player, AMMO_BULLETS, 25);

        if (++levelstate.found_treasure == levelstate.total_treasure) {
        } else {
        }

       // Sound_StartSound (NULL, 0, CHAN_ITEM, Sound_RegisterSound ("lsfx/034.wav"), 1, ATTN_NORM, 0);
        break;

    default:
        break;
    }

    return 1;
}