Exemple #1
0
//
// Name:        ItemPickup()
// Class:       Armor
//
// Description: Handles Sentients Picking up armor... In this case, however,
//              Only Actors are allowed to actually pick up armor
//
// Parameters:  Entity *other - The entity doing the picking up
//              qboolean add_to_inventory - Here to make parameters match
//
// Returns:     NULL -- This function doesn't actually return the armor, instead
//              it has the entity picking it up process and armor event
//
Item *Armor::ItemPickup( Entity *other, qboolean add_to_inventory, qboolean )
{
	Sentient *sent;
	str      realname;

	Q_UNUSED(add_to_inventory);
	
	// For right now, we only want players to pick up armor
	if ( !other->isSubclassOf( Player ) )
		return NULL;

	if ( !Pickupable( other ) )
		return NULL;
	
	sent = (Sentient*)other;
	
	// Check if we NEED to pick up the armor, if the armor we are about to pick up is
	// less than the armor we have, we don't want to pick it up
	if ( !_needThisArmor(sent) )
		return NULL;
	
	// Handle the actual "Picking Up"
	_pickupArmor(sent);
	
	// Give the Sentient the Armor
	Event *armorEvent;
	armorEvent = new Event(EV_Sentient_GiveArmor);
	armorEvent->AddString( item_name.c_str() );
	armorEvent->AddFloat( amount );
	armorEvent->AddInteger( true );
	
	sent->ProcessEvent(armorEvent);	
	
	return NULL; // This doesn't create any items
}
Exemple #2
0
Item *Rune::ItemPickup( Entity *other, qboolean add_to_inventory, qboolean )
{
	Player *player;

	if ( !Pickupable( other ) )
		return NULL;

	if ( !other->isSubclassOf( Player ) )
		return NULL;

	player = ( Player * )other;

	if ( player->hasRune() )
		return NULL;

	return PowerupBase::ItemPickup( other, add_to_inventory, false );
}
Exemple #3
0
Item *PowerupBase::ItemPickup( Entity *other, qboolean add_to_inventory, qboolean )
{
	Player *player;
	str      realname;

	Q_UNUSED(add_to_inventory);

	if ( !other->isSubclassOf( Player ) )
		return NULL;

	if ( !Pickupable( other ) )
		return NULL;

	if ( multiplayerManager.inMultiplayer() )
	{
		if ( !multiplayerManager.canPickup( (Player *)other, getMultiplayerItemType(), item_name ) )
			return NULL;
	}

	player = ( Player * )other;

	// Play pickup sound
	realname = GetRandomAlias( "snd_pickup" );
	if ( realname.length() > 1 )
		player->Sound( realname, CHAN_ITEM );

	// Cancel some events
	CancelEventsOfType( EV_Item_DropToFloor );
	CancelEventsOfType( EV_Item_Respawn );
	CancelEventsOfType( EV_FadeOut );

	// Hide the model
	setSolidType( SOLID_NOT );

	if ( _missingSkin )
	{
		ChangeSkin( _missingSkin, true );
	}
	else
	{
		hideModel();
	}

	// Respawn?
	if ( !Respawnable() )
		PostEvent( EV_Remove, FRAMETIME );
	else
		PostEvent( EV_Item_Respawn, RespawnTime() );

	// fire off any pickup_thread's
	if ( pickup_thread.length() )
      {
      ExecuteThread( pickup_thread );
      }

	givePlayerItem( player );

	if ( multiplayerManager.inMultiplayer() )
	{
		multiplayerManager.pickedupItem( (Player *)other, MP_ITEM_TYPE_POWERUP, item_name );
	}

	return NULL; // This doesn't create any items
}
Exemple #4
0
Item * Item::ItemPickup( Entity *other, qboolean add_to_inventory, qboolean checkautopickup )
{
	Sentient * sent;
	Item * item = NULL;
	str realname;
	
	// Query the gameplay manager and see if we should not auto-pickup this item
	if ( checkautopickup )
	{
		GameplayManager *gpm = GameplayManager::getTheGameplayManager();
		if ( gpm->hasProperty(getArchetype(), "noautopickup") )
			return NULL;
	}
	
	if ( !Pickupable( other ) )
	{
		return NULL;
	}
	
	sent = ( Sentient * )other;
	
	if ( add_to_inventory )
	{
		item = sent->giveItem( model, getAmount(), true );
		
		
		if ( !item )
			return NULL;
	}
	else
	{
		item = this;
	}
	
	//
	// make sure to copy over the coolness factor :)
	//
	item->coolitem = coolitem;
	item->cool_dialog = cool_dialog;
	item->cool_anim = cool_anim;
	item->coolitemforced = coolitemforced;
	
	//
	// let our sent know they received it
	// we put this here so we can transfer information from the original item we picked up
	//

	if ( !isSubclassOf( Weapon ) || add_to_inventory )
		sent->ReceivedItem( item );
	
	realname = GetRandomAlias( "snd_pickup" );
	if ( realname.length() > 1 )
		sent->Sound( realname, CHAN_ITEM );
	
	if ( !Removable() )
	{
		// leave the item for others to pickup
		return item;
	}
	
	look_at_me = false;
	
	CancelEventsOfType( EV_Item_DropToFloor );
	CancelEventsOfType( EV_Item_Respawn );
	CancelEventsOfType( EV_FadeOut );
	
	setSolidType( SOLID_NOT );
	
	if ( animate && animate->HasAnim( "pickup" ) )
		animate->RandomAnimate( "pickup", EV_Item_PickupDone );
	else
	{
		if ( !no_remove )
		{
			if ( _missingSkin )
			{
				ChangeSkin( _missingSkin, true );
			}
			else
			{
				hideModel();
			}
			
			if ( !Respawnable() )
				PostEvent( EV_Remove, FRAMETIME );
		}
	}
	
	if ( Respawnable() )
		PostEvent( EV_Item_Respawn, RespawnTime() );
	
	// fire off any pickup_thread's
	if ( pickup_thread.length() )
	{
		ExecuteThread( pickup_thread );
	}
	
	
	if ( item && multiplayerManager.checkFlag( MP_FLAG_INSTANT_ITEMS ) )
	{
		Event *ev;
		
		ev = new Event( EV_InventoryItem_Use );
		ev->AddEntity( other );
		
		item->ProcessEvent( ev );
	}
	
	return item;
}