コード例 #1
0
std::string InventoryState::_handItemSummary (GameItemObject* hand)
{
    std::stringstream ss;
    if (hand)
    {
        ss << hand->name() << "\n";
        // is it weapon
        if (hand->subtype() == GameObject::TYPE_ITEM_WEAPON)
        {
            auto weapon = dynamic_cast<GameWeaponItemObject*>(hand);
            ss << "Dmg: " << weapon->damageMin() << "-" << weapon->damageMax() << " ";
            ss << "Rng: " << weapon->rangePrimary();
            // has it ammo?
            if (weapon->ammoType() != 0)
            {
                ss << "\nAmmo: /" << weapon->ammoCapacity() << " ";
                auto ammo = GameObjectFactory::createObject(weapon->ammoPID());
                ss << ammo->name();
            }
        }
    }
    else
    {
        ss << "No item\nUnarmed dmg:";
    }
    return ss.str();
}
コード例 #2
0
ファイル: cg_playerstate.c プロジェクト: vclayton/unlox
/*
==============
CG_CheckAmmo

If the ammo has gone low enough to generate the warning, play a sound
==============
*/
void CG_CheckAmmo( void ) {
	int		i;
	int		total;
	int		previous;
	int		weapons;

	// see about how many seconds of ammo we have remaining
	weapons = cg.snap->ps.stats[ STAT_WEAPONS ];
	total = 0;
	for ( i = WP_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) {
		if ( ! ( weapons & ( 1 << i ) ) ) {
			continue;
		}
		switch ( i ) {
		case WP_ROCKET_LAUNCHER:
		case WP_GRENADE_LAUNCHER:
		case WP_RAILGUN:
		case WP_SHOTGUN:
		case WP_SHOTRAIL:
#ifdef MISSIONPACK
		case WP_PROX_LAUNCHER:
#endif
			total += cg.snap->ps.ammo[ammoType(i)] * 1000;
			break;
		default:
			total += cg.snap->ps.ammo[ammoType(i)] * 200;
			break;
		}
		if ( total >= 5000 ) {
			cg.lowAmmoWarning = 0;
			return;
		}
	}

	previous = cg.lowAmmoWarning;

	if ( total == 0 ) {
		cg.lowAmmoWarning = 2;
	} else {
		cg.lowAmmoWarning = 1;
	}

	// play a sound on transitions
	if ( cg.lowAmmoWarning != previous ) {
		trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
	}
}
コード例 #3
0
ファイル: bg_misc.c プロジェクト: vclayton/unlox
/*
================
BG_CanItemBeGrabbed

Returns false if the item should not be picked up.
This needs to be the same for client side prediction and server use.
================
*/
qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ) {
	gitem_t	*item;
#ifdef MISSIONPACK
	int		upperBound;
#endif

	if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) {
		Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" );
	}

	item = &bg_itemlist[ent->modelindex];

	switch( item->giType ) {
	case IT_WEAPON:
		return qtrue;	// weapons are always picked up

	case IT_AMMO:
		if ( ps->ammo[ ammoType(item->giTag) ] >= 200 ) {
			return qfalse;		// can't hold any more
		}
		return qtrue;

	case IT_ARMOR:
#ifdef MISSIONPACK
		if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
			return qfalse;
		}

		// we also clamp armor to the maxhealth for handicapping
		if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
			upperBound = ps->stats[STAT_MAX_HEALTH];
		}
		else {
			upperBound = ps->stats[STAT_MAX_HEALTH] * 2;
		}

		if ( ps->stats[STAT_ARMOR] >= upperBound ) {
			return qfalse;
		}
#else
		if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
			return qfalse;
		}
#endif
		return qtrue;

	case IT_HEALTH:
		// small and mega healths will go over the max, otherwise
		// don't pick up if already at max
#ifdef MISSIONPACK
		if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
			upperBound = ps->stats[STAT_MAX_HEALTH];
		}
		else
#endif
		if ( item->quantity == 5 || item->quantity == 100 ) {
			if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
				return qfalse;
			}
			return qtrue;
		}

		if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) {
			return qfalse;
		}
		return qtrue;

	case IT_POWERUP:
		return qtrue;	// powerups are always picked up

#ifdef MISSIONPACK
	case IT_PERSISTANT_POWERUP:
		// can only hold one item at a time
		if ( ps->stats[STAT_PERSISTANT_POWERUP] ) {
			return qfalse;
		}

		// check team only
		if( ( ent->generic1 & 2 ) && ( ps->persistant[PERS_TEAM] != TEAM_RED ) ) {
			return qfalse;
		}
		if( ( ent->generic1 & 4 ) && ( ps->persistant[PERS_TEAM] != TEAM_BLUE ) ) {
			return qfalse;
		}

		return qtrue;
#endif

	case IT_TEAM: // team items, such as flags
#ifdef MISSIONPACK		
		if( gametype == GT_1FCTF ) {
			// neutral flag can always be picked up
			if( item->giTag == PW_NEUTRALFLAG ) {
				return qtrue;
			}
			if (ps->persistant[PERS_TEAM] == TEAM_RED) {
				if (item->giTag == PW_BLUEFLAG  && ps->powerups[PW_NEUTRALFLAG] ) {
					return qtrue;
				}
			} else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) {
				if (item->giTag == PW_REDFLAG  && ps->powerups[PW_NEUTRALFLAG] ) {
					return qtrue;
				}
			}
		}
#endif
		if( gametype == GT_CTF ) {
			// ent->modelindex2 is non-zero on items if they are dropped
			// we need to know this because we can pick up our dropped flag (and return it)
			// but we can't pick up our flag at base
			if (ps->persistant[PERS_TEAM] == TEAM_RED) {
				if (item->giTag == PW_BLUEFLAG ||
					(item->giTag == PW_REDFLAG && ent->modelindex2) ||
					(item->giTag == PW_REDFLAG && ps->powerups[PW_BLUEFLAG]) )
					return qtrue;
			} else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) {
				if (item->giTag == PW_REDFLAG ||
					(item->giTag == PW_BLUEFLAG && ent->modelindex2) ||
					(item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG]) )
					return qtrue;
			}
		}

#ifdef MISSIONPACK
		if( gametype == GT_HARVESTER ) {
			return qtrue;
		}
#endif
		return qfalse;

	case IT_HOLDABLE:
		// can only hold one item at a time
		if ( ps->stats[STAT_HOLDABLE_ITEM] ) {
			return qfalse;
		}
		return qtrue;

        case IT_BAD:
            Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" );
        default:
#ifndef Q3_VM
#ifndef NDEBUG // bk0001204
          Com_Printf("BG_CanItemBeGrabbed: unknown enum %d\n", item->giType );
#endif
#endif
         break;
	}

	return qfalse;
}
コード例 #4
0
ファイル: gun_part.cpp プロジェクト: blucoat/the-armorist
 std::string BasePart::describe() const
 {
   std::stringstream ss;
   ss << "Base: " << name() << ", Bullet type: " << static_cast<int>(ammoType());
   return ss.str();
 }