/* ----------------------------------------------------------------------------- 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 ); }
/** * \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 ); } }
/* ----------------------------------------------------------------------------- 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; }