File: inventoryitem.cpp

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/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team

This file is part of OpenMoHAA source code.

OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// inventoryitem.cpp: Inventory items

#include "inventoryitem.h"
#include "weaputils.h"
#include "level.h"

Event EV_InventoryItem_Shoot
(
    "activateitem",
    EV_DEFAULT,
    "S",
    "mode",
    "Activates the item"
);

Event EV_InventoryItem_Activate_Papers
(
    "activatepapers",
    EV_DEFAULT,
    NULL,
    NULL,
    "The activation of the papers item"
);

CLASS_DECLARATION(Weapon, InventoryItem, NULL) {
    {&EV_InventoryItem_Shoot,           &InventoryItem::ActivateItem  },
    {&EV_InventoryItem_Activate_Papers, &InventoryItem::ActivatePapers},
    {NULL,                              NULL                          }
};

InventoryItem::InventoryItem()
{
    entflags |= ECF_INVENTORYITEM;

    if (LoadingSavegame) {
        return;
    }

    weapon_class = WEAPON_CLASS_ITEM;
}

InventoryItem::~InventoryItem()
{
    entflags &= ~ECF_INVENTORYITEM;
}

void InventoryItem::ActivateItem(Event *ev)
{
    if (firetype[FIRE_PRIMARY] == FT_CLICKITEM) {
        Vector pos, forward, right, up, vBarrel;

        GetMuzzlePosition(pos, vBarrel, forward, right, up);
        ClickItemAttack(pos, forward, bulletrange[FIRE_PRIMARY], owner);
    }

    m_fLastFireTime = level.time;
}

void InventoryItem::ActivatePapers(Event *ev)
{
    GetOwner()->m_ShowPapersTime = level.inttime;
}