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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl1/hl1_item_healthkit.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/hl1/hl1_item_healthkit.cpp')
-rw-r--r--game/server/hl1/hl1_item_healthkit.cpp384
1 files changed, 384 insertions, 0 deletions
diff --git a/game/server/hl1/hl1_item_healthkit.cpp b/game/server/hl1/hl1_item_healthkit.cpp
new file mode 100644
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--- /dev/null
+++ b/game/server/hl1/hl1_item_healthkit.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "gamerules.h"
+#include "player.h"
+#include "items.h"
+#include "engine/IEngineSound.h"
+#include "hl1_items.h"
+#include "in_buttons.h"
+
+
+ConVar sk_healthkit( "sk_healthkit","0" );
+ConVar sk_healthvial( "sk_healthvial","0" );
+ConVar sk_healthcharger( "sk_healthcharger","0" );
+
+//-----------------------------------------------------------------------------
+// Small health kit. Heals the player when picked up.
+//-----------------------------------------------------------------------------
+class CHealthKit : public CHL1Item
+{
+public:
+ DECLARE_CLASS( CHealthKit, CHL1Item );
+
+ void Spawn( void );
+ void Precache( void );
+ bool MyTouch( CBasePlayer *pPlayer );
+};
+
+LINK_ENTITY_TO_CLASS( item_healthkit, CHealthKit );
+PRECACHE_REGISTER(item_healthkit);
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHealthKit::Spawn( void )
+{
+ Precache();
+ SetModel( "models/w_medkit.mdl" );
+
+ BaseClass::Spawn();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHealthKit::Precache( void )
+{
+ PrecacheModel("models/w_medkit.mdl");
+
+ PrecacheScriptSound( "HealthKit.Touch" );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pPlayer -
+// Output :
+//-----------------------------------------------------------------------------
+bool CHealthKit::MyTouch( CBasePlayer *pPlayer )
+{
+ if ( pPlayer->TakeHealth( sk_healthkit.GetFloat(), DMG_GENERIC ) )
+ {
+ CSingleUserRecipientFilter user( pPlayer );
+ user.MakeReliable();
+
+ UserMessageBegin( user, "ItemPickup" );
+ WRITE_STRING( GetClassname() );
+ MessageEnd();
+
+ CPASAttenuationFilter filter( pPlayer, "HealthKit.Touch" );
+ EmitSound( filter, pPlayer->entindex(), "HealthKit.Touch" );
+
+ if ( g_pGameRules->ItemShouldRespawn( this ) )
+ {
+ Respawn();
+ }
+ else
+ {
+ UTIL_Remove(this);
+ }
+
+ return true;
+ }
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Small dynamically dropped health kit
+//-----------------------------------------------------------------------------
+
+class CHealthVial : public CHL1Item
+{
+public:
+ DECLARE_CLASS( CHealthVial, CHL1Item );
+
+ void Spawn( void )
+ {
+ Precache();
+ SetModel( "models/healthvial.mdl" );
+
+ BaseClass::Spawn();
+ }
+
+ void Precache( void )
+ {
+ PrecacheModel("models/healthvial.mdl");
+
+ PrecacheScriptSound( "HealthVial.Touch" );
+ }
+
+ bool MyTouch( CBasePlayer *pPlayer )
+ {
+ if ( pPlayer->TakeHealth( sk_healthvial.GetFloat(), DMG_GENERIC ) )
+ {
+ CSingleUserRecipientFilter user( pPlayer );
+ user.MakeReliable();
+
+ UserMessageBegin( user, "ItemPickup" );
+ WRITE_STRING( GetClassname() );
+ MessageEnd();
+
+ CPASAttenuationFilter filter( pPlayer, "HealthVial.Touch" );
+ EmitSound( filter, pPlayer->entindex(), "HealthVial.Touch" );
+
+ if ( g_pGameRules->ItemShouldRespawn( this ) )
+ {
+ Respawn();
+ }
+ else
+ {
+ UTIL_Remove(this);
+ }
+
+ return true;
+ }
+
+ return false;
+ }
+};
+
+LINK_ENTITY_TO_CLASS( item_healthvial, CHealthVial );
+PRECACHE_REGISTER( item_healthvial );
+
+//-----------------------------------------------------------------------------
+// Wall mounted health kit. Heals the player when used.
+//-----------------------------------------------------------------------------
+class CWallHealth : public CBaseToggle
+{
+public:
+ DECLARE_CLASS( CWallHealth, CBaseToggle );
+
+ void Spawn( );
+ void Precache( void );
+ bool CreateVPhysics(void);
+ void Off(void);
+ void Recharge(void);
+ bool KeyValue( const char *szKeyName, const char *szValue );
+ void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+ virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | m_iCaps; }
+
+ float m_flNextCharge;
+ int m_iReactivate ; // DeathMatch Delay until reactvated
+ int m_iJuice;
+ int m_iOn; // 0 = off, 1 = startup, 2 = going
+ float m_flSoundTime;
+ int m_iCaps;
+
+ DECLARE_DATADESC();
+};
+
+LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth);
+
+
+BEGIN_DATADESC( CWallHealth )
+
+ DEFINE_FIELD( m_flNextCharge, FIELD_TIME),
+ DEFINE_FIELD( m_iReactivate, FIELD_INTEGER),
+ DEFINE_FIELD( m_iJuice, FIELD_INTEGER),
+ DEFINE_FIELD( m_iOn, FIELD_INTEGER),
+ DEFINE_FIELD( m_flSoundTime, FIELD_TIME),
+ DEFINE_FIELD( m_iCaps, FIELD_INTEGER ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( Off ),
+ DEFINE_FUNCTION( Recharge ),
+
+END_DATADESC()
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pkvd -
+//-----------------------------------------------------------------------------
+bool CWallHealth::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq(szKeyName, "style") ||
+ FStrEq(szKeyName, "height") ||
+ FStrEq(szKeyName, "value1") ||
+ FStrEq(szKeyName, "value2") ||
+ FStrEq(szKeyName, "value3"))
+ {
+ return(true);
+ }
+ else if (FStrEq(szKeyName, "dmdelay"))
+ {
+ m_iReactivate = atoi(szValue);
+ return(true);
+ }
+
+ return(BaseClass::KeyValue( szKeyName, szValue ));
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWallHealth::Spawn(void)
+{
+ Precache( );
+
+ SetSolid( SOLID_BSP );
+ SetMoveType( MOVETYPE_PUSH );
+
+ SetModel( STRING( GetModelName() ) );
+
+ m_iJuice = sk_healthcharger.GetFloat();
+ SetTextureFrameIndex( 0 );
+
+ m_iCaps = FCAP_CONTINUOUS_USE;
+
+ CreateVPhysics();
+}
+
+//-----------------------------------------------------------------------------
+
+bool CWallHealth::CreateVPhysics(void)
+{
+ VPhysicsInitStatic();
+ return true;
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWallHealth::Precache(void)
+{
+ PrecacheScriptSound( "WallHealth.Deny" );
+ PrecacheScriptSound( "WallHealth.Start" );
+ PrecacheScriptSound( "WallHealth.LoopingContinueCharge" );
+ PrecacheScriptSound( "WallHealth.Recharge" );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pActivator -
+// *pCaller -
+// useType -
+// value -
+//-----------------------------------------------------------------------------
+void CWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ // Make sure that we have a caller
+ if (!pActivator)
+ return;
+ // if it's not a player, ignore
+ if ( !pActivator->IsPlayer() )
+ return;
+
+ // Reset to a state of continuous use.
+ m_iCaps = FCAP_CONTINUOUS_USE;
+
+ // if there is no juice left, turn it off
+ if (m_iJuice <= 0)
+ {
+ Off();
+ SetTextureFrameIndex( 1 );
+ }
+
+ CBasePlayer *pPlayer = ToBasePlayer( pActivator );
+
+ // if the player doesn't have the suit, or there is no juice left, make the deny noise.
+ if ((m_iJuice <= 0) || (!(pPlayer->m_Local.m_bWearingSuit)))
+ {
+ if (m_flSoundTime <= gpGlobals->curtime)
+ {
+ m_flSoundTime = gpGlobals->curtime + 0.62;
+ EmitSound( "WallHealth.Deny" );
+ }
+ return;
+ }
+
+ if( pActivator->GetHealth() >= pActivator->GetMaxHealth() )
+ {
+ CBasePlayer *pPlayer = dynamic_cast<CBasePlayer *>(pActivator);
+
+ if( pPlayer )
+ {
+ pPlayer->m_afButtonPressed &= ~IN_USE;
+ }
+
+ // Make the user re-use me to get started drawing health.
+ m_iCaps = FCAP_IMPULSE_USE;
+
+ EmitSound( "WallHealth.Deny" );
+ return;
+ }
+
+ SetNextThink( gpGlobals->curtime + 0.25 );
+ SetThink(&CWallHealth::Off);
+
+ // Time to recharge yet?
+
+ if (m_flNextCharge >= gpGlobals->curtime)
+ return;
+
+ // Play the on sound or the looping charging sound
+ if (!m_iOn)
+ {
+ m_iOn++;
+ EmitSound( "WallHealth.Start" );
+ m_flSoundTime = 0.56 + gpGlobals->curtime;
+ }
+ if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
+ {
+ m_iOn++;
+ CPASAttenuationFilter filter( this, "WallHealth.LoopingContinueCharge" );
+ filter.MakeReliable();
+ EmitSound( filter, entindex(), "WallHealth.LoopingContinueCharge" );
+ }
+
+
+ // charge the player
+ if ( pActivator->TakeHealth( 1, DMG_GENERIC ) )
+ {
+ m_iJuice--;
+ }
+
+ // govern the rate of charge
+ m_flNextCharge = gpGlobals->curtime + 0.1;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWallHealth::Recharge(void)
+{
+ EmitSound( "WallHealth.Recharge" );
+ m_iJuice = sk_healthcharger.GetFloat();
+ SetTextureFrameIndex( 0 );
+ SetThink( NULL );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWallHealth::Off(void)
+{
+ // Stop looping sound.
+ if (m_iOn > 1)
+ StopSound( "WallHealth.LoopingContinueCharge" );
+
+ m_iOn = 0;
+
+ if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHealthChargerRechargeTime() ) > 0) )
+ {
+ SetNextThink( gpGlobals->curtime + m_iReactivate );
+ SetThink(&CWallHealth::Recharge);
+ }
+ else
+ SetThink( NULL );
+}
+