diff options
Diffstat (limited to 'game/server/hl1/hl1_item_healthkit.cpp')
| -rw-r--r-- | game/server/hl1/hl1_item_healthkit.cpp | 384 |
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 index 0000000..a5834d9 --- /dev/null +++ b/game/server/hl1/hl1_item_healthkit.cpp @@ -0,0 +1,384 @@ +//========= 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 ); +} + |