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-rw-r--r--game/server/tf/entity_healthkit.cpp301
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diff --git a/game/server/tf/entity_healthkit.cpp b/game/server/tf/entity_healthkit.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: CTF HealthKit.
+//
+//=============================================================================//
+#include "cbase.h"
+#include "items.h"
+#include "tf_gamerules.h"
+#include "tf_shareddefs.h"
+#include "tf_player.h"
+#include "tf_team.h"
+#include "engine/IEngineSound.h"
+#include "entity_healthkit.h"
+#include "tf_weapon_lunchbox.h"
+#include "tf_gamestats.h"
+
+
+//=============================================================================
+//
+// CTF HealthKit defines.
+//
+
+#define TF_HEALTHKIT_MODEL "models/items/healthkit.mdl"
+#define TF_HEALTHKIT_PICKUP_SOUND "HealthKit.Touch"
+
+#define TF_AMMOPACK_PICKUP_SOUND "AmmoPack.Touch"
+
+LINK_ENTITY_TO_CLASS( item_healthkit_full, CHealthKit );
+LINK_ENTITY_TO_CLASS( item_healthkit_small, CHealthKitSmall );
+LINK_ENTITY_TO_CLASS( item_healthkit_medium, CHealthKitMedium );
+
+LINK_ENTITY_TO_CLASS( item_healthammokit, CHealthAmmoKit );
+
+IMPLEMENT_AUTO_LIST( IHealthKitAutoList );
+
+//=============================================================================
+//
+// CTF HealthKit functions.
+//
+
+//-----------------------------------------------------------------------------
+// Purpose: Spawn function for the healthkit
+//-----------------------------------------------------------------------------
+void CHealthKit::Spawn( void )
+{
+ BaseClass::Spawn();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Precache function for the healthkit
+//-----------------------------------------------------------------------------
+void CHealthKit::Precache( void )
+{
+ PrecacheScriptSound( TF_HEALTHKIT_PICKUP_SOUND );
+ PrecacheModel( TF_MEDKIT_LARGE_BDAY ); // always precache this for PyroVision
+ PrecacheModel( TF_MEDKIT_LARGE_HALLOWEEN ); // always precache this for Halloween
+
+ BaseClass::Precache();
+
+ UpdateModelIndexOverrides();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: MyTouch function for the healthkit
+//-----------------------------------------------------------------------------
+bool CHealthKit::MyTouch( CBasePlayer *pPlayer )
+{
+ bool bSuccess = false;
+
+ if ( ValidTouch( pPlayer ) )
+ {
+ CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
+ Assert( pTFPlayer );
+
+ const bool bIsAnyHeavyWithSandvichEquippedPickingUp = pTFPlayer->Weapon_OwnsThisID( TF_WEAPON_LUNCHBOX ) && pTFPlayer->IsPlayerClass( TF_CLASS_HEAVYWEAPONS );
+
+ bool bPerformPickup = false;
+
+ // In the case of sandvich's owner, only restore ammo
+ if ( GetOwnerEntity() == pPlayer && bIsAnyHeavyWithSandvichEquippedPickingUp )
+ {
+ if ( pPlayer->GiveAmmo( 1, TF_AMMO_GRENADES1, false ) )
+ {
+ bSuccess = true;
+ bPerformPickup = true;
+ }
+ }
+ else
+ {
+ float flHealth = ceil( ( pPlayer->GetMaxHealth() - pTFPlayer->GetRuneHealthBonus() ) * PackRatios[GetPowerupSize()] );
+
+ CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pPlayer, flHealth, mult_health_frompacks );
+
+ int nHealthGiven = pPlayer->TakeHealth( flHealth, DMG_GENERIC );
+
+ if ( nHealthGiven > 0 )
+ {
+ IGameEvent *event = gameeventmanager->CreateEvent( "player_healed" );
+ if ( event )
+ {
+ CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
+ int nHealerID = pOwner ? pOwner->GetUserID() : 0;
+
+ event->SetInt( "priority", 1 ); // HLTV event priority
+ event->SetInt( "patient", pPlayer->GetUserID() );
+ event->SetInt( "healer", nHealerID );
+ event->SetInt( "amount", nHealthGiven );
+ gameeventmanager->FireEvent( event );
+ }
+ }
+
+ if ( pTFPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && pTFPlayer->m_Shared.GetCarryingRuneType() != RUNE_PLAGUE )
+ {
+ float flDisguiseHealth = pTFPlayer->m_Shared.GetDisguiseHealth();
+ float flDisguiseMaxHealth = pTFPlayer->m_Shared.GetDisguiseMaxHealth();
+ float flHealthToAdd = ceil(flDisguiseMaxHealth * PackRatios[GetPowerupSize()]);
+
+ // don't want to add more than we're allowed to have
+ if ( flHealthToAdd > flDisguiseMaxHealth - flDisguiseHealth )
+ {
+ flHealthToAdd = flDisguiseMaxHealth - flDisguiseHealth;
+ }
+
+ pTFPlayer->m_Shared.SetDisguiseHealth( flDisguiseHealth + flHealthToAdd );
+
+ bSuccess = true;
+ }
+
+ if ( nHealthGiven > 0 || pTFPlayer->m_Shared.InCond( TF_COND_BLEEDING ) || pTFPlayer->m_Shared.InCond( TF_COND_BURNING ) || pTFPlayer->m_Shared.InCond( TF_COND_PLAGUE ) )
+ {
+ bPerformPickup = true;
+ bSuccess = true;
+
+ // subtract this from the drowndmg in case they're drowning and being healed at the same time
+ pPlayer->AdjustDrownDmg( -1.0 * flHealth );
+
+ CSingleUserRecipientFilter user( pPlayer );
+ EmitSound( user, entindex(), TF_HEALTHKIT_PICKUP_SOUND );
+
+ CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
+ if ( pOwner && ( pOwner != pTFPlayer ) )
+ {
+ if ( pOwner->GetTeamNumber() == pTFPlayer->GetTeamNumber() )
+ {
+ if ( pTFPlayer->GetLastEntityDamaged() != pTFPlayer )
+ {
+ CTF_GameStats.Event_PlayerAwardBonusPoints( pOwner, pTFPlayer, 10 );
+ CTF_GameStats.Event_PlayerHealedOtherAssist( pOwner, nHealthGiven );
+ }
+
+ if ( pOwner->Weapon_OwnsThisID( TF_WEAPON_LUNCHBOX ) && pOwner->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
+ {
+ CEconEntity *pEconItem = dynamic_cast<CEconEntity *>( pOwner->GetEntityForLoadoutSlot( LOADOUT_POSITION_SECONDARY ) );
+ if ( pEconItem )
+ {
+ EconEntity_OnOwnerKillEaterEvent( pEconItem, pOwner, pTFPlayer, kKillEaterEvent_AllyHealingDone, nHealthGiven );
+
+ if ( pTFPlayer->m_Shared.InCond( TF_COND_BURNING ) )
+ {
+ EconEntity_OnOwnerKillEaterEvent( pEconItem, pOwner, pTFPlayer, kKillEaterEvent_BurningAllyExtinguished );
+ }
+ }
+ }
+ }
+ }
+
+ if ( pTFPlayer->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
+ {
+ UserMessageBegin( user, "UpdateAchievement" );
+ WRITE_SHORT( ACHIEVEMENT_TF_HEAVY_HEAL_MEDIKITS );
+ WRITE_SHORT( nHealthGiven );
+ MessageEnd();
+ }
+
+ pTFPlayer->m_Shared.HealthKitPickupEffects( nHealthGiven );
+
+ CTF_GameStats.Event_PlayerHealthkitPickup( pTFPlayer );
+ }
+ else if ( !m_bThrownSingleInstance )
+ {
+ if ( bIsAnyHeavyWithSandvichEquippedPickingUp )
+ {
+ if ( pPlayer->GiveAmmo( 1, TF_AMMO_GRENADES1, false ) )
+ {
+ bPerformPickup = true;
+ bSuccess = true;
+ }
+ }
+ }
+ }
+
+ if ( bPerformPickup )
+ {
+ CSingleUserRecipientFilter user( pPlayer );
+ user.MakeReliable();
+ UserMessageBegin( user, "ItemPickup" );
+ WRITE_STRING( GetClassname() );
+ MessageEnd();
+
+ IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
+ if( event )
+ {
+ event->SetInt( "userid", pPlayer->GetUserID() );
+ event->SetString( "item", GetHealthKitName() );
+ gameeventmanager->FireEvent( event );
+ }
+ }
+ }
+
+ return bSuccess;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CHealthKit::GetRespawnDelay( void )
+{
+ return g_pGameRules->FlItemRespawnTime( this );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: MyTouch function for the health-ammo kit
+//-----------------------------------------------------------------------------
+bool CHealthAmmoKit::MyTouch( CBasePlayer *pPlayer )
+{
+ // First do regular health-kit behavior.
+ bool bHealthSuccess = BaseClass::MyTouch( pPlayer );
+
+ // Now do ammo-kit behavior (essentially a dupe of the logic in CAmmmoPack::MyTouch - no easy way to put in one spot
+ // without larger refactoring). Filtering out heavies picking up their own sandvich.
+ bool bAmmoSuccess = false;
+ if ( ValidTouch( pPlayer ) )
+ {
+ CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
+ if ( pTFPlayer )
+ {
+ const bool bIsAnyHeavyWithSandvichEquippedPickingUp = pTFPlayer->Weapon_OwnsThisID( TF_WEAPON_LUNCHBOX ) && pTFPlayer->IsPlayerClass( TF_CLASS_HEAVYWEAPONS );
+ if ( !bIsAnyHeavyWithSandvichEquippedPickingUp || GetOwnerEntity() != pPlayer )
+ {
+ float flPackRatio = PackRatios[GetPowerupSize()];
+
+ int iMaxPrimary = pTFPlayer->GetMaxAmmo( TF_AMMO_PRIMARY );
+ if ( pTFPlayer->GiveAmmo( ceil( iMaxPrimary * flPackRatio ), TF_AMMO_PRIMARY, true, kAmmoSource_Pickup ) )
+ {
+ bAmmoSuccess = true;
+ }
+
+ int iMaxSecondary = pTFPlayer->GetMaxAmmo( TF_AMMO_SECONDARY );
+ if ( pTFPlayer->GiveAmmo( ceil( iMaxSecondary * flPackRatio ), TF_AMMO_SECONDARY, true, kAmmoSource_Pickup ) )
+ {
+ bAmmoSuccess = true;
+ }
+
+ int iMaxMetal = pTFPlayer->GetMaxAmmo( TF_AMMO_METAL );
+ if ( pTFPlayer->GiveAmmo( ceil( iMaxMetal * flPackRatio ), TF_AMMO_METAL, true, kAmmoSource_Pickup ) )
+ {
+ bAmmoSuccess = true;
+ }
+
+ if ( pTFPlayer->m_Shared.AddToSpyCloakMeter( 100.0f * flPackRatio ) )
+ {
+ bAmmoSuccess = true;
+ }
+
+ if ( pTFPlayer->AddToSpyKnife( 100.0f * flPackRatio, false ) )
+ {
+ bAmmoSuccess = true;
+ }
+
+ if ( pTFPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) )
+ {
+ int iMaxGrenades1 = pTFPlayer->GetMaxAmmo( TF_AMMO_GRENADES1 );
+ if ( pTFPlayer->GiveAmmo( ceil( iMaxGrenades1 * flPackRatio ), TF_AMMO_GRENADES1, true, kAmmoSource_Pickup ) )
+ {
+ bAmmoSuccess = true;
+ }
+ }
+ }
+ }
+
+ // If we didn't give them health already, but did give them ammo, do the ammo pickup flow.
+ if ( !bHealthSuccess && bAmmoSuccess )
+ {
+ CSingleUserRecipientFilter filter( pPlayer );
+ EmitSound( filter, entindex(), TF_AMMOPACK_PICKUP_SOUND );
+
+ CTF_GameStats.Event_PlayerAmmokitPickup( pTFPlayer );
+
+ IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
+ if ( event )
+ {
+ event->SetInt( "userid", pPlayer->GetUserID() );
+ event->SetString( "item", GetHealthKitName() );
+ gameeventmanager->FireEvent( event );
+ }
+ }
+ }
+
+ return bAmmoSuccess | bHealthSuccess;
+} \ No newline at end of file