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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 ); }
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