Team Fortress 2 Source Code as on 22/4/2020
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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 );
}