source-engine/game/server/tf/entity_healthkit.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

301 lines
9.6 KiB
C++

//========= 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;
}