mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
385 lines
9.2 KiB
C++
385 lines
9.2 KiB
C++
//========= 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 );
|
|
}
|
|
|