/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "items.h" #include "gamerules.h" extern int gmsgItemPickup; class CHealthKit : public CItem { void Spawn( void ); void Precache( void ); BOOL MyTouch( CBasePlayer *pPlayer ); /* virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; */ }; LINK_ENTITY_TO_CLASS( item_healthkit, CHealthKit ) /* TYPEDESCRIPTION CHealthKit::m_SaveData[] = { }; IMPLEMENT_SAVERESTORE( CHealthKit, CItem ) */ void CHealthKit::Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_medkit.mdl" ); CItem::Spawn(); } void CHealthKit::Precache( void ) { PRECACHE_MODEL( "models/w_medkit.mdl" ); PRECACHE_SOUND( "items/smallmedkit1.wav" ); } BOOL CHealthKit::MyTouch( CBasePlayer *pPlayer ) { if( pPlayer->pev->deadflag != DEAD_NO ) { return FALSE; } if( pPlayer->TakeHealth( gSkillData.healthkitCapacity, DMG_GENERIC ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev ); WRITE_STRING( STRING( pev->classname ) ); MESSAGE_END(); EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/smallmedkit1.wav", 1, ATTN_NORM ); if( g_pGameRules->ItemShouldRespawn( this ) ) { Respawn(); } else { UTIL_Remove( this ); } return TRUE; } return FALSE; } //------------------------------------------------------------- // Wall mounted health kit //------------------------------------------------------------- class CWallHealth : public CBaseToggle { public: void Spawn(); void Precache( void ); void EXPORT Off( void ); void EXPORT Recharge( void ); void KeyValue( KeyValueData *pkvd ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; } virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; 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; }; TYPEDESCRIPTION CWallHealth::m_SaveData[] = { DEFINE_FIELD( CWallHealth, m_flNextCharge, FIELD_TIME ), DEFINE_FIELD( CWallHealth, m_iReactivate, FIELD_INTEGER ), DEFINE_FIELD( CWallHealth, m_iJuice, FIELD_INTEGER ), DEFINE_FIELD( CWallHealth, m_iOn, FIELD_INTEGER ), DEFINE_FIELD( CWallHealth, m_flSoundTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CWallHealth, CBaseEntity ) LINK_ENTITY_TO_CLASS( func_healthcharger, CWallHealth ) void CWallHealth::KeyValue( KeyValueData *pkvd ) { if( FStrEq(pkvd->szKeyName, "style" ) || FStrEq( pkvd->szKeyName, "height" ) || FStrEq( pkvd->szKeyName, "value1" ) || FStrEq( pkvd->szKeyName, "value2" ) || FStrEq( pkvd->szKeyName, "value3" ) ) { pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "dmdelay" ) ) { m_iReactivate = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseToggle::KeyValue( pkvd ); } void CWallHealth::Spawn() { Precache(); pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; UTIL_SetOrigin( pev, pev->origin ); // set size and link into world UTIL_SetSize( pev, pev->mins, pev->maxs ); SET_MODEL( ENT( pev ), STRING( pev->model ) ); m_iJuice = (int)gSkillData.healthchargerCapacity; pev->frame = 0; } void CWallHealth::Precache() { PRECACHE_SOUND( "items/medshot4.wav" ); PRECACHE_SOUND( "items/medshotno1.wav" ); PRECACHE_SOUND( "items/medcharge4.wav" ); } 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; // if there is no juice left, turn it off if( m_iJuice <= 0 ) { pev->frame = 1; Off(); } // if the player doesn't have the suit, or there is no juice left, make the deny noise if( m_iJuice <= 0 ) { if( m_flSoundTime <= gpGlobals->time ) { m_flSoundTime = gpGlobals->time + 0.62; EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshotno1.wav", 1.0, ATTN_NORM ); } return; } pev->nextthink = pev->ltime + 0.25; SetThink( &CWallHealth::Off ); // Time to recharge yet? if( m_flNextCharge >= gpGlobals->time ) return; // Play the on sound or the looping charging sound if( !m_iOn ) { m_iOn++; EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM ); m_flSoundTime = 0.56 + gpGlobals->time; } if( ( m_iOn == 1 ) && ( m_flSoundTime <= gpGlobals->time ) ) { m_iOn++; EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav", 1.0, ATTN_NORM ); } // charge the player if( pActivator->TakeHealth( 1, DMG_GENERIC ) ) { m_iJuice--; } // govern the rate of charge m_flNextCharge = gpGlobals->time + 0.1; } void CWallHealth::Recharge( void ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM ); m_iJuice = (int)gSkillData.healthchargerCapacity; pev->frame = 0; SetThink( &CBaseEntity::SUB_DoNothing ); } void CWallHealth::Off( void ) { // Stop looping sound. if( m_iOn > 1 ) STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav" ); m_iOn = 0; if( ( !m_iJuice ) && ( ( m_iReactivate = (int)g_pGameRules->FlHealthChargerRechargeTime() ) > 0 ) ) { pev->nextthink = pev->ltime + m_iReactivate; SetThink( &CWallHealth::Recharge ); } else SetThink( &CBaseEntity::SUB_DoNothing ); }