//========= 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(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 ); }