//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Implements health kits and wall mounted health chargers. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "gamerules.h" #include "player.h" #include "items.h" #include "in_buttons.h" #include "engine/IEngineSound.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.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 CItem { public: DECLARE_CLASS( CHealthKit, CItem ); 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/items/healthkit.mdl" ); BaseClass::Spawn(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHealthKit::Precache( void ) { PrecacheModel("models/items/healthkit.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 CItem { public: DECLARE_CLASS( CHealthVial, CItem ); 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 ); int DrawDebugTextOverlays(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_nState; int m_iCaps; COutputFloat m_OutRemainingHealth; COutputEvent m_OnPlayerUse; 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_nState, FIELD_INTEGER ), DEFINE_FIELD( m_iCaps, FIELD_INTEGER ), // Function Pointers DEFINE_FUNCTION( Off ), DEFINE_FUNCTION( Recharge ), DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ), DEFINE_OUTPUT( m_OutRemainingHealth, "OutRemainingHealth"), 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(); m_nState = 0; m_iCaps = FCAP_CONTINUOUS_USE; CreateVPhysics(); } int CWallHealth::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512]; Q_snprintf(tempstr,sizeof(tempstr),"Charge left: %i", m_iJuice ); EntityText(text_offset,tempstr,0); text_offset++; } return text_offset; } //----------------------------------------------------------------------------- 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; CBasePlayer *pPlayer = dynamic_cast(pActivator); // 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) { m_nState = 1; Off(); } // if the player doesn't have the suit, or there is no juice left, make the deny noise. // disabled HEV suit dependency for now. //if ((m_iJuice <= 0) || (!(pActivator->m_bWearingSuit))) if (m_iJuice <= 0) { if (m_flSoundTime <= gpGlobals->curtime) { m_flSoundTime = gpGlobals->curtime + 0.62; EmitSound( "WallHealth.Deny" ); } return; } if( pActivator->GetHealth() >= pActivator->GetMaxHealth() ) { if( pPlayer ) { pPlayer->m_afButtonPressed &= ~IN_USE; } // Make the user re-use me to get started drawing health. m_iCaps = FCAP_IMPULSE_USE; return; } SetNextThink( gpGlobals->curtime + 0.25f ); 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; m_OnPlayerUse.FireOutput( pActivator, this ); } 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--; } // Send the output. float flRemaining = m_iJuice / sk_healthcharger.GetFloat(); m_OutRemainingHealth.Set(flRemaining, pActivator, this); // govern the rate of charge m_flNextCharge = gpGlobals->curtime + 0.1; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWallHealth::Recharge(void) { EmitSound( "WallHealth.Recharge" ); m_iJuice = sk_healthcharger.GetFloat(); m_nState = 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 ); } //----------------------------------------------------------------------------- // Wall mounted health kit. Heals the player when used. //----------------------------------------------------------------------------- class CNewWallHealth : public CBaseAnimating { public: DECLARE_CLASS( CNewWallHealth, CBaseAnimating ); void Spawn( ); void Precache( void ); int DrawDebugTextOverlays(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_nState; int m_iCaps; COutputFloat m_OutRemainingHealth; COutputEvent m_OnPlayerUse; void StudioFrameAdvance ( void ); float m_flJuice; DECLARE_DATADESC(); }; LINK_ENTITY_TO_CLASS( item_healthcharger, CNewWallHealth); BEGIN_DATADESC( CNewWallHealth ) 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_nState, FIELD_INTEGER ), DEFINE_FIELD( m_iCaps, FIELD_INTEGER ), DEFINE_FIELD( m_flJuice, FIELD_FLOAT ), // Function Pointers DEFINE_FUNCTION( Off ), DEFINE_FUNCTION( Recharge ), DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ), DEFINE_OUTPUT( m_OutRemainingHealth, "OutRemainingHealth"), END_DATADESC() #define HEALTH_CHARGER_MODEL_NAME "models/props_combine/health_charger001.mdl" #define CHARGE_RATE 0.25f #define CHARGES_PER_SECOND 1.0f / CHARGE_RATE #define CALLS_PER_SECOND 7.0f * CHARGES_PER_SECOND //----------------------------------------------------------------------------- // Purpose: // Input : *pkvd - //----------------------------------------------------------------------------- bool CNewWallHealth::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 CNewWallHealth::Spawn(void) { Precache( ); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_VPHYSICS ); CreateVPhysics(); SetModel( HEALTH_CHARGER_MODEL_NAME ); AddEffects( EF_NOSHADOW ); ResetSequence( LookupSequence( "idle" ) ); m_iJuice = sk_healthcharger.GetFloat(); m_nState = 0; m_iReactivate = 0; m_iCaps = FCAP_CONTINUOUS_USE; CreateVPhysics(); m_flJuice = m_iJuice; SetCycle( 1.0f - ( m_flJuice / sk_healthcharger.GetFloat() ) ); } int CNewWallHealth::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512]; Q_snprintf(tempstr,sizeof(tempstr),"Charge left: %i", m_iJuice ); EntityText(text_offset,tempstr,0); text_offset++; } return text_offset; } //----------------------------------------------------------------------------- bool CNewWallHealth::CreateVPhysics(void) { VPhysicsInitStatic(); return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNewWallHealth::Precache(void) { PrecacheModel( HEALTH_CHARGER_MODEL_NAME ); PrecacheScriptSound( "WallHealth.Deny" ); PrecacheScriptSound( "WallHealth.Start" ); PrecacheScriptSound( "WallHealth.LoopingContinueCharge" ); PrecacheScriptSound( "WallHealth.Recharge" ); } void CNewWallHealth::StudioFrameAdvance( void ) { m_flPlaybackRate = 0; float flMaxJuice = sk_healthcharger.GetFloat(); SetCycle( 1.0f - (float)( m_flJuice / flMaxJuice ) ); // Msg( "Cycle: %f - Juice: %d - m_flJuice :%f - Interval: %f\n", (float)GetCycle(), (int)m_iJuice, (float)m_flJuice, GetAnimTimeInterval() ); if ( !m_flPrevAnimTime ) { m_flPrevAnimTime = gpGlobals->curtime; } // Latch prev m_flPrevAnimTime = m_flAnimTime; // Set current m_flAnimTime = gpGlobals->curtime; } //----------------------------------------------------------------------------- // Purpose: // Input : *pActivator - // *pCaller - // useType - // value - //----------------------------------------------------------------------------- void CNewWallHealth::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; CBasePlayer *pPlayer = dynamic_cast(pActivator); // Reset to a state of continuous use. m_iCaps = FCAP_CONTINUOUS_USE; if ( m_iOn ) { float flCharges = CHARGES_PER_SECOND; float flCalls = CALLS_PER_SECOND; m_flJuice -= flCharges / flCalls; StudioFrameAdvance(); } // if there is no juice left, turn it off if (m_iJuice <= 0) { ResetSequence( LookupSequence( "emptyclick" ) ); m_nState = 1; Off(); } // if the player doesn't have the suit, or there is no juice left, make the deny noise. // disabled HEV suit dependency for now. //if ((m_iJuice <= 0) || (!(pActivator->m_bWearingSuit))) if (m_iJuice <= 0) { if (m_flSoundTime <= gpGlobals->curtime) { m_flSoundTime = gpGlobals->curtime + 0.62; EmitSound( "WallHealth.Deny" ); } return; } if( pActivator->GetHealth() >= pActivator->GetMaxHealth() ) { 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 + CHARGE_RATE ); SetThink( &CNewWallHealth::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; m_OnPlayerUse.FireOutput( pActivator, this ); } 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--; } // Send the output. float flRemaining = m_iJuice / sk_healthcharger.GetFloat(); m_OutRemainingHealth.Set(flRemaining, pActivator, this); // govern the rate of charge m_flNextCharge = gpGlobals->curtime + 0.1; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNewWallHealth::Recharge(void) { EmitSound( "WallHealth.Recharge" ); m_flJuice = m_iJuice = sk_healthcharger.GetFloat(); m_nState = 0; ResetSequence( LookupSequence( "idle" ) ); StudioFrameAdvance(); m_iReactivate = 0; SetThink( NULL ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNewWallHealth::Off(void) { // Stop looping sound. if (m_iOn > 1) StopSound( "WallHealth.LoopingContinueCharge" ); if ( m_nState == 1 ) { SetCycle( 1.0f ); } m_iOn = 0; m_flJuice = m_iJuice; if ( m_iReactivate == 0 ) { if ((!m_iJuice) && g_pGameRules->FlHealthChargerRechargeTime() > 0 ) { m_iReactivate = g_pGameRules->FlHealthChargerRechargeTime(); SetNextThink( gpGlobals->curtime + m_iReactivate ); SetThink(&CNewWallHealth::Recharge); } else SetThink( NULL ); } }