NS/main/source/dlls/healthkit.cpp

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/***
*
* Copyright (c) 1999, 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 = 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) || (!(pActivator->pev->weapons & (1<<WEAPON_SUIT))))
{
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 = gSkillData.healthchargerCapacity;
pev->frame = 0;
SetThink( &CWallHealth::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 = g_pGameRules->FlHealthChargerRechargeTime() ) > 0) )
{
pev->nextthink = pev->ltime + m_iReactivate;
SetThink(&CWallHealth::Recharge);
}
else
SetThink( &CWallHealth::SUB_DoNothing );
}