sin-sdk/health.cpp

256 lines
5.4 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/health.cpp $
// $Revision:: 19 $
// $Author:: Jimdose $
// $Date:: 11/17/98 6:08a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/health.cpp $
//
// 19 11/17/98 6:08a Jimdose
// made PickupHealth take health from player's inventory before checking if
// they can pick it up. Fixes bug where player can't pickup health due to
// health somehow being in their inventory.
//
// 18 10/27/98 5:19p Aldie
// Added a few items for health
//
// 17 10/09/98 2:06a Aldie
// Updated DMFLAGS
//
// 16 8/27/98 2:33p Aldie
// Changed adrenaline to megahealth
//
// 15 7/23/98 11:25p Aldie
// Fixed health for hopefully the last time.
//
// 14 7/15/98 11:22p Markd
// Don't set the model unless one hasn't been setup yet
//
// 13 7/14/98 6:58p Aldie
// Updated healths
//
// 12 6/25/98 8:47p Markd
// Added keyed items for Triggers, Rewrote Item class, rewrote every pickup
// method
//
// 11 6/24/98 1:36p Aldie
// Implementation of inventory system and picking stuff up
//
// 10 5/27/98 7:33p Markd
// clear out damage if healed
//
// 9 5/24/98 8:46p Jimdose
// Made a lot of functions more str-friendly.
// Got rid of a lot of char * based strings
// Cleaned up get spawn arg functions and sound functions
// sound functions now use consistant syntax
//
// 8 5/13/98 4:45p Jimdose
// Startup event is now posted with 0 delay
//
// 7 5/08/98 2:56p Markd
// Put in health pickup sounds
//
// 6 4/18/98 3:41p Markd
// Changed health types to health_ instead of item_health_
//
// 5 4/07/98 6:43p Jimdose
// turned off respawn in single player
//
// 4 4/04/98 6:04p Jimdose
// Made response from EV_Trigger_ActivateTargets to EV_Trigger_Effect
//
// 3 3/30/98 9:54p Jimdose
// Changed location of .def files
//
// 2 3/30/98 2:30p Jimdose
// Created file
//
// DESCRIPTION:
// Health powerup
//
#include "g_local.h"
#include "item.h"
#include "sentient.h"
#include "health.h"
CLASS_DECLARATION( Item, Health, "health_020" );
ResponseDef Health::Responses[] =
{
{ &EV_Item_Pickup, ( Response )Health::PickupHealth },
{ NULL, NULL }
};
Health::Health()
{
if ( DM_FLAG( DF_NO_HEALTH ) )
{
PostEvent( EV_Remove, 0 );
return;
}
Set( 20 );
if ( !edict->s.modelindex )
setModel( "health.def" );
}
void Health::PickupHealth
(
Event *ev
)
{
Sentient *sen;
Item * item;
Entity *other;
other = ev->GetEntity( 1 );
if ( !other || !other->isSubclassOf( Sentient ) )
{
return;
}
sen = ( Sentient * )other;
//
// We don't want the player to hold on to a box of health!
// This can happen if a player is given a health object,
// so as a precaution, get rid of any health he's carrying.
//
item = sen->FindItem( getClassname() );
if ( item )
{
sen->RemoveItem( item );
item->PostEvent( EV_Remove, 0 );
}
if ( !ItemPickup( other ) )
{
return;
}
sen->health += amount;
if ( sen->health > 200 )
{
sen->health = 200;
}
//
// clear out damage if healed
//
if ( sen->health > 90 )
{
// clear the damage states
memset( sen->edict->s.groups, 0, sizeof( sen->edict->s.groups ) );
}
//
// we don't want the player to hold on to a box of health!
//
item = sen->FindItem( getClassname() );
if ( item )
{
sen->RemoveItem( item );
item->PostEvent( EV_Remove, 0 );
}
}
CLASS_DECLARATION( Health, SmallHealth, "health_005" );
ResponseDef SmallHealth::Responses[] =
{
{ NULL, NULL }
};
SmallHealth::SmallHealth()
{
Set( 5 );
setModel( "health_small.def" );
}
CLASS_DECLARATION( Health, LargeHealth, "health_050" );
ResponseDef LargeHealth::Responses[] =
{
{ NULL, NULL }
};
LargeHealth::LargeHealth()
{
Set( 50 );
setModel( "health_large.def" );
}
CLASS_DECLARATION( Health, MegaHealth, "health_100" );
ResponseDef MegaHealth::Responses[] =
{
{ NULL, NULL }
};
MegaHealth::MegaHealth()
{
Set( 100 );
setModel( "health_medkit.def" );
}
CLASS_DECLARATION( Health, Apple, NULL );
ResponseDef Apple::Responses[] =
{
{ NULL, NULL }
};
Apple::Apple()
{
setModel( "health_apple.def" );
}
CLASS_DECLARATION( Health, Banana, NULL );
ResponseDef Banana::Responses[] =
{
{ NULL, NULL }
};
Banana::Banana()
{
setModel( "health_banana.def" );
}
CLASS_DECLARATION( Health, Sandwich, NULL );
ResponseDef Sandwich::Responses[] =
{
{ NULL, NULL }
};
Sandwich::Sandwich()
{
setModel( "health_sandwich.def" );
}
CLASS_DECLARATION( Health, Soda, NULL );
ResponseDef Soda::Responses[] =
{
{ NULL, NULL }
};
Soda::Soda()
{
setModel( "health_soda.def" );
}