ef2gamesource/dlls/game/health.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/health.cpp $
// $Revision:: 21 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// 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.
//
//
// DESCRIPTION:
// Health powerup
//
#include "_pch_cpp.h"
#include "item.h"
#include "inventoryitem.h"
#include "sentient.h"
#include "health.h"
#include "weaputils.h"
#include "player.h"
#include "mp_manager.hpp"
#include <qcommon/gameplaymanager.h>
CLASS_DECLARATION( InventoryItem, HealthInventoryItem, "" )
{
{ &EV_InventoryItem_Use, &HealthInventoryItem::Use },
{ &EV_ProcessGameplayData, &HealthInventoryItem::processGameplayData },
{ NULL, NULL }
};
void HealthInventoryItem::Use( Event *ev )
{
Entity *other;
Sentient *sen;
//Event *event;
str sound_name;
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other = ev->GetEntity<Entity>( 1 );
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if ( !other || !other->isSubclassOf( Sentient ) )
{
return;
}
sen = ( Sentient * )other;
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( gpm->hasObject(getArchetype()) )
{
if ( gpm->hasFormula("HealthPotion") )
{
GameplayFormulaData fd(this);
amount = gpm->calculate("HealthPotion", fd, sen->max_health);
}
str snd = gpm->getStringValue(getArchetype() + ".Use", "wav");
if ( snd.length() )
{
int channel = CHAN_BODY;
float volume = -1.0f;
float mindist = -1.0f;
if ( gpm->hasProperty(getArchetype() + ".Use","channel") )
channel = (int)gpm->getFloatValue(getArchetype() + ".Use", "channel");
if ( gpm->hasProperty(getArchetype() + ".Use","volume") )
volume = (int)gpm->getFloatValue(getArchetype() + ".Use", "volume");
if ( gpm->hasProperty(getArchetype() + ".Use","mindist") )
mindist = (int)gpm->getFloatValue(getArchetype() + ".Use", "mindist");
Sound(snd, channel, volume, mindist);
}
}
sen->health += (float)amount;
if ( sen->health > sen->max_health )
{
sen->health = sen->max_health;
}
// If we are on fire stop it
sen->ProcessEvent( EV_Sentient_StopOnFire );
// Spawn special effect around sentient
// Uncomment if we need it
/*sound_name = GetRandomAlias( "snd_use" );
if ( sound_name )
other->Sound( sound_name.c_str(), 0 );
event = new Event( EV_AttachModel );
event->AddString( "models/fx_tikifx2.tik" );
event->AddString( "Bip01 Spine" );
// set scale
event->AddFloat( 1.0f );
// set targetname
event->AddString( "regen" );
// set detach_at_death
event->AddInteger( 1 );
// set remove_time
event->AddFloat( 2.0f );
other->ProcessEvent( event );*/
PostEvent( EV_Remove, 0.0f );
}
CLASS_DECLARATION( Item, Health, "health_020" )
{
{ &EV_Item_Pickup, &Health::PickupHealth },
{ NULL, NULL }
};
Health::Health()
{
if ( multiplayerManager.checkFlag( MP_FLAG_NO_HEALTH ) )
{
PostEvent( EV_Remove, EV_REMOVE );
return;
}
setAmount( 20 );
item_name = "health";
}
void Health::PickupHealth( Event *ev )
{
Sentient *sen;
Entity *other;
other = ev->GetEntity( 1 );
if ( !other || !other->isSubclassOf( Sentient ) )
{
return;
}
sen = ( Sentient * )other;
if ( sen->health >= sen->max_health )
return;
if ( !ItemPickup( other, false ) )
{
return;
}
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( gpm->hasObject(getArchetype()) )
{
if ( gpm->hasFormula("HealthPotion") )
{
GameplayFormulaData fd(this);
amount = gpm->calculate("HealthPotion", fd, sen->max_health);
}
str snd = gpm->getStringValue(getArchetype() + ".Use", "wav");
if ( snd.length() )
{
int channel = CHAN_BODY;
float volume = -1.0f;
float mindist = -1.0f;
if ( gpm->hasProperty(getArchetype() + ".Use","channel") )
channel = (int)gpm->getFloatValue(getArchetype() + ".Use", "channel");
if ( gpm->hasProperty(getArchetype() + ".Use","volume") )
volume = (int)gpm->getFloatValue(getArchetype() + ".Use", "volume");
if ( gpm->hasProperty(getArchetype() + ".Use","mindist") )
mindist = (int)gpm->getFloatValue(getArchetype() + ".Use", "mindist");
Sound(snd, channel, volume, mindist);
}
}
sen->health += (float)amount;
if ( sen->health > sen->max_health )
{
sen->health = sen->max_health;
}
// If we are on fire stop it
sen->ProcessEvent( EV_Sentient_StopOnFire );
}
//--------------------------------------------------------------
//
// Name: processGameplayData
// Class: HealthInventoryItem
//
// Description: Called usually from the tiki file after all other
// server side events are called.
//
// Parameters: Event *ev -- not used
//
// Returns: None
//
//--------------------------------------------------------------
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void HealthInventoryItem::processGameplayData( Event * )
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{
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( !gpm->hasObject(getArchetype()) )
return;
str objname = getArchetype();
str useanim, usetype, usethread;
if ( gpm->hasProperty(objname, "useanim") )
useanim = gpm->getStringValue(objname, "useanim");
if ( gpm->hasProperty(objname, "usethread") )
usethread = gpm->getStringValue(objname, "usethread");
if ( gpm->hasProperty(objname + ".Pickup", "icon") )
usetype = gpm->getStringValue(objname + ".Pickup", "icon");
// If any of these strings were set, add to our UseData object.
if ( useanim.length() || usethread.length() || usetype.length() )
{
if ( !useData )
useData = new UseData();
useData->setUseAnim(useanim);
useData->setUseThread(usethread);
useData->setUseType(usetype);
}
}