/*** * * Copyright (c) 1996-2001, 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<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 ); }