/* =========================================================================== Copyright (C) 2015 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenMoHAA source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // health.cpp: Health powerup // #include "g_local.h" #include "item.h" #include "inventoryitem.h" #include "sentient.h" #include "health.h" #include "weaputils.h" #include "player.h" #include "g_phys.h" Event EV_Health_PostSpawn("health_postspawn", EV_DEFAULT, NULL, NULL, "Health Post Spawn"); CLASS_DECLARATION(Item, Health, "health_020") { {&EV_Item_Pickup, &Health::PickupHealth }, {&EV_Health_PostSpawn, &Health::EventPostSpawn}, {NULL, NULL } }; SafePtr Health::mHealthQueue[MAX_HEALTH_QUEUE]; Health::Health() { if (LoadingSavegame) { return; } if (DM_FLAG(DF_NO_HEALTH)) { PostEvent(EV_Remove, EV_REMOVE); return; } setAmount(20); // Added in 2.0 // Set the targetname to health by default SetTargetName("health"); PostEvent(EV_Health_PostSpawn, EV_POSTSPAWN); } void Health::PickupHealth(Event *ev) { Player *player; Entity *other; other = ev->GetEntity(1); if (!other || !other->IsSubclassOfPlayer()) { return; } player = (Player *)other; if (player->health >= player->max_health) { return; } if (!ItemPickup(other, qfalse)) { return; } if (g_healrate->value && other->IsSubclassOfPlayer()) { if (player->m_fHealRate + player->health >= player->max_health) { // will be healing to 100% return; } player->m_fHealRate += amount / 100.0 * player->max_health; if (player->m_fHealRate + player->health > player->max_health) { // make sure to not overflow player->m_fHealRate = player->max_health - player->health + 0.1f; } } else { player->health += amount / 100.0 * player->max_health; if (player->health > player->max_health) { player->health = player->max_health; } } gi.SendServerCommand( player->edict - g_entities, "print \"" HUD_MESSAGE_YELLOW "%s \"", gi.LV_ConvertString(va("Recovered %d Health", amount)) ); } void Health::EventPostSpawn(Event *ev) { setMoveType(MOVETYPE_TOSS); if (edict->tiki) { vec3_t mins, maxs; gi.TIKI_CalculateBounds(edict->tiki, edict->s.scale, mins, maxs); setSize(mins, maxs); link(); } droptofloor(256); } void Health::CompressHealthQueue() { int i, j; for (i = 0; i < MAX_HEALTH_QUEUE; i++) { if (!mHealthQueue[i]) { for (j = i + 1; j < MAX_HEALTH_QUEUE; j++) { if (mHealthQueue[j]) { mHealthQueue[i] = mHealthQueue[j]; break; } } } } } void Health::AddToHealthQueue() { CompressHealthQueue(); if (mHealthQueue[MAX_HEALTH_QUEUE - 1]) { mHealthQueue[MAX_HEALTH_QUEUE - 1]->Delete(); mHealthQueue[0] = NULL; CompressHealthQueue(); } mHealthQueue[MAX_HEALTH_QUEUE - 1] = this; CompressHealthQueue(); } void Health::ResetHealthQueue() {} void Health::ArchiveStatic(Archiver& arc) { int i; for (i = 0; i < MAX_HEALTH_QUEUE; i++) { arc.ArchiveSafePointer(&mHealthQueue[i]); } } void Health::DoRemoveProcess() { if (g_gametype->integer != GT_SINGLE_PLAYER) { DoRemoveProcess(); } else { AddToHealthQueue(); } }