/*** * * Copyright (c) 1996-2002, 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. * ****/ /* ===== h_battery.cpp ======================================================== battery-related code */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "saverestore.h" #include "skill.h" #include "gamerules.h" #include "weapons.h" #include "game.h" // modif de Julien #include "weapons.h" #include "player.h" class CRecharge : 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 CRecharge::m_SaveData[] = { DEFINE_FIELD( CRecharge, m_flNextCharge, FIELD_TIME ), DEFINE_FIELD( CRecharge, m_iReactivate, FIELD_INTEGER ), DEFINE_FIELD( CRecharge, m_iJuice, FIELD_INTEGER ), DEFINE_FIELD( CRecharge, m_iOn, FIELD_INTEGER ), DEFINE_FIELD( CRecharge, m_flSoundTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CRecharge, CBaseToggle ) LINK_ENTITY_TO_CLASS( func_recharge, CRecharge ) void CRecharge::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 CRecharge::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 = (int)gSkillData.suitchargerCapacity; pev->frame = 0; } void CRecharge::Precache() { PRECACHE_SOUND( "items/suitcharge1.wav" ); PRECACHE_SOUND( "items/suitchargeno1.wav" ); PRECACHE_SOUND( "items/suitchargeok1.wav" ); } void CRecharge::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 ) ) ) || ( ( chargerfix.value ) && ( pActivator->pev->armorvalue == MAX_NORMAL_BATTERY ) ) ) { if( m_flSoundTime <= gpGlobals->time ) { m_flSoundTime = gpGlobals->time + 0.62f; EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM ); } return; } pev->nextthink = pev->ltime + 0.25f; SetThink( &CRecharge::Off ); // Time to recharge yet? if( m_flNextCharge >= gpGlobals->time ) return; m_hActivator = pActivator; // Play the on sound or the looping charging sound if( !m_iOn ) { m_iOn++; EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM ); m_flSoundTime = 0.56f + gpGlobals->time; } if( ( m_iOn == 1 ) && ( m_flSoundTime <= gpGlobals->time ) ) { m_iOn++; EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM ); } // charge the player //if( m_hActivator->pev->armorvalue < 100 ) if (m_hActivator->pev->armorvalue < MAX_NORMAL_BATTERY/*100*/ ) { m_iJuice--; // m_hActivator->pev->armorvalue += 1; //modif de Julien // if( m_hActivator->pev->armorvalue > 100 ) // m_hActivator->pev->armorvalue = 100; //modif de Julien if ( m_hActivator->IsPlayer() ) { CBasePlayer *pPlay = (CBasePlayer*)(CBaseEntity*)m_hActivator; pPlay->SetArmor ( 1 ); /* m_hActivator->pev->armorvalue += 1; if (m_hActivator->pev->armorvalue > 100) m_hActivator->pev->armorvalue = 100; */ } } // govern the rate of charge m_flNextCharge = gpGlobals->time + 0.1f; } void CRecharge::Recharge( void ) { m_iJuice = (int)gSkillData.suitchargerCapacity; pev->frame = 0; SetThink( &CBaseEntity::SUB_DoNothing ); } void CRecharge::Off( void ) { // Stop looping sound. if( m_iOn > 1 ) STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav" ); m_iOn = 0; if( ( !m_iJuice ) && ( ( m_iReactivate = (int)g_pGameRules->FlHEVChargerRechargeTime() ) > 0 ) ) { pev->nextthink = pev->ltime + m_iReactivate; SetThink( &CRecharge::Recharge ); } else SetThink( &CBaseEntity::SUB_DoNothing ); }