Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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"
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 );
virtual STATE GetState( void );
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, CBaseEntity )
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(this, 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;
//LRC
if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "a");
else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "z");
}
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 )
{
// if it's not a player, ignore
if( !FClassnameIs( pActivator->pev, "player" ) )
return;
// if there is no juice left, turn it off
if( m_iJuice <= 0 )
{
pev->frame = 1;
//LRC
if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "z");
else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "a");
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 + 0.62;
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM );
}
return;
}
SetNextThink( 0.25 );
SetThink( &CRecharge::Off );
// Time to recharge yet?
if( m_flNextCharge >= gpGlobals->time )
return;
// Make sure that we have a caller
if( !pActivator )
return;
m_hActivator = pActivator;
//only recharge the player
if( !m_hActivator->IsPlayer() )
return;
// 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 = 0.56 + 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 )
{
m_iJuice--;
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 + 0.1;
}
void CRecharge::Recharge( void )
{
m_iJuice = (int)gSkillData.suitchargerCapacity;
pev->frame = 0;
//LRC
if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "a");
else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "z");
SetThink(&CRecharge:: 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 ) )
{
SetNextThink( m_iReactivate );
SetThink( &CRecharge::Recharge );
}
else
SetThink(&CRecharge:: SUB_DoNothing );
}
STATE CRecharge::GetState( void )
{
if (m_iOn == 2)
return STATE_IN_USE;
else if (m_iJuice)
return STATE_ON;
else
return STATE_OFF;
}