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278 lines
6.7 KiB
278 lines
6.7 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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/* |
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===== h_battery.cpp ======================================================== |
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battery-related code |
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*/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "saverestore.h" |
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#include "skill.h" |
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#include "gamerules.h" |
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class CRecharge : public CBaseToggle |
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{ |
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public: |
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void Spawn(); |
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void Precache( void ); |
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void EXPORT Off(void); |
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void EXPORT Recharge(void); |
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void KeyValue( KeyValueData *pkvd ); |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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virtual int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; } |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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float m_flNextCharge; |
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int m_iReactivate; // DeathMatch Delay until reactvated |
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int m_iJuice; |
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int m_iOn; // 0 = off, 1 = startup, 2 = going |
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float m_flSoundTime; |
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}; |
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TYPEDESCRIPTION CRecharge::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CRecharge, m_flNextCharge, FIELD_TIME ), |
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DEFINE_FIELD( CRecharge, m_iReactivate, FIELD_INTEGER ), |
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DEFINE_FIELD( CRecharge, m_iJuice, FIELD_INTEGER ), |
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DEFINE_FIELD( CRecharge, m_iOn, FIELD_INTEGER ), |
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DEFINE_FIELD( CRecharge, m_flSoundTime, FIELD_TIME ), |
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}; |
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IMPLEMENT_SAVERESTORE( CRecharge, CBaseEntity ) |
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LINK_ENTITY_TO_CLASS( func_recharge, CRecharge ) |
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void CRecharge::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "style" ) || |
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FStrEq( pkvd->szKeyName, "height" ) || |
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FStrEq( pkvd->szKeyName, "value1" ) || |
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FStrEq( pkvd->szKeyName, "value2" ) || |
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FStrEq( pkvd->szKeyName, "value3" ) ) |
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{ |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "dmdelay" ) ) |
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{ |
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m_iReactivate = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseToggle::KeyValue( pkvd ); |
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} |
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void CRecharge::Spawn() |
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{ |
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Precache(); |
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pev->solid = SOLID_BSP; |
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pev->movetype = MOVETYPE_PUSH; |
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UTIL_SetOrigin( pev, pev->origin ); // set size and link into world |
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UTIL_SetSize( pev, pev->mins, pev->maxs ); |
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SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
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m_iJuice = (int)gSkillData.suitchargerCapacity; |
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pev->frame = 0; |
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} |
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void CRecharge::Precache() |
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{ |
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PRECACHE_SOUND( "items/suitcharge1.wav" ); |
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PRECACHE_SOUND( "items/suitchargeno1.wav" ); |
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PRECACHE_SOUND( "items/suitchargeok1.wav" ); |
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} |
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void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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// if it's not a player, ignore |
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if( !FClassnameIs( pActivator->pev, "player" ) ) |
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return; |
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// if there is no juice left, turn it off |
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if( m_iJuice <= 0 ) |
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{ |
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pev->frame = 1; |
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Off(); |
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} |
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// if the player doesn't have the suit, or there is no juice left, make the deny noise |
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if( ( m_iJuice <= 0 ) || ( !( pActivator->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) ) |
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{ |
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if( m_flSoundTime <= gpGlobals->time ) |
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{ |
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m_flSoundTime = gpGlobals->time + 0.62; |
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM ); |
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} |
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return; |
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} |
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pev->nextthink = pev->ltime + 0.25; |
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SetThink( &CRecharge::Off ); |
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// Time to recharge yet? |
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if( m_flNextCharge >= gpGlobals->time ) |
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return; |
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// Make sure that we have a caller |
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if( !pActivator ) |
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return; |
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m_hActivator = pActivator; |
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//only recharge the player |
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if( !m_hActivator->IsPlayer() ) |
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return; |
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// Play the on sound or the looping charging sound |
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if( !m_iOn ) |
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{ |
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m_iOn++; |
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM ); |
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m_flSoundTime = 0.56 + gpGlobals->time; |
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} |
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if( ( m_iOn == 1 ) && ( m_flSoundTime <= gpGlobals->time ) ) |
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{ |
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m_iOn++; |
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EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM ); |
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} |
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// charge the player |
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if( m_hActivator->pev->armorvalue < 100 ) |
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{ |
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m_iJuice--; |
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m_hActivator->pev->armorvalue += 1; |
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if( m_hActivator->pev->armorvalue > 100 ) |
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m_hActivator->pev->armorvalue = 100; |
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} |
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// govern the rate of charge |
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m_flNextCharge = gpGlobals->time + 0.1; |
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} |
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void CRecharge::Recharge( void ) |
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{ |
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m_iJuice = (int)gSkillData.suitchargerCapacity; |
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pev->frame = 0; |
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SetThink( &CBaseEntity::SUB_DoNothing ); |
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} |
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void CRecharge::Off( void ) |
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{ |
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// Stop looping sound. |
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if( m_iOn > 1 ) |
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STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav" ); |
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m_iOn = 0; |
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if( ( !m_iJuice ) && ( ( m_iReactivate = (int)g_pGameRules->FlHEVChargerRechargeTime() ) > 0 ) ) |
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{ |
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pev->nextthink = pev->ltime + m_iReactivate; |
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SetThink( &CRecharge::Recharge ); |
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} |
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else |
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SetThink( &CBaseEntity::SUB_DoNothing ); |
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} |
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class CMegaCharge: public CRecharge |
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{ |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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// if it's not a player, ignore |
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if (!FClassnameIs(pActivator->pev, "player")) |
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return; |
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// if there is no juice left, turn it off |
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if (m_iJuice <= 0) |
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{ |
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pev->frame = 1; |
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Off(); |
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} |
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// if the player doesn't have the suit, or there is no juice left, make the deny noise |
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if ((m_iJuice <= 0) || (!(pActivator->pev->weapons & (1<<WEAPON_SUIT)))) |
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{ |
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if (m_flSoundTime <= gpGlobals->time) |
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{ |
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m_flSoundTime = gpGlobals->time + 0.62; |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM ); |
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} |
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return; |
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} |
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pev->nextthink = pev->ltime + 0.25; |
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SetThink( &CRecharge::Off); |
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// Time to recharge yet? |
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if (m_flNextCharge >= gpGlobals->time) |
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return; |
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// Make sure that we have a caller |
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if (!pActivator) |
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return; |
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m_hActivator = pActivator; |
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//only recharge the player |
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if (!m_hActivator->IsPlayer() ) |
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return; |
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// Play the on sound or the looping charging sound |
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if (!m_iOn) |
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{ |
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m_iOn++; |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM ); |
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m_flSoundTime = 0.56 + gpGlobals->time; |
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} |
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if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->time)) |
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{ |
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m_iOn++; |
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EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM ); |
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} |
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// charge the player |
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if( m_hActivator->pev->health < 100 ) |
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{ |
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m_hActivator->pev->health += 50; |
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if (m_hActivator->pev->health > 100) |
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m_hActivator->pev->health = 100; |
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m_iJuice -= 5; |
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} |
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else if (m_hActivator->pev->armorvalue < 200) |
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{ |
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m_iJuice -= 5; |
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m_hActivator->pev->armorvalue += 50; |
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if (m_hActivator->pev->armorvalue > 200) |
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m_hActivator->pev->armorvalue = 200; |
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} |
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// govern the rate of charge |
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m_flNextCharge = gpGlobals->time + 0.1; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(func_megacharge, CMegaCharge);
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