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343 lines
7.6 KiB
343 lines
7.6 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "weapons.h" |
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#include "player.h" |
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#include "skill.h" |
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#include "items.h" |
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#include "gamerules.h" |
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#define SF_BUTTON_DONTMOVE 1 |
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#define SF_ROTBUTTON_NOTSOLID 1 |
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#define SF_BUTTON_TOGGLE 32 // button stays pushed until reactivated |
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#define SF_BUTTON_SPARK_IF_OFF 64 // button sparks in OFF state |
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#define SF_BUTTON_TOUCH_ONLY 256 // button only fires as a result of USE key. |
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//========================================================= |
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// Nuclear bomb |
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//========================================================= |
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#define NUKE_CLASSNAME_BUTTON "item_nuclearbomb_button" |
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#define NUKE_CLASSNAME_TIMER "item_nuclearbomb_timer" |
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#define NUKE_MODEL_BUTTON "models/nuke_button.mdl" |
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#define NUKE_MODEL_CASE "models/nuke_case.mdl" |
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#define NUKE_MODEL_TIMER "models/nuke_timer.mdl" |
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#define NUKE_MIN_HEAR_DIST 192 |
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//---------------------------------------------- |
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// Nuke button |
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//---------------------------------------------- |
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class CNukeButton : public CBaseAnimating |
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{ |
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public: |
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void Spawn(void); |
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void Precache(void); |
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}; |
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LINK_ENTITY_TO_CLASS(item_nuclearbomb_button, CNukeButton); |
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void CNukeButton::Spawn(void) |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/nuke_button.mdl"); |
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UTIL_SetOrigin(pev, pev->origin); |
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); |
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} |
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void CNukeButton::Precache(void) |
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{ |
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PRECACHE_MODEL("models/nuke_button.mdl"); |
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} |
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//---------------------------------------------- |
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// Nuke timer |
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//---------------------------------------------- |
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class CNukeTimer : public CBaseAnimating |
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{ |
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public: |
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void Spawn(void); |
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void Precache(void); |
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}; |
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LINK_ENTITY_TO_CLASS(item_nuclearbomb_timer, CNukeTimer); |
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void CNukeTimer::Spawn(void) |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/nuke_timer.mdl"); |
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UTIL_SetOrigin(pev, pev->origin); |
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); |
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} |
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void CNukeTimer::Precache(void) |
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{ |
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PRECACHE_MODEL("models/nuke_timer.mdl"); |
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} |
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//---------------------------------------------- |
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// Nuke case |
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//---------------------------------------------- |
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class CNukeCase : public CBaseButton |
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{ |
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public: |
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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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void KeyValue(KeyValueData *pkvd); |
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void Spawn(void); |
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void Precache(void); |
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void EXPORT StartupThink(void); |
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void EXPORT CaseThink(void); |
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void ButtonActivate(); |
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int m_initialstate; |
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float m_flWait; |
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float m_flNextTickTime; |
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BOOL m_fCaseOn; |
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EHANDLE m_hNukeButton; |
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EHANDLE m_hNukeTimer; |
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void TurnOn(void); |
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void TurnOff(void); |
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}; |
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LINK_ENTITY_TO_CLASS(item_nuclearbomb, CNukeCase); |
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TYPEDESCRIPTION CNukeCase::m_SaveData[] = |
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{ |
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DEFINE_FIELD(CNukeCase, m_initialstate, FIELD_INTEGER), |
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DEFINE_FIELD(CNukeCase, m_flWait, FIELD_FLOAT), |
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DEFINE_FIELD(CNukeCase, m_hNukeButton, FIELD_EHANDLE), |
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DEFINE_FIELD(CNukeCase, m_hNukeTimer, FIELD_EHANDLE), |
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DEFINE_FIELD(CNukeCase, m_flNextTickTime, FIELD_TIME), |
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DEFINE_FIELD(CNukeCase, m_fCaseOn, FIELD_BOOLEAN), |
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}; |
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IMPLEMENT_SAVERESTORE(CNukeCase, CBaseButton); |
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void CNukeCase::KeyValue(KeyValueData* pkvd) |
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{ |
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if (FStrEq(pkvd->szKeyName, "initialstate")) |
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{ |
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m_initialstate = atoi(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "wait")) |
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{ |
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m_flWait = atof(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseEntity::KeyValue(pkvd); |
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} |
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void CNukeCase::Spawn(void) |
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{ |
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// |
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// Remove touch button flag, so that it will correctly set |
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// the default "ButtonUse" function pointer in the |
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// CBaseButton::Spawn function. |
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// |
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pev->spawnflags &= ~SF_BUTTON_TOUCH_ONLY; |
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// Set toggle spawn flag, to prevent the button |
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// from returning. |
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pev->spawnflags |= SF_BUTTON_TOGGLE; |
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// Make the button stay on place. |
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m_flWait = -1; |
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// |
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// Set model name right now so that it will be precached |
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// from the CBaseButton::Precache and set from |
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// the CBaseButton::Spawn function. |
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// |
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pev->model = ALLOC_STRING(NUKE_MODEL_CASE); |
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// Call CBaseButton (baseclass) spawn function. |
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CBaseButton::Spawn(); |
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pev->movetype = MOVETYPE_FLY; |
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pev->solid = SOLID_BBOX; |
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UTIL_SetOrigin( pev, pev->origin ); |
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UTIL_SetSize( pev, Vector(-16, -16, 0), Vector(16, 16, 36) ); |
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// Change button sound. |
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pev->noise = ALLOC_STRING("buttons/button4.wav"); |
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// Setup next tick time (to play tick sound). |
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m_flNextTickTime = gpGlobals->time; |
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m_hNukeButton.Set(NULL); |
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m_hNukeTimer.Set(NULL); |
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// Adjust angles. In level editor, the case is 90 degrees in |
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// counter clockwise (relative to PI). |
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pev->angles.y = -90; |
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SetThink(&CNukeCase::StartupThink); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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} |
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void CNukeCase::Precache(void) |
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{ |
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CBaseButton::Precache(); |
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PRECACHE_MODEL((char*)STRING(pev->model)); |
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PRECACHE_SOUND( "common/nuke_ticking.wav" ); |
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UTIL_PrecacheOther( NUKE_CLASSNAME_BUTTON ); |
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UTIL_PrecacheOther( NUKE_CLASSNAME_TIMER ); |
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} |
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void CNukeCase::StartupThink(void) |
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{ |
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pev->nextthink = gpGlobals->time + 0.1f; |
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CBaseEntity* pPart = NULL; |
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pPart = CBaseEntity::Create(NUKE_CLASSNAME_BUTTON, pev->origin, pev->angles); |
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if (pPart) |
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{ |
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m_hNukeButton = pPart; |
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// Adjust angles. In level editor, the case is 90 degrees in |
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// counter clockwise (relative to PI). |
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m_hNukeButton->pev->angles.y = -90; |
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} |
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else |
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{ |
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ALERT(at_aiconsole, "ERROR: Failed to create entity with classname %s.\n", NUKE_CLASSNAME_BUTTON); |
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} |
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pPart = CBaseEntity::Create(NUKE_CLASSNAME_TIMER, pev->origin, pev->angles); |
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if (pPart) |
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{ |
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m_hNukeTimer = pPart; |
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// Adjust angles. In level editor, the case is 90 degrees in |
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// counter clockwise (relative to PI). |
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m_hNukeTimer->pev->angles.y = -90; |
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} |
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else |
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{ |
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ALERT(at_aiconsole, "ERROR: Failed to create entity with classname %s.\n", NUKE_CLASSNAME_TIMER); |
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} |
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TurnOn(); |
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SetThink(&CNukeCase::CaseThink); |
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} |
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void CNukeCase::CaseThink(void) |
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{ |
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if (m_fCaseOn) |
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{ |
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if (m_flNextTickTime < gpGlobals->time) |
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{ |
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if ( m_hNukeTimer ) |
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m_hNukeTimer->pev->skin = ((m_hNukeTimer->pev->skin + 1) % 3); |
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CBaseEntity* pPlayer = UTIL_PlayerByIndex( 1 ); |
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ASSERT( pPlayer != NULL ); |
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float volume = 0.0f; |
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float flDist = (pPlayer->pev->origin - pev->origin).Length(); |
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if (flDist <= NUKE_MIN_HEAR_DIST) |
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{ |
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volume = 1.0f - (flDist / (float)NUKE_MIN_HEAR_DIST); |
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ALERT(at_console, "Nuclearbomb volume: %f.\n", volume); |
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} |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "common/nuke_ticking.wav", volume, ATTN_NONE); |
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m_flNextTickTime = gpGlobals->time + 0.05f; |
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} |
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} |
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pev->nextthink = gpGlobals->time + 0.1f; |
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} |
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void CNukeCase::TurnOn(void) |
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{ |
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if (m_hNukeButton) |
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m_hNukeButton->pev->skin = 1; |
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if (m_hNukeTimer) |
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m_hNukeTimer->pev->skin = 0; |
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m_toggle_state = TS_AT_BOTTOM; |
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m_flNextTickTime = gpGlobals->time; |
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m_fCaseOn = TRUE; |
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} |
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void CNukeCase::TurnOff(void) |
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{ |
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if (m_hNukeButton) |
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m_hNukeButton->pev->skin = 0; |
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if (m_hNukeTimer) |
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m_hNukeTimer->pev->skin = 3; |
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m_toggle_state = TS_AT_TOP; |
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m_flNextTickTime = 0.0f; |
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m_fCaseOn = FALSE; |
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STOP_SOUND(ENT(pev), CHAN_ITEM, "common/nuke_ticking.wav"); |
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} |
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// |
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// Starts the button moving "in/up". |
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// |
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void CNukeCase::ButtonActivate(void) |
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{ |
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ASSERT(m_toggle_state == TS_AT_BOTTOM); |
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m_toggle_state = TS_AT_TOP; |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM); |
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TurnOff(); |
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SUB_UseTargets(m_hActivator, USE_TOGGLE, TS_AT_TOP); |
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SetThink( NULL ); |
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SetUse( NULL ); |
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}
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