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 "effects.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, 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( 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 )
{
// 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;
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 ) ) ) )
{
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;
}
pev->nextthink = pev->ltime + 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;
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 );
}
//-------------------------------------------------------------
// Wall mounted health kit (PS2 && Decay)
//-------------------------------------------------------------
class CRechargeGlassDecay : public CBaseAnimating
{
public:
void Spawn();
};
void CRechargeGlassDecay::Spawn()
{
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_FLY;
SET_MODEL(ENT(pev), "models/hev_glass.mdl");
pev->renderamt = 150;
pev->rendermode = kRenderTransTexture;
}
class CRechargeDecay : public CBaseAnimating
{
public:
void Spawn();
void Precache(void);
void EXPORT SearchForPlayer();
void EXPORT Off( void );
void EXPORT Recharge( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return ( CBaseAnimating::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; }
void TurnChargeToPlayer(const Vector player);
void SetChargeState(int state);
void SetChargeController(float yaw);
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
enum {
Still,
Deploy,
Idle,
GiveShot,
Healing,
RetractShot,
RetractArm,
Inactive
};
float m_flNextCharge;
int m_iJuice;
int m_iState;
float m_flSoundTime;
CRechargeGlassDecay* m_glass;
BOOL m_playingChargeSound;
CBeam* m_beam;
protected:
void SetMySequence(const char* sequence);
void CreateBeam();
};
TYPEDESCRIPTION CRechargeDecay::m_SaveData[] =
{
DEFINE_FIELD( CRechargeDecay, m_flNextCharge, FIELD_TIME ),
DEFINE_FIELD( CRechargeDecay, m_iJuice, FIELD_INTEGER ),
DEFINE_FIELD( CRechargeDecay, m_iState, FIELD_INTEGER ),
DEFINE_FIELD( CRechargeDecay, m_flSoundTime, FIELD_TIME ),
DEFINE_FIELD( CRechargeDecay, m_glass, FIELD_CLASSPTR),
DEFINE_FIELD( CRechargeDecay, m_beam, FIELD_CLASSPTR),
DEFINE_FIELD( CRechargeDecay, m_playingChargeSound, FIELD_BOOLEAN),
};
IMPLEMENT_SAVERESTORE( CRechargeDecay, CBaseAnimating )
void CRechargeDecay::Spawn()
{
Precache();
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_FLY;
SET_MODEL(ENT(pev), "models/hev.mdl");
UTIL_SetSize(pev, Vector(-12, -16, 0), Vector(12, 16, 48));
UTIL_SetOrigin(pev, pev->origin);
m_iJuice = gSkillData.suitchargerCapacity;
pev->skin = 0;
m_glass = GetClassPtr( (CRechargeGlassDecay *)NULL );
m_glass->Spawn();
UTIL_SetOrigin( m_glass->pev, pev->origin );
m_glass->pev->owner = ENT( pev );
m_glass->pev->angles = pev->angles;
InitBoneControllers();
SetBoneController(1, 360);
CreateBeam();
if (m_iJuice > 0)
{
m_iState = Still;
SetThink(&CRechargeDecay::SearchForPlayer);
pev->nextthink = gpGlobals->time + 0.1;
}
else
{
m_iState = Inactive;
}
}
LINK_ENTITY_TO_CLASS(item_recharge, CRechargeDecay)
void CRechargeDecay::Precache(void)
{
PRECACHE_MODEL("models/hev.mdl");
PRECACHE_MODEL("models/hev_glass.mdl");
PRECACHE_SOUND( "items/suitcharge1.wav" );
PRECACHE_SOUND( "items/suitchargeno1.wav" );
PRECACHE_SOUND( "items/suitchargeok1.wav" );
PRECACHE_MODEL( "sprites/lgtning.spr" );
}
void CRechargeDecay::SearchForPlayer()
{
CBaseEntity* pEntity = 0;
float delay = 0.05;
UTIL_MakeVectors( pev->angles );
while((pEntity = UTIL_FindEntityInSphere(pEntity, Center(), 64)) != 0) { // this must be in sync with PLAYER_SEARCH_RADIUS from player.cpp
if (pEntity->IsPlayer()) {
if (DotProduct(pEntity->pev->origin - pev->origin, gpGlobals->v_forward) < 0) {
continue;
}
TurnChargeToPlayer(pEntity->pev->origin);
switch (m_iState) {
case RetractShot:
SetChargeState(Idle);
break;
case RetractArm:
SetChargeState(Deploy);
break;
case Still:
SetChargeState(Deploy);
delay = 0.1;
break;
case Deploy:
SetChargeState(Idle);
break;
case Idle:
break;
default:
break;
}
}
break;
}
if (!pEntity || !pEntity->IsPlayer()) {
switch (m_iState) {
case Deploy:
case Idle:
case RetractShot:
SetChargeState(RetractArm);
delay = 0.2;
break;
case RetractArm:
SetChargeState(Still);
break;
case Still:
break;
default:
break;
}
}
pev->nextthink = gpGlobals->time + delay;
}
void CRechargeDecay::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 (m_iState != Idle && m_iState != GiveShot && m_iState != Healing && m_iState != Inactive)
return;
// if there is no juice left, turn it off
if( (m_iState == Healing || m_iState == GiveShot) && m_iJuice <= 0 )
{
pev->skin = 1;
SetThink(&CRechargeDecay::Off);
pev->nextthink = gpGlobals->time;
}
// 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 ) ) ) )
{
if( m_flSoundTime <= gpGlobals->time )
{
m_flSoundTime = gpGlobals->time + 0.62;
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeno1.wav", 1.0, ATTN_NORM );
}
return;
}
SetThink(&CRechargeDecay::Off);
pev->nextthink = gpGlobals->time + 0.25;
// Time to recharge yet?
if( m_flNextCharge >= gpGlobals->time )
return;
TurnChargeToPlayer(pActivator->pev->origin);
switch (m_iState) {
case Idle:
m_flSoundTime = 0.56 + gpGlobals->time;
SetChargeState(GiveShot);
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeok1.wav", 1.0, ATTN_NORM );
break;
case GiveShot:
SetChargeState(Healing);
break;
case Healing:
if (!m_playingChargeSound && m_flSoundTime <= gpGlobals->time)
{
m_playingChargeSound = TRUE;
EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav", 1.0, ATTN_NORM );
}
// We need to keep playing animation even though it's 1 frame only for controllers smoothing
SetChargeState(Healing);
break;
default:
ALERT(at_console, "Unexpected recharger state on use: %d\n", m_iState);
break;
}
// charge the player
if( pActivator->pev->armorvalue < 100 )
{
m_iJuice--;
pActivator->pev->armorvalue += 1;
const float boneControllerValue = (m_iJuice / gSkillData.suitchargerCapacity) * 360;
SetBoneController(1, 360 - boneControllerValue);
SetBoneController(2, boneControllerValue);
if( pActivator->pev->armorvalue > 100 )
pActivator->pev->armorvalue = 100;
}
// govern the rate of charge
m_flNextCharge = gpGlobals->time + 0.1;
}
void CRechargeDecay::Recharge( void )
{
// /EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitcharge1.wav", 1.0, ATTN_NORM );
m_iJuice = gSkillData.healthchargerCapacity;
SetBoneController(1, 360);
SetBoneController(2, 0);
if (m_beam)
m_beam->SetBrightness( 225 );
pev->skin = 0;
SetChargeState(Still);
SetThink( &CRechargeDecay::SearchForPlayer );
pev->nextthink = gpGlobals->time;
}
void CRechargeDecay::Off( void )
{
switch (m_iState) {
case GiveShot:
case Healing:
if (m_playingChargeSound) {
STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav" );
m_playingChargeSound = FALSE;
}
SetChargeState(RetractShot);
pev->nextthink = gpGlobals->time + 0.1;
break;
case RetractShot:
if (m_iJuice > 0) {
SetChargeState(Idle);
SetThink( &CRechargeDecay::SearchForPlayer );
pev->nextthink = gpGlobals->time;
} else {
SetChargeState(RetractArm);
pev->nextthink = gpGlobals->time + 0.2;
}
break;
case RetractArm:
{
if( ( m_iJuice <= 0 ) )
{
if (m_beam)
m_beam->SetBrightness(0);
SetChargeState(Inactive);
const float rechargeTime = g_pGameRules->FlHEVChargerRechargeTime();
if (rechargeTime > 0 ) {
pev->nextthink = gpGlobals->time + rechargeTime;
SetThink( &CRechargeDecay::Recharge );
}
}
break;
}
default:
break;
}
}
void CRechargeDecay::SetMySequence(const char *sequence)
{
pev->sequence = LookupSequence( sequence );
if (pev->sequence == -1) {
ALERT(at_error, "unknown sequence: %s\n", sequence);
pev->sequence = 0;
}
pev->frame = 0;
ResetSequenceInfo( );
}
void CRechargeDecay::SetChargeState(int state)
{
m_iState = state;
if (state == RetractArm)
SetChargeController(0);
switch (state) {
case Still:
SetMySequence("rest");
break;
case Deploy:
SetMySequence("deploy");
break;
case Idle:
SetMySequence("prep_charge");
break;
case GiveShot:
SetMySequence("give_charge");
break;
case Healing:
SetMySequence("charge_idle");
break;
case RetractShot:
SetMySequence("retract_charge");
break;
case RetractArm:
SetMySequence("retract_arm");
break;
case Inactive:
SetMySequence("rest");
default:
break;
}
}
void CRechargeDecay::TurnChargeToPlayer(const Vector player)
{
float yaw = UTIL_VecToYaw( player - pev->origin ) - pev->angles.y;
if( yaw > 180 )
yaw -= 360;
if( yaw < -180 )
yaw += 360;
SetChargeController( yaw );
}
void CRechargeDecay::SetChargeController(float yaw)
{
SetBoneController(3, yaw);
}
void CRechargeDecay::CreateBeam()
{
CBeam* beam = CBeam::BeamCreate( "sprites/lgtning.spr", 5 );
if( !beam )
return;
beam->EntsInit(entindex(), entindex());
beam->SetStartAttachment(3);
beam->SetEndAttachment(4);
beam->SetColor( 0, 225, 0 );
beam->SetBrightness( 225 );
beam->SetNoise( 10 );
beam->RelinkBeam();
m_beam = beam;
}