//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// /* ===== h_battery.cpp ======================================================== battery-related code */ #include "cbase.h" #include "gamerules.h" #include "player.h" #include "engine/IEngineSound.h" #include "in_buttons.h" ConVar sk_suitcharger( "sk_suitcharger","0" ); #define HL1_MAX_ARMOR 100 class CRecharge : public CBaseToggle { public: DECLARE_CLASS( CRecharge, CBaseToggle ); void Spawn( ); virtual void Precache(); bool CreateVPhysics(); void Off(void); void Recharge(void); bool KeyValue( const char *szKeyName, const char *szValue ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | m_iCaps ); } DECLARE_DATADESC(); 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; int m_iCaps; COutputFloat m_OutRemainingCharge; }; BEGIN_DATADESC( CRecharge ) DEFINE_FIELD( m_flNextCharge, FIELD_TIME ), DEFINE_FIELD( m_iReactivate, FIELD_INTEGER), DEFINE_FIELD( m_iJuice, FIELD_INTEGER), DEFINE_FIELD( m_iOn, FIELD_INTEGER), DEFINE_FIELD( m_flSoundTime, FIELD_TIME ), DEFINE_FIELD( m_iCaps, FIELD_INTEGER ), // Function Pointers DEFINE_FUNCTION( Off ), DEFINE_FUNCTION( Recharge ), DEFINE_OUTPUT(m_OutRemainingCharge, "OutRemainingCharge"), END_DATADESC() LINK_ENTITY_TO_CLASS(func_recharge, CRecharge); bool CRecharge::KeyValue( const char *szKeyName, const char *szValue ) { if ( FStrEq(szKeyName, "style") || FStrEq(szKeyName, "height") || FStrEq(szKeyName, "value1") || FStrEq(szKeyName, "value2") || FStrEq(szKeyName, "value3")) { } else if (FStrEq(szKeyName, "dmdelay")) { m_iReactivate = atoi(szValue); } else return BaseClass::KeyValue( szKeyName, szValue ); return true; } void CRecharge::Spawn() { Precache( ); SetSolid( SOLID_BSP ); SetMoveType( MOVETYPE_PUSH ); SetModel( STRING( GetModelName() ) ); m_iJuice = sk_suitcharger.GetFloat(); SetTextureFrameIndex( 0 ); m_iCaps = FCAP_CONTINUOUS_USE; CreateVPhysics(); } void CRecharge::Precache() { BaseClass::Precache(); PrecacheScriptSound( "SuitRecharge.Deny" ); PrecacheScriptSound( "SuitRecharge.Start" ); PrecacheScriptSound( "SuitRecharge.ChargingLoop" ); } bool CRecharge::CreateVPhysics() { VPhysicsInitStatic(); return true; } 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; CBasePlayer *pPlayer = dynamic_cast( pActivator ); if ( pPlayer == NULL ) return; // Reset to a state of continuous use. m_iCaps = FCAP_CONTINUOUS_USE; // if there is no juice left, turn it off if (m_iJuice <= 0) { SetTextureFrameIndex( 1 ); Off(); } // if the player doesn't have the suit, or there is no juice left, make the deny noise if ( m_iJuice <= 0 ) { if (m_flSoundTime <= gpGlobals->curtime) { m_flSoundTime = gpGlobals->curtime + 0.62; EmitSound( "SuitRecharge.Deny" ); } return; } // If we're over our limit, debounce our keys if ( pPlayer->ArmorValue() >= HL1_MAX_ARMOR) { // Make the user re-use me to get started drawing health. pPlayer->m_afButtonPressed &= ~IN_USE; m_iCaps = FCAP_IMPULSE_USE; EmitSound( "SuitRecharge.Deny" ); return; } SetNextThink( gpGlobals->curtime + 0.25 ); SetThink(&CRecharge::Off); // Time to recharge yet? if (m_flNextCharge >= gpGlobals->curtime) return; m_hActivator = pActivator; // Play the on sound or the looping charging sound if (!m_iOn) { m_iOn++; EmitSound( "SuitRecharge.Start" ); m_flSoundTime = 0.56 + gpGlobals->curtime; } if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime)) { m_iOn++; CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" ); filter.MakeReliable(); EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" ); } CBasePlayer *pl = (CBasePlayer *) m_hActivator.Get(); // charge the player if (pl->ArmorValue() < HL1_MAX_ARMOR) { m_iJuice--; pl->IncrementArmorValue( 1, HL1_MAX_ARMOR ); } // Send the output. float flRemaining = m_iJuice / sk_suitcharger.GetFloat(); m_OutRemainingCharge.Set(flRemaining, pActivator, this); // govern the rate of charge m_flNextCharge = gpGlobals->curtime + 0.1; } void CRecharge::Recharge(void) { m_iJuice = sk_suitcharger.GetFloat(); SetTextureFrameIndex( 0 ); SetThink( &CBaseEntity::SUB_DoNothing ); } void CRecharge::Off(void) { // Stop looping sound. if (m_iOn > 1) { StopSound( "SuitRecharge.ChargingLoop" ); } m_iOn = 0; if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime() ) > 0) ) { SetNextThink( gpGlobals->curtime + m_iReactivate ); SetThink(&CRecharge::Recharge); } else SetThink( NULL ); }