//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Spawn and use functions for editor-placed triggers. // //=============================================================================// #include "cbase.h" #include "triggers.h" #include "soundenvelope.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar sk_max_super_armor( "sk_max_super_armor","500"); #define MAX_SUPER_ARMOR sk_max_super_armor.GetInt() //----------------------------------------------------------------------------- // Trigger that bestows super armor //----------------------------------------------------------------------------- class CTriggerSuperArmor : public CTriggerMultiple { DECLARE_CLASS( CTriggerSuperArmor, CTriggerMultiple ); DECLARE_DATADESC(); public: virtual void StartTouch( CBaseEntity *pOther ); virtual void EndTouch( CBaseEntity *pOther ); private: virtual void Precache(); virtual void Spawn( void ); void StartLoopingSounds( CBaseEntity *pEntity ); void StopLoopingSounds(); void RechargeThink(); CSoundPatch *m_pChargingSound; float m_flLoopingSoundTime; }; LINK_ENTITY_TO_CLASS( trigger_super_armor, CTriggerSuperArmor ); BEGIN_DATADESC( CTriggerSuperArmor ) DEFINE_SOUNDPATCH( m_pChargingSound ), DEFINE_FIELD( m_flLoopingSoundTime, FIELD_TIME ), DEFINE_THINKFUNC( RechargeThink ), END_DATADESC() static const char *s_pRechargeThinkContext = "RechargeThink"; void CTriggerSuperAmmor::Precache() { BaseClass::Precache(); PrecacheScriptSound( "TriggerSuperArmor.StartCharging" ); PrecacheScriptSound( "TriggerSuperArmor.DoneCharging" ); PrecacheScriptSound( "TriggerSuperArmor.Charging" ); } //----------------------------------------------------------------------------- // No retrigger //----------------------------------------------------------------------------- void CTriggerSuperArmor::Spawn( void ) { Precache(); BaseClass::Spawn(); } //----------------------------------------------------------------------------- // Starts looping sounds //----------------------------------------------------------------------------- void CTriggerSuperArmor::StartLoopingSounds( CBaseEntity *pEntity ) { if ( m_pChargingSound ) return; CReliableBroadcastRecipientFilter filter; CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); m_pChargingSound = controller.SoundCreate( filter, pEntity->entindex(), "TriggerSuperArmor.Charging" ); } //----------------------------------------------------------------------------- // Stops looping sounds //----------------------------------------------------------------------------- void CTriggerSuperArmor::StopLoopingSounds() { if ( m_pChargingSound ) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundDestroy( m_pChargingSound ); m_pChargingSound = NULL; } BaseClass::StopLoopingSounds(); } //----------------------------------------------------------------------------- // Begins super-powering the entities //----------------------------------------------------------------------------- void CTriggerSuperArmor::StartTouch( CBaseEntity *pOther ) { BaseClass::StartTouch( pOther ); if ( !pOther->IsPlayer() ) return; if ( m_hTouchingEntities.Count() == 1 ) { SetContextThink( RechargeThink, gpGlobals->curtime + 0.01f, s_pRechargeThinkContext ); pOther->EmitSound( "TriggerSuperArmor.StartCharging" ); m_flLoopingSoundTime = 0.56f + gpGlobals->curtime; } } //----------------------------------------------------------------------------- // Ends super-powerings the entities //----------------------------------------------------------------------------- void CTriggerSuperArmor::EndTouch( CBaseEntity *pOther ) { BaseClass::EndTouch( pOther ); if ( !pOther->IsPlayer() ) return; if ( m_hTouchingEntities.Count() == 0 ) { StopLoopingSounds(); SetContextThink( NULL, gpGlobals->curtime + 0.01f, s_pRechargeThinkContext ); } } //----------------------------------------------------------------------------- // Super-powers the entities //----------------------------------------------------------------------------- void CTriggerSuperArmor::RechargeThink() { Assert( m_hTouchingEntities.Count() == 1 ); for ( int i = m_hTouchingEntities.Count(); --i >= 0; ) { CBasePlayer *pPlayer = assert_cast( m_hTouchingEntities[i].Get() ); if (( pPlayer->ArmorValue() < MAX_SUPER_ARMOR ) || ( pPlayer->GetHealth() < 100 )) { pPlayer->TakeHealth( 5, DMG_GENERIC ); pPlayer->IncrementArmorValue( 15, MAX_SUPER_ARMOR ); if ( pPlayer->ArmorValue() >= MAX_SUPER_ARMOR ) { pPlayer->EmitSound( "TriggerSuperArmor.DoneCharging" ); StopLoopingSounds(); } else { if ( m_flLoopingSoundTime < gpGlobals->curtime ) { StartLoopingSounds( m_hTouchingEntities[i] ); } } } } SetContextThink( RechargeThink, gpGlobals->curtime + 0.1f, s_pRechargeThinkContext ); }