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