cs16-client-legacy/dlls/h_battery.cpp

179 lines
4.1 KiB
C++

/***
*
* 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.
*
****/
#include "stdafx.h"
#include "cbase.h"
#include "saverestore.h"
#include "skill.h"
#include "gamerules.h"
class CRecharge : public CBaseToggle
{
public:
void Spawn(void);
void Precache(void);
void KeyValue(KeyValueData *pkvd);
void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
int ObjectCaps(void) { return (CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION; }
int Save(CSave &save);
int Restore(CRestore &restore);
public:
void EXPORT Off(void);
void EXPORT Recharge(void);
public:
static TYPEDESCRIPTION m_SaveData[];
public:
float m_flNextCharge;
int m_iReactivate;
int m_iJuice;
int m_iOn;
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(void)
{
Precache();
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
UTIL_SetOrigin(pev, pev->origin);
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(void)
{
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 (!FClassnameIs(pActivator->pev, "player"))
return;
if (m_iJuice <= 0)
{
pev->frame = 1;
Off();
}
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);
if (m_flNextCharge >= gpGlobals->time)
return;
if (!pActivator)
return;
m_hActivator = pActivator;
if (!m_hActivator->IsPlayer())
return;
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);
}
if (m_hActivator->pev->armorvalue < 100)
{
m_iJuice--;
m_hActivator->pev->armorvalue += 1;
if (m_hActivator->pev->armorvalue > 100)
m_hActivator->pev->armorvalue = 100;
}
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)
{
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);
}