Add health and battery recharges like in PS2 version

This commit is contained in:
Roman Chistokhodov 2017-08-22 12:02:27 +03:00 committed by Night Owl
parent 21317e7da3
commit a5800daed6
2 changed files with 746 additions and 0 deletions

View File

@ -26,6 +26,7 @@
#include "saverestore.h"
#include "skill.h"
#include "gamerules.h"
#include "effects.h"
class CRecharge : public CBaseToggle
{
@ -193,3 +194,392 @@ void CRecharge::Off( void )
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;
}

View File

@ -251,3 +251,359 @@ void CWallHealth::Off( void )
else
SetThink( &CBaseEntity::SUB_DoNothing );
}
//-------------------------------------------------------------
// Wall mounted health kit (PS2 && Decay)
//-------------------------------------------------------------
class CWallHealthJarDecay : public CBaseAnimating
{
public:
void Spawn();
};
void CWallHealthJarDecay::Spawn()
{
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_FLY;
SET_MODEL(ENT(pev), "models/health_charger_both.mdl");
pev->renderamt = 180;
pev->rendermode = kRenderTransTexture;
InitBoneControllers();
}
class CWallHealthDecay : 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 TurnNeedleToPlayer(const Vector player);
void SetNeedleState(int state);
void SetNeedleController(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;
CWallHealthJarDecay* m_jar;
BOOL m_playingChargeSound;
protected:
void SetMySequence(const char* sequence);
};
TYPEDESCRIPTION CWallHealthDecay::m_SaveData[] =
{
DEFINE_FIELD( CWallHealthDecay, m_flNextCharge, FIELD_TIME ),
DEFINE_FIELD( CWallHealthDecay, m_iJuice, FIELD_INTEGER ),
DEFINE_FIELD( CWallHealthDecay, m_iState, FIELD_INTEGER ),
DEFINE_FIELD( CWallHealthDecay, m_flSoundTime, FIELD_TIME ),
DEFINE_FIELD( CWallHealthDecay, m_jar, FIELD_CLASSPTR),
DEFINE_FIELD( CWallHealthDecay, m_playingChargeSound, FIELD_BOOLEAN),
};
IMPLEMENT_SAVERESTORE( CWallHealthDecay, CBaseAnimating )
void CWallHealthDecay::Spawn()
{
Precache();
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_FLY;
SET_MODEL(ENT(pev), "models/health_charger_body.mdl");
UTIL_SetSize(pev, Vector(-12, -16, 0), Vector(12, 16, 48));
UTIL_SetOrigin(pev, pev->origin);
m_iJuice = gSkillData.healthchargerCapacity;
pev->skin = 0;
m_jar = GetClassPtr( (CWallHealthJarDecay *)NULL );
m_jar->Spawn();
UTIL_SetOrigin( m_jar->pev, pev->origin );
m_jar->pev->owner = ENT( pev );
m_jar->pev->angles = pev->angles;
InitBoneControllers();
if (m_iJuice > 0)
{
m_iState = Still;
SetThink(&CWallHealthDecay::SearchForPlayer);
pev->nextthink = gpGlobals->time + 0.1;
}
else
{
m_iState = Inactive;
}
}
LINK_ENTITY_TO_CLASS(item_healthcharger, CWallHealthDecay)
void CWallHealthDecay::Precache(void)
{
PRECACHE_MODEL("models/health_charger_body.mdl");
PRECACHE_MODEL("models/health_charger_both.mdl");
PRECACHE_SOUND( "items/medshot4.wav" );
PRECACHE_SOUND( "items/medshotno1.wav" );
PRECACHE_SOUND( "items/medcharge4.wav" );
}
void CWallHealthDecay::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;
}
TurnNeedleToPlayer(pEntity->pev->origin);
switch (m_iState) {
case RetractShot:
SetNeedleState(Idle);
break;
case RetractArm:
SetNeedleState(Deploy);
break;
case Still:
SetNeedleState(Deploy);
delay = 0.1;
break;
case Deploy:
SetNeedleState(Idle);
break;
case Idle:
break;
default:
break;
}
}
break;
}
if (!pEntity || !pEntity->IsPlayer()) {
switch (m_iState) {
case Deploy:
case Idle:
case RetractShot:
SetNeedleState(RetractArm);
delay = 0.2;
break;
case RetractArm:
SetNeedleState(Still);
break;
case Still:
break;
default:
break;
}
}
pev->nextthink = gpGlobals->time + delay;
}
void CWallHealthDecay::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(&CWallHealthDecay::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/medshotno1.wav", 1.0, ATTN_NORM );
}
return;
}
SetThink(&CWallHealthDecay::Off);
pev->nextthink = gpGlobals->time + 0.25;
// Time to recharge yet?
if( m_flNextCharge >= gpGlobals->time )
return;
TurnNeedleToPlayer(pActivator->pev->origin);
switch (m_iState) {
case Idle:
m_flSoundTime = 0.56 + gpGlobals->time;
SetNeedleState(GiveShot);
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM );
break;
case GiveShot:
SetNeedleState(Healing);
break;
case Healing:
if (!m_playingChargeSound && m_flSoundTime <= gpGlobals->time)
{
EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav", 1.0, ATTN_NORM );
m_playingChargeSound = TRUE;
}
break;
default:
ALERT(at_console, "Unexpected healthcharger state on use: %d\n", m_iState);
break;
}
// charge the player
if( pActivator->TakeHealth( 1, DMG_GENERIC ) )
{
m_iJuice--;
const float jarBoneControllerValue = (m_iJuice / gSkillData.healthchargerCapacity) * 11 - 11;
m_jar->SetBoneController(0, jarBoneControllerValue );
}
// govern the rate of charge
m_flNextCharge = gpGlobals->time + 0.1;
}
void CWallHealthDecay::Recharge( void )
{
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM );
m_iJuice = gSkillData.healthchargerCapacity;
m_jar->SetBoneController(0, 0);
pev->skin = 0;
SetNeedleState(Still);
SetThink( &CWallHealthDecay::SearchForPlayer );
pev->nextthink = gpGlobals->time;
}
void CWallHealthDecay::Off( void )
{
switch (m_iState) {
case GiveShot:
case Healing:
if (m_playingChargeSound) {
STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav" );
m_playingChargeSound = FALSE;
}
SetNeedleState(RetractShot);
pev->nextthink = gpGlobals->time + 0.1;
break;
case RetractShot:
if (m_iJuice > 0) {
SetNeedleState(Idle);
SetThink( &CWallHealthDecay::SearchForPlayer );
pev->nextthink = gpGlobals->time;
} else {
SetNeedleState(RetractArm);
pev->nextthink = gpGlobals->time + 0.2;
}
break;
case RetractArm:
{
if( ( m_iJuice <= 0 ) )
{
SetNeedleState(Inactive);
const float rechargeTime = g_pGameRules->FlHealthChargerRechargeTime();
if (rechargeTime > 0 ) {
pev->nextthink = gpGlobals->time + rechargeTime;
SetThink( &CWallHealthDecay::Recharge );
}
}
break;
}
default:
break;
}
}
void CWallHealthDecay::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 CWallHealthDecay::SetNeedleState(int state)
{
m_iState = state;
if (state == RetractArm)
SetNeedleController(0);
switch (state) {
case Still:
SetMySequence("still");
break;
case Deploy:
SetMySequence("deploy");
break;
case Idle:
SetMySequence("prep_shot");
break;
case GiveShot:
SetMySequence("give_shot");
break;
case Healing:
SetMySequence("shot_idle");
break;
case RetractShot:
SetMySequence("retract_shot");
break;
case RetractArm:
SetMySequence("retract_arm");
break;
case Inactive:
SetMySequence("inactive");
default:
break;
}
}
void CWallHealthDecay::TurnNeedleToPlayer(const Vector player)
{
float yaw = UTIL_VecToYaw( player - pev->origin ) - pev->angles.y;
if( yaw > 180 )
yaw -= 360;
if( yaw < -180 )
yaw += 360;
SetNeedleController( yaw );
}
void CWallHealthDecay::SetNeedleController(float yaw)
{
SetBoneController(0, yaw);
}