/*** * * 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. * ****/ /* ===== h_battery.cpp ======================================================== battery-related code */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "saverestore.h" #include "skill.h" #include "gamerules.h" class CRecharge : public CBaseToggle { public: void Spawn( ); void Precache( void ); void EXPORT Off(void); void EXPORT Recharge(void); void KeyValue( KeyValueData *pkvd ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual int ObjectCaps( void ) { return (CBaseToggle :: ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION; } virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; 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; }; 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() { Precache( ); pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; UTIL_SetOrigin(pev, pev->origin); // set size and link into world UTIL_SetSize(pev, pev->mins, pev->maxs); SET_MODEL(ENT(pev), STRING(pev->model) ); m_iJuice = gSkillData.suitchargerCapacity; pev->frame = 0; } void CRecharge::Precache() { 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 it's not a player, ignore if (!FClassnameIs(pActivator->pev, "player")) return; // if there is no juice left, turn it off if (m_iJuice <= 0) { pev->frame = 1; Off(); } // 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<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( &Off); // Time to recharge yet? if (m_flNextCharge >= gpGlobals->time) return; // Make sure that we have a caller if (!pActivator) return; m_hActivator = pActivator; //only recharge the player if (!m_hActivator->IsPlayer() ) return; // Play the on sound or the looping charging sound 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 ); } // charge the player if (m_hActivator->pev->armorvalue < 100) { m_iJuice--; m_hActivator->pev->armorvalue += 1; if (m_hActivator->pev->armorvalue > 100) m_hActivator->pev->armorvalue = 100; } // govern the rate of charge m_flNextCharge = gpGlobals->time + 0.1; } void CRecharge::Recharge(void) { m_iJuice = gSkillData.suitchargerCapacity; pev->frame = 0; SetThink( &SUB_DoNothing ); } void CRecharge::Off(void) { // Stop looping sound. if (m_iOn > 1) STOP_SOUND( ENT(pev), CHAN_STATIC, "items/suitcharge1.wav" ); m_iOn = 0; if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime() ) > 0) ) { pev->nextthink = pev->ltime + m_iReactivate; SetThink( &Recharge); } else SetThink( &SUB_DoNothing ); }