hlsdk-xash3d/dlls/h_battery.cpp

666 lines
16 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.
*
****/
/*
===== h_battery.cpp ========================================================
battery-related code
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "skill.h"
#include "gamerules.h"
#include "weapons.h"
#include "game.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, CBaseToggle )
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;
pev->skin = CHARGER_ACTIVE;
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 = (int)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 )
{
// Make sure that we have a caller
if( !pActivator )
return;
// if it's not a player, ignore
if( !pActivator->IsPlayer() )
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 << WEAPON_SUIT ) ) ) || ( ( chargerfix.value ) && ( pActivator->pev->armorvalue == MAX_NORMAL_BATTERY ) ) )
{
if( m_flSoundTime <= gpGlobals->time )
{
m_flSoundTime = gpGlobals->time + 0.62f;
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM );
}
return;
}
pev->nextthink = pev->ltime + 0.25f;
SetThink( &CRecharge::Off );
// Time to recharge yet?
if( m_flNextCharge >= gpGlobals->time )
return;
m_hActivator = pActivator;
// 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 = 0.56f + 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 + 0.1f;
}
void CRecharge::Recharge( void )
{
m_iJuice = (int)gSkillData.suitchargerCapacity;
pev->frame = 0;
SetThink( &CBaseEntity::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 = (int)g_pGameRules->FlHEVChargerRechargeTime() ) > 0 ) )
{
pev->nextthink = pev->ltime + m_iReactivate;
SetThink( &CRecharge::Recharge );
}
else
SetThink( &CBaseEntity::SUB_DoNothing );
}
//
// NEW MODEL WALL HEV CHARGER AS SEEN IN PLAYSTATION(R)2 VERSION OF HALF-LIFE
//
//-------------------------------------------------------------
// Wall mounted HEV charger
//-------------------------------------------------------------
#define seqCharge_Still 0
#define seqCharge_Deploy 1
#define seqCharge_RetractArm 2
#define seqCharge_GiveShot 3
#define seqCharge_RetractShot 4
#define seqCharge_PrepShot 5
#define seqCharge_ShotIdle 6
#define seqCharge_Inactive 0
#define CHARGER_AWAKE_DISTANCE 64
class CMdlChargerGlass : public CActAnimating
{
public:
void Spawn( );
void Precache( void );
static CMdlChargerGlass *CreateChargerGlass( edict_t *pOwner, const Vector &position );
};
LINK_ENTITY_TO_CLASS( item_rechargeglass, CMdlChargerGlass );
CMdlChargerGlass *CMdlChargerGlass::CreateChargerGlass( edict_t *pOwner, const Vector &position )
{
CMdlChargerGlass *pGlass = GetClassPtr( (CMdlChargerGlass *)NULL );
pGlass->pev->classname = MAKE_STRING( "item_rechargeglass" );
pGlass->pev->origin = position;
pGlass->pev->owner = pOwner;
pGlass->Spawn();
return pGlass;
}
void CMdlChargerGlass::Precache()
{
PRECACHE_MODEL("models/hev_glass.mdl" );
}
void CMdlChargerGlass::Spawn()
{
Precache( );
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NONE;
UTIL_SetSize(pev, pev->mins, pev->maxs);
SET_MODEL(ENT(pev), "models/hev_glass.mdl" );
pev->rendermode = kRenderTransTexture;
pev->renderamt = 192;
}
class CMdlCharger : public CActAnimating
{
public:
void Spawn( );
void Precache( void );
void EXPORT Off(void);
void EXPORT Recharge(void);
void EXPORT ChargerThink( void );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return (CActAnimating :: ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
void UpdateArm();
void UpdateFluidTank();
void TurnOff();
static TYPEDESCRIPTION m_SaveData[];
float m_flNextCharge, m_flStopCharge;
int m_iReactivate ; // DeathMatch Delay until reactvated
int m_iJuice;
int m_iOn; // 0 = off, 1 = startup, 2 = going
float m_flSoundTime;
float m_flDegree;
bool m_bStartUsing;
int m_iRotValue;
CBaseEntity *pEntity;
CMdlChargerGlass *pGlass;
CBeam *m_pBeam;
};
TYPEDESCRIPTION CMdlCharger::m_SaveData[] =
{
DEFINE_FIELD( CMdlCharger, m_flNextCharge, FIELD_TIME),
DEFINE_FIELD( CMdlCharger, m_flStopCharge, FIELD_TIME),
DEFINE_FIELD( CMdlCharger, m_iReactivate, FIELD_INTEGER),
DEFINE_FIELD( CMdlCharger, m_iJuice, FIELD_INTEGER),
DEFINE_FIELD( CMdlCharger, m_iOn, FIELD_INTEGER),
DEFINE_FIELD( CMdlCharger, m_iRotValue, FIELD_INTEGER ),
DEFINE_FIELD( CMdlCharger, m_flSoundTime, FIELD_TIME),
DEFINE_FIELD( CMdlCharger, m_flDegree, FIELD_TIME),
DEFINE_FIELD( CMdlCharger, m_bStartUsing, FIELD_BOOLEAN),
DEFINE_FIELD( CMdlCharger, pGlass, FIELD_CLASSPTR ),
DEFINE_FIELD( CMdlCharger, pEntity, FIELD_CLASSPTR ),
};
//FIXED: caused bugs after load because of incorrectly specified derivied class
IMPLEMENT_SAVERESTORE( CMdlCharger, CActAnimating );
LINK_ENTITY_TO_CLASS(item_recharge, CMdlCharger);
void CMdlCharger::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
CActAnimating::KeyValue( pkvd );
}
void CMdlCharger::Spawn()
{
Precache( );
pev->solid = SOLID_BBOX; //BBOX;
pev->movetype = MOVETYPE_NONE; //NONE; //PUSH;
// UTIL_SetSize( pev, Vector(-7,-6,-27), Vector(7,6,27) ); //size(-20 -6 -27,20 6 27)
UTIL_SetOrigin(pev, pev->origin); // set size and link into world
UTIL_SetSize(pev, pev->mins, pev->maxs);
SET_MODEL(ENT(pev), "models/hev.mdl" );
m_iJuice = gSkillData.suitchargerCapacity;
pev->frame = 0;
InitBoneControllers();
m_pBeam = CBeam::BeamCreate("sprites/lgtning.spr", 200);
m_pBeam->EntsInit( entindex( ), entindex( ) );
m_pBeam->SetStartAttachment( 3 ); // 2
m_pBeam->SetEndAttachment( 4 ); // 3
m_pBeam->SetColor( 0, 255, 0 );
m_pBeam->SetNoise( 10 );
m_pBeam->SetBrightness( 150 );
m_pBeam->SetWidth( 5 );
m_pBeam->SetScrollRate( 35 );
pGlass = CMdlChargerGlass::CreateChargerGlass(edict(), pev->origin);
pGlass->pev->angles = pev->angles;
int YVal = pev->angles.y;
switch (YVal)
{
case 180:
m_iRotValue = 0;
break;
case 270:
m_iRotValue = -90;
break;
case 0:
m_iRotValue = -180;
break;
case 90:
m_iRotValue = -270;
break;
}
// controller is -90...90
// -90...90 - ang 180 use 0
// 0..180 - ang 270 use -90
// 90..270 - ang 0 use -180
// 180..360 - ang 90 use -270
SetSequence( seqCharge_Inactive );
SetThink(ChargerThink);
if (g_pGameRules->IsCoOp() )
{
CDecayRules *g_pDecayRules;
g_pDecayRules = (CDecayRules*)g_pGameRules;
if ( g_pDecayRules->m_bAlienMode == true )
{
SetThink( NULL );
SetUse( NULL );
}
}
pev->nextthink = gpGlobals->time + 0.1;
}
void CMdlCharger::Precache()
{
PRECACHE_SOUND("items/suitcharge1.wav");
PRECACHE_SOUND("items/suitchargeno1.wav");
PRECACHE_SOUND("items/suitchargeok1.wav");
PRECACHE_MODEL("models/hev.mdl");
UTIL_PrecacheOther("item_rechargeglass");
}
void CMdlCharger::UpdateFluidTank( void )
{
// controllers 1 and 2 - 0..360
m_flDegree += 7;
if (m_flDegree > 360 )
m_flDegree = m_flDegree - 360;
SetBoneController( 1, m_flDegree );
SetBoneController( 2, -m_flDegree );
}
void CMdlCharger::ChargerThink( void )
{
//ALERT( at_console, "seq %d, on %d, juice %d\n", GetSequence(), m_iOn, m_iJuice );
StudioFrameAdvance();
pev->nextthink = gpGlobals->time + 0.1;
float flDist;
if (m_bStartUsing == true)
if (m_flStopCharge >= gpGlobals->time)
{
SetSequence( seqCharge_RetractShot );
//pFluidTank->SetSequence( seqCharge_ToRest );
m_flStopCharge = 0;
}
switch( GetSequence() )
{
case seqCharge_Inactive: // inactive
{
if (pev->skin == CHARGER_EMPTY) // we're in "off" state
{
SetThink( NULL );
return;
}
// iterate on all entities in the vicinity.
CBaseEntity *pTmpEntity = NULL;
while ((pTmpEntity = UTIL_FindEntityInSphere( pTmpEntity, pev->origin, CHARGER_AWAKE_DISTANCE )) != NULL)
{
if (pTmpEntity->IsPlayer())
{
pEntity = pTmpEntity;
if (( pev->origin - pEntity->pev->origin).Length() <= CHARGER_AWAKE_DISTANCE )
{
SetSequence( seqCharge_Deploy );
break;
}
}
}
}
break;
case seqCharge_Deploy: // arm awakens
UpdateArm();
if ( m_fSequenceFinished )
SetSequence( seqCharge_PrepShot );
break;
case seqCharge_PrepShot: // we are waiting for player to use charger
flDist = ( pev->origin - pEntity->pev->origin).Length();
//ALERT( at_console, "dist = %f\n", flDist );
if ( flDist > CHARGER_AWAKE_DISTANCE )
{
SetSequence( seqCharge_RetractArm );
break;
}
UpdateArm();
// can be interruped from USE function which activates seqCharge_GiveShot
break;
case seqCharge_RetractArm:
if ( m_fSequenceFinished )
{
SetSequence( seqCharge_Inactive );
pEntity = NULL;
} else
UpdateArm(); // possible fix???
break;
case seqCharge_RetractShot: // stopped using
m_bStartUsing = false;
if ( m_fSequenceFinished )
SetSequence( seqCharge_PrepShot );
break;
case seqCharge_GiveShot: // started using
m_bStartUsing = false;
if ( m_fSequenceFinished )
{
m_bStartUsing = true;
SetSequence( seqCharge_ShotIdle );
}
break;
case seqCharge_ShotIdle: // in use
// give health here while USE is pressed
break;
default:
break;
}
}
void CMdlCharger::UpdateArm()
{
if ( FNullEnt( pEntity->pev ) )
return;
Vector vecTarget = (pev->origin - pEntity->pev->origin).Normalize( ); // TODO: CRASH HERE, because pEntity is NULL (0x00)
Vector angles = UTIL_VecToAngles (vecTarget);
//ALERT( at_console, "angles = %f, %f, %f - %f\n", angles.x, angles.y, angles.z, angles.y / 180 );
if (angles.y > 180)
angles.y = angles.y - 360;
if (angles.y < -180)
angles.y = angles.y + 360;
// 180 - 100
// 90 - X (50)
// 50 = 90 * 100 / 180
// percent = desired degree * 100 / 180
// percent = desired degree / 180
// controller is -90...90
// -90...90 - 180 use 0
// 0..180 - 270 use -90
// 90..270 - 0 use -180
// 180..360(0) - 90 use
// pos = (end - start) * scalar + start
// pos = 180 * scalar - 90
SetBoneController(3, angles.y + m_iRotValue); //- 90); // +25 to the right
}
void CMdlCharger::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 (pev->skin == CHARGER_EMPTY) // already off
return;
// if there is no juice left, turn it off
if (m_iJuice <= 0)
{
TurnOff();
return;
}
// 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", 0.85, ATTN_NORM );
}
return;
}
//pFluidTank->StartUse();
pev->nextthink = gpGlobals->time + 0.25; // pev->ltime
SetThink(Off);
// start the give shot sequence and do not use until it's finished
if (GetSequence() != seqCharge_GiveShot)
if ( m_bStartUsing == false )
{
//if ( GetSequence() != seqCharge_PrepShot )
// return; // can't start using until arm fully deployed from charger
SetSequence( seqCharge_GiveShot );
return;
}
// Time to recharge yet?
if (m_flNextCharge >= gpGlobals->time)
return;
// Play the on sound or the looping charging sound
if (!m_iOn)
{
m_iOn++;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeno1.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 (pActivator->pev->armorvalue < 100)
{
m_iJuice--;
pActivator->pev->armorvalue += 1;
//pFluidTank->StartUse();
if (pActivator->pev->armorvalue > 100)
pActivator->pev->armorvalue = 100;
}
UpdateFluidTank();
// govern the rate of charge
m_flNextCharge = gpGlobals->time + 0.1;
}
void CMdlCharger::Recharge(void)
{
//if (pev->skin == CHARGER_EMPTY)
// return;
//EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM );
m_iJuice = gSkillData.suitchargerCapacity;
pev->skin = CHARGER_ACTIVE; // set the active skin
SetThink( ChargerThink );
}
void CMdlCharger::Off(void)
{
m_flStopCharge = gpGlobals->time + 0.25;
SetThink( ChargerThink );
pev->nextthink = gpGlobals->time + 0.01;
// 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 );
SetSequence( seqCharge_RetractShot );
}
void CMdlCharger::TurnOff(void)
{
pev->skin = CHARGER_EMPTY;
UTIL_Remove( m_pBeam );
m_pBeam = NULL;
SetUse( NULL );
SetSequence( seqCharge_RetractArm );
}