/*** * * Copyright (c) 1996-2001, 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 "player.h" #include "skill.h" #include "gamerules.h" class CRecharge : public CBaseToggle { public: void Spawn() override; void Precache() override; void EXPORT Off(); void EXPORT Recharge(); bool KeyValue(KeyValueData* pkvd) override; void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) override; int ObjectCaps() override { return (CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION; } bool Save(CSave& save) override; bool Restore(CRestore& restore) override; 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); bool 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")) { return true; } else if (FStrEq(pkvd->szKeyName, "dmdelay")) { m_iReactivate = atoi(pkvd->szValue); return true; } return 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; auto player = static_cast(pActivator); // 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) || !player->HasSuit()) { 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); // Time to recharge yet? if (m_flNextCharge >= gpGlobals->time) return; // Make sure that we have a caller //TODO: useless, it's accessed earlier on. if (!pActivator) return; m_hActivator = pActivator; //only recharge the player //TODO: put this check at the top. if (!m_hActivator->IsPlayer()) return; // Play the on sound or the looping charging sound if (0 == 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() { m_iJuice = gSkillData.suitchargerCapacity; pev->frame = 0; SetThink(&CRecharge::SUB_DoNothing); } void CRecharge::Off() { // Stop looping sound. if (m_iOn > 1) STOP_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav"); m_iOn = 0; if ((0 == m_iJuice) && ((m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime()) > 0)) { pev->nextthink = pev->ltime + m_iReactivate; SetThink(&CRecharge::Recharge); } else SetThink(&CRecharge::SUB_DoNothing); }