NS/main/source/dlls/h_battery.cpp

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2014-01-23 10:46:47 +00:00
/***
*
* Copyright (c) 1999, 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<<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);
// 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( &CRecharge::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(&CRecharge::Recharge);
}
else
SetThink( &CRecharge::SUB_DoNothing );
}