ef2gamesource/dlls/game/dispenser.cpp

624 lines
14 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/dispenser.cpp $
// $Revision:: 20 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// DESCRIPTION:
// This is all the dispensing type objects in the world. They basically work
// by the player using them. As the player uses them they give the player
// something (health/ammo/etc.).
//
#include "_pch_cpp.h"
#include "dispenser.hpp"
#include "sentient.h"
#include "player.h"
Event EV_Dispenser_SetMaxAmount
(
"dispenser_maxamount",
EV_DEFAULT,
"f",
"maxAmount",
"Sets the total amount that this dispenser can give out."
);
Event EV_Dispenser_SetDispenseRate
(
"dispenser_rate",
EV_DEFAULT,
"f",
"dispenseRate",
"Sets the dispense rate (how many units per second to give out)."
);
Event EV_Dispenser_SetRegenRate
(
"dispenser_regenrate",
EV_DEFAULT,
"f",
"regenRate",
"Sets the regen rate (how many units per second to regen)."
);
Event EV_Dispenser_SetType
(
"dispenser_type",
EV_DEFAULT,
"s",
"type",
"Sets the type of thing to give out.\n"
"Only health and ammo are valid currently."
);
Event EV_Dispenser_SetSubtype
(
"dispenser_subtype",
EV_DEFAULT,
"s",
"subtype",
"Sets the subtype of thing to give out.\n"
"There is no subtype for health, the subtype for ammo is the ammo type."
);
Event EV_Dispenser_SetOpenDistance
(
"dispenser_openDistance",
EV_DEFAULT,
"f",
"openDistance",
"Sets the distance from the player that the dispenser will open/close\n"
);
Event EV_Dispenser_SetInstant
(
"dispenser_instant",
EV_DEFAULT,
NULL,
NULL,
"Makes the dispenser give out its stuff instantly\n"
);
Event EV_Dispenser_AnimDone
(
"dispenser_animdone",
EV_CODEONLY,
NULL,
NULL,
"Called when the dispenser's animation is done"
);
Event EV_Dispenser_SetSoundName
(
"dispenser_soundName",
EV_DEFAULT,
"s",
"soundName",
"Makes the dispenser use the specified looping sound when its being used\n"
);
//------------------------- CLASS ------------------------------
//
// Name: Dispenser
// Base Class: Entity
//
// Description: This is an entity that dispenses stuff (health, ammo, etc)
// to anything that uses it
//
// Method of Use: Just like any entity.
//
//--------------------------------------------------------------
CLASS_DECLARATION( Entity, Dispenser, NULL )
{
{ &EV_Dispenser_SetMaxAmount, &Dispenser::setMaxAmount },
{ &EV_Dispenser_SetDispenseRate, &Dispenser::setDispenseRate },
{ &EV_Dispenser_SetRegenRate, &Dispenser::setRegenRate },
{ &EV_Dispenser_SetType, &Dispenser::setType },
{ &EV_Dispenser_SetSubtype, &Dispenser::setSubtype },
{ &EV_Dispenser_SetOpenDistance, &Dispenser::setOpenDistance },
{ &EV_Dispenser_SetInstant, &Dispenser::setInstant },
{ &EV_Dispenser_AnimDone, &Dispenser::animDone },
{ &EV_Dispenser_SetSoundName, &Dispenser::setSoundName },
{ &EV_Use, &Dispenser::useEvent },
{ NULL, NULL }
};
//----------------------------------------------------------------
// Name: Dispenser
// Class: Dispenser
//
// Description: constructor
//
// Parameters: None
//
// Returns: None
//----------------------------------------------------------------
Dispenser::Dispenser()
{
animate = new Animate( this );
setMoveType( MOVETYPE_NONE );
setSolidType( SOLID_BBOX );
setContents( CONTENTS_BODY );
_maxAmount = 0;
_amount = 0;
_dispenseRate = 0;
_regenRate = 0;
_dispenseType = DISPENSE_TYPE_NONE;
_lastTimeUsed = 0;
edict->s.eType = ET_MODELANIM;
_openDistance = 200.0f;
if ( !LoadingSavegame )
{
Event *event = new Event( EV_Anim );
event->AddString( "closed_idle" );
PostEvent( event, 0.0f );
}
_state = DISPENSER_STATE_CLOSED;
_instant = false;
_entityDispensingTo = NULL;
turnThinkOn();
_playingSound = false;
_lastSoundTime = 0.0f;
}
//----------------------------------------------------------------
// Name: Think
// Class: Dispenser
//
// Description: Does everything the dispenser needs to do for this frame
//
// Parameters: None
//
// Returns: None
//----------------------------------------------------------------
void Dispenser::Think( void )
{
bool playerNearby;
Player *player;
Vector dir;
float distance;
if ( _playingSound && level.time > _lastSoundTime + 0.25f )
{
StopLoopSound();
_playingSound = false;
}
if ( _entityDispensingTo )
{
bool dispensedStuff;
dispensedStuff = dispenseStuff( _entityDispensingTo );
if ( dispensedStuff )
return;
else
{
_entityDispensingTo = NULL;
}
}
// Regenerate if we are suppose to
if ( _regenRate > 0.0f )
{
_amount += _regenRate * level.frametime;
if ( _amount > _maxAmount )
{
_amount = _maxAmount;
}
setDispenserAlpha();
}
// Do necessary animation stuff
playerNearby = false;
if ( _state != DISPENSER_STATE_EMPTY )
{
// Get the player
player = (Player *)g_entities[ 0 ].entity;
// See if the player is nearby
if ( player )
{
dir = player->origin - origin;
distance = dir.length();
if ( distance < _openDistance )
{
playerNearby = true;
}
}
}
if ( _state == DISPENSER_STATE_CLOSED )
{
if ( playerNearby )
{
animate->RandomAnimate( "opening", EV_Dispenser_AnimDone );
_state = DISPENSER_STATE_OPENING;
}
}
else if ( _state == DISPENSER_STATE_OPEN )
{
if ( !playerNearby )
{
animate->RandomAnimate( "closing", EV_Dispenser_AnimDone );
_state = DISPENSER_STATE_CLOSING;
}
}
}
//----------------------------------------------------------------
// Name: useEvent
// Class: Dispenser
//
// Description: This is what is called when the dispenser is used by something.
// This function dispenses whatever it needs to here.
//
// Parameters: Event *ev - event (contains using entity)
//
// Returns: None
//----------------------------------------------------------------
void Dispenser::useEvent( Event *ev )
{
Sentient *sent;
Entity *ent;
// Make sure we should bother trying to give something out
if ( _amount <= 0 )
return;
if ( _lastTimeUsed == level.time )
return;
//if ( _state != DISPENSER_STATE_OPEN )
// return;
// Get the entity that is using us
ent = ev->GetEntity( 1 );
if ( !ent->isSubclassOf( Sentient ) )
return;
sent = (Sentient *)ent;
if ( _instant )
{
_entityDispensingTo = sent;
}
else
{
dispenseStuff( sent );
}
_lastTimeUsed = level.time;
}
bool Dispenser::dispenseStuff( Sentient *sent )
{
DispenseType currentDispenseType = DISPENSE_TYPE_HEALTH;
float maxAmountToGive;
float amountToGive;
float entityMaxAmount = 0.0f;
float entityCurrentAmount = 0.0f;
if ( !_playingSound )
{
LoopSound( _useSoundName );
_playingSound = true;
}
_lastSoundTime = level.time;
// Get the max amount/current amount of this type of thing for this entity
if ( _dispenseType == DISPENSE_TYPE_HEALTH )
{
entityMaxAmount = sent->getMaxHealth();
entityCurrentAmount = sent->getHealth();
currentDispenseType = DISPENSE_TYPE_HEALTH;
if ( entityCurrentAmount == entityMaxAmount )
{
entityMaxAmount = 100.0f;
entityCurrentAmount = sent->GetArmorValue();
currentDispenseType = DISPENSE_TYPE_ARMOR;
}
}
else if ( _dispenseType == DISPENSE_TYPE_AMMO )
{
entityMaxAmount = sent->MaxAmmoCount( _dispenseSubtype );
entityCurrentAmount = sent->AmmoCount( _dispenseSubtype );
currentDispenseType = DISPENSE_TYPE_AMMO;
}
// Calculate the amount to give
maxAmountToGive = _dispenseRate * level.frametime;
if ( _dispenseType == DISPENSE_TYPE_AMMO )
{
amountToGive = maxAmountToGive;
}
else
{
if ( maxAmountToGive > entityMaxAmount - entityCurrentAmount )
amountToGive = entityMaxAmount - entityCurrentAmount;
else
amountToGive = maxAmountToGive;
}
if ( amountToGive > _amount )
amountToGive = _amount;
if ( amountToGive < 0.0f )
amountToGive = 0.0f;
// Give the calculated amount to the entity
if ( amountToGive )
{
if ( currentDispenseType == DISPENSE_TYPE_HEALTH )
{
sent->setHealth( entityCurrentAmount + amountToGive );
}
else if ( currentDispenseType == DISPENSE_TYPE_ARMOR )
{
Event *armorEvent = new Event( EV_Sentient_GiveArmor );
armorEvent->AddString( "BasicArmor" );
armorEvent->AddFloat( amountToGive );
sent->ProcessEvent( armorEvent );
}
else if ( currentDispenseType == DISPENSE_TYPE_AMMO )
{
int ammoGiven;
ammoGiven = (int) sent->GiveAmmo( _dispenseSubtype, (int)amountToGive, false );
amountToGive = ammoGiven;
}
}
// Use up our amount
_amount -= amountToGive;
setDispenserAlpha();
// See if we are empty now
if ( ( _amount <= 0.0f ) && ( _regenRate == 0.0f ) )
{
animate->RandomAnimate( "emptying", EV_Dispenser_AnimDone );
_state = DISPENSER_STATE_EMPTYING;
}
if ( amountToGive > 0 )
return true;
else
return false;
}
//----------------------------------------------------------------
// Name: setMaxAmount
// Class: Dispenser
//
// Description: Sets the maximum amount that we can dispense. It
// also sets the current amount to the maximum amount.
//
// Parameters: Event *ev - event (contains max amount)
//
// Returns: None
//----------------------------------------------------------------
void Dispenser::setMaxAmount( Event *ev )
{
_maxAmount = ev->GetFloat( 1 );
_amount = _maxAmount;
}
//----------------------------------------------------------------
// Name: setDispenseRate
// Class: Dispenser
//
// Description: Sets the rate that we will dispense stuff in units per second.
//
// Parameters: Event *ev - event (contains dispense rate)
//
// Returns: None
//----------------------------------------------------------------
void Dispenser::setDispenseRate( Event *ev )
{
_dispenseRate = ev->GetFloat( 1 );
}
//----------------------------------------------------------------
// Name: setRegenRate
// Class: Dispenser
//
// Description: Sets the regen rate that we will regenerate our
// amount we can give out. Only does this is below its maximum
// amount. This is also in units per second.
//
// Parameters: Event *ev - event (contains regen rate)
//
// Returns: None
//----------------------------------------------------------------
void Dispenser::setRegenRate( Event *ev )
{
_regenRate = ev->GetFloat( 1 );
}
//----------------------------------------------------------------
// Name: setType
// Class: Dispenser
//
// Description: Sets the type of stuff we are giving out (health, ammo, etc.)
//
// Parameters: Event *ev - event (contains type)
//
// Returns: None
//----------------------------------------------------------------
void Dispenser::setType( Event *ev )
{
str typeName;
typeName = ev->GetString( 1 );
if ( typeName == "health" )
{
_dispenseType = DISPENSE_TYPE_HEALTH;
}
else if ( typeName == "ammo" )
{
_dispenseType = DISPENSE_TYPE_AMMO;
}
else
{
gi.WDPrintf( "Unknown dispense type %s\n", typeName.c_str() );
_dispenseType = DISPENSE_TYPE_NONE;
}
}
//----------------------------------------------------------------
// Name: setSubtype
// Class: Dispenser
//
// Description: Sets the subtype of the thing we are giving out.
// For ammo - this is the ammo type
//
// Parameters: Event *ev - event (contains subtype)
//
// Returns: None
//----------------------------------------------------------------
void Dispenser::setSubtype( Event *ev )
{
_dispenseSubtype = ev->GetString( 1 );
}
//----------------------------------------------------------------
// Name: setOpenDistance
// Class: Dispenser
//
// Description: Sets the distance from the player that the dispenser will open/close
//
// Parameters: Event *ev - event (contains open distance)
//
// Returns: None
//----------------------------------------------------------------
void Dispenser::setOpenDistance( Event *ev )
{
_openDistance = ev->GetFloat( 1 );
}
//----------------------------------------------------------------
// Name: animDone
// Class: Dispenser
//
// Description: Called when on of the dispenser's animation is done playing
//
// Parameters: Event * - not used
//
// Returns: None
//----------------------------------------------------------------
void Dispenser::animDone( Event * )
{
// The animation is done playing so, move the dispenser to the correct state and play the appropriate animation
if ( _state == DISPENSER_STATE_CLOSING )
{
animate->RandomAnimate( "closed_idle" );
_state = DISPENSER_STATE_CLOSED;
}
else if ( _state == DISPENSER_STATE_OPENING )
{
animate->RandomAnimate( "open_idle" );
_state = DISPENSER_STATE_OPEN;
}
else if ( _state == DISPENSER_STATE_EMPTYING )
{
animate->RandomAnimate( "empty_idle" );
_state = DISPENSER_STATE_EMPTY;
}
}
//----------------------------------------------------------------
// Name: setDispenserAlpha
// Class: Dispenser
//
// Description: Sets the alpha of the dispenser based on how much amount is left
//
// Parameters: None
//
// Returns: None
//----------------------------------------------------------------
void Dispenser::setDispenserAlpha( void )
{
float percentLeft;
if ( _maxAmount )
{
percentLeft = _amount / _maxAmount;
setAlpha( percentLeft );
G_SetConstantLight( &edict->s.constantLight, &percentLeft, &percentLeft, &percentLeft, 0 );
}
}
//----------------------------------------------------------------
// Name: setInstant
// Class: Dispenser
//
// Description: Sets this dispenser to give out stuff instant (only have to hit use once)
//
// Parameters: None
//
// Returns: None
//----------------------------------------------------------------
void Dispenser::setInstant( Event * )
{
_instant = qtrue;
}
void Dispenser::setSoundName( Event *ev )
{
_useSoundName = ev->GetString( 1 );
}