source-engine/game/server/hl2/func_recharge.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
===== h_battery.cpp ========================================================
battery-related code
*/
#include "cbase.h"
#include "gamerules.h"
#include "player.h"
#include "engine/IEngineSound.h"
#include "in_buttons.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar sk_suitcharger( "sk_suitcharger","0" );
static ConVar sk_suitcharger_citadel( "sk_suitcharger_citadel","0" );
static ConVar sk_suitcharger_citadel_maxarmor( "sk_suitcharger_citadel_maxarmor","0" );
#define SF_CITADEL_RECHARGER 0x2000
#define SF_KLEINER_RECHARGER 0x4000 // Gives only 25 health
class CRecharge : public CBaseToggle
{
public:
DECLARE_CLASS( CRecharge, CBaseToggle );
void Spawn( );
bool CreateVPhysics();
int DrawDebugTextOverlays(void);
void Off(void);
void Recharge(void);
bool KeyValue( const char *szKeyName, const char *szValue );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | FCAP_CONTINUOUS_USE); }
private:
void InputRecharge( inputdata_t &inputdata );
float MaxJuice() const;
void UpdateJuice( int newJuice );
DECLARE_DATADESC();
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;
int m_nState;
COutputFloat m_OutRemainingCharge;
COutputEvent m_OnHalfEmpty;
COutputEvent m_OnEmpty;
COutputEvent m_OnFull;
COutputEvent m_OnPlayerUse;
};
BEGIN_DATADESC( CRecharge )
DEFINE_FIELD( m_flNextCharge, FIELD_TIME ),
DEFINE_FIELD( m_iReactivate, FIELD_INTEGER),
DEFINE_FIELD( m_iJuice, FIELD_INTEGER),
DEFINE_FIELD( m_iOn, FIELD_INTEGER),
DEFINE_FIELD( m_flSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_nState, FIELD_INTEGER ),
// Function Pointers
DEFINE_FUNCTION( Off ),
DEFINE_FUNCTION( Recharge ),
DEFINE_OUTPUT(m_OutRemainingCharge, "OutRemainingCharge"),
DEFINE_OUTPUT(m_OnHalfEmpty, "OnHalfEmpty" ),
DEFINE_OUTPUT(m_OnEmpty, "OnEmpty" ),
DEFINE_OUTPUT(m_OnFull, "OnFull" ),
DEFINE_OUTPUT(m_OnPlayerUse, "OnPlayerUse" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Recharge", InputRecharge ),
END_DATADESC()
LINK_ENTITY_TO_CLASS(func_recharge, CRecharge);
bool CRecharge::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq(szKeyName, "style") ||
FStrEq(szKeyName, "height") ||
FStrEq(szKeyName, "value1") ||
FStrEq(szKeyName, "value2") ||
FStrEq(szKeyName, "value3"))
{
}
else if (FStrEq(szKeyName, "dmdelay"))
{
m_iReactivate = atoi(szValue);
}
else
{
return BaseClass::KeyValue( szKeyName, szValue );
}
return true;
}
void CRecharge::Spawn()
{
Precache( );
SetSolid( SOLID_BSP );
SetMoveType( MOVETYPE_PUSH );
SetModel( STRING( GetModelName() ) );
UpdateJuice( MaxJuice() );
m_nState = 0;
CreateVPhysics();
}
bool CRecharge::CreateVPhysics()
{
VPhysicsInitStatic();
return true;
}
int CRecharge::DrawDebugTextOverlays(void)
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf(tempstr,sizeof(tempstr),"Charge left: %i", m_iJuice );
EntityText(text_offset,tempstr,0);
text_offset++;
}
return text_offset;
}
//-----------------------------------------------------------------------------
// Max juice for recharger
//-----------------------------------------------------------------------------
float CRecharge::MaxJuice() const
{
if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
{
return sk_suitcharger_citadel.GetFloat();
}
return sk_suitcharger.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : newJuice -
//-----------------------------------------------------------------------------
void CRecharge::UpdateJuice( int newJuice )
{
bool reduced = newJuice < m_iJuice;
if ( reduced )
{
// Fire 1/2 way output and/or empyt output
int oneHalfJuice = (int)(MaxJuice() * 0.5f);
if ( newJuice <= oneHalfJuice && m_iJuice > oneHalfJuice )
{
m_OnHalfEmpty.FireOutput( this, this );
}
if ( newJuice <= 0 )
{
m_OnEmpty.FireOutput( this, this );
}
}
else if ( newJuice != m_iJuice &&
newJuice == (int)MaxJuice() )
{
m_OnFull.FireOutput( this, this );
}
m_iJuice = newJuice;
}
void CRecharge::InputRecharge( inputdata_t &inputdata )
{
Recharge();
}
void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// if it's not a player, ignore
if ( !pActivator || !pActivator->IsPlayer() )
return;
// Only usable if you have the HEV suit on
if ( !((CBasePlayer *)pActivator)->IsSuitEquipped() )
{
if (m_flSoundTime <= gpGlobals->curtime)
{
m_flSoundTime = gpGlobals->curtime + 0.62;
EmitSound( "SuitRecharge.Deny" );
}
return;
}
// if there is no juice left, turn it off
if (m_iJuice <= 0)
{
m_nState = 1;
Off();
}
// if the player doesn't have the suit, or there is no juice left, make the deny noise
if ( m_iJuice <= 0 )
{
if (m_flSoundTime <= gpGlobals->curtime)
{
m_flSoundTime = gpGlobals->curtime + 0.62;
EmitSound( "SuitRecharge.Deny" );
}
return;
}
SetNextThink( gpGlobals->curtime + 0.25 );
SetThink(&CRecharge::Off);
// Time to recharge yet?
if (m_flNextCharge >= gpGlobals->curtime)
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++;
EmitSound( "SuitRecharge.Start" );
m_flSoundTime = 0.56 + gpGlobals->curtime;
m_OnPlayerUse.FireOutput( pActivator, this );
}
if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
{
m_iOn++;
CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" );
filter.MakeReliable();
EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" );
}
CBasePlayer *pl = (CBasePlayer *) m_hActivator.Get();
// charge the player
int nMaxArmor = 100;
int nIncrementArmor = 1;
if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
{
nMaxArmor = sk_suitcharger_citadel_maxarmor.GetInt();
nIncrementArmor = 10;
// Also give health for the citadel version.
if( pActivator->GetHealth() < pActivator->GetMaxHealth() )
{
pActivator->TakeHealth( 5, DMG_GENERIC );
}
}
if (pl->ArmorValue() < nMaxArmor)
{
UpdateJuice( m_iJuice - nIncrementArmor );
pl->IncrementArmorValue( nIncrementArmor, nMaxArmor );
}
// Send the output.
float flRemaining = m_iJuice / MaxJuice();
m_OutRemainingCharge.Set(flRemaining, pActivator, this);
// govern the rate of charge
m_flNextCharge = gpGlobals->curtime + 0.1;
}
void CRecharge::Recharge(void)
{
UpdateJuice( MaxJuice() );
m_nState = 0;
SetThink( &CRecharge::SUB_DoNothing );
}
void CRecharge::Off(void)
{
// Stop looping sound.
if (m_iOn > 1)
{
StopSound( "SuitRecharge.ChargingLoop" );
}
m_iOn = 0;
if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime() ) > 0) )
{
SetNextThink( gpGlobals->curtime + m_iReactivate );
SetThink(&CRecharge::Recharge);
}
else
{
SetThink( NULL );
}
}
//NEW
class CNewRecharge : public CBaseAnimating
{
public:
DECLARE_CLASS( CNewRecharge, CBaseAnimating );
void Spawn( );
bool CreateVPhysics();
int DrawDebugTextOverlays(void);
void Off(void);
void Recharge(void);
bool KeyValue( const char *szKeyName, const char *szValue );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | m_iCaps ); }
void SetInitialCharge( void );
private:
void InputRecharge( inputdata_t &inputdata );
void InputSetCharge( inputdata_t &inputdata );
float MaxJuice() const;
void UpdateJuice( int newJuice );
void Precache( void );
DECLARE_DATADESC();
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;
int m_nState;
int m_iCaps;
int m_iMaxJuice;
COutputFloat m_OutRemainingCharge;
COutputEvent m_OnHalfEmpty;
COutputEvent m_OnEmpty;
COutputEvent m_OnFull;
COutputEvent m_OnPlayerUse;
virtual void StudioFrameAdvance ( void );
float m_flJuice;
};
BEGIN_DATADESC( CNewRecharge )
DEFINE_FIELD( m_flNextCharge, FIELD_TIME ),
DEFINE_FIELD( m_iReactivate, FIELD_INTEGER),
DEFINE_FIELD( m_iJuice, FIELD_INTEGER),
DEFINE_FIELD( m_iOn, FIELD_INTEGER),
DEFINE_FIELD( m_flSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_nState, FIELD_INTEGER ),
DEFINE_FIELD( m_iCaps, FIELD_INTEGER ),
DEFINE_FIELD( m_iMaxJuice, FIELD_INTEGER ),
// Function Pointers
DEFINE_FUNCTION( Off ),
DEFINE_FUNCTION( Recharge ),
DEFINE_OUTPUT(m_OutRemainingCharge, "OutRemainingCharge"),
DEFINE_OUTPUT(m_OnHalfEmpty, "OnHalfEmpty" ),
DEFINE_OUTPUT(m_OnEmpty, "OnEmpty" ),
DEFINE_OUTPUT(m_OnFull, "OnFull" ),
DEFINE_OUTPUT(m_OnPlayerUse, "OnPlayerUse" ),
DEFINE_FIELD( m_flJuice, FIELD_FLOAT ),
DEFINE_INPUTFUNC( FIELD_VOID, "Recharge", InputRecharge ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetCharge", InputSetCharge ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( item_suitcharger, CNewRecharge);
#define HEALTH_CHARGER_MODEL_NAME "models/props_combine/suit_charger001.mdl"
#define CHARGE_RATE 0.25f
#define CHARGES_PER_SECOND 1 / CHARGE_RATE
#define CITADEL_CHARGES_PER_SECOND 10 / CHARGE_RATE
#define CALLS_PER_SECOND 7.0f * CHARGES_PER_SECOND
bool CNewRecharge::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq(szKeyName, "style") ||
FStrEq(szKeyName, "height") ||
FStrEq(szKeyName, "value1") ||
FStrEq(szKeyName, "value2") ||
FStrEq(szKeyName, "value3"))
{
}
else if (FStrEq(szKeyName, "dmdelay"))
{
m_iReactivate = atoi(szValue);
}
else
{
return BaseClass::KeyValue( szKeyName, szValue );
}
return true;
}
void CNewRecharge::Precache( void )
{
PrecacheModel( HEALTH_CHARGER_MODEL_NAME );
PrecacheScriptSound( "SuitRecharge.Deny" );
PrecacheScriptSound( "SuitRecharge.Start" );
PrecacheScriptSound( "SuitRecharge.ChargingLoop" );
}
void CNewRecharge::SetInitialCharge( void )
{
if ( HasSpawnFlags( SF_KLEINER_RECHARGER ) )
{
// The charger in Kleiner's lab.
m_iMaxJuice = 25.0f;
return;
}
if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
{
m_iMaxJuice = sk_suitcharger_citadel.GetFloat();
return;
}
m_iMaxJuice = sk_suitcharger.GetFloat();
}
void CNewRecharge::Spawn()
{
Precache( );
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_VPHYSICS );
CreateVPhysics();
SetModel( HEALTH_CHARGER_MODEL_NAME );
AddEffects( EF_NOSHADOW );
ResetSequence( LookupSequence( "idle" ) );
SetInitialCharge();
UpdateJuice( MaxJuice() );
m_nState = 0;
m_iCaps = FCAP_CONTINUOUS_USE;
CreateVPhysics();
m_flJuice = m_iJuice;
m_iReactivate = 0;
SetCycle( 1.0f - ( m_flJuice / MaxJuice() ) );
}
bool CNewRecharge::CreateVPhysics()
{
VPhysicsInitStatic();
return true;
}
int CNewRecharge::DrawDebugTextOverlays(void)
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf(tempstr,sizeof(tempstr),"Charge left: %i", m_iJuice );
EntityText(text_offset,tempstr,0);
text_offset++;
}
return text_offset;
}
void CNewRecharge::StudioFrameAdvance( void )
{
m_flPlaybackRate = 0;
float flMaxJuice = MaxJuice() + 0.1f;
float flNewJuice = 1.0f - (float)( m_flJuice / flMaxJuice );
SetCycle( flNewJuice );
// Msg( "Cycle: %f - Juice: %d - m_flJuice :%f - Interval: %f\n", (float)GetCycle(), (int)m_iJuice, (float)m_flJuice, GetAnimTimeInterval() );
if ( !m_flPrevAnimTime )
{
m_flPrevAnimTime = gpGlobals->curtime;
}
// Latch prev
m_flPrevAnimTime = m_flAnimTime;
// Set current
m_flAnimTime = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Max juice for recharger
//-----------------------------------------------------------------------------
float CNewRecharge::MaxJuice() const
{
return m_iMaxJuice;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : newJuice -
//-----------------------------------------------------------------------------
void CNewRecharge::UpdateJuice( int newJuice )
{
bool reduced = newJuice < m_iJuice;
if ( reduced )
{
// Fire 1/2 way output and/or empyt output
int oneHalfJuice = (int)(MaxJuice() * 0.5f);
if ( newJuice <= oneHalfJuice && m_iJuice > oneHalfJuice )
{
m_OnHalfEmpty.FireOutput( this, this );
}
if ( newJuice <= 0 )
{
m_OnEmpty.FireOutput( this, this );
}
}
else if ( newJuice != m_iJuice &&
newJuice == (int)MaxJuice() )
{
m_OnFull.FireOutput( this, this );
}
m_iJuice = newJuice;
}
void CNewRecharge::InputRecharge( inputdata_t &inputdata )
{
Recharge();
}
void CNewRecharge::InputSetCharge( inputdata_t &inputdata )
{
ResetSequence( LookupSequence( "idle" ) );
int iJuice = inputdata.value.Int();
m_flJuice = m_iMaxJuice = m_iJuice = iJuice;
StudioFrameAdvance();
}
void CNewRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// if it's not a player, ignore
if ( !pActivator || !pActivator->IsPlayer() )
return;
CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pActivator);
// Reset to a state of continuous use.
m_iCaps = FCAP_CONTINUOUS_USE;
if ( m_iOn )
{
float flCharges = CHARGES_PER_SECOND;
float flCalls = CALLS_PER_SECOND;
if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
flCharges = CITADEL_CHARGES_PER_SECOND;
m_flJuice -= flCharges / flCalls;
StudioFrameAdvance();
}
// Only usable if you have the HEV suit on
if ( !pPlayer->IsSuitEquipped() )
{
if (m_flSoundTime <= gpGlobals->curtime)
{
m_flSoundTime = gpGlobals->curtime + 0.62;
EmitSound( "SuitRecharge.Deny" );
}
return;
}
// if there is no juice left, turn it off
if ( m_iJuice <= 0 )
{
// Start our deny animation over again
ResetSequence( LookupSequence( "emptyclick" ) );
m_nState = 1;
// Shut off
Off();
// Play a deny sound
if ( m_flSoundTime <= gpGlobals->curtime )
{
m_flSoundTime = gpGlobals->curtime + 0.62;
EmitSound( "SuitRecharge.Deny" );
}
return;
}
// Get our maximum armor value
int nMaxArmor = 100;
if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
{
nMaxArmor = sk_suitcharger_citadel_maxarmor.GetInt();
}
int nIncrementArmor = 1;
// The citadel charger gives more per charge and also gives health
if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
{
nIncrementArmor = 10;
#ifdef HL2MP
nIncrementArmor = 2;
#endif
// Also give health for the citadel version.
if ( pActivator->GetHealth() < pActivator->GetMaxHealth() && m_flNextCharge < gpGlobals->curtime )
{
pActivator->TakeHealth( 5, DMG_GENERIC );
}
}
// If we're over our limit, debounce our keys
if ( pPlayer->ArmorValue() >= nMaxArmor)
{
// Citadel charger must also be at max health
if ( !HasSpawnFlags(SF_CITADEL_RECHARGER) || ( HasSpawnFlags( SF_CITADEL_RECHARGER ) && pActivator->GetHealth() >= pActivator->GetMaxHealth() ) )
{
// Make the user re-use me to get started drawing health.
pPlayer->m_afButtonPressed &= ~IN_USE;
m_iCaps = FCAP_IMPULSE_USE;
EmitSound( "SuitRecharge.Deny" );
return;
}
}
// This is bumped out if used within the time period
SetNextThink( gpGlobals->curtime + CHARGE_RATE );
SetThink( &CNewRecharge::Off );
// Time to recharge yet?
if ( m_flNextCharge >= gpGlobals->curtime )
return;
// Play the on sound or the looping charging sound
if ( !m_iOn )
{
m_iOn++;
EmitSound( "SuitRecharge.Start" );
m_flSoundTime = 0.56 + gpGlobals->curtime;
m_OnPlayerUse.FireOutput( pActivator, this );
}
if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
{
m_iOn++;
CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" );
filter.MakeReliable();
EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" );
}
// Give armor if we need it
if ( pPlayer->ArmorValue() < nMaxArmor )
{
UpdateJuice( m_iJuice - nIncrementArmor );
pPlayer->IncrementArmorValue( nIncrementArmor, nMaxArmor );
}
// Send the output.
float flRemaining = m_iJuice / MaxJuice();
m_OutRemainingCharge.Set(flRemaining, pActivator, this);
// govern the rate of charge
m_flNextCharge = gpGlobals->curtime + 0.1;
}
void CNewRecharge::Recharge(void)
{
EmitSound( "SuitRecharge.Start" );
ResetSequence( LookupSequence( "idle" ) );
UpdateJuice( MaxJuice() );
m_nState = 0;
m_flJuice = m_iJuice;
m_iReactivate = 0;
StudioFrameAdvance();
SetThink( &CNewRecharge::SUB_DoNothing );
}
void CNewRecharge::Off(void)
{
// Stop looping sound.
if (m_iOn > 1)
{
StopSound( "SuitRecharge.ChargingLoop" );
}
if ( m_nState == 1 )
{
SetCycle( 1.0f );
}
m_iOn = 0;
m_flJuice = m_iJuice;
if ( m_iReactivate == 0 )
{
if ((!m_iJuice) && g_pGameRules->FlHEVChargerRechargeTime() > 0 )
{
if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
{
m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime() * 2;
}
else
{
m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime();
}
SetNextThink( gpGlobals->curtime + m_iReactivate );
SetThink(&CNewRecharge::Recharge);
}
else
{
SetThink( NULL );
}
}
}