hl2_src-leak-2017/src/game/client/tf2/c_func_resource.cpp

264 lines
8.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's CResourceZone.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "engine/IEngineSound.h"
#include "c_func_resource.h"
#include "techtree.h"
#include "fx.h"
#include "fx_sparks.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Chunk movement
#define CHUNK_FLECK_MIN_SPEED 25.0f
#define CHUNK_FLECK_MAX_SPEED 100.0f
#define CHUNK_FLECK_GRAVITY 800.0f
#define CHUNK_FLECK_DAMPEN 0.3f
#define CHUNK_FLECK_ANGULAR_SPRAY 0.8f
IMPLEMENT_CLIENTCLASS_DT(C_ResourceZone, DT_ResourceZone, CResourceZone)
RecvPropFloat(RECVINFO(m_flClientResources)),
RecvPropInt(RECVINFO(m_nResourcesLeft)),
END_RECV_TABLE()
LINK_ENTITY_TO_CLASS( trigger_resourcezone, C_ResourceZone );
BEGIN_PREDICTION_DATA( C_ResourceZone )
END_PREDICTION_DATA();
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_ResourceZone::C_ResourceZone()
{
CONSTRUCT_MINIMAP_PANEL( "minimap_resource_zone", MINIMAP_RESOURCE_ZONES );
}
//-----------------------------------------------------------------------------
// Add, remove object from the panel
//-----------------------------------------------------------------------------
void C_ResourceZone::SetDormant( bool bDormant )
{
BaseClass::SetDormant( bDormant );
ENTITY_PANEL_ACTIVATE( "resourcezone", (!bDormant && m_flClientResources > 0) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ResourceZone::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( gpGlobals->curtime + 1.0 );
}
// If I've just dried up, remove me from the minimap
if ( m_flClientResources <= 0 )
{
ENTITY_PANEL_ACTIVATE( "resourcezone", false );
DESTRUCT_MINIMAP_PANEL();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *C_ResourceZone::GetTargetDescription( void ) const
{
return "Resource Zone";
}
//==========================================================================================================
// Resource Spawner
//==========================================================================================================
IMPLEMENT_CLIENTCLASS_DT(C_ResourceSpawner, DT_ResourceSpawner, CResourceSpawner)
RecvPropInt(RECVINFO(m_bActive)),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_ResourceSpawner::C_ResourceSpawner( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ResourceSpawner::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( gpGlobals->curtime + random->RandomFloat( 2.0, 4.0 ) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Receive a spawn message from the server
//-----------------------------------------------------------------------------
void C_ResourceSpawner::ReceiveMessage( int classID, bf_read &msg )
{
if ( classID != GetClientClass()->m_ClassID )
{
// message is for subclass
BaseClass::ReceiveMessage( classID, msg );
return;
}
// Make some particles
SpawnEffect( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ResourceSpawner::ClientThink( void )
{
SetNextClientThink( gpGlobals->curtime + random->RandomFloat( 2.0, 10.0 ) );
// Don't do random puffs if I'm not active
if ( !m_bActive )
return;
// Occasionally spurt as if I was making a chunk
if ( random->RandomInt(0, 20) == 5 )
{
SpawnEffect( true );
}
else
{
SpawnEffect( false );
}
}
//-----------------------------------------------------------------------------
// Purpose: Particle effects created when we spawn a chunk
//-----------------------------------------------------------------------------
void C_ResourceSpawner::SpawnEffect( bool bSpawningChunk )
{
Vector normal = Vector(0,0,1);
Vector offset = GetAbsOrigin() + (normal * 16);
Vector dir;
float r = sResourceColor.r;
float g = sResourceColor.g;
float b = sResourceColor.b;
// Play a random puff sound
if ( bSpawningChunk )
{
EmitSound( "ResourceSpawner.BigPuff" );
}
else
{
EmitSound( "ResourceSpawner.Puff" );
}
// Chunks o'dirt
CSmartPtr<CFleckParticles> fleckEmitter = CFleckParticles::Create( "SpawnEffect 1", offset, Vector(5,5,5) );
if ( !fleckEmitter )
return;
// Setup our collision information
fleckEmitter->m_ParticleCollision.Setup( offset, &normal, CHUNK_FLECK_ANGULAR_SPRAY, CHUNK_FLECK_MIN_SPEED, CHUNK_FLECK_MAX_SPEED, CHUNK_FLECK_GRAVITY, CHUNK_FLECK_DAMPEN );
int numFlecks;
if ( bSpawningChunk )
numFlecks = random->RandomInt( 48, 64 );
else
numFlecks = random->RandomInt( 1, 3 );
// Dump out flecks
int i;
for ( i = 0; i < numFlecks; i++ )
{
FleckParticle *pParticle = (FleckParticle *) fleckEmitter->AddParticle( sizeof(FleckParticle), g_Mat_Fleck_Cement[random->RandomInt(0,1)], offset );
if ( pParticle == NULL )
break;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat(3.0f,5.0f);
if ( bSpawningChunk )
{
pParticle->m_uchSize = random->RandomInt( 4, 8 );
dir[0] = normal[0] + random->RandomFloat( -CHUNK_FLECK_ANGULAR_SPRAY, CHUNK_FLECK_ANGULAR_SPRAY );
dir[1] = normal[1] + random->RandomFloat( -CHUNK_FLECK_ANGULAR_SPRAY, CHUNK_FLECK_ANGULAR_SPRAY );
dir[2] = normal[2] + random->RandomFloat( -CHUNK_FLECK_ANGULAR_SPRAY, CHUNK_FLECK_ANGULAR_SPRAY );
pParticle->m_vecVelocity = dir * ( random->RandomFloat( CHUNK_FLECK_MIN_SPEED, CHUNK_FLECK_MAX_SPEED ) * ( 9 - pParticle->m_uchSize ) );
}
else
{
pParticle->m_uchSize = random->RandomInt( 2, 4 );
dir[0] = normal[0] + (random->RandomFloat( -CHUNK_FLECK_ANGULAR_SPRAY, CHUNK_FLECK_ANGULAR_SPRAY ) * 0.5);
dir[1] = normal[1] + (random->RandomFloat( -CHUNK_FLECK_ANGULAR_SPRAY, CHUNK_FLECK_ANGULAR_SPRAY ) * 0.5);
dir[2] = normal[2] + (random->RandomFloat( -CHUNK_FLECK_ANGULAR_SPRAY, CHUNK_FLECK_ANGULAR_SPRAY ) * 0.5);
pParticle->m_vecVelocity = dir * ( random->RandomFloat( CHUNK_FLECK_MIN_SPEED, CHUNK_FLECK_MAX_SPEED ) * 3);
}
pParticle->m_flRoll = random->RandomFloat( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( 0, 360 );
pParticle->m_uchColor[0] = r;
pParticle->m_uchColor[1] = g;
pParticle->m_uchColor[2] = b;
}
// Create a couple of big, floating smoke clouds
if ( bSpawningChunk || random->RandomInt(0,10) == 0 )
{
CSmartPtr<CSimpleEmitter> pSmokeEmitter = CSimpleEmitter::Create( "SpawnEffect 2" );
pSmokeEmitter->SetSortOrigin( offset );
int iSmokeClouds = 2;
if ( !bSpawningChunk )
iSmokeClouds = 1;
for ( i = 0; i < iSmokeClouds; i++ )
{
SimpleParticle *pParticle = (SimpleParticle *) pSmokeEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[1], offset );
if ( pParticle == NULL )
break;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f );
if ( bSpawningChunk )
{
pParticle->m_uchStartSize = 32;
pParticle->m_uchEndSize = 128;
}
else
{
pParticle->m_uchStartSize = 16;
pParticle->m_uchEndSize = 64;
}
dir[0] = normal[0] + random->RandomFloat( -0.4f, 0.4f );
dir[1] = normal[1] + random->RandomFloat( -0.4f, 0.4f );
dir[2] = normal[2] + random->RandomFloat( 0, 0.6f );
pParticle->m_vecVelocity = dir * random->RandomFloat( 2.0f, 24.0f )*(i+1);
pParticle->m_uchStartAlpha = 160;
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomFloat( 180, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -1, 1 );
pParticle->m_uchColor[0] = r;
pParticle->m_uchColor[1] = g;
pParticle->m_uchColor[2] = b;
}
}
}