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