//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "particles_simple.h" #include "citadel_effects_shared.h" #include "particles_attractor.h" class C_AlyxEmpEffect : public C_BaseEntity { DECLARE_CLASS( C_AlyxEmpEffect, C_BaseEntity ); DECLARE_CLIENTCLASS(); public: void OnDataChanged( DataUpdateType_t updateType ); RenderGroup_t GetRenderGroup( void ); void ClientThink( void ); void NotifyShouldTransmit( ShouldTransmitState_t state ); void UpdateIdle( float percentage ); void UpdateCharging( float percentage ); void UpdateDischarging( void ); private: bool SetupEmitters( void ); inline float GetStateDurationPercentage( void ); int m_nState; float m_flDuration; float m_flStartTime; TimedEvent m_tParticleSpawn; CSmartPtr m_pSimpleEmitter; CSmartPtr m_pAttractorEmitter; }; IMPLEMENT_CLIENTCLASS_DT( C_AlyxEmpEffect, DT_AlyxEmpEffect, CAlyxEmpEffect ) RecvPropInt( RECVINFO(m_nState) ), RecvPropFloat( RECVINFO(m_flDuration) ), RecvPropFloat( RECVINFO(m_flStartTime) ), END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: // Output : RenderGroup_t //----------------------------------------------------------------------------- RenderGroup_t C_AlyxEmpEffect::GetRenderGroup( void ) { return RENDER_GROUP_TRANSLUCENT_ENTITY; } //----------------------------------------------------------------------------- // Purpose: // Input : updateType - //----------------------------------------------------------------------------- void C_AlyxEmpEffect::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType ); if ( updateType == DATA_UPDATE_CREATED ) { m_tParticleSpawn.Init( 32 ); SetNextClientThink( CLIENT_THINK_ALWAYS ); SetupEmitters(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool C_AlyxEmpEffect::SetupEmitters( void ) { // Setup the basic core emitter if ( m_pSimpleEmitter.IsValid() == false ) { m_pSimpleEmitter = CSimpleEmitter::Create( "energycore" ); if ( m_pSimpleEmitter.IsValid() == false ) return false; } // Setup the attractor emitter if ( m_pAttractorEmitter.IsValid() == false ) { m_pAttractorEmitter = CParticleAttractor::Create( GetAbsOrigin(), "energyattractor" ); if ( m_pAttractorEmitter.IsValid() == false ) return false; } return true; } #define EMP_SCALE 0.5f #define EMP_PARTICLES "effects/ar2_altfire1b" //----------------------------------------------------------------------------- // Purpose: // Input : percentage - //----------------------------------------------------------------------------- void C_AlyxEmpEffect::UpdateIdle( float percentage ) { #if 0 // Must be active if ( percentage >= 1.0f ) return; // Emitters must be valid if ( SetupEmitters() == false ) return; // Reset our sort origin m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() ); SimpleParticle *sParticle; // Do the charging particles m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() ); Vector forward, right, up; AngleVectors( GetAbsAngles(), &forward, &right, &up ); Vector offset; float dist; int numParticles = floor( 4.0f * percentage ); float dTime = gpGlobals->frametime; while ( m_tParticleSpawn.NextEvent( dTime ) ) { for ( int i = 0; i < numParticles; i++ ) { dist = random->RandomFloat( 4.0f * EMP_SCALE * percentage, 64.0f * EMP_SCALE * percentage ); offset = forward * dist; dist = RemapValClamped( dist, 4.0f * EMP_SCALE * percentage, 64.0f * EMP_SCALE * percentage, 6.0f, 1.0f ); offset += right * random->RandomFloat( -4.0f * EMP_SCALE * dist, 4.0f * EMP_SCALE * dist ); offset += up * random->RandomFloat( -4.0f * EMP_SCALE * dist, 4.0f * EMP_SCALE * dist ); offset += GetAbsOrigin(); sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( EMP_PARTICLES ), offset ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = Vector(0,0,8); sParticle->m_flDieTime = 0.5f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255 * percentage; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ); sParticle->m_uchEndSize = 0; } } #endif } //----------------------------------------------------------------------------- // Purpose: // Input : percentage - //----------------------------------------------------------------------------- void C_AlyxEmpEffect::UpdateCharging( float percentage ) { // Emitters must be valid if ( SetupEmitters() == false ) return; if ( percentage <= 0.0f ) return; // Reset our sort origin m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() ); float flScale = 4.0f * EMP_SCALE * percentage; SimpleParticle *sParticle; float dTime = gpGlobals->frametime; while ( m_tParticleSpawn.NextEvent( dTime ) ) { // Do the core effects sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = vec3_origin; sParticle->m_flDieTime = 0.1f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255 * percentage; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = flScale; sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; } #if 0 // Do the charging particles m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() ); Vector forward, right, up; AngleVectors( GetAbsAngles(), &forward, &right, &up ); Vector offset; float dist; int numParticles = floor( 4.0f * percentage ); for ( i = 0; i < numParticles; i++ ) { dist = random->RandomFloat( 4.0f * percentage, 64.0f * percentage ); offset = forward * dist; dist = RemapValClamped( dist, 4.0f * percentage, 64.0f * percentage, 6.0f, 1.0f ); offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist ); offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist ); offset += GetAbsOrigin(); sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( EMP_PARTICLES ), offset ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = Vector(0,0,8); sParticle->m_flDieTime = 0.5f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255 * percentage; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ); sParticle->m_uchEndSize = 0; } #endif } //----------------------------------------------------------------------------- // Purpose: // Input : percentage - //----------------------------------------------------------------------------- void C_AlyxEmpEffect::UpdateDischarging( void ) { // Emitters must be valid if ( SetupEmitters() == false ) return; // Reset our sort origin m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() ); float flScale = EMP_SCALE * 8.0f; Vector forward, right, up; AngleVectors( GetAbsAngles(), &forward, &right, &up ); SimpleParticle *sParticle; float dTime = gpGlobals->frametime; while ( m_tParticleSpawn.NextEvent( dTime ) ) { // Base of the core effect sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = vec3_origin; sParticle->m_flDieTime = 0.25f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 64; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = flScale * 4.0f; sParticle->m_uchEndSize = 0.0f; // Base of the core effect sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = vec3_origin; sParticle->m_flDieTime = 0.1f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; alpha = 128; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = 0.0f; sParticle->m_uchEndSize = flScale * 2.0f; // Make sure we encompass the complete particle here! m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize ); // Do the core effects sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = RandomVector( -32.0f, 32.0f ); sParticle->m_flDieTime = 0.2f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; alpha = 255; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = flScale; sParticle->m_uchEndSize = 0.0f; } #if 0 // Do the charging particles m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() ); Vector offset; float dist; for ( i = 0; i < 4; i++ ) { dist = random->RandomFloat( 4.0f, 64.0f ); offset = forward * dist; dist = RemapValClamped( dist, 4.0f, 64.0f, 6.0f, 1.0f ); offset += right * random->RandomFloat( -2.0f * dist, 2.0f * dist ); offset += up * random->RandomFloat( -2.0f * dist, 2.0f * dist ); offset += GetAbsOrigin(); sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/combinemuzzle2_dark" ), offset ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = Vector(0,0,2); sParticle->m_flDieTime = 0.5f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = 1; sParticle->m_uchEndSize = 0; } #endif } //----------------------------------------------------------------------------- // Purpose: // Output : inline float //----------------------------------------------------------------------------- inline float C_AlyxEmpEffect::GetStateDurationPercentage( void ) { if ( m_flDuration == 0 ) return 0.0f; return RemapValClamped( ( gpGlobals->curtime - m_flStartTime ), 0, m_flDuration, 0, 1.0f );; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_AlyxEmpEffect::NotifyShouldTransmit( ShouldTransmitState_t state ) { BaseClass::NotifyShouldTransmit( state ); // Turn off if ( state == SHOULDTRANSMIT_END ) { SetNextClientThink( CLIENT_THINK_NEVER ); } // Turn on if ( state == SHOULDTRANSMIT_START ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_AlyxEmpEffect::ClientThink( void ) { if ( gpGlobals->frametime <= 0.0f ) return; float flDuration = GetStateDurationPercentage(); switch( m_nState ) { case ENERGYCORE_STATE_OFF: UpdateIdle( 1.0f - flDuration ); break; case ENERGYCORE_STATE_CHARGING: UpdateCharging( flDuration ); break; case ENERGYCORE_STATE_DISCHARGING: UpdateDischarging( ); break; } }