//========= 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 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 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; } } }