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path: root/game/client/tf2/c_func_resource.cpp
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-rw-r--r--game/client/tf2/c_func_resource.cpp263
1 files changed, 263 insertions, 0 deletions
diff --git a/game/client/tf2/c_func_resource.cpp b/game/client/tf2/c_func_resource.cpp
new file mode 100644
index 0000000..ac9dc5b
--- /dev/null
+++ b/game/client/tf2/c_func_resource.cpp
@@ -0,0 +1,263 @@
+//========= 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;
+ }
+ }
+}