//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "particles_simple.h" #include "citadel_effects_shared.h" #include "particles_attractor.h" #include "fx_quad.h" class C_CitadelEnergyCore : public C_BaseEntity { DECLARE_CLASS( C_CitadelEnergyCore, 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 ); float m_flScale; int m_nState; float m_flDuration; float m_flStartTime; int m_spawnflags; CSmartPtr<CSimpleEmitter> m_pSimpleEmitter; CSmartPtr<CParticleAttractor> m_pAttractorEmitter; }; IMPLEMENT_CLIENTCLASS_DT( C_CitadelEnergyCore, DT_CitadelEnergyCore, CCitadelEnergyCore ) RecvPropFloat( RECVINFO(m_flScale) ), RecvPropInt( RECVINFO(m_nState) ), RecvPropFloat( RECVINFO(m_flDuration) ), RecvPropFloat( RECVINFO(m_flStartTime) ), RecvPropInt( RECVINFO(m_spawnflags) ), END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: // Output : RenderGroup_t //----------------------------------------------------------------------------- RenderGroup_t C_CitadelEnergyCore::GetRenderGroup( void ) { return RENDER_GROUP_TRANSLUCENT_ENTITY; } //----------------------------------------------------------------------------- // Purpose: // Input : updateType - //----------------------------------------------------------------------------- void C_CitadelEnergyCore::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType ); if ( updateType == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); SetupEmitters(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool C_CitadelEnergyCore::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; } //----------------------------------------------------------------------------- // Purpose: // Input : percentage - //----------------------------------------------------------------------------- void C_CitadelEnergyCore::UpdateIdle( float percentage ) { // Only do these particles if required if ( m_spawnflags & SF_ENERGYCORE_NO_PARTICLES ) return; // 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 ); for ( int 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( "effects/strider_muzzle" ), 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; } } //----------------------------------------------------------------------------- // Purpose: // Input : percentage - //----------------------------------------------------------------------------- void C_CitadelEnergyCore::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 * m_flScale * percentage; SimpleParticle *sParticle; // Do the core effects for ( int i = 0; i < 2; i++ ) { sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/strider_muzzle" ), 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; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; if ( i < 2 ) { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; } else { if ( random->RandomInt( 0, 20 ) == 0 ) { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 4.0f; sParticle->m_flDieTime = 0.25f; } else { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; } } } // Only do these particles if required if ( m_spawnflags & SF_ENERGYCORE_NO_PARTICLES ) return; // 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 ( int 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( "effects/strider_muzzle" ), 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; } } //----------------------------------------------------------------------------- // Purpose: // Input : percentage - //----------------------------------------------------------------------------- void C_CitadelEnergyCore::UpdateDischarging( void ) { // Emitters must be valid if ( SetupEmitters() == false ) return; // Reset our sort origin m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() ); float flScale = 8.0f * m_flScale; Vector forward, right, up; AngleVectors( GetAbsAngles(), &forward, &right, &up ); SimpleParticle *sParticle; // Base of the core effect sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/strider_muzzle" ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = forward * 32.0f; sParticle->m_flDieTime = 0.2f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float 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 = flScale * 2.0f; sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; // Make sure we encompass the complete particle here! m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize ); // Do the core effects for ( int i = 0; i < 2; i++ ) { sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/combinemuzzle2" ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = forward * ( 32.0f * (i+1) ); sParticle->m_flDieTime = 0.2f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 100; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; if ( i < 1 ) { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; } else { if ( random->RandomInt( 0, 20 ) == 0 ) { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = 0.0f; sParticle->m_flDieTime = 0.25f; } else { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = 0.0f; } } } // Only do these particles if required if ( m_spawnflags & SF_ENERGYCORE_NO_PARTICLES ) return; // Do the charging particles m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() ); Vector offset; float dist; for ( int i = 0; i < 4; i++ ) { dist = random->RandomFloat( 4.0f * m_flScale, 64.0f * m_flScale ); offset = forward * dist; dist = RemapValClamped( dist, 4.0f * m_flScale, 64.0f * m_flScale, 6.0f, 1.0f ); offset += right * random->RandomFloat( -2.0f * dist * m_flScale, 2.0f * dist * m_flScale ); offset += up * random->RandomFloat( -2.0f * dist * m_flScale, 2.0f * dist * m_flScale ); 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; } } //----------------------------------------------------------------------------- // Purpose: // Output : inline float //----------------------------------------------------------------------------- inline float C_CitadelEnergyCore::GetStateDurationPercentage( void ) { if ( m_flDuration == 0 ) return 0.0f; return RemapValClamped( ( gpGlobals->curtime - m_flStartTime ), 0, m_flDuration, 0, 1.0f );; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_CitadelEnergyCore::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_CitadelEnergyCore::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; } }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |