source-engine/game/client/hl2/c_env_alyxtemp.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

487 lines
13 KiB
C++

//========= 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<CSimpleEmitter> m_pSimpleEmitter;
CSmartPtr<CParticleAttractor> 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;
}
}