Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ENV_METEOR_SHARED_H
#define ENV_METEOR_SHARED_H
#pragma once
#include "vstdlib/random.h"
#include "mathlib/vector.h"
#include "utlvector.h"
//=============================================================================
//
// Shared Meteor Class
//
#define METEOR_INVALID_TIME -9999.9f
#define METEOR_PASSIVE_TIME 0.0f
#define METEOR_MAX_LIFETIME 60.0f
#define METEOR_MIN_SIZE Vector( -100, -100, -100 )
#define METEOR_MAX_SIZE Vector( 100, 100, 100 )
#define METEOR_LOCATION_INVALID -1
#define METEOR_LOCATION_WORLD 0
#define METEOR_LOCATION_SKYBOX 1
class CEnvMeteorShared
{
public:
//-------------------------------------------------------------------------
// Initialization.
//-------------------------------------------------------------------------
CEnvMeteorShared();
void Init( int nID, float flStartTime, float flPassiveTime,
const Vector &vecStartPosition,
const Vector &vecDirection, float flSpeed, float flDamageRadius,
const Vector &vecTriggerMins, const Vector &vecTriggerMaxs );
//-------------------------------------------------------------------------
// Returns the position of the object at a given time.
//-------------------------------------------------------------------------
void GetPositionAtTime( float flTime, Vector &vecPosition );
//-------------------------------------------------------------------------
// Changes an objects paramters from "skybox space" to "world space."
//-------------------------------------------------------------------------
void ConvertFromSkyboxToWorld( void );
//-------------------------------------------------------------------------
// Changes an objects paramters from "world space" to "skybox space."
//-------------------------------------------------------------------------
void ConvertFromWorldToSkybox( void );
//-------------------------------------------------------------------------
// Returns whether or not the object is the the skybox given the time.
//-------------------------------------------------------------------------
bool IsInSkybox( float flTime );
//-------------------------------------------------------------------------
// Returns whether or not the object is moving in the skybox (or passive).
//-------------------------------------------------------------------------
bool IsPassive( float flTime );
//-------------------------------------------------------------------------
// Returns whether or not the object will ever transition from skybox to world.
//-------------------------------------------------------------------------
bool WillTransition( void );
//-------------------------------------------------------------------------
// Returns the splash damage radius of the object.
//-------------------------------------------------------------------------
float GetDamageRadius( void );
public:
int m_nID; // unique identifier
// The objects initial parametric conditions.
Vector m_vecStartPosition;
Vector m_vecDirection;
float m_flSpeed; // (units/sec), unit = 1 inch
float m_flStartTime;
// NOTE: All times are absolute - ie m_flStartTime has been added in.
// The time after the starting time in which it object starts to "move."
float m_flPassiveTime;
// The enter and exit times define the times at which the object enters and
// exits the world. In other words, m_flEnterTime is the time at which the
// object leaves the skybox and enters the world. m_flExitTime is the opposite.
float m_flWorldEnterTime;
float m_flWorldExitTime;
float m_flPosTime; // Timer used to find the position of the meteor.
Vector m_vecPos;
//
int m_nLocation; // 0 = Skybox, 1 = World
float m_flDamageRadius; //
private:
// Calculate the enter/exit times. (called from Init)
void CalcEnterAndExitTimes( const Vector &vecTriggerMins, const Vector &vecTriggerMaxs );
};
//=============================================================================
//
// Meteor Factory Interface
//
abstract_class IMeteorFactory
{
public:
virtual void CreateMeteor( int nID, int iType,
const Vector &vecPosition, const Vector &vecDirection,
float flSpeed, float flStartTime, float flDamageRadius,
const Vector &vecTriggerMins, const Vector &vecTriggerMaxs ) = 0;
};
//=============================================================================
//
// Shared Meteor Spawner Class
//
class CEnvMeteorSpawnerShared
{
public:
DECLARE_CLASS_NOBASE( CEnvMeteorSpawnerShared );
DECLARE_EMBEDDED_NETWORKVAR();
//-------------------------------------------------------------------------
// Initialization.
//-------------------------------------------------------------------------
CEnvMeteorSpawnerShared();
void Init( IMeteorFactory *pFactory, int nRandomSeed, float flTime,
const Vector &vecMinBounds, const Vector &vecMaxBounds,
const Vector &vecTriggerMins, const Vector &vecTriggerMaxs );
//-------------------------------------------------------------------------
// Method to generate meteors.
// Time passed in here is global time, not delta time.
// The function returns the time at which it must be called again.
//-------------------------------------------------------------------------
float MeteorThink( float flTime );
//-------------------------------------------------------------------------
// Add meteor target data, used to determine meteor travel direction.
//-------------------------------------------------------------------------
void AddToTargetList( const Vector &vecPosition, float flRadius );
// Debugging!
int GetRandomInt( int nMin, int nMax );
float GetRandomFloat( float flMin, float flMax );
public:
// Factory.
IMeteorFactory *m_pFactory; // Meteor creation factory.
int m_nMeteorCount; // Number of meteors created - used as IDs
// Initial spawner data.
CNetworkVar( float, m_flStartTime ); // Start time.
CNetworkVar( int, m_nRandomSeed ); // The random number stream seed.
CNetworkVar( int, m_iMeteorType ); // Type of meteor.
float m_flMeteorDamageRadius; // Meteor damage radius.
CNetworkVar( bool, m_bSkybox ); // Is the spawner in the skybox?
CNetworkVar( float, m_flMinSpawnTime ); // Spawn time - Min
CNetworkVar( float, m_flMaxSpawnTime ); // Max
CNetworkVar( int, m_nMinSpawnCount ); // Number of meteors to spawn - Min
CNetworkVar( int, m_nMaxSpawnCount ); // Max
CNetworkVector( m_vecMinBounds ); // Spawner volume (space) - Min
CNetworkVector( m_vecMaxBounds ); // Max
CNetworkVar( float, m_flMinSpeed ); // Meteor speed - Min
CNetworkVar( float, m_flMaxSpeed ); // Max
CNetworkVector( m_vecTriggerMins ); // World Bounds (Trigger) in 3D Skybox - Min
CNetworkVector( m_vecTriggerMaxs ); // Max
Vector m_vecTriggerCenter;
// Generated data.
int m_nRandomCallCount; // Debug! Keep track of number steam calls.
float m_flNextSpawnTime; // Next meteor spawn time (random).
CUniformRandomStream m_NumberStream; // Used to generate random numbers.
// Use "Targets" to determine meteor direction(s).
struct meteortarget_t
{
Vector m_vecPosition;
float m_flRadius;
};
CUtlVector<meteortarget_t> m_aTargets;
};
#endif // ENV_METEOR_SHARED_H