Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_WHEEL_OF_DOOM_H
#define TF_WHEEL_OF_DOOM_H
#pragma once
#include "GameEventListener.h"
// Client specific.
#ifdef CLIENT_DLL
#define CWheelOfDoom C_WheelOfDoom
#endif
enum eWheelOfDoomEffectSkinIndex
{
EFFECT_WHAMMY = 1,
EFFECT_JUMP_HEIGHT,
EFFECT_SMALL_HEAD,
EFFECT_SPEED,
EFFECT_LOW_GRAVITY,
EFFECT_BIG_HEAD,
EFFECT_UBER,
EFFECT_CRITS,
EFFECT_DANCE,
EFFECT_BASEBALLS,
EFFECT_DECAPITATE,
EFFECT_BARS,
EFFECT_BELLS,
EFFECT_SEVENS,
EFFECT_CHERRIES,
EFFECT_COUNT
};
#ifdef GAME_DLL
class CWheelOfDoomSpiral;
//=============================================================================
//
// Wheel of doom class
//
class CWheelOfDoom : public CBaseAnimating, public CGameEventListener
{
public:
DECLARE_CLASS( CWheelOfDoom, CBaseAnimating );
DECLARE_DATADESC();
CWheelOfDoom( void );
~CWheelOfDoom( void );
// Initialization
virtual void Spawn( void );
virtual void Precache( void );
// Thinks
void IdleThink( void );
void SpinThink( void );
virtual void FireGameEvent( IGameEvent *gameEvent );
void StartSpin( void );
void Spin( inputdata_t& inputdata );
void ClearAllEffects( inputdata_t& inputdata );
bool IsDoneBoardcastingEffectSound() const;
float GetDuration() const { return m_flDuration; }
void DBG_ApplyEffectByName( const char* pszEffectName );
private:
enum eEffectProperty
{
PROPERTY_WHAMMY,
PROPERTY_DOES_NOT_REAPPLY_ON_SPAWN
};
struct EffectData_t
{
CUtlVector<CTFPlayer*> m_vecPlayers;
CWheelOfDoom* m_pWheel;
};
struct EffectManager;
class WOD_BaseEffect
{
public:
WOD_BaseEffect();
virtual void InitEffect( float flDefaultDuration );
virtual void ActivateEffect( EffectData_t& data ) {};
virtual void UpdateEffect( EffectData_t& data ) {};
virtual void DeactivateEffect( EffectData_t& data ) {};
void SetListFlags( int iFlags );
int GetListFlags() const { return m_iListFlags; }
const char* GetName() { return m_pszName; }
eWheelOfDoomEffectSkinIndex GetSkinIndex() const { return m_nSkin; }
protected:
eWheelOfDoomEffectSkinIndex m_nSkin;
float m_flExpireTime;
const char* m_pszEffectAnnouncementSound;
int m_iListFlags;
const char* m_pszName;
friend struct EffectManager;
};
struct EffectManager
{
public:
explicit EffectManager( CWheelOfDoom* pWheel ) { m_pWheel = pWheel; }
~EffectManager();
int AddEffect( WOD_BaseEffect* pEffect, float flDefaultDuration );
void ApplyAllEffectsToPlayer( CTFPlayer* pPlayer );
void ClearEffects();
bool UpdateAndClearExpiredEffects();
void Precache();
private:
CWheelOfDoom* m_pWheel;
CUtlVector<WOD_BaseEffect*> m_vecActiveEffects;
} m_EffectManager;
WOD_BaseEffect* GetRandomEffectWithFlags();
void EndSpin();
CUtlVector<WOD_BaseEffect*> m_vecEffects;
void RegisterEffect( WOD_BaseEffect* pEffect, int nFlags = 0 );
static void ApplyAttributeToAllPlayers( const char* pszAttribName, float flValue );
static void ApplyAttributeToPlayer( CTFPlayer* pPlayer, const char* pszAttribName, float flValue );
static void RemoveAttributeFromAllPlayers( const char* pszAttribName );
static void RemoveAttributeFromPlayer( CTFPlayer* pPlayer, const char* pszAttribName );
static void SpeakMagicConceptToAllPlayers( const char* pszEffect );
WOD_BaseEffect* m_pChosenEffect;
CWheelOfDoomSpiral* m_pSpiral;
static const char* GetScreenModelName();
float CalcNextTickTime() const;
float CalcSpinCompletion() const;
void SetSkin( int nSkin );
void SetScale( float flScale );
void PlaySound( const char* pszSound );
bool m_bAnnounced;
bool m_bHasSpiral;
float m_flDuration;
float m_flNextTickTime;
float m_flNextAnnounceTime;
float m_flStopSpinTime;
CUtlVector<CWheelOfDoom*> m_vecOtherWODs;
float m_flFinishBroadcastingEffectTime;
COutputEvent m_EffectApplied;
COutputEvent m_EffectExpired;
//-----------------------------------------------------------------------
// Effects
class WOD_CritsEffect : public WOD_BaseEffect
{
public:
WOD_CritsEffect()
{
m_pszName = "Crits";
m_nSkin = EFFECT_CRITS;
m_pszEffectAnnouncementSound = "Halloween.MerasmusWheelCrits";
};
void ActivateEffect( EffectData_t& data );
};
class WOD_UberEffect : public WOD_BaseEffect
{
public:
WOD_UberEffect()
{
m_pszName = "Uber";
m_nSkin = EFFECT_UBER;
m_pszEffectAnnouncementSound = "Halloween.MerasmusWheelUber";
};
void InitEffect( float flDefaultExpireTime );
void ActivateEffect( EffectData_t& data );
};
class WOD_SuperSpeedEffect : public WOD_BaseEffect
{
public:
WOD_SuperSpeedEffect()
{
m_pszName = "Super Speed";
m_nSkin = EFFECT_SPEED;
m_pszEffectAnnouncementSound = "Halloween.MerasmusWheelSuperSpeed";
};
void ActivateEffect( EffectData_t& data );
void DeactivateEffect( EffectData_t& data );
};
class WOD_SuperJumpEffect : public WOD_BaseEffect
{
public:
WOD_SuperJumpEffect()
{
m_pszName = "Super Jump";
m_nSkin = EFFECT_JUMP_HEIGHT;
m_pszEffectAnnouncementSound = "Halloween.MerasmusWheelSuperJump";
}
void ActivateEffect( EffectData_t& data );
void DeactivateEffect( EffectData_t& data );
};
class WOD_BigHeadEffect : public WOD_BaseEffect
{
public:
WOD_BigHeadEffect()
{
m_pszName = "Big Head";
m_nSkin = EFFECT_BIG_HEAD;
m_pszEffectAnnouncementSound = "Halloween.MerasmusWheelBigHead";
}
void ActivateEffect( EffectData_t& data );
void DeactivateEffect( EffectData_t& data );
};
class WOD_SmallHeadEffect : public WOD_BaseEffect
{
public:
WOD_SmallHeadEffect()
{
m_pszName = "Small Head";
m_nSkin = EFFECT_SMALL_HEAD;
m_pszEffectAnnouncementSound = "Halloween.MerasmusWheelShrunkHead";
}
void ActivateEffect( EffectData_t& data );
void DeactivateEffect( EffectData_t& data );
};
class WOD_LowGravityEffect : public WOD_BaseEffect
{
public:
WOD_LowGravityEffect()
{
m_pszName = "Low Gravity";
m_nSkin = EFFECT_LOW_GRAVITY;
m_pszEffectAnnouncementSound = "Halloween.MerasmusWheelGravity";
}
void ActivateEffect( EffectData_t& data );
void DeactivateEffect( EffectData_t& data );
};
class WOD_Pee : public WOD_BaseEffect
{
public:
WOD_Pee()
{
m_pszName = "Pee";
m_nSkin = EFFECT_WHAMMY;
m_pszEffectAnnouncementSound = "Halloween.MerasmusWheelJarate";
}
void ActivateEffect( EffectData_t& data );
void UpdateEffect( EffectData_t& data );
private:
float m_flNextPeeTime;
CUtlVector<CBaseEntity*> m_vecClouds;
};
class WOD_Burn : public WOD_BaseEffect
{
public:
WOD_Burn()
{
m_pszName = "Burn";
m_nSkin = EFFECT_WHAMMY;
m_pszEffectAnnouncementSound = "Halloween.MerasmusWheelBurn";
}
void InitEffect( float flDefaultDuration );
void ActivateEffect( EffectData_t& data );
};
class WOD_Ghosts : public WOD_BaseEffect
{
public:
WOD_Ghosts()
{
m_pszName = "Ghosts";
m_nSkin = EFFECT_WHAMMY;
m_pszEffectAnnouncementSound = "Halloween.MerasmusWheelGhosts";
}
void ActivateEffect( EffectData_t& data );
void DeactivateEffect( EffectData_t& data );
};
class WOD_Dance : public WOD_BaseEffect
{
public:
WOD_Dance()
{
m_pszName = "Dance";
m_nSkin = EFFECT_DANCE;
m_pszEffectAnnouncementSound = "Halloween.MerasmusWheelDance";
m_flNextDanceTime = 0.f;
}
void InitEffect( float flExpireTime );
void UpdateEffect( EffectData_t& data );
void DeactivateEffect( EffectData_t& data );
private:
int GetNumOFTeamDancing( int nTeam ) const;
void SlamPosAndAngles( CTFPlayer* pPlayer, const Vector& vPos, const QAngle& vAng );
struct Dancer_t
{
Vector m_vecPos;
QAngle m_vecAngles;
CHandle<CTFPlayer> m_hPlayer;
};
CUtlVector<Dancer_t*> m_vecDancers;
struct MerasmusCreateInfo_t
{
MerasmusCreateInfo_t( const Vector& p, const QAngle& ang ) : m_vecPos( p ), m_vecAngles( ang ) {}
Vector m_vecPos;
QAngle m_vecAngles;
};
CUtlVector< MerasmusCreateInfo_t > m_vecMerasmusDancerCreateInfos;
int m_iCurrentMerasmusCreateInfo;
CHandle<CMerasmusDancer> m_hMerasmusDancer;
float m_flNextDanceTime;
};
};
#endif // GAME_DLL
#endif // TF_WHEEL_OF_DOOM_H