source-engine/game/server/EntityParticleTrail.cpp

208 lines
6.6 KiB
C++
Raw Normal View History

2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Drops particles where the entity was.
//
//=============================================================================//
#include "cbase.h"
#include "EntityParticleTrail.h"
#include "networkstringtable_gamedll.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Used to retire the entity
//-----------------------------------------------------------------------------
static const char *s_pRetireContext = "RetireContext";
//-----------------------------------------------------------------------------
// Save/load
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CEntityParticleTrail )
DEFINE_FIELD( m_iMaterialName, FIELD_MATERIALINDEX ),
DEFINE_EMBEDDED( m_Info ),
DEFINE_FIELD( m_hConstraintEntity, FIELD_EHANDLE ),
// Think this should be handled by StartTouch/etc.
// DEFINE_FIELD( m_nRefCount, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Networking
//-----------------------------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST( CEntityParticleTrail, DT_EntityParticleTrail )
SendPropInt(SENDINFO(m_iMaterialName), MAX_MATERIAL_STRING_BITS, SPROP_UNSIGNED ),
SendPropDataTable( SENDINFO_DT( m_Info ), &REFERENCE_SEND_TABLE( DT_EntityParticleTrailInfo ) ),
SendPropEHandle(SENDINFO(m_hConstraintEntity)),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( env_particle_trail, CEntityParticleTrail );
//-----------------------------------------------------------------------------
// Purpose: Creates a flame and attaches it to a target entity.
// Input : pTarget -
//-----------------------------------------------------------------------------
CEntityParticleTrail *CEntityParticleTrail::Create( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info, CBaseEntity *pConstraintEntity )
{
int iMaterialName = GetMaterialIndex( STRING(info.m_strMaterialName) );
// Look for other particle trails on the entity + copy state to the new entity
CEntityParticleTrail *pTrail;
CBaseEntity *pNext;
for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext )
{
pNext = pChild->NextMovePeer();
pTrail = dynamic_cast<CEntityParticleTrail*>(pChild);
if ( pTrail && (pTrail->m_iMaterialName == iMaterialName) )
{
// Prevent destruction if it re-enters the field
pTrail->IncrementRefCount();
return pTrail;
}
}
pTrail = (CEntityParticleTrail *)CreateEntityByName( "env_particle_trail" );
if ( pTrail == NULL )
return NULL;
pTrail->m_hConstraintEntity = pConstraintEntity;
pTrail->m_iMaterialName = iMaterialName;
pTrail->m_Info.CopyFrom(info);
pTrail->m_nRefCount = 1;
pTrail->AttachToEntity( pTarget );
pTrail->Spawn();
return pTrail;
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CEntityParticleTrail::Spawn()
{
BaseClass::Spawn();
/*
SetThink( &CEntityParticleTrail::BoogieThink );
SetNextThink( gpGlobals->curtime + 0.01f );
if ( HasSpawnFlags( SF_RAGDOLL_BOOGIE_ELECTRICAL ) )
{
SetContextThink( ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext );
}
*/
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CEntityParticleTrail::UpdateOnRemove()
{
g_pNotify->ClearEntity( this );
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Force our constraint entity to be trasmitted
//-----------------------------------------------------------------------------
void CEntityParticleTrail::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
{
// Are we already marked for transmission?
if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
return;
BaseClass::SetTransmit( pInfo, bAlways );
// Force our constraint entity to be sent too.
if ( m_hConstraintEntity )
{
m_hConstraintEntity->SetTransmit( pInfo, bAlways );
}
}
//-----------------------------------------------------------------------------
// Retire
//-----------------------------------------------------------------------------
void CEntityParticleTrail::IncrementRefCount()
{
if ( m_nRefCount == 0 )
{
SetContextThink( NULL, gpGlobals->curtime, s_pRetireContext );
}
++m_nRefCount;
}
void CEntityParticleTrail::DecrementRefCount()
{
--m_nRefCount;
Assert( m_nRefCount >= 0 );
if ( m_nRefCount == 0 )
{
FollowEntity( NULL );
g_pNotify->ClearEntity( this );
SetContextThink( &CEntityParticleTrail::SUB_Remove, gpGlobals->curtime + m_Info.m_flLifetime, s_pRetireContext );
}
}
//-----------------------------------------------------------------------------
// Clean up when the entity goes away.
//-----------------------------------------------------------------------------
void CEntityParticleTrail::NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t &params )
{
BaseClass::NotifySystemEvent( pNotify, eventType, params );
Assert( pNotify == GetMoveParent() );
if ( eventType == NOTIFY_EVENT_DESTROY )
{
FollowEntity( NULL );
g_pNotify->ClearEntity( this );
if ( m_nRefCount != 0 )
{
m_nRefCount = 0;
SetContextThink( &CEntityParticleTrail::SUB_Remove, gpGlobals->curtime + m_Info.m_flLifetime, s_pRetireContext );
}
}
}
//-----------------------------------------------------------------------------
// Suppression count
//-----------------------------------------------------------------------------
void CEntityParticleTrail::Destroy( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info )
{
int iMaterialName = GetMaterialIndex( STRING(info.m_strMaterialName) );
// Look for the particle trail attached to this entity + decrease refcount
CBaseEntity *pNext;
for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext )
{
pNext = pChild->NextMovePeer();
CEntityParticleTrail *pTrail = dynamic_cast<CEntityParticleTrail*>(pChild);
if ( !pTrail || (pTrail->m_iMaterialName != iMaterialName) )
continue;
pTrail->DecrementRefCount();
}
}
//-----------------------------------------------------------------------------
// Attach to an entity
//-----------------------------------------------------------------------------
void CEntityParticleTrail::AttachToEntity( CBaseEntity *pTarget )
{
FollowEntity( pTarget );
g_pNotify->AddEntity( this, pTarget );
}