mirror of
https://github.com/nillerusr/source-engine.git
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1035 lines
30 KiB
C++
1035 lines
30 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "c_smoke_trail.h"
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#include "smoke_fog_overlay.h"
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#include "engine/IEngineTrace.h"
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#include "view.h"
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#include "dlight.h"
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#include "iefx.h"
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#include "tier1/KeyValues.h"
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#include "toolframework_client.h"
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#include "engine/ivdebugoverlay.h"
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#if CSTRIKE_DLL
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#include "c_cs_player.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// ------------------------------------------------------------------------- //
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// Definitions
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// ------------------------------------------------------------------------- //
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static Vector s_FadePlaneDirections[] =
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{
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Vector( 1,0,0),
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Vector(-1,0,0),
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Vector(0, 1,0),
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Vector(0,-1,0),
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Vector(0,0, 1),
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Vector(0,0,-1)
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};
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#define NUM_FADE_PLANES (sizeof(s_FadePlaneDirections)/sizeof(s_FadePlaneDirections[0]))
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// This is used to randomize the direction it chooses to move a particle in.
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int g_OffsetLookup[3] = {-1,0,1};
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// ------------------------------------------------------------------------- //
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// Classes
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// ------------------------------------------------------------------------- //
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class C_ParticleSmokeGrenade : public C_BaseParticleEntity, public IPrototypeAppEffect
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{
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public:
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DECLARE_CLASS( C_ParticleSmokeGrenade, C_BaseParticleEntity );
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DECLARE_CLIENTCLASS();
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C_ParticleSmokeGrenade();
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~C_ParticleSmokeGrenade();
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private:
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class SmokeGrenadeParticle : public Particle
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{
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public:
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float m_RotationSpeed;
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float m_CurRotation;
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float m_FadeAlpha; // Set as it moves around.
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unsigned char m_ColorInterp; // Amount between min and max colors.
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unsigned char m_Color[4];
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};
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public:
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// Optional call. It will use defaults if you don't call this.
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void SetParams(
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);
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// Call this to move the source..
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void SetPos(const Vector &pos);
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// C_BaseEntity.
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public:
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void CleanupToolRecordingState( KeyValues *msg );
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// IPrototypeAppEffect.
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public:
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virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
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// IParticleEffect.
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public:
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virtual void Update(float fTimeDelta);
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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virtual void NotifyRemove();
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virtual void GetParticlePosition( Particle *pParticle, Vector& worldpos );
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virtual void ClientThink();
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// Proxies.
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public:
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static void RecvProxy_CurrentStage( const CRecvProxyData *pData, void *pStruct, void *pOut );
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private:
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// The SmokeEmitter represents a grid in 3D space.
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class SmokeParticleInfo
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{
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public:
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SmokeGrenadeParticle *m_pParticle;
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int m_TradeIndex; // -1 if not exchanging yet.
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float m_TradeClock; // How long since they started trading.
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float m_TradeDuration; // How long the trade will take to finish.
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float m_FadeAlpha; // Calculated from nearby world geometry.
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unsigned char m_Color[4];
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};
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void ApplyDynamicLight( const Vector &vParticlePos, Vector &color );
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void UpdateDynamicLightList( const Vector &vMins, const Vector &vMaxs );
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void UpdateSmokeTrail( float fTimeDelta );
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void UpdateParticleAndFindTrade( int iParticle, float fTimeDelta );
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void UpdateParticleDuringTrade( int iParticle, float flTimeDelta );
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inline int GetSmokeParticleIndex(int x, int y, int z) {return z*m_xCount*m_yCount+y*m_yCount+x;}
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inline SmokeParticleInfo* GetSmokeParticleInfo(int x, int y, int z) {return &m_SmokeParticleInfos[GetSmokeParticleIndex(x,y,z)];}
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inline void GetParticleInfoXYZ(int index, int &x, int &y, int &z)
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{
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z = index / (m_xCount*m_yCount);
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int zIndex = z*m_xCount*m_yCount;
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y = (index - zIndex) / m_yCount;
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int yIndex = y*m_yCount;
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x = index - zIndex - yIndex;
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}
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inline bool IsValidXYZCoords(int x, int y, int z)
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{
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return x >= 0 && y >= 0 && z >= 0 && x < m_xCount && y < m_yCount && z < m_zCount;
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}
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inline Vector GetSmokeParticlePos(int x, int y, int z)
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{
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return m_SmokeBasePos +
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Vector( ((float)x / (m_xCount-1)) * m_SpacingRadius * 2 - m_SpacingRadius,
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((float)y / (m_yCount-1)) * m_SpacingRadius * 2 - m_SpacingRadius,
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((float)z / (m_zCount-1)) * m_SpacingRadius * 2 - m_SpacingRadius);
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}
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inline Vector GetSmokeParticlePosIndex(int index)
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{
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int x, y, z;
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GetParticleInfoXYZ(index, x, y, z);
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return GetSmokeParticlePos(x, y, z);
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}
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inline const Vector& GetPos() { return GetAbsOrigin(); }
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// Start filling the smoke volume (and stop the smoke trail).
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void FillVolume();
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// State variables from server.
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public:
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unsigned char m_CurrentStage;
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Vector m_SmokeBasePos;
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// What time the effect was initially created
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float m_flSpawnTime;
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// It will fade out during this time.
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float m_FadeStartTime;
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float m_FadeEndTime;
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float m_FadeAlpha; // Calculated from the fade start/end times each frame.
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// Used during rendering.. active dlights.
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class CActiveLight
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{
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public:
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Vector m_vColor;
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Vector m_vOrigin;
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float m_flRadiusSqr;
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};
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CActiveLight m_ActiveLights[MAX_DLIGHTS];
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int m_nActiveLights;
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private:
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C_ParticleSmokeGrenade( const C_ParticleSmokeGrenade & );
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bool m_bStarted;
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bool m_bVolumeFilled;
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PMaterialHandle m_MaterialHandles[NUM_MATERIAL_HANDLES];
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SmokeParticleInfo m_SmokeParticleInfos[NUM_PARTICLES_PER_DIMENSION*NUM_PARTICLES_PER_DIMENSION*NUM_PARTICLES_PER_DIMENSION];
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int m_xCount, m_yCount, m_zCount;
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float m_SpacingRadius;
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Vector m_MinColor;
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Vector m_MaxColor;
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float m_ExpandTimeCounter; // How long since we started expanding.
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float m_ExpandRadius; // How large is our radius.
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C_SmokeTrail m_SmokeTrail;
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};
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// Expose to the particle app.
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EXPOSE_PROTOTYPE_EFFECT(SmokeGrenade, C_ParticleSmokeGrenade);
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// Datatable..
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IMPLEMENT_CLIENTCLASS_DT(C_ParticleSmokeGrenade, DT_ParticleSmokeGrenade, ParticleSmokeGrenade)
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RecvPropTime(RECVINFO(m_flSpawnTime)),
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RecvPropFloat(RECVINFO(m_FadeStartTime)),
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RecvPropFloat(RECVINFO(m_FadeEndTime)),
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RecvPropInt(RECVINFO(m_CurrentStage), 0, &C_ParticleSmokeGrenade::RecvProxy_CurrentStage),
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END_RECV_TABLE()
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// ------------------------------------------------------------------------- //
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// Helpers.
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// ------------------------------------------------------------------------- //
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static inline void InterpColor(unsigned char dest[4], unsigned char src1[4], unsigned char src2[4], float percent)
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{
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dest[0] = (unsigned char)(src1[0] + (src2[0] - src1[0]) * percent);
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dest[1] = (unsigned char)(src1[1] + (src2[1] - src1[1]) * percent);
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dest[2] = (unsigned char)(src1[2] + (src2[2] - src1[2]) * percent);
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}
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static inline int GetWorldPointContents(const Vector &vPos)
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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return 0;
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#else
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return enginetrace->GetPointContents( vPos );
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#endif
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}
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static inline void WorldTraceLine( const Vector &start, const Vector &end, int contentsMask, trace_t *trace )
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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trace->fraction = 1;
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#else
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UTIL_TraceLine(start, end, contentsMask, NULL, COLLISION_GROUP_NONE, trace);
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#endif
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}
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static inline Vector EngineGetLightForPoint(const Vector &vPos)
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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return Vector(1,1,1);
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#else
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return engine->GetLightForPoint(vPos, true);
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#endif
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}
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static inline const Vector& EngineGetVecRenderOrigin()
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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static Vector dummy(0,0,0);
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return dummy;
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#else
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return CurrentViewOrigin();
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#endif
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}
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static inline float& EngineGetSmokeFogOverlayAlpha()
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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static float dummy;
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return dummy;
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#else
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return g_SmokeFogOverlayAlpha;
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#endif
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}
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static inline C_BaseEntity* ParticleGetEntity(int index)
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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return NULL;
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#else
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return cl_entitylist->GetEnt(index);
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#endif
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}
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// ------------------------------------------------------------------------- //
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// ParticleMovieExplosion
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// ------------------------------------------------------------------------- //
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C_ParticleSmokeGrenade::C_ParticleSmokeGrenade()
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{
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memset(m_MaterialHandles, 0, sizeof(m_MaterialHandles));
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m_MinColor.Init(0.5, 0.5, 0.5);
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m_MaxColor.Init(0.6, 0.6, 0.6 );
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m_nActiveLights = 0;
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m_ExpandRadius = 0;
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m_ExpandTimeCounter = 0;
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m_FadeStartTime = 0;
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m_FadeEndTime = 0;
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m_flSpawnTime = 0;
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m_bVolumeFilled = false;
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m_CurrentStage = 0;
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m_bStarted = false;
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}
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C_ParticleSmokeGrenade::~C_ParticleSmokeGrenade()
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{
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ParticleMgr()->RemoveEffect( &m_ParticleEffect );
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}
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void C_ParticleSmokeGrenade::SetParams(
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)
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{
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}
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void C_ParticleSmokeGrenade::OnDataChanged( DataUpdateType_t updateType )
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{
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C_BaseEntity::OnDataChanged(updateType);
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if(updateType == DATA_UPDATE_CREATED )
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{
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Start(ParticleMgr(), NULL);
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}
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}
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void C_ParticleSmokeGrenade::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
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{
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if(!pParticleMgr->AddEffect( &m_ParticleEffect, this ))
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return;
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m_SmokeTrail.Start(pParticleMgr, pArgs);
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m_SmokeTrail.m_ParticleLifetime = 0.5;
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m_SmokeTrail.SetSpawnRate(40);
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m_SmokeTrail.m_MinSpeed = 0;
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m_SmokeTrail.m_MaxSpeed = 0;
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m_SmokeTrail.m_StartSize = 3;
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m_SmokeTrail.m_EndSize = 10;
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m_SmokeTrail.m_SpawnRadius = 0;
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m_SmokeTrail.SetLocalOrigin( GetAbsOrigin() );
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for(int i=0; i < NUM_MATERIAL_HANDLES; i++)
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{
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char str[256];
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Q_snprintf(str, sizeof( str ), "particle/particle_smokegrenade%d", i+1);
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m_MaterialHandles[i] = m_ParticleEffect.FindOrAddMaterial(str);
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}
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if( m_CurrentStage == 2 )
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{
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FillVolume();
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}
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// Go straight into "fill volume" mode if they want.
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if(pArgs)
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{
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if(pArgs->FindArg("-FillVolume"))
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{
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FillVolume();
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}
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}
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m_bStarted = true;
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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#if CSTRIKE_DLL
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( pPlayer )
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{
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pPlayer->m_SmokeGrenades.AddToTail( this );
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}
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#endif
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}
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void C_ParticleSmokeGrenade::ClientThink()
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{
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if ( m_CurrentStage == 1 )
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{
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// Add our influence to the global smoke fog alpha.
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float testDist = (MainViewOrigin() - m_SmokeBasePos ).Length();
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float fadeEnd = m_ExpandRadius;
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// The center of the smoke cloud that always gives full fog overlay
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float flCoreDistance = fadeEnd * 0.3;
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if(testDist < fadeEnd)
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{
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if( testDist < flCoreDistance )
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{
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EngineGetSmokeFogOverlayAlpha() += m_FadeAlpha;
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}
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else
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{
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EngineGetSmokeFogOverlayAlpha() += (1 - ( testDist - flCoreDistance ) / ( fadeEnd - flCoreDistance ) ) * m_FadeAlpha;
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}
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}
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}
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}
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void C_ParticleSmokeGrenade::UpdateSmokeTrail( float fTimeDelta )
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{
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C_BaseEntity *pAimEnt = GetFollowedEntity();
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if ( pAimEnt )
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{
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Vector forward, right, up;
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// Update the smoke particle color.
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if(m_CurrentStage == 0)
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{
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m_SmokeTrail.m_StartColor = EngineGetLightForPoint(GetAbsOrigin()) * 0.5f;
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m_SmokeTrail.m_EndColor = m_SmokeTrail.m_StartColor;
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}
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// Spin the smoke trail.
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AngleVectors(pAimEnt->GetAbsAngles(), &forward, &right, &up);
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m_SmokeTrail.m_VelocityOffset = forward * 30 + GetAbsVelocity();
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m_SmokeTrail.SetLocalOrigin( GetAbsOrigin() );
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m_SmokeTrail.Update(fTimeDelta);
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}
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}
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inline void C_ParticleSmokeGrenade::UpdateParticleDuringTrade( int iParticle, float fTimeDelta )
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{
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SmokeParticleInfo *pInfo = &m_SmokeParticleInfos[iParticle];
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SmokeParticleInfo *pOther = &m_SmokeParticleInfos[pInfo->m_TradeIndex];
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Assert(pOther->m_TradeIndex == iParticle);
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// This makes sure the trade only gets updated once per frame.
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if(pInfo < pOther)
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{
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// Increment the trade clock..
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pInfo->m_TradeClock = (pOther->m_TradeClock += fTimeDelta);
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int x, y, z;
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GetParticleInfoXYZ(iParticle, x, y, z);
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Vector myPos = GetSmokeParticlePos(x, y, z) - m_SmokeBasePos;
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int otherX, otherY, otherZ;
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GetParticleInfoXYZ(pInfo->m_TradeIndex, otherX, otherY, otherZ);
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Vector otherPos = GetSmokeParticlePos(otherX, otherY, otherZ) - m_SmokeBasePos;
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// Is the trade finished?
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if(pInfo->m_TradeClock >= pInfo->m_TradeDuration)
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{
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pInfo->m_TradeIndex = pOther->m_TradeIndex = -1;
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pInfo->m_pParticle->m_Pos = otherPos;
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pOther->m_pParticle->m_Pos = myPos;
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SmokeGrenadeParticle *temp = pInfo->m_pParticle;
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pInfo->m_pParticle = pOther->m_pParticle;
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pOther->m_pParticle = temp;
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}
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else
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{
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// Ok, move them closer.
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float percent = (float)cos(pInfo->m_TradeClock * 2 * 1.57079632f / pInfo->m_TradeDuration);
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percent = percent * 0.5 + 0.5;
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pInfo->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha + (pOther->m_FadeAlpha - pInfo->m_FadeAlpha) * (1 - percent);
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pOther->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha + (pOther->m_FadeAlpha - pInfo->m_FadeAlpha) * percent;
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InterpColor(pInfo->m_pParticle->m_Color, pInfo->m_Color, pOther->m_Color, 1-percent);
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InterpColor(pOther->m_pParticle->m_Color, pInfo->m_Color, pOther->m_Color, percent);
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pInfo->m_pParticle->m_Pos = myPos + (otherPos - myPos) * (1 - percent);
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pOther->m_pParticle->m_Pos = myPos + (otherPos - myPos) * percent;
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}
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}
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}
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void C_ParticleSmokeGrenade::UpdateParticleAndFindTrade( int iParticle, float fTimeDelta )
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{
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SmokeParticleInfo *pInfo = &m_SmokeParticleInfos[iParticle];
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pInfo->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha;
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pInfo->m_pParticle->m_Color[0] = pInfo->m_Color[0];
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pInfo->m_pParticle->m_Color[1] = pInfo->m_Color[1];
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pInfo->m_pParticle->m_Color[2] = pInfo->m_Color[2];
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// Is there an adjacent one that's not trading?
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int x, y, z;
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GetParticleInfoXYZ(iParticle, x, y, z);
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int xCountOffset = rand();
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int yCountOffset = rand();
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int zCountOffset = rand();
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bool bFound = false;
|
|
for(int xCount=0; xCount < 3 && !bFound; xCount++)
|
|
{
|
|
for(int yCount=0; yCount < 3 && !bFound; yCount++)
|
|
{
|
|
for(int zCount=0; zCount < 3; zCount++)
|
|
{
|
|
int testX = x + g_OffsetLookup[(xCount+xCountOffset) % 3];
|
|
int testY = y + g_OffsetLookup[(yCount+yCountOffset) % 3];
|
|
int testZ = z + g_OffsetLookup[(zCount+zCountOffset) % 3];
|
|
|
|
if(testX == x && testY == y && testZ == z)
|
|
continue;
|
|
|
|
if(IsValidXYZCoords(testX, testY, testZ))
|
|
{
|
|
SmokeParticleInfo *pOther = GetSmokeParticleInfo(testX, testY, testZ);
|
|
if(pOther->m_pParticle && pOther->m_TradeIndex == -1)
|
|
{
|
|
// Ok, this one is looking to trade also.
|
|
pInfo->m_TradeIndex = GetSmokeParticleIndex(testX, testY, testZ);
|
|
pOther->m_TradeIndex = iParticle;
|
|
pInfo->m_TradeClock = pOther->m_TradeClock = 0;
|
|
pInfo->m_TradeDuration = FRand(TRADE_DURATION_MIN, TRADE_DURATION_MAX);
|
|
|
|
bFound = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void C_ParticleSmokeGrenade::Update(float fTimeDelta)
|
|
{
|
|
float flLifetime = gpGlobals->curtime - m_flSpawnTime;
|
|
|
|
// Update the smoke trail.
|
|
UpdateSmokeTrail( fTimeDelta );
|
|
|
|
// Update our fade alpha.
|
|
if(flLifetime < m_FadeStartTime)
|
|
{
|
|
m_FadeAlpha = 1;
|
|
}
|
|
else if(flLifetime < m_FadeEndTime)
|
|
{
|
|
float fadePercent = (flLifetime - m_FadeStartTime) / (m_FadeEndTime - m_FadeStartTime);
|
|
m_FadeAlpha = cos(fadePercent * 3.14159) * 0.5 + 0.5;
|
|
}
|
|
else
|
|
{
|
|
m_FadeAlpha = 0;
|
|
}
|
|
|
|
// Scale by the amount the sphere has grown.
|
|
m_FadeAlpha *= m_ExpandRadius / (m_SpacingRadius*2);
|
|
|
|
|
|
// Update our bbox.
|
|
|
|
Vector vMins = m_SmokeBasePos - Vector( m_SpacingRadius + SMOKEGRENADE_PARTICLERADIUS, m_SpacingRadius + SMOKEGRENADE_PARTICLERADIUS, m_SpacingRadius + SMOKEGRENADE_PARTICLERADIUS );
|
|
Vector vMaxs = m_SmokeBasePos + Vector( m_SpacingRadius + SMOKEGRENADE_PARTICLERADIUS, m_SpacingRadius + SMOKEGRENADE_PARTICLERADIUS, m_SpacingRadius + SMOKEGRENADE_PARTICLERADIUS );
|
|
m_ParticleEffect.SetBBox( vMins, vMaxs );
|
|
|
|
|
|
// Update the current light list.
|
|
UpdateDynamicLightList( vMins, vMaxs );
|
|
|
|
|
|
if(m_CurrentStage == 1)
|
|
{
|
|
// Update the expanding sphere.
|
|
m_ExpandTimeCounter = flLifetime;
|
|
if(m_ExpandTimeCounter > SMOKESPHERE_EXPAND_TIME)
|
|
m_ExpandTimeCounter = SMOKESPHERE_EXPAND_TIME;
|
|
|
|
m_ExpandRadius = (m_SpacingRadius*2) * (float)sin(m_ExpandTimeCounter * M_PI * 0.5 / SMOKESPHERE_EXPAND_TIME);
|
|
|
|
// debugoverlay->AddBoxOverlay( GetPos(), Vector( -m_ExpandRadius, -m_ExpandRadius, -m_ExpandRadius), Vector( m_ExpandRadius, m_ExpandRadius, m_ExpandRadius), vec3_angle, 0, 255, 0, 1, 1.0f );
|
|
|
|
|
|
// Update all the moving traders and establish new ones.
|
|
int nTotal = m_xCount * m_yCount * m_zCount;
|
|
for(int i=0; i < nTotal; i++)
|
|
{
|
|
SmokeParticleInfo *pInfo = &m_SmokeParticleInfos[i];
|
|
|
|
if(!pInfo->m_pParticle)
|
|
continue;
|
|
|
|
if(pInfo->m_TradeIndex == -1)
|
|
{
|
|
UpdateParticleAndFindTrade( i, fTimeDelta );
|
|
}
|
|
else
|
|
{
|
|
UpdateParticleDuringTrade( i, fTimeDelta );
|
|
}
|
|
}
|
|
}
|
|
|
|
m_SmokeBasePos = GetPos();
|
|
}
|
|
|
|
|
|
void C_ParticleSmokeGrenade::UpdateDynamicLightList( const Vector &vMins, const Vector &vMaxs )
|
|
{
|
|
dlight_t *lights[MAX_DLIGHTS];
|
|
int nLights = effects->CL_GetActiveDLights( lights );
|
|
m_nActiveLights = 0;
|
|
for ( int i=0; i < nLights; i++ )
|
|
{
|
|
dlight_t *pIn = lights[i];
|
|
if ( pIn->origin.x + pIn->radius <= vMins.x ||
|
|
pIn->origin.y + pIn->radius <= vMins.y ||
|
|
pIn->origin.z + pIn->radius <= vMins.z ||
|
|
pIn->origin.x - pIn->radius >= vMaxs.x ||
|
|
pIn->origin.y - pIn->radius >= vMaxs.y ||
|
|
pIn->origin.z - pIn->radius >= vMaxs.z )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
CActiveLight *pOut = &m_ActiveLights[m_nActiveLights];
|
|
if ( (pIn->color.r != 0 || pIn->color.g != 0 || pIn->color.b != 0) && pIn->color.exponent != 0 )
|
|
{
|
|
ColorRGBExp32ToVector( pIn->color, pOut->m_vColor );
|
|
pOut->m_vColor /= 255.0f;
|
|
pOut->m_flRadiusSqr = (pIn->radius + SMOKEPARTICLE_SIZE) * (pIn->radius + SMOKEPARTICLE_SIZE);
|
|
pOut->m_vOrigin = pIn->origin;
|
|
++m_nActiveLights;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
inline void C_ParticleSmokeGrenade::ApplyDynamicLight( const Vector &vParticlePos, Vector &color )
|
|
{
|
|
if ( m_nActiveLights )
|
|
{
|
|
for ( int i=0; i < m_nActiveLights; i++ )
|
|
{
|
|
CActiveLight *pLight = &m_ActiveLights[i];
|
|
|
|
float flDistSqr = (vParticlePos - pLight->m_vOrigin).LengthSqr();
|
|
if ( flDistSqr < pLight->m_flRadiusSqr )
|
|
{
|
|
color += pLight->m_vColor * (1 - flDistSqr / pLight->m_flRadiusSqr) * 0.1f;
|
|
}
|
|
}
|
|
|
|
// Rescale the color..
|
|
float flMax = MAX( color.x, MAX( color.y, color.z ) );
|
|
if ( flMax > 1 )
|
|
{
|
|
color /= flMax;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void C_ParticleSmokeGrenade::RenderParticles( CParticleRenderIterator *pIterator )
|
|
{
|
|
const SmokeGrenadeParticle *pParticle = (const SmokeGrenadeParticle*)pIterator->GetFirst();
|
|
while ( pParticle )
|
|
{
|
|
Vector vWorldSpacePos = m_SmokeBasePos + pParticle->m_Pos;
|
|
|
|
float sortKey;
|
|
|
|
// Draw.
|
|
float len = pParticle->m_Pos.Length();
|
|
if ( len > m_ExpandRadius )
|
|
{
|
|
Vector vTemp;
|
|
TransformParticle(ParticleMgr()->GetModelView(), vWorldSpacePos, vTemp);
|
|
sortKey = vTemp.z;
|
|
}
|
|
else
|
|
{
|
|
// This smooths out the growing sphere. Rather than having particles appear in one spot as the sphere
|
|
// expands, they stay at the borders.
|
|
Vector renderPos;
|
|
if(len > m_ExpandRadius * 0.5f)
|
|
{
|
|
renderPos = m_SmokeBasePos + (pParticle->m_Pos * (m_ExpandRadius * 0.5f)) / len;
|
|
}
|
|
else
|
|
{
|
|
renderPos = vWorldSpacePos;
|
|
}
|
|
|
|
// Figure out the alpha based on where it is in the sphere.
|
|
float alpha = 1 - len / m_ExpandRadius;
|
|
|
|
// This changes the ramp to be very solid in the core, then taper off.
|
|
static float testCutoff=0.3;
|
|
if(alpha > testCutoff)
|
|
{
|
|
alpha = 1;
|
|
}
|
|
else
|
|
{
|
|
// at testCutoff it's 1, at 0, it's 0
|
|
alpha = alpha / testCutoff;
|
|
}
|
|
|
|
// Fade out globally.
|
|
alpha *= m_FadeAlpha;
|
|
|
|
// Apply the precalculated fade alpha from world geometry.
|
|
alpha *= pParticle->m_FadeAlpha;
|
|
|
|
// TODO: optimize this whole routine!
|
|
Vector color = m_MinColor + (m_MaxColor - m_MinColor) * (pParticle->m_ColorInterp / 255.1f);
|
|
color.x *= pParticle->m_Color[0] / 255.0f;
|
|
color.y *= pParticle->m_Color[1] / 255.0f;
|
|
color.z *= pParticle->m_Color[2] / 255.0f;
|
|
|
|
// Lighting.
|
|
ApplyDynamicLight( renderPos, color );
|
|
|
|
color = (color + Vector( 0.5, 0.5, 0.5 )) / 2; //Desaturate
|
|
|
|
Vector tRenderPos;
|
|
TransformParticle(ParticleMgr()->GetModelView(), renderPos, tRenderPos);
|
|
sortKey = tRenderPos.z;
|
|
|
|
//debugoverlay->AddBoxOverlay( renderPos, Vector( -2, -2, -2), Vector( 2, 2, 2), vec3_angle, 255, 255, 255, 255, 1.0f );
|
|
|
|
RenderParticle_ColorSizeAngle(
|
|
pIterator->GetParticleDraw(),
|
|
tRenderPos,
|
|
color,
|
|
alpha * GetAlphaDistanceFade(tRenderPos, 0, 10), // Alpha
|
|
SMOKEPARTICLE_SIZE,
|
|
pParticle->m_CurRotation
|
|
);
|
|
}
|
|
|
|
pParticle = (SmokeGrenadeParticle*)pIterator->GetNext( sortKey );
|
|
}
|
|
}
|
|
|
|
|
|
void C_ParticleSmokeGrenade::SimulateParticles( CParticleSimulateIterator *pIterator )
|
|
{
|
|
SmokeGrenadeParticle *pParticle = (SmokeGrenadeParticle*)pIterator->GetFirst();
|
|
while ( pParticle )
|
|
{
|
|
pParticle->m_CurRotation += pParticle->m_RotationSpeed * pIterator->GetTimeDelta();
|
|
pParticle = (SmokeGrenadeParticle*)pIterator->GetNext();
|
|
}
|
|
}
|
|
|
|
|
|
void C_ParticleSmokeGrenade::NotifyRemove()
|
|
{
|
|
m_xCount = m_yCount = m_zCount = 0;
|
|
|
|
#if CSTRIKE_DLL
|
|
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
|
|
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->m_SmokeGrenades.FindAndRemove( this );
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
void C_ParticleSmokeGrenade::GetParticlePosition( Particle *pParticle, Vector& worldpos )
|
|
{
|
|
worldpos = pParticle->m_Pos + m_SmokeBasePos;
|
|
}
|
|
|
|
|
|
void C_ParticleSmokeGrenade::RecvProxy_CurrentStage( const CRecvProxyData *pData, void *pStruct, void *pOut )
|
|
{
|
|
C_ParticleSmokeGrenade *pGrenade = (C_ParticleSmokeGrenade*)pStruct;
|
|
Assert( pOut == &pGrenade->m_CurrentStage );
|
|
|
|
if ( pGrenade && pGrenade->m_CurrentStage == 0 && pData->m_Value.m_Int == 1 )
|
|
{
|
|
if( pGrenade->m_bStarted )
|
|
pGrenade->FillVolume();
|
|
else
|
|
pGrenade->m_CurrentStage = 2;
|
|
}
|
|
}
|
|
|
|
void C_ParticleSmokeGrenade::FillVolume()
|
|
{
|
|
m_CurrentStage = 1;
|
|
m_SmokeBasePos = GetPos();
|
|
m_SmokeTrail.SetEmit(false);
|
|
m_ExpandTimeCounter = m_ExpandRadius = 0;
|
|
m_bVolumeFilled = true;
|
|
|
|
// Spawn all of our particles.
|
|
float overlap = SMOKEPARTICLE_OVERLAP;
|
|
|
|
m_SpacingRadius = (SMOKEGRENADE_PARTICLERADIUS - overlap) * NUM_PARTICLES_PER_DIMENSION * 0.5f;
|
|
m_xCount = m_yCount = m_zCount = NUM_PARTICLES_PER_DIMENSION;
|
|
|
|
float invNumPerDimX = 1.0f / (m_xCount-1);
|
|
float invNumPerDimY = 1.0f / (m_yCount-1);
|
|
float invNumPerDimZ = 1.0f / (m_zCount-1);
|
|
|
|
Vector vPos;
|
|
for(int x=0; x < m_xCount; x++)
|
|
{
|
|
vPos.x = m_SmokeBasePos.x + ((float)x * invNumPerDimX) * m_SpacingRadius * 2 - m_SpacingRadius;
|
|
|
|
for(int y=0; y < m_yCount; y++)
|
|
{
|
|
vPos.y = m_SmokeBasePos.y + ((float)y * invNumPerDimY) * m_SpacingRadius * 2 - m_SpacingRadius;
|
|
|
|
for(int z=0; z < m_zCount; z++)
|
|
{
|
|
vPos.z = m_SmokeBasePos.z + ((float)z * invNumPerDimZ) * m_SpacingRadius * 2 - m_SpacingRadius;
|
|
|
|
// Don't spawn and simulate particles that are inside a wall
|
|
// int contents = enginetrace->GetPointContents( vPos );
|
|
|
|
// Culling out particles in solid makes smoke not fill up small passageways.
|
|
//if( contents & CONTENTS_SOLID )
|
|
//{
|
|
// continue;
|
|
//}
|
|
|
|
if(SmokeParticleInfo *pInfo = GetSmokeParticleInfo(x,y,z))
|
|
{
|
|
// MD 11/10/03: disabled this because we weren't getting coverage near the ground.
|
|
// If we want it back in certain cases, we can make it a flag.
|
|
/*int contents = GetWorldPointContents(vPos);
|
|
if(false && (contents & CONTENTS_SOLID))
|
|
{
|
|
pInfo->m_pParticle = NULL;
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
SmokeGrenadeParticle *pParticle =
|
|
(SmokeGrenadeParticle*)m_ParticleEffect.AddParticle(sizeof(SmokeGrenadeParticle), m_MaterialHandles[rand() % NUM_MATERIAL_HANDLES]);
|
|
|
|
if(pParticle)
|
|
{
|
|
pParticle->m_Pos = vPos - m_SmokeBasePos; // store its position in local space
|
|
pParticle->m_ColorInterp = (unsigned char)((rand() * 255) / VALVE_RAND_MAX);
|
|
pParticle->m_RotationSpeed = FRand(-ROTATION_SPEED, ROTATION_SPEED); // Rotation speed.
|
|
pParticle->m_CurRotation = FRand(-6, 6);
|
|
|
|
//debugoverlay->AddBoxOverlay( vPos, Vector( -2, -2, -2), Vector( 2, 2, 2), vec3_angle, 255, 0, 0, 255, 5.0f );
|
|
}
|
|
|
|
|
|
|
|
#ifdef _DEBUG
|
|
int testX, testY, testZ;
|
|
int index = GetSmokeParticleIndex(x,y,z);
|
|
GetParticleInfoXYZ(index, testX, testY, testZ);
|
|
assert(testX == x && testY == y && testZ == z);
|
|
#endif
|
|
|
|
Vector vColor = EngineGetLightForPoint(vPos);
|
|
pInfo->m_Color[0] = (unsigned char)(vColor.x * 255.9f);
|
|
pInfo->m_Color[1] = (unsigned char)(vColor.y * 255.9f);
|
|
pInfo->m_Color[2] = (unsigned char)(vColor.z * 255.9f);
|
|
|
|
// Cast some rays and if it's too close to anything, fade its alpha down.
|
|
pInfo->m_FadeAlpha = 1;
|
|
|
|
/*for(int i=0; i < NUM_FADE_PLANES; i++)
|
|
{
|
|
trace_t trace;
|
|
WorldTraceLine(vPos, vPos + s_FadePlaneDirections[i] * 100, MASK_SOLID_BRUSHONLY, &trace);
|
|
if(trace.fraction < 1.0f)
|
|
{
|
|
float dist = DotProduct(trace.plane.normal, vPos) - trace.plane.dist;
|
|
if(dist < 0)
|
|
{
|
|
pInfo->m_FadeAlpha = 0;
|
|
}
|
|
else if(dist < SMOKEPARTICLE_SIZE)
|
|
{
|
|
float alphaScale = dist / SMOKEPARTICLE_SIZE;
|
|
alphaScale *= alphaScale * alphaScale;
|
|
pInfo->m_FadeAlpha *= alphaScale;
|
|
}
|
|
}
|
|
}*/
|
|
|
|
pInfo->m_pParticle = pParticle;
|
|
pInfo->m_TradeIndex = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This is called after sending this entity's recording state
|
|
//-----------------------------------------------------------------------------
|
|
void C_ParticleSmokeGrenade::CleanupToolRecordingState( KeyValues *msg )
|
|
{
|
|
if ( !ToolsEnabled() )
|
|
return;
|
|
|
|
BaseClass::CleanupToolRecordingState( msg );
|
|
m_SmokeTrail.CleanupToolRecordingState( msg );
|
|
|
|
// Generally, this is used to allow the entity to clean up
|
|
// allocated state it put into the message, but here we're going
|
|
// to use it to send particle system messages because we
|
|
// know the grenade has been recorded at this point
|
|
if ( !clienttools->IsInRecordingMode() )
|
|
return;
|
|
|
|
// NOTE: Particle system destruction message will be sent by the particle effect itself.
|
|
if ( m_bVolumeFilled && GetToolParticleEffectId() == TOOLPARTICLESYSTEMID_INVALID )
|
|
{
|
|
// Needed for retriggering of the smoke grenade
|
|
m_bVolumeFilled = false;
|
|
|
|
int nId = AllocateToolParticleEffectId();
|
|
|
|
KeyValues *msg = new KeyValues( "OldParticleSystem_Create" );
|
|
msg->SetString( "name", "C_ParticleSmokeGrenade" );
|
|
msg->SetInt( "id", nId );
|
|
msg->SetFloat( "time", gpGlobals->curtime );
|
|
|
|
KeyValues *pEmitter = msg->FindKey( "DmeSpriteEmitter", true );
|
|
pEmitter->SetInt( "count", NUM_PARTICLES_PER_DIMENSION * NUM_PARTICLES_PER_DIMENSION * NUM_PARTICLES_PER_DIMENSION );
|
|
pEmitter->SetFloat( "duration", 0 );
|
|
pEmitter->SetString( "material", "particle/particle_smokegrenade1" );
|
|
pEmitter->SetInt( "active", true );
|
|
|
|
KeyValues *pInitializers = pEmitter->FindKey( "initializers", true );
|
|
|
|
KeyValues *pPosition = pInitializers->FindKey( "DmeVoxelPositionInitializer", true );
|
|
pPosition->SetFloat( "centerx", m_SmokeBasePos.x );
|
|
pPosition->SetFloat( "centery", m_SmokeBasePos.y );
|
|
pPosition->SetFloat( "centerz", m_SmokeBasePos.z );
|
|
pPosition->SetFloat( "particlesPerDimension", m_xCount );
|
|
pPosition->SetFloat( "particleSpacing", m_SpacingRadius );
|
|
|
|
KeyValues *pLifetime = pInitializers->FindKey( "DmeRandomLifetimeInitializer", true );
|
|
pLifetime->SetFloat( "minLifetime", m_FadeEndTime );
|
|
pLifetime->SetFloat( "maxLifetime", m_FadeEndTime );
|
|
|
|
KeyValues *pVelocity = pInitializers->FindKey( "DmeAttachmentVelocityInitializer", true );
|
|
pVelocity->SetPtr( "entindex", (void*)(intp)entindex() );
|
|
pVelocity->SetFloat( "minRandomSpeed", 10 );
|
|
pVelocity->SetFloat( "maxRandomSpeed", 20 );
|
|
|
|
KeyValues *pRoll = pInitializers->FindKey( "DmeRandomRollInitializer", true );
|
|
pRoll->SetFloat( "minRoll", -6.0f );
|
|
pRoll->SetFloat( "maxRoll", 6.0f );
|
|
|
|
KeyValues *pRollSpeed = pInitializers->FindKey( "DmeRandomRollSpeedInitializer", true );
|
|
pRollSpeed->SetFloat( "minRollSpeed", -ROTATION_SPEED );
|
|
pRollSpeed->SetFloat( "maxRollSpeed", ROTATION_SPEED );
|
|
|
|
KeyValues *pColor = pInitializers->FindKey( "DmeRandomInterpolatedColorInitializer", true );
|
|
Color c1(
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|
FastFToC( clamp( m_MinColor.x, 0.f, 1.f ) ),
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|
FastFToC( clamp( m_MinColor.y, 0.f, 1.f ) ),
|
|
FastFToC( clamp( m_MinColor.z, 0.f, 1.f ) ), 255 );
|
|
Color c2(
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|
FastFToC( clamp( m_MaxColor.x, 0.f, 1.f ) ),
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|
FastFToC( clamp( m_MaxColor.y, 0.f, 1.f ) ),
|
|
FastFToC( clamp( m_MaxColor.z, 0.f, 1.f ) ), 255 );
|
|
pColor->SetColor( "color1", c1 );
|
|
pColor->SetColor( "color2", c2 );
|
|
|
|
KeyValues *pAlpha = pInitializers->FindKey( "DmeRandomAlphaInitializer", true );
|
|
pAlpha->SetInt( "minStartAlpha", 255 );
|
|
pAlpha->SetInt( "maxStartAlpha", 255 );
|
|
pAlpha->SetInt( "minEndAlpha", 0 );
|
|
pAlpha->SetInt( "maxEndAlpha", 0 );
|
|
|
|
KeyValues *pSize = pInitializers->FindKey( "DmeRandomSizeInitializer", true );
|
|
pSize->SetFloat( "minStartSize", SMOKEPARTICLE_SIZE );
|
|
pSize->SetFloat( "maxStartSize", SMOKEPARTICLE_SIZE );
|
|
pSize->SetFloat( "minEndSize", SMOKEPARTICLE_SIZE );
|
|
pSize->SetFloat( "maxEndSize", SMOKEPARTICLE_SIZE );
|
|
|
|
pInitializers->FindKey( "DmeSolidKillInitializer", true );
|
|
|
|
KeyValues *pUpdaters = pEmitter->FindKey( "updaters", true );
|
|
|
|
pUpdaters->FindKey( "DmeRollUpdater", true );
|
|
pUpdaters->FindKey( "DmeColorUpdater", true );
|
|
|
|
KeyValues *pAlphaCosineUpdater = pUpdaters->FindKey( "DmeAlphaCosineUpdater", true );
|
|
pAlphaCosineUpdater->SetFloat( "duration", m_FadeEndTime - m_FadeStartTime );
|
|
|
|
pUpdaters->FindKey( "DmeColorDynamicLightUpdater", true );
|
|
|
|
KeyValues *pSmokeGrenadeUpdater = pUpdaters->FindKey( "DmeSmokeGrenadeUpdater", true );
|
|
pSmokeGrenadeUpdater->SetFloat( "centerx", m_SmokeBasePos.x );
|
|
pSmokeGrenadeUpdater->SetFloat( "centery", m_SmokeBasePos.y );
|
|
pSmokeGrenadeUpdater->SetFloat( "centerz", m_SmokeBasePos.z );
|
|
pSmokeGrenadeUpdater->SetFloat( "particlesPerDimension", m_xCount );
|
|
pSmokeGrenadeUpdater->SetFloat( "particleSpacing", m_SpacingRadius );
|
|
pSmokeGrenadeUpdater->SetFloat( "radiusExpandTime", SMOKESPHERE_EXPAND_TIME );
|
|
pSmokeGrenadeUpdater->SetFloat( "cutoffFraction", 0.7f );
|
|
|
|
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
|
|
msg->deleteThis();
|
|
}
|
|
}
|
|
|
|
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