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https://github.com/nillerusr/source-engine.git
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443 lines
12 KiB
C++
443 lines
12 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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//=============================================================================//
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#include "cbase.h"
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#include "c_weapon__stubs.h"
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#include "c_basehlcombatweapon.h"
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#include "fx.h"
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#include "particles_localspace.h"
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#include "view.h"
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#include "particles_attractor.h"
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class C_WeaponPhysCannon: public C_BaseHLCombatWeapon
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{
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DECLARE_CLASS( C_WeaponPhysCannon, C_BaseHLCombatWeapon );
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public:
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C_WeaponPhysCannon( void );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual int DrawModel( int flags );
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virtual void ClientThink( void );
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virtual bool ShouldUseLargeViewModelVROverride() OVERRIDE { return true; }
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private:
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bool SetupEmitter( void );
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bool m_bIsCurrentlyUpgrading;
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float m_flTimeForceView;
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float m_flTimeIgnoreForceView;
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bool m_bWasUpgraded;
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CSmartPtr<CLocalSpaceEmitter> m_pLocalEmitter;
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CSmartPtr<CSimpleEmitter> m_pEmitter;
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CSmartPtr<CParticleAttractor> m_pAttractor;
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};
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STUB_WEAPON_CLASS_IMPLEMENT( weapon_physcannon, C_WeaponPhysCannon );
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IMPLEMENT_CLIENTCLASS_DT( C_WeaponPhysCannon, DT_WeaponPhysCannon, CWeaponPhysCannon )
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RecvPropBool( RECVINFO( m_bIsCurrentlyUpgrading ) ),
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RecvPropFloat( RECVINFO( m_flTimeForceView) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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C_WeaponPhysCannon::C_WeaponPhysCannon( void )
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{
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m_bWasUpgraded = false;
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m_flTimeIgnoreForceView = -1;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void C_WeaponPhysCannon::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_WeaponPhysCannon::SetupEmitter( void )
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{
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if ( !m_pLocalEmitter.IsValid() )
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{
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m_pLocalEmitter = CLocalSpaceEmitter::Create( "physpowerup", GetRefEHandle(), LookupAttachment( "core" ) );
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if ( m_pLocalEmitter.IsValid() == false )
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return false;
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}
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if ( !m_pAttractor.IsValid() )
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{
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m_pAttractor = CParticleAttractor::Create( vec3_origin, "physpowerup_att" );
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if ( m_pAttractor.IsValid() == false )
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return false;
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}
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if ( !m_pEmitter.IsValid() )
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{
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m_pEmitter = CSimpleEmitter::Create( "physpowerup_glow" );
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if ( m_pEmitter.IsValid() == false )
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Sorts the components of a vector
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//-----------------------------------------------------------------------------
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static inline void SortAbsVectorComponents( const Vector& src, int* pVecIdx )
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{
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Vector absVec( fabs(src[0]), fabs(src[1]), fabs(src[2]) );
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int maxIdx = (absVec[0] > absVec[1]) ? 0 : 1;
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if (absVec[2] > absVec[maxIdx])
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{
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maxIdx = 2;
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}
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// always choose something right-handed....
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switch( maxIdx )
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{
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case 0:
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pVecIdx[0] = 1;
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pVecIdx[1] = 2;
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pVecIdx[2] = 0;
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break;
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case 1:
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pVecIdx[0] = 2;
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pVecIdx[1] = 0;
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pVecIdx[2] = 1;
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break;
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case 2:
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pVecIdx[0] = 0;
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pVecIdx[1] = 1;
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pVecIdx[2] = 2;
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Compute the bounding box's center, size, and basis
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//-----------------------------------------------------------------------------
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void ComputeRenderInfo( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld,
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Vector *pVecAbsOrigin, Vector *pXVec, Vector *pYVec )
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{
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// Compute the center of the hitbox in worldspace
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Vector vecHitboxCenter;
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VectorAdd( pHitBox->bbmin, pHitBox->bbmax, vecHitboxCenter );
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vecHitboxCenter *= 0.5f;
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VectorTransform( vecHitboxCenter, hitboxToWorld, *pVecAbsOrigin );
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// Get the object's basis
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Vector vec[3];
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MatrixGetColumn( hitboxToWorld, 0, vec[0] );
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MatrixGetColumn( hitboxToWorld, 1, vec[1] );
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MatrixGetColumn( hitboxToWorld, 2, vec[2] );
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// vec[1] *= -1.0f;
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Vector vecViewDir;
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VectorSubtract( CurrentViewOrigin(), *pVecAbsOrigin, vecViewDir );
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VectorNormalize( vecViewDir );
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// Project the shadow casting direction into the space of the hitbox
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Vector localViewDir;
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localViewDir[0] = DotProduct( vec[0], vecViewDir );
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localViewDir[1] = DotProduct( vec[1], vecViewDir );
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localViewDir[2] = DotProduct( vec[2], vecViewDir );
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// Figure out which vector has the largest component perpendicular
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// to the view direction...
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// Sort by how perpendicular it is
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int vecIdx[3];
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SortAbsVectorComponents( localViewDir, vecIdx );
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// Here's our hitbox basis vectors; namely the ones that are
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// most perpendicular to the view direction
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*pXVec = vec[vecIdx[0]];
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*pYVec = vec[vecIdx[1]];
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// Project them into a plane perpendicular to the view direction
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*pXVec -= vecViewDir * DotProduct( vecViewDir, *pXVec );
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*pYVec -= vecViewDir * DotProduct( vecViewDir, *pYVec );
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VectorNormalize( *pXVec );
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VectorNormalize( *pYVec );
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// Compute the hitbox size
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Vector boxSize;
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VectorSubtract( pHitBox->bbmax, pHitBox->bbmin, boxSize );
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// We project the two longest sides into the vectors perpendicular
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// to the projection direction, then add in the projection of the perp direction
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Vector2D size( boxSize[vecIdx[0]], boxSize[vecIdx[1]] );
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size.x *= fabs( DotProduct( vec[vecIdx[0]], *pXVec ) );
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size.y *= fabs( DotProduct( vec[vecIdx[1]], *pYVec ) );
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// Add the third component into x and y
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size.x += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pXVec ) );
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size.y += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pYVec ) );
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// Bloat a bit, since the shadow wants to extend outside the model a bit
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size *= 2.0f;
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// Clamp the minimum size
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Vector2DMax( size, Vector2D(10.0f, 10.0f), size );
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// Factor the size into the xvec + yvec
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(*pXVec) *= size.x * 0.5f;
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(*pYVec) *= size.y * 0.5f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : flags -
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// Output : int
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//-----------------------------------------------------------------------------
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int C_WeaponPhysCannon::DrawModel( int flags )
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{
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// If we're not ugrading, don't do anything special
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if ( m_bIsCurrentlyUpgrading == false && m_bWasUpgraded == false )
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return BaseClass::DrawModel( flags );
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if ( gpGlobals->frametime == 0 )
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return BaseClass::DrawModel( flags );
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if ( !m_bReadyToDraw )
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return 0;
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m_bWasUpgraded = true;
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// Create the particle emitter if it's not already
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if ( SetupEmitter() )
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{
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// Add the power-up particles
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// See if we should draw
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if ( m_bReadyToDraw == false )
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return 0;
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C_BaseAnimating *pAnimating = GetBaseAnimating();
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if (!pAnimating)
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return 0;
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matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
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if ( !pAnimating->HitboxToWorldTransforms( hitboxbones ) )
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return 0;
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studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
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if (!pStudioHdr)
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return false;
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mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
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if ( !set )
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return false;
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int i;
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float fadePerc = 1.0f;
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if ( m_bIsCurrentlyUpgrading )
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{
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Vector vecSkew = vec3_origin;
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// Skew the particles in front or in back of their targets
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vecSkew = CurrentViewForward() * 4.0f;
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float spriteScale = 1.0f;
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spriteScale = clamp( spriteScale, 0.75f, 1.0f );
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SimpleParticle *sParticle;
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for ( i = 0; i < set->numhitboxes; ++i )
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{
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Vector vecAbsOrigin, xvec, yvec;
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mstudiobbox_t *pBox = set->pHitbox(i);
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ComputeRenderInfo( pBox, *hitboxbones[pBox->bone], &vecAbsOrigin, &xvec, &yvec );
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Vector offset;
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Vector xDir, yDir;
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xDir = xvec;
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float xScale = VectorNormalize( xDir ) * 0.75f;
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yDir = yvec;
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float yScale = VectorNormalize( yDir ) * 0.75f;
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int numParticles = clamp( 4.0f * fadePerc, 1, 3 );
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for ( int j = 0; j < numParticles; j++ )
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{
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offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f );
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offset += vecSkew;
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sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_pEmitter->GetPMaterial( "effects/combinemuzzle1" ), vecAbsOrigin + offset );
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if ( sParticle == NULL )
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return 1;
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sParticle->m_vecVelocity = vec3_origin;
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sParticle->m_uchStartSize = 16.0f * spriteScale;
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sParticle->m_flDieTime = 0.2f;
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sParticle->m_flLifetime = 0.0f;
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sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
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sParticle->m_flRollDelta = Helper_RandomFloat( -2.0f, 2.0f );
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float alpha = 40;
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sParticle->m_uchColor[0] = alpha;
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sParticle->m_uchColor[1] = alpha;
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sParticle->m_uchColor[2] = alpha;
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sParticle->m_uchStartAlpha = alpha;
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sParticle->m_uchEndAlpha = 0;
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sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2;
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}
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}
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}
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}
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int attachment = LookupAttachment( "core" );
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Vector coreOrigin;
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QAngle coreAngles;
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GetAttachment( attachment, coreOrigin, coreAngles );
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SimpleParticle *sParticle;
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// Do the core effects
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for ( int i = 0; i < 4; i++ )
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{
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sParticle = (SimpleParticle *) m_pLocalEmitter->AddParticle( sizeof(SimpleParticle), m_pLocalEmitter->GetPMaterial( "effects/strider_muzzle" ), vec3_origin );
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if ( sParticle == NULL )
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return 1;
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sParticle->m_vecVelocity = vec3_origin;
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sParticle->m_flDieTime = 0.1f;
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sParticle->m_flLifetime = 0.0f;
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sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
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sParticle->m_flRollDelta = 0.0f;
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float alpha = 255;
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sParticle->m_uchColor[0] = alpha;
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sParticle->m_uchColor[1] = alpha;
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sParticle->m_uchColor[2] = alpha;
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sParticle->m_uchStartAlpha = alpha;
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sParticle->m_uchEndAlpha = 0;
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if ( i < 2 )
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{
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sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ) * (i+1);
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sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f;
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}
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else
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{
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if ( random->RandomInt( 0, 20 ) == 0 )
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{
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sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ) * (i+1);
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sParticle->m_uchEndSize = sParticle->m_uchStartSize * 4.0f;
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sParticle->m_flDieTime = 0.25f;
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}
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else
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{
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sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ) * (i+1);
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sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f;
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}
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}
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}
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if ( m_bWasUpgraded && m_bIsCurrentlyUpgrading )
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{
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// Update our attractor point
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m_pAttractor->SetAttractorOrigin( coreOrigin );
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Vector offset;
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for ( int i = 0; i < 4; i++ )
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{
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offset = coreOrigin + RandomVector( -32.0f, 32.0f );
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sParticle = (SimpleParticle *) m_pAttractor->AddParticle( sizeof(SimpleParticle), m_pAttractor->GetPMaterial( "effects/strider_muzzle" ), offset );
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if ( sParticle == NULL )
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return 1;
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sParticle->m_vecVelocity = Vector(0,0,8);
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sParticle->m_flDieTime = 0.5f;
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sParticle->m_flLifetime = 0.0f;
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sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
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sParticle->m_flRollDelta = 0.0f;
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float alpha = 255;
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sParticle->m_uchColor[0] = alpha;
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sParticle->m_uchColor[1] = alpha;
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sParticle->m_uchColor[2] = alpha;
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sParticle->m_uchStartAlpha = alpha;
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sParticle->m_uchEndAlpha = 0;
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sParticle->m_uchStartSize = random->RandomFloat( 1, 2 );
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sParticle->m_uchEndSize = 0;
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}
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}
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return BaseClass::DrawModel( flags );
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}
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//---------------------------------------------------------
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// On 360, raise up the player's view if the server has
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// asked us to.
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//---------------------------------------------------------
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#define PHYSCANNON_RAISE_VIEW_GOAL 0.0f
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void C_WeaponPhysCannon::ClientThink( void )
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{
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if( m_flTimeIgnoreForceView > gpGlobals->curtime )
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return;
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float flTime = (m_flTimeForceView - gpGlobals->curtime);
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if( flTime < 0.0f )
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return;
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float flDT = 1.0f - flTime;
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if( flDT > 0.0f )
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{
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QAngle viewangles;
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engine->GetViewAngles( viewangles );
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if( viewangles.x > PHYSCANNON_RAISE_VIEW_GOAL + 1.0f )
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{
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float flDelta = PHYSCANNON_RAISE_VIEW_GOAL - viewangles.x;
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viewangles.x += (flDelta * flDT);
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engine->SetViewAngles(viewangles);
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}
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else
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{
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// We've reached our goal. Ignore the forced view angles for now.
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m_flTimeIgnoreForceView = m_flTimeForceView + 0.1f;
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}
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}
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return BaseClass::ClientThink();
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}
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