mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
477 lines
13 KiB
C++
477 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "c_basehelicopter.h"
|
|
#include "fx_impact.h"
|
|
#include "IEffects.h"
|
|
#include "simple_keys.h"
|
|
#include "fx_envelope.h"
|
|
#include "fx_line.h"
|
|
#include "iefx.h"
|
|
#include "dlight.h"
|
|
#include "c_sprite.h"
|
|
#include "clienteffectprecachesystem.h"
|
|
#include <bitbuf.h>
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
#define GUNSHIP_MSG_BIG_SHOT 1
|
|
#define GUNSHIP_MSG_STREAKS 2
|
|
#define GUNSHIP_MSG_DEAD 3
|
|
|
|
#define GUNSHIPFX_BIG_SHOT_TIME 3.0f
|
|
|
|
CLIENTEFFECT_REGISTER_BEGIN( PrecacheGunshipFX )
|
|
CLIENTEFFECT_MATERIAL( "sprites/bluelaser1" )
|
|
CLIENTEFFECT_REGISTER_END()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Big belly shot FX
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class C_GunshipFX : public C_EnvelopeFX
|
|
{
|
|
public:
|
|
typedef C_EnvelopeFX BaseClass;
|
|
|
|
C_GunshipFX();
|
|
void Update( C_BaseEntity *pOwner, const Vector &targetPos );
|
|
|
|
// Returns the bounds relative to the origin (render bounds)
|
|
virtual void GetRenderBounds( Vector& mins, Vector& maxs )
|
|
{
|
|
ClearBounds( mins, maxs );
|
|
AddPointToBounds( m_worldPosition, mins, maxs );
|
|
AddPointToBounds( m_targetPosition, mins, maxs );
|
|
mins -= GetRenderOrigin();
|
|
maxs -= GetRenderOrigin();
|
|
}
|
|
|
|
virtual int DrawModel( int flags );
|
|
|
|
C_BaseEntity *m_pOwner;
|
|
Vector m_targetPosition;
|
|
Vector m_beamEndPosition;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
C_GunshipFX::C_GunshipFX( void )
|
|
{
|
|
m_pOwner = NULL;
|
|
}
|
|
|
|
enum
|
|
{
|
|
GUNSHIPFX_WARP_SCALE = 0,
|
|
GUNSHIPFX_DARKNESS,
|
|
GUNSHIPFX_FLARE_COLOR,
|
|
GUNSHIPFX_FLARE_SIZE,
|
|
|
|
GUNSHIPFX_NARROW_BEAM_COLOR,
|
|
GUNSHIPFX_NARROW_BEAM_SIZE,
|
|
|
|
GUNSHIPFX_WIDE_BEAM_COLOR,
|
|
GUNSHIPFX_WIDE_BEAM_SIZE,
|
|
|
|
GUNSHIPFX_AFTERGLOW_COLOR,
|
|
|
|
GUNSHIPFX_WIDE_BEAM_LENGTH,
|
|
|
|
// must be last
|
|
GUNSHIPFX_PARAMETERS,
|
|
};
|
|
|
|
class CGunshipFXEnvelope
|
|
{
|
|
public:
|
|
CGunshipFXEnvelope();
|
|
|
|
void AddKey( int parameterIndex, const CSimpleKeyInterp &key )
|
|
{
|
|
Assert( parameterIndex >= 0 && parameterIndex < GUNSHIPFX_PARAMETERS );
|
|
|
|
if ( parameterIndex >= 0 && parameterIndex < GUNSHIPFX_PARAMETERS )
|
|
{
|
|
m_parameters[parameterIndex].Insert( key );
|
|
}
|
|
|
|
}
|
|
|
|
CSimpleKeyList m_parameters[GUNSHIPFX_PARAMETERS];
|
|
};
|
|
|
|
// NOTE: Beam widths are half-widths or radii, so this is a beam that represents a cylinder with 2" radius
|
|
const float NARROW_BEAM_WIDTH = 32;
|
|
const float WIDE_BEAM_WIDTH = 2;
|
|
const float FLARE_SIZE = 128;
|
|
const float DARK_SIZE = 16;
|
|
const float AFTERGLOW_SIZE = 64;
|
|
|
|
CGunshipFXEnvelope::CGunshipFXEnvelope()
|
|
{
|
|
// Glow flare
|
|
AddKey( GUNSHIPFX_FLARE_COLOR, CSimpleKeyInterp( 0.0, KEY_LINEAR, 0 ) );
|
|
AddKey( GUNSHIPFX_FLARE_COLOR, CSimpleKeyInterp( 0.5, KEY_SPLINE, 1 ) );
|
|
AddKey( GUNSHIPFX_FLARE_COLOR, CSimpleKeyInterp( 2.9, KEY_LINEAR, 1 ) );
|
|
AddKey( GUNSHIPFX_FLARE_COLOR, CSimpleKeyInterp( 3.2, KEY_DECELERATE, 0 ) );
|
|
|
|
AddKey( GUNSHIPFX_FLARE_SIZE, CSimpleKeyInterp( 0.0, KEY_LINEAR, 0 ) );
|
|
AddKey( GUNSHIPFX_FLARE_SIZE, CSimpleKeyInterp( 2.9, KEY_ACCELERATE, 1 ) );
|
|
AddKey( GUNSHIPFX_FLARE_SIZE, CSimpleKeyInterp( 5.0, KEY_LINEAR, 1 ) );
|
|
|
|
// Ground beam
|
|
AddKey( GUNSHIPFX_NARROW_BEAM_COLOR, CSimpleKeyInterp( 0.0, KEY_LINEAR, 0.0 ) );
|
|
AddKey( GUNSHIPFX_NARROW_BEAM_COLOR, CSimpleKeyInterp( 2.5, KEY_SPLINE, 1.0 ) );
|
|
AddKey( GUNSHIPFX_NARROW_BEAM_COLOR, CSimpleKeyInterp( 3.0, KEY_LINEAR, 1 ) );
|
|
AddKey( GUNSHIPFX_NARROW_BEAM_COLOR, CSimpleKeyInterp( 3.2, KEY_ACCELERATE, 0 ) );
|
|
|
|
AddKey( GUNSHIPFX_NARROW_BEAM_SIZE, CSimpleKeyInterp( 0.0, KEY_LINEAR, 0 ) );
|
|
AddKey( GUNSHIPFX_NARROW_BEAM_SIZE, CSimpleKeyInterp( 2.5, KEY_SPLINE, 0.25 ) );
|
|
AddKey( GUNSHIPFX_NARROW_BEAM_SIZE, CSimpleKeyInterp( 2.8, KEY_ACCELERATE, 1 ) );
|
|
AddKey( GUNSHIPFX_NARROW_BEAM_SIZE, CSimpleKeyInterp( 3.0, KEY_ACCELERATE, 4 ) );
|
|
AddKey( GUNSHIPFX_NARROW_BEAM_SIZE, CSimpleKeyInterp( 3.2, KEY_DECELERATE, 0 ) );
|
|
|
|
// Glow color on the ship
|
|
AddKey( GUNSHIPFX_AFTERGLOW_COLOR, CSimpleKeyInterp( 0.0, KEY_LINEAR, 0 ) );
|
|
AddKey( GUNSHIPFX_AFTERGLOW_COLOR, CSimpleKeyInterp( 3.0, KEY_LINEAR, 1 ) );
|
|
AddKey( GUNSHIPFX_AFTERGLOW_COLOR, CSimpleKeyInterp( 5.0, KEY_SPLINE, 0 ) );
|
|
}
|
|
|
|
CGunshipFXEnvelope g_GunshipCannonEnvelope;
|
|
|
|
static void ScaleColor( color32 &out, const color32 &in, float scale )
|
|
{
|
|
out.r = (byte)(int)((float)in.r * scale);
|
|
out.g = (byte)(int)((float)in.g * scale);
|
|
out.b = (byte)(int)((float)in.b * scale);
|
|
out.a = (byte)(int)((float)in.a * scale);
|
|
}
|
|
|
|
static void DrawSpriteTangentSpace( const Vector &vecOrigin, float flWidth, float flHeight, color32 color )
|
|
{
|
|
unsigned char pColor[4] = { color.r, color.g, color.b, color.a };
|
|
|
|
// Generate half-widths
|
|
flWidth *= 0.5f;
|
|
flHeight *= 0.5f;
|
|
|
|
// Compute direction vectors for the sprite
|
|
Vector fwd, right( 1, 0, 0 ), up( 0, 1, 0 );
|
|
VectorSubtract( CurrentViewOrigin(), vecOrigin, fwd );
|
|
float flDist = VectorNormalize( fwd );
|
|
if (flDist >= 1e-3)
|
|
{
|
|
CrossProduct( CurrentViewUp(), fwd, right );
|
|
flDist = VectorNormalize( right );
|
|
if (flDist >= 1e-3)
|
|
{
|
|
CrossProduct( fwd, right, up );
|
|
}
|
|
else
|
|
{
|
|
// In this case, fwd == g_vecVUp, it's right above or
|
|
// below us in screen space
|
|
CrossProduct( fwd, CurrentViewRight(), up );
|
|
VectorNormalize( up );
|
|
CrossProduct( up, fwd, right );
|
|
}
|
|
}
|
|
|
|
Vector left = -right;
|
|
Vector down = -up;
|
|
Vector back = -fwd;
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
CMeshBuilder meshBuilder;
|
|
Vector point;
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
|
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
|
|
|
meshBuilder.Color4ubv (pColor);
|
|
meshBuilder.TexCoord2f (0, 0, 1);
|
|
VectorMA (vecOrigin, -flHeight, up, point);
|
|
VectorMA (point, -flWidth, right, point);
|
|
meshBuilder.TangentS3fv( left.Base() );
|
|
meshBuilder.TangentT3fv( down.Base() );
|
|
meshBuilder.Normal3fv( back.Base() );
|
|
meshBuilder.Position3fv (point.Base());
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv (pColor);
|
|
meshBuilder.TexCoord2f (0, 0, 0);
|
|
VectorMA (vecOrigin, flHeight, up, point);
|
|
VectorMA (point, -flWidth, right, point);
|
|
meshBuilder.TangentS3fv( left.Base() );
|
|
meshBuilder.TangentT3fv( down.Base() );
|
|
meshBuilder.Normal3fv( back.Base() );
|
|
meshBuilder.Position3fv (point.Base());
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv (pColor);
|
|
meshBuilder.TexCoord2f (0, 1, 0);
|
|
VectorMA (vecOrigin, flHeight, up, point);
|
|
VectorMA (point, flWidth, right, point);
|
|
meshBuilder.TangentS3fv( left.Base() );
|
|
meshBuilder.TangentT3fv( down.Base() );
|
|
meshBuilder.Normal3fv( back.Base() );
|
|
meshBuilder.Position3fv (point.Base());
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv (pColor);
|
|
meshBuilder.TexCoord2f (0, 1, 1);
|
|
VectorMA (vecOrigin, -flHeight, up, point);
|
|
VectorMA (point, flWidth, right, point);
|
|
meshBuilder.TangentS3fv( left.Base() );
|
|
meshBuilder.TangentT3fv( down.Base() );
|
|
meshBuilder.Normal3fv( back.Base() );
|
|
meshBuilder.Position3fv (point.Base());
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
|
|
void Gunship_DrawSprite( const Vector &vecOrigin, float size, const color32 &color, bool glow )
|
|
{
|
|
if ( glow )
|
|
{
|
|
pixelvis_queryparams_t params;
|
|
params.Init( vecOrigin );
|
|
if ( PixelVisibility_FractionVisible( params, NULL ) <= 0.0f )
|
|
return;
|
|
}
|
|
|
|
DrawSpriteTangentSpace( vecOrigin, size, size, color );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : int -
|
|
//-----------------------------------------------------------------------------
|
|
int C_GunshipFX::DrawModel( int )
|
|
{
|
|
static color32 white = {255,255,255,255};
|
|
Vector params[GUNSHIPFX_PARAMETERS];
|
|
bool hasParam[GUNSHIPFX_PARAMETERS];
|
|
|
|
if ( !m_active )
|
|
return 1;
|
|
|
|
C_BaseEntity *ent = cl_entitylist->GetEnt( m_entityIndex );
|
|
if ( ent )
|
|
{
|
|
QAngle angles;
|
|
ent->GetAttachment( m_attachment, m_worldPosition, angles );
|
|
}
|
|
|
|
Vector test;
|
|
m_t += gpGlobals->frametime;
|
|
if ( m_tMax > 0 )
|
|
{
|
|
m_t = clamp( m_t, 0, m_tMax );
|
|
m_beamEndPosition = m_worldPosition;
|
|
}
|
|
float t = m_t;
|
|
|
|
bool hasAny = false;
|
|
memset( hasParam, 0, sizeof(hasParam) );
|
|
for ( int i = 0; i < GUNSHIPFX_PARAMETERS; i++ )
|
|
{
|
|
hasParam[i] = g_GunshipCannonEnvelope.m_parameters[i].Interp( params[i], t );
|
|
hasAny = hasAny || hasParam[i];
|
|
}
|
|
|
|
// draw the narrow beam
|
|
if ( hasParam[GUNSHIPFX_NARROW_BEAM_COLOR] && hasParam[GUNSHIPFX_NARROW_BEAM_SIZE] )
|
|
{
|
|
IMaterial *pMat = materials->FindMaterial( "sprites/bluelaser1", TEXTURE_GROUP_CLIENT_EFFECTS );
|
|
float width = NARROW_BEAM_WIDTH * params[GUNSHIPFX_NARROW_BEAM_SIZE].x;
|
|
color32 color;
|
|
float bright = params[GUNSHIPFX_NARROW_BEAM_COLOR].x;
|
|
ScaleColor( color, white, bright );
|
|
|
|
//Gunship_DrawLine( m_beamEndPosition, m_targetPosition, width, pMat, color );
|
|
FX_DrawLine( m_beamEndPosition, m_targetPosition, width, pMat, color );
|
|
}
|
|
|
|
// glowy blue flare sprite
|
|
if ( hasParam[GUNSHIPFX_FLARE_COLOR] && hasParam[GUNSHIPFX_FLARE_SIZE] )
|
|
{
|
|
IMaterial *pMat = materials->FindMaterial( "effects/blueblackflash", TEXTURE_GROUP_CLIENT_EFFECTS );
|
|
float size = FLARE_SIZE * params[GUNSHIPFX_FLARE_SIZE].x;
|
|
color32 color;
|
|
float bright = params[GUNSHIPFX_FLARE_COLOR].x;
|
|
ScaleColor( color, white, bright );
|
|
color.a = (int)(255 * params[GUNSHIPFX_DARKNESS].x);
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->Bind( pMat, (IClientRenderable*)this );
|
|
Gunship_DrawSprite( m_worldPosition, size, color, true );
|
|
}
|
|
|
|
if ( hasParam[GUNSHIPFX_AFTERGLOW_COLOR] )
|
|
{
|
|
// Muzzle effect
|
|
dlight_t *dl = effects->CL_AllocDlight( m_entityIndex );
|
|
dl->origin = m_worldPosition;
|
|
dl->color.r = 40*params[GUNSHIPFX_AFTERGLOW_COLOR].x;
|
|
dl->color.g = 60*params[GUNSHIPFX_AFTERGLOW_COLOR].x;
|
|
dl->color.b = 255*params[GUNSHIPFX_AFTERGLOW_COLOR].x;
|
|
dl->color.exponent = 5;
|
|
dl->radius = 128.0f;
|
|
dl->die = gpGlobals->curtime + 0.001;
|
|
}
|
|
|
|
if ( m_t >= 4.0 && !hasAny )
|
|
{
|
|
EffectShutdown();
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pOwner -
|
|
// &targetPos -
|
|
//-----------------------------------------------------------------------------
|
|
void C_GunshipFX::Update( C_BaseEntity *pOwner, const Vector &targetPos )
|
|
{
|
|
BaseClass::Update();
|
|
|
|
m_pOwner = pOwner;
|
|
|
|
if ( m_active )
|
|
{
|
|
m_targetPosition = targetPos;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gunship
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class C_CombineGunship : public C_BaseHelicopter
|
|
{
|
|
DECLARE_CLASS( C_CombineGunship, C_BaseHelicopter );
|
|
public:
|
|
DECLARE_CLIENTCLASS();
|
|
|
|
C_CombineGunship( void ) {}
|
|
|
|
virtual ~C_CombineGunship( void )
|
|
{
|
|
m_cannonFX.EffectShutdown();
|
|
}
|
|
|
|
C_GunshipFX m_cannonFX;
|
|
Vector m_vecHitPos;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : length -
|
|
// *data -
|
|
// Output : void
|
|
//-----------------------------------------------------------------------------
|
|
void ReceiveMessage( int classID, bf_read &msg )
|
|
{
|
|
if ( classID != GetClientClass()->m_ClassID )
|
|
{
|
|
// message is for subclass
|
|
BaseClass::ReceiveMessage( classID, msg );
|
|
return;
|
|
}
|
|
|
|
int messageType = msg.ReadByte();
|
|
switch( messageType )
|
|
{
|
|
case GUNSHIP_MSG_STREAKS:
|
|
{
|
|
Vector pos;
|
|
msg.ReadBitVec3Coord( pos );
|
|
m_cannonFX.SetRenderOrigin( pos );
|
|
m_cannonFX.EffectInit( entindex(), LookupAttachment( "BellyGun" ) );
|
|
m_cannonFX.LimitTime( GUNSHIPFX_BIG_SHOT_TIME );
|
|
}
|
|
break;
|
|
|
|
case GUNSHIP_MSG_BIG_SHOT:
|
|
{
|
|
Vector tmp;
|
|
msg.ReadBitVec3Coord( tmp );
|
|
m_cannonFX.SetTime( GUNSHIPFX_BIG_SHOT_TIME );
|
|
m_cannonFX.LimitTime( 0 );
|
|
}
|
|
break;
|
|
|
|
case GUNSHIP_MSG_DEAD:
|
|
{
|
|
m_cannonFX.EffectShutdown();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void OnDataChanged( DataUpdateType_t updateType )
|
|
{
|
|
BaseClass::OnDataChanged( updateType );
|
|
|
|
m_cannonFX.Update( this, m_vecHitPos );
|
|
}
|
|
|
|
virtual RenderGroup_t GetRenderGroup()
|
|
{
|
|
if ( hl2_episodic.GetBool() == true )
|
|
{
|
|
return RENDER_GROUP_TWOPASS;
|
|
}
|
|
else
|
|
{
|
|
return BaseClass::GetRenderGroup();
|
|
}
|
|
}
|
|
|
|
private:
|
|
C_CombineGunship( const C_CombineGunship & ) {}
|
|
};
|
|
|
|
IMPLEMENT_CLIENTCLASS_DT( C_CombineGunship, DT_CombineGunship, CNPC_CombineGunship )
|
|
RecvPropVector(RECVINFO(m_vecHitPos)),
|
|
END_RECV_TABLE()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handle gunship impacts
|
|
//-----------------------------------------------------------------------------
|
|
void ImpactGunshipCallback( const CEffectData &data )
|
|
{
|
|
trace_t tr;
|
|
Vector vecOrigin, vecStart, vecShotDir;
|
|
int iMaterial, iDamageType, iHitbox;
|
|
short nSurfaceProp;
|
|
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
|
|
|
|
if ( !pEntity )
|
|
return;
|
|
|
|
// If we hit, perform our custom effects and play the sound
|
|
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
|
|
{
|
|
// Check for custom effects based on the Decal index
|
|
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 3 );
|
|
}
|
|
|
|
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
|
|
}
|
|
|
|
DECLARE_CLIENT_EFFECT( "ImpactGunship", ImpactGunshipCallback );
|
|
|