mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
317 lines
8.5 KiB
C++
317 lines
8.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $Workfile: $
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
#include "cbase.h"
|
|
#include "engine/IEngineSound.h"
|
|
#include "view.h"
|
|
|
|
#include "fx_line.h"
|
|
#include "fx_discreetline.h"
|
|
#include "fx_quad.h"
|
|
#include "clientsideeffects.h"
|
|
|
|
#include "SoundEmitterSystem/isoundemittersystembase.h"
|
|
#include "tier0/vprof.h"
|
|
#include "collisionutils.h"
|
|
#include "clienteffectprecachesystem.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
//FIXME: All these functions will be moved out to FX_Main.CPP or a individual folder
|
|
|
|
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectsTest )
|
|
CLIENTEFFECT_MATERIAL( "effects/spark" )
|
|
CLIENTEFFECT_MATERIAL( "effects/gunshiptracer" )
|
|
CLIENTEFFECT_MATERIAL( "effects/bluespark" )
|
|
CLIENTEFFECT_REGISTER_END()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &data -
|
|
//-----------------------------------------------------------------------------
|
|
void FX_AddLine( const FXLineData_t &data )
|
|
{
|
|
CFXLine *t = new CFXLine( "Line", data );
|
|
assert( t );
|
|
|
|
//Throw it into the list
|
|
clienteffects->AddEffect( t );
|
|
}
|
|
|
|
/*
|
|
==================================================
|
|
FX_AddStaticLine
|
|
==================================================
|
|
*/
|
|
|
|
void FX_AddStaticLine( const Vector& start, const Vector& end, float scale, float life, const char *materialName, unsigned char flags )
|
|
{
|
|
CFXStaticLine *t = new CFXStaticLine( "StaticLine", start, end, scale, life, materialName, flags );
|
|
assert( t );
|
|
|
|
//Throw it into the list
|
|
clienteffects->AddEffect( t );
|
|
}
|
|
|
|
/*
|
|
==================================================
|
|
FX_AddDiscreetLine
|
|
==================================================
|
|
*/
|
|
|
|
void FX_AddDiscreetLine( const Vector& start, const Vector& direction, float velocity, float length, float clipLength, float scale, float life, const char *shader )
|
|
{
|
|
CFXDiscreetLine *t = new CFXDiscreetLine( "Line", start, direction, velocity, length, clipLength, scale, life, shader );
|
|
assert( t );
|
|
|
|
//Throw it into the list
|
|
clienteffects->AddEffect( t );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void FX_AddQuad( const FXQuadData_t &data )
|
|
{
|
|
CFXQuad *quad = new CFXQuad( data );
|
|
|
|
Assert( quad != NULL );
|
|
|
|
clienteffects->AddEffect( quad );
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Parameter heavy version
|
|
//-----------------------------------------------------------------------------
|
|
void FX_AddQuad( const Vector &origin,
|
|
const Vector &normal,
|
|
float startSize,
|
|
float endSize,
|
|
float sizeBias,
|
|
float startAlpha,
|
|
float endAlpha,
|
|
float alphaBias,
|
|
float yaw,
|
|
float deltaYaw,
|
|
const Vector &color,
|
|
float lifeTime,
|
|
const char *shader,
|
|
unsigned int flags )
|
|
{
|
|
FXQuadData_t data;
|
|
|
|
//Setup the data
|
|
data.SetAlpha( startAlpha, endAlpha );
|
|
data.SetScale( startSize, endSize );
|
|
data.SetFlags( flags );
|
|
data.SetMaterial( shader );
|
|
data.SetNormal( normal );
|
|
data.SetOrigin( origin );
|
|
data.SetLifeTime( lifeTime );
|
|
data.SetColor( color[0], color[1], color[2] );
|
|
data.SetScaleBias( sizeBias );
|
|
data.SetAlphaBias( alphaBias );
|
|
data.SetYaw( yaw, deltaYaw );
|
|
|
|
//Output it
|
|
FX_AddQuad( data );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Creates a test effect
|
|
//-----------------------------------------------------------------------------
|
|
void CreateTestEffect( void )
|
|
{
|
|
//NOTENOTE: Add any test effects here
|
|
//FX_BulletPass( NULL, NULL );
|
|
}
|
|
|
|
|
|
/*
|
|
==================================================
|
|
FX_PlayerTracer
|
|
==================================================
|
|
*/
|
|
|
|
#define TRACER_BASE_OFFSET 8
|
|
|
|
void FX_PlayerTracer( Vector& start, Vector& end )
|
|
{
|
|
VPROF_BUDGET( "FX_PlayerTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
Vector shotDir, dStart, dEnd;
|
|
float length;
|
|
|
|
//Find the direction of the tracer
|
|
VectorSubtract( end, start, shotDir );
|
|
length = VectorNormalize( shotDir );
|
|
|
|
//We don't want to draw them if they're too close to us
|
|
if ( length < 256 )
|
|
return;
|
|
|
|
//Randomly place the tracer along this line, with a random length
|
|
VectorMA( start, TRACER_BASE_OFFSET + random->RandomFloat( -24.0f, 64.0f ), shotDir, dStart );
|
|
VectorMA( dStart, ( length * random->RandomFloat( 0.1f, 0.6f ) ), shotDir, dEnd );
|
|
|
|
//Create the line
|
|
CFXStaticLine *t;
|
|
const char *materialName;
|
|
|
|
//materialName = ( random->RandomInt( 0, 1 ) ) ? "effects/tracer_middle" : "effects/tracer_middle2";
|
|
materialName = "effects/spark";
|
|
|
|
t = new CFXStaticLine( "Tracer", dStart, dEnd, random->RandomFloat( 0.5f, 0.75f ), 0.01f, materialName, 0 );
|
|
assert( t );
|
|
|
|
//Throw it into the list
|
|
clienteffects->AddEffect( t );
|
|
}
|
|
|
|
/*
|
|
==================================================
|
|
FX_Tracer
|
|
==================================================
|
|
*/
|
|
// Tracer must be this close to be considered for hearing
|
|
#define TRACER_MAX_HEAR_DIST (6*12)
|
|
#define TRACER_SOUND_TIME_MIN 0.1f
|
|
#define TRACER_SOUND_TIME_MAX 0.1f
|
|
|
|
|
|
class CBulletWhizTimer : public CAutoGameSystem
|
|
{
|
|
public:
|
|
CBulletWhizTimer( char const *name ) : CAutoGameSystem( name )
|
|
{
|
|
}
|
|
|
|
void LevelInitPreEntity()
|
|
{
|
|
m_nextWhizTime = 0;
|
|
}
|
|
|
|
float m_nextWhizTime;
|
|
};
|
|
|
|
// Client-side tracking for whiz noises
|
|
CBulletWhizTimer g_BulletWhiz( "CBulletWhizTimer" );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &vecStart -
|
|
// &vecDir -
|
|
// iTracerType -
|
|
//-----------------------------------------------------------------------------
|
|
#define LISTENER_HEIGHT 24
|
|
|
|
void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType )
|
|
{
|
|
const char *pszSoundName = NULL;
|
|
float flWhizDist = TRACER_MAX_HEAR_DIST;
|
|
float flMinWhizTime = TRACER_SOUND_TIME_MIN;
|
|
float flMaxWhizTime = TRACER_SOUND_TIME_MAX;
|
|
Vector vecListenOrigin = MainViewOrigin();
|
|
switch( iTracerType )
|
|
{
|
|
case TRACER_TYPE_DEFAULT:
|
|
{
|
|
pszSoundName = "Bullets.DefaultNearmiss";
|
|
flWhizDist = 24;
|
|
|
|
Ray_t bullet, listener;
|
|
bullet.Init( start, end );
|
|
|
|
Vector vecLower = vecListenOrigin;
|
|
vecLower.z -= LISTENER_HEIGHT;
|
|
listener.Init( vecListenOrigin, vecLower );
|
|
|
|
float s, t;
|
|
IntersectRayWithRay( bullet, listener, s, t );
|
|
t = clamp( t, 0.f, 1.f );
|
|
vecListenOrigin.z -= t * LISTENER_HEIGHT;
|
|
}
|
|
break;
|
|
|
|
case TRACER_TYPE_GUNSHIP:
|
|
pszSoundName = "Bullets.GunshipNearmiss";
|
|
break;
|
|
|
|
case TRACER_TYPE_STRIDER:
|
|
pszSoundName = "Bullets.StriderNearmiss";
|
|
break;
|
|
|
|
case TRACER_TYPE_WATERBULLET:
|
|
pszSoundName = "Underwater.BulletImpact";
|
|
flWhizDist = 48;
|
|
flMinWhizTime = 0.3f;
|
|
flMaxWhizTime = 0.6f;
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
|
|
if( !pszSoundName )
|
|
return;
|
|
|
|
// Is it time yet?
|
|
float dt = g_BulletWhiz.m_nextWhizTime - gpGlobals->curtime;
|
|
if ( dt > 0 )
|
|
return;
|
|
|
|
// Did the thing pass close enough to our head?
|
|
float vDist = CalcDistanceSqrToLineSegment( vecListenOrigin, start, end );
|
|
if ( vDist >= (flWhizDist * flWhizDist) )
|
|
return;
|
|
|
|
CSoundParameters params;
|
|
if( C_BaseEntity::GetParametersForSound( pszSoundName, params, NULL ) )
|
|
{
|
|
// Get shot direction
|
|
Vector shotDir;
|
|
VectorSubtract( end, start, shotDir );
|
|
VectorNormalize( shotDir );
|
|
|
|
CLocalPlayerFilter filter;
|
|
enginesound->EmitSound( filter, SOUND_FROM_WORLD, CHAN_STATIC, params.soundname,
|
|
params.volume, SNDLVL_TO_ATTN(params.soundlevel), 0, params.pitch, 0, &start, &shotDir, NULL);
|
|
}
|
|
|
|
// FIXME: This has a bad behavior when both bullet + strider shots are whizzing by at the same time
|
|
// Could use different timers for the different types.
|
|
|
|
// Don't play another bullet whiz for this client until this time has run out
|
|
g_BulletWhiz.m_nextWhizTime = gpGlobals->curtime + random->RandomFloat( flMinWhizTime, flMaxWhizTime );
|
|
}
|
|
|
|
|
|
void FX_Tracer( Vector& start, Vector& end, int velocity, bool makeWhiz )
|
|
{
|
|
VPROF_BUDGET( "FX_Tracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
//Don't make small tracers
|
|
float dist;
|
|
Vector dir;
|
|
|
|
VectorSubtract( end, start, dir );
|
|
dist = VectorNormalize( dir );
|
|
|
|
// Don't make short tracers.
|
|
if ( dist >= 256 )
|
|
{
|
|
float length = random->RandomFloat( 64.0f, 128.0f );
|
|
float life = ( dist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
|
|
|
|
//Add it
|
|
FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( 0.75f, 0.9f ), life, "effects/spark" );
|
|
}
|
|
|
|
if( makeWhiz )
|
|
{
|
|
FX_TracerSound( start, end, TRACER_TYPE_DEFAULT );
|
|
}
|
|
}
|