mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 09:03:01 +00:00
275 lines
9.2 KiB
C++
275 lines
9.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================
|
|
|
|
#include "cbase.h"
|
|
#include "particles/particles.h"
|
|
#include "c_te_effect_dispatch.h"
|
|
#include "particles_new.h"
|
|
#include "networkstringtable_clientdll.h"
|
|
#include "tier0/vprof.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: An entity that spawns and controls a particle system
|
|
//-----------------------------------------------------------------------------
|
|
class C_ParticleSystem : public C_BaseEntity
|
|
{
|
|
DECLARE_CLASS( C_ParticleSystem, C_BaseEntity );
|
|
public:
|
|
DECLARE_CLIENTCLASS();
|
|
|
|
C_ParticleSystem();
|
|
|
|
void PreDataUpdate( DataUpdateType_t updateType );
|
|
void PostDataUpdate( DataUpdateType_t updateType );
|
|
void ClientThink( void );
|
|
|
|
protected:
|
|
int m_iEffectIndex;
|
|
bool m_bActive;
|
|
bool m_bOldActive;
|
|
float m_flStartTime; // Time at which the effect started
|
|
|
|
enum { kMAXCONTROLPOINTS = 63 }; ///< actually one less than the total number of cpoints since 0 is assumed to be me
|
|
|
|
|
|
EHANDLE m_hControlPointEnts[kMAXCONTROLPOINTS];
|
|
// SendPropArray3( SENDINFO_ARRAY3(m_iControlPointParents), SendPropInt( SENDINFO_ARRAY(m_iControlPointParents), 3, SPROP_UNSIGNED ) ),
|
|
unsigned char m_iControlPointParents[kMAXCONTROLPOINTS];
|
|
|
|
bool m_bWeatherEffect;
|
|
};
|
|
|
|
IMPLEMENT_CLIENTCLASS(C_ParticleSystem, DT_ParticleSystem, CParticleSystem);
|
|
|
|
BEGIN_RECV_TABLE_NOBASE( C_ParticleSystem, DT_ParticleSystem )
|
|
RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
|
|
RecvPropEHandle( RECVINFO(m_hOwnerEntity) ),
|
|
RecvPropInt( RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent ),
|
|
RecvPropInt( RECVINFO( m_iParentAttachment ) ),
|
|
RecvPropQAngles( RECVINFO_NAME( m_angNetworkAngles, m_angRotation ) ),
|
|
|
|
RecvPropInt( RECVINFO( m_iEffectIndex ) ),
|
|
RecvPropBool( RECVINFO( m_bActive ) ),
|
|
RecvPropFloat( RECVINFO( m_flStartTime ) ),
|
|
|
|
RecvPropArray3( RECVINFO_ARRAY(m_hControlPointEnts), RecvPropEHandle( RECVINFO( m_hControlPointEnts[0] ) ) ),
|
|
RecvPropArray3( RECVINFO_ARRAY(m_iControlPointParents), RecvPropInt( RECVINFO(m_iControlPointParents[0]))),
|
|
RecvPropBool( RECVINFO( m_bWeatherEffect ) ),
|
|
END_RECV_TABLE();
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
C_ParticleSystem::C_ParticleSystem()
|
|
{
|
|
m_bWeatherEffect = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_ParticleSystem::PreDataUpdate( DataUpdateType_t updateType )
|
|
{
|
|
m_bOldActive = m_bActive;
|
|
|
|
BaseClass::PreDataUpdate( updateType );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_ParticleSystem::PostDataUpdate( DataUpdateType_t updateType )
|
|
{
|
|
BaseClass::PostDataUpdate( updateType );
|
|
|
|
// Always restart if just created and updated
|
|
// FIXME: Does this play fairly with PVS?
|
|
if ( updateType == DATA_UPDATE_CREATED )
|
|
{
|
|
if ( m_bActive )
|
|
{
|
|
// Delayed here so that we don't get invalid abs queries on level init with active particle systems
|
|
SetNextClientThink( gpGlobals->curtime );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_bOldActive != m_bActive )
|
|
{
|
|
if ( m_bActive )
|
|
{
|
|
// Delayed here so that we don't get invalid abs queries on level init with active particle systems
|
|
SetNextClientThink( gpGlobals->curtime );
|
|
}
|
|
else
|
|
{
|
|
ParticleProp()->StopEmission();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_ParticleSystem::ClientThink( void )
|
|
{
|
|
if ( m_bActive )
|
|
{
|
|
const char *pszName = GetParticleSystemNameFromIndex( m_iEffectIndex );
|
|
if ( pszName && pszName[0] )
|
|
{
|
|
if ( !GameRules()->AllowMapParticleEffect( pszName ) )
|
|
return;
|
|
|
|
if ( m_bWeatherEffect && !GameRules()->AllowWeatherParticles() )
|
|
return;
|
|
|
|
CNewParticleEffect *pEffect = ParticleProp()->Create( pszName, PATTACH_ABSORIGIN_FOLLOW );
|
|
AssertMsg1( pEffect, "Particle system couldn't make %s", pszName );
|
|
if (pEffect)
|
|
{
|
|
for ( int i = 0 ; i < kMAXCONTROLPOINTS ; ++i )
|
|
{
|
|
CBaseEntity *pOnEntity = m_hControlPointEnts[i].Get();
|
|
if ( pOnEntity )
|
|
{
|
|
ParticleProp()->AddControlPoint( pEffect, i + 1, pOnEntity, PATTACH_ABSORIGIN_FOLLOW );
|
|
}
|
|
|
|
AssertMsg2( m_iControlPointParents[i] >= 0 && m_iControlPointParents[i] <= kMAXCONTROLPOINTS ,
|
|
"Particle system specified bogus control point parent (%d) for point %d.",
|
|
m_iControlPointParents[i], i );
|
|
|
|
if (m_iControlPointParents[i] != 0)
|
|
{
|
|
pEffect->SetControlPointParent(i+1, m_iControlPointParents[i]);
|
|
}
|
|
}
|
|
|
|
// NOTE: What we really want here is to compare our lifetime and that of our children and see if this delta is
|
|
// already past the end of it, denoting that we're finished. In that case, just destroy us and be done. -- jdw
|
|
|
|
// TODO: This can go when the SkipToTime code below goes
|
|
ParticleProp()->OnParticleSystemUpdated( pEffect, 0.0f );
|
|
|
|
// Skip the effect ahead if we're restarting it
|
|
float flTimeDelta = gpGlobals->curtime - m_flStartTime;
|
|
if ( flTimeDelta > 0.01f )
|
|
{
|
|
VPROF_BUDGET( "C_ParticleSystem::ClientThink SkipToTime", "Particle Simulation" );
|
|
pEffect->SkipToTime( flTimeDelta );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//======================================================================================================================
|
|
// PARTICLE SYSTEM DISPATCH EFFECT
|
|
//======================================================================================================================
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void ParticleEffectCallback( const CEffectData &data )
|
|
{
|
|
if ( SuppressingParticleEffects() )
|
|
return; // this needs to be before using data.m_nHitBox, since that may be a serialized value that's past the end of the current particle system string table
|
|
|
|
const char *pszName = GetParticleSystemNameFromIndex( data.m_nHitBox );
|
|
|
|
CSmartPtr<CNewParticleEffect> pEffect = NULL;
|
|
if ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY )
|
|
{
|
|
if ( data.m_hEntity.Get() )
|
|
{
|
|
C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity );
|
|
if ( pEnt && !pEnt->IsDormant() )
|
|
{
|
|
if ( data.m_fFlags & PARTICLE_DISPATCH_RESET_PARTICLES )
|
|
{
|
|
pEnt->ParticleProp()->StopEmission();
|
|
}
|
|
|
|
pEffect = pEnt->ParticleProp()->Create( pszName, (ParticleAttachment_t)data.m_nDamageType, data.m_nAttachmentIndex );
|
|
AssertMsg2( pEffect.IsValid() && pEffect->IsValid(), "%s could not create particle effect %s",
|
|
C_BaseEntity::Instance( data.m_hEntity )->GetDebugName(), pszName );
|
|
if ( pEffect.IsValid() && pEffect->IsValid() )
|
|
{
|
|
if ( (ParticleAttachment_t)data.m_nDamageType == PATTACH_CUSTOMORIGIN )
|
|
{
|
|
pEffect->SetSortOrigin( data.m_vOrigin );
|
|
pEffect->SetControlPoint( 0, data.m_vOrigin );
|
|
pEffect->SetControlPoint( 1, data.m_vStart );
|
|
Vector vecForward, vecRight, vecUp;
|
|
AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp );
|
|
pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( GameRules() )
|
|
{
|
|
pszName = GameRules()->TranslateEffectForVisionFilter( "particles", pszName );
|
|
}
|
|
|
|
pEffect = CNewParticleEffect::Create( NULL, pszName );
|
|
if ( pEffect->IsValid() )
|
|
{
|
|
pEffect->SetSortOrigin( data.m_vOrigin );
|
|
pEffect->SetControlPoint( 0, data.m_vOrigin );
|
|
pEffect->SetControlPoint( 1, data.m_vStart );
|
|
Vector vecForward, vecRight, vecUp;
|
|
AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp );
|
|
pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp );
|
|
}
|
|
}
|
|
|
|
if ( pEffect.IsValid() && pEffect->IsValid() )
|
|
{
|
|
if ( data.m_bCustomColors )
|
|
{
|
|
pEffect->SetControlPoint( CUSTOM_COLOR_CP1, data.m_CustomColors.m_vecColor1 );
|
|
pEffect->SetControlPoint( CUSTOM_COLOR_CP2, data.m_CustomColors.m_vecColor2 );
|
|
}
|
|
|
|
if ( data.m_bControlPoint1 )
|
|
{
|
|
pEffect->SetControlPoint( 1, data.m_ControlPoint1.m_vecOffset );
|
|
}
|
|
}
|
|
}
|
|
|
|
DECLARE_CLIENT_EFFECT( "ParticleEffect", ParticleEffectCallback );
|
|
|
|
|
|
//======================================================================================================================
|
|
// PARTICLE SYSTEM STOP EFFECT
|
|
//======================================================================================================================
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void ParticleEffectStopCallback( const CEffectData &data )
|
|
{
|
|
if ( data.m_hEntity.Get() )
|
|
{
|
|
C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity );
|
|
if ( pEnt )
|
|
{
|
|
pEnt->ParticleProp()->StopEmission();
|
|
}
|
|
}
|
|
}
|
|
|
|
DECLARE_CLIENT_EFFECT( "ParticleEffectStop", ParticleEffectStopCallback );
|