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282 lines
9.5 KiB
282 lines
9.5 KiB
5 years ago
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//========= 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 "particles/particles.h"
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#include "c_te_effect_dispatch.h"
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#include "particles_new.h"
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#include "networkstringtable_clientdll.h"
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#include "tier0/vprof.h"
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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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// Purpose: An entity that spawns and controls a particle system
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//-----------------------------------------------------------------------------
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class C_ParticleSystem : public C_BaseEntity
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{
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DECLARE_CLASS( C_ParticleSystem, C_BaseEntity );
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public:
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DECLARE_CLIENTCLASS();
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C_ParticleSystem();
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void PreDataUpdate( DataUpdateType_t updateType );
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void PostDataUpdate( DataUpdateType_t updateType );
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void ClientThink( void );
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protected:
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int m_iEffectIndex;
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bool m_bActive;
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bool m_bOldActive;
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float m_flStartTime; // Time at which the effect started
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enum { kMAXCONTROLPOINTS = 63 }; ///< actually one less than the total number of cpoints since 0 is assumed to be me
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EHANDLE m_hControlPointEnts[kMAXCONTROLPOINTS];
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// SendPropArray3( SENDINFO_ARRAY3(m_iControlPointParents), SendPropInt( SENDINFO_ARRAY(m_iControlPointParents), 3, SPROP_UNSIGNED ) ),
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unsigned char m_iControlPointParents[kMAXCONTROLPOINTS];
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bool m_bWeatherEffect;
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};
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IMPLEMENT_CLIENTCLASS(C_ParticleSystem, DT_ParticleSystem, CParticleSystem);
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BEGIN_RECV_TABLE_NOBASE( C_ParticleSystem, DT_ParticleSystem )
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RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
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RecvPropEHandle( RECVINFO(m_hOwnerEntity) ),
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RecvPropInt( RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent ),
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RecvPropInt( RECVINFO( m_iParentAttachment ) ),
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RecvPropQAngles( RECVINFO_NAME( m_angNetworkAngles, m_angRotation ) ),
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RecvPropInt( RECVINFO( m_iEffectIndex ) ),
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RecvPropBool( RECVINFO( m_bActive ) ),
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RecvPropFloat( RECVINFO( m_flStartTime ) ),
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RecvPropArray3( RECVINFO_ARRAY(m_hControlPointEnts), RecvPropEHandle( RECVINFO( m_hControlPointEnts[0] ) ) ),
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RecvPropArray3( RECVINFO_ARRAY(m_iControlPointParents), RecvPropInt( RECVINFO(m_iControlPointParents[0]))),
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RecvPropBool( RECVINFO( m_bWeatherEffect ) ),
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END_RECV_TABLE();
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_ParticleSystem::C_ParticleSystem()
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{
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m_bWeatherEffect = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_ParticleSystem::PreDataUpdate( DataUpdateType_t updateType )
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{
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m_bOldActive = m_bActive;
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BaseClass::PreDataUpdate( updateType );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_ParticleSystem::PostDataUpdate( DataUpdateType_t updateType )
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{
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BaseClass::PostDataUpdate( updateType );
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// Always restart if just created and updated
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// FIXME: Does this play fairly with PVS?
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if ( updateType == DATA_UPDATE_CREATED )
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{
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if ( m_bActive )
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{
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// Delayed here so that we don't get invalid abs queries on level init with active particle systems
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SetNextClientThink( gpGlobals->curtime );
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}
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}
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else
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{
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if ( m_bOldActive != m_bActive )
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{
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if ( m_bActive )
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{
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// Delayed here so that we don't get invalid abs queries on level init with active particle systems
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SetNextClientThink( gpGlobals->curtime );
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}
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else
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{
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ParticleProp()->StopEmission();
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_ParticleSystem::ClientThink( void )
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{
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if ( m_bActive )
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{
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const char *pszName = GetParticleSystemNameFromIndex( m_iEffectIndex );
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if ( pszName && pszName[0] )
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{
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if ( !GameRules()->AllowMapParticleEffect( pszName ) )
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return;
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if ( m_bWeatherEffect && !GameRules()->AllowWeatherParticles() )
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return;
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CNewParticleEffect *pEffect = ParticleProp()->Create( pszName, PATTACH_ABSORIGIN_FOLLOW );
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AssertMsg1( pEffect, "Particle system couldn't make %s", pszName );
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if (pEffect)
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{
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for ( int i = 0 ; i < kMAXCONTROLPOINTS ; ++i )
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{
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CBaseEntity *pOnEntity = m_hControlPointEnts[i].Get();
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if ( pOnEntity )
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{
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ParticleProp()->AddControlPoint( pEffect, i + 1, pOnEntity, PATTACH_ABSORIGIN_FOLLOW );
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}
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AssertMsg2( m_iControlPointParents[i] >= 0 && m_iControlPointParents[i] <= kMAXCONTROLPOINTS ,
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"Particle system specified bogus control point parent (%d) for point %d.",
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m_iControlPointParents[i], i );
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if (m_iControlPointParents[i] != 0)
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{
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pEffect->SetControlPointParent(i+1, m_iControlPointParents[i]);
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}
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}
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// NOTE: What we really want here is to compare our lifetime and that of our children and see if this delta is
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// already past the end of it, denoting that we're finished. In that case, just destroy us and be done. -- jdw
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// TODO: This can go when the SkipToTime code below goes
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ParticleProp()->OnParticleSystemUpdated( pEffect, 0.0f );
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// Skip the effect ahead if we're restarting it
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float flTimeDelta = gpGlobals->curtime - m_flStartTime;
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if ( flTimeDelta > 0.01f )
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{
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VPROF_BUDGET( "C_ParticleSystem::ClientThink SkipToTime", "Particle Simulation" );
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pEffect->SkipToTime( flTimeDelta );
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}
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}
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}
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}
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}
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//======================================================================================================================
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// PARTICLE SYSTEM DISPATCH EFFECT
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//======================================================================================================================
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void ParticleEffectCallback( const CEffectData &data )
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{
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if ( SuppressingParticleEffects() )
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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
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const char *pszName = GetParticleSystemNameFromIndex( data.m_nHitBox );
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CSmartPtr<CNewParticleEffect> pEffect = NULL;
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if ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY )
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{
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if ( data.m_hEntity.Get() )
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{
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C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity );
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if ( pEnt && !pEnt->IsDormant() )
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{
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if ( data.m_fFlags & PARTICLE_DISPATCH_RESET_PARTICLES )
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{
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pEnt->ParticleProp()->StopEmission();
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}
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Vector vOffset = vec3_origin;
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ParticleAttachment_t iAttachType = (ParticleAttachment_t)data.m_nDamageType;
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if ( iAttachType == PATTACH_ABSORIGIN_FOLLOW || iAttachType == PATTACH_POINT_FOLLOW || iAttachType == PATTACH_ROOTBONE_FOLLOW )
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{
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vOffset = data.m_vStart;
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}
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pEffect = pEnt->ParticleProp()->Create( pszName, iAttachType, data.m_nAttachmentIndex, vOffset );
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AssertMsg2( pEffect.IsValid() && pEffect->IsValid(), "%s could not create particle effect %s",
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C_BaseEntity::Instance( data.m_hEntity )->GetDebugName(), pszName );
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if ( pEffect.IsValid() && pEffect->IsValid() )
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{
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if ( iAttachType == PATTACH_CUSTOMORIGIN )
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{
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pEffect->SetSortOrigin( data.m_vOrigin );
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pEffect->SetControlPoint( 0, data.m_vOrigin );
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pEffect->SetControlPoint( 1, data.m_vStart );
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Vector vecForward, vecRight, vecUp;
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AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp );
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pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp );
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}
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}
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}
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}
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}
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else
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{
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if ( GameRules() )
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{
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pszName = GameRules()->TranslateEffectForVisionFilter( "particles", pszName );
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}
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pEffect = CNewParticleEffect::Create( NULL, pszName );
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if ( pEffect->IsValid() )
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{
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pEffect->SetSortOrigin( data.m_vOrigin );
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pEffect->SetControlPoint( 0, data.m_vOrigin );
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pEffect->SetControlPoint( 1, data.m_vStart );
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Vector vecForward, vecRight, vecUp;
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AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp );
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pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp );
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}
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}
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if ( pEffect.IsValid() && pEffect->IsValid() )
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{
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if ( data.m_bCustomColors )
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{
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pEffect->SetControlPoint( CUSTOM_COLOR_CP1, data.m_CustomColors.m_vecColor1 );
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pEffect->SetControlPoint( CUSTOM_COLOR_CP2, data.m_CustomColors.m_vecColor2 );
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}
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if ( data.m_bControlPoint1 )
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{
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pEffect->SetControlPoint( 1, data.m_ControlPoint1.m_vecOffset );
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}
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}
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}
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DECLARE_CLIENT_EFFECT( "ParticleEffect", ParticleEffectCallback );
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//======================================================================================================================
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// PARTICLE SYSTEM STOP EFFECT
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//======================================================================================================================
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void ParticleEffectStopCallback( const CEffectData &data )
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{
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if ( data.m_hEntity.Get() )
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{
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C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity );
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if ( pEnt )
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{
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pEnt->ParticleProp()->StopEmission();
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}
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}
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}
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DECLARE_CLIENT_EFFECT( "ParticleEffectStop", ParticleEffectStopCallback );
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