You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
443 lines
12 KiB
443 lines
12 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "c_weapon__stubs.h"
|
||
|
#include "c_basehlcombatweapon.h"
|
||
|
#include "fx.h"
|
||
|
#include "particles_localspace.h"
|
||
|
#include "view.h"
|
||
|
#include "particles_attractor.h"
|
||
|
|
||
|
class C_WeaponPhysCannon: public C_BaseHLCombatWeapon
|
||
|
{
|
||
|
DECLARE_CLASS( C_WeaponPhysCannon, C_BaseHLCombatWeapon );
|
||
|
public:
|
||
|
C_WeaponPhysCannon( void );
|
||
|
|
||
|
DECLARE_CLIENTCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
virtual void OnDataChanged( DataUpdateType_t updateType );
|
||
|
virtual int DrawModel( int flags );
|
||
|
virtual void ClientThink( void );
|
||
|
|
||
|
virtual bool ShouldUseLargeViewModelVROverride() OVERRIDE { return true; }
|
||
|
|
||
|
private:
|
||
|
|
||
|
bool SetupEmitter( void );
|
||
|
|
||
|
bool m_bIsCurrentlyUpgrading;
|
||
|
float m_flTimeForceView;
|
||
|
float m_flTimeIgnoreForceView;
|
||
|
bool m_bWasUpgraded;
|
||
|
|
||
|
CSmartPtr<CLocalSpaceEmitter> m_pLocalEmitter;
|
||
|
CSmartPtr<CSimpleEmitter> m_pEmitter;
|
||
|
CSmartPtr<CParticleAttractor> m_pAttractor;
|
||
|
};
|
||
|
|
||
|
STUB_WEAPON_CLASS_IMPLEMENT( weapon_physcannon, C_WeaponPhysCannon );
|
||
|
|
||
|
IMPLEMENT_CLIENTCLASS_DT( C_WeaponPhysCannon, DT_WeaponPhysCannon, CWeaponPhysCannon )
|
||
|
RecvPropBool( RECVINFO( m_bIsCurrentlyUpgrading ) ),
|
||
|
RecvPropFloat( RECVINFO( m_flTimeForceView) ),
|
||
|
END_RECV_TABLE()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Constructor
|
||
|
//-----------------------------------------------------------------------------
|
||
|
C_WeaponPhysCannon::C_WeaponPhysCannon( void )
|
||
|
{
|
||
|
m_bWasUpgraded = false;
|
||
|
m_flTimeIgnoreForceView = -1;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_WeaponPhysCannon::OnDataChanged( DataUpdateType_t updateType )
|
||
|
{
|
||
|
BaseClass::OnDataChanged( updateType );
|
||
|
SetNextClientThink( CLIENT_THINK_ALWAYS );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool C_WeaponPhysCannon::SetupEmitter( void )
|
||
|
{
|
||
|
if ( !m_pLocalEmitter.IsValid() )
|
||
|
{
|
||
|
m_pLocalEmitter = CLocalSpaceEmitter::Create( "physpowerup", GetRefEHandle(), LookupAttachment( "core" ) );
|
||
|
|
||
|
if ( m_pLocalEmitter.IsValid() == false )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !m_pAttractor.IsValid() )
|
||
|
{
|
||
|
m_pAttractor = CParticleAttractor::Create( vec3_origin, "physpowerup_att" );
|
||
|
|
||
|
if ( m_pAttractor.IsValid() == false )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !m_pEmitter.IsValid() )
|
||
|
{
|
||
|
m_pEmitter = CSimpleEmitter::Create( "physpowerup_glow" );
|
||
|
|
||
|
if ( m_pEmitter.IsValid() == false )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Sorts the components of a vector
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static inline void SortAbsVectorComponents( const Vector& src, int* pVecIdx )
|
||
|
{
|
||
|
Vector absVec( fabs(src[0]), fabs(src[1]), fabs(src[2]) );
|
||
|
|
||
|
int maxIdx = (absVec[0] > absVec[1]) ? 0 : 1;
|
||
|
if (absVec[2] > absVec[maxIdx])
|
||
|
{
|
||
|
maxIdx = 2;
|
||
|
}
|
||
|
|
||
|
// always choose something right-handed....
|
||
|
switch( maxIdx )
|
||
|
{
|
||
|
case 0:
|
||
|
pVecIdx[0] = 1;
|
||
|
pVecIdx[1] = 2;
|
||
|
pVecIdx[2] = 0;
|
||
|
break;
|
||
|
case 1:
|
||
|
pVecIdx[0] = 2;
|
||
|
pVecIdx[1] = 0;
|
||
|
pVecIdx[2] = 1;
|
||
|
break;
|
||
|
case 2:
|
||
|
pVecIdx[0] = 0;
|
||
|
pVecIdx[1] = 1;
|
||
|
pVecIdx[2] = 2;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Compute the bounding box's center, size, and basis
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void ComputeRenderInfo( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld,
|
||
|
Vector *pVecAbsOrigin, Vector *pXVec, Vector *pYVec )
|
||
|
{
|
||
|
// Compute the center of the hitbox in worldspace
|
||
|
Vector vecHitboxCenter;
|
||
|
VectorAdd( pHitBox->bbmin, pHitBox->bbmax, vecHitboxCenter );
|
||
|
vecHitboxCenter *= 0.5f;
|
||
|
VectorTransform( vecHitboxCenter, hitboxToWorld, *pVecAbsOrigin );
|
||
|
|
||
|
// Get the object's basis
|
||
|
Vector vec[3];
|
||
|
MatrixGetColumn( hitboxToWorld, 0, vec[0] );
|
||
|
MatrixGetColumn( hitboxToWorld, 1, vec[1] );
|
||
|
MatrixGetColumn( hitboxToWorld, 2, vec[2] );
|
||
|
// vec[1] *= -1.0f;
|
||
|
|
||
|
Vector vecViewDir;
|
||
|
VectorSubtract( CurrentViewOrigin(), *pVecAbsOrigin, vecViewDir );
|
||
|
VectorNormalize( vecViewDir );
|
||
|
|
||
|
// Project the shadow casting direction into the space of the hitbox
|
||
|
Vector localViewDir;
|
||
|
localViewDir[0] = DotProduct( vec[0], vecViewDir );
|
||
|
localViewDir[1] = DotProduct( vec[1], vecViewDir );
|
||
|
localViewDir[2] = DotProduct( vec[2], vecViewDir );
|
||
|
|
||
|
// Figure out which vector has the largest component perpendicular
|
||
|
// to the view direction...
|
||
|
// Sort by how perpendicular it is
|
||
|
int vecIdx[3];
|
||
|
SortAbsVectorComponents( localViewDir, vecIdx );
|
||
|
|
||
|
// Here's our hitbox basis vectors; namely the ones that are
|
||
|
// most perpendicular to the view direction
|
||
|
*pXVec = vec[vecIdx[0]];
|
||
|
*pYVec = vec[vecIdx[1]];
|
||
|
|
||
|
// Project them into a plane perpendicular to the view direction
|
||
|
*pXVec -= vecViewDir * DotProduct( vecViewDir, *pXVec );
|
||
|
*pYVec -= vecViewDir * DotProduct( vecViewDir, *pYVec );
|
||
|
VectorNormalize( *pXVec );
|
||
|
VectorNormalize( *pYVec );
|
||
|
|
||
|
// Compute the hitbox size
|
||
|
Vector boxSize;
|
||
|
VectorSubtract( pHitBox->bbmax, pHitBox->bbmin, boxSize );
|
||
|
|
||
|
// We project the two longest sides into the vectors perpendicular
|
||
|
// to the projection direction, then add in the projection of the perp direction
|
||
|
Vector2D size( boxSize[vecIdx[0]], boxSize[vecIdx[1]] );
|
||
|
size.x *= fabs( DotProduct( vec[vecIdx[0]], *pXVec ) );
|
||
|
size.y *= fabs( DotProduct( vec[vecIdx[1]], *pYVec ) );
|
||
|
|
||
|
// Add the third component into x and y
|
||
|
size.x += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pXVec ) );
|
||
|
size.y += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pYVec ) );
|
||
|
|
||
|
// Bloat a bit, since the shadow wants to extend outside the model a bit
|
||
|
size *= 2.0f;
|
||
|
|
||
|
// Clamp the minimum size
|
||
|
Vector2DMax( size, Vector2D(10.0f, 10.0f), size );
|
||
|
|
||
|
// Factor the size into the xvec + yvec
|
||
|
(*pXVec) *= size.x * 0.5f;
|
||
|
(*pYVec) *= size.y * 0.5f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : flags -
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int C_WeaponPhysCannon::DrawModel( int flags )
|
||
|
{
|
||
|
// If we're not ugrading, don't do anything special
|
||
|
if ( m_bIsCurrentlyUpgrading == false && m_bWasUpgraded == false )
|
||
|
return BaseClass::DrawModel( flags );
|
||
|
|
||
|
if ( gpGlobals->frametime == 0 )
|
||
|
return BaseClass::DrawModel( flags );
|
||
|
|
||
|
if ( !m_bReadyToDraw )
|
||
|
return 0;
|
||
|
|
||
|
m_bWasUpgraded = true;
|
||
|
|
||
|
// Create the particle emitter if it's not already
|
||
|
if ( SetupEmitter() )
|
||
|
{
|
||
|
// Add the power-up particles
|
||
|
|
||
|
// See if we should draw
|
||
|
if ( m_bReadyToDraw == false )
|
||
|
return 0;
|
||
|
|
||
|
C_BaseAnimating *pAnimating = GetBaseAnimating();
|
||
|
if (!pAnimating)
|
||
|
return 0;
|
||
|
|
||
|
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
|
||
|
if ( !pAnimating->HitboxToWorldTransforms( hitboxbones ) )
|
||
|
return 0;
|
||
|
|
||
|
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
|
||
|
if (!pStudioHdr)
|
||
|
return false;
|
||
|
|
||
|
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
|
||
|
if ( !set )
|
||
|
return false;
|
||
|
|
||
|
int i;
|
||
|
|
||
|
float fadePerc = 1.0f;
|
||
|
|
||
|
if ( m_bIsCurrentlyUpgrading )
|
||
|
{
|
||
|
Vector vecSkew = vec3_origin;
|
||
|
|
||
|
// Skew the particles in front or in back of their targets
|
||
|
vecSkew = CurrentViewForward() * 4.0f;
|
||
|
|
||
|
float spriteScale = 1.0f;
|
||
|
spriteScale = clamp( spriteScale, 0.75f, 1.0f );
|
||
|
|
||
|
SimpleParticle *sParticle;
|
||
|
|
||
|
for ( i = 0; i < set->numhitboxes; ++i )
|
||
|
{
|
||
|
Vector vecAbsOrigin, xvec, yvec;
|
||
|
mstudiobbox_t *pBox = set->pHitbox(i);
|
||
|
ComputeRenderInfo( pBox, *hitboxbones[pBox->bone], &vecAbsOrigin, &xvec, &yvec );
|
||
|
|
||
|
Vector offset;
|
||
|
Vector xDir, yDir;
|
||
|
|
||
|
xDir = xvec;
|
||
|
float xScale = VectorNormalize( xDir ) * 0.75f;
|
||
|
|
||
|
yDir = yvec;
|
||
|
float yScale = VectorNormalize( yDir ) * 0.75f;
|
||
|
|
||
|
int numParticles = clamp( 4.0f * fadePerc, 1, 3 );
|
||
|
|
||
|
for ( int j = 0; j < numParticles; j++ )
|
||
|
{
|
||
|
offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f );
|
||
|
offset += vecSkew;
|
||
|
|
||
|
sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_pEmitter->GetPMaterial( "effects/combinemuzzle1" ), vecAbsOrigin + offset );
|
||
|
|
||
|
if ( sParticle == NULL )
|
||
|
return 1;
|
||
|
|
||
|
sParticle->m_vecVelocity = vec3_origin;
|
||
|
sParticle->m_uchStartSize = 16.0f * spriteScale;
|
||
|
sParticle->m_flDieTime = 0.2f;
|
||
|
sParticle->m_flLifetime = 0.0f;
|
||
|
|
||
|
sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
|
||
|
sParticle->m_flRollDelta = Helper_RandomFloat( -2.0f, 2.0f );
|
||
|
|
||
|
float alpha = 40;
|
||
|
|
||
|
sParticle->m_uchColor[0] = alpha;
|
||
|
sParticle->m_uchColor[1] = alpha;
|
||
|
sParticle->m_uchColor[2] = alpha;
|
||
|
sParticle->m_uchStartAlpha = alpha;
|
||
|
sParticle->m_uchEndAlpha = 0;
|
||
|
sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int attachment = LookupAttachment( "core" );
|
||
|
Vector coreOrigin;
|
||
|
QAngle coreAngles;
|
||
|
|
||
|
GetAttachment( attachment, coreOrigin, coreAngles );
|
||
|
|
||
|
SimpleParticle *sParticle;
|
||
|
|
||
|
// Do the core effects
|
||
|
for ( int i = 0; i < 4; i++ )
|
||
|
{
|
||
|
sParticle = (SimpleParticle *) m_pLocalEmitter->AddParticle( sizeof(SimpleParticle), m_pLocalEmitter->GetPMaterial( "effects/strider_muzzle" ), vec3_origin );
|
||
|
|
||
|
if ( sParticle == NULL )
|
||
|
return 1;
|
||
|
|
||
|
sParticle->m_vecVelocity = vec3_origin;
|
||
|
sParticle->m_flDieTime = 0.1f;
|
||
|
sParticle->m_flLifetime = 0.0f;
|
||
|
|
||
|
sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
|
||
|
sParticle->m_flRollDelta = 0.0f;
|
||
|
|
||
|
float alpha = 255;
|
||
|
|
||
|
sParticle->m_uchColor[0] = alpha;
|
||
|
sParticle->m_uchColor[1] = alpha;
|
||
|
sParticle->m_uchColor[2] = alpha;
|
||
|
sParticle->m_uchStartAlpha = alpha;
|
||
|
sParticle->m_uchEndAlpha = 0;
|
||
|
|
||
|
if ( i < 2 )
|
||
|
{
|
||
|
sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ) * (i+1);
|
||
|
sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( random->RandomInt( 0, 20 ) == 0 )
|
||
|
{
|
||
|
sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ) * (i+1);
|
||
|
sParticle->m_uchEndSize = sParticle->m_uchStartSize * 4.0f;
|
||
|
sParticle->m_flDieTime = 0.25f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ) * (i+1);
|
||
|
sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_bWasUpgraded && m_bIsCurrentlyUpgrading )
|
||
|
{
|
||
|
// Update our attractor point
|
||
|
m_pAttractor->SetAttractorOrigin( coreOrigin );
|
||
|
|
||
|
Vector offset;
|
||
|
|
||
|
for ( int i = 0; i < 4; i++ )
|
||
|
{
|
||
|
offset = coreOrigin + RandomVector( -32.0f, 32.0f );
|
||
|
|
||
|
sParticle = (SimpleParticle *) m_pAttractor->AddParticle( sizeof(SimpleParticle), m_pAttractor->GetPMaterial( "effects/strider_muzzle" ), offset );
|
||
|
|
||
|
if ( sParticle == NULL )
|
||
|
return 1;
|
||
|
|
||
|
sParticle->m_vecVelocity = Vector(0,0,8);
|
||
|
sParticle->m_flDieTime = 0.5f;
|
||
|
sParticle->m_flLifetime = 0.0f;
|
||
|
|
||
|
sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
|
||
|
sParticle->m_flRollDelta = 0.0f;
|
||
|
|
||
|
float alpha = 255;
|
||
|
|
||
|
sParticle->m_uchColor[0] = alpha;
|
||
|
sParticle->m_uchColor[1] = alpha;
|
||
|
sParticle->m_uchColor[2] = alpha;
|
||
|
sParticle->m_uchStartAlpha = alpha;
|
||
|
sParticle->m_uchEndAlpha = 0;
|
||
|
|
||
|
sParticle->m_uchStartSize = random->RandomFloat( 1, 2 );
|
||
|
sParticle->m_uchEndSize = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::DrawModel( flags );
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// On 360, raise up the player's view if the server has
|
||
|
// asked us to.
|
||
|
//---------------------------------------------------------
|
||
|
#define PHYSCANNON_RAISE_VIEW_GOAL 0.0f
|
||
|
void C_WeaponPhysCannon::ClientThink( void )
|
||
|
{
|
||
|
if( m_flTimeIgnoreForceView > gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
float flTime = (m_flTimeForceView - gpGlobals->curtime);
|
||
|
|
||
|
if( flTime < 0.0f )
|
||
|
return;
|
||
|
|
||
|
float flDT = 1.0f - flTime;
|
||
|
if( flDT > 0.0f )
|
||
|
{
|
||
|
QAngle viewangles;
|
||
|
engine->GetViewAngles( viewangles );
|
||
|
|
||
|
if( viewangles.x > PHYSCANNON_RAISE_VIEW_GOAL + 1.0f )
|
||
|
{
|
||
|
float flDelta = PHYSCANNON_RAISE_VIEW_GOAL - viewangles.x;
|
||
|
viewangles.x += (flDelta * flDT);
|
||
|
engine->SetViewAngles(viewangles);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// We've reached our goal. Ignore the forced view angles for now.
|
||
|
m_flTimeIgnoreForceView = m_flTimeForceView + 0.1f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::ClientThink();
|
||
|
}
|
||
|
|
||
|
|