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413 lines
13 KiB
413 lines
13 KiB
//====== Copyright © 1996-2005, 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 "filesystem.h" |
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#include <KeyValues.h> |
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#include "particle_parse.h" |
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#include "particles/particles.h" |
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#ifdef GAME_DLL |
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#include "te_effect_dispatch.h" |
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#include "networkstringtable_gamedll.h" |
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#else |
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#include "c_te_effect_dispatch.h" |
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#include "networkstringtable_clientdll.h" |
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#endif |
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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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extern void StartParticleEffect( const CEffectData &data, int nSplitScreenPlayerSlot = -1 ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int GetAttachTypeFromString( const char *pszString ) |
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{ |
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if ( !pszString || !pszString[0] ) |
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return -1; |
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// If you add new attach types, you need to add them to this list |
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static const char *pAttachmentNames[MAX_PATTACH_TYPES] = |
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{ |
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"start_at_origin", // PATTACH_ABSORIGIN = 0, |
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"follow_origin", // PATTACH_ABSORIGIN_FOLLOW, |
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"start_at_customorigin",// PATTACH_CUSTOMORIGIN, |
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"follow_customorigin", // PATTACH_CUSTOMORIGIN_FOLLOW, |
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"start_at_attachment", // PATTACH_POINT, |
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"follow_attachment", // PATTACH_POINT_FOLLOW, |
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"follow_eyes", // PATTACH_EYES_FOLLOW, |
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"world_origin", // PATTACH_WORLDORIGIN |
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}; |
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for ( int i = 0; i < MAX_PATTACH_TYPES; i++ ) |
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{ |
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if ( FStrEq( pAttachmentNames[i], pszString ) ) |
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return i; |
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} |
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return -1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void ParseParticleEffects( bool bLoadSheets ) |
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{ |
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MEM_ALLOC_CREDIT(); |
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g_pParticleSystemMgr->ShouldLoadSheets( bLoadSheets ); |
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CUtlVector<CUtlString> files; |
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GetParticleManifest( files ); |
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int nCount = files.Count(); |
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for ( int i = 0; i < nCount; ++i ) |
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{ |
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g_pParticleSystemMgr->ReadParticleConfigFile( files[i], false, false ); |
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} |
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g_pParticleSystemMgr->DecommitTempMemory(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void PrecacheStandardParticleSystems( ) |
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{ |
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#ifdef GAME_DLL |
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// Now add each particle system name to the network string pool, so we can send string_t's |
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// down to the client instead of full particle system names. |
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for ( int i = 0; i < g_pParticleSystemMgr->GetParticleSystemCount(); i++ ) |
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{ |
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const char *pParticleSystemName = g_pParticleSystemMgr->GetParticleSystemNameFromIndex(i); |
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CParticleSystemDefinition *pParticleSystem = g_pParticleSystemMgr->FindParticleSystem( pParticleSystemName ); |
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if ( pParticleSystem->ShouldAlwaysPrecache() ) |
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{ |
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PrecacheParticleSystem( pParticleSystemName ); |
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} |
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} |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity, int nSplitScreenPlayerSlot /*= -1*/, IRecipientFilter *filter /*= NULL*/ ) |
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{ |
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int iAttachment = -1; |
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if ( pEntity && pEntity->GetBaseAnimating() ) |
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{ |
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// Find the attachment point index |
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iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName ); |
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if ( iAttachment == -1 ) |
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{ |
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Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName ); |
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return; |
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} |
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} |
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DispatchParticleEffect( pszParticleName, iAttachType, pEntity, iAttachment, bResetAllParticlesOnEntity, nSplitScreenPlayerSlot, filter ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity, int nSplitScreenPlayerSlot /*= -1*/, IRecipientFilter *filter /*= NULL*/ ) |
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{ |
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CEffectData data; |
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if ( pEntity ) |
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{ |
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data.m_vOrigin = pEntity->GetAbsOrigin(); |
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} |
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data.m_nHitBox = GetParticleSystemIndex( pszParticleName ); |
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if ( pEntity ) |
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{ |
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#ifdef CLIENT_DLL |
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data.m_hEntity = pEntity; |
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#else |
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data.m_nEntIndex = pEntity->entindex(); |
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#endif |
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data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; |
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} |
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data.m_nDamageType = iAttachType; |
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data.m_nAttachmentIndex = iAttachmentPoint; |
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if ( bResetAllParticlesOnEntity ) |
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{ |
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data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES; |
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} |
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// Avoid an unnecessary string search, also behaves better w/ precache checks |
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#ifndef CLIENT_DLL |
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if ( filter ) |
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DispatchEffect( *filter, 0.0f, "ParticleEffect", data ); |
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else |
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DispatchEffect( "ParticleEffect", data ); |
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#else |
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StartParticleEffect( data, nSplitScreenPlayerSlot ); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void DispatchParticleEffectLink( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, CBaseEntity *pOtherEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity, int nSplitScreenPlayerSlot /*= -1*/ ) |
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{ |
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CEffectData data; |
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if ( pEntity ) |
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{ |
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data.m_vOrigin = pEntity->GetAbsOrigin(); |
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} |
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data.m_nHitBox = GetParticleSystemIndex( pszParticleName ); |
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if ( pEntity && pOtherEntity ) |
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{ |
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#ifdef CLIENT_DLL |
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data.m_hEntity = pEntity; |
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#else |
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data.m_nEntIndex = pEntity->entindex(); |
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#endif |
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data.m_nOtherEntIndex = pOtherEntity->entindex(); |
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data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; |
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} |
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data.m_nDamageType = iAttachType; |
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data.m_nAttachmentIndex = iAttachmentPoint; |
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if ( bResetAllParticlesOnEntity ) |
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{ |
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data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES; |
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} |
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// Avoid an unnecessary string search, also behaves better w/ precache checks |
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#ifndef CLIENT_DLL |
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DispatchEffect( "ParticleEffect", data ); |
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#else |
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StartParticleEffect( data, nSplitScreenPlayerSlot ); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void DispatchParticleEffect( int nEffectIndex, const Vector &vecOrigin, const QAngle &vecAngles, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int nSplitScreenPlayerSlot /*= -1*/ ) |
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{ |
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CEffectData data; |
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data.m_nHitBox = nEffectIndex; |
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data.m_vOrigin = vecOrigin; |
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data.m_vAngles = vecAngles; |
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if ( pEntity ) |
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{ |
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#ifdef CLIENT_DLL |
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data.m_hEntity = pEntity; |
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#else |
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data.m_nEntIndex = pEntity->entindex(); |
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#endif |
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data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; |
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data.m_nDamageType = iAttachType; |
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} |
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else |
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{ |
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#ifdef CLIENT_DLL |
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data.m_hEntity = NULL; |
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#else |
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data.m_nEntIndex = 0; |
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#endif |
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} |
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#ifndef CLIENT_DLL |
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DispatchEffect( "ParticleEffect", data ); |
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#else |
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// Avoid an unnecessary search, also behaves better w/ precache checks... |
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StartParticleEffect( data, nSplitScreenPlayerSlot ); |
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#endif |
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} |
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void DispatchParticleEffect( const char *pszParticleName, const Vector &vecOrigin, const QAngle &vecAngles, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int nSplitScreenPlayerSlot /*= -1*/ ) |
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{ |
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int nEffectIndex = GetParticleSystemIndex( pszParticleName ); |
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DispatchParticleEffect( nEffectIndex, vecOrigin, vecAngles, iAttachType, pEntity, nSplitScreenPlayerSlot ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity, int nSplitScreenPlayerSlot /*= -1*/ ) |
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{ |
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CEffectData data; |
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data.m_nHitBox = iEffectIndex; |
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data.m_vOrigin = vecOrigin; |
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data.m_vStart = vecStart; |
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data.m_vAngles = vecAngles; |
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if ( pEntity ) |
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{ |
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#ifdef CLIENT_DLL |
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data.m_hEntity = pEntity; |
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#else |
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data.m_nEntIndex = pEntity->entindex(); |
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#endif |
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data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; |
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data.m_nDamageType = PATTACH_CUSTOMORIGIN; |
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} |
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else |
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{ |
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#ifdef CLIENT_DLL |
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data.m_hEntity = NULL; |
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#else |
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data.m_nEntIndex = 0; |
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#endif |
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} |
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#ifndef CLIENT_DLL |
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DispatchEffect( "ParticleEffect", data ); |
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#else |
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// Avoid an unnecessary search, also behaves better w/ precache checks... |
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StartParticleEffect( data, nSplitScreenPlayerSlot ); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity, int nSplitScreenPlayerSlot /*= -1*/ ) |
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{ |
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int iIndex = GetParticleSystemIndex( pszParticleName ); |
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DispatchParticleEffect( iIndex, vecOrigin, vecOrigin, vecAngles, pEntity, nSplitScreenPlayerSlot ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Yet another overload, lets us supply vecStart |
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//----------------------------------------------------------------------------- |
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void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity, int nSplitScreenPlayerSlot /*= -1*/ ) |
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{ |
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int iIndex = GetParticleSystemIndex( pszParticleName ); |
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DispatchParticleEffect( iIndex, vecOrigin, vecStart, vecAngles, pEntity, nSplitScreenPlayerSlot ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void StopParticleEffects( CBaseEntity *pEntity ) |
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{ |
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CEffectData data; |
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if ( pEntity ) |
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{ |
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#ifdef CLIENT_DLL |
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data.m_hEntity = pEntity; |
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#else |
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data.m_nEntIndex = pEntity->entindex(); |
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#endif |
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} |
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DispatchEffect( "ParticleEffectStop", data ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void StopParticleEffect( CBaseEntity *pEntity, const char *pszParticleName ) |
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{ |
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CEffectData data; |
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if ( pEntity ) |
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{ |
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#ifdef CLIENT_DLL |
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data.m_hEntity = pEntity; |
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#else |
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data.m_nEntIndex = pEntity->entindex(); |
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#endif |
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} |
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data.m_nHitBox = GetParticleSystemIndex( pszParticleName ); |
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DispatchEffect( "ParticleEffectStop", data ); |
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} |
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#ifndef CLIENT_DLL |
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extern CBaseEntity *GetNextCommandEntity( CBasePlayer *pPlayer, const char *name, CBaseEntity *ent ); |
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ConVar particle_test_file( "particle_test_file", "", FCVAR_CHEAT, "Name of the particle system to dynamically spawn" ); |
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ConVar particle_test_attach_mode( "particle_test_attach_mode", "follow_attachment", FCVAR_CHEAT, "Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'" ); |
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ConVar particle_test_attach_attachment( "particle_test_attach_attachment", "0", FCVAR_CHEAT, "Attachment index for attachment mode" ); |
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void Particle_Test_Start( CBasePlayer* pPlayer, const char *name, bool bStart ) |
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{ |
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if ( !pPlayer ) |
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return; |
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int iAttachType = GetAttachTypeFromString( particle_test_attach_mode.GetString() ); |
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if ( iAttachType < 0 ) |
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{ |
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Warning( "Invalid attach type specified for particle_test in cvar 'particle_test_attach_mode.\n" ); |
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return; |
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} |
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int iAttachmentIndex = particle_test_attach_attachment.GetInt(); |
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const char *pszParticleFile = particle_test_file.GetString(); |
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CBaseEntity *pEntity = NULL; |
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while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL ) |
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{ |
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/* |
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Fire the test particle system on this entity |
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*/ |
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DispatchParticleEffect( |
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pszParticleFile, |
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(ParticleAttachment_t)iAttachType, |
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pEntity, |
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iAttachmentIndex, |
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true ); // stops existing particle systems |
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} |
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} |
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void CC_Particle_Test_Start( const CCommand& args ) |
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{ |
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Particle_Test_Start( UTIL_GetCommandClient(), args[1], true ); |
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} |
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static ConCommand particle_test_start("particle_test_start", CC_Particle_Test_Start, "Dispatches the test particle system with the parameters specified in particle_test_file,\n particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT); |
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void Particle_Test_Stop( CBasePlayer* pPlayer, const char *name, bool bStart ) |
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{ |
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if ( !pPlayer ) |
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return; |
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CBaseEntity *pEntity = NULL; |
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while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL ) |
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{ |
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//Stop all particle systems on the selected entity |
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DispatchParticleEffect( "", PATTACH_ABSORIGIN, pEntity, 0, true ); |
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} |
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} |
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void CC_Particle_Test_Stop( const CCommand& args ) |
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{ |
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Particle_Test_Stop( UTIL_GetCommandClient(), args[1], false ); |
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} |
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static ConCommand particle_test_stop("particle_test_stop", CC_Particle_Test_Stop, "Stops all particle systems on the selected entities.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT); |
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#endif //CLIENT_DLL
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