Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "particles_simple.h"
#include "c_tracer.h"
#include "particle_collision.h"
#include "view.h"
#include "clienteffectprecachesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define PLASMASPARK_LIFETIME 0.5
#define SPRAYS_PER_THINK 12
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectPlasmaBeam )
CLIENTEFFECT_MATERIAL( "sprites/plasmaember" )
CLIENTEFFECT_REGISTER_END()
class C_PlasmaBeamNode;
//##################################################################
//
// > CPlasmaSpray
//
//##################################################################
class CPlasmaSpray : public CSimpleEmitter
{
public:
CPlasmaSpray( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
static CSmartPtr<CPlasmaSpray> Create( const char *pDebugName );
void Think( void );
void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
EHANDLE m_pOwner;
CParticleCollision m_ParticleCollision;
private:
CPlasmaSpray( const CPlasmaSpray & );
};
//##################################################################
//
// PlasmaBeamNode - generates plasma spray
//
//##################################################################
class C_PlasmaBeamNode : public C_BaseEntity
{
public:
DECLARE_CLASS( C_PlasmaBeamNode, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_PlasmaBeamNode();
~C_PlasmaBeamNode(void);
public:
void ClientThink(void);
void AddEntity( void );
void OnDataChanged(DataUpdateType_t updateType);
bool ShouldDraw();
bool m_bSprayOn;
CSmartPtr<CPlasmaSpray> m_pFirePlasmaSpray;
};
//##################################################################
//
// > CPlasmaSpray
//
//##################################################################
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pParticle -
// timeDelta -
// Output : float
//-----------------------------------------------------------------------------
CSmartPtr<CPlasmaSpray> CPlasmaSpray::Create( const char *pDebugName )
{
CPlasmaSpray *pRet = new CPlasmaSpray( pDebugName );
return pRet;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : fTimeDelta -
// Output : Vector
//-----------------------------------------------------------------------------
void CPlasmaSpray::UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
{
Vector vGravity = Vector(0,0,-1000);
float flFrametime = gpGlobals->frametime;
vGravity = flFrametime * vGravity;
pParticle->m_vecVelocity += vGravity;
}
void CPlasmaSpray::SimulateParticles( CParticleSimulateIterator *pIterator )
{
float timeDelta = pIterator->GetTimeDelta();
SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst();
while ( pParticle )
{
//Should this particle die?
pParticle->m_flLifetime += timeDelta;
C_PlasmaBeamNode* pNode = (C_PlasmaBeamNode*)((C_BaseEntity*)m_pOwner);
if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
{
pIterator->RemoveParticle( pParticle );
}
// If owner is gone or spray off remove me
else if (pNode == NULL || !pNode->m_bSprayOn)
{
pIterator->RemoveParticle( pParticle );
}
//Simulate the movement with collision
trace_t trace;
m_ParticleCollision.MoveParticle( pParticle->m_Pos, pParticle->m_vecVelocity, NULL, timeDelta, &trace );
pParticle = (SimpleParticle*)pIterator->GetNext();
}
}
void CPlasmaSpray::RenderParticles( CParticleRenderIterator *pIterator )
{
const SimpleParticle *pParticle = (const SimpleParticle *)pIterator->GetFirst();
while ( pParticle )
{
float scale = random->RandomFloat( 0.02, 0.08 );
// NOTE: We need to do everything in screen space
Vector delta;
Vector start;
TransformParticle(ParticleMgr()->GetModelView(), pParticle->m_Pos, start);
float sortKey = start.z;
Vector3DMultiply( CurrentWorldToViewMatrix(), pParticle->m_vecVelocity, delta );
delta[0] *= scale;
delta[1] *= scale;
delta[2] *= scale;
// See c_tracer.* for this method
Tracer_Draw( pIterator->GetParticleDraw(), start, delta, random->RandomInt( 2, 8 ), 0 );
pParticle = (const SimpleParticle *)pIterator->GetNext( sortKey );
}
}
//##################################################################
//
// PlasmaBeamNode - generates plasma spray
//
//##################################################################
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
C_PlasmaBeamNode::C_PlasmaBeamNode(void)
{
m_bSprayOn = false;
m_pFirePlasmaSpray = CPlasmaSpray::Create( "C_PlasmaBeamNode" );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
C_PlasmaBeamNode::~C_PlasmaBeamNode(void)
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PlasmaBeamNode::AddEntity( void )
{
m_pFirePlasmaSpray->SetSortOrigin( GetAbsOrigin() );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void C_PlasmaBeamNode::OnDataChanged(DataUpdateType_t updateType)
{
if (updateType == DATA_UPDATE_CREATED)
{
Vector vMoveDir = GetAbsVelocity();
float flVel = VectorNormalize(vMoveDir);
m_pFirePlasmaSpray->m_ParticleCollision.Setup( GetAbsOrigin(), &vMoveDir, 0.3,
flVel-50, flVel+50, 800, 0.5 );
SetNextClientThink(gpGlobals->curtime + 0.01);
}
C_BaseEntity::OnDataChanged(updateType);
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
bool C_PlasmaBeamNode::ShouldDraw()
{
return false;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void C_PlasmaBeamNode::ClientThink(void)
{
if (!m_bSprayOn)
{
return;
}
trace_t trace;
Vector vEndTrace = GetAbsOrigin() + (0.3*GetAbsVelocity());
UTIL_TraceLine( GetAbsOrigin(), vEndTrace, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &trace );
if ( trace.fraction != 1.0f || trace.startsolid)
{
m_bSprayOn = false;
return;
}
PMaterialHandle handle = m_pFirePlasmaSpray->GetPMaterial( "sprites/plasmaember" );
for (int i=0;i<SPRAYS_PER_THINK;i++)
{
SimpleParticle *sParticle;
//Make a new particle
if ( random->RandomInt( 0, 2 ) == 0 )
{
float ranx = random->RandomFloat( -28.0f, 28.0f );
float rany = random->RandomFloat( -28.0f, 28.0f );
float ranz = random->RandomFloat( -28.0f, 28.0f );
Vector vNewPos = GetAbsOrigin();
Vector vAdd = Vector(GetAbsAngles().x,GetAbsAngles().y,GetAbsAngles().z)*random->RandomFloat(-60,120);
vNewPos += vAdd;
sParticle = (SimpleParticle *) m_pFirePlasmaSpray->AddParticle( sizeof(SimpleParticle), handle, vNewPos );
sParticle->m_flLifetime = 0.0f;
sParticle->m_flDieTime = PLASMASPARK_LIFETIME;
sParticle->m_vecVelocity = GetAbsVelocity();
sParticle->m_vecVelocity.x += ranx;
sParticle->m_vecVelocity.y += rany;
sParticle->m_vecVelocity.z += ranz;
m_pFirePlasmaSpray->m_pOwner = this;
}
}
SetNextClientThink(gpGlobals->curtime + 0.05);
}
IMPLEMENT_CLIENTCLASS_DT(C_PlasmaBeamNode, DT_PlasmaBeamNode, CPlasmaBeamNode )
RecvPropVector (RECVINFO(m_vecVelocity), 0, RecvProxy_LocalVelocity),
RecvPropInt (RECVINFO(m_bSprayOn)),
END_RECV_TABLE()