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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A blood spray effect, like a big exit wound, used when people are
// violently impaled, skewered, eviscerated, etc.
//
//=============================================================================//
#include "cbase.h"
#include "precache_register.h"
#include "fx_sparks.h"
#include "iefx.h"
#include "c_te_effect_dispatch.h"
#include "particles_ez.h"
#include "decals.h"
#include "engine/IEngineSound.h"
#include "fx_quad.h"
#include "engine/ivdebugoverlay.h"
#include "shareddefs.h"
#include "fx.h"
#include "fx_blood.h"
#include "effect_color_tables.h"
#include "particle_simple3d.h"
#include "particle_parse.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectBloodSpray ) PRECACHE( MATERIAL, "effects/blood_core" ) PRECACHE( MATERIAL, "effects/blood_gore" ) PRECACHE( MATERIAL, "effects/blood_drop" ) PRECACHE( MATERIAL, "effects/blood_puff" ) PRECACHE_REGISTER_END()
// Cached material handles
PMaterialHandle g_Blood_Core = NULL; PMaterialHandle g_Blood_Gore = NULL; PMaterialHandle g_Blood_Drops = NULL;
//-----------------------------------------------------------------------------
// Purpose:
// Input : bloodtype -
// r -
// g -
// b -
//-----------------------------------------------------------------------------
void GetBloodColor( int bloodtype, colorentry_t &color ) { int i;
for( i = 0 ; i < COLOR_TABLE_SIZE( bloodcolors ) ; i++ ) { if( bloodcolors[i].index == bloodtype ) { color = bloodcolors[ i ]; return; } }
// build a ridiculous default color
color.r = 255; color.g = 0; color.b = 255; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &normal -
// scale -
// r -
// g -
// b -
// flags -
//-----------------------------------------------------------------------------
void FX_BloodSpray( const Vector &origin, const Vector &normal, float scale, unsigned char r, unsigned char g, unsigned char b, int flags ) { if ( UTIL_IsLowViolence() ) return;
//debugoverlay->AddLineOverlay( origin, origin + normal * 72, 255, 255, 255, true, 10 );
Vector offset; float spread = 0.2f; //Find area ambient light color and use it to tint smoke
Vector worldLight = WorldGetLightForPoint( origin, true ); Vector color = Vector( (float)(worldLight[0] * r) / 255.0f, (float)(worldLight[1] * g) / 255.0f, (float)(worldLight[2] * b) / 255.0f ); float colorRamp;
int i;
Vector offDir;
Vector right; Vector up;
if (normal != Vector(0, 0, 1) ) { right = normal.Cross( Vector(0, 0, 1) ); up = right.Cross( normal ); } else { right = Vector(0, 0, 1); up = right.Cross( normal ); }
//
// Dump out drops
//
if (flags & FX_BLOODSPRAY_DROPS) { TrailParticle *tParticle;
CSmartPtr<CTrailParticles> pTrailEmitter = CTrailParticles::Create( "blooddrops" ); if ( !pTrailEmitter ) return;
pTrailEmitter->SetSortOrigin( origin );
// Partial gravity on blood drops.
pTrailEmitter->SetGravity( 600.0 );
pTrailEmitter->GetBinding().SetBBox( origin - Vector( 32, 32, 32 ), origin + Vector( 32, 32, 32 ) ); pTrailEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN ); pTrailEmitter->SetVelocityDampen( 0.2f );
PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" );
//
// Long stringy drops of blood.
//
for ( i = 0; i < 14; i++ ) { // Originate from within a circle 'scale' inches in diameter.
offset = origin; offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale; offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
if ( tParticle == NULL ) break;
tParticle->m_flLifetime = 0.0f;
offDir = normal + RandomVector( -0.3f, 0.3f );
tParticle->m_vecVelocity = offDir * random->RandomFloat( 4.0f * scale, 40.0f * scale ); tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale;
tParticle->m_flWidth = random->RandomFloat( 0.125f, 0.275f ) * scale; tParticle->m_flLength = random->RandomFloat( 0.02f, 0.03f ) * scale; tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
FloatToColor32( tParticle->m_color, color[0], color[1], color[2], 1.0f ); }
//
// Shorter droplets.
//
for ( i = 0; i < 24; i++ ) { // Originate from within a circle 'scale' inches in diameter.
offset = origin; offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale; offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
if ( tParticle == NULL ) break;
tParticle->m_flLifetime = 0.0f;
offDir = normal + RandomVector( -1.0f, 1.0f ); offDir[2] += random->RandomFloat(0, 1.0f);
tParticle->m_vecVelocity = offDir * random->RandomFloat( 2.0f * scale, 25.0f * scale ); tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale;
tParticle->m_flWidth = random->RandomFloat( 0.25f, 0.375f ) * scale; tParticle->m_flLength = random->RandomFloat( 0.0025f, 0.005f ) * scale; tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
FloatToColor32( tParticle->m_color, color[0], color[1], color[2], 1.0f ); } }
if ((flags & FX_BLOODSPRAY_GORE) || (flags & FX_BLOODSPRAY_CLOUD)) { CSmartPtr<CBloodSprayEmitter> pSimple = CBloodSprayEmitter::Create( "bloodgore" ); if ( !pSimple ) return;
pSimple->SetSortOrigin( origin ); pSimple->SetGravity( 0 );
PMaterialHandle hMaterial;
//
// Tight blossom of blood at the center.
//
if (flags & FX_BLOODSPRAY_GORE) { hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" );
SimpleParticle *pParticle;
for ( i = 0; i < 6; i++ ) { // Originate from within a circle 'scale' inches in diameter.
offset = origin + ( 0.5 * scale * normal ); offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale; offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.3f;
spread = 0.2f; pParticle->m_vecVelocity.Random( -spread, spread ); pParticle->m_vecVelocity += normal * random->RandomInt( 10, 100 ); //VectorNormalize( pParticle->m_vecVelocity );
colorRamp = random->RandomFloat( 0.75f, 1.25f );
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = random->RandomFloat( scale * 0.25, scale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2; pParticle->m_uchStartAlpha = random->RandomInt( 200, 255 ); pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } } }
//
// Diffuse cloud just in front of the exit wound.
//
if (flags & FX_BLOODSPRAY_CLOUD) { hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" );
SimpleParticle *pParticle;
for ( i = 0; i < 6; i++ ) { // Originate from within a circle '2 * scale' inches in diameter.
offset = origin + ( scale * normal ); offset += right * random->RandomFloat( -1, 1 ) * scale; offset += up * random->RandomFloat( -1, 1 ) * scale;
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.8f);
spread = 0.5f; pParticle->m_vecVelocity.Random( -spread, spread ); pParticle->m_vecVelocity += normal * random->RandomInt( 100, 200 );
colorRamp = random->RandomFloat( 0.75f, 1.25f );
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = random->RandomFloat( scale * 1.5f, scale * 2.0f ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4; pParticle->m_uchStartAlpha = random->RandomInt( 80, 128 ); pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } } } }
// TODO: Play a sound?
//CLocalPlayerFilter filter;
//C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, CHAN_VOICE, "Physics.WaterSplash", 1.0, ATTN_NORM, 0, 100, &origin );
}
//-----------------------------------------------------------------------------
// Purpose: Used for bullets hitting bleeding surfaces
// Input : origin -
// normal -
// scale - This parameter is not currently used
//-----------------------------------------------------------------------------
void FX_BloodBulletImpact( const Vector &origin, const Vector &normal, float scale /*NOTE: Unused!*/, unsigned char r, unsigned char g, unsigned char b ) { if ( UTIL_IsLowViolence() ) return;
Vector offset; //Find area ambient light color and use it to tint smoke
Vector worldLight = WorldGetLightForPoint( origin, true ); if ( gpGlobals->maxClients > 1 ) { worldLight = Vector( 1.0, 1.0, 1.0 ); r = 96; g = 0; b = 10; }
Vector color = Vector( (float)(worldLight[0] * r) / 255.0f, (float)(worldLight[1] * g) / 255.0f, (float)(worldLight[2] * b) / 255.0f ); float colorRamp;
Vector offDir;
CSmartPtr<CBloodSprayEmitter> pSimple = CBloodSprayEmitter::Create( "bloodgore" ); if ( !pSimple ) return;
pSimple->SetSortOrigin( origin ); pSimple->SetGravity( 200 ); // Setup a bounding box to contain the particles without (stops auto-updating)
pSimple->GetBinding().SetBBox( origin - Vector( 16, 16, 16 ), origin + Vector( 16, 16, 16 ) );
// Cache the material if we haven't already
if ( g_Blood_Core == NULL ) { g_Blood_Core = ParticleMgr()->GetPMaterial( "effects/blood_core" ); }
SimpleParticle *pParticle;
Vector dir = normal * RandomVector( -0.5f, 0.5f );
offset = origin + ( 2.0f * normal );
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Blood_Core, offset );
if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f);
pParticle->m_vecVelocity = dir * random->RandomFloat( 16.0f, 32.0f ); pParticle->m_vecVelocity[2] -= random->RandomFloat( 8.0f, 16.0f );
colorRamp = random->RandomFloat( 0.75f, 2.0f );
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = random->RandomInt( 2, 4 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 8; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; }
// Cache the material if we haven't already
if ( g_Blood_Gore == NULL ) { g_Blood_Gore = ParticleMgr()->GetPMaterial( "effects/blood_gore" ); }
for ( int i = 0; i < 4; i++ ) { offset = origin + ( 2.0f * normal );
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Blood_Gore, offset );
if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.75f);
pParticle->m_vecVelocity = dir * random->RandomFloat( 16.0f, 32.0f )*(i+1); pParticle->m_vecVelocity[2] -= random->RandomFloat( 32.0f, 64.0f )*(i+1);
colorRamp = random->RandomFloat( 0.75f, 2.0f );
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = random->RandomInt( 2, 4 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } }
//
// Dump out drops
//
TrailParticle *tParticle;
CSmartPtr<CTrailParticles> pTrailEmitter = CTrailParticles::Create( "blooddrops" ); if ( !pTrailEmitter ) return;
pTrailEmitter->SetSortOrigin( origin );
// Partial gravity on blood drops
pTrailEmitter->SetGravity( 400.0 ); // Enable simple collisions with nearby surfaces
pTrailEmitter->Setup(origin, &normal, 1, 10, 100, 400, 0.2, 0 );
if ( g_Blood_Drops == NULL ) { g_Blood_Drops = ParticleMgr()->GetPMaterial( "effects/blood_drop" ); }
//
// Shorter droplets
//
for ( int i = 0; i < 8; i++ ) { // Originate from within a circle 'scale' inches in diameter
offset = origin;
tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), g_Blood_Drops, offset );
if ( tParticle == NULL ) break;
tParticle->m_flLifetime = 0.0f;
offDir = RandomVector( -1.0f, 1.0f );
tParticle->m_vecVelocity = offDir * random->RandomFloat( 64.0f, 128.0f );
tParticle->m_flWidth = random->RandomFloat( 0.5f, 2.0f ); tParticle->m_flLength = random->RandomFloat( 0.05f, 0.15f ); tParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
FloatToColor32( tParticle->m_color, color[0], color[1], color[2], 1.0f ); }
// TODO: Play a sound?
//CLocalPlayerFilter filter;
//C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, CHAN_VOICE, "Physics.WaterSplash", 1.0, ATTN_NORM, 0, 100, &origin );
}
// FIXME: This will be simplified when the initializer can take color parameters as an input
// For now, we use different systems
struct ParticleForBlood_t { int nColor; const char *lpszParticleSystemName; };
ParticleForBlood_t bloodCallbacks[] = { { BLOOD_COLOR_RED, "blood_impact_red_01" }, { BLOOD_COLOR_GREEN, "blood_impact_green_01" }, { BLOOD_COLOR_YELLOW, "blood_impact_yellow_01" },
#if defined( HL2_EPISODIC )
{ BLOOD_COLOR_ANTLION, "blood_impact_antlion_01" }, // FIXME: Move to Base HL2
{ BLOOD_COLOR_ZOMBIE, "blood_impact_zombie_01" }, // FIXME: Move to Base HL2
{ BLOOD_COLOR_ANTLION_WORKER, "blood_impact_antlion_worker_01" }, { BLOOD_COLOR_BLOB, "blob_impact" }, { BLOOD_COLOR_BLOB_FROZEN, "blob_impact_frozen" }, #endif // HL2_EPISODIC
};
//-----------------------------------------------------------------------------
// Purpose: Intercepts the blood spray message.
//-----------------------------------------------------------------------------
void BloodSprayCallback( const CEffectData &data ) { colorentry_t color;
GetBloodColor( data.m_nColor, color ); FX_BloodSpray( data.m_vOrigin, data.m_vNormal, data.m_flScale, color.r, color.g, color.b, data.m_fFlags ); }
DECLARE_CLIENT_EFFECT( bloodspray, BloodSprayCallback );
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void BloodImpactCallback( const CEffectData & data ) { bool bFoundBlood = false;
// Find which sort of blood we are
for ( int i = 0; i < ARRAYSIZE( bloodCallbacks ); i++ ) { if ( bloodCallbacks[i].nColor == data.m_nColor ) { QAngle vecAngles; VectorAngles( -data.m_vNormal, vecAngles ); DispatchParticleEffect( bloodCallbacks[i].lpszParticleSystemName, data.m_vOrigin, vecAngles ); bFoundBlood = true; break; } }
if ( bFoundBlood == false ) { Vector vecPosition; vecPosition = data.m_vOrigin; // Fetch the blood color.
colorentry_t color; GetBloodColor( data.m_nColor, color );
FX_BloodBulletImpact( vecPosition, data.m_vNormal, data.m_flScale, color.r, color.g, color.b ); } }
DECLARE_CLIENT_EFFECT_BEGIN( BloodImpact, BloodImpactCallback ) PRECACHE( PARTICLE_SYSTEM, "blood_impact_red_01" ) PRECACHE( PARTICLE_SYSTEM, "blood_impact_green_01" ) PRECACHE( PARTICLE_SYSTEM, "blood_impact_yellow_01" ) #if defined( HL2_EPISODIC )
PRECACHE( PARTICLE_SYSTEM, "blood_impact_antlion_01" ) // FIXME: Move to Base HL2
PRECACHE( PARTICLE_SYSTEM, "blood_impact_zombie_01" ) // FIXME: Move to Base HL2
PRECACHE( PARTICLE_SYSTEM, "blood_impact_antlion_worker_01" ) #endif
DECLARE_CLIENT_EFFECT_END()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void HunterDamageCallback( const CEffectData &data ) { CSmartPtr<CSimple3DEmitter> pGlassEmitter = CSimple3DEmitter::Create( "HunterDamage" ); if ( pGlassEmitter == NULL ) return;
pGlassEmitter->SetSortOrigin( data.m_vOrigin );
// Handle increased scale
const float flMaxSpeed = 400.0f; const float flMinSpeed = 50.0f; float flAngularSpray = 1.0f;
// Setup our collision information
pGlassEmitter->m_ParticleCollision.Setup( data.m_vOrigin, &data.m_vNormal, flAngularSpray, flMinSpeed, flMaxSpeed, 600.0f, 0.2f );
Vector dir, end;
int numFlecks = 32;
Particle3D *pFleckParticle; Vector spawnOffset;
//Dump out flecks
for ( int i = 0; i < numFlecks; i++ ) { spawnOffset = data.m_vOrigin + RandomVector( -32.0f, 32.0f ); pFleckParticle = (Particle3D *) pGlassEmitter->AddParticle( sizeof(Particle3D), g_Mat_Fleck_Antlion[random->RandomInt(0,1)], spawnOffset );
if ( pFleckParticle == NULL ) break;
pFleckParticle->m_flLifeRemaining = random->RandomFloat( 2.0f, 3.0f );
dir[0] = data.m_vNormal[0] + random->RandomFloat( -flAngularSpray, flAngularSpray ); dir[1] = data.m_vNormal[1] + random->RandomFloat( -flAngularSpray, flAngularSpray ); dir[2] = data.m_vNormal[2] + random->RandomFloat( -flAngularSpray, flAngularSpray );
pFleckParticle->m_uchSize = random->RandomInt( 3, 8 );
pFleckParticle->m_vecVelocity = dir * random->RandomFloat( flMinSpeed, flMaxSpeed);
pFleckParticle->m_vAngles = RandomAngle( 0, 360 ); pFleckParticle->m_flAngSpeed = random->RandomFloat( -800, 800 );
unsigned char color = 255; pFleckParticle->m_uchFrontColor[0] = color; pFleckParticle->m_uchFrontColor[1] = color; pFleckParticle->m_uchFrontColor[2] = color; pFleckParticle->m_uchBackColor[0] = color * 0.25f; pFleckParticle->m_uchBackColor[1] = color * 0.25f; pFleckParticle->m_uchBackColor[2] = color * 0.25f; } }
DECLARE_CLIENT_EFFECT( HunterDamage, HunterDamageCallback );
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