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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "decals.h"
#include "materialsystem/imaterialvar.h"
#include "IEffects.h"
#include "fx.h"
#include "fx_impact.h"
#include "view.h"
#include "engine/IStaticPropMgr.h"
#include "datacache/imdlcache.h"
#include "debugoverlay_shared.h"
#include "c_impact_effects.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar r_drawflecks( "r_drawflecks", "1" ); static ConVar r_impacts_alt_orientation ( "r_impacts_alt_orientation", "1" ); extern ConVar r_drawmodeldecals;
ImpactSoundRouteFn g_pImpactSoundRouteFn = NULL;
//==========================================================================================================================
// RAGDOLL ENUMERATOR
//==========================================================================================================================
CRagdollEnumerator::CRagdollEnumerator( Ray_t& shot, int iDamageType ) { m_rayShot = shot; m_iDamageType = iDamageType; m_bHit = false; }
IterationRetval_t CRagdollEnumerator::EnumElement( IHandleEntity *pHandleEntity ) { C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() ); if ( pEnt == NULL ) return ITERATION_CONTINUE;
C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt );
// If the ragdoll was created on this tick, then the forces were already applied on the server
if ( pModel == NULL || WasRagdollCreatedOnCurrentTick( pEnt ) ) return ITERATION_CONTINUE;
IPhysicsObject *pPhysicsObject = pModel->VPhysicsGetObject(); if ( pPhysicsObject == NULL ) return ITERATION_CONTINUE;
trace_t tr; enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr );
if ( tr.fraction < 1.0 ) { pModel->ImpactTrace( &tr, m_iDamageType, NULL ); m_bHit = true;
//FIXME: Yes? No?
return ITERATION_STOP; }
return ITERATION_CONTINUE; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool FX_AffectRagdolls( Vector vecOrigin, Vector vecStart, int iDamageType ) { // don't do this when lots of ragdolls are simulating
if ( s_RagdollLRU.CountRagdolls(true) > 1 ) return false; Ray_t shotRay; shotRay.Init( vecStart, vecOrigin );
CRagdollEnumerator ragdollEnum( shotRay, iDamageType ); ::partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum );
return ragdollEnum.Hit(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void RagdollImpactCallback( const CEffectData &data ) { FX_AffectRagdolls( data.m_vOrigin, data.m_vStart, data.m_nDamageType ); }
DECLARE_CLIENT_EFFECT( RagdollImpact, RagdollImpactCallback );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool Impact( Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType, int iHitbox, C_BaseEntity *pEntity, trace_t &tr, int nFlags, int maxLODToDecal ) { VPROF( "Impact" );
Assert ( pEntity );
MDLCACHE_CRITICAL_SECTION();
// Clear out the trace
memset( &tr, 0, sizeof(trace_t)); tr.fraction = 1.0f;
// Setup our shot information
Vector shotDir = vecOrigin - vecStart; float flLength = VectorNormalize( shotDir ); Vector traceExt; VectorMA( vecStart, flLength + 8.0f, shotDir, traceExt );
// Attempt to hit ragdolls
bool bHitRagdoll = false; if ( !pEntity->IsClientCreated() ) { bHitRagdoll = FX_AffectRagdolls( vecOrigin, vecStart, iDamageType ); }
if ( (nFlags & IMPACT_NODECAL) == 0 ) { int decalNumber = decalsystem->GetDecalIndexForName( GetImpactDecal( pEntity, iMaterial, iDamageType ) ); if ( decalNumber == -1 ) return false;
if ( (pEntity->entindex() == 0) && (iHitbox != 0) ) { staticpropmgr->AddDecalToStaticProp( vecStart, traceExt, iHitbox - 1, decalNumber, true, tr ); } else if ( pEntity ) { // Here we deal with decals on entities.
pEntity->AddDecal( vecStart, traceExt, vecOrigin, iHitbox, decalNumber, true, tr, maxLODToDecal ); } } else { // Perform the trace ourselves
Ray_t ray; ray.Init( vecStart, traceExt );
if ( (pEntity->entindex() == 0) && (iHitbox != 0) ) { // Special case for world entity with hitbox (that's a static prop)
ICollideable *pCollideable = staticpropmgr->GetStaticPropByIndex( iHitbox - 1 ); enginetrace->ClipRayToCollideable( ray, MASK_SHOT, pCollideable, &tr ); } else { if ( !pEntity ) return false;
enginetrace->ClipRayToEntity( ray, MASK_SHOT, pEntity, &tr ); } }
// If we found the surface, emit debris flecks
bool bReportRagdollImpacts = (nFlags & IMPACT_REPORT_RAGDOLL_IMPACTS) != 0; if ( ( tr.fraction == 1.0f ) || ( bHitRagdoll && !bReportRagdollImpacts ) ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageType ) { char const *decalName; if ( !pEntity ) { decalName = "Impact.Concrete"; } else { decalName = pEntity->DamageDecal( iDamageType, iMaterial ); }
// See if we need to offset the decal for material type
return decalsystem->TranslateDecalForGameMaterial( decalName, iMaterial ); }
//-----------------------------------------------------------------------------
// Purpose: Perform custom effects based on the Decal index
//-----------------------------------------------------------------------------
struct ImpactEffect_t { const char *m_pName; const char *m_pNameNoFlecks; };
static ImpactEffect_t s_pImpactEffect[26] = { #ifndef DOTA_DLL
{ NULL, NULL }, // CHAR_TEX_ANTLION
{ NULL, NULL }, // CHAR_TEX_BLOODYFLESH
{ "impact_concrete", "impact_concrete" }, // CHAR_TEX_CONCRETE
{ "impact_dirt", "impact_dirt" }, // CHAR_TEX_DIRT
{ NULL, NULL }, // CHAR_TEX_EGGSHELL
{ NULL, NULL }, // CHAR_TEX_FLESH
{ "impact_metal", "impact_metal" }, // CHAR_TEX_GRATE
{ NULL, NULL }, // CHAR_TEX_ALIENFLESH
{ NULL, NULL }, // CHAR_TEX_CLIP
{ "impact_grass", "impact_grass" }, // CHAR_TEX_GRASS
{ "impact_snow", "impact_snow" }, // CHAR_TEX_SNOW
{ "impact_plastic", "impact_plastic" }, // CHAR_TEX_PLASTIC
{ "impact_metal", "impact_metal" }, // CHAR_TEX_METAL
{ "impact_sand", "impact_sand" }, // CHAR_TEX_SAND
{ "impact_leaves", "impact_leaves" }, // CHAR_TEX_FOLIAGE
{ "impact_computer", "impact_computer" }, // CHAR_TEX_COMPUTER
{ "impact_asphalt", "impact_asphalt" }, // CHAR_TEX_ASPHALT
{ "impact_brick", "impact_brick" }, // CHAR_TEX_BRICK
{ "impact_wet", "impact_wet" }, // CHAR_TEX_SLOSH
{ "impact_tile", "impact_tile" }, // CHAR_TEX_TILE
{ "impact_cardboard", "impact_cardboard" }, // CHAR_TEX_CARDBOARD
{ "impact_metal", "impact_metal" }, // CHAR_TEX_VENT
{ "impact_wood", "impact_wood" }, // CHAR_TEX_WOOD
{ NULL, NULL }, // CHAR_TEX_FAKE
{ "impact_glass", "impact_glass" }, // CHAR_TEX_GLASS
{ NULL, NULL }, // CHAR_TEX_WARPSHIELD
#endif
};
static ImpactEffect_t s_pImpactEffect2[12] = { #ifndef DOTA_DLL
{ "impact_clay", "impact_clay" }, // CHAR_TEX_CLAY
{ "impact_plaster", "impact_plaster" }, // CHAR_TEX_PLASTER
{ "impact_rock", "impact_rock" }, // CHAR_TEX_ROCK
{ "impact_rubber", "impact_rubber" }, // CHAR_TEX_RUBBER
{ "impact_sheetrock", "impact_sheetrock" }, // CHAR_TEX_SHEETROCK
{ "impact_cloth", "impact_cloth" }, // CHAR_TEX_CLOTH
{ "impact_carpet", "impact_carpet" }, // CHAR_TEX_CARPET
{ "impact_paper", "impact_paper" }, // CHAR_TEX_PAPER
{ "impact_upholstery", "impact_upholstery" }, // CHAR_TEX_UPHOLSTERY
{ "impact_puddle", "impact_puddle" }, // CHAR_TEX_PUDDLE
{ "impact_mud", "impact_mud" }, // CHAR_TEX_MUD
{ "impact_sandbarrel", "impact_sandbarrel" }, // CHAR_TEX_SANDBARREL
#endif
};
static int s_pImpactEffectIndex[ ARRAYSIZE( s_pImpactEffect ) ][2]; static int s_pImpactEffect2Index[ ARRAYSIZE( s_pImpactEffect2 ) ][2];
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheImpacts ) for ( int i = 0; i < ARRAYSIZE( s_pImpactEffect ); ++i ) { if ( s_pImpactEffect[i].m_pName ) { PRECACHE_INDEX( PARTICLE_SYSTEM, s_pImpactEffect[i].m_pName, s_pImpactEffectIndex[i][0] ); } if ( s_pImpactEffect[i].m_pNameNoFlecks ) { PRECACHE_INDEX( PARTICLE_SYSTEM, s_pImpactEffect[i].m_pNameNoFlecks, s_pImpactEffectIndex[i][1] ); } }
for ( int i = 0; i < ARRAYSIZE( s_pImpactEffect2 ); ++i ) { if ( s_pImpactEffect2[i].m_pName ) { PRECACHE_INDEX( PARTICLE_SYSTEM, s_pImpactEffect2[i].m_pName, s_pImpactEffect2Index[i][0] ); } if ( s_pImpactEffect2[i].m_pNameNoFlecks ) { PRECACHE_INDEX( PARTICLE_SYSTEM, s_pImpactEffect2[i].m_pNameNoFlecks, s_pImpactEffect2Index[i][1] ); } } PRECACHE_REGISTER_END()
static void SetImpactControlPoint( CNewParticleEffect *pEffect, int nPoint, const Vector &vecImpactPoint, const Vector &vecForward, C_BaseEntity *pEntity ) { Vector vecImpactY, vecImpactZ; VectorVectors( vecForward, vecImpactY, vecImpactZ ); vecImpactY *= -1.0f;
pEffect->SetControlPoint( nPoint, vecImpactPoint );
if ( r_impacts_alt_orientation.GetBool() ) pEffect->SetControlPointOrientation( nPoint, vecImpactZ, vecImpactY, vecForward ); else pEffect->SetControlPointOrientation( nPoint, vecForward, vecImpactY, vecImpactZ ); pEffect->SetControlPointEntity( nPoint, pEntity ); }
static void PerformNewCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags ) { bool bNoFlecks = !r_drawflecks.GetBool(); if ( !bNoFlecks ) { bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 ); }
// Compute the impact effect name
ImpactEffect_t *pEffectList; int *pEffectIndex; int nOffset; if ( iMaterial >= FIRST_L4D_CHAR_TEX && iMaterial <= LAST_L4D_CHAR_TEX ) { pEffectList = s_pImpactEffect2; nOffset = 1; pEffectIndex = s_pImpactEffect2Index[iMaterial - nOffset]; } else if ( ( iMaterial >= FIRST_CHAR_TEX ) && ( iMaterial <= LAST_CHAR_TEX ) ) { pEffectList = s_pImpactEffect; nOffset = FIRST_CHAR_TEX; pEffectIndex = s_pImpactEffectIndex[iMaterial - nOffset]; } else { DevMsg( "Invalid surface property. Double-check surfaceproperties_manifest.txt\n" ); return; }
const ImpactEffect_t &effect = pEffectList[ iMaterial - nOffset ];
const char *pImpactName = effect.m_pName; int nEffectIndex = pEffectIndex[0]; if ( bNoFlecks && effect.m_pNameNoFlecks ) { pImpactName = effect.m_pNameNoFlecks; nEffectIndex = pEffectIndex[1]; } if ( !pImpactName ) return;
Vector vecReflect; float flDot = DotProduct( shotDir, tr.plane.normal ); VectorMA( shotDir, -2.0f * flDot, tr.plane.normal, vecReflect ); Vector vecShotBackward; VectorMultiply( shotDir, -1.0f, vecShotBackward ); Vector vecImpactPoint = ( tr.fraction != 1.0f ) ? tr.endpos : vecOrigin; #ifdef _DEBUG
if(!VectorsAreEqual( vecOrigin, tr.endpos, 1e-1 )) { Warning("Impact decal drawn too far from the surface impacted." ); } #endif
CSmartPtr<CNewParticleEffect> pEffect = CNewParticleEffect::CreateOrAggregatePrecached( NULL, nEffectIndex, vecImpactPoint ); if ( !pEffect->IsValid() ) return;
SetImpactControlPoint( pEffect.GetObject(), 0, vecImpactPoint, tr.plane.normal, tr.m_pEnt ); SetImpactControlPoint( pEffect.GetObject(), 1, vecImpactPoint, vecReflect, tr.m_pEnt ); SetImpactControlPoint( pEffect.GetObject(), 2, vecImpactPoint, vecShotBackward, tr.m_pEnt ); pEffect->SetControlPoint( 3, Vector( iScale, iScale, iScale ) );
if ( pEffect->m_pDef->ReadsControlPoint( 4 ) ) { Vector vecColor; GetColorForSurface( &tr, &vecColor ); pEffect->SetControlPoint( 4, vecColor ); }
}
void PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags ) { // Throw out the effect if any of these are true
const int noEffectsFlags = (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP); if ( tr.surface.flags & noEffectsFlags ) return;
PerformNewCustomEffects( vecOrigin, tr, shotDir, iMaterial, iScale, nFlags ); }
//-----------------------------------------------------------------------------
// Purpose: Play a sound for an impact. If tr contains a valid hit, use that.
// If not, use the passed in origin & surface.
//-----------------------------------------------------------------------------
void PlayImpactSound( CBaseEntity *pEntity, trace_t &tr, Vector &vecServerOrigin, int nServerSurfaceProp ) { VPROF( "PlayImpactSound" ); surfacedata_t *pdata; Vector vecOrigin;
if (pEntity->IsDormant()) return;
// If the client-side trace hit a different entity than the server, or
// the server didn't specify a surfaceprop, then use the client-side trace
// material if it's valid.
if ( tr.DidHit() && (pEntity != tr.m_pEnt || nServerSurfaceProp == 0) ) { nServerSurfaceProp = tr.surface.surfaceProps; } pdata = physprops->GetSurfaceData( nServerSurfaceProp ); if ( tr.fraction < 1.0 ) { vecOrigin = tr.endpos; } else { vecOrigin = vecServerOrigin; }
// Now play the esound
if ( pdata->sounds.bulletImpact ) { const char *pbulletImpactSoundName = physprops->GetString( pdata->sounds.bulletImpact ); if ( g_pImpactSoundRouteFn ) { g_pImpactSoundRouteFn( pbulletImpactSoundName, vecOrigin ); } else { CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName, pdata->soundhandles.bulletImpact, &vecOrigin ); }
#if defined( CSTRIKE15 )
// play a ricochet based on the material
float flRicoChance = 0.0f; switch( pdata->game.material ) { case CHAR_TEX_METAL: case CHAR_TEX_CONCRETE: case CHAR_TEX_COMPUTER: case CHAR_TEX_BRICK: case CHAR_TEX_TILE: case CHAR_TEX_ROCK: case CHAR_TEX_ASPHALT: flRicoChance = 5.0; break;
case CHAR_TEX_GRATE: case CHAR_TEX_VENT: case CHAR_TEX_WOOD: case CHAR_TEX_RUBBER: case CHAR_TEX_SHEETROCK: case CHAR_TEX_CARPET: flRicoChance = 3.0; break; case CHAR_TEX_DIRT: case CHAR_TEX_PLASTIC: case CHAR_TEX_CLAY: case CHAR_TEX_PLASTER: flRicoChance = 1.0; break; }
if ( RandomFloat(0, 10) <= flRicoChance ) { FX_RicochetSound( vecOrigin ); } #endif
return; }
#ifdef _DEBUG
Msg("***ERROR: PlayImpactSound() on a surface with 0 bulletImpactCount!\n"); #endif //_DEBUG
}
void SetImpactSoundRoute( ImpactSoundRouteFn fn ) { g_pImpactSoundRouteFn = fn; }
//-----------------------------------------------------------------------------
// Purpose: Pull the impact data out
// Input : &data -
// *vecOrigin -
// *vecAngles -
// *iMaterial -
// *iDamageType -
// *iHitbox -
// *iEntIndex -
//-----------------------------------------------------------------------------
C_BaseEntity *ParseImpactData( const CEffectData &data, Vector *vecOrigin, Vector *vecStart, Vector *vecShotDir, short &nSurfaceProp, int &iMaterial, int &iDamageType, int &iHitbox ) { C_BaseEntity *pEntity = data.GetEntity( );
if ( data.m_bPositionsAreRelativeToEntity && pEntity ) { *vecOrigin = data.m_vOrigin + pEntity->GetAbsOrigin(); *vecStart = data.m_vStart + pEntity->GetAbsOrigin(); } else { *vecOrigin = data.m_vOrigin; *vecStart = data.m_vStart; }
nSurfaceProp = data.m_nSurfaceProp; iDamageType = data.m_nDamageType; iHitbox = data.m_nHitBox;
*vecShotDir = (*vecOrigin - *vecStart); VectorNormalize( *vecShotDir );
// Get the material from the surfaceprop
surfacedata_t *psurfaceData = physprops->GetSurfaceData( data.m_nSurfaceProp ); iMaterial = psurfaceData->game.material;
return pEntity; }
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