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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "engine/IEngineSound.h"
#include "view.h"
#include "fx_line.h"
#include "fx_discreetline.h"
#include "fx_quad.h"
#include "clientsideeffects.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "tier0/vprof.h"
#include "collisionutils.h"
#include "precache_register.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//FIXME: All these functions will be moved out to FX_Main.CPP or a individual folder
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectsTest ) PRECACHE( MATERIAL, "effects/spark" ) PRECACHE( MATERIAL, "effects/gunshiptracer" ) PRECACHE( MATERIAL, "effects/bluespark" ) PRECACHE_REGISTER_END()
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void FX_AddLine( const FXLineData_t &data ) { CFXLine *t = new CFXLine( "Line", data ); assert( t );
//Throw it into the list
clienteffects->AddEffect( t ); }
/*
================================================== FX_AddStaticLine ================================================== */
void FX_AddStaticLine( const Vector& start, const Vector& end, float scale, float life, const char *materialName, unsigned char flags ) { CFXStaticLine *t = new CFXStaticLine( "StaticLine", start, end, scale, life, materialName, flags ); assert( t );
//Throw it into the list
clienteffects->AddEffect( t ); }
/*
================================================== FX_AddDiscreetLine ================================================== */
void FX_AddDiscreetLine( const Vector& start, const Vector& direction, float velocity, float length, float clipLength, float scale, float life, const char *shader ) { CFXDiscreetLine *t = new CFXDiscreetLine( "Line", start, direction, velocity, length, clipLength, scale, life, shader ); assert( t );
//Throw it into the list
clienteffects->AddEffect( t ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void FX_AddQuad( const FXQuadData_t &data ) { CFXQuad *quad = new CFXQuad( data );
Assert( quad != NULL );
clienteffects->AddEffect( quad ); } //-----------------------------------------------------------------------------
// Purpose: Parameter heavy version
//-----------------------------------------------------------------------------
void FX_AddQuad( const Vector &origin, const Vector &normal, float startSize, float endSize, float sizeBias, float startAlpha, float endAlpha, float alphaBias, float yaw, float deltaYaw, const Vector &color, float lifeTime, const char *shader, unsigned int flags ) { FXQuadData_t data;
//Setup the data
data.SetAlpha( startAlpha, endAlpha ); data.SetScale( startSize, endSize ); data.SetFlags( flags ); data.SetMaterial( shader ); data.SetNormal( normal ); data.SetOrigin( origin ); data.SetLifeTime( lifeTime ); data.SetColor( color[0], color[1], color[2] ); data.SetScaleBias( sizeBias ); data.SetAlphaBias( alphaBias ); data.SetYaw( yaw, deltaYaw );
//Output it
FX_AddQuad( data ); }
//-----------------------------------------------------------------------------
// Purpose: Creates a test effect
//-----------------------------------------------------------------------------
void CreateTestEffect( void ) { //NOTENOTE: Add any test effects here
//FX_BulletPass( NULL, NULL );
}
/*
================================================== FX_PlayerTracer ================================================== */
#define TRACER_BASE_OFFSET 8
void FX_PlayerTracer( Vector& start, Vector& end ) { VPROF_BUDGET( "FX_PlayerTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); Vector shotDir, dStart, dEnd; float length;
//Find the direction of the tracer
VectorSubtract( end, start, shotDir ); length = VectorNormalize( shotDir );
//We don't want to draw them if they're too close to us
if ( length < 256 ) return;
//Randomly place the tracer along this line, with a random length
VectorMA( start, TRACER_BASE_OFFSET + random->RandomFloat( -24.0f, 64.0f ), shotDir, dStart ); VectorMA( dStart, ( length * random->RandomFloat( 0.1f, 0.6f ) ), shotDir, dEnd );
//Create the line
CFXStaticLine *t; const char *materialName;
//materialName = ( random->RandomInt( 0, 1 ) ) ? "effects/tracer_middle" : "effects/tracer_middle2";
materialName = "effects/spark";
t = new CFXStaticLine( "Tracer", dStart, dEnd, random->RandomFloat( 0.5f, 0.75f ), 0.01f, materialName, 0 ); assert( t );
//Throw it into the list
clienteffects->AddEffect( t ); }
/*
================================================== FX_Tracer ================================================== */ // Tracer must be this close to be considered for hearing
#define TRACER_MAX_HEAR_DIST (6*12)
#define TRACER_SOUND_TIME_MIN 0.1f
#define TRACER_SOUND_TIME_MAX 0.1f
class CBulletWhizTimer : public CAutoGameSystem { public: CBulletWhizTimer( char const *name ) : CAutoGameSystem( name ) { }
void LevelInitPreEntity() { m_nextWhizTime = 0; }
float m_nextWhizTime; };
// Client-side tracking for whiz noises
CBulletWhizTimer g_BulletWhiz( "CBulletWhizTimer" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecStart -
// &vecDir -
// iTracerType -
//-----------------------------------------------------------------------------
#define LISTENER_HEIGHT 24
ConVar cl_tracer_whiz_distance( "cl_tracer_whiz_distance", "72" ); // putting TRACER_MAX_HEAR_DIST on a cvar, so KellyT can find a good value
void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType ) { const char *pszSoundName = NULL; float flWhizDist = TRACER_MAX_HEAR_DIST; float flMinWhizTime = TRACER_SOUND_TIME_MIN; float flMaxWhizTime = TRACER_SOUND_TIME_MAX; HACK_GETLOCALPLAYER_GUARD( "FX_TracerSound" ); Vector vecListenOrigin = MainViewOrigin(GET_ACTIVE_SPLITSCREEN_SLOT()); switch( iTracerType ) { case TRACER_TYPE_DEFAULT: { pszSoundName = "Bullets.DefaultNearmiss"; flWhizDist = cl_tracer_whiz_distance.GetFloat(); // was 24
Ray_t bullet, listener; bullet.Init( start, end );
Vector vecLower = vecListenOrigin; vecLower.z -= LISTENER_HEIGHT; listener.Init( vecListenOrigin, vecLower );
float s, t; IntersectRayWithRay( bullet, listener, s, t ); t = clamp( t, 0, 1 ); vecListenOrigin.z -= t * LISTENER_HEIGHT; } break;
case TRACER_TYPE_GUNSHIP: pszSoundName = "Bullets.GunshipNearmiss"; break;
case TRACER_TYPE_STRIDER: pszSoundName = "Bullets.StriderNearmiss"; break;
case TRACER_TYPE_WATERBULLET: pszSoundName = "Underwater.BulletImpact"; flWhizDist = 48; flMinWhizTime = 0.3f; flMaxWhizTime = 0.6f; break;
default: return; }
if( !pszSoundName ) return;
// Is it time yet?
float dt = g_BulletWhiz.m_nextWhizTime - gpGlobals->curtime; if ( dt > 0 ) return;
// Did the thing pass close enough to our head?
float vDist = CalcDistanceSqrToLineSegment( vecListenOrigin, start, end ); if ( vDist >= (flWhizDist * flWhizDist) ) return;
CSoundParameters params; if( C_BaseEntity::GetParametersForSound( pszSoundName, params, NULL ) ) { // Get shot direction
Vector shotDir; VectorSubtract( end, start, shotDir ); VectorNormalize( shotDir );
CLocalPlayerFilter filter; enginesound->EmitSound( filter, SOUND_FROM_WORLD, CHAN_STATIC, pszSoundName, SOUNDEMITTER_INVALID_HASH, params.soundname, params.volume, SNDLVL_TO_ATTN(params.soundlevel), params.m_nRandomSeed, 0, params.pitch, &start, &shotDir, NULL); }
// FIXME: This has a bad behavior when both bullet + strider shots are whizzing by at the same time
// Could use different timers for the different types.
// Don't play another bullet whiz for this client until this time has run out
g_BulletWhiz.m_nextWhizTime = gpGlobals->curtime + random->RandomFloat( flMinWhizTime, flMaxWhizTime ); }
void FX_Tracer( Vector& start, Vector& end, int velocity, bool makeWhiz ) { VPROF_BUDGET( "FX_Tracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); //Don't make small tracers
float dist; Vector dir;
VectorSubtract( end, start, dir ); dist = VectorNormalize( dir ); int minDist; float flMinWidth; float flMaxWidth;
#if defined( CSTRIKE2_DLL )
// we want short tracers for CS2 - mtw
// NOTE: should this all be done with the new particle system now?
minDist = 128; // testing fatter tracers for CS2 - mtw
flMinWidth = 3.75; flMaxWidth = 5.0; #else
// Don't make short tracers.
minDist = 256; flMinWidth = 0.75; flMaxWidth = 0.9; #endif
if ( dist >= minDist ) { float length = random->RandomFloat( 64.0f, 128.0f ); float life = ( dist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
//Add it
FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( flMinWidth, flMaxWidth ), life, "effects/spark" ); }
if( makeWhiz ) { FX_TracerSound( start, end, TRACER_TYPE_DEFAULT ); } }
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