//====== Copyright (c) Valve Corporation, All rights reserved. ======= // // Purpose: // //==================================================================== #include "cbase.h" #include "particles/particles.h" #include "c_te_effect_dispatch.h" #include "particles_new.h" #include "networkstringtable_clientdll.h" #include "tier0/vprof.h" #include "tier1/fmtstr.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: An entity that spawns and controls a particle system //----------------------------------------------------------------------------- class C_ParticleSystem : public C_BaseEntity { DECLARE_CLASS( C_ParticleSystem, C_BaseEntity ); public: DECLARE_CLIENTCLASS(); C_ParticleSystem( void ); virtual void PreDataUpdate( DataUpdateType_t updateType ); virtual void PostDataUpdate( DataUpdateType_t updateType ); virtual void ClientThink( void ); protected: ~C_ParticleSystem( void ); int m_iEffectIndex; int m_nStopType; bool m_bActive; bool m_bOldActive; float m_flStartTime; // Time at which the effect started char m_szSnapshotFileName[ MAX_PATH ]; //server controlled control points (variables in particle effects instead of literal follow points) Vector m_vServerControlPoints[4]; uint8 m_iServerControlPointAssignments[4]; CUtlReference< CNewParticleEffect > m_pEffect; CParticleSnapshot *m_pSnapshot; enum { kMAXCONTROLPOINTS = 63 }; ///< actually one less than the total number of cpoints since 0 is assumed to be me // stop types enum { STOP_NORMAL = 0, STOP_DESTROY_IMMEDIATELY, STOP_PLAY_ENDCAP, NUM_STOP_TYPES }; EHANDLE m_hControlPointEnts[kMAXCONTROLPOINTS]; // SendPropArray3( SENDINFO_ARRAY3(m_iControlPointParents), SendPropInt( SENDINFO_ARRAY(m_iControlPointParents), 3, SPROP_UNSIGNED ) ), unsigned char m_iControlPointParents[kMAXCONTROLPOINTS]; }; extern void RecvProxy_EffectFlags( const CRecvProxyData *pData, void *pStruct, void *pOut ); IMPLEMENT_CLIENTCLASS(C_ParticleSystem, DT_ParticleSystem, CParticleSystem); BEGIN_RECV_TABLE_NOBASE( C_ParticleSystem, DT_ParticleSystem ) RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), RecvPropInt(RECVINFO(m_fEffects), 0, RecvProxy_EffectFlags ), RecvPropEHandle( RECVINFO(m_hOwnerEntity) ), RecvPropInt( RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent ), RecvPropInt( RECVINFO( m_iParentAttachment ) ), RecvPropQAngles( RECVINFO_NAME( m_angNetworkAngles, m_angRotation ) ), RecvPropInt( RECVINFO( m_iEffectIndex ) ), RecvPropBool( RECVINFO( m_bActive ) ), RecvPropInt( RECVINFO( m_nStopType ) ), RecvPropFloat( RECVINFO( m_flStartTime ) ), RecvPropString( RECVINFO( m_szSnapshotFileName ) ), RecvPropArray3( RECVINFO_ARRAY(m_vServerControlPoints), RecvPropVector( RECVINFO( m_vServerControlPoints[0] ) ) ), RecvPropArray3( RECVINFO_ARRAY(m_iServerControlPointAssignments), RecvPropInt( RECVINFO(m_iServerControlPointAssignments[0]))), RecvPropArray3( RECVINFO_ARRAY(m_hControlPointEnts), RecvPropEHandle( RECVINFO( m_hControlPointEnts[0] ) ) ), RecvPropArray3( RECVINFO_ARRAY(m_iControlPointParents), RecvPropInt( RECVINFO(m_iControlPointParents[0]))), END_RECV_TABLE(); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_ParticleSystem::C_ParticleSystem( void ) : m_pSnapshot( NULL ) { memset( m_szSnapshotFileName, 0, sizeof( m_szSnapshotFileName ) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_ParticleSystem::~C_ParticleSystem( void ) { if ( m_pSnapshot ) { delete m_pSnapshot; m_pSnapshot = NULL; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_ParticleSystem::PreDataUpdate( DataUpdateType_t updateType ) { m_bOldActive = m_bActive; BaseClass::PreDataUpdate( updateType ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_ParticleSystem::PostDataUpdate( DataUpdateType_t updateType ) { BaseClass::PostDataUpdate( updateType ); // Always restart if just created and updated // FIXME: Does this play fairly with PVS? if ( updateType == DATA_UPDATE_CREATED ) { // TODO: !!HACK HACK HACK!! .PSF files should be loaded/refcounted through the CParticleSystemMgr (ala .PCFs). // The current code will duplicate a given .PSF file in memory for every info_particle_system that uses it! if ( m_szSnapshotFileName[0] ) { m_pSnapshot = new CParticleSnapshot(); if ( !m_pSnapshot->Unserialize( CFmtStr( "particles/%s.psf", m_szSnapshotFileName ) ) ) { delete m_pSnapshot; m_pSnapshot = NULL; } } if ( m_bActive ) { // Delayed here so that we don't get invalid abs queries on level init with active particle systems SetNextClientThink( gpGlobals->curtime ); } } else { if ( m_bOldActive != m_bActive ) { if ( m_bActive ) { // Delayed here so that we don't get invalid abs queries on level init with active particle systems SetNextClientThink( gpGlobals->curtime ); } else { switch( m_nStopType ) { case STOP_NORMAL: { ParticleProp()->StopEmission(); } break; case STOP_DESTROY_IMMEDIATELY: { ParticleProp()->StopEmissionAndDestroyImmediately(); } break; case STOP_PLAY_ENDCAP: { ParticleProp()->StopEmission( NULL, false, false, false, true); } break; } } } if( m_bActive && ParticleProp()->IsValidEffect( m_pEffect ) ) { //server controlled control points (variables in particle effects instead of literal follow points) for( int i = 0; i != ARRAYSIZE( m_iServerControlPointAssignments ); ++i ) { if( m_iServerControlPointAssignments[i] != 255 ) { m_pEffect->SetControlPoint( m_iServerControlPointAssignments[i], m_vServerControlPoints[i] ); } else { break; } } } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_ParticleSystem::ClientThink( void ) { if ( m_bActive ) { const char *pszName = GetParticleSystemNameFromIndex( m_iEffectIndex ); if ( pszName && pszName[0] ) { CNewParticleEffect *pEffect = ParticleProp()->Create( pszName, PATTACH_ABSORIGIN_FOLLOW ); m_pEffect = pEffect; if (pEffect) { for ( int i = 0 ; i < kMAXCONTROLPOINTS ; ++i ) { CBaseEntity *pOnEntity = m_hControlPointEnts[i].Get(); if ( pOnEntity ) { ParticleProp()->AddControlPoint( pEffect, i + 1, pOnEntity, PATTACH_ABSORIGIN_FOLLOW ); } AssertMsg2( m_iControlPointParents[i] >= 0 && m_iControlPointParents[i] <= kMAXCONTROLPOINTS , "Particle system specified bogus control point parent (%d) for point %d.", m_iControlPointParents[i], i ); if (m_iControlPointParents[i] != 0) { pEffect->SetControlPointParent(i+1, m_iControlPointParents[i]); } } //server controlled control points (variables in particle effects instead of literal follow points) for( int i = 0; i != ARRAYSIZE( m_iServerControlPointAssignments ); ++i ) { if( m_iServerControlPointAssignments[i] != 255 ) { pEffect->SetControlPoint( m_iServerControlPointAssignments[i], m_vServerControlPoints[i] ); } else { break; } } // Attach our particle snapshot if we have one Assert( m_pSnapshot || !m_szSnapshotFileName[0] ); // m_szSnapshotFileName shouldn't change after the create update if ( m_pSnapshot ) { pEffect->SetControlPointSnapshot( 0, m_pSnapshot ); } // NOTE: What we really want here is to compare our lifetime and that of our children and see if this delta is // already past the end of it, denoting that we're finished. In that case, just destroy us and be done. -- jdw // TODO: This can go when the SkipToTime code below goes ParticleProp()->OnParticleSystemUpdated( pEffect, 0.0f ); // Skip the effect ahead if we're restarting it float flTimeDelta = gpGlobals->curtime - m_flStartTime; if ( flTimeDelta > 0.01f ) { VPROF_BUDGET( "C_ParticleSystem::ClientThink SkipToTime", "Particle Simulation" ); pEffect->SkipToTime( flTimeDelta ); } } } } } //====================================================================================================================== // PARTICLE SYSTEM DISPATCH EFFECT //====================================================================================================================== //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void StartParticleEffect( const CEffectData &data, int nSplitScreenPlayerSlot /*= -1*/ ) { // this needs to be before using data.m_nHitBox, // since that may be a serialized value that's past the end of the current particle system string table if ( SuppressingParticleEffects() ) return; // Don't crash if we're passed an invalid particle system if ( data.m_nHitBox == 0 ) return; if ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) { if ( data.m_hEntity.Get() ) { C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity ); // commented out assert. dormant entities have their particle system spawns stopped. //Assert( pEnt && !pEnt->IsDormant() ); if ( pEnt && ( !pEnt->IsDormant() || ( data.m_fFlags & PARTICLE_DISPATCH_ALLOW_DORMANT ) ) ) { if ( data.m_fFlags & PARTICLE_DISPATCH_RESET_PARTICLES ) { pEnt->ParticleProp()->StopEmission(); } CUtlReference pEffect = pEnt->ParticleProp()->CreatePrecached( data.m_nHitBox, (ParticleAttachment_t)data.m_nDamageType, data.m_nAttachmentIndex ); if ( pEffect.IsValid() && pEffect->IsValid() ) { pEffect->SetDrawOnlyForSplitScreenUser( nSplitScreenPlayerSlot ); if ( (ParticleAttachment_t)data.m_nDamageType == PATTACH_CUSTOMORIGIN ) { pEffect->SetSortOrigin( data.m_vOrigin ); pEffect->SetControlPoint( 0, data.m_vOrigin ); pEffect->SetControlPoint( 1, data.m_vStart ); Vector vecForward, vecRight, vecUp; AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp ); pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp ); } else if ( data.m_nOtherEntIndex > 0 ) { C_BaseEntity *pOtherEnt = ClientEntityList().GetEnt( data.m_nOtherEntIndex ); if ( pOtherEnt ) { pEnt->ParticleProp()->AddControlPoint( pEffect, 1, pOtherEnt, PATTACH_ABSORIGIN_FOLLOW, NULL, Vector( 0, 0, 50 ) ); } } } } } } else { CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindPrecachedParticleSystem( data.m_nHitBox ); if ( pDef ) { CUtlReference pEffect = CNewParticleEffect::CreateOrAggregate( NULL, pDef, data.m_vOrigin, NULL, nSplitScreenPlayerSlot ); if ( pEffect.IsValid() && pEffect->IsValid() ) { pEffect->SetSortOrigin( data.m_vOrigin ); pEffect->SetControlPoint( 0, data.m_vOrigin ); pEffect->SetControlPoint( 1, data.m_vStart ); Vector vecForward, vecRight, vecUp; AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp ); pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp ); } } else { Warning( "StartParticleEffect: Failed to find precached particle system for %d!!\n", data.m_nHitBox ); } } } void ParticleEffectCallback( const CEffectData &data ) { // NOTE: This is because this effect doesn't need to participate // in the precache validation tests. Particle systems used with this // effect must already be precached. g_pPrecacheSystem->EndLimitedResourceAccess( ); // From networking always go draw for all local players StartParticleEffect( data, -1 ); } DECLARE_CLIENT_EFFECT( ParticleEffect, ParticleEffectCallback ) //====================================================================================================================== // PARTICLE SYSTEM STOP EFFECT //====================================================================================================================== //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void ParticleEffectStopCallback( const CEffectData &data ) { if ( data.m_hEntity.Get() ) { C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity ); if ( pEnt ) { if ( data.m_nHitBox > 0 ) { if ( pEnt->IsWorld() ) { if ( data.m_nHitBox > 0 ) { CNewParticleEffect::RemoveParticleEffect( data.m_nHitBox ); } } else { CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindPrecachedParticleSystem( data.m_nHitBox ); if ( pDef ) { pEnt->ParticleProp()->StopParticlesNamed( pDef->GetName(), true ); } } } else { pEnt->ParticleProp()->StopEmission( NULL, true, true, false, true ); } } } } DECLARE_CLIENT_EFFECT( ParticleEffectStop, ParticleEffectStopCallback );