//========= 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 ); } }