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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "filesystem.h"
#include <KeyValues.h>
#include "particle_parse.h"
#include "particles/particles.h"
#ifdef GAME_DLL
#include "te_effect_dispatch.h"
#include "networkstringtable_gamedll.h"
#else
#include "c_te_effect_dispatch.h"
#include "networkstringtable_clientdll.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define PARTICLES_MANIFEST_FILE "particles/particles_manifest.txt"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GetAttachTypeFromString( const char *pszString ) { if ( !pszString || !pszString[0] ) return -1;
// If you add new attach types, you need to add them to this list
static const char *pAttachmentNames[MAX_PATTACH_TYPES] = { "start_at_origin", // PATTACH_ABSORIGIN = 0,
"follow_origin", // PATTACH_ABSORIGIN_FOLLOW,
"start_at_customorigin",// PATTACH_CUSTOMORIGIN,
"start_at_attachment", // PATTACH_POINT,
"follow_attachment", // PATTACH_POINT_FOLLOW,
"follow_rootbone", // PATTACH_ROOTBONE_FOLLOW
};
for ( int i = 0; i < MAX_PATTACH_TYPES; i++ ) { if ( FStrEq( pAttachmentNames[i], pszString ) ) return i; }
return -1; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : list -
//-----------------------------------------------------------------------------
void GetParticleManifest( CUtlVector<CUtlString>& list ) { // Open the manifest file, and read the particles specified inside it
KeyValues *manifest = new KeyValues( PARTICLES_MANIFEST_FILE ); if ( manifest->LoadFromFile( filesystem, PARTICLES_MANIFEST_FILE, "GAME" ) ) { for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) { if ( !Q_stricmp( sub->GetName(), "file" ) ) { list.AddToTail( sub->GetString() ); continue; }
Warning( "CParticleMgr::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n", PARTICLES_MANIFEST_FILE, sub->GetName() ); } } else { Warning( "PARTICLE SYSTEM: Unable to load manifest file '%s'\n", PARTICLES_MANIFEST_FILE ); }
manifest->deleteThis(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ParseParticleEffects( bool bLoadSheets, bool bPrecache ) { MEM_ALLOC_CREDIT();
g_pParticleSystemMgr->ShouldLoadSheets( bLoadSheets );
CUtlVector<CUtlString> files; GetParticleManifest( files );
int nCount = files.Count(); for ( int i = 0; i < nCount; ++i ) { g_pParticleSystemMgr->ReadParticleConfigFile( files[i], bPrecache, false ); }
g_pParticleSystemMgr->DecommitTempMemory(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ReloadParticleEffectsInList( IFileList *pFilesToReload ) { MEM_ALLOC_CREDIT();
CUtlVector<CUtlString> files; GetParticleManifest( files );
// CAB 2/17/11 Reload all the particles regardless (Fixes filename change exploits).
bool bReloadAll = true;
//int nCount = files.Count();
//for ( int i = 0; i < nCount; ++i )
//{
// // Skip the precache marker
// const char *pFile = files[i];
// if ( pFile[0] == '!' )
// {
// pFile++;
// }
// char szDX80Filename[MAX_PATH];
// V_strncpy( szDX80Filename, pFile, sizeof( szDX80Filename ) );
// V_StripExtension( pFile, szDX80Filename, sizeof( szDX80Filename ) );
// V_strncat( szDX80Filename, "_dx80.", sizeof( szDX80Filename ) );
// V_strncat( szDX80Filename, V_GetFileExtension( pFile ), sizeof( szDX80Filename ) );
// if ( pFilesToReload->IsFileInList( pFile ) || pFilesToReload->IsFileInList( szDX80Filename ) )
// {
// Msg( "Reloading all particle files due to pure settings.\n" );
// bReloadAll = true;
// break;
// }
//}
// Then check to see if we need to reload the map's particles
const char *pszMapName = NULL; #ifdef CLIENT_DLL
pszMapName = engine->GetLevelName(); #else
pszMapName = STRING( gpGlobals->mapname ); #endif
if ( pszMapName && pszMapName[0] ) { char mapname[MAX_MAP_NAME]; Q_FileBase( pszMapName, mapname, sizeof( mapname ) ); Q_strlower( mapname ); ParseParticleEffectsMap( mapname, true, pFilesToReload ); }
if ( bReloadAll ) { ParseParticleEffects( true, true ); } g_pParticleSystemMgr->DecommitTempMemory(); }
//-----------------------------------------------------------------------------
// Purpose: loads per-map manifest!
//-----------------------------------------------------------------------------
void ParseParticleEffectsMap( const char *pMapName, bool bLoadSheets, IFileList *pFilesToReload ) { MEM_ALLOC_CREDIT();
CUtlVector<CUtlString> files; char szMapManifestFilename[MAX_PATH];
szMapManifestFilename[0] = NULL;
if ( pMapName && *pMapName ) { V_snprintf( szMapManifestFilename, sizeof( szMapManifestFilename ), "maps/%s_particles.txt", pMapName ); }
// Open the manifest file, and read the particles specified inside it
KeyValues *manifest = new KeyValues( szMapManifestFilename ); if ( manifest->LoadFromFile( filesystem, szMapManifestFilename, "GAME" ) ) { DevMsg( "Successfully loaded particle effects manifest '%s' for map '%s'\n", szMapManifestFilename, pMapName ); for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) { if ( !Q_stricmp( sub->GetName(), "file" ) ) { // Ensure the particles are in the particles directory
char szPath[ 512 ]; Q_strncpy( szPath, sub->GetString(), sizeof( szPath ) ); Q_StripFilename( szPath ); char *pszPath = (szPath[0] == '!') ? &szPath[1] : &szPath[0]; if ( pszPath && pszPath[0] && !Q_stricmp( pszPath, "particles" ) ) { files.AddToTail( sub->GetString() ); continue; } else { Warning( "CParticleMgr::LevelInit: Manifest '%s' contains a particle file '%s' that's not under the particles directory. Custom particles must be placed in the particles directory.\n", szMapManifestFilename, sub->GetString() ); } } else { Warning( "CParticleMgr::LevelInit: Manifest '%s' with bogus file type '%s', expecting 'file'\n", szMapManifestFilename, sub->GetName() ); } } } else { // Don't print a warning, and don't proceed any further if the file doesn't exist!
return; }
int nCount = files.Count(); if ( !nCount ) { return; }
g_pParticleSystemMgr->ShouldLoadSheets( bLoadSheets );
for ( int i = 0; i < nCount; ++i ) { // If we've been given a list of particles to reload, only reload those.
if ( !pFilesToReload || (pFilesToReload && pFilesToReload->IsFileInList( files[i] )) ) { g_pParticleSystemMgr->ReadParticleConfigFile( files[i], true, true ); } }
g_pParticleSystemMgr->DecommitTempMemory(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void PrecacheStandardParticleSystems( ) { #ifdef GAME_DLL
// Now add each particle system name to the network string pool, so we can send string_t's
// down to the client instead of full particle system names.
for ( int i = 0; i < g_pParticleSystemMgr->GetParticleSystemCount(); i++ ) { const char *pParticleSystemName = g_pParticleSystemMgr->GetParticleSystemNameFromIndex(i); CParticleSystemDefinition *pParticleSystem = g_pParticleSystemMgr->FindParticleSystem( pParticleSystemName ); if ( pParticleSystem->ShouldAlwaysPrecache() ) { PrecacheParticleSystem( pParticleSystemName ); } } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity ) { int iAttachment = -1; if ( pEntity && pEntity->GetBaseAnimating() ) { // Find the attachment point index
iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName ); if ( iAttachment <= 0 ) { Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName ); return; } }
DispatchParticleEffect( pszParticleName, iAttachType, pEntity, iAttachment, bResetAllParticlesOnEntity ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity ) { CEffectData data;
data.m_nHitBox = GetParticleSystemIndex( pszParticleName ); if ( pEntity ) { #ifdef CLIENT_DLL
data.m_hEntity = pEntity; #else
data.m_nEntIndex = pEntity->entindex(); #endif
data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; data.m_vOrigin = pEntity->GetAbsOrigin(); } data.m_nDamageType = iAttachType; data.m_nAttachmentIndex = iAttachmentPoint;
if ( bResetAllParticlesOnEntity ) { data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES; }
#ifdef GAME_DLL
if ( ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) != 0 && ( iAttachType == PATTACH_ABSORIGIN_FOLLOW || iAttachType == PATTACH_POINT_FOLLOW || iAttachType == PATTACH_ROOTBONE_FOLLOW ) ) { CBroadcastRecipientFilter filter; DispatchEffect( "ParticleEffect", data, filter ); } else #endif
{ DispatchEffect( "ParticleEffect", data ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, Vector vecColor1, Vector vecColor2, bool bUseColors, bool bResetAllParticlesOnEntity ) { int iAttachment = -1; if ( pEntity && pEntity->GetBaseAnimating() ) { // Find the attachment point index
iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName ); if ( iAttachment <= 0 ) { Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName ); return; } }
CEffectData data;
data.m_nHitBox = GetParticleSystemIndex( pszParticleName ); if ( pEntity ) { #ifdef CLIENT_DLL
data.m_hEntity = pEntity; #else
data.m_nEntIndex = pEntity->entindex(); #endif
data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; data.m_vOrigin = pEntity->GetAbsOrigin(); } data.m_nDamageType = iAttachType; data.m_nAttachmentIndex = iAttachment;
if ( bResetAllParticlesOnEntity ) { data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES; }
if ( bUseColors ) { data.m_bCustomColors = true; data.m_CustomColors.m_vecColor1 = vecColor1; data.m_CustomColors.m_vecColor2 = vecColor2; }
#ifdef GAME_DLL
if ( ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) != 0 && ( iAttachType == PATTACH_ABSORIGIN_FOLLOW || iAttachType == PATTACH_POINT_FOLLOW || iAttachType == PATTACH_ROOTBONE_FOLLOW ) ) { CReliableBroadcastRecipientFilter filter; DispatchEffect( "ParticleEffect", data, filter ); } else #endif
{ DispatchEffect( "ParticleEffect", data ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity ) { CEffectData data;
data.m_nHitBox = iEffectIndex; data.m_vOrigin = vecOrigin; data.m_vStart = vecStart; data.m_vAngles = vecAngles;
if ( pEntity ) { #ifdef CLIENT_DLL
data.m_hEntity = pEntity; #else
data.m_nEntIndex = pEntity->entindex(); #endif
data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; data.m_nDamageType = PATTACH_CUSTOMORIGIN; } else { #ifdef CLIENT_DLL
data.m_hEntity = NULL; #else
data.m_nEntIndex = 0; #endif
}
DispatchEffect( "ParticleEffect", data ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, Vector vecColor1, Vector vecColor2, bool bUseColors, CBaseEntity *pEntity, int iAttachType ) { int iEffectIndex = GetParticleSystemIndex( pszParticleName );
CEffectData data;
data.m_nHitBox = iEffectIndex; data.m_vOrigin = vecOrigin; data.m_vAngles = vecAngles;
if ( pEntity ) { #ifdef CLIENT_DLL
data.m_hEntity = pEntity; #else
data.m_nEntIndex = pEntity->entindex(); #endif
data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; data.m_nDamageType = PATTACH_CUSTOMORIGIN; } else { #ifdef CLIENT_DLL
data.m_hEntity = NULL; #else
data.m_nEntIndex = 0; #endif
}
if ( bUseColors ) { data.m_bCustomColors = true; data.m_CustomColors.m_vecColor1 = vecColor1; data.m_CustomColors.m_vecColor2 = vecColor2; }
DispatchEffect( "ParticleEffect", data ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity ) { int iIndex = GetParticleSystemIndex( pszParticleName ); DispatchParticleEffect( iIndex, vecOrigin, vecOrigin, vecAngles, pEntity ); }
//-----------------------------------------------------------------------------
// Purpose: Yet another overload, lets us supply vecStart
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity ) { int iIndex = GetParticleSystemIndex( pszParticleName ); DispatchParticleEffect( iIndex, vecOrigin, vecStart, vecAngles, pEntity ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void StopParticleEffects( CBaseEntity *pEntity ) { CEffectData data;
if ( pEntity ) { #ifdef CLIENT_DLL
data.m_hEntity = pEntity; #else
data.m_nEntIndex = pEntity->entindex(); #endif
}
#ifdef GAME_DLL
CReliableBroadcastRecipientFilter filter; DispatchEffect( "ParticleEffectStop", data, filter ); #else
DispatchEffect( "ParticleEffectStop", data ); #endif
}
#ifndef CLIENT_DLL
extern CBaseEntity *GetNextCommandEntity( CBasePlayer *pPlayer, const char *name, CBaseEntity *ent );
ConVar particle_test_file( "particle_test_file", "", FCVAR_CHEAT, "Name of the particle system to dynamically spawn" ); ConVar particle_test_attach_mode( "particle_test_attach_mode", "follow_attachment", FCVAR_CHEAT, "Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'" ); ConVar particle_test_attach_attachment( "particle_test_attach_attachment", "0", FCVAR_CHEAT, "Attachment index for attachment mode" );
void Particle_Test_Start( CBasePlayer* pPlayer, const char *name, bool bStart ) { if ( !pPlayer ) return;
int iAttachType = GetAttachTypeFromString( particle_test_attach_mode.GetString() );
if ( iAttachType < 0 ) { Warning( "Invalid attach type specified for particle_test in cvar 'particle_test_attach_mode.\n" ); return; }
int iAttachmentIndex = particle_test_attach_attachment.GetInt();
const char *pszParticleFile = particle_test_file.GetString();
CBaseEntity *pEntity = NULL; while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL ) { /*
Fire the test particle system on this entity */
DispatchParticleEffect( pszParticleFile, (ParticleAttachment_t)iAttachType, pEntity, iAttachmentIndex, true ); // stops existing particle systems
} }
void CC_Particle_Test_Start( const CCommand& args ) { Particle_Test_Start( UTIL_GetCommandClient(), args[1], true ); } static ConCommand particle_test_start("particle_test_start", CC_Particle_Test_Start, "Dispatches the test particle system with the parameters specified in particle_test_file,\n particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
void Particle_Test_Stop( CBasePlayer* pPlayer, const char *name, bool bStart ) { if ( !pPlayer ) return;
CBaseEntity *pEntity = NULL; while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL ) { //Stop all particle systems on the selected entity
DispatchParticleEffect( "", PATTACH_ABSORIGIN, pEntity, 0, true ); } }
void CC_Particle_Test_Stop( const CCommand& args ) { Particle_Test_Stop( UTIL_GetCommandClient(), args[1], false ); } static ConCommand particle_test_stop("particle_test_stop", CC_Particle_Test_Stop, "Stops all particle systems on the selected entities.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
#endif //!CLIENT_DLL
#if defined( CLIENT_DLL ) && defined( STAGING_ONLY )
void CC_DispatchParticle( const CCommand& args ) { C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pLocalPlayer ) return;
if ( args.ArgC() < 2 ) { DevMsg( "Use: dispatch_particle {particle_name} {surface_offset_distance}\n" ); return; }
float flSurfaceOffsetDistance = 0.f; if ( args.ArgC() == 3 ) { flSurfaceOffsetDistance = atof( args[2] ); }
Vector vForward; pLocalPlayer->GetVectors( &vForward, NULL, NULL ); trace_t tr; UTIL_TraceLine( pLocalPlayer->EyePosition(), pLocalPlayer->EyePosition() + vForward * 3000, MASK_SOLID_BRUSHONLY, NULL, &tr ); Vector vTargetDeathPos = tr.endpos; DispatchParticleEffect( args[1], vTargetDeathPos + flSurfaceOffsetDistance * tr.plane.normal, vec3_angle ); }
static ConCommand dispatch_particle( "dispatch_particle", CC_DispatchParticle, "Dispatch specified particle effect 50 units away from the lookat surface normal.\n\tArguments: {particle_name} {surface_offset_distance}", FCVAR_CHEAT );
#endif // CLIENT_DLL && STAGING_ONLY
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