Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "decals.h"
#include "igamesystem.h"
#include "utlsymbol.h"
#include "utldict.h"
#include "KeyValues.h"
#include "filesystem.h"
#ifdef CLIENT_DLL
#include "iefx.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define DECAL_LIST_FILE "scripts/decals_subrect.txt"
//#define DECAL_LIST_FILE "scripts/decals.txt"
#define TRANSLATION_DATA_SECTION "TranslationData"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CDecalEmitterSystem : public IDecalEmitterSystem, public CAutoGameSystem
{
public:
CDecalEmitterSystem( char const *name ) : CAutoGameSystem( name )
{
}
virtual bool Init();
virtual void Shutdown();
virtual void LevelInitPreEntity();
// Public interface
virtual int GetDecalIndexForName( char const *decalname );
virtual const char *GetDecalNameForIndex( int nIndex );
virtual char const *TranslateDecalForGameMaterial( char const *decalName, unsigned char gamematerial );
private:
char const *ImpactDecalForGameMaterial( int gamematerial );
void LoadDecalsFromScript( char const *filename );
void Clear();
struct DecalListEntry
{
DecalListEntry()
{
name = UTL_INVAL_SYMBOL;
precache_index = -1;
weight = 1.0f;
}
CUtlSymbol name;
int precache_index;
float weight;
};
struct DecalEntry
{
DecalEntry()
{
}
DecalEntry( const DecalEntry& src )
{
int c = src.indices.Count();
for ( int i = 0; i < c; i++ )
{
indices.AddToTail( src.indices[ i ] );
}
}
DecalEntry& operator = ( const DecalEntry& src )
{
if ( this == &src )
return *this;
int c = src.indices.Count();
for ( int i = 0; i < c; i++ )
{
indices.AddToTail( src.indices[ i ] );
}
return *this;
}
CUtlVector< int > indices;
};
CUtlVector< DecalListEntry > m_AllDecals;
CUtlDict< DecalEntry, int > m_Decals;
CUtlSymbolTable m_DecalFileNames;
CUtlDict< int, int > m_GameMaterialTranslation;
};
static CDecalEmitterSystem g_DecalSystem( "CDecalEmitterSystem" );
IDecalEmitterSystem *decalsystem = &g_DecalSystem;
//-----------------------------------------------------------------------------
// Purpose:
// Input : *decalname -
// Output : int
//-----------------------------------------------------------------------------
int CDecalEmitterSystem::GetDecalIndexForName( char const *decalname )
{
if ( !decalname || !decalname[ 0 ] )
return -1;
int idx = m_Decals.Find( decalname );
if ( idx == m_Decals.InvalidIndex() )
return -1;
DecalEntry *e = &m_Decals[ idx ];
Assert( e );
int count = e->indices.Count();
if ( count <= 0 )
return -1;
float totalweight = 0.0f;
int slot = 0;
for ( int i = 0; i < count; i++ )
{
idx = e->indices[ i ];
DecalListEntry *item = &m_AllDecals[ idx ];
Assert( item );
if ( !totalweight )
{
slot = idx;
}
// Always assume very first slot will match
totalweight += item->weight;
if ( !totalweight || random->RandomFloat(0,totalweight) < item->weight )
{
slot = idx;
}
}
return m_AllDecals[ slot ].precache_index;
}
const char *CDecalEmitterSystem::GetDecalNameForIndex( int nIndex )
{
for ( int nDecal = 0; nDecal < m_AllDecals.Count(); ++nDecal )
{
if ( m_AllDecals[ nDecal ].precache_index == nIndex )
{
return m_DecalFileNames.String( m_AllDecals[ nDecal ].name );
}
}
return "";
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CDecalEmitterSystem::Init()
{
LoadDecalsFromScript( DECAL_LIST_FILE );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDecalEmitterSystem::LevelInitPreEntity()
{
// Precache all entries
int c = m_AllDecals.Count();
for ( int i = 0 ; i < c; i++ )
{
DecalListEntry& e = m_AllDecals[ i ];
#if defined( CLIENT_DLL )
e.precache_index = effects->Draw_DecalIndexFromName( (char *)m_DecalFileNames.String( e.name ) );
#else
e.precache_index = engine->PrecacheDecal( m_DecalFileNames.String( e.name ) );
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *filename -
//-----------------------------------------------------------------------------
void CDecalEmitterSystem::LoadDecalsFromScript( char const *filename )
{
KeyValues *kv = new KeyValues( filename );
Assert( kv );
if ( kv )
{
KeyValues *translation = NULL;
#ifndef _XBOX
if ( kv->LoadFromFile( filesystem, filename ) )
#else
if ( kv->LoadFromFile( filesystem, filename, "GAME" ) )
#endif
{
KeyValues *p = kv;
while ( p )
{
if ( p->GetFirstSubKey() )
{
char const *keyname = p->GetName();
if ( !Q_stricmp( keyname, TRANSLATION_DATA_SECTION ) )
{
translation = p;
}
else
{
DecalEntry entry;
for ( KeyValues *sub = p->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
{
MEM_ALLOC_CREDIT();
DecalListEntry decal;
decal.precache_index = -1;
decal.name = m_DecalFileNames.AddString( sub->GetName() );
decal.weight = sub->GetFloat();
// Add to global list
int idx = m_AllDecals.AddToTail( decal );
// Add index only to local list
entry.indices.AddToTail( idx );
}
// Add entry to main dictionary
m_Decals.Insert( keyname, entry );
}
}
p = p->GetNextKey();
}
}
else
{
Msg( "CDecalEmitterSystem::LoadDecalsFromScript: Unable to load '%s'\n", filename );
}
if ( !translation )
{
Msg( "CDecalEmitterSystem::LoadDecalsFromScript: Script '%s' missing section '%s'\n",
filename,
TRANSLATION_DATA_SECTION );
}
else
{
// Now parse game material to entry translation table
for ( KeyValues *sub = translation->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
{
// Don't add NULL string to list
if ( !Q_stricmp( sub->GetString(), "" ) )
continue;
int idx = m_Decals.Find( sub->GetString() );
if ( idx != m_Decals.InvalidIndex() )
{
m_GameMaterialTranslation.Insert( sub->GetName(), idx );
}
else
{
Msg( "CDecalEmitterSystem::LoadDecalsFromScript: Translation for game material type '%s' references unknown decal '%s'\n",
sub->GetName(), sub->GetString() );
}
}
}
kv->deleteThis();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : gamematerial -
// Output : char const
//-----------------------------------------------------------------------------
char const *CDecalEmitterSystem::ImpactDecalForGameMaterial( int gamematerial )
{
char gm[ 2 ];
gm[0] = (char)gamematerial;
gm[1] = 0;
int idx = m_GameMaterialTranslation.Find( gm );
if ( idx == m_GameMaterialTranslation.InvalidIndex() )
return NULL;
return m_Decals.GetElementName( m_GameMaterialTranslation.Element(idx) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDecalEmitterSystem::Shutdown()
{
Clear();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDecalEmitterSystem::Clear()
{
m_DecalFileNames.RemoveAll();
m_Decals.Purge();
m_AllDecals.Purge();
m_GameMaterialTranslation.Purge();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *decalName -
// gamematerial -
// Output : char const
//-----------------------------------------------------------------------------
char const *CDecalEmitterSystem::TranslateDecalForGameMaterial( char const *decalName, unsigned char gamematerial )
{
if ( gamematerial == CHAR_TEX_CONCRETE )
return decalName;
if ( !Q_stricmp( decalName, "Impact.Concrete" ) )
{
if ( gamematerial == '-' )
return "";
char const *d = ImpactDecalForGameMaterial( gamematerial );
if ( d )
{
return d;
}
}
return decalName;
}