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 "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