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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/c_te_glassshatter.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/client/c_te_glassshatter.cpp')
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1 files changed, 320 insertions, 0 deletions
diff --git a/game/client/c_te_glassshatter.cpp b/game/client/c_te_glassshatter.cpp
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+++ b/game/client/c_te_glassshatter.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $NoKeywords: $
+//===========================================================================//
+#include "cbase.h"
+#include "c_basetempentity.h"
+#include "particle_simple3d.h"
+#include "tier1/KeyValues.h"
+#include "toolframework_client.h"
+#include "fx.h"
+#include "tier0/vprof.h"
+
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define PI 3.14159265359
+#define GLASS_SHARD_MIN_LIFE 2
+#define GLASS_SHARD_MAX_LIFE 5
+#define GLASS_SHARD_NOISE 0.3
+#define GLASS_SHARD_GRAVITY 500
+#define GLASS_SHARD_DAMPING 0.3
+
+#include "clienteffectprecachesystem.h"
+
+CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectGlassShatter )
+CLIENTEFFECT_MATERIAL( "effects/fleck_glass1" )
+CLIENTEFFECT_MATERIAL( "effects/fleck_glass2" )
+CLIENTEFFECT_MATERIAL( "effects/fleck_tile1" )
+CLIENTEFFECT_MATERIAL( "effects/fleck_tile2" )
+CLIENTEFFECT_REGISTER_END()
+
+//###################################################
+// > C_TEShatterSurface
+//###################################################
+class C_TEShatterSurface : public C_BaseTempEntity
+{
+public:
+ DECLARE_CLASS( C_TEShatterSurface, C_BaseTempEntity );
+ DECLARE_CLIENTCLASS();
+
+ C_TEShatterSurface( void );
+ ~C_TEShatterSurface( void );
+
+ virtual void PostDataUpdate( DataUpdateType_t updateType );
+
+private:
+ // Recording
+ void RecordShatterSurface( );
+
+public:
+ Vector m_vecOrigin;
+ QAngle m_vecAngles;
+ Vector m_vecForce;
+ Vector m_vecForcePos;
+ float m_flWidth;
+ float m_flHeight;
+ float m_flShardSize;
+ PMaterialHandle m_pMaterialHandle;
+ int m_nSurfaceType;
+ byte m_uchFrontColor[3];
+ byte m_uchBackColor[3];
+};
+
+
+//------------------------------------------------------------------------------
+// Networking
+//------------------------------------------------------------------------------
+IMPLEMENT_CLIENTCLASS_EVENT_DT(C_TEShatterSurface, DT_TEShatterSurface, CTEShatterSurface)
+ RecvPropVector( RECVINFO(m_vecOrigin)),
+ RecvPropVector( RECVINFO(m_vecAngles)),
+ RecvPropVector( RECVINFO(m_vecForce)),
+ RecvPropVector( RECVINFO(m_vecForcePos)),
+ RecvPropFloat( RECVINFO(m_flWidth)),
+ RecvPropFloat( RECVINFO(m_flHeight)),
+ RecvPropFloat( RECVINFO(m_flShardSize)),
+ RecvPropInt( RECVINFO(m_nSurfaceType)),
+ RecvPropInt( RECVINFO(m_uchFrontColor[0])),
+ RecvPropInt( RECVINFO(m_uchFrontColor[1])),
+ RecvPropInt( RECVINFO(m_uchFrontColor[2])),
+ RecvPropInt( RECVINFO(m_uchBackColor[0])),
+ RecvPropInt( RECVINFO(m_uchBackColor[1])),
+ RecvPropInt( RECVINFO(m_uchBackColor[2])),
+END_RECV_TABLE()
+
+
+//------------------------------------------------------------------------------
+// Constructor, destructor
+//------------------------------------------------------------------------------
+C_TEShatterSurface::C_TEShatterSurface( void )
+{
+ m_vecOrigin.Init();
+ m_vecAngles.Init();
+ m_vecForce.Init();
+ m_vecForcePos.Init();
+ m_flWidth = 16.0;
+ m_flHeight = 16.0;
+ m_flShardSize = 3;
+ m_nSurfaceType = SHATTERSURFACE_GLASS;
+ m_uchFrontColor[0] = 255;
+ m_uchFrontColor[1] = 255;
+ m_uchFrontColor[2] = 255;
+ m_uchBackColor[0] = 255;
+ m_uchBackColor[1] = 255;
+ m_uchBackColor[2] = 255;
+}
+
+C_TEShatterSurface::~C_TEShatterSurface()
+{
+}
+
+
+//-----------------------------------------------------------------------------
+// Recording
+//-----------------------------------------------------------------------------
+void C_TEShatterSurface::RecordShatterSurface( )
+{
+ if ( !ToolsEnabled() )
+ return;
+
+ if ( clienttools->IsInRecordingMode() )
+ {
+ Color front( m_uchFrontColor[0], m_uchFrontColor[1], m_uchFrontColor[2], 255 );
+ Color back( m_uchBackColor[0], m_uchBackColor[1], m_uchBackColor[2], 255 );
+
+ KeyValues *msg = new KeyValues( "TempEntity" );
+
+ msg->SetInt( "te", TE_SHATTER_SURFACE );
+ msg->SetString( "name", "TE_ShatterSurface" );
+ msg->SetFloat( "time", gpGlobals->curtime );
+ msg->SetFloat( "originx", m_vecOrigin.x );
+ msg->SetFloat( "originy", m_vecOrigin.y );
+ msg->SetFloat( "originz", m_vecOrigin.z );
+ msg->SetFloat( "anglesx", m_vecAngles.x );
+ msg->SetFloat( "anglesy", m_vecAngles.y );
+ msg->SetFloat( "anglesz", m_vecAngles.z );
+ msg->SetFloat( "forcex", m_vecForce.x );
+ msg->SetFloat( "forcey", m_vecForce.y );
+ msg->SetFloat( "forcez", m_vecForce.z );
+ msg->SetFloat( "forceposx", m_vecForcePos.x );
+ msg->SetFloat( "forceposy", m_vecForcePos.y );
+ msg->SetFloat( "forceposz", m_vecForcePos.z );
+ msg->SetColor( "frontcolor", front );
+ msg->SetColor( "backcolor", back );
+ msg->SetFloat( "width", m_flWidth );
+ msg->SetFloat( "height", m_flHeight );
+ msg->SetFloat( "size", m_flShardSize );
+ msg->SetInt( "surfacetype", m_nSurfaceType );
+
+ ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
+ msg->deleteThis();
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_TEShatterSurface::PostDataUpdate( DataUpdateType_t updateType )
+{
+ VPROF( "C_TEShatterSurface::PostDataUpdate" );
+
+ RecordShatterSurface();
+
+ CSmartPtr<CSimple3DEmitter> pGlassEmitter = CSimple3DEmitter::Create( "C_TEShatterSurface 1" );
+ pGlassEmitter->SetSortOrigin( m_vecOrigin );
+
+ Vector vecColor;
+ engine->ComputeLighting( m_vecOrigin, NULL, true, vecColor );
+
+ // HACK: Blend a little toward white to match the materials...
+ VectorLerp( vecColor, Vector( 1, 1, 1 ), 0.3, vecColor );
+
+ PMaterialHandle *hMaterial;
+ if (m_nSurfaceType == SHATTERSURFACE_GLASS)
+ {
+ hMaterial = g_Mat_Fleck_Glass;
+ }
+ else
+ {
+ hMaterial = g_Mat_Fleck_Tile;
+ }
+
+ // ---------------------------------------------------
+ // Figure out number of particles required to fill space
+ // ---------------------------------------------------
+ int nNumWide = m_flWidth / m_flShardSize;
+ int nNumHigh = m_flHeight / m_flShardSize;
+
+ Vector vWidthStep,vHeightStep;
+ AngleVectors(m_vecAngles,NULL,&vWidthStep,&vHeightStep);
+ vWidthStep *= m_flShardSize;
+ vHeightStep *= m_flShardSize;
+
+ // ---------------------
+ // Create glass shards
+ // ----------------------
+ Vector vCurPos = m_vecOrigin;
+ vCurPos.x += 0.5*m_flShardSize;
+ vCurPos.z += 0.5*m_flShardSize;
+
+ float flMinSpeed = 9999999999.0f;
+ float flMaxSpeed = 0;
+
+ Particle3D *pParticle = NULL;
+
+ for (int width=0;width<nNumWide;width++)
+ {
+ for (int height=0;height<nNumHigh;height++)
+ {
+ pParticle = (Particle3D *) pGlassEmitter->AddParticle( sizeof(Particle3D), hMaterial[random->RandomInt(0,1)], vCurPos );
+
+ Vector vForceVel = Vector(0,0,0);
+ if (random->RandomInt(0, 3) != 0)
+ {
+ float flForceDistSqr = (vCurPos - m_vecForcePos).LengthSqr();
+ vForceVel = m_vecForce;
+ if (flForceDistSqr > 0 )
+ {
+ vForceVel *= ( 40.0f / flForceDistSqr );
+ }
+ }
+
+ if (pParticle)
+ {
+ pParticle->m_flLifeRemaining = random->RandomFloat(GLASS_SHARD_MIN_LIFE,GLASS_SHARD_MAX_LIFE);
+ pParticle->m_vecVelocity = vForceVel;
+ pParticle->m_vecVelocity += RandomVector(-25,25);
+ pParticle->m_uchSize = m_flShardSize + random->RandomFloat(-0.5*m_flShardSize,0.5*m_flShardSize);
+ pParticle->m_vAngles = m_vecAngles;
+ pParticle->m_flAngSpeed = random->RandomFloat(-400,400);
+
+ pParticle->m_uchFrontColor[0] = (byte)(m_uchFrontColor[0] * vecColor.x );
+ pParticle->m_uchFrontColor[1] = (byte)(m_uchFrontColor[1] * vecColor.y );
+ pParticle->m_uchFrontColor[2] = (byte)(m_uchFrontColor[2] * vecColor.z );
+ pParticle->m_uchBackColor[0] = (byte)(m_uchBackColor[0] * vecColor.x );
+ pParticle->m_uchBackColor[1] = (byte)(m_uchBackColor[1] * vecColor.y );
+ pParticle->m_uchBackColor[2] = (byte)(m_uchBackColor[2] * vecColor.z );
+ }
+
+ // Keep track of min and max speed for collision detection
+ float flForceSpeed = vForceVel.Length();
+ if (flForceSpeed > flMaxSpeed)
+ {
+ flMaxSpeed = flForceSpeed;
+ }
+ if (flForceSpeed < flMinSpeed)
+ {
+ flMinSpeed = flForceSpeed;
+ }
+
+ vCurPos += vHeightStep;
+ }
+ vCurPos -= nNumHigh*vHeightStep;
+ vCurPos += vWidthStep;
+ }
+
+ // --------------------------------------------------
+ // Set collision parameters
+ // --------------------------------------------------
+ Vector vMoveDir = m_vecForce;
+ VectorNormalize(vMoveDir);
+
+ pGlassEmitter->m_ParticleCollision.Setup( m_vecOrigin, &vMoveDir, GLASS_SHARD_NOISE,
+ flMinSpeed, flMaxSpeed, GLASS_SHARD_GRAVITY, GLASS_SHARD_DAMPING );
+}
+
+void TE_ShatterSurface( IRecipientFilter& filter, float delay,
+ const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos,
+ float width, float height, float shardsize, ShatterSurface_t surfacetype,
+ int front_r, int front_g, int front_b, int back_r, int back_g, int back_b)
+{
+ // Major hack to simulate receiving network message
+ __g_C_TEShatterSurface.m_vecOrigin = *pos;
+ __g_C_TEShatterSurface.m_vecAngles = *angle;
+ __g_C_TEShatterSurface.m_vecForce = *vForce;
+ __g_C_TEShatterSurface.m_vecForcePos = *vForcePos;
+ __g_C_TEShatterSurface.m_flWidth = width;
+ __g_C_TEShatterSurface.m_flHeight = height;
+ __g_C_TEShatterSurface.m_flShardSize = shardsize;
+ __g_C_TEShatterSurface.m_nSurfaceType = surfacetype;
+ __g_C_TEShatterSurface.m_uchFrontColor[0] = front_r;
+ __g_C_TEShatterSurface.m_uchFrontColor[1] = front_g;
+ __g_C_TEShatterSurface.m_uchFrontColor[2] = front_b;
+ __g_C_TEShatterSurface.m_uchBackColor[0] = back_r;
+ __g_C_TEShatterSurface.m_uchBackColor[1] = back_g;
+ __g_C_TEShatterSurface.m_uchBackColor[2] = back_b;
+
+ __g_C_TEShatterSurface.PostDataUpdate( DATA_UPDATE_CREATED );
+}
+
+void TE_ShatterSurface( IRecipientFilter& filter, float delay, KeyValues *pKeyValues )
+{
+ Vector vecOrigin, vecForce, vecForcePos;
+ QAngle angles;
+ vecOrigin.x = pKeyValues->GetFloat( "originx" );
+ vecOrigin.y = pKeyValues->GetFloat( "originy" );
+ vecOrigin.z = pKeyValues->GetFloat( "originz" );
+ angles.x = pKeyValues->GetFloat( "anglesx" );
+ angles.y = pKeyValues->GetFloat( "anglesy" );
+ angles.z = pKeyValues->GetFloat( "anglesz" );
+ vecForce.x = pKeyValues->GetFloat( "forcex" );
+ vecForce.y = pKeyValues->GetFloat( "forcey" );
+ vecForce.z = pKeyValues->GetFloat( "forcez" );
+ vecForcePos.x = pKeyValues->GetFloat( "forceposx" );
+ vecForcePos.y = pKeyValues->GetFloat( "forceposy" );
+ vecForcePos.z = pKeyValues->GetFloat( "forceposz" );
+ Color front = pKeyValues->GetColor( "frontcolor" );
+ Color back = pKeyValues->GetColor( "backcolor" );
+ float flWidth = pKeyValues->GetFloat( "width" );
+ float flHeight = pKeyValues->GetFloat( "height" );
+ float flSize = pKeyValues->GetFloat( "size" );
+ ShatterSurface_t nSurfaceType = (ShatterSurface_t)pKeyValues->GetInt( "surfacetype" );
+ TE_ShatterSurface( filter, 0.0f, &vecOrigin, &angles, &vecForce, &vecForcePos,
+ flWidth, flHeight, flSize, nSurfaceType, front.r(), front.g(), front.b(),
+ back.r(), back.g(), back.b() );
+}