diff options
| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/fx_impact.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/fx_impact.cpp')
| -rw-r--r-- | game/client/fx_impact.cpp | 451 |
1 files changed, 451 insertions, 0 deletions
diff --git a/game/client/fx_impact.cpp b/game/client/fx_impact.cpp new file mode 100644 index 0000000..c1aba01 --- /dev/null +++ b/game/client/fx_impact.cpp @@ -0,0 +1,451 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// +#include "cbase.h" +#include "decals.h" +#include "materialsystem/imaterialvar.h" +#include "IEffects.h" +#include "fx.h" +#include "fx_impact.h" +#include "view.h" +#ifdef TF_CLIENT_DLL +#include "cdll_util.h" +#include "tf_gamerules.h" +#endif +#include "engine/IStaticPropMgr.h" +#include "c_impact_effects.h" +#include "tier0/vprof.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +static ConVar r_drawflecks( "r_drawflecks", "1", FCVAR_ALLOWED_IN_COMPETITIVE ); +extern ConVar r_drawmodeldecals; + +ImpactSoundRouteFn g_pImpactSoundRouteFn = NULL; + +//========================================================================================================================== +// RAGDOLL ENUMERATOR +//========================================================================================================================== +CRagdollEnumerator::CRagdollEnumerator( Ray_t& shot, int iDamageType ) +{ + m_rayShot = shot; + m_iDamageType = iDamageType; + m_bHit = false; +} + +IterationRetval_t CRagdollEnumerator::EnumElement( IHandleEntity *pHandleEntity ) +{ + C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() ); + if ( pEnt == NULL ) + return ITERATION_CONTINUE; + + C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt ); + + // If the ragdoll was created on this tick, then the forces were already applied on the server + if ( pModel == NULL || WasRagdollCreatedOnCurrentTick( pEnt ) ) + return ITERATION_CONTINUE; + + IPhysicsObject *pPhysicsObject = pModel->VPhysicsGetObject(); + if ( pPhysicsObject == NULL ) + return ITERATION_CONTINUE; + + trace_t tr; + enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr ); + + if ( tr.fraction < 1.0 ) + { + pModel->ImpactTrace( &tr, m_iDamageType, NULL ); + m_bHit = true; + + //FIXME: Yes? No? + return ITERATION_STOP; + } + + return ITERATION_CONTINUE; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool FX_AffectRagdolls( Vector vecOrigin, Vector vecStart, int iDamageType ) +{ + // don't do this when lots of ragdolls are simulating + if ( s_RagdollLRU.CountRagdolls(true) > 1 ) + return false; + Ray_t shotRay; + shotRay.Init( vecStart, vecOrigin ); + + CRagdollEnumerator ragdollEnum( shotRay, iDamageType ); + ::partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum ); + + return ragdollEnum.Hit(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &data - +//----------------------------------------------------------------------------- +void RagdollImpactCallback( const CEffectData &data ) +{ + FX_AffectRagdolls( data.m_vOrigin, data.m_vStart, data.m_nDamageType ); +} + +DECLARE_CLIENT_EFFECT( "RagdollImpact", RagdollImpactCallback ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool Impact( Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType, int iHitbox, C_BaseEntity *pEntity, trace_t &tr, int nFlags, int maxLODToDecal ) +{ + VPROF( "Impact" ); + + Assert ( pEntity ); + + // Clear out the trace + memset( &tr, 0, sizeof(trace_t)); + tr.fraction = 1.0f; + + // Setup our shot information + Vector shotDir = vecOrigin - vecStart; + float flLength = VectorNormalize( shotDir ); + Vector traceExt; + VectorMA( vecStart, flLength + 8.0f, shotDir, traceExt ); + + // Attempt to hit ragdolls + + bool bHitRagdoll = false; + + if ( !pEntity->IsClientCreated() ) + { + bHitRagdoll = FX_AffectRagdolls( vecOrigin, vecStart, iDamageType ); + } + + if ( (nFlags & IMPACT_NODECAL) == 0 ) + { + const char *pchDecalName = GetImpactDecal( pEntity, iMaterial, iDamageType ); + int decalNumber = decalsystem->GetDecalIndexForName( pchDecalName ); + if ( decalNumber == -1 ) + return false; + + bool bSkipDecal = false; + +#ifdef TF_CLIENT_DLL + // Don't show blood decals if we're filtering them out (Pyro Goggles) + if ( IsLocalPlayerUsingVisionFilterFlags( TF_VISION_FILTER_PYRO ) || UTIL_IsLowViolence() || ( TFGameRules() && TFGameRules()->IsTruceActive() ) ) + { + if ( V_strstr( pchDecalName, "Flesh" ) ) + { + bSkipDecal = true; + } + } +#endif + + if ( !bSkipDecal ) + { + if ( (pEntity->entindex() == 0) && (iHitbox != 0) ) + { + staticpropmgr->AddDecalToStaticProp( vecStart, traceExt, iHitbox - 1, decalNumber, true, tr ); + } + else if ( pEntity ) + { + // Here we deal with decals on entities. + pEntity->AddDecal( vecStart, traceExt, vecOrigin, iHitbox, decalNumber, true, tr, maxLODToDecal ); + } + } + } + else + { + // Perform the trace ourselves + Ray_t ray; + ray.Init( vecStart, traceExt ); + + if ( (pEntity->entindex() == 0) && (iHitbox != 0) ) + { + // Special case for world entity with hitbox (that's a static prop) + ICollideable *pCollideable = staticpropmgr->GetStaticPropByIndex( iHitbox - 1 ); + enginetrace->ClipRayToCollideable( ray, MASK_SHOT, pCollideable, &tr ); + } + else + { + if ( !pEntity ) + return false; + + enginetrace->ClipRayToEntity( ray, MASK_SHOT, pEntity, &tr ); + } + } + + // If we found the surface, emit debris flecks + bool bReportRagdollImpacts = (nFlags & IMPACT_REPORT_RAGDOLL_IMPACTS) != 0; + if ( ( tr.fraction == 1.0f ) || ( bHitRagdoll && !bReportRagdollImpacts ) ) + return false; + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageType ) +{ + char const *decalName; + if ( !pEntity ) + { + decalName = "Impact.Concrete"; + } + else + { + decalName = pEntity->DamageDecal( iDamageType, iMaterial ); + } + + // See if we need to offset the decal for material type + return decalsystem->TranslateDecalForGameMaterial( decalName, iMaterial ); +} + +//----------------------------------------------------------------------------- +// Purpose: Perform custom effects based on the Decal index +//----------------------------------------------------------------------------- +static ConVar cl_new_impact_effects( "cl_new_impact_effects", "0" ); + +struct ImpactEffect_t +{ + const char *m_pName; + const char *m_pNameNoFlecks; +}; + +static ImpactEffect_t s_pImpactEffect[26] = +{ + { "impact_antlion", NULL }, // CHAR_TEX_ANTLION + { NULL, NULL }, // CHAR_TEX_BLOODYFLESH + { "impact_concrete", "impact_concrete_noflecks" }, // CHAR_TEX_CONCRETE + { "impact_dirt", NULL }, // CHAR_TEX_DIRT + { NULL, NULL }, // CHAR_TEX_EGGSHELL + { NULL, NULL }, // CHAR_TEX_FLESH + { NULL, NULL }, // CHAR_TEX_GRATE + { NULL, NULL }, // CHAR_TEX_ALIENFLESH + { NULL, NULL }, // CHAR_TEX_CLIP + { NULL, NULL }, // CHAR_TEX_UNUSED + { NULL, NULL }, // CHAR_TEX_UNUSED + { NULL, NULL }, // CHAR_TEX_PLASTIC + { "impact_metal", NULL }, // CHAR_TEX_METAL + { "impact_dirt", NULL }, // CHAR_TEX_SAND + { NULL, NULL }, // CHAR_TEX_FOLIAGE + { "impact_computer", NULL }, // CHAR_TEX_COMPUTER + { NULL, NULL }, // CHAR_TEX_UNUSED + { NULL, NULL }, // CHAR_TEX_UNUSED + { NULL, NULL }, // CHAR_TEX_SLOSH + { "impact_concrete", "impact_concrete_noflecks" }, // CHAR_TEX_TILE + { NULL, NULL }, // CHAR_TEX_UNUSED + { "impact_metal", NULL }, // CHAR_TEX_VENT + { "impact_wood", "impact_wood_noflecks" }, // CHAR_TEX_WOOD + { NULL, NULL }, // CHAR_TEX_UNUSED + { "impact_glass", NULL }, // CHAR_TEX_GLASS + { "warp_shield_impact", NULL }, // CHAR_TEX_WARPSHIELD +}; + +static void SetImpactControlPoint( CNewParticleEffect *pEffect, int nPoint, const Vector &vecImpactPoint, const Vector &vecForward, C_BaseEntity *pEntity ) +{ + Vector vecImpactY, vecImpactZ; + VectorVectors( vecForward, vecImpactY, vecImpactZ ); + vecImpactY *= -1.0f; + + pEffect->SetControlPoint( nPoint, vecImpactPoint ); + pEffect->SetControlPointOrientation( nPoint, vecForward, vecImpactY, vecImpactZ ); + pEffect->SetControlPointEntity( nPoint, pEntity ); +} + +static void PerformNewCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags ) +{ + bool bNoFlecks = !r_drawflecks.GetBool(); + if ( !bNoFlecks ) + { + bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 ); + } + + // Compute the impact effect name + const ImpactEffect_t &effect = s_pImpactEffect[ iMaterial - 'A' ]; + const char *pImpactName = effect.m_pName; + if ( bNoFlecks && effect.m_pNameNoFlecks ) + { + pImpactName = effect.m_pNameNoFlecks; + } + if ( !pImpactName ) + return; + + CSmartPtr<CNewParticleEffect> pEffect = CNewParticleEffect::Create( NULL, pImpactName ); + if ( !pEffect->IsValid() ) + return; + + Vector vecReflect; + float flDot = DotProduct( shotDir, tr.plane.normal ); + VectorMA( shotDir, -2.0f * flDot, tr.plane.normal, vecReflect ); + + Vector vecShotBackward; + VectorMultiply( shotDir, -1.0f, vecShotBackward ); + + Vector vecImpactPoint = ( tr.fraction != 1.0f ) ? tr.endpos : vecOrigin; + Assert( VectorsAreEqual( vecOrigin, tr.endpos, 1e-1 ) ); + + SetImpactControlPoint( pEffect.GetObject(), 0, vecImpactPoint, tr.plane.normal, tr.m_pEnt ); + SetImpactControlPoint( pEffect.GetObject(), 1, vecImpactPoint, vecReflect, tr.m_pEnt ); + SetImpactControlPoint( pEffect.GetObject(), 2, vecImpactPoint, vecShotBackward, tr.m_pEnt ); + pEffect->SetControlPoint( 3, Vector( iScale, iScale, iScale ) ); + if ( pEffect->m_pDef->ReadsControlPoint( 4 ) ) + { + Vector vecColor; + GetColorForSurface( &tr, &vecColor ); + pEffect->SetControlPoint( 4, vecColor ); + } +} + +void PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags ) +{ + // Throw out the effect if any of these are true + if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) + return; + + if ( cl_new_impact_effects.GetInt() ) + { + PerformNewCustomEffects( vecOrigin, tr, shotDir, iMaterial, iScale, nFlags ); + return; + } + + bool bNoFlecks = !r_drawflecks.GetBool(); + if ( !bNoFlecks ) + { + bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 ); + } + + // Cement and wood have dust and flecks + if ( ( iMaterial == CHAR_TEX_CONCRETE ) || ( iMaterial == CHAR_TEX_TILE ) ) + { + FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks ); + } + else if ( iMaterial == CHAR_TEX_WOOD ) + { + FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks ); + } + else if ( ( iMaterial == CHAR_TEX_DIRT ) || ( iMaterial == CHAR_TEX_SAND ) ) + { + FX_DustImpact( vecOrigin, &tr, iScale ); + } + else if ( iMaterial == CHAR_TEX_ANTLION ) + { + FX_AntlionImpact( vecOrigin, &tr ); + } + else if ( ( iMaterial == CHAR_TEX_METAL ) || ( iMaterial == CHAR_TEX_VENT ) ) + { + Vector reflect; + float dot = shotDir.Dot( tr.plane.normal ); + reflect = shotDir + ( tr.plane.normal * ( dot*-2.0f ) ); + + reflect[0] += random->RandomFloat( -0.2f, 0.2f ); + reflect[1] += random->RandomFloat( -0.2f, 0.2f ); + reflect[2] += random->RandomFloat( -0.2f, 0.2f ); + + FX_MetalSpark( vecOrigin, reflect, tr.plane.normal, iScale ); + } + else if ( iMaterial == CHAR_TEX_COMPUTER ) + { + Vector offset = vecOrigin + ( tr.plane.normal * 1.0f ); + + g_pEffects->Sparks( offset ); + } + else if ( iMaterial == CHAR_TEX_WARPSHIELD ) + { + QAngle vecAngles; + VectorAngles( -shotDir, vecAngles ); + DispatchParticleEffect( "warp_shield_impact", vecOrigin, vecAngles ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Play a sound for an impact. If tr contains a valid hit, use that. +// If not, use the passed in origin & surface. +//----------------------------------------------------------------------------- +void PlayImpactSound( CBaseEntity *pEntity, trace_t &tr, Vector &vecServerOrigin, int nServerSurfaceProp ) +{ + VPROF( "PlayImpactSound" ); + surfacedata_t *pdata; + Vector vecOrigin; + + // If the client-side trace hit a different entity than the server, or + // the server didn't specify a surfaceprop, then use the client-side trace + // material if it's valid. + if ( tr.DidHit() && (pEntity != tr.m_pEnt || nServerSurfaceProp == 0) ) + { + nServerSurfaceProp = tr.surface.surfaceProps; + } + pdata = physprops->GetSurfaceData( nServerSurfaceProp ); + if ( tr.fraction < 1.0 ) + { + vecOrigin = tr.endpos; + } + else + { + vecOrigin = vecServerOrigin; + } + + // Now play the esound + if ( pdata->sounds.bulletImpact ) + { + const char *pbulletImpactSoundName = physprops->GetString( pdata->sounds.bulletImpact ); + + if ( g_pImpactSoundRouteFn ) + { + g_pImpactSoundRouteFn( pbulletImpactSoundName, vecOrigin ); + } + else + { + CLocalPlayerFilter filter; + C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName, pdata->soundhandles.bulletImpact, &vecOrigin ); + } + + return; + } + +#ifdef _DEBUG + Msg("***ERROR: PlayImpactSound() on a surface with 0 bulletImpactCount!\n"); +#endif //_DEBUG +} + + +void SetImpactSoundRoute( ImpactSoundRouteFn fn ) +{ + g_pImpactSoundRouteFn = fn; +} + + +//----------------------------------------------------------------------------- +// Purpose: Pull the impact data out +// Input : &data - +// *vecOrigin - +// *vecAngles - +// *iMaterial - +// *iDamageType - +// *iHitbox - +// *iEntIndex - +//----------------------------------------------------------------------------- +C_BaseEntity *ParseImpactData( const CEffectData &data, Vector *vecOrigin, Vector *vecStart, + Vector *vecShotDir, short &nSurfaceProp, int &iMaterial, int &iDamageType, int &iHitbox ) +{ + C_BaseEntity *pEntity = data.GetEntity( ); + *vecOrigin = data.m_vOrigin; + *vecStart = data.m_vStart; + nSurfaceProp = data.m_nSurfaceProp; + iDamageType = data.m_nDamageType; + iHitbox = data.m_nHitBox; + + *vecShotDir = (*vecOrigin - *vecStart); + VectorNormalize( *vecShotDir ); + + // Get the material from the surfaceprop + surfacedata_t *psurfaceData = physprops->GetSurfaceData( data.m_nSurfaceProp ); + iMaterial = psurfaceData->game.material; + + return pEntity; +} + |