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| 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/hl2/c_te_flare.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/hl2/c_te_flare.cpp')
| -rw-r--r-- | game/client/hl2/c_te_flare.cpp | 414 |
1 files changed, 414 insertions, 0 deletions
diff --git a/game/client/hl2/c_te_flare.cpp b/game/client/hl2/c_te_flare.cpp new file mode 100644 index 0000000..5e00ea5 --- /dev/null +++ b/game/client/hl2/c_te_flare.cpp @@ -0,0 +1,414 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Flare effects +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "clienteffectprecachesystem.h" +#include "particles_simple.h" +#include "iefx.h" +#include "dlight.h" +#include "view.h" +#include "fx.h" +#include "clientsideeffects.h" +#include "c_pixel_visibility.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//Precahce the effects +CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectFlares ) +CLIENTEFFECT_MATERIAL( "effects/redflare" ) +CLIENTEFFECT_MATERIAL( "effects/yellowflare" ) +CLIENTEFFECT_MATERIAL( "effects/yellowflare_noz" ) +CLIENTEFFECT_REGISTER_END() + +class C_Flare : public C_BaseCombatCharacter, CSimpleEmitter +{ +public: + DECLARE_CLASS( C_Flare, C_BaseCombatCharacter ); + DECLARE_CLIENTCLASS(); + + C_Flare(); + + void OnDataChanged( DataUpdateType_t updateType ); + void Update( float timeDelta ); + void NotifyDestroyParticle( Particle* pParticle ); + void NotifyShouldTransmit( ShouldTransmitState_t state ); + void RestoreResources( void ); + + float m_flTimeBurnOut; + float m_flScale; + bool m_bLight; + bool m_bSmoke; + bool m_bPropFlare; + pixelvis_handle_t m_queryHandle; + + +private: + C_Flare( const C_Flare & ); + TimedEvent m_teSmokeSpawn; + + int m_iAttachment; + + SimpleParticle *m_pParticle[2]; +}; + +IMPLEMENT_CLIENTCLASS_DT( C_Flare, DT_Flare, CFlare ) + RecvPropFloat( RECVINFO( m_flTimeBurnOut ) ), + RecvPropFloat( RECVINFO( m_flScale ) ), + RecvPropInt( RECVINFO( m_bLight ) ), + RecvPropInt( RECVINFO( m_bSmoke ) ), + RecvPropInt( RECVINFO( m_bPropFlare ) ), +END_RECV_TABLE() + +//----------------------------------------------------------------------------- +// Constructor +//----------------------------------------------------------------------------- +C_Flare::C_Flare() : CSimpleEmitter( "C_Flare" ) +{ + m_pParticle[0] = NULL; + m_pParticle[1] = NULL; + m_flTimeBurnOut = 0.0f; + + m_bLight = true; + m_bSmoke = true; + m_bPropFlare = false; + + SetDynamicallyAllocated( false ); + m_queryHandle = 0; + + m_iAttachment = -1; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : state - +//----------------------------------------------------------------------------- +void C_Flare::NotifyShouldTransmit( ShouldTransmitState_t state ) +{ + if ( state == SHOULDTRANSMIT_END ) + { + AddEffects( EF_NODRAW ); + } + else if ( state == SHOULDTRANSMIT_START ) + { + RemoveEffects( EF_NODRAW ); + } + + BaseClass::NotifyShouldTransmit( state ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : bool - +//----------------------------------------------------------------------------- +void C_Flare::OnDataChanged( DataUpdateType_t updateType ) +{ + if ( updateType == DATA_UPDATE_CREATED ) + { + SetSortOrigin( GetAbsOrigin() ); + if ( m_bSmoke ) + { + m_teSmokeSpawn.Init( 8 ); + } + } + + BaseClass::OnDataChanged( updateType ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_Flare::RestoreResources( void ) +{ + if ( m_pParticle[0] == NULL ) + { + m_pParticle[0] = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), GetPMaterial( "effects/redflare" ), GetAbsOrigin() ); + + if ( m_pParticle[0] != NULL ) + { + m_pParticle[0]->m_uchColor[0] = m_pParticle[0]->m_uchColor[1] = m_pParticle[0]->m_uchColor[2] = 0; + m_pParticle[0]->m_flRoll = random->RandomInt( 0, 360 ); + m_pParticle[0]->m_flRollDelta = random->RandomFloat( 1.0f, 4.0f ); + m_pParticle[0]->m_flLifetime = 0.0f; + m_pParticle[0]->m_flDieTime = 10.0f; + } + else + { + Assert(0); + } + } + + if ( m_pParticle[1] == NULL ) + { + m_pParticle[1] = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), GetPMaterial( "effects/yellowflare_noz" ), GetAbsOrigin() ); + + if ( m_pParticle[1] != NULL ) + { + m_pParticle[1]->m_uchColor[0] = m_pParticle[1]->m_uchColor[1] = m_pParticle[1]->m_uchColor[2] = 0; + m_pParticle[1]->m_flRoll = random->RandomInt( 0, 360 ); + m_pParticle[1]->m_flRollDelta = random->RandomFloat( 1.0f, 4.0f ); + m_pParticle[1]->m_flLifetime = 0.0f; + m_pParticle[1]->m_flDieTime = 10.0f; + } + else + { + Assert(0); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : pParticle - +//----------------------------------------------------------------------------- +void C_Flare::NotifyDestroyParticle( Particle* pParticle ) +{ + if ( pParticle == m_pParticle[0] ) + { + m_pParticle[0] = NULL; + } + + if ( pParticle == m_pParticle[1] ) + { + m_pParticle[1] = NULL; + } + + CSimpleEmitter::NotifyDestroyParticle( pParticle ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : timeDelta - +//----------------------------------------------------------------------------- +void C_Flare::Update( float timeDelta ) +{ + if ( !IsVisible() ) + return; + + CSimpleEmitter::Update( timeDelta ); + + //Make sure our stored resources are up to date + RestoreResources(); + + //Don't do this if the console is down + if ( timeDelta <= 0.0f ) + return; + + //Check for LOS + pixelvis_queryparams_t params; + params.Init(GetAbsOrigin()); + params.proxySize = 8.0f; // Inches + + float visible = PixelVisibility_FractionVisible( params, &m_queryHandle ); + + float fColor; +#ifdef HL2_CLIENT_DLL + float baseScale = m_flScale; +#else + // NOTE!!! This is bigger by a factor of 1.2 to deal with fixing a bug from HL2. See dlight_t.h + float baseScale = m_flScale * 1.2f; +#endif + + //Account for fading out + if ( ( m_flTimeBurnOut != -1.0f ) && ( ( m_flTimeBurnOut - gpGlobals->curtime ) <= 10.0f ) ) + { + baseScale *= ( ( m_flTimeBurnOut - gpGlobals->curtime ) / 10.0f ); + } + + bool bVisible = (baseScale < 0.01f || visible == 0.0f) ? false : true; + //Clamp the scale if vanished + if ( !bVisible ) + { + if ( m_pParticle[0] != NULL ) + { + m_pParticle[0]->m_flDieTime = gpGlobals->curtime; + m_pParticle[0]->m_uchStartSize = m_pParticle[0]->m_uchEndSize = 0; + m_pParticle[0]->m_uchColor[0] = 0; + m_pParticle[0]->m_uchColor[1] = 0; + m_pParticle[0]->m_uchColor[2] = 0; + } + + if ( m_pParticle[1] != NULL ) + { + m_pParticle[1]->m_flDieTime = gpGlobals->curtime; + m_pParticle[1]->m_uchStartSize = m_pParticle[1]->m_uchEndSize = 0; + m_pParticle[1]->m_uchColor[0] = 0; + m_pParticle[1]->m_uchColor[1] = 0; + m_pParticle[1]->m_uchColor[2] = 0; + } + } + + if ( baseScale < 0.01f ) + return; + // + // Dynamic light + // + + if ( m_bLight ) + { + dlight_t *dl= effects->CL_AllocDlight( index ); + + + + if ( m_bPropFlare == false ) + { + dl->origin = GetAbsOrigin(); + dl->color.r = 255; + dl->die = gpGlobals->curtime + 0.1f; + + dl->radius = baseScale * random->RandomFloat( 110.0f, 128.0f ); + dl->color.g = dl->color.b = random->RandomInt( 32, 64 ); + } + else + { + if ( m_iAttachment == -1 ) + { + m_iAttachment = LookupAttachment( "fuse" ); + } + + if ( m_iAttachment != -1 ) + { + Vector effect_origin; + QAngle effect_angles; + + GetAttachment( m_iAttachment, effect_origin, effect_angles ); + + //Raise the light a little bit away from the flare so it lights it up better. + dl->origin = effect_origin + Vector( 0, 0, 4 ); + dl->color.r = 255; + dl->die = gpGlobals->curtime + 0.1f; + + dl->radius = baseScale * random->RandomFloat( 245.0f, 256.0f ); + dl->color.g = dl->color.b = random->RandomInt( 95, 128 ); + + dlight_t *el= effects->CL_AllocElight( index ); + + el->origin = effect_origin; + el->color.r = 255; + el->color.g = dl->color.b = random->RandomInt( 95, 128 ); + el->radius = baseScale * random->RandomFloat( 260.0f, 290.0f ); + el->die = gpGlobals->curtime + 0.1f; + } + } + } + + // + // Smoke + // + + float dt = timeDelta; + + if ( m_bSmoke ) + { + while ( m_teSmokeSpawn.NextEvent( dt ) ) + { + Vector smokeOrg = GetAbsOrigin(); + + Vector flareScreenDir = ( smokeOrg - MainViewOrigin() ); + VectorNormalize( flareScreenDir ); + + smokeOrg = smokeOrg + ( flareScreenDir * 2.0f ); + smokeOrg[2] += baseScale * 4.0f; + + SimpleParticle *sParticle = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[1], smokeOrg ); + + if ( sParticle == NULL ) + return; + + sParticle->m_flLifetime = 0.0f; + sParticle->m_flDieTime = 1.0f; + + sParticle->m_vecVelocity = Vector( random->RandomFloat( -16.0f, 16.0f ), random->RandomFloat( -16.0f, 16.0f ), random->RandomFloat( 8.0f, 16.0f ) + 32.0f ); + + if ( m_bPropFlare ) + { + sParticle->m_uchColor[0] = 255; + sParticle->m_uchColor[1] = 100; + sParticle->m_uchColor[2] = 100; + } + else + { + sParticle->m_uchColor[0] = 255; + sParticle->m_uchColor[1] = 48; + sParticle->m_uchColor[2] = 48; + } + + sParticle->m_uchStartAlpha = random->RandomInt( 64, 90 ); + sParticle->m_uchEndAlpha = 0; + sParticle->m_uchStartSize = random->RandomInt( 2, 4 ); + sParticle->m_uchEndSize = sParticle->m_uchStartSize * 8.0f; + sParticle->m_flRoll = random->RandomInt( 0, 2*M_PI ); + sParticle->m_flRollDelta = random->RandomFloat( -(M_PI/6.0f), M_PI/6.0f ); + } + } + + if ( !bVisible ) + return; + + // + // Outer glow + // + + Vector offset; + + //Cause the base of the effect to shake + offset.Random( -0.5f * baseScale, 0.5f * baseScale ); + offset += GetAbsOrigin(); + + if ( m_pParticle[0] != NULL ) + { + m_pParticle[0]->m_Pos = offset; + m_pParticle[0]->m_flLifetime = 0.0f; + m_pParticle[0]->m_flDieTime = 2.0f; + + m_pParticle[0]->m_vecVelocity.Init(); + + fColor = random->RandomInt( 100.0f, 128.0f ) * visible; + + m_pParticle[0]->m_uchColor[0] = fColor; + m_pParticle[0]->m_uchColor[1] = fColor; + m_pParticle[0]->m_uchColor[2] = fColor; + m_pParticle[0]->m_uchStartAlpha = fColor; + m_pParticle[0]->m_uchEndAlpha = fColor; + m_pParticle[0]->m_uchStartSize = baseScale * (float) random->RandomInt( 32, 48 ); + m_pParticle[0]->m_uchEndSize = m_pParticle[0]->m_uchStartSize; + m_pParticle[0]->m_flRollDelta = 0.0f; + + if ( random->RandomInt( 0, 4 ) == 3 ) + { + m_pParticle[0]->m_flRoll += random->RandomInt( 2, 8 ); + } + } + + // + // Inner core + // + + //Cause the base of the effect to shake + offset.Random( -1.0f * baseScale, 1.0f * baseScale ); + offset += GetAbsOrigin(); + + if ( m_pParticle[1] != NULL ) + { + m_pParticle[1]->m_Pos = offset; + m_pParticle[1]->m_flLifetime = 0.0f; + m_pParticle[1]->m_flDieTime = 2.0f; + + m_pParticle[1]->m_vecVelocity.Init(); + + fColor = 255 * visible; + + m_pParticle[1]->m_uchColor[0] = fColor; + m_pParticle[1]->m_uchColor[1] = fColor; + m_pParticle[1]->m_uchColor[2] = fColor; + m_pParticle[1]->m_uchStartAlpha = fColor; + m_pParticle[1]->m_uchEndAlpha = fColor; + m_pParticle[1]->m_uchStartSize = baseScale * (float) random->RandomInt( 2, 4 ); + m_pParticle[1]->m_uchEndSize = m_pParticle[0]->m_uchStartSize; + m_pParticle[1]->m_flRoll = random->RandomInt( 0, 360 ); + } +} |