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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/clientsideeffects_test.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/clientsideeffects_test.cpp')
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diff --git a/mp/src/game/client/clientsideeffects_test.cpp b/mp/src/game/client/clientsideeffects_test.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "engine/IEngineSound.h"
+#include "view.h"
+
+#include "fx_line.h"
+#include "fx_discreetline.h"
+#include "fx_quad.h"
+#include "clientsideeffects.h"
+
+#include "SoundEmitterSystem/isoundemittersystembase.h"
+#include "tier0/vprof.h"
+#include "collisionutils.h"
+#include "clienteffectprecachesystem.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//FIXME: All these functions will be moved out to FX_Main.CPP or a individual folder
+
+CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectsTest )
+CLIENTEFFECT_MATERIAL( "effects/spark" )
+CLIENTEFFECT_MATERIAL( "effects/gunshiptracer" )
+CLIENTEFFECT_MATERIAL( "effects/bluespark" )
+CLIENTEFFECT_REGISTER_END()
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &data -
+//-----------------------------------------------------------------------------
+void FX_AddLine( const FXLineData_t &data )
+{
+ CFXLine *t = new CFXLine( "Line", data );
+ assert( t );
+
+ //Throw it into the list
+ clienteffects->AddEffect( t );
+}
+
+/*
+==================================================
+FX_AddStaticLine
+==================================================
+*/
+
+void FX_AddStaticLine( const Vector& start, const Vector& end, float scale, float life, const char *materialName, unsigned char flags )
+{
+ CFXStaticLine *t = new CFXStaticLine( "StaticLine", start, end, scale, life, materialName, flags );
+ assert( t );
+
+ //Throw it into the list
+ clienteffects->AddEffect( t );
+}
+
+/*
+==================================================
+FX_AddDiscreetLine
+==================================================
+*/
+
+void FX_AddDiscreetLine( const Vector& start, const Vector& direction, float velocity, float length, float clipLength, float scale, float life, const char *shader )
+{
+ CFXDiscreetLine *t = new CFXDiscreetLine( "Line", start, direction, velocity, length, clipLength, scale, life, shader );
+ assert( t );
+
+ //Throw it into the list
+ clienteffects->AddEffect( t );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void FX_AddQuad( const FXQuadData_t &data )
+{
+ CFXQuad *quad = new CFXQuad( data );
+
+ Assert( quad != NULL );
+
+ clienteffects->AddEffect( quad );
+}
+//-----------------------------------------------------------------------------
+// Purpose: Parameter heavy version
+//-----------------------------------------------------------------------------
+void FX_AddQuad( const Vector &origin,
+ const Vector &normal,
+ float startSize,
+ float endSize,
+ float sizeBias,
+ float startAlpha,
+ float endAlpha,
+ float alphaBias,
+ float yaw,
+ float deltaYaw,
+ const Vector &color,
+ float lifeTime,
+ const char *shader,
+ unsigned int flags )
+{
+ FXQuadData_t data;
+
+ //Setup the data
+ data.SetAlpha( startAlpha, endAlpha );
+ data.SetScale( startSize, endSize );
+ data.SetFlags( flags );
+ data.SetMaterial( shader );
+ data.SetNormal( normal );
+ data.SetOrigin( origin );
+ data.SetLifeTime( lifeTime );
+ data.SetColor( color[0], color[1], color[2] );
+ data.SetScaleBias( sizeBias );
+ data.SetAlphaBias( alphaBias );
+ data.SetYaw( yaw, deltaYaw );
+
+ //Output it
+ FX_AddQuad( data );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Creates a test effect
+//-----------------------------------------------------------------------------
+void CreateTestEffect( void )
+{
+ //NOTENOTE: Add any test effects here
+ //FX_BulletPass( NULL, NULL );
+}
+
+
+/*
+==================================================
+FX_PlayerTracer
+==================================================
+*/
+
+#define TRACER_BASE_OFFSET 8
+
+void FX_PlayerTracer( Vector& start, Vector& end )
+{
+ VPROF_BUDGET( "FX_PlayerTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
+ Vector shotDir, dStart, dEnd;
+ float length;
+
+ //Find the direction of the tracer
+ VectorSubtract( end, start, shotDir );
+ length = VectorNormalize( shotDir );
+
+ //We don't want to draw them if they're too close to us
+ if ( length < 256 )
+ return;
+
+ //Randomly place the tracer along this line, with a random length
+ VectorMA( start, TRACER_BASE_OFFSET + random->RandomFloat( -24.0f, 64.0f ), shotDir, dStart );
+ VectorMA( dStart, ( length * random->RandomFloat( 0.1f, 0.6f ) ), shotDir, dEnd );
+
+ //Create the line
+ CFXStaticLine *t;
+ const char *materialName;
+
+ //materialName = ( random->RandomInt( 0, 1 ) ) ? "effects/tracer_middle" : "effects/tracer_middle2";
+ materialName = "effects/spark";
+
+ t = new CFXStaticLine( "Tracer", dStart, dEnd, random->RandomFloat( 0.5f, 0.75f ), 0.01f, materialName, 0 );
+ assert( t );
+
+ //Throw it into the list
+ clienteffects->AddEffect( t );
+}
+
+/*
+==================================================
+FX_Tracer
+==================================================
+*/
+// Tracer must be this close to be considered for hearing
+#define TRACER_MAX_HEAR_DIST (6*12)
+#define TRACER_SOUND_TIME_MIN 0.1f
+#define TRACER_SOUND_TIME_MAX 0.1f
+
+
+class CBulletWhizTimer : public CAutoGameSystem
+{
+public:
+ CBulletWhizTimer( char const *name ) : CAutoGameSystem( name )
+ {
+ }
+
+ void LevelInitPreEntity()
+ {
+ m_nextWhizTime = 0;
+ }
+
+ float m_nextWhizTime;
+};
+
+// Client-side tracking for whiz noises
+CBulletWhizTimer g_BulletWhiz( "CBulletWhizTimer" );
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &vecStart -
+// &vecDir -
+// iTracerType -
+//-----------------------------------------------------------------------------
+#define LISTENER_HEIGHT 24
+
+void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType )
+{
+ const char *pszSoundName = NULL;
+ float flWhizDist = TRACER_MAX_HEAR_DIST;
+ float flMinWhizTime = TRACER_SOUND_TIME_MIN;
+ float flMaxWhizTime = TRACER_SOUND_TIME_MAX;
+ Vector vecListenOrigin = MainViewOrigin();
+ switch( iTracerType )
+ {
+ case TRACER_TYPE_DEFAULT:
+ {
+ pszSoundName = "Bullets.DefaultNearmiss";
+ flWhizDist = 24;
+
+ Ray_t bullet, listener;
+ bullet.Init( start, end );
+
+ Vector vecLower = vecListenOrigin;
+ vecLower.z -= LISTENER_HEIGHT;
+ listener.Init( vecListenOrigin, vecLower );
+
+ float s, t;
+ IntersectRayWithRay( bullet, listener, s, t );
+ t = clamp( t, 0.f, 1.f );
+ vecListenOrigin.z -= t * LISTENER_HEIGHT;
+ }
+ break;
+
+ case TRACER_TYPE_GUNSHIP:
+ pszSoundName = "Bullets.GunshipNearmiss";
+ break;
+
+ case TRACER_TYPE_STRIDER:
+ pszSoundName = "Bullets.StriderNearmiss";
+ break;
+
+ case TRACER_TYPE_WATERBULLET:
+ pszSoundName = "Underwater.BulletImpact";
+ flWhizDist = 48;
+ flMinWhizTime = 0.3f;
+ flMaxWhizTime = 0.6f;
+ break;
+
+ default:
+ return;
+ }
+
+ if( !pszSoundName )
+ return;
+
+ // Is it time yet?
+ float dt = g_BulletWhiz.m_nextWhizTime - gpGlobals->curtime;
+ if ( dt > 0 )
+ return;
+
+ // Did the thing pass close enough to our head?
+ float vDist = CalcDistanceSqrToLineSegment( vecListenOrigin, start, end );
+ if ( vDist >= (flWhizDist * flWhizDist) )
+ return;
+
+ CSoundParameters params;
+ if( C_BaseEntity::GetParametersForSound( pszSoundName, params, NULL ) )
+ {
+ // Get shot direction
+ Vector shotDir;
+ VectorSubtract( end, start, shotDir );
+ VectorNormalize( shotDir );
+
+ CLocalPlayerFilter filter;
+ enginesound->EmitSound( filter, SOUND_FROM_WORLD, CHAN_STATIC, params.soundname,
+ params.volume, SNDLVL_TO_ATTN(params.soundlevel), 0, params.pitch, 0, &start, &shotDir, NULL);
+ }
+
+ // FIXME: This has a bad behavior when both bullet + strider shots are whizzing by at the same time
+ // Could use different timers for the different types.
+
+ // Don't play another bullet whiz for this client until this time has run out
+ g_BulletWhiz.m_nextWhizTime = gpGlobals->curtime + random->RandomFloat( flMinWhizTime, flMaxWhizTime );
+}
+
+
+void FX_Tracer( Vector& start, Vector& end, int velocity, bool makeWhiz )
+{
+ VPROF_BUDGET( "FX_Tracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
+ //Don't make small tracers
+ float dist;
+ Vector dir;
+
+ VectorSubtract( end, start, dir );
+ dist = VectorNormalize( dir );
+
+ // Don't make short tracers.
+ if ( dist >= 256 )
+ {
+ float length = random->RandomFloat( 64.0f, 128.0f );
+ float life = ( dist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
+
+ //Add it
+ FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( 0.75f, 0.9f ), life, "effects/spark" );
+ }
+
+ if( makeWhiz )
+ {
+ FX_TracerSound( start, end, TRACER_TYPE_DEFAULT );
+ }
+}