diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/clientsideeffects_test.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/clientsideeffects_test.cpp')
| -rw-r--r-- | mp/src/game/client/clientsideeffects_test.cpp | 632 |
1 files changed, 316 insertions, 316 deletions
diff --git a/mp/src/game/client/clientsideeffects_test.cpp b/mp/src/game/client/clientsideeffects_test.cpp index fa8d2151..8d1e3858 100644 --- a/mp/src/game/client/clientsideeffects_test.cpp +++ b/mp/src/game/client/clientsideeffects_test.cpp @@ -1,316 +1,316 @@ -//========= 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 );
- }
-}
+//========= 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 ); + } +} |