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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/fx_impact.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/fx_impact.cpp')
-rw-r--r--mp/src/game/client/fx_impact.cpp450
1 files changed, 450 insertions, 0 deletions
diff --git a/mp/src/game/client/fx_impact.cpp b/mp/src/game/client/fx_impact.cpp
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+//========= 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"
+#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" );
+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() )
+ {
+ 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;
+}
+