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/shared/particle_parse.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/shared/particle_parse.cpp')
| -rw-r--r-- | mp/src/game/shared/particle_parse.cpp | 1140 |
1 files changed, 570 insertions, 570 deletions
diff --git a/mp/src/game/shared/particle_parse.cpp b/mp/src/game/shared/particle_parse.cpp index e3fc5b62..9d3b4245 100644 --- a/mp/src/game/shared/particle_parse.cpp +++ b/mp/src/game/shared/particle_parse.cpp @@ -1,570 +1,570 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================
-
-#include "cbase.h"
-#include "filesystem.h"
-#include <KeyValues.h>
-#include "particle_parse.h"
-#include "particles/particles.h"
-
-#ifdef GAME_DLL
-#include "te_effect_dispatch.h"
-#include "networkstringtable_gamedll.h"
-#else
-#include "c_te_effect_dispatch.h"
-#include "networkstringtable_clientdll.h"
-#endif
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define PARTICLES_MANIFEST_FILE "particles/particles_manifest.txt"
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-int GetAttachTypeFromString( const char *pszString )
-{
- if ( !pszString || !pszString[0] )
- return -1;
-
- // If you add new attach types, you need to add them to this list
- static const char *pAttachmentNames[MAX_PATTACH_TYPES] =
- {
- "start_at_origin", // PATTACH_ABSORIGIN = 0,
- "follow_origin", // PATTACH_ABSORIGIN_FOLLOW,
- "start_at_customorigin",// PATTACH_CUSTOMORIGIN,
- "start_at_attachment", // PATTACH_POINT,
- "follow_attachment", // PATTACH_POINT_FOLLOW,
- "follow_rootbone", // PATTACH_ROOTBONE_FOLLOW
- };
-
- for ( int i = 0; i < MAX_PATTACH_TYPES; i++ )
- {
- if ( FStrEq( pAttachmentNames[i], pszString ) )
- return i;
- }
-
- return -1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : list -
-//-----------------------------------------------------------------------------
-void GetParticleManifest( CUtlVector<CUtlString>& list )
-{
- // Open the manifest file, and read the particles specified inside it
- KeyValues *manifest = new KeyValues( PARTICLES_MANIFEST_FILE );
- if ( manifest->LoadFromFile( filesystem, PARTICLES_MANIFEST_FILE, "GAME" ) )
- {
- for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
- {
- if ( !Q_stricmp( sub->GetName(), "file" ) )
- {
- list.AddToTail( sub->GetString() );
- continue;
- }
-
- Warning( "CParticleMgr::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n", PARTICLES_MANIFEST_FILE, sub->GetName() );
- }
- }
- else
- {
- Warning( "PARTICLE SYSTEM: Unable to load manifest file '%s'\n", PARTICLES_MANIFEST_FILE );
- }
-
- manifest->deleteThis();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void ParseParticleEffects( bool bLoadSheets, bool bPrecache )
-{
- MEM_ALLOC_CREDIT();
-
- g_pParticleSystemMgr->ShouldLoadSheets( bLoadSheets );
-
- CUtlVector<CUtlString> files;
- GetParticleManifest( files );
-
- int nCount = files.Count();
- for ( int i = 0; i < nCount; ++i )
- {
- g_pParticleSystemMgr->ReadParticleConfigFile( files[i], bPrecache, false );
- }
-
- g_pParticleSystemMgr->DecommitTempMemory();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void ReloadParticleEffectsInList( IFileList *pFilesToReload )
-{
- MEM_ALLOC_CREDIT();
-
- CUtlVector<CUtlString> files;
- GetParticleManifest( files );
-
- // CAB 2/17/11 Reload all the particles regardless (Fixes filename change exploits).
- bool bReloadAll = true;
-
- //int nCount = files.Count();
- //for ( int i = 0; i < nCount; ++i )
- //{
- // // Skip the precache marker
- // const char *pFile = files[i];
- // if ( pFile[0] == '!' )
- // {
- // pFile++;
- // }
-
- // char szDX80Filename[MAX_PATH];
- // V_strncpy( szDX80Filename, pFile, sizeof( szDX80Filename ) );
- // V_StripExtension( pFile, szDX80Filename, sizeof( szDX80Filename ) );
- // V_strncat( szDX80Filename, "_dx80.", sizeof( szDX80Filename ) );
- // V_strncat( szDX80Filename, V_GetFileExtension( pFile ), sizeof( szDX80Filename ) );
-
- // if ( pFilesToReload->IsFileInList( pFile ) || pFilesToReload->IsFileInList( szDX80Filename ) )
- // {
- // Msg( "Reloading all particle files due to pure settings.\n" );
- // bReloadAll = true;
- // break;
- // }
- //}
-
- // Then check to see if we need to reload the map's particles
- const char *pszMapName = NULL;
-#ifdef CLIENT_DLL
- pszMapName = engine->GetLevelName();
-#else
- pszMapName = STRING( gpGlobals->mapname );
-#endif
- if ( pszMapName && pszMapName[0] )
- {
- char mapname[MAX_MAP_NAME];
- Q_FileBase( pszMapName, mapname, sizeof( mapname ) );
- Q_strlower( mapname );
- ParseParticleEffectsMap( mapname, true, pFilesToReload );
- }
-
- if ( bReloadAll )
- {
- ParseParticleEffects( true, true );
- }
-
- g_pParticleSystemMgr->DecommitTempMemory();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: loads per-map manifest!
-//-----------------------------------------------------------------------------
-void ParseParticleEffectsMap( const char *pMapName, bool bLoadSheets, IFileList *pFilesToReload )
-{
- MEM_ALLOC_CREDIT();
-
- CUtlVector<CUtlString> files;
- char szMapManifestFilename[MAX_PATH];
-
- szMapManifestFilename[0] = NULL;
-
- if ( pMapName && *pMapName )
- {
- V_snprintf( szMapManifestFilename, sizeof( szMapManifestFilename ), "maps/%s_particles.txt", pMapName );
- }
-
- // Open the manifest file, and read the particles specified inside it
- KeyValues *manifest = new KeyValues( szMapManifestFilename );
- if ( manifest->LoadFromFile( filesystem, szMapManifestFilename, "GAME" ) )
- {
- DevMsg( "Successfully loaded particle effects manifest '%s' for map '%s'\n", szMapManifestFilename, pMapName );
- for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
- {
- if ( !Q_stricmp( sub->GetName(), "file" ) )
- {
- // Ensure the particles are in the particles directory
- char szPath[ 512 ];
- Q_strncpy( szPath, sub->GetString(), sizeof( szPath ) );
- Q_StripFilename( szPath );
- char *pszPath = (szPath[0] == '!') ? &szPath[1] : &szPath[0];
- if ( pszPath && pszPath[0] && !Q_stricmp( pszPath, "particles" ) )
- {
- files.AddToTail( sub->GetString() );
- continue;
- }
- else
- {
- Warning( "CParticleMgr::LevelInit: Manifest '%s' contains a particle file '%s' that's not under the particles directory. Custom particles must be placed in the particles directory.\n", szMapManifestFilename, sub->GetString() );
- }
- }
- else
- {
- Warning( "CParticleMgr::LevelInit: Manifest '%s' with bogus file type '%s', expecting 'file'\n", szMapManifestFilename, sub->GetName() );
- }
- }
- }
- else
- {
- // Don't print a warning, and don't proceed any further if the file doesn't exist!
- return;
- }
-
- int nCount = files.Count();
- if ( !nCount )
- {
- return;
- }
-
- g_pParticleSystemMgr->ShouldLoadSheets( bLoadSheets );
-
- for ( int i = 0; i < nCount; ++i )
- {
- // If we've been given a list of particles to reload, only reload those.
- if ( !pFilesToReload || (pFilesToReload && pFilesToReload->IsFileInList( files[i] )) )
- {
- g_pParticleSystemMgr->ReadParticleConfigFile( files[i], true, true );
- }
- }
-
- g_pParticleSystemMgr->DecommitTempMemory();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void PrecacheStandardParticleSystems( )
-{
-#ifdef GAME_DLL
- // Now add each particle system name to the network string pool, so we can send string_t's
- // down to the client instead of full particle system names.
- for ( int i = 0; i < g_pParticleSystemMgr->GetParticleSystemCount(); i++ )
- {
- const char *pParticleSystemName = g_pParticleSystemMgr->GetParticleSystemNameFromIndex(i);
- CParticleSystemDefinition *pParticleSystem = g_pParticleSystemMgr->FindParticleSystem( pParticleSystemName );
- if ( pParticleSystem->ShouldAlwaysPrecache() )
- {
- PrecacheParticleSystem( pParticleSystemName );
- }
- }
-#endif
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity )
-{
- int iAttachment = -1;
- if ( pEntity && pEntity->GetBaseAnimating() )
- {
- // Find the attachment point index
- iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName );
- if ( iAttachment <= 0 )
- {
- Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName );
- return;
- }
- }
-
- DispatchParticleEffect( pszParticleName, iAttachType, pEntity, iAttachment, bResetAllParticlesOnEntity );
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity )
-{
- CEffectData data;
-
- data.m_nHitBox = GetParticleSystemIndex( pszParticleName );
- if ( pEntity )
- {
-#ifdef CLIENT_DLL
- data.m_hEntity = pEntity;
-#else
- data.m_nEntIndex = pEntity->entindex();
-#endif
- data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
- data.m_vOrigin = pEntity->GetAbsOrigin();
- }
- data.m_nDamageType = iAttachType;
- data.m_nAttachmentIndex = iAttachmentPoint;
-
- if ( bResetAllParticlesOnEntity )
- {
- data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES;
- }
-
-#ifdef GAME_DLL
- if ( ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) != 0 &&
- ( iAttachType == PATTACH_ABSORIGIN_FOLLOW || iAttachType == PATTACH_POINT_FOLLOW || iAttachType == PATTACH_ROOTBONE_FOLLOW ) )
- {
- CReliableBroadcastRecipientFilter filter;
- DispatchEffect( "ParticleEffect", data, filter );
- }
- else
-#endif
- {
- DispatchEffect( "ParticleEffect", data );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, Vector vecColor1, Vector vecColor2, bool bUseColors, bool bResetAllParticlesOnEntity )
-{
- int iAttachment = -1;
- if ( pEntity && pEntity->GetBaseAnimating() )
- {
- // Find the attachment point index
- iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName );
- if ( iAttachment <= 0 )
- {
- Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName );
- return;
- }
- }
-
- CEffectData data;
-
- data.m_nHitBox = GetParticleSystemIndex( pszParticleName );
- if ( pEntity )
- {
-#ifdef CLIENT_DLL
- data.m_hEntity = pEntity;
-#else
- data.m_nEntIndex = pEntity->entindex();
-#endif
- data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
- data.m_vOrigin = pEntity->GetAbsOrigin();
- }
- data.m_nDamageType = iAttachType;
- data.m_nAttachmentIndex = iAttachment;
-
- if ( bResetAllParticlesOnEntity )
- {
- data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES;
- }
-
- if ( bUseColors )
- {
- data.m_bCustomColors = true;
- data.m_CustomColors.m_vecColor1 = vecColor1;
- data.m_CustomColors.m_vecColor2 = vecColor2;
- }
-
-#ifdef GAME_DLL
- if ( ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) != 0 &&
- ( iAttachType == PATTACH_ABSORIGIN_FOLLOW || iAttachType == PATTACH_POINT_FOLLOW || iAttachType == PATTACH_ROOTBONE_FOLLOW ) )
- {
- CReliableBroadcastRecipientFilter filter;
- DispatchEffect( "ParticleEffect", data, filter );
- }
- else
-#endif
- {
- DispatchEffect( "ParticleEffect", data );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity )
-{
- CEffectData data;
-
- data.m_nHitBox = iEffectIndex;
- data.m_vOrigin = vecOrigin;
- data.m_vStart = vecStart;
- data.m_vAngles = vecAngles;
-
- if ( pEntity )
- {
-#ifdef CLIENT_DLL
- data.m_hEntity = pEntity;
-#else
- data.m_nEntIndex = pEntity->entindex();
-#endif
- data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
- data.m_nDamageType = PATTACH_CUSTOMORIGIN;
- }
- else
- {
-#ifdef CLIENT_DLL
- data.m_hEntity = NULL;
-#else
- data.m_nEntIndex = 0;
-#endif
- }
-
- DispatchEffect( "ParticleEffect", data );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, Vector vecColor1, Vector vecColor2, bool bUseColors, CBaseEntity *pEntity, int iAttachType )
-{
- int iEffectIndex = GetParticleSystemIndex( pszParticleName );
-
- CEffectData data;
-
- data.m_nHitBox = iEffectIndex;
- data.m_vOrigin = vecOrigin;
- data.m_vAngles = vecAngles;
-
- if ( pEntity )
- {
-#ifdef CLIENT_DLL
- data.m_hEntity = pEntity;
-#else
- data.m_nEntIndex = pEntity->entindex();
-#endif
- data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
- data.m_nDamageType = PATTACH_CUSTOMORIGIN;
- }
- else
- {
-#ifdef CLIENT_DLL
- data.m_hEntity = NULL;
-#else
- data.m_nEntIndex = 0;
-#endif
- }
-
- if ( bUseColors )
- {
- data.m_bCustomColors = true;
- data.m_CustomColors.m_vecColor1 = vecColor1;
- data.m_CustomColors.m_vecColor2 = vecColor2;
- }
-
- DispatchEffect( "ParticleEffect", data );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity )
-{
- int iIndex = GetParticleSystemIndex( pszParticleName );
- DispatchParticleEffect( iIndex, vecOrigin, vecOrigin, vecAngles, pEntity );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Yet another overload, lets us supply vecStart
-//-----------------------------------------------------------------------------
-void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity )
-{
- int iIndex = GetParticleSystemIndex( pszParticleName );
- DispatchParticleEffect( iIndex, vecOrigin, vecStart, vecAngles, pEntity );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void StopParticleEffects( CBaseEntity *pEntity )
-{
- CEffectData data;
-
- if ( pEntity )
- {
-#ifdef CLIENT_DLL
- data.m_hEntity = pEntity;
-#else
- data.m_nEntIndex = pEntity->entindex();
-#endif
- }
-
-#ifdef GAME_DLL
- CReliableBroadcastRecipientFilter filter;
- DispatchEffect( "ParticleEffectStop", data, filter );
-#else
- DispatchEffect( "ParticleEffectStop", data );
-#endif
-}
-
-#ifndef CLIENT_DLL
-
- extern CBaseEntity *GetNextCommandEntity( CBasePlayer *pPlayer, const char *name, CBaseEntity *ent );
-
- ConVar particle_test_file( "particle_test_file", "", FCVAR_CHEAT, "Name of the particle system to dynamically spawn" );
- ConVar particle_test_attach_mode( "particle_test_attach_mode", "follow_attachment", FCVAR_CHEAT, "Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'" );
- ConVar particle_test_attach_attachment( "particle_test_attach_attachment", "0", FCVAR_CHEAT, "Attachment index for attachment mode" );
-
- void Particle_Test_Start( CBasePlayer* pPlayer, const char *name, bool bStart )
- {
- if ( !pPlayer )
- return;
-
- int iAttachType = GetAttachTypeFromString( particle_test_attach_mode.GetString() );
-
- if ( iAttachType < 0 )
- {
- Warning( "Invalid attach type specified for particle_test in cvar 'particle_test_attach_mode.\n" );
- return;
- }
-
- int iAttachmentIndex = particle_test_attach_attachment.GetInt();
-
- const char *pszParticleFile = particle_test_file.GetString();
-
- CBaseEntity *pEntity = NULL;
- while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL )
- {
- /*
- Fire the test particle system on this entity
- */
-
- DispatchParticleEffect(
- pszParticleFile,
- (ParticleAttachment_t)iAttachType,
- pEntity,
- iAttachmentIndex,
- true ); // stops existing particle systems
- }
- }
-
- void CC_Particle_Test_Start( const CCommand& args )
- {
- Particle_Test_Start( UTIL_GetCommandClient(), args[1], true );
- }
- static ConCommand particle_test_start("particle_test_start", CC_Particle_Test_Start, "Dispatches the test particle system with the parameters specified in particle_test_file,\n particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
-
-
- void Particle_Test_Stop( CBasePlayer* pPlayer, const char *name, bool bStart )
- {
- if ( !pPlayer )
- return;
-
- CBaseEntity *pEntity = NULL;
- while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL )
- {
- //Stop all particle systems on the selected entity
- DispatchParticleEffect( "", PATTACH_ABSORIGIN, pEntity, 0, true );
- }
- }
-
- void CC_Particle_Test_Stop( const CCommand& args )
- {
- Particle_Test_Stop( UTIL_GetCommandClient(), args[1], false );
- }
- static ConCommand particle_test_stop("particle_test_stop", CC_Particle_Test_Stop, "Stops all particle systems on the selected entities.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
-
-#endif //CLIENT_DLL
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#include "cbase.h" +#include "filesystem.h" +#include <KeyValues.h> +#include "particle_parse.h" +#include "particles/particles.h" + +#ifdef GAME_DLL +#include "te_effect_dispatch.h" +#include "networkstringtable_gamedll.h" +#else +#include "c_te_effect_dispatch.h" +#include "networkstringtable_clientdll.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define PARTICLES_MANIFEST_FILE "particles/particles_manifest.txt" + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int GetAttachTypeFromString( const char *pszString ) +{ + if ( !pszString || !pszString[0] ) + return -1; + + // If you add new attach types, you need to add them to this list + static const char *pAttachmentNames[MAX_PATTACH_TYPES] = + { + "start_at_origin", // PATTACH_ABSORIGIN = 0, + "follow_origin", // PATTACH_ABSORIGIN_FOLLOW, + "start_at_customorigin",// PATTACH_CUSTOMORIGIN, + "start_at_attachment", // PATTACH_POINT, + "follow_attachment", // PATTACH_POINT_FOLLOW, + "follow_rootbone", // PATTACH_ROOTBONE_FOLLOW + }; + + for ( int i = 0; i < MAX_PATTACH_TYPES; i++ ) + { + if ( FStrEq( pAttachmentNames[i], pszString ) ) + return i; + } + + return -1; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : list - +//----------------------------------------------------------------------------- +void GetParticleManifest( CUtlVector<CUtlString>& list ) +{ + // Open the manifest file, and read the particles specified inside it + KeyValues *manifest = new KeyValues( PARTICLES_MANIFEST_FILE ); + if ( manifest->LoadFromFile( filesystem, PARTICLES_MANIFEST_FILE, "GAME" ) ) + { + for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) + { + if ( !Q_stricmp( sub->GetName(), "file" ) ) + { + list.AddToTail( sub->GetString() ); + continue; + } + + Warning( "CParticleMgr::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n", PARTICLES_MANIFEST_FILE, sub->GetName() ); + } + } + else + { + Warning( "PARTICLE SYSTEM: Unable to load manifest file '%s'\n", PARTICLES_MANIFEST_FILE ); + } + + manifest->deleteThis(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void ParseParticleEffects( bool bLoadSheets, bool bPrecache ) +{ + MEM_ALLOC_CREDIT(); + + g_pParticleSystemMgr->ShouldLoadSheets( bLoadSheets ); + + CUtlVector<CUtlString> files; + GetParticleManifest( files ); + + int nCount = files.Count(); + for ( int i = 0; i < nCount; ++i ) + { + g_pParticleSystemMgr->ReadParticleConfigFile( files[i], bPrecache, false ); + } + + g_pParticleSystemMgr->DecommitTempMemory(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void ReloadParticleEffectsInList( IFileList *pFilesToReload ) +{ + MEM_ALLOC_CREDIT(); + + CUtlVector<CUtlString> files; + GetParticleManifest( files ); + + // CAB 2/17/11 Reload all the particles regardless (Fixes filename change exploits). + bool bReloadAll = true; + + //int nCount = files.Count(); + //for ( int i = 0; i < nCount; ++i ) + //{ + // // Skip the precache marker + // const char *pFile = files[i]; + // if ( pFile[0] == '!' ) + // { + // pFile++; + // } + + // char szDX80Filename[MAX_PATH]; + // V_strncpy( szDX80Filename, pFile, sizeof( szDX80Filename ) ); + // V_StripExtension( pFile, szDX80Filename, sizeof( szDX80Filename ) ); + // V_strncat( szDX80Filename, "_dx80.", sizeof( szDX80Filename ) ); + // V_strncat( szDX80Filename, V_GetFileExtension( pFile ), sizeof( szDX80Filename ) ); + + // if ( pFilesToReload->IsFileInList( pFile ) || pFilesToReload->IsFileInList( szDX80Filename ) ) + // { + // Msg( "Reloading all particle files due to pure settings.\n" ); + // bReloadAll = true; + // break; + // } + //} + + // Then check to see if we need to reload the map's particles + const char *pszMapName = NULL; +#ifdef CLIENT_DLL + pszMapName = engine->GetLevelName(); +#else + pszMapName = STRING( gpGlobals->mapname ); +#endif + if ( pszMapName && pszMapName[0] ) + { + char mapname[MAX_MAP_NAME]; + Q_FileBase( pszMapName, mapname, sizeof( mapname ) ); + Q_strlower( mapname ); + ParseParticleEffectsMap( mapname, true, pFilesToReload ); + } + + if ( bReloadAll ) + { + ParseParticleEffects( true, true ); + } + + g_pParticleSystemMgr->DecommitTempMemory(); +} + +//----------------------------------------------------------------------------- +// Purpose: loads per-map manifest! +//----------------------------------------------------------------------------- +void ParseParticleEffectsMap( const char *pMapName, bool bLoadSheets, IFileList *pFilesToReload ) +{ + MEM_ALLOC_CREDIT(); + + CUtlVector<CUtlString> files; + char szMapManifestFilename[MAX_PATH]; + + szMapManifestFilename[0] = NULL; + + if ( pMapName && *pMapName ) + { + V_snprintf( szMapManifestFilename, sizeof( szMapManifestFilename ), "maps/%s_particles.txt", pMapName ); + } + + // Open the manifest file, and read the particles specified inside it + KeyValues *manifest = new KeyValues( szMapManifestFilename ); + if ( manifest->LoadFromFile( filesystem, szMapManifestFilename, "GAME" ) ) + { + DevMsg( "Successfully loaded particle effects manifest '%s' for map '%s'\n", szMapManifestFilename, pMapName ); + for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) + { + if ( !Q_stricmp( sub->GetName(), "file" ) ) + { + // Ensure the particles are in the particles directory + char szPath[ 512 ]; + Q_strncpy( szPath, sub->GetString(), sizeof( szPath ) ); + Q_StripFilename( szPath ); + char *pszPath = (szPath[0] == '!') ? &szPath[1] : &szPath[0]; + if ( pszPath && pszPath[0] && !Q_stricmp( pszPath, "particles" ) ) + { + files.AddToTail( sub->GetString() ); + continue; + } + else + { + Warning( "CParticleMgr::LevelInit: Manifest '%s' contains a particle file '%s' that's not under the particles directory. Custom particles must be placed in the particles directory.\n", szMapManifestFilename, sub->GetString() ); + } + } + else + { + Warning( "CParticleMgr::LevelInit: Manifest '%s' with bogus file type '%s', expecting 'file'\n", szMapManifestFilename, sub->GetName() ); + } + } + } + else + { + // Don't print a warning, and don't proceed any further if the file doesn't exist! + return; + } + + int nCount = files.Count(); + if ( !nCount ) + { + return; + } + + g_pParticleSystemMgr->ShouldLoadSheets( bLoadSheets ); + + for ( int i = 0; i < nCount; ++i ) + { + // If we've been given a list of particles to reload, only reload those. + if ( !pFilesToReload || (pFilesToReload && pFilesToReload->IsFileInList( files[i] )) ) + { + g_pParticleSystemMgr->ReadParticleConfigFile( files[i], true, true ); + } + } + + g_pParticleSystemMgr->DecommitTempMemory(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void PrecacheStandardParticleSystems( ) +{ +#ifdef GAME_DLL + // Now add each particle system name to the network string pool, so we can send string_t's + // down to the client instead of full particle system names. + for ( int i = 0; i < g_pParticleSystemMgr->GetParticleSystemCount(); i++ ) + { + const char *pParticleSystemName = g_pParticleSystemMgr->GetParticleSystemNameFromIndex(i); + CParticleSystemDefinition *pParticleSystem = g_pParticleSystemMgr->FindParticleSystem( pParticleSystemName ); + if ( pParticleSystem->ShouldAlwaysPrecache() ) + { + PrecacheParticleSystem( pParticleSystemName ); + } + } +#endif +} + + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity ) +{ + int iAttachment = -1; + if ( pEntity && pEntity->GetBaseAnimating() ) + { + // Find the attachment point index + iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName ); + if ( iAttachment <= 0 ) + { + Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName ); + return; + } + } + + DispatchParticleEffect( pszParticleName, iAttachType, pEntity, iAttachment, bResetAllParticlesOnEntity ); +} + + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity ) +{ + CEffectData data; + + data.m_nHitBox = GetParticleSystemIndex( pszParticleName ); + if ( pEntity ) + { +#ifdef CLIENT_DLL + data.m_hEntity = pEntity; +#else + data.m_nEntIndex = pEntity->entindex(); +#endif + data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; + data.m_vOrigin = pEntity->GetAbsOrigin(); + } + data.m_nDamageType = iAttachType; + data.m_nAttachmentIndex = iAttachmentPoint; + + if ( bResetAllParticlesOnEntity ) + { + data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES; + } + +#ifdef GAME_DLL + if ( ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) != 0 && + ( iAttachType == PATTACH_ABSORIGIN_FOLLOW || iAttachType == PATTACH_POINT_FOLLOW || iAttachType == PATTACH_ROOTBONE_FOLLOW ) ) + { + CReliableBroadcastRecipientFilter filter; + DispatchEffect( "ParticleEffect", data, filter ); + } + else +#endif + { + DispatchEffect( "ParticleEffect", data ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, Vector vecColor1, Vector vecColor2, bool bUseColors, bool bResetAllParticlesOnEntity ) +{ + int iAttachment = -1; + if ( pEntity && pEntity->GetBaseAnimating() ) + { + // Find the attachment point index + iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName ); + if ( iAttachment <= 0 ) + { + Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName ); + return; + } + } + + CEffectData data; + + data.m_nHitBox = GetParticleSystemIndex( pszParticleName ); + if ( pEntity ) + { +#ifdef CLIENT_DLL + data.m_hEntity = pEntity; +#else + data.m_nEntIndex = pEntity->entindex(); +#endif + data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; + data.m_vOrigin = pEntity->GetAbsOrigin(); + } + data.m_nDamageType = iAttachType; + data.m_nAttachmentIndex = iAttachment; + + if ( bResetAllParticlesOnEntity ) + { + data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES; + } + + if ( bUseColors ) + { + data.m_bCustomColors = true; + data.m_CustomColors.m_vecColor1 = vecColor1; + data.m_CustomColors.m_vecColor2 = vecColor2; + } + +#ifdef GAME_DLL + if ( ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) != 0 && + ( iAttachType == PATTACH_ABSORIGIN_FOLLOW || iAttachType == PATTACH_POINT_FOLLOW || iAttachType == PATTACH_ROOTBONE_FOLLOW ) ) + { + CReliableBroadcastRecipientFilter filter; + DispatchEffect( "ParticleEffect", data, filter ); + } + else +#endif + { + DispatchEffect( "ParticleEffect", data ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity ) +{ + CEffectData data; + + data.m_nHitBox = iEffectIndex; + data.m_vOrigin = vecOrigin; + data.m_vStart = vecStart; + data.m_vAngles = vecAngles; + + if ( pEntity ) + { +#ifdef CLIENT_DLL + data.m_hEntity = pEntity; +#else + data.m_nEntIndex = pEntity->entindex(); +#endif + data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; + data.m_nDamageType = PATTACH_CUSTOMORIGIN; + } + else + { +#ifdef CLIENT_DLL + data.m_hEntity = NULL; +#else + data.m_nEntIndex = 0; +#endif + } + + DispatchEffect( "ParticleEffect", data ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, Vector vecColor1, Vector vecColor2, bool bUseColors, CBaseEntity *pEntity, int iAttachType ) +{ + int iEffectIndex = GetParticleSystemIndex( pszParticleName ); + + CEffectData data; + + data.m_nHitBox = iEffectIndex; + data.m_vOrigin = vecOrigin; + data.m_vAngles = vecAngles; + + if ( pEntity ) + { +#ifdef CLIENT_DLL + data.m_hEntity = pEntity; +#else + data.m_nEntIndex = pEntity->entindex(); +#endif + data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; + data.m_nDamageType = PATTACH_CUSTOMORIGIN; + } + else + { +#ifdef CLIENT_DLL + data.m_hEntity = NULL; +#else + data.m_nEntIndex = 0; +#endif + } + + if ( bUseColors ) + { + data.m_bCustomColors = true; + data.m_CustomColors.m_vecColor1 = vecColor1; + data.m_CustomColors.m_vecColor2 = vecColor2; + } + + DispatchEffect( "ParticleEffect", data ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity ) +{ + int iIndex = GetParticleSystemIndex( pszParticleName ); + DispatchParticleEffect( iIndex, vecOrigin, vecOrigin, vecAngles, pEntity ); +} + +//----------------------------------------------------------------------------- +// Purpose: Yet another overload, lets us supply vecStart +//----------------------------------------------------------------------------- +void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity ) +{ + int iIndex = GetParticleSystemIndex( pszParticleName ); + DispatchParticleEffect( iIndex, vecOrigin, vecStart, vecAngles, pEntity ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void StopParticleEffects( CBaseEntity *pEntity ) +{ + CEffectData data; + + if ( pEntity ) + { +#ifdef CLIENT_DLL + data.m_hEntity = pEntity; +#else + data.m_nEntIndex = pEntity->entindex(); +#endif + } + +#ifdef GAME_DLL + CReliableBroadcastRecipientFilter filter; + DispatchEffect( "ParticleEffectStop", data, filter ); +#else + DispatchEffect( "ParticleEffectStop", data ); +#endif +} + +#ifndef CLIENT_DLL + + extern CBaseEntity *GetNextCommandEntity( CBasePlayer *pPlayer, const char *name, CBaseEntity *ent ); + + ConVar particle_test_file( "particle_test_file", "", FCVAR_CHEAT, "Name of the particle system to dynamically spawn" ); + ConVar particle_test_attach_mode( "particle_test_attach_mode", "follow_attachment", FCVAR_CHEAT, "Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'" ); + ConVar particle_test_attach_attachment( "particle_test_attach_attachment", "0", FCVAR_CHEAT, "Attachment index for attachment mode" ); + + void Particle_Test_Start( CBasePlayer* pPlayer, const char *name, bool bStart ) + { + if ( !pPlayer ) + return; + + int iAttachType = GetAttachTypeFromString( particle_test_attach_mode.GetString() ); + + if ( iAttachType < 0 ) + { + Warning( "Invalid attach type specified for particle_test in cvar 'particle_test_attach_mode.\n" ); + return; + } + + int iAttachmentIndex = particle_test_attach_attachment.GetInt(); + + const char *pszParticleFile = particle_test_file.GetString(); + + CBaseEntity *pEntity = NULL; + while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL ) + { + /* + Fire the test particle system on this entity + */ + + DispatchParticleEffect( + pszParticleFile, + (ParticleAttachment_t)iAttachType, + pEntity, + iAttachmentIndex, + true ); // stops existing particle systems + } + } + + void CC_Particle_Test_Start( const CCommand& args ) + { + Particle_Test_Start( UTIL_GetCommandClient(), args[1], true ); + } + static ConCommand particle_test_start("particle_test_start", CC_Particle_Test_Start, "Dispatches the test particle system with the parameters specified in particle_test_file,\n particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT); + + + void Particle_Test_Stop( CBasePlayer* pPlayer, const char *name, bool bStart ) + { + if ( !pPlayer ) + return; + + CBaseEntity *pEntity = NULL; + while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL ) + { + //Stop all particle systems on the selected entity + DispatchParticleEffect( "", PATTACH_ABSORIGIN, pEntity, 0, true ); + } + } + + void CC_Particle_Test_Stop( const CCommand& args ) + { + Particle_Test_Stop( UTIL_GetCommandClient(), args[1], false ); + } + static ConCommand particle_test_stop("particle_test_stop", CC_Particle_Test_Stop, "Stops all particle systems on the selected entities.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT); + +#endif //CLIENT_DLL |