aboutsummaryrefslogtreecommitdiff
path: root/mp/src/game/shared/particle_parse.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'mp/src/game/shared/particle_parse.cpp')
-rw-r--r--mp/src/game/shared/particle_parse.cpp570
1 files changed, 570 insertions, 0 deletions
diff --git a/mp/src/game/shared/particle_parse.cpp b/mp/src/game/shared/particle_parse.cpp
new file mode 100644
index 00000000..e3fc5b62
--- /dev/null
+++ b/mp/src/game/shared/particle_parse.cpp
@@ -0,0 +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