From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/client/EffectsClient.cpp | 231 +++++++++++++++++++++++++++++++++++ 1 file changed, 231 insertions(+) create mode 100644 mp/src/game/client/EffectsClient.cpp (limited to 'mp/src/game/client/EffectsClient.cpp') diff --git a/mp/src/game/client/EffectsClient.cpp b/mp/src/game/client/EffectsClient.cpp new file mode 100644 index 00000000..341d2d97 --- /dev/null +++ b/mp/src/game/client/EffectsClient.cpp @@ -0,0 +1,231 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Utility code. +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "IEffects.h" +#include "fx.h" +#include "c_te_legacytempents.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Client-server neutral effects interface +//----------------------------------------------------------------------------- +class CEffectsClient : public IEffects +{ +public: + CEffectsClient(); + virtual ~CEffectsClient(); + + // Members of the IEffect interface + virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex, + int nHaloIndex, unsigned char frameStart, unsigned char frameRate, + float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength, + unsigned char noise, unsigned char red, unsigned char green, + unsigned char blue, unsigned char brightness, unsigned char speed); + virtual void Smoke( const Vector &origin, int modelIndex, float scale, float framerate ); + virtual void Sparks( const Vector &position, int nMagnitude = 1, int nTrailLength = 1, const Vector *pvecDir = NULL ); + virtual void Dust( const Vector &pos, const Vector &dir, float size, float speed ); + virtual void MuzzleFlash( const Vector &origin, const QAngle &angles, float fScale, int type ); + virtual void MetalSparks( const Vector &position, const Vector &direction ); + virtual void EnergySplash( const Vector &position, const Vector &direction, bool bExplosive = false ); + virtual void Ricochet( const Vector &position, const Vector &direction ); + + // FIXME: Should these methods remain in this interface? Or go in some + // other client-server neutral interface? + virtual float Time(); + virtual bool IsServer(); + virtual void SuppressEffectsSounds( bool bSuppress ); + +private: + //----------------------------------------------------------------------------- + // Purpose: Returning true means don't even call TE func + // Input : filter - + // *suppress_host - + // Output : static bool + //----------------------------------------------------------------------------- + bool SuppressTE( C_RecipientFilter& filter ) + { + if ( !CanPredict() ) + return true; + + if ( !filter.GetRecipientCount() ) + { + // Suppress it + return true; + } + + // There's at least one recipient + return false; + } + + bool m_bSuppressSound; +}; + + +//----------------------------------------------------------------------------- +// Client-server neutral effects interface accessor +//----------------------------------------------------------------------------- +static CEffectsClient s_EffectClient; +EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEffectsClient, IEffects, IEFFECTS_INTERFACE_VERSION, s_EffectClient); +IEffects *g_pEffects = &s_EffectClient; + +ConVar r_decals( "r_decals", "2048" ); + +//----------------------------------------------------------------------------- +// constructor, destructor +//----------------------------------------------------------------------------- +CEffectsClient::CEffectsClient() +{ + m_bSuppressSound = false; +} + +CEffectsClient::~CEffectsClient() +{ +} + + +//----------------------------------------------------------------------------- +// Suppress sound on effects +//----------------------------------------------------------------------------- +void CEffectsClient::SuppressEffectsSounds( bool bSuppress ) +{ + m_bSuppressSound = bSuppress; +} + + +//----------------------------------------------------------------------------- +// Generates a beam +//----------------------------------------------------------------------------- +void CEffectsClient::Beam( const Vector &vecStartPoint, const Vector &vecEndPoint, + int nModelIndex, int nHaloIndex, unsigned char frameStart, unsigned char nFrameRate, + float flLife, unsigned char nWidth, unsigned char nEndWidth, unsigned char nFadeLength, + unsigned char noise, unsigned char r, unsigned char g, + unsigned char b, unsigned char brightness, unsigned char nSpeed) +{ + Assert(0); +// CBroadcastRecipientFilter filter; +// if ( !SuppressTE( filter ) ) +// { +// beams->CreateBeamPoints( vecStartPoint, vecEndPoint, nModelIndex, nHaloIndex, +// m_fHaloScale, +// flLife, 0.1 * nWidth, 0.1 * nEndWidth, nFadeLength, 0.01 * nAmplitude, a, 0.1 * nSpeed, +// m_nStartFrame, 0.1 * nFrameRate, r, g, b ); +// } +} + + +//----------------------------------------------------------------------------- +// Generates various tempent effects +//----------------------------------------------------------------------------- +void CEffectsClient::Smoke( const Vector &vecOrigin, int modelIndex, float scale, float framerate ) +{ + CPVSFilter filter( vecOrigin ); + if ( !SuppressTE( filter ) ) + { + int iColor = random->RandomInt(20,35); + color32 color; + color.r = iColor; + color.g = iColor; + color.b = iColor; + color.a = iColor; + QAngle angles; + VectorAngles( Vector(0,0,1), angles ); + FX_Smoke( vecOrigin, angles, scale * 0.1f, 4, (unsigned char *)&color, 255 ); + } +} + +void CEffectsClient::Sparks( const Vector &position, int nMagnitude, int nTrailLength, const Vector *pVecDir ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + FX_ElectricSpark( position, nMagnitude, nTrailLength, pVecDir ); + } +} + +void CEffectsClient::Dust( const Vector &pos, const Vector &dir, float size, float speed ) +{ + CPVSFilter filter( pos ); + if ( !SuppressTE( filter ) ) + { + FX_Dust( pos, dir, size, speed ); + } +} + +void CEffectsClient::MuzzleFlash( const Vector &vecOrigin, const QAngle &vecAngles, float flScale, int iType ) +{ + CPVSFilter filter( vecOrigin ); + if ( !SuppressTE( filter ) ) + { + switch( iType ) + { + case MUZZLEFLASH_TYPE_DEFAULT: + FX_MuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX ); + break; + + case MUZZLEFLASH_TYPE_GUNSHIP: + FX_GunshipMuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX ); + break; + + case MUZZLEFLASH_TYPE_STRIDER: + FX_StriderMuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX ); + break; + + default: + Msg("No case for Muzzleflash type: %d\n", iType ); + break; + } + } +} + +void CEffectsClient::MetalSparks( const Vector &position, const Vector &direction ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + FX_MetalSpark( position, direction, direction ); + } +} + +void CEffectsClient::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + FX_EnergySplash( position, direction, bExplosive ); + } +} + +void CEffectsClient::Ricochet( const Vector &position, const Vector &direction ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + FX_MetalSpark( position, direction, direction ); + + if ( !m_bSuppressSound ) + { + FX_RicochetSound( position ); + } + } +} + +// FIXME: Should these methods remain in this interface? Or go in some +// other client-server neutral interface? +float CEffectsClient::Time() +{ + return gpGlobals->curtime; +} + + +bool CEffectsClient::IsServer() +{ + return false; +} + + -- cgit v1.2.3