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/server/EffectsServer.cpp | 198 +++++++++++++++++++++++++++++++++++ 1 file changed, 198 insertions(+) create mode 100644 mp/src/game/server/EffectsServer.cpp (limited to 'mp/src/game/server/EffectsServer.cpp') diff --git a/mp/src/game/server/EffectsServer.cpp b/mp/src/game/server/EffectsServer.cpp new file mode 100644 index 00000000..e5f47eb4 --- /dev/null +++ b/mp/src/game/server/EffectsServer.cpp @@ -0,0 +1,198 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Utility code. +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "te.h" +#include "shake.h" +#include "decals.h" +#include "IEffects.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +extern short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud +extern short g_sModelIndexBloodDrop; // (in combatweapon.cpp) holds the sprite index for the initial blood +extern short g_sModelIndexBloodSpray; // (in combatweapon.cpp) holds the sprite index for splattered blood + + +//----------------------------------------------------------------------------- +// Client-server neutral effects interface +//----------------------------------------------------------------------------- +class CEffectsServer : public IEffects +{ +public: + CEffectsServer(); + virtual ~CEffectsServer(); + + // 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 mModel, float flScale, float flFramerate ); + 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 scale, 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 ) { Assert(0); } + +private: + //----------------------------------------------------------------------------- + // Purpose: Returning true means don't even call TE func + // Input : filter - + // *suppress_host - + // Output : static bool + //----------------------------------------------------------------------------- + bool SuppressTE( CRecipientFilter& filter ) + { + if ( GetSuppressHost() ) + { + if ( !filter.IgnorePredictionCull() ) + { + filter.RemoveRecipient( (CBasePlayer *)GetSuppressHost() ); + } + + if ( !filter.GetRecipientCount() ) + { + // Suppress it + return true; + } + } + + // There's at least one recipient + return false; + } +}; + + +//----------------------------------------------------------------------------- +// Client-server neutral effects interface accessor +//----------------------------------------------------------------------------- +static CEffectsServer s_EffectServer; +EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEffectsServer, IEffects, IEFFECTS_INTERFACE_VERSION, s_EffectServer); +IEffects *g_pEffects = &s_EffectServer; + + +//----------------------------------------------------------------------------- +// constructor, destructor +//----------------------------------------------------------------------------- +CEffectsServer::CEffectsServer() +{ +} + +CEffectsServer::~CEffectsServer() +{ +} + + +//----------------------------------------------------------------------------- +// Generates a beam +//----------------------------------------------------------------------------- +void CEffectsServer::Beam( const Vector &vecStart, const Vector &vecEnd, 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) +{ + CBroadcastRecipientFilter filter; + if ( !SuppressTE( filter ) ) + { + te->BeamPoints( filter, 0.0, + &vecStart, &vecEnd, nModelIndex, nHaloIndex, frameStart, frameRate, flLife, + width, endWidth, fadeLength, noise, red, green, blue, brightness, speed ); + } +} + + +//----------------------------------------------------------------------------- +// Generates various tempent effects +//----------------------------------------------------------------------------- +void CEffectsServer::Smoke( const Vector &origin, int mModel, float flScale, float flFramerate ) +{ + CPVSFilter filter( origin ); + if ( !SuppressTE( filter ) ) + { + te->Smoke( filter, 0.0, &origin, mModel, flScale * 0.1f, flFramerate ); + } +} + +void CEffectsServer::Sparks( const Vector &position, int nMagnitude, int nTrailLength, const Vector *pvecDir ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + te->Sparks( filter, 0.0, &position, nMagnitude, nTrailLength, pvecDir ); + } +} + +void CEffectsServer::Dust( const Vector &pos, const Vector &dir, float size, float speed ) +{ + CPVSFilter filter( pos ); + if ( !SuppressTE( filter ) ) + { + te->Dust( filter, 0.0, pos, dir, size, speed ); + } +} + +void CEffectsServer::MuzzleFlash( const Vector &origin, const QAngle &angles, float scale, int type ) +{ + CPVSFilter filter( origin ); + if ( !SuppressTE( filter ) ) + { + te->MuzzleFlash( filter, 0.0f, origin, angles, scale, type ); + } +} + +void CEffectsServer::MetalSparks( const Vector &position, const Vector &direction ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + te->MetalSparks( filter, 0.0, &position, &direction ); + } +} + +void CEffectsServer::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + te->EnergySplash( filter, 0.0, &position, &direction, bExplosive ); + } +} + +void CEffectsServer::Ricochet( const Vector &position, const Vector &direction ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + te->ArmorRicochet( filter, 0.0, &position, &direction ); + } +} + + +//----------------------------------------------------------------------------- +// FIXME: Should these methods remain in this interface? Or go in some +// other client-server neutral interface? +//----------------------------------------------------------------------------- +float CEffectsServer::Time() +{ + return gpGlobals->curtime; +} + +bool CEffectsServer::IsServer() +{ + return true; +} -- cgit v1.2.3