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path: root/mp/src/game/client/clientsideeffects_test.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $Workfile:     $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "engine/IEngineSound.h"
#include "view.h"

#include "fx_line.h"
#include "fx_discreetline.h"
#include "fx_quad.h"
#include "clientsideeffects.h"

#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "tier0/vprof.h"
#include "collisionutils.h"
#include "clienteffectprecachesystem.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

//FIXME: All these functions will be moved out to FX_Main.CPP or a individual folder

CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectsTest )
CLIENTEFFECT_MATERIAL( "effects/spark" )
CLIENTEFFECT_MATERIAL( "effects/gunshiptracer" )
CLIENTEFFECT_MATERIAL( "effects/bluespark" )
CLIENTEFFECT_REGISTER_END()

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &data - 
//-----------------------------------------------------------------------------
void FX_AddLine( const FXLineData_t &data )
{
	CFXLine *t = new CFXLine( "Line", data );
	assert( t );

	//Throw it into the list
	clienteffects->AddEffect( t );
}

/*
==================================================
FX_AddStaticLine
==================================================
*/

void FX_AddStaticLine( const Vector& start, const Vector& end, float scale, float life, const char *materialName, unsigned char flags )
{
	CFXStaticLine	*t = new CFXStaticLine( "StaticLine", start, end, scale, life, materialName, flags );
	assert( t );

	//Throw it into the list
	clienteffects->AddEffect( t );
}

/*
==================================================
FX_AddDiscreetLine
==================================================
*/

void FX_AddDiscreetLine( const Vector& start, const Vector& direction, float velocity, float length, float clipLength, float scale, float life, const char *shader )
{
	CFXDiscreetLine	*t = new CFXDiscreetLine( "Line", start, direction, velocity, length, clipLength, scale, life, shader );
	assert( t );

	//Throw it into the list
	clienteffects->AddEffect( t );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void FX_AddQuad( const FXQuadData_t &data )
{
	CFXQuad *quad = new CFXQuad( data );

	Assert( quad != NULL );

	clienteffects->AddEffect( quad );
}
//-----------------------------------------------------------------------------
// Purpose: Parameter heavy version
//-----------------------------------------------------------------------------
void FX_AddQuad( const Vector &origin, 
				 const Vector &normal, 
				 float startSize, 
				 float endSize, 
				 float sizeBias,
				 float startAlpha, 
				 float endAlpha,
				 float alphaBias,
				 float yaw,
				 float deltaYaw,
				 const Vector &color, 
				 float lifeTime, 
				 const char *shader, 
				 unsigned int flags )
{
	FXQuadData_t data;

	//Setup the data
	data.SetAlpha( startAlpha, endAlpha );
	data.SetScale( startSize, endSize );
	data.SetFlags( flags );
	data.SetMaterial( shader );
	data.SetNormal( normal );
	data.SetOrigin( origin );
	data.SetLifeTime( lifeTime );
	data.SetColor( color[0], color[1], color[2] );
	data.SetScaleBias( sizeBias );
	data.SetAlphaBias( alphaBias );
	data.SetYaw( yaw, deltaYaw );

	//Output it
	FX_AddQuad( data );
}

//-----------------------------------------------------------------------------
// Purpose: Creates a test effect
//-----------------------------------------------------------------------------
void CreateTestEffect( void )
{
	//NOTENOTE: Add any test effects here
	//FX_BulletPass( NULL, NULL );
}


/*
==================================================
FX_PlayerTracer
==================================================
*/

#define	TRACER_BASE_OFFSET	8

void FX_PlayerTracer( Vector& start, Vector& end )
{
	VPROF_BUDGET( "FX_PlayerTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
	Vector	shotDir, dStart, dEnd;
	float	length;

	//Find the direction of the tracer
	VectorSubtract( end, start, shotDir );
	length = VectorNormalize( shotDir );

	//We don't want to draw them if they're too close to us
	if ( length < 256 )
		return;

	//Randomly place the tracer along this line, with a random length
	VectorMA( start, TRACER_BASE_OFFSET + random->RandomFloat( -24.0f, 64.0f ), shotDir, dStart );
	VectorMA( dStart, ( length * random->RandomFloat( 0.1f, 0.6f ) ), shotDir, dEnd );

	//Create the line
	CFXStaticLine	*t;
	const char		*materialName;

	//materialName = ( random->RandomInt( 0, 1 ) ) ? "effects/tracer_middle" : "effects/tracer_middle2";
	materialName = "effects/spark";

	t = new CFXStaticLine( "Tracer", dStart, dEnd, random->RandomFloat( 0.5f, 0.75f ), 0.01f, materialName, 0 );
	assert( t );

	//Throw it into the list
	clienteffects->AddEffect( t );
}

/*
==================================================
FX_Tracer
==================================================
*/
// Tracer must be this close to be considered for hearing
#define	TRACER_MAX_HEAR_DIST	(6*12)
#define TRACER_SOUND_TIME_MIN	0.1f
#define TRACER_SOUND_TIME_MAX	0.1f


class CBulletWhizTimer : public CAutoGameSystem
{
public:
	CBulletWhizTimer( char const *name ) : CAutoGameSystem( name )
	{
	}

	void LevelInitPreEntity()
	{
		m_nextWhizTime = 0;
	}

	float	m_nextWhizTime;
};

// Client-side tracking for whiz noises
CBulletWhizTimer g_BulletWhiz( "CBulletWhizTimer" );

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &vecStart - 
//			&vecDir - 
//			iTracerType - 
//-----------------------------------------------------------------------------
#define LISTENER_HEIGHT 24

void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType )
{
	const char *pszSoundName = NULL;
	float flWhizDist = TRACER_MAX_HEAR_DIST;
	float flMinWhizTime = TRACER_SOUND_TIME_MIN;
	float flMaxWhizTime = TRACER_SOUND_TIME_MAX;
	Vector vecListenOrigin = MainViewOrigin();
	switch( iTracerType )
	{
	case TRACER_TYPE_DEFAULT:
		{
			pszSoundName = "Bullets.DefaultNearmiss";
			flWhizDist = 24;

			Ray_t bullet, listener;
			bullet.Init( start, end );

			Vector vecLower = vecListenOrigin;
			vecLower.z -= LISTENER_HEIGHT;
			listener.Init( vecListenOrigin,	vecLower );

			float s, t;
			IntersectRayWithRay( bullet, listener, s, t );
			t = clamp( t, 0.f, 1.f );
			vecListenOrigin.z -= t * LISTENER_HEIGHT;
		}
		break;

	case TRACER_TYPE_GUNSHIP:
		pszSoundName = "Bullets.GunshipNearmiss";
		break;

	case TRACER_TYPE_STRIDER:
		pszSoundName = "Bullets.StriderNearmiss";
		break;

	case TRACER_TYPE_WATERBULLET:
		pszSoundName = "Underwater.BulletImpact";
		flWhizDist = 48;
		flMinWhizTime = 0.3f;
		flMaxWhizTime = 0.6f;
		break;

	default:
		return;
	}

	if( !pszSoundName )
		return;

	// Is it time yet?
	float dt = g_BulletWhiz.m_nextWhizTime - gpGlobals->curtime;
	if ( dt > 0 )
		return;

	// Did the thing pass close enough to our head?
	float vDist = CalcDistanceSqrToLineSegment( vecListenOrigin, start, end );
	if ( vDist >= (flWhizDist * flWhizDist) )
		return;

	CSoundParameters params;
	if( C_BaseEntity::GetParametersForSound( pszSoundName, params, NULL ) )
	{
		// Get shot direction
		Vector shotDir;
		VectorSubtract( end, start, shotDir );
		VectorNormalize( shotDir );

		CLocalPlayerFilter filter;
		enginesound->EmitSound(	filter, SOUND_FROM_WORLD, CHAN_STATIC, params.soundname, 
			params.volume, SNDLVL_TO_ATTN(params.soundlevel), 0, params.pitch, 0, &start, &shotDir, NULL);
	}

	// FIXME: This has a bad behavior when both bullet + strider shots are whizzing by at the same time
	// Could use different timers for the different types.

	// Don't play another bullet whiz for this client until this time has run out
	g_BulletWhiz.m_nextWhizTime = gpGlobals->curtime + random->RandomFloat( flMinWhizTime, flMaxWhizTime );
}


void FX_Tracer( Vector& start, Vector& end, int velocity, bool makeWhiz )
{
	VPROF_BUDGET( "FX_Tracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
	//Don't make small tracers
	float dist;
	Vector dir;

	VectorSubtract( end, start, dir );
	dist = VectorNormalize( dir );

	// Don't make short tracers.
	if ( dist >= 256 )
	{
		float length = random->RandomFloat( 64.0f, 128.0f );
		float life = ( dist + length ) / velocity;	//NOTENOTE: We want the tail to finish its run as well
		
		//Add it
		FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( 0.75f, 0.9f ), life, "effects/spark" );
	}

	if( makeWhiz )
	{
		FX_TracerSound( start, end, TRACER_TYPE_DEFAULT );	
	}
}