//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #include "cbase.h" #include "c_basetempentity.h" #include "networkstringtable_clientdll.h" #include "effect_dispatch_data.h" #include "c_te_effect_dispatch.h" #include "tier1/KeyValues.h" #include "toolframework_client.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // CClientEffectRegistration registration //----------------------------------------------------------------------------- CClientEffectRegistration *CClientEffectRegistration::s_pHead = NULL; CClientEffectRegistration::CClientEffectRegistration( const char *pEffectName, ClientEffectCallback fn ) { m_pEffectName = pEffectName; m_pFunction = fn; m_pNext = s_pHead; s_pHead = this; } //----------------------------------------------------------------------------- // Purpose: EffectDispatch TE //----------------------------------------------------------------------------- class C_TEEffectDispatch : public C_BaseTempEntity { public: DECLARE_CLASS( C_TEEffectDispatch, C_BaseTempEntity ); DECLARE_CLIENTCLASS(); C_TEEffectDispatch( void ); virtual ~C_TEEffectDispatch( void ); virtual void PostDataUpdate( DataUpdateType_t updateType ); public: CEffectData m_EffectData; }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_TEEffectDispatch::C_TEEffectDispatch( void ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_TEEffectDispatch::~C_TEEffectDispatch( void ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData ) { // Look through all the registered callbacks for ( CClientEffectRegistration *pReg = CClientEffectRegistration::s_pHead; pReg; pReg = pReg->m_pNext ) { // If the name matches, call it if ( Q_stricmp( pReg->m_pEffectName, pEffectName ) == 0 ) { pReg->m_pFunction( m_EffectData ); return; } } DevMsg("DispatchEffect: effect '%s' not found on client\n", pEffectName ); } //----------------------------------------------------------------------------- // Record effects //----------------------------------------------------------------------------- static void RecordEffect( const char *pEffectName, const CEffectData &data ) { if ( !ToolsEnabled() ) return; if ( clienttools->IsInRecordingMode() && ( (data.m_fFlags & EFFECTDATA_NO_RECORD) == 0 ) ) { KeyValues *msg = new KeyValues( "TempEntity" ); const char *pSurfacePropName = physprops->GetPropName( data.m_nSurfaceProp ); char pName[1024]; Q_snprintf( pName, sizeof(pName), "TE_DispatchEffect %s %s", pEffectName, pSurfacePropName ); msg->SetInt( "te", TE_DISPATCH_EFFECT ); msg->SetString( "name", pName ); msg->SetFloat( "time", gpGlobals->curtime ); msg->SetFloat( "originx", data.m_vOrigin.x ); msg->SetFloat( "originy", data.m_vOrigin.y ); msg->SetFloat( "originz", data.m_vOrigin.z ); msg->SetFloat( "startx", data.m_vStart.x ); msg->SetFloat( "starty", data.m_vStart.y ); msg->SetFloat( "startz", data.m_vStart.z ); msg->SetFloat( "normalx", data.m_vNormal.x ); msg->SetFloat( "normaly", data.m_vNormal.y ); msg->SetFloat( "normalz", data.m_vNormal.z ); msg->SetFloat( "anglesx", data.m_vAngles.x ); msg->SetFloat( "anglesy", data.m_vAngles.y ); msg->SetFloat( "anglesz", data.m_vAngles.z ); msg->SetInt( "flags", data.m_fFlags ); msg->SetFloat( "scale", data.m_flScale ); msg->SetFloat( "magnitude", data.m_flMagnitude ); msg->SetFloat( "radius", data.m_flRadius ); msg->SetString( "surfaceprop", pSurfacePropName ); msg->SetInt( "color", data.m_nColor ); msg->SetInt( "damagetype", data.m_nDamageType ); msg->SetInt( "hitbox", data.m_nHitBox ); msg->SetString( "effectname", pEffectName ); // FIXME: Need to write the attachment name here msg->SetInt( "attachmentindex", data.m_nAttachmentIndex ); // NOTE: Ptrs are our way of indicating it's an entindex msg->SetPtr( "entindex", (void*)data.entindex() ); ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); msg->deleteThis(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_TEEffectDispatch::PostDataUpdate( DataUpdateType_t updateType ) { VPROF( "C_TEEffectDispatch::PostDataUpdate" ); // Find the effect name. const char *pEffectName = g_StringTableEffectDispatch->GetString( m_EffectData.GetEffectNameIndex() ); if ( pEffectName ) { DispatchEffectToCallback( pEffectName, m_EffectData ); RecordEffect( pEffectName, m_EffectData ); } } IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEEffectDispatch, DT_TEEffectDispatch, CTEEffectDispatch ) RecvPropDataTable( RECVINFO_DT( m_EffectData ), 0, &REFERENCE_RECV_TABLE( DT_EffectData ) ) END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: Clientside version //----------------------------------------------------------------------------- void TE_DispatchEffect( IRecipientFilter& filter, float delay, const Vector &pos, const char *pName, const CEffectData &data ) { DispatchEffectToCallback( pName, data ); RecordEffect( pName, data ); } // Client version of dispatch effect, for predicted weapons void DispatchEffect( const char *pName, const CEffectData &data ) { CPASFilter filter( data.m_vOrigin ); te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data ); } //----------------------------------------------------------------------------- // Playback //----------------------------------------------------------------------------- void TE_DispatchEffect( IRecipientFilter& filter, float delay, KeyValues *pKeyValues ) { CEffectData data; data.m_nMaterial = 0; data.m_vOrigin.x = pKeyValues->GetFloat( "originx" ); data.m_vOrigin.y = pKeyValues->GetFloat( "originy" ); data.m_vOrigin.z = pKeyValues->GetFloat( "originz" ); data.m_vStart.x = pKeyValues->GetFloat( "startx" ); data.m_vStart.y = pKeyValues->GetFloat( "starty" ); data.m_vStart.z = pKeyValues->GetFloat( "startz" ); data.m_vNormal.x = pKeyValues->GetFloat( "normalx" ); data.m_vNormal.y = pKeyValues->GetFloat( "normaly" ); data.m_vNormal.z = pKeyValues->GetFloat( "normalz" ); data.m_vAngles.x = pKeyValues->GetFloat( "anglesx" ); data.m_vAngles.y = pKeyValues->GetFloat( "anglesy" ); data.m_vAngles.z = pKeyValues->GetFloat( "anglesz" ); data.m_fFlags = pKeyValues->GetInt( "flags" ); data.m_flScale = pKeyValues->GetFloat( "scale" ); data.m_flMagnitude = pKeyValues->GetFloat( "magnitude" ); data.m_flRadius = pKeyValues->GetFloat( "radius" ); const char *pSurfaceProp = pKeyValues->GetString( "surfaceprop" ); data.m_nSurfaceProp = physprops->GetSurfaceIndex( pSurfaceProp ); data.m_nDamageType = pKeyValues->GetInt( "damagetype" ); data.m_nHitBox = pKeyValues->GetInt( "hitbox" ); data.m_nColor = pKeyValues->GetInt( "color" ); data.m_nAttachmentIndex = pKeyValues->GetInt( "attachmentindex" ); // NOTE: Ptrs are our way of indicating it's an entindex ClientEntityHandle_t hWorld = ClientEntityList().EntIndexToHandle( 0 ); data.m_hEntity = (int)pKeyValues->GetPtr( "entindex", (void*)hWorld.ToInt() ); const char *pEffectName = pKeyValues->GetString( "effectname" ); TE_DispatchEffect( filter, 0.0f, data.m_vOrigin, pEffectName, data ); }