hl2_src-leak-2017/src/game/client/dod/c_grenadetrail.cpp

302 lines
8.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "c_grenadetrail.h"
#include "fx.h"
//#include "engine/ivdebugoverlay.h"
//#include "engine/IEngineSound.h"
//#include "c_te_effect_dispatch.h"
//#include "glow_overlay.h"
//#include "fx_explosion.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CSmokeParticle : public CSimpleEmitter
{
public:
CSmokeParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
//Create
static CSmokeParticle *Create( const char *pDebugName )
{
return new CSmokeParticle( pDebugName );
}
//Alpha
virtual float UpdateAlpha( const SimpleParticle *pParticle )
{
return ( ((float)pParticle->m_uchStartAlpha/255.0f) * sin( M_PI * (pParticle->m_flLifetime / pParticle->m_flDieTime) ) );
}
//Color
virtual Vector UpdateColor( const SimpleParticle *pParticle )
{
Vector color;
float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime;
float ramp = 1.0f - tLifetime;
Vector endcolor(75, 75, 75);
color[0] = ( (float) pParticle->m_uchColor[0] * ramp ) / 255.0f + ( 1-ramp) * endcolor[0];
color[1] = ( (float) pParticle->m_uchColor[1] * ramp ) / 255.0f + ( 1-ramp) * endcolor[1];
color[2] = ( (float) pParticle->m_uchColor[2] * ramp ) / 255.0f + ( 1-ramp) * endcolor[2];
return color;
}
//Roll
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta )
{
pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -8.0f );
//Cap the minimum roll
if ( fabs( pParticle->m_flRollDelta ) < 0.5f )
{
pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f;
}
return pParticle->m_flRoll;
}
private:
CSmokeParticle( const CSmokeParticle & );
};
// Datatable.. this can have all the smoketrail parameters when we need it to.
IMPLEMENT_CLIENTCLASS_DT(C_GrenadeTrail, DT_GrenadeTrail, CGrenadeTrail)
RecvPropFloat(RECVINFO(m_SpawnRate)),
RecvPropFloat(RECVINFO(m_ParticleLifetime)),
RecvPropFloat(RECVINFO(m_StopEmitTime)),
RecvPropInt(RECVINFO(m_bEmit)),
RecvPropInt(RECVINFO(m_nAttachment)),
END_RECV_TABLE()
// ------------------------------------------------------------------------- //
// ParticleMovieExplosion
// ------------------------------------------------------------------------- //
C_GrenadeTrail::C_GrenadeTrail()
{
m_MaterialHandle[0] = NULL;
m_MaterialHandle[1] = NULL;
// things that we will change
m_SpawnRate = 10;
m_ParticleLifetime = 5;
m_bEmit = true;
m_nAttachment = -1;
m_StopEmitTime = 0; // No end time
// invariants
m_ParticleSpawn.Init(10);
m_StartColor.Init(0.65, 0.65, 0.65);
m_MinSpeed = 2;
m_MaxSpeed = 6;
m_MinDirectedSpeed = m_MaxDirectedSpeed = 0;
m_StartSize = 2;
m_EndSize = 6;
m_SpawnRadius = 2;
m_VelocityOffset.Init();
m_Opacity = 0.3f;
m_pSmokeEmitter = NULL;
m_pParticleMgr = NULL;
}
C_GrenadeTrail::~C_GrenadeTrail()
{
if ( m_pParticleMgr )
{
m_pParticleMgr->RemoveEffect( &m_ParticleEffect );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_GrenadeTrail::GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles )
{
C_BaseEntity *pEnt = pAttachedTo->GetBaseEntity();
if (pEnt && (m_nAttachment > 0))
{
pEnt->GetAttachment( m_nAttachment, *pAbsOrigin, *pAbsAngles );
}
else
{
BaseClass::GetAimEntOrigin( pAttachedTo, pAbsOrigin, pAbsAngles );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bEmit -
//-----------------------------------------------------------------------------
void C_GrenadeTrail::SetEmit(bool bEmit)
{
m_bEmit = bEmit;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : rate -
//-----------------------------------------------------------------------------
void C_GrenadeTrail::SetSpawnRate(float rate)
{
m_SpawnRate = rate;
m_ParticleSpawn.Init(rate);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_GrenadeTrail::OnDataChanged(DataUpdateType_t updateType)
{
C_BaseEntity::OnDataChanged(updateType);
if ( updateType == DATA_UPDATE_CREATED )
{
Start( ParticleMgr(), NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pParticleMgr -
// *pArgs -
//-----------------------------------------------------------------------------
void C_GrenadeTrail::Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs )
{
if(!pParticleMgr->AddEffect( &m_ParticleEffect, this ))
return;
m_pParticleMgr = pParticleMgr;
m_pSmokeEmitter = CSmokeParticle::Create("smokeTrail");
if ( !m_pSmokeEmitter )
{
Assert( false );
return;
}
m_pSmokeEmitter->SetSortOrigin( GetAbsOrigin() );
m_pSmokeEmitter->SetNearClip( 64.0f, 128.0f );
m_MaterialHandle[0] = g_Mat_DustPuff[0];
m_MaterialHandle[1] = g_Mat_DustPuff[1];
m_ParticleSpawn.Init( m_SpawnRate );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : fTimeDelta -
//-----------------------------------------------------------------------------
void C_GrenadeTrail::Update( float fTimeDelta )
{
if ( !m_pSmokeEmitter )
return;
// Grenades thrown out of the PVS should not draw particles at the world origin
if ( IsDormant() )
return;
Vector offsetColor;
// Add new particles
if ( !m_bEmit )
return;
if ( ( m_StopEmitTime != 0 ) && ( m_StopEmitTime <= gpGlobals->curtime ) )
return;
float tempDelta = fTimeDelta;
SimpleParticle *pParticle;
Vector offset;
Vector vecOrigin;
VectorMA( GetAbsOrigin(), -fTimeDelta, GetAbsVelocity(), vecOrigin );
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
while( m_ParticleSpawn.NextEvent( tempDelta ) )
{
float fldt = fTimeDelta - tempDelta;
offset.Random( -m_SpawnRadius, m_SpawnRadius );
offset += vecOrigin;
VectorMA( offset, fldt, GetAbsVelocity(), offset );
pParticle = (SimpleParticle *) m_pSmokeEmitter->AddParticle( sizeof( SimpleParticle ), m_MaterialHandle[random->RandomInt(0,1)], offset );
if ( pParticle == NULL )
continue;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = m_ParticleLifetime;
pParticle->m_iFlags = 0; // no wind!
pParticle->m_vecVelocity.Random( -1.0f, 1.0f );
pParticle->m_vecVelocity *= random->RandomFloat( m_MinSpeed, m_MaxSpeed );
float flDirectedVel = random->RandomFloat( m_MinDirectedSpeed, m_MaxDirectedSpeed );
VectorMA( pParticle->m_vecVelocity, flDirectedVel, vecForward, pParticle->m_vecVelocity );
pParticle->m_vecVelocity[2] += 15;
offsetColor = m_StartColor;
float flMaxVal = MAX( m_StartColor[0], m_StartColor[1] );
if ( flMaxVal < m_StartColor[2] )
{
flMaxVal = m_StartColor[2];
}
offsetColor /= flMaxVal;
offsetColor *= random->RandomFloat( -0.2f, 0.2f );
offsetColor += m_StartColor;
offsetColor[0] = clamp( offsetColor[0], 0.0f, 1.0f );
offsetColor[1] = clamp( offsetColor[1], 0.0f, 1.0f );
offsetColor[2] = clamp( offsetColor[2], 0.0f, 1.0f );
pParticle->m_uchColor[0] = offsetColor[0]*255.0f;
pParticle->m_uchColor[1] = offsetColor[1]*255.0f;
pParticle->m_uchColor[2] = offsetColor[2]*255.0f;
pParticle->m_uchStartSize = m_StartSize;
pParticle->m_uchEndSize = m_EndSize;
float alpha = random->RandomFloat( m_Opacity*0.75f, m_Opacity*1.25f );
alpha = clamp( alpha, 0.0f, 1.0f );
pParticle->m_uchStartAlpha = alpha * 255;
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -1.0f, 1.0f );
}
}
void C_GrenadeTrail::RenderParticles( CParticleRenderIterator *pIterator )
{
}
void C_GrenadeTrail::SimulateParticles( CParticleSimulateIterator *pIterator )
{
}