//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #include "cbase.h" #include "filesystem.h" #include #include "particle_parse.h" #include "particles/particles.h" #ifdef GAME_DLL #include "te_effect_dispatch.h" #include "networkstringtable_gamedll.h" #else #include "c_te_effect_dispatch.h" #include "networkstringtable_clientdll.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern void StartParticleEffect( const CEffectData &data, int nSplitScreenPlayerSlot = -1 ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int GetAttachTypeFromString( const char *pszString ) { if ( !pszString || !pszString[0] ) return -1; // If you add new attach types, you need to add them to this list static const char *pAttachmentNames[MAX_PATTACH_TYPES] = { "start_at_origin", // PATTACH_ABSORIGIN = 0, "follow_origin", // PATTACH_ABSORIGIN_FOLLOW, "start_at_customorigin",// PATTACH_CUSTOMORIGIN, "follow_customorigin", // PATTACH_CUSTOMORIGIN_FOLLOW, "start_at_attachment", // PATTACH_POINT, "follow_attachment", // PATTACH_POINT_FOLLOW, "follow_eyes", // PATTACH_EYES_FOLLOW, "world_origin", // PATTACH_WORLDORIGIN }; for ( int i = 0; i < MAX_PATTACH_TYPES; i++ ) { if ( FStrEq( pAttachmentNames[i], pszString ) ) return i; } return -1; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void ParseParticleEffects( bool bLoadSheets ) { MEM_ALLOC_CREDIT(); g_pParticleSystemMgr->ShouldLoadSheets( bLoadSheets ); CUtlVector files; GetParticleManifest( files ); int nCount = files.Count(); for ( int i = 0; i < nCount; ++i ) { g_pParticleSystemMgr->ReadParticleConfigFile( files[i], false, false ); } g_pParticleSystemMgr->DecommitTempMemory(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void PrecacheStandardParticleSystems( ) { #ifdef GAME_DLL // Now add each particle system name to the network string pool, so we can send string_t's // down to the client instead of full particle system names. for ( int i = 0; i < g_pParticleSystemMgr->GetParticleSystemCount(); i++ ) { const char *pParticleSystemName = g_pParticleSystemMgr->GetParticleSystemNameFromIndex(i); CParticleSystemDefinition *pParticleSystem = g_pParticleSystemMgr->FindParticleSystem( pParticleSystemName ); if ( pParticleSystem->ShouldAlwaysPrecache() ) { PrecacheParticleSystem( pParticleSystemName ); } } #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity, int nSplitScreenPlayerSlot /*= -1*/, IRecipientFilter *filter /*= NULL*/ ) { int iAttachment = -1; if ( pEntity && pEntity->GetBaseAnimating() ) { // Find the attachment point index iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName ); if ( iAttachment == -1 ) { Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName ); return; } } DispatchParticleEffect( pszParticleName, iAttachType, pEntity, iAttachment, bResetAllParticlesOnEntity, nSplitScreenPlayerSlot, filter ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity, int nSplitScreenPlayerSlot /*= -1*/, IRecipientFilter *filter /*= NULL*/ ) { CEffectData data; if ( pEntity ) { data.m_vOrigin = pEntity->GetAbsOrigin(); } data.m_nHitBox = GetParticleSystemIndex( pszParticleName ); if ( pEntity ) { #ifdef CLIENT_DLL data.m_hEntity = pEntity; #else data.m_nEntIndex = pEntity->entindex(); #endif data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; } data.m_nDamageType = iAttachType; data.m_nAttachmentIndex = iAttachmentPoint; if ( bResetAllParticlesOnEntity ) { data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES; } // Avoid an unnecessary string search, also behaves better w/ precache checks #ifndef CLIENT_DLL if ( filter ) DispatchEffect( *filter, 0.0f, "ParticleEffect", data ); else DispatchEffect( "ParticleEffect", data ); #else StartParticleEffect( data, nSplitScreenPlayerSlot ); #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void DispatchParticleEffectLink( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, CBaseEntity *pOtherEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity, int nSplitScreenPlayerSlot /*= -1*/ ) { CEffectData data; if ( pEntity ) { data.m_vOrigin = pEntity->GetAbsOrigin(); } data.m_nHitBox = GetParticleSystemIndex( pszParticleName ); if ( pEntity && pOtherEntity ) { #ifdef CLIENT_DLL data.m_hEntity = pEntity; #else data.m_nEntIndex = pEntity->entindex(); #endif data.m_nOtherEntIndex = pOtherEntity->entindex(); data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; } data.m_nDamageType = iAttachType; data.m_nAttachmentIndex = iAttachmentPoint; if ( bResetAllParticlesOnEntity ) { data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES; } // Avoid an unnecessary string search, also behaves better w/ precache checks #ifndef CLIENT_DLL DispatchEffect( "ParticleEffect", data ); #else StartParticleEffect( data, nSplitScreenPlayerSlot ); #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void DispatchParticleEffect( int nEffectIndex, const Vector &vecOrigin, const QAngle &vecAngles, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int nSplitScreenPlayerSlot /*= -1*/ ) { CEffectData data; data.m_nHitBox = nEffectIndex; data.m_vOrigin = vecOrigin; data.m_vAngles = vecAngles; if ( pEntity ) { #ifdef CLIENT_DLL data.m_hEntity = pEntity; #else data.m_nEntIndex = pEntity->entindex(); #endif data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; data.m_nDamageType = iAttachType; } else { #ifdef CLIENT_DLL data.m_hEntity = NULL; #else data.m_nEntIndex = 0; #endif } #ifndef CLIENT_DLL DispatchEffect( "ParticleEffect", data ); #else // Avoid an unnecessary search, also behaves better w/ precache checks... StartParticleEffect( data, nSplitScreenPlayerSlot ); #endif } void DispatchParticleEffect( const char *pszParticleName, const Vector &vecOrigin, const QAngle &vecAngles, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int nSplitScreenPlayerSlot /*= -1*/ ) { int nEffectIndex = GetParticleSystemIndex( pszParticleName ); DispatchParticleEffect( nEffectIndex, vecOrigin, vecAngles, iAttachType, pEntity, nSplitScreenPlayerSlot ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity, int nSplitScreenPlayerSlot /*= -1*/ ) { CEffectData data; data.m_nHitBox = iEffectIndex; data.m_vOrigin = vecOrigin; data.m_vStart = vecStart; data.m_vAngles = vecAngles; if ( pEntity ) { #ifdef CLIENT_DLL data.m_hEntity = pEntity; #else data.m_nEntIndex = pEntity->entindex(); #endif data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; data.m_nDamageType = PATTACH_CUSTOMORIGIN; } else { #ifdef CLIENT_DLL data.m_hEntity = NULL; #else data.m_nEntIndex = 0; #endif } #ifndef CLIENT_DLL DispatchEffect( "ParticleEffect", data ); #else // Avoid an unnecessary search, also behaves better w/ precache checks... StartParticleEffect( data, nSplitScreenPlayerSlot ); #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity, int nSplitScreenPlayerSlot /*= -1*/ ) { int iIndex = GetParticleSystemIndex( pszParticleName ); DispatchParticleEffect( iIndex, vecOrigin, vecOrigin, vecAngles, pEntity, nSplitScreenPlayerSlot ); } //----------------------------------------------------------------------------- // Purpose: Yet another overload, lets us supply vecStart //----------------------------------------------------------------------------- void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity, int nSplitScreenPlayerSlot /*= -1*/ ) { int iIndex = GetParticleSystemIndex( pszParticleName ); DispatchParticleEffect( iIndex, vecOrigin, vecStart, vecAngles, pEntity, nSplitScreenPlayerSlot ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void StopParticleEffects( CBaseEntity *pEntity ) { CEffectData data; if ( pEntity ) { #ifdef CLIENT_DLL data.m_hEntity = pEntity; #else data.m_nEntIndex = pEntity->entindex(); #endif } DispatchEffect( "ParticleEffectStop", data ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void StopParticleEffect( CBaseEntity *pEntity, const char *pszParticleName ) { CEffectData data; if ( pEntity ) { #ifdef CLIENT_DLL data.m_hEntity = pEntity; #else data.m_nEntIndex = pEntity->entindex(); #endif } data.m_nHitBox = GetParticleSystemIndex( pszParticleName ); DispatchEffect( "ParticleEffectStop", data ); } #ifndef CLIENT_DLL extern CBaseEntity *GetNextCommandEntity( CBasePlayer *pPlayer, const char *name, CBaseEntity *ent ); ConVar particle_test_file( "particle_test_file", "", FCVAR_CHEAT, "Name of the particle system to dynamically spawn" ); ConVar particle_test_attach_mode( "particle_test_attach_mode", "follow_attachment", FCVAR_CHEAT, "Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'" ); ConVar particle_test_attach_attachment( "particle_test_attach_attachment", "0", FCVAR_CHEAT, "Attachment index for attachment mode" ); void Particle_Test_Start( CBasePlayer* pPlayer, const char *name, bool bStart ) { if ( !pPlayer ) return; int iAttachType = GetAttachTypeFromString( particle_test_attach_mode.GetString() ); if ( iAttachType < 0 ) { Warning( "Invalid attach type specified for particle_test in cvar 'particle_test_attach_mode.\n" ); return; } int iAttachmentIndex = particle_test_attach_attachment.GetInt(); const char *pszParticleFile = particle_test_file.GetString(); CBaseEntity *pEntity = NULL; while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL ) { /* Fire the test particle system on this entity */ DispatchParticleEffect( pszParticleFile, (ParticleAttachment_t)iAttachType, pEntity, iAttachmentIndex, true ); // stops existing particle systems } } void CC_Particle_Test_Start( const CCommand& args ) { Particle_Test_Start( UTIL_GetCommandClient(), args[1], true ); } static ConCommand particle_test_start("particle_test_start", CC_Particle_Test_Start, "Dispatches the test particle system with the parameters specified in particle_test_file,\n particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT); void Particle_Test_Stop( CBasePlayer* pPlayer, const char *name, bool bStart ) { if ( !pPlayer ) return; CBaseEntity *pEntity = NULL; while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL ) { //Stop all particle systems on the selected entity DispatchParticleEffect( "", PATTACH_ABSORIGIN, pEntity, 0, true ); } } void CC_Particle_Test_Stop( const CCommand& args ) { Particle_Test_Stop( UTIL_GetCommandClient(), args[1], false ); } static ConCommand particle_test_stop("particle_test_stop", CC_Particle_Test_Stop, "Stops all particle systems on the selected entities.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT); #endif //CLIENT_DLL