211 lines
6.5 KiB
C
211 lines
6.5 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef C_EFFECTS_H
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#define C_EFFECTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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#include "precipitation_shared.h"
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// Draw rain effects.
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void DrawPrecipitation();
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//-----------------------------------------------------------------------------
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// Precipitation particle type
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//-----------------------------------------------------------------------------
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class CPrecipitationParticle
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{
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public:
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Vector m_Pos;
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Vector m_Velocity;
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float m_SpawnTime; // Note: Tweak with this to change lifetime
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float m_Mass;
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float m_Ramp;
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float m_flMaxLifetime;
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int m_nSplitScreenPlayerSlot;
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};
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class CClient_Precipitation;
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static CUtlVector<CClient_Precipitation*> g_Precipitations;
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//===========
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// Snow fall
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//===========
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class CSnowFallManager;
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static CSnowFallManager *s_pSnowFallMgr[ MAX_SPLITSCREEN_PLAYERS ];
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bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity );
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void SnowFallManagerDestroy( void );
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class AshDebrisEffect : public CSimpleEmitter
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{
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public:
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AshDebrisEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
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static AshDebrisEffect* Create( const char *pDebugName );
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virtual float UpdateAlpha( const SimpleParticle *pParticle );
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virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta );
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private:
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AshDebrisEffect( const AshDebrisEffect & );
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};
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//-----------------------------------------------------------------------------
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// Precipitation blocker entity
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//-----------------------------------------------------------------------------
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class C_PrecipitationBlocker : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_PrecipitationBlocker, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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C_PrecipitationBlocker();
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virtual ~C_PrecipitationBlocker();
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};
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//-----------------------------------------------------------------------------
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// Precipitation base entity
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//-----------------------------------------------------------------------------
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class CClient_Precipitation : public C_BaseEntity
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{
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class CPrecipitationEffect;
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friend class CClient_Precipitation::CPrecipitationEffect;
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public:
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DECLARE_CLASS( CClient_Precipitation, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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CClient_Precipitation();
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virtual ~CClient_Precipitation();
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// Inherited from C_BaseEntity
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virtual void Precache( );
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virtual RenderableTranslucencyType_t ComputeTranslucencyType() { return RENDERABLE_IS_TRANSLUCENT; }
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void Render();
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// Computes where we're gonna emit
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bool ComputeEmissionArea( Vector& origin, Vector2D& size, C_BaseCombatCharacter *pCharacter );
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private:
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// Creates a single particle
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CPrecipitationParticle* CreateParticle();
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink();
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void Simulate( float dt );
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// Renders the particle
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void RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb );
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void CreateWaterSplashes();
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// Emits the actual particles
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void EmitParticles( float fTimeDelta );
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// Gets the tracer width and speed
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float GetWidth() const;
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float GetLength() const;
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float GetSpeed() const;
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// Gets the remaining lifetime of the particle
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float GetRemainingLifetime( CPrecipitationParticle* pParticle ) const;
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// Computes the wind vector
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static void ComputeWindVector( );
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// simulation methods
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bool SimulateRain( CPrecipitationParticle* pParticle, float dt );
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bool SimulateSnow( CPrecipitationParticle* pParticle, float dt );
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void CreateParticlePrecip( void );
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void InitializeParticlePrecip( void );
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void DispatchOuterParticlePrecip( int nSlot, C_BasePlayer *pPlayer, Vector vForward );
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void DispatchInnerParticlePrecip( int nSlot, C_BasePlayer *pPlayer, Vector vForward );
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void DestroyOuterParticlePrecip( int nSlot );
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void DestroyInnerParticlePrecip( int nSlot );
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void UpdateParticlePrecip( C_BasePlayer *pPlayer, int nSlot );
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float GetDensity() { return m_flDensity; }
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private:
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void CreateAshParticle( void );
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void CreateRainOrSnowParticle( const Vector &vSpawnPosition, const Vector &vEndPosition, const Vector &vVelocity ); // TERROR: adding end pos for lifetime calcs
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// Information helpful in creating and rendering particles
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IMaterial *m_MatHandle; // material used
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float m_Color[4]; // precip color
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float m_Lifetime; // Precip lifetime
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float m_InitialRamp; // Initial ramp value
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float m_Speed; // Precip speed
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float m_Width; // Tracer width
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float m_Remainder; // particles we should render next time
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PrecipitationType_t m_nPrecipType; // Precip type
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float m_flHalfScreenWidth; // Precalculated each frame.
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float m_flDensity;
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#ifdef INFESTED_DLL
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int m_nSnowDustAmount;
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#endif
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// Some state used in rendering and simulation
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// Used to modify the rain density and wind from the console
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static ConVar s_raindensity;
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static ConVar s_rainwidth;
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static ConVar s_rainlength;
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static ConVar s_rainspeed;
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static Vector s_WindVector; // Stores the wind speed vector
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CUtlLinkedList<CPrecipitationParticle> m_Particles;
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CUtlVector<Vector> m_Splashes;
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struct AshSplit_t
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{
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AshSplit_t() : m_bActiveAshEmitter( false ), m_vAshSpawnOrigin( 0, 0, 0 ), m_iAshCount( 0 )
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{
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}
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CSmartPtr<AshDebrisEffect> m_pAshEmitter;
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TimedEvent m_tAshParticleTimer;
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TimedEvent m_tAshParticleTraceTimer;
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bool m_bActiveAshEmitter;
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Vector m_vAshSpawnOrigin;
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int m_iAshCount;
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};
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protected:
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AshSplit_t m_Ash[ MAX_SPLITSCREEN_PLAYERS ];
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float m_flParticleInnerDist; //The distance at which to start drawing the inner system
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char *m_pParticleInnerNearDef; //Name of the first inner system
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char *m_pParticleInnerFarDef; //Name of the second inner system
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char *m_pParticleOuterDef; //Name of the outer system
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HPARTICLEFFECT m_pParticlePrecipInnerNear[ MAX_SPLITSCREEN_PLAYERS ];
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HPARTICLEFFECT m_pParticlePrecipInnerFar[ MAX_SPLITSCREEN_PLAYERS ];
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HPARTICLEFFECT m_pParticlePrecipOuter[ MAX_SPLITSCREEN_PLAYERS ];
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TimedEvent m_tParticlePrecipTraceTimer[ MAX_SPLITSCREEN_PLAYERS ];
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bool m_bActiveParticlePrecipEmitter[ MAX_SPLITSCREEN_PLAYERS ];
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bool m_bParticlePrecipInitialized;
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private:
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CClient_Precipitation( const CClient_Precipitation & ); // not defined, not accessible
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};
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#endif // C_EFFECTS_H
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