sqwarmed/sdk_src/game/client/fx_impact.cpp

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2024-08-29 19:18:30 -04:00
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "decals.h"
#include "materialsystem/IMaterialVar.h"
#include "ieffects.h"
#include "fx.h"
#include "fx_impact.h"
#include "view.h"
#include "engine/IStaticPropMgr.h"
#include "datacache/imdlcache.h"
#include "debugoverlay_shared.h"
#include "c_impact_effects.h"
#include "tier0/vprof.h"
#ifdef INFESTED_DLL
#include "c_asw_fx.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar r_drawflecks( "r_drawflecks", "1" );
static ConVar r_impacts_alt_orientation ( "r_impacts_alt_orientation", "1" );
extern ConVar r_drawmodeldecals;
ImpactSoundRouteFn g_pImpactSoundRouteFn = NULL;
//==========================================================================================================================
// RAGDOLL ENUMERATOR
//==========================================================================================================================
CRagdollEnumerator::CRagdollEnumerator( Ray_t& shot, int iDamageType )
{
m_rayShot = shot;
m_iDamageType = iDamageType;
m_bHit = false;
}
IterationRetval_t CRagdollEnumerator::EnumElement( IHandleEntity *pHandleEntity )
{
C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
if ( pEnt == NULL )
return ITERATION_CONTINUE;
C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt );
// If the ragdoll was created on this tick, then the forces were already applied on the server
if ( pModel == NULL || WasRagdollCreatedOnCurrentTick( pEnt ) )
return ITERATION_CONTINUE;
IPhysicsObject *pPhysicsObject = pModel->VPhysicsGetObject();
if ( pPhysicsObject == NULL )
return ITERATION_CONTINUE;
trace_t tr;
enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr );
if ( tr.fraction < 1.0 )
{
pModel->ImpactTrace( &tr, m_iDamageType, NULL );
m_bHit = true;
//FIXME: Yes? No?
return ITERATION_STOP;
}
return ITERATION_CONTINUE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool FX_AffectRagdolls( Vector vecOrigin, Vector vecStart, int iDamageType )
{
// don't do this when lots of ragdolls are simulating
if ( s_RagdollLRU.CountRagdolls(true) > 1 )
return false;
Ray_t shotRay;
shotRay.Init( vecStart, vecOrigin );
CRagdollEnumerator ragdollEnum( shotRay, iDamageType );
partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum );
return ragdollEnum.Hit();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void RagdollImpactCallback( const CEffectData &data )
{
FX_AffectRagdolls( data.m_vOrigin, data.m_vStart, data.m_nDamageType );
}
DECLARE_CLIENT_EFFECT( RagdollImpact, RagdollImpactCallback );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool Impact( Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType, int iHitbox, C_BaseEntity *pEntity, trace_t &tr, int nFlags, int maxLODToDecal )
{
VPROF( "Impact" );
Assert ( pEntity );
MDLCACHE_CRITICAL_SECTION();
// Clear out the trace
memset( &tr, 0, sizeof(trace_t));
tr.fraction = 1.0f;
// Setup our shot information
Vector shotDir = vecOrigin - vecStart;
float flLength = VectorNormalize( shotDir );
Vector traceExt;
VectorMA( vecStart, flLength + 8.0f, shotDir, traceExt );
// Attempt to hit ragdolls
bool bHitRagdoll = false;
if ( !pEntity->IsClientCreated() )
{
bHitRagdoll = FX_AffectRagdolls( vecOrigin, vecStart, iDamageType );
}
if ( (nFlags & IMPACT_NODECAL) == 0 )
{
int decalNumber = decalsystem->GetDecalIndexForName( GetImpactDecal( pEntity, iMaterial, iDamageType ) );
if ( decalNumber == -1 )
return false;
if ( (pEntity->entindex() == 0) && (iHitbox != 0) )
{
staticpropmgr->AddDecalToStaticProp( vecStart, traceExt, iHitbox - 1, decalNumber, true, tr );
}
else if ( pEntity )
{
// Here we deal with decals on entities.
pEntity->AddDecal( vecStart, traceExt, vecOrigin, iHitbox, decalNumber, true, tr, maxLODToDecal );
}
}
else
{
// Perform the trace ourselves
Ray_t ray;
ray.Init( vecStart, traceExt );
if ( (pEntity->entindex() == 0) && (iHitbox != 0) )
{
// Special case for world entity with hitbox (that's a static prop)
ICollideable *pCollideable = staticpropmgr->GetStaticPropByIndex( iHitbox - 1 );
enginetrace->ClipRayToCollideable( ray, MASK_SHOT, pCollideable, &tr );
}
else
{
if ( !pEntity )
return false;
enginetrace->ClipRayToEntity( ray, MASK_SHOT, pEntity, &tr );
}
}
// If we found the surface, emit debris flecks
bool bReportRagdollImpacts = (nFlags & IMPACT_REPORT_RAGDOLL_IMPACTS) != 0;
if ( ( tr.fraction == 1.0f ) || ( bHitRagdoll && !bReportRagdollImpacts ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageType )
{
char const *decalName;
if ( !pEntity )
{
decalName = "Impact.Concrete";
}
else
{
decalName = pEntity->DamageDecal( iDamageType, iMaterial );
}
// See if we need to offset the decal for material type
return decalsystem->TranslateDecalForGameMaterial( decalName, iMaterial );
}
//-----------------------------------------------------------------------------
// Purpose: Perform custom effects based on the Decal index
//-----------------------------------------------------------------------------
struct ImpactEffect_t
{
const char *m_pName;
const char *m_pNameNoFlecks;
};
static ImpactEffect_t s_pImpactEffect[26] =
{
{ NULL, NULL }, // CHAR_TEX_ANTLION
{ NULL, NULL }, // CHAR_TEX_BLOODYFLESH
{ "impact_concrete", "impact_concrete_cheap" }, // CHAR_TEX_CONCRETE
{ "impact_dirt", "impact_dirt_cheap" }, // CHAR_TEX_DIRT
{ NULL, NULL }, // CHAR_TEX_EGGSHELL
{ NULL, NULL }, // CHAR_TEX_FLESH
{ "impact_metal", "impact_metal_cheap" }, // CHAR_TEX_GRATE
{ NULL, NULL }, // CHAR_TEX_ALIENFLESH
{ NULL, NULL }, // CHAR_TEX_CLIP
{ "impact_grass", "impact_grass_cheap" }, // CHAR_TEX_GRASS
{ "impact_mud", "impact_mud_cheap" }, // CHAR_TEX_MUD
{ "impact_plastic", "impact_plastic_cheap" }, // CHAR_TEX_PLASTIC
{ "impact_metal", "impact_metal_cheap" }, // CHAR_TEX_METAL
{ "impact_sand", "impact_sand_cheap" }, // CHAR_TEX_SAND
{ "impact_leaves", "impact_leaves_cheap" }, // CHAR_TEX_LEAVES
{ "impact_computer", "impact_computer_cheap" }, // CHAR_TEX_COMPUTER
{ "impact_asphalt", "impact_asphalt_cheap" }, // CHAR_TEX_ASPHALT
{ "impact_brick", "impact_brick_cheap" }, // CHAR_TEX_BRICK
{ "impact_wet", "impact_wet_cheap" }, // CHAR_TEX_SLOSH
{ "impact_tile", "impact_tile_cheap" }, // CHAR_TEX_TILE
{ "impact_cardboard", "impact_cardboard_cheap" }, // CHAR_TEX_CARDBOARD
{ "impact_metal", "impact_metal_cheap" }, // CHAR_TEX_VENT
{ "impact_wood", "impact_wood_cheap" }, // CHAR_TEX_WOOD
{ NULL, NULL }, // CHAR_TEX_FAKE
{ "impact_glass", "impact_glass_cheap" }, // CHAR_TEX_GLASS
{ NULL, NULL }, // CHAR_TEX_WARPSHIELD
};
static ImpactEffect_t s_pImpactEffect2[11] =
{
{ "impact_clay", "impact_clay_cheap" }, // CHAR_TEX_CLAY
{ "impact_plaster", "impact_plaster_cheap" }, // CHAR_TEX_PLASTER
{ "impact_rock", "impact_rock_cheap" }, // CHAR_TEX_ROCK
{ "impact_rubber", "impact_rubber_cheap" }, // CHAR_TEX_RUBBER
{ "impact_sheetrock", "impact_sheetrock_cheap" }, // CHAR_TEX_SHEETROCK
{ "impact_cloth", "impact_cloth_cheap" }, // CHAR_TEX_CLOTH
{ "impact_carpet", "impact_carpet_cheap" }, // CHAR_TEX_CARPET
{ "impact_paper", "impact_paper_cheap" }, // CHAR_TEX_PAPER
{ "impact_upholstery", "impact_upholstery_cheap" }, // CHAR_TEX_UPHOLSTERY
{ "impact_puddle", "impact_puddle_cheap" }, // CHAR_TEX_PUDDLE
{ "impact_metal", "impact_metal_cheap" }, // CHAR_TEX_STEAM_PIPE
};
static int s_pImpactEffectIndex[ ARRAYSIZE( s_pImpactEffect ) ][2];
static int s_pImpactEffect2Index[ ARRAYSIZE( s_pImpactEffect2 ) ][2];
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheImpacts )
for ( int i = 0; i < ARRAYSIZE( s_pImpactEffect ); ++i )
{
if ( s_pImpactEffect[i].m_pName )
{
PRECACHE_INDEX( PARTICLE_SYSTEM, s_pImpactEffect[i].m_pName, s_pImpactEffectIndex[i][0] );
}
if ( s_pImpactEffect[i].m_pNameNoFlecks )
{
PRECACHE_INDEX( PARTICLE_SYSTEM, s_pImpactEffect[i].m_pNameNoFlecks, s_pImpactEffectIndex[i][1] );
}
}
for ( int i = 0; i < ARRAYSIZE( s_pImpactEffect2 ); ++i )
{
if ( s_pImpactEffect2[i].m_pName )
{
PRECACHE_INDEX( PARTICLE_SYSTEM, s_pImpactEffect2[i].m_pName, s_pImpactEffect2Index[i][0] );
}
if ( s_pImpactEffect2[i].m_pNameNoFlecks )
{
PRECACHE_INDEX( PARTICLE_SYSTEM, s_pImpactEffect2[i].m_pNameNoFlecks, s_pImpactEffect2Index[i][1] );
}
}
PRECACHE_REGISTER_END()
static void SetImpactControlPoint( CNewParticleEffect *pEffect, int nPoint, const Vector &vecImpactPoint, const Vector &vecForward, C_BaseEntity *pEntity )
{
Vector vecImpactY, vecImpactZ;
VectorVectors( vecForward, vecImpactY, vecImpactZ );
vecImpactY *= -1.0f;
pEffect->SetControlPoint( nPoint, vecImpactPoint );
if ( r_impacts_alt_orientation.GetBool() )
pEffect->SetControlPointOrientation( nPoint, vecImpactZ, vecImpactY, vecForward );
else
pEffect->SetControlPointOrientation( nPoint, vecForward, vecImpactY, vecImpactZ );
pEffect->SetControlPointEntity( nPoint, pEntity );
}
static void PerformNewCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags )
{
bool bNoFlecks = !r_drawflecks.GetBool();
if ( !bNoFlecks )
{
bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 );
}
// Compute the impact effect name
ImpactEffect_t *pEffectList;
int *pEffectIndex;
int nOffset;
if ( iMaterial >= 1 && iMaterial <= 11 )
{
pEffectList = s_pImpactEffect2;
nOffset = 1;
pEffectIndex = s_pImpactEffect2Index[iMaterial - nOffset];
}
else
{
pEffectList = s_pImpactEffect;
nOffset = 'A';
pEffectIndex = s_pImpactEffectIndex[iMaterial - nOffset];
}
const ImpactEffect_t &effect = pEffectList[ iMaterial - nOffset ];
const char *pImpactName = effect.m_pName;
int nEffectIndex = pEffectIndex[0];
if ( bNoFlecks && effect.m_pNameNoFlecks )
{
pImpactName = effect.m_pNameNoFlecks;
nEffectIndex = pEffectIndex[1];
}
if ( !pImpactName )
return;
Vector vecReflect;
float flDot = DotProduct( shotDir, tr.plane.normal );
VectorMA( shotDir, -2.0f * flDot, tr.plane.normal, vecReflect );
Vector vecShotBackward;
VectorMultiply( shotDir, -1.0f, vecShotBackward );
Vector vecImpactPoint = ( tr.fraction != 1.0f ) ? tr.endpos : vecOrigin;
AssertMsg( VectorsAreEqual( vecOrigin, tr.endpos, 1e-1 ), "Impact decal drawn too far from the surface impacted." );
#ifdef INFESTED_DLL // Randomly spawn a persistent jet of steam
if ( iMaterial == CHAR_TEX_STEAM_PIPE )
{
FX_ASW_Potential_Burst_Pipe( vecImpactPoint, vecReflect, vecShotBackward, tr.plane.normal );
}
#endif
CSmartPtr<CNewParticleEffect> pEffect = CNewParticleEffect::CreateOrAggregatePrecached( NULL, nEffectIndex, vecImpactPoint );
if ( !pEffect->IsValid() )
return;
SetImpactControlPoint( pEffect.GetObject(), 0, vecImpactPoint, tr.plane.normal, tr.m_pEnt );
SetImpactControlPoint( pEffect.GetObject(), 1, vecImpactPoint, vecReflect, tr.m_pEnt );
SetImpactControlPoint( pEffect.GetObject(), 2, vecImpactPoint, vecShotBackward, tr.m_pEnt );
pEffect->SetControlPoint( 3, Vector( iScale, iScale, iScale ) );
if ( pEffect->m_pDef->ReadsControlPoint( 4 ) )
{
Vector vecColor;
GetColorForSurface( &tr, &vecColor );
pEffect->SetControlPoint( 4, vecColor );
}
}
void PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags )
{
// Throw out the effect if any of these are true
const int noEffectsFlags = (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP);
if ( tr.surface.flags & noEffectsFlags )
return;
PerformNewCustomEffects( vecOrigin, tr, shotDir, iMaterial, iScale, nFlags );
}
//-----------------------------------------------------------------------------
// Purpose: Play a sound for an impact. If tr contains a valid hit, use that.
// If not, use the passed in origin & surface.
//-----------------------------------------------------------------------------
void PlayImpactSound( CBaseEntity *pEntity, trace_t &tr, Vector &vecServerOrigin, int nServerSurfaceProp )
{
VPROF( "PlayImpactSound" );
surfacedata_t *pdata;
Vector vecOrigin;
// If the client-side trace hit a different entity than the server, or
// the server didn't specify a surfaceprop, then use the client-side trace
// material if it's valid.
if ( tr.DidHit() && (pEntity != tr.m_pEnt || nServerSurfaceProp == 0) )
{
nServerSurfaceProp = tr.surface.surfaceProps;
}
pdata = physprops->GetSurfaceData( nServerSurfaceProp );
if ( tr.fraction < 1.0 )
{
vecOrigin = tr.endpos;
}
else
{
vecOrigin = vecServerOrigin;
}
// Now play the esound
if ( pdata->sounds.bulletImpact )
{
const char *pbulletImpactSoundName = physprops->GetString( pdata->sounds.bulletImpact );
if ( g_pImpactSoundRouteFn )
{
g_pImpactSoundRouteFn( pbulletImpactSoundName, vecOrigin );
}
else
{
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName, pdata->soundhandles.bulletImpact, &vecOrigin );
}
return;
}
#ifdef _DEBUG
Msg("***ERROR: PlayImpactSound() on a surface with 0 bulletImpactCount!\n");
#endif //_DEBUG
}
void SetImpactSoundRoute( ImpactSoundRouteFn fn )
{
g_pImpactSoundRouteFn = fn;
}
//-----------------------------------------------------------------------------
// Purpose: Pull the impact data out
// Input : &data -
// *vecOrigin -
// *vecAngles -
// *iMaterial -
// *iDamageType -
// *iHitbox -
// *iEntIndex -
//-----------------------------------------------------------------------------
C_BaseEntity *ParseImpactData( const CEffectData &data, Vector *vecOrigin, Vector *vecStart,
Vector *vecShotDir, short &nSurfaceProp, int &iMaterial, int &iDamageType, int &iHitbox )
{
C_BaseEntity *pEntity = data.GetEntity( );
*vecOrigin = data.m_vOrigin;
*vecStart = data.m_vStart;
nSurfaceProp = data.m_nSurfaceProp;
iDamageType = data.m_nDamageType;
iHitbox = data.m_nHitBox;
*vecShotDir = (*vecOrigin - *vecStart);
VectorNormalize( *vecShotDir );
// Get the material from the surfaceprop
surfacedata_t *psurfaceData = physprops->GetSurfaceData( data.m_nSurfaceProp );
iMaterial = psurfaceData->game.material;
return pEntity;
}