sqwarmed/sdk_src/game/client/c_fire_smoke.h

274 lines
6.6 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef C_FIRE_SMOKE_H
#define C_FIRE_SMOKE_H
#include "particles_simple.h"
#include "tempent.h"
#include "glow_overlay.h"
#include "view.h"
#include "particle_litsmokeemitter.h"
#include "tier1/utlobjectreference.h"
class CFireOverlay;
class C_FireSprite : public C_Sprite
{
DECLARE_CLASS( C_FireSprite, C_Sprite );
private:
virtual int DrawModel( int flags, const RenderableInstance_t &instance )
{
if ( m_bFadeFromAbove )
{
// The sprites become less visible the more you look down or up at them
Vector vToPos = GetLocalOrigin() - CurrentViewOrigin();
VectorNormalize( vToPos );
float fUpAmount = vToPos.z;
int iAlpha = 255;
if ( fUpAmount < -0.75f )
iAlpha = 0;
else if ( fUpAmount < -0.65f )
iAlpha = 255 - (int)( ( fUpAmount + 0.65f ) * 10.0f * -255.0f );
else if ( fUpAmount > 0.85f )
iAlpha = 0;
else if ( fUpAmount > 0.75f )
iAlpha = 255 - (int)( ( fUpAmount - 0.75f ) * 10.0f * 255.0f );
SetColor( iAlpha, iAlpha, iAlpha );
}
return BaseClass::DrawModel( flags, instance );
}
public:
Vector m_vecMoveDir;
bool m_bFadeFromAbove;
};
class C_FireFromAboveSprite : public C_Sprite
{
DECLARE_CLASS( C_FireFromAboveSprite, C_Sprite );
virtual int DrawModel( int flags, const RenderableInstance_t &instance )
{
// The sprites become more visible the more you look down or up at them
Vector vToPos = GetLocalOrigin() - CurrentViewOrigin();
VectorNormalize( vToPos );
float fUpAmount = vToPos.z;
int iAlpha = 0;
if ( fUpAmount < -0.85f )
iAlpha = 255;
else if ( fUpAmount < -0.65f )
iAlpha = (int)( ( fUpAmount + 0.65f ) * 5.0f * -255.0f );
else if ( fUpAmount > 0.75f )
iAlpha = 255;
else if ( fUpAmount > 0.55f )
iAlpha = (int)( ( fUpAmount - 0.55f ) * 5.0f * 255.0f );
SetColor( iAlpha, iAlpha, iAlpha );
return BaseClass::DrawModel( flags, instance );
}
};
#ifdef _XBOX
// XBox reduces the flame count
#define NUM_CHILD_FLAMES 1
#else
#define NUM_CHILD_FLAMES 4
#endif
#define SMOKE_RISE_RATE 92.0f
#define SMOKE_LIFETIME 2.0f
#define EMBER_LIFETIME 2.0f
#define FLAME_CHILD_SPREAD 64.0f
#define FLAME_SOURCE_HEIGHT 128.0f
#define FLAME_FROM_ABOVE_SOURCE_HEIGHT 32.0f
//==================================================
// C_FireSmoke
//==================================================
//NOTENOTE: Mirrored in dlls/fire_smoke.h
#define bitsFIRESMOKE_NONE 0x00000000
#define bitsFIRESMOKE_ACTIVE 0x00000001
#define bitsFIRESMOKE_SMOKE 0x00000002
#define bitsFIRESMOKE_SMOKE_COLLISION 0x00000004
#define bitsFIRESMOKE_GLOW 0x00000008
#define bitsFIRESMOKE_VISIBLE_FROM_ABOVE 0x00000010
#define OVERLAY_MAX_VISIBLE_RANGE 512.0f
class C_FireSmoke : public C_BaseEntity
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_FireSmoke, C_BaseEntity );
C_FireSmoke();
~C_FireSmoke();
void Start( void );
void StartClientOnly( void );
void RemoveClientOnly( void );
protected:
void Update( void );
void UpdateAnimation( void );
void UpdateScale( void );
void UpdateFlames( void );
void AddFlames( void );
void SpawnSmoke( void );
void FindClipPlane( void );
//C_BaseEntity
public:
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool ShouldDraw();
float GetScale( void ) const { return m_flScaleRegister; }
//From the server
public:
float m_flStartScale;
float m_flScale;
float m_flScaleTime;
int m_nFlags;
int m_nFlameModelIndex;
int m_nFlameFromAboveModelIndex;
//Client-side only
public:
float m_flScaleRegister;
float m_flScaleStart;
float m_flScaleEnd;
float m_flScaleTimeStart;
float m_flScaleTimeEnd;
float m_flChildFlameSpread;
VPlane m_planeClip;
float m_flClipPerc;
bool m_bClipTested;
bool m_bFadingOut;
protected:
void UpdateEffects( void );
//CSmartPtr<CEmberEffect> m_pEmberEmitter;
CSmartPtr<CLitSmokeEmitter> m_pSmokeEmitter;
C_FireSprite m_entFlames[NUM_CHILD_FLAMES];
C_FireFromAboveSprite m_entFlamesFromAbove[NUM_CHILD_FLAMES];
float m_entFlameScales[NUM_CHILD_FLAMES];
TimedEvent m_tParticleSpawn;
CFireOverlay *m_pFireOverlay;
// New Particle Fire Effect
CUtlReference<CNewParticleEffect> m_hEffect;
private:
C_FireSmoke( const C_FireSmoke & );
};
//Fire overlay
class CFireOverlay : public CGlowOverlay
{
public:
//Constructor
CFireOverlay( C_FireSmoke *owner )
{
m_pOwner = owner;
m_flScale = 0.0f;
m_nGUID = random->RandomInt( -999999, 999999 );
}
//-----------------------------------------------------------------------------
// Purpose: Generate a flicker value
// Output : scalar value
//-----------------------------------------------------------------------------
float GetFlickerScale( void )
{
float result = 0.0f;
float time = Helper_GetTime() + m_nGUID;
result = sin( time * 1000.0f );
result += 0.5f * sin( time * 2000.0f );
result -= 0.5f * cos( time * 8000.0f );
return result;
}
//-----------------------------------------------------------------------------
// Purpose: Update the overlay
//-----------------------------------------------------------------------------
virtual bool Update( void )
{
if ( m_pOwner == NULL )
return false;
float scale = m_pOwner->GetScale();
float dscale = scale - m_flScale;
m_vPos[2] += dscale * FLAME_SOURCE_HEIGHT;
m_flScale = scale;
scale *= 0.75f;
float flickerScale = GetFlickerScale();
float newScale = scale + ( scale * flickerScale * 0.1f );
m_Sprites[0].m_flHorzSize = ( newScale * 0.2f ) + ( m_Sprites[0].m_flHorzSize * 0.8f );
m_Sprites[0].m_flVertSize = m_Sprites[0].m_flHorzSize * 1.5f;
float cameraDistance = ( CurrentViewOrigin() - (m_pOwner->GetAbsOrigin())).Length();
C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
if ( local )
{
cameraDistance *= local->GetFOVDistanceAdjustFactor();
}
if ( cameraDistance > OVERLAY_MAX_VISIBLE_RANGE )
cameraDistance = OVERLAY_MAX_VISIBLE_RANGE;
float alpha = 1.0f - ( cameraDistance / OVERLAY_MAX_VISIBLE_RANGE );
Vector newColor = m_vBaseColors[0] + ( m_vBaseColors[0] * flickerScale * 0.5f );
m_Sprites[0].m_vColor = ( newColor * 0.1f ) + ( m_Sprites[0].m_vColor * 0.9f ) * alpha;
return true;
}
public:
C_FireSmoke *m_pOwner;
Vector m_vBaseColors[MAX_SUN_LAYERS];
float m_flScale;
int m_nGUID;
};
#endif // C_FIRE_SMOKE_H