sqwarmed/sdk_src/game/shared/particle_parse.cpp

414 lines
13 KiB
C++

//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "filesystem.h"
#include <KeyValues.h>
#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<CUtlString> 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