478 lines
13 KiB
C++
478 lines
13 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef BEAM_H
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#define BEAM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseentity_shared.h"
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#include "baseplayer_shared.h"
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#if !defined( CLIENT_DLL )
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#include "entityoutput.h"
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#endif
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#include "beam_flags.h"
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#define MAX_BEAM_WIDTH 102.3f
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#define MAX_BEAM_SCROLLSPEED 100.0f
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#define MAX_BEAM_NOISEAMPLITUDE 64
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#define SF_BEAM_STARTON 0x0001
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#define SF_BEAM_TOGGLE 0x0002
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#define SF_BEAM_RANDOM 0x0004
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#define SF_BEAM_RING 0x0008
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#define SF_BEAM_SPARKSTART 0x0010
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#define SF_BEAM_SPARKEND 0x0020
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#define SF_BEAM_DECALS 0x0040
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#define SF_BEAM_SHADEIN 0x0080
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#define SF_BEAM_SHADEOUT 0x0100
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#define SF_BEAM_TAPEROUT 0x0200 // Tapers to zero
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#define SF_BEAM_TEMPORARY 0x8000
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#define ATTACHMENT_INDEX_BITS 5
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#define ATTACHMENT_INDEX_MASK ((1 << ATTACHMENT_INDEX_BITS) - 1)
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#if defined( CLIENT_DLL )
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#define CBeam C_Beam
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#include "c_pixel_visibility.h"
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#endif
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// I've seen CBeams glitter in the dark near Tannhauser gate...
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class CBeam : public CBaseEntity
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{
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DECLARE_CLASS( CBeam, CBaseEntity );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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#endif
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CBeam();
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virtual void SetModel( const char *szModelName );
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void Spawn( void );
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void Precache( void );
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#if !defined( CLIENT_DLL )
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int ObjectCaps( void );
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void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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int UpdateTransmitState( void );
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int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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#endif
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virtual int DrawDebugTextOverlays(void);
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// These functions are here to show the way beams are encoded as entities.
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// Encoding beams as entities simplifies their management in the client/server architecture
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void SetType( int type );
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void SetBeamFlags( int flags );
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void SetBeamFlag( int flag );
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// NOTE: Start + End Pos are specified in *relative* coordinates
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void SetStartPos( const Vector &pos );
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void SetEndPos( const Vector &pos );
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// This will change things so the abs position matches the requested spot
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void SetAbsStartPos( const Vector &pos );
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void SetAbsEndPos( const Vector &pos );
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const Vector &GetAbsStartPos( void ) const;
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const Vector &GetAbsEndPos( void ) const;
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void SetStartEntity( CBaseEntity *pEntity );
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void SetEndEntity( CBaseEntity *pEntity );
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void SetStartAttachment( int attachment );
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void SetEndAttachment( int attachment );
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void SetTexture( int spriteIndex );
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void SetHaloTexture( int spriteIndex );
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void SetHaloScale( float haloScale );
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void SetWidth( float width );
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void SetEndWidth( float endWidth );
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void SetFadeLength( float fadeLength );
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void SetNoise( float amplitude );
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void SetColor( int r, int g, int b );
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void SetBrightness( int brightness );
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void SetFrame( float frame );
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void SetScrollRate( int speed );
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void SetFireTime( float flFireTime );
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void SetFrameRate( float flFrameRate ) { m_flFrameRate = flFrameRate; }
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void TurnOn( void );
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void TurnOff( void );
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int GetType( void ) const;
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int GetBeamFlags( void ) const;
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CBaseEntity* GetStartEntityPtr( void ) const;
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int GetStartEntity( void ) const;
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CBaseEntity* GetEndEntityPtr( void ) const;
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int GetEndEntity( void ) const;
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int GetStartAttachment() const;
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int GetEndAttachment() const;
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virtual const Vector &WorldSpaceCenter( void ) const;
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int GetTexture( void );
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float GetWidth( void ) const;
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float GetEndWidth( void ) const;
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float GetFadeLength( void ) const;
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float GetNoise( void ) const;
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int GetBrightness( void ) const;
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float GetFrame( void ) const;
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float GetScrollRate( void ) const;
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float GetHDRColorScale( void ) const;
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void SetHDRColorScale( float flScale ) { m_flHDRColorScale = flScale; }
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// Call after you change start/end positions
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void RelinkBeam( void );
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void DoSparks( const Vector &start, const Vector &end );
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CBaseEntity *RandomTargetname( const char *szName );
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void BeamDamage( trace_t *ptr );
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// Init after BeamCreate()
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void BeamInit( const char *pSpriteName, float width );
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void PointsInit( const Vector &start, const Vector &end );
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void PointEntInit( const Vector &start, CBaseEntity *pEndEntity );
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void EntsInit( CBaseEntity *pStartEntity, CBaseEntity *pEndEntity );
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void LaserInit( CBaseEntity *pStartEntity, CBaseEntity *pEndEntity );
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void HoseInit( const Vector &start, const Vector &direction );
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void SplineInit( int nNumEnts, CBaseEntity** pEntList, int *attachment );
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// Input handlers
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static CBeam *BeamCreate( const char *pSpriteName, float width );
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static CBeam *BeamCreatePredictable( const char *module, int line, bool persist, const char *pSpriteName, float width, CBasePlayer *pOwner );
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void LiveForTime( float time );
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void BeamDamageInstant( trace_t *ptr, float damage );
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virtual const char *GetDecalName( void ) { return "BigShot"; }
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// specify whether the beam should always go all the way to
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// the end point, or clip against geometry, or clip against
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// geometry and NPCs. This is only used by env_beams at present, but
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// need to be in this CBeam because of the way it affects drawing.
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enum BeamClipStyle_t
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{
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kNOCLIP = 0, // don't clip (default)
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kGEOCLIP = 1,
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kMODELCLIP = 2,
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kBEAMCLIPSTYLE_NUMBITS = 2, //< number of bits needed to represent this object
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};
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inline BeamClipStyle_t GetClipStyle() const { return m_nClipStyle; }
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#if defined( CLIENT_DLL )
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// IClientEntity overrides.
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public:
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virtual int DrawModel( int flags, const RenderableInstance_t &instance );
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virtual RenderableTranslucencyType_t ComputeTranslucencyType();
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual bool OnPredictedEntityRemove( bool isbeingremoved, C_BaseEntity *predicted );
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// Add beam to visible entities list?
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virtual bool Simulate( void );
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virtual bool ShouldReceiveProjectedTextures( int flags )
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{
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return false;
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}
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// Beam Data Elements
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private:
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// Computes the bounding box of a beam local to the origin of the beam
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void ComputeBounds( Vector& mins, Vector& maxs );
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friend void RecvProxy_Beam_ScrollSpeed( const CRecvProxyData *pData, void *pStruct, void *pOut );
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friend class CViewRenderBeams;
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#endif
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protected:
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CNetworkVar( float, m_flFrameRate );
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CNetworkVar( float, m_flHDRColorScale );
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float m_flFireTime;
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float m_flDamage; // Damage per second to touchers.
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CNetworkVar( int, m_nNumBeamEnts );
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#if defined( CLIENT_DLL )
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pixelvis_handle_t m_queryHandleHalo;
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#endif
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private:
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#if !defined( CLIENT_DLL )
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void InputNoise( inputdata_t &inputdata );
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void InputWidth( inputdata_t &inputdata );
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void InputColorRedValue( inputdata_t &inputdata );
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void InputColorBlueValue( inputdata_t &inputdata );
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void InputColorGreenValue( inputdata_t &inputdata );
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#endif
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// Beam Data Elements
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CNetworkVar( int, m_nHaloIndex );
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CNetworkVar( int, m_nBeamType );
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CNetworkVar( int, m_nBeamFlags );
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CNetworkArray( EHANDLE, m_hAttachEntity, MAX_BEAM_ENTS );
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CNetworkArray( int, m_nAttachIndex, MAX_BEAM_ENTS );
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CNetworkVar( float, m_fWidth );
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CNetworkVar( float, m_fEndWidth );
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CNetworkVar( float, m_fFadeLength );
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CNetworkVar( float, m_fHaloScale );
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CNetworkVar( float, m_fAmplitude );
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CNetworkVar( float, m_fStartFrame );
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CNetworkVar( float, m_fSpeed );
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CNetworkVar( float, m_flFrame );
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CNetworkVar( BeamClipStyle_t, m_nClipStyle );
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CNetworkVector( m_vecEndPos );
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EHANDLE m_hEndEntity;
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#if !defined( CLIENT_DLL )
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int m_nDissolveType;
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#endif
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public:
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};
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#if !defined( CLIENT_DLL )
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//-----------------------------------------------------------------------------
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// Inline methods
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//-----------------------------------------------------------------------------
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inline int CBeam::ObjectCaps( void )
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{
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int flags = 0;
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if ( HasSpawnFlags( SF_BEAM_TEMPORARY ) )
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flags = FCAP_DONT_SAVE;
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return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
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}
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#endif
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inline void CBeam::SetFireTime( float flFireTime )
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{
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m_flFireTime = flFireTime;
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}
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//-----------------------------------------------------------------------------
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// NOTE: Start + End Pos are specified in *relative* coordinates
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//-----------------------------------------------------------------------------
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inline void CBeam::SetStartPos( const Vector &pos )
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{
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#if defined( CLIENT_DLL )
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SetNetworkOrigin( pos );
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#endif
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SetLocalOrigin( pos );
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}
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inline void CBeam::SetEndPos( const Vector &pos )
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{
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m_vecEndPos = pos;
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}
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// center point of beam
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inline const Vector &CBeam::WorldSpaceCenter( void ) const
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{
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Vector &vecResult = AllocTempVector();
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VectorAdd( GetAbsStartPos(), GetAbsEndPos(), vecResult );
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vecResult *= 0.5f;
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return vecResult;
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}
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inline void CBeam::SetStartAttachment( int attachment )
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{
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Assert( (attachment & ~ATTACHMENT_INDEX_MASK) == 0 );
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m_nAttachIndex.Set( 0, attachment );
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}
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inline void CBeam::SetEndAttachment( int attachment )
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{
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Assert( (attachment & ~ATTACHMENT_INDEX_MASK) == 0 );
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m_nAttachIndex.Set( m_nNumBeamEnts-1, attachment );
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}
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inline void CBeam::SetTexture( int spriteIndex )
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{
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SetModelIndex( spriteIndex );
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}
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inline void CBeam::SetHaloTexture( int spriteIndex )
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{
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m_nHaloIndex = spriteIndex;
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}
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inline void CBeam::SetHaloScale( float haloScale )
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{
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m_fHaloScale = haloScale;
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}
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inline void CBeam::SetWidth( float width )
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{
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Assert( width <= MAX_BEAM_WIDTH );
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m_fWidth = MIN( MAX_BEAM_WIDTH, width );
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}
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inline void CBeam::SetEndWidth( float endWidth )
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{
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Assert( endWidth <= MAX_BEAM_WIDTH );
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m_fEndWidth = MIN( MAX_BEAM_WIDTH, endWidth );
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}
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inline void CBeam::SetFadeLength( float fadeLength )
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{
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m_fFadeLength = fadeLength;
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}
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inline void CBeam::SetNoise( float amplitude )
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{
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m_fAmplitude = amplitude;
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}
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inline void CBeam::SetColor( int r, int g, int b )
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{
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SetRenderColor( r, g, b );
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}
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inline void CBeam::SetBrightness( int brightness )
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{
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SetRenderAlpha( brightness );
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}
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inline void CBeam::SetFrame( float frame )
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{
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m_fStartFrame = frame;
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}
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inline void CBeam::SetScrollRate( int speed )
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{
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m_fSpeed = speed;
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}
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inline CBaseEntity* CBeam::GetStartEntityPtr( void ) const
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{
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return m_hAttachEntity[0].Get();
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}
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inline int CBeam::GetStartEntity( void ) const
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{
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CBaseEntity *pEntity = m_hAttachEntity[0].Get();
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return pEntity ? pEntity->entindex() : 0;
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}
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inline CBaseEntity* CBeam::GetEndEntityPtr( void ) const
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{
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return m_hAttachEntity[1].Get();
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}
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inline int CBeam::GetEndEntity( void ) const
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{
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CBaseEntity *pEntity = m_hAttachEntity[m_nNumBeamEnts-1].Get();
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return pEntity ? pEntity->entindex() : 0;
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}
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inline int CBeam::GetStartAttachment() const
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{
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return m_nAttachIndex[0] & ATTACHMENT_INDEX_MASK;
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}
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inline int CBeam::GetEndAttachment() const
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{
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return m_nAttachIndex[m_nNumBeamEnts-1] & ATTACHMENT_INDEX_MASK;
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}
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inline int CBeam::GetTexture( void )
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{
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return GetModelIndex();
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}
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inline float CBeam::GetWidth( void ) const
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{
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return m_fWidth;
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}
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inline float CBeam::GetEndWidth( void ) const
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{
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return m_fEndWidth;
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}
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inline float CBeam::GetFadeLength( void ) const
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{
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return m_fFadeLength;
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}
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inline float CBeam::GetNoise( void ) const
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{
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return m_fAmplitude;
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}
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inline int CBeam::GetBrightness( void ) const
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{
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return GetRenderAlpha();
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}
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inline float CBeam::GetFrame( void ) const
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{
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return m_fStartFrame;
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}
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inline float CBeam::GetScrollRate( void ) const
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{
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return m_fSpeed;
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}
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inline float CBeam::GetHDRColorScale( void ) const
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{
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return m_flHDRColorScale;
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}
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inline void CBeam::LiveForTime( float time )
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{
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SetThink(&CBeam::SUB_Remove);
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SetNextThink( gpGlobals->curtime + time );
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}
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inline void CBeam::BeamDamageInstant( trace_t *ptr, float damage )
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{
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m_flDamage = damage;
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m_flFireTime = gpGlobals->curtime - 1;
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BeamDamage(ptr);
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}
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bool IsStaticPointEntity( CBaseEntity *pEnt );
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// Macro to wrap creation
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#define BEAM_CREATE_PREDICTABLE( name, width, player ) \
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CBeam::BeamCreatePredictable( __FILE__, __LINE__, false, name, width, player )
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#define BEAM_CREATE_PREDICTABLE_PERSIST( name, width, player ) \
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CBeam::BeamCreatePredictable( __FILE__, __LINE__, true, name, width, player )
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// Start/End Entity is encoded as 12 bits of entity index, and 4 bits of attachment (4:12)
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#define BEAMENT_ENTITY(x) ((x)&0xFFF)
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#define BEAMENT_ATTACHMENT(x) (((x)>>12)&0xF)
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// Beam types, encoded as a byte
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enum
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{
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BEAM_POINTS = 0,
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BEAM_ENTPOINT,
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BEAM_ENTS,
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BEAM_HOSE,
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BEAM_SPLINE,
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BEAM_LASER,
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NUM_BEAM_TYPES
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};
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#endif // BEAM_H
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