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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BEAM_H
#define BEAM_H
#ifdef _WIN32
#pragma once
#endif
#include "baseentity_shared.h"
#include "baseplayer_shared.h"
#if !defined( CLIENT_DLL )
#include "entityoutput.h"
#endif
#include "beam_flags.h"
#define MAX_BEAM_WIDTH 102.3f
#define MAX_BEAM_SCROLLSPEED 100.0f
#define MAX_BEAM_NOISEAMPLITUDE 64
#define SF_BEAM_STARTON 0x0001
#define SF_BEAM_TOGGLE 0x0002
#define SF_BEAM_RANDOM 0x0004
#define SF_BEAM_RING 0x0008
#define SF_BEAM_SPARKSTART 0x0010
#define SF_BEAM_SPARKEND 0x0020
#define SF_BEAM_DECALS 0x0040
#define SF_BEAM_SHADEIN 0x0080
#define SF_BEAM_SHADEOUT 0x0100
#define SF_BEAM_TAPEROUT 0x0200 // Tapers to zero
#define SF_BEAM_TEMPORARY 0x8000
#define ATTACHMENT_INDEX_BITS 5
#define ATTACHMENT_INDEX_MASK ((1 << ATTACHMENT_INDEX_BITS) - 1)
#if defined( CLIENT_DLL )
#define CBeam C_Beam
#include "c_pixel_visibility.h"
#endif
class CBeam : public CBaseEntity { DECLARE_CLASS( CBeam, CBaseEntity ); public: DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); #if !defined( CLIENT_DLL )
DECLARE_DATADESC(); #endif
CBeam();
virtual void SetModel( const char *szModelName );
void Spawn( void ); void Precache( void ); #if !defined( CLIENT_DLL )
int ObjectCaps( void ); void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ); int UpdateTransmitState( void ); int ShouldTransmit( const CCheckTransmitInfo *pInfo ); #endif
virtual int DrawDebugTextOverlays(void);
// These functions are here to show the way beams are encoded as entities.
// Encoding beams as entities simplifies their management in the client/server architecture
void SetType( int type ); void SetBeamFlags( int flags ); void SetBeamFlag( int flag ); // NOTE: Start + End Pos are specified in *relative* coordinates
void SetStartPos( const Vector &pos ); void SetEndPos( const Vector &pos );
// This will change things so the abs position matches the requested spot
void SetAbsStartPos( const Vector &pos ); void SetAbsEndPos( const Vector &pos );
const Vector &GetAbsStartPos( void ) const; const Vector &GetAbsEndPos( void ) const;
void SetStartEntity( CBaseEntity *pEntity ); void SetEndEntity( CBaseEntity *pEntity );
void SetStartAttachment( int attachment ); void SetEndAttachment( int attachment );
void SetTexture( int spriteIndex ); void SetHaloTexture( int spriteIndex ); void SetHaloScale( float haloScale ); void SetWidth( float width ); void SetEndWidth( float endWidth ); void SetFadeLength( float fadeLength ); void SetNoise( float amplitude ); void SetColor( int r, int g, int b ); void SetBrightness( int brightness ); void SetFrame( float frame ); void SetScrollRate( int speed ); void SetFireTime( float flFireTime ); void SetFrameRate( float flFrameRate ) { m_flFrameRate = flFrameRate; }
void SetMinDXLevel( int nMinDXLevel ) { m_nMinDXLevel = nMinDXLevel; }
void TurnOn( void ); void TurnOff( void );
int GetType( void ) const; int GetBeamFlags( void ) const; CBaseEntity* GetStartEntityPtr( void ) const; int GetStartEntity( void ) const; CBaseEntity* GetEndEntityPtr( void ) const; int GetEndEntity( void ) const; int GetStartAttachment() const; int GetEndAttachment() const;
virtual const Vector &WorldSpaceCenter( void ) const;
int GetTexture( void ); float GetWidth( void ) const; float GetEndWidth( void ) const; float GetFadeLength( void ) const; float GetNoise( void ) const; int GetBrightness( void ) const; float GetFrame( void ) const; float GetScrollRate( void ) const; float GetHDRColorScale( void ) const; void SetHDRColorScale( float flScale ) { m_flHDRColorScale = flScale; }
// Call after you change start/end positions
void RelinkBeam( void );
void DoSparks( const Vector &start, const Vector &end ); CBaseEntity *RandomTargetname( const char *szName ); void BeamDamage( trace_t *ptr ); // Init after BeamCreate()
void BeamInit( const char *pSpriteName, float width ); void PointsInit( const Vector &start, const Vector &end ); void PointEntInit( const Vector &start, CBaseEntity *pEndEntity ); void EntsInit( CBaseEntity *pStartEntity, CBaseEntity *pEndEntity ); void LaserInit( CBaseEntity *pStartEntity, CBaseEntity *pEndEntity ); void HoseInit( const Vector &start, const Vector &direction ); void SplineInit( int nNumEnts, CBaseEntity** pEntList, int *attachment );
// Input handlers
static CBeam *BeamCreate( const char *pSpriteName, float width ); static CBeam *BeamCreatePredictable( const char *module, int line, bool persist, const char *pSpriteName, float width, CBasePlayer *pOwner );
void LiveForTime( float time ); void BeamDamageInstant( trace_t *ptr, float damage );
// Only supported in TF2 right now
#if defined( INVASION_CLIENT_DLL )
virtual bool ShouldPredict( void ) { return true; } #endif
virtual const char *GetDecalName( void ) { return "BigShot"; }
#if defined( CLIENT_DLL )
// IClientEntity overrides.
public: virtual int DrawModel( int flags ); virtual bool IsTransparent( void ); virtual bool ShouldDraw(); virtual bool IgnoresZBuffer( void ) const { return true; } virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool OnPredictedEntityRemove( bool isbeingremoved, C_BaseEntity *predicted );
// Add beam to visible entities list?
virtual void AddEntity( void ); virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; }
// Beam Data Elements
private: // Computes the bounding box of a beam local to the origin of the beam
void ComputeBounds( Vector& mins, Vector& maxs );
friend void RecvProxy_Beam_ScrollSpeed( const CRecvProxyData *pData, void *pStruct, void *pOut ); friend class CViewRenderBeams;
#endif
protected: CNetworkVar( float, m_flFrameRate ); CNetworkVar( float, m_flHDRColorScale ); float m_flFireTime; float m_flDamage; // Damage per second to touchers.
CNetworkVar( int, m_nNumBeamEnts ); #if defined( CLIENT_DLL )
pixelvis_handle_t m_queryHandleHalo; #endif
private: #if !defined( CLIENT_DLL )
void InputNoise( inputdata_t &inputdata ); void InputWidth( inputdata_t &inputdata ); void InputColorRedValue( inputdata_t &inputdata ); void InputColorBlueValue( inputdata_t &inputdata ); void InputColorGreenValue( inputdata_t &inputdata ); #endif
// Beam Data Elements
CNetworkVar( int, m_nHaloIndex ); CNetworkVar( int, m_nBeamType ); CNetworkVar( int, m_nBeamFlags ); CNetworkArray( EHANDLE, m_hAttachEntity, MAX_BEAM_ENTS ); CNetworkArray( int, m_nAttachIndex, MAX_BEAM_ENTS ); CNetworkVar( float, m_fWidth ); CNetworkVar( float, m_fEndWidth ); CNetworkVar( float, m_fFadeLength ); CNetworkVar( float, m_fHaloScale ); CNetworkVar( float, m_fAmplitude ); CNetworkVar( float, m_fStartFrame ); CNetworkVar( float, m_fSpeed ); CNetworkVar( int, m_nMinDXLevel ); CNetworkVar( float, m_flFrame );
CNetworkVector( m_vecEndPos );
EHANDLE m_hEndEntity;
#if !defined( CLIENT_DLL )
int m_nDissolveType; #endif
public: #ifdef PORTAL
CNetworkVar( bool, m_bDrawInMainRender ); CNetworkVar( bool, m_bDrawInPortalRender ); #endif //#ifdef PORTAL
};
#if !defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline int CBeam::ObjectCaps( void ) { int flags = 0; if ( HasSpawnFlags( SF_BEAM_TEMPORARY ) ) flags = FCAP_DONT_SAVE; return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags; } #endif
inline void CBeam::SetFireTime( float flFireTime ) { m_flFireTime = flFireTime; }
//-----------------------------------------------------------------------------
// NOTE: Start + End Pos are specified in *relative* coordinates
//-----------------------------------------------------------------------------
inline void CBeam::SetStartPos( const Vector &pos ) { #if defined( CLIENT_DLL )
SetNetworkOrigin( pos ); #endif
SetLocalOrigin( pos ); }
inline void CBeam::SetEndPos( const Vector &pos ) { m_vecEndPos = pos; } // center point of beam
inline const Vector &CBeam::WorldSpaceCenter( void ) const { Vector &vecResult = AllocTempVector(); VectorAdd( GetAbsStartPos(), GetAbsEndPos(), vecResult ); vecResult *= 0.5f; return vecResult; }
inline void CBeam::SetStartAttachment( int attachment ) { Assert( (attachment & ~ATTACHMENT_INDEX_MASK) == 0 ); m_nAttachIndex.Set( 0, attachment ); }
inline void CBeam::SetEndAttachment( int attachment ) { Assert( (attachment & ~ATTACHMENT_INDEX_MASK) == 0 ); m_nAttachIndex.Set( m_nNumBeamEnts-1, attachment ); }
inline void CBeam::SetTexture( int spriteIndex ) { SetModelIndex( spriteIndex ); }
inline void CBeam::SetHaloTexture( int spriteIndex ) { m_nHaloIndex = spriteIndex; }
inline void CBeam::SetHaloScale( float haloScale ) { m_fHaloScale = haloScale; }
inline void CBeam::SetWidth( float width ) { Assert( width <= MAX_BEAM_WIDTH ); m_fWidth = MIN( MAX_BEAM_WIDTH, width ); }
inline void CBeam::SetEndWidth( float endWidth ) { Assert( endWidth <= MAX_BEAM_WIDTH ); m_fEndWidth = MIN( MAX_BEAM_WIDTH, endWidth ); }
inline void CBeam::SetFadeLength( float fadeLength ) { m_fFadeLength = fadeLength; }
inline void CBeam::SetNoise( float amplitude ) { m_fAmplitude = amplitude; }
inline void CBeam::SetColor( int r, int g, int b ) { SetRenderColor( r, g, b, GetRenderColor().a ); }
inline void CBeam::SetBrightness( int brightness ) { SetRenderColorA( brightness ); }
inline void CBeam::SetFrame( float frame ) { m_fStartFrame = frame; }
inline void CBeam::SetScrollRate( int speed ) { m_fSpeed = speed; }
inline CBaseEntity* CBeam::GetStartEntityPtr( void ) const { return m_hAttachEntity[0].Get(); }
inline int CBeam::GetStartEntity( void ) const { CBaseEntity *pEntity = m_hAttachEntity[0].Get(); return pEntity ? pEntity->entindex() : 0; }
inline CBaseEntity* CBeam::GetEndEntityPtr( void ) const { return m_hAttachEntity[1].Get(); }
inline int CBeam::GetEndEntity( void ) const { CBaseEntity *pEntity = m_hAttachEntity[m_nNumBeamEnts-1].Get(); return pEntity ? pEntity->entindex() : 0; }
inline int CBeam::GetStartAttachment() const { return m_nAttachIndex[0] & ATTACHMENT_INDEX_MASK; }
inline int CBeam::GetEndAttachment() const { return m_nAttachIndex[m_nNumBeamEnts-1] & ATTACHMENT_INDEX_MASK; }
inline int CBeam::GetTexture( void ) { return GetModelIndex(); }
inline float CBeam::GetWidth( void ) const { return m_fWidth; }
inline float CBeam::GetEndWidth( void ) const { return m_fEndWidth; }
inline float CBeam::GetFadeLength( void ) const { return m_fFadeLength; }
inline float CBeam::GetNoise( void ) const { return m_fAmplitude; }
inline int CBeam::GetBrightness( void ) const { return GetRenderColor().a; }
inline float CBeam::GetFrame( void ) const { return m_fStartFrame; }
inline float CBeam::GetScrollRate( void ) const { return m_fSpeed; }
inline float CBeam::GetHDRColorScale( void ) const { return m_flHDRColorScale; }
inline void CBeam::LiveForTime( float time ) { SetThink(&CBeam::SUB_Remove); SetNextThink( gpGlobals->curtime + time ); }
inline void CBeam::BeamDamageInstant( trace_t *ptr, float damage ) { m_flDamage = damage; m_flFireTime = gpGlobals->curtime - 1; BeamDamage(ptr); }
bool IsStaticPointEntity( CBaseEntity *pEnt );
// Macro to wrap creation
#define BEAM_CREATE_PREDICTABLE( name, width, player ) \
CBeam::BeamCreatePredictable( __FILE__, __LINE__, false, name, width, player )
#define BEAM_CREATE_PREDICTABLE_PERSIST( name, width, player ) \
CBeam::BeamCreatePredictable( __FILE__, __LINE__, true, name, width, player )
// Start/End Entity is encoded as 12 bits of entity index, and 4 bits of attachment (4:12)
#define BEAMENT_ENTITY(x) ((x)&0xFFF)
#define BEAMENT_ATTACHMENT(x) (((x)>>12)&0xF)
// Beam types, encoded as a byte
enum { BEAM_POINTS = 0, BEAM_ENTPOINT, BEAM_ENTS, BEAM_HOSE, BEAM_SPLINE, BEAM_LASER, NUM_BEAM_TYPES };
#endif // BEAM_H
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