Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "spotlightend.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Spawnflags
#define SF_SPOTLIGHT_START_LIGHT_ON 0x1
#define SF_SPOTLIGHT_NO_DYNAMIC_LIGHT 0x2
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPointSpotlight : public CPointEntity
{
DECLARE_CLASS( CPointSpotlight, CPointEntity );
public:
DECLARE_DATADESC();
CPointSpotlight();
void Precache(void);
void Spawn(void);
virtual void Activate();
virtual void OnEntityEvent( EntityEvent_t event, void *pEventData );
private:
int UpdateTransmitState();
void SpotlightThink(void);
void SpotlightUpdate(void);
Vector SpotlightCurrentPos(void);
void SpotlightCreate(void);
void SpotlightDestroy(void);
// ------------------------------
// Inputs
// ------------------------------
void InputLightOn( inputdata_t &inputdata );
void InputLightOff( inputdata_t &inputdata );
// Creates the efficient spotlight
void CreateEfficientSpotlight();
// Computes render info for a spotlight
void ComputeRenderInfo();
private:
bool m_bSpotlightOn;
bool m_bEfficientSpotlight;
bool m_bIgnoreSolid;
Vector m_vSpotlightTargetPos;
Vector m_vSpotlightCurrentPos;
Vector m_vSpotlightDir;
int m_nHaloSprite;
CHandle<CBeam> m_hSpotlight;
CHandle<CSpotlightEnd> m_hSpotlightTarget;
float m_flSpotlightMaxLength;
float m_flSpotlightCurLength;
float m_flSpotlightGoalWidth;
float m_flHDRColorScale;
int m_nMinDXLevel;
public:
COutputEvent m_OnOn, m_OnOff; ///< output fires when turned on, off
};
BEGIN_DATADESC( CPointSpotlight )
DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ),
DEFINE_FIELD( m_bSpotlightOn, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bEfficientSpotlight, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vSpotlightCurrentPos, FIELD_POSITION_VECTOR ),
// Robin: Don't Save, recreated after restore/transition
//DEFINE_FIELD( m_hSpotlight, FIELD_EHANDLE ),
//DEFINE_FIELD( m_hSpotlightTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ),
DEFINE_FIELD( m_nHaloSprite, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_bIgnoreSolid, FIELD_BOOLEAN, "IgnoreSolid" ),
DEFINE_KEYFIELD( m_flSpotlightMaxLength,FIELD_FLOAT, "SpotlightLength"),
DEFINE_KEYFIELD( m_flSpotlightGoalWidth,FIELD_FLOAT, "SpotlightWidth"),
DEFINE_KEYFIELD( m_flHDRColorScale, FIELD_FLOAT, "HDRColorScale" ),
DEFINE_KEYFIELD( m_nMinDXLevel, FIELD_INTEGER, "mindxlevel" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "LightOn", InputLightOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "LightOff", InputLightOff ),
DEFINE_OUTPUT( m_OnOn, "OnLightOn" ),
DEFINE_OUTPUT( m_OnOff, "OnLightOff" ),
DEFINE_THINKFUNC( SpotlightThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS(point_spotlight, CPointSpotlight);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPointSpotlight::CPointSpotlight()
{
#ifdef _DEBUG
m_vSpotlightTargetPos.Init();
m_vSpotlightCurrentPos.Init();
m_vSpotlightDir.Init();
#endif
m_flHDRColorScale = 1.0f;
m_nMinDXLevel = 0;
m_bIgnoreSolid = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointSpotlight::Precache(void)
{
BaseClass::Precache();
// Sprites.
m_nHaloSprite = PrecacheModel("sprites/light_glow03.vmt");
PrecacheModel( "sprites/glow_test02.vmt" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointSpotlight::Spawn(void)
{
Precache();
UTIL_SetSize( this,vec3_origin,vec3_origin );
AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NONE );
m_bEfficientSpotlight = true;
// Check for user error
if (m_flSpotlightMaxLength <= 0)
{
DevMsg("%s (%s) has an invalid spotlight length <= 0, setting to 500\n", GetClassname(), GetDebugName() );
m_flSpotlightMaxLength = 500;
}
if (m_flSpotlightGoalWidth <= 0)
{
DevMsg("%s (%s) has an invalid spotlight width <= 0, setting to 10\n", GetClassname(), GetDebugName() );
m_flSpotlightGoalWidth = 10;
}
if (m_flSpotlightGoalWidth > MAX_BEAM_WIDTH )
{
DevMsg("%s (%s) has an invalid spotlight width %.1f (max %.1f).\n", GetClassname(), GetDebugName(), m_flSpotlightGoalWidth, MAX_BEAM_WIDTH );
m_flSpotlightGoalWidth = MAX_BEAM_WIDTH;
}
// ------------------------------------
// Init all class vars
// ------------------------------------
m_vSpotlightTargetPos = vec3_origin;
m_vSpotlightCurrentPos = vec3_origin;
m_hSpotlight = NULL;
m_hSpotlightTarget = NULL;
m_vSpotlightDir = vec3_origin;
m_flSpotlightCurLength = m_flSpotlightMaxLength;
m_bSpotlightOn = HasSpawnFlags( SF_SPOTLIGHT_START_LIGHT_ON );
SetThink( &CPointSpotlight::SpotlightThink );
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Computes render info for a spotlight
//-----------------------------------------------------------------------------
void CPointSpotlight::ComputeRenderInfo()
{
// Fade out spotlight end if past max length.
if ( m_flSpotlightCurLength > 2*m_flSpotlightMaxLength )
{
m_hSpotlightTarget->SetRenderColorA( 0 );
m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength );
}
else if ( m_flSpotlightCurLength > m_flSpotlightMaxLength )
{
m_hSpotlightTarget->SetRenderColorA( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) );
m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength );
}
else
{
m_hSpotlightTarget->SetRenderColorA( 1.0 );
m_hSpotlight->SetFadeLength( m_flSpotlightCurLength );
}
// Adjust end width to keep beam width constant
float flNewWidth = m_flSpotlightGoalWidth * (m_flSpotlightCurLength / m_flSpotlightMaxLength);
flNewWidth = clamp(flNewWidth, 0.f, MAX_BEAM_WIDTH );
m_hSpotlight->SetEndWidth(flNewWidth);
// Adjust width of light on the end.
if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) )
{
m_hSpotlightTarget->m_flLightScale = 0.0;
}
else
{
// <<TODO>> - magic number 1.8 depends on sprite size
m_hSpotlightTarget->m_flLightScale = 1.8*flNewWidth;
}
}
//-----------------------------------------------------------------------------
// Creates the efficient spotlight
//-----------------------------------------------------------------------------
void CPointSpotlight::CreateEfficientSpotlight()
{
if ( m_hSpotlightTarget.Get() != NULL )
return;
SpotlightCreate();
m_vSpotlightCurrentPos = SpotlightCurrentPos();
m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos );
m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin();
VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir );
m_flSpotlightCurLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir );
m_hSpotlightTarget->SetMoveType( MOVETYPE_NONE );
ComputeRenderInfo();
m_OnOn.FireOutput( this, this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointSpotlight::Activate(void)
{
BaseClass::Activate();
if ( GetMoveParent() )
{
m_bEfficientSpotlight = false;
}
if ( m_bEfficientSpotlight )
{
if ( m_bSpotlightOn )
{
CreateEfficientSpotlight();
}
// Don't think
SetThink( NULL );
}
}
//-------------------------------------------------------------------------------------
// Optimization to deal with spotlights
//-------------------------------------------------------------------------------------
void CPointSpotlight::OnEntityEvent( EntityEvent_t event, void *pEventData )
{
if ( event == ENTITY_EVENT_PARENT_CHANGED )
{
if ( GetMoveParent() )
{
m_bEfficientSpotlight = false;
if ( m_hSpotlightTarget )
{
m_hSpotlightTarget->SetMoveType( MOVETYPE_FLY );
}
SetThink( &CPointSpotlight::SpotlightThink );
SetNextThink( gpGlobals->curtime + 0.1f );
}
}
BaseClass::OnEntityEvent( event, pEventData );
}
//-------------------------------------------------------------------------------------
// Purpose : Send even though we don't have a model so spotlight gets proper position
// Input :
// Output :
//-------------------------------------------------------------------------------------
int CPointSpotlight::UpdateTransmitState()
{
if ( m_bEfficientSpotlight )
return SetTransmitState( FL_EDICT_DONTSEND );
return SetTransmitState( FL_EDICT_PVSCHECK );
}
//-----------------------------------------------------------------------------
// Purpose: Plays the engine sound.
//-----------------------------------------------------------------------------
void CPointSpotlight::SpotlightThink( void )
{
if ( GetMoveParent() )
{
SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
}
else
{
SetNextThink( gpGlobals->curtime + 0.1f );
}
SpotlightUpdate();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CPointSpotlight::SpotlightCreate(void)
{
if ( m_hSpotlightTarget.Get() != NULL )
return;
AngleVectors( GetAbsAngles(), &m_vSpotlightDir );
Vector vTargetPos;
if ( m_bIgnoreSolid )
{
vTargetPos = GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength;
}
else
{
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
vTargetPos = tr.endpos;
}
m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" );
m_hSpotlightTarget->Spawn();
m_hSpotlightTarget->SetAbsOrigin( vTargetPos );
m_hSpotlightTarget->SetOwnerEntity( this );
m_hSpotlightTarget->m_clrRender = m_clrRender;
m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength;
if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) )
{
m_hSpotlightTarget->m_flLightScale = 0.0;
}
//m_hSpotlight = CBeam::BeamCreate( "sprites/spotlight.vmt", m_flSpotlightGoalWidth );
m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", m_flSpotlightGoalWidth );
// Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore)
m_hSpotlight->SetHDRColorScale( m_flHDRColorScale );
m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY );
m_hSpotlight->SetColor( m_clrRender->r, m_clrRender->g, m_clrRender->b );
m_hSpotlight->SetHaloTexture(m_nHaloSprite);
m_hSpotlight->SetHaloScale(60);
m_hSpotlight->SetEndWidth(m_flSpotlightGoalWidth);
m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) );
m_hSpotlight->SetBrightness( 64 );
m_hSpotlight->SetNoise( 0 );
m_hSpotlight->SetMinDXLevel( m_nMinDXLevel );
if ( m_bEfficientSpotlight )
{
m_hSpotlight->PointsInit( GetAbsOrigin(), m_hSpotlightTarget->GetAbsOrigin() );
}
else
{
m_hSpotlight->EntsInit( this, m_hSpotlightTarget );
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CPointSpotlight::SpotlightCurrentPos(void)
{
AngleVectors( GetAbsAngles(), &m_vSpotlightDir );
// Get beam end point. Only collide with solid objects, not npcs
Vector vEndPos = GetAbsOrigin() + ( m_vSpotlightDir * 2 * m_flSpotlightMaxLength );
if ( m_bIgnoreSolid )
{
return vEndPos;
}
else
{
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), vEndPos, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
return tr.endpos;
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CPointSpotlight::SpotlightDestroy(void)
{
if ( m_hSpotlight )
{
m_OnOff.FireOutput( this, this );
UTIL_Remove(m_hSpotlight);
UTIL_Remove(m_hSpotlightTarget);
}
}
//------------------------------------------------------------------------------
// Purpose : Update the direction and position of my spotlight
// Input :
// Output :
//------------------------------------------------------------------------------
void CPointSpotlight::SpotlightUpdate(void)
{
// ---------------------------------------------------
// If I don't have a spotlight attempt to create one
// ---------------------------------------------------
if ( !m_hSpotlight )
{
if ( m_bSpotlightOn )
{
// Make the spotlight
SpotlightCreate();
}
else
{
return;
}
}
else if ( !m_bSpotlightOn )
{
SpotlightDestroy();
return;
}
if ( !m_hSpotlightTarget )
{
DevWarning( "**Attempting to update point_spotlight but target ent is NULL\n" );
SpotlightDestroy();
SpotlightCreate();
if ( !m_hSpotlightTarget )
return;
}
m_vSpotlightCurrentPos = SpotlightCurrentPos();
// Update spotlight target velocity
Vector vTargetDir;
VectorSubtract( m_vSpotlightCurrentPos, m_hSpotlightTarget->GetAbsOrigin(), vTargetDir );
float vTargetDist = vTargetDir.Length();
// If we haven't moved at all, don't recompute
if ( vTargetDist < 1 )
{
m_hSpotlightTarget->SetAbsVelocity( vec3_origin );
return;
}
Vector vecNewVelocity = vTargetDir;
VectorNormalize(vecNewVelocity);
vecNewVelocity *= (10 * vTargetDist);
// If a large move is requested, just jump to final spot as we probably hit a discontinuity
if (vecNewVelocity.Length() > 200)
{
VectorNormalize(vecNewVelocity);
vecNewVelocity *= 200;
VectorNormalize(vTargetDir);
m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos );
}
m_hSpotlightTarget->SetAbsVelocity( vecNewVelocity );
m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin();
// Avoid sudden change in where beam fades out when cross disconinuities
VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir );
float flBeamLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir );
m_flSpotlightCurLength = (0.60*m_flSpotlightCurLength) + (0.4*flBeamLength);
ComputeRenderInfo();
//NDebugOverlay::Cross3D(GetAbsOrigin(),Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
//NDebugOverlay::Cross3D(m_vSpotlightCurrentPos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
//NDebugOverlay::Cross3D(m_vSpotlightTargetPos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointSpotlight::InputLightOn( inputdata_t &inputdata )
{
if ( !m_bSpotlightOn )
{
m_bSpotlightOn = true;
if ( m_bEfficientSpotlight )
{
CreateEfficientSpotlight();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointSpotlight::InputLightOff( inputdata_t &inputdata )
{
if ( m_bSpotlightOn )
{
m_bSpotlightOn = false;
if ( m_bEfficientSpotlight )
{
SpotlightDestroy();
}
}
}