Team Fortress 2 Source Code as on 22/4/2020
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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