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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/hl2/c_npc_combinegunship.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/client/hl2/c_npc_combinegunship.cpp')
-rw-r--r--game/client/hl2/c_npc_combinegunship.cpp476
1 files changed, 476 insertions, 0 deletions
diff --git a/game/client/hl2/c_npc_combinegunship.cpp b/game/client/hl2/c_npc_combinegunship.cpp
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+++ b/game/client/hl2/c_npc_combinegunship.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "c_basehelicopter.h"
+#include "fx_impact.h"
+#include "IEffects.h"
+#include "simple_keys.h"
+#include "fx_envelope.h"
+#include "fx_line.h"
+#include "iefx.h"
+#include "dlight.h"
+#include "c_sprite.h"
+#include "clienteffectprecachesystem.h"
+#include <bitbuf.h>
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define GUNSHIP_MSG_BIG_SHOT 1
+#define GUNSHIP_MSG_STREAKS 2
+#define GUNSHIP_MSG_DEAD 3
+
+#define GUNSHIPFX_BIG_SHOT_TIME 3.0f
+
+CLIENTEFFECT_REGISTER_BEGIN( PrecacheGunshipFX )
+CLIENTEFFECT_MATERIAL( "sprites/bluelaser1" )
+CLIENTEFFECT_REGISTER_END()
+
+//-----------------------------------------------------------------------------
+// Big belly shot FX
+//-----------------------------------------------------------------------------
+
+class C_GunshipFX : public C_EnvelopeFX
+{
+public:
+ typedef C_EnvelopeFX BaseClass;
+
+ C_GunshipFX();
+ void Update( C_BaseEntity *pOwner, const Vector &targetPos );
+
+ // Returns the bounds relative to the origin (render bounds)
+ virtual void GetRenderBounds( Vector& mins, Vector& maxs )
+ {
+ ClearBounds( mins, maxs );
+ AddPointToBounds( m_worldPosition, mins, maxs );
+ AddPointToBounds( m_targetPosition, mins, maxs );
+ mins -= GetRenderOrigin();
+ maxs -= GetRenderOrigin();
+ }
+
+ virtual int DrawModel( int flags );
+
+ C_BaseEntity *m_pOwner;
+ Vector m_targetPosition;
+ Vector m_beamEndPosition;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_GunshipFX::C_GunshipFX( void )
+{
+ m_pOwner = NULL;
+}
+
+enum
+{
+ GUNSHIPFX_WARP_SCALE = 0,
+ GUNSHIPFX_DARKNESS,
+ GUNSHIPFX_FLARE_COLOR,
+ GUNSHIPFX_FLARE_SIZE,
+
+ GUNSHIPFX_NARROW_BEAM_COLOR,
+ GUNSHIPFX_NARROW_BEAM_SIZE,
+
+ GUNSHIPFX_WIDE_BEAM_COLOR,
+ GUNSHIPFX_WIDE_BEAM_SIZE,
+
+ GUNSHIPFX_AFTERGLOW_COLOR,
+
+ GUNSHIPFX_WIDE_BEAM_LENGTH,
+
+ // must be last
+ GUNSHIPFX_PARAMETERS,
+};
+
+class CGunshipFXEnvelope
+{
+public:
+ CGunshipFXEnvelope();
+
+ void AddKey( int parameterIndex, const CSimpleKeyInterp &key )
+ {
+ Assert( parameterIndex >= 0 && parameterIndex < GUNSHIPFX_PARAMETERS );
+
+ if ( parameterIndex >= 0 && parameterIndex < GUNSHIPFX_PARAMETERS )
+ {
+ m_parameters[parameterIndex].Insert( key );
+ }
+
+ }
+
+ CSimpleKeyList m_parameters[GUNSHIPFX_PARAMETERS];
+};
+
+// NOTE: Beam widths are half-widths or radii, so this is a beam that represents a cylinder with 2" radius
+const float NARROW_BEAM_WIDTH = 32;
+const float WIDE_BEAM_WIDTH = 2;
+const float FLARE_SIZE = 128;
+const float DARK_SIZE = 16;
+const float AFTERGLOW_SIZE = 64;
+
+CGunshipFXEnvelope::CGunshipFXEnvelope()
+{
+ // Glow flare
+ AddKey( GUNSHIPFX_FLARE_COLOR, CSimpleKeyInterp( 0.0, KEY_LINEAR, 0 ) );
+ AddKey( GUNSHIPFX_FLARE_COLOR, CSimpleKeyInterp( 0.5, KEY_SPLINE, 1 ) );
+ AddKey( GUNSHIPFX_FLARE_COLOR, CSimpleKeyInterp( 2.9, KEY_LINEAR, 1 ) );
+ AddKey( GUNSHIPFX_FLARE_COLOR, CSimpleKeyInterp( 3.2, KEY_DECELERATE, 0 ) );
+
+ AddKey( GUNSHIPFX_FLARE_SIZE, CSimpleKeyInterp( 0.0, KEY_LINEAR, 0 ) );
+ AddKey( GUNSHIPFX_FLARE_SIZE, CSimpleKeyInterp( 2.9, KEY_ACCELERATE, 1 ) );
+ AddKey( GUNSHIPFX_FLARE_SIZE, CSimpleKeyInterp( 5.0, KEY_LINEAR, 1 ) );
+
+ // Ground beam
+ AddKey( GUNSHIPFX_NARROW_BEAM_COLOR, CSimpleKeyInterp( 0.0, KEY_LINEAR, 0.0 ) );
+ AddKey( GUNSHIPFX_NARROW_BEAM_COLOR, CSimpleKeyInterp( 2.5, KEY_SPLINE, 1.0 ) );
+ AddKey( GUNSHIPFX_NARROW_BEAM_COLOR, CSimpleKeyInterp( 3.0, KEY_LINEAR, 1 ) );
+ AddKey( GUNSHIPFX_NARROW_BEAM_COLOR, CSimpleKeyInterp( 3.2, KEY_ACCELERATE, 0 ) );
+
+ AddKey( GUNSHIPFX_NARROW_BEAM_SIZE, CSimpleKeyInterp( 0.0, KEY_LINEAR, 0 ) );
+ AddKey( GUNSHIPFX_NARROW_BEAM_SIZE, CSimpleKeyInterp( 2.5, KEY_SPLINE, 0.25 ) );
+ AddKey( GUNSHIPFX_NARROW_BEAM_SIZE, CSimpleKeyInterp( 2.8, KEY_ACCELERATE, 1 ) );
+ AddKey( GUNSHIPFX_NARROW_BEAM_SIZE, CSimpleKeyInterp( 3.0, KEY_ACCELERATE, 4 ) );
+ AddKey( GUNSHIPFX_NARROW_BEAM_SIZE, CSimpleKeyInterp( 3.2, KEY_DECELERATE, 0 ) );
+
+ // Glow color on the ship
+ AddKey( GUNSHIPFX_AFTERGLOW_COLOR, CSimpleKeyInterp( 0.0, KEY_LINEAR, 0 ) );
+ AddKey( GUNSHIPFX_AFTERGLOW_COLOR, CSimpleKeyInterp( 3.0, KEY_LINEAR, 1 ) );
+ AddKey( GUNSHIPFX_AFTERGLOW_COLOR, CSimpleKeyInterp( 5.0, KEY_SPLINE, 0 ) );
+}
+
+CGunshipFXEnvelope g_GunshipCannonEnvelope;
+
+static void ScaleColor( color32 &out, const color32 &in, float scale )
+{
+ out.r = (byte)(int)((float)in.r * scale);
+ out.g = (byte)(int)((float)in.g * scale);
+ out.b = (byte)(int)((float)in.b * scale);
+ out.a = (byte)(int)((float)in.a * scale);
+}
+
+static void DrawSpriteTangentSpace( const Vector &vecOrigin, float flWidth, float flHeight, color32 color )
+{
+ unsigned char pColor[4] = { color.r, color.g, color.b, color.a };
+
+ // Generate half-widths
+ flWidth *= 0.5f;
+ flHeight *= 0.5f;
+
+ // Compute direction vectors for the sprite
+ Vector fwd, right( 1, 0, 0 ), up( 0, 1, 0 );
+ VectorSubtract( CurrentViewOrigin(), vecOrigin, fwd );
+ float flDist = VectorNormalize( fwd );
+ if (flDist >= 1e-3)
+ {
+ CrossProduct( CurrentViewUp(), fwd, right );
+ flDist = VectorNormalize( right );
+ if (flDist >= 1e-3)
+ {
+ CrossProduct( fwd, right, up );
+ }
+ else
+ {
+ // In this case, fwd == g_vecVUp, it's right above or
+ // below us in screen space
+ CrossProduct( fwd, CurrentViewRight(), up );
+ VectorNormalize( up );
+ CrossProduct( up, fwd, right );
+ }
+ }
+
+ Vector left = -right;
+ Vector down = -up;
+ Vector back = -fwd;
+
+ CMatRenderContextPtr pRenderContext( materials );
+
+ CMeshBuilder meshBuilder;
+ Vector point;
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( );
+
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
+
+ meshBuilder.Color4ubv (pColor);
+ meshBuilder.TexCoord2f (0, 0, 1);
+ VectorMA (vecOrigin, -flHeight, up, point);
+ VectorMA (point, -flWidth, right, point);
+ meshBuilder.TangentS3fv( left.Base() );
+ meshBuilder.TangentT3fv( down.Base() );
+ meshBuilder.Normal3fv( back.Base() );
+ meshBuilder.Position3fv (point.Base());
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Color4ubv (pColor);
+ meshBuilder.TexCoord2f (0, 0, 0);
+ VectorMA (vecOrigin, flHeight, up, point);
+ VectorMA (point, -flWidth, right, point);
+ meshBuilder.TangentS3fv( left.Base() );
+ meshBuilder.TangentT3fv( down.Base() );
+ meshBuilder.Normal3fv( back.Base() );
+ meshBuilder.Position3fv (point.Base());
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Color4ubv (pColor);
+ meshBuilder.TexCoord2f (0, 1, 0);
+ VectorMA (vecOrigin, flHeight, up, point);
+ VectorMA (point, flWidth, right, point);
+ meshBuilder.TangentS3fv( left.Base() );
+ meshBuilder.TangentT3fv( down.Base() );
+ meshBuilder.Normal3fv( back.Base() );
+ meshBuilder.Position3fv (point.Base());
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Color4ubv (pColor);
+ meshBuilder.TexCoord2f (0, 1, 1);
+ VectorMA (vecOrigin, -flHeight, up, point);
+ VectorMA (point, flWidth, right, point);
+ meshBuilder.TangentS3fv( left.Base() );
+ meshBuilder.TangentT3fv( down.Base() );
+ meshBuilder.Normal3fv( back.Base() );
+ meshBuilder.Position3fv (point.Base());
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+
+void Gunship_DrawSprite( const Vector &vecOrigin, float size, const color32 &color, bool glow )
+{
+ if ( glow )
+ {
+ pixelvis_queryparams_t params;
+ params.Init( vecOrigin );
+ if ( PixelVisibility_FractionVisible( params, NULL ) <= 0.0f )
+ return;
+ }
+
+ DrawSpriteTangentSpace( vecOrigin, size, size, color );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : int -
+//-----------------------------------------------------------------------------
+int C_GunshipFX::DrawModel( int )
+{
+ static color32 white = {255,255,255,255};
+ Vector params[GUNSHIPFX_PARAMETERS];
+ bool hasParam[GUNSHIPFX_PARAMETERS];
+
+ if ( !m_active )
+ return 1;
+
+ C_BaseEntity *ent = cl_entitylist->GetEnt( m_entityIndex );
+ if ( ent )
+ {
+ QAngle angles;
+ ent->GetAttachment( m_attachment, m_worldPosition, angles );
+ }
+
+ Vector test;
+ m_t += gpGlobals->frametime;
+ if ( m_tMax > 0 )
+ {
+ m_t = clamp( m_t, 0, m_tMax );
+ m_beamEndPosition = m_worldPosition;
+ }
+ float t = m_t;
+
+ bool hasAny = false;
+ memset( hasParam, 0, sizeof(hasParam) );
+ for ( int i = 0; i < GUNSHIPFX_PARAMETERS; i++ )
+ {
+ hasParam[i] = g_GunshipCannonEnvelope.m_parameters[i].Interp( params[i], t );
+ hasAny = hasAny || hasParam[i];
+ }
+
+ // draw the narrow beam
+ if ( hasParam[GUNSHIPFX_NARROW_BEAM_COLOR] && hasParam[GUNSHIPFX_NARROW_BEAM_SIZE] )
+ {
+ IMaterial *pMat = materials->FindMaterial( "sprites/bluelaser1", TEXTURE_GROUP_CLIENT_EFFECTS );
+ float width = NARROW_BEAM_WIDTH * params[GUNSHIPFX_NARROW_BEAM_SIZE].x;
+ color32 color;
+ float bright = params[GUNSHIPFX_NARROW_BEAM_COLOR].x;
+ ScaleColor( color, white, bright );
+
+ //Gunship_DrawLine( m_beamEndPosition, m_targetPosition, width, pMat, color );
+ FX_DrawLine( m_beamEndPosition, m_targetPosition, width, pMat, color );
+ }
+
+ // glowy blue flare sprite
+ if ( hasParam[GUNSHIPFX_FLARE_COLOR] && hasParam[GUNSHIPFX_FLARE_SIZE] )
+ {
+ IMaterial *pMat = materials->FindMaterial( "effects/blueblackflash", TEXTURE_GROUP_CLIENT_EFFECTS );
+ float size = FLARE_SIZE * params[GUNSHIPFX_FLARE_SIZE].x;
+ color32 color;
+ float bright = params[GUNSHIPFX_FLARE_COLOR].x;
+ ScaleColor( color, white, bright );
+ color.a = (int)(255 * params[GUNSHIPFX_DARKNESS].x);
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->Bind( pMat, (IClientRenderable*)this );
+ Gunship_DrawSprite( m_worldPosition, size, color, true );
+ }
+
+ if ( hasParam[GUNSHIPFX_AFTERGLOW_COLOR] )
+ {
+ // Muzzle effect
+ dlight_t *dl = effects->CL_AllocDlight( m_entityIndex );
+ dl->origin = m_worldPosition;
+ dl->color.r = 40*params[GUNSHIPFX_AFTERGLOW_COLOR].x;
+ dl->color.g = 60*params[GUNSHIPFX_AFTERGLOW_COLOR].x;
+ dl->color.b = 255*params[GUNSHIPFX_AFTERGLOW_COLOR].x;
+ dl->color.exponent = 5;
+ dl->radius = 128.0f;
+ dl->die = gpGlobals->curtime + 0.001;
+ }
+
+ if ( m_t >= 4.0 && !hasAny )
+ {
+ EffectShutdown();
+ }
+
+ return 1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pOwner -
+// &targetPos -
+//-----------------------------------------------------------------------------
+void C_GunshipFX::Update( C_BaseEntity *pOwner, const Vector &targetPos )
+{
+ BaseClass::Update();
+
+ m_pOwner = pOwner;
+
+ if ( m_active )
+ {
+ m_targetPosition = targetPos;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Gunship
+//-----------------------------------------------------------------------------
+
+class C_CombineGunship : public C_BaseHelicopter
+{
+ DECLARE_CLASS( C_CombineGunship, C_BaseHelicopter );
+public:
+ DECLARE_CLIENTCLASS();
+
+ C_CombineGunship( void ) {}
+
+ virtual ~C_CombineGunship( void )
+ {
+ m_cannonFX.EffectShutdown();
+ }
+
+ C_GunshipFX m_cannonFX;
+ Vector m_vecHitPos;
+
+ //-----------------------------------------------------------------------------
+ // Purpose:
+ // Input : length -
+ // *data -
+ // Output : void
+ //-----------------------------------------------------------------------------
+ void ReceiveMessage( int classID, bf_read &msg )
+ {
+ if ( classID != GetClientClass()->m_ClassID )
+ {
+ // message is for subclass
+ BaseClass::ReceiveMessage( classID, msg );
+ return;
+ }
+
+ int messageType = msg.ReadByte();
+ switch( messageType )
+ {
+ case GUNSHIP_MSG_STREAKS:
+ {
+ Vector pos;
+ msg.ReadBitVec3Coord( pos );
+ m_cannonFX.SetRenderOrigin( pos );
+ m_cannonFX.EffectInit( entindex(), LookupAttachment( "BellyGun" ) );
+ m_cannonFX.LimitTime( GUNSHIPFX_BIG_SHOT_TIME );
+ }
+ break;
+
+ case GUNSHIP_MSG_BIG_SHOT:
+ {
+ Vector tmp;
+ msg.ReadBitVec3Coord( tmp );
+ m_cannonFX.SetTime( GUNSHIPFX_BIG_SHOT_TIME );
+ m_cannonFX.LimitTime( 0 );
+ }
+ break;
+
+ case GUNSHIP_MSG_DEAD:
+ {
+ m_cannonFX.EffectShutdown();
+ }
+ break;
+ }
+ }
+
+ void OnDataChanged( DataUpdateType_t updateType )
+ {
+ BaseClass::OnDataChanged( updateType );
+
+ m_cannonFX.Update( this, m_vecHitPos );
+ }
+
+ virtual RenderGroup_t GetRenderGroup()
+ {
+ if ( hl2_episodic.GetBool() == true )
+ {
+ return RENDER_GROUP_TWOPASS;
+ }
+ else
+ {
+ return BaseClass::GetRenderGroup();
+ }
+ }
+
+private:
+ C_CombineGunship( const C_CombineGunship & ) {}
+};
+
+IMPLEMENT_CLIENTCLASS_DT( C_CombineGunship, DT_CombineGunship, CNPC_CombineGunship )
+ RecvPropVector(RECVINFO(m_vecHitPos)),
+END_RECV_TABLE()
+
+//-----------------------------------------------------------------------------
+// Purpose: Handle gunship impacts
+//-----------------------------------------------------------------------------
+void ImpactGunshipCallback( const CEffectData &data )
+{
+ trace_t tr;
+ Vector vecOrigin, vecStart, vecShotDir;
+ int iMaterial, iDamageType, iHitbox;
+ short nSurfaceProp;
+ C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
+
+ if ( !pEntity )
+ return;
+
+ // If we hit, perform our custom effects and play the sound
+ if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
+ {
+ // Check for custom effects based on the Decal index
+ PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 3 );
+ }
+
+ PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
+}
+
+DECLARE_CLIENT_EFFECT( "ImpactGunship", ImpactGunshipCallback );
+