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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/server/hl2/ai_spotlight.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/hl2/ai_spotlight.cpp')
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diff --git a/game/server/hl2/ai_spotlight.cpp b/game/server/hl2/ai_spotlight.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "ai_spotlight.h"
+#include "ai_basenpc.h"
+#include "spotlightend.h"
+#include "beam_shared.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// Parameters for how the scanner relates to citizens.
+//-----------------------------------------------------------------------------
+#define SPOTLIGHT_WIDTH 96
+
+
+//-----------------------------------------------------------------------------
+// Save/load
+//-----------------------------------------------------------------------------
+BEGIN_SIMPLE_DATADESC( CAI_Spotlight )
+
+ // Robin: Don't save, recreated after restore/transition.
+ //DEFINE_FIELD( m_hSpotlight, FIELD_EHANDLE ),
+ //DEFINE_FIELD( m_hSpotlightTarget, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ),
+ DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ),
+ DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flSpotlightMaxLength, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flConstraintAngle, FIELD_FLOAT ),
+ DEFINE_FIELD( m_nHaloSprite, FIELD_MODELINDEX ),
+ DEFINE_FIELD( m_nSpotlightAttachment, FIELD_INTEGER ),
+ DEFINE_FIELD( m_nFlags, FIELD_INTEGER ),
+ DEFINE_FIELD( m_vAngularVelocity, FIELD_QUATERNION ),
+
+END_DATADESC()
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CAI_Spotlight::CAI_Spotlight()
+{
+#ifdef _DEBUG
+ m_vSpotlightTargetPos.Init();
+ m_vSpotlightDir.Init();
+#endif
+}
+
+
+CAI_Spotlight::~CAI_Spotlight()
+{
+ SpotlightDestroy();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAI_Spotlight::Precache(void)
+{
+ // Sprites
+ m_nHaloSprite = GetOuter()->PrecacheModel("sprites/light_glow03.vmt");
+
+ GetOuter()->PrecacheModel( "sprites/glow_test02.vmt" );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAI_Spotlight::Init( CAI_BaseNPC *pOuter, int nFlags, float flConstraintAngle, float flMaxLength )
+{
+ SetOuter( pOuter );
+ m_nFlags = nFlags;
+ m_flConstraintAngle = flConstraintAngle;
+ m_flSpotlightMaxLength = flMaxLength;
+
+ // Check for user error
+ if (m_flSpotlightMaxLength <= 0)
+ {
+ DevMsg("ERROR: Invalid spotlight length <= 0, setting to 500\n");
+ m_flSpotlightMaxLength = 500;
+ }
+
+ Precache();
+
+ m_vSpotlightTargetPos = vec3_origin;
+ m_hSpotlight = NULL;
+ m_hSpotlightTarget = NULL;
+
+ AngleVectors( GetAbsAngles(), &m_vSpotlightDir );
+ m_vAngularVelocity.Init( 0, 0, 0, 1 );
+ m_flSpotlightCurLength = m_flSpotlightMaxLength;
+}
+
+
+//------------------------------------------------------------------------------
+// Computes the spotlight endpoint
+//------------------------------------------------------------------------------
+void CAI_Spotlight::ComputeEndpoint( const Vector &vecStartPoint, Vector *pEndPoint )
+{
+ // Create the endpoint
+ trace_t tr;
+ AI_TraceLine( vecStartPoint, vecStartPoint + m_vSpotlightDir * 2 * m_flSpotlightMaxLength, MASK_OPAQUE, GetOuter(), COLLISION_GROUP_NONE, &tr );
+ *pEndPoint = tr.endpos;
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CAI_Spotlight::SpotlightCreate( int nAttachment, const Vector &vecInitialDir )
+{
+ // Make sure we don't already have one
+ if ( m_hSpotlight != NULL )
+ return;
+
+ m_vSpotlightDir = vecInitialDir;
+ VectorNormalize( m_vSpotlightDir );
+ m_nSpotlightAttachment = nAttachment;
+
+ CreateSpotlightEntities();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Create the beam & spotlight end for this spotlight.
+// Will be re-called after restore/transition
+//-----------------------------------------------------------------------------
+void CAI_Spotlight::CreateSpotlightEntities( void )
+{
+ m_vAngularVelocity.Init( 0, 0, 0, 1 );
+
+ // Create the endpoint
+ // Get the initial position...
+ Vector vecStartPoint;
+ if ( m_nSpotlightAttachment == 0 )
+ {
+ vecStartPoint = GetOuter()->GetAbsOrigin();
+ }
+ else
+ {
+ GetOuter()->GetAttachment( m_nSpotlightAttachment, vecStartPoint );
+ }
+
+ Vector vecEndPoint;
+ ComputeEndpoint( vecStartPoint, &vecEndPoint );
+
+ m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" );
+ m_hSpotlightTarget->Spawn();
+ m_hSpotlightTarget->SetAbsOrigin( vecEndPoint );
+ m_hSpotlightTarget->SetOwnerEntity( GetOuter() );
+ m_hSpotlightTarget->SetRenderColor( 255, 255, 255 );
+ m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength;
+ if ( FBitSet (m_nFlags, AI_SPOTLIGHT_NO_DLIGHTS) )
+ {
+ m_hSpotlightTarget->m_flLightScale = 0.0;
+ }
+ else
+ {
+ m_hSpotlightTarget->m_flLightScale = SPOTLIGHT_WIDTH;
+ }
+
+ // Create the beam
+ m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", SPOTLIGHT_WIDTH );
+ // Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore)
+ m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY );
+ m_hSpotlight->SetColor( 255, 255, 255 );
+ m_hSpotlight->SetHaloTexture( m_nHaloSprite );
+ m_hSpotlight->SetHaloScale( 32 );
+ m_hSpotlight->SetEndWidth( m_hSpotlight->GetWidth() );
+ m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) );
+ m_hSpotlight->SetBrightness( 32 );
+ m_hSpotlight->SetNoise( 0 );
+ m_hSpotlight->EntsInit( GetOuter(), m_hSpotlightTarget );
+ m_hSpotlight->SetStartAttachment( m_nSpotlightAttachment );
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CAI_Spotlight::SpotlightDestroy(void)
+{
+ if ( m_hSpotlight )
+ {
+ UTIL_Remove(m_hSpotlight);
+ m_hSpotlight = NULL;
+
+ UTIL_Remove(m_hSpotlightTarget);
+ m_hSpotlightTarget = NULL;
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CAI_Spotlight::SetSpotlightTargetPos( const Vector &vSpotlightTargetPos )
+{
+ m_vSpotlightTargetPos = vSpotlightTargetPos;
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CAI_Spotlight::SetSpotlightTargetDirection( const Vector &vSpotlightTargetDir )
+{
+ if ( !m_hSpotlight )
+ {
+ CreateSpotlightEntities();
+ }
+
+ VectorMA( m_hSpotlight->GetAbsStartPos(), 1000.0f, vSpotlightTargetDir, m_vSpotlightTargetPos );
+}
+
+
+//------------------------------------------------------------------------------
+// Constrain to cone
+//------------------------------------------------------------------------------
+bool CAI_Spotlight::ConstrainToCone( Vector *pDirection )
+{
+ Vector vecOrigin, vecForward;
+ if ( m_nSpotlightAttachment == 0 )
+ {
+ QAngle vecAngles;
+ vecAngles = GetOuter()->GetAbsAngles();
+ AngleVectors( vecAngles, &vecForward );
+ }
+ else
+ {
+ GetOuter()->GetAttachment( m_nSpotlightAttachment, vecOrigin, &vecForward );
+ }
+
+
+ if ( m_flConstraintAngle == 0.0f )
+ {
+ *pDirection = vecForward;
+ return true;
+ }
+
+ float flDot = DotProduct( vecForward, *pDirection );
+ if ( flDot >= cos( DEG2RAD( m_flConstraintAngle ) ) )
+ return false;
+
+ Vector vecAxis;
+ CrossProduct( *pDirection, vecForward, vecAxis );
+ VectorNormalize( vecAxis );
+
+ Quaternion q;
+ AxisAngleQuaternion( vecAxis, -m_flConstraintAngle, q );
+
+ Vector vecResult;
+ matrix3x4_t rot;
+ QuaternionMatrix( q, rot );
+ VectorRotate( vecForward, rot, vecResult );
+ VectorNormalize( vecResult );
+
+ *pDirection = vecResult;
+
+ return true;
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+#define QUAT_BLEND_FACTOR 0.4f
+
+void CAI_Spotlight::UpdateSpotlightDirection( void )
+{
+ if ( !m_hSpotlight )
+ {
+ CreateSpotlightEntities();
+ }
+
+ // Compute the current beam direction
+ Vector vTargetDir;
+ VectorSubtract( m_vSpotlightTargetPos, m_hSpotlight->GetAbsStartPos(), vTargetDir );
+ VectorNormalize(vTargetDir);
+ ConstrainToCone( &vTargetDir );
+
+ // Compute the amount to rotate
+ float flDot = DotProduct( vTargetDir, m_vSpotlightDir );
+ flDot = clamp( flDot, -1.0f, 1.0f );
+ float flAngle = AngleNormalize( RAD2DEG( acos( flDot ) ) );
+ float flClampedAngle = clamp( flAngle, 0.0f, 45.0f );
+ float flBeamTurnRate = SimpleSplineRemapVal( flClampedAngle, 0.0f, 45.0f, 10.0f, 45.0f );
+ if ( fabs(flAngle) > flBeamTurnRate * gpGlobals->frametime )
+ {
+ flAngle = flBeamTurnRate * gpGlobals->frametime;
+ }
+
+ // Compute the rotation axis
+ Vector vecRotationAxis;
+ CrossProduct( m_vSpotlightDir, vTargetDir, vecRotationAxis );
+ if ( VectorNormalize( vecRotationAxis ) < 1e-3 )
+ {
+ vecRotationAxis.Init( 0, 0, 1 );
+ }
+
+ // Compute the actual rotation amount, using quat slerp blending
+ Quaternion desiredQuat, resultQuat;
+ AxisAngleQuaternion( vecRotationAxis, flAngle, desiredQuat );
+ QuaternionSlerp( m_vAngularVelocity, desiredQuat, QUAT_BLEND_FACTOR, resultQuat );
+ m_vAngularVelocity = resultQuat;
+
+ // If we're really close, and we're not moving very quickly, slam.
+ float flActualRotation = AngleNormalize( RAD2DEG(2 * acos(m_vAngularVelocity.w)) );
+ if (( flActualRotation < 1e-3 ) && (flAngle < 1e-3 ))
+ {
+ m_vSpotlightDir = vTargetDir;
+ m_vAngularVelocity.Init( 0, 0, 0, 1 );
+ return;
+ }
+
+ // Update the desired direction
+ matrix3x4_t rot;
+ Vector vecNewDir;
+ QuaternionMatrix( m_vAngularVelocity, rot );
+ VectorRotate( m_vSpotlightDir, rot, vecNewDir );
+ m_vSpotlightDir = vecNewDir;
+ VectorNormalize(m_vSpotlightDir);
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CAI_Spotlight::UpdateSpotlightEndpoint( void )
+{
+ if ( !m_hSpotlight )
+ {
+ CreateSpotlightEntities();
+ }
+
+ Vector vecStartPoint, vecEndPoint;
+ vecStartPoint = m_hSpotlight->GetAbsStartPos();
+ ComputeEndpoint( vecStartPoint, &vecEndPoint );
+
+ // If I'm not facing the spotlight turn it off
+ Vector vecSpotDir;
+ VectorSubtract( vecEndPoint, vecStartPoint, vecSpotDir );
+ float flBeamLength = VectorNormalize(vecSpotDir);
+
+ m_hSpotlightTarget->SetAbsOrigin( vecEndPoint );
+ m_hSpotlightTarget->SetAbsVelocity( vec3_origin );
+ m_hSpotlightTarget->m_vSpotlightOrg = vecStartPoint;
+ m_hSpotlightTarget->m_vSpotlightDir = vecSpotDir;
+
+ // Avoid sudden change in where beam fades out when cross disconinuities
+ m_flSpotlightCurLength = Lerp( 0.20f, m_flSpotlightCurLength, flBeamLength );
+
+ // 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 = SPOTLIGHT_WIDTH * ( flBeamLength / m_flSpotlightMaxLength );
+
+ flNewWidth = MIN( 100, flNewWidth );
+
+ m_hSpotlight->SetWidth(flNewWidth);
+ m_hSpotlight->SetEndWidth(flNewWidth);
+
+ // Adjust width of light on the end.
+ if ( FBitSet (m_nFlags, AI_SPOTLIGHT_NO_DLIGHTS) )
+ {
+ m_hSpotlightTarget->m_flLightScale = 0.0;
+ }
+ else
+ {
+ m_hSpotlightTarget->m_flLightScale = flNewWidth;
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose: Update the direction and position of my spotlight (if it's active)
+//------------------------------------------------------------------------------
+void CAI_Spotlight::Update(void)
+{
+ if ( !m_hSpotlight )
+ {
+ CreateSpotlightEntities();
+ }
+
+ // Update the beam direction
+ UpdateSpotlightDirection();
+ UpdateSpotlightEndpoint();
+}
+