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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/shared/beam_shared.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/beam_shared.h')
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diff --git a/game/shared/beam_shared.h b/game/shared/beam_shared.h
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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