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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/info_darknessmode_lightsource.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/info_darknessmode_lightsource.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/info_darknessmode_lightsource.cpp | 908 |
1 files changed, 454 insertions, 454 deletions
diff --git a/mp/src/game/server/hl2/info_darknessmode_lightsource.cpp b/mp/src/game/server/hl2/info_darknessmode_lightsource.cpp index 08eff25d..03df7e3f 100644 --- a/mp/src/game/server/hl2/info_darknessmode_lightsource.cpp +++ b/mp/src/game/server/hl2/info_darknessmode_lightsource.cpp @@ -1,454 +1,454 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================
-
-#include "cbase.h"
-#include "info_darknessmode_lightsource.h"
-#include "ai_debug_shared.h"
-
-void CV_Debug_Darkness( IConVar *var, const char *pOldString, float flOldValue );
-ConVar g_debug_darkness( "g_debug_darkness", "0", FCVAR_NONE, "Show darkness mode lightsources.", CV_Debug_Darkness );
-ConVar darkness_ignore_LOS_to_sources( "darkness_ignore_LOS_to_sources", "1", FCVAR_NONE );
-
-class CInfoDarknessLightSource;
-
-//-----------------------------------------------------------------------------
-// Purpose: Manages entities that provide light while in darkness mode
-//-----------------------------------------------------------------------------
-class CDarknessLightSourcesSystem : public CAutoGameSystem
-{
-public:
- CDarknessLightSourcesSystem() : CAutoGameSystem( "CDarknessLightSourcesSystem" )
- {
- }
-
- void LevelInitPreEntity();
-
- void AddLightSource( CInfoDarknessLightSource *pEntity, float flRadius );
- void RemoveLightSource( CInfoDarknessLightSource *pEntity );
- bool IsEntityVisibleToTarget( CBaseEntity *pLooker, CBaseEntity *pTarget );
- bool AreThereLightSourcesWithinRadius( CBaseEntity *pLooker, float flRadius );
- void SetDebug( bool bDebug );
-
-private:
- struct lightsource_t
- {
- float flLightRadiusSqr;
- CHandle<CInfoDarknessLightSource> hEntity;
- };
-
- CUtlVector<lightsource_t> m_LightSources;
-};
-
-CDarknessLightSourcesSystem *DarknessLightSourcesSystem();
-
-//-----------------------------------------------------------------------------
-// Darkness mode light source entity
-//-----------------------------------------------------------------------------
-class CInfoDarknessLightSource : public CBaseEntity
-{
- DECLARE_CLASS( CInfoDarknessLightSource, CBaseEntity );
-public:
- DECLARE_DATADESC();
-
- virtual void Activate()
- {
- if ( m_bDisabled == false )
- {
- DarknessLightSourcesSystem()->AddLightSource( this, m_flLightRadius );
-
- if ( g_debug_darkness.GetBool() )
- {
- SetThink( &CInfoDarknessLightSource::DebugThink );
- SetNextThink( gpGlobals->curtime );
- }
- }
-
- BaseClass::Activate();
- }
- virtual void UpdateOnRemove()
- {
- DarknessLightSourcesSystem()->RemoveLightSource( this );
- BaseClass::UpdateOnRemove();
- }
- void SetLightRadius( float flRadius )
- {
- m_flLightRadius = flRadius;
- }
-
- void InputEnable( inputdata_t &inputdata )
- {
- DarknessLightSourcesSystem()->AddLightSource( this, m_flLightRadius );
- m_bDisabled = false;
- }
-
- void InputDisable( inputdata_t &inputdata )
- {
- DarknessLightSourcesSystem()->RemoveLightSource( this );
- m_bDisabled = true;
- }
-
- void DebugThink( void )
- {
- Vector vecRadius( m_flLightRadius, m_flLightRadius, m_flLightRadius );
- NDebugOverlay::Box( GetAbsOrigin(), -vecRadius, vecRadius, 255,255,255, 8, 0.1 );
- NDebugOverlay::Box( GetAbsOrigin(), -Vector(5,5,5), Vector(5,5,5), 255,0,0, 8, 0.1 );
- SetNextThink( gpGlobals->curtime + 0.1 );
-
- int textoffset = 0;
- EntityText( textoffset, UTIL_VarArgs("Org: %.2f %.2f %.2f", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z ), 0.1 );
- textoffset++;
- EntityText( textoffset, UTIL_VarArgs("Radius %.2f", m_flLightRadius), 0.1 );
- textoffset++;
- if ( m_bIgnoreLOS )
- {
- EntityText( textoffset, "Ignoring LOS", 0.1 );
- textoffset++;
- }
- if ( m_bDisabled )
- {
- EntityText( textoffset, "DISABLED", 0.1 );
- textoffset++;
- }
- }
-
- void IgnoreLOS( void )
- {
- m_bIgnoreLOS = true;
- }
-
- bool ShouldIgnoreLOS( void )
- {
- return m_bIgnoreLOS;
- }
-
-private:
- float m_flLightRadius;
- bool m_bDisabled;
- bool m_bIgnoreLOS;
-};
-
-LINK_ENTITY_TO_CLASS( info_darknessmode_lightsource, CInfoDarknessLightSource );
-
-BEGIN_DATADESC( CInfoDarknessLightSource )
- DEFINE_KEYFIELD( m_flLightRadius, FIELD_FLOAT, "LightRadius" ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
- DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
- DEFINE_FIELD( m_bIgnoreLOS, FIELD_BOOLEAN ),
-
- DEFINE_THINKFUNC( DebugThink ),
-END_DATADESC()
-
-CDarknessLightSourcesSystem g_DarknessLightSourcesSystem;
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CDarknessLightSourcesSystem *DarknessLightSourcesSystem()
-{
- return &g_DarknessLightSourcesSystem;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDarknessLightSourcesSystem::LevelInitPreEntity()
-{
- m_LightSources.Purge();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDarknessLightSourcesSystem::AddLightSource( CInfoDarknessLightSource *pEntity, float flRadius )
-{
- lightsource_t sNewSource;
- sNewSource.hEntity = pEntity;
- sNewSource.flLightRadiusSqr = flRadius * flRadius;
- m_LightSources.AddToTail( sNewSource );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDarknessLightSourcesSystem::RemoveLightSource( CInfoDarknessLightSource *pEntity )
-{
- for ( int i = m_LightSources.Count() - 1; i >= 0; i-- )
- {
- if ( m_LightSources[i].hEntity == pEntity )
- {
- m_LightSources.Remove(i);
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDarknessLightSourcesSystem::IsEntityVisibleToTarget( CBaseEntity *pLooker, CBaseEntity *pTarget )
-{
- if ( pTarget->IsEffectActive( EF_BRIGHTLIGHT ) || pTarget->IsEffectActive( EF_DIMLIGHT ) )
- return true;
-
- bool bDebug = g_debug_darkness.GetBool();
- if ( bDebug && pLooker )
- {
- bDebug = (pLooker->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) != 0;
- }
-
- trace_t tr;
-
- // Loop through all the light sources. Do it backwards, so we can remove dead ones.
- for ( int i = m_LightSources.Count() - 1; i >= 0; i-- )
- {
- // Removed?
- if ( m_LightSources[i].hEntity == NULL || m_LightSources[i].hEntity->IsMarkedForDeletion() )
- {
- m_LightSources.FastRemove( i );
- continue;
- }
-
- CInfoDarknessLightSource *pLightSource = m_LightSources[i].hEntity;
-
- // Close enough to a light source?
- float flDistanceSqr = (pTarget->WorldSpaceCenter() - pLightSource->GetAbsOrigin()).LengthSqr();
- if ( flDistanceSqr < m_LightSources[i].flLightRadiusSqr )
- {
- if ( pLightSource->ShouldIgnoreLOS() )
- {
- if ( bDebug )
- {
- NDebugOverlay::Line( pTarget->WorldSpaceCenter(), pLightSource->GetAbsOrigin(), 0,255,0,true, 0.1);
- }
- return true;
- }
-
- // Check LOS from the light to the target
- CTraceFilterSkipTwoEntities filter( pTarget, pLooker, COLLISION_GROUP_NONE );
- AI_TraceLine( pTarget->WorldSpaceCenter(), pLightSource->GetAbsOrigin(), MASK_BLOCKLOS, &filter, &tr );
- if ( tr.fraction == 1.0 )
- {
- if ( bDebug )
- {
- NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0,true, 0.1);
- }
- return true;
- }
-
- if ( bDebug )
- {
- NDebugOverlay::Line( tr.startpos, tr.endpos, 255,0,0,true, 0.1);
- NDebugOverlay::Line( tr.endpos, pLightSource->GetAbsOrigin(), 128,0,0,true, 0.1);
- }
-
- // If the target is within the radius of the light, don't do sillhouette checks
- continue;
- }
-
- if ( !pLooker )
- continue;
-
- // Between a light source and the looker?
- Vector vecLookerToLight = (pLightSource->GetAbsOrigin() - pLooker->WorldSpaceCenter());
- Vector vecLookerToTarget = (pTarget->WorldSpaceCenter() - pLooker->WorldSpaceCenter());
- float flDistToSource = VectorNormalize( vecLookerToLight );
- float flDistToTarget = VectorNormalize( vecLookerToTarget );
- float flDot = DotProduct( vecLookerToLight, vecLookerToTarget );
- if ( flDot > 0 )
- {
- // Make sure the target is in front of the lightsource
- if ( flDistToTarget < flDistToSource )
- {
- if ( bDebug )
- {
- NDebugOverlay::Line( pLooker->WorldSpaceCenter(), pLooker->WorldSpaceCenter() + (vecLookerToLight * 128), 255,255,255,true, 0.1);
- NDebugOverlay::Line( pLooker->WorldSpaceCenter(), pLooker->WorldSpaceCenter() + (vecLookerToTarget * 128), 255,0,0,true, 0.1);
- }
-
- // Now, we need to find out if the light source is obscured by anything.
- // To do this, we want to calculate the point of intersection between the light source
- // sphere and the line from the looker through the target.
- float flASqr = (flDistToSource * flDistToSource);
- float flB = -2 * flDistToSource * flDot;
- float flCSqr = m_LightSources[i].flLightRadiusSqr;
- float flDesc = (flB * flB) - (4 * (flASqr - flCSqr));
- if ( flDesc >= 0 )
- {
- float flLength = (-flB - sqrt(flDesc)) / 2;
- Vector vecSpherePoint = pLooker->WorldSpaceCenter() + (vecLookerToTarget * flLength);
-
- // We've got the point of intersection. See if we can see it.
- CTraceFilterSkipTwoEntities filter( pTarget, pLooker, COLLISION_GROUP_NONE );
- AI_TraceLine( pLooker->EyePosition(), vecSpherePoint, MASK_SOLID_BRUSHONLY, &filter, &tr );
-
- if ( bDebug )
- {
- if (tr.fraction != 1.0)
- {
- NDebugOverlay::Line( pLooker->WorldSpaceCenter(), vecSpherePoint, 255,0,0,true, 0.1);
- }
- else
- {
- NDebugOverlay::Line( pLooker->WorldSpaceCenter(), vecSpherePoint, 0,255,0,true, 0.1);
- NDebugOverlay::Line( pLightSource->GetAbsOrigin(), vecSpherePoint, 255,0,0,true, 0.1);
- }
- }
-
- if ( tr.fraction == 1.0 )
- return true;
- }
- }
- }
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDarknessLightSourcesSystem::AreThereLightSourcesWithinRadius( CBaseEntity *pLooker, float flRadius )
-{
- float flRadiusSqr = (flRadius * flRadius);
- for ( int i = m_LightSources.Count() - 1; i >= 0; i-- )
- {
- // Removed?
- if ( m_LightSources[i].hEntity == NULL || m_LightSources[i].hEntity->IsMarkedForDeletion() )
- {
- m_LightSources.FastRemove( i );
- continue;
- }
-
- CBaseEntity *pLightSource = m_LightSources[i].hEntity;
-
- // Close enough to a light source?
- float flDistanceSqr = (pLooker->WorldSpaceCenter() - pLightSource->GetAbsOrigin()).LengthSqr();
- if ( flDistanceSqr < flRadiusSqr )
- {
- trace_t tr;
- AI_TraceLine( pLooker->EyePosition(), pLightSource->GetAbsOrigin(), MASK_SOLID_BRUSHONLY, pLooker, COLLISION_GROUP_NONE, &tr );
-
- if ( g_debug_darkness.GetBool() )
- {
- if (tr.fraction != 1.0)
- {
- NDebugOverlay::Line( pLooker->WorldSpaceCenter(), tr.endpos, 255,0,0,true, 0.1);
- }
- else
- {
- NDebugOverlay::Line( pLooker->WorldSpaceCenter(), tr.endpos, 0,255,0,true, 0.1);
- NDebugOverlay::Line( pLightSource->GetAbsOrigin(), tr.endpos, 255,0,0,true, 0.1);
- }
- }
-
- if ( tr.fraction == 1.0 )
- return true;
- }
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDarknessLightSourcesSystem::SetDebug( bool bDebug )
-{
- for ( int i = m_LightSources.Count() - 1; i >= 0; i-- )
- {
- CInfoDarknessLightSource *pLightSource = dynamic_cast<CInfoDarknessLightSource*>(m_LightSources[i].hEntity.Get());
- if ( pLightSource )
- {
- if ( bDebug )
- {
- pLightSource->SetThink( &CInfoDarknessLightSource::DebugThink );
- pLightSource->SetNextThink( gpGlobals->curtime );
- }
- else
- {
- pLightSource->SetThink( NULL );
- }
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CV_Debug_Darkness( IConVar *pConVar, const char *pOldString, float flOldValue )
-{
- ConVarRef var( pConVar );
- DarknessLightSourcesSystem()->SetDebug( var.GetBool() );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pEntity -
-//-----------------------------------------------------------------------------
-void AddEntityToDarknessCheck( CBaseEntity *pEntity, float flLightRadius /*=DARKNESS_LIGHTSOURCE_SIZE*/ )
-{
- // Create a light source, and attach it to the entity
- CInfoDarknessLightSource *pLightSource = (CInfoDarknessLightSource *) CreateEntityByName( "info_darknessmode_lightsource" );
- if ( pLightSource )
- {
- pLightSource->SetLightRadius( flLightRadius );
- DispatchSpawn( pLightSource );
- pLightSource->SetAbsOrigin( pEntity->WorldSpaceCenter() );
- pLightSource->SetParent( pEntity );
- pLightSource->Activate();
-
- // Dynamically created darkness sources can ignore LOS
- // to match the (broken) visual representation of our dynamic lights.
- if ( darkness_ignore_LOS_to_sources.GetBool() )
- {
- pLightSource->IgnoreLOS();
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pEntity -
-//-----------------------------------------------------------------------------
-void RemoveEntityFromDarknessCheck( CBaseEntity *pEntity )
-{
- // Find any light sources parented to this entity, and remove them
- CBaseEntity *pChild = pEntity->FirstMoveChild();
- while ( pChild )
- {
- CBaseEntity *pPrevChild = pChild;
- pChild = pChild->NextMovePeer();
-
- if ( dynamic_cast<CInfoDarknessLightSource*>(pPrevChild) )
- {
- UTIL_Remove( pPrevChild );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pEntity -
-//-----------------------------------------------------------------------------
-bool LookerCouldSeeTargetInDarkness( CBaseEntity *pLooker, CBaseEntity *pTarget )
-{
- if ( DarknessLightSourcesSystem()->IsEntityVisibleToTarget( pLooker, pTarget ) )
- {
- //NDebugOverlay::Line( pTarget->WorldSpaceCenter(), pLooker->WorldSpaceCenter(), 0,255,0,true, 0.1);
- return true;
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Return true if there is at least 1 darkness light source within
-// the specified radius of the looker.
-//-----------------------------------------------------------------------------
-bool DarknessLightSourceWithinRadius( CBaseEntity *pLooker, float flRadius )
-{
- return DarknessLightSourcesSystem()->AreThereLightSourcesWithinRadius( pLooker, flRadius );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#include "cbase.h" +#include "info_darknessmode_lightsource.h" +#include "ai_debug_shared.h" + +void CV_Debug_Darkness( IConVar *var, const char *pOldString, float flOldValue ); +ConVar g_debug_darkness( "g_debug_darkness", "0", FCVAR_NONE, "Show darkness mode lightsources.", CV_Debug_Darkness ); +ConVar darkness_ignore_LOS_to_sources( "darkness_ignore_LOS_to_sources", "1", FCVAR_NONE ); + +class CInfoDarknessLightSource; + +//----------------------------------------------------------------------------- +// Purpose: Manages entities that provide light while in darkness mode +//----------------------------------------------------------------------------- +class CDarknessLightSourcesSystem : public CAutoGameSystem +{ +public: + CDarknessLightSourcesSystem() : CAutoGameSystem( "CDarknessLightSourcesSystem" ) + { + } + + void LevelInitPreEntity(); + + void AddLightSource( CInfoDarknessLightSource *pEntity, float flRadius ); + void RemoveLightSource( CInfoDarknessLightSource *pEntity ); + bool IsEntityVisibleToTarget( CBaseEntity *pLooker, CBaseEntity *pTarget ); + bool AreThereLightSourcesWithinRadius( CBaseEntity *pLooker, float flRadius ); + void SetDebug( bool bDebug ); + +private: + struct lightsource_t + { + float flLightRadiusSqr; + CHandle<CInfoDarknessLightSource> hEntity; + }; + + CUtlVector<lightsource_t> m_LightSources; +}; + +CDarknessLightSourcesSystem *DarknessLightSourcesSystem(); + +//----------------------------------------------------------------------------- +// Darkness mode light source entity +//----------------------------------------------------------------------------- +class CInfoDarknessLightSource : public CBaseEntity +{ + DECLARE_CLASS( CInfoDarknessLightSource, CBaseEntity ); +public: + DECLARE_DATADESC(); + + virtual void Activate() + { + if ( m_bDisabled == false ) + { + DarknessLightSourcesSystem()->AddLightSource( this, m_flLightRadius ); + + if ( g_debug_darkness.GetBool() ) + { + SetThink( &CInfoDarknessLightSource::DebugThink ); + SetNextThink( gpGlobals->curtime ); + } + } + + BaseClass::Activate(); + } + virtual void UpdateOnRemove() + { + DarknessLightSourcesSystem()->RemoveLightSource( this ); + BaseClass::UpdateOnRemove(); + } + void SetLightRadius( float flRadius ) + { + m_flLightRadius = flRadius; + } + + void InputEnable( inputdata_t &inputdata ) + { + DarknessLightSourcesSystem()->AddLightSource( this, m_flLightRadius ); + m_bDisabled = false; + } + + void InputDisable( inputdata_t &inputdata ) + { + DarknessLightSourcesSystem()->RemoveLightSource( this ); + m_bDisabled = true; + } + + void DebugThink( void ) + { + Vector vecRadius( m_flLightRadius, m_flLightRadius, m_flLightRadius ); + NDebugOverlay::Box( GetAbsOrigin(), -vecRadius, vecRadius, 255,255,255, 8, 0.1 ); + NDebugOverlay::Box( GetAbsOrigin(), -Vector(5,5,5), Vector(5,5,5), 255,0,0, 8, 0.1 ); + SetNextThink( gpGlobals->curtime + 0.1 ); + + int textoffset = 0; + EntityText( textoffset, UTIL_VarArgs("Org: %.2f %.2f %.2f", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z ), 0.1 ); + textoffset++; + EntityText( textoffset, UTIL_VarArgs("Radius %.2f", m_flLightRadius), 0.1 ); + textoffset++; + if ( m_bIgnoreLOS ) + { + EntityText( textoffset, "Ignoring LOS", 0.1 ); + textoffset++; + } + if ( m_bDisabled ) + { + EntityText( textoffset, "DISABLED", 0.1 ); + textoffset++; + } + } + + void IgnoreLOS( void ) + { + m_bIgnoreLOS = true; + } + + bool ShouldIgnoreLOS( void ) + { + return m_bIgnoreLOS; + } + +private: + float m_flLightRadius; + bool m_bDisabled; + bool m_bIgnoreLOS; +}; + +LINK_ENTITY_TO_CLASS( info_darknessmode_lightsource, CInfoDarknessLightSource ); + +BEGIN_DATADESC( CInfoDarknessLightSource ) + DEFINE_KEYFIELD( m_flLightRadius, FIELD_FLOAT, "LightRadius" ), + DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), + DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), + DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ), + DEFINE_FIELD( m_bIgnoreLOS, FIELD_BOOLEAN ), + + DEFINE_THINKFUNC( DebugThink ), +END_DATADESC() + +CDarknessLightSourcesSystem g_DarknessLightSourcesSystem; + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CDarknessLightSourcesSystem *DarknessLightSourcesSystem() +{ + return &g_DarknessLightSourcesSystem; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDarknessLightSourcesSystem::LevelInitPreEntity() +{ + m_LightSources.Purge(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDarknessLightSourcesSystem::AddLightSource( CInfoDarknessLightSource *pEntity, float flRadius ) +{ + lightsource_t sNewSource; + sNewSource.hEntity = pEntity; + sNewSource.flLightRadiusSqr = flRadius * flRadius; + m_LightSources.AddToTail( sNewSource ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDarknessLightSourcesSystem::RemoveLightSource( CInfoDarknessLightSource *pEntity ) +{ + for ( int i = m_LightSources.Count() - 1; i >= 0; i-- ) + { + if ( m_LightSources[i].hEntity == pEntity ) + { + m_LightSources.Remove(i); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDarknessLightSourcesSystem::IsEntityVisibleToTarget( CBaseEntity *pLooker, CBaseEntity *pTarget ) +{ + if ( pTarget->IsEffectActive( EF_BRIGHTLIGHT ) || pTarget->IsEffectActive( EF_DIMLIGHT ) ) + return true; + + bool bDebug = g_debug_darkness.GetBool(); + if ( bDebug && pLooker ) + { + bDebug = (pLooker->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) != 0; + } + + trace_t tr; + + // Loop through all the light sources. Do it backwards, so we can remove dead ones. + for ( int i = m_LightSources.Count() - 1; i >= 0; i-- ) + { + // Removed? + if ( m_LightSources[i].hEntity == NULL || m_LightSources[i].hEntity->IsMarkedForDeletion() ) + { + m_LightSources.FastRemove( i ); + continue; + } + + CInfoDarknessLightSource *pLightSource = m_LightSources[i].hEntity; + + // Close enough to a light source? + float flDistanceSqr = (pTarget->WorldSpaceCenter() - pLightSource->GetAbsOrigin()).LengthSqr(); + if ( flDistanceSqr < m_LightSources[i].flLightRadiusSqr ) + { + if ( pLightSource->ShouldIgnoreLOS() ) + { + if ( bDebug ) + { + NDebugOverlay::Line( pTarget->WorldSpaceCenter(), pLightSource->GetAbsOrigin(), 0,255,0,true, 0.1); + } + return true; + } + + // Check LOS from the light to the target + CTraceFilterSkipTwoEntities filter( pTarget, pLooker, COLLISION_GROUP_NONE ); + AI_TraceLine( pTarget->WorldSpaceCenter(), pLightSource->GetAbsOrigin(), MASK_BLOCKLOS, &filter, &tr ); + if ( tr.fraction == 1.0 ) + { + if ( bDebug ) + { + NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0,true, 0.1); + } + return true; + } + + if ( bDebug ) + { + NDebugOverlay::Line( tr.startpos, tr.endpos, 255,0,0,true, 0.1); + NDebugOverlay::Line( tr.endpos, pLightSource->GetAbsOrigin(), 128,0,0,true, 0.1); + } + + // If the target is within the radius of the light, don't do sillhouette checks + continue; + } + + if ( !pLooker ) + continue; + + // Between a light source and the looker? + Vector vecLookerToLight = (pLightSource->GetAbsOrigin() - pLooker->WorldSpaceCenter()); + Vector vecLookerToTarget = (pTarget->WorldSpaceCenter() - pLooker->WorldSpaceCenter()); + float flDistToSource = VectorNormalize( vecLookerToLight ); + float flDistToTarget = VectorNormalize( vecLookerToTarget ); + float flDot = DotProduct( vecLookerToLight, vecLookerToTarget ); + if ( flDot > 0 ) + { + // Make sure the target is in front of the lightsource + if ( flDistToTarget < flDistToSource ) + { + if ( bDebug ) + { + NDebugOverlay::Line( pLooker->WorldSpaceCenter(), pLooker->WorldSpaceCenter() + (vecLookerToLight * 128), 255,255,255,true, 0.1); + NDebugOverlay::Line( pLooker->WorldSpaceCenter(), pLooker->WorldSpaceCenter() + (vecLookerToTarget * 128), 255,0,0,true, 0.1); + } + + // Now, we need to find out if the light source is obscured by anything. + // To do this, we want to calculate the point of intersection between the light source + // sphere and the line from the looker through the target. + float flASqr = (flDistToSource * flDistToSource); + float flB = -2 * flDistToSource * flDot; + float flCSqr = m_LightSources[i].flLightRadiusSqr; + float flDesc = (flB * flB) - (4 * (flASqr - flCSqr)); + if ( flDesc >= 0 ) + { + float flLength = (-flB - sqrt(flDesc)) / 2; + Vector vecSpherePoint = pLooker->WorldSpaceCenter() + (vecLookerToTarget * flLength); + + // We've got the point of intersection. See if we can see it. + CTraceFilterSkipTwoEntities filter( pTarget, pLooker, COLLISION_GROUP_NONE ); + AI_TraceLine( pLooker->EyePosition(), vecSpherePoint, MASK_SOLID_BRUSHONLY, &filter, &tr ); + + if ( bDebug ) + { + if (tr.fraction != 1.0) + { + NDebugOverlay::Line( pLooker->WorldSpaceCenter(), vecSpherePoint, 255,0,0,true, 0.1); + } + else + { + NDebugOverlay::Line( pLooker->WorldSpaceCenter(), vecSpherePoint, 0,255,0,true, 0.1); + NDebugOverlay::Line( pLightSource->GetAbsOrigin(), vecSpherePoint, 255,0,0,true, 0.1); + } + } + + if ( tr.fraction == 1.0 ) + return true; + } + } + } + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDarknessLightSourcesSystem::AreThereLightSourcesWithinRadius( CBaseEntity *pLooker, float flRadius ) +{ + float flRadiusSqr = (flRadius * flRadius); + for ( int i = m_LightSources.Count() - 1; i >= 0; i-- ) + { + // Removed? + if ( m_LightSources[i].hEntity == NULL || m_LightSources[i].hEntity->IsMarkedForDeletion() ) + { + m_LightSources.FastRemove( i ); + continue; + } + + CBaseEntity *pLightSource = m_LightSources[i].hEntity; + + // Close enough to a light source? + float flDistanceSqr = (pLooker->WorldSpaceCenter() - pLightSource->GetAbsOrigin()).LengthSqr(); + if ( flDistanceSqr < flRadiusSqr ) + { + trace_t tr; + AI_TraceLine( pLooker->EyePosition(), pLightSource->GetAbsOrigin(), MASK_SOLID_BRUSHONLY, pLooker, COLLISION_GROUP_NONE, &tr ); + + if ( g_debug_darkness.GetBool() ) + { + if (tr.fraction != 1.0) + { + NDebugOverlay::Line( pLooker->WorldSpaceCenter(), tr.endpos, 255,0,0,true, 0.1); + } + else + { + NDebugOverlay::Line( pLooker->WorldSpaceCenter(), tr.endpos, 0,255,0,true, 0.1); + NDebugOverlay::Line( pLightSource->GetAbsOrigin(), tr.endpos, 255,0,0,true, 0.1); + } + } + + if ( tr.fraction == 1.0 ) + return true; + } + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDarknessLightSourcesSystem::SetDebug( bool bDebug ) +{ + for ( int i = m_LightSources.Count() - 1; i >= 0; i-- ) + { + CInfoDarknessLightSource *pLightSource = dynamic_cast<CInfoDarknessLightSource*>(m_LightSources[i].hEntity.Get()); + if ( pLightSource ) + { + if ( bDebug ) + { + pLightSource->SetThink( &CInfoDarknessLightSource::DebugThink ); + pLightSource->SetNextThink( gpGlobals->curtime ); + } + else + { + pLightSource->SetThink( NULL ); + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CV_Debug_Darkness( IConVar *pConVar, const char *pOldString, float flOldValue ) +{ + ConVarRef var( pConVar ); + DarknessLightSourcesSystem()->SetDebug( var.GetBool() ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEntity - +//----------------------------------------------------------------------------- +void AddEntityToDarknessCheck( CBaseEntity *pEntity, float flLightRadius /*=DARKNESS_LIGHTSOURCE_SIZE*/ ) +{ + // Create a light source, and attach it to the entity + CInfoDarknessLightSource *pLightSource = (CInfoDarknessLightSource *) CreateEntityByName( "info_darknessmode_lightsource" ); + if ( pLightSource ) + { + pLightSource->SetLightRadius( flLightRadius ); + DispatchSpawn( pLightSource ); + pLightSource->SetAbsOrigin( pEntity->WorldSpaceCenter() ); + pLightSource->SetParent( pEntity ); + pLightSource->Activate(); + + // Dynamically created darkness sources can ignore LOS + // to match the (broken) visual representation of our dynamic lights. + if ( darkness_ignore_LOS_to_sources.GetBool() ) + { + pLightSource->IgnoreLOS(); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEntity - +//----------------------------------------------------------------------------- +void RemoveEntityFromDarknessCheck( CBaseEntity *pEntity ) +{ + // Find any light sources parented to this entity, and remove them + CBaseEntity *pChild = pEntity->FirstMoveChild(); + while ( pChild ) + { + CBaseEntity *pPrevChild = pChild; + pChild = pChild->NextMovePeer(); + + if ( dynamic_cast<CInfoDarknessLightSource*>(pPrevChild) ) + { + UTIL_Remove( pPrevChild ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEntity - +//----------------------------------------------------------------------------- +bool LookerCouldSeeTargetInDarkness( CBaseEntity *pLooker, CBaseEntity *pTarget ) +{ + if ( DarknessLightSourcesSystem()->IsEntityVisibleToTarget( pLooker, pTarget ) ) + { + //NDebugOverlay::Line( pTarget->WorldSpaceCenter(), pLooker->WorldSpaceCenter(), 0,255,0,true, 0.1); + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: Return true if there is at least 1 darkness light source within +// the specified radius of the looker. +//----------------------------------------------------------------------------- +bool DarknessLightSourceWithinRadius( CBaseEntity *pLooker, float flRadius ) +{ + return DarknessLightSourcesSystem()->AreThereLightSourcesWithinRadius( pLooker, flRadius ); +} |