From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/point_spotlight.cpp | 1022 ++++++++++++++++---------------- 1 file changed, 511 insertions(+), 511 deletions(-) (limited to 'mp/src/game/server/point_spotlight.cpp') diff --git a/mp/src/game/server/point_spotlight.cpp b/mp/src/game/server/point_spotlight.cpp index b97ea9fd..9ff28cf6 100644 --- a/mp/src/game/server/point_spotlight.cpp +++ b/mp/src/game/server/point_spotlight.cpp @@ -1,511 +1,511 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -//===========================================================================// - -#include "cbase.h" -#include "beam_shared.h" -#include "spotlightend.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -// Spawnflags -#define SF_SPOTLIGHT_START_LIGHT_ON 0x1 -#define SF_SPOTLIGHT_NO_DYNAMIC_LIGHT 0x2 - - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -class CPointSpotlight : public CPointEntity -{ - DECLARE_CLASS( CPointSpotlight, CPointEntity ); -public: - DECLARE_DATADESC(); - - CPointSpotlight(); - - void Precache(void); - void Spawn(void); - virtual void Activate(); - - virtual void OnEntityEvent( EntityEvent_t event, void *pEventData ); - -private: - int UpdateTransmitState(); - void SpotlightThink(void); - void SpotlightUpdate(void); - Vector SpotlightCurrentPos(void); - void SpotlightCreate(void); - void SpotlightDestroy(void); - - // ------------------------------ - // Inputs - // ------------------------------ - void InputLightOn( inputdata_t &inputdata ); - void InputLightOff( inputdata_t &inputdata ); - - // Creates the efficient spotlight - void CreateEfficientSpotlight(); - - // Computes render info for a spotlight - void ComputeRenderInfo(); - -private: - bool m_bSpotlightOn; - bool m_bEfficientSpotlight; - Vector m_vSpotlightTargetPos; - Vector m_vSpotlightCurrentPos; - Vector m_vSpotlightDir; - int m_nHaloSprite; - CHandle m_hSpotlight; - CHandle m_hSpotlightTarget; - - float m_flSpotlightMaxLength; - float m_flSpotlightCurLength; - float m_flSpotlightGoalWidth; - float m_flHDRColorScale; - int m_nMinDXLevel; - -public: - COutputEvent m_OnOn, m_OnOff; ///< output fires when turned on, off -}; - -BEGIN_DATADESC( CPointSpotlight ) - DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ), - - DEFINE_FIELD( m_bSpotlightOn, FIELD_BOOLEAN ), - DEFINE_FIELD( m_bEfficientSpotlight, FIELD_BOOLEAN ), - DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ), - DEFINE_FIELD( m_vSpotlightCurrentPos, FIELD_POSITION_VECTOR ), - - // Robin: Don't Save, recreated after restore/transition - //DEFINE_FIELD( m_hSpotlight, FIELD_EHANDLE ), - //DEFINE_FIELD( m_hSpotlightTarget, FIELD_EHANDLE ), - - DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ), - DEFINE_FIELD( m_nHaloSprite, FIELD_INTEGER ), - - DEFINE_KEYFIELD( m_flSpotlightMaxLength,FIELD_FLOAT, "SpotlightLength"), - DEFINE_KEYFIELD( m_flSpotlightGoalWidth,FIELD_FLOAT, "SpotlightWidth"), - DEFINE_KEYFIELD( m_flHDRColorScale, FIELD_FLOAT, "HDRColorScale" ), - DEFINE_KEYFIELD( m_nMinDXLevel, FIELD_INTEGER, "mindxlevel" ), - - // Inputs - DEFINE_INPUTFUNC( FIELD_VOID, "LightOn", InputLightOn ), - DEFINE_INPUTFUNC( FIELD_VOID, "LightOff", InputLightOff ), - DEFINE_OUTPUT( m_OnOn, "OnLightOn" ), - DEFINE_OUTPUT( m_OnOff, "OnLightOff" ), - - DEFINE_THINKFUNC( SpotlightThink ), - -END_DATADESC() - - -LINK_ENTITY_TO_CLASS(point_spotlight, CPointSpotlight); - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -CPointSpotlight::CPointSpotlight() -{ -#ifdef _DEBUG - m_vSpotlightTargetPos.Init(); - m_vSpotlightCurrentPos.Init(); - m_vSpotlightDir.Init(); -#endif - m_flHDRColorScale = 1.0f; - m_nMinDXLevel = 0; -} - - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CPointSpotlight::Precache(void) -{ - BaseClass::Precache(); - - // Sprites. - m_nHaloSprite = PrecacheModel("sprites/light_glow03.vmt"); - PrecacheModel( "sprites/glow_test02.vmt" ); -} - - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CPointSpotlight::Spawn(void) -{ - Precache(); - - UTIL_SetSize( this,vec3_origin,vec3_origin ); - AddSolidFlags( FSOLID_NOT_SOLID ); - SetMoveType( MOVETYPE_NONE ); - m_bEfficientSpotlight = true; - - // Check for user error - if (m_flSpotlightMaxLength <= 0) - { - DevMsg("%s (%s) has an invalid spotlight length <= 0, setting to 500\n", GetClassname(), GetDebugName() ); - m_flSpotlightMaxLength = 500; - } - if (m_flSpotlightGoalWidth <= 0) - { - DevMsg("%s (%s) has an invalid spotlight width <= 0, setting to 10\n", GetClassname(), GetDebugName() ); - m_flSpotlightGoalWidth = 10; - } - - if (m_flSpotlightGoalWidth > MAX_BEAM_WIDTH ) - { - DevMsg("%s (%s) has an invalid spotlight width %.1f (max %.1f).\n", GetClassname(), GetDebugName(), m_flSpotlightGoalWidth, MAX_BEAM_WIDTH ); - m_flSpotlightGoalWidth = MAX_BEAM_WIDTH; - } - - // ------------------------------------ - // Init all class vars - // ------------------------------------ - m_vSpotlightTargetPos = vec3_origin; - m_vSpotlightCurrentPos = vec3_origin; - m_hSpotlight = NULL; - m_hSpotlightTarget = NULL; - m_vSpotlightDir = vec3_origin; - m_flSpotlightCurLength = m_flSpotlightMaxLength; - - m_bSpotlightOn = HasSpawnFlags( SF_SPOTLIGHT_START_LIGHT_ON ); - - SetThink( &CPointSpotlight::SpotlightThink ); - SetNextThink( gpGlobals->curtime + 0.1f ); -} - - -//----------------------------------------------------------------------------- -// Computes render info for a spotlight -//----------------------------------------------------------------------------- -void CPointSpotlight::ComputeRenderInfo() -{ - // 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 = m_flSpotlightGoalWidth * (m_flSpotlightCurLength / m_flSpotlightMaxLength); - flNewWidth = clamp(flNewWidth, 0.f, MAX_BEAM_WIDTH ); - m_hSpotlight->SetEndWidth(flNewWidth); - - // Adjust width of light on the end. - if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) ) - { - m_hSpotlightTarget->m_flLightScale = 0.0; - } - else - { - // <> - magic number 1.8 depends on sprite size - m_hSpotlightTarget->m_flLightScale = 1.8*flNewWidth; - } -} - - -//----------------------------------------------------------------------------- -// Creates the efficient spotlight -//----------------------------------------------------------------------------- -void CPointSpotlight::CreateEfficientSpotlight() -{ - if ( m_hSpotlightTarget.Get() != NULL ) - return; - - SpotlightCreate(); - m_vSpotlightCurrentPos = SpotlightCurrentPos(); - m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos ); - m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin(); - VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir ); - m_flSpotlightCurLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir ); - m_hSpotlightTarget->SetMoveType( MOVETYPE_NONE ); - ComputeRenderInfo(); - - m_OnOn.FireOutput( this, this ); -} - - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CPointSpotlight::Activate(void) -{ - BaseClass::Activate(); - - if ( GetMoveParent() ) - { - m_bEfficientSpotlight = false; - } - - if ( m_bEfficientSpotlight ) - { - if ( m_bSpotlightOn ) - { - CreateEfficientSpotlight(); - } - - // Don't think - SetThink( NULL ); - } -} - - -//------------------------------------------------------------------------------------- -// Optimization to deal with spotlights -//------------------------------------------------------------------------------------- -void CPointSpotlight::OnEntityEvent( EntityEvent_t event, void *pEventData ) -{ - if ( event == ENTITY_EVENT_PARENT_CHANGED ) - { - if ( GetMoveParent() ) - { - m_bEfficientSpotlight = false; - if ( m_hSpotlightTarget ) - { - m_hSpotlightTarget->SetMoveType( MOVETYPE_FLY ); - } - SetThink( &CPointSpotlight::SpotlightThink ); - SetNextThink( gpGlobals->curtime + 0.1f ); - } - } - - BaseClass::OnEntityEvent( event, pEventData ); -} - - -//------------------------------------------------------------------------------------- -// Purpose : Send even though we don't have a model so spotlight gets proper position -// Input : -// Output : -//------------------------------------------------------------------------------------- -int CPointSpotlight::UpdateTransmitState() -{ - if ( m_bEfficientSpotlight ) - return SetTransmitState( FL_EDICT_DONTSEND ); - - return SetTransmitState( FL_EDICT_PVSCHECK ); -} - -//----------------------------------------------------------------------------- -// Purpose: Plays the engine sound. -//----------------------------------------------------------------------------- -void CPointSpotlight::SpotlightThink( void ) -{ - if ( GetMoveParent() ) - { - SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); - } - else - { - SetNextThink( gpGlobals->curtime + 0.1f ); - } - - SpotlightUpdate(); -} - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -void CPointSpotlight::SpotlightCreate(void) -{ - if ( m_hSpotlightTarget.Get() != NULL ) - return; - - AngleVectors( GetAbsAngles(), &m_vSpotlightDir ); - - trace_t tr; - UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); - - m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" ); - m_hSpotlightTarget->Spawn(); - m_hSpotlightTarget->SetAbsOrigin( tr.endpos ); - m_hSpotlightTarget->SetOwnerEntity( this ); - m_hSpotlightTarget->m_clrRender = m_clrRender; - m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength; - - if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) ) - { - m_hSpotlightTarget->m_flLightScale = 0.0; - } - - //m_hSpotlight = CBeam::BeamCreate( "sprites/spotlight.vmt", m_flSpotlightGoalWidth ); - m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", m_flSpotlightGoalWidth ); - // Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore) - m_hSpotlight->SetHDRColorScale( m_flHDRColorScale ); - m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY ); - m_hSpotlight->SetColor( m_clrRender->r, m_clrRender->g, m_clrRender->b ); - m_hSpotlight->SetHaloTexture(m_nHaloSprite); - m_hSpotlight->SetHaloScale(60); - m_hSpotlight->SetEndWidth(m_flSpotlightGoalWidth); - m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) ); - m_hSpotlight->SetBrightness( 64 ); - m_hSpotlight->SetNoise( 0 ); - m_hSpotlight->SetMinDXLevel( m_nMinDXLevel ); - - if ( m_bEfficientSpotlight ) - { - m_hSpotlight->PointsInit( GetAbsOrigin(), m_hSpotlightTarget->GetAbsOrigin() ); - } - else - { - m_hSpotlight->EntsInit( this, m_hSpotlightTarget ); - } -} - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -Vector CPointSpotlight::SpotlightCurrentPos(void) -{ - AngleVectors( GetAbsAngles(), &m_vSpotlightDir ); - - // Get beam end point. Only collide with solid objects, not npcs - trace_t tr; - UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); - return tr.endpos; -} - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -void CPointSpotlight::SpotlightDestroy(void) -{ - if ( m_hSpotlight ) - { - m_OnOff.FireOutput( this, this ); - - UTIL_Remove(m_hSpotlight); - UTIL_Remove(m_hSpotlightTarget); - } -} - -//------------------------------------------------------------------------------ -// Purpose : Update the direction and position of my spotlight -// Input : -// Output : -//------------------------------------------------------------------------------ -void CPointSpotlight::SpotlightUpdate(void) -{ - // --------------------------------------------------- - // If I don't have a spotlight attempt to create one - // --------------------------------------------------- - if ( !m_hSpotlight ) - { - if ( m_bSpotlightOn ) - { - // Make the spotlight - SpotlightCreate(); - } - else - { - return; - } - } - else if ( !m_bSpotlightOn ) - { - SpotlightDestroy(); - return; - } - - if ( !m_hSpotlightTarget ) - { - DevWarning( "**Attempting to update point_spotlight but target ent is NULL\n" ); - SpotlightDestroy(); - SpotlightCreate(); - if ( !m_hSpotlightTarget ) - return; - } - - m_vSpotlightCurrentPos = SpotlightCurrentPos(); - - // Update spotlight target velocity - Vector vTargetDir; - VectorSubtract( m_vSpotlightCurrentPos, m_hSpotlightTarget->GetAbsOrigin(), vTargetDir ); - float vTargetDist = vTargetDir.Length(); - - // If we haven't moved at all, don't recompute - if ( vTargetDist < 1 ) - { - m_hSpotlightTarget->SetAbsVelocity( vec3_origin ); - return; - } - - Vector vecNewVelocity = vTargetDir; - VectorNormalize(vecNewVelocity); - vecNewVelocity *= (10 * vTargetDist); - - // If a large move is requested, just jump to final spot as we probably hit a discontinuity - if (vecNewVelocity.Length() > 200) - { - VectorNormalize(vecNewVelocity); - vecNewVelocity *= 200; - VectorNormalize(vTargetDir); - m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos ); - } - m_hSpotlightTarget->SetAbsVelocity( vecNewVelocity ); - m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin(); - - // Avoid sudden change in where beam fades out when cross disconinuities - VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir ); - float flBeamLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir ); - m_flSpotlightCurLength = (0.60*m_flSpotlightCurLength) + (0.4*flBeamLength); - - ComputeRenderInfo(); - - //NDebugOverlay::Cross3D(GetAbsOrigin(),Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1); - //NDebugOverlay::Cross3D(m_vSpotlightCurrentPos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1); - //NDebugOverlay::Cross3D(m_vSpotlightTargetPos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CPointSpotlight::InputLightOn( inputdata_t &inputdata ) -{ - if ( !m_bSpotlightOn ) - { - m_bSpotlightOn = true; - if ( m_bEfficientSpotlight ) - { - CreateEfficientSpotlight(); - } - } -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CPointSpotlight::InputLightOff( inputdata_t &inputdata ) -{ - if ( m_bSpotlightOn ) - { - m_bSpotlightOn = false; - if ( m_bEfficientSpotlight ) - { - SpotlightDestroy(); - } - } -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// + +#include "cbase.h" +#include "beam_shared.h" +#include "spotlightend.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// Spawnflags +#define SF_SPOTLIGHT_START_LIGHT_ON 0x1 +#define SF_SPOTLIGHT_NO_DYNAMIC_LIGHT 0x2 + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class CPointSpotlight : public CPointEntity +{ + DECLARE_CLASS( CPointSpotlight, CPointEntity ); +public: + DECLARE_DATADESC(); + + CPointSpotlight(); + + void Precache(void); + void Spawn(void); + virtual void Activate(); + + virtual void OnEntityEvent( EntityEvent_t event, void *pEventData ); + +private: + int UpdateTransmitState(); + void SpotlightThink(void); + void SpotlightUpdate(void); + Vector SpotlightCurrentPos(void); + void SpotlightCreate(void); + void SpotlightDestroy(void); + + // ------------------------------ + // Inputs + // ------------------------------ + void InputLightOn( inputdata_t &inputdata ); + void InputLightOff( inputdata_t &inputdata ); + + // Creates the efficient spotlight + void CreateEfficientSpotlight(); + + // Computes render info for a spotlight + void ComputeRenderInfo(); + +private: + bool m_bSpotlightOn; + bool m_bEfficientSpotlight; + Vector m_vSpotlightTargetPos; + Vector m_vSpotlightCurrentPos; + Vector m_vSpotlightDir; + int m_nHaloSprite; + CHandle m_hSpotlight; + CHandle m_hSpotlightTarget; + + float m_flSpotlightMaxLength; + float m_flSpotlightCurLength; + float m_flSpotlightGoalWidth; + float m_flHDRColorScale; + int m_nMinDXLevel; + +public: + COutputEvent m_OnOn, m_OnOff; ///< output fires when turned on, off +}; + +BEGIN_DATADESC( CPointSpotlight ) + DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ), + + DEFINE_FIELD( m_bSpotlightOn, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bEfficientSpotlight, FIELD_BOOLEAN ), + DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_vSpotlightCurrentPos, FIELD_POSITION_VECTOR ), + + // Robin: Don't Save, recreated after restore/transition + //DEFINE_FIELD( m_hSpotlight, FIELD_EHANDLE ), + //DEFINE_FIELD( m_hSpotlightTarget, FIELD_EHANDLE ), + + DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ), + DEFINE_FIELD( m_nHaloSprite, FIELD_INTEGER ), + + DEFINE_KEYFIELD( m_flSpotlightMaxLength,FIELD_FLOAT, "SpotlightLength"), + DEFINE_KEYFIELD( m_flSpotlightGoalWidth,FIELD_FLOAT, "SpotlightWidth"), + DEFINE_KEYFIELD( m_flHDRColorScale, FIELD_FLOAT, "HDRColorScale" ), + DEFINE_KEYFIELD( m_nMinDXLevel, FIELD_INTEGER, "mindxlevel" ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_VOID, "LightOn", InputLightOn ), + DEFINE_INPUTFUNC( FIELD_VOID, "LightOff", InputLightOff ), + DEFINE_OUTPUT( m_OnOn, "OnLightOn" ), + DEFINE_OUTPUT( m_OnOff, "OnLightOff" ), + + DEFINE_THINKFUNC( SpotlightThink ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS(point_spotlight, CPointSpotlight); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CPointSpotlight::CPointSpotlight() +{ +#ifdef _DEBUG + m_vSpotlightTargetPos.Init(); + m_vSpotlightCurrentPos.Init(); + m_vSpotlightDir.Init(); +#endif + m_flHDRColorScale = 1.0f; + m_nMinDXLevel = 0; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPointSpotlight::Precache(void) +{ + BaseClass::Precache(); + + // Sprites. + m_nHaloSprite = PrecacheModel("sprites/light_glow03.vmt"); + PrecacheModel( "sprites/glow_test02.vmt" ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPointSpotlight::Spawn(void) +{ + Precache(); + + UTIL_SetSize( this,vec3_origin,vec3_origin ); + AddSolidFlags( FSOLID_NOT_SOLID ); + SetMoveType( MOVETYPE_NONE ); + m_bEfficientSpotlight = true; + + // Check for user error + if (m_flSpotlightMaxLength <= 0) + { + DevMsg("%s (%s) has an invalid spotlight length <= 0, setting to 500\n", GetClassname(), GetDebugName() ); + m_flSpotlightMaxLength = 500; + } + if (m_flSpotlightGoalWidth <= 0) + { + DevMsg("%s (%s) has an invalid spotlight width <= 0, setting to 10\n", GetClassname(), GetDebugName() ); + m_flSpotlightGoalWidth = 10; + } + + if (m_flSpotlightGoalWidth > MAX_BEAM_WIDTH ) + { + DevMsg("%s (%s) has an invalid spotlight width %.1f (max %.1f).\n", GetClassname(), GetDebugName(), m_flSpotlightGoalWidth, MAX_BEAM_WIDTH ); + m_flSpotlightGoalWidth = MAX_BEAM_WIDTH; + } + + // ------------------------------------ + // Init all class vars + // ------------------------------------ + m_vSpotlightTargetPos = vec3_origin; + m_vSpotlightCurrentPos = vec3_origin; + m_hSpotlight = NULL; + m_hSpotlightTarget = NULL; + m_vSpotlightDir = vec3_origin; + m_flSpotlightCurLength = m_flSpotlightMaxLength; + + m_bSpotlightOn = HasSpawnFlags( SF_SPOTLIGHT_START_LIGHT_ON ); + + SetThink( &CPointSpotlight::SpotlightThink ); + SetNextThink( gpGlobals->curtime + 0.1f ); +} + + +//----------------------------------------------------------------------------- +// Computes render info for a spotlight +//----------------------------------------------------------------------------- +void CPointSpotlight::ComputeRenderInfo() +{ + // 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 = m_flSpotlightGoalWidth * (m_flSpotlightCurLength / m_flSpotlightMaxLength); + flNewWidth = clamp(flNewWidth, 0.f, MAX_BEAM_WIDTH ); + m_hSpotlight->SetEndWidth(flNewWidth); + + // Adjust width of light on the end. + if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) ) + { + m_hSpotlightTarget->m_flLightScale = 0.0; + } + else + { + // <> - magic number 1.8 depends on sprite size + m_hSpotlightTarget->m_flLightScale = 1.8*flNewWidth; + } +} + + +//----------------------------------------------------------------------------- +// Creates the efficient spotlight +//----------------------------------------------------------------------------- +void CPointSpotlight::CreateEfficientSpotlight() +{ + if ( m_hSpotlightTarget.Get() != NULL ) + return; + + SpotlightCreate(); + m_vSpotlightCurrentPos = SpotlightCurrentPos(); + m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos ); + m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin(); + VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir ); + m_flSpotlightCurLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir ); + m_hSpotlightTarget->SetMoveType( MOVETYPE_NONE ); + ComputeRenderInfo(); + + m_OnOn.FireOutput( this, this ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPointSpotlight::Activate(void) +{ + BaseClass::Activate(); + + if ( GetMoveParent() ) + { + m_bEfficientSpotlight = false; + } + + if ( m_bEfficientSpotlight ) + { + if ( m_bSpotlightOn ) + { + CreateEfficientSpotlight(); + } + + // Don't think + SetThink( NULL ); + } +} + + +//------------------------------------------------------------------------------------- +// Optimization to deal with spotlights +//------------------------------------------------------------------------------------- +void CPointSpotlight::OnEntityEvent( EntityEvent_t event, void *pEventData ) +{ + if ( event == ENTITY_EVENT_PARENT_CHANGED ) + { + if ( GetMoveParent() ) + { + m_bEfficientSpotlight = false; + if ( m_hSpotlightTarget ) + { + m_hSpotlightTarget->SetMoveType( MOVETYPE_FLY ); + } + SetThink( &CPointSpotlight::SpotlightThink ); + SetNextThink( gpGlobals->curtime + 0.1f ); + } + } + + BaseClass::OnEntityEvent( event, pEventData ); +} + + +//------------------------------------------------------------------------------------- +// Purpose : Send even though we don't have a model so spotlight gets proper position +// Input : +// Output : +//------------------------------------------------------------------------------------- +int CPointSpotlight::UpdateTransmitState() +{ + if ( m_bEfficientSpotlight ) + return SetTransmitState( FL_EDICT_DONTSEND ); + + return SetTransmitState( FL_EDICT_PVSCHECK ); +} + +//----------------------------------------------------------------------------- +// Purpose: Plays the engine sound. +//----------------------------------------------------------------------------- +void CPointSpotlight::SpotlightThink( void ) +{ + if ( GetMoveParent() ) + { + SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); + } + else + { + SetNextThink( gpGlobals->curtime + 0.1f ); + } + + SpotlightUpdate(); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CPointSpotlight::SpotlightCreate(void) +{ + if ( m_hSpotlightTarget.Get() != NULL ) + return; + + AngleVectors( GetAbsAngles(), &m_vSpotlightDir ); + + trace_t tr; + UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); + + m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" ); + m_hSpotlightTarget->Spawn(); + m_hSpotlightTarget->SetAbsOrigin( tr.endpos ); + m_hSpotlightTarget->SetOwnerEntity( this ); + m_hSpotlightTarget->m_clrRender = m_clrRender; + m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength; + + if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) ) + { + m_hSpotlightTarget->m_flLightScale = 0.0; + } + + //m_hSpotlight = CBeam::BeamCreate( "sprites/spotlight.vmt", m_flSpotlightGoalWidth ); + m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", m_flSpotlightGoalWidth ); + // Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore) + m_hSpotlight->SetHDRColorScale( m_flHDRColorScale ); + m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY ); + m_hSpotlight->SetColor( m_clrRender->r, m_clrRender->g, m_clrRender->b ); + m_hSpotlight->SetHaloTexture(m_nHaloSprite); + m_hSpotlight->SetHaloScale(60); + m_hSpotlight->SetEndWidth(m_flSpotlightGoalWidth); + m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) ); + m_hSpotlight->SetBrightness( 64 ); + m_hSpotlight->SetNoise( 0 ); + m_hSpotlight->SetMinDXLevel( m_nMinDXLevel ); + + if ( m_bEfficientSpotlight ) + { + m_hSpotlight->PointsInit( GetAbsOrigin(), m_hSpotlightTarget->GetAbsOrigin() ); + } + else + { + m_hSpotlight->EntsInit( this, m_hSpotlightTarget ); + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +Vector CPointSpotlight::SpotlightCurrentPos(void) +{ + AngleVectors( GetAbsAngles(), &m_vSpotlightDir ); + + // Get beam end point. Only collide with solid objects, not npcs + trace_t tr; + UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); + return tr.endpos; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CPointSpotlight::SpotlightDestroy(void) +{ + if ( m_hSpotlight ) + { + m_OnOff.FireOutput( this, this ); + + UTIL_Remove(m_hSpotlight); + UTIL_Remove(m_hSpotlightTarget); + } +} + +//------------------------------------------------------------------------------ +// Purpose : Update the direction and position of my spotlight +// Input : +// Output : +//------------------------------------------------------------------------------ +void CPointSpotlight::SpotlightUpdate(void) +{ + // --------------------------------------------------- + // If I don't have a spotlight attempt to create one + // --------------------------------------------------- + if ( !m_hSpotlight ) + { + if ( m_bSpotlightOn ) + { + // Make the spotlight + SpotlightCreate(); + } + else + { + return; + } + } + else if ( !m_bSpotlightOn ) + { + SpotlightDestroy(); + return; + } + + if ( !m_hSpotlightTarget ) + { + DevWarning( "**Attempting to update point_spotlight but target ent is NULL\n" ); + SpotlightDestroy(); + SpotlightCreate(); + if ( !m_hSpotlightTarget ) + return; + } + + m_vSpotlightCurrentPos = SpotlightCurrentPos(); + + // Update spotlight target velocity + Vector vTargetDir; + VectorSubtract( m_vSpotlightCurrentPos, m_hSpotlightTarget->GetAbsOrigin(), vTargetDir ); + float vTargetDist = vTargetDir.Length(); + + // If we haven't moved at all, don't recompute + if ( vTargetDist < 1 ) + { + m_hSpotlightTarget->SetAbsVelocity( vec3_origin ); + return; + } + + Vector vecNewVelocity = vTargetDir; + VectorNormalize(vecNewVelocity); + vecNewVelocity *= (10 * vTargetDist); + + // If a large move is requested, just jump to final spot as we probably hit a discontinuity + if (vecNewVelocity.Length() > 200) + { + VectorNormalize(vecNewVelocity); + vecNewVelocity *= 200; + VectorNormalize(vTargetDir); + m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos ); + } + m_hSpotlightTarget->SetAbsVelocity( vecNewVelocity ); + m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin(); + + // Avoid sudden change in where beam fades out when cross disconinuities + VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir ); + float flBeamLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir ); + m_flSpotlightCurLength = (0.60*m_flSpotlightCurLength) + (0.4*flBeamLength); + + ComputeRenderInfo(); + + //NDebugOverlay::Cross3D(GetAbsOrigin(),Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1); + //NDebugOverlay::Cross3D(m_vSpotlightCurrentPos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1); + //NDebugOverlay::Cross3D(m_vSpotlightTargetPos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPointSpotlight::InputLightOn( inputdata_t &inputdata ) +{ + if ( !m_bSpotlightOn ) + { + m_bSpotlightOn = true; + if ( m_bEfficientSpotlight ) + { + CreateEfficientSpotlight(); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPointSpotlight::InputLightOff( inputdata_t &inputdata ) +{ + if ( m_bSpotlightOn ) + { + m_bSpotlightOn = false; + if ( m_bEfficientSpotlight ) + { + SpotlightDestroy(); + } + } +} -- cgit v1.2.3