Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_SHIELD_SHARED_H
#define TF_SHIELD_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/mathlib.h"
#include "mathlib/vector.h"
#include "mathlib/vmatrix.h"
#include "utlvector.h"
#include "SheetSimulator.h"
#include "predictable_entity.h"
//-----------------------------------------------------------------------------
// Purpose: Shield (mobile version)
//-----------------------------------------------------------------------------
enum
{
SHIELD_NUM_HORIZONTAL_POINTS = 8,
SHIELD_NUM_VERTICAL_POINTS = 8,
SHIELD_NUM_CONTROL_POINTS = SHIELD_NUM_HORIZONTAL_POINTS * SHIELD_NUM_VERTICAL_POINTS,
SHIELD_INITIAL_THETA = 135,
SHIELD_INITIAL_PHI = 90,
SHIELD_HORIZONTAL_PANEL_COUNT = (SHIELD_NUM_HORIZONTAL_POINTS - 1),
SHIELD_VERTICAL_PANEL_COUNT = (SHIELD_NUM_VERTICAL_POINTS - 1),
SHIELD_PANELS_COUNT = (SHIELD_HORIZONTAL_PANEL_COUNT * SHIELD_VERTICAL_PANEL_COUNT),
SHIELD_VERTEX_BYTES = (SHIELD_NUM_CONTROL_POINTS + 7) >> 3,
SHIELD_TIME_SUBVISIBIONS = 2
};
//--------------------------------------------------------------------------
// Mobile shield state flags
//--------------------------------------------------------------------------
enum
{
SHIELD_MOBILE_EMP = 0x1
};
//--------------------------------------------------------------------------
// Shield grenade state
//--------------------------------------------------------------------------
enum
{
SHIELD_FLAT_EMP = 0x1,
SHIELD_FLAT_INACTIVE = 0x2
};
enum
{
SHIELD_FLAT_SHUTDOWN_TIME = 1
};
enum
{
SHIELD_GRENADE_WIDTH = 150,
SHIELD_GRENADE_HEIGHT = 150,
};
#define SHIELD_DAMAGE_CHANGE_TIME 1.5f
//-----------------------------------------------------------------------------
// Amount of time it takes to fade the shield in or out due to EMP
//-----------------------------------------------------------------------------
#define SHIELD_EMP_FADE_TIME 0.7f
//-----------------------------------------------------------------------------
// Amount of time it takes a point to wobble when EMPed
//-----------------------------------------------------------------------------
#define SHIELD_EMP_WOBBLE_TIME 0.1f
//-----------------------------------------------------------------------------
// Methods we must install into the effect
//-----------------------------------------------------------------------------
class IActiveVertList
{
public:
virtual int GetActiveVertState( int iVert ) = 0;
virtual void SetActiveVertState( int iVert, int bOn ) = 0;
};
class CShieldEffect
{
DECLARE_CLASS_NOBASE( CShieldEffect );
DECLARE_PREDICTABLE();
public:
CShieldEffect();
void Precache();
void Spawn(const Vector& currentPosition, const QAngle& currentAngles);
// Sets the collision group
void SetCollisionGroup( int group );
// Computes the opacity....
float ComputeOpacity( const Vector& pt, const Vector& center ) const;
// Computes the bounds
void ComputeBounds( Vector& mins, Vector& maxs );
// Simulation
void Simulate( float dt );
// Sets desired orientation + position
void SetDesiredOrigin( const Vector& origin );
void SetDesiredAngles( const QAngle& angles );
const QAngle& GetDesiredAngles() const;
// Hooks in active bits...
void SetActiveVertexList( IActiveVertList *pActiveVerts );
// Gets a point...
const Vector& GetPoint( int x, int y ) const;
const Vector& GetPoint( int i ) const;
Vector& GetPoint( int i );
// Computes control points
void ComputeControlPoints();
// The current angles (computed by Simulate on the server)
const QAngle& GetCurrentAngles() const;
void SetCurrentAngles( const QAngle& angles);
// The current position (computed by Simulate on the server)
const Vector& GetCurrentPosition();
void SetCurrentPosition( const Vector& pos );
// Compute vertex activity
void ComputeVertexActivity();
// Recompute whether the panels are active or not
void ComputePanelActivity();
// Is a particular vertex active?
bool IsVertexActive( int x, int y ) const;
// Is a particular panel active?
bool IsPanelActive( int x, int y ) const;
// Gets a control point (for collision)
const Vector& GetControlPoint( int i ) const { return m_pControlPoint[i]; }
// Returns the panel size (for collision testing)
void GetPanelSize( Vector& mins, Vector& maxs ) const;
// Change the angular spring constant. This affects how fast the shield rotates to face the angles
// given in SetAngles. Higher numbers are more responsive, but if you go too high (around 40), it will
// jump past the specified angles and wiggle a little bit.
void SetAngularSpringConstant( float flConstant );
// Set the shield theta & phi
void SetThetaPhi( float flTheta, float flPhi );
// Returns the render bounds
const Vector& GetRenderMins() const;
const Vector& GetRenderMaxs() const;
private:
// Simulation set up
void ComputeRestPositions();
void SetShieldPanelSize( Vector& mins, Vector& maxs );
void SimulateTranslation( float dt );
void SimulateRotation( float dt, const Vector& forward );
void ComputeOrientationMatrix();
float m_RestLength;
float m_PlaneDist;
float m_ShieldTheta;
float m_ShieldPhi;
// Spring constants
float m_SpringConstant;
float m_DampConstant;
float m_ViscousDrag;
float m_Mass;
float m_AngularSpringConstant;
float m_AngularViscousDrag;
// collision group
int m_CollisionGroup;
// Directions of the control points in shield space
Vector m_pFixedDirection[SHIELD_NUM_CONTROL_POINTS];
// Position of the control points in world space
Vector m_pControlPoint[SHIELD_NUM_CONTROL_POINTS];
// Bitfield indicating which vertices are active
IActiveVertList *m_pActiveVerts;
// Bitfield indicating which panels are active
bool m_pActivePanels[SHIELD_PANELS_COUNT];
// Which point on the shield to test next
int m_TestPoint;
int m_PointList[SHIELD_NUM_CONTROL_POINTS];
// desired position + orientation
Vector m_vecDesiredOrigin;
QAngle m_angDesiredAngles;
// collision box
Vector m_PanelBoxMin;
Vector m_PanelBoxMax;
// Render bounds (shield space)
Vector m_vecRenderMins;
Vector m_vecRenderMaxs;
// Actual center position (relative to m_Origin)
// + velocity (world space)
Vector m_Position;
Vector m_Velocity;
// our current orientation....
QAngle m_CurrentAngles;
VMatrix m_Orientation;
float m_Theta;
float m_Phi;
float m_ThetaVelocity;
float m_PhiVelocity;
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline const QAngle& CShieldEffect::GetCurrentAngles() const
{
return m_CurrentAngles;
}
//-----------------------------------------------------------------------------
// Returns the render bounds
//-----------------------------------------------------------------------------
inline const Vector& CShieldEffect::GetRenderMins() const
{
return m_vecRenderMins;
}
inline const Vector& CShieldEffect::GetRenderMaxs() const
{
return m_vecRenderMaxs;
}
#endif // TF_SHIELD_SHARED_H