//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Entity to control screen overlays on a player // //============================================================================= #include "cbase.h" #include "shareddefs.h" #ifdef ASW_PROJECTED_TEXTURES #include "env_projectedtexture.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #ifdef ASW_PROJECTED_TEXTURES LINK_ENTITY_TO_CLASS( env_projectedtexture, CEnvProjectedTexture ); BEGIN_DATADESC( CEnvProjectedTexture ) DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ), #ifdef MAPBASE DEFINE_KEYFIELD( m_bDontFollowTarget, FIELD_BOOLEAN, "dontfollowtarget" ), DEFINE_FIELD( m_bAlwaysUpdate, FIELD_BOOLEAN ), #endif DEFINE_FIELD( m_bState, FIELD_BOOLEAN ), DEFINE_KEYFIELD( m_flLightFOV, FIELD_FLOAT, "lightfov" ), #ifdef MAPBASE DEFINE_KEYFIELD( m_flLightHorFOV, FIELD_FLOAT, "lighthorfov" ), #endif DEFINE_KEYFIELD( m_bEnableShadows, FIELD_BOOLEAN, "enableshadows" ), DEFINE_KEYFIELD( m_bLightOnlyTarget, FIELD_BOOLEAN, "lightonlytarget" ), DEFINE_KEYFIELD( m_bLightWorld, FIELD_BOOLEAN, "lightworld" ), DEFINE_KEYFIELD( m_bCameraSpace, FIELD_BOOLEAN, "cameraspace" ), DEFINE_KEYFIELD( m_flAmbient, FIELD_FLOAT, "ambient" ), DEFINE_AUTO_ARRAY( m_SpotlightTextureName, FIELD_CHARACTER ), DEFINE_KEYFIELD( m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe" ), DEFINE_KEYFIELD( m_flNearZ, FIELD_FLOAT, "nearz" ), DEFINE_KEYFIELD( m_flFarZ, FIELD_FLOAT, "farz" ), DEFINE_KEYFIELD( m_nShadowQuality, FIELD_INTEGER, "shadowquality" ), #ifdef MAPBASE DEFINE_KEYFIELD( m_bAlwaysDraw, FIELD_BOOLEAN, "alwaysdraw" ), DEFINE_KEYFIELD( m_bProjectedTextureVersion, FIELD_BOOLEAN, "ProjectedTextureVersion" ), #endif DEFINE_KEYFIELD( m_flBrightnessScale, FIELD_FLOAT, "brightnessscale" ), DEFINE_FIELD( m_LightColor, FIELD_COLOR32 ), DEFINE_KEYFIELD( m_flColorTransitionTime, FIELD_FLOAT, "colortransitiontime" ), #ifdef MAPBASE DEFINE_FIELD( m_flConstantAtten, FIELD_FLOAT ), DEFINE_FIELD( m_flLinearAtten, FIELD_FLOAT ), DEFINE_FIELD( m_flQuadraticAtten, FIELD_FLOAT ), DEFINE_KEYFIELD( m_flShadowAtten, FIELD_FLOAT, "shadowatten" ), DEFINE_KEYFIELD( m_flShadowFilter, FIELD_FLOAT, "shadowfilter" ), #endif DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOn", InputAlwaysUpdateOn ), DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOff", InputAlwaysUpdateOff ), DEFINE_INPUTFUNC( FIELD_FLOAT, "FOV", InputSetFOV ), #ifdef MAPBASE DEFINE_INPUTFUNC( FIELD_FLOAT, "VerFOV", InputSetVerFOV ), DEFINE_INPUTFUNC( FIELD_FLOAT, "HorFOV", InputSetHorFOV ), #endif DEFINE_INPUTFUNC( FIELD_EHANDLE, "Target", InputSetTarget ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "CameraSpace", InputSetCameraSpace ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightOnlyTarget", InputSetLightOnlyTarget ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightWorld", InputSetLightWorld ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows ), DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ), DEFINE_INPUTFUNC( FIELD_FLOAT, "Ambient", InputSetAmbient ), DEFINE_INPUTFUNC( FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture ), #ifdef MAPBASE DEFINE_INPUTFUNC( FIELD_INTEGER, "SetSpotlightFrame", InputSetSpotlightFrame ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetBrightness", InputSetBrightness ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetColorTransitionTime", InputSetColorTransitionTime ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetQuadratic", InputSetQuadratic ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetLinear", InputSetLinear ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetConstant", InputSetConstant ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetShadowAtten", InputSetShadowAtten ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFilter", InputSetFilter ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearZ", InputSetNearZ ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarZ", InputSetFarZ ), DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysDrawOn", InputAlwaysDrawOn ), DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysDrawOff", InputAlwaysDrawOff ), DEFINE_INPUTFUNC( FIELD_VOID, "StopFollowingTarget", InputStopFollowingTarget ), DEFINE_INPUTFUNC( FIELD_VOID, "StartFollowingTarget", InputStartFollowingTarget ), #endif DEFINE_THINKFUNC( InitialThink ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture ) SendPropEHandle( SENDINFO( m_hTargetEntity ) ), #ifdef MAPBASE SendPropBool( SENDINFO( m_bDontFollowTarget ) ), #endif SendPropBool( SENDINFO( m_bState ) ), SendPropBool( SENDINFO( m_bAlwaysUpdate ) ), SendPropFloat( SENDINFO( m_flLightFOV ) ), #ifdef MAPBASE SendPropFloat( SENDINFO( m_flLightHorFOV ) ), #endif SendPropBool( SENDINFO( m_bEnableShadows ) ), SendPropBool( SENDINFO( m_bLightOnlyTarget ) ), SendPropBool( SENDINFO( m_bLightWorld ) ), SendPropBool( SENDINFO( m_bCameraSpace ) ), SendPropFloat( SENDINFO( m_flBrightnessScale ) ), SendPropInt( SENDINFO ( m_LightColor ), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt ), SendPropFloat( SENDINFO( m_flColorTransitionTime ) ), SendPropFloat( SENDINFO( m_flAmbient ) ), SendPropString( SENDINFO( m_SpotlightTextureName ) ), SendPropInt( SENDINFO( m_nSpotlightTextureFrame ) ), SendPropFloat( SENDINFO( m_flNearZ ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f ), SendPropFloat( SENDINFO( m_flFarZ ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f ), SendPropInt( SENDINFO( m_nShadowQuality ), 1, SPROP_UNSIGNED ), // Just one bit for now #ifdef MAPBASE SendPropFloat( SENDINFO( m_flConstantAtten ) ), SendPropFloat( SENDINFO( m_flLinearAtten ) ), SendPropFloat( SENDINFO( m_flQuadraticAtten ) ), SendPropFloat( SENDINFO( m_flShadowAtten ) ), SendPropFloat( SENDINFO( m_flShadowFilter ) ), SendPropBool( SENDINFO( m_bAlwaysDraw ) ), // Not needed on the client right now, change when it actually is needed //SendPropBool( SENDINFO( m_bProjectedTextureVersion ) ), #endif END_SEND_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CEnvProjectedTexture::CEnvProjectedTexture( void ) { m_bState = true; m_bAlwaysUpdate = false; m_flLightFOV = 45.0f; m_bEnableShadows = false; m_bLightOnlyTarget = false; m_bLightWorld = true; m_bCameraSpace = false; #ifndef MAPBASE Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" ); #endif Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" ); m_nSpotlightTextureFrame = 0; m_flBrightnessScale = 1.0f; m_LightColor.Init( 255, 255, 255, 255 ); #ifdef MAPBASE m_flColorTransitionTime = 0.0f; #else m_flColorTransitionTime = 0.5f; #endif m_flAmbient = 0.0f; m_flNearZ = 4.0f; m_flFarZ = 750.0f; m_nShadowQuality = 0; #ifdef MAPBASE m_flQuadraticAtten = 0.0f; m_flLinearAtten = 100.0f; m_flConstantAtten = 0.0f; m_flShadowAtten = 0.0f; m_flShadowFilter = 0.5f; #endif } void UTIL_ColorStringToLinearFloatColor( Vector &color, const char *pString ) { float tmp[4]; UTIL_StringToFloatArray( tmp, 4, pString ); if( tmp[3] <= 0.0f ) { tmp[3] = 255.0f; } tmp[3] *= ( 1.0f / 255.0f ); color.x = tmp[0] * ( 1.0f / 255.0f ) * tmp[3]; color.y = tmp[1] * ( 1.0f / 255.0f ) * tmp[3]; color.z = tmp[2] * ( 1.0f / 255.0f ) * tmp[3]; } bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue ) { if ( FStrEq( szKeyName, "lightcolor" ) ) { #ifdef MAPBASE // // Most existing projected textures don't have intensity implemented. // This can give them 0% intensity, which makes them invisible. // If intensity is not detected, assume 255. // // Also, get rid of the floats, for god's sake. Have you ever seen a color32 with decimals? // int tmp[4]; tmp[3] = 255; UTIL_StringToIntArray_PreserveArray( tmp, 4, szValue ); m_LightColor.SetR( tmp[0] ); m_LightColor.SetG( tmp[1] ); m_LightColor.SetB( tmp[2] ); m_LightColor.SetA( tmp[3] ); #else float tmp[4]; UTIL_StringToFloatArray( tmp, 4, szValue ); m_LightColor.SetR( tmp[0] ); m_LightColor.SetG( tmp[1] ); m_LightColor.SetB( tmp[2] ); m_LightColor.SetA( tmp[3] ); #endif } else if ( FStrEq( szKeyName, "texturename" ) ) { #if defined( _X360 ) if ( Q_strcmp( szValue, "effects/flashlight001" ) == 0 ) { // Use this as the default for Xbox Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" ); } else { Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue ); } #else Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue ); #endif } #ifdef MAPBASE else if ( FStrEq( szKeyName, "constant_attn" ) ) { m_flConstantAtten = CorrectConstantAtten( atof( szValue ) ); } else if ( FStrEq( szKeyName, "linear_attn" ) ) { m_flLinearAtten = CorrectLinearAtten( atof( szValue ) ); } else if ( FStrEq( szKeyName, "quadratic_attn" ) ) { m_flQuadraticAtten = CorrectQuadraticAtten( atof( szValue ) ); } #endif else { return BaseClass::KeyValue( szKeyName, szValue ); } return true; } bool CEnvProjectedTexture::GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen ) { if ( FStrEq( szKeyName, "lightcolor" ) ) { Q_snprintf( szValue, iMaxLen, "%d %d %d %d", m_LightColor.GetR(), m_LightColor.GetG(), m_LightColor.GetB(), m_LightColor.GetA() ); return true; } else if ( FStrEq( szKeyName, "texturename" ) ) { Q_snprintf( szValue, iMaxLen, "%s", m_SpotlightTextureName.Get() ); return true; } #ifdef MAPBASE else if ( FStrEq( szKeyName, "constant_attn" ) ) { // Undo correction Q_snprintf( szValue, iMaxLen, "%f", m_flConstantAtten *= 2.0f ); return true; } else if ( FStrEq( szKeyName, "linear_attn" ) ) { // Undo correction Q_snprintf( szValue, iMaxLen, "%f", m_flLinearAtten *= 0.01f ); return true; } else if ( FStrEq( szKeyName, "quadratic_attn" ) ) { // Undo correction Q_snprintf( szValue, iMaxLen, "%f", m_flQuadraticAtten *= 0.0001f ); return true; } #endif return BaseClass::GetKeyValue( szKeyName, szValue, iMaxLen ); } void CEnvProjectedTexture::InputTurnOn( inputdata_t &inputdata ) { m_bState = true; } void CEnvProjectedTexture::InputTurnOff( inputdata_t &inputdata ) { m_bState = false; } void CEnvProjectedTexture::InputAlwaysUpdateOn( inputdata_t &inputdata ) { m_bAlwaysUpdate = true; } void CEnvProjectedTexture::InputAlwaysUpdateOff( inputdata_t &inputdata ) { m_bAlwaysUpdate = false; } void CEnvProjectedTexture::InputSetFOV( inputdata_t &inputdata ) { m_flLightFOV = inputdata.value.Float(); #ifdef MAPBASE m_flLightHorFOV = inputdata.value.Float(); #endif } #ifdef MAPBASE void CEnvProjectedTexture::InputSetVerFOV( inputdata_t &inputdata ) { m_flLightFOV = inputdata.value.Float(); } void CEnvProjectedTexture::InputSetHorFOV( inputdata_t &inputdata ) { m_flLightHorFOV = inputdata.value.Float(); } void CEnvProjectedTexture::InputSetFilter( inputdata_t &inputdata ) { m_flShadowFilter = inputdata.value.Float(); } #endif void CEnvProjectedTexture::InputSetTarget( inputdata_t &inputdata ) { #ifdef MAPBASE // env_projectedtexture's "Target" uses FIELD_EHANDLE while Mapbase's base entity "SetTarget" uses FIELD_STRING if (inputdata.value.FieldType() != FIELD_EHANDLE) inputdata.value.Convert(FIELD_EHANDLE, this, inputdata.pActivator, inputdata.pCaller); #endif m_hTargetEntity = inputdata.value.Entity(); } void CEnvProjectedTexture::InputSetCameraSpace( inputdata_t &inputdata ) { m_bCameraSpace = inputdata.value.Bool(); } void CEnvProjectedTexture::InputSetLightOnlyTarget( inputdata_t &inputdata ) { m_bLightOnlyTarget = inputdata.value.Bool(); } void CEnvProjectedTexture::InputSetLightWorld( inputdata_t &inputdata ) { m_bLightWorld = inputdata.value.Bool(); } void CEnvProjectedTexture::InputSetEnableShadows( inputdata_t &inputdata ) { m_bEnableShadows = inputdata.value.Bool(); } void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata ) { m_LightColor = inputdata.value.Color32(); } void CEnvProjectedTexture::InputSetAmbient( inputdata_t &inputdata ) { m_flAmbient = inputdata.value.Float(); } void CEnvProjectedTexture::InputSetSpotlightTexture( inputdata_t &inputdata ) { Q_strcpy( m_SpotlightTextureName.GetForModify(), inputdata.value.String() ); } #ifdef MAPBASE void CEnvProjectedTexture::InputSetSpotlightFrame( inputdata_t &inputdata ) { m_nSpotlightTextureFrame = inputdata.value.Int(); } void CEnvProjectedTexture::InputSetBrightness( inputdata_t &inputdata ) { m_flBrightnessScale = inputdata.value.Float(); } void CEnvProjectedTexture::InputSetColorTransitionTime( inputdata_t &inputdata ) { m_flColorTransitionTime = inputdata.value.Float(); } void CEnvProjectedTexture::InputSetNearZ( inputdata_t &inputdata ) { m_flNearZ = inputdata.value.Float(); } void CEnvProjectedTexture::InputSetFarZ( inputdata_t &inputdata ) { m_flFarZ = inputdata.value.Float(); } #endif #ifdef MAPBASE void CEnvProjectedTexture::Spawn( void ) { // Set m_flLightHorFOV to m_flLightFOV if it's still 0, indicating either legacy support or desire to do this if (m_flLightHorFOV == 0.0f) { m_flLightHorFOV = m_flLightFOV; } m_bState = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON ) != 0 ); m_bAlwaysUpdate = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_ALWAYSUPDATE ) != 0 ); BaseClass::Spawn(); } #endif void CEnvProjectedTexture::Activate( void ) { #ifndef MAPBASE // Putting this in Activate() breaks projected textures which start off or don't start always updating in savegames. Moved to Spawn() instead m_bState = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON ) != 0 ); m_bAlwaysUpdate = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_ALWAYSUPDATE ) != 0 ); #endif SetThink( &CEnvProjectedTexture::InitialThink ); SetNextThink( gpGlobals->curtime + 0.1f ); #ifdef MAPBASE if (m_bProjectedTextureVersion == 0 && GetMoveParent()) { // Pre-Mapbase projected textures should use the VDC parenting fix. m_bAlwaysUpdate = true; } #endif BaseClass::Activate(); } #ifdef MAPBASE void CEnvProjectedTexture::SetParent( CBaseEntity* pNewParent, int iAttachment ) { BaseClass::SetParent( pNewParent, iAttachment ); if (m_bProjectedTextureVersion == 0) { // Pre-Mapbase projected textures should use the VDC parenting fix. // Since the ASW changes structure projected textures differently, // we have to set it here on the server when our parent changes. // Don't run this code if we already have the spawnflag though. if ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_ALWAYSUPDATE ) == 0 ) { m_bAlwaysUpdate = GetMoveParent() != NULL; } } } #endif void CEnvProjectedTexture::InitialThink( void ) { m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target ); } int CEnvProjectedTexture::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); } #else #define ENV_PROJECTEDTEXTURE_STARTON (1<<0) #ifdef MAPBASE #define ENV_PROJECTEDTEXTURE_ALWAYSUPDATE (1<<1) #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CEnvProjectedTexture : public CPointEntity { DECLARE_CLASS( CEnvProjectedTexture, CPointEntity ); public: DECLARE_DATADESC(); DECLARE_SERVERCLASS(); CEnvProjectedTexture(); bool KeyValue( const char *szKeyName, const char *szValue ); // Always transmit to clients virtual int UpdateTransmitState(); virtual void Activate( void ); void InputTurnOn( inputdata_t &inputdata ); void InputTurnOff( inputdata_t &inputdata ); #ifdef MAPBASE void InputAlwaysUpdateOn( inputdata_t &inputdata ); void InputAlwaysUpdateOff( inputdata_t &inputdata ); #endif void InputSetFOV( inputdata_t &inputdata ); void InputSetTarget( inputdata_t &inputdata ); void InputSetCameraSpace( inputdata_t &inputdata ); void InputSetLightOnlyTarget( inputdata_t &inputdata ); void InputSetLightWorld( inputdata_t &inputdata ); void InputSetEnableShadows( inputdata_t &inputdata ); #ifndef MAPBASE // void InputSetLightColor( inputdata_t &inputdata ); #else void InputSetLightColor( inputdata_t &inputdata ); #endif void InputSetSpotlightTexture( inputdata_t &inputdata ); void InputSetAmbient( inputdata_t &inputdata ); void InitialThink( void ); CNetworkHandle( CBaseEntity, m_hTargetEntity ); private: CNetworkVar( bool, m_bState ); #ifdef MAPBASE CNetworkVar( bool, m_bAlwaysUpdate ); #endif CNetworkVar( float, m_flLightFOV ); CNetworkVar( bool, m_bEnableShadows ); CNetworkVar( bool, m_bLightOnlyTarget ); CNetworkVar( bool, m_bLightWorld ); CNetworkVar( bool, m_bCameraSpace ); CNetworkVector( m_LinearFloatLightColor ); CNetworkVar( float, m_flAmbient ); CNetworkString( m_SpotlightTextureName, MAX_PATH ); CNetworkVar( int, m_nSpotlightTextureFrame ); CNetworkVar( float, m_flNearZ ); CNetworkVar( float, m_flFarZ ); CNetworkVar( int, m_nShadowQuality ); }; LINK_ENTITY_TO_CLASS( env_projectedtexture, CEnvProjectedTexture ); BEGIN_DATADESC( CEnvProjectedTexture ) DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ), DEFINE_FIELD( m_bState, FIELD_BOOLEAN ), DEFINE_KEYFIELD( m_flLightFOV, FIELD_FLOAT, "lightfov" ), DEFINE_KEYFIELD( m_bEnableShadows, FIELD_BOOLEAN, "enableshadows" ), DEFINE_KEYFIELD( m_bLightOnlyTarget, FIELD_BOOLEAN, "lightonlytarget" ), DEFINE_KEYFIELD( m_bLightWorld, FIELD_BOOLEAN, "lightworld" ), DEFINE_KEYFIELD( m_bCameraSpace, FIELD_BOOLEAN, "cameraspace" ), DEFINE_KEYFIELD( m_flAmbient, FIELD_FLOAT, "ambient" ), #ifndef MAPBASE DEFINE_AUTO_ARRAY_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER, "texturename" ), #else DEFINE_AUTO_ARRAY( m_SpotlightTextureName, FIELD_CHARACTER ), #endif DEFINE_KEYFIELD( m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe" ), DEFINE_KEYFIELD( m_flNearZ, FIELD_FLOAT, "nearz" ), DEFINE_KEYFIELD( m_flFarZ, FIELD_FLOAT, "farz" ), DEFINE_KEYFIELD( m_nShadowQuality, FIELD_INTEGER, "shadowquality" ), DEFINE_FIELD( m_LinearFloatLightColor, FIELD_VECTOR ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), #ifdef MAPBASE DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOn", InputAlwaysUpdateOn ), DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOff", InputAlwaysUpdateOff ), #endif DEFINE_INPUTFUNC( FIELD_FLOAT, "FOV", InputSetFOV ), DEFINE_INPUTFUNC( FIELD_EHANDLE, "Target", InputSetTarget ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "CameraSpace", InputSetCameraSpace ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightOnlyTarget", InputSetLightOnlyTarget ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightWorld", InputSetLightWorld ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows ), #ifndef MAPBASE // this is broken . . need to be able to set color and intensity like light_dynamic // DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ), #else DEFINE_INPUTFUNC( FIELD_STRING, "LightColor", InputSetLightColor ), #endif DEFINE_INPUTFUNC( FIELD_FLOAT, "Ambient", InputSetAmbient ), DEFINE_INPUTFUNC( FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture ), DEFINE_THINKFUNC( InitialThink ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture ) SendPropEHandle( SENDINFO( m_hTargetEntity ) ), SendPropBool( SENDINFO( m_bState ) ), #ifdef MAPBASE SendPropBool( SENDINFO( m_bAlwaysUpdate ) ), #endif SendPropFloat( SENDINFO( m_flLightFOV ) ), SendPropBool( SENDINFO( m_bEnableShadows ) ), SendPropBool( SENDINFO( m_bLightOnlyTarget ) ), SendPropBool( SENDINFO( m_bLightWorld ) ), SendPropBool( SENDINFO( m_bCameraSpace ) ), SendPropVector( SENDINFO( m_LinearFloatLightColor ) ), SendPropFloat( SENDINFO( m_flAmbient ) ), SendPropString( SENDINFO( m_SpotlightTextureName ) ), SendPropInt( SENDINFO( m_nSpotlightTextureFrame ) ), SendPropFloat( SENDINFO( m_flNearZ ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f ), SendPropFloat( SENDINFO( m_flFarZ ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f ), SendPropInt( SENDINFO( m_nShadowQuality ), 1, SPROP_UNSIGNED ), // Just one bit for now END_SEND_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CEnvProjectedTexture::CEnvProjectedTexture( void ) { m_bState = true; m_flLightFOV = 45.0f; m_bEnableShadows = false; m_bLightOnlyTarget = false; m_bLightWorld = true; m_bCameraSpace = false; // if ( g_pHardwareConfig->SupportsBorderColor() ) #if defined( _X360 ) Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" ); #else Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" ); #endif m_nSpotlightTextureFrame = 0; m_LinearFloatLightColor.Init( 1.0f, 1.0f, 1.0f ); m_flAmbient = 0.0f; m_flNearZ = 4.0f; m_flFarZ = 750.0f; m_nShadowQuality = 0; } void UTIL_ColorStringToLinearFloatColor( Vector &color, const char *pString ) { float tmp[4]; UTIL_StringToFloatArray( tmp, 4, pString ); if( tmp[3] <= 0.0f ) { tmp[3] = 255.0f; } tmp[3] *= ( 1.0f / 255.0f ); color.x = GammaToLinear( tmp[0] * ( 1.0f / 255.0f ) ) * tmp[3]; color.y = GammaToLinear( tmp[1] * ( 1.0f / 255.0f ) ) * tmp[3]; color.z = GammaToLinear( tmp[2] * ( 1.0f / 255.0f ) ) * tmp[3]; } bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue ) { if ( FStrEq( szKeyName, "lightcolor" ) ) { Vector tmp; UTIL_ColorStringToLinearFloatColor( tmp, szValue ); m_LinearFloatLightColor = tmp; } #ifdef MAPBASE else if ( FStrEq(szKeyName, "texturename") ) { Q_strcpy(m_SpotlightTextureName.GetForModify(), szValue); } #endif else { return BaseClass::KeyValue( szKeyName, szValue ); } return true; } void CEnvProjectedTexture::InputTurnOn( inputdata_t &inputdata ) { m_bState = true; } void CEnvProjectedTexture::InputTurnOff( inputdata_t &inputdata ) { m_bState = false; } #ifdef MAPBASE void CEnvProjectedTexture::InputAlwaysUpdateOn( inputdata_t &inputdata ) { m_bAlwaysUpdate = true; } void CEnvProjectedTexture::InputAlwaysUpdateOff( inputdata_t &inputdata ) { m_bAlwaysUpdate = false; } #endif void CEnvProjectedTexture::InputSetFOV( inputdata_t &inputdata ) { m_flLightFOV = inputdata.value.Float(); } void CEnvProjectedTexture::InputSetTarget( inputdata_t &inputdata ) { m_hTargetEntity = inputdata.value.Entity(); } void CEnvProjectedTexture::InputSetCameraSpace( inputdata_t &inputdata ) { m_bCameraSpace = inputdata.value.Bool(); } void CEnvProjectedTexture::InputSetLightOnlyTarget( inputdata_t &inputdata ) { m_bLightOnlyTarget = inputdata.value.Bool(); } void CEnvProjectedTexture::InputSetLightWorld( inputdata_t &inputdata ) { m_bLightWorld = inputdata.value.Bool(); } void CEnvProjectedTexture::InputSetEnableShadows( inputdata_t &inputdata ) { m_bEnableShadows = inputdata.value.Bool(); } #ifndef MAPBASE //void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata ) //{ // m_cLightColor = inputdata.value.Color32(); //} #else void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata ) { Vector tmp; UTIL_ColorStringToLinearFloatColor( tmp, inputdata.value.String() ); m_LinearFloatLightColor = tmp; } #endif void CEnvProjectedTexture::InputSetAmbient( inputdata_t &inputdata ) { m_flAmbient = inputdata.value.Float(); } void CEnvProjectedTexture::InputSetSpotlightTexture( inputdata_t &inputdata ) { Q_strcpy( m_SpotlightTextureName.GetForModify(), inputdata.value.String() ); } void CEnvProjectedTexture::Activate( void ) { if ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON ) { m_bState = true; } #ifdef MAPBASE m_bAlwaysUpdate = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_ALWAYSUPDATE ) != 0 ); #endif SetThink( &CEnvProjectedTexture::InitialThink ); SetNextThink( gpGlobals->curtime + 0.1f ); BaseClass::Activate(); } void CEnvProjectedTexture::InitialThink( void ) { #ifndef MAPBASE m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target ); #else if (m_hTargetEntity == NULL && m_target != NULL_STRING) m_hTargetEntity = gEntList.FindEntityByName(NULL, m_target); if (m_hTargetEntity == NULL) return; Vector vecToTarget = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin()); QAngle vecAngles; VectorAngles(vecToTarget, vecAngles); SetAbsAngles(vecAngles); SetNextThink(gpGlobals->curtime + 0.1); #endif } int CEnvProjectedTexture::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); } #endif // Console command for creating env_projectedtexture entities void CC_CreateFlashlight( const CCommand &args ) { CBasePlayer *pPlayer = UTIL_GetCommandClient(); if( !pPlayer ) return; QAngle angles = pPlayer->EyeAngles(); Vector origin = pPlayer->EyePosition(); CEnvProjectedTexture *pFlashlight = dynamic_cast< CEnvProjectedTexture * >( CreateEntityByName("env_projectedtexture") ); if( args.ArgC() > 1 ) { pFlashlight->SetName( AllocPooledString( args[1] ) ); } pFlashlight->Teleport( &origin, &angles, NULL ); } static ConCommand create_flashlight("create_flashlight", CC_CreateFlashlight, 0, FCVAR_CHEAT);