source-sdk-2013-mapbase/sp/src/game/server/env_projectedtexture.cpp

801 lines
24 KiB
C++

//========= 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);