mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-04-15 22:12:32 +03:00
801 lines
24 KiB
C++
801 lines
24 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Entity to control screen overlays on a player
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//
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//=============================================================================
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#include "cbase.h"
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#include "shareddefs.h"
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#ifdef ASW_PROJECTED_TEXTURES
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#include "env_projectedtexture.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifdef ASW_PROJECTED_TEXTURES
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LINK_ENTITY_TO_CLASS( env_projectedtexture, CEnvProjectedTexture );
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BEGIN_DATADESC( CEnvProjectedTexture )
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DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
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#ifdef MAPBASE
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DEFINE_KEYFIELD( m_bDontFollowTarget, FIELD_BOOLEAN, "dontfollowtarget" ),
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DEFINE_FIELD( m_bAlwaysUpdate, FIELD_BOOLEAN ),
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#endif
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DEFINE_FIELD( m_bState, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_flLightFOV, FIELD_FLOAT, "lightfov" ),
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#ifdef MAPBASE
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DEFINE_KEYFIELD( m_flLightHorFOV, FIELD_FLOAT, "lighthorfov" ),
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#endif
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DEFINE_KEYFIELD( m_bEnableShadows, FIELD_BOOLEAN, "enableshadows" ),
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DEFINE_KEYFIELD( m_bLightOnlyTarget, FIELD_BOOLEAN, "lightonlytarget" ),
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DEFINE_KEYFIELD( m_bLightWorld, FIELD_BOOLEAN, "lightworld" ),
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DEFINE_KEYFIELD( m_bCameraSpace, FIELD_BOOLEAN, "cameraspace" ),
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DEFINE_KEYFIELD( m_flAmbient, FIELD_FLOAT, "ambient" ),
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DEFINE_AUTO_ARRAY( m_SpotlightTextureName, FIELD_CHARACTER ),
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DEFINE_KEYFIELD( m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe" ),
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DEFINE_KEYFIELD( m_flNearZ, FIELD_FLOAT, "nearz" ),
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DEFINE_KEYFIELD( m_flFarZ, FIELD_FLOAT, "farz" ),
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DEFINE_KEYFIELD( m_nShadowQuality, FIELD_INTEGER, "shadowquality" ),
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#ifdef MAPBASE
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DEFINE_KEYFIELD( m_bAlwaysDraw, FIELD_BOOLEAN, "alwaysdraw" ),
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DEFINE_KEYFIELD( m_bProjectedTextureVersion, FIELD_BOOLEAN, "ProjectedTextureVersion" ),
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#endif
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DEFINE_KEYFIELD( m_flBrightnessScale, FIELD_FLOAT, "brightnessscale" ),
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DEFINE_FIELD( m_LightColor, FIELD_COLOR32 ),
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DEFINE_KEYFIELD( m_flColorTransitionTime, FIELD_FLOAT, "colortransitiontime" ),
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#ifdef MAPBASE
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DEFINE_FIELD( m_flConstantAtten, FIELD_FLOAT ),
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DEFINE_FIELD( m_flLinearAtten, FIELD_FLOAT ),
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DEFINE_FIELD( m_flQuadraticAtten, FIELD_FLOAT ),
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DEFINE_KEYFIELD( m_flShadowAtten, FIELD_FLOAT, "shadowatten" ),
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DEFINE_KEYFIELD( m_flShadowFilter, FIELD_FLOAT, "shadowfilter" ),
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#endif
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOn", InputAlwaysUpdateOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOff", InputAlwaysUpdateOff ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "FOV", InputSetFOV ),
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#ifdef MAPBASE
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DEFINE_INPUTFUNC( FIELD_FLOAT, "VerFOV", InputSetVerFOV ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "HorFOV", InputSetHorFOV ),
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#endif
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "Target", InputSetTarget ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "CameraSpace", InputSetCameraSpace ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightOnlyTarget", InputSetLightOnlyTarget ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightWorld", InputSetLightWorld ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows ),
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DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Ambient", InputSetAmbient ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture ),
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#ifdef MAPBASE
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetSpotlightFrame", InputSetSpotlightFrame ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetBrightness", InputSetBrightness ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetColorTransitionTime", InputSetColorTransitionTime ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetQuadratic", InputSetQuadratic ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetLinear", InputSetLinear ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetConstant", InputSetConstant ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetShadowAtten", InputSetShadowAtten ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFilter", InputSetFilter ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearZ", InputSetNearZ ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarZ", InputSetFarZ ),
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DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysDrawOn", InputAlwaysDrawOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysDrawOff", InputAlwaysDrawOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StopFollowingTarget", InputStopFollowingTarget ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartFollowingTarget", InputStartFollowingTarget ),
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#endif
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DEFINE_THINKFUNC( InitialThink ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture )
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SendPropEHandle( SENDINFO( m_hTargetEntity ) ),
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#ifdef MAPBASE
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SendPropBool( SENDINFO( m_bDontFollowTarget ) ),
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#endif
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SendPropBool( SENDINFO( m_bState ) ),
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SendPropBool( SENDINFO( m_bAlwaysUpdate ) ),
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SendPropFloat( SENDINFO( m_flLightFOV ) ),
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#ifdef MAPBASE
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SendPropFloat( SENDINFO( m_flLightHorFOV ) ),
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#endif
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SendPropBool( SENDINFO( m_bEnableShadows ) ),
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SendPropBool( SENDINFO( m_bLightOnlyTarget ) ),
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SendPropBool( SENDINFO( m_bLightWorld ) ),
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SendPropBool( SENDINFO( m_bCameraSpace ) ),
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SendPropFloat( SENDINFO( m_flBrightnessScale ) ),
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SendPropInt( SENDINFO ( m_LightColor ), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt ),
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SendPropFloat( SENDINFO( m_flColorTransitionTime ) ),
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SendPropFloat( SENDINFO( m_flAmbient ) ),
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SendPropString( SENDINFO( m_SpotlightTextureName ) ),
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SendPropInt( SENDINFO( m_nSpotlightTextureFrame ) ),
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SendPropFloat( SENDINFO( m_flNearZ ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f ),
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SendPropFloat( SENDINFO( m_flFarZ ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f ),
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SendPropInt( SENDINFO( m_nShadowQuality ), 1, SPROP_UNSIGNED ), // Just one bit for now
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#ifdef MAPBASE
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SendPropFloat( SENDINFO( m_flConstantAtten ) ),
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SendPropFloat( SENDINFO( m_flLinearAtten ) ),
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SendPropFloat( SENDINFO( m_flQuadraticAtten ) ),
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SendPropFloat( SENDINFO( m_flShadowAtten ) ),
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SendPropFloat( SENDINFO( m_flShadowFilter ) ),
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SendPropBool( SENDINFO( m_bAlwaysDraw ) ),
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// Not needed on the client right now, change when it actually is needed
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//SendPropBool( SENDINFO( m_bProjectedTextureVersion ) ),
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#endif
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEnvProjectedTexture::CEnvProjectedTexture( void )
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{
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m_bState = true;
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m_bAlwaysUpdate = false;
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m_flLightFOV = 45.0f;
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m_bEnableShadows = false;
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m_bLightOnlyTarget = false;
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m_bLightWorld = true;
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m_bCameraSpace = false;
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#ifndef MAPBASE
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Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" );
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#endif
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Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" );
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m_nSpotlightTextureFrame = 0;
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m_flBrightnessScale = 1.0f;
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m_LightColor.Init( 255, 255, 255, 255 );
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#ifdef MAPBASE
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m_flColorTransitionTime = 0.0f;
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#else
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m_flColorTransitionTime = 0.5f;
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#endif
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m_flAmbient = 0.0f;
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m_flNearZ = 4.0f;
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m_flFarZ = 750.0f;
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m_nShadowQuality = 0;
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#ifdef MAPBASE
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m_flQuadraticAtten = 0.0f;
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m_flLinearAtten = 100.0f;
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m_flConstantAtten = 0.0f;
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m_flShadowAtten = 0.0f;
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m_flShadowFilter = 0.5f;
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#endif
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}
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void UTIL_ColorStringToLinearFloatColor( Vector &color, const char *pString )
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{
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float tmp[4];
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UTIL_StringToFloatArray( tmp, 4, pString );
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if( tmp[3] <= 0.0f )
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{
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tmp[3] = 255.0f;
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}
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tmp[3] *= ( 1.0f / 255.0f );
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color.x = tmp[0] * ( 1.0f / 255.0f ) * tmp[3];
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color.y = tmp[1] * ( 1.0f / 255.0f ) * tmp[3];
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color.z = tmp[2] * ( 1.0f / 255.0f ) * tmp[3];
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}
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bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue )
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{
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if ( FStrEq( szKeyName, "lightcolor" ) )
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{
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#ifdef MAPBASE
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//
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// Most existing projected textures don't have intensity implemented.
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// This can give them 0% intensity, which makes them invisible.
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// If intensity is not detected, assume 255.
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//
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// Also, get rid of the floats, for god's sake. Have you ever seen a color32 with decimals?
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//
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int tmp[4];
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tmp[3] = 255;
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UTIL_StringToIntArray_PreserveArray( tmp, 4, szValue );
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m_LightColor.SetR( tmp[0] );
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m_LightColor.SetG( tmp[1] );
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m_LightColor.SetB( tmp[2] );
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m_LightColor.SetA( tmp[3] );
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#else
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float tmp[4];
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UTIL_StringToFloatArray( tmp, 4, szValue );
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m_LightColor.SetR( tmp[0] );
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m_LightColor.SetG( tmp[1] );
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m_LightColor.SetB( tmp[2] );
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m_LightColor.SetA( tmp[3] );
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#endif
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}
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else if ( FStrEq( szKeyName, "texturename" ) )
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{
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#if defined( _X360 )
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if ( Q_strcmp( szValue, "effects/flashlight001" ) == 0 )
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{
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// Use this as the default for Xbox
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Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" );
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}
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else
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{
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Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue );
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}
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#else
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Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue );
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#endif
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}
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#ifdef MAPBASE
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else if ( FStrEq( szKeyName, "constant_attn" ) )
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{
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m_flConstantAtten = CorrectConstantAtten( atof( szValue ) );
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}
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else if ( FStrEq( szKeyName, "linear_attn" ) )
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{
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m_flLinearAtten = CorrectLinearAtten( atof( szValue ) );
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}
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else if ( FStrEq( szKeyName, "quadratic_attn" ) )
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{
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m_flQuadraticAtten = CorrectQuadraticAtten( atof( szValue ) );
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}
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#endif
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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bool CEnvProjectedTexture::GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen )
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{
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if ( FStrEq( szKeyName, "lightcolor" ) )
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{
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Q_snprintf( szValue, iMaxLen, "%d %d %d %d", m_LightColor.GetR(), m_LightColor.GetG(), m_LightColor.GetB(), m_LightColor.GetA() );
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return true;
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}
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else if ( FStrEq( szKeyName, "texturename" ) )
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{
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Q_snprintf( szValue, iMaxLen, "%s", m_SpotlightTextureName.Get() );
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return true;
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}
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#ifdef MAPBASE
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else if ( FStrEq( szKeyName, "constant_attn" ) )
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{
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// Undo correction
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Q_snprintf( szValue, iMaxLen, "%f", m_flConstantAtten *= 2.0f );
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return true;
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}
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else if ( FStrEq( szKeyName, "linear_attn" ) )
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{
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// Undo correction
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Q_snprintf( szValue, iMaxLen, "%f", m_flLinearAtten *= 0.01f );
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return true;
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}
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else if ( FStrEq( szKeyName, "quadratic_attn" ) )
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{
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// Undo correction
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Q_snprintf( szValue, iMaxLen, "%f", m_flQuadraticAtten *= 0.0001f );
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return true;
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}
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#endif
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return BaseClass::GetKeyValue( szKeyName, szValue, iMaxLen );
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}
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void CEnvProjectedTexture::InputTurnOn( inputdata_t &inputdata )
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{
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m_bState = true;
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}
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void CEnvProjectedTexture::InputTurnOff( inputdata_t &inputdata )
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{
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m_bState = false;
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}
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void CEnvProjectedTexture::InputAlwaysUpdateOn( inputdata_t &inputdata )
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{
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m_bAlwaysUpdate = true;
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}
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void CEnvProjectedTexture::InputAlwaysUpdateOff( inputdata_t &inputdata )
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{
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m_bAlwaysUpdate = false;
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}
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void CEnvProjectedTexture::InputSetFOV( inputdata_t &inputdata )
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{
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m_flLightFOV = inputdata.value.Float();
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#ifdef MAPBASE
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m_flLightHorFOV = inputdata.value.Float();
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#endif
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}
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#ifdef MAPBASE
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void CEnvProjectedTexture::InputSetVerFOV( inputdata_t &inputdata )
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{
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m_flLightFOV = inputdata.value.Float();
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}
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void CEnvProjectedTexture::InputSetHorFOV( inputdata_t &inputdata )
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{
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m_flLightHorFOV = inputdata.value.Float();
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}
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void CEnvProjectedTexture::InputSetFilter( inputdata_t &inputdata )
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{
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m_flShadowFilter = inputdata.value.Float();
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}
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#endif
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void CEnvProjectedTexture::InputSetTarget( inputdata_t &inputdata )
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{
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#ifdef MAPBASE
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// env_projectedtexture's "Target" uses FIELD_EHANDLE while Mapbase's base entity "SetTarget" uses FIELD_STRING
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if (inputdata.value.FieldType() != FIELD_EHANDLE)
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inputdata.value.Convert(FIELD_EHANDLE, this, inputdata.pActivator, inputdata.pCaller);
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#endif
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m_hTargetEntity = inputdata.value.Entity();
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}
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void CEnvProjectedTexture::InputSetCameraSpace( inputdata_t &inputdata )
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{
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m_bCameraSpace = inputdata.value.Bool();
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}
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void CEnvProjectedTexture::InputSetLightOnlyTarget( inputdata_t &inputdata )
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{
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m_bLightOnlyTarget = inputdata.value.Bool();
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}
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void CEnvProjectedTexture::InputSetLightWorld( inputdata_t &inputdata )
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{
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m_bLightWorld = inputdata.value.Bool();
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}
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void CEnvProjectedTexture::InputSetEnableShadows( inputdata_t &inputdata )
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{
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m_bEnableShadows = inputdata.value.Bool();
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}
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void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata )
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{
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m_LightColor = inputdata.value.Color32();
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}
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void CEnvProjectedTexture::InputSetAmbient( inputdata_t &inputdata )
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{
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m_flAmbient = inputdata.value.Float();
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}
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void CEnvProjectedTexture::InputSetSpotlightTexture( inputdata_t &inputdata )
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{
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Q_strcpy( m_SpotlightTextureName.GetForModify(), inputdata.value.String() );
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}
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#ifdef MAPBASE
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void CEnvProjectedTexture::InputSetSpotlightFrame( inputdata_t &inputdata )
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{
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m_nSpotlightTextureFrame = inputdata.value.Int();
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}
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void CEnvProjectedTexture::InputSetBrightness( inputdata_t &inputdata )
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{
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m_flBrightnessScale = inputdata.value.Float();
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}
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void CEnvProjectedTexture::InputSetColorTransitionTime( inputdata_t &inputdata )
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{
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m_flColorTransitionTime = inputdata.value.Float();
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}
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void CEnvProjectedTexture::InputSetNearZ( inputdata_t &inputdata )
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{
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m_flNearZ = inputdata.value.Float();
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}
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void CEnvProjectedTexture::InputSetFarZ( inputdata_t &inputdata )
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{
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m_flFarZ = inputdata.value.Float();
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}
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#endif
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#ifdef MAPBASE
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void CEnvProjectedTexture::Spawn( void )
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{
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// Set m_flLightHorFOV to m_flLightFOV if it's still 0, indicating either legacy support or desire to do this
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if (m_flLightHorFOV == 0.0f)
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{
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m_flLightHorFOV = m_flLightFOV;
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}
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m_bState = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON ) != 0 );
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m_bAlwaysUpdate = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_ALWAYSUPDATE ) != 0 );
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BaseClass::Spawn();
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}
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#endif
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void CEnvProjectedTexture::Activate( void )
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{
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#ifndef MAPBASE // Putting this in Activate() breaks projected textures which start off or don't start always updating in savegames. Moved to Spawn() instead
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m_bState = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON ) != 0 );
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m_bAlwaysUpdate = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_ALWAYSUPDATE ) != 0 );
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#endif
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SetThink( &CEnvProjectedTexture::InitialThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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#ifdef MAPBASE
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if (m_bProjectedTextureVersion == 0 && GetMoveParent())
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{
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// Pre-Mapbase projected textures should use the VDC parenting fix.
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m_bAlwaysUpdate = true;
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}
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#endif
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BaseClass::Activate();
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}
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#ifdef MAPBASE
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void CEnvProjectedTexture::SetParent( CBaseEntity* pNewParent, int iAttachment )
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{
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BaseClass::SetParent( pNewParent, iAttachment );
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if (m_bProjectedTextureVersion == 0)
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{
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// Pre-Mapbase projected textures should use the VDC parenting fix.
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// Since the ASW changes structure projected textures differently,
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// we have to set it here on the server when our parent changes.
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// Don't run this code if we already have the spawnflag though.
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if ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_ALWAYSUPDATE ) == 0 )
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{
|
|
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);
|