You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
266 lines
6.7 KiB
266 lines
6.7 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: spawn and think functions for editor-placed lights
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "lights.h"
|
||
|
#include "world.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( light, CLight );
|
||
|
|
||
|
BEGIN_DATADESC( CLight )
|
||
|
|
||
|
DEFINE_FIELD( m_iCurrentFade, FIELD_CHARACTER),
|
||
|
DEFINE_FIELD( m_iTargetFade, FIELD_CHARACTER),
|
||
|
|
||
|
DEFINE_KEYFIELD( m_iStyle, FIELD_INTEGER, "style" ),
|
||
|
DEFINE_KEYFIELD( m_iDefaultStyle, FIELD_INTEGER, "defaultstyle" ),
|
||
|
DEFINE_KEYFIELD( m_iszPattern, FIELD_STRING, "pattern" ),
|
||
|
|
||
|
// Fuctions
|
||
|
DEFINE_FUNCTION( FadeThink ),
|
||
|
|
||
|
// Inputs
|
||
|
DEFINE_INPUTFUNC( FIELD_STRING, "SetPattern", InputSetPattern ),
|
||
|
DEFINE_INPUTFUNC( FIELD_STRING, "FadeToPattern", InputFadeToPattern ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// Cache user-entity-field values until spawn is called.
|
||
|
//
|
||
|
bool CLight::KeyValue( const char *szKeyName, const char *szValue )
|
||
|
{
|
||
|
if (FStrEq(szKeyName, "pitch"))
|
||
|
{
|
||
|
QAngle angles = GetAbsAngles();
|
||
|
angles.x = atof(szValue);
|
||
|
SetAbsAngles( angles );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return BaseClass::KeyValue( szKeyName, szValue );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Light entity
|
||
|
// If targeted, it will toggle between on or off.
|
||
|
void CLight::Spawn( void )
|
||
|
{
|
||
|
if (!GetEntityName())
|
||
|
{ // inert light
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (m_iStyle >= 32)
|
||
|
{
|
||
|
if ( m_iszPattern == NULL_STRING && m_iDefaultStyle > 0 )
|
||
|
{
|
||
|
m_iszPattern = MAKE_STRING(GetDefaultLightstyleString(m_iDefaultStyle));
|
||
|
}
|
||
|
|
||
|
if (FBitSet(m_spawnflags, SF_LIGHT_START_OFF))
|
||
|
engine->LightStyle(m_iStyle, "a");
|
||
|
else if (m_iszPattern != NULL_STRING)
|
||
|
engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern ));
|
||
|
else
|
||
|
engine->LightStyle(m_iStyle, "m");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CLight::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
{
|
||
|
if (m_iStyle >= 32)
|
||
|
{
|
||
|
if ( !ShouldToggle( useType, !FBitSet(m_spawnflags, SF_LIGHT_START_OFF) ) )
|
||
|
return;
|
||
|
|
||
|
Toggle();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Turn the light on
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CLight::TurnOn( void )
|
||
|
{
|
||
|
if ( m_iszPattern != NULL_STRING )
|
||
|
{
|
||
|
engine->LightStyle( m_iStyle, (char *) STRING( m_iszPattern ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
engine->LightStyle( m_iStyle, "m" );
|
||
|
}
|
||
|
|
||
|
CLEARBITS( m_spawnflags, SF_LIGHT_START_OFF );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Turn the light off
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CLight::TurnOff( void )
|
||
|
{
|
||
|
engine->LightStyle( m_iStyle, "a" );
|
||
|
SETBITS( m_spawnflags, SF_LIGHT_START_OFF );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Toggle the light on/off
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CLight::Toggle( void )
|
||
|
{
|
||
|
//Toggle it
|
||
|
if ( FBitSet( m_spawnflags, SF_LIGHT_START_OFF ) )
|
||
|
{
|
||
|
TurnOn();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
TurnOff();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Handle the "turnon" input handler
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CLight::InputTurnOn( inputdata_t &inputdata )
|
||
|
{
|
||
|
TurnOn();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Handle the "turnoff" input handler
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CLight::InputTurnOff( inputdata_t &inputdata )
|
||
|
{
|
||
|
TurnOff();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Handle the "toggle" input handler
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CLight::InputToggle( inputdata_t &inputdata )
|
||
|
{
|
||
|
Toggle();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Input handler for setting a light pattern
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CLight::InputSetPattern( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_iszPattern = inputdata.value.StringID();
|
||
|
engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern ));
|
||
|
|
||
|
// Light is on if pattern is set
|
||
|
CLEARBITS(m_spawnflags, SF_LIGHT_START_OFF);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Input handler for fading from first value in old pattern to
|
||
|
// first value in new pattern
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CLight::InputFadeToPattern( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_iCurrentFade = (STRING(m_iszPattern))[0];
|
||
|
m_iTargetFade = inputdata.value.String()[0];
|
||
|
m_iszPattern = inputdata.value.StringID();
|
||
|
SetThink(&CLight::FadeThink);
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
|
||
|
// Light is on if pattern is set
|
||
|
CLEARBITS(m_spawnflags, SF_LIGHT_START_OFF);
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Fade light to new starting pattern value then stop thinking
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CLight::FadeThink(void)
|
||
|
{
|
||
|
if (m_iCurrentFade < m_iTargetFade)
|
||
|
{
|
||
|
m_iCurrentFade++;
|
||
|
}
|
||
|
else if (m_iCurrentFade > m_iTargetFade)
|
||
|
{
|
||
|
m_iCurrentFade--;
|
||
|
}
|
||
|
|
||
|
// If we're done fading instantiate our light pattern and stop thinking
|
||
|
if (m_iCurrentFade == m_iTargetFade)
|
||
|
{
|
||
|
engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern ));
|
||
|
SetNextThink( TICK_NEVER_THINK );
|
||
|
}
|
||
|
// Otherwise instantiate our current fade value and keep thinking
|
||
|
else
|
||
|
{
|
||
|
char sCurString[2];
|
||
|
sCurString[0] = m_iCurrentFade;
|
||
|
sCurString[1] = 0;
|
||
|
engine->LightStyle(m_iStyle, sCurString);
|
||
|
|
||
|
// UNDONE: Consider making this settable war to control fade speed
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// shut up spawn functions for new spotlights
|
||
|
//
|
||
|
LINK_ENTITY_TO_CLASS( light_spot, CLight );
|
||
|
LINK_ENTITY_TO_CLASS( light_glspot, CLight );
|
||
|
|
||
|
|
||
|
class CEnvLight : public CLight
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CEnvLight, CLight );
|
||
|
|
||
|
bool KeyValue( const char *szKeyName, const char *szValue );
|
||
|
void Spawn( void );
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( light_environment, CEnvLight );
|
||
|
|
||
|
bool CEnvLight::KeyValue( const char *szKeyName, const char *szValue )
|
||
|
{
|
||
|
if (FStrEq(szKeyName, "_light"))
|
||
|
{
|
||
|
// nothing
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return BaseClass::KeyValue( szKeyName, szValue );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CEnvLight::Spawn( void )
|
||
|
{
|
||
|
BaseClass::Spawn( );
|
||
|
}
|