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270 lines
8.5 KiB
270 lines
8.5 KiB
//========= 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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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define ENV_PROJECTEDTEXTURE_STARTON (1<<0) |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CEnvProjectedTexture : public CPointEntity |
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{ |
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DECLARE_CLASS( CEnvProjectedTexture, CPointEntity ); |
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public: |
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DECLARE_DATADESC(); |
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DECLARE_SERVERCLASS(); |
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CEnvProjectedTexture(); |
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bool KeyValue( const char *szKeyName, const char *szValue ); |
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// Always transmit to clients |
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virtual int UpdateTransmitState(); |
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virtual void Activate( void ); |
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void InputTurnOn( inputdata_t &inputdata ); |
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void InputTurnOff( inputdata_t &inputdata ); |
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void InputSetFOV( inputdata_t &inputdata ); |
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void InputSetTarget( inputdata_t &inputdata ); |
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void InputSetCameraSpace( inputdata_t &inputdata ); |
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void InputSetLightOnlyTarget( inputdata_t &inputdata ); |
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void InputSetLightWorld( inputdata_t &inputdata ); |
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void InputSetEnableShadows( inputdata_t &inputdata ); |
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// void InputSetLightColor( inputdata_t &inputdata ); |
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void InputSetSpotlightTexture( inputdata_t &inputdata ); |
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void InputSetAmbient( inputdata_t &inputdata ); |
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void InitialThink( void ); |
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CNetworkHandle( CBaseEntity, m_hTargetEntity ); |
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private: |
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CNetworkVar( bool, m_bState ); |
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CNetworkVar( float, m_flLightFOV ); |
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CNetworkVar( bool, m_bEnableShadows ); |
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CNetworkVar( bool, m_bLightOnlyTarget ); |
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CNetworkVar( bool, m_bLightWorld ); |
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CNetworkVar( bool, m_bCameraSpace ); |
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CNetworkVector( m_LinearFloatLightColor ); |
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CNetworkVar( float, m_flAmbient ); |
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CNetworkString( m_SpotlightTextureName, MAX_PATH ); |
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CNetworkVar( int, m_nSpotlightTextureFrame ); |
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CNetworkVar( float, m_flNearZ ); |
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CNetworkVar( float, m_flFarZ ); |
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CNetworkVar( int, m_nShadowQuality ); |
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}; |
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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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DEFINE_FIELD( m_bState, FIELD_BOOLEAN ), |
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DEFINE_KEYFIELD( m_flLightFOV, FIELD_FLOAT, "lightfov" ), |
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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_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER, "texturename" ), |
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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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DEFINE_FIELD( m_LinearFloatLightColor, FIELD_VECTOR ), |
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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_FLOAT, "FOV", InputSetFOV ), |
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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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// this is broken . . need to be able to set color and intensity like light_dynamic |
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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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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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SendPropBool( SENDINFO( m_bState ) ), |
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SendPropFloat( SENDINFO( m_flLightFOV ) ), |
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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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SendPropVector( SENDINFO( m_LinearFloatLightColor ) ), |
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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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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_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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// if ( g_pHardwareConfig->SupportsBorderColor() ) |
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#if defined( _X360 ) |
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Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" ); |
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#else |
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Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" ); |
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#endif |
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m_nSpotlightTextureFrame = 0; |
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m_LinearFloatLightColor.Init( 1.0f, 1.0f, 1.0f ); |
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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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} |
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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 = GammaToLinear( tmp[0] * ( 1.0f / 255.0f ) ) * tmp[3]; |
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color.y = GammaToLinear( tmp[1] * ( 1.0f / 255.0f ) ) * tmp[3]; |
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color.z = GammaToLinear( 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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Vector tmp; |
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UTIL_ColorStringToLinearFloatColor( tmp, szValue ); |
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m_LinearFloatLightColor = tmp; |
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} |
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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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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::InputSetFOV( 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::InputSetTarget( inputdata_t &inputdata ) |
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{ |
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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_cLightColor = 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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void CEnvProjectedTexture::Activate( void ) |
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{ |
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if ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON ) |
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{ |
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m_bState = true; |
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} |
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SetThink( &CEnvProjectedTexture::InitialThink ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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BaseClass::Activate(); |
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} |
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void CEnvProjectedTexture::InitialThink( void ) |
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{ |
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m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target ); |
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} |
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int CEnvProjectedTexture::UpdateTransmitState() |
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{ |
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return SetTransmitState( FL_EDICT_ALWAYS ); |
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} |
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// Console command for creating env_projectedtexture entities |
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void CC_CreateFlashlight( const CCommand &args ) |
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{ |
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CBasePlayer *pPlayer = UTIL_GetCommandClient(); |
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if( !pPlayer ) |
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return; |
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QAngle angles = pPlayer->EyeAngles(); |
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Vector origin = pPlayer->EyePosition(); |
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CEnvProjectedTexture *pFlashlight = dynamic_cast< CEnvProjectedTexture * >( CreateEntityByName("env_projectedtexture") ); |
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if( args.ArgC() > 1 ) |
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{ |
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pFlashlight->SetName( AllocPooledString( args[1] ) ); |
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} |
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pFlashlight->Teleport( &origin, &angles, NULL ); |
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} |
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static ConCommand create_flashlight("create_flashlight", CC_CreateFlashlight, 0, FCVAR_CHEAT);
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