aboutsummaryrefslogtreecommitdiff
path: root/sp/src/game/server/env_projectedtexture.cpp
diff options
context:
space:
mode:
authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/server/env_projectedtexture.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/server/env_projectedtexture.cpp')
-rw-r--r--sp/src/game/server/env_projectedtexture.cpp270
1 files changed, 270 insertions, 0 deletions
diff --git a/sp/src/game/server/env_projectedtexture.cpp b/sp/src/game/server/env_projectedtexture.cpp
new file mode 100644
index 00000000..eada4e2a
--- /dev/null
+++ b/sp/src/game/server/env_projectedtexture.cpp
@@ -0,0 +1,270 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Entity to control screen overlays on a player
+//
+//=============================================================================
+
+#include "cbase.h"
+#include "shareddefs.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define ENV_PROJECTEDTEXTURE_STARTON (1<<0)
+
+//-----------------------------------------------------------------------------
+// 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 );
+ 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 );
+// void InputSetLightColor( inputdata_t &inputdata );
+ void InputSetSpotlightTexture( inputdata_t &inputdata );
+ void InputSetAmbient( inputdata_t &inputdata );
+
+ void InitialThink( void );
+
+ CNetworkHandle( CBaseEntity, m_hTargetEntity );
+
+private:
+
+ CNetworkVar( bool, m_bState );
+ 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" ),
+ DEFINE_AUTO_ARRAY_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER, "texturename" ),
+ 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 ),
+ 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 ),
+ // this is broken . . need to be able to set color and intensity like light_dynamic
+// DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
+ 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 ) ),
+ 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;
+ }
+ 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;
+}
+
+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();
+}
+
+//void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata )
+//{
+// m_cLightColor = 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() );
+}
+
+void CEnvProjectedTexture::Activate( void )
+{
+ if ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON )
+ {
+ m_bState = true;
+ }
+
+ SetThink( &CEnvProjectedTexture::InitialThink );
+ SetNextThink( gpGlobals->curtime + 0.1f );
+
+ BaseClass::Activate();
+}
+
+void CEnvProjectedTexture::InitialThink( void )
+{
+ m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
+}
+
+int CEnvProjectedTexture::UpdateTransmitState()
+{
+ return SetTransmitState( FL_EDICT_ALWAYS );
+}
+
+
+// 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);