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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Dynamic light.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "dlight.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define NUM_DL_EXPONENT_BITS 8
#define MIN_DL_EXPONENT_VALUE -((1 << (NUM_DL_EXPONENT_BITS-1)) - 1)
#define MAX_DL_EXPONENT_VALUE ((1 << (NUM_DL_EXPONENT_BITS-1)) - 1)
class CDynamicLight : public CBaseEntity { public: DECLARE_CLASS( CDynamicLight, CBaseEntity );
void Spawn( void ); void DynamicLightThink( void ); bool KeyValue( const char *szKeyName, const char *szValue );
DECLARE_SERVERCLASS(); DECLARE_DATADESC();
// Turn on and off the light
void InputTurnOn( inputdata_t &inputdata ); void InputTurnOff( inputdata_t &inputdata ); void InputToggle( inputdata_t &inputdata );
public: unsigned char m_ActualFlags; CNetworkVar( unsigned char, m_Flags ); CNetworkVar( unsigned char, m_LightStyle ); bool m_On; CNetworkVar( float, m_Radius ); CNetworkVar( int, m_Exponent ); CNetworkVar( float, m_InnerAngle ); CNetworkVar( float, m_OuterAngle ); CNetworkVar( float, m_SpotRadius ); };
LINK_ENTITY_TO_CLASS(light_dynamic, CDynamicLight);
BEGIN_DATADESC( CDynamicLight )
DEFINE_FIELD( m_ActualFlags, FIELD_CHARACTER ), DEFINE_FIELD( m_Flags, FIELD_CHARACTER ), DEFINE_FIELD( m_On, FIELD_BOOLEAN ),
DEFINE_THINKFUNC( DynamicLightThink ),
// Inputs
DEFINE_INPUT( m_Radius, FIELD_FLOAT, "distance" ), DEFINE_INPUT( m_Exponent, FIELD_INTEGER, "brightness" ), DEFINE_INPUT( m_InnerAngle, FIELD_FLOAT, "_inner_cone" ), DEFINE_INPUT( m_OuterAngle, FIELD_FLOAT, "_cone" ), DEFINE_INPUT( m_SpotRadius, FIELD_FLOAT, "spotlight_radius" ), DEFINE_INPUT( m_LightStyle, FIELD_CHARACTER,"style" ), // Input functions
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CDynamicLight, DT_DynamicLight) SendPropInt( SENDINFO(m_Flags), 4, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_LightStyle), 4, SPROP_UNSIGNED ), SendPropFloat( SENDINFO(m_Radius), 0, SPROP_NOSCALE), SendPropInt( SENDINFO(m_Exponent), NUM_DL_EXPONENT_BITS), SendPropFloat( SENDINFO(m_InnerAngle), 8, 0, 0.0, 360.0f ), SendPropFloat( SENDINFO(m_OuterAngle), 8, 0, 0.0, 360.0f ), SendPropFloat( SENDINFO(m_SpotRadius), 0, SPROP_NOSCALE), END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CDynamicLight::KeyValue( const char *szKeyName, const char *szValue ) { if ( FStrEq( szKeyName, "_light" ) ) { color32 tmp; V_StringToColor32( &tmp, szValue ); SetRenderColor( tmp.r, tmp.g, tmp.b ); } else if ( FStrEq( szKeyName, "pitch" ) ) { float angle = atof(szValue); if ( angle ) { QAngle angles = GetAbsAngles(); angles[PITCH] = -angle; SetAbsAngles( angles ); } } else if ( FStrEq( szKeyName, "spawnflags" ) ) { m_ActualFlags = m_Flags = atoi(szValue); } else { return BaseClass::KeyValue( szKeyName, szValue ); }
return true; }
//------------------------------------------------------------------------------
// Turn on and off the light
//------------------------------------------------------------------------------
void CDynamicLight::InputTurnOn( inputdata_t &inputdata ) { m_Flags = m_ActualFlags; m_On = true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CDynamicLight::InputTurnOff( inputdata_t &inputdata ) { // This basically shuts it off
m_Flags = DLIGHT_NO_MODEL_ILLUMINATION | DLIGHT_NO_WORLD_ILLUMINATION; m_On = false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CDynamicLight::InputToggle( inputdata_t &inputdata ) { if (m_On) { InputTurnOff( inputdata ); } else { InputTurnOn( inputdata ); } }
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CDynamicLight::Spawn( void ) { if ( IsGameConsole() ) { UTIL_Remove(this); return; } Precache(); SetSolid( SOLID_NONE ); m_On = true; UTIL_SetSize( this, vec3_origin, vec3_origin ); AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
// If we have a target, think so we can orient towards it
if ( m_target != NULL_STRING ) { SetThink( &CDynamicLight::DynamicLightThink ); SetNextThink( gpGlobals->curtime + 0.1 ); } int clampedExponent = clamp( m_Exponent.Get(), MIN_DL_EXPONENT_VALUE, MAX_DL_EXPONENT_VALUE ); if ( m_Exponent != clampedExponent ) { Warning( "light_dynamic at [%d %d %d] has invalid exponent value (%d must be between %d and %d).\n", (int)GetAbsOrigin().x, (int)GetAbsOrigin().x, (int)GetAbsOrigin().x, m_Exponent.Get(), MIN_DL_EXPONENT_VALUE, MAX_DL_EXPONENT_VALUE ); m_Exponent = clampedExponent; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDynamicLight::DynamicLightThink( void ) { if ( m_target == NULL_STRING ) return;
CBaseEntity *pEntity = GetNextTarget(); if ( pEntity ) { Vector vecToTarget = (pEntity->GetAbsOrigin() - GetAbsOrigin()); QAngle vecAngles; VectorAngles( vecToTarget, vecAngles ); SetAbsAngles( vecAngles ); } SetNextThink( gpGlobals->curtime + 0.1 ); }
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