Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
//
// Purpose: Projects a texture into the world (like the flashlight)
//
//=============================================================================
#include "cbase.h"
#include "shareddefs.h"
#include "env_projectedtexture.h"
#include "world.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( env_projectedtexture, CEnvProjectedTexture );
BEGIN_DATADESC( CEnvProjectedTexture )
DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_bState, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bAlwaysUpdate, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bSimpleProjection, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_flLightFOV, FIELD_FLOAT, "lightfov" ),
DEFINE_KEYFIELD( m_bEnableShadows, FIELD_BOOLEAN, "enableshadows" ),
DEFINE_KEYFIELD( m_bSimpleProjection, FIELD_BOOLEAN, "simpleprojection" ),
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_KEYFIELD( m_flBrightnessScale, FIELD_FLOAT, "brightnessscale" ),
DEFINE_FIELD( m_LightColor, FIELD_COLOR32 ),
DEFINE_KEYFIELD( m_flColorTransitionTime, FIELD_FLOAT, "colortransitiontime" ),
DEFINE_KEYFIELD( m_flProjectionSize, FIELD_FLOAT, "projection_size" ),
DEFINE_KEYFIELD( m_flRotation, FIELD_FLOAT, "projection_rotation" ),
DEFINE_KEYFIELD( m_iStyle, FIELD_INTEGER, "style" ),
DEFINE_KEYFIELD( m_iDefaultStyle, FIELD_INTEGER, "defaultstyle" ),
DEFINE_KEYFIELD( m_iszPattern, FIELD_STRING, "pattern" ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOn", InputAlwaysUpdateOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOff", InputAlwaysUpdateOff ),
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 ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "Ambient", InputSetAmbient ),
DEFINE_INPUTFUNC( FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetLightStyle", InputSetLightStyle ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetPattern", InputSetPattern ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearZ", InputSetNearZ ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarZ", InputSetFarZ ),
DEFINE_THINKFUNC( InitialThink ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture )
SendPropEHandle( SENDINFO( m_hTargetEntity ) ),
SendPropBool( SENDINFO( m_bState ) ),
SendPropBool( SENDINFO( m_bAlwaysUpdate ) ),
SendPropFloat( SENDINFO( m_flLightFOV ) ),
SendPropBool( SENDINFO( m_bEnableShadows ) ),
SendPropBool( SENDINFO( m_bSimpleProjection ) ),
SendPropBool( SENDINFO( m_bLightOnlyTarget ) ),
SendPropBool( SENDINFO( m_bLightWorld ) ),
SendPropBool( SENDINFO( m_bCameraSpace ) ),
SendPropFloat( SENDINFO( m_flBrightnessScale ) ),
SendPropInt( SENDINFO ( m_LightColor ), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt32 ),
SendPropFloat( SENDINFO( m_flColorTransitionTime ) ),
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, 2500.0f ),
SendPropInt( SENDINFO( m_nShadowQuality ), 1, SPROP_UNSIGNED ), // Just one bit for now
SendPropFloat( SENDINFO( m_flProjectionSize ) ),
SendPropFloat( SENDINFO( m_flRotation ) ),
SendPropInt( SENDINFO( m_iStyle ) ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEnvProjectedTexture::CEnvProjectedTexture( void )
{
m_bState = true;
m_bAlwaysUpdate = false;
m_flLightFOV = 45.0f;
m_bEnableShadows = false;
m_bSimpleProjection = false;
m_bLightOnlyTarget = false;
m_bLightWorld = true;
m_bCameraSpace = false;
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" );
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" );
m_nSpotlightTextureFrame = 0;
m_flBrightnessScale = 1.0f;
m_LightColor.Init( 255, 255, 255, 255 );
m_flColorTransitionTime = 0.5f;
m_flAmbient = 0.0f;
m_flNearZ = 4.0f;
m_flFarZ = 750.0f;
m_nShadowQuality = 0;
m_flProjectionSize = 500.0f;
m_flRotation = 0.0f;
}
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 = tmp[0] * ( 1.0f / 255.0f ) * tmp[3];
color.y = tmp[1] * ( 1.0f / 255.0f ) * tmp[3];
color.z = tmp[2] * ( 1.0f / 255.0f ) * tmp[3];
}
bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "lightcolor" ) )
{
float tmp[4];
UTIL_StringToFloatArray( tmp, 4, szValue );
m_LightColor.SetR( tmp[0] );
m_LightColor.SetG( tmp[1] );
m_LightColor.SetB( tmp[2] );
m_LightColor.SetA( tmp[3] );
}
else if ( FStrEq( szKeyName, "texturename" ) )
{
#if defined( _GAMECONSOLE )
if ( Q_strcmp( szValue, "effects/flashlight001" ) == 0 )
{
// Use this as the default for Xbox
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" );
}
else
{
Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue );
}
#else
Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue );
#endif
}
else
{
return BaseClass::KeyValue( szKeyName, szValue );
}
return true;
}
bool CEnvProjectedTexture::GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen )
{
if ( FStrEq( szKeyName, "lightcolor" ) )
{
Q_snprintf( szValue, iMaxLen, "%d %d %d %d", m_LightColor.GetR(), m_LightColor.GetG(), m_LightColor.GetB(), m_LightColor.GetA() );
return true;
}
else if ( FStrEq( szKeyName, "texturename" ) )
{
Q_snprintf( szValue, iMaxLen, "%s", m_SpotlightTextureName.Get() );
return true;
}
return BaseClass::GetKeyValue( szKeyName, szValue, iMaxLen );
}
void CEnvProjectedTexture::InputTurnOn( inputdata_t &inputdata )
{
// Force all other projected textures off
EnforceSingleProjectionRules();
m_bState = true;
}
void CEnvProjectedTexture::InputTurnOff( inputdata_t &inputdata )
{
m_bState = false;
}
void CEnvProjectedTexture::InputAlwaysUpdateOn( inputdata_t &inputdata )
{
m_bAlwaysUpdate = true;
}
void CEnvProjectedTexture::InputAlwaysUpdateOff( inputdata_t &inputdata )
{
m_bAlwaysUpdate = 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_LightColor = inputdata.value.Color32();
}
void CEnvProjectedTexture::InputSetAmbient( inputdata_t &inputdata )
{
m_flAmbient = inputdata.value.Float();
}
void CEnvProjectedTexture::InputSetLightStyle( inputdata_t &inputdata )
{
m_iStyle = inputdata.value.Int();
}
void CEnvProjectedTexture::InputSetPattern( inputdata_t &inputdata )
{
m_iszPattern = inputdata.value.StringID();
engine->LightStyle( m_iStyle, (char *) STRING( m_iszPattern ) );
}
void CEnvProjectedTexture::InputSetNearZ( inputdata_t &inputdata )
{
m_flNearZ = inputdata.value.Float();
}
void CEnvProjectedTexture::InputSetFarZ( inputdata_t &inputdata )
{
m_flFarZ = inputdata.value.Float();
}
void CEnvProjectedTexture::InputSetSpotlightTexture( inputdata_t &inputdata )
{
Assert( 0 );
Warning( "SetSpotlightTexture is disabled. If you need this feature reimplemented, tell a programmer.\n" );
//Q_strcpy( m_SpotlightTextureName.GetForModify(), inputdata.value.String() );
}
void CEnvProjectedTexture::Spawn( void )
{
m_bState = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON ) != 0 );
m_bAlwaysUpdate = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_ALWAYSUPDATE ) != 0 );
// Update light styles
if ( m_iStyle >= 32 )
{
if ( m_iszPattern == NULL_STRING && m_iDefaultStyle > 0 )
{
m_iszPattern = MAKE_STRING( GetDefaultLightstyleString( m_iDefaultStyle ) );
}
if ( m_bState == false )
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" );
}
BaseClass::Spawn();
}
void CEnvProjectedTexture::EnforceSingleProjectionRules( bool bWarnOnEnforcement )
{
// Once a light is turned on, turn off all other possible lights in the level
CBaseEntity *pFlashlight = NULL;
while ( ( pFlashlight = gEntList.FindEntityByClassname( pFlashlight, "env_projectedtexture" ) ) != NULL )
{
// Obviously, don't turn yourself off
if ( pFlashlight == this )
continue;
if ( bWarnOnEnforcement )
{
CEnvProjectedTexture *pProjTex = static_cast<CEnvProjectedTexture *>(pFlashlight);
if ( pProjTex && pProjTex->m_bState )
{
Warning( "Warning: env_projected_texture (%s) forced off by (%s)\n", pProjTex->GetEntityNameAsCStr(), GetEntityNameAsCStr() );
}
}
variant_t emptyVariant;
pFlashlight->AcceptInput( "TurnOff", this, this, emptyVariant, 0 );
}
}
void CEnvProjectedTexture::Activate( void )
{
SetThink( &CEnvProjectedTexture::InitialThink );
SetNextThink( gpGlobals->curtime + 0.1f );
BaseClass::Activate();
if ( m_bState )
{
// Make sure that we stomp any other active projected texture off when we activate
EnforceSingleProjectionRules( true );
}
}
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);