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//========= 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( ); }
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