Team Fortress 2 Source Code as on 22/4/2020
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//========= 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);