nuclide/src/gs-entbase/shared/env_projectedtexture.cpp

305 lines
7.3 KiB
C++
Raw Normal View History

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED env_projectedtexture (1 0 0) (-8 -8 -8) (8 8 8)
"targetname" Name
"target" Name of an entity in the map that light will point at.
"_light" Color of the spotlight in RGB255 format.
"brightness" Intensity of the spotlight.
"_inner_cone" Angles of the inner spotlight beam. 0 = omnidirectional.
"_cone" Angles of the outer spotlight beam. 0 = omnidirectional.
"distance" Distance that light is allowed to cast, in inches.
"spotlight_radius" Radius of the resulting spotlight that's cast at a wall.
"style" Select one of the hard-coded lightstyles.
"start_active" Override for if the entity should start on or off.
Dynamic light entity. Can be parented to things, it even has some inputs that
may be interesting.
The 'start_active' is a Nuclide specific one. There is no way in Source engine
games to tell the entity to start inactive as far as I can tell.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
enumflags
{
PRTEXFL_CHANGED_ORIGIN,
PRTEXFL_CHANGED_ANGLES,
PRTEXFL_CHANGED_LIGHT,
PRTEXFL_CHANGED_INTENSITY,
PRTEXFL_CHANGED_STYLE,
PRTEXFL_CHANGED_STATE,
PRTEXFL_CHANGED_TEXTURE,
PRTEXFL_CHANGED_FOV
};
#ifdef CLIENT
class env_projectedtexture
#else
class env_projectedtexture:CBaseTrigger
#endif
{
vector m_vecLight;
float m_flIntensity;
float m_flInnerCone;
float m_flCone;
float m_flDistance;
float m_flRadius;
float m_flStyle;
string m_strTextureName;
float m_flFOV;
int m_iState;
void(void) env_projectedtexture;
#ifdef CLIENT
virtual void(float) ReceiveEntity;
virtual float(void) predraw;
#else
int m_iStartActive;
virtual void(entity, int) Trigger;
virtual void(void) Respawn;
virtual float(entity, float) SendEntity;
virtual void(string, string) SpawnKey;
virtual void(entity, string, string) Input;
virtual void(void) ParentUpdate;
#endif
};
#ifdef CLIENT
float
env_projectedtexture::predraw(void)
{
if (!m_iState) {
return PREDRAW_NEXT;
}
/* TODO: We need to handle the second cone light */
float p = dynamiclight_add(origin, 512, m_vecLight, m_flStyle, m_strTextureName);
dynamiclight_set(p, LFIELD_ANGLES, angles);
dynamiclight_set(p, LFIELD_FLAGS, LFLAG_NORMALMODE | LFLAG_REALTIMEMODE | LFLAG_SHADOWMAP);
if (!m_flStyle)
dynamiclight_set(p, LFIELD_STYLESTRING, "z");
addentity(this);
return PREDRAW_NEXT;
}
void
env_projectedtexture::ReceiveEntity(float flFlags)
{
if (flFlags & PRTEXFL_CHANGED_ORIGIN) {
origin[0] = readcoord();
origin[1] = readcoord();
origin[2] = readcoord();
setorigin(this, origin);
}
if (flFlags & PRTEXFL_CHANGED_ANGLES) {
angles[0] = readfloat();
angles[1] = readfloat();
angles[2] = readfloat();
}
if (flFlags & PRTEXFL_CHANGED_LIGHT) {
m_vecLight[0] = readbyte() / 255;
m_vecLight[1] = readbyte() / 255;
m_vecLight[2] = readbyte() / 255;
}
if (flFlags & PRTEXFL_CHANGED_INTENSITY)
m_flIntensity = readfloat();
if (flFlags & PRTEXFL_CHANGED_STYLE)
m_flStyle = readbyte();
if (flFlags & PRTEXFL_CHANGED_STATE)
m_iState = readbyte();
if (flFlags & PRTEXFL_CHANGED_TEXTURE)
m_strTextureName = readstring();
if (flFlags & PRTEXFL_CHANGED_FOV)
m_flFOV = readfloat();
classname = "env_projectedtexture";
}
#else
void
env_projectedtexture::ParentUpdate(void)
{
if (net_origin != origin) {
net_origin = origin;
SendFlags |= PRTEXFL_CHANGED_ORIGIN;
}
if (net_angles != angles) {
net_angles = angles;
SendFlags |= PRTEXFL_CHANGED_ANGLES;
}
if (m_parent) {
entity p = find(world, ::targetname, m_parent);
if (p) {
CBaseEntity t = (CBaseEntity)p;
vector ofs = m_oldOrigin - t.m_oldOrigin;
SetOrigin(p.origin + ofs);
}
}
}
void
env_projectedtexture::Trigger(entity act, int state)
{
switch (state) {
case TRIG_OFF:
m_iState = 0;
break;
case TRIG_ON:
m_iState = 1;
break;
default:
m_iState = 1 - m_iState;
}
SendFlags |= PRTEXFL_CHANGED_STATE;
}
float
env_projectedtexture::SendEntity(entity ePVSEnt, float flFlags)
{
WriteByte(MSG_ENTITY, ENT_PROJECTEDTEXTURE);
WriteFloat(MSG_ENTITY, flFlags);
if (flFlags & PRTEXFL_CHANGED_ORIGIN) {
WriteCoord(MSG_ENTITY, origin[0]);
WriteCoord(MSG_ENTITY, origin[1]);
WriteCoord(MSG_ENTITY, origin[2]);
}
if (flFlags & PRTEXFL_CHANGED_ANGLES) {
WriteFloat(MSG_ENTITY, angles[0]);
WriteFloat(MSG_ENTITY, angles[1]);
WriteFloat(MSG_ENTITY, angles[2]);
}
if (flFlags & PRTEXFL_CHANGED_LIGHT) {
WriteByte(MSG_ENTITY, m_vecLight[0]);
WriteByte(MSG_ENTITY, m_vecLight[1]);
WriteByte(MSG_ENTITY, m_vecLight[2]);
}
if (flFlags & PRTEXFL_CHANGED_INTENSITY)
WriteFloat(MSG_ENTITY, m_flIntensity);
if (flFlags & PRTEXFL_CHANGED_STYLE)
WriteByte(MSG_ENTITY, m_flStyle);
if (flFlags & PRTEXFL_CHANGED_STATE)
WriteByte(MSG_ENTITY, m_iState);
if (flFlags & PRTEXFL_CHANGED_TEXTURE)
WriteString(MSG_ENTITY, m_strTextureName);
if (flFlags & PRTEXFL_CHANGED_FOV)
WriteFloat(MSG_ENTITY, m_flFOV);
return TRUE;
}
void
env_projectedtexture::Input(entity eAct, string strInput, string strData)
{
switch (strInput) {
case "Color":
m_vecLight = stov(strData);
SendFlags |= PRTEXFL_CHANGED_LIGHT;
break;
case "brightness":
m_flIntensity = stof(strData);
SendFlags |= PRTEXFL_CHANGED_INTENSITY;
break;
case "style":
m_flStyle = stof(strData);
SendFlags |= PRTEXFL_CHANGED_STYLE;
break;
case "TurnOn":
Trigger(eAct, TRIG_ON);
break;
case "TurnOff":
Trigger(eAct, TRIG_OFF);
break;
case "Toggle":
Trigger(eAct, TRIG_TOGGLE);
break;
default:
CBaseTrigger::Input(eAct, strInput, strData);
}
}
void
env_projectedtexture::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "lightcolor":
tokenize(strValue);
m_vecLight[0] = stof(argv(0));
m_vecLight[1] = stof(argv(1));
m_vecLight[2] = stof(argv(2));
m_flIntensity = stof(argv(3));
break;
case "style":
m_flStyle = stof(strValue);
break;
case "texturename":
m_strTextureName = strValue;
break;
case "lightfov":
m_flFOV = stof(strValue);
break;
/* out-of-spec */
case "start_active":
m_iStartActive = stoi(strValue);
break;
default:
CBaseTrigger::SpawnKey(strKey, strValue);
}
}
void
env_projectedtexture::Respawn(void)
{
SetSolid(SOLID_NOT);
SetSize([-16,-16,-16], [16,16,16]);
SetOrigin(m_oldOrigin);
SetAngles(m_oldAngle);
m_iState = (m_iStartActive == 1) ? 1 : 0;
}
#endif
void
env_projectedtexture::env_projectedtexture(void)
{
#ifdef CLIENT
drawmask = MASK_ENGINE;
#else
m_vecLight = [255,255,255];
m_flIntensity = 512;
m_iStartActive = 1;
m_strTextureName = "textures/flashlight";
m_flFOV = 90;
CBaseTrigger::CBaseTrigger();
#endif
}