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

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* 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.
*/
enumflags
{
PRTEXFL_CHANGED_ORIGIN,
PRTEXFL_CHANGED_ANGLES,
PRTEXFL_CHANGED_LIGHT,
PRTEXFL_CHANGED_INTENSITY,
PRTEXFL_CHANGED_FARZ,
PRTEXFL_CHANGED_NEARZ,
PRTEXFL_CHANGED_STYLE,
PRTEXFL_CHANGED_STATE,
PRTEXFL_CHANGED_TEXTURE,
PRTEXFL_CHANGED_FOV,
PRTEXFL_CHANGED_PATTERN
};
/*!QUAKED env_projectedtexture (1 0 0) (-8 -8 -8) (8 8 8) PRTEXSF_STARTON
# OVERVIEW
Textured light projected. This is the type of lighting that's used for
flashlights, lamp spotlights and so on.
# KEYS
- "targetname" : Name
- "target" : Name of an entity in the map that light will point at.
- "lightcolor" : Color of the projected texture light + intensity (unused?)
- "style" : Light appearance style of the projected texture.
- "texturename" : Name of the texture to be cast as a light.
- "farz" : Distance to which this projected light will be cast.
- "nearz" : Clipping distance for near objects that won't get lit.
- "pattern" : Sets a custom pattern. The "style" key overrides this.
# INPUTS
- "TurnOff" : Turns the entity off.
- "TurnOn" : Turns the entity on.
- "Toggle" : Toggles the entity to an on/off state.
- "SpotlightTexture" : Sets the projected texture to a specified path.
- "LightColor" : Sets the color of the light in RGB255 form.
- "SetLightStyle" : Sets the light appearance integer.
- "SetNearZ" : Sets clipping distance for near objects that won't get lit.
- "SetFarZ" : Sets distance to which this projected light will be cast.
- "SetPattern" : Sets the style pattern of the light to a custom one.
# SPAWNFLAGS
- PRTEXSF_STARTON (1) : Start enabled.
# TRIVIA
This entity was introduced in Half-Life 2: Episode One (2006).
*/
class env_projectedtexture:NSPointTrigger
{
private:
vector m_vecLight;
float m_flIntensity;
float m_flInnerCone;
float m_flCone;
float m_flFarZ;
float m_flNearZ;
float m_flRadius;
float m_flStyle;
string m_strPattern;
string m_strTextureName;
float m_flFOV;
int m_iState;
public:
void env_projectedtexture(void);
#ifdef CLIENT
virtual void ReceiveEntity(float,float);
virtual float predraw(void);
#else
virtual void Trigger(entity, triggermode_t);
virtual void Respawn(void);
virtual float SendEntity(entity,float);
virtual void SpawnKey(string,string);
virtual void EvaluateEntity(void);
virtual void Input(entity, string, string);
#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, m_flFarZ, m_vecLight, m_flStyle, m_strTextureName);
dynamiclight_set(p, LFIELD_ANGLES, angles);
dynamiclight_set(p, LFIELD_FLAGS, LFLAG_NORMALMODE | LFLAG_REALTIMEMODE | LFLAG_SHADOWMAP);
dynamiclight_set(p, LFIELD_NEARCLIP, m_flNearZ);
dynamiclight_set(p, LFIELD_STYLESTRING, m_strPattern);
return (PREDRAW_NEXT);
}
void
env_projectedtexture::ReceiveEntity(float flNew, 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_FARZ)
m_flFarZ = readfloat();
if (flFlags & PRTEXFL_CHANGED_NEARZ)
m_flNearZ = 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();
if (flFlags & PRTEXFL_CHANGED_PATTERN)
m_strPattern = readstring();
classname = "env_projectedtexture";
}
#else
void
env_projectedtexture::EvaluateEntity(void)
{
if (ATTR_CHANGED(origin)) {
SetSendFlags(PRTEXFL_CHANGED_ORIGIN);
}
if (ATTR_CHANGED(angles)) {
angles[0] = Math_FixDelta(angles[0]);
angles[1] = Math_FixDelta(angles[1]);
angles[2] = Math_FixDelta(angles[2]);
SetSendFlags(PRTEXFL_CHANGED_ANGLES);
}
SAVE_STATE(origin)
SAVE_STATE(angles)
}
void
env_projectedtexture::Trigger(entity act, triggermode_t 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 ePEnt, float flFlags)
{
if (clienttype(ePEnt) != CLIENTTYPE_REAL)
return (0);
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_FARZ)
WriteFloat(MSG_ENTITY, m_flFarZ);
if (flFlags & PRTEXFL_CHANGED_NEARZ)
WriteFloat(MSG_ENTITY, m_flNearZ);
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);
if (flFlags & PRTEXFL_CHANGED_PATTERN)
WriteString(MSG_ENTITY, m_strPattern);
return (1);
}
void
env_projectedtexture::Input(entity eAct, string strInput, string strData)
{
switch (strInput) {
case "LightColor":
m_vecLight = stov(strData);
SetSendFlags(PRTEXFL_CHANGED_LIGHT);
break;
case "SetNearZ":
m_flNearZ = stof(strData);
SetSendFlags(PRTEXFL_CHANGED_NEARZ);
break;
case "SetFarZ":
m_flFarZ = stof(strData);
SetSendFlags(PRTEXFL_CHANGED_FARZ);
break;
case "SetLightStyle":
m_flStyle = stof(strData);
SetSendFlags(PRTEXFL_CHANGED_STYLE);
break;
case "SpotlightTexture":
m_strTextureName = strData;
SetSendFlags(PRTEXFL_CHANGED_TEXTURE);
break;
case "SetPattern":
m_strPattern = strData;
SetSendFlags(PRTEXFL_CHANGED_PATTERN);
break;
case "TurnOn":
Trigger(eAct, TRIG_ON);
break;
case "TurnOff":
Trigger(eAct, TRIG_OFF);
break;
case "Toggle":
Trigger(eAct, TRIG_TOGGLE);
break;
default:
super::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;
case "farz":
m_flFarZ = stof(strValue);
break;
case "nearz":
m_flNearZ = stof(strValue);
break;
case "pattern":
m_strPattern = strValue;
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
env_projectedtexture::Respawn(void)
{
SetSolid(SOLID_NOT);
SetSize([-16,-16,-16], [16,16,16]);
SetOrigin(GetSpawnOrigin());
SetAngles(GetSpawnAngles());
m_iState = HasSpawnFlags(1) ? 1 : 0;
}
#endif
void
env_projectedtexture::env_projectedtexture(void)
{
#ifndef CLIENT
m_strPattern = "z";
m_vecLight = [255,255,255];
m_flIntensity = 512;
m_flFarZ = 512;
m_flNearZ = 0;
m_strTextureName = "textures/flashlight";
m_flFOV = 90;
if (m_flStyle > 0 && m_flStyle < 12)
m_strPattern = getlightstyle(m_flStyle);
#endif
}