nuclide/src/gs-entbase/shared/light_dynamic.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.
*/
var int autocvar_r_showDlights = 0;
enumflags
{
DLIGHTFL_CHANGED_ORIGIN,
DLIGHTFL_CHANGED_ANGLES,
DLIGHTFL_CHANGED_LIGHT,
DLIGHTFL_CHANGED_INTENSITY,
DLIGHTFL_CHANGED_INNERCONE,
DLIGHTFL_CHANGED_CONE,
DLIGHTFL_CHANGED_DISTANCE,
DLIGHTFL_CHANGED_RADIUS,
DLIGHTFL_CHANGED_STYLE,
DLIGHTFL_CHANGED_STATE,
DLIGHTFL_CHANGED_PATTERN
};
/*!QUAKED light_dynamic (1 0 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Dynamic light entity. Can be parented to things, it even has some inputs that
may be interesting.
# KEYS
- "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.
- "pattern" : Override the lightstyle pattern with a string.
# INPUTS
- "TurnOn" : Turns the light on.
- "TurnOff" : Turns the light off.
- "Toggle" : Toggles the light from an on/off state.
- "Color" : Sets the light color in RGB255 format.
- "brightness" : Sets the light brightness.
- "distance" : Sets the distance of which the light will travel/radius.
- "_inner_cone" : Sets the length of the inner light cone.
- "_cone" : Sets the length of the light cone.
- "spotlight_radius" : Sets the radius of the projected spotlight.
- "style" : Sets the light appearance in integer form.
- "SetPattern" : Sets the light pattern in string form! a = dark, z = bright
# NOTES
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).
*/
class light_dynamic:NSPointTrigger
{
vector m_vecLight;
float m_flIntensity;
float m_flInnerCone;
float m_flCone;
float m_flDistance;
float m_flRadius;
float m_flStyle;
string m_strPattern;
int m_iState;
int m_iStartActive;
float m_light; /* our light handle */
public:
void light_dynamic(void);
virtual void SpawnKey(string,string);
#ifdef CLIENT
virtual void OnRemoveEntity(void);
virtual void ReceiveEntity(float,float);
virtual float predraw(void);
virtual void RendererRestarted(void);
virtual void LightChanged(float);
#else
virtual void Trigger(entity, triggermode_t);
virtual void Respawn(void);
virtual float SendEntity(entity,float);
virtual void EvaluateEntity(void);
virtual void Input(entity, string, string);
#endif
};
#ifdef CLIENT
void
light_dynamic::OnRemoveEntity(void)
{
/* this tells the engine to re-use this for a later light */
dynamiclight_set(m_light, LFIELD_RADIUS, 0);
m_light = 0;
}
float
light_dynamic::predraw(void)
{
/* debug drawing */
if (autocvar_r_showDlights) {
float a = (m_iState) ? 1.0 : 0.25f;
makevectors(view_angles);
R_BeginPolygon("textures/dev/light_dynamic", 0, 0);
R_PolygonVertex(origin + v_right * 24 - v_up * 24, [1,1], m_vecLight, a);
R_PolygonVertex(origin - v_right * 24 - v_up * 24, [0,1], m_vecLight, a);
R_PolygonVertex(origin - v_right * 24 + v_up * 24, [0,0], m_vecLight, a);
R_PolygonVertex(origin + v_right * 24 + v_up * 24, [1,0], m_vecLight, a);
R_EndPolygon();
}
return (PREDRAW_NEXT);
}
void
light_dynamic::LightChanged(float flFlags)
{
/* apply our changes to the static light */
if (flFlags & DLIGHTFL_CHANGED_ORIGIN) {
dynamiclight_set(m_light, LFIELD_ORIGIN, origin);
}
if (flFlags & DLIGHTFL_CHANGED_ANGLES) {
dynamiclight_set(m_light, LFIELD_ANGLES, angles);
}
if (flFlags & DLIGHTFL_CHANGED_RADIUS) {
dynamiclight_set(m_light, LFIELD_RADIUS, m_flDistance);
}
/* did our state change? */
if (flFlags & DLIGHTFL_CHANGED_STYLE) {
/* only need to bother checking for style if state didn't change */
dynamiclight_set(m_light, LFIELD_STYLE, m_flStyle);
}
if (flFlags & DLIGHTFL_CHANGED_LIGHT) {
dynamiclight_set(m_light, LFIELD_COLOUR, m_vecLight);
}
/* we always want to refresh the state */
if (!m_iState) {
/* black skips rendering */
dynamiclight_set(m_light, LFIELD_STYLE, 254);
} else {
dynamiclight_set(m_light, LFIELD_STYLE, m_flStyle);
}
/* light style pattern change */
if (flFlags & DLIGHTFL_CHANGED_PATTERN)
if (m_strPattern)
dynamiclight_set(m_light, LFIELD_STYLESTRING, m_strPattern);
else
dynamiclight_set(m_light, LFIELD_STYLESTRING, "m");
}
void
light_dynamic::ReceiveEntity(float flNew, float flFlags)
{
if (flFlags & DLIGHTFL_CHANGED_ORIGIN) {
origin[0] = readcoord();
origin[1] = readcoord();
origin[2] = readcoord();
setsize(this, [0,0,0], [0,0,0]);
setorigin(this, origin);
}
if (flFlags & DLIGHTFL_CHANGED_ANGLES) {
angles[0] = readfloat();
angles[1] = readfloat();
angles[2] = readfloat();
}
if (flFlags & DLIGHTFL_CHANGED_LIGHT) {
m_vecLight[0] = readbyte() / 255;
m_vecLight[1] = readbyte() / 255;
m_vecLight[2] = readbyte() / 255;
}
if (flFlags & DLIGHTFL_CHANGED_INTENSITY)
m_flIntensity = readfloat();
if (flFlags & DLIGHTFL_CHANGED_INNERCONE)
m_flInnerCone = readfloat();
if (flFlags & DLIGHTFL_CHANGED_CONE)
m_flCone = readfloat();
if (flFlags & DLIGHTFL_CHANGED_DISTANCE)
m_flDistance = readfloat();
if (flFlags & DLIGHTFL_CHANGED_RADIUS)
m_flRadius = readfloat();
if (flFlags & DLIGHTFL_CHANGED_STYLE)
m_flStyle = readbyte();
if (flFlags & DLIGHTFL_CHANGED_STATE)
m_iState = readbyte();
if (flFlags & DLIGHTFL_CHANGED_PATTERN)
m_strPattern = readstring();
if (flNew) {
RendererRestarted();
} else {
LightChanged(flFlags);
}
classname = "light_dynamic";
}
void
light_dynamic::RendererRestarted(void)
{
OnRemoveEntity();
m_light = dynamiclight_spawnstatic(origin, m_flDistance, m_vecLight);
LightChanged(0xFFFFFF);
}
#else
void
light_dynamic::EvaluateEntity(void)
{
if (ATTR_CHANGED(origin)) {
SetSendFlags(DLIGHTFL_CHANGED_ORIGIN);
}
if (ATTR_CHANGED(angles)) {
SetSendFlags(DLIGHTFL_CHANGED_ANGLES);
}
SAVE_STATE(origin)
SAVE_STATE(angles)
}
void
light_dynamic::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 |= DLIGHTFL_CHANGED_STATE;
}
float
light_dynamic::SendEntity(entity ePEnt, float flFlags)
{
if (clienttype(ePEnt) != CLIENTTYPE_REAL)
return (0);
WriteByte(MSG_ENTITY, ENT_DLIGHT);
WriteFloat(MSG_ENTITY, flFlags);
if (flFlags & DLIGHTFL_CHANGED_ORIGIN) {
WriteCoord(MSG_ENTITY, origin[0]);
WriteCoord(MSG_ENTITY, origin[1]);
WriteCoord(MSG_ENTITY, origin[2]);
}
if (flFlags & DLIGHTFL_CHANGED_ANGLES) {
WriteFloat(MSG_ENTITY, angles[0]);
WriteFloat(MSG_ENTITY, angles[1]);
WriteFloat(MSG_ENTITY, angles[2]);
}
if (flFlags & DLIGHTFL_CHANGED_LIGHT) {
WriteByte(MSG_ENTITY, m_vecLight[0]);
WriteByte(MSG_ENTITY, m_vecLight[1]);
WriteByte(MSG_ENTITY, m_vecLight[2]);
}
if (flFlags & DLIGHTFL_CHANGED_INTENSITY)
WriteFloat(MSG_ENTITY, m_flIntensity);
if (flFlags & DLIGHTFL_CHANGED_INNERCONE)
WriteFloat(MSG_ENTITY, m_flInnerCone);
if (flFlags & DLIGHTFL_CHANGED_CONE)
WriteFloat(MSG_ENTITY, m_flCone);
if (flFlags & DLIGHTFL_CHANGED_DISTANCE)
WriteFloat(MSG_ENTITY, m_flDistance);
if (flFlags & DLIGHTFL_CHANGED_RADIUS)
WriteFloat(MSG_ENTITY, m_flRadius);
if (flFlags & DLIGHTFL_CHANGED_STYLE)
WriteByte(MSG_ENTITY, m_flStyle);
if (flFlags & DLIGHTFL_CHANGED_STATE)
WriteByte(MSG_ENTITY, m_iState);
if (flFlags & DLIGHTFL_CHANGED_PATTERN)
WriteString(MSG_ENTITY, m_strPattern);
return (1);
}
void
light_dynamic::Input(entity eAct, string strInput, string strData)
{
switch (strInput) {
case "Color":
m_vecLight = stov(strData);
SendFlags |= DLIGHTFL_CHANGED_LIGHT;
break;
case "brightness":
m_flIntensity = stof(strData);
SendFlags |= DLIGHTFL_CHANGED_INTENSITY;
break;
case "distance":
m_flDistance = stof(strData);
SendFlags |= DLIGHTFL_CHANGED_DISTANCE;
break;
case "_inner_cone":
m_flInnerCone = stof(strData);
SendFlags |= DLIGHTFL_CHANGED_INNERCONE;
break;
case "_cone":
m_flCone = stof(strData);
SendFlags |= DLIGHTFL_CHANGED_CONE;
break;
case "spotlight_radius":
m_flRadius = stof(strData);
SendFlags |= DLIGHTFL_CHANGED_RADIUS;
break;
case "style":
m_flStyle = stof(strData);
SendFlags |= DLIGHTFL_CHANGED_STYLE;
break;
case "TurnOn":
Trigger(eAct, TRIG_ON);
break;
case "TurnOff":
Trigger(eAct, TRIG_OFF);
break;
case "Toggle":
Trigger(eAct, TRIG_TOGGLE);
break;
case "SetPattern":
m_strPattern = strData;
SendFlags |= DLIGHTFL_CHANGED_PATTERN;
break;
default:
super::Input(eAct, strInput, strData);
}
}
void
light_dynamic::Respawn(void)
{
SetSolid(SOLID_NOT);
SetSize([-0,-0,-0], [0,0,0]);
SetOrigin(GetSpawnOrigin());
SetAngles(GetSpawnAngles());
m_iState = (m_iStartActive == 1) ? 1 : 0;
}
#endif
void
light_dynamic::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "_light":
m_vecLight = stov(strValue);
break;
case "light":
case "brightness":
m_flIntensity = stof(strValue);
break;
case "_inner_cone":
m_flInnerCone = stof(strValue);
break;
case "_cone":
m_flCone = stof(strValue);
break;
case "distance":
m_flDistance = stof(strValue);
break;
case "spotlight_radius":
m_flRadius = stof(strValue);
break;
case "style":
m_flStyle = stof(strValue);
break;
/* out-of-spec */
case "start_active":
m_iStartActive = stoi(strValue);
break;
case "pattern":
m_strPattern = strValue;
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
light_dynamic::light_dynamic(void)
{
m_vecLight = [255,255,255];
m_flDistance = 256;
m_iStartActive = 1;
#ifdef CLIENT
lightstyle(254, "=0");
#endif
}
/* compatibility for q3map users, stay safe out there */
class dynamic_light:light_dynamic { };
#ifdef CLIENT
void
light_dynamic_ReadEntity(float new)
{
light_dynamic dl = (light_dynamic)self;
if (new) {
spawnfunc_light_dynamic();
}
dl.ReceiveEntity(new, readfloat());
dl.drawmask = MASK_GLOWS;
}
#endif