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