mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
794 lines
21 KiB
C++
794 lines
21 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
#include "cbase.h"
|
|
#include "ivieweffects.h"
|
|
#include "shake.h"
|
|
#include "hud_macros.h"
|
|
#include "isaverestore.h"
|
|
#include "view_shared.h"
|
|
#include "iviewrender.h"
|
|
#include "viewrender.h"
|
|
#include "con_nprint.h"
|
|
#include "saverestoretypes.h"
|
|
#include "c_rumble.h"
|
|
// NVNT haptics interface system
|
|
#include "haptics/ihaptics.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
extern IntroData_t *g_pIntroData;
|
|
|
|
|
|
// Arbitrary limit so that bad entity logic on the server can't consume tons of memory on the client.
|
|
#define MAX_SHAKES 32
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Screen fade variables
|
|
//-----------------------------------------------------------------------------
|
|
struct screenfade_t
|
|
{
|
|
float Speed; // How fast to fade (tics / second) (+ fade in, - fade out)
|
|
float End; // When the fading hits maximum
|
|
float Reset; // When to reset to not fading (for fadeout and hold)
|
|
byte r, g, b, alpha; // Fade color
|
|
int Flags; // Fading flags
|
|
|
|
DECLARE_SIMPLE_DATADESC();
|
|
};
|
|
|
|
BEGIN_SIMPLE_DATADESC( screenfade_t )
|
|
DEFINE_FIELD( Speed, FIELD_FLOAT ),
|
|
DEFINE_FIELD( End, FIELD_TIME ),
|
|
DEFINE_FIELD( Reset, FIELD_TIME ),
|
|
DEFINE_FIELD( r, FIELD_CHARACTER ),
|
|
DEFINE_FIELD( g, FIELD_CHARACTER ),
|
|
DEFINE_FIELD( b, FIELD_CHARACTER ),
|
|
DEFINE_FIELD( alpha, FIELD_CHARACTER ),
|
|
DEFINE_FIELD( Flags, FIELD_INTEGER ),
|
|
END_DATADESC()
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Screen shake variables
|
|
//-----------------------------------------------------------------------------
|
|
struct screenshake_t
|
|
{
|
|
float endtime;
|
|
float duration;
|
|
float amplitude;
|
|
float frequency;
|
|
float nextShake;
|
|
Vector offset;
|
|
float angle;
|
|
int command;
|
|
|
|
DECLARE_SIMPLE_DATADESC();
|
|
};
|
|
|
|
BEGIN_SIMPLE_DATADESC( screenshake_t )
|
|
DEFINE_FIELD( endtime, FIELD_TIME ),
|
|
DEFINE_FIELD( duration, FIELD_FLOAT ),
|
|
DEFINE_FIELD( amplitude, FIELD_FLOAT ),
|
|
DEFINE_FIELD( frequency, FIELD_FLOAT ),
|
|
DEFINE_FIELD( nextShake, FIELD_TIME ),
|
|
DEFINE_FIELD( offset, FIELD_VECTOR ),
|
|
DEFINE_FIELD( angle, FIELD_FLOAT ),
|
|
END_DATADESC()
|
|
|
|
|
|
void CC_Shake_Stop();
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Implements the view effects interface for the client .dll
|
|
//-----------------------------------------------------------------------------
|
|
class CViewEffects : public IViewEffects
|
|
{
|
|
public:
|
|
|
|
~CViewEffects()
|
|
{
|
|
ClearAllFades();
|
|
}
|
|
|
|
virtual void Init( void );
|
|
virtual void LevelInit( void );
|
|
virtual void GetFadeParams( byte *r, byte *g, byte *b, byte *a, bool *blend );
|
|
virtual void CalcShake( void );
|
|
virtual void ApplyShake( Vector& origin, QAngle& angles, float factor );
|
|
|
|
virtual void Shake( ScreenShake_t &data );
|
|
virtual void Fade( ScreenFade_t &data );
|
|
virtual void ClearPermanentFades( void );
|
|
virtual void FadeCalculate( void );
|
|
virtual void ClearAllFades( void );
|
|
|
|
// Save / Restore
|
|
virtual void Save( ISave *pSave );
|
|
virtual void Restore( IRestore *pRestore, bool fCreatePlayers );
|
|
|
|
private:
|
|
|
|
void ClearAllShakes();
|
|
screenshake_t *FindLongestShake();
|
|
|
|
CUtlVector<screenfade_t *> m_FadeList;
|
|
|
|
CUtlVector<screenshake_t *> m_ShakeList;
|
|
Vector m_vecShakeAppliedOffset;
|
|
float m_flShakeAppliedAngle;
|
|
|
|
int m_FadeColorRGBA[4];
|
|
bool m_bModulate;
|
|
|
|
friend void CC_Shake_Stop();
|
|
};
|
|
|
|
static CViewEffects g_ViewEffects;
|
|
IViewEffects *vieweffects = ( IViewEffects * )&g_ViewEffects;
|
|
|
|
// Callback function to call at end of screen m_Fade.
|
|
static int s_nCallbackParameter;
|
|
static void ( *s_pfnFadeDoneCallback )( int parm1 );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pszName -
|
|
// iSize -
|
|
// *pbuf -
|
|
// Output : static int
|
|
//-----------------------------------------------------------------------------
|
|
void __MsgFunc_Shake( bf_read &msg )
|
|
{
|
|
ScreenShake_t shake;
|
|
|
|
shake.command = msg.ReadByte();
|
|
shake.amplitude = msg.ReadFloat();
|
|
shake.frequency = msg.ReadFloat();
|
|
shake.duration = msg.ReadFloat();
|
|
|
|
g_ViewEffects.Shake( shake );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pszName -
|
|
// iSize -
|
|
// *pbuf -
|
|
// Output : static int
|
|
//-----------------------------------------------------------------------------
|
|
void __MsgFunc_Fade( bf_read &msg )
|
|
{
|
|
ScreenFade_t fade;
|
|
|
|
fade.duration = msg.ReadShort(); // fade lasts this long
|
|
fade.holdTime = msg.ReadShort(); // fade lasts this long
|
|
fade.fadeFlags = msg.ReadShort(); // fade type (in / out)
|
|
fade.r = msg.ReadByte(); // fade red
|
|
fade.g = msg.ReadByte(); // fade green
|
|
fade.b = msg.ReadByte(); // fade blue
|
|
fade.a = msg.ReadByte(); // fade blue
|
|
|
|
g_ViewEffects.Fade( fade );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::Init( void )
|
|
{
|
|
HOOK_MESSAGE( Shake );
|
|
HOOK_MESSAGE( Fade );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::LevelInit( void )
|
|
{
|
|
ClearAllShakes();
|
|
ClearAllFades();
|
|
}
|
|
|
|
|
|
static ConVar shake_show( "shake_show", "0", 0, "Displays a list of the active screen shakes." );
|
|
static ConCommand shake_stop("shake_stop", CC_Shake_Stop, "Stops all active screen shakes.\n", FCVAR_CHEAT );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stops all active screen shakes.
|
|
//-----------------------------------------------------------------------------
|
|
void CC_Shake_Stop()
|
|
{
|
|
g_ViewEffects.ClearAllShakes();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Apply noise to the eye position.
|
|
// UNDONE: Feedback a bit of this into the view model position. It shakes too much
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::CalcShake( void )
|
|
{
|
|
float fraction, freq;
|
|
|
|
// We'll accumulate the aggregate shake for this frame into these data members.
|
|
m_vecShakeAppliedOffset.Init(0, 0, 0);
|
|
m_flShakeAppliedAngle = 0;
|
|
float flRumbleAngle = 0;
|
|
|
|
// NVNT - haptic shake effect amplitude
|
|
float hapticShakeAmp = 0;
|
|
|
|
bool bShow = shake_show.GetBool();
|
|
|
|
int nShakeCount = m_ShakeList.Count();
|
|
|
|
for ( int nShake = nShakeCount - 1; nShake >= 0; nShake-- )
|
|
{
|
|
screenshake_t *pShake = m_ShakeList.Element( nShake );
|
|
|
|
if ( pShake->endtime == 0 )
|
|
{
|
|
// Shouldn't be any such shakes in the list.
|
|
Assert( false );
|
|
continue;
|
|
}
|
|
|
|
if ( ( gpGlobals->curtime > pShake->endtime ) ||
|
|
pShake->duration <= 0 ||
|
|
pShake->amplitude <= 0 ||
|
|
pShake->frequency <= 0 )
|
|
{
|
|
// Retire this shake.
|
|
delete m_ShakeList.Element( nShake );
|
|
m_ShakeList.FastRemove( nShake );
|
|
continue;
|
|
}
|
|
|
|
if ( bShow )
|
|
{
|
|
con_nprint_t np;
|
|
np.time_to_live = 2.0f;
|
|
np.fixed_width_font = true;
|
|
np.color[0] = 1.0;
|
|
np.color[1] = 0.8;
|
|
np.color[2] = 0.1;
|
|
np.index = nShake + 2;
|
|
|
|
engine->Con_NXPrintf( &np, "%02d: dur(%8.2f) amp(%8.2f) freq(%8.2f)", nShake + 1, (double)pShake->duration, (double)pShake->amplitude, (double)pShake->frequency );
|
|
}
|
|
|
|
if ( gpGlobals->curtime > pShake->nextShake )
|
|
{
|
|
// Higher frequency means we recalc the extents more often and perturb the display again
|
|
pShake->nextShake = gpGlobals->curtime + (1.0f / pShake->frequency);
|
|
|
|
// Compute random shake extents (the shake will settle down from this)
|
|
for (int i = 0; i < 3; i++ )
|
|
{
|
|
pShake->offset[i] = random->RandomFloat( -pShake->amplitude, pShake->amplitude );
|
|
}
|
|
|
|
pShake->angle = random->RandomFloat( -pShake->amplitude*0.25, pShake->amplitude*0.25 );
|
|
}
|
|
|
|
// Ramp down amplitude over duration (fraction goes from 1 to 0 linearly with slope 1/duration)
|
|
fraction = ( pShake->endtime - gpGlobals->curtime ) / pShake->duration;
|
|
|
|
// Ramp up frequency over duration
|
|
if ( fraction )
|
|
{
|
|
freq = (pShake->frequency / fraction);
|
|
}
|
|
else
|
|
{
|
|
freq = 0;
|
|
}
|
|
|
|
// square fraction to approach zero more quickly
|
|
fraction *= fraction;
|
|
|
|
// Sine wave that slowly settles to zero
|
|
float angle = gpGlobals->curtime * freq;
|
|
if ( angle > 1e8 )
|
|
{
|
|
angle = 1e8;
|
|
}
|
|
fraction = fraction * sin( angle );
|
|
|
|
if( pShake->command != SHAKE_START_NORUMBLE )
|
|
{
|
|
// As long as this isn't a NO RUMBLE effect, then accumulate rumble
|
|
flRumbleAngle += pShake->angle * fraction;
|
|
}
|
|
|
|
if( pShake->command != SHAKE_START_RUMBLEONLY )
|
|
{
|
|
// As long as this isn't a RUMBLE ONLY effect, then accumulate screen shake
|
|
|
|
// Add to view origin
|
|
m_vecShakeAppliedOffset += pShake->offset * fraction;
|
|
|
|
// Add to roll
|
|
m_flShakeAppliedAngle += pShake->angle * fraction;
|
|
}
|
|
|
|
// Drop amplitude a bit, less for higher frequency shakes
|
|
pShake->amplitude -= pShake->amplitude * ( gpGlobals->frametime / (pShake->duration * pShake->frequency) );
|
|
// NVNT - update our amplitude.
|
|
hapticShakeAmp += pShake->amplitude*fraction;
|
|
}
|
|
// NVNT - apply our screen shake update
|
|
if ( haptics )
|
|
haptics->SetShake(hapticShakeAmp,1);
|
|
|
|
// Feed this to the rumble system!
|
|
UpdateScreenShakeRumble( flRumbleAngle );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Apply the current screen shake to this origin/angles. Factor is the amount to apply
|
|
// This is so you can blend in part of the shake
|
|
// Input : origin -
|
|
// angles -
|
|
// factor -
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::ApplyShake( Vector& origin, QAngle& angles, float factor )
|
|
{
|
|
VectorMA( origin, factor, m_vecShakeAppliedOffset, origin );
|
|
angles.z += m_flShakeAppliedAngle * factor;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Zeros out all active screen shakes.
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::ClearAllShakes()
|
|
{
|
|
int nShakeCount = m_ShakeList.Count();
|
|
for ( int i = 0; i < nShakeCount; i++ )
|
|
{
|
|
delete m_ShakeList.Element( i );
|
|
}
|
|
|
|
m_ShakeList.Purge();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the shake with the longest duration. This is the shake we
|
|
// use anytime we get an amplitude or frequency command, because the
|
|
// most likely case is that we're modifying a shake with a long
|
|
// duration rather than a brief shake caused by an explosion, etc.
|
|
//-----------------------------------------------------------------------------
|
|
screenshake_t *CViewEffects::FindLongestShake()
|
|
{
|
|
screenshake_t *pLongestShake = NULL;
|
|
|
|
int nShakeCount = m_ShakeList.Count();
|
|
for ( int i = 0; i < nShakeCount; i++ )
|
|
{
|
|
screenshake_t *pShake = m_ShakeList.Element( i );
|
|
if ( pShake && ( !pLongestShake || ( pShake->duration > pLongestShake->duration ) ) )
|
|
{
|
|
pLongestShake = pShake;
|
|
}
|
|
}
|
|
|
|
return pLongestShake;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Message hook to parse ScreenShake messages
|
|
// Input : pszName -
|
|
// iSize -
|
|
// pbuf -
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::Shake( ScreenShake_t &data )
|
|
{
|
|
if ( ( data.command == SHAKE_START || data.command == SHAKE_START_RUMBLEONLY ) && ( m_ShakeList.Count() < MAX_SHAKES ) )
|
|
{
|
|
screenshake_t *pNewShake = new screenshake_t;
|
|
|
|
pNewShake->amplitude = data.amplitude;
|
|
pNewShake->frequency = data.frequency;
|
|
pNewShake->duration = data.duration;
|
|
pNewShake->nextShake = 0;
|
|
pNewShake->endtime = gpGlobals->curtime + data.duration;
|
|
pNewShake->command = data.command;
|
|
|
|
m_ShakeList.AddToTail( pNewShake );
|
|
}
|
|
else if ( data.command == SHAKE_STOP)
|
|
{
|
|
ClearAllShakes();
|
|
}
|
|
else if ( data.command == SHAKE_AMPLITUDE )
|
|
{
|
|
// Look for the most likely shake to modify.
|
|
screenshake_t *pShake = FindLongestShake();
|
|
if ( pShake )
|
|
{
|
|
pShake->amplitude = data.amplitude;
|
|
}
|
|
}
|
|
else if ( data.command == SHAKE_FREQUENCY )
|
|
{
|
|
// Look for the most likely shake to modify.
|
|
screenshake_t *pShake = FindLongestShake();
|
|
if ( pShake )
|
|
{
|
|
pShake->frequency = data.frequency;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Message hook to parse ScreenFade messages
|
|
// Input : *pszName -
|
|
// iSize -
|
|
// *pbuf -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::Fade( ScreenFade_t &data )
|
|
{
|
|
// Create a new fade and append it to the list
|
|
screenfade_t *pNewFade = new screenfade_t;
|
|
pNewFade->End = data.duration * (1.0f/(float)(1<<SCREENFADE_FRACBITS));
|
|
pNewFade->Reset = data.holdTime * (1.0f/(float)(1<<SCREENFADE_FRACBITS));
|
|
pNewFade->r = data.r;
|
|
pNewFade->g = data.g;
|
|
pNewFade->b = data.b;
|
|
pNewFade->alpha = data.a;
|
|
pNewFade->Flags = data.fadeFlags;
|
|
pNewFade->Speed = 0;
|
|
|
|
// Calc fade speed
|
|
if ( data.duration > 0 )
|
|
{
|
|
if ( data.fadeFlags & FFADE_OUT )
|
|
{
|
|
if ( pNewFade->End )
|
|
{
|
|
pNewFade->Speed = -(float)pNewFade->alpha / pNewFade->End;
|
|
}
|
|
|
|
pNewFade->End += gpGlobals->curtime;
|
|
pNewFade->Reset += pNewFade->End;
|
|
}
|
|
else
|
|
{
|
|
if ( pNewFade->End )
|
|
{
|
|
pNewFade->Speed = (float)pNewFade->alpha / pNewFade->End;
|
|
}
|
|
|
|
pNewFade->Reset += gpGlobals->curtime;
|
|
pNewFade->End += pNewFade->Reset;
|
|
}
|
|
}
|
|
|
|
if ( data.fadeFlags & FFADE_PURGE )
|
|
{
|
|
ClearAllFades();
|
|
}
|
|
|
|
m_FadeList.AddToTail( pNewFade );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Compute the overall color & alpha of the fades
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::FadeCalculate( void )
|
|
{
|
|
// Cycle through all fades and remove any that have finished (work backwards)
|
|
int i;
|
|
int iSize = m_FadeList.Size();
|
|
for (i = iSize-1; i >= 0; i-- )
|
|
{
|
|
screenfade_t *pFade = m_FadeList[i];
|
|
|
|
// Keep pushing reset time out indefinitely
|
|
if ( pFade->Flags & FFADE_STAYOUT )
|
|
{
|
|
pFade->Reset = gpGlobals->curtime + 0.1;
|
|
}
|
|
|
|
// All done?
|
|
if ( ( gpGlobals->curtime > pFade->Reset ) && ( gpGlobals->curtime > pFade->End ) )
|
|
{
|
|
// User passed in a callback function, call it now
|
|
if ( s_pfnFadeDoneCallback )
|
|
{
|
|
s_pfnFadeDoneCallback( s_nCallbackParameter );
|
|
s_pfnFadeDoneCallback = NULL;
|
|
s_nCallbackParameter = 0;
|
|
}
|
|
|
|
// Remove this Fade from the list
|
|
m_FadeList.FindAndRemove( pFade );
|
|
delete pFade;
|
|
}
|
|
}
|
|
|
|
m_bModulate = false;
|
|
m_FadeColorRGBA[0] = m_FadeColorRGBA[1] = m_FadeColorRGBA[2] = m_FadeColorRGBA[3] = 0;
|
|
|
|
// Cycle through all fades in the list and calculate the overall color/alpha
|
|
for ( i = 0; i < m_FadeList.Size(); i++ )
|
|
{
|
|
screenfade_t *pFade = m_FadeList[i];
|
|
|
|
// Color
|
|
m_FadeColorRGBA[0] += pFade->r;
|
|
m_FadeColorRGBA[1] += pFade->g;
|
|
m_FadeColorRGBA[2] += pFade->b;
|
|
|
|
// Fading...
|
|
int iFadeAlpha;
|
|
if ( pFade->Flags & (FFADE_OUT|FFADE_IN) )
|
|
{
|
|
iFadeAlpha = pFade->Speed * ( pFade->End - gpGlobals->curtime );
|
|
if ( pFade->Flags & FFADE_OUT )
|
|
{
|
|
iFadeAlpha += pFade->alpha;
|
|
}
|
|
iFadeAlpha = MIN( iFadeAlpha, pFade->alpha );
|
|
iFadeAlpha = MAX( 0, iFadeAlpha );
|
|
}
|
|
else
|
|
{
|
|
iFadeAlpha = pFade->alpha;
|
|
}
|
|
|
|
// Use highest alpha
|
|
if ( iFadeAlpha > m_FadeColorRGBA[3] )
|
|
{
|
|
m_FadeColorRGBA[3] = iFadeAlpha;
|
|
}
|
|
|
|
// Modulate?
|
|
if ( pFade->Flags & FFADE_MODULATE )
|
|
{
|
|
m_bModulate = true;
|
|
}
|
|
}
|
|
|
|
// Divide colors
|
|
if ( m_FadeList.Size() )
|
|
{
|
|
m_FadeColorRGBA[0] /= m_FadeList.Size();
|
|
m_FadeColorRGBA[1] /= m_FadeList.Size();
|
|
m_FadeColorRGBA[2] /= m_FadeList.Size();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clear only the permanent fades in our fade list
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::ClearPermanentFades( void )
|
|
{
|
|
int iSize = m_FadeList.Size();
|
|
for (int i = iSize-1; i >= 0; i-- )
|
|
{
|
|
screenfade_t *pFade = m_FadeList[i];
|
|
|
|
if ( pFade->Flags & FFADE_STAYOUT )
|
|
{
|
|
// Destroy this fade
|
|
m_FadeList.FindAndRemove( pFade );
|
|
delete pFade;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Purge & delete all fades in the queue
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::ClearAllFades( void )
|
|
{
|
|
int iSize = m_FadeList.Size();
|
|
for (int i = iSize-1; i >= 0; i-- )
|
|
{
|
|
delete m_FadeList[i];
|
|
}
|
|
m_FadeList.Purge();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : context - Which call to Render is this ( CViewSetup::context )
|
|
// *r -
|
|
// *g -
|
|
// *b -
|
|
// *a -
|
|
// *blend -
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::GetFadeParams( byte *r, byte *g, byte *b, byte *a, bool *blend )
|
|
{
|
|
// If the intro is overriding our fade, use that instead
|
|
if ( g_pIntroData && g_pIntroData->m_flCurrentFadeColor[3] )
|
|
{
|
|
*r = g_pIntroData->m_flCurrentFadeColor[0];
|
|
*g = g_pIntroData->m_flCurrentFadeColor[1];
|
|
*b = g_pIntroData->m_flCurrentFadeColor[2];
|
|
*a = g_pIntroData->m_flCurrentFadeColor[3];
|
|
*blend = false;
|
|
return;
|
|
}
|
|
|
|
FadeCalculate();
|
|
|
|
*r = m_FadeColorRGBA[0];
|
|
*g = m_FadeColorRGBA[1];
|
|
*b = m_FadeColorRGBA[2];
|
|
*a = m_FadeColorRGBA[3];
|
|
*blend = m_bModulate;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pSave -
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::Save( ISave *pSave )
|
|
{
|
|
// Save the view fades
|
|
int iCount = m_FadeList.Count();
|
|
pSave->WriteInt( &iCount );
|
|
for ( int i = 0; i < iCount; i++ )
|
|
{
|
|
pSave->StartBlock();
|
|
pSave->WriteAll( m_FadeList[i] );
|
|
pSave->EndBlock();
|
|
}
|
|
|
|
// Save the view shakes
|
|
iCount = m_ShakeList.Count();
|
|
pSave->WriteInt( &iCount );
|
|
for ( int i = 0; i < iCount; i++ )
|
|
{
|
|
pSave->StartBlock();
|
|
pSave->WriteAll( m_ShakeList[i] );
|
|
pSave->EndBlock();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pRestore -
|
|
// fCreatePlayers -
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::Restore( IRestore *pRestore, bool fCreatePlayers )
|
|
{
|
|
CGameSaveRestoreInfo *pSaveData = pRestore->GetGameSaveRestoreInfo();
|
|
|
|
// View effects is a singleton so we only need to restore it once,
|
|
// from the level that we are going into.
|
|
if( !pSaveData->levelInfo.fUseLandmark )
|
|
{
|
|
ClearAllFades();
|
|
ClearAllShakes();
|
|
|
|
// Read in the view fades
|
|
int iCount = pRestore->ReadInt();
|
|
for ( int i = 0; i < iCount; i++ )
|
|
{
|
|
screenfade_t *pNewFade = new screenfade_t;
|
|
|
|
pRestore->StartBlock();
|
|
pRestore->ReadAll( pNewFade );
|
|
pRestore->EndBlock();
|
|
|
|
m_FadeList.AddToTail( pNewFade );
|
|
}
|
|
|
|
// Read in the view shakes
|
|
iCount = pRestore->ReadInt();
|
|
for ( int i = 0; i < iCount; i++ )
|
|
{
|
|
screenshake_t *pNewShake = new screenshake_t;
|
|
|
|
pRestore->StartBlock();
|
|
pRestore->ReadAll( pNewShake );
|
|
pRestore->EndBlock();
|
|
|
|
m_ShakeList.AddToTail( pNewShake );
|
|
}
|
|
}
|
|
}
|
|
|
|
//====================================================================================================
|
|
// CLIENTSIDE VIEW EFFECTS SAVE/RESTORE
|
|
//====================================================================================================
|
|
static short VIEWEFFECTS_SAVE_RESTORE_VERSION = 2;
|
|
|
|
class CViewEffectsSaveRestoreBlockHandler : public CDefSaveRestoreBlockHandler
|
|
{
|
|
struct QueuedItem_t;
|
|
public:
|
|
CViewEffectsSaveRestoreBlockHandler() = default;
|
|
|
|
const char *GetBlockName()
|
|
{
|
|
return "ViewEffects";
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
virtual void PreSave( CSaveRestoreData * )
|
|
{
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
virtual void Save( ISave *pSave )
|
|
{
|
|
vieweffects->Save( pSave );
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
virtual void WriteSaveHeaders( ISave *pSave )
|
|
{
|
|
pSave->WriteShort( &VIEWEFFECTS_SAVE_RESTORE_VERSION );
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
virtual void PostSave()
|
|
{
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
virtual void PreRestore()
|
|
{
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
virtual void ReadRestoreHeaders( IRestore *pRestore )
|
|
{
|
|
// No reason why any future version shouldn't try to retain backward compatability. The default here is to not do so.
|
|
short version = pRestore->ReadShort();
|
|
m_bDoLoad = ( version == VIEWEFFECTS_SAVE_RESTORE_VERSION );
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
virtual void Restore( IRestore *pRestore, bool fCreatePlayers )
|
|
{
|
|
if ( m_bDoLoad )
|
|
{
|
|
vieweffects->Restore( pRestore, fCreatePlayers );
|
|
}
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
virtual void PostRestore()
|
|
{
|
|
}
|
|
|
|
private:
|
|
bool m_bDoLoad;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CViewEffectsSaveRestoreBlockHandler g_ViewEffectsSaveRestoreBlockHandler;
|
|
|
|
ISaveRestoreBlockHandler *GetViewEffectsRestoreBlockHandler()
|
|
{
|
|
return &g_ViewEffectsSaveRestoreBlockHandler;
|
|
}
|