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