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386 lines
14 KiB
C++
386 lines
14 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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// Information about algorithmic stuff that can occur on both client + server
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//
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// In order to reduce network traffic, it's possible to create a algorithms
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// that will work on both the client and the server and be totally repeatable.
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// All we need do is to send down initial conditions and let the algorithm
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// compute the values at various times. Note that this algorithm will be called
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// at different times with different frequencies on the client and server.
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//
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// The trick here is that in order for it to be repeatable, the algorithm either
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// cannot depend on random numbers, or, if it does, we need to make sure that
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// the random numbers generated are effectively done at the beginning of time,
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// so that differences in frame rate on client and server won't matter. It also
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// is important that the initial state sent across the network is identical
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// bitwise so that we produce the exact same results. Therefore no compression
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// should be used in the datatables.
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//
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// Note also that each algorithm must have its own random number stream so that
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// it cannot possibly interact with other code using random numbers that will
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// be called at various different intervals on the client + server. Use the
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// CUniformRandomStream class for this.
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//
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// There are two types of client-server neutral code: Code that doesn't interact
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// with player prediction, and code that does. The code that doesn't interact
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// with player prediction simply has to be able to produce the result f(time)
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// where time is monotonically increasing. For prediction, we have to produce
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// the result f(time) where time does *not* monotonically increase (time can be
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// anywhere between the "current" time and the prior 10 seconds).
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//
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// Code that is not used by player prediction can maintain state because later
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// calls will always compute the value at some future time. This computation can
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// use random number generation, but with the following restriction: Your code
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// must generate exactly the same number of random numbers regardless of how
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// frequently the code is called.
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//
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// In specific, this means that all random numbers used must either be computed
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// at init time, or must be used in an 'event-based form'. Namely, use random
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// numbers to compute the time at which events occur and the random inputs for
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// those events. When simulating forward, you must simulate all intervening
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// time and generate the same number of random numbers.
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//
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// For functions planned to be used by player prediction, one method is to use
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// some sort of stateless computation (where the only states are the initial
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// state and time). Note that random number generators have state implicit in
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// the number of calls made to that random number generator, and therefore you
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// cannot call a random number generator unless you are able to
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//
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// 1) Use a random number generator that can return the ith random number, namely:
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//
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// float r = random( i ); // i == the ith number in the random sequence
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//
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// 2) Be able to accurately know at any given time t how many random numbers
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// have already been generated (namely, compute the i in part 1 above).
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//
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// There is another alternative for code meant to be used by player prediction:
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// you could just store a history of 'events' from which you could completely
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// determine the value of f(time). That history would need to be at least 10
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// seconds long, which is guaranteed to be longer than the amount of time that
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// prediction would need. I've written a class which I haven't tested yet (but
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// will be using soon) called CTimedEventQueue (currently located in
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// env_wind_shared.h) which I plan to use to solve my problem (getting wind to
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// blow players).
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//
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//=============================================================================//
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#include "cbase.h"
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#include "env_wind_shared.h"
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#include "soundenvelope.h"
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#include "ieffects.h"
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#include "engine/ienginesound.h"
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#include "sharedinterface.h"
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#include "renderparm.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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#ifdef CLIENT_DLL
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// Test concommand for wind/tree sway. Couldn't think of a better way to put it.
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// Will move it out of this file when we figure out how the weather control will be implemented.
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CON_COMMAND( cl_tree_sway_dir, "sets tree sway wind direction and strength" )
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{
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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if ( args.ArgC() == 3 )
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{
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Vector windDir;
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windDir.x = V_atof( args.Arg( 1 ) );
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windDir.y = V_atof( args.Arg( 2 ) );
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windDir.z = 0;
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pRenderContext->SetVectorRenderingParameter( VECTOR_RENDERPARM_WIND_DIRECTION, windDir );
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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// globals
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//-----------------------------------------------------------------------------
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static CUtlLinkedList< CEnvWindShared * > s_windControllers;
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CEnvWindShared::CEnvWindShared() : m_WindAveQueue(10), m_WindVariationQueue(10)
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{
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m_pWindSound = NULL;
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s_windControllers.AddToTail( this );
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}
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CEnvWindShared::~CEnvWindShared()
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{
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if (m_pWindSound)
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{
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CSoundEnvelopeController::GetController().Shutdown( m_pWindSound );
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}
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s_windControllers.FindAndRemove( this );
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}
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void CEnvWindShared::Init( int nEntIndex, int iRandomSeed, float flTime,
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int iInitialWindYaw, float flInitialWindSpeed )
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{
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m_iEntIndex = nEntIndex;
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m_flWindAngleVariation = m_flWindSpeedVariation = 1.0f;
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m_flStartTime = m_flSimTime = m_flSwitchTime = m_flVariationTime = flTime;
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m_iWindSeed = iRandomSeed;
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m_Stream.SetSeed( iRandomSeed );
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m_WindVariationStream.SetSeed( iRandomSeed );
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m_iWindDir = m_iInitialWindDir = iInitialWindYaw;
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// Bound it for networking as a postive integer
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m_iInitialWindDir = (int)( anglemod( m_iInitialWindDir ) );
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m_flAveWindSpeed = m_flWindSpeed = m_flInitialWindSpeed = flInitialWindSpeed;
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/*
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// Cache in the wind sound...
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if (!g_pEffects->IsServer())
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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m_pWindSound = controller.SoundCreate( -1, CHAN_STATIC,
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"EnvWind.Loop", ATTN_NONE );
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controller.Play( m_pWindSound, 0.0f, 100 );
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}
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*/
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// Next time a change happens (which will happen immediately), it'll stop gusting
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m_bGusting = true;
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}
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//-----------------------------------------------------------------------------
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// Computes wind variation
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//-----------------------------------------------------------------------------
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#define WIND_VARIATION_UPDATE_TIME 0.1f
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void CEnvWindShared::ComputeWindVariation( float flTime )
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{
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// The wind variation is updated every 10th of a second..
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while( flTime >= m_flVariationTime )
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{
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m_flWindAngleVariation = m_WindVariationStream.RandomFloat( -10, 10 );
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m_flWindSpeedVariation = 1.0 + m_WindVariationStream.RandomFloat( -0.2, 0.2 );
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m_flVariationTime += WIND_VARIATION_UPDATE_TIME;
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}
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}
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//-----------------------------------------------------------------------------
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// Updates the wind sound
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//-----------------------------------------------------------------------------
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void CEnvWindShared::UpdateWindSound( float flTotalWindSpeed )
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{
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if (!g_pEffects->IsServer())
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{
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float flDuration = random->RandomFloat( 1.0f, 2.0f );
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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// FIXME: Tweak with these numbers
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float flNormalizedWindSpeed = flTotalWindSpeed / 150.0f;
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if (flNormalizedWindSpeed > 1.0f)
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flNormalizedWindSpeed = 1.0f;
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float flPitch = 120 * Bias( flNormalizedWindSpeed, 0.3f ) + 100;
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float flVolume = 0.3f * Bias( flNormalizedWindSpeed, 0.3f ) + 0.7f;
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controller.SoundChangePitch( m_pWindSound, flPitch, flDuration );
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controller.SoundChangeVolume( m_pWindSound, flVolume, flDuration );
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}
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}
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//-----------------------------------------------------------------------------
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// Updates the swaying of trees
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//-----------------------------------------------------------------------------
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#define TREE_SWAY_UPDATE_TIME 2.0f
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void CEnvWindShared::UpdateTreeSway( float flTime )
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{
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#ifdef CLIENT_DLL
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while( flTime >= m_flSwayTime )
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{
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// Since the wind is constantly changing, but we need smooth values, we cache them off here.
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m_PrevSwayVector = m_CurrentSwayVector;
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m_CurrentSwayVector = m_currentWindVector;
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m_flSwayTime += TREE_SWAY_UPDATE_TIME;
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}
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// Update vertex shader
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float flPercentage = ( 1 - ( ( m_flSwayTime - flTime ) / TREE_SWAY_UPDATE_TIME ) );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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// Dividing by 2 helps the numbers the shader is expecting stay in line with other expected game values.
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Vector vecWind = Lerp( flPercentage, m_PrevSwayVector, m_CurrentSwayVector ) / 2;
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pRenderContext->SetVectorRenderingParameter( VECTOR_RENDERPARM_WIND_DIRECTION, vecWind );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Updates the wind speed
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//-----------------------------------------------------------------------------
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#define WIND_ACCELERATION 150.0f // wind speed can accelerate this many units per second
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#define WIND_DECELERATION 15.0f // wind speed can decelerate this many units per second
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float CEnvWindShared::WindThink( float flTime )
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{
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// NOTE: This algorithm can be client-server neutal because we're using
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// the random number generator to generate *time* at which the wind changes.
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// We therefore need to structure the algorithm so that no matter the
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// frequency of calls to this function we produce the same wind speeds...
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ComputeWindVariation( flTime );
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// Update Tree Sway
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UpdateTreeSway( flTime );
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while (true)
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{
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// First, simulate up to the next switch time...
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float flTimeToSwitch = m_flSwitchTime - m_flSimTime;
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float flMaxDeltaTime = flTime - m_flSimTime;
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bool bGotToSwitchTime = (flMaxDeltaTime > flTimeToSwitch);
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float flSimDeltaTime = bGotToSwitchTime ? flTimeToSwitch : flMaxDeltaTime;
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// Now that we've chosen
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// either ramp up, or sleep till change
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bool bReachedSteadyState = true;
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if ( m_flAveWindSpeed > m_flWindSpeed )
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{
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m_flWindSpeed += WIND_ACCELERATION * flSimDeltaTime;
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if (m_flWindSpeed > m_flAveWindSpeed)
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m_flWindSpeed = m_flAveWindSpeed;
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else
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bReachedSteadyState = false;
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}
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else if ( m_flAveWindSpeed < m_flWindSpeed )
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{
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m_flWindSpeed -= WIND_DECELERATION * flSimDeltaTime;
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if (m_flWindSpeed < m_flAveWindSpeed)
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m_flWindSpeed = m_flAveWindSpeed;
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else
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bReachedSteadyState = false;
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}
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// Update the sim time
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// If we didn't get to a switch point, then we're done simulating for now
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if (!bGotToSwitchTime)
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{
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m_flSimTime = flTime;
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// We're about to exit, let's set the wind velocity...
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QAngle vecWindAngle( 0, m_iWindDir + m_flWindAngleVariation, 0 );
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AngleVectors( vecWindAngle, &m_currentWindVector );
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float flTotalWindSpeed = m_flWindSpeed * m_flWindSpeedVariation;
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m_currentWindVector *= flTotalWindSpeed;
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// If we reached a steady state, we don't need to be called until the switch time
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// Otherwise, we should be called immediately
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// FIXME: If we ever call this from prediction, we'll need
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// to only update the sound if it's a new time
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// Or, we'll need to update the sound elsewhere.
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// Update the sound....
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// UpdateWindSound( flTotalWindSpeed );
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// Always immediately call, the wind is forever varying
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return ( flTime + 0.01f );
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}
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m_flSimTime = m_flSwitchTime;
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// Switch gusting state..
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if( m_bGusting )
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{
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// wind is gusting, so return to normal wind
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m_flAveWindSpeed = m_Stream.RandomInt( m_iMinWind, m_iMaxWind );
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// set up for another gust later
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m_bGusting = false;
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m_flSwitchTime += m_flMinGustDelay + m_Stream.RandomFloat( 0, m_flMaxGustDelay );
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#ifndef CLIENT_DLL
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m_OnGustEnd.FireOutput( NULL, NULL );
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#endif
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}
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else
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{
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// time for a gust.
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m_flAveWindSpeed = m_Stream.RandomInt( m_iMinGust, m_iMaxGust );
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// change wind direction, maybe a lot
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m_iWindDir = anglemod( m_iWindDir + m_Stream.RandomInt(-m_iGustDirChange, m_iGustDirChange) );
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// set up to stop the gust in a short while
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m_bGusting = true;
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#ifndef CLIENT_DLL
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m_OnGustStart.FireOutput( NULL, NULL );
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#endif
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// !!!HACKHACK - gust duration tied to the length of a particular wave file
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m_flSwitchTime += m_flGustDuration;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Method to reset wind speed..
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//-----------------------------------------------------------------------------
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void ResetWindspeed()
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{
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FOR_EACH_LL( s_windControllers, it )
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{
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s_windControllers[it]->m_currentWindVector.Init( 0, 0, 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// GetWindspeedAtTime was never finished to actually take time in to consideration. We don't need
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// features that aren't written, but we do need to have multiple wind controllers on a map, so
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// we need to find the one that is affecting the given location and return its speed.
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//-----------------------------------------------------------------------------
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Vector GetWindspeedAtLocation( const Vector &location )
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{
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FOR_EACH_LL( s_windControllers, it )
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{
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CEnvWindShared *thisWindController = s_windControllers[it];
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float distance = (thisWindController->m_location - location).Length();
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if( distance < thisWindController->m_windRadius )
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{
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// This location is within our area of influence, so return our computer wind vector
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return thisWindController->m_currentWindVector;
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}
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}
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FOR_EACH_LL( s_windControllers, it )
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{
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CEnvWindShared *thisWindController = s_windControllers[it];
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if( thisWindController->m_windRadius == -1.0f )
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{
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// We do a second search for a global controller so you don't have to worry about order in the list.
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return thisWindController->m_currentWindVector;
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}
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}
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return Vector(0,0,0);// No wind
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}
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//-----------------------------------------------------------------------------
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// Method to sample the windspeed at a particular time
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//-----------------------------------------------------------------------------
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void GetWindspeedAtTime( float flTime, Vector &vecVelocity )
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{
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// For now, ignore history and time.. fix later when we use wind to affect
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// client-side prediction
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if ( s_windControllers.Count() == 0 )
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{
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vecVelocity.Init( 0, 0, 0 );
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}
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else
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{
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VectorCopy( s_windControllers[ s_windControllers.Head() ]->m_currentWindVector, vecVelocity );
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}
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}
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