mirror of
https://github.com/nillerusr/source-engine.git
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328 lines
9.4 KiB
C++
328 lines
9.4 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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//=============================================================================//
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#include "cbase.h"
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#include "shareddefs.h"
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#include "materialsystem/imesh.h"
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#include "view.h"
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#include "iviewrender.h"
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#include "view_shared.h"
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#include "viewrender.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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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_ScriptIntro : public C_BaseEntity
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{
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DECLARE_CLASS( C_ScriptIntro, C_BaseEntity );
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public:
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DECLARE_CLIENTCLASS();
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C_ScriptIntro( void );
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~C_ScriptIntro( void );
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void PostDataUpdate( DataUpdateType_t updateType );
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void ClientThink( void );
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void CalculateFOV( void );
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void CalculateAlpha( void );
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public:
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int m_iNextFOV;
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int m_iFOV;
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int m_iPrevFOV;
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int m_iStartFOV;
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float m_flNextFOVBlendTime;
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float m_flFOVBlendStartTime;
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bool m_bAlternateFOV;
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// Our intro data block
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IntroData_t m_IntroData;
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private:
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Vector m_vecCameraView;
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QAngle m_vecCameraViewAngles;
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int m_iBlendMode;
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int m_iNextBlendMode;
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float m_flNextBlendTime;
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float m_flBlendStartTime;
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bool m_bActive;
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EHANDLE m_hCameraEntity;
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// Fades
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float m_flFadeColor[3]; // Server's desired fade color
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float m_flFadeAlpha; // Server's desired fade alpha
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float m_flPrevServerFadeAlpha; // Previous server's desired fade alpha
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float m_flFadeDuration; // Time it should take to reach the server's new fade alpha
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float m_flFadeTimeStartedAt; // Time at which we last recieved a new desired fade alpha
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float m_flFadeAlphaStartedAt; // Alpha at which we last received a new desired fade alpha
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};
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IMPLEMENT_CLIENTCLASS_DT( C_ScriptIntro, DT_ScriptIntro, CScriptIntro )
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RecvPropVector( RECVINFO( m_vecCameraView ) ),
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RecvPropVector( RECVINFO( m_vecCameraViewAngles ) ),
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RecvPropInt( RECVINFO( m_iBlendMode ) ),
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RecvPropInt( RECVINFO( m_iNextBlendMode ) ),
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RecvPropFloat( RECVINFO( m_flNextBlendTime ) ),
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RecvPropFloat( RECVINFO( m_flBlendStartTime ) ),
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RecvPropBool( RECVINFO( m_bActive ) ),
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// Fov & fov blends
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RecvPropInt( RECVINFO( m_iFOV ) ),
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RecvPropInt( RECVINFO( m_iNextFOV ) ),
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RecvPropInt( RECVINFO( m_iStartFOV ) ),
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RecvPropFloat( RECVINFO( m_flNextFOVBlendTime ) ),
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RecvPropFloat( RECVINFO( m_flFOVBlendStartTime ) ),
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RecvPropBool( RECVINFO( m_bAlternateFOV ) ),
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// Fades
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RecvPropFloat( RECVINFO( m_flFadeAlpha ) ),
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RecvPropArray( RecvPropFloat( RECVINFO( m_flFadeColor[0] ) ), m_flFadeColor ),
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RecvPropFloat( RECVINFO( m_flFadeDuration ) ),
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RecvPropEHandle(RECVINFO(m_hCameraEntity)),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_ScriptIntro::C_ScriptIntro( void )
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{
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m_bActive = false;
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m_vecCameraView = vec3_origin;
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m_vecCameraViewAngles = vec3_angle;
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m_iBlendMode = 0;
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m_iNextBlendMode = 0;
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m_flNextBlendTime = 0;
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m_flBlendStartTime = 0;
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m_IntroData.m_playerViewFOV = 0;
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m_flFadeAlpha = 0;
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m_flPrevServerFadeAlpha = 0;
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m_flFadeDuration = 0;
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m_flFadeTimeStartedAt = 0;
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m_flFadeAlphaStartedAt = 0;
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m_hCameraEntity = NULL;
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m_iPrevFOV = 0;
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m_iStartFOV = 0;
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g_pIntroData = NULL;
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// Setup fade colors
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m_IntroData.m_flCurrentFadeColor[0] = m_flFadeColor[0];
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m_IntroData.m_flCurrentFadeColor[1] = m_flFadeColor[1];
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m_IntroData.m_flCurrentFadeColor[2] = m_flFadeColor[2];
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m_IntroData.m_flCurrentFadeColor[3] = m_flFadeAlpha;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_ScriptIntro::~C_ScriptIntro( void )
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{
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g_pIntroData = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_ScriptIntro::PostDataUpdate( DataUpdateType_t updateType )
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{
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BaseClass::PostDataUpdate( updateType );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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// Fill out the intro data
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m_IntroData.m_vecCameraView = m_vecCameraView;
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m_IntroData.m_vecCameraViewAngles = m_vecCameraViewAngles;
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m_IntroData.m_Passes.SetCount( 0 );
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// Find/Create our first pass
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IntroDataBlendPass_t *pass1;
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if ( m_IntroData.m_Passes.Count() == 0 )
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{
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pass1 = &m_IntroData.m_Passes[m_IntroData.m_Passes.AddToTail()];
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}
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else
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{
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pass1 = &m_IntroData.m_Passes[0];
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}
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Assert(pass1);
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pass1->m_BlendMode = m_iBlendMode;
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pass1->m_Alpha = 1.0f;
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if ( m_vecCameraView == vec3_origin )
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{
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m_IntroData.m_bDrawPrimary = false;
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}
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else
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{
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m_IntroData.m_bDrawPrimary = true;
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}
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// If we're currently blending to a new mode, set the second pass
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if ( m_flNextBlendTime > gpGlobals->curtime )
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{
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IntroDataBlendPass_t *pass2;
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if ( m_IntroData.m_Passes.Count() < 2 )
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{
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pass2 = &m_IntroData.m_Passes[m_IntroData.m_Passes.AddToTail()];
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//Msg("STARTED BLEND: Mode %d to %d.\n", m_IntroData.m_Passes[0].m_BlendMode, m_iNextBlendMode );
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}
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else
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{
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pass2 = &m_IntroData.m_Passes[1];
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Assert( pass2->m_BlendMode == m_iNextBlendMode );
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}
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Assert(pass2);
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pass2->m_BlendMode = m_iNextBlendMode;
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pass2->m_Alpha = 0.0f;
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}
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else if ( m_IntroData.m_Passes.Count() == 2 )
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{
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( !player )
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return;
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//Msg("FINISHED BLEND.\n");
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m_IntroData.m_Passes.Remove(1);
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}
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// Set the introdata our data chunk
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if ( m_bActive )
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{
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g_pIntroData = &m_IntroData;
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}
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else if ( g_pIntroData == &m_IntroData )
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{
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g_pIntroData = NULL;
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}
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// Update the fade color
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m_IntroData.m_flCurrentFadeColor[0] = m_flFadeColor[0];
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m_IntroData.m_flCurrentFadeColor[1] = m_flFadeColor[1];
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m_IntroData.m_flCurrentFadeColor[2] = m_flFadeColor[2];
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// Started fading?
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if ( m_flFadeAlpha != m_flPrevServerFadeAlpha )
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{
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m_flFadeTimeStartedAt = gpGlobals->curtime;
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m_flFadeAlphaStartedAt = m_IntroData.m_flCurrentFadeColor[3];
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m_flPrevServerFadeAlpha = m_flFadeAlpha;
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if ( !m_flFadeDuration )
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{
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m_flFadeDuration = 0.01;
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}
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//Msg("STARTING NEW FADE: alpha %.2f, duration %.2f.\n", m_flFadeAlpha, m_flFadeDuration );
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}
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if ( m_iPrevFOV != m_iFOV )
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{
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m_IntroData.m_playerViewFOV = m_iFOV;
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m_iPrevFOV = m_iFOV;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_ScriptIntro::ClientThink( void )
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{
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Assert( m_IntroData.m_Passes.Count() <= 2 );
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if ( m_hCameraEntity )
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{
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m_IntroData.m_vecCameraView = m_hCameraEntity->GetAbsOrigin();
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m_IntroData.m_vecCameraViewAngles = m_hCameraEntity->GetAbsAngles();
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}
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CalculateFOV();
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CalculateAlpha();
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// Calculate the blend levels of each pass
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float flPerc = 1.0;
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if ( (m_flNextBlendTime - m_flBlendStartTime) != 0 )
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{
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flPerc = clamp( (gpGlobals->curtime - m_flBlendStartTime) / (m_flNextBlendTime - m_flBlendStartTime), 0, 1 );
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}
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// Detect when we're finished blending
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if ( flPerc >= 1.0 )
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{
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if ( m_IntroData.m_Passes.Count() == 2 )
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{
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// We're done blending
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m_IntroData.m_Passes[0].m_BlendMode = m_IntroData.m_Passes[1].m_BlendMode;
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m_IntroData.m_Passes[0].m_Alpha = 1.0;
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m_IntroData.m_Passes.Remove(1);
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//Msg("FINISHED BLEND.\n");
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}
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else
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{
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m_IntroData.m_Passes[0].m_Alpha = 1.0f;
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}
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return;
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}
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/*
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if ( m_flNextBlendTime >= gpGlobals->curtime )
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{
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Msg("INTRO BLENDING: Blending from mode %d to %d.\n", m_IntroData.m_Passes[0].m_BlendMode, m_IntroData.m_Passes[1].m_BlendMode );
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Msg(" curtime %.2f StartedAt %.2f FinishAt: %.2f\n", gpGlobals->curtime, m_flBlendStartTime, m_flNextBlendTime );
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Msg(" Perc: %.2f\n", flPerc );
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}
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*/
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if ( m_IntroData.m_Passes.Count() == 2 )
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{
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m_IntroData.m_Passes[0].m_Alpha = 1.0 - flPerc;
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m_IntroData.m_Passes[1].m_Alpha = flPerc;
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}
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else
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{
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m_IntroData.m_Passes[0].m_Alpha = 1.0 - flPerc;
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}
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}
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extern float ScriptInfo_CalculateFOV( float flFOVBlendStartTime, float flNextFOVBlendTime, int nFOV, int nNextFOV, bool bSplineRamp );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_ScriptIntro::CalculateFOV( void )
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{
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// We're past our blending time so we're at our target
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if ( m_flNextFOVBlendTime >= gpGlobals->curtime )
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{
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// Calculate where we're at
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m_IntroData.m_playerViewFOV = ScriptInfo_CalculateFOV( m_flFOVBlendStartTime, m_flNextFOVBlendTime, m_iStartFOV, m_iNextFOV, m_bAlternateFOV );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_ScriptIntro::CalculateAlpha( void )
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{
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// Fill out the fade alpha
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float flNewAlpha = RemapValClamped( gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeTimeStartedAt + m_flFadeDuration, m_flFadeAlphaStartedAt, m_flFadeAlpha );
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/*
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if ( m_IntroData.m_flCurrentFadeColor[3] != flNewAlpha )
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{
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Msg("INTRO FADING: curtime %.2f StartedAt %.2f Duration: %.2f\n", gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeDuration );
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Msg(" TimePassed %.2f Alpha: %.2f\n", RemapValClamped( gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeTimeStartedAt + m_flFadeDuration, 0.0, 1.0 ), m_IntroData.m_flCurrentFadeColor[3] );
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}
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*/
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m_IntroData.m_flCurrentFadeColor[3] = flNewAlpha;
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}
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