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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "shareddefs.h"
#include "materialsystem/imesh.h"
#include "view.h"
#include "iviewrender.h"
#include "view_shared.h"
#include "viewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IntroData_t *g_pIntroData;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_ScriptIntro : public C_BaseEntity { DECLARE_CLASS( C_ScriptIntro, C_BaseEntity ); public: DECLARE_CLIENTCLASS();
C_ScriptIntro( void ); ~C_ScriptIntro( void ); void PostDataUpdate( DataUpdateType_t updateType ); void ClientThink( void ); void CalculateFOV( void ); void CalculateAlpha( void );
public: int m_iNextFOV; int m_iFOV; int m_iPrevFOV; int m_iStartFOV; float m_flNextFOVBlendTime; float m_flFOVBlendStartTime; bool m_bAlternateFOV;
// Our intro data block
IntroData_t m_IntroData;
private: Vector m_vecCameraView; QAngle m_vecCameraViewAngles; int m_iBlendMode; int m_iNextBlendMode; float m_flNextBlendTime; float m_flBlendStartTime; bool m_bActive; EHANDLE m_hCameraEntity;
// Fades
float m_flFadeColor[3]; // Server's desired fade color
float m_flFadeAlpha; // Server's desired fade alpha
float m_flPrevServerFadeAlpha; // Previous server's desired fade alpha
float m_flFadeDuration; // Time it should take to reach the server's new fade alpha
float m_flFadeTimeStartedAt; // Time at which we last recieved a new desired fade alpha
float m_flFadeAlphaStartedAt; // Alpha at which we last received a new desired fade alpha
};
IMPLEMENT_CLIENTCLASS_DT( C_ScriptIntro, DT_ScriptIntro, CScriptIntro ) RecvPropVector( RECVINFO( m_vecCameraView ) ), RecvPropVector( RECVINFO( m_vecCameraViewAngles ) ), RecvPropInt( RECVINFO( m_iBlendMode ) ), RecvPropInt( RECVINFO( m_iNextBlendMode ) ), RecvPropFloat( RECVINFO( m_flNextBlendTime ) ), RecvPropFloat( RECVINFO( m_flBlendStartTime ) ), RecvPropBool( RECVINFO( m_bActive ) ), // Fov & fov blends
RecvPropInt( RECVINFO( m_iFOV ) ), RecvPropInt( RECVINFO( m_iNextFOV ) ), RecvPropInt( RECVINFO( m_iStartFOV ) ), RecvPropFloat( RECVINFO( m_flNextFOVBlendTime ) ), RecvPropFloat( RECVINFO( m_flFOVBlendStartTime ) ), RecvPropBool( RECVINFO( m_bAlternateFOV ) ),
// Fades
RecvPropFloat( RECVINFO( m_flFadeAlpha ) ), RecvPropArray( RecvPropFloat( RECVINFO( m_flFadeColor[0] ) ), m_flFadeColor ), RecvPropFloat( RECVINFO( m_flFadeDuration ) ), RecvPropEHandle(RECVINFO(m_hCameraEntity)), END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_ScriptIntro::C_ScriptIntro( void ) { m_bActive = false; m_vecCameraView = vec3_origin; m_vecCameraViewAngles = vec3_angle; m_iBlendMode = 0; m_iNextBlendMode = 0; m_flNextBlendTime = 0; m_flBlendStartTime = 0; m_IntroData.m_playerViewFOV = 0; m_flFadeAlpha = 0; m_flPrevServerFadeAlpha = 0; m_flFadeDuration = 0; m_flFadeTimeStartedAt = 0; m_flFadeAlphaStartedAt = 0; m_hCameraEntity = NULL; m_iPrevFOV = 0; m_iStartFOV = 0;
g_pIntroData = NULL;
// Setup fade colors
m_IntroData.m_flCurrentFadeColor[0] = m_flFadeColor[0]; m_IntroData.m_flCurrentFadeColor[1] = m_flFadeColor[1]; m_IntroData.m_flCurrentFadeColor[2] = m_flFadeColor[2]; m_IntroData.m_flCurrentFadeColor[3] = m_flFadeAlpha; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_ScriptIntro::~C_ScriptIntro( void ) { g_pIntroData = NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ScriptIntro::PostDataUpdate( DataUpdateType_t updateType ) { BaseClass::PostDataUpdate( updateType );
SetNextClientThink( CLIENT_THINK_ALWAYS );
// Fill out the intro data
m_IntroData.m_vecCameraView = m_vecCameraView; m_IntroData.m_vecCameraViewAngles = m_vecCameraViewAngles; m_IntroData.m_Passes.SetCount( 0 );
// Find/Create our first pass
IntroDataBlendPass_t *pass1; if ( m_IntroData.m_Passes.Count() == 0 ) { pass1 = &m_IntroData.m_Passes[m_IntroData.m_Passes.AddToTail()]; } else { pass1 = &m_IntroData.m_Passes[0]; } Assert(pass1); pass1->m_BlendMode = m_iBlendMode; pass1->m_Alpha = 1.0f;
if ( m_vecCameraView == vec3_origin ) { m_IntroData.m_bDrawPrimary = false; } else { m_IntroData.m_bDrawPrimary = true; }
// If we're currently blending to a new mode, set the second pass
if ( m_flNextBlendTime > gpGlobals->curtime ) { IntroDataBlendPass_t *pass2; if ( m_IntroData.m_Passes.Count() < 2 ) { pass2 = &m_IntroData.m_Passes[m_IntroData.m_Passes.AddToTail()];
//Msg("STARTED BLEND: Mode %d to %d.\n", m_IntroData.m_Passes[0].m_BlendMode, m_iNextBlendMode );
} else { pass2 = &m_IntroData.m_Passes[1];
Assert( pass2->m_BlendMode == m_iNextBlendMode ); } Assert(pass2); pass2->m_BlendMode = m_iNextBlendMode; pass2->m_Alpha = 0.0f; } else if ( m_IntroData.m_Passes.Count() == 2 ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return;
//Msg("FINISHED BLEND.\n");
m_IntroData.m_Passes.Remove(1); }
// Set the introdata our data chunk
if ( m_bActive ) { g_pIntroData = &m_IntroData; } else if ( g_pIntroData == &m_IntroData ) { g_pIntroData = NULL; }
// Update the fade color
m_IntroData.m_flCurrentFadeColor[0] = m_flFadeColor[0]; m_IntroData.m_flCurrentFadeColor[1] = m_flFadeColor[1]; m_IntroData.m_flCurrentFadeColor[2] = m_flFadeColor[2];
// Started fading?
if ( m_flFadeAlpha != m_flPrevServerFadeAlpha ) { m_flFadeTimeStartedAt = gpGlobals->curtime; m_flFadeAlphaStartedAt = m_IntroData.m_flCurrentFadeColor[3]; m_flPrevServerFadeAlpha = m_flFadeAlpha;
if ( !m_flFadeDuration ) { m_flFadeDuration = 0.01; }
//Msg("STARTING NEW FADE: alpha %.2f, duration %.2f.\n", m_flFadeAlpha, m_flFadeDuration );
}
if ( m_iPrevFOV != m_iFOV ) { m_IntroData.m_playerViewFOV = m_iFOV; m_iPrevFOV = m_iFOV; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ScriptIntro::ClientThink( void ) { Assert( m_IntroData.m_Passes.Count() <= 2 );
if ( m_hCameraEntity ) { m_IntroData.m_vecCameraView = m_hCameraEntity->GetAbsOrigin(); m_IntroData.m_vecCameraViewAngles = m_hCameraEntity->GetAbsAngles(); }
CalculateFOV(); CalculateAlpha();
// Calculate the blend levels of each pass
float flPerc = 1.0; if ( (m_flNextBlendTime - m_flBlendStartTime) != 0 ) { flPerc = clamp( (gpGlobals->curtime - m_flBlendStartTime) / (m_flNextBlendTime - m_flBlendStartTime), 0, 1 ); }
// Detect when we're finished blending
if ( flPerc >= 1.0 ) { if ( m_IntroData.m_Passes.Count() == 2 ) { // We're done blending
m_IntroData.m_Passes[0].m_BlendMode = m_IntroData.m_Passes[1].m_BlendMode; m_IntroData.m_Passes[0].m_Alpha = 1.0; m_IntroData.m_Passes.Remove(1);
//Msg("FINISHED BLEND.\n");
} else { m_IntroData.m_Passes[0].m_Alpha = 1.0f; } return; }
/*
if ( m_flNextBlendTime >= gpGlobals->curtime ) { Msg("INTRO BLENDING: Blending from mode %d to %d.\n", m_IntroData.m_Passes[0].m_BlendMode, m_IntroData.m_Passes[1].m_BlendMode ); Msg(" curtime %.2f StartedAt %.2f FinishAt: %.2f\n", gpGlobals->curtime, m_flBlendStartTime, m_flNextBlendTime ); Msg(" Perc: %.2f\n", flPerc ); } */
if ( m_IntroData.m_Passes.Count() == 2 ) { m_IntroData.m_Passes[0].m_Alpha = 1.0 - flPerc; m_IntroData.m_Passes[1].m_Alpha = flPerc; } else { m_IntroData.m_Passes[0].m_Alpha = 1.0 - flPerc; } }
extern float ScriptInfo_CalculateFOV( float flFOVBlendStartTime, float flNextFOVBlendTime, int nFOV, int nNextFOV, bool bSplineRamp );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ScriptIntro::CalculateFOV( void ) { // We're past our blending time so we're at our target
if ( m_flNextFOVBlendTime >= gpGlobals->curtime ) { // Calculate where we're at
m_IntroData.m_playerViewFOV = ScriptInfo_CalculateFOV( m_flFOVBlendStartTime, m_flNextFOVBlendTime, m_iStartFOV, m_iNextFOV, m_bAlternateFOV ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ScriptIntro::CalculateAlpha( void ) { // Fill out the fade alpha
float flNewAlpha = RemapValClamped( gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeTimeStartedAt + m_flFadeDuration, m_flFadeAlphaStartedAt, m_flFadeAlpha ); /*
if ( m_IntroData.m_flCurrentFadeColor[3] != flNewAlpha ) { Msg("INTRO FADING: curtime %.2f StartedAt %.2f Duration: %.2f\n", gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeDuration ); Msg(" TimePassed %.2f Alpha: %.2f\n", RemapValClamped( gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeTimeStartedAt + m_flFadeDuration, 0.0, 1.0 ), m_IntroData.m_flCurrentFadeColor[3] ); } */
m_IntroData.m_flCurrentFadeColor[3] = flNewAlpha; }
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