Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// An entity that allows level designer control over the fog parameters.
//
//=============================================================================
#include "cbase.h"
#include "fogcontroller.h"
#include "entityinput.h"
#include "entityoutput.h"
#include "eventqueue.h"
#include "player.h"
#include "world.h"
#include "ndebugoverlay.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CFogSystem s_FogSystem( "FogSystem" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFogSystem *FogSystem( void )
{
return &s_FogSystem;
}
LINK_ENTITY_TO_CLASS( env_fog_controller, CFogController );
BEGIN_DATADESC( CFogController )
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetStartDist", InputSetStartDist ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetEndDist", InputSetEndDist ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMaxDensity", InputSetMaxDensity ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "SetColor", InputSetColor ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "SetColorSecondary", InputSetColorSecondary ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFarZ", InputSetFarZ ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetAngles", InputSetAngles ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "SetColorLerpTo", InputSetColorLerpTo ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "SetColorSecondaryLerpTo", InputSetColorSecondaryLerpTo ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetStartDistLerpTo", InputSetStartDistLerpTo ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetEndDistLerpTo", InputSetEndDistLerpTo ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartFogTransition", InputStartFogTransition ),
// Quiet classcheck
//DEFINE_EMBEDDED( m_fog ),
DEFINE_KEYFIELD( m_bUseAngles, FIELD_BOOLEAN, "use_angles" ),
DEFINE_KEYFIELD( m_fog.colorPrimary, FIELD_COLOR32, "fogcolor" ),
DEFINE_KEYFIELD( m_fog.colorSecondary, FIELD_COLOR32, "fogcolor2" ),
DEFINE_KEYFIELD( m_fog.dirPrimary, FIELD_VECTOR, "fogdir" ),
DEFINE_KEYFIELD( m_fog.enable, FIELD_BOOLEAN, "fogenable" ),
DEFINE_KEYFIELD( m_fog.blend, FIELD_BOOLEAN, "fogblend" ),
DEFINE_KEYFIELD( m_fog.start, FIELD_FLOAT, "fogstart" ),
DEFINE_KEYFIELD( m_fog.end, FIELD_FLOAT, "fogend" ),
DEFINE_KEYFIELD( m_fog.maxdensity, FIELD_FLOAT, "fogmaxdensity" ),
DEFINE_KEYFIELD( m_fog.farz, FIELD_FLOAT, "farz" ),
DEFINE_KEYFIELD( m_fog.duration, FIELD_FLOAT, "foglerptime" ),
DEFINE_THINKFUNC( SetLerpValues ),
DEFINE_FIELD( m_iChangedVariables, FIELD_INTEGER ),
DEFINE_FIELD( m_fog.lerptime, FIELD_TIME ),
DEFINE_FIELD( m_fog.colorPrimaryLerpTo, FIELD_COLOR32 ),
DEFINE_FIELD( m_fog.colorSecondaryLerpTo, FIELD_COLOR32 ),
DEFINE_FIELD( m_fog.startLerpTo, FIELD_FLOAT ),
DEFINE_FIELD( m_fog.endLerpTo, FIELD_FLOAT ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST_NOBASE( CFogController, DT_FogController )
// fog data
SendPropInt( SENDINFO_STRUCTELEM( m_fog.enable ), 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_STRUCTELEM( m_fog.blend ), 1, SPROP_UNSIGNED ),
SendPropVector( SENDINFO_STRUCTELEM(m_fog.dirPrimary), -1, SPROP_COORD),
SendPropInt( SENDINFO_STRUCTELEM( m_fog.colorPrimary ), 32, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_STRUCTELEM( m_fog.colorSecondary ), 32, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO_STRUCTELEM( m_fog.start ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO_STRUCTELEM( m_fog.end ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO_STRUCTELEM( m_fog.maxdensity ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO_STRUCTELEM( m_fog.farz ), 0, SPROP_NOSCALE ),
SendPropInt( SENDINFO_STRUCTELEM( m_fog.colorPrimaryLerpTo ), 32, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_STRUCTELEM( m_fog.colorSecondaryLerpTo ), 32, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO_STRUCTELEM( m_fog.startLerpTo ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO_STRUCTELEM( m_fog.endLerpTo ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO_STRUCTELEM( m_fog.lerptime ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO_STRUCTELEM( m_fog.duration ), 0, SPROP_NOSCALE ),
END_SEND_TABLE()
CFogController::CFogController()
{
// Make sure that old maps without fog fields don't get wacked out fog values.
m_fog.enable = false;
m_fog.maxdensity = 1.0f;
}
CFogController::~CFogController()
{
}
void CFogController::Spawn( void )
{
BaseClass::Spawn();
m_fog.colorPrimaryLerpTo = m_fog.colorPrimary;
m_fog.colorSecondaryLerpTo = m_fog.colorSecondary;
}
//-----------------------------------------------------------------------------
// Activate!
//-----------------------------------------------------------------------------
void CFogController::Activate( )
{
BaseClass::Activate();
if ( m_bUseAngles )
{
AngleVectors( GetAbsAngles(), &m_fog.dirPrimary.GetForModify() );
m_fog.dirPrimary.GetForModify() *= -1.0f;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CFogController::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
//------------------------------------------------------------------------------
// Purpose: Input handler for setting the fog start distance.
//------------------------------------------------------------------------------
void CFogController::InputSetStartDist(inputdata_t &inputdata)
{
// Get the world entity.
m_fog.start = inputdata.value.Float();
}
//------------------------------------------------------------------------------
// Purpose: Input handler for setting the fog end distance.
//------------------------------------------------------------------------------
void CFogController::InputSetEndDist(inputdata_t &inputdata)
{
// Get the world entity.
m_fog.end = inputdata.value.Float();
}
//------------------------------------------------------------------------------
// Input handler for setting the maximum density of the fog. This lets us bring
// the start distance in without the scene fogging too much.
//------------------------------------------------------------------------------
void CFogController::InputSetMaxDensity( inputdata_t &inputdata )
{
m_fog.maxdensity = inputdata.value.Float();
}
//------------------------------------------------------------------------------
// Purpose: Input handler for turning on the fog.
//------------------------------------------------------------------------------
void CFogController::InputTurnOn(inputdata_t &inputdata)
{
// Get the world entity.
m_fog.enable = true;
}
//------------------------------------------------------------------------------
// Purpose: Input handler for turning off the fog.
//------------------------------------------------------------------------------
void CFogController::InputTurnOff(inputdata_t &inputdata)
{
// Get the world entity.
m_fog.enable = false;
}
//------------------------------------------------------------------------------
// Purpose: Input handler for setting the primary fog color.
//------------------------------------------------------------------------------
void CFogController::InputSetColor(inputdata_t &inputdata)
{
// Get the world entity.
m_fog.colorPrimary = inputdata.value.Color32();
}
//------------------------------------------------------------------------------
// Purpose: Input handler for setting the secondary fog color.
//------------------------------------------------------------------------------
void CFogController::InputSetColorSecondary(inputdata_t &inputdata)
{
// Get the world entity.
m_fog.colorSecondary = inputdata.value.Color32();
}
void CFogController::InputSetFarZ(inputdata_t &inputdata)
{
m_fog.farz = inputdata.value.Int();
}
//------------------------------------------------------------------------------
// Purpose: Sets the angles to use for the secondary fog direction.
//------------------------------------------------------------------------------
void CFogController::InputSetAngles( inputdata_t &inputdata )
{
const char *pAngles = inputdata.value.String();
QAngle angles;
UTIL_StringToVector( angles.Base(), pAngles );
Vector vTemp;
AngleVectors( angles, &vTemp );
SetAbsAngles( angles );
AngleVectors( GetAbsAngles(), &m_fog.dirPrimary.GetForModify() );
m_fog.dirPrimary.GetForModify() *= -1.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CFogController::DrawDebugTextOverlays(void)
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf(tempstr,sizeof(tempstr),"State: %s",(m_fog.enable)?"On":"Off");
EntityText(text_offset,tempstr,0);
text_offset++;
Q_snprintf(tempstr,sizeof(tempstr),"Start: %3.0f",m_fog.start.Get());
EntityText(text_offset,tempstr,0);
text_offset++;
Q_snprintf(tempstr,sizeof(tempstr),"End : %3.0f",m_fog.end.Get());
EntityText(text_offset,tempstr,0);
text_offset++;
color32 color = m_fog.colorPrimary;
Q_snprintf(tempstr,sizeof(tempstr),"1) Red : %i",color.r);
EntityText(text_offset,tempstr,0);
text_offset++;
Q_snprintf(tempstr,sizeof(tempstr),"1) Green: %i",color.g);
EntityText(text_offset,tempstr,0);
text_offset++;
Q_snprintf(tempstr,sizeof(tempstr),"1) Blue : %i",color.b);
EntityText(text_offset,tempstr,0);
text_offset++;
color = m_fog.colorSecondary;
Q_snprintf(tempstr,sizeof(tempstr),"2) Red : %i",color.r);
EntityText(text_offset,tempstr,0);
text_offset++;
Q_snprintf(tempstr,sizeof(tempstr),"2) Green: %i",color.g);
EntityText(text_offset,tempstr,0);
text_offset++;
Q_snprintf(tempstr,sizeof(tempstr),"2) Blue : %i",color.b);
EntityText(text_offset,tempstr,0);
text_offset++;
}
return text_offset;
}
#define FOG_CONTROLLER_COLORPRIMARY_LERP 1
#define FOG_CONTROLLER_COLORSECONDARY_LERP 2
#define FOG_CONTROLLER_START_LERP 4
#define FOG_CONTROLLER_END_LERP 8
void CFogController::InputSetColorLerpTo(inputdata_t &data)
{
m_iChangedVariables |= FOG_CONTROLLER_COLORPRIMARY_LERP;
m_fog.colorPrimaryLerpTo = data.value.Color32();
}
void CFogController::InputSetColorSecondaryLerpTo(inputdata_t &data)
{
m_iChangedVariables |= FOG_CONTROLLER_COLORSECONDARY_LERP;
m_fog.colorSecondaryLerpTo = data.value.Color32();
}
void CFogController::InputSetStartDistLerpTo(inputdata_t &data)
{
m_iChangedVariables |= FOG_CONTROLLER_START_LERP;
m_fog.startLerpTo = data.value.Float();
}
void CFogController::InputSetEndDistLerpTo(inputdata_t &data)
{
m_iChangedVariables |= FOG_CONTROLLER_END_LERP;
m_fog.endLerpTo = data.value.Float();
}
void CFogController::InputStartFogTransition(inputdata_t &data)
{
SetThink( &CFogController::SetLerpValues );
m_fog.lerptime = gpGlobals->curtime + m_fog.duration + 0.1;
SetNextThink( gpGlobals->curtime + m_fog.duration );
}
void CFogController::SetLerpValues( void )
{
if ( m_iChangedVariables & FOG_CONTROLLER_COLORPRIMARY_LERP )
{
m_fog.colorPrimary = m_fog.colorPrimaryLerpTo;
}
if ( m_iChangedVariables & FOG_CONTROLLER_COLORSECONDARY_LERP )
{
m_fog.colorSecondary = m_fog.colorSecondaryLerpTo;
}
if ( m_iChangedVariables & FOG_CONTROLLER_START_LERP )
{
m_fog.start = m_fog.startLerpTo;
}
if ( m_iChangedVariables & FOG_CONTROLLER_END_LERP )
{
m_fog.end = m_fog.endLerpTo;
}
m_iChangedVariables = 0;
m_fog.lerptime = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose: Clear out the fog controller.
//-----------------------------------------------------------------------------
void CFogSystem::LevelInitPreEntity( void )
{
m_pMasterController = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: On level load find the master fog controller. If no controller is
// set as Master, use the first fog controller found.
//-----------------------------------------------------------------------------
void CFogSystem::LevelInitPostEntity( void )
{
CFogController *pFogController = NULL;
do
{
pFogController = static_cast<CFogController*>( gEntList.FindEntityByClassname( pFogController, "env_fog_controller" ) );
if ( pFogController )
{
if ( m_pMasterController == NULL )
{
m_pMasterController = pFogController;
}
else
{
if ( pFogController->IsMaster() )
{
m_pMasterController = pFogController;
}
}
}
} while ( pFogController );
// HACK: Singleplayer games don't get a call to CBasePlayer::Spawn on level transitions.
// CBasePlayer::Activate is called before this is called so that's too soon to set up the fog controller.
// We don't have a hook similar to Activate that happens after LevelInitPostEntity
// is called, or we could just do this in the player itself.
if ( gpGlobals->maxClients == 1 )
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer && ( pPlayer->m_Local.m_PlayerFog.m_hCtrl.Get() == NULL ) )
{
pPlayer->InitFogController();
}
}
}