1171 lines
33 KiB
C++
1171 lines
33 KiB
C++
//========= Copyright 1996-2005, 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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#include "prediction.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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Vector direction; // used only by kSHAKE_DIRECTIONAL
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// there are different types of screenshake --
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// eventually these different types could become
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// proper classes, but given the existing infrastructure
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// for transmitting screenshakes, right now it's just
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// easier to use an enum and switch.
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enum ShakeType_t
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{
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kSHAKE_BASIC, ///< the original screenshake mechanism, a random offset selected every few frames.
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kSHAKE_DIRECTIONAL, ///< a pseudo-damped-spring-ish punch to a specific screen space direction.
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};
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uint8 nShakeType; // actually a ShakeType_t, packed into eight bits (the datadesc system doesn't like bitfields)
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screenshake_t() : nShakeType(kSHAKE_BASIC) {}; // nothing else is explicitly initialized
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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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DEFINE_FIELD( nShakeType, FIELD_CHARACTER ),
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DEFINE_FIELD( direction, FIELD_VECTOR ),
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END_DATADESC()
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void CC_Shake_Stop();
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//-----------------------------------------------------------------------------
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// Purpose: Screen tilt variables
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//-----------------------------------------------------------------------------
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struct screentilt_t
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{
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bool easeInOut;
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QAngle angle;
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float starttime;
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float endtime;
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float duration;
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float tiltTime;
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Vector offset;
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int command;
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DECLARE_SIMPLE_DATADESC();
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};
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BEGIN_SIMPLE_DATADESC( screentilt_t )
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DEFINE_FIELD( angle, FIELD_VECTOR ),
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DEFINE_FIELD( starttime, FIELD_TIME ),
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DEFINE_FIELD( endtime, FIELD_TIME ),
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DEFINE_FIELD( duration, FIELD_FLOAT ),
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DEFINE_FIELD( tiltTime, FIELD_TIME ),
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DEFINE_FIELD( offset, FIELD_VECTOR ),
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END_DATADESC()
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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 CalcTilt( void );
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virtual void ApplyTilt( QAngle& angles, float factor );
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virtual void Shake( const ScreenShake_t &data );
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virtual void Tilt( ScreenTilt_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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void ClearAllTilts();
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screentilt_t *FindLongestTilt();
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// helper subfunctions used inside CalcShake
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void CalcShake_Basic( screenshake_t * pShake, float * RESTRICT pflRumbleAngle );
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void CalcShake_Directional( screenshake_t * pShake, float * RESTRICT pflRumbleAngle );
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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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CUtlVector<screentilt_t *> m_TiltList;
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QAngle m_vecTiltAppliedAngle;
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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[ MAX_SPLITSCREEN_PLAYERS ];
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IViewEffects *GetViewEffects()
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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return &g_ViewEffects[ GET_ACTIVE_SPLITSCREEN_SLOT() ];
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}
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static CViewEffects &GetCViewEffects()
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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return g_ViewEffects[ GET_ACTIVE_SPLITSCREEN_SLOT() ];
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}
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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 = (ShakeCommand_t)(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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GetCViewEffects().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_ShakeDir( bf_read &msg )
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{
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if ( prediction && prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
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return;
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ScreenShake_t shake;
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shake.command = (ShakeCommand_t)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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msg.ReadBitVec3Normal( shake.direction );
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GetCViewEffects().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_Tilt( bf_read &msg )
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{
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ScreenTilt_t tilt;
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Vector vecAngle;
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tilt.command = msg.ReadByte();
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tilt.easeInOut = msg.ReadByte() ? true : false;
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tilt.angle.x = msg.ReadFloat();
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tilt.angle.y = msg.ReadFloat();
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tilt.angle.z = msg.ReadFloat();
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tilt.duration = msg.ReadFloat();
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tilt.time = msg.ReadFloat();
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GetCViewEffects().Tilt( tilt );
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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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GetCViewEffects().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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#ifdef INFESTED_DLL // the user message ShakeDir isn't registered for other games, but if you add it to your RegisterUserMessages, then you can un-#ifdef this
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HOOK_MESSAGE( ShakeDir ); // directional screen shake
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#endif
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#ifdef HL2_CLIENT
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// @TODO: Jeep, this causes assert in other games w/o this guard ifdef [6/3/2008 tom]
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HOOK_MESSAGE( Tilt );
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#endif
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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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ClearAllTilts();
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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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GetCViewEffects().ClearAllShakes();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Test a punch-type screen shake
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//-----------------------------------------------------------------------------
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void CC_Shake_TestPunch( const CCommand &args )
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{
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if ( args.ArgC() < 7 )
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{
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Msg("Usage: %s x y z f a d\n"
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"where x,y,z are direction of screen punch\n"
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" f is frequency (1 means three bounces before settling)\n"
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" a is amplitude\n"
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" d is duration\n",
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args[0] );
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}
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const float x = atof( args[1] );
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const float y = atof( args[2] );
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const float z = atof( args[3] );
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const float f = atof( args[4] );
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const float a = atof( args[5] );
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const float d = atof( args[6] );
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ScreenShake_t shake;
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shake.command = SHAKE_START;
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shake.amplitude = a;
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shake.frequency = f;
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shake.duration = d;
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shake.direction = Vector(x,y,z);
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GetCViewEffects().Shake(shake);
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}
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static ConCommand shake_testpunch("shake_testpunch", CC_Shake_TestPunch, "Test a punch-style screen shake.\n", FCVAR_CHEAT );
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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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// 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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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 * RESTRICT 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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AssertMsg( false, "A screenshake has null endtime in CViewEffects::CalcShake\n" );
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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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// select the appropriate behavior based on screenshake type
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switch ( pShake->nShakeType )
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{
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case screenshake_t::kSHAKE_BASIC:
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CalcShake_Basic( pShake, &flRumbleAngle );
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break;
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case screenshake_t::kSHAKE_DIRECTIONAL:
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CalcShake_Directional( pShake, &flRumbleAngle );
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break;
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default:
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AssertMsg1( false, "Unknown shake type %d\n", pShake->nShakeType );
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}
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}
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// Feed this to the rumble system!
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UpdateScreenShakeRumble( XBX_GetActiveUserId(), flRumbleAngle );
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}
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void CViewEffects::CalcShake_Basic( screenshake_t * RESTRICT pShake, float * RESTRICT pflRumbleAngle )
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{
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float fraction, freq;
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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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*pflRumbleAngle += 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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}
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void CViewEffects::CalcShake_Directional( screenshake_t * RESTRICT pShake, float * RESTRICT pflRumbleAngle )
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{
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// a screen punch follows an equation of the form
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// y = sin(fx) * ( 1 - x / (3pi) ) for x=0..3pi
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// where the duration is transformed to occupy
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// the region 0..3pi
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// and the frequency can be any number (which controls the number of oscillations
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// before lapsing out)
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// because of the resolution of this shake, it is performed every frame
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// (ignores nextShake)
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pShake->nextShake = gpGlobals->curtime + 0.001;
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float t = 1 - ( pShake->endtime - gpGlobals->curtime ) / pShake->duration; // t varies 0 .. 1 over life of shake
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float fraction = ( 1 - t ); // compiler will hopefully elide the double subtraction
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// transform the duration and so that x varies 0 .. 3PI over lifespan
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t *= ( 3 * M_PI ); // t varies 0 .. 3PI
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const float x = t * pShake->frequency;
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const float y = sin(x) * fraction;
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// transform this -1..1 sinusoid by amplitude and direction
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pShake->offset = pShake->direction * ( pShake->amplitude * y );
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if( pShake->command != SHAKE_START_NORUMBLE )
|
|
{
|
|
// As long as this isn't a NO RUMBLE effect, then accumulate rumble
|
|
*pflRumbleAngle += y;
|
|
}
|
|
|
|
if( pShake->command != SHAKE_START_RUMBLEONLY )
|
|
{
|
|
// As long as this isn't a RUMBLE ONLY effect, then accumulate screen shake
|
|
|
|
// Add to view origin
|
|
m_vecShakeAppliedOffset += pShake->offset ;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Apply the current screen shake to this origin/angles. Factor is the amount to apply
|
|
// This is so you can blend in part of the shake
|
|
// Input : origin -
|
|
// angles -
|
|
// factor -
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::ApplyShake( Vector& origin, QAngle& angles, float factor )
|
|
{
|
|
VectorMA( origin, factor, m_vecShakeAppliedOffset, origin );
|
|
angles.z += m_flShakeAppliedAngle * factor;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Apply noise to the eye position.
|
|
// UNDONE: Feedback a bit of this into the view model position. It shakes too much
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::CalcTilt( void )
|
|
{
|
|
m_vecTiltAppliedAngle.Init();
|
|
|
|
int nTiltCount = m_TiltList.Count();
|
|
|
|
for ( int nTilt = nTiltCount - 1; nTilt >= 0; nTilt-- )
|
|
{
|
|
screentilt_t *pTilt = m_TiltList.Element( nTilt );
|
|
|
|
if ( pTilt->endtime == 0 )
|
|
{
|
|
// Shouldn't be any such tilts in the list.
|
|
Assert( false );
|
|
continue;
|
|
}
|
|
|
|
if ( ( gpGlobals->curtime > pTilt->endtime ) ||
|
|
pTilt->duration <= 0 || pTilt->angle == QAngle( 0.0f, 0.0f, 0.0f ) )
|
|
{
|
|
// Retire this tilt.
|
|
delete m_TiltList.Element( nTilt );
|
|
m_TiltList.FastRemove( nTilt );
|
|
continue;
|
|
}
|
|
|
|
float flInterp = ( gpGlobals->curtime - pTilt->starttime ) / pTilt->tiltTime;
|
|
|
|
float flReturnInterp = ( pTilt->endtime - gpGlobals->curtime ) / pTilt->tiltTime;
|
|
|
|
if ( flReturnInterp < flInterp )
|
|
{
|
|
flInterp = flReturnInterp;
|
|
}
|
|
|
|
float flSmoothInterp = clamp( flInterp, 0.0f, 1.0f );
|
|
|
|
if ( pTilt->easeInOut )
|
|
{
|
|
// Do a smooth ease in and out
|
|
flSmoothInterp = 1.0f - 0.5f * ( cosf( flSmoothInterp * M_PI ) + 1.0f );
|
|
}
|
|
|
|
// Accumulate world tilt
|
|
m_vecTiltAppliedAngle += pTilt->angle * flSmoothInterp;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Apply the current screen shake to this origin/angles. Factor is the amount to apply
|
|
// This is so you can blend in part of the shake
|
|
// Input : origin -
|
|
// angles -
|
|
// factor -
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::ApplyTilt( QAngle& angles, float factor )
|
|
{
|
|
if ( m_vecTiltAppliedAngle == QAngle( 0.0f, 0.0f, 0.0f ) )
|
|
{
|
|
// Fast out, no tilt to apply
|
|
return;
|
|
}
|
|
|
|
matrix3x4_t matTilt;
|
|
AngleIMatrix( m_vecTiltAppliedAngle, matTilt );
|
|
|
|
matrix3x4_t matToWorld;
|
|
AngleMatrix( angles, matToWorld );
|
|
|
|
matrix3x4_t matTiltToWorld;
|
|
ConcatTransforms( matTilt, matToWorld, matTiltToWorld);
|
|
|
|
Vector vecForwardTilted, vecUpTilted;
|
|
VectorTransform( Vector( 1.0f, 0.0, 0.0f ), matTiltToWorld, vecForwardTilted );
|
|
VectorTransform( Vector( 0.0f, 0.0, 1.0f ), matTiltToWorld, vecUpTilted );
|
|
|
|
QAngle anglesTilted;
|
|
VectorAngles( vecForwardTilted, vecUpTilted, anglesTilted );
|
|
|
|
angles = anglesTilted;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Zeros out all active screen shakes.
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::ClearAllShakes()
|
|
{
|
|
int nShakeCount = m_ShakeList.Count();
|
|
for ( int i = 0; i < nShakeCount; i++ )
|
|
{
|
|
delete m_ShakeList.Element( i );
|
|
}
|
|
|
|
m_ShakeList.Purge();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the shake with the longest duration. This is the shake we
|
|
// use anytime we get an amplitude or frequency command, because the
|
|
// most likely case is that we're modifying a shake with a long
|
|
// duration rather than a brief shake caused by an explosion, etc.
|
|
//-----------------------------------------------------------------------------
|
|
screenshake_t *CViewEffects::FindLongestShake()
|
|
{
|
|
screenshake_t *pLongestShake = NULL;
|
|
|
|
int nShakeCount = m_ShakeList.Count();
|
|
for ( int i = 0; i < nShakeCount; i++ )
|
|
{
|
|
screenshake_t *pShake = m_ShakeList.Element( i );
|
|
if ( pShake && ( !pLongestShake || ( pShake->duration > pLongestShake->duration ) ) )
|
|
{
|
|
pLongestShake = pShake;
|
|
}
|
|
}
|
|
|
|
return pLongestShake;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Message hook to parse ScreenShake messages
|
|
// Input : pszName -
|
|
// iSize -
|
|
// pbuf -
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::Shake( const ScreenShake_t &data )
|
|
{
|
|
if ( prediction && prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
|
|
return;
|
|
|
|
if ( ( data.command == SHAKE_START || data.command == SHAKE_START_RUMBLEONLY ) && ( m_ShakeList.Count() < MAX_SHAKES ) )
|
|
{
|
|
screenshake_t * RESTRICT pNewShake = new screenshake_t; // ugh, should just make these a static array
|
|
|
|
pNewShake->amplitude = data.amplitude;
|
|
pNewShake->frequency = data.frequency;
|
|
pNewShake->duration = data.duration;
|
|
pNewShake->nextShake = 0;
|
|
pNewShake->endtime = gpGlobals->curtime + data.duration;
|
|
pNewShake->command = data.command;
|
|
pNewShake->direction = data.direction;
|
|
pNewShake->nShakeType = data.direction.IsZeroFast() ? screenshake_t::kSHAKE_BASIC : screenshake_t::kSHAKE_DIRECTIONAL;
|
|
|
|
m_ShakeList.AddToTail( pNewShake );
|
|
}
|
|
else if ( data.command == SHAKE_STOP)
|
|
{
|
|
ClearAllShakes();
|
|
}
|
|
else if ( data.command == SHAKE_AMPLITUDE )
|
|
{
|
|
// Look for the most likely shake to modify.
|
|
screenshake_t * RESTRICT pShake = FindLongestShake();
|
|
if ( pShake )
|
|
{
|
|
pShake->amplitude = data.amplitude;
|
|
}
|
|
}
|
|
else if ( data.command == SHAKE_FREQUENCY )
|
|
{
|
|
// Look for the most likely shake to modify.
|
|
screenshake_t * RESTRICT pShake = FindLongestShake();
|
|
if ( pShake )
|
|
{
|
|
pShake->frequency = data.frequency;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Zeros out all active screen tilts.
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::ClearAllTilts()
|
|
{
|
|
int nTiltCount = m_TiltList.Count();
|
|
for ( int i = 0; i < nTiltCount; i++ )
|
|
{
|
|
delete m_TiltList.Element( i );
|
|
}
|
|
|
|
m_TiltList.Purge();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the shake with the longest duration. This is the shake we
|
|
// use anytime we get an amplitude or frequency command, because the
|
|
// most likely case is that we're modifying a shake with a long
|
|
// duration rather than a brief shake caused by an explosion, etc.
|
|
//-----------------------------------------------------------------------------
|
|
screentilt_t *CViewEffects::FindLongestTilt()
|
|
{
|
|
screentilt_t *pLongestTilt = NULL;
|
|
|
|
int nTiltCount = m_TiltList.Count();
|
|
for ( int i = 0; i < nTiltCount; i++ )
|
|
{
|
|
screentilt_t *pTilt = m_TiltList.Element( i );
|
|
if ( pTilt && ( !pLongestTilt || ( pTilt->duration > pLongestTilt->duration ) ) )
|
|
{
|
|
pLongestTilt = pTilt;
|
|
}
|
|
}
|
|
|
|
return pLongestTilt;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Message hook to parse ScreenTilt messages
|
|
// Input : pszName -
|
|
// iSize -
|
|
// pbuf -
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::Tilt( ScreenTilt_t &data )
|
|
{
|
|
if ( ( data.command == SHAKE_START || data.command == SHAKE_START_RUMBLEONLY ) && ( m_ShakeList.Count() < MAX_SHAKES ) )
|
|
{
|
|
screentilt_t *pNewTilt = new screentilt_t;
|
|
|
|
pNewTilt->easeInOut = data.easeInOut;
|
|
pNewTilt->angle = data.angle;
|
|
pNewTilt->duration = data.duration;
|
|
pNewTilt->tiltTime = data.time;
|
|
pNewTilt->starttime = gpGlobals->curtime;
|
|
pNewTilt->endtime = pNewTilt->starttime + data.duration;
|
|
pNewTilt->command = data.command;
|
|
|
|
m_TiltList.AddToTail( pNewTilt );
|
|
}
|
|
else if ( data.command == SHAKE_STOP)
|
|
{
|
|
ClearAllTilts();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Message hook to parse ScreenFade messages
|
|
// Input : *pszName -
|
|
// iSize -
|
|
// *pbuf -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::Fade( ScreenFade_t &data )
|
|
{
|
|
// Create a new fade and append it to the list
|
|
screenfade_t *pNewFade = new screenfade_t;
|
|
pNewFade->End = data.duration * (1.0f/(float)(1<<SCREENFADE_FRACBITS));
|
|
pNewFade->Reset = data.holdTime * (1.0f/(float)(1<<SCREENFADE_FRACBITS));
|
|
pNewFade->r = data.r;
|
|
pNewFade->g = data.g;
|
|
pNewFade->b = data.b;
|
|
pNewFade->alpha = data.a;
|
|
pNewFade->Flags = data.fadeFlags;
|
|
pNewFade->Speed = 0;
|
|
|
|
// Calc fade speed
|
|
if ( data.duration > 0 )
|
|
{
|
|
if ( data.fadeFlags & FFADE_OUT )
|
|
{
|
|
if ( pNewFade->End )
|
|
{
|
|
pNewFade->Speed = -(float)pNewFade->alpha / pNewFade->End;
|
|
}
|
|
|
|
pNewFade->End += gpGlobals->curtime;
|
|
pNewFade->Reset += pNewFade->End;
|
|
}
|
|
else
|
|
{
|
|
if ( pNewFade->End )
|
|
{
|
|
pNewFade->Speed = (float)pNewFade->alpha / pNewFade->End;
|
|
}
|
|
|
|
pNewFade->Reset += gpGlobals->curtime;
|
|
pNewFade->End += pNewFade->Reset;
|
|
}
|
|
}
|
|
|
|
if ( data.fadeFlags & FFADE_PURGE )
|
|
{
|
|
ClearAllFades();
|
|
}
|
|
|
|
m_FadeList.AddToTail( pNewFade );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Compute the overall color & alpha of the fades
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::FadeCalculate( void )
|
|
{
|
|
// Cycle through all fades and remove any that have finished (work backwards)
|
|
int i;
|
|
int iSize = m_FadeList.Count();
|
|
for (i = iSize-1; i >= 0; i-- )
|
|
{
|
|
screenfade_t *pFade = m_FadeList[i];
|
|
|
|
// Keep pushing reset time out indefinitely
|
|
if ( pFade->Flags & FFADE_STAYOUT )
|
|
{
|
|
pFade->Reset = gpGlobals->curtime + 0.1;
|
|
}
|
|
|
|
// All done?
|
|
if ( ( gpGlobals->curtime > pFade->Reset ) && ( gpGlobals->curtime > pFade->End ) )
|
|
{
|
|
// User passed in a callback function, call it now
|
|
if ( s_pfnFadeDoneCallback )
|
|
{
|
|
s_pfnFadeDoneCallback( s_nCallbackParameter );
|
|
s_pfnFadeDoneCallback = NULL;
|
|
s_nCallbackParameter = 0;
|
|
}
|
|
|
|
// Remove this Fade from the list
|
|
m_FadeList.FindAndRemove( pFade );
|
|
delete pFade;
|
|
}
|
|
}
|
|
|
|
m_bModulate = false;
|
|
m_FadeColorRGBA[0] = m_FadeColorRGBA[1] = m_FadeColorRGBA[2] = m_FadeColorRGBA[3] = 0;
|
|
|
|
// Cycle through all fades in the list and calculate the overall color/alpha
|
|
for ( i = 0; i < m_FadeList.Count(); i++ )
|
|
{
|
|
screenfade_t *pFade = m_FadeList[i];
|
|
|
|
// Color
|
|
m_FadeColorRGBA[0] += pFade->r;
|
|
m_FadeColorRGBA[1] += pFade->g;
|
|
m_FadeColorRGBA[2] += pFade->b;
|
|
|
|
// Fading...
|
|
int iFadeAlpha;
|
|
if ( pFade->Flags & (FFADE_OUT|FFADE_IN) )
|
|
{
|
|
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.Count() )
|
|
{
|
|
m_FadeColorRGBA[0] /= m_FadeList.Count();
|
|
m_FadeColorRGBA[1] /= m_FadeList.Count();
|
|
m_FadeColorRGBA[2] /= m_FadeList.Count();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clear only the permanent fades in our fade list
|
|
//-----------------------------------------------------------------------------
|
|
void CViewEffects::ClearPermanentFades( void )
|
|
{
|
|
int iSize = m_FadeList.Count();
|
|
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.Count();
|
|
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 )
|
|
{
|
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
|
|
GetViewEffects()->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 )
|
|
{
|
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
|
|
GetViewEffects()->Restore( pRestore, fCreatePlayers );
|
|
}
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
virtual void PostRestore()
|
|
{
|
|
}
|
|
|
|
private:
|
|
bool m_bDoLoad;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CViewEffectsSaveRestoreBlockHandler g_ViewEffectsSaveRestoreBlockHandler;
|
|
|
|
ISaveRestoreBlockHandler *GetViewEffectsRestoreBlockHandler()
|
|
{
|
|
return &g_ViewEffectsSaveRestoreBlockHandler;
|
|
}
|