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