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