//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Implements visual effects entities: sprites, beams, bubbles, etc. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "EnvMessage.h" #include "engine/IEngineSound.h" #include "KeyValues.h" #include "filesystem.h" #include "Color.h" #include "GameStats.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" LINK_ENTITY_TO_CLASS( env_message, CMessage ); BEGIN_DATADESC( CMessage ) DEFINE_KEYFIELD( m_iszMessage, FIELD_STRING, "message" ), DEFINE_KEYFIELD( m_sNoise, FIELD_SOUNDNAME, "messagesound" ), DEFINE_KEYFIELD( m_MessageAttenuation, FIELD_INTEGER, "messageattenuation" ), DEFINE_KEYFIELD( m_MessageVolume, FIELD_FLOAT, "messagevolume" ), DEFINE_FIELD( m_Radius, FIELD_FLOAT ), DEFINE_INPUTFUNC( FIELD_VOID, "ShowMessage", InputShowMessage ), DEFINE_OUTPUT(m_OnShowMessage, "OnShowMessage"), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMessage::Spawn( void ) { Precache(); SetSolid( SOLID_NONE ); SetMoveType( MOVETYPE_NONE ); switch( m_MessageAttenuation ) { case 1: // Medium radius m_Radius = ATTN_STATIC; break; case 2: // Large radius m_Radius = ATTN_NORM; break; case 3: //EVERYWHERE m_Radius = ATTN_NONE; break; default: case 0: // Small radius m_Radius = SNDLVL_IDLE; break; } m_MessageAttenuation = 0; // Remap volume from [0,10] to [0,1]. m_MessageVolume *= 0.1; // No volume, use normal if ( m_MessageVolume <= 0 ) { m_MessageVolume = 1.0; } } void CMessage::Precache( void ) { if ( m_sNoise != NULL_STRING ) { PrecacheScriptSound( STRING(m_sNoise) ); } } //----------------------------------------------------------------------------- // Purpose: Input handler for showing the message and/or playing the sound. //----------------------------------------------------------------------------- void CMessage::InputShowMessage( inputdata_t &inputdata ) { CBaseEntity *pPlayer = NULL; if ( m_spawnflags & SF_MESSAGE_ALL ) { UTIL_ShowMessageAll( STRING( m_iszMessage ) ); } else { if ( inputdata.pActivator && inputdata.pActivator->IsPlayer() ) { pPlayer = inputdata.pActivator; } else { pPlayer = (gpGlobals->maxClients > 1) ? NULL : UTIL_GetLocalPlayer(); } if ( pPlayer && pPlayer->IsPlayer() ) { UTIL_ShowMessage( STRING( m_iszMessage ), ToBasePlayer( pPlayer ) ); } } if ( m_sNoise != NULL_STRING ) { CPASAttenuationFilter filter( this ); EmitSound_t ep; ep.m_nChannel = CHAN_BODY; ep.m_pSoundName = (char*)STRING(m_sNoise); ep.m_flVolume = m_MessageVolume; ep.m_SoundLevel = ATTN_TO_SNDLVL( m_Radius ); EmitSound( filter, entindex(), ep ); } if ( m_spawnflags & SF_MESSAGE_ONCE ) { UTIL_Remove( this ); } m_OnShowMessage.FireOutput( inputdata.pActivator, this ); } void CMessage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { inputdata_t inputdata; inputdata.pActivator = NULL; inputdata.pCaller = NULL; InputShowMessage( inputdata ); } class CCredits : public CPointEntity { public: DECLARE_CLASS( CMessage, CPointEntity ); DECLARE_DATADESC(); void Spawn( void ); void InputRollCredits( inputdata_t &inputdata ); void InputRollOutroCredits( inputdata_t &inputdata ); void InputShowLogo( inputdata_t &inputdata ); void InputSetLogoLength( inputdata_t &inputdata ); COutputEvent m_OnCreditsDone; virtual void OnRestore(); private: void RollOutroCredits(); bool m_bRolledOutroCredits; float m_flLogoLength; }; LINK_ENTITY_TO_CLASS( env_credits, CCredits ); BEGIN_DATADESC( CCredits ) DEFINE_INPUTFUNC( FIELD_VOID, "RollCredits", InputRollCredits ), DEFINE_INPUTFUNC( FIELD_VOID, "RollOutroCredits", InputRollOutroCredits ), DEFINE_INPUTFUNC( FIELD_VOID, "ShowLogo", InputShowLogo ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetLogoLength", InputSetLogoLength ), DEFINE_OUTPUT( m_OnCreditsDone, "OnCreditsDone"), DEFINE_FIELD( m_bRolledOutroCredits, FIELD_BOOLEAN ), DEFINE_FIELD( m_flLogoLength, FIELD_FLOAT ) END_DATADESC() void CCredits::Spawn( void ) { SetSolid( SOLID_NONE ); SetMoveType( MOVETYPE_NONE ); } static void CreditsDone_f( void ) { CCredits *pCredits = (CCredits*)gEntList.FindEntityByClassname( NULL, "env_credits" ); if ( pCredits ) { pCredits->m_OnCreditsDone.FireOutput( pCredits, pCredits ); } } static ConCommand creditsdone("creditsdone", CreditsDone_f ); extern ConVar sv_unlockedchapters; void CCredits::OnRestore() { BaseClass::OnRestore(); if ( m_bRolledOutroCredits ) { // Roll them again so that the client .dll will send the "creditsdone" message and we'll // actually get back to the main menu RollOutroCredits(); } } void CCredits::RollOutroCredits() { sv_unlockedchapters.SetValue( "15" ); CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); CSingleUserRecipientFilter user( pPlayer ); user.MakeReliable(); UserMessageBegin( user, "CreditsMsg" ); WRITE_BYTE( 3 ); MessageEnd(); } void CCredits::InputRollOutroCredits( inputdata_t &inputdata ) { RollOutroCredits(); // In case we save restore m_bRolledOutroCredits = true; gamestats->Event_Credits(); } void CCredits::InputShowLogo( inputdata_t &inputdata ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); CSingleUserRecipientFilter user( pPlayer ); user.MakeReliable(); if ( m_flLogoLength ) { UserMessageBegin( user, "LogoTimeMsg" ); WRITE_FLOAT( m_flLogoLength ); MessageEnd(); } else { UserMessageBegin( user, "CreditsMsg" ); WRITE_BYTE( 1 ); MessageEnd(); } } void CCredits::InputSetLogoLength( inputdata_t &inputdata ) { m_flLogoLength = inputdata.value.Float(); } void CCredits::InputRollCredits( inputdata_t &inputdata ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); CSingleUserRecipientFilter user( pPlayer ); user.MakeReliable(); UserMessageBegin( user, "CreditsMsg" ); WRITE_BYTE( 2 ); MessageEnd(); } //----------------------------------------------------------------------------- // Purpose: Play the outtro stats at the end of the campaign //----------------------------------------------------------------------------- class COuttroStats : public CPointEntity { public: DECLARE_CLASS( COuttroStats, CPointEntity ); DECLARE_DATADESC(); void Spawn( void ); void InputRollCredits( inputdata_t &inputdata ); void InputRollStatsCrawl( inputdata_t &inputdata ); void InputSkipStateChanged( inputdata_t &inputdata ); void SkipThink( void ); void CalcSkipState( int &skippingPlayers, int &totalPlayers ); COutputEvent m_OnOuttroStatsDone; }; //----------------------------------------------------------------------------- LINK_ENTITY_TO_CLASS( env_outtro_stats, COuttroStats ); BEGIN_DATADESC( COuttroStats ) DEFINE_INPUTFUNC( FIELD_VOID, "RollStatsCrawl", InputRollStatsCrawl ), DEFINE_INPUTFUNC( FIELD_VOID, "RollCredits", InputRollCredits ), DEFINE_INPUTFUNC( FIELD_VOID, "SkipStateChanged", InputSkipStateChanged ), DEFINE_OUTPUT( m_OnOuttroStatsDone, "OnOuttroStatsDone"), END_DATADESC() //----------------------------------------------------------------------------- void COuttroStats::Spawn( void ) { SetSolid( SOLID_NONE ); SetMoveType( MOVETYPE_NONE ); } //----------------------------------------------------------------------------- void COuttroStats::InputRollStatsCrawl( inputdata_t &inputdata ) { CReliableBroadcastRecipientFilter players; UserMessageBegin( players, "StatsCrawlMsg" ); MessageEnd(); SetThink( &COuttroStats::SkipThink ); SetNextThink( gpGlobals->curtime + 1.0 ); } //----------------------------------------------------------------------------- void COuttroStats::InputRollCredits( inputdata_t &inputdata ) { CReliableBroadcastRecipientFilter players; UserMessageBegin( players, "creditsMsg" ); MessageEnd(); } void COuttroStats::SkipThink( void ) { // if all valid players are skipping, then end int iNumSkips = 0; int iNumPlayers = 0; CalcSkipState( iNumSkips, iNumPlayers ); if ( iNumSkips >= iNumPlayers ) { // TheDirector->StartScenarioExit(); } else SetNextThink( gpGlobals->curtime + 1.0 ); } void COuttroStats::CalcSkipState( int &skippingPlayers, int &totalPlayers ) { // calc skip state skippingPlayers = 0; totalPlayers = 0; } void COuttroStats::InputSkipStateChanged( inputdata_t &inputdata ) { int iNumSkips = 0; int iNumPlayers = 0; CalcSkipState( iNumSkips, iNumPlayers ); DevMsg( "COuttroStats: Skip state changed. %d players, %d skips\n", iNumPlayers, iNumSkips ); // Don't send to players in singleplayer if ( iNumPlayers > 1 ) { CReliableBroadcastRecipientFilter players; UserMessageBegin( players, "StatsSkipState" ); WRITE_BYTE( iNumSkips ); WRITE_BYTE( iNumPlayers ); MessageEnd(); } } void CC_Test_Outtro_Stats( const CCommand& args ) { CBaseEntity *pOuttro = gEntList.FindEntityByClassname( NULL, "env_outtro_stats" ); if ( pOuttro ) { variant_t emptyVariant; pOuttro->AcceptInput( "RollStatsCrawl", NULL, NULL, emptyVariant, 0 ); } } static ConCommand test_outtro_stats("test_outtro_stats", CC_Test_Outtro_Stats, 0, FCVAR_CHEAT);