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793 lines
21 KiB
793 lines
21 KiB
//========= Copyright 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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// NVNT haptics interface system |
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#include "haptics/ihaptics.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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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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END_DATADESC() |
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void CC_Shake_Stop(); |
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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 Shake( ScreenShake_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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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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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; |
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IViewEffects *vieweffects = ( IViewEffects * )&g_ViewEffects; |
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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 = 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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g_ViewEffects.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_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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g_ViewEffects.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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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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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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g_ViewEffects.ClearAllShakes(); |
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} |
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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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float fraction, freq; |
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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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// NVNT - haptic shake effect amplitude |
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float hapticShakeAmp = 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 *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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Assert( false ); |
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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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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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flRumbleAngle += 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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// NVNT - update our amplitude. |
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hapticShakeAmp += pShake->amplitude*fraction; |
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} |
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// NVNT - apply our screen shake update |
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if ( haptics ) |
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haptics->SetShake(hapticShakeAmp,1); |
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// Feed this to the rumble system! |
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UpdateScreenShakeRumble( flRumbleAngle ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Apply the current screen shake to this origin/angles. Factor is the amount to apply |
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// This is so you can blend in part of the shake |
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// Input : origin - |
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// angles - |
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// factor - |
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//----------------------------------------------------------------------------- |
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void CViewEffects::ApplyShake( Vector& origin, QAngle& angles, float factor ) |
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{ |
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VectorMA( origin, factor, m_vecShakeAppliedOffset, origin ); |
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angles.z += m_flShakeAppliedAngle * factor; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Zeros out all active screen shakes. |
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//----------------------------------------------------------------------------- |
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void CViewEffects::ClearAllShakes() |
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{ |
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int nShakeCount = m_ShakeList.Count(); |
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for ( int i = 0; i < nShakeCount; i++ ) |
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{ |
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delete m_ShakeList.Element( i ); |
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} |
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m_ShakeList.Purge(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns the shake with the longest duration. This is the shake we |
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// use anytime we get an amplitude or frequency command, because the |
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// most likely case is that we're modifying a shake with a long |
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// duration rather than a brief shake caused by an explosion, etc. |
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//----------------------------------------------------------------------------- |
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screenshake_t *CViewEffects::FindLongestShake() |
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{ |
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screenshake_t *pLongestShake = NULL; |
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int nShakeCount = m_ShakeList.Count(); |
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for ( int i = 0; i < nShakeCount; i++ ) |
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{ |
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screenshake_t *pShake = m_ShakeList.Element( i ); |
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if ( pShake && ( !pLongestShake || ( pShake->duration > pLongestShake->duration ) ) ) |
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{ |
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pLongestShake = pShake; |
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} |
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} |
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return pLongestShake; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Message hook to parse ScreenShake messages |
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// Input : pszName - |
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// iSize - |
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// pbuf - |
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// Output : |
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//----------------------------------------------------------------------------- |
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void CViewEffects::Shake( ScreenShake_t &data ) |
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{ |
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if ( ( data.command == SHAKE_START || data.command == SHAKE_START_RUMBLEONLY ) && ( m_ShakeList.Count() < MAX_SHAKES ) ) |
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{ |
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screenshake_t *pNewShake = new screenshake_t; |
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pNewShake->amplitude = data.amplitude; |
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pNewShake->frequency = data.frequency; |
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pNewShake->duration = data.duration; |
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pNewShake->nextShake = 0; |
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pNewShake->endtime = gpGlobals->curtime + data.duration; |
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pNewShake->command = data.command; |
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m_ShakeList.AddToTail( pNewShake ); |
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} |
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else if ( data.command == SHAKE_STOP) |
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{ |
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ClearAllShakes(); |
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} |
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else if ( data.command == SHAKE_AMPLITUDE ) |
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{ |
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// Look for the most likely shake to modify. |
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screenshake_t *pShake = FindLongestShake(); |
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if ( pShake ) |
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{ |
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pShake->amplitude = data.amplitude; |
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} |
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} |
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else if ( data.command == SHAKE_FREQUENCY ) |
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{ |
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// Look for the most likely shake to modify. |
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screenshake_t *pShake = FindLongestShake(); |
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if ( pShake ) |
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{ |
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pShake->frequency = data.frequency; |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Message hook to parse ScreenFade messages |
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// Input : *pszName - |
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// iSize - |
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// *pbuf - |
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// Output : int |
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//----------------------------------------------------------------------------- |
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void CViewEffects::Fade( ScreenFade_t &data ) |
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{ |
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// Create a new fade and append it to the list |
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screenfade_t *pNewFade = new screenfade_t; |
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pNewFade->End = data.duration * (1.0f/(float)(1<<SCREENFADE_FRACBITS)); |
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pNewFade->Reset = data.holdTime * (1.0f/(float)(1<<SCREENFADE_FRACBITS)); |
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pNewFade->r = data.r; |
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pNewFade->g = data.g; |
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pNewFade->b = data.b; |
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pNewFade->alpha = data.a; |
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pNewFade->Flags = data.fadeFlags; |
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pNewFade->Speed = 0; |
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// Calc fade speed |
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if ( data.duration > 0 ) |
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{ |
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if ( data.fadeFlags & FFADE_OUT ) |
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{ |
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if ( pNewFade->End ) |
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{ |
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pNewFade->Speed = -(float)pNewFade->alpha / pNewFade->End; |
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} |
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pNewFade->End += gpGlobals->curtime; |
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pNewFade->Reset += pNewFade->End; |
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} |
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else |
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{ |
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if ( pNewFade->End ) |
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{ |
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pNewFade->Speed = (float)pNewFade->alpha / pNewFade->End; |
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} |
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pNewFade->Reset += gpGlobals->curtime; |
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pNewFade->End += pNewFade->Reset; |
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} |
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} |
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if ( data.fadeFlags & FFADE_PURGE ) |
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{ |
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ClearAllFades(); |
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} |
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m_FadeList.AddToTail( pNewFade ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Compute the overall color & alpha of the fades |
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//----------------------------------------------------------------------------- |
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void CViewEffects::FadeCalculate( void ) |
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{ |
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// Cycle through all fades and remove any that have finished (work backwards) |
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int i; |
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int iSize = m_FadeList.Size(); |
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for (i = iSize-1; i >= 0; i-- ) |
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{ |
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screenfade_t *pFade = m_FadeList[i]; |
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// Keep pushing reset time out indefinitely |
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if ( pFade->Flags & FFADE_STAYOUT ) |
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{ |
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pFade->Reset = gpGlobals->curtime + 0.1; |
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} |
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// All done? |
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if ( ( gpGlobals->curtime > pFade->Reset ) && ( gpGlobals->curtime > pFade->End ) ) |
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{ |
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// User passed in a callback function, call it now |
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if ( s_pfnFadeDoneCallback ) |
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{ |
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s_pfnFadeDoneCallback( s_nCallbackParameter ); |
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s_pfnFadeDoneCallback = NULL; |
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s_nCallbackParameter = 0; |
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} |
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// Remove this Fade from the list |
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m_FadeList.FindAndRemove( pFade ); |
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delete pFade; |
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} |
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} |
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m_bModulate = false; |
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m_FadeColorRGBA[0] = m_FadeColorRGBA[1] = m_FadeColorRGBA[2] = m_FadeColorRGBA[3] = 0; |
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// Cycle through all fades in the list and calculate the overall color/alpha |
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for ( i = 0; i < m_FadeList.Size(); i++ ) |
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{ |
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screenfade_t *pFade = m_FadeList[i]; |
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// Color |
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m_FadeColorRGBA[0] += pFade->r; |
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m_FadeColorRGBA[1] += pFade->g; |
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m_FadeColorRGBA[2] += pFade->b; |
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// Fading... |
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int iFadeAlpha; |
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if ( pFade->Flags & (FFADE_OUT|FFADE_IN) ) |
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{ |
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iFadeAlpha = pFade->Speed * ( pFade->End - gpGlobals->curtime ); |
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if ( pFade->Flags & FFADE_OUT ) |
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{ |
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iFadeAlpha += pFade->alpha; |
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} |
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iFadeAlpha = MIN( iFadeAlpha, pFade->alpha ); |
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iFadeAlpha = MAX( 0, iFadeAlpha ); |
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} |
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else |
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{ |
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iFadeAlpha = pFade->alpha; |
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} |
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// Use highest alpha |
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if ( iFadeAlpha > m_FadeColorRGBA[3] ) |
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{ |
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m_FadeColorRGBA[3] = iFadeAlpha; |
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} |
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// Modulate? |
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if ( pFade->Flags & FFADE_MODULATE ) |
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{ |
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m_bModulate = true; |
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} |
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} |
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// Divide colors |
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if ( m_FadeList.Size() ) |
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{ |
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m_FadeColorRGBA[0] /= m_FadeList.Size(); |
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m_FadeColorRGBA[1] /= m_FadeList.Size(); |
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m_FadeColorRGBA[2] /= m_FadeList.Size(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Clear only the permanent fades in our fade list |
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//----------------------------------------------------------------------------- |
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void CViewEffects::ClearPermanentFades( void ) |
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{ |
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int iSize = m_FadeList.Size(); |
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for (int i = iSize-1; i >= 0; i-- ) |
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{ |
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screenfade_t *pFade = m_FadeList[i]; |
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if ( pFade->Flags & FFADE_STAYOUT ) |
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{ |
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// Destroy this fade |
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m_FadeList.FindAndRemove( pFade ); |
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delete pFade; |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Purge & delete all fades in the queue |
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//----------------------------------------------------------------------------- |
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void CViewEffects::ClearAllFades( void ) |
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{ |
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int iSize = m_FadeList.Size(); |
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for (int i = iSize-1; i >= 0; i-- ) |
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{ |
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delete m_FadeList[i]; |
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} |
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m_FadeList.Purge(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : context - Which call to Render is this ( CViewSetup::context ) |
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// *r - |
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// *g - |
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// *b - |
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// *a - |
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// *blend - |
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//----------------------------------------------------------------------------- |
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void CViewEffects::GetFadeParams( byte *r, byte *g, byte *b, byte *a, bool *blend ) |
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{ |
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// If the intro is overriding our fade, use that instead |
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if ( g_pIntroData && g_pIntroData->m_flCurrentFadeColor[3] ) |
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{ |
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*r = g_pIntroData->m_flCurrentFadeColor[0]; |
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*g = g_pIntroData->m_flCurrentFadeColor[1]; |
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*b = g_pIntroData->m_flCurrentFadeColor[2]; |
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*a = g_pIntroData->m_flCurrentFadeColor[3]; |
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*blend = false; |
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return; |
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} |
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|
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FadeCalculate(); |
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|
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*r = m_FadeColorRGBA[0]; |
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*g = m_FadeColorRGBA[1]; |
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*b = m_FadeColorRGBA[2]; |
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*a = m_FadeColorRGBA[3]; |
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*blend = m_bModulate; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pSave - |
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//----------------------------------------------------------------------------- |
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void CViewEffects::Save( ISave *pSave ) |
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{ |
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// Save the view fades |
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int iCount = m_FadeList.Count(); |
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pSave->WriteInt( &iCount ); |
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for ( int i = 0; i < iCount; i++ ) |
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{ |
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pSave->StartBlock(); |
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pSave->WriteAll( m_FadeList[i] ); |
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pSave->EndBlock(); |
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} |
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|
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// Save the view shakes |
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iCount = m_ShakeList.Count(); |
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pSave->WriteInt( &iCount ); |
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for ( int i = 0; i < iCount; i++ ) |
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{ |
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pSave->StartBlock(); |
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pSave->WriteAll( m_ShakeList[i] ); |
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pSave->EndBlock(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pRestore - |
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// fCreatePlayers - |
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//----------------------------------------------------------------------------- |
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void CViewEffects::Restore( IRestore *pRestore, bool fCreatePlayers ) |
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{ |
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CGameSaveRestoreInfo *pSaveData = pRestore->GetGameSaveRestoreInfo(); |
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|
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// View effects is a singleton so we only need to restore it once, |
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// from the level that we are going into. |
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if( !pSaveData->levelInfo.fUseLandmark ) |
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{ |
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ClearAllFades(); |
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ClearAllShakes(); |
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|
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// Read in the view fades |
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int iCount = pRestore->ReadInt(); |
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for ( int i = 0; i < iCount; i++ ) |
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{ |
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screenfade_t *pNewFade = new screenfade_t; |
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|
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pRestore->StartBlock(); |
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pRestore->ReadAll( pNewFade ); |
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pRestore->EndBlock(); |
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|
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m_FadeList.AddToTail( pNewFade ); |
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} |
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|
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// Read in the view shakes |
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iCount = pRestore->ReadInt(); |
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for ( int i = 0; i < iCount; i++ ) |
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{ |
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screenshake_t *pNewShake = new screenshake_t; |
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|
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pRestore->StartBlock(); |
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pRestore->ReadAll( pNewShake ); |
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pRestore->EndBlock(); |
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|
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m_ShakeList.AddToTail( pNewShake ); |
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} |
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} |
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} |
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|
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//==================================================================================================== |
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// CLIENTSIDE VIEW EFFECTS SAVE/RESTORE |
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//==================================================================================================== |
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static short VIEWEFFECTS_SAVE_RESTORE_VERSION = 2; |
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|
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class CViewEffectsSaveRestoreBlockHandler : public CDefSaveRestoreBlockHandler |
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{ |
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struct QueuedItem_t; |
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public: |
|
CViewEffectsSaveRestoreBlockHandler() = default; |
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|
|
const char *GetBlockName() |
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{ |
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return "ViewEffects"; |
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} |
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|
|
//--------------------------------- |
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|
|
virtual void PreSave( CSaveRestoreData * ) |
|
{ |
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} |
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|
|
//--------------------------------- |
|
|
|
virtual void Save( ISave *pSave ) |
|
{ |
|
vieweffects->Save( pSave ); |
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} |
|
|
|
//--------------------------------- |
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|
|
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 ) |
|
{ |
|
vieweffects->Restore( pRestore, fCreatePlayers ); |
|
} |
|
} |
|
|
|
//--------------------------------- |
|
|
|
virtual void PostRestore() |
|
{ |
|
} |
|
|
|
private: |
|
bool m_bDoLoad; |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
CViewEffectsSaveRestoreBlockHandler g_ViewEffectsSaveRestoreBlockHandler; |
|
|
|
ISaveRestoreBlockHandler *GetViewEffectsRestoreBlockHandler() |
|
{ |
|
return &g_ViewEffectsSaveRestoreBlockHandler; |
|
}
|
|
|