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385 lines
14 KiB
385 lines
14 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// Information about algorithmic stuff that can occur on both client + server |
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// |
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// In order to reduce network traffic, it's possible to create a algorithms |
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// that will work on both the client and the server and be totally repeatable. |
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// All we need do is to send down initial conditions and let the algorithm |
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// compute the values at various times. Note that this algorithm will be called |
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// at different times with different frequencies on the client and server. |
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// |
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// The trick here is that in order for it to be repeatable, the algorithm either |
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// cannot depend on random numbers, or, if it does, we need to make sure that |
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// the random numbers generated are effectively done at the beginning of time, |
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// so that differences in frame rate on client and server won't matter. It also |
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// is important that the initial state sent across the network is identical |
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// bitwise so that we produce the exact same results. Therefore no compression |
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// should be used in the datatables. |
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// |
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// Note also that each algorithm must have its own random number stream so that |
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// it cannot possibly interact with other code using random numbers that will |
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// be called at various different intervals on the client + server. Use the |
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// CUniformRandomStream class for this. |
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// |
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// There are two types of client-server neutral code: Code that doesn't interact |
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// with player prediction, and code that does. The code that doesn't interact |
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// with player prediction simply has to be able to produce the result f(time) |
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// where time is monotonically increasing. For prediction, we have to produce |
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// the result f(time) where time does *not* monotonically increase (time can be |
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// anywhere between the "current" time and the prior 10 seconds). |
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// |
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// Code that is not used by player prediction can maintain state because later |
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// calls will always compute the value at some future time. This computation can |
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// use random number generation, but with the following restriction: Your code |
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// must generate exactly the same number of random numbers regardless of how |
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// frequently the code is called. |
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// |
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// In specific, this means that all random numbers used must either be computed |
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// at init time, or must be used in an 'event-based form'. Namely, use random |
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// numbers to compute the time at which events occur and the random inputs for |
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// those events. When simulating forward, you must simulate all intervening |
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// time and generate the same number of random numbers. |
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// |
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// For functions planned to be used by player prediction, one method is to use |
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// some sort of stateless computation (where the only states are the initial |
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// state and time). Note that random number generators have state implicit in |
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// the number of calls made to that random number generator, and therefore you |
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// cannot call a random number generator unless you are able to |
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// |
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// 1) Use a random number generator that can return the ith random number, namely: |
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// |
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// float r = random( i ); // i == the ith number in the random sequence |
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// |
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// 2) Be able to accurately know at any given time t how many random numbers |
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// have already been generated (namely, compute the i in part 1 above). |
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// |
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// There is another alternative for code meant to be used by player prediction: |
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// you could just store a history of 'events' from which you could completely |
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// determine the value of f(time). That history would need to be at least 10 |
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// seconds long, which is guaranteed to be longer than the amount of time that |
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// prediction would need. I've written a class which I haven't tested yet (but |
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// will be using soon) called CTimedEventQueue (currently located in |
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// env_wind_shared.h) which I plan to use to solve my problem (getting wind to |
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// blow players). |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "env_wind_shared.h" |
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#include "soundenvelope.h" |
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#include "ieffects.h" |
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#include "engine/ienginesound.h" |
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#include "sharedinterface.h" |
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#include "renderparm.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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#ifdef CLIENT_DLL |
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// Test concommand for wind/tree sway. Couldn't think of a better way to put it. |
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// Will move it out of this file when we figure out how the weather control will be implemented. |
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CON_COMMAND( cl_tree_sway_dir, "sets tree sway wind direction and strength" ) |
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{ |
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
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if ( args.ArgC() == 3 ) |
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{ |
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Vector windDir; |
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windDir.x = V_atof( args.Arg( 1 ) ); |
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windDir.y = V_atof( args.Arg( 2 ) ); |
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windDir.z = 0; |
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pRenderContext->SetVectorRenderingParameter( VECTOR_RENDERPARM_WIND_DIRECTION, windDir ); |
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} |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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// globals |
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//----------------------------------------------------------------------------- |
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static CUtlLinkedList< CEnvWindShared * > s_windControllers; |
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CEnvWindShared::CEnvWindShared() : m_WindAveQueue(10), m_WindVariationQueue(10) |
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{ |
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m_pWindSound = NULL; |
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s_windControllers.AddToTail( this ); |
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} |
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CEnvWindShared::~CEnvWindShared() |
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{ |
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if (m_pWindSound) |
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{ |
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CSoundEnvelopeController::GetController().Shutdown( m_pWindSound ); |
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} |
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s_windControllers.FindAndRemove( this ); |
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} |
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void CEnvWindShared::Init( int nEntIndex, int iRandomSeed, float flTime, |
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int iInitialWindYaw, float flInitialWindSpeed ) |
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{ |
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m_iEntIndex = nEntIndex; |
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m_flWindAngleVariation = m_flWindSpeedVariation = 1.0f; |
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m_flStartTime = m_flSimTime = m_flSwitchTime = m_flVariationTime = flTime; |
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m_iWindSeed = iRandomSeed; |
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m_Stream.SetSeed( iRandomSeed ); |
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m_WindVariationStream.SetSeed( iRandomSeed ); |
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m_iWindDir = m_iInitialWindDir = iInitialWindYaw; |
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// Bound it for networking as a postive integer |
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m_iInitialWindDir = (int)( anglemod( m_iInitialWindDir ) ); |
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m_flAveWindSpeed = m_flWindSpeed = m_flInitialWindSpeed = flInitialWindSpeed; |
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/* |
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// Cache in the wind sound... |
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if (!g_pEffects->IsServer()) |
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{ |
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
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m_pWindSound = controller.SoundCreate( -1, CHAN_STATIC, |
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"EnvWind.Loop", ATTN_NONE ); |
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controller.Play( m_pWindSound, 0.0f, 100 ); |
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} |
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*/ |
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// Next time a change happens (which will happen immediately), it'll stop gusting |
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m_bGusting = true; |
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} |
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//----------------------------------------------------------------------------- |
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// Computes wind variation |
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//----------------------------------------------------------------------------- |
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#define WIND_VARIATION_UPDATE_TIME 0.1f |
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void CEnvWindShared::ComputeWindVariation( float flTime ) |
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{ |
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// The wind variation is updated every 10th of a second.. |
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while( flTime >= m_flVariationTime ) |
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{ |
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m_flWindAngleVariation = m_WindVariationStream.RandomFloat( -10, 10 ); |
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m_flWindSpeedVariation = 1.0 + m_WindVariationStream.RandomFloat( -0.2, 0.2 ); |
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m_flVariationTime += WIND_VARIATION_UPDATE_TIME; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Updates the wind sound |
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//----------------------------------------------------------------------------- |
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void CEnvWindShared::UpdateWindSound( float flTotalWindSpeed ) |
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{ |
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if (!g_pEffects->IsServer()) |
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{ |
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float flDuration = random->RandomFloat( 1.0f, 2.0f ); |
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
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// FIXME: Tweak with these numbers |
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float flNormalizedWindSpeed = flTotalWindSpeed / 150.0f; |
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if (flNormalizedWindSpeed > 1.0f) |
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flNormalizedWindSpeed = 1.0f; |
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float flPitch = 120 * Bias( flNormalizedWindSpeed, 0.3f ) + 100; |
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float flVolume = 0.3f * Bias( flNormalizedWindSpeed, 0.3f ) + 0.7f; |
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controller.SoundChangePitch( m_pWindSound, flPitch, flDuration ); |
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controller.SoundChangeVolume( m_pWindSound, flVolume, flDuration ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Updates the swaying of trees |
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//----------------------------------------------------------------------------- |
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#define TREE_SWAY_UPDATE_TIME 2.0f |
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void CEnvWindShared::UpdateTreeSway( float flTime ) |
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{ |
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#ifdef CLIENT_DLL |
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while( flTime >= m_flSwayTime ) |
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{ |
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// Since the wind is constantly changing, but we need smooth values, we cache them off here. |
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m_PrevSwayVector = m_CurrentSwayVector; |
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m_CurrentSwayVector = m_currentWindVector; |
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m_flSwayTime += TREE_SWAY_UPDATE_TIME; |
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} |
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// Update vertex shader |
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float flPercentage = ( 1 - ( ( m_flSwayTime - flTime ) / TREE_SWAY_UPDATE_TIME ) ); |
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
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// Dividing by 2 helps the numbers the shader is expecting stay in line with other expected game values. |
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Vector vecWind = Lerp( flPercentage, m_PrevSwayVector, m_CurrentSwayVector ) / 2; |
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pRenderContext->SetVectorRenderingParameter( VECTOR_RENDERPARM_WIND_DIRECTION, vecWind ); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Updates the wind speed |
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//----------------------------------------------------------------------------- |
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#define WIND_ACCELERATION 150.0f // wind speed can accelerate this many units per second |
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#define WIND_DECELERATION 15.0f // wind speed can decelerate this many units per second |
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float CEnvWindShared::WindThink( float flTime ) |
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{ |
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// NOTE: This algorithm can be client-server neutal because we're using |
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// the random number generator to generate *time* at which the wind changes. |
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// We therefore need to structure the algorithm so that no matter the |
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// frequency of calls to this function we produce the same wind speeds... |
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ComputeWindVariation( flTime ); |
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// Update Tree Sway |
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UpdateTreeSway( flTime ); |
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while (true) |
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{ |
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// First, simulate up to the next switch time... |
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float flTimeToSwitch = m_flSwitchTime - m_flSimTime; |
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float flMaxDeltaTime = flTime - m_flSimTime; |
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bool bGotToSwitchTime = (flMaxDeltaTime > flTimeToSwitch); |
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float flSimDeltaTime = bGotToSwitchTime ? flTimeToSwitch : flMaxDeltaTime; |
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// Now that we've chosen |
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// either ramp up, or sleep till change |
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bool bReachedSteadyState = true; |
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if ( m_flAveWindSpeed > m_flWindSpeed ) |
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{ |
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m_flWindSpeed += WIND_ACCELERATION * flSimDeltaTime; |
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if (m_flWindSpeed > m_flAveWindSpeed) |
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m_flWindSpeed = m_flAveWindSpeed; |
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else |
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bReachedSteadyState = false; |
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} |
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else if ( m_flAveWindSpeed < m_flWindSpeed ) |
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{ |
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m_flWindSpeed -= WIND_DECELERATION * flSimDeltaTime; |
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if (m_flWindSpeed < m_flAveWindSpeed) |
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m_flWindSpeed = m_flAveWindSpeed; |
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else |
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bReachedSteadyState = false; |
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} |
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// Update the sim time |
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// If we didn't get to a switch point, then we're done simulating for now |
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if (!bGotToSwitchTime) |
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{ |
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m_flSimTime = flTime; |
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// We're about to exit, let's set the wind velocity... |
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QAngle vecWindAngle( 0, m_iWindDir + m_flWindAngleVariation, 0 ); |
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AngleVectors( vecWindAngle, &m_currentWindVector ); |
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float flTotalWindSpeed = m_flWindSpeed * m_flWindSpeedVariation; |
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m_currentWindVector *= flTotalWindSpeed; |
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// If we reached a steady state, we don't need to be called until the switch time |
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// Otherwise, we should be called immediately |
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// FIXME: If we ever call this from prediction, we'll need |
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// to only update the sound if it's a new time |
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// Or, we'll need to update the sound elsewhere. |
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// Update the sound.... |
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// UpdateWindSound( flTotalWindSpeed ); |
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// Always immediately call, the wind is forever varying |
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return ( flTime + 0.01f ); |
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} |
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m_flSimTime = m_flSwitchTime; |
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// Switch gusting state.. |
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if( m_bGusting ) |
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{ |
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// wind is gusting, so return to normal wind |
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m_flAveWindSpeed = m_Stream.RandomInt( m_iMinWind, m_iMaxWind ); |
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// set up for another gust later |
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m_bGusting = false; |
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m_flSwitchTime += m_flMinGustDelay + m_Stream.RandomFloat( 0, m_flMaxGustDelay ); |
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#ifndef CLIENT_DLL |
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m_OnGustEnd.FireOutput( NULL, NULL ); |
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#endif |
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} |
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else |
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{ |
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// time for a gust. |
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m_flAveWindSpeed = m_Stream.RandomInt( m_iMinGust, m_iMaxGust ); |
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// change wind direction, maybe a lot |
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m_iWindDir = anglemod( m_iWindDir + m_Stream.RandomInt(-m_iGustDirChange, m_iGustDirChange) ); |
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// set up to stop the gust in a short while |
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m_bGusting = true; |
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#ifndef CLIENT_DLL |
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m_OnGustStart.FireOutput( NULL, NULL ); |
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#endif |
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// !!!HACKHACK - gust duration tied to the length of a particular wave file |
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m_flSwitchTime += m_flGustDuration; |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Method to reset wind speed.. |
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//----------------------------------------------------------------------------- |
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void ResetWindspeed() |
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{ |
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FOR_EACH_LL( s_windControllers, it ) |
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{ |
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s_windControllers[it]->m_currentWindVector.Init( 0, 0, 0 ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// GetWindspeedAtTime was never finished to actually take time in to consideration. We don't need |
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// features that aren't written, but we do need to have multiple wind controllers on a map, so |
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// we need to find the one that is affecting the given location and return its speed. |
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//----------------------------------------------------------------------------- |
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Vector GetWindspeedAtLocation( const Vector &location ) |
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{ |
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FOR_EACH_LL( s_windControllers, it ) |
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{ |
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CEnvWindShared *thisWindController = s_windControllers[it]; |
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float distance = (thisWindController->m_location - location).Length(); |
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if( distance < thisWindController->m_windRadius ) |
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{ |
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// This location is within our area of influence, so return our computer wind vector |
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return thisWindController->m_currentWindVector; |
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} |
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} |
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FOR_EACH_LL( s_windControllers, it ) |
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{ |
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CEnvWindShared *thisWindController = s_windControllers[it]; |
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if( thisWindController->m_windRadius == -1.0f ) |
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{ |
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// We do a second search for a global controller so you don't have to worry about order in the list. |
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return thisWindController->m_currentWindVector; |
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} |
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} |
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return Vector(0,0,0);// No wind |
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} |
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//----------------------------------------------------------------------------- |
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// Method to sample the windspeed at a particular time |
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//----------------------------------------------------------------------------- |
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void GetWindspeedAtTime( float flTime, Vector &vecVelocity ) |
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{ |
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// For now, ignore history and time.. fix later when we use wind to affect |
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// client-side prediction |
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if ( s_windControllers.Count() == 0 ) |
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{ |
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vecVelocity.Init( 0, 0, 0 ); |
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} |
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else |
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{ |
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VectorCopy( s_windControllers[ s_windControllers.Head() ]->m_currentWindVector, vecVelocity ); |
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} |
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}
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