Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "eventqueue.h"
#include "script_intro.h"
#include "point_camera.h"
#include "ai_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Used by server and client to calculate our FOV blend at any given frame
extern float ScriptInfo_CalculateFOV( float flFOVBlendStartTime, float flNextFOVBlendTime, int nFOV, int nNextFOV, bool bSplineRamp );
// Global point to the active intro script
CHandle<CScriptIntro> g_hIntroScript;
LINK_ENTITY_TO_CLASS(script_intro, CScriptIntro);
BEGIN_DATADESC(CScriptIntro)
// Keys
DEFINE_FIELD( m_vecCameraView, FIELD_VECTOR ),
DEFINE_FIELD( m_vecCameraViewAngles, FIELD_VECTOR ),
DEFINE_FIELD( m_vecPlayerView, FIELD_VECTOR ),
DEFINE_FIELD( m_vecPlayerViewAngles, FIELD_VECTOR ),
DEFINE_FIELD( m_iBlendMode, FIELD_INTEGER ),
DEFINE_FIELD( m_iQueuedBlendMode, FIELD_INTEGER ),
DEFINE_FIELD( m_iQueuedNextBlendMode, FIELD_INTEGER ),
DEFINE_FIELD( m_iNextBlendMode, FIELD_INTEGER ),
DEFINE_FIELD( m_flNextBlendTime, FIELD_TIME ),
DEFINE_FIELD( m_flBlendStartTime, FIELD_TIME ),
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iNextFOV, FIELD_INTEGER ),
DEFINE_FIELD( m_flNextFOVBlendTime, FIELD_TIME ),
DEFINE_FIELD( m_flFOVBlendStartTime, FIELD_TIME ),
DEFINE_FIELD( m_iFOV, FIELD_INTEGER ),
DEFINE_ARRAY( m_flFadeColor, FIELD_FLOAT, 3 ),
DEFINE_FIELD( m_flFadeAlpha, FIELD_FLOAT ),
DEFINE_FIELD( m_flFadeDuration, FIELD_FLOAT ),
DEFINE_FIELD( m_hCameraEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_iStartFOV, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_bAlternateFOV, FIELD_BOOLEAN, "alternatefovchange" ),
// Inputs
DEFINE_INPUTFUNC(FIELD_STRING, "SetCameraViewEntity", InputSetCameraViewEntity ),
DEFINE_INPUTFUNC(FIELD_INTEGER, "SetBlendMode", InputSetBlendMode ),
DEFINE_INPUTFUNC(FIELD_INTEGER, "SetNextFOV", InputSetNextFOV ),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetFOVBlendTime", InputSetFOVBlendTime ),
DEFINE_INPUTFUNC(FIELD_INTEGER, "SetFOV", InputSetFOV ),
DEFINE_INPUTFUNC(FIELD_INTEGER, "SetNextBlendMode", InputSetNextBlendMode ),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetNextBlendTime", InputSetNextBlendTime ),
DEFINE_INPUTFUNC(FIELD_VOID, "Activate", InputActivate ),
DEFINE_INPUTFUNC(FIELD_VOID, "Deactivate", InputDeactivate ),
DEFINE_INPUTFUNC(FIELD_STRING, "FadeTo", InputFadeTo ),
DEFINE_INPUTFUNC(FIELD_STRING, "SetFadeColor", InputSetFadeColor ),
DEFINE_THINKFUNC( BlendComplete ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CScriptIntro, DT_ScriptIntro )
SendPropVector(SENDINFO(m_vecCameraView), -1, SPROP_COORD),
SendPropVector(SENDINFO(m_vecCameraViewAngles), -1, SPROP_COORD),
SendPropInt( SENDINFO( m_iBlendMode ), 5 ),
SendPropInt( SENDINFO( m_iNextBlendMode ), 5 ),
SendPropFloat( SENDINFO( m_flNextBlendTime ), 10 ),
SendPropFloat( SENDINFO( m_flBlendStartTime ), 10 ),
SendPropBool( SENDINFO( m_bActive ) ),
// Fov & fov blends
SendPropInt( SENDINFO( m_iFOV ), 9 ),
SendPropInt( SENDINFO( m_iNextFOV ), 9 ),
SendPropInt( SENDINFO( m_iStartFOV ), 9 ),
SendPropFloat( SENDINFO( m_flNextFOVBlendTime ), 10 ),
SendPropFloat( SENDINFO( m_flFOVBlendStartTime ), 10 ),
SendPropBool( SENDINFO( m_bAlternateFOV ) ),
// Fades
SendPropFloat( SENDINFO( m_flFadeAlpha ), 10 ),
SendPropArray(
SendPropFloat( SENDINFO_ARRAY(m_flFadeColor), 32, SPROP_NOSCALE),
m_flFadeColor),
SendPropFloat( SENDINFO( m_flFadeDuration ), 10, SPROP_ROUNDDOWN, 0.0f, 255.0 ),
SendPropEHandle(SENDINFO( m_hCameraEntity ) ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CScriptIntro::Spawn( void )
{
m_iNextBlendMode = -1;
m_iQueuedBlendMode = -1;
m_iQueuedNextBlendMode = -1;
AddSolidFlags( FSOLID_NOT_SOLID );
SetSize( -Vector(5,5,5), Vector(5,5,5) );
m_bActive = false;
m_iNextFOV = 0;
m_iFOV = 0;
m_iStartFOV = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CScriptIntro::Activate( void )
{
// Restore our script pointer, this is necessary to trigger other internal logic to due with PVS checks
if ( m_bActive )
{
g_hIntroScript = this;
}
BaseClass::Activate();
}
void CScriptIntro::Precache()
{
PrecacheMaterial( "scripted/intro_screenspaceeffect" );
BaseClass::Precache();
}
//------------------------------------------------------------------------------
// Purpose : Send even though we don't have a model.
//------------------------------------------------------------------------------
int CScriptIntro::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CScriptIntro::InputSetCameraViewEntity( inputdata_t &inputdata )
{
// Find the specified entity
string_t iszEntityName = inputdata.value.StringID();
if ( iszEntityName == NULL_STRING )
return;
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, iszEntityName, NULL, inputdata.pActivator, inputdata.pCaller );
if ( !pEntity )
{
Warning("script_intro %s couldn't find SetCameraViewEntity named %s\n", STRING(GetEntityName()), STRING(iszEntityName) );
return;
}
m_hCameraEntity = pEntity;
m_vecCameraView = pEntity->GetAbsOrigin();
m_vecCameraViewAngles = pEntity->GetAbsAngles();
}
//-----------------------------------------------------------------------------
// Purpose: Fill out the origin that should be included in the player's PVS
//-----------------------------------------------------------------------------
bool CScriptIntro::GetIncludedPVSOrigin( Vector *pOrigin, CBaseEntity **ppCamera )
{
if ( m_bActive && m_hCameraEntity.Get() )
{
*ppCamera = m_hCameraEntity.Get();
*pOrigin = m_hCameraEntity.Get()->GetAbsOrigin();
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Used for debugging
//-----------------------------------------------------------------------------
static ConVar cl_spewscriptintro( "cl_spewscriptintro", "0" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CScriptIntro::InputSetBlendMode( inputdata_t &inputdata )
{
m_iBlendMode = m_iNextBlendMode = inputdata.value.Int();
m_flBlendStartTime = m_flNextBlendTime = gpGlobals->curtime;
m_iQueuedBlendMode = -1;
SetContextThink( NULL, gpGlobals->curtime, "BlendComplete" );
if ( cl_spewscriptintro.GetInt() )
{
DevMsg( 1, "%.2f INPUT: Blend mode set to %d\n", gpGlobals->curtime, m_iBlendMode.Get() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CScriptIntro::InputSetNextBlendMode( inputdata_t &inputdata )
{
m_iQueuedNextBlendMode = inputdata.value.Int();
if ( cl_spewscriptintro.GetInt() )
{
DevMsg( 1, "%.2f INPUT: Next Blend mode set to %d\n", gpGlobals->curtime, m_iQueuedNextBlendMode );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CScriptIntro::InputSetNextFOV( inputdata_t &inputdata )
{
m_iNextFOV = inputdata.value.Int();
}
//------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CScriptIntro::InputSetFOVBlendTime( inputdata_t &inputdata )
{
// Cache our FOV starting point before we update our data here
if ( m_flNextFOVBlendTime >= gpGlobals->curtime )
{
// We're already in a blend, so capture where we are at this point in time
m_iStartFOV = ScriptInfo_CalculateFOV( m_flFOVBlendStartTime, m_flNextFOVBlendTime, m_iStartFOV, m_iNextFOV, m_bAlternateFOV );
}
else
{
// If we weren't blending, then we need to construct a proper starting point from scratch
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer )
{
m_iStartFOV = ( m_iFOV ) ? m_iFOV : pPlayer->GetFOV();
}
else
{
m_iStartFOV = m_iFOV;
}
}
m_flNextFOVBlendTime = gpGlobals->curtime + inputdata.value.Float();
m_flFOVBlendStartTime = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CScriptIntro::InputSetFOV( inputdata_t &inputdata )
{
m_iFOV = inputdata.value.Int();
m_iStartFOV = m_iFOV;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CScriptIntro::InputSetNextBlendTime( inputdata_t &inputdata )
{
m_flNextBlendTime = gpGlobals->curtime + inputdata.value.Float();
m_flBlendStartTime = gpGlobals->curtime;
// This logic is used to support continued calls to SetNextBlendMode
// without intervening calls to SetBlendMode
if ( m_iQueuedBlendMode >= 0 )
{
m_iBlendMode = m_iQueuedBlendMode;
}
if ( m_iQueuedNextBlendMode < 0 )
{
Warning( "script_intro: Warning!! Set blend time without setting next blend mode!\n" );
m_iQueuedNextBlendMode = m_iBlendMode;
}
m_iNextBlendMode = m_iQueuedNextBlendMode;
m_iQueuedNextBlendMode = -1;
m_iQueuedBlendMode = m_iNextBlendMode;
if ( cl_spewscriptintro.GetInt() )
{
DevMsg( 1, "%.2f BLEND STARTED: %d to %d, end at %.2f\n", gpGlobals->curtime, m_iBlendMode.Get(), m_iNextBlendMode.Get(), m_flNextBlendTime.Get() );
}
SetContextThink( &CScriptIntro::BlendComplete, m_flNextBlendTime, "BlendComplete" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CScriptIntro::BlendComplete( )
{
m_iBlendMode = m_iNextBlendMode;
m_flBlendStartTime = m_flNextBlendTime = gpGlobals->curtime;
m_iQueuedBlendMode = -1;
SetContextThink( NULL, gpGlobals->curtime, "BlendComplete" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CScriptIntro::InputActivate( inputdata_t &inputdata )
{
m_bActive = true;
g_hIntroScript = this;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CScriptIntro::InputDeactivate( inputdata_t &inputdata )
{
m_bActive = false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CScriptIntro::InputFadeTo( inputdata_t &inputdata )
{
char parseString[255];
Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));
// Get the fade alpha
char *pszParam = strtok(parseString," ");
if ( !pszParam || !pszParam[0] )
{
Warning("%s (%s) received FadeTo input without an alpha. Syntax: <fade alpha> <fade duration>\n", GetClassname(), GetDebugName() );
return;
}
float flAlpha = atof( pszParam );
// Get the fade duration
pszParam = strtok(NULL," ");
if ( !pszParam || !pszParam[0] )
{
Warning("%s (%s) received FadeTo input without a duration. Syntax: <fade alpha> <fade duration>\n", GetClassname(), GetDebugName() );
return;
}
// Set the two variables
m_flFadeAlpha = flAlpha;
m_flFadeDuration = atof( pszParam );
//Msg("%.2f INPUT FADE: Fade to %.2f. End at %.2f\n", gpGlobals->curtime, m_flFadeAlpha.Get(), gpGlobals->curtime + m_flFadeDuration.Get() );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CScriptIntro::InputSetFadeColor( inputdata_t &inputdata )
{
char parseString[255];
Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));
// Get the fade colors
char *pszParam = strtok(parseString," ");
if ( !pszParam || !pszParam[0] )
{
Warning("%s (%s) received SetFadeColor input without correct parameters. Syntax: <Red> <Green> <Blue>>\n", GetClassname(), GetDebugName() );
return;
}
float flR = atof( pszParam );
pszParam = strtok(NULL," ");
if ( !pszParam || !pszParam[0] )
{
Warning("%s (%s) received SetFadeColor input without correct parameters. Syntax: <Red> <Green> <Blue>>\n", GetClassname(), GetDebugName() );
return;
}
float flG = atof( pszParam );
pszParam = strtok(NULL," ");
if ( !pszParam || !pszParam[0] )
{
Warning("%s (%s) received SetFadeColor input without correct parameters. Syntax: <Red> <Green> <Blue>>\n", GetClassname(), GetDebugName() );
return;
}
float flB = atof( pszParam );
// Use the colors
m_flFadeColor.Set( 0, flR );
m_flFadeColor.Set( 1, flG );
m_flFadeColor.Set( 2, flB );
}