//========= Copyright Valve Corporation, All rights reserved. ============// // // An entity that allows level designer control over the fog parameters. // //============================================================================= #include "cbase.h" #include "fogcontroller.h" #include "entityinput.h" #include "entityoutput.h" #include "eventqueue.h" #include "player.h" #include "world.h" #include "ndebugoverlay.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" CFogSystem s_FogSystem( "FogSystem" ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CFogSystem *FogSystem( void ) { return &s_FogSystem; } LINK_ENTITY_TO_CLASS( env_fog_controller, CFogController ); BEGIN_DATADESC( CFogController ) DEFINE_INPUTFUNC( FIELD_FLOAT, "SetStartDist", InputSetStartDist ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetEndDist", InputSetEndDist ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMaxDensity", InputSetMaxDensity ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), DEFINE_INPUTFUNC( FIELD_COLOR32, "SetColor", InputSetColor ), DEFINE_INPUTFUNC( FIELD_COLOR32, "SetColorSecondary", InputSetColorSecondary ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFarZ", InputSetFarZ ), DEFINE_INPUTFUNC( FIELD_STRING, "SetAngles", InputSetAngles ), DEFINE_INPUTFUNC( FIELD_COLOR32, "SetColorLerpTo", InputSetColorLerpTo ), DEFINE_INPUTFUNC( FIELD_COLOR32, "SetColorSecondaryLerpTo", InputSetColorSecondaryLerpTo ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetStartDistLerpTo", InputSetStartDistLerpTo ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetEndDistLerpTo", InputSetEndDistLerpTo ), DEFINE_INPUTFUNC( FIELD_VOID, "StartFogTransition", InputStartFogTransition ), // Quiet classcheck //DEFINE_EMBEDDED( m_fog ), DEFINE_KEYFIELD( m_bUseAngles, FIELD_BOOLEAN, "use_angles" ), DEFINE_KEYFIELD( m_fog.colorPrimary, FIELD_COLOR32, "fogcolor" ), DEFINE_KEYFIELD( m_fog.colorSecondary, FIELD_COLOR32, "fogcolor2" ), DEFINE_KEYFIELD( m_fog.dirPrimary, FIELD_VECTOR, "fogdir" ), DEFINE_KEYFIELD( m_fog.enable, FIELD_BOOLEAN, "fogenable" ), DEFINE_KEYFIELD( m_fog.blend, FIELD_BOOLEAN, "fogblend" ), DEFINE_KEYFIELD( m_fog.start, FIELD_FLOAT, "fogstart" ), DEFINE_KEYFIELD( m_fog.end, FIELD_FLOAT, "fogend" ), DEFINE_KEYFIELD( m_fog.maxdensity, FIELD_FLOAT, "fogmaxdensity" ), DEFINE_KEYFIELD( m_fog.farz, FIELD_FLOAT, "farz" ), DEFINE_KEYFIELD( m_fog.duration, FIELD_FLOAT, "foglerptime" ), DEFINE_THINKFUNC( SetLerpValues ), DEFINE_FIELD( m_iChangedVariables, FIELD_INTEGER ), DEFINE_FIELD( m_fog.lerptime, FIELD_TIME ), DEFINE_FIELD( m_fog.colorPrimaryLerpTo, FIELD_COLOR32 ), DEFINE_FIELD( m_fog.colorSecondaryLerpTo, FIELD_COLOR32 ), DEFINE_FIELD( m_fog.startLerpTo, FIELD_FLOAT ), DEFINE_FIELD( m_fog.endLerpTo, FIELD_FLOAT ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST_NOBASE( CFogController, DT_FogController ) // fog data SendPropInt( SENDINFO_STRUCTELEM( m_fog.enable ), 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO_STRUCTELEM( m_fog.blend ), 1, SPROP_UNSIGNED ), SendPropVector( SENDINFO_STRUCTELEM(m_fog.dirPrimary), -1, SPROP_COORD), SendPropInt( SENDINFO_STRUCTELEM( m_fog.colorPrimary ), 32, SPROP_UNSIGNED ), SendPropInt( SENDINFO_STRUCTELEM( m_fog.colorSecondary ), 32, SPROP_UNSIGNED ), SendPropFloat( SENDINFO_STRUCTELEM( m_fog.start ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO_STRUCTELEM( m_fog.end ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO_STRUCTELEM( m_fog.maxdensity ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO_STRUCTELEM( m_fog.farz ), 0, SPROP_NOSCALE ), SendPropInt( SENDINFO_STRUCTELEM( m_fog.colorPrimaryLerpTo ), 32, SPROP_UNSIGNED ), SendPropInt( SENDINFO_STRUCTELEM( m_fog.colorSecondaryLerpTo ), 32, SPROP_UNSIGNED ), SendPropFloat( SENDINFO_STRUCTELEM( m_fog.startLerpTo ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO_STRUCTELEM( m_fog.endLerpTo ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO_STRUCTELEM( m_fog.lerptime ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO_STRUCTELEM( m_fog.duration ), 0, SPROP_NOSCALE ), END_SEND_TABLE() CFogController::CFogController() { // Make sure that old maps without fog fields don't get wacked out fog values. m_fog.enable = false; m_fog.maxdensity = 1.0f; } CFogController::~CFogController() { } void CFogController::Spawn( void ) { BaseClass::Spawn(); m_fog.colorPrimaryLerpTo = m_fog.colorPrimary; m_fog.colorSecondaryLerpTo = m_fog.colorSecondary; } //----------------------------------------------------------------------------- // Activate! //----------------------------------------------------------------------------- void CFogController::Activate( ) { BaseClass::Activate(); if ( m_bUseAngles ) { AngleVectors( GetAbsAngles(), &m_fog.dirPrimary.GetForModify() ); m_fog.dirPrimary.GetForModify() *= -1.0f; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CFogController::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); } //------------------------------------------------------------------------------ // Purpose: Input handler for setting the fog start distance. //------------------------------------------------------------------------------ void CFogController::InputSetStartDist(inputdata_t &inputdata) { // Get the world entity. m_fog.start = inputdata.value.Float(); } //------------------------------------------------------------------------------ // Purpose: Input handler for setting the fog end distance. //------------------------------------------------------------------------------ void CFogController::InputSetEndDist(inputdata_t &inputdata) { // Get the world entity. m_fog.end = inputdata.value.Float(); } //------------------------------------------------------------------------------ // Input handler for setting the maximum density of the fog. This lets us bring // the start distance in without the scene fogging too much. //------------------------------------------------------------------------------ void CFogController::InputSetMaxDensity( inputdata_t &inputdata ) { m_fog.maxdensity = inputdata.value.Float(); } //------------------------------------------------------------------------------ // Purpose: Input handler for turning on the fog. //------------------------------------------------------------------------------ void CFogController::InputTurnOn(inputdata_t &inputdata) { // Get the world entity. m_fog.enable = true; } //------------------------------------------------------------------------------ // Purpose: Input handler for turning off the fog. //------------------------------------------------------------------------------ void CFogController::InputTurnOff(inputdata_t &inputdata) { // Get the world entity. m_fog.enable = false; } //------------------------------------------------------------------------------ // Purpose: Input handler for setting the primary fog color. //------------------------------------------------------------------------------ void CFogController::InputSetColor(inputdata_t &inputdata) { // Get the world entity. m_fog.colorPrimary = inputdata.value.Color32(); } //------------------------------------------------------------------------------ // Purpose: Input handler for setting the secondary fog color. //------------------------------------------------------------------------------ void CFogController::InputSetColorSecondary(inputdata_t &inputdata) { // Get the world entity. m_fog.colorSecondary = inputdata.value.Color32(); } void CFogController::InputSetFarZ(inputdata_t &inputdata) { m_fog.farz = inputdata.value.Int(); } //------------------------------------------------------------------------------ // Purpose: Sets the angles to use for the secondary fog direction. //------------------------------------------------------------------------------ void CFogController::InputSetAngles( inputdata_t &inputdata ) { const char *pAngles = inputdata.value.String(); QAngle angles; UTIL_StringToVector( angles.Base(), pAngles ); Vector vTemp; AngleVectors( angles, &vTemp ); SetAbsAngles( angles ); AngleVectors( GetAbsAngles(), &m_fog.dirPrimary.GetForModify() ); m_fog.dirPrimary.GetForModify() *= -1.0f; } //----------------------------------------------------------------------------- // Purpose: Draw any debug text overlays // Output : Current text offset from the top //----------------------------------------------------------------------------- int CFogController::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512]; Q_snprintf(tempstr,sizeof(tempstr),"State: %s",(m_fog.enable)?"On":"Off"); EntityText(text_offset,tempstr,0); text_offset++; Q_snprintf(tempstr,sizeof(tempstr),"Start: %3.0f",m_fog.start.Get()); EntityText(text_offset,tempstr,0); text_offset++; Q_snprintf(tempstr,sizeof(tempstr),"End : %3.0f",m_fog.end.Get()); EntityText(text_offset,tempstr,0); text_offset++; color32 color = m_fog.colorPrimary; Q_snprintf(tempstr,sizeof(tempstr),"1) Red : %i",color.r); EntityText(text_offset,tempstr,0); text_offset++; Q_snprintf(tempstr,sizeof(tempstr),"1) Green: %i",color.g); EntityText(text_offset,tempstr,0); text_offset++; Q_snprintf(tempstr,sizeof(tempstr),"1) Blue : %i",color.b); EntityText(text_offset,tempstr,0); text_offset++; color = m_fog.colorSecondary; Q_snprintf(tempstr,sizeof(tempstr),"2) Red : %i",color.r); EntityText(text_offset,tempstr,0); text_offset++; Q_snprintf(tempstr,sizeof(tempstr),"2) Green: %i",color.g); EntityText(text_offset,tempstr,0); text_offset++; Q_snprintf(tempstr,sizeof(tempstr),"2) Blue : %i",color.b); EntityText(text_offset,tempstr,0); text_offset++; } return text_offset; } #define FOG_CONTROLLER_COLORPRIMARY_LERP 1 #define FOG_CONTROLLER_COLORSECONDARY_LERP 2 #define FOG_CONTROLLER_START_LERP 4 #define FOG_CONTROLLER_END_LERP 8 void CFogController::InputSetColorLerpTo(inputdata_t &data) { m_iChangedVariables |= FOG_CONTROLLER_COLORPRIMARY_LERP; m_fog.colorPrimaryLerpTo = data.value.Color32(); } void CFogController::InputSetColorSecondaryLerpTo(inputdata_t &data) { m_iChangedVariables |= FOG_CONTROLLER_COLORSECONDARY_LERP; m_fog.colorSecondaryLerpTo = data.value.Color32(); } void CFogController::InputSetStartDistLerpTo(inputdata_t &data) { m_iChangedVariables |= FOG_CONTROLLER_START_LERP; m_fog.startLerpTo = data.value.Float(); } void CFogController::InputSetEndDistLerpTo(inputdata_t &data) { m_iChangedVariables |= FOG_CONTROLLER_END_LERP; m_fog.endLerpTo = data.value.Float(); } void CFogController::InputStartFogTransition(inputdata_t &data) { SetThink( &CFogController::SetLerpValues ); m_fog.lerptime = gpGlobals->curtime + m_fog.duration + 0.1; SetNextThink( gpGlobals->curtime + m_fog.duration ); } void CFogController::SetLerpValues( void ) { if ( m_iChangedVariables & FOG_CONTROLLER_COLORPRIMARY_LERP ) { m_fog.colorPrimary = m_fog.colorPrimaryLerpTo; } if ( m_iChangedVariables & FOG_CONTROLLER_COLORSECONDARY_LERP ) { m_fog.colorSecondary = m_fog.colorSecondaryLerpTo; } if ( m_iChangedVariables & FOG_CONTROLLER_START_LERP ) { m_fog.start = m_fog.startLerpTo; } if ( m_iChangedVariables & FOG_CONTROLLER_END_LERP ) { m_fog.end = m_fog.endLerpTo; } m_iChangedVariables = 0; m_fog.lerptime = gpGlobals->curtime; } //----------------------------------------------------------------------------- // Purpose: Clear out the fog controller. //----------------------------------------------------------------------------- void CFogSystem::LevelInitPreEntity( void ) { m_pMasterController = NULL; } //----------------------------------------------------------------------------- // Purpose: On level load find the master fog controller. If no controller is // set as Master, use the first fog controller found. //----------------------------------------------------------------------------- void CFogSystem::LevelInitPostEntity( void ) { CFogController *pFogController = NULL; do { pFogController = static_cast( gEntList.FindEntityByClassname( pFogController, "env_fog_controller" ) ); if ( pFogController ) { if ( m_pMasterController == NULL ) { m_pMasterController = pFogController; } else { if ( pFogController->IsMaster() ) { m_pMasterController = pFogController; } } } } while ( pFogController ); // HACK: Singleplayer games don't get a call to CBasePlayer::Spawn on level transitions. // CBasePlayer::Activate is called before this is called so that's too soon to set up the fog controller. // We don't have a hook similar to Activate that happens after LevelInitPostEntity // is called, or we could just do this in the player itself. if ( gpGlobals->maxClients == 1 ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( pPlayer && ( pPlayer->m_Local.m_PlayerFog.m_hCtrl.Get() == NULL ) ) { pPlayer->InitFogController(); } } }