//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "igamesystem.h" #include "entitylist.h" #include "SkyCamera.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // automatically hooks in the system's callbacks CEntityClassList g_SkyList; template <> CSkyCamera *CEntityClassList::m_pClassList = NULL; #ifdef MAPBASE CHandle g_hActiveSkybox = NULL; #endif //----------------------------------------------------------------------------- // Retrives the current skycamera //----------------------------------------------------------------------------- CSkyCamera* GetCurrentSkyCamera() { #ifdef MAPBASE if ( g_hActiveSkybox.Get() == NULL ) { g_hActiveSkybox = GetSkyCameraList(); } return g_hActiveSkybox.Get(); #else return g_SkyList.m_pClassList; #endif } CSkyCamera* GetSkyCameraList() { return g_SkyList.m_pClassList; } //============================================================================= LINK_ENTITY_TO_CLASS( sky_camera, CSkyCamera ); BEGIN_DATADESC( CSkyCamera ) DEFINE_KEYFIELD( m_skyboxData.scale, FIELD_INTEGER, "scale" ), DEFINE_FIELD( m_skyboxData.origin, FIELD_VECTOR ), DEFINE_FIELD( m_skyboxData.area, FIELD_INTEGER ), #ifdef MAPBASE DEFINE_KEYFIELD( m_skyboxData.skycolor, FIELD_COLOR32, "skycolor" ), DEFINE_KEYFIELD( m_bUseAnglesForSky, FIELD_BOOLEAN, "use_angles_for_sky" ), #endif // Quiet down classcheck // DEFINE_FIELD( m_skyboxData, sky3dparams_t ), // This is re-set up in the constructor // DEFINE_FIELD( m_pNext, CSkyCamera ), // fog data for 3d skybox DEFINE_KEYFIELD( m_bUseAngles, FIELD_BOOLEAN, "use_angles" ), DEFINE_KEYFIELD( m_skyboxData.fog.enable, FIELD_BOOLEAN, "fogenable" ), DEFINE_KEYFIELD( m_skyboxData.fog.blend, FIELD_BOOLEAN, "fogblend" ), DEFINE_KEYFIELD( m_skyboxData.fog.dirPrimary, FIELD_VECTOR, "fogdir" ), DEFINE_KEYFIELD( m_skyboxData.fog.colorPrimary, FIELD_COLOR32, "fogcolor" ), DEFINE_KEYFIELD( m_skyboxData.fog.colorSecondary, FIELD_COLOR32, "fogcolor2" ), DEFINE_KEYFIELD( m_skyboxData.fog.start, FIELD_FLOAT, "fogstart" ), DEFINE_KEYFIELD( m_skyboxData.fog.end, FIELD_FLOAT, "fogend" ), DEFINE_KEYFIELD( m_skyboxData.fog.maxdensity, FIELD_FLOAT, "fogmaxdensity" ), #ifdef MAPBASE DEFINE_KEYFIELD( m_skyboxData.fog.farz, FIELD_FLOAT, "farz" ), #endif #ifdef MAPBASE DEFINE_INPUTFUNC( FIELD_VOID, "ForceUpdate", InputForceUpdate ), DEFINE_INPUTFUNC( FIELD_VOID, "StartUpdating", InputStartUpdating ), DEFINE_INPUTFUNC( FIELD_VOID, "StopUpdating", InputStopUpdating ), DEFINE_INPUTFUNC( FIELD_VOID, "ActivateSkybox", InputActivateSkybox ), DEFINE_INPUTFUNC( FIELD_VOID, "DeactivateSkybox", InputDeactivateSkybox ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFogStartDist", InputSetFogStartDist ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFogEndDist", InputSetFogEndDist ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFogMaxDensity", InputSetFogMaxDensity ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOnFog", InputTurnOnFog ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOffFog", InputTurnOffFog ), DEFINE_INPUTFUNC( FIELD_COLOR32, "SetFogColor", InputSetFogColor ), DEFINE_INPUTFUNC( FIELD_COLOR32, "SetFogColorSecondary", InputSetFogColorSecondary ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFarZ", InputSetFarZ ), DEFINE_INPUTFUNC( FIELD_COLOR32, "SetSkyColor", InputSetSkyColor ), DEFINE_THINKFUNC( Update ), #endif END_DATADESC() //----------------------------------------------------------------------------- // List of maps in HL2 that we must apply our skybox fog fixup hack to //----------------------------------------------------------------------------- static const char *s_pBogusFogMaps[] = { "d1_canals_01", "d1_canals_01a", "d1_canals_02", "d1_canals_03", "d1_canals_09", "d1_canals_10", "d1_canals_11", "d1_canals_12", "d1_canals_13", "d1_eli_01", "d1_trainstation_01", "d1_trainstation_03", "d1_trainstation_04", "d1_trainstation_05", "d1_trainstation_06", "d3_c17_04", "d3_c17_11", "d3_c17_12", "d3_citadel_01", NULL }; //----------------------------------------------------------------------------- // Constructor, destructor //----------------------------------------------------------------------------- CSkyCamera::CSkyCamera() { g_SkyList.Insert( this ); m_skyboxData.fog.maxdensity = 1.0f; #ifdef MAPBASE m_skyboxData.skycolor.Init(0, 0, 0, 0); #endif } CSkyCamera::~CSkyCamera() { g_SkyList.Remove( this ); } void CSkyCamera::Spawn( void ) { #ifdef MAPBASE if (HasSpawnFlags(SF_SKY_MASTER)) g_hActiveSkybox = this; if (HasSpawnFlags(SF_SKY_START_UPDATING) && GetCurrentSkyCamera() == this) { SetThink( &CSkyCamera::Update ); SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); } // Must be absolute now that the sky_camera can be parented m_skyboxData.origin = GetAbsOrigin(); if (m_bUseAnglesForSky) m_skyboxData.angles = GetAbsAngles(); #else m_skyboxData.origin = GetLocalOrigin(); #endif m_skyboxData.area = engine->GetArea( m_skyboxData.origin ); Precache(); } //----------------------------------------------------------------------------- // Activate! //----------------------------------------------------------------------------- void CSkyCamera::Activate( ) { BaseClass::Activate(); if ( m_bUseAngles ) { AngleVectors( GetAbsAngles(), &m_skyboxData.fog.dirPrimary.GetForModify() ); m_skyboxData.fog.dirPrimary.GetForModify() *= -1.0f; } #ifdef HL2_DLL // NOTE! This is a hack. There was a bug in the skybox fog computation // on the client DLL that caused it to use the average of the primary and // secondary fog color when blending was enabled. The bug is fixed, but to make // the maps look the same as before the bug fix without having to download new maps, // I have to cheat here and slam the primary and secondary colors to be the average of // the primary and secondary colors. if ( m_skyboxData.fog.blend ) { for ( int i = 0; s_pBogusFogMaps[i]; ++i ) { if ( !Q_stricmp( s_pBogusFogMaps[i], STRING(gpGlobals->mapname) ) ) { m_skyboxData.fog.colorPrimary.SetR( ( m_skyboxData.fog.colorPrimary.GetR() + m_skyboxData.fog.colorSecondary.GetR() ) * 0.5f ); m_skyboxData.fog.colorPrimary.SetG( ( m_skyboxData.fog.colorPrimary.GetG() + m_skyboxData.fog.colorSecondary.GetG() ) * 0.5f ); m_skyboxData.fog.colorPrimary.SetB( ( m_skyboxData.fog.colorPrimary.GetB() + m_skyboxData.fog.colorSecondary.GetB() ) * 0.5f ); m_skyboxData.fog.colorPrimary.SetA( ( m_skyboxData.fog.colorPrimary.GetA() + m_skyboxData.fog.colorSecondary.GetA() ) * 0.5f ); m_skyboxData.fog.colorSecondary = m_skyboxData.fog.colorPrimary; } } } #endif } #ifdef MAPBASE //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CSkyCamera::AcceptInput( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, int outputID ) { if (!BaseClass::AcceptInput( szInputName, pActivator, pCaller, Value, outputID )) return false; if (g_hActiveSkybox == this) { // Most inputs require an update Update(); } return true; } //----------------------------------------------------------------------------- // Purpose: Update sky position mid-game //----------------------------------------------------------------------------- void CSkyCamera::Update() { m_skyboxData.origin = GetAbsOrigin(); if (m_bUseAnglesForSky) m_skyboxData.angles = GetAbsAngles(); // Getting into another area is unlikely, but if it's not expensive, I guess it's okay. m_skyboxData.area = engine->GetArea( m_skyboxData.origin ); if ( m_bUseAngles ) { AngleVectors( GetAbsAngles(), &m_skyboxData.fog.dirPrimary.GetForModify() ); m_skyboxData.fog.dirPrimary.GetForModify() *= -1.0f; } #ifdef MAPBASE_MP // Updates client data, this completely ignores m_pOldSkyCamera CBasePlayer *pPlayer = NULL; for (int i = 1; i <= gpGlobals->maxClients; i++) { pPlayer = UTIL_PlayerByIndex(i); if (pPlayer) pPlayer->m_Local.m_skybox3d.CopyFrom(m_skyboxData); } #else // Updates client data, this completely ignores m_pOldSkyCamera CBasePlayer *pPlayer = UTIL_PlayerByIndex(1); if (pPlayer) { pPlayer->m_Local.m_skybox3d.CopyFrom(m_skyboxData); } #endif SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); } void CSkyCamera::InputForceUpdate( inputdata_t &inputdata ) { Update(); // Updates client data, this completely ignores m_pOldSkyCamera CBasePlayer *pPlayer = NULL; for (int i = 1; i <= gpGlobals->maxClients; i++) { pPlayer = UTIL_PlayerByIndex( i ); if (pPlayer) pPlayer->m_Local.m_skybox3d.CopyFrom( m_skyboxData ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CSkyCamera::InputStartUpdating( inputdata_t &inputdata ) { if (GetCurrentSkyCamera() == this) { SetThink( &CSkyCamera::Update ); SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); } // If we become the current sky camera later, remember that we want to update AddSpawnFlags( SF_SKY_START_UPDATING ); } void CSkyCamera::InputStopUpdating( inputdata_t &inputdata ) { SetThink( NULL ); SetNextThink( TICK_NEVER_THINK ); RemoveSpawnFlags( SF_SKY_START_UPDATING ); } //----------------------------------------------------------------------------- // Activate! //----------------------------------------------------------------------------- void CSkyCamera::InputActivateSkybox( inputdata_t &inputdata ) { CSkyCamera *pActiveSky = GetCurrentSkyCamera(); if (pActiveSky && pActiveSky->GetNextThink() != TICK_NEVER_THINK && pActiveSky != this) { // Deactivate that skybox pActiveSky->SetThink( NULL ); pActiveSky->SetNextThink( TICK_NEVER_THINK ); } g_hActiveSkybox = this; if (HasSpawnFlags( SF_SKY_START_UPDATING )) InputStartUpdating( inputdata ); } //----------------------------------------------------------------------------- // Deactivate! //----------------------------------------------------------------------------- void CSkyCamera::InputDeactivateSkybox( inputdata_t &inputdata ) { if (GetCurrentSkyCamera() == this) { g_hActiveSkybox = NULL; // ClientData doesn't catch this immediately CBasePlayer *pPlayer = NULL; for (int i = 1; i <= gpGlobals->maxClients; i++) { pPlayer = UTIL_PlayerByIndex( i ); if (pPlayer) pPlayer->m_Local.m_skybox3d.area = 255; } } SetThink( NULL ); SetNextThink( TICK_NEVER_THINK ); } //------------------------------------------------------------------------------ // Purpose: Input handlers for setting fog stuff. //------------------------------------------------------------------------------ void CSkyCamera::InputSetFogStartDist( inputdata_t &inputdata ) { m_skyboxData.fog.start = inputdata.value.Float(); } void CSkyCamera::InputSetFogEndDist( inputdata_t &inputdata ) { m_skyboxData.fog.end = inputdata.value.Float(); } void CSkyCamera::InputSetFogMaxDensity( inputdata_t &inputdata ) { m_skyboxData.fog.maxdensity = inputdata.value.Float(); } void CSkyCamera::InputTurnOnFog( inputdata_t &inputdata ) { m_skyboxData.fog.enable = true; } void CSkyCamera::InputTurnOffFog( inputdata_t &inputdata ) { m_skyboxData.fog.enable = false; } void CSkyCamera::InputSetFogColor( inputdata_t &inputdata ) { m_skyboxData.fog.colorPrimary = inputdata.value.Color32(); } void CSkyCamera::InputSetFogColorSecondary( inputdata_t &inputdata ) { m_skyboxData.fog.colorSecondary = inputdata.value.Color32(); } void CSkyCamera::InputSetFarZ( inputdata_t &inputdata ) { m_skyboxData.fog.farz = inputdata.value.Int(); } #endif