etqw-sdk/source/game/vehicles/TransportSystems.cpp

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#include "../precompiled.h"
#pragma hdrstop
#if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE )
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#include "TransportSystems.h"
#include "../Entity.h"
#include "Transport.h"
#include "../Atmosphere.h"
/*
===============================================================================
sdTransportEngine
===============================================================================
*/
/*
================
sdTransportEngine::sdTransportEngine
================
*/
sdTransportEngine::sdTransportEngine( void ) {
Clear();
}
/*
================
sdTransportEngine::~sdTransportEngine
================
*/
sdTransportEngine::~sdTransportEngine( void ) {
Clear();
}
/*
================
sdTransportEngine::Init
================
*/
void sdTransportEngine::Init( idEntity* _parent, int _startIndex, int _max ) {
Clear();
parent = _parent->Cast< sdTransport >();
if ( parent == NULL ) {
gameLocal.Error( "sdTransportEngine::Init - _parent is not an sdTransport!" );
}
startIndex = _startIndex;
max = _max;
}
/*
================
sdTransportEngine::AddSound
================
*/
void sdTransportEngine::AddSound( const engineSoundInfo_t& info ) {
int num = sounds.Num();
engineSound_t& sound = sounds.Alloc();
sound.enabled = false;
sound.soundFile = info.soundFile;
sound.pitchLerp.Init( info.lowRev + info.fsStart, info.fsStop - info.fsStart, info.minFreqshift, info.maxFreqshift );
sound.volumeLerp.Init( info.lowRev, info.leadIn, info.highRev - info.leadOut, info.leadOut, info.lowDB, info.highDB );
sound.volumeLerp.SetOOBValue( -100 );
}
/*
================
sdTransportEngine::Update
================
*/
void sdTransportEngine::Update( bool off ) {
const idVec3& previousVelocity = parent->GetPhysics()->GetLinearVelocity();
state = !off;
previousSpeed += ( MS2SEC( gameLocal.msec ) * pm_vehicleSoundLerpScale.GetFloat() * ( ( previousVelocity * parent->GetRenderEntity()->axis[ 0 ] ) - previousSpeed ) );
if ( idMath::Fabs( previousSpeed ) < idMath::FLT_EPSILON ) {
previousSpeed = 0.0f;
}
if ( !parent->GetSoundEmitter() ) {
return;
}
for ( int i = 0; i < sounds.Num(); i++ ) {
engineSound_t& info = sounds[ i ];
if ( off || parent->IsEMPed() ) {
if ( info.enabled ) {
parent->StopSound( startIndex + i );
info.enabled = false;
}
continue;
}
if ( !info.enabled ) {
parent->StartSound( info.soundFile, startIndex + i, 0, NULL );
info.enabled = true;
}
float volume = info.volumeLerp.GetCurrentValue( previousSpeed );
float pitchShift = info.pitchLerp.GetCurrentValue( previousSpeed );
if ( volume == 0.f ) {
volume = 0.001f; // so the override actually works
}
const soundShaderParms_t& oldParms = parent->GetSoundEmitter()->GetChannelParms( startIndex + i );
bool changed = false;
if ( oldParms.volume != volume || oldParms.pitchShift != pitchShift ) {
changed = true;
}
if ( changed ) {
soundShaderParms_t parms = oldParms;
parms.pitchShift = pitchShift;
parms.volume = volume;
parent->GetSoundEmitter()->ModifySound( startIndex + i, parms );
}
}
}
/*
================
sdTransportEngine::Clear
================
*/
void sdTransportEngine::Clear( void ) {
for ( int i = 0; i < sounds.Num(); i++ ) {
parent->StopSound( startIndex + i );
}
sounds.Clear();
parent = NULL;
previousSpeed = 0.0f;
startIndex = 0;
max = 0;
}
/*
===============================================================================
sdVehicleLightSystem
===============================================================================
*/
/*
================
sdVehicleLightSystem::sdVehicleLightSystem
================
*/
sdVehicleLightSystem::sdVehicleLightSystem( void ) {
parent = NULL;
brakeStartTime = -1;
lastBrakeTime = -150;
}
/*
================
sdVehicleLightSystem::~sdVehicleLightSystem
================
*/
sdVehicleLightSystem::~sdVehicleLightSystem( void ) {
Clear();
}
/*
================
sdVehicleLightSystem::Init
================
*/
void sdVehicleLightSystem::Init( sdTransport* _parent ) {
parent = _parent;
Clear();
}
/*
================
sdVehicleLightSystem::Clear
================
*/
void sdVehicleLightSystem::Clear( void ) {
int i;
for( i = 0; i < lights.Num(); i++ ) {
vehicleLightData_t& light = lights[ i ];
if( light.lightHandle != -1 ) {
gameRenderWorld->FreeLightDef( light.lightHandle );
light.lightHandle = -1;
}
}
lights.Clear();
}
/*
================
sdVehicleLightSystem::UpdateLightPresentation
================
*/
void sdVehicleLightSystem::UpdateLightPresentation( vehicleLightData_t& light ) {
parent->GetWorldOriginAxis( light.joint, light.renderLight.origin, light.renderLight.axis );
light.renderLight.origin += light.offset * light.renderLight.axis;
}
/*
================
sdVehicleLightSystem::UpdateLight
================
*/
void sdVehicleLightSystem::UpdateLight( vehicleLightData_t& light, const sdVehicleInput& input ) {
renderEntity_t* renderEnt = parent->GetRenderEntity();
if ( light.enabled && !parent->IsHidden() && !parent->IsModelDisabled() ) {
if( light.lightType & LIGHT_BRAKELIGHT ) {
light.on = input.GetBraking();
if( light.on ) {
if( brakeStartTime < 0 ) {
brakeStartTime = gameLocal.time;
}
lastBrakeTime = gameLocal.time;
parent->SetShaderParm( 6, 1.f );
} else {
int postBrakeDuration = gameLocal.time - lastBrakeTime;
brakeStartTime = -1;
parent->SetShaderParm( 6, postBrakeDuration < 150 ? ( 150 - postBrakeDuration ) / 150.f : 0.f );
}
light.renderLight.shaderParms[ 6 ] = renderEnt->shaderParms[ 6 ];
}
if( light.lightType & LIGHT_STANDARD ) {
bool nightLightOn = NightLightIsOn();
if( !light.on || !( light.lightType & LIGHT_BRAKELIGHT ) ) {
light.on = nightLightOn;
}
parent->SetShaderParm( 5, nightLightOn ? 1.f : 0.f );
light.renderLight.shaderParms[ 5 ] = renderEnt->shaderParms[ 5 ];
}
} else {
light.on = false;
if( light.lightType & LIGHT_BRAKELIGHT ) {
parent->SetShaderParm( 6, 0.f );
}
if( light.lightType & LIGHT_STANDARD ) {
parent->SetShaderParm( 5, 0.f );
}
}
if( !light.on ) {
if ( light.lightHandle != -1 ) {
gameRenderWorld->FreeLightDef( light.lightHandle );
light.lightHandle = -1;
}
return;
} else if ( light.lightHandle == -1 ) {
light.lightHandle = gameRenderWorld->AddLightDef( &light.renderLight );
}
if( light.lightHandle == -1 ) {
return;
}
gameRenderWorld->UpdateLightDef( light.lightHandle, &light.renderLight );
}
/*
================
sdVehicleLightSystem::NightLightIsOn
================
*/
bool sdVehicleLightSystem::NightLightIsOn() const {
const sdDeclAtmosphere* atmosphere = gameRenderWorld->GetAtmosphere();
if ( atmosphere != NULL && atmosphere->IsNight() ) {
return true;
} else {
return false;
}
}
/*
================
sdVehicleLightSystem::AddLight
================
*/
void sdVehicleLightSystem::AddLight( const vehicleLightInfo_t& info ) {
vehicleLightData_t& light = lights.Alloc();
memset( &light.renderLight, 0, sizeof( light.renderLight ) );
light.renderLight.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
light.renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
light.renderLight.axis.Identity();
light.renderLight.maxVisDist = info.maxVisDist;
light.renderLight.flags.pointLight = info.pointlight;
light.renderLight.material = declHolder.declMaterialType.LocalFind( info.shader, false ); // default texture, same as for idLight
light.renderLight.shaderParms[ SHADERPARM_RED ] = info.color[ 0 ];
light.renderLight.shaderParms[ SHADERPARM_GREEN ] = info.color[ 1 ];
light.renderLight.shaderParms[ SHADERPARM_BLUE ] = info.color[ 2 ];
light.renderLight.lightRadius = info.radius;
light.renderLight.target = info.target;
light.renderLight.up = info.up;
light.renderLight.right = info.right;
light.renderLight.start = info.start;
light.renderLight.end = info.end;
light.group = info.group;
light.joint = parent->GetAnimator()->GetJointHandle( info.jointName );
light.on = false;
light.lightType = info.lightType;
light.offset = info.offset;
light.lightHandle = -1;
light.enabled = false;
if( info.noSelfShadow ) {
light.renderLight.lightId = LIGHTID_VEHICLE_LIGHT + parent->entityNumber;
parent->GetRenderEntity()->suppressShadowInLightID = LIGHTID_VEHICLE_LIGHT + parent->entityNumber;
}
}
/*
================
sdVehicleLightSystem::UpdatePresentation
================
*/
void sdVehicleLightSystem::UpdatePresentation( void ) {
int i;
for( i = 0; i < lights.Num(); i++ ) {
UpdateLightPresentation( lights[ i ] );
}
}
/*
================
sdVehicleLightSystem::Update
================
*/
void sdVehicleLightSystem::Update( const sdVehicleInput& input ) {
int i;
for( i = 0; i < lights.Num(); i++ ) {
UpdateLight( lights[ i ], input );
}
}
/*
================
sdVehicleLightSystem::SetEnabled
================
*/
void sdVehicleLightSystem::SetEnabled( int group, bool enabled ) {
int i;
for ( i = 0; i < lights.Num(); i++ ) {
if ( group == -1 || lights[ i ].group == group ) {
lights[ i ].enabled = enabled;
}
}
}