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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/shared/env_wind_shared.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/shared/env_wind_shared.cpp')
| -rw-r--r-- | mp/src/game/shared/env_wind_shared.cpp | 293 |
1 files changed, 293 insertions, 0 deletions
diff --git a/mp/src/game/shared/env_wind_shared.cpp b/mp/src/game/shared/env_wind_shared.cpp new file mode 100644 index 00000000..9132417b --- /dev/null +++ b/mp/src/game/shared/env_wind_shared.cpp @@ -0,0 +1,293 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+// Information about algorithmic stuff that can occur on both client + server
+//
+// In order to reduce network traffic, it's possible to create a algorithms
+// that will work on both the client and the server and be totally repeatable.
+// All we need do is to send down initial conditions and let the algorithm
+// compute the values at various times. Note that this algorithm will be called
+// at different times with different frequencies on the client and server.
+//
+// The trick here is that in order for it to be repeatable, the algorithm either
+// cannot depend on random numbers, or, if it does, we need to make sure that
+// the random numbers generated are effectively done at the beginning of time,
+// so that differences in frame rate on client and server won't matter. It also
+// is important that the initial state sent across the network is identical
+// bitwise so that we produce the exact same results. Therefore no compression
+// should be used in the datatables.
+//
+// Note also that each algorithm must have its own random number stream so that
+// it cannot possibly interact with other code using random numbers that will
+// be called at various different intervals on the client + server. Use the
+// CUniformRandomStream class for this.
+//
+// There are two types of client-server neutral code: Code that doesn't interact
+// with player prediction, and code that does. The code that doesn't interact
+// with player prediction simply has to be able to produce the result f(time)
+// where time is monotonically increasing. For prediction, we have to produce
+// the result f(time) where time does *not* monotonically increase (time can be
+// anywhere between the "current" time and the prior 10 seconds).
+//
+// Code that is not used by player prediction can maintain state because later
+// calls will always compute the value at some future time. This computation can
+// use random number generation, but with the following restriction: Your code
+// must generate exactly the same number of random numbers regardless of how
+// frequently the code is called.
+//
+// In specific, this means that all random numbers used must either be computed
+// at init time, or must be used in an 'event-based form'. Namely, use random
+// numbers to compute the time at which events occur and the random inputs for
+// those events. When simulating forward, you must simulate all intervening
+// time and generate the same number of random numbers.
+//
+// For functions planned to be used by player prediction, one method is to use
+// some sort of stateless computation (where the only states are the initial
+// state and time). Note that random number generators have state implicit in
+// the number of calls made to that random number generator, and therefore you
+// cannot call a random number generator unless you are able to
+//
+// 1) Use a random number generator that can return the ith random number, namely:
+//
+// float r = random( i ); // i == the ith number in the random sequence
+//
+// 2) Be able to accurately know at any given time t how many random numbers
+// have already been generated (namely, compute the i in part 1 above).
+//
+// There is another alternative for code meant to be used by player prediction:
+// you could just store a history of 'events' from which you could completely
+// determine the value of f(time). That history would need to be at least 10
+// seconds long, which is guaranteed to be longer than the amount of time that
+// prediction would need. I've written a class which I haven't tested yet (but
+// will be using soon) called CTimedEventQueue (currently located in
+// env_wind_shared.h) which I plan to use to solve my problem (getting wind to
+// blow players).
+//
+//=============================================================================//
+#include "cbase.h"
+#include "env_wind_shared.h"
+#include "soundenvelope.h"
+#include "IEffects.h"
+#include "engine/IEngineSound.h"
+#include "sharedInterface.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// globals
+//-----------------------------------------------------------------------------
+static Vector s_vecWindVelocity( 0, 0, 0 );
+
+
+CEnvWindShared::CEnvWindShared() : m_WindAveQueue(10), m_WindVariationQueue(10)
+{
+ m_pWindSound = NULL;
+}
+
+CEnvWindShared::~CEnvWindShared()
+{
+ if (m_pWindSound)
+ {
+ CSoundEnvelopeController::GetController().Shutdown( m_pWindSound );
+ }
+}
+
+void CEnvWindShared::Init( int nEntIndex, int iRandomSeed, float flTime,
+ int iInitialWindYaw, float flInitialWindSpeed )
+{
+ m_iEntIndex = nEntIndex;
+ m_flWindAngleVariation = m_flWindSpeedVariation = 1.0f;
+ m_flStartTime = m_flSimTime = m_flSwitchTime = m_flVariationTime = flTime;
+ m_iWindSeed = iRandomSeed;
+ m_Stream.SetSeed( iRandomSeed );
+ m_WindVariationStream.SetSeed( iRandomSeed );
+ m_iWindDir = m_iInitialWindDir = iInitialWindYaw;
+
+ m_flAveWindSpeed = m_flWindSpeed = m_flInitialWindSpeed = flInitialWindSpeed;
+
+ /*
+ // Cache in the wind sound...
+ if (!g_pEffects->IsServer())
+ {
+ CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
+ m_pWindSound = controller.SoundCreate( -1, CHAN_STATIC,
+ "EnvWind.Loop", ATTN_NONE );
+ controller.Play( m_pWindSound, 0.0f, 100 );
+ }
+ */
+
+ // Next time a change happens (which will happen immediately), it'll stop gusting
+ m_bGusting = true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Computes wind variation
+//-----------------------------------------------------------------------------
+
+#define WIND_VARIATION_UPDATE_TIME 0.1f
+
+void CEnvWindShared::ComputeWindVariation( float flTime )
+{
+ // The wind variation is updated every 10th of a second..
+ while( flTime >= m_flVariationTime )
+ {
+ m_flWindAngleVariation = m_WindVariationStream.RandomFloat( -10, 10 );
+ m_flWindSpeedVariation = 1.0 + m_WindVariationStream.RandomFloat( -0.2, 0.2 );
+ m_flVariationTime += WIND_VARIATION_UPDATE_TIME;
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Updates the wind sound
+//-----------------------------------------------------------------------------
+void CEnvWindShared::UpdateWindSound( float flTotalWindSpeed )
+{
+ if (!g_pEffects->IsServer())
+ {
+ float flDuration = random->RandomFloat( 1.0f, 2.0f );
+ CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
+
+ // FIXME: Tweak with these numbers
+ float flNormalizedWindSpeed = flTotalWindSpeed / 150.0f;
+ if (flNormalizedWindSpeed > 1.0f)
+ flNormalizedWindSpeed = 1.0f;
+ float flPitch = 120 * Bias( flNormalizedWindSpeed, 0.3f ) + 100;
+ float flVolume = 0.3f * Bias( flNormalizedWindSpeed, 0.3f ) + 0.7f;
+ controller.SoundChangePitch( m_pWindSound, flPitch, flDuration );
+ controller.SoundChangeVolume( m_pWindSound, flVolume, flDuration );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Updates the wind speed
+//-----------------------------------------------------------------------------
+
+#define WIND_ACCELERATION 150.0f // wind speed can accelerate this many units per second
+#define WIND_DECELERATION 15.0f // wind speed can decelerate this many units per second
+
+float CEnvWindShared::WindThink( float flTime )
+{
+ // NOTE: This algorithm can be client-server neutal because we're using
+ // the random number generator to generate *time* at which the wind changes.
+ // We therefore need to structure the algorithm so that no matter the
+ // frequency of calls to this function we produce the same wind speeds...
+
+ ComputeWindVariation( flTime );
+
+ while (true)
+ {
+ // First, simulate up to the next switch time...
+ float flTimeToSwitch = m_flSwitchTime - m_flSimTime;
+ float flMaxDeltaTime = flTime - m_flSimTime;
+
+ bool bGotToSwitchTime = (flMaxDeltaTime > flTimeToSwitch);
+
+ float flSimDeltaTime = bGotToSwitchTime ? flTimeToSwitch : flMaxDeltaTime;
+
+ // Now that we've chosen
+ // either ramp up, or sleep till change
+ bool bReachedSteadyState = true;
+ if ( m_flAveWindSpeed > m_flWindSpeed )
+ {
+ m_flWindSpeed += WIND_ACCELERATION * flSimDeltaTime;
+ if (m_flWindSpeed > m_flAveWindSpeed)
+ m_flWindSpeed = m_flAveWindSpeed;
+ else
+ bReachedSteadyState = false;
+ }
+ else if ( m_flAveWindSpeed < m_flWindSpeed )
+ {
+ m_flWindSpeed -= WIND_DECELERATION * flSimDeltaTime;
+ if (m_flWindSpeed < m_flAveWindSpeed)
+ m_flWindSpeed = m_flAveWindSpeed;
+ else
+ bReachedSteadyState = false;
+ }
+
+ // Update the sim time
+
+ // If we didn't get to a switch point, then we're done simulating for now
+ if (!bGotToSwitchTime)
+ {
+ m_flSimTime = flTime;
+
+ // We're about to exit, let's set the wind velocity...
+ QAngle vecWindAngle( 0, m_iWindDir + m_flWindAngleVariation, 0 );
+ AngleVectors( vecWindAngle, &s_vecWindVelocity );
+ float flTotalWindSpeed = m_flWindSpeed * m_flWindSpeedVariation;
+ s_vecWindVelocity *= flTotalWindSpeed;
+
+ // If we reached a steady state, we don't need to be called until the switch time
+ // Otherwise, we should be called immediately
+
+ // FIXME: If we ever call this from prediction, we'll need
+ // to only update the sound if it's a new time
+ // Or, we'll need to update the sound elsewhere.
+ // Update the sound....
+// UpdateWindSound( flTotalWindSpeed );
+
+ // Always immediately call, the wind is forever varying
+ return ( flTime + 0.01f );
+ }
+
+ m_flSimTime = m_flSwitchTime;
+
+ // Switch gusting state..
+ if( m_bGusting )
+ {
+ // wind is gusting, so return to normal wind
+ m_flAveWindSpeed = m_Stream.RandomInt( m_iMinWind, m_iMaxWind );
+
+ // set up for another gust later
+ m_bGusting = false;
+ m_flSwitchTime += m_flMinGustDelay + m_Stream.RandomFloat( 0, m_flMaxGustDelay );
+
+#ifndef CLIENT_DLL
+ m_OnGustEnd.FireOutput( NULL, NULL );
+#endif
+ }
+ else
+ {
+ // time for a gust.
+ m_flAveWindSpeed = m_Stream.RandomInt( m_iMinGust, m_iMaxGust );
+
+ // change wind direction, maybe a lot
+ m_iWindDir = anglemod( m_iWindDir + m_Stream.RandomInt(-m_iGustDirChange, m_iGustDirChange) );
+
+ // set up to stop the gust in a short while
+ m_bGusting = true;
+
+#ifndef CLIENT_DLL
+ m_OnGustStart.FireOutput( NULL, NULL );
+#endif
+
+ // !!!HACKHACK - gust duration tied to the length of a particular wave file
+ m_flSwitchTime += m_flGustDuration;
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Method to reset windspeed..
+//-----------------------------------------------------------------------------
+void ResetWindspeed()
+{
+ s_vecWindVelocity.Init( 0, 0, 0 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Method to sample the windspeed at a particular time
+//-----------------------------------------------------------------------------
+void GetWindspeedAtTime( float flTime, Vector &vecVelocity )
+{
+ // For now, ignore history and time.. fix later when we use wind to affect
+ // client-side prediction
+ VectorCopy( s_vecWindVelocity, vecVelocity );
+}
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