/* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of Penumbra Overture. * * Penumbra Overture is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Penumbra Overture is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Penumbra Overture. If not, see . */ #include "EffectHandler.h" #include "Init.h" #include "Player.h" #include "Inventory.h" #include "PlayerHelper.h" #include "GameMessageHandler.h" #include "SaveHandler.h" #include "RadioHandler.h" #include "GameSaveArea.h" ////////////////////////////////////////////////////////////////////////// // UNDERWATER ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cEffect_Underwater::cEffect_Underwater(cInit *apInit, cGraphicsDrawer *apDrawer) { mpInit = apInit; mpDrawer = apDrawer; mpWhiteGfx = mpDrawer->CreateGfxObject("effect_white.jpg","smoke2d"); Reset(); } //----------------------------------------------------------------------- cEffect_Underwater::~cEffect_Underwater() { } //----------------------------------------------------------------------- void cEffect_Underwater::SetActive(bool abX) { if(mbActive == abX) return; mbActive = abX; } //----------------------------------------------------------------------- void cEffect_Underwater::Update(float afTimeStep) { } //----------------------------------------------------------------------- void cEffect_Underwater::OnDraw() { if(mbActive==false) return; cColor invColor(1-mColor.r,1-mColor.g,1-mColor.b,0); mpDrawer->DrawGfxObject(mpWhiteGfx,0,cVector2f(800,600),invColor); } //----------------------------------------------------------------------- void cEffect_Underwater::Reset() { mbActive = false; } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // SHAKE SCREEN ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cEffect_ShakeScreen::cEffect_ShakeScreen(cInit *apInit) { mpInit = apInit; if(mpInit->mbHasHaptics) { mpForce = mpInit->mpGame->GetHaptic()->GetLowLevel()->CreateSinusWaveForce( cVector3f(0,1,0),0.1f,5); } else { mpForce = NULL; } } cEffect_ShakeScreen::~cEffect_ShakeScreen() { } void cEffect_ShakeScreen::Start(float afAmount, float afTime,float afFadeInTime,float afFadeOutTime) { cEffect_ShakeScreen_Shake shake; shake.mfSize = afAmount; shake.mfMaxSize = afAmount; shake.mfTime = afTime; shake.mfFadeInTime = afFadeInTime; shake.mfMaxFadeInTime = afFadeInTime; shake.mfFadeOutTime = afFadeOutTime; shake.mfMaxFadeOutTime = afFadeOutTime; mlstShakes.push_back(shake); } void cEffect_ShakeScreen::Update(float afTimeStep) { float fLargest = 0; std::list::iterator it = mlstShakes.begin(); for(; it != mlstShakes.end(); ) { cEffect_ShakeScreen_Shake &shake = *it; if(shake.mfFadeInTime >0) { shake.mfFadeInTime -= afTimeStep; if(shake.mfFadeInTime<0) shake.mfFadeInTime=0; float fT = shake.mfFadeInTime / shake.mfMaxFadeInTime; shake.mfSize = (1-fT) * shake.mfMaxSize; } else if(shake.mfTime >0) { shake.mfTime -= afTimeStep; if(shake.mfTime<0)shake.mfTime=0; shake.mfSize = shake.mfMaxSize; } else { shake.mfFadeOutTime -= afTimeStep; if(shake.mfFadeOutTime<0) shake.mfFadeOutTime=0; float fT = shake.mfFadeOutTime / shake.mfMaxFadeOutTime; shake.mfSize = fT * shake.mfMaxSize; } //Log("%f, %f, %f size: %f\n",shake.mfFadeInTime,shake.mfTime,shake.mfFadeOutTime,shake.mfSize); if(fLargest < shake.mfSize) fLargest = shake.mfSize; if(shake.mfTime <= 0 && shake.mfFadeOutTime <= 0 && shake.mfFadeInTime <= 0) { it = mlstShakes.erase(it); } else { ++it; } } mvAdd.x = cMath::RandRectf(-fLargest,fLargest); mvAdd.y = cMath::RandRectf(-fLargest,fLargest); mvAdd.z = cMath::RandRectf(-fLargest,fLargest); if(mpForce) { if(mlstShakes.empty()==false) { mpForce->SetActive(true); mpForce->SetAmp(fLargest*12); } else { mpForce->SetActive(false); } } } void cEffect_ShakeScreen::Reset() { mlstShakes.clear(); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // SAVE EFFECT ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cEffect_SaveEffect::cEffect_SaveEffect(cInit *apInit, cGraphicsDrawer *apDrawer) { mpInit = apInit; mpDrawer = apDrawer; mpFlashGfx = mpDrawer->CreateGfxObject("effect_white.jpg","diffalpha2d"); Reset(); } cEffect_SaveEffect::~cEffect_SaveEffect() { } void cEffect_SaveEffect::NormalSave(const cVector3f &avPos, cGameSaveArea *apSaveArea) { mpSaveArea = apSaveArea; msMessage = _W(""); if(apSaveArea->GetMessageCat() != "") { msMessage = kTranslate(apSaveArea->GetMessageCat(), apSaveArea->GetMessageEntry()); if(apSaveArea->GetHasBeenUsed()) mpInit->mpGame->GetSound()->GetSoundHandler()->PlayGui("horror_save",false,1); else mpInit->mpGame->GetSound()->GetSoundHandler()->PlayGui("horror_flashback1",false,1); } else { mpInit->mpGame->GetSound()->GetSoundHandler()->PlayGui("horror_save",false,1); } mvPosition = avPos; mbActive = true; mfTime =0; mfStartFov = mpInit->mpPlayer->GetCamera()->GetFOV(); mfFov = mpInit->mpPlayer->GetCamera()->GetFOV(); mpInit->mpPlayer->SetActive(false); mpInit->mpPlayer->GetLookAt()->SetActive(true); mpInit->mpPlayer->GetLookAt()->SetTarget(avPos,2.1f,4); mpInit->mpGame->GetGraphics()->GetRendererPostEffects()->SetImageTrailActive(true); mpInit->mpGame->GetGraphics()->GetRendererPostEffects()->SetImageTrailAmount(0.8f); mfFlashAlpha =0; mFlashColor = cColor( 216.0f / 255.0f, 85.0f / 255.0f, 5.0f / 255.0f, 0); mlState = 0; mbAutoSave = false; } void cEffect_SaveEffect::AutoSave() { mbActive = true; mfTime =0; //mpInit->mpPlayer->SetActive(false); mfFlashAlpha =0; mFlashColor = cColor( 216.0f / 255.0f, 85.0f / 255.0f, 5.0f / 255.0f, 0); mlState = 0; mbAutoSave = true; } void cEffect_SaveEffect::Update(float afTimeStep) { if(mbActive==false) return; mfTime += afTimeStep; if(mbAutoSave) { AutoSaveUpdate(afTimeStep); } else { NormalSaveUpdate(afTimeStep); } } void cEffect_SaveEffect::OnDraw() { if(mbActive==false) return; mpDrawer->DrawGfxObject(mpFlashGfx,0,cVector2f(800,600), cColor(1,1) * mfFlashAlpha + mFlashColor * (1- mfFlashAlpha) ); } void cEffect_SaveEffect::Reset() { mbActive = false; } //----------------------------------------------------------------------- void cEffect_SaveEffect::NormalSaveUpdate(float afTimeStep) { switch(mlState) { /////////////////////// //State 0 case 0: { //Flash mfFlashAlpha += 0.5f *afTimeStep; if(mfFlashAlpha > 1.0f)mfFlashAlpha = 1.0f; //Fov mfFov -= (mfFov - 0.2f) * afTimeStep * 1.3f; mpInit->mpPlayer->GetCamera()->SetFOV(mfFov); if(mfTime > 3.0f) { mlState++; mpInit->mpPlayer->GetCamera()->SetFOV(mfStartFov); mpInit->mpSaveHandler->AutoSave(_W("spot"),10); } break; } /////////////////////// //State 1 case 1: { if(msMessage != _W("") && mpSaveArea->GetHasBeenUsed()==false) { mpInit->mpGameMessageHandler->SetBlackText(true); mpInit->mpGameMessageHandler->Add(msMessage); } mlState++; break; } /////////////////////// //State 2 case 2: { if(mpInit->mpGameMessageHandler->HasMessage()==false) { mlState++; } break; } /////////////////////// //State3 case 3: { //Flash mfFlashAlpha -= 0.6f *afTimeStep; if(mfFlashAlpha < 0.0f) { mfFlashAlpha = 0.0f; mlState++; } break; } /////////////////////// //State4 case 4: { ///////////// //Reset all mbActive = false; mpInit->mpPlayer->SetActive(true); mpInit->mpPlayer->GetLookAt()->SetActive(false); mpInit->mpGame->GetGraphics()->GetRendererPostEffects()->SetImageTrailActive(false); ///////////// //Display message int lLevel = 0; int lMaxRand = 3; if(mpInit->mpPlayer->mlStat_NumOfSaves>0) lLevel = 1; if(mpInit->mpPlayer->mlStat_NumOfSaves>5) lLevel = 2; else if(mpInit->mpPlayer->mlStat_NumOfSaves>20) lLevel = 3; if(lLevel==0) lMaxRand =1; tString sEntry = "AfterSave_Default"; if(mpSaveArea->GetHasBeenUsed()==false) { mpInit->mpPlayer->mlStat_NumOfSaves++; int lNum = mpInit->mpPlayer->mlStat_NumOfSaves; if(lNum >10) lNum =10; if(lNum<10) sEntry = "AfterSave_0"+cString::ToString(lNum); else sEntry = "AfterSave_"+cString::ToString(lNum); mpSaveArea->SetHasBeenUsed(true); } mpInit->mpGameMessageHandler->SetBlackText(false); mpInit->mpGameMessageHandler->Add(kTranslate("Save",sEntry)); break; } } } //----------------------------------------------------------------------- void cEffect_SaveEffect::AutoSaveUpdate(float afTimeStep) { switch(mlState) { /////////////////////// //State 0 case 0: { //Flash mfFlashAlpha += 1.2f *afTimeStep; if(mfFlashAlpha > 0.75f) { mfFlashAlpha = 0.75f; mlState++; mpInit->mpSaveHandler->AutoSave(_W("auto"),5); mpInit->mpPlayer->SetActive(true); } break; } /////////////////////// //State 1 case 1: { //Flash mfFlashAlpha -= 0.8f *afTimeStep; if(mfFlashAlpha < 0.0f) { mfFlashAlpha = 0.0f; mlState++; } break; } /////////////////////// //State2 case 2: { ///////////// //Reset all mbActive = false; break; } } } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // DEPTH OF FIELD ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cEffect_DepthOfField::cEffect_DepthOfField(cInit *apInit) { mbDisabled = false; mpInit = apInit; mpPostEffects = apInit->mpGame->GetGraphics()->GetRendererPostEffects(); Reset(); } cEffect_DepthOfField::~cEffect_DepthOfField() { } void cEffect_DepthOfField::Reset() { mbActive = false; mfMaxBlur =0; mpFocusBody = NULL; } void cEffect_DepthOfField::SetDisabled(bool abX) { mbDisabled = abX; if(mbDisabled) { mpPostEffects->SetDepthOfFieldActive(false); } else if(mbActive) { mpPostEffects->SetDepthOfFieldActive(true); } } void cEffect_DepthOfField::SetActive(bool abX, float afFadeTime) { mbActive = abX; if(mbDisabled) return; if(mbActive) mpPostEffects->SetDepthOfFieldActive(true); if(afFadeTime >0) mfFadeSpeed = 1 / afFadeTime; else mfFadeSpeed = 100000.0f; Update(1.0f / 60.0f); } void cEffect_DepthOfField::SetUp(float afNearPlane, float afFocalPlane, float afFarPlane) { mpPostEffects->SetDepthOfFieldNearPlane(afNearPlane); mpPostEffects->SetDepthOfFieldFocalPlane(afFocalPlane); mpPostEffects->SetDepthOfFieldFarPlane(afFarPlane); } void cEffect_DepthOfField::Update(float afTimeStep) { ///////////////////////////////// // Update focus to body if(mpFocusBody && mfMaxBlur >0) { FocusOnBody(mpFocusBody); } /////////////////////////// //Update max blur if(mbActive) { mfMaxBlur += afTimeStep * mfFadeSpeed; if(mfMaxBlur >1) mfMaxBlur =1; } else if(mfMaxBlur >0) { mfMaxBlur -= afTimeStep * mfFadeSpeed; if(mfMaxBlur <0) { mfMaxBlur =0; mpPostEffects->SetDepthOfFieldActive(false); } } mpPostEffects->SetDepthOfFieldMaxBlur(mfMaxBlur); } //----------------------------------------------------------------------- void cEffect_DepthOfField::FocusOnBody(iPhysicsBody *apBody) { cBoundingVolume *pBV = apBody->GetBV(); cVector3f vCamPos = mpInit->mpPlayer->GetCamera()->GetPosition(); //Focal plane float fFocalPlane = cMath::Vector3Dist(pBV->GetWorldCenter(),vCamPos); //Near plane float fNearPlane = fFocalPlane - (pBV->GetRadius() + 0.3f); if(fNearPlane<0) fNearPlane =0; //Far plane float fFarPlane = fFocalPlane + (pBV->GetRadius() + 0.3f); //float fDist = cMath::Vector3Dist(vCamPos,apBody->GetWorldPosition()); //Log("Body: %s Dist: %f PickedDist: %f\n",apBody->GetName().c_str(), fDist,mpInit->mpPlayer->GetPickedDist()); //Log("Setup near %f focal %f far %f Radii %f\n",fNearPlane,fFocalPlane,fFarPlane,pBV->GetRadius()); SetUp(fNearPlane,fFocalPlane,fFarPlane); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // FLASH ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cEffect_Flash::cEffect_Flash(cInit *apInit, cGraphicsDrawer *apDrawer) { mpInit = apInit; mpDrawer = apDrawer; mpWhiteGfx = mpDrawer->CreateGfxObject("effect_white.jpg","diffadditive2d"); Reset(); } cEffect_Flash::~cEffect_Flash() { mpDrawer->DestroyGfxObject(mpWhiteGfx); } //----------------------------------------------------------------------- void cEffect_Flash::Start(float afFadeIn, float afWhite, float afFadeOut) { mbActive = true; mlStep = 0; mfFadeInSpeed = 1 / afFadeIn; mfWhiteSpeed = 1 / afWhite; mfFadeOutSpeed = 1 / afFadeOut; } //----------------------------------------------------------------------- void cEffect_Flash::Update(float afTimeStep) { if(mbActive==false) return; if(mlStep ==0) { mfAlpha += mfFadeInSpeed * afTimeStep; if(mfAlpha >= 1.0f) { mfAlpha = 1.0f; mlStep=1; mfCount = 1; } } else if(mlStep ==1) { mfCount -= mfWhiteSpeed * afTimeStep; if(mfCount <= 0) { mlStep = 2; } } else if(mlStep ==2) { mfAlpha -= mfFadeOutSpeed * afTimeStep; if(mfAlpha <= 0.0f) { mbActive = false; } } } //----------------------------------------------------------------------- void cEffect_Flash::OnDraw() { if(mbActive==false) return; mpDrawer->DrawGfxObject(mpWhiteGfx,0,cVector2f(800,600),cColor(1,mfAlpha)); } //----------------------------------------------------------------------- void cEffect_Flash::Reset() { mbActive = false; } ////////////////////////////////////////////////////////////////////////// // SUB TITLE ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cEffect_SubTitle::cEffect_SubTitle(cInit *apInit, cGraphicsDrawer *apDrawer) { mpInit = apInit; mpDrawer = apDrawer; mpFont = mpInit->mpGame->GetResources()->GetFontManager()->CreateFontData("verdana.fnt"); } cEffect_SubTitle::~cEffect_SubTitle() { } void cEffect_SubTitle::Add(const tWString& asMessage, float afTime, bool abRemovePrevious) { if(abRemovePrevious) { tSubTitleListIt it = mlstSubTitles.begin(); for(; it != mlstSubTitles.end(); ) { cSubTitle &subTitle = *it; if(subTitle.mbActive) { subTitle.mfCount =0; ++it; } else { it = mlstSubTitles.erase(it); } } } cSubTitle subTitle; subTitle.mfAlpha = 0.0f; subTitle.mfCount = afTime; subTitle.msMessage = asMessage; subTitle.mbActive = false; mlstSubTitles.push_back(subTitle); } void cEffect_SubTitle::Update(float afTimeStep) { bool bFoundFirst = false; tSubTitleListIt it = mlstSubTitles.begin(); for(; it != mlstSubTitles.end(); ) { cSubTitle &subTitle = *it; if(subTitle.mbActive) { if(subTitle.mfCount >0) { bFoundFirst = true; subTitle.mfCount -= afTimeStep; subTitle.mfAlpha += afTimeStep *0.9f; if(subTitle.mfAlpha > 1)subTitle.mfAlpha = 1; } else { subTitle.mfAlpha -= afTimeStep *0.9f; if(subTitle.mfAlpha <= 0) { it = mlstSubTitles.erase(it); continue; } } } else if(bFoundFirst == false) { subTitle.mbActive = true; bFoundFirst = true; } ++it; } } void cEffect_SubTitle::OnDraw() { if(mpInit->mpRadioHandler->IsActive() || mpInit->mbSubtitles==false) return; tSubTitleListIt it = mlstSubTitles.begin(); for(; it != mlstSubTitles.end(); ++it) { cSubTitle &subTitle = *it; float fAlpha = subTitle.mfAlpha * (1 - mpInit->mpInventory->GetAlpha()); if(subTitle.mbActive) { mpFont->DrawWordWrap(cVector3f(25, 500,47),750,16,15,cColor(1,fAlpha), eFontAlign_Left,subTitle.msMessage); mpFont->DrawWordWrap(cVector3f(25, 500,46) + cVector3f(1,1,0),750,16,15,cColor(0,fAlpha), eFontAlign_Left,subTitle.msMessage); mpFont->DrawWordWrap(cVector3f(25, 500,46) + cVector3f(-1,-1,0),750,16,15,cColor(0,fAlpha), eFontAlign_Left,subTitle.msMessage); } } } void cEffect_SubTitle::Reset() { mlstSubTitles.clear(); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // WAVE GRAVITY ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cEffect_WaveGravity::cEffect_WaveGravity(cInit *apInit) { mpInit = apInit; Reset(); } cEffect_WaveGravity::~cEffect_WaveGravity() { } //----------------------------------------------------------------------- void cEffect_WaveGravity::SetActive(bool abX) { mbActive = abX; } void cEffect_WaveGravity::Setup(float afMaxAngle, float afSwingLength, float afGravitySize, int alDir) { mfMaxAngle = afMaxAngle; mfSwingLength = afSwingLength; mfSize = afGravitySize; mlDir = alDir; } void cEffect_WaveGravity::Update(float afTimeStep) { if(mbActive==false) return; iPhysicsWorld *pWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld(); ////////////////////////////////// //Set all bodies to not active cPhysicsBodyIterator it = pWorld->GetBodyIterator(); while(it.HasNext()) { iPhysicsBody *pBody = it.Next(); //quick fix for oscillation if(pBody->GetJointNum()>0 && pBody->GetJoint(0)->GetLimitAutoSleep()) continue; if( pBody->GetMass() != 0) { pBody->SetEnabled(true); } } ///////////////////////////////// // Update gravity mfTime += (k2Pif / mfSwingLength) * afTimeStep; float afAngle = mfMaxAngle * sin(mfTime); cVector3f vDir(0,0,0); vDir.y = -cos(afAngle); if(mlDir==0) vDir.x = sin(afAngle); else vDir.z = sin(afAngle); vDir = vDir * mfSize; pWorld->SetGravity(vDir); } void cEffect_WaveGravity::Reset() { mbActive = false; mfMaxAngle = 0; mfSwingLength = 1; mfSize = 9.8f; mfTime = 0; } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cEffectHandler::cEffectHandler(cInit *apInit) : iUpdateable("EffectHandler") { mpInit = apInit; mpDrawer = mpInit->mpGame->GetGraphics()->GetDrawer(); mpFlash = hplNew( cEffect_Flash,(mpInit, mpDrawer) ); mpWaveGravity = hplNew( cEffect_WaveGravity,(mpInit) ); mpSubTitle = hplNew( cEffect_SubTitle,(mpInit,mpDrawer) ); mpDepthOfField = hplNew( cEffect_DepthOfField,(mpInit) ); mpSaveEffect = hplNew( cEffect_SaveEffect,(mpInit,mpDrawer) ); mpShakeScreen = hplNew( cEffect_ShakeScreen,(mpInit) ); mpUnderwater = hplNew( cEffect_Underwater,(mpInit,mpDrawer) ); Reset(); } //----------------------------------------------------------------------- cEffectHandler::~cEffectHandler(void) { hplDelete( mpFlash ); hplDelete( mpWaveGravity ); hplDelete( mpSubTitle ); hplDelete( mpDepthOfField ); hplDelete( mpSaveEffect ); hplDelete( mpShakeScreen ); hplDelete( mpUnderwater ); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cEffectHandler::OnStart() { } //----------------------------------------------------------------------- void cEffectHandler::Update(float afTimeStep) { mpFlash->Update(afTimeStep); mpWaveGravity->Update(afTimeStep); mpSubTitle->Update(afTimeStep); mpDepthOfField->Update(afTimeStep); mpSaveEffect->Update(afTimeStep); mpShakeScreen->Update(afTimeStep); mpUnderwater->Update(afTimeStep); } //----------------------------------------------------------------------- void cEffectHandler::Reset() { mpFlash->Reset(); mpWaveGravity->Reset(); mpSubTitle->Reset(); mpDepthOfField->Reset(); mpSaveEffect->Reset(); mpShakeScreen->Reset(); mpUnderwater->Reset(); } //----------------------------------------------------------------------- void cEffectHandler::OnDraw() { mpFlash->OnDraw(); mpSubTitle->OnDraw(); mpSaveEffect->OnDraw(); mpUnderwater->OnDraw(); } //-----------------------------------------------------------------------