jedi-academy/codemp/client/FxSystem.h

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2013-04-19 02:52:48 +00:00
#ifndef FX_SYSTEM_H_INC
#define FX_SYSTEM_H_INC
#if !defined(G2_H_INC)
#include "../ghoul2/G2.h"
#include "../ghoul2/G2_local.h"
#endif
extern cvar_t *fx_debug;
#ifdef _SOF2DEV_
extern cvar_t *fx_freeze;
#endif
extern cvar_t *fx_countScale;
extern cvar_t *fx_nearCull;
inline void Vector2Clear(vec2_t a)
{
a[0] = 0.0f;
a[1] = 0.0f;
}
inline void Vector2Set(vec2_t a,float b,float c)
{
a[0] = b;
a[1] = c;
}
inline void Vector2Copy(vec2_t src,vec2_t dst)
{
dst[0] = src[0];
dst[1] = src[1];
}
inline void Vector2MA(vec2_t src, float m, vec2_t v, vec2_t dst)
{
dst[0] = src[0] + (m*v[0]);
dst[1] = src[1] + (m*v[1]);
}
inline void Vector2Scale(vec2_t src,float b,vec2_t dst)
{
dst[0] = src[0] * b;
dst[1] = src[1] * b;
}
class SFxHelper
{
public:
int mTime;
int mOldTime;
int mFrameTime;
bool mTimeFrozen;
float mRealTime;
refdef_t* refdef;
#ifdef _DEBUG
int mMainRefs;
int mMiniRefs;
#endif
public:
SFxHelper(void);
inline int GetTime(void) { return mTime; }
inline int GetFrameTime(void) { return mFrameTime; }
void ReInit(refdef_t* pRefdef);
void AdjustTime( int time );
// These functions are wrapped and used by the fx system in case it makes things a bit more portable
void Print( const char *msg, ... );
// File handling
inline int OpenFile( const char *path, fileHandle_t *fh, int mode )
{
return FS_FOpenFileByMode( path, fh, FS_READ );
}
inline int ReadFile( void *data, int len, fileHandle_t fh )
{
FS_Read2( data, len, fh );
return 1;
}
inline void CloseFile( fileHandle_t fh )
{
FS_FCloseFile( fh );
}
// Sound
inline void PlaySound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle, int volume, int radius )
{
//S_StartSound( origin, ENTITYNUM_NONE, CHAN_AUTO, sfxHandle, volume, radius );
S_StartSound( origin, ENTITYNUM_NONE, CHAN_AUTO, sfxHandle );
}
inline void PlayLocalSound(sfxHandle_t sfxHandle, int entchannel)
{
//S_StartSound( origin, ENTITYNUM_NONE, CHAN_AUTO, sfxHandle, volume, radius );
S_StartLocalSound(sfxHandle, entchannel);
}
inline int RegisterSound( const char *sound )
{
return S_RegisterSound( sound );
}
// Physics/collision
inline void Trace( trace_t &tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags )
{
TCGTrace *td = (TCGTrace *)cl.mSharedMemory;
if ( !min )
{
min = vec3_origin;
}
if ( !max )
{
max = vec3_origin;
}
memset(td, sizeof(*td), 0);
VectorCopy(start, td->mStart);
VectorCopy(min, td->mMins);
VectorCopy(max, td->mMaxs);
VectorCopy(end, td->mEnd);
td->mSkipNumber = skipEntNum;
td->mMask = flags;
VM_Call( cgvm, CG_TRACE );
tr = td->mResult;
}
inline void G2Trace( trace_t &tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags )
{
TCGTrace *td = (TCGTrace *)cl.mSharedMemory;
if ( !min )
{
min = vec3_origin;
}
if ( !max )
{
max = vec3_origin;
}
memset(td, sizeof(*td), 0);
VectorCopy(start, td->mStart);
VectorCopy(min, td->mMins);
VectorCopy(max, td->mMaxs);
VectorCopy(end, td->mEnd);
td->mSkipNumber = skipEntNum;
td->mMask = flags;
VM_Call( cgvm, CG_G2TRACE );
tr = td->mResult;
}
inline void AddGhoul2Decal(int shader, vec3_t start, vec3_t dir, float size)
{
TCGG2Mark *td = (TCGG2Mark *)cl.mSharedMemory;
td->size = size;
td->shader = shader;
VectorCopy(start, td->start);
VectorCopy(dir, td->dir);
VM_Call(cgvm, CG_G2MARK);
}
inline void AddFxToScene( refEntity_t *ent )
{
#ifdef _DEBUG
mMainRefs++;
assert(!ent || ent->renderfx >= 0);
#endif
re.AddRefEntityToScene( ent );
}
inline void AddFxToScene( miniRefEntity_t *ent )
{
#ifdef _DEBUG
mMiniRefs++;
assert(!ent || ent->renderfx >= 0);
#endif
re.AddMiniRefEntityToScene( ent );
}
#ifndef VV_LIGHTING
inline void AddLightToScene( vec3_t org, float radius, float red, float green, float blue )
{
re.AddLightToScene( org, radius, red, green, blue );
}
#endif
inline int RegisterShader( const char *shader )
{
return re.RegisterShader( shader );
}
inline int RegisterModel( const char *model )
{
return re.RegisterModel( model );
}
inline void AddPolyToScene( int shader, int count, polyVert_t *verts )
{
re.AddPolyToScene( shader, count, verts, 1 );
}
inline void AddDecalToScene ( qhandle_t shader, const vec3_t origin, const vec3_t dir, float orientation, float r, float g, float b, float a, qboolean alphaFade, float radius, qboolean temporary )
{
re.AddDecalToScene ( shader, origin, dir, orientation, r, g, b, a, alphaFade, radius, temporary );
}
void CameraShake( vec3_t origin, float intensity, int radius, int time );
qboolean GetOriginAxisFromBolt(CGhoul2Info_v *pGhoul2, int mEntNum, int modelNum, int boltNum, vec3_t /*out*/origin, vec3_t /*out*/axis[3]);
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};
extern SFxHelper theFxHelper;
#endif // FX_SYSTEM_H_INC