//Anything above this #include will be ignored by the compiler #include "../qcommon/exe_headers.h" #include "client.h" #if !defined(FX_SCHEDULER_H_INC) #include "FxScheduler.h" #endif #if !defined(G2_H_INC) #include "../ghoul2/G2.h" #include "../ghoul2/G2_local.h" #endif #if !defined(__Q_SHARED_H) #include "../game/q_shared.h" #endif CFxScheduler theFxScheduler; //----------------------------------------------------------- void CMediaHandles::operator=(const CMediaHandles &that ) { mMediaList.clear(); for ( int i = 0; i < that.mMediaList.size(); i++ ) { mMediaList.push_back( that.mMediaList[i] ); } } //------------------------------------------------------ CFxScheduler::CFxScheduler() { mNextFree2DEffect = 0; memset( &mEffectTemplates, 0, sizeof( mEffectTemplates )); memset( &mLoopedEffectArray, 0, sizeof( mLoopedEffectArray )); } int CFxScheduler::ScheduleLoopedEffect( int id, int boltInfo, int iGhoul2, bool isPortal, int iLoopTime, bool isRelative ) { int i; assert(id); assert(boltInfo!=-1); for (i=0;i> ENTITY_SHIFT ) & ENTITY_AND; // Find out where the entity currently is TCGVectorData *data = (TCGVectorData*)cl.mSharedMemory; data->mEntityNum = entNum; VM_Call( cgvm, CG_GET_LERP_ORIGIN ); PlayEffect( mLoopedEffectArray[i].mId, data->mPoint, 0, mLoopedEffectArray[i].mBoltInfo, mLoopedEffectArray[i].mGhoul2.mItem, -1, mLoopedEffectArray[i].mPortalEffect, false, mLoopedEffectArray[i].mIsRelative ); //very important to send FALSE to not recursively add me! mLoopedEffectArray[i].mNextTime = theFxHelper.mTime + mEffectTemplates[mLoopedEffectArray[i].mId].mRepeatDelay; if (mLoopedEffectArray[i].mLoopStopTime && mLoopedEffectArray[i].mLoopStopTime < theFxHelper.mTime) //time's up {//kill this entry memset( &mLoopedEffectArray[i], 0, sizeof(mLoopedEffectArray[i]) ); } } } } //----------------------------------------------------------- void SEffectTemplate::operator=(const SEffectTemplate &that) { mCopy = true; strcpy( mEffectName, that.mEffectName ); mPrimitiveCount = that.mPrimitiveCount; for( int i = 0; i < mPrimitiveCount; i++ ) { mPrimitives[i] = new CPrimitiveTemplate; *(mPrimitives[i]) = *(that.mPrimitives[i]); // Mark use as a copy so that we know that we should be chucked when used up mPrimitives[i]->mCopy = true; } } //------------------------------------------------------ // Clean // Free up any memory we've allocated so we aren't leaking memory // // Input: // Whether to clean everything or just stop the playing (active) effects // // Return: // None // //------------------------------------------------------ void CFxScheduler::Clean(bool bRemoveTemplates /*= true*/, int idToPreserve /*= 0*/) { int i, j; TScheduledEffect::iterator itr, next; // Ditch any scheduled effects itr = mFxSchedule.begin(); while ( itr != mFxSchedule.end() ) { next = itr; next++; delete *itr; mFxSchedule.erase(itr); itr = next; } if (bRemoveTemplates) { // Ditch any effect templates for ( i = 1; i < FX_MAX_EFFECTS; i++ ) { if ( i == idToPreserve) { continue; } if ( mEffectTemplates[i].mInUse ) { // Ditch the primitives for (j = 0; j < mEffectTemplates[i].mPrimitiveCount; j++) { delete mEffectTemplates[i].mPrimitives[j]; } } mEffectTemplates[i].mInUse = false; } if (idToPreserve == 0) { mEffectIDs.clear(); } else { // Clear the effect names, but first get the name of the effect to preserve, // and restore it after clearing. string str; TEffectID::iterator iter; for (iter = mEffectIDs.begin(); iter != mEffectIDs.end(); ++iter) { if ((*iter).second == idToPreserve) { str = (*iter).first; break; } } mEffectIDs.clear(); mEffectIDs[str] = idToPreserve; } } } //------------------------------------------------------ // RegisterEffect // Attempt to open the specified effect file, if // file read succeeds, parse the file. // // Input: // path or filename to open // // Return: // int handle to the effect //------------------------------------------------------ int CFxScheduler::RegisterEffect( const char *file, bool bHasCorrectPath /*= false*/ ) { // Dealing with file names: // File names can come from two places - the editor, in which case we should use the given // path as is, and the effect file, in which case we should add the correct path and extension. // In either case we create a stripped file name to use for naming effects. // char sfile[MAX_QPATH]; COM_StripExtension( file, sfile ); strlwr(sfile); Com_DPrintf("Registering effect : %s\n", sfile); // see if the specified file is already registered. If it is, just return the id of that file TEffectID::iterator itr; itr = mEffectIDs.find( sfile ); if ( itr != mEffectIDs.end() ) { return (*itr).second; } CGenericParser2 parser; int len = 0; fileHandle_t fh; char data[65536]; char *bufParse = 0; // if our file doesn't have an extension, add one string finalFilename = file; string effectsSubstr = finalFilename.substr(0, 7); if (finalFilename.find('.') == string::npos) { // didn't find an extension so add one finalFilename += ".efx"; } // kef - grr. this angers me. every filename everywhere should start from the base dir if (effectsSubstr.compare("effects") != 0) { //theFxHelper.Print("Hey!!! '%s' should be pathed from the base directory!!!\n", finalFilename.c_str()); string strTemp = finalFilename; finalFilename = "effects/"; finalFilename += strTemp; } len = theFxHelper.OpenFile( finalFilename.c_str(), &fh, FS_READ ); /* if (bHasCorrectPath) { pfile = file; } else { // Add on our extension and prepend the file with the default path sprintf( temp, "%s/%s.efx", FX_FILE_PATH, sfile ); pfile = temp; } len = theFxHelper.OpenFile( pfile, &fh, FS_READ ); */ if ( len < 0 ) { theFxHelper.Print( "Effect file load failed: %s\n", finalFilename.c_str() ); return 0; } if (len == 0) { theFxHelper.Print( "INVALID Effect file: %s\n", finalFilename.c_str() ); theFxHelper.CloseFile( fh ); return 0; } // If we'll overflow our buffer, bail out--not a particularly elegant solution if (len >= sizeof(data) - 1 ) { theFxHelper.CloseFile( fh ); return 0; } // Get the goods and ensure Null termination theFxHelper.ReadFile( data, len, fh ); data[len] = '\0'; bufParse = data; // Let the generic parser process the whole file parser.Parse( &bufParse ); theFxHelper.CloseFile( fh ); // Lets convert the effect file into something that we can work with return ParseEffect( sfile, parser.GetBaseParseGroup() ); } //------------------------------------------------------ // ParseEffect // Starts at ground zero, using each group header to // determine which kind of effect we are working with. // Then we call the appropriate function to parse the // specified effect group. // // Input: // base group, essentially the whole files contents // // Return: // int handle of the effect //------------------------------------------------------ int CFxScheduler::ParseEffect( const char *file, CGPGroup *base ) { CGPGroup *primitiveGroup; CPrimitiveTemplate *prim; const char *grpName; SEffectTemplate *effect = 0; EPrimType type; int handle; CGPValue *pair; effect = GetNewEffectTemplate( &handle, file ); if ( !handle || !effect ) { // failure return 0; } if ((pair = base->GetPairs())!=0) { grpName = pair->GetName(); if ( !stricmp( grpName, "repeatDelay" )) { effect->mRepeatDelay = atoi(pair->GetTopValue()); } else {//unknown } } primitiveGroup = base->GetSubGroups(); while ( primitiveGroup ) { grpName = primitiveGroup->GetName(); // Huge stricmp lists suxor if ( !stricmp( grpName, "particle" )) { type = Particle; } else if ( !stricmp( grpName, "line" )) { type = Line; } else if ( !stricmp( grpName, "tail" )) { type = Tail; } else if ( !stricmp( grpName, "sound" )) { type = Sound; } else if ( !stricmp( grpName, "cylinder" )) { type = Cylinder; } else if ( !stricmp( grpName, "electricity" )) { type = Electricity; } else if ( !stricmp( grpName, "emitter" )) { type = Emitter; } else if ( !stricmp( grpName, "decal" )) { type = Decal; } else if ( !stricmp( grpName, "orientedparticle" )) { type = OrientedParticle; } else if ( !stricmp( grpName, "fxrunner" )) { type = FxRunner; } else if ( !stricmp( grpName, "light" )) { type = Light; } else if ( !stricmp( grpName, "cameraShake" )) { type = CameraShake; } else if ( !stricmp( grpName, "flash" )) { type = ScreenFlash; } else { type = None; } if ( type != None ) { prim = new CPrimitiveTemplate; prim->mType = type; prim->ParsePrimitive( primitiveGroup ); // Add our primitive template to the effect list AddPrimitiveToEffect( effect, prim ); } primitiveGroup = (CGPGroup *)primitiveGroup->GetNext(); } return handle; } //------------------------------------------------------ // AddPrimitiveToEffect // Takes a primitive and attaches it to the effect. // // Input: // Effect template that we tack the primitive on to // Primitive to add to the effect template // // Return: // None //------------------------------------------------------ void CFxScheduler::AddPrimitiveToEffect( SEffectTemplate *fx, CPrimitiveTemplate *prim ) { int ct = fx->mPrimitiveCount; if ( ct >= FX_MAX_EFFECT_COMPONENTS ) { theFxHelper.Print( "FxScheduler: Error--too many primitives in an effect\n" ); } else { fx->mPrimitives[ct] = prim; fx->mPrimitiveCount++; } } //------------------------------------------------------ // GetNewEffectTemplate // Finds an unused effect template and returns it to the // caller. // // Input: // pointer to an id that will be filled in, // file name-- should be NULL when requesting a copy // // Return: // the id of the added effect template //------------------------------------------------------ SEffectTemplate *CFxScheduler::GetNewEffectTemplate( int *id, const char *file ) { SEffectTemplate *effect; // wanted zero to be a bogus effect ID, so we just skip it. for ( int i = 1; i < FX_MAX_EFFECTS; i++ ) { effect = &mEffectTemplates[i]; if ( !effect->mInUse ) { *id = i; memset( effect, 0, sizeof( SEffectTemplate )); // If we are a copy, we really won't have a name that we care about saving for later if ( file ) { mEffectIDs[file] = i; strcpy( effect->mEffectName, file ); } effect->mInUse = true; effect->mRepeatDelay = 300; return effect; } } theFxHelper.Print( "FxScheduler: Error--reached max effects\n" ); *id = 0; return 0; } //------------------------------------------------------ // GetEffectCopy // Returns a copy of the desired effect so that it can // easily be modified run-time. // // Input: // file-- the name of the effect file that you want a copy of // newHandle-- will actually be the returned handle to the new effect // you have to hold onto this if you intend to call it again // // Return: // the pointer to the copy //------------------------------------------------------ SEffectTemplate *CFxScheduler::GetEffectCopy( const char *file, int *newHandle ) { return ( GetEffectCopy( mEffectIDs[file], newHandle ) ); } //------------------------------------------------------ // GetEffectCopy // Returns a copy of the desired effect so that it can // easily be modified run-time. // // Input: // fxHandle-- the handle to the effect that you want a copy of // newHandle-- will actually be the returned handle to the new effect // you have to hold onto this if you intend to call it again // // Return: // the pointer to the copy //------------------------------------------------------ SEffectTemplate *CFxScheduler::GetEffectCopy( int fxHandle, int *newHandle ) { if ( fxHandle < 1 || fxHandle >= FX_MAX_EFFECTS) { // Didn't even request a valid effect to copy!!! theFxHelper.Print( "FxScheduler: Bad effect file copy request: id = %d\n", fxHandle ); *newHandle = 0; return 0; } if (!mEffectTemplates[fxHandle].mInUse ) { // Didn't even request a valid effect to copy!!! theFxHelper.Print( "FxScheduler: Bad effect file copy request: id %d not inuse\n", fxHandle ); *newHandle = 0; return 0; } #ifdef _SOF2DEV_ // never get a copy when time is frozen if ( fx_freeze->integer ) { return 0; } #endif // Copies shouldn't have names, otherwise they could trash our stl map used for getting ID from name SEffectTemplate *copy = GetNewEffectTemplate( newHandle, NULL ); if ( copy && *newHandle ) { // do the effect copy and mark us as what we are *copy = mEffectTemplates[fxHandle]; copy->mCopy = true; // the user had better hold onto this handle if they ever hope to call this effect. return copy; } // No space left to return an effect *newHandle = 0; return 0; } //------------------------------------------------------ // GetPrimitiveCopy // Helper function that returns a copy of the desired primitive // // Input: // fxHandle - the pointer to the effect copy you want to override // componentName - name of the component to find // // Return: // the pointer to the desired primitive //------------------------------------------------------ CPrimitiveTemplate *CFxScheduler::GetPrimitiveCopy( SEffectTemplate *effectCopy, const char *componentName ) { if ( !effectCopy || !effectCopy->mInUse ) { return NULL; } for ( int i = 0; i < effectCopy->mPrimitiveCount; i++ ) { if ( !stricmp( effectCopy->mPrimitives[i]->mName, componentName )) { // we found a match, so return it return effectCopy->mPrimitives[i]; } } // bah, no good. return NULL; } void CFxScheduler::MaterialImpact(trace_t *tr, CEffect *effect) { /* EMatImpactEffect matImpactEffect = effect->GetMatImpactFX(); int impactParm = effect->GetMatImpactParm(); if (matImpactEffect == MATIMPACTFX_NONE) { return; } else if (matImpactEffect == MATIMPACTFX_SHELLSOUND) { // only want to play this for the first impact effect->SetMatImpactFX(MATIMPACTFX_NONE); int material = tr->surfaceFlags & MATERIAL_MASK; const char *ammoName = CWeaponSystem::GetAmmoName(impactParm); if(ammoName && materials[material].HasShellSound(ammoName)) { theFxHelper.PlaySound( tr->endpos, ENTITYNUM_NONE, CHAN_AUTO, materials[material].GetShellSoundHandle(ammoName) ); } }*/ } //------------------------------------------------------ static void ReportPlayEffectError(int id) { theFxHelper.Print( "CFxScheduler::PlayEffect called with invalid effect ID: %i\n", id ); } //------------------------------------------------------ // PlayEffect // Handles scheduling an effect so all the components // happen at the specified time. Applies a default up // axis. // // Input: // Effect file id and the origin // // Return: // none //------------------------------------------------------ /*void CFxScheduler::PlayEffect( int id, vec3_t origin, int vol, int rad ) { vec3_t axis[3]; VectorSet( axis[0], 0, 0, 1 ); VectorSet( axis[1], 1, 0, 0 ); VectorSet( axis[2], 0, 1, 0 ); PlayEffect( id, origin, axis, vol, rad ); } */ //------------------------------------------------------ // PlayEffect // Handles scheduling an effect so all the components // happen at the specified time. Takes a fwd vector // and builds a right and up vector // // Input: // Effect file id, the origin, and a fwd vector // // Return: // none //------------------------------------------------------ void CFxScheduler::PlayEffect( int id, vec3_t origin, vec3_t forward, int vol, int rad, bool isPortal ) { vec3_t axis[3]; // Take the forward vector and create two arbitrary but perpendicular vectors VectorCopy( forward, axis[0] ); MakeNormalVectors( forward, axis[1], axis[2] ); PlayEffect( id, origin, axis, -1, 0, -1, vol, rad, isPortal ); } //------------------------------------------------------ // PlayEffect // Handles scheduling an effect so all the components // happen at the specified time. Uses the specified axis // // Input: // Effect file name, the origin, and axis. // Optional boltInfo (defaults to -1) // and iGhoul2 used by boltInfo // // Return: // none //------------------------------------------------------ void CFxScheduler::PlayEffect( const char *file, vec3_t origin, vec3_t axis[3], const int boltInfo, int iGhoul2, int fxParm /*-1*/, int vol, int rad, int iLoopTime, bool isRelative ) { char sfile[MAX_QPATH]; // Get an extenstion stripped version of the file COM_StripExtension( file, sfile ); #ifndef FINAL_BUILD if ( mEffectIDs[sfile] == 0 ) { theFxHelper.Print( "CFxScheduler::PlayEffect unregistered/non-existent effect: %s\n", sfile ); return; } #endif PlayEffect( mEffectIDs[sfile], origin, axis, boltInfo, iGhoul2, fxParm, vol, rad, qfalse, iLoopTime, isRelative ); } int totalPrimitives = 0; int totalEffects = 0; void GetRGB_Colors( CPrimitiveTemplate *fx, vec3_t outStartRGB, vec3_t outEndRGB ) { float percent; if ( fx->mSpawnFlags & FX_RGB_COMPONENT_INTERP ) { percent = flrand(0.0f, 1.0f); VectorSet( outStartRGB, fx->mRedStart.GetVal(percent), fx->mGreenStart.GetVal(percent), fx->mBlueStart.GetVal(percent) ); VectorSet( outEndRGB, fx->mRedEnd.GetVal(percent), fx->mGreenEnd.GetVal(percent), fx->mBlueEnd.GetVal(percent) ); } else { VectorSet( outStartRGB, fx->mRedStart.GetVal(), fx->mGreenStart.GetVal(), fx->mBlueStart.GetVal() ); VectorSet( outEndRGB, fx->mRedEnd.GetVal(), fx->mGreenEnd.GetVal(), fx->mBlueEnd.GetVal() ); } } //------------------------------------------------------ // PlayEffect // Handles scheduling an effect so all the components // happen at the specified time. Uses the specified axis // // Input: // Effect id, the origin, and axis. // Optional boltInfo (defaults to -1) // Optional entity number to be used by a cheap entity origin bolt (defaults to -1) // // Return: // none //------------------------------------------------------ void CFxScheduler::PlayEffect( int id, vec3_t origin, vec3_t axis[3], const int boltInfo, int iGhoul2, int fxParm /*-1*/, int vol, int rad, bool isPortal/*false*/, int iLoopTime/*0*/, bool isRelative ) { SEffectTemplate *fx; CPrimitiveTemplate *prim; int i = 0; int count = 0, delay = 0; float factor = 0.0f, fxscale; bool forceScheduling = false; if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse ) { // Now you've done it! ReportPlayEffectError(id); return; } #ifdef _SOF2DEV_ // Don't bother scheduling the effect if the system is currently frozen if ( fx_freeze->integer ) { return; } #endif int modelNum = 0, boltNum = -1; int entityNum = -1; if ( boltInfo > 0 ) { // extract the wraith ID from the bolt info modelNum = ( boltInfo >> MODEL_SHIFT ) & MODEL_AND; boltNum = ( boltInfo >> BOLT_SHIFT ) & BOLT_AND; entityNum = ( boltInfo >> ENTITY_SHIFT ) & ENTITY_AND; // We always force ghoul bolted objects to be scheduled so that they don't play right away. forceScheduling = true; if (iLoopTime)//0 = not looping, 1 for infinite, else duration {//store off the id to reschedule every frame ScheduleLoopedEffect(id, boltInfo, iGhoul2, !!isPortal, iLoopTime, isRelative); } } // Get the effect. fx = &mEffectTemplates[id]; #ifndef FINAL_BUILD if ( fx_debug->integer == 2 ) { Com_Printf( "> %s\n", fx->mEffectName); } #endif // Loop through the primitives and schedule each bit for ( i = 0; i < fx->mPrimitiveCount; i++ ) { totalPrimitives++; prim = fx->mPrimitives[i]; prim->mSoundRadius = rad; prim->mSoundVolume = vol; if ( prim->mCullRange ) { if ( DistanceSquared( origin, theFxHelper.refdef->vieworg ) > prim->mCullRange ) // cullrange gets squared on load { // is too far away continue; } } // Scale the particles based on the countscale factor. Never, ever scale the particles upwards, however. fxscale = fx_countScale->value; if (fxscale > 1.0) { fxscale = 1.0; } // Only use scalability if there is a range // Temp fix until I have time to reweight all the scalability files if(fabsf(prim->mSpawnCount.GetMax() - prim->mSpawnCount.GetMin()) > 1.0f) { count = Round(prim->mSpawnCount.GetVal() * fxscale); } else { count = Round(prim->mSpawnCount.GetVal()); } // Make sure we have at least one particle after scaling if(prim->mSpawnCount.GetMin() >= 1.0f && count < 1) { count = 1; } if ( prim->mCopy ) { // If we are a copy, we need to store a "how many references count" so that we // can keep the primitive template around for the correct amount of time. prim->mRefCount = count; } if ( prim->mSpawnFlags & FX_EVEN_DISTRIBUTION ) { factor = abs(prim->mSpawnDelay.GetMax() - prim->mSpawnDelay.GetMin()) / (float)count; } // Schedule the random number of bits for ( int t = 0; t < count; t++ ) { totalEffects++; if ( prim->mSpawnFlags & FX_EVEN_DISTRIBUTION ) { delay = t * factor; } else { delay = prim->mSpawnDelay.GetVal(); } // if the delay is so small, we may as well just create this bit right now if ( delay < 1 && !forceScheduling && !isPortal ) { if ( boltInfo == -1 && entityNum != -1 ) { // Find out where the entity currently is TCGVectorData *data = (TCGVectorData*)cl.mSharedMemory; data->mEntityNum = entityNum; VM_Call( cgvm, CG_GET_LERP_ORIGIN ); CreateEffect( prim, data->mPoint, axis, -delay, fxParm ); } else { CreateEffect( prim, origin, axis, -delay, fxParm ); } } else { // We have to create a new scheduled effect so that we can create it at a later point // you should avoid this because it's much more expensive SScheduledEffect *sfx; sfx = new SScheduledEffect; sfx->mStartTime = theFxHelper.mTime + delay; sfx->mpTemplate = prim; sfx->mIsRelative = isRelative; sfx->mPortalEffect = isPortal; if ( boltInfo == -1 ) { sfx->iGhoul2 = 0; if ( entityNum == -1 ) { // we aren't bolting, so make sure the spawn system knows this by putting -1's in these fields sfx->mBoltNum = -1; sfx->mEntNum = ENTITYNUM_NONE; sfx->mModelNum = 0; if ( origin ) { VectorCopy( origin, sfx->mOrigin ); } else { VectorClear( sfx->mOrigin ); } AxisCopy( axis, sfx->mAxis ); } else { // we are doing bolting onto the origin of the entity, so use a cheaper method sfx->mBoltNum = -1; sfx->mEntNum = entityNum; sfx->mModelNum = 0; AxisCopy( axis, sfx->mAxis ); } } else { // we are bolting, so store the extra info sfx->mBoltNum = boltNum; sfx->mEntNum = entityNum; sfx->mModelNum = modelNum; sfx->iGhoul2 = iGhoul2; // Also, the ghoul bolt may not be around yet, so delay the creation one frame sfx->mStartTime++; } mFxSchedule.push_front( sfx ); } } } // We track effect templates and primitive templates separately. if ( fx->mCopy ) { // We don't use dynamic memory allocation, so just mark us as dead fx->mInUse = false; } } //------------------------------------------------------ // PlayEffect // Handles scheduling an effect so all the components // happen at the specified time. Applies a default up // axis. // // Input: // Effect file name and the origin // // Return: // none //------------------------------------------------------ /* void CFxScheduler::PlayEffect( const char *file, vec3_t origin, int vol, int rad ) { char sfile[MAX_QPATH]; // Get an extenstion stripped version of the file COM_StripExtension( file, sfile ); PlayEffect( mEffectIDs[sfile], origin, vol, rad ); } */ //------------------------------------------------------ // PlayEffect // Handles scheduling an effect so all the components // happen at the specified time. Takes a forward vector // and uses this to complete the axis field. // // Input: // Effect file name, the origin, and a forward vector // // Return: // none //------------------------------------------------------ void CFxScheduler::PlayEffect( const char *file, vec3_t origin, vec3_t forward, int vol, int rad ) { char sfile[MAX_QPATH]; // Get an extenstion stripped version of the file COM_StripExtension( file, sfile ); PlayEffect( mEffectIDs[sfile], origin, forward, vol, rad ); } //------------------------------------------------------ // AddScheduledEffects // Handles determining if a scheduled effect should // be created or not. If it should it handles converting // the template effect into a real one. // // Input: // none // // Return: // none //------------------------------------------------------ bool gEffectsInPortal = qfalse; //this is just because I don't want to have to add an mPortalEffect field to every actual effect. void CFxScheduler::AddScheduledEffects( bool portal ) { TScheduledEffect::iterator itr, next; SScheduledEffect *schedEffect = 0; vec3_t origin; vec3_t axis[3]; int oldEntNum = -1, oldBoltIndex = -1, oldModelNum = -1; qboolean doesBoltExist = qfalse; if (portal) { gEffectsInPortal = true; } else { AddLoopedEffects(); } itr = mFxSchedule.begin(); while ( itr != mFxSchedule.end() ) { next = itr; next++; schedEffect = (*itr); if (portal == (*itr)->mPortalEffect) { //only render portal fx on the skyportal pass and vice versa if ( *(*itr) <= theFxHelper.mTime ) { if ((*itr)->mBoltNum == -1) {// ok, are we spawning a bolt on effect or a normal one? if ( (*itr)->mEntNum != ENTITYNUM_NONE ) { // Find out where the entity currently is TCGVectorData *data = (TCGVectorData*)cl.mSharedMemory; data->mEntityNum = (*itr)->mEntNum; VM_Call( cgvm, CG_GET_LERP_ORIGIN ); CreateEffect( (*itr)->mpTemplate, data->mPoint, (*itr)->mAxis, theFxHelper.mTime - (*itr)->mStartTime ); } else { CreateEffect( (*itr)->mpTemplate, (*itr)->mOrigin, (*itr)->mAxis, theFxHelper.mTime - (*itr)->mStartTime ); } } else { //bolted on effect // do we need to go and re-get the bolt matrix again? Since it takes time lets try to do it only once if (((*itr)->mModelNum != oldModelNum) || ((*itr)->mEntNum != oldEntNum) || ((*itr)->mBoltNum != oldBoltIndex)) { oldModelNum = (*itr)->mModelNum; oldEntNum = (*itr)->mEntNum; oldBoltIndex = (*itr)->mBoltNum; CGhoul2Info_v Ghoul2((*itr)->iGhoul2); doesBoltExist = theFxHelper.GetOriginAxisFromBolt(&Ghoul2, (*itr)->mEntNum, (*itr)->mModelNum, (*itr)->mBoltNum, origin, axis); Ghoul2.kill(); //remove the model ref without actually deleting it } // only do this if we found the bolt if (doesBoltExist) { if ((*itr)->mIsRelative ) { CreateEffect( (*itr)->mpTemplate, origin, axis, 0, -1, (*itr)->iGhoul2, (*itr)->mEntNum, (*itr)->mModelNum, (*itr)->mBoltNum ); } else { CreateEffect( (*itr)->mpTemplate, origin, axis, theFxHelper.mTime - (*itr)->mStartTime ); } } } delete *itr; mFxSchedule.erase(itr); } } itr = next; } // Add all active effects into the scene FX_Add( !!portal ); gEffectsInPortal = false; } bool CFxScheduler::Add2DEffect(float x, float y, float w, float h, vec4_t color, qhandle_t shaderHandle) { // need some sort of scale here because the effect was created using world units, not pixels float fxScale2D = 10.0f; if (mNextFree2DEffect < FX_MAX_2DEFFECTS) { m2DEffects[mNextFree2DEffect].mScreenX = x; m2DEffects[mNextFree2DEffect].mScreenY = y; m2DEffects[mNextFree2DEffect].mWidth = w*fxScale2D; m2DEffects[mNextFree2DEffect].mHeight = h*fxScale2D; VectorCopy4(color, m2DEffects[mNextFree2DEffect].mColor); m2DEffects[mNextFree2DEffect].mShaderHandle = shaderHandle; mNextFree2DEffect++; return true; } return false; } void CFxScheduler::Draw2DEffects(float screenXScale, float screenYScale) { float x = 0, y = 0, w = 0, h = 0; for (int i = 0; i < mNextFree2DEffect; i++) { x = m2DEffects[i].mScreenX; y = m2DEffects[i].mScreenY; w = m2DEffects[i].mWidth; h = m2DEffects[i].mHeight; x *= screenXScale; w *= screenXScale; y *= screenYScale; h *= screenYScale; //allow 2d effect coloring? re.DrawStretchPic(x - (w*0.5f), y - (h*0.5f), w, h, 0, 0, 1, 1, /*m2DEffects[i].mColor,*/ m2DEffects[i].mShaderHandle); } // now that all 2D effects have been drawn we can consider the entire array to be free mNextFree2DEffect = 0; } //------------------------------------------------------ // CreateEffect // Creates the specified fx taking into account the // multitude of different ways it could be spawned. // // Input: // template used to build the effect, desired effect origin, // desired orientation and how late the effect is so that // it can be moved to the correct spot // // Return: // none //------------------------------------------------------ void CFxScheduler::CreateEffect( CPrimitiveTemplate *fx, const vec3_t origin, vec3_t axis[3], int lateTime, int fxParm /*-1*/, int iGhoul2, int entNum, int modelNum, int boltNum ) { vec3_t org, org2, temp, vel, accel, sRGB, eRGB, ang, angDelta, ax[3]; trace_t tr; int emitterModel; // We may modify the axis, so make a work copy AxisCopy( axis, ax ); int flags = fx->mFlags; if (iGhoul2>0 && modelNum>=0 && boltNum>=0) {//since you passed in these values, mark as relative to use them if it is supported switch( fx->mType ) { case Particle: case Line: case Tail: case Electricity: case Cylinder: case Emitter: case OrientedParticle: case Light: flags |= FX_RELATIVE; break; case Decal: case FxRunner: case ScreenFlash: //not supported yet case Sound: case CameraShake: //does not work bolted break; } } if( fx->mSpawnFlags & FX_RAND_ROT_AROUND_FWD ) { RotatePointAroundVector( ax[1], ax[0], axis[1], flrand(0.0f, 360.0f) ); CrossProduct( ax[0], ax[1], ax[2] ); } // Origin calculations //------------------------------------- if ( fx->mSpawnFlags & FX_CHEAP_ORG_CALC || flags & FX_RELATIVE ) { // let's take the easy way out VectorSet( org, fx->mOrigin1X.GetVal(), fx->mOrigin1Y.GetVal(), fx->mOrigin1Z.GetVal() ); } else { // time for some extra work VectorScale( ax[0], fx->mOrigin1X.GetVal(), org ); VectorMA( org, fx->mOrigin1Y.GetVal(), ax[1], org ); VectorMA( org, fx->mOrigin1Z.GetVal(), ax[2], org ); } // We always add our calculated offset to the passed in origin, unless relative! if( !(flags & FX_RELATIVE) ) { VectorAdd( org, origin, org ); } // Now, we may need to calc a point on a sphere/ellipsoid/cylinder/disk and add that to it //---------------------------------------------------------------- if ( fx->mSpawnFlags & FX_ORG_ON_SPHERE ) { float x, y; float width, height; x = DEG2RAD( flrand(0.0f, 360.0f) ); y = DEG2RAD( flrand(0.0f, 180.0f) ); width = fx->mRadius.GetVal(); height = fx->mHeight.GetVal(); // calculate point on ellipse VectorSet( temp, sin(x) * width * sin(y), cos(x) * width * sin(y), cos(y) * height ); // sinx * siny, cosx * siny, cosy VectorAdd( org, temp, org ); if ( fx->mSpawnFlags & FX_AXIS_FROM_SPHERE ) { // well, we will now override the axis at the users request VectorNormalize2( temp, ax[0] ); MakeNormalVectors( ax[0], ax[1], ax[2] ); } } else if ( fx->mSpawnFlags & FX_ORG_ON_CYLINDER ) { vec3_t pt; // set up our point, then rotate around the current direction to. Make unrotated cylinder centered around 0,0,0 VectorScale( ax[1], fx->mRadius.GetVal(), pt ); VectorMA( pt, flrand(-1.0f, 1.0f) * 0.5f * fx->mHeight.GetVal(), ax[0], pt ); RotatePointAroundVector( temp, ax[0], pt, flrand(0.0f, 360.0f) ); VectorAdd( org, temp, org ); if ( fx->mSpawnFlags & FX_AXIS_FROM_SPHERE ) { vec3_t up={0,0,1}; // well, we will now override the axis at the users request VectorNormalize2( temp, ax[0] ); if ( ax[0][2] == 1.0f ) { // readjust up VectorSet( up, 0, 1, 0 ); } CrossProduct( up, ax[0], ax[1] ); CrossProduct( ax[0], ax[1], ax[2] ); } } if ( fx->mType == OrientedParticle ) {//bolted oriented particles use origin2 as an angular rotation offset... if ( flags & FX_RELATIVE ) { VectorSet( ax[0], fx->mOrigin2X.GetVal(), fx->mOrigin2Y.GetVal(), fx->mOrigin2Z.GetVal() ); } } // There are only a few types that really use velocity and acceleration, so do extra work for those types //-------------------------------------------------------------------------------------------------------- if ( fx->mType == Particle || fx->mType == OrientedParticle || fx->mType == Tail || fx->mType == Emitter ) { // Velocity calculations //------------------------------------- if ( fx->mSpawnFlags & FX_VEL_IS_ABSOLUTE || flags & FX_RELATIVE ) { VectorSet( vel, fx->mVelX.GetVal(), fx->mVelY.GetVal(), fx->mVelZ.GetVal() ); } else { // bah, do some extra work to coerce it VectorScale( ax[0], fx->mVelX.GetVal(), vel ); VectorMA( vel, fx->mVelY.GetVal(), ax[1], vel ); VectorMA( vel, fx->mVelZ.GetVal(), ax[2], vel ); } //------------------------------------- if ( fx->mSpawnFlags & FX_AFFECTED_BY_WIND ) { /*rjr vec3_t wind; // wind is affecting us, so modify our initial velocity. ideally, we would update throughout our lives, but this is easier CL_GetWindVector( wind ); VectorMA( vel, fx->mWindModifier.GetVal() * 0.01f, wind, vel ); */ } // Acceleration calculations //------------------------------------- if ( fx->mSpawnFlags & FX_ACCEL_IS_ABSOLUTE || flags & FX_RELATIVE ) { VectorSet( accel, fx->mAccelX.GetVal(), fx->mAccelY.GetVal(), fx->mAccelZ.GetVal() ); } else { VectorScale( ax[0], fx->mAccelX.GetVal(), accel ); VectorMA( accel, fx->mAccelY.GetVal(), ax[1], accel ); VectorMA( accel, fx->mAccelZ.GetVal(), ax[2], accel ); } // Gravity is completely decoupled from acceleration since it is __always__ absolute // NOTE: I only effect Z ( up/down in the Quake world ) accel[2] += fx->mGravity.GetVal(); // There may be a lag between when the effect should be created and when it actually gets created. // Since we know what the discrepancy is, we can attempt to compensate... if ( lateTime > 0 ) { // Calc the time differences float ftime = lateTime * 0.001f; float time2 = ftime * ftime * 0.5f; VectorMA( vel, ftime, accel, vel ); // Predict the new position for ( int i = 0 ; i < 3 ; i++ ) { org[i] = org[i] + ftime * vel[i] + time2 * vel[i]; } } } // end moving types // Line type primitives work with an origin2, so do the extra work for them //-------------------------------------------------------------------------- if ( fx->mType == Line || fx->mType == Electricity ) { // We may have to do a trace to find our endpoint if ( fx->mSpawnFlags & FX_ORG2_FROM_TRACE ) { VectorMA( org, FX_MAX_TRACE_DIST, ax[0], temp ); if ( fx->mSpawnFlags & FX_ORG2_IS_OFFSET ) { // add a random flair to the endpoint...note: org2 will have to be pretty large to affect this much // we also do this pre-trace as opposed to post trace since we may have to render an impact effect // and we will want the normal at the exact endpos... if ( fx->mSpawnFlags & FX_CHEAP_ORG2_CALC || flags & FX_RELATIVE ) { VectorSet( org2, fx->mOrigin2X.GetVal(), fx->mOrigin2Y.GetVal(), fx->mOrigin2Z.GetVal() ); VectorAdd( org2, temp, temp ); } else { // I can only imagine a few cases where you might want to do this... VectorMA( temp, fx->mOrigin2X.GetVal(), ax[0], temp ); VectorMA( temp, fx->mOrigin2Y.GetVal(), ax[1], temp ); VectorMA( temp, fx->mOrigin2Z.GetVal(), ax[2], temp ); } } theFxHelper.Trace( tr, org, NULL, NULL, temp, -1, MASK_SOLID ); VectorCopy( tr.endpos, org2 ); if ( fx->mSpawnFlags & FX_TRACE_IMPACT_FX ) { PlayEffect( fx->mImpactFxHandles.GetHandle(), org2, tr.plane.normal ); } } else { if ( fx->mSpawnFlags & FX_CHEAP_ORG2_CALC || flags & FX_RELATIVE ) { VectorSet( org2, fx->mOrigin2X.GetVal(), fx->mOrigin2Y.GetVal(), fx->mOrigin2Z.GetVal() ); } else { VectorScale( ax[0], fx->mOrigin2X.GetVal(), org2 ); VectorMA( org2, fx->mOrigin2Y.GetVal(), ax[1], org2 ); VectorMA( org2, fx->mOrigin2Z.GetVal(), ax[2], org2 ); } if( !(flags & FX_RELATIVE) ) { VectorAdd( org2, origin, org2 ); } } } // end special org2 types // handle RGB color, but only for types that will use it //--------------------------------------------------------------------------- if ( fx->mType != Sound && fx->mType != FxRunner && fx->mType != CameraShake ) { GetRGB_Colors( fx, sRGB, eRGB ); } // Now create the appropriate effect entity //------------------------ switch( fx->mType ) { //--------- case Particle: //--------- FX_AddParticle( org, vel, accel, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(), fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(), sRGB, eRGB, fx->mRGBParm.GetVal(), fx->mRotation.GetVal(), fx->mRotationDelta.GetVal(), fx->mMin, fx->mMax, fx->mElasticity.GetVal(), fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(), fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm, iGhoul2, entNum, modelNum, boltNum ); break; //--------- case Line: //--------- FX_AddLine( org, org2, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(), fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(), sRGB, eRGB, fx->mRGBParm.GetVal(), fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm, iGhoul2, entNum, modelNum, boltNum); break; //--------- case Tail: //--------- FX_AddTail( org, vel, accel, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(), fx->mLengthStart.GetVal(), fx->mLengthEnd.GetVal(), fx->mLengthParm.GetVal(), fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(), sRGB, eRGB, fx->mRGBParm.GetVal(), fx->mMin, fx->mMax, fx->mElasticity.GetVal(), fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(), fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm, iGhoul2, entNum, modelNum, boltNum); break; //---------------- case Electricity: //---------------- FX_AddElectricity( org, org2, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(), fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(), sRGB, eRGB, fx->mRGBParm.GetVal(), fx->mElasticity.GetVal(), fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm, iGhoul2, entNum, modelNum, boltNum); break; //--------- case Cylinder: //--------- FX_AddCylinder( org, ax[0], fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(), fx->mSize2Start.GetVal(), fx->mSize2End.GetVal(), fx->mSize2Parm.GetVal(), fx->mLengthStart.GetVal(), fx->mLengthEnd.GetVal(), fx->mLengthParm.GetVal(), fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(), sRGB, eRGB, fx->mRGBParm.GetVal(), fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm, iGhoul2, entNum, modelNum, boltNum, (qboolean)( fx->mSpawnFlags & FX_ORG2_FROM_TRACE )); break; //--------- case Emitter: //--------- // for chunk angles, you don't really need much control over the end result...you just want variation.. VectorSet( ang, fx->mAngle1.GetVal(), fx->mAngle2.GetVal(), fx->mAngle3.GetVal() ); vectoangles( ax[0], temp ); VectorAdd( ang, temp, ang ); VectorSet( angDelta, fx->mAngle1Delta.GetVal(), fx->mAngle2Delta.GetVal(), fx->mAngle3Delta.GetVal() ); emitterModel = fx->mMediaHandles.GetHandle(); FX_AddEmitter( org, vel, accel, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(), fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(), sRGB, eRGB, fx->mRGBParm.GetVal(), ang, angDelta, fx->mMin, fx->mMax, fx->mElasticity.GetVal(), fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(), fx->mEmitterFxHandles.GetHandle(), fx->mDensity.GetVal(), fx->mVariance.GetVal(), fx->mLife.GetVal(), emitterModel, flags, fx->mMatImpactFX, fxParm ); break; //--------- case Decal: //--------- /* rjr // This function is a somewhat higher-cost function for projecting a decal mark onto a surface. // We shouldn't always need this, only for big hits or when a decal is very close-up. // If the impact size is greater than 6, don't even try to use cheap sprites. Big marks need real decals. if (fx->mSizeStart.GetVal()<6) { vec3_t dest, normal; int findmarkret; findmarkret = CG_FindMark(org, ax[0], dest, normal); if (findmarkret) { // Legal to put down a mark. if ( findmarkret == FINDMARK_CHEAP || // If we can't put down a decal OR if and distance > 200 DistanceSquared( dest, cg.refdef.vieworg ) > 40000) { // Use cheap oriented particle decals. vec3_t zerovec={0,0,0}; FX_AddOrientedParticle( effectCloud, org, ax[0], zerovec, // velocity zerovec, // acceleration fx->mSizeStart.GetVal(), fx->mSizeStart.GetVal(), 0, // size params fx->mAlphaStart.GetVal(), 0, 0.75, // alpha params (start fading at 75% life) sRGB, sRGB, 0, // rgb params fx->mRotation.GetVal(), 0, // rotation delta zerovec, // min zerovec, // max 0, // bounce 0, // deathID 0, // impactID 20000, // lifetime fx->mMediaHandles.GetHandle(), (fx->mFlags&~FX_ALPHA_PARM_MASK)|FX_ALPHA_NONLINEAR, MATIMPACTFX_NONE, -1); } else { // Use the expensive kind. color.rgba.r = sRGB[0] * 0xff; color.rgba.g = sRGB[1] * 0xff; color.rgba.b = sRGB[2] * 0xff; color.rgba.a = fx->mAlphaStart.GetVal() * 0xff; CG_ImpactMark( fx->mMediaHandles.GetHandle(), org, ax[0], fx->mRotation.GetVal(), color.c, 12000, 8000, true, fx->mSizeStart.GetVal(), false ); } } } else { // Use the expensive kind. color.rgba.r = sRGB[0] * 0xff; color.rgba.g = sRGB[1] * 0xff; color.rgba.b = sRGB[2] * 0xff; color.rgba.a = fx->mAlphaStart.GetVal() * 0xff; CG_ImpactMark( fx->mMediaHandles.GetHandle(), org, ax[0], fx->mRotation.GetVal(), color.c, 12000, 8000, true, fx->mSizeStart.GetVal(), false ); } */ theFxHelper.AddDecalToScene ( fx->mMediaHandles.GetHandle(), org, ax[0], fx->mRotation.GetVal(), sRGB[0], sRGB[1], sRGB[2], fx->mAlphaStart.GetVal(), qtrue, fx->mSizeStart.GetVal(), qfalse ); if (fx->mFlags & FX_GHOUL2_DECALS) { theFxHelper.AddGhoul2Decal(fx->mMediaHandles.GetHandle(), org, ax[0], fx->mSizeStart.GetVal()); } break; //------------------- case OrientedParticle: //------------------- FX_AddOrientedParticle( org, ax[0], vel, accel, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(), fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(), sRGB, eRGB, fx->mRGBParm.GetVal(), fx->mRotation.GetVal(), fx->mRotationDelta.GetVal(), fx->mMin, fx->mMax, fx->mElasticity.GetVal(), fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(), fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm, iGhoul2, entNum, modelNum, boltNum); break; //--------- case Sound: //--------- if (gEffectsInPortal) { //could orient this anyway for panning, but eh. It's going to appear to the player in the sky the same place no matter what, so just make it a local sound. theFxHelper.PlayLocalSound( fx->mMediaHandles.GetHandle(), CHAN_AUTO ); } else { theFxHelper.PlaySound( org, ENTITYNUM_NONE, CHAN_AUTO, fx->mMediaHandles.GetHandle(), fx->mSoundVolume, fx->mSoundRadius ); } break; //--------- case FxRunner: //--------- PlayEffect( fx->mPlayFxHandles.GetHandle(), org, ax ); break; //--------- case Light: //--------- FX_AddLight( org, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(), sRGB, eRGB, fx->mRGBParm.GetVal(), fx->mLife.GetVal(), flags, fx->mMatImpactFX, fxParm, iGhoul2, entNum, modelNum, boltNum); break; //--------- case CameraShake: //--------- // It calculates how intense the shake should be based on how close you are to the origin you pass in here // elasticity is actually the intensity...radius is the distance in which the shake will have some effect // life is how long the effect lasts. theFxHelper.CameraShake( org, fx->mElasticity.GetVal(), fx->mRadius.GetVal(), fx->mLife.GetVal() ); break; //-------------- case ScreenFlash: //-------------- FX_AddFlash( org, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(), fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(), sRGB, eRGB, fx->mRGBParm.GetVal(), fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm ); break; default: assert(0); break; } // Track when we need to clean ourselves up if we are a copy if ( fx->mCopy ) { fx->mRefCount--; if ( fx->mRefCount <= 0 ) { delete fx; } } } //------------------------------------------------------ // CreateEffect // Creates the fx_runner // // Input: // template used to build the effect, and the scheduled effect we are based off of // // Return: // none //------------------------------------------------------ void CFxScheduler::CreateEffect( CPrimitiveTemplate *fx, SScheduledEffect *scheduledFx ) { int boltInfo; // annoying bit....we have to pack the values back into an int before calling playEffect since there isn't the ideal overload we can already use. boltInfo = (( scheduledFx->mModelNum & MODEL_AND ) << MODEL_SHIFT ); boltInfo |= (( scheduledFx->mBoltNum & BOLT_AND ) << BOLT_SHIFT ); boltInfo |= (( scheduledFx->mEntNum & ENTITY_AND ) << ENTITY_SHIFT ); PlayEffect( fx->mPlayFxHandles.GetHandle(), scheduledFx->mOrigin, scheduledFx->mAxis, boltInfo ); }