// this include must remain at the top of every CPP file #include "common_headers.h" #if !defined(FX_SCHEDULER_H_INC) #include "FxScheduler.h" #endif #if !defined(GHOUL2_SHARED_H_INC) #include "../game/ghoul2_shared.h" //for CGhoul2Info_v #endif #if !defined(G2_H_INC) #include "../ghoul2/G2.h" #endif #if !defined(__Q_SHARED_H) #include "../game/q_shared.h" #endif CFxScheduler theFxScheduler; // don't even ask,. it's to do with loadsave... // vector < sstring_t > g_vstrEffectsNeededPerSlot; SLoopedEffect gLoopedEffectArray[MAX_LOOPED_FX]; // must be in sync with CFxScheduler::mLoopedEffectArray void CFxScheduler::FX_CopeWithAnyLoadedSaveGames(void) { if ( !g_vstrEffectsNeededPerSlot.empty() ) { memcpy( mLoopedEffectArray, gLoopedEffectArray, sizeof(mLoopedEffectArray) ); assert( g_vstrEffectsNeededPerSlot.size() == MAX_LOOPED_FX ); for (int iFX = 0; iFX < g_vstrEffectsNeededPerSlot.size(); iFX++) { const char *psFX_Filename = g_vstrEffectsNeededPerSlot[iFX].c_str(); if ( psFX_Filename[0] ) { // register it... // mLoopedEffectArray[ iFX ].mId = RegisterEffect( psFX_Filename ); // // cope with any relative stop time... // if ( mLoopedEffectArray[ iFX ].mLoopStopTime ) { mLoopedEffectArray[ iFX ].mLoopStopTime -= mLoopedEffectArray[ iFX ].mNextTime; } // // and finally reset the time to be the newly-zeroed game time... // mLoopedEffectArray[ iFX ].mNextTime = 0; // otherwise it won't process until game time catches up } else { mLoopedEffectArray[ iFX ].mId = 0; } } g_vstrEffectsNeededPerSlot.clear(); } } void FX_CopeWithAnyLoadedSaveGames(void) { theFxScheduler.FX_CopeWithAnyLoadedSaveGames(); } // for loadsave... // void FX_Read( void ) { theFxScheduler.LoadSave_Read(); } // for loadsave... // void FX_Write( void ) { theFxScheduler.LoadSave_Write(); } void CFxScheduler::LoadSave_Read() { Clean(); // need to get rid of old pre-cache handles, or it thinks it has some older effects when it doesn't g_vstrEffectsNeededPerSlot.clear(); // jic gi.ReadFromSaveGame('FXLE', (void *) &gLoopedEffectArray, sizeof(gLoopedEffectArray)); // // now read in and re-register the effects we need for those structs... // for (int iFX = 0; iFX < MAX_LOOPED_FX; iFX++) { char sFX_Filename[MAX_QPATH]; gi.ReadFromSaveGame('FXFN', sFX_Filename, sizeof(sFX_Filename)); g_vstrEffectsNeededPerSlot.push_back( sFX_Filename ); } } void CFxScheduler::LoadSave_Write() { // bsave the data we need... // gi.AppendToSaveGame('FXLE', mLoopedEffectArray, sizeof(mLoopedEffectArray)); // // then cope with the fact that the mID field in each struct of the array we've just saved will not // necessarily point at the same thing when reloading, so save out the actual fx filename strings they // need for re-registration... // // since this is only for savegames, and I've got < 2 hours to finish this and test it I'm going to be lazy // with the ondisk data... (besides, the RLE compression will kill most of this anyway) // for (int iFX = 0; iFX < MAX_LOOPED_FX; iFX++) { char sFX_Filename[MAX_QPATH]; memset(sFX_Filename,0,sizeof(sFX_Filename)); // instead of "sFX_Filename[0]=0;" so RLE will squash whole array to nothing, not just stop at '\0' then have old crap after it to compress int &iID = mLoopedEffectArray[ iFX ].mId; if ( iID ) { // now we need to look up what string this represents, unfortunately the existing // lookup table is backwards (keywise) for our needs, so parse the whole thing... // for (TEffectID::iterator it = mEffectIDs.begin(); it != mEffectIDs.end(); ++it) { if ( (*it).second == iID ) { Q_strncpyz( sFX_Filename, (*it).first.c_str(), sizeof(sFX_Filename) ); break; } } } // write out this string... // gi.AppendToSaveGame('FXFN', sFX_Filename, sizeof(sFX_Filename)); } } //----------------------------------------------------------- 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() { memset( &mEffectTemplates, 0, sizeof( mEffectTemplates )); memset( &mLoopedEffectArray, 0, sizeof( mLoopedEffectArray )); } int CFxScheduler::ScheduleLoopedEffect( int id, int boltInfo, bool isPortal, int iLoopTime, bool isRelative ) { int i; assert(id); assert(boltInfo!=-1); for (i=0;i> ENTITY_SHIFT ) & ENTITY_AND; if ( cg_entities[entNum].gent->inuse ) {// only play the looped effect when the ent is still inUse.... PlayEffect( mLoopedEffectArray[i].mId, cg_entities[entNum].lerpOrigin, 0, mLoopedEffectArray[i].mBoltInfo, -1, mLoopedEffectArray[i].mPortalEffect, false, mLoopedEffectArray[i].mIsRelative ); //very important to send FALSE looptime to not recursively add me! mLoopedEffectArray[i].mNextTime = theFxHelper.mTime + mEffectTemplates[mLoopedEffectArray[i].mId].mRepeatDelay; } else { theFxHelper.Print( "CFxScheduler::AddLoopedEffects- entity was removed without stopping any looping fx it owned." ); memset( &mLoopedEffectArray[i], 0, sizeof(mLoopedEffectArray[i]) ); continue; } 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. fxString_t 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]; // Get an extension stripped version of the file if (bHasCorrectPath) { const char *last = file, *p = file; while (*p != '\0') { if ((*p == '/') || (*p == '\\')) { last = p + 1; } p++; } COM_StripExtension( last, sfile ); } else { COM_StripExtension( file, 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; char temp[MAX_QPATH]; const char *pfile; char *bufParse = 0; 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( "RegisterEffect: failed to load: %s\n", pfile ); return 0; } if (len == 0) { theFxHelper.Print( "RegisterEffect: INVALID file: %s\n", pfile ); theFxHelper.CloseFile( fh ); return 0; } // Allocate enough space to hold the file // This should be flagged temp, but it seems ok as is. data = new char[len+1]; // 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 ); // Delete our temp copy of the file delete [] data; // 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; } #ifdef _IMMERSION else if ( !stricmp( grpName, "forcefeedback" )) { type = Force; } #endif // _IMMERSION 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 || !mEffectTemplates[fxHandle].mInUse ) { // Didn't even request a valid effect to copy!!! theFxHelper.Print( "FxScheduler: Bad effect file copy request\n" ); *newHandle = 0; return 0; } // never get a copy when time is frozen if ( fx_freeze.integer ) { return 0; } // 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; } //------------------------------------------------------ static void ReportPlayEffectError(int id) { #ifdef _DEBUG theFxHelper.Print( "CFxScheduler::PlayEffect called with invalid effect ID: %i\n", id ); #endif } //------------------------------------------------------ // 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, bool isPortal ) { 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, -1, -1, isPortal ); } //------------------------------------------------------ // 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, 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, -1, isPortal ); } #ifdef _IMMERSION //------------------------------------------------------ // 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, a fwd vector, and clientNum // // Return: // none //------------------------------------------------------ void CFxScheduler::PlayEffect( int id, int clientNum, vec3_t origin, vec3_t forward, 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, clientNum, isPortal ); } //------------------------------------------------------ // 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, int clientNum, vec3_t origin, vec3_t forward, bool isPortal ) { char sfile[MAX_QPATH]; // Get an extenstion stripped version of the file COM_StripExtension( file, sfile ); PlayEffect( mEffectIDs[sfile], clientNum, origin, forward, isPortal ); #ifndef FINAL_BUILD if ( mEffectIDs[sfile] == 0 ) { theFxHelper.Print( "CFxScheduler::PlayEffect unregistered/non-existent effect: %s\n", file ); } #endif } #endif // _IMMERSION //------------------------------------------------------ // 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) // Optional entity number to be used by a cheap entity origin bolt (defaults to -1) // // Return: // none //------------------------------------------------------ void CFxScheduler::PlayEffect( const char *file, vec3_t origin, vec3_t axis[3], const int boltInfo, const int entNum, bool isPortal, int iLoopTime, bool isRelative ) { char sfile[MAX_QPATH]; // Get an extenstion stripped version of the file COM_StripExtension( file, sfile ); // This is a horribly dumb thing to have to do, but QuakeIII might not have calc'd the lerpOrigin // for the entity we may be trying to bolt onto. We like having the correct origin, so we are // forced to call this function.... if ( entNum > -1 ) { CG_CalcEntityLerpPositions( &cg_entities[entNum] ); } #ifndef FINAL_BUILD if ( mEffectIDs[sfile] == 0 ) { theFxHelper.Print( "CFxScheduler::PlayEffect unregistered/non-existent effect: %s\n", sfile ); } #endif PlayEffect( mEffectIDs[sfile], origin, axis, boltInfo, entNum, isPortal, iLoopTime, isRelative ); } //------------------------------------------------------ // 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) // Optional entity number to be used by a cheap entity origin bolt (defaults to -1) // // Return: // none //------------------------------------------------------ void CFxScheduler::PlayEffect( const char *file, int clientID, bool isPortal ) { char sfile[MAX_QPATH]; int id; // Get an extenstion stripped version of the file COM_StripExtension( file, sfile ); id = mEffectIDs[sfile]; #ifndef FINAL_BUILD if ( id == 0 ) { theFxHelper.Print( "CFxScheduler::PlayEffect unregistered/non-existent effect: %s\n", file ); } #endif SEffectTemplate *fx; CPrimitiveTemplate *prim; int i = 0; int count = 0, delay = 0; SScheduledEffect *sfx; float factor = 0.0f; if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse ) { // Now you've done it! ReportPlayEffectError(id); return; } // Don't bother scheduling the effect if the system is currently frozen // Get the effect. fx = &mEffectTemplates[id]; // Loop through the primitives and schedule each bit for ( i = 0; i < fx->mPrimitiveCount; i++ ) { prim = fx->mPrimitives[i]; count = prim->mSpawnCount.GetRoundedVal(); 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++ ) { 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 && !isPortal ) { CreateEffect( prim, clientID, -delay ); } 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 sfx = new SScheduledEffect; sfx->mStartTime = theFxHelper.mTime + delay; sfx->mpTemplate = prim; sfx->mClientID = clientID; if (isPortal) { sfx->mPortalEffect = true; } else { sfx->mPortalEffect = false; } 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; } } bool gEffectsInPortal = false; //this is just because I don't want to have to add an mPortalEffect field to every actual effect. //------------------------------------------------------ // 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, int clientID, int delay ) { vec3_t sRGB, eRGB; vec3_t vel, accel; vec3_t org,org2; int flags = 0; // Origin calculations -- completely ignores most things //------------------------------------- VectorSet( org, fx->mOrigin1X.GetVal(), fx->mOrigin1Y.GetVal(), fx->mOrigin1Z.GetVal() ); VectorSet( org2, fx->mOrigin2X.GetVal(), fx->mOrigin2Y.GetVal(), fx->mOrigin2Z.GetVal() ); // handle RGB color if ( fx->mSpawnFlags & FX_RGB_COMPONENT_INTERP ) { float perc = random(); VectorSet( sRGB, fx->mRedStart.GetVal( perc ), fx->mGreenStart.GetVal( perc ), fx->mBlueStart.GetVal( perc ) ); VectorSet( eRGB, fx->mRedEnd.GetVal( perc ), fx->mGreenEnd.GetVal( perc ), fx->mBlueEnd.GetVal( perc ) ); } else { VectorSet( sRGB, fx->mRedStart.GetVal(), fx->mGreenStart.GetVal(), fx->mBlueStart.GetVal() ); VectorSet( eRGB, fx->mRedEnd.GetVal(), fx->mGreenEnd.GetVal(), fx->mBlueEnd.GetVal() ); } // NOTE: This completely disregards a few specialty flags. VectorSet( vel, fx->mVelX.GetVal( ), fx->mVelY.GetVal( ), fx->mVelZ.GetVal( ) ); VectorSet( accel, fx->mAccelX.GetVal( ), fx->mAccelY.GetVal( ), fx->mAccelZ.GetVal( ) ); // If depth hack ISN'T already on, then turn it on. Otherwise, we treat a pre-existing depth_hack flag as NOT being depth_hack. // This is done because muzzle flash fx files are shared amongst all shooters, but for the player we need to do depth hack in first person.... if ( !( fx->mFlags & FX_DEPTH_HACK ) && !cg.renderingThirdPerson ) // hack! { flags = fx->mFlags | FX_RELATIVE | FX_DEPTH_HACK; } else { flags = (fx->mFlags | FX_RELATIVE) & ~FX_DEPTH_HACK; } // We only support particles for now //------------------------ switch( fx->mType ) { //--------- case Particle: //--------- FX_AddParticle( clientID, org, vel, accel, fx->mGravity.GetVal(), 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 ); break; //--------- case Line: //--------- FX_AddLine( clientID, 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(), fx->mImpactFxHandles.GetHandle(), flags ); break; //--------- case Tail: //--------- FX_AddTail( clientID, 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 ); 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 { // bolted sounds actually play on the client.... theFxHelper.PlaySound( NULL, clientID, CHAN_WEAPON, fx->mMediaHandles.GetHandle() ); } break; #ifdef _IMMERSION //--------- case Force: //--------- // Analogous to Sound (same assumption defined in RegisterForce) theFxHelper.PlayForce( clientID, fx->mMediaHandles.GetHandle() ); break; #endif // _IMMERSION //--------- case Light: //--------- // don't much care if the light stays bolted...so just add it. if ( clientID >= 0 && clientID < ENTITYNUM_WORLD ) { // ..um, ok..... centity_t *cent = &cg_entities[clientID]; if ( cent && cent->gent && cent->gent->client ) { FX_AddLight( cent->gent->client->renderInfo.muzzlePoint, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(), sRGB, eRGB, fx->mRGBParm.GetVal(), fx->mLife.GetVal(), fx->mFlags ); } } break; //--------- case CameraShake: //--------- if ( clientID >= 0 && clientID < ENTITYNUM_WORLD ) { // ..um, ok..... centity_t *cent = &cg_entities[clientID]; if ( cent && cent->gent && cent->gent->client ) { theFxHelper.CameraShake( cent->gent->currentOrigin, fx->mElasticity.GetVal(), fx->mRadius.GetVal(), fx->mLife.GetVal() ); } } break; default: 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; } } } //------------------------------------------------------ // 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, const int entNum, bool isPortal, int iLoopTime, bool isRelative ) { SEffectTemplate *fx; CPrimitiveTemplate *prim; int i = 0; int count = 0, delay = 0; float factor = 0.0f; bool forceScheduling = false; if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse ) { // Now you've done it! ReportPlayEffectError(id); return; } // Don't bother scheduling the effect if the system is currently frozen if ( fx_freeze.integer ) { return; } int modelNum = 0, boltNum = -1; int entityNum = entNum; #ifdef _IMMERSION entityNum = ( entNum < -1 // HACKHACKHACK (negative if effect plays uncentered on an entity) ? FF_CLIENT( entNum ) // decode -2 as entNum=0, -3 as entNum=1, ... : entNum // default ); #endif // _IMMERSION 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, isPortal, iLoopTime, isRelative); } } // Get the effect. fx = &mEffectTemplates[id]; // Loop through the primitives and schedule each bit for ( i = 0; i < fx->mPrimitiveCount; i++ ) { prim = fx->mPrimitives[i]; if ( prim->mCullRange ) { if ( DistanceSquared( origin, cg.refdef.vieworg ) > prim->mCullRange ) // cull range has already been squared { // is too far away, so don't add this primitive group continue; } } count = prim->mSpawnCount.GetRoundedVal(); 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++ ) { 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 ) { #ifdef _IMMERSION if ( boltInfo == -1 && entNum > -1 ) #else if ( boltInfo == -1 && entNum != -1 ) #endif // _IMMERSION { // Find out where the entity currently is CreateEffect( prim, cg_entities[entNum].lerpOrigin, axis, -delay ); } else { CreateEffect( prim, origin, axis, -delay ); } } 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->mClientID = -1; sfx->mIsRelative = isRelative; sfx->mEntNum = entityNum; //ent if bolted, else -1 for none, or -2 for _Immersion client 0 sfx->mPortalEffect = isPortal; if ( boltInfo == -1 ) { #ifdef _IMMERSION if ( entNum <= -1 ) #else if ( entNum == -1 ) #endif // _IMMERSION { // we aren't bolting, so make sure the spawn system knows this by putting -1's in these fields sfx->mBoltNum = -1; 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->mModelNum = 0; AxisCopy( axis, sfx->mAxis ); } } else { // we are bolting, so store the extra info sfx->mBoltNum = boltNum; sfx->mModelNum = modelNum; // 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, bool isPortal ) { char sfile[MAX_QPATH]; // Get an extenstion stripped version of the file COM_StripExtension( file, sfile ); PlayEffect( mEffectIDs[sfile], origin, isPortal ); #ifndef FINAL_BUILD if ( mEffectIDs[sfile] == 0 ) { theFxHelper.Print( "CFxScheduler::PlayEffect unregistered/non-existent effect: %s\n", file ); } #endif } //------------------------------------------------------ // 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, bool isPortal ) { char sfile[MAX_QPATH]; // Get an extenstion stripped version of the file COM_StripExtension( file, sfile ); PlayEffect( mEffectIDs[sfile], origin, forward, isPortal ); #ifndef FINAL_BUILD if ( mEffectIDs[sfile] == 0 ) { theFxHelper.Print( "CFxScheduler::PlayEffect unregistered/non-existent effect: %s\n", file ); } #endif } //------------------------------------------------------ // 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: // boolean portal (true when adding effects to be drawn in the skyportal) // // Return: // none //------------------------------------------------------ void CFxScheduler::AddScheduledEffects( bool portal ) { TScheduledEffect::iterator itr, next; 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++; if (portal == (*itr)->mPortalEffect) { if ( *(*itr) <= theFxHelper.mTime ) { if ( (*itr)->mClientID >= 0 ) { CreateEffect( (*itr)->mpTemplate, (*itr)->mClientID, theFxHelper.mTime - (*itr)->mStartTime ); } else if ((*itr)->mBoltNum == -1) {// normal effect #ifdef _IMMERSION int entNum = (*itr)->mEntNum; int hitEntNum = ( entNum < -1 ? FF_CLIENT( entNum ) : entNum ); CreateEffect ( (*itr)->mpTemplate , (entNum >= 0 ? cg_entities[entNum].lerpOrigin : (*itr)->mOrigin) , (*itr)->mAxis , theFxHelper.mTime - (*itr)->mStartTime , hitEntNum ); #else if ( (*itr)->mEntNum != -1 ) { // Find out where the entity currently is CreateEffect( (*itr)->mpTemplate, cg_entities[(*itr)->mEntNum].lerpOrigin, (*itr)->mAxis, theFxHelper.mTime - (*itr)->mStartTime ); } else { CreateEffect( (*itr)->mpTemplate, (*itr)->mOrigin, (*itr)->mAxis, theFxHelper.mTime - (*itr)->mStartTime ); } #endif // _IMMERSION } 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)) { const centity_t ¢ = cg_entities[(*itr)->mEntNum]; if (cent.gent->ghoul2.IsValid()) { if ((*itr)->mModelNum>=0&&(*itr)->mModelNumghoul2.size()) { if (cent.gent->ghoul2[(*itr)->mModelNum].mModelindex>=0) { doesBoltExist = theFxHelper.GetOriginAxisFromBolt(cent, (*itr)->mModelNum, (*itr)->mBoltNum, origin, axis); } } } oldModelNum = (*itr)->mModelNum; oldEntNum = (*itr)->mEntNum; oldBoltIndex = (*itr)->mBoltNum; } // only do this if we found the bolt if (doesBoltExist) { if ((*itr)->mIsRelative ) { CreateEffect( (*itr)->mpTemplate, vec3_origin, axis, 0, (*itr)->mEntNum, (*itr)->mModelNum, (*itr)->mBoltNum ); } else { CreateEffect( (*itr)->mpTemplate, origin, axis, theFxHelper.mTime - (*itr)->mStartTime ); } } } // Get 'em out of there. delete *itr; mFxSchedule.erase(itr); } } itr = next; } // Add all active effects into the scene FX_Add(portal); gEffectsInPortal = false; } //------------------------------------------------------ // 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 clientID, 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 (clientID>=0 && modelNum>=0 && boltNum>=0) {//since you passed in these values, mark as relative to use them flags |= FX_RELATIVE; } if( fx->mSpawnFlags & FX_RAND_ROT_AROUND_FWD ) { RotatePointAroundVector( ax[1], ax[0], axis[1], random()*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... 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( random() * 360.0f ); y = DEG2RAD( random() * 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, crandom() * 0.5f * fx->mHeight.GetVal(), ax[0], pt ); RotatePointAroundVector( temp, ax[0], pt, random() * 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] ); } } // 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 ); } // 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, CONTENTS_SOLID | CONTENTS_SHOTCLIP );//MASK_SHOT ); if ( tr.startsolid || tr.allsolid ) { VectorCopy( org, org2 ); // this is not a very good solution } else { 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 ); VectorAdd( org2, origin, org2 ); } } } // end special org2 types // handle RGB color, but only for types that will use it //--------------------------------------------------------------------------- #ifdef _IMMERSION if ( fx->mType != Sound && fx->mType != FxRunner && fx->mType != CameraShake && fx->mType != Force ) #else if ( fx->mType != Sound && fx->mType != FxRunner && fx->mType != CameraShake ) #endif // _IMMERSION { if ( fx->mSpawnFlags & FX_RGB_COMPONENT_INTERP ) { float perc = random(); VectorSet( sRGB, fx->mRedStart.GetVal( perc ), fx->mGreenStart.GetVal( perc ), fx->mBlueStart.GetVal( perc ) ); VectorSet( eRGB, fx->mRedEnd.GetVal( perc ), fx->mGreenEnd.GetVal( perc ), fx->mBlueEnd.GetVal( perc ) ); } else { VectorSet( sRGB, fx->mRedStart.GetVal(), fx->mGreenStart.GetVal(), fx->mBlueStart.GetVal() ); VectorSet( eRGB, fx->mRedEnd.GetVal(), fx->mGreenEnd.GetVal(), fx->mBlueEnd.GetVal() ); } } // Now create the appropriate effect entity //------------------------ switch( fx->mType ) { //--------- case Particle: //--------- FX_AddParticle( clientID, org, vel, accel, fx->mGravity.GetVal(), 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, modelNum, boltNum ); break; //--------- case Line: //--------- FX_AddLine( clientID, 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(), fx->mImpactFxHandles.GetHandle(), flags, modelNum, boltNum ); break; //--------- case Tail: //--------- FX_AddTail( clientID, 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, modelNum, boltNum ); break; //---------------- case Electricity: //---------------- FX_AddElectricity( clientID, 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, modelNum, boltNum ); break; //--------- case Cylinder: //--------- FX_AddCylinder( clientID, 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, modelNum, boltNum ); 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 ); break; //--------- case Decal: //--------- // I'm calling this function ( at least for now ) because it handles projecting // the decal mark onto the surfaces properly. This is especially important for large marks. // The downside is that it's much less flexible.... CG_ImpactMark( 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) { trace_t tr; vec3_t end; VectorMA(org, 64, ax[0], end); theFxHelper.G2Trace(&tr, org, NULL, NULL, end, ENTITYNUM_NONE, MASK_PLAYERSOLID); if (tr.entityNum < ENTITYNUM_WORLD && g_entities[tr.entityNum].ghoul2.size()) { gentity_t *ent = &g_entities[tr.entityNum]; if ( ent != NULL ) { vec3_t entOrg, hitDir; float entYaw; float firstModel = 0; if ( !(ent->s.eFlags&EF_NODRAW) ) {//not drawn, no marks if ( ent->client ) { VectorCopy( ent->client->ps.origin, entOrg ); } else { VectorCopy( ent->currentOrigin, entOrg ); } if ( ent->client ) { entYaw = ent->client->ps.viewangles[YAW]; } else { entYaw = ent->currentAngles[YAW]; } //if ( VectorCompare( tr.plane.normal, vec3_origin ) ) {//hunh, no plane? Use trace dir VectorCopy( ax[0], hitDir ); } /* else { VectorCopy( tr.plane.normal, hitDir ); } */ CG_AddGhoul2Mark(fx->mMediaHandles.GetHandle(), fx->mSizeStart.GetVal(), tr.endpos, tr.plane.normal, tr.entityNum, entOrg, entYaw, ent->ghoul2, ent->s.modelScale, Q_irand(40000, 60000), firstModel); } } } } break; //------------------- case OrientedParticle: //------------------- FX_AddOrientedParticle( clientID, 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, 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 if ( fx->mSpawnFlags & FX_SND_LESS_ATTENUATION ) { theFxHelper.PlaySound( org, ENTITYNUM_NONE, CHAN_LESS_ATTEN, fx->mMediaHandles.GetHandle() ); } else { theFxHelper.PlaySound( org, ENTITYNUM_NONE, CHAN_AUTO, fx->mMediaHandles.GetHandle() ); } break; #ifdef _IMMERSION //--------- case Force: //--------- if ( clientID > -1 ) // Fix me: Allow or abolish FF_LOCAL_CLIENT? theFxHelper.PlayForce( clientID, fx->mMediaHandles.GetHandle() ); break; #endif // _IMMERSION //--------- 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(), fx->mFlags ); 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, sRGB, eRGB, fx->mRGBParm.GetVal(), fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), fx->mFlags ); break; default: 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; } } }