mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
215 lines
No EOL
5.9 KiB
C++
215 lines
No EOL
5.9 KiB
C++
// this include must remain at the top of every FXxxxx.CPP file
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#include "common_headers.h"
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#if !defined(FX_SCHEDULER_H_INC)
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#include "FxScheduler.h"
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#endif
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#include "cg_media.h" //for cgs.model_draw for G2
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extern vmCvar_t fx_debug;
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extern vmCvar_t fx_freeze;
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extern void CG_ExplosionEffects( vec3_t origin, float intensity, int radius, int time );
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// Stuff for the FxHelper
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//------------------------------------------------------
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void SFxHelper::Init()
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{
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mTime = 0;
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}
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//------------------------------------------------------
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void SFxHelper::Print( const char *msg, ... )
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{
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#ifndef FINAL_BUILD
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va_list argptr;
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char text[1024];
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va_start( argptr, msg );
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vsprintf( text, msg, argptr );
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va_end( argptr );
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gi.Printf( text );
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#endif
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}
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//------------------------------------------------------
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void SFxHelper::AdjustTime( int frameTime )
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{
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if ( fx_freeze.integer || ( frameTime <= 0 ))
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{
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// Allow no time progression when we are paused.
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mFrameTime = 0;
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mFloatFrameTime = 0.0f;
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}
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else
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{
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if ( !cg_paused.integer )
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{
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if ( frameTime > 300 ) // hack for returning from paused and time bursts
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{
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frameTime = 300;
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}
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mFrameTime = frameTime;
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mFloatFrameTime = mFrameTime * 0.001f;
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mTime += mFrameTime;
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}
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}
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}
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//------------------------------------------------------
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int SFxHelper::OpenFile( const char *file, fileHandle_t *fh, int mode )
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{
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// char path[256];
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// sprintf( path, "%s/%s", FX_FILE_PATH, file );
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return cgi_FS_FOpenFile( file, fh, FS_READ );
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}
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//------------------------------------------------------
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int SFxHelper::ReadFile( void *data, int len, fileHandle_t fh )
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{
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return cgi_FS_Read( data, len, fh );
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}
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//------------------------------------------------------
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void SFxHelper::CloseFile( fileHandle_t fh )
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{
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cgi_FS_FCloseFile( fh );
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}
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//------------------------------------------------------
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void SFxHelper::PlaySound( const vec3_t org, int entityNum, int entchannel, int sfxHandle )
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{
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cgi_S_StartSound( org, entityNum, entchannel, sfxHandle );
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}
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//------------------------------------------------------
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void SFxHelper::PlayLocalSound( int sfxHandle, int channelNum )
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{
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cgi_S_StartLocalSound(sfxHandle, channelNum);
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}
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//------------------------------------------------------
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void SFxHelper::Trace( trace_t *tr, vec3_t start, vec3_t min, vec3_t max,
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vec3_t end, int skipEntNum, int flags )
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{
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CG_Trace( tr, start, min, max, end, skipEntNum, flags );
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}
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void SFxHelper::G2Trace( trace_t *tr, vec3_t start, vec3_t min, vec3_t max,
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vec3_t end, int skipEntNum, int flags )
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{
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//CG_Trace( tr, start, min, max, end, skipEntNum, flags, G2_COLLIDE );
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gi.trace(tr, start, NULL, NULL, end, skipEntNum, flags, G2_COLLIDE);
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}
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//------------------------------------------------------
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void SFxHelper::AddFxToScene( refEntity_t *ent )
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{
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cgi_R_AddRefEntityToScene( ent );
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}
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//------------------------------------------------------
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int SFxHelper::RegisterShader( const char *shader )
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{
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return cgi_R_RegisterShader( shader );
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}
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//------------------------------------------------------
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int SFxHelper::RegisterSound( const char *sound )
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{
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return cgi_S_RegisterSound( sound );
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}
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//------------------------------------------------------
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int SFxHelper::RegisterModel( const char *model )
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{
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return cgi_R_RegisterModel( model );
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}
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//------------------------------------------------------
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void SFxHelper::AddLightToScene( vec3_t org, float radius, float red, float green, float blue )
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{
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cgi_R_AddLightToScene( org, radius, red, green, blue );
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}
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//------------------------------------------------------
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void SFxHelper::AddPolyToScene( int shader, int count, polyVert_t *verts )
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{
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cgi_R_AddPolyToScene( shader, count, verts );
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}
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//------------------------------------------------------
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void SFxHelper::CameraShake( vec3_t origin, float intensity, int radius, int time )
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{
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CG_ExplosionEffects( origin, intensity, radius, time );
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}
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//------------------------------------------------------
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int SFxHelper::GetOriginAxisFromBolt(const centity_t ¢, int modelNum, int boltNum, vec3_t /*out*/origin, vec3_t /*out*/axis[3])
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{
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if ((cg.time-cent.snapShotTime) > 200)
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{ //you were added more than 200ms ago, so I say you are no longer valid/in our snapshot.
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return 0;
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}
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int doesBoltExist;
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mdxaBone_t boltMatrix;
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vec3_t G2Angles = {cent.lerpAngles[0] , cent.lerpAngles[1], cent.lerpAngles[2]};
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if ( cent.currentState.eType == ET_PLAYER )
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{//players use cent.renderAngles
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VectorCopy( cent.renderAngles, G2Angles );
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if ( cent.gent //has a game entity
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&& cent.gent->s.m_iVehicleNum != 0 //in a vehicle
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&& cent.gent->m_pVehicle //have a valid vehicle pointer
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&& cent.gent->m_pVehicle->m_pVehicleInfo->type != VH_FIGHTER //it's not a fighter
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&& cent.gent->m_pVehicle->m_pVehicleInfo->type != VH_SPEEDER //not a speeder
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)
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{
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G2Angles[PITCH]=0;
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G2Angles[ROLL] =0;
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}
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}
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// go away and get me the bolt position for this frame please
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doesBoltExist = gi.G2API_GetBoltMatrix(cent.gent->ghoul2, modelNum,
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boltNum, &boltMatrix, G2Angles,
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cent.lerpOrigin, cg.time, cgs.model_draw,
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cent.currentState.modelScale);
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// set up the axis and origin we need for the actual effect spawning
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origin[0] = boltMatrix.matrix[0][3];
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origin[1] = boltMatrix.matrix[1][3];
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origin[2] = boltMatrix.matrix[2][3];
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axis[1][0] = boltMatrix.matrix[0][0];
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axis[1][1] = boltMatrix.matrix[1][0];
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axis[1][2] = boltMatrix.matrix[2][0];
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axis[0][0] = boltMatrix.matrix[0][1];
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axis[0][1] = boltMatrix.matrix[1][1];
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axis[0][2] = boltMatrix.matrix[2][1];
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axis[2][0] = boltMatrix.matrix[0][2];
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axis[2][1] = boltMatrix.matrix[1][2];
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axis[2][2] = boltMatrix.matrix[2][2];
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return doesBoltExist;
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}
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#ifdef _IMMERSION
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//------------------------------------------------------
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ffHandle_t SFxHelper::RegisterForce( const char *force, int channel )
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{
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return cgi_FF_Register( force, channel );
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}
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//------------------------------------------------------
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void SFxHelper::PlayForce( int entityNum, ffHandle_t ff )
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{
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cgi_FF_Start( ff, entityNum );
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}
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#endif // _IMMERSION
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