mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 07:22:23 +00:00
223 lines
4.8 KiB
C++
223 lines
4.8 KiB
C++
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#ifndef FX_SYSTEM_H_INC
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#define FX_SYSTEM_H_INC
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#if !defined(G2_H_INC)
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#include "../ghoul2/G2.h"
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#include "../ghoul2/G2_local.h"
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#endif
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extern cvar_t *fx_debug;
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#ifdef _SOF2DEV_
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extern cvar_t *fx_freeze;
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#endif
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extern cvar_t *fx_countScale;
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extern cvar_t *fx_nearCull;
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inline void Vector2Clear(vec2_t a)
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{
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a[0] = 0.0f;
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a[1] = 0.0f;
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}
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inline void Vector2Set(vec2_t a,float b,float c)
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{
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a[0] = b;
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a[1] = c;
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}
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inline void Vector2Copy(vec2_t src,vec2_t dst)
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{
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dst[0] = src[0];
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dst[1] = src[1];
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}
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inline void Vector2MA(vec2_t src, float m, vec2_t v, vec2_t dst)
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{
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dst[0] = src[0] + (m*v[0]);
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dst[1] = src[1] + (m*v[1]);
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}
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inline void Vector2Scale(vec2_t src,float b,vec2_t dst)
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{
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dst[0] = src[0] * b;
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dst[1] = src[1] * b;
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}
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class SFxHelper
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{
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public:
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int mTime;
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int mOldTime;
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int mFrameTime;
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bool mTimeFrozen;
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float mRealTime;
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refdef_t* refdef;
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#ifdef _DEBUG
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int mMainRefs;
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int mMiniRefs;
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#endif
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public:
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SFxHelper(void);
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inline int GetTime(void) { return mTime; }
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inline int GetFrameTime(void) { return mFrameTime; }
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void ReInit(refdef_t* pRefdef);
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void AdjustTime( int time );
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// These functions are wrapped and used by the fx system in case it makes things a bit more portable
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void Print( const char *msg, ... );
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// File handling
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inline int OpenFile( const char *path, fileHandle_t *fh, int mode )
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{
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return FS_FOpenFileByMode( path, fh, FS_READ );
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}
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inline int ReadFile( void *data, int len, fileHandle_t fh )
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{
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FS_Read2( data, len, fh );
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return 1;
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}
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inline void CloseFile( fileHandle_t fh )
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{
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FS_FCloseFile( fh );
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}
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// Sound
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inline void PlaySound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle, int volume, int radius )
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{
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//S_StartSound( origin, ENTITYNUM_NONE, CHAN_AUTO, sfxHandle, volume, radius );
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S_StartSound( origin, ENTITYNUM_NONE, CHAN_AUTO, sfxHandle );
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}
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inline void PlayLocalSound(sfxHandle_t sfxHandle, int entchannel)
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{
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//S_StartSound( origin, ENTITYNUM_NONE, CHAN_AUTO, sfxHandle, volume, radius );
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S_StartLocalSound(sfxHandle, entchannel);
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}
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inline int RegisterSound( const char *sound )
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{
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return S_RegisterSound( sound );
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}
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// Physics/collision
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inline void Trace( trace_t &tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags )
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{
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TCGTrace *td = (TCGTrace *)cl.mSharedMemory;
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if ( !min )
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{
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min = vec3_origin;
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}
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if ( !max )
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{
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max = vec3_origin;
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}
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memset(td, sizeof(*td), 0);
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VectorCopy(start, td->mStart);
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VectorCopy(min, td->mMins);
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VectorCopy(max, td->mMaxs);
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VectorCopy(end, td->mEnd);
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td->mSkipNumber = skipEntNum;
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td->mMask = flags;
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VM_Call( cgvm, CG_TRACE );
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tr = td->mResult;
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}
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inline void G2Trace( trace_t &tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags )
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{
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TCGTrace *td = (TCGTrace *)cl.mSharedMemory;
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if ( !min )
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{
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min = vec3_origin;
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}
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if ( !max )
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{
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max = vec3_origin;
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}
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memset(td, sizeof(*td), 0);
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VectorCopy(start, td->mStart);
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VectorCopy(min, td->mMins);
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VectorCopy(max, td->mMaxs);
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VectorCopy(end, td->mEnd);
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td->mSkipNumber = skipEntNum;
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td->mMask = flags;
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VM_Call( cgvm, CG_G2TRACE );
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tr = td->mResult;
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}
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inline void AddGhoul2Decal(int shader, vec3_t start, vec3_t dir, float size)
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{
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TCGG2Mark *td = (TCGG2Mark *)cl.mSharedMemory;
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td->size = size;
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td->shader = shader;
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VectorCopy(start, td->start);
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VectorCopy(dir, td->dir);
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VM_Call(cgvm, CG_G2MARK);
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}
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inline void AddFxToScene( refEntity_t *ent )
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{
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#ifdef _DEBUG
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mMainRefs++;
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assert(!ent || ent->renderfx >= 0);
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#endif
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re.AddRefEntityToScene( ent );
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}
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inline void AddFxToScene( miniRefEntity_t *ent )
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{
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#ifdef _DEBUG
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mMiniRefs++;
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assert(!ent || ent->renderfx >= 0);
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#endif
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re.AddMiniRefEntityToScene( ent );
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}
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#ifndef VV_LIGHTING
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inline void AddLightToScene( vec3_t org, float radius, float red, float green, float blue )
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{
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re.AddLightToScene( org, radius, red, green, blue );
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}
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#endif
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inline int RegisterShader( const char *shader )
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{
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return re.RegisterShader( shader );
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}
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inline int RegisterModel( const char *model )
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{
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return re.RegisterModel( model );
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}
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inline void AddPolyToScene( int shader, int count, polyVert_t *verts )
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{
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re.AddPolyToScene( shader, count, verts, 1 );
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}
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inline void AddDecalToScene ( qhandle_t shader, const vec3_t origin, const vec3_t dir, float orientation, float r, float g, float b, float a, qboolean alphaFade, float radius, qboolean temporary )
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{
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re.AddDecalToScene ( shader, origin, dir, orientation, r, g, b, a, alphaFade, radius, temporary );
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}
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void CameraShake( vec3_t origin, float intensity, int radius, int time );
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qboolean GetOriginAxisFromBolt(CGhoul2Info_v *pGhoul2, int mEntNum, int modelNum, int boltNum, vec3_t /*out*/origin, vec3_t /*out*/axis[3]);
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};
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extern SFxHelper theFxHelper;
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#endif // FX_SYSTEM_H_INC
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