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