jediacademy/code/cgame/FxScheduler.cpp
2013-04-04 18:21:13 -05:00

2085 lines
No EOL
58 KiB
C++

// 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<MAX_LOOPED_FX;i++) //see if it's already playing so we can just update it
{
if (mLoopedEffectArray[i].mId == id &&
mLoopedEffectArray[i].mBoltInfo == boltInfo &&
mLoopedEffectArray[i].mPortalEffect == isPortal
)
{
#ifdef _DEBUG
// theFxHelper.Print( "CFxScheduler::ScheduleLoopedEffect- updating %s\n", mEffectTemplates[id].mEffectName);
#endif
break;
}
}
if(i==MAX_LOOPED_FX) //didn't find it existing, so find a free spot
{
for (i=0;i<MAX_LOOPED_FX;i++)
{
if (!mLoopedEffectArray[i].mId)
{
break;
}
}
}
if(i==MAX_LOOPED_FX)
{//bad
assert(i!=MAX_LOOPED_FX);
theFxHelper.Print( "CFxScheduler::AddLoopedEffect- No Free Slots available for %d\n", mEffectTemplates[id].mEffectName);
return -1;
}
mLoopedEffectArray[i].mId = id;
mLoopedEffectArray[i].mBoltInfo = boltInfo;
mLoopedEffectArray[i].mPortalEffect = isPortal;
mLoopedEffectArray[i].mIsRelative = isRelative;
mLoopedEffectArray[i].mNextTime = theFxHelper.mTime + mEffectTemplates[id].mRepeatDelay ;
mLoopedEffectArray[i].mLoopStopTime = (iLoopTime==1) ? 0 : theFxHelper.mTime + iLoopTime;
return i;
}
void CFxScheduler::StopEffect( const char *file, int boltInfo, bool isPortal )
{
int i;
char sfile[MAX_QPATH];
// Get an extenstion stripped version of the file
COM_StripExtension( file, sfile );
const int id = mEffectIDs[sfile];
#ifndef FINAL_BUILD
if ( id == 0 )
{
theFxHelper.Print( "CFxScheduler::StopEffect- unregistered/non-existent effect: %s\n", sfile );
return;
}
#endif
for (i=0;i<MAX_LOOPED_FX;i++)
{
if (mLoopedEffectArray[i].mId == id &&
mLoopedEffectArray[i].mBoltInfo == boltInfo &&
mLoopedEffectArray[i].mPortalEffect == isPortal
)
{
memset( &mLoopedEffectArray[i], 0, sizeof(mLoopedEffectArray[i]) );
return;
}
}
#ifdef _DEBUG_FX
theFxHelper.Print( "CFxScheduler::StopEffect- (%s) is not looping!\n", file);
#endif
}
void CFxScheduler::AddLoopedEffects()
{
int i;
for (i=0;i<MAX_LOOPED_FX;i++)
{
if (mLoopedEffectArray[i].mId && mLoopedEffectArray[i].mNextTime < theFxHelper.mTime )
{
const int entNum = ( mLoopedEffectArray[i].mBoltInfo >> 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 &cent = cg_entities[(*itr)->mEntNum];
if (cent.gent->ghoul2.IsValid())
{
if ((*itr)->mModelNum>=0&&(*itr)->mModelNum<cent.gent->ghoul2.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;
}
}
}