jediacademy/codemp/client/FxScheduler.h

506 lines
16 KiB
C++

#if !defined(FX_UTIL_H_INC)
#include "FxUtil.h"
#endif
#if !defined(GENERICPARSER2_H_INC)
#include "../qcommon/GenericParser2.h"
#endif
#ifndef FX_SCHEDULER_H_INC
#define FX_SCHEDULER_H_INC
#pragma warning (push, 3) //go back down to 3 for the stl include
#include <vector>
#include <map>
#include <list>
#include <string>
#pragma warning (pop)
using namespace std;
#define FX_FILE_PATH "effects"
#define FX_MAX_TRACE_DIST 16384 // SOF2 uses a larger scale
#define FX_MAX_EFFECTS 256 // how many effects the system can store
#define FX_MAX_2DEFFECTS 64 // how many 2d effects the system can store
#define FX_MAX_EFFECT_COMPONENTS 24 // how many primitives an effect can hold, this should be plenty
#define FX_MAX_PRIM_NAME 32
//-----------------------------------------------
// These are spawn flags for primitiveTemplates
//-----------------------------------------------
#define FX_ORG_ON_SPHERE 0x00001 // Pretty dang expensive, calculates a point on a sphere/ellipsoid
#define FX_AXIS_FROM_SPHERE 0x00002 // Can be used in conjunction with org_on_sphere to cause particles to move out
// from the center of the sphere
#define FX_ORG_ON_CYLINDER 0x00004 // calculate point on cylinder/disk
#define FX_ORG2_FROM_TRACE 0x00010
#define FX_TRACE_IMPACT_FX 0x00020 // if trace impacts, we should play one of the specified impact fx files
#define FX_ORG2_IS_OFFSET 0x00040 // template specified org2 should be the offset from a trace endpos or
// passed in org2. You might use this to lend a random flair to the endpos.
// Note: this is done pre-trace, so you may have to specify large numbers for this
#define FX_CHEAP_ORG_CALC 0x00100 // Origin is calculated relative to passed in axis unless this is on.
#define FX_CHEAP_ORG2_CALC 0x00200 // Origin2 is calculated relative to passed in axis unless this is on.
#define FX_VEL_IS_ABSOLUTE 0x00400 // Velocity isn't relative to passed in axis with this flag on.
#define FX_ACCEL_IS_ABSOLUTE 0x00800 // Acceleration isn't relative to passed in axis with this flag on.
#define FX_RAND_ROT_AROUND_FWD 0x01000 // Randomly rotates up and right around forward vector
#define FX_EVEN_DISTRIBUTION 0x02000 // When you have a delay, it normally picks a random time to play. When
// this flag is on, it generates an even time distribution
#define FX_RGB_COMPONENT_INTERP 0x04000 // Picks a color on the line defined by RGB min & max, default is to pick color in cube defined by min & max
#define FX_AFFECTED_BY_WIND 0x10000 // this effect primitive needs to query wind
//-----------------------------------------------------------------
//
// CMediaHandles
//
// Primitive templates might want to use a list of sounds, shaders
// or models to get a bit more variation in their effects.
//
//-----------------------------------------------------------------
class CMediaHandles
{
private:
vector<int> mMediaList;
public:
void AddHandle( int item ) { mMediaList.push_back( item ); }
int GetHandle() { if (mMediaList.size()==0) {return 0;}
else {return mMediaList[irand(0,mMediaList.size()-1)];} }
void operator=(const CMediaHandles &that );
};
//-----------------------------------------------------------------
//
// CFxRange
//
// Primitive templates typically use this class to define each of
// its members. This is done to make it easier to create effects
// with a desired range of characteristics.
//
//-----------------------------------------------------------------
class CFxRange
{
private:
float mMin;
float mMax;
public:
CFxRange(void) { mMin = 0.0f; mMax = 0.0f; }
inline void SetRange(float min,float max) { mMin = min; mMax = max; }
inline float GetMax(void) const { return mMax; }
inline float GetMin(void) const { return mMin; }
inline float GetVal(float fraction) const { if(mMin != mMax) { return mMin + fraction * (mMax - mMin); } else { return mMin; } }
inline float GetVal(void) const { if(mMin != mMax) { return flrand(mMin,mMax); } else { return mMin; } }
inline int GetRoundedVal() const {if(mMin == mMax){return (int)mMin;}
return (int)(flrand(mMin, mMax) + 0.5f);}
bool operator==(const CFxRange &rhs) const { return ((mMin == rhs.mMin) && (mMax == rhs.mMax)); }
};
//----------------------------
// Supported primitive types
//----------------------------
enum EPrimType
{
None = 0,
Particle, // sprite
Line,
Tail, // comet-like tail thing
Cylinder,
Emitter, // emits effects as it moves, can also attach a chunk
Sound,
Decal, // projected onto architecture
OrientedParticle,
Electricity,
FxRunner,
Light,
CameraShake,
ScreenFlash
};
//-----------------------------------------------------------------
//
// CPrimitiveTemplate
//
// The primitive template is used to spawn 1 or more fx primitives
// with the range of characteristics defined by the template.
//
// As such, I just made this one huge shared class knowing that
// there won't be many of them in memory at once, and we won't
// be dynamically creating and deleting them mid-game. Also,
// note that not every primitive type will use all of these fields.
//
//-----------------------------------------------------------------
class CPrimitiveTemplate
{
public:
// These kinds of things should not even be allowed to be accessed publicly
bool mCopy;
int mRefCount; // For a copy of a primitive...when we figure out how many items we want to spawn,
// we'll store that here and then decrement us for each we actually spawn. When we
// hit zero, we are no longer used and so we can just free ourselves
char mName[FX_MAX_PRIM_NAME];
EPrimType mType;
CFxRange mSpawnDelay;
CFxRange mSpawnCount;
CFxRange mLife;
int mCullRange;
CMediaHandles mMediaHandles;
CMediaHandles mImpactFxHandles;
CMediaHandles mDeathFxHandles;
CMediaHandles mEmitterFxHandles;
CMediaHandles mPlayFxHandles;
int mFlags; // These need to get passed on to the primitive
int mSpawnFlags; // These are only used to control spawning, but never get passed to prims.
EMatImpactEffect mMatImpactFX;
vec3_t mMin;
vec3_t mMax;
CFxRange mOrigin1X;
CFxRange mOrigin1Y;
CFxRange mOrigin1Z;
CFxRange mOrigin2X;
CFxRange mOrigin2Y;
CFxRange mOrigin2Z;
CFxRange mRadius; // spawn on sphere/ellipse/disk stuff.
CFxRange mHeight;
CFxRange mWindModifier;
CFxRange mRotation;
CFxRange mRotationDelta;
CFxRange mAngle1;
CFxRange mAngle2;
CFxRange mAngle3;
CFxRange mAngle1Delta;
CFxRange mAngle2Delta;
CFxRange mAngle3Delta;
CFxRange mVelX;
CFxRange mVelY;
CFxRange mVelZ;
CFxRange mAccelX;
CFxRange mAccelY;
CFxRange mAccelZ;
CFxRange mGravity;
CFxRange mDensity;
CFxRange mVariance;
CFxRange mRedStart;
CFxRange mGreenStart;
CFxRange mBlueStart;
CFxRange mRedEnd;
CFxRange mGreenEnd;
CFxRange mBlueEnd;
CFxRange mRGBParm;
CFxRange mAlphaStart;
CFxRange mAlphaEnd;
CFxRange mAlphaParm;
CFxRange mSizeStart;
CFxRange mSizeEnd;
CFxRange mSizeParm;
CFxRange mSize2Start;
CFxRange mSize2End;
CFxRange mSize2Parm;
CFxRange mLengthStart;
CFxRange mLengthEnd;
CFxRange mLengthParm;
CFxRange mTexCoordS;
CFxRange mTexCoordT;
CFxRange mElasticity;
int mSoundRadius;
int mSoundVolume;
// Lower level parsing utilities
bool ParseVector( const char *val, vec3_t min, vec3_t max );
bool ParseFloat( const char *val, float *min, float *max );
bool ParseGroupFlags( const char *val, int *flags );
// Base key processing
// Note that these all have their own parse functions in case it becomes important to do certain kinds
// of validation specific to that type.
bool ParseMin( const char *val );
bool ParseMax( const char *val );
bool ParseDelay( const char *val );
bool ParseCount( const char *val );
bool ParseLife( const char *val );
bool ParseElasticity( const char *val );
bool ParseFlags( const char *val );
bool ParseSpawnFlags( const char *val );
bool ParseOrigin1( const char *val );
bool ParseOrigin2( const char *val );
bool ParseRadius( const char *val );
bool ParseHeight( const char *val );
bool ParseWindModifier( const char *val );
bool ParseRotation( const char *val );
bool ParseRotationDelta( const char *val );
bool ParseAngle( const char *val );
bool ParseAngleDelta( const char *val );
bool ParseVelocity( const char *val );
bool ParseAcceleration( const char *val );
bool ParseGravity( const char *val );
bool ParseDensity( const char *val );
bool ParseVariance( const char *val );
// Group type processing
bool ParseRGB( CGPGroup *grp );
bool ParseAlpha( CGPGroup *grp );
bool ParseSize( CGPGroup *grp );
bool ParseSize2( CGPGroup *grp );
bool ParseLength( CGPGroup *grp );
bool ParseModels( CGPValue *grp );
bool ParseShaders( CGPValue *grp );
bool ParseSounds( CGPValue *grp );
bool ParseImpactFxStrings( CGPValue *grp );
bool ParseDeathFxStrings( CGPValue *grp );
bool ParseEmitterFxStrings( CGPValue *grp );
bool ParsePlayFxStrings( CGPValue *grp );
// Group keys
bool ParseRGBStart( const char *val );
bool ParseRGBEnd( const char *val );
bool ParseRGBParm( const char *val );
bool ParseRGBFlags( const char *val );
bool ParseAlphaStart( const char *val );
bool ParseAlphaEnd( const char *val );
bool ParseAlphaParm( const char *val );
bool ParseAlphaFlags( const char *val );
bool ParseSizeStart( const char *val );
bool ParseSizeEnd( const char *val );
bool ParseSizeParm( const char *val );
bool ParseSizeFlags( const char *val );
bool ParseSize2Start( const char *val );
bool ParseSize2End( const char *val );
bool ParseSize2Parm( const char *val );
bool ParseSize2Flags( const char *val );
bool ParseLengthStart( const char *val );
bool ParseLengthEnd( const char *val );
bool ParseLengthParm( const char *val );
bool ParseLengthFlags( const char *val );
bool ParseMaterialImpact(const char *val);
public:
CPrimitiveTemplate();
~CPrimitiveTemplate() {};
bool ParsePrimitive( CGPGroup *grp );
void operator=(const CPrimitiveTemplate &that);
};
// forward declaration
struct SEffectTemplate;
// Effects are built of one or more primitives
struct SEffectTemplate
{
bool mInUse;
bool mCopy;
char mEffectName[MAX_QPATH]; // is this extraneous??
int mPrimitiveCount;
int mRepeatDelay;
CPrimitiveTemplate *mPrimitives[FX_MAX_EFFECT_COMPONENTS];
bool operator == (const char * name) const
{
return !stricmp( mEffectName, name );
}
void operator=(const SEffectTemplate &that);
};
//-----------------------------------------------------------------
//
// CFxScheduler
//
// The scheduler not only handles requests to play an effect, it
// tracks the request throughout its life if necessary, creating
// any of the delayed components as needed.
//
//-----------------------------------------------------------------
class CFxScheduler
{
private:
// We hold a scheduled effect here
struct SScheduledEffect
{
CPrimitiveTemplate *mpTemplate; // primitive template
int mStartTime;
char mModelNum; // uset to determine which ghoul2 model we want to bolt this effect to
char mBoltNum; // used to determine which bolt on the ghoul2 model we should be attaching this effect to
short mEntNum; // used to determine which entity this ghoul model is attached to.
bool mPortalEffect; // rww - render this before skyportals, and not in the normal world view.
bool mIsRelative; // bolt this puppy on keep it updated
int iGhoul2;
vec3_t mOrigin;
vec3_t mAxis[3];
bool operator <= (const int time) const
{
return mStartTime <= time;
}
};
/* Looped Effects get stored and reschedule at mRepeatRate */
#define MAX_LOOPED_FX 32
// We hold a looped effect here
struct SLoopedEffect
{
int mId; // effect id
int mBoltInfo; // used to determine which bolt on the ghoul2 model we should be attaching this effect to
CGhoul2Info_v mGhoul2;
int mNextTime; //time to render again
int mLoopStopTime; //time to die
bool mPortalEffect; // rww - render this before skyportals, and not in the normal world view.
bool mIsRelative; // bolt this puppy on keep it updated
};
SLoopedEffect mLoopedEffectArray[MAX_LOOPED_FX];
int ScheduleLoopedEffect( int id, int boltInfo, int iGhoul2, bool isPortal, int iLoopTime, bool isRelative );
void AddLoopedEffects( );
class CScheduled2DEffect
{
public:
CScheduled2DEffect():
mScreenX(0),
mScreenY(0),
mWidth(0),
mHeight(0),
mShaderHandle(0)
{mColor[0]=mColor[1]=mColor[2]=mColor[3]=1.0f;}
public:
float mScreenX;
float mScreenY;
float mWidth;
float mHeight;
vec4_t mColor; // bytes A, G, B, R -- see class paletteRGBA_c
qhandle_t mShaderHandle;
};
// this makes looking up the index based on the string name much easier
typedef map<string, int> TEffectID;
typedef list<SScheduledEffect*> TScheduledEffect;
// Effects
SEffectTemplate mEffectTemplates[FX_MAX_EFFECTS];
TEffectID mEffectIDs; // if you only have the unique effect name, you'll have to use this to get the ID.
// 2D effects
CScheduled2DEffect m2DEffects[FX_MAX_2DEFFECTS];
int mNextFree2DEffect;
// List of scheduled effects that will need to be created at the correct time.
TScheduledEffect mFxSchedule;
// Private function prototypes
SEffectTemplate *GetNewEffectTemplate( int *id, const char *file );
void AddPrimitiveToEffect( SEffectTemplate *fx, CPrimitiveTemplate *prim );
int ParseEffect( const char *file, CGPGroup *base );
void CreateEffect( CPrimitiveTemplate *fx, const vec3_t origin, vec3_t axis[3], int lateTime, int fxParm = -1, int iGhoul2 = 0, int entNum = -1, int modelNum = -1, int boltNum = -1);
void CreateEffect( CPrimitiveTemplate *fx, SScheduledEffect *schedFx );
public:
CFxScheduler();
int RegisterEffect( const char *file, bool bHasCorrectPath = false ); // handles pre-caching
// Nasty overloaded madness
//rww - maybe this should be done differently.. it's more than a bit confusing.
//Remind me when I don't have 50 files checked out.
void PlayEffect( int id, vec3_t org, vec3_t fwd, int vol = -1, int rad = -1, bool isPortal = false ); // builds arbitrary perp. right vector, does a cross product to define up
void PlayEffect( int id, vec3_t origin, vec3_t axis[3], const int boltInfo=-1, int iGhoul2 = 0,
int fxParm = -1, int vol = -1, int rad = -1, bool isPortal = false, int iLoopTime = false, bool isRelative = false );
void PlayEffect( const char *file, vec3_t org, int vol = -1, int rad = -1 ); // uses a default up axis
void PlayEffect( const char *file, vec3_t org, vec3_t fwd, int vol = -1, int rad = -1 ); // builds arbitrary perp. right vector, does a cross product to define up
void PlayEffect( const char *file, vec3_t origin,
vec3_t axis[3], const int boltInfo = -1, int iGhoul2 = 0, int fxParm = -1, int vol = -1, int rad = -1, int iLoopTime = false, bool isRelative = false );
void StopEffect( const char *file, const int boltInfo, bool isPortal = false ); //find a scheduled Looping effect with these parms and kill it
void AddScheduledEffects( bool portal ); // call once per CGame frame
// kef -- called for a 2D effect instead of addRefToScene
bool Add2DEffect(float x, float y, float w, float h, vec4_t color, qhandle_t shaderHandle);
// kef -- called once per cgame frame AFTER cgi.RenderScene
void Draw2DEffects(float screenXScale, float screenYScale);
int NumScheduledFx() { return mFxSchedule.size(); }
void Clean(bool bRemoveTemplates = true, int idToPreserve = 0); // clean out the system
// FX Override functions
SEffectTemplate *GetEffectCopy( int fxHandle, int *newHandle );
SEffectTemplate *GetEffectCopy( const char *file, int *newHandle );
CPrimitiveTemplate *GetPrimitiveCopy( SEffectTemplate *effectCopy, const char *componentName );
void MaterialImpact(trace_t *tr, CEffect *effect);
};
//-------------------
// The one and only
//-------------------
extern CFxScheduler theFxScheduler;
#endif // FX_SCHEDULER_H_INC