2342 lines
63 KiB
C++
2342 lines
63 KiB
C++
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#include "client.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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#ifdef EFFECTSED
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#include "IEffectsSystem.h"
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#include "CEffectSegment.h"
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#include "../PseudoEngineBackdoor.h"
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#else // !EFFECTSED
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#if !defined(GHOUL2_SHARED_H_INC)
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// #include "..\game\ghoul2_shared.h" //for CGhoul2Info_v
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#endif
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#if !defined(G2_H_INC)
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#include "../ghoul2/G2_local.h"
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#endif
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#if !defined(__Q_SHARED_H)
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#include "../game/q_shared.h"
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#endif
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#endif // EFFECTSED
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CFxScheduler theFxScheduler;
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//-----------------------------------------------------------
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void CMediaHandles::operator=(const CMediaHandles &that )
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{
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mMediaList.clear();
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for ( int i = 0; i < that.mMediaList.size(); i++ )
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{
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mMediaList.push_back( that.mMediaList[i] );
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}
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}
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//------------------------------------------------------
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CFxScheduler::CFxScheduler()
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{
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#ifdef EFFECTSED
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mbStopScheduled = false;
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#endif
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memset( &mEffectTemplates, 0, sizeof( mEffectTemplates ));
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}
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//-----------------------------------------------------------
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void SEffectTemplate::operator=(const SEffectTemplate &that)
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{
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mCopy = true;
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strcpy( mEffectName, that.mEffectName );
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mPrimitiveCount = that.mPrimitiveCount;
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for( int i = 0; i < mPrimitiveCount; i++ )
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{
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mPrimitives[i] = new CPrimitiveTemplate;
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*(mPrimitives[i]) = *(that.mPrimitives[i]);
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// Mark use as a copy so that we know that we should be chucked when used up
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mPrimitives[i]->mCopy = true;
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}
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}
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//------------------------------------------------------
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// Clean
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// Free up any memory we've allocated so we aren't leaking memory
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//
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// Input:
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// Whether to clean everything or just stop the playing (active) effects
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//
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// Return:
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// None
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//
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//------------------------------------------------------
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void CFxScheduler::Clean(bool bRemoveTemplates /*= true*/, int idToPreserve /*= 0*/)
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{
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int i, j;
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TScheduledEffect::iterator itr, next;
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#ifdef EFFECTSED
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mbStopScheduled = false;
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#endif
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// Ditch any scheduled effects
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itr = mFxSchedule.begin();
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while ( itr != mFxSchedule.end() )
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{
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next = itr;
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next++;
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if ((*itr)->mParent)
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{
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(*itr)->mParent->DecreasePending();
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}
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delete *itr;
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mFxSchedule.erase(itr);
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itr = next;
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}
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if (bRemoveTemplates)
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{
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// Ditch any effect templates
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for ( i = 1; i < FX_MAX_EFFECTS; i++ )
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{
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if ( i == idToPreserve)
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{
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continue;
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}
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if ( mEffectTemplates[i].mInUse )
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{
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// Ditch the primitives
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for (j = 0; j < mEffectTemplates[i].mPrimitiveCount; j++)
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{
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delete mEffectTemplates[i].mPrimitives[j];
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}
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}
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mEffectTemplates[i].mInUse = false;
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}
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if (idToPreserve == 0)
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{
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mEffectIDs.clear();
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}
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else
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{
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// Clear the effect names, but first get the name of the effect to preserve,
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// and restore it after clearing.
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string str;
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TEffectID::iterator iter;
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for (iter = mEffectIDs.begin(); iter != mEffectIDs.end(); ++iter)
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{
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if ((*iter).second == idToPreserve)
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{
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str = (*iter).first;
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break;
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}
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}
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mEffectIDs.clear();
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mEffectIDs[str] = idToPreserve;
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}
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}
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}
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//------------------------------------------------------
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// RegisterEffect
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// Attempt to open the specified effect file, if
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// file read succeeds, parse the file.
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//
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// Input:
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// path or filename to open
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//
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// Return:
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// int handle to the effect
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//------------------------------------------------------
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int CFxScheduler::RegisterEffect( const char *file, bool bHasCorrectPath /*= false*/ )
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{
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// Dealing with file names:
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// File names can come from two places - the editor, in which case we should use the given
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// path as is, and the effect file, in which case we should add the correct path and extension.
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// In either case we create a stripped file name to use for naming effects.
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//
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char sfile[MAX_QPATH];
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// kef -- frankly, I don't give a rat's butt whether I have the correct path or not. filenames that
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//come in here should start right after the base folder. they can have an extension or not...I don't
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//care because I'm going to strip it off automatically.
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// Get an extension stripped version of the file
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/*
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if (bHasCorrectPath)
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{
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const char *last = file, *p = file;
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while (*p != '\0')
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{
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if ((*p == '/') || (*p == '\\'))
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{
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last = p + 1;
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}
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p++;
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}
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COM_StripExtension( last, sfile );
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}
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else
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*/
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{
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COM_StripExtension( file, sfile );
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strlwr(sfile);
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}
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// see if the specified file is already registered. If it is, just return the id of that file
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TEffectID::iterator itr;
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itr = mEffectIDs.find( sfile );
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if ( itr != mEffectIDs.end() )
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{
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return (*itr).second;
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}
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CGenericParser2 parser;
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int len = 0;
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fileHandle_t fh;
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char data[65536];
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char *bufParse = 0;
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// if our file doesn't have an extension, add one
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string finalFilename = file;
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string effectsSubstr = finalFilename.substr(0, 7);
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if (finalFilename.find('.') == string::npos)
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{
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// didn't find an extension so add one
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finalFilename += ".efx";
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}
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// kef - grr. this angers me. every filename everywhere should start from the base dir
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if (effectsSubstr.compare("effects") != 0)
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{
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//theFxHelper.Print("Hey!!! '%s' should be pathed from the base directory!!!\n", finalFilename.c_str());
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string strTemp = finalFilename;
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finalFilename = "effects/";
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finalFilename += strTemp;
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}
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len = theFxHelper.OpenFile( finalFilename.c_str(), &fh, FS_READ );
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/*
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if (bHasCorrectPath)
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{
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pfile = file;
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}
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else
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{
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// Add on our extension and prepend the file with the default path
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sprintf( temp, "%s/%s.efx", FX_FILE_PATH, sfile );
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pfile = temp;
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}
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len = theFxHelper.OpenFile( pfile, &fh, FS_READ );
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*/
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if ( len < 0 )
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{
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theFxHelper.Print( "Effect file load failed: %s\n", finalFilename.c_str() );
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return 0;
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}
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if (len == 0)
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{
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theFxHelper.Print( "INVALID Effect file: %s\n", finalFilename.c_str() );
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theFxHelper.CloseFile( fh );
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return 0;
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}
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// If we'll overflow our buffer, bail out--not a particularly elegant solution
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if (len >= sizeof(data) - 1 )
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{
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theFxHelper.CloseFile( fh );
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return 0;
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}
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// Get the goods and ensure Null termination
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theFxHelper.ReadFile( data, len, fh );
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data[len] = '\0';
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bufParse = data;
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// Let the generic parser process the whole file
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parser.Parse( &bufParse );
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theFxHelper.CloseFile( fh );
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// Lets convert the effect file into something that we can work with
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return ParseEffect( sfile, parser.GetBaseParseGroup() );
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}
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#ifdef EFFECTSED
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//------------------------------------------------------
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// GetEffectName
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// Lookup the name of the specified effect.
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//
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// Input:
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// int handle to the effect
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//
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// Return:
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// simplified (extension stripped) filename of the effect
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//------------------------------------------------------
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const char *CFxScheduler::GetEffectName(int id)
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{
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for (TEffectID::iterator iter = mEffectIDs.begin(); iter != mEffectIDs.end(); ++iter)
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{
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if ((*iter).second == id)
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{
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return (*iter).first.c_str();
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}
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}
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return "(unknown effect)";
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}
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//------------------------------------------------------
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// NewEffect
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// Create a new effect template containing no primitives.
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//
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// Input:
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// None
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//
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// Return:
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// int handle to the effect
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//------------------------------------------------------
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int CFxScheduler::NewEffect()
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{
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static int s_iEffectNum = 0;
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char name[FX_MAX_PRIM_NAME];
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int id;
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SEffectTemplate *effect;
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sprintf( name, "untitled editor effect %d", s_iEffectNum++ );
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effect = GetNewEffectTemplate( &id, name );
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if ( effect && id)
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{
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strcpy( effect->mEffectName, name );
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}
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return id;
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}
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//------------------------------------------------------
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// RegisterEffectWithEditor
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// Informs the editing system of each primitive in the effect
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//
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// Input:
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// int handle to the effect
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//
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// Return:
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// None
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//------------------------------------------------------
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void CFxScheduler::RegisterEffectWithEditor(int id)
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{
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SEffectTemplate *fx;
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CPrimitiveTemplate *prim;
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int i;
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if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse )
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{
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return;
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}
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// Get the effect.
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fx = &mEffectTemplates[id];
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// Loop through the primitives and register each bit
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for ( i = 0; i < fx->mPrimitiveCount; i++ )
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{
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prim = fx->mPrimitives[i];
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// Add the primitive to the editor
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CEffectSegment::RegisterPrimitiveTemplate(prim);
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}
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}
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//------------------------------------------------------
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// NewPrimitive
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// Creates a new primitive template and adds it to the effect and
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// to the editor. The new primitive will have the given type and
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// default parameters.
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//
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// Input:
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// int handle to the effect
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// type of the new primitive template
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//
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// Return:
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// None
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//------------------------------------------------------
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void CFxScheduler::NewPrimitive(int id, EPrimType type)
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{
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CPrimitiveTemplate *prim;
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if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse )
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{
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return;
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}
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prim = new CPrimitiveTemplate;
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prim->mType = type;
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// TODONOW - fill in default values for the template based on the type
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// Add our primitive template to the effect list
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AddPrimitiveToEffect( &mEffectTemplates[id], prim );
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// Add the primitive to the editor
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CEffectSegment::RegisterPrimitiveTemplate(prim);
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}
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//------------------------------------------------------
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// DeletePrimitive
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// Removes the primitive from the template. This function must be careful
|
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// when deleting templates that are referenced from scheduled effects
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//
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||
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// Input:
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||
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// int handle to the effect
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||
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// pointer to the primitive template to delete
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||
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//
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||
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// Return:
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||
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// None
|
||
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//------------------------------------------------------
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||
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void CFxScheduler::DeletePrimitive(int id, CPrimitiveTemplate *prim)
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{
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SEffectTemplate *fx;
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int i;
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if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse )
|
||
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{
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return;
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}
|
||
|
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||
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// Get the effect.
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fx = &mEffectTemplates[id];
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|
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||
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// Loop through the primitives looking for this one
|
||
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for ( i = 0; i < fx->mPrimitiveCount; i++ )
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||
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{
|
||
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if (prim == fx->mPrimitives[i])
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||
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{
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||
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fx->mPrimitiveCount--;
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||
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for ( ; i < fx->mPrimitiveCount; i++)
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||
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{
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fx->mPrimitives[i] = fx->mPrimitives[i + 1];
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}
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break;
|
||
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}
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||
|
}
|
||
|
|
||
|
// Look for any scheduled effects that reference this template, and delete them.
|
||
|
|
||
|
TScheduledEffect::iterator itr, next;
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||
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||
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itr = mFxSchedule.begin();
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||
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||
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while ( itr != mFxSchedule.end() )
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||
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{
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next = itr;
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next++;
|
||
|
|
||
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if ( (*itr)->mpTemplate == prim )
|
||
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{
|
||
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// Get 'em out of there.
|
||
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if ((*itr)->mParent)
|
||
|
{
|
||
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(*itr)->mParent->DecreasePending();
|
||
|
}
|
||
|
delete *itr;
|
||
|
mFxSchedule.erase(itr);
|
||
|
}
|
||
|
|
||
|
itr = next;
|
||
|
}
|
||
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|
||
|
delete prim;
|
||
|
}
|
||
|
|
||
|
void CFxScheduler::PrepareReloadAssets(int idToPreserve)
|
||
|
{
|
||
|
// The effects system has been stopped, and all the assets are about to be unloaded.
|
||
|
// For each CMediaHandles member in each of the main effect's (idToPreserve) templates,
|
||
|
// memorize the names of the assets so we can reload them later. Then throw away all
|
||
|
// the effects and templates except the main effect.
|
||
|
|
||
|
SEffectTemplate *fx;
|
||
|
CPrimitiveTemplate *prim;
|
||
|
int i;
|
||
|
|
||
|
if ( idToPreserve < 1 || idToPreserve >= FX_MAX_EFFECTS ||
|
||
|
!mEffectTemplates[idToPreserve].mInUse )
|
||
|
{
|
||
|
Clean();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Get the effect.
|
||
|
fx = &mEffectTemplates[idToPreserve];
|
||
|
|
||
|
// Loop through the primitives and memorize asset names
|
||
|
for ( i = 0; i < fx->mPrimitiveCount; i++ )
|
||
|
{
|
||
|
prim = fx->mPrimitives[i];
|
||
|
|
||
|
EMediaTypes mediaType = MEDIA_SHADERS;
|
||
|
|
||
|
if (prim->mType == Emitter)
|
||
|
{
|
||
|
mediaType = MEDIA_MODELS;
|
||
|
}
|
||
|
else if (prim->mType == Sound)
|
||
|
{
|
||
|
mediaType = MEDIA_SOUNDS;
|
||
|
}
|
||
|
|
||
|
prim->mMediaHandles.PrepareReloadAssets(mediaType);
|
||
|
prim->mImpactFxHandles.PrepareReloadAssets(MEDIA_EFFECTS);
|
||
|
prim->mDeathFxHandles.PrepareReloadAssets(MEDIA_EFFECTS);
|
||
|
prim->mEmitterFxHandles.PrepareReloadAssets(MEDIA_EFFECTS);
|
||
|
prim->mPlayFxHandles.PrepareReloadAssets(MEDIA_EFFECTS);
|
||
|
}
|
||
|
|
||
|
// Now throw away everything except the main effect
|
||
|
Clean(true, idToPreserve);
|
||
|
}
|
||
|
|
||
|
void CFxScheduler::ReloadAssets(int idToPreserve)
|
||
|
{
|
||
|
// Reload all the assets whose names we memorized earlier.
|
||
|
|
||
|
SEffectTemplate *fx;
|
||
|
CPrimitiveTemplate *prim;
|
||
|
int i;
|
||
|
|
||
|
if ( idToPreserve < 1 || idToPreserve >= FX_MAX_EFFECTS ||
|
||
|
!mEffectTemplates[idToPreserve].mInUse )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Get the effect.
|
||
|
fx = &mEffectTemplates[idToPreserve];
|
||
|
|
||
|
// Loop through the primitives and reload assets
|
||
|
for ( i = 0; i < fx->mPrimitiveCount; i++ )
|
||
|
{
|
||
|
prim = fx->mPrimitives[i];
|
||
|
|
||
|
EMediaTypes mediaType = MEDIA_SHADERS;
|
||
|
|
||
|
if (prim->mType == Emitter)
|
||
|
{
|
||
|
mediaType = MEDIA_MODELS;
|
||
|
}
|
||
|
else if (prim->mType == Sound)
|
||
|
{
|
||
|
mediaType = MEDIA_SOUNDS;
|
||
|
}
|
||
|
|
||
|
prim->mMediaHandles.ReloadAssets(mediaType);
|
||
|
prim->mImpactFxHandles.ReloadAssets(MEDIA_EFFECTS);
|
||
|
prim->mDeathFxHandles.ReloadAssets(MEDIA_EFFECTS);
|
||
|
prim->mEmitterFxHandles.ReloadAssets(MEDIA_EFFECTS);
|
||
|
prim->mPlayFxHandles.ReloadAssets(MEDIA_EFFECTS);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CMediaHandles::PrepareReloadAssets(enum EMediaTypes mediaType)
|
||
|
{
|
||
|
mMediaNames.clear();
|
||
|
|
||
|
for (int i = 0; i < mMediaList.size(); i++)
|
||
|
{
|
||
|
if (mediaType == MEDIA_EFFECTS)
|
||
|
{
|
||
|
mMediaNames.push_back(theFxScheduler.GetEffectName(mMediaList[i]));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mMediaNames.push_back(NameFromMediaHandle(mMediaList[i]));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CMediaHandles::ReloadAssets(enum EMediaTypes mediaType)
|
||
|
{
|
||
|
mMediaList.clear();
|
||
|
|
||
|
for (int i = 0; i < mMediaNames.size(); i++)
|
||
|
{
|
||
|
int handle;
|
||
|
|
||
|
if (mediaType == MEDIA_EFFECTS)
|
||
|
{
|
||
|
handle = theFxScheduler.RegisterEffect(mMediaNames[i].c_str());
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
handle = RegisterMediaItem(mMediaNames[i].c_str(), mediaType);
|
||
|
}
|
||
|
|
||
|
if (handle != 0)
|
||
|
{
|
||
|
mMediaList.push_back(handle);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif // EFFECTSED
|
||
|
|
||
|
|
||
|
//------------------------------------------------------
|
||
|
// 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;
|
||
|
|
||
|
effect = GetNewEffectTemplate( &handle, file );
|
||
|
|
||
|
if ( !handle || !effect )
|
||
|
{
|
||
|
// failure
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
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;
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
// 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 EFFECTSED
|
||
|
// report the error. After we generate three of these messages in rapid succession,
|
||
|
// kill the effect.
|
||
|
static DWORD s_dwLastErrorTicks = 0;
|
||
|
static int s_iErrors = 0;
|
||
|
|
||
|
if (theFxScheduler.IsStopScheduled())
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
else if ((GetTickCount() - s_dwLastErrorTicks) < 50)
|
||
|
{
|
||
|
if (++s_iErrors >= 3)
|
||
|
{
|
||
|
theFxScheduler.ScheduleStop();
|
||
|
s_iErrors = 0;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
s_iErrors = 0;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
theFxHelper.Print( "CFxScheduler::PlayEffect called with invalid effect ID: %i\n", id );
|
||
|
|
||
|
#ifdef EFFECTSED
|
||
|
s_dwLastErrorTicks = GetTickCount();
|
||
|
#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 )
|
||
|
{
|
||
|
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 );
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------
|
||
|
// 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 )
|
||
|
{
|
||
|
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 );
|
||
|
}
|
||
|
|
||
|
#ifndef EFFECTSED
|
||
|
//------------------------------------------------------
|
||
|
// 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 )
|
||
|
{
|
||
|
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 )
|
||
|
{
|
||
|
VM_Call( cgvm, CG_CALC_LERP_POSITIONS, entNum);
|
||
|
}
|
||
|
|
||
|
PlayEffect( mEffectIDs[sfile], origin, axis, boltInfo, entNum );
|
||
|
}
|
||
|
|
||
|
int totalPrimitives = 0;
|
||
|
int totalEffects = 0;
|
||
|
|
||
|
//------------------------------------------------------
|
||
|
// 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( int id, CFxBoltInterface *obj )
|
||
|
{
|
||
|
SEffectTemplate *fx;
|
||
|
CPrimitiveTemplate *prim;
|
||
|
int i = 0;
|
||
|
int count = 0, delay = 0;
|
||
|
SScheduledEffect *sfx;
|
||
|
float factor = 0.0f;
|
||
|
bool forceScheduling = false;
|
||
|
CCloud *effectCloud = 0;
|
||
|
vec3_t store;
|
||
|
|
||
|
vec3_t origin, forward;
|
||
|
vec3_t axis[3];
|
||
|
|
||
|
obj->GetForward(forward);
|
||
|
|
||
|
VectorCopy( forward, axis[0] );
|
||
|
MakeNormalVectors( forward, axis[1], axis[2] );
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
#ifndef EFFECTSED
|
||
|
// int modelNum = 0, boltNum = 0;
|
||
|
// int entityNum = entNum;
|
||
|
|
||
|
/*rjr 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;
|
||
|
} */
|
||
|
#endif
|
||
|
|
||
|
// Get the effect.
|
||
|
fx = &mEffectTemplates[id];
|
||
|
|
||
|
effectCloud = FX_AddCloud();
|
||
|
|
||
|
// Loop through the primitives and schedule each bit
|
||
|
for ( i = 0; i < fx->mPrimitiveCount; i++ )
|
||
|
{
|
||
|
totalPrimitives++;
|
||
|
prim = fx->mPrimitives[i];
|
||
|
|
||
|
#ifdef EFFECTSED
|
||
|
if (!prim->mEnabled)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
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++ )
|
||
|
{
|
||
|
totalEffects++;
|
||
|
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 )
|
||
|
{
|
||
|
#if 0//#ifndef EFFECTSED
|
||
|
if ( boltInfo == -1 && entNum != -1 )
|
||
|
{
|
||
|
// Find out where the entity currently is
|
||
|
vec3_t lerpOrigin;
|
||
|
|
||
|
VM_Call( cgvm, CG_GET_LERP_ORIGIN, entNum, lerpOrigin);
|
||
|
CreateEffect( prim, lerpOrigin, axis, -delay, effectCloud );
|
||
|
}
|
||
|
else
|
||
|
#endif
|
||
|
{
|
||
|
if (effectCloud)
|
||
|
{
|
||
|
CFxBoltInterface boltobj;
|
||
|
|
||
|
boltobj.SetEntNum(obj->GetEntNum());
|
||
|
boltobj.SetBoltNum(obj->GetBoltNum());
|
||
|
boltobj.SetModelNum(obj->GetModelNum());
|
||
|
boltobj.SetG2Handle(obj->GetG2Handle());
|
||
|
|
||
|
obj->GetForward(store);
|
||
|
boltobj.SetForward(store);
|
||
|
obj->GetOrigin(store);
|
||
|
boltobj.SetOrigin(store);
|
||
|
obj->GetScale(store);
|
||
|
boltobj.SetScale(store);
|
||
|
obj->GetInitialOffset(store);
|
||
|
boltobj.SetInitialOffset(store);
|
||
|
obj->GetInitialPartOrg(store);
|
||
|
boltobj.SetInitialPartOrg(store);
|
||
|
|
||
|
effectCloud->SetBoltInterface(&boltobj);
|
||
|
}
|
||
|
CreateEffect( prim, origin, axis, -delay, effectCloud );
|
||
|
}
|
||
|
}
|
||
|
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;
|
||
|
|
||
|
if (effectCloud)
|
||
|
{
|
||
|
CFxBoltInterface boltobj;
|
||
|
|
||
|
boltobj.SetEntNum(obj->GetEntNum());
|
||
|
boltobj.SetBoltNum(obj->GetBoltNum());
|
||
|
boltobj.SetModelNum(obj->GetModelNum());
|
||
|
boltobj.SetG2Handle(obj->GetG2Handle());
|
||
|
|
||
|
obj->GetForward(store);
|
||
|
boltobj.SetForward(store);
|
||
|
obj->GetOrigin(store);
|
||
|
boltobj.SetOrigin(store);
|
||
|
obj->GetScale(store);
|
||
|
boltobj.SetScale(store);
|
||
|
obj->GetInitialOffset(store);
|
||
|
boltobj.SetInitialOffset(store);
|
||
|
obj->GetInitialPartOrg(store);
|
||
|
boltobj.SetInitialPartOrg(store);
|
||
|
|
||
|
effectCloud->SetBoltInterface(&boltobj);
|
||
|
}
|
||
|
|
||
|
sfx->mParent = effectCloud;
|
||
|
sfx->mStartTime = theFxHelper.mTime + delay;
|
||
|
sfx->mpTemplate = prim;
|
||
|
sfx->mObj = 0;
|
||
|
|
||
|
#if 0//#ifndef EFFECTSED#ifndef EFFECTSED
|
||
|
if ( boltInfo == -1 )
|
||
|
{
|
||
|
if ( entNum == -1 )
|
||
|
{
|
||
|
// we aren't bolting, so make sure the spawn system knows this by putting -1's in these fields
|
||
|
sfx->mBoltNum = -1;
|
||
|
sfx->mEntNum = -1;
|
||
|
sfx->mModelNum = 0;
|
||
|
#else
|
||
|
sfx->mBoltNum = -1;
|
||
|
sfx->mEntNum = -1;
|
||
|
sfx->mModelNum = 0;
|
||
|
#endif
|
||
|
if ( origin )
|
||
|
{
|
||
|
VectorCopy( origin, sfx->mOrigin );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorClear( sfx->mOrigin );
|
||
|
}
|
||
|
|
||
|
AxisCopy( axis, sfx->mAxis );
|
||
|
#if 0//#ifndef EFFECTSED#ifndef EFFECTSED
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// we are doing bolting onto the origin of the entity, so use a cheaper method
|
||
|
sfx->mBoltNum = -1;
|
||
|
sfx->mEntNum = entityNum;
|
||
|
sfx->mModelNum = 0;
|
||
|
|
||
|
AxisCopy( axis, sfx->mAxis );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// we are bolting, so store the extra info
|
||
|
sfx->mBoltNum = boltNum;
|
||
|
sfx->mEntNum = entityNum;
|
||
|
sfx->mModelNum = modelNum;
|
||
|
|
||
|
// Also, the ghoul bolt may not be around yet, so delay the creation one frame
|
||
|
sfx->mStartTime++;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if (effectCloud)
|
||
|
{
|
||
|
effectCloud->IncreasePending();
|
||
|
}
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------
|
||
|
// 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, CFxBoltInterface *obj, int delay, CCloud *effectCloud)
|
||
|
{
|
||
|
vec3_t org, temp, vel,
|
||
|
accel, sRGB,
|
||
|
eRGB, ang,
|
||
|
ax[3], axis[3],
|
||
|
origin, objOrg,
|
||
|
objAng, objScale;
|
||
|
|
||
|
CGhoul2Info_v *g2Handle;
|
||
|
mdxaBone_t boltMatrix;
|
||
|
|
||
|
int lateTime = 0;
|
||
|
|
||
|
g2Handle = obj->GetG2Handle();
|
||
|
|
||
|
if (!g2Handle || !G2API_HaveWeGhoul2Models(*((CGhoul2Info_v *)g2Handle)))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
obj->GetOrigin(objOrg);
|
||
|
obj->GetForward(objAng);
|
||
|
obj->GetScale(objScale);
|
||
|
|
||
|
G2API_GetBoltMatrix(*((CGhoul2Info_v *)g2Handle), obj->GetModelNum(), obj->GetBoltNum(), &boltMatrix, objAng, objOrg, theFxHelper.mTime, /*MODELLIST*/NULL, objScale);
|
||
|
|
||
|
G2API_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, origin);
|
||
|
G2API_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, ang);
|
||
|
|
||
|
axis[0][0] = boltMatrix.matrix[0][0];
|
||
|
axis[0][1] = boltMatrix.matrix[1][0];
|
||
|
axis[0][2] = boltMatrix.matrix[2][0];
|
||
|
|
||
|
axis[1][0] = boltMatrix.matrix[0][1];
|
||
|
axis[1][1] = boltMatrix.matrix[1][1];
|
||
|
axis[1][2] = boltMatrix.matrix[2][1];
|
||
|
|
||
|
axis[2][0] = boltMatrix.matrix[0][2];
|
||
|
axis[2][1] = boltMatrix.matrix[1][2];
|
||
|
axis[2][2] = boltMatrix.matrix[2][2];
|
||
|
|
||
|
// We may modify the axis, so make a work copy
|
||
|
AxisCopy( axis, ax );
|
||
|
|
||
|
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 )
|
||
|
{ // 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 );
|
||
|
// VectorCopy(origin, 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 )
|
||
|
{
|
||
|
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 );
|
||
|
}
|
||
|
|
||
|
//-------------------------------------
|
||
|
if ( fx->mSpawnFlags & FX_AFFECTED_BY_WIND )
|
||
|
{
|
||
|
// wind is affecting us, so modify our initial velocity. ideally, we would update throughout our lives, but this is easier
|
||
|
VectorMA( vel, fx->mWindModifier.GetVal() * 0.01f, cl_windVec, vel );
|
||
|
}
|
||
|
|
||
|
// Acceleration calculations
|
||
|
//-------------------------------------
|
||
|
if ( fx->mSpawnFlags & FX_ACCEL_IS_ABSOLUTE )
|
||
|
{
|
||
|
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
|
||
|
|
||
|
// handle RGB color, but only for types that will use it
|
||
|
//---------------------------------------------------------------------------
|
||
|
if ( fx->mType != Sound && fx->mType != FxRunner && fx->mType != CameraShake )
|
||
|
{
|
||
|
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() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// We only support particles for now
|
||
|
//------------------------
|
||
|
switch( fx->mType )
|
||
|
{
|
||
|
//---------
|
||
|
case Particle:
|
||
|
//---------
|
||
|
{
|
||
|
vec3_t offset;
|
||
|
|
||
|
VectorSubtract(org, origin, offset);
|
||
|
|
||
|
obj->SetInitialOffset(offset);
|
||
|
|
||
|
obj->SetInitialPartOrg(org);
|
||
|
|
||
|
FX_AddParticle( effectCloud, obj, 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->mLife.GetVal(), fx->mMediaHandles.GetHandle(), fx->mFlags | FX_RELATIVE, true );
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//------------------------------------------------------
|
||
|
// 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 )
|
||
|
{
|
||
|
SEffectTemplate *fx;
|
||
|
CPrimitiveTemplate *prim;
|
||
|
int i = 0;
|
||
|
int count = 0, delay = 0;
|
||
|
SScheduledEffect *sfx;
|
||
|
float factor = 0.0f;
|
||
|
bool forceScheduling = false;
|
||
|
CCloud *effectCloud = 0;
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
#ifndef EFFECTSED
|
||
|
int modelNum = 0, boltNum = 0;
|
||
|
int entityNum = entNum;
|
||
|
|
||
|
/*rjr 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;
|
||
|
} */
|
||
|
#endif
|
||
|
|
||
|
// Get the effect.
|
||
|
fx = &mEffectTemplates[id];
|
||
|
|
||
|
effectCloud = FX_AddCloud();
|
||
|
|
||
|
// Loop through the primitives and schedule each bit
|
||
|
for ( i = 0; i < fx->mPrimitiveCount; i++ )
|
||
|
{
|
||
|
totalPrimitives++;
|
||
|
prim = fx->mPrimitives[i];
|
||
|
|
||
|
#ifdef EFFECTSED
|
||
|
if (!prim->mEnabled)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
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++ )
|
||
|
{
|
||
|
totalEffects++;
|
||
|
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 )
|
||
|
{
|
||
|
#ifndef EFFECTSED
|
||
|
if ( boltInfo == -1 && entNum != -1 )
|
||
|
{
|
||
|
// Find out where the entity currently is
|
||
|
vec3_t lerpOrigin;
|
||
|
|
||
|
// VM_Call( cgvm, CG_GET_LERP_ORIGIN, entNum, lerpOrigin);
|
||
|
TCGVectorData *data = (TCGVectorData*)cl.mSharedMemory;
|
||
|
data->mEntityNum = entNum;
|
||
|
VM_Call( cgvm, CG_GET_LERP_ORIGIN );
|
||
|
VectorCopy(data->mPoint, lerpOrigin);
|
||
|
|
||
|
CreateEffect( prim, lerpOrigin, axis, -delay, effectCloud );
|
||
|
}
|
||
|
else
|
||
|
#endif
|
||
|
{
|
||
|
CreateEffect( prim, origin, axis, -delay, effectCloud );
|
||
|
}
|
||
|
}
|
||
|
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->mParent = effectCloud;
|
||
|
sfx->mStartTime = theFxHelper.mTime + delay;
|
||
|
sfx->mpTemplate = prim;
|
||
|
sfx->mObj = 0;
|
||
|
|
||
|
#ifndef EFFECTSED
|
||
|
if ( boltInfo == -1 )
|
||
|
{
|
||
|
if ( entNum == -1 )
|
||
|
{
|
||
|
// we aren't bolting, so make sure the spawn system knows this by putting -1's in these fields
|
||
|
sfx->mBoltNum = -1;
|
||
|
sfx->mEntNum = -1;
|
||
|
sfx->mModelNum = 0;
|
||
|
#endif
|
||
|
|
||
|
if ( origin )
|
||
|
{
|
||
|
VectorCopy( origin, sfx->mOrigin );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorClear( sfx->mOrigin );
|
||
|
}
|
||
|
|
||
|
AxisCopy( axis, sfx->mAxis );
|
||
|
#ifndef EFFECTSED
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// we are doing bolting onto the origin of the entity, so use a cheaper method
|
||
|
sfx->mBoltNum = -1;
|
||
|
sfx->mEntNum = entityNum;
|
||
|
sfx->mModelNum = 0;
|
||
|
|
||
|
AxisCopy( axis, sfx->mAxis );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// we are bolting, so store the extra info
|
||
|
sfx->mBoltNum = boltNum;
|
||
|
sfx->mEntNum = entityNum;
|
||
|
sfx->mModelNum = modelNum;
|
||
|
|
||
|
// Also, the ghoul bolt may not be around yet, so delay the creation one frame
|
||
|
sfx->mStartTime++;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if (effectCloud)
|
||
|
{
|
||
|
effectCloud->IncreasePending();
|
||
|
}
|
||
|
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 )
|
||
|
{
|
||
|
char sfile[MAX_QPATH];
|
||
|
|
||
|
// Get an extenstion stripped version of the file
|
||
|
COM_StripExtension( file, sfile );
|
||
|
|
||
|
PlayEffect( mEffectIDs[sfile], origin );
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------
|
||
|
// 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 )
|
||
|
{
|
||
|
char sfile[MAX_QPATH];
|
||
|
|
||
|
// Get an extenstion stripped version of the file
|
||
|
COM_StripExtension( file, sfile );
|
||
|
|
||
|
PlayEffect( mEffectIDs[sfile], origin, forward );
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------
|
||
|
// 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:
|
||
|
// none
|
||
|
//
|
||
|
// Return:
|
||
|
// none
|
||
|
//------------------------------------------------------
|
||
|
void CFxScheduler::AddScheduledEffects( void )
|
||
|
{
|
||
|
TScheduledEffect::iterator itr, next;
|
||
|
SScheduledEffect *schedEffect = 0;
|
||
|
#ifndef EFFECTSED
|
||
|
vec3_t origin;
|
||
|
vec3_t axis[3];
|
||
|
int oldEntNum = -1, oldBoltIndex = -1, oldModelNum = -1;
|
||
|
qboolean doesBoltExist = qfalse;
|
||
|
#endif
|
||
|
|
||
|
itr = mFxSchedule.begin();
|
||
|
|
||
|
while ( itr != mFxSchedule.end() )
|
||
|
{
|
||
|
next = itr;
|
||
|
next++;
|
||
|
schedEffect = (*itr);
|
||
|
if ( *(*itr) <= theFxHelper.mTime )
|
||
|
{
|
||
|
#ifndef EFFECTSED
|
||
|
#ifndef CHC
|
||
|
// if ( (*itr)->mpTemplate->mFlags & FX_RELATIVE )
|
||
|
if ( (*itr)->mObj && (*itr)->mObj->IsValid() == true &&
|
||
|
((*itr)->mpTemplate->mFlags & FX_RELATIVE))
|
||
|
{
|
||
|
CreateEffect( (*itr)->mpTemplate, (*itr)->mObj,
|
||
|
theFxHelper.mTime - (*itr)->mStartTime, (*itr)->mParent );
|
||
|
}
|
||
|
else
|
||
|
#endif
|
||
|
/*if ((*itr)->mBoltNum == -1)*/
|
||
|
if (1)
|
||
|
{// ok, are we spawning a bolt on effect or a normal one?
|
||
|
if ( (*itr)->mEntNum != -1 )
|
||
|
{
|
||
|
// Find out where the entity currently is
|
||
|
vec3_t lerpOrigin;
|
||
|
|
||
|
// VM_Call( cgvm, CG_GET_LERP_ORIGIN, (*itr)->mEntNum, lerpOrigin);
|
||
|
TCGVectorData *data = (TCGVectorData*)cl.mSharedMemory;
|
||
|
data->mEntityNum = (*itr)->mEntNum;
|
||
|
VM_Call( cgvm, CG_GET_LERP_ORIGIN );
|
||
|
VectorCopy(data->mPoint, lerpOrigin);
|
||
|
|
||
|
CreateEffect( (*itr)->mpTemplate,
|
||
|
lerpOrigin, (*itr)->mAxis,
|
||
|
theFxHelper.mTime - (*itr)->mStartTime, (*itr)->mParent );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
#endif
|
||
|
CreateEffect( (*itr)->mpTemplate,
|
||
|
(*itr)->mOrigin, (*itr)->mAxis,
|
||
|
theFxHelper.mTime - (*itr)->mStartTime, (*itr)->mParent );
|
||
|
#ifndef EFFECTSED
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// do we need to go and re-get the bolt matrix again? Since it takes time lets try and do it only once
|
||
|
if (((*itr)->mModelNum != oldModelNum) ||
|
||
|
((*itr)->mEntNum != oldEntNum) ||
|
||
|
((*itr)->mBoltNum != oldBoltIndex))
|
||
|
{
|
||
|
mdxaBone_t boltMatrix;
|
||
|
|
||
|
oldModelNum = (*itr)->mModelNum;
|
||
|
oldEntNum = (*itr)->mEntNum;
|
||
|
oldBoltIndex = (*itr)->mBoltNum;
|
||
|
vec3_t lerpOrigin, lerpAngles, modelScale;
|
||
|
|
||
|
// VM_Call( cgvm, CG_GET_LERP_ORIGIN, (*itr)->mEntNum, lerpOrigin);
|
||
|
// VM_Call( cgvm, CG_GET_LERP_ANGLES, (*itr)->mEntNum, lerpAngles);
|
||
|
// VM_Call( cgvm, CG_GET_MODEL_SCALE, (*itr)->mEntNum, modelScale);
|
||
|
|
||
|
TCGVectorData *data = (TCGVectorData*)cl.mSharedMemory;
|
||
|
data->mEntityNum = (*itr)->mEntNum;
|
||
|
|
||
|
VM_Call( cgvm, CG_GET_LERP_ORIGIN );
|
||
|
VectorCopy(data->mPoint, lerpOrigin);
|
||
|
VM_Call( cgvm, CG_GET_LERP_ANGLES );
|
||
|
VectorCopy(data->mPoint, lerpAngles);
|
||
|
VM_Call( cgvm, CG_GET_MODEL_SCALE );
|
||
|
VectorCopy(data->mPoint, modelScale);
|
||
|
|
||
|
// go away and get me the bolt position for this frame please
|
||
|
doesBoltExist = G2API_GetBoltMatrix(*((CGhoul2Info_v *)VM_Call( cgvm, CG_GET_GHOUL2, (*itr)->mEntNum)), (*itr)->mModelNum, (*itr)->mBoltNum, &boltMatrix, lerpAngles, lerpOrigin, cls.realtime, (int *)VM_Call( cgvm, CG_GET_MODEL_LIST, (*itr)->mEntNum), modelScale);
|
||
|
|
||
|
if (doesBoltExist)
|
||
|
{ // set up the axis and origin we need for the actual effect spawning
|
||
|
origin[0] = boltMatrix.matrix[0][3];
|
||
|
origin[1] = boltMatrix.matrix[1][3];
|
||
|
origin[2] = boltMatrix.matrix[2][3];
|
||
|
|
||
|
axis[0][0] = boltMatrix.matrix[0][0];
|
||
|
axis[0][1] = boltMatrix.matrix[1][0];
|
||
|
axis[0][2] = boltMatrix.matrix[2][0];
|
||
|
|
||
|
axis[1][0] = boltMatrix.matrix[0][1];
|
||
|
axis[1][1] = boltMatrix.matrix[1][1];
|
||
|
axis[1][2] = boltMatrix.matrix[2][1];
|
||
|
|
||
|
axis[2][0] = boltMatrix.matrix[0][2];
|
||
|
axis[2][1] = boltMatrix.matrix[1][2];
|
||
|
axis[2][2] = boltMatrix.matrix[2][2];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// only do this if we found the bolt
|
||
|
if (doesBoltExist)
|
||
|
{
|
||
|
CreateEffect( (*itr)->mpTemplate,
|
||
|
origin, axis,
|
||
|
theFxHelper.mTime - (*itr)->mStartTime, (*itr)->mParent );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Get 'em out of there.
|
||
|
if ((*itr)->mParent)
|
||
|
{
|
||
|
(*itr)->mParent->DecreasePending();
|
||
|
}
|
||
|
delete *itr;
|
||
|
mFxSchedule.erase(itr);
|
||
|
}
|
||
|
|
||
|
itr = next;
|
||
|
}
|
||
|
|
||
|
#ifdef EFFECTSED
|
||
|
// To dissuade designers from overloading the effects system, code in FxUtil.cpp
|
||
|
// will schedule a stop of all the active and scheduled effects if we run out of
|
||
|
// effects slots too rapidly. If this occurs, call Stop.
|
||
|
if (IsStopScheduled())
|
||
|
{
|
||
|
EffectsSystem().Stop();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Add all active effects into the scene
|
||
|
FX_Add();
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------
|
||
|
// 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, vec3_t origin, vec3_t axis[3], int lateTime, CCloud *effectCloud )
|
||
|
{
|
||
|
vec3_t org, org2, temp,
|
||
|
vel, accel,
|
||
|
sRGB, eRGB,
|
||
|
ang, angDelta,
|
||
|
ax[3], origin_certain;
|
||
|
trace_t tr;
|
||
|
int emitterModel;
|
||
|
CFxBoltInterface *fxBoltInterface = NULL;
|
||
|
|
||
|
VectorCopy(origin, origin_certain);
|
||
|
|
||
|
if (effectCloud->IsBoltInterfaceValid())
|
||
|
{ //we were created by the special effect-bolting function, which means we also have bolt data
|
||
|
fxBoltInterface = effectCloud->GetBIPointer();
|
||
|
|
||
|
if (fxBoltInterface)
|
||
|
{
|
||
|
fxBoltInterface->GetOrigin(origin_certain);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// We may modify the axis, so make a work copy
|
||
|
AxisCopy( axis, ax );
|
||
|
|
||
|
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 )
|
||
|
{ // 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_certain, 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 )
|
||
|
{
|
||
|
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 );
|
||
|
}
|
||
|
|
||
|
//-------------------------------------
|
||
|
if ( fx->mSpawnFlags & FX_AFFECTED_BY_WIND )
|
||
|
{
|
||
|
// wind is affecting us, so modify our initial velocity. ideally, we would update throughout our lives, but this is easier
|
||
|
VectorMA( vel, fx->mWindModifier.GetVal() * 0.01f, cl_windVec, vel );
|
||
|
}
|
||
|
|
||
|
// Acceleration calculations
|
||
|
//-------------------------------------
|
||
|
if ( fx->mSpawnFlags & FX_ACCEL_IS_ABSOLUTE )
|
||
|
{
|
||
|
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 )
|
||
|
{
|
||
|
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 );
|
||
|
|
||
|
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 )
|
||
|
{
|
||
|
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_certain, org2 );
|
||
|
}
|
||
|
} // end special org2 types
|
||
|
|
||
|
// handle RGB color, but only for types that will use it
|
||
|
//---------------------------------------------------------------------------
|
||
|
if ( fx->mType != Sound && fx->mType != FxRunner && fx->mType != CameraShake )
|
||
|
{
|
||
|
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( effectCloud, 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(),
|
||
|
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(), fx->mFlags );
|
||
|
break;
|
||
|
|
||
|
//---------
|
||
|
case Line:
|
||
|
//---------
|
||
|
|
||
|
FX_AddLine( effectCloud, 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->mFlags );
|
||
|
break;
|
||
|
|
||
|
//---------
|
||
|
case Tail:
|
||
|
//---------
|
||
|
|
||
|
FX_AddTail( effectCloud, 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(), fx->mFlags );
|
||
|
break;
|
||
|
|
||
|
//----------------
|
||
|
case Electricity:
|
||
|
//----------------
|
||
|
|
||
|
FX_AddElectricity( effectCloud, 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(), fx->mFlags );
|
||
|
break;
|
||
|
|
||
|
//---------
|
||
|
case Cylinder:
|
||
|
//---------
|
||
|
|
||
|
FX_AddCylinder( effectCloud, 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(), fx->mFlags );
|
||
|
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( effectCloud, 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, fx->mFlags );
|
||
|
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 );*/
|
||
|
|
||
|
//VM_Call(cgvm, CG_IMPACT_MARK, fx->mMediaHandles.GetHandle(), org, ax[0], (int)fx->mRotation.GetVal(),
|
||
|
// (int)sRGB[0], (int)sRGB[1], (int)sRGB[2], (int)fx->mAlphaStart.GetVal(), (int)fx->mSizeStart.GetVal());
|
||
|
TCGImpactMark *data = (TCGImpactMark *)cl.mSharedMemory;
|
||
|
|
||
|
data->mHandle = fx->mMediaHandles.GetHandle();
|
||
|
VectorCopy(org, data->mPoint);
|
||
|
VectorCopy(ax[0], data->mAngle);
|
||
|
data->mRotation = fx->mRotation.GetVal();
|
||
|
data->mRed = sRGB[0];
|
||
|
data->mGreen = sRGB[1];
|
||
|
data->mBlue = sRGB[2];
|
||
|
data->mAlphaStart = fx->mAlphaStart.GetVal();
|
||
|
data->mSizeStart = fx->mSizeStart.GetVal();
|
||
|
|
||
|
VM_Call(cgvm, CG_IMPACT_MARK);
|
||
|
}
|
||
|
break;
|
||
|
//-------------------
|
||
|
case OrientedParticle:
|
||
|
//-------------------
|
||
|
|
||
|
FX_AddOrientedParticle( effectCloud, 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(), fx->mFlags );
|
||
|
break;
|
||
|
|
||
|
//---------
|
||
|
case Sound:
|
||
|
//---------
|
||
|
|
||
|
theFxHelper.PlaySound( org, ENTITYNUM_NONE, CHAN_AUTO, fx->mMediaHandles.GetHandle() );
|
||
|
break;
|
||
|
|
||
|
//---------
|
||
|
case FxRunner:
|
||
|
//---------
|
||
|
|
||
|
PlayEffect( fx->mPlayFxHandles.GetHandle(), org, ax );
|
||
|
break;
|
||
|
|
||
|
//---------
|
||
|
case Light:
|
||
|
//---------
|
||
|
|
||
|
FX_AddLight( effectCloud, 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( effectCloud, 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;
|
||
|
}
|
||
|
}
|
||
|
}
|