jedioutcast/CODEmp/client/fxscheduler.cpp

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2013-04-04 14:52:42 +00:00
#include "client.h"
#if !defined(FX_SCHEDULER_H_INC)
#include "FxScheduler.h"
#endif
#ifdef EFFECTSED
#include "IEffectsSystem.h"
#include "CEffectSegment.h"
#include "../PseudoEngineBackdoor.h"
#else // !EFFECTSED
#if !defined(GHOUL2_SHARED_H_INC)
// #include "..\game\ghoul2_shared.h" //for CGhoul2Info_v
#endif
#if !defined(G2_H_INC)
#include "../ghoul2/G2_local.h"
#endif
#if !defined(__Q_SHARED_H)
#include "../game/q_shared.h"
#endif
#endif // EFFECTSED
CFxScheduler theFxScheduler;
//-----------------------------------------------------------
void CMediaHandles::operator=(const CMediaHandles &that )
{
mMediaList.clear();
for ( int i = 0; i < that.mMediaList.size(); i++ )
{
mMediaList.push_back( that.mMediaList[i] );
}
}
//------------------------------------------------------
CFxScheduler::CFxScheduler()
{
#ifdef EFFECTSED
mbStopScheduled = false;
#endif
memset( &mEffectTemplates, 0, sizeof( mEffectTemplates ));
}
//-----------------------------------------------------------
void SEffectTemplate::operator=(const SEffectTemplate &that)
{
mCopy = true;
strcpy( mEffectName, that.mEffectName );
mPrimitiveCount = that.mPrimitiveCount;
for( int i = 0; i < mPrimitiveCount; i++ )
{
mPrimitives[i] = new CPrimitiveTemplate;
*(mPrimitives[i]) = *(that.mPrimitives[i]);
// Mark use as a copy so that we know that we should be chucked when used up
mPrimitives[i]->mCopy = true;
}
}
//------------------------------------------------------
// Clean
// Free up any memory we've allocated so we aren't leaking memory
//
// Input:
// Whether to clean everything or just stop the playing (active) effects
//
// Return:
// None
//
//------------------------------------------------------
void CFxScheduler::Clean(bool bRemoveTemplates /*= true*/, int idToPreserve /*= 0*/)
{
int i, j;
TScheduledEffect::iterator itr, next;
#ifdef EFFECTSED
mbStopScheduled = false;
#endif
// Ditch any scheduled effects
itr = mFxSchedule.begin();
while ( itr != mFxSchedule.end() )
{
next = itr;
next++;
if ((*itr)->mParent)
{
(*itr)->mParent->DecreasePending();
}
delete *itr;
mFxSchedule.erase(itr);
itr = next;
}
if (bRemoveTemplates)
{
// Ditch any effect templates
for ( i = 1; i < FX_MAX_EFFECTS; i++ )
{
if ( i == idToPreserve)
{
continue;
}
if ( mEffectTemplates[i].mInUse )
{
// Ditch the primitives
for (j = 0; j < mEffectTemplates[i].mPrimitiveCount; j++)
{
delete mEffectTemplates[i].mPrimitives[j];
}
}
mEffectTemplates[i].mInUse = false;
}
if (idToPreserve == 0)
{
mEffectIDs.clear();
}
else
{
// Clear the effect names, but first get the name of the effect to preserve,
// and restore it after clearing.
string str;
TEffectID::iterator iter;
for (iter = mEffectIDs.begin(); iter != mEffectIDs.end(); ++iter)
{
if ((*iter).second == idToPreserve)
{
str = (*iter).first;
break;
}
}
mEffectIDs.clear();
mEffectIDs[str] = idToPreserve;
}
}
}
//------------------------------------------------------
// RegisterEffect
// Attempt to open the specified effect file, if
// file read succeeds, parse the file.
//
// Input:
// path or filename to open
//
// Return:
// int handle to the effect
//------------------------------------------------------
int CFxScheduler::RegisterEffect( const char *file, bool bHasCorrectPath /*= false*/ )
{
// Dealing with file names:
// File names can come from two places - the editor, in which case we should use the given
// path as is, and the effect file, in which case we should add the correct path and extension.
// In either case we create a stripped file name to use for naming effects.
//
char sfile[MAX_QPATH];
// kef -- frankly, I don't give a rat's butt whether I have the correct path or not. filenames that
//come in here should start right after the base folder. they can have an extension or not...I don't
//care because I'm going to strip it off automatically.
// Get an extension stripped version of the file
/*
if (bHasCorrectPath)
{
const char *last = file, *p = file;
while (*p != '\0')
{
if ((*p == '/') || (*p == '\\'))
{
last = p + 1;
}
p++;
}
COM_StripExtension( last, sfile );
}
else
*/
{
COM_StripExtension( file, sfile );
strlwr(sfile);
}
// see if the specified file is already registered. If it is, just return the id of that file
TEffectID::iterator itr;
itr = mEffectIDs.find( sfile );
if ( itr != mEffectIDs.end() )
{
return (*itr).second;
}
CGenericParser2 parser;
int len = 0;
fileHandle_t fh;
char data[65536];
char *bufParse = 0;
// if our file doesn't have an extension, add one
string finalFilename = file;
string effectsSubstr = finalFilename.substr(0, 7);
if (finalFilename.find('.') == string::npos)
{
// didn't find an extension so add one
finalFilename += ".efx";
}
// kef - grr. this angers me. every filename everywhere should start from the base dir
if (effectsSubstr.compare("effects") != 0)
{
//theFxHelper.Print("Hey!!! '%s' should be pathed from the base directory!!!\n", finalFilename.c_str());
string strTemp = finalFilename;
finalFilename = "effects/";
finalFilename += strTemp;
}
len = theFxHelper.OpenFile( finalFilename.c_str(), &fh, FS_READ );
/*
if (bHasCorrectPath)
{
pfile = file;
}
else
{
// Add on our extension and prepend the file with the default path
sprintf( temp, "%s/%s.efx", FX_FILE_PATH, sfile );
pfile = temp;
}
len = theFxHelper.OpenFile( pfile, &fh, FS_READ );
*/
if ( len < 0 )
{
theFxHelper.Print( "Effect file load failed: %s\n", finalFilename.c_str() );
return 0;
}
if (len == 0)
{
theFxHelper.Print( "INVALID Effect file: %s\n", finalFilename.c_str() );
theFxHelper.CloseFile( fh );
return 0;
}
// If we'll overflow our buffer, bail out--not a particularly elegant solution
if (len >= sizeof(data) - 1 )
{
theFxHelper.CloseFile( fh );
return 0;
}
// Get the goods and ensure Null termination
theFxHelper.ReadFile( data, len, fh );
data[len] = '\0';
bufParse = data;
// Let the generic parser process the whole file
parser.Parse( &bufParse );
theFxHelper.CloseFile( fh );
// Lets convert the effect file into something that we can work with
return ParseEffect( sfile, parser.GetBaseParseGroup() );
}
#ifdef EFFECTSED
//------------------------------------------------------
// GetEffectName
// Lookup the name of the specified effect.
//
// Input:
// int handle to the effect
//
// Return:
// simplified (extension stripped) filename of the effect
//------------------------------------------------------
const char *CFxScheduler::GetEffectName(int id)
{
for (TEffectID::iterator iter = mEffectIDs.begin(); iter != mEffectIDs.end(); ++iter)
{
if ((*iter).second == id)
{
return (*iter).first.c_str();
}
}
return "(unknown effect)";
}
//------------------------------------------------------
// NewEffect
// Create a new effect template containing no primitives.
//
// Input:
// None
//
// Return:
// int handle to the effect
//------------------------------------------------------
int CFxScheduler::NewEffect()
{
static int s_iEffectNum = 0;
char name[FX_MAX_PRIM_NAME];
int id;
SEffectTemplate *effect;
sprintf( name, "untitled editor effect %d", s_iEffectNum++ );
effect = GetNewEffectTemplate( &id, name );
if ( effect && id)
{
strcpy( effect->mEffectName, name );
}
return id;
}
//------------------------------------------------------
// RegisterEffectWithEditor
// Informs the editing system of each primitive in the effect
//
// Input:
// int handle to the effect
//
// Return:
// None
//------------------------------------------------------
void CFxScheduler::RegisterEffectWithEditor(int id)
{
SEffectTemplate *fx;
CPrimitiveTemplate *prim;
int i;
if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse )
{
return;
}
// Get the effect.
fx = &mEffectTemplates[id];
// Loop through the primitives and register each bit
for ( i = 0; i < fx->mPrimitiveCount; i++ )
{
prim = fx->mPrimitives[i];
// Add the primitive to the editor
CEffectSegment::RegisterPrimitiveTemplate(prim);
}
}
//------------------------------------------------------
// NewPrimitive
// Creates a new primitive template and adds it to the effect and
// to the editor. The new primitive will have the given type and
// default parameters.
//
// Input:
// int handle to the effect
// type of the new primitive template
//
// Return:
// None
//------------------------------------------------------
void CFxScheduler::NewPrimitive(int id, EPrimType type)
{
CPrimitiveTemplate *prim;
if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse )
{
return;
}
prim = new CPrimitiveTemplate;
prim->mType = type;
// TODONOW - fill in default values for the template based on the type
// Add our primitive template to the effect list
AddPrimitiveToEffect( &mEffectTemplates[id], prim );
// Add the primitive to the editor
CEffectSegment::RegisterPrimitiveTemplate(prim);
}
//------------------------------------------------------
// DeletePrimitive
// Removes the primitive from the template. This function must be careful
// when deleting templates that are referenced from scheduled effects
//
// Input:
// int handle to the effect
// pointer to the primitive template to delete
//
// Return:
// None
//------------------------------------------------------
void CFxScheduler::DeletePrimitive(int id, CPrimitiveTemplate *prim)
{
SEffectTemplate *fx;
int i;
if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse )
{
return;
}
// Get the effect.
fx = &mEffectTemplates[id];
// Loop through the primitives looking for this one
for ( i = 0; i < fx->mPrimitiveCount; i++ )
{
if (prim == fx->mPrimitives[i])
{
fx->mPrimitiveCount--;
for ( ; i < fx->mPrimitiveCount; i++)
{
fx->mPrimitives[i] = fx->mPrimitives[i + 1];
}
break;
}
}
// Look for any scheduled effects that reference this template, and delete them.
TScheduledEffect::iterator itr, next;
itr = mFxSchedule.begin();
while ( itr != mFxSchedule.end() )
{
next = itr;
next++;
if ( (*itr)->mpTemplate == prim )
{
// Get 'em out of there.
if ((*itr)->mParent)
{
(*itr)->mParent->DecreasePending();
}
delete *itr;
mFxSchedule.erase(itr);
}
itr = next;
}
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;
}
}
}