jedioutcast/code/cgame/FxSystem.cpp

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// this include must remain at the top of every FXxxxx.CPP file
#include "common_headers.h"
#if !defined(FX_SCHEDULER_H_INC)
#include "FxScheduler.h"
#endif
extern vmCvar_t fx_debug;
extern vmCvar_t fx_freeze;
extern void CG_ExplosionEffects( vec3_t origin, float intensity, int radius, int time );
// Stuff for the FxHelper
//------------------------------------------------------
void SFxHelper::Init()
{
mTime = 0;
mOldTime = 0;
mTimeFrozen = false;
}
//------------------------------------------------------
void SFxHelper::Print( const char *msg, ... )
{
#ifndef FINAL_BUILD
va_list argptr;
char text[1024];
va_start( argptr, msg );
vsprintf( text, msg, argptr );
va_end( argptr );
gi.Printf( text );
#endif
}
//------------------------------------------------------
void SFxHelper::AdjustTime( int frameTime )
{
if ( fx_freeze.integer || ( frameTime <= 0 ))
{
// Allow no time progression when we are paused.
mFrameTime = 0;
mFloatFrameTime = 0.0f;
}
else
{
if ( !cg_paused.integer )
{
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if ( frameTime > 1500 ) // hack
{
frameTime = 200;
}
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mFrameTime = frameTime;
mFloatFrameTime = mFrameTime * 0.001f;
mTime += mFrameTime;
}
}
}
//------------------------------------------------------
int SFxHelper::OpenFile( const char *file, fileHandle_t *fh, int mode )
{
// char path[256];
// sprintf( path, "%s/%s", FX_FILE_PATH, file );
return cgi_FS_FOpenFile( file, fh, FS_READ );
}
//------------------------------------------------------
int SFxHelper::ReadFile( void *data, int len, fileHandle_t fh )
{
return cgi_FS_Read( data, len, fh );
}
//------------------------------------------------------
void SFxHelper::CloseFile( fileHandle_t fh )
{
cgi_FS_FCloseFile( fh );
}
//------------------------------------------------------
void SFxHelper::PlaySound( vec3_t org, int entityNum, int entchannel, int sfxHandle )
{
cgi_S_StartSound( org, entityNum, entchannel, sfxHandle );
}
//------------------------------------------------------
void SFxHelper::Trace( trace_t *tr, vec3_t start, vec3_t min, vec3_t max,
vec3_t end, int skipEntNum, int flags )
{
CG_Trace( tr, start, min, max, end, skipEntNum, flags );
}
//------------------------------------------------------
void SFxHelper::AddFxToScene( refEntity_t *ent )
{
cgi_R_AddRefEntityToScene( ent );
}
//------------------------------------------------------
int SFxHelper::RegisterShader( const char *shader )
{
return cgi_R_RegisterShader( shader );
}
//------------------------------------------------------
int SFxHelper::RegisterSound( const char *sound )
{
return cgi_S_RegisterSound( sound );
}
//------------------------------------------------------
int SFxHelper::RegisterModel( const char *model )
{
return cgi_R_RegisterModel( model );
}
//------------------------------------------------------
void SFxHelper::AddLightToScene( vec3_t org, float radius, float red, float green, float blue )
{
cgi_R_AddLightToScene( org, radius, red, green, blue );
}
//------------------------------------------------------
void SFxHelper::AddPolyToScene( int shader, int count, polyVert_t *verts )
{
cgi_R_AddPolyToScene( shader, count, verts );
}
//------------------------------------------------------
void SFxHelper::CameraShake( vec3_t origin, float intensity, int radius, int time )
{
CG_ExplosionEffects( origin, intensity, radius, time );
}
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#ifdef _IMMERSION
//------------------------------------------------------
ffHandle_t SFxHelper::RegisterForce( const char *force, int channel )
{
return cgi_FF_Register( force, channel );
}
//------------------------------------------------------
void SFxHelper::PlayForce( int entityNum, ffHandle_t ff )
{
cgi_FF_Start( ff, entityNum );
}
#endif // _IMMERSION