jedioutcast/CODE-mp/client/FxSystem.h

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#ifdef EFFECTSED
#include "../PseudoGameEngine.h"
#else
#endif
#ifndef FX_SYSTEM_H_INC
#define FX_SYSTEM_H_INC
#ifdef CHC
#define irand Q_irand
#define flrand Q_flrand
#endif //CHC
extern cvar_t fx_debug;
extern cvar_t fx_freeze;
inline void Vector2Clear(vec2_t a)
{
a[0] = 0.0f;
a[1] = 0.0f;
}
inline void Vector2Set(vec2_t a,float b,float c)
{
a[0] = b;
a[1] = c;
}
inline void Vector2Copy(vec2_t src,vec2_t dst)
{
dst[0] = src[0];
dst[1] = src[1];
}
inline void Vector2MA(vec2_t src, float m, vec2_t v, vec2_t dst)
{
dst[0] = src[0] + (m*v[0]);
dst[1] = src[1] + (m*v[1]);
}
inline void Vector2Scale(vec2_t src,float b,vec2_t dst)
{
dst[0] = src[0] * b;
dst[1] = src[1] * b;
}
#ifndef EFFECTSED // The editor won't need to see this
//extern void CG_CalcEntityLerpPositions( centity_t * );
#endif
class SFxHelper
{
public:
int mTime;
int mOldTime;
int mFrameTime;
bool mTimeFrozen;
refdef_t refdef;
#ifdef _DEBUG
int mMainRefs;
int mMiniRefs;
#endif
public:
SFxHelper(void);
inline int GetTime(void) { return mTime; }
inline int GetFrameTime(void) { return mFrameTime; }
void ReInit(void);
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void AdjustTime_Pos( int time, vec3_t refdef_vieworg, vec3_t refdef_viewaxis[3] );
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// These functions are wrapped and used by the fx system in case it makes things a bit more portable
void Print( const char *msg, ... );
// File handling
inline int OpenFile( const char *path, fileHandle_t *fh, int mode )
{
return FS_FOpenFileByMode( path, fh, FS_READ );
}
inline int ReadFile( void *data, int len, fileHandle_t fh )
{
FS_Read2( data, len, fh );
return 1;
}
inline void CloseFile( fileHandle_t fh )
{
FS_FCloseFile( fh );
}
// Sound
inline void PlaySound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle )
{
S_StartSound( origin, ENTITYNUM_NONE, CHAN_AUTO, sfxHandle );
}
inline int RegisterSound( const char *sound )
{
return S_RegisterSound( sound );
}
// Physics/collision
inline void Trace( trace_t &tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags )
{
//VM_Call( cgvm, CG_TRACE, tr, start, min, max, end, skipEntNum, flags );
TCGTrace *td = (TCGTrace *)cl.mSharedMemory;
if ( !min )
min = vec3_origin;
if ( !max )
max = vec3_origin;
memset(td, sizeof(*td), 0);
VectorCopy(start, td->mStart);
VectorCopy(min, td->mMins);
VectorCopy(max, td->mMaxs);
VectorCopy(end, td->mEnd);
td->mSkipNumber = skipEntNum;
td->mMask = flags;
VM_Call( cgvm, CG_TRACE );
tr = td->mResult;
}
inline void AddFxToScene( refEntity_t *ent )
{
#ifdef _DEBUG
mMainRefs++;
#endif
re.AddRefEntityToScene( ent );
}
inline void AddFxToScene( miniRefEntity_t *ent )
{
#ifdef _DEBUG
mMiniRefs++;
#endif
re.AddMiniRefEntityToScene( ent );
}
inline void AddLightToScene( vec3_t org, float radius, float red, float green, float blue )
{
re.AddLightToScene( org, radius, red, green, blue );
}
inline int RegisterShader( const char *shader )
{
return re.RegisterShader( shader );
}
inline int RegisterModel( const char *model )
{
return re.RegisterModel( model );
}
inline void AddPolyToScene( int shader, int count, polyVert_t *verts )
{
re.AddPolyToScene( shader, count, verts, 1 );
}
void CameraShake( vec3_t origin, float intensity, int radius, int time );
};
extern SFxHelper theFxHelper;
#endif // FX_SYSTEM_H_INC