#include "client.h" //#include "..\smartheap\smrtheap.h" #if !defined(FX_SCHEDULER_H_INC) #include "FxScheduler.h" #endif #ifdef EFFECTSED #include "../EffectsCoreInterface.h" #endif #include set OutstandClouds; vec3_t WHITE = {1.0f, 1.0f, 1.0f}; struct SEffectList { CEffect *mEffect; }; #define PI 3.14159f SEffectList effectList[MAX_EFFECTS]; SEffectList *nextValidEffect; SFxHelper theFxHelper; int activeFx = 0; int drawnFx; qboolean fxInitialized = qfalse; //------------------------- // FX_Free // // Frees all FX //------------------------- bool FX_Free( void ) { theFxScheduler.Clean(); for ( int i = 0; i < MAX_EFFECTS; i++ ) { if ( effectList[i].mEffect ) { delete effectList[i].mEffect; } effectList[i].mEffect = 0; } activeFx = 0; return true; } //------------------------- // FX_Stop // // Frees all active FX but leaves the templates //------------------------- void FX_Stop( void ) { theFxScheduler.Clean(false); for ( int i = 0; i < MAX_EFFECTS; i++ ) { if ( effectList[i].mEffect ) { delete effectList[i].mEffect; } effectList[i].mEffect = 0; } activeFx = 0; } //------------------------- // FX_Init // // Preps system for use //------------------------- int FX_Init( void ) { if ( fxInitialized == qfalse ) { fxInitialized = qtrue; for ( int i = 0; i < MAX_EFFECTS; i++ ) { effectList[i].mEffect = 0; } } FX_Free(); nextValidEffect = &effectList[0]; theFxHelper.ReInit(); return true; } //------------------------- // FX_FreeMember //------------------------- void FX_FreeMember( SEffectList *obj ) { obj->mEffect->Die(); delete obj->mEffect; obj->mEffect = 0; // May as well mark this to be used next nextValidEffect = obj; activeFx--; } //------------------------- // FX_GetValidEffect // // Finds an unused effect slot // // Note - in the editor, this function may return NULL, indicating that all // effects are being stopped. //------------------------- static SEffectList *FX_GetValidEffect() { if ( nextValidEffect->mEffect == 0 ) { return nextValidEffect; } int i; SEffectList *ef; // Blah..plow through the list till we find something that is currently untainted for ( i = 0, ef = effectList; i < MAX_EFFECTS; i++, ef++ ) { if ( ef->mEffect == 0 ) { return ef; } } // report the error. #ifdef EFFECTSED // 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 NULL; } else if ((GetTickCount() - s_dwLastErrorTicks) < 50) { if (++s_iErrors >= 3) { theFxScheduler.ScheduleStop(); s_iErrors = 0; return NULL; } } else { s_iErrors = 0; } #endif theFxHelper.Print( "FX system out of effects\n" ); #ifdef EFFECTSED s_dwLastErrorTicks = GetTickCount(); #endif // Hmmm.. just trashing the first effect in the list is a poor approach FX_FreeMember( &effectList[0] ); // Recursive call return FX_GetValidEffect(); } //------------------------- // FX_ActiveFx // // Returns whether these are any active or scheduled effects //------------------------- bool FX_ActiveFx(void) { return ((activeFx > 0) || (theFxScheduler.NumScheduledFx() > 0)); } //------------------------- // FX_Add // // Adds all fx to the view //------------------------- void FX_Add( void ) { int i; SEffectList *ef; drawnFx = 0; #ifdef _DEBUG theFxHelper.mMainRefs = theFxHelper.mMiniRefs = 0; #endif // Blah....plow through the whole dang list. for ( i = 0, ef = effectList; i < MAX_EFFECTS; i++, ef++ ) { if ( ef->mEffect != 0 ) { // Effect is active if ( theFxHelper.mTime > ef->mEffect->GetKillTime() ) { // Clean up old effects, calling any death effects as needed // this flag just has to be cleared otherwise death effects might not happen correctly ef->mEffect->ClearFlags( FX_KILL_ON_IMPACT ); FX_FreeMember( ef ); } else { if ( theFxHelper.mFrameTime > 0 ) { // time and the fx system aren't paused if ( ef->mEffect->Update() == false ) { // We've been marked for death FX_FreeMember( ef ); continue; } } if ( ef->mEffect->Cull() == false ) { drawnFx++; // presumably visible so draw the effect ef->mEffect->Draw(); } } } } #ifdef _DEBUG /* if (theFxHelper.mMainRefs || theFxHelper.mMiniRefs) { cgi.OPrintf("Main Refs: %d Mini Refs: %d\n", theFxHelper.mMainRefs, theFxHelper.mMiniRefs); }*/ #endif if ( fx_debug.integer ) { theFxHelper.Print( "Active FX: %i\n", activeFx ); theFxHelper.Print( "Drawn FX: %i\n", drawnFx ); theFxHelper.Print( "Scheduled FX: %i\n", theFxScheduler.NumScheduledFx() ); } #ifdef EFFECTSED SetEffectCounters(activeFx, theFxScheduler.NumScheduledFx(), drawnFx); #endif } //------------------------- // FX_AddPrimitive // // Note - in the editor, this function may change *pEffect to NULL, indicating that // all effects are being stopped. //------------------------- void FX_AddPrimitive( CEffect **pEffect, CCloud *effectCloud, int killTime ) { if (!effectCloud) { SEffectList *item = FX_GetValidEffect(); #ifdef EFFECTSED if (item == NULL) { // This means we are killing all effects. This should only happen in the editor. delete *pEffect; *pEffect = NULL; return; } #endif item->mEffect = *pEffect; } else { /* dbgMemCheckAll(); DBGMEM_PTR_INFO dbg1; if(dbgMemPtrInfo((void *)effectCloud,&dbg1)) { assert(dbg1.isInUse); } DBGMEM_PTR_INFO dbg2; if(dbgMemPtrInfo((void *)*pEffect,&dbg2)) { assert(dbg2.isInUse); } */ if (effectCloud&&OutstandClouds.find(effectCloud)!=OutstandClouds.end()) { effectCloud->AddEffect(*pEffect); } // dbgMemCheckAll(); } (*pEffect)->SetKillTime(theFxHelper.mTime + killTime); activeFx++; // Stash these in the primitive so it has easy access to the vals (*pEffect)->SetTimeStart( theFxHelper.mTime ); (*pEffect)->SetTimeEnd( theFxHelper.mTime + killTime ); } CCloud *FX_AddCloud(void) { CCloud *cloud; cloud = new CCloud; OutstandClouds.insert(cloud); FX_AddPrimitive((CEffect **)&cloud, 0, 99999); return cloud; } //------------------------- // FX_AddParticle //------------------------- CParticle *FX_AddParticle( CCloud *effectCloud, vec3_t org, vec3_t vel, vec3_t accel, float size1, float size2, float sizeParm, float alpha1, float alpha2, float alphaParm, vec3_t sRGB, vec3_t eRGB, float rgbParm, float rotation, float rotationDelta, vec3_t min, vec3_t max, float elasticity, int deathID, int impactID, int killTime, qhandle_t shader, int flags = 0 ) { if ( theFxHelper.mFrameTime < 1 ) { // disallow adding effects when the system is paused return 0; } CParticle *fx = new CParticle; if ( fx ) { fx->SetOrigin1( org ); fx->SetVel( vel ); fx->SetAccel( accel ); // RGB---------------- fx->SetRGBStart( sRGB ); fx->SetRGBEnd( eRGB ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } // Alpha---------------- fx->SetAlphaStart( alpha1 ); fx->SetAlphaEnd( alpha2 ); if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { fx->SetAlphaParm( alphaParm * PI * 0.001f ); } else if ( flags & FX_ALPHA_PARM_MASK ) { fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime ); } // Size---------------- fx->SetSizeStart( size1 ); fx->SetSizeEnd( size2 ); if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { fx->SetSizeParm( sizeParm * PI * 0.001f ); } else if ( flags & FX_SIZE_PARM_MASK ) { fx->SetSizeParm( sizeParm * 0.01f * killTime + theFxHelper.mTime ); } fx->SetFlags( flags ); fx->SetShader( shader ); fx->SetRotation( rotation ); fx->SetRotationDelta( rotationDelta ); fx->SetElasticity( elasticity ); fx->SetMin( min ); fx->SetMax( max ); fx->SetDeathFxID( deathID ); fx->SetImpactFxID( impactID ); FX_AddPrimitive( (CEffect**)&fx, effectCloud, killTime ); // in the editor, fx may now be NULL } return fx; } #ifndef EFFECTSED #ifndef CHC // Sof2 only //------------------------- // FX_AddParticle //------------------------- CParticle *FX_AddParticle( CCloud *effectCloud, CFxBoltInterface *obj, vec3_t vel, vec3_t accel, float size1, float size2, float sizeParm, float alpha1, float alpha2, float alphaParm, vec3_t rgb1, vec3_t rgb2, float rgbParm, float rotation, float rotationDelta, int killTime, qhandle_t shader, int flags = 0, bool objCopy = false ) { if ( theFxHelper.mFrameTime < 1 ) { // disallow adding effects when the system is paused return 0; } CParticle *fx = new CParticle; if ( fx ) { vec3_t initOrg; obj->GetInitialPartOrg(initOrg); fx->SetOrigin1( initOrg ); fx->SetVel( vel ); fx->SetAccel( accel ); // RGB---------------- fx->SetRGBStart( rgb1 ); fx->SetRGBEnd( rgb2 ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } // Alpha---------------- fx->SetAlphaStart( alpha1 ); fx->SetAlphaEnd( alpha2 ); if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { fx->SetAlphaParm( alphaParm * PI * 0.001f ); } else if ( flags & FX_ALPHA_PARM_MASK ) { fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime ); } // Size---------------- fx->SetSizeStart( size1 ); fx->SetSizeEnd( size2 ); if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { fx->SetSizeParm( sizeParm * PI * 0.001f ); } else if ( flags & FX_SIZE_PARM_MASK ) { fx->SetSizeParm( sizeParm * 0.01f * killTime + theFxHelper.mTime ); } fx->SetFlags( flags ); fx->SetShader( shader ); fx->SetRotation( rotation ); fx->SetRotationDelta( rotationDelta ); fx->SetElasticity( 0.0f ); fx->SetMin( NULL ); fx->SetMax( NULL ); fx->SetObj( obj ); if (objCopy) { fx->SetObjNew( obj ); } FX_AddPrimitive( (CEffect**)&fx, effectCloud, killTime ); } return fx; } #endif #endif //------------------------- // FX_AddLine //------------------------- CLine *FX_AddLine( CCloud *effectCloud, vec3_t start, vec3_t end, float size1, float size2, float sizeParm, float alpha1, float alpha2, float alphaParm, vec3_t sRGB, vec3_t eRGB, float rgbParm, int killTime, qhandle_t shader, int flags = 0 ) { if ( theFxHelper.mFrameTime < 1 ) { // disallow adding new effects when the system is paused return 0; } CLine *fx = new CLine; if ( fx ) { fx->SetOrigin1( start ); fx->SetOrigin2( end ); // RGB---------------- fx->SetRGBStart( sRGB ); fx->SetRGBEnd( eRGB ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } // Alpha---------------- fx->SetAlphaStart( alpha1 ); fx->SetAlphaEnd( alpha2 ); if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { fx->SetAlphaParm( alphaParm * PI * 0.001f ); } else if ( flags & FX_ALPHA_PARM_MASK ) { fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime ); } // Size---------------- fx->SetSizeStart( size1 ); fx->SetSizeEnd( size2 ); if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { fx->SetSizeParm( sizeParm * PI * 0.001f ); } else if ( flags & FX_SIZE_PARM_MASK ) { fx->SetSizeParm( sizeParm * 0.01f * killTime + theFxHelper.mTime ); } fx->SetShader( shader ); fx->SetFlags( flags ); fx->SetSTScale( 1.0f, 1.0f ); FX_AddPrimitive( (CEffect**)&fx, effectCloud, killTime ); // in the editor, fx may now be NULL } return fx; } //------------------------- // FX_AddElectricity //------------------------- CElectricity *FX_AddElectricity( CCloud *effectCloud, vec3_t start, vec3_t end, float size1, float size2, float sizeParm, float alpha1, float alpha2, float alphaParm, vec3_t sRGB, vec3_t eRGB, float rgbParm, float chaos, int killTime, qhandle_t shader, int flags = 0 ) { if ( theFxHelper.mFrameTime < 1 ) { // disallow adding new effects when the system is paused return 0; } CElectricity *fx = new CElectricity; if ( fx ) { fx->SetOrigin1( start ); fx->SetOrigin2( end ); // RGB---------------- fx->SetRGBStart( sRGB ); fx->SetRGBEnd( eRGB ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } // Alpha---------------- fx->SetAlphaStart( alpha1 ); fx->SetAlphaEnd( alpha2 ); if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { fx->SetAlphaParm( alphaParm * PI * 0.001f ); } else if ( flags & FX_ALPHA_PARM_MASK ) { fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime ); } // Size---------------- fx->SetSizeStart( size1 ); fx->SetSizeEnd( size2 ); if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { fx->SetSizeParm( sizeParm * PI * 0.001f ); } else if ( flags & FX_SIZE_PARM_MASK ) { fx->SetSizeParm( sizeParm * 0.01f * killTime + theFxHelper.mTime ); } fx->SetShader( shader ); fx->SetFlags( flags ); fx->SetChaos( chaos ); fx->SetSTScale( 1.0f, 1.0f ); FX_AddPrimitive( (CEffect**)&fx, effectCloud, killTime ); // in the editor, fx may now be NULL if ( fx ) { fx->Initialize(); } } return fx; } //------------------------- // FX_AddTail //------------------------- CTail *FX_AddTail( CCloud *effectCloud, vec3_t org, vec3_t vel, vec3_t accel, float size1, float size2, float sizeParm, float length1, float length2, float lengthParm, float alpha1, float alpha2, float alphaParm, vec3_t sRGB, vec3_t eRGB, float rgbParm, vec3_t min, vec3_t max, float elasticity, int deathID, int impactID, int killTime, qhandle_t shader, int flags = 0 ) { if ( theFxHelper.mFrameTime < 1 ) { // disallow adding effects when the system is paused return 0; } CTail *fx = new CTail; if ( fx ) { fx->SetOrigin1( org ); fx->SetVel( vel ); fx->SetAccel( accel ); // RGB---------------- fx->SetRGBStart( sRGB ); fx->SetRGBEnd( eRGB ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } // Alpha---------------- fx->SetAlphaStart( alpha1 ); fx->SetAlphaEnd( alpha2 ); if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { fx->SetAlphaParm( alphaParm * PI * 0.001f ); } else if ( flags & FX_ALPHA_PARM_MASK ) { fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime ); } // Size---------------- fx->SetSizeStart( size1 ); fx->SetSizeEnd( size2 ); if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { fx->SetSizeParm( sizeParm * PI * 0.001f ); } else if ( flags & FX_SIZE_PARM_MASK ) { fx->SetSizeParm( sizeParm * 0.01f * killTime + theFxHelper.mTime ); } // Length---------------- fx->SetLengthStart( length1 ); fx->SetLengthEnd( length2 ); if (( flags & FX_LENGTH_PARM_MASK ) == FX_LENGTH_WAVE ) { fx->SetLengthParm( lengthParm * PI * 0.001f ); } else if ( flags & FX_LENGTH_PARM_MASK ) { fx->SetLengthParm( lengthParm * 0.01f * killTime + theFxHelper.mTime ); } fx->SetFlags( flags ); fx->SetShader( shader ); fx->SetElasticity( elasticity ); fx->SetMin( min ); fx->SetMax( max ); fx->SetSTScale( 1.0f, 1.0f ); fx->SetDeathFxID( deathID ); fx->SetImpactFxID( impactID ); FX_AddPrimitive( (CEffect**)&fx, effectCloud, killTime ); // in the editor, fx may now be NULL } return fx; } //------------------------- // FX_AddCylinder //------------------------- CCylinder *FX_AddCylinder( CCloud *effectCloud, vec3_t start, vec3_t normal, float size1s, float size1e, float size1Parm, float size2s, float size2e, float size2Parm, float length1, float length2, float lengthParm, float alpha1, float alpha2, float alphaParm, vec3_t rgb1, vec3_t rgb2, float rgbParm, int killTime, qhandle_t shader, int flags ) { if ( theFxHelper.mFrameTime < 1 ) { // disallow adding new effects when the system is paused return 0; } CCylinder *fx = new CCylinder; if ( fx ) { fx->SetOrigin1( start ); fx->SetNormal( normal ); // RGB---------------- fx->SetRGBStart( rgb1 ); fx->SetRGBEnd( rgb2 ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } // Size1---------------- fx->SetSizeStart( size1s ); fx->SetSizeEnd( size1e ); if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { fx->SetSizeParm( size1Parm * PI * 0.001f ); } else if ( flags & FX_SIZE_PARM_MASK ) { fx->SetSizeParm( size1Parm * 0.01f * killTime + theFxHelper.mTime ); } // Size2---------------- fx->SetSize2Start( size2s ); fx->SetSize2End( size2e ); if (( flags & FX_SIZE2_PARM_MASK ) == FX_SIZE2_WAVE ) { fx->SetSize2Parm( size2Parm * PI * 0.001f ); } else if ( flags & FX_SIZE2_PARM_MASK ) { fx->SetSize2Parm( size2Parm * 0.01f * killTime + theFxHelper.mTime ); } // Length1--------------- fx->SetLengthStart( length1 ); fx->SetLengthEnd( length2 ); if (( flags & FX_LENGTH_PARM_MASK ) == FX_LENGTH_WAVE ) { fx->SetLengthParm( lengthParm * PI * 0.001f ); } else if ( flags & FX_LENGTH_PARM_MASK ) { fx->SetLengthParm( lengthParm * 0.01f * killTime + theFxHelper.mTime ); } // Alpha---------------- fx->SetAlphaStart( alpha1 ); fx->SetAlphaEnd( alpha2 ); if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { fx->SetAlphaParm( alphaParm * PI * 0.001f ); } else if ( flags & FX_ALPHA_PARM_MASK ) { fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime ); } fx->SetShader( shader ); fx->SetFlags( flags ); FX_AddPrimitive( (CEffect**)&fx, effectCloud, killTime ); } return fx; } //------------------------- // FX_AddEmitter //------------------------- CEmitter *FX_AddEmitter( CCloud *effectCloud, vec3_t org, vec3_t vel, vec3_t accel, float size1, float size2, float sizeParm, float alpha1, float alpha2, float alphaParm, vec3_t rgb1, vec3_t rgb2, float rgbParm, vec3_t angs, vec3_t deltaAngs, vec3_t min, vec3_t max, float elasticity, int deathID, int impactID, int emitterID, float density, float variance, int killTime, qhandle_t model, int flags = 0 ) { if ( theFxHelper.mFrameTime < 1 ) { // disallow adding effects when the system is paused return 0; } CEmitter *fx = new CEmitter; if ( fx ) { fx->SetOrigin1( org ); fx->SetVel( vel ); fx->SetAccel( accel ); // RGB---------------- fx->SetRGBStart( rgb1 ); fx->SetRGBEnd( rgb2 ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } // Size---------------- fx->SetSizeStart( size1 ); fx->SetSizeEnd( size2 ); if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { fx->SetSizeParm( sizeParm * PI * 0.001f ); } else if ( flags & FX_SIZE_PARM_MASK ) { fx->SetSizeParm( sizeParm * 0.01f * killTime + theFxHelper.mTime ); } // Alpha---------------- fx->SetAlphaStart( alpha1 ); fx->SetAlphaEnd( alpha2 ); if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { fx->SetAlphaParm( alphaParm * PI * 0.001f ); } else if ( flags & FX_ALPHA_PARM_MASK ) { fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime ); } fx->SetAngles( angs ); fx->SetAngleDelta( deltaAngs ); fx->SetFlags( flags ); fx->SetModel( model ); fx->SetElasticity( elasticity ); fx->SetMin( min ); fx->SetMax( max ); fx->SetDeathFxID( deathID ); fx->SetImpactFxID( impactID ); fx->SetEmitterFxID( emitterID ); fx->SetDensity( density ); fx->SetVariance( variance ); fx->SetOldTime( theFxHelper.mTime ); fx->SetLastOrg( org ); fx->SetLastVel( vel ); FX_AddPrimitive( (CEffect**)&fx, 0, killTime ); // in the editor, fx may now be NULL } return fx; } //------------------------- // FX_AddLight //------------------------- CLight *FX_AddLight( CCloud *effectCloud, vec3_t org, float size1, float size2, float sizeParm, vec3_t rgb1, vec3_t rgb2, float rgbParm, int killTime, int flags = 0 ) { if ( theFxHelper.mFrameTime < 1 ) { // disallow adding effects when the system is paused return 0; } CLight *fx = new CLight; if ( fx ) { fx->SetOrigin1( org ); // RGB---------------- fx->SetRGBStart( rgb1 ); fx->SetRGBEnd( rgb2 ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } // Size---------------- fx->SetSizeStart( size1 ); fx->SetSizeEnd( size2 ); if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { fx->SetSizeParm( sizeParm * PI * 0.001f ); } else if ( flags & FX_SIZE_PARM_MASK ) { fx->SetSizeParm( sizeParm * 0.01f * killTime + theFxHelper.mTime ); } fx->SetFlags( flags ); FX_AddPrimitive( (CEffect**)&fx, 0, killTime ); // in the editor, fx may now be NULL } return fx; } //------------------------- // FX_AddOrientedParticle //------------------------- COrientedParticle *FX_AddOrientedParticle( CCloud *effectCloud, vec3_t org, vec3_t norm, vec3_t vel, vec3_t accel, float size1, float size2, float sizeParm, float alpha1, float alpha2, float alphaParm, vec3_t rgb1, vec3_t rgb2, float rgbParm, float rotation, float rotationDelta, vec3_t min, vec3_t max, float bounce, int deathID, int impactID, int killTime, qhandle_t shader, int flags = 0 ) { if ( theFxHelper.mFrameTime < 1 ) { // disallow adding effects when the system is paused return 0; } COrientedParticle *fx = new COrientedParticle; if ( fx ) { fx->SetOrigin1( org ); fx->SetNormal( norm ); fx->SetVel( vel ); fx->SetAccel( accel ); // RGB---------------- fx->SetRGBStart( rgb1 ); fx->SetRGBEnd( rgb2 ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } // Alpha---------------- fx->SetAlphaStart( alpha1 ); fx->SetAlphaEnd( alpha2 ); if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { fx->SetAlphaParm( alphaParm * PI * 0.001f ); } else if ( flags & FX_ALPHA_PARM_MASK ) { fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime ); } // Size---------------- fx->SetSizeStart( size1 ); fx->SetSizeEnd( size2 ); if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { fx->SetSizeParm( sizeParm * PI * 0.001f ); } else if ( flags & FX_SIZE_PARM_MASK ) { fx->SetSizeParm( sizeParm * 0.01f * killTime + theFxHelper.mTime ); } fx->SetFlags( flags ); fx->SetShader( shader ); fx->SetRotation( rotation ); fx->SetRotationDelta( rotationDelta ); fx->SetElasticity( bounce ); fx->SetMin( min ); fx->SetMax( max ); fx->SetDeathFxID( deathID ); fx->SetImpactFxID( impactID ); FX_AddPrimitive( (CEffect**)&fx, effectCloud, killTime ); // in the editor, fx may now be NULL } return fx; } //------------------------- // FX_AddPoly //------------------------- CPoly *FX_AddPoly( CCloud *effectCloud, vec3_t *verts, vec2_t *st, int numVerts, vec3_t vel, vec3_t accel, float alpha1, float alpha2, float alphaParm, vec3_t rgb1, vec3_t rgb2, float rgbParm, vec3_t rotationDelta, float bounce, int motionDelay, int killTime, qhandle_t shader, int flags ) { if ( theFxHelper.mFrameTime < 1 || !verts ) { // disallow adding effects when the system is paused or the user doesn't pass in a vert array return 0; } CPoly *fx = new CPoly; if ( fx ) { // Do a cheesy copy of the verts and texture coords into our own structure for ( int i = 0; i < numVerts; i++ ) { VectorCopy( verts[i], fx->mOrg[i] ); Vector2Copy( st[i], fx->mST[i] ); } fx->SetVel( vel ); fx->SetAccel( accel ); // RGB---------------- fx->SetRGBStart( rgb1 ); fx->SetRGBEnd( rgb2 ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } // Alpha---------------- fx->SetAlphaStart( alpha1 ); fx->SetAlphaEnd( alpha2 ); if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { fx->SetAlphaParm( alphaParm * PI * 0.001f ); } else if ( flags & FX_ALPHA_PARM_MASK ) { fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime ); } fx->SetFlags( flags ); fx->SetShader( shader ); fx->SetRot( rotationDelta ); fx->SetElasticity( bounce ); fx->SetMotionTimeStamp( motionDelay ); fx->SetNumVerts( numVerts ); // Now that we've set our data up, let's process it into a useful format fx->PolyInit(); FX_AddPrimitive( (CEffect**)&fx, effectCloud, killTime ); // in the editor, fx may now be NULL } return fx; } //------------------------- // FX_AddBezier //------------------------- CBezier *FX_AddBezier( vec3_t start, vec3_t end, vec3_t control1, vec3_t control1Vel, vec3_t control2, vec3_t control2Vel, float size1, float size2, float sizeParm, float alpha1, float alpha2, float alphaParm, vec3_t sRGB, vec3_t eRGB, float rgbParm, int killTime, qhandle_t shader, int flags ) { if ( theFxHelper.mFrameTime < 1 ) { // disallow adding new effects when the system is paused return 0; } CBezier *fx = new CBezier; if ( fx ) { fx->SetOrigin1( start ); fx->SetOrigin2( end ); fx->SetControlPoints( control1, control2 ); fx->SetControlVel( control1Vel, control2Vel ); // RGB---------------- fx->SetRGBStart( sRGB ); fx->SetRGBEnd( eRGB ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } // Alpha---------------- fx->SetAlphaStart( alpha1 ); fx->SetAlphaEnd( alpha2 ); if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { fx->SetAlphaParm( alphaParm * PI * 0.001f ); } else if ( flags & FX_ALPHA_PARM_MASK ) { fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime ); } // Size---------------- fx->SetSizeStart( size1 ); fx->SetSizeEnd( size2 ); if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { fx->SetSizeParm( sizeParm * PI * 0.001f ); } else if ( flags & FX_SIZE_PARM_MASK ) { fx->SetSizeParm( sizeParm * 0.01f * killTime + theFxHelper.mTime ); } fx->SetShader( shader ); fx->SetFlags( flags ); fx->SetSTScale( 1.0f, 1.0f ); FX_AddPrimitive( (CEffect**)&fx, NULL, killTime ); } return fx; } //------------------------- // FX_AddFlash //------------------------- CFlash *FX_AddFlash( CCloud *effectCloud, vec3_t origin, vec3_t sRGB, vec3_t eRGB, float rgbParm, int killTime, qhandle_t shader, int flags = 0 ) { if ( theFxHelper.mFrameTime < 1 ) { // disallow adding new effects when the system is paused return 0; } CFlash *fx = new CFlash; if ( fx ) { fx->SetOrigin1( origin ); // RGB---------------- fx->SetRGBStart( sRGB ); fx->SetRGBEnd( eRGB ); if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { fx->SetRGBParm( rgbParm * PI * 0.001f ); } else if ( flags & FX_RGB_PARM_MASK ) { // rgbParm should be a value from 0-100.. fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime ); } /* // Alpha---------------- fx->SetAlphaStart( alpha1 ); fx->SetAlphaEnd( alpha2 ); if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { fx->SetAlphaParm( alphaParm * PI * 0.001f ); } else if ( flags & FX_ALPHA_PARM_MASK ) { fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime ); } // Size---------------- fx->SetSizeStart( size1 ); fx->SetSizeEnd( size2 ); if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { fx->SetSizeParm( sizeParm * PI * 0.001f ); } else if ( flags & FX_SIZE_PARM_MASK ) { fx->SetSizeParm( sizeParm * 0.01f * killTime + theFxHelper.mTime ); } */ fx->SetShader( shader ); fx->SetFlags( flags ); // fx->SetSTScale( 1.0f, 1.0f ); fx->Init(); FX_AddPrimitive( (CEffect**)&fx, effectCloud, killTime ); } return fx; } #ifdef CHC //------------------------------------------------------- // Functions for limited backward compatibility with EF. // These calls can be used for simple programmatic // effects, temp effects or debug graphics. // Note that this is not an all-inclusive list of // fx add functions from EF, nor are the calls guaranteed // to produce the exact same result. //------------------------------------------------------- //--------------------------------------------------- void FX_AddSprite( CCloud *effectCloud, vec3_t origin, vec3_t vel, vec3_t accel, float scale, float dscale, float sAlpha, float eAlpha, float rotation, float bounce, int life, qhandle_t shader, int flags ) { FX_AddParticle( origin, vel, accel, scale, scale, 0, sAlpha, eAlpha, FX_ALPHA_LINEAR, WHITE, WHITE, 0, rotation, 0, vec3_origin, vec3_origin, bounce, 0, 0, life, shader, flags ); } //--------------------------------------------------- void FX_AddSprite( CCloud *effectCloud, vec3_t origin, vec3_t vel, vec3_t accel, float scale, float dscale, float sAlpha, float eAlpha, vec3_t sRGB, vec3_t eRGB, float rotation, float bounce, int life, qhandle_t shader, int flags ) { FX_AddParticle( origin, vel, accel, scale, scale, 0, sAlpha, eAlpha, FX_ALPHA_LINEAR, sRGB, eRGB, 0, rotation, 0, vec3_origin, vec3_origin, bounce, 0, 0, life, shader, 0 ); } //--------------------------------------------------- void FX_AddLine( CCloud *effectCloud, vec3_t start, vec3_t end, float stScale, float width, float dwidth, float sAlpha, float eAlpha, int life, qhandle_t shader, int flags ) { FX_AddLine( start, end, width, width, 0, sAlpha, eAlpha, FX_ALPHA_LINEAR, WHITE, WHITE, 0, life, shader, 0 ); } //--------------------------------------------------- void FX_AddLine( vec3_t start, vec3_t end, float stScale, float width, float dwidth, float sAlpha, float eAlpha, vec3_t sRGB, vec3_t eRGB, int life, qhandle_t shader, int flags ) { FX_AddLine( start, end, width, width, 0, sAlpha, eAlpha, FX_ALPHA_LINEAR, sRGB, eRGB, 0, life, shader, 0 ); } #endif // CHC