jedioutcast/code/cgame/FxScheduler.h
2013-04-04 16:05:53 -05:00

466 lines
14 KiB
C++

#if !defined(FX_UTIL_H_INC)
#include "FxUtil.h"
#endif
#include "../qcommon/sstring.h"
typedef sstring_t fxString_t;
#if !defined(FX_PARSING_H_INC)
#include "FxParsing.h"
#endif
#ifndef FX_SCHEDULER_H_INC
#define FX_SCHEDULER_H_INC
using namespace std;
#define FX_FILE_PATH "effects"
#define FX_MAX_TRACE_DIST WORLD_SIZE
#define FX_MAX_EFFECTS 128 // how many effects the system can store
#define FX_MAX_EFFECT_COMPONENTS 24 // how many primitives an effect can hold, this should be plenty
#define FX_MAX_PRIM_NAME 32
//-----------------------------------------------
// These are spawn flags for primitiveTemplates
//-----------------------------------------------
#define FX_ORG_ON_SPHERE 0x00001 // Pretty dang expensive, calculates a point on a sphere/ellipsoid
#define FX_AXIS_FROM_SPHERE 0x00002 // Can be used in conjunction with org_on_sphere to cause particles to move out
// from the center of the sphere
#define FX_ORG_ON_CYLINDER 0x00004 // calculate point on cylinder/disk
#define FX_ORG2_FROM_TRACE 0x00010
#define FX_TRACE_IMPACT_FX 0x00020 // if trace impacts, we should play one of the specified impact fx files
#define FX_ORG2_IS_OFFSET 0x00040 // template specified org2 should be the offset from a trace endpos or
// passed in org2. You might use this to lend a random flair to the endpos.
// Note: this is done pre-trace, so you may have to specify large numbers for this
#define FX_CHEAP_ORG_CALC 0x00100 // Origin is calculated relative to passed in axis unless this is on.
#define FX_CHEAP_ORG2_CALC 0x00200 // Origin2 is calculated relative to passed in axis unless this is on.
#define FX_VEL_IS_ABSOLUTE 0x00400 // Velocity isn't relative to passed in axis with this flag on.
#define FX_ACCEL_IS_ABSOLUTE 0x00800 // Acceleration isn't relative to passed in axis with this flag on.
#define FX_RAND_ROT_AROUND_FWD 0x01000 // Randomly rotates up and right around forward vector
#define FX_EVEN_DISTRIBUTION 0x02000 // When you have a delay, it normally picks a random time to play. When
// this flag is on, it generates an even time distribution
#define FX_RGB_COMPONENT_INTERP 0x04000 // Picks a color on the line defined by RGB min & max, default is to pick color in cube defined by min & max
#define FX_AFFECTED_BY_WIND 0x10000 // we take into account our wind vector when we spawn in
#define FX_SND_LESS_ATTENUATION 0x20000 // attenuate sounds less
//-----------------------------------------------------------------
//
// CMediaHandles
//
// Primitive templates might want to use a list of sounds, shaders
// or models to get a bit more variation in their effects.
//
//-----------------------------------------------------------------
class CMediaHandles
{
private:
vector<int> mMediaList;
public:
void AddHandle( int item ) { mMediaList.push_back( item ); }
int GetHandle() { if (mMediaList.size()==0) {return 0;}
else {return mMediaList[irand(0,mMediaList.size()-1)];} }
void operator=(const CMediaHandles &that );
};
//-----------------------------------------------------------------
//
// CFxRange
//
// Primitive templates typically use this class to define each of
// its members. This is done to make it easier to create effects
// with a desired range of characteristics.
//
//-----------------------------------------------------------------
class CFxRange
{
private:
float mMin;
float mMax;
public:
CFxRange() {mMin=0; mMax=0;}
inline void SetRange(float min,float max) {mMin=min; mMax=max;}
inline void SetMin(float min) {mMin=min;}
inline void SetMax(float max) {mMax=max;}
inline float GetMax() const {return mMax;}
inline float GetMin() const {return mMin;}
inline float GetVal(float percent) const {return (mMin + (mMax - mMin) * percent);}
inline float GetVal() const {if(mMin == mMax){return mMin;}
return flrand(mMin, mMax);}
inline int GetRoundedVal() const {if(mMin == mMax){return mMin;}
return (int)(flrand(mMin, mMax) + 0.5f);}
inline void ForceRange(float min,float max) {if(mMin < min){mMin=min;} if(mMin > max){mMin=max;}
if(mMax < min){mMax=min;} if(mMax > max){mMax=max;}}
inline void Sort() {if(mMin > mMax){float temp = mMin; mMin=mMax;mMax=temp;}}
void operator=(const CFxRange &that) {mMin=that.mMin; mMax=that.mMax;}
bool operator==(const CFxRange &rhs) const { return ((mMin == rhs.mMin) &&
(mMax == rhs.mMax)); }
};
//----------------------------
// Supported primitive types
//----------------------------
enum EPrimType
{
None = 0,
Particle, // sprite
Line,
Tail, // comet-like tail thing
Cylinder,
Emitter, // emits effects as it moves, can also attach a chunk
Sound,
#ifdef _IMMERSION
Force,
#endif // _IMMERSION
Decal, // projected onto architecture
OrientedParticle,
Electricity,
FxRunner,
Light,
CameraShake,
ScreenFlash
};
//-----------------------------------------------------------------
//
// CPrimitiveTemplate
//
// The primitive template is used to spawn 1 or more fx primitives
// with the range of characteristics defined by the template.
//
// As such, I just made this one huge shared class knowing that
// there won't be many of them in memory at once, and we won't
// be dynamically creating and deleting them mid-game. Also,
// note that not every primitive type will use all of these fields.
//
//-----------------------------------------------------------------
class CPrimitiveTemplate
{
public:
// These kinds of things should not even be allowed to be accessed publicly
bool mCopy;
int mRefCount; // For a copy of a primitive...when we figure out how many items we want to spawn,
// we'll store that here and then decrement us for each we actually spawn. When we
// hit zero, we are no longer used and so we can just free ourselves
char mName[FX_MAX_PRIM_NAME];
EPrimType mType;
CFxRange mSpawnDelay;
CFxRange mSpawnCount;
CFxRange mLife;
int mCullRange;
CMediaHandles mMediaHandles;
CMediaHandles mImpactFxHandles;
CMediaHandles mDeathFxHandles;
CMediaHandles mEmitterFxHandles;
CMediaHandles mPlayFxHandles;
int mFlags; // These need to get passed on to the primitive
int mSpawnFlags; // These are only used to control spawning, but never get passed to prims.
vec3_t mMin;
vec3_t mMax;
CFxRange mOrigin1X;
CFxRange mOrigin1Y;
CFxRange mOrigin1Z;
CFxRange mOrigin2X;
CFxRange mOrigin2Y;
CFxRange mOrigin2Z;
CFxRange mRadius; // spawn on sphere/ellipse/disk stuff.
CFxRange mHeight;
CFxRange mRotation;
CFxRange mRotationDelta;
CFxRange mAngle1;
CFxRange mAngle2;
CFxRange mAngle3;
CFxRange mAngle1Delta;
CFxRange mAngle2Delta;
CFxRange mAngle3Delta;
CFxRange mVelX;
CFxRange mVelY;
CFxRange mVelZ;
CFxRange mAccelX;
CFxRange mAccelY;
CFxRange mAccelZ;
CFxRange mGravity;
CFxRange mDensity;
CFxRange mVariance;
CFxRange mRedStart;
CFxRange mGreenStart;
CFxRange mBlueStart;
CFxRange mRedEnd;
CFxRange mGreenEnd;
CFxRange mBlueEnd;
CFxRange mRGBParm;
CFxRange mAlphaStart;
CFxRange mAlphaEnd;
CFxRange mAlphaParm;
CFxRange mSizeStart;
CFxRange mSizeEnd;
CFxRange mSizeParm;
CFxRange mSize2Start;
CFxRange mSize2End;
CFxRange mSize2Parm;
CFxRange mLengthStart;
CFxRange mLengthEnd;
CFxRange mLengthParm;
CFxRange mTexCoordS;
CFxRange mTexCoordT;
CFxRange mElasticity;
// Lower level parsing utilities
bool ParseVector( const char *val, vec3_t min, vec3_t max );
bool ParseFloat( const char *val, float *min, float *max );
bool ParseGroupFlags( const char *val, int *flags );
// Base key processing
// Note that these all have their own parse functions in case it becomes important to do certain kinds
// of validation specific to that type.
bool ParseMin( const char *val );
bool ParseMax( const char *val );
bool ParseDelay( const char *val );
bool ParseCount( const char *val );
bool ParseLife( const char *val );
bool ParseElasticity( const char *val );
bool ParseFlags( const char *val );
bool ParseSpawnFlags( const char *val );
bool ParseOrigin1( const char *val );
bool ParseOrigin2( const char *val );
bool ParseRadius( const char *val );
bool ParseHeight( const char *val );
bool ParseRotation( const char *val );
bool ParseRotationDelta( const char *val );
bool ParseAngle( const char *val );
bool ParseAngleDelta( const char *val );
bool ParseVelocity( const char *val );
bool ParseAcceleration( const char *val );
bool ParseGravity( const char *val );
bool ParseDensity( const char *val );
bool ParseVariance( const char *val );
// Group type processing
bool ParseRGB( CGPGroup *grp );
bool ParseAlpha( CGPGroup *grp );
bool ParseSize( CGPGroup *grp );
bool ParseSize2( CGPGroup *grp );
bool ParseLength( CGPGroup *grp );
bool ParseModels( CGPValue *grp );
bool ParseShaders( CGPValue *grp );
bool ParseSounds( CGPValue *grp );
#ifdef _IMMERSION
bool ParseForces( CGPValue *grp );
#endif // _IMMERSION
bool ParseImpactFxStrings( CGPValue *grp );
bool ParseDeathFxStrings( CGPValue *grp );
bool ParseEmitterFxStrings( CGPValue *grp );
bool ParsePlayFxStrings( CGPValue *grp );
// Group keys
bool ParseRGBStart( const char *val );
bool ParseRGBEnd( const char *val );
bool ParseRGBParm( const char *val );
bool ParseRGBFlags( const char *val );
bool ParseAlphaStart( const char *val );
bool ParseAlphaEnd( const char *val );
bool ParseAlphaParm( const char *val );
bool ParseAlphaFlags( const char *val );
bool ParseSizeStart( const char *val );
bool ParseSizeEnd( const char *val );
bool ParseSizeParm( const char *val );
bool ParseSizeFlags( const char *val );
bool ParseSize2Start( const char *val );
bool ParseSize2End( const char *val );
bool ParseSize2Parm( const char *val );
bool ParseSize2Flags( const char *val );
bool ParseLengthStart( const char *val );
bool ParseLengthEnd( const char *val );
bool ParseLengthParm( const char *val );
bool ParseLengthFlags( const char *val );
public:
CPrimitiveTemplate();
~CPrimitiveTemplate() {};
bool ParsePrimitive( CGPGroup *grp );
void operator=(const CPrimitiveTemplate &that);
};
// forward declaration
struct SEffectTemplate;
// Effects are built of one or more primitives
struct SEffectTemplate
{
bool mInUse;
bool mCopy;
char mEffectName[MAX_QPATH]; // is this extraneous??
int mPrimitiveCount;
CPrimitiveTemplate *mPrimitives[FX_MAX_EFFECT_COMPONENTS];
bool operator == (const char * name) const
{
return !stricmp( mEffectName, name );
}
void operator=(const SEffectTemplate &that);
};
//-----------------------------------------------------------------
//
// CFxScheduler
//
// The scheduler not only handles requests to play an effect, it
// tracks the request throughout its life if necessary, creating
// any of the delayed components as needed.
//
//-----------------------------------------------------------------
class CFxScheduler
{
private:
// We hold a scheduled effect here
struct SScheduledEffect
{
CPrimitiveTemplate *mpTemplate; // primitive template
int mStartTime;
int mModelNum; // uset to determine which ghoul2 model we want to bolt this effect to
int mBoltNum; // used to determine which bolt on the ghoul2 model we should be attaching this effect to
int mEntNum; // used to determine which entity this ghoul model is attached to.
int mClientID; // FIXME: redundant??
vec3_t mOrigin;
vec3_t mAxis[3];
bool operator <= (const int time) const
{
return mStartTime <= time;
}
};
// this makes looking up the index based on the string name much easier
typedef map<fxString_t, int> TEffectID;
typedef list<SScheduledEffect*> TScheduledEffect;
// Effects
SEffectTemplate mEffectTemplates[FX_MAX_EFFECTS];
TEffectID mEffectIDs; // if you only have the unique effect name, you'll have to use this to get the ID.
// List of scheduled effects that will need to be created at the correct time.
TScheduledEffect mFxSchedule;
// Private function prototypes
SEffectTemplate *GetNewEffectTemplate( int *id, const char *file );
void AddPrimitiveToEffect( SEffectTemplate *fx, CPrimitiveTemplate *prim );
int ParseEffect( const char *file, CGPGroup *base );
#ifdef _IMMERSION
void CreateEffect( CPrimitiveTemplate *fx, vec3_t origin, vec3_t axis[3], int lateTime, int hitEntNum = -1 );
#else
void CreateEffect( CPrimitiveTemplate *fx, vec3_t origin, vec3_t axis[3], int lateTime );
#endif // _IMMERSION
void CreateEffect( CPrimitiveTemplate *fx, int clientID, int lateTime );
public:
CFxScheduler();
int RegisterEffect( const char *file, bool bHasCorrectPath = false ); // handles pre-caching
// Nasty overloaded madness
void PlayEffect( int id, vec3_t org ); // uses a default up axis
void PlayEffect( int id, vec3_t org, vec3_t fwd ); // builds arbitrary perp. right vector, does a cross product to define up
void PlayEffect( int id, vec3_t origin, vec3_t axis[3], const int boltInfo=-1, const int entNum=-1 );
void PlayEffect( const char *file, vec3_t org ); // uses a default up axis
void PlayEffect( const char *file, vec3_t org, vec3_t fwd ); // builds arbitrary perp. right vector, does a cross product to define up
void PlayEffect( const char *file, vec3_t origin,
vec3_t axis[3], const int boltInfo, const int entNum );
void PlayEffect( const char *file, int clientID );
#ifdef _IMMERSION // for ff-system
void PlayEffect( int id, int clientNum, vec3_t org, vec3_t fwd );
void PlayEffect( const char *file, int clientNum, vec3_t origin, vec3_t forward );
#endif // _IMMERSION
void AddScheduledEffects( void ); // call once per CGame frame
int NumScheduledFx() { return mFxSchedule.size(); }
void Clean(bool bRemoveTemplates = true, int idToPreserve = 0); // clean out the system
// FX Override functions
SEffectTemplate *GetEffectCopy( int fxHandle, int *newHandle );
SEffectTemplate *GetEffectCopy( const char *file, int *newHandle );
CPrimitiveTemplate *GetPrimitiveCopy( SEffectTemplate *effectCopy, const char *componentName );
};
//-------------------
// The one and only
//-------------------
extern CFxScheduler theFxScheduler;
#endif // FX_SCHEDULER_H_INC