jkxr/Projects/Android/jni/OpenJK/code/cgame/FxScheduler.h

709 lines
21 KiB
C
Raw Normal View History

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#if !defined(FX_UTIL_H_INC)
#include "FxUtil.h"
#endif
#include "../qcommon/sstring.h"
typedef sstring_t fxString_t;
#include "../game/genericparser2.h"
#include "qcommon/safe/string.h"
#include <algorithm>
#ifndef FX_SCHEDULER_H_INC
#define FX_SCHEDULER_H_INC
#define FX_FILE_PATH "effects"
#define FX_MAX_TRACE_DIST WORLD_SIZE
#define FX_MAX_EFFECTS 150 // 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:
std::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,(int)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 {if(mMin == mMax){return mMin;}
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,
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 mWindModifier;
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;
private:
// Lower level parsing utilities
bool ParseVector( const gsl::cstring_view& val, vec3_t min, vec3_t max );
bool ParseFloat( const gsl::cstring_view& val, float& min, float& max );
bool ParseGroupFlags( const gsl::cstring_view& 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 gsl::cstring_view& val );
bool ParseMax( const gsl::cstring_view& val );
bool ParseDelay( const gsl::cstring_view& val );
bool ParseCount( const gsl::cstring_view& val );
bool ParseLife( const gsl::cstring_view& val );
bool ParseElasticity( const gsl::cstring_view& val );
bool ParseFlags( const gsl::cstring_view& val );
bool ParseSpawnFlags( const gsl::cstring_view& val );
bool ParseOrigin1( const gsl::cstring_view& val );
bool ParseOrigin2( const gsl::cstring_view& val );
bool ParseRadius( const gsl::cstring_view& val );
bool ParseHeight( const gsl::cstring_view& val );
bool ParseWindModifier( const gsl::cstring_view& val );
bool ParseRotation( const gsl::cstring_view& val );
bool ParseRotationDelta( const gsl::cstring_view& val );
bool ParseAngle( const gsl::cstring_view& val );
bool ParseAngleDelta( const gsl::cstring_view& val );
bool ParseVelocity( const gsl::cstring_view& val );
bool ParseAcceleration( const gsl::cstring_view& val );
bool ParseGravity( const gsl::cstring_view& val );
bool ParseDensity( const gsl::cstring_view& val );
bool ParseVariance( const gsl::cstring_view& val );
/// Case insensitive map from cstring_view to Value
template< typename Value >
using StringViewIMap = std::map< gsl::cstring_view, Value, Q::CStringViewILess >;
using ParseMethod = bool ( CPrimitiveTemplate::* )( const gsl::cstring_view& );
// Group type processing
bool ParseGroup( const CGPGroup& grp, const StringViewIMap< ParseMethod >& parseMethods, gsl::czstring name );
bool ParseRGB( const CGPGroup& grp );
bool ParseAlpha( const CGPGroup& grp );
bool ParseSize( const CGPGroup& grp );
bool ParseSize2( const CGPGroup& grp );
bool ParseLength( const CGPGroup& grp );
bool ParseModels( const CGPProperty& grp );
bool ParseShaders( const CGPProperty& grp );
bool ParseSounds( const CGPProperty& grp );
bool ParseImpactFxStrings( const CGPProperty& grp );
bool ParseDeathFxStrings( const CGPProperty& grp );
bool ParseEmitterFxStrings( const CGPProperty& grp );
bool ParsePlayFxStrings( const CGPProperty& grp );
// Group keys
bool ParseRGBStart( const gsl::cstring_view& val );
bool ParseRGBEnd( const gsl::cstring_view& val );
bool ParseRGBParm( const gsl::cstring_view& val );
bool ParseRGBFlags( const gsl::cstring_view& val );
bool ParseAlphaStart( const gsl::cstring_view& val );
bool ParseAlphaEnd( const gsl::cstring_view& val );
bool ParseAlphaParm( const gsl::cstring_view& val );
bool ParseAlphaFlags( const gsl::cstring_view& val );
bool ParseSizeStart( const gsl::cstring_view& val );
bool ParseSizeEnd( const gsl::cstring_view& val );
bool ParseSizeParm( const gsl::cstring_view& val );
bool ParseSizeFlags( const gsl::cstring_view& val );
bool ParseSize2Start( const gsl::cstring_view& val );
bool ParseSize2End( const gsl::cstring_view& val );
bool ParseSize2Parm( const gsl::cstring_view& val );
bool ParseSize2Flags( const gsl::cstring_view& val );
bool ParseLengthStart( const gsl::cstring_view& val );
bool ParseLengthEnd( const gsl::cstring_view& val );
bool ParseLengthParm( const gsl::cstring_view& val );
bool ParseLengthFlags( const gsl::cstring_view& val );
public:
CPrimitiveTemplate();
CPrimitiveTemplate( const CPrimitiveTemplate& rhs );
~CPrimitiveTemplate() {};
bool ParsePrimitive( const 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;
int mRepeatDelay;
CPrimitiveTemplate *mPrimitives[FX_MAX_EFFECT_COMPONENTS];
bool operator == (const char * name) const
{
return !Q_stricmp( mEffectName, name );
}
void operator=(const SEffectTemplate &that);
};
template<typename T, int N>
class PoolAllocator
{
public:
PoolAllocator()
: pool (new T[N])
, freeAndAllocated (new int[N])
, numFree (N)
, highWatermark (0)
{
for ( int i = 0; i < N; i++ )
{
freeAndAllocated[i] = i;
}
}
T *Alloc()
{
if ( numFree == 0 )
{
return NULL;
}
T *ptr = new (&pool[freeAndAllocated[0]]) T;
std::rotate (freeAndAllocated, freeAndAllocated + 1, freeAndAllocated + N);
numFree--;
highWatermark = Q_max(highWatermark, N - numFree);
return ptr;
}
void TransferTo ( PoolAllocator<T, N>& allocator )
{
allocator.freeAndAllocated = freeAndAllocated;
allocator.highWatermark = highWatermark;
allocator.numFree = numFree;
allocator.pool = pool;
highWatermark = 0;
numFree = N;
freeAndAllocated = NULL;
pool = NULL;
}
bool OwnsPtr ( const T *ptr ) const
{
return ptr >= pool && ptr < (pool + N);
}
void Free ( T *ptr )
{
for ( int i = numFree; i < N; i++ )
{
T *p = &pool[freeAndAllocated[i]];
if ( p == ptr )
{
if ( i > numFree )
{
std::rotate (freeAndAllocated + numFree, freeAndAllocated + i, freeAndAllocated + i + 1);
}
p->~T();
numFree++;
break;
}
}
}
int GetHighWatermark() const { return highWatermark; }
~PoolAllocator()
{
for ( int i = numFree; i < N; i++ )
{
T *p = &pool[freeAndAllocated[i]];
p->~T();
}
delete [] freeAndAllocated;
delete [] pool;
}
private:
PoolAllocator ( const PoolAllocator<T, N>& );
PoolAllocator& operator = ( const PoolAllocator<T, N>& );
T *pool;
// The first 'numFree' elements are the indexes of the free slots.
// The remaining elements are the indexes of the allocated slots.
int *freeAndAllocated;
int numFree;
int highWatermark;
};
template<typename T, int N>
class PagedPoolAllocator
{
public:
PagedPoolAllocator ()
: numPages (1)
, pages (new PoolAllocator<T, N>[1]())
{
}
T *Alloc ()
{
T *ptr = NULL;
for ( int i = 0; i < numPages && ptr == NULL; i++ )
{
ptr = pages[i].Alloc ();
}
if ( ptr == NULL )
{
PoolAllocator<T, N> *newPages = new PoolAllocator<T, N>[numPages + 1] ();
for ( int i = 0; i < numPages; i++ )
{
pages[i].TransferTo (newPages[i]);
}
delete[] pages;
pages = newPages;
ptr = pages[numPages].Alloc ();
if ( ptr == NULL )
{
return NULL;
}
numPages++;
}
return ptr;
}
void Free ( T *ptr )
{
for ( int i = 0; i < numPages; i++ )
{
if ( pages[i].OwnsPtr (ptr) )
{
pages[i].Free (ptr);
break;
}
}
}
int GetHighWatermark () const
{
int total = 0;
for ( int i = 0; i < numPages; i++ )
{
total += pages[i].GetHighWatermark ();
}
return total;
}
~PagedPoolAllocator ()
{
delete[] pages;
}
private:
int numPages;
PoolAllocator<T, N> *pages;
};
//-----------------------------------------------------------------
//
// 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.
//
//-----------------------------------------------------------------
// needs to be in global space now (loadsave stuff)
#define MAX_LOOPED_FX 32
// We hold a looped effect here
struct SLoopedEffect
{
int mId; // effect id
int mBoltInfo; // used to determine which bolt on the ghoul2 model we should be attaching this effect to
int mNextTime; //time to render again
int mLoopStopTime; //time to die
bool mPortalEffect; // rww - render this before skyportals, and not in the normal world view.
bool mIsRelative; // bolt this puppy on keep it updated
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<int32_t>(mId);
saved_game.write<int32_t>(mBoltInfo);
saved_game.write<int32_t>(mNextTime);
saved_game.write<int32_t>(mLoopStopTime);
saved_game.write<int8_t>(mPortalEffect);
saved_game.write<int8_t>(mIsRelative);
saved_game.skip(2);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<int32_t>(mId);
saved_game.read<int32_t>(mBoltInfo);
saved_game.read<int32_t>(mNextTime);
saved_game.read<int32_t>(mLoopStopTime);
saved_game.read<int8_t>(mPortalEffect);
saved_game.read<int8_t>(mIsRelative);
saved_game.skip(2);
}
};
class CFxScheduler
{
private:
// We hold a scheduled effect here
struct SScheduledEffect
{
CPrimitiveTemplate *mpTemplate; // primitive template
int mStartTime;
char mModelNum; // uset to determine which ghoul2 model we want to bolt this effect to
char mBoltNum; // used to determine which bolt on the ghoul2 model we should be attaching this effect to
short mEntNum; // used to determine which entity this ghoul model is attached to.
short mClientID; // FIXME: redundant. this is used for muzzle bolts, merge into normal bolting
bool mPortalEffect; // rww - render this before skyportals, and not in the normal world view.
bool mIsRelative; // bolt this puppy on keep it updated
vec3_t mOrigin;
vec3_t mAxis[3];
};
/* Looped Effects get stored and reschedule at mRepeatRate */
// must be in sync with gLoopedEffectArray[MAX_LOOPED_FX]!
//
SLoopedEffect mLoopedEffectArray[MAX_LOOPED_FX];
int ScheduleLoopedEffect( int id, int boltInfo, bool isPortal, int iLoopTime, bool isRelative );
void AddLoopedEffects( );
// this makes looking up the index based on the string name much easier
typedef std::map<fxString_t, int> TEffectID;
typedef std::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;
PagedPoolAllocator<SScheduledEffect, 1024> mScheduledEffectsPool;
// Private function prototypes
SEffectTemplate *GetNewEffectTemplate( int *id, const char *file );
void AddPrimitiveToEffect( SEffectTemplate *fx, CPrimitiveTemplate *prim );
int ParseEffect( const char *file, const CGPGroup& base );
void CreateEffect( CPrimitiveTemplate *fx, const vec3_t origin, vec3_t axis[3], int lateTime, int clientID = -1, int modelNum = -1, int boltNum = -1 );
void CreateEffect( CPrimitiveTemplate *fx, int clientID, int lateTime );
public:
CFxScheduler();
void LoadSave_Read();
void LoadSave_Write();
void FX_CopeWithAnyLoadedSaveGames();
int RegisterEffect( const char *file, bool bHasCorrectPath = false ); // handles pre-caching
// Nasty overloaded madness
void PlayEffect( int id, vec3_t org, bool isPortal = false ); // uses a default up axis
void PlayEffect( int id, vec3_t org, vec3_t fwd, bool isPortal = false ); // 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, bool isPortal = false, int iLoopTime = false, bool isRelative = false );
void PlayEffect( const char *file, vec3_t org, bool isPortal = false ); // uses a default up axis
void PlayEffect( const char *file, vec3_t org, vec3_t fwd, bool isPortal = false ); // 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, bool isPortal = false, int iLoopTime = false, bool isRelative = false );
//for muzzle
void PlayEffect( const char *file, int clientID, bool isPortal = false );
void StopEffect( const char *file, const int boltInfo, bool isPortal = false ); //find a scheduled Looping effect with these parms and kill it
void AddScheduledEffects( bool portal ); // call once per CGame frame [rww ammendment - twice now actually, but first only renders portal effects]
int NumScheduledFx() { return (int)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