/* =========================================================================== 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 . =========================================================================== */ #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 ); Q_vsnprintf (text, sizeof(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 ) { if ( frameTime > 1500 ) // hack { frameTime = 200; } 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 gsl::cstring_view& shader ) { // TODO: it would be nice to change the ABI here to allow for passing of string views return cgi_R_RegisterShader( std::string( shader.begin(), shader.end() ).c_str() ); } //------------------------------------------------------ int SFxHelper::RegisterSound( const gsl::cstring_view& sound ) { // TODO: it would be nice to change the ABI here to allow for passing of string views return cgi_S_RegisterSound( std::string( sound.begin(), sound.end() ).c_str() ); } //------------------------------------------------------ int SFxHelper::RegisterModel( const gsl::cstring_view& model ) { return cgi_R_RegisterModel( std::string( model.begin(), model.end() ).c_str() ); } //------------------------------------------------------ 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 ); }