Initial commit.
This commit is contained in:
497
code/cgame/FxScheduler.h
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497
code/cgame/FxScheduler.h
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#if !defined(FX_UTIL_H_INC)
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#include "FxUtil.h"
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#endif
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#include "../qcommon/sstring.h"
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typedef sstring_t fxString_t;
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#if !defined(FX_PARSING_H_INC)
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#include "FxParsing.h"
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#endif
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#ifndef FX_SCHEDULER_H_INC
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#define FX_SCHEDULER_H_INC
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using namespace std;
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#define FX_FILE_PATH "effects"
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#define FX_MAX_TRACE_DIST WORLD_SIZE
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#define FX_MAX_EFFECTS 150 // how many effects the system can store
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#define FX_MAX_EFFECT_COMPONENTS 24 // how many primitives an effect can hold, this should be plenty
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#define FX_MAX_PRIM_NAME 32
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//-----------------------------------------------
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// These are spawn flags for primitiveTemplates
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//-----------------------------------------------
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#define FX_ORG_ON_SPHERE 0x00001 // Pretty dang expensive, calculates a point on a sphere/ellipsoid
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#define FX_AXIS_FROM_SPHERE 0x00002 // Can be used in conjunction with org_on_sphere to cause particles to move out
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// from the center of the sphere
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#define FX_ORG_ON_CYLINDER 0x00004 // calculate point on cylinder/disk
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#define FX_ORG2_FROM_TRACE 0x00010
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#define FX_TRACE_IMPACT_FX 0x00020 // if trace impacts, we should play one of the specified impact fx files
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#define FX_ORG2_IS_OFFSET 0x00040 // template specified org2 should be the offset from a trace endpos or
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// passed in org2. You might use this to lend a random flair to the endpos.
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// Note: this is done pre-trace, so you may have to specify large numbers for this
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#define FX_CHEAP_ORG_CALC 0x00100 // Origin is calculated relative to passed in axis unless this is on.
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#define FX_CHEAP_ORG2_CALC 0x00200 // Origin2 is calculated relative to passed in axis unless this is on.
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#define FX_VEL_IS_ABSOLUTE 0x00400 // Velocity isn't relative to passed in axis with this flag on.
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#define FX_ACCEL_IS_ABSOLUTE 0x00800 // Acceleration isn't relative to passed in axis with this flag on.
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#define FX_RAND_ROT_AROUND_FWD 0x01000 // Randomly rotates up and right around forward vector
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#define FX_EVEN_DISTRIBUTION 0x02000 // When you have a delay, it normally picks a random time to play. When
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// this flag is on, it generates an even time distribution
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#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
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#define FX_AFFECTED_BY_WIND 0x10000 // we take into account our wind vector when we spawn in
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#define FX_SND_LESS_ATTENUATION 0x20000 // attenuate sounds less
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//-----------------------------------------------------------------
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//
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// CMediaHandles
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//
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// Primitive templates might want to use a list of sounds, shaders
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// or models to get a bit more variation in their effects.
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//
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//-----------------------------------------------------------------
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class CMediaHandles
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{
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private:
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vector<int> mMediaList;
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public:
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void AddHandle( int item ) { mMediaList.push_back( item ); }
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int GetHandle() { if (mMediaList.size()==0) {return 0;}
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else {return mMediaList[irand(0,mMediaList.size()-1)];} }
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void operator=(const CMediaHandles &that );
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};
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//-----------------------------------------------------------------
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//
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// CFxRange
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//
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// Primitive templates typically use this class to define each of
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// its members. This is done to make it easier to create effects
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// with a desired range of characteristics.
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//
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//-----------------------------------------------------------------
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class CFxRange
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{
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private:
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float mMin;
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float mMax;
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public:
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CFxRange() {mMin=0; mMax=0;}
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inline void SetRange(float min,float max) {mMin=min; mMax=max;}
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inline void SetMin(float min) {mMin=min;}
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inline void SetMax(float max) {mMax=max;}
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inline float GetMax() const {return mMax;}
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inline float GetMin() const {return mMin;}
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inline float GetVal(float percent) const {if(mMin == mMax){return mMin;}
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return (mMin + (mMax - mMin) * percent);}
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inline float GetVal() const {if(mMin == mMax){return mMin;}
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return flrand(mMin, mMax);}
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inline int GetRoundedVal() const {if(mMin == mMax){return mMin;}
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return (int)(flrand(mMin, mMax) + 0.5f);}
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inline void ForceRange(float min,float max) {if(mMin < min){mMin=min;} if(mMin > max){mMin=max;}
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if(mMax < min){mMax=min;} if(mMax > max){mMax=max;}}
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inline void Sort() {if(mMin > mMax){float temp = mMin; mMin=mMax;mMax=temp;}}
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void operator=(const CFxRange &that) {mMin=that.mMin; mMax=that.mMax;}
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bool operator==(const CFxRange &rhs) const { return ((mMin == rhs.mMin) &&
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(mMax == rhs.mMax)); }
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};
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//----------------------------
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// Supported primitive types
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//----------------------------
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enum EPrimType
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{
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None = 0,
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Particle, // sprite
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Line,
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Tail, // comet-like tail thing
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Cylinder,
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Emitter, // emits effects as it moves, can also attach a chunk
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Sound,
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#ifdef _IMMERSION
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Force,
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#endif // _IMMERSION
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Decal, // projected onto architecture
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OrientedParticle,
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Electricity,
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FxRunner,
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Light,
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CameraShake,
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ScreenFlash
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};
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//-----------------------------------------------------------------
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//
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// CPrimitiveTemplate
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//
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// The primitive template is used to spawn 1 or more fx primitives
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// with the range of characteristics defined by the template.
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//
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// As such, I just made this one huge shared class knowing that
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// there won't be many of them in memory at once, and we won't
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// be dynamically creating and deleting them mid-game. Also,
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// note that not every primitive type will use all of these fields.
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//
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//-----------------------------------------------------------------
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class CPrimitiveTemplate
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{
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public:
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// These kinds of things should not even be allowed to be accessed publicly
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bool mCopy;
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int mRefCount; // For a copy of a primitive...when we figure out how many items we want to spawn,
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// we'll store that here and then decrement us for each we actually spawn. When we
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// hit zero, we are no longer used and so we can just free ourselves
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char mName[FX_MAX_PRIM_NAME];
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EPrimType mType;
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CFxRange mSpawnDelay;
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CFxRange mSpawnCount;
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CFxRange mLife;
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int mCullRange;
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CMediaHandles mMediaHandles;
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CMediaHandles mImpactFxHandles;
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CMediaHandles mDeathFxHandles;
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CMediaHandles mEmitterFxHandles;
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CMediaHandles mPlayFxHandles;
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int mFlags; // These need to get passed on to the primitive
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int mSpawnFlags; // These are only used to control spawning, but never get passed to prims.
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vec3_t mMin;
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vec3_t mMax;
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CFxRange mOrigin1X;
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CFxRange mOrigin1Y;
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CFxRange mOrigin1Z;
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CFxRange mOrigin2X;
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CFxRange mOrigin2Y;
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CFxRange mOrigin2Z;
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CFxRange mRadius; // spawn on sphere/ellipse/disk stuff.
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CFxRange mHeight;
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CFxRange mRotation;
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CFxRange mRotationDelta;
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CFxRange mAngle1;
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CFxRange mAngle2;
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CFxRange mAngle3;
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CFxRange mAngle1Delta;
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CFxRange mAngle2Delta;
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CFxRange mAngle3Delta;
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CFxRange mVelX;
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CFxRange mVelY;
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CFxRange mVelZ;
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CFxRange mAccelX;
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CFxRange mAccelY;
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CFxRange mAccelZ;
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CFxRange mGravity;
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CFxRange mDensity;
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CFxRange mVariance;
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CFxRange mRedStart;
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CFxRange mGreenStart;
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CFxRange mBlueStart;
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CFxRange mRedEnd;
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CFxRange mGreenEnd;
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CFxRange mBlueEnd;
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CFxRange mRGBParm;
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CFxRange mAlphaStart;
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CFxRange mAlphaEnd;
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CFxRange mAlphaParm;
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CFxRange mSizeStart;
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CFxRange mSizeEnd;
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CFxRange mSizeParm;
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CFxRange mSize2Start;
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CFxRange mSize2End;
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CFxRange mSize2Parm;
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CFxRange mLengthStart;
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CFxRange mLengthEnd;
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CFxRange mLengthParm;
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CFxRange mTexCoordS;
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CFxRange mTexCoordT;
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CFxRange mElasticity;
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// Lower level parsing utilities
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bool ParseVector( const char *val, vec3_t min, vec3_t max );
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bool ParseFloat( const char *val, float *min, float *max );
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bool ParseGroupFlags( const char *val, int *flags );
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// Base key processing
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// Note that these all have their own parse functions in case it becomes important to do certain kinds
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// of validation specific to that type.
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bool ParseMin( const char *val );
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bool ParseMax( const char *val );
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bool ParseDelay( const char *val );
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bool ParseCount( const char *val );
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bool ParseLife( const char *val );
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bool ParseElasticity( const char *val );
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bool ParseFlags( const char *val );
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bool ParseSpawnFlags( const char *val );
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bool ParseOrigin1( const char *val );
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bool ParseOrigin2( const char *val );
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bool ParseRadius( const char *val );
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bool ParseHeight( const char *val );
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bool ParseRotation( const char *val );
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bool ParseRotationDelta( const char *val );
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bool ParseAngle( const char *val );
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bool ParseAngleDelta( const char *val );
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bool ParseVelocity( const char *val );
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bool ParseAcceleration( const char *val );
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bool ParseGravity( const char *val );
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bool ParseDensity( const char *val );
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bool ParseVariance( const char *val );
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// Group type processing
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bool ParseRGB( CGPGroup *grp );
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bool ParseAlpha( CGPGroup *grp );
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bool ParseSize( CGPGroup *grp );
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bool ParseSize2( CGPGroup *grp );
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bool ParseLength( CGPGroup *grp );
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bool ParseModels( CGPValue *grp );
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bool ParseShaders( CGPValue *grp );
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bool ParseSounds( CGPValue *grp );
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#ifdef _IMMERSION
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bool ParseForces( CGPValue *grp );
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#endif // _IMMERSION
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bool ParseImpactFxStrings( CGPValue *grp );
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bool ParseDeathFxStrings( CGPValue *grp );
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bool ParseEmitterFxStrings( CGPValue *grp );
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bool ParsePlayFxStrings( CGPValue *grp );
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// Group keys
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bool ParseRGBStart( const char *val );
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bool ParseRGBEnd( const char *val );
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bool ParseRGBParm( const char *val );
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bool ParseRGBFlags( const char *val );
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bool ParseAlphaStart( const char *val );
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bool ParseAlphaEnd( const char *val );
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bool ParseAlphaParm( const char *val );
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bool ParseAlphaFlags( const char *val );
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bool ParseSizeStart( const char *val );
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bool ParseSizeEnd( const char *val );
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bool ParseSizeParm( const char *val );
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bool ParseSizeFlags( const char *val );
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bool ParseSize2Start( const char *val );
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bool ParseSize2End( const char *val );
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bool ParseSize2Parm( const char *val );
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bool ParseSize2Flags( const char *val );
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bool ParseLengthStart( const char *val );
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bool ParseLengthEnd( const char *val );
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bool ParseLengthParm( const char *val );
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bool ParseLengthFlags( const char *val );
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public:
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CPrimitiveTemplate();
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~CPrimitiveTemplate() {};
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bool ParsePrimitive( CGPGroup *grp );
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void operator=(const CPrimitiveTemplate &that);
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};
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// forward declaration
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struct SEffectTemplate;
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// Effects are built of one or more primitives
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struct SEffectTemplate
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{
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bool mInUse;
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bool mCopy;
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char mEffectName[MAX_QPATH]; // is this extraneous??
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int mPrimitiveCount;
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int mRepeatDelay;
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CPrimitiveTemplate *mPrimitives[FX_MAX_EFFECT_COMPONENTS];
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bool operator == (const char * name) const
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{
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return !stricmp( mEffectName, name );
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}
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void operator=(const SEffectTemplate &that);
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};
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//-----------------------------------------------------------------
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//
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// CFxScheduler
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//
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// The scheduler not only handles requests to play an effect, it
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// tracks the request throughout its life if necessary, creating
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// any of the delayed components as needed.
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//
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//-----------------------------------------------------------------
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// needs to be in global space now (loadsave stuff)
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#define MAX_LOOPED_FX 32
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// We hold a looped effect here
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struct SLoopedEffect
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{
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int mId; // effect id
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int mBoltInfo; // used to determine which bolt on the ghoul2 model we should be attaching this effect to
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int mNextTime; //time to render again
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int mLoopStopTime; //time to die
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bool mPortalEffect; // rww - render this before skyportals, and not in the normal world view.
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bool mIsRelative; // bolt this puppy on keep it updated
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};
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class CFxScheduler
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{
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private:
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// We hold a scheduled effect here
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struct SScheduledEffect
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{
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CPrimitiveTemplate *mpTemplate; // primitive template
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int mStartTime;
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char mModelNum; // uset to determine which ghoul2 model we want to bolt this effect to
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char mBoltNum; // used to determine which bolt on the ghoul2 model we should be attaching this effect to
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short mEntNum; // used to determine which entity this ghoul model is attached to.
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short mClientID; // FIXME: redundant. this is used for muzzle bolts, merge into normal bolting
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bool mPortalEffect; // rww - render this before skyportals, and not in the normal world view.
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bool mIsRelative; // bolt this puppy on keep it updated
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vec3_t mOrigin;
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vec3_t mAxis[3];
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bool operator <= (const int time) const
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{
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return mStartTime <= time;
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}
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};
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/* Looped Effects get stored and reschedule at mRepeatRate */
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// must be in sync with gLoopedEffectArray[MAX_LOOPED_FX]!
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//
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SLoopedEffect mLoopedEffectArray[MAX_LOOPED_FX];
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int ScheduleLoopedEffect( int id, int boltInfo, bool isPortal, int iLoopTime, bool isRelative );
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void AddLoopedEffects( );
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// this makes looking up the index based on the string name much easier
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typedef map<fxString_t, int> TEffectID;
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typedef list<SScheduledEffect*> TScheduledEffect;
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// Effects
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SEffectTemplate mEffectTemplates[FX_MAX_EFFECTS];
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TEffectID mEffectIDs; // if you only have the unique effect name, you'll have to use this to get the ID.
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// List of scheduled effects that will need to be created at the correct time.
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TScheduledEffect mFxSchedule;
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// Private function prototypes
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SEffectTemplate *GetNewEffectTemplate( int *id, const char *file );
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void AddPrimitiveToEffect( SEffectTemplate *fx, CPrimitiveTemplate *prim );
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int ParseEffect( const char *file, CGPGroup *base );
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void CreateEffect( CPrimitiveTemplate *fx, const vec3_t origin, vec3_t axis[3], int lateTime, int clientID = -1, int modelNum = -1, int boltNum = -1 );
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void CreateEffect( CPrimitiveTemplate *fx, int clientID, int lateTime );
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||||
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||||
public:
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||||
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||||
CFxScheduler();
|
||||
|
||||
void LoadSave_Read();
|
||||
void LoadSave_Write();
|
||||
void FX_CopeWithAnyLoadedSaveGames();
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||||
|
||||
int RegisterEffect( const char *file, bool bHasCorrectPath = false ); // handles pre-caching
|
||||
|
||||
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||||
// Nasty overloaded madness
|
||||
void PlayEffect( int id, vec3_t org, bool isPortal = false ); // uses a default up axis
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||||
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
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||||
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 );
|
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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 );
|
||||
|
||||
#ifdef _IMMERSION // for ff-system
|
||||
void PlayEffect( int id, int clientNum, vec3_t org, vec3_t fwd, bool isPortal = false );
|
||||
void PlayEffect( const char *file, int clientNum, vec3_t origin, vec3_t forward, bool isPortal = false );
|
||||
#endif // _IMMERSION
|
||||
|
||||
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 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
|
||||
Reference in New Issue
Block a user