quadrilateralcowboy/framework/DeclFX.h

114 lines
3.0 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __DECLFX_H__
#define __DECLFX_H__
/*
===============================================================================
idDeclFX
===============================================================================
*/
enum {
FX_LIGHT,
FX_PARTICLE,
FX_DECAL,
FX_MODEL,
FX_SOUND,
FX_SHAKE,
FX_ATTACHLIGHT,
FX_ATTACHENTITY,
FX_LAUNCH,
FX_SHOCKWAVE
};
//
// single fx structure
//
typedef struct {
int type;
int sibling;
idStr data;
idStr name;
idStr fire;
float delay;
float duration;
float restart;
float size;
float fadeInTime;
float fadeOutTime;
float shakeTime;
float shakeAmplitude;
float shakeDistance;
float shakeImpulse;
float lightRadius;
float rotate;
float random1;
float random2;
idVec3 lightColor;
idVec3 offset;
idMat3 axis;
bool soundStarted;
bool shakeStarted;
bool shakeFalloff;
bool shakeIgnoreMaster;
bool bindParticles;
bool explicitAxis;
bool noshadows;
bool particleTrackVelocity;
bool trackOrigin;
} idFXSingleAction;
//
// grouped fx structures
//
class idDeclFX : public idDecl {
public:
virtual size_t Size( void ) const;
virtual const char * DefaultDefinition( void ) const;
virtual bool Parse( const char *text, const int textLength );
virtual void FreeData( void );
virtual void Print( void ) const;
virtual void List( void ) const;
idList<idFXSingleAction>events;
idStr joint;
private:
void ParseSingleFXAction( idLexer &src, idFXSingleAction& FXAction );
};
#endif /* !__DECLFX_H__ */