dhewm3-sdk/game/TrailGenerator.h

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// Created by ivan_the_B
//
#ifndef __GAME_TRAILGENERATOR_H__
#define __GAME_TRAILGENERATOR_H__
2018-08-27 13:13:36 +00:00
#include "gamesys/SaveGame.h"
#include "idlib/math/Vector.h"
#define MAX_TRAILS 32
/*
===============================================================================
idTrailManager
===============================================================================
*/
class idTrailGenerator;
class idTrailManager {
public:
idTrailManager( void );
~idTrailManager( void );
void Init( void );
void Shutdown( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Think( void );
idTrailGenerator* NewTrailGen( void );
void RemoveTrailGen( idTrailGenerator* trailGen );
idTrailGenerator* FindTrailByUniqueId( int id );
idTrailGenerator* FindTrailByLocalPos( int pos );
int GetSafeUniqueId( idTrailGenerator* trailGen );
private:
friend class idTrailGenerator; //idTrailGenerator can directly access trails array to save performace
//global
bool initialized;
int lastUniqueId;
int minFreePos;
int maxAllocPos;
//points list
idTrailGenerator* trails[MAX_TRAILS];
int uniqueIds[MAX_TRAILS];
};
/*
===============================================================================
idTrailGenerator
===============================================================================
*/
class idTrailGenerator {
public:
idTrailGenerator( void );
~idTrailGenerator( void );
int GetUniqueId(){ return uniqueId; }
int GetLocalPos(){ return localPos; }
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Fade( void );
void AddNewPoints( const idVec3 &newPosL, const idVec3 &newPosH );
void RemoveOldestPoints( void );
void StartTrail( const char *newTrailDefName );
void RestartTrail( void );
void FadeTrail( void );
void StopTrail( void );
bool IsEnabled( void ){ return enabled; };
bool IsFading( void ){ return fading; };
private:
friend class idTrailManager; //idTrailManager is the onyl class that can call "init"
//global
int uniqueId; //used by other entities to find this after reload. Also used by and ModelCallback().
int localPos;
bool initialized;
//int thinkFlags;
// settings
bool enabled;
bool fading;
idVec3 fadingColorStep;
int fadingTime; //how long fading takes
int fadingEndTime; //end fade time
int maxPoints;
const idMaterial * material;
//trail def
const idDict * trailDef;
idStr trailDefName; //this is just to SAVE/RESTORE trailDef
//points list
idList<idVec3> points;
// rendering
renderEntity_t renderEntity; // used to present a model to the renderer
int renderEntityHandle; // handle to static renderer model
mutable int lastRenderEntityUpdate;
mutable bool modelChanged;
void Init( int uniId, int locId );
void FreeEntityDef( void );
void UpdateVisuals( void );
bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) const;
static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView );
};
/*
ID_INLINE bool idTrailGenerator::IsFading( void ) {
return fading;
}
*/
#endif /* !__GAME_TRAILGENERATOR_H__ */