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107 lines
3.7 KiB
C
107 lines
3.7 KiB
C
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_FX_H__
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#define __GAME_FX_H__
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/*
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===============================================================================
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Special effects.
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===============================================================================
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*/
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typedef struct {
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renderLight_t renderLight; // light presented to the renderer
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qhandle_t lightDefHandle; // handle to renderer light def
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renderEntity_t renderEntity; // used to present a model to the renderer
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int modelDefHandle; // handle to static renderer model
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float delay;
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int particleSystem;
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int start;
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bool soundStarted;
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bool shakeStarted;
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bool decalDropped;
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bool launched;
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} idFXLocalAction;
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class idEntityFx : public idEntity {
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public:
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CLASS_PROTOTYPE( idEntityFx );
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idEntityFx();
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virtual ~idEntityFx();
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Think();
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void Setup( const char *fx );
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void Run( int time );
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void Start( int time );
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void Stop( void );
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const int Duration( void );
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const char * EffectName( void );
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const char * Joint( void );
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const bool Done();
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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virtual void ClientPredictionThink( void );
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static idEntityFx * StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind );
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protected:
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void Event_Trigger( idEntity *activator );
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void Event_ClearFx( void );
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void CleanUp( void );
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void CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction );
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void ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart );
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int started;
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int nextTriggerTime;
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const idDeclFX * fxEffect; // GetFX() should be called before using fxEffect as a pointer
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idList<idFXLocalAction> actions;
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idStr systemName;
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};
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class idTeleporter : public idEntityFx {
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public:
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CLASS_PROTOTYPE( idTeleporter );
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private:
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// teleporters to this location
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void Event_DoAction( idEntity *activator );
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};
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#endif /* !__GAME_FX_H__ */
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