dhewm3-sdk/game/Fx.h
2018-08-27 15:13:17 +02:00

178 lines
5.6 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 __GAME_FX_H__
#define __GAME_FX_H__
#include "renderer/RenderWorld.h"
#include "Entity.h"
/*
===============================================================================
Special effects.
Ivan notes:
- duration 0 = endless ( it lasts al long as the others are active).
- duration -1 = like 0, but disabled when fade starts
If there are only endless ones, the fx is self-removed instantly unless "manualRemove" is set.
- delay -1 = activated when fade starts
If "manualRemove" is not set the fx will self-remove after the max "duration" value.
===============================================================================
*/
typedef struct {
renderLight_t renderLight; // light presented to the renderer
qhandle_t lightDefHandle; // handle to renderer light def
renderEntity_t renderEntity; // used to present a model to the renderer
int modelDefHandle; // handle to static renderer model
float delay;
int particleSystem;
int start;
bool soundStarted;
bool shakeStarted;
bool decalDropped;
bool launched;
} idFXLocalAction;
class idEntityFx : public idEntity {
public:
CLASS_PROTOTYPE( idEntityFx );
idEntityFx();
virtual ~idEntityFx();
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
void Setup( const char *fx );
void Run( int time );
virtual void Start( int time ); //ivan - virtual added
void Stop( void );
const int Duration( void );
const char * EffectName( void );
const char * Joint( void );
const bool Done( void );
//ivan start
void FadeOutFx( void );
const int FadeDuration( void );
//ivan end
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
virtual void ClientPredictionThink( void );
//static idEntityFx * StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind );
static idEntityFx * StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind, bool orientated = true, jointHandle_t jointnum = INVALID_JOINT ); //ivan
static void StartFxUtility( idEntityFx *nfx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind, bool orientated = true, jointHandle_t jointnum = INVALID_JOINT ); //ivan
protected:
void Event_Trigger( idEntity *activator );
void Event_ClearFx( void );
//ivan start
void Event_FadeFx( void );
void SetupFade( void );
void ResetShaderParms( void );
//ivan end
void CleanUp( void );
void CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction );
void ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart );
int started;
int nextTriggerTime;
const idDeclFX * fxEffect; // GetFX() should be called before using fxEffect as a pointer
idList<idFXLocalAction> actions;
idStr systemName;
//ivan start
bool manualRemove;
bool manualFadeIsOn;
bool endlessSounds;
//ivan end
};
class idTeleporter : public idEntityFx {
public:
CLASS_PROTOTYPE( idTeleporter );
private:
// teleporters to this location
void Event_DoAction( idEntity *activator );
};
//ivan start
// see 'dmgFxTypeString' array
enum {
DMGFX_NONE = 0, //no fx
DMGFX_FLAMES,
DMGFX_ELECTRO,
DMGFX_TOXIC,
NUM_DMGFX_TYPES //always the last
};
class idDamagingFx : public idEntityFx {
public:
CLASS_PROTOTYPE( idDamagingFx );
idDamagingFx();
virtual ~idDamagingFx();
void Spawn( void );
virtual void Think( void );
static idDamagingFx * StartDamagingFx( int type, idEntity *victimEnt );
virtual void Start( int time );
void Restart( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
int GetDmgFxType( void ){ return dmgfxType; };
private:
idStr damageDefString;
idEntityPtr<idEntity> victim;
int nextDamageTime;
int damageRate;
int endDamageTime;
int dmgfxType;
};
//ivan end
#endif /* !__GAME_FX_H__ */