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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
110 lines
3.7 KiB
C++
110 lines
3.7 KiB
C++
/*
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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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#include "renderer/RenderWorld.h"
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#include "Entity.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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