dhewm3/neo/framework/DeclFX.h
dhewg 736ec20d4d Untangle the epic precompiled.h mess
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.
2011-12-19 23:21:47 +01:00

118 lines
3.2 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__
#include "idlib/containers/List.h"
#include "idlib/math/Matrix.h"
#include "idlib/Str.h"
#include "framework/DeclManager.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__ */