2004-08-23 00:15:46 +00:00
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#ifndef _PARTICLES_H_
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#define _PARTICLES_H_
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extern int pt_explosion,
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pt_emp,
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pt_pointfile,
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pt_entityparticles,
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pt_darkfield,
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pt_blob,
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pt_blood,
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pt_lightningblood,
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pt_gunshot,
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pt_wizspike,
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pt_knightspike,
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pt_spike,
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pt_superspike,
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pt_lavasplash,
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pt_teleportsplash,
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pt_blasterparticles,
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pt_torch,
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pt_flame,
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pt_bullet,
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pt_superbullet,
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pe_default;
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extern int rt_rocket_trail,
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rt_smoke,
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rt_blood,
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rt_tracer,
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rt_slight_blood,
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rt_tracer2,
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rt_voor_trail,
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rt_fireball,
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rt_ice,
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rt_spit,
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rt_spell,
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rt_vorpal,
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rt_setstaff,
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rt_magicmissile,
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rt_boneshard,
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rt_scarab,
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rt_acidball,
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rt_bloodshot,
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rt_blastertrail,
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rt_railtrail,
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rt_bubbletrail;
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// !!! if this is changed, it must be changed in d_ifacea.h too !!!
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typedef struct particle_s
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{
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// driver-usable fields
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vec3_t org;
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float color;
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vec3_t rgb;
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float alpha;
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2004-10-03 22:52:02 +00:00
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float scale;
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2004-10-15 18:21:57 +00:00
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vec3_t vel;
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float angle;
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float rotationspeed;
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float nextemit;
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2004-08-23 00:15:46 +00:00
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// drivers never touch the following fields
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2004-10-03 22:52:02 +00:00
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2004-08-23 00:15:46 +00:00
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struct particle_s *next;
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float die;
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} particle_t;
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2004-10-15 00:00:15 +00:00
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#define BS_LASTSEG 0x1 // no draw to next, no delete
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#define BS_DEAD 0x2 // segment is dead
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#define BS_NODRAW 0x4 // only used for lerp switching
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typedef struct beamseg_s
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{
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particle_t *p;
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struct beamseg_s *next; // next in beamseg list
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int flags; // flags for beamseg
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vec3_t dir;
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2004-10-15 00:25:17 +00:00
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float texture_s;
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2004-10-15 00:00:15 +00:00
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} beamseg_t;
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2004-08-23 00:15:46 +00:00
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#define PARTICLE_Z_CLIP 8.0
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#define frandom() (rand()*(1.0f/RAND_MAX))
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#define crandom() (rand()*(2.0f/RAND_MAX)-1.0f)
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#define hrandom() (rand()*(1.0f/RAND_MAX)-0.5f)
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2005-03-10 03:55:18 +00:00
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//main functions
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void P_DrawParticles (void);
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void P_InitParticles (void);
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void P_ClearParticles (void);
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void P_NewServer(void);
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//allocate a new effect
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int P_ParticleTypeForName(char *name);
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int P_AllocateParticleType(char *name);
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void P_SkyTri(float *v1, float *v2, float *v3, struct msurface_s *surf);
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//wierd effects
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void P_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); //aka: the particle builtin.
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void P_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count); //these three are needed for hexen2.
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void P_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count);
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void P_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count);
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void P_DarkFieldParticles (float *org, qbyte colour);
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void P_EntityParticles (float *org, qbyte colour, float *radius); //nq's EF_BRIGHTFIELD
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void P_TorchEffect (vec3_t pos, int type); //particles centered around a model, called every frame for those models.
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//functions that spawn trails (basically just pass throughs)
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void P_BlasterParticles (vec3_t org, vec3_t dir);
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//functions that spawn point effects (basically just pass throughs)
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void P_BlobExplosion (vec3_t org); //tarbaby explosion or TF emp.
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void P_ParticleExplosion (vec3_t org); //rocket explosion (sprite is allocated seperatly :( )
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void P_LavaSplash (vec3_t org); //cthon dying, or a gas grenade.
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void P_TeleportSplash (vec3_t org); //teleporter effect.
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typedef struct {
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float lastdist;
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struct beamseg_s *lastbeam; // last beam point
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} trailstate_t;
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//the core spawn function for trails. (trailstate can be null)
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int P_ParticleTrail (vec3_t start, vec3_t end, int type, trailstate_t *trailstate);
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void P_DefaultTrail (struct model_s *model); //fills in the default particle properties for a loaded model. Should already have the model flags set.
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//the core spawn function for point effects
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int P_RunParticleEffectType(vec3_t org, vec3_t dir, float count, int type); //1 if failed.
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void P_EmitSkyEffectTris(struct model_s *mod, struct msurface_s *fa);
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2004-08-23 00:15:46 +00:00
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#endif
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