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fteqw/engine/common/particles.h
TimeServ 83cc102208 m_accel/m_accel_noforce/m_threshold_noforce added, m_filter fixed up
added particle fields inwater and spawnchance
changed particle field timelimit -> spawntime
emit state is now kept (fixes rid# 1015648 FINALLY)


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1203 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-08-06 22:39:28 +00:00

186 lines
5.1 KiB
C

#ifndef _PARTICLES_H_
#define _PARTICLES_H_
extern int pt_explosion,
pt_pointfile,
pt_entityparticles,
pt_darkfield,
pt_blob,
pt_blood,
pt_lightningblood,
pt_gunshot,
pt_wizspike,
pt_knightspike,
pt_spike,
pt_superspike,
pt_lavasplash,
pt_teleportsplash,
pt_blasterparticles,
pt_torch,
pt_flame,
pt_bullet,
pt_superbullet,
pe_default;
extern int rt_blastertrail,
rt_railtrail,
rt_bubbletrail,
rt_rocket,
rt_grenade,
rt_gib,
rt_lightning1,
rt_lightning2,
rt_lightning3,
pt_lightning1_end,
pt_lightning2_end,
pt_lightning3_end;
/*
extern int rt_rocket_trail,
rt_smoke,
rt_blood,
rt_tracer,
rt_slight_blood,
rt_tracer2,
rt_voor_trail,
rt_fireball,
rt_ice,
rt_spit,
rt_spell,
rt_vorpal,
rt_setstaff,
rt_magicmissile,
rt_boneshard,
rt_scarab,
rt_acidball,
rt_bloodshot,
rt_blastertrail,
rt_railtrail,
rt_bubbletrail;
*/
struct beamseg_s;
typedef struct trailstate_s {
struct trailstate_s **key; // key to check if ts has been overwriten
struct trailstate_s *assoc; // assoc linked trail
struct beamseg_s *lastbeam; // last beam pointer (flagged with BS_LASTSEG)
union {
float lastdist; // last distance used with particle effect
float statetime; // time to emit effect again (used by spawntime field)
};
union {
float laststop; // last stopping point for particle effect
float emittime; // used by r_effect emitters
};
} trailstate_t;
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
typedef struct particle_s
{
struct particle_s *next;
float die;
// driver-usable fields
vec3_t org;
float color; //used by sw renderer. To be removed.
vec3_t rgb;
float alpha;
float scale;
vec3_t vel; //renderer uses for sparks
float angle;
union {
float nextemit;
trailstate_t *trailstate;
};
// drivers never touch the following fields
float rotationspeed;
} particle_t;
typedef struct clippeddecal_s
{
struct clippeddecal_s *next;
float die;
vec3_t center;
vec3_t vertex[3];
vec2_t texcoords[3];
vec3_t rgb;
float alpha;
} clippeddecal_t;
#define BS_LASTSEG 0x1 // no draw to next, no delete
#define BS_DEAD 0x2 // segment is dead
#define BS_NODRAW 0x4 // only used for lerp switching
typedef struct beamseg_s
{
struct beamseg_s *next; // next in beamseg list
particle_t *p;
int flags; // flags for beamseg
vec3_t dir;
float texture_s;
} beamseg_t;
#define PARTICLE_Z_CLIP 8.0
#define frandom() (rand()*(1.0f/RAND_MAX))
#define crandom() (rand()*(2.0f/RAND_MAX)-1.0f)
#define hrandom() (rand()*(1.0f/RAND_MAX)-0.5f)
//main functions
void P_DrawParticles (void);
void P_InitParticles (void);
void P_ClearParticles (void);
void P_NewServer(void);
//allocate a new effect
int P_ParticleTypeForName(char *name);
int P_AllocateParticleType(char *name); //find one if it exists, or create if it doesn't.
int P_FindParticleType(char *name); //checks if particle description 'name' exists, returns -1 if not.
int P_DescriptionIsLoaded(char *name); //returns true if it's usable.
void P_SkyTri(float *v1, float *v2, float *v3, struct msurface_s *surf);
// default particle effect
void P_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); //aka: the particle builtin.
//wierd effects
void P_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count); //these three are needed for hexen2.
void P_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count);
void P_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count);
void P_DarkFieldParticles (float *org, qbyte colour);
void P_EntityParticles (float *org, qbyte colour, float *radius); //nq's EF_BRIGHTFIELD
void P_EmitEffect (vec3_t pos, int type, trailstate_t **tsk); //particles centered around a model, called every frame for those models.
//functions that spawn point effects (basically just pass throughs)
void P_BlobExplosion (vec3_t org); //tarbaby explosion or TF emp.
void P_ParticleExplosion (vec3_t org); //rocket explosion (sprite is allocated seperatly :( )
void P_LavaSplash (vec3_t org); //cthon dying, or a gas grenade.
void P_RunParticleCube(vec3_t minb, vec3_t maxb, vec3_t dir, float count, int colour, qboolean gravity, float jitter);
void P_RunParticleWeather(vec3_t minb, vec3_t maxb, vec3_t dir, float count, int colour, char *efname);
//the core spawn function for trails. (trailstate can be null)
int P_ParticleTrail (vec3_t start, vec3_t end, int type, trailstate_t **trailstate);
void P_DefaultTrail (struct model_s *model); //fills in the default particle properties for a loaded model. Should already have the model flags set.
//the core spawn function for point effects
int P_RunParticleEffectState (vec3_t org, vec3_t dir, float count, int typenum, trailstate_t **tsk); //1 if failed
int P_RunParticleEffectTypeString (vec3_t org, vec3_t dir, float count, char *name); //1 if failed.
#define P_RunParticleEffectType(a,b,c,d) P_RunParticleEffectState(a,b,c,d,NULL)
void P_EmitSkyEffectTris(struct model_s *mod, struct msurface_s *fa);
// trailstate functions
void P_DelinkTrailstate(trailstate_t **tsk);
typedef enum { BM_MERGE, BM_ADD, BM_SUBTRACT } blendmode_t;
#endif