doom3-bfg/neo/d3xp/Fx.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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__
/*
===============================================================================
Special effects.
===============================================================================
*/
typedef struct
{
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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
{
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public:
CLASS_PROTOTYPE( idEntityFx );
idEntityFx();
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virtual ~idEntityFx();
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void Spawn();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
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virtual void Think();
void Setup( const char* fx );
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void Run( int time );
void Start( int time );
void Stop();
const int Duration();
const char* EffectName();
const char* Joint();
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const bool Done();
virtual void WriteToSnapshot( idBitMsg& msg ) const;
virtual void ReadFromSnapshot( const idBitMsg& msg );
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virtual void ClientThink( const int curTime, const float fraction, const bool predict );
virtual void ClientPredictionThink();
static idEntityFx* StartFx( const char* fx, const idVec3* useOrigin, const idMat3* useAxis, idEntity* ent, bool bind );
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protected:
void Event_Trigger( idEntity* activator );
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void Event_ClearFx();
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void CleanUp();
void CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction );
void ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart );
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int started;
int nextTriggerTime;
const idDeclFX* fxEffect; // GetFX() should be called before using fxEffect as a pointer
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idList<idFXLocalAction, TAG_FX> actions;
idStr systemName;
};
class idTeleporter : public idEntityFx
{
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public:
CLASS_PROTOTYPE( idTeleporter );
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private:
// teleporters to this location
void Event_DoAction( idEntity* activator );
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};
#endif /* !__GAME_FX_H__ */