mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 06:51:22 +00:00
110 lines
3.8 KiB
C++
110 lines
3.8 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
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
|
|
{
|
|
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
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idEntityFx );
|
|
|
|
idEntityFx();
|
|
virtual ~idEntityFx();
|
|
|
|
void Spawn();
|
|
|
|
void Save( idSaveGame* savefile ) const;
|
|
void Restore( idRestoreGame* savefile );
|
|
|
|
virtual void Think();
|
|
void Setup( const char* fx );
|
|
void Run( int time );
|
|
void Start( int time );
|
|
void Stop();
|
|
const int Duration();
|
|
const char* EffectName();
|
|
const char* Joint();
|
|
const bool Done();
|
|
|
|
virtual void WriteToSnapshot( idBitMsg& msg ) const;
|
|
virtual void ReadFromSnapshot( const idBitMsg& msg );
|
|
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 );
|
|
|
|
protected:
|
|
void Event_Trigger( idEntity* activator );
|
|
void Event_ClearFx();
|
|
|
|
void CleanUp();
|
|
void CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction );
|
|
void ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart );
|
|
|
|
int started;
|
|
int nextTriggerTime;
|
|
const idDeclFX* fxEffect; // GetFX() should be called before using fxEffect as a pointer
|
|
idList<idFXLocalAction, TAG_FX> actions;
|
|
idStr systemName;
|
|
};
|
|
|
|
class idTeleporter : public idEntityFx
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idTeleporter );
|
|
|
|
private:
|
|
// teleporters to this location
|
|
void Event_DoAction( idEntity* activator );
|
|
};
|
|
|
|
#endif /* !__GAME_FX_H__ */
|