/* render.h public interface to refresh functions Copyright (C) 1996-1997 Id Software, Inc. This program 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifndef _R_DYNAMIC_H #define _R_DYNAMIC_H #include "QF/mathlib.h" typedef enum { PE_UNKNOWN, PE_GUNSHOT, PE_BLOOD, PE_LIGHTNINGBLOOD, PE_SPIKE, PE_SUPERSPIKE, PE_KNIGHTSPIKE, PE_WIZSPIKE, } particle_effect_t; void R_ParseParticleEffect (void); struct entity_s; void R_RocketTrail (struct entity_s *ent); void R_GrenadeTrail (struct entity_s *ent); void R_BloodTrail (struct entity_s *ent); void R_SlightBloodTrail (struct entity_s *ent); void R_GreenTrail (struct entity_s *ent); void R_FlameTrail (struct entity_s *ent); void R_VoorTrail (struct entity_s *ent); void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); void R_RunPuffEffect (vec3_t org, particle_effect_t type, byte count); void R_RunSpikeEffect (vec3_t org, particle_effect_t type); void R_DarkFieldParticles (struct entity_s *ent); void R_EntityParticles (struct entity_s *ent); void R_BlobExplosion (vec3_t org); void R_ParticleExplosion (vec3_t org); void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength); void R_LavaSplash (vec3_t org); void R_TeleportSplash (vec3_t org); void R_PushDlights (vec3_t entorigin); void R_InitParticles (void); inline void R_ClearParticles (void); void R_DrawParticles (void); #define MAX_FIRES 128 // rocket flames typedef struct { int key; // allows reusability vec3_t origin, owner; float size; float die, decay; // duration settings float minlight; // lighting threshold float color[3]; // RGB } fire_t; extern fire_t r_fires[]; void R_AddFire (vec3_t start, vec3_t end, struct entity_s *ent); void R_DrawFire (fire_t *f); void R_UpdateFires (void); fire_t *R_AllocFire (int key); void R_ClearFires (void); #endif // _R_DYNAMIC_H