#pragma once #if !defined __TR_WORLDEFFECTS_H #define __TR_WORLDEFFECTS_H class CWorldEffectsSystem; #include "../game/q_shared.h" #define PARTICLE_FLAG_RENDER 0x00000001 struct SParticle { vec3_t pos; vec3_t velocity; unsigned flags; }; class CWorldEffect { protected: CWorldEffect *mNext, *mSlave, *mOwner; bool mEnabled, mIsSlave; public: enum { WORLDEFFECT_ENABLED = 0, WORLDEFFECT_PARTICLES, WORLDEFFECT_PARTICLE_COUNT, WORLDEFFECT_END }; public: CWorldEffect(CWorldEffect *owner = 0); virtual ~CWorldEffect(void); void SetNext(CWorldEffect *next) { mNext = next; } CWorldEffect *GetNext(void) { return mNext; } void SetSlave(CWorldEffect *slave) { mSlave = slave; } CWorldEffect *GetSlave(void) { return mSlave; } void AddSlave(CWorldEffect *slave); void SetIsSlave(bool isSlave) { mIsSlave = isSlave; } void SetOwner(CWorldEffect *owner) { mOwner = owner; } virtual bool Command(const char *command); virtual void ParmUpdate(CWorldEffectsSystem *system, int which); virtual void ParmUpdate(CWorldEffect *effect, int which); virtual void SetVariable(int which, bool newValue, bool doSlave = false); virtual void SetVariable(int which, float newValue, bool doSlave = false); virtual void SetVariable(int which, int newValue, bool doSlave = false); virtual void SetVariable(int which, vec3_t newValue, bool doSlave = false); virtual int GetIntVariable(int which) { return 0; } virtual SParticle *GetParticleVariable(int which) { return 0; } virtual void Update(CWorldEffectsSystem *system, float elapseTime); virtual void Render(CWorldEffectsSystem *system); }; class CWorldEffectsSystem { protected: CWorldEffect *mList, *mLast; public: CWorldEffectsSystem(void); virtual ~CWorldEffectsSystem(void); void AddWorldEffect(CWorldEffect *effect); virtual int GetIntVariable(int which) { return 0; } virtual SParticle *GetParticleVariable(int which) { return 0; } virtual float GetFloatVariable(int which) { return 0.0; } virtual float *GetVecVariable(int which) { return 0; } virtual bool Command(const char *command); virtual void Update(float elapseTime); virtual void ParmUpdate(int which); virtual void Render(void); }; void R_InitWorldEffects(void); void R_ShutdownWorldEffects(void); void RB_RenderWorldEffects(void); void R_WorldEffectCommand(const char *command); void R_WorldEffect_f(void); bool R_GetWindVector(vec3_t windVector); bool R_GetWindSpeed(float &windSpeed); bool R_IsRaining(); bool R_IsSnowing(); #endif // __TR_WORLDEFFECTS_H