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101 lines
4.6 KiB
C++
101 lines
4.6 KiB
C++
#ifndef PARTICLEMAN_H
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#define PARTICLEMAN_H
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#include "interface.h"
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#include "pman_triangleffect.h"
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#define PARTICLEMAN_INTERFACE "create_particleman"
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#ifdef _WIN32
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#define PARTICLEMAN_DLLNAME "cl_dlls/particleman.dll"
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#elif defined(OSX)
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#define PARTICLEMAN_DLLNAME "cl_dlls/particleman.dylib"
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#elif defined(LINUX)
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#define PARTICLEMAN_DLLNAME "cl_dlls/particleman.so"
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#else
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#error
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#endif
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class CBaseParticle;
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class IParticleMan : public IBaseInterface
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{
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protected:
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virtual ~IParticleMan() {}
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public:
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virtual void SetUp( cl_enginefunc_t *pEnginefuncs ) = 0;
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virtual void Update ( void ) = 0;
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virtual void SetVariables ( float flGravity, Vector vViewAngles ) = 0;
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virtual void ResetParticles ( void ) = 0;
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virtual void ApplyForce ( Vector vOrigin, Vector vDirection, float flRadius, float flStrength, float flDuration ) = 0;
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virtual void AddCustomParticleClassSize ( unsigned long lSize ) = 0;
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//Use this if you want to create a new particle without any overloaded functions, Think, Touch, etc.
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//Just call this function, set the particle's behavior and let it rip.
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virtual CBaseParticle *CreateParticle( Vector org, Vector normal, model_s * sprite, float size, float brightness, const char *classname ) = 0;
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//Use this to take a block from the mempool for custom particles ( used in new ).
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virtual char *RequestNewMemBlock( int iSize ) = 0;
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//These ones are used along a custom Create for new particles you want to override their behavior.
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//You can call these whenever you want, but they are mainly used by CBaseParticle.
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virtual void CoreInitializeSprite ( CCoreTriangleEffect *pParticle, Vector org, Vector normal, model_s *sprite, float size, float brightness ) = 0; //Only use this for TrianglePlanes
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virtual void CoreThink( CCoreTriangleEffect *pParticle, float time ) = 0;
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virtual void CoreDraw( CCoreTriangleEffect *pParticle ) = 0;
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virtual void CoreAnimate( CCoreTriangleEffect *pParticle, float time ) = 0;
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virtual void CoreAnimateAndDie( CCoreTriangleEffect *pParticle, float time ) = 0;
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virtual void CoreExpand ( CCoreTriangleEffect *pParticle, float time ) = 0;
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virtual void CoreContract ( CCoreTriangleEffect *pParticle, float time ) = 0;
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virtual void CoreFade ( CCoreTriangleEffect *pParticle, float time ) = 0;
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virtual void CoreSpin ( CCoreTriangleEffect *pParticle, float time ) = 0;
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virtual void CoreCalculateVelocity( CCoreTriangleEffect *pParticle, float time ) = 0;
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virtual void CoreCheckCollision( CCoreTriangleEffect *pParticle, float time ) = 0;
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virtual void CoreTouch ( CCoreTriangleEffect *pParticle, Vector pos, Vector normal, int index ) = 0;
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virtual void CoreDie ( CCoreTriangleEffect *pParticle ) = 0;
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virtual void CoreForce ( CCoreTriangleEffect *pParticle ) = 0;
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virtual bool CoreCheckVisibility ( CCoreTriangleEffect *pParticle ) = 0;
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virtual void SetRender( int iRender ) = 0;
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};
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extern IParticleMan *g_pParticleMan;
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class CBaseParticle : public CCoreTriangleEffect
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{
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public:
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virtual void Think( float time ){ g_pParticleMan->CoreThink( this, time ); }
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virtual void Draw( void ) { g_pParticleMan->CoreDraw( this ); }
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virtual void Animate( float time ) { g_pParticleMan->CoreAnimate( this, time ); }
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virtual void AnimateAndDie( float time ) { g_pParticleMan->CoreAnimateAndDie( this, time ); }
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virtual void Expand( float time ) { g_pParticleMan->CoreExpand( this, time ); }
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virtual void Contract( float time ) { g_pParticleMan->CoreContract( this, time ); }
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virtual void Fade( float time ) { g_pParticleMan->CoreFade( this, time ); }
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virtual void Spin( float time ) { g_pParticleMan->CoreSpin( this, time ); }
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virtual void CalculateVelocity( float time ) { g_pParticleMan->CoreCalculateVelocity( this, time ); }
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virtual void CheckCollision( float time ) { g_pParticleMan->CoreCheckCollision( this, time ); }
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virtual void Touch(Vector pos, Vector normal, int index) { g_pParticleMan->CoreTouch( this, pos, normal, index ); }
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virtual void Die ( void ) { g_pParticleMan->CoreDie( this ); }
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virtual void Force ( void ) { g_pParticleMan->CoreForce( this ); }
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virtual bool CheckVisibility ( void ) { return g_pParticleMan->CoreCheckVisibility( this ); }
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virtual void InitializeSprite( Vector org, Vector normal, model_s *sprite, float size, float brightness )
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{
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g_pParticleMan->CoreInitializeSprite ( this, org, normal, sprite, size, brightness );
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}
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void * operator new( size_t size ) //this asks for a new block of memory from the MiniMem class
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{
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return( g_pParticleMan->RequestNewMemBlock( size ) );
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}
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#ifdef POSIX
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void * operator new( size_t size, const std::nothrow_t&) throw() //this asks for a new block of memory from the MiniMem class
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{
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return( g_pParticleMan->RequestNewMemBlock( size ) );
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}
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#endif
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};
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#endif //PARTICLEMAN_H
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