mirror of
https://github.com/shawns-valve/halflife.git
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209 lines
4.9 KiB
C++
209 lines
4.9 KiB
C++
#ifndef TRIANGLEEFFECT_H__
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#define TRIANGLEEFFECT_H__
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#ifdef _WIN32
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#pragma once
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#endif
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#define TRI_COLLIDEWORLD 0x00000020
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#define TRI_COLLIDEALL 0x00001000 // will collide with world and slideboxes
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#define TRI_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything
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#define TRI_SPIRAL 0x00008000
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#define TRI_ANIMATEDIE 0x00016000 //animate once and then die
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#define TRI_WATERTRACE 0x00032000
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#define CULL_FRUSTUM_POINT ( 1 << 0 )
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#define CULL_FRUSTUM_SPHERE ( 1 << 1 )
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#define CULL_FRUSTUM_PLANE ( 1 << 2 )
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#define CULL_PVS ( 1 << 3 )
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#define LIGHT_NONE ( 1 << 4 )
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#define LIGHT_COLOR ( 1 << 5 )
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#define LIGHT_INTENSITY ( 1 << 6 )
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#define RENDER_FACEPLAYER ( 1 << 7 ) // m_vAngles == Player view angles
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#define RENDER_FACEPLAYER_ROTATEZ ( 1 << 8 ) //Just like above but m_vAngles.z is untouched so the sprite can rotate.
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#include "pman_particlemem.h"
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//pure virtual baseclass
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class CCoreTriangleEffect
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{
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private:
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int m_iRenderFlags;
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float m_flNextPVSCheck;
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bool m_bInPVS;
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int m_iCollisionFlags;
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float m_flPlayerDistance; //Used for sorting the particles, DO NOT TOUCH.
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public:
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void * operator new(size_t size)
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{
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// Requested size should match size of class.
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if ( size != sizeof( CCoreTriangleEffect ) )
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#ifdef _WIN32
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throw "Error in requested size of new particle class instance.";
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#else
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return NULL;
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#endif
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return((CCoreTriangleEffect *) CMiniMem::Instance()->newBlock());
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}//this asks for a new block of memory from the MiniMen class
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virtual void Think( float time ) = 0;
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virtual bool CheckVisibility ( void ) = 0;
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virtual void Draw( void ) = 0;
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virtual void Animate( float time ) = 0;
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virtual void AnimateAndDie( float time ) = 0;
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virtual void Expand( float time ) = 0;
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virtual void Contract( float time ) = 0;
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virtual void Fade( float time ) = 0;
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virtual void Spin( float time ) = 0;
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virtual void CalculateVelocity( float time ) = 0;
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virtual void CheckCollision( float time ) = 0;
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virtual void Touch(Vector pos, Vector normal, int index) = 0;
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virtual void Die ( void ) = 0;
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virtual void InitializeSprite( Vector org, Vector normal, model_s * sprite, float size, float brightness ) = 0;
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virtual void Force ( void ) = 0;
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float m_flSize; //scale of object
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float m_flScaleSpeed; //speed at which object expands
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float m_flContractSpeed; //speed at which object expands
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float m_flStretchX;
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float m_flStretchY;
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float m_flBrightness; //transparency of object
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float m_flFadeSpeed; //speed at which object fades
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float m_flTimeCreated; //time object was instanced
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float m_flDieTime; //time to remove an object
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float m_flGravity; //how effected by gravity is this object
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float m_flAfterDampGrav;
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float m_flDampingVelocity;
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float m_flDampingTime;
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int m_iFramerate;
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int m_iNumFrames;
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int m_iFrame;
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int m_iRendermode;
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Vector m_vOrigin; //object's position
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Vector m_vAngles; //normal angles of object
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Vector m_vAVelocity;
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Vector m_vVelocity;
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Vector m_vLowLeft;
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Vector m_vLowRight;
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Vector m_vTopLeft;
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Vector m_vColor;
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float m_flMass;
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model_s * m_pTexture;
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float m_flBounceFactor;
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char m_szClassname[32];
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bool m_bInWater;
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bool m_bAffectedByForce;
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int m_iAfterDampFlags;
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void SetLightFlag ( int iFlag )
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{
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m_iRenderFlags &= ~( LIGHT_NONE | LIGHT_INTENSITY | LIGHT_COLOR );
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m_iRenderFlags |= iFlag;
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}
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void SetCullFlag( int iFlag )
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{
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m_iRenderFlags &= ~( CULL_PVS | CULL_FRUSTUM_POINT | CULL_FRUSTUM_PLANE | CULL_FRUSTUM_SPHERE );
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m_iRenderFlags |= iFlag;
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}
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int GetRenderFlags( void )
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{
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return m_iRenderFlags;
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}
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bool GetParticlePVS ( void )
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{
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return m_bInPVS;
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}
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void SetParticlePVS ( bool bPVSStat )
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{
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m_bInPVS = bPVSStat;
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}
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float GetNextPVSCheck( void )
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{
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return m_flNextPVSCheck;
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}
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void SetNextPVSCheck( float flTime )
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{
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m_flNextPVSCheck = flTime;
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}
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void SetCollisionFlags ( int iFlag )
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{
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m_iCollisionFlags |= iFlag;
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}
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void ClearCollisionFlags ( int iFlag )
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{
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m_iCollisionFlags &= ~iFlag;
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}
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int GetCollisionFlags ( void )
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{
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return m_iCollisionFlags;
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}
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void SetRenderFlag( int iFlag )
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{
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m_iRenderFlags |= iFlag;
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}
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float GetPlayerDistance ( void ) { return m_flPlayerDistance; }
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void SetPlayerDistance ( float flDistance ) { m_flPlayerDistance = flDistance; }
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protected:
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float m_flOriginalSize;
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Vector m_vOriginalAngles;
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float m_flOriginalBrightness;
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Vector m_vPrevOrigin;
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float m_flNextCollisionTime;
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protected:
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static bool CheckSize(int size)
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{
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// This check will help prevent a class frome being defined later,
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// that is larger than the max size MemoryPool is expecting,
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// from being successfully allocated.
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if (size > (unsigned long) CMiniMem::Instance()->MaxBlockSize())
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{
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#ifdef _WIN32
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throw "New particle class is larger than memory pool max size, update lMaxParticleClassSize() function.";
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#endif
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return(false);
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}
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return(true);
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}
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};
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#endif//TRIANGLEEFFECT_H__
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