forked from valve/halflife-sdk
159 lines
4.4 KiB
C++
159 lines
4.4 KiB
C++
/***
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*
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* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
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*
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* This product contains software technology from Valve Software, LLC,
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* Copyright © 1996-2001, Valve LLC, All rights reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* The Wastes Project. All other use, distribution, or modification is prohibited
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* without written permission from The Wastes Project.
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*
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***/
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#if !defined( __PARTICLEBASE_H_ )
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#define __PARTICLEBASE_H_
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#include <string.h> // memset
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#include <list>
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using namespace std;
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//
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// Data types
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//
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// Identical to vec3_t only it wont convert to Vector
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typedef vec_t psvec3_t[3];
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enum PclRenderMode_e {
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PRM_Normal = kRenderNormal,
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PRM_TransColor = kRenderTransColor,
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PRM_TransTexture = kRenderTransTexture,
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PRM_TransGlow = kRenderGlow,
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PRM_TransAlpha = kRenderTransAlpha,
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PRM_TransAdd = kRenderTransAdd,
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};
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enum PclCoordSystem_e {
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PCS_Standard, // Particles spawn based off emitter location then use world coordinates
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PCS_Relative, // Particles spawn based off emitter location, and stays relative to emitter location
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};
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// singly-linked particle
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struct CParticle
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{
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CParticle() :
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m_flLifetime( 0 ), m_iModelIndex( 0 ), m_pNext( 0 )
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{
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memset( m_Origin, 0, sizeof( m_Origin ) );
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memset( m_Velocity, 0, sizeof( m_Velocity ) );
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}
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void AddParticle( CParticle *pPcl )
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{
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if( m_pNext )
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m_pNext->AddParticle( pPcl );
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else
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{
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m_pNext = pPcl;
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}
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}
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psvec3_t m_Origin;
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psvec3_t m_Velocity;
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float m_flLifetime;
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float m_flScale;
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float m_flGrowScale;
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int m_iModelIndex;
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CParticle *m_pNext;
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};
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//
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// CSpriteEmitter
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//
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class CSpriteEmitter
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{
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public:
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CSpriteEmitter();
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CSpriteEmitter( const CSpriteEmitter &Cpy );
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~CSpriteEmitter();
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bool IsTransparent(){ return ( m_iRenderMode != PRM_Normal ) ? true : false; }
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void Render();
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void Update( double flFrametime );
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char m_szName[64]; // Emitter name
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int m_iNumSprites; // How many sprites does this emitter use?
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int m_iSpriteHandles[10]; // Handles to sprites to utilize
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psvec3_t m_Origin; // Location of this emitter
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psvec3_t m_Acceleration; // Acceleration to apply to each particle
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psvec3_t m_StartOriginOffset; // Offset to apply to each newly created particle
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psvec3_t m_StartOriginRange[2]; // Location min/max range to apply to each particle randomly
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psvec3_t m_StartVelocity[2]; // Starting velocity range for each particle
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psvec3_t m_MinVelocity; // Min particle velocity
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psvec3_t m_MaxVelocity; // Max particle velocity
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int m_iMaxParticles; // Maximum number of particles.
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float m_flParticlesPerSecond; // Particles to generate each second
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float m_flParticleLifetime[2]; // Particle lifetime range
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float m_flStartScaleRange[2]; // Particle starting scale range
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float m_flGrowScaleRange[2]; // Particle grow rate, rate per sec
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int m_iRenderMode; // Rendering mode of the particles
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int m_iCoordSystem; // Coordinate system for particles
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float m_flInactiveTime; // If the particle emitter can't be seen for this time, it wont be rendered.
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private:
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void AddParticle();
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void ClearList( CParticle *pList );
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CParticle *m_pParticles;
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float m_flLastParticleTime;
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float m_flNextPpsChange;
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int m_iNumParticles;
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float m_flInactiveStart;
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};
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class CParticleSystem
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{
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public:
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CParticleSystem();
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CParticleSystem( const CParticleSystem &Cpy );
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~CParticleSystem();
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void Render( int Transparent );
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void Update( double flFrametime );
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char m_szName[64]; // Particle system name
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psvec3_t m_Origin; // Particle system origin
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list<CSpriteEmitter> m_Emitters;
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};
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// Stores definitions of all particle systems read from disk
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// Also maintains currently active particle systems
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class CParticleSystemManager
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{
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public:
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CParticleSystemManager();
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~CParticleSystemManager();
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void RenderNormal();
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void RenderTransparent();
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void Update( double flFrametime );
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void AddParticleSystem( char *pszName, psvec3_t Origin );
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const CParticleSystem *GetParticleSystem( char *pszName );
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const CSpriteEmitter *GetEmitter( char *pszName );
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void CheckMap();
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private:
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list<CParticleSystem> m_ActiveSystems; // Currently active particle systems
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list<CSpriteEmitter> m_ReferenceEmitters; // Emitters loaded from disk
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list<CParticleSystem> m_ReferenceSystems; // Particle Systems loaded from disk
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char m_szCurrentLevel[1024];
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};
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extern CParticleSystemManager g_ParticleSystemManager;
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#endif
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