gzdoom-gles/src/p_effect.h

97 lines
3.2 KiB
C++

/*
** p_effect.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#pragma once
#include "vectors.h"
#define FX_ROCKET 0x00000001
#define FX_GRENADE 0x00000002
#define FX_RESPAWNINVUL 0x00000020
#define FX_VISIBILITYPULSE 0x00000040
struct subsector_t;
// [RH] Particle details
struct particle_t
{
DVector3 Pos;
DVector3 Vel;
DVector3 Acc;
double size;
double sizestep;
subsector_t * subsector;
int32_t ttl;
uint8_t bright;
bool notimefreeze;
float fadestep;
float alpha;
int color;
uint16_t tnext;
uint16_t snext;
};
extern particle_t *Particles;
extern TArray<uint16_t> ParticlesInSubsec;
const uint16_t NO_PARTICLE = 0xffff;
void P_ClearParticles ();
void P_FindParticleSubsectors ();
class AActor;
particle_t *JitterParticle (int ttl);
particle_t *JitterParticle (int ttl, double drift);
void P_ThinkParticles (void);
void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size, double fadestep, double sizestep, int flags = 0);
void P_InitEffects (void);
void P_RunEffects (void);
void P_RunEffect (AActor *actor, int effects);
struct SPortalHit
{
DVector3 HitPos;
DVector3 ContPos;
DVector3 OutDir;
};
void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, DAngle angle = 0., int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270, DAngle pitch = 0.);
void P_DrawSplash (int count, const DVector3 &pos, DAngle angle, int kind);
void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, int kind);
void P_DisconnectEffect (AActor *actor);