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