gzdoom-gles/src/p_effect.h
Randy Heit b3b0886b64 Merge branch 'scripting'
Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_blastradius.cpp
	src/p_enemy.cpp
	src/p_enemy.h
	src/thingdef/thingdef.h
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
2016-02-04 15:17:22 -06:00

95 lines
3.6 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.
**---------------------------------------------------------------------------
**
*/
#include "vectors.h"
#include "tables.h"
#define FX_ROCKET 0x00000001
#define FX_GRENADE 0x00000002
#define FX_RESPAWNINVUL 0x00000020
#define FX_VISIBILITYPULSE 0x00000040
#define FX_FOUNTAINMASK 0x00070000
#define FX_FOUNTAINSHIFT 16
#define FX_REDFOUNTAIN 0x00010000
#define FX_GREENFOUNTAIN 0x00020000
#define FX_BLUEFOUNTAIN 0x00030000
#define FX_YELLOWFOUNTAIN 0x00040000
#define FX_PURPLEFOUNTAIN 0x00050000
#define FX_BLACKFOUNTAIN 0x00060000
#define FX_WHITEFOUNTAIN 0x00070000
struct subsector_t;
// [RH] Particle details
struct particle_t
{
fixed_t x,y,z;
fixed_t velx,vely,velz;
fixed_t accx,accy,accz;
BYTE ttl;
BYTE trans;
WORD size;
BYTE bright:1;
BYTE fade;
int color;
WORD tnext;
WORD snext;
subsector_t * subsector;
};
extern particle_t *Particles;
extern TArray<WORD> ParticlesInSubsec;
const WORD 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(fixed_t x, fixed_t y, fixed_t z, fixed_t velx, fixed_t vely, fixed_t velz, PalEntry color, bool fullbright, BYTE startalpha, BYTE lifetime, WORD size, int fadestep, fixed_t accelx, fixed_t accely, fixed_t accelz);
void P_InitEffects (void);
void P_RunEffects (void);
void P_RunEffect (AActor *actor, int effects);
void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, angle_t angle = 0, int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270);
void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind);
void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind);
void P_DisconnectEffect (AActor *actor);