/* ** 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" #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 { DVector3 Pos; DVector3 Vel; DVector3 Acc; BYTE ttl; BYTE trans; WORD size; BYTE bright; BYTE fade; int color; WORD tnext; WORD snext; subsector_t * subsector; }; extern particle_t *Particles; extern TArray 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(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, bool fullbright, double startalpha, int lifetime, WORD size, double fadestep); 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 &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);