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70c11f7568
- Merged all the multiple bool parameters to the railgun functions into a single flags parameter. SVN r3706 (trunk)
94 lines
3.3 KiB
C++
94 lines
3.3 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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#include "vectors.h"
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#include "tables.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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#define FX_FOUNTAINMASK 0x00070000
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#define FX_FOUNTAINSHIFT 16
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#define FX_REDFOUNTAIN 0x00010000
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#define FX_GREENFOUNTAIN 0x00020000
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#define FX_BLUEFOUNTAIN 0x00030000
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#define FX_YELLOWFOUNTAIN 0x00040000
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#define FX_PURPLEFOUNTAIN 0x00050000
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#define FX_BLACKFOUNTAIN 0x00060000
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#define FX_WHITEFOUNTAIN 0x00070000
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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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fixed_t x,y,z;
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fixed_t velx,vely,velz;
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fixed_t accx,accy,accz;
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BYTE ttl;
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BYTE trans;
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BYTE size:7;
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BYTE bright:1;
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BYTE fade;
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int color;
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WORD tnext;
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WORD snext;
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subsector_t * subsector;
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};
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extern particle_t *Particles;
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extern TArray<WORD> ParticlesInSubsec;
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const WORD 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, float drift);
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void P_ThinkParticles (void);
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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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void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end, int color1, int color2, float maxdiff = 0, int flags = 0, const PClass *spawnclass = NULL, angle_t angle = 0, int duration = 35, float sparsity = 1.0, float drift = 1.0);
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void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind);
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void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind);
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void P_DisconnectEffect (AActor *actor);
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