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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __GAME_FX_H__
- #define __GAME_FX_H__
- /*
- ===============================================================================
- Special effects.
- ===============================================================================
- */
- typedef struct {
- renderLight_t renderLight; // light presented to the renderer
- qhandle_t lightDefHandle; // handle to renderer light def
- renderEntity_t renderEntity; // used to present a model to the renderer
- int modelDefHandle; // handle to static renderer model
- float delay;
- int particleSystem;
- int start;
- bool soundStarted;
- bool shakeStarted;
- bool decalDropped;
- bool launched;
- } idFXLocalAction;
- class idEntityFx : public idEntity {
- public:
- CLASS_PROTOTYPE( idEntityFx );
- idEntityFx();
- virtual ~idEntityFx();
- void Spawn( void );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- virtual void Think();
- void Setup( const char *fx );
- void Run( int time );
- void Start( int time );
- void Stop( void );
- const int Duration( void );
- const char * EffectName( void );
- const char * Joint( void );
- const bool Done();
- virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
- virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
- virtual void ClientPredictionThink( void );
- static idEntityFx * StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind );
- protected:
- void Event_Trigger( idEntity *activator );
- void Event_ClearFx( void );
- void CleanUp( void );
- void CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction );
- void ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart );
- int started;
- int nextTriggerTime;
- const idDeclFX * fxEffect; // GetFX() should be called before using fxEffect as a pointer
- idList<idFXLocalAction> actions;
- idStr systemName;
- };
- class idTeleporter : public idEntityFx {
- public:
- CLASS_PROTOTYPE( idTeleporter );
- private:
- // teleporters to this location
- void Event_DoAction( idEntity *activator );
- };
- #endif /* !__GAME_FX_H__ */
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