engine/engine/common/particles.h

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#ifndef _PARTICLES_H_
#define _PARTICLES_H_
extern int pt_explosion,
pt_emp,
pt_pointfile,
pt_entityparticles,
pt_darkfield,
pt_blob,
pt_blood,
pt_lightningblood,
pt_gunshot,
pt_wizspike,
pt_knightspike,
pt_spike,
pt_superspike,
pt_lavasplash,
pt_teleportsplash,
pt_blasterparticles,
pt_torch,
pt_flame,
pt_bullet,
pt_superbullet,
pe_default;
extern int rt_rocket_trail,
rt_smoke,
rt_blood,
rt_tracer,
rt_slight_blood,
rt_tracer2,
rt_voor_trail,
rt_fireball,
rt_ice,
rt_spit,
rt_spell,
rt_vorpal,
rt_setstaff,
rt_magicmissile,
rt_boneshard,
rt_scarab,
rt_acidball,
rt_bloodshot,
rt_blastertrail,
rt_railtrail,
rt_bubbletrail;
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
typedef struct particle_s
{
// driver-usable fields
vec3_t org;
float color;
vec3_t rgb;
float alpha;
float scale;
vec3_t vel;
float angle;
float rotationspeed;
float nextemit;
// drivers never touch the following fields
struct particle_s *next;
float die;
} particle_t;
#define BS_LASTSEG 0x1 // no draw to next, no delete
#define BS_DEAD 0x2 // segment is dead
#define BS_NODRAW 0x4 // only used for lerp switching
typedef struct beamseg_s
{
particle_t *p;
struct beamseg_s *next; // next in beamseg list
int flags; // flags for beamseg
vec3_t dir;
float texture_s;
} beamseg_t;
#define PARTICLE_Z_CLIP 8.0
#define frandom() (rand()*(1.0f/RAND_MAX))
#define crandom() (rand()*(2.0f/RAND_MAX)-1.0f)
#define hrandom() (rand()*(1.0f/RAND_MAX)-0.5f)
//main functions
void P_DrawParticles (void);
void P_InitParticles (void);
void P_ClearParticles (void);
void P_NewServer(void);
//allocate a new effect
int P_ParticleTypeForName(char *name);
int P_AllocateParticleType(char *name);
void P_SkyTri(float *v1, float *v2, float *v3, struct msurface_s *surf);
//wierd effects
void P_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); //aka: the particle builtin.
void P_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count); //these three are needed for hexen2.
void P_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count);
void P_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count);
void P_DarkFieldParticles (float *org, qbyte colour);
void P_EntityParticles (float *org, qbyte colour, float *radius); //nq's EF_BRIGHTFIELD
void P_TorchEffect (vec3_t pos, int type); //particles centered around a model, called every frame for those models.
//functions that spawn trails (basically just pass throughs)
void P_BlasterParticles (vec3_t org, vec3_t dir);
//functions that spawn point effects (basically just pass throughs)
void P_BlobExplosion (vec3_t org); //tarbaby explosion or TF emp.
void P_ParticleExplosion (vec3_t org); //rocket explosion (sprite is allocated seperatly :( )
void P_LavaSplash (vec3_t org); //cthon dying, or a gas grenade.
void P_TeleportSplash (vec3_t org); //teleporter effect.
typedef struct {
float lastdist;
struct beamseg_s *lastbeam; // last beam point
} trailstate_t;
//the core spawn function for trails. (trailstate can be null)
int P_ParticleTrail (vec3_t start, vec3_t end, int type, trailstate_t *trailstate);
void P_DefaultTrail (struct model_s *model); //fills in the default particle properties for a loaded model. Should already have the model flags set.
//the core spawn function for point effects
int P_RunParticleEffectType(vec3_t org, vec3_t dir, float count, int type); //1 if failed.
int P_RunParticleEffectTypeString (vec3_t org, vec3_t dir, float count, char *name); //1 if failed.
void P_EmitSkyEffectTris(struct model_s *mod, struct msurface_s *fa);
#endif